1033 lines
37 KiB
C
1033 lines
37 KiB
C
/*
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* Copyright 2009, 2011 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*
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*/
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#include "config.h"
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#include "wine/port.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define WINED3D_VIEW_CUBE_ARRAY (WINED3D_VIEW_TEXTURE_CUBE | WINED3D_VIEW_TEXTURE_ARRAY)
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static BOOL is_stencil_view_format(const struct wined3d_format *format)
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{
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return format->id == WINED3DFMT_X24_TYPELESS_G8_UINT
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|| format->id == WINED3DFMT_X32_TYPELESS_G8X24_UINT;
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}
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static GLenum get_texture_view_target(const struct wined3d_gl_info *gl_info,
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const struct wined3d_view_desc *desc, const struct wined3d_texture *texture)
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{
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static const struct
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{
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GLenum texture_target;
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unsigned int view_flags;
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GLenum view_target;
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enum wined3d_gl_extension extension;
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}
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view_types[] =
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{
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{GL_TEXTURE_CUBE_MAP, 0, GL_TEXTURE_CUBE_MAP},
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{GL_TEXTURE_RECTANGLE, 0, GL_TEXTURE_RECTANGLE},
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{GL_TEXTURE_2D, 0, GL_TEXTURE_2D},
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{GL_TEXTURE_2D, WINED3D_VIEW_TEXTURE_ARRAY, GL_TEXTURE_2D_ARRAY},
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{GL_TEXTURE_2D_ARRAY, 0, GL_TEXTURE_2D},
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{GL_TEXTURE_2D_ARRAY, WINED3D_VIEW_TEXTURE_ARRAY, GL_TEXTURE_2D_ARRAY},
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{GL_TEXTURE_2D_ARRAY, WINED3D_VIEW_TEXTURE_CUBE, GL_TEXTURE_CUBE_MAP},
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{GL_TEXTURE_2D_ARRAY, WINED3D_VIEW_CUBE_ARRAY, GL_TEXTURE_CUBE_MAP_ARRAY, ARB_TEXTURE_CUBE_MAP_ARRAY},
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{GL_TEXTURE_3D, 0, GL_TEXTURE_3D},
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};
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unsigned int i;
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for (i = 0; i < ARRAY_SIZE(view_types); ++i)
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{
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if (view_types[i].texture_target != texture->target || view_types[i].view_flags != desc->flags)
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continue;
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if (gl_info->supported[view_types[i].extension])
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return view_types[i].view_target;
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FIXME("Extension %#x not supported.\n", view_types[i].extension);
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}
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FIXME("Unhandled view flags %#x for texture target %#x.\n", desc->flags, texture->target);
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return texture->target;
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}
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static const struct wined3d_format *validate_resource_view(const struct wined3d_view_desc *desc,
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struct wined3d_resource *resource, BOOL mip_slice)
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{
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const struct wined3d_gl_info *gl_info = &resource->device->adapter->gl_info;
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const struct wined3d_format *format;
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format = wined3d_get_format(gl_info, desc->format_id, resource->usage);
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if (resource->type == WINED3D_RTYPE_BUFFER && (desc->flags & WINED3D_VIEW_BUFFER_RAW))
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{
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if (format->id != WINED3DFMT_R32_TYPELESS)
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{
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WARN("Invalid format %s for raw buffer view.\n", debug_d3dformat(format->id));
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return NULL;
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}
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format = wined3d_get_format(gl_info, WINED3DFMT_R32_UINT, resource->usage);
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}
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if (wined3d_format_is_typeless(format))
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{
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WARN("Trying to create view for typeless format %s.\n", debug_d3dformat(format->id));
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return NULL;
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}
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if (resource->type == WINED3D_RTYPE_BUFFER)
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{
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struct wined3d_buffer *buffer = buffer_from_resource(resource);
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unsigned int buffer_size, element_size;
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if (buffer->desc.structure_byte_stride)
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{
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if (desc->format_id != WINED3DFMT_UNKNOWN)
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{
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WARN("Invalid format %s for structured buffer view.\n", debug_d3dformat(desc->format_id));
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return NULL;
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}
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format = wined3d_get_format(gl_info, WINED3DFMT_R32_UINT, resource->usage);
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element_size = buffer->desc.structure_byte_stride;
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}
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else
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{
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element_size = format->byte_count;
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}
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if (!element_size)
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return NULL;
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buffer_size = buffer->resource.size / element_size;
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if (desc->u.buffer.start_idx >= buffer_size
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|| desc->u.buffer.count > buffer_size - desc->u.buffer.start_idx)
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return NULL;
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}
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else
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{
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struct wined3d_texture *texture = texture_from_resource(resource);
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unsigned int depth_or_layer_count;
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if (mip_slice && resource->type == WINED3D_RTYPE_TEXTURE_3D)
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depth_or_layer_count = wined3d_texture_get_level_depth(texture, desc->u.texture.level_idx);
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else
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depth_or_layer_count = texture->layer_count;
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if (!desc->u.texture.level_count
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|| (mip_slice && desc->u.texture.level_count != 1)
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|| desc->u.texture.level_idx >= texture->level_count
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|| desc->u.texture.level_count > texture->level_count - desc->u.texture.level_idx
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|| !desc->u.texture.layer_count
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|| desc->u.texture.layer_idx >= depth_or_layer_count
