Sweden-Number/dlls/wined3d/texture.c

6621 lines
261 KiB
C

/*
* Copyright 2002-2005 Jason Edmeades
* Copyright 2002-2005 Raphael Junqueira
* Copyright 2005 Oliver Stieber
* Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
* 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);
WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
WINE_DECLARE_DEBUG_CHANNEL(winediag);
#define WINED3D_TEXTURE_DYNAMIC_MAP_THRESHOLD 50
static const uint32_t wined3d_texture_sysmem_locations = WINED3D_LOCATION_SYSMEM | WINED3D_LOCATION_BUFFER;
static const struct wined3d_texture_ops texture_gl_ops;
struct wined3d_texture_idx
{
struct wined3d_texture *texture;
unsigned int sub_resource_idx;
};
struct wined3d_rect_f
{
float l;
float t;
float r;
float b;
};
static BOOL wined3d_texture_use_pbo(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
{
if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]
|| texture->resource.format->conv_byte_count
|| (texture->flags & (WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_COND_NP2_EMULATED)))
return FALSE;
/* Use a PBO for dynamic textures and read-only staging textures. */
return (!(texture->resource.access & WINED3D_RESOURCE_ACCESS_CPU)
&& texture->resource.usage & WINED3DUSAGE_DYNAMIC)
|| texture->resource.access == (WINED3D_RESOURCE_ACCESS_CPU | WINED3D_RESOURCE_ACCESS_MAP_R);
}
static BOOL wined3d_texture_use_immutable_storage(const struct wined3d_texture *texture,
const struct wined3d_gl_info *gl_info)
{
/* We don't expect to create texture views for textures with height-scaled formats.
* Besides, ARB_texture_storage doesn't allow specifying exact sizes for all levels. */
return gl_info->supported[ARB_TEXTURE_STORAGE]
&& !(texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE);
}
/* Front buffer coordinates are always full screen coordinates, but our GL
* drawable is limited to the window's client area. The sysmem and texture
* copies do have the full screen size. Note that GL has a bottom-left
* origin, while D3D has a top-left origin. */
void wined3d_texture_translate_drawable_coords(const struct wined3d_texture *texture, HWND window, RECT *rect)
{
unsigned int drawable_height;
POINT offset = {0, 0};
RECT windowsize;
if (!texture->swapchain)
return;
if (texture == texture->swapchain->front_buffer)
{
ScreenToClient(window, &offset);
OffsetRect(rect, offset.x, offset.y);
}
GetClientRect(window, &windowsize);
drawable_height = windowsize.bottom - windowsize.top;
rect->top = drawable_height - rect->top;
rect->bottom = drawable_height - rect->bottom;
}
GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture)
{
const struct wined3d_swapchain *swapchain = texture->swapchain;
TRACE("texture %p.\n", texture);
if (!swapchain)
{
ERR("Texture %p is not part of a swapchain.\n", texture);
return GL_NONE;
}
if (texture == swapchain->front_buffer)
{
TRACE("Returning GL_FRONT.\n");
return GL_FRONT;
}
if (texture == swapchain->back_buffers[0])
{
TRACE("Returning GL_BACK.\n");
return GL_BACK;
}
FIXME("Higher back buffer, returning GL_BACK.\n");
return GL_BACK;
}
static DWORD wined3d_resource_access_from_location(DWORD location)
{
switch (location)
{
case WINED3D_LOCATION_DISCARDED:
return 0;
case WINED3D_LOCATION_SYSMEM:
return WINED3D_RESOURCE_ACCESS_CPU;
case WINED3D_LOCATION_BUFFER:
case WINED3D_LOCATION_DRAWABLE:
case WINED3D_LOCATION_TEXTURE_RGB:
case WINED3D_LOCATION_TEXTURE_SRGB:
case WINED3D_LOCATION_RB_MULTISAMPLE:
case WINED3D_LOCATION_RB_RESOLVED:
return WINED3D_RESOURCE_ACCESS_GPU;
default:
FIXME("Unhandled location %#x.\n", location);
return 0;
}
}
static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct wined3d_rect_f *f)
{
f->l = ((r->left * 2.0f) / w) - 1.0f;
f->t = ((r->top * 2.0f) / h) - 1.0f;
f->r = ((r->right * 2.0f) / w) - 1.0f;
f->b = ((r->bottom * 2.0f) / h) - 1.0f;
}
void texture2d_get_blt_info(const struct wined3d_texture_gl *texture_gl,
unsigned int sub_resource_idx, const RECT *rect, struct wined3d_blt_info *info)
{
struct wined3d_vec3 *coords = info->texcoords;
struct wined3d_rect_f f;
unsigned int level;
GLenum target;
GLsizei w, h;
level = sub_resource_idx % texture_gl->t.level_count;
w = wined3d_texture_get_level_pow2_width(&texture_gl->t, level);
h = wined3d_texture_get_level_pow2_height(&texture_gl->t, level);
target = wined3d_texture_gl_get_sub_resource_target(texture_gl, sub_resource_idx);
switch (target)
{
default:
FIXME("Unsupported texture target %#x.\n", target);
/* Fall back to GL_TEXTURE_2D */
case GL_TEXTURE_2D:
info->bind_target = GL_TEXTURE_2D;
coords[0].x = (float)rect->left / w;
coords[0].y = (float)rect->top / h;
coords[0].z = 0.0f;
coords[1].x = (float)rect->right / w;
coords[1].y = (float)rect->top / h;
coords[1].z = 0.0f;
coords[2].x = (float)rect->left / w;
coords[2].y = (float)rect->bottom / h;
coords[2].z = 0.0f;
coords[3].x = (float)rect->right / w;
coords[3].y = (float)rect->bottom / h;
coords[3].z = 0.0f;
break;
case GL_TEXTURE_RECTANGLE_ARB:
info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
coords[0].x = rect->left; coords[0].y = rect->top; coords[0].z = 0.0f;
coords[1].x = rect->right; coords[1].y = rect->top; coords[1].z = 0.0f;
coords[2].x = rect->left; coords[2].y = rect->bottom; coords[2].z = 0.0f;
coords[3].x = rect->right; coords[3].y = rect->bottom; coords[3].z = 0.0f;
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
cube_coords_float(rect, w, h, &f);
coords[0].x = 1.0f; coords[0].y = -f.t; coords[0].z = -f.l;
coords[1].x = 1.0f; coords[1].y = -f.t; coords[1].z = -f.r;
coords[2].x = 1.0f; coords[2].y = -f.b; coords[2].z = -f.l;
coords[3].x = 1.0f; coords[3].y = -f.b; coords[3].z = -f.r;
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
cube_coords_float(rect, w, h, &f);
coords[0].x = -1.0f; coords[0].y = -f.t; coords[0].z = f.l;
coords[1].x = -1.0f; coords[1].y = -f.t; coords[1].z = f.r;
coords[2].x = -1.0f; coords[2].y = -f.b; coords[2].z = f.l;
coords[3].x = -1.0f; coords[3].y = -f.b; coords[3].z = f.r;
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
cube_coords_float(rect, w, h, &f);
coords[0].x = f.l; coords[0].y = 1.0f; coords[0].z = f.t;
coords[1].x = f.r; coords[1].y = 1.0f; coords[1].z = f.t;
coords[2].x = f.l; coords[2].y = 1.0f; coords[2].z = f.b;
coords[3].x = f.r; coords[3].y = 1.0f; coords[3].z = f.b;
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
cube_coords_float(rect, w, h, &f);
coords[0].x = f.l; coords[0].y = -1.0f; coords[0].z = -f.t;
coords[1].x = f.r; coords[1].y = -1.0f; coords[1].z = -f.t;
coords[2].x = f.l; coords[2].y = -1.0f; coords[2].z = -f.b;
coords[3].x = f.r; coords[3].y = -1.0f; coords[3].z = -f.b;
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
cube_coords_float(rect, w, h, &f);
coords[0].x = f.l; coords[0].y = -f.t; coords[0].z = 1.0f;
coords[1].x = f.r; coords[1].y = -f.t; coords[1].z = 1.0f;
coords[2].x = f.l; coords[2].y = -f.b; coords[2].z = 1.0f;
coords[3].x = f.r; coords[3].y = -f.b; coords[3].z = 1.0f;
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
cube_coords_float(rect, w, h, &f);
coords[0].x = -f.l; coords[0].y = -f.t; coords[0].z = -1.0f;
coords[1].x = -f.r; coords[1].y = -f.t; coords[1].z = -1.0f;
coords[2].x = -f.l; coords[2].y = -f.b; coords[2].z = -1.0f;
coords[3].x = -f.r; coords[3].y = -f.b; coords[3].z = -1.0f;
break;
}
}
static bool fbo_blitter_supported(enum wined3d_blit_op blit_op, const struct wined3d_gl_info *gl_info,
const struct wined3d_resource *src_resource, DWORD src_location,
const struct wined3d_resource *dst_resource, DWORD dst_location)
{
const struct wined3d_format *src_format = src_resource->format;
const struct wined3d_format *dst_format = dst_resource->format;
if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
return false;
/* Source and/or destination need to be on the GL side. */
if (!(src_resource->access & dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU))
return false;
if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D)
return false;
switch (blit_op)
{
case WINED3D_BLIT_OP_COLOR_BLIT:
if (!((src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
|| (src_resource->bind_flags & WINED3D_BIND_RENDER_TARGET)))
return false;
if (!((dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
|| (dst_resource->bind_flags & WINED3D_BIND_RENDER_TARGET)))
return false;
if ((src_format->id != dst_format->id || dst_location == WINED3D_LOCATION_DRAWABLE)
&& (!is_identity_fixup(src_format->color_fixup) || !is_identity_fixup(dst_format->color_fixup)))
return false;
break;
case WINED3D_BLIT_OP_DEPTH_BLIT:
if (!(src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_DEPTH_STENCIL))
return false;
if (!(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_DEPTH_STENCIL))
return false;
/* Accept pure swizzle fixups for depth formats. In general we
* ignore the stencil component (if present) at the moment and the
* swizzle is not relevant with just the depth component. */
if (is_complex_fixup(src_format->color_fixup) || is_complex_fixup(dst_format->color_fixup)
|| is_scaling_fixup(src_format->color_fixup) || is_scaling_fixup(dst_format->color_fixup))
return false;
break;
default:
return false;
}
return true;
}
/* Blit between surface locations. Onscreen on different swapchains is not supported.
* Depth / stencil is not supported. Context activation is done by the caller. */
static void texture2d_blt_fbo(struct wined3d_device *device, struct wined3d_context *context,
enum wined3d_texture_filter_type filter, struct wined3d_texture *src_texture,
unsigned int src_sub_resource_idx, DWORD src_location, const RECT *src_rect,
struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, DWORD dst_location,
const RECT *dst_rect)
{
struct wined3d_texture *required_texture, *restore_texture;
const struct wined3d_gl_info *gl_info;
struct wined3d_context_gl *context_gl;
unsigned int restore_idx;
bool scaled_resolve;
GLenum gl_filter;
GLenum buffer;
RECT s, d;
TRACE("device %p, context %p, filter %s, src_texture %p, src_sub_resource_idx %u, src_location %s, "
"src_rect %s, dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s.\n",
device, context, debug_d3dtexturefiltertype(filter), src_texture, src_sub_resource_idx,
wined3d_debug_location(src_location), wine_dbgstr_rect(src_rect), dst_texture,
dst_sub_resource_idx, wined3d_debug_location(dst_location), wine_dbgstr_rect(dst_rect));
scaled_resolve = wined3d_texture_gl_is_multisample_location(wined3d_texture_gl(src_texture), src_location)
&& (abs(src_rect->bottom - src_rect->top) != abs(dst_rect->bottom - dst_rect->top)
|| abs(src_rect->right - src_rect->left) != abs(dst_rect->right - dst_rect->left));
if (filter == WINED3D_TEXF_LINEAR)
gl_filter = scaled_resolve ? GL_SCALED_RESOLVE_NICEST_EXT : GL_LINEAR;
else
gl_filter = scaled_resolve ? GL_SCALED_RESOLVE_FASTEST_EXT : GL_NEAREST;
/* Make sure the locations are up-to-date. Loading the destination
* surface isn't required if the entire surface is overwritten. (And is
* in fact harmful if we're being called by surface_load_location() with
* the purpose of loading the destination surface.) */
wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, src_location);
if (!wined3d_texture_is_full_rect(dst_texture, dst_sub_resource_idx % dst_texture->level_count, dst_rect))
wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location);
else
wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location);
/* Acquire a context for the front-buffer, even though we may be blitting
* to/from a back-buffer. Since context_acquire() doesn't take the
* resource location into account, it may consider the back-buffer to be
* offscreen. */
if (src_location == WINED3D_LOCATION_DRAWABLE)
required_texture = src_texture->swapchain->front_buffer;
else if (dst_location == WINED3D_LOCATION_DRAWABLE)
required_texture = dst_texture->swapchain->front_buffer;
else
required_texture = NULL;
restore_texture = context->current_rt.texture;
restore_idx = context->current_rt.sub_resource_idx;
if (restore_texture != required_texture)
context = context_acquire(device, required_texture, 0);
else
restore_texture = NULL;
context_gl = wined3d_context_gl(context);
if (!context_gl->valid)
{
context_release(context);
WARN("Invalid context, skipping blit.\n");
return;
}
gl_info = context_gl->gl_info;
if (src_location == WINED3D_LOCATION_DRAWABLE)
{
TRACE("Source texture %p is onscreen.\n", src_texture);
buffer = wined3d_texture_get_gl_buffer(src_texture);
s = *src_rect;
wined3d_texture_translate_drawable_coords(src_texture, context_gl->window, &s);
src_rect = &s;
}
else
{
TRACE("Source texture %p is offscreen.\n", src_texture);
buffer = GL_COLOR_ATTACHMENT0;
}
wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_READ_FRAMEBUFFER,
&src_texture->resource, src_sub_resource_idx, NULL, 0, src_location);
gl_info->gl_ops.gl.p_glReadBuffer(buffer);
checkGLcall("glReadBuffer()");
wined3d_context_gl_check_fbo_status(context_gl, GL_READ_FRAMEBUFFER);
if (dst_location == WINED3D_LOCATION_DRAWABLE)
{
TRACE("Destination texture %p is onscreen.\n", dst_texture);
buffer = wined3d_texture_get_gl_buffer(dst_texture);
d = *dst_rect;
wined3d_texture_translate_drawable_coords(dst_texture, context_gl->window, &d);
dst_rect = &d;
}
else
{
TRACE("Destination texture %p is offscreen.\n", dst_texture);
buffer = GL_COLOR_ATTACHMENT0;
}
wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER,
&dst_texture->resource, dst_sub_resource_idx, NULL, 0, dst_location);
wined3d_context_gl_set_draw_buffer(context_gl, buffer);
wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER);
context_invalidate_state(context, STATE_FRAMEBUFFER);
gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
context_invalidate_state(context, STATE_BLEND);
gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
context_invalidate_state(context, STATE_RASTERIZER);
gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, GL_COLOR_BUFFER_BIT, gl_filter);
checkGLcall("glBlitFramebuffer()");
if (dst_location == WINED3D_LOCATION_DRAWABLE && dst_texture->swapchain->front_buffer == dst_texture)
gl_info->gl_ops.gl.p_glFlush();
if (restore_texture)
context_restore(context, restore_texture, restore_idx);
}
static void texture2d_depth_blt_fbo(const struct wined3d_device *device, struct wined3d_context *context,
struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, DWORD src_location,
const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
DWORD dst_location, const RECT *dst_rect)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
GLbitfield src_mask, dst_mask;
GLbitfield gl_mask;
TRACE("device %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_rect %s, "
"dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s.\n", device,
src_texture, src_sub_resource_idx, wined3d_debug_location(src_location), wine_dbgstr_rect(src_rect),
dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location), wine_dbgstr_rect(dst_rect));
src_mask = 0;
if (src_texture->resource.format->depth_size)
src_mask |= GL_DEPTH_BUFFER_BIT;
if (src_texture->resource.format->stencil_size)
src_mask |= GL_STENCIL_BUFFER_BIT;
dst_mask = 0;
if (dst_texture->resource.format->depth_size)
dst_mask |= GL_DEPTH_BUFFER_BIT;
if (dst_texture->resource.format->stencil_size)
dst_mask |= GL_STENCIL_BUFFER_BIT;
if (src_mask != dst_mask)
{
ERR("Incompatible formats %s and %s.\n",
debug_d3dformat(src_texture->resource.format->id),
debug_d3dformat(dst_texture->resource.format->id));
return;
}
if (!src_mask)
{
ERR("Not a depth / stencil format: %s.\n",
debug_d3dformat(src_texture->resource.format->id));
return;
}
gl_mask = src_mask;
/* Make sure the locations are up-to-date. Loading the destination
* surface isn't required if the entire surface is overwritten. */
wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, src_location);
if (!wined3d_texture_is_full_rect(dst_texture, dst_sub_resource_idx % dst_texture->level_count, dst_rect))
wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location);
else
wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location);
wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_READ_FRAMEBUFFER, NULL, 0,
&src_texture->resource, src_sub_resource_idx, src_location);
wined3d_context_gl_check_fbo_status(context_gl, GL_READ_FRAMEBUFFER);
wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER, NULL, 0,
&dst_texture->resource, dst_sub_resource_idx, dst_location);
wined3d_context_gl_set_draw_buffer(context_gl, GL_NONE);
wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER);
context_invalidate_state(context, STATE_FRAMEBUFFER);
if (gl_mask & GL_DEPTH_BUFFER_BIT)
{
gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
context_invalidate_state(context, STATE_DEPTH_STENCIL);
}
if (gl_mask & GL_STENCIL_BUFFER_BIT)
{
if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
{
gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
}
gl_info->gl_ops.gl.p_glStencilMask(~0U);
context_invalidate_state(context, STATE_DEPTH_STENCIL);
}
gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
context_invalidate_state(context, STATE_RASTERIZER);
gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, gl_mask, GL_NEAREST);
checkGLcall("glBlitFramebuffer()");
}
static void wined3d_texture_evict_sysmem(struct wined3d_texture *texture)
{
struct wined3d_texture_sub_resource *sub_resource;
unsigned int i, sub_count;
if (texture->flags & (WINED3D_TEXTURE_CONVERTED | WINED3D_TEXTURE_PIN_SYSMEM)
|| texture->download_count > WINED3D_TEXTURE_DYNAMIC_MAP_THRESHOLD)
{
TRACE("Not evicting system memory for texture %p.\n", texture);
return;
}
TRACE("Evicting system memory for texture %p.\n", texture);
sub_count = texture->level_count * texture->layer_count;
for (i = 0; i < sub_count; ++i)
{
sub_resource = &texture->sub_resources[i];
if (sub_resource->locations == WINED3D_LOCATION_SYSMEM)
ERR("WINED3D_LOCATION_SYSMEM is the only location for sub-resource %u of texture %p.\n",
i, texture);
sub_resource->locations &= ~WINED3D_LOCATION_SYSMEM;
}
wined3d_resource_free_sysmem(&texture->resource);
}
void wined3d_texture_validate_location(struct wined3d_texture *texture,
unsigned int sub_resource_idx, DWORD location)
{
struct wined3d_texture_sub_resource *sub_resource;
DWORD previous_locations;
TRACE("texture %p, sub_resource_idx %u, location %s.\n",
texture, sub_resource_idx, wined3d_debug_location(location));
sub_resource = &texture->sub_resources[sub_resource_idx];
previous_locations = sub_resource->locations;
sub_resource->locations |= location;
if (previous_locations == WINED3D_LOCATION_SYSMEM && location != WINED3D_LOCATION_SYSMEM
&& !--texture->sysmem_count)
wined3d_texture_evict_sysmem(texture);
TRACE("New locations flags are %s.\n", wined3d_debug_location(sub_resource->locations));
}
static void wined3d_texture_set_dirty(struct wined3d_texture *texture)
{
texture->flags &= ~(WINED3D_TEXTURE_RGB_VALID | WINED3D_TEXTURE_SRGB_VALID);
}
void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
unsigned int sub_resource_idx, DWORD location)
{
struct wined3d_texture_sub_resource *sub_resource;
DWORD previous_locations;
TRACE("texture %p, sub_resource_idx %u, location %s.\n",
texture, sub_resource_idx, wined3d_debug_location(location));
if (location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
wined3d_texture_set_dirty(texture);
sub_resource = &texture->sub_resources[sub_resource_idx];
previous_locations = sub_resource->locations;
sub_resource->locations &= ~location;
if (previous_locations != WINED3D_LOCATION_SYSMEM && sub_resource->locations == WINED3D_LOCATION_SYSMEM)
++texture->sysmem_count;
TRACE("New locations flags are %s.\n", wined3d_debug_location(sub_resource->locations));
if (!sub_resource->locations)
ERR("Sub-resource %u of texture %p does not have any up to date location.\n",
sub_resource_idx, texture);
}
void wined3d_texture_clear_dirty_regions(struct wined3d_texture *texture)
{
unsigned int i;
TRACE("texture %p\n", texture);
if (!texture->dirty_regions)
return;
for (i = 0; i < texture->layer_count; ++i)
{
texture->dirty_regions[i].box_count = 0;
}
}
static BOOL wined3d_texture_copy_sysmem_location(struct wined3d_texture *texture,
unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location)
{
unsigned int size = texture->sub_resources[sub_resource_idx].size;
struct wined3d_device *device = texture->resource.device;
const struct wined3d_gl_info *gl_info;
struct wined3d_bo_gl *src_bo, *dst_bo;
struct wined3d_bo_address dst, src;
if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location))
return FALSE;
wined3d_texture_get_memory(texture, sub_resource_idx, &dst, location);
wined3d_texture_get_memory(texture, sub_resource_idx, &src,
texture->sub_resources[sub_resource_idx].locations);
if ((dst_bo = (struct wined3d_bo_gl *)dst.buffer_object))
{
context = context_acquire(device, NULL, 0);
gl_info = wined3d_context_gl(context)->gl_info;
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, dst_bo->id));
GL_EXTCALL(glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, size, src.addr));
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
checkGLcall("PBO upload");
context_release(context);
return TRUE;
}
if ((src_bo = (struct wined3d_bo_gl *)src.buffer_object))
{
context = context_acquire(device, NULL, 0);
gl_info = wined3d_context_gl(context)->gl_info;
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, src_bo->id));
GL_EXTCALL(glGetBufferSubData(GL_PIXEL_PACK_BUFFER, 0, size, dst.addr));
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
checkGLcall("PBO download");
context_release(context);
return TRUE;
}
memcpy(dst.addr, src.addr, size);
return TRUE;
}
/* Context activation is done by the caller. Context may be NULL in
* WINED3D_NO3D mode. */
BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location)
{
DWORD current = texture->sub_resources[sub_resource_idx].locations;
BOOL ret;
TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n",
texture, sub_resource_idx, context, wined3d_debug_location(location));
TRACE("Current resource location %s.\n", wined3d_debug_location(current));
if (current & location)
{
TRACE("Location %s is already up to date.\n", wined3d_debug_location(location));
return TRUE;
}
if (WARN_ON(d3d))
{
DWORD required_access = wined3d_resource_access_from_location(location);
if ((texture->resource.access & required_access) != required_access)
WARN("Operation requires %#x access, but texture only has %#x.\n",
required_access, texture->resource.access);
}
if (current & WINED3D_LOCATION_DISCARDED)
{
TRACE("Sub-resource previously discarded, nothing to do.\n");
if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location))
return FALSE;
wined3d_texture_validate_location(texture, sub_resource_idx, location);
wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED);
return TRUE;
}
if (!current)
{
ERR("Sub-resource %u of texture %p does not have any up to date location.\n",
sub_resource_idx, texture);
wined3d_texture_validate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED);
return wined3d_texture_load_location(texture, sub_resource_idx, context, location);
}
if ((location & wined3d_texture_sysmem_locations) && (current & wined3d_texture_sysmem_locations))
ret = wined3d_texture_copy_sysmem_location(texture, sub_resource_idx, context, location);
else
ret = texture->texture_ops->texture_load_location(texture, sub_resource_idx, context, location);
if (ret)
wined3d_texture_validate_location(texture, sub_resource_idx, location);
return ret;
}
void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx,
struct wined3d_bo_address *data, DWORD locations)
{
struct wined3d_texture_sub_resource *sub_resource;
TRACE("texture %p, sub_resource_idx %u, data %p, locations %s.\n",
texture, sub_resource_idx, data, wined3d_debug_location(locations));
sub_resource = &texture->sub_resources[sub_resource_idx];
if (locations & WINED3D_LOCATION_BUFFER)
{
data->addr = NULL;
data->buffer_object = (uintptr_t)&sub_resource->bo;
return;
}
if (locations & WINED3D_LOCATION_SYSMEM)
{
if (texture->sub_resources[sub_resource_idx].user_memory)
{
data->addr = texture->sub_resources[sub_resource_idx].user_memory;
}
else
{
data->addr = texture->resource.heap_memory;
data->addr += sub_resource->offset;
}
data->buffer_object = 0;
return;
}
ERR("Unexpected locations %s.\n", wined3d_debug_location(locations));
data->addr = NULL;
data->buffer_object = 0;
}
/* Context activation is done by the caller. */
static void wined3d_texture_remove_buffer_object(struct wined3d_texture *texture,
unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info)
{
struct wined3d_bo_gl *bo = &texture->sub_resources[sub_resource_idx].bo;
GL_EXTCALL(glDeleteBuffers(1, &bo->id));
checkGLcall("glDeleteBuffers");
TRACE("Deleted buffer object %u for texture %p, sub-resource %u.\n",
bo->id, texture, sub_resource_idx);
wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_BUFFER);
bo->id = 0;
}
static void wined3d_texture_update_map_binding(struct wined3d_texture *texture)
{
unsigned int sub_count = texture->level_count * texture->layer_count;
struct wined3d_device *device = texture->resource.device;
DWORD map_binding = texture->update_map_binding;
struct wined3d_context *context;
unsigned int i;
context = context_acquire(device, NULL, 0);
for (i = 0; i < sub_count; ++i)
{
if (texture->sub_resources[i].locations == texture->resource.map_binding
&& !wined3d_texture_load_location(texture, i, context, map_binding))
ERR("Failed to load location %s.\n", wined3d_debug_location(map_binding));
if (texture->resource.map_binding == WINED3D_LOCATION_BUFFER)
wined3d_texture_remove_buffer_object(texture, i, wined3d_context_gl(context)->gl_info);
}
context_release(context);
texture->resource.map_binding = map_binding;
texture->update_map_binding = 0;
}
void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding)
{
texture->update_map_binding = map_binding;
if (!texture->resource.map_count)
wined3d_texture_update_map_binding(texture);
}
/* A GL context is provided by the caller */
static void gltexture_delete(struct wined3d_device *device, const struct wined3d_gl_info *gl_info,
struct gl_texture *tex)
{
context_gl_resource_released(device, tex->name, FALSE);
gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex->name);
tex->name = 0;
}
/* Context activation is done by the caller. */
/* The caller is responsible for binding the correct texture. */
static void wined3d_texture_gl_allocate_mutable_storage(struct wined3d_texture_gl *texture_gl,
GLenum gl_internal_format, const struct wined3d_format_gl *format,
const struct wined3d_gl_info *gl_info)
{
unsigned int level, level_count, layer, layer_count;
GLsizei width, height, depth;
GLenum target;
level_count = texture_gl->t.level_count;
if (texture_gl->target == GL_TEXTURE_1D_ARRAY || texture_gl->target == GL_TEXTURE_2D_ARRAY)
layer_count = 1;
else
layer_count = texture_gl->t.layer_count;
for (layer = 0; layer < layer_count; ++layer)
{
target = wined3d_texture_gl_get_sub_resource_target(texture_gl, layer * level_count);
for (level = 0; level < level_count; ++level)
{
width = wined3d_texture_get_level_pow2_width(&texture_gl->t, level);
height = wined3d_texture_get_level_pow2_height(&texture_gl->t, level);
if (texture_gl->t.resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
{
height *= format->f.height_scale.numerator;
height /= format->f.height_scale.denominator;
}
TRACE("texture_gl %p, layer %u, level %u, target %#x, width %u, height %u.\n",
texture_gl, layer, level, target, width, height);
if (target == GL_TEXTURE_3D || target == GL_TEXTURE_2D_ARRAY)
{
depth = wined3d_texture_get_level_depth(&texture_gl->t, level);
GL_EXTCALL(glTexImage3D(target, level, gl_internal_format, width, height,
target == GL_TEXTURE_2D_ARRAY ? texture_gl->t.layer_count : depth, 0,
format->format, format->type, NULL));
checkGLcall("glTexImage3D");
}
else if (target == GL_TEXTURE_1D)
{
gl_info->gl_ops.gl.p_glTexImage1D(target, level, gl_internal_format,
width, 0, format->format, format->type, NULL);
}
else
{
gl_info->gl_ops.gl.p_glTexImage2D(target, level, gl_internal_format, width,
target == GL_TEXTURE_1D_ARRAY ? texture_gl->t.layer_count : height, 0,
format->format, format->type, NULL);
checkGLcall("glTexImage2D");
}
}
}
}
/* Context activation is done by the caller. */
/* The caller is responsible for binding the correct texture. */
static void wined3d_texture_gl_allocate_immutable_storage(struct wined3d_texture_gl *texture_gl,
GLenum gl_internal_format, const struct wined3d_gl_info *gl_info)
{
unsigned int samples = wined3d_resource_get_sample_count(&texture_gl->t.resource);
GLsizei height = wined3d_texture_get_level_pow2_height(&texture_gl->t, 0);
GLsizei width = wined3d_texture_get_level_pow2_width(&texture_gl->t, 0);
GLboolean standard_pattern = texture_gl->t.resource.multisample_type != WINED3D_MULTISAMPLE_NON_MASKABLE
&& texture_gl->t.resource.multisample_quality == WINED3D_STANDARD_MULTISAMPLE_PATTERN;
switch (texture_gl->target)
{
case GL_TEXTURE_3D:
GL_EXTCALL(glTexStorage3D(texture_gl->target, texture_gl->t.level_count,
gl_internal_format, width, height, wined3d_texture_get_level_depth(&texture_gl->t, 0)));
break;
