/* * Copyright 2002-2005 Jason Edmeades * Copyright 2002-2005 Raphael Junqueira * Copyright 2005 Oliver Stieber * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers * 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); WINE_DECLARE_DEBUG_CHANNEL(d3d_perf); WINE_DECLARE_DEBUG_CHANNEL(winediag); #define WINED3D_TEXTURE_DYNAMIC_MAP_THRESHOLD 50 static const uint32_t wined3d_texture_sysmem_locations = WINED3D_LOCATION_SYSMEM | WINED3D_LOCATION_BUFFER; static const struct wined3d_texture_ops texture_gl_ops; struct wined3d_texture_idx { struct wined3d_texture *texture; unsigned int sub_resource_idx; }; struct wined3d_rect_f { float l; float t; float r; float b; }; static BOOL wined3d_texture_use_pbo(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info) { if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] || texture->resource.format->conv_byte_count || (texture->flags & (WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_COND_NP2_EMULATED))) return FALSE; /* Use a PBO for dynamic textures and read-only staging textures. */ return (!(texture->resource.access & WINED3D_RESOURCE_ACCESS_CPU) && texture->resource.usage & WINED3DUSAGE_DYNAMIC) || texture->resource.access == (WINED3D_RESOURCE_ACCESS_CPU | WINED3D_RESOURCE_ACCESS_MAP_R); } static BOOL wined3d_texture_use_immutable_storage(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info) { /* We don't expect to create texture views for textures with height-scaled formats. * Besides, ARB_texture_storage doesn't allow specifying exact sizes for all levels. */ return gl_info->supported[ARB_TEXTURE_STORAGE] && !(texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE); } /* Front buffer coordinates are always full screen coordinates, but our GL * drawable is limited to the window's client area. The sysmem and texture * copies do have the full screen size. Note that GL has a bottom-left * origin, while D3D has a top-left origin. */ void wined3d_texture_translate_drawable_coords(const struct wined3d_texture *texture, HWND window, RECT *rect) { unsigned int drawable_height; POINT offset = {0, 0}; RECT windowsize; if (!texture->swapchain) return; if (texture == texture->swapchain->front_buffer) { ScreenToClient(window, &offset); OffsetRect(rect, offset.x, offset.y); } GetClientRect(window, &windowsize); drawable_height = windowsize.bottom - windowsize.top; rect->top = drawable_height - rect->top; rect->bottom = drawable_height - rect->bottom; } GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture) { const struct wined3d_swapchain *swapchain = texture->swapchain; TRACE("texture %p.\n", texture); if (!swapchain) { ERR("Texture %p is not part of a swapchain.\n", texture); return GL_NONE; } if (texture == swapchain->front_buffer) { TRACE("Returning GL_FRONT.\n"); return GL_FRONT; } if (texture == swapchain->back_buffers[0]) { TRACE("Returning GL_BACK.\n"); return GL_BACK; } FIXME("Higher back buffer, returning GL_BACK.\n"); return GL_BACK; } static DWORD wined3d_resource_access_from_location(DWORD location) { switch (location) { case WINED3D_LOCATION_DISCARDED: return 0; case WINED3D_LOCATION_SYSMEM: return WINED3D_RESOURCE_ACCESS_CPU; case WINED3D_LOCATION_BUFFER: case WINED3D_LOCATION_DRAWABLE: case WINED3D_LOCATION_TEXTURE_RGB: case WINED3D_LOCATION_TEXTURE_SRGB: case WINED3D_LOCATION_RB_MULTISAMPLE: case WINED3D_LOCATION_RB_RESOLVED: return WINED3D_RESOURCE_ACCESS_GPU; default: FIXME("Unhandled location %#x.\n", location); return 0; } } static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct wined3d_rect_f *f) { f->l = ((r->left * 2.0f) / w) - 1.0f; f->t = ((r->top * 2.0f) / h) - 1.0f; f->r = ((r->right * 2.0f) / w) - 1.0f; f->b = ((r->bottom * 2.0f) / h) - 1.0f; } void texture2d_get_blt_info(const struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx, const RECT *rect, struct wined3d_blt_info *info) { struct wined3d_vec3 *coords = info->texcoords; struct wined3d_rect_f f; unsigned int level; GLenum target; GLsizei w, h; level = sub_resource_idx % texture_gl->t.level_count; w = wined3d_texture_get_level_pow2_width(&texture_gl->t, level); h = wined3d_texture_get_level_pow2_height(&texture_gl->t, level); target = wined3d_texture_gl_get_sub_resource_target(texture_gl, sub_resource_idx); switch (target) { default: FIXME("Unsupported texture target %#x.\n", target); /* Fall back to GL_TEXTURE_2D */ case GL_TEXTURE_2D: info->bind_target = GL_TEXTURE_2D; coords[0].x = (float)rect->left / w; coords[0].y = (float)rect->top / h; coords[0].z = 0.0f; coords[1].x = (float)rect->right / w; coords[1].y = (float)rect->top / h; coords[1].z = 0.0f; coords[2].x = (float)rect->left / w; coords[2].y = (float)rect->bottom / h; coords[2].z = 0.0f; coords[3].x = (float)rect->right / w; coords[3].y = (float)rect->bottom / h; coords[3].z = 0.0f; break; case GL_TEXTURE_RECTANGLE_ARB: info->bind_target = GL_TEXTURE_RECTANGLE_ARB; coords[0].x = rect->left; coords[0].y = rect->top; coords[0].z = 0.0f; coords[1].x = rect->right; coords[1].y = rect->top; coords[1].z = 0.0f; coords[2].x = rect->left; coords[2].y = rect->bottom; coords[2].z = 0.0f; coords[3].x = rect->right; coords[3].y = rect->bottom; coords[3].z = 0.0f; break; case GL_TEXTURE_CUBE_MAP_POSITIVE_X: info->bind_target = GL_TEXTURE_CUBE_MAP_ARB; cube_coords_float(rect, w, h, &f); coords[0].x = 1.0f; coords[0].y = -f.t; coords[0].z = -f.l; coords[1].x = 1.0f; coords[1].y = -f.t; coords[1].z = -f.r; coords[2].x = 1.0f; coords[2].y = -f.b; coords[2].z = -f.l; coords[3].x = 1.0f; coords[3].y = -f.b; coords[3].z = -f.r; break; case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: info->bind_target = GL_TEXTURE_CUBE_MAP_ARB; cube_coords_float(rect, w, h, &f); coords[0].x = -1.0f; coords[0].y = -f.t; coords[0].z = f.l; coords[1].x = -1.0f; coords[1].y = -f.t; coords[1].z = f.r; coords[2].x = -1.0f; coords[2].y = -f.b; coords[2].z = f.l; coords[3].x = -1.0f; coords[3].y = -f.b; coords[3].z = f.r; break; case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: info->bind_target = GL_TEXTURE_CUBE_MAP_ARB; cube_coords_float(rect, w, h, &f); coords[0].x = f.l; coords[0].y = 1.0f; coords[0].z = f.t; coords[1].x = f.r; coords[1].y = 1.0f; coords[1].z = f.t; coords[2].x = f.l; coords[2].y = 1.0f; coords[2].z = f.b; coords[3].x = f.r; coords[3].y = 1.0f; coords[3].z = f.b; break; case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: info->bind_target = GL_TEXTURE_CUBE_MAP_ARB; cube_coords_float(rect, w, h, &f); coords[0].x = f.l; coords[0].y = -1.0f; coords[0].z = -f.t; coords[1].x = f.r; coords[1].y = -1.0f; coords[1].z = -f.t; coords[2].x = f.l; coords[2].y = -1.0f; coords[2].z = -f.b; coords[3].x = f.r; coords[3].y = -1.0f; coords[3].z = -f.b; break; case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: info->bind_target = GL_TEXTURE_CUBE_MAP_ARB; cube_coords_float(rect, w, h, &f); coords[0].x = f.l; coords[0].y = -f.t; coords[0].z = 1.0f; coords[1].x = f.r; coords[1].y = -f.t; coords[1].z = 1.0f; coords[2].x = f.l; coords[2].y = -f.b; coords[2].z = 1.0f; coords[3].x = f.r; coords[3].y = -f.b; coords[3].z = 1.0f; break; case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: info->bind_target = GL_TEXTURE_CUBE_MAP_ARB; cube_coords_float(rect, w, h, &f); coords[0].x = -f.l; coords[0].y = -f.t; coords[0].z = -1.0f; coords[1].x = -f.r; coords[1].y = -f.t; coords[1].z = -1.0f; coords[2].x = -f.l; coords[2].y = -f.b; coords[2].z = -1.0f; coords[3].x = -f.r; coords[3].y = -f.b; coords[3].z = -1.0f; break; } } static bool fbo_blitter_supported(enum wined3d_blit_op blit_op, const struct wined3d_gl_info *gl_info, const struct wined3d_resource *src_resource, DWORD src_location, const struct wined3d_resource *dst_resource, DWORD dst_location) { const struct wined3d_format *src_format = src_resource->format; const struct wined3d_format *dst_format = dst_resource->format; if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer) return false; /* Source and/or destination need to be on the GL side. */ if (!(src_resource->access & dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU)) return false; if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D) return false; switch (blit_op) { case WINED3D_BLIT_OP_COLOR_BLIT: if (!((src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (src_resource->bind_flags & WINED3D_BIND_RENDER_TARGET))) return false; if (!((dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_resource->bind_flags & WINED3D_BIND_RENDER_TARGET))) return false; if ((src_format->id != dst_format->id || dst_location == WINED3D_LOCATION_DRAWABLE) && (!is_identity_fixup(src_format->color_fixup) || !is_identity_fixup(dst_format->color_fixup))) return false; break; case WINED3D_BLIT_OP_DEPTH_BLIT: if (!(src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_DEPTH_STENCIL)) return false; if (!(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_DEPTH_STENCIL)) return false; /* Accept pure swizzle fixups for depth formats. In general we * ignore the stencil component (if present) at the moment and the * swizzle is not relevant with just the depth component. */ if (is_complex_fixup(src_format->color_fixup) || is_complex_fixup(dst_format->color_fixup) || is_scaling_fixup(src_format->color_fixup) || is_scaling_fixup(dst_format->color_fixup)) return false; break; default: return false; } return true; } /* Blit between surface locations. Onscreen on different swapchains is not supported. * Depth / stencil is not supported. Context activation is done by the caller. */ static void texture2d_blt_fbo(struct wined3d_device *device, struct wined3d_context *context, enum wined3d_texture_filter_type filter, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect) { struct wined3d_texture *required_texture, *restore_texture; const struct wined3d_gl_info *gl_info; struct wined3d_context_gl *context_gl; unsigned int restore_idx; bool scaled_resolve; GLenum gl_filter; GLenum buffer; RECT s, d; TRACE("device %p, context %p, filter %s, src_texture %p, src_sub_resource_idx %u, src_location %s, " "src_rect %s, dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s.\n", device, context, debug_d3dtexturefiltertype(filter), src_texture, src_sub_resource_idx, wined3d_debug_location(src_location), wine_dbgstr_rect(src_rect), dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location), wine_dbgstr_rect(dst_rect)); scaled_resolve = wined3d_texture_gl_is_multisample_location(wined3d_texture_gl(src_texture), src_location) && (abs(src_rect->bottom - src_rect->top) != abs(dst_rect->bottom - dst_rect->top) || abs(src_rect->right - src_rect->left) != abs(dst_rect->right - dst_rect->left)); if (filter == WINED3D_TEXF_LINEAR) gl_filter = scaled_resolve ? GL_SCALED_RESOLVE_NICEST_EXT : GL_LINEAR; else gl_filter = scaled_resolve ? GL_SCALED_RESOLVE_FASTEST_EXT : GL_NEAREST; /* Make sure the locations are up-to-date. Loading the destination * surface isn't required if the entire surface is overwritten. (And is * in fact harmful if we're being called by surface_load_location() with * the purpose of loading the destination surface.) */ wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, src_location); if (!wined3d_texture_is_full_rect(dst_texture, dst_sub_resource_idx % dst_texture->level_count, dst_rect)) wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location); else wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location); /* Acquire a context for the front-buffer, even though we may be blitting * to/from a back-buffer. Since context_acquire() doesn't take the * resource location into account, it may consider the back-buffer to be * offscreen. */ if (src_location == WINED3D_LOCATION_DRAWABLE) required_texture = src_texture->swapchain->front_buffer; else if (dst_location == WINED3D_LOCATION_DRAWABLE) required_texture = dst_texture->swapchain->front_buffer; else required_texture = NULL; restore_texture = context->current_rt.texture; restore_idx = context->current_rt.sub_resource_idx; if (restore_texture != required_texture) context = context_acquire(device, required_texture, 0); else restore_texture = NULL; context_gl = wined3d_context_gl(context); if (!context_gl->valid) { context_release(context); WARN("Invalid context, skipping blit.\n"); return; } gl_info = context_gl->gl_info; if (src_location == WINED3D_LOCATION_DRAWABLE) { TRACE("Source texture %p is onscreen.\n", src_texture); buffer = wined3d_texture_get_gl_buffer(src_texture); s = *src_rect; wined3d_texture_translate_drawable_coords(src_texture, context_gl->window, &s); src_rect = &s; } else { TRACE("Source texture %p is offscreen.\n", src_texture); buffer = GL_COLOR_ATTACHMENT0; } wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_READ_FRAMEBUFFER, &src_texture->resource, src_sub_resource_idx, NULL, 0, src_location); gl_info->gl_ops.gl.p_glReadBuffer(buffer); checkGLcall("glReadBuffer()"); wined3d_context_gl_check_fbo_status(context_gl, GL_READ_FRAMEBUFFER); if (dst_location == WINED3D_LOCATION_DRAWABLE) { TRACE("Destination texture %p is onscreen.\n", dst_texture); buffer = wined3d_texture_get_gl_buffer(dst_texture); d = *dst_rect; wined3d_texture_translate_drawable_coords(dst_texture, context_gl->window, &d); dst_rect = &d; } else { TRACE("Destination texture %p is offscreen.\n", dst_texture); buffer = GL_COLOR_ATTACHMENT0; } wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER, &dst_texture->resource, dst_sub_resource_idx, NULL, 0, dst_location); wined3d_context_gl_set_draw_buffer(context_gl, buffer); wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER); context_invalidate_state(context, STATE_FRAMEBUFFER); gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); context_invalidate_state(context, STATE_BLEND); gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST); context_invalidate_state(context, STATE_RASTERIZER); gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom, dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, GL_COLOR_BUFFER_BIT, gl_filter); checkGLcall("glBlitFramebuffer()"); if (dst_location == WINED3D_LOCATION_DRAWABLE && dst_texture->swapchain->front_buffer == dst_texture) gl_info->gl_ops.gl.p_glFlush(); if (restore_texture) context_restore(context, restore_texture, restore_idx); } static void texture2d_depth_blt_fbo(const struct wined3d_device *device, struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect) { struct wined3d_context_gl *context_gl = wined3d_context_gl(context); const struct wined3d_gl_info *gl_info = context_gl->gl_info; GLbitfield src_mask, dst_mask; GLbitfield gl_mask; TRACE("device %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_rect %s, " "dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s.\n", device, src_texture, src_sub_resource_idx, wined3d_debug_location(src_location), wine_dbgstr_rect(src_rect), dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location), wine_dbgstr_rect(dst_rect)); src_mask = 0; if (src_texture->resource.format->depth_size) src_mask |= GL_DEPTH_BUFFER_BIT; if (src_texture->resource.format->stencil_size) src_mask |= GL_STENCIL_BUFFER_BIT; dst_mask = 0; if (dst_texture->resource.format->depth_size) dst_mask |= GL_DEPTH_BUFFER_BIT; if (dst_texture->resource.format->stencil_size) dst_mask |= GL_STENCIL_BUFFER_BIT; if (src_mask != dst_mask) { ERR("Incompatible formats %s and %s.\n", debug_d3dformat(src_texture->resource.format->id), debug_d3dformat(dst_texture->resource.format->id)); return; } if (!src_mask) { ERR("Not a depth / stencil format: %s.\n", debug_d3dformat(src_texture->resource.format->id)); return; } gl_mask = src_mask; /* Make sure the locations are up-to-date. Loading the destination * surface isn't required if the entire surface is overwritten. */ wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, src_location); if (!wined3d_texture_is_full_rect(dst_texture, dst_sub_resource_idx % dst_texture->level_count, dst_rect)) wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location); else wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location); wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_READ_FRAMEBUFFER, NULL, 0, &src_texture->resource, src_sub_resource_idx, src_location); wined3d_context_gl_check_fbo_status(context_gl, GL_READ_FRAMEBUFFER); wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER, NULL, 0, &dst_texture->resource, dst_sub_resource_idx, dst_location); wined3d_context_gl_set_draw_buffer(context_gl, GL_NONE); wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER); context_invalidate_state(context, STATE_FRAMEBUFFER); if (gl_mask & GL_DEPTH_BUFFER_BIT) { gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE); context_invalidate_state(context, STATE_DEPTH_STENCIL); } if (gl_mask & GL_STENCIL_BUFFER_BIT) { if (gl_info->supported[EXT_STENCIL_TWO_SIDE]) { gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE)); } gl_info->gl_ops.gl.p_glStencilMask(~0U); context_invalidate_state(context, STATE_DEPTH_STENCIL); } gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST); context_invalidate_state(context, STATE_RASTERIZER); gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom, dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, gl_mask, GL_NEAREST); checkGLcall("glBlitFramebuffer()"); } static void wined3d_texture_evict_sysmem(struct wined3d_texture *texture) { struct wined3d_texture_sub_resource *sub_resource; unsigned int i, sub_count; if (texture->flags & (WINED3D_TEXTURE_CONVERTED | WINED3D_TEXTURE_PIN_SYSMEM) || texture->download_count > WINED3D_TEXTURE_DYNAMIC_MAP_THRESHOLD) { TRACE("Not evicting system memory for texture %p.\n", texture); return; } TRACE("Evicting system memory for texture %p.\n", texture); sub_count = texture->level_count * texture->layer_count; for (i = 0; i < sub_count; ++i) { sub_resource = &texture->sub_resources[i]; if (sub_resource->locations == WINED3D_LOCATION_SYSMEM) ERR("WINED3D_LOCATION_SYSMEM is the only location for sub-resource %u of texture %p.\n", i, texture); sub_resource->locations &= ~WINED3D_LOCATION_SYSMEM; } wined3d_resource_free_sysmem(&texture->resource); } void wined3d_texture_validate_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, DWORD location) { struct wined3d_texture_sub_resource *sub_resource; DWORD previous_locations; TRACE("texture %p, sub_resource_idx %u, location %s.\n", texture, sub_resource_idx, wined3d_debug_location(location)); sub_resource = &texture->sub_resources[sub_resource_idx]; previous_locations = sub_resource->locations; sub_resource->locations |= location; if (previous_locations == WINED3D_LOCATION_SYSMEM && location != WINED3D_LOCATION_SYSMEM && !--texture->sysmem_count) wined3d_texture_evict_sysmem(texture); TRACE("New locations flags are %s.\n", wined3d_debug_location(sub_resource->locations)); } static void wined3d_texture_set_dirty(struct wined3d_texture *texture) { texture->flags &= ~(WINED3D_TEXTURE_RGB_VALID | WINED3D_TEXTURE_SRGB_VALID); } void wined3d_texture_invalidate_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, DWORD location) { struct wined3d_texture_sub_resource *sub_resource; DWORD previous_locations; TRACE("texture %p, sub_resource_idx %u, location %s.\n", texture, sub_resource_idx, wined3d_debug_location(location)); if (location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB)) wined3d_texture_set_dirty(texture); sub_resource = &texture->sub_resources[sub_resource_idx]; previous_locations = sub_resource->locations; sub_resource->locations &= ~location; if (previous_locations != WINED3D_LOCATION_SYSMEM && sub_resource->locations == WINED3D_LOCATION_SYSMEM) ++texture->sysmem_count; TRACE("New locations flags are %s.\n", wined3d_debug_location(sub_resource->locations)); if (!sub_resource->locations) ERR("Sub-resource %u of texture %p does not have any up to date location.\n", sub_resource_idx, texture); } void wined3d_texture_clear_dirty_regions(struct wined3d_texture *texture) { unsigned int i; TRACE("texture %p\n", texture); if (!texture->dirty_regions) return; for (i = 0; i < texture->layer_count; ++i) { texture->dirty_regions[i].box_count = 0; } } static BOOL wined3d_texture_copy_sysmem_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) { unsigned int size = texture->sub_resources[sub_resource_idx].size; struct wined3d_device *device = texture->resource.device; const struct wined3d_gl_info *gl_info; struct wined3d_bo_gl *src_bo, *dst_bo; struct wined3d_bo_address dst, src; if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location)) return FALSE; wined3d_texture_get_memory(texture, sub_resource_idx, &dst, location); wined3d_texture_get_memory(texture, sub_resource_idx, &src, texture->sub_resources[sub_resource_idx].locations); if ((dst_bo = (struct wined3d_bo_gl *)dst.buffer_object)) { context = context_acquire(device, NULL, 0); gl_info = wined3d_context_gl(context)->gl_info; GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, dst_bo->id)); GL_EXTCALL(glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, size, src.addr)); GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0)); checkGLcall("PBO upload"); context_release(context); return TRUE; } if ((src_bo = (struct wined3d_bo_gl *)src.buffer_object)) { context = context_acquire(device, NULL, 0); gl_info = wined3d_context_gl(context)->gl_info; GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, src_bo->id)); GL_EXTCALL(glGetBufferSubData(GL_PIXEL_PACK_BUFFER, 0, size, dst.addr)); GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0)); checkGLcall("PBO download"); context_release(context); return TRUE; } memcpy(dst.addr, src.addr, size); return TRUE; } /* Context activation is done by the caller. Context may be NULL in * WINED3D_NO3D mode. */ BOOL wined3d_texture_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) { DWORD current = texture->sub_resources[sub_resource_idx].locations; BOOL ret; TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n", texture, sub_resource_idx, context, wined3d_debug_location(location)); TRACE("Current resource location %s.\n", wined3d_debug_location(current)); if (current & location) { TRACE("Location %s is already up to date.\n", wined3d_debug_location(location)); return TRUE; } if (WARN_ON(d3d)) { DWORD required_access = wined3d_resource_access_from_location(location); if ((texture->resource.access & required_access) != required_access) WARN("Operation requires %#x access, but texture only has %#x.\n", required_access, texture->resource.access); } if (current & WINED3D_LOCATION_DISCARDED) { TRACE("Sub-resource previously discarded, nothing to do.\n"); if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location)) return FALSE; wined3d_texture_validate_location(texture, sub_resource_idx, location); wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED); return TRUE; } if (!current) { ERR("Sub-resource %u of texture %p does not have any up to date location.\n", sub_resource_idx, texture); wined3d_texture_validate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED); return wined3d_texture_load_location(texture, sub_resource_idx, context, location); } if ((location & wined3d_texture_sysmem_locations) && (current & wined3d_texture_sysmem_locations)) ret = wined3d_texture_copy_sysmem_location(texture, sub_resource_idx, context, location); else ret = texture->texture_ops->texture_load_location(texture, sub_resource_idx, context, location); if (ret) wined3d_texture_validate_location(texture, sub_resource_idx, location); return ret; } void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_bo_address *data, DWORD locations) { struct wined3d_texture_sub_resource *sub_resource; TRACE("texture %p, sub_resource_idx %u, data %p, locations %s.\n", texture, sub_resource_idx, data, wined3d_debug_location(locations)); sub_resource = &texture->sub_resources[sub_resource_idx]; if (locations & WINED3D_LOCATION_BUFFER) { data->addr = NULL; data->buffer_object = (uintptr_t)&sub_resource->bo; return; } if (locations & WINED3D_LOCATION_SYSMEM) { if (texture->sub_resources[sub_resource_idx].user_memory) { data->addr = texture->sub_resources[sub_resource_idx].user_memory; } else { data->addr = texture->resource.heap_memory; data->addr += sub_resource->offset; } data->buffer_object = 0; return; } ERR("Unexpected locations %s.\n", wined3d_debug_location(locations)); data->addr = NULL; data->buffer_object = 0; } /* Context activation is done by the caller. */ static void wined3d_texture_remove_buffer_object(struct wined3d_texture *texture, unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info) { struct wined3d_bo_gl *bo = &texture->sub_resources[sub_resource_idx].bo; GL_EXTCALL(glDeleteBuffers(1, &bo->id)); checkGLcall("glDeleteBuffers"); TRACE("Deleted buffer object %u for texture %p, sub-resource %u.\n", bo->id, texture, sub_resource_idx); wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_BUFFER); bo->id = 0; } static void wined3d_texture_update_map_binding(struct wined3d_texture *texture) { unsigned int sub_count = texture->level_count * texture->layer_count; struct wined3d_device *device = texture->resource.device; DWORD map_binding = texture->update_map_binding; struct wined3d_context *context; unsigned int i; context = context_acquire(device, NULL, 0); for (i = 0; i < sub_count; ++i) { if (texture->sub_resources[i].locations == texture->resource.map_binding && !wined3d_texture_load_location(texture, i, context, map_binding)) ERR("Failed to load location %s.\n", wined3d_debug_location(map_binding)); if (texture->resource.map_binding == WINED3D_LOCATION_BUFFER) wined3d_texture_remove_buffer_object(texture, i, wined3d_context_gl(context)->gl_info); } context_release(context); texture->resource.map_binding = map_binding; texture->update_map_binding = 0; } void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding) { texture->update_map_binding = map_binding; if (!texture->resource.map_count) wined3d_texture_update_map_binding(texture); } /* A GL context is provided by the caller */ static void gltexture_delete(struct wined3d_device *device, const struct wined3d_gl_info *gl_info, struct gl_texture *tex) { context_gl_resource_released(device, tex->name, FALSE); gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex->name); tex->name = 0; } /* Context activation is done by the caller. */ /* The caller is responsible for binding the correct texture. */ static void wined3d_texture_gl_allocate_mutable_storage(struct wined3d_texture_gl *texture_gl, GLenum gl_internal_format, const struct wined3d_format_gl *format, const struct wined3d_gl_info *gl_info) { unsigned int level, level_count, layer, layer_count; GLsizei width, height, depth; GLenum target; level_count = texture_gl->t.level_count; if (texture_gl->target == GL_TEXTURE_1D_ARRAY || texture_gl->target == GL_TEXTURE_2D_ARRAY) layer_count = 1; else layer_count = texture_gl->t.layer_count; for (layer = 0; layer < layer_count; ++layer) { target = wined3d_texture_gl_get_sub_resource_target(texture_gl, layer * level_count); for (level = 0; level < level_count; ++level) { width = wined3d_texture_get_level_pow2_width(&texture_gl->t, level); height = wined3d_texture_get_level_pow2_height(&texture_gl->t, level); if (texture_gl->t.resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE) { height *= format->f.height_scale.numerator; height /= format->f.height_scale.denominator; } TRACE("texture_gl %p, layer %u, level %u, target %#x, width %u, height %u.