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[wine] / dlls / wined3d / volume.c
1 /*
2  * IWineD3DVolume implementation
3  *
4  * Copyright 2002-2005 Jason Edmeades
5  * Copyright 2002-2005 Raphael Junqueira
6  * Copyright 2005 Oliver Stieber
7  * Copyright 2009 Henri Verbeet for CodeWeavers
8  *
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.
13  *
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.
18  *
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
22  */
23
24 #include "config.h"
25 #include "wined3d_private.h"
26
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
28 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
29
30 /* Context activation is done by the caller. */
31 static void volume_bind_and_dirtify(IWineD3DVolume *iface) {
32     IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
33     const struct wined3d_gl_info *gl_info = &This->resource.wineD3DDevice->adapter->gl_info;
34     IWineD3DVolumeTexture *texture;
35     DWORD active_sampler;
36
37     /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
38      * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
39      * gl states. The current texture unit should always be a valid one.
40      *
41      * To be more specific, this is tricky because we can implicitly be called
42      * from sampler() in state.c. This means we can't touch anything other than
43      * whatever happens to be the currently active texture, or we would risk
44      * marking already applied sampler states dirty again.
45      *
46      * TODO: Track the current active texture per GL context instead of using glGet
47      */
48     if (gl_info->supported[ARB_MULTITEXTURE])
49     {
50         GLint active_texture;
51         ENTER_GL();
52         glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
53         LEAVE_GL();
54         active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
55     } else {
56         active_sampler = 0;
57     }
58
59     if (active_sampler != WINED3D_UNMAPPED_STAGE)
60     {
61         IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
62     }
63
64     if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DVolumeTexture, (void **)&texture))) {
65         IWineD3DVolumeTexture_BindTexture(texture, FALSE);
66         IWineD3DVolumeTexture_Release(texture);
67     } else {
68         ERR("Volume should be part of a volume texture\n");
69     }
70 }
71
72 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box)
73 {
74     IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
75
76     This->dirty = TRUE;
77     if (dirty_box)
78     {
79         This->lockedBox.Left = min(This->lockedBox.Left, dirty_box->Left);
80         This->lockedBox.Top = min(This->lockedBox.Top, dirty_box->Top);
81         This->lockedBox.Front = min(This->lockedBox.Front, dirty_box->Front);
82         This->lockedBox.Right = max(This->lockedBox.Right, dirty_box->Right);
83         This->lockedBox.Bottom = max(This->lockedBox.Bottom, dirty_box->Bottom);
84         This->lockedBox.Back = max(This->lockedBox.Back, dirty_box->Back);
85     }
86     else
87     {
88         This->lockedBox.Left = 0;
89         This->lockedBox.Top = 0;
90         This->lockedBox.Front = 0;
91         This->lockedBox.Right = This->currentDesc.Width;
92         This->lockedBox.Bottom = This->currentDesc.Height;
93         This->lockedBox.Back = This->currentDesc.Depth;
94     }
95 }
96
97 /* *******************************************
98    IWineD3DVolume IUnknown parts follow
99    ******************************************* */
100 static HRESULT WINAPI IWineD3DVolumeImpl_QueryInterface(IWineD3DVolume *iface, REFIID riid, LPVOID *ppobj)
101 {
102     IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
103     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
104     if (IsEqualGUID(riid, &IID_IUnknown)
105         || IsEqualGUID(riid, &IID_IWineD3DBase)
106         || IsEqualGUID(riid, &IID_IWineD3DVolume)){
107         IUnknown_AddRef(iface);
108         *ppobj = This;
109         return S_OK;
110     }
111     *ppobj = NULL;
112     return E_NOINTERFACE;
113 }
114
115 static ULONG WINAPI IWineD3DVolumeImpl_AddRef(IWineD3DVolume *iface) {
