/* * Copyright 2002-2005 Jason Edmeades * Copyright 2002-2005 Raphael Junqueira * Copyright 2005 Oliver Stieber * Copyright 2009-2011 Henri Verbeet for CodeWeavers * Copyright 2013 Stefan Dösinger 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 "wine/port.h" #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface); WINE_DECLARE_DEBUG_CHANNEL(d3d_perf); /* Context activation is done by the caller. */ static void volume_bind_and_dirtify(const struct wined3d_volume *volume, struct wined3d_context *context, BOOL srgb) { struct wined3d_texture *container = 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. */ active_sampler = context->rev_tex_unit_map[context->active_texture]; if (active_sampler != WINED3D_UNMAPPED_STAGE) context_invalidate_state(context, STATE_SAMPLER(active_sampler)); container->texture_ops->texture_bind(container, context, srgb); } void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container) { TRACE("volume %p, container %p.\n", volume, container); volume->container = container; } /* Context activation is done by the caller. */ static void wined3d_volume_allocate_texture(const struct wined3d_volume *volume, const struct wined3d_context *context, BOOL srgb) { const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_format *format = volume->resource.format; GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, volume->texture_level, srgb ? format->glGammaInternal : format->glInternal, volume->resource.width, volume->resource.height, volume->resource.depth, 0, format->glFormat, format->glType, NULL)); checkGLcall("glTexImage3D"); } /* Context activation is done by the caller. */ void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wined3d_context *context, const struct wined3d_bo_address *data) { const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_format *format = volume->resource.format; TRACE("volume %p, context %p, level %u, format %s (%#x).\n", volume, context, volume->texture_level, debug_d3dformat(format->id), format->id); if (data->buffer_object) { GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, data->buffer_object)); checkGLcall("glBindBufferARB"); } GL_EXTCALL(glTexSubImage3DEXT(GL_TEXTURE_3D, volume->texture_level, 0, 0, 0, volume->resource.width, volume->resource.height, volume->resource.depth, format->glFormat, format->glType, data->addr)); checkGLcall("glTexSubImage3D"); if (data->buffer_object) { GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0)); checkGLcall("glBindBufferARB"); } } static void wined3d_volume_validate_location(struct wined3d_volume *volume, DWORD location) { TRACE("Volume %p, setting %s.\n", volume, wined3d_debug_location(location)); volume->locations |= location; TRACE("new location flags are %s.\n", wined3d_debug_location(volume->locations)); } void wined3d_volume_invalidate_location(struct wined3d_volume *volume, DWORD location) { TRACE("Volume %p, clearing %s.\n", volume, wined3d_debug_location(location)); volume->locations &= ~location; TRACE("new location flags are %s.\n", wined3d_debug_location(volume->locations)); } /* Context activation is done by the caller. */ static void wined3d_volume_download_data(struct wined3d_volume *volume, const struct wined3d_context *context, const struct wined3d_bo_address *data) { const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_format *format = volume->resource.format; if (data->buffer_object) { GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, data->buffer_object)); checkGLcall("glBindBufferARB"); } gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_3D, volume->texture_level, format->glFormat, format->glType, data->addr); checkGLcall("glGetTexImage"); if (data->buffer_object) { GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0)); checkGLcall("glBindBufferARB"); } } static void wined3d_volume_evict_sysmem(struct wined3d_volume *volume) { wined3d_resource_free_sysmem(&volume->resource); volume->resource.allocatedMemory = NULL; wined3d_volume_invalidate_location(volume, WINED3D_LOCATION_SYSMEM); } static DWORD volume_access_from_location(DWORD location) { switch (location) { case WINED3D_LOCATION_DISCARDED: return 0; case WINED3D_LOCATION_SYSMEM: return WINED3D_RESOURCE_ACCESS_CPU; case WINED3D_LOCATION_BUFFER: case WINED3D_LOCATION_TEXTURE_RGB: case WINED3D_LOCATION_TEXTURE_SRGB: return WINED3D_RESOURCE_ACCESS_GPU; default: FIXME("Unhandled location %#x.