TRACE("(%p) : About to load texture.\n", This);
- if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
+ if (!device->isInDraw) context = context_acquire(device, NULL);
else if (gl_info->supported[EXT_TEXTURE_SRGB] && This->baseTexture.bindCount > 0)
{
srgb_mode = device->stateBlock->samplerState[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
* since the last load then reload the volumes. */
if (This->baseTexture.texture_rgb.dirty)
{
- for (i = 0; i < This->baseTexture.levels; ++i)
+ for (i = 0; i < This->baseTexture.level_count; ++i)
{
- IWineD3DVolume_LoadTexture(This->volumes[i], i, srgb_mode);
+ IWineD3DVolume *volume = (IWineD3DVolume *)This->baseTexture.sub_resources[i];
+ IWineD3DVolume_LoadTexture(volume, i, srgb_mode);
}
}
else if (srgb_was_toggled)
{
- for (i = 0; i < This->baseTexture.levels; ++i)
+ for (i = 0; i < This->baseTexture.level_count; ++i)
{
- volume_add_dirty_box(This->volumes[i], NULL);
- IWineD3DVolume_LoadTexture(This->volumes[i], i, srgb_mode);
+ IWineD3DVolume *volume = (IWineD3DVolume *)This->baseTexture.sub_resources[i];
+ volume_add_dirty_box(volume, NULL);
+ IWineD3DVolume_LoadTexture(volume, i, srgb_mode);
}
}
else
TRACE("(%p) : Cleaning up.\n", This);
- for (i = 0; i < This->baseTexture.levels; ++i)
+ for (i = 0; i < This->baseTexture.level_count; ++i)
{
- IWineD3DVolume *volume = This->volumes[i];
+ IWineD3DVolume *volume = (IWineD3DVolume *)This->baseTexture.sub_resources[i];
if (volume)
{
* surface before, this one will be a NOP and vice versa. Unloading an unloaded
* surface is fine
*/
- for (i = 0; i < This->baseTexture.levels; i++) {
- IWineD3DVolume_UnLoad(This->volumes[i]);
+ for (i = 0; i < This->baseTexture.level_count; ++i)
+ {
+ IWineD3DVolume_UnLoad((IWineD3DVolume *)This->baseTexture.sub_resources[i]);
}
basetexture_unload((IWineD3DBaseTexture *)iface);
/* *******************************************
IWineD3DVolumeTexture IWineD3DVolumeTexture parts follow
******************************************* */
-static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetLevelDesc(IWineD3DVolumeTexture *iface, UINT Level,WINED3DVOLUME_DESC *pDesc) {
- IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
- if (Level < This->baseTexture.levels) {
- TRACE("(%p) Level (%d)\n", This, Level);
- return IWineD3DVolume_GetDesc(This->volumes[Level], pDesc);
- } else {
- WARN("(%p) Level (%d)\n", This, Level);
+static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetLevelDesc(IWineD3DVolumeTexture *iface,
+ UINT level, WINED3DVOLUME_DESC *desc)
+{
+ IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
+ IWineD3DVolume *volume;
+
+ TRACE("iface %p, level %u, desc %p.\n", iface, level, desc);
+
+ if (!(volume = (IWineD3DVolume *)basetexture_get_sub_resource(texture, 0, level)))
+ {
+ WARN("Failed to get sub-resource.\n");
+ return WINED3DERR_INVALIDCALL;
}
- return WINED3D_OK;
+
+ return IWineD3DVolume_GetDesc(volume, desc);
}
-static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetVolumeLevel(IWineD3DVolumeTexture *iface, UINT Level, IWineD3DVolume** ppVolumeLevel) {
- IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
- if (Level < This->baseTexture.levels) {
- *ppVolumeLevel = This->volumes[Level];
- IWineD3DVolume_AddRef(*ppVolumeLevel);
- TRACE("(%p) -> level(%d) returning volume@%p\n", This, Level, *ppVolumeLevel);
- } else {
- WARN("(%p) Level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
- return WINED3DERR_INVALIDCALL;
+
+static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetVolumeLevel(IWineD3DVolumeTexture *iface,
+ UINT level, IWineD3DVolume **volume)
+{
+ IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
+ IWineD3DVolume *v;
+
+ TRACE("iface %p, level %u, volume %p.\n", iface, level, volume);
+
+ if (!(v = (IWineD3DVolume *)basetexture_get_sub_resource(texture, 0, level)))
+ {
+ WARN("Failed to get sub-resource.\n");
+ return WINED3DERR_INVALIDCALL;
}
- return WINED3D_OK;
+ IWineD3DVolume_AddRef(v);
+ *volume = v;
+
+ TRACE("Returning volume %p.\n", *volume);
+
+ return WINED3D_OK;
}
-static HRESULT WINAPI IWineD3DVolumeTextureImpl_LockBox(IWineD3DVolumeTexture *iface, UINT Level, WINED3DLOCKED_BOX* pLockedVolume, CONST WINED3DBOX* pBox, DWORD Flags) {
- HRESULT hr;
- IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
- if (Level < This->baseTexture.levels) {
