2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2005 Oliver Stieber
5 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 #include "wined3d_private.h"
25 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
27 /* Context activation is done by the caller. */
28 static void volume_bind_and_dirtify(struct wined3d_volume *volume, const struct wined3d_gl_info *gl_info)
30 struct wined3d_texture *container = volume->container;
33 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
34 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
35 * gl states. The current texture unit should always be a valid one.
37 * To be more specific, this is tricky because we can implicitly be called
38 * from sampler() in state.c. This means we can't touch anything other than
39 * whatever happens to be the currently active texture, or we would risk
40 * marking already applied sampler states dirty again.
42 * TODO: Track the current active texture per GL context instead of using glGet
44 if (gl_info->supported[ARB_MULTITEXTURE])
48 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
50 active_sampler = volume->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
55 if (active_sampler != WINED3D_UNMAPPED_STAGE)
57 IWineD3DDeviceImpl_MarkStateDirty(volume->resource.device, STATE_SAMPLER(active_sampler));
60 container->texture_ops->texture_bind(container, gl_info, FALSE);
63 void volume_add_dirty_box(struct wined3d_volume *volume, const WINED3DBOX *dirty_box)
68 volume->lockedBox.Left = min(volume->lockedBox.Left, dirty_box->Left);
69 volume->lockedBox.Top = min(volume->lockedBox.Top, dirty_box->Top);
70 volume->lockedBox.Front = min(volume->lockedBox.Front, dirty_box->Front);
71 volume->lockedBox.Right = max(volume->lockedBox.Right, dirty_box->Right);
72 volume->lockedBox.Bottom = max(volume->lockedBox.Bottom, dirty_box->Bottom);
73 volume->lockedBox.Back = max(volume->lockedBox.Back, dirty_box->Back);
77 volume->lockedBox.Left = 0;
78 volume->lockedBox.Top = 0;
79 volume->lockedBox.Front = 0;
80 volume->lockedBox.Right = volume->resource.width;
81 volume->lockedBox.Bottom = volume->resource.height;
82 volume->lockedBox.Back = volume->resource.depth;
86 void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container)
88 TRACE("volume %p, container %p.\n", volume, container);
90 volume->container = container;
93 /* Context activation is done by the caller. */
94 void volume_load(struct wined3d_volume *volume, UINT level, BOOL srgb_mode)
96 const struct wined3d_gl_info *gl_info = &volume->resource.device->adapter->gl_info;
97 const struct wined3d_format *format = volume->resource.format;
99 TRACE("volume %p, level %u, srgb %#x, format %s (%#x).\n",
100 volume, level, srgb_mode, debug_d3dformat(format->id), format->id);
102 volume_bind_and_dirtify(volume, gl_info);
105 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, level, format->glInternal,
106 volume->resource.width, volume->resource.height, volume->resource.depth,
107 0, format->glFormat, format->glType, volume->resource.allocatedMemory));
108 checkGLcall("glTexImage3D");
111 /* When adding code releasing volume->resource.allocatedMemory to save
112 * data keep in mind that GL_UNPACK_CLIENT_STORAGE_APPLE is enabled by
113 * default if supported(GL_APPLE_client_storage). Thus do not release
114 * volume->resource.allocatedMemory if GL_APPLE_client_storage is
118 /* Do not call while under the GL lock. */
119 static void volume_unload(struct wined3d_resource *resource)
121 TRACE("texture %p.\n", resource);
123 /* The whole content is shadowed on This->resource.allocatedMemory, and
124 * the texture name is managed by the VolumeTexture container. */
126 resource_unload(resource);
129 ULONG CDECL wined3d_volume_incref(struct wined3d_volume *volume)
133 if (volume->container)
135 TRACE("Forwarding to container %p.\n", volume->container);
136 return wined3d_texture_incref(volume->container);
139 refcount = InterlockedIncrement(&volume->resource.ref);
141 TRACE("%p increasing refcount to %u.\n", volume, refcount);
146 /* Do not call while under the GL lock. */
147 ULONG CDECL wined3d_volume_decref(struct wined3d_volume *volume)
151 if (volume->container)
153 TRACE("Forwarding to container %p.\n", volume->container);
154 return wined3d_texture_decref(volume->container);
157 refcount = InterlockedDecrement(&volume->resource.ref);
159 TRACE("%p decreasing refcount to %u.\n", volume, refcount);
163 resource_cleanup(&volume->resource);
164 volume->resource.parent_ops->wined3d_object_destroyed(volume->resource.parent);
165 HeapFree(GetProcessHeap(), 0, volume);
171 void * CDECL wined3d_volume_get_parent(const struct wined3d_volume *volume)
173 TRACE("volume %p.\n", volume);
175 return volume->resource.parent;
