wined3d: Rename the "format" field in wined3d_format_desc to "id".
[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
29 /* Context activation is done by the caller. */
30 static void volume_bind_and_dirtify(IWineD3DVolume *iface) {
31     IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
32     const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
33     DWORD active_sampler;
34
35     /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
36      * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
37      * gl states. The current texture unit should always be a valid one.
38      *
39      * To be more specific, this is tricky because we can implicitly be called
40      * from sampler() in state.c. This means we can't touch anything other than
41      * whatever happens to be the currently active texture, or we would risk
42      * marking already applied sampler states dirty again.
43      *
44      * TODO: Track the current active texture per GL context instead of using glGet
45      */
46     if (gl_info->supported[ARB_MULTITEXTURE])
47     {
48         GLint active_texture;
49         ENTER_GL();
50         glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
51         LEAVE_GL();
52         active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
53     } else {
54         active_sampler = 0;
55     }
56
57     if (active_sampler != WINED3D_UNMAPPED_STAGE)
58     {
59         IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
60     }
61
62     IWineD3DVolumeTexture_BindTexture((IWineD3DVolumeTexture *)This->container, FALSE);
63 }
64
65 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box)
66 {
67     IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
68
69     This->dirty = TRUE;
70     if (dirty_box)
71     {
72         This->lockedBox.Left = min(This->lockedBox.Left, dirty_box->Left);
73         This->lockedBox.Top = min(This->lockedBox.Top, dirty_box->Top);
74         This->lockedBox.Front = min(This->lockedBox.Front, dirty_box->Front);
75         This->lockedBox.Right = max(This->lockedBox.Right, dirty_box->Right);
76         This->lockedBox.Bottom = max(This->lockedBox.Bottom, dirty_box->Bottom);
77         This->lockedBox.Back = max(This->lockedBox.Back, dirty_box->Back);
78     }
79     else
80     {
81         This->lockedBox.Left = 0;
82         This->lockedBox.Top = 0;
83         This->lockedBox.Front = 0;
84         This->lockedBox.Right = This->currentDesc.Width;
85         This->lockedBox.Bottom = This->currentDesc.Height;
86         This->lockedBox.Back = This->currentDesc.Depth;
87     }
88 }
89
90 void volume_set_container(IWineD3DVolumeImpl *volume, struct IWineD3DVolumeTextureImpl *container)
91 {
92     TRACE("volume %p, container %p.\n", volume, container);
93
94     volume->container = container;
95 }
96
97 /* *******************************************
98    IWineD3DVolume IUnknown parts follow
99    ******************************************* */
100 static HRESULT WINAPI IWineD3DVolumeImpl_QueryInterface(IWineD3DVolume *iface, REFIID riid, void **object)
101 {
102     TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
103
104     if (IsEqualGUID(riid, &IID_IWineD3DVolume)
105             || IsEqualGUID(riid, &IID_IWineD3DResource)
106             || IsEqualGUID(riid, &IID_IWineD3DBase)
107             || IsEqualGUID(riid, &IID_IUnknown))
108     {
109         IUnknown_AddRef(iface);
110         *object = iface;
111         return S_OK;
112     }
113
114     WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
115
116     *object = NULL;
117     return E_NOINTERFACE;
118 }
119
120 static ULONG WINAPI IWineD3DVolumeImpl_AddRef(IWineD3DVolume *iface) {
121     IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
122     TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
123     return InterlockedIncrement(&This->resource.ref);
124 }
125
126 static ULONG WINAPI IWineD3DVolumeImpl_Release(IWineD3DVolume *iface) {
127     IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
128     ULONG ref;
129     TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
130     ref = InterlockedDecrement(&This->resource.ref);
131     if (ref == 0) {
132         resource_cleanup((IWineD3DResource *)iface);
133         This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
134         HeapFree(GetProcessHeap(), 0, This);
135     }
136     return ref;
137 }
138
139 /* ****************************************************
140    IWineD3DVolume IWineD3DResource parts follow
141    **************************************************** */
142 static HRESULT WINAPI IWineD3DVolumeImpl_GetParent(IWineD3DVolume *iface, IUnknown **pParent) {
143     return resource_get_parent((IWineD3DResource *)iface, pParent);
144 }
145
