905 lines
31 KiB
C
905 lines
31 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_surface);
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WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
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void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container)
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{
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TRACE("volume %p, container %p.\n", volume, container);
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volume->container = container;
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}
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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. */
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static void wined3d_volume_allocate_texture(struct wined3d_volume *volume,
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const struct wined3d_context *context, BOOL srgb)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_format *format = volume->resource.format;
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void *mem = NULL;
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if (gl_info->supported[APPLE_CLIENT_STORAGE] && !format->convert
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&& volume_prepare_system_memory(volume))
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{
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TRACE("Enabling GL_UNPACK_CLIENT_STORAGE_APPLE for volume %p\n", volume);
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gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
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checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
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mem = volume->resource.heap_memory;
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volume->flags |= WINED3D_VFLAG_CLIENT_STORAGE;
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}
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GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, volume->texture_level,
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srgb ? format->glGammaInternal : format->glInternal,
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volume->resource.width, volume->resource.height, volume->resource.depth,
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0, format->glFormat, format->glType, mem));
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checkGLcall("glTexImage3D");
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if (mem)
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{
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gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
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checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
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}
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}
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static void wined3d_volume_get_pitch(const struct wined3d_volume *volume, UINT *row_pitch,
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UINT *slice_pitch)
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{
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const struct wined3d_format *format = volume->resource.format;
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if (format->flags & WINED3DFMT_FLAG_BLOCKS)
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{
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/* Since compressed formats are block based, pitch means the amount of
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* bytes to the next row of block rather than the next row of pixels. */
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UINT row_block_count = (volume->resource.width + format->block_width - 1) / format->block_width;
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UINT slice_block_count = (volume->resource.height + format->block_height - 1) / format->block_height;
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*row_pitch = row_block_count * format->block_byte_count;
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*slice_pitch = *row_pitch * slice_block_count;
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}
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else
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{
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unsigned char alignment = volume->resource.device->surface_alignment;
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*row_pitch = format->byte_count * volume->resource.width; /* Bytes / row */
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*row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
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*slice_pitch = *row_pitch * volume->resource.height;
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}
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TRACE("Returning row pitch %u, slice pitch %u.\n", *row_pitch, *slice_pitch);
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}
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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_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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const struct wined3d_format *format = volume->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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BYTE *mem = data->addr;
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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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UINT alignment = volume->resource.device->surface_alignment;
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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 (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_row_pitch = (dst_row_pitch + alignment - 1) & ~(alignment - 1);
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dst_slice_pitch = dst_row_pitch * height;
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wined3d_volume_get_pitch(volume, &src_row_pitch, &src_slice_pitch);
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mem = HeapAlloc(GetProcessHeap(), 0, dst_slice_pitch * depth);
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format->convert(data->addr, mem, src_row_pitch, src_slice_pitch,
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dst_row_pitch, dst_slice_pitch, width, height, depth);
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}
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if (data->buffer_object)
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{
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GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, data->buffer_object));
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checkGLcall("glBindBufferARB");
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}
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GL_EXTCALL(glTexSubImage3DEXT(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(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
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checkGLcall("glBindBufferARB");
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}
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if (mem != data->addr)
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HeapFree(GetProcessHeap(), 0, mem);
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}
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static void wined3d_volume_validate_location(struct wined3d_volume *volume, DWORD location)
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{
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TRACE("Volume %p, setting %s.\n", volume, wined3d_debug_location(location));
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volume->locations |= location;
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TRACE("new location flags are %s.\n", wined3d_debug_location(volume->locations));
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}
