/* * Copyright 2009, 2011 Henri Verbeet 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" #include "wined3d_shaders.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); #define WINED3D_VIEW_CUBE_ARRAY (WINED3D_VIEW_TEXTURE_CUBE | WINED3D_VIEW_TEXTURE_ARRAY) static BOOL is_stencil_view_format(const struct wined3d_format *format) { return format->id == WINED3DFMT_X24_TYPELESS_G8_UINT || format->id == WINED3DFMT_X32_TYPELESS_G8X24_UINT; } static GLenum get_texture_view_target(const struct wined3d_gl_info *gl_info, const struct wined3d_view_desc *desc, const struct wined3d_texture_gl *texture_gl) { static const struct { GLenum texture_target; unsigned int view_flags; GLenum view_target; enum wined3d_gl_extension extension; } view_types[] = { {GL_TEXTURE_CUBE_MAP, 0, GL_TEXTURE_CUBE_MAP}, {GL_TEXTURE_RECTANGLE, 0, GL_TEXTURE_RECTANGLE}, {GL_TEXTURE_3D, 0, GL_TEXTURE_3D}, {GL_TEXTURE_2D, 0, GL_TEXTURE_2D}, {GL_TEXTURE_2D, WINED3D_VIEW_TEXTURE_ARRAY, GL_TEXTURE_2D_ARRAY}, {GL_TEXTURE_2D_ARRAY, 0, GL_TEXTURE_2D}, {GL_TEXTURE_2D_ARRAY, WINED3D_VIEW_TEXTURE_ARRAY, GL_TEXTURE_2D_ARRAY}, {GL_TEXTURE_2D_ARRAY, WINED3D_VIEW_TEXTURE_CUBE, GL_TEXTURE_CUBE_MAP}, {GL_TEXTURE_2D_ARRAY, WINED3D_VIEW_CUBE_ARRAY, GL_TEXTURE_CUBE_MAP_ARRAY, ARB_TEXTURE_CUBE_MAP_ARRAY}, {GL_TEXTURE_2D_MULTISAMPLE, 0, GL_TEXTURE_2D_MULTISAMPLE}, {GL_TEXTURE_2D_MULTISAMPLE, WINED3D_VIEW_TEXTURE_ARRAY, GL_TEXTURE_2D_MULTISAMPLE_ARRAY}, {GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 0, GL_TEXTURE_2D_MULTISAMPLE}, {GL_TEXTURE_2D_MULTISAMPLE_ARRAY, WINED3D_VIEW_TEXTURE_ARRAY, GL_TEXTURE_2D_MULTISAMPLE_ARRAY}, {GL_TEXTURE_1D, 0, GL_TEXTURE_1D}, {GL_TEXTURE_1D, WINED3D_VIEW_TEXTURE_ARRAY, GL_TEXTURE_1D_ARRAY}, {GL_TEXTURE_1D_ARRAY, 0, GL_TEXTURE_1D}, {GL_TEXTURE_1D_ARRAY, WINED3D_VIEW_TEXTURE_ARRAY, GL_TEXTURE_1D_ARRAY}, }; unsigned int flags = desc->flags & (WINED3D_VIEW_BUFFER_RAW | WINED3D_VIEW_BUFFER_APPEND | WINED3D_VIEW_BUFFER_COUNTER | WINED3D_VIEW_TEXTURE_CUBE | WINED3D_VIEW_TEXTURE_ARRAY); unsigned int i; for (i = 0; i < ARRAY_SIZE(view_types); ++i) { if (view_types[i].texture_target != texture_gl->target || view_types[i].view_flags != flags) continue; if (gl_info->supported[view_types[i].extension]) return view_types[i].view_target; FIXME("Extension %#x not supported.\n", view_types[i].extension); } FIXME("Unhandled view flags %#x for texture target %#x.\n", flags, texture_gl->target); return texture_gl->target; } static const struct wined3d_format *validate_resource_view(const struct wined3d_view_desc *desc, struct wined3d_resource *resource, BOOL mip_slice, BOOL allow_srgb_toggle) { const struct wined3d_adapter *adapter = resource->device->adapter; const struct wined3d_format *format; format = wined3d_get_format(adapter, desc->format_id, resource->bind_flags); if (resource->type == WINED3D_RTYPE_BUFFER && (desc->flags & WINED3D_VIEW_BUFFER_RAW)) { if (format->id != WINED3DFMT_R32_TYPELESS) { WARN("Invalid format %s for raw buffer view.\n", debug_d3dformat(format->id)); return NULL; } format = wined3d_get_format(adapter, WINED3DFMT_R32_UINT, resource->bind_flags); } if (wined3d_format_is_typeless(format)) { WARN("Trying to create view for typeless format %s.\n", debug_d3dformat(format->id)); return NULL; } if (resource->type == WINED3D_RTYPE_BUFFER) { struct wined3d_buffer *buffer = buffer_from_resource(resource); unsigned int buffer_size, element_size; if (buffer->structure_byte_stride) { if (desc->format_id != WINED3DFMT_UNKNOWN) { WARN("Invalid format %s for structured buffer view.\n", debug_d3dformat(desc->format_id)); return NULL; } format = wined3d_get_format(adapter, WINED3DFMT_R32_UINT, resource->bind_flags); element_size = buffer->structure_byte_stride; } else { element_size = format->byte_count; } if (!element_size) return NULL; buffer_size = buffer->resource.size / element_size; if (!wined3d_bound_range(desc->u.buffer.start_idx, desc->u.buffer.count, buffer_size)) return NULL; } else { struct wined3d_texture *texture = texture_from_resource(resource); unsigned int depth_or_layer_count; if (resource->format->id != format->id && !wined3d_format_is_typeless(resource->format) && (!allow_srgb_toggle || !wined3d_formats_are_srgb_variants(resource->format->id, format->id))) { WARN("Trying to create incompatible view for non typeless format %s.\n", debug_d3dformat(format->id)); return NULL; } if (mip_slice && resource->type == WINED3D_RTYPE_TEXTURE_3D) depth_or_layer_count = wined3d_texture_get_level_depth(texture, desc->u.texture.level_idx); else depth_or_layer_count = texture->layer_count; if (!desc->u.texture.level_count || (mip_slice && desc->u.texture.level_count != 1) || !wined3d_bound_range(desc->u.texture.level_idx, desc->u.texture.level_count, texture->level_count) || !desc->u.texture.layer_count || !wined3d_bound_range(desc->u.texture.layer_idx, desc->u.texture.layer_count, depth_or_layer_count)) return NULL; } return format; } static void create_texture_view(struct wined3d_gl_view *view, GLenum view_target, const struct wined3d_view_desc *desc, struct wined3d_texture_gl *texture_gl, const struct wined3d_format *view_format) { const struct wined3d_format_gl *view_format_gl; unsigned int level_idx, layer_idx, layer_count; const struct wined3d_gl_info *gl_info; struct wined3d_context_gl *context_gl; struct wined3d_context *context; GLuint texture_name; view_format_gl = wined3d_format_gl(view_format); view->target = view_target; context = context_acquire(texture_gl->t.resource.device, NULL, 0); context_gl = wined3d_context_gl(context); gl_info = context_gl->gl_info; if (!gl_info->supported[ARB_TEXTURE_VIEW]) { context_release(context); FIXME("OpenGL implementation does not support texture views.\n"); return; } wined3d_texture_gl_prepare_texture(texture_gl, context_gl, FALSE); texture_name = wined3d_texture_gl_get_texture_name(texture_gl, context, FALSE); level_idx = desc->u.texture.level_idx; layer_idx = desc->u.texture.layer_idx; layer_count = desc->u.texture.layer_count; if (view_target == GL_TEXTURE_3D) { if (layer_idx || layer_count != wined3d_texture_get_level_depth(&texture_gl->t, level_idx)) FIXME("Depth slice (%u-%u) not supported.\n", layer_idx, layer_count); layer_idx = 0; layer_count = 1; } gl_info->gl_ops.gl.p_glGenTextures(1, &view->name); GL_EXTCALL(glTextureView(view->name, view->target, texture_name, view_format_gl->internal, level_idx, desc->u.texture.level_count, layer_idx, layer_count)); checkGLcall("create texture view"); if (is_stencil_view_format(view_format)) { static const GLint swizzle[] = {GL_ZERO, GL_RED, GL_ZERO, GL_ZERO}; if (!gl_info->supported[ARB_STENCIL_TEXTURING]) { context_release(context); FIXME("OpenGL implementation does not support stencil texturing.\n"); return; } wined3d_context_gl_bind_texture(context_gl, view->target, view->name); gl_info->gl_ops.gl.p_glTexParameteriv(view->target, GL_TEXTURE_SWIZZLE_RGBA, swizzle); gl_info->gl_ops.gl.p_glTexParameteri(view->target, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_STENCIL_INDEX); checkGLcall("initialize stencil view"); context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING); context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING); } else if (!is_identity_fixup(view_format->color_fixup) && can_use_texture_swizzle(context->d3d_info, view_format)) { GLint swizzle[4]; wined3d_context_gl_bind_texture(context_gl, view->target, view->name); wined3d_gl_texture_swizzle_from_color_fixup(swizzle, view_format->color_fixup); gl_info->gl_ops.gl.p_glTexParameteriv(view->target, GL_TEXTURE_SWIZZLE_RGBA, swizzle); checkGLcall("set format swizzle"); context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING); context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING); } context_release(context); } static void create_buffer_texture(struct wined3d_gl_view *view, struct wined3d_context_gl *context_gl, struct wined3d_buffer *buffer, const struct wined3d_format_gl *view_format_gl, unsigned int offset, unsigned int size) { const struct wined3d_gl_info *gl_info = context_gl->gl_info; const struct wined3d_bo_gl *bo_gl; if (!gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT]) { FIXME("OpenGL implementation does not support buffer textures.\n"); return; } wined3d_buffer_load_location(buffer, &context_gl->c, WINED3D_LOCATION_BUFFER); bo_gl = wined3d_bo_gl(buffer->buffer_object); offset += bo_gl->b.buffer_offset; if ((offset & (gl_info->limits.texture_buffer_offset_alignment - 1))) { FIXME("Buffer offset %u is not %u byte aligned.\n", offset, gl_info->limits.texture_buffer_offset_alignment); return; } view->target = GL_TEXTURE_BUFFER; if (!view->name) gl_info->gl_ops.gl.p_glGenTextures(1, &view->name); wined3d_context_gl_bind_texture(context_gl, GL_TEXTURE_BUFFER, view->name); if (gl_info->supported[ARB_TEXTURE_BUFFER_RANGE]) { GL_EXTCALL(glTexBufferRange(GL_TEXTURE_BUFFER, view_format_gl->internal, bo_gl->id, offset, size)); } else { if (offset || size != buffer->resource.size) FIXME("OpenGL implementation does not support ARB_texture_buffer_range.