wined3d: Introduce volumetexture_init() to handle most of the volume texture initialization.
Henri Verbeet
hverbeet at codeweavers.com
Wed Jun 3 03:47:26 CDT 2009
---
dlls/wined3d/device.c | 96 ++------------------
dlls/wined3d/volumetexture.c | 196 ++++++++++++++++++++++++++++++++--------
dlls/wined3d/wined3d_private.h | 4 +-
3 files changed, 167 insertions(+), 129 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 5d7c4dd..f1dd938 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -1121,47 +1121,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *ifa
WINED3DPOOL Pool, IWineD3DVolumeTexture **ppVolumeTexture, IUnknown *parent)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &This->adapter->gl_info);
IWineD3DVolumeTextureImpl *object;
- unsigned int i;
- UINT tmpW;
- UINT tmpH;
- UINT tmpD;
HRESULT hr;
- /* TODO: It should only be possible to create textures for formats
- that are reported as supported */
- if (WINED3DFMT_UNKNOWN >= Format) {
- WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
- return WINED3DERR_INVALIDCALL;
- }
- if(!GL_SUPPORT(EXT_TEXTURE3D)) {
- WARN("(%p) : Texture cannot be created - no volume texture support\n", This);
- return WINED3DERR_INVALIDCALL;
- }
-
- /* Calculate levels for mip mapping */
- if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
- {
- if (!GL_SUPPORT(SGIS_GENERATE_MIPMAP))
- {
- WARN("No mipmap generation support, returning D3DERR_INVALIDCALL\n");
- return WINED3DERR_INVALIDCALL;
- }
-
- if (Levels > 1)
- {
- WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL\n");
- return WINED3DERR_INVALIDCALL;
- }
-
- Levels = 1;
- }
- else if (!Levels)
- {
- Levels = wined3d_log2i(max(max(Width, Height), Depth)) + 1;
- TRACE("Calculated levels = %d\n", Levels);
- }
+ TRACE("(%p) : W(%u) H(%u) D(%u), Lvl(%u) Usage(%#x), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
+ Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
@@ -1172,66 +1136,18 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *ifa
}
object->lpVtbl = &IWineD3DVolumeTexture_Vtbl;
- hr = basetexture_init((IWineD3DBaseTextureImpl *)object, Levels,
- WINED3DRTYPE_VOLUMETEXTURE, This, 0, Usage, format_desc, Pool, parent);
+ hr = volumetexture_init(object, Width, Height, Depth, Levels, This, Usage, Format, Pool, parent);
if (FAILED(hr))
{
- WARN("Failed to initialize basetexture, returning %#x\n", hr);
+ WARN("Failed to initialize volumetexture, returning %#x\n", hr);
HeapFree(GetProcessHeap(), 0, object);
*ppVolumeTexture = NULL;
return hr;
}
- TRACE("(%p) : Created basetexture %p\n", This, object);
-
- TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
- Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
-
- /* Is NP2 support for volumes needed? */
- object->baseTexture.pow2Matrix[ 0] = 1.0;
- object->baseTexture.pow2Matrix[ 5] = 1.0;
- object->baseTexture.pow2Matrix[10] = 1.0;
- object->baseTexture.pow2Matrix[15] = 1.0;
-
- if (object->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING)
- {
- object->baseTexture.minMipLookup = minMipLookup;
- object->baseTexture.magLookup = magLookup;
- } else {
- object->baseTexture.minMipLookup = minMipLookup_noFilter;
- object->baseTexture.magLookup = magLookup_noFilter;
- }
-
- /* Generate all the surfaces */
- tmpW = Width;
- tmpH = Height;
- tmpD = Depth;
-
- for (i = 0; i < object->baseTexture.levels; i++)
- {
- HRESULT hr;
- /* Create the volume */
- hr = IWineD3DDeviceParent_CreateVolume(This->device_parent, parent,
- tmpW, tmpH, tmpD, Format, Pool, Usage, &object->volumes[i]);
- if(FAILED(hr)) {
- ERR("Creating a volume for the volume texture failed(%08x)\n", hr);
- IWineD3DVolumeTexture_Release((IWineD3DVolumeTexture *) object);
- *ppVolumeTexture = NULL;
- return hr;
- }
-
- /* Set its container to this object */
- IWineD3DVolume_SetContainer(object->volumes[i], (IWineD3DBase *)object);
-
- /* calculate the next mipmap level */
- tmpW = max(1, tmpW >> 1);
- tmpH = max(1, tmpH >> 1);
- tmpD = max(1, tmpD >> 1);
- }
- object->baseTexture.internal_preload = volumetexture_internal_preload;