\n", texture_gl, layer, level, target, width, height); if (target == GL_TEXTURE_3D || target == GL_TEXTURE_2D_ARRAY) { depth = wined3d_texture_get_level_depth(&texture_gl->t, level); GL_EXTCALL(glTexImage3D(target, level, gl_internal_format, width, height, target == GL_TEXTURE_2D_ARRAY ? texture_gl->t.layer_count : depth, 0, format->format, format->type, NULL)); checkGLcall("glTexImage3D"); } else if (target == GL_TEXTURE_1D) { gl_info->gl_ops.gl.p_glTexImage1D(target, level, gl_internal_format, width, 0, format->format, format->type, NULL); } else { gl_info->gl_ops.gl.p_glTexImage2D(target, level, gl_internal_format, width, target == GL_TEXTURE_1D_ARRAY ? texture_gl->t.layer_count : height, 0, format->format, format->type, NULL); checkGLcall("glTexImage2D"); } } } } /* Context activation is done by the caller. */ /* The caller is responsible for binding the correct texture. */ static void wined3d_texture_gl_allocate_immutable_storage(struct wined3d_texture_gl *texture_gl, GLenum gl_internal_format, const struct wined3d_gl_info *gl_info) { unsigned int samples = wined3d_resource_get_sample_count(&texture_gl->t.resource); GLsizei height = wined3d_texture_get_level_pow2_height(&texture_gl->t, 0); GLsizei width = wined3d_texture_get_level_pow2_width(&texture_gl->t, 0); GLboolean standard_pattern = texture_gl->t.resource.multisample_type != WINED3D_MULTISAMPLE_NON_MASKABLE && texture_gl->t.resource.multisample_quality == WINED3D_STANDARD_MULTISAMPLE_PATTERN; switch (texture_gl->target) { case GL_TEXTURE_3D: GL_EXTCALL(glTexStorage3D(texture_gl->target, texture_gl->t.level_count, gl_internal_format, width, height, wined3d_texture_get_level_depth(&texture_gl->t, 0))); break; case GL_TEXTURE_2D_ARRAY: GL_EXTCALL(glTexStorage3D(texture_gl->target, texture_gl->t.level_count, gl_internal_format, width, height, texture_gl->t.layer_count)); break; case GL_TEXTURE_2D_MULTISAMPLE: GL_EXTCALL(glTexStorage2DMultisample(texture_gl->target, samples, gl_internal_format, width, height, standard_pattern)); break; case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: GL_EXTCALL(glTexStorage3DMultisample(texture_gl->target, samples, gl_internal_format, width, height, texture_gl->t.layer_count, standard_pattern)); break; case GL_TEXTURE_1D_ARRAY: GL_EXTCALL(glTexStorage2D(texture_gl->target, texture_gl->t.level_count, gl_internal_format, width, texture_gl->t.layer_count)); break; case GL_TEXTURE_1D: GL_EXTCALL(glTexStorage1D(texture_gl->target, texture_gl->t.level_count, gl_internal_format, width)); break; default: GL_EXTCALL(glTexStorage2D(texture_gl->target, texture_gl->t.level_count, gl_internal_format, width, height)); break; } checkGLcall("allocate immutable storage"); } void wined3d_texture_sub_resources_destroyed(struct wined3d_texture *texture) { unsigned int sub_count = texture->level_count * texture->layer_count; struct wined3d_texture_sub_resource *sub_resource; unsigned int i; for (i = 0; i < sub_count; ++i) { sub_resource = &texture->sub_resources[i]; if (sub_resource->parent) { TRACE("sub-resource %u.\n", i); sub_resource->parent_ops->wined3d_object_destroyed(sub_resource->parent); sub_resource->parent = NULL; } } } static void wined3d_texture_create_dc(void *object) { const struct wined3d_texture_idx *idx = object; struct wined3d_context *context = NULL; unsigned int sub_resource_idx, level; const struct wined3d_format *format; unsigned int row_pitch, slice_pitch; struct wined3d_texture *texture; struct wined3d_dc_info *dc_info; struct wined3d_bo_address data; D3DKMT_CREATEDCFROMMEMORY desc; struct wined3d_device *device; NTSTATUS status; TRACE("texture %p, sub_resource_idx %u.\n", idx->texture, idx->sub_resource_idx); texture = idx->texture; sub_resource_idx = idx->sub_resource_idx; level = sub_resource_idx % texture->level_count; device = texture->resource.device; format = texture->resource.format; if (!format->ddi_format) { WARN("Cannot create a DC for format %s.\n", debug_d3dformat(format->id)); return; } if (!texture->dc_info) { unsigned int sub_count = texture->level_count * texture->layer_count; if (!(texture->dc_info = heap_calloc(sub_count, sizeof(*texture->dc_info)))) { ERR("Failed to allocate DC info.\n"); return; } } if (!(texture->sub_resources[sub_resource_idx].locations & texture->resource.map_binding)) { context = context_acquire(device, NULL, 0); wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding); } wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding); wined3d_texture_get_pitch(texture, level, &row_pitch, &slice_pitch); wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding); if (data.buffer_object) { if (!context) context = context_acquire(device, NULL, 0); desc.pMemory = wined3d_context_map_bo_address(context, &data, texture->sub_resources[sub_resource_idx].size, WINED3D_MAP_READ | WINED3D_MAP_WRITE); } else { desc.pMemory = data.addr; } if (context) context_release(context); desc.Format = format->ddi_format; desc.Width = wined3d_texture_get_level_width(texture, level); desc.Height = wined3d_texture_get_level_height(texture, level); desc.Pitch = row_pitch; desc.hDeviceDc = CreateCompatibleDC(NULL); desc.pColorTable = NULL; status = D3DKMTCreateDCFromMemory(&desc); DeleteDC(desc.hDeviceDc); if (status) { WARN("Failed to create DC, status %#x.\n", status); return; } dc_info = &texture->dc_info[sub_resource_idx]; dc_info->dc = desc.hDc; dc_info->bitmap = desc.hBitmap; TRACE("Created DC %p, bitmap %p for texture %p, %u.\n", dc_info->dc, dc_info->bitmap, texture, sub_resource_idx); } static void wined3d_texture_destroy_dc(void *object) { const struct wined3d_texture_idx *idx = object; D3DKMT_DESTROYDCFROMMEMORY destroy_desc; struct wined3d_context *context; struct wined3d_texture *texture; struct wined3d_dc_info *dc_info; struct wined3d_bo_address data; unsigned int sub_resource_idx; struct wined3d_device *device; struct wined3d_range range; NTSTATUS status; texture = idx->texture; sub_resource_idx = idx->sub_resource_idx; device = texture->resource.device; dc_info = &texture->dc_info[sub_resource_idx]; if (!dc_info->dc) { ERR("Sub-resource {%p, %u} has no DC.\n", texture, sub_resource_idx); return; } TRACE("dc %p, bitmap %p.\n", dc_info->dc, dc_info->bitmap); destroy_desc.hDc = dc_info->dc; destroy_desc.hBitmap = dc_info->bitmap; if ((status = D3DKMTDestroyDCFromMemory(&destroy_desc))) ERR("Failed to destroy dc, status %#x.\n", status); dc_info->dc = NULL; dc_info->bitmap = NULL; wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding); if (data.buffer_object) { context = context_acquire(device, NULL, 0); range.offset = 0; range.size = texture->sub_resources[sub_resource_idx].size; wined3d_context_unmap_bo_address(context, &data, 1, &range); context_release(context); } } void wined3d_texture_set_swapchain(struct wined3d_texture *texture, struct wined3d_swapchain *swapchain) { texture->swapchain = swapchain; wined3d_resource_update_draw_binding(&texture->resource); } void wined3d_gl_texture_swizzle_from_color_fixup(GLint swizzle[4], struct color_fixup_desc fixup) { static const GLenum swizzle_source[] = { GL_ZERO, /* CHANNEL_SOURCE_ZERO */ GL_ONE, /* CHANNEL_SOURCE_ONE */ GL_RED, /* CHANNEL_SOURCE_X */ GL_GREEN, /* CHANNEL_SOURCE_Y */ GL_BLUE, /* CHANNEL_SOURCE_Z */ GL_ALPHA, /* CHANNEL_SOURCE_W */ }; swizzle[0] = swizzle_source[fixup.x_source]; swizzle[1] = swizzle_source[fixup.y_source]; swizzle[2] = swizzle_source[fixup.z_source]; swizzle[3] = swizzle_source[fixup.w_source]; } /* Context activation is done by the caller. */ void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl, struct wined3d_context_gl *context_gl, BOOL srgb) { const struct wined3d_format *format = texture_gl->t.resource.format; const struct wined3d_gl_info *gl_info = context_gl->gl_info; const struct color_fixup_desc fixup = format->color_fixup; struct gl_texture *gl_tex; GLenum target; TRACE("texture_gl %p, context_gl %p, srgb %#x.\n", texture_gl, context_gl, srgb); if (!needs_separate_srgb_gl_texture(&context_gl->c, &texture_gl->t)) srgb = FALSE; /* sRGB mode cache for preload() calls outside drawprim. */ if (srgb) texture_gl->t.flags |= WINED3D_TEXTURE_IS_SRGB; else texture_gl->t.flags &= ~WINED3D_TEXTURE_IS_SRGB; gl_tex = wined3d_texture_gl_get_gl_texture(texture_gl, srgb); target = texture_gl->target; if (gl_tex->name) { wined3d_context_gl_bind_texture(context_gl, target, gl_tex->name); return; } gl_info->gl_ops.gl.p_glGenTextures(1, &gl_tex->name); checkGLcall("glGenTextures"); TRACE("Generated texture %d.\n", gl_tex->name); if (!gl_tex->name) { ERR("Failed to generate a texture name.\n"); return; } /* Initialise the state of the texture object to the OpenGL defaults, not * the wined3d defaults. */ gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_WRAP; gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_WRAP; gl_tex->sampler_desc.address_w = WINED3D_TADDRESS_WRAP; memset(gl_tex->sampler_desc.border_color, 0, sizeof(gl_tex->sampler_desc.border_color)); gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_LINEAR; gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */ gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */ gl_tex->sampler_desc.lod_bias = 0.0f; gl_tex->sampler_desc.min_lod = -1000.0f; gl_tex->sampler_desc.max_lod = 1000.0f; gl_tex->sampler_desc.max_anisotropy = 1; gl_tex->sampler_desc.compare = FALSE; gl_tex->sampler_desc.comparison_func = WINED3D_CMP_LESSEQUAL; if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE]) gl_tex->sampler_desc.srgb_decode = TRUE; else gl_tex->sampler_desc.srgb_decode = srgb; gl_tex->base_level = 0; wined3d_texture_set_dirty(&texture_gl->t); wined3d_context_gl_bind_texture(context_gl, target, gl_tex->name); /* For a new texture we have to set the texture levels after binding the * texture. Beware that texture rectangles do not support mipmapping, but * set the maxmiplevel if we're relying on the partial * GL_ARB_texture_non_power_of_two emulation with texture rectangles. * (I.e., do not care about cond_np2 here, just look for * GL_TEXTURE_RECTANGLE_ARB.) */ if (target != GL_TEXTURE_RECTANGLE_ARB) { TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture_gl->t.level_count - 1); gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1); checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)"); } if (target == GL_TEXTURE_CUBE_MAP_ARB) { /* Cubemaps are always set to clamp, regardless of the sampler state. */ gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); } if (texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2) { /* Conditinal non power of two textures use a different clamping * default. If we're using the GL_WINE_normalized_texrect partial * driver emulation, we're dealing with a GL_TEXTURE_2D texture which * has the address mode set to repeat - something that prevents us * from hitting the accelerated codepath. Thus manually set the GL * state. The same applies to filtering. Even if the texture has only * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW * fallback on macos. */ gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); checkGLcall("glTexParameteri"); gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP; gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP; gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_POINT; gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT; gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_NONE; } if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] && gl_info->supported[ARB_DEPTH_TEXTURE]) { gl_info->gl_ops.gl.p_glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY); checkGLcall("glTexParameteri(GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY)"); } if (!is_identity_fixup(fixup) && can_use_texture_swizzle(context_gl->c.d3d_info, format)) { GLint swizzle[4]; wined3d_gl_texture_swizzle_from_color_fixup(swizzle, fixup); gl_info->gl_ops.gl.p_glTexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, swizzle); checkGLcall("set format swizzle"); } } /* Context activation is done by the caller. */ void wined3d_texture_gl_bind_and_dirtify(struct wined3d_texture_gl *texture_gl, struct wined3d_context_gl *context_gl, BOOL srgb) { /* We don't need a specific texture unit, but after binding the texture * the current unit is dirty. Read the unit back instead of switching to * 0, this avoids messing around with the state manager's GL states. The * current texture unit should always be a valid one. * * To be more specific, this is tricky because we can implicitly be * called from sampler() in state.c. This means we can't touch anything * other than whatever happens to be the currently active texture, or we * would risk marking already applied sampler states dirty again. */ 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_texture_gl_bind(texture_gl, context_gl, srgb); } /* Context activation is done by the caller (state handler). */ /* This function relies on the correct texture being bound and loaded. */ void wined3d_texture_gl_apply_sampler_desc(struct wined3d_texture_gl *texture_gl, const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context_gl *context_gl) { const struct wined3d_gl_info *gl_info = context_gl->gl_info; GLenum target = texture_gl->target; struct gl_texture *gl_tex; DWORD state; TRACE("texture_gl %p, sampler_desc %p, context_gl %p.\n", texture_gl, sampler_desc, context_gl); gl_tex = wined3d_texture_gl_get_gl_texture(texture_gl, texture_gl->t.flags & WINED3D_TEXTURE_IS_SRGB); state = sampler_desc->address_u; if (state != gl_tex->sampler_desc.address_u) { gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]); gl_tex->sampler_desc.address_u = state; } state = sampler_desc->address_v; if (state != gl_tex->sampler_desc.address_v) { gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]); gl_tex->sampler_desc.address_v = state; } state = sampler_desc->address_w; if (state != gl_tex->sampler_desc.address_w) { gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R, gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]); gl_tex->sampler_desc.address_w = state; } if (memcmp(gl_tex->sampler_desc.border_color, sampler_desc->border_color, sizeof(gl_tex->sampler_desc.border_color))) { gl_info->gl_ops.gl.p_glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &sampler_desc->border_color[0]); memcpy(gl_tex->sampler_desc.border_color, sampler_desc->border_color, sizeof(gl_tex->sampler_desc.border_color)); } state = sampler_desc->mag_filter; if (state != gl_tex->sampler_desc.mag_filter) { gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(state)); gl_tex->sampler_desc.mag_filter = state; } if (sampler_desc->min_filter != gl_tex->sampler_desc.min_filter || sampler_desc->mip_filter != gl_tex->sampler_desc.mip_filter) { gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, wined3d_gl_min_mip_filter(sampler_desc->min_filter, sampler_desc->mip_filter)); gl_tex->sampler_desc.min_filter = sampler_desc->min_filter; gl_tex->sampler_desc.mip_filter = sampler_desc->mip_filter; } state = sampler_desc->max_anisotropy; if (state != gl_tex->sampler_desc.max_anisotropy) { if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC]) gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY, state); else WARN("Anisotropic filtering not supported.\n"); gl_tex->sampler_desc.max_anisotropy = state; } if (!sampler_desc->srgb_decode != !gl_tex->sampler_desc.srgb_decode && (context_gl->c.d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL) && gl_info->supported[EXT_TEXTURE_SRGB_DECODE]) { gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, sampler_desc->srgb_decode ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT); gl_tex->sampler_desc.srgb_decode = sampler_desc->srgb_decode; } if (!sampler_desc->compare != !gl_tex->sampler_desc.compare) { if (sampler_desc->compare) gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB); else gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE); gl_tex->sampler_desc.compare = sampler_desc->compare; } checkGLcall("Texture parameter application"); if (gl_info->supported[EXT_TEXTURE_LOD_BIAS]) { gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, sampler_desc->lod_bias); checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)"); } } ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture) { ULONG refcount; TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain); if (texture->swapchain) return wined3d_swapchain_incref(texture->swapchain); refcount = InterlockedIncrement(&texture->resource.ref); TRACE("%p increasing refcount to %u.\n", texture, refcount); return refcount; } static void wined3d_texture_destroy_object(void *object) { struct wined3d_texture *texture = object; struct wined3d_resource *resource; struct wined3d_dc_info *dc_info; unsigned int sub_count; unsigned int i; TRACE("texture %p.\n", texture); resource = &texture->resource; sub_count = texture->level_count * texture->layer_count; if ((dc_info = texture->dc_info)) { for (i = 0; i < sub_count; ++i) { if (dc_info[i].dc) { struct wined3d_texture_idx texture_idx = {texture, i}; wined3d_texture_destroy_dc(&texture_idx); } } heap_free(dc_info); } if (texture->overlay_info) { for (i = 0; i < sub_count; ++i) { struct wined3d_overlay_info *info = &texture->overlay_info[i]; struct wined3d_overlay_info *overlay, *cur; list_remove(&info->entry); LIST_FOR_EACH_ENTRY_SAFE(overlay, cur, &info->overlays, struct wined3d_overlay_info, entry) { list_remove(&overlay->entry); } } heap_free(texture->overlay_info); } if (texture->dirty_regions) { for (i = 0; i < texture->layer_count; ++i) { heap_free(texture->dirty_regions[i].boxes); } heap_free(texture->dirty_regions); } resource->resource_ops->resource_unload(resource); } void wined3d_texture_cleanup(struct wined3d_texture *texture) { wined3d_cs_destroy_object(texture->resource.device->cs, wined3d_texture_destroy_object, texture); resource_cleanup(&texture->resource); } static void wined3d_texture_cleanup_sync(struct wined3d_texture *texture) { wined3d_texture_sub_resources_destroyed(texture); wined3d_texture_cleanup(texture); wined3d_resource_wait_idle(&texture->resource); } ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture) { unsigned int i, sub_resource_count; ULONG refcount; TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain); if (texture->swapchain) return wined3d_swapchain_decref(texture->swapchain); refcount = InterlockedDecrement(&texture->resource.ref); TRACE("%p decreasing refcount to %u.\n", texture, refcount); if (!refcount) { /* Wait for the texture to become idle if it's using user memory, * since the application is allowed to free that memory once the * texture is destroyed. Note that this implies that * the destroy handler can't access that memory either. */ sub_resource_count = texture->layer_count * texture->level_count; for (i = 0; i < sub_resource_count; ++i) { if (texture->sub_resources[i].user_memory) { wined3d_resource_wait_idle(&texture->resource); break; } } texture->resource.device->adapter->adapter_ops->adapter_destroy_texture(texture); } return refcount; } struct wined3d_resource * CDECL wined3d_texture_get_resource(struct wined3d_texture *texture) { TRACE("texture %p.\n", texture); return &texture->resource; } static BOOL color_key_equal(const struct wined3d_color_key *c1, struct wined3d_color_key *c2) { return c1->color_space_low_value == c2->color_space_low_value && c1->color_space_high_value == c2->color_space_high_value; } /* Context activation is done by the caller */ void wined3d_texture_load(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb) { UINT sub_count = texture->level_count * texture->layer_count; const struct wined3d_d3d_info *d3d_info = context->d3d_info; DWORD flag; UINT i; TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb); if (!needs_separate_srgb_gl_texture(context, texture)) srgb = FALSE; if (srgb) flag = WINED3D_TEXTURE_SRGB_VALID; else flag = WINED3D_TEXTURE_RGB_VALID; if (!d3d_info->shader_color_key && (!(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY) != !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT) || (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY && !color_key_equal(&texture->async.gl_color_key, &texture->async.src_blt_color_key)))) { unsigned int sub_count = texture->level_count * texture->layer_count; unsigned int i; TRACE("Reloading because of color key value change.\n"); for (i = 0; i < sub_count; i++) { if (!wined3d_texture_load_location(texture, i, context, texture->resource.map_binding)) ERR("Failed to load location %s.\n", wined3d_debug_location(texture->resource.map_binding)); else wined3d_texture_invalidate_location(texture, i, ~texture->resource.map_binding); } texture->async.gl_color_key = texture->async.src_blt_color_key; } if (texture->flags & flag) { TRACE("Texture %p not dirty, nothing to do.\n", texture); return; } /* Reload the surfaces if the texture is marked dirty. */ for (i = 0; i < sub_count; ++i) { if (!wined3d_texture_load_location(texture, i, context, srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB)) ERR("Failed to load location (srgb %#x).\n", srgb); } texture->flags |= flag; } void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture) { TRACE("texture %p.\n", texture); return texture->resource.parent; } HRESULT wined3d_texture_check_box_dimensions(const struct wined3d_texture *texture, unsigned int level, const struct wined3d_box *box) { const struct wined3d_format *format = texture->resource.format; unsigned int width_mask, height_mask, width, height, depth; width = wined3d_texture_get_level_width(texture, level); height = wined3d_texture_get_level_height(texture, level); depth = wined3d_texture_get_level_depth(texture, level); if (box->left >= box->right || box->right > width || box->top >= box->bottom || box->bottom > height || box->front >= box->back || box->back > depth) { WARN("Box %s is invalid.\n", debug_box(box)); return WINEDDERR_INVALIDRECT; } if (texture->resource.format_flags & WINED3DFMT_FLAG_BLOCKS) { /* This assumes power of two block sizes, but NPOT block sizes would * be silly anyway. * * This also assumes that the format's block depth is 1. */ width_mask = format->block_width - 1; height_mask = format->block_height - 1; if ((box->left & width_mask) || (box->top & height_mask) || (box->right & width_mask && box->right != width) || (box->bottom & height_mask && box->bottom != height)) { WARN("Box %s is misaligned for %ux%u blocks.\n", debug_box(box), format->block_width, format->block_height); return WINED3DERR_INVALIDCALL; } } return WINED3D_OK; } void CDECL wined3d_texture_get_pitch(const struct wined3d_texture *texture, unsigned int level, unsigned int *row_pitch, unsigned int *slice_pitch) { const struct wined3d_resource *resource = &texture->resource; unsigned int width = wined3d_texture_get_level_width(texture, level); unsigned int height = wined3d_texture_get_level_height(texture, level); if (texture->row_pitch) { *row_pitch = texture->row_pitch; *slice_pitch = texture->slice_pitch; return; } wined3d_format_calculate_pitch(resource->format, resource->device->surface_alignment, width, height, row_pitch, slice_pitch); } DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod) { struct wined3d_resource *resource; DWORD old = texture->lod; TRACE("texture %p, lod %u.\n", texture, lod); /* The d3d9:texture test shows that SetLOD is ignored on non-managed * textures. The call always returns 0, and GetLOD always returns 0. */ resource = &texture->resource; if (!wined3d_resource_access_is_managed(resource->access)) { TRACE("Ignoring LOD on texture with resource access %s.\n", wined3d_debug_resource_access(resource->access)); return 0; } if (lod >= texture->level_count) lod = texture->level_count - 1; if (texture->lod != lod) { struct wined3d_device *device = resource->device; wined3d_resource_wait_idle(resource); texture->lod = lod; wined3d_texture_gl(texture)->texture_rgb.base_level = ~0u; wined3d_texture_gl(texture)->texture_srgb.base_level = ~0u; if (resource->bind_count) wined3d_cs_emit_set_sampler_state(device->cs, texture->sampler, WINED3D_SAMP_MAX_MIP_LEVEL, device->state.sampler_states[texture->sampler][WINED3D_SAMP_MAX_MIP_LEVEL]); } return old; } DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture) { TRACE("texture %p, returning %u.\n", texture, texture->lod); return texture->lod; } DWORD CDECL wined3d_texture_get_level_count(const struct wined3d_texture *texture) { TRACE("texture %p, returning %u.\n", texture, texture->level_count); return texture->level_count; } HRESULT CDECL wined3d_texture_set_color_key(struct wined3d_texture *texture, DWORD flags, const struct wined3d_color_key *color_key) { struct wined3d_device *device = texture->resource.device; static const DWORD all_flags = WINED3D_CKEY_DST_BLT | WINED3D_CKEY_DST_OVERLAY | WINED3D_CKEY_SRC_BLT | WINED3D_CKEY_SRC_OVERLAY; TRACE("texture %p, flags %#x, color_key %p.\n", texture, flags, color_key); if (flags & ~all_flags) { WARN("Invalid flags passed, returning WINED3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } wined3d_cs_emit_set_color_key(device->cs, texture, flags, color_key); return WINED3D_OK; } /* In D3D the depth stencil dimensions have to be greater than or equal to the * render target dimensions. With FBOs, the dimensions have to be an exact match. */ /* TODO: We should synchronize the renderbuffer's content with the texture's content. */ /* Context activation is done by the caller. */ void wined3d_texture_gl_set_compatible_renderbuffer(struct wined3d_texture_gl *texture_gl, struct wined3d_context_gl *context_gl, unsigned int level, const struct wined3d_rendertarget_info *rt) { const struct wined3d_gl_info *gl_info = context_gl->gl_info; struct wined3d_renderbuffer_entry *entry; unsigned int src_width, src_height; unsigned int width, height; GLuint renderbuffer = 0; if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]) return; if (rt && rt->resource->format->id != WINED3DFMT_NULL) { struct wined3d_texture *rt_texture; unsigned int rt_level; if (rt->resource->type == WINED3D_RTYPE_BUFFER) { FIXME("Unsupported resource type %s.