wined3d: Add support for EXT_vertex_array_bgra.
[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  *
8  * This library is free software; you can redistribute it and/or
9  * modify it under the terms of the GNU Lesser General Public
10  * License as published by the Free Software Foundation; either
11  * version 2.1 of the License, or (at your option) any later version.
12  *
13  * This library is distributed in the hope that it will be useful,
14  * but WITHOUT ANY WARRANTY; without even the implied warranty of
15  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
16  * Lesser General Public License for more details.
17  *
18  * You should have received a copy of the GNU Lesser General Public
19  * License along with this library; if not, write to the Free Software
20  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21  */
22
23 #include "config.h"
24 #include "wined3d_private.h"
25
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
27 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
28
29 static void volume_bind_and_dirtify(IWineD3DVolume *iface) {
30     IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
31     IWineD3DVolumeTexture *texture;
32     int active_sampler;
33
34     /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
35      * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
36      * gl states. The current texture unit should always be a valid one.
37      *
38      * To be more specific, this is tricky because we can implicitly be called
39      * from sampler() in state.c. This means we can't touch anything other than
40      * whatever happens to be the currently active texture, or we would risk
41      * marking already applied sampler states dirty again.
42      *
43      * TODO: Track the current active texture per GL context instead of using glGet
44      */
45     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
46         GLint active_texture;
47         ENTER_GL();
48         glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
49         LEAVE_GL();
50         active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
51     } else {
52         active_sampler = 0;
53     }
54
55     if (active_sampler != -1) {
56         IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
57     }
58
59     if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DVolumeTexture, (void **)&texture))) {
60         IWineD3DVolumeTexture_BindTexture(texture);
61         IWineD3DVolumeTexture_Release(texture);
62     } else {
63         ERR("Volume should be part of a volume texture\n");
64     }
65 }
66
67 /* *******************************************
68    IWineD3DVolume IUnknown parts follow
69    ******************************************* */
70 static HRESULT WINAPI IWineD3DVolumeImpl_QueryInterface(IWineD3DVolume *iface, REFIID riid, LPVOID *ppobj)
71 {
72     IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
73     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
74     if (IsEqualGUID(riid, &IID_IUnknown)
75         || IsEqualGUID(riid, &IID_IWineD3DBase)
76         || IsEqualGUID(riid, &IID_IWineD3DVolume)){
77         IUnknown_AddRef(iface);
78         *ppobj = This;
79         return S_OK;
80     }
81     *ppobj = NULL;
82     return E_NOINTERFACE;
83 }
84
85 static ULONG WINAPI IWineD3DVolumeImpl_AddRef(IWineD3DVolume *iface) {
86     IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
87     TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
88     return InterlockedIncrement(&This->resource.ref);
89 }
90
91 static ULONG WINAPI IWineD3DVolumeImpl_Release(IWineD3DVolume *iface) {
92     IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
93     ULONG ref;
94     TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
95     ref = InterlockedDecrement(&This->resource.ref);
96     if (ref == 0) {
97         resource_cleanup((IWineD3DResource *)iface);
98         HeapFree(GetProcessHeap(), 0, This);
99     }
100     return ref;
101 }
102
103 /* ****************************************************
104    IWineD3DVolume IWineD3DResource parts follow
105    **************************************************** */
106 static HRESULT WINAPI IWineD3DVolumeImpl_GetParent(IWineD3DVolume *iface, IUnknown **pParent) {
107     return resource_get_parent((IWineD3DResource *)iface, pParent);
108 }
109
110 static HRESULT WINAPI IWineD3DVolumeImpl_GetDevice(IWineD3DVolume *iface, IWineD3DDevice** ppDevice) {
111     return resource_get_device((IWineD3DResource *)iface, ppDevice);
112 }
113
114 static HRESULT WINAPI IWineD3DVolumeImpl_SetPrivateData(IWineD3DVolume *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
