| /* |
| * Copyright 2002-2005 Jason Edmeades |
| * Copyright 2002-2005 Raphael Junqueira |
| * Copyright 2005 Oliver Stieber |
| * Copyright 2009-2011 Henri Verbeet for CodeWeavers |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| */ |
| |
| #include "config.h" |
| #include "wined3d_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface); |
| |
| /* Context activation is done by the caller. */ |
| static void volume_bind_and_dirtify(struct wined3d_volume *volume, const struct wined3d_gl_info *gl_info) |
| { |
| struct wined3d_texture *container = volume->container; |
| DWORD active_sampler; |
| |
| /* We don't need a specific texture unit, but after binding the texture the current unit is dirty. |
| * Read the unit back instead of switching to 0, this avoids messing around with the state manager's |
| * gl states. The current texture unit should always be a valid one. |
| * |
| * To be more specific, this is tricky because we can implicitly be called |
| * from sampler() in state.c. This means we can't touch anything other than |
| * whatever happens to be the currently active texture, or we would risk |
| * marking already applied sampler states dirty again. |
| * |
| * TODO: Track the current active texture per GL context instead of using glGet |
| */ |
| if (gl_info->supported[ARB_MULTITEXTURE]) |
| { |
| GLint active_texture; |
| ENTER_GL(); |
| glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture); |
| LEAVE_GL(); |
| active_sampler = volume->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB]; |
| } else { |
| active_sampler = 0; |
| } |
| |
| if (active_sampler != WINED3D_UNMAPPED_STAGE) |
| device_invalidate_state(volume->resource.device, STATE_SAMPLER(active_sampler)); |
| |
| container->texture_ops->texture_bind(container, gl_info, FALSE); |
| } |
| |
| void volume_add_dirty_box(struct wined3d_volume *volume, const WINED3DBOX *dirty_box) |
| { |
| volume->dirty = TRUE; |
| if (dirty_box) |
| { |
| volume->lockedBox.Left = min(volume->lockedBox.Left, dirty_box->Left); |
| volume->lockedBox.Top = min(volume->lockedBox.Top, dirty_box->Top); |
| volume->lockedBox.Front = min(volume->lockedBox.Front, dirty_box->Front); |
| volume->lockedBox.Right = max(volume->lockedBox.Right, dirty_box->Right); |
| volume->lockedBox.Bottom = max(volume->lockedBox.Bottom, dirty_box->Bottom); |
| volume->lockedBox.Back = max(volume->lockedBox.Back, dirty_box->Back); |
| } |
| else |
| { |
| volume->lockedBox.Left = 0; |
| volume->lockedBox.Top = 0; |
| volume->lockedBox.Front = 0; |
| volume->lockedBox.Right = volume->resource.width; |
| volume->lockedBox.Bottom = volume->resource.height; |
| volume->lockedBox.Back = volume->resource.depth; |
| } |
| } |
| |
| void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container) |
| { |
| TRACE("volume %p, container %p.\n", volume, container); |
| |
| volume->container = container; |
| } |
| |
| /* Context activation is done by the caller. */ |
| void volume_load(struct wined3d_volume *volume, UINT level, BOOL srgb_mode) |
| { |
| const struct wined3d_gl_info *gl_info = &volume->resource.device->adapter->gl_info; |
| const struct wined3d_format *format = volume->resource.format; |
| |
| TRACE("volume %p, level %u, srgb %#x, format %s (%#x).\n", |
| volume, level, srgb_mode, debug_d3dformat(format->id), format->id); |
| |
| volume_bind_and_dirtify(volume, gl_info); |
| |
| ENTER_GL(); |
| GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, level, format->glInternal, |
| volume->resource.width, volume->resource.height, volume->resource.depth, |
| 0, format->glFormat, format->glType, volume->resource.allocatedMemory)); |
| checkGLcall("glTexImage3D"); |
| LEAVE_GL(); |
| |
| /* When adding code releasing volume->resource.allocatedMemory to save |