\n"); GL_EXTCALL(glTexBuffer(GL_TEXTURE_BUFFER, view_format_gl->internal, bo_gl->id)); } checkGLcall("Create buffer texture"); context_invalidate_compute_state(&context_gl->c, STATE_COMPUTE_SHADER_RESOURCE_BINDING); context_invalidate_state(&context_gl->c, STATE_GRAPHICS_SHADER_RESOURCE_BINDING); } static void get_buffer_view_range(const struct wined3d_buffer *buffer, const struct wined3d_view_desc *desc, const struct wined3d_format *view_format, unsigned int *offset, unsigned int *size) { if (desc->format_id == WINED3DFMT_UNKNOWN) { *offset = desc->u.buffer.start_idx * buffer->structure_byte_stride; *size = desc->u.buffer.count * buffer->structure_byte_stride; } else { *offset = desc->u.buffer.start_idx * view_format->byte_count; *size = desc->u.buffer.count * view_format->byte_count; } } static void create_buffer_view(struct wined3d_gl_view *view, struct wined3d_context *context, const struct wined3d_view_desc *desc, struct wined3d_buffer *buffer, const struct wined3d_format *view_format) { unsigned int offset, size; get_buffer_view_range(buffer, desc, view_format, &offset, &size); create_buffer_texture(view, wined3d_context_gl(context), buffer, wined3d_format_gl(view_format), offset, size); } static void wined3d_view_invalidate_location(struct wined3d_resource *resource, const struct wined3d_view_desc *desc, DWORD location) { unsigned int i, sub_resource_idx, layer_count; struct wined3d_texture *texture; if (resource->type == WINED3D_RTYPE_BUFFER) { wined3d_buffer_invalidate_location(buffer_from_resource(resource), location); return; } texture = texture_from_resource(resource); sub_resource_idx = desc->u.texture.layer_idx * texture->level_count + desc->u.texture.level_idx; layer_count = resource->type != WINED3D_RTYPE_TEXTURE_3D ? desc->u.texture.layer_count : 1; for (i = 0; i < layer_count; ++i, sub_resource_idx += texture->level_count) wined3d_texture_invalidate_location(texture, sub_resource_idx, location); } static void wined3d_view_load_location(struct wined3d_resource *resource, const struct wined3d_view_desc *desc, struct wined3d_context *context, DWORD location) { unsigned int i, sub_resource_idx, layer_count; struct wined3d_texture *texture; if (resource->type == WINED3D_RTYPE_BUFFER) { wined3d_buffer_load_location(buffer_from_resource(resource), context, location); return; } texture = texture_from_resource(resource); sub_resource_idx = desc->u.texture.layer_idx * texture->level_count + desc->u.texture.level_idx; layer_count = resource->type != WINED3D_RTYPE_TEXTURE_3D ? desc->u.texture.layer_count : 1; for (i = 0; i < layer_count; ++i, sub_resource_idx += texture->level_count) wined3d_texture_load_location(texture, sub_resource_idx, context, location); } ULONG CDECL wined3d_rendertarget_view_incref(struct wined3d_rendertarget_view *view) { ULONG refcount = InterlockedIncrement(&view->refcount); TRACE("%p increasing refcount to %u.\n", view, refcount); return refcount; } void wined3d_rendertarget_view_cleanup(struct wined3d_rendertarget_view *view) { /* Call wined3d_object_destroyed() before releasing the resource, * since releasing the resource may end up destroying the parent. */ view->parent_ops->wined3d_object_destroyed(view->parent); wined3d_resource_decref(view->resource); } ULONG CDECL wined3d_rendertarget_view_decref(struct wined3d_rendertarget_view *view) { ULONG refcount = InterlockedDecrement(&view->refcount); TRACE("%p decreasing refcount to %u.\n", view, refcount); if (!refcount) { wined3d_mutex_lock(); view->resource->device->adapter->adapter_ops->adapter_destroy_rendertarget_view(view); wined3d_mutex_unlock(); } return refcount; } void * CDECL wined3d_rendertarget_view_get_parent(const struct wined3d_rendertarget_view *view) { TRACE("view %p.\n", view); return view->parent; } void * CDECL wined3d_rendertarget_view_get_sub_resource_parent(const struct wined3d_rendertarget_view *view) { struct wined3d_texture *texture; TRACE("view %p.\n", view); if (view->resource->type == WINED3D_RTYPE_BUFFER) return wined3d_buffer_get_parent(buffer_from_resource(view->resource)); texture = texture_from_resource(view->resource); return texture->sub_resources[view->sub_resource_idx].parent; } void CDECL wined3d_rendertarget_view_set_parent(struct wined3d_rendertarget_view *view, void *parent) { TRACE("view %p, parent %p.\n", view, parent); view->parent = parent; } struct wined3d_resource * CDECL wined3d_rendertarget_view_get_resource(const struct wined3d_rendertarget_view *view) { TRACE("view %p.\n", view); return view->resource; } void wined3d_rendertarget_view_get_drawable_size(const struct wined3d_rendertarget_view *view, const struct wined3d_context *context, unsigned int *width, unsigned int *height) { const struct wined3d_texture *texture; if (view->resource->type != WINED3D_RTYPE_TEXTURE_2D) { *width = view->width; *height = view->height; return; } texture = texture_from_resource(view->resource); if (texture->swapchain) { /* The drawable size of an onscreen drawable is the surface size. * (Actually: The window size, but the surface is created in window * size.) */ *width = texture->resource.width; *height = texture->resource.height; } else if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) { const struct wined3d_swapchain_desc *desc = &context->swapchain->state.desc; /* The drawable size of a backbuffer / aux buffer offscreen target is * the size of the current context's drawable, which is the size of * the back buffer of the swapchain the active context belongs to. */ *width = desc->backbuffer_width; *height = desc->backbuffer_height; } else { unsigned int level_idx = view->sub_resource_idx % texture->level_count; /* The drawable size of an FBO target is the OpenGL texture size, * which is the power of two size. */ *width = wined3d_texture_get_level_pow2_width(texture, level_idx); *height = wined3d_texture_get_level_pow2_height(texture, level_idx); } } void wined3d_rendertarget_view_prepare_location(struct wined3d_rendertarget_view *view, struct wined3d_context *context, DWORD location) { struct wined3d_resource *resource = view->resource; unsigned int i, sub_resource_idx, layer_count; struct wined3d_texture *texture; if (resource->type == WINED3D_RTYPE_BUFFER) { FIXME("Not implemented for resources %s.\n", debug_d3dresourcetype(resource->type)); return; } texture = texture_from_resource(resource); sub_resource_idx = view->sub_resource_idx; layer_count = resource->type != WINED3D_RTYPE_TEXTURE_3D ? view->layer_count : 1; for (i = 0; i < layer_count; ++i, sub_resource_idx += texture->level_count) wined3d_texture_prepare_location(texture, sub_resource_idx, context, location); } void wined3d_rendertarget_view_load_location(struct wined3d_rendertarget_view *view, struct wined3d_context *context, DWORD location) { wined3d_view_load_location(view->resource, &view->desc, context, location); } void wined3d_rendertarget_view_validate_location(struct wined3d_rendertarget_view *view, DWORD location) { struct wined3d_resource *resource = view->resource; unsigned int i, sub_resource_idx, layer_count; struct wined3d_texture *texture; if (resource->type == WINED3D_RTYPE_BUFFER) { FIXME("Not implemented for resources %s.\n", debug_d3dresourcetype(resource->type)); return; } texture = texture_from_resource(resource); sub_resource_idx = view->sub_resource_idx; layer_count = resource->type != WINED3D_RTYPE_TEXTURE_3D ? view->layer_count : 1; for (i = 0; i < layer_count; ++i, sub_resource_idx += texture->level_count) wined3d_texture_validate_location(texture, sub_resource_idx, location); } void wined3d_rendertarget_view_invalidate_location(struct wined3d_rendertarget_view *view, DWORD location) { wined3d_view_invalidate_location(view->resource, &view->desc, location); } static void wined3d_render_target_view_gl_cs_init(void *object) { struct wined3d_rendertarget_view_gl *view_gl = object; struct wined3d_resource *resource = view_gl->v.resource; const struct wined3d_view_desc *desc = &view_gl->v.desc; TRACE("view_gl %p.\n", view_gl); if (resource->type == WINED3D_RTYPE_BUFFER) { FIXME("Not implemented for resources %s.\n", debug_d3dresourcetype(resource->type)); } else { struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture_from_resource(resource)); unsigned int depth_or_layer_count; if (resource->type == WINED3D_RTYPE_TEXTURE_3D) depth_or_layer_count = wined3d_texture_get_level_depth(&texture_gl->t, desc->u.texture.level_idx); else depth_or_layer_count = texture_gl->t.layer_count; if (resource->format->id != view_gl->v.format->id || (view_gl->v.layer_count != 1 && view_gl->v.layer_count != depth_or_layer_count)) { GLenum resource_class, view_class; resource_class = wined3d_format_gl(resource->format)->view_class; view_class = wined3d_format_gl(view_gl->v.format)->view_class; if (resource_class != view_class) { FIXME("Render target view not supported, resource format %s, view format %s.\n", debug_d3dformat(resource->format->id), debug_d3dformat(view_gl->v.format->id)); return; } if (texture_gl->t.swapchain && texture_gl->t.swapchain->state.desc.backbuffer_count > 1) { FIXME("Swapchain views not supported.\n"); return; } create_texture_view(&view_gl->gl_view, texture_gl->target, desc, texture_gl, view_gl->v.format); } } } static HRESULT wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *view, const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops) { BOOL allow_srgb_toggle = FALSE; view->refcount = 1; view->parent = parent; view->parent_ops = parent_ops; if (resource->type != WINED3D_RTYPE_BUFFER) { struct wined3d_texture *texture = texture_from_resource(resource); if (texture->swapchain) allow_srgb_toggle = TRUE; } if (!(view->format = validate_resource_view(desc, resource, TRUE, allow_srgb_toggle))) return E_INVALIDARG; view->format_flags = view->format->flags[resource->gl_type]; view->desc = *desc; if (resource->type == WINED3D_RTYPE_BUFFER) { view->sub_resource_idx = 0; view->layer_count = 1; view->width = desc->u.buffer.count; view->height = 1; } else { struct wined3d_texture *texture = texture_from_resource(resource); view->sub_resource_idx = desc->u.texture.level_idx; if (resource->type != WINED3D_RTYPE_TEXTURE_3D) view->sub_resource_idx += desc->u.texture.layer_idx * texture->level_count; view->layer_count = desc->u.texture.layer_count; view->width = wined3d_texture_get_level_width(texture, desc->u.texture.level_idx); view->height = wined3d_texture_get_level_height(texture, desc->u.texture.level_idx); } wined3d_resource_incref(view->resource = resource); return WINED3D_OK; } HRESULT wined3d_rendertarget_view_no3d_init(struct wined3d_rendertarget_view *view_no3d, const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops) { TRACE("view_no3d %p, desc %s, resource %p, parent %p, parent_ops %p.\n", view_no3d, wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops); return wined3d_rendertarget_view_init(view_no3d, desc, resource, parent, parent_ops); } HRESULT wined3d_rendertarget_view_gl_init(struct wined3d_rendertarget_view_gl *view_gl, const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops) { HRESULT hr; TRACE("view_gl %p, desc %s, resource %p, parent %p, parent_ops %p.