wined3d: Get rid of IWineD3DSurface::GetData().
[wine.git] / dlls / wined3d / volume.c
bloba75ca78cd7a55446a3d6ecdb5410a23171554a1d
1 /*
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
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(struct IWineD3DVolumeImpl *volume)
32 const struct wined3d_gl_info *gl_info = &volume->resource.device->adapter->gl_info;
33 IWineD3DBaseTextureImpl *container = (IWineD3DBaseTextureImpl *)volume->container;
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 = volume->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(volume->resource.device, STATE_SAMPLER(active_sampler));
63 container->baseTexture.texture_ops->texture_bind(container, FALSE);
66 void volume_add_dirty_box(struct IWineD3DVolumeImpl *volume, const WINED3DBOX *dirty_box)
68 volume->dirty = TRUE;
69 if (dirty_box)
71 volume->lockedBox.Left = min(volume->lockedBox.Left, dirty_box->Left);
72 volume->lockedBox.Top = min(volume->lockedBox.Top, dirty_box->Top);
73 volume->lockedBox.Front = min(volume->lockedBox.Front, dirty_box->Front);
74 volume->lockedBox.Right = max(volume->lockedBox.Right, dirty_box->Right);
75 volume->lockedBox.Bottom = max(volume->lockedBox.Bottom, dirty_box->Bottom);
76 volume->lockedBox.Back = max(volume->lockedBox.Back, dirty_box->Back);
78 else
80 volume->lockedBox.Left = 0;
81 volume->lockedBox.Top = 0;
82 volume->lockedBox.Front = 0;
83 volume->lockedBox.Right = volume->currentDesc.Width;
84 volume->lockedBox.Bottom = volume->currentDesc.Height;
85 volume->lockedBox.Back = volume->currentDesc.Depth;
89 void volume_set_container(IWineD3DVolumeImpl *volume, struct IWineD3DVolumeTextureImpl *container)
91 TRACE("volume %p, container %p.\n", volume, container);
93 volume->container = container;
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 /* Do not call while under the GL lock. */
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);
132 if (!ref)
134 resource_cleanup((IWineD3DResourceImpl *)iface);
135 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
136 HeapFree(GetProcessHeap(), 0, This);
138 return ref;
141 /* ****************************************************
142 IWineD3DVolume IWineD3DResource parts follow
143 **************************************************** */
144 static void * WINAPI IWineD3DVolumeImpl_GetParent(IWineD3DVolume *iface)
146 TRACE("iface %p.\n", iface);
148 return ((IWineD3DVolumeImpl *)iface)->resource.parent;
151 static HRESULT WINAPI IWineD3DVolumeImpl_SetPrivateData(IWineD3DVolume *iface,
152 REFGUID riid, const void *data, DWORD data_size, DWORD flags)
154 return resource_set_private_data((IWineD3DResourceImpl *)iface, riid, data, data_size, flags);
157 static HRESULT WINAPI IWineD3DVolumeImpl_GetPrivateData(IWineD3DVolume *iface,
158 REFGUID guid, void *data, DWORD *data_size)
160 return resource_get_private_data((IWineD3DResourceImpl *)iface, guid, data, data_size);
163 static HRESULT WINAPI IWineD3DVolumeImpl_FreePrivateData(IWineD3DVolume *iface, REFGUID refguid)
165 return resource_free_private_data((IWineD3DResourceImpl *)iface, refguid);
168 static DWORD WINAPI IWineD3DVolumeImpl_SetPriority(IWineD3DVolume *iface, DWORD priority)
170 return resource_set_priority((IWineD3DResourceImpl *)iface, priority);
173 static DWORD WINAPI IWineD3DVolumeImpl_GetPriority(IWineD3DVolume *iface)
175 return resource_get_priority((IWineD3DResourceImpl *)iface);
178 /* Do not call while under the GL lock. */
179 static void WINAPI IWineD3DVolumeImpl_PreLoad(IWineD3DVolume *iface) {
180 FIXME("iface %p stub!\n", iface);
183 /* Do not call while under the GL lock. */
184 static void WINAPI IWineD3DVolumeImpl_UnLoad(IWineD3DVolume *iface)
186 TRACE("iface %p.\n", iface);
188 /* The whole content is shadowed on This->resource.allocatedMemory, and
189 * the texture name is managed by the VolumeTexture container. */
191 resource_unload((IWineD3DResourceImpl *)iface);
194 static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeImpl_GetType(IWineD3DVolume *iface)
196 return resource_get_type((IWineD3DResourceImpl *)iface);
199 static void WINAPI IWineD3DVolumeImpl_GetDesc(IWineD3DVolume *iface, WINED3DVOLUME_DESC *desc)
201 IWineD3DVolumeImpl *volume = (IWineD3DVolumeImpl *)iface;
203 TRACE("iface %p, desc %p.\n", iface, desc);
205 desc->Format = volume->resource.format->id;
206 desc->Type = volume->resource.resourceType;
207 desc->Usage = volume->resource.usage;
208 desc->Pool = volume->resource.pool;
209 desc->Size = volume->resource.size; /* dx8 only */
210 desc->Width = volume->currentDesc.Width;
211 desc->Height = volume->currentDesc.Height;
212 desc->Depth = volume->currentDesc.Depth;
215 static HRESULT WINAPI IWineD3DVolumeImpl_Map(IWineD3DVolume *iface,