| * data keep in mind that GL_UNPACK_CLIENT_STORAGE_APPLE is enabled by |
| * default if supported(GL_APPLE_client_storage). Thus do not release |
| * volume->resource.allocatedMemory if GL_APPLE_client_storage is |
| * supported. */ |
| } |
| |
| /* Do not call while under the GL lock. */ |
| static void volume_unload(struct wined3d_resource *resource) |
| { |
| TRACE("texture %p.\n", resource); |
| |
| /* The whole content is shadowed on This->resource.allocatedMemory, and |
| * the texture name is managed by the VolumeTexture container. */ |
| |
| resource_unload(resource); |
| } |
| |
| ULONG CDECL wined3d_volume_incref(struct wined3d_volume *volume) |
| { |
| ULONG refcount; |
| |
| if (volume->container) |
| { |
| TRACE("Forwarding to container %p.\n", volume->container); |
| return wined3d_texture_incref(volume->container); |
| } |
| |
| refcount = InterlockedIncrement(&volume->resource.ref); |
| |
| TRACE("%p increasing refcount to %u.\n", volume, refcount); |
| |
| return refcount; |
| } |
| |
| /* Do not call while under the GL lock. */ |
| ULONG CDECL wined3d_volume_decref(struct wined3d_volume *volume) |
| { |
| ULONG refcount; |
| |
| if (volume->container) |
| { |
| TRACE("Forwarding to container %p.\n", volume->container); |
| return wined3d_texture_decref(volume->container); |
| } |
| |
| refcount = InterlockedDecrement(&volume->resource.ref); |
| |
| TRACE("%p decreasing refcount to %u.\n", volume, refcount); |
| |
| if (!refcount) |
| { |
| resource_cleanup(&volume->resource); |
| volume->resource.parent_ops->wined3d_object_destroyed(volume->resource.parent); |
| HeapFree(GetProcessHeap(), 0, volume); |
| } |
| |
| return refcount; |
| } |
| |
| void * CDECL wined3d_volume_get_parent(const struct wined3d_volume *volume) |
| { |
| TRACE("volume %p.\n", volume); |
| |
| return volume->resource.parent; |
| } |
| |
| DWORD CDECL wined3d_volume_set_priority(struct wined3d_volume *volume, DWORD priority) |
| { |
| return resource_set_priority(&volume->resource, priority); |
| } |
| |
| DWORD CDECL wined3d_volume_get_priority(const struct wined3d_volume *volume) |
| { |
| return resource_get_priority(&volume->resource); |
| } |
| |
| /* Do not call while under the GL lock. */ |
| void CDECL wined3d_volume_preload(struct wined3d_volume *volume) |
| { |
| FIXME("volume %p stub!\n", volume); |
| } |
| |
| struct wined3d_resource * CDECL wined3d_volume_get_resource(struct wined3d_volume *volume) |
| { |
| TRACE("volume %p.\n", volume); |
| |
| return &volume->resource; |
| } |
| |
| HRESULT CDECL wined3d_volume_map(struct wined3d_volume *volume, |
| WINED3DLOCKED_BOX *locked_box, const WINED3DBOX *box, DWORD flags) |
| { |
| TRACE("volume %p, locked_box %p, box %p, flags %#x.\n", |
| volume, locked_box, box, flags); |
| |
| if (!volume->resource.allocatedMemory) |
| volume->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, volume->resource.size); |
| |
| TRACE("allocatedMemory %p.\n", volume->resource.allocatedMemory); |
| |
| locked_box->RowPitch = volume->resource.format->byte_count * volume->resource.width; /* Bytes / row */ |
| locked_box->SlicePitch = volume->resource.format->byte_count |
| * volume->resource.width * volume->resource.height; /* Bytes / slice */ |
| if (!box) |
| { |
| TRACE("No box supplied - all is ok\n"); |
| locked_box->pBits = volume->resource.allocatedMemory; |
| volume->lockedBox.Left = 0; |
| volume->lockedBox.Top = 0; |
| volume->lockedBox.Front = 0; |
| volume->lockedBox.Right = volume->resource.width; |
| volume->lockedBox.Bottom = volume->resource.height; |
| volume->lockedBox.Back = volume->resource.depth; |
| } |
| else |
| { |
| TRACE("Lock Box (%p) = l %d, t %d, r %d, b %d, fr %d, ba %d\n", |
| box, box->Left, box->Top, box->Right, box->Bottom, box->Front, box->Back); |
| locked_box->pBits = volume->resource.allocatedMemory |
