ddraw: Use a less offensive handle table implementation for surfaces.
[wine.git] / dlls / wined3d / volume.c
blob42e61e68d22f6a2988db4608b5898dd35c68eb7a
1 /*
2 * IWineD3DVolume implementation
4 * Copyright 2002-2005 Jason Edmeades
5 * Copyright 2002-2005 Raphael Junqueira
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2009 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
24 #include "config.h"
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 IWineD3DVolumeTexture *texture;
34 DWORD active_sampler;
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])
49 GLint active_texture;
50 ENTER_GL();
51 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
52 LEAVE_GL();
53 active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
54 } else {
55 active_sampler = 0;
58 if (active_sampler != WINED3D_UNMAPPED_STAGE)
60 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
63 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DVolumeTexture, (void **)&texture))) {
64 IWineD3DVolumeTexture_BindTexture(texture, FALSE);
65 IWineD3DVolumeTexture_Release(texture);
66 } else {
67 ERR("Volume should be part of a volume texture\n");
71 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box)
73 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
75 This->dirty = TRUE;
76 if (dirty_box)
78 This->lockedBox.Left = min(This->lockedBox.Left, dirty_box->Left);
79 This->lockedBox.Top = min(This->lockedBox.Top, dirty_box->Top);
80 This->lockedBox.Front = min(This->lockedBox.Front, dirty_box->Front);
81 This->lockedBox.Right = max(This->lockedBox.Right, dirty_box->Right);
82 This->lockedBox.Bottom = max(This->lockedBox.Bottom, dirty_box->Bottom);
83 This->lockedBox.Back = max(This->lockedBox.Back, dirty_box->Back);
85 else
87 This->lockedBox.Left = 0;
88 This->lockedBox.Top = 0;
89 This->lockedBox.Front = 0;
90 This->lockedBox.Right = This->currentDesc.Width;
91 This->lockedBox.Bottom = This->currentDesc.Height;
92 This->lockedBox.Back = This->currentDesc.Depth;
96 /* *******************************************
97 IWineD3DVolume IUnknown parts follow
98 ******************************************* */
99 static HRESULT WINAPI IWineD3DVolumeImpl_QueryInterface(IWineD3DVolume *iface, REFIID riid, void **object)
101 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
103 if (IsEqualGUID(riid, &IID_IWineD3DVolume)
104 || IsEqualGUID(riid, &IID_IWineD3DResource)
105 || IsEqualGUID(riid, &IID_IWineD3DBase)
106 || IsEqualGUID(riid, &IID_IUnknown))
108 IUnknown_AddRef(iface);
109 *object = iface;
110 return S_OK;
113 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
115 *object = NULL;
116 return E_NOINTERFACE;
119 static ULONG WINAPI IWineD3DVolumeImpl_AddRef(IWineD3DVolume *iface) {
120 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
121 TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
122 return InterlockedIncrement(&This->resource.ref);
125 static ULONG WINAPI IWineD3DVolumeImpl_Release(IWineD3DVolume *iface) {
126 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
127 ULONG ref;
128 TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
129 ref = InterlockedDecrement(&This->resource.ref);
130 if (ref == 0) {
131 resource_cleanup((IWineD3DResource *)iface);
132 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
133 HeapFree(GetProcessHeap(), 0, This);
135 return ref;
138 /* ****************************************************
139 IWineD3DVolume IWineD3DResource parts follow
140 **************************************************** */
141 static HRESULT WINAPI IWineD3DVolumeImpl_GetParent(IWineD3DVolume *iface, IUnknown **pParent) {
142 return resource_get_parent((IWineD3DResource *)iface, pParent);
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);
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);
153 static HRESULT WINAPI IWineD3DVolumeImpl_FreePrivateData(IWineD3DVolume *iface, REFGUID refguid) {
