/* * Copyright 2002-2004 Jason Edmeades * Copyright 2003-2004 Raphael Junqueira * Copyright 2004 Christian Costa * Copyright 2005 Oliver Stieber * Copyright 2009-2010 Henri Verbeet for CodeWeavers * Copyright 2006-2008, 2013 Stefan Dösinger for CodeWeavers * * 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include "wine/port.h" #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); WINE_DECLARE_DEBUG_CHANNEL(d3d_perf); static DWORD resource_access_from_pool(enum wined3d_pool pool) { switch (pool) { case WINED3D_POOL_DEFAULT: return WINED3D_RESOURCE_ACCESS_GPU; case WINED3D_POOL_MANAGED: return WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_CPU; case WINED3D_POOL_SCRATCH: case WINED3D_POOL_SYSTEM_MEM: return WINED3D_RESOURCE_ACCESS_CPU; default: FIXME("Unhandled pool %#x.\n", pool); return 0; } } static void resource_check_usage(DWORD usage) { static const DWORD handled = WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL | WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_AUTOGENMIPMAP | WINED3DUSAGE_STATICDECL | WINED3DUSAGE_OVERLAY | WINED3DUSAGE_LEGACY_CUBEMAP | WINED3DUSAGE_TEXTURE; /* WINED3DUSAGE_WRITEONLY is supposed to result in write-combined mappings * being returned. OpenGL doesn't give us explicit control over that, but * the hints and access flags we set for typical access patterns on * dynamic resources should in theory have the same effect on the OpenGL * driver. */ if (usage & ~handled) FIXME("Unhandled usage flags %#x.\n", usage & ~handled); if ((usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_WRITEONLY)) == WINED3DUSAGE_DYNAMIC) WARN_(d3d_perf)("WINED3DUSAGE_DYNAMIC used without WINED3DUSAGE_WRITEONLY.\n"); } HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device, enum wined3d_resource_type type, const struct wined3d_format *format, enum wined3d_multisample_type multisample_type, UINT multisample_quality, DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size, void *parent, const struct wined3d_parent_ops *parent_ops, const struct wined3d_resource_ops *resource_ops) { enum wined3d_gl_resource_type base_type = WINED3D_GL_RES_TYPE_COUNT; enum wined3d_gl_resource_type gl_type = WINED3D_GL_RES_TYPE_COUNT; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; BOOL tex_2d_ok = FALSE; unsigned int i; static const struct { enum wined3d_resource_type type; DWORD cube_usage; enum wined3d_gl_resource_type gl_type; } resource_types[] = { {WINED3D_RTYPE_BUFFER, 0, WINED3D_GL_RES_TYPE_BUFFER}, {WINED3D_RTYPE_TEXTURE_2D, 0, WINED3D_GL_RES_TYPE_TEX_2D}, {WINED3D_RTYPE_TEXTURE_2D, 0, WINED3D_GL_RES_TYPE_TEX_RECT}, {WINED3D_RTYPE_TEXTURE_2D, 0, WINED3D_GL_RES_TYPE_RB}, {WINED3D_RTYPE_TEXTURE_2D, WINED3DUSAGE_LEGACY_CUBEMAP, WINED3D_GL_RES_TYPE_TEX_CUBE}, {WINED3D_RTYPE_TEXTURE_3D, 0, WINED3D_GL_RES_TYPE_TEX_3D}, }; resource_check_usage(usage); for (i = 0; i < ARRAY_SIZE(resource_types); ++i) { if (resource_types[i].type != type || resource_types[i].cube_usage != (usage & WINED3DUSAGE_LEGACY_CUBEMAP)) continue; gl_type = resource_types[i].gl_type; if (base_type == WINED3D_GL_RES_TYPE_COUNT) base_type = gl_type; if ((usage & WINED3DUSAGE_RENDERTARGET) && !(format->flags[gl_type] & WINED3DFMT_FLAG_RENDERTARGET)) { WARN("Format %s cannot be used for render targets.\n", debug_d3dformat(format->id)); continue; } if ((usage & WINED3DUSAGE_DEPTHSTENCIL) && !(format->flags[gl_type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) { WARN("Format %s cannot be used for depth/stencil buffers.\n", debug_d3dformat(format->id)); continue; } if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL) && !(format->flags[gl_type] & WINED3DFMT_FLAG_FBO_ATTACHABLE)) { WARN("Render target or depth stencil is not FBO attachable.\n"); continue; } if ((usage & WINED3DUSAGE_TEXTURE) && !(format->flags[gl_type] & WINED3DFMT_FLAG_TEXTURE)) { WARN("Format %s cannot be used for texturing.\n", debug_d3dformat(format->id)); continue; } if (((width & (width - 1)) || (height & (height - 1))) && !gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && !gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] && gl_type == WINED3D_GL_RES_TYPE_TEX_2D) { TRACE("Skipping 2D texture type to try texture rectangle.