2 * IWineD3DVolume implementation
4 * Copyright 2002-2005 Jason Edmeades
5 * Copyright 2002-2005 Raphael Junqueira
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2009 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
28 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
30 /* Context activation is done by the caller. */
31 static void volume_bind_and_dirtify(IWineD3DVolume *iface) {
32 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
33 IWineD3DVolumeTexture *texture;
36 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
37 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
38 * gl states. The current texture unit should always be a valid one.
40 * To be more specific, this is tricky because we can implicitly be called
41 * from sampler() in state.c. This means we can't touch anything other than
42 * whatever happens to be the currently active texture, or we would risk
43 * marking already applied sampler states dirty again.
45 * TODO: Track the current active texture per GL context instead of using glGet
47 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
50 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
52 active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
57 if (active_sampler != WINED3D_UNMAPPED_STAGE)
59 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
62 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DVolumeTexture, (void **)&texture))) {
63 IWineD3DVolumeTexture_BindTexture(texture, FALSE);
64 IWineD3DVolumeTexture_Release(texture);
66 ERR("Volume should be part of a volume texture\n");
70 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box)
72 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
77 This->lockedBox.Left = min(This->lockedBox.Left, dirty_box->Left);
78 This->lockedBox.Top = min(This->lockedBox.Top, dirty_box->Top);
79 This->lockedBox.Front = min(This->lockedBox.Front, dirty_box->Front);
80 This->lockedBox.Right = max(This->lockedBox.Right, dirty_box->Right);
81 This->lockedBox.Bottom = max(This->lockedBox.Bottom, dirty_box->Bottom);
82 This->lockedBox.Back = max(This->lockedBox.Back, dirty_box->Back);
86 This->lockedBox.Left = 0;
87 This->lockedBox.Top = 0;
88 This->lockedBox.Front = 0;
89 This->lockedBox.Right = This->currentDesc.Width;
90 This->lockedBox.Bottom = This->currentDesc.Height;
91 This->lockedBox.Back = This->currentDesc.Depth;
95 /* *******************************************
96 IWineD3DVolume IUnknown parts follow
97 ******************************************* */
98 static HRESULT WINAPI IWineD3DVolumeImpl_QueryInterface(IWineD3DVolume *iface, REFIID riid, LPVOID *ppobj)
100 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
101 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
102 if (IsEqualGUID(riid, &IID_IUnknown)
103 || IsEqualGUID(riid, &IID_IWineD3DBase)
104 || IsEqualGUID(riid, &IID_IWineD3DVolume)){
105 IUnknown_AddRef(iface);
110 return E_NOINTERFACE;
113 static ULONG WINAPI IWineD3DVolumeImpl_AddRef(IWineD3DVolume *iface) {
114 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
115 TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
116 return InterlockedIncrement(&This->resource.ref);
119 static ULONG WINAPI IWineD3DVolumeImpl_Release(IWineD3DVolume *iface) {
120 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
122 TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
123 ref = InterlockedDecrement(&This->resource.ref);
125 resource_cleanup((IWineD3DResource *)iface);
126 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
127 HeapFree(GetProcessHeap(), 0, This);
132 /* ****************************************************
133 IWineD3DVolume IWineD3DResource parts follow
134 **************************************************** */
135 static HRESULT WINAPI IWineD3DVolumeImpl_GetParent(IWineD3DVolume *iface, IUnknown **pParent) {
136 return resource_get_parent((IWineD3DResource *)iface, pParent);
139 static HRESULT WINAPI IWineD3DVolumeImpl_GetDevice(IWineD3DVolume *iface, IWineD3DDevice** ppDevice) {
140 return resource_get_device((IWineD3DResource *)iface, ppDevice);
143 static HRESULT WINAPI IWineD3DVolumeImpl_SetPrivateData(IWineD3DVolume *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
144 return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
147 static HRESULT WINAPI IWineD3DVolumeImpl_GetPrivateData(IWineD3DVolume *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
