474 lines
17 KiB
C
474 lines
17 KiB
C
/*
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* Copyright 2002-2005 Jason Edmeades
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* Copyright 2002-2005 Raphael Junqueira
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* Copyright 2005 Oliver Stieber
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* Copyright 2009-2011 Henri Verbeet for CodeWeavers
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* Copyright 2013 Stefan Dösinger for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "wine/port.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
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static BOOL volume_prepare_system_memory(struct wined3d_volume *volume)
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{
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if (volume->resource.heap_memory)
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return TRUE;
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if (!wined3d_resource_allocate_sysmem(&volume->resource))
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{
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ERR("Failed to allocate system memory.\n");
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return FALSE;
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}
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return TRUE;
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}
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/* Context activation is done by the caller. Context may be NULL in
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* WINED3D_NO3D mode. */
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BOOL wined3d_volume_prepare_location(struct wined3d_volume *volume,
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struct wined3d_context *context, DWORD location)
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{
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struct wined3d_texture *texture = volume->container;
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switch (location)
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{
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case WINED3D_LOCATION_SYSMEM:
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return volume_prepare_system_memory(volume);
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case WINED3D_LOCATION_BUFFER:
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wined3d_texture_prepare_buffer_object(texture, volume->texture_level, context->gl_info);
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return TRUE;
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case WINED3D_LOCATION_TEXTURE_RGB:
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wined3d_texture_prepare_texture(texture, context, FALSE);
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return TRUE;
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case WINED3D_LOCATION_TEXTURE_SRGB:
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wined3d_texture_prepare_texture(texture, context, TRUE);
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return TRUE;
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default:
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ERR("Invalid location %s.\n", wined3d_debug_location(location));
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return FALSE;
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}
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}
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/* This call just uploads data, the caller is responsible for binding the
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* correct texture. */
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/* Context activation is done by the caller. */
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void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wined3d_context *context,
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const struct wined3d_const_bo_address *data)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct wined3d_texture *texture = volume->container;
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const struct wined3d_format *format = texture->resource.format;
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UINT width = volume->resource.width;
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UINT height = volume->resource.height;
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UINT depth = volume->resource.depth;
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const void *mem = data->addr;
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void *converted_mem = NULL;
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TRACE("volume %p, context %p, level %u, format %s (%#x).\n",
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volume, context, volume->texture_level, debug_d3dformat(format->id),
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format->id);
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if (format->convert)
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{
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UINT dst_row_pitch, dst_slice_pitch;
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UINT src_row_pitch, src_slice_pitch;
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if (data->buffer_object)
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ERR("Loading a converted volume from a PBO.\n");
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if (texture->resource.format_flags & WINED3DFMT_FLAG_BLOCKS)
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ERR("Converting a block-based format.\n");
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dst_row_pitch = width * format->conv_byte_count;
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dst_slice_pitch = dst_row_pitch * height;
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wined3d_texture_get_pitch(texture, volume->texture_level, &src_row_pitch, &src_slice_pitch);
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converted_mem = HeapAlloc(GetProcessHeap(), 0, dst_slice_pitch * depth);
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format->convert(data->addr, converted_mem, src_row_pitch, src_slice_pitch,
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dst_row_pitch, dst_slice_pitch, width, height, depth);
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mem = converted_mem;
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}
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if (data->buffer_object)
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{
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GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, data->buffer_object));
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checkGLcall("glBindBuffer");
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}
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GL_EXTCALL(glTexSubImage3D(GL_TEXTURE_3D, volume->texture_level, 0, 0, 0,
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width, height, depth,
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format->glFormat, format->glType, mem));
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checkGLcall("glTexSubImage3D");
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if (data->buffer_object)
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{
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GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
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checkGLcall("glBindBuffer");
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}
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HeapFree(GetProcessHeap(), 0, converted_mem);
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}
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/* Context activation is done by the caller. */
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static void wined3d_volume_download_data(struct wined3d_volume *volume,
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const struct wined3d_context *context, const struct wined3d_bo_address *data)
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{
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const struct wined3d_format *format = volume->container->resource.format;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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if (format->convert)
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{
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FIXME("Attempting to download a converted volume, format %s.\n",
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debug_d3dformat(format->id));
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return;
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}
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if (data->buffer_object)
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{
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GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data->buffer_object));
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checkGLcall("glBindBuffer");
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}
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gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_3D, volume->texture_level,
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format->glFormat, format->glType, data->addr);
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checkGLcall("glGetTexImage");
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if (data->buffer_object)
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{
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GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
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checkGLcall("glBindBuffer");
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}
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}
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static void wined3d_volume_evict_sysmem(struct wined3d_volume *volume)
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{
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wined3d_resource_free_sysmem(&volume->resource);
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wined3d_texture_invalidate_location(volume->container, volume->texture_level, WINED3D_LOCATION_SYSMEM);
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}
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static DWORD volume_access_from_location(DWORD location)
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{
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switch (location)
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{
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case WINED3D_LOCATION_DISCARDED:
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return 0;
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case WINED3D_LOCATION_SYSMEM:
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return WINED3D_RESOURCE_ACCESS_CPU;
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case WINED3D_LOCATION_BUFFER:
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case WINED3D_LOCATION_TEXTURE_RGB:
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case WINED3D_LOCATION_TEXTURE_SRGB:
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return WINED3D_RESOURCE_ACCESS_GPU;
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default:
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FIXME("Unhandled location %#x.\n", location);
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return 0;
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}
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}
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/* Context activation is done by the caller. */
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static void wined3d_volume_srgb_transfer(struct wined3d_volume *volume,
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struct wined3d_context *context, BOOL dest_is_srgb)
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{
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struct wined3d_bo_address data;
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/* Optimizations are possible, but the effort should be put into either
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* implementing EXT_SRGB_DECODE in the driver or finding out why we
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* picked the wrong copy for the original upload and fixing that.
