454 lines
16 KiB
C
454 lines
16 KiB
C
/*
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* Copyright 2002-2004 Jason Edmeades
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* Copyright 2003-2004 Raphael Junqueira
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2009-2010 Henri Verbeet for CodeWeavers
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* Copyright 2006-2008, 2013 Stefan Dösinger for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "wine/port.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
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static DWORD resource_access_from_pool(enum wined3d_pool pool)
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{
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switch (pool)
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{
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case WINED3D_POOL_DEFAULT:
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return WINED3D_RESOURCE_ACCESS_GPU;
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case WINED3D_POOL_MANAGED:
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return WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_CPU;
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case WINED3D_POOL_SCRATCH:
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case WINED3D_POOL_SYSTEM_MEM:
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return WINED3D_RESOURCE_ACCESS_CPU;
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default:
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FIXME("Unhandled pool %#x.\n", pool);
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return 0;
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}
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}
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static void resource_check_usage(DWORD usage)
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{
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static const DWORD handled = WINED3DUSAGE_RENDERTARGET
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| WINED3DUSAGE_DEPTHSTENCIL
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| WINED3DUSAGE_WRITEONLY
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| WINED3DUSAGE_DYNAMIC
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| WINED3DUSAGE_AUTOGENMIPMAP
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| WINED3DUSAGE_STATICDECL
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| WINED3DUSAGE_OVERLAY
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| WINED3DUSAGE_LEGACY_CUBEMAP
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| WINED3DUSAGE_TEXTURE;
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/* WINED3DUSAGE_WRITEONLY is supposed to result in write-combined mappings
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* being returned. OpenGL doesn't give us explicit control over that, but
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* the hints and access flags we set for typical access patterns on
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* dynamic resources should in theory have the same effect on the OpenGL
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* driver. */
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if (usage & ~handled)
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FIXME("Unhandled usage flags %#x.\n", usage & ~handled);
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if ((usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_WRITEONLY)) == WINED3DUSAGE_DYNAMIC)
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WARN_(d3d_perf)("WINED3DUSAGE_DYNAMIC used without WINED3DUSAGE_WRITEONLY.\n");
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}
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HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
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enum wined3d_resource_type type, const struct wined3d_format *format,
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enum wined3d_multisample_type multisample_type, UINT multisample_quality,
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DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
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void *parent, const struct wined3d_parent_ops *parent_ops,
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const struct wined3d_resource_ops *resource_ops)
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{
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enum wined3d_gl_resource_type base_type = WINED3D_GL_RES_TYPE_COUNT;
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enum wined3d_gl_resource_type gl_type = WINED3D_GL_RES_TYPE_COUNT;
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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BOOL tex_2d_ok = FALSE;
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unsigned int i;
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static const struct
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{
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enum wined3d_resource_type type;
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DWORD cube_usage;
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enum wined3d_gl_resource_type gl_type;
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}
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resource_types[] =
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{
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{WINED3D_RTYPE_BUFFER, 0, WINED3D_GL_RES_TYPE_BUFFER},
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{WINED3D_RTYPE_TEXTURE_2D, 0, WINED3D_GL_RES_TYPE_TEX_2D},
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{WINED3D_RTYPE_TEXTURE_2D, 0, WINED3D_GL_RES_TYPE_TEX_RECT},
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{WINED3D_RTYPE_TEXTURE_2D, 0, WINED3D_GL_RES_TYPE_RB},
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{WINED3D_RTYPE_TEXTURE_2D, WINED3DUSAGE_LEGACY_CUBEMAP, WINED3D_GL_RES_TYPE_TEX_CUBE},
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{WINED3D_RTYPE_TEXTURE_3D, 0, WINED3D_GL_RES_TYPE_TEX_3D},
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};
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resource_check_usage(usage);
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for (i = 0; i < ARRAY_SIZE(resource_types); ++i)
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{
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if (resource_types[i].type != type
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|| resource_types[i].cube_usage != (usage & WINED3DUSAGE_LEGACY_CUBEMAP))
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continue;
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gl_type = resource_types[i].gl_type;
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if (base_type == WINED3D_GL_RES_TYPE_COUNT)
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base_type = gl_type;
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if ((usage & WINED3DUSAGE_RENDERTARGET) && !(format->flags[gl_type] & WINED3DFMT_FLAG_RENDERTARGET))
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{
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WARN("Format %s cannot be used for render targets.\n", debug_d3dformat(format->id));
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continue;
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}
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if ((usage & WINED3DUSAGE_DEPTHSTENCIL)
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&& !(format->flags[gl_type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
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{
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WARN("Format %s cannot be used for depth/stencil buffers.\n", debug_d3dformat(format->id));
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continue;
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}
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
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&& usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)
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&& !(format->flags[gl_type] & WINED3DFMT_FLAG_FBO_ATTACHABLE))
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{
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WARN("Render target or depth stencil is not FBO attachable.\n");
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continue;