178 HRESULT CDECL wined3d_volume_set_private_data(struct wined3d_volume *volume,
179 REFGUID guid, const void *data, DWORD data_size, DWORD flags)
181 return resource_set_private_data(&volume->resource, guid, data, data_size, flags);
184 HRESULT CDECL wined3d_volume_get_private_data(const struct wined3d_volume *volume,
185 REFGUID guid, void *data, DWORD *data_size)
187 return resource_get_private_data(&volume->resource, guid, data, data_size);
190 HRESULT CDECL wined3d_volume_free_private_data(struct wined3d_volume *volume, REFGUID guid)
192 return resource_free_private_data(&volume->resource, guid);
195 DWORD CDECL wined3d_volume_set_priority(struct wined3d_volume *volume, DWORD priority)
197 return resource_set_priority(&volume->resource, priority);
200 DWORD CDECL wined3d_volume_get_priority(const struct wined3d_volume *volume)
202 return resource_get_priority(&volume->resource);
205 /* Do not call while under the GL lock. */
206 void CDECL wined3d_volume_preload(struct wined3d_volume *volume)
208 FIXME("volume %p stub!\n", volume);
211 struct wined3d_resource * CDECL wined3d_volume_get_resource(struct wined3d_volume *volume)
213 TRACE("volume %p.\n", volume);
215 return &volume->resource;
218 HRESULT CDECL wined3d_volume_map(struct wined3d_volume *volume,
219 WINED3DLOCKED_BOX *locked_box, const WINED3DBOX *box, DWORD flags)
221 TRACE("volume %p, locked_box %p, box %p, flags %#x.\n",
222 volume, locked_box, box, flags);
224 if (!volume->resource.allocatedMemory)
225 volume->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, volume->resource.size);
227 TRACE("allocatedMemory %p.\n", volume->resource.allocatedMemory);
229 locked_box->RowPitch = volume->resource.format->byte_count * volume->resource.width; /* Bytes / row */
230 locked_box->SlicePitch = volume->resource.format->byte_count
231 * volume->resource.width * volume->resource.height; /* Bytes / slice */
234 TRACE("No box supplied - all is ok\n");
235 locked_box->pBits = volume->resource.allocatedMemory;
236 volume->lockedBox.Left = 0;
237 volume->lockedBox.Top = 0;
238 volume->lockedBox.Front = 0;
239 volume->lockedBox.Right = volume->resource.width;
240 volume->lockedBox.Bottom = volume->resource.height;
241 volume->lockedBox.Back = volume->resource.depth;
245 TRACE("Lock Box (%p) = l %d, t %d, r %d, b %d, fr %d, ba %d\n",
246 box, box->Left, box->Top, box->Right, box->Bottom, box->Front, box->Back);
247 locked_box->pBits = volume->resource.allocatedMemory
248 + (locked_box->SlicePitch * box->Front) /* FIXME: is front < back or vica versa? */
249 + (locked_box->RowPitch * box->Top)
250 + (box->Left * volume->resource.format->byte_count);
251 volume->lockedBox.Left = box->Left;
252 volume->lockedBox.Top = box->Top;
253 volume->lockedBox.Front = box->Front;
254 volume->lockedBox.Right = box->Right;
255 volume->lockedBox.Bottom = box->Bottom;
256 volume->lockedBox.Back = box->Back;
259 if (!(flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)))
261 volume_add_dirty_box(volume, &volume->lockedBox);
262 wined3d_texture_set_dirty(volume->container, TRUE);
265 volume->locked = TRUE;
267 TRACE("Returning memory %p, row pitch %d, slice pitch %d.\n",
268 locked_box->pBits, locked_box->RowPitch, locked_box->SlicePitch);
273 struct wined3d_volume * CDECL wined3d_volume_from_resource(struct wined3d_resource *resource)
275 return volume_from_resource(resource);
278 HRESULT CDECL wined3d_volume_unmap(struct wined3d_volume *volume)
280 TRACE("volume %p.\n", volume);
284 WARN("Trying to unlock unlocked volume %p.\n", volume);
285 return WINED3DERR_INVALIDCALL;
288 volume->locked = FALSE;
289 memset(&volume->lockedBox, 0, sizeof(volume->lockedBox));
294 static const struct wined3d_resource_ops volume_resource_ops =
299 HRESULT volume_init(struct wined3d_volume *volume, IWineD3DDeviceImpl *device, UINT width,
300 UINT height, UINT depth, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
301 void *parent, const struct wined3d_parent_ops *parent_ops)
303 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
304 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
307 if (!gl_info->supported[EXT_TEXTURE3D])
309 WARN("Volume cannot be created - no volume texture support.\n");
310 return WINED3DERR_INVALIDCALL;
313 hr = resource_init(&volume->resource, device, WINED3DRTYPE_VOLUME, format,
314 WINED3DMULTISAMPLE_NONE, 0, usage, pool, width, height, depth,
315 width * height * depth * format->byte_count, parent, parent_ops,
316 &volume_resource_ops);
319 WARN("Failed to initialize resource, returning %#x.\n", hr);
323 volume->lockable = TRUE;
324 volume->locked = FALSE;
325 memset(&volume->lockedBox, 0, sizeof(volume->lockedBox));
326 volume->dirty = TRUE;
328 volume_add_dirty_box(volume, NULL);