317 lines
12 KiB
C
317 lines
12 KiB
C
/*
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* IWineD3DVolume implementation
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*
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* Copyright 2002-2005 Jason Edmeades
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* Copyright 2002-2005 Raphael Junqueira
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* Copyright 2005 Oliver Stieber
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "config.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->wineD3DDevice)->wineD3D))->gl_info
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/* *******************************************
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IWineD3DVolume IUnknown parts follow
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******************************************* */
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HRESULT WINAPI IWineD3DVolumeImpl_QueryInterface(IWineD3DVolume *iface, REFIID riid, LPVOID *ppobj)
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{
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IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
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TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IWineD3DBase)
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|| IsEqualGUID(riid, &IID_IWineD3DVolume)){
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IUnknown_AddRef(iface);
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*ppobj = This;
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return D3D_OK;
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}
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return E_NOINTERFACE;
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}
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ULONG WINAPI IWineD3DVolumeImpl_AddRef(IWineD3DVolume *iface) {
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IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
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TRACE("(%p) : AddRef increasing from %ld\n", This, This->resource.ref);
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return InterlockedIncrement(&This->resource.ref);
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}
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ULONG WINAPI IWineD3DVolumeImpl_Release(IWineD3DVolume *iface) {
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IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
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ULONG ref;
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TRACE("(%p) : Releasing from %ld\n", This, This->resource.ref);
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ref = InterlockedDecrement(&This->resource.ref);
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if (ref == 0) {
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IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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}
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/* ****************************************************
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IWineD3DVolume IWineD3DResource parts follow
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**************************************************** */
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HRESULT WINAPI IWineD3DVolumeImpl_GetParent(IWineD3DVolume *iface, IUnknown **pParent) {
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return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
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}
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HRESULT WINAPI IWineD3DVolumeImpl_GetDevice(IWineD3DVolume *iface, IWineD3DDevice** ppDevice) {
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return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
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}
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HRESULT WINAPI IWineD3DVolumeImpl_SetPrivateData(IWineD3DVolume *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
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return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
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}
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HRESULT WINAPI IWineD3DVolumeImpl_GetPrivateData(IWineD3DVolume *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
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return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
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}
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HRESULT WINAPI IWineD3DVolumeImpl_FreePrivateData(IWineD3DVolume *iface, REFGUID refguid) {
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return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
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}
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DWORD WINAPI IWineD3DVolumeImpl_SetPriority(IWineD3DVolume *iface, DWORD PriorityNew) {
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return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
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}
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DWORD WINAPI IWineD3DVolumeImpl_GetPriority(IWineD3DVolume *iface) {
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return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
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}
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void WINAPI IWineD3DVolumeImpl_PreLoad(IWineD3DVolume *iface) {
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return IWineD3DResourceImpl_PreLoad((IWineD3DResource *)iface);
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}
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D3DRESOURCETYPE WINAPI IWineD3DVolumeImpl_GetType(IWineD3DVolume *iface) {
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return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
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}
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/* *******************************************
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IWineD3DVolume parts follow
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******************************************* */
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HRESULT WINAPI IWineD3DVolumeImpl_GetContainer(IWineD3DVolume *iface, REFIID riid, void** ppContainer) {
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IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
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TRACE("(This %p, riid %s, ppContainer %p)\n", This, debugstr_guid(riid), ppContainer);
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if (!ppContainer) {
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ERR("Called without a valid ppContainer.\n");
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}
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/* Although surfaces can be standalone, volumes can't */
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if (!This->container) {
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ERR("Volume without an container. Should not happen.\n");
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}
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TRACE("Relaying to QueryInterface\n");