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|| desc->u.texture.layer_count > depth_or_layer_count - desc->u.texture.layer_idx)
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return NULL;
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}
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return format;
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}
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static void create_texture_view(struct wined3d_gl_view *view, GLenum view_target,
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const struct wined3d_view_desc *desc, struct wined3d_texture *texture,
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const struct wined3d_format *view_format)
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{
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const struct wined3d_gl_info *gl_info;
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unsigned int layer_idx, layer_count;
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struct wined3d_context *context;
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GLuint texture_name;
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view->target = view_target;
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context = context_acquire(texture->resource.device, NULL, 0);
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gl_info = context->gl_info;
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if (!gl_info->supported[ARB_TEXTURE_VIEW])
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{
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context_release(context);
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FIXME("OpenGL implementation does not support texture views.\n");
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return;
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}
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wined3d_texture_prepare_texture(texture, context, FALSE);
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texture_name = wined3d_texture_get_texture_name(texture, context, FALSE);
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layer_idx = desc->u.texture.layer_idx;
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layer_count = desc->u.texture.layer_count;
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if (view_target == GL_TEXTURE_3D && (layer_idx || layer_count != 1))
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{
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FIXME("Depth slice (%u-%u) not supported.\n", layer_idx, layer_count);
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layer_idx = 0;
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layer_count = 1;
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}
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gl_info->gl_ops.gl.p_glGenTextures(1, &view->name);
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GL_EXTCALL(glTextureView(view->name, view->target, texture_name, view_format->glInternal,
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desc->u.texture.level_idx, desc->u.texture.level_count,
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layer_idx, layer_count));
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checkGLcall("Create texture view");
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if (is_stencil_view_format(view_format))
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{
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static const GLint swizzle[] = {GL_ZERO, GL_RED, GL_ZERO, GL_ZERO};
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if (!gl_info->supported[ARB_STENCIL_TEXTURING])
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{
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context_release(context);
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FIXME("OpenGL implementation does not support stencil texturing.\n");
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return;
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}
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context_bind_texture(context, view->target, view->name);
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gl_info->gl_ops.gl.p_glTexParameteriv(view->target, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
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gl_info->gl_ops.gl.p_glTexParameteri(view->target, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_STENCIL_INDEX);
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checkGLcall("Initialize stencil view");
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context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
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context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
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}
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context_release(context);
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}
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static void create_buffer_texture(struct wined3d_gl_view *view, struct wined3d_context *context,
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struct wined3d_buffer *buffer, const struct wined3d_format *view_format,
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unsigned int offset, unsigned int size)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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if (!gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
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{
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FIXME("OpenGL implementation does not support buffer textures.\n");
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return;
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}
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if ((offset & (gl_info->limits.texture_buffer_offset_alignment - 1)))
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{
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FIXME("Buffer offset %u is not %u byte aligned.\n",
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offset, gl_info->limits.texture_buffer_offset_alignment);
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return;
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}
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wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
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view->target = GL_TEXTURE_BUFFER;
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gl_info->gl_ops.gl.p_glGenTextures(1, &view->name);
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context_bind_texture(context, GL_TEXTURE_BUFFER, view->name);
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if (gl_info->supported[ARB_TEXTURE_BUFFER_RANGE])
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{
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GL_EXTCALL(glTexBufferRange(GL_TEXTURE_BUFFER, view_format->glInternal,
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buffer->buffer_object, offset, size));
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}
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else
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{
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if (offset || size != buffer->resource.size)
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FIXME("OpenGL implementation does not support ARB_texture_buffer_range.\n");
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GL_EXTCALL(glTexBuffer(GL_TEXTURE_BUFFER, view_format->glInternal, buffer->buffer_object));
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}
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checkGLcall("Create buffer texture");
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context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
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context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
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}
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static void get_buffer_view_range(const struct wined3d_buffer *buffer,
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const struct wined3d_view_desc *desc, const struct wined3d_format *view_format,
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unsigned int *offset, unsigned int *size)
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{
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if (desc->format_id == WINED3DFMT_UNKNOWN)
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{
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*offset = desc->u.buffer.start_idx * buffer->desc.structure_byte_stride;
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*size = desc->u.buffer.count * buffer->desc.structure_byte_stride;
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}
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else
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{
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*offset = desc->u.buffer.start_idx * view_format->byte_count;
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*size = desc->u.buffer.count * view_format->byte_count;
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}
