/* * Copyright 2009, 2011 Henri Verbeet for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA * */ #include "config.h" #include "wine/port.h" #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); #define WINED3D_VIEW_CUBE_ARRAY (WINED3D_VIEW_TEXTURE_CUBE | WINED3D_VIEW_TEXTURE_ARRAY) static BOOL is_stencil_view_format(const struct wined3d_format *format) { return format->id == WINED3DFMT_X24_TYPELESS_G8_UINT || format->id == WINED3DFMT_X32_TYPELESS_G8X24_UINT; } static GLenum get_texture_view_target(const struct wined3d_gl_info *gl_info, const struct wined3d_view_desc *desc, const struct wined3d_texture_gl *texture_gl) { static const struct { GLenum texture_target; unsigned int view_flags; GLenum view_target; enum wined3d_gl_extension extension; } view_types[] = { {GL_TEXTURE_CUBE_MAP, 0, GL_TEXTURE_CUBE_MAP}, {GL_TEXTURE_RECTANGLE, 0, GL_TEXTURE_RECTANGLE}, {GL_TEXTURE_3D, 0, GL_TEXTURE_3D}, {GL_TEXTURE_2D, 0, GL_TEXTURE_2D}, {GL_TEXTURE_2D, WINED3D_VIEW_TEXTURE_ARRAY, GL_TEXTURE_2D_ARRAY}, {GL_TEXTURE_2D_ARRAY, 0, GL_TEXTURE_2D}, {GL_TEXTURE_2D_ARRAY, WINED3D_VIEW_TEXTURE_ARRAY, GL_TEXTURE_2D_ARRAY}, {GL_TEXTURE_2D_ARRAY, WINED3D_VIEW_TEXTURE_CUBE, GL_TEXTURE_CUBE_MAP}, {GL_TEXTURE_2D_ARRAY, WINED3D_VIEW_CUBE_ARRAY, GL_TEXTURE_CUBE_MAP_ARRAY, ARB_TEXTURE_CUBE_MAP_ARRAY}, {GL_TEXTURE_2D_MULTISAMPLE, 0, GL_TEXTURE_2D_MULTISAMPLE}, {GL_TEXTURE_2D_MULTISAMPLE, WINED3D_VIEW_TEXTURE_ARRAY, GL_TEXTURE_2D_MULTISAMPLE_ARRAY}, {GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 0, GL_TEXTURE_2D_MULTISAMPLE}, {GL_TEXTURE_2D_MULTISAMPLE_ARRAY, WINED3D_VIEW_TEXTURE_ARRAY, GL_TEXTURE_2D_MULTISAMPLE_ARRAY}, {GL_TEXTURE_1D, 0, GL_TEXTURE_1D}, {GL_TEXTURE_1D, WINED3D_VIEW_TEXTURE_ARRAY, GL_TEXTURE_1D_ARRAY}, {GL_TEXTURE_1D_ARRAY, 0, GL_TEXTURE_1D}, {GL_TEXTURE_1D_ARRAY, WINED3D_VIEW_TEXTURE_ARRAY, GL_TEXTURE_1D_ARRAY}, }; unsigned int i; for (i = 0; i < ARRAY_SIZE(view_types); ++i) { if (view_types[i].texture_target != texture_gl->target || view_types[i].view_flags != desc->flags) continue; if (gl_info->supported[view_types[i].extension]) return view_types[i].view_target; FIXME("Extension %#x not supported.\n", view_types[i].extension); } FIXME("Unhandled view flags %#x for texture target %#x.\n", desc->flags, texture_gl->target); return texture_gl->target; } static const struct wined3d_format *validate_resource_view(const struct wined3d_view_desc *desc, struct wined3d_resource *resource, BOOL mip_slice, BOOL allow_srgb_toggle) { const struct wined3d_adapter *adapter = resource->device->adapter; const struct wined3d_format *format; format = wined3d_get_format(adapter, desc->format_id, resource->bind_flags); if (resource->type == WINED3D_RTYPE_BUFFER && (desc->flags & WINED3D_VIEW_BUFFER_RAW)) { if (format->id != WINED3DFMT_R32_TYPELESS) { WARN("Invalid format %s for raw buffer view.\n", debug_d3dformat(format->id)); return NULL; } format = wined3d_get_format(adapter, WINED3DFMT_R32_UINT, resource->bind_flags); } if (wined3d_format_is_typeless(format)) { WARN("Trying to create view for typeless format %s.\n", debug_d3dformat(format->id)); return NULL; } if (resource->type == WINED3D_RTYPE_BUFFER) { struct wined3d_buffer *buffer = buffer_from_resource(resource); unsigned int buffer_size, element_size; if (buffer->structure_byte_stride) { if (desc->format_id != WINED3DFMT_UNKNOWN) { WARN("Invalid format %s for structured buffer view.\n", debug_d3dformat(desc->format_id)); return NULL; } format = wined3d_get_format(adapter, WINED3DFMT_R32_UINT, resource->bind_flags); element_size = buffer->structure_byte_stride; } else { element_size = format->byte_count; } if (!element_size) return NULL; buffer_size = buffer->resource.size / element_size; if (desc->u.buffer.start_idx >= buffer_size || desc->u.buffer.count > buffer_size - desc->u.buffer.start_idx) return NULL; } else { struct wined3d_texture *texture = texture_from_resource(resource); unsigned int depth_or_layer_count; if (resource->format->id != format->id && !wined3d_format_is_typeless(resource->format) && (!allow_srgb_toggle || !wined3d_formats_are_srgb_variants(resource->format->id, format->id))) { WARN("Trying to create incompatible view for non typeless format %s.