VirtualBox

source: vbox/trunk/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/volume.c@ 19678

Last change on this file since 19678 was 19678, checked in by vboxsync, 16 years ago

opengl: update wine to 1.1.21, add d3d9.dll to build list

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Line 
1/*
2 * IWineD3DVolume implementation
3 *
4 * Copyright 2002-2005 Jason Edmeades
5 * Copyright 2002-2005 Raphael Junqueira
6 * Copyright 2005 Oliver Stieber
7 *
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
12 *
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
17 *
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21 */
22
23/*
24 * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
25 * other than GPL or LGPL is available it will apply instead, Sun elects to use only
26 * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
27 * a choice of LGPL license versions is made available with the language indicating
28 * that LGPLv2 or any later version may be used, or where a choice of which version
29 * of the LGPL is applied is otherwise unspecified.
30 */
31
32#include "config.h"
33#include "wined3d_private.h"
34
35WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
36#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
37
38static void volume_bind_and_dirtify(IWineD3DVolume *iface) {
39 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
40 IWineD3DVolumeTexture *texture;
41 int active_sampler;
42
43 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
44 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
45 * gl states. The current texture unit should always be a valid one.
46 *
47 * To be more specific, this is tricky because we can implicitly be called
48 * from sampler() in state.c. This means we can't touch anything other than
49 * whatever happens to be the currently active texture, or we would risk
50 * marking already applied sampler states dirty again.
51 *
52 * TODO: Track the current active texture per GL context instead of using glGet
53 */
54 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
55 GLint active_texture;
56 ENTER_GL();
57 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
58 LEAVE_GL();
59 active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
60 } else {
61 active_sampler = 0;
62 }
63
64 if (active_sampler != -1) {
65 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
66 }
67
68 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DVolumeTexture, (void **)&texture))) {
69 IWineD3DVolumeTexture_BindTexture(texture, FALSE);
70 IWineD3DVolumeTexture_Release(texture);
71 } else {
72 ERR("Volume should be part of a volume texture\n");
73 }
74}
75
76void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box)
77{
78 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
79
80 This->dirty = TRUE;
81 if (dirty_box)
82 {
83 This->lockedBox.Left = min(This->lockedBox.Left, dirty_box->Left);
84 This->lockedBox.Top = min(This->lockedBox.Top, dirty_box->Top);
85 This->lockedBox.Front = min(This->lockedBox.Front, dirty_box->Front);
86 This->lockedBox.Right = max(This->lockedBox.Right, dirty_box->Right);
87 This->lockedBox.Bottom = max(This->lockedBox.Bottom, dirty_box->Bottom);
88 This->lockedBox.Back = max(This->lockedBox.Back, dirty_box->Back);
89 }
90 else
91 {
92 This->lockedBox.Left = 0;
93 This->lockedBox.Top = 0;
94 This->lockedBox.Front = 0;
95 This->lockedBox.Right = This->currentDesc.Width;
96 This->lockedBox.Bottom = This->currentDesc.Height;
97 This->lockedBox.Back = This->currentDesc.Depth;
98 }
99}
100
101/* *******************************************
102 IWineD3DVolume IUnknown parts follow
103 ******************************************* */
104static HRESULT WINAPI IWineD3DVolumeImpl_QueryInterface(IWineD3DVolume *iface, REFIID riid, LPVOID *ppobj)
105{
106 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
107 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
108 if (IsEqualGUID(riid, &IID_IUnknown)
109 || IsEqualGUID(riid, &IID_IWineD3DBase)
110 || IsEqualGUID(riid, &IID_IWineD3DVolume)){
111 IUnknown_AddRef(iface);
112 *ppobj = This;
113 return S_OK;
114 }
115 *ppobj = NULL;
116 return E_NOINTERFACE;
117}
118
119static ULONG WINAPI IWineD3DVolumeImpl_AddRef(IWineD3DVolume *iface) {
120 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
121 TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
122 return InterlockedIncrement(&This->resource.ref);
123}
124
125static ULONG WINAPI IWineD3DVolumeImpl_Release(IWineD3DVolume *iface) {
126 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
