Sweden-Number/dlls/wined3d/volume.c

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/*
* IWineD3DVolume implementation
*
* Copyright 2002-2005 Jason Edmeades
* Copyright 2002-2005 Raphael Junqueira
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* Copyright 2005 Oliver Stieber
* Copyright 2009-2010 Henri Verbeet for CodeWeavers
*
* 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
/* Context activation is done by the caller. */
static void volume_bind_and_dirtify(struct IWineD3DVolumeImpl *volume)
{
const struct wined3d_gl_info *gl_info = &volume->resource.device->adapter->gl_info;
IWineD3DBaseTextureImpl *container = (IWineD3DBaseTextureImpl *)volume->container;
DWORD active_sampler;
/* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
* Read the unit back instead of switching to 0, this avoids messing around with the state manager's
* gl states. The current texture unit should always be a valid one.
*
* To be more specific, this is tricky because we can implicitly be called
* from sampler() in state.c. This means we can't touch anything other than
* whatever happens to be the currently active texture, or we would risk
* marking already applied sampler states dirty again.
*
* TODO: Track the current active texture per GL context instead of using glGet
*/
if (gl_info->supported[ARB_MULTITEXTURE])
{
GLint active_texture;
ENTER_GL();
glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
LEAVE_GL();
active_sampler = volume->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
} else {
active_sampler = 0;
}
if (active_sampler != WINED3D_UNMAPPED_STAGE)
{
IWineD3DDeviceImpl_MarkStateDirty(volume->resource.device, STATE_SAMPLER(active_sampler));
}
container->baseTexture.texture_ops->texture_bind(container, FALSE);
}
void volume_add_dirty_box(struct IWineD3DVolumeImpl *volume, const WINED3DBOX *dirty_box)
{
volume->dirty = TRUE;
if (dirty_box)
{
volume->lockedBox.Left = min(volume->lockedBox.Left, dirty_box->Left);
volume->lockedBox.Top = min(volume->lockedBox.Top, dirty_box->Top);
volume->lockedBox.Front = min(volume->lockedBox.Front, dirty_box->Front);
volume->lockedBox.Right = max(volume->lockedBox.Right, dirty_box->Right);
volume->lockedBox.Bottom = max(volume->lockedBox.Bottom, dirty_box->Bottom);
volume->lockedBox.Back = max(volume->lockedBox.Back, dirty_box->Back);
}
else
{
volume->lockedBox.Left = 0;
volume->lockedBox.Top = 0;
volume->lockedBox.Front = 0;
volume->lockedBox.Right = volume->currentDesc.Width;
volume->lockedBox.Bottom = volume->currentDesc.Height;
volume->lockedBox.Back = volume->currentDesc.Depth;
}
}
void volume_set_container(IWineD3DVolumeImpl *volume, struct IWineD3DVolumeTextureImpl *container)
{
TRACE("volume %p, container %p.\n", volume, container);
volume->container = container;
}
/* Context activation is done by the caller. */
void volume_load(IWineD3DVolumeImpl *volume, UINT level, BOOL srgb_mode)
{
const struct wined3d_gl_info *gl_info = &volume->resource.device->adapter->gl_info;
const struct wined3d_format *format = volume->resource.format;
TRACE("volume %p, level %u, srgb %#x, format %s (%#x).\n",
volume, level, srgb_mode, debug_d3dformat(format->id), format->id);
volume_bind_and_dirtify(volume);
ENTER_GL();
GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, level, format->glInternal,
volume->currentDesc.Width, volume->currentDesc.Height, volume->currentDesc.Depth,
0, format->glFormat, format->glType, volume->resource.allocatedMemory));
checkGLcall("glTexImage3D");
LEAVE_GL();
/* When adding code releasing volume->resource.allocatedMemory to save
* data keep in mind that GL_UNPACK_CLIENT_STORAGE_APPLE is enabled by
* default if supported(GL_APPLE_client_storage). Thus do not release
* volume->resource.allocatedMemory if GL_APPLE_client_storage is
* supported. */
}
/* Do not call while under the GL lock. */
static void volume_unload(struct wined3d_resource *resource)
{
TRACE("texture %p.\n", resource);