154 return resource_free_private_data((IWineD3DResource *)iface, refguid);
157 static DWORD WINAPI IWineD3DVolumeImpl_SetPriority(IWineD3DVolume *iface, DWORD PriorityNew) {
158 return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
161 static DWORD WINAPI IWineD3DVolumeImpl_GetPriority(IWineD3DVolume *iface) {
162 return resource_get_priority((IWineD3DResource *)iface);
165 static void WINAPI IWineD3DVolumeImpl_PreLoad(IWineD3DVolume *iface) {
166 FIXME("iface %p stub!\n", iface);
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
173 TRACE("(%p): Nothing to do\n", iface);
176 static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeImpl_GetType(IWineD3DVolume *iface) {
177 return resource_get_type((IWineD3DResource *)iface);
180 /* *******************************************
181 IWineD3DVolume parts follow
182 ******************************************* */
183 static HRESULT WINAPI IWineD3DVolumeImpl_GetContainer(IWineD3DVolume *iface, REFIID riid, void** ppContainer) {
184 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
186 TRACE("(This %p, riid %s, ppContainer %p)\n", This, debugstr_guid(riid), ppContainer);
188 if (!ppContainer) {
189 ERR("Called without a valid ppContainer.\n");
190 return E_FAIL;
193 /* Although surfaces can be standalone, volumes can't */
194 if (!This->container) {
195 ERR("Volume without an container. Should not happen.\n");
196 return E_FAIL;
199 TRACE("Relaying to QueryInterface\n");
200 return IUnknown_QueryInterface(This->container, riid, ppContainer);
203 static HRESULT WINAPI IWineD3DVolumeImpl_GetDesc(IWineD3DVolume *iface, WINED3DVOLUME_DESC* pDesc) {
204 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
205 TRACE("(%p) : copying into %p\n", This, pDesc);
207 pDesc->Format = This->resource.format_desc->format;
208 pDesc->Type = This->resource.resourceType;
209 pDesc->Usage = This->resource.usage;
210 pDesc->Pool = This->resource.pool;
211 pDesc->Size = This->resource.size; /* dx8 only */
212 pDesc->Width = This->currentDesc.Width;
213 pDesc->Height = This->currentDesc.Height;
214 pDesc->Depth = This->currentDesc.Depth;
216 return WINED3D_OK;
219 static HRESULT WINAPI IWineD3DVolumeImpl_LockBox(IWineD3DVolume *iface, 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_desc->byte_count * This->currentDesc.Width; /* Bytes / row */
231 pLockedVolume->SlicePitch = This->resource.format_desc->byte_count
232 * This->currentDesc.Width * This->currentDesc.Height; /* Bytes / slice */
233 if (!pBox) {
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;
242 } else {
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_desc->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)) {
257 /* Don't dirtify */
258 } else {
260 * Dirtify on lock
261 * as seen in msdn docs
263 volume_add_dirty_box(iface, &This->lockedBox);
265 /** Dirtify Container if needed */
266 if (NULL != This->container) {
268 IWineD3DVolumeTexture *cont = (IWineD3DVolumeTexture*) This->container;
269 WINED3DRESOURCETYPE containerType = IWineD3DBaseTexture_GetType((IWineD3DBaseTexture *) cont);
271 if (containerType == WINED3DRTYPE_VOLUMETEXTURE) {
272 IWineD3DBaseTextureImpl* pTexture = (IWineD3DBaseTextureImpl*) cont;
273 pTexture->baseTexture.texture_rgb.dirty = TRUE;
274 pTexture->baseTexture.texture_srgb.dirty = TRUE;
275 } else {
276 FIXME("Set dirty on container type %d\n", containerType);
281 This->locked = TRUE;
282 TRACE("returning memory@%p rpitch(%d) spitch(%d)\n", pLockedVolume->pBits, pLockedVolume->RowPitch, pLockedVolume->SlicePitch);
283 return WINED3D_OK;
286 static HRESULT WINAPI IWineD3DVolumeImpl_UnlockBox(IWineD3DVolume *iface) {
287 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
288 if (!This->locked)
290 WARN("Trying to unlock unlocked volume %p.\n", iface);
291 return WINED3DERR_INVALIDCALL;
293 TRACE("(%p) : unlocking volume\n", This);
294 This->locked = FALSE;
295 memset(&This->lockedBox, 0, sizeof(RECT));
296 return WINED3D_OK;