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void wined3d_volume_invalidate_location(struct wined3d_volume *volume, DWORD location)
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{
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TRACE("Volume %p, clearing %s.\n", volume, wined3d_debug_location(location));
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volume->locations &= ~location;
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TRACE("new location flags are %s.\n", wined3d_debug_location(volume->locations));
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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_gl_info *gl_info = context->gl_info;
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const struct wined3d_format *format = volume->resource.format;
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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(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, data->buffer_object));
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checkGLcall("glBindBufferARB");
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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(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
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checkGLcall("glBindBufferARB");
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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_volume_invalidate_location(volume, 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, &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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if (volume->resource.pool != WINED3D_POOL_MANAGED)
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return FALSE;
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if (volume->download_count >= 10)
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return FALSE;
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if (volume->resource.format->convert)
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return FALSE;
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if (volume->flags & WINED3D_VFLAG_CLIENT_STORAGE)
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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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static void 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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TRACE("Volume %p, loading %s, have %s.\n", volume, wined3d_debug_location(location),
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wined3d_debug_location(volume->locations));
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if ((volume->locations & location) == location)
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{
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TRACE("Location(s) already up to date.\n");
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return;
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}
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if ((volume->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, volume->resource.access_flags);
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return;
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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 ((location == WINED3D_LOCATION_TEXTURE_RGB
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&& !(volume->flags & WINED3D_VFLAG_ALLOCATED))
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|| (location == WINED3D_LOCATION_TEXTURE_SRGB
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&& !(volume->flags & WINED3D_VFLAG_SRGB_ALLOCATED)))
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ERR("Trying to load (s)RGB texture without prior allocation.\n");
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if (volume->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_volume_invalidate_location(volume, WINED3D_LOCATION_DISCARDED);
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}
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else if (volume->locations & WINED3D_LOCATION_SYSMEM)
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{
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struct wined3d_bo_address data = {0, volume->resource.heap_memory};
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wined3d_volume_upload_data(volume, context, &data);
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}
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else if (volume->locations & WINED3D_LOCATION_BUFFER)
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{
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struct wined3d_bo_address data = {volume->pbo, NULL};
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wined3d_volume_upload_data(volume, context, &data);
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}
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else if (volume->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 (volume->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(volume->locations));
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return;
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}
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wined3d_volume_validate_location(volume, location);
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if (wined3d_volume_can_evict(volume))
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wined3d_volume_evict_sysmem(volume);
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break;
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case WINED3D_LOCATION_SYSMEM:
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if (!volume->resource.heap_memory)
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ERR("Trying to load WINED3D_LOCATION_SYSMEM without setting it up first.\n");
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if (volume->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_volume_invalidate_location(volume, WINED3D_LOCATION_DISCARDED);
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}
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else if (volume->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 (volume->locations & WINED3D_LOCATION_TEXTURE_RGB)
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wined3d_texture_bind_and_dirtify(volume->container, context, FALSE);
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else
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wined3d_texture_bind_and_dirtify(volume->container, context, TRUE);
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volume->download_count++;
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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_SYSMEM loading from %s.\n",
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wined3d_debug_location(volume->locations));
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return;
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}
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wined3d_volume_validate_location(volume, WINED3D_LOCATION_SYSMEM);
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break;
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case WINED3D_LOCATION_BUFFER:
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if (!volume->pbo || !(volume->flags & WINED3D_VFLAG_PBO))
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ERR("Trying to load WINED3D_LOCATION_BUFFER without setting it up first.\n");
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if (volume->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_volume_invalidate_location(volume, WINED3D_LOCATION_DISCARDED);
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}
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else if (volume->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
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{
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struct wined3d_bo_address data = {volume->pbo, NULL};
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if (volume->locations & WINED3D_LOCATION_TEXTURE_RGB)
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wined3d_texture_bind_and_dirtify(volume->container, context, FALSE);
