/* * 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 "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); WINE_DECLARE_DEBUG_CHANNEL(d3d_perf); static void resource_check_usage(DWORD usage, unsigned int access) { static const DWORD handled = WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_STATICDECL | WINED3DUSAGE_OVERLAY | WINED3DUSAGE_SCRATCH | WINED3DUSAGE_PRIVATE | WINED3DUSAGE_LEGACY_CUBEMAP | ~WINED3DUSAGE_MASK; /* Write-only CPU access 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 && access & WINED3D_RESOURCE_ACCESS_MAP_R) WARN_(d3d_perf)("WINED3DUSAGE_DYNAMIC used with WINED3D_RESOURCE_ACCESS_MAP_R.\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, unsigned int multisample_quality, unsigned int usage, unsigned int bind_flags, unsigned int access, unsigned int width, unsigned int height, unsigned int depth, unsigned int size, void *parent, const struct wined3d_parent_ops *parent_ops, const struct wined3d_resource_ops *resource_ops) { const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info; 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_1D, 0, WINED3D_GL_RES_TYPE_TEX_1D}, {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, access); if (usage & WINED3DUSAGE_SCRATCH && access & WINED3D_RESOURCE_ACCESS_GPU) { ERR("Trying to create a scratch resource with access flags %s.\n", wined3d_debug_resource_access(access)); return WINED3DERR_INVALIDCALL; } if (bind_flags & (WINED3D_BIND_RENDER_TARGET | WINED3D_BIND_DEPTH_STENCIL)) { if ((access & (WINED3D_RESOURCE_ACCESS_CPU | WINED3D_RESOURCE_ACCESS_GPU)) != WINED3D_RESOURCE_ACCESS_GPU) { WARN("Bind flags %s are incompatible with resource access %s.\n", wined3d_debug_bind_flags(bind_flags), wined3d_debug_resource_access(access)); return WINED3DERR_INVALIDCALL; } /* Dynamic usage is incompatible with GPU writes. */ if (usage & WINED3DUSAGE_DYNAMIC) { WARN("Bind flags %s are incompatible with resource usage %s.\n", wined3d_debug_bind_flags(bind_flags), debug_d3dusage(usage)); return WINED3DERR_INVALIDCALL; } } if (!size) ERR("Attempting to create a zero-sized resource.\n"); 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 (type == WINED3D_RTYPE_BUFFER) break; if ((bind_flags & WINED3D_BIND_RENDER_TARGET) && !(format->flags[gl_type] & WINED3DFMT_FLAG_RENDERTARGET)) { WARN("Format %s cannot be used for render targets.\n", debug_d3dformat(format->id)); continue; } if ((bind_flags & WINED3D_BIND_DEPTH_STENCIL) && !(format->flags[gl_type] & WINED3DFMT_FLAG_DEPTH_STENCIL)) { WARN("Format %s cannot be used for depth/stencil buffers.\n", debug_d3dformat(format->id)); continue; } if ((bind_flags & WINED3D_BIND_SHADER_RESOURCE) && !(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))) && !d3d_info->texture_npot && !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 (usage & WINED3DUSAGE_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->bind_flags = bind_flags; if (resource->format_flags & WINED3DFMT_FLAG_MAPPABLE) access |= WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W; resource->access = access; 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; resource->heap_memory = NULL; if (!(usage & WINED3DUSAGE_PRIVATE)) { /* Check that we have enough video ram left */ if (!(access & WINED3D_RESOURCE_ACCESS_CPU) && device->wined3d->flags & WINED3D_VIDMEM_ACCOUNTING) { if (size > wined3d_device_get_available_texture_mem(device)) { ERR("Out of adapter memory.\n"); 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; TRACE("resource %p.\n", resource); wined3d_resource_free_sysmem(resource); context_resource_released(resource->device, resource); 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->usage & WINED3DUSAGE_PRIVATE)) { if (!