/* * Copyright 2002-2005 Jason Edmeades * Copyright 2002-2005 Raphael Junqueira * Copyright 2005 Oliver Stieber * Copyright 2009-2011 Henri Verbeet for CodeWeavers * Copyright 2013 Stefan Dösinger 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); static BOOL volume_prepare_system_memory(struct wined3d_volume *volume) { if (volume->resource.heap_memory) return TRUE; if (!wined3d_resource_allocate_sysmem(&volume->resource)) { ERR("Failed to allocate system memory.\n"); return FALSE; } return TRUE; } /* Context activation is done by the caller. Context may be NULL in * WINED3D_NO3D mode. */ BOOL wined3d_volume_prepare_location(struct wined3d_volume *volume, struct wined3d_context *context, DWORD location) { struct wined3d_texture *texture = volume->container; switch (location) { case WINED3D_LOCATION_SYSMEM: return volume_prepare_system_memory(volume); case WINED3D_LOCATION_BUFFER: wined3d_texture_prepare_buffer_object(texture, volume->texture_level, context->gl_info); return TRUE; case WINED3D_LOCATION_TEXTURE_RGB: wined3d_texture_prepare_texture(texture, context, FALSE); return TRUE; case WINED3D_LOCATION_TEXTURE_SRGB: wined3d_texture_prepare_texture(texture, context, TRUE); return TRUE; default: ERR("Invalid location %s.\n", wined3d_debug_location(location)); return FALSE; } } /* This call just uploads data, the caller is responsible for binding the * correct texture. */ /* Context activation is done by the caller. */ void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wined3d_context *context, const struct wined3d_const_bo_address *data) { const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_texture *texture = volume->container; const struct wined3d_format *format = texture->resource.format; unsigned int width, height, depth; const void *mem = data->addr; void *converted_mem = NULL; TRACE("volume %p, context %p, level %u, format %s (%#x).\n", volume, context, volume->texture_level, debug_d3dformat(format->id), format->id); width = wined3d_texture_get_level_width(texture, volume->texture_level); height = wined3d_texture_get_level_height(texture, volume->texture_level); depth = wined3d_texture_get_level_depth(texture, volume->texture_level); if (format->convert) { UINT dst_row_pitch, dst_slice_pitch; UINT src_row_pitch, src_slice_pitch; if (data->buffer_object) ERR("Loading a converted volume from a PBO.\n"); if (texture->resource.format_flags & WINED3DFMT_FLAG_BLOCKS) ERR("Converting a block-based format.\n"); dst_row_pitch = width * format->conv_byte_count; dst_slice_pitch = dst_row_pitch * height; wined3d_texture_get_pitch(texture, volume->texture_level, &src_row_pitch, &src_slice_pitch); converted_mem = HeapAlloc(GetProcessHeap(), 0, dst_slice_pitch * depth); format->convert(data->addr, converted_mem, src_row_pitch, src_slice_pitch, dst_row_pitch, dst_slice_pitch, width, height, depth); mem = converted_mem; } if (data->buffer_object) { GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, data->buffer_object)); checkGLcall("glBindBuffer"); } GL_EXTCALL(glTexSubImage3D(GL_TEXTURE_3D, volume->texture_level, 0, 0, 0, width, height, depth, format->glFormat, format->glType, mem)); checkGLcall("glTexSubImage3D"); if (data->buffer_object) { GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0)); checkGLcall("glBindBuffer"); } HeapFree(GetProcessHeap(), 0, converted_mem); } /* Context activation is done by the caller. */ static void wined3d_volume_download_data(struct wined3d_volume *volume, const struct wined3d_context *context, const struct wined3d_bo_address *data) { const struct wined3d_format *format = volume->container->resource.format; const struct wined3d_gl_info *gl_info = context->gl_info; if (format->convert) { FIXME("Attempting to download a converted volume, format %s.\n", debug_d3dformat(format->id)); return; } if (data->buffer_object) { GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data->buffer_object)); checkGLcall("glBindBuffer"); } gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_3D, volume->texture_level, format->glFormat, format->glType, data->addr); checkGLcall("glGetTexImage"); if (data->buffer_object) { GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0)); checkGLcall("glBindBuffer"); } } static void wined3d_volume_evict_sysmem(struct wined3d_volume *volume) { wined3d_resource_free_sysmem(&volume->resource); wined3d_texture_invalidate_location(volume->container, volume->texture_level, WINED3D_LOCATION_SYSMEM); } static DWORD volume_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_TEXTURE_RGB: case WINED3D_LOCATION_TEXTURE_SRGB: return WINED3D_RESOURCE_ACCESS_GPU; default: FIXME("Unhandled location %#x.