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https://github.com/reactos/wine.git
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368 lines
14 KiB
C
368 lines
14 KiB
C
/*
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* IWineD3DVolume implementation
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*
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* Copyright 2002-2005 Jason Edmeades
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* Copyright 2002-2005 Raphael Junqueira
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* Copyright 2005 Oliver Stieber
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* Copyright 2009-2010 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
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/* Context activation is done by the caller. */
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static void volume_bind_and_dirtify(IWineD3DVolume *iface) {
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IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
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const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
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DWORD active_sampler;
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/* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
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* Read the unit back instead of switching to 0, this avoids messing around with the state manager's
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* gl states. The current texture unit should always be a valid one.
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*
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* To be more specific, this is tricky because we can implicitly be called
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* from sampler() in state.c. This means we can't touch anything other than
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* whatever happens to be the currently active texture, or we would risk
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* marking already applied sampler states dirty again.
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*
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* TODO: Track the current active texture per GL context instead of using glGet
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*/
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if (gl_info->supported[ARB_MULTITEXTURE])
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{
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GLint active_texture;
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ENTER_GL();
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glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
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LEAVE_GL();
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active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
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} else {
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active_sampler = 0;
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}
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if (active_sampler != WINED3D_UNMAPPED_STAGE)
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{
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IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
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}
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IWineD3DVolumeTexture_BindTexture((IWineD3DVolumeTexture *)This->container, FALSE);
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}
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void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box)
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{
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IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
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This->dirty = TRUE;
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if (dirty_box)
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{
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This->lockedBox.Left = min(This->lockedBox.Left, dirty_box->Left);
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This->lockedBox.Top = min(This->lockedBox.Top, dirty_box->Top);
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This->lockedBox.Front = min(This->lockedBox.Front, dirty_box->Front);
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This->lockedBox.Right = max(This->lockedBox.Right, dirty_box->Right);
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This->lockedBox.Bottom = max(This->lockedBox.Bottom, dirty_box->Bottom);
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This->lockedBox.Back = max(This->lockedBox.Back, dirty_box->Back);
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}
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else
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{
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This->lockedBox.Left = 0;
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This->lockedBox.Top = 0;
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This->lockedBox.Front = 0;
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This->lockedBox.Right = This->currentDesc.Width;
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This->lockedBox.Bottom = This->currentDesc.Height;
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This->lockedBox.Back = This->currentDesc.Depth;
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}
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}
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void volume_set_container(IWineD3DVolumeImpl *volume, struct IWineD3DVolumeTextureImpl *container)
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{
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TRACE("volume %p, container %p.\n", volume, container);
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volume->container = container;
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}
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/* *******************************************
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IWineD3DVolume IUnknown parts follow
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******************************************* */
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static HRESULT WINAPI IWineD3DVolumeImpl_QueryInterface(IWineD3DVolume *iface, REFIID riid, void **object)
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{
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TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
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if (IsEqualGUID(riid, &IID_IWineD3DVolume)
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|| IsEqualGUID(riid, &IID_IWineD3DResource)
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|| IsEqualGUID(riid, &IID_IWineD3DBase)
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|| IsEqualGUID(riid, &IID_IUnknown))
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{
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IUnknown_AddRef(iface);
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*object = iface;
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return S_OK;
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}
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WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
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*object = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI IWineD3DVolumeImpl_AddRef(IWineD3DVolume *iface) {
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IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
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TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
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return InterlockedIncrement(&This->resource.ref);
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}
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/* Do not call while under the GL lock. */
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static ULONG WINAPI IWineD3DVolumeImpl_Release(IWineD3DVolume *iface) {
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IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
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ULONG ref;
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TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
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ref = InterlockedDecrement(&This->resource.ref);
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if (!ref)
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{
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resource_cleanup((IWineD3DResource *)iface);
