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https://github.com/reactos/wine.git
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421 lines
16 KiB
C
421 lines
16 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 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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IWineD3DVolumeTexture *texture;
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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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if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DVolumeTexture, (void **)&texture))) {
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IWineD3DVolumeTexture_BindTexture(texture, FALSE);
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IWineD3DVolumeTexture_Release(texture);
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} else {
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ERR("Volume should be part of a volume texture\n");
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}
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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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/* *******************************************
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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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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 == 0) {
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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 HRESULT WINAPI IWineD3DVolumeImpl_GetParent(IWineD3DVolume *iface, IUnknown **pParent) {
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return resource_get_parent((IWineD3DResource *)iface, pParent);
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}
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static HRESULT WINAPI IWineD3DVolumeImpl_SetPrivateData(IWineD3DVolume *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
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return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, 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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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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static void WINAPI IWineD3DVolumeImpl_UnLoad(IWineD3DVolume *iface) {
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/* The whole content is shadowed on This->resource.allocatedMemory, and the
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* texture name is managed by the VolumeTexture container
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*/
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TRACE("(%p): Nothing to do\n", 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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/* *******************************************
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IWineD3DVolume parts follow
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******************************************* */
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static HRESULT WINAPI IWineD3DVolumeImpl_GetContainer(IWineD3DVolume *iface, REFIID riid, void** ppContainer) {
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IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
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TRACE("(This %p, riid %s, ppContainer %p)\n", This, debugstr_guid(riid), ppContainer);
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if (!ppContainer) {
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ERR("Called without a valid ppContainer.\n");
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return E_FAIL;
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}
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/* Although surfaces can be standalone, volumes can't */
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if (!This->container) {
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ERR("Volume without an container. Should not happen.\n");
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return E_FAIL;
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}
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TRACE("Relaying to QueryInterface\n");
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return IUnknown_QueryInterface(This->container, riid, ppContainer);
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}
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static HRESULT WINAPI IWineD3DVolumeImpl_GetDesc(IWineD3DVolume *iface, WINED3DVOLUME_DESC* pDesc) {
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IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
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TRACE("(%p) : copying into %p\n", This, pDesc);
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pDesc->Format = This->resource.format_desc->format;
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pDesc->Type = This->resource.resourceType;
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pDesc->Usage = This->resource.usage;
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pDesc->Pool = This->resource.pool;
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pDesc->Size = This->resource.size; /* dx8 only */
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pDesc->Width = This->currentDesc.Width;
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pDesc->Height = This->currentDesc.Height;
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pDesc->Depth = This->currentDesc.Depth;
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DVolumeImpl_LockBox(IWineD3DVolume *iface, WINED3DLOCKED_BOX* pLockedVolume, CONST WINED3DBOX* pBox, DWORD Flags) {
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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_desc->byte_count * This->currentDesc.Width; /* Bytes / row */
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pLockedVolume->SlicePitch = This->resource.format_desc->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_desc->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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/* Don't dirtify */
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} else {
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/**
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* Dirtify on lock
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* as seen in msdn docs
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*/
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volume_add_dirty_box(iface, &This->lockedBox);
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/** Dirtify Container if needed */
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if (NULL != This->container) {
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IWineD3DVolumeTexture *cont = (IWineD3DVolumeTexture*) This->container;
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WINED3DRESOURCETYPE containerType = IWineD3DBaseTexture_GetType((IWineD3DBaseTexture *) cont);
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if (containerType == WINED3DRTYPE_VOLUMETEXTURE) {
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IWineD3DBaseTextureImpl* pTexture = (IWineD3DBaseTextureImpl*) cont;
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pTexture->baseTexture.texture_rgb.dirty = TRUE;
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pTexture->baseTexture.texture_srgb.dirty = TRUE;
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} else {
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FIXME("Set dirty on container type %d\n", containerType);
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}
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}
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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_UnlockBox(IWineD3DVolume *iface) {
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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(RECT));
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return WINED3D_OK;
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}
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/* Internal use functions follow : */
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static HRESULT WINAPI IWineD3DVolumeImpl_SetContainer(IWineD3DVolume *iface, IWineD3DBase* container) {
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IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
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TRACE("This %p, container %p\n", This, container);
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/* We can't keep a reference to the container, since the container already keeps a reference to us. */
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TRACE("Setting container to %p from %p\n", container, This->container);
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This->container = container;
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return WINED3D_OK;
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}
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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_desc *glDesc = This->resource.format_desc;
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TRACE("(%p) : level %u, format %s (0x%08x)\n", This, gl_level, debug_d3dformat(glDesc->format), glDesc->format);
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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,
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gl_level,
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glDesc->glInternal,
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This->currentDesc.Width,
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This->currentDesc.Height,
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This->currentDesc.Depth,
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0,
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glDesc->glFormat,
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glDesc->glType,
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This->resource.allocatedMemory);
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ENTER_GL();
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GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D,
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gl_level,
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glDesc->glInternal,
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This->currentDesc.Width,
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This->currentDesc.Height,
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This->currentDesc.Depth,
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0,
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glDesc->glFormat,
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glDesc->glType,
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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_GetContainer,
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IWineD3DVolumeImpl_GetDesc,
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IWineD3DVolumeImpl_LockBox,
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IWineD3DVolumeImpl_UnlockBox,
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/* Internal interface */
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IWineD3DVolumeImpl_LoadTexture,
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IWineD3DVolumeImpl_SetContainer
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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, WINED3DFORMAT format, WINED3DPOOL pool,
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IUnknown *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_desc *format_desc = getFormatDescEntry(format, gl_info);
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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_desc->byte_count, usage, format_desc, 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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