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else
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wined3d_texture_bind_and_dirtify(volume->container, 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(volume->locations));
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return;
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}
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wined3d_volume_validate_location(volume, WINED3D_LOCATION_BUFFER);
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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(volume->locations));
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}
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}
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/* Context activation is done by the caller. */
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void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *context, BOOL srgb_mode)
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{
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wined3d_texture_bind_and_dirtify(volume->container, context, srgb_mode);
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if (srgb_mode)
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{
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if (!(volume->flags & WINED3D_VFLAG_SRGB_ALLOCATED))
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{
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wined3d_volume_allocate_texture(volume, context, TRUE);
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volume->flags |= WINED3D_VFLAG_SRGB_ALLOCATED;
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}
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wined3d_volume_load_location(volume, context, WINED3D_LOCATION_TEXTURE_SRGB);
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}
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else
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{
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if (!(volume->flags & WINED3D_VFLAG_ALLOCATED))
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{
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wined3d_volume_allocate_texture(volume, context, FALSE);
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volume->flags |= WINED3D_VFLAG_ALLOCATED;
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}
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wined3d_volume_load_location(volume, context, WINED3D_LOCATION_TEXTURE_RGB);
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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_prepare_pbo(struct wined3d_volume *volume, struct wined3d_context *context)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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|
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if (volume->pbo)
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return;
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GL_EXTCALL(glGenBuffersARB(1, &volume->pbo));
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GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, volume->pbo));
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GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, volume->resource.size, NULL, GL_STREAM_DRAW_ARB));
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GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
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checkGLcall("Create PBO");
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TRACE("Created PBO %u for volume %p.\n", volume->pbo, volume);
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}
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|
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static void wined3d_volume_free_pbo(struct wined3d_volume *volume)
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{
|
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struct wined3d_context *context = context_acquire(volume->resource.device, NULL);
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const struct wined3d_gl_info *gl_info = context->gl_info;
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|
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TRACE("Deleting PBO %u belonging to volume %p.\n", volume->pbo, volume);
|
|
GL_EXTCALL(glDeleteBuffersARB(1, &volume->pbo));
|
|
checkGLcall("glDeleteBuffersARB");
|
|
volume->pbo = 0;
|
|
context_release(context);
|
|
}
|
|
|
|
static void volume_unload(struct wined3d_resource *resource)
|
|
{
|
|
struct wined3d_volume *volume = volume_from_resource(resource);
|
|
struct wined3d_device *device = volume->resource.device;
|
|
struct wined3d_context *context;
|
|
|
|
if (volume->resource.pool == WINED3D_POOL_DEFAULT)
|
|
ERR("Unloading DEFAULT pool volume.\n");
|
|
|
|
TRACE("texture %p.\n", resource);
|
|
|
|
if (volume_prepare_system_memory(volume))
|
|
{
|
|
context = context_acquire(device, NULL);
|
|
wined3d_volume_load_location(volume, context, WINED3D_LOCATION_SYSMEM);
|
|
context_release(context);
|
|
wined3d_volume_invalidate_location(volume, ~WINED3D_LOCATION_SYSMEM);
|
|
}
|
|
else
|
|
{
|
|
ERR("Out of memory when unloading volume %p.\n", volume);
|
|
wined3d_volume_validate_location(volume, WINED3D_LOCATION_DISCARDED);
|
|
wined3d_volume_invalidate_location(volume, ~WINED3D_LOCATION_DISCARDED);
|
|
}
|
|
|
|
if (volume->pbo)
|
|
{
|
|
/* Should not happen because only dynamic default pool volumes
|
|
* have a buffer, and those are not evicted by device_evit_managed_resources
|
|
* and must be freed before a non-ex device reset. */
|
|
ERR("Unloading a volume with a buffer\n");
|
|
wined3d_volume_free_pbo(volume);
|
|
}
|
|
|
|
/* The texture name is managed by the container. */
|
|
volume->flags &= ~(WINED3D_VFLAG_ALLOCATED | WINED3D_VFLAG_SRGB_ALLOCATED
|
|
| WINED3D_VFLAG_CLIENT_STORAGE);
|
|
|
|
resource_unload(resource);
|
|
}
|
|
|
|
ULONG CDECL wined3d_volume_incref(struct wined3d_volume *volume)
|
|
{
|
|
ULONG refcount;
|
|
|
|
if (volume->container)
|
|
{
|
|
TRACE("Forwarding to container %p.\n", volume->container);
|
|
return wined3d_texture_incref(volume->container);
|
|
}
|
|
|
|
refcount = InterlockedIncrement(&volume->resource.ref);
|
|
|
|
TRACE("%p increasing refcount to %u.\n", volume, refcount);
|
|
|
|
return refcount;
|
|
}
|
|
|
|
ULONG CDECL wined3d_volume_decref(struct wined3d_volume *volume)
|
|
{
|
|
ULONG refcount;
|
|
|
|
if (volume->container)
|
|
{
|
|
TRACE("Forwarding to container %p.\n", volume->container);
|
|
return wined3d_texture_decref(volume->container);
|
|
}
|
|
|
|
refcount = InterlockedDecrement(&volume->resource.ref);
|
|
|
|
TRACE("%p decreasing refcount to %u.\n", volume, refcount);
|
|
|
|
if (!refcount)
|
|
{
|
|
if (volume->pbo)
|
|
wined3d_volume_free_pbo(volume);
|
|
|
|
resource_cleanup(&volume->resource);
|
|
volume->resource.parent_ops->wined3d_object_destroyed(volume->resource.parent);
|
|
HeapFree(GetProcessHeap(), 0, volume);
|
|
}
|
|
|
|
return refcount;
|
|
}
|
|
|
|
void * CDECL wined3d_volume_get_parent(const struct wined3d_volume *volume)
|
|
{
|
|
TRACE("volume %p.\n", volume);
|
|
|
|
return volume->resource.parent;
|
|
}
|
|
|
|
DWORD CDECL wined3d_volume_set_priority(struct wined3d_volume *volume, DWORD priority)
|
|
{
|
|
return resource_set_priority(&volume->resource, priority);
|
|
}
|
|
|
|
DWORD CDECL wined3d_volume_get_priority(const struct wined3d_volume *volume)
|
|
{
|
|
return resource_get_priority(&volume->resource);
|
|
}
|
|
|
|
void CDECL wined3d_volume_preload(struct wined3d_volume *volume)
|
|
{
|
|
FIXME("volume %p stub!\n", volume);
|
|
}
|
|
|
|
struct wined3d_resource * CDECL wined3d_volume_get_resource(struct wined3d_volume *volume)
|
|
{
|
|
TRACE("volume %p.\n", volume);
|
|
|
|
return &volume->resource;
|
|
}
|
|
|
|
static BOOL volume_check_block_align(const struct wined3d_volume *volume,
|
|
const struct wined3d_box *box)
|
|
{
|
|
UINT width_mask, height_mask;
|
|
const struct wined3d_format *format = volume->resource.format;
|
|
|
|
if (!box)
|
|
return TRUE;
|
|
|
|
/* This assumes power of two block sizes, but NPOT block sizes would be
|
|
* silly anyway.
