318 lines
9.3 KiB
C
318 lines
9.3 KiB
C
/*
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* IWineD3DResource Implementation
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*
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* Copyright 2002-2004 Jason Edmeades
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* Copyright 2003-2004 Raphael Junqueira
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2009-2010 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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#include "config.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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struct private_data
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{
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struct list entry;
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GUID tag;
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DWORD flags; /* DDSPD_* */
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union
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{
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void *data;
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IUnknown *object;
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} ptr;
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DWORD size;
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};
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static DWORD resource_access_from_pool(WINED3DPOOL pool)
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{
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switch (pool)
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{
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case WINED3DPOOL_DEFAULT:
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return WINED3D_RESOURCE_ACCESS_GPU;
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case WINED3DPOOL_MANAGED:
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return WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_CPU;
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case WINED3DPOOL_SYSTEMMEM:
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return WINED3D_RESOURCE_ACCESS_CPU;
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case WINED3DPOOL_SCRATCH:
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return WINED3D_RESOURCE_ACCESS_SCRATCH;
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default:
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FIXME("Unhandled pool %#x.\n", pool);
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return 0;
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}
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}
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HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
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WINED3DRESOURCETYPE resource_type, const struct wined3d_format *format,
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WINED3DMULTISAMPLE_TYPE multisample_type, UINT multisample_quality,
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DWORD usage, WINED3DPOOL pool, UINT width, UINT height, UINT depth, UINT size,
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void *parent, const struct wined3d_parent_ops *parent_ops,
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const struct wined3d_resource_ops *resource_ops)
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{
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resource->ref = 1;
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resource->device = device;
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resource->resourceType = resource_type;
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resource->format = format;
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resource->multisample_type = multisample_type;
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resource->multisample_quality = multisample_quality;
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resource->usage = usage;
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resource->pool = pool;
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resource->access_flags = resource_access_from_pool(pool);
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if (usage & WINED3DUSAGE_DYNAMIC)
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resource->access_flags |= WINED3D_RESOURCE_ACCESS_CPU;
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resource->width = width;
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resource->height = height;
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resource->depth = depth;
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resource->size = size;
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resource->priority = 0;
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resource->parent = parent;
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resource->parent_ops = parent_ops;
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resource->resource_ops = resource_ops;
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list_init(&resource->privateData);
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if (size)
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{
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resource->heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, size + RESOURCE_ALIGNMENT);
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if (!resource->heapMemory)
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{
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ERR("Out of memory!\n");
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return WINED3DERR_OUTOFVIDEOMEMORY;
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}
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}
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else
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{
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resource->heapMemory = NULL;
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}
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resource->allocatedMemory = (BYTE *)(((ULONG_PTR)resource->heapMemory
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+ (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
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/* Check that we have enough video ram left */
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if (pool == WINED3DPOOL_DEFAULT)
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{
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if (size > wined3d_device_get_available_texture_mem(device))
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{
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ERR("Out of adapter memory\n");
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HeapFree(GetProcessHeap(), 0, resource->heapMemory);
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return WINED3DERR_OUTOFVIDEOMEMORY;
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}
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WineD3DAdapterChangeGLRam(device, size);
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}
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device_resource_add(device, resource);
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return WINED3D_OK;
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}
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void resource_cleanup(struct wined3d_resource *resource)
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{
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struct private_data *data;
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struct list *e1, *e2;
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HRESULT hr;
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TRACE("Cleaning up resource %p.\n", resource);
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if (resource->pool == WINED3DPOOL_DEFAULT)
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{
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TRACE("Decrementing device memory pool by %u.\n", resource->size);
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WineD3DAdapterChangeGLRam(resource->device, 0 - resource->size);
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}
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LIST_FOR_EACH_SAFE(e1, e2, &resource->privateData)
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{
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data = LIST_ENTRY(e1, struct private_data, entry);
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hr = resource_free_private_data(resource, &data->tag);
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if (FAILED(hr))
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ERR("Failed to free private data when destroying resource %p, hr = %#x.\n", resource, hr);
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}
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HeapFree(GetProcessHeap(), 0, resource->heapMemory);
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resource->allocatedMemory = 0;
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resource->heapMemory = 0;
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if (resource->device)
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device_resource_released(resource->device, resource);
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}
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void resource_unload(struct wined3d_resource *resource)
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{
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context_resource_unloaded(resource->device,
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resource, resource->resourceType);
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}
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static struct private_data *resource_find_private_data(const struct wined3d_resource *resource, REFGUID tag)
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{
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struct private_data *data;
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struct list *entry;