\n", view_gl, wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops); if (FAILED(hr = wined3d_rendertarget_view_init(&view_gl->v, desc, resource, parent, parent_ops))) return hr; wined3d_cs_init_object(resource->device->cs, wined3d_render_target_view_gl_cs_init, view_gl); return hr; } VkImageViewType vk_image_view_type_from_wined3d(enum wined3d_resource_type type, uint32_t flags) { switch (type) { case WINED3D_RTYPE_TEXTURE_1D: if (flags & WINED3D_VIEW_TEXTURE_ARRAY) return VK_IMAGE_VIEW_TYPE_1D_ARRAY; else return VK_IMAGE_VIEW_TYPE_1D; case WINED3D_RTYPE_TEXTURE_2D: if (flags & WINED3D_VIEW_TEXTURE_CUBE) { if (flags & WINED3D_VIEW_TEXTURE_ARRAY) return VK_IMAGE_VIEW_TYPE_CUBE_ARRAY; else return VK_IMAGE_VIEW_TYPE_CUBE; } if (flags & WINED3D_VIEW_TEXTURE_ARRAY) return VK_IMAGE_VIEW_TYPE_2D_ARRAY; else return VK_IMAGE_VIEW_TYPE_2D; case WINED3D_RTYPE_TEXTURE_3D: return VK_IMAGE_VIEW_TYPE_3D; default: ERR("Unhandled resource type %s.\n", debug_d3dresourcetype(type)); return ~0u; } } static VkBufferView wined3d_view_vk_create_vk_buffer_view(struct wined3d_context_vk *context_vk, const struct wined3d_view_desc *desc, struct wined3d_buffer_vk *buffer_vk, const struct wined3d_format_vk *view_format_vk) { const struct wined3d_vk_info *vk_info = context_vk->vk_info; VkBufferViewCreateInfo create_info; struct wined3d_device_vk *device_vk; VkBufferView vk_buffer_view; unsigned int offset, size; struct wined3d_bo_vk *bo; VkResult vr; get_buffer_view_range(&buffer_vk->b, desc, &view_format_vk->f, &offset, &size); wined3d_buffer_prepare_location(&buffer_vk->b, &context_vk->c, WINED3D_LOCATION_BUFFER); bo = wined3d_bo_vk(buffer_vk->b.buffer_object); create_info.sType = VK_STRUCTURE_TYPE_BUFFER_VIEW_CREATE_INFO; create_info.pNext = NULL; create_info.flags = 0; create_info.buffer = bo->vk_buffer; create_info.format = view_format_vk->vk_format; create_info.offset = bo->b.buffer_offset + offset; create_info.range = size; device_vk = wined3d_device_vk(buffer_vk->b.resource.device); if ((vr = VK_CALL(vkCreateBufferView(device_vk->vk_device, &create_info, NULL, &vk_buffer_view))) < 0) { ERR("Failed to create buffer view, vr %s.\n", wined3d_debug_vkresult(vr)); return VK_NULL_HANDLE; } return vk_buffer_view; } static VkImageView wined3d_view_vk_create_vk_image_view(struct wined3d_context_vk *context_vk, const struct wined3d_view_desc *desc, struct wined3d_texture_vk *texture_vk, const struct wined3d_format_vk *view_format_vk, struct color_fixup_desc fixup, bool rtv) { const struct wined3d_resource *resource = &texture_vk->t.resource; const struct wined3d_vk_info *vk_info = context_vk->vk_info; const struct wined3d_format_vk *format_vk; struct wined3d_device_vk *device_vk; VkImageViewCreateInfo create_info; VkImageView vk_image_view; VkResult vr; device_vk = wined3d_device_vk(resource->device); if (!wined3d_texture_vk_prepare_texture(texture_vk, context_vk)) { ERR("Failed to prepare texture.\n"); return VK_NULL_HANDLE; } /* Depth formats are a little complicated. For example, the typeless * format corresponding to depth/stencil view format WINED3DFMT_D32_FLOAT * is WINED3DFMT_R32_TYPELESS, and the corresponding shader resource view * format would be WINED3DFMT_R32_FLOAT. Vulkan depth/stencil formats are * only compatible with themselves, so it's not possible to create e.g. a * VK_FORMAT_R32_SFLOAT view on a VK_FORMAT_D32_SFLOAT image. In order to * make it work, we create Vulkan images for WINED3DFMT_R32_TYPELESS * resources with either a depth format (VK_FORMAT_D32_SFLOAT) or a colour * format, depending on whether the bind flags include * WINED3D_BIND_DEPTH_STENCIL or not. In order to then create a Vulkan * view on the image, we then replace the view format here with the * underlying resource format. However, that means it's still not possible * to create e.g. a WINED3DFMT_R32_UINT view on a WINED3DFMT_R32_TYPELESS * depth/stencil resource. */ if (resource->bind_flags & WINED3D_BIND_DEPTH_STENCIL) format_vk = wined3d_format_vk(resource->format); else format_vk = view_format_vk; create_info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; create_info.pNext = NULL; create_info.flags = 0; create_info.image = texture_vk->image.vk_image; create_info.viewType = vk_image_view_type_from_wined3d(resource->type, desc->flags); if (rtv && create_info.viewType == VK_IMAGE_VIEW_TYPE_3D) { if (desc->u.texture.layer_count > 1) create_info.viewType = VK_IMAGE_VIEW_TYPE_2D_ARRAY; else create_info.viewType = VK_IMAGE_VIEW_TYPE_2D; } create_info.format = format_vk->vk_format; if (is_stencil_view_format(&view_format_vk->f)) { create_info.components.r = VK_COMPONENT_SWIZZLE_ZERO; create_info.components.g = VK_COMPONENT_SWIZZLE_R; create_info.components.b = VK_COMPONENT_SWIZZLE_ZERO; create_info.components.a = VK_COMPONENT_SWIZZLE_ZERO; } else if (is_identity_fixup(fixup) || !can_use_texture_swizzle(context_vk->c.d3d_info, &format_vk->f)) { create_info.components.r = VK_COMPONENT_SWIZZLE_IDENTITY; create_info.components.g = VK_COMPONENT_SWIZZLE_IDENTITY; create_info.components.b = VK_COMPONENT_SWIZZLE_IDENTITY; create_info.components.a = VK_COMPONENT_SWIZZLE_IDENTITY; } else { wined3d_vk_swizzle_from_color_fixup(&create_info.components, fixup); } if ((resource->bind_flags & WINED3D_BIND_DEPTH_STENCIL) && (view_format_vk->f.red_size || view_format_vk->f.green_size)) { create_info.subresourceRange.aspectMask = 0; if (view_format_vk->f.red_size) create_info.subresourceRange.aspectMask |= VK_IMAGE_ASPECT_DEPTH_BIT; if (view_format_vk->f.green_size) create_info.subresourceRange.aspectMask |= VK_IMAGE_ASPECT_STENCIL_BIT; } else { create_info.subresourceRange.aspectMask = vk_aspect_mask_from_format(&format_vk->f); } create_info.subresourceRange.baseMipLevel = desc->u.texture.level_idx; create_info.subresourceRange.levelCount = desc->u.texture.level_count; if (create_info.viewType == VK_IMAGE_VIEW_TYPE_3D) { if (desc->u.texture.layer_idx || (desc->u.texture.layer_count != texture_vk->t.resource.depth && desc->u.texture.layer_count != ~0u)) WARN("Partial 3D texture views are not supported.\n"); create_info.subresourceRange.baseArrayLayer = 0; create_info.subresourceRange.layerCount = 1; } else { create_info.subresourceRange.baseArrayLayer = desc->u.texture.layer_idx; create_info.subresourceRange.layerCount = desc->u.texture.layer_count; } if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &create_info, NULL, &vk_image_view))) < 0) { ERR("Failed to create Vulkan image view, vr %s.\n", wined3d_debug_vkresult(vr)); return VK_NULL_HANDLE; } return vk_image_view; } static void wined3d_render_target_view_vk_cs_init(void *object) { struct wined3d_rendertarget_view_vk *view_vk = object; struct wined3d_view_desc *desc = &view_vk->v.desc; const struct wined3d_format_vk *format_vk; struct wined3d_texture_vk *texture_vk; struct wined3d_resource *resource; struct wined3d_context *context; uint32_t default_flags = 0; TRACE("view_vk %p.\n", view_vk); resource = view_vk->v.resource; if (resource->type == WINED3D_RTYPE_BUFFER) { FIXME("Buffer views not implemented.\n"); return; } texture_vk = wined3d_texture_vk(texture_from_resource(resource)); format_vk = wined3d_format_vk(view_vk->v.format); if (texture_vk->t.layer_count > 1) default_flags |= WINED3D_VIEW_TEXTURE_ARRAY; if (resource->format->id == format_vk->f.id && desc->flags == default_flags && !desc->u.texture.level_idx && desc->u.texture.level_count == texture_vk->t.level_count && !desc->u.texture.layer_idx && desc->u.texture.layer_count == texture_vk->t.layer_count && !is_stencil_view_format(&format_vk->f) && resource->type != WINED3D_RTYPE_TEXTURE_3D && is_identity_fixup(format_vk->f.color_fixup)) { TRACE("Creating identity render target view.\n"); return; } if (texture_vk->t.swapchain && texture_vk->t.swapchain->state.desc.backbuffer_count > 1) { FIXME("Swapchain views not supported.\n"); return; } context = context_acquire(resource->device, NULL, 0); view_vk->vk_image_view = wined3d_view_vk_create_vk_image_view(wined3d_context_vk(context), desc, texture_vk, format_vk, COLOR_FIXUP_IDENTITY, true); context_release(context); if (!view_vk->vk_image_view) return; TRACE("Created image view 0x%s.\n", wine_dbgstr_longlong(view_vk->vk_image_view)); } HRESULT wined3d_rendertarget_view_vk_init(struct wined3d_rendertarget_view_vk *view_vk, const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops) { HRESULT hr; TRACE("view_vk %p, desc %s, resource %p, parent %p, parent_ops %p.\n", view_vk, wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops); if (FAILED(hr = wined3d_rendertarget_view_init(&view_vk->v, desc, resource, parent, parent_ops))) return hr; wined3d_cs_init_object(resource->device->cs, wined3d_render_target_view_vk_cs_init, view_vk); return hr; } HRESULT CDECL wined3d_rendertarget_view_create(const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_rendertarget_view **view) { const struct wined3d_adapter_ops *adapter_ops; TRACE("desc %s, resource %p, parent %p, parent_ops %p, view %p.\n", wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops, view); adapter_ops = resource->device->adapter->adapter_ops; return adapter_ops->adapter_create_rendertarget_view(desc, resource, parent, parent_ops, view); } HRESULT CDECL wined3d_rendertarget_view_create_from_sub_resource(struct wined3d_texture *texture, unsigned int sub_resource_idx, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_rendertarget_view **view) { struct wined3d_view_desc desc; TRACE("texture %p, sub_resource_idx %u, parent %p, parent_ops %p, view %p.\n", texture, sub_resource_idx, parent, parent_ops, view); desc.format_id = texture->resource.format->id; desc.flags = 0; desc.u.texture.level_idx = sub_resource_idx % texture->level_count; desc.u.texture.level_count = 1; desc.u.texture.layer_idx = sub_resource_idx / texture->level_count; desc.u.texture.layer_count = 1; return wined3d_rendertarget_view_create(&desc, &texture->resource, parent, parent_ops, view); } ULONG CDECL wined3d_shader_resource_view_incref(struct wined3d_shader_resource_view *view) { ULONG refcount = InterlockedIncrement(&view->refcount); TRACE("%p increasing refcount to %u.