Sweden-Number/dlls/wined3d/view.c

946 lines
33 KiB
C

/*
* 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 *texture)
{
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_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_3D, 0, GL_TEXTURE_3D},
};
unsigned int i;
for (i = 0; i < ARRAY_SIZE(view_types); ++i)
{
if (view_types[i].texture_target != texture->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->target);
return texture->target;
}
static const struct wined3d_format *validate_resource_view(const struct wined3d_view_desc *desc,
struct wined3d_resource *resource, BOOL mip_slice)
{
const struct wined3d_gl_info *gl_info = &resource->device->adapter->gl_info;
const struct wined3d_format *format;
format = wined3d_get_format(gl_info, desc->format_id, resource->usage);
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(gl_info, WINED3DFMT_R32_UINT, resource->usage);
}
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->desc.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(gl_info, WINED3DFMT_R32_UINT, resource->usage);
element_size = buffer->desc.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 (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 *texture,
const struct wined3d_format *view_format)
{
const struct wined3d_gl_info *gl_info;
unsigned int layer_idx, layer_count;
struct wined3d_context *context;
GLuint texture_name;
view->target = view_target;
context = context_acquire(texture->resource.device, NULL, 0);
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);
texture_name = wined3d_texture_get_texture_name(texture, context, FALSE);
layer_idx = desc->u.texture.layer_idx;
layer_count = desc->u.texture.layer_count;
if (view_target == GL_TEXTURE_3D && (layer_idx || layer_count != 1))
{
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->glInternal,
desc->u.texture.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;
}
context_bind_texture(context, 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);
}
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)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
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;
}
wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
view->target = GL_TEXTURE_BUFFER;
gl_info->gl_ops.gl.p_glGenTextures(1, &view->name);
context_bind_texture(context, GL_TEXTURE_BUFFER, view->name);
if (gl_info->supported[ARB_TEXTURE_BUFFER_RANGE])
{
GL_EXTCALL(glTexBufferRange(GL_TEXTURE_BUFFER, view_format->glInternal,
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->glInternal, 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 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;
if (desc->format_id == WINED3DFMT_UNKNOWN)
{
offset = desc->u.buffer.start_idx * buffer->desc.structure_byte_stride;
size = desc->u.buffer.count * buffer->desc.structure_byte_stride;
}
else
{
offset = desc->u.buffer.start_idx * view_format->byte_count;
size = desc->u.buffer.count * view_format->byte_count;
}
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;
}
static void wined3d_rendertarget_view_destroy_object(void *object)
{
struct wined3d_rendertarget_view *view = object;
struct wined3d_device *device = view->resource->device;
if (view->gl_view.name)
{
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
context = context_acquire(device, NULL, 0);
gl_info = context->gl_info;
context_gl_resource_released(device, view->gl_view.name, FALSE);
gl_info->gl_ops.gl.p_glDeleteTextures(1, &view->gl_view.name);
checkGLcall("glDeleteTextures");
context_release(context);
}
HeapFree(GetProcessHeap(), 0, view);
}
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_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)
{
*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 *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
{
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_cs_init(void *object)
{
struct wined3d_rendertarget_view *view = object;
struct wined3d_resource *resource = view->resource;
const struct wined3d_view_desc *desc = &view->desc;
if (resource->type == WINED3D_RTYPE_BUFFER)
{
FIXME("Not implemented for resources %s.\n", debug_d3dresourcetype(resource->type));
}
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 (resource->format->id != view->format->id
|| (view->layer_count != 1 && view->layer_count != depth_or_layer_count))
{
if (resource->format->gl_view_class != view->format->gl_view_class)
{
FIXME("Render target view not supported, resource format %s, view format %s.\n",
debug_d3dformat(resource->format->id), debug_d3dformat(view->format->id));
return;
}
if (texture->swapchain && texture->swapchain->desc.backbuffer_count > 1)
{
FIXME("Swapchain views not supported.\n");
return;
}
create_texture_view(&view->gl_view, texture->target, desc, texture, view->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)
{
view->refcount = 1;
view->parent = parent;
view->parent_ops = parent_ops;
if (!(view->format = validate_resource_view(desc, resource, TRUE)))
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);
wined3d_cs_init_object(resource->device->cs, wined3d_render_target_view_cs_init, view);
return WINED3D_OK;
}
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)
{
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_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;
}
static void wined3d_shader_resource_view_destroy_object(void *object)
{
struct wined3d_shader_resource_view *view = object;
if (view->gl_view.name)
{
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
context = context_acquire(view->resource->device, NULL, 0);
gl_info = context->gl_info;
gl_info->gl_ops.gl.p_glDeleteTextures(1, &view->gl_view.name);
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_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_cs_init(void *object)
{
struct wined3d_shader_resource_view *view = object;
struct wined3d_resource *resource = view->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->format;
gl_info = &resource->device->adapter->gl_info;
desc = &view->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_view, context, desc, buffer, view_format);
context_release(context);
}
else
{
struct wined3d_texture *texture = texture_from_resource(resource);
view_target = get_texture_view_target(gl_info, desc, texture);
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
&& !is_stencil_view_format(view_format))
{
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)
{
create_texture_view(&view->gl_view, view_target, 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));
}
}
}
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)))
return E_INVALIDARG;
view->desc = *desc;
wined3d_resource_incref(view->resource = resource);
wined3d_cs_init_object(resource->device->cs, wined3d_shader_resource_view_cs_init, view);
return WINED3D_OK;
}
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)
{
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,
unsigned int unit, struct wined3d_sampler *sampler, struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_texture *texture;
context_active_texture(context, gl_info, unit);
if (view->gl_view.name)
{
context_bind_texture(context, view->gl_view.target, view->gl_view.name);
wined3d_sampler_bind(sampler, unit, NULL, context);
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);
wined3d_sampler_bind(sampler, unit, texture, context);
}
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)
{
struct wined3d_unordered_access_view *view = object;
if (view->gl_view.name || view->counter_bo)
{
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
context = context_acquire(view->resource->device, NULL, 0);
gl_info = context->gl_info;
if (view->gl_view.name)
gl_info->gl_ops.gl.p_glDeleteTextures(1, &view->gl_view.name);
if (view->counter_bo)
GL_EXTCALL(glDeleteBuffers(1, &view->counter_bo));
checkGLcall("delete resources");
context_release(context);
}
HeapFree(GetProcessHeap(), 0, view);
}
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_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)
{
wined3d_view_invalidate_location(view->resource, &view->desc, location);
}
static void wined3d_unordered_access_view_cs_init(void *object)
{
struct wined3d_unordered_access_view *view = object;
struct wined3d_resource *resource = view->resource;
struct wined3d_view_desc *desc = &view->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 = context->gl_info;
create_buffer_view(&view->gl_view, context, desc, buffer, view->format);
if (desc->flags & WINED3D_VIEW_BUFFER_COUNTER)
{
static const GLuint initial_value = 0;
GL_EXTCALL(glGenBuffers(1, &view->counter_bo));
GL_EXTCALL(glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, view->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 *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.layer_idx || desc->u.texture.layer_count != depth_or_layer_count)
{
create_texture_view(&view->gl_view, get_texture_view_target(gl_info, desc, texture),
desc, texture, view->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)))
return E_INVALIDARG;
view->desc = *desc;
if (desc->flags & WINED3D_VIEW_BUFFER_APPEND)
FIXME("Unhandled view flags %#x.\n", desc->flags);
wined3d_resource_incref(view->resource = resource);
wined3d_cs_init_object(resource->device->cs, wined3d_unordered_access_view_cs_init, view);
return WINED3D_OK;
}
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)
{
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;
}