\n", location); return 0; } } /* Context activation is done by the caller. */ static void wined3d_volume_srgb_transfer(struct wined3d_volume *volume, struct wined3d_context *context, BOOL dest_is_srgb) { struct wined3d_bo_address data; /* Optimizations are possible, but the effort should be put into either * implementing EXT_SRGB_DECODE in the driver or finding out why we * picked the wrong copy for the original upload and fixing that. * * Also keep in mind that we want to avoid using resource.heap_memory * for DEFAULT pool surfaces. */ WARN_(d3d_perf)("Performing slow rgb/srgb volume transfer.\n"); data.buffer_object = 0; data.addr = HeapAlloc(GetProcessHeap(), 0, volume->resource.size); if (!data.addr) return; wined3d_texture_bind_and_dirtify(volume->container, context, !dest_is_srgb); wined3d_volume_download_data(volume, context, &data); wined3d_texture_bind_and_dirtify(volume->container, context, dest_is_srgb); wined3d_volume_upload_data(volume, context, wined3d_const_bo_address(&data)); HeapFree(GetProcessHeap(), 0, data.addr); } static BOOL wined3d_volume_can_evict(const struct wined3d_volume *volume) { struct wined3d_texture *texture = volume->container; if (texture->resource.pool != WINED3D_POOL_MANAGED) return FALSE; if (texture->download_count >= 10) return FALSE; if (texture->resource.format->convert) return FALSE; return TRUE; } /* Context activation is done by the caller. */ BOOL wined3d_volume_load_location(struct wined3d_volume *volume, struct wined3d_context *context, DWORD location) { DWORD required_access = volume_access_from_location(location); unsigned int sub_resource_idx = volume->texture_level; struct wined3d_texture *texture = volume->container; struct wined3d_texture_sub_resource *sub_resource; sub_resource = &texture->sub_resources[sub_resource_idx]; TRACE("Volume %p, loading %s, have %s.\n", volume, wined3d_debug_location(location), wined3d_debug_location(sub_resource->locations)); if ((sub_resource->locations & location) == location) { TRACE("Location(s) already up to date.\n"); return TRUE; } if ((texture->resource.access_flags & required_access) != required_access) { ERR("Operation requires %#x access, but volume only has %#x.\n", required_access, texture->resource.access_flags); return FALSE; } if (!wined3d_volume_prepare_location(volume, context, location)) return FALSE; if (sub_resource->locations & WINED3D_LOCATION_DISCARDED) { TRACE("Volume previously discarded, nothing to do.\n"); wined3d_texture_validate_location(texture, sub_resource_idx, location); wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED); goto done; } switch (location) { case WINED3D_LOCATION_TEXTURE_RGB: case WINED3D_LOCATION_TEXTURE_SRGB: if (sub_resource->locations & WINED3D_LOCATION_SYSMEM) { struct wined3d_const_bo_address data = {0, volume->resource.heap_memory}; wined3d_texture_bind_and_dirtify(texture, context, location == WINED3D_LOCATION_TEXTURE_SRGB); wined3d_volume_upload_data(volume, context, &data); } else if (sub_resource->locations & WINED3D_LOCATION_BUFFER) { struct wined3d_const_bo_address data = {sub_resource->buffer_object, NULL}; wined3d_texture_bind_and_dirtify(texture, context, location == WINED3D_LOCATION_TEXTURE_SRGB); wined3d_volume_upload_data(volume, context, &data); } else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB) { wined3d_volume_srgb_transfer(volume, context, TRUE); } else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_SRGB) { wined3d_volume_srgb_transfer(volume, context, FALSE); } else { FIXME("Implement texture loading from %s.\n", wined3d_debug_location(sub_resource->locations)); return FALSE; } break; case WINED3D_LOCATION_SYSMEM: if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB)) { struct wined3d_bo_address data = {0, volume->resource.heap_memory}; if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB) wined3d_texture_bind_and_dirtify(texture, context, FALSE); else wined3d_texture_bind_and_dirtify(texture, context, TRUE); wined3d_volume_download_data(volume, context, &data); ++texture->download_count; } else { FIXME("Implement WINED3D_LOCATION_SYSMEM loading from %s.