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}
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static void create_buffer_view(struct wined3d_gl_view *view, struct wined3d_context *context,
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const struct wined3d_view_desc *desc, struct wined3d_buffer *buffer,
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const struct wined3d_format *view_format)
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{
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unsigned int offset, size;
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get_buffer_view_range(buffer, desc, view_format, &offset, &size);
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create_buffer_texture(view, context, buffer, view_format, offset, size);
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}
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static void wined3d_view_invalidate_location(struct wined3d_resource *resource,
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const struct wined3d_view_desc *desc, DWORD location)
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{
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unsigned int i, sub_resource_idx, layer_count;
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struct wined3d_texture *texture;
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if (resource->type == WINED3D_RTYPE_BUFFER)
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{
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wined3d_buffer_invalidate_location(buffer_from_resource(resource), location);
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return;
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}
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texture = texture_from_resource(resource);
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sub_resource_idx = desc->u.texture.layer_idx * texture->level_count + desc->u.texture.level_idx;
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layer_count = resource->type != WINED3D_RTYPE_TEXTURE_3D ? desc->u.texture.layer_count : 1;
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for (i = 0; i < layer_count; ++i, sub_resource_idx += texture->level_count)
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wined3d_texture_invalidate_location(texture, sub_resource_idx, location);
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}
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ULONG CDECL wined3d_rendertarget_view_incref(struct wined3d_rendertarget_view *view)
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{
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ULONG refcount = InterlockedIncrement(&view->refcount);
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TRACE("%p increasing refcount to %u.\n", view, refcount);
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return refcount;
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}
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static void wined3d_rendertarget_view_destroy_object(void *object)
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{
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struct wined3d_rendertarget_view *view = object;
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struct wined3d_device *device = view->resource->device;
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if (view->gl_view.name)
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{
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const struct wined3d_gl_info *gl_info;
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struct wined3d_context *context;
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context = context_acquire(device, NULL, 0);
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gl_info = context->gl_info;
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context_gl_resource_released(device, view->gl_view.name, FALSE);
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gl_info->gl_ops.gl.p_glDeleteTextures(1, &view->gl_view.name);
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checkGLcall("glDeleteTextures");
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context_release(context);
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}
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HeapFree(GetProcessHeap(), 0, view);
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}
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ULONG CDECL wined3d_rendertarget_view_decref(struct wined3d_rendertarget_view *view)
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{
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ULONG refcount = InterlockedDecrement(&view->refcount);
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TRACE("%p decreasing refcount to %u.\n", view, refcount);
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if (!refcount)
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{
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struct wined3d_resource *resource = view->resource;
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struct wined3d_device *device = resource->device;
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/* Call wined3d_object_destroyed() before releasing the resource,
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* since releasing the resource may end up destroying the parent. */
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view->parent_ops->wined3d_object_destroyed(view->parent);
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wined3d_cs_destroy_object(device->cs, wined3d_rendertarget_view_destroy_object, view);
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wined3d_resource_decref(resource);
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}
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return refcount;
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}
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void * CDECL wined3d_rendertarget_view_get_parent(const struct wined3d_rendertarget_view *view)
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{
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TRACE("view %p.\n", view);
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return view->parent;
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}
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void * CDECL wined3d_rendertarget_view_get_sub_resource_parent(const struct wined3d_rendertarget_view *view)
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{
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struct wined3d_texture *texture;
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TRACE("view %p.\n", view);
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if (view->resource->type == WINED3D_RTYPE_BUFFER)
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return wined3d_buffer_get_parent(buffer_from_resource(view->resource));
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texture = texture_from_resource(view->resource);
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return texture->sub_resources[view->sub_resource_idx].parent;
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}
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void CDECL wined3d_rendertarget_view_set_parent(struct wined3d_rendertarget_view *view, void *parent)
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{
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TRACE("view %p, parent %p.\n", view, parent);
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view->parent = parent;
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}
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struct wined3d_resource * CDECL wined3d_rendertarget_view_get_resource(const struct wined3d_rendertarget_view *view)
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{
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TRACE("view %p.\n", view);
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return view->resource;
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}
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void wined3d_rendertarget_view_get_drawable_size(const struct wined3d_rendertarget_view *view,
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const struct wined3d_context *context, unsigned int *width, unsigned int *height)
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{
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const struct wined3d_texture *texture;
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if (view->resource->type != WINED3D_RTYPE_TEXTURE_2D)
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{
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*width = view->width;
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*height = view->height;
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return;
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}
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texture = texture_from_resource(view->resource);
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if (texture->swapchain)
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{
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/* The drawable size of an onscreen drawable is the surface size.