116     IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
117     TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
118     return InterlockedIncrement(&This->resource.ref);
119 }
120
121 static ULONG WINAPI IWineD3DVolumeImpl_Release(IWineD3DVolume *iface) {
122     IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
123     ULONG ref;
124     TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
125     ref = InterlockedDecrement(&This->resource.ref);
126     if (ref == 0) {
127         resource_cleanup((IWineD3DResource *)iface);
128         This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
129         HeapFree(GetProcessHeap(), 0, This);
130     }
131     return ref;
132 }
133
134 /* ****************************************************
135    IWineD3DVolume IWineD3DResource parts follow
136    **************************************************** */
137 static HRESULT WINAPI IWineD3DVolumeImpl_GetParent(IWineD3DVolume *iface, IUnknown **pParent) {
138     return resource_get_parent((IWineD3DResource *)iface, pParent);
139 }
140
141 static HRESULT WINAPI IWineD3DVolumeImpl_GetDevice(IWineD3DVolume *iface, IWineD3DDevice** ppDevice) {
142     return resource_get_device((IWineD3DResource *)iface, ppDevice);
143 }
144
145 static HRESULT WINAPI IWineD3DVolumeImpl_SetPrivateData(IWineD3DVolume *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
146     return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
147 }
148
149 static HRESULT WINAPI IWineD3DVolumeImpl_GetPrivateData(IWineD3DVolume *iface, REFGUID  refguid, void* pData, DWORD* pSizeOfData) {
150     return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
151 }
152
153 static HRESULT WINAPI IWineD3DVolumeImpl_FreePrivateData(IWineD3DVolume *iface, REFGUID refguid) {
154     return resource_free_private_data((IWineD3DResource *)iface, refguid);
155 }
156
157 static DWORD WINAPI IWineD3DVolumeImpl_SetPriority(IWineD3DVolume *iface, DWORD PriorityNew) {
158     return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
159 }
160
161 static DWORD WINAPI IWineD3DVolumeImpl_GetPriority(IWineD3DVolume *iface) {
162     return resource_get_priority((IWineD3DResource *)iface);
163 }
164
165 static void WINAPI IWineD3DVolumeImpl_PreLoad(IWineD3DVolume *iface) {
166     FIXME("iface %p stub!\n", iface);
167 }
168
169 static void WINAPI IWineD3DVolumeImpl_UnLoad(IWineD3DVolume *iface) {
170     /* The whole content is shadowed on This->resource.allocatedMemory, and the
171      * texture name is managed by the VolumeTexture container
172      */
173     TRACE("(%p): Nothing to do\n", iface);
174 }
175
176 static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeImpl_GetType(IWineD3DVolume *iface) {
177     return resource_get_type((IWineD3DResource *)iface);
178 }
179
180 /* *******************************************
181    IWineD3DVolume parts follow
182    ******************************************* */
183 static HRESULT WINAPI IWineD3DVolumeImpl_GetContainer(IWineD3DVolume *iface, REFIID riid, void** ppContainer) {
184     IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
185
186     TRACE("(This %p, riid %s, ppContainer %p)\n", This, debugstr_guid(riid), ppContainer);
187
188     if (!ppContainer) {
189         ERR("Called without a valid ppContainer.\n");
190     }
191
192     /* Although surfaces can be standalone, volumes can't */
193     if (!This->container) {
194         ERR("Volume without an container. Should not happen.\n");
195     }
196
197     TRACE("Relaying to QueryInterface\n");
198     return IUnknown_QueryInterface(This->container, riid, ppContainer);
199 }
200
201 static HRESULT WINAPI IWineD3DVolumeImpl_GetDesc(IWineD3DVolume *iface, WINED3DVOLUME_DESC* pDesc) {
202     IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
203     TRACE("(%p) : copying into %p\n", This, pDesc);
204
205     pDesc->Format = This->resource.format_desc->format;
206     pDesc->Type = This->resource.resourceType;
207     pDesc->Usage = This->resource.usage;
208     pDesc->Pool = This->resource.pool;
209     pDesc->Size = This->resource.size; /* dx8 only */
210     pDesc->Width = This->currentDesc.Width;
211     pDesc->Height = This->currentDesc.Height;