\n", debug_d3dresourcetype(rt->resource->type)); return; } rt_texture = wined3d_texture_from_resource(rt->resource); rt_level = rt->sub_resource_idx % rt_texture->level_count; width = wined3d_texture_get_level_pow2_width(rt_texture, rt_level); height = wined3d_texture_get_level_pow2_height(rt_texture, rt_level); } else { width = wined3d_texture_get_level_pow2_width(&texture_gl->t, level); height = wined3d_texture_get_level_pow2_height(&texture_gl->t, level); } src_width = wined3d_texture_get_level_pow2_width(&texture_gl->t, level); src_height = wined3d_texture_get_level_pow2_height(&texture_gl->t, level); /* A depth stencil smaller than the render target is not valid */ if (width > src_width || height > src_height) return; /* Remove any renderbuffer set if the sizes match */ if (width == src_width && height == src_height) { texture_gl->current_renderbuffer = NULL; return; } /* Look if we've already got a renderbuffer of the correct dimensions */ LIST_FOR_EACH_ENTRY(entry, &texture_gl->renderbuffers, struct wined3d_renderbuffer_entry, entry) { if (entry->width == width && entry->height == height) { renderbuffer = entry->id; texture_gl->current_renderbuffer = entry; break; } } if (!renderbuffer) { const struct wined3d_format_gl *format_gl; format_gl = wined3d_format_gl(texture_gl->t.resource.format); gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer); gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer); gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format_gl->internal, width, height); entry = heap_alloc(sizeof(*entry)); entry->width = width; entry->height = height; entry->id = renderbuffer; list_add_head(&texture_gl->renderbuffers, &entry->entry); texture_gl->current_renderbuffer = entry; } checkGLcall("set compatible renderbuffer"); } HRESULT CDECL wined3d_texture_update_desc(struct wined3d_texture *texture, unsigned int sub_resource_idx, UINT width, UINT height, enum wined3d_format_id format_id, enum wined3d_multisample_type multisample_type, UINT multisample_quality, void *mem, UINT pitch) { struct wined3d_texture_sub_resource *sub_resource; unsigned int i, level, sub_resource_count; const struct wined3d_d3d_info *d3d_info; const struct wined3d_gl_info *gl_info; const struct wined3d_format *format; struct wined3d_device *device; unsigned int resource_size; const struct wined3d *d3d; unsigned int slice_pitch; bool update_memory_only; bool create_dib = false; TRACE("texture %p, width %u, height %u, format %s, multisample_type %#x, multisample_quality %u, " "mem %p, pitch %u, sub_resource_idx %u.\n", texture, width, height, debug_d3dformat(format_id), multisample_type, multisample_quality, mem, pitch, sub_resource_idx); device = texture->resource.device; d3d = device->wined3d; gl_info = &device->adapter->gl_info; d3d_info = &device->adapter->d3d_info; format = wined3d_get_format(device->adapter, format_id, texture->resource.bind_flags); resource_size = wined3d_format_calculate_size(format, device->surface_alignment, width, height, 1); level = sub_resource_idx % texture->level_count; sub_resource_count = texture->level_count * texture->layer_count; update_memory_only = width == wined3d_texture_get_level_width(texture, level) && height == wined3d_texture_get_level_height(texture, level) && format_id == texture->resource.format->id && multisample_type == texture->resource.multisample_type && multisample_quality == texture->resource.multisample_quality; if (pitch) slice_pitch = height * pitch; else wined3d_format_calculate_pitch(format, 1, width, height, &pitch, &slice_pitch); if (update_memory_only) { unsigned int current_row_pitch, current_slice_pitch; wined3d_texture_get_pitch(texture, level, ¤t_row_pitch, ¤t_slice_pitch); update_memory_only = pitch == current_row_pitch && slice_pitch == current_slice_pitch; } if (!resource_size) return WINED3DERR_INVALIDCALL; if (sub_resource_count > 1 && !update_memory_only) { FIXME("Texture has multiple sub-resources, not supported.\n"); return WINED3DERR_INVALIDCALL; } if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D) { WARN("Not supported on %s.\n", debug_d3dresourcetype(texture->resource.type)); return WINED3DERR_INVALIDCALL; } if (texture->resource.map_count) { WARN("Texture is mapped.\n"); return WINED3DERR_INVALIDCALL; } /* We have no way of supporting a pitch that is not a multiple of the pixel * byte width short of uploading the texture row-by-row. * Fortunately that's not an issue since D3D9Ex doesn't allow a custom pitch * for user-memory textures (it always expects packed data) while DirectDraw * requires a 4-byte aligned pitch and doesn't support texture formats * larger than 4 bytes per pixel nor any format using 3 bytes per pixel. * This check is here to verify that the assumption holds. */ if (pitch % texture->resource.format->byte_count) { WARN("Pitch unsupported, not a multiple of the texture format byte width.\n"); return WINED3DERR_INVALIDCALL; } if (device->d3d_initialized) wined3d_cs_emit_unload_resource(device->cs, &texture->resource); wined3d_resource_wait_idle(&texture->resource); if (texture->dc_info && texture->dc_info[0].dc) { struct wined3d_texture_idx texture_idx = {texture, sub_resource_idx}; wined3d_cs_destroy_object(device->cs, wined3d_texture_destroy_dc, &texture_idx); wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT); create_dib = true; } texture->sub_resources[sub_resource_idx].user_memory = mem; if (update_memory_only) { for (i = 0; i < sub_resource_count; ++i) if (!texture->sub_resources[i].user_memory) break; if (i == sub_resource_count) wined3d_resource_free_sysmem(&texture->resource); } else { wined3d_resource_free_sysmem(&texture->resource); sub_resource = &texture->sub_resources[sub_resource_idx]; texture->row_pitch = pitch; texture->slice_pitch = slice_pitch; texture->resource.format = format; texture->resource.multisample_type = multisample_type; texture->resource.multisample_quality = multisample_quality; texture->resource.width = width; texture->resource.height = height; if (!(texture->resource.access & WINED3D_RESOURCE_ACCESS_CPU) && d3d->flags & WINED3D_VIDMEM_ACCOUNTING) adapter_adjust_memory(device->adapter, (INT64)texture->slice_pitch - texture->resource.size); texture->resource.size = texture->slice_pitch; sub_resource->size = texture->slice_pitch; sub_resource->locations = WINED3D_LOCATION_DISCARDED; if (texture->texture_ops == &texture_gl_ops) { if (multisample_type && gl_info->supported[ARB_TEXTURE_MULTISAMPLE]) { wined3d_texture_gl(texture)->target = GL_TEXTURE_2D_MULTISAMPLE; texture->flags &= ~WINED3D_TEXTURE_DOWNLOADABLE; } else { wined3d_texture_gl(texture)->target = GL_TEXTURE_2D; texture->flags |= WINED3D_TEXTURE_DOWNLOADABLE; } } if (((width & (width - 1)) || (height & (height - 1))) && !d3d_info->texture_npot && !d3d_info->texture_npot_conditional) { texture->flags |= WINED3D_TEXTURE_COND_NP2_EMULATED; texture->pow2_width = texture->pow2_height = 1; while (texture->pow2_width < width) texture->pow2_width <<= 1; while (texture->pow2_height < height) texture->pow2_height <<= 1; } else { texture->flags &= ~WINED3D_TEXTURE_COND_NP2_EMULATED; texture->pow2_width = width; texture->pow2_height = height; } } if (!mem && !wined3d_resource_prepare_sysmem(&texture->resource)) ERR("Failed to allocate resource memory.\n"); /* The format might be changed to a format that needs conversion. * If the surface didn't use PBOs previously but could now, don't * change it - whatever made us not use PBOs might come back, e.g. * color keys. */ if (texture->resource.map_binding == WINED3D_LOCATION_BUFFER && !wined3d_texture_use_pbo(texture, gl_info)) texture->resource.map_binding = WINED3D_LOCATION_SYSMEM; wined3d_texture_validate_location(texture, sub_resource_idx, WINED3D_LOCATION_SYSMEM); wined3d_texture_invalidate_location(texture, sub_resource_idx, ~WINED3D_LOCATION_SYSMEM); if (create_dib) { struct wined3d_texture_idx texture_idx = {texture, sub_resource_idx}; wined3d_cs_init_object(device->cs, wined3d_texture_create_dc, &texture_idx); wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT); } return WINED3D_OK; } /* Context activation is done by the caller. */ static void wined3d_texture_prepare_buffer_object(struct wined3d_texture *texture, unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info) { struct wined3d_texture_sub_resource *sub_resource; struct wined3d_bo_gl *bo; sub_resource = &texture->sub_resources[sub_resource_idx]; bo = &sub_resource->bo; if (bo->id) return; GL_EXTCALL(glGenBuffers(1, &bo->id)); bo->binding = GL_PIXEL_UNPACK_BUFFER; GL_EXTCALL(glBindBuffer(bo->binding, bo->id)); GL_EXTCALL(glBufferData(bo->binding, sub_resource->size, NULL, GL_STREAM_DRAW)); GL_EXTCALL(glBindBuffer(bo->binding, 0)); checkGLcall("Create buffer object"); TRACE("Created buffer object %u for texture %p, sub-resource %u.\n", bo->id, texture, sub_resource_idx); } static void wined3d_texture_force_reload(struct wined3d_texture *texture) { unsigned int sub_count = texture->level_count * texture->layer_count; unsigned int i; texture->flags &= ~(WINED3D_TEXTURE_RGB_ALLOCATED | WINED3D_TEXTURE_SRGB_ALLOCATED | WINED3D_TEXTURE_CONVERTED); texture->async.flags &= ~WINED3D_TEXTURE_ASYNC_COLOR_KEY; for (i = 0; i < sub_count; ++i) { wined3d_texture_invalidate_location(texture, i, WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB); } } /* Context activation is done by the caller. */ void wined3d_texture_gl_prepare_texture(struct wined3d_texture_gl *texture_gl, struct wined3d_context_gl *context_gl, BOOL srgb) { DWORD alloc_flag = srgb ? WINED3D_TEXTURE_SRGB_ALLOCATED : WINED3D_TEXTURE_RGB_ALLOCATED; const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info; const struct wined3d_gl_info *gl_info = context_gl->gl_info; struct wined3d_resource *resource = &texture_gl->t.resource; const struct wined3d_device *device = resource->device; const struct wined3d_format *format = resource->format; const struct wined3d_color_key_conversion *conversion; const struct wined3d_format_gl *format_gl; GLenum internal; TRACE("texture_gl %p, context_gl %p, format %s.\n", texture_gl, context_gl, debug_d3dformat(format->id)); if (!d3d_info->shader_color_key && !(texture_gl->t.async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY) != !(texture_gl->t.async.color_key_flags & WINED3D_CKEY_SRC_BLT)) { wined3d_texture_force_reload(&texture_gl->t); if (texture_gl->t.async.color_key_flags & WINED3D_CKEY_SRC_BLT) texture_gl->t.async.flags |= WINED3D_TEXTURE_ASYNC_COLOR_KEY; } if (texture_gl->t.flags & alloc_flag) return; if (resource->format_flags & WINED3DFMT_FLAG_DECOMPRESS) { TRACE("WINED3DFMT_FLAG_DECOMPRESS set.\n"); texture_gl->t.flags |= WINED3D_TEXTURE_CONVERTED; format = wined3d_resource_get_decompress_format(resource); } else if (format->conv_byte_count) { texture_gl->t.flags |= WINED3D_TEXTURE_CONVERTED; } else if ((conversion = wined3d_format_get_color_key_conversion(&texture_gl->t, TRUE))) { texture_gl->t.flags |= WINED3D_TEXTURE_CONVERTED; format = wined3d_get_format(device->adapter, conversion->dst_format, resource->bind_flags); TRACE("Using format %s for color key conversion.\n", debug_d3dformat(format->id)); } format_gl = wined3d_format_gl(format); wined3d_texture_gl_bind_and_dirtify(texture_gl, context_gl, srgb); if (srgb) internal = format_gl->srgb_internal; else if (resource->bind_flags & WINED3D_BIND_RENDER_TARGET && wined3d_resource_is_offscreen(resource)) internal = format_gl->rt_internal; else internal = format_gl->internal; if (!internal) FIXME("No GL internal format for format %s.\n", debug_d3dformat(format->id)); TRACE("internal %#x, format %#x, type %#x.\n", internal, format_gl->format, format_gl->type); if (wined3d_texture_use_immutable_storage(&texture_gl->t, gl_info)) wined3d_texture_gl_allocate_immutable_storage(texture_gl, internal, gl_info); else wined3d_texture_gl_allocate_mutable_storage(texture_gl, internal, format_gl, gl_info); texture_gl->t.flags |= alloc_flag; } static void wined3d_texture_gl_prepare_rb(struct wined3d_texture_gl *texture_gl, const struct wined3d_gl_info *gl_info, BOOL multisample) { const struct wined3d_format_gl *format_gl; format_gl = wined3d_format_gl(texture_gl->t.resource.format); if (multisample) { DWORD samples; if (texture_gl->rb_multisample) return; samples = wined3d_resource_get_sample_count(&texture_gl->t.resource); gl_info->fbo_ops.glGenRenderbuffers(1, &texture_gl->rb_multisample); gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, texture_gl->rb_multisample); gl_info->fbo_ops.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, format_gl->internal, texture_gl->t.resource.width, texture_gl->t.resource.height); checkGLcall("glRenderbufferStorageMultisample()"); TRACE("Created multisample rb %u.\n", texture_gl->rb_multisample); } else { if (texture_gl->rb_resolved) return; gl_info->fbo_ops.glGenRenderbuffers(1, &texture_gl->rb_resolved); gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, texture_gl->rb_resolved); gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format_gl->internal, texture_gl->t.resource.width, texture_gl->t.resource.height); checkGLcall("glRenderbufferStorage()"); TRACE("Created resolved rb %u.\n", texture_gl->rb_resolved); } } BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, unsigned int location) { return texture->texture_ops->texture_prepare_location(texture, sub_resource_idx, context, location); } static void wined3d_texture_unload_location(struct wined3d_texture *texture, struct wined3d_context *context, unsigned int location) { texture->texture_ops->texture_unload_location(texture, context, location); } static struct wined3d_texture_sub_resource *wined3d_texture_get_sub_resource(struct wined3d_texture *texture, unsigned int sub_resource_idx) { UINT sub_count = texture->level_count * texture->layer_count; TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx); if (sub_resource_idx >= sub_count) { WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count); return NULL; } return &texture->sub_resources[sub_resource_idx]; } static void wined3d_texture_dirty_region_add(struct wined3d_texture *texture, unsigned int layer, const struct wined3d_box *box) { struct wined3d_dirty_regions *regions; unsigned int count; if (!texture->dirty_regions) return; regions = &texture->dirty_regions[layer]; count = regions->box_count + 1; if (count >= WINED3D_MAX_DIRTY_REGION_COUNT || !box || (!box->left && !box->top && !box->front && box->right == texture->resource.width && box->bottom == texture->resource.height && box->back == texture->resource.depth)) { regions->box_count = WINED3D_MAX_DIRTY_REGION_COUNT; return; } if (!wined3d_array_reserve((void **)®ions->boxes, ®ions->boxes_size, count, sizeof(*regions->boxes))) { WARN("Failed to grow boxes array, marking entire texture dirty.\n"); regions->box_count = WINED3D_MAX_DIRTY_REGION_COUNT; return; } regions->boxes[regions->box_count++] = *box; } HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture, UINT layer, const struct wined3d_box *dirty_region) { TRACE("texture %p, layer %u, dirty_region %s.\n", texture, layer, debug_box(dirty_region)); if (layer >= texture->layer_count) { WARN("Invalid layer %u specified.\n", layer); return WINED3DERR_INVALIDCALL; } if (dirty_region && FAILED(wined3d_texture_check_box_dimensions(texture, 0, dirty_region))) { WARN("Invalid dirty_region %s specified.\n", debug_box(dirty_region)); return WINED3DERR_INVALIDCALL; } wined3d_texture_dirty_region_add(texture, layer, dirty_region); wined3d_cs_emit_add_dirty_texture_region(texture->resource.device->cs, texture, layer); return WINED3D_OK; } static void wined3d_texture_gl_upload_bo(const struct wined3d_format *src_format, GLenum target, unsigned int level, unsigned int src_row_pitch, unsigned int dst_x, unsigned int dst_y, unsigned int dst_z, unsigned int update_w, unsigned int update_h, unsigned int update_d, const BYTE *addr, BOOL srgb, struct wined3d_texture *dst_texture, const struct wined3d_gl_info *gl_info) { const struct wined3d_format_gl *format_gl = wined3d_format_gl(src_format); if (src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED) { unsigned int dst_row_pitch, dst_slice_pitch; GLenum internal; if (srgb) internal = format_gl->srgb_internal; else if (dst_texture->resource.bind_flags & WINED3D_BIND_RENDER_TARGET && wined3d_resource_is_offscreen(&dst_texture->resource)) internal = format_gl->rt_internal; else internal = format_gl->internal; wined3d_format_calculate_pitch(src_format, 1, update_w, update_h, &dst_row_pitch, &dst_slice_pitch); TRACE("Uploading compressed data, target %#x, level %u, x %u, y %u, z %u, " "w %u, h %u, d %u, format %#x, image_size %#x, addr %p.\n", target, level, dst_x, dst_y, dst_z, update_w, update_h, update_d, internal, dst_slice_pitch, addr); if (target == GL_TEXTURE_1D) { GL_EXTCALL(glCompressedTexSubImage1D(target, level, dst_x, update_w, internal, dst_row_pitch, addr)); } else if (dst_row_pitch == src_row_pitch) { if (target == GL_TEXTURE_2D_ARRAY || target == GL_TEXTURE_3D) { GL_EXTCALL(glCompressedTexSubImage3D(target, level, dst_x, dst_y, dst_z, update_w, update_h, update_d, internal, dst_slice_pitch * update_d, addr)); } else { GL_EXTCALL(glCompressedTexSubImage2D(target, level, dst_x, dst_y, update_w, update_h, internal, dst_slice_pitch, addr)); } } else { unsigned int row_count = (update_h + src_format->block_height - 1) / src_format->block_height; unsigned int row, y, z; /* glCompressedTexSubImage2D() ignores pixel store state, so we * can't use the unpack row length like for glTexSubImage2D. */ for (z = dst_z; z < dst_z + update_d; ++z) { for (row = 0, y = dst_y; row < row_count; ++row) { if (target == GL_TEXTURE_2D_ARRAY || target == GL_TEXTURE_3D) { GL_EXTCALL(glCompressedTexSubImage3D(target, level, dst_x, y, z, update_w, src_format->block_height, 1, internal, dst_row_pitch, addr)); } else { GL_EXTCALL(glCompressedTexSubImage2D(target, level, dst_x, y, update_w, src_format->block_height, internal, dst_row_pitch, addr)); } y += src_format->block_height; addr += src_row_pitch; } } } checkGLcall("Upload compressed texture data"); } else { unsigned int y, y_count; TRACE("Uploading data, target %#x, level %u, x %u, y %u, z %u, " "w %u, h %u, d %u, format %#x, type %#x, addr %p.\n", target, level, dst_x, dst_y, dst_z, update_w, update_h, update_d, format_gl->format, format_gl->type, addr); if (src_row_pitch) { gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ROW_LENGTH, src_row_pitch / src_format->byte_count); y_count = 1; } else { y_count = update_h; update_h = 1; } for (y = 0; y < y_count; ++y) { if (target == GL_TEXTURE_2D_ARRAY || target == GL_TEXTURE_3D) { GL_EXTCALL(glTexSubImage3D(target, level, dst_x, dst_y + y, dst_z, update_w, update_h, update_d, format_gl->format, format_gl->type, addr)); } else if (target == GL_TEXTURE_1D) { gl_info->gl_ops.gl.p_glTexSubImage1D(target, level, dst_x, update_w, format_gl->format, format_gl->type, addr); } else { gl_info->gl_ops.gl.p_glTexSubImage2D(target, level, dst_x, dst_y + y, update_w, update_h, format_gl->format, format_gl->type, addr); } } gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); checkGLcall("Upload texture data"); } } static const struct d3dfmt_alpha_fixup { enum wined3d_format_id format_id, conv_format_id; } formats_src_alpha_fixup[] = { {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_B8G8R8A8_UNORM}, {WINED3DFMT_B5G5R5X1_UNORM, WINED3DFMT_B5G5R5A1_UNORM}, {WINED3DFMT_B4G4R4X4_UNORM, WINED3DFMT_B4G4R4A4_UNORM}, }; static enum wined3d_format_id wined3d_get_alpha_fixup_format(enum wined3d_format_id format_id, const struct wined3d_format *dst_format) { unsigned int i; if (!(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED) && !dst_format->alpha_size) return WINED3DFMT_UNKNOWN; for (i = 0; i < ARRAY_SIZE(formats_src_alpha_fixup); ++i) { if (formats_src_alpha_fixup[i].format_id == format_id) return formats_src_alpha_fixup[i].conv_format_id; } return WINED3DFMT_UNKNOWN; } static void wined3d_fixup_alpha(const struct wined3d_format *format, const uint8_t *src, unsigned int src_row_pitch, uint8_t *dst, unsigned int dst_row_pitch, unsigned int width, unsigned int height) { unsigned int byte_count, alpha_mask; unsigned int x, y; byte_count = format->byte_count; alpha_mask = ((1u << format->alpha_size) - 1) << format->alpha_offset; switch (byte_count) { case 2: for (y = 0; y < height; ++y) { const uint16_t *src_row = (const uint16_t *)&src[y * src_row_pitch]; uint16_t *dst_row = (uint16_t *)&dst[y * dst_row_pitch]; for (x = 0; x < width; ++x) { dst_row[x] = src_row[x] | alpha_mask; } } break; case 4: for (y = 0; y < height; ++y) { const uint32_t *src_row = (const uint32_t *)&src[y * src_row_pitch]; uint32_t *dst_row = (uint32_t *)&dst[y * dst_row_pitch]; for (x = 0; x < width; ++x) { dst_row[x] = src_row[x] | alpha_mask; } } break; default: ERR("Unsupported byte count %u.\n", byte_count); break; } } static void wined3d_texture_gl_upload_data(struct wined3d_context *context, const struct wined3d_const_bo_address *src_bo_addr, const struct wined3d_format *src_format, const struct wined3d_box *src_box, unsigned int src_row_pitch, unsigned int src_slice_pitch, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, unsigned int dst_location, unsigned int dst_x, unsigned int dst_y, unsigned int dst_z) { struct wined3d_context_gl *context_gl = wined3d_context_gl(context); enum wined3d_format_id alpha_fixup_format_id = WINED3DFMT_UNKNOWN; const struct wined3d_gl_info *gl_info = context_gl->gl_info; unsigned int update_w = src_box->right - src_box->left; unsigned int update_h = src_box->bottom - src_box->top; unsigned int update_d = src_box->back - src_box->front; struct wined3d_bo_address bo; unsigned int level; BOOL srgb = FALSE; BOOL decompress; GLenum target; TRACE("context %p, src_bo_addr %s, src_format %s, src_box %s, src_row_pitch %u, src_slice_pitch %u, " "dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_x %u, dst_y %u, dst_z %u.\n", context, debug_const_bo_address(src_bo_addr), debug_d3dformat(src_format->id), debug_box(src_box), src_row_pitch, src_slice_pitch, dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location), dst_x, dst_y, dst_z); if (dst_location == WINED3D_LOCATION_TEXTURE_SRGB) { srgb = TRUE; } else if (dst_location != WINED3D_LOCATION_TEXTURE_RGB) { FIXME("Unhandled location %s.\n", wined3d_debug_location(dst_location)); return; } wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(dst_texture), wined3d_context_gl(context), srgb); if (dst_texture->sub_resources[dst_sub_resource_idx].map_count) { WARN("Uploading a texture that is currently mapped, setting WINED3D_TEXTURE_PIN_SYSMEM.\n"); dst_texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM; } if (src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE) { update_h *= src_format->height_scale.numerator; update_h /= src_format->height_scale.denominator; } target = wined3d_texture_gl_get_sub_resource_target(wined3d_texture_gl(dst_texture), dst_sub_resource_idx); level = dst_sub_resource_idx % dst_texture->level_count; switch (target) { case GL_TEXTURE_1D_ARRAY: dst_y = dst_sub_resource_idx / dst_texture->level_count; update_h = 1; break; case GL_TEXTURE_2D_ARRAY: dst_z = dst_sub_resource_idx / dst_texture->level_count; update_d = 1; break; case GL_TEXTURE_2D_MULTISAMPLE: case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: FIXME("Not supported for multisample textures.\n"); return; } bo.buffer_object = src_bo_addr->buffer_object; bo.addr = (BYTE *)src_bo_addr->addr + src_box->front * src_slice_pitch; if (dst_texture->resource.format_flags & WINED3DFMT_FLAG_BLOCKS) { bo.addr += (src_box->top / src_format->block_height) * src_row_pitch; bo.addr += (src_box->left / src_format->block_width) * src_format->block_byte_count; } else { bo.addr += src_box->top * src_row_pitch; bo.addr += src_box->left * src_format->byte_count; } decompress = (dst_texture->resource.format_flags & WINED3DFMT_FLAG_DECOMPRESS) || (src_format->decompress && src_format->id != dst_texture->resource.format->id); if (src_format->upload || decompress || (alpha_fixup_format_id = wined3d_get_alpha_fixup_format(src_format->id, dst_texture->resource.format)) != WINED3DFMT_UNKNOWN) { const struct wined3d_format *compressed_format = src_format; unsigned int dst_row_pitch, dst_slice_pitch; struct wined3d_format_gl f; void *converted_mem; unsigned int z; BYTE *src_mem; if (decompress) { src_format = wined3d_resource_get_decompress_format(&dst_texture->resource); } else if (alpha_fixup_format_id != WINED3DFMT_UNKNOWN) { src_format = wined3d_get_format(context->device->adapter, alpha_fixup_format_id, 0); assert(!!src_format); } else { if (dst_texture->resource.format_flags & WINED3DFMT_FLAG_BLOCKS) ERR("Converting a block-based format.\n"); f = *wined3d_format_gl(src_format); f.f.byte_count = src_format->conv_byte_count; src_format = &f.f; } wined3d_format_calculate_pitch(src_format, 1, update_w, update_h, &dst_row_pitch, &dst_slice_pitch); if (!(converted_mem = heap_alloc(dst_slice_pitch))) { ERR("Failed to allocate upload buffer.\n"); return; } src_mem = wined3d_context_gl_map_bo_address(context_gl, &bo, src_slice_pitch * update_d, WINED3D_MAP_READ); for (z = 0; z < update_d; ++z, src_mem += src_slice_pitch) { if (decompress) compressed_format->decompress(src_mem, converted_mem, src_row_pitch, src_slice_pitch, dst_row_pitch, dst_slice_pitch, update_w, update_h, 1); else if (alpha_fixup_format_id != WINED3DFMT_UNKNOWN) wined3d_fixup_alpha(src_format, src_mem, src_row_pitch, converted_mem, dst_row_pitch, update_w, update_h); else src_format->upload(src_mem, converted_mem, src_row_pitch, src_slice_pitch, dst_row_pitch, dst_slice_pitch, update_w, update_h, 1); wined3d_texture_gl_upload_bo(src_format, target, level, dst_row_pitch, dst_x, dst_y, dst_z + z, update_w, update_h, 1, converted_mem, srgb, dst_texture, gl_info); } wined3d_context_gl_unmap_bo_address(context_gl, &bo, 0, NULL); heap_free(converted_mem); } else { if (bo.buffer_object) { GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, ((struct wined3d_bo_gl *)bo.buffer_object)->id)); checkGLcall("glBindBuffer"); } wined3d_texture_gl_upload_bo(src_format, target, level, src_row_pitch, dst_x, dst_y, dst_z, update_w, update_h, update_d, bo.addr, srgb, dst_texture, gl_info); if (bo.buffer_object) { GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0)); checkGLcall("glBindBuffer"); } } if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE) { struct wined3d_device *device = dst_texture->resource.device; unsigned int i; for (i = 0; i < device->context_count; ++i) { wined3d_context_gl_texture_update(wined3d_context_gl(device->contexts[i]), wined3d_texture_gl(dst_texture)); } } } static void wined3d_texture_gl_download_data_slow_path(struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx, struct wined3d_context_gl *context_gl, const struct wined3d_bo_address *data) { const struct wined3d_bo_gl *bo = (const struct wined3d_bo_gl *)data->buffer_object; const struct wined3d_gl_info *gl_info = context_gl->gl_info; struct wined3d_texture_sub_resource *sub_resource; unsigned int dst_row_pitch, dst_slice_pitch; unsigned int src_row_pitch, src_slice_pitch; const struct wined3d_format_gl *format_gl; BYTE *temporary_mem = NULL; unsigned int level; GLenum target; void *mem; format_gl = wined3d_format_gl(texture_gl->t.resource.format); /* Only support read back of converted P8 textures. */ if (texture_gl->t.flags & WINED3D_TEXTURE_CONVERTED && format_gl->f.id != WINED3DFMT_P8_UINT && !format_gl->f.download) { ERR("Trying to read back converted texture %p, %u with format %s.\n", texture_gl, sub_resource_idx, debug_d3dformat(format_gl->f.id)); return; } sub_resource = &texture_gl->t.sub_resources[sub_resource_idx]; target = wined3d_texture_gl_get_sub_resource_target(texture_gl, sub_resource_idx); level = sub_resource_idx % texture_gl->t.level_count; if (target == GL_TEXTURE_1D_ARRAY || target == GL_TEXTURE_2D_ARRAY) { if (format_gl->f.download) { FIXME("Reading back converted array texture %p is not supported.\n", texture_gl); return; } /* NP2 emulation is not allowed on array textures. */ if (texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2_EMULATED) ERR("Array texture %p uses NP2 emulation.