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* (Actually: The window size, but the surface is created in window
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* size.) */
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*width = texture->resource.width;
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*height = texture->resource.height;
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}
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else if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
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{
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const struct wined3d_swapchain *swapchain = context->swapchain;
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/* The drawable size of a backbuffer / aux buffer offscreen target is
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* the size of the current context's drawable, which is the size of
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* the back buffer of the swapchain the active context belongs to. */
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*width = swapchain->desc.backbuffer_width;
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*height = swapchain->desc.backbuffer_height;
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}
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else
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{
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unsigned int level_idx = view->sub_resource_idx % texture->level_count;
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/* The drawable size of an FBO target is the OpenGL texture size,
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* which is the power of two size. */
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*width = wined3d_texture_get_level_pow2_width(texture, level_idx);
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*height = wined3d_texture_get_level_pow2_height(texture, level_idx);
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}
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}
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void wined3d_rendertarget_view_prepare_location(struct wined3d_rendertarget_view *view,
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struct wined3d_context *context, DWORD location)
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{
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struct wined3d_resource *resource = view->resource;
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unsigned int i, sub_resource_idx, layer_count;
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struct wined3d_texture *texture;
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|
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if (resource->type == WINED3D_RTYPE_BUFFER)
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{
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FIXME("Not implemented for resources %s.\n", debug_d3dresourcetype(resource->type));
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return;
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}
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texture = texture_from_resource(resource);
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sub_resource_idx = view->sub_resource_idx;
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layer_count = resource->type != WINED3D_RTYPE_TEXTURE_3D ? view->layer_count : 1;
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for (i = 0; i < layer_count; ++i, sub_resource_idx += texture->level_count)
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wined3d_texture_prepare_location(texture, sub_resource_idx, context, location);
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}
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void wined3d_rendertarget_view_load_location(struct wined3d_rendertarget_view *view,
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struct wined3d_context *context, DWORD location)
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{
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struct wined3d_resource *resource = view->resource;
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unsigned int i, sub_resource_idx, layer_count;
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struct wined3d_texture *texture;
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|
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if (resource->type == WINED3D_RTYPE_BUFFER)
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{
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wined3d_buffer_load_location(buffer_from_resource(resource), context, location);
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return;
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}
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texture = texture_from_resource(resource);
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sub_resource_idx = view->sub_resource_idx;
