wined3d: Check for SRV/RTV binding conflicts per wined3d_state.
Signed-off-by: Zebediah Figura <z.figura12@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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1a9400bcc9
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57fc75b3ef
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@ -335,6 +335,23 @@ void context_update_stream_info(struct wined3d_context *context, const struct wi
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}
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}
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static bool is_resource_rtv_bound(const struct wined3d_state *state,
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const struct wined3d_resource *resource)
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{
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unsigned int i;
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if (!resource->rtv_bind_count_device)
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return false;
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for (i = 0; i < ARRAY_SIZE(state->fb.render_targets); ++i)
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{
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if (state->fb.render_targets[i] && state->fb.render_targets[i]->resource == resource)
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return true;
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}
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return false;
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}
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/* Context activation is done by the caller. */
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static void context_preload_texture(struct wined3d_context *context,
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const struct wined3d_state *state, unsigned int idx)
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@ -344,7 +361,7 @@ static void context_preload_texture(struct wined3d_context *context,
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if (!(texture = state->textures[idx]))
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return;
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if ((texture->resource.rtv_full_bind_count_device + texture->resource.rtv_partial_bind_count_device)
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if (is_resource_rtv_bound(state, &texture->resource)
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|| (state->fb.depth_stencil && state->fb.depth_stencil->resource == &texture->resource))
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context->uses_fbo_attached_resources = 1;
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@ -1985,7 +1985,7 @@ void CDECL wined3d_device_context_set_shader_resource_view(struct wined3d_device
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if (view == prev)
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return;
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if (view && (wined3d_is_srv_rtv_bound(view)
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if (view && (wined3d_is_srv_rtv_bound(state, view)
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|| ((dsv = state->fb.depth_stencil)
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&& dsv->resource == view->resource && wined3d_dsv_srv_conflict(dsv, view->format))))
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{
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@ -2064,24 +2064,33 @@ void CDECL wined3d_device_context_set_unordered_access_view(struct wined3d_devic
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static void wined3d_device_context_unbind_srv_for_rtv(struct wined3d_device_context *context,
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const struct wined3d_rendertarget_view *view, BOOL dsv)
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{
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struct wined3d_state *state = context->state;
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const struct wined3d_state *state = context->state;
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const struct wined3d_resource *resource;
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if (view && wined3d_is_rtv_srv_bound(view))
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if (!view)
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return;
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resource = view->resource;
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if (resource->srv_bind_count_device)
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{
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const struct wined3d_resource *resource = view->resource;
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const struct wined3d_shader_resource_view *srv;
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unsigned int i, j;
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WARN("Application sets bound resource as render target.\n");
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for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
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{
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for (j = 0; j < MAX_SHADER_RESOURCE_VIEWS; ++j)
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{
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if ((srv = state->shader_resource_view[i][j]) && srv->resource == resource
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&& ((!dsv && wined3d_is_srv_rtv_bound(srv))
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&& ((!dsv && wined3d_is_srv_rtv_bound(state, srv))
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|| (dsv && wined3d_dsv_srv_conflict(view, srv->format))))
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{
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WARN("Application sets bound resource as render target.\n");
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wined3d_device_context_set_shader_resource_view(context, i, j, NULL);
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}
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}
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}
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}
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}
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HRESULT CDECL wined3d_device_context_set_rendertarget_view(struct wined3d_device_context *context,
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unsigned int view_idx, struct wined3d_rendertarget_view *view, BOOL set_viewport)
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@ -235,7 +235,6 @@ static void wined3d_resource_destroy_object(void *object)
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TRACE("resource %p.\n", resource);
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heap_free(resource->sub_resource_bind_counts_device);
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wined3d_resource_free_sysmem(resource);
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context_resource_released(resource->device, resource);
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wined3d_resource_release(resource);
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@ -4084,16 +4084,8 @@ struct wined3d_resource
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struct list resource_list_entry;
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struct
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{
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uint32_t srv;
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uint32_t rtv;
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}
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*sub_resource_bind_counts_device;
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uint32_t srv_full_bind_count_device;
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uint32_t rtv_full_bind_count_device;
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uint32_t srv_partial_bind_count_device;
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uint32_t rtv_partial_bind_count_device;
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uint32_t srv_bind_count_device;
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uint32_t rtv_bind_count_device;
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};
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static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource)
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@ -6214,120 +6206,57 @@ static inline bool wined3d_rtv_all_subresources(const struct wined3d_rendertarge
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return texture->level_count == 1 && rtv->layer_count == wined3d_bind_layer_count(texture);
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}
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static inline void wined3d_srv_bind_count_add(struct wined3d_shader_resource_view *srv, int value)
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{
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struct wined3d_resource *resource = srv->resource;
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struct wined3d_texture *texture;
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unsigned int level, layer;
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if (wined3d_srv_all_subresources(srv))
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{
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resource->srv_full_bind_count_device += value;
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return;
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}
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resource->srv_partial_bind_count_device += value;
