wined3d: Rename the "format" field in wined3d_format_desc to "id".
[wine/multimedia.git] / dlls / wined3d / volume.c
blob337058166775f9ab552adceefe08d7def8f6a808
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);
29 /* Context activation is done by the caller. */
30 static void volume_bind_and_dirtify(IWineD3DVolume *iface) {
31 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
32 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
33 DWORD active_sampler;
35 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
36 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
37 * gl states. The current texture unit should always be a valid one.
39 * To be more specific, this is tricky because we can implicitly be called
40 * from sampler() in state.c. This means we can't touch anything other than
41 * whatever happens to be the currently active texture, or we would risk
42 * marking already applied sampler states dirty again.
44 * TODO: Track the current active texture per GL context instead of using glGet
46 if (gl_info->supported[ARB_MULTITEXTURE])
48 GLint active_texture;
49 ENTER_GL();
50 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
51 LEAVE_GL();
52 active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
53 } else {
54 active_sampler = 0;
57 if (active_sampler != WINED3D_UNMAPPED_STAGE)
59 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
62 IWineD3DVolumeTexture_BindTexture((IWineD3DVolumeTexture *)This->container, FALSE);
65 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box)
67 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
69 This->dirty = TRUE;
70 if (dirty_box)
72 This->lockedBox.Left = min(This->lockedBox.Left, dirty_box->Left);
73 This->lockedBox.Top = min(This->lockedBox.Top, dirty_box->Top);
74 This->lockedBox.Front = min(This->lockedBox.Front, dirty_box->Front);
75 This->lockedBox.Right = max(This->lockedBox.Right, dirty_box->Right);
76 This->lockedBox.Bottom = max(This->lockedBox.Bottom, dirty_box->Bottom);
77 This->lockedBox.Back = max(This->lockedBox.Back, dirty_box->Back);
79 else
81 This->lockedBox.Left = 0;
82 This->lockedBox.Top = 0;
83 This->lockedBox.Front = 0;
84 This->lockedBox.Right = This->currentDesc.Width;
85 This->lockedBox.Bottom = This->currentDesc.Height;
86 This->lockedBox.Back = This->currentDesc.Depth;
90 void volume_set_container(IWineD3DVolumeImpl *volume, struct IWineD3DVolumeTextureImpl *container)
92 TRACE("volume %p, container %p.\n", volume, container);
94 volume->container = container;
97 /* *******************************************
98 IWineD3DVolume IUnknown parts follow
99 ******************************************* */
100 static HRESULT WINAPI IWineD3DVolumeImpl_QueryInterface(IWineD3DVolume *iface, REFIID riid, void **object)
102 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
104 if (IsEqualGUID(riid, &IID_IWineD3DVolume)
105 || IsEqualGUID(riid, &IID_IWineD3DResource)
106 || IsEqualGUID(riid, &IID_IWineD3DBase)
107 || IsEqualGUID(riid, &IID_IUnknown))
109 IUnknown_AddRef(iface);
110 *object = iface;
111 return S_OK;
114 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
116 *object = NULL;
117 return E_NOINTERFACE;
120 static ULONG WINAPI IWineD3DVolumeImpl_AddRef(IWineD3DVolume *iface) {
121 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
122 TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
123 return InterlockedIncrement(&This->resource.ref);
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);
131 if (ref == 0) {
132 resource_cleanup((IWineD3DResource *)iface);
133 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
134 HeapFree(GetProcessHeap(), 0, This);
136 return ref;
139 /* ****************************************************
140 IWineD3DVolume IWineD3DResource parts follow
141 **************************************************** */
142 static HRESULT WINAPI IWineD3DVolumeImpl_GetParent(IWineD3DVolume *iface, IUnknown **pParent) {
143 return resource_get_parent((IWineD3DResource *)iface, pParent);
146 static HRESULT WINAPI IWineD3DVolumeImpl_SetPrivateData(IWineD3DVolume *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
