Sweden-Number/dlls/d3d8/volume.c

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/*
* IDirect3DVolume8 implementation
*
* Copyright 2002-2003 Jason Edmeades
* Raphael Junqueira
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*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "config.h"
#include <stdarg.h>
#define NONAMELESSUNION
#define NONAMELESSSTRUCT
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#include "windef.h"
#include "winbase.h"
#include "winuser.h"
#include "wingdi.h"
#include "wine/debug.h"
#include "d3d8_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
/* IDirect3DVolume IUnknown parts follow: */
HRESULT WINAPI IDirect3DVolume8Impl_QueryInterface(LPDIRECT3DVOLUME8 iface, REFIID riid, LPVOID* ppobj) {
IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface;
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if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IDirect3DVolume8)) {
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IDirect3DVolume8Impl_AddRef(iface);
*ppobj = This;
return D3D_OK;
}
WARN("(%p)->(%s,%p) not found\n", This, debugstr_guid(riid), ppobj);
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return E_NOINTERFACE;
}
ULONG WINAPI IDirect3DVolume8Impl_AddRef(LPDIRECT3DVOLUME8 iface) {
IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface;
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TRACE("(%p) : AddRef from %ld\n", This, This->ref);
return ++(This->ref);
}
ULONG WINAPI IDirect3DVolume8Impl_Release(LPDIRECT3DVOLUME8 iface) {
IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface;
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ULONG ref = --This->ref;
TRACE("(%p) : ReleaseRef to %ld\n", This, This->ref);
if (ref == 0) {
HeapFree(GetProcessHeap(), 0, This->allocatedMemory);
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HeapFree(GetProcessHeap(), 0, This);
}
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return ref;
}
/* IDirect3DVolume8: */
HRESULT WINAPI IDirect3DVolume8Impl_GetDevice(LPDIRECT3DVOLUME8 iface, IDirect3DDevice8** ppDevice) {
IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface;
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TRACE("(%p) : returning %p\n", This, This->Device);
*ppDevice = (LPDIRECT3DDEVICE8) This->Device;
/* Note Calling this method will increase the internal reference count
on the IDirect3DDevice8 interface. */
IDirect3DDevice8Impl_AddRef(*ppDevice);
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return D3D_OK;
}
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HRESULT WINAPI IDirect3DVolume8Impl_SetPrivateData(LPDIRECT3DVOLUME8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
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}
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HRESULT WINAPI IDirect3DVolume8Impl_GetPrivateData(LPDIRECT3DVOLUME8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
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}
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HRESULT WINAPI IDirect3DVolume8Impl_FreePrivateData(LPDIRECT3DVOLUME8 iface, REFGUID refguid) {
IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
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}
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HRESULT WINAPI IDirect3DVolume8Impl_GetContainer(LPDIRECT3DVOLUME8 iface, REFIID riid, void** ppContainer) {
IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface;
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TRACE("(%p) : returning %p\n", This, This->Container);
*ppContainer = This->Container;
IUnknown_AddRef(This->Container);
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return D3D_OK;
}
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HRESULT WINAPI IDirect3DVolume8Impl_GetDesc(LPDIRECT3DVOLUME8 iface, D3DVOLUME_DESC* pDesc) {
IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface;
TRACE("(%p) : copying into %p\n", This, pDesc);
memcpy(pDesc, &This->myDesc, sizeof(D3DVOLUME_DESC));
return D3D_OK;
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}
HRESULT WINAPI IDirect3DVolume8Impl_LockBox(LPDIRECT3DVOLUME8 iface, D3DLOCKED_BOX* pLockedVolume, CONST D3DBOX* pBox, DWORD Flags) {
IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface;
FIXME("(%p) : pBox=%p stub\n", This, pBox);
/* fixme: should we really lock as such? */
