Sweden-Number/dlls/wined3d/resource.c

552 lines
20 KiB
C

/*
* Copyright 2002-2004 Jason Edmeades
* Copyright 2003-2004 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2009-2010 Henri Verbeet for CodeWeavers
* Copyright 2006-2008, 2013 Stefan Dösinger for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wine/port.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
static void resource_check_usage(DWORD usage, unsigned int access)
{
static const DWORD handled = WINED3DUSAGE_DYNAMIC
| WINED3DUSAGE_STATICDECL
| WINED3DUSAGE_OVERLAY
| WINED3DUSAGE_SCRATCH
| WINED3DUSAGE_PRIVATE
| WINED3DUSAGE_LEGACY_CUBEMAP
| ~WINED3DUSAGE_MASK;
/* Write-only CPU access is supposed to result in write-combined mappings
* being returned. OpenGL doesn't give us explicit control over that, but
* the hints and access flags we set for typical access patterns on
* dynamic resources should in theory have the same effect on the OpenGL
* driver. */
if (usage & ~handled)
FIXME("Unhandled usage flags %#x.\n", usage & ~handled);
if (usage & WINED3DUSAGE_DYNAMIC && access & WINED3D_RESOURCE_ACCESS_MAP_R)
WARN_(d3d_perf)("WINED3DUSAGE_DYNAMIC used with WINED3D_RESOURCE_ACCESS_MAP_R.\n");
}
HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
enum wined3d_resource_type type, const struct wined3d_format *format,
enum wined3d_multisample_type multisample_type, unsigned int multisample_quality, unsigned int usage,
unsigned int bind_flags, unsigned int access, unsigned int width, unsigned int height, unsigned int depth,
unsigned int size, void *parent, const struct wined3d_parent_ops *parent_ops,
const struct wined3d_resource_ops *resource_ops)
{
const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
enum wined3d_gl_resource_type base_type = WINED3D_GL_RES_TYPE_COUNT;
enum wined3d_gl_resource_type gl_type = WINED3D_GL_RES_TYPE_COUNT;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
BOOL tex_2d_ok = FALSE;
unsigned int i;
static const struct
{
enum wined3d_resource_type type;
DWORD cube_usage;
enum wined3d_gl_resource_type gl_type;
}
resource_types[] =
{
{WINED3D_RTYPE_BUFFER, 0, WINED3D_GL_RES_TYPE_BUFFER},
{WINED3D_RTYPE_TEXTURE_1D, 0, WINED3D_GL_RES_TYPE_TEX_1D},
{WINED3D_RTYPE_TEXTURE_2D, 0, WINED3D_GL_RES_TYPE_TEX_2D},
{WINED3D_RTYPE_TEXTURE_2D, 0, WINED3D_GL_RES_TYPE_TEX_RECT},
{WINED3D_RTYPE_TEXTURE_2D, 0, WINED3D_GL_RES_TYPE_RB},
{WINED3D_RTYPE_TEXTURE_2D, WINED3DUSAGE_LEGACY_CUBEMAP, WINED3D_GL_RES_TYPE_TEX_CUBE},
{WINED3D_RTYPE_TEXTURE_3D, 0, WINED3D_GL_RES_TYPE_TEX_3D},
};
resource_check_usage(usage, access);
if (usage & WINED3DUSAGE_SCRATCH && access & WINED3D_RESOURCE_ACCESS_GPU)
{
ERR("Trying to create a scratch resource with access flags %s.\n",
wined3d_debug_resource_access(access));
return WINED3DERR_INVALIDCALL;
}
if (bind_flags & (WINED3D_BIND_RENDER_TARGET | WINED3D_BIND_DEPTH_STENCIL))
{
if ((access & (WINED3D_RESOURCE_ACCESS_CPU | WINED3D_RESOURCE_ACCESS_GPU)) != WINED3D_RESOURCE_ACCESS_GPU)
{
WARN("Bind flags %s are incompatible with resource access %s.\n",
wined3d_debug_bind_flags(bind_flags), wined3d_debug_resource_access(access));
return WINED3DERR_INVALIDCALL;
}
/* Dynamic usage is incompatible with GPU writes. */
if (usage & WINED3DUSAGE_DYNAMIC)
{
WARN("Bind flags %s are incompatible with resource usage %s.\n",
wined3d_debug_bind_flags(bind_flags), debug_d3dusage(usage));
return WINED3DERR_INVALIDCALL;
}
}
if (!size)
ERR("Attempting to create a zero-sized resource.\n");
for (i = 0; i < ARRAY_SIZE(resource_types); ++i)
{
if (resource_types[i].type != type
|| resource_types[i].cube_usage != (usage & WINED3DUSAGE_LEGACY_CUBEMAP))
continue;
gl_type = resource_types[i].gl_type;
if (base_type == WINED3D_GL_RES_TYPE_COUNT)
base_type = gl_type;
if (type != WINED3D_RTYPE_BUFFER)
{
if ((bind_flags & WINED3D_BIND_RENDER_TARGET)