\n", view, refcount); return refcount; } void wined3d_shader_resource_view_cleanup(struct wined3d_shader_resource_view *view) { /* Call wined3d_object_destroyed() before releasing the resource, * since releasing the resource may end up destroying the parent. */ view->parent_ops->wined3d_object_destroyed(view->parent); wined3d_resource_decref(view->resource); } ULONG CDECL wined3d_shader_resource_view_decref(struct wined3d_shader_resource_view *view) { ULONG refcount = InterlockedDecrement(&view->refcount); TRACE("%p decreasing refcount to %u.\n", view, refcount); if (!refcount) { wined3d_mutex_lock(); view->resource->device->adapter->adapter_ops->adapter_destroy_shader_resource_view(view); wined3d_mutex_unlock(); } return refcount; } void * CDECL wined3d_shader_resource_view_get_parent(const struct wined3d_shader_resource_view *view) { TRACE("view %p.\n", view); return view->parent; } void wined3d_shader_resource_view_gl_update(struct wined3d_shader_resource_view_gl *srv_gl, struct wined3d_context_gl *context_gl) { create_buffer_view(&srv_gl->gl_view, &context_gl->c, &srv_gl->v.desc, buffer_from_resource(srv_gl->v.resource), srv_gl->v.format); srv_gl->bo_user.valid = true; } static void wined3d_shader_resource_view_gl_cs_init(void *object) { struct wined3d_shader_resource_view_gl *view_gl = object; struct wined3d_resource *resource = view_gl->v.resource; const struct wined3d_format *view_format; const struct wined3d_gl_info *gl_info; const struct wined3d_view_desc *desc; GLenum view_target; TRACE("view_gl %p.\n", view_gl); view_format = view_gl->v.format; gl_info = &resource->device->adapter->gl_info; desc = &view_gl->v.desc; if (resource->type == WINED3D_RTYPE_BUFFER) { struct wined3d_buffer *buffer = buffer_from_resource(resource); struct wined3d_context *context; context = context_acquire(resource->device, NULL, 0); create_buffer_view(&view_gl->gl_view, context, desc, buffer, view_format); view_gl->bo_user.valid = true; list_add_head(&buffer->buffer_object->users, &view_gl->bo_user.entry); context_release(context); } else { struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture_from_resource(resource)); GLenum resource_class, view_class; resource_class = wined3d_format_gl(resource->format)->view_class; view_class = wined3d_format_gl(view_format)->view_class; view_target = get_texture_view_target(gl_info, desc, texture_gl); if (resource->format->id == view_format->id && texture_gl->target == view_target && !desc->u.texture.level_idx && desc->u.texture.level_count == texture_gl->t.level_count && !desc->u.texture.layer_idx && desc->u.texture.layer_count == texture_gl->t.layer_count && !is_stencil_view_format(view_format)) { TRACE("Creating identity shader resource view.\n"); } else if (texture_gl->t.swapchain && texture_gl->t.swapchain->state.desc.backbuffer_count > 1) { FIXME("Swapchain shader resource views not supported.\n"); } else if (resource->format->typeless_id == view_format->typeless_id && resource_class == view_class) { create_texture_view(&view_gl->gl_view, view_target, desc, texture_gl, view_format); } else if (wined3d_format_is_depth_view(resource->format->id, view_format->id)) { create_texture_view(&view_gl->gl_view, view_target, desc, texture_gl, resource->format); } else { FIXME("Shader resource view not supported, resource format %s, view format %s.\n", debug_d3dformat(resource->format->id), debug_d3dformat(view_format->id)); } } } static HRESULT wined3d_shader_resource_view_init(struct wined3d_shader_resource_view *view, const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops) { view->refcount = 1; view->parent = parent; view->parent_ops = parent_ops; if (!(resource->bind_flags & WINED3D_BIND_SHADER_RESOURCE)) return E_INVALIDARG; if (!(view->format = validate_resource_view(desc, resource, FALSE, FALSE))) return E_INVALIDARG; view->desc = *desc; wined3d_resource_incref(view->resource = resource); return WINED3D_OK; } HRESULT wined3d_shader_resource_view_gl_init(struct wined3d_shader_resource_view_gl *view_gl, const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops) { HRESULT hr; TRACE("view_gl %p, desc %s, resource %p, parent %p, parent_ops %p.\n", view_gl, wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops); if (FAILED(hr = wined3d_shader_resource_view_init(&view_gl->v, desc, resource, parent, parent_ops))) return hr; list_init(&view_gl->bo_user.entry); wined3d_cs_init_object(resource->device->cs, wined3d_shader_resource_view_gl_cs_init, view_gl); return hr; } void wined3d_shader_resource_view_vk_update(struct wined3d_shader_resource_view_vk *srv_vk, struct wined3d_context_vk *context_vk) { const struct wined3d_format_vk *view_format_vk = wined3d_format_vk(srv_vk->v.format); const struct wined3d_view_desc *desc = &srv_vk->v.desc; struct wined3d_resource *resource = srv_vk->v.resource; struct wined3d_view_vk *view_vk = &srv_vk->view_vk; struct wined3d_buffer_vk *buffer_vk; VkBufferView vk_buffer_view; buffer_vk = wined3d_buffer_vk(buffer_from_resource(resource)); wined3d_context_vk_destroy_vk_buffer_view(context_vk, view_vk->u.vk_buffer_view, view_vk->command_buffer_id); if ((vk_buffer_view = wined3d_view_vk_create_vk_buffer_view(context_vk, desc, buffer_vk, view_format_vk))) { view_vk->u.vk_buffer_view = vk_buffer_view; view_vk->bo_user.valid = true; } } static void wined3d_shader_resource_view_vk_cs_init(void *object) { struct wined3d_shader_resource_view_vk *srv_vk = object; struct wined3d_view_desc *desc = &srv_vk->v.desc; struct wined3d_texture_vk *texture_vk; const struct wined3d_format *format; struct wined3d_buffer_vk *buffer_vk; struct wined3d_resource *resource; struct wined3d_context *context; VkBufferView vk_buffer_view; uint32_t default_flags = 0; VkImageView vk_image_view; struct wined3d_bo_vk *bo; TRACE("srv_vk %p.\n", srv_vk); resource = srv_vk->v.resource; format = srv_vk->v.format; if (resource->type == WINED3D_RTYPE_BUFFER) { buffer_vk = wined3d_buffer_vk(buffer_from_resource(resource)); context = context_acquire(resource->device, NULL, 0); vk_buffer_view = wined3d_view_vk_create_vk_buffer_view(wined3d_context_vk(context), desc, buffer_vk, wined3d_format_vk(format)); context_release(context); if (!vk_buffer_view) return; bo = wined3d_bo_vk(buffer_vk->b.buffer_object); TRACE("Created buffer view 0x%s.\n", wine_dbgstr_longlong(vk_buffer_view)); srv_vk->view_vk.u.vk_buffer_view = vk_buffer_view; srv_vk->view_vk.bo_user.valid = true; list_add_head(&bo->b.users, &srv_vk->view_vk.bo_user.entry); return; } texture_vk = wined3d_texture_vk(texture_from_resource(resource)); if (texture_vk->t.layer_count > 1) default_flags |= WINED3D_VIEW_TEXTURE_ARRAY; if (resource->format->id == format->id && desc->flags == default_flags && !desc->u.texture.level_idx && desc->u.texture.level_count == texture_vk->t.level_count && !desc->u.texture.layer_idx && desc->u.texture.layer_count == texture_vk->t.layer_count && !(resource->bind_flags & WINED3D_BIND_DEPTH_STENCIL)) { TRACE("Creating identity shader resource view.\n"); return; } if (texture_vk->t.swapchain && texture_vk->t.swapchain->state.desc.backbuffer_count > 1) FIXME("Swapchain shader resource views not supported.\n"); context = context_acquire(resource->device, NULL, 0); vk_image_view = wined3d_view_vk_create_vk_image_view(wined3d_context_vk(context), desc, texture_vk, wined3d_format_vk(format), format->color_fixup, false); context_release(context); if (!vk_image_view) return; TRACE("Created image view 0x%s.\n", wine_dbgstr_longlong(vk_image_view)); srv_vk->view_vk.u.vk_image_info.imageView = vk_image_view; srv_vk->view_vk.u.vk_image_info.sampler = VK_NULL_HANDLE; srv_vk->view_vk.u.vk_image_info.imageLayout = texture_vk->layout; } HRESULT wined3d_shader_resource_view_vk_init(struct wined3d_shader_resource_view_vk *view_vk, const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops) { HRESULT hr; TRACE("view_vk %p, desc %s, resource %p, parent %p, parent_ops %p.\n", view_vk, wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops); if (FAILED(hr = wined3d_shader_resource_view_init(&view_vk->v, desc, resource, parent, parent_ops))) return hr; list_init(&view_vk->view_vk.bo_user.entry); wined3d_cs_init_object(resource->device->cs, wined3d_shader_resource_view_vk_cs_init, view_vk); return hr; } HRESULT CDECL wined3d_shader_resource_view_create(const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader_resource_view **view) { const struct wined3d_adapter_ops *adapter_ops; TRACE("desc %s, resource %p, parent %p, parent_ops %p, view %p.\n", wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops, view); adapter_ops = resource->device->adapter->adapter_ops; return adapter_ops->adapter_create_shader_resource_view(desc, resource, parent, parent_ops, view); } void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl *view_gl, unsigned int unit, struct wined3d_sampler_gl *sampler_gl, struct wined3d_context_gl *context_gl) { const struct wined3d_gl_info *gl_info = context_gl->gl_info; struct wined3d_texture_gl *texture_gl; wined3d_context_gl_active_texture(context_gl, gl_info, unit); if (view_gl->gl_view.name) { wined3d_context_gl_bind_texture(context_gl, view_gl->gl_view.target, view_gl->gl_view.name); wined3d_sampler_gl_bind(sampler_gl, unit, NULL, context_gl); return; } if (view_gl->v.resource->type == WINED3D_RTYPE_BUFFER) { FIXME("Buffer shader resources not supported.