299 /* Internal use functions follow : */
301 static HRESULT WINAPI IWineD3DVolumeImpl_SetContainer(IWineD3DVolume *iface, IWineD3DBase* container) {
302 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
304 TRACE("This %p, container %p\n", This, container);
306 /* We can't keep a reference to the container, since the container already keeps a reference to us. */
308 TRACE("Setting container to %p from %p\n", container, This->container);
309 This->container = container;
311 return WINED3D_OK;
314 /* Context activation is done by the caller. */
315 static HRESULT WINAPI IWineD3DVolumeImpl_LoadTexture(IWineD3DVolume *iface, int gl_level, BOOL srgb_mode)
317 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
318 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
319 const struct wined3d_format_desc *glDesc = This->resource.format_desc;
321 TRACE("(%p) : level %u, format %s (0x%08x)\n", This, gl_level, debug_d3dformat(glDesc->format), glDesc->format);
323 volume_bind_and_dirtify(iface);
325 TRACE("Calling glTexImage3D %x level=%d, intfmt=%x, w=%d, h=%d,d=%d, 0=%d, glFmt=%x, glType=%x, Mem=%p\n",
326 GL_TEXTURE_3D,
327 gl_level,
328 glDesc->glInternal,
329 This->currentDesc.Width,
330 This->currentDesc.Height,
331 This->currentDesc.Depth,
333 glDesc->glFormat,
334 glDesc->glType,
335 This->resource.allocatedMemory);
337 ENTER_GL();
338 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D,
339 gl_level,
340 glDesc->glInternal,
341 This->currentDesc.Width,
342 This->currentDesc.Height,
343 This->currentDesc.Depth,
345 glDesc->glFormat,
346 glDesc->glType,
347 This->resource.allocatedMemory));
348 checkGLcall("glTexImage3D");
349 LEAVE_GL();
351 /* When adding code releasing This->resource.allocatedMemory to save data keep in mind that
352 * GL_UNPACK_CLIENT_STORAGE_APPLE is enabled by default if supported(GL_APPLE_client_storage).
353 * Thus do not release This->resource.allocatedMemory if GL_APPLE_client_storage is supported.
355 return WINED3D_OK;
359 static const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl =
361 /* IUnknown */
362 IWineD3DVolumeImpl_QueryInterface,
363 IWineD3DVolumeImpl_AddRef,
364 IWineD3DVolumeImpl_Release,
365 /* IWineD3DResource */
366 IWineD3DVolumeImpl_GetParent,
367 IWineD3DVolumeImpl_SetPrivateData,
368 IWineD3DVolumeImpl_GetPrivateData,
369 IWineD3DVolumeImpl_FreePrivateData,
370 IWineD3DVolumeImpl_SetPriority,
371 IWineD3DVolumeImpl_GetPriority,
372 IWineD3DVolumeImpl_PreLoad,
373 IWineD3DVolumeImpl_UnLoad,
374 IWineD3DVolumeImpl_GetType,
375 /* IWineD3DVolume */
376 IWineD3DVolumeImpl_GetContainer,
377 IWineD3DVolumeImpl_GetDesc,
378 IWineD3DVolumeImpl_LockBox,
379 IWineD3DVolumeImpl_UnlockBox,
380 /* Internal interface */
381 IWineD3DVolumeImpl_LoadTexture,
382 IWineD3DVolumeImpl_SetContainer
385 HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
386 UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
387 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
389 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
390 const struct wined3d_format_desc *format_desc = getFormatDescEntry(format, gl_info);
391 HRESULT hr;
393 if (!gl_info->supported[EXT_TEXTURE3D])
395 WARN("Volume cannot be created - no volume texture support.\n");
396 return WINED3DERR_INVALIDCALL;
399 volume->lpVtbl = &IWineD3DVolume_Vtbl;
401 hr = resource_init((IWineD3DResource *)volume, WINED3DRTYPE_VOLUME, device,
402 width * height * depth * format_desc->byte_count, usage, format_desc, pool, parent, parent_ops);
403 if (FAILED(hr))
405 WARN("Failed to initialize resource, returning %#x.\n", hr);
406 return hr;
409 volume->currentDesc.Width = width;
410 volume->currentDesc.Height = height;
411 volume->currentDesc.Depth = depth;
412 volume->lockable = TRUE;
413 volume->locked = FALSE;
414 memset(&volume->lockedBox, 0, sizeof(volume->lockedBox));
415 volume->dirty = TRUE;
417 volume_add_dirty_box((IWineD3DVolume *)volume, NULL);
419 return WINED3D_OK;