\n"); tex_2d_ok = TRUE; continue; } break; } if (base_type != WINED3D_GL_RES_TYPE_COUNT && i == ARRAY_SIZE(resource_types)) { if (tex_2d_ok) { /* Non power of 2 texture and rectangle textures or renderbuffers do not work. * Use 2D textures, the texture code will pad to a power of 2 size. */ gl_type = WINED3D_GL_RES_TYPE_TEX_2D; } else if (pool == WINED3D_POOL_SCRATCH) { /* Needed for proper format information. */ gl_type = base_type; } else { WARN("Did not find a suitable GL resource type for resource type %s.\n", debug_d3dresourcetype(type)); return WINED3DERR_INVALIDCALL; } } if (base_type != WINED3D_GL_RES_TYPE_COUNT && (format->flags[base_type] & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BLOCKS_NO_VERIFY)) == WINED3DFMT_FLAG_BLOCKS) { UINT width_mask = format->block_width - 1; UINT height_mask = format->block_height - 1; if (width & width_mask || height & height_mask) return WINED3DERR_INVALIDCALL; } resource->ref = 1; resource->device = device; resource->type = type; resource->gl_type = gl_type; resource->format = format; if (gl_type < WINED3D_GL_RES_TYPE_COUNT) resource->format_flags = format->flags[gl_type]; resource->multisample_type = multisample_type; resource->multisample_quality = multisample_quality; resource->usage = usage; resource->pool = pool; resource->access_flags = resource_access_from_pool(pool); if (usage & WINED3DUSAGE_DYNAMIC) resource->access_flags |= WINED3D_RESOURCE_ACCESS_CPU; resource->width = width; resource->height = height; resource->depth = depth; resource->size = size; resource->priority = 0; resource->parent = parent; resource->parent_ops = parent_ops; resource->resource_ops = resource_ops; resource->map_binding = WINED3D_LOCATION_SYSMEM; if (size) { if (!wined3d_resource_allocate_sysmem(resource)) { ERR("Failed to allocate system memory.\n"); return E_OUTOFMEMORY; } } else { resource->heap_memory = NULL; } /* Check that we have enough video ram left */ if (pool == WINED3D_POOL_DEFAULT && device->wined3d->flags & WINED3D_VIDMEM_ACCOUNTING) { if (size > wined3d_device_get_available_texture_mem(device)) { ERR("Out of adapter memory\n"); wined3d_resource_free_sysmem(resource); return WINED3DERR_OUTOFVIDEOMEMORY; } adapter_adjust_memory(device->adapter, size); } device_resource_add(device, resource); return WINED3D_OK; } static void wined3d_resource_destroy_object(void *object) { struct wined3d_resource *resource = object; wined3d_resource_free_sysmem(resource); context_resource_released(resource->device, resource, resource->type); wined3d_resource_release(resource); } void resource_cleanup(struct wined3d_resource *resource) { const struct wined3d *d3d = resource->device->wined3d; TRACE("Cleaning up resource %p.\n", resource); if (resource->pool == WINED3D_POOL_DEFAULT && d3d->flags & WINED3D_VIDMEM_ACCOUNTING) { TRACE("Decrementing device memory pool by %u.\n", resource->size); adapter_adjust_memory(resource->device->adapter, (INT64)0 - resource->size); } device_resource_released(resource->device, resource); wined3d_resource_acquire(resource); wined3d_cs_emit_destroy_object(resource->device->cs, wined3d_resource_destroy_object, resource); } void resource_unload(struct wined3d_resource *resource) { if (resource->map_count) ERR("Resource %p is being unloaded while mapped.\n", resource); } DWORD CDECL wined3d_resource_set_priority(struct wined3d_resource *resource, DWORD priority) { DWORD prev; if (resource->pool != WINED3D_POOL_MANAGED) { WARN("Called on non-managed resource %p, ignoring.\n", resource); return 0; } prev = resource->priority; resource->priority = priority; TRACE("resource %p, new priority %u, returning old priority %u.\n", resource, priority, prev); return prev; } DWORD CDECL wined3d_resource_get_priority(const struct wined3d_resource *resource) { TRACE("resource %p, returning %u.