146 static HRESULT WINAPI IWineD3DVolumeImpl_SetPrivateData(IWineD3DVolume *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
147     return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
148 }
149
150 static HRESULT WINAPI IWineD3DVolumeImpl_GetPrivateData(IWineD3DVolume *iface, REFGUID  refguid, void* pData, DWORD* pSizeOfData) {
151     return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
152 }
153
154 static HRESULT WINAPI IWineD3DVolumeImpl_FreePrivateData(IWineD3DVolume *iface, REFGUID refguid) {
155     return resource_free_private_data((IWineD3DResource *)iface, refguid);
156 }
157
158 static DWORD WINAPI IWineD3DVolumeImpl_SetPriority(IWineD3DVolume *iface, DWORD PriorityNew) {
159     return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
160 }
161
162 static DWORD WINAPI IWineD3DVolumeImpl_GetPriority(IWineD3DVolume *iface) {
163     return resource_get_priority((IWineD3DResource *)iface);
164 }
165
166 static void WINAPI IWineD3DVolumeImpl_PreLoad(IWineD3DVolume *iface) {
167     FIXME("iface %p stub!\n", iface);
168 }
169
170 static void WINAPI IWineD3DVolumeImpl_UnLoad(IWineD3DVolume *iface)
171 {
172     TRACE("iface %p.\n", iface);
173
174     /* The whole content is shadowed on This->resource.allocatedMemory, and
175      * the texture name is managed by the VolumeTexture container. */
176
177     resource_unload((IWineD3DResourceImpl *)iface);
178 }
179
180 static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeImpl_GetType(IWineD3DVolume *iface) {
181     return resource_get_type((IWineD3DResource *)iface);
182 }
183
184 /* *******************************************
185    IWineD3DVolume parts follow
186    ******************************************* */
187 static HRESULT WINAPI IWineD3DVolumeImpl_GetDesc(IWineD3DVolume *iface, WINED3DVOLUME_DESC *pDesc)
188 {
189     IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
190     TRACE("(%p) : copying into %p\n", This, pDesc);
191
192     pDesc->Format = This->resource.format_desc->id;
193     pDesc->Type = This->resource.resourceType;
194     pDesc->Usage = This->resource.usage;
195     pDesc->Pool = This->resource.pool;
196     pDesc->Size = This->resource.size; /* dx8 only */
197     pDesc->Width = This->currentDesc.Width;
198     pDesc->Height = This->currentDesc.Height;
199     pDesc->Depth = This->currentDesc.Depth;
200
201     return WINED3D_OK;
202 }
203
204 static HRESULT WINAPI IWineD3DVolumeImpl_LockBox(IWineD3DVolume *iface, WINED3DLOCKED_BOX* pLockedVolume, CONST WINED3DBOX* pBox, DWORD Flags) {
205     IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
206     FIXME("(%p) : pBox=%p stub\n", This, pBox);
207
208     if(!This->resource.allocatedMemory) {
209         This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size);
210     }
211
212     /* fixme: should we really lock as such? */
213     TRACE("(%p) : box=%p, output pbox=%p, allMem=%p\n", This, pBox, pLockedVolume, This->resource.allocatedMemory);
214
215     pLockedVolume->RowPitch = This->resource.format_desc->byte_count * This->currentDesc.Width; /* Bytes / row   */
216     pLockedVolume->SlicePitch = This->resource.format_desc->byte_count
217             * This->currentDesc.Width * This->currentDesc.Height;                               /* Bytes / slice */
218     if (!pBox) {
219         TRACE("No box supplied - all is ok\n");
220         pLockedVolume->pBits = This->resource.allocatedMemory;
221         This->lockedBox.Left   = 0;
222         This->lockedBox.Top    = 0;
223         This->lockedBox.Front  = 0;
224         This->lockedBox.Right  = This->currentDesc.Width;
225         This->lockedBox.Bottom = This->currentDesc.Height;
226         This->lockedBox.Back   = This->currentDesc.Depth;
227     } else {
228         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);
229         pLockedVolume->pBits = This->resource.allocatedMemory
230                 + (pLockedVolume->SlicePitch * pBox->Front)     /* FIXME: is front < back or vica versa? */
231                 + (pLockedVolume->RowPitch * pBox->Top)
232                 + (pBox->Left * This->resource.format_desc->byte_count);
233         This->lockedBox.Left   = pBox->Left;
234         This->lockedBox.Top    = pBox->Top;
235         This->lockedBox.Front  = pBox->Front;
236         This->lockedBox.Right  = pBox->Right;
237         This->lockedBox.Bottom = pBox->Bottom;
238         This->lockedBox.Back   = pBox->Back;
239     }
240
241     if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
242       /* Don't dirtify */
243     }
244     else
245     {
246         volume_add_dirty_box(iface, &This->lockedBox);
247         This->container->baseTexture.texture_rgb.dirty = TRUE;
248         This->container->baseTexture.texture_srgb.dirty = TRUE;
249     }
250
251     This->locked = TRUE;