+ TRACE("(%p) : Created volume texture %p.\n", This, object);
+ *ppVolumeTexture = (IWineD3DVolumeTexture *)object;
- *ppVolumeTexture = (IWineD3DVolumeTexture *) object;
- TRACE("(%p) : Created volume texture %p\n", This, object);
return WINED3D_OK;
}
diff --git a/dlls/wined3d/volumetexture.c b/dlls/wined3d/volumetexture.c
index 6b30f3a..491525b 100644
--- a/dlls/wined3d/volumetexture.c
+++ b/dlls/wined3d/volumetexture.c
@@ -24,7 +24,57 @@
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
-#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
+
+#define GLINFO_LOCATION (*gl_info)
+
+static void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb)
+{
+ /* Override the IWineD3DResource Preload method. */
+ IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
+ IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+ const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
+ BOOL srgb_mode = This->baseTexture.is_srgb;
+ BOOL srgb_was_toggled = FALSE;
+ unsigned int i;
+
+ TRACE("(%p) : About to load texture.\n", This);
+
+ if (!device->isInDraw)
+ {
+ ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
+ }
+ else if (GL_SUPPORT(EXT_TEXTURE_SRGB) && This->baseTexture.bindCount > 0)
+ {
+ srgb_mode = device->stateBlock->samplerState[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
+ srgb_was_toggled = This->baseTexture.is_srgb != srgb_mode;
+ This->baseTexture.is_srgb = srgb_mode;
+ }
+
+ /* If the texture is marked dirty or the srgb sampler setting has changed
+ * since the last load then reload the volumes. */
+ if (This->baseTexture.dirty)
+ {
+ for (i = 0; i < This->baseTexture.levels; ++i)
+ {
+ IWineD3DVolume_LoadTexture(This->volumes[i], i, srgb_mode);
+ }
+ }
+ else if (srgb_was_toggled)
+ {
+ for (i = 0; i < This->baseTexture.levels; ++i)
+ {
+ volume_add_dirty_box(This->volumes[i], NULL);
+ IWineD3DVolume_LoadTexture(This->volumes[i], i, srgb_mode);
+ }
+ }
+ else
+ {
+ TRACE("(%p) Texture not dirty, nothing to do.\n", iface);
+ }
+
+ /* No longer dirty */
+ This->baseTexture.dirty = FALSE;
+}
static void volumetexture_cleanup(IWineD3DVolumeTextureImpl *This, D3DCB_DESTROYVOLUMEFN volume_destroy_cb)
{
@@ -46,9 +96,116 @@ static void volumetexture_cleanup(IWineD3DVolumeTextureImpl *This, D3DCB_DESTROY
basetexture_cleanup((IWineD3DBaseTexture *)This);
}
+HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height, UINT depth, UINT levels,
+ IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent)
+{
+ const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
+ const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, gl_info);
+ UINT tmp_w, tmp_h, tmp_d;
+ unsigned int i;
+ HRESULT hr;
+
+ /* TODO: It should only be possible to create textures for formats
+ * that are reported as supported. */
+ if (WINED3DFMT_UNKNOWN >= format)
+ {
+ WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
+ return WINED3DERR_INVALIDCALL;
+ }
+
+ if (!GL_SUPPORT(EXT_TEXTURE3D))
+ {
+ WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
+ return WINED3DERR_INVALIDCALL;
+ }
+
+ /* Calculate levels for mip mapping. */
+ if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
+ {
+ if (!GL_SUPPORT(SGIS_GENERATE_MIPMAP))
+ {
+ WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
+ return WINED3DERR_INVALIDCALL;
+ }
+
+ if (levels > 1)
+ {
+ WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
+ return WINED3DERR_INVALIDCALL;
+ }
+
+ levels = 1;
+ }
+ else if (!levels)
+ {
+ levels = wined3d_log2i(max(max(width, height), depth)) + 1;
+ TRACE("Calculated levels = %u.\n", levels);
+ }
+
+ hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, levels,
+ WINED3DRTYPE_VOLUMETEXTURE, device, 0, usage, format_desc, pool, parent);
+ if (FAILED(hr))
+ {
+ WARN("Failed to initialize basetexture, returning %#x.\n", hr);
+ return hr;
+ }
+
+ if (texture->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING)
+ {
+ texture->baseTexture.minMipLookup = minMipLookup;
+ texture->baseTexture.magLookup = magLookup;
+ }
+ else
+ {