case GL_TEXTURE_2D_ARRAY:
GL_EXTCALL(glTexStorage3D(texture_gl->target, texture_gl->t.level_count,
gl_internal_format, width, height, texture_gl->t.layer_count));
break;
case GL_TEXTURE_2D_MULTISAMPLE:
GL_EXTCALL(glTexStorage2DMultisample(texture_gl->target, samples,
gl_internal_format, width, height, standard_pattern));
break;
case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
GL_EXTCALL(glTexStorage3DMultisample(texture_gl->target, samples,
gl_internal_format, width, height, texture_gl->t.layer_count, standard_pattern));
break;
case GL_TEXTURE_1D_ARRAY:
GL_EXTCALL(glTexStorage2D(texture_gl->target, texture_gl->t.level_count,
gl_internal_format, width, texture_gl->t.layer_count));
break;
case GL_TEXTURE_1D:
GL_EXTCALL(glTexStorage1D(texture_gl->target, texture_gl->t.level_count, gl_internal_format, width));
break;
default:
GL_EXTCALL(glTexStorage2D(texture_gl->target, texture_gl->t.level_count,
gl_internal_format, width, height));
break;
}
checkGLcall("allocate immutable storage");
}
void wined3d_texture_sub_resources_destroyed(struct wined3d_texture *texture)
{
unsigned int sub_count = texture->level_count * texture->layer_count;
struct wined3d_texture_sub_resource *sub_resource;
unsigned int i;
for (i = 0; i < sub_count; ++i)
{
sub_resource = &texture->sub_resources[i];
if (sub_resource->parent)
{
TRACE("sub-resource %u.\n", i);
sub_resource->parent_ops->wined3d_object_destroyed(sub_resource->parent);
sub_resource->parent = NULL;
}
}
}
static void wined3d_texture_create_dc(void *object)
{
const struct wined3d_texture_idx *idx = object;
struct wined3d_context *context = NULL;
unsigned int sub_resource_idx, level;
const struct wined3d_format *format;
unsigned int row_pitch, slice_pitch;
struct wined3d_texture *texture;
struct wined3d_dc_info *dc_info;
struct wined3d_bo_address data;
D3DKMT_CREATEDCFROMMEMORY desc;
struct wined3d_device *device;
NTSTATUS status;
TRACE("texture %p, sub_resource_idx %u.\n", idx->texture, idx->sub_resource_idx);
texture = idx->texture;
sub_resource_idx = idx->sub_resource_idx;
level = sub_resource_idx % texture->level_count;
device = texture->resource.device;
format = texture->resource.format;
if (!format->ddi_format)
{
WARN("Cannot create a DC for format %s.\n", debug_d3dformat(format->id));
return;
}
if (!texture->dc_info)
{
unsigned int sub_count = texture->level_count * texture->layer_count;
if (!(texture->dc_info = heap_calloc(sub_count, sizeof(*texture->dc_info))))
{
ERR("Failed to allocate DC info.\n");
return;
}
}
if (!(texture->sub_resources[sub_resource_idx].locations & texture->resource.map_binding))
{
context = context_acquire(device, NULL, 0);
wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding);
}
wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding);
wined3d_texture_get_pitch(texture, level, &row_pitch, &slice_pitch);
wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding);
if (data.buffer_object)
{
if (!context)
context = context_acquire(device, NULL, 0);
desc.pMemory = wined3d_context_map_bo_address(context, &data,
texture->sub_resources[sub_resource_idx].size, WINED3D_MAP_READ | WINED3D_MAP_WRITE);
}
else
{
desc.pMemory = data.addr;
}
if (context)
context_release(context);
desc.Format = format->ddi_format;
desc.Width = wined3d_texture_get_level_width(texture, level);
desc.Height = wined3d_texture_get_level_height(texture, level);
desc.Pitch = row_pitch;
desc.hDeviceDc = CreateCompatibleDC(NULL);
desc.pColorTable = NULL;
status = D3DKMTCreateDCFromMemory(&desc);
DeleteDC(desc.hDeviceDc);
if (status)
{
WARN("Failed to create DC, status %#x.\n", status);
return;
}
dc_info = &texture->dc_info[sub_resource_idx];
dc_info->dc = desc.hDc;
dc_info->bitmap = desc.hBitmap;
TRACE("Created DC %p, bitmap %p for texture %p, %u.\n", dc_info->dc, dc_info->bitmap, texture, sub_resource_idx);
}
static void wined3d_texture_destroy_dc(void *object)
{
const struct wined3d_texture_idx *idx = object;
D3DKMT_DESTROYDCFROMMEMORY destroy_desc;
struct wined3d_context *context;
struct wined3d_texture *texture;
struct wined3d_dc_info *dc_info;
struct wined3d_bo_address data;
unsigned int sub_resource_idx;
struct wined3d_device *device;
struct wined3d_range range;
NTSTATUS status;
texture = idx->texture;
sub_resource_idx = idx->sub_resource_idx;
device = texture->resource.device;
dc_info = &texture->dc_info[sub_resource_idx];
if (!dc_info->dc)
{
ERR("Sub-resource {%p, %u} has no DC.\n", texture, sub_resource_idx);
return;
}
TRACE("dc %p, bitmap %p.\n", dc_info->dc, dc_info->bitmap);
destroy_desc.hDc = dc_info->dc;
destroy_desc.hBitmap = dc_info->bitmap;
if ((status = D3DKMTDestroyDCFromMemory(&destroy_desc)))
ERR("Failed to destroy dc, status %#x.\n", status);
dc_info->dc = NULL;
dc_info->bitmap = NULL;
wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding);
if (data.buffer_object)
{
context = context_acquire(device, NULL, 0);
range.offset = 0;
range.size = texture->sub_resources[sub_resource_idx].size;
wined3d_context_unmap_bo_address(context, &data, 1, &range);
context_release(context);
}
}
void wined3d_texture_set_swapchain(struct wined3d_texture *texture, struct wined3d_swapchain *swapchain)
{
texture->swapchain = swapchain;
wined3d_resource_update_draw_binding(&texture->resource);
}
void wined3d_gl_texture_swizzle_from_color_fixup(GLint swizzle[4], struct color_fixup_desc fixup)
{
static const GLenum swizzle_source[] =
{
GL_ZERO, /* CHANNEL_SOURCE_ZERO */
GL_ONE, /* CHANNEL_SOURCE_ONE */
GL_RED, /* CHANNEL_SOURCE_X */
GL_GREEN, /* CHANNEL_SOURCE_Y */
GL_BLUE, /* CHANNEL_SOURCE_Z */
GL_ALPHA, /* CHANNEL_SOURCE_W */
};
swizzle[0] = swizzle_source[fixup.x_source];
swizzle[1] = swizzle_source[fixup.y_source];
swizzle[2] = swizzle_source[fixup.z_source];
swizzle[3] = swizzle_source[fixup.w_source];
}
/* Context activation is done by the caller. */
void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
struct wined3d_context_gl *context_gl, BOOL srgb)
{
const struct wined3d_format *format = texture_gl->t.resource.format;
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
const struct color_fixup_desc fixup = format->color_fixup;
struct gl_texture *gl_tex;
GLenum target;
TRACE("texture_gl %p, context_gl %p, srgb %#x.\n", texture_gl, context_gl, srgb);
if (!needs_separate_srgb_gl_texture(&context_gl->c, &texture_gl->t))
srgb = FALSE;
/* sRGB mode cache for preload() calls outside drawprim. */
if (srgb)
texture_gl->t.flags |= WINED3D_TEXTURE_IS_SRGB;
else
texture_gl->t.flags &= ~WINED3D_TEXTURE_IS_SRGB;
gl_tex = wined3d_texture_gl_get_gl_texture(texture_gl, srgb);
target = texture_gl->target;
if (gl_tex->name)
{
wined3d_context_gl_bind_texture(context_gl, target, gl_tex->name);
return;
}
gl_info->gl_ops.gl.p_glGenTextures(1, &gl_tex->name);
checkGLcall("glGenTextures");
TRACE("Generated texture %d.\n", gl_tex->name);
if (!gl_tex->name)
{
ERR("Failed to generate a texture name.\n");
return;
}
/* Initialise the state of the texture object to the OpenGL defaults, not
* the wined3d defaults. */
gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_WRAP;
gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_WRAP;
gl_tex->sampler_desc.address_w = WINED3D_TADDRESS_WRAP;
memset(gl_tex->sampler_desc.border_color, 0, sizeof(gl_tex->sampler_desc.border_color));
gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_LINEAR;
gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
gl_tex->sampler_desc.lod_bias = 0.0f;
gl_tex->sampler_desc.min_lod = -1000.0f;
gl_tex->sampler_desc.max_lod = 1000.0f;
gl_tex->sampler_desc.max_anisotropy = 1;
gl_tex->sampler_desc.compare = FALSE;
gl_tex->sampler_desc.comparison_func = WINED3D_CMP_LESSEQUAL;
if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
gl_tex->sampler_desc.srgb_decode = TRUE;
else
gl_tex->sampler_desc.srgb_decode = srgb;
gl_tex->base_level = 0;
wined3d_texture_set_dirty(&texture_gl->t);
wined3d_context_gl_bind_texture(context_gl, target, gl_tex->name);
/* For a new texture we have to set the texture levels after binding the
* texture. Beware that texture rectangles do not support mipmapping, but
* set the maxmiplevel if we're relying on the partial
* GL_ARB_texture_non_power_of_two emulation with texture rectangles.
* (I.e., do not care about cond_np2 here, just look for
* GL_TEXTURE_RECTANGLE_ARB.) */
if (target != GL_TEXTURE_RECTANGLE_ARB)
{
TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture_gl->t.level_count - 1);
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1);
checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)");
}
if (target == GL_TEXTURE_CUBE_MAP_ARB)
{
/* Cubemaps are always set to clamp, regardless of the sampler state. */
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
}
if (texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2)
{
/* Conditinal non power of two textures use a different clamping
* default. If we're using the GL_WINE_normalized_texrect partial
* driver emulation, we're dealing with a GL_TEXTURE_2D texture which
* has the address mode set to repeat - something that prevents us
* from hitting the accelerated codepath. Thus manually set the GL
* state. The same applies to filtering. Even if the texture has only
* one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
* fallback on macos. */
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri");
gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_POINT;
gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT;
gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_NONE;
}
if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] && gl_info->supported[ARB_DEPTH_TEXTURE])
{
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);
checkGLcall("glTexParameteri(GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY)");
}
if (!is_identity_fixup(fixup) && can_use_texture_swizzle(context_gl->c.d3d_info, format))
{
GLint swizzle[4];
wined3d_gl_texture_swizzle_from_color_fixup(swizzle, fixup);
gl_info->gl_ops.gl.p_glTexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
checkGLcall("set format swizzle");
}
}
/* Context activation is done by the caller. */
void wined3d_texture_gl_bind_and_dirtify(struct wined3d_texture_gl *texture_gl,
struct wined3d_context_gl *context_gl, BOOL srgb)
{
/* We don't need a specific texture unit, but after binding the texture
* the current unit is dirty. Read the unit back instead of switching to
* 0, this avoids messing around with the state manager's GL states. The
* current texture unit should always be a valid one.
*
* To be more specific, this is tricky because we can implicitly be
* called from sampler() in state.c. This means we can't touch anything
* other than whatever happens to be the currently active texture, or we
* would risk marking already applied sampler states dirty again. */
if (context_gl->active_texture < ARRAY_SIZE(context_gl->rev_tex_unit_map))
{
unsigned int active_sampler = context_gl->rev_tex_unit_map[context_gl->active_texture];
if (active_sampler != WINED3D_UNMAPPED_STAGE)
context_invalidate_state(&context_gl->c, STATE_SAMPLER(active_sampler));
}
/* FIXME: Ideally we'd only do this when touching a binding that's used by
* a shader. */
context_invalidate_compute_state(&context_gl->c, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
context_invalidate_state(&context_gl->c, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
wined3d_texture_gl_bind(texture_gl, context_gl, srgb);
}
/* Context activation is done by the caller (state handler). */
/* This function relies on the correct texture being bound and loaded. */
void wined3d_texture_gl_apply_sampler_desc(struct wined3d_texture_gl *texture_gl,
const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context_gl *context_gl)
{
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
GLenum target = texture_gl->target;
struct gl_texture *gl_tex;
DWORD state;
TRACE("texture_gl %p, sampler_desc %p, context_gl %p.\n", texture_gl, sampler_desc, context_gl);
gl_tex = wined3d_texture_gl_get_gl_texture(texture_gl, texture_gl->t.flags & WINED3D_TEXTURE_IS_SRGB);
state = sampler_desc->address_u;
if (state != gl_tex->sampler_desc.address_u)
{
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S,
gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
gl_tex->sampler_desc.address_u = state;
}
state = sampler_desc->address_v;
if (state != gl_tex->sampler_desc.address_v)
{
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T,
gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
gl_tex->sampler_desc.address_v = state;
}
state = sampler_desc->address_w;
if (state != gl_tex->sampler_desc.address_w)
{
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R,
gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
gl_tex->sampler_desc.address_w = state;
}
if (memcmp(gl_tex->sampler_desc.border_color, sampler_desc->border_color,
sizeof(gl_tex->sampler_desc.border_color)))
{
gl_info->gl_ops.gl.p_glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &sampler_desc->border_color[0]);
memcpy(gl_tex->sampler_desc.border_color, sampler_desc->border_color,
sizeof(gl_tex->sampler_desc.border_color));
}
state = sampler_desc->mag_filter;
if (state != gl_tex->sampler_desc.mag_filter)
{
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(state));
gl_tex->sampler_desc.mag_filter = state;
}
if (sampler_desc->min_filter != gl_tex->sampler_desc.min_filter
|| sampler_desc->mip_filter != gl_tex->sampler_desc.mip_filter)
{
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
wined3d_gl_min_mip_filter(sampler_desc->min_filter, sampler_desc->mip_filter));
gl_tex->sampler_desc.min_filter = sampler_desc->min_filter;
gl_tex->sampler_desc.mip_filter = sampler_desc->mip_filter;
}
state = sampler_desc->max_anisotropy;
if (state != gl_tex->sampler_desc.max_anisotropy)
{
if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC])
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY, state);
else
WARN("Anisotropic filtering not supported.\n");
gl_tex->sampler_desc.max_anisotropy = state;
}
if (!sampler_desc->srgb_decode != !gl_tex->sampler_desc.srgb_decode
&& (context_gl->c.d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
&& gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
{
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
sampler_desc->srgb_decode ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
gl_tex->sampler_desc.srgb_decode = sampler_desc->srgb_decode;
}
if (!sampler_desc->compare != !gl_tex->sampler_desc.compare)
{
if (sampler_desc->compare)
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
else
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
gl_tex->sampler_desc.compare = sampler_desc->compare;
}
checkGLcall("Texture parameter application");
if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
{
gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
GL_TEXTURE_LOD_BIAS_EXT, sampler_desc->lod_bias);
checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
}
}
ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture)
{
ULONG refcount;
TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
if (texture->swapchain)
return wined3d_swapchain_incref(texture->swapchain);
refcount = InterlockedIncrement(&texture->resource.ref);
TRACE("%p increasing refcount to %u.\n", texture, refcount);
return refcount;
}
static void wined3d_texture_destroy_object(void *object)
{
struct wined3d_texture *texture = object;
struct wined3d_resource *resource;
struct wined3d_dc_info *dc_info;
unsigned int sub_count;
unsigned int i;
TRACE("texture %p.\n", texture);
resource = &texture->resource;
sub_count = texture->level_count * texture->layer_count;
if ((dc_info = texture->dc_info))
{
for (i = 0; i < sub_count; ++i)
{
if (dc_info[i].dc)
{
struct wined3d_texture_idx texture_idx = {texture, i};
wined3d_texture_destroy_dc(&texture_idx);
}
}
heap_free(dc_info);
}
if (texture->overlay_info)
{
for (i = 0; i < sub_count; ++i)
{
struct wined3d_overlay_info *info = &texture->overlay_info[i];
struct wined3d_overlay_info *overlay, *cur;
list_remove(&info->entry);
LIST_FOR_EACH_ENTRY_SAFE(overlay, cur, &info->overlays, struct wined3d_overlay_info, entry)
{
list_remove(&overlay->entry);
}
}
heap_free(texture->overlay_info);
}
if (texture->dirty_regions)
{
for (i = 0; i < texture->layer_count; ++i)
{
heap_free(texture->dirty_regions[i].boxes);
}
heap_free(texture->dirty_regions);
}
resource->resource_ops->resource_unload(resource);
}
void wined3d_texture_cleanup(struct wined3d_texture *texture)
{
wined3d_cs_destroy_object(texture->resource.device->cs, wined3d_texture_destroy_object, texture);
resource_cleanup(&texture->resource);
}
static void wined3d_texture_cleanup_sync(struct wined3d_texture *texture)
{
wined3d_texture_sub_resources_destroyed(texture);
wined3d_texture_cleanup(texture);
wined3d_resource_wait_idle(&texture->resource);
}
ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture)
{
unsigned int i, sub_resource_count;
ULONG refcount;
TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
if (texture->swapchain)
return wined3d_swapchain_decref(texture->swapchain);
refcount = InterlockedDecrement(&texture->resource.ref);
TRACE("%p decreasing refcount to %u.\n", texture, refcount);
if (!refcount)
{
/* Wait for the texture to become idle if it's using user memory,
* since the application is allowed to free that memory once the
* texture is destroyed. Note that this implies that
* the destroy handler can't access that memory either. */
sub_resource_count = texture->layer_count * texture->level_count;
for (i = 0; i < sub_resource_count; ++i)
{
if (texture->sub_resources[i].user_memory)
{
wined3d_resource_wait_idle(&texture->resource);
break;
}
}
texture->resource.device->adapter->adapter_ops->adapter_destroy_texture(texture);
}
return refcount;
}
struct wined3d_resource * CDECL wined3d_texture_get_resource(struct wined3d_texture *texture)
{
TRACE("texture %p.\n", texture);
return &texture->resource;
}
static BOOL color_key_equal(const struct wined3d_color_key *c1, struct wined3d_color_key *c2)
{
return c1->color_space_low_value == c2->color_space_low_value
&& c1->color_space_high_value == c2->color_space_high_value;
}
/* Context activation is done by the caller */
void wined3d_texture_load(struct wined3d_texture *texture,
struct wined3d_context *context, BOOL srgb)
{
UINT sub_count = texture->level_count * texture->layer_count;
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
DWORD flag;
UINT i;
TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
if (!needs_separate_srgb_gl_texture(context, texture))
srgb = FALSE;
if (srgb)
flag = WINED3D_TEXTURE_SRGB_VALID;
else
flag = WINED3D_TEXTURE_RGB_VALID;
if (!d3d_info->shader_color_key
&& (!(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
!= !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
|| (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY
&& !color_key_equal(&texture->async.gl_color_key, &texture->async.src_blt_color_key))))
{
unsigned int sub_count = texture->level_count * texture->layer_count;
unsigned int i;
TRACE("Reloading because of color key value change.\n");
for (i = 0; i < sub_count; i++)
{
if (!wined3d_texture_load_location(texture, i, context, texture->resource.map_binding))
ERR("Failed to load location %s.\n", wined3d_debug_location(texture->resource.map_binding));
else
wined3d_texture_invalidate_location(texture, i, ~texture->resource.map_binding);
}
texture->async.gl_color_key = texture->async.src_blt_color_key;
}
if (texture->flags & flag)
{
TRACE("Texture %p not dirty, nothing to do.\n", texture);
return;
}
/* Reload the surfaces if the texture is marked dirty. */
for (i = 0; i < sub_count; ++i)
{
if (!wined3d_texture_load_location(texture, i, context,
srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB))
ERR("Failed to load location (srgb %#x).\n", srgb);
}
texture->flags |= flag;
}
void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture)
{
TRACE("texture %p.\n", texture);
return texture->resource.parent;
}
HRESULT wined3d_texture_check_box_dimensions(const struct wined3d_texture *texture,
unsigned int level, const struct wined3d_box *box)
{
const struct wined3d_format *format = texture->resource.format;
unsigned int width_mask, height_mask, width, height, depth;
width = wined3d_texture_get_level_width(texture, level);
height = wined3d_texture_get_level_height(texture, level);
depth = wined3d_texture_get_level_depth(texture, level);
if (box->left >= box->right || box->right > width
|| box->top >= box->bottom || box->bottom > height
|| box->front >= box->back || box->back > depth)
{
WARN("Box %s is invalid.\n", debug_box(box));
return WINEDDERR_INVALIDRECT;
}
if (texture->resource.format_flags & WINED3DFMT_FLAG_BLOCKS)
{
/* This assumes power of two block sizes, but NPOT block sizes would
* be silly anyway.
*
* This also assumes that the format's block depth is 1. */
width_mask = format->block_width - 1;
height_mask = format->block_height - 1;
if ((box->left & width_mask) || (box->top & height_mask)
|| (box->right & width_mask && box->right != width)
|| (box->bottom & height_mask && box->bottom != height))
{
WARN("Box %s is misaligned for %ux%u blocks.\n",
debug_box(box), format->block_width, format->block_height);
return WINED3DERR_INVALIDCALL;
}
}
return WINED3D_OK;
}
void CDECL wined3d_texture_get_pitch(const struct wined3d_texture *texture,
unsigned int level, unsigned int *row_pitch, unsigned int *slice_pitch)
{
const struct wined3d_resource *resource = &texture->resource;
unsigned int width = wined3d_texture_get_level_width(texture, level);
unsigned int height = wined3d_texture_get_level_height(texture, level);
if (texture->row_pitch)
{
*row_pitch = texture->row_pitch;
*slice_pitch = texture->slice_pitch;
return;
}
wined3d_format_calculate_pitch(resource->format, resource->device->surface_alignment,
width, height, row_pitch, slice_pitch);
}
DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
{
struct wined3d_resource *resource;
DWORD old = texture->lod;
TRACE("texture %p, lod %u.\n", texture, lod);
/* The d3d9:texture test shows that SetLOD is ignored on non-managed
* textures. The call always returns 0, and GetLOD always returns 0. */
resource = &texture->resource;
if (!wined3d_resource_access_is_managed(resource->access))
{
TRACE("Ignoring LOD on texture with resource access %s.\n",
wined3d_debug_resource_access(resource->access));
return 0;
}
if (lod >= texture->level_count)
lod = texture->level_count - 1;
if (texture->lod != lod)
{
struct wined3d_device *device = resource->device;
wined3d_resource_wait_idle(resource);
texture->lod = lod;
wined3d_texture_gl(texture)->texture_rgb.base_level = ~0u;
wined3d_texture_gl(texture)->texture_srgb.base_level = ~0u;
if (resource->bind_count)
wined3d_cs_emit_set_sampler_state(device->cs, texture->sampler, WINED3D_SAMP_MAX_MIP_LEVEL,
device->state.sampler_states[texture->sampler][WINED3D_SAMP_MAX_MIP_LEVEL]);
}
return old;
}
DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture)
{
TRACE("texture %p, returning %u.\n", texture, texture->lod);
return texture->lod;
}
DWORD CDECL wined3d_texture_get_level_count(const struct wined3d_texture *texture)
{
TRACE("texture %p, returning %u.\n", texture, texture->level_count);
return texture->level_count;
}
HRESULT CDECL wined3d_texture_set_color_key(struct wined3d_texture *texture,
DWORD flags, const struct wined3d_color_key *color_key)
{
struct wined3d_device *device = texture->resource.device;
static const DWORD all_flags = WINED3D_CKEY_DST_BLT | WINED3D_CKEY_DST_OVERLAY
| WINED3D_CKEY_SRC_BLT | WINED3D_CKEY_SRC_OVERLAY;
TRACE("texture %p, flags %#x, color_key %p.\n", texture, flags, color_key);
if (flags & ~all_flags)
{
WARN("Invalid flags passed, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
wined3d_cs_emit_set_color_key(device->cs, texture, flags, color_key);
return WINED3D_OK;
}
/* In D3D the depth stencil dimensions have to be greater than or equal to the
* render target dimensions. With FBOs, the dimensions have to be an exact match. */
/* TODO: We should synchronize the renderbuffer's content with the texture's content. */
/* Context activation is done by the caller. */
void wined3d_texture_gl_set_compatible_renderbuffer(struct wined3d_texture_gl *texture_gl,
struct wined3d_context_gl *context_gl, unsigned int level, const struct wined3d_rendertarget_info *rt)
{
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
struct wined3d_renderbuffer_entry *entry;
unsigned int src_width, src_height;
unsigned int width, height;
GLuint renderbuffer = 0;
if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
return;
if (rt && rt->resource->format->id != WINED3DFMT_NULL)
{
struct wined3d_texture *rt_texture;
unsigned int rt_level;
if (rt->resource->type == WINED3D_RTYPE_BUFFER)
{
FIXME("Unsupported resource type %s.\n", debug_d3dresourcetype(rt->resource->type));
return;
}
rt_texture = wined3d_texture_from_resource(rt->resource);
rt_level = rt->sub_resource_idx % rt_texture->level_count;
width = wined3d_texture_get_level_pow2_width(rt_texture, rt_level);
height = wined3d_texture_get_level_pow2_height(rt_texture, rt_level);
}
else
{
width = wined3d_texture_get_level_pow2_width(&texture_gl->t, level);
height = wined3d_texture_get_level_pow2_height(&texture_gl->t, level);
}
src_width = wined3d_texture_get_level_pow2_width(&texture_gl->t, level);
src_height = wined3d_texture_get_level_pow2_height(&texture_gl->t, level);
/* A depth stencil smaller than the render target is not valid */
if (width > src_width || height > src_height)
return;
/* Remove any renderbuffer set if the sizes match */
if (width == src_width && height == src_height)
{
texture_gl->current_renderbuffer = NULL;
return;
}
/* Look if we've already got a renderbuffer of the correct dimensions */
LIST_FOR_EACH_ENTRY(entry, &texture_gl->renderbuffers, struct wined3d_renderbuffer_entry, entry)
{
if (entry->width == width && entry->height == height)
{
renderbuffer = entry->id;
texture_gl->current_renderbuffer = entry;
break;
}
}
if (!renderbuffer)
{
const struct wined3d_format_gl *format_gl;
format_gl = wined3d_format_gl(texture_gl->t.resource.format);
gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format_gl->internal, width, height);
entry = heap_alloc(sizeof(*entry));
entry->width = width;
entry->height = height;
entry->id = renderbuffer;
list_add_head(&texture_gl->renderbuffers, &entry->entry);
texture_gl->current_renderbuffer = entry;
}
checkGLcall("set compatible renderbuffer");
}
HRESULT CDECL wined3d_texture_update_desc(struct wined3d_texture *texture, unsigned int sub_resource_idx,
UINT width, UINT height, enum wined3d_format_id format_id,
enum wined3d_multisample_type multisample_type, UINT multisample_quality, void *mem, UINT pitch)
{
struct wined3d_texture_sub_resource *sub_resource;
unsigned int i, level, sub_resource_count;
const struct wined3d_d3d_info *d3d_info;
const struct wined3d_gl_info *gl_info;
const struct wined3d_format *format;
struct wined3d_device *device;
unsigned int resource_size;
const struct wined3d *d3d;
unsigned int slice_pitch;
bool update_memory_only;
bool create_dib = false;
TRACE("texture %p, width %u, height %u, format %s, multisample_type %#x, multisample_quality %u, "
"mem %p, pitch %u, sub_resource_idx %u.\n",
texture, width, height, debug_d3dformat(format_id), multisample_type, multisample_quality, mem, pitch,
sub_resource_idx);
device = texture->resource.device;
d3d = device->wined3d;
gl_info = &device->adapter->gl_info;
d3d_info = &device->adapter->d3d_info;
format = wined3d_get_format(device->adapter, format_id, texture->resource.bind_flags);
resource_size = wined3d_format_calculate_size(format, device->surface_alignment, width, height, 1);
level = sub_resource_idx % texture->level_count;
sub_resource_count = texture->level_count * texture->layer_count;
update_memory_only = width == wined3d_texture_get_level_width(texture, level)
&& height == wined3d_texture_get_level_height(texture, level)
&& format_id == texture->resource.format->id && multisample_type == texture->resource.multisample_type
&& multisample_quality == texture->resource.multisample_quality;
if (pitch)
slice_pitch = height * pitch;
else
wined3d_format_calculate_pitch(format, 1, width, height, &pitch, &slice_pitch);
if (update_memory_only)
{
unsigned int current_row_pitch, current_slice_pitch;
wined3d_texture_get_pitch(texture, level, &current_row_pitch, &current_slice_pitch);
update_memory_only = pitch == current_row_pitch && slice_pitch == current_slice_pitch;
}
if (!resource_size)
return WINED3DERR_INVALIDCALL;
if (sub_resource_count > 1 && !update_memory_only)
{
FIXME("Texture has multiple sub-resources, not supported.\n");
return WINED3DERR_INVALIDCALL;
}
if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
{
WARN("Not supported on %s.\n", debug_d3dresourcetype(texture->resource.type));
return WINED3DERR_INVALIDCALL;
}
if (texture->resource.map_count)
{
WARN("Texture is mapped.\n");
return WINED3DERR_INVALIDCALL;
}
/* We have no way of supporting a pitch that is not a multiple of the pixel
* byte width short of uploading the texture row-by-row.
