Added YUV routines needed for v4l driver, and in the future possibly
[wine/gsoc-2012-control.git] / dlls / d3d8 / volume.c
blob79d71dde408bae16b774310de5c41fdf68369cff
1 /*
2 * IDirect3DVolume8 implementation
4 * Copyright 2002-2003 Jason Edmeades
5 * Raphael Junqueira
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
22 #include "config.h"
24 #include <stdarg.h>
26 #define COBJMACROS
27 #define NONAMELESSUNION
28 #define NONAMELESSSTRUCT
30 #include "windef.h"
31 #include "winbase.h"
32 #include "winuser.h"
33 #include "wingdi.h"
34 #include "wine/debug.h"
36 #include "d3d8_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
40 /* IDirect3DVolume IUnknown parts follow: */
41 HRESULT WINAPI IDirect3DVolume8Impl_QueryInterface(LPDIRECT3DVOLUME8 iface, REFIID riid, LPVOID* ppobj) {
42 IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface;
44 if (IsEqualGUID(riid, &IID_IUnknown)
45 || IsEqualGUID(riid, &IID_IDirect3DVolume8)) {
46 IDirect3DVolume8Impl_AddRef(iface);
47 *ppobj = This;
48 return D3D_OK;
51 WARN("(%p)->(%s,%p) not found\n", This, debugstr_guid(riid), ppobj);
52 return E_NOINTERFACE;
55 ULONG WINAPI IDirect3DVolume8Impl_AddRef(LPDIRECT3DVOLUME8 iface) {
56 IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface;
57 ULONG ref = InterlockedIncrement(&This->ref);
59 TRACE("(%p) : AddRef from %ld\n", This, ref - 1);
61 return ref;
64 ULONG WINAPI IDirect3DVolume8Impl_Release(LPDIRECT3DVOLUME8 iface) {
65 IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface;
66 ULONG ref = InterlockedDecrement(&This->ref);
68 TRACE("(%p) : ReleaseRef to %ld\n", This, ref);
70 if (ref == 0) {
71 HeapFree(GetProcessHeap(), 0, This->allocatedMemory);
72 HeapFree(GetProcessHeap(), 0, This);
74 return ref;
77 /* IDirect3DVolume8: */
78 HRESULT WINAPI IDirect3DVolume8Impl_GetDevice(LPDIRECT3DVOLUME8 iface, IDirect3DDevice8** ppDevice) {
79 IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface;
80 TRACE("(%p) : returning %p\n", This, This->Device);
81 *ppDevice = (LPDIRECT3DDEVICE8) This->Device;
83 /* Note Calling this method will increase the internal reference count
84 on the IDirect3DDevice8 interface. */
85 IDirect3DDevice8Impl_AddRef(*ppDevice);
87 return D3D_OK;
90 HRESULT WINAPI IDirect3DVolume8Impl_SetPrivateData(LPDIRECT3DVOLUME8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
91 IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface;
92 FIXME("(%p) : stub\n", This);
93 return D3D_OK;
96 HRESULT WINAPI IDirect3DVolume8Impl_GetPrivateData(LPDIRECT3DVOLUME8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
97 IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface;
98 FIXME("(%p) : stub\n", This);
99 return D3D_OK;
102 HRESULT WINAPI IDirect3DVolume8Impl_FreePrivateData(LPDIRECT3DVOLUME8 iface, REFGUID refguid) {
103 IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface;
104 FIXME("(%p) : stub\n", This);
105 return D3D_OK;
108 HRESULT WINAPI IDirect3DVolume8Impl_GetContainer(LPDIRECT3DVOLUME8 iface, REFIID riid, void** ppContainer) {
109 IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface;
110 TRACE("(%p) : returning %p\n", This, This->Container);
111 *ppContainer = This->Container;
112 IUnknown_AddRef(This->Container);
113 return D3D_OK;
116 HRESULT WINAPI IDirect3DVolume8Impl_GetDesc(LPDIRECT3DVOLUME8 iface, D3DVOLUME_DESC* pDesc) {
117 IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface;
118 TRACE("(%p) : copying into %p\n", This, pDesc);
119 memcpy(pDesc, &This->myDesc, sizeof(D3DVOLUME_DESC));
120 return D3D_OK;
123 HRESULT WINAPI IDirect3DVolume8Impl_LockBox(LPDIRECT3DVOLUME8 iface, D3DLOCKED_BOX* pLockedVolume, CONST D3DBOX* pBox, DWORD Flags) {
124 IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface;
125 FIXME("(%p) : pBox=%p stub\n", This, pBox);
127 /* fixme: should we really lock as such? */
128 TRACE("(%p) : box=%p, output pbox=%p, allMem=%p\n", This, pBox, pLockedVolume, This->allocatedMemory);
130 pLockedVolume->RowPitch = This->bytesPerPixel * This->myDesc.Width; /* Bytes / row */
131 pLockedVolume->SlicePitch = This->bytesPerPixel * This->myDesc.Width * This->myDesc.Height; /* Bytes / slice */