|
|
*
|
|
* This also assumes that the format's block depth is 1. */
|
|
width_mask = format->block_width - 1;
|
|
height_mask = format->block_height - 1;
|
|
|
|
if (box->left & width_mask)
|
|
return FALSE;
|
|
if (box->top & height_mask)
|
|
return FALSE;
|
|
if (box->right & width_mask && box->right != volume->resource.width)
|
|
return FALSE;
|
|
if (box->bottom & height_mask && box->bottom != volume->resource.height)
|
|
return FALSE;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static BOOL wined3d_volume_check_box_dimensions(const struct wined3d_volume *volume,
|
|
const struct wined3d_box *box)
|
|
{
|
|
if (!box)
|
|
return TRUE;
|
|
|
|
if (box->left >= box->right)
|
|
return FALSE;
|
|
if (box->top >= box->bottom)
|
|
return FALSE;
|
|
if (box->front >= box->back)
|
|
return FALSE;
|
|
if (box->right > volume->resource.width)
|
|
return FALSE;
|
|
if (box->bottom > volume->resource.height)
|
|
return FALSE;
|
|
if (box->back > volume->resource.depth)
|
|
return FALSE;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_volume_map(struct wined3d_volume *volume,
|
|
struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
|
|
{
|
|
struct wined3d_device *device = volume->resource.device;
|
|
struct wined3d_context *context;
|
|
const struct wined3d_gl_info *gl_info;
|
|
BYTE *base_memory;
|
|
const struct wined3d_format *format = volume->resource.format;
|
|
|
|
TRACE("volume %p, map_desc %p, box %p, flags %#x.\n",
|
|
volume, map_desc, box, flags);
|
|
|
|
map_desc->data = NULL;
|
|
if (!(volume->resource.access_flags & WINED3D_RESOURCE_ACCESS_CPU))
|
|
{
|
|
WARN("Volume %p is not CPU accessible.\n", volume);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
if (volume->resource.map_count)
|
|
{
|
|
WARN("Volume is already mapped.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
if (!wined3d_volume_check_box_dimensions(volume, box))
|
|
{
|
|
WARN("Map box is invalid.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
if ((format->flags & WINED3DFMT_FLAG_BLOCKS) && !volume_check_block_align(volume, box))
|
|
{
|
|
WARN("Map box is misaligned for %ux%u blocks.\n",
|
|
format->block_width, format->block_height);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
flags = wined3d_resource_sanitize_map_flags(&volume->resource, flags);
|
|
|
|
if (volume->flags & WINED3D_VFLAG_PBO)
|
|
{
|
|
context = context_acquire(device, NULL);
|
|
gl_info = context->gl_info;
|
|
|
|
wined3d_volume_prepare_pbo(volume, context);
|
|
if (flags & WINED3D_MAP_DISCARD)
|
|
wined3d_volume_validate_location(volume, WINED3D_LOCATION_BUFFER);
|
|
else
|
|
wined3d_volume_load_location(volume, context, WINED3D_LOCATION_BUFFER);
|
|
|
|
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, volume->pbo));
|
|
|
|
if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
|
|
{
|
|
GLbitfield mapflags = wined3d_resource_gl_map_flags(flags);
|
|
mapflags &= ~GL_MAP_FLUSH_EXPLICIT_BIT;
|
|
base_memory = GL_EXTCALL(glMapBufferRange(GL_PIXEL_UNPACK_BUFFER_ARB,
|
|
0, volume->resource.size, mapflags));
|
|
}
|
|
else
|
|
{
|
|
GLenum access = wined3d_resource_gl_legacy_map_flags(flags);
|
|
base_memory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, access));
|
|
}
|
|
|
|
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
|
|
checkGLcall("Map PBO");
|
|
|
|
context_release(context);
|
|
}
|
|
else
|
|
{
|
|
if (!volume_prepare_system_memory(volume))
|
|
{
|
|
