335 lines
12 KiB
C
335 lines
12 KiB
C
/*
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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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* Copyright 2009-2011 Henri Verbeet for CodeWeavers
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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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "wine/port.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
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/* Context activation is done by the caller. */
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static void volume_bind_and_dirtify(const struct wined3d_volume *volume, struct wined3d_context *context)
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{
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struct wined3d_texture *container = volume->container;
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DWORD active_sampler;
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/* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
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* Read the unit back instead of switching to 0, this avoids messing around with the state manager's
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* gl states. The current texture unit should always be a valid one.
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*
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* To be more specific, this is tricky because we can implicitly be called
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* from sampler() in state.c. This means we can't touch anything other than
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* whatever happens to be the currently active texture, or we would risk
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* marking already applied sampler states dirty again. */
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active_sampler = volume->resource.device->rev_tex_unit_map[context->active_texture];
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if (active_sampler != WINED3D_UNMAPPED_STAGE)
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device_invalidate_state(volume->resource.device, STATE_SAMPLER(active_sampler));
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container->texture_ops->texture_bind(container, context, FALSE);
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}
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void volume_add_dirty_box(struct wined3d_volume *volume, const struct wined3d_box *dirty_box)
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{
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volume->dirty = TRUE;
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if (dirty_box)
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{
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volume->lockedBox.left = min(volume->lockedBox.left, dirty_box->left);
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volume->lockedBox.top = min(volume->lockedBox.top, dirty_box->top);
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volume->lockedBox.front = min(volume->lockedBox.front, dirty_box->front);
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volume->lockedBox.right = max(volume->lockedBox.right, dirty_box->right);
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volume->lockedBox.bottom = max(volume->lockedBox.bottom, dirty_box->bottom);
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volume->lockedBox.back = max(volume->lockedBox.back, dirty_box->back);
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}
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else
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{
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volume->lockedBox.left = 0;
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volume->lockedBox.top = 0;
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volume->lockedBox.front = 0;
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volume->lockedBox.right = volume->resource.width;
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volume->lockedBox.bottom = volume->resource.height;
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volume->lockedBox.back = volume->resource.depth;
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}
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}
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void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container)
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{
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TRACE("volume %p, container %p.\n", volume, container);
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volume->container = container;
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}
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/* Context activation is done by the caller. */
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void volume_load(const struct wined3d_volume *volume, struct wined3d_context *context, UINT level, BOOL srgb_mode)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_format *format = volume->resource.format;
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TRACE("volume %p, context %p, level %u, srgb %#x, format %s (%#x).\n",
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volume, context, level, srgb_mode, debug_d3dformat(format->id), format->id);
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volume_bind_and_dirtify(volume, context);
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ENTER_GL();
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GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, level, format->glInternal,
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volume->resource.width, volume->resource.height, volume->resource.depth,
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0, format->glFormat, format->glType, volume->resource.allocatedMemory));
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checkGLcall("glTexImage3D");
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LEAVE_GL();
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/* When adding code releasing volume->resource.allocatedMemory to save
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* data keep in mind that GL_UNPACK_CLIENT_STORAGE_APPLE is enabled by
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* default if supported(GL_APPLE_client_storage). Thus do not release
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* volume->resource.allocatedMemory if GL_APPLE_client_storage is
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* supported. */
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}
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/* Do not call while under the GL lock. */
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static void volume_unload(struct wined3d_resource *resource)
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{
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TRACE("texture %p.\n", resource);
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/* The whole content is shadowed on This->resource.allocatedMemory, and
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* the texture name is managed by the VolumeTexture container. */
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resource_unload(resource);
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}
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ULONG CDECL wined3d_volume_incref(struct wined3d_volume *volume)
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{
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ULONG refcount;
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if (volume->container)
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{
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TRACE("Forwarding to container %p.\n", volume->container);
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return wined3d_texture_incref(volume->container);
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}
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refcount = InterlockedIncrement(&volume->resource.ref);
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TRACE("%p increasing refcount to %u.\n", volume, refcount);
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return refcount;
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}
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/* Do not call while under the GL lock. */
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ULONG CDECL wined3d_volume_decref(struct wined3d_volume *volume)
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{
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ULONG refcount;
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if (volume->container)
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{
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TRACE("Forwarding to container %p.\n", volume->container);
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return wined3d_texture_decref(volume->container);
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}
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refcount = InterlockedDecrement(&volume->resource.ref);
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TRACE("%p decreasing refcount to %u.\n", volume, refcount);
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if (!refcount)
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{
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resource_cleanup(&volume->resource);
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volume->resource.parent_ops->wined3d_object_destroyed(volume->resource.parent);
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HeapFree(GetProcessHeap(), 0, volume);
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}
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return refcount;
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}
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void * CDECL wined3d_volume_get_parent(const struct wined3d_volume *volume)
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{
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TRACE("volume %p.\n", volume);
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return volume->resource.parent;
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}
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DWORD CDECL wined3d_volume_set_priority(struct wined3d_volume *volume, DWORD priority)
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{
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return resource_set_priority(&volume->resource, priority);
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}
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DWORD CDECL wined3d_volume_get_priority(const struct wined3d_volume *volume)
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{
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return resource_get_priority(&volume->resource);
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}
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/* Do not call while under the GL lock. */
