wined3d: Store a pointer to the framebuffer state in struct wined3d_state.
[wine.git] / dlls / wined3d / volume.c
blobe7fdce84df11e4586dccc3b4f1a01d989ce389c6
1 /*
2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2005 Oliver Stieber
5 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 #include "config.h"
23 #include "wined3d_private.h"
25 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
27 /* Context activation is done by the caller. */
28 static void volume_bind_and_dirtify(const struct wined3d_volume *volume, const struct wined3d_gl_info *gl_info)
30 struct wined3d_texture *container = volume->container;
31 DWORD active_sampler;
33 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
34 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
35 * gl states. The current texture unit should always be a valid one.
37 * To be more specific, this is tricky because we can implicitly be called
38 * from sampler() in state.c. This means we can't touch anything other than
39 * whatever happens to be the currently active texture, or we would risk
40 * marking already applied sampler states dirty again.
42 * TODO: Track the current active texture per GL context instead of using glGet
44 if (gl_info->supported[ARB_MULTITEXTURE])
46 GLint active_texture;
47 ENTER_GL();
48 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
49 LEAVE_GL();
50 active_sampler = volume->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
51 } else {
52 active_sampler = 0;
55 if (active_sampler != WINED3D_UNMAPPED_STAGE)
56 device_invalidate_state(volume->resource.device, STATE_SAMPLER(active_sampler));
58 container->texture_ops->texture_bind(container, gl_info, FALSE);
61 void volume_add_dirty_box(struct wined3d_volume *volume, const WINED3DBOX *dirty_box)
63 volume->dirty = TRUE;
64 if (dirty_box)
66 volume->lockedBox.Left = min(volume->lockedBox.Left, dirty_box->Left);
67 volume->lockedBox.Top = min(volume->lockedBox.Top, dirty_box->Top);
68 volume->lockedBox.Front = min(volume->lockedBox.Front, dirty_box->Front);
69 volume->lockedBox.Right = max(volume->lockedBox.Right, dirty_box->Right);
70 volume->lockedBox.Bottom = max(volume->lockedBox.Bottom, dirty_box->Bottom);
71 volume->lockedBox.Back = max(volume->lockedBox.Back, dirty_box->Back);
73 else
75 volume->lockedBox.Left = 0;
76 volume->lockedBox.Top = 0;
77 volume->lockedBox.Front = 0;
78 volume->lockedBox.Right = volume->resource.width;
79 volume->lockedBox.Bottom = volume->resource.height;
80 volume->lockedBox.Back = volume->resource.depth;
84 void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container)
86 TRACE("volume %p, container %p.\n", volume, container);
88 volume->container = container;
91 /* Context activation is done by the caller. */
92 void volume_load(const struct wined3d_volume *volume, UINT level, BOOL srgb_mode)
94 const struct wined3d_gl_info *gl_info = &volume->resource.device->adapter->gl_info;
95 const struct wined3d_format *format = volume->resource.format;
97 TRACE("volume %p, level %u, srgb %#x, format %s (%#x).\n",
98 volume, level, srgb_mode, debug_d3dformat(format->id), format->id);
100 volume_bind_and_dirtify(volume, gl_info);
102 ENTER_GL();
103 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, level, format->glInternal,
104 volume->resource.width, volume->resource.height, volume->resource.depth,
105 0, format->glFormat, format->glType, volume->resource.allocatedMemory));
106 checkGLcall("glTexImage3D");
107 LEAVE_GL();
109 /* When adding code releasing volume->resource.allocatedMemory to save
110 * data keep in mind that GL_UNPACK_CLIENT_STORAGE_APPLE is enabled by
111 * default if supported(GL_APPLE_client_storage). Thus do not release
112 * volume->resource.allocatedMemory if GL_APPLE_client_storage is
113 * supported. */
116 /* Do not call while under the GL lock. */
117 static void volume_unload(struct wined3d_resource *resource)
119 TRACE("texture %p.\n", resource);
121 /* The whole content is shadowed on This->resource.allocatedMemory, and
122 * the texture name is managed by the VolumeTexture container. */
124 resource_unload(resource);
127 ULONG CDECL wined3d_volume_incref(struct wined3d_volume *volume)
129 ULONG refcount;
131 if (volume->container)
133 TRACE("Forwarding to container %p.\n", volume->container);
134 return wined3d_texture_incref(volume->container);
137 refcount = InterlockedIncrement(&volume->resource.ref);
139 TRACE("%p increasing refcount to %u.\n", volume, refcount);
141 return refcount;
144 /* Do not call while under the GL lock. */
145 ULONG CDECL wined3d_volume_decref(struct wined3d_volume *volume)
147 ULONG refcount;
149 if (volume->container)
151 TRACE("Forwarding to container %p.\n", volume->container);
152 return wined3d_texture_decref(volume->container);
155 refcount = InterlockedDecrement(&volume->resource.ref);
157 TRACE("%p decreasing refcount to %u.\n", volume, refcount);
159 if (!refcount)
161 resource_cleanup(&volume->resource);
162 volume->resource.parent_ops->wined3d_object_destroyed(volume->resource.parent);
163 HeapFree(GetProcessHeap(), 0, volume);
166 return refcount;
169 void * CDECL wined3d_volume_get_parent(const struct wined3d_volume *volume)
171 TRACE("volume %p.\n", volume);
173 return volume->resource.parent;
176 DWORD CDECL wined3d_volume_set_priority(struct wined3d_volume *volume, DWORD priority)