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}
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if ((usage & WINED3DUSAGE_TEXTURE) && !(format->flags[gl_type] & WINED3DFMT_FLAG_TEXTURE))
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{
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WARN("Format %s cannot be used for texturing.\n", debug_d3dformat(format->id));
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continue;
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}
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if (((width & (width - 1)) || (height & (height - 1)))
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&& !gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]
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&& !gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT]
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&& gl_type == WINED3D_GL_RES_TYPE_TEX_2D)
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{
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TRACE("Skipping 2D texture type to try texture rectangle.\n");
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tex_2d_ok = TRUE;
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continue;
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}
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break;
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}
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if (base_type != WINED3D_GL_RES_TYPE_COUNT && i == ARRAY_SIZE(resource_types))
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{
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if (tex_2d_ok)
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{
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/* Non power of 2 texture and rectangle textures or renderbuffers do not work.
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* Use 2D textures, the texture code will pad to a power of 2 size. */
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gl_type = WINED3D_GL_RES_TYPE_TEX_2D;
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}
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else if (pool == WINED3D_POOL_SCRATCH)
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{
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/* Needed for proper format information. */
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gl_type = base_type;
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}
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else
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{
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WARN("Did not find a suitable GL resource type for resource type %s.\n",
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debug_d3dresourcetype(type));
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return WINED3DERR_INVALIDCALL;
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}
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}
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if (base_type != WINED3D_GL_RES_TYPE_COUNT
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&& (format->flags[base_type] & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BLOCKS_NO_VERIFY))
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== WINED3DFMT_FLAG_BLOCKS)
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{
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UINT width_mask = format->block_width - 1;
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UINT height_mask = format->block_height - 1;
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if (width & width_mask || height & height_mask)
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return WINED3DERR_INVALIDCALL;
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}
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resource->ref = 1;
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resource->device = device;
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resource->type = type;
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resource->gl_type = gl_type;
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resource->format = format;
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if (gl_type < WINED3D_GL_RES_TYPE_COUNT)
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resource->format_flags = format->flags[gl_type];
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resource->multisample_type = multisample_type;
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resource->multisample_quality = multisample_quality;
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resource->usage = usage;
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resource->pool = pool;
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resource->access_flags = resource_access_from_pool(pool);
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if (usage & WINED3DUSAGE_DYNAMIC)
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resource->access_flags |= WINED3D_RESOURCE_ACCESS_CPU;
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resource->width = width;
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resource->height = height;
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resource->depth = depth;
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resource->size = size;
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resource->priority = 0;
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resource->parent = parent;
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resource->parent_ops = parent_ops;
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resource->resource_ops = resource_ops;
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resource->map_binding = WINED3D_LOCATION_SYSMEM;
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if (size)
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{
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if (!wined3d_resource_allocate_sysmem(resource))
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{
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ERR("Failed to allocate system memory.\n");
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return E_OUTOFMEMORY;
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}
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}
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else
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{
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resource->heap_memory = NULL;
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}
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/* Check that we have enough video ram left */
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if (pool == WINED3D_POOL_DEFAULT && device->wined3d->flags & WINED3D_VIDMEM_ACCOUNTING)
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{
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if (size > wined3d_device_get_available_texture_mem(device))
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{
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ERR("Out of adapter memory\n");
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wined3d_resource_free_sysmem(resource);
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return WINED3DERR_OUTOFVIDEOMEMORY;
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}
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adapter_adjust_memory(device->adapter, size);
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}
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device_resource_add(device, resource);
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return WINED3D_OK;
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}
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static void wined3d_resource_destroy_object(void *object)
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{
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struct wined3d_resource *resource = object;
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wined3d_resource_free_sysmem(resource);
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context_resource_released(resource->device, resource, resource->type);
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wined3d_resource_release(resource);
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}
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void resource_cleanup(struct wined3d_resource *resource)
