VirtualBox

source: vbox/trunk/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/volume.c@ 30585

Last change on this file since 30585 was 28475, checked in by vboxsync, 15 years ago

crOpenGL: update to wine 1.1.43

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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/*
25 * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
26 * other than GPL or LGPL is available it will apply instead, Sun elects to use only
27 * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
28 * a choice of LGPL license versions is made available with the language indicating
29 * that LGPLv2 or any later version may be used, or where a choice of which version
30 * of the LGPL is applied is otherwise unspecified.
31 */
32
33#include "config.h"
34#include "wined3d_private.h"
35
36WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
37#define GLINFO_LOCATION This->resource.device->adapter->gl_info
38
39/* Context activation is done by the caller. */
40static void volume_bind_and_dirtify(IWineD3DVolume *iface) {
41 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
42 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
43 IWineD3DVolumeTexture *texture;
44 DWORD active_sampler;
45
46 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
47 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
48 * gl states. The current texture unit should always be a valid one.
49 *
50 * To be more specific, this is tricky because we can implicitly be called
51 * from sampler() in state.c. This means we can't touch anything other than
52 * whatever happens to be the currently active texture, or we would risk
53 * marking already applied sampler states dirty again.
54 *
55 * TODO: Track the current active texture per GL context instead of using glGet
56 */
57 if (gl_info->supported[ARB_MULTITEXTURE])
58 {
59 GLint active_texture;
60 ENTER_GL();
61 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
62 LEAVE_GL();
63 active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
64 } else {
65 active_sampler = 0;
66 }
67
68 if (active_sampler != WINED3D_UNMAPPED_STAGE)
69 {
70 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
71 }
72
73 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DVolumeTexture, (void **)&texture))) {
74 IWineD3DVolumeTexture_BindTexture(texture, FALSE);
75 IWineD3DVolumeTexture_Release(texture);
76 } else {
77 ERR("Volume should be part of a volume texture\n");
78 }
79}
80
81void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box)
82{
83 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
84
85 This->dirty = TRUE;
86 if (dirty_box)
87 {
88 This->lockedBox.Left = min(This->lockedBox.Left, dirty_box->Left);
89 This->lockedBox.Top = min(This->lockedBox.Top, dirty_box->Top);
90 This->lockedBox.Front = min(This->lockedBox.Front, dirty_box->Front);
91 This->lockedBox.Right = max(This->lockedBox.Right, dirty_box->Right);
92 This->lockedBox.Bottom = max(This->lockedBox.Bottom, dirty_box->Bottom);
93 This->lockedBox.Back = max(This->lockedBox.Back, dirty_box->Back);
94 }
95 else
96 {
97 This->lockedBox.Left = 0;
98 This->lockedBox.Top = 0;
99 This->lockedBox.Front = 0;
100 This->lockedBox.Right = This->currentDesc.Width;
101 This->lockedBox.Bottom = This->currentDesc.Height;
102 This->lockedBox.Back = This->currentDesc.Depth;
103 }
104}
105
106/* *******************************************
107 IWineD3DVolume IUnknown parts follow
108 ******************************************* */
109static HRESULT WINAPI IWineD3DVolumeImpl_QueryInterface(IWineD3DVolume *iface, REFIID riid, void **object)
110{
111 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
112
113 if (IsEqualGUID(riid, &IID_IWineD3DVolume)
114 || IsEqualGUID(riid, &IID_IWineD3DResource)
115 || IsEqualGUID(riid, &IID_IWineD3DBase)
