417 lines
14 KiB
C
417 lines
14 KiB
C
/*
|
|
* Copyright 2002-2004 Jason Edmeades
|
|
* Copyright 2003-2004 Raphael Junqueira
|
|
* Copyright 2004 Christian Costa
|
|
* Copyright 2005 Oliver Stieber
|
|
* Copyright 2009-2010 Henri Verbeet for CodeWeavers
|
|
* Copyright 2006-2008, 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 DWORD resource_access_from_pool(enum wined3d_pool pool)
|
|
{
|
|
switch (pool)
|
|
{
|
|
case WINED3D_POOL_DEFAULT:
|
|
return WINED3D_RESOURCE_ACCESS_GPU;
|
|
|
|
case WINED3D_POOL_MANAGED:
|
|
return WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_CPU;
|
|
|
|
case WINED3D_POOL_SCRATCH:
|
|
case WINED3D_POOL_SYSTEM_MEM:
|
|
return WINED3D_RESOURCE_ACCESS_CPU;
|
|
|
|
default:
|
|
FIXME("Unhandled pool %#x.\n", pool);
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
static void resource_check_usage(DWORD usage)
|
|
{
|
|
static const DWORD handled = WINED3DUSAGE_RENDERTARGET
|
|
| WINED3DUSAGE_DEPTHSTENCIL
|
|
| WINED3DUSAGE_WRITEONLY
|
|
| WINED3DUSAGE_DYNAMIC
|
|
| WINED3DUSAGE_AUTOGENMIPMAP
|
|
| WINED3DUSAGE_STATICDECL
|
|
| WINED3DUSAGE_OVERLAY
|
|
| WINED3DUSAGE_TEXTURE;
|
|
|
|
/* WINED3DUSAGE_WRITEONLY is supposed to result in write-combined mappings
|
|
* being returned. OpenGL doesn't give us explicit control over that, but
|
|
* the hints and access flags we set for typical access patterns on
|
|
* dynamic resources should in theory have the same effect on the OpenGL
|
|
* driver. */
|
|
|
|
if (usage & ~handled)
|
|
FIXME("Unhandled usage flags %#x.\n", usage & ~handled);
|
|
if ((usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_WRITEONLY)) == WINED3DUSAGE_DYNAMIC)
|
|
WARN_(d3d_perf)("WINED3DUSAGE_DYNAMIC used without WINED3DUSAGE_WRITEONLY.\n");
|
|
}
|
|
|
|
HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
|
|
enum wined3d_resource_type type, const struct wined3d_format *format,
|
|
enum wined3d_multisample_type multisample_type, UINT multisample_quality,
|
|
DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
|
|
void *parent, const struct wined3d_parent_ops *parent_ops,
|
|
const struct wined3d_resource_ops *resource_ops)
|
|
{
|
|
const struct wined3d *d3d = device->wined3d;
|
|
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
|
static const enum wined3d_gl_resource_type gl_resource_types[][4] =
|
|
{
|
|
/* 0 */ {WINED3D_GL_RES_TYPE_COUNT},
|
|
/* WINED3D_RTYPE_SURFACE */ {WINED3D_GL_RES_TYPE_COUNT},
|
|
/* WINED3D_RTYPE_VOLUME */ {WINED3D_GL_RES_TYPE_COUNT},
|
|
/* WINED3D_RTYPE_TEXTURE */ {WINED3D_GL_RES_TYPE_TEX_2D,
|
|
WINED3D_GL_RES_TYPE_TEX_RECT, WINED3D_GL_RES_TYPE_RB, WINED3D_GL_RES_TYPE_COUNT},
|
|
/* WINED3D_RTYPE_VOLUME_TEXTURE */ {WINED3D_GL_RES_TYPE_TEX_3D, WINED3D_GL_RES_TYPE_COUNT},
|
|
/* WINED3D_RTYPE_CUBE_TEXTURE */ {WINED3D_GL_RES_TYPE_TEX_CUBE, WINED3D_GL_RES_TYPE_COUNT},
|
|
/* WINED3D_RTYPE_BUFFER */ {WINED3D_GL_RES_TYPE_BUFFER, WINED3D_GL_RES_TYPE_COUNT},
|
|
};
|
|
enum wined3d_gl_resource_type gl_type = WINED3D_GL_RES_TYPE_COUNT;
|
|
enum wined3d_gl_resource_type base_type = gl_resource_types[type][0];
|
|
|
|
resource_check_usage(usage);
|
|
|
|
if (base_type != WINED3D_GL_RES_TYPE_COUNT)
|
|
{
|
|
unsigned int i;
|
|
BOOL tex_2d_ok = FALSE;
|
|
|
|
for (i = 0; (gl_type = gl_resource_types[type][i]) != WINED3D_GL_RES_TYPE_COUNT; i++)
|
|
{
|
|
if ((usage & WINED3DUSAGE_RENDERTARGET) && !(format->flags[gl_type] & WINED3DFMT_FLAG_RENDERTARGET))
|
|
{
|
|
