/* * 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" WINE_DEFAULT_DEBUG_CHANNEL(d3d); 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; } 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) { /* 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); HeapFree(GetProcessHeap(), 0, view); } 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_resource *sub_resource; TRACE("view %p.\n", view); if (view->resource->type == WINED3D_RTYPE_BUFFER) return wined3d_buffer_get_parent(buffer_from_resource(view->resource)); if (!(sub_resource = wined3d_texture_get_sub_resource(wined3d_texture_from_resource(view->resource), view->sub_resource_idx))) return NULL; return wined3d_resource_get_parent(sub_resource); } 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; } static void wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *view, const struct wined3d_rendertarget_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops) { const struct wined3d_gl_info *gl_info = &resource->device->adapter->gl_info; view->refcount = 1; view->resource = resource; wined3d_resource_incref(resource); view->parent = parent; view->parent_ops = parent_ops; view->format = wined3d_get_format(gl_info, desc->format_id); if (resource->type == WINED3D_RTYPE_BUFFER) { view->sub_resource_idx = 0; view->buffer_offset = desc->u.buffer.start_idx; view->width = desc->u.buffer.count; view->height = 1; view->depth = 1; } else { struct wined3d_texture *texture = wined3d_texture_from_resource(resource); struct wined3d_resource *sub_resource; view->sub_resource_idx = desc->u.texture.layer_idx * texture->level_count + desc->u.texture.level_idx; sub_resource = wined3d_texture_get_sub_resource(texture, view->sub_resource_idx); view->buffer_offset = 0; view->width = sub_resource->width; view->height = sub_resource->height; view->depth = desc->u.texture.layer_count; } } HRESULT CDECL wined3d_rendertarget_view_create(const struct wined3d_rendertarget_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_rendertarget_view **view) { struct wined3d_rendertarget_view *object; TRACE("desc %p, resource %p, parent %p, view %p.\n", desc, resource, parent, view); if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)))) return E_OUTOFMEMORY; wined3d_rendertarget_view_init(object, desc, resource, parent, parent_ops); TRACE("Created render target view %p.\n", object); *view = object; return WINED3D_OK; } HRESULT CDECL wined3d_rendertarget_view_create_from_surface(struct wined3d_surface *surface, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_rendertarget_view **view) { struct wined3d_rendertarget_view_desc desc; TRACE("surface %p, view %p.\n", surface, view); desc.format_id = surface->resource.format->id; desc.u.texture.level_idx = surface->texture_level; desc.u.texture.layer_idx = surface->texture_layer; desc.u.texture.layer_count = 1; return wined3d_rendertarget_view_create(&desc, &surface->container->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; } 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) { view->parent_ops->wined3d_object_destroyed(view->parent); HeapFree(GetProcessHeap(), 0, view); } 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; } HRESULT CDECL wined3d_shader_resource_view_create(void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader_resource_view **view) { struct wined3d_shader_resource_view *object; TRACE("parent %p, parent_ops %p, view %p.\n", parent, parent_ops, view); if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)))) return E_OUTOFMEMORY; object->refcount = 1; object->parent = parent; object->parent_ops = parent_ops; TRACE("Created shader resource view %p.\n", object); *view = object; return WINED3D_OK; }