148 return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
151 static HRESULT WINAPI IWineD3DVolumeImpl_FreePrivateData(IWineD3DVolume *iface, REFGUID refguid) {
152 return resource_free_private_data((IWineD3DResource *)iface, refguid);
155 static DWORD WINAPI IWineD3DVolumeImpl_SetPriority(IWineD3DVolume *iface, DWORD PriorityNew) {
156 return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
159 static DWORD WINAPI IWineD3DVolumeImpl_GetPriority(IWineD3DVolume *iface) {
160 return resource_get_priority((IWineD3DResource *)iface);
163 static void WINAPI IWineD3DVolumeImpl_PreLoad(IWineD3DVolume *iface) {
164 FIXME("iface %p stub!\n", iface);
167 static void WINAPI IWineD3DVolumeImpl_UnLoad(IWineD3DVolume *iface) {
168 /* The whole content is shadowed on This->resource.allocatedMemory, and the
169 * texture name is managed by the VolumeTexture container
171 TRACE("(%p): Nothing to do\n", iface);
174 static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeImpl_GetType(IWineD3DVolume *iface) {
175 return resource_get_type((IWineD3DResource *)iface);
178 /* *******************************************
179 IWineD3DVolume parts follow
180 ******************************************* */
181 static HRESULT WINAPI IWineD3DVolumeImpl_GetContainer(IWineD3DVolume *iface, REFIID riid, void** ppContainer) {
182 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
184 TRACE("(This %p, riid %s, ppContainer %p)\n", This, debugstr_guid(riid), ppContainer);
187 ERR("Called without a valid ppContainer.\n");
190 /* Although surfaces can be standalone, volumes can't */
191 if (!This->container) {
192 ERR("Volume without an container. Should not happen.\n");
195 TRACE("Relaying to QueryInterface\n");
196 return IUnknown_QueryInterface(This->container, riid, ppContainer);
199 static HRESULT WINAPI IWineD3DVolumeImpl_GetDesc(IWineD3DVolume *iface, WINED3DVOLUME_DESC* pDesc) {
200 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
201 TRACE("(%p) : copying into %p\n", This, pDesc);
203 pDesc->Format = This->resource.format_desc->format;
204 pDesc->Type = This->resource.resourceType;
205 pDesc->Usage = This->resource.usage;
206 pDesc->Pool = This->resource.pool;
207 pDesc->Size = This->resource.size; /* dx8 only */
208 pDesc->Width = This->currentDesc.Width;
209 pDesc->Height = This->currentDesc.Height;
210 pDesc->Depth = This->currentDesc.Depth;
215 static HRESULT WINAPI IWineD3DVolumeImpl_LockBox(IWineD3DVolume *iface, WINED3DLOCKED_BOX* pLockedVolume, CONST WINED3DBOX* pBox, DWORD Flags) {
216 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
217 FIXME("(%p) : pBox=%p stub\n", This, pBox);
219 if(!This->resource.allocatedMemory) {
220 This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size);
223 /* fixme: should we really lock as such? */
224 TRACE("(%p) : box=%p, output pbox=%p, allMem=%p\n", This, pBox, pLockedVolume, This->resource.allocatedMemory);
226 pLockedVolume->RowPitch = This->resource.format_desc->byte_count * This->currentDesc.Width; /* Bytes / row */
227 pLockedVolume->SlicePitch = This->resource.format_desc->byte_count
228 * This->currentDesc.Width * This->currentDesc.Height; /* Bytes / slice */
230 TRACE("No box supplied - all is ok\n");
231 pLockedVolume->pBits = This->resource.allocatedMemory;
232 This->lockedBox.Left = 0;
233 This->lockedBox.Top = 0;
234 This->lockedBox.Front = 0;
235 This->lockedBox.Right = This->currentDesc.Width;
236 This->lockedBox.Bottom = This->currentDesc.Height;
237 This->lockedBox.Back = This->currentDesc.Depth;
239 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);
240 pLockedVolume->pBits = This->resource.allocatedMemory
241 + (pLockedVolume->SlicePitch * pBox->Front) /* FIXME: is front < back or vica versa? */
242 + (pLockedVolume->RowPitch * pBox->Top)
243 + (pBox->Left * This->resource.format_desc->byte_count);
244 This->lockedBox.Left = pBox->Left;
245 This->lockedBox.Top = pBox->Top;
246 This->lockedBox.Front = pBox->Front;
247 This->lockedBox.Right = pBox->Right;
248 This->lockedBox.Bottom = pBox->Bottom;
249 This->lockedBox.Back = pBox->Back;
252 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
257 * as seen in msdn docs
259 volume_add_dirty_box(iface, &This->lockedBox);
261 /** Dirtify Container if needed */
262 if (NULL != This->container) {
264 IWineD3DVolumeTexture *cont = (IWineD3DVolumeTexture*) This->container;
