wined3d: Pass a wined3d_device_gl pointer to wined3d_context_gl_create_bo().

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Zebediah Figura 2022-02-15 21:28:09 -06:00 committed by Alexandre Julliard
parent 141be02880
commit 7c16fb7ce3
6 changed files with 127 additions and 124 deletions

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@ -201,6 +201,7 @@ static void wined3d_buffer_gl_destroy_buffer_object(struct wined3d_buffer_gl *bu
static BOOL wined3d_buffer_gl_create_buffer_object(struct wined3d_buffer_gl *buffer_gl,
struct wined3d_context_gl *context_gl)
{
struct wined3d_device_gl *device_gl = wined3d_device_gl(buffer_gl->b.resource.device);
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
GLenum usage = GL_STATIC_DRAW;
GLbitfield gl_storage_flags;
@ -223,7 +224,7 @@ static BOOL wined3d_buffer_gl_create_buffer_object(struct wined3d_buffer_gl *buf
coherent = false;
}
gl_storage_flags = wined3d_resource_gl_storage_flags(&buffer_gl->b.resource);
if (!wined3d_context_gl_create_bo(context_gl, size, binding, usage, coherent, gl_storage_flags, bo))
if (!wined3d_device_gl_create_bo(device_gl, context_gl, size, binding, usage, coherent, gl_storage_flags, bo))
{
ERR("Failed to create OpenGL buffer object.\n");
buffer_gl->b.flags &= ~WINED3D_BUFFER_USE_BO;