\n", debug_d3dformat(format->id)); return NULL; } if (mip_slice && resource->type == WINED3D_RTYPE_TEXTURE_3D) depth_or_layer_count = wined3d_texture_get_level_depth(texture, desc->u.texture.level_idx); else depth_or_layer_count = texture->layer_count; if (!desc->u.texture.level_count || (mip_slice && desc->u.texture.level_count != 1) || desc->u.texture.level_idx >= texture->level_count || desc->u.texture.level_count > texture->level_count - desc->u.texture.level_idx || !desc->u.texture.layer_count || desc->u.texture.layer_idx >= depth_or_layer_count || desc->u.texture.layer_count > depth_or_layer_count - desc->u.texture.layer_idx) return NULL; } return format; } static void create_texture_view(struct wined3d_gl_view *view, GLenum view_target, const struct wined3d_view_desc *desc, struct wined3d_texture_gl *texture_gl, const struct wined3d_format *view_format) { const struct wined3d_format_gl *view_format_gl; unsigned int level_idx, layer_idx, layer_count; const struct wined3d_gl_info *gl_info; struct wined3d_context_gl *context_gl; struct wined3d_context *context; GLuint texture_name; view_format_gl = wined3d_format_gl(view_format); view->target = view_target; context = context_acquire(texture_gl->t.resource.device, NULL, 0); context_gl = wined3d_context_gl(context); gl_info = context_gl->gl_info; if (!gl_info->supported[ARB_TEXTURE_VIEW]) { context_release(context); FIXME("OpenGL implementation does not support texture views.\n"); return; } wined3d_texture_gl_prepare_texture(texture_gl, context_gl, FALSE); texture_name = wined3d_texture_gl_get_texture_name(texture_gl, context, FALSE); level_idx = desc->u.texture.level_idx; layer_idx = desc->u.texture.layer_idx; layer_count = desc->u.texture.layer_count; if (view_target == GL_TEXTURE_3D) { if (layer_idx || layer_count != wined3d_texture_get_level_depth(&texture_gl->t, level_idx)) FIXME("Depth slice (%u-%u) not supported.\n", layer_idx, layer_count); layer_idx = 0; layer_count = 1; } gl_info->gl_ops.gl.p_glGenTextures(1, &view->name); GL_EXTCALL(glTextureView(view->name, view->target, texture_name, view_format_gl->internal, level_idx, desc->u.texture.level_count, layer_idx, layer_count)); checkGLcall("create texture view"); if (is_stencil_view_format(view_format)) { static const GLint swizzle[] = {GL_ZERO, GL_RED, GL_ZERO, GL_ZERO}; if (!gl_info->supported[ARB_STENCIL_TEXTURING]) { context_release(context); FIXME("OpenGL implementation does not support stencil texturing.\n"); return; } wined3d_context_gl_bind_texture(context_gl, view->target, view->name); gl_info->gl_ops.gl.p_glTexParameteriv(view->target, GL_TEXTURE_SWIZZLE_RGBA, swizzle); gl_info->gl_ops.gl.p_glTexParameteri(view->target, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_STENCIL_INDEX); checkGLcall("initialize stencil view"); context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING); context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING); } else if (!is_identity_fixup(view_format->color_fixup) && can_use_texture_swizzle(context->d3d_info, view_format)) { GLint swizzle[4]; wined3d_context_gl_bind_texture(context_gl, view->target, view->name); wined3d_gl_texture_swizzle_from_color_fixup(swizzle, view_format->color_fixup); gl_info->gl_ops.gl.p_glTexParameteriv(view->target, GL_TEXTURE_SWIZZLE_RGBA, swizzle); checkGLcall("set format swizzle"); context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING); context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING); } context_release(context); } static void create_buffer_texture(struct wined3d_gl_view *view, struct wined3d_context *context, struct wined3d_buffer *buffer, const struct wined3d_format *view_format, unsigned int offset, unsigned int size) { struct wined3d_context_gl *context_gl = wined3d_context_gl(context); const struct wined3d_gl_info *gl_info = context_gl->gl_info; const struct wined3d_format_gl *view_format_gl; if (!gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT]) { FIXME("OpenGL implementation does not support buffer textures.\n"); return; } if ((offset & (gl_info->limits.texture_buffer_offset_alignment - 1))) { FIXME("Buffer offset %u is not %u byte aligned.\n", offset, gl_info->limits.texture_buffer_offset_alignment); return; } view_format_gl = wined3d_format_gl(view_format); wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER); view->target = GL_TEXTURE_BUFFER; gl_info->gl_ops.gl.p_glGenTextures(1, &view->name); wined3d_context_gl_bind_texture(context_gl, GL_TEXTURE_BUFFER, view->name); if (gl_info->supported[ARB_TEXTURE_BUFFER_RANGE]) { GL_EXTCALL(glTexBufferRange(GL_TEXTURE_BUFFER, view_format_gl->internal, wined3d_buffer_gl(buffer)->buffer_object, offset, size)); } else { if (offset || size != buffer->resource.size) FIXME("OpenGL implementation does not support ARB_texture_buffer_range.\n"); GL_EXTCALL(glTexBuffer(GL_TEXTURE_BUFFER, view_format_gl->internal, wined3d_buffer_gl(buffer)->buffer_object)); } checkGLcall("Create buffer texture"); context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING); context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING); } static void get_buffer_view_range(const struct wined3d_buffer *buffer, const struct wined3d_view_desc *desc, const struct wined3d_format *view_format, unsigned int *offset, unsigned int *size) { if (desc->format_id == WINED3DFMT_UNKNOWN) { *offset = desc->u.buffer.start_idx * buffer->structure_byte_stride; *size = desc->u.buffer.count * buffer->structure_byte_stride; } else { *offset = desc->u.buffer.start_idx * view_format->byte_count; *size = desc->u.buffer.count * view_format->byte_count; } } static void create_buffer_view(struct wined3d_gl_view *view, struct wined3d_context *context, const struct wined3d_view_desc *desc, struct wined3d_buffer *buffer, const struct wined3d_format *view_format) { unsigned int offset, size; get_buffer_view_range(buffer, desc, view_format, &offset, &size); create_buffer_texture(view, context, buffer, view_format, offset, size); } static void wined3d_view_invalidate_location(struct wined3d_resource *resource, const struct wined3d_view_desc *desc, DWORD location) { unsigned int i, sub_resource_idx, layer_count; struct wined3d_texture *texture; if (resource->type == WINED3D_RTYPE_BUFFER) { wined3d_buffer_invalidate_location(buffer_from_resource(resource), location); return; } texture = texture_from_resource(resource); sub_resource_idx = desc->u.texture.layer_idx * texture->level_count + desc->u.texture.level_idx; layer_count = resource->type != WINED3D_RTYPE_TEXTURE_3D ? desc->u.texture.layer_count : 1; for (i = 0; i < layer_count; ++i, sub_resource_idx += texture->level_count) wined3d_texture_invalidate_location(texture, sub_resource_idx, location); } ULONG CDECL wined3d_rendertarget_view_incref(struct wined3d_rendertarget_view *view) { ULONG refcount = InterlockedIncrement(&view->refcount); TRACE("%p increasing refcount to %u.\n", view, refcount); return refcount; } void wined3d_rendertarget_view_cleanup(struct wined3d_rendertarget_view *view) { /* Call wined3d_object_destroyed() before releasing the resource, * since releasing the resource may end up destroying the parent. */ view->parent_ops->wined3d_object_destroyed(view->parent); wined3d_resource_decref(view->resource); } ULONG CDECL wined3d_rendertarget_view_decref(struct wined3d_rendertarget_view *view) { ULONG refcount = InterlockedDecrement(&view->refcount); TRACE("%p decreasing refcount to %u.\n", view, refcount); if (!refcount) view->resource->device->adapter->adapter_ops->adapter_destroy_rendertarget_view(view); return refcount; } void * CDECL wined3d_rendertarget_view_get_parent(const struct wined3d_rendertarget_view *view) { TRACE("view %p.\n", view); return view->parent; } void * CDECL wined3d_rendertarget_view_get_sub_resource_parent(const struct wined3d_rendertarget_view *view) { struct wined3d_texture *texture; TRACE("view %p.\n", view); if (view->resource->type == WINED3D_RTYPE_BUFFER) return wined3d_buffer_get_parent(buffer_from_resource(view->resource)); texture = texture_from_resource(view->resource); return texture->sub_resources[view->sub_resource_idx].parent; } void CDECL wined3d_rendertarget_view_set_parent(struct wined3d_rendertarget_view *view, void *parent) { TRACE("view %p, parent %p.\n", view, parent); view->parent = parent; } struct wined3d_resource * CDECL wined3d_rendertarget_view_get_resource(const struct wined3d_rendertarget_view *view) { TRACE("view %p.\n", view); return view->resource; } void wined3d_rendertarget_view_get_drawable_size(const struct wined3d_rendertarget_view *view, const struct wined3d_context *context, unsigned int *width, unsigned int *height) { const struct wined3d_texture *texture; if (view->resource->type != WINED3D_RTYPE_TEXTURE_2D) { *width = view->width; *height = view->height; return; } texture = texture_from_resource(view->resource); if (texture->swapchain) { /* The drawable size of an onscreen drawable is the surface size. * (Actually: The window size, but the surface is created in window * size.) */ *width = texture->resource.width; *height = texture->resource.height; } else if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) { const struct wined3d_swapchain_desc *desc = &context->swapchain->state.desc; /* The drawable size of a backbuffer / aux buffer offscreen target is * the size of the current context's drawable, which is the size of * the back buffer of the swapchain the active context belongs to. */ *width = desc->backbuffer_width; *height = desc->backbuffer_height; } else { unsigned int level_idx = view->sub_resource_idx % texture->level_count; /* The drawable size of an FBO target is the OpenGL texture size, * which is the power of two size. */ *width = wined3d_texture_get_level_pow2_width(texture, level_idx); *height = wined3d_texture_get_level_pow2_height(texture, level_idx); } } void wined3d_rendertarget_view_prepare_location(struct wined3d_rendertarget_view *view, struct wined3d_context *context, DWORD location) { struct wined3d_resource *resource = view->resource; unsigned int i, sub_resource_idx, layer_count; struct wined3d_texture *texture; if (resource->type == WINED3D_RTYPE_BUFFER) { FIXME("Not implemented for resources %s.