/* The whole content is shadowed on This->resource.allocatedMemory, and
* the texture name is managed by the VolumeTexture container. */
resource_unload(resource);
}
/* *******************************************
IWineD3DVolume IUnknown parts follow
******************************************* */
static HRESULT WINAPI IWineD3DVolumeImpl_QueryInterface(IWineD3DVolume *iface, REFIID riid, void **object)
{
TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
if (IsEqualGUID(riid, &IID_IWineD3DVolume)
|| IsEqualGUID(riid, &IID_IWineD3DResource)
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|| IsEqualGUID(riid, &IID_IUnknown))
{
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IUnknown_AddRef(iface);
*object = iface;
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return S_OK;
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}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
*object = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI IWineD3DVolumeImpl_AddRef(IWineD3DVolume *iface) {
IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
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TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
return InterlockedIncrement(&This->resource.ref);
}
/* Do not call while under the GL lock. */
static ULONG WINAPI IWineD3DVolumeImpl_Release(IWineD3DVolume *iface) {
IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
ULONG ref;
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TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
ref = InterlockedDecrement(&This->resource.ref);
if (!ref)
{
resource_cleanup(&This->resource);
This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
/* ****************************************************
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IWineD3DVolume IWineD3DResource parts follow
**************************************************** */
static void * WINAPI IWineD3DVolumeImpl_GetParent(IWineD3DVolume *iface)
{
TRACE("iface %p.\n", iface);
return ((IWineD3DVolumeImpl *)iface)->resource.parent;
}
static HRESULT WINAPI IWineD3DVolumeImpl_SetPrivateData(IWineD3DVolume *iface,
REFGUID riid, const void *data, DWORD data_size, DWORD flags)
{
return resource_set_private_data(&((IWineD3DVolumeImpl *)iface)->resource, riid, data, data_size, flags);
}
static HRESULT WINAPI IWineD3DVolumeImpl_GetPrivateData(IWineD3DVolume *iface,
REFGUID guid, void *data, DWORD *data_size)
{
return resource_get_private_data(&((IWineD3DVolumeImpl *)iface)->resource, guid, data, data_size);
}
static HRESULT WINAPI IWineD3DVolumeImpl_FreePrivateData(IWineD3DVolume *iface, REFGUID refguid)
{
return resource_free_private_data(&((IWineD3DVolumeImpl *)iface)->resource, refguid);
}
static DWORD WINAPI IWineD3DVolumeImpl_SetPriority(IWineD3DVolume *iface, DWORD priority)
{
return resource_set_priority(&((IWineD3DVolumeImpl *)iface)->resource, priority);
}
static DWORD WINAPI IWineD3DVolumeImpl_GetPriority(IWineD3DVolume *iface)
{
return resource_get_priority(&((IWineD3DVolumeImpl *)iface)->resource);
}
/* Do not call while under the GL lock. */
static void WINAPI IWineD3DVolumeImpl_PreLoad(IWineD3DVolume *iface) {
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FIXME("iface %p stub!\n", iface);
}
static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeImpl_GetType(IWineD3DVolume *iface)
{
return resource_get_type(&((IWineD3DVolumeImpl *)iface)->resource);
}
static void WINAPI IWineD3DVolumeImpl_GetDesc(IWineD3DVolume *iface, WINED3DVOLUME_DESC *desc)
{
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IWineD3DVolumeImpl *volume = (IWineD3DVolumeImpl *)iface;
TRACE("iface %p, desc %p.\n", iface, desc);
desc->Format = volume->resource.format->id;
desc->Type = volume->resource.resourceType;
desc->Usage = volume->resource.usage;
desc->Pool = volume->resource.pool;
desc->Size = volume->resource.size; /* dx8 only */
desc->Width = volume->currentDesc.Width;
desc->Height = volume->currentDesc.Height;