\n", texture_gl); WARN_(d3d_perf)("Downloading all miplevel layers to get the data for a single sub-resource.\n"); if (!(temporary_mem = heap_calloc(texture_gl->t.layer_count, sub_resource->size))) { ERR("Out of memory.\n"); return; } } if (texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2_EMULATED) { if (format_gl->f.download) { FIXME("Reading back converted texture %p with NP2 emulation is not supported.\n", texture_gl); return; } wined3d_texture_get_pitch(&texture_gl->t, level, &dst_row_pitch, &dst_slice_pitch); wined3d_format_calculate_pitch(&format_gl->f, texture_gl->t.resource.device->surface_alignment, wined3d_texture_get_level_pow2_width(&texture_gl->t, level), wined3d_texture_get_level_pow2_height(&texture_gl->t, level), &src_row_pitch, &src_slice_pitch); if (!(temporary_mem = heap_alloc(src_slice_pitch))) { ERR("Out of memory.\n"); return; } if (bo) ERR("NP2 emulated texture uses PBO unexpectedly.\n"); if (texture_gl->t.resource.format_flags & WINED3DFMT_FLAG_COMPRESSED) ERR("Unexpected compressed format for NP2 emulated texture.\n"); } if (format_gl->f.download) { struct wined3d_format f; if (bo) ERR("Converted texture %p uses PBO unexpectedly.\n", texture_gl); WARN_(d3d_perf)("Downloading converted texture %p, %u with format %s.\n", texture_gl, sub_resource_idx, debug_d3dformat(format_gl->f.id)); f = format_gl->f; f.byte_count = format_gl->f.conv_byte_count; wined3d_texture_get_pitch(&texture_gl->t, level, &dst_row_pitch, &dst_slice_pitch); wined3d_format_calculate_pitch(&f, texture_gl->t.resource.device->surface_alignment, wined3d_texture_get_level_width(&texture_gl->t, level), wined3d_texture_get_level_height(&texture_gl->t, level), &src_row_pitch, &src_slice_pitch); if (!(temporary_mem = heap_alloc(src_slice_pitch))) { ERR("Failed to allocate memory.\n"); return; } } if (temporary_mem) { mem = temporary_mem; } else if (bo) { GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, bo->id)); checkGLcall("glBindBuffer"); mem = data->addr; } else { mem = data->addr; } if (texture_gl->t.resource.format_flags & WINED3DFMT_FLAG_COMPRESSED) { TRACE("Downloading compressed texture %p, %u, level %u, format %#x, type %#x, data %p.\n", texture_gl, sub_resource_idx, level, format_gl->format, format_gl->type, mem); GL_EXTCALL(glGetCompressedTexImage(target, level, mem)); checkGLcall("glGetCompressedTexImage"); } else { TRACE("Downloading texture %p, %u, level %u, format %#x, type %#x, data %p.\n", texture_gl, sub_resource_idx, level, format_gl->format, format_gl->type, mem); gl_info->gl_ops.gl.p_glGetTexImage(target, level, format_gl->format, format_gl->type, mem); checkGLcall("glGetTexImage"); } if (format_gl->f.download) { format_gl->f.download(mem, data->addr, src_row_pitch, src_slice_pitch, dst_row_pitch, dst_slice_pitch, wined3d_texture_get_level_width(&texture_gl->t, level), wined3d_texture_get_level_height(&texture_gl->t, level), 1); } else if (texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2_EMULATED) { const BYTE *src_data; unsigned int h, y; BYTE *dst_data; /* Some games (e.g. Warhammer 40,000) don't properly handle texture * pitches, preventing us from using the texture pitch to box NPOT * textures. Instead, we repack the texture's CPU copy so that its * pitch equals bpp * width instead of bpp * pow2width. * * Instead of boxing the texture: * * │<── texture width ──>│ pow2 width ──>│ * ├─────────────────────┼───────────────┼─ * │111111111111111111111│ │ʌ * │222222222222222222222│ ││ * │333333333333333333333│ padding │texture height * │444444444444444444444│ ││ * │555555555555555555555│ │v * ├─────────────────────┘ ├─ * │ │pow2 height * │ padding padding ││ * │ │v * └─────────────────────────────────────┴─ * * we're repacking the data to the expected texture width * * │<── texture width ──>│ pow2 width ──>│ * ├─────────────────────┴───────────────┼─ * │1111111111111111111112222222222222222│ʌ * │2222233333333333333333333344444444444││ * │4444444444555555555555555555555 │texture height * │ ││ * │ padding padding │v * │ ├─ * │ │pow2 height * │ padding padding ││ * │ │v * └─────────────────────────────────────┴─ * * == is the same as * * │<── texture width ──>│ * ├─────────────────────┼─ * │111111111111111111111│ʌ * │222222222222222222222││ * │333333333333333333333│texture height * │444444444444444444444││ * │555555555555555555555│v * └─────────────────────┴─ * * This also means that any references to surface memory should work * with the data as if it were a standard texture with a NPOT width * instead of a texture boxed up to be a power-of-two texture. */ src_data = mem; dst_data = data->addr; TRACE("Repacking the surface data from pitch %u to pitch %u.\n", src_row_pitch, dst_row_pitch); h = wined3d_texture_get_level_height(&texture_gl->t, level); for (y = 0; y < h; ++y) { memcpy(dst_data, src_data, dst_row_pitch); src_data += src_row_pitch; dst_data += dst_row_pitch; } } else if (temporary_mem) { unsigned int layer = sub_resource_idx / texture_gl->t.level_count; void *src_data = temporary_mem + layer * sub_resource->size; if (bo) { GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, bo->id)); checkGLcall("glBindBuffer"); GL_EXTCALL(glBufferSubData(GL_PIXEL_PACK_BUFFER, 0, sub_resource->size, src_data)); checkGLcall("glBufferSubData"); } else { memcpy(data->addr, src_data, sub_resource->size); } } if (bo) { GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0)); checkGLcall("glBindBuffer"); } heap_free(temporary_mem); } static void wined3d_texture_gl_download_data(struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, unsigned int src_location, const struct wined3d_box *src_box, const struct wined3d_bo_address *dst_bo_addr, const struct wined3d_format *dst_format, unsigned int dst_x, unsigned int dst_y, unsigned int dst_z, unsigned int dst_row_pitch, unsigned int dst_slice_pitch) { struct wined3d_texture_gl *src_texture_gl = wined3d_texture_gl(src_texture); struct wined3d_context_gl *context_gl = wined3d_context_gl(context); const struct wined3d_gl_info *gl_info = context_gl->gl_info; unsigned int src_level, src_width, src_height, src_depth; unsigned int src_row_pitch, src_slice_pitch; const struct wined3d_format_gl *format_gl; struct wined3d_bo_gl *dst_bo; BOOL srgb = FALSE; GLenum target; TRACE("context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_box %s, dst_bo_addr %s, " "dst_format %s, dst_x %u, dst_y %u, dst_z %u, dst_row_pitch %u, dst_slice_pitch %u.\n", context, src_texture, src_sub_resource_idx, wined3d_debug_location(src_location), debug_box(src_box), debug_bo_address(dst_bo_addr), debug_d3dformat(dst_format->id), dst_x, dst_y, dst_z, dst_row_pitch, dst_slice_pitch); if (src_location == WINED3D_LOCATION_TEXTURE_SRGB) { srgb = TRUE; } else if (src_location != WINED3D_LOCATION_TEXTURE_RGB) { FIXME("Unhandled location %s.\n", wined3d_debug_location(src_location)); return; } src_level = src_sub_resource_idx % src_texture->level_count; src_width = wined3d_texture_get_level_width(src_texture, src_level); src_height = wined3d_texture_get_level_height(src_texture, src_level); src_depth = wined3d_texture_get_level_depth(src_texture, src_level); if (src_box->left || src_box->top || src_box->right != src_width || src_box->bottom != src_height || src_box->front || src_box->back != src_depth) { FIXME("Unhandled source box %s.\n", debug_box(src_box)); return; } if (dst_x || dst_y || dst_z) { FIXME("Unhandled destination (%u, %u, %u).\n", dst_x, dst_y, dst_z); return; } if (dst_format->id != src_texture->resource.format->id) { FIXME("Unhandled format conversion (%s -> %s).\n", debug_d3dformat(src_texture->resource.format->id), debug_d3dformat(dst_format->id)); return; } wined3d_texture_get_pitch(src_texture, src_level, &src_row_pitch, &src_slice_pitch); if (src_row_pitch != dst_row_pitch || src_slice_pitch != dst_slice_pitch) { FIXME("Unhandled destination pitches %u/%u (source pitches %u/%u).\n", dst_row_pitch, dst_slice_pitch, src_row_pitch, src_slice_pitch); return; } wined3d_texture_gl_bind_and_dirtify(src_texture_gl, context_gl, srgb); format_gl = wined3d_format_gl(src_texture->resource.format); target = wined3d_texture_gl_get_sub_resource_target(src_texture_gl, src_sub_resource_idx); if ((src_texture->resource.type == WINED3D_RTYPE_TEXTURE_2D && (target == GL_TEXTURE_2D_ARRAY || format_gl->f.conv_byte_count || src_texture->flags & (WINED3D_TEXTURE_CONVERTED | WINED3D_TEXTURE_COND_NP2_EMULATED))) || target == GL_TEXTURE_1D_ARRAY) { wined3d_texture_gl_download_data_slow_path(src_texture_gl, src_sub_resource_idx, context_gl, dst_bo_addr); return; } if (format_gl->f.conv_byte_count) { FIXME("Attempting to download a converted texture, type %s format %s.\n", debug_d3dresourcetype(src_texture->resource.type), debug_d3dformat(format_gl->f.id)); return; } if ((dst_bo = (struct wined3d_bo_gl *)dst_bo_addr->buffer_object)) { GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, dst_bo->id)); checkGLcall("glBindBuffer"); } if (src_texture->resource.format_flags & WINED3DFMT_FLAG_COMPRESSED) { TRACE("Downloading compressed texture %p, %u, level %u, format %#x, type %#x, data %p.\n", src_texture, src_sub_resource_idx, src_level, format_gl->format, format_gl->type, dst_bo_addr->addr); GL_EXTCALL(glGetCompressedTexImage(target, src_level, dst_bo_addr->addr)); checkGLcall("glGetCompressedTexImage"); } else { TRACE("Downloading texture %p, %u, level %u, format %#x, type %#x, data %p.\n", src_texture, src_sub_resource_idx, src_level, format_gl->format, format_gl->type, dst_bo_addr->addr); gl_info->gl_ops.gl.p_glGetTexImage(target, src_level, format_gl->format, format_gl->type, dst_bo_addr->addr); checkGLcall("glGetTexImage"); } if (dst_bo) { GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0)); checkGLcall("glBindBuffer"); } } /* Context activation is done by the caller. */ static BOOL wined3d_texture_gl_load_sysmem(struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx, struct wined3d_context_gl *context_gl, DWORD dst_location) { struct wined3d_texture_sub_resource *sub_resource; sub_resource = &texture_gl->t.sub_resources[sub_resource_idx]; /* We cannot download data from multisample textures directly. */ if (wined3d_texture_gl_is_multisample_location(texture_gl, WINED3D_LOCATION_TEXTURE_RGB)) { wined3d_texture_load_location(&texture_gl->t, sub_resource_idx, &context_gl->c, WINED3D_LOCATION_RB_RESOLVED); texture2d_read_from_framebuffer(&texture_gl->t, sub_resource_idx, &context_gl->c, WINED3D_LOCATION_RB_RESOLVED, dst_location); return TRUE; } if (sub_resource->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED)) wined3d_texture_load_location(&texture_gl->t, sub_resource_idx, &context_gl->c, WINED3D_LOCATION_TEXTURE_RGB); /* Download the sub-resource to system memory. */ if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB)) { unsigned int row_pitch, slice_pitch, level; struct wined3d_bo_address data; struct wined3d_box src_box; unsigned int src_location; level = sub_resource_idx % texture_gl->t.level_count; wined3d_texture_get_memory(&texture_gl->t, sub_resource_idx, &data, dst_location); src_location = sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB ? WINED3D_LOCATION_TEXTURE_RGB : WINED3D_LOCATION_TEXTURE_SRGB; wined3d_texture_get_level_box(&texture_gl->t, level, &src_box); wined3d_texture_get_pitch(&texture_gl->t, level, &row_pitch, &slice_pitch); wined3d_texture_gl_download_data(&context_gl->c, &texture_gl->t, sub_resource_idx, src_location, &src_box, &data, texture_gl->t.resource.format, 0, 0, 0, row_pitch, slice_pitch); ++texture_gl->t.download_count; return TRUE; } if (!(texture_gl->t.resource.bind_flags & WINED3D_BIND_DEPTH_STENCIL) && (sub_resource->locations & WINED3D_LOCATION_DRAWABLE)) { texture2d_read_from_framebuffer(&texture_gl->t, sub_resource_idx, &context_gl->c, texture_gl->t.resource.draw_binding, dst_location); return TRUE; } FIXME("Can't load texture %p, %u with location flags %s into sysmem.\n", texture_gl, sub_resource_idx, wined3d_debug_location(sub_resource->locations)); return FALSE; } static BOOL wined3d_texture_load_drawable(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context) { struct wined3d_device *device; unsigned int level; RECT r; if (texture->resource.bind_flags & WINED3D_BIND_DEPTH_STENCIL) { DWORD current = texture->sub_resources[sub_resource_idx].locations; FIXME("Unimplemented copy from %s for depth/stencil buffers.\n", wined3d_debug_location(current)); return FALSE; } if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && wined3d_resource_is_offscreen(&texture->resource)) { ERR("Trying to load offscreen texture into WINED3D_LOCATION_DRAWABLE.\n"); return FALSE; } device = texture->resource.device; level = sub_resource_idx % texture->level_count; SetRect(&r, 0, 0, wined3d_texture_get_level_width(texture, level), wined3d_texture_get_level_height(texture, level)); wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB); device->blitter->ops->blitter_blit(device->blitter, WINED3D_BLIT_OP_COLOR_BLIT, context, texture, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB, &r, texture, sub_resource_idx, WINED3D_LOCATION_DRAWABLE, &r, NULL, WINED3D_TEXF_POINT); return TRUE; } static BOOL wined3d_texture_load_renderbuffer(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, DWORD dst_location) { unsigned int level = sub_resource_idx % texture->level_count; const RECT rect = {0, 0, wined3d_texture_get_level_width(texture, level), wined3d_texture_get_level_height(texture, level)}; struct wined3d_texture_sub_resource *sub_resource; DWORD src_location, locations; sub_resource = &texture->sub_resources[sub_resource_idx]; locations = sub_resource->locations; if (texture->resource.bind_flags & WINED3D_BIND_DEPTH_STENCIL) { FIXME("Unimplemented copy from %s for depth/stencil buffers.\n", wined3d_debug_location(locations)); return FALSE; } if (locations & WINED3D_LOCATION_RB_MULTISAMPLE) src_location = WINED3D_LOCATION_RB_MULTISAMPLE; else if (locations & WINED3D_LOCATION_RB_RESOLVED) src_location = WINED3D_LOCATION_RB_RESOLVED; else if (locations & WINED3D_LOCATION_TEXTURE_SRGB) src_location = WINED3D_LOCATION_TEXTURE_SRGB; else if (locations & WINED3D_LOCATION_TEXTURE_RGB) src_location = WINED3D_LOCATION_TEXTURE_RGB; else if (locations & WINED3D_LOCATION_DRAWABLE) src_location = WINED3D_LOCATION_DRAWABLE; else /* texture2d_blt_fbo() will load the source location if necessary. */ src_location = WINED3D_LOCATION_TEXTURE_RGB; texture2d_blt_fbo(texture->resource.device, context, WINED3D_TEXF_POINT, texture, sub_resource_idx, src_location, &rect, texture, sub_resource_idx, dst_location, &rect); return TRUE; } static BOOL wined3d_texture_gl_load_texture(struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx, struct wined3d_context_gl *context_gl, BOOL srgb) { unsigned int width, height, level, src_row_pitch, src_slice_pitch, dst_row_pitch, dst_slice_pitch; struct wined3d_device *device = texture_gl->t.resource.device; const struct wined3d_gl_info *gl_info = context_gl->gl_info; const struct wined3d_color_key_conversion *conversion; struct wined3d_texture_sub_resource *sub_resource; const struct wined3d_format *format; struct wined3d_bo_address data; BYTE *src_mem, *dst_mem = NULL; struct wined3d_box src_box; DWORD dst_location; BOOL depth; depth = texture_gl->t.resource.bind_flags & WINED3D_BIND_DEPTH_STENCIL; sub_resource = &texture_gl->t.sub_resources[sub_resource_idx]; if (!depth && wined3d_settings.offscreen_rendering_mode != ORM_FBO && wined3d_resource_is_offscreen(&texture_gl->t.resource) && (sub_resource->locations & WINED3D_LOCATION_DRAWABLE)) { texture2d_load_fb_texture(texture_gl, sub_resource_idx, srgb, &context_gl->c); return TRUE; } level = sub_resource_idx % texture_gl->t.level_count; wined3d_texture_get_level_box(&texture_gl->t, level, &src_box); if (!depth && sub_resource->locations & (WINED3D_LOCATION_TEXTURE_SRGB | WINED3D_LOCATION_TEXTURE_RGB) && (texture_gl->t.resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB) && fbo_blitter_supported(WINED3D_BLIT_OP_COLOR_BLIT, gl_info, &texture_gl->t.resource, WINED3D_LOCATION_TEXTURE_RGB, &texture_gl->t.resource, WINED3D_LOCATION_TEXTURE_SRGB)) { RECT src_rect; SetRect(&src_rect, src_box.left, src_box.top, src_box.right, src_box.bottom); if (srgb) texture2d_blt_fbo(device, &context_gl->c, WINED3D_TEXF_POINT, &texture_gl->t, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB, &src_rect, &texture_gl->t, sub_resource_idx, WINED3D_LOCATION_TEXTURE_SRGB, &src_rect); else texture2d_blt_fbo(device, &context_gl->c, WINED3D_TEXF_POINT, &texture_gl->t, sub_resource_idx, WINED3D_LOCATION_TEXTURE_SRGB, &src_rect, &texture_gl->t, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB, &src_rect); return TRUE; } if (!depth && sub_resource->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED) && (!srgb || (texture_gl->t.resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB))) { DWORD src_location = sub_resource->locations & WINED3D_LOCATION_RB_RESOLVED ? WINED3D_LOCATION_RB_RESOLVED : WINED3D_LOCATION_RB_MULTISAMPLE; RECT src_rect; SetRect(&src_rect, src_box.left, src_box.top, src_box.right, src_box.bottom); dst_location = srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB; if (fbo_blitter_supported(WINED3D_BLIT_OP_COLOR_BLIT, gl_info, &texture_gl->t.resource, src_location, &texture_gl->t.resource, dst_location)) texture2d_blt_fbo(device, &context_gl->c, WINED3D_TEXF_POINT, &texture_gl->t, sub_resource_idx, src_location, &src_rect, &texture_gl->t, sub_resource_idx, dst_location, &src_rect); return TRUE; } /* Upload from system memory */ if (srgb) { dst_location = WINED3D_LOCATION_TEXTURE_SRGB; if ((sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | texture_gl->t.resource.map_binding)) == WINED3D_LOCATION_TEXTURE_RGB) { FIXME_(d3d_perf)("Downloading RGB texture %p, %u to reload it as sRGB.\n", texture_gl, sub_resource_idx); wined3d_texture_load_location(&texture_gl->t, sub_resource_idx, &context_gl->c, texture_gl->t.resource.map_binding); } } else { dst_location = WINED3D_LOCATION_TEXTURE_RGB; if ((sub_resource->locations & (WINED3D_LOCATION_TEXTURE_SRGB | texture_gl->t.resource.map_binding)) == WINED3D_LOCATION_TEXTURE_SRGB) { FIXME_(d3d_perf)("Downloading sRGB texture %p, %u to reload it as RGB.\n", texture_gl, sub_resource_idx); wined3d_texture_load_location(&texture_gl->t, sub_resource_idx, &context_gl->c, texture_gl->t.resource.map_binding); } } if (!(sub_resource->locations & wined3d_texture_sysmem_locations)) { WARN("Trying to load a texture from sysmem, but no simple location is valid.\n"); /* Lets hope we get it from somewhere... */ wined3d_texture_load_location(&texture_gl->t, sub_resource_idx, &context_gl->c, WINED3D_LOCATION_SYSMEM); } wined3d_texture_get_pitch(&texture_gl->t, level, &src_row_pitch, &src_slice_pitch); format = texture_gl->t.resource.format; if ((conversion = wined3d_format_get_color_key_conversion(&texture_gl->t, TRUE))) format = wined3d_get_format(device->adapter, conversion->dst_format, texture_gl->t.resource.bind_flags); /* Don't use PBOs for converted surfaces. During PBO conversion we look at * WINED3D_TEXTURE_CONVERTED but it isn't set (yet) in all cases it is * getting called. */ if (conversion && sub_resource->bo.id) { TRACE("Removing the pbo attached to texture %p, %u.\n", texture_gl, sub_resource_idx); wined3d_texture_load_location(&texture_gl->t, sub_resource_idx, &context_gl->c, WINED3D_LOCATION_SYSMEM); wined3d_texture_set_map_binding(&texture_gl->t, WINED3D_LOCATION_SYSMEM); } wined3d_texture_get_memory(&texture_gl->t, sub_resource_idx, &data, sub_resource->locations); if (conversion) { width = src_box.right - src_box.left; height = src_box.bottom - src_box.top; wined3d_format_calculate_pitch(format, device->surface_alignment, width, height, &dst_row_pitch, &dst_slice_pitch); src_mem = wined3d_context_gl_map_bo_address(context_gl, &data, src_slice_pitch, WINED3D_MAP_READ); if (!(dst_mem = heap_alloc(dst_slice_pitch))) { ERR("Out of memory (%u).\n", dst_slice_pitch); return FALSE; } conversion->convert(src_mem, src_row_pitch, dst_mem, dst_row_pitch, width, height, &texture_gl->t.async.gl_color_key); src_row_pitch = dst_row_pitch; src_slice_pitch = dst_slice_pitch; wined3d_context_gl_unmap_bo_address(context_gl, &data, 0, NULL); data.buffer_object = 0; data.addr = dst_mem; } wined3d_texture_gl_upload_data(&context_gl->c, wined3d_const_bo_address(&data), format, &src_box, src_row_pitch, src_slice_pitch, &texture_gl->t, sub_resource_idx, dst_location, 0, 0, 0); heap_free(dst_mem); return TRUE; } static BOOL wined3d_texture_gl_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, unsigned int location) { struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture); struct wined3d_context_gl *context_gl = wined3d_context_gl(context); switch (location) { case WINED3D_LOCATION_SYSMEM: return texture->sub_resources[sub_resource_idx].user_memory ? TRUE : wined3d_resource_prepare_sysmem(&texture->resource); case WINED3D_LOCATION_BUFFER: wined3d_texture_prepare_buffer_object(texture, sub_resource_idx, context_gl->gl_info); return TRUE; case WINED3D_LOCATION_TEXTURE_RGB: wined3d_texture_gl_prepare_texture(texture_gl, context_gl, FALSE); return TRUE; case WINED3D_LOCATION_TEXTURE_SRGB: wined3d_texture_gl_prepare_texture(texture_gl, context_gl, TRUE); return TRUE; case WINED3D_LOCATION_DRAWABLE: if (!texture->swapchain && wined3d_settings.offscreen_rendering_mode != ORM_BACKBUFFER) ERR("Texture %p does not have a drawable.\n", texture); return TRUE; case WINED3D_LOCATION_RB_MULTISAMPLE: wined3d_texture_gl_prepare_rb(texture_gl, context_gl->gl_info, TRUE); return TRUE; case WINED3D_LOCATION_RB_RESOLVED: wined3d_texture_gl_prepare_rb(texture_gl, context_gl->gl_info, FALSE); return TRUE; default: ERR("Invalid location %s.\n", wined3d_debug_location(location)); return FALSE; } } /* Context activation is done by the caller. */ static BOOL wined3d_texture_gl_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) { struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture); struct wined3d_context_gl *context_gl = wined3d_context_gl(context); TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n", texture, sub_resource_idx, context, wined3d_debug_location(location)); if (!wined3d_texture_gl_prepare_location(texture, sub_resource_idx, context, location)) return FALSE; switch (location) { case WINED3D_LOCATION_SYSMEM: case WINED3D_LOCATION_BUFFER: return wined3d_texture_gl_load_sysmem(texture_gl, sub_resource_idx, context_gl, location); case WINED3D_LOCATION_DRAWABLE: return wined3d_texture_load_drawable(texture, sub_resource_idx, context); case WINED3D_LOCATION_RB_RESOLVED: case WINED3D_LOCATION_RB_MULTISAMPLE: return wined3d_texture_load_renderbuffer(texture, sub_resource_idx, context, location); case WINED3D_LOCATION_TEXTURE_RGB: case WINED3D_LOCATION_TEXTURE_SRGB: return wined3d_texture_gl_load_texture(texture_gl, sub_resource_idx, context_gl, location == WINED3D_LOCATION_TEXTURE_SRGB); default: FIXME("Unhandled %s load from %s.\n", wined3d_debug_location(location), wined3d_debug_location(texture->sub_resources[sub_resource_idx].locations)); return FALSE; } } static void wined3d_texture_gl_unload_location(struct wined3d_texture *texture, struct wined3d_context *context, unsigned int location) { struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture); struct wined3d_context_gl *context_gl = wined3d_context_gl(context); struct wined3d_renderbuffer_entry *entry, *entry2; unsigned int i, sub_count; TRACE("texture %p, context %p, location %s.\n", texture, context, wined3d_debug_location(location)); switch (location) { case WINED3D_LOCATION_BUFFER: sub_count = texture->level_count * texture->layer_count; for (i = 0; i < sub_count; ++i) { if (texture_gl->t.sub_resources[i].bo.id) wined3d_texture_remove_buffer_object(&texture_gl->t, i, context_gl->gl_info); } break; case WINED3D_LOCATION_TEXTURE_RGB: if (texture_gl->texture_rgb.name) gltexture_delete(texture_gl->t.resource.device, context_gl->gl_info, &texture_gl->texture_rgb); break; case WINED3D_LOCATION_TEXTURE_SRGB: if (texture_gl->texture_srgb.name) gltexture_delete(texture_gl->t.resource.device, context_gl->gl_info, &texture_gl->texture_srgb); break; case WINED3D_LOCATION_RB_MULTISAMPLE: if (texture_gl->rb_multisample) { TRACE("Deleting multisample renderbuffer %u.\n", texture_gl->rb_multisample); context_gl_resource_released(texture_gl->t.resource.device, texture_gl->rb_multisample, TRUE); context_gl->gl_info->fbo_ops.glDeleteRenderbuffers(1, &texture_gl->rb_multisample); texture_gl->rb_multisample = 0; } break; case WINED3D_LOCATION_RB_RESOLVED: LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &texture_gl->renderbuffers, struct wined3d_renderbuffer_entry, entry) { context_gl_resource_released(texture_gl->t.resource.device, entry->id, TRUE); context_gl->gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id); list_remove(&entry->entry); heap_free(entry); } list_init(&texture_gl->renderbuffers); texture_gl->current_renderbuffer = NULL; if (texture_gl->rb_resolved) { TRACE("Deleting resolved renderbuffer %u.\n", texture_gl->rb_resolved); context_gl_resource_released(texture_gl->t.resource.device, texture_gl->rb_resolved, TRUE); context_gl->gl_info->fbo_ops.glDeleteRenderbuffers(1, &texture_gl->rb_resolved); texture_gl->rb_resolved = 0; } break; default: ERR("Unhandled location %s.\n", wined3d_debug_location(location)); break; } } static const struct wined3d_texture_ops texture_gl_ops = { wined3d_texture_gl_prepare_location, wined3d_texture_gl_load_location, wined3d_texture_gl_unload_location, wined3d_texture_gl_upload_data, wined3d_texture_gl_download_data, }; struct wined3d_texture * __cdecl wined3d_texture_from_resource(struct wined3d_resource *resource) { return texture_from_resource(resource); } static ULONG texture_resource_incref(struct wined3d_resource *resource) { return wined3d_texture_incref(texture_from_resource(resource)); } static ULONG texture_resource_decref(struct wined3d_resource *resource) { return wined3d_texture_decref(texture_from_resource(resource)); } static void texture_resource_preload(struct wined3d_resource *resource) { struct wined3d_texture *texture = texture_from_resource(resource); struct wined3d_context *context; context = context_acquire(resource->device, NULL, 0); wined3d_texture_load(texture, context, texture->flags & WINED3D_TEXTURE_IS_SRGB); context_release(context); } static void texture_resource_unload(struct wined3d_resource *resource) { struct wined3d_texture *texture = texture_from_resource(resource); struct wined3d_device *device = resource->device; unsigned int location = resource->map_binding; struct wined3d_context *context; unsigned int sub_count, i; TRACE("resource %p.