\n", location); return 0; } } /* Context activation is done by the caller. */ static void wined3d_volume_srgb_transfer(struct wined3d_volume *volume, struct wined3d_context *context, BOOL dest_is_srgb) { struct wined3d_bo_address data; /* Optimizations are possible, but the effort should be put into either * implementing EXT_SRGB_DECODE in the driver or finding out why we * picked the wrong copy for the original upload and fixing that. * * Also keep in mind that we want to avoid using resource.allocatedMemory * for DEFAULT pool surfaces. */ WARN_(d3d_perf)("Performing slow rgb/srgb volume transfer.\n"); data.buffer_object = 0; data.addr = HeapAlloc(GetProcessHeap(), 0, volume->resource.size); if (!data.addr) return; volume_bind_and_dirtify(volume, context, !dest_is_srgb); wined3d_volume_download_data(volume, context, &data); volume_bind_and_dirtify(volume, context, dest_is_srgb); wined3d_volume_upload_data(volume, context, &data); HeapFree(GetProcessHeap(), 0, data.addr); } /* Context activation is done by the caller. */ static void wined3d_volume_load_location(struct wined3d_volume *volume, struct wined3d_context *context, DWORD location) { DWORD required_access = volume_access_from_location(location); TRACE("Volume %p, loading %s, have %s.\n", volume, wined3d_debug_location(location), wined3d_debug_location(volume->locations)); if ((volume->locations & location) == location) { TRACE("Location(s) already up to date.\n"); return; } if ((volume->resource.access_flags & required_access) != required_access) { ERR("Operation requires %#x access, but volume only has %#x.\n", required_access, volume->resource.access_flags); return; } switch (location) { case WINED3D_LOCATION_TEXTURE_RGB: case WINED3D_LOCATION_TEXTURE_SRGB: if ((location == WINED3D_LOCATION_TEXTURE_RGB && !(volume->flags & WINED3D_VFLAG_ALLOCATED)) || (location == WINED3D_LOCATION_TEXTURE_SRGB && !(volume->flags & WINED3D_VFLAG_SRGB_ALLOCATED))) ERR("Trying to load (s)RGB texture without prior allocation.\n"); if (volume->locations & WINED3D_LOCATION_DISCARDED) { TRACE("Volume previously discarded, nothing to do.\n"); wined3d_volume_invalidate_location(volume, WINED3D_LOCATION_DISCARDED); } else if (volume->locations & WINED3D_LOCATION_SYSMEM) { struct wined3d_bo_address data = {0, volume->resource.allocatedMemory}; wined3d_volume_upload_data(volume, context, &data); } else if (volume->locations & WINED3D_LOCATION_BUFFER) { struct wined3d_bo_address data = {volume->pbo, NULL}; wined3d_volume_upload_data(volume, context, &data); } else if (volume->locations & WINED3D_LOCATION_TEXTURE_RGB) { wined3d_volume_srgb_transfer(volume, context, TRUE); } else if (volume->locations & WINED3D_LOCATION_TEXTURE_SRGB) { wined3d_volume_srgb_transfer(volume, context, FALSE); } else { FIXME("Implement texture loading from %s.\n", wined3d_debug_location(volume->locations)); return; } wined3d_volume_validate_location(volume, location); if (volume->resource.pool == WINED3D_POOL_MANAGED && volume->download_count < 10) wined3d_volume_evict_sysmem(volume); break; case WINED3D_LOCATION_SYSMEM: if (!volume->resource.allocatedMemory || !volume->resource.heap_memory) { ERR("Trying to load WINED3D_LOCATION_SYSMEM without setting it up first.\n"); return; } if (volume->locations & WINED3D_LOCATION_DISCARDED) { TRACE("Volume previously discarded, nothing to do.\n"); wined3d_volume_invalidate_location(volume, WINED3D_LOCATION_DISCARDED); } else if (volume->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB)) { struct wined3d_bo_address data = {0, volume->resource.allocatedMemory}; if (volume->locations & WINED3D_LOCATION_TEXTURE_RGB) volume_bind_and_dirtify(volume, context, FALSE); else volume_bind_and_dirtify(volume, context, TRUE); volume->download_count++; wined3d_volume_download_data(volume, context, &data); } else { FIXME("Implement WINED3D_LOCATION_SYSMEM loading from %s.