push 52d6b63ba2f2d4f9b02b6b922d27bff05a60596f
[wine/hacks.git] / dlls / wined3d / volume.c
blobbb5827e90203fb273ca00b67054e59e6c607bcd3
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);
28 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
30 /* Context activation is done by the caller. */
31 static void volume_bind_and_dirtify(IWineD3DVolume *iface) {
32 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
33 const struct wined3d_gl_info *gl_info = &This->resource.wineD3DDevice->adapter->gl_info;
34 IWineD3DVolumeTexture *texture;
35 DWORD active_sampler;
37 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
38 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
39 * gl states. The current texture unit should always be a valid one.
41 * To be more specific, this is tricky because we can implicitly be called
42 * from sampler() in state.c. This means we can't touch anything other than
43 * whatever happens to be the currently active texture, or we would risk
44 * marking already applied sampler states dirty again.
46 * TODO: Track the current active texture per GL context instead of using glGet
48 if (gl_info->supported[ARB_MULTITEXTURE])
50 GLint active_texture;
51 ENTER_GL();
52 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
53 LEAVE_GL();
54 active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
55 } else {
56 active_sampler = 0;
59 if (active_sampler != WINED3D_UNMAPPED_STAGE)
61 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
64 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DVolumeTexture, (void **)&texture))) {
65 IWineD3DVolumeTexture_BindTexture(texture, FALSE);
66 IWineD3DVolumeTexture_Release(texture);
67 } else {
68 ERR("Volume should be part of a volume texture\n");
72 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box)
74 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
76 This->dirty = TRUE;
77 if (dirty_box)
79 This->lockedBox.Left = min(This->lockedBox.Left, dirty_box->Left);
80 This->lockedBox.Top = min(This->lockedBox.Top, dirty_box->Top);
81 This->lockedBox.Front = min(This->lockedBox.Front, dirty_box->Front);
82 This->lockedBox.Right = max(This->lockedBox.Right, dirty_box->Right);
83 This->lockedBox.Bottom = max(This->lockedBox.Bottom, dirty_box->Bottom);
84 This->lockedBox.Back = max(This->lockedBox.Back, dirty_box->Back);
86 else
88 This->lockedBox.Left = 0;
89 This->lockedBox.Top = 0;
90 This->lockedBox.Front = 0;
91 This->lockedBox.Right = This->currentDesc.Width;
92 This->lockedBox.Bottom = This->currentDesc.Height;
93 This->lockedBox.Back = This->currentDesc.Depth;
97 /* *******************************************
98 IWineD3DVolume IUnknown parts follow
99 ******************************************* */
100 static HRESULT WINAPI IWineD3DVolumeImpl_QueryInterface(IWineD3DVolume *iface, REFIID riid, LPVOID *ppobj)
102 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
103 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
104 if (IsEqualGUID(riid, &IID_IUnknown)
105 || IsEqualGUID(riid, &IID_IWineD3DBase)
106 || IsEqualGUID(riid, &IID_IWineD3DVolume)){
107 IUnknown_AddRef(iface);
108 *ppobj = This;
109 return S_OK;
111 *ppobj = NULL;
112 return E_NOINTERFACE;
115 static ULONG WINAPI IWineD3DVolumeImpl_AddRef(IWineD3DVolume *iface) {
116 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
117 TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
118 return InterlockedIncrement(&This->resource.ref);
121 static ULONG WINAPI IWineD3DVolumeImpl_Release(IWineD3DVolume *iface) {
122 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
123 ULONG ref;
124 TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