252     TRACE("returning memory@%p rpitch(%d) spitch(%d)\n", pLockedVolume->pBits, pLockedVolume->RowPitch, pLockedVolume->SlicePitch);
253     return WINED3D_OK;
254 }
255
256 static HRESULT WINAPI IWineD3DVolumeImpl_UnlockBox(IWineD3DVolume *iface) {
257     IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
258     if (!This->locked)
259     {
260         WARN("Trying to unlock unlocked volume %p.\n", iface);
261         return WINED3DERR_INVALIDCALL;
262     }
263     TRACE("(%p) : unlocking volume\n", This);
264     This->locked = FALSE;
265     memset(&This->lockedBox, 0, sizeof(RECT));
266     return WINED3D_OK;
267 }
268
269 /* Internal use functions follow : */
270
271 /* Context activation is done by the caller. */
272 static HRESULT WINAPI IWineD3DVolumeImpl_LoadTexture(IWineD3DVolume *iface, int gl_level, BOOL srgb_mode)
273 {
274     IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
275     const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
276     const struct wined3d_format_desc *glDesc = This->resource.format_desc;
277
278     TRACE("iface %p, level %u, srgb %#x, format %s (%#x).\n",
279             iface, gl_level, srgb_mode, debug_d3dformat(glDesc->id), glDesc->id);
280
281     volume_bind_and_dirtify(iface);
282
283     TRACE("Calling glTexImage3D %x level=%d, intfmt=%x, w=%d, h=%d,d=%d, 0=%d, glFmt=%x, glType=%x, Mem=%p\n",
284             GL_TEXTURE_3D,
285             gl_level,
286             glDesc->glInternal,
287             This->currentDesc.Width,
288             This->currentDesc.Height,
289             This->currentDesc.Depth,
290             0,
291             glDesc->glFormat,
292             glDesc->glType,
293             This->resource.allocatedMemory);
294
295     ENTER_GL();
296     GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D,
297                 gl_level,
298                 glDesc->glInternal,
299                 This->currentDesc.Width,
300                 This->currentDesc.Height,
301                 This->currentDesc.Depth,
302                 0,
303                 glDesc->glFormat,
304                 glDesc->glType,
305                 This->resource.allocatedMemory));
306     checkGLcall("glTexImage3D");
307     LEAVE_GL();
308
309     /* When adding code releasing This->resource.allocatedMemory to save data keep in mind that
310      * GL_UNPACK_CLIENT_STORAGE_APPLE is enabled by default if supported(GL_APPLE_client_storage).
311      * Thus do not release This->resource.allocatedMemory if GL_APPLE_client_storage is supported.
312      */
313     return WINED3D_OK;
314
315 }
316
317 static const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl =
318 {
319     /* IUnknown */
320     IWineD3DVolumeImpl_QueryInterface,
321     IWineD3DVolumeImpl_AddRef,
322     IWineD3DVolumeImpl_Release,
323     /* IWineD3DResource */
324     IWineD3DVolumeImpl_GetParent,
325     IWineD3DVolumeImpl_SetPrivateData,
326     IWineD3DVolumeImpl_GetPrivateData,
327     IWineD3DVolumeImpl_FreePrivateData,
328     IWineD3DVolumeImpl_SetPriority,
329     IWineD3DVolumeImpl_GetPriority,
330     IWineD3DVolumeImpl_PreLoad,
331     IWineD3DVolumeImpl_UnLoad,
332     IWineD3DVolumeImpl_GetType,
333     /* IWineD3DVolume */
334     IWineD3DVolumeImpl_GetDesc,
335     IWineD3DVolumeImpl_LockBox,
336     IWineD3DVolumeImpl_UnlockBox,
337     /* Internal interface */
338     IWineD3DVolumeImpl_LoadTexture,
339 };
340
341 HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
342         UINT height, UINT depth, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
343         IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
344 {
345     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
346     const struct wined3d_format_desc *format_desc = getFormatDescEntry(format_id, gl_info);
347     HRESULT hr;
348
349     if (!gl_info->supported[EXT_TEXTURE3D])
350     {
351         WARN("Volume cannot be created - no volume texture support.\n");
352         return WINED3DERR_INVALIDCALL;
353     }
354
355     volume->lpVtbl = &IWineD3DVolume_Vtbl;
356
357     hr = resource_init((IWineD3DResource *)volume, WINED3DRTYPE_VOLUME, device,
358             width * height * depth * format_desc->byte_count, usage, format_desc, pool, parent, parent_ops);
359     if (FAILED(hr))
360     {
361         WARN("Failed to initialize resource, returning %#x.\n", hr);
362         return hr;
363     }
364
365     volume->currentDesc.Width = width;
366     volume->currentDesc.Height = height;
367     volume->currentDesc.Depth = depth;
368     volume->lockable = TRUE;
369     volume->locked = FALSE;
370     memset(&volume->lockedBox, 0, sizeof(volume->lockedBox));
371     volume->dirty = TRUE;
372
373     volume_add_dirty_box((IWineD3DVolume *)volume, NULL);
374
375     return WINED3D_OK;
376 }