* Fortunately that's not an issue since D3D9Ex doesn't allow a custom pitch
* for user-memory textures (it always expects packed data) while DirectDraw
* requires a 4-byte aligned pitch and doesn't support texture formats
* larger than 4 bytes per pixel nor any format using 3 bytes per pixel.
* This check is here to verify that the assumption holds. */
if (pitch % texture->resource.format->byte_count)
{
WARN("Pitch unsupported, not a multiple of the texture format byte width.\n");
return WINED3DERR_INVALIDCALL;
}
if (device->d3d_initialized)
wined3d_cs_emit_unload_resource(device->cs, &texture->resource);
wined3d_resource_wait_idle(&texture->resource);
if (texture->dc_info && texture->dc_info[0].dc)
{
struct wined3d_texture_idx texture_idx = {texture, sub_resource_idx};
wined3d_cs_destroy_object(device->cs, wined3d_texture_destroy_dc, &texture_idx);
wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
create_dib = true;
}
texture->sub_resources[sub_resource_idx].user_memory = mem;
if (update_memory_only)
{
for (i = 0; i < sub_resource_count; ++i)
if (!texture->sub_resources[i].user_memory)
break;
if (i == sub_resource_count)
wined3d_resource_free_sysmem(&texture->resource);
}
else
{
wined3d_resource_free_sysmem(&texture->resource);
sub_resource = &texture->sub_resources[sub_resource_idx];
texture->row_pitch = pitch;
texture->slice_pitch = slice_pitch;
texture->resource.format = format;
texture->resource.multisample_type = multisample_type;
texture->resource.multisample_quality = multisample_quality;
texture->resource.width = width;
texture->resource.height = height;
if (!(texture->resource.access & WINED3D_RESOURCE_ACCESS_CPU) && d3d->flags & WINED3D_VIDMEM_ACCOUNTING)
adapter_adjust_memory(device->adapter, (INT64)texture->slice_pitch - texture->resource.size);
texture->resource.size = texture->slice_pitch;
sub_resource->size = texture->slice_pitch;
sub_resource->locations = WINED3D_LOCATION_DISCARDED;
if (texture->texture_ops == &texture_gl_ops)
{
if (multisample_type && gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
{
wined3d_texture_gl(texture)->target = GL_TEXTURE_2D_MULTISAMPLE;
texture->flags &= ~WINED3D_TEXTURE_DOWNLOADABLE;
}
else
{
wined3d_texture_gl(texture)->target = GL_TEXTURE_2D;
texture->flags |= WINED3D_TEXTURE_DOWNLOADABLE;
}
}
if (((width & (width - 1)) || (height & (height - 1))) && !d3d_info->texture_npot
&& !d3d_info->texture_npot_conditional)
{
texture->flags |= WINED3D_TEXTURE_COND_NP2_EMULATED;
texture->pow2_width = texture->pow2_height = 1;
while (texture->pow2_width < width)
texture->pow2_width <<= 1;
while (texture->pow2_height < height)
texture->pow2_height <<= 1;
}
else
{
texture->flags &= ~WINED3D_TEXTURE_COND_NP2_EMULATED;
texture->pow2_width = width;
texture->pow2_height = height;
}
}
if (!mem && !wined3d_resource_prepare_sysmem(&texture->resource))
ERR("Failed to allocate resource memory.\n");
/* The format might be changed to a format that needs conversion.
* If the surface didn't use PBOs previously but could now, don't
* change it - whatever made us not use PBOs might come back, e.g.
* color keys. */
if (texture->resource.map_binding == WINED3D_LOCATION_BUFFER && !wined3d_texture_use_pbo(texture, gl_info))
texture->resource.map_binding = WINED3D_LOCATION_SYSMEM;
wined3d_texture_validate_location(texture, sub_resource_idx, WINED3D_LOCATION_SYSMEM);
wined3d_texture_invalidate_location(texture, sub_resource_idx, ~WINED3D_LOCATION_SYSMEM);
if (create_dib)
{
struct wined3d_texture_idx texture_idx = {texture, sub_resource_idx};
wined3d_cs_init_object(device->cs, wined3d_texture_create_dc, &texture_idx);
wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
}
return WINED3D_OK;
}
/* Context activation is done by the caller. */
static void wined3d_texture_prepare_buffer_object(struct wined3d_texture *texture,
unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info)
{
struct wined3d_texture_sub_resource *sub_resource;
struct wined3d_bo_gl *bo;
sub_resource = &texture->sub_resources[sub_resource_idx];
bo = &sub_resource->bo;
if (bo->id)
return;
GL_EXTCALL(glGenBuffers(1, &bo->id));
bo->binding = GL_PIXEL_UNPACK_BUFFER;
GL_EXTCALL(glBindBuffer(bo->binding, bo->id));
GL_EXTCALL(glBufferData(bo->binding, sub_resource->size, NULL, GL_STREAM_DRAW));
GL_EXTCALL(glBindBuffer(bo->binding, 0));
checkGLcall("Create buffer object");
TRACE("Created buffer object %u for texture %p, sub-resource %u.\n", bo->id, texture, sub_resource_idx);
}
static void wined3d_texture_force_reload(struct wined3d_texture *texture)
{
unsigned int sub_count = texture->level_count * texture->layer_count;
unsigned int i;
texture->flags &= ~(WINED3D_TEXTURE_RGB_ALLOCATED | WINED3D_TEXTURE_SRGB_ALLOCATED
| WINED3D_TEXTURE_CONVERTED);
texture->async.flags &= ~WINED3D_TEXTURE_ASYNC_COLOR_KEY;
for (i = 0; i < sub_count; ++i)
{
wined3d_texture_invalidate_location(texture, i,
WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
}
}
/* Context activation is done by the caller. */
void wined3d_texture_gl_prepare_texture(struct wined3d_texture_gl *texture_gl,
struct wined3d_context_gl *context_gl, BOOL srgb)
{
DWORD alloc_flag = srgb ? WINED3D_TEXTURE_SRGB_ALLOCATED : WINED3D_TEXTURE_RGB_ALLOCATED;
const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
struct wined3d_resource *resource = &texture_gl->t.resource;
const struct wined3d_device *device = resource->device;
const struct wined3d_format *format = resource->format;
const struct wined3d_color_key_conversion *conversion;
const struct wined3d_format_gl *format_gl;
GLenum internal;
TRACE("texture_gl %p, context_gl %p, format %s.\n", texture_gl, context_gl, debug_d3dformat(format->id));
if (!d3d_info->shader_color_key
&& !(texture_gl->t.async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
!= !(texture_gl->t.async.color_key_flags & WINED3D_CKEY_SRC_BLT))
{
wined3d_texture_force_reload(&texture_gl->t);
if (texture_gl->t.async.color_key_flags & WINED3D_CKEY_SRC_BLT)
texture_gl->t.async.flags |= WINED3D_TEXTURE_ASYNC_COLOR_KEY;
}
if (texture_gl->t.flags & alloc_flag)
return;
if (resource->format_flags & WINED3DFMT_FLAG_DECOMPRESS)
{
TRACE("WINED3DFMT_FLAG_DECOMPRESS set.\n");
texture_gl->t.flags |= WINED3D_TEXTURE_CONVERTED;
format = wined3d_resource_get_decompress_format(resource);
}
else if (format->conv_byte_count)
{
texture_gl->t.flags |= WINED3D_TEXTURE_CONVERTED;
}
else if ((conversion = wined3d_format_get_color_key_conversion(&texture_gl->t, TRUE)))
{
texture_gl->t.flags |= WINED3D_TEXTURE_CONVERTED;
format = wined3d_get_format(device->adapter, conversion->dst_format, resource->bind_flags);
TRACE("Using format %s for color key conversion.\n", debug_d3dformat(format->id));
}
format_gl = wined3d_format_gl(format);
wined3d_texture_gl_bind_and_dirtify(texture_gl, context_gl, srgb);
if (srgb)
internal = format_gl->srgb_internal;
else if (resource->bind_flags & WINED3D_BIND_RENDER_TARGET && wined3d_resource_is_offscreen(resource))
internal = format_gl->rt_internal;
else
internal = format_gl->internal;
if (!internal)
FIXME("No GL internal format for format %s.\n", debug_d3dformat(format->id));
TRACE("internal %#x, format %#x, type %#x.\n", internal, format_gl->format, format_gl->type);
if (wined3d_texture_use_immutable_storage(&texture_gl->t, gl_info))
wined3d_texture_gl_allocate_immutable_storage(texture_gl, internal, gl_info);
else
wined3d_texture_gl_allocate_mutable_storage(texture_gl, internal, format_gl, gl_info);
texture_gl->t.flags |= alloc_flag;
}
static void wined3d_texture_gl_prepare_rb(struct wined3d_texture_gl *texture_gl,
const struct wined3d_gl_info *gl_info, BOOL multisample)
{
const struct wined3d_format_gl *format_gl;
format_gl = wined3d_format_gl(texture_gl->t.resource.format);
if (multisample)
{
DWORD samples;
if (texture_gl->rb_multisample)
return;
samples = wined3d_resource_get_sample_count(&texture_gl->t.resource);
gl_info->fbo_ops.glGenRenderbuffers(1, &texture_gl->rb_multisample);
gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, texture_gl->rb_multisample);
gl_info->fbo_ops.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples,
format_gl->internal, texture_gl->t.resource.width, texture_gl->t.resource.height);
checkGLcall("glRenderbufferStorageMultisample()");
TRACE("Created multisample rb %u.\n", texture_gl->rb_multisample);
}
else
{
if (texture_gl->rb_resolved)
return;
gl_info->fbo_ops.glGenRenderbuffers(1, &texture_gl->rb_resolved);
gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, texture_gl->rb_resolved);
gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format_gl->internal,
texture_gl->t.resource.width, texture_gl->t.resource.height);
checkGLcall("glRenderbufferStorage()");
TRACE("Created resolved rb %u.\n", texture_gl->rb_resolved);
}
}
BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture,
unsigned int sub_resource_idx, struct wined3d_context *context, unsigned int location)
{
return texture->texture_ops->texture_prepare_location(texture, sub_resource_idx, context, location);
}
static void wined3d_texture_unload_location(struct wined3d_texture *texture,
struct wined3d_context *context, unsigned int location)
{
texture->texture_ops->texture_unload_location(texture, context, location);
}
static struct wined3d_texture_sub_resource *wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
unsigned int sub_resource_idx)
{
UINT sub_count = texture->level_count * texture->layer_count;
TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
if (sub_resource_idx >= sub_count)
{
WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
return NULL;
}
return &texture->sub_resources[sub_resource_idx];
}
static void wined3d_texture_dirty_region_add(struct wined3d_texture *texture,
unsigned int layer, const struct wined3d_box *box)
{
struct wined3d_dirty_regions *regions;
unsigned int count;
if (!texture->dirty_regions)
return;
regions = &texture->dirty_regions[layer];
count = regions->box_count + 1;
if (count >= WINED3D_MAX_DIRTY_REGION_COUNT || !box
|| (!box->left && !box->top && !box->front
&& box->right == texture->resource.width
&& box->bottom == texture->resource.height
&& box->back == texture->resource.depth))
{
regions->box_count = WINED3D_MAX_DIRTY_REGION_COUNT;
return;
}
if (!wined3d_array_reserve((void **)&regions->boxes, &regions->boxes_size, count, sizeof(*regions->boxes)))
{
WARN("Failed to grow boxes array, marking entire texture dirty.\n");
regions->box_count = WINED3D_MAX_DIRTY_REGION_COUNT;
return;
}
regions->boxes[regions->box_count++] = *box;
}
HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
UINT layer, const struct wined3d_box *dirty_region)
{
TRACE("texture %p, layer %u, dirty_region %s.\n", texture, layer, debug_box(dirty_region));
if (layer >= texture->layer_count)
{
WARN("Invalid layer %u specified.\n", layer);
return WINED3DERR_INVALIDCALL;
}
if (dirty_region && FAILED(wined3d_texture_check_box_dimensions(texture, 0, dirty_region)))
{
WARN("Invalid dirty_region %s specified.\n", debug_box(dirty_region));
return WINED3DERR_INVALIDCALL;
}
wined3d_texture_dirty_region_add(texture, layer, dirty_region);
wined3d_cs_emit_add_dirty_texture_region(texture->resource.device->cs, texture, layer);
return WINED3D_OK;
}
static void wined3d_texture_gl_upload_bo(const struct wined3d_format *src_format, GLenum target,
unsigned int level, unsigned int src_row_pitch, unsigned int dst_x, unsigned int dst_y,
unsigned int dst_z, unsigned int update_w, unsigned int update_h, unsigned int update_d,
const BYTE *addr, BOOL srgb, struct wined3d_texture *dst_texture,
const struct wined3d_gl_info *gl_info)
{
const struct wined3d_format_gl *format_gl = wined3d_format_gl(src_format);
if (src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
{
unsigned int dst_row_pitch, dst_slice_pitch;
GLenum internal;
if (srgb)
internal = format_gl->srgb_internal;
else if (dst_texture->resource.bind_flags & WINED3D_BIND_RENDER_TARGET
&& wined3d_resource_is_offscreen(&dst_texture->resource))
internal = format_gl->rt_internal;
else
internal = format_gl->internal;
wined3d_format_calculate_pitch(src_format, 1, update_w, update_h, &dst_row_pitch, &dst_slice_pitch);
TRACE("Uploading compressed data, target %#x, level %u, x %u, y %u, z %u, "
"w %u, h %u, d %u, format %#x, image_size %#x, addr %p.\n",
target, level, dst_x, dst_y, dst_z, update_w, update_h,
update_d, internal, dst_slice_pitch, addr);
if (target == GL_TEXTURE_1D)
{
GL_EXTCALL(glCompressedTexSubImage1D(target, level, dst_x,
update_w, internal, dst_row_pitch, addr));
}
else if (dst_row_pitch == src_row_pitch)
{
if (target == GL_TEXTURE_2D_ARRAY || target == GL_TEXTURE_3D)
{
GL_EXTCALL(glCompressedTexSubImage3D(target, level, dst_x, dst_y, dst_z,
update_w, update_h, update_d, internal, dst_slice_pitch * update_d, addr));
}
else
{
GL_EXTCALL(glCompressedTexSubImage2D(target, level, dst_x, dst_y,
update_w, update_h, internal, dst_slice_pitch, addr));
}
}
else
{
unsigned int row_count = (update_h + src_format->block_height - 1) / src_format->block_height;
unsigned int row, y, z;
/* glCompressedTexSubImage2D() ignores pixel store state, so we
* can't use the unpack row length like for glTexSubImage2D. */
for (z = dst_z; z < dst_z + update_d; ++z)
{
for (row = 0, y = dst_y; row < row_count; ++row)
{
if (target == GL_TEXTURE_2D_ARRAY || target == GL_TEXTURE_3D)
{
GL_EXTCALL(glCompressedTexSubImage3D(target, level, dst_x, y, z,
update_w, src_format->block_height, 1, internal, dst_row_pitch, addr));
}
else
{
GL_EXTCALL(glCompressedTexSubImage2D(target, level, dst_x, y,
update_w, src_format->block_height, internal, dst_row_pitch, addr));
}
y += src_format->block_height;
addr += src_row_pitch;
}
}
}
checkGLcall("Upload compressed texture data");
}
else
{
unsigned int y, y_count;
TRACE("Uploading data, target %#x, level %u, x %u, y %u, z %u, "
"w %u, h %u, d %u, format %#x, type %#x, addr %p.\n",
target, level, dst_x, dst_y, dst_z, update_w, update_h,
update_d, format_gl->format, format_gl->type, addr);
if (src_row_pitch)
{
gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ROW_LENGTH, src_row_pitch / src_format->byte_count);
y_count = 1;
}
else
{
y_count = update_h;
update_h = 1;
}
for (y = 0; y < y_count; ++y)
{
if (target == GL_TEXTURE_2D_ARRAY || target == GL_TEXTURE_3D)
{
GL_EXTCALL(glTexSubImage3D(target, level, dst_x, dst_y + y, dst_z,
update_w, update_h, update_d, format_gl->format, format_gl->type, addr));
}
else if (target == GL_TEXTURE_1D)
{
gl_info->gl_ops.gl.p_glTexSubImage1D(target, level, dst_x,
update_w, format_gl->format, format_gl->type, addr);
}
else
{
gl_info->gl_ops.gl.p_glTexSubImage2D(target, level, dst_x, dst_y + y,
update_w, update_h, format_gl->format, format_gl->type, addr);
}
}
gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
checkGLcall("Upload texture data");
}
}
static const struct d3dfmt_alpha_fixup
{
enum wined3d_format_id format_id, conv_format_id;
}
formats_src_alpha_fixup[] =
{
{WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_B8G8R8A8_UNORM},
{WINED3DFMT_B5G5R5X1_UNORM, WINED3DFMT_B5G5R5A1_UNORM},
{WINED3DFMT_B4G4R4X4_UNORM, WINED3DFMT_B4G4R4A4_UNORM},
};
static enum wined3d_format_id wined3d_get_alpha_fixup_format(enum wined3d_format_id format_id,
const struct wined3d_format *dst_format)
{
unsigned int i;
if (!(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
&& !dst_format->alpha_size)
return WINED3DFMT_UNKNOWN;
for (i = 0; i < ARRAY_SIZE(formats_src_alpha_fixup); ++i)
{
if (formats_src_alpha_fixup[i].format_id == format_id)
return formats_src_alpha_fixup[i].conv_format_id;
}
return WINED3DFMT_UNKNOWN;
}
static void wined3d_fixup_alpha(const struct wined3d_format *format, const uint8_t *src,
unsigned int src_row_pitch, uint8_t *dst, unsigned int dst_row_pitch,
unsigned int width, unsigned int height)
{
unsigned int byte_count, alpha_mask;
unsigned int x, y;
byte_count = format->byte_count;
alpha_mask = ((1u << format->alpha_size) - 1) << format->alpha_offset;
switch (byte_count)
{
case 2:
for (y = 0; y < height; ++y)
{
const uint16_t *src_row = (const uint16_t *)&src[y * src_row_pitch];
uint16_t *dst_row = (uint16_t *)&dst[y * dst_row_pitch];
for (x = 0; x < width; ++x)
{
dst_row[x] = src_row[x] | alpha_mask;
}
}
break;
case 4:
for (y = 0; y < height; ++y)
{
const uint32_t *src_row = (const uint32_t *)&src[y * src_row_pitch];
uint32_t *dst_row = (uint32_t *)&dst[y * dst_row_pitch];
for (x = 0; x < width; ++x)
{
dst_row[x] = src_row[x] | alpha_mask;
}
}
break;
default:
ERR("Unsupported byte count %u.\n", byte_count);
break;
}
}
static void wined3d_texture_gl_upload_data(struct wined3d_context *context,
const struct wined3d_const_bo_address *src_bo_addr, const struct wined3d_format *src_format,
const struct wined3d_box *src_box, unsigned int src_row_pitch, unsigned int src_slice_pitch,
struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, unsigned int dst_location,
unsigned int dst_x, unsigned int dst_y, unsigned int dst_z)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
enum wined3d_format_id alpha_fixup_format_id = WINED3DFMT_UNKNOWN;
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
unsigned int update_w = src_box->right - src_box->left;
unsigned int update_h = src_box->bottom - src_box->top;
unsigned int update_d = src_box->back - src_box->front;
struct wined3d_bo_address bo;
unsigned int level;
BOOL srgb = FALSE;
BOOL decompress;
GLenum target;
TRACE("context %p, src_bo_addr %s, src_format %s, src_box %s, src_row_pitch %u, src_slice_pitch %u, "
"dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_x %u, dst_y %u, dst_z %u.\n",
context, debug_const_bo_address(src_bo_addr), debug_d3dformat(src_format->id), debug_box(src_box),
src_row_pitch, src_slice_pitch, dst_texture, dst_sub_resource_idx,
wined3d_debug_location(dst_location), dst_x, dst_y, dst_z);
if (dst_location == WINED3D_LOCATION_TEXTURE_SRGB)
{
srgb = TRUE;
}
else if (dst_location != WINED3D_LOCATION_TEXTURE_RGB)
{
FIXME("Unhandled location %s.\n", wined3d_debug_location(dst_location));
return;
}
wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(dst_texture), wined3d_context_gl(context), srgb);
if (dst_texture->sub_resources[dst_sub_resource_idx].map_count)
{
WARN("Uploading a texture that is currently mapped, setting WINED3D_TEXTURE_PIN_SYSMEM.\n");
dst_texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM;
}
if (src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
{
update_h *= src_format->height_scale.numerator;
update_h /= src_format->height_scale.denominator;
}
target = wined3d_texture_gl_get_sub_resource_target(wined3d_texture_gl(dst_texture), dst_sub_resource_idx);
level = dst_sub_resource_idx % dst_texture->level_count;
switch (target)
{
case GL_TEXTURE_1D_ARRAY:
dst_y = dst_sub_resource_idx / dst_texture->level_count;
update_h = 1;
break;
case GL_TEXTURE_2D_ARRAY:
dst_z = dst_sub_resource_idx / dst_texture->level_count;
update_d = 1;
break;
case GL_TEXTURE_2D_MULTISAMPLE:
case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
FIXME("Not supported for multisample textures.\n");
return;
}
bo.buffer_object = src_bo_addr->buffer_object;
bo.addr = (BYTE *)src_bo_addr->addr + src_box->front * src_slice_pitch;
if (dst_texture->resource.format_flags & WINED3DFMT_FLAG_BLOCKS)
{
bo.addr += (src_box->top / src_format->block_height) * src_row_pitch;
bo.addr += (src_box->left / src_format->block_width) * src_format->block_byte_count;
}
else
{
bo.addr += src_box->top * src_row_pitch;
bo.addr += src_box->left * src_format->byte_count;
}
decompress = (dst_texture->resource.format_flags & WINED3DFMT_FLAG_DECOMPRESS)
|| (src_format->decompress && src_format->id != dst_texture->resource.format->id);
if (src_format->upload || decompress
|| (alpha_fixup_format_id = wined3d_get_alpha_fixup_format(src_format->id,
dst_texture->resource.format)) != WINED3DFMT_UNKNOWN)
{
const struct wined3d_format *compressed_format = src_format;
unsigned int dst_row_pitch, dst_slice_pitch;
struct wined3d_format_gl f;
void *converted_mem;
unsigned int z;
BYTE *src_mem;
if (decompress)
{
src_format = wined3d_resource_get_decompress_format(&dst_texture->resource);
}
else if (alpha_fixup_format_id != WINED3DFMT_UNKNOWN)
{
src_format = wined3d_get_format(context->device->adapter, alpha_fixup_format_id, 0);
assert(!!src_format);
}
else
{
if (dst_texture->resource.format_flags & WINED3DFMT_FLAG_BLOCKS)
ERR("Converting a block-based format.\n");
f = *wined3d_format_gl(src_format);
f.f.byte_count = src_format->conv_byte_count;
src_format = &f.f;
}
wined3d_format_calculate_pitch(src_format, 1, update_w, update_h, &dst_row_pitch, &dst_slice_pitch);
if (!(converted_mem = heap_alloc(dst_slice_pitch)))
{
ERR("Failed to allocate upload buffer.\n");
return;
}
src_mem = wined3d_context_gl_map_bo_address(context_gl, &bo, src_slice_pitch * update_d, WINED3D_MAP_READ);
for (z = 0; z < update_d; ++z, src_mem += src_slice_pitch)
{
if (decompress)
compressed_format->decompress(src_mem, converted_mem, src_row_pitch, src_slice_pitch,
dst_row_pitch, dst_slice_pitch, update_w, update_h, 1);
else if (alpha_fixup_format_id != WINED3DFMT_UNKNOWN)
wined3d_fixup_alpha(src_format, src_mem, src_row_pitch, converted_mem, dst_row_pitch,
update_w, update_h);
else
src_format->upload(src_mem, converted_mem, src_row_pitch, src_slice_pitch,
dst_row_pitch, dst_slice_pitch, update_w, update_h, 1);
wined3d_texture_gl_upload_bo(src_format, target, level, dst_row_pitch, dst_x, dst_y,
dst_z + z, update_w, update_h, 1, converted_mem, srgb, dst_texture, gl_info);
}
wined3d_context_gl_unmap_bo_address(context_gl, &bo, 0, NULL);
heap_free(converted_mem);
}
else
{
if (bo.buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, ((struct wined3d_bo_gl *)bo.buffer_object)->id));
checkGLcall("glBindBuffer");
}
wined3d_texture_gl_upload_bo(src_format, target, level, src_row_pitch, dst_x, dst_y,
dst_z, update_w, update_h, update_d, bo.addr, srgb, dst_texture, gl_info);
if (bo.buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
checkGLcall("glBindBuffer");
}
}
if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
{
struct wined3d_device *device = dst_texture->resource.device;
unsigned int i;
for (i = 0; i < device->context_count; ++i)
{
wined3d_context_gl_texture_update(wined3d_context_gl(device->contexts[i]), wined3d_texture_gl(dst_texture));
}
}
}
static void wined3d_texture_gl_download_data_slow_path(struct wined3d_texture_gl *texture_gl,
unsigned int sub_resource_idx, struct wined3d_context_gl *context_gl, const struct wined3d_bo_address *data)
{
const struct wined3d_bo_gl *bo = (const struct wined3d_bo_gl *)data->buffer_object;
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
struct wined3d_texture_sub_resource *sub_resource;
unsigned int dst_row_pitch, dst_slice_pitch;
unsigned int src_row_pitch, src_slice_pitch;
const struct wined3d_format_gl *format_gl;
BYTE *temporary_mem = NULL;
unsigned int level;
GLenum target;
void *mem;
format_gl = wined3d_format_gl(texture_gl->t.resource.format);
/* Only support read back of converted P8 textures. */
if (texture_gl->t.flags & WINED3D_TEXTURE_CONVERTED && format_gl->f.id != WINED3DFMT_P8_UINT
&& !format_gl->f.download)
{
ERR("Trying to read back converted texture %p, %u with format %s.\n",
texture_gl, sub_resource_idx, debug_d3dformat(format_gl->f.id));
return;
}
sub_resource = &texture_gl->t.sub_resources[sub_resource_idx];
target = wined3d_texture_gl_get_sub_resource_target(texture_gl, sub_resource_idx);
level = sub_resource_idx % texture_gl->t.level_count;
if (target == GL_TEXTURE_1D_ARRAY || target == GL_TEXTURE_2D_ARRAY)
{
if (format_gl->f.download)
{
FIXME("Reading back converted array texture %p is not supported.\n", texture_gl);
return;
}
/* NP2 emulation is not allowed on array textures. */
if (texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
ERR("Array texture %p uses NP2 emulation.\n", texture_gl);
WARN_(d3d_perf)("Downloading all miplevel layers to get the data for a single sub-resource.\n");
if (!(temporary_mem = heap_calloc(texture_gl->t.layer_count, sub_resource->size)))
{
ERR("Out of memory.\n");
return;
}
}
if (texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
{
if (format_gl->f.download)
{
FIXME("Reading back converted texture %p with NP2 emulation is not supported.\n", texture_gl);
return;
}
wined3d_texture_get_pitch(&texture_gl->t, level, &dst_row_pitch, &dst_slice_pitch);
wined3d_format_calculate_pitch(&format_gl->f, texture_gl->t.resource.device->surface_alignment,
wined3d_texture_get_level_pow2_width(&texture_gl->t, level),
wined3d_texture_get_level_pow2_height(&texture_gl->t, level),
&src_row_pitch, &src_slice_pitch);
if (!(temporary_mem = heap_alloc(src_slice_pitch)))
{
ERR("Out of memory.\n");
return;
}
if (bo)
ERR("NP2 emulated texture uses PBO unexpectedly.\n");
if (texture_gl->t.resource.format_flags & WINED3DFMT_FLAG_COMPRESSED)
ERR("Unexpected compressed format for NP2 emulated texture.\n");
}
if (format_gl->f.download)
{
struct wined3d_format f;
if (bo)
ERR("Converted texture %p uses PBO unexpectedly.\n", texture_gl);
WARN_(d3d_perf)("Downloading converted texture %p, %u with format %s.\n",
texture_gl, sub_resource_idx, debug_d3dformat(format_gl->f.id));
f = format_gl->f;
f.byte_count = format_gl->f.conv_byte_count;
wined3d_texture_get_pitch(&texture_gl->t, level, &dst_row_pitch, &dst_slice_pitch);
wined3d_format_calculate_pitch(&f, texture_gl->t.resource.device->surface_alignment,
wined3d_texture_get_level_width(&texture_gl->t, level),
wined3d_texture_get_level_height(&texture_gl->t, level),
&src_row_pitch, &src_slice_pitch);
if (!(temporary_mem = heap_alloc(src_slice_pitch)))
{
ERR("Failed to allocate memory.\n");
return;
}
}
if (temporary_mem)
{
mem = temporary_mem;
}
else if (bo)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, bo->id));
checkGLcall("glBindBuffer");
mem = data->addr;
}
else
{
mem = data->addr;
}
if (texture_gl->t.resource.format_flags & WINED3DFMT_FLAG_COMPRESSED)
{
TRACE("Downloading compressed texture %p, %u, level %u, format %#x, type %#x, data %p.\n",
texture_gl, sub_resource_idx, level, format_gl->format, format_gl->type, mem);
GL_EXTCALL(glGetCompressedTexImage(target, level, mem));
checkGLcall("glGetCompressedTexImage");
}
else
{
TRACE("Downloading texture %p, %u, level %u, format %#x, type %#x, data %p.\n",
texture_gl, sub_resource_idx, level, format_gl->format, format_gl->type, mem);
gl_info->gl_ops.gl.p_glGetTexImage(target, level, format_gl->format, format_gl->type, mem);
checkGLcall("glGetTexImage");
}
if (format_gl->f.download)
{
format_gl->f.download(mem, data->addr, src_row_pitch, src_slice_pitch, dst_row_pitch, dst_slice_pitch,
wined3d_texture_get_level_width(&texture_gl->t, level),
wined3d_texture_get_level_height(&texture_gl->t, level), 1);
}
else if (texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
{
const BYTE *src_data;
unsigned int h, y;
BYTE *dst_data;
/* Some games (e.g. Warhammer 40,000) don't properly handle texture
* pitches, preventing us from using the texture pitch to box NPOT
* textures. Instead, we repack the texture's CPU copy so that its
* pitch equals bpp * width instead of bpp * pow2width.
