/* * 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 "wine/port.h" #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface); /* Context activation is done by the caller. */ static void volume_bind_and_dirtify(const struct wined3d_volume *volume, struct wined3d_context *context) { 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. */ active_sampler = volume->resource.device->rev_tex_unit_map[context->active_texture]; if (active_sampler != WINED3D_UNMAPPED_STAGE) device_invalidate_state(volume->resource.device, STATE_SAMPLER(active_sampler)); container->texture_ops->texture_bind(container, context, FALSE); } void volume_add_dirty_box(struct wined3d_volume *volume, const struct wined3d_box *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(const struct wined3d_volume *volume, struct wined3d_context *context, UINT level, BOOL srgb_mode) { const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_format *format = volume->resource.format; TRACE("volume %p, context %p, level %u, srgb %#x, format %s (%#x).\n", volume, context, level, srgb_mode, debug_d3dformat(format->id), format->id); volume_bind_and_dirtify(volume, context); 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, struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags) { TRACE("volume %p, map_desc %p, box %p, flags %#x.\n", volume, map_desc, box, flags); if (!volume->resource.allocatedMemory) volume->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, volume->resource.size); TRACE("allocatedMemory %p.\n", volume->resource.allocatedMemory); map_desc->row_pitch = volume->resource.format->byte_count * volume->resource.width; /* Bytes / row */ map_desc->slice_pitch = volume->resource.format->byte_count * volume->resource.width * volume->resource.height; /* Bytes / slice */ if (!box) { TRACE("No box supplied - all is ok\n"); map_desc->data = 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 %u, t %u, r %u, b %u, fr %u, ba %u\n", box, box->left, box->top, box->right, box->bottom, box->front, box->back); map_desc->data = volume->resource.allocatedMemory + (map_desc->slice_pitch * box->front) /* FIXME: is front < back or vica versa? */ + (map_desc->row_pitch * 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 & (WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_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", map_desc->data, map_desc->row_pitch, map_desc->slice_pitch); 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, enum wined3d_pool 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, WINED3D_RTYPE_VOLUME, format, WINED3D_MULTISAMPLE_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, enum wined3d_pool 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; }