/* * 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); #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 *texture) { 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_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_3D, 0, GL_TEXTURE_3D}, }; unsigned int i; for (i = 0; i < ARRAY_SIZE(view_types); ++i) { if (view_types[i].texture_target != texture->target || view_types[i].view_flags != desc->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", desc->flags, texture->target); return texture->target; } static const struct wined3d_format *validate_resource_view(const struct wined3d_view_desc *desc, struct wined3d_resource *resource, BOOL mip_slice) { const struct wined3d_gl_info *gl_info = &resource->device->adapter->gl_info; const struct wined3d_format *format; format = wined3d_get_format(gl_info, desc->format_id, resource->usage); 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(gl_info, WINED3DFMT_R32_UINT, resource->usage); } 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->desc.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(gl_info, WINED3DFMT_R32_UINT, resource->usage); element_size = buffer->desc.structure_byte_stride; } else { element_size = format->byte_count; } if (!element_size) return NULL; buffer_size = buffer->resource.size / element_size; if (desc->u.buffer.start_idx >= buffer_size || desc->u.buffer.count > buffer_size - desc->u.buffer.start_idx) return NULL; } else { struct wined3d_texture *texture = texture_from_resource(resource); unsigned int depth_or_layer_count; 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) || desc->u.texture.level_idx >= texture->level_count || desc->u.texture.level_count > texture->level_count - desc->u.texture.level_idx || !desc->u.texture.layer_count || desc->u.texture.layer_idx >= depth_or_layer_count || desc->u.texture.layer_count > depth_or_layer_count - desc->u.texture.layer_idx) 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 *texture, const struct wined3d_format *view_format) { const struct wined3d_gl_info *gl_info; unsigned int layer_idx, layer_count; struct wined3d_context *context; GLuint texture_name; view->target = view_target; context = context_acquire(texture->resource.device, NULL, 0); gl_info = context->gl_info; if (!gl_info->supported[ARB_TEXTURE_VIEW]) { context_release(context); FIXME("OpenGL implementation does not support texture views.\n"); return; } wined3d_texture_prepare_texture(texture, context, FALSE); texture_name = wined3d_texture_get_texture_name(texture, context, FALSE); layer_idx = desc->u.texture.layer_idx; layer_count = desc->u.texture.layer_count; if (view_target == GL_TEXTURE_3D && (layer_idx || layer_count != 1)) { 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->glInternal, desc->u.texture.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; } context_bind_texture(context, 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); } context_release(context); } static void create_buffer_texture(struct wined3d_gl_view *view, struct wined3d_context *context, struct wined3d_buffer *buffer, const struct wined3d_format *view_format, unsigned int offset, unsigned int size) { const struct wined3d_gl_info *gl_info = context->gl_info; if (!gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT]) { FIXME("OpenGL implementation does not support buffer textures.\n"); return; } 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; } wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER); view->target = GL_TEXTURE_BUFFER; gl_info->gl_ops.gl.p_glGenTextures(1, &view->name); context_bind_texture(context, GL_TEXTURE_BUFFER, view->name); if (gl_info->supported[ARB_TEXTURE_BUFFER_RANGE]) { GL_EXTCALL(glTexBufferRange(GL_TEXTURE_BUFFER, view_format->glInternal, buffer->buffer_object, 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->glInternal, buffer->buffer_object)); } checkGLcall("Create buffer texture"); context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING); context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING); } 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; if (desc->format_id == WINED3DFMT_UNKNOWN) { offset = desc->u.buffer.start_idx * buffer->desc.structure_byte_stride; size = desc->u.buffer.count * buffer->desc.structure_byte_stride; } else { offset = desc->u.buffer.start_idx * view_format->byte_count; size = desc->u.buffer.count * view_format->byte_count; } create_buffer_texture(view, context, buffer, 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); } 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; } static void wined3d_rendertarget_view_destroy_object(void *object) { struct wined3d_rendertarget_view *view = object; struct wined3d_device *device = view->resource->device; if (view->gl_view.name) { const struct wined3d_gl_info *gl_info; struct wined3d_context *context; context = context_acquire(device, NULL, 0); gl_info = context->gl_info; context_gl_resource_released(device, view->gl_view.name, FALSE); gl_info->gl_ops.gl.p_glDeleteTextures(1, &view->gl_view.name); checkGLcall("glDeleteTextures"); context_release(context); } HeapFree(GetProcessHeap(), 