127 ULONG ref;
128 TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
129 ref = InterlockedDecrement(&This->resource.ref);
130 if (ref == 0) {
131 resource_cleanup((IWineD3DResource *)iface);
132 HeapFree(GetProcessHeap(), 0, This);
133 }
134 return ref;
135}
136
137/* ****************************************************
138 IWineD3DVolume IWineD3DResource parts follow
139 **************************************************** */
140static HRESULT WINAPI IWineD3DVolumeImpl_GetParent(IWineD3DVolume *iface, IUnknown **pParent) {
141 return resource_get_parent((IWineD3DResource *)iface, pParent);
142}
143
144static HRESULT WINAPI IWineD3DVolumeImpl_GetDevice(IWineD3DVolume *iface, IWineD3DDevice** ppDevice) {
145 return resource_get_device((IWineD3DResource *)iface, ppDevice);
146}
147
148static HRESULT WINAPI IWineD3DVolumeImpl_SetPrivateData(IWineD3DVolume *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
149 return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
150}
151
152static HRESULT WINAPI IWineD3DVolumeImpl_GetPrivateData(IWineD3DVolume *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
153 return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
154}
155
156static HRESULT WINAPI IWineD3DVolumeImpl_FreePrivateData(IWineD3DVolume *iface, REFGUID refguid) {
157 return resource_free_private_data((IWineD3DResource *)iface, refguid);
158}
159
160static DWORD WINAPI IWineD3DVolumeImpl_SetPriority(IWineD3DVolume *iface, DWORD PriorityNew) {
161 return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
162}
163
164static DWORD WINAPI IWineD3DVolumeImpl_GetPriority(IWineD3DVolume *iface) {
165 return resource_get_priority((IWineD3DResource *)iface);
166}
167
168static void WINAPI IWineD3DVolumeImpl_PreLoad(IWineD3DVolume *iface) {
169 FIXME("iface %p stub!\n", iface);
170}
171
172static void WINAPI IWineD3DVolumeImpl_UnLoad(IWineD3DVolume *iface) {
173 /* The whole content is shadowed on This->resource.allocatedMemory, and the
174 * texture name is managed by the VolumeTexture container
175 */
176 TRACE("(%p): Nothing to do\n", iface);
177}
178
179static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeImpl_GetType(IWineD3DVolume *iface) {
180 return resource_get_type((IWineD3DResource *)iface);
181}
182
183/* *******************************************
184 IWineD3DVolume parts follow
185 ******************************************* */
186static HRESULT WINAPI IWineD3DVolumeImpl_GetContainer(IWineD3DVolume *iface, REFIID riid, void** ppContainer) {
187 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
188
189 TRACE("(This %p, riid %s, ppContainer %p)\n", This, debugstr_guid(riid), ppContainer);
190
191 if (!ppContainer) {
192 ERR("Called without a valid ppContainer.\n");
193 }
194
195 /* Although surfaces can be standalone, volumes can't */
196 if (!This->container) {
197 ERR("Volume without an container. Should not happen.\n");
198 }
199
200 TRACE("Relaying to QueryInterface\n");
201 return IUnknown_QueryInterface(This->container, riid, ppContainer);
202}
203
204static 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 return WINED3D_OK;
217}
218
219static HRESULT WINAPI IWineD3DVolumeImpl_LockBox(IWineD3DVolume *iface, WINED3DLOCKED_BOX* pLockedVolume, CONST WINED3DBOX* pBox, DWORD Flags) {
220 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
221 FIXME("(%p) : pBox=%p stub\n", This, pBox);
222
223 if(!This->resource.allocatedMemory) {
224 This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size);
225 }
226
227 /* fixme: should we really lock as such? */
228 TRACE("(%p) : box=%p, output pbox=%p, allMem=%p\n", This, pBox, pLockedVolume, This->resource.allocatedMemory);
229
230 pLockedVolume->RowPitch = This->resource.format_desc->byte_count * This->currentDesc.Width; /* Bytes / row */
231 pLockedVolume->SlicePitch = This->resource.format_desc->byte_count
232 * This->currentDesc.Width * This->currentDesc.Height; /* Bytes / slice */
233 if (!pBox) {
234 TRACE("No box supplied - all is ok\n");
235 pLockedVolume->pBits = This->resource.allocatedMemory;
236 This->lockedBox.Left = 0;
237 This->lockedBox.Top = 0;
238 This->lockedBox.Front = 0;
239 This->lockedBox.Right = This->currentDesc.Width;
240 This->lockedBox.Bottom = This->currentDesc.Height;
241 This->lockedBox.Back = This->currentDesc.Depth;
242 } else {
243 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);
244 pLockedVolume->pBits = This->resource.allocatedMemory
245 + (pLockedVolume->SlicePitch * pBox->Front) /* FIXME: is front < back or vica versa? */