212     pDesc->Depth = This->currentDesc.Depth;
213
214     return WINED3D_OK;
215 }
216
217 static HRESULT WINAPI IWineD3DVolumeImpl_LockBox(IWineD3DVolume *iface, WINED3DLOCKED_BOX* pLockedVolume, CONST WINED3DBOX* pBox, DWORD Flags) {
218     IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
219     FIXME("(%p) : pBox=%p stub\n", This, pBox);
220
221     if(!This->resource.allocatedMemory) {
222         This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size);
223     }
224
225     /* fixme: should we really lock as such? */
226     TRACE("(%p) : box=%p, output pbox=%p, allMem=%p\n", This, pBox, pLockedVolume, This->resource.allocatedMemory);
227
228     pLockedVolume->RowPitch = This->resource.format_desc->byte_count * This->currentDesc.Width; /* Bytes / row   */
229     pLockedVolume->SlicePitch = This->resource.format_desc->byte_count
230             * This->currentDesc.Width * This->currentDesc.Height;                               /* Bytes / slice */
231     if (!pBox) {
232         TRACE("No box supplied - all is ok\n");
233         pLockedVolume->pBits = This->resource.allocatedMemory;
234         This->lockedBox.Left   = 0;
235         This->lockedBox.Top    = 0;
236         This->lockedBox.Front  = 0;
237         This->lockedBox.Right  = This->currentDesc.Width;
238         This->lockedBox.Bottom = This->currentDesc.Height;
239         This->lockedBox.Back   = This->currentDesc.Depth;
240     } else {
241         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);
242         pLockedVolume->pBits = This->resource.allocatedMemory
243                 + (pLockedVolume->SlicePitch * pBox->Front)     /* FIXME: is front < back or vica versa? */
244                 + (pLockedVolume->RowPitch * pBox->Top)
245                 + (pBox->Left * This->resource.format_desc->byte_count);
246         This->lockedBox.Left   = pBox->Left;
247         This->lockedBox.Top    = pBox->Top;
248         This->lockedBox.Front  = pBox->Front;
249         This->lockedBox.Right  = pBox->Right;
250         This->lockedBox.Bottom = pBox->Bottom;
251         This->lockedBox.Back   = pBox->Back;
252     }
253
254     if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
255       /* Don't dirtify */
256     } else {
257       /**
258        * Dirtify on lock
259        * as seen in msdn docs
260        */
261       volume_add_dirty_box(iface, &This->lockedBox);
262
263       /**  Dirtify Container if needed */
264       if (NULL != This->container) {
265
266         IWineD3DVolumeTexture *cont = (IWineD3DVolumeTexture*) This->container;
267         WINED3DRESOURCETYPE containerType = IWineD3DBaseTexture_GetType((IWineD3DBaseTexture *) cont);
268
269         if (containerType == WINED3DRTYPE_VOLUMETEXTURE) {
270           IWineD3DBaseTextureImpl* pTexture = (IWineD3DBaseTextureImpl*) cont;
271           pTexture->baseTexture.texture_rgb.dirty = TRUE;
272           pTexture->baseTexture.texture_srgb.dirty = TRUE;
273         } else {
274           FIXME("Set dirty on container type %d\n", containerType);
275         }
276       }
277     }
278
279     This->locked = TRUE;
280     TRACE("returning memory@%p rpitch(%d) spitch(%d)\n", pLockedVolume->pBits, pLockedVolume->RowPitch, pLockedVolume->SlicePitch);
281     return WINED3D_OK;
282 }
283
284 static HRESULT WINAPI IWineD3DVolumeImpl_UnlockBox(IWineD3DVolume *iface) {
285     IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
286     if (!This->locked) {
287       ERR("trying to lock unlocked volume@%p\n", This);
288       return WINED3DERR_INVALIDCALL;
289     }
290     TRACE("(%p) : unlocking volume\n", This);
291     This->locked = FALSE;
292     memset(&This->lockedBox, 0, sizeof(RECT));
293     return WINED3D_OK;
294 }
295
296 /* Internal use functions follow : */
297
298 static HRESULT WINAPI IWineD3DVolumeImpl_SetContainer(IWineD3DVolume *iface, IWineD3DBase* container) {
299     IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
300
301     TRACE("This %p, container %p\n", This, container);
302
303     /* We can't keep a reference to the container, since the container already keeps a reference to us. */
304
305     TRACE("Setting container to %p from %p\n", container, This->container);