116 || IsEqualGUID(riid, &IID_IUnknown))
117 {
118 IUnknown_AddRef(iface);
119 *object = iface;
120 return S_OK;
121 }
122
123 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
124
125 *object = NULL;
126 return E_NOINTERFACE;
127}
128
129static ULONG WINAPI IWineD3DVolumeImpl_AddRef(IWineD3DVolume *iface) {
130 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
131 TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
132 return InterlockedIncrement(&This->resource.ref);
133}
134
135static ULONG WINAPI IWineD3DVolumeImpl_Release(IWineD3DVolume *iface) {
136 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
137 ULONG ref;
138 TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
139 ref = InterlockedDecrement(&This->resource.ref);
140 if (ref == 0) {
141 resource_cleanup((IWineD3DResource *)iface);
142 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
143 HeapFree(GetProcessHeap(), 0, This);
144 }
145 return ref;
146}
147
148/* ****************************************************
149 IWineD3DVolume IWineD3DResource parts follow
150 **************************************************** */
151static HRESULT WINAPI IWineD3DVolumeImpl_GetParent(IWineD3DVolume *iface, IUnknown **pParent) {
152 return resource_get_parent((IWineD3DResource *)iface, pParent);
153}
154
155static HRESULT WINAPI IWineD3DVolumeImpl_SetPrivateData(IWineD3DVolume *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
156 return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
157}
158
159static HRESULT WINAPI IWineD3DVolumeImpl_GetPrivateData(IWineD3DVolume *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
160 return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
161}
162
163static HRESULT WINAPI IWineD3DVolumeImpl_FreePrivateData(IWineD3DVolume *iface, REFGUID refguid) {
164 return resource_free_private_data((IWineD3DResource *)iface, refguid);
165}
166
167static DWORD WINAPI IWineD3DVolumeImpl_SetPriority(IWineD3DVolume *iface, DWORD PriorityNew) {
168 return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
169}
170
171static DWORD WINAPI IWineD3DVolumeImpl_GetPriority(IWineD3DVolume *iface) {
172 return resource_get_priority((IWineD3DResource *)iface);
173}
174
175static void WINAPI IWineD3DVolumeImpl_PreLoad(IWineD3DVolume *iface) {
176 FIXME("iface %p stub!\n", iface);
177}
178
179static void WINAPI IWineD3DVolumeImpl_UnLoad(IWineD3DVolume *iface) {
180 /* The whole content is shadowed on This->resource.allocatedMemory, and the
181 * texture name is managed by the VolumeTexture container
182 */
183 TRACE("(%p): Nothing to do\n", iface);
184}
185
186static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeImpl_GetType(IWineD3DVolume *iface) {
187 return resource_get_type((IWineD3DResource *)iface);
188}
189
190/* *******************************************
191 IWineD3DVolume parts follow
192 ******************************************* */
193static HRESULT WINAPI IWineD3DVolumeImpl_GetContainer(IWineD3DVolume *iface, REFIID riid, void** ppContainer) {
194 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
195
196 TRACE("(This %p, riid %s, ppContainer %p)\n", This, debugstr_guid(riid), ppContainer);
197
198 if (!ppContainer) {
199 ERR("Called without a valid ppContainer.\n");
200 return E_FAIL;
201 }
202
203 /* Although surfaces can be standalone, volumes can't */
204 if (!This->container) {
205 ERR("Volume without an container. Should not happen.\n");
206 return E_FAIL;
207 }
208
209 TRACE("Relaying to QueryInterface\n");
210 return IUnknown_QueryInterface(This->container, riid, ppContainer);
211}
212
213static HRESULT WINAPI IWineD3DVolumeImpl_GetDesc(IWineD3DVolume *iface, WINED3DVOLUME_DESC* pDesc) {
214 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
215 TRACE("(%p) : copying into %p\n", This, pDesc);
216
217 pDesc->Format = This->resource.format_desc->format;