\n", debug_d3dresourcetype(resource->type)); return; } texture = texture_from_resource(resource); sub_resource_idx = view->sub_resource_idx; layer_count = resource->type != WINED3D_RTYPE_TEXTURE_3D ? view->layer_count : 1; for (i = 0; i < layer_count; ++i, sub_resource_idx += texture->level_count) wined3d_texture_prepare_location(texture, sub_resource_idx, context, location); } void wined3d_rendertarget_view_load_location(struct wined3d_rendertarget_view *view, struct wined3d_context *context, DWORD location) { struct wined3d_resource *resource = view->resource; unsigned int i, sub_resource_idx, layer_count; struct wined3d_texture *texture; if (resource->type == WINED3D_RTYPE_BUFFER) { wined3d_buffer_load_location(buffer_from_resource(resource), context, location); return; } texture = texture_from_resource(resource); sub_resource_idx = view->sub_resource_idx; layer_count = resource->type != WINED3D_RTYPE_TEXTURE_3D ? view->layer_count : 1; for (i = 0; i < layer_count; ++i, sub_resource_idx += texture->level_count) wined3d_texture_load_location(texture, sub_resource_idx, context, location); } void wined3d_rendertarget_view_validate_location(struct wined3d_rendertarget_view *view, DWORD location) { struct wined3d_resource *resource = view->resource; unsigned int i, sub_resource_idx, layer_count; struct wined3d_texture *texture; if (resource->type == WINED3D_RTYPE_BUFFER) { FIXME("Not implemented for resources %s.\n", debug_d3dresourcetype(resource->type)); return; } texture = texture_from_resource(resource); sub_resource_idx = view->sub_resource_idx; layer_count = resource->type != WINED3D_RTYPE_TEXTURE_3D ? view->layer_count : 1; for (i = 0; i < layer_count; ++i, sub_resource_idx += texture->level_count) wined3d_texture_validate_location(texture, sub_resource_idx, location); } void wined3d_rendertarget_view_invalidate_location(struct wined3d_rendertarget_view *view, DWORD location) { wined3d_view_invalidate_location(view->resource, &view->desc, location); } static void wined3d_render_target_view_gl_cs_init(void *object) { struct wined3d_rendertarget_view_gl *view_gl = object; struct wined3d_resource *resource = view_gl->v.resource; const struct wined3d_view_desc *desc = &view_gl->v.desc; if (resource->type == WINED3D_RTYPE_BUFFER) { FIXME("Not implemented for resources %s.\n", debug_d3dresourcetype(resource->type)); } else { struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture_from_resource(resource)); unsigned int depth_or_layer_count; if (resource->type == WINED3D_RTYPE_TEXTURE_3D) depth_or_layer_count = wined3d_texture_get_level_depth(&texture_gl->t, desc->u.texture.level_idx); else depth_or_layer_count = texture_gl->t.layer_count; if (resource->format->id != view_gl->v.format->id || (view_gl->v.layer_count != 1 && view_gl->v.layer_count != depth_or_layer_count)) { GLenum resource_class, view_class; resource_class = wined3d_format_gl(resource->format)->view_class; view_class = wined3d_format_gl(view_gl->v.format)->view_class; if (resource_class != view_class) { FIXME("Render target view not supported, resource format %s, view format %s.\n", debug_d3dformat(resource->format->id), debug_d3dformat(view_gl->v.format->id)); return; } if (texture_gl->t.swapchain && texture_gl->t.swapchain->state.desc.backbuffer_count > 1) { FIXME("Swapchain views not supported.\n"); return; } create_texture_view(&view_gl->gl_view, texture_gl->target, desc, texture_gl, view_gl->v.format); } } } static HRESULT wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *view, const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops) { BOOL allow_srgb_toggle = FALSE; view->refcount = 1; view->parent = parent; view->parent_ops = parent_ops; if (resource->type != WINED3D_RTYPE_BUFFER) { struct wined3d_texture *texture = texture_from_resource(resource); if (texture->swapchain) allow_srgb_toggle = TRUE; } if (!(view->format = validate_resource_view(desc, resource, TRUE, allow_srgb_toggle))) return E_INVALIDARG; view->format_flags = view->format->flags[resource->gl_type]; view->desc = *desc; if (resource->type == WINED3D_RTYPE_BUFFER) { view->sub_resource_idx = 0; view->layer_count = 1; view->width = desc->u.buffer.count; view->height = 1; } else { struct wined3d_texture *texture = texture_from_resource(resource); view->sub_resource_idx = desc->u.texture.level_idx; if (resource->type != WINED3D_RTYPE_TEXTURE_3D) view->sub_resource_idx += desc->u.texture.layer_idx * texture->level_count; view->layer_count = desc->u.texture.layer_count; view->width = wined3d_texture_get_level_width(texture, desc->u.texture.level_idx); view->height = wined3d_texture_get_level_height(texture, desc->u.texture.level_idx); } wined3d_resource_incref(view->resource = resource); return WINED3D_OK; } HRESULT wined3d_rendertarget_view_no3d_init(struct wined3d_rendertarget_view *view_no3d, const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops) { TRACE("view_no3d %p, desc %s, resource %p, parent %p, parent_ops %p.