/* * IWineD3DVolume implementation * * Copyright 2002-2005 Jason Edmeades * Copyright 2002-2005 Raphael Junqueira * 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) { 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, gl_info, 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->resource.width; volume->lockedBox.Bottom = volume->resource.height; volume->lockedBox.Back = volume->resource.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, gl_info); ENTER_GL(); GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, level, format->glInternal, volume->resource.width, volume->resource.height, volume->resource.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)) { IUnknown_AddRef(iface); *object = iface; return S_OK; } 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; 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; 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; } /* **************************************************** 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) { 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, struct wined3d_resource_desc *desc) { IWineD3DVolumeImpl *volume = (IWineD3DVolumeImpl *)iface; TRACE("iface %p, desc %p.\n", iface, desc); wined3d_resource_get_desc(&volume->resource, desc); } static HRESULT WINAPI IWineD3DVolumeImpl_Map(IWineD3DVolume *iface, WINED3DLOCKED_BOX *pLockedVolume, const WINED3DBOX *pBox, DWORD flags) { IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface; 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->resource.width; /* Bytes / row */ pLockedVolume->SlicePitch = This->resource.format->byte_count * This->resource.width * This->resource.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->resource.width; This->lockedBox.Bottom = This->resource.height; This->lockedBox.Back = This->resource.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; } if (!(flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY))) { volume_add_dirty_box(This, &This->lockedBox); basetexture_set_dirty((IWineD3DBaseTextureImpl *)This->container, 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, device, WINED3DRTYPE_VOLUME, format, WINED3DMULTISAMPLE_NONE, 0, usage, pool, width, height, depth, width * height * depth * format->byte_count, parent, parent_ops, &volume_resource_ops); if (FAILED(hr)) { WARN("Failed to initialize resource, returning %#x.\n", hr); return hr; } 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; }