0, view); } 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) { struct wined3d_resource *resource = view->resource; struct wined3d_device *device = resource->device; /* 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_cs_destroy_object(device->cs, wined3d_rendertarget_view_destroy_object, view); wined3d_resource_decref(resource); } 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 *swapchain = context->swapchain; /* 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 = swapchain->desc.backbuffer_width; *height = swapchain->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) { struct wined3d_resource *resource = view->resource; 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 = 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_load_location(texture, sub_resource_idx, 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_cs_init(void *object) { struct wined3d_rendertarget_view *view = object; struct wined3d_resource *resource = view->resource; const struct wined3d_view_desc *desc = &view->desc; if (resource->type == WINED3D_RTYPE_BUFFER) { FIXME("Not implemented for resources %s.\n", debug_d3dresourcetype(resource->type)); } else { struct wined3d_texture *texture = 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, desc->u.texture.level_idx); else depth_or_layer_count = texture->layer_count; if (resource->format->id != view->format->id || (view->layer_count != 1 && view->layer_count != depth_or_layer_count)) { if (resource->format->gl_view_class != view->format->gl_view_class) { FIXME("Render target view not supported, resource format %s, view format %s.\n", debug_d3dformat(resource->format->id), debug_d3dformat(view->format->id)); return; } if (texture->swapchain && texture->swapchain->desc.backbuffer_count > 1) { FIXME("Swapchain views not supported.\n"); return; } create_texture_view(&view->gl_view, texture->target, desc, texture, view->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) { view->refcount = 1; view->parent = parent; view->parent_ops = parent_ops; if (!(view->format = validate_resource_view(desc, resource, TRUE))) 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); wined3d_cs_init_object(resource->device->cs, wined3d_render_target_view_cs_init, view); return WINED3D_OK; } 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) { struct wined3d_rendertarget_view *object; HRESULT hr; TRACE("desc %p, resource %p, parent %p, parent_ops %p, view %p.\n", desc, resource, parent, parent_ops, view); if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)))) return E_OUTOFMEMORY; if (FAILED(hr = wined3d_rendertarget_view_init(object, desc, resource, parent, parent_ops))) { HeapFree(GetProcessHeap(), 0, object); WARN("Failed to initialise view, hr %#x.\n", hr); return hr; } TRACE("Created render target view %p.\n", object); *view = object; return hr; } 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; } static void wined3d_shader_resource_view_destroy_object(void *object) { struct wined3d_shader_resource_view *view = object; if (view->gl_view.name) { const struct wined3d_gl_info *gl_info; struct wined3d_context *context; context = context_acquire(view->resource->device, NULL, 0); gl_info = context->gl_info; gl_info->gl_ops.gl.p_glDeleteTextures(1, &view->gl_view.name); checkGLcall("glDeleteTextures"); context_release(context); } HeapFree(GetProcessHeap(), 0, view); } 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) { struct wined3d_resource *resource = view->resource; struct wined3d_device *device = resource->device; /* 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_cs_destroy_object(device->cs, wined3d_shader_resource_view_destroy_object, view); wined3d_resource_decref(resource); } 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; } static void wined3d_shader_resource_view_cs_init(void *object) { struct wined3d_shader_resource_view *view = object; struct wined3d_resource *resource = view->resource; const struct wined3d_format *view_format; const struct wined3d_gl_info *gl_info; const struct wined3d_view_desc *desc; GLenum view_target; view_format = view->format; gl_info = &resource->device->adapter->gl_info; desc = &view->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_view, context, desc, buffer, view_format); context_release(context); } else { struct wined3d_texture *texture = texture_from_resource(resource); view_target = get_texture_view_target(gl_info, desc, texture); if (resource->format->id == view_format->id && texture->target == view_target && !desc->u.texture.level_idx && desc->u.texture.level_count == texture->level_count && !desc->u.texture.layer_idx && desc->u.texture.layer_count == texture->layer_count && !is_stencil_view_format(view_format)) { TRACE("Creating identity shader resource view.\n"); } else if (texture->swapchain && texture->swapchain->desc.backbuffer_count > 1) { FIXME("Swapchain shader resource views not supported.