*
* Instead of boxing the texture:
*
* │<── texture width ──>│ pow2 width ──>│
* ├─────────────────────┼───────────────┼─
* │111111111111111111111│ │ʌ
* │222222222222222222222│ ││
* │333333333333333333333│ padding │texture height
* │444444444444444444444│ ││
* │555555555555555555555│ │v
* ├─────────────────────┘ ├─
* │ │pow2 height
* │ padding padding ││
* │ │v
* └─────────────────────────────────────┴─
*
* we're repacking the data to the expected texture width
*
* │<── texture width ──>│ pow2 width ──>│
* ├─────────────────────┴───────────────┼─
* │1111111111111111111112222222222222222│ʌ
* │2222233333333333333333333344444444444││
* │4444444444555555555555555555555 │texture height
* │ ││
* │ padding padding │v
* │ ├─
* │ │pow2 height
* │ padding padding ││
* │ │v
* └─────────────────────────────────────┴─
*
* == is the same as
*
* │<── texture width ──>│
* ├─────────────────────┼─
* │111111111111111111111│ʌ
* │222222222222222222222││
* │333333333333333333333│texture height
* │444444444444444444444││
* │555555555555555555555│v
* └─────────────────────┴─
*
* This also means that any references to surface memory should work
* with the data as if it were a standard texture with a NPOT width
* instead of a texture boxed up to be a power-of-two texture. */
src_data = mem;
dst_data = data->addr;
TRACE("Repacking the surface data from pitch %u to pitch %u.\n", src_row_pitch, dst_row_pitch);
h = wined3d_texture_get_level_height(&texture_gl->t, level);
for (y = 0; y < h; ++y)
{
memcpy(dst_data, src_data, dst_row_pitch);
src_data += src_row_pitch;
dst_data += dst_row_pitch;
}
}
else if (temporary_mem)
{
unsigned int layer = sub_resource_idx / texture_gl->t.level_count;
void *src_data = temporary_mem + layer * sub_resource->size;
if (bo)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, bo->id));
checkGLcall("glBindBuffer");
GL_EXTCALL(glBufferSubData(GL_PIXEL_PACK_BUFFER, 0, sub_resource->size, src_data));
checkGLcall("glBufferSubData");
}
else
{
memcpy(data->addr, src_data, sub_resource->size);
}
}
if (bo)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
checkGLcall("glBindBuffer");
}
heap_free(temporary_mem);
}
static void wined3d_texture_gl_download_data(struct wined3d_context *context,
struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, unsigned int src_location,
const struct wined3d_box *src_box, const struct wined3d_bo_address *dst_bo_addr,
const struct wined3d_format *dst_format, unsigned int dst_x, unsigned int dst_y, unsigned int dst_z,
unsigned int dst_row_pitch, unsigned int dst_slice_pitch)
{
struct wined3d_texture_gl *src_texture_gl = wined3d_texture_gl(src_texture);
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
unsigned int src_level, src_width, src_height, src_depth;
unsigned int src_row_pitch, src_slice_pitch;
const struct wined3d_format_gl *format_gl;
struct wined3d_bo_gl *dst_bo;
BOOL srgb = FALSE;
GLenum target;
TRACE("context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_box %s, dst_bo_addr %s, "
"dst_format %s, dst_x %u, dst_y %u, dst_z %u, dst_row_pitch %u, dst_slice_pitch %u.\n",
context, src_texture, src_sub_resource_idx, wined3d_debug_location(src_location),
debug_box(src_box), debug_bo_address(dst_bo_addr), debug_d3dformat(dst_format->id),
dst_x, dst_y, dst_z, dst_row_pitch, dst_slice_pitch);
if (src_location == WINED3D_LOCATION_TEXTURE_SRGB)
{
srgb = TRUE;
}
else if (src_location != WINED3D_LOCATION_TEXTURE_RGB)
{
FIXME("Unhandled location %s.\n", wined3d_debug_location(src_location));
return;
}
src_level = src_sub_resource_idx % src_texture->level_count;
src_width = wined3d_texture_get_level_width(src_texture, src_level);
src_height = wined3d_texture_get_level_height(src_texture, src_level);
src_depth = wined3d_texture_get_level_depth(src_texture, src_level);
if (src_box->left || src_box->top || src_box->right != src_width || src_box->bottom != src_height
|| src_box->front || src_box->back != src_depth)
{
FIXME("Unhandled source box %s.\n", debug_box(src_box));
return;
}
if (dst_x || dst_y || dst_z)
{
FIXME("Unhandled destination (%u, %u, %u).\n", dst_x, dst_y, dst_z);
return;
}
if (dst_format->id != src_texture->resource.format->id)
{
FIXME("Unhandled format conversion (%s -> %s).\n",
debug_d3dformat(src_texture->resource.format->id),
debug_d3dformat(dst_format->id));
return;
}
wined3d_texture_get_pitch(src_texture, src_level, &src_row_pitch, &src_slice_pitch);
if (src_row_pitch != dst_row_pitch || src_slice_pitch != dst_slice_pitch)
{
FIXME("Unhandled destination pitches %u/%u (source pitches %u/%u).\n",
dst_row_pitch, dst_slice_pitch, src_row_pitch, src_slice_pitch);
return;
}
wined3d_texture_gl_bind_and_dirtify(src_texture_gl, context_gl, srgb);
format_gl = wined3d_format_gl(src_texture->resource.format);
target = wined3d_texture_gl_get_sub_resource_target(src_texture_gl, src_sub_resource_idx);
if ((src_texture->resource.type == WINED3D_RTYPE_TEXTURE_2D
&& (target == GL_TEXTURE_2D_ARRAY || format_gl->f.conv_byte_count
|| src_texture->flags & (WINED3D_TEXTURE_CONVERTED | WINED3D_TEXTURE_COND_NP2_EMULATED)))
|| target == GL_TEXTURE_1D_ARRAY)
{
wined3d_texture_gl_download_data_slow_path(src_texture_gl, src_sub_resource_idx, context_gl, dst_bo_addr);
return;
}
if (format_gl->f.conv_byte_count)
{
FIXME("Attempting to download a converted texture, type %s format %s.\n",
debug_d3dresourcetype(src_texture->resource.type),
debug_d3dformat(format_gl->f.id));
return;
}
if ((dst_bo = (struct wined3d_bo_gl *)dst_bo_addr->buffer_object))
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, dst_bo->id));
checkGLcall("glBindBuffer");
}
if (src_texture->resource.format_flags & WINED3DFMT_FLAG_COMPRESSED)
{
TRACE("Downloading compressed texture %p, %u, level %u, format %#x, type %#x, data %p.\n",
src_texture, src_sub_resource_idx, src_level, format_gl->format, format_gl->type, dst_bo_addr->addr);
GL_EXTCALL(glGetCompressedTexImage(target, src_level, dst_bo_addr->addr));
checkGLcall("glGetCompressedTexImage");
}
else
{
TRACE("Downloading texture %p, %u, level %u, format %#x, type %#x, data %p.\n",
src_texture, src_sub_resource_idx, src_level, format_gl->format, format_gl->type, dst_bo_addr->addr);
gl_info->gl_ops.gl.p_glGetTexImage(target, src_level, format_gl->format, format_gl->type, dst_bo_addr->addr);
checkGLcall("glGetTexImage");
}
if (dst_bo)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
checkGLcall("glBindBuffer");
}
}
/* Context activation is done by the caller. */
static BOOL wined3d_texture_gl_load_sysmem(struct wined3d_texture_gl *texture_gl,
unsigned int sub_resource_idx, struct wined3d_context_gl *context_gl, DWORD dst_location)
{
struct wined3d_texture_sub_resource *sub_resource;
sub_resource = &texture_gl->t.sub_resources[sub_resource_idx];
/* We cannot download data from multisample textures directly. */
if (wined3d_texture_gl_is_multisample_location(texture_gl, WINED3D_LOCATION_TEXTURE_RGB))
{
wined3d_texture_load_location(&texture_gl->t, sub_resource_idx, &context_gl->c, WINED3D_LOCATION_RB_RESOLVED);
texture2d_read_from_framebuffer(&texture_gl->t, sub_resource_idx, &context_gl->c,
WINED3D_LOCATION_RB_RESOLVED, dst_location);
return TRUE;
}
if (sub_resource->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED))
wined3d_texture_load_location(&texture_gl->t, sub_resource_idx, &context_gl->c, WINED3D_LOCATION_TEXTURE_RGB);
/* Download the sub-resource to system memory. */
if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
{
unsigned int row_pitch, slice_pitch, level;
struct wined3d_bo_address data;
struct wined3d_box src_box;
unsigned int src_location;
level = sub_resource_idx % texture_gl->t.level_count;
wined3d_texture_get_memory(&texture_gl->t, sub_resource_idx, &data, dst_location);
src_location = sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB
? WINED3D_LOCATION_TEXTURE_RGB : WINED3D_LOCATION_TEXTURE_SRGB;
wined3d_texture_get_level_box(&texture_gl->t, level, &src_box);
wined3d_texture_get_pitch(&texture_gl->t, level, &row_pitch, &slice_pitch);
wined3d_texture_gl_download_data(&context_gl->c, &texture_gl->t, sub_resource_idx, src_location,
&src_box, &data, texture_gl->t.resource.format, 0, 0, 0, row_pitch, slice_pitch);
++texture_gl->t.download_count;
return TRUE;
}
if (!(texture_gl->t.resource.bind_flags & WINED3D_BIND_DEPTH_STENCIL)
&& (sub_resource->locations & WINED3D_LOCATION_DRAWABLE))
{
texture2d_read_from_framebuffer(&texture_gl->t, sub_resource_idx, &context_gl->c,
texture_gl->t.resource.draw_binding, dst_location);
return TRUE;
}
FIXME("Can't load texture %p, %u with location flags %s into sysmem.\n",
texture_gl, sub_resource_idx, wined3d_debug_location(sub_resource->locations));
return FALSE;
}
static BOOL wined3d_texture_load_drawable(struct wined3d_texture *texture,
unsigned int sub_resource_idx, struct wined3d_context *context)
{
struct wined3d_device *device;
unsigned int level;
RECT r;
if (texture->resource.bind_flags & WINED3D_BIND_DEPTH_STENCIL)
{
DWORD current = texture->sub_resources[sub_resource_idx].locations;
FIXME("Unimplemented copy from %s for depth/stencil buffers.\n",
wined3d_debug_location(current));
return FALSE;
}
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
&& wined3d_resource_is_offscreen(&texture->resource))
{
ERR("Trying to load offscreen texture into WINED3D_LOCATION_DRAWABLE.\n");
return FALSE;
}
device = texture->resource.device;
level = sub_resource_idx % texture->level_count;
SetRect(&r, 0, 0, wined3d_texture_get_level_width(texture, level),
wined3d_texture_get_level_height(texture, level));
wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);
device->blitter->ops->blitter_blit(device->blitter, WINED3D_BLIT_OP_COLOR_BLIT, context,
texture, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB, &r,
texture, sub_resource_idx, WINED3D_LOCATION_DRAWABLE, &r,
NULL, WINED3D_TEXF_POINT);
return TRUE;
}
static BOOL wined3d_texture_load_renderbuffer(struct wined3d_texture *texture,
unsigned int sub_resource_idx, struct wined3d_context *context, DWORD dst_location)
{
unsigned int level = sub_resource_idx % texture->level_count;
const RECT rect = {0, 0,
wined3d_texture_get_level_width(texture, level),
wined3d_texture_get_level_height(texture, level)};
struct wined3d_texture_sub_resource *sub_resource;
DWORD src_location, locations;
sub_resource = &texture->sub_resources[sub_resource_idx];
locations = sub_resource->locations;
if (texture->resource.bind_flags & WINED3D_BIND_DEPTH_STENCIL)
{
FIXME("Unimplemented copy from %s for depth/stencil buffers.\n",
wined3d_debug_location(locations));
return FALSE;
}
if (locations & WINED3D_LOCATION_RB_MULTISAMPLE)
src_location = WINED3D_LOCATION_RB_MULTISAMPLE;
else if (locations & WINED3D_LOCATION_RB_RESOLVED)
src_location = WINED3D_LOCATION_RB_RESOLVED;
else if (locations & WINED3D_LOCATION_TEXTURE_SRGB)
src_location = WINED3D_LOCATION_TEXTURE_SRGB;
else if (locations & WINED3D_LOCATION_TEXTURE_RGB)
src_location = WINED3D_LOCATION_TEXTURE_RGB;
else if (locations & WINED3D_LOCATION_DRAWABLE)
src_location = WINED3D_LOCATION_DRAWABLE;
else /* texture2d_blt_fbo() will load the source location if necessary. */
src_location = WINED3D_LOCATION_TEXTURE_RGB;
texture2d_blt_fbo(texture->resource.device, context, WINED3D_TEXF_POINT, texture,
sub_resource_idx, src_location, &rect, texture, sub_resource_idx, dst_location, &rect);
return TRUE;
}
static BOOL wined3d_texture_gl_load_texture(struct wined3d_texture_gl *texture_gl,
unsigned int sub_resource_idx, struct wined3d_context_gl *context_gl, BOOL srgb)
{
unsigned int width, height, level, src_row_pitch, src_slice_pitch, dst_row_pitch, dst_slice_pitch;
struct wined3d_device *device = texture_gl->t.resource.device;
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
const struct wined3d_color_key_conversion *conversion;
struct wined3d_texture_sub_resource *sub_resource;
const struct wined3d_format *format;
struct wined3d_bo_address data;
BYTE *src_mem, *dst_mem = NULL;
struct wined3d_box src_box;
DWORD dst_location;
BOOL depth;
depth = texture_gl->t.resource.bind_flags & WINED3D_BIND_DEPTH_STENCIL;
sub_resource = &texture_gl->t.sub_resources[sub_resource_idx];
if (!depth && wined3d_settings.offscreen_rendering_mode != ORM_FBO
&& wined3d_resource_is_offscreen(&texture_gl->t.resource)
&& (sub_resource->locations & WINED3D_LOCATION_DRAWABLE))
{
texture2d_load_fb_texture(texture_gl, sub_resource_idx, srgb, &context_gl->c);
return TRUE;
}
level = sub_resource_idx % texture_gl->t.level_count;
wined3d_texture_get_level_box(&texture_gl->t, level, &src_box);
if (!depth && sub_resource->locations & (WINED3D_LOCATION_TEXTURE_SRGB | WINED3D_LOCATION_TEXTURE_RGB)
&& (texture_gl->t.resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB)
&& fbo_blitter_supported(WINED3D_BLIT_OP_COLOR_BLIT, gl_info,
&texture_gl->t.resource, WINED3D_LOCATION_TEXTURE_RGB,
&texture_gl->t.resource, WINED3D_LOCATION_TEXTURE_SRGB))
{
RECT src_rect;
SetRect(&src_rect, src_box.left, src_box.top, src_box.right, src_box.bottom);
if (srgb)
texture2d_blt_fbo(device, &context_gl->c, WINED3D_TEXF_POINT,
&texture_gl->t, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB, &src_rect,
&texture_gl->t, sub_resource_idx, WINED3D_LOCATION_TEXTURE_SRGB, &src_rect);
else
texture2d_blt_fbo(device, &context_gl->c, WINED3D_TEXF_POINT,
&texture_gl->t, sub_resource_idx, WINED3D_LOCATION_TEXTURE_SRGB, &src_rect,
&texture_gl->t, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB, &src_rect);
return TRUE;
}
if (!depth && sub_resource->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED)
&& (!srgb || (texture_gl->t.resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB)))
{
DWORD src_location = sub_resource->locations & WINED3D_LOCATION_RB_RESOLVED ?
WINED3D_LOCATION_RB_RESOLVED : WINED3D_LOCATION_RB_MULTISAMPLE;
RECT src_rect;
SetRect(&src_rect, src_box.left, src_box.top, src_box.right, src_box.bottom);
dst_location = srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
if (fbo_blitter_supported(WINED3D_BLIT_OP_COLOR_BLIT, gl_info,
&texture_gl->t.resource, src_location, &texture_gl->t.resource, dst_location))
texture2d_blt_fbo(device, &context_gl->c, WINED3D_TEXF_POINT, &texture_gl->t, sub_resource_idx,
src_location, &src_rect, &texture_gl->t, sub_resource_idx, dst_location, &src_rect);
return TRUE;
}
/* Upload from system memory */
if (srgb)
{
dst_location = WINED3D_LOCATION_TEXTURE_SRGB;
if ((sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | texture_gl->t.resource.map_binding))
== WINED3D_LOCATION_TEXTURE_RGB)
{
FIXME_(d3d_perf)("Downloading RGB texture %p, %u to reload it as sRGB.\n", texture_gl, sub_resource_idx);
wined3d_texture_load_location(&texture_gl->t, sub_resource_idx,
&context_gl->c, texture_gl->t.resource.map_binding);
}
}
else
{
dst_location = WINED3D_LOCATION_TEXTURE_RGB;
if ((sub_resource->locations & (WINED3D_LOCATION_TEXTURE_SRGB | texture_gl->t.resource.map_binding))
== WINED3D_LOCATION_TEXTURE_SRGB)
{
FIXME_(d3d_perf)("Downloading sRGB texture %p, %u to reload it as RGB.\n", texture_gl, sub_resource_idx);
wined3d_texture_load_location(&texture_gl->t, sub_resource_idx,
&context_gl->c, texture_gl->t.resource.map_binding);
}
}
if (!(sub_resource->locations & wined3d_texture_sysmem_locations))
{
WARN("Trying to load a texture from sysmem, but no simple location is valid.\n");
/* Lets hope we get it from somewhere... */
wined3d_texture_load_location(&texture_gl->t, sub_resource_idx, &context_gl->c, WINED3D_LOCATION_SYSMEM);
}
wined3d_texture_get_pitch(&texture_gl->t, level, &src_row_pitch, &src_slice_pitch);
format = texture_gl->t.resource.format;
if ((conversion = wined3d_format_get_color_key_conversion(&texture_gl->t, TRUE)))
format = wined3d_get_format(device->adapter, conversion->dst_format, texture_gl->t.resource.bind_flags);
/* Don't use PBOs for converted surfaces. During PBO conversion we look at
* WINED3D_TEXTURE_CONVERTED but it isn't set (yet) in all cases it is
* getting called. */
if (conversion && sub_resource->bo.id)
{
TRACE("Removing the pbo attached to texture %p, %u.\n", texture_gl, sub_resource_idx);
wined3d_texture_load_location(&texture_gl->t, sub_resource_idx, &context_gl->c, WINED3D_LOCATION_SYSMEM);
wined3d_texture_set_map_binding(&texture_gl->t, WINED3D_LOCATION_SYSMEM);
}
wined3d_texture_get_memory(&texture_gl->t, sub_resource_idx, &data, sub_resource->locations);
if (conversion)
{
width = src_box.right - src_box.left;
height = src_box.bottom - src_box.top;
wined3d_format_calculate_pitch(format, device->surface_alignment,
width, height, &dst_row_pitch, &dst_slice_pitch);
src_mem = wined3d_context_gl_map_bo_address(context_gl, &data, src_slice_pitch, WINED3D_MAP_READ);
if (!(dst_mem = heap_alloc(dst_slice_pitch)))
{
ERR("Out of memory (%u).\n", dst_slice_pitch);
return FALSE;
}
conversion->convert(src_mem, src_row_pitch, dst_mem, dst_row_pitch,
width, height, &texture_gl->t.async.gl_color_key);
src_row_pitch = dst_row_pitch;
src_slice_pitch = dst_slice_pitch;
wined3d_context_gl_unmap_bo_address(context_gl, &data, 0, NULL);
data.buffer_object = 0;
data.addr = dst_mem;
}
wined3d_texture_gl_upload_data(&context_gl->c, wined3d_const_bo_address(&data), format, &src_box,
src_row_pitch, src_slice_pitch, &texture_gl->t, sub_resource_idx, dst_location, 0, 0, 0);
heap_free(dst_mem);
return TRUE;
}
static BOOL wined3d_texture_gl_prepare_location(struct wined3d_texture *texture,
unsigned int sub_resource_idx, struct wined3d_context *context, unsigned int location)
{
struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture);
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
switch (location)
{
case WINED3D_LOCATION_SYSMEM:
return texture->sub_resources[sub_resource_idx].user_memory ? TRUE
: wined3d_resource_prepare_sysmem(&texture->resource);
case WINED3D_LOCATION_BUFFER:
wined3d_texture_prepare_buffer_object(texture, sub_resource_idx, context_gl->gl_info);
return TRUE;
case WINED3D_LOCATION_TEXTURE_RGB:
wined3d_texture_gl_prepare_texture(texture_gl, context_gl, FALSE);
return TRUE;
case WINED3D_LOCATION_TEXTURE_SRGB:
wined3d_texture_gl_prepare_texture(texture_gl, context_gl, TRUE);
return TRUE;
case WINED3D_LOCATION_DRAWABLE:
if (!texture->swapchain && wined3d_settings.offscreen_rendering_mode != ORM_BACKBUFFER)
ERR("Texture %p does not have a drawable.\n", texture);
return TRUE;
case WINED3D_LOCATION_RB_MULTISAMPLE:
wined3d_texture_gl_prepare_rb(texture_gl, context_gl->gl_info, TRUE);
return TRUE;
case WINED3D_LOCATION_RB_RESOLVED:
wined3d_texture_gl_prepare_rb(texture_gl, context_gl->gl_info, FALSE);
return TRUE;
default:
ERR("Invalid location %s.\n", wined3d_debug_location(location));
return FALSE;
}
}
/* Context activation is done by the caller. */
static BOOL wined3d_texture_gl_load_location(struct wined3d_texture *texture,
unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location)
{
struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture);
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n",
texture, sub_resource_idx, context, wined3d_debug_location(location));
if (!wined3d_texture_gl_prepare_location(texture, sub_resource_idx, context, location))
return FALSE;
switch (location)
{
case WINED3D_LOCATION_SYSMEM:
case WINED3D_LOCATION_BUFFER:
return wined3d_texture_gl_load_sysmem(texture_gl, sub_resource_idx, context_gl, location);
case WINED3D_LOCATION_DRAWABLE:
return wined3d_texture_load_drawable(texture, sub_resource_idx, context);
case WINED3D_LOCATION_RB_RESOLVED:
case WINED3D_LOCATION_RB_MULTISAMPLE:
return wined3d_texture_load_renderbuffer(texture, sub_resource_idx, context, location);
case WINED3D_LOCATION_TEXTURE_RGB:
case WINED3D_LOCATION_TEXTURE_SRGB:
return wined3d_texture_gl_load_texture(texture_gl, sub_resource_idx,
context_gl, location == WINED3D_LOCATION_TEXTURE_SRGB);
default:
FIXME("Unhandled %s load from %s.\n", wined3d_debug_location(location),
wined3d_debug_location(texture->sub_resources[sub_resource_idx].locations));
return FALSE;
}
}
static void wined3d_texture_gl_unload_location(struct wined3d_texture *texture,
struct wined3d_context *context, unsigned int location)
{
struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture);
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
struct wined3d_renderbuffer_entry *entry, *entry2;
unsigned int i, sub_count;
TRACE("texture %p, context %p, location %s.\n", texture, context, wined3d_debug_location(location));
switch (location)
{
case WINED3D_LOCATION_BUFFER:
sub_count = texture->level_count * texture->layer_count;
for (i = 0; i < sub_count; ++i)
{
if (texture_gl->t.sub_resources[i].bo.id)
wined3d_texture_remove_buffer_object(&texture_gl->t, i, context_gl->gl_info);
}
break;
case WINED3D_LOCATION_TEXTURE_RGB:
if (texture_gl->texture_rgb.name)
gltexture_delete(texture_gl->t.resource.device, context_gl->gl_info, &texture_gl->texture_rgb);
break;
case WINED3D_LOCATION_TEXTURE_SRGB:
if (texture_gl->texture_srgb.name)
gltexture_delete(texture_gl->t.resource.device, context_gl->gl_info, &texture_gl->texture_srgb);
break;
case WINED3D_LOCATION_RB_MULTISAMPLE:
if (texture_gl->rb_multisample)
{
TRACE("Deleting multisample renderbuffer %u.\n", texture_gl->rb_multisample);
context_gl_resource_released(texture_gl->t.resource.device, texture_gl->rb_multisample, TRUE);
context_gl->gl_info->fbo_ops.glDeleteRenderbuffers(1, &texture_gl->rb_multisample);
texture_gl->rb_multisample = 0;
}
break;
case WINED3D_LOCATION_RB_RESOLVED:
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &texture_gl->renderbuffers,
struct wined3d_renderbuffer_entry, entry)
{
context_gl_resource_released(texture_gl->t.resource.device, entry->id, TRUE);
context_gl->gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
list_remove(&entry->entry);
heap_free(entry);
}
list_init(&texture_gl->renderbuffers);
texture_gl->current_renderbuffer = NULL;
if (texture_gl->rb_resolved)
{
TRACE("Deleting resolved renderbuffer %u.\n", texture_gl->rb_resolved);
context_gl_resource_released(texture_gl->t.resource.device, texture_gl->rb_resolved, TRUE);
context_gl->gl_info->fbo_ops.glDeleteRenderbuffers(1, &texture_gl->rb_resolved);
texture_gl->rb_resolved = 0;
}
break;
default:
ERR("Unhandled location %s.\n", wined3d_debug_location(location));
break;
}
}
static const struct wined3d_texture_ops texture_gl_ops =
{
wined3d_texture_gl_prepare_location,
wined3d_texture_gl_load_location,
wined3d_texture_gl_unload_location,
wined3d_texture_gl_upload_data,
wined3d_texture_gl_download_data,
};
struct wined3d_texture * __cdecl wined3d_texture_from_resource(struct wined3d_resource *resource)
{
return texture_from_resource(resource);
}
static ULONG texture_resource_incref(struct wined3d_resource *resource)
{
return wined3d_texture_incref(texture_from_resource(resource));
}
static ULONG texture_resource_decref(struct wined3d_resource *resource)
{
return wined3d_texture_decref(texture_from_resource(resource));
}
static void texture_resource_preload(struct wined3d_resource *resource)
{
struct wined3d_texture *texture = texture_from_resource(resource);
struct wined3d_context *context;
context = context_acquire(resource->device, NULL, 0);
wined3d_texture_load(texture, context, texture->flags & WINED3D_TEXTURE_IS_SRGB);
context_release(context);
}
static void texture_resource_unload(struct wined3d_resource *resource)
{
struct wined3d_texture *texture = texture_from_resource(resource);
struct wined3d_device *device = resource->device;
unsigned int location = resource->map_binding;
struct wined3d_context *context;
unsigned int sub_count, i;
TRACE("resource %p.\n", resource);
/* D3D is not initialised, so no GPU locations should currently exist.