\n", view_no3d, wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops); return wined3d_rendertarget_view_init(view_no3d, desc, resource, parent, parent_ops); } HRESULT wined3d_rendertarget_view_gl_init(struct wined3d_rendertarget_view_gl *view_gl, const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops) { HRESULT hr; TRACE("view_gl %p, desc %s, resource %p, parent %p, parent_ops %p.\n", view_gl, wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops); if (FAILED(hr = wined3d_rendertarget_view_init(&view_gl->v, desc, resource, parent, parent_ops))) return hr; wined3d_cs_init_object(resource->device->cs, wined3d_render_target_view_gl_cs_init, view_gl); return hr; } HRESULT wined3d_rendertarget_view_vk_init(struct wined3d_rendertarget_view_vk *view_vk, const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops) { TRACE("view_vk %p, desc %s, resource %p, parent %p, parent_ops %p.\n", view_vk, wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops); return wined3d_rendertarget_view_init(&view_vk->v, desc, resource, parent, parent_ops); } HRESULT CDECL wined3d_rendertarget_view_create(const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_rendertarget_view **view) { const struct wined3d_adapter_ops *adapter_ops; TRACE("desc %s, resource %p, parent %p, parent_ops %p, view %p.\n", wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops, view); adapter_ops = resource->device->adapter->adapter_ops; return adapter_ops->adapter_create_rendertarget_view(desc, resource, parent, parent_ops, view); } HRESULT CDECL wined3d_rendertarget_view_create_from_sub_resource(struct wined3d_texture *texture, unsigned int sub_resource_idx, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_rendertarget_view **view) { struct wined3d_view_desc desc; TRACE("texture %p, sub_resource_idx %u, parent %p, parent_ops %p, view %p.\n", texture, sub_resource_idx, parent, parent_ops, view); desc.format_id = texture->resource.format->id; desc.flags = 0; desc.u.texture.level_idx = sub_resource_idx % texture->level_count; desc.u.texture.level_count = 1; desc.u.texture.layer_idx = sub_resource_idx / texture->level_count; desc.u.texture.layer_count = 1; return wined3d_rendertarget_view_create(&desc, &texture->resource, parent, parent_ops, view); } ULONG CDECL wined3d_shader_resource_view_incref(struct wined3d_shader_resource_view *view) { ULONG refcount = InterlockedIncrement(&view->refcount); TRACE("%p increasing refcount to %u.\n", view, refcount); return refcount; } void wined3d_shader_resource_view_cleanup(struct wined3d_shader_resource_view *view) { /* Call wined3d_object_destroyed() before releasing the resource, * since releasing the resource may end up destroying the parent. */ view->parent_ops->wined3d_object_destroyed(view->parent); wined3d_resource_decref(view->resource); } ULONG CDECL wined3d_shader_resource_view_decref(struct wined3d_shader_resource_view *view) { ULONG refcount = InterlockedDecrement(&view->refcount); TRACE("%p decreasing refcount to %u.\n", view, refcount); if (!refcount) view->resource->device->adapter->adapter_ops->adapter_destroy_shader_resource_view(view); return refcount; } void * CDECL wined3d_shader_resource_view_get_parent(const struct wined3d_shader_resource_view *view) { TRACE("view %p.\n", view); return view->parent; } static void wined3d_shader_resource_view_gl_cs_init(void *object) { struct wined3d_shader_resource_view_gl *view_gl = object; struct wined3d_resource *resource = view_gl->v.resource; const struct wined3d_format *view_format; const struct wined3d_gl_info *gl_info; const struct wined3d_view_desc *desc; GLenum view_target; view_format = view_gl->v.format; gl_info = &resource->device->adapter->gl_info; desc = &view_gl->v.desc; if (resource->type == WINED3D_RTYPE_BUFFER) { struct wined3d_buffer *buffer = buffer_from_resource(resource); struct wined3d_context *context; context = context_acquire(resource->device, NULL, 0); create_buffer_view(&view_gl->gl_view, context, desc, buffer, view_format); context_release(context); } else { struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture_from_resource(resource)); GLenum resource_class, view_class; resource_class = wined3d_format_gl(resource->format)->view_class; view_class = wined3d_format_gl(view_format)->view_class; view_target = get_texture_view_target(gl_info, desc, texture_gl); if (resource->format->id == view_format->id && texture_gl->target == view_target && !desc->u.texture.level_idx && desc->u.texture.level_count == texture_gl->t.level_count && !desc->u.texture.layer_idx && desc->u.texture.layer_count == texture_gl->t.layer_count && !is_stencil_view_format(view_format)) { TRACE("Creating identity shader resource view.\n"); } else if (texture_gl->t.swapchain && texture_gl->t.swapchain->state.desc.backbuffer_count > 1) { FIXME("Swapchain shader resource views not supported.