178 return resource_set_priority(&volume->resource, priority);
181 DWORD CDECL wined3d_volume_get_priority(const struct wined3d_volume *volume)
183 return resource_get_priority(&volume->resource);
186 /* Do not call while under the GL lock. */
187 void CDECL wined3d_volume_preload(struct wined3d_volume *volume)
189 FIXME("volume %p stub!\n", volume);
192 struct wined3d_resource * CDECL wined3d_volume_get_resource(struct wined3d_volume *volume)
194 TRACE("volume %p.\n", volume);
196 return &volume->resource;
199 HRESULT CDECL wined3d_volume_map(struct wined3d_volume *volume,
200 WINED3DLOCKED_BOX *locked_box, const WINED3DBOX *box, DWORD flags)
202 TRACE("volume %p, locked_box %p, box %p, flags %#x.\n",
203 volume, locked_box, box, flags);
205 if (!volume->resource.allocatedMemory)
206 volume->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, volume->resource.size);
208 TRACE("allocatedMemory %p.\n", volume->resource.allocatedMemory);
210 locked_box->RowPitch = volume->resource.format->byte_count * volume->resource.width; /* Bytes / row */
211 locked_box->SlicePitch = volume->resource.format->byte_count
212 * volume->resource.width * volume->resource.height; /* Bytes / slice */
213 if (!box)
215 TRACE("No box supplied - all is ok\n");
216 locked_box->pBits = volume->resource.allocatedMemory;
217 volume->lockedBox.Left = 0;
218 volume->lockedBox.Top = 0;
219 volume->lockedBox.Front = 0;
220 volume->lockedBox.Right = volume->resource.width;
221 volume->lockedBox.Bottom = volume->resource.height;
222 volume->lockedBox.Back = volume->resource.depth;
224 else
226 TRACE("Lock Box (%p) = l %d, t %d, r %d, b %d, fr %d, ba %d\n",
227 box, box->Left, box->Top, box->Right, box->Bottom, box->Front, box->Back);
228 locked_box->pBits = volume->resource.allocatedMemory
229 + (locked_box->SlicePitch * box->Front) /* FIXME: is front < back or vica versa? */
230 + (locked_box->RowPitch * box->Top)
231 + (box->Left * volume->resource.format->byte_count);
232 volume->lockedBox.Left = box->Left;
233 volume->lockedBox.Top = box->Top;
234 volume->lockedBox.Front = box->Front;
235 volume->lockedBox.Right = box->Right;
236 volume->lockedBox.Bottom = box->Bottom;
237 volume->lockedBox.Back = box->Back;
240 if (!(flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)))
242 volume_add_dirty_box(volume, &volume->lockedBox);
243 wined3d_texture_set_dirty(volume->container, TRUE);
246 volume->locked = TRUE;
248 TRACE("Returning memory %p, row pitch %d, slice pitch %d.\n",
249 locked_box->pBits, locked_box->RowPitch, locked_box->SlicePitch);
251 return WINED3D_OK;
254 struct wined3d_volume * CDECL wined3d_volume_from_resource(struct wined3d_resource *resource)
256 return volume_from_resource(resource);
259 HRESULT CDECL wined3d_volume_unmap(struct wined3d_volume *volume)
261 TRACE("volume %p.\n", volume);
263 if (!volume->locked)
265 WARN("Trying to unlock unlocked volume %p.\n", volume);
266 return WINED3DERR_INVALIDCALL;
269 volume->locked = FALSE;
270 memset(&volume->lockedBox, 0, sizeof(volume->lockedBox));
272 return WINED3D_OK;
275 static const struct wined3d_resource_ops volume_resource_ops =
277 volume_unload,
280 static HRESULT volume_init(struct wined3d_volume *volume, struct wined3d_device *device, UINT width,
281 UINT height, UINT depth, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
282 void *parent, const struct wined3d_parent_ops *parent_ops)
284 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
285 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
286 HRESULT hr;
288 if (!gl_info->supported[EXT_TEXTURE3D])
290 WARN("Volume cannot be created - no volume texture support.\n");
291 return WINED3DERR_INVALIDCALL;
294 hr = resource_init(&volume->resource, device, WINED3DRTYPE_VOLUME, format,
295 WINED3DMULTISAMPLE_NONE, 0, usage, pool, width, height, depth,
296 width * height * depth * format->byte_count, parent, parent_ops,
297 &volume_resource_ops);
298 if (FAILED(hr))
300 WARN("Failed to initialize resource, returning %#x.\n", hr);
301 return hr;
304 volume->lockable = TRUE;
305 volume->locked = FALSE;
306 memset(&volume->lockedBox, 0, sizeof(volume->lockedBox));
307 volume->dirty = TRUE;
309 volume_add_dirty_box(volume, NULL);
311 return WINED3D_OK;
314 HRESULT CDECL wined3d_volume_create(struct wined3d_device *device, UINT width, UINT height,
315 UINT depth, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, void *parent,
316 const struct wined3d_parent_ops *parent_ops, struct wined3d_volume **volume)
318 struct wined3d_volume *object;
319 HRESULT hr;
321 TRACE("device %p, width %u, height %u, depth %u, usage %#x, format %s, pool %s\n",
322 device, width, height, depth, usage, debug_d3dformat(format_id), debug_d3dpool(pool));
323 TRACE("parent %p, parent_ops %p, volume %p.\n", parent, parent_ops, volume);
325 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
326 if (!object)
328 ERR("Out of memory\n");
329 *volume = NULL;
330 return WINED3DERR_OUTOFVIDEOMEMORY;
333 hr = volume_init(object, device, width, height, depth, usage, format_id, pool, parent, parent_ops);
334 if (FAILED(hr))
336 WARN("Failed to initialize volume, returning %#x.\n", hr);
337 HeapFree(GetProcessHeap(), 0, object);
338 return hr;
341 TRACE("Created volume %p.\n", object);
342 *volume = object;
344 return WINED3D_OK;