/* * Copyright 2009, 2011 Henri Verbeet for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA * */ #include "config.h" #include "wine/port.h" #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); ULONG CDECL wined3d_rendertarget_view_incref(struct wined3d_rendertarget_view *view) { ULONG refcount = InterlockedIncrement(&view->refcount); TRACE("%p increasing refcount to %u.\n", view, refcount); return refcount; } static void wined3d_rendertarget_view_destroy_object(void *object) { HeapFree(GetProcessHeap(), 0, object); } ULONG CDECL wined3d_rendertarget_view_decref(struct wined3d_rendertarget_view *view) { ULONG refcount = InterlockedDecrement(&view->refcount); TRACE("%p decreasing refcount to %u.\n", view, refcount); if (!refcount) { struct wined3d_resource *resource = view->resource; struct wined3d_device *device = resource->device; /* Call wined3d_object_destroyed() before releasing the resource, * since releasing the resource may end up destroying the parent. */ view->parent_ops->wined3d_object_destroyed(view->parent); wined3d_cs_emit_destroy_object(device->cs, wined3d_rendertarget_view_destroy_object, view); wined3d_resource_decref(resource); } return refcount; } void * CDECL wined3d_rendertarget_view_get_parent(const struct wined3d_rendertarget_view *view) { TRACE("view %p.\n", view); return view->parent; } void * CDECL wined3d_rendertarget_view_get_sub_resource_parent(const struct wined3d_rendertarget_view *view) { struct wined3d_texture *texture; TRACE("view %p.\n", view); if (view->resource->type == WINED3D_RTYPE_BUFFER) return wined3d_buffer_get_parent(buffer_from_resource(view->resource)); texture = texture_from_resource(view->resource); return texture->sub_resources[view->sub_resource_idx].parent; } void CDECL wined3d_rendertarget_view_set_parent(struct wined3d_rendertarget_view *view, void *parent) { TRACE("view %p, parent %p.\n", view, parent); view->parent = parent; } struct wined3d_resource * CDECL wined3d_rendertarget_view_get_resource(const struct wined3d_rendertarget_view *view) { TRACE("view %p.\n", view); return view->resource; } void wined3d_rendertarget_view_get_drawable_size(const struct wined3d_rendertarget_view *view, const struct wined3d_context *context, unsigned int *width, unsigned int *height) { const struct wined3d_texture *texture; if (view->resource->type != WINED3D_RTYPE_TEXTURE_2D) { FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(view->resource->type)); *width = 0; *height = 0; 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 = context->current_rt.texture->resource.width; *height = context->current_rt.texture->resource.height; } else if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) { const struct wined3d_swapchain *swapchain = context->swapchain; /* The drawable size of a backbuffer / aux buffer offscreen target is * the size of the current context's drawable, which is the size of * the back buffer of the swapchain the active context belongs to. */ *width = swapchain->desc.backbuffer_width; *height = swapchain->desc.backbuffer_height; } else { struct wined3d_surface *rt; /* The drawable size of an FBO target is the OpenGL texture size, * which is the power of two size. */ rt = context->current_rt.texture->sub_resources[context->current_rt.sub_resource_idx].u.surface; *width = wined3d_texture_get_level_pow2_width(rt->container, rt->texture_level); *height = wined3d_texture_get_level_pow2_height(rt->container, rt->texture_level); } } static HRESULT wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *view, const struct wined3d_rendertarget_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops) { const struct wined3d_gl_info *gl_info = &resource->device->adapter->gl_info; view->refcount = 1; view->parent = parent; view->parent_ops = parent_ops; view->format = wined3d_get_format(gl_info, desc->format_id); view->format_flags = view->format->flags[resource->gl_type]; if (wined3d_format_is_typeless(view->format)) { WARN("Trying to create view for typeless format %s.