\n", resource); /* D3D is not initialised, so no GPU locations should currently exist. * Moreover, we may not be able to acquire a valid context. */ if (!device->d3d_initialized) return; context = context_acquire(device, NULL, 0); if (location == WINED3D_LOCATION_BUFFER) location = WINED3D_LOCATION_SYSMEM; sub_count = texture->level_count * texture->layer_count; for (i = 0; i < sub_count; ++i) { if (resource->access & WINED3D_RESOURCE_ACCESS_CPU && wined3d_texture_load_location(texture, i, context, location)) { wined3d_texture_invalidate_location(texture, i, ~location); } else { if (resource->access & WINED3D_RESOURCE_ACCESS_CPU) ERR("Discarding %s %p sub-resource %u with resource access %s.\n", debug_d3dresourcetype(resource->type), resource, i, wined3d_debug_resource_access(resource->access)); wined3d_texture_validate_location(texture, i, WINED3D_LOCATION_DISCARDED); wined3d_texture_invalidate_location(texture, i, ~WINED3D_LOCATION_DISCARDED); } } wined3d_texture_unload_location(texture, context, WINED3D_LOCATION_BUFFER); wined3d_texture_unload_location(texture, context, WINED3D_LOCATION_TEXTURE_RGB); wined3d_texture_unload_location(texture, context, WINED3D_LOCATION_TEXTURE_SRGB); wined3d_texture_unload_location(texture, context, WINED3D_LOCATION_RB_MULTISAMPLE); wined3d_texture_unload_location(texture, context, WINED3D_LOCATION_RB_RESOLVED); context_release(context); wined3d_texture_force_reload(texture); if (texture->resource.bind_count) device_invalidate_state(device, STATE_SAMPLER(texture->sampler)); wined3d_texture_set_dirty(texture); resource_unload(&texture->resource); } static HRESULT texture_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx, struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags) { const struct wined3d_format *format = resource->format; struct wined3d_texture_sub_resource *sub_resource; struct wined3d_device *device = resource->device; unsigned int fmt_flags = resource->format_flags; struct wined3d_context *context; struct wined3d_texture *texture; struct wined3d_bo_address data; unsigned int texture_level; BYTE *base_memory; BOOL ret; TRACE("resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n", resource, sub_resource_idx, map_desc, debug_box(box), flags); texture = texture_from_resource(resource); if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx))) return E_INVALIDARG; texture_level = sub_resource_idx % texture->level_count; if (box && FAILED(wined3d_texture_check_box_dimensions(texture, texture_level, box))) { WARN("Map box is invalid.\n"); if (((fmt_flags & WINED3DFMT_FLAG_BLOCKS) && !(resource->access & WINED3D_RESOURCE_ACCESS_CPU)) || resource->type != WINED3D_RTYPE_TEXTURE_2D) return WINED3DERR_INVALIDCALL; } if (texture->flags & WINED3D_TEXTURE_DC_IN_USE) { WARN("DC is in use.\n"); return WINED3DERR_INVALIDCALL; } if (sub_resource->map_count) { WARN("Sub-resource is already mapped.\n"); return WINED3DERR_INVALIDCALL; } context = context_acquire(device, NULL, 0); if (flags & WINED3D_MAP_DISCARD) { TRACE("WINED3D_MAP_DISCARD flag passed, marking %s as up to date.\n", wined3d_debug_location(resource->map_binding)); if ((ret = wined3d_texture_prepare_location(texture, sub_resource_idx, context, resource->map_binding))) wined3d_texture_validate_location(texture, sub_resource_idx, resource->map_binding); } else { if (resource->usage & WINED3DUSAGE_DYNAMIC) WARN_(d3d_perf)("Mapping a dynamic texture without WINED3D_MAP_DISCARD.\n"); ret = wined3d_texture_load_location(texture, sub_resource_idx, context, resource->map_binding); } if (!ret) { ERR("Failed to prepare location.\n"); context_release(context); return E_OUTOFMEMORY; } /* We only record dirty regions for the top-most level. */ if (texture->dirty_regions && flags & WINED3D_MAP_WRITE && !(flags & WINED3D_MAP_NO_DIRTY_UPDATE) && !texture_level) wined3d_texture_dirty_region_add(texture, sub_resource_idx / texture->level_count, box); if (flags & WINED3D_MAP_WRITE && (!(flags & WINED3D_MAP_NO_DIRTY_UPDATE) || (resource->usage & WINED3DUSAGE_DYNAMIC))) wined3d_texture_invalidate_location(texture, sub_resource_idx, ~resource->map_binding); wined3d_texture_get_memory(texture, sub_resource_idx, &data, resource->map_binding); base_memory = wined3d_context_map_bo_address(context, &data, sub_resource->size, flags); sub_resource->map_flags = flags; TRACE("Base memory pointer %p.\n", base_memory); context_release(context); if (fmt_flags & WINED3DFMT_FLAG_BROKEN_PITCH) { map_desc->row_pitch = wined3d_texture_get_level_width(texture, texture_level) * format->byte_count; map_desc->slice_pitch = wined3d_texture_get_level_height(texture, texture_level) * map_desc->row_pitch; } else { wined3d_texture_get_pitch(texture, texture_level, &map_desc->row_pitch, &map_desc->slice_pitch); } if (!box) { map_desc->data = base_memory; } else { if ((fmt_flags & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_BLOCKS) { /* Compressed textures are block based, so calculate the offset of * the block that contains the top-left pixel of the mapped box. */ map_desc->data = base_memory + (box->front * map_desc->slice_pitch) + ((box->top / format->block_height) * map_desc->row_pitch) + ((box->left / format->block_width) * format->block_byte_count); } else { map_desc->data = base_memory + (box->front * map_desc->slice_pitch) + (box->top * map_desc->row_pitch) + (box->left * format->byte_count); } } if (texture->swapchain && texture->swapchain->front_buffer == texture) { RECT *r = &texture->swapchain->front_buffer_update; if (!box) SetRect(r, 0, 0, resource->width, resource->height); else SetRect(r, box->left, box->top, box->right, box->bottom); TRACE("Mapped front buffer %s.\n", wine_dbgstr_rect(r)); } ++resource->map_count; ++sub_resource->map_count; TRACE("Returning memory %p, row pitch %u, slice pitch %u.\n", map_desc->data, map_desc->row_pitch, map_desc->slice_pitch); return WINED3D_OK; } static HRESULT texture_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx) { struct wined3d_texture_sub_resource *sub_resource; struct wined3d_device *device = resource->device; struct wined3d_context *context; struct wined3d_texture *texture; struct wined3d_bo_address data; struct wined3d_range range; TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx); texture = texture_from_resource(resource); if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx))) return E_INVALIDARG; if (!sub_resource->map_count) { WARN("Trying to unmap unmapped sub-resource.\n"); if (texture->flags & WINED3D_TEXTURE_DC_IN_USE) return WINED3D_OK; return WINEDDERR_NOTLOCKED; } context = context_acquire(device, NULL, 0); wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding); range.offset = 0; range.size = sub_resource->size; wined3d_context_unmap_bo_address(context, &data, !!(sub_resource->map_flags & WINED3D_MAP_WRITE), &range); context_release(context); if (texture->swapchain && texture->swapchain->front_buffer == texture) { if (!(sub_resource->locations & (WINED3D_LOCATION_DRAWABLE | WINED3D_LOCATION_TEXTURE_RGB))) texture->swapchain->swapchain_ops->swapchain_frontbuffer_updated(texture->swapchain); } --sub_resource->map_count; if (!--resource->map_count && texture->update_map_binding) wined3d_texture_update_map_binding(texture); return WINED3D_OK; } static const struct wined3d_resource_ops texture_resource_ops = { texture_resource_incref, texture_resource_decref, texture_resource_preload, texture_resource_unload, texture_resource_sub_resource_map, texture_resource_sub_resource_unmap, }; static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc, unsigned int layer_count, unsigned int level_count, DWORD flags, struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops, void *sub_resources, const struct wined3d_texture_ops *texture_ops) { const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info; struct wined3d_device_parent *device_parent = device->device_parent; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; unsigned int sub_count, i, j, size, offset = 0; unsigned int pow2_width, pow2_height; const struct wined3d_format *format; HRESULT hr; TRACE("texture %p, resource_type %s, format %s, multisample_type %#x, multisample_quality %#x, " "usage %s, access %s, width %u, height %u, depth %u, layer_count %u, level_count %u, " "flags %#x, device %p, parent %p, parent_ops %p, sub_resources %p, texture_ops %p.\n", texture, debug_d3dresourcetype(desc->resource_type), debug_d3dformat(desc->format), desc->multisample_type, desc->multisample_quality, debug_d3dusage(desc->usage), wined3d_debug_resource_access(desc->access), desc->width, desc->height, desc->depth, layer_count, level_count, flags, device, parent, parent_ops, sub_resources, texture_ops); if (!desc->width || !desc->height || !desc->depth) return WINED3DERR_INVALIDCALL; if (desc->resource_type == WINED3D_RTYPE_TEXTURE_3D && layer_count != 1) { ERR("Invalid layer count for volume texture.\n"); return E_INVALIDARG; } texture->sub_resources = sub_resources; /* TODO: It should only be possible to create textures for formats * that are reported as supported. */ if (WINED3DFMT_UNKNOWN >= desc->format) { WARN("Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n"); return WINED3DERR_INVALIDCALL; } format = wined3d_get_format(device->adapter, desc->format, desc->bind_flags); if (desc->usage & WINED3DUSAGE_DYNAMIC && (wined3d_resource_access_is_managed(desc->access) || desc->usage & WINED3DUSAGE_SCRATCH)) { WARN("Attempted to create a dynamic texture with access %s and usage %s.\n", wined3d_debug_resource_access(desc->access), debug_d3dusage(desc->usage)); return WINED3DERR_INVALIDCALL; } pow2_width = desc->width; pow2_height = desc->height; if (((desc->width & (desc->width - 1)) || (desc->height & (desc->height - 1)) || (desc->depth & (desc->depth - 1))) && !d3d_info->texture_npot) { /* level_count == 0 returns an error as well. */ if (level_count != 1 || layer_count != 1 || desc->resource_type == WINED3D_RTYPE_TEXTURE_3D) { if (!(desc->usage & WINED3DUSAGE_SCRATCH)) { WARN("Attempted to create a mipmapped/cube/array/volume NPOT " "texture without unconditional NPOT support.\n"); return WINED3DERR_INVALIDCALL; } WARN("Creating a scratch mipmapped/cube/array NPOT texture despite lack of HW support.\n"); } texture->flags |= WINED3D_TEXTURE_COND_NP2; if (desc->resource_type != WINED3D_RTYPE_TEXTURE_3D && !d3d_info->texture_npot_conditional) { /* TODO: Add support for non-power-of-two compressed textures. */ if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_HEIGHT_SCALE)) { FIXME("Compressed or height scaled non-power-of-two (%ux%u) textures are not supported.\n", desc->width, desc->height); return WINED3DERR_NOTAVAILABLE; } /* Find the nearest pow2 match. */ pow2_width = pow2_height = 1; while (pow2_width < desc->width) pow2_width <<= 1; while (pow2_height < desc->height) pow2_height <<= 1; texture->flags |= WINED3D_TEXTURE_COND_NP2_EMULATED; } } texture->pow2_width = pow2_width; texture->pow2_height = pow2_height; if ((pow2_width > d3d_info->limits.texture_size || pow2_height > d3d_info->limits.texture_size) && (desc->bind_flags & WINED3D_BIND_SHADER_RESOURCE)) { /* One of four options: * 1: Do the same as we do with NPOT and scale the texture. (Any * texture ops would require the texture to be scaled which is * potentially slow.) * 2: Set the texture to the maximum size (bad idea). * 3: WARN and return WINED3DERR_NOTAVAILABLE. * 4: Create the surface, but allow it to be used only for DirectDraw * Blts. Some apps (e.g. Swat 3) create textures with a height of * 16 and a width > 3000 and blt 16x16 letter areas from them to * the render target. */ if (desc->access & WINED3D_RESOURCE_ACCESS_GPU) { WARN("Dimensions (%ux%u) exceed the maximum texture size.\n", pow2_width, pow2_height); return WINED3DERR_NOTAVAILABLE; } /* We should never use this surface in combination with OpenGL. */ TRACE("Creating an oversized (%ux%u) surface.\n", pow2_width, pow2_height); } for (i = 0; i < layer_count; ++i) { for (j = 0; j < level_count; ++j) { unsigned int idx = i * level_count + j; size = wined3d_format_calculate_size(format, device->surface_alignment, max(1, desc->width >> j), max(1, desc->height >> j), max(1, desc->depth >> j)); texture->sub_resources[idx].offset = offset; texture->sub_resources[idx].size = size; offset += size; } offset = (offset + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1); } if (!offset) return WINED3DERR_INVALIDCALL; if (FAILED(hr = resource_init(&texture->resource, device, desc->resource_type, format, desc->multisample_type, desc->multisample_quality, desc->usage, desc->bind_flags, desc->access, desc->width, desc->height, desc->depth, offset, parent, parent_ops, &texture_resource_ops))) { static unsigned int once; /* DXTn 3D textures are not supported. Do not write the ERR for them. */ if ((desc->format == WINED3DFMT_DXT1 || desc->format == WINED3DFMT_DXT2 || desc->format == WINED3DFMT_DXT3 || desc->format == WINED3DFMT_DXT4 || desc->format == WINED3DFMT_DXT5) && !(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE) && desc->resource_type != WINED3D_RTYPE_TEXTURE_3D && !once++) ERR_(winediag)("The application tried to create a DXTn texture, but the driver does not support them.\n"); WARN("Failed to initialize resource, returning %#x\n", hr); return hr; } wined3d_resource_update_draw_binding(&texture->resource); texture->texture_ops = texture_ops; texture->layer_count = layer_count; texture->level_count = level_count; texture->lod = 0; texture->flags |= WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS | WINED3D_TEXTURE_DOWNLOADABLE; if (flags & WINED3D_TEXTURE_CREATE_GET_DC_LENIENT) texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_GET_DC_LENIENT; if (flags & (WINED3D_TEXTURE_CREATE_GET_DC | WINED3D_TEXTURE_CREATE_GET_DC_LENIENT)) texture->flags |= WINED3D_TEXTURE_GET_DC; if (flags & WINED3D_TEXTURE_CREATE_DISCARD) texture->flags |= WINED3D_TEXTURE_DISCARD; if (flags & WINED3D_TEXTURE_CREATE_GENERATE_MIPMAPS) { if (!(texture->resource.format_flags & WINED3DFMT_FLAG_GEN_MIPMAP)) WARN("Format doesn't support mipmaps generation, " "ignoring WINED3D_TEXTURE_CREATE_GENERATE_MIPMAPS flag.\n"); else texture->flags |= WINED3D_TEXTURE_GENERATE_MIPMAPS; } if (flags & WINED3D_TEXTURE_CREATE_RECORD_DIRTY_REGIONS && !(texture->dirty_regions = heap_calloc(texture->layer_count, sizeof(*texture->dirty_regions)))) { wined3d_texture_cleanup_sync(texture); return E_OUTOFMEMORY; } /* Precalculated scaling for 'faked' non power of two texture coords. */ if (texture->resource.gl_type == WINED3D_GL_RES_TYPE_TEX_RECT) { texture->pow2_matrix[0] = (float)desc->width; texture->pow2_matrix[5] = (float)desc->height; texture->flags &= ~(WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS); } else if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED) { texture->pow2_matrix[0] = (((float)desc->width) / ((float)pow2_width)); texture->pow2_matrix[5] = (((float)desc->height) / ((float)pow2_height)); texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT; } else { texture->pow2_matrix[0] = 1.0f; texture->pow2_matrix[5] = 1.0f; } texture->pow2_matrix[10] = 1.0f; texture->pow2_matrix[15] = 1.0f; TRACE("x scale %.8e, y scale %.8e.\n", texture->pow2_matrix[0], texture->pow2_matrix[5]); if (wined3d_texture_use_pbo(texture, gl_info)) texture->resource.map_binding = WINED3D_LOCATION_BUFFER; if (desc->resource_type != WINED3D_RTYPE_TEXTURE_3D || !wined3d_texture_use_pbo(texture, gl_info)) { if (!wined3d_resource_prepare_sysmem(&texture->resource)) { wined3d_texture_cleanup_sync(texture); return E_OUTOFMEMORY; } } sub_count = level_count * layer_count; if (sub_count / layer_count != level_count) { wined3d_texture_cleanup_sync(texture); return E_OUTOFMEMORY; } if (desc->usage & WINED3DUSAGE_OVERLAY) { if (!(texture->overlay_info = heap_calloc(sub_count, sizeof(*texture->overlay_info)))) { wined3d_texture_cleanup_sync(texture); return E_OUTOFMEMORY; } for (i = 0; i < sub_count; ++i) { list_init(&texture->overlay_info[i].entry); list_init(&texture->overlay_info[i].overlays); } } /* Generate all sub-resources. */ for (i = 0; i < sub_count; ++i) { struct wined3d_texture_sub_resource *sub_resource; sub_resource = &texture->sub_resources[i]; sub_resource->locations = WINED3D_LOCATION_DISCARDED; if (desc->resource_type != WINED3D_RTYPE_TEXTURE_3D) { wined3d_texture_validate_location(texture, i, WINED3D_LOCATION_SYSMEM); wined3d_texture_invalidate_location(texture, i, ~WINED3D_LOCATION_SYSMEM); } if (FAILED(hr = device_parent->ops->texture_sub_resource_created(device_parent, desc->resource_type, texture, i, &sub_resource->parent, &sub_resource->parent_ops))) { WARN("Failed to create sub-resource parent, hr %#x.\n", hr); sub_resource->parent = NULL; wined3d_texture_cleanup_sync(texture); return hr; } TRACE("parent %p, parent_ops %p.\n", sub_resource->parent, sub_resource->parent_ops); TRACE("Created sub-resource %u (level %u, layer %u).\n", i, i % texture->level_count, i / texture->level_count); if (desc->usage & WINED3DUSAGE_OWNDC) { struct wined3d_texture_idx texture_idx = {texture, i}; wined3d_cs_init_object(device->cs, wined3d_texture_create_dc, &texture_idx); wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT); if (!texture->dc_info || !texture->dc_info[i].dc) { wined3d_texture_cleanup_sync(texture); return WINED3DERR_INVALIDCALL; } } } return WINED3D_OK; } HRESULT CDECL wined3d_texture_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, const RECT *dst_rect, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, const RECT *src_rect, DWORD flags, const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter) { struct wined3d_box src_box = {src_rect->left, src_rect->top, src_rect->right, src_rect->bottom, 0, 1}; struct wined3d_box dst_box = {dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, 0, 1}; HRESULT hr; TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_rect %s, src_texture %p, " "src_sub_resource_idx %u, src_rect %s, flags %#x, fx %p, filter %s.\n", dst_texture, dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), src_texture, src_sub_resource_idx, wine_dbgstr_rect(src_rect), flags, fx, debug_d3dtexturefiltertype(filter)); if (dst_sub_resource_idx >= dst_texture->level_count * dst_texture->layer_count || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D) return WINED3DERR_INVALIDCALL; if (src_sub_resource_idx >= src_texture->level_count * src_texture->layer_count || src_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D) return WINED3DERR_INVALIDCALL; if (filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT && filter != WINED3D_TEXF_LINEAR) return WINED3DERR_INVALIDCALL; if (FAILED(hr = wined3d_texture_check_box_dimensions(dst_texture, dst_sub_resource_idx % dst_texture->level_count, &dst_box))) return hr; if (FAILED(hr = wined3d_texture_check_box_dimensions(src_texture, src_sub_resource_idx % src_texture->level_count, &src_box))) return hr; if (dst_texture->sub_resources[dst_sub_resource_idx].map_count || src_texture->sub_resources[src_sub_resource_idx].map_count) { WARN("Sub-resource is busy, returning WINEDDERR_SURFACEBUSY.\n"); return WINEDDERR_SURFACEBUSY; } if (!src_texture->resource.format->depth_size != !dst_texture->resource.format->depth_size || !src_texture->resource.format->stencil_size != !dst_texture->resource.format->stencil_size) { WARN("Rejecting depth/stencil blit between incompatible formats.\n"); return WINED3DERR_INVALIDCALL; } if (dst_texture->resource.device != src_texture->resource.device) { FIXME("Rejecting cross-device blit.\n"); return E_NOTIMPL; } wined3d_cs_emit_blt_sub_resource(dst_texture->resource.device->cs, &dst_texture->resource, dst_sub_resource_idx, &dst_box, &src_texture->resource, src_sub_resource_idx, &src_box, flags, fx, filter); return WINED3D_OK; } HRESULT CDECL wined3d_texture_get_overlay_position(const struct wined3d_texture *texture, unsigned int sub_resource_idx, LONG *x, LONG *y) { struct wined3d_overlay_info *overlay; TRACE("texture %p, sub_resource_idx %u, x %p, y %p.\n", texture, sub_resource_idx, x, y); if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || sub_resource_idx >= texture->level_count * texture->layer_count) { WARN("Invalid sub-resource specified.\n"); return WINEDDERR_NOTAOVERLAYSURFACE; } overlay = &texture->overlay_info[sub_resource_idx]; if (!overlay->dst_texture) { TRACE("Overlay not visible.\n"); *x = 0; *y = 0; return WINEDDERR_OVERLAYNOTVISIBLE; } *x = overlay->dst_rect.left; *y = overlay->dst_rect.top; TRACE("Returning position %d, %d.\n", *x, *y); return WINED3D_OK; } HRESULT CDECL wined3d_texture_set_overlay_position(struct wined3d_texture *texture, unsigned int sub_resource_idx, LONG x, LONG y) { struct wined3d_overlay_info *overlay; LONG w, h; TRACE("texture %p, sub_resource_idx %u, x %d, y %d.\n", texture, sub_resource_idx, x, y); if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || sub_resource_idx >= texture->level_count * texture->layer_count) { WARN("Invalid sub-resource specified.\n"); return WINEDDERR_NOTAOVERLAYSURFACE; } overlay = &texture->overlay_info[sub_resource_idx]; w = overlay->dst_rect.right - overlay->dst_rect.left; h = overlay->dst_rect.bottom - overlay->dst_rect.top; SetRect(&overlay->dst_rect, x, y, x + w, y + h); return WINED3D_OK; } HRESULT CDECL wined3d_texture_update_overlay(struct wined3d_texture *texture, unsigned int sub_resource_idx, const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, const RECT *dst_rect, DWORD flags) { struct wined3d_overlay_info *overlay; unsigned int level, dst_level; TRACE("texture %p, sub_resource_idx %u, src_rect %s, dst_texture %p, " "dst_sub_resource_idx %u, dst_rect %s, flags %#x.\n", texture, sub_resource_idx, wine_dbgstr_rect(src_rect), dst_texture, dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), flags); if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D || sub_resource_idx >= texture->level_count * texture->layer_count) { WARN("Invalid sub-resource specified.\n"); return WINEDDERR_NOTAOVERLAYSURFACE; } if (!dst_texture || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D || dst_sub_resource_idx >= dst_texture->level_count * dst_texture->layer_count) { WARN("Invalid destination sub-resource specified.\n"); return WINED3DERR_INVALIDCALL; } overlay = &texture->overlay_info[sub_resource_idx]; level = sub_resource_idx % texture->level_count; if (src_rect) overlay->src_rect = *src_rect; else SetRect(&overlay->src_rect, 0, 0, wined3d_texture_get_level_width(texture, level), wined3d_texture_get_level_height(texture, level)); dst_level = dst_sub_resource_idx % dst_texture->level_count; if (dst_rect) overlay->dst_rect = *dst_rect; else SetRect(&overlay->dst_rect, 0, 0, wined3d_texture_get_level_width(dst_texture, dst_level), wined3d_texture_get_level_height(dst_texture, dst_level)); if (overlay->dst_texture && (overlay->dst_texture != dst_texture || overlay->dst_sub_resource_idx != dst_sub_resource_idx || flags & WINEDDOVER_HIDE)) { overlay->dst_texture = NULL; list_remove(&overlay->entry); } if (flags & WINEDDOVER_SHOW) { if (overlay->dst_texture != dst_texture || overlay->dst_sub_resource_idx != dst_sub_resource_idx) { overlay->dst_texture = dst_texture; overlay->dst_sub_resource_idx = dst_sub_resource_idx; list_add_tail(&texture->overlay_info[dst_sub_resource_idx].overlays, &overlay->entry); } } else if (flags & WINEDDOVER_HIDE) { /* Tests show that the rectangles are erased on hide. */ SetRectEmpty(&overlay->src_rect); SetRectEmpty(&overlay->dst_rect); overlay->dst_texture = NULL; } return WINED3D_OK; } void * CDECL wined3d_texture_get_sub_resource_parent(struct wined3d_texture *texture, unsigned int sub_resource_idx) { unsigned int sub_count = texture->level_count * texture->layer_count; TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx); if (sub_resource_idx >= sub_count) { WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count); return NULL; } return texture->sub_resources[sub_resource_idx].parent; } void CDECL wined3d_texture_set_sub_resource_parent(struct wined3d_texture *texture, unsigned int sub_resource_idx, void *parent) { unsigned int sub_count = texture->level_count * texture->layer_count; TRACE("texture %p, sub_resource_idx %u, parent %p.\n", texture, sub_resource_idx, parent); if (sub_resource_idx >= sub_count) { WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count); return; } texture->sub_resources[sub_resource_idx].parent = parent; } HRESULT CDECL wined3d_texture_get_sub_resource_desc(const struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_sub_resource_desc *desc) { unsigned int sub_count = texture->level_count * texture->layer_count; const struct wined3d_resource *resource; unsigned int level_idx; TRACE("texture %p, sub_resource_idx %u, desc %p.\n", texture, sub_resource_idx, desc); if (sub_resource_idx >= sub_count) { WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count); return WINED3DERR_INVALIDCALL; } resource = &texture->resource; desc->format = resource->format->id; desc->multisample_type = resource->multisample_type; desc->multisample_quality = resource->multisample_quality; desc->usage = resource->usage; desc->bind_flags = resource->bind_flags; desc->access = resource->access; level_idx = sub_resource_idx % texture->level_count; desc->width = wined3d_texture_get_level_width(texture, level_idx); desc->height = wined3d_texture_get_level_height(texture, level_idx); desc->depth = wined3d_texture_get_level_depth(texture, level_idx); desc->size = texture->sub_resources[sub_resource_idx].size; return WINED3D_OK; } HRESULT wined3d_texture_gl_init(struct wined3d_texture_gl *texture_gl, struct wined3d_device *device, const struct wined3d_resource_desc *desc, unsigned int layer_count, unsigned int level_count, uint32_t flags, void *parent, const struct wined3d_parent_ops *parent_ops) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; HRESULT hr; TRACE("texture_gl %p, device %p, desc %p, layer_count %u, " "level_count %u, flags %#x, parent %p, parent_ops %p.\n", texture_gl, device, desc, layer_count, level_count, flags, parent, parent_ops); if (!(desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP) && layer_count > 1 && !gl_info->supported[EXT_TEXTURE_ARRAY]) { WARN("OpenGL implementation does not support array textures.\n"); return WINED3DERR_INVALIDCALL; } switch (desc->resource_type) { case WINED3D_RTYPE_TEXTURE_1D: if (layer_count > 1) texture_gl->target = GL_TEXTURE_1D_ARRAY; else texture_gl->target = GL_TEXTURE_1D; break; case WINED3D_RTYPE_TEXTURE_2D: if (desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP) { texture_gl->target = GL_TEXTURE_CUBE_MAP_ARB; } else if (desc->multisample_type && gl_info->supported[ARB_TEXTURE_MULTISAMPLE]) { if (layer_count > 1) texture_gl->target = GL_TEXTURE_2D_MULTISAMPLE_ARRAY; else texture_gl->target = GL_TEXTURE_2D_MULTISAMPLE; } else { if (layer_count > 1) texture_gl->target = GL_TEXTURE_2D_ARRAY; else texture_gl->target = GL_TEXTURE_2D; } break; case WINED3D_RTYPE_TEXTURE_3D: if (!gl_info->supported[EXT_TEXTURE3D]) { WARN("OpenGL implementation does not support 3D textures.\n"); return WINED3DERR_INVALIDCALL; } texture_gl->target = GL_TEXTURE_3D; break; default: ERR("Invalid resource type %s.