\n"); } else if (resource->format->typeless_id == view_format->typeless_id && resource_class == view_class) { create_texture_view(&view_gl->gl_view, view_target, desc, texture_gl, view_format); } else if (wined3d_format_is_depth_view(resource->format->id, view_format->id)) { create_texture_view(&view_gl->gl_view, view_target, desc, texture_gl, resource->format); } else { FIXME("Shader resource view not supported, resource format %s, view format %s.\n", debug_d3dformat(resource->format->id), debug_d3dformat(view_format->id)); } } } static HRESULT wined3d_shader_resource_view_init(struct wined3d_shader_resource_view *view, const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops) { view->refcount = 1; view->parent = parent; view->parent_ops = parent_ops; if (!(view->format = validate_resource_view(desc, resource, FALSE, FALSE))) return E_INVALIDARG; view->desc = *desc; wined3d_resource_incref(view->resource = resource); return WINED3D_OK; } HRESULT wined3d_shader_resource_view_gl_init(struct wined3d_shader_resource_view_gl *view_gl, const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops) { HRESULT hr; TRACE("view_gl %p, desc %s, resource %p, parent %p, parent_ops %p.\n", view_gl, wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops); if (FAILED(hr = wined3d_shader_resource_view_init(&view_gl->v, desc, resource, parent, parent_ops))) return hr; wined3d_cs_init_object(resource->device->cs, wined3d_shader_resource_view_gl_cs_init, view_gl); return hr; } HRESULT wined3d_shader_resource_view_vk_init(struct wined3d_shader_resource_view_vk *view_vk, const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops) { TRACE("view_vk %p, desc %s, resource %p, parent %p, parent_ops %p.\n", view_vk, wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops); return wined3d_shader_resource_view_init(&view_vk->v, desc, resource, parent, parent_ops); } HRESULT CDECL wined3d_shader_resource_view_create(const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader_resource_view **view) { const struct wined3d_adapter_ops *adapter_ops; TRACE("desc %s, resource %p, parent %p, parent_ops %p, view %p.\n", wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops, view); adapter_ops = resource->device->adapter->adapter_ops; return adapter_ops->adapter_create_shader_resource_view(desc, resource, parent, parent_ops, view); } void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl *view_gl, unsigned int unit, struct wined3d_sampler_gl *sampler_gl, struct wined3d_context_gl *context_gl) { const struct wined3d_gl_info *gl_info = context_gl->gl_info; struct wined3d_texture_gl *texture_gl; wined3d_context_gl_active_texture(context_gl, gl_info, unit); if (view_gl->gl_view.name) { wined3d_context_gl_bind_texture(context_gl, view_gl->gl_view.target, view_gl->gl_view.name); wined3d_sampler_gl_bind(sampler_gl, unit, NULL, context_gl); return; } if (view_gl->v.resource->type == WINED3D_RTYPE_BUFFER) { FIXME("Buffer shader resources not supported.\n"); return; } texture_gl = wined3d_texture_gl(wined3d_texture_from_resource(view_gl->v.resource)); wined3d_texture_gl_bind(texture_gl, context_gl, FALSE); wined3d_sampler_gl_bind(sampler_gl, unit, texture_gl, context_gl); } /* Context activation is done by the caller. */ static void shader_resource_view_gl_bind_and_dirtify(struct wined3d_shader_resource_view_gl *view_gl, struct wined3d_context_gl *context_gl) { if (context_gl->active_texture < ARRAY_SIZE(context_gl->rev_tex_unit_map)) { unsigned int active_sampler = context_gl->rev_tex_unit_map[context_gl->active_texture]; if (active_sampler != WINED3D_UNMAPPED_STAGE) context_invalidate_state(&context_gl->c, STATE_SAMPLER(active_sampler)); } /* FIXME: Ideally we'd only do this when touching a binding that's used by * a shader. */ context_invalidate_compute_state(&context_gl->c, STATE_COMPUTE_SHADER_RESOURCE_BINDING); context_invalidate_state(&context_gl->c, STATE_GRAPHICS_SHADER_RESOURCE_BINDING); wined3d_context_gl_bind_texture(context_gl, view_gl->gl_view.target, view_gl->gl_view.name); } void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *view) { struct wined3d_shader_resource_view_gl *view_gl = wined3d_shader_resource_view_gl(view); unsigned int i, j, layer_count, level_count, base_level, max_level; const struct wined3d_gl_info *gl_info; struct wined3d_texture_gl *texture_gl; struct wined3d_context_gl *context_gl; struct wined3d_context *context; struct gl_texture *gl_tex; DWORD location; BOOL srgb; TRACE("view %p.\n", view); context = context_acquire(view_gl->v.resource->device, NULL, 0); context_gl = wined3d_context_gl(context); gl_info = context_gl->gl_info; layer_count = view_gl->v.desc.u.texture.layer_count; level_count = view_gl->v.desc.u.texture.level_count; base_level = view_gl->v.desc.u.texture.level_idx; max_level = base_level + level_count - 1; texture_gl = wined3d_texture_gl(texture_from_resource(view_gl->v.resource)); srgb = !!