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*
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* Also keep in mind that we want to avoid using resource.heap_memory
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* for DEFAULT pool surfaces. */
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WARN_(d3d_perf)("Performing slow rgb/srgb volume transfer.\n");
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data.buffer_object = 0;
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data.addr = HeapAlloc(GetProcessHeap(), 0, volume->resource.size);
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if (!data.addr)
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return;
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wined3d_texture_bind_and_dirtify(volume->container, context, !dest_is_srgb);
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wined3d_volume_download_data(volume, context, &data);
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wined3d_texture_bind_and_dirtify(volume->container, context, dest_is_srgb);
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wined3d_volume_upload_data(volume, context, wined3d_const_bo_address(&data));
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HeapFree(GetProcessHeap(), 0, data.addr);
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}
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static BOOL wined3d_volume_can_evict(const struct wined3d_volume *volume)
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{
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struct wined3d_texture *texture = volume->container;
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if (texture->resource.pool != WINED3D_POOL_MANAGED)
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return FALSE;
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if (texture->download_count >= 10)
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return FALSE;
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if (texture->resource.format->convert)
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return FALSE;
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return TRUE;
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}
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/* Context activation is done by the caller. */
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BOOL wined3d_volume_load_location(struct wined3d_volume *volume,
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struct wined3d_context *context, DWORD location)
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{
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DWORD required_access = volume_access_from_location(location);
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unsigned int sub_resource_idx = volume->texture_level;
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struct wined3d_texture *texture = volume->container;
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struct wined3d_texture_sub_resource *sub_resource;
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sub_resource = &texture->sub_resources[sub_resource_idx];
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TRACE("Volume %p, loading %s, have %s.\n", volume, wined3d_debug_location(location),
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wined3d_debug_location(sub_resource->locations));
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if ((sub_resource->locations & location) == location)
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{
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TRACE("Location(s) already up to date.\n");
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return TRUE;
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}
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if ((texture->resource.access_flags & required_access) != required_access)
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{
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ERR("Operation requires %#x access, but volume only has %#x.\n",
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required_access, texture->resource.access_flags);
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return FALSE;
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}
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if (!wined3d_volume_prepare_location(volume, context, location))
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return FALSE;
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if (sub_resource->locations & WINED3D_LOCATION_DISCARDED)
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{
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TRACE("Volume previously discarded, nothing to do.\n");
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wined3d_texture_validate_location(texture, sub_resource_idx, location);
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wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED);
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goto done;
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}
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switch (location)
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{
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case WINED3D_LOCATION_TEXTURE_RGB:
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case WINED3D_LOCATION_TEXTURE_SRGB:
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if (sub_resource->locations & WINED3D_LOCATION_SYSMEM)
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{
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struct wined3d_const_bo_address data = {0, volume->resource.heap_memory};
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wined3d_texture_bind_and_dirtify(texture, context,
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location == WINED3D_LOCATION_TEXTURE_SRGB);
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wined3d_volume_upload_data(volume, context, &data);
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}
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else if (sub_resource->locations & WINED3D_LOCATION_BUFFER)
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{
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struct wined3d_const_bo_address data = {sub_resource->buffer_object, NULL};
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wined3d_texture_bind_and_dirtify(texture, context,
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location == WINED3D_LOCATION_TEXTURE_SRGB);
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wined3d_volume_upload_data(volume, context, &data);
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}
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else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
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{
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wined3d_volume_srgb_transfer(volume, context, TRUE);
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}
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else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_SRGB)
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{
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wined3d_volume_srgb_transfer(volume, context, FALSE);
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}
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else
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{
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FIXME("Implement texture loading from %s.\n", wined3d_debug_location(sub_resource->locations));
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return FALSE;
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}
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break;
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case WINED3D_LOCATION_SYSMEM:
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if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
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{
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struct wined3d_bo_address data = {0, volume->resource.heap_memory};
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if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
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wined3d_texture_bind_and_dirtify(texture, context, FALSE);
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else
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wined3d_texture_bind_and_dirtify(texture, context, TRUE);
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wined3d_volume_download_data(volume, context, &data);
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++texture->download_count;
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}
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else
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{
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FIXME("Implement WINED3D_LOCATION_SYSMEM loading from %s.\n",
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wined3d_debug_location(sub_resource->locations));
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return FALSE;
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}
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break;
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case WINED3D_LOCATION_BUFFER:
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if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
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{
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struct wined3d_bo_address data = {sub_resource->buffer_object, NULL};
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if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
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wined3d_texture_bind_and_dirtify(texture, context, FALSE);
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else
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wined3d_texture_bind_and_dirtify(texture, context, TRUE);