218 pDesc->Type = This->resource.resourceType;
219 pDesc->Usage = This->resource.usage;
220 pDesc->Pool = This->resource.pool;
221 pDesc->Size = This->resource.size; /* dx8 only */
222 pDesc->Width = This->currentDesc.Width;
223 pDesc->Height = This->currentDesc.Height;
224 pDesc->Depth = This->currentDesc.Depth;
225
226 return WINED3D_OK;
227}
228
229static HRESULT WINAPI IWineD3DVolumeImpl_LockBox(IWineD3DVolume *iface, WINED3DLOCKED_BOX* pLockedVolume, CONST WINED3DBOX* pBox, DWORD Flags) {
230 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
231 FIXME("(%p) : pBox=%p stub\n", This, pBox);
232
233 if(!This->resource.allocatedMemory) {
234 This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size);
235 }
236
237 /* fixme: should we really lock as such? */
238 TRACE("(%p) : box=%p, output pbox=%p, allMem=%p\n", This, pBox, pLockedVolume, This->resource.allocatedMemory);
239
240 pLockedVolume->RowPitch = This->resource.format_desc->byte_count * This->currentDesc.Width; /* Bytes / row */
241 pLockedVolume->SlicePitch = This->resource.format_desc->byte_count
242 * This->currentDesc.Width * This->currentDesc.Height; /* Bytes / slice */
243 if (!pBox) {
244 TRACE("No box supplied - all is ok\n");
245 pLockedVolume->pBits = This->resource.allocatedMemory;
246 This->lockedBox.Left = 0;
247 This->lockedBox.Top = 0;
248 This->lockedBox.Front = 0;
249 This->lockedBox.Right = This->currentDesc.Width;
250 This->lockedBox.Bottom = This->currentDesc.Height;
251 This->lockedBox.Back = This->currentDesc.Depth;
252 } else {
253 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);
254 pLockedVolume->pBits = This->resource.allocatedMemory
255 + (pLockedVolume->SlicePitch * pBox->Front) /* FIXME: is front < back or vica versa? */
256 + (pLockedVolume->RowPitch * pBox->Top)
257 + (pBox->Left * This->resource.format_desc->byte_count);
258 This->lockedBox.Left = pBox->Left;
259 This->lockedBox.Top = pBox->Top;
260 This->lockedBox.Front = pBox->Front;
261 This->lockedBox.Right = pBox->Right;
262 This->lockedBox.Bottom = pBox->Bottom;
263 This->lockedBox.Back = pBox->Back;
264 }
265
266 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
267 /* Don't dirtify */
268 } else {
269 /**
270 * Dirtify on lock
271 * as seen in msdn docs
272 */
273 volume_add_dirty_box(iface, &This->lockedBox);
274
275 /** Dirtify Container if needed */
276 if (NULL != This->container) {
277
278 IWineD3DVolumeTexture *cont = (IWineD3DVolumeTexture*) This->container;
279 WINED3DRESOURCETYPE containerType = IWineD3DBaseTexture_GetType((IWineD3DBaseTexture *) cont);
280
281 if (containerType == WINED3DRTYPE_VOLUMETEXTURE) {
282 IWineD3DBaseTextureImpl* pTexture = (IWineD3DBaseTextureImpl*) cont;
283 pTexture->baseTexture.texture_rgb.dirty = TRUE;
284 pTexture->baseTexture.texture_srgb.dirty = TRUE;
285 } else {
286 FIXME("Set dirty on container type %d\n", containerType);
287 }
288 }
289 }
290
291 This->locked = TRUE;
292 TRACE("returning memory@%p rpitch(%d) spitch(%d)\n", pLockedVolume->pBits, pLockedVolume->RowPitch, pLockedVolume->SlicePitch);
293 return WINED3D_OK;
294}
295
296static HRESULT WINAPI IWineD3DVolumeImpl_UnlockBox(IWineD3DVolume *iface) {
297 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
298 if (!This->locked)
299 {
300 WARN("Trying to unlock unlocked volume %p.\n", iface);
301 return WINED3DERR_INVALIDCALL;
302 }
303 TRACE("(%p) : unlocking volume\n", This);
304 This->locked = FALSE;
305 memset(&This->lockedBox, 0, sizeof(RECT));
306 return WINED3D_OK;
307}
308
309/* Internal use functions follow : */
310
311static HRESULT WINAPI IWineD3DVolumeImpl_SetContainer(IWineD3DVolume *iface, IWineD3DBase* container) {
312 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
313
314 TRACE("This %p, container %p\n", This, container);
315