246 + (pLockedVolume->RowPitch * pBox->Top)
247 + (pBox->Left * This->resource.format_desc->byte_count);
248 This->lockedBox.Left = pBox->Left;
249 This->lockedBox.Top = pBox->Top;
250 This->lockedBox.Front = pBox->Front;
251 This->lockedBox.Right = pBox->Right;
252 This->lockedBox.Bottom = pBox->Bottom;
253 This->lockedBox.Back = pBox->Back;
254 }
255
256 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
257 /* Don't dirtify */
258 } else {
259 /**
260 * Dirtify on lock
261 * as seen in msdn docs
262 */
263 volume_add_dirty_box(iface, &This->lockedBox);
264
265 /** Dirtify Container if needed */
266 if (NULL != This->container) {
267
268 IWineD3DVolumeTexture *cont = (IWineD3DVolumeTexture*) This->container;
269 WINED3DRESOURCETYPE containerType = IWineD3DBaseTexture_GetType((IWineD3DBaseTexture *) cont);
270
271 if (containerType == WINED3DRTYPE_VOLUMETEXTURE) {
272 IWineD3DBaseTextureImpl* pTexture = (IWineD3DBaseTextureImpl*) cont;
273 pTexture->baseTexture.dirty = TRUE;
274 } else {
275 FIXME("Set dirty on container type %d\n", containerType);
276 }
277 }
278 }
279
280 This->locked = TRUE;
281 TRACE("returning memory@%p rpitch(%d) spitch(%d)\n", pLockedVolume->pBits, pLockedVolume->RowPitch, pLockedVolume->SlicePitch);
282 return WINED3D_OK;
283}
284
285static HRESULT WINAPI IWineD3DVolumeImpl_UnlockBox(IWineD3DVolume *iface) {
286 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
287 if (!This->locked) {
288 ERR("trying to lock unlocked volume@%p\n", This);
289 return WINED3DERR_INVALIDCALL;
290 }
291 TRACE("(%p) : unlocking volume\n", This);
292 This->locked = FALSE;
293 memset(&This->lockedBox, 0, sizeof(RECT));
294 return WINED3D_OK;
295}
296
297/* Internal use functions follow : */
298
299static HRESULT WINAPI IWineD3DVolumeImpl_SetContainer(IWineD3DVolume *iface, IWineD3DBase* container) {
300 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
301
302 TRACE("This %p, container %p\n", This, container);
303
304 /* We can't keep a reference to the container, since the container already keeps a reference to us. */
305
306 TRACE("Setting container to %p from %p\n", container, This->container);
307 This->container = container;
308
309 return WINED3D_OK;
310}
311
312static HRESULT WINAPI IWineD3DVolumeImpl_LoadTexture(IWineD3DVolume *iface, int gl_level, BOOL srgb_mode) {
313 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
314 const struct GlPixelFormatDesc *glDesc = This->resource.format_desc;
315
316 TRACE("(%p) : level %u, format %s (0x%08x)\n", This, gl_level, debug_d3dformat(glDesc->format), glDesc->format);
317
318 volume_bind_and_dirtify(iface);
319
320 TRACE("Calling glTexImage3D %x level=%d, intfmt=%x, w=%d, h=%d,d=%d, 0=%d, glFmt=%x, glType=%x, Mem=%p\n",
321 GL_TEXTURE_3D,
322 gl_level,
323 glDesc->glInternal,
324 This->currentDesc.Width,
325 This->currentDesc.Height,
326 This->currentDesc.Depth,
327 0,
328 glDesc->glFormat,
329 glDesc->glType,
330 This->resource.allocatedMemory);
331
332 ENTER_GL();
333 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D,
334 gl_level,
335 glDesc->glInternal,
336 This->currentDesc.Width,
337 This->currentDesc.Height,
338 This->currentDesc.Depth,
339 0,
340 glDesc->glFormat,
341 glDesc->glType,
342 This->resource.allocatedMemory));
343 checkGLcall("glTexImage3D");
344 LEAVE_GL();
345
346 /* When adding code releasing This->resource.allocatedMemory to save data keep in mind that
347 * GL_UNPACK_CLIENT_STORAGE_APPLE is enabled by default if supported(GL_APPLE_client_storage).
348 * Thus do not release This->resource.allocatedMemory if GL_APPLE_client_storage is supported.
349 */
350 return WINED3D_OK;
351
352}
353
354const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl =
355{
356 /* IUnknown */
357 IWineD3DVolumeImpl_QueryInterface,
358 IWineD3DVolumeImpl_AddRef,
359 IWineD3DVolumeImpl_Release,
360 /* IWineD3DResource */
361 IWineD3DVolumeImpl_GetParent,
362 IWineD3DVolumeImpl_GetDevice,
363 IWineD3DVolumeImpl_SetPrivateData,
364 IWineD3DVolumeImpl_GetPrivateData,
365 IWineD3DVolumeImpl_FreePrivateData,
366 IWineD3DVolumeImpl_SetPriority,
367 IWineD3DVolumeImpl_GetPriority,
368 IWineD3DVolumeImpl_PreLoad,
369 IWineD3DVolumeImpl_UnLoad,
370 IWineD3DVolumeImpl_GetType,
371 /* IWineD3DVolume */
372 IWineD3DVolumeImpl_GetContainer,
373 IWineD3DVolumeImpl_GetDesc,
374 IWineD3DVolumeImpl_LockBox,
375 IWineD3DVolumeImpl_UnlockBox,
376 /* Internal interface */
377 IWineD3DVolumeImpl_LoadTexture,
378 IWineD3DVolumeImpl_SetContainer
379};
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