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void CDECL wined3d_volume_preload(struct wined3d_volume *volume)
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{
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FIXME("volume %p stub!\n", volume);
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}
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struct wined3d_resource * CDECL wined3d_volume_get_resource(struct wined3d_volume *volume)
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{
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TRACE("volume %p.\n", volume);
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return &volume->resource;
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}
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HRESULT CDECL wined3d_volume_map(struct wined3d_volume *volume,
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struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
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{
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TRACE("volume %p, map_desc %p, box %p, flags %#x.\n",
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volume, map_desc, box, flags);
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if (!volume->resource.allocatedMemory)
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volume->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, volume->resource.size);
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TRACE("allocatedMemory %p.\n", volume->resource.allocatedMemory);
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map_desc->row_pitch = volume->resource.format->byte_count * volume->resource.width; /* Bytes / row */
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map_desc->slice_pitch = volume->resource.format->byte_count
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* volume->resource.width * volume->resource.height; /* Bytes / slice */
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if (!box)
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{
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TRACE("No box supplied - all is ok\n");
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map_desc->data = volume->resource.allocatedMemory;
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volume->lockedBox.left = 0;
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volume->lockedBox.top = 0;
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volume->lockedBox.front = 0;
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volume->lockedBox.right = volume->resource.width;
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volume->lockedBox.bottom = volume->resource.height;
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volume->lockedBox.back = volume->resource.depth;
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}
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else
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{
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TRACE("Lock Box (%p) = l %u, t %u, r %u, b %u, fr %u, ba %u\n",
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box, box->left, box->top, box->right, box->bottom, box->front, box->back);
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map_desc->data = volume->resource.allocatedMemory
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+ (map_desc->slice_pitch * box->front) /* FIXME: is front < back or vica versa? */
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+ (map_desc->row_pitch * box->top)
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+ (box->left * volume->resource.format->byte_count);
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volume->lockedBox.left = box->left;
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volume->lockedBox.top = box->top;
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volume->lockedBox.front = box->front;
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volume->lockedBox.right = box->right;
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volume->lockedBox.bottom = box->bottom;
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volume->lockedBox.back = box->back;
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}
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if (!(flags & (WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY)))
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{
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volume_add_dirty_box(volume, &volume->lockedBox);
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wined3d_texture_set_dirty(volume->container, TRUE);
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}
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volume->locked = TRUE;
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TRACE("Returning memory %p, row pitch %d, slice pitch %d.\n",
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map_desc->data, map_desc->row_pitch, map_desc->slice_pitch);
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return WINED3D_OK;
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}
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struct wined3d_volume * CDECL wined3d_volume_from_resource(struct wined3d_resource *resource)
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{
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return volume_from_resource(resource);
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}
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HRESULT CDECL wined3d_volume_unmap(struct wined3d_volume *volume)
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{
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TRACE("volume %p.\n", volume);
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if (!volume->locked)
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{
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WARN("Trying to unlock unlocked volume %p.\n", volume);
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return WINED3DERR_INVALIDCALL;
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}
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volume->locked = FALSE;
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memset(&volume->lockedBox, 0, sizeof(volume->lockedBox));
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return WINED3D_OK;
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}
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static const struct wined3d_resource_ops volume_resource_ops =
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{
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volume_unload,
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};
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static HRESULT volume_init(struct wined3d_volume *volume, struct wined3d_device *device, UINT width,
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UINT height, UINT depth, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool,
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void *parent, const struct wined3d_parent_ops *parent_ops)
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{
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
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HRESULT hr;
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if (!gl_info->supported[EXT_TEXTURE3D])
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{
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WARN("Volume cannot be created - no volume texture support.\n");
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return WINED3DERR_INVALIDCALL;
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}
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hr = resource_init(&volume->resource, device, WINED3D_RTYPE_VOLUME, format,
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WINED3D_MULTISAMPLE_NONE, 0, usage, pool, width, height, depth,
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width * height * depth * format->byte_count, parent, parent_ops,
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&volume_resource_ops);
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if (FAILED(hr))
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{
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WARN("Failed to initialize resource, returning %#x.\n", hr);
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return hr;
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}
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volume->lockable = TRUE;
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volume->locked = FALSE;
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memset(&volume->lockedBox, 0, sizeof(volume->lockedBox));
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volume->dirty = TRUE;
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volume_add_dirty_box(volume, NULL);
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return WINED3D_OK;
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}
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HRESULT CDECL wined3d_volume_create(struct wined3d_device *device, UINT width, UINT height,
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UINT depth, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, void *parent,
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const struct wined3d_parent_ops *parent_ops, struct wined3d_volume **volume)
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{
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struct wined3d_volume *object;
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HRESULT hr;
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TRACE("device %p, width %u, height %u, depth %u, usage %#x, format %s, pool %s\n",
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device, width, height, depth, usage, debug_d3dformat(format_id), debug_d3dpool(pool));
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TRACE("parent %p, parent_ops %p, volume %p.\n", parent, parent_ops, volume);
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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{
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ERR("Out of memory\n");
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*volume = NULL;
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return WINED3DERR_OUTOFVIDEOMEMORY;
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}
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hr = volume_init(object, device, width, height, depth, usage, format_id, pool, parent, parent_ops);
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if (FAILED(hr))
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{
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WARN("Failed to initialize volume, returning %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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return hr;
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}
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TRACE("Created volume %p.\n", object);
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*volume = object;
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return WINED3D_OK;
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}
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