WARN("Format %s cannot be used for render targets.\n", debug_d3dformat(format->id));
|
|
continue;
|
|
}
|
|
if ((usage & WINED3DUSAGE_DEPTHSTENCIL) &&
|
|
!(format->flags[gl_type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
|
|
{
|
|
WARN("Format %s cannot be used for depth/stencil buffers.\n", debug_d3dformat(format->id));
|
|
continue;
|
|
}
|
|
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
|
|
&& usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)
|
|
&& !(format->flags[gl_type] & WINED3DFMT_FLAG_FBO_ATTACHABLE))
|
|
{
|
|
WARN("Render target or depth stencil is not FBO attachable.\n");
|
|
continue;
|
|
}
|
|
if ((usage & WINED3DUSAGE_TEXTURE) && !(format->flags[gl_type] & WINED3DFMT_FLAG_TEXTURE))
|
|
{
|
|
WARN("Format %s cannot be used for texturing.\n", debug_d3dformat(format->id));
|
|
continue;
|
|
}
|
|
if (((width & (width - 1)) || (height & (height - 1)))
|
|
&& !gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]
|
|
&& !gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT]
|
|
&& gl_type == WINED3D_GL_RES_TYPE_TEX_2D)
|
|
{
|
|
TRACE("Skipping 2D texture type to try texture rectangle.\n");
|
|
tex_2d_ok = TRUE;
|
|
continue;
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (gl_type == WINED3D_GL_RES_TYPE_COUNT)
|
|
{
|
|
if (tex_2d_ok)
|
|
{
|
|
/* Non power of 2 texture and rectangle textures or renderbuffers do not work.
|
|
* Use 2D textures, the texture code will pad to a power of 2 size. */
|
|
gl_type = WINED3D_GL_RES_TYPE_TEX_2D;
|
|
}
|
|
else if (pool == WINED3D_POOL_SCRATCH)
|
|
{
|
|
/* Needed for proper format information. */
|
|
gl_type = base_type;
|
|
}
|
|
else
|
|
{
|
|
WARN("Did not find a suitable GL resource type, resource type, d3d type %u.\n", type);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (base_type != WINED3D_GL_RES_TYPE_COUNT
|
|
&& (format->flags[base_type] & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BLOCKS_NO_VERIFY))
|
|
== WINED3DFMT_FLAG_BLOCKS)
|
|
{
|
|
UINT width_mask = format->block_width - 1;
|
|
UINT height_mask = format->block_height - 1;
|
|
if (width & width_mask || height & height_mask)
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
resource->ref = 1;
|
|
resource->device = device;
|
|
resource->type = type;
|
|
resource->gl_type = gl_type;
|
|
resource->format = format;
|
|
if (gl_type < WINED3D_GL_RES_TYPE_COUNT)
|
|
resource->format_flags = format->flags[gl_type];
|
|
resource->multisample_type = multisample_type;
|
|
resource->multisample_quality = multisample_quality;
|
|
resource->usage = usage;
|
|
resource->pool = pool;
|
|
resource->access_flags = resource_access_from_pool(pool);
|
|
if (usage & WINED3DUSAGE_DYNAMIC)
|
|
resource->access_flags |= WINED3D_RESOURCE_ACCESS_CPU;
|
|
resource->width = width;
|
|
resource->height = height;
|
|
resource->depth = depth;
|
|
resource->size = size;
|
|
resource->priority = 0;
|
|
resource->parent = parent;
|
|
resource->parent_ops = parent_ops;
|
|
resource->resource_ops = resource_ops;
|
|
resource->map_binding = WINED3D_LOCATION_SYSMEM;
|
|
|
|
if (size)
|
|
{
|
|
if (!wined3d_resource_allocate_sysmem(resource))
|
|
{
|
|
ERR("Failed to allocate system memory.\n");
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
resource->heap_memory = NULL;
|
|
}
|
|
|
|
/* Check that we have enough video ram left */
|
|
if (pool == WINED3D_POOL_DEFAULT && d3d->flags & WINED3D_VIDMEM_ACCOUNTING)
|
|
{
|
|
if (size > wined3d_device_get_available_texture_mem(device))
|
|
{
|
|
