2 * IWineD3DVolume implementation
4 * Copyright 2002-2005 Jason Edmeades
5 * Copyright 2002-2005 Raphael Junqueira
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2009-2010 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);
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 IWineD3DBaseTextureImpl *container = (IWineD3DBaseTextureImpl *)This->container;
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_info->supported[ARB_MULTITEXTURE])
51 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
53 active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
58 if (active_sampler != WINED3D_UNMAPPED_STAGE)
60 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
63 container->baseTexture.texture_ops->texture_bind(container, FALSE);
66 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box)
68 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
73 This->lockedBox.Left = min(This->lockedBox.Left, dirty_box->Left);
74 This->lockedBox.Top = min(This->lockedBox.Top, dirty_box->Top);
75 This->lockedBox.Front = min(This->lockedBox.Front, dirty_box->Front);
76 This->lockedBox.Right = max(This->lockedBox.Right, dirty_box->Right);
77 This->lockedBox.Bottom = max(This->lockedBox.Bottom, dirty_box->Bottom);
78 This->lockedBox.Back = max(This->lockedBox.Back, dirty_box->Back);
82 This->lockedBox.Left = 0;
83 This->lockedBox.Top = 0;
84 This->lockedBox.Front = 0;
85 This->lockedBox.Right = This->currentDesc.Width;
86 This->lockedBox.Bottom = This->currentDesc.Height;
87 This->lockedBox.Back = This->currentDesc.Depth;
91 void volume_set_container(IWineD3DVolumeImpl *volume, struct IWineD3DVolumeTextureImpl *container)
93 TRACE("volume %p, container %p.\n", volume, container);
95 volume->container = container;
98 /* *******************************************
99 IWineD3DVolume IUnknown parts follow
100 ******************************************* */
101 static HRESULT WINAPI IWineD3DVolumeImpl_QueryInterface(IWineD3DVolume *iface, REFIID riid, void **object)
103 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
105 if (IsEqualGUID(riid, &IID_IWineD3DVolume)
106 || IsEqualGUID(riid, &IID_IWineD3DResource)
107 || IsEqualGUID(riid, &IID_IWineD3DBase)
108 || IsEqualGUID(riid, &IID_IUnknown))
110 IUnknown_AddRef(iface);
115 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
118 return E_NOINTERFACE;
121 static ULONG WINAPI IWineD3DVolumeImpl_AddRef(IWineD3DVolume *iface) {
122 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
123 TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
124 return InterlockedIncrement(&This->resource.ref);
127 /* Do not call while under the GL lock. */
128 static ULONG WINAPI IWineD3DVolumeImpl_Release(IWineD3DVolume *iface) {
129 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
131 TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
132 ref = InterlockedDecrement(&This->resource.ref);
136 resource_cleanup((IWineD3DResourceImpl *)iface);
137 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
138 HeapFree(GetProcessHeap(), 0, This);
143 /* ****************************************************
144 IWineD3DVolume IWineD3DResource parts follow
145 **************************************************** */
146 static void * WINAPI IWineD3DVolumeImpl_GetParent(IWineD3DVolume *iface)
148 TRACE("iface %p.\n", iface);
150 return ((IWineD3DVolumeImpl *)iface)->resource.parent;
153 static HRESULT WINAPI IWineD3DVolumeImpl_SetPrivateData(IWineD3DVolume *iface,
154 REFGUID riid, const void *data, DWORD data_size, DWORD flags)
156 return resource_set_private_data((IWineD3DResourceImpl *)iface, riid, data, data_size, flags);
159 static HRESULT WINAPI IWineD3DVolumeImpl_GetPrivateData(IWineD3DVolume *iface,