|
|
layer_count = resource->type != WINED3D_RTYPE_TEXTURE_3D ? view->layer_count : 1;
|
|
for (i = 0; i < layer_count; ++i, sub_resource_idx += texture->level_count)
|
|
wined3d_texture_load_location(texture, sub_resource_idx, context, location);
|
|
}
|
|
|
|
void wined3d_rendertarget_view_validate_location(struct wined3d_rendertarget_view *view, DWORD location)
|
|
{
|
|
struct wined3d_resource *resource = view->resource;
|
|
unsigned int i, sub_resource_idx, layer_count;
|
|
struct wined3d_texture *texture;
|
|
|
|
if (resource->type == WINED3D_RTYPE_BUFFER)
|
|
{
|
|
FIXME("Not implemented for resources %s.\n", debug_d3dresourcetype(resource->type));
|
|
return;
|
|
}
|
|
|
|
texture = texture_from_resource(resource);
|
|
sub_resource_idx = view->sub_resource_idx;
|
|
layer_count = resource->type != WINED3D_RTYPE_TEXTURE_3D ? view->layer_count : 1;
|
|
for (i = 0; i < layer_count; ++i, sub_resource_idx += texture->level_count)
|
|
wined3d_texture_validate_location(texture, sub_resource_idx, location);
|
|
}
|
|
|
|
void wined3d_rendertarget_view_invalidate_location(struct wined3d_rendertarget_view *view, DWORD location)
|
|
{
|
|
wined3d_view_invalidate_location(view->resource, &view->desc, location);
|
|
}
|
|
|
|
static void wined3d_render_target_view_cs_init(void *object)
|
|
{
|
|
struct wined3d_rendertarget_view *view = object;
|
|
struct wined3d_resource *resource = view->resource;
|
|
const struct wined3d_view_desc *desc = &view->desc;
|
|
|
|
if (resource->type == WINED3D_RTYPE_BUFFER)
|
|
{
|
|
FIXME("Not implemented for resources %s.\n", debug_d3dresourcetype(resource->type));
|
|
}
|
|
else
|
|
{
|
|
struct wined3d_texture *texture = texture_from_resource(resource);
|
|
unsigned int depth_or_layer_count;
|
|
|
|
if (resource->type == WINED3D_RTYPE_TEXTURE_3D)
|
|
depth_or_layer_count = wined3d_texture_get_level_depth(texture, desc->u.texture.level_idx);
|
|
else
|
|
depth_or_layer_count = texture->layer_count;
|
|
|
|
if (resource->format->id != view->format->id
|
|
|| (view->layer_count != 1 && view->layer_count != depth_or_layer_count))
|
|
{
|
|
if (resource->format->gl_view_class != view->format->gl_view_class)
|
|
{
|
|
FIXME("Render target view not supported, resource format %s, view format %s.\n",
|
|
debug_d3dformat(resource->format->id), debug_d3dformat(view->format->id));
|
|
return;
|
|
}
|
|
if (texture->swapchain && texture->swapchain->desc.backbuffer_count > 1)
|
|
{
|
|
FIXME("Swapchain views not supported.\n");
|
|
return;
|
|
}
|
|
|
|
create_texture_view(&view->gl_view, texture->target, desc, texture, view->format);
|
|
}
|
|
}
|
|
}
|
|
|
|
static HRESULT wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *view,
|
|
const struct wined3d_view_desc *desc, struct wined3d_resource *resource,
|
|
void *parent, const struct wined3d_parent_ops *parent_ops)
|
|
{
|
|
view->refcount = 1;
|
|
view->parent = parent;
|
|
view->parent_ops = parent_ops;
|
|
|
|
if (!(view->format = validate_resource_view(desc, resource, TRUE)))
|
|
return E_INVALIDARG;
|
|
view->format_flags = view->format->flags[resource->gl_type];
|
|
view->desc = *desc;
|
|
|
|
if (resource->type == WINED3D_RTYPE_BUFFER)
|
|
{
|
|
view->sub_resource_idx = 0;
|
|
view->layer_count = 1;
|
|
view->width = desc->u.buffer.count;
|
|
view->height = 1;
|
|
}
|
|
else
|
|
{
|
|
struct wined3d_texture *texture = texture_from_resource(resource);
|
|
|
|
view->sub_resource_idx = desc->u.texture.level_idx;
|
|
if (resource->type != WINED3D_RTYPE_TEXTURE_3D)
|
|
view->sub_resource_idx += desc->u.texture.layer_idx * texture->level_count;
|
|
view->layer_count = desc->u.texture.layer_count;
|
|
view->width = wined3d_texture_get_level_width(texture, desc->u.texture.level_idx);
|
|
view->height = wined3d_texture_get_level_height(texture, desc->u.texture.level_idx);
|
|
}
|
|
|
|
wined3d_resource_incref(view->resource = resource);
|
|
|
|
wined3d_cs_init_object(resource->device->cs, wined3d_render_target_view_cs_init, view);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_rendertarget_view_create(const struct wined3d_view_desc *desc,
|
|
struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops,
|
|
struct wined3d_rendertarget_view **view)
|
|
{
|
|
struct wined3d_rendertarget_view *object;
|
|
HRESULT hr;
|
|
|
|
TRACE("desc %p, resource %p, parent %p, parent_ops %p, view %p.\n",
|
|
desc, resource, parent, parent_ops, view);
|
|
|
|
if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
|
|
return E_OUTOFMEMORY;
|
|
|
|
if (FAILED(hr = wined3d_rendertarget_view_init(object, desc, resource, parent, parent_ops)))
|
|
{
|
|
HeapFree(GetProcessHeap(), 0, object);
|
|
WARN("Failed to initialise view, hr %#x.\n", hr);
|
|
return hr;
|
|
}
|
|
|
|
TRACE("Created render target view %p.\n", object);
|
|
*view = object;
|
|
|
|
return hr;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_rendertarget_view_create_from_sub_resource(struct wined3d_texture *texture,
|
|