306     This->container = container;
307
308     return WINED3D_OK;
309 }
310
311 /* Context activation is done by the caller. */
312 static HRESULT WINAPI IWineD3DVolumeImpl_LoadTexture(IWineD3DVolume *iface, int gl_level, BOOL srgb_mode) {
313     IWineD3DVolumeImpl *This     = (IWineD3DVolumeImpl *)iface;
314     const struct GlPixelFormatDesc *glDesc = This->resource.format_desc;
315
316     TRACE("(%p) : level %u, format %s (0x%08x)\n", This, gl_level, debug_d3dformat(glDesc->format), glDesc->format);
317
318     volume_bind_and_dirtify(iface);
319
320     TRACE("Calling glTexImage3D %x level=%d, intfmt=%x, w=%d, h=%d,d=%d, 0=%d, glFmt=%x, glType=%x, Mem=%p\n",
321             GL_TEXTURE_3D,
322             gl_level,
323             glDesc->glInternal,
324             This->currentDesc.Width,
325             This->currentDesc.Height,
326             This->currentDesc.Depth,
327             0,
328             glDesc->glFormat,
329             glDesc->glType,
330             This->resource.allocatedMemory);
331
332     ENTER_GL();
333     GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D,
334                 gl_level,
335                 glDesc->glInternal,
336                 This->currentDesc.Width,
337                 This->currentDesc.Height,
338                 This->currentDesc.Depth,
339                 0,
340                 glDesc->glFormat,
341                 glDesc->glType,
342                 This->resource.allocatedMemory));
343     checkGLcall("glTexImage3D");
344     LEAVE_GL();
345
346     /* When adding code releasing This->resource.allocatedMemory to save data keep in mind that
347      * GL_UNPACK_CLIENT_STORAGE_APPLE is enabled by default if supported(GL_APPLE_client_storage).
348      * Thus do not release This->resource.allocatedMemory if GL_APPLE_client_storage is supported.
349      */
350     return WINED3D_OK;
351
352 }
353
354 static const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl =
355 {
356     /* IUnknown */
357     IWineD3DVolumeImpl_QueryInterface,
358     IWineD3DVolumeImpl_AddRef,
359     IWineD3DVolumeImpl_Release,
360     /* IWineD3DResource */
361     IWineD3DVolumeImpl_GetParent,
362     IWineD3DVolumeImpl_GetDevice,
363     IWineD3DVolumeImpl_SetPrivateData,
364     IWineD3DVolumeImpl_GetPrivateData,
365     IWineD3DVolumeImpl_FreePrivateData,
366     IWineD3DVolumeImpl_SetPriority,
367     IWineD3DVolumeImpl_GetPriority,
368     IWineD3DVolumeImpl_PreLoad,
369     IWineD3DVolumeImpl_UnLoad,
370     IWineD3DVolumeImpl_GetType,
371     /* IWineD3DVolume */
372     IWineD3DVolumeImpl_GetContainer,
373     IWineD3DVolumeImpl_GetDesc,
374     IWineD3DVolumeImpl_LockBox,
375     IWineD3DVolumeImpl_UnlockBox,
376     /* Internal interface */
377     IWineD3DVolumeImpl_LoadTexture,
378     IWineD3DVolumeImpl_SetContainer
379 };
380
381 HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
382         UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
383         IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
384 {
385     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
386     const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, gl_info);
387     HRESULT hr;
388
389     if (!gl_info->supported[EXT_TEXTURE3D])
390     {
391         WARN("Volume cannot be created - no volume texture support.\n");
392         return WINED3DERR_INVALIDCALL;
393     }
394
395     volume->lpVtbl = &IWineD3DVolume_Vtbl;
396
397     hr = resource_init((IWineD3DResource *)volume, WINED3DRTYPE_VOLUME, device,
398             width * height * depth * format_desc->byte_count, usage, format_desc, pool, parent, parent_ops);
399     if (FAILED(hr))
400     {
401         WARN("Failed to initialize resource, returning %#x.\n", hr);
402         return hr;
403     }
404
405     volume->currentDesc.Width = width;
406     volume->currentDesc.Height = height;
407     volume->currentDesc.Depth = depth;
408     volume->lockable = TRUE;
409     volume->locked = FALSE;
410     memset(&volume->lockedBox, 0, sizeof(volume->lockedBox));
411     volume->dirty = TRUE;
412
413     volume_add_dirty_box((IWineD3DVolume *)volume, NULL);
414
415     return WINED3D_OK;
416 }