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ReactOS Development > Doxygenvolume.c
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00001 /* 00002 * Copyright 2002-2005 Jason Edmeades 00003 * Copyright 2002-2005 Raphael Junqueira 00004 * Copyright 2005 Oliver Stieber 00005 * Copyright 2009-2011 Henri Verbeet for CodeWeavers 00006 * 00007 * This library is free software; you can redistribute it and/or 00008 * modify it under the terms of the GNU Lesser General Public 00009 * License as published by the Free Software Foundation; either 00010 * version 2.1 of the License, or (at your option) any later version. 00011 * 00012 * This library is distributed in the hope that it will be useful, 00013 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00014 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU 00015 * Lesser General Public License for more details. 00016 * 00017 * You should have received a copy of the GNU Lesser General Public 00018 * License along with this library; if not, write to the Free Software 00019 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA 00020 */ 00021 00022 #include "config.h" 00023 #include "wined3d_private.h" 00024 00025 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface); 00026 00027 /* Context activation is done by the caller. */ 00028 static void volume_bind_and_dirtify(const struct wined3d_volume *volume, struct wined3d_context *context) 00029 { 00030 struct wined3d_texture *container = volume->container; 00031 DWORD active_sampler; 00032 00033 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty. 00034 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's 00035 * gl states. The current texture unit should always be a valid one. 00036 * 00037 * To be more specific, this is tricky because we can implicitly be called 00038 * from sampler() in state.c. This means we can't touch anything other than 00039 * whatever happens to be the currently active texture, or we would risk 00040 * marking already applied sampler states dirty again. */ 00041 active_sampler = volume->resource.device->rev_tex_unit_map[context->active_texture]; 00042 00043 if (active_sampler != WINED3D_UNMAPPED_STAGE) 00044 device_invalidate_state(volume->resource.device, STATE_SAMPLER(active_sampler)); 00045 00046 container->texture_ops->texture_bind(container, context, FALSE); 00047 } 00048 00049 void volume_add_dirty_box(struct wined3d_volume *volume, const struct wined3d_box *dirty_box) 00050 { 00051 volume->dirty = TRUE; 00052 if (dirty_box) 00053 { 00054 volume->lockedBox.left = min(volume->lockedBox.left, dirty_box->left); 00055 volume->lockedBox.top = min(volume->lockedBox.top, dirty_box->top); 00056 volume->lockedBox.front = min(volume->lockedBox.front, dirty_box->front); 00057 volume->lockedBox.right = max(volume->lockedBox.right, dirty_box->right); 00058 volume->lockedBox.bottom = max(volume->lockedBox.bottom, dirty_box->bottom); 00059 volume->lockedBox.back = max(volume->lockedBox.back, dirty_box->back); 00060 } 00061 else 00062 { 00063 volume->lockedBox.left = 0; 00064 volume->lockedBox.top = 0; 00065 volume->lockedBox.front = 0; 00066 volume->lockedBox.right = volume->resource.width; 00067 volume->lockedBox.bottom = volume->resource.height; 00068 volume->lockedBox.back = volume->resource.depth; 00069 } 00070 } 00071 00072 void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container) 00073 { 00074 TRACE("volume %p, container %p.\n", volume, container); 00075 00076 volume->container = container; 00077 } 00078 00079 /* Context activation is done by the caller. */ 00080 void volume_load(const struct wined3d_volume *volume, struct wined3d_context *context, UINT level, BOOL srgb_mode) 00081 { 00082 const struct wined3d_gl_info *gl_info = context->gl_info; 00083 const struct wined3d_format *format = volume->resource.format; 00084 00085 TRACE("volume %p, context %p, level %u, srgb %#x, format %s (%#x).