(resource->access & WINED3D_RESOURCE_ACCESS_CPU) && 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_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 (!wined3d_resource_access_is_managed(resource->access)) { 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->bind_flags = resource->bind_flags; desc->access = resource->access; 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 wined3d_device_context_map(&resource->device->cs->c, 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 wined3d_device_context_unmap(&resource->device->cs->c, resource, sub_resource_idx); } void CDECL wined3d_resource_preload(struct wined3d_resource *resource) { wined3d_cs_emit_preload_resource(resource->device->cs, resource); } static BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) { void **p; SIZE_T align = RESOURCE_ALIGNMENT - 1 + sizeof(*p); void *mem; if (!(mem = heap_alloc_zero(resource->size + align))) { ERR("Failed to allocate system memory.\n"); return FALSE; } p = (void **)(((ULONG_PTR)mem + align) & ~(RESOURCE_ALIGNMENT - 1)) - 1; *p = mem; resource->heap_memory = ++p; return TRUE; } BOOL wined3d_resource_prepare_sysmem(struct wined3d_resource *resource) { if (resource->heap_memory) return TRUE; return wined3d_resource_allocate_sysmem(resource); } void wined3d_resource_free_sysmem(struct wined3d_resource *resource) { void **p = resource->heap_memory; if (!p) return; heap_free(*(--p)); resource->heap_memory = NULL; } GLbitfield wined3d_resource_gl_storage_flags(const struct wined3d_resource *resource) { uint32_t access = resource->access; GLbitfield flags = 0; if (resource->usage & WINED3DUSAGE_DYNAMIC) flags |= GL_CLIENT_STORAGE_BIT; if (access & WINED3D_RESOURCE_ACCESS_MAP_W) flags |= GL_MAP_WRITE_BIT; if (access & WINED3D_RESOURCE_ACCESS_MAP_R) flags |= GL_MAP_READ_BIT; return flags; } GLbitfield wined3d_resource_gl_map_flags(const struct wined3d_bo_gl *bo, DWORD d3d_flags) { GLbitfield ret = 0; if (d3d_flags & WINED3D_MAP_WRITE) { ret |= GL_MAP_WRITE_BIT; if (!bo->b.coherent) ret |= GL_MAP_FLUSH_EXPLICIT_BIT; } if (d3d_flags & WINED3D_MAP_READ) ret |= GL_MAP_READ_BIT; else ret |= GL_MAP_UNSYNCHRONIZED_BIT; return ret; } GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) { switch (d3d_flags & (WINED3D_MAP_READ | WINED3D_MAP_WRITE)) { case WINED3D_MAP_READ: return GL_READ_ONLY_ARB; case WINED3D_MAP_WRITE: return GL_WRITE_ONLY_ARB; default: 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 wined3d_settings.offscreen_rendering_mode == ORM_FBO; } void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) { const struct wined3d_d3d_info *d3d_info = &resource->device->adapter->d3d_info; 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 = d3d_info->multisample_draw_location; } 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; } } const struct wined3d_format *wined3d_resource_get_decompress_format(const struct wined3d_resource *resource) { const struct wined3d_adapter *adapter = resource->device->adapter; if (resource->format_flags & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE) && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)) return wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM_SRGB, resource->bind_flags); return wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM, resource->bind_flags); } unsigned int wined3d_resource_get_sample_count(const struct wined3d_resource *resource) { const struct wined3d_format *format = resource->format; /* TODO: NVIDIA expose their Coverage Sample Anti-Aliasing (CSAA) * feature through type == MULTISAMPLE_XX and quality != 0. This could * be mapped to GL_NV_framebuffer_multisample_coverage. * * AMD have a similar feature called Enhanced Quality Anti-Aliasing * (EQAA), but it does not have an equivalent OpenGL extension. */ /* We advertise as many WINED3D_MULTISAMPLE_NON_MASKABLE quality * levels as the count of advertised multisample types for the texture * format. */ if (resource->multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE) { unsigned int i, count = 0; for (i = 0; i < sizeof(format->multisample_types) * CHAR_BIT; ++i) { if (format->multisample_types & 1u << i) { if (resource->multisample_quality == count++) break; } } return i + 1; } return resource->multisample_type; } HRESULT wined3d_resource_check_box_dimensions(struct wined3d_resource *resource, unsigned int sub_resource_idx, const struct wined3d_box *box) { const struct wined3d_format *format = resource->format; struct wined3d_sub_resource_desc desc; unsigned int width_mask, height_mask; wined3d_resource_get_sub_resource_desc(resource, sub_resource_idx, &desc); if (box->left >= box->right || box->right > desc.width || box->top >= box->bottom || box->bottom > desc.height || box->front >= box->back || box->back > desc.depth) { WARN("Box %s is invalid.