\n"); return; } texture_gl = wined3d_texture_gl(wined3d_texture_from_resource(view_gl->v.resource)); wined3d_texture_gl_bind(texture_gl, context_gl, FALSE); wined3d_sampler_gl_bind(sampler_gl, unit, texture_gl, context_gl); } /* Context activation is done by the caller. */ static void shader_resource_view_gl_bind_and_dirtify(struct wined3d_shader_resource_view_gl *view_gl, struct wined3d_context_gl *context_gl) { if (context_gl->active_texture < ARRAY_SIZE(context_gl->rev_tex_unit_map)) { unsigned int active_sampler = context_gl->rev_tex_unit_map[context_gl->active_texture]; if (active_sampler != WINED3D_UNMAPPED_STAGE) context_invalidate_state(&context_gl->c, STATE_SAMPLER(active_sampler)); } /* FIXME: Ideally we'd only do this when touching a binding that's used by * a shader. */ context_invalidate_compute_state(&context_gl->c, STATE_COMPUTE_SHADER_RESOURCE_BINDING); context_invalidate_state(&context_gl->c, STATE_GRAPHICS_SHADER_RESOURCE_BINDING); wined3d_context_gl_bind_texture(context_gl, view_gl->gl_view.target, view_gl->gl_view.name); } void wined3d_shader_resource_view_gl_generate_mipmap(struct wined3d_shader_resource_view_gl *view_gl, struct wined3d_context_gl *context_gl) { unsigned int i, j, layer_count, level_count, base_level, base_layer, sub_resource_idx; const struct wined3d_gl_info *gl_info = context_gl->gl_info; struct wined3d_texture_gl *texture_gl; struct gl_texture *gl_tex; DWORD location; BOOL srgb; TRACE("view_gl %p.\n", view_gl); layer_count = view_gl->v.desc.u.texture.layer_count; level_count = view_gl->v.desc.u.texture.level_count; base_level = view_gl->v.desc.u.texture.level_idx; base_layer = view_gl->v.desc.u.texture.layer_idx; texture_gl = wined3d_texture_gl(texture_from_resource(view_gl->v.resource)); srgb = !!(texture_gl->t.flags & WINED3D_TEXTURE_IS_SRGB); location = srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB; for (i = 0; i < layer_count; ++i) { sub_resource_idx = (base_layer + i) * texture_gl->t.level_count + base_level; if (!wined3d_texture_load_location(&texture_gl->t, sub_resource_idx, &context_gl->c, location)) ERR("Failed to load source layer %u.\n", base_layer + i); } if (view_gl->gl_view.name) { shader_resource_view_gl_bind_and_dirtify(view_gl, context_gl); } else { wined3d_texture_gl_bind_and_dirtify(texture_gl, context_gl, srgb); gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->target, GL_TEXTURE_BASE_LEVEL, base_level); gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->target, GL_TEXTURE_MAX_LEVEL, base_level + level_count - 1); } if (gl_info->supported[ARB_SAMPLER_OBJECTS]) GL_EXTCALL(glBindSampler(context_gl->active_texture, 0)); gl_tex = wined3d_texture_gl_get_gl_texture(texture_gl, srgb); if (context_gl->c.d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL) { gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->target, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT); gl_tex->sampler_desc.srgb_decode = FALSE; } gl_info->fbo_ops.glGenerateMipmap(texture_gl->target); checkGLcall("glGenerateMipMap()"); for (i = 0; i < layer_count; ++i) { for (j = 1; j < level_count; ++j) { sub_resource_idx = (base_layer + i) * texture_gl->t.level_count + base_level + j; wined3d_texture_validate_location(&texture_gl->t, sub_resource_idx, location); wined3d_texture_invalidate_location(&texture_gl->t, sub_resource_idx, ~location); } } if (!view_gl->gl_view.name) { gl_tex->base_level = base_level; gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->target, GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1); } } void wined3d_shader_resource_view_vk_generate_mipmap(struct wined3d_shader_resource_view_vk *srv_vk, struct wined3d_context_vk *context_vk) { unsigned int i, j, layer_count, level_count, base_level, base_layer, sub_resource_idx; const struct wined3d_vk_info *vk_info = context_vk->vk_info; VkImageSubresourceRange vk_src_range, vk_dst_range; struct wined3d_texture_vk *texture_vk; VkCommandBuffer vk_command_buffer; VkImageBlit region; TRACE("srv_vk %p.\n", srv_vk); layer_count = srv_vk->v.desc.u.texture.layer_count; level_count = srv_vk->v.desc.u.texture.level_count; base_level = srv_vk->v.desc.u.texture.level_idx; base_layer = srv_vk->v.desc.u.texture.layer_idx; texture_vk = wined3d_texture_vk(texture_from_resource(srv_vk->v.resource)); for (i = 0; i < layer_count; ++i) { sub_resource_idx = (base_layer + i) * texture_vk->t.level_count + base_level; if (!wined3d_texture_load_location(&texture_vk->t, sub_resource_idx, &context_vk->c, WINED3D_LOCATION_TEXTURE_RGB)) ERR("Failed to load source layer %u.\n", base_layer + i); } if (context_vk->c.d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL) FIXME("Unhandled sRGB read/write control.\n"); if (wined3d_format_vk(srv_vk->v.format)->vk_format != wined3d_format_vk(texture_vk->t.resource.format)->vk_format) FIXME("Ignoring view format %s.\n", debug_d3dformat(srv_vk->v.format->id)); if (wined3d_resource_get_sample_count(&texture_vk->t.resource) > 1) FIXME("Unhandled multi-sampled resource.\n"); if (!(vk_command_buffer = wined3d_context_vk_get_command_buffer(context_vk))) { ERR("Failed to get command buffer.\n"); return; } vk_src_range.aspectMask = vk_aspect_mask_from_format(texture_vk->t.resource.format); vk_src_range.baseMipLevel = base_level; vk_src_range.levelCount = 1; vk_src_range.baseArrayLayer = base_layer; vk_src_range.layerCount = layer_count; vk_dst_range = vk_src_range; ++vk_dst_range.baseMipLevel; wined3d_context_vk_image_barrier(context_vk, vk_command_buffer, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, vk_access_mask_from_bind_flags(texture_vk->t.resource.bind_flags), VK_ACCESS_TRANSFER_READ_BIT, texture_vk->layout, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, texture_vk->image.vk_image, &vk_src_range); wined3d_context_vk_image_barrier(context_vk, vk_command_buffer, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, vk_access_mask_from_bind_flags(texture_vk->t.resource.bind_flags), VK_ACCESS_TRANSFER_WRITE_BIT, texture_vk->layout, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, texture_vk->image.vk_image, &vk_dst_range); region.srcSubresource.aspectMask = vk_src_range.aspectMask; region.srcSubresource.mipLevel = vk_src_range.baseMipLevel; region.srcSubresource.baseArrayLayer = vk_src_range.baseArrayLayer; region.srcSubresource.layerCount = vk_src_range.layerCount; region.srcOffsets[0].x = 0; region.srcOffsets[0].y = 0; region.srcOffsets[0].z = 0; region.dstSubresource.aspectMask = vk_dst_range.aspectMask; region.dstSubresource.mipLevel = vk_dst_range.baseMipLevel; region.dstSubresource.baseArrayLayer = vk_dst_range.baseArrayLayer; region.dstSubresource.layerCount = vk_dst_range.layerCount; region.dstOffsets[0].x = 0; region.dstOffsets[0].y = 0; region.dstOffsets[0].z = 0; for (i = 1; i < level_count; ++i) { region.srcOffsets[1].x = wined3d_texture_get_level_width(&texture_vk->t, vk_src_range.baseMipLevel); region.srcOffsets[1].y = wined3d_texture_get_level_height(&texture_vk->t, vk_src_range.baseMipLevel); region.srcOffsets[1].z = wined3d_texture_get_level_depth(&texture_vk->t, vk_src_range.baseMipLevel); region.dstOffsets[1].x = wined3d_texture_get_level_width(&texture_vk->t, vk_dst_range.baseMipLevel); region.dstOffsets[1].y = wined3d_texture_get_level_height(&texture_vk->t, vk_dst_range.baseMipLevel); region.dstOffsets[1].z = wined3d_texture_get_level_depth(&texture_vk->t, vk_dst_range.baseMipLevel); VK_CALL(vkCmdBlitImage(vk_command_buffer, texture_vk->image.vk_image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, texture_vk->image.vk_image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion, VK_FILTER_LINEAR)); wined3d_context_vk_image_barrier(context_vk, vk_command_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_ACCESS_TRANSFER_READ_BIT, vk_access_mask_from_bind_flags(texture_vk->t.resource.bind_flags), VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, texture_vk->layout, texture_vk->image.vk_image, &vk_src_range); if (i == level_count - 1) { wined3d_context_vk_image_barrier(context_vk, vk_command_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_ACCESS_TRANSFER_WRITE_BIT, vk_access_mask_from_bind_flags(texture_vk->t.resource.bind_flags), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, texture_vk->layout, texture_vk->image.vk_image, &vk_dst_range); } else { region.srcSubresource.mipLevel = ++vk_src_range.baseMipLevel; region.dstSubresource.mipLevel = ++vk_dst_range.baseMipLevel; wined3d_context_vk_image_barrier(context_vk, vk_command_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_TRANSFER_READ_BIT, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, texture_vk->image.vk_image, &vk_src_range); wined3d_context_vk_image_barrier(context_vk, vk_command_buffer, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, vk_access_mask_from_bind_flags(texture_vk->t.resource.bind_flags), VK_ACCESS_TRANSFER_WRITE_BIT, texture_vk->layout, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, texture_vk->image.vk_image, &vk_dst_range); } } for (i = 0; i < layer_count; ++i) { for (j = 1; j < level_count; ++j) { sub_resource_idx = (base_layer + i) * texture_vk->t.level_count + base_level + j; wined3d_texture_validate_location(&texture_vk->t, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB); wined3d_texture_invalidate_location(&texture_vk->t, sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB); } } wined3d_context_vk_reference_texture(context_vk, texture_vk); } ULONG CDECL wined3d_unordered_access_view_incref(struct wined3d_unordered_access_view *view) { ULONG refcount = InterlockedIncrement(&view->refcount); TRACE("%p increasing refcount to %u.\n", view, refcount); return refcount; } void wined3d_unordered_access_view_cleanup(struct wined3d_unordered_access_view *view) { /* Call wined3d_object_destroyed() before releasing the resource, * since releasing the resource may end up destroying the parent. */ view->parent_ops->wined3d_object_destroyed(view->parent); wined3d_resource_decref(view->resource); } ULONG CDECL wined3d_unordered_access_view_decref(struct wined3d_unordered_access_view *view) { ULONG refcount = InterlockedDecrement(&view->refcount); TRACE("%p decreasing refcount to %u.