/* * IDirect3DVolume8 implementation * * Copyright 2002-2003 Jason Edmeades * Raphael Junqueira * * 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "config.h" #include #define COBJMACROS #define NONAMELESSUNION #define NONAMELESSSTRUCT #include "windef.h" #include "winbase.h" #include "winuser.h" #include "wingdi.h" #include "wine/debug.h" #include "d3d8_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); /* IDirect3DVolume IUnknown parts follow: */ HRESULT WINAPI IDirect3DVolume8Impl_QueryInterface(LPDIRECT3DVOLUME8 iface, REFIID riid, LPVOID* ppobj) { IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface; if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_IDirect3DVolume8)) { IDirect3DVolume8Impl_AddRef(iface); *ppobj = This; return D3D_OK; } WARN("(%p)->(%s,%p) not found\n", This, debugstr_guid(riid), ppobj); return E_NOINTERFACE; } ULONG WINAPI IDirect3DVolume8Impl_AddRef(LPDIRECT3DVOLUME8 iface) { IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface; ULONG ref = InterlockedIncrement(&This->ref); TRACE("(%p) : AddRef from %ld\n", This, ref - 1); return ref; } ULONG WINAPI IDirect3DVolume8Impl_Release(LPDIRECT3DVOLUME8 iface) { IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface; ULONG ref = InterlockedDecrement(&This->ref); TRACE("(%p) : ReleaseRef to %ld\n", This, ref); if (ref == 0) { HeapFree(GetProcessHeap(), 0, This->allocatedMemory); HeapFree(GetProcessHeap(), 0, This); } return ref; } /* IDirect3DVolume8: */ HRESULT WINAPI IDirect3DVolume8Impl_GetDevice(LPDIRECT3DVOLUME8 iface, IDirect3DDevice8** ppDevice) { IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface; TRACE("(%p) : returning %p\n", This, This->Device); *ppDevice = (LPDIRECT3DDEVICE8) This->Device; /* Note Calling this method will increase the internal reference count on the IDirect3DDevice8 interface. */ IDirect3DDevice8Impl_AddRef(*ppDevice); return D3D_OK; } HRESULT WINAPI IDirect3DVolume8Impl_SetPrivateData(LPDIRECT3DVOLUME8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface; FIXME("(%p) : stub\n", This); return D3D_OK; } HRESULT WINAPI IDirect3DVolume8Impl_GetPrivateData(LPDIRECT3DVOLUME8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface; FIXME("(%p) : stub\n", This); return D3D_OK; } HRESULT WINAPI IDirect3DVolume8Impl_FreePrivateData(LPDIRECT3DVOLUME8 iface, REFGUID refguid) { IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface; FIXME("(%p) : stub\n", This); return D3D_OK; } HRESULT WINAPI IDirect3DVolume8Impl_GetContainer(LPDIRECT3DVOLUME8 iface, REFIID riid, void** ppContainer) { IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface; TRACE("(%p) : returning %p\n", This, This->Container); *ppContainer = This->Container; IUnknown_AddRef(This->Container); return D3D_OK; } HRESULT WINAPI IDirect3DVolume8Impl_GetDesc(LPDIRECT3DVOLUME8 iface, D3DVOLUME_DESC* pDesc) { IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface; TRACE("(%p) : copying into %p\n", This, pDesc); memcpy(pDesc, &This->myDesc, sizeof(D3DVOLUME_DESC)); return D3D_OK; } HRESULT WINAPI IDirect3DVolume8Impl_LockBox(LPDIRECT3DVOLUME8 iface, D3DLOCKED_BOX* pLockedVolume, CONST D3DBOX* pBox, DWORD Flags) { IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface; FIXME("(%p) : pBox=%p stub\n", This, pBox); /* fixme: should we really lock as such? */ TRACE("(%p) : box=%p, output pbox=%p, allMem=%p\n", This, pBox, pLockedVolume, This->allocatedMemory); pLockedVolume->RowPitch = This->bytesPerPixel * This->myDesc.Width; /* Bytes / row */ pLockedVolume->SlicePitch = This->bytesPerPixel * This->myDesc.Width * This->myDesc.Height; /* Bytes / slice */ if (!pBox) { TRACE("No box supplied - all is ok\n"); pLockedVolume->pBits = This->allocatedMemory; This->lockedBox.Left = 0; This->lockedBox.Top = 0; This->lockedBox.Front = 0; This->lockedBox.Right = This->myDesc.Width; This->lockedBox.Bottom = This->myDesc.Height; This->lockedBox.Back = This->myDesc.Depth; } else { 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); pLockedVolume->pBits = This->allocatedMemory + (pLockedVolume->SlicePitch * pBox->Front) + /* FIXME: is front < back or vica versa? */ (pLockedVolume->RowPitch * pBox->Top) + (pBox->Left * This->bytesPerPixel); This->lockedBox.Left = pBox->Left; This->lockedBox.Top = pBox->Top; This->lockedBox.Front = pBox->Front; This->lockedBox.Right = pBox->Right; This->lockedBox.Bottom = pBox->Bottom; This->lockedBox.Back = pBox->Back; } if (Flags & (D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_READONLY)) { /* Don't dirtify */ } else { /** * Dirtify on lock * as seen in msdn docs */ IDirect3DVolume8Impl_AddDirtyBox(iface, &This->lockedBox); /** Dirtify Container if needed */ if (NULL != This->Container) { IDirect3DVolumeTexture8* cont = (IDirect3DVolumeTexture8*) This->Container; D3DRESOURCETYPE containerType = IDirect3DBaseTexture8Impl_GetType((LPDIRECT3DBASETEXTURE8) cont); if (containerType == D3DRTYPE_VOLUMETEXTURE) { IDirect3DBaseTexture8Impl* pTexture = (IDirect3DBaseTexture8Impl*) cont; pTexture->Dirty = TRUE; } else { FIXME("Set dirty on container type %d\n", containerType); } } } This->locked = TRUE; TRACE("returning memory@%p rpitch(%d) spitch(%d)\n", pLockedVolume->pBits, pLockedVolume->RowPitch, pLockedVolume->SlicePitch); return D3D_OK; } HRESULT WINAPI IDirect3DVolume8Impl_UnlockBox(LPDIRECT3DVOLUME8 iface) { IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface; if (FALSE == This->locked) { ERR("trying to lock unlocked volume@%p\n", This); return D3DERR_INVALIDCALL; } TRACE("(%p) : unlocking volume\n", This); This->locked = FALSE; memset(&This->lockedBox, 0, sizeof(RECT)); return D3D_OK; } IDirect3DVolume8Vtbl Direct3DVolume8_Vtbl = { IDirect3DVolume8Impl_QueryInterface, IDirect3DVolume8Impl_AddRef, IDirect3DVolume8Impl_Release, IDirect3DVolume8Impl_GetDevice, IDirect3DVolume8Impl_SetPrivateData, IDirect3DVolume8Impl_GetPrivateData, IDirect3DVolume8Impl_FreePrivateData, IDirect3DVolume8Impl_GetContainer, IDirect3DVolume8Impl_GetDesc, IDirect3DVolume8Impl_LockBox, IDirect3DVolume8Impl_UnlockBox }; HRESULT WINAPI IDirect3DVolume8Impl_CleanDirtyBox(LPDIRECT3DVOLUME8 iface) { IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface; This->Dirty = FALSE; This->lockedBox.Left = This->myDesc.Width; This->lockedBox.Top = This->myDesc.Height; This->lockedBox.Front = This->myDesc.Depth; This->lockedBox.Right = 0; This->lockedBox.Bottom = 0; This->lockedBox.Back = 0; return D3D_OK; } /** * Raphael: * very stupid way to handle multiple dirty box but it works :) */ HRESULT WINAPI IDirect3DVolume8Impl_AddDirtyBox(LPDIRECT3DVOLUME8 iface, CONST D3DBOX* pDirtyBox) { IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface; This->Dirty = TRUE; if (NULL != pDirtyBox) { This->lockedBox.Left = min(This->lockedBox.Left, pDirtyBox->Left); This->lockedBox.Top = min(This->lockedBox.Top, pDirtyBox->Top); This->lockedBox.Front = min(This->lockedBox.Front, pDirtyBox->Front); This->lockedBox.Right = max(This->lockedBox.Right, pDirtyBox->Right); This->lockedBox.Bottom = max(This->lockedBox.Bottom, pDirtyBox->Bottom); This->lockedBox.Back = max(This->lockedBox.Back, pDirtyBox->Back); } else { This->lockedBox.Left = 0; This->lockedBox.Top = 0; This->lockedBox.Front = 0; This->lockedBox.Right = This->myDesc.Width; This->lockedBox.Bottom = This->myDesc.Height; This->lockedBox.Back = This->myDesc.Depth; } return D3D_OK; }