* Moreover, we may not be able to acquire a valid context. */
if (!device->d3d_initialized)
return;
context = context_acquire(device, NULL, 0);
if (location == WINED3D_LOCATION_BUFFER)
location = WINED3D_LOCATION_SYSMEM;
sub_count = texture->level_count * texture->layer_count;
for (i = 0; i < sub_count; ++i)
{
if (resource->access & WINED3D_RESOURCE_ACCESS_CPU
&& wined3d_texture_load_location(texture, i, context, location))
{
wined3d_texture_invalidate_location(texture, i, ~location);
}
else
{
if (resource->access & WINED3D_RESOURCE_ACCESS_CPU)
ERR("Discarding %s %p sub-resource %u with resource access %s.\n",
debug_d3dresourcetype(resource->type), resource, i,
wined3d_debug_resource_access(resource->access));
wined3d_texture_validate_location(texture, i, WINED3D_LOCATION_DISCARDED);
wined3d_texture_invalidate_location(texture, i, ~WINED3D_LOCATION_DISCARDED);
}
}
wined3d_texture_unload_location(texture, context, WINED3D_LOCATION_BUFFER);
wined3d_texture_unload_location(texture, context, WINED3D_LOCATION_TEXTURE_RGB);
wined3d_texture_unload_location(texture, context, WINED3D_LOCATION_TEXTURE_SRGB);
wined3d_texture_unload_location(texture, context, WINED3D_LOCATION_RB_MULTISAMPLE);
wined3d_texture_unload_location(texture, context, WINED3D_LOCATION_RB_RESOLVED);
context_release(context);
wined3d_texture_force_reload(texture);
if (texture->resource.bind_count)
device_invalidate_state(device, STATE_SAMPLER(texture->sampler));
wined3d_texture_set_dirty(texture);
resource_unload(&texture->resource);
}
static HRESULT texture_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
{
const struct wined3d_format *format = resource->format;
struct wined3d_texture_sub_resource *sub_resource;
struct wined3d_device *device = resource->device;
unsigned int fmt_flags = resource->format_flags;
struct wined3d_context *context;
struct wined3d_texture *texture;
struct wined3d_bo_address data;
unsigned int texture_level;
BYTE *base_memory;
BOOL ret;
TRACE("resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n",
resource, sub_resource_idx, map_desc, debug_box(box), flags);
texture = texture_from_resource(resource);
if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
return E_INVALIDARG;
texture_level = sub_resource_idx % texture->level_count;
if (box && FAILED(wined3d_texture_check_box_dimensions(texture, texture_level, box)))
{
WARN("Map box is invalid.\n");
if (((fmt_flags & WINED3DFMT_FLAG_BLOCKS) && !(resource->access & WINED3D_RESOURCE_ACCESS_CPU))
|| resource->type != WINED3D_RTYPE_TEXTURE_2D)
return WINED3DERR_INVALIDCALL;
}
if (texture->flags & WINED3D_TEXTURE_DC_IN_USE)
{
WARN("DC is in use.\n");
return WINED3DERR_INVALIDCALL;
}
if (sub_resource->map_count)
{
WARN("Sub-resource is already mapped.\n");
return WINED3DERR_INVALIDCALL;
}
context = context_acquire(device, NULL, 0);
if (flags & WINED3D_MAP_DISCARD)
{
TRACE("WINED3D_MAP_DISCARD flag passed, marking %s as up to date.\n",
wined3d_debug_location(resource->map_binding));
if ((ret = wined3d_texture_prepare_location(texture, sub_resource_idx, context, resource->map_binding)))
wined3d_texture_validate_location(texture, sub_resource_idx, resource->map_binding);
}
else
{
if (resource->usage & WINED3DUSAGE_DYNAMIC)
WARN_(d3d_perf)("Mapping a dynamic texture without WINED3D_MAP_DISCARD.\n");
ret = wined3d_texture_load_location(texture, sub_resource_idx, context, resource->map_binding);
}
if (!ret)
{
ERR("Failed to prepare location.\n");
context_release(context);
return E_OUTOFMEMORY;
}
/* We only record dirty regions for the top-most level. */
if (texture->dirty_regions && flags & WINED3D_MAP_WRITE
&& !(flags & WINED3D_MAP_NO_DIRTY_UPDATE) && !texture_level)
wined3d_texture_dirty_region_add(texture, sub_resource_idx / texture->level_count, box);
if (flags & WINED3D_MAP_WRITE
&& (!(flags & WINED3D_MAP_NO_DIRTY_UPDATE) || (resource->usage & WINED3DUSAGE_DYNAMIC)))
wined3d_texture_invalidate_location(texture, sub_resource_idx, ~resource->map_binding);
wined3d_texture_get_memory(texture, sub_resource_idx, &data, resource->map_binding);
base_memory = wined3d_context_map_bo_address(context, &data, sub_resource->size, flags);
sub_resource->map_flags = flags;
TRACE("Base memory pointer %p.\n", base_memory);
context_release(context);
if (fmt_flags & WINED3DFMT_FLAG_BROKEN_PITCH)
{
map_desc->row_pitch = wined3d_texture_get_level_width(texture, texture_level) * format->byte_count;
map_desc->slice_pitch = wined3d_texture_get_level_height(texture, texture_level) * map_desc->row_pitch;
}
else
{
wined3d_texture_get_pitch(texture, texture_level, &map_desc->row_pitch, &map_desc->slice_pitch);
}
if (!box)
{
map_desc->data = base_memory;
}
else
{
if ((fmt_flags & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_BLOCKS)
{
/* Compressed textures are block based, so calculate the offset of
* the block that contains the top-left pixel of the mapped box. */
map_desc->data = base_memory
+ (box->front * map_desc->slice_pitch)
+ ((box->top / format->block_height) * map_desc->row_pitch)
+ ((box->left / format->block_width) * format->block_byte_count);
}
else
{
map_desc->data = base_memory
+ (box->front * map_desc->slice_pitch)
+ (box->top * map_desc->row_pitch)
+ (box->left * format->byte_count);
}
}
if (texture->swapchain && texture->swapchain->front_buffer == texture)
{
RECT *r = &texture->swapchain->front_buffer_update;
if (!box)
SetRect(r, 0, 0, resource->width, resource->height);
else
SetRect(r, box->left, box->top, box->right, box->bottom);
TRACE("Mapped front buffer %s.\n", wine_dbgstr_rect(r));
}
++resource->map_count;
++sub_resource->map_count;
TRACE("Returning memory %p, row pitch %u, slice pitch %u.\n",
map_desc->data, map_desc->row_pitch, map_desc->slice_pitch);
return WINED3D_OK;
}
static HRESULT texture_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
{
struct wined3d_texture_sub_resource *sub_resource;
struct wined3d_device *device = resource->device;
struct wined3d_context *context;
struct wined3d_texture *texture;
struct wined3d_bo_address data;
struct wined3d_range range;
TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx);
texture = texture_from_resource(resource);
if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
return E_INVALIDARG;
if (!sub_resource->map_count)
{
WARN("Trying to unmap unmapped sub-resource.\n");
if (texture->flags & WINED3D_TEXTURE_DC_IN_USE)
return WINED3D_OK;
return WINEDDERR_NOTLOCKED;
}
context = context_acquire(device, NULL, 0);
wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding);
range.offset = 0;
range.size = sub_resource->size;
wined3d_context_unmap_bo_address(context, &data, !!(sub_resource->map_flags & WINED3D_MAP_WRITE), &range);
context_release(context);
if (texture->swapchain && texture->swapchain->front_buffer == texture)
{
if (!(sub_resource->locations & (WINED3D_LOCATION_DRAWABLE | WINED3D_LOCATION_TEXTURE_RGB)))
texture->swapchain->swapchain_ops->swapchain_frontbuffer_updated(texture->swapchain);
}
--sub_resource->map_count;
if (!--resource->map_count && texture->update_map_binding)
wined3d_texture_update_map_binding(texture);
return WINED3D_OK;
}
static const struct wined3d_resource_ops texture_resource_ops =
{
texture_resource_incref,
texture_resource_decref,
texture_resource_preload,
texture_resource_unload,
texture_resource_sub_resource_map,
texture_resource_sub_resource_unmap,
};
static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
unsigned int layer_count, unsigned int level_count, DWORD flags, struct wined3d_device *device,
void *parent, const struct wined3d_parent_ops *parent_ops, void *sub_resources,
const struct wined3d_texture_ops *texture_ops)
{
const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
struct wined3d_device_parent *device_parent = device->device_parent;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
unsigned int sub_count, i, j, size, offset = 0;
unsigned int pow2_width, pow2_height;
const struct wined3d_format *format;
HRESULT hr;
TRACE("texture %p, resource_type %s, format %s, multisample_type %#x, multisample_quality %#x, "
"usage %s, access %s, width %u, height %u, depth %u, layer_count %u, level_count %u, "
"flags %#x, device %p, parent %p, parent_ops %p, sub_resources %p, texture_ops %p.\n",
texture, debug_d3dresourcetype(desc->resource_type), debug_d3dformat(desc->format),
desc->multisample_type, desc->multisample_quality, debug_d3dusage(desc->usage),
wined3d_debug_resource_access(desc->access), desc->width, desc->height, desc->depth,
layer_count, level_count, flags, device, parent, parent_ops, sub_resources, texture_ops);
if (!desc->width || !desc->height || !desc->depth)
return WINED3DERR_INVALIDCALL;
if (desc->resource_type == WINED3D_RTYPE_TEXTURE_3D && layer_count != 1)
{
ERR("Invalid layer count for volume texture.\n");
return E_INVALIDARG;
}
texture->sub_resources = sub_resources;
/* TODO: It should only be possible to create textures for formats
* that are reported as supported. */
if (WINED3DFMT_UNKNOWN >= desc->format)
{
WARN("Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n");
return WINED3DERR_INVALIDCALL;
}
format = wined3d_get_format(device->adapter, desc->format, desc->bind_flags);
if (desc->usage & WINED3DUSAGE_DYNAMIC && (wined3d_resource_access_is_managed(desc->access)
|| desc->usage & WINED3DUSAGE_SCRATCH))
{
WARN("Attempted to create a dynamic texture with access %s and usage %s.\n",
wined3d_debug_resource_access(desc->access), debug_d3dusage(desc->usage));
return WINED3DERR_INVALIDCALL;
}
pow2_width = desc->width;
pow2_height = desc->height;
if (((desc->width & (desc->width - 1)) || (desc->height & (desc->height - 1)) || (desc->depth & (desc->depth - 1)))
&& !d3d_info->texture_npot)
{
/* level_count == 0 returns an error as well. */
if (level_count != 1 || layer_count != 1 || desc->resource_type == WINED3D_RTYPE_TEXTURE_3D)
{
if (!(desc->usage & WINED3DUSAGE_SCRATCH))
{
WARN("Attempted to create a mipmapped/cube/array/volume NPOT "
"texture without unconditional NPOT support.\n");
return WINED3DERR_INVALIDCALL;
}
WARN("Creating a scratch mipmapped/cube/array NPOT texture despite lack of HW support.\n");
}
texture->flags |= WINED3D_TEXTURE_COND_NP2;
if (desc->resource_type != WINED3D_RTYPE_TEXTURE_3D && !d3d_info->texture_npot_conditional)
{
/* TODO: Add support for non-power-of-two compressed textures. */
if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D]
& (WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_HEIGHT_SCALE))
{
FIXME("Compressed or height scaled non-power-of-two (%ux%u) textures are not supported.\n",
desc->width, desc->height);
return WINED3DERR_NOTAVAILABLE;
}
/* Find the nearest pow2 match. */
pow2_width = pow2_height = 1;
while (pow2_width < desc->width)
pow2_width <<= 1;
while (pow2_height < desc->height)
pow2_height <<= 1;
texture->flags |= WINED3D_TEXTURE_COND_NP2_EMULATED;
}
}
texture->pow2_width = pow2_width;
texture->pow2_height = pow2_height;
if ((pow2_width > d3d_info->limits.texture_size || pow2_height > d3d_info->limits.texture_size)
&& (desc->bind_flags & WINED3D_BIND_SHADER_RESOURCE))
{
/* One of four options:
* 1: Do the same as we do with NPOT and scale the texture. (Any
* texture ops would require the texture to be scaled which is
* potentially slow.)
* 2: Set the texture to the maximum size (bad idea).
* 3: WARN and return WINED3DERR_NOTAVAILABLE.
* 4: Create the surface, but allow it to be used only for DirectDraw
* Blts. Some apps (e.g. Swat 3) create textures with a height of
* 16 and a width > 3000 and blt 16x16 letter areas from them to
* the render target. */
if (desc->access & WINED3D_RESOURCE_ACCESS_GPU)
{
WARN("Dimensions (%ux%u) exceed the maximum texture size.\n", pow2_width, pow2_height);
return WINED3DERR_NOTAVAILABLE;
}
/* We should never use this surface in combination with OpenGL. */
TRACE("Creating an oversized (%ux%u) surface.\n", pow2_width, pow2_height);
}
for (i = 0; i < layer_count; ++i)
{
for (j = 0; j < level_count; ++j)
{
unsigned int idx = i * level_count + j;
size = wined3d_format_calculate_size(format, device->surface_alignment,
max(1, desc->width >> j), max(1, desc->height >> j), max(1, desc->depth >> j));
texture->sub_resources[idx].offset = offset;
texture->sub_resources[idx].size = size;
offset += size;
}
offset = (offset + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1);
}
if (!offset)
return WINED3DERR_INVALIDCALL;
if (FAILED(hr = resource_init(&texture->resource, device, desc->resource_type, format,
desc->multisample_type, desc->multisample_quality, desc->usage, desc->bind_flags, desc->access,
desc->width, desc->height, desc->depth, offset, parent, parent_ops, &texture_resource_ops)))
{
static unsigned int once;
/* DXTn 3D textures are not supported. Do not write the ERR for them. */
if ((desc->format == WINED3DFMT_DXT1 || desc->format == WINED3DFMT_DXT2 || desc->format == WINED3DFMT_DXT3
|| desc->format == WINED3DFMT_DXT4 || desc->format == WINED3DFMT_DXT5)
&& !(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE)
&& desc->resource_type != WINED3D_RTYPE_TEXTURE_3D && !once++)
ERR_(winediag)("The application tried to create a DXTn texture, but the driver does not support them.\n");
WARN("Failed to initialize resource, returning %#x\n", hr);
return hr;
}
wined3d_resource_update_draw_binding(&texture->resource);
texture->texture_ops = texture_ops;
texture->layer_count = layer_count;
texture->level_count = level_count;
texture->lod = 0;
texture->flags |= WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS
| WINED3D_TEXTURE_DOWNLOADABLE;
if (flags & WINED3D_TEXTURE_CREATE_GET_DC_LENIENT)
texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_GET_DC_LENIENT;
if (flags & (WINED3D_TEXTURE_CREATE_GET_DC | WINED3D_TEXTURE_CREATE_GET_DC_LENIENT))
texture->flags |= WINED3D_TEXTURE_GET_DC;
if (flags & WINED3D_TEXTURE_CREATE_DISCARD)
texture->flags |= WINED3D_TEXTURE_DISCARD;
if (flags & WINED3D_TEXTURE_CREATE_GENERATE_MIPMAPS)
{
if (!(texture->resource.format_flags & WINED3DFMT_FLAG_GEN_MIPMAP))
WARN("Format doesn't support mipmaps generation, "
"ignoring WINED3D_TEXTURE_CREATE_GENERATE_MIPMAPS flag.\n");
else
texture->flags |= WINED3D_TEXTURE_GENERATE_MIPMAPS;
}
if (flags & WINED3D_TEXTURE_CREATE_RECORD_DIRTY_REGIONS
&& !(texture->dirty_regions = heap_calloc(texture->layer_count, sizeof(*texture->dirty_regions))))
{
wined3d_texture_cleanup_sync(texture);
return E_OUTOFMEMORY;
}
/* Precalculated scaling for 'faked' non power of two texture coords. */
if (texture->resource.gl_type == WINED3D_GL_RES_TYPE_TEX_RECT)
{
texture->pow2_matrix[0] = (float)desc->width;
texture->pow2_matrix[5] = (float)desc->height;
texture->flags &= ~(WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS);
}
else if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
{
texture->pow2_matrix[0] = (((float)desc->width) / ((float)pow2_width));
texture->pow2_matrix[5] = (((float)desc->height) / ((float)pow2_height));
texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
}
else
{
texture->pow2_matrix[0] = 1.0f;
texture->pow2_matrix[5] = 1.0f;
}
texture->pow2_matrix[10] = 1.0f;
texture->pow2_matrix[15] = 1.0f;
TRACE("x scale %.8e, y scale %.8e.\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
if (wined3d_texture_use_pbo(texture, gl_info))
texture->resource.map_binding = WINED3D_LOCATION_BUFFER;
if (desc->resource_type != WINED3D_RTYPE_TEXTURE_3D
|| !wined3d_texture_use_pbo(texture, gl_info))
{
if (!wined3d_resource_prepare_sysmem(&texture->resource))
{
wined3d_texture_cleanup_sync(texture);
return E_OUTOFMEMORY;
}
}
sub_count = level_count * layer_count;
if (sub_count / layer_count != level_count)
{
wined3d_texture_cleanup_sync(texture);
return E_OUTOFMEMORY;
}
if (desc->usage & WINED3DUSAGE_OVERLAY)
{
if (!(texture->overlay_info = heap_calloc(sub_count, sizeof(*texture->overlay_info))))
{
wined3d_texture_cleanup_sync(texture);
return E_OUTOFMEMORY;
}
for (i = 0; i < sub_count; ++i)
{
list_init(&texture->overlay_info[i].entry);
list_init(&texture->overlay_info[i].overlays);
}
}
/* Generate all sub-resources. */
for (i = 0; i < sub_count; ++i)
{
struct wined3d_texture_sub_resource *sub_resource;
sub_resource = &texture->sub_resources[i];
sub_resource->locations = WINED3D_LOCATION_DISCARDED;
if (desc->resource_type != WINED3D_RTYPE_TEXTURE_3D)
{
wined3d_texture_validate_location(texture, i, WINED3D_LOCATION_SYSMEM);
wined3d_texture_invalidate_location(texture, i, ~WINED3D_LOCATION_SYSMEM);
}
if (FAILED(hr = device_parent->ops->texture_sub_resource_created(device_parent,
desc->resource_type, texture, i, &sub_resource->parent, &sub_resource->parent_ops)))
{
WARN("Failed to create sub-resource parent, hr %#x.\n", hr);
sub_resource->parent = NULL;
wined3d_texture_cleanup_sync(texture);
return hr;
}
TRACE("parent %p, parent_ops %p.\n", sub_resource->parent, sub_resource->parent_ops);
TRACE("Created sub-resource %u (level %u, layer %u).\n",
i, i % texture->level_count, i / texture->level_count);
if (desc->usage & WINED3DUSAGE_OWNDC)
{
struct wined3d_texture_idx texture_idx = {texture, i};
wined3d_cs_init_object(device->cs, wined3d_texture_create_dc, &texture_idx);
wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
if (!texture->dc_info || !texture->dc_info[i].dc)
{
wined3d_texture_cleanup_sync(texture);
return WINED3DERR_INVALIDCALL;
}
}
}
return WINED3D_OK;
}
HRESULT CDECL wined3d_texture_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
const RECT *dst_rect, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
const RECT *src_rect, DWORD flags, const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter)
{
struct wined3d_box src_box = {src_rect->left, src_rect->top, src_rect->right, src_rect->bottom, 0, 1};
struct wined3d_box dst_box = {dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, 0, 1};
HRESULT hr;
TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_rect %s, src_texture %p, "
"src_sub_resource_idx %u, src_rect %s, flags %#x, fx %p, filter %s.\n",
dst_texture, dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), src_texture,
src_sub_resource_idx, wine_dbgstr_rect(src_rect), flags, fx, debug_d3dtexturefiltertype(filter));
if (dst_sub_resource_idx >= dst_texture->level_count * dst_texture->layer_count
|| dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
return WINED3DERR_INVALIDCALL;
if (src_sub_resource_idx >= src_texture->level_count * src_texture->layer_count
|| src_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
return WINED3DERR_INVALIDCALL;
if (filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT
&& filter != WINED3D_TEXF_LINEAR)
return WINED3DERR_INVALIDCALL;
if (FAILED(hr = wined3d_texture_check_box_dimensions(dst_texture,
dst_sub_resource_idx % dst_texture->level_count, &dst_box)))
return hr;
if (FAILED(hr = wined3d_texture_check_box_dimensions(src_texture,
src_sub_resource_idx % src_texture->level_count, &src_box)))
return hr;
if (dst_texture->sub_resources[dst_sub_resource_idx].map_count
|| src_texture->sub_resources[src_sub_resource_idx].map_count)
{
WARN("Sub-resource is busy, returning WINEDDERR_SURFACEBUSY.\n");
return WINEDDERR_SURFACEBUSY;
}
if (!src_texture->resource.format->depth_size != !dst_texture->resource.format->depth_size
|| !src_texture->resource.format->stencil_size != !dst_texture->resource.format->stencil_size)
{
WARN("Rejecting depth/stencil blit between incompatible formats.\n");
return WINED3DERR_INVALIDCALL;
}
if (dst_texture->resource.device != src_texture->resource.device)
{
FIXME("Rejecting cross-device blit.\n");
return E_NOTIMPL;
}
wined3d_cs_emit_blt_sub_resource(dst_texture->resource.device->cs, &dst_texture->resource, dst_sub_resource_idx,
&dst_box, &src_texture->resource, src_sub_resource_idx, &src_box, flags, fx, filter);
return WINED3D_OK;
}
HRESULT CDECL wined3d_texture_get_overlay_position(const struct wined3d_texture *texture,
unsigned int sub_resource_idx, LONG *x, LONG *y)
{
struct wined3d_overlay_info *overlay;
TRACE("texture %p, sub_resource_idx %u, x %p, y %p.\n", texture, sub_resource_idx, x, y);
if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY)
|| sub_resource_idx >= texture->level_count * texture->layer_count)
{
WARN("Invalid sub-resource specified.\n");
return WINEDDERR_NOTAOVERLAYSURFACE;
}
overlay = &texture->overlay_info[sub_resource_idx];
if (!overlay->dst_texture)
{
TRACE("Overlay not visible.\n");
*x = 0;
*y = 0;
return WINEDDERR_OVERLAYNOTVISIBLE;
}
*x = overlay->dst_rect.left;
*y = overlay->dst_rect.top;
TRACE("Returning position %d, %d.\n", *x, *y);
return WINED3D_OK;
}
HRESULT CDECL wined3d_texture_set_overlay_position(struct wined3d_texture *texture,
unsigned int sub_resource_idx, LONG x, LONG y)
{
struct wined3d_overlay_info *overlay;
LONG w, h;
TRACE("texture %p, sub_resource_idx %u, x %d, y %d.\n", texture, sub_resource_idx, x, y);
if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY)
|| sub_resource_idx >= texture->level_count * texture->layer_count)
{
WARN("Invalid sub-resource specified.\n");
return WINEDDERR_NOTAOVERLAYSURFACE;
}
overlay = &texture->overlay_info[sub_resource_idx];
w = overlay->dst_rect.right - overlay->dst_rect.left;
h = overlay->dst_rect.bottom - overlay->dst_rect.top;
SetRect(&overlay->dst_rect, x, y, x + w, y + h);
return WINED3D_OK;
}
HRESULT CDECL wined3d_texture_update_overlay(struct wined3d_texture *texture, unsigned int sub_resource_idx,
const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
const RECT *dst_rect, DWORD flags)
{
struct wined3d_overlay_info *overlay;
unsigned int level, dst_level;
TRACE("texture %p, sub_resource_idx %u, src_rect %s, dst_texture %p, "
"dst_sub_resource_idx %u, dst_rect %s, flags %#x.\n",
texture, sub_resource_idx, wine_dbgstr_rect(src_rect), dst_texture,
dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), flags);
if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
|| sub_resource_idx >= texture->level_count * texture->layer_count)
{
WARN("Invalid sub-resource specified.\n");
return WINEDDERR_NOTAOVERLAYSURFACE;
}
if (!dst_texture || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
|| dst_sub_resource_idx >= dst_texture->level_count * dst_texture->layer_count)
{
WARN("Invalid destination sub-resource specified.\n");
return WINED3DERR_INVALIDCALL;
}
overlay = &texture->overlay_info[sub_resource_idx];
level = sub_resource_idx % texture->level_count;
if (src_rect)
overlay->src_rect = *src_rect;
else
SetRect(&overlay->src_rect, 0, 0,
wined3d_texture_get_level_width(texture, level),
wined3d_texture_get_level_height(texture, level));
dst_level = dst_sub_resource_idx % dst_texture->level_count;
if (dst_rect)
overlay->dst_rect = *dst_rect;
else
SetRect(&overlay->dst_rect, 0, 0,
wined3d_texture_get_level_width(dst_texture, dst_level),
wined3d_texture_get_level_height(dst_texture, dst_level));
if (overlay->dst_texture && (overlay->dst_texture != dst_texture
|| overlay->dst_sub_resource_idx != dst_sub_resource_idx || flags & WINEDDOVER_HIDE))
{
overlay->dst_texture = NULL;
list_remove(&overlay->entry);
}
if (flags & WINEDDOVER_SHOW)
{
if (overlay->dst_texture != dst_texture || overlay->dst_sub_resource_idx != dst_sub_resource_idx)
{
overlay->dst_texture = dst_texture;
overlay->dst_sub_resource_idx = dst_sub_resource_idx;
list_add_tail(&texture->overlay_info[dst_sub_resource_idx].overlays, &overlay->entry);
}
}
else if (flags & WINEDDOVER_HIDE)
{
/* Tests show that the rectangles are erased on hide. */
SetRectEmpty(&overlay->src_rect);
SetRectEmpty(&overlay->dst_rect);
overlay->dst_texture = NULL;
}
return WINED3D_OK;
}
void * CDECL wined3d_texture_get_sub_resource_parent(struct wined3d_texture *texture, unsigned int sub_resource_idx)
{
unsigned int sub_count = texture->level_count * texture->layer_count;
TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
if (sub_resource_idx >= sub_count)
{
WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
return NULL;
}
return texture->sub_resources[sub_resource_idx].parent;
}
void CDECL wined3d_texture_set_sub_resource_parent(struct wined3d_texture *texture,
unsigned int sub_resource_idx, void *parent)
{
unsigned int sub_count = texture->level_count * texture->layer_count;
TRACE("texture %p, sub_resource_idx %u, parent %p.\n", texture, sub_resource_idx, parent);
if (sub_resource_idx >= sub_count)
{
WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
return;
}
texture->sub_resources[sub_resource_idx].parent = parent;
}
HRESULT CDECL wined3d_texture_get_sub_resource_desc(const struct wined3d_texture *texture,
unsigned int sub_resource_idx, struct wined3d_sub_resource_desc *desc)
{
unsigned int sub_count = texture->level_count * texture->layer_count;
const struct wined3d_resource *resource;
unsigned int level_idx;
TRACE("texture %p, sub_resource_idx %u, desc %p.\n", texture, sub_resource_idx, desc);
if (sub_resource_idx >= sub_count)
{
WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
return WINED3DERR_INVALIDCALL;
}
resource = &texture->resource;
desc->format = resource->format->id;
desc->multisample_type = resource->multisample_type;
desc->multisample_quality = resource->multisample_quality;
desc->usage = resource->usage;
desc->bind_flags = resource->bind_flags;
desc->access = resource->access;
level_idx = sub_resource_idx % texture->level_count;
desc->width = wined3d_texture_get_level_width(texture, level_idx);
desc->height = wined3d_texture_get_level_height(texture, level_idx);
desc->depth = wined3d_texture_get_level_depth(texture, level_idx);
desc->size = texture->sub_resources[sub_resource_idx].size;
return WINED3D_OK;
}
HRESULT wined3d_texture_gl_init(struct wined3d_texture_gl *texture_gl, struct wined3d_device *device,
const struct wined3d_resource_desc *desc, unsigned int layer_count, unsigned int level_count,
uint32_t flags, void *parent, const struct wined3d_parent_ops *parent_ops)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
HRESULT hr;
TRACE("texture_gl %p, device %p, desc %p, layer_count %u, "
"level_count %u, flags %#x, parent %p, parent_ops %p.\n",
texture_gl, device, desc, layer_count,
level_count, flags, parent, parent_ops);
if (!(desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP) && layer_count > 1
&& !gl_info->supported[EXT_TEXTURE_ARRAY])
{
WARN("OpenGL implementation does not support array textures.\n");
return WINED3DERR_INVALIDCALL;
}
switch (desc->resource_type)
{
case WINED3D_RTYPE_TEXTURE_1D:
if (layer_count > 1)
texture_gl->target = GL_TEXTURE_1D_ARRAY;
else
texture_gl->target = GL_TEXTURE_1D;
break;
case WINED3D_RTYPE_TEXTURE_2D:
if (desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP)
{
texture_gl->target = GL_TEXTURE_CUBE_MAP_ARB;
}
else if (desc->multisample_type && gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
{
if (layer_count > 1)
texture_gl->target = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
else
texture_gl->target = GL_TEXTURE_2D_MULTISAMPLE;
}
else
{
if (layer_count > 1)
texture_gl->target = GL_TEXTURE_2D_ARRAY;
else
texture_gl->target = GL_TEXTURE_2D;
}
break;
case WINED3D_RTYPE_TEXTURE_3D:
if (!gl_info->supported[EXT_TEXTURE3D])
{
WARN("OpenGL implementation does not support 3D textures.\n");
return WINED3DERR_INVALIDCALL;
}
texture_gl->target = GL_TEXTURE_3D;
break;
default:
ERR("Invalid resource type %s.\n", debug_d3dresourcetype(desc->resource_type));
return WINED3DERR_INVALIDCALL;
}
list_init(&texture_gl->renderbuffers);
if (FAILED(hr = wined3d_texture_init(&texture_gl->t, desc, layer_count, level_count,
flags, device, parent, parent_ops, &texture_gl[1], &texture_gl_ops)))
return hr;
if (texture_gl->t.resource.gl_type == WINED3D_GL_RES_TYPE_TEX_RECT)