\n", view, refcount); if (!refcount) { wined3d_mutex_lock(); view->resource->device->adapter->adapter_ops->adapter_destroy_unordered_access_view(view); wined3d_mutex_unlock(); } return refcount; } void * CDECL wined3d_unordered_access_view_get_parent(const struct wined3d_unordered_access_view *view) { TRACE("view %p.\n", view); return view->parent; } void wined3d_unordered_access_view_invalidate_location(struct wined3d_unordered_access_view *view, DWORD location) { wined3d_view_invalidate_location(view->resource, &view->desc, location); } void wined3d_unordered_access_view_gl_clear(struct wined3d_unordered_access_view_gl *view_gl, const struct wined3d_uvec4 *clear_value, struct wined3d_context_gl *context_gl, bool fp) { const struct wined3d_gl_info *gl_info = context_gl->gl_info; const struct wined3d_format_gl *format_gl; struct wined3d_resource *resource; struct wined3d_buffer *buffer; struct wined3d_bo_gl *bo_gl; unsigned int offset, size; resource = view_gl->v.resource; if (resource->type != WINED3D_RTYPE_BUFFER) { unsigned int layer_count, level_count, base_level, base_layer; unsigned int sub_resource_idx, width, height, depth, i, j; struct wined3d_texture_gl *texture_gl; const void *data = clear_value; GLenum gl_format, gl_type; uint32_t packed; if (!gl_info->supported[ARB_CLEAR_TEXTURE]) { FIXME("OpenGL implementation does not support ARB_clear_texture.\n"); return; } format_gl = wined3d_format_gl(resource->format); texture_gl = wined3d_texture_gl(texture_from_resource(resource)); layer_count = view_gl->v.desc.u.texture.layer_count; level_count = view_gl->v.desc.u.texture.level_count; base_layer = view_gl->v.desc.u.texture.layer_idx; base_level = view_gl->v.desc.u.texture.level_idx; if (format_gl->f.byte_count <= 4 && !fp) { gl_format = format_gl->format; gl_type = format_gl->type; packed = wined3d_format_pack(&format_gl->f, clear_value); data = &packed; } else if (resource->format_flags & WINED3DFMT_FLAG_INTEGER) { gl_format = GL_RGBA_INTEGER; gl_type = GL_UNSIGNED_INT; } else { gl_format = GL_RGBA; gl_type = GL_FLOAT; } for (i = 0; i < layer_count; ++i) { for (j = 0; j < level_count; ++j) { sub_resource_idx = (base_layer + i) * texture_gl->t.level_count + base_level + j; wined3d_texture_prepare_location(&texture_gl->t, sub_resource_idx, &context_gl->c, WINED3D_LOCATION_TEXTURE_RGB); width = wined3d_texture_get_level_width(&texture_gl->t, base_level + j); height = wined3d_texture_get_level_height(&texture_gl->t, base_level + j); depth = wined3d_texture_get_level_depth(&texture_gl->t, base_level + j); switch (texture_gl->target) { case GL_TEXTURE_1D_ARRAY: GL_EXTCALL(glClearTexSubImage(texture_gl->texture_rgb.name, base_level + j, 0, base_layer + i, 0, width, 1, 1, gl_format, gl_type, data)); break; case GL_TEXTURE_2D_ARRAY: case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: case GL_TEXTURE_CUBE_MAP: case GL_TEXTURE_CUBE_MAP_ARRAY: GL_EXTCALL(glClearTexSubImage(texture_gl->texture_rgb.name, base_level + j, 0, 0, base_layer + i, width, height, 1, gl_format, gl_type, data)); break; default: GL_EXTCALL(glClearTexSubImage(texture_gl->texture_rgb.name, base_level + j, 0, 0, 0, width, height, depth, gl_format, gl_type, data)); break; } wined3d_texture_validate_location(&texture_gl->t, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB); wined3d_texture_invalidate_location(&texture_gl->t, sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB); } } return; } if (!gl_info->supported[ARB_CLEAR_BUFFER_OBJECT]) { FIXME("OpenGL implementation does not support ARB_clear_buffer_object.\n"); return; } format_gl = wined3d_format_gl(view_gl->v.format); if (format_gl->f.id != WINED3DFMT_R32_UINT && format_gl->f.id != WINED3DFMT_R32_SINT && format_gl->f.id != WINED3DFMT_R32G32B32A32_UINT && format_gl->f.id != WINED3DFMT_R32G32B32A32_SINT) { FIXME("Not implemented for format %s.\n", debug_d3dformat(format_gl->f.id)); return; } if (fp) { FIXME("Floating-point buffer clears not implemented.\n"); return; } buffer = buffer_from_resource(resource); wined3d_buffer_load_location(buffer, &context_gl->c, WINED3D_LOCATION_BUFFER); wined3d_unordered_access_view_invalidate_location(&view_gl->v, ~WINED3D_LOCATION_BUFFER); bo_gl = wined3d_bo_gl(buffer->buffer_object); get_buffer_view_range(buffer, &view_gl->v.desc, &format_gl->f, &offset, &size); wined3d_context_gl_bind_bo(context_gl, bo_gl->binding, bo_gl->id); GL_EXTCALL(glClearBufferSubData(bo_gl->binding, format_gl->internal, bo_gl->b.buffer_offset + offset, size, format_gl->format, format_gl->type, clear_value)); wined3d_context_gl_reference_bo(context_gl, bo_gl); checkGLcall("clear unordered access view"); } void wined3d_unordered_access_view_set_counter(struct wined3d_unordered_access_view *view, unsigned int value) { struct wined3d_bo_address dst, src; struct wined3d_context *context; if (!view->counter_bo) return; context = context_acquire(view->resource->device, NULL, 0); src.buffer_object = 0; src.addr = (void *)&value; dst.buffer_object = view->counter_bo; dst.addr = NULL; wined3d_context_copy_bo_address(context, &dst, &src, sizeof(uint32_t)); context_release(context); } void wined3d_unordered_access_view_copy_counter(struct wined3d_unordered_access_view *view, struct wined3d_buffer *buffer, unsigned int offset, struct wined3d_context *context) { struct wined3d_const_bo_address src; if (!view->counter_bo) return; src.buffer_object = view->counter_bo; src.addr = NULL; wined3d_buffer_copy_bo_address(buffer, context, offset, &src, sizeof(uint32_t)); } void wined3d_unordered_access_view_gl_update(struct wined3d_unordered_access_view_gl *uav_gl, struct wined3d_context_gl *context_gl) { create_buffer_view(&uav_gl->gl_view, &context_gl->c, &uav_gl->v.desc, buffer_from_resource(uav_gl->v.resource), uav_gl->v.format); uav_gl->bo_user.valid = true; } static void wined3d_unordered_access_view_gl_cs_init(void *object) { struct wined3d_unordered_access_view_gl *view_gl = object; struct wined3d_resource *resource = view_gl->v.resource; struct wined3d_view_desc *desc = &view_gl->v.desc; const struct wined3d_gl_info *gl_info; TRACE("view_gl %p.\n", view_gl); gl_info = &resource->device->adapter->gl_info; if (resource->type == WINED3D_RTYPE_BUFFER) { 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)); 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); if (desc->flags & (WINED3D_VIEW_BUFFER_COUNTER | WINED3D_VIEW_BUFFER_APPEND)) { 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, 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); } context_release(&context_gl->c); } else { struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture_from_resource(resource)); unsigned int depth_or_layer_count; if (resource->type == WINED3D_RTYPE_TEXTURE_3D) depth_or_layer_count = wined3d_texture_get_level_depth(&texture_gl->t, desc->u.texture.level_idx); else depth_or_layer_count = texture_gl->t.layer_count; if (desc->u.texture.layer_idx || desc->u.texture.layer_count != depth_or_layer_count) { create_texture_view(&view_gl->gl_view, get_texture_view_target(gl_info, desc, texture_gl), desc, texture_gl, view_gl->v.format); } } } static HRESULT wined3d_unordered_access_view_init(struct wined3d_unordered_access_view *view, const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops) { view->refcount = 1; view->parent = parent; view->parent_ops = parent_ops; if (!(resource->bind_flags & WINED3D_BIND_UNORDERED_ACCESS)) return E_INVALIDARG; if (!(view->format = validate_resource_view(desc, resource, TRUE, FALSE))) return E_INVALIDARG; view->desc = *desc; wined3d_resource_incref(view->resource = resource); return WINED3D_OK; } HRESULT wined3d_unordered_access_view_gl_init(struct wined3d_unordered_access_view_gl *view_gl, const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops) { HRESULT hr; TRACE("view_gl %p, desc %s, resource %p, parent %p, parent_ops %p.\n", view_gl, wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops); if (FAILED(hr = wined3d_unordered_access_view_init(&view_gl->v, desc, resource, parent, parent_ops))) return hr; list_init(&view_gl->bo_user.entry); wined3d_cs_init_object(resource->device->cs, wined3d_unordered_access_view_gl_cs_init, view_gl); return hr; } struct wined3d_uav_clear_constants_vk { VkClearColorValue color; VkOffset2D offset; VkExtent2D extent; }; static VkPipeline create_uav_pipeline(struct wined3d_context_vk *context_vk, struct wined3d_pipeline_layout_vk *layout, const DWORD *byte_code, size_t byte_code_size, enum wined3d_shader_resource_type resource_type) { VkComputePipelineCreateInfo pipeline_info; struct wined3d_shader_desc shader_desc; const struct wined3d_vk_info *vk_info; struct wined3d_context *context; VkShaderModule shader_module; VkDevice vk_device; VkPipeline result; VkResult vr; vk_info = context_vk->vk_info; context = &context_vk->c; shader_desc.byte_code = byte_code; shader_desc.byte_code_size = byte_code_size; shader_module = (VkShaderModule)context->device->adapter->shader_backend->shader_compile(context, &shader_desc, WINED3D_SHADER_TYPE_COMPUTE); if (shader_module == VK_NULL_HANDLE) { ERR("Failed to create shader.\n"); return VK_NULL_HANDLE; } pipeline_info.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO; pipeline_info.pNext = NULL; pipeline_info.flags = 0; pipeline_info.stage.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; pipeline_info.stage.pNext = NULL; pipeline_info.stage.flags = 0; pipeline_info.stage.stage = VK_SHADER_STAGE_COMPUTE_BIT; pipeline_info.stage.pName = "main"; pipeline_info.stage.pSpecializationInfo = NULL; pipeline_info.stage.module = shader_module; pipeline_info.layout = layout->vk_pipeline_layout; pipeline_info.basePipelineHandle = VK_NULL_HANDLE; pipeline_info.basePipelineIndex = -1; vk_device = wined3d_device_vk(context->device)->vk_device; if ((vr = VK_CALL(vkCreateComputePipelines(vk_device, VK_NULL_HANDLE, 1, &pipeline_info, NULL, &result))) < 0) { ERR("Failed to create Vulkan compute pipeline, vr %s.