147 return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
150 static HRESULT WINAPI IWineD3DVolumeImpl_GetPrivateData(IWineD3DVolume *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
151 return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
154 static HRESULT WINAPI IWineD3DVolumeImpl_FreePrivateData(IWineD3DVolume *iface, REFGUID refguid) {
155 return resource_free_private_data((IWineD3DResource *)iface, refguid);
158 static DWORD WINAPI IWineD3DVolumeImpl_SetPriority(IWineD3DVolume *iface, DWORD PriorityNew) {
159 return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
162 static DWORD WINAPI IWineD3DVolumeImpl_GetPriority(IWineD3DVolume *iface) {
163 return resource_get_priority((IWineD3DResource *)iface);
166 static void WINAPI IWineD3DVolumeImpl_PreLoad(IWineD3DVolume *iface) {
167 FIXME("iface %p stub!\n", iface);
170 static void WINAPI IWineD3DVolumeImpl_UnLoad(IWineD3DVolume *iface)
172 TRACE("iface %p.\n", iface);
174 /* The whole content is shadowed on This->resource.allocatedMemory, and
175 * the texture name is managed by the VolumeTexture container. */
177 resource_unload((IWineD3DResourceImpl *)iface);
180 static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeImpl_GetType(IWineD3DVolume *iface) {
181 return resource_get_type((IWineD3DResource *)iface);
184 /* *******************************************
185 IWineD3DVolume parts follow
186 ******************************************* */
187 static HRESULT WINAPI IWineD3DVolumeImpl_GetDesc(IWineD3DVolume *iface, WINED3DVOLUME_DESC *pDesc)
189 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
190 TRACE("(%p) : copying into %p\n", This, pDesc);
192 pDesc->Format = This->resource.format_desc->id;
193 pDesc->Type = This->resource.resourceType;
194 pDesc->Usage = This->resource.usage;
195 pDesc->Pool = This->resource.pool;
196 pDesc->Size = This->resource.size; /* dx8 only */
197 pDesc->Width = This->currentDesc.Width;
198 pDesc->Height = This->currentDesc.Height;
199 pDesc->Depth = This->currentDesc.Depth;
201 return WINED3D_OK;
204 static HRESULT WINAPI IWineD3DVolumeImpl_LockBox(IWineD3DVolume *iface, WINED3DLOCKED_BOX* pLockedVolume, CONST WINED3DBOX* pBox, DWORD Flags) {
205 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
206 FIXME("(%p) : pBox=%p stub\n", This, pBox);
208 if(!This->resource.allocatedMemory) {
209 This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size);
212 /* fixme: should we really lock as such? */
213 TRACE("(%p) : box=%p, output pbox=%p, allMem=%p\n", This, pBox, pLockedVolume, This->resource.allocatedMemory);
215 pLockedVolume->RowPitch = This->resource.format_desc->byte_count * This->currentDesc.Width; /* Bytes / row */
216 pLockedVolume->SlicePitch = This->resource.format_desc->byte_count
217 * This->currentDesc.Width * This->currentDesc.Height; /* Bytes / slice */
218 if (!pBox) {
219 TRACE("No box supplied - all is ok\n");
220 pLockedVolume->pBits = This->resource.allocatedMemory;
221 This->lockedBox.Left = 0;
222 This->lockedBox.Top = 0;
223 This->lockedBox.Front = 0;
224 This->lockedBox.Right = This->currentDesc.Width;
225 This->lockedBox.Bottom = This->currentDesc.Height;
226 This->lockedBox.Back = This->currentDesc.Depth;
227 } else {
228 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);
229 pLockedVolume->pBits = This->resource.allocatedMemory
230 + (pLockedVolume->SlicePitch * pBox->Front) /* FIXME: is front < back or vica versa? */
231 + (pLockedVolume->RowPitch * pBox->Top)
232 + (pBox->Left * This->resource.format_desc->byte_count);
233 This->lockedBox.Left = pBox->Left;
234 This->lockedBox.Top = pBox->Top;
235 This->lockedBox.Front = pBox->Front;
236 This->lockedBox.Right = pBox->Right;
237 This->lockedBox.Bottom = pBox->Bottom;
238 This->lockedBox.Back = pBox->Back;
241 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
242 /* Don't dirtify */
244 else
246 volume_add_dirty_box(iface, &This->lockedBox);
247 This->container->baseTexture.texture_rgb.dirty = TRUE;