ERR("Out of adapter memory\n");
|
|
wined3d_resource_free_sysmem(resource);
|
|
return WINED3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
adapter_adjust_memory(device->adapter, size);
|
|
}
|
|
|
|
device_resource_add(device, resource);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
void resource_cleanup(struct wined3d_resource *resource)
|
|
{
|
|
const struct wined3d *d3d = resource->device->wined3d;
|
|
|
|
TRACE("Cleaning up resource %p.\n", resource);
|
|
|
|
if (resource->pool == WINED3D_POOL_DEFAULT && d3d->flags & WINED3D_VIDMEM_ACCOUNTING)
|
|
{
|
|
TRACE("Decrementing device memory pool by %u.\n", resource->size);
|
|
adapter_adjust_memory(resource->device->adapter, (INT64)0 - resource->size);
|
|
}
|
|
|
|
wined3d_resource_free_sysmem(resource);
|
|
|
|
device_resource_released(resource->device, resource);
|
|
}
|
|
|
|
void resource_unload(struct wined3d_resource *resource)
|
|
{
|
|
if (resource->map_count)
|
|
ERR("Resource %p is being unloaded while mapped.\n", resource);
|
|
|
|
context_resource_unloaded(resource->device,
|
|
resource, resource->type);
|
|
}
|
|
|
|
DWORD CDECL wined3d_resource_set_priority(struct wined3d_resource *resource, DWORD priority)
|
|
{
|
|
DWORD prev;
|
|
|
|
if (resource->pool != WINED3D_POOL_MANAGED)
|
|
{
|
|
WARN("Called on non-managed resource %p, ignoring.\n", resource);
|
|
return 0;
|
|
}
|
|
|
|
prev = resource->priority;
|
|
resource->priority = priority;
|
|
TRACE("resource %p, new priority %u, returning old priority %u.\n", resource, priority, prev);
|
|
return prev;
|
|
}
|
|
|
|
DWORD CDECL wined3d_resource_get_priority(const struct wined3d_resource *resource)
|
|
{
|
|
TRACE("resource %p, returning %u.\n", resource, resource->priority);
|
|
return resource->priority;
|
|
}
|
|
|
|
void * CDECL wined3d_resource_get_parent(const struct wined3d_resource *resource)
|
|
{
|
|
return resource->parent;
|
|
}
|
|
|
|
void CDECL wined3d_resource_set_parent(struct wined3d_resource *resource, void *parent)
|
|
{
|
|
resource->parent = parent;
|
|
}
|
|
|
|
void CDECL wined3d_resource_get_desc(const struct wined3d_resource *resource, struct wined3d_resource_desc *desc)
|
|
{
|
|
desc->resource_type = resource->type;
|
|
desc->format = resource->format->id;
|
|
desc->multisample_type = resource->multisample_type;
|
|
desc->multisample_quality = resource->multisample_quality;
|
|
desc->usage = resource->usage;
|
|
desc->pool = resource->pool;
|
|
desc->width = resource->width;
|
|
desc->height = resource->height;
|
|
desc->depth = resource->depth;
|
|
desc->size = resource->size;
|
|
}
|
|
|
|
BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource)
|
|
{
|
|
void **p;
|
|
SIZE_T align = RESOURCE_ALIGNMENT - 1 + sizeof(*p);
|
|
void *mem;
|
|
|
|
if (!(mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, resource->size + align)))
|
|
return FALSE;
|
|
|
|
p = (void **)(((ULONG_PTR)mem + align) & ~(RESOURCE_ALIGNMENT - 1)) - 1;
|
|
*p = mem;
|
|
|
|
resource->heap_memory = ++p;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
void wined3d_resource_free_sysmem(struct wined3d_resource *resource)
|
|
{
|
|
void **p = resource->heap_memory;
|
|
|
|
if (!p)
|
|
return;
|
|
|
|
HeapFree(GetProcessHeap(), 0, *(--p));
|
|
resource->heap_memory = NULL;
|
|
}
|
|
|
|
DWORD wined3d_resource_sanitize_map_flags(const struct wined3d_resource *resource, DWORD flags)
|
|
{
|
|
/* Not all flags make sense together, but Windows never returns an error.