125 ref = InterlockedDecrement(&This->resource.ref);
126 if (ref == 0) {
127 resource_cleanup((IWineD3DResource *)iface);
128 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
129 HeapFree(GetProcessHeap(), 0, This);
131 return ref;
134 /* ****************************************************
135 IWineD3DVolume IWineD3DResource parts follow
136 **************************************************** */
137 static HRESULT WINAPI IWineD3DVolumeImpl_GetParent(IWineD3DVolume *iface, IUnknown **pParent) {
138 return resource_get_parent((IWineD3DResource *)iface, pParent);
141 static HRESULT WINAPI IWineD3DVolumeImpl_GetDevice(IWineD3DVolume *iface, IWineD3DDevice** ppDevice) {
142 return resource_get_device((IWineD3DResource *)iface, ppDevice);
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");
192 /* Although surfaces can be standalone, volumes can't */
193 if (!This->container) {
194 ERR("Volume without an container. Should not happen.\n");
197 TRACE("Relaying to QueryInterface\n");
198 return IUnknown_QueryInterface(This->container, riid, ppContainer);
201 static HRESULT WINAPI IWineD3DVolumeImpl_GetDesc(IWineD3DVolume *iface, WINED3DVOLUME_DESC* pDesc) {
202 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
203 TRACE("(%p) : copying into %p\n", This, pDesc);
205 pDesc->Format = This->resource.format_desc->format;
206 pDesc->Type = This->resource.resourceType;
207 pDesc->Usage = This->resource.usage;
208 pDesc->Pool = This->resource.pool;
209 pDesc->Size = This->resource.size; /* dx8 only */
210 pDesc->Width = This->currentDesc.Width;
211 pDesc->Height = This->currentDesc.Height;
212 pDesc->Depth = This->currentDesc.Depth;
214 return WINED3D_OK;
217 static HRESULT WINAPI IWineD3DVolumeImpl_LockBox(IWineD3DVolume *iface, 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_desc->byte_count * This->currentDesc.Width; /* Bytes / row */
229 pLockedVolume->SlicePitch = This->resource.format_desc->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_desc->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)) {
255 /* Don't dirtify */
256 } else {
258 * Dirtify on lock
259 * as seen in msdn docs
261 volume_add_dirty_box(iface, &This->lockedBox);
263 /** Dirtify Container if needed */
264 if (NULL != This->container) {
266 IWineD3DVolumeTexture *cont = (IWineD3DVolumeTexture*) This->container;
267 WINED3DRESOURCETYPE containerType = IWineD3DBaseTexture_GetType((IWineD3DBaseTexture *) cont);
269 if (containerType == WINED3DRTYPE_VOLUMETEXTURE) {
270 IWineD3DBaseTextureImpl* pTexture = (IWineD3DBaseTextureImpl*) cont;
271 pTexture->baseTexture.texture_rgb.dirty = TRUE;
272 pTexture->baseTexture.texture_srgb.dirty = TRUE;
273 } else {
274 FIXME("Set dirty on container type %d\n", containerType);
279 This->locked = TRUE;
280 TRACE("returning memory@%p rpitch(%d) spitch(%d)\n", pLockedVolume->pBits, pLockedVolume->RowPitch, pLockedVolume->SlicePitch);
281 return WINED3D_OK;
284 static HRESULT WINAPI IWineD3DVolumeImpl_UnlockBox(IWineD3DVolume *iface) {
285 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
286 if (!This->locked) {
287 ERR("trying to lock unlocked volume@%p\n", This);
288 return WINED3DERR_INVALIDCALL;
290 TRACE("(%p) : unlocking volume\n", This);
291 This->locked = FALSE;
292 memset(&This->lockedBox, 0, sizeof(RECT));
293 return WINED3D_OK;
296 /* Internal use functions follow : */
298 static HRESULT WINAPI IWineD3DVolumeImpl_SetContainer(IWineD3DVolume *iface, IWineD3DBase* container) {
299 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
301 TRACE("This %p, container %p\n", This, container);