texture_gl->target = GL_TEXTURE_RECTANGLE_ARB;
if (texture_gl->target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY || texture_gl->target == GL_TEXTURE_2D_MULTISAMPLE)
texture_gl->t.flags &= ~WINED3D_TEXTURE_DOWNLOADABLE;
return WINED3D_OK;
}
HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct wined3d_resource_desc *desc,
UINT layer_count, UINT level_count, DWORD flags, const struct wined3d_sub_resource_data *data,
void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
{
unsigned int sub_count = level_count * layer_count;
unsigned int i;
HRESULT hr;
TRACE("device %p, desc %p, layer_count %u, level_count %u, flags %#x, data %p, "
"parent %p, parent_ops %p, texture %p.\n",
device, desc, layer_count, level_count, flags, data, parent, parent_ops, texture);
if (!layer_count)
{
WARN("Invalid layer count.\n");
return E_INVALIDARG;
}
if ((desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP) && layer_count != 6)
{
ERR("Invalid layer count %u for legacy cubemap.\n", layer_count);
layer_count = 6;
}
if (!level_count)
{
WARN("Invalid level count.\n");
return WINED3DERR_INVALIDCALL;
}
if (desc->multisample_type != WINED3D_MULTISAMPLE_NONE)
{
const struct wined3d_format *format = wined3d_get_format(device->adapter, desc->format, desc->bind_flags);
if (desc->multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE
&& desc->multisample_quality >= wined3d_popcount(format->multisample_types))
{
WARN("Unsupported quality level %u requested for WINED3D_MULTISAMPLE_NON_MASKABLE.\n",
desc->multisample_quality);
return WINED3DERR_NOTAVAILABLE;
}
if (desc->multisample_type != WINED3D_MULTISAMPLE_NON_MASKABLE
&& (!(format->multisample_types & 1u << (desc->multisample_type - 1))
|| (desc->multisample_quality && desc->multisample_quality != WINED3D_STANDARD_MULTISAMPLE_PATTERN)))
{
WARN("Unsupported multisample type %u quality %u requested.\n", desc->multisample_type,
desc->multisample_quality);
return WINED3DERR_NOTAVAILABLE;
}
}
if (data)
{
for (i = 0; i < sub_count; ++i)
{
if (data[i].data)
continue;
WARN("Invalid sub-resource data specified for sub-resource %u.\n", i);
return E_INVALIDARG;
}
}
if (FAILED(hr = device->adapter->adapter_ops->adapter_create_texture(device, desc,
layer_count, level_count, flags, parent, parent_ops, texture)))
return hr;
/* FIXME: We'd like to avoid ever allocating system memory for the texture
* in this case. */
if (data)
{
struct wined3d_box box;
for (i = 0; i < sub_count; ++i)
{
wined3d_texture_get_level_box(*texture, i % (*texture)->level_count, &box);
wined3d_cs_emit_update_sub_resource(device->cs, &(*texture)->resource,
i, &box, data[i].data, data[i].row_pitch, data[i].slice_pitch);
}
}
TRACE("Created texture %p.\n", *texture);
return WINED3D_OK;
}
HRESULT CDECL wined3d_texture_get_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC *dc)
{
struct wined3d_device *device = texture->resource.device;
struct wined3d_texture_sub_resource *sub_resource;
struct wined3d_dc_info *dc_info;
TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture, sub_resource_idx, dc);
if (!(texture->flags & WINED3D_TEXTURE_GET_DC))
{
WARN("Texture does not support GetDC\n");
/* Don't touch the DC */
return WINED3DERR_INVALIDCALL;
}
if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
return WINED3DERR_INVALIDCALL;
if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
{
WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type));
return WINED3DERR_INVALIDCALL;
}
if (texture->resource.map_count && !(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT))
return WINED3DERR_INVALIDCALL;
if (!(dc_info = texture->dc_info) || !dc_info[sub_resource_idx].dc)
{
struct wined3d_texture_idx texture_idx = {texture, sub_resource_idx};
wined3d_cs_init_object(device->cs, wined3d_texture_create_dc, &texture_idx);
wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
if (!(dc_info = texture->dc_info) || !dc_info[sub_resource_idx].dc)
return WINED3DERR_INVALIDCALL;
}
if (!(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT))
texture->flags |= WINED3D_TEXTURE_DC_IN_USE;
++texture->resource.map_count;
++sub_resource->map_count;
*dc = dc_info[sub_resource_idx].dc;
TRACE("Returning dc %p.\n", *dc);
return WINED3D_OK;
}
HRESULT CDECL wined3d_texture_release_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC dc)
{
struct wined3d_device *device = texture->resource.device;
struct wined3d_texture_sub_resource *sub_resource;
struct wined3d_dc_info *dc_info;
TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture, sub_resource_idx, dc);
if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
return WINED3DERR_INVALIDCALL;
if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
{
WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type));
return WINED3DERR_INVALIDCALL;
}
if (!(texture->flags & (WINED3D_TEXTURE_GET_DC_LENIENT | WINED3D_TEXTURE_DC_IN_USE)))
return WINED3DERR_INVALIDCALL;
if (!(dc_info = texture->dc_info) || dc_info[sub_resource_idx].dc != dc)
{
WARN("Application tries to release invalid DC %p, sub-resource DC is %p.\n",
dc, dc_info ? dc_info[sub_resource_idx].dc : NULL);
return WINED3DERR_INVALIDCALL;
}
if (!(texture->resource.usage & WINED3DUSAGE_OWNDC))
{
struct wined3d_texture_idx texture_idx = {texture, sub_resource_idx};
wined3d_cs_destroy_object(device->cs, wined3d_texture_destroy_dc, &texture_idx);
wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
}
--sub_resource->map_count;
if (!--texture->resource.map_count && texture->update_map_binding)
wined3d_texture_update_map_binding(texture);
if (!(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT))
texture->flags &= ~WINED3D_TEXTURE_DC_IN_USE;
return WINED3D_OK;
}
void wined3d_texture_upload_from_texture(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
unsigned int dst_x, unsigned int dst_y, unsigned int dst_z, struct wined3d_texture *src_texture,
unsigned int src_sub_resource_idx, const struct wined3d_box *src_box)
{
unsigned int src_row_pitch, src_slice_pitch;
unsigned int update_w, update_h, update_d;
unsigned int src_level, dst_level;
struct wined3d_context *context;
struct wined3d_bo_address data;
TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
"src_texture %p, src_sub_resource_idx %u, src_box %s.\n",
dst_texture, dst_sub_resource_idx, dst_x, dst_y, dst_z,
src_texture, src_sub_resource_idx, debug_box(src_box));
context = context_acquire(dst_texture->resource.device, NULL, 0);
/* Only load the sub-resource for partial updates. For newly allocated
* textures the texture wouldn't be the current location, and we'd upload
* zeroes just to overwrite them again. */
update_w = src_box->right - src_box->left;
update_h = src_box->bottom - src_box->top;
update_d = src_box->back - src_box->front;
dst_level = dst_sub_resource_idx % dst_texture->level_count;
if (update_w == wined3d_texture_get_level_width(dst_texture, dst_level)
&& update_h == wined3d_texture_get_level_height(dst_texture, dst_level)
&& update_d == wined3d_texture_get_level_depth(dst_texture, dst_level))
wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);
else
wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);
src_level = src_sub_resource_idx % src_texture->level_count;
wined3d_texture_get_memory(src_texture, src_sub_resource_idx, &data,
src_texture->sub_resources[src_sub_resource_idx].locations);
wined3d_texture_get_pitch(src_texture, src_level, &src_row_pitch, &src_slice_pitch);
dst_texture->texture_ops->texture_upload_data(context, wined3d_const_bo_address(&data),
src_texture->resource.format, src_box, src_row_pitch, src_slice_pitch, dst_texture,
dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB, dst_x, dst_y, dst_z);
context_release(context);
wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
}
/* Partial downloads are not supported. */
void wined3d_texture_download_from_texture(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx)
{
unsigned int src_level, dst_level, dst_row_pitch, dst_slice_pitch;
unsigned int dst_location = dst_texture->resource.map_binding;
struct wined3d_context *context;
struct wined3d_bo_address data;
struct wined3d_box src_box;
unsigned int src_location;
context = context_acquire(src_texture->resource.device, NULL, 0);
wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location);
wined3d_texture_get_memory(dst_texture, dst_sub_resource_idx, &data, dst_location);
if (src_texture->sub_resources[src_sub_resource_idx].locations & WINED3D_LOCATION_TEXTURE_RGB)
src_location = WINED3D_LOCATION_TEXTURE_RGB;
else
src_location = WINED3D_LOCATION_TEXTURE_SRGB;
src_level = src_sub_resource_idx % src_texture->level_count;
wined3d_texture_get_level_box(src_texture, src_level, &src_box);
dst_level = dst_sub_resource_idx % dst_texture->level_count;
wined3d_texture_get_pitch(dst_texture, dst_level, &dst_row_pitch, &dst_slice_pitch);
src_texture->texture_ops->texture_download_data(context, src_texture, src_sub_resource_idx, src_location,
&src_box, &data, dst_texture->resource.format, 0, 0, 0, dst_row_pitch, dst_slice_pitch);
context_release(context);
wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, dst_location);
wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~dst_location);
}
static void wined3d_texture_no3d_upload_data(struct wined3d_context *context,
const struct wined3d_const_bo_address *src_bo_addr, const struct wined3d_format *src_format,
const struct wined3d_box *src_box, unsigned int src_row_pitch, unsigned int src_slice_pitch,
struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, unsigned int dst_location,
unsigned int dst_x, unsigned int dst_y, unsigned int dst_z)
{
FIXME("Not implemented.\n");
}
static void wined3d_texture_no3d_download_data(struct wined3d_context *context,
struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, unsigned int src_location,
const struct wined3d_box *src_box, const struct wined3d_bo_address *dst_bo_addr,
const struct wined3d_format *dst_format, unsigned int dst_x, unsigned int dst_y, unsigned int dst_z,
unsigned int dst_row_pitch, unsigned int dst_slice_pitch)
{
FIXME("Not implemented.\n");
}
static BOOL wined3d_texture_no3d_prepare_location(struct wined3d_texture *texture,
unsigned int sub_resource_idx, struct wined3d_context *context, unsigned int location)
{
if (location == WINED3D_LOCATION_SYSMEM)
return texture->sub_resources[sub_resource_idx].user_memory ? TRUE
: wined3d_resource_prepare_sysmem(&texture->resource);
FIXME("Unhandled location %s.\n", wined3d_debug_location(location));
return FALSE;
}
static BOOL wined3d_texture_no3d_load_location(struct wined3d_texture *texture,
unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location)
{
TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n",
texture, sub_resource_idx, context, wined3d_debug_location(location));
if (location == WINED3D_LOCATION_SYSMEM)
return TRUE;
ERR("Unhandled location %s.\n", wined3d_debug_location(location));
return FALSE;
}
static void wined3d_texture_no3d_unload_location(struct wined3d_texture *texture,
struct wined3d_context *context, unsigned int location)
{
TRACE("texture %p, context %p, location %s.\n", texture, context, wined3d_debug_location(location));
}
static const struct wined3d_texture_ops wined3d_texture_no3d_ops =
{
wined3d_texture_no3d_prepare_location,
wined3d_texture_no3d_load_location,
wined3d_texture_no3d_unload_location,
wined3d_texture_no3d_upload_data,
wined3d_texture_no3d_download_data,
};
HRESULT wined3d_texture_no3d_init(struct wined3d_texture *texture_no3d, struct wined3d_device *device,
const struct wined3d_resource_desc *desc, unsigned int layer_count, unsigned int level_count,
uint32_t flags, void *parent, const struct wined3d_parent_ops *parent_ops)
{
TRACE("texture_no3d %p, device %p, desc %p, layer_count %u, "
"level_count %u, flags %#x, parent %p, parent_ops %p.\n",
texture_no3d, device, desc, layer_count,
level_count, flags, parent, parent_ops);
return wined3d_texture_init(texture_no3d, desc, layer_count, level_count,
flags, device, parent, parent_ops, &texture_no3d[1], &wined3d_texture_no3d_ops);
}
void wined3d_vk_swizzle_from_color_fixup(VkComponentMapping *mapping, struct color_fixup_desc fixup)
{
static const VkComponentSwizzle swizzle_source[] =
{
VK_COMPONENT_SWIZZLE_ZERO, /* CHANNEL_SOURCE_ZERO */
VK_COMPONENT_SWIZZLE_ONE, /* CHANNEL_SOURCE_ONE */
VK_COMPONENT_SWIZZLE_R, /* CHANNEL_SOURCE_X */
VK_COMPONENT_SWIZZLE_G, /* CHANNEL_SOURCE_Y */
VK_COMPONENT_SWIZZLE_B, /* CHANNEL_SOURCE_Z */
VK_COMPONENT_SWIZZLE_A, /* CHANNEL_SOURCE_W */
};
mapping->r = swizzle_source[fixup.x_source];
mapping->g = swizzle_source[fixup.y_source];
mapping->b = swizzle_source[fixup.z_source];
mapping->a = swizzle_source[fixup.w_source];
}
const VkDescriptorImageInfo *wined3d_texture_vk_get_default_image_info(struct wined3d_texture_vk *texture_vk,
struct wined3d_context_vk *context_vk)
{
const struct wined3d_format_vk *format_vk;
const struct wined3d_vk_info *vk_info;
struct wined3d_device_vk *device_vk;
VkImageViewCreateInfo create_info;
struct color_fixup_desc fixup;
uint32_t flags = 0;
VkResult vr;
if (texture_vk->default_image_info.imageView)
return &texture_vk->default_image_info;
format_vk = wined3d_format_vk(texture_vk->t.resource.format);
device_vk = wined3d_device_vk(texture_vk->t.resource.device);
vk_info = context_vk->vk_info;
if (texture_vk->t.layer_count > 1)
flags |= WINED3D_VIEW_TEXTURE_ARRAY;
wined3d_texture_vk_prepare_texture(texture_vk, context_vk);
create_info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
create_info.pNext = NULL;
create_info.flags = 0;
create_info.image = texture_vk->vk_image;
create_info.viewType = vk_image_view_type_from_wined3d(texture_vk->t.resource.type, flags);
create_info.format = format_vk->vk_format;
fixup = format_vk->f.color_fixup;
if (is_identity_fixup(fixup) || !can_use_texture_swizzle(context_vk->c.d3d_info, &format_vk->f))
{
create_info.components.r = VK_COMPONENT_SWIZZLE_IDENTITY;
create_info.components.g = VK_COMPONENT_SWIZZLE_IDENTITY;
create_info.components.b = VK_COMPONENT_SWIZZLE_IDENTITY;
create_info.components.a = VK_COMPONENT_SWIZZLE_IDENTITY;
}
else
{
wined3d_vk_swizzle_from_color_fixup(&create_info.components, fixup);
}
create_info.subresourceRange.aspectMask = vk_aspect_mask_from_format(&format_vk->f);
create_info.subresourceRange.baseMipLevel = 0;
create_info.subresourceRange.levelCount = texture_vk->t.level_count;
create_info.subresourceRange.baseArrayLayer = 0;
create_info.subresourceRange.layerCount = texture_vk->t.layer_count;
if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &create_info,
NULL, &texture_vk->default_image_info.imageView))) < 0)
{
ERR("Failed to create Vulkan image view, vr %s.\n", wined3d_debug_vkresult(vr));
return NULL;
}
TRACE("Created image view 0x%s.\n", wine_dbgstr_longlong(texture_vk->default_image_info.imageView));
texture_vk->default_image_info.sampler = VK_NULL_HANDLE;
texture_vk->default_image_info.imageLayout = texture_vk->layout;
return &texture_vk->default_image_info;
}
static void wined3d_texture_vk_upload_data(struct wined3d_context *context,
const struct wined3d_const_bo_address *src_bo_addr, const struct wined3d_format *src_format,
const struct wined3d_box *src_box, unsigned int src_row_pitch, unsigned int src_slice_pitch,
struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, unsigned int dst_location,
unsigned int dst_x, unsigned int dst_y, unsigned int dst_z)
{
struct wined3d_texture_vk *dst_texture_vk = wined3d_texture_vk(dst_texture);
struct wined3d_context_vk *context_vk = wined3d_context_vk(context);
unsigned int dst_level, dst_row_pitch, dst_slice_pitch;
struct wined3d_texture_sub_resource *sub_resource;
struct wined3d_bo_address staging_bo_addr;
const struct wined3d_vk_info *vk_info;
VkCommandBuffer vk_command_buffer;
struct wined3d_bo_vk staging_bo;
VkImageAspectFlags aspect_mask;
size_t src_offset, dst_offset;
struct wined3d_range range;
VkBufferImageCopy region;
void *map_ptr;
TRACE("context %p, src_bo_addr %s, src_format %s, src_box %s, src_row_pitch %u, src_slice_pitch %u, "
"dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_x %u, dst_y %u, dst_z %u.\n",
context, debug_const_bo_address(src_bo_addr), debug_d3dformat(src_format->id), debug_box(src_box),
src_row_pitch, src_slice_pitch, dst_texture, dst_sub_resource_idx,
wined3d_debug_location(dst_location), dst_x, dst_y, dst_z);
if (src_bo_addr->buffer_object)
{
FIXME("Unhandled buffer object %#lx.\n", src_bo_addr->buffer_object);
return;
}
if (src_format->id != dst_texture->resource.format->id)
{
FIXME("Unhandled format conversion (%s -> %s).\n",
debug_d3dformat(src_format->id),
debug_d3dformat(dst_texture->resource.format->id));
return;
}
dst_level = dst_sub_resource_idx % dst_texture->level_count;
wined3d_texture_get_pitch(dst_texture, dst_level, &dst_row_pitch, &dst_slice_pitch);
if (dst_texture->resource.type == WINED3D_RTYPE_TEXTURE_1D)
src_row_pitch = dst_row_pitch = 0;
if (dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_3D)
src_slice_pitch = dst_slice_pitch = 0;
if (dst_location != WINED3D_LOCATION_TEXTURE_RGB)
{
FIXME("Unhandled location %s.\n", wined3d_debug_location(dst_location));
return;
}
if (wined3d_resource_get_sample_count(&dst_texture_vk->t.resource) > 1)
{
FIXME("Not supported for multisample textures.\n");
return;
}
aspect_mask = vk_aspect_mask_from_format(dst_texture->resource.format);
if (wined3d_popcount(aspect_mask) > 1)
{
FIXME("Unhandled multi-aspect format %s.\n", debug_d3dformat(dst_texture->resource.format->id));
return;
}
sub_resource = &dst_texture_vk->t.sub_resources[dst_sub_resource_idx];
vk_info = context_vk->vk_info;
src_offset = src_box->front * src_slice_pitch
+ (src_box->top / src_format->block_height) * src_row_pitch
+ (src_box->left / src_format->block_width) * src_format->block_byte_count;
dst_offset = dst_z * src_slice_pitch
+ (dst_y / src_format->block_height) * src_row_pitch
+ (dst_x / src_format->block_width) * src_format->block_byte_count;
if (!wined3d_context_vk_create_bo(context_vk, sub_resource->size,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, &staging_bo))
{
ERR("Failed to create staging bo.\n");
return;
}
staging_bo_addr.buffer_object = (uintptr_t)&staging_bo;
staging_bo_addr.addr = NULL;
if (!(map_ptr = wined3d_context_map_bo_address(context, &staging_bo_addr,
sub_resource->size, WINED3D_MAP_DISCARD | WINED3D_MAP_WRITE)))
{
ERR("Failed to map staging bo.\n");
wined3d_context_vk_destroy_bo(context_vk, &staging_bo);
return;
}
wined3d_format_copy_data(src_format, src_bo_addr->addr + src_offset, src_row_pitch, src_slice_pitch,
(uint8_t *)map_ptr + dst_offset, dst_row_pitch, dst_slice_pitch, src_box->right - src_box->left,
src_box->bottom - src_box->top, src_box->back - src_box->front);
range.offset = 0;
range.size = sub_resource->size;
wined3d_context_unmap_bo_address(context, &staging_bo_addr, 1, &range);
if (!(vk_command_buffer = wined3d_context_vk_get_command_buffer(context_vk)))
{
ERR("Failed to get command buffer.\n");
return;
}
wined3d_context_vk_image_barrier(context_vk, vk_command_buffer,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT,
vk_access_mask_from_bind_flags(dst_texture_vk->t.resource.bind_flags),
VK_ACCESS_TRANSFER_WRITE_BIT,
dst_texture_vk->layout, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
dst_texture_vk->vk_image, aspect_mask);
region.bufferOffset = staging_bo.buffer_offset + dst_offset;
region.bufferRowLength = (dst_row_pitch / src_format->block_byte_count) * src_format->block_width;
if (dst_row_pitch)
region.bufferImageHeight = (dst_slice_pitch / dst_row_pitch) * src_format->block_height;
else
region.bufferImageHeight = 1;
region.imageSubresource.aspectMask = aspect_mask;
region.imageSubresource.mipLevel = dst_level;
region.imageSubresource.baseArrayLayer = dst_sub_resource_idx / dst_texture_vk->t.level_count;
region.imageSubresource.layerCount = 1;
region.imageOffset.x = dst_x;
region.imageOffset.y = dst_y;
region.imageOffset.z = dst_z;
region.imageExtent.width = src_box->right - src_box->left;
region.imageExtent.height = src_box->bottom - src_box->top;
region.imageExtent.depth = src_box->back - src_box->front;
VK_CALL(vkCmdCopyBufferToImage(vk_command_buffer, staging_bo.vk_buffer,
dst_texture_vk->vk_image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region));
wined3d_context_vk_image_barrier(context_vk, vk_command_buffer,
VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_ACCESS_TRANSFER_WRITE_BIT,
vk_access_mask_from_bind_flags(dst_texture_vk->t.resource.bind_flags),
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, dst_texture_vk->layout,
dst_texture_vk->vk_image, aspect_mask);
wined3d_context_vk_reference_texture(context_vk, dst_texture_vk);
wined3d_context_vk_reference_bo(context_vk, &staging_bo);
wined3d_context_vk_destroy_bo(context_vk, &staging_bo);
}
static void wined3d_texture_vk_download_data(struct wined3d_context *context,
struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, unsigned int src_location,
const struct wined3d_box *src_box, const struct wined3d_bo_address *dst_bo_addr,
const struct wined3d_format *dst_format, unsigned int dst_x, unsigned int dst_y, unsigned int dst_z,
unsigned int dst_row_pitch, unsigned int dst_slice_pitch)
{
struct wined3d_texture_vk *src_texture_vk = wined3d_texture_vk(src_texture);
struct wined3d_context_vk *context_vk = wined3d_context_vk(context);
unsigned int src_level, src_width, src_height, src_depth;
struct wined3d_texture_sub_resource *sub_resource;
unsigned int src_row_pitch, src_slice_pitch;
struct wined3d_bo_address staging_bo_addr;
const struct wined3d_vk_info *vk_info;
VkCommandBuffer vk_command_buffer;
struct wined3d_bo_vk staging_bo;
VkImageAspectFlags aspect_mask;
VkBufferImageCopy region;
void *map_ptr;
TRACE("context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_box %s, dst_bo_addr %s, "
"dst_format %s, dst_x %u, dst_y %u, dst_z %u, dst_row_pitch %u, dst_slice_pitch %u.\n",
context, src_texture, src_sub_resource_idx, wined3d_debug_location(src_location),
debug_box(src_box), debug_bo_address(dst_bo_addr), debug_d3dformat(dst_format->id),
dst_x, dst_y, dst_z, dst_row_pitch, dst_slice_pitch);
if (src_location != WINED3D_LOCATION_TEXTURE_RGB)
{
FIXME("Unhandled location %s.\n", wined3d_debug_location(src_location));
return;
}
src_level = src_sub_resource_idx % src_texture->level_count;
src_width = wined3d_texture_get_level_width(src_texture, src_level);
src_height = wined3d_texture_get_level_height(src_texture, src_level);
src_depth = wined3d_texture_get_level_depth(src_texture, src_level);
if (src_box->left || src_box->top || src_box->right != src_width || src_box->bottom != src_height
|| src_box->front || src_box->back != src_depth)
{
FIXME("Unhandled source box %s.\n", debug_box(src_box));
return;
}
if (dst_bo_addr->buffer_object)
{
FIXME("Unhandled buffer object %#lx.\n", dst_bo_addr->buffer_object);
return;
}
if (dst_format->id != src_texture->resource.format->id)
{
FIXME("Unhandled format conversion (%s -> %s).\n",
debug_d3dformat(dst_format->id),
debug_d3dformat(src_texture->resource.format->id));
return;
}
if (dst_x || dst_y || dst_z)
{
FIXME("Unhandled destination (%u, %u, %u).\n", dst_x, dst_y, dst_z);
return;
}
if (wined3d_resource_get_sample_count(&src_texture_vk->t.resource) > 1)
{
FIXME("Not supported for multisample textures.\n");
return;
}
aspect_mask = vk_aspect_mask_from_format(src_texture->resource.format);
if (wined3d_popcount(aspect_mask) > 1)
{
FIXME("Unhandled multi-aspect format %s.\n", debug_d3dformat(src_texture->resource.format->id));
return;
}
wined3d_texture_get_pitch(src_texture, src_level, &src_row_pitch, &src_slice_pitch);
if (src_texture->resource.type == WINED3D_RTYPE_TEXTURE_1D)
src_row_pitch = dst_row_pitch = 0;
if (src_texture->resource.type != WINED3D_RTYPE_TEXTURE_3D)
src_slice_pitch = dst_slice_pitch = 0;
sub_resource = &src_texture_vk->t.sub_resources[src_sub_resource_idx];
vk_info = context_vk->vk_info;
if (!(vk_command_buffer = wined3d_context_vk_get_command_buffer(context_vk)))
{
ERR("Failed to get command buffer.\n");
return;
}
if (!wined3d_context_vk_create_bo(context_vk, sub_resource->size,
VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, &staging_bo))
{
ERR("Failed to create staging bo.\n");
return;
}
wined3d_context_vk_image_barrier(context_vk, vk_command_buffer,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT,
vk_access_mask_from_bind_flags(src_texture_vk->t.resource.bind_flags),
VK_ACCESS_TRANSFER_READ_BIT,
src_texture_vk->layout, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
src_texture_vk->vk_image, aspect_mask);
region.bufferOffset = staging_bo.buffer_offset;
region.bufferRowLength = 0;
region.bufferImageHeight = 0;
region.imageSubresource.aspectMask = aspect_mask;
region.imageSubresource.mipLevel = src_level;
region.imageSubresource.baseArrayLayer = src_sub_resource_idx / src_texture_vk->t.level_count;
region.imageSubresource.layerCount = 1;
region.imageOffset.x = 0;
region.imageOffset.y = 0;
region.imageOffset.z = 0;
region.imageExtent.width = src_width;
region.imageExtent.height = src_height;
region.imageExtent.depth = src_depth;
VK_CALL(vkCmdCopyImageToBuffer(vk_command_buffer, src_texture_vk->vk_image,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, staging_bo.vk_buffer, 1, &region));
wined3d_context_vk_image_barrier(context_vk, vk_command_buffer,
VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_ACCESS_TRANSFER_READ_BIT,
vk_access_mask_from_bind_flags(src_texture_vk->t.resource.bind_flags),
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, src_texture_vk->layout,
src_texture_vk->vk_image, aspect_mask);
wined3d_context_vk_reference_texture(context_vk, src_texture_vk);
wined3d_context_vk_reference_bo(context_vk, &staging_bo);
wined3d_context_vk_submit_command_buffer(context_vk, 0, NULL, NULL, 0, NULL);
wined3d_context_vk_wait_command_buffer(context_vk, src_texture_vk->command_buffer_id);
staging_bo_addr.buffer_object = (uintptr_t)&staging_bo;
staging_bo_addr.addr = (uint8_t *)NULL;
if (!(map_ptr = wined3d_context_map_bo_address(context, &staging_bo_addr,
sub_resource->size, WINED3D_MAP_READ)))
{
ERR("Failed to map staging bo.\n");
wined3d_context_vk_destroy_bo(context_vk, &staging_bo);
return;
}
wined3d_format_copy_data(dst_format, map_ptr, src_row_pitch, src_slice_pitch,
dst_bo_addr->addr, dst_row_pitch, dst_slice_pitch, src_box->right - src_box->left,
src_box->bottom - src_box->top, src_box->back - src_box->front);
wined3d_context_unmap_bo_address(context, &staging_bo_addr, 0, NULL);
wined3d_context_vk_destroy_bo(context_vk, &staging_bo);
}
static BOOL wined3d_texture_vk_load_texture(struct wined3d_texture_vk *texture_vk,
unsigned int sub_resource_idx, struct wined3d_context *context)
{
struct wined3d_texture_sub_resource *sub_resource;
unsigned int level, row_pitch, slice_pitch;
struct wined3d_bo_address data;
struct wined3d_box src_box;
sub_resource = &texture_vk->t.sub_resources[sub_resource_idx];
if (!(sub_resource->locations & WINED3D_LOCATION_SYSMEM))
{
ERR("Unimplemented load from %s.\n", wined3d_debug_location(sub_resource->locations));
return FALSE;
}
level = sub_resource_idx % texture_vk->t.level_count;
wined3d_texture_get_memory(&texture_vk->t, sub_resource_idx, &data, WINED3D_LOCATION_SYSMEM);
wined3d_texture_get_level_box(&texture_vk->t, level, &src_box);
wined3d_texture_get_pitch(&texture_vk->t, level, &row_pitch, &slice_pitch);
wined3d_texture_vk_upload_data(context, wined3d_const_bo_address(&data), texture_vk->t.resource.format,