160 REFGUID guid, void *data, DWORD *data_size)
162 return resource_get_private_data((IWineD3DResourceImpl *)iface, guid, data, data_size);
165 static HRESULT WINAPI IWineD3DVolumeImpl_FreePrivateData(IWineD3DVolume *iface, REFGUID refguid)
167 return resource_free_private_data((IWineD3DResourceImpl *)iface, refguid);
170 static DWORD WINAPI IWineD3DVolumeImpl_SetPriority(IWineD3DVolume *iface, DWORD priority)
172 return resource_set_priority((IWineD3DResourceImpl *)iface, priority);
175 static DWORD WINAPI IWineD3DVolumeImpl_GetPriority(IWineD3DVolume *iface)
177 return resource_get_priority((IWineD3DResourceImpl *)iface);
180 /* Do not call while under the GL lock. */
181 static void WINAPI IWineD3DVolumeImpl_PreLoad(IWineD3DVolume *iface) {
182 FIXME("iface %p stub!\n", iface);
185 /* Do not call while under the GL lock. */
186 static void WINAPI IWineD3DVolumeImpl_UnLoad(IWineD3DVolume *iface)
188 TRACE("iface %p.\n", iface);
190 /* The whole content is shadowed on This->resource.allocatedMemory, and
191 * the texture name is managed by the VolumeTexture container. */
193 resource_unload((IWineD3DResourceImpl *)iface);
196 static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeImpl_GetType(IWineD3DVolume *iface)
198 return resource_get_type((IWineD3DResourceImpl *)iface);
201 static void WINAPI IWineD3DVolumeImpl_GetDesc(IWineD3DVolume *iface, WINED3DVOLUME_DESC *desc)
203 IWineD3DVolumeImpl *volume = (IWineD3DVolumeImpl *)iface;
205 TRACE("iface %p, desc %p.\n", iface, desc);
207 desc->Format = volume->resource.format->id;
208 desc->Type = volume->resource.resourceType;
209 desc->Usage = volume->resource.usage;
210 desc->Pool = volume->resource.pool;
211 desc->Size = volume->resource.size; /* dx8 only */
212 desc->Width = volume->currentDesc.Width;
213 desc->Height = volume->currentDesc.Height;
214 desc->Depth = volume->currentDesc.Depth;
217 static HRESULT WINAPI IWineD3DVolumeImpl_Map(IWineD3DVolume *iface,
218 WINED3DLOCKED_BOX *pLockedVolume, const WINED3DBOX *pBox, DWORD flags)
220 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
221 FIXME("(%p) : pBox=%p stub\n", This, pBox);
223 if(!This->resource.allocatedMemory) {
224 This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size);
227 /* fixme: should we really lock as such? */
228 TRACE("(%p) : box=%p, output pbox=%p, allMem=%p\n", This, pBox, pLockedVolume, This->resource.allocatedMemory);
230 pLockedVolume->RowPitch = This->resource.format->byte_count * This->currentDesc.Width; /* Bytes / row */
231 pLockedVolume->SlicePitch = This->resource.format->byte_count
232 * This->currentDesc.Width * This->currentDesc.Height; /* Bytes / slice */
234 TRACE("No box supplied - all is ok\n");
235 pLockedVolume->pBits = This->resource.allocatedMemory;
236 This->lockedBox.Left = 0;
237 This->lockedBox.Top = 0;
238 This->lockedBox.Front = 0;
239 This->lockedBox.Right = This->currentDesc.Width;
240 This->lockedBox.Bottom = This->currentDesc.Height;
241 This->lockedBox.Back = This->currentDesc.Depth;
243 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);
244 pLockedVolume->pBits = This->resource.allocatedMemory
245 + (pLockedVolume->SlicePitch * pBox->Front) /* FIXME: is front < back or vica versa? */
246 + (pLockedVolume->RowPitch * pBox->Top)
247 + (pBox->Left * This->resource.format->byte_count);
248 This->lockedBox.Left = pBox->Left;
249 This->lockedBox.Top = pBox->Top;
250 This->lockedBox.Front = pBox->Front;
251 This->lockedBox.Right = pBox->Right;
252 This->lockedBox.Bottom = pBox->Bottom;
253 This->lockedBox.Back = pBox->Back;
256 if (!(flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)))
258 volume_add_dirty_box(iface, &This->lockedBox);
259 This->container->baseTexture.texture_rgb.dirty = TRUE;