\n"); } else if (resource->format->typeless_id == view_format->typeless_id && resource->format->gl_view_class == view_format->gl_view_class) { create_texture_view(&view->gl_view, view_target, desc, texture, view_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 (!(view->format = validate_resource_view(desc, resource, FALSE))) return E_INVALIDARG; view->desc = *desc; wined3d_resource_incref(view->resource = resource); wined3d_cs_init_object(resource->device->cs, wined3d_shader_resource_view_cs_init, view); return WINED3D_OK; } 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) { struct wined3d_shader_resource_view *object; HRESULT hr; TRACE("desc %p, resource %p, parent %p, parent_ops %p, view %p.\n", desc, resource, parent, parent_ops, view); if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)))) return E_OUTOFMEMORY; if (FAILED(hr = wined3d_shader_resource_view_init(object, desc, resource, parent, parent_ops))) { HeapFree(GetProcessHeap(), 0, object); WARN("Failed to initialise view, hr %#x.\n", hr); return hr; } TRACE("Created shader resource view %p.\n", object); *view = object; return WINED3D_OK; } void wined3d_shader_resource_view_bind(struct wined3d_shader_resource_view *view, unsigned int unit, struct wined3d_sampler *sampler, struct wined3d_context *context) { const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_texture *texture; context_active_texture(context, gl_info, unit); if (view->gl_view.name) { context_bind_texture(context, view->gl_view.target, view->gl_view.name); wined3d_sampler_bind(sampler, unit, NULL, context); return; } if (view->resource->type == WINED3D_RTYPE_BUFFER) { FIXME("Buffer shader resources not supported.\n"); return; } texture = wined3d_texture_from_resource(view->resource); wined3d_texture_bind(texture, context, FALSE); wined3d_sampler_bind(sampler, unit, texture, context); } 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; } static void wined3d_unordered_access_view_destroy_object(void *object) { struct wined3d_unordered_access_view *view = object; if (view->gl_view.name || view->counter_bo) { const struct wined3d_gl_info *gl_info; struct wined3d_context *context; context = context_acquire(view->resource->device, NULL, 0); gl_info = context->gl_info; if (view->gl_view.name) gl_info->gl_ops.gl.p_glDeleteTextures(1, &view->gl_view.name); if (view->counter_bo) GL_EXTCALL(glDeleteBuffers(1, &view->counter_bo)); checkGLcall("delete resources"); context_release(context); } HeapFree(GetProcessHeap(), 0, view); } 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) { struct wined3d_resource *resource = view->resource; struct wined3d_device *device = resource->device; /* 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_cs_destroy_object(device->cs, wined3d_unordered_access_view_destroy_object, view); wined3d_resource_decref(resource); } 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); } static void wined3d_unordered_access_view_cs_init(void *object) { struct wined3d_unordered_access_view *view = object; struct wined3d_resource *resource = view->resource; struct wined3d_view_desc *desc = &view->desc; const struct wined3d_gl_info *gl_info; gl_info = &resource->device->adapter->gl_info; 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); gl_info = context->gl_info; create_buffer_view(&view->gl_view, context, desc, buffer, view->format); if (desc->flags & WINED3D_VIEW_BUFFER_COUNTER) { static const GLuint initial_value = 0; GL_EXTCALL(glGenBuffers(1, &view->counter_bo)); GL_EXTCALL(glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, view->counter_bo)); GL_EXTCALL(glBufferData(GL_ATOMIC_COUNTER_BUFFER, sizeof(initial_value), &initial_value, GL_STATIC_DRAW)); checkGLcall("create atomic counter buffer"); } context_release(context); } else { struct wined3d_texture *texture = 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, desc->u.texture.level_idx); else depth_or_layer_count = texture->layer_count; if (desc->u.texture.layer_idx || desc->u.texture.layer_count != depth_or_layer_count) { create_texture_view(&view->gl_view, get_texture_view_target(gl_info, desc, texture), desc, texture, view->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 (!(view->format = validate_resource_view(desc, resource, TRUE))) return E_INVALIDARG; view->desc = *desc; if (desc->flags & WINED3D_VIEW_BUFFER_APPEND) FIXME("Unhandled view flags %#x.\n", desc->flags); wined3d_resource_incref(view->resource = resource); wined3d_cs_init_object(resource->device->cs, wined3d_unordered_access_view_cs_init, view); return WINED3D_OK; } 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) { struct wined3d_unordered_access_view *object; HRESULT hr; TRACE("desc %p, resource %p, parent %p, parent_ops %p, view %p.\n", desc, resource, parent, parent_ops, view); if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)))) return E_OUTOFMEMORY; if (FAILED(hr = wined3d_unordered_access_view_init(object, desc, resource, parent, parent_ops))) { HeapFree(GetProcessHeap(), 0, object); WARN("Failed to initialise view, hr %#x.\n", hr); return hr; } TRACE("Created unordered access view %p.\n", object); *view = object; return WINED3D_OK; }