wined3d: Pass a struct wined3d_shader_register to shader_is_scalar().
[wine/hacks.git] / dlls / wined3d / volume.c
blob64d871b83ec3cbef7a82cdf3d36fec4f8577c54a
1 /*
2 * IWineD3DVolume implementation
4 * Copyright 2002-2005 Jason Edmeades
5 * Copyright 2002-2005 Raphael Junqueira
6 * Copyright 2005 Oliver Stieber
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 #include "config.h"
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
27 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
29 static void volume_bind_and_dirtify(IWineD3DVolume *iface) {
30 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
31 IWineD3DVolumeTexture *texture;
32 int active_sampler;
34 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
35 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
36 * gl states. The current texture unit should always be a valid one.
38 * To be more specific, this is tricky because we can implicitly be called
39 * from sampler() in state.c. This means we can't touch anything other than
40 * whatever happens to be the currently active texture, or we would risk
41 * marking already applied sampler states dirty again.
43 * TODO: Track the current active texture per GL context instead of using glGet
45 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
46 GLint active_texture;
47 ENTER_GL();
48 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
49 LEAVE_GL();
50 active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
51 } else {
52 active_sampler = 0;
55 if (active_sampler != -1) {
56 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
59 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DVolumeTexture, (void **)&texture))) {
60 IWineD3DVolumeTexture_BindTexture(texture, FALSE);
61 IWineD3DVolumeTexture_Release(texture);
62 } else {
63 ERR("Volume should be part of a volume texture\n");
67 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box)
69 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
71 This->dirty = TRUE;
72 if (dirty_box)
74 This->lockedBox.Left = min(This->lockedBox.Left, dirty_box->Left);
75 This->lockedBox.Top = min(This->lockedBox.Top, dirty_box->Top);
76 This->lockedBox.Front = min(This->lockedBox.Front, dirty_box->Front);
77 This->lockedBox.Right = max(This->lockedBox.Right, dirty_box->Right);
78 This->lockedBox.Bottom = max(This->lockedBox.Bottom, dirty_box->Bottom);
79 This->lockedBox.Back = max(This->lockedBox.Back, dirty_box->Back);
81 else
83 This->lockedBox.Left = 0;
84 This->lockedBox.Top = 0;
85 This->lockedBox.Front = 0;
86 This->lockedBox.Right = This->currentDesc.Width;
87 This->lockedBox.Bottom = This->currentDesc.Height;
88 This->lockedBox.Back = This->currentDesc.Depth;
92 /* *******************************************
93 IWineD3DVolume IUnknown parts follow
94 ******************************************* */
95 static HRESULT WINAPI IWineD3DVolumeImpl_QueryInterface(IWineD3DVolume *iface, REFIID riid, LPVOID *ppobj)
97 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
98 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
99 if (IsEqualGUID(riid, &IID_IUnknown)
100 || IsEqualGUID(riid, &IID_IWineD3DBase)
101 || IsEqualGUID(riid, &IID_IWineD3DVolume)){
102 IUnknown_AddRef(iface);
103 *ppobj = This;
104 return S_OK;
106 *ppobj = NULL;
107 return E_NOINTERFACE;
110 static ULONG WINAPI IWineD3DVolumeImpl_AddRef(IWineD3DVolume *iface) {
111 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
112 TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
113 return InterlockedIncrement(&This->resource.ref);
116 static ULONG WINAPI IWineD3DVolumeImpl_Release(IWineD3DVolume *iface) {
117 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
118 ULONG ref;
119 TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
120 ref = InterlockedDecrement(&This->resource.ref);
121 if (ref == 0) {
122 resource_cleanup((IWineD3DResource *)iface);
123 HeapFree(GetProcessHeap(), 0, This);
125 return ref;
128 /* ****************************************************
129 IWineD3DVolume IWineD3DResource parts follow
130 **************************************************** */
131 static HRESULT WINAPI IWineD3DVolumeImpl_GetParent(IWineD3DVolume *iface, IUnknown **pParent) {
132 return resource_get_parent((IWineD3DResource *)iface, pParent);
