Sweden-Number/dlls/wined3d/volume.c

744 lines
26 KiB
C

/*
* 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;
}