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This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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}
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/* ****************************************************
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IWineD3DVolume IWineD3DResource parts follow
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**************************************************** */
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static void * WINAPI IWineD3DVolumeImpl_GetParent(IWineD3DVolume *iface)
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{
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TRACE("iface %p.\n", iface);
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return ((IWineD3DVolumeImpl *)iface)->resource.parent;
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}
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static HRESULT WINAPI IWineD3DVolumeImpl_SetPrivateData(IWineD3DVolume *iface,
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REFGUID riid, const void *data, DWORD data_size, DWORD flags)
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{
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return resource_set_private_data((IWineD3DResource *)iface, riid, data, data_size, flags);
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}
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static HRESULT WINAPI IWineD3DVolumeImpl_GetPrivateData(IWineD3DVolume *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
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return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
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}
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static HRESULT WINAPI IWineD3DVolumeImpl_FreePrivateData(IWineD3DVolume *iface, REFGUID refguid) {
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return resource_free_private_data((IWineD3DResource *)iface, refguid);
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}
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static DWORD WINAPI IWineD3DVolumeImpl_SetPriority(IWineD3DVolume *iface, DWORD PriorityNew) {
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return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
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}
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static DWORD WINAPI IWineD3DVolumeImpl_GetPriority(IWineD3DVolume *iface) {
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return resource_get_priority((IWineD3DResource *)iface);
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}
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/* Do not call while under the GL lock. */
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static void WINAPI IWineD3DVolumeImpl_PreLoad(IWineD3DVolume *iface) {
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FIXME("iface %p stub!\n", iface);
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}
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/* Do not call while under the GL lock. */
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static void WINAPI IWineD3DVolumeImpl_UnLoad(IWineD3DVolume *iface)
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{
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TRACE("iface %p.\n", iface);
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/* The whole content is shadowed on This->resource.allocatedMemory, and
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* the texture name is managed by the VolumeTexture container. */
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resource_unload((IWineD3DResourceImpl *)iface);
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}
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static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeImpl_GetType(IWineD3DVolume *iface) {
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return resource_get_type((IWineD3DResource *)iface);
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}
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static void WINAPI IWineD3DVolumeImpl_GetDesc(IWineD3DVolume *iface, WINED3DVOLUME_DESC *desc)
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{
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IWineD3DVolumeImpl *volume = (IWineD3DVolumeImpl *)iface;
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TRACE("iface %p, desc %p.\n", iface, desc);
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desc->Format = volume->resource.format->id;
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desc->Type = volume->resource.resourceType;
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desc->Usage = volume->resource.usage;
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desc->Pool = volume->resource.pool;
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desc->Size = volume->resource.size; /* dx8 only */
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desc->Width = volume->currentDesc.Width;
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desc->Height = volume->currentDesc.Height;
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desc->Depth = volume->currentDesc.Depth;
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}
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static HRESULT WINAPI IWineD3DVolumeImpl_Map(IWineD3DVolume *iface,
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WINED3DLOCKED_BOX *pLockedVolume, const WINED3DBOX *pBox, DWORD flags)
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{
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IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
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FIXME("(%p) : pBox=%p stub\n", This, pBox);
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if(!This->resource.allocatedMemory) {
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This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size);
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}
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/* fixme: should we really lock as such? */
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TRACE("(%p) : box=%p, output pbox=%p, allMem=%p\n", This, pBox, pLockedVolume, This->resource.allocatedMemory);
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pLockedVolume->RowPitch = This->resource.format->byte_count * This->currentDesc.Width; /* Bytes / row */
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pLockedVolume->SlicePitch = This->resource.format->byte_count
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* This->currentDesc.Width * This->currentDesc.Height; /* Bytes / slice */
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if (!pBox) {
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TRACE("No box supplied - all is ok\n");
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pLockedVolume->pBits = This->resource.allocatedMemory;
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This->lockedBox.Left = 0;
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This->lockedBox.Top = 0;
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This->lockedBox.Front = 0;
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This->lockedBox.Right = This->currentDesc.Width;
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This->lockedBox.Bottom = This->currentDesc.Height;
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This->lockedBox.Back = This->currentDesc.Depth;
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} else {
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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);
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pLockedVolume->pBits = This->resource.allocatedMemory
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+ (pLockedVolume->SlicePitch * pBox->Front) /* FIXME: is front < back or vica versa? */
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+ (pLockedVolume->RowPitch * pBox->Top)
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+ (pBox->Left * This->resource.format->byte_count);
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This->lockedBox.Left = pBox->Left;
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This->lockedBox.Top = pBox->Top;
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This->lockedBox.Front = pBox->Front;
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This->lockedBox.Right = pBox->Right;
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This->lockedBox.Bottom = pBox->Bottom;
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This->lockedBox.Back = pBox->Back;
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}
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if (!(flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)))