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@ -2766,30 +2766,6 @@ GLuint wined3d_context_gl_allocate_vram_chunk_buffer(struct wined3d_context_gl *
return id;
}
static struct wined3d_allocator_block *wined3d_context_gl_allocate_memory(struct wined3d_context_gl *context_gl,
unsigned int memory_type, GLsizeiptr size, GLuint *id)
{
struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
struct wined3d_allocator *allocator = &device_gl->allocator;
struct wined3d_allocator_block *block;
if (size > WINED3D_ALLOCATOR_CHUNK_SIZE / 2)
{
*id = wined3d_context_gl_allocate_vram_chunk_buffer(context_gl, memory_type, size);
return NULL;
}
if (!(block = wined3d_allocator_allocate(allocator, &context_gl->c, memory_type, size)))
{
*id = 0;
return NULL;
}
*id = wined3d_allocator_chunk_gl(block->chunk)->gl_buffer;
return block;
}
static void *wined3d_allocator_chunk_gl_map(struct wined3d_allocator_chunk_gl *chunk_gl,
struct wined3d_context_gl *context_gl)
{
@ -2852,7 +2828,7 @@ static void *wined3d_bo_gl_map(struct wined3d_bo_gl *bo, struct wined3d_context_
if ((flags & WINED3D_MAP_DISCARD) && bo->command_fence_id > device_gl->completed_fence_id)
{
if (wined3d_context_gl_create_bo(context_gl, bo->size,
if (wined3d_device_gl_create_bo(device_gl, context_gl, bo->size,
bo->binding, bo->usage, bo->b.coherent, bo->flags, &tmp))
{
list_move_head(&tmp.b.users, &bo->b.users);
@ -3157,96 +3133,6 @@ void wined3d_context_gl_destroy_bo(struct wined3d_context_gl *context_gl, struct
bo->id = 0;
}
static bool use_buffer_chunk_suballocation(const struct wined3d_gl_info *gl_info, GLenum binding)
{
switch (binding)
{
case GL_ARRAY_BUFFER:
case GL_ATOMIC_COUNTER_BUFFER:
case GL_DRAW_INDIRECT_BUFFER:
case GL_PIXEL_UNPACK_BUFFER:
case GL_UNIFORM_BUFFER:
return true;
case GL_TEXTURE_BUFFER:
return gl_info->supported[ARB_TEXTURE_BUFFER_RANGE];
default:
return false;
}
}
bool wined3d_context_gl_create_bo(struct wined3d_context_gl *context_gl, GLsizeiptr size,
GLenum binding, GLenum usage, bool coherent, GLbitfield flags, struct wined3d_bo_gl *bo)
{
unsigned int memory_type_idx = wined3d_device_gl_find_memory_type(flags);
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
struct wined3d_allocator_block *memory = NULL;
GLsizeiptr buffer_offset = 0;
GLuint id = 0;
TRACE("context_gl %p, size %lu, binding %#x, usage %#x, coherent %#x, flags %#x, bo %p.\n",
context_gl, size, binding, usage, coherent, flags, bo);
if (gl_info->supported[ARB_BUFFER_STORAGE])
{
if (use_buffer_chunk_suballocation(gl_info, binding))
{
if ((memory = wined3d_context_gl_allocate_memory(context_gl, memory_type_idx, size, &id)))
buffer_offset = memory->offset;
}
else
{
WARN_(d3d_perf)("Not allocating chunk memory for binding type %#x.\n", binding);
id = wined3d_context_gl_allocate_vram_chunk_buffer(context_gl, memory_type_idx, size);
}
if (!id)
{
WARN("Failed to allocate buffer.\n");
return false;
}
}
else
{
GL_EXTCALL(glGenBuffers(1, &id));
if (!id)
{
checkGLcall("buffer object creation");
return false;
}
wined3d_context_gl_bind_bo(context_gl, binding, id);
if (!coherent && gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
{
GL_EXTCALL(glBufferParameteriAPPLE(binding, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
GL_EXTCALL(glBufferParameteriAPPLE(binding, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE));
}
GL_EXTCALL(glBufferData(binding, size, NULL, usage));
wined3d_context_gl_bind_bo(context_gl, binding, 0);
checkGLcall("buffer object creation");
}
TRACE("Created buffer object %u.\n", id);
bo->id = id;
bo->memory = memory;
bo->size = size;
bo->binding = binding;
bo->usage = usage;
bo->flags = flags;
bo->b.coherent = coherent;
list_init(&bo->b.users);
bo->command_fence_id = 0;
bo->b.buffer_offset = buffer_offset;
bo->b.memory_offset = bo->b.buffer_offset;
bo->b.map_ptr = NULL;
bo->b.client_map_count = 0;
return true;
}
static void wined3d_context_gl_set_render_offscreen(struct wined3d_context_gl *context_gl, BOOL offscreen)
{
if (context_gl->c.render_offscreen == offscreen)