\n", debug_d3dresourcetype(desc->resource_type)); return WINED3DERR_INVALIDCALL; } list_init(&texture_gl->renderbuffers); if (FAILED(hr = wined3d_texture_init(&texture_gl->t, desc, layer_count, level_count, flags, device, parent, parent_ops, &texture_gl[1], &texture_gl_ops))) return hr; if (texture_gl->t.resource.gl_type == WINED3D_GL_RES_TYPE_TEX_RECT) texture_gl->target = GL_TEXTURE_RECTANGLE_ARB; if (texture_gl->target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY || texture_gl->target == GL_TEXTURE_2D_MULTISAMPLE) texture_gl->t.flags &= ~WINED3D_TEXTURE_DOWNLOADABLE; return WINED3D_OK; } HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct wined3d_resource_desc *desc, UINT layer_count, UINT level_count, DWORD flags, const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture) { unsigned int sub_count = level_count * layer_count; unsigned int i; HRESULT hr; TRACE("device %p, desc %p, layer_count %u, level_count %u, flags %#x, data %p, " "parent %p, parent_ops %p, texture %p.\n", device, desc, layer_count, level_count, flags, data, parent, parent_ops, texture); if (!layer_count) { WARN("Invalid layer count.\n"); return E_INVALIDARG; } if ((desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP) && layer_count != 6) { ERR("Invalid layer count %u for legacy cubemap.\n", layer_count); layer_count = 6; } if (!level_count) { WARN("Invalid level count.\n"); return WINED3DERR_INVALIDCALL; } if (desc->multisample_type != WINED3D_MULTISAMPLE_NONE) { const struct wined3d_format *format = wined3d_get_format(device->adapter, desc->format, desc->bind_flags); if (desc->multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE && desc->multisample_quality >= wined3d_popcount(format->multisample_types)) { WARN("Unsupported quality level %u requested for WINED3D_MULTISAMPLE_NON_MASKABLE.\n", desc->multisample_quality); return WINED3DERR_NOTAVAILABLE; } if (desc->multisample_type != WINED3D_MULTISAMPLE_NON_MASKABLE && (!(format->multisample_types & 1u << (desc->multisample_type - 1)) || (desc->multisample_quality && desc->multisample_quality != WINED3D_STANDARD_MULTISAMPLE_PATTERN))) { WARN("Unsupported multisample type %u quality %u requested.\n", desc->multisample_type, desc->multisample_quality); return WINED3DERR_NOTAVAILABLE; } } if (data) { for (i = 0; i < sub_count; ++i) { if (data[i].data) continue; WARN("Invalid sub-resource data specified for sub-resource %u.\n", i); return E_INVALIDARG; } } if (FAILED(hr = device->adapter->adapter_ops->adapter_create_texture(device, desc, layer_count, level_count, flags, parent, parent_ops, texture))) return hr; /* FIXME: We'd like to avoid ever allocating system memory for the texture * in this case. */ if (data) { struct wined3d_box box; for (i = 0; i < sub_count; ++i) { wined3d_texture_get_level_box(*texture, i % (*texture)->level_count, &box); wined3d_cs_emit_update_sub_resource(device->cs, &(*texture)->resource, i, &box, data[i].data, data[i].row_pitch, data[i].slice_pitch); } } TRACE("Created texture %p.\n", *texture); return WINED3D_OK; } HRESULT CDECL wined3d_texture_get_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC *dc) { struct wined3d_device *device = texture->resource.device; struct wined3d_texture_sub_resource *sub_resource; struct wined3d_dc_info *dc_info; TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture, sub_resource_idx, dc); if (!(texture->flags & WINED3D_TEXTURE_GET_DC)) { WARN("Texture does not support GetDC\n"); /* Don't touch the DC */ return WINED3DERR_INVALIDCALL; } if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx))) return WINED3DERR_INVALIDCALL; if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D) { WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type)); return WINED3DERR_INVALIDCALL; } if (texture->resource.map_count && !(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT)) return WINED3DERR_INVALIDCALL; if (!(dc_info = texture->dc_info) || !dc_info[sub_resource_idx].dc) { struct wined3d_texture_idx texture_idx = {texture, sub_resource_idx}; wined3d_cs_init_object(device->cs, wined3d_texture_create_dc, &texture_idx); wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT); if (!(dc_info = texture->dc_info) || !dc_info[sub_resource_idx].dc) return WINED3DERR_INVALIDCALL; } if (!(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT)) texture->flags |= WINED3D_TEXTURE_DC_IN_USE; ++texture->resource.map_count; ++sub_resource->map_count; *dc = dc_info[sub_resource_idx].dc; TRACE("Returning dc %p.\n", *dc); return WINED3D_OK; } HRESULT CDECL wined3d_texture_release_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC dc) { struct wined3d_device *device = texture->resource.device; struct wined3d_texture_sub_resource *sub_resource; struct wined3d_dc_info *dc_info; TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture, sub_resource_idx, dc); if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx))) return WINED3DERR_INVALIDCALL; if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D) { WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type)); return WINED3DERR_INVALIDCALL; } if (!(texture->flags & (WINED3D_TEXTURE_GET_DC_LENIENT | WINED3D_TEXTURE_DC_IN_USE))) return WINED3DERR_INVALIDCALL; if (!(dc_info = texture->dc_info) || dc_info[sub_resource_idx].dc != dc) { WARN("Application tries to release invalid DC %p, sub-resource DC is %p.\n", dc, dc_info ? dc_info[sub_resource_idx].dc : NULL); return WINED3DERR_INVALIDCALL; } if (!(texture->resource.usage & WINED3DUSAGE_OWNDC)) { struct wined3d_texture_idx texture_idx = {texture, sub_resource_idx}; wined3d_cs_destroy_object(device->cs, wined3d_texture_destroy_dc, &texture_idx); wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT); } --sub_resource->map_count; if (!--texture->resource.map_count && texture->update_map_binding) wined3d_texture_update_map_binding(texture); if (!(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT)) texture->flags &= ~WINED3D_TEXTURE_DC_IN_USE; return WINED3D_OK; } void wined3d_texture_upload_from_texture(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, unsigned int dst_x, unsigned int dst_y, unsigned int dst_z, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, const struct wined3d_box *src_box) { unsigned int src_row_pitch, src_slice_pitch; unsigned int update_w, update_h, update_d; unsigned int src_level, dst_level; struct wined3d_context *context; struct wined3d_bo_address data; TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, " "src_texture %p, src_sub_resource_idx %u, src_box %s.\n", dst_texture, dst_sub_resource_idx, dst_x, dst_y, dst_z, src_texture, src_sub_resource_idx, debug_box(src_box)); context = context_acquire(dst_texture->resource.device, NULL, 0); /* Only load the sub-resource for partial updates. For newly allocated * textures the texture wouldn't be the current location, and we'd upload * zeroes just to overwrite them again. */ update_w = src_box->right - src_box->left; update_h = src_box->bottom - src_box->top; update_d = src_box->back - src_box->front; dst_level = dst_sub_resource_idx % dst_texture->level_count; if (update_w == wined3d_texture_get_level_width(dst_texture, dst_level) && update_h == wined3d_texture_get_level_height(dst_texture, dst_level) && update_d == wined3d_texture_get_level_depth(dst_texture, dst_level)) wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB); else wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB); src_level = src_sub_resource_idx % src_texture->level_count; wined3d_texture_get_memory(src_texture, src_sub_resource_idx, &data, src_texture->sub_resources[src_sub_resource_idx].locations); wined3d_texture_get_pitch(src_texture, src_level, &src_row_pitch, &src_slice_pitch); dst_texture->texture_ops->texture_upload_data(context, wined3d_const_bo_address(&data), src_texture->resource.format, src_box, src_row_pitch, src_slice_pitch, dst_texture, dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB, dst_x, dst_y, dst_z); context_release(context); wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB); wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB); } /* Partial downloads are not supported. */ void wined3d_texture_download_from_texture(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx) { unsigned int src_level, dst_level, dst_row_pitch, dst_slice_pitch; unsigned int dst_location = dst_texture->resource.map_binding; struct wined3d_context *context; struct wined3d_bo_address data; struct wined3d_box src_box; unsigned int src_location; context = context_acquire(src_texture->resource.device, NULL, 0); wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location); wined3d_texture_get_memory(dst_texture, dst_sub_resource_idx, &data, dst_location); if (src_texture->sub_resources[src_sub_resource_idx].locations & WINED3D_LOCATION_TEXTURE_RGB) src_location = WINED3D_LOCATION_TEXTURE_RGB; else src_location = WINED3D_LOCATION_TEXTURE_SRGB; src_level = src_sub_resource_idx % src_texture->level_count; wined3d_texture_get_level_box(src_texture, src_level, &src_box); dst_level = dst_sub_resource_idx % dst_texture->level_count; wined3d_texture_get_pitch(dst_texture, dst_level, &dst_row_pitch, &dst_slice_pitch); src_texture->texture_ops->texture_download_data(context, src_texture, src_sub_resource_idx, src_location, &src_box, &data, dst_texture->resource.format, 0, 0, 0, dst_row_pitch, dst_slice_pitch); context_release(context); wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, dst_location); wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~dst_location); } static void wined3d_texture_no3d_upload_data(struct wined3d_context *context, const struct wined3d_const_bo_address *src_bo_addr, const struct wined3d_format *src_format, const struct wined3d_box *src_box, unsigned int src_row_pitch, unsigned int src_slice_pitch, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, unsigned int dst_location, unsigned int dst_x, unsigned int dst_y, unsigned int dst_z) { FIXME("Not implemented.\n"); } static void wined3d_texture_no3d_download_data(struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, unsigned int src_location, const struct wined3d_box *src_box, const struct wined3d_bo_address *dst_bo_addr, const struct wined3d_format *dst_format, unsigned int dst_x, unsigned int dst_y, unsigned int dst_z, unsigned int dst_row_pitch, unsigned int dst_slice_pitch) { FIXME("Not implemented.\n"); } static BOOL wined3d_texture_no3d_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, unsigned int location) { if (location == WINED3D_LOCATION_SYSMEM) return texture->sub_resources[sub_resource_idx].user_memory ? TRUE : wined3d_resource_prepare_sysmem(&texture->resource); FIXME("Unhandled location %s.\n", wined3d_debug_location(location)); return FALSE; } static BOOL wined3d_texture_no3d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) { TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n", texture, sub_resource_idx, context, wined3d_debug_location(location)); if (location == WINED3D_LOCATION_SYSMEM) return TRUE; ERR("Unhandled location %s.\n", wined3d_debug_location(location)); return FALSE; } static void wined3d_texture_no3d_unload_location(struct wined3d_texture *texture, struct wined3d_context *context, unsigned int location) { TRACE("texture %p, context %p, location %s.\n", texture, context, wined3d_debug_location(location)); } static const struct wined3d_texture_ops wined3d_texture_no3d_ops = { wined3d_texture_no3d_prepare_location, wined3d_texture_no3d_load_location, wined3d_texture_no3d_unload_location, wined3d_texture_no3d_upload_data, wined3d_texture_no3d_download_data, }; HRESULT wined3d_texture_no3d_init(struct wined3d_texture *texture_no3d, struct wined3d_device *device, const struct wined3d_resource_desc *desc, unsigned int layer_count, unsigned int level_count, uint32_t flags, void *parent, const struct wined3d_parent_ops *parent_ops) { TRACE("texture_no3d %p, device %p, desc %p, layer_count %u, " "level_count %u, flags %#x, parent %p, parent_ops %p.\n", texture_no3d, device, desc, layer_count, level_count, flags, parent, parent_ops); return wined3d_texture_init(texture_no3d, desc, layer_count, level_count, flags, device, parent, parent_ops, &texture_no3d[1], &wined3d_texture_no3d_ops); } void wined3d_vk_swizzle_from_color_fixup(VkComponentMapping *mapping, struct color_fixup_desc fixup) { static const VkComponentSwizzle swizzle_source[] = { VK_COMPONENT_SWIZZLE_ZERO, /* CHANNEL_SOURCE_ZERO */ VK_COMPONENT_SWIZZLE_ONE, /* CHANNEL_SOURCE_ONE */ VK_COMPONENT_SWIZZLE_R, /* CHANNEL_SOURCE_X */ VK_COMPONENT_SWIZZLE_G, /* CHANNEL_SOURCE_Y */ VK_COMPONENT_SWIZZLE_B, /* CHANNEL_SOURCE_Z */ VK_COMPONENT_SWIZZLE_A, /* CHANNEL_SOURCE_W */ }; mapping->r = swizzle_source[fixup.x_source]; mapping->g = swizzle_source[fixup.y_source]; mapping->b = swizzle_source[fixup.z_source]; mapping->a = swizzle_source[fixup.w_source]; } const VkDescriptorImageInfo *wined3d_texture_vk_get_default_image_info(struct wined3d_texture_vk *texture_vk, struct wined3d_context_vk *context_vk) { const struct wined3d_format_vk *format_vk; const struct wined3d_vk_info *vk_info; struct wined3d_device_vk *device_vk; VkImageViewCreateInfo create_info; struct color_fixup_desc fixup; uint32_t flags = 0; VkResult vr; if (texture_vk->default_image_info.imageView) return &texture_vk->default_image_info; format_vk = wined3d_format_vk(texture_vk->t.resource.format); device_vk = wined3d_device_vk(texture_vk->t.resource.device); vk_info = context_vk->vk_info; if (texture_vk->t.layer_count > 1) flags |= WINED3D_VIEW_TEXTURE_ARRAY; wined3d_texture_vk_prepare_texture(texture_vk, context_vk); create_info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; create_info.pNext = NULL; create_info.flags = 0; create_info.image = texture_vk->vk_image; create_info.viewType = vk_image_view_type_from_wined3d(texture_vk->t.resource.type, flags); create_info.format = format_vk->vk_format; fixup = format_vk->f.color_fixup; 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); } create_info.subresourceRange.aspectMask = vk_aspect_mask_from_format(&format_vk->f); create_info.subresourceRange.baseMipLevel = 0; create_info.subresourceRange.levelCount = texture_vk->t.level_count; create_info.subresourceRange.baseArrayLayer = 0; create_info.subresourceRange.layerCount = texture_vk->t.layer_count; if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &create_info, NULL, &texture_vk->default_image_info.imageView))) < 0) { ERR("Failed to create Vulkan image view, vr %s.\n", wined3d_debug_vkresult(vr)); return NULL; } TRACE("Created image view 0x%s.\n", wine_dbgstr_longlong(texture_vk->default_image_info.imageView)); texture_vk->default_image_info.sampler = VK_NULL_HANDLE; texture_vk->default_image_info.imageLayout = texture_vk->layout; return &texture_vk->default_image_info; } static void wined3d_texture_vk_upload_data(struct wined3d_context *context, const struct wined3d_const_bo_address *src_bo_addr, const struct wined3d_format *src_format, const struct wined3d_box *src_box, unsigned int src_row_pitch, unsigned int src_slice_pitch, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, unsigned int dst_location, unsigned int dst_x, unsigned int dst_y, unsigned int dst_z) { struct wined3d_texture_vk *dst_texture_vk = wined3d_texture_vk(dst_texture); struct wined3d_context_vk *context_vk = wined3d_context_vk(context); unsigned int dst_level, dst_row_pitch, dst_slice_pitch; struct wined3d_texture_sub_resource *sub_resource; struct wined3d_bo_address staging_bo_addr; const struct wined3d_vk_info *vk_info; VkCommandBuffer vk_command_buffer; struct wined3d_bo_vk staging_bo; VkImageAspectFlags aspect_mask; size_t src_offset, dst_offset; struct wined3d_range range; VkBufferImageCopy region; void *map_ptr; TRACE("context %p, src_bo_addr %s, src_format %s, src_box %s, src_row_pitch %u, src_slice_pitch %u, " "dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_x %u, dst_y %u, dst_z %u.\n", context, debug_const_bo_address(src_bo_addr), debug_d3dformat(src_format->id), debug_box(src_box), src_row_pitch, src_slice_pitch, dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location), dst_x, dst_y, dst_z); if (src_bo_addr->buffer_object) { FIXME("Unhandled buffer object %#lx.\n", src_bo_addr->buffer_object); return; } if (src_format->id != dst_texture->resource.format->id) { FIXME("Unhandled format conversion (%s -> %s).\n", debug_d3dformat(src_format->id), debug_d3dformat(dst_texture->resource.format->id)); return; } dst_level = dst_sub_resource_idx % dst_texture->level_count; wined3d_texture_get_pitch(dst_texture, dst_level, &dst_row_pitch, &dst_slice_pitch); if (dst_texture->resource.type == WINED3D_RTYPE_TEXTURE_1D) src_row_pitch = dst_row_pitch = 0; if (dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_3D) src_slice_pitch = dst_slice_pitch = 0; if (dst_location != WINED3D_LOCATION_TEXTURE_RGB) { FIXME("Unhandled location %s.\n", wined3d_debug_location(dst_location)); return; } if (wined3d_resource_get_sample_count(&dst_texture_vk->t.resource) > 1) { FIXME("Not supported for multisample textures.\n"); return; } aspect_mask = vk_aspect_mask_from_format(dst_texture->resource.format); if (wined3d_popcount(aspect_mask) > 1) { FIXME("Unhandled multi-aspect format %s.\n", debug_d3dformat(dst_texture->resource.format->id)); return; } sub_resource = &dst_texture_vk->t.sub_resources[dst_sub_resource_idx]; vk_info = context_vk->vk_info; src_offset = src_box->front * src_slice_pitch + (src_box->top / src_format->block_height) * src_row_pitch + (src_box->left / src_format->block_width) * src_format->block_byte_count; dst_offset = dst_z * src_slice_pitch + (dst_y / src_format->block_height) * src_row_pitch + (dst_x / src_format->block_width) * src_format->block_byte_count; if (!wined3d_context_vk_create_bo(context_vk, sub_resource->size, VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, &staging_bo)) { ERR("Failed to create staging bo.\n"); return; } staging_bo_addr.buffer_object = (uintptr_t)&staging_bo; staging_bo_addr.addr = NULL; if (!(map_ptr = wined3d_context_map_bo_address(context, &staging_bo_addr, sub_resource->size, WINED3D_MAP_DISCARD | WINED3D_MAP_WRITE))) { ERR("Failed to map staging bo.\n"); wined3d_context_vk_destroy_bo(context_vk, &staging_bo); return; } wined3d_format_copy_data(src_format, src_bo_addr->addr + src_offset, src_row_pitch, src_slice_pitch, (uint8_t *)map_ptr + dst_offset, dst_row_pitch, dst_slice_pitch, src_box->right - src_box->left, src_box->bottom - src_box->top, src_box->back - src_box->front); range.offset = 0; range.size = sub_resource->size; wined3d_context_unmap_bo_address(context, &staging_bo_addr, 1, &range); if (!(vk_command_buffer = wined3d_context_vk_get_command_buffer(context_vk))) { ERR("Failed to get command buffer.\n"); return; } 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(dst_texture_vk->t.resource.bind_flags), VK_ACCESS_TRANSFER_WRITE_BIT, dst_texture_vk->layout, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, dst_texture_vk->vk_image, aspect_mask); region.bufferOffset = staging_bo.buffer_offset + dst_offset; region.bufferRowLength = (dst_row_pitch / src_format->block_byte_count) * src_format->block_width; if (dst_row_pitch) region.bufferImageHeight = (dst_slice_pitch / dst_row_pitch) * src_format->block_height; else region.bufferImageHeight = 1; region.imageSubresource.aspectMask = aspect_mask; region.imageSubresource.mipLevel = dst_level; region.imageSubresource.baseArrayLayer = dst_sub_resource_idx / dst_texture_vk->t.level_count; region.imageSubresource.layerCount = 1; region.imageOffset.x = dst_x; region.imageOffset.y = dst_y; region.imageOffset.z = dst_z; region.imageExtent.width = src_box->right - src_box->left; region.imageExtent.height = src_box->bottom - src_box->top; region.imageExtent.depth = src_box->back - src_box->front; VK_CALL(vkCmdCopyBufferToImage(vk_command_buffer, staging_bo.vk_buffer, dst_texture_vk->vk_image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion)); 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(dst_texture_vk->t.resource.bind_flags), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, dst_texture_vk->layout, dst_texture_vk->vk_image, aspect_mask); wined3d_context_vk_reference_texture(context_vk, dst_texture_vk); wined3d_context_vk_reference_bo(context_vk, &staging_bo); wined3d_context_vk_destroy_bo(context_vk, &staging_bo); } static void wined3d_texture_vk_download_data(struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, unsigned int src_location, const struct wined3d_box *src_box, const struct wined3d_bo_address *dst_bo_addr, const struct wined3d_format *dst_format, unsigned int dst_x, unsigned int dst_y, unsigned int dst_z, unsigned int dst_row_pitch, unsigned int dst_slice_pitch) { struct wined3d_texture_vk *src_texture_vk = wined3d_texture_vk(src_texture); struct wined3d_context_vk *context_vk = wined3d_context_vk(context); unsigned int src_level, src_width, src_height, src_depth; struct wined3d_texture_sub_resource *sub_resource; unsigned int src_row_pitch, src_slice_pitch; struct wined3d_bo_address staging_bo_addr; const struct wined3d_vk_info *vk_info; VkCommandBuffer vk_command_buffer; struct wined3d_bo_vk staging_bo; VkImageAspectFlags aspect_mask; VkBufferImageCopy region; void *map_ptr; TRACE("context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_box %s, dst_bo_addr %s, " "dst_format %s, dst_x %u, dst_y %u, dst_z %u, dst_row_pitch %u, dst_slice_pitch %u.\n", context, src_texture, src_sub_resource_idx, wined3d_debug_location(src_location), debug_box(src_box), debug_bo_address(dst_bo_addr), debug_d3dformat(dst_format->id), dst_x, dst_y, dst_z, dst_row_pitch, dst_slice_pitch); if (src_location != WINED3D_LOCATION_TEXTURE_RGB) { FIXME("Unhandled location %s.\n", wined3d_debug_location(src_location)); return; } src_level = src_sub_resource_idx % src_texture->level_count; src_width = wined3d_texture_get_level_width(src_texture, src_level); src_height = wined3d_texture_get_level_height(src_texture, src_level); src_depth = wined3d_texture_get_level_depth(src_texture, src_level); if (src_box->left || src_box->top || src_box->right != src_width || src_box->bottom != src_height || src_box->front || src_box->back != src_depth) { FIXME("Unhandled source box %s.\n", debug_box(src_box)); return; } if (dst_bo_addr->buffer_object) { FIXME("Unhandled buffer object %#lx.\n", dst_bo_addr->buffer_object); return; } if (dst_format->id != src_texture->resource.format->id) { FIXME("Unhandled format conversion (%s -> %s).\n", debug_d3dformat(dst_format->id), debug_d3dformat(src_texture->resource.format->id)); return; } if (dst_x || dst_y || dst_z) { FIXME("Unhandled destination (%u, %u, %u).\n", dst_x, dst_y, dst_z); return; } if (wined3d_resource_get_sample_count(&src_texture_vk->t.resource) > 1) { FIXME("Not supported for multisample textures.\n"); return; } aspect_mask = vk_aspect_mask_from_format(src_texture->resource.format); if (wined3d_popcount(aspect_mask) > 1) { FIXME("Unhandled multi-aspect format %s.\n", debug_d3dformat(src_texture->resource.format->id)); return; } wined3d_texture_get_pitch(src_texture, src_level, &src_row_pitch, &src_slice_pitch); if (src_texture->resource.type == WINED3D_RTYPE_TEXTURE_1D) src_row_pitch = dst_row_pitch = 0; if (src_texture->resource.type != WINED3D_RTYPE_TEXTURE_3D) src_slice_pitch = dst_slice_pitch = 0; sub_resource = &src_texture_vk->t.sub_resources[src_sub_resource_idx]; vk_info = context_vk->vk_info; if (!(vk_command_buffer = wined3d_context_vk_get_command_buffer(context_vk))) { ERR("Failed to get command buffer.\n"); return; } if (!wined3d_context_vk_create_bo(context_vk, sub_resource->size, VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, &staging_bo)) { ERR("Failed to create staging bo.\n"); return; } 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(src_texture_vk->t.resource.bind_flags), VK_ACCESS_TRANSFER_READ_BIT, src_texture_vk->layout, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, src_texture_vk->vk_image, aspect_mask); region.bufferOffset = staging_bo.buffer_offset; region.bufferRowLength = 0; region.bufferImageHeight = 0; region.imageSubresource.aspectMask = aspect_mask; region.imageSubresource.mipLevel = src_level; region.imageSubresource.baseArrayLayer = src_sub_resource_idx / src_texture_vk->t.level_count; region.imageSubresource.layerCount = 1; region.imageOffset.x = 0; region.imageOffset.y = 0; region.imageOffset.z = 0; region.imageExtent.width = src_width; region.imageExtent.height = src_height; region.imageExtent.depth = src_depth; VK_CALL(vkCmdCopyImageToBuffer(vk_command_buffer, src_texture_vk->vk_image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, staging_bo.vk_buffer, 1, ®ion)); 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(src_texture_vk->t.resource.bind_flags), VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, src_texture_vk->layout, src_texture_vk->vk_image, aspect_mask); wined3d_context_vk_reference_texture(context_vk, src_texture_vk); wined3d_context_vk_reference_bo(context_vk, &staging_bo); wined3d_context_vk_submit_command_buffer(context_vk, 0, NULL, NULL, 0, NULL); wined3d_context_vk_wait_command_buffer(context_vk, src_texture_vk->command_buffer_id); staging_bo_addr.buffer_object = (uintptr_t)&staging_bo; staging_bo_addr.addr = (uint8_t *)NULL; if (!(map_ptr = wined3d_context_map_bo_address(context, &staging_bo_addr, sub_resource->size, WINED3D_MAP_READ))) { ERR("Failed to map staging bo.\n"); wined3d_context_vk_destroy_bo(context_vk, &staging_bo); return; } wined3d_format_copy_data(dst_format, map_ptr, src_row_pitch, src_slice_pitch, dst_bo_addr->addr, dst_row_pitch, dst_slice_pitch, src_box->right - src_box->left, src_box->bottom - src_box->top, src_box->back - src_box->front); wined3d_context_unmap_bo_address(context, &staging_bo_addr, 0, NULL); wined3d_context_vk_destroy_bo(context_vk, &staging_bo); } static BOOL wined3d_texture_vk_load_texture(struct wined3d_texture_vk *texture_vk, unsigned int sub_resource_idx, struct wined3d_context *context) { struct wined3d_texture_sub_resource *sub_resource; unsigned int level, row_pitch, slice_pitch; struct wined3d_bo_address data; struct wined3d_box src_box; sub_resource = &texture_vk->t.sub_resources[sub_resource_idx]; if (!(sub_resource->locations & WINED3D_LOCATION_SYSMEM)) { ERR("Unimplemented load from %s.\n", wined3d_debug_location(sub_resource->locations)); return FALSE; } level = sub_resource_idx % texture_vk->t.level_count; wined3d_texture_get_memory(&texture_vk->t, sub_resource_idx, &data, WINED3D_LOCATION_SYSMEM); wined3d_texture_get_level_box(&texture_vk->t, level, &src_box); wined3d_texture_get_pitch(&texture_vk->t, level, &row_pitch, &slice_pitch); wined3d_texture_vk_upload_data(context, wined3d_const_bo_address(&data), texture_vk->t.resource.format, &src_box, row_pitch, slice_pitch, &texture_vk->t, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB, 0, 0, 0); return TRUE; } static BOOL wined3d_texture_vk_load_sysmem(struct wined3d_texture_vk *texture_vk, unsigned int sub_resource_idx, struct wined3d_context *context) { struct wined3d_texture_sub_resource *sub_resource; unsigned int level, row_pitch, slice_pitch; struct wined3d_bo_address data; struct wined3d_box src_box; sub_resource = &texture_vk->t.sub_resources[sub_resource_idx]; if (!(sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)) { ERR("Unimplemented load from %s.