(texture_gl->t.flags & WINED3D_TEXTURE_IS_SRGB); location = srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB; for (i = 0; i < layer_count; ++i) wined3d_texture_load_location(&texture_gl->t, i * level_count + base_level, context, location); if (view_gl->gl_view.name) { shader_resource_view_gl_bind_and_dirtify(view_gl, context_gl); } else { wined3d_texture_gl_bind_and_dirtify(texture_gl, context_gl, srgb); gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->target, GL_TEXTURE_BASE_LEVEL, base_level); gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->target, GL_TEXTURE_MAX_LEVEL, max_level); } if (gl_info->supported[ARB_SAMPLER_OBJECTS]) GL_EXTCALL(glBindSampler(context_gl->active_texture, 0)); gl_tex = wined3d_texture_gl_get_gl_texture(texture_gl, srgb); if (context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL) { gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->target, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT); gl_tex->sampler_desc.srgb_decode = FALSE; } gl_info->fbo_ops.glGenerateMipmap(texture_gl->target); checkGLcall("glGenerateMipMap()"); for (i = 0; i < layer_count; ++i) { for (j = base_level + 1; j <= max_level; ++j) { wined3d_texture_validate_location(&texture_gl->t, i * level_count + j, location); wined3d_texture_invalidate_location(&texture_gl->t, i * level_count + j, ~location); } } if (!view_gl->gl_view.name) { gl_tex->base_level = base_level; gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->target, GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1); } context_release(context); } void CDECL wined3d_shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *view) { struct wined3d_texture *texture; TRACE("view %p.\n", view); if (view->resource->type == WINED3D_RTYPE_BUFFER) { WARN("Called on buffer resource %p.\n", view->resource); return; } texture = texture_from_resource(view->resource); if (!(texture->flags & WINED3D_TEXTURE_GENERATE_MIPMAPS)) { WARN("Texture without the WINED3D_TEXTURE_GENERATE_MIPMAPS flag, ignoring.\n"); return; } wined3d_cs_emit_generate_mipmaps(view->resource->device->cs, view); } ULONG CDECL wined3d_unordered_access_view_incref(struct wined3d_unordered_access_view *view) { ULONG refcount = InterlockedIncrement(&view->refcount); TRACE("%p increasing refcount to %u.\n", view, refcount); return refcount; } void wined3d_unordered_access_view_cleanup(struct wined3d_unordered_access_view *view) { /* Call wined3d_object_destroyed() before releasing the resource, * since releasing the resource may end up destroying the parent. */ view->parent_ops->wined3d_object_destroyed(view->parent); wined3d_resource_decref(view->resource); } ULONG CDECL wined3d_unordered_access_view_decref(struct wined3d_unordered_access_view *view) { ULONG refcount = InterlockedDecrement(&view->refcount); TRACE("%p decreasing refcount to %u.\n", view, refcount); if (!refcount) view->resource->device->adapter->adapter_ops->adapter_destroy_unordered_access_view(view); return refcount; } void * CDECL wined3d_unordered_access_view_get_parent(const struct wined3d_unordered_access_view *view) { TRACE("view %p.\n", view); return view->parent; } void wined3d_unordered_access_view_invalidate_location(struct wined3d_unordered_access_view *view, DWORD location) { wined3d_view_invalidate_location(view->resource, &view->desc, location); } void wined3d_unordered_access_view_clear_uint(struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value, struct wined3d_context *context) { struct wined3d_context_gl *context_gl = wined3d_context_gl(context); const struct wined3d_gl_info *gl_info = context_gl->gl_info; const struct wined3d_format_gl *format; struct wined3d_buffer_gl *buffer_gl; struct wined3d_resource *resource; unsigned int offset, size; resource = view->resource; if (resource->type != WINED3D_RTYPE_BUFFER) { FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type)); return; } if (!gl_info->supported[ARB_CLEAR_BUFFER_OBJECT]) { FIXME("OpenGL implementation does not support ARB_clear_buffer_object.\n"); return; } format = wined3d_format_gl(view->format); if (format->f.id != WINED3DFMT_R32_UINT && format->f.id != WINED3DFMT_R32_SINT && format->f.id != WINED3DFMT_R32G32B32A32_UINT && format->f.id != WINED3DFMT_R32G32B32A32_SINT) { FIXME("Not implemented for format %s.