\n", resource, resource->priority); return resource->priority; } void * CDECL wined3d_resource_get_parent(const struct wined3d_resource *resource) { return resource->parent; } void CDECL wined3d_resource_set_parent(struct wined3d_resource *resource, void *parent) { resource->parent = parent; } void CDECL wined3d_resource_get_desc(const struct wined3d_resource *resource, struct wined3d_resource_desc *desc) { desc->resource_type = resource->type; desc->format = resource->format->id; desc->multisample_type = resource->multisample_type; desc->multisample_quality = resource->multisample_quality; desc->usage = resource->usage; desc->pool = resource->pool; desc->width = resource->width; desc->height = resource->height; desc->depth = resource->depth; desc->size = resource->size; } HRESULT CDECL wined3d_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx, struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags) { TRACE("resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n", resource, sub_resource_idx, map_desc, debug_box(box), flags); return resource->resource_ops->resource_sub_resource_map(resource, sub_resource_idx, map_desc, box, flags); } HRESULT CDECL wined3d_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx) { TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx); return resource->resource_ops->resource_sub_resource_unmap(resource, sub_resource_idx); } void CDECL wined3d_resource_preload(struct wined3d_resource *resource) { wined3d_cs_emit_preload_resource(resource->device->cs, resource); } BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) { void **p; SIZE_T align = RESOURCE_ALIGNMENT - 1 + sizeof(*p); void *mem; if (!(mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, resource->size + align))) return FALSE; p = (void **)(((ULONG_PTR)mem + align) & ~(RESOURCE_ALIGNMENT - 1)) - 1; *p = mem; resource->heap_memory = ++p; return TRUE; } void wined3d_resource_free_sysmem(struct wined3d_resource *resource) { void **p = resource->heap_memory; if (!p) return; HeapFree(GetProcessHeap(), 0, *(--p)); resource->heap_memory = NULL; } DWORD wined3d_resource_sanitize_map_flags(const struct wined3d_resource *resource, DWORD flags) { /* Not all flags make sense together, but Windows never returns an error. * Catch the cases that could cause issues. */ if (flags & WINED3D_MAP_READONLY) { if (flags & WINED3D_MAP_DISCARD) { WARN("WINED3D_MAP_READONLY combined with WINED3D_MAP_DISCARD, ignoring flags.\n"); return 0; } if (flags & WINED3D_MAP_NOOVERWRITE) { WARN("WINED3D_MAP_READONLY combined with WINED3D_MAP_NOOVERWRITE, ignoring flags.\n"); return 0; } } else if ((flags & (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE)) == (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE)) { WARN("WINED3D_MAP_DISCARD and WINED3D_MAP_NOOVERWRITE used together, ignoring.\n"); return 0; } else if (flags & (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE) && !(resource->usage & WINED3DUSAGE_DYNAMIC)) { WARN("DISCARD or NOOVERWRITE map on non-dynamic buffer, ignoring.\n"); return 0; } return flags; } GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) { GLbitfield ret = 0; if (!(d3d_flags & WINED3D_MAP_READONLY)) ret |= GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT; if (!(d3d_flags & (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE))) ret |= GL_MAP_READ_BIT; if (d3d_flags & WINED3D_MAP_DISCARD) ret |= GL_MAP_INVALIDATE_BUFFER_BIT; if (d3d_flags & WINED3D_MAP_NOOVERWRITE) ret |= GL_MAP_UNSYNCHRONIZED_BIT; return ret; } GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) { if (d3d_flags & WINED3D_MAP_READONLY) return GL_READ_ONLY_ARB; if (d3d_flags & (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE)) return GL_WRITE_ONLY_ARB; return GL_READ_WRITE_ARB; } BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) { struct wined3d_swapchain *swapchain; /* Only 2D texture resources can be onscreen. */ if (resource->type != WINED3D_RTYPE_TEXTURE_2D) return TRUE; /* Not on a swapchain - must be offscreen */ if (!(swapchain = texture_from_resource(resource)->swapchain)) return TRUE; /* The front buffer is always onscreen */ if (resource == &swapchain->front_buffer->resource) return FALSE; /* If the swapchain is rendered to an FBO, the backbuffer is * offscreen, otherwise onscreen */ return swapchain->render_to_fbo; } void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) { if (!wined3d_resource_is_offscreen(resource) || wined3d_settings.offscreen_rendering_mode != ORM_FBO) resource->draw_binding = WINED3D_LOCATION_DRAWABLE; else if (resource->multisample_type) resource->draw_binding = WINED3D_LOCATION_RB_MULTISAMPLE; else if (resource->gl_type == WINED3D_GL_RES_TYPE_RB) resource->draw_binding = WINED3D_LOCATION_RB_RESOLVED; else resource->draw_binding = WINED3D_LOCATION_TEXTURE_RGB; }