- hr = IWineD3DVolume_LockBox(This->volumes[Level], pLockedVolume, pBox, Flags);
- TRACE("(%p) Level (%d) success(%u)\n", This, Level, hr);
+static HRESULT WINAPI IWineD3DVolumeTextureImpl_LockBox(IWineD3DVolumeTexture *iface,
+ UINT level, WINED3DLOCKED_BOX *locked_box, const WINED3DBOX *box, DWORD flags)
+{
+ IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
+ IWineD3DVolume *volume;
+
+ TRACE("iface %p, level %u, locked_box %p, box %p, flags %#x.\n",
+ iface, level, locked_box, box, flags);
- } else {
- FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
- return WINED3DERR_INVALIDCALL;
+ if (!(volume = (IWineD3DVolume *)basetexture_get_sub_resource(texture, 0, level)))
+ {
+ WARN("Failed to get sub-resource.\n");
+ return WINED3DERR_INVALIDCALL;
}
- return hr;
+
+ return IWineD3DVolume_LockBox(volume, locked_box, box, flags);
}
-static HRESULT WINAPI IWineD3DVolumeTextureImpl_UnlockBox(IWineD3DVolumeTexture *iface, UINT Level) {
- HRESULT hr;
- IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
+static HRESULT WINAPI IWineD3DVolumeTextureImpl_UnlockBox(IWineD3DVolumeTexture *iface, UINT level)
+{
+ IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
+ IWineD3DVolume *volume;
- if (Level < This->baseTexture.levels) {
- hr = IWineD3DVolume_UnlockBox(This->volumes[Level]);
- TRACE("(%p) -> level(%d) success(%u)\n", This, Level, hr);
+ TRACE("iface %p, level %u.\n", iface, level);
- } else {
- FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
- return WINED3DERR_INVALIDCALL;
+ if (!(volume = (IWineD3DVolume *)basetexture_get_sub_resource(texture, 0, level)))
+ {
+ WARN("Failed to get sub-resource.\n");
+ return WINED3DERR_INVALIDCALL;
}
- return hr;
+
+ return IWineD3DVolume_UnlockBox(volume);
}
-static HRESULT WINAPI IWineD3DVolumeTextureImpl_AddDirtyBox(IWineD3DVolumeTexture *iface, CONST WINED3DBOX* pDirtyBox) {
- IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
- This->baseTexture.texture_rgb.dirty = TRUE;
- This->baseTexture.texture_srgb.dirty = TRUE;
- TRACE("(%p) : dirtyfication of volume Level (0)\n", This);
- volume_add_dirty_box(This->volumes[0], pDirtyBox);
+static HRESULT WINAPI IWineD3DVolumeTextureImpl_AddDirtyBox(IWineD3DVolumeTexture *iface, const WINED3DBOX *dirty_box)
+{
+ IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
+ IWineD3DVolume *volume;
+
+ TRACE("iface %p, dirty_box %p.\n", iface, dirty_box);
+
+ if (!(volume = (IWineD3DVolume *)basetexture_get_sub_resource(texture, 0, 0)))
+ {
+ WARN("Failed to get sub-resource.\n");
+ return WINED3DERR_INVALIDCALL;
+ }
+
+ texture->baseTexture.texture_rgb.dirty = TRUE;
+ texture->baseTexture.texture_srgb.dirty = TRUE;
+ volume_add_dirty_box(volume, dirty_box);
return WINED3D_OK;
}
WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
- const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, gl_info);
+ const struct wined3d_format_desc *format_desc = getFormatDescEntry(format, gl_info);
UINT tmp_w, tmp_h, tmp_d;
unsigned int i;
HRESULT hr;
texture->lpVtbl = &IWineD3DVolumeTexture_Vtbl;
- hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, levels, WINED3DRTYPE_VOLUMETEXTURE,
- device, 0, usage, format_desc, pool, parent, parent_ops);
+ hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, 1, levels,
+ WINED3DRTYPE_VOLUMETEXTURE, device, 0, usage, format_desc, pool, parent, parent_ops);
if (FAILED(hr))
{
WARN("Failed to initialize basetexture, returning %#x.\n", hr);
tmp_h = height;
tmp_d = depth;
- for (i = 0; i < texture->baseTexture.levels; ++i)
+ for (i = 0; i < texture->baseTexture.level_count; ++i)
{
+ IWineD3DVolume *volume;
+
/* Create the volume. */
hr = IWineD3DDeviceParent_CreateVolume(device->device_parent, parent,
- tmp_w, tmp_h, tmp_d, format, pool, usage, &texture->volumes[i]);
+ tmp_w, tmp_h, tmp_d, format, pool, usage, &volume);
if (FAILED(hr))
{
ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr);
- texture->volumes[i] = NULL;
volumetexture_cleanup(texture);
return hr;
}
/* Set its container to this texture. */
- IWineD3DVolume_SetContainer(texture->volumes[i], (IWineD3DBase *)texture);
+ IWineD3DVolume_SetContainer(volume, (IWineD3DBase *)texture);
+ texture->baseTexture.sub_resources[i] = (IWineD3DResourceImpl *)volume;
/* Calculate the next mipmap level. */
tmp_w = max(1, tmp_w >> 1);