\n", debug_d3dformat(view->format->id)); return E_INVALIDARG; } if (resource->type == WINED3D_RTYPE_BUFFER) { view->sub_resource_idx = 0; view->buffer_offset = desc->u.buffer.start_idx; view->width = desc->u.buffer.count; view->height = 1; view->depth = 1; } else { struct wined3d_texture *texture = texture_from_resource(resource); unsigned int depth_or_layer_count; if (resource->type == WINED3D_RTYPE_TEXTURE_3D) depth_or_layer_count = wined3d_texture_get_level_depth(texture, desc->u.texture.level_idx); else depth_or_layer_count = texture->layer_count; if (desc->u.texture.level_idx >= texture->level_count || desc->u.texture.layer_idx >= depth_or_layer_count || !desc->u.texture.layer_count || desc->u.texture.layer_count > depth_or_layer_count - desc->u.texture.layer_idx) return E_INVALIDARG; 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->buffer_offset = 0; 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); view->depth = desc->u.texture.layer_count; } wined3d_resource_incref(view->resource = resource); return WINED3D_OK; } HRESULT CDECL wined3d_rendertarget_view_create(const struct wined3d_rendertarget_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_rendertarget_view **view) { struct wined3d_rendertarget_view *object; HRESULT hr; TRACE("desc %p, resource %p, parent %p, parent_ops %p, view %p.\n", desc, resource, parent, parent_ops, view); if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)))) return E_OUTOFMEMORY; if (FAILED(hr = wined3d_rendertarget_view_init(object, desc, resource, parent, parent_ops))) { HeapFree(GetProcessHeap(), 0, object); WARN("Failed to initialise view, hr %#x.\n", hr); return hr; } TRACE("Created render target view %p.\n", object); *view = object; return hr; } HRESULT CDECL wined3d_rendertarget_view_create_from_sub_resource(struct wined3d_texture *texture, unsigned int sub_resource_idx, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_rendertarget_view **view) { struct wined3d_rendertarget_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.u.texture.level_idx = sub_resource_idx % texture->level_count; desc.u.texture.layer_idx = sub_resource_idx / texture->level_count; desc.u.texture.layer_count = 1; return wined3d_rendertarget_view_create(&desc, &texture->resource, parent, parent_ops, view); } ULONG CDECL wined3d_shader_resource_view_incref(struct wined3d_shader_resource_view *view) { ULONG refcount = InterlockedIncrement(&view->refcount); TRACE("%p increasing refcount to %u.\n", view, refcount); return refcount; } static void wined3d_shader_resource_view_destroy_object(void *object) { struct wined3d_shader_resource_view *view = object; if (view->object) { const struct wined3d_gl_info *gl_info; struct wined3d_context *context; context = context_acquire(view->resource->device, NULL); gl_info = context->gl_info; gl_info->gl_ops.gl.p_glDeleteTextures(1, &view->object); checkGLcall("glDeleteTextures"); context_release(context); } HeapFree(GetProcessHeap(), 0, view); } ULONG CDECL wined3d_shader_resource_view_decref(struct wined3d_shader_resource_view *view) { ULONG refcount = InterlockedDecrement(&view->refcount); TRACE("%p decreasing refcount to %u.\n", view, refcount); if (!refcount) { struct wined3d_resource *resource = view->resource; struct wined3d_device *device = resource->device; /* Call wined3d_object_destroyed() before releasing the resource, * since releasing the resource may end up destroying the parent. */ view->parent_ops->wined3d_object_destroyed(view->parent); wined3d_cs_emit_destroy_object(device->cs, wined3d_shader_resource_view_destroy_object, view); wined3d_resource_decref(resource); } return refcount; } void * CDECL wined3d_shader_resource_view_get_parent(const struct wined3d_shader_resource_view *view) { TRACE("view %p.\n", view); return view->parent; } static void wined3d_shader_resource_view_create_texture_view(struct wined3d_shader_resource_view *view, const struct wined3d_shader_resource_view_desc *desc, struct wined3d_texture *texture, const struct wined3d_format *view_format) { const struct wined3d_gl_info *gl_info; struct wined3d_context *context; struct gl_texture *gl_texture; context = context_acquire(texture->resource.device, NULL); gl_info = context->gl_info; if (!gl_info->supported[ARB_TEXTURE_VIEW]) { context_release(context); FIXME("OpenGL implementation does not support texture views.