+ texture->baseTexture.minMipLookup = minMipLookup_noFilter;
+ texture->baseTexture.magLookup = magLookup_noFilter;
+ }
+
+ /* Is NP2 support for volumes needed? */
+ texture->baseTexture.pow2Matrix[0] = 1.0;
+ texture->baseTexture.pow2Matrix[5] = 1.0;
+ texture->baseTexture.pow2Matrix[10] = 1.0;
+ texture->baseTexture.pow2Matrix[15] = 1.0;
+
+ /* Generate all the surfaces. */
+ tmp_w = width;
+ tmp_h = height;
+ tmp_d = depth;
+
+ for (i = 0; i < texture->baseTexture.levels; ++i)
+ {
+ /* Create the volume. */
+ hr = IWineD3DDeviceParent_CreateVolume(device->device_parent, parent,
+ tmp_w, tmp_h, tmp_d, format, pool, usage, &texture->volumes[i]);
+ if (FAILED(hr))
+ {
+ ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr);
+ texture->volumes[i] = NULL;
+ volumetexture_cleanup(texture, D3DCB_DefaultDestroyVolume);
+ return hr;
+ }
+
+ /* Set its container to this texture. */
+ IWineD3DVolume_SetContainer(texture->volumes[i], (IWineD3DBase *)texture);
+
+ /* Calculate the next mipmap level. */
+ tmp_w = max(1, tmp_w >> 1);
+ tmp_h = max(1, tmp_h >> 1);
+ tmp_d = max(1, tmp_d >> 1);
+ }
+ texture->baseTexture.internal_preload = volumetexture_internal_preload;
+
+ return WINED3D_OK;
+}
+
+#undef GLINFO_LOCATION
+
/* *******************************************
IWineD3DTexture IUnknown parts follow
******************************************* */
+
+#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
+
static HRESULT WINAPI IWineD3DVolumeTextureImpl_QueryInterface(IWineD3DVolumeTexture *iface, REFIID riid, LPVOID *ppobj)
{
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
@@ -110,43 +267,6 @@ static DWORD WINAPI IWineD3DVolumeTextureImpl_GetPriority(IWineD3DVolumeTexture
return resource_get_priority((IWineD3DResource *)iface);
}
-void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb) {
- /* Overrider the IWineD3DResource Preload method */
- unsigned int i;
- IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
- IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
- BOOL srgb_mode = This->baseTexture.is_srgb;
- BOOL srgb_was_toggled = FALSE;
-
- TRACE("(%p) : About to load texture\n", This);
-
- if(!device->isInDraw) {
- ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
- } else if (GL_SUPPORT(EXT_TEXTURE_SRGB) && This->baseTexture.bindCount > 0) {
- srgb_mode = device->stateBlock->samplerState[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
- srgb_was_toggled = This->baseTexture.is_srgb != srgb_mode;
- This->baseTexture.is_srgb = srgb_mode;
- }
-
- /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
- if (This->baseTexture.dirty) {
- for (i = 0; i < This->baseTexture.levels; i++)
- IWineD3DVolume_LoadTexture(This->volumes[i], i, srgb_mode);
- } else if (srgb_was_toggled) {
- for (i = 0; i < This->baseTexture.levels; i++) {
- volume_add_dirty_box(This->volumes[i], NULL);
- IWineD3DVolume_LoadTexture(This->volumes[i], i, srgb_mode);
- }
- } else {
- TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
- }
-
- /* No longer dirty */
- This->baseTexture.dirty = FALSE;
-
- return ;
-}
-
static void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DVolumeTexture *iface) {
volumetexture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
}
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 9c1c2d1..e673055 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1712,7 +1712,6 @@ typedef struct IWineD3DBaseTextureClass
void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
} IWineD3DBaseTextureClass;
-void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
typedef struct IWineD3DBaseTextureImpl
@@ -1833,6 +1832,9 @@ typedef struct IWineD3DVolumeTextureImpl
extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
+HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height, UINT depth, UINT levels,
+ IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
+
typedef struct _WINED3DSURFACET_DESC
{
WINED3DMULTISAMPLE_TYPE MultiSampleType;
--
1.6.0.6
--------------010808080006020205030008--
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