&& !(format->flags[gl_type] & WINED3DFMT_FLAG_RENDERTARGET))
{
WARN("Format %s cannot be used for render targets.\n", debug_d3dformat(format->id));
continue;
}
if ((bind_flags & WINED3D_BIND_DEPTH_STENCIL)
&& !(format->flags[gl_type] & WINED3DFMT_FLAG_DEPTH_STENCIL))
{
WARN("Format %s cannot be used for depth/stencil buffers.\n", debug_d3dformat(format->id));
continue;
}
if ((bind_flags & WINED3D_BIND_SHADER_RESOURCE)
&& !(format->flags[gl_type] & WINED3DFMT_FLAG_TEXTURE))
{
WARN("Format %s cannot be used for texturing.\n", debug_d3dformat(format->id));
continue;
}
}
if (((width & (width - 1)) || (height & (height - 1)))
&& !d3d_info->texture_npot
&& !gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT]
&& gl_type == WINED3D_GL_RES_TYPE_TEX_2D)
{
TRACE("Skipping 2D texture type to try texture rectangle.\n");
tex_2d_ok = TRUE;
continue;
}
break;
}
if (base_type != WINED3D_GL_RES_TYPE_COUNT && i == ARRAY_SIZE(resource_types))
{
if (tex_2d_ok)
{
/* Non power of 2 texture and rectangle textures or renderbuffers do not work.
* Use 2D textures, the texture code will pad to a power of 2 size. */
gl_type = WINED3D_GL_RES_TYPE_TEX_2D;
}
else if (usage & WINED3DUSAGE_SCRATCH)
{
/* Needed for proper format information. */
gl_type = base_type;
}
else
{
WARN("Did not find a suitable GL resource type for resource type %s.\n",
debug_d3dresourcetype(type));
return WINED3DERR_INVALIDCALL;
}
}
if (base_type != WINED3D_GL_RES_TYPE_COUNT
&& (format->flags[base_type] & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BLOCKS_NO_VERIFY))
== WINED3DFMT_FLAG_BLOCKS)
{
UINT width_mask = format->block_width - 1;
UINT height_mask = format->block_height - 1;
if (width & width_mask || height & height_mask)
return WINED3DERR_INVALIDCALL;
}
resource->ref = 1;
resource->device = device;
resource->type = type;
resource->gl_type = gl_type;
resource->format = format;
if (gl_type < WINED3D_GL_RES_TYPE_COUNT)
resource->format_flags = format->flags[gl_type];
resource->multisample_type = multisample_type;
resource->multisample_quality = multisample_quality;
resource->usage = usage;
resource->bind_flags = bind_flags;
if (resource->format_flags & WINED3DFMT_FLAG_MAPPABLE)
access |= WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
resource->access = access;
resource->width = width;
resource->height = height;
resource->depth = depth;
resource->size = size;
resource->priority = 0;
resource->parent = parent;
resource->parent_ops = parent_ops;
resource->resource_ops = resource_ops;
resource->map_binding = WINED3D_LOCATION_SYSMEM;
resource->heap_memory = NULL;
if (!(usage & WINED3DUSAGE_PRIVATE))
{
/* Check that we have enough video ram left */
if (!(access & WINED3D_RESOURCE_ACCESS_CPU) && device->wined3d->flags & WINED3D_VIDMEM_ACCOUNTING)
{
if (size > wined3d_device_get_available_texture_mem(device))
{
ERR("Out of adapter memory.\n");
return WINED3DERR_OUTOFVIDEOMEMORY;
}
adapter_adjust_memory(device->adapter, size);
}
device_resource_add(device, resource);
}
return WINED3D_OK;
}
static void wined3d_resource_destroy_object(void *object)
{
struct wined3d_resource *resource = object;
TRACE("resource %p.\n", resource);
heap_free(resource->sub_resource_bind_counts_device);
wined3d_resource_free_sysmem(resource);
context_resource_released(resource->device, resource);
wined3d_resource_release(resource);
}
void resource_cleanup(struct wined3d_resource *resource)
{
const struct wined3d *d3d = resource->device->wined3d;
TRACE("Cleaning up resource %p.\n", resource);
if (!(resource->usage & WINED3DUSAGE_PRIVATE))
{
if (!(resource->access & WINED3D_RESOURCE_ACCESS_CPU) && d3d->flags & WINED3D_VIDMEM_ACCOUNTING)
{
TRACE("Decrementing device memory pool by %u.\n", resource->size);
adapter_adjust_memory(resource->device->adapter, (INT64)0 - resource->size);