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TRACE("Searching for private data %s\n", debugstr_guid(tag));
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LIST_FOR_EACH(entry, &resource->privateData)
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{
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data = LIST_ENTRY(entry, struct private_data, entry);
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if (IsEqualGUID(&data->tag, tag)) {
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TRACE("Found %p\n", data);
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return data;
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}
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}
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TRACE("Not found\n");
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return NULL;
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}
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HRESULT resource_set_private_data(struct wined3d_resource *resource, REFGUID guid,
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const void *data, DWORD data_size, DWORD flags)
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{
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struct private_data *d;
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TRACE("resource %p, riid %s, data %p, data_size %u, flags %#x.\n",
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resource, debugstr_guid(guid), data, data_size, flags);
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resource_free_private_data(resource, guid);
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d = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*d));
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if (!d) return E_OUTOFMEMORY;
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d->tag = *guid;
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d->flags = flags;
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if (flags & WINED3DSPD_IUNKNOWN)
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{
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if (data_size != sizeof(IUnknown *))
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{
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WARN("IUnknown data with size %u, returning WINED3DERR_INVALIDCALL.\n", data_size);
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HeapFree(GetProcessHeap(), 0, d);
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return WINED3DERR_INVALIDCALL;
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}
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d->ptr.object = (IUnknown *)data;
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d->size = sizeof(IUnknown *);
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IUnknown_AddRef(d->ptr.object);
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}
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else
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{
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d->ptr.data = HeapAlloc(GetProcessHeap(), 0, data_size);
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if (!d->ptr.data)
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{
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HeapFree(GetProcessHeap(), 0, d);
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return E_OUTOFMEMORY;
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}
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d->size = data_size;
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memcpy(d->ptr.data, data, data_size);
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}
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list_add_tail(&resource->privateData, &d->entry);
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return WINED3D_OK;
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}
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HRESULT resource_get_private_data(const struct wined3d_resource *resource, REFGUID guid, void *data, DWORD *data_size)
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{
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const struct private_data *d;
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TRACE("resource %p, guid %s, data %p, data_size %p.\n",
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resource, debugstr_guid(guid), data, data_size);
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d = resource_find_private_data(resource, guid);
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if (!d) return WINED3DERR_NOTFOUND;
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if (*data_size < d->size)
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{
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*data_size = d->size;
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return WINED3DERR_MOREDATA;
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}
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if (d->flags & WINED3DSPD_IUNKNOWN)
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{
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*(IUnknown **)data = d->ptr.object;
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if (resource->device->wined3d->dxVersion != 7)
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{
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/* D3D8 and D3D9 addref the private data, DDraw does not. This
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* can't be handled in ddraw because it doesn't know if the
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* pointer returned is an IUnknown * or just a blob. */
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IUnknown_AddRef(d->ptr.object);
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}
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}
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else
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{
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memcpy(data, d->ptr.data, d->size);
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}
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return WINED3D_OK;
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}
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HRESULT resource_free_private_data(struct wined3d_resource *resource, REFGUID guid)
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{
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struct private_data *data;
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TRACE("resource %p, guid %s.\n", resource, debugstr_guid(guid));
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data = resource_find_private_data(resource, guid);
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if (!data) return WINED3DERR_NOTFOUND;
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if (data->flags & WINED3DSPD_IUNKNOWN)
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{
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if (data->ptr.object)
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IUnknown_Release(data->ptr.object);
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}
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else
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{
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HeapFree(GetProcessHeap(), 0, data->ptr.data);
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}
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list_remove(&data->entry);
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HeapFree(GetProcessHeap(), 0, data);
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return WINED3D_OK;
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}
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DWORD resource_set_priority(struct wined3d_resource *resource, DWORD priority)
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{
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DWORD prev = resource->priority;
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resource->priority = priority;
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TRACE("resource %p, new priority %u, returning old priority %u.\n", resource, priority, prev);
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return prev;
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}
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DWORD resource_get_priority(const struct wined3d_resource *resource)
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{
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TRACE("resource %p, returning %u.\n", resource, resource->priority);
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return resource->priority;
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}
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void * CDECL wined3d_resource_get_parent(const struct wined3d_resource *resource)
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{
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return resource->parent;
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}
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void CDECL wined3d_resource_get_desc(const struct wined3d_resource *resource, struct wined3d_resource_desc *desc)
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{
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desc->resource_type = resource->resourceType;
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desc->format = resource->format->id;
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desc->multisample_type = resource->multisample_type;
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desc->multisample_quality = resource->multisample_quality;
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desc->usage = resource->usage;
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desc->pool = resource->pool;
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desc->width = resource->width;
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desc->height = resource->height;
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desc->depth = resource->depth;
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desc->size = resource->size;
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}
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