/* * IWineD3DVolume implementation * * Copyright 2002-2005 Jason Edmeades * Copyright 2002-2005 Raphael Junqueira * Copyright 2005 Oliver Stieber * Copyright 2009 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(IWineD3DVolume *iface) { IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface; const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info; IWineD3DVolumeTexture *texture; 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 = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB]; } else { active_sampler = 0; } if (active_sampler != WINED3D_UNMAPPED_STAGE) { IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler)); } if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DVolumeTexture, (void **)&texture))) { IWineD3DVolumeTexture_BindTexture(texture, FALSE); IWineD3DVolumeTexture_Release(texture); } else { ERR("Volume should be part of a volume texture\n"); } } void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box) { IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface; This->dirty = TRUE; if (dirty_box) { This->lockedBox.Left = min(This->lockedBox.Left, dirty_box->Left); This->lockedBox.Top = min(This->lockedBox.Top, dirty_box->Top); This->lockedBox.Front = min(This->lockedBox.Front, dirty_box->Front); This->lockedBox.Right = max(This->lockedBox.Right, dirty_box->Right); This->lockedBox.Bottom = max(This->lockedBox.Bottom, dirty_box->Bottom); This->lockedBox.Back = max(This->lockedBox.Back, dirty_box->Back); } else { 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; } } /* ******************************************* 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); } 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 == 0) { resource_cleanup((IWineD3DResource *)iface); This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent); HeapFree(GetProcessHeap(), 0, This); } return ref; } /* **************************************************** IWineD3DVolume IWineD3DResource parts follow **************************************************** */ static HRESULT WINAPI IWineD3DVolumeImpl_GetParent(IWineD3DVolume *iface, IUnknown **pParent) { return resource_get_parent((IWineD3DResource *)iface, pParent); } static HRESULT WINAPI IWineD3DVolumeImpl_SetPrivateData(IWineD3DVolume *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags); } static HRESULT WINAPI IWineD3DVolumeImpl_GetPrivateData(IWineD3DVolume *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData); } static HRESULT WINAPI IWineD3DVolumeImpl_FreePrivateData(IWineD3DVolume *iface, REFGUID refguid) { return resource_free_private_data((IWineD3DResource *)iface, refguid); } static DWORD WINAPI IWineD3DVolumeImpl_SetPriority(IWineD3DVolume *iface, DWORD PriorityNew) { return resource_set_priority((IWineD3DResource *)iface, PriorityNew); } static DWORD WINAPI IWineD3DVolumeImpl_GetPriority(IWineD3DVolume *iface) { return resource_get_priority((IWineD3DResource *)iface); } static void WINAPI IWineD3DVolumeImpl_PreLoad(IWineD3DVolume *iface) { FIXME("iface %p stub!\n", iface); } static void WINAPI IWineD3DVolumeImpl_UnLoad(IWineD3DVolume *iface) { TRACE("iface %p.\n", iface); /* The whole content is shadowed on This->resource.allocatedMemory, and * the texture name is managed by the VolumeTexture container. */ resource_unload((IWineD3DResourceImpl *)iface); } static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeImpl_GetType(IWineD3DVolume *iface) { return resource_get_type((IWineD3DResource *)iface); } /* ******************************************* IWineD3DVolume parts follow ******************************************* */ static HRESULT WINAPI IWineD3DVolumeImpl_GetContainer(IWineD3DVolume *iface, REFIID riid, void** ppContainer) { IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface; TRACE("(This %p, riid %s, ppContainer %p)\n", This, debugstr_guid(riid), ppContainer); if (!ppContainer) { ERR("Called without a valid ppContainer.\n"); return E_FAIL; } /* Although surfaces can be standalone, volumes can't */ if (!This->container) { ERR("Volume without an container. Should not happen.