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wined3d_volume_download_data(volume, context, &data);
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}
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else
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{
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FIXME("Implement WINED3D_LOCATION_BUFFER loading from %s.\n",
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wined3d_debug_location(sub_resource->locations));
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return FALSE;
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}
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break;
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default:
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FIXME("Implement %s loading from %s.\n", wined3d_debug_location(location),
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wined3d_debug_location(sub_resource->locations));
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return FALSE;
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}
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done:
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wined3d_texture_validate_location(texture, sub_resource_idx, location);
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if (location != WINED3D_LOCATION_SYSMEM && wined3d_volume_can_evict(volume))
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wined3d_volume_evict_sysmem(volume);
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return TRUE;
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}
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void wined3d_volume_cleanup(struct wined3d_volume *volume)
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{
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TRACE("volume %p.\n", volume);
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resource_cleanup(&volume->resource);
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}
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static void volume_unload(struct wined3d_resource *resource)
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{
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struct wined3d_volume *volume = volume_from_resource(resource);
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struct wined3d_texture *texture = volume->container;
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struct wined3d_device *device = texture->resource.device;
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struct wined3d_context *context;
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if (texture->resource.pool == WINED3D_POOL_DEFAULT)
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ERR("Unloading DEFAULT pool volume.\n");
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TRACE("texture %p.\n", resource);
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context = context_acquire(device, NULL);
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if (wined3d_volume_load_location(volume, context, WINED3D_LOCATION_SYSMEM))
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{
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wined3d_texture_invalidate_location(texture, volume->texture_level, ~WINED3D_LOCATION_SYSMEM);
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}
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else
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{
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ERR("Out of memory when unloading volume %p.\n", volume);
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wined3d_texture_validate_location(texture, volume->texture_level, WINED3D_LOCATION_DISCARDED);
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wined3d_texture_invalidate_location(texture, volume->texture_level, ~WINED3D_LOCATION_DISCARDED);
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}
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context_release(context);
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/* The texture name is managed by the container. */
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resource_unload(resource);
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}
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static ULONG volume_resource_incref(struct wined3d_resource *resource)
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{
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struct wined3d_volume *volume = volume_from_resource(resource);
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TRACE("Forwarding to container %p.\n", volume->container);
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return wined3d_texture_incref(volume->container);
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}
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static ULONG volume_resource_decref(struct wined3d_resource *resource)
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{
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struct wined3d_volume *volume = volume_from_resource(resource);
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TRACE("Forwarding to container %p.\n", volume->container);
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return wined3d_texture_decref(volume->container);
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}
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static HRESULT volume_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
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struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
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{
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ERR("Not supported on sub-resources.\n");
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return WINED3DERR_INVALIDCALL;
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}
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static HRESULT volume_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
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{
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ERR("Not supported on sub-resources.\n");
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return WINED3DERR_INVALIDCALL;
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}
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static const struct wined3d_resource_ops volume_resource_ops =
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{
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volume_resource_incref,
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volume_resource_decref,
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volume_unload,
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volume_resource_sub_resource_map,
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volume_resource_sub_resource_unmap,
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};
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HRESULT wined3d_volume_init(struct wined3d_volume *volume, struct wined3d_texture *container,
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const struct wined3d_resource_desc *desc, UINT level)
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{
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struct wined3d_device *device = container->resource.device;
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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const struct wined3d_format *format = wined3d_get_format(gl_info, desc->format);
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HRESULT hr;
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UINT size;
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/* TODO: Write tests for other resources and move this check
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* to resource_init, if applicable. */
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if (desc->usage & WINED3DUSAGE_DYNAMIC
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&& (desc->pool == WINED3D_POOL_MANAGED || desc->pool == WINED3D_POOL_SCRATCH))
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{
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WARN("Attempted to create a DYNAMIC texture in pool %s.\n", debug_d3dpool(desc->pool));
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return WINED3DERR_INVALIDCALL;
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}
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size = wined3d_format_calculate_size(format, device->surface_alignment, desc->width, desc->height, desc->depth);
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if (FAILED(hr = resource_init(&volume->resource, device, WINED3D_RTYPE_VOLUME, format,
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WINED3D_MULTISAMPLE_NONE, 0, desc->usage, desc->pool, desc->width, desc->height, desc->depth,
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size, NULL, &wined3d_null_parent_ops, &volume_resource_ops)))
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{
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WARN("Failed to initialize resource, returning %#x.\n", hr);
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return hr;
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}
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volume->texture_level = level;
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container->sub_resources[level].locations = WINED3D_LOCATION_DISCARDED;
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if (wined3d_texture_use_pbo(container, gl_info))
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{
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wined3d_resource_free_sysmem(&volume->resource);
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volume->resource.map_binding = WINED3D_LOCATION_BUFFER;
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}
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volume->container = container;
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return WINED3D_OK;
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}
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