- Merge from trunk up to r45543
[reactos.git] / dll / directx / wine / wined3d / volume.c
1 /*
2 * IWineD3DVolume implementation
3 *
4 * Copyright 2002-2005 Jason Edmeades
5 * Copyright 2002-2005 Raphael Junqueira
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2009 Henri Verbeet for CodeWeavers
8 *
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.
13 *
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.
18 *
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
22 */
23
24 #include "config.h"
25 #include "wined3d_private.h"
26
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
28 #define GLINFO_LOCATION This->resource.device->adapter->gl_info
29
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.device->adapter->gl_info;
34 IWineD3DVolumeTexture *texture;
35 DWORD active_sampler;
36
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.
40 *
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.
45 *
46 * TODO: Track the current active texture per GL context instead of using glGet
47 */
48 if (gl_info->supported[ARB_MULTITEXTURE])
49 {
50 GLint active_texture;
51 ENTER_GL();
52 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
53 LEAVE_GL();
54 active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
55 } else {
56 active_sampler = 0;
57 }
58
59 if (active_sampler != WINED3D_UNMAPPED_STAGE)
60 {
61 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
62 }
63
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");
69 }
70 }
71
72 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box)
73 {
74 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
75
76 This->dirty = TRUE;
77 if (dirty_box)
78 {
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);
85 }
86 else
87 {
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;
94 }
95 }
96
97 /* *******************************************
98 IWineD3DVolume IUnknown parts follow
99 ******************************************* */
100 static HRESULT WINAPI IWineD3DVolumeImpl_QueryInterface(IWineD3DVolume *iface, REFIID riid, void **object)
101 {
102 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
103
104 if (IsEqualGUID(riid, &IID_IWineD3DVolume)
105 || IsEqualGUID(riid, &IID_IWineD3DResource)
106 || IsEqualGUID(riid, &IID_IWineD3DBase)
107 || IsEqualGUID(riid, &IID_IUnknown))
108 {
109 IUnknown_AddRef(iface);
110 *object = iface;
111 return S_OK;
112 }
113
114 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
115
116 *object = NULL;
117 return E_NOINTERFACE;
118 }
119
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);
124 }
125
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);
135 }
136 return ref;
137 }
138
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);
144 }
145
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);
148 }
149
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);
152 }
153
154 static HRESULT WINAPI IWineD3DVolumeImpl_FreePrivateData(IWineD3DVolume *iface, REFGUID refguid) {
155 return resource_free_private_data((IWineD3DResource *)iface, refguid);
156 }
157
158 static DWORD WINAPI IWineD3DVolumeImpl_SetPriority(IWineD3DVolume *iface, DWORD PriorityNew) {
159 return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
160 }
161
162 static DWORD WINAPI IWineD3DVolumeImpl_GetPriority(IWineD3DVolume *iface) {
163 return resource_get_priority((IWineD3DResource *)iface);
164 }
165
166 static void WINAPI IWineD3DVolumeImpl_PreLoad(IWineD3DVolume *iface) {
167 FIXME("iface %p stub!\n", iface);
168 }
169
170 static void WINAPI IWineD3DVolumeImpl_UnLoad(IWineD3DVolume *iface) {
171 /* The whole content is shadowed on This->resource.allocatedMemory, and the
172 * texture name is managed by the VolumeTexture container
173 */
174 TRACE("(%p): Nothing to do\n", iface);
175 }
176
177 static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeImpl_GetType(IWineD3DVolume *iface) {
178 return resource_get_type((IWineD3DResource *)iface);
179 }
180
181 /* *******************************************
182 IWineD3DVolume parts follow
183 ******************************************* */
184 static HRESULT WINAPI IWineD3DVolumeImpl_GetContainer(IWineD3DVolume *iface, REFIID riid, void** ppContainer) {