135 static HRESULT WINAPI IWineD3DVolumeImpl_GetDevice(IWineD3DVolume *iface, IWineD3DDevice** ppDevice) {
136 return resource_get_device((IWineD3DResource *)iface, ppDevice);
139 static HRESULT WINAPI IWineD3DVolumeImpl_SetPrivateData(IWineD3DVolume *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
140 return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
143 static HRESULT WINAPI IWineD3DVolumeImpl_GetPrivateData(IWineD3DVolume *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
144 return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
147 static HRESULT WINAPI IWineD3DVolumeImpl_FreePrivateData(IWineD3DVolume *iface, REFGUID refguid) {
148 return resource_free_private_data((IWineD3DResource *)iface, refguid);
151 static DWORD WINAPI IWineD3DVolumeImpl_SetPriority(IWineD3DVolume *iface, DWORD PriorityNew) {
152 return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
155 static DWORD WINAPI IWineD3DVolumeImpl_GetPriority(IWineD3DVolume *iface) {
156 return resource_get_priority((IWineD3DResource *)iface);
159 static void WINAPI IWineD3DVolumeImpl_PreLoad(IWineD3DVolume *iface) {
160 FIXME("iface %p stub!\n", iface);
163 static void WINAPI IWineD3DVolumeImpl_UnLoad(IWineD3DVolume *iface) {
164 /* The whole content is shadowed on This->resource.allocatedMemory, and the
165 * texture name is managed by the VolumeTexture container
167 TRACE("(%p): Nothing to do\n", iface);
170 static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeImpl_GetType(IWineD3DVolume *iface) {
171 return resource_get_type((IWineD3DResource *)iface);
174 /* *******************************************
175 IWineD3DVolume parts follow
176 ******************************************* */
177 static HRESULT WINAPI IWineD3DVolumeImpl_GetContainer(IWineD3DVolume *iface, REFIID riid, void** ppContainer) {
178 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
180 TRACE("(This %p, riid %s, ppContainer %p)\n", This, debugstr_guid(riid), ppContainer);
182 if (!ppContainer) {
183 ERR("Called without a valid ppContainer.\n");
186 /* Although surfaces can be standalone, volumes can't */
187 if (!This->container) {
188 ERR("Volume without an container. Should not happen.\n");
191 TRACE("Relaying to QueryInterface\n");
192 return IUnknown_QueryInterface(This->container, riid, ppContainer);
195 static HRESULT WINAPI IWineD3DVolumeImpl_GetDesc(IWineD3DVolume *iface, WINED3DVOLUME_DESC* pDesc) {
196 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
197 TRACE("(%p) : copying into %p\n", This, pDesc);
199 *(pDesc->Format) = This->resource.format_desc->format;
200 *(pDesc->Type) = This->resource.resourceType;
201 *(pDesc->Usage) = This->resource.usage;
202 *(pDesc->Pool) = This->resource.pool;
203 *(pDesc->Size) = This->resource.size; /* dx8 only */
204 *(pDesc->Width) = This->currentDesc.Width;
205 *(pDesc->Height) = This->currentDesc.Height;
206 *(pDesc->Depth) = This->currentDesc.Depth;
207 return WINED3D_OK;
210 static HRESULT WINAPI IWineD3DVolumeImpl_LockBox(IWineD3DVolume *iface, WINED3DLOCKED_BOX* pLockedVolume, CONST WINED3DBOX* pBox, DWORD Flags) {
211 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
212 FIXME("(%p) : pBox=%p stub\n", This, pBox);
214 if(!This->resource.allocatedMemory) {
215 This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size);
218 /* fixme: should we really lock as such? */
219 TRACE("(%p) : box=%p, output pbox=%p, allMem=%p\n", This, pBox, pLockedVolume, This->resource.allocatedMemory);
221 pLockedVolume->RowPitch = This->resource.format_desc->byte_count * This->currentDesc.Width; /* Bytes / row */
222 pLockedVolume->SlicePitch = This->resource.format_desc->byte_count
223 * This->currentDesc.Width * This->currentDesc.Height; /* Bytes / slice */
224 if (!pBox) {
225 TRACE("No box supplied - all is ok\n");
226 pLockedVolume->pBits = This->resource.allocatedMemory;
227 This->lockedBox.Left = 0;
228 This->lockedBox.Top = 0;
229 This->lockedBox.Front = 0;
230 This->lockedBox.Right = This->currentDesc.Width;
231 This->lockedBox.Bottom = This->currentDesc.Height;
232 This->lockedBox.Back = This->currentDesc.Depth;
233 } else {
234 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);
235 pLockedVolume->pBits = This->resource.allocatedMemory
236 + (pLockedVolume->SlicePitch * pBox->Front) /* FIXME: is front < back or vica versa? */