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{
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const struct wined3d *d3d = resource->device->wined3d;
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TRACE("Cleaning up resource %p.\n", resource);
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if (resource->pool == WINED3D_POOL_DEFAULT && d3d->flags & WINED3D_VIDMEM_ACCOUNTING)
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{
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TRACE("Decrementing device memory pool by %u.\n", resource->size);
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adapter_adjust_memory(resource->device->adapter, (INT64)0 - resource->size);
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}
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device_resource_released(resource->device, resource);
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wined3d_resource_acquire(resource);
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wined3d_cs_emit_destroy_object(resource->device->cs, wined3d_resource_destroy_object, resource);
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}
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void resource_unload(struct wined3d_resource *resource)
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{
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if (resource->map_count)
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ERR("Resource %p is being unloaded while mapped.\n", resource);
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}
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DWORD CDECL wined3d_resource_set_priority(struct wined3d_resource *resource, DWORD priority)
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{
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DWORD prev;
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if (resource->pool != WINED3D_POOL_MANAGED)
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{
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WARN("Called on non-managed resource %p, ignoring.\n", resource);
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return 0;
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}
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prev = resource->priority;
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resource->priority = priority;
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TRACE("resource %p, new priority %u, returning old priority %u.\n", resource, priority, prev);
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return prev;
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}
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DWORD CDECL wined3d_resource_get_priority(const struct wined3d_resource *resource)
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{
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TRACE("resource %p, returning %u.\n", resource, resource->priority);
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return resource->priority;
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}
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void * CDECL wined3d_resource_get_parent(const struct wined3d_resource *resource)
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{
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return resource->parent;
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}
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void CDECL wined3d_resource_set_parent(struct wined3d_resource *resource, void *parent)
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{
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resource->parent = parent;
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}
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void CDECL wined3d_resource_get_desc(const struct wined3d_resource *resource, struct wined3d_resource_desc *desc)
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{
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desc->resource_type = resource->type;
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desc->format = resource->format->id;
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desc->multisample_type = resource->multisample_type;
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desc->multisample_quality = resource->multisample_quality;
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desc->usage = resource->usage;
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desc->pool = resource->pool;
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desc->width = resource->width;
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desc->height = resource->height;
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desc->depth = resource->depth;
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desc->size = resource->size;
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}
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HRESULT CDECL wined3d_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
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struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
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{
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TRACE("resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n",
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resource, sub_resource_idx, map_desc, debug_box(box), flags);
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return resource->resource_ops->resource_sub_resource_map(resource, sub_resource_idx, map_desc, box, flags);
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}
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HRESULT CDECL wined3d_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
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{
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TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx);
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return resource->resource_ops->resource_sub_resource_unmap(resource, sub_resource_idx);
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}
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void CDECL wined3d_resource_preload(struct wined3d_resource *resource)
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{
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wined3d_cs_emit_preload_resource(resource->device->cs, resource);
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}
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BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource)
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{
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void **p;
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SIZE_T align = RESOURCE_ALIGNMENT - 1 + sizeof(*p);
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void *mem;
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if (!(mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, resource->size + align)))
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return FALSE;
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p = (void **)(((ULONG_PTR)mem + align) & ~(RESOURCE_ALIGNMENT - 1)) - 1;
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*p = mem;
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resource->heap_memory = ++p;
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return TRUE;
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}
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void wined3d_resource_free_sysmem(struct wined3d_resource *resource)
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{
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void **p = resource->heap_memory;
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if (!p)
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return;
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HeapFree(GetProcessHeap(), 0, *(--p));
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resource->heap_memory = NULL;
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}
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DWORD wined3d_resource_sanitize_map_flags(const struct wined3d_resource *resource, DWORD flags)
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{
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/* Not all flags make sense together, but Windows never returns an error.
