d3dcompiler: Parse "do-while" loop.
[wine/multimedia.git] / dlls / wined3d / volume.c
blobc11a6025b6ab1acdac4f82fdfeb1de64a492e8fe
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 "wine/port.h"
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
28 /* Context activation is done by the caller. */
29 static void volume_bind_and_dirtify(const struct wined3d_volume *volume, struct wined3d_context *context)
31 struct wined3d_texture *container = volume->container;
32 DWORD 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. */
42 active_sampler = volume->resource.device->rev_tex_unit_map[context->active_texture];
44 if (active_sampler != WINED3D_UNMAPPED_STAGE)
45 device_invalidate_state(volume->resource.device, STATE_SAMPLER(active_sampler));
47 container->texture_ops->texture_bind(container, context, FALSE);
50 void volume_add_dirty_box(struct wined3d_volume *volume, const struct wined3d_box *dirty_box)
52 volume->dirty = TRUE;
53 if (dirty_box)
55 volume->lockedBox.left = min(volume->lockedBox.left, dirty_box->left);
56 volume->lockedBox.top = min(volume->lockedBox.top, dirty_box->top);
57 volume->lockedBox.front = min(volume->lockedBox.front, dirty_box->front);
58 volume->lockedBox.right = max(volume->lockedBox.right, dirty_box->right);
59 volume->lockedBox.bottom = max(volume->lockedBox.bottom, dirty_box->bottom);
60 volume->lockedBox.back = max(volume->lockedBox.back, dirty_box->back);
62 else
64 volume->lockedBox.left = 0;
65 volume->lockedBox.top = 0;
66 volume->lockedBox.front = 0;
67 volume->lockedBox.right = volume->resource.width;
68 volume->lockedBox.bottom = volume->resource.height;
69 volume->lockedBox.back = volume->resource.depth;
73 void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container)
75 TRACE("volume %p, container %p.\n", volume, container);
77 volume->container = container;
80 /* Context activation is done by the caller. */
81 void volume_load(const struct wined3d_volume *volume, struct wined3d_context *context, UINT level, BOOL srgb_mode)
83 const struct wined3d_gl_info *gl_info = context->gl_info;
84 const struct wined3d_format *format = volume->resource.format;
86 TRACE("volume %p, context %p, level %u, srgb %#x, format %s (%#x).\n",
87 volume, context, level, srgb_mode, debug_d3dformat(format->id), format->id);
89 volume_bind_and_dirtify(volume, context);
91 ENTER_GL();
92 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, level, format->glInternal,
93 volume->resource.width, volume->resource.height, volume->resource.depth,
94 0, format->glFormat, format->glType, volume->resource.allocatedMemory));
95 checkGLcall("glTexImage3D");
96 LEAVE_GL();
98 /* When adding code releasing volume->resource.allocatedMemory to save
99 * data keep in mind that GL_UNPACK_CLIENT_STORAGE_APPLE is enabled by
100 * default if supported(GL_APPLE_client_storage). Thus do not release
101 * volume->resource.allocatedMemory if GL_APPLE_client_storage is
102 * supported. */
105 /* Do not call while under the GL lock. */
106 static void volume_unload(struct wined3d_resource *resource)
108 TRACE("texture %p.\n", resource);
110 /* The whole content is shadowed on This->resource.allocatedMemory, and
111 * the texture name is managed by the VolumeTexture container. */
113 resource_unload(resource);
116 ULONG CDECL wined3d_volume_incref(struct wined3d_volume *volume)
118 ULONG refcount;
120 if (volume->container)
122 TRACE("Forwarding to container %p.\n", volume->container);
123 return wined3d_texture_incref(volume->container);
126 refcount = InterlockedIncrement(&volume->resource.ref);
128 TRACE("%p increasing refcount to %u.\n", volume, refcount);
130 return refcount;
133 /* Do not call while under the GL lock. */
134 ULONG CDECL wined3d_volume_decref(struct wined3d_volume *volume)
136 ULONG refcount;
138 if (volume->container)
140 TRACE("Forwarding to container %p.\n", volume->container);
141 return wined3d_texture_decref(volume->container);
144 refcount = InterlockedDecrement(&volume->resource.ref);
146 TRACE("%p decreasing refcount to %u.\n", volume, refcount);
148 if (!refcount)
150 resource_cleanup(&volume->resource);
151 volume->resource.parent_ops->wined3d_object_destroyed(volume->resource.parent);
152 HeapFree(GetProcessHeap(), 0, volume);
155 return refcount;
158 void * CDECL wined3d_volume_get_parent(const struct wined3d_volume *volume)
160 TRACE("volume %p.\n", volume);
162 return volume->resource.parent;
165 DWORD CDECL wined3d_volume_set_priority(struct wined3d_volume *volume, DWORD priority)
167 return resource_set_priority(&volume->resource, priority);
170 DWORD CDECL wined3d_volume_get_priority(const struct wined3d_volume *volume)
172 return resource_get_priority(&volume->resource);
175 /* Do not call while under the GL lock. */
176 void CDECL wined3d_volume_preload(struct wined3d_volume *volume)
178 FIXME("volume %p stub!\n", volume);