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{
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volume_add_dirty_box(iface, &This->lockedBox);
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This->container->baseTexture.texture_rgb.dirty = TRUE;
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This->container->baseTexture.texture_srgb.dirty = TRUE;
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}
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This->locked = TRUE;
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TRACE("returning memory@%p rpitch(%d) spitch(%d)\n", pLockedVolume->pBits, pLockedVolume->RowPitch, pLockedVolume->SlicePitch);
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DVolumeImpl_Unmap(IWineD3DVolume *iface)
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{
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IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
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if (!This->locked)
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{
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WARN("Trying to unlock unlocked volume %p.\n", iface);
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return WINED3DERR_INVALIDCALL;
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}
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TRACE("(%p) : unlocking volume\n", This);
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This->locked = FALSE;
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memset(&This->lockedBox, 0, sizeof(This->lockedBox));
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return WINED3D_OK;
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}
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/* Internal use functions follow : */
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/* Context activation is done by the caller. */
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static HRESULT WINAPI IWineD3DVolumeImpl_LoadTexture(IWineD3DVolume *iface, int gl_level, BOOL srgb_mode)
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{
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IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
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const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
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const struct wined3d_format *format = This->resource.format;
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TRACE("iface %p, level %u, srgb %#x, format %s (%#x).\n",
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iface, gl_level, srgb_mode, debug_d3dformat(format->id), format->id);
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volume_bind_and_dirtify(iface);
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TRACE("Calling glTexImage3D %x level=%d, intfmt=%x, w=%d, h=%d,d=%d, 0=%d, glFmt=%x, glType=%x, Mem=%p\n",
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GL_TEXTURE_3D, gl_level, format->glInternal, This->currentDesc.Width, This->currentDesc.Height,
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This->currentDesc.Depth, 0, format->glFormat, format->glType, This->resource.allocatedMemory);
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ENTER_GL();
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GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, gl_level, format->glInternal,
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This->currentDesc.Width, This->currentDesc.Height, This->currentDesc.Depth,
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0, format->glFormat, format->glType, This->resource.allocatedMemory));
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checkGLcall("glTexImage3D");
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LEAVE_GL();
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/* When adding code releasing This->resource.allocatedMemory to save data keep in mind that
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* GL_UNPACK_CLIENT_STORAGE_APPLE is enabled by default if supported(GL_APPLE_client_storage).
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* Thus do not release This->resource.allocatedMemory if GL_APPLE_client_storage is supported.
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*/
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return WINED3D_OK;
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}
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static const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl =
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{
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/* IUnknown */
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IWineD3DVolumeImpl_QueryInterface,
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IWineD3DVolumeImpl_AddRef,
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IWineD3DVolumeImpl_Release,
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/* IWineD3DResource */
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IWineD3DVolumeImpl_GetParent,
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IWineD3DVolumeImpl_SetPrivateData,
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IWineD3DVolumeImpl_GetPrivateData,
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IWineD3DVolumeImpl_FreePrivateData,
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IWineD3DVolumeImpl_SetPriority,
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IWineD3DVolumeImpl_GetPriority,
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IWineD3DVolumeImpl_PreLoad,
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IWineD3DVolumeImpl_UnLoad,
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IWineD3DVolumeImpl_GetType,
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/* IWineD3DVolume */
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IWineD3DVolumeImpl_GetDesc,
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IWineD3DVolumeImpl_Map,
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IWineD3DVolumeImpl_Unmap,
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/* Internal interface */
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IWineD3DVolumeImpl_LoadTexture,
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};
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HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
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UINT height, UINT depth, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
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void *parent, const struct wined3d_parent_ops *parent_ops)
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{
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
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HRESULT hr;
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if (!gl_info->supported[EXT_TEXTURE3D])
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{
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WARN("Volume cannot be created - no volume texture support.\n");
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return WINED3DERR_INVALIDCALL;
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}
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volume->lpVtbl = &IWineD3DVolume_Vtbl;
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hr = resource_init((IWineD3DResource *)volume, WINED3DRTYPE_VOLUME, device,
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width * height * depth * format->byte_count, usage, format, pool, parent, parent_ops);
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if (FAILED(hr))
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{
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WARN("Failed to initialize resource, returning %#x.\n", hr);
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return hr;
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}
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volume->currentDesc.Width = width;
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volume->currentDesc.Height = height;
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volume->currentDesc.Depth = depth;
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volume->lockable = TRUE;
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volume->locked = FALSE;
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memset(&volume->lockedBox, 0, sizeof(volume->lockedBox));
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volume->dirty = TRUE;
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volume_add_dirty_box((IWineD3DVolume *)volume, NULL);
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return WINED3D_OK;
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}
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