\n"); return; } wined3d_texture_prepare_texture(texture, context, FALSE); gl_texture = wined3d_texture_get_gl_texture(texture, FALSE); gl_info->gl_ops.gl.p_glGenTextures(1, &view->object); GL_EXTCALL(glTextureView(view->object, view->target, gl_texture->name, view_format->glInternal, desc->u.texture.level_idx, desc->u.texture.level_count, desc->u.texture.layer_idx, desc->u.texture.layer_count)); checkGLcall("Create texture view"); context_release(context); } static HRESULT wined3d_shader_resource_view_init(struct wined3d_shader_resource_view *view, const struct wined3d_shader_resource_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops) { static const struct { GLenum texture_target; unsigned int view_flags; GLenum view_target; } view_types[] = { {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_3D, 0, GL_TEXTURE_3D}, }; const struct wined3d_gl_info *gl_info = &resource->device->adapter->gl_info; const struct wined3d_format *view_format; view_format = wined3d_get_format(gl_info, desc->format_id); if (wined3d_format_is_typeless(view_format)) { WARN("Trying to create view for typeless format %s.\n", debug_d3dformat(view_format->id)); return E_INVALIDARG; } view->refcount = 1; view->parent = parent; view->parent_ops = parent_ops; view->target = GL_NONE; view->object = 0; if (resource->type == WINED3D_RTYPE_BUFFER) { FIXME("Buffer shader resource views not supported.\n"); } else { struct wined3d_texture *texture = texture_from_resource(resource); unsigned int i; if (!desc->u.texture.level_count || 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 >= texture->layer_count || desc->u.texture.layer_count > texture->layer_count - desc->u.texture.layer_idx) return E_INVALIDARG; view->target = texture->target; for (i = 0; i < ARRAY_SIZE(view_types); ++i) { if (view_types[i].texture_target == texture->target && view_types[i].view_flags == desc->flags) { view->target = view_types[i].view_target; break; } } if (i == ARRAY_SIZE(view_types)) FIXME("Unhandled view flags %#x for texture target %#x.\n", desc->flags, texture->target); if (resource->format->id == view_format->id && texture->target == view->target && !desc->u.texture.level_idx && desc->u.texture.level_count == texture->level_count && !desc->u.texture.layer_idx && desc->u.texture.layer_count == texture->layer_count) { TRACE("Creating identity shader resource view.\n"); } else if (texture->swapchain && texture->swapchain->desc.backbuffer_count > 1) { FIXME("Swapchain shader resource views not supported.\n"); } else if (resource->format->typeless_id == view_format->typeless_id && resource->format->gl_view_class == view_format->gl_view_class) { wined3d_shader_resource_view_create_texture_view(view, desc, texture, view_format); } else { FIXME("Shader resource view not supported, resource format %s, view format %s.\n", debug_d3dformat(resource->format->id), debug_d3dformat(view_format->id)); } } wined3d_resource_incref(view->resource = resource); return WINED3D_OK; } HRESULT CDECL wined3d_shader_resource_view_create(const struct wined3d_shader_resource_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader_resource_view **view) { struct wined3d_shader_resource_view *object; HRESULT hr; TRACE("desc %p, resource %p, parent %p, parent_ops %p, view %p.\n", desc, resource, parent, parent_ops, view); if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)))) return E_OUTOFMEMORY; if (FAILED(hr = wined3d_shader_resource_view_init(object, desc, resource, parent, parent_ops))) { HeapFree(GetProcessHeap(), 0, object); WARN("Failed to initialise view, hr %#x.\n", hr); return hr; } TRACE("Created shader resource view %p.\n", object); *view = object; return WINED3D_OK; } void wined3d_shader_resource_view_bind(struct wined3d_shader_resource_view *view, struct wined3d_context *context) { struct wined3d_texture *texture; if (view->object) { context_bind_texture(context, view->target, view->object); return; } if (view->resource->type == WINED3D_RTYPE_BUFFER) { FIXME("Buffer shader resources not supported.