248 This->container->baseTexture.texture_srgb.dirty = TRUE;
251 This->locked = TRUE;
252 TRACE("returning memory@%p rpitch(%d) spitch(%d)\n", pLockedVolume->pBits, pLockedVolume->RowPitch, pLockedVolume->SlicePitch);
253 return WINED3D_OK;
256 static HRESULT WINAPI IWineD3DVolumeImpl_UnlockBox(IWineD3DVolume *iface) {
257 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
258 if (!This->locked)
260 WARN("Trying to unlock unlocked volume %p.\n", iface);
261 return WINED3DERR_INVALIDCALL;
263 TRACE("(%p) : unlocking volume\n", This);
264 This->locked = FALSE;
265 memset(&This->lockedBox, 0, sizeof(RECT));
266 return WINED3D_OK;
269 /* Internal use functions follow : */
271 /* Context activation is done by the caller. */
272 static HRESULT WINAPI IWineD3DVolumeImpl_LoadTexture(IWineD3DVolume *iface, int gl_level, BOOL srgb_mode)
274 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
275 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
276 const struct wined3d_format_desc *glDesc = This->resource.format_desc;
278 TRACE("iface %p, level %u, srgb %#x, format %s (%#x).\n",
279 iface, gl_level, srgb_mode, debug_d3dformat(glDesc->id), glDesc->id);
281 volume_bind_and_dirtify(iface);
283 TRACE("Calling glTexImage3D %x level=%d, intfmt=%x, w=%d, h=%d,d=%d, 0=%d, glFmt=%x, glType=%x, Mem=%p\n",
284 GL_TEXTURE_3D,
285 gl_level,
286 glDesc->glInternal,
287 This->currentDesc.Width,
288 This->currentDesc.Height,
289 This->currentDesc.Depth,
291 glDesc->glFormat,
292 glDesc->glType,
293 This->resource.allocatedMemory);
295 ENTER_GL();
296 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D,
297 gl_level,
298 glDesc->glInternal,
299 This->currentDesc.Width,
300 This->currentDesc.Height,
301 This->currentDesc.Depth,
303 glDesc->glFormat,
304 glDesc->glType,
305 This->resource.allocatedMemory));
306 checkGLcall("glTexImage3D");
307 LEAVE_GL();
309 /* When adding code releasing This->resource.allocatedMemory to save data keep in mind that
310 * GL_UNPACK_CLIENT_STORAGE_APPLE is enabled by default if supported(GL_APPLE_client_storage).
311 * Thus do not release This->resource.allocatedMemory if GL_APPLE_client_storage is supported.
313 return WINED3D_OK;
317 static const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl =
319 /* IUnknown */
320 IWineD3DVolumeImpl_QueryInterface,
321 IWineD3DVolumeImpl_AddRef,
322 IWineD3DVolumeImpl_Release,
323 /* IWineD3DResource */
324 IWineD3DVolumeImpl_GetParent,
325 IWineD3DVolumeImpl_SetPrivateData,
326 IWineD3DVolumeImpl_GetPrivateData,
327 IWineD3DVolumeImpl_FreePrivateData,
328 IWineD3DVolumeImpl_SetPriority,
329 IWineD3DVolumeImpl_GetPriority,
330 IWineD3DVolumeImpl_PreLoad,
331 IWineD3DVolumeImpl_UnLoad,
332 IWineD3DVolumeImpl_GetType,
333 /* IWineD3DVolume */
334 IWineD3DVolumeImpl_GetDesc,
335 IWineD3DVolumeImpl_LockBox,
336 IWineD3DVolumeImpl_UnlockBox,
337 /* Internal interface */
338 IWineD3DVolumeImpl_LoadTexture,
341 HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
342 UINT height, UINT depth, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
343 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
345 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
346 const struct wined3d_format_desc *format_desc = getFormatDescEntry(format_id, gl_info);
347 HRESULT hr;
349 if (!gl_info->supported[EXT_TEXTURE3D])
351 WARN("Volume cannot be created - no volume texture support.\n");
352 return WINED3DERR_INVALIDCALL;
355 volume->lpVtbl = &IWineD3DVolume_Vtbl;
357 hr = resource_init((IWineD3DResource *)volume, WINED3DRTYPE_VOLUME, device,
358 width * height * depth * format_desc->byte_count, usage, format_desc, pool, parent, parent_ops);
359 if (FAILED(hr))
361 WARN("Failed to initialize resource, returning %#x.\n", hr);
362 return hr;
365 volume->currentDesc.Width = width;
366 volume->currentDesc.Height = height;
367 volume->currentDesc.Depth = depth;
368 volume->lockable = TRUE;
369 volume->locked = FALSE;
370 memset(&volume->lockedBox, 0, sizeof(volume->lockedBox));
371 volume->dirty = TRUE;
373 volume_add_dirty_box((IWineD3DVolume *)volume, NULL);
375 return WINED3D_OK;