185 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
186
187 TRACE("(This %p, riid %s, ppContainer %p)\n", This, debugstr_guid(riid), ppContainer);
188
189 if (!ppContainer) {
190 ERR("Called without a valid ppContainer.\n");
191 return E_FAIL;
192 }
193
194 /* Although surfaces can be standalone, volumes can't */
195 if (!This->container) {
196 ERR("Volume without an container. Should not happen.\n");
197 return E_FAIL;
198 }
199
200 TRACE("Relaying to QueryInterface\n");
201 return IUnknown_QueryInterface(This->container, riid, ppContainer);
202 }
203
204 static HRESULT WINAPI IWineD3DVolumeImpl_GetDesc(IWineD3DVolume *iface, WINED3DVOLUME_DESC* pDesc) {
205 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
206 TRACE("(%p) : copying into %p\n", This, pDesc);
207
208 pDesc->Format = This->resource.format_desc->format;
209 pDesc->Type = This->resource.resourceType;
210 pDesc->Usage = This->resource.usage;
211 pDesc->Pool = This->resource.pool;
212 pDesc->Size = This->resource.size; /* dx8 only */
213 pDesc->Width = This->currentDesc.Width;
214 pDesc->Height = This->currentDesc.Height;
215 pDesc->Depth = This->currentDesc.Depth;
216
217 return WINED3D_OK;
218 }
219
220 static HRESULT WINAPI IWineD3DVolumeImpl_LockBox(IWineD3DVolume *iface, WINED3DLOCKED_BOX* pLockedVolume, CONST WINED3DBOX* pBox, DWORD Flags) {
221 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
222 FIXME("(%p) : pBox=%p stub\n", This, pBox);
223
224 if(!This->resource.allocatedMemory) {
225 This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size);
226 }
227
228 /* fixme: should we really lock as such? */
229 TRACE("(%p) : box=%p, output pbox=%p, allMem=%p\n", This, pBox, pLockedVolume, This->resource.allocatedMemory);
230
231 pLockedVolume->RowPitch = This->resource.format_desc->byte_count * This->currentDesc.Width; /* Bytes / row */
232 pLockedVolume->SlicePitch = This->resource.format_desc->byte_count
233 * This->currentDesc.Width * This->currentDesc.Height; /* Bytes / slice */
234 if (!pBox) {
235 TRACE("No box supplied - all is ok\n");
236 pLockedVolume->pBits = This->resource.allocatedMemory;
237 This->lockedBox.Left = 0;
238 This->lockedBox.Top = 0;
239 This->lockedBox.Front = 0;
240 This->lockedBox.Right = This->currentDesc.Width;
241 This->lockedBox.Bottom = This->currentDesc.Height;
242 This->lockedBox.Back = This->currentDesc.Depth;
243 } else {
244 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);
245 pLockedVolume->pBits = This->resource.allocatedMemory
246 + (pLockedVolume->SlicePitch * pBox->Front) /* FIXME: is front < back or vica versa? */
247 + (pLockedVolume->RowPitch * pBox->Top)
248 + (pBox->Left * This->resource.format_desc->byte_count);
249 This->lockedBox.Left = pBox->Left;
250 This->lockedBox.Top = pBox->Top;
251 This->lockedBox.Front = pBox->Front;
252 This->lockedBox.Right = pBox->Right;
253 This->lockedBox.Bottom = pBox->Bottom;
254 This->lockedBox.Back = pBox->Back;
255 }
256
257 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
258 /* Don't dirtify */
259 } else {
260 /**
261 * Dirtify on lock
262 * as seen in msdn docs
263 */
264 volume_add_dirty_box(iface, &This->lockedBox);
265
266 /** Dirtify Container if needed */
267 if (NULL != This->container) {
268
269 IWineD3DVolumeTexture *cont = (IWineD3DVolumeTexture*) This->container;
270 WINED3DRESOURCETYPE containerType = IWineD3DBaseTexture_GetType((IWineD3DBaseTexture *) cont);
271
272 if (containerType == WINED3DRTYPE_VOLUMETEXTURE) {
273 IWineD3DBaseTextureImpl* pTexture = (IWineD3DBaseTextureImpl*) cont;
274 pTexture->baseTexture.texture_rgb.dirty = TRUE;
275 pTexture->baseTexture.texture_srgb.dirty = TRUE;
276 } else {
277 FIXME("Set dirty on container type %d\n", containerType);
278 }
279 }
280 }
281
282 This->locked = TRUE;
283 TRACE("returning memory@%p rpitch(%d) spitch(%d)\n", pLockedVolume->pBits, pLockedVolume->RowPitch, pLockedVolume->SlicePitch);
284 return WINED3D_OK;
285 }
286
287 static HRESULT WINAPI IWineD3DVolumeImpl_UnlockBox(IWineD3DVolume *iface) {
288 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
289 if (!This->locked)
290 {
291 WARN("Trying to unlock unlocked volume %p.\n", iface);
292 return WINED3DERR_INVALIDCALL;