260 This->container->baseTexture.texture_srgb.dirty = TRUE;
264 TRACE("returning memory@%p rpitch(%d) spitch(%d)\n", pLockedVolume->pBits, pLockedVolume->RowPitch, pLockedVolume->SlicePitch);
268 static HRESULT WINAPI IWineD3DVolumeImpl_Unmap(IWineD3DVolume *iface)
270 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
273 WARN("Trying to unlock unlocked volume %p.\n", iface);
274 return WINED3DERR_INVALIDCALL;
276 TRACE("(%p) : unlocking volume\n", This);
277 This->locked = FALSE;
278 memset(&This->lockedBox, 0, sizeof(This->lockedBox));
282 /* Internal use functions follow : */
284 /* Context activation is done by the caller. */
285 static HRESULT WINAPI IWineD3DVolumeImpl_LoadTexture(IWineD3DVolume *iface, int gl_level, BOOL srgb_mode)
287 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
288 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
289 const struct wined3d_format *format = This->resource.format;
291 TRACE("iface %p, level %u, srgb %#x, format %s (%#x).\n",
292 iface, gl_level, srgb_mode, debug_d3dformat(format->id), format->id);
294 volume_bind_and_dirtify(iface);
296 TRACE("Calling glTexImage3D %x level=%d, intfmt=%x, w=%d, h=%d,d=%d, 0=%d, glFmt=%x, glType=%x, Mem=%p\n",
297 GL_TEXTURE_3D, gl_level, format->glInternal, This->currentDesc.Width, This->currentDesc.Height,
298 This->currentDesc.Depth, 0, format->glFormat, format->glType, This->resource.allocatedMemory);
301 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, gl_level, format->glInternal,
302 This->currentDesc.Width, This->currentDesc.Height, This->currentDesc.Depth,
303 0, format->glFormat, format->glType, This->resource.allocatedMemory));
304 checkGLcall("glTexImage3D");
307 /* When adding code releasing This->resource.allocatedMemory to save data keep in mind that
308 * GL_UNPACK_CLIENT_STORAGE_APPLE is enabled by default if supported(GL_APPLE_client_storage).
309 * Thus do not release This->resource.allocatedMemory if GL_APPLE_client_storage is supported.
315 static const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl =
318 IWineD3DVolumeImpl_QueryInterface,
319 IWineD3DVolumeImpl_AddRef,
320 IWineD3DVolumeImpl_Release,
321 /* IWineD3DResource */
322 IWineD3DVolumeImpl_GetParent,
323 IWineD3DVolumeImpl_SetPrivateData,
324 IWineD3DVolumeImpl_GetPrivateData,
325 IWineD3DVolumeImpl_FreePrivateData,
326 IWineD3DVolumeImpl_SetPriority,
327 IWineD3DVolumeImpl_GetPriority,
328 IWineD3DVolumeImpl_PreLoad,
329 IWineD3DVolumeImpl_UnLoad,
330 IWineD3DVolumeImpl_GetType,
332 IWineD3DVolumeImpl_GetDesc,
333 IWineD3DVolumeImpl_Map,
334 IWineD3DVolumeImpl_Unmap,
335 /* Internal interface */
336 IWineD3DVolumeImpl_LoadTexture,
339 HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
340 UINT height, UINT depth, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
341 void *parent, const struct wined3d_parent_ops *parent_ops)
343 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
344 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
347 if (!gl_info->supported[EXT_TEXTURE3D])
349 WARN("Volume cannot be created - no volume texture support.\n");
350 return WINED3DERR_INVALIDCALL;
353 volume->lpVtbl = &IWineD3DVolume_Vtbl;
355 hr = resource_init((IWineD3DResourceImpl *)volume, WINED3DRTYPE_VOLUME, device,
356 width * height * depth * format->byte_count, usage, format, pool, parent, parent_ops);
359 WARN("Failed to initialize resource, returning %#x.\n", hr);
363 volume->currentDesc.Width = width;
364 volume->currentDesc.Height = height;
365 volume->currentDesc.Depth = depth;
366 volume->lockable = TRUE;
367 volume->locked = FALSE;
368 memset(&volume->lockedBox, 0, sizeof(volume->lockedBox));
369 volume->dirty = TRUE;
371 volume_add_dirty_box((IWineD3DVolume *)volume, NULL);