216 WINED3DLOCKED_BOX *pLockedVolume, const WINED3DBOX *pBox, DWORD flags)
218 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
219 FIXME("(%p) : pBox=%p stub\n", This, pBox);
221 if(!This->resource.allocatedMemory) {
222 This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size);
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);
228 pLockedVolume->RowPitch = This->resource.format->byte_count * This->currentDesc.Width; /* Bytes / row */
229 pLockedVolume->SlicePitch = This->resource.format->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->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;
254 if (!(flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)))
256 volume_add_dirty_box(This, &This->lockedBox);
257 This->container->baseTexture.texture_rgb.dirty = TRUE;
258 This->container->baseTexture.texture_srgb.dirty = TRUE;
261 This->locked = TRUE;
262 TRACE("returning memory@%p rpitch(%d) spitch(%d)\n", pLockedVolume->pBits, pLockedVolume->RowPitch, pLockedVolume->SlicePitch);
263 return WINED3D_OK;
266 static HRESULT WINAPI IWineD3DVolumeImpl_Unmap(IWineD3DVolume *iface)
268 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
269 if (!This->locked)
271 WARN("Trying to unlock unlocked volume %p.\n", iface);
272 return WINED3DERR_INVALIDCALL;
274 TRACE("(%p) : unlocking volume\n", This);
275 This->locked = FALSE;
276 memset(&This->lockedBox, 0, sizeof(This->lockedBox));
277 return WINED3D_OK;
280 /* Internal use functions follow : */
282 /* Context activation is done by the caller. */
283 static HRESULT WINAPI IWineD3DVolumeImpl_LoadTexture(IWineD3DVolume *iface, int gl_level, BOOL srgb_mode)
285 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
286 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
287 const struct wined3d_format *format = This->resource.format;
289 TRACE("iface %p, level %u, srgb %#x, format %s (%#x).\n",
290 iface, gl_level, srgb_mode, debug_d3dformat(format->id), format->id);
292 volume_bind_and_dirtify(This);
294 TRACE("Calling glTexImage3D %x level=%d, intfmt=%x, w=%d, h=%d,d=%d, 0=%d, glFmt=%x, glType=%x, Mem=%p\n",
295 GL_TEXTURE_3D, gl_level, format->glInternal, This->currentDesc.Width, This->currentDesc.Height,
296 This->currentDesc.Depth, 0, format->glFormat, format->glType, This->resource.allocatedMemory);
298 ENTER_GL();
299 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, gl_level, format->glInternal,
300 This->currentDesc.Width, This->currentDesc.Height, This->currentDesc.Depth,
301 0, format->glFormat, format->glType, This->resource.allocatedMemory));
302 checkGLcall("glTexImage3D");
303 LEAVE_GL();
305 /* When adding code releasing This->resource.allocatedMemory to save data keep in mind that
306 * GL_UNPACK_CLIENT_STORAGE_APPLE is enabled by default if supported(GL_APPLE_client_storage).
307 * Thus do not release This->resource.allocatedMemory if GL_APPLE_client_storage is supported.
309 return WINED3D_OK;
313 static const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl =
315 /* IUnknown */
316 IWineD3DVolumeImpl_QueryInterface,
317 IWineD3DVolumeImpl_AddRef,
318 IWineD3DVolumeImpl_Release,
319 /* IWineD3DResource */
320 IWineD3DVolumeImpl_GetParent,
321 IWineD3DVolumeImpl_SetPrivateData,
322 IWineD3DVolumeImpl_GetPrivateData,
323 IWineD3DVolumeImpl_FreePrivateData,
324 IWineD3DVolumeImpl_SetPriority,
325 IWineD3DVolumeImpl_GetPriority,
326 IWineD3DVolumeImpl_PreLoad,
327 IWineD3DVolumeImpl_UnLoad,
328 IWineD3DVolumeImpl_GetType,
329 /* IWineD3DVolume */
330 IWineD3DVolumeImpl_GetDesc,
331 IWineD3DVolumeImpl_Map,
332 IWineD3DVolumeImpl_Unmap,
333 /* Internal interface */
334 IWineD3DVolumeImpl_LoadTexture,
337 HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
338 UINT height, UINT depth, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
339 void *parent, const struct wined3d_parent_ops *parent_ops)
341 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
342 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
343 HRESULT hr;
345 if (!gl_info->supported[EXT_TEXTURE3D])
347 WARN("Volume cannot be created - no volume texture support.\n");
348 return WINED3DERR_INVALIDCALL;
351 volume->lpVtbl = &IWineD3DVolume_Vtbl;
353 hr = resource_init((IWineD3DResourceImpl *)volume, WINED3DRTYPE_VOLUME, device,
354 width * height * depth * format->byte_count, usage, format, pool, parent, parent_ops);
355 if (FAILED(hr))
357 WARN("Failed to initialize resource, returning %#x.\n", hr);
358 return hr;
361 volume->currentDesc.Width = width;
362 volume->currentDesc.Height = height;
363 volume->currentDesc.Depth = depth;
364 volume->lockable = TRUE;
365 volume->locked = FALSE;
366 memset(&volume->lockedBox, 0, sizeof(volume->lockedBox));
367 volume->dirty = TRUE;
369 volume_add_dirty_box(volume, NULL);
371 return WINED3D_OK;