\n", wined3d_debug_location(volume->locations)); return; } wined3d_volume_validate_location(volume, WINED3D_LOCATION_SYSMEM); break; case WINED3D_LOCATION_BUFFER: if (!volume->pbo || !(volume->flags & WINED3D_VFLAG_PBO)) ERR("Trying to load WINED3D_LOCATION_BUFFER without setting it up first.\n"); if (volume->locations & WINED3D_LOCATION_DISCARDED) { TRACE("Volume previously discarded, nothing to do.\n"); wined3d_volume_invalidate_location(volume, WINED3D_LOCATION_DISCARDED); } else if (volume->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB)) { struct wined3d_bo_address data = {volume->pbo, NULL}; if (volume->locations & WINED3D_LOCATION_TEXTURE_RGB) volume_bind_and_dirtify(volume, context, FALSE); else volume_bind_and_dirtify(volume, context, TRUE); wined3d_volume_download_data(volume, context, &data); } else { FIXME("Implement WINED3D_LOCATION_BUFFER loading from %s.\n", wined3d_debug_location(volume->locations)); return; } wined3d_volume_validate_location(volume, WINED3D_LOCATION_BUFFER); break; default: FIXME("Implement %s loading from %s.\n", wined3d_debug_location(location), wined3d_debug_location(volume->locations)); } } /* Context activation is done by the caller. */ void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *context, BOOL srgb_mode) { volume_bind_and_dirtify(volume, context, srgb_mode); if (srgb_mode) { if (!(volume->flags & WINED3D_VFLAG_SRGB_ALLOCATED)) { wined3d_volume_allocate_texture(volume, context, TRUE); volume->flags |= WINED3D_VFLAG_SRGB_ALLOCATED; } wined3d_volume_load_location(volume, context, WINED3D_LOCATION_TEXTURE_SRGB); } else { if (!(volume->flags & WINED3D_VFLAG_ALLOCATED)) { wined3d_volume_allocate_texture(volume, context, FALSE); volume->flags |= WINED3D_VFLAG_ALLOCATED; } wined3d_volume_load_location(volume, context, WINED3D_LOCATION_TEXTURE_RGB); } } /* Context activation is done by the caller. */ static void wined3d_volume_prepare_pbo(struct wined3d_volume *volume, struct wined3d_context *context) { const struct wined3d_gl_info *gl_info = context->gl_info; if (volume->pbo) return; GL_EXTCALL(glGenBuffersARB(1, &volume->pbo)); GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, volume->pbo)); GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, volume->resource.size, NULL, GL_STREAM_DRAW_ARB)); GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0)); checkGLcall("Create PBO"); TRACE("Created PBO %u for volume %p.\n", volume->pbo, volume); } static void wined3d_volume_free_pbo(struct wined3d_volume *volume) { struct wined3d_context *context = context_acquire(volume->resource.device, NULL); const struct wined3d_gl_info *gl_info = context->gl_info; TRACE("Deleting PBO %u belonging to volume %p.\n", volume->pbo, volume); GL_EXTCALL(glDeleteBuffersARB(1, &volume->pbo)); checkGLcall("glDeleteBuffersARB"); volume->pbo = 0; context_release(context); } static BOOL volume_prepare_system_memory(struct wined3d_volume *volume) { if (volume->resource.allocatedMemory) return TRUE; if (!wined3d_resource_allocate_sysmem(&volume->resource)) { ERR("Failed to allocate system memory.\n"); return FALSE; } volume->resource.allocatedMemory = volume->resource.heap_memory; return TRUE; } static void volume_unload(struct wined3d_resource *resource) { struct wined3d_volume *volume = volume_from_resource(resource); struct wined3d_device *device = volume->resource.device; struct wined3d_context *context; if (volume->resource.pool == WINED3D_POOL_DEFAULT) ERR("Unloading DEFAULT pool volume.\n"); TRACE("texture %p.\n", resource); if (volume_prepare_system_memory(volume)) { context = context_acquire(device, NULL); wined3d_volume_load_location(volume, context, WINED3D_LOCATION_SYSMEM); context_release(context); wined3d_volume_invalidate_location(volume, ~WINED3D_LOCATION_SYSMEM); } else { ERR("Out of memory when unloading volume %p.