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@ -29,6 +29,7 @@
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
WINE_DECLARE_DEBUG_CHANNEL(winediag);
struct wined3d_matrix_3x3
@ -1033,7 +1034,7 @@ gl_memory_types[] =
{GL_CLIENT_STORAGE_BIT | GL_MAP_READ_BIT | GL_MAP_WRITE_BIT},
};
unsigned int wined3d_device_gl_find_memory_type(GLbitfield flags)
static unsigned int wined3d_device_gl_find_memory_type(GLbitfield flags)
{
unsigned int i;
@ -1052,6 +1053,119 @@ GLbitfield wined3d_device_gl_get_memory_type_flags(unsigned int memory_type_idx)
return gl_memory_types[memory_type_idx].flags;
}
static struct wined3d_allocator_block *wined3d_device_gl_allocate_memory(struct wined3d_device_gl *device_gl,
struct wined3d_context_gl *context_gl, unsigned int memory_type, GLsizeiptr size, GLuint *id)
{
struct wined3d_allocator *allocator = &device_gl->allocator;
struct wined3d_allocator_block *block;
if (size > WINED3D_ALLOCATOR_CHUNK_SIZE / 2)
{
*id = wined3d_context_gl_allocate_vram_chunk_buffer(context_gl, memory_type, size);
return NULL;
}
if (!(block = wined3d_allocator_allocate(allocator, &context_gl->c, memory_type, size)))
{
*id = 0;
return NULL;
}
*id = wined3d_allocator_chunk_gl(block->chunk)->gl_buffer;
return block;
}
static bool use_buffer_chunk_suballocation(const struct wined3d_gl_info *gl_info, GLenum binding)
{
switch (binding)
{
case GL_ARRAY_BUFFER:
case GL_ATOMIC_COUNTER_BUFFER:
case GL_DRAW_INDIRECT_BUFFER:
case GL_PIXEL_UNPACK_BUFFER:
case GL_UNIFORM_BUFFER:
return true;
case GL_TEXTURE_BUFFER:
return gl_info->supported[ARB_TEXTURE_BUFFER_RANGE];
default:
return false;
}
}
bool wined3d_device_gl_create_bo(struct wined3d_device_gl *device_gl, struct wined3d_context_gl *context_gl,
GLsizeiptr size, GLenum binding, GLenum usage, bool coherent, GLbitfield flags, struct wined3d_bo_gl *bo)
{
unsigned int memory_type_idx = wined3d_device_gl_find_memory_type(flags);
const struct wined3d_gl_info *gl_info = &device_gl->d.adapter->gl_info;
struct wined3d_allocator_block *memory = NULL;
GLsizeiptr buffer_offset = 0;
GLuint id = 0;
TRACE("device_gl %p, context_gl %p, size %lu, binding %#x, usage %#x, coherent %#x, flags %#x, bo %p.\n",
device_gl, context_gl, size, binding, usage, coherent, flags, bo);
if (gl_info->supported[ARB_BUFFER_STORAGE])
{
if (use_buffer_chunk_suballocation(gl_info, binding))
{
if ((memory = wined3d_device_gl_allocate_memory(device_gl, context_gl, memory_type_idx, size, &id)))
buffer_offset = memory->offset;
}
else
{
WARN_(d3d_perf)("Not allocating chunk memory for binding type %#x.\n", binding);
id = wined3d_context_gl_allocate_vram_chunk_buffer(context_gl, memory_type_idx, size);
}
if (!id)
{
WARN("Failed to allocate buffer.\n");
return false;
}
}
else
{
GL_EXTCALL(glGenBuffers(1, &id));
if (!id)
{
checkGLcall("buffer object creation");
return false;
}
wined3d_context_gl_bind_bo(context_gl, binding, id);
if (!coherent && gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
{
GL_EXTCALL(glBufferParameteriAPPLE(binding, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
GL_EXTCALL(glBufferParameteriAPPLE(binding, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE));
}
GL_EXTCALL(glBufferData(binding, size, NULL, usage));
wined3d_context_gl_bind_bo(context_gl, binding, 0);
checkGLcall("buffer object creation");
}
TRACE("Created buffer object %u.\n", id);
bo->id = id;
bo->memory = memory;
bo->size = size;
bo->binding = binding;
bo->usage = usage;
bo->flags = flags;
bo->b.coherent = coherent;
list_init(&bo->b.users);
bo->command_fence_id = 0;
bo->b.buffer_offset = buffer_offset;
bo->b.memory_offset = bo->b.buffer_offset;
bo->b.map_ptr = NULL;
bo->b.client_map_count = 0;
return true;
}
void wined3d_device_gl_delete_opengl_contexts_cs(void *object)
{
struct wined3d_device_gl *device_gl = object;

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@ -2019,8 +2019,9 @@ static void wined3d_texture_gl_prepare_buffer_object(struct wined3d_texture_gl *
if (bo->id)
return;
if (!wined3d_context_gl_create_bo(context_gl, sub_resource->size, GL_PIXEL_UNPACK_BUFFER,
GL_STREAM_DRAW, true, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_CLIENT_STORAGE_BIT, bo))
if (!wined3d_device_gl_create_bo(wined3d_device_gl(texture_gl->t.resource.device),
context_gl, sub_resource->size, GL_PIXEL_UNPACK_BUFFER, GL_STREAM_DRAW, true,
GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_CLIENT_STORAGE_BIT, bo))
return;
TRACE("Created buffer object %u for texture %p, sub-resource %u.\n", bo->id, texture_gl, sub_resource_idx);