316 /* We can't keep a reference to the container, since the container already keeps a reference to us. */
317
318 TRACE("Setting container to %p from %p\n", container, This->container);
319 This->container = container;
320
321 return WINED3D_OK;
322}
323
324/* Context activation is done by the caller. */
325static HRESULT WINAPI IWineD3DVolumeImpl_LoadTexture(IWineD3DVolume *iface, int gl_level, BOOL srgb_mode) {
326 IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
327 const struct wined3d_format_desc *glDesc = This->resource.format_desc;
328
329 TRACE("(%p) : level %u, format %s (0x%08x)\n", This, gl_level, debug_d3dformat(glDesc->format), glDesc->format);
330
331 volume_bind_and_dirtify(iface);
332
333 TRACE("Calling glTexImage3D %x level=%d, intfmt=%x, w=%d, h=%d,d=%d, 0=%d, glFmt=%x, glType=%x, Mem=%p\n",
334 GL_TEXTURE_3D,
335 gl_level,
336 glDesc->glInternal,
337 This->currentDesc.Width,
338 This->currentDesc.Height,
339 This->currentDesc.Depth,
340 0,
341 glDesc->glFormat,
342 glDesc->glType,
343 This->resource.allocatedMemory);
344
345 ENTER_GL();
346 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D,
347 gl_level,
348 glDesc->glInternal,
349 This->currentDesc.Width,
350 This->currentDesc.Height,
351 This->currentDesc.Depth,
352 0,
353 glDesc->glFormat,
354 glDesc->glType,
355 This->resource.allocatedMemory));
356 checkGLcall("glTexImage3D");
357 LEAVE_GL();
358
359 /* When adding code releasing This->resource.allocatedMemory to save data keep in mind that
360 * GL_UNPACK_CLIENT_STORAGE_APPLE is enabled by default if supported(GL_APPLE_client_storage).
361 * Thus do not release This->resource.allocatedMemory if GL_APPLE_client_storage is supported.
362 */
363 return WINED3D_OK;
364
365}
366
367static const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl =
368{
369 /* IUnknown */
370 IWineD3DVolumeImpl_QueryInterface,
371 IWineD3DVolumeImpl_AddRef,
372 IWineD3DVolumeImpl_Release,
373 /* IWineD3DResource */
374 IWineD3DVolumeImpl_GetParent,
375 IWineD3DVolumeImpl_SetPrivateData,
376 IWineD3DVolumeImpl_GetPrivateData,
377 IWineD3DVolumeImpl_FreePrivateData,
378 IWineD3DVolumeImpl_SetPriority,
379 IWineD3DVolumeImpl_GetPriority,
380 IWineD3DVolumeImpl_PreLoad,
381 IWineD3DVolumeImpl_UnLoad,
382 IWineD3DVolumeImpl_GetType,
383 /* IWineD3DVolume */
384 IWineD3DVolumeImpl_GetContainer,
385 IWineD3DVolumeImpl_GetDesc,
386 IWineD3DVolumeImpl_LockBox,
387 IWineD3DVolumeImpl_UnlockBox,
388 /* Internal interface */
389 IWineD3DVolumeImpl_LoadTexture,
390 IWineD3DVolumeImpl_SetContainer
391};
392
393HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
394 UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
395 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
396{
397 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
398 const struct wined3d_format_desc *format_desc = getFormatDescEntry(format, gl_info);
399 HRESULT hr;
400
401 if (!gl_info->supported[EXT_TEXTURE3D])
402 {
403 WARN("Volume cannot be created - no volume texture support.\n");
404 return WINED3DERR_INVALIDCALL;
405 }
406
407 volume->lpVtbl = &IWineD3DVolume_Vtbl;
408
409 hr = resource_init((IWineD3DResource *)volume, WINED3DRTYPE_VOLUME, device,
410 width * height * depth * format_desc->byte_count, usage, format_desc, pool, parent, parent_ops);
411 if (FAILED(hr))
412 {
413 WARN("Failed to initialize resource, returning %#x.\n", hr);
414 return hr;
415 }
416
417 volume->currentDesc.Width = width;
418 volume->currentDesc.Height = height;
419 volume->currentDesc.Depth = depth;
420 volume->lockable = TRUE;
421 volume->locked = FALSE;
422 memset(&volume->lockedBox, 0, sizeof(volume->lockedBox));
423 volume->dirty = TRUE;
424
425 volume_add_dirty_box((IWineD3DVolume *)volume, NULL);
426
427 return WINED3D_OK;
428}
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