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return IUnknown_QueryInterface(This->container, riid, ppContainer);
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}
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HRESULT WINAPI IWineD3DVolumeImpl_GetDesc(IWineD3DVolume *iface, WINED3DVOLUME_DESC* pDesc) {
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IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
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TRACE("(%p) : copying into %p\n", This, pDesc);
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*(pDesc->Format) = This->resource.format;
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*(pDesc->Type) = This->resource.resourceType;
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*(pDesc->Usage) = This->resource.usage;
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*(pDesc->Pool) = This->resource.pool;
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*(pDesc->Size) = This->resource.size; /* dx8 only */
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*(pDesc->Width) = This->currentDesc.Width;
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*(pDesc->Height) = This->currentDesc.Height;
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*(pDesc->Depth) = This->currentDesc.Depth;
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DVolumeImpl_LockBox(IWineD3DVolume *iface, D3DLOCKED_BOX* pLockedVolume, CONST D3DBOX* pBox, DWORD Flags) {
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IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
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FIXME("(%p) : pBox=%p stub\n", This, pBox);
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/* fixme: should we really lock as such? */
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TRACE("(%p) : box=%p, output pbox=%p, allMem=%p\n", This, pBox, pLockedVolume, This->resource.allocatedMemory);
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pLockedVolume->RowPitch = This->bytesPerPixel * This->currentDesc.Width; /* Bytes / row */
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pLockedVolume->SlicePitch = This->bytesPerPixel * This->currentDesc.Width * This->currentDesc.Height; /* Bytes / slice */
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if (!pBox) {
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TRACE("No box supplied - all is ok\n");
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pLockedVolume->pBits = This->resource.allocatedMemory;
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This->lockedBox.Left = 0;
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This->lockedBox.Top = 0;
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This->lockedBox.Front = 0;
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This->lockedBox.Right = This->currentDesc.Width;
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This->lockedBox.Bottom = This->currentDesc.Height;
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This->lockedBox.Back = This->currentDesc.Depth;
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} else {
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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);
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pLockedVolume->pBits = This->resource.allocatedMemory +
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(pLockedVolume->SlicePitch * pBox->Front) + /* FIXME: is front < back or vica versa? */
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(pLockedVolume->RowPitch * pBox->Top) +
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(pBox->Left * This->bytesPerPixel);
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This->lockedBox.Left = pBox->Left;
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This->lockedBox.Top = pBox->Top;
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This->lockedBox.Front = pBox->Front;
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This->lockedBox.Right = pBox->Right;
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This->lockedBox.Bottom = pBox->Bottom;
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This->lockedBox.Back = pBox->Back;
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}
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if (Flags & (D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_READONLY)) {
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/* Don't dirtify */
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} else {
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/**
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* Dirtify on lock
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* as seen in msdn docs
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*/
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IWineD3DVolume_AddDirtyBox(iface, &This->lockedBox);
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/** Dirtify Container if needed */
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if (NULL != This->container) {
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IWineD3DVolumeTexture *cont = (IWineD3DVolumeTexture*) This->container;
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D3DRESOURCETYPE containerType = IWineD3DBaseTexture_GetType((IWineD3DBaseTexture *) cont);
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if (containerType == D3DRTYPE_VOLUMETEXTURE) {
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IWineD3DBaseTextureImpl* pTexture = (IWineD3DBaseTextureImpl*) cont;
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pTexture->baseTexture.dirty = TRUE;
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} else {
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FIXME("Set dirty on container type %d\n", containerType);
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}
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}
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}
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This->locked = TRUE;
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TRACE("returning memory@%p rpitch(%d) spitch(%d)\n", pLockedVolume->pBits, pLockedVolume->RowPitch, pLockedVolume->SlicePitch);
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DVolumeImpl_UnlockBox(IWineD3DVolume *iface) {
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IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
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if (FALSE == This->locked) {
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ERR("trying to lock unlocked volume@%p\n", This);
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return D3DERR_INVALIDCALL;
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}
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TRACE("(%p) : unlocking volume\n", This);
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This->locked = FALSE;
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memset(&This->lockedBox, 0, sizeof(RECT));
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return D3D_OK;
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}
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/* Internal use functions follow : */
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HRESULT WINAPI IWineD3DVolumeImpl_CleanDirtyBox(IWineD3DVolume *iface) {
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IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
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This->dirty = FALSE;
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This->lockedBox.Left = This->currentDesc.Width;