181 struct wined3d_resource * CDECL wined3d_volume_get_resource(struct wined3d_volume *volume)
183 TRACE("volume %p.\n", volume);
185 return &volume->resource;
188 HRESULT CDECL wined3d_volume_map(struct wined3d_volume *volume,
189 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
191 TRACE("volume %p, map_desc %p, box %p, flags %#x.\n",
192 volume, map_desc, box, flags);
194 if (!volume->resource.allocatedMemory)
195 volume->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, volume->resource.size);
197 TRACE("allocatedMemory %p.\n", volume->resource.allocatedMemory);
199 map_desc->row_pitch = volume->resource.format->byte_count * volume->resource.width; /* Bytes / row */
200 map_desc->slice_pitch = volume->resource.format->byte_count
201 * volume->resource.width * volume->resource.height; /* Bytes / slice */
202 if (!box)
204 TRACE("No box supplied - all is ok\n");
205 map_desc->data = volume->resource.allocatedMemory;
206 volume->lockedBox.left = 0;
207 volume->lockedBox.top = 0;
208 volume->lockedBox.front = 0;
209 volume->lockedBox.right = volume->resource.width;
210 volume->lockedBox.bottom = volume->resource.height;
211 volume->lockedBox.back = volume->resource.depth;
213 else
215 TRACE("Lock Box (%p) = l %u, t %u, r %u, b %u, fr %u, ba %u\n",
216 box, box->left, box->top, box->right, box->bottom, box->front, box->back);
217 map_desc->data = volume->resource.allocatedMemory
218 + (map_desc->slice_pitch * box->front) /* FIXME: is front < back or vica versa? */
219 + (map_desc->row_pitch * box->top)
220 + (box->left * volume->resource.format->byte_count);
221 volume->lockedBox.left = box->left;
222 volume->lockedBox.top = box->top;
223 volume->lockedBox.front = box->front;
224 volume->lockedBox.right = box->right;
225 volume->lockedBox.bottom = box->bottom;
226 volume->lockedBox.back = box->back;
229 if (!(flags & (WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY)))
231 volume_add_dirty_box(volume, &volume->lockedBox);
232 wined3d_texture_set_dirty(volume->container, TRUE);
235 volume->locked = TRUE;
237 TRACE("Returning memory %p, row pitch %d, slice pitch %d.\n",
238 map_desc->data, map_desc->row_pitch, map_desc->slice_pitch);
240 return WINED3D_OK;
243 struct wined3d_volume * CDECL wined3d_volume_from_resource(struct wined3d_resource *resource)
245 return volume_from_resource(resource);
248 HRESULT CDECL wined3d_volume_unmap(struct wined3d_volume *volume)
250 TRACE("volume %p.\n", volume);
252 if (!volume->locked)
254 WARN("Trying to unlock unlocked volume %p.\n", volume);
255 return WINED3DERR_INVALIDCALL;
258 volume->locked = FALSE;
259 memset(&volume->lockedBox, 0, sizeof(volume->lockedBox));
261 return WINED3D_OK;
264 static const struct wined3d_resource_ops volume_resource_ops =
266 volume_unload,
269 static HRESULT volume_init(struct wined3d_volume *volume, struct wined3d_device *device, UINT width,
270 UINT height, UINT depth, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool,
271 void *parent, const struct wined3d_parent_ops *parent_ops)
273 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
274 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
275 HRESULT hr;
277 if (!gl_info->supported[EXT_TEXTURE3D])
279 WARN("Volume cannot be created - no volume texture support.\n");
280 return WINED3DERR_INVALIDCALL;
283 hr = resource_init(&volume->resource, device, WINED3D_RTYPE_VOLUME, format,
284 WINED3D_MULTISAMPLE_NONE, 0, usage, pool, width, height, depth,
285 width * height * depth * format->byte_count, parent, parent_ops,
286 &volume_resource_ops);
287 if (FAILED(hr))
289 WARN("Failed to initialize resource, returning %#x.\n", hr);
290 return hr;
293 volume->lockable = TRUE;
294 volume->locked = FALSE;
295 memset(&volume->lockedBox, 0, sizeof(volume->lockedBox));
296 volume->dirty = TRUE;
298 volume_add_dirty_box(volume, NULL);
300 return WINED3D_OK;
303 HRESULT CDECL wined3d_volume_create(struct wined3d_device *device, UINT width, UINT height,
304 UINT depth, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, void *parent,
305 const struct wined3d_parent_ops *parent_ops, struct wined3d_volume **volume)
307 struct wined3d_volume *object;
308 HRESULT hr;
310 TRACE("device %p, width %u, height %u, depth %u, usage %#x, format %s, pool %s\n",
311 device, width, height, depth, usage, debug_d3dformat(format_id), debug_d3dpool(pool));
312 TRACE("parent %p, parent_ops %p, volume %p.\n", parent, parent_ops, volume);
314 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
315 if (!object)
317 ERR("Out of memory\n");
318 *volume = NULL;
319 return WINED3DERR_OUTOFVIDEOMEMORY;
322 hr = volume_init(object, device, width, height, depth, usage, format_id, pool, parent, parent_ops);
323 if (FAILED(hr))
325 WARN("Failed to initialize volume, returning %#x.\n", hr);
326 HeapFree(GetProcessHeap(), 0, object);
327 return hr;
330 TRACE("Created volume %p.\n", object);
331 *volume = object;
333 return WINED3D_OK;