|
|
* Catch the cases that could cause issues. */
|
|
if (flags & WINED3D_MAP_READONLY)
|
|
{
|
|
if (flags & WINED3D_MAP_DISCARD)
|
|
{
|
|
WARN("WINED3D_MAP_READONLY combined with WINED3D_MAP_DISCARD, ignoring flags.\n");
|
|
return 0;
|
|
}
|
|
if (flags & WINED3D_MAP_NOOVERWRITE)
|
|
{
|
|
WARN("WINED3D_MAP_READONLY combined with WINED3D_MAP_NOOVERWRITE, ignoring flags.\n");
|
|
return 0;
|
|
}
|
|
}
|
|
else if ((flags & (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE))
|
|
== (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE))
|
|
{
|
|
WARN("WINED3D_MAP_DISCARD and WINED3D_MAP_NOOVERWRITE used together, ignoring.\n");
|
|
return 0;
|
|
}
|
|
else if (flags & (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE)
|
|
&& !(resource->usage & WINED3DUSAGE_DYNAMIC))
|
|
{
|
|
WARN("DISCARD or NOOVERWRITE map on non-dynamic buffer, ignoring.\n");
|
|
return 0;
|
|
}
|
|
|
|
return flags;
|
|
}
|
|
|
|
GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags)
|
|
{
|
|
GLbitfield ret = 0;
|
|
|
|
if (!(d3d_flags & WINED3D_MAP_READONLY))
|
|
ret |= GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
|
|
if (!(d3d_flags & (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE)))
|
|
ret |= GL_MAP_READ_BIT;
|
|
|
|
if (d3d_flags & WINED3D_MAP_DISCARD)
|
|
ret |= GL_MAP_INVALIDATE_BUFFER_BIT;
|
|
if (d3d_flags & WINED3D_MAP_NOOVERWRITE)
|
|
ret |= GL_MAP_UNSYNCHRONIZED_BIT;
|
|
|
|
return ret;
|
|
}
|
|
|
|
GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags)
|
|
{
|
|
if (d3d_flags & WINED3D_MAP_READONLY)
|
|
return GL_READ_ONLY_ARB;
|
|
if (d3d_flags & (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE))
|
|
return GL_WRITE_ONLY_ARB;
|
|
return GL_READ_WRITE_ARB;
|
|
}
|
|
|
|
BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource)
|
|
{
|
|
struct wined3d_swapchain *swapchain;
|
|
|
|
/* Only texture resources can be onscreen. */
|
|
if (resource->type != WINED3D_RTYPE_TEXTURE)
|
|
return TRUE;
|
|
|
|
/* Not on a swapchain - must be offscreen */
|
|
if (!(swapchain = wined3d_texture_from_resource(resource)->swapchain))
|
|
return TRUE;
|
|
|
|
/* The front buffer is always onscreen */
|
|
if (resource == &swapchain->front_buffer->resource)
|
|
return FALSE;
|
|
|
|
/* If the swapchain is rendered to an FBO, the backbuffer is
|
|
* offscreen, otherwise onscreen */
|
|
return swapchain->render_to_fbo;
|
|
}
|
|
|
|
void wined3d_resource_update_draw_binding(struct wined3d_resource *resource)
|
|
{
|
|
if (!wined3d_resource_is_offscreen(resource) || wined3d_settings.offscreen_rendering_mode != ORM_FBO)
|
|
resource->draw_binding = WINED3D_LOCATION_DRAWABLE;
|
|
else if (resource->multisample_type)
|
|
resource->draw_binding = WINED3D_LOCATION_RB_MULTISAMPLE;
|
|
else if (resource->gl_type == WINED3D_GL_RES_TYPE_RB)
|
|
resource->draw_binding = WINED3D_LOCATION_RB_RESOLVED;
|
|
else
|
|
resource->draw_binding = WINED3D_LOCATION_TEXTURE_RGB;
|
|
}
|