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This->lockedBox.Top = This->currentDesc.Height;
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This->lockedBox.Front = This->currentDesc.Depth;
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This->lockedBox.Right = 0;
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This->lockedBox.Bottom = 0;
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This->lockedBox.Back = 0;
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DVolumeImpl_AddDirtyBox(IWineD3DVolume *iface, CONST D3DBOX* pDirtyBox) {
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IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
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This->dirty = TRUE;
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if (NULL != pDirtyBox) {
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This->lockedBox.Left = min(This->lockedBox.Left, pDirtyBox->Left);
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This->lockedBox.Top = min(This->lockedBox.Top, pDirtyBox->Top);
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This->lockedBox.Front = min(This->lockedBox.Front, pDirtyBox->Front);
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This->lockedBox.Right = max(This->lockedBox.Right, pDirtyBox->Right);
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This->lockedBox.Bottom = max(This->lockedBox.Bottom, pDirtyBox->Bottom);
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This->lockedBox.Back = max(This->lockedBox.Back, pDirtyBox->Back);
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} else {
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This->lockedBox.Left = 0;
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This->lockedBox.Top = 0;
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This->lockedBox.Front = 0;
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This->lockedBox.Right = This->currentDesc.Width;
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This->lockedBox.Bottom = This->currentDesc.Height;
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This->lockedBox.Back = This->currentDesc.Depth;
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}
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DVolumeImpl_SetContainer(IWineD3DVolume *iface, IWineD3DBase* container) {
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IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
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TRACE("This %p, container %p\n", This, container);
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/* We can't keep a reference to the container, since the container already keeps a reference to us. */
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TRACE("Setting container to %p from %p\n", container, This->container);
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This->container = container;
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DVolumeImpl_LoadTexture(IWineD3DVolume *iface, GLenum gl_level) {
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IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
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IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
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TRACE("Calling glTexImage3D %x level=%d, intfmt=%x, w=%d, h=%d,d=%d, 0=%d, glFmt=%x, glType=%x, Mem=%p\n",
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GL_TEXTURE_3D,
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gl_level,
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D3DFmt2GLIntFmt(myDevice, This->currentDesc.Format),
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This->currentDesc.Width,
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This->currentDesc.Height,
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This->currentDesc.Depth,
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0,
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D3DFmt2GLFmt(myDevice, This->currentDesc.Format),
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D3DFmt2GLType(myDevice, This->currentDesc.Format),
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This->resource.allocatedMemory);
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glTexImage3D(GL_TEXTURE_3D,
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gl_level,
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D3DFmt2GLIntFmt(myDevice, This->currentDesc.Format),
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This->currentDesc.Width,
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This->currentDesc.Height,
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This->currentDesc.Depth,
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0,
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D3DFmt2GLFmt(myDevice, This->currentDesc.Format),
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D3DFmt2GLType(myDevice, This->currentDesc.Format),
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This->resource.allocatedMemory);
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checkGLcall("glTexImage3D");
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return D3D_OK;
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}
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const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl =
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{
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/* IUnknown */
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IWineD3DVolumeImpl_QueryInterface,
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IWineD3DVolumeImpl_AddRef,
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IWineD3DVolumeImpl_Release,
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/* IWineD3DResource */
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IWineD3DVolumeImpl_GetParent,
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IWineD3DVolumeImpl_GetDevice,
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IWineD3DVolumeImpl_SetPrivateData,
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IWineD3DVolumeImpl_GetPrivateData,
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IWineD3DVolumeImpl_FreePrivateData,
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IWineD3DVolumeImpl_SetPriority,
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IWineD3DVolumeImpl_GetPriority,
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IWineD3DVolumeImpl_PreLoad,
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IWineD3DVolumeImpl_GetType,
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/* IWineD3DVolume */
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IWineD3DVolumeImpl_GetContainer,
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IWineD3DVolumeImpl_GetDesc,
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IWineD3DVolumeImpl_LockBox,
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IWineD3DVolumeImpl_UnlockBox,
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/* Internal interface */
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IWineD3DVolumeImpl_AddDirtyBox,
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IWineD3DVolumeImpl_CleanDirtyBox,
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IWineD3DVolumeImpl_LoadTexture,
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IWineD3DVolumeImpl_SetContainer
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};
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