\n"); return E_FAIL; } TRACE("Relaying to QueryInterface\n"); return IUnknown_QueryInterface(This->container, riid, ppContainer); } static HRESULT WINAPI IWineD3DVolumeImpl_GetDesc(IWineD3DVolume *iface, WINED3DVOLUME_DESC* pDesc) { IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface; TRACE("(%p) : copying into %p\n", This, pDesc); pDesc->Format = This->resource.format_desc->format; pDesc->Type = This->resource.resourceType; pDesc->Usage = This->resource.usage; pDesc->Pool = This->resource.pool; pDesc->Size = This->resource.size; /* dx8 only */ pDesc->Width = This->currentDesc.Width; pDesc->Height = This->currentDesc.Height; pDesc->Depth = This->currentDesc.Depth; return WINED3D_OK; } static HRESULT WINAPI IWineD3DVolumeImpl_LockBox(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_desc->byte_count * This->currentDesc.Width; /* Bytes / row */ pLockedVolume->SlicePitch = This->resource.format_desc->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_desc->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)) { /* Don't dirtify */ } else { /** * Dirtify on lock * as seen in msdn docs */ volume_add_dirty_box(iface, &This->lockedBox); /** Dirtify Container if needed */ if (NULL != This->container) { IWineD3DVolumeTexture *cont = (IWineD3DVolumeTexture*) This->container; WINED3DRESOURCETYPE containerType = IWineD3DBaseTexture_GetType((IWineD3DBaseTexture *) cont); if (containerType == WINED3DRTYPE_VOLUMETEXTURE) { IWineD3DBaseTextureImpl* pTexture = (IWineD3DBaseTextureImpl*) cont; pTexture->baseTexture.texture_rgb.dirty = TRUE; pTexture->baseTexture.texture_srgb.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 WINED3D_OK; } static HRESULT WINAPI IWineD3DVolumeImpl_UnlockBox(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(RECT)); return WINED3D_OK; } /* Internal use functions follow : */ static HRESULT WINAPI IWineD3DVolumeImpl_SetContainer(IWineD3DVolume *iface, IWineD3DBase* container) { IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface; TRACE("This %p, container %p\n", This, container); /* We can't keep a reference to the container, since the container already keeps a reference to us. */ TRACE("Setting container to %p from %p\n", container, This->container); This->container = container; return WINED3D_OK; } /* Context activation is done by the caller. */ static HRESULT WINAPI IWineD3DVolumeImpl_LoadTexture(IWineD3DVolume *iface, int gl_level, BOOL srgb_mode) { IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface; const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info; const struct wined3d_format_desc *glDesc = This->resource.format_desc; TRACE("(%p) : level %u, format %s (0x%08x)\n", This, gl_level, debug_d3dformat(glDesc->format), glDesc->format); volume_bind_and_dirtify(iface); TRACE("Calling glTexImage3D %x level=%d, intfmt=%x, w=%d, h=%d,d=%d, 0=%d, glFmt=%x, glType=%x, Mem=%p\n", GL_TEXTURE_3D, gl_level, glDesc->glInternal, This->currentDesc.Width, This->currentDesc.Height, This->currentDesc.Depth, 0, glDesc->glFormat, glDesc->glType, This->resource.allocatedMemory); ENTER_GL(); GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, gl_level, glDesc->glInternal, This->currentDesc.Width, This->currentDesc.Height, This->currentDesc.Depth, 0, glDesc->glFormat, glDesc->glType, This->resource.allocatedMemory)); checkGLcall("glTexImage3D"); LEAVE_GL(); /* When adding code releasing This->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 This->resource.allocatedMemory if GL_APPLE_client_storage is supported. */ 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_UnLoad, IWineD3DVolumeImpl_GetType, /* IWineD3DVolume */ IWineD3DVolumeImpl_GetContainer, IWineD3DVolumeImpl_GetDesc, IWineD3DVolumeImpl_LockBox, IWineD3DVolumeImpl_UnlockBox, /* Internal interface */ IWineD3DVolumeImpl_LoadTexture, IWineD3DVolumeImpl_SetContainer }; HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width, UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; const struct wined3d_format_desc *format_desc = getFormatDescEntry(format, gl_info); 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((IWineD3DResource *)volume, WINED3DRTYPE_VOLUME, device, width * height * depth * format_desc->byte_count, usage, format_desc, pool, parent, parent_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((IWineD3DVolume *)volume, NULL); return WINED3D_OK; }