\n", volume); wined3d_volume_validate_location(volume, WINED3D_LOCATION_DISCARDED); wined3d_volume_invalidate_location(volume, ~WINED3D_LOCATION_DISCARDED); } if (volume->pbo) { /* Should not happen because only dynamic default pool volumes * have a buffer, and those are not evicted by device_evit_managed_resources * and must be freed before a non-ex device reset. */ ERR("Unloading a volume with a buffer\n"); wined3d_volume_free_pbo(volume); } /* The texture name is managed by the container. */ volume->flags &= ~(WINED3D_VFLAG_ALLOCATED | WINED3D_VFLAG_SRGB_ALLOCATED); resource_unload(resource); } ULONG CDECL wined3d_volume_incref(struct wined3d_volume *volume) { ULONG refcount; if (volume->container) { TRACE("Forwarding to container %p.\n", volume->container); return wined3d_texture_incref(volume->container); } refcount = InterlockedIncrement(&volume->resource.ref); TRACE("%p increasing refcount to %u.\n", volume, refcount); return refcount; } ULONG CDECL wined3d_volume_decref(struct wined3d_volume *volume) { ULONG refcount; if (volume->container) { TRACE("Forwarding to container %p.\n", volume->container); return wined3d_texture_decref(volume->container); } refcount = InterlockedDecrement(&volume->resource.ref); TRACE("%p decreasing refcount to %u.\n", volume, refcount); if (!refcount) { if (volume->pbo) wined3d_volume_free_pbo(volume); resource_cleanup(&volume->resource); volume->resource.parent_ops->wined3d_object_destroyed(volume->resource.parent); HeapFree(GetProcessHeap(), 0, volume); } return refcount; } void * CDECL wined3d_volume_get_parent(const struct wined3d_volume *volume) { TRACE("volume %p.\n", volume); return volume->resource.parent; } DWORD CDECL wined3d_volume_set_priority(struct wined3d_volume *volume, DWORD priority) { return resource_set_priority(&volume->resource, priority); } DWORD CDECL wined3d_volume_get_priority(const struct wined3d_volume *volume) { return resource_get_priority(&volume->resource); } void CDECL wined3d_volume_preload(struct wined3d_volume *volume) { FIXME("volume %p stub!\n", volume); } struct wined3d_resource * CDECL wined3d_volume_get_resource(struct wined3d_volume *volume) { TRACE("volume %p.\n", volume); return &volume->resource; } HRESULT CDECL wined3d_volume_map(struct wined3d_volume *volume, struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags) { struct wined3d_device *device = volume->resource.device; struct wined3d_context *context; const struct wined3d_gl_info *gl_info; BYTE *base_memory; TRACE("volume %p, map_desc %p, box %p, flags %#x.\n", volume, map_desc, box, flags); if (!(volume->resource.access_flags & WINED3D_RESOURCE_ACCESS_CPU)) { WARN("Volume %p is not CPU accessible.\n", volume); map_desc->data = NULL; return WINED3DERR_INVALIDCALL; } flags = wined3d_resource_sanitize_map_flags(&volume->resource, flags); if (volume->flags & WINED3D_VFLAG_PBO) { context = context_acquire(device, NULL); gl_info = context->gl_info; wined3d_volume_prepare_pbo(volume, context); if (flags & WINED3D_MAP_DISCARD) wined3d_volume_validate_location(volume, WINED3D_LOCATION_BUFFER); else wined3d_volume_load_location(volume, context, WINED3D_LOCATION_BUFFER); GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, volume->pbo)); if (gl_info->supported[ARB_MAP_BUFFER_RANGE]) { GLbitfield mapflags = wined3d_resource_gl_map_flags(flags); mapflags &= ~GL_MAP_FLUSH_EXPLICIT_BIT; base_memory = GL_EXTCALL(glMapBufferRange(GL_PIXEL_UNPACK_BUFFER_ARB, 0, volume->resource.size, mapflags)); } else { base_memory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0)); } GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0)); checkGLcall("Map PBO"); context_release(context); } else { if (!volume_prepare_system_memory(volume)) { WARN("Out of memory.\n"); map_desc->data = NULL; return E_OUTOFMEMORY; } if (flags & WINED3D_MAP_DISCARD) { wined3d_volume_validate_location(volume, WINED3D_LOCATION_SYSMEM); } else if (!(volume->locations & WINED3D_LOCATION_SYSMEM)) { context = context_acquire(device, NULL); wined3d_volume_load_location(volume, context, WINED3D_LOCATION_SYSMEM); context_release(context); } base_memory = volume->resource.allocatedMemory; } TRACE("Base memory pointer %p.