\n", wined3d_debug_vkresult(vr)); return VK_NULL_HANDLE; } VK_CALL(vkDestroyShaderModule(vk_device, shader_module, NULL)); return result; } void wined3d_device_vk_uav_clear_state_init(struct wined3d_device_vk *device_vk) { struct wined3d_uav_clear_state_vk *state = &device_vk->uav_clear_state; struct wined3d_context_vk *context_vk = &device_vk->context_vk; VkDescriptorSetLayoutBinding vk_set_bindings[2]; vk_set_bindings[0].binding = 0; vk_set_bindings[0].descriptorCount = 1; vk_set_bindings[0].stageFlags = VK_SHADER_STAGE_COMPUTE_BIT; vk_set_bindings[0].pImmutableSamplers = NULL; vk_set_bindings[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; vk_set_bindings[1].binding = 1; vk_set_bindings[1].descriptorCount = 1; vk_set_bindings[1].stageFlags = VK_SHADER_STAGE_COMPUTE_BIT; vk_set_bindings[1].pImmutableSamplers = NULL; vk_set_bindings[1].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE; state->image_layout = wined3d_context_vk_get_pipeline_layout(context_vk, vk_set_bindings, 2); vk_set_bindings[1].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER; state->buffer_layout = wined3d_context_vk_get_pipeline_layout(context_vk, vk_set_bindings, 2); #define SHADER_DESC(name) name, sizeof(name) state->float_pipelines.buffer = create_uav_pipeline(context_vk, state->buffer_layout, SHADER_DESC(cs_uav_clear_buffer_float_code), WINED3D_SHADER_RESOURCE_BUFFER); state->uint_pipelines.buffer = create_uav_pipeline(context_vk, state->buffer_layout, SHADER_DESC(cs_uav_clear_buffer_uint_code), WINED3D_SHADER_RESOURCE_BUFFER); state->float_pipelines.image_1d = create_uav_pipeline(context_vk, state->image_layout, SHADER_DESC(cs_uav_clear_1d_float_code), WINED3D_SHADER_RESOURCE_TEXTURE_1D); state->uint_pipelines.image_1d = create_uav_pipeline(context_vk, state->image_layout, SHADER_DESC(cs_uav_clear_1d_uint_code), WINED3D_SHADER_RESOURCE_TEXTURE_1D); state->float_pipelines.image_1d_array = create_uav_pipeline(context_vk, state->image_layout, SHADER_DESC(cs_uav_clear_1d_array_float_code), WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY); state->uint_pipelines.image_1d_array = create_uav_pipeline(context_vk, state->image_layout, SHADER_DESC(cs_uav_clear_1d_array_uint_code), WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY); state->float_pipelines.image_2d = create_uav_pipeline(context_vk, state->image_layout, SHADER_DESC(cs_uav_clear_2d_float_code), WINED3D_SHADER_RESOURCE_TEXTURE_2D); state->uint_pipelines.image_2d = create_uav_pipeline(context_vk, state->image_layout, SHADER_DESC(cs_uav_clear_2d_uint_code), WINED3D_SHADER_RESOURCE_TEXTURE_2D); state->float_pipelines.image_2d_array = create_uav_pipeline(context_vk, state->image_layout, SHADER_DESC(cs_uav_clear_2d_array_float_code), WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY); state->uint_pipelines.image_2d_array = create_uav_pipeline(context_vk, state->image_layout, SHADER_DESC(cs_uav_clear_2d_array_uint_code), WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY); state->float_pipelines.image_3d = create_uav_pipeline(context_vk, state->image_layout, SHADER_DESC(cs_uav_clear_3d_float_code), WINED3D_SHADER_RESOURCE_TEXTURE_3D); state->uint_pipelines.image_3d = create_uav_pipeline(context_vk, state->image_layout, SHADER_DESC(cs_uav_clear_3d_uint_code), WINED3D_SHADER_RESOURCE_TEXTURE_3D); #undef SHADER_DESC state->buffer_group_size.x = 128; state->buffer_group_size.y = 1; state->buffer_group_size.z = 1; state->image_1d_group_size.x = 64; state->image_1d_group_size.y = 1; state->image_1d_group_size.z = 1; state->image_1d_array_group_size.x = 64; state->image_1d_array_group_size.y = 1; state->image_1d_array_group_size.z = 1; state->image_2d_group_size.x = 8; state->image_2d_group_size.y = 8; state->image_2d_group_size.z = 1; state->image_2d_array_group_size.x = 8; state->image_2d_array_group_size.y = 8; state->image_2d_array_group_size.z = 1; state->image_3d_group_size.x = 8; state->image_3d_group_size.y = 8; state->image_3d_group_size.z = 1; } void wined3d_device_vk_uav_clear_state_cleanup(struct wined3d_device_vk *device_vk) { struct wined3d_uav_clear_state_vk *state = &device_vk->uav_clear_state; const struct wined3d_vk_info *vk_info = &device_vk->vk_info; VK_CALL(vkDestroyPipeline(device_vk->vk_device, state->float_pipelines.buffer, NULL)); VK_CALL(vkDestroyPipeline(device_vk->vk_device, state->float_pipelines.image_1d, NULL)); VK_CALL(vkDestroyPipeline(device_vk->vk_device, state->float_pipelines.image_1d_array, NULL)); VK_CALL(vkDestroyPipeline(device_vk->vk_device, state->float_pipelines.image_2d, NULL)); VK_CALL(vkDestroyPipeline(device_vk->vk_device, state->float_pipelines.image_2d_array, NULL)); VK_CALL(vkDestroyPipeline(device_vk->vk_device, state->float_pipelines.image_3d, NULL)); VK_CALL(vkDestroyPipeline(device_vk->vk_device, state->uint_pipelines.buffer, NULL)); VK_CALL(vkDestroyPipeline(device_vk->vk_device, state->uint_pipelines.image_1d, NULL)); VK_CALL(vkDestroyPipeline(device_vk->vk_device, state->uint_pipelines.image_1d_array, NULL)); VK_CALL(vkDestroyPipeline(device_vk->vk_device, state->uint_pipelines.image_2d, NULL)); VK_CALL(vkDestroyPipeline(device_vk->vk_device, state->uint_pipelines.image_2d_array, NULL)); VK_CALL(vkDestroyPipeline(device_vk->vk_device, state->uint_pipelines.image_3d, NULL)); } void wined3d_unordered_access_view_vk_clear(struct wined3d_unordered_access_view_vk *view_vk, const struct wined3d_uvec4 *clear_value, struct wined3d_context_vk *context_vk, bool fp) { struct wined3d_bo_address cb_source_address, cb_destination_address; const struct wined3d_format *view_format = view_vk->v.format; struct wined3d_view_desc *view_desc = &view_vk->v.desc; struct wined3d_uav_clear_constants_vk constants = {0}; struct wined3d_device *device = context_vk->c.device; struct wined3d_shader_thread_group_size group_count; enum wined3d_format_id format_id = view_format->id; struct wined3d_uav_clear_pipelines_vk *pipelines; struct wined3d_texture_vk *texture_vk = NULL; struct wined3d_pipeline_layout_vk *layout; struct wined3d_uav_clear_state_vk *state; const struct wined3d_vk_info *vk_info; VkDescriptorImageInfo vk_image_info; struct wined3d_device_vk *device_vk; VkDescriptorBufferInfo buffer_info; struct wined3d_resource *resource; VkCommandBuffer vk_command_buffer; struct wined3d_bo_vk constants_bo; VkWriteDescriptorSet vk_writes[2]; VkBufferView vk_buffer_view; VkMemoryBarrier vk_barrier; VkPipeline vk_pipeline; DWORD uav_location; unsigned int level; bool is_array; VkResult vr; device_vk = wined3d_device_vk(device); state = &device_vk->uav_clear_state; pipelines = fp ? &state->float_pipelines : &state->uint_pipelines; resource = view_vk->v.resource; is_array = view_desc->flags & WINED3D_VIEW_TEXTURE_ARRAY; switch (resource->type) { case WINED3D_RTYPE_BUFFER: vk_pipeline = pipelines->buffer; group_count = state->buffer_group_size; break; case WINED3D_RTYPE_TEXTURE_1D: if (is_array) { vk_pipeline = pipelines->image_1d_array; group_count = state->image_1d_array_group_size; } else { vk_pipeline = pipelines->image_1d; group_count = state->image_1d_group_size; } break; case WINED3D_RTYPE_TEXTURE_2D: if (is_array) { vk_pipeline = pipelines->image_2d_array; group_count = state->image_2d_array_group_size; } else { vk_pipeline = pipelines->image_2d; group_count = state->image_2d_group_size; } break; case WINED3D_RTYPE_TEXTURE_3D: vk_pipeline = pipelines->image_3d; group_count = state->image_3d_group_size; break; default: ERR("Unhandled resource type %s.\n", debug_d3dresourcetype(resource->type)); return; } if (vk_pipeline == VK_NULL_HANDLE) { ERR("Pipeline was not correctly initialized.\n"); return; } vk_writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; vk_writes[0].pNext = NULL; vk_writes[0].dstBinding = 1; vk_writes[0].dstArrayElement = 0; vk_writes[0].descriptorCount = 1; vk_writes[0].pImageInfo = NULL; vk_writes[0].pTexelBufferView = &vk_buffer_view; vk_writes[0].pImageInfo = &vk_image_info; if (resource->type == WINED3D_RTYPE_BUFFER) { uav_location = WINED3D_LOCATION_BUFFER; layout = state->buffer_layout; vk_writes[0].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER; constants.extent.width = view_desc->u.buffer.count; constants.extent.height = 1; } else { texture_vk = wined3d_texture_vk(wined3d_texture_from_resource(resource)); uav_location = WINED3D_LOCATION_TEXTURE_RGB; layout = state->image_layout; vk_writes[0].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE; level = view_desc->u.texture.level_idx; constants.extent.width = wined3d_texture_get_level_width(&texture_vk->t, level); constants.extent.height = wined3d_texture_get_level_height(&texture_vk->t, level); group_count.z = (view_desc->u.texture.layer_count + group_count.z - 1) / group_count.z; } group_count.x = (constants.extent.width + group_count.x - 1) / group_count.x; group_count.y = (constants.extent.height + group_count.y - 1) / group_count.y; constants.color.uint32[0] = clear_value->x; constants.color.uint32[1] = clear_value->y; constants.color.uint32[2] = clear_value->z; constants.color.uint32[3] = clear_value->w; if (!fp) { /* Make sure values are truncated, not saturated to some maximum value. */ constants.color.uint32[0] &= wined3d_mask_from_size(view_format->red_size); constants.color.uint32[1] &= wined3d_mask_from_size(view_format->green_size); constants.color.uint32[2] &= wined3d_mask_from_size(view_format->blue_size); constants.color.uint32[3] &= wined3d_mask_from_size(view_format->alpha_size); if (view_format->id == WINED3DFMT_R11G11B10_FLOAT) { constants.color.uint32[0] |= constants.color.uint32[1] << 11; constants.color.uint32[0] |= constants.color.uint32[2] << 22; format_id = WINED3DFMT_R32_UINT; } else { format_id = wined3d_get_typed_format_id(context_vk->c.device->adapter, view_format, WINED3D_CHANNEL_TYPE_UINT); } } if (format_id == WINED3DFMT_UNKNOWN) { ERR("Unsupported format %s.