237 + (pLockedVolume->RowPitch * pBox->Top)
238 + (pBox->Left * This->resource.format_desc->byte_count);
239 This->lockedBox.Left = pBox->Left;
240 This->lockedBox.Top = pBox->Top;
241 This->lockedBox.Front = pBox->Front;
242 This->lockedBox.Right = pBox->Right;
243 This->lockedBox.Bottom = pBox->Bottom;
244 This->lockedBox.Back = pBox->Back;
247 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
248 /* Don't dirtify */
249 } else {
251 * Dirtify on lock
252 * as seen in msdn docs
254 volume_add_dirty_box(iface, &This->lockedBox);
256 /** Dirtify Container if needed */
257 if (NULL != This->container) {
259 IWineD3DVolumeTexture *cont = (IWineD3DVolumeTexture*) This->container;
260 WINED3DRESOURCETYPE containerType = IWineD3DBaseTexture_GetType((IWineD3DBaseTexture *) cont);
262 if (containerType == WINED3DRTYPE_VOLUMETEXTURE) {
263 IWineD3DBaseTextureImpl* pTexture = (IWineD3DBaseTextureImpl*) cont;
264 pTexture->baseTexture.dirty = TRUE;
265 } else {
266 FIXME("Set dirty on container type %d\n", containerType);
271 This->locked = TRUE;
272 TRACE("returning memory@%p rpitch(%d) spitch(%d)\n", pLockedVolume->pBits, pLockedVolume->RowPitch, pLockedVolume->SlicePitch);
273 return WINED3D_OK;
276 static HRESULT WINAPI IWineD3DVolumeImpl_UnlockBox(IWineD3DVolume *iface) {
277 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
278 if (!This->locked) {
279 ERR("trying to lock unlocked volume@%p\n", This);
280 return WINED3DERR_INVALIDCALL;
282 TRACE("(%p) : unlocking volume\n", This);
283 This->locked = FALSE;
284 memset(&This->lockedBox, 0, sizeof(RECT));
285 return WINED3D_OK;
288 /* Internal use functions follow : */
290 static HRESULT WINAPI IWineD3DVolumeImpl_SetContainer(IWineD3DVolume *iface, IWineD3DBase* container) {
291 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
293 TRACE("This %p, container %p\n", This, container);
295 /* We can't keep a reference to the container, since the container already keeps a reference to us. */
297 TRACE("Setting container to %p from %p\n", container, This->container);
298 This->container = container;
300 return WINED3D_OK;
303 static HRESULT WINAPI IWineD3DVolumeImpl_LoadTexture(IWineD3DVolume *iface, int gl_level, BOOL srgb_mode) {
304 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
305 const struct GlPixelFormatDesc *glDesc = This->resource.format_desc;
307 TRACE("(%p) : level %u, format %s (0x%08x)\n", This, gl_level, debug_d3dformat(glDesc->format), glDesc->format);
309 volume_bind_and_dirtify(iface);
311 TRACE("Calling glTexImage3D %x level=%d, intfmt=%x, w=%d, h=%d,d=%d, 0=%d, glFmt=%x, glType=%x, Mem=%p\n",
312 GL_TEXTURE_3D,
313 gl_level,
314 glDesc->glInternal,
315 This->currentDesc.Width,
316 This->currentDesc.Height,
317 This->currentDesc.Depth,
319 glDesc->glFormat,
320 glDesc->glType,
321 This->resource.allocatedMemory);
323 ENTER_GL();
324 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D,
325 gl_level,
326 glDesc->glInternal,
327 This->currentDesc.Width,
328 This->currentDesc.Height,
329 This->currentDesc.Depth,
331 glDesc->glFormat,
332 glDesc->glType,
333 This->resource.allocatedMemory));
334 checkGLcall("glTexImage3D");
335 LEAVE_GL();
337 /* When adding code releasing This->resource.allocatedMemory to save data keep in mind that
338 * GL_UNPACK_CLIENT_STORAGE_APPLE is enabled by default if supported(GL_APPLE_client_storage).
339 * Thus do not release This->resource.allocatedMemory if GL_APPLE_client_storage is supported.
341 return WINED3D_OK;
345 const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl =
347 /* IUnknown */
348 IWineD3DVolumeImpl_QueryInterface,
349 IWineD3DVolumeImpl_AddRef,
350 IWineD3DVolumeImpl_Release,
351 /* IWineD3DResource */
352 IWineD3DVolumeImpl_GetParent,
353 IWineD3DVolumeImpl_GetDevice,
354 IWineD3DVolumeImpl_SetPrivateData,
355 IWineD3DVolumeImpl_GetPrivateData,
356 IWineD3DVolumeImpl_FreePrivateData,
357 IWineD3DVolumeImpl_SetPriority,
358 IWineD3DVolumeImpl_GetPriority,
359 IWineD3DVolumeImpl_PreLoad,
360 IWineD3DVolumeImpl_UnLoad,
361 IWineD3DVolumeImpl_GetType,
362 /* IWineD3DVolume */
363 IWineD3DVolumeImpl_GetContainer,
364 IWineD3DVolumeImpl_GetDesc,
365 IWineD3DVolumeImpl_LockBox,
366 IWineD3DVolumeImpl_UnlockBox,
367 /* Internal interface */
368 IWineD3DVolumeImpl_LoadTexture,
369 IWineD3DVolumeImpl_SetContainer