\n", wined3d_debug_location(sub_resource->locations)); return FALSE; } break; case WINED3D_LOCATION_BUFFER: if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB)) { struct wined3d_bo_address data = {sub_resource->buffer_object, NULL}; if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB) wined3d_texture_bind_and_dirtify(texture, context, FALSE); else wined3d_texture_bind_and_dirtify(texture, context, TRUE); wined3d_volume_download_data(volume, context, &data); } else { FIXME("Implement WINED3D_LOCATION_BUFFER loading from %s.\n", wined3d_debug_location(sub_resource->locations)); return FALSE; } break; default: FIXME("Implement %s loading from %s.\n", wined3d_debug_location(location), wined3d_debug_location(sub_resource->locations)); return FALSE; } done: wined3d_texture_validate_location(texture, sub_resource_idx, location); if (location != WINED3D_LOCATION_SYSMEM && wined3d_volume_can_evict(volume)) wined3d_volume_evict_sysmem(volume); return TRUE; } void wined3d_volume_cleanup(struct wined3d_volume *volume) { TRACE("volume %p.\n", volume); resource_cleanup(&volume->resource); } static void volume_unload(struct wined3d_resource *resource) { struct wined3d_volume *volume = volume_from_resource(resource); struct wined3d_texture *texture = volume->container; struct wined3d_device *device = texture->resource.device; struct wined3d_context *context; if (texture->resource.pool == WINED3D_POOL_DEFAULT) ERR("Unloading DEFAULT pool volume.\n"); TRACE("texture %p.\n", resource); context = context_acquire(device, NULL); if (wined3d_volume_load_location(volume, context, WINED3D_LOCATION_SYSMEM)) { wined3d_texture_invalidate_location(texture, volume->texture_level, ~WINED3D_LOCATION_SYSMEM); } else { ERR("Out of memory when unloading volume %p.\n", volume); wined3d_texture_validate_location(texture, volume->texture_level, WINED3D_LOCATION_DISCARDED); wined3d_texture_invalidate_location(texture, volume->texture_level, ~WINED3D_LOCATION_DISCARDED); } context_release(context); /* The texture name is managed by the container. */ resource_unload(resource); } static ULONG volume_resource_incref(struct wined3d_resource *resource) { struct wined3d_volume *volume = volume_from_resource(resource); TRACE("Forwarding to container %p.\n", volume->container); return wined3d_texture_incref(volume->container); } static ULONG volume_resource_decref(struct wined3d_resource *resource) { struct wined3d_volume *volume = volume_from_resource(resource); TRACE("Forwarding to container %p.\n", volume->container); return wined3d_texture_decref(volume->container); } static HRESULT volume_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) { ERR("Not supported on sub-resources.\n"); return WINED3DERR_INVALIDCALL; } static HRESULT volume_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx) { ERR("Not supported on sub-resources.\n"); return WINED3DERR_INVALIDCALL; } static const struct wined3d_resource_ops volume_resource_ops = { volume_resource_incref, volume_resource_decref, volume_unload, volume_resource_sub_resource_map, volume_resource_sub_resource_unmap, }; HRESULT wined3d_volume_init(struct wined3d_volume *volume, struct wined3d_texture *container, const struct wined3d_resource_desc *desc, UINT level) { struct wined3d_device *device = container->resource.device; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; const struct wined3d_format *format = wined3d_get_format(gl_info, desc->format); HRESULT hr; UINT size; /* TODO: Write tests for other resources and move this check * to resource_init, if applicable. */ if (desc->usage & WINED3DUSAGE_DYNAMIC && (desc->pool == WINED3D_POOL_MANAGED || desc->pool == WINED3D_POOL_SCRATCH)) { WARN("Attempted to create a DYNAMIC texture in pool %s.\n", debug_d3dpool(desc->pool)); return WINED3DERR_INVALIDCALL; } size = wined3d_format_calculate_size(format, device->surface_alignment, desc->width, desc->height, desc->depth); if (FAILED(hr = resource_init(&volume->resource, device, WINED3D_RTYPE_VOLUME, format, WINED3D_MULTISAMPLE_NONE, 0, desc->usage, desc->pool, desc->width, desc->height, desc->depth, size, NULL, &wined3d_null_parent_ops, &volume_resource_ops))) { WARN("Failed to initialize resource, returning %#x.\n", hr); return hr; } volume->texture_level = level; container->sub_resources[level].locations = WINED3D_LOCATION_DISCARDED; if (wined3d_texture_use_pbo(container, gl_info)) { wined3d_resource_free_sysmem(&volume->resource); volume->resource.map_binding = WINED3D_LOCATION_BUFFER; } volume->container = container; return WINED3D_OK; }