115     return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
116 }
117
118 static HRESULT WINAPI IWineD3DVolumeImpl_GetPrivateData(IWineD3DVolume *iface, REFGUID  refguid, void* pData, DWORD* pSizeOfData) {
119     return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
120 }
121
122 static HRESULT WINAPI IWineD3DVolumeImpl_FreePrivateData(IWineD3DVolume *iface, REFGUID refguid) {
123     return resource_free_private_data((IWineD3DResource *)iface, refguid);
124 }
125
126 static DWORD WINAPI IWineD3DVolumeImpl_SetPriority(IWineD3DVolume *iface, DWORD PriorityNew) {
127     return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
128 }
129
130 static DWORD WINAPI IWineD3DVolumeImpl_GetPriority(IWineD3DVolume *iface) {
131     return resource_get_priority((IWineD3DResource *)iface);
132 }
133
134 static void WINAPI IWineD3DVolumeImpl_PreLoad(IWineD3DVolume *iface) {
135     FIXME("iface %p stub!\n", iface);
136 }
137
138 static void WINAPI IWineD3DVolumeImpl_UnLoad(IWineD3DVolume *iface) {
139     /* The whole content is shadowed on This->resource.allocatedMemory, and the
140      * texture name is managed by the VolumeTexture container
141      */
142     TRACE("(%p): Nothing to do\n", iface);
143 }
144
145 static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeImpl_GetType(IWineD3DVolume *iface) {
146     return resource_get_type((IWineD3DResource *)iface);
147 }
148
149 /* *******************************************
150    IWineD3DVolume parts follow
151    ******************************************* */
152 static HRESULT WINAPI IWineD3DVolumeImpl_GetContainer(IWineD3DVolume *iface, REFIID riid, void** ppContainer) {
153     IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
154
155     TRACE("(This %p, riid %s, ppContainer %p)\n", This, debugstr_guid(riid), ppContainer);
156
157     if (!ppContainer) {
158         ERR("Called without a valid ppContainer.\n");
159     }
160
161     /* Although surfaces can be standalone, volumes can't */
162     if (!This->container) {
163         ERR("Volume without an container. Should not happen.\n");
164     }
165
166     TRACE("Relaying to QueryInterface\n");
167     return IUnknown_QueryInterface(This->container, riid, ppContainer);
168 }
169
170 static HRESULT WINAPI IWineD3DVolumeImpl_GetDesc(IWineD3DVolume *iface, WINED3DVOLUME_DESC* pDesc) {
171     IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
172     TRACE("(%p) : copying into %p\n", This, pDesc);
173
174     *(pDesc->Format)  = This->resource.format;
175     *(pDesc->Type)    = This->resource.resourceType;
176     *(pDesc->Usage)   = This->resource.usage;
177     *(pDesc->Pool)    = This->resource.pool;
178     *(pDesc->Size)    = This->resource.size; /* dx8 only */
179     *(pDesc->Width)   = This->currentDesc.Width;
180     *(pDesc->Height)  = This->currentDesc.Height;
181     *(pDesc->Depth)   = This->currentDesc.Depth;
182     return WINED3D_OK;
183 }
184
185 static HRESULT WINAPI IWineD3DVolumeImpl_LockBox(IWineD3DVolume *iface, WINED3DLOCKED_BOX* pLockedVolume, CONST WINED3DBOX* pBox, DWORD Flags) {
186     IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
187     FIXME("(%p) : pBox=%p stub\n", This, pBox);
188
189     if(!This->resource.allocatedMemory) {
190         This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size);
191     }
192
193     /* fixme: should we really lock as such? */
194     TRACE("(%p) : box=%p, output pbox=%p, allMem=%p\n", This, pBox, pLockedVolume, This->resource.allocatedMemory);
195
196     pLockedVolume->RowPitch   = This->bytesPerPixel * This->currentDesc.Width;                        /* Bytes / row   */
197     pLockedVolume->SlicePitch = This->bytesPerPixel * This->currentDesc.Width * This->currentDesc.Height;  /* Bytes / slice */
198     if (!pBox) {
199         TRACE("No box supplied - all is ok\n");
200         pLockedVolume->pBits = This->resource.allocatedMemory;
201         This->lockedBox.Left   = 0;
202         This->lockedBox.Top    = 0;
203         This->lockedBox.Front  = 0;
204         This->lockedBox.Right  = This->currentDesc.Width;
205         This->lockedBox.Bottom = This->currentDesc.Height;
206         This->lockedBox.Back   = This->currentDesc.Depth;
207     } else {
208         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);
209         pLockedVolume->pBits = This->resource.allocatedMemory +
210           (pLockedVolume->SlicePitch * pBox->Front) + /* FIXME: is front < back or vica versa? */
211           (pLockedVolume->RowPitch * pBox->Top) +
212           (pBox->Left * This->bytesPerPixel);