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@ -1671,10 +1671,11 @@ static void wined3d_unordered_access_view_gl_cs_init(void *object)
if (resource->type == WINED3D_RTYPE_BUFFER)
{
struct wined3d_device_gl *device_gl = wined3d_device_gl(resource->device);
struct wined3d_buffer *buffer = buffer_from_resource(resource);
struct wined3d_context_gl *context_gl;
context_gl = wined3d_context_gl(context_acquire(resource->device, NULL, 0));
context_gl = wined3d_context_gl(context_acquire(&device_gl->d, NULL, 0));
create_buffer_view(&view_gl->gl_view, &context_gl->c, desc, buffer, view_gl->v.format);
view_gl->bo_user.valid = true;
list_add_head(&buffer->buffer_object->users, &view_gl->bo_user.entry);
@ -1683,7 +1684,7 @@ static void wined3d_unordered_access_view_gl_cs_init(void *object)
struct wined3d_bo_gl *bo = &view_gl->counter_bo;
view_gl->v.counter_bo = &bo->b;
wined3d_context_gl_create_bo(context_gl, sizeof(uint32_t), GL_ATOMIC_COUNTER_BUFFER,
wined3d_device_gl_create_bo(device_gl, context_gl, sizeof(uint32_t), GL_ATOMIC_COUNTER_BUFFER,
GL_STATIC_DRAW, true, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_CLIENT_STORAGE_BIT, bo);
wined3d_unordered_access_view_set_counter(&view_gl->v, 0);
}

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@ -2382,8 +2382,6 @@ void wined3d_context_gl_check_fbo_status(const struct wined3d_context_gl *contex
void wined3d_context_gl_copy_bo_address(struct wined3d_context_gl *context_gl,
const struct wined3d_bo_address *dst, const struct wined3d_bo_address *src,
unsigned int range_count, const struct wined3d_range *ranges) DECLSPEC_HIDDEN;
bool wined3d_context_gl_create_bo(struct wined3d_context_gl *context_gl, GLsizeiptr size, GLenum binding,
GLenum usage, bool coherent, GLbitfield flags, struct wined3d_bo_gl *bo) DECLSPEC_HIDDEN;
void wined3d_context_gl_destroy(struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
void wined3d_context_gl_destroy_bo(struct wined3d_context_gl *context_gl, struct wined3d_bo_gl *bo) DECLSPEC_HIDDEN;
void wined3d_context_gl_draw_shaded_quad(struct wined3d_context_gl *context_gl, struct wined3d_texture_gl *texture_gl,
@ -4214,9 +4212,11 @@ static inline struct wined3d_device_gl *wined3d_device_gl(struct wined3d_device
return CONTAINING_RECORD(device, struct wined3d_device_gl, d);
}
bool wined3d_device_gl_create_bo(struct wined3d_device_gl *device_gl,
struct wined3d_context_gl *context_gl, GLsizeiptr size, GLenum binding,
GLenum usage, bool coherent, GLbitfield flags, struct wined3d_bo_gl *bo) DECLSPEC_HIDDEN;
void wined3d_device_gl_create_primary_opengl_context_cs(void *object) DECLSPEC_HIDDEN;
void wined3d_device_gl_delete_opengl_contexts_cs(void *object) DECLSPEC_HIDDEN;
unsigned int wined3d_device_gl_find_memory_type(GLbitfield flags) DECLSPEC_HIDDEN;
GLbitfield wined3d_device_gl_get_memory_type_flags(unsigned int memory_type_idx) DECLSPEC_HIDDEN;
static inline float wined3d_alpha_ref(const struct wined3d_state *state)