desc->Depth = volume->currentDesc.Depth;
}
static HRESULT WINAPI IWineD3DVolumeImpl_Map(IWineD3DVolume *iface,
WINED3DLOCKED_BOX *pLockedVolume, const WINED3DBOX *pBox, DWORD flags)
{
IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
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FIXME("(%p) : pBox=%p stub\n", This, pBox);
if(!This->resource.allocatedMemory) {
This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size);
}
/* fixme: should we really lock as such? */
TRACE("(%p) : box=%p, output pbox=%p, allMem=%p\n", This, pBox, pLockedVolume, This->resource.allocatedMemory);
pLockedVolume->RowPitch = This->resource.format->byte_count * This->currentDesc.Width; /* Bytes / row */
pLockedVolume->SlicePitch = This->resource.format->byte_count
* This->currentDesc.Width * This->currentDesc.Height; /* Bytes / slice */
if (!pBox) {
TRACE("No box supplied - all is ok\n");
pLockedVolume->pBits = This->resource.allocatedMemory;
This->lockedBox.Left = 0;
This->lockedBox.Top = 0;
This->lockedBox.Front = 0;
This->lockedBox.Right = This->currentDesc.Width;
This->lockedBox.Bottom = This->currentDesc.Height;
This->lockedBox.Back = This->currentDesc.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->resource.allocatedMemory
+ (pLockedVolume->SlicePitch * pBox->Front) /* FIXME: is front < back or vica versa? */
+ (pLockedVolume->RowPitch * pBox->Top)
+ (pBox->Left * This->resource.format->byte_count);
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;
}
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if (!(flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)))
{
volume_add_dirty_box(This, &This->lockedBox);
This->container->baseTexture.texture_rgb.dirty = TRUE;
This->container->baseTexture.texture_srgb.dirty = TRUE;
}
This->locked = TRUE;
TRACE("returning memory@%p rpitch(%d) spitch(%d)\n", pLockedVolume->pBits, pLockedVolume->RowPitch, pLockedVolume->SlicePitch);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DVolumeImpl_Unmap(IWineD3DVolume *iface)
{
IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
if (!This->locked)
{
WARN("Trying to unlock unlocked volume %p.\n", iface);
return WINED3DERR_INVALIDCALL;
}
TRACE("(%p) : unlocking volume\n", This);
This->locked = FALSE;
memset(&This->lockedBox, 0, sizeof(This->lockedBox));
return WINED3D_OK;
}
static const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl =
{
/* IUnknown */
IWineD3DVolumeImpl_QueryInterface,
IWineD3DVolumeImpl_AddRef,
IWineD3DVolumeImpl_Release,
/* IWineD3DResource */
IWineD3DVolumeImpl_GetParent,
IWineD3DVolumeImpl_SetPrivateData,
IWineD3DVolumeImpl_GetPrivateData,
IWineD3DVolumeImpl_FreePrivateData,
IWineD3DVolumeImpl_SetPriority,
IWineD3DVolumeImpl_GetPriority,
IWineD3DVolumeImpl_PreLoad,
IWineD3DVolumeImpl_GetType,
/* IWineD3DVolume */
IWineD3DVolumeImpl_GetDesc,
IWineD3DVolumeImpl_Map,
IWineD3DVolumeImpl_Unmap,
};
static const struct wined3d_resource_ops volume_resource_ops =
{
volume_unload,
};
HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
UINT height, UINT depth, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
void *parent, const struct wined3d_parent_ops *parent_ops)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
HRESULT hr;
if (!gl_info->supported[EXT_TEXTURE3D])
{
WARN("Volume cannot be created - no volume texture support.\n");
return WINED3DERR_INVALIDCALL;
}
volume->lpVtbl = &IWineD3DVolume_Vtbl;
hr = resource_init(&volume->resource, WINED3DRTYPE_VOLUME, device,
width * height * depth * format->byte_count, usage, format, pool,
parent, parent_ops, &volume_resource_ops);
if (FAILED(hr))
{
WARN("Failed to initialize resource, returning %#x.\n", hr);
return hr;
}
volume->currentDesc.Width = width;
volume->currentDesc.Height = height;
volume->currentDesc.Depth = depth;
volume->lockable = TRUE;
volume->locked = FALSE;
memset(&volume->lockedBox, 0, sizeof(volume->lockedBox));
volume->dirty = TRUE;
volume_add_dirty_box(volume, NULL);
return WINED3D_OK;
}