TRACE("(%p) : box=%p, output pbox=%p, allMem=%p\n", This, pBox, pLockedVolume, This->allocatedMemory);
pLockedVolume->RowPitch = This->bytesPerPixel * This->myDesc.Width; /* Bytes / row */
pLockedVolume->SlicePitch = This->bytesPerPixel * This->myDesc.Width * This->myDesc.Height; /* Bytes / slice */
if (!pBox) {
TRACE("No box supplied - all is ok\n");
pLockedVolume->pBits = This->allocatedMemory;
This->lockedBox.Left = 0;
This->lockedBox.Top = 0;
This->lockedBox.Front = 0;
This->lockedBox.Right = This->myDesc.Width;
This->lockedBox.Bottom = This->myDesc.Height;
This->lockedBox.Back = This->myDesc.Depth;
} else {
TRACE("Lock Box (%p) = l %d, t %d, r %d, b %d, fr %d, ba %d\n", pBox, pBox->Left, pBox->Top, pBox->Right, pBox->Bottom, pBox->Front, pBox->Back);
pLockedVolume->pBits = This->allocatedMemory +
(pLockedVolume->SlicePitch * pBox->Front) + /* FIXME: is front < back or vica versa? */
(pLockedVolume->RowPitch * pBox->Top) +
(pBox->Left * This->bytesPerPixel);
This->lockedBox.Left = pBox->Left;
This->lockedBox.Top = pBox->Top;
This->lockedBox.Front = pBox->Front;
This->lockedBox.Right = pBox->Right;
This->lockedBox.Bottom = pBox->Bottom;
This->lockedBox.Back = pBox->Back;
}
if (Flags & (D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_READONLY)) {
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/* Don't dirtify */
} else {
/**
* Dirtify on lock
* as seen in msdn docs
*/
IDirect3DVolume8Impl_AddDirtyBox(iface, &This->lockedBox);
/** Dirtify Container if needed */
if (NULL != This->Container) {
IDirect3DVolumeTexture8* cont = (IDirect3DVolumeTexture8*) This->Container;
D3DRESOURCETYPE containerType = IDirect3DBaseTexture8Impl_GetType((LPDIRECT3DBASETEXTURE8) cont);
if (containerType == D3DRTYPE_VOLUMETEXTURE) {
IDirect3DBaseTexture8Impl* pTexture = (IDirect3DBaseTexture8Impl*) cont;
pTexture->Dirty = TRUE;
} else {
FIXME("Set dirty on container type %d\n", containerType);
}
}
}
This->locked = TRUE;
TRACE("returning memory@%p rpitch(%d) spitch(%d)\n", pLockedVolume->pBits, pLockedVolume->RowPitch, pLockedVolume->SlicePitch);
return D3D_OK;
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}
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HRESULT WINAPI IDirect3DVolume8Impl_UnlockBox(LPDIRECT3DVOLUME8 iface) {
IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface;
if (FALSE == This->locked) {
ERR("trying to lock unlocked volume@%p\n", This);
return D3DERR_INVALIDCALL;
}
TRACE("(%p) : unlocking volume\n", This);
This->locked = FALSE;
memset(&This->lockedBox, 0, sizeof(RECT));
return D3D_OK;
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}
IDirect3DVolume8Vtbl Direct3DVolume8_Vtbl =
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{
IDirect3DVolume8Impl_QueryInterface,
IDirect3DVolume8Impl_AddRef,
IDirect3DVolume8Impl_Release,
IDirect3DVolume8Impl_GetDevice,
IDirect3DVolume8Impl_SetPrivateData,
IDirect3DVolume8Impl_GetPrivateData,
IDirect3DVolume8Impl_FreePrivateData,
IDirect3DVolume8Impl_GetContainer,
IDirect3DVolume8Impl_GetDesc,
IDirect3DVolume8Impl_LockBox,
IDirect3DVolume8Impl_UnlockBox
};
HRESULT WINAPI IDirect3DVolume8Impl_CleanDirtyBox(LPDIRECT3DVOLUME8 iface) {
IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface;
This->Dirty = FALSE;
This->lockedBox.Left = This->myDesc.Width;
This->lockedBox.Top = This->myDesc.Height;
This->lockedBox.Front = This->myDesc.Depth;
This->lockedBox.Right = 0;
This->lockedBox.Bottom = 0;
This->lockedBox.Back = 0;
return D3D_OK;
}
/**
* Raphael:
* very stupid way to handle multiple dirty box but it works :)
*/
HRESULT WINAPI IDirect3DVolume8Impl_AddDirtyBox(LPDIRECT3DVOLUME8 iface, CONST D3DBOX* pDirtyBox) {
IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface;
This->Dirty = TRUE;
if (NULL != pDirtyBox) {
This->lockedBox.Left = min(This->lockedBox.Left, pDirtyBox->Left);
This->lockedBox.Top = min(This->lockedBox.Top, pDirtyBox->Top);
This->lockedBox.Front = min(This->lockedBox.Front, pDirtyBox->Front);
This->lockedBox.Right = max(This->lockedBox.Right, pDirtyBox->Right);
This->lockedBox.Bottom = max(This->lockedBox.Bottom, pDirtyBox->Bottom);
This->lockedBox.Back = max(This->lockedBox.Back, pDirtyBox->Back);
} else {
This->lockedBox.Left = 0;
This->lockedBox.Top = 0;
This->lockedBox.Front = 0;
This->lockedBox.Right = This->myDesc.Width;
This->lockedBox.Bottom = This->myDesc.Height;
This->lockedBox.Back = This->myDesc.Depth;
}
return D3D_OK;
}