\n", debug_d3dformat(view_format->id)); return; } wined3d_view_load_location(resource, view_desc, &context_vk->c, uav_location); wined3d_unordered_access_view_invalidate_location(&view_vk->v, ~uav_location); if (resource->type == WINED3D_RTYPE_BUFFER) { if (format_id == view_format->id) vk_buffer_view = view_vk->view_vk.u.vk_buffer_view; else { vk_buffer_view = wined3d_view_vk_create_vk_buffer_view(context_vk, view_desc, wined3d_buffer_vk(buffer_from_resource(resource)), wined3d_format_vk( wined3d_get_format(context_vk->c.device->adapter, format_id, WINED3D_BIND_UNORDERED_ACCESS))); if (vk_buffer_view == VK_NULL_HANDLE) return; } } else { if (format_id == view_format->id) { vk_image_info = view_vk->view_vk.u.vk_image_info; if (!vk_image_info.imageView) { const VkDescriptorImageInfo *default_info; if (!(default_info = wined3d_texture_vk_get_default_image_info(texture_vk, context_vk))) return; vk_image_info = *default_info; } } else { vk_image_info.sampler = VK_NULL_HANDLE; vk_image_info.imageLayout = texture_vk->layout; vk_image_info.imageView = wined3d_view_vk_create_vk_image_view(context_vk, view_desc, texture_vk, wined3d_format_vk(wined3d_get_format(context_vk->c.device->adapter, format_id, WINED3D_BIND_UNORDERED_ACCESS)), COLOR_FIXUP_IDENTITY, false); if (vk_image_info.imageView == VK_NULL_HANDLE) return; } } vk_writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; vk_writes[1].pNext = NULL; vk_writes[1].dstBinding = 0; vk_writes[1].dstArrayElement = 0; vk_writes[1].descriptorCount = 1; vk_writes[1].pImageInfo = NULL; vk_writes[1].pTexelBufferView = NULL; vk_writes[1].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; vk_writes[1].pBufferInfo = &buffer_info; if (!wined3d_context_vk_create_bo(context_vk, sizeof(constants), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, &constants_bo)) { ERR("Failed to create constants BO.\n"); goto out; } cb_source_address.buffer_object = NULL; cb_source_address.addr = (BYTE *)&constants; cb_destination_address.buffer_object = &constants_bo.b; cb_destination_address.addr = 0; adapter_vk_copy_bo_address(&context_vk->c, &cb_destination_address, &cb_source_address, sizeof(constants)); buffer_info.buffer = constants_bo.vk_buffer; buffer_info.range = constants_bo.size; buffer_info.offset = constants_bo.b.buffer_offset; vk_info = context_vk->vk_info; vr = wined3d_context_vk_create_vk_descriptor_set(context_vk, layout->vk_set_layout, &vk_writes[0].dstSet); if (vr != VK_SUCCESS) { ERR("Failed to create descriptor set.\n"); wined3d_context_vk_destroy_bo(context_vk, &constants_bo); goto out; } vk_writes[1].dstSet = vk_writes[0].dstSet; VK_CALL(vkUpdateDescriptorSets(device_vk->vk_device, 2, vk_writes, 0, NULL)); vk_command_buffer = wined3d_context_vk_get_command_buffer(context_vk); wined3d_context_vk_end_current_render_pass(context_vk); wined3d_context_vk_reference_unordered_access_view(context_vk, view_vk); wined3d_context_vk_reference_bo(context_vk, &constants_bo); wined3d_context_vk_destroy_bo(context_vk, &constants_bo); vk_barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER; vk_barrier.pNext = NULL; vk_barrier.srcAccessMask = vk_access_mask_from_bind_flags(resource->bind_flags); vk_barrier.dstAccessMask = VK_ACCESS_SHADER_WRITE_BIT; VK_CALL(vkCmdPipelineBarrier(vk_command_buffer, vk_pipeline_stage_mask_from_bind_flags(resource->bind_flags), VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, 0, 1, &vk_barrier, 0, NULL, 0, NULL)); VK_CALL(vkCmdBindPipeline(vk_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, vk_pipeline)); VK_CALL(vkCmdBindDescriptorSets(vk_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, layout->vk_pipeline_layout, 0, 1, &vk_writes[0].dstSet, 0, NULL)); VK_CALL(vkCmdDispatch(vk_command_buffer, group_count.x, group_count.y, group_count.z)); vk_barrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT; vk_barrier.dstAccessMask = vk_access_mask_from_bind_flags(resource->bind_flags); VK_CALL(vkCmdPipelineBarrier(vk_command_buffer, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, vk_pipeline_stage_mask_from_bind_flags(resource->bind_flags), 0, 1, &vk_barrier, 0, NULL, 0, NULL)); context_invalidate_compute_state(&context_vk->c, STATE_COMPUTE_SHADER); out: if (format_id != view_format->id) { if (resource->type == WINED3D_RTYPE_BUFFER) wined3d_context_vk_destroy_vk_buffer_view(context_vk, vk_buffer_view, view_vk->view_vk.command_buffer_id); else wined3d_context_vk_destroy_vk_image_view(context_vk, vk_image_info.imageView, view_vk->view_vk.command_buffer_id); } } void wined3d_unordered_access_view_vk_update(struct wined3d_unordered_access_view_vk *uav_vk, struct wined3d_context_vk *context_vk) { const struct wined3d_format_vk *view_format_vk = wined3d_format_vk(uav_vk->v.format); const struct wined3d_view_desc *desc = &uav_vk->v.desc; struct wined3d_resource *resource = uav_vk->v.resource; struct wined3d_view_vk *view_vk = &uav_vk->view_vk; struct wined3d_buffer_vk *buffer_vk; VkBufferView vk_buffer_view; buffer_vk = wined3d_buffer_vk(buffer_from_resource(resource)); wined3d_context_vk_destroy_vk_buffer_view(context_vk, view_vk->u.vk_buffer_view, view_vk->command_buffer_id); if ((vk_buffer_view = wined3d_view_vk_create_vk_buffer_view(context_vk, desc, buffer_vk, view_format_vk))) { view_vk->u.vk_buffer_view = vk_buffer_view; view_vk->bo_user.valid = true; } } static void wined3d_unordered_access_view_vk_cs_init(void *object) { struct wined3d_unordered_access_view_vk *uav_vk = object; struct wined3d_view_vk *view_vk = &uav_vk->view_vk; struct wined3d_view_desc *desc = &uav_vk->v.desc; const struct wined3d_format_vk *format_vk; const struct wined3d_vk_info *vk_info; struct wined3d_texture_vk *texture_vk; struct wined3d_context_vk *context_vk; struct wined3d_device_vk *device_vk; struct wined3d_buffer_vk *buffer_vk; VkBufferViewCreateInfo create_info; struct wined3d_resource *resource; VkBufferView vk_buffer_view; uint32_t default_flags = 0; VkImageView vk_image_view; VkResult vr; TRACE("uav_vk %p.\n", uav_vk); resource = uav_vk->v.resource; device_vk = wined3d_device_vk(resource->device); format_vk = wined3d_format_vk(uav_vk->v.format); if (resource->type == WINED3D_RTYPE_BUFFER) { buffer_vk = wined3d_buffer_vk(buffer_from_resource(resource)); context_vk = wined3d_context_vk(context_acquire(&device_vk->d, NULL, 0)); vk_info = context_vk->vk_info; if ((vk_buffer_view = wined3d_view_vk_create_vk_buffer_view(context_vk, desc, buffer_vk, format_vk))) { struct wined3d_bo_vk *bo = wined3d_bo_vk(buffer_vk->b.buffer_object); TRACE("Created buffer view 0x%s.\n", wine_dbgstr_longlong(vk_buffer_view)); uav_vk->view_vk.u.vk_buffer_view = vk_buffer_view; uav_vk->view_vk.bo_user.valid = true; list_add_head(&bo->b.users, &view_vk->bo_user.entry); } if (desc->flags & (WINED3D_VIEW_BUFFER_COUNTER | WINED3D_VIEW_BUFFER_APPEND)) { if (!wined3d_context_vk_create_bo(context_vk, sizeof(uint32_t), VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, &uav_vk->counter_bo)) { ERR("Failed to create counter bo.\n"); context_release(&context_vk->c); return; } wined3d_context_vk_end_current_render_pass(context_vk); VK_CALL(vkCmdFillBuffer(wined3d_context_vk_get_command_buffer(context_vk), uav_vk->counter_bo.vk_buffer, uav_vk->counter_bo.b.buffer_offset, sizeof(uint32_t), 0)); wined3d_context_vk_reference_bo(context_vk, &uav_vk->counter_bo); create_info.sType = VK_STRUCTURE_TYPE_BUFFER_VIEW_CREATE_INFO; create_info.pNext = NULL; create_info.flags = 0; create_info.buffer = uav_vk->counter_bo.vk_buffer; create_info.format = VK_FORMAT_R32_UINT; create_info.offset = uav_vk->counter_bo.b.buffer_offset; create_info.range = sizeof(uint32_t); if ((vr = VK_CALL(vkCreateBufferView(device_vk->vk_device, &create_info, NULL, &uav_vk->vk_counter_view))) < 0) { ERR("Failed to create counter buffer view, vr %s.\n", wined3d_debug_vkresult(vr)); } else { TRACE("Created counter buffer view 0x%s.\n", wine_dbgstr_longlong(uav_vk->vk_counter_view)); uav_vk->v.counter_bo = &uav_vk->counter_bo.b; } } context_release(&context_vk->c); return; } texture_vk = wined3d_texture_vk(texture_from_resource(resource)); if (texture_vk->t.layer_count > 1) default_flags |= WINED3D_VIEW_TEXTURE_ARRAY; if (resource->format->id == format_vk->f.id && desc->flags == default_flags && !desc->u.texture.level_idx && desc->u.texture.level_count == texture_vk->t.level_count && !desc->u.texture.layer_idx && desc->u.texture.layer_count == texture_vk->t.layer_count && !(resource->bind_flags & WINED3D_BIND_DEPTH_STENCIL) && resource->type != WINED3D_RTYPE_TEXTURE_3D) { TRACE("Creating identity unordered access view.\n"); return; } if (texture_vk->t.swapchain && texture_vk->t.swapchain->state.desc.backbuffer_count > 1) FIXME("Swapchain unordered access views not supported.\n"); context_vk = wined3d_context_vk(context_acquire(&device_vk->d, NULL, 0)); vk_image_view = wined3d_view_vk_create_vk_image_view(context_vk, desc, texture_vk, format_vk, format_vk->f.color_fixup, false); context_release(&context_vk->c); if (!vk_image_view) return; TRACE("Created image view 0x%s.\n", wine_dbgstr_longlong(vk_image_view)); view_vk->u.vk_image_info.imageView = vk_image_view; view_vk->u.vk_image_info.sampler = VK_NULL_HANDLE; view_vk->u.vk_image_info.imageLayout = texture_vk->layout; } HRESULT wined3d_unordered_access_view_vk_init(struct wined3d_unordered_access_view_vk *view_vk, const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops) { HRESULT hr; TRACE("view_vk %p, desc %s, resource %p, parent %p, parent_ops %p.\n", view_vk, wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops); if (FAILED(hr = wined3d_unordered_access_view_init(&view_vk->v, desc, resource, parent, parent_ops))) return hr; list_init(&view_vk->view_vk.bo_user.entry); wined3d_cs_init_object(resource->device->cs, wined3d_unordered_access_view_vk_cs_init, view_vk); return hr; } HRESULT CDECL wined3d_unordered_access_view_create(const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_unordered_access_view **view) { const struct wined3d_adapter_ops *adapter_ops; TRACE("desc %s, resource %p, parent %p, parent_ops %p, view %p.\n", wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops, view); adapter_ops = resource->device->adapter->adapter_ops; return adapter_ops->adapter_create_unordered_access_view(desc, resource, parent, parent_ops, view); }