unsigned int sub_resource_idx, void *parent, const struct wined3d_parent_ops *parent_ops,
|
|
struct wined3d_rendertarget_view **view)
|
|
{
|
|
struct wined3d_view_desc desc;
|
|
|
|
TRACE("texture %p, sub_resource_idx %u, parent %p, parent_ops %p, view %p.\n",
|
|
texture, sub_resource_idx, parent, parent_ops, view);
|
|
|
|
desc.format_id = texture->resource.format->id;
|
|
desc.flags = 0;
|
|
desc.u.texture.level_idx = sub_resource_idx % texture->level_count;
|
|
desc.u.texture.level_count = 1;
|
|
desc.u.texture.layer_idx = sub_resource_idx / texture->level_count;
|
|
desc.u.texture.layer_count = 1;
|
|
|
|
return wined3d_rendertarget_view_create(&desc, &texture->resource, parent, parent_ops, view);
|
|
}
|
|
|
|
ULONG CDECL wined3d_shader_resource_view_incref(struct wined3d_shader_resource_view *view)
|
|
{
|
|
ULONG refcount = InterlockedIncrement(&view->refcount);
|
|
|
|
TRACE("%p increasing refcount to %u.\n", view, refcount);
|
|
|
|
return refcount;
|
|
}
|
|
|
|
static void wined3d_shader_resource_view_destroy_object(void *object)
|
|
{
|
|
struct wined3d_shader_resource_view *view = object;
|
|
|
|
if (view->gl_view.name)
|
|
{
|
|
const struct wined3d_gl_info *gl_info;
|
|
struct wined3d_context *context;
|
|
|
|
context = context_acquire(view->resource->device, NULL, 0);
|
|
gl_info = context->gl_info;
|
|
gl_info->gl_ops.gl.p_glDeleteTextures(1, &view->gl_view.name);
|
|
checkGLcall("glDeleteTextures");
|
|
context_release(context);
|
|
}
|
|
|
|
HeapFree(GetProcessHeap(), 0, view);
|
|
}
|
|
|
|
ULONG CDECL wined3d_shader_resource_view_decref(struct wined3d_shader_resource_view *view)
|
|
{
|
|
ULONG refcount = InterlockedDecrement(&view->refcount);
|
|
|
|
TRACE("%p decreasing refcount to %u.\n", view, refcount);
|
|
|
|
if (!refcount)
|
|
{
|
|
struct wined3d_resource *resource = view->resource;
|
|
struct wined3d_device *device = resource->device;
|
|
|
|
/* Call wined3d_object_destroyed() before releasing the resource,
|
|
* since releasing the resource may end up destroying the parent. */
|
|
view->parent_ops->wined3d_object_destroyed(view->parent);
|
|
wined3d_cs_destroy_object(device->cs, wined3d_shader_resource_view_destroy_object, view);
|
|
wined3d_resource_decref(resource);
|
|
}
|
|
|
|
return refcount;
|
|
}
|
|
|
|
void * CDECL wined3d_shader_resource_view_get_parent(const struct wined3d_shader_resource_view *view)
|
|
{
|
|
TRACE("view %p.\n", view);
|
|
|
|
return view->parent;
|
|
}
|
|
|
|
static void wined3d_shader_resource_view_cs_init(void *object)
|
|
{
|
|
struct wined3d_shader_resource_view *view = object;
|
|
struct wined3d_resource *resource = view->resource;
|
|
const struct wined3d_format *view_format;
|
|
const struct wined3d_gl_info *gl_info;
|
|
const struct wined3d_view_desc *desc;
|
|
GLenum view_target;
|
|
|
|
view_format = view->format;
|
|
gl_info = &resource->device->adapter->gl_info;
|
|
desc = &view->desc;
|
|
|
|
if (resource->type == WINED3D_RTYPE_BUFFER)
|
|
{
|
|
struct wined3d_buffer *buffer = buffer_from_resource(resource);
|
|
struct wined3d_context *context;
|
|
|
|
context = context_acquire(resource->device, NULL, 0);
|
|
create_buffer_view(&view->gl_view, context, desc, buffer, view_format);
|
|
context_release(context);
|
|
}
|
|
else
|
|
{
|
|
struct wined3d_texture *texture = texture_from_resource(resource);
|
|
|
|
view_target = get_texture_view_target(gl_info, desc, texture);
|
|
|
|
if (resource->format->id == view_format->id && texture->target == view_target
|
|
&& !desc->u.texture.level_idx && desc->u.texture.level_count == texture->level_count
|
|
&& !desc->u.texture.layer_idx && desc->u.texture.layer_count == texture->layer_count
|
|
&& !is_stencil_view_format(view_format))
|
|
{
|
|
TRACE("Creating identity shader resource view.\n");
|
|
}
|
|
else if (texture->swapchain && texture->swapchain->desc.backbuffer_count > 1)
|
|
{
|
|
FIXME("Swapchain shader resource views not supported.\n");
|
|
}
|
|
else if (resource->format->typeless_id == view_format->typeless_id
|
|
&& resource->format->gl_view_class == view_format->gl_view_class)
|
|
{
|
|
create_texture_view(&view->gl_view, view_target, desc, texture, view_format);
|
|
}
|
|
else if (wined3d_format_is_depth_view(resource->format->id, view_format->id))
|
|
{
|
|
create_texture_view(&view->gl_view, view_target, desc, texture, resource->format);
|
|
}
|
|
else
|
|
{
|
|
FIXME("Shader resource view not supported, resource format %s, view format %s.\n",
|
|
debug_d3dformat(resource->format->id), debug_d3dformat(view_format->id));
|
|
}
|
|
}
|
|
}
|
|
|
|
static HRESULT wined3d_shader_resource_view_init(struct wined3d_shader_resource_view *view,
|
|
const struct wined3d_view_desc *desc, struct wined3d_resource *resource,
|
|
void *parent, const struct wined3d_parent_ops *parent_ops)
|
|
{
|
|
view->refcount = 1;
|
|
view->parent = parent;
|
|
view->parent_ops = parent_ops;
|
|
|
|
if (!(view->format = validate_resource_view(desc, resource, FALSE)))
|
|
return E_INVALIDARG;
|
|
view->desc = *desc;