&src_box, row_pitch, slice_pitch, &texture_vk->t, sub_resource_idx,
WINED3D_LOCATION_TEXTURE_RGB, 0, 0, 0);
return TRUE;
}
static BOOL wined3d_texture_vk_load_sysmem(struct wined3d_texture_vk *texture_vk,
unsigned int sub_resource_idx, struct wined3d_context *context)
{
struct wined3d_texture_sub_resource *sub_resource;
unsigned int level, row_pitch, slice_pitch;
struct wined3d_bo_address data;
struct wined3d_box src_box;
sub_resource = &texture_vk->t.sub_resources[sub_resource_idx];
if (!(sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB))
{
ERR("Unimplemented load from %s.\n", wined3d_debug_location(sub_resource->locations));
return FALSE;
}
level = sub_resource_idx % texture_vk->t.level_count;
wined3d_texture_get_memory(&texture_vk->t, sub_resource_idx, &data, WINED3D_LOCATION_SYSMEM);
wined3d_texture_get_level_box(&texture_vk->t, level, &src_box);
wined3d_texture_get_pitch(&texture_vk->t, level, &row_pitch, &slice_pitch);
wined3d_texture_vk_download_data(context, &texture_vk->t, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB,
&src_box, &data, texture_vk->t.resource.format, 0, 0, 0, row_pitch, slice_pitch);
return TRUE;
}
BOOL wined3d_texture_vk_prepare_texture(struct wined3d_texture_vk *texture_vk,
struct wined3d_context_vk *context_vk)
{
const struct wined3d_format_vk *format_vk;
VkMemoryRequirements memory_requirements;
const struct wined3d_vk_info *vk_info;
struct wined3d_adapter_vk *adapter_vk;
struct wined3d_device_vk *device_vk;
struct wined3d_resource *resource;
VkCommandBuffer vk_command_buffer;
VkImageCreateInfo create_info;
unsigned int memory_type_idx;
VkResult vr;
if (texture_vk->t.flags & WINED3D_TEXTURE_RGB_ALLOCATED)
return TRUE;
if (!(vk_command_buffer = wined3d_context_vk_get_command_buffer(context_vk)))
{
ERR("Failed to get command buffer.\n");
return FALSE;
}
resource = &texture_vk->t.resource;
device_vk = wined3d_device_vk(resource->device);
adapter_vk = wined3d_adapter_vk(device_vk->d.adapter);
format_vk = wined3d_format_vk(resource->format);
vk_info = context_vk->vk_info;
create_info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
create_info.pNext = NULL;
create_info.flags = 0;
if (wined3d_format_is_typeless(&format_vk->f) || texture_vk->t.swapchain)
create_info.flags |= VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT;
switch (resource->type)
{
case WINED3D_RTYPE_TEXTURE_1D:
create_info.imageType = VK_IMAGE_TYPE_1D;
break;
case WINED3D_RTYPE_TEXTURE_2D:
create_info.imageType = VK_IMAGE_TYPE_2D;
if (texture_vk->t.layer_count >= 6 && resource->width == resource->height)
create_info.flags |= VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT;
break;
case WINED3D_RTYPE_TEXTURE_3D:
create_info.imageType = VK_IMAGE_TYPE_3D;
if (resource->bind_flags & (WINED3D_BIND_RENDER_TARGET | WINED3D_BIND_UNORDERED_ACCESS))
create_info.flags |= VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT;
break;
default:
ERR("Invalid resource type %s.\n", debug_d3dresourcetype(resource->type));
create_info.imageType = VK_IMAGE_TYPE_2D;
break;
}
create_info.format = format_vk->vk_format;
create_info.extent.width = resource->width;
create_info.extent.height = resource->height;
create_info.extent.depth = resource->depth;
create_info.mipLevels = texture_vk->t.level_count;
create_info.arrayLayers = texture_vk->t.layer_count;
create_info.samples = max(1, wined3d_resource_get_sample_count(resource));
create_info.tiling = VK_IMAGE_TILING_OPTIMAL;
create_info.usage = VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
if (resource->bind_flags & WINED3D_BIND_SHADER_RESOURCE)
create_info.usage |= VK_IMAGE_USAGE_SAMPLED_BIT;
if (resource->bind_flags & WINED3D_BIND_RENDER_TARGET)
create_info.usage |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
if (resource->bind_flags & WINED3D_BIND_DEPTH_STENCIL)
create_info.usage |= VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
if (resource->bind_flags & WINED3D_BIND_UNORDERED_ACCESS)
create_info.usage |= VK_IMAGE_USAGE_STORAGE_BIT;
texture_vk->layout = VK_IMAGE_LAYOUT_GENERAL;
if (wined3d_popcount(resource->bind_flags == 1))
{
switch (resource->bind_flags)
{
case WINED3D_BIND_RENDER_TARGET:
texture_vk->layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
break;
case WINED3D_BIND_DEPTH_STENCIL:
texture_vk->layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
break;
case WINED3D_BIND_SHADER_RESOURCE:
texture_vk->layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
break;
default:
break;
}
}
create_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
create_info.queueFamilyIndexCount = 0;
create_info.pQueueFamilyIndices = NULL;
create_info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
if ((vr = VK_CALL(vkCreateImage(device_vk->vk_device, &create_info, NULL, &texture_vk->vk_image))) < 0)
{
ERR("Failed to create Vulkan image, vr %s.\n", wined3d_debug_vkresult(vr));
return FALSE;
}
VK_CALL(vkGetImageMemoryRequirements(device_vk->vk_device, texture_vk->vk_image, &memory_requirements));
memory_type_idx = wined3d_adapter_vk_get_memory_type_index(adapter_vk,
memory_requirements.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
if (memory_type_idx == ~0u)
{
ERR("Failed to find suitable memory type.\n");
VK_CALL(vkDestroyImage(device_vk->vk_device, texture_vk->vk_image, NULL));
texture_vk->vk_image = VK_NULL_HANDLE;
return FALSE;
}
texture_vk->memory = wined3d_context_vk_allocate_memory(context_vk,
memory_type_idx, memory_requirements.size, &texture_vk->vk_memory);
if (!texture_vk->vk_memory)
{
ERR("Failed to allocate image memory.\n");
VK_CALL(vkDestroyImage(device_vk->vk_device, texture_vk->vk_image, NULL));
texture_vk->vk_image = VK_NULL_HANDLE;
return FALSE;
}
if ((vr = VK_CALL(vkBindImageMemory(device_vk->vk_device, texture_vk->vk_image,
texture_vk->vk_memory, texture_vk->memory ? texture_vk->memory->offset : 0))) < 0)
{
WARN("Failed to bind memory, vr %s.\n", wined3d_debug_vkresult(vr));
if (texture_vk->memory)
wined3d_allocator_block_free(texture_vk->memory);
else
VK_CALL(vkFreeMemory(device_vk->vk_device, texture_vk->vk_memory, NULL));
texture_vk->vk_memory = VK_NULL_HANDLE;
VK_CALL(vkDestroyImage(device_vk->vk_device, texture_vk->vk_image, NULL));
texture_vk->vk_image = VK_NULL_HANDLE;
return FALSE;
}
wined3d_context_vk_reference_texture(context_vk, texture_vk);
wined3d_context_vk_image_barrier(context_vk, vk_command_buffer,
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
0, 0,
VK_IMAGE_LAYOUT_UNDEFINED, texture_vk->layout,
texture_vk->vk_image, vk_aspect_mask_from_format(&format_vk->f));
texture_vk->t.flags |= WINED3D_TEXTURE_RGB_ALLOCATED;
TRACE("Created image 0x%s, memory 0x%s for texture %p.\n",
wine_dbgstr_longlong(texture_vk->vk_image), wine_dbgstr_longlong(texture_vk->vk_memory), texture_vk);
return TRUE;
}
static BOOL wined3d_texture_vk_prepare_location(struct wined3d_texture *texture,
unsigned int sub_resource_idx, struct wined3d_context *context, unsigned int location)
{
switch (location)
{
case WINED3D_LOCATION_SYSMEM:
return texture->sub_resources[sub_resource_idx].user_memory ? TRUE
: wined3d_resource_prepare_sysmem(&texture->resource);
case WINED3D_LOCATION_TEXTURE_RGB:
return wined3d_texture_vk_prepare_texture(wined3d_texture_vk(texture), wined3d_context_vk(context));
default:
FIXME("Unhandled location %s.\n", wined3d_debug_location(location));
return FALSE;
}
}
static BOOL wined3d_texture_vk_load_location(struct wined3d_texture *texture,
unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location)
{
if (!wined3d_texture_vk_prepare_location(texture, sub_resource_idx, context, location))
return FALSE;
switch (location)
{
case WINED3D_LOCATION_TEXTURE_RGB:
return wined3d_texture_vk_load_texture(wined3d_texture_vk(texture), sub_resource_idx, context);
case WINED3D_LOCATION_SYSMEM:
return wined3d_texture_vk_load_sysmem(wined3d_texture_vk(texture), sub_resource_idx, context);
default:
FIXME("Unimplemented location %s.\n", wined3d_debug_location(location));
return FALSE;
}
}
static void wined3d_texture_vk_unload_location(struct wined3d_texture *texture,
struct wined3d_context *context, unsigned int location)
{
struct wined3d_texture_vk *texture_vk = wined3d_texture_vk(texture);
struct wined3d_context_vk *context_vk = wined3d_context_vk(context);
TRACE("texture %p, context %p, location %s.\n", texture, context, wined3d_debug_location(location));
switch (location)
{
case WINED3D_LOCATION_TEXTURE_RGB:
if (texture_vk->default_image_info.imageView)
{
wined3d_context_vk_destroy_image_view(context_vk,
texture_vk->default_image_info.imageView, texture_vk->command_buffer_id);
texture_vk->default_image_info.imageView = VK_NULL_HANDLE;
}
if (texture_vk->vk_image)
{
wined3d_context_vk_destroy_image(context_vk, texture_vk->vk_image, texture_vk->command_buffer_id);
texture_vk->vk_image = VK_NULL_HANDLE;
if (texture_vk->memory)
wined3d_context_vk_destroy_allocator_block(context_vk,
texture_vk->memory, texture_vk->command_buffer_id);
else
wined3d_context_vk_destroy_memory(context_vk,
texture_vk->vk_memory, texture_vk->command_buffer_id);
texture_vk->vk_memory = VK_NULL_HANDLE;
texture_vk->memory = NULL;
}
break;
case WINED3D_LOCATION_BUFFER:
case WINED3D_LOCATION_TEXTURE_SRGB:
case WINED3D_LOCATION_RB_MULTISAMPLE:
case WINED3D_LOCATION_RB_RESOLVED:
break;
default:
ERR("Unhandled location %s.\n", wined3d_debug_location(location));
break;
}
}
static const struct wined3d_texture_ops wined3d_texture_vk_ops =
{
wined3d_texture_vk_prepare_location,
wined3d_texture_vk_load_location,
wined3d_texture_vk_unload_location,
wined3d_texture_vk_upload_data,
wined3d_texture_vk_download_data,
};
HRESULT wined3d_texture_vk_init(struct wined3d_texture_vk *texture_vk, struct wined3d_device *device,
const struct wined3d_resource_desc *desc, unsigned int layer_count, unsigned int level_count,
uint32_t flags, void *parent, const struct wined3d_parent_ops *parent_ops)
{
TRACE("texture_vk %p, device %p, desc %p, layer_count %u, "
"level_count %u, flags %#x, parent %p, parent_ops %p.\n",
texture_vk, device, desc, layer_count,
level_count, flags, parent, parent_ops);
return wined3d_texture_init(&texture_vk->t, desc, layer_count, level_count,
flags, device, parent, parent_ops, &texture_vk[1], &wined3d_texture_vk_ops);
}
static void ffp_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
{
struct wined3d_blitter *next;
if ((next = blitter->next))
next->ops->blitter_destroy(next, context);
heap_free(blitter);
}
static bool ffp_blit_supported(enum wined3d_blit_op blit_op, const struct wined3d_context *context,
const struct wined3d_resource *src_resource, DWORD src_location,
const struct wined3d_resource *dst_resource, DWORD dst_location)
{
const struct wined3d_format *src_format = src_resource->format;
const struct wined3d_format *dst_format = dst_resource->format;
bool decompress;
if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D)
return false;
decompress = (src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
&& !(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED);
if (!decompress && !(src_resource->access & dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU))
{
TRACE("Source or destination resource is not GPU accessible.\n");
return false;
}
if (blit_op == WINED3D_BLIT_OP_RAW_BLIT && dst_format->id == src_format->id)
{
if (dst_format->depth_size || dst_format->stencil_size)
blit_op = WINED3D_BLIT_OP_DEPTH_BLIT;
else
blit_op = WINED3D_BLIT_OP_COLOR_BLIT;
}
switch (blit_op)
{
case WINED3D_BLIT_OP_COLOR_BLIT_CKEY:
if (context->d3d_info->shader_color_key)
{
TRACE("Colour keying requires converted textures.\n");
return false;
}
case WINED3D_BLIT_OP_COLOR_BLIT:
case WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST:
if (!wined3d_context_gl_const(context)->gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
return false;
if (TRACE_ON(d3d))
{
TRACE("Checking support for fixup:\n");
dump_color_fixup_desc(src_format->color_fixup);
}
/* We only support identity conversions. */
if (!is_identity_fixup(src_format->color_fixup)
|| !is_identity_fixup(dst_format->color_fixup))
{
if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER
&& dst_format->id == src_format->id && dst_location == WINED3D_LOCATION_DRAWABLE)
{
WARN("Claiming fixup support because of ORM_BACKBUFFER.\n");
}
else
{
TRACE("Fixups are not supported.\n");
return false;
}
}
if (!(dst_resource->bind_flags & WINED3D_BIND_RENDER_TARGET))
{
TRACE("Can only blit to render targets.\n");
return false;
}
return true;
default:
TRACE("Unsupported blit operation %#x.\n", blit_op);
return false;
}
}
static bool is_full_clear(const struct wined3d_rendertarget_view *rtv, const RECT *draw_rect, const RECT *clear_rect)
{
unsigned int height = rtv->height;
unsigned int width = rtv->width;
/* partial draw rect */
if (draw_rect->left || draw_rect->top || draw_rect->right < width || draw_rect->bottom < height)
return false;
/* partial clear rect */
if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
|| clear_rect->right < width || clear_rect->bottom < height))
return false;
return true;
}
static void ffp_blitter_clear_rendertargets(struct wined3d_device *device, unsigned int rt_count,
const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rect, const RECT *draw_rect,
uint32_t flags, const struct wined3d_color *colour, float depth, unsigned int stencil)
{
struct wined3d_rendertarget_view *rtv = rt_count ? fb->render_targets[0] : NULL;
struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
const struct wined3d_state *state = &device->cs->state;
struct wined3d_texture *depth_stencil = NULL;
unsigned int drawable_width, drawable_height;
const struct wined3d_gl_info *gl_info;
struct wined3d_context_gl *context_gl;
struct wined3d_texture *target = NULL;
struct wined3d_color colour_srgb;
struct wined3d_context *context;
GLbitfield clear_mask = 0;
bool render_offscreen;
unsigned int i;
if (rtv && rtv->resource->type != WINED3D_RTYPE_BUFFER)
{
target = texture_from_resource(rtv->resource);
context = context_acquire(device, target, rtv->sub_resource_idx);
}
else
{
context = context_acquire(device, NULL, 0);
}
context_gl = wined3d_context_gl(context);
if (dsv && dsv->resource->type != WINED3D_RTYPE_BUFFER)
depth_stencil = texture_from_resource(dsv->resource);
if (!context_gl->valid)
{
context_release(context);
WARN("Invalid context, skipping clear.\n");
return;
}
gl_info = context_gl->gl_info;
/* When we're clearing parts of the drawable, make sure that the target
* surface is well up to date in the drawable. After the clear we'll mark
* the drawable up to date, so we have to make sure that this is true for
* the cleared parts, and the untouched parts.
*
* If we're clearing the whole target there is no need to copy it into the
* drawable, it will be overwritten anyway. If we're not clearing the
* colour buffer we don't have to copy either since we're not going to set
* the drawable up to date. We have to check all settings that limit the
* clear area though. Do not bother checking all this if the destination
* surface is in the drawable anyway. */
for (i = 0; i < rt_count; ++i)
{
struct wined3d_rendertarget_view *rtv = fb->render_targets[i];
if (rtv && rtv->format->id != WINED3DFMT_NULL)
{
struct wined3d_texture *rt = wined3d_texture_from_resource(rtv->resource);
if (flags & WINED3DCLEAR_TARGET && !is_full_clear(rtv, draw_rect, rect_count ? clear_rect : NULL))
wined3d_texture_load_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding);
else
wined3d_texture_prepare_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding);
}
}
if (target)
{
render_offscreen = context->render_offscreen;
wined3d_rendertarget_view_get_drawable_size(rtv, context, &drawable_width, &drawable_height);
}
else
{
unsigned int ds_level = dsv->sub_resource_idx % depth_stencil->level_count;
render_offscreen = true;
drawable_width = wined3d_texture_get_level_pow2_width(depth_stencil, ds_level);
drawable_height = wined3d_texture_get_level_pow2_height(depth_stencil, ds_level);
}
if (depth_stencil)
{
DWORD ds_location = render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
struct wined3d_texture *ds = wined3d_texture_from_resource(dsv->resource);
if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)
&& !is_full_clear(dsv, draw_rect, rect_count ? clear_rect : NULL))
wined3d_texture_load_location(ds, dsv->sub_resource_idx, context, ds_location);
else
wined3d_texture_prepare_location(ds, dsv->sub_resource_idx, context, ds_location);
if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
{
wined3d_texture_validate_location(ds, dsv->sub_resource_idx, ds_location);
wined3d_texture_invalidate_location(ds, dsv->sub_resource_idx, ~ds_location);
}
}
if (!wined3d_context_gl_apply_clear_state(context_gl, state, rt_count, fb))
{
context_release(context);
WARN("Failed to apply clear state, skipping clear.\n");
return;
}
/* Only set the values up once, as they are not changing. */
if (flags & WINED3DCLEAR_STENCIL)
{
if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
{
gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
}
gl_info->gl_ops.gl.p_glStencilMask(~0u);
context_invalidate_state(context, STATE_DEPTH_STENCIL);
gl_info->gl_ops.gl.p_glClearStencil(stencil);
checkGLcall("glClearStencil");
clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
}
if (flags & WINED3DCLEAR_ZBUFFER)
{
gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
context_invalidate_state(context, STATE_DEPTH_STENCIL);
gl_info->gl_ops.gl.p_glClearDepth(depth);
checkGLcall("glClearDepth");
clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
}
if (flags & WINED3DCLEAR_TARGET)
{
for (i = 0; i < rt_count; ++i)
{
struct wined3d_rendertarget_view *rtv = fb->render_targets[i];
struct wined3d_texture *texture;
if (!rtv)
continue;
if (rtv->resource->type == WINED3D_RTYPE_BUFFER)
{
FIXME("Not supported on buffer resources.\n");
continue;
}
texture = texture_from_resource(rtv->resource);
wined3d_texture_validate_location(texture, rtv->sub_resource_idx, rtv->resource->draw_binding);
wined3d_texture_invalidate_location(texture, rtv->sub_resource_idx, ~rtv->resource->draw_binding);
}
if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context->d3d_info, state, fb))
{
if (rt_count > 1)
WARN("Clearing multiple sRGB render targets without GL_ARB_framebuffer_sRGB "
"support, this might cause graphical issues.\n");
wined3d_colour_srgb_from_linear(&colour_srgb, colour);
colour = &colour_srgb;
}
gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
context_invalidate_state(context, STATE_BLEND);
gl_info->gl_ops.gl.p_glClearColor(colour->r, colour->g, colour->b, colour->a);
checkGLcall("glClearColor");
clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
}
if (!rect_count)
{
if (render_offscreen)
{
gl_info->gl_ops.gl.p_glScissor(draw_rect->left, draw_rect->top,
draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
}
else
{
gl_info->gl_ops.gl.p_glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
}
gl_info->gl_ops.gl.p_glClear(clear_mask);
}
else
{
RECT current_rect;
/* Now process each rect in turn. */
for (i = 0; i < rect_count; ++i)
{
/* Note that GL uses lower left, width/height. */
IntersectRect(&current_rect, draw_rect, &clear_rect[i]);
TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
wine_dbgstr_rect(&clear_rect[i]),
wine_dbgstr_rect(&current_rect));
/* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored
* silently. The rectangle is not cleared, no error is returned,
* but further rectangles are still cleared if they are valid. */
if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
{
TRACE("Rectangle with negative dimensions, ignoring.\n");
continue;
}
if (render_offscreen)
{
gl_info->gl_ops.gl.p_glScissor(current_rect.left, current_rect.top,
current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
}
else
{
gl_info->gl_ops.gl.p_glScissor(current_rect.left, drawable_height - current_rect.bottom,
current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
}
gl_info->gl_ops.gl.p_glClear(clear_mask);
}
}
context->scissor_rect_count = WINED3D_MAX_VIEWPORTS;
checkGLcall("clear");
if (flags & WINED3DCLEAR_TARGET && target->swapchain && target->swapchain->front_buffer == target)
gl_info->gl_ops.gl.p_glFlush();
context_release(context);
}
static bool blitter_use_cpu_clear(struct wined3d_rendertarget_view *view)
{
struct wined3d_resource *resource;
struct wined3d_texture *texture;
DWORD locations;
resource = view->resource;
if (resource->type == WINED3D_RTYPE_BUFFER)
return !(resource->access & WINED3D_RESOURCE_ACCESS_GPU);
texture = texture_from_resource(resource);
locations = texture->sub_resources[view->sub_resource_idx].locations;
if (locations & (resource->map_binding | WINED3D_LOCATION_DISCARDED))
return !(resource->access & WINED3D_RESOURCE_ACCESS_GPU)
|| (texture->flags & WINED3D_TEXTURE_PIN_SYSMEM);
return !(resource->access & WINED3D_RESOURCE_ACCESS_GPU)
&& !(texture->flags & WINED3D_TEXTURE_CONVERTED);
}
static void ffp_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
{
struct wined3d_rendertarget_view *view, *previous = NULL;
bool have_identical_size = TRUE;
struct wined3d_fb_state tmp_fb;
unsigned int next_rt_count = 0;
struct wined3d_blitter *next;
DWORD next_flags = 0;
unsigned int i;
if (flags & WINED3DCLEAR_TARGET)
{
for (i = 0; i < rt_count; ++i)
{
if (!(view = fb->render_targets[i]))
continue;
if (blitter_use_cpu_clear(view)
|| (!(view->resource->bind_flags & WINED3D_BIND_RENDER_TARGET)
&& (wined3d_settings.offscreen_rendering_mode != ORM_FBO
|| !(view->format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE))))
{
next_flags |= WINED3DCLEAR_TARGET;
flags &= ~WINED3DCLEAR_TARGET;
next_rt_count = rt_count;
rt_count = 0;
break;
}
/* FIXME: We should reject colour fills on formats with fixups,
* but this would break P8 colour fills for example. */
}
}
if ((flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)) && (view = fb->depth_stencil)
&& (!view->format->depth_size || (flags & WINED3DCLEAR_ZBUFFER))
&& (!view->format->stencil_size || (flags & WINED3DCLEAR_STENCIL))
&& blitter_use_cpu_clear(view))
{
next_flags |= flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL);
flags &= ~(WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL);
}
if (flags)
{
for (i = 0; i < rt_count; ++i)
{
if (!(view = fb->render_targets[i]))
continue;
if (previous && (previous->width != view->width || previous->height != view->height))
have_identical_size = false;
previous = view;
}
if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
{
view = fb->depth_stencil;
if (previous && (previous->width != view->width || previous->height != view->height))
have_identical_size = false;
}
if (have_identical_size)
{
ffp_blitter_clear_rendertargets(device, rt_count, fb, rect_count,
clear_rects, draw_rect, flags, colour, depth, stencil);
}
else
{
for (i = 0; i < rt_count; ++i)
{
if (!(view = fb->render_targets[i]))
continue;
tmp_fb.render_targets[0] = view;
tmp_fb.depth_stencil = NULL;
ffp_blitter_clear_rendertargets(device, 1, &tmp_fb, rect_count,
clear_rects, draw_rect, WINED3DCLEAR_TARGET, colour, depth, stencil);
}
if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
{
tmp_fb.render_targets[0] = NULL;
tmp_fb.depth_stencil = fb->depth_stencil;
ffp_blitter_clear_rendertargets(device, 0, &tmp_fb, rect_count,
clear_rects, draw_rect, flags & ~WINED3DCLEAR_TARGET, colour, depth, stencil);
}
}
}
if (next_flags && (next = blitter->next))
next->ops->blitter_clear(next, device, next_rt_count, fb, rect_count,
clear_rects, draw_rect, next_flags, colour, depth, stencil);
}
static DWORD ffp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
const struct wined3d_color_key *colour_key, enum wined3d_texture_filter_type filter)
{
struct wined3d_texture_gl *src_texture_gl = wined3d_texture_gl(src_texture);
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
struct wined3d_resource *src_resource, *dst_resource;
struct wined3d_texture *staging_texture = NULL;
struct wined3d_color_key old_blt_key;
struct wined3d_device *device;
struct wined3d_blitter *next;
DWORD old_colour_key_flags;
RECT r;
src_resource = &src_texture->resource;
dst_resource = &dst_texture->resource;
device = dst_resource->device;
if (!ffp_blit_supported(op, context, src_resource, src_location, dst_resource, dst_location))
{
if ((next = blitter->next))
return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location,
src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, colour_key, filter);
}
TRACE("Blt from texture %p, %u to rendertarget %p, %u.\n",
src_texture, src_sub_resource_idx, dst_texture, dst_sub_resource_idx);
old_blt_key = src_texture->async.src_blt_color_key;
old_colour_key_flags = src_texture->async.color_key_flags;
wined3d_texture_set_color_key(src_texture, WINED3D_CKEY_SRC_BLT, colour_key);
if (!(src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU))
{
struct wined3d_resource_desc desc;
struct wined3d_box upload_box;
unsigned int src_level;
HRESULT hr;
TRACE("Source texture is not GPU accessible, creating a staging texture.\n");
src_level = src_sub_resource_idx % src_texture->level_count;
desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
desc.format = src_texture->resource.format->id;
desc.multisample_type = src_texture->resource.multisample_type;
desc.multisample_quality = src_texture->resource.multisample_quality;
desc.usage = WINED3DUSAGE_PRIVATE;
desc.bind_flags = 0;
desc.access = WINED3D_RESOURCE_ACCESS_GPU;
desc.width = wined3d_texture_get_level_width(src_texture, src_level);
desc.height = wined3d_texture_get_level_height(src_texture, src_level);
desc.depth = 1;
desc.size = 0;
if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1, 0,
NULL, NULL, &wined3d_null_parent_ops, &staging_texture)))
{
ERR("Failed to create staging texture, hr %#x.\n", hr);
return dst_location;
}
wined3d_box_set(&upload_box, 0, 0, desc.width, desc.height, 0, desc.depth);
wined3d_texture_upload_from_texture(staging_texture, 0, 0, 0, 0,
src_texture, src_sub_resource_idx, &upload_box);
src_texture = staging_texture;
src_texture_gl = wined3d_texture_gl(src_texture);
src_sub_resource_idx = 0;
}
else
{
/* Make sure the surface is up-to-date. This should probably use
* surface_load_location() and worry about the destination surface
* too, unless we're overwriting it completely. */
wined3d_texture_load(src_texture, context, FALSE);
}
wined3d_context_gl_apply_ffp_blit_state(context_gl, device);
if (dst_location == WINED3D_LOCATION_DRAWABLE)
{
r = *dst_rect;
wined3d_texture_translate_drawable_coords(dst_texture, context_gl->window, &r);
dst_rect = &r;
}
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
GLenum buffer;
if (dst_location == WINED3D_LOCATION_DRAWABLE)
{
TRACE("Destination texture %p is onscreen.\n", dst_texture);
buffer = wined3d_texture_get_gl_buffer(dst_texture);
}
else
{
TRACE("Destination texture %p is offscreen.\n", dst_texture);
buffer = GL_COLOR_ATTACHMENT0;
}
wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER,
dst_resource, dst_sub_resource_idx, NULL, 0, dst_location);
wined3d_context_gl_set_draw_buffer(context_gl, buffer);
wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER);
context_invalidate_state(context, STATE_FRAMEBUFFER);
}
gl_info->gl_ops.gl.p_glEnable(src_texture_gl->target);
checkGLcall("glEnable(target)");
if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST || colour_key)
{
gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
checkGLcall("glEnable(GL_ALPHA_TEST)");
}
if (colour_key)
{
/* For P8 surfaces, the alpha component contains the palette index.