303 /* We can't keep a reference to the container, since the container already keeps a reference to us. */
305 TRACE("Setting container to %p from %p\n", container, This->container);
306 This->container = container;
308 return WINED3D_OK;
311 /* Context activation is done by the caller. */
312 static HRESULT WINAPI IWineD3DVolumeImpl_LoadTexture(IWineD3DVolume *iface, int gl_level, BOOL srgb_mode) {
313 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
314 const struct GlPixelFormatDesc *glDesc = This->resource.format_desc;
316 TRACE("(%p) : level %u, format %s (0x%08x)\n", This, gl_level, debug_d3dformat(glDesc->format), glDesc->format);
318 volume_bind_and_dirtify(iface);
320 TRACE("Calling glTexImage3D %x level=%d, intfmt=%x, w=%d, h=%d,d=%d, 0=%d, glFmt=%x, glType=%x, Mem=%p\n",
321 GL_TEXTURE_3D,
322 gl_level,
323 glDesc->glInternal,
324 This->currentDesc.Width,
325 This->currentDesc.Height,
326 This->currentDesc.Depth,
328 glDesc->glFormat,
329 glDesc->glType,
330 This->resource.allocatedMemory);
332 ENTER_GL();
333 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D,
334 gl_level,
335 glDesc->glInternal,
336 This->currentDesc.Width,
337 This->currentDesc.Height,
338 This->currentDesc.Depth,
340 glDesc->glFormat,
341 glDesc->glType,
342 This->resource.allocatedMemory));
343 checkGLcall("glTexImage3D");
344 LEAVE_GL();
346 /* When adding code releasing This->resource.allocatedMemory to save data keep in mind that
347 * GL_UNPACK_CLIENT_STORAGE_APPLE is enabled by default if supported(GL_APPLE_client_storage).
348 * Thus do not release This->resource.allocatedMemory if GL_APPLE_client_storage is supported.
350 return WINED3D_OK;
354 static const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl =
356 /* IUnknown */
357 IWineD3DVolumeImpl_QueryInterface,
358 IWineD3DVolumeImpl_AddRef,
359 IWineD3DVolumeImpl_Release,
360 /* IWineD3DResource */
361 IWineD3DVolumeImpl_GetParent,
362 IWineD3DVolumeImpl_GetDevice,
363 IWineD3DVolumeImpl_SetPrivateData,
364 IWineD3DVolumeImpl_GetPrivateData,
365 IWineD3DVolumeImpl_FreePrivateData,
366 IWineD3DVolumeImpl_SetPriority,
367 IWineD3DVolumeImpl_GetPriority,
368 IWineD3DVolumeImpl_PreLoad,
369 IWineD3DVolumeImpl_UnLoad,
370 IWineD3DVolumeImpl_GetType,
371 /* IWineD3DVolume */
372 IWineD3DVolumeImpl_GetContainer,
373 IWineD3DVolumeImpl_GetDesc,
374 IWineD3DVolumeImpl_LockBox,
375 IWineD3DVolumeImpl_UnlockBox,
376 /* Internal interface */
377 IWineD3DVolumeImpl_LoadTexture,
378 IWineD3DVolumeImpl_SetContainer
381 HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
382 UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
383 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
385 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
386 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, gl_info);
387 HRESULT hr;
389 if (!gl_info->supported[EXT_TEXTURE3D])
391 WARN("Volume cannot be created - no volume texture support.\n");
392 return WINED3DERR_INVALIDCALL;
395 volume->lpVtbl = &IWineD3DVolume_Vtbl;
397 hr = resource_init((IWineD3DResource *)volume, WINED3DRTYPE_VOLUME, device,
398 width * height * depth * format_desc->byte_count, usage, format_desc, pool, parent, parent_ops);
399 if (FAILED(hr))
401 WARN("Failed to initialize resource, returning %#x.\n", hr);
402 return hr;
405 volume->currentDesc.Width = width;
406 volume->currentDesc.Height = height;
407 volume->currentDesc.Depth = depth;
408 volume->lockable = TRUE;
409 volume->locked = FALSE;
410 memset(&volume->lockedBox, 0, sizeof(volume->lockedBox));
411 volume->dirty = TRUE;
413 volume_add_dirty_box((IWineD3DVolume *)volume, NULL);
415 return WINED3D_OK;