|
|
|
|
wined3d_resource_incref(view->resource = resource);
|
|
|
|
wined3d_cs_init_object(resource->device->cs, wined3d_shader_resource_view_cs_init, view);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_shader_resource_view_create(const struct wined3d_view_desc *desc,
|
|
struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops,
|
|
struct wined3d_shader_resource_view **view)
|
|
{
|
|
struct wined3d_shader_resource_view *object;
|
|
HRESULT hr;
|
|
|
|
TRACE("desc %p, resource %p, parent %p, parent_ops %p, view %p.\n",
|
|
desc, resource, parent, parent_ops, view);
|
|
|
|
if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
|
|
return E_OUTOFMEMORY;
|
|
|
|
if (FAILED(hr = wined3d_shader_resource_view_init(object, desc, resource, parent, parent_ops)))
|
|
{
|
|
HeapFree(GetProcessHeap(), 0, object);
|
|
WARN("Failed to initialise view, hr %#x.\n", hr);
|
|
return hr;
|
|
}
|
|
|
|
TRACE("Created shader resource view %p.\n", object);
|
|
*view = object;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
void wined3d_shader_resource_view_bind(struct wined3d_shader_resource_view *view,
|
|
unsigned int unit, struct wined3d_sampler *sampler, struct wined3d_context *context)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
struct wined3d_texture *texture;
|
|
|
|
context_active_texture(context, gl_info, unit);
|
|
|
|
if (view->gl_view.name)
|
|
{
|
|
context_bind_texture(context, view->gl_view.target, view->gl_view.name);
|
|
wined3d_sampler_bind(sampler, unit, NULL, context);
|
|
return;
|
|
}
|
|
|
|
if (view->resource->type == WINED3D_RTYPE_BUFFER)
|
|
{
|
|
FIXME("Buffer shader resources not supported.\n");
|
|
return;
|
|
}
|
|
|
|
texture = wined3d_texture_from_resource(view->resource);
|
|
wined3d_texture_bind(texture, context, FALSE);
|
|
wined3d_sampler_bind(sampler, unit, texture, context);
|
|
}
|
|
|
|
ULONG CDECL wined3d_unordered_access_view_incref(struct wined3d_unordered_access_view *view)
|
|
{
|
|
ULONG refcount = InterlockedIncrement(&view->refcount);
|
|
|
|
TRACE("%p increasing refcount to %u.\n", view, refcount);
|
|
|
|
return refcount;
|
|
}
|
|
|
|
static void wined3d_unordered_access_view_destroy_object(void *object)
|
|
{
|
|
struct wined3d_unordered_access_view *view = object;
|
|
|
|
if (view->gl_view.name || view->counter_bo)
|
|
{
|
|
const struct wined3d_gl_info *gl_info;
|
|
struct wined3d_context *context;
|
|
|
|
context = context_acquire(view->resource->device, NULL, 0);
|
|
gl_info = context->gl_info;
|
|
if (view->gl_view.name)
|
|
gl_info->gl_ops.gl.p_glDeleteTextures(1, &view->gl_view.name);
|
|
if (view->counter_bo)
|
|
GL_EXTCALL(glDeleteBuffers(1, &view->counter_bo));
|
|
checkGLcall("delete resources");
|
|
context_release(context);
|
|
}
|
|
|
|
HeapFree(GetProcessHeap(), 0, view);
|
|
}
|
|
|
|
ULONG CDECL wined3d_unordered_access_view_decref(struct wined3d_unordered_access_view *view)
|
|
{
|
|
ULONG refcount = InterlockedDecrement(&view->refcount);
|
|
|
|
TRACE("%p decreasing refcount to %u.\n", view, refcount);
|
|
|
|
if (!refcount)
|
|
{
|
|
struct wined3d_resource *resource = view->resource;
|
|
struct wined3d_device *device = resource->device;
|
|
|
|
/* Call wined3d_object_destroyed() before releasing the resource,
|
|
* since releasing the resource may end up destroying the parent. */
|
|
view->parent_ops->wined3d_object_destroyed(view->parent);
|
|
wined3d_cs_destroy_object(device->cs, wined3d_unordered_access_view_destroy_object, view);
|
|
wined3d_resource_decref(resource);
|
|
}
|
|
|
|
return refcount;
|
|
}
|
|
|
|
void * CDECL wined3d_unordered_access_view_get_parent(const struct wined3d_unordered_access_view *view)
|
|
{
|
|
TRACE("view %p.\n", view);
|
|
|
|
return view->parent;
|
|
}
|
|
|
|
void wined3d_unordered_access_view_invalidate_location(struct wined3d_unordered_access_view *view,
|
|
DWORD location)
|
|
{
|
|
wined3d_view_invalidate_location(view->resource, &view->desc, location);
|
|
}
|
|
|
|
void wined3d_unordered_access_view_clear_uint(struct wined3d_unordered_access_view *view,
|
|
const struct wined3d_uvec4 *clear_value, struct wined3d_context *context)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
const struct wined3d_format *format;
|
|
struct wined3d_resource *resource;
|
|
struct wined3d_buffer *buffer;
|
|
unsigned int offset, size;
|
|
|
|
resource = view->resource;
|
|
if (resource->type != WINED3D_RTYPE_BUFFER)
|
|
{
|
|
FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
|
|
return;
|
|
}
|
|
|
|
if (!gl_info->supported[ARB_CLEAR_BUFFER_OBJECT])
|
|
{
|
|
FIXME("OpenGL implementation does not support ARB_clear_buffer_object.\n");
|
|
return;
|
|
}
|
|
|
|
format = view->format;
|
|
if (format->id != WINED3DFMT_R32_UINT && format->id != WINED3DFMT_R32_SINT
|
|
&& format->id != WINED3DFMT_R32G32B32A32_UINT
|
|
&& format->id != WINED3DFMT_R32G32B32A32_SINT)
|
|
{
|
|
FIXME("Not implemented for format %s.\n", debug_d3dformat(format->id));
|
|
return;
|
|
}
|
|
|
|
buffer = buffer_from_resource(resource);