\n", base_memory); map_desc->row_pitch = volume->resource.format->byte_count * volume->resource.width; /* Bytes / row */ map_desc->slice_pitch = volume->resource.format->byte_count * volume->resource.width * volume->resource.height; /* Bytes / slice */ if (!box) { TRACE("No box supplied - all is ok\n"); map_desc->data = base_memory; } else { TRACE("Lock Box (%p) = l %u, t %u, r %u, b %u, fr %u, ba %u\n", box, box->left, box->top, box->right, box->bottom, box->front, box->back); map_desc->data = base_memory + (map_desc->slice_pitch * box->front) /* FIXME: is front < back or vica versa? */ + (map_desc->row_pitch * box->top) + (box->left * volume->resource.format->byte_count); } if (!(flags & (WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY))) { wined3d_texture_set_dirty(volume->container); if (volume->flags & WINED3D_VFLAG_PBO) wined3d_volume_invalidate_location(volume, ~WINED3D_LOCATION_BUFFER); else wined3d_volume_invalidate_location(volume, ~WINED3D_LOCATION_SYSMEM); } volume->flags |= WINED3D_VFLAG_LOCKED; TRACE("Returning memory %p, row pitch %d, slice pitch %d.\n", map_desc->data, map_desc->row_pitch, map_desc->slice_pitch); return WINED3D_OK; } struct wined3d_volume * CDECL wined3d_volume_from_resource(struct wined3d_resource *resource) { return volume_from_resource(resource); } HRESULT CDECL wined3d_volume_unmap(struct wined3d_volume *volume) { TRACE("volume %p.\n", volume); if (!(volume->flags & WINED3D_VFLAG_LOCKED)) { WARN("Trying to unlock unlocked volume %p.\n", volume); return WINED3DERR_INVALIDCALL; } if (volume->flags & WINED3D_VFLAG_PBO) { struct wined3d_device *device = volume->resource.device; struct wined3d_context *context = context_acquire(device, NULL); const struct wined3d_gl_info *gl_info = context->gl_info; GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, volume->pbo)); GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB)); GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0)); checkGLcall("Unmap PBO"); context_release(context); } volume->flags &= ~WINED3D_VFLAG_LOCKED; return WINED3D_OK; } static const struct wined3d_resource_ops volume_resource_ops = { volume_unload, }; static HRESULT volume_init(struct wined3d_volume *volume, struct wined3d_device *device, UINT width, UINT height, UINT depth, UINT level, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool 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; UINT size; if (!gl_info->supported[EXT_TEXTURE3D]) { WARN("Volume cannot be created - no volume texture support.\n"); return WINED3DERR_INVALIDCALL; } /* TODO: Write tests for other resources and move this check * to resource_init, if applicable. */ if (usage & WINED3DUSAGE_DYNAMIC && (pool == WINED3D_POOL_MANAGED || pool == WINED3D_POOL_SCRATCH)) { WARN("Attempted to create a DYNAMIC texture in pool %u.\n", pool); return WINED3DERR_INVALIDCALL; } size = wined3d_format_calculate_size(format, device->surface_alignment, width, height, depth); hr = resource_init(&volume->resource, device, WINED3D_RTYPE_VOLUME, format, WINED3D_MULTISAMPLE_NONE, 0, usage, pool, width, height, depth, size, parent, parent_ops, &volume_resource_ops); if (FAILED(hr)) { WARN("Failed to initialize resource, returning %#x.\n", hr); return hr; } volume->texture_level = level; volume->locations = WINED3D_LOCATION_DISCARDED; if (pool == WINED3D_POOL_DEFAULT && usage & WINED3DUSAGE_DYNAMIC && gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) { wined3d_resource_free_sysmem(&volume->resource); volume->resource.allocatedMemory = NULL; volume->flags |= WINED3D_VFLAG_PBO; } return WINED3D_OK; } HRESULT CDECL wined3d_volume_create(struct wined3d_device *device, UINT width, UINT height, UINT depth, UINT level, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_volume **volume) { struct wined3d_volume *object; HRESULT hr; TRACE("device %p, width %u, height %u, depth %u, usage %#x, format %s, pool %s\n", device, width, height, depth, usage, debug_d3dformat(format_id), debug_d3dpool(pool)); TRACE("parent %p, parent_ops %p, volume %p.\n", parent, parent_ops, volume); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { *volume = NULL; return WINED3DERR_OUTOFVIDEOMEMORY; } hr = volume_init(object, device, width, height, depth, level, usage, format_id, pool, parent, parent_ops); if (FAILED(hr)) { WARN("Failed to initialize volume, returning %#x.\n", hr); HeapFree(GetProcessHeap(), 0, object); return hr; } TRACE("Created volume %p.\n", object); *volume = object; return WINED3D_OK; }