| + (locked_box->SlicePitch * box->Front) /* FIXME: is front < back or vica versa? */ |
| + (locked_box->RowPitch * box->Top) |
| + (box->Left * volume->resource.format->byte_count); |
| volume->lockedBox.Left = box->Left; |
| volume->lockedBox.Top = box->Top; |
| volume->lockedBox.Front = box->Front; |
| volume->lockedBox.Right = box->Right; |
| volume->lockedBox.Bottom = box->Bottom; |
| volume->lockedBox.Back = box->Back; |
| } |
| |
| if (!(flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY))) |
| { |
| volume_add_dirty_box(volume, &volume->lockedBox); |
| wined3d_texture_set_dirty(volume->container, TRUE); |
| } |
| |
| volume->locked = TRUE; |
| |
| TRACE("Returning memory %p, row pitch %d, slice pitch %d.\n", |
| locked_box->pBits, locked_box->RowPitch, locked_box->SlicePitch); |
| |
| return WINED3D_OK; |
| } |
| |
| struct wined3d_volume * CDECL wined3d_volume_from_resource(struct wined3d_resource *resource) |
| { |
| return volume_from_resource(resource); |
| } |
| |
| HRESULT CDECL wined3d_volume_unmap(struct wined3d_volume *volume) |
| { |
| TRACE("volume %p.\n", volume); |
| |
| if (!volume->locked) |
| { |
| WARN("Trying to unlock unlocked volume %p.\n", volume); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| volume->locked = FALSE; |
| memset(&volume->lockedBox, 0, sizeof(volume->lockedBox)); |
| |
| return WINED3D_OK; |
| } |
| |
| static const struct wined3d_resource_ops volume_resource_ops = |
| { |
| volume_unload, |
| }; |
| |
| static HRESULT volume_init(struct wined3d_volume *volume, struct wined3d_device *device, UINT width, |
| UINT height, UINT depth, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, |
| void *parent, const struct wined3d_parent_ops *parent_ops) |
| { |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| const struct wined3d_format *format = wined3d_get_format(gl_info, format_id); |
| HRESULT hr; |
| |
| if (!gl_info->supported[EXT_TEXTURE3D]) |
| { |
| WARN("Volume cannot be created - no volume texture support.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| hr = resource_init(&volume->resource, device, WINED3DRTYPE_VOLUME, format, |
| WINED3DMULTISAMPLE_NONE, 0, usage, pool, width, height, depth, |
| width * height * depth * format->byte_count, parent, parent_ops, |
| &volume_resource_ops); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to initialize resource, returning %#x.\n", hr); |
| return hr; |
| } |
| |
| volume->lockable = TRUE; |
| volume->locked = FALSE; |
| memset(&volume->lockedBox, 0, sizeof(volume->lockedBox)); |
| volume->dirty = TRUE; |
| |
| volume_add_dirty_box(volume, NULL); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_volume_create(struct wined3d_device *device, UINT width, UINT height, |
| UINT depth, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, void *parent, |
| const struct wined3d_parent_ops *parent_ops, struct wined3d_volume **volume) |
| { |
| struct wined3d_volume *object; |
| HRESULT hr; |
| |
| TRACE("device %p, width %u, height %u, depth %u, usage %#x, format %s, pool %s\n", |
| device, width, height, depth, usage, debug_d3dformat(format_id), debug_d3dpool(pool)); |
| TRACE("parent %p, parent_ops %p, volume %p.\n", parent, parent_ops, volume); |
| |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); |
| if (!object) |
| { |
| ERR("Out of memory\n"); |
| *volume = NULL; |
| return WINED3DERR_OUTOFVIDEOMEMORY; |
| } |
| |
| hr = volume_init(object, device, width, height, depth, usage, format_id, pool, parent, parent_ops); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to initialize volume, returning %#x.\n", hr); |
| HeapFree(GetProcessHeap(), 0, object); |
| return hr; |
| } |
| |
| TRACE("Created volume %p.\n", object); |
| *volume = object; |
| |
| return WINED3D_OK; |
| } |