213         This->lockedBox.Left   = pBox->Left;
214         This->lockedBox.Top    = pBox->Top;
215         This->lockedBox.Front  = pBox->Front;
216         This->lockedBox.Right  = pBox->Right;
217         This->lockedBox.Bottom = pBox->Bottom;
218         This->lockedBox.Back   = pBox->Back;
219     }
220
221     if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
222       /* Don't dirtify */
223     } else {
224       /**
225        * Dirtify on lock
226        * as seen in msdn docs
227        */
228       IWineD3DVolume_AddDirtyBox(iface, &This->lockedBox);
229
230       /**  Dirtify Container if needed */
231       if (NULL != This->container) {
232
233         IWineD3DVolumeTexture *cont = (IWineD3DVolumeTexture*) This->container;
234         WINED3DRESOURCETYPE containerType = IWineD3DBaseTexture_GetType((IWineD3DBaseTexture *) cont);
235
236         if (containerType == WINED3DRTYPE_VOLUMETEXTURE) {
237           IWineD3DBaseTextureImpl* pTexture = (IWineD3DBaseTextureImpl*) cont;
238           pTexture->baseTexture.dirty = TRUE;
239         } else {
240           FIXME("Set dirty on container type %d\n", containerType);
241         }
242       }
243     }
244
245     This->locked = TRUE;
246     TRACE("returning memory@%p rpitch(%d) spitch(%d)\n", pLockedVolume->pBits, pLockedVolume->RowPitch, pLockedVolume->SlicePitch);
247     return WINED3D_OK;
248 }
249
250 static HRESULT WINAPI IWineD3DVolumeImpl_UnlockBox(IWineD3DVolume *iface) {
251     IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
252     if (!This->locked) {
253       ERR("trying to lock unlocked volume@%p\n", This);
254       return WINED3DERR_INVALIDCALL;
255     }
256     TRACE("(%p) : unlocking volume\n", This);
257     This->locked = FALSE;
258     memset(&This->lockedBox, 0, sizeof(RECT));
259     return WINED3D_OK;
260 }
261
262 /* Internal use functions follow : */
263
264 static HRESULT WINAPI IWineD3DVolumeImpl_CleanDirtyBox(IWineD3DVolume *iface) {
265   IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
266   This->dirty = FALSE;
267   This->lockedBox.Left   = This->currentDesc.Width;
268   This->lockedBox.Top    = This->currentDesc.Height;
269   This->lockedBox.Front  = This->currentDesc.Depth;
270   This->lockedBox.Right  = 0;
271   This->lockedBox.Bottom = 0;
272   This->lockedBox.Back   = 0;
273   return WINED3D_OK;
274 }
275
276 static HRESULT WINAPI IWineD3DVolumeImpl_AddDirtyBox(IWineD3DVolume *iface, CONST WINED3DBOX* pDirtyBox) {
277   IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
278   This->dirty = TRUE;
279    if (NULL != pDirtyBox) {
280     This->lockedBox.Left   = min(This->lockedBox.Left,   pDirtyBox->Left);
281     This->lockedBox.Top    = min(This->lockedBox.Top,    pDirtyBox->Top);
282     This->lockedBox.Front  = min(This->lockedBox.Front,  pDirtyBox->Front);
283     This->lockedBox.Right  = max(This->lockedBox.Right,  pDirtyBox->Right);
284     This->lockedBox.Bottom = max(This->lockedBox.Bottom, pDirtyBox->Bottom);
285     This->lockedBox.Back   = max(This->lockedBox.Back,   pDirtyBox->Back);
286   } else {
287     This->lockedBox.Left   = 0;
288     This->lockedBox.Top    = 0;
289     This->lockedBox.Front  = 0;
290     This->lockedBox.Right  = This->currentDesc.Width;
291     This->lockedBox.Bottom = This->currentDesc.Height;
292     This->lockedBox.Back   = This->currentDesc.Depth;
293   }
294   return WINED3D_OK;
295 }
296
297 static HRESULT WINAPI IWineD3DVolumeImpl_SetContainer(IWineD3DVolume *iface, IWineD3DBase* container) {
298     IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
299
300     TRACE("This %p, container %p\n", This, container);
301
302     /* We can't keep a reference to the container, since the container already keeps a reference to us. */
303
304     TRACE("Setting container to %p from %p\n", container, This->container);
305     This->container = container;
306
307     return WINED3D_OK;
308 }
309
310 static HRESULT WINAPI IWineD3DVolumeImpl_LoadTexture(IWineD3DVolume *iface, int gl_level, BOOL srgb_mode) {
311     IWineD3DVolumeImpl *This     = (IWineD3DVolumeImpl *)iface;
312     WINED3DFORMAT format = This->resource.format;
313     const struct GlPixelFormatDesc *glDesc;
314     getFormatDescEntry(format, &GLINFO_LOCATION, &glDesc);
315
316     TRACE("(%p) : level %u, format %s (0x%08x)\n", This, gl_level, debug_d3dformat(format), 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 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_AddDirtyBox,
378     IWineD3DVolumeImpl_CleanDirtyBox,
379     IWineD3DVolumeImpl_LoadTexture,
380     IWineD3DVolumeImpl_SetContainer
381 };