\n", 00086 volume, context, level, srgb_mode, debug_d3dformat(format->id), format->id); 00087 00088 volume_bind_and_dirtify(volume, context); 00089 00090 ENTER_GL(); 00091 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, level, format->glInternal, 00092 volume->resource.width, volume->resource.height, volume->resource.depth, 00093 0, format->glFormat, format->glType, volume->resource.allocatedMemory)); 00094 checkGLcall("glTexImage3D"); 00095 LEAVE_GL(); 00096 00097 /* When adding code releasing volume->resource.allocatedMemory to save 00098 * data keep in mind that GL_UNPACK_CLIENT_STORAGE_APPLE is enabled by 00099 * default if supported(GL_APPLE_client_storage). Thus do not release 00100 * volume->resource.allocatedMemory if GL_APPLE_client_storage is 00101 * supported. */ 00102 } 00103 00104 /* Do not call while under the GL lock. */ 00105 static void volume_unload(struct wined3d_resource *resource) 00106 { 00107 TRACE("texture %p.\n", resource); 00108 00109 /* The whole content is shadowed on This->resource.allocatedMemory, and 00110 * the texture name is managed by the VolumeTexture container. */ 00111 00112 resource_unload(resource); 00113 } 00114 00115 ULONG CDECL wined3d_volume_incref(struct wined3d_volume *volume) 00116 { 00117 ULONG refcount; 00118 00119 if (volume->container) 00120 { 00121 TRACE("Forwarding to container %p.\n", volume->container); 00122 return wined3d_texture_incref(volume->container); 00123 } 00124 00125 refcount = InterlockedIncrement(&volume->resource.ref); 00126 00127 TRACE("%p increasing refcount to %u.\n", volume, refcount); 00128 00129 return refcount; 00130 } 00131 00132 /* Do not call while under the GL lock. */ 00133 ULONG CDECL wined3d_volume_decref(struct wined3d_volume *volume) 00134 { 00135 ULONG refcount; 00136 00137 if (volume->container) 00138 { 00139 TRACE("Forwarding to container %p.\n", volume->container); 00140 return wined3d_texture_decref(volume->container); 00141 } 00142 00143 refcount = InterlockedDecrement(&volume->resource.ref); 00144 00145 TRACE("%p decreasing refcount to %u.\n", volume, refcount); 00146 00147 if (!refcount) 00148 { 00149 resource_cleanup(&volume->resource); 00150 volume->resource.parent_ops->wined3d_object_destroyed(volume->resource.parent); 00151 HeapFree(GetProcessHeap(), 0, volume); 00152 } 00153 00154 return refcount; 00155 } 00156 00157 void * CDECL wined3d_volume_get_parent(const struct wined3d_volume *volume) 00158 { 00159 TRACE("volume %p.\n", volume); 00160 00161 return volume->resource.parent; 00162 } 00163 00164 DWORD CDECL wined3d_volume_set_priority(struct wined3d_volume *volume, DWORD priority) 00165 { 00166 return resource_set_priority(&volume->resource, priority); 00167 } 00168 00169 DWORD CDECL wined3d_volume_get_priority(const struct wined3d_volume *volume) 00170 { 00171 return resource_get_priority(&volume->resource); 00172 } 00173 00174 /* Do not call while under the GL lock. */ 00175 void CDECL wined3d_volume_preload(struct wined3d_volume *volume) 00176 { 00177 FIXME("volume %p stub!\n", volume); 00178 } 00179 00180 struct wined3d_resource * CDECL wined3d_volume_get_resource(struct wined3d_volume *volume) 00181 { 00182 TRACE("volume %p.\n", volume); 00183 00184 return &volume->resource; 00185 } 00186 00187 HRESULT CDECL wined3d_volume_map(struct wined3d_volume *volume, 00188 struct wined3d_mapped_box *mapped_box, const struct wined3d_box *box, DWORD flags) 00189 { 00190 TRACE("volume %p, mapped_box %p, box %p, flags %#x.\n", 00191 volume, mapped_box, box, flags); 00192 00193 if (!volume->resource.allocatedMemory) 00194 volume->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, volume->resource.size); 00195 00196 TRACE("allocatedMemory %p.\n", volume->resource.allocatedMemory); 00197 00198 mapped_box->row_pitch = volume->resource.format->byte_count * volume->resource.width; /* Bytes / row */ 00199 mapped_box->slice_pitch = volume->resource.format->byte_count 00200 * volume->resource.width * volume->resource.height; /* Bytes / slice */ 00201 if (!box) 00202 { 00203 TRACE("No box supplied - all is ok\n"); 00204 mapped_box->data = volume->resource.allocatedMemory; 00205 volume->lockedBox.left = 0; 00206 volume->lockedBox.top = 0; 00207 volume->lockedBox.front = 0; 00208 volume->lockedBox.right = volume->resource.width; 00209 volume->lockedBox.bottom = volume->resource.height; 00210 volume->lockedBox.back = volume->resource.depth; 00211 } 00212 else 00213 { 00214 TRACE("Lock Box (%p) = l %u, t %u, r %u, b %u, fr %u, ba %u\n", 00215 box, box->left, box->top, box->right, box->bottom, box->front, box->back); 00216 mapped_box->data = volume->resource.allocatedMemory 00217 + (mapped_box->slice_pitch * box->front) /* FIXME: is front < back or vica versa? */ 00218 + (mapped_box->row_pitch * box->top) 00219 + (box->left * volume->resource.format->byte_count); 00220 volume->lockedBox.left = box->left; 00221 volume->lockedBox.top = box->top; 00222 volume->lockedBox.front = box->front; 00223 volume->lockedBox.right = box->right; 00224 volume->lockedBox.bottom = box->bottom; 00225 volume->lockedBox.back = box->back; 00226 } 00227 00228 if (!(flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY))) 00229 { 00230 volume_add_dirty_box(volume, &volume->lockedBox); 00231 wined3d_texture_set_dirty(volume->container, TRUE); 00232 } 00233 00234 volume->locked = TRUE; 00235 00236 TRACE("Returning memory %p, row pitch %d, slice pitch %d.\n", 00237 mapped_box->data, mapped_box->row_pitch, mapped_box->slice_pitch); 00238 00239 return WINED3D_OK; 00240 } 00241 00242 struct wined3d_volume * CDECL wined3d_volume_from_resource(struct wined3d_resource *resource) 00243 { 00244 return volume_from_resource(resource); 00245 } 00246 00247 HRESULT CDECL wined3d_volume_unmap(struct wined3d_volume *volume) 00248 { 00249 TRACE("volume %p.\n", volume); 00250 00251 if (!volume->locked) 00252 { 00253 WARN("Trying to unlock unlocked volume %p.\n", volume); 00254 return WINED3DERR_INVALIDCALL; 00255 } 00256 00257 volume->locked = FALSE; 00258 memset(&volume->lockedBox, 0, sizeof(volume->lockedBox)); 00259 00260 return WINED3D_OK; 00261 } 00262 00263 static const struct wined3d_resource_ops volume_resource_ops = 00264 { 00265 volume_unload, 00266 }; 00267 00268 static HRESULT volume_init(struct wined3d_volume *volume, struct wined3d_device *device, UINT width, 00269 UINT height, UINT depth, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, 00270 void *parent, const struct wined3d_parent_ops *parent_ops) 00271 { 00272 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; 00273 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id); 00274 HRESULT hr; 00275 00276 if (!gl_info->supported[EXT_TEXTURE3D]) 00277 { 00278 WARN("Volume cannot be created - no volume texture support.\n"); 00279 return WINED3DERR_INVALIDCALL; 00280 } 00281 00282 hr = resource_init(&volume->resource, device, WINED3D_RTYPE_VOLUME, format, 00283 WINED3D_MULTISAMPLE_NONE, 0, usage, pool, width, height, depth, 00284 width * height * depth * format->byte_count, parent, parent_ops, 00285 &volume_resource_ops); 00286 if (FAILED(hr)) 00287 { 00288 WARN("Failed to initialize resource, returning %#x.\n", hr); 00289 return hr; 00290 } 00291 00292 volume->lockable = TRUE; 00293 volume->locked = FALSE; 00294 memset(&volume->lockedBox, 0, sizeof(volume->lockedBox)); 00295 volume->dirty = TRUE; 00296 00297 volume_add_dirty_box(volume, NULL); 00298 00299 return WINED3D_OK; 00300 } 00301 00302 HRESULT CDECL wined3d_volume_create(struct wined3d_device *device, UINT width, UINT height, 00303 UINT depth, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, void *parent, 00304 const struct wined3d_parent_ops *parent_ops, struct wined3d_volume **volume) 00305 { 00306 struct wined3d_volume *object; 00307 HRESULT hr; 00308 00309 TRACE("device %p, width %u, height %u, depth %u, usage %#x, format %s, pool %s\n", 00310 device, width, height, depth, usage, debug_d3dformat(format_id), debug_d3dpool(pool)); 00311 TRACE("parent %p, parent_ops %p, volume %p.\n", parent, parent_ops, volume); 00312 00313 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); 00314 if (!object) 00315 { 00316 ERR("Out of memory\n"); 00317 *volume = NULL; 00318 return WINED3DERR_OUTOFVIDEOMEMORY; 00319 } 00320 00321 hr = volume_init(object, device, width, height, depth, usage, format_id, pool, parent, parent_ops); 00322 if (FAILED(hr)) 00323 { 00324 WARN("Failed to initialize volume, returning %#x.\n", hr); 00325 HeapFree(GetProcessHeap(), 0, object); 00326 return hr; 00327 } 00328 00329 TRACE("Created volume %p.\n", object); 00330 *volume = object; 00331 00332 return WINED3D_OK; 00333 } Generated on Mon May 28 2012 04:19:04 for ReactOS by
1.7.6.1
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