\n", wined3d_debug_location(sub_resource->locations)); return FALSE; } level = sub_resource_idx % texture_vk->t.level_count; wined3d_texture_get_memory(&texture_vk->t, sub_resource_idx, &data, WINED3D_LOCATION_SYSMEM); wined3d_texture_get_level_box(&texture_vk->t, level, &src_box); wined3d_texture_get_pitch(&texture_vk->t, level, &row_pitch, &slice_pitch); wined3d_texture_vk_download_data(context, &texture_vk->t, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB, &src_box, &data, texture_vk->t.resource.format, 0, 0, 0, row_pitch, slice_pitch); return TRUE; } BOOL wined3d_texture_vk_prepare_texture(struct wined3d_texture_vk *texture_vk, struct wined3d_context_vk *context_vk) { const struct wined3d_format_vk *format_vk; VkMemoryRequirements memory_requirements; const struct wined3d_vk_info *vk_info; struct wined3d_adapter_vk *adapter_vk; struct wined3d_device_vk *device_vk; struct wined3d_resource *resource; VkCommandBuffer vk_command_buffer; VkImageCreateInfo create_info; unsigned int memory_type_idx; VkResult vr; if (texture_vk->t.flags & WINED3D_TEXTURE_RGB_ALLOCATED) return TRUE; if (!(vk_command_buffer = wined3d_context_vk_get_command_buffer(context_vk))) { ERR("Failed to get command buffer.\n"); return FALSE; } resource = &texture_vk->t.resource; device_vk = wined3d_device_vk(resource->device); adapter_vk = wined3d_adapter_vk(device_vk->d.adapter); format_vk = wined3d_format_vk(resource->format); vk_info = context_vk->vk_info; create_info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO; create_info.pNext = NULL; create_info.flags = 0; if (wined3d_format_is_typeless(&format_vk->f) || texture_vk->t.swapchain) create_info.flags |= VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT; switch (resource->type) { case WINED3D_RTYPE_TEXTURE_1D: create_info.imageType = VK_IMAGE_TYPE_1D; break; case WINED3D_RTYPE_TEXTURE_2D: create_info.imageType = VK_IMAGE_TYPE_2D; if (texture_vk->t.layer_count >= 6 && resource->width == resource->height) create_info.flags |= VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT; break; case WINED3D_RTYPE_TEXTURE_3D: create_info.imageType = VK_IMAGE_TYPE_3D; if (resource->bind_flags & (WINED3D_BIND_RENDER_TARGET | WINED3D_BIND_UNORDERED_ACCESS)) create_info.flags |= VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT; break; default: ERR("Invalid resource type %s.\n", debug_d3dresourcetype(resource->type)); create_info.imageType = VK_IMAGE_TYPE_2D; break; } create_info.format = format_vk->vk_format; create_info.extent.width = resource->width; create_info.extent.height = resource->height; create_info.extent.depth = resource->depth; create_info.mipLevels = texture_vk->t.level_count; create_info.arrayLayers = texture_vk->t.layer_count; create_info.samples = max(1, wined3d_resource_get_sample_count(resource)); create_info.tiling = VK_IMAGE_TILING_OPTIMAL; create_info.usage = VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT; if (resource->bind_flags & WINED3D_BIND_SHADER_RESOURCE) create_info.usage |= VK_IMAGE_USAGE_SAMPLED_BIT; if (resource->bind_flags & WINED3D_BIND_RENDER_TARGET) create_info.usage |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT; if (resource->bind_flags & WINED3D_BIND_DEPTH_STENCIL) create_info.usage |= VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; if (resource->bind_flags & WINED3D_BIND_UNORDERED_ACCESS) create_info.usage |= VK_IMAGE_USAGE_STORAGE_BIT; texture_vk->layout = VK_IMAGE_LAYOUT_GENERAL; if (wined3d_popcount(resource->bind_flags == 1)) { switch (resource->bind_flags) { case WINED3D_BIND_RENDER_TARGET: texture_vk->layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; break; case WINED3D_BIND_DEPTH_STENCIL: texture_vk->layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; break; case WINED3D_BIND_SHADER_RESOURCE: texture_vk->layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; break; default: break; } } create_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; create_info.queueFamilyIndexCount = 0; create_info.pQueueFamilyIndices = NULL; create_info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; if ((vr = VK_CALL(vkCreateImage(device_vk->vk_device, &create_info, NULL, &texture_vk->vk_image))) < 0) { ERR("Failed to create Vulkan image, vr %s.\n", wined3d_debug_vkresult(vr)); return FALSE; } VK_CALL(vkGetImageMemoryRequirements(device_vk->vk_device, texture_vk->vk_image, &memory_requirements)); memory_type_idx = wined3d_adapter_vk_get_memory_type_index(adapter_vk, memory_requirements.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT); if (memory_type_idx == ~0u) { ERR("Failed to find suitable memory type.\n"); VK_CALL(vkDestroyImage(device_vk->vk_device, texture_vk->vk_image, NULL)); texture_vk->vk_image = VK_NULL_HANDLE; return FALSE; } texture_vk->memory = wined3d_context_vk_allocate_memory(context_vk, memory_type_idx, memory_requirements.size, &texture_vk->vk_memory); if (!texture_vk->vk_memory) { ERR("Failed to allocate image memory.\n"); VK_CALL(vkDestroyImage(device_vk->vk_device, texture_vk->vk_image, NULL)); texture_vk->vk_image = VK_NULL_HANDLE; return FALSE; } if ((vr = VK_CALL(vkBindImageMemory(device_vk->vk_device, texture_vk->vk_image, texture_vk->vk_memory, texture_vk->memory ? texture_vk->memory->offset : 0))) < 0) { WARN("Failed to bind memory, vr %s.\n", wined3d_debug_vkresult(vr)); if (texture_vk->memory) wined3d_allocator_block_free(texture_vk->memory); else VK_CALL(vkFreeMemory(device_vk->vk_device, texture_vk->vk_memory, NULL)); texture_vk->vk_memory = VK_NULL_HANDLE; VK_CALL(vkDestroyImage(device_vk->vk_device, texture_vk->vk_image, NULL)); texture_vk->vk_image = VK_NULL_HANDLE; return FALSE; } wined3d_context_vk_reference_texture(context_vk, texture_vk); wined3d_context_vk_image_barrier(context_vk, vk_command_buffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, 0, 0, VK_IMAGE_LAYOUT_UNDEFINED, texture_vk->layout, texture_vk->vk_image, vk_aspect_mask_from_format(&format_vk->f)); texture_vk->t.flags |= WINED3D_TEXTURE_RGB_ALLOCATED; TRACE("Created image 0x%s, memory 0x%s for texture %p.\n", wine_dbgstr_longlong(texture_vk->vk_image), wine_dbgstr_longlong(texture_vk->vk_memory), texture_vk); return TRUE; } static BOOL wined3d_texture_vk_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, unsigned int location) { switch (location) { case WINED3D_LOCATION_SYSMEM: return texture->sub_resources[sub_resource_idx].user_memory ? TRUE : wined3d_resource_prepare_sysmem(&texture->resource); case WINED3D_LOCATION_TEXTURE_RGB: return wined3d_texture_vk_prepare_texture(wined3d_texture_vk(texture), wined3d_context_vk(context)); default: FIXME("Unhandled location %s.\n", wined3d_debug_location(location)); return FALSE; } } static BOOL wined3d_texture_vk_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) { if (!wined3d_texture_vk_prepare_location(texture, sub_resource_idx, context, location)) return FALSE; switch (location) { case WINED3D_LOCATION_TEXTURE_RGB: return wined3d_texture_vk_load_texture(wined3d_texture_vk(texture), sub_resource_idx, context); case WINED3D_LOCATION_SYSMEM: return wined3d_texture_vk_load_sysmem(wined3d_texture_vk(texture), sub_resource_idx, context); default: FIXME("Unimplemented location %s.\n", wined3d_debug_location(location)); return FALSE; } } static void wined3d_texture_vk_unload_location(struct wined3d_texture *texture, struct wined3d_context *context, unsigned int location) { struct wined3d_texture_vk *texture_vk = wined3d_texture_vk(texture); struct wined3d_context_vk *context_vk = wined3d_context_vk(context); TRACE("texture %p, context %p, location %s.\n", texture, context, wined3d_debug_location(location)); switch (location) { case WINED3D_LOCATION_TEXTURE_RGB: if (texture_vk->default_image_info.imageView) { wined3d_context_vk_destroy_image_view(context_vk, texture_vk->default_image_info.imageView, texture_vk->command_buffer_id); texture_vk->default_image_info.imageView = VK_NULL_HANDLE; } if (texture_vk->vk_image) { wined3d_context_vk_destroy_image(context_vk, texture_vk->vk_image, texture_vk->command_buffer_id); texture_vk->vk_image = VK_NULL_HANDLE; if (texture_vk->memory) wined3d_context_vk_destroy_allocator_block(context_vk, texture_vk->memory, texture_vk->command_buffer_id); else wined3d_context_vk_destroy_memory(context_vk, texture_vk->vk_memory, texture_vk->command_buffer_id); texture_vk->vk_memory = VK_NULL_HANDLE; texture_vk->memory = NULL; } break; case WINED3D_LOCATION_BUFFER: case WINED3D_LOCATION_TEXTURE_SRGB: case WINED3D_LOCATION_RB_MULTISAMPLE: case WINED3D_LOCATION_RB_RESOLVED: break; default: ERR("Unhandled location %s.\n", wined3d_debug_location(location)); break; } } static const struct wined3d_texture_ops wined3d_texture_vk_ops = { wined3d_texture_vk_prepare_location, wined3d_texture_vk_load_location, wined3d_texture_vk_unload_location, wined3d_texture_vk_upload_data, wined3d_texture_vk_download_data, }; HRESULT wined3d_texture_vk_init(struct wined3d_texture_vk *texture_vk, struct wined3d_device *device, const struct wined3d_resource_desc *desc, unsigned int layer_count, unsigned int level_count, uint32_t flags, void *parent, const struct wined3d_parent_ops *parent_ops) { TRACE("texture_vk %p, device %p, desc %p, layer_count %u, " "level_count %u, flags %#x, parent %p, parent_ops %p.\n", texture_vk, device, desc, layer_count, level_count, flags, parent, parent_ops); return wined3d_texture_init(&texture_vk->t, desc, layer_count, level_count, flags, device, parent, parent_ops, &texture_vk[1], &wined3d_texture_vk_ops); } static void ffp_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context) { struct wined3d_blitter *next; if ((next = blitter->next)) next->ops->blitter_destroy(next, context); heap_free(blitter); } static bool ffp_blit_supported(enum wined3d_blit_op blit_op, const struct wined3d_context *context, const struct wined3d_resource *src_resource, DWORD src_location, const struct wined3d_resource *dst_resource, DWORD dst_location) { const struct wined3d_format *src_format = src_resource->format; const struct wined3d_format *dst_format = dst_resource->format; bool decompress; if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D) return false; decompress = (src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED) && !(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED); if (!decompress && !(src_resource->access & dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU)) { TRACE("Source or destination resource is not GPU accessible.\n"); return false; } if (blit_op == WINED3D_BLIT_OP_RAW_BLIT && dst_format->id == src_format->id) { if (dst_format->depth_size || dst_format->stencil_size) blit_op = WINED3D_BLIT_OP_DEPTH_BLIT; else blit_op = WINED3D_BLIT_OP_COLOR_BLIT; } switch (blit_op) { case WINED3D_BLIT_OP_COLOR_BLIT_CKEY: if (context->d3d_info->shader_color_key) { TRACE("Colour keying requires converted textures.\n"); return false; } case WINED3D_BLIT_OP_COLOR_BLIT: case WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST: if (!wined3d_context_gl_const(context)->gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) return false; if (TRACE_ON(d3d)) { TRACE("Checking support for fixup:\n"); dump_color_fixup_desc(src_format->color_fixup); } /* We only support identity conversions. */ if (!is_identity_fixup(src_format->color_fixup) || !is_identity_fixup(dst_format->color_fixup)) { if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER && dst_format->id == src_format->id && dst_location == WINED3D_LOCATION_DRAWABLE) { WARN("Claiming fixup support because of ORM_BACKBUFFER.\n"); } else { TRACE("Fixups are not supported.\n"); return false; } } if (!(dst_resource->bind_flags & WINED3D_BIND_RENDER_TARGET)) { TRACE("Can only blit to render targets.\n"); return false; } return true; default: TRACE("Unsupported blit operation %#x.\n", blit_op); return false; } } static bool is_full_clear(const struct wined3d_rendertarget_view *rtv, const RECT *draw_rect, const RECT *clear_rect) { unsigned int height = rtv->height; unsigned int width = rtv->width; /* partial draw rect */ if (draw_rect->left || draw_rect->top || draw_rect->right < width || draw_rect->bottom < height) return false; /* partial clear rect */ if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0 || clear_rect->right < width || clear_rect->bottom < height)) return false; return true; } static void ffp_blitter_clear_rendertargets(struct wined3d_device *device, unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rect, const RECT *draw_rect, uint32_t flags, const struct wined3d_color *colour, float depth, unsigned int stencil) { struct wined3d_rendertarget_view *rtv = rt_count ? fb->render_targets[0] : NULL; struct wined3d_rendertarget_view *dsv = fb->depth_stencil; const struct wined3d_state *state = &device->cs->state; struct wined3d_texture *depth_stencil = NULL; unsigned int drawable_width, drawable_height; const struct wined3d_gl_info *gl_info; struct wined3d_context_gl *context_gl; struct wined3d_texture *target = NULL; struct wined3d_color colour_srgb; struct wined3d_context *context; GLbitfield clear_mask = 0; bool render_offscreen; unsigned int i; if (rtv && rtv->resource->type != WINED3D_RTYPE_BUFFER) { target = texture_from_resource(rtv->resource); context = context_acquire(device, target, rtv->sub_resource_idx); } else { context = context_acquire(device, NULL, 0); } context_gl = wined3d_context_gl(context); if (dsv && dsv->resource->type != WINED3D_RTYPE_BUFFER) depth_stencil = texture_from_resource(dsv->resource); if (!context_gl->valid) { context_release(context); WARN("Invalid context, skipping clear.\n"); return; } gl_info = context_gl->gl_info; /* When we're clearing parts of the drawable, make sure that the target * surface is well up to date in the drawable. After the clear we'll mark * the drawable up to date, so we have to make sure that this is true for * the cleared parts, and the untouched parts. * * If we're clearing the whole target there is no need to copy it into the * drawable, it will be overwritten anyway. If we're not clearing the * colour buffer we don't have to copy either since we're not going to set * the drawable up to date. We have to check all settings that limit the * clear area though. Do not bother checking all this if the destination * surface is in the drawable anyway. */ for (i = 0; i < rt_count; ++i) { struct wined3d_rendertarget_view *rtv = fb->render_targets[i]; if (rtv && rtv->format->id != WINED3DFMT_NULL) { struct wined3d_texture *rt = wined3d_texture_from_resource(rtv->resource); if (flags & WINED3DCLEAR_TARGET && !is_full_clear(rtv, draw_rect, rect_count ? clear_rect : NULL)) wined3d_texture_load_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding); else wined3d_texture_prepare_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding); } } if (target) { render_offscreen = context->render_offscreen; wined3d_rendertarget_view_get_drawable_size(rtv, context, &drawable_width, &drawable_height); } else { unsigned int ds_level = dsv->sub_resource_idx % depth_stencil->level_count; render_offscreen = true; drawable_width = wined3d_texture_get_level_pow2_width(depth_stencil, ds_level); drawable_height = wined3d_texture_get_level_pow2_height(depth_stencil, ds_level); } if (depth_stencil) { DWORD ds_location = render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE; struct wined3d_texture *ds = wined3d_texture_from_resource(dsv->resource); if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL) && !is_full_clear(dsv, draw_rect, rect_count ? clear_rect : NULL)) wined3d_texture_load_location(ds, dsv->sub_resource_idx, context, ds_location); else wined3d_texture_prepare_location(ds, dsv->sub_resource_idx, context, ds_location); if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)) { wined3d_texture_validate_location(ds, dsv->sub_resource_idx, ds_location); wined3d_texture_invalidate_location(ds, dsv->sub_resource_idx, ~ds_location); } } if (!wined3d_context_gl_apply_clear_state(context_gl, state, rt_count, fb)) { context_release(context); WARN("Failed to apply clear state, skipping clear.\n"); return; } /* Only set the values up once, as they are not changing. */ if (flags & WINED3DCLEAR_STENCIL) { if (gl_info->supported[EXT_STENCIL_TWO_SIDE]) { gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE)); } gl_info->gl_ops.gl.p_glStencilMask(~0u); context_invalidate_state(context, STATE_DEPTH_STENCIL); gl_info->gl_ops.gl.p_glClearStencil(stencil); checkGLcall("glClearStencil"); clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT; } if (flags & WINED3DCLEAR_ZBUFFER) { gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE); context_invalidate_state(context, STATE_DEPTH_STENCIL); gl_info->gl_ops.gl.p_glClearDepth(depth); checkGLcall("glClearDepth"); clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT; } if (flags & WINED3DCLEAR_TARGET) { for (i = 0; i < rt_count; ++i) { struct wined3d_rendertarget_view *rtv = fb->render_targets[i]; struct wined3d_texture *texture; if (!rtv) continue; if (rtv->resource->type == WINED3D_RTYPE_BUFFER) { FIXME("Not supported on buffer resources.\n"); continue; } texture = texture_from_resource(rtv->resource); wined3d_texture_validate_location(texture, rtv->sub_resource_idx, rtv->resource->draw_binding); wined3d_texture_invalidate_location(texture, rtv->sub_resource_idx, ~rtv->resource->draw_binding); } if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context->d3d_info, state, fb)) { if (rt_count > 1) WARN("Clearing multiple sRGB render targets without GL_ARB_framebuffer_sRGB " "support, this might cause graphical issues.\n"); wined3d_colour_srgb_from_linear(&colour_srgb, colour); colour = &colour_srgb; } gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); context_invalidate_state(context, STATE_BLEND); gl_info->gl_ops.gl.p_glClearColor(colour->r, colour->g, colour->b, colour->a); checkGLcall("glClearColor"); clear_mask = clear_mask | GL_COLOR_BUFFER_BIT; } if (!rect_count) { if (render_offscreen) { gl_info->gl_ops.gl.p_glScissor(draw_rect->left, draw_rect->top, draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top); } else { gl_info->gl_ops.gl.p_glScissor(draw_rect->left, drawable_height - draw_rect->bottom, draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top); } gl_info->gl_ops.gl.p_glClear(clear_mask); } else { RECT current_rect; /* Now process each rect in turn. */ for (i = 0; i < rect_count; ++i) { /* Note that GL uses lower left, width/height. */ IntersectRect(¤t_rect, draw_rect, &clear_rect[i]); TRACE("clear_rect[%u] %s, current_rect %s.\n", i, wine_dbgstr_rect(&clear_rect[i]), wine_dbgstr_rect(¤t_rect)); /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored * silently. The rectangle is not cleared, no error is returned, * but further rectangles are still cleared if they are valid. */ if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom) { TRACE("Rectangle with negative dimensions, ignoring.\n"); continue; } if (render_offscreen) { gl_info->gl_ops.gl.p_glScissor(current_rect.left, current_rect.top, current_rect.right - current_rect.left, current_rect.bottom - current_rect.top); } else { gl_info->gl_ops.gl.p_glScissor(current_rect.left, drawable_height - current_rect.bottom, current_rect.right - current_rect.left, current_rect.bottom - current_rect.top); } gl_info->gl_ops.gl.p_glClear(clear_mask); } } context->scissor_rect_count = WINED3D_MAX_VIEWPORTS; checkGLcall("clear"); if (flags & WINED3DCLEAR_TARGET && target->swapchain && target->swapchain->front_buffer == target) gl_info->gl_ops.gl.p_glFlush(); context_release(context); } static bool blitter_use_cpu_clear(struct wined3d_rendertarget_view *view) { struct wined3d_resource *resource; struct wined3d_texture *texture; DWORD locations; resource = view->resource; if (resource->type == WINED3D_RTYPE_BUFFER) return !(resource->access & WINED3D_RESOURCE_ACCESS_GPU); texture = texture_from_resource(resource); locations = texture->sub_resources[view->sub_resource_idx].locations; if (locations & (resource->map_binding | WINED3D_LOCATION_DISCARDED)) return !(resource->access & WINED3D_RESOURCE_ACCESS_GPU) || (texture->flags & WINED3D_TEXTURE_PIN_SYSMEM); return !(resource->access & WINED3D_RESOURCE_ACCESS_GPU) && !(texture->flags & WINED3D_TEXTURE_CONVERTED); } static void ffp_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device, unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil) { struct wined3d_rendertarget_view *view, *previous = NULL; bool have_identical_size = TRUE; struct wined3d_fb_state tmp_fb; unsigned int next_rt_count = 0; struct wined3d_blitter *next; DWORD next_flags = 0; unsigned int i; if (flags & WINED3DCLEAR_TARGET) { for (i = 0; i < rt_count; ++i) { if (!(view = fb->render_targets[i])) continue; if (blitter_use_cpu_clear(view) || (!(view->resource->bind_flags & WINED3D_BIND_RENDER_TARGET) && (wined3d_settings.offscreen_rendering_mode != ORM_FBO || !(view->format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)))) { next_flags |= WINED3DCLEAR_TARGET; flags &= ~WINED3DCLEAR_TARGET; next_rt_count = rt_count; rt_count = 0; break; } /* FIXME: We should reject colour fills on formats with fixups, * but this would break P8 colour fills for example. */ } } if ((flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)) && (view = fb->depth_stencil) && (!view->format->depth_size || (flags & WINED3DCLEAR_ZBUFFER)) && (!view->format->stencil_size || (flags & WINED3DCLEAR_STENCIL)) && blitter_use_cpu_clear(view)) { next_flags |= flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL); flags &= ~(WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL); } if (flags) { for (i = 0; i < rt_count; ++i) { if (!(view = fb->render_targets[i])) continue; if (previous && (previous->width != view->width || previous->height != view->height)) have_identical_size = false; previous = view; } if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)) { view = fb->depth_stencil; if (previous && (previous->width != view->width || previous->height != view->height)) have_identical_size = false; } if (have_identical_size) { ffp_blitter_clear_rendertargets(device, rt_count, fb, rect_count, clear_rects, draw_rect, flags, colour, depth, stencil); } else { for (i = 0; i < rt_count; ++i) { if (!(view = fb->render_targets[i])) continue; tmp_fb.render_targets[0] = view; tmp_fb.depth_stencil = NULL; ffp_blitter_clear_rendertargets(device, 1, &tmp_fb, rect_count, clear_rects, draw_rect, WINED3DCLEAR_TARGET, colour, depth, stencil); } if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)) { tmp_fb.render_targets[0] = NULL; tmp_fb.depth_stencil = fb->depth_stencil; ffp_blitter_clear_rendertargets(device, 0, &tmp_fb, rect_count, clear_rects, draw_rect, flags & ~WINED3DCLEAR_TARGET, colour, depth, stencil); } } } if (next_flags && (next = blitter->next)) next->ops->blitter_clear(next, device, next_rt_count, fb, rect_count, clear_rects, draw_rect, next_flags, colour, depth, stencil); } static DWORD ffp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op, struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect, const struct wined3d_color_key *colour_key, enum wined3d_texture_filter_type filter) { struct wined3d_texture_gl *src_texture_gl = wined3d_texture_gl(src_texture); struct wined3d_context_gl *context_gl = wined3d_context_gl(context); const struct wined3d_gl_info *gl_info = context_gl->gl_info; struct wined3d_resource *src_resource, *dst_resource; struct wined3d_texture *staging_texture = NULL; struct wined3d_color_key old_blt_key; struct wined3d_device *device; struct wined3d_blitter *next; DWORD old_colour_key_flags; RECT r; src_resource = &src_texture->resource; dst_resource = &dst_texture->resource; device = dst_resource->device; if (!ffp_blit_supported(op, context, src_resource, src_location, dst_resource, dst_location)) { if ((next = blitter->next)) return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location, src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, colour_key, filter); } TRACE("Blt from texture %p, %u to rendertarget %p, %u.\n", src_texture, src_sub_resource_idx, dst_texture, dst_sub_resource_idx); old_blt_key = src_texture->async.src_blt_color_key; old_colour_key_flags = src_texture->async.color_key_flags; wined3d_texture_set_color_key(src_texture, WINED3D_CKEY_SRC_BLT, colour_key); if (!(src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU)) { struct wined3d_resource_desc desc; struct wined3d_box upload_box; unsigned int src_level; HRESULT hr; TRACE("Source texture is not GPU accessible, creating a staging texture.\n"); src_level = src_sub_resource_idx % src_texture->level_count; desc.resource_type = WINED3D_RTYPE_TEXTURE_2D; desc.format = src_texture->resource.format->id; desc.multisample_type = src_texture->resource.multisample_type; desc.multisample_quality = src_texture->resource.multisample_quality; desc.usage = WINED3DUSAGE_PRIVATE; desc.bind_flags = 0; desc.access = WINED3D_RESOURCE_ACCESS_GPU; desc.width = wined3d_texture_get_level_width(src_texture, src_level); desc.height = wined3d_texture_get_level_height(src_texture, src_level); desc.depth = 1; desc.size = 0; if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1, 0, NULL, NULL, &wined3d_null_parent_ops, &staging_texture))) { ERR("Failed to create staging texture, hr %#x.\n", hr); return dst_location; } wined3d_box_set(&upload_box, 0, 0, desc.width, desc.height, 0, desc.depth); wined3d_texture_upload_from_texture(staging_texture, 0, 0, 0, 0, src_texture, src_sub_resource_idx, &upload_box); src_texture = staging_texture; src_texture_gl = wined3d_texture_gl(src_texture); src_sub_resource_idx = 0; } else { /* Make sure the surface is up-to-date. This should probably use * surface_load_location() and worry about the destination surface * too, unless we're overwriting it completely. */ wined3d_texture_load(src_texture, context, FALSE); } wined3d_context_gl_apply_ffp_blit_state(context_gl, device); if (dst_location == WINED3D_LOCATION_DRAWABLE) { r = *dst_rect; wined3d_texture_translate_drawable_coords(dst_texture, context_gl->window, &r); dst_rect = &r; } if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { GLenum buffer; if (dst_location == WINED3D_LOCATION_DRAWABLE) { TRACE("Destination texture %p is onscreen.\n", dst_texture); buffer = wined3d_texture_get_gl_buffer(dst_texture); } else { TRACE("Destination texture %p is offscreen.