WARN("Out of memory.\n");
|
|
map_desc->data = NULL;
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
|
|
if (flags & WINED3D_MAP_DISCARD)
|
|
{
|
|
wined3d_volume_validate_location(volume, WINED3D_LOCATION_SYSMEM);
|
|
}
|
|
else if (!(volume->locations & WINED3D_LOCATION_SYSMEM))
|
|
{
|
|
context = context_acquire(device, NULL);
|
|
wined3d_volume_load_location(volume, context, WINED3D_LOCATION_SYSMEM);
|
|
context_release(context);
|
|
}
|
|
base_memory = volume->resource.heap_memory;
|
|
}
|
|
|
|
TRACE("Base memory pointer %p.\n", base_memory);
|
|
|
|
if (format->flags & WINED3DFMT_FLAG_BROKEN_PITCH)
|
|
{
|
|
map_desc->row_pitch = volume->resource.width * format->byte_count;
|
|
map_desc->slice_pitch = map_desc->row_pitch * volume->resource.height;
|
|
}
|
|
else
|
|
{
|
|
wined3d_volume_get_pitch(volume, &map_desc->row_pitch, &map_desc->slice_pitch);
|
|
}
|
|
|
|
if (!box)
|
|
{
|
|
TRACE("No box supplied - all is ok\n");
|
|
map_desc->data = base_memory;
|
|
}
|
|
else
|
|
{
|
|
TRACE("Lock Box (%p) = l %u, t %u, r %u, b %u, fr %u, ba %u\n",
|
|
box, box->left, box->top, box->right, box->bottom, box->front, box->back);
|
|
|
|
if ((format->flags & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_BLOCKS)
|
|
{
|
|
/* Compressed textures are block based, so calculate the offset of
|
|
* the block that contains the top-left pixel of the locked rectangle. */
|
|
map_desc->data = base_memory
|
|
+ (box->front * map_desc->slice_pitch)
|
|
+ ((box->top / format->block_height) * map_desc->row_pitch)
|
|
+ ((box->left / format->block_width) * format->block_byte_count);
|
|
}
|
|
else
|
|
{
|
|
map_desc->data = base_memory
|
|
+ (map_desc->slice_pitch * box->front)
|
|
+ (map_desc->row_pitch * box->top)
|
|
+ (box->left * volume->resource.format->byte_count);
|
|
}
|
|
}
|
|
|
|
if (!(flags & (WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY)))
|
|
{
|
|
wined3d_texture_set_dirty(volume->container);
|
|
|
|
if (volume->flags & WINED3D_VFLAG_PBO)
|
|
wined3d_volume_invalidate_location(volume, ~WINED3D_LOCATION_BUFFER);
|
|
else
|
|
wined3d_volume_invalidate_location(volume, ~WINED3D_LOCATION_SYSMEM);
|
|
}
|
|
|
|
volume->resource.map_count++;
|
|
|
|
TRACE("Returning memory %p, row pitch %d, slice pitch %d.\n",
|
|
map_desc->data, map_desc->row_pitch, map_desc->slice_pitch);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
struct wined3d_volume * CDECL wined3d_volume_from_resource(struct wined3d_resource *resource)
|
|
{
|
|
return volume_from_resource(resource);
|
|
}
|
|
|
|
HRESULT CDECL wined3d_volume_unmap(struct wined3d_volume *volume)
|
|
{
|
|
TRACE("volume %p.\n", volume);
|
|
|
|
if (!volume->resource.map_count)
|
|
{
|
|
WARN("Trying to unlock an unlocked volume %p.\n", volume);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (volume->flags & WINED3D_VFLAG_PBO)
|
|
{
|
|
struct wined3d_device *device = volume->resource.device;
|
|
struct wined3d_context *context = context_acquire(device, NULL);
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
|
|
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, volume->pbo));
|
|
GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
|
|
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
|
|
checkGLcall("Unmap PBO");
|
|
|
|
context_release(context);
|
|
}
|
|
|
|
volume->resource.map_count--;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static const struct wined3d_resource_ops volume_resource_ops =