\n", debug_box(box)); return WINEDDERR_INVALIDRECT; } if (resource->format_flags & WINED3DFMT_FLAG_BLOCKS) { /* This assumes power of two block sizes, but NPOT block sizes would * be silly anyway. * * This also assumes that the format's block depth is 1. */ width_mask = format->block_width - 1; height_mask = format->block_height - 1; if ((box->left & width_mask) || (box->top & height_mask) || (box->right & width_mask && box->right != desc.width) || (box->bottom & height_mask && box->bottom != desc.height)) { WARN("Box %s is misaligned for %ux%u blocks.\n", debug_box(box), format->block_width, format->block_height); return WINED3DERR_INVALIDCALL; } } return WINED3D_OK; } VkAccessFlags vk_access_mask_from_bind_flags(uint32_t bind_flags) { VkAccessFlags flags = 0; if (bind_flags & WINED3D_BIND_VERTEX_BUFFER) flags |= VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT; if (bind_flags & WINED3D_BIND_INDEX_BUFFER) flags |= VK_ACCESS_INDEX_READ_BIT; if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER) flags |= VK_ACCESS_UNIFORM_READ_BIT; if (bind_flags & WINED3D_BIND_SHADER_RESOURCE) flags |= VK_ACCESS_SHADER_READ_BIT; if (bind_flags & WINED3D_BIND_UNORDERED_ACCESS) flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT; if (bind_flags & WINED3D_BIND_INDIRECT_BUFFER) flags |= VK_ACCESS_INDIRECT_COMMAND_READ_BIT; if (bind_flags & WINED3D_BIND_RENDER_TARGET) flags |= VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; if (bind_flags & WINED3D_BIND_DEPTH_STENCIL) flags |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT; if (bind_flags & WINED3D_BIND_STREAM_OUTPUT) flags |= VK_ACCESS_TRANSFORM_FEEDBACK_WRITE_BIT_EXT; return flags; } VkPipelineStageFlags vk_pipeline_stage_mask_from_bind_flags(uint32_t bind_flags) { VkPipelineStageFlags flags = 0; if (bind_flags & (WINED3D_BIND_VERTEX_BUFFER | WINED3D_BIND_INDEX_BUFFER)) flags |= VK_PIPELINE_STAGE_VERTEX_INPUT_BIT; if (bind_flags & (WINED3D_BIND_CONSTANT_BUFFER | WINED3D_BIND_SHADER_RESOURCE | WINED3D_BIND_UNORDERED_ACCESS)) flags |= VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT | VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT | VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT; if (bind_flags & WINED3D_BIND_INDIRECT_BUFFER) flags |= VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT; if (bind_flags & WINED3D_BIND_RENDER_TARGET) flags |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; if (bind_flags & WINED3D_BIND_DEPTH_STENCIL) flags |= VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT; if (bind_flags & WINED3D_BIND_STREAM_OUTPUT) flags |= VK_PIPELINE_STAGE_TRANSFORM_FEEDBACK_BIT_EXT; return flags; } void *resource_offset_map_pointer(struct wined3d_resource *resource, unsigned int sub_resource_idx, uint8_t *base_memory, const struct wined3d_box *box) { const struct wined3d_format *format = resource->format; unsigned int row_pitch, slice_pitch; wined3d_resource_get_sub_resource_map_pitch(resource, sub_resource_idx, &row_pitch, &slice_pitch); if ((resource->format_flags & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_BLOCKS) { /* Compressed textures are block based, so calculate the offset of * the block that contains the top-left pixel of the mapped box. */ return base_memory + (box->front * slice_pitch) + ((box->top / format->block_height) * row_pitch) + ((box->left / format->block_width) * format->block_byte_count); } else { return base_memory + (box->front * slice_pitch) + (box->top * row_pitch) + (box->left * format->byte_count); } }