293 }
294 TRACE("(%p) : unlocking volume\n", This);
295 This->locked = FALSE;
296 memset(&This->lockedBox, 0, sizeof(RECT));
297 return WINED3D_OK;
298 }
299
300 /* Internal use functions follow : */
301
302 static HRESULT WINAPI IWineD3DVolumeImpl_SetContainer(IWineD3DVolume *iface, IWineD3DBase* container) {
303 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
304
305 TRACE("This %p, container %p\n", This, container);
306
307 /* We can't keep a reference to the container, since the container already keeps a reference to us. */
308
309 TRACE("Setting container to %p from %p\n", container, This->container);
310 This->container = container;
311
312 return WINED3D_OK;
313 }
314
315 /* Context activation is done by the caller. */
316 static HRESULT WINAPI IWineD3DVolumeImpl_LoadTexture(IWineD3DVolume *iface, int gl_level, BOOL srgb_mode) {
317 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
318 const struct GlPixelFormatDesc *glDesc = This->resource.format_desc;
319
320 TRACE("(%p) : level %u, format %s (0x%08x)\n", This, gl_level, debug_d3dformat(glDesc->format), glDesc->format);
321
322 volume_bind_and_dirtify(iface);
323
324 TRACE("Calling glTexImage3D %x level=%d, intfmt=%x, w=%d, h=%d,d=%d, 0=%d, glFmt=%x, glType=%x, Mem=%p\n",
325 GL_TEXTURE_3D,
326 gl_level,
327 glDesc->glInternal,
328 This->currentDesc.Width,
329 This->currentDesc.Height,
330 This->currentDesc.Depth,
331 0,
332 glDesc->glFormat,
333 glDesc->glType,
334 This->resource.allocatedMemory);
335
336 ENTER_GL();
337 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D,
338 gl_level,
339 glDesc->glInternal,
340 This->currentDesc.Width,
341 This->currentDesc.Height,
342 This->currentDesc.Depth,
343 0,
344 glDesc->glFormat,
345 glDesc->glType,
346 This->resource.allocatedMemory));
347 checkGLcall("glTexImage3D");
348 LEAVE_GL();
349
350 /* When adding code releasing This->resource.allocatedMemory to save data keep in mind that
351 * GL_UNPACK_CLIENT_STORAGE_APPLE is enabled by default if supported(GL_APPLE_client_storage).
352 * Thus do not release This->resource.allocatedMemory if GL_APPLE_client_storage is supported.
353 */
354 return WINED3D_OK;
355
356 }
357
358 static const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl =
359 {
360 /* IUnknown */
361 IWineD3DVolumeImpl_QueryInterface,
362 IWineD3DVolumeImpl_AddRef,
363 IWineD3DVolumeImpl_Release,
364 /* IWineD3DResource */
365 IWineD3DVolumeImpl_GetParent,
366 IWineD3DVolumeImpl_SetPrivateData,
367 IWineD3DVolumeImpl_GetPrivateData,
368 IWineD3DVolumeImpl_FreePrivateData,
369 IWineD3DVolumeImpl_SetPriority,
370 IWineD3DVolumeImpl_GetPriority,
371 IWineD3DVolumeImpl_PreLoad,
372 IWineD3DVolumeImpl_UnLoad,
373 IWineD3DVolumeImpl_GetType,
374 /* IWineD3DVolume */
375 IWineD3DVolumeImpl_GetContainer,
376 IWineD3DVolumeImpl_GetDesc,
377 IWineD3DVolumeImpl_LockBox,
378 IWineD3DVolumeImpl_UnlockBox,
379 /* Internal interface */
380 IWineD3DVolumeImpl_LoadTexture,
381 IWineD3DVolumeImpl_SetContainer
382 };
383
384 HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
385 UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
386 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
387 {
388 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
389 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, gl_info);
390 HRESULT hr;
391
392 if (!gl_info->supported[EXT_TEXTURE3D])
393 {
394 WARN("Volume cannot be created - no volume texture support.\n");
395 return WINED3DERR_INVALIDCALL;
396 }
397
398 volume->lpVtbl = &IWineD3DVolume_Vtbl;
399
400 hr = resource_init((IWineD3DResource *)volume, WINED3DRTYPE_VOLUME, device,
401 width * height * depth * format_desc->byte_count, usage, format_desc, pool, parent, parent_ops);
402 if (FAILED(hr))
403 {
404 WARN("Failed to initialize resource, returning %#x.\n", hr);
405 return hr;
406 }
407
408 volume->currentDesc.Width = width;
409 volume->currentDesc.Height = height;
410 volume->currentDesc.Depth = depth;
411 volume->lockable = TRUE;
412 volume->locked = FALSE;
413 memset(&volume->lockedBox, 0, sizeof(volume->lockedBox));
414 volume->dirty = TRUE;
415
416 volume_add_dirty_box((IWineD3DVolume *)volume, NULL);
417
418 return WINED3D_OK;
419 }