132 if (!pBox) {
133 TRACE("No box supplied - all is ok\n");
134 pLockedVolume->pBits = This->allocatedMemory;
135 This->lockedBox.Left = 0;
136 This->lockedBox.Top = 0;
137 This->lockedBox.Front = 0;
138 This->lockedBox.Right = This->myDesc.Width;
139 This->lockedBox.Bottom = This->myDesc.Height;
140 This->lockedBox.Back = This->myDesc.Depth;
141 } else {
142 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);
143 pLockedVolume->pBits = This->allocatedMemory +
144 (pLockedVolume->SlicePitch * pBox->Front) + /* FIXME: is front < back or vica versa? */
145 (pLockedVolume->RowPitch * pBox->Top) +
146 (pBox->Left * This->bytesPerPixel);
147 This->lockedBox.Left = pBox->Left;
148 This->lockedBox.Top = pBox->Top;
149 This->lockedBox.Front = pBox->Front;
150 This->lockedBox.Right = pBox->Right;
151 This->lockedBox.Bottom = pBox->Bottom;
152 This->lockedBox.Back = pBox->Back;
155 if (Flags & (D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_READONLY)) {
156 /* Don't dirtify */
157 } else {
159 * Dirtify on lock
160 * as seen in msdn docs
162 IDirect3DVolume8Impl_AddDirtyBox(iface, &This->lockedBox);
164 /** Dirtify Container if needed */
165 if (NULL != This->Container) {
166 IDirect3DVolumeTexture8* cont = (IDirect3DVolumeTexture8*) This->Container;
167 D3DRESOURCETYPE containerType = IDirect3DBaseTexture8Impl_GetType((LPDIRECT3DBASETEXTURE8) cont);
168 if (containerType == D3DRTYPE_VOLUMETEXTURE) {
169 IDirect3DBaseTexture8Impl* pTexture = (IDirect3DBaseTexture8Impl*) cont;
170 pTexture->Dirty = TRUE;
171 } else {
172 FIXME("Set dirty on container type %d\n", containerType);
177 This->locked = TRUE;
178 TRACE("returning memory@%p rpitch(%d) spitch(%d)\n", pLockedVolume->pBits, pLockedVolume->RowPitch, pLockedVolume->SlicePitch);
179 return D3D_OK;
182 HRESULT WINAPI IDirect3DVolume8Impl_UnlockBox(LPDIRECT3DVOLUME8 iface) {
183 IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface;
184 if (FALSE == This->locked) {
185 ERR("trying to lock unlocked volume@%p\n", This);
186 return D3DERR_INVALIDCALL;
188 TRACE("(%p) : unlocking volume\n", This);
189 This->locked = FALSE;
190 memset(&This->lockedBox, 0, sizeof(RECT));
191 return D3D_OK;
195 IDirect3DVolume8Vtbl Direct3DVolume8_Vtbl =
197 IDirect3DVolume8Impl_QueryInterface,
198 IDirect3DVolume8Impl_AddRef,
199 IDirect3DVolume8Impl_Release,
200 IDirect3DVolume8Impl_GetDevice,
201 IDirect3DVolume8Impl_SetPrivateData,
202 IDirect3DVolume8Impl_GetPrivateData,
203 IDirect3DVolume8Impl_FreePrivateData,
204 IDirect3DVolume8Impl_GetContainer,
205 IDirect3DVolume8Impl_GetDesc,
206 IDirect3DVolume8Impl_LockBox,
207 IDirect3DVolume8Impl_UnlockBox
211 HRESULT WINAPI IDirect3DVolume8Impl_CleanDirtyBox(LPDIRECT3DVOLUME8 iface) {
212 IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface;
213 This->Dirty = FALSE;
214 This->lockedBox.Left = This->myDesc.Width;
215 This->lockedBox.Top = This->myDesc.Height;
216 This->lockedBox.Front = This->myDesc.Depth;
217 This->lockedBox.Right = 0;
218 This->lockedBox.Bottom = 0;
219 This->lockedBox.Back = 0;
220 return D3D_OK;
224 * Raphael:
225 * very stupid way to handle multiple dirty box but it works :)
227 HRESULT WINAPI IDirect3DVolume8Impl_AddDirtyBox(LPDIRECT3DVOLUME8 iface, CONST D3DBOX* pDirtyBox) {
228 IDirect3DVolume8Impl *This = (IDirect3DVolume8Impl *)iface;
229 This->Dirty = TRUE;
230 if (NULL != pDirtyBox) {
231 This->lockedBox.Left = min(This->lockedBox.Left, pDirtyBox->Left);
232 This->lockedBox.Top = min(This->lockedBox.Top, pDirtyBox->Top);
233 This->lockedBox.Front = min(This->lockedBox.Front, pDirtyBox->Front);
234 This->lockedBox.Right = max(This->lockedBox.Right, pDirtyBox->Right);
235 This->lockedBox.Bottom = max(This->lockedBox.Bottom, pDirtyBox->Bottom);
236 This->lockedBox.Back = max(This->lockedBox.Back, pDirtyBox->Back);
237 } else {
238 This->lockedBox.Left = 0;
239 This->lockedBox.Top = 0;
240 This->lockedBox.Front = 0;
241 This->lockedBox.Right = This->myDesc.Width;
242 This->lockedBox.Bottom = This->myDesc.Height;
243 This->lockedBox.Back = This->myDesc.Depth;
245 return D3D_OK;