Sweden-Number/dlls/wined3d/volume.c

420 lines
16 KiB
C

/*
* 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);
#define GLINFO_LOCATION This->resource.device->adapter->gl_info
/* 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) {
/* The whole content is shadowed on This->resource.allocatedMemory, and the
* texture name is managed by the VolumeTexture container
*/
TRACE("(%p): Nothing to do\n", 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_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;
}