* Which means that the colourkey is one of the palette entries. In
* other cases pixels that should be masked away have alpha set to 0. */
if (src_texture->resource.format->id == WINED3DFMT_P8_UINT)
gl_info->gl_ops.gl.p_glAlphaFunc(GL_NOTEQUAL,
(float)src_texture->async.src_blt_color_key.color_space_low_value / 255.0f);
else
gl_info->gl_ops.gl.p_glAlphaFunc(GL_NOTEQUAL, 0.0f);
checkGLcall("glAlphaFunc");
}
wined3d_context_gl_draw_textured_quad(context_gl, src_texture_gl,
src_sub_resource_idx, src_rect, dst_rect, filter);
if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST || colour_key)
{
gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
checkGLcall("glDisable(GL_ALPHA_TEST)");
}
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
if (dst_texture->swapchain && dst_texture->swapchain->front_buffer == dst_texture)
gl_info->gl_ops.gl.p_glFlush();
/* Restore the colour key parameters */
wined3d_texture_set_color_key(src_texture, WINED3D_CKEY_SRC_BLT,
(old_colour_key_flags & WINED3D_CKEY_SRC_BLT) ? &old_blt_key : NULL);
if (staging_texture)
wined3d_texture_decref(staging_texture);
return dst_location;
}
static const struct wined3d_blitter_ops ffp_blitter_ops =
{
ffp_blitter_destroy,
ffp_blitter_clear,
ffp_blitter_blit,
};
void wined3d_ffp_blitter_create(struct wined3d_blitter **next, const struct wined3d_gl_info *gl_info)
{
struct wined3d_blitter *blitter;
if (!(blitter = heap_alloc(sizeof(*blitter))))
return;
TRACE("Created blitter %p.\n", blitter);
blitter->ops = &ffp_blitter_ops;
blitter->next = *next;
*next = blitter;
}
static void fbo_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
{
struct wined3d_blitter *next;
if ((next = blitter->next))
next->ops->blitter_destroy(next, context);
heap_free(blitter);
}
static void fbo_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
{
struct wined3d_blitter *next;
if ((next = blitter->next))
next->ops->blitter_clear(next, device, rt_count, fb, rect_count,
clear_rects, draw_rect, flags, colour, depth, stencil);
}
static DWORD fbo_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
const struct wined3d_color_key *colour_key, enum wined3d_texture_filter_type filter)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
struct wined3d_resource *src_resource, *dst_resource;
enum wined3d_blit_op blit_op = op;
struct wined3d_device *device;
struct wined3d_blitter *next;
TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_rect %s, "
"dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, colour_key %p, filter %s.\n",
blitter, op, context, src_texture, src_sub_resource_idx, wined3d_debug_location(src_location),
wine_dbgstr_rect(src_rect), dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location),
wine_dbgstr_rect(dst_rect), colour_key, debug_d3dtexturefiltertype(filter));
src_resource = &src_texture->resource;
dst_resource = &dst_texture->resource;
device = dst_resource->device;
if (blit_op == WINED3D_BLIT_OP_RAW_BLIT && dst_resource->format->id == src_resource->format->id)
{
if (dst_resource->format->depth_size || dst_resource->format->stencil_size)
blit_op = WINED3D_BLIT_OP_DEPTH_BLIT;
else
blit_op = WINED3D_BLIT_OP_COLOR_BLIT;
}
if (!fbo_blitter_supported(blit_op, context_gl->gl_info,
src_resource, src_location, dst_resource, dst_location))
{
if (!(next = blitter->next))
{
ERR("No blitter to handle blit op %#x.\n", op);
return dst_location;
}
TRACE("Forwarding to blitter %p.\n", next);
return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location,
src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, colour_key, filter);
}
if (blit_op == WINED3D_BLIT_OP_COLOR_BLIT)
{
TRACE("Colour blit.\n");
texture2d_blt_fbo(device, context, filter, src_texture, src_sub_resource_idx, src_location,
src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect);
return dst_location;
}
if (blit_op == WINED3D_BLIT_OP_DEPTH_BLIT)
{
TRACE("Depth/stencil blit.\n");
texture2d_depth_blt_fbo(device, context, src_texture, src_sub_resource_idx, src_location,
src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect);
return dst_location;
}
ERR("This blitter does not implement blit op %#x.\n", blit_op);
return dst_location;
}
static const struct wined3d_blitter_ops fbo_blitter_ops =
{
fbo_blitter_destroy,
fbo_blitter_clear,
fbo_blitter_blit,
};
void wined3d_fbo_blitter_create(struct wined3d_blitter **next, const struct wined3d_gl_info *gl_info)
{
struct wined3d_blitter *blitter;
if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
return;
if (!(blitter = heap_alloc(sizeof(*blitter))))
return;
TRACE("Created blitter %p.\n", blitter);
blitter->ops = &fbo_blitter_ops;
blitter->next = *next;
*next = blitter;
}
static void raw_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
{
struct wined3d_blitter *next;
if ((next = blitter->next))
next->ops->blitter_destroy(next, context);
heap_free(blitter);
}
static void raw_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
{
struct wined3d_blitter *next;
if (!(next = blitter->next))
{
ERR("No blitter to handle clear.\n");
return;
}
TRACE("Forwarding to blitter %p.\n", next);
next->ops->blitter_clear(next, device, rt_count, fb, rect_count,
clear_rects, draw_rect, flags, colour, depth, stencil);
}
static DWORD raw_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
const struct wined3d_color_key *colour_key, enum wined3d_texture_filter_type filter)
{
struct wined3d_texture_gl *src_texture_gl = wined3d_texture_gl(src_texture);
struct wined3d_texture_gl *dst_texture_gl = wined3d_texture_gl(dst_texture);
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
unsigned int src_level, src_layer, dst_level, dst_layer;
struct wined3d_blitter *next;
GLuint src_name, dst_name;
DWORD location;
/* If we would need to copy from a renderbuffer or drawable, we'd probably
* be better off using the FBO blitter directly, since we'd need to use it
* to copy the resource contents to the texture anyway. */
if (op != WINED3D_BLIT_OP_RAW_BLIT
|| (src_texture->resource.format->id == dst_texture->resource.format->id
&& (!(src_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
|| !(dst_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB)))))
{
if (!(next = blitter->next))
{
ERR("No blitter to handle blit op %#x.\n", op);
return dst_location;
}
TRACE("Forwarding to blitter %p.\n", next);
return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location,
src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, colour_key, filter);
}
TRACE("Blit using ARB_copy_image.\n");
src_level = src_sub_resource_idx % src_texture->level_count;
src_layer = src_sub_resource_idx / src_texture->level_count;
dst_level = dst_sub_resource_idx % dst_texture->level_count;
dst_layer = dst_sub_resource_idx / dst_texture->level_count;
location = src_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
if (!location)
location = src_texture->flags & WINED3D_TEXTURE_IS_SRGB
? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
if (!wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, location))
ERR("Failed to load the source sub-resource into %s.\n", wined3d_debug_location(location));
src_name = wined3d_texture_gl_get_texture_name(src_texture_gl,
context, location == WINED3D_LOCATION_TEXTURE_SRGB);
location = dst_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
if (!location)
location = dst_texture->flags & WINED3D_TEXTURE_IS_SRGB
? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
if (wined3d_texture_is_full_rect(dst_texture, dst_level, dst_rect))
{
if (!wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, location))
ERR("Failed to prepare the destination sub-resource into %s.\n", wined3d_debug_location(location));
}
else
{
if (!wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, location))
ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(location));
}
dst_name = wined3d_texture_gl_get_texture_name(dst_texture_gl,
context, location == WINED3D_LOCATION_TEXTURE_SRGB);
GL_EXTCALL(glCopyImageSubData(src_name, src_texture_gl->target, src_level,
src_rect->left, src_rect->top, src_layer, dst_name, dst_texture_gl->target, dst_level,
dst_rect->left, dst_rect->top, dst_layer, src_rect->right - src_rect->left,
src_rect->bottom - src_rect->top, 1));
checkGLcall("copy image data");
wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, location);
wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~location);
if (!wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location))
ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(dst_location));
return dst_location | location;
}
static const struct wined3d_blitter_ops raw_blitter_ops =
{
raw_blitter_destroy,
raw_blitter_clear,
raw_blitter_blit,
};
void wined3d_raw_blitter_create(struct wined3d_blitter **next, const struct wined3d_gl_info *gl_info)
{
struct wined3d_blitter *blitter;
if (!gl_info->supported[ARB_COPY_IMAGE])
return;
if (!(blitter = heap_alloc(sizeof(*blitter))))
return;
TRACE("Created blitter %p.\n", blitter);
blitter->ops = &raw_blitter_ops;
blitter->next = *next;
*next = blitter;
}
static void vk_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
{
struct wined3d_blitter *next;
TRACE("blitter %p, context %p.\n", blitter, context);
if ((next = blitter->next))
next->ops->blitter_destroy(next, context);
heap_free(blitter);
}
static void vk_blitter_clear_rendertargets(struct wined3d_context_vk *context_vk, unsigned int rt_count,
const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects, const RECT *draw_rect,
uint32_t flags, const struct wined3d_color *colour, float depth, unsigned int stencil)
{
VkClearValue clear_values[WINED3D_MAX_RENDER_TARGETS + 1];
VkImageView views[WINED3D_MAX_RENDER_TARGETS + 1];
struct wined3d_rendertarget_view_vk *rtv_vk;
struct wined3d_rendertarget_view *view;
const struct wined3d_vk_info *vk_info;
struct wined3d_texture_vk *texture_vk;
struct wined3d_device_vk *device_vk;
VkCommandBuffer vk_command_buffer;
VkRenderPassBeginInfo begin_desc;
unsigned int i, attachment_count;
VkFramebufferCreateInfo fb_desc;
VkFramebuffer vk_framebuffer;
VkRenderPass vk_render_pass;
bool depth_stencil = false;
unsigned int layer_count;
VkClearColorValue *c;
VkResult vr;
RECT r;
TRACE("context_vk %p, rt_count %u, fb %p, rect_count %u, clear_rects %p, "
"draw_rect %s, flags %#x, colour %s, depth %.8e, stencil %#x.\n",
context_vk, rt_count, fb, rect_count, clear_rects,
wine_dbgstr_rect(draw_rect), flags, debug_color(colour), depth, stencil);
device_vk = wined3d_device_vk(context_vk->c.device);
vk_info = context_vk->vk_info;
if (!(flags & WINED3DCLEAR_TARGET))
rt_count = 0;
for (i = 0, attachment_count = 0, layer_count = 1; i < rt_count; ++i)
{
if (!(view = fb->render_targets[i]))
continue;
if (!is_full_clear(view, draw_rect, clear_rects))
wined3d_rendertarget_view_load_location(view, &context_vk->c, view->resource->draw_binding);
else
wined3d_rendertarget_view_prepare_location(view, &context_vk->c, view->resource->draw_binding);
wined3d_rendertarget_view_validate_location(view, view->resource->draw_binding);
wined3d_rendertarget_view_invalidate_location(view, ~view->resource->draw_binding);
rtv_vk = wined3d_rendertarget_view_vk(view);
views[attachment_count] = wined3d_rendertarget_view_vk_get_image_view(rtv_vk, context_vk);
c = &clear_values[attachment_count].color;
if (view->format_flags & WINED3DFMT_FLAG_INTEGER)
{
c->int32[0] = colour->r;
c->int32[1] = colour->g;
c->int32[2] = colour->b;
c->int32[3] = colour->a;
}
else
{
c->float32[0] = colour->r;
c->float32[1] = colour->g;
c->float32[2] = colour->b;
c->float32[3] = colour->a;
}
if (view->layer_count > layer_count)
layer_count = view->layer_count;
++attachment_count;
}
if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL) && (view = fb->depth_stencil))
{
if (!is_full_clear(view, draw_rect, clear_rects))
wined3d_rendertarget_view_load_location(view, &context_vk->c, view->resource->draw_binding);
else
wined3d_rendertarget_view_prepare_location(view, &context_vk->c, view->resource->draw_binding);
wined3d_rendertarget_view_validate_location(view, view->resource->draw_binding);
wined3d_rendertarget_view_invalidate_location(view, ~view->resource->draw_binding);
rtv_vk = wined3d_rendertarget_view_vk(view);
views[attachment_count] = wined3d_rendertarget_view_vk_get_image_view(rtv_vk, context_vk);
clear_values[attachment_count].depthStencil.depth = depth;
clear_values[attachment_count].depthStencil.stencil = stencil;
if (view->layer_count > layer_count)
layer_count = view->layer_count;
depth_stencil = true;
++attachment_count;
}
if (!attachment_count)
return;
if (!(vk_render_pass = wined3d_context_vk_get_render_pass(context_vk, fb,
rt_count, flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL), flags)))
{
ERR("Failed to get render pass.\n");
return;
}
if (!(vk_command_buffer = wined3d_context_vk_get_command_buffer(context_vk)))
{
ERR("Failed to get command buffer.\n");
return;
}
fb_desc.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
fb_desc.pNext = NULL;
fb_desc.flags = 0;
fb_desc.renderPass = vk_render_pass;
fb_desc.attachmentCount = attachment_count;
fb_desc.pAttachments = views;
fb_desc.width = draw_rect->right - draw_rect->left;
fb_desc.height = draw_rect->bottom - draw_rect->top;
fb_desc.layers = layer_count;
if ((vr = VK_CALL(vkCreateFramebuffer(device_vk->vk_device, &fb_desc, NULL, &vk_framebuffer))) < 0)
{
ERR("Failed to create Vulkan framebuffer, vr %s.\n", wined3d_debug_vkresult(vr));
return;
}
begin_desc.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
begin_desc.pNext = NULL;
begin_desc.renderPass = vk_render_pass;
begin_desc.framebuffer = vk_framebuffer;
begin_desc.clearValueCount = attachment_count;
begin_desc.pClearValues = clear_values;
wined3d_context_vk_end_current_render_pass(context_vk);
for (i = 0; i < rect_count; ++i)
{
r.left = max(clear_rects[i].left, draw_rect->left);
r.top = max(clear_rects[i].top, draw_rect->top);
r.right = min(clear_rects[i].right, draw_rect->right);
r.bottom = min(clear_rects[i].bottom, draw_rect->bottom);
if (r.left >= r.right || r.top >= r.bottom)
continue;
begin_desc.renderArea.offset.x = r.left;
begin_desc.renderArea.offset.y = r.top;
begin_desc.renderArea.extent.width = r.right - r.left;
begin_desc.renderArea.extent.height = r.bottom - r.top;
VK_CALL(vkCmdBeginRenderPass(vk_command_buffer, &begin_desc, VK_SUBPASS_CONTENTS_INLINE));
VK_CALL(vkCmdEndRenderPass(vk_command_buffer));
}
wined3d_context_vk_destroy_framebuffer(context_vk, vk_framebuffer, context_vk->current_command_buffer.id);
for (i = 0; i < rt_count; ++i)
{
if (!(view = fb->render_targets[i]))
continue;
wined3d_context_vk_reference_rendertarget_view(context_vk, wined3d_rendertarget_view_vk(view));
texture_vk = wined3d_texture_vk(wined3d_texture_from_resource(view->resource));
wined3d_context_vk_image_barrier(context_vk, vk_command_buffer,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
vk_access_mask_from_bind_flags(texture_vk->t.resource.bind_flags),
texture_vk->layout, texture_vk->layout,
texture_vk->vk_image, VK_IMAGE_ASPECT_COLOR_BIT);
}
if (depth_stencil)
{
view = fb->depth_stencil;
wined3d_context_vk_reference_rendertarget_view(context_vk, wined3d_rendertarget_view_vk(view));
texture_vk = wined3d_texture_vk(wined3d_texture_from_resource(view->resource));
wined3d_context_vk_image_barrier(context_vk, vk_command_buffer,
VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
vk_access_mask_from_bind_flags(texture_vk->t.resource.bind_flags),
texture_vk->layout, texture_vk->layout,
texture_vk->vk_image, vk_aspect_mask_from_format(texture_vk->t.resource.format));
}
}
static void vk_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
{
struct wined3d_device_vk *device_vk = wined3d_device_vk(device);
struct wined3d_rendertarget_view *view, *previous = NULL;
struct wined3d_context_vk *context_vk;
bool have_identical_size = true;
struct wined3d_fb_state tmp_fb;
unsigned int next_rt_count = 0;
struct wined3d_blitter *next;
uint32_t next_flags = 0;
unsigned int i;
TRACE("blitter %p, device %p, rt_count %u, fb %p, rect_count %u, clear_rects %p, "
"draw_rect %s, flags %#x, colour %s, depth %.8e, stencil %#x.\n",
blitter, device, rt_count, fb, rect_count, clear_rects,
wine_dbgstr_rect(draw_rect), flags, debug_color(colour), depth, stencil);
if (!rect_count)
{
rect_count = 1;
clear_rects = draw_rect;
}
if (flags & WINED3DCLEAR_TARGET)
{
for (i = 0; i < rt_count; ++i)
{
if (!(view = fb->render_targets[i]))
continue;
if (blitter_use_cpu_clear(view))
{
next_flags |= WINED3DCLEAR_TARGET;
flags &= ~WINED3DCLEAR_TARGET;
next_rt_count = rt_count;
rt_count = 0;
break;
}
}
}
if ((flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)) && (view = fb->depth_stencil)
&& (!view->format->depth_size || (flags & WINED3DCLEAR_ZBUFFER))
&& (!view->format->stencil_size || (flags & WINED3DCLEAR_STENCIL))
&& blitter_use_cpu_clear(view))
{
next_flags |= flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL);
flags &= ~(WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL);
}
if (flags)
{
context_vk = wined3d_context_vk(context_acquire(&device_vk->d, NULL, 0));
for (i = 0; i < rt_count; ++i)
{
if (!(view = fb->render_targets[i]))
continue;
if (previous && (previous->width != view->width || previous->height != view->height))
have_identical_size = false;
previous = view;
}
if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
{
view = fb->depth_stencil;
if (previous && (previous->width != view->width || previous->height != view->height))
have_identical_size = false;
}
if (have_identical_size)
{
vk_blitter_clear_rendertargets(context_vk, rt_count, fb, rect_count,
clear_rects, draw_rect, flags, colour, depth, stencil);
}
else
{
for (i = 0; i < rt_count; ++i)
{
if (!(view = fb->render_targets[i]))
continue;
tmp_fb.render_targets[0] = view;
tmp_fb.depth_stencil = NULL;
vk_blitter_clear_rendertargets(context_vk, 1, &tmp_fb, rect_count,
clear_rects, draw_rect, WINED3DCLEAR_TARGET, colour, depth, stencil);
}
if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
{
tmp_fb.render_targets[0] = NULL;
tmp_fb.depth_stencil = fb->depth_stencil;
vk_blitter_clear_rendertargets(context_vk, 0, &tmp_fb, rect_count,
clear_rects, draw_rect, flags & ~WINED3DCLEAR_TARGET, colour, depth, stencil);
}
}
context_release(&context_vk->c);
}
if (!next_flags)
return;
if (!(next = blitter->next))
{
ERR("No blitter to handle clear.\n");
return;
}
TRACE("Forwarding to blitter %p.\n", next);
next->ops->blitter_clear(next, device, next_rt_count, fb, rect_count,
clear_rects, draw_rect, next_flags, colour, depth, stencil);
}
static bool vk_blitter_blit_supported(enum wined3d_blit_op op, const struct wined3d_context *context,
const struct wined3d_resource *src_resource, const RECT *src_rect,
const struct wined3d_resource *dst_resource, const RECT *dst_rect)
{
const struct wined3d_format *src_format = src_resource->format;
const struct wined3d_format *dst_format = dst_resource->format;
if (!(dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU))
{
TRACE("Destination resource does not have GPU access.\n");
return false;
}
if (!(src_resource->access & WINED3D_RESOURCE_ACCESS_GPU))
{
TRACE("Source resource does not have GPU access.\n");
return false;
}
if (dst_format->id != src_format->id)
{
if (!is_identity_fixup(dst_format->color_fixup))
{
TRACE("Destination fixups are not supported.\n");
return false;
}
if (!is_identity_fixup(src_format->color_fixup))
{
TRACE("Source fixups are not supported.\n");
return false;
}
if (op != WINED3D_BLIT_OP_RAW_BLIT
&& wined3d_format_vk(src_format)->vk_format != wined3d_format_vk(dst_format)->vk_format)
{
TRACE("Format conversion not supported.\n");
return false;
}
}
if (wined3d_resource_get_sample_count(dst_resource) > 1)
{
TRACE("Multi-sample destination resource not supported.\n");
return false;
}
if (op == WINED3D_BLIT_OP_RAW_BLIT)
return true;
if (op != WINED3D_BLIT_OP_COLOR_BLIT)
{
TRACE("Unsupported blit operation %#x.\n", op);
return false;
}
if ((src_rect->right - src_rect->left != dst_rect->right - dst_rect->left)
|| (src_rect->bottom - src_rect->top != dst_rect->bottom - dst_rect->top))
{
TRACE("Scaling not supported.\n");
return false;
}
return true;
}
static DWORD vk_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
const struct wined3d_color_key *colour_key, enum wined3d_texture_filter_type filter)
{
struct wined3d_texture_vk *src_texture_vk = wined3d_texture_vk(src_texture);
struct wined3d_texture_vk *dst_texture_vk = wined3d_texture_vk(dst_texture);
struct wined3d_context_vk *context_vk = wined3d_context_vk(context);
const struct wined3d_vk_info *vk_info = context_vk->vk_info;
unsigned int src_level, src_layer, dst_level, dst_layer;
VkImageAspectFlags src_aspect, dst_aspect;
VkCommandBuffer vk_command_buffer;
struct wined3d_blitter *next;
bool resolve = false;
TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_rect %s, "
"dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, colour_key %p, filter %s.\n",
blitter, op, context, src_texture, src_sub_resource_idx, wined3d_debug_location(src_location),
wine_dbgstr_rect(src_rect), dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location),
wine_dbgstr_rect(dst_rect), colour_key, debug_d3dtexturefiltertype(filter));
if (!vk_blitter_blit_supported(op, context, &src_texture->resource, src_rect, &dst_texture->resource, dst_rect))
goto next;
src_aspect = vk_aspect_mask_from_format(src_texture_vk->t.resource.format);
dst_aspect = vk_aspect_mask_from_format(dst_texture_vk->t.resource.format);
if ((src_aspect | dst_aspect) & (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT))
{
TRACE("Depth/stencil blits not supported.\n");
goto next;
}
if (wined3d_resource_get_sample_count(&src_texture_vk->t.resource) > 1)
resolve = true;
src_level = src_sub_resource_idx % src_texture->level_count;
src_layer = src_sub_resource_idx / src_texture->level_count;
dst_level = dst_sub_resource_idx % dst_texture->level_count;
dst_layer = dst_sub_resource_idx / dst_texture->level_count;
if (!wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB))
ERR("Failed to load the source sub-resource.\n");
if (wined3d_texture_is_full_rect(dst_texture, dst_level, dst_rect))
{
if (!wined3d_texture_prepare_location(dst_texture,
dst_sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB))
{
ERR("Failed to prepare the destination sub-resource.\n");
goto next;
}
}
else
{
if (!wined3d_texture_load_location(dst_texture,
dst_sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB))
{
ERR("Failed to load the destination sub-resource.\n");
goto next;
}
}
if (!(vk_command_buffer = wined3d_context_vk_get_command_buffer(context_vk)))
{
ERR("Failed to get command buffer.\n");
goto next;
}
wined3d_context_vk_image_barrier(context_vk, vk_command_buffer,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT,
vk_access_mask_from_bind_flags(src_texture_vk->t.resource.bind_flags),
VK_ACCESS_TRANSFER_READ_BIT,
src_texture_vk->layout, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
src_texture_vk->vk_image, src_aspect);
wined3d_context_vk_image_barrier(context_vk, vk_command_buffer,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT,
vk_access_mask_from_bind_flags(dst_texture_vk->t.resource.bind_flags),
VK_ACCESS_TRANSFER_WRITE_BIT,
dst_texture_vk->layout, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
dst_texture_vk->vk_image, dst_aspect);
if (resolve)
{
VkImageResolve region;
region.srcSubresource.aspectMask = src_aspect;
region.srcSubresource.mipLevel = src_level;
region.srcSubresource.baseArrayLayer = src_layer;
region.srcSubresource.layerCount = 1;
region.srcOffset.x = src_rect->left;
region.srcOffset.y = src_rect->top;
region.srcOffset.z = 0;
region.dstSubresource.aspectMask = dst_aspect;
region.dstSubresource.mipLevel = dst_level;
region.dstSubresource.baseArrayLayer = dst_layer;
region.dstSubresource.layerCount = 1;
region.dstOffset.x = dst_rect->left;
region.dstOffset.y = dst_rect->top;
region.dstOffset.z = 0;
region.extent.width = src_rect->right - src_rect->left;
region.extent.height = src_rect->bottom - src_rect->top;
region.extent.depth = 1;
VK_CALL(vkCmdResolveImage(vk_command_buffer, src_texture_vk->vk_image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
dst_texture_vk->vk_image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region));
}
else
{
VkImageCopy region;
region.srcSubresource.aspectMask = src_aspect;
region.srcSubresource.mipLevel = src_level;
region.srcSubresource.baseArrayLayer = src_layer;
region.srcSubresource.layerCount = 1;
region.srcOffset.x = src_rect->left;
region.srcOffset.y = src_rect->top;
region.srcOffset.z = 0;
region.dstSubresource.aspectMask = dst_aspect;
region.dstSubresource.mipLevel = dst_level;
region.dstSubresource.baseArrayLayer = dst_layer;
region.dstSubresource.layerCount = 1;
region.dstOffset.x = dst_rect->left;
region.dstOffset.y = dst_rect->top;
region.dstOffset.z = 0;
region.extent.width = src_rect->right - src_rect->left;
region.extent.height = src_rect->bottom - src_rect->top;
region.extent.depth = 1;
VK_CALL(vkCmdCopyImage(vk_command_buffer, src_texture_vk->vk_image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
dst_texture_vk->vk_image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region));
}
wined3d_context_vk_image_barrier(context_vk, vk_command_buffer,
VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_ACCESS_TRANSFER_WRITE_BIT,
vk_access_mask_from_bind_flags(dst_texture_vk->t.resource.bind_flags),
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, dst_texture_vk->layout,
dst_texture_vk->vk_image, dst_aspect);
wined3d_context_vk_image_barrier(context_vk, vk_command_buffer,
VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_ACCESS_TRANSFER_READ_BIT,
vk_access_mask_from_bind_flags(src_texture_vk->t.resource.bind_flags),
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, src_texture_vk->layout,
src_texture_vk->vk_image, src_aspect);
wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
if (!wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location))
ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(dst_location));
wined3d_context_vk_reference_texture(context_vk, src_texture_vk);
wined3d_context_vk_reference_texture(context_vk, dst_texture_vk);
return dst_location | WINED3D_LOCATION_TEXTURE_RGB;
next:
if (!(next = blitter->next))
{
ERR("No blitter to handle blit op %#x.\n", op);
return dst_location;
}
TRACE("Forwarding to blitter %p.\n", next);
return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location,
src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, colour_key, filter);
}
static const struct wined3d_blitter_ops vk_blitter_ops =
{
.blitter_destroy = vk_blitter_destroy,
.blitter_clear = vk_blitter_clear,
.blitter_blit = vk_blitter_blit,
};
void wined3d_vk_blitter_create(struct wined3d_blitter **next)
{
struct wined3d_blitter *blitter;
if (!(blitter = heap_alloc(sizeof(*blitter))))
return;
TRACE("Created blitter %p.\n", blitter);
blitter->ops = &vk_blitter_ops;
blitter->next = *next;
*next = blitter;
}