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* Catch the cases that could cause issues. */
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if (flags & WINED3D_MAP_READONLY)
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{
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if (flags & WINED3D_MAP_DISCARD)
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{
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WARN("WINED3D_MAP_READONLY combined with WINED3D_MAP_DISCARD, ignoring flags.\n");
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return 0;
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}
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if (flags & WINED3D_MAP_NOOVERWRITE)
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{
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WARN("WINED3D_MAP_READONLY combined with WINED3D_MAP_NOOVERWRITE, ignoring flags.\n");
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return 0;
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}
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}
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else if ((flags & (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE))
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== (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE))
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{
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WARN("WINED3D_MAP_DISCARD and WINED3D_MAP_NOOVERWRITE used together, ignoring.\n");
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return 0;
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}
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else if (flags & (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE)
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&& !(resource->usage & WINED3DUSAGE_DYNAMIC))
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{
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WARN("DISCARD or NOOVERWRITE map on non-dynamic buffer, ignoring.\n");
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return 0;
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}
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return flags;
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}
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GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags)
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{
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GLbitfield ret = 0;
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if (!(d3d_flags & WINED3D_MAP_READONLY))
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ret |= GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
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if (!(d3d_flags & (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE)))
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ret |= GL_MAP_READ_BIT;
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if (d3d_flags & WINED3D_MAP_DISCARD)
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ret |= GL_MAP_INVALIDATE_BUFFER_BIT;
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if (d3d_flags & WINED3D_MAP_NOOVERWRITE)
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ret |= GL_MAP_UNSYNCHRONIZED_BIT;
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return ret;
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}
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GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags)
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{
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if (d3d_flags & WINED3D_MAP_READONLY)
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return GL_READ_ONLY_ARB;
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if (d3d_flags & (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE))
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return GL_WRITE_ONLY_ARB;
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return GL_READ_WRITE_ARB;
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}
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BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource)
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{
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struct wined3d_swapchain *swapchain;
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/* Only 2D texture resources can be onscreen. */
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if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
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return TRUE;
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/* Not on a swapchain - must be offscreen */
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if (!(swapchain = texture_from_resource(resource)->swapchain))
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return TRUE;
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/* The front buffer is always onscreen */
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if (resource == &swapchain->front_buffer->resource)
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return FALSE;
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/* If the swapchain is rendered to an FBO, the backbuffer is
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* offscreen, otherwise onscreen */
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return swapchain->render_to_fbo;
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}
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void wined3d_resource_update_draw_binding(struct wined3d_resource *resource)
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{
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if (!wined3d_resource_is_offscreen(resource) || wined3d_settings.offscreen_rendering_mode != ORM_FBO)
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resource->draw_binding = WINED3D_LOCATION_DRAWABLE;
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else if (resource->multisample_type)
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resource->draw_binding = WINED3D_LOCATION_RB_MULTISAMPLE;
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else if (resource->gl_type == WINED3D_GL_RES_TYPE_RB)
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resource->draw_binding = WINED3D_LOCATION_RB_RESOLVED;
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else
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resource->draw_binding = WINED3D_LOCATION_TEXTURE_RGB;
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}
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