265 WINED3DRESOURCETYPE containerType = IWineD3DBaseTexture_GetType((IWineD3DBaseTexture *) cont);
267 if (containerType == WINED3DRTYPE_VOLUMETEXTURE) {
268 IWineD3DBaseTextureImpl* pTexture = (IWineD3DBaseTextureImpl*) cont;
269 pTexture->baseTexture.texture_rgb.dirty = TRUE;
270 pTexture->baseTexture.texture_srgb.dirty = TRUE;
272 FIXME("Set dirty on container type %d\n", containerType);
278 TRACE("returning memory@%p rpitch(%d) spitch(%d)\n", pLockedVolume->pBits, pLockedVolume->RowPitch, pLockedVolume->SlicePitch);
282 static HRESULT WINAPI IWineD3DVolumeImpl_UnlockBox(IWineD3DVolume *iface) {
283 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
285 ERR("trying to lock unlocked volume@%p\n", This);
286 return WINED3DERR_INVALIDCALL;
288 TRACE("(%p) : unlocking volume\n", This);
289 This->locked = FALSE;
290 memset(&This->lockedBox, 0, sizeof(RECT));
294 /* Internal use functions follow : */
296 static HRESULT WINAPI IWineD3DVolumeImpl_SetContainer(IWineD3DVolume *iface, IWineD3DBase* container) {
297 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
299 TRACE("This %p, container %p\n", This, container);
301 /* We can't keep a reference to the container, since the container already keeps a reference to us. */
303 TRACE("Setting container to %p from %p\n", container, This->container);
304 This->container = container;
309 /* Context activation is done by the caller. */
310 static HRESULT WINAPI IWineD3DVolumeImpl_LoadTexture(IWineD3DVolume *iface, int gl_level, BOOL srgb_mode) {
311 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
312 const struct GlPixelFormatDesc *glDesc = This->resource.format_desc;
314 TRACE("(%p) : level %u, format %s (0x%08x)\n", This, gl_level, debug_d3dformat(glDesc->format), glDesc->format);
316 volume_bind_and_dirtify(iface);
318 TRACE("Calling glTexImage3D %x level=%d, intfmt=%x, w=%d, h=%d,d=%d, 0=%d, glFmt=%x, glType=%x, Mem=%p\n",
322 This->currentDesc.Width,
323 This->currentDesc.Height,
324 This->currentDesc.Depth,
328 This->resource.allocatedMemory);
331 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D,
334 This->currentDesc.Width,
335 This->currentDesc.Height,
336 This->currentDesc.Depth,
340 This->resource.allocatedMemory));
341 checkGLcall("glTexImage3D");
344 /* When adding code releasing This->resource.allocatedMemory to save data keep in mind that
345 * GL_UNPACK_CLIENT_STORAGE_APPLE is enabled by default if supported(GL_APPLE_client_storage).
346 * Thus do not release This->resource.allocatedMemory if GL_APPLE_client_storage is supported.
352 static const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl =
355 IWineD3DVolumeImpl_QueryInterface,
356 IWineD3DVolumeImpl_AddRef,
357 IWineD3DVolumeImpl_Release,
358 /* IWineD3DResource */
359 IWineD3DVolumeImpl_GetParent,
360 IWineD3DVolumeImpl_GetDevice,
361 IWineD3DVolumeImpl_SetPrivateData,
362 IWineD3DVolumeImpl_GetPrivateData,
363 IWineD3DVolumeImpl_FreePrivateData,
364 IWineD3DVolumeImpl_SetPriority,
365 IWineD3DVolumeImpl_GetPriority,
366 IWineD3DVolumeImpl_PreLoad,
367 IWineD3DVolumeImpl_UnLoad,
368 IWineD3DVolumeImpl_GetType,
370 IWineD3DVolumeImpl_GetContainer,
371 IWineD3DVolumeImpl_GetDesc,
372 IWineD3DVolumeImpl_LockBox,
373 IWineD3DVolumeImpl_UnlockBox,
374 /* Internal interface */
375 IWineD3DVolumeImpl_LoadTexture,
376 IWineD3DVolumeImpl_SetContainer
379 HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
380 UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
381 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
383 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
384 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, gl_info);
387 if (!gl_info->supported[EXT_TEXTURE3D])
389 WARN("Volume cannot be created - no volume texture support.\n");
390 return WINED3DERR_INVALIDCALL;
393 volume->lpVtbl = &IWineD3DVolume_Vtbl;
395 hr = resource_init((IWineD3DResource *)volume, WINED3DRTYPE_VOLUME, device,
396 width * height * depth * format_desc->byte_count, usage, format_desc, pool, parent, parent_ops);
399 WARN("Failed to initialize resource, returning %#x.\n", hr);
403 volume->currentDesc.Width = width;
404 volume->currentDesc.Height = height;
405 volume->currentDesc.Depth = depth;
406 volume->lockable = TRUE;
407 volume->locked = FALSE;
408 memset(&volume->lockedBox, 0, sizeof(volume->lockedBox));
409 volume->dirty = TRUE;
411 volume_add_dirty_box((IWineD3DVolume *)volume, NULL);