|
|
wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
|
|
wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_BUFFER);
|
|
|
|
get_buffer_view_range(buffer, &view->desc, format, &offset, &size);
|
|
context_bind_bo(context, buffer->buffer_type_hint, buffer->buffer_object);
|
|
GL_EXTCALL(glClearBufferSubData(buffer->buffer_type_hint, format->glInternal,
|
|
offset, size, format->glFormat, format->glType, clear_value));
|
|
checkGLcall("clear unordered access view");
|
|
}
|
|
|
|
void wined3d_unordered_access_view_set_counter(struct wined3d_unordered_access_view *view,
|
|
unsigned int value)
|
|
{
|
|
const struct wined3d_gl_info *gl_info;
|
|
struct wined3d_context *context;
|
|
|
|
if (!view->counter_bo)
|
|
return;
|
|
|
|
context = context_acquire(view->resource->device, NULL, 0);
|
|
gl_info = context->gl_info;
|
|
GL_EXTCALL(glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, view->counter_bo));
|
|
GL_EXTCALL(glBufferSubData(GL_ATOMIC_COUNTER_BUFFER, 0, sizeof(value), &value));
|
|
checkGLcall("set atomic counter");
|
|
context_release(context);
|
|
}
|
|
|
|
void wined3d_unordered_access_view_copy_counter(struct wined3d_unordered_access_view *view,
|
|
struct wined3d_buffer *buffer, unsigned int offset, struct wined3d_context *context)
|
|
{
|
|
struct wined3d_bo_address dst, src;
|
|
DWORD dst_location;
|
|
|
|
if (!view->counter_bo)
|
|
return;
|
|
|
|
dst_location = wined3d_buffer_get_memory(buffer, &dst, buffer->locations);
|
|
dst.addr += offset;
|
|
|
|
src.buffer_object = view->counter_bo;
|
|
src.addr = NULL;
|
|
|
|
context_copy_bo_address(context, &dst, buffer->buffer_type_hint,
|
|
&src, GL_ATOMIC_COUNTER_BUFFER, sizeof(GLuint));
|
|
|
|
wined3d_buffer_invalidate_location(buffer, ~dst_location);
|
|
}
|
|
|
|
static void wined3d_unordered_access_view_cs_init(void *object)
|
|
{
|
|
struct wined3d_unordered_access_view *view = object;
|
|
struct wined3d_resource *resource = view->resource;
|
|
struct wined3d_view_desc *desc = &view->desc;
|
|
const struct wined3d_gl_info *gl_info;
|
|
|
|
gl_info = &resource->device->adapter->gl_info;
|
|
|
|
if (resource->type == WINED3D_RTYPE_BUFFER)
|
|
{
|
|
struct wined3d_buffer *buffer = buffer_from_resource(resource);
|
|
struct wined3d_context *context;
|
|
|
|
context = context_acquire(resource->device, NULL, 0);
|
|
gl_info = context->gl_info;
|
|
create_buffer_view(&view->gl_view, context, desc, buffer, view->format);
|
|
if (desc->flags & (WINED3D_VIEW_BUFFER_COUNTER | WINED3D_VIEW_BUFFER_APPEND))
|
|
{
|
|
static const GLuint initial_value = 0;
|
|
GL_EXTCALL(glGenBuffers(1, &view->counter_bo));
|
|
GL_EXTCALL(glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, view->counter_bo));
|
|
GL_EXTCALL(glBufferData(GL_ATOMIC_COUNTER_BUFFER,
|
|
sizeof(initial_value), &initial_value, GL_STATIC_DRAW));
|
|
checkGLcall("create atomic counter buffer");
|
|
}
|
|
context_release(context);
|
|
}
|
|
else
|
|
{
|
|
struct wined3d_texture *texture = texture_from_resource(resource);
|
|
unsigned int depth_or_layer_count;
|
|
|
|
if (resource->type == WINED3D_RTYPE_TEXTURE_3D)
|
|
depth_or_layer_count = wined3d_texture_get_level_depth(texture, desc->u.texture.level_idx);
|
|
else
|
|
depth_or_layer_count = texture->layer_count;
|
|
|
|
if (desc->u.texture.layer_idx || desc->u.texture.layer_count != depth_or_layer_count)
|
|
{
|
|
create_texture_view(&view->gl_view, get_texture_view_target(gl_info, desc, texture),
|
|
desc, texture, view->format);
|
|
}
|
|
}
|
|
}
|
|
|
|
static HRESULT wined3d_unordered_access_view_init(struct wined3d_unordered_access_view *view,
|
|
const struct wined3d_view_desc *desc, struct wined3d_resource *resource,
|
|
void *parent, const struct wined3d_parent_ops *parent_ops)
|
|
{
|
|
view->refcount = 1;
|
|
view->parent = parent;
|
|
view->parent_ops = parent_ops;
|
|
|
|
if (!(view->format = validate_resource_view(desc, resource, TRUE)))
|
|
return E_INVALIDARG;
|
|
view->desc = *desc;
|
|
|
|
wined3d_resource_incref(view->resource = resource);
|
|
|
|
wined3d_cs_init_object(resource->device->cs, wined3d_unordered_access_view_cs_init, view);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_unordered_access_view_create(const struct wined3d_view_desc *desc,
|
|
struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops,
|
|
struct wined3d_unordered_access_view **view)
|
|
{
|
|
struct wined3d_unordered_access_view *object;
|
|
HRESULT hr;
|
|
|
|
TRACE("desc %p, resource %p, parent %p, parent_ops %p, view %p.\n",
|
|
desc, resource, parent, parent_ops, view);
|
|
|
|
if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
|
|
return E_OUTOFMEMORY;
|
|
|
|
if (FAILED(hr = wined3d_unordered_access_view_init(object, desc, resource, parent, parent_ops)))
|
|
{
|
|
HeapFree(GetProcessHeap(), 0, object);
|
|
WARN("Failed to initialise view, hr %#x.\n", hr);
|
|
return hr;
|
|
}
|
|
|
|
TRACE("Created unordered access view %p.\n", object);
|
|
*view = object;
|
|
|
|
return WINED3D_OK;
|
|
}
|