\n", dst_texture); buffer = GL_COLOR_ATTACHMENT0; } wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER, dst_resource, dst_sub_resource_idx, NULL, 0, dst_location); wined3d_context_gl_set_draw_buffer(context_gl, buffer); wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER); context_invalidate_state(context, STATE_FRAMEBUFFER); } gl_info->gl_ops.gl.p_glEnable(src_texture_gl->target); checkGLcall("glEnable(target)"); if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST || colour_key) { gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST); checkGLcall("glEnable(GL_ALPHA_TEST)"); } if (colour_key) { /* For P8 surfaces, the alpha component contains the palette index. * Which means that the colourkey is one of the palette entries. In * other cases pixels that should be masked away have alpha set to 0. */ if (src_texture->resource.format->id == WINED3DFMT_P8_UINT) gl_info->gl_ops.gl.p_glAlphaFunc(GL_NOTEQUAL, (float)src_texture->async.src_blt_color_key.color_space_low_value / 255.0f); else gl_info->gl_ops.gl.p_glAlphaFunc(GL_NOTEQUAL, 0.0f); checkGLcall("glAlphaFunc"); } wined3d_context_gl_draw_textured_quad(context_gl, src_texture_gl, src_sub_resource_idx, src_rect, dst_rect, filter); if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST || colour_key) { gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST); checkGLcall("glDisable(GL_ALPHA_TEST)"); } gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D); checkGLcall("glDisable(GL_TEXTURE_2D)"); if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) { gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB); checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)"); } if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) { gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB); checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)"); } if (dst_texture->swapchain && dst_texture->swapchain->front_buffer == dst_texture) gl_info->gl_ops.gl.p_glFlush(); /* Restore the colour key parameters */ wined3d_texture_set_color_key(src_texture, WINED3D_CKEY_SRC_BLT, (old_colour_key_flags & WINED3D_CKEY_SRC_BLT) ? &old_blt_key : NULL); if (staging_texture) wined3d_texture_decref(staging_texture); return dst_location; } static const struct wined3d_blitter_ops ffp_blitter_ops = { ffp_blitter_destroy, ffp_blitter_clear, ffp_blitter_blit, }; void wined3d_ffp_blitter_create(struct wined3d_blitter **next, const struct wined3d_gl_info *gl_info) { struct wined3d_blitter *blitter; if (!(blitter = heap_alloc(sizeof(*blitter)))) return; TRACE("Created blitter %p.\n", blitter); blitter->ops = &ffp_blitter_ops; blitter->next = *next; *next = blitter; } static void fbo_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context) { struct wined3d_blitter *next; if ((next = blitter->next)) next->ops->blitter_destroy(next, context); heap_free(blitter); } static void fbo_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device, unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil) { struct wined3d_blitter *next; if ((next = blitter->next)) next->ops->blitter_clear(next, device, rt_count, fb, rect_count, clear_rects, draw_rect, flags, colour, depth, stencil); } static DWORD fbo_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op, struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect, const struct wined3d_color_key *colour_key, enum wined3d_texture_filter_type filter) { struct wined3d_context_gl *context_gl = wined3d_context_gl(context); struct wined3d_resource *src_resource, *dst_resource; enum wined3d_blit_op blit_op = op; struct wined3d_device *device; struct wined3d_blitter *next; TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_rect %s, " "dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, colour_key %p, filter %s.\n", blitter, op, context, src_texture, src_sub_resource_idx, wined3d_debug_location(src_location), wine_dbgstr_rect(src_rect), dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location), wine_dbgstr_rect(dst_rect), colour_key, debug_d3dtexturefiltertype(filter)); src_resource = &src_texture->resource; dst_resource = &dst_texture->resource; device = dst_resource->device; if (blit_op == WINED3D_BLIT_OP_RAW_BLIT && dst_resource->format->id == src_resource->format->id) { if (dst_resource->format->depth_size || dst_resource->format->stencil_size) blit_op = WINED3D_BLIT_OP_DEPTH_BLIT; else blit_op = WINED3D_BLIT_OP_COLOR_BLIT; } if (!fbo_blitter_supported(blit_op, context_gl->gl_info, src_resource, src_location, dst_resource, dst_location)) { if (!(next = blitter->next)) { ERR("No blitter to handle blit op %#x.\n", op); return dst_location; } TRACE("Forwarding to blitter %p.\n", next); return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location, src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, colour_key, filter); } if (blit_op == WINED3D_BLIT_OP_COLOR_BLIT) { TRACE("Colour blit.\n"); texture2d_blt_fbo(device, context, filter, src_texture, src_sub_resource_idx, src_location, src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect); return dst_location; } if (blit_op == WINED3D_BLIT_OP_DEPTH_BLIT) { TRACE("Depth/stencil blit.\n"); texture2d_depth_blt_fbo(device, context, src_texture, src_sub_resource_idx, src_location, src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect); return dst_location; } ERR("This blitter does not implement blit op %#x.\n", blit_op); return dst_location; } static const struct wined3d_blitter_ops fbo_blitter_ops = { fbo_blitter_destroy, fbo_blitter_clear, fbo_blitter_blit, }; void wined3d_fbo_blitter_create(struct wined3d_blitter **next, const struct wined3d_gl_info *gl_info) { struct wined3d_blitter *blitter; if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer) return; if (!(blitter = heap_alloc(sizeof(*blitter)))) return; TRACE("Created blitter %p.\n", blitter); blitter->ops = &fbo_blitter_ops; blitter->next = *next; *next = blitter; } static void raw_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context) { struct wined3d_blitter *next; if ((next = blitter->next)) next->ops->blitter_destroy(next, context); heap_free(blitter); } static void raw_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device, unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil) { struct wined3d_blitter *next; if (!(next = blitter->next)) { ERR("No blitter to handle clear.\n"); return; } TRACE("Forwarding to blitter %p.\n", next); next->ops->blitter_clear(next, device, rt_count, fb, rect_count, clear_rects, draw_rect, flags, colour, depth, stencil); } static DWORD raw_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op, struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect, const struct wined3d_color_key *colour_key, enum wined3d_texture_filter_type filter) { struct wined3d_texture_gl *src_texture_gl = wined3d_texture_gl(src_texture); struct wined3d_texture_gl *dst_texture_gl = wined3d_texture_gl(dst_texture); struct wined3d_context_gl *context_gl = wined3d_context_gl(context); const struct wined3d_gl_info *gl_info = context_gl->gl_info; unsigned int src_level, src_layer, dst_level, dst_layer; struct wined3d_blitter *next; GLuint src_name, dst_name; DWORD location; /* If we would need to copy from a renderbuffer or drawable, we'd probably * be better off using the FBO blitter directly, since we'd need to use it * to copy the resource contents to the texture anyway. */ if (op != WINED3D_BLIT_OP_RAW_BLIT || (src_texture->resource.format->id == dst_texture->resource.format->id && (!(src_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB)) || !(dst_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))))) { if (!(next = blitter->next)) { ERR("No blitter to handle blit op %#x.\n", op); return dst_location; } TRACE("Forwarding to blitter %p.\n", next); return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location, src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, colour_key, filter); } TRACE("Blit using ARB_copy_image.\n"); src_level = src_sub_resource_idx % src_texture->level_count; src_layer = src_sub_resource_idx / src_texture->level_count; dst_level = dst_sub_resource_idx % dst_texture->level_count; dst_layer = dst_sub_resource_idx / dst_texture->level_count; location = src_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB); if (!location) location = src_texture->flags & WINED3D_TEXTURE_IS_SRGB ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB; if (!wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, location)) ERR("Failed to load the source sub-resource into %s.\n", wined3d_debug_location(location)); src_name = wined3d_texture_gl_get_texture_name(src_texture_gl, context, location == WINED3D_LOCATION_TEXTURE_SRGB); location = dst_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB); if (!location) location = dst_texture->flags & WINED3D_TEXTURE_IS_SRGB ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB; if (wined3d_texture_is_full_rect(dst_texture, dst_level, dst_rect)) { if (!wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, location)) ERR("Failed to prepare the destination sub-resource into %s.\n", wined3d_debug_location(location)); } else { if (!wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, location)) ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(location)); } dst_name = wined3d_texture_gl_get_texture_name(dst_texture_gl, context, location == WINED3D_LOCATION_TEXTURE_SRGB); GL_EXTCALL(glCopyImageSubData(src_name, src_texture_gl->target, src_level, src_rect->left, src_rect->top, src_layer, dst_name, dst_texture_gl->target, dst_level, dst_rect->left, dst_rect->top, dst_layer, src_rect->right - src_rect->left, src_rect->bottom - src_rect->top, 1)); checkGLcall("copy image data"); wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, location); wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~location); if (!wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location)) ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(dst_location)); return dst_location | location; } static const struct wined3d_blitter_ops raw_blitter_ops = { raw_blitter_destroy, raw_blitter_clear, raw_blitter_blit, }; void wined3d_raw_blitter_create(struct wined3d_blitter **next, const struct wined3d_gl_info *gl_info) { struct wined3d_blitter *blitter; if (!gl_info->supported[ARB_COPY_IMAGE]) return; if (!(blitter = heap_alloc(sizeof(*blitter)))) return; TRACE("Created blitter %p.\n", blitter); blitter->ops = &raw_blitter_ops; blitter->next = *next; *next = blitter; } static void vk_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context) { struct wined3d_blitter *next; TRACE("blitter %p, context %p.\n", blitter, context); if ((next = blitter->next)) next->ops->blitter_destroy(next, context); heap_free(blitter); } static void vk_blitter_clear_rendertargets(struct wined3d_context_vk *context_vk, unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects, const RECT *draw_rect, uint32_t flags, const struct wined3d_color *colour, float depth, unsigned int stencil) { VkClearValue clear_values[WINED3D_MAX_RENDER_TARGETS + 1]; VkImageView views[WINED3D_MAX_RENDER_TARGETS + 1]; struct wined3d_rendertarget_view_vk *rtv_vk; struct wined3d_rendertarget_view *view; const struct wined3d_vk_info *vk_info; struct wined3d_texture_vk *texture_vk; struct wined3d_device_vk *device_vk; VkCommandBuffer vk_command_buffer; VkRenderPassBeginInfo begin_desc; unsigned int i, attachment_count; VkFramebufferCreateInfo fb_desc; VkFramebuffer vk_framebuffer; VkRenderPass vk_render_pass; bool depth_stencil = false; unsigned int layer_count; VkClearColorValue *c; VkResult vr; RECT r; TRACE("context_vk %p, rt_count %u, fb %p, rect_count %u, clear_rects %p, " "draw_rect %s, flags %#x, colour %s, depth %.8e, stencil %#x.\n", context_vk, rt_count, fb, rect_count, clear_rects, wine_dbgstr_rect(draw_rect), flags, debug_color(colour), depth, stencil); device_vk = wined3d_device_vk(context_vk->c.device); vk_info = context_vk->vk_info; if (!(flags & WINED3DCLEAR_TARGET)) rt_count = 0; for (i = 0, attachment_count = 0, layer_count = 1; i < rt_count; ++i) { if (!(view = fb->render_targets[i])) continue; if (!is_full_clear(view, draw_rect, clear_rects)) wined3d_rendertarget_view_load_location(view, &context_vk->c, view->resource->draw_binding); else wined3d_rendertarget_view_prepare_location(view, &context_vk->c, view->resource->draw_binding); wined3d_rendertarget_view_validate_location(view, view->resource->draw_binding); wined3d_rendertarget_view_invalidate_location(view, ~view->resource->draw_binding); rtv_vk = wined3d_rendertarget_view_vk(view); views[attachment_count] = wined3d_rendertarget_view_vk_get_image_view(rtv_vk, context_vk); c = &clear_values[attachment_count].color; if (view->format_flags & WINED3DFMT_FLAG_INTEGER) { c->int32[0] = colour->r; c->int32[1] = colour->g; c->int32[2] = colour->b; c->int32[3] = colour->a; } else { c->float32[0] = colour->r; c->float32[1] = colour->g; c->float32[2] = colour->b; c->float32[3] = colour->a; } if (view->layer_count > layer_count) layer_count = view->layer_count; ++attachment_count; } if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL) && (view = fb->depth_stencil)) { if (!is_full_clear(view, draw_rect, clear_rects)) wined3d_rendertarget_view_load_location(view, &context_vk->c, view->resource->draw_binding); else wined3d_rendertarget_view_prepare_location(view, &context_vk->c, view->resource->draw_binding); wined3d_rendertarget_view_validate_location(view, view->resource->draw_binding); wined3d_rendertarget_view_invalidate_location(view, ~view->resource->draw_binding); rtv_vk = wined3d_rendertarget_view_vk(view); views[attachment_count] = wined3d_rendertarget_view_vk_get_image_view(rtv_vk, context_vk); clear_values[attachment_count].depthStencil.depth = depth; clear_values[attachment_count].depthStencil.stencil = stencil; if (view->layer_count > layer_count) layer_count = view->layer_count; depth_stencil = true; ++attachment_count; } if (!attachment_count) return; if (!(vk_render_pass = wined3d_context_vk_get_render_pass(context_vk, fb, rt_count, flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL), flags))) { ERR("Failed to get render pass.\n"); return; } if (!(vk_command_buffer = wined3d_context_vk_get_command_buffer(context_vk))) { ERR("Failed to get command buffer.\n"); return; } fb_desc.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO; fb_desc.pNext = NULL; fb_desc.flags = 0; fb_desc.renderPass = vk_render_pass; fb_desc.attachmentCount = attachment_count; fb_desc.pAttachments = views; fb_desc.width = draw_rect->right - draw_rect->left; fb_desc.height = draw_rect->bottom - draw_rect->top; fb_desc.layers = layer_count; if ((vr = VK_CALL(vkCreateFramebuffer(device_vk->vk_device, &fb_desc, NULL, &vk_framebuffer))) < 0) { ERR("Failed to create Vulkan framebuffer, vr %s.\n", wined3d_debug_vkresult(vr)); return; } begin_desc.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; begin_desc.pNext = NULL; begin_desc.renderPass = vk_render_pass; begin_desc.framebuffer = vk_framebuffer; begin_desc.clearValueCount = attachment_count; begin_desc.pClearValues = clear_values; wined3d_context_vk_end_current_render_pass(context_vk); for (i = 0; i < rect_count; ++i) { r.left = max(clear_rects[i].left, draw_rect->left); r.top = max(clear_rects[i].top, draw_rect->top); r.right = min(clear_rects[i].right, draw_rect->right); r.bottom = min(clear_rects[i].bottom, draw_rect->bottom); if (r.left >= r.right || r.top >= r.bottom) continue; begin_desc.renderArea.offset.x = r.left; begin_desc.renderArea.offset.y = r.top; begin_desc.renderArea.extent.width = r.right - r.left; begin_desc.renderArea.extent.height = r.bottom - r.top; VK_CALL(vkCmdBeginRenderPass(vk_command_buffer, &begin_desc, VK_SUBPASS_CONTENTS_INLINE)); VK_CALL(vkCmdEndRenderPass(vk_command_buffer)); } wined3d_context_vk_destroy_framebuffer(context_vk, vk_framebuffer, context_vk->current_command_buffer.id); for (i = 0; i < rt_count; ++i) { if (!(view = fb->render_targets[i])) continue; wined3d_context_vk_reference_rendertarget_view(context_vk, wined3d_rendertarget_view_vk(view)); texture_vk = wined3d_texture_vk(wined3d_texture_from_resource(view->resource)); wined3d_context_vk_image_barrier(context_vk, vk_command_buffer, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, vk_access_mask_from_bind_flags(texture_vk->t.resource.bind_flags), texture_vk->layout, texture_vk->layout, texture_vk->vk_image, VK_IMAGE_ASPECT_COLOR_BIT); } if (depth_stencil) { view = fb->depth_stencil; wined3d_context_vk_reference_rendertarget_view(context_vk, wined3d_rendertarget_view_vk(view)); texture_vk = wined3d_texture_vk(wined3d_texture_from_resource(view->resource)); wined3d_context_vk_image_barrier(context_vk, vk_command_buffer, VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, vk_access_mask_from_bind_flags(texture_vk->t.resource.bind_flags), texture_vk->layout, texture_vk->layout, texture_vk->vk_image, vk_aspect_mask_from_format(texture_vk->t.resource.format)); } } static void vk_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device, unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil) { struct wined3d_device_vk *device_vk = wined3d_device_vk(device); struct wined3d_rendertarget_view *view, *previous = NULL; struct wined3d_context_vk *context_vk; bool have_identical_size = true; struct wined3d_fb_state tmp_fb; unsigned int next_rt_count = 0; struct wined3d_blitter *next; uint32_t next_flags = 0; unsigned int i; TRACE("blitter %p, device %p, rt_count %u, fb %p, rect_count %u, clear_rects %p, " "draw_rect %s, flags %#x, colour %s, depth %.8e, stencil %#x.\n", blitter, device, rt_count, fb, rect_count, clear_rects, wine_dbgstr_rect(draw_rect), flags, debug_color(colour), depth, stencil); if (!rect_count) { rect_count = 1; clear_rects = draw_rect; } if (flags & WINED3DCLEAR_TARGET) { for (i = 0; i < rt_count; ++i) { if (!(view = fb->render_targets[i])) continue; if (blitter_use_cpu_clear(view)) { next_flags |= WINED3DCLEAR_TARGET; flags &= ~WINED3DCLEAR_TARGET; next_rt_count = rt_count; rt_count = 0; break; } } } if ((flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)) && (view = fb->depth_stencil) && (!view->format->depth_size || (flags & WINED3DCLEAR_ZBUFFER)) && (!view->format->stencil_size || (flags & WINED3DCLEAR_STENCIL)) && blitter_use_cpu_clear(view)) { next_flags |= flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL); flags &= ~(WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL); } if (flags) { context_vk = wined3d_context_vk(context_acquire(&device_vk->d, NULL, 0)); for (i = 0; i < rt_count; ++i) { if (!(view = fb->render_targets[i])) continue; if (previous && (previous->width != view->width || previous->height != view->height)) have_identical_size = false; previous = view; } if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)) { view = fb->depth_stencil; if (previous && (previous->width != view->width || previous->height != view->height)) have_identical_size = false; } if (have_identical_size) { vk_blitter_clear_rendertargets(context_vk, rt_count, fb, rect_count, clear_rects, draw_rect, flags, colour, depth, stencil); } else { for (i = 0; i < rt_count; ++i) { if (!(view = fb->render_targets[i])) continue; tmp_fb.render_targets[0] = view; tmp_fb.depth_stencil = NULL; vk_blitter_clear_rendertargets(context_vk, 1, &tmp_fb, rect_count, clear_rects, draw_rect, WINED3DCLEAR_TARGET, colour, depth, stencil); } if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)) { tmp_fb.render_targets[0] = NULL; tmp_fb.depth_stencil = fb->depth_stencil; vk_blitter_clear_rendertargets(context_vk, 0, &tmp_fb, rect_count, clear_rects, draw_rect, flags & ~WINED3DCLEAR_TARGET, colour, depth, stencil); } } context_release(&context_vk->c); } if (!next_flags) return; if (!(next = blitter->next)) { ERR("No blitter to handle clear.\n"); return; } TRACE("Forwarding to blitter %p.\n", next); next->ops->blitter_clear(next, device, next_rt_count, fb, rect_count, clear_rects, draw_rect, next_flags, colour, depth, stencil); } static bool vk_blitter_blit_supported(enum wined3d_blit_op op, const struct wined3d_context *context, const struct wined3d_resource *src_resource, const RECT *src_rect, const struct wined3d_resource *dst_resource, const RECT *dst_rect) { const struct wined3d_format *src_format = src_resource->format; const struct wined3d_format *dst_format = dst_resource->format; if (!(dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU)) { TRACE("Destination resource does not have GPU access.\n"); return false; } if (!(src_resource->access & WINED3D_RESOURCE_ACCESS_GPU)) { TRACE("Source resource does not have GPU access.\n"); return false; } if (dst_format->id != src_format->id) { if (!is_identity_fixup(dst_format->color_fixup)) { TRACE("Destination fixups are not supported.\n"); return false; } if (!is_identity_fixup(src_format->color_fixup)) { TRACE("Source fixups are not supported.\n"); return false; } if (op != WINED3D_BLIT_OP_RAW_BLIT && wined3d_format_vk(src_format)->vk_format != wined3d_format_vk(dst_format)->vk_format) { TRACE("Format conversion not supported.\n"); return false; } } if (wined3d_resource_get_sample_count(dst_resource) > 1) { TRACE("Multi-sample destination resource not supported.\n"); return false; } if (op == WINED3D_BLIT_OP_RAW_BLIT) return true; if (op != WINED3D_BLIT_OP_COLOR_BLIT) { TRACE("Unsupported blit operation %#x.\n", op); return false; } if ((src_rect->right - src_rect->left != dst_rect->right - dst_rect->left) || (src_rect->bottom - src_rect->top != dst_rect->bottom - dst_rect->top)) { TRACE("Scaling not supported.\n"); return false; } return true; } static DWORD vk_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op, struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect, const struct wined3d_color_key *colour_key, enum wined3d_texture_filter_type filter) { struct wined3d_texture_vk *src_texture_vk = wined3d_texture_vk(src_texture); struct wined3d_texture_vk *dst_texture_vk = wined3d_texture_vk(dst_texture); struct wined3d_context_vk *context_vk = wined3d_context_vk(context); const struct wined3d_vk_info *vk_info = context_vk->vk_info; unsigned int src_level, src_layer, dst_level, dst_layer; VkImageAspectFlags src_aspect, dst_aspect; VkCommandBuffer vk_command_buffer; struct wined3d_blitter *next; bool resolve = false; TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_rect %s, " "dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, colour_key %p, filter %s.\n", blitter, op, context, src_texture, src_sub_resource_idx, wined3d_debug_location(src_location), wine_dbgstr_rect(src_rect), dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location), wine_dbgstr_rect(dst_rect), colour_key, debug_d3dtexturefiltertype(filter)); if (!vk_blitter_blit_supported(op, context, &src_texture->resource, src_rect, &dst_texture->resource, dst_rect)) goto next; src_aspect = vk_aspect_mask_from_format(src_texture_vk->t.resource.format); dst_aspect = vk_aspect_mask_from_format(dst_texture_vk->t.resource.format); if ((src_aspect | dst_aspect) & (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)) { TRACE("Depth/stencil blits not supported.\n"); goto next; } if (wined3d_resource_get_sample_count(&src_texture_vk->t.resource) > 1) resolve = true; src_level = src_sub_resource_idx % src_texture->level_count; src_layer = src_sub_resource_idx / src_texture->level_count; dst_level = dst_sub_resource_idx % dst_texture->level_count; dst_layer = dst_sub_resource_idx / dst_texture->level_count; if (!wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB)) ERR("Failed to load the source sub-resource.\n"); if (wined3d_texture_is_full_rect(dst_texture, dst_level, dst_rect)) { if (!wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB)) { ERR("Failed to prepare the destination sub-resource.\n"); goto next; } } else { if (!wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB)) { ERR("Failed to load the destination sub-resource.\n"); goto next; } } if (!(vk_command_buffer = wined3d_context_vk_get_command_buffer(context_vk))) { ERR("Failed to get command buffer.\n"); goto next; } 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(src_texture_vk->t.resource.bind_flags), VK_ACCESS_TRANSFER_READ_BIT, src_texture_vk->layout, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, src_texture_vk->vk_image, src_aspect); 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(dst_texture_vk->t.resource.bind_flags), VK_ACCESS_TRANSFER_WRITE_BIT, dst_texture_vk->layout, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, dst_texture_vk->vk_image, dst_aspect); if (resolve) { VkImageResolve region; region.srcSubresource.aspectMask = src_aspect; region.srcSubresource.mipLevel = src_level; region.srcSubresource.baseArrayLayer = src_layer; region.srcSubresource.layerCount = 1; region.srcOffset.x = src_rect->left; region.srcOffset.y = src_rect->top; region.srcOffset.z = 0; region.dstSubresource.aspectMask = dst_aspect; region.dstSubresource.mipLevel = dst_level; region.dstSubresource.baseArrayLayer = dst_layer; region.dstSubresource.layerCount = 1; region.dstOffset.x = dst_rect->left; region.dstOffset.y = dst_rect->top; region.dstOffset.z = 0; region.extent.width = src_rect->right - src_rect->left; region.extent.height = src_rect->bottom - src_rect->top; region.extent.depth = 1; VK_CALL(vkCmdResolveImage(vk_command_buffer, src_texture_vk->vk_image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, dst_texture_vk->vk_image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion)); } else { VkImageCopy region; region.srcSubresource.aspectMask = src_aspect; region.srcSubresource.mipLevel = src_level; region.srcSubresource.baseArrayLayer = src_layer; region.srcSubresource.layerCount = 1; region.srcOffset.x = src_rect->left; region.srcOffset.y = src_rect->top; region.srcOffset.z = 0; region.dstSubresource.aspectMask = dst_aspect; region.dstSubresource.mipLevel = dst_level; region.dstSubresource.baseArrayLayer = dst_layer; region.dstSubresource.layerCount = 1; region.dstOffset.x = dst_rect->left; region.dstOffset.y = dst_rect->top; region.dstOffset.z = 0; region.extent.width = src_rect->right - src_rect->left; region.extent.height = src_rect->bottom - src_rect->top; region.extent.depth = 1; VK_CALL(vkCmdCopyImage(vk_command_buffer, src_texture_vk->vk_image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, dst_texture_vk->vk_image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion)); } 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(dst_texture_vk->t.resource.bind_flags), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, dst_texture_vk->layout, dst_texture_vk->vk_image, dst_aspect); 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(src_texture_vk->t.resource.bind_flags), VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, src_texture_vk->layout, src_texture_vk->vk_image, src_aspect); wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB); wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB); if (!wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location)) ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(dst_location)); wined3d_context_vk_reference_texture(context_vk, src_texture_vk); wined3d_context_vk_reference_texture(context_vk, dst_texture_vk); return dst_location | WINED3D_LOCATION_TEXTURE_RGB; next: if (!(next = blitter->next)) { ERR("No blitter to handle blit op %#x.\n", op); return dst_location; } TRACE("Forwarding to blitter %p.\n", next); return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location, src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, colour_key, filter); } static const struct wined3d_blitter_ops vk_blitter_ops = { .blitter_destroy = vk_blitter_destroy, .blitter_clear = vk_blitter_clear, .blitter_blit = vk_blitter_blit, }; void wined3d_vk_blitter_create(struct wined3d_blitter **next) { struct wined3d_blitter *blitter; if (!(blitter = heap_alloc(sizeof(*blitter)))) return; TRACE("Created blitter %p.\n", blitter); blitter->ops = &vk_blitter_ops; blitter->next = *next; *next = blitter; }