\n", debug_d3dformat(format->f.id)); return; } buffer_gl = wined3d_buffer_gl(buffer_from_resource(resource)); wined3d_buffer_load_location(&buffer_gl->b, context, WINED3D_LOCATION_BUFFER); wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_BUFFER); get_buffer_view_range(&buffer_gl->b, &view->desc, &format->f, &offset, &size); wined3d_context_gl_bind_bo(context_gl, buffer_gl->buffer_type_hint, buffer_gl->buffer_object); GL_EXTCALL(glClearBufferSubData(buffer_gl->buffer_type_hint, format->internal, offset, size, format->format, format->type, clear_value)); checkGLcall("clear unordered access view"); } void wined3d_unordered_access_view_set_counter(struct wined3d_unordered_access_view *view, unsigned int value) { struct wined3d_unordered_access_view_gl *view_gl = wined3d_unordered_access_view_gl(view); const struct wined3d_gl_info *gl_info; struct wined3d_context *context; if (!view_gl->counter_bo) return; context = context_acquire(view_gl->v.resource->device, NULL, 0); gl_info = wined3d_context_gl(context)->gl_info; GL_EXTCALL(glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, view_gl->counter_bo)); GL_EXTCALL(glBufferSubData(GL_ATOMIC_COUNTER_BUFFER, 0, sizeof(value), &value)); checkGLcall("set atomic counter"); context_release(context); } void wined3d_unordered_access_view_copy_counter(struct wined3d_unordered_access_view *view, struct wined3d_buffer *buffer, unsigned int offset, struct wined3d_context *context) { struct wined3d_unordered_access_view_gl *view_gl = wined3d_unordered_access_view_gl(view); struct wined3d_context_gl *context_gl = wined3d_context_gl(context); struct wined3d_bo_address dst, src; DWORD dst_location; if (!view_gl->counter_bo) return; dst_location = wined3d_buffer_get_memory(buffer, &dst, buffer->locations); dst.addr += offset; src.buffer_object = view_gl->counter_bo; src.addr = NULL; wined3d_context_gl_copy_bo_address(context_gl, &dst, wined3d_buffer_gl(buffer)->buffer_type_hint, &src, GL_ATOMIC_COUNTER_BUFFER, sizeof(GLuint)); wined3d_buffer_invalidate_location(buffer, ~dst_location); } static void wined3d_unordered_access_view_gl_cs_init(void *object) { struct wined3d_unordered_access_view_gl *view_gl = object; struct wined3d_resource *resource = view_gl->v.resource; struct wined3d_view_desc *desc = &view_gl->v.desc; const struct wined3d_gl_info *gl_info; gl_info = &resource->device->adapter->gl_info; if (resource->type == WINED3D_RTYPE_BUFFER) { struct wined3d_buffer *buffer = buffer_from_resource(resource); struct wined3d_context *context; context = context_acquire(resource->device, NULL, 0); gl_info = wined3d_context_gl(context)->gl_info; create_buffer_view(&view_gl->gl_view, context, desc, buffer, view_gl->v.format); if (desc->flags & (WINED3D_VIEW_BUFFER_COUNTER | WINED3D_VIEW_BUFFER_APPEND)) { static const GLuint initial_value = 0; GL_EXTCALL(glGenBuffers(1, &view_gl->counter_bo)); GL_EXTCALL(glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, view_gl->counter_bo)); GL_EXTCALL(glBufferData(GL_ATOMIC_COUNTER_BUFFER, sizeof(initial_value), &initial_value, GL_STATIC_DRAW)); checkGLcall("create atomic counter buffer"); } context_release(context); } else { struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture_from_resource(resource)); unsigned int depth_or_layer_count; if (resource->type == WINED3D_RTYPE_TEXTURE_3D) depth_or_layer_count = wined3d_texture_get_level_depth(&texture_gl->t, desc->u.texture.level_idx); else depth_or_layer_count = texture_gl->t.layer_count; if (desc->u.texture.layer_idx || desc->u.texture.layer_count != depth_or_layer_count) { create_texture_view(&view_gl->gl_view, get_texture_view_target(gl_info, desc, texture_gl), desc, texture_gl, view_gl->v.format); } } } static HRESULT wined3d_unordered_access_view_init(struct wined3d_unordered_access_view *view, const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops) { view->refcount = 1; view->parent = parent; view->parent_ops = parent_ops; if (!(view->format = validate_resource_view(desc, resource, TRUE, FALSE))) return E_INVALIDARG; view->desc = *desc; wined3d_resource_incref(view->resource = resource); return WINED3D_OK; } HRESULT wined3d_unordered_access_view_gl_init(struct wined3d_unordered_access_view_gl *view_gl, const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops) { HRESULT hr; TRACE("view_gl %p, desc %s, resource %p, parent %p, parent_ops %p.\n", view_gl, wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops); if (FAILED(hr = wined3d_unordered_access_view_init(&view_gl->v, desc, resource, parent, parent_ops))) return hr; wined3d_cs_init_object(resource->device->cs, wined3d_unordered_access_view_gl_cs_init, view_gl); return hr; } HRESULT wined3d_unordered_access_view_vk_init(struct wined3d_unordered_access_view_vk *view_vk, const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops) { TRACE("view_vk %p, desc %s, resource %p, parent %p, parent_ops %p.\n", view_vk, wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops); return wined3d_unordered_access_view_init(&view_vk->v, desc, resource, parent, parent_ops); } HRESULT CDECL wined3d_unordered_access_view_create(const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_unordered_access_view **view) { const struct wined3d_adapter_ops *adapter_ops; TRACE("desc %s, resource %p, parent %p, parent_ops %p, view %p.\n", wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops, view); adapter_ops = resource->device->adapter->adapter_ops; return adapter_ops->adapter_create_unordered_access_view(desc, resource, parent, parent_ops, view); }