\n"); return; } texture = wined3d_texture_from_resource(view->resource); wined3d_texture_bind(texture, context, FALSE); } ULONG CDECL wined3d_unordered_access_view_incref(struct wined3d_unordered_access_view *view) { ULONG refcount = InterlockedIncrement(&view->refcount); TRACE("%p increasing refcount to %u.\n", view, refcount); return refcount; } static void wined3d_unordered_access_view_destroy_object(void *object) { HeapFree(GetProcessHeap(), 0, object); } ULONG CDECL wined3d_unordered_access_view_decref(struct wined3d_unordered_access_view *view) { ULONG refcount = InterlockedDecrement(&view->refcount); TRACE("%p decreasing refcount to %u.\n", view, refcount); if (!refcount) { struct wined3d_resource *resource = view->resource; struct wined3d_device *device = resource->device; /* Call wined3d_object_destroyed() before releasing the resource, * since releasing the resource may end up destroying the parent. */ view->parent_ops->wined3d_object_destroyed(view->parent); wined3d_cs_emit_destroy_object(device->cs, wined3d_unordered_access_view_destroy_object, view); wined3d_resource_decref(resource); } return refcount; } void * CDECL wined3d_unordered_access_view_get_parent(const struct wined3d_unordered_access_view *view) { TRACE("view %p.\n", view); return view->parent; } void wined3d_unordered_access_view_invalidate_location(struct wined3d_unordered_access_view *view, DWORD location) { 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 %s resources.\n", debug_d3dresourcetype(resource->type)); return; } texture = texture_from_resource(resource); sub_resource_idx = view->layer_idx * texture->level_count + view->level_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_invalidate_location(texture, sub_resource_idx, location); } static HRESULT wined3d_unordered_access_view_init(struct wined3d_unordered_access_view *view, const struct wined3d_unordered_access_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops) { const struct wined3d_gl_info *gl_info = &resource->device->adapter->gl_info; view->refcount = 1; view->parent = parent; view->parent_ops = parent_ops; view->format = wined3d_get_format(gl_info, desc->format_id); if (wined3d_format_is_typeless(view->format)) { WARN("Trying to create view for typeless format %s.\n", debug_d3dformat(view->format->id)); return E_INVALIDARG; } if (resource->type != WINED3D_RTYPE_BUFFER) { struct wined3d_texture *texture = texture_from_resource(resource); unsigned int depth_or_layer_count; if (resource->type == WINED3D_RTYPE_TEXTURE_3D) depth_or_layer_count = wined3d_texture_get_level_depth(texture, desc->u.texture.level_idx); else depth_or_layer_count = texture->layer_count; if (desc->u.texture.level_idx >= texture->level_count || desc->u.texture.layer_idx >= depth_or_layer_count || !desc->u.texture.layer_count || desc->u.texture.layer_count > depth_or_layer_count - desc->u.texture.layer_idx) return E_INVALIDARG; if (desc->u.texture.layer_idx || desc->u.texture.layer_count != depth_or_layer_count) { FIXME("Unordered access view unsupported yet (layers %u-%u).\n", desc->u.texture.layer_idx, desc->u.texture.layer_count); } view->layer_idx = desc->u.texture.layer_idx; view->layer_count = desc->u.texture.layer_count; view->level_idx = desc->u.texture.level_idx; } wined3d_resource_incref(view->resource = resource); return WINED3D_OK; } HRESULT CDECL wined3d_unordered_access_view_create(const struct wined3d_unordered_access_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_unordered_access_view **view) { struct wined3d_unordered_access_view *object; HRESULT hr; TRACE("desc %p, resource %p, parent %p, parent_ops %p, view %p.\n", desc, resource, parent, parent_ops, view); if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)))) return E_OUTOFMEMORY; if (FAILED(hr = wined3d_unordered_access_view_init(object, desc, resource, parent, parent_ops))) { HeapFree(GetProcessHeap(), 0, object); WARN("Failed to initialise view, hr %#x.\n", hr); return hr; } TRACE("Created unordered access view %p.\n", object); *view = object; return WINED3D_OK; }