|
|
{
|
|
volume_unload,
|
|
};
|
|
|
|
static HRESULT volume_init(struct wined3d_volume *volume, struct wined3d_texture *container,
|
|
const struct wined3d_resource_desc *desc, UINT level)
|
|
{
|
|
struct wined3d_device *device = container->resource.device;
|
|
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
|
const struct wined3d_format *format = wined3d_get_format(gl_info, desc->format);
|
|
HRESULT hr;
|
|
UINT size;
|
|
|
|
if (!gl_info->supported[EXT_TEXTURE3D])
|
|
{
|
|
WARN("Volume cannot be created - no volume texture support.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
/* TODO: Write tests for other resources and move this check
|
|
* to resource_init, if applicable. */
|
|
if (desc->usage & WINED3DUSAGE_DYNAMIC
|
|
&& (desc->pool == WINED3D_POOL_MANAGED || desc->pool == WINED3D_POOL_SCRATCH))
|
|
{
|
|
WARN("Attempted to create a DYNAMIC texture in pool %s.\n", debug_d3dpool(desc->pool));
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
size = wined3d_format_calculate_size(format, device->surface_alignment, desc->width, desc->height, desc->depth);
|
|
|
|
if (FAILED(hr = resource_init(&volume->resource, device, WINED3D_RTYPE_VOLUME, format,
|
|
WINED3D_MULTISAMPLE_NONE, 0, desc->usage, desc->pool, desc->width, desc->height, desc->depth,
|
|
size, NULL, &wined3d_null_parent_ops, &volume_resource_ops)))
|
|
{
|
|
WARN("Failed to initialize resource, returning %#x.\n", hr);
|
|
return hr;
|
|
}
|
|
|
|
volume->texture_level = level;
|
|
volume->locations = WINED3D_LOCATION_DISCARDED;
|
|
|
|
if (desc->pool == WINED3D_POOL_DEFAULT && desc->usage & WINED3DUSAGE_DYNAMIC
|
|
&& gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]
|
|
&& !format->convert)
|
|
{
|
|
wined3d_resource_free_sysmem(&volume->resource);
|
|
volume->flags |= WINED3D_VFLAG_PBO;
|
|
}
|
|
|
|
volume_set_container(volume, container);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT wined3d_volume_create(struct wined3d_texture *container, const struct wined3d_resource_desc *desc,
|
|
unsigned int level, struct wined3d_volume **volume)
|
|
{
|
|
struct wined3d_device_parent *device_parent = container->resource.device->device_parent;
|
|
const struct wined3d_parent_ops *parent_ops;
|
|
struct wined3d_volume *object;
|
|
void *parent;
|
|
HRESULT hr;
|
|
|
|
TRACE("container %p, width %u, height %u, depth %u, level %u, format %s, "
|
|
"usage %#x, pool %s, volume %p.\n",
|
|
container, desc->width, desc->height, desc->depth, level, debug_d3dformat(desc->format),
|
|
desc->usage, debug_d3dpool(desc->pool), volume);
|
|
|
|
if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
|
|
return E_OUTOFMEMORY;
|
|
|
|
if (FAILED(hr = volume_init(object, container, desc, level)))
|
|
{
|
|
WARN("Failed to initialize volume, returning %#x.\n", hr);
|
|
HeapFree(GetProcessHeap(), 0, object);
|
|
return hr;
|
|
}
|
|
|
|
if (FAILED(hr = device_parent->ops->volume_created(device_parent,
|
|
wined3d_texture_get_parent(container), object, &parent, &parent_ops)))
|
|
{
|
|
WARN("Failed to create volume parent, hr %#x.\n", hr);
|
|
volume_set_container(object, NULL);
|
|
wined3d_volume_decref(object);
|
|
return hr;
|
|
}
|
|
|
|
TRACE("Created volume %p, parent %p, parent_ops %p.\n", object, parent, parent_ops);
|
|
|
|
object->resource.parent = parent;
|
|
object->resource.parent_ops = parent_ops;
|
|
*volume = object;
|
|
|
|
return WINED3D_OK;
|
|
}
|