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texture = texture_from_resource(resource);
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if (!resource->sub_resource_bind_counts_device
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&& !(resource->sub_resource_bind_counts_device = heap_alloc_zero(texture->level_count
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* wined3d_bind_layer_count(texture) * sizeof(*resource->sub_resource_bind_counts_device))))
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return;
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for (layer = 0; layer < srv->desc.u.texture.layer_count; ++layer)
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for (level = 0; level < srv->desc.u.texture.level_count; ++level)
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resource->sub_resource_bind_counts_device[(layer + srv->desc.u.texture.layer_idx)
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* texture->level_count + srv->desc.u.texture.level_idx + level].srv += value;
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}
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static inline void wined3d_srv_bind_count_inc(struct wined3d_shader_resource_view *srv)
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{
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wined3d_srv_bind_count_add(srv, 1);
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++srv->resource->srv_bind_count_device;
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}
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static inline void wined3d_srv_bind_count_dec(struct wined3d_shader_resource_view *srv)
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{
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wined3d_srv_bind_count_add(srv, -1);
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}
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static inline void wined3d_rtv_bind_count_add(struct wined3d_rendertarget_view *rtv, int value)
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{
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struct wined3d_resource *resource = rtv->resource;
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struct wined3d_texture *texture;
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unsigned int layer;
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if (wined3d_rtv_all_subresources(rtv))
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{
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resource->rtv_full_bind_count_device += value;
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return;
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}
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resource->rtv_partial_bind_count_device += value;
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texture = texture_from_resource(resource);
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if (!resource->sub_resource_bind_counts_device
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&& !(resource->sub_resource_bind_counts_device = heap_alloc_zero(texture->level_count
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* wined3d_bind_layer_count(texture) * sizeof(*resource->sub_resource_bind_counts_device))))
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return;
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for (layer = 0; layer < rtv->layer_count; ++layer)
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resource->sub_resource_bind_counts_device[rtv->sub_resource_idx + layer * texture->level_count].rtv += value;
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--srv->resource->srv_bind_count_device;
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}
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static inline void wined3d_rtv_bind_count_inc(struct wined3d_rendertarget_view *rtv)
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{
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wined3d_rtv_bind_count_add(rtv, 1);
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++rtv->resource->rtv_bind_count_device;
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}
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static inline void wined3d_rtv_bind_count_dec(struct wined3d_rendertarget_view *rtv)
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{
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wined3d_rtv_bind_count_add(rtv, -1);
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--rtv->resource->rtv_bind_count_device;
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}
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static inline bool wined3d_is_srv_rtv_bound(const struct wined3d_shader_resource_view *srv)
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static inline bool wined3d_rtv_overlaps_srv(const struct wined3d_rendertarget_view *rtv,
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const struct wined3d_shader_resource_view *srv)
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{
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struct wined3d_resource *resource = srv->resource;
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struct wined3d_texture *texture;
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unsigned int level, layer;
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if (rtv->resource != srv->resource)
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return false;
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if (!(resource->rtv_full_bind_count_device + resource->rtv_partial_bind_count_device))
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return FALSE;
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if (wined3d_srv_all_subresources(srv) || wined3d_rtv_all_subresources(rtv))
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return true;
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if (resource->rtv_full_bind_count_device || wined3d_srv_all_subresources(srv))
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return TRUE;
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texture = texture_from_resource(resource);
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for (layer = 0; layer < srv->desc.u.texture.layer_count; ++layer)
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for (level = 0; level < srv->desc.u.texture.level_count; ++level)
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if (resource->sub_resource_bind_counts_device[(layer + srv->desc.u.texture.layer_idx)
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* texture->level_count + srv->desc.u.texture.level_idx + level].rtv)
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return TRUE;
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return FALSE;
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return rtv->sub_resource_idx >= srv->desc.u.texture.level_idx
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&& rtv->sub_resource_idx < srv->desc.u.texture.level_idx + srv->desc.u.texture.level_count
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&& rtv->layer_count >= srv->desc.u.texture.layer_idx;
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}
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static inline bool wined3d_is_rtv_srv_bound(const struct wined3d_rendertarget_view *rtv)
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static inline bool wined3d_is_srv_rtv_bound(const struct wined3d_state *state,
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const struct wined3d_shader_resource_view *srv)
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{
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struct wined3d_resource *resource = rtv->resource;
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struct wined3d_texture *texture;
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unsigned int layer;
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unsigned int i;
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if (!(resource->srv_full_bind_count_device + resource->srv_partial_bind_count_device))
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return FALSE;
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if (!srv->resource->rtv_bind_count_device)
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return false;
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if (resource->srv_full_bind_count_device || wined3d_rtv_all_subresources(rtv))
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return TRUE;
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for (i = 0; i < ARRAY_SIZE(state->fb.render_targets); ++i)
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{
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const struct wined3d_rendertarget_view *rtv;
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texture = texture_from_resource(resource);
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if ((rtv = state->fb.render_targets[i]) && wined3d_rtv_overlaps_srv(rtv, srv))
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return true;
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}
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for (layer = 0; layer < rtv->layer_count; ++layer)
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if (resource->sub_resource_bind_counts_device[rtv->sub_resource_idx + layer * texture->level_count].srv)
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return TRUE;
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return FALSE;
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return false;
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}
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static inline void wined3d_viewport_get_z_range(const struct wined3d_viewport *vp, float *min_z, float *max_z)
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