}
device_resource_released(resource->device, resource);
}
wined3d_resource_acquire(resource);
wined3d_cs_destroy_object(resource->device->cs, wined3d_resource_destroy_object, resource);
}
void resource_unload(struct wined3d_resource *resource)
{
if (resource->map_count)
ERR("Resource %p is being unloaded while mapped.\n", resource);
}
DWORD CDECL wined3d_resource_set_priority(struct wined3d_resource *resource, DWORD priority)
{
DWORD prev;
if (!wined3d_resource_access_is_managed(resource->access))
{
WARN("Called on non-managed resource %p, ignoring.\n", resource);
return 0;
}
prev = resource->priority;
resource->priority = priority;
TRACE("resource %p, new priority %u, returning old priority %u.\n", resource, priority, prev);
return prev;
}
DWORD CDECL wined3d_resource_get_priority(const struct wined3d_resource *resource)
{
TRACE("resource %p, returning %u.\n", resource, resource->priority);
return resource->priority;
}
void * CDECL wined3d_resource_get_parent(const struct wined3d_resource *resource)
{
return resource->parent;
}
void CDECL wined3d_resource_set_parent(struct wined3d_resource *resource, void *parent)
{
resource->parent = parent;
}
void CDECL wined3d_resource_get_desc(const struct wined3d_resource *resource, struct wined3d_resource_desc *desc)
{
desc->resource_type = resource->type;
desc->format = resource->format->id;
desc->multisample_type = resource->multisample_type;
desc->multisample_quality = resource->multisample_quality;
desc->usage = resource->usage;
desc->bind_flags = resource->bind_flags;
desc->access = resource->access;
desc->width = resource->width;
desc->height = resource->height;
desc->depth = resource->depth;
desc->size = resource->size;
}
HRESULT CDECL wined3d_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
{
TRACE("resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n",
resource, sub_resource_idx, map_desc, debug_box(box), flags);
return wined3d_device_context_map(&resource->device->cs->c, resource, sub_resource_idx, map_desc, box, flags);
}
HRESULT CDECL wined3d_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
{
TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx);
return resource->device->cs->c.ops->unmap(&resource->device->cs->c, resource, sub_resource_idx);
}
void CDECL wined3d_resource_preload(struct wined3d_resource *resource)
{
wined3d_cs_emit_preload_resource(resource->device->cs, resource);
}
static BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource)
{
void **p;
SIZE_T align = RESOURCE_ALIGNMENT - 1 + sizeof(*p);
void *mem;
if (!(mem = heap_alloc_zero(resource->size + align)))
{
ERR("Failed to allocate system memory.\n");
return FALSE;
}
p = (void **)(((ULONG_PTR)mem + align) & ~(RESOURCE_ALIGNMENT - 1)) - 1;
*p = mem;
resource->heap_memory = ++p;
return TRUE;
}
BOOL wined3d_resource_prepare_sysmem(struct wined3d_resource *resource)
{
if (resource->heap_memory)
return TRUE;
return wined3d_resource_allocate_sysmem(resource);
}
void wined3d_resource_free_sysmem(struct wined3d_resource *resource)
{
void **p = resource->heap_memory;
if (!p)
return;
heap_free(*(--p));
resource->heap_memory = NULL;
}
GLbitfield wined3d_resource_gl_storage_flags(const struct wined3d_resource *resource)
{
uint32_t access = resource->access;
GLbitfield flags = 0;
if (resource->usage & WINED3DUSAGE_DYNAMIC)
flags |= GL_CLIENT_STORAGE_BIT;
if (access & WINED3D_RESOURCE_ACCESS_MAP_W)
flags |= GL_MAP_WRITE_BIT;
if (access & WINED3D_RESOURCE_ACCESS_MAP_R)
flags |= GL_MAP_READ_BIT;
return flags;
}
GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags)
{
GLbitfield ret = 0;
if (d3d_flags & WINED3D_MAP_WRITE)
ret |= GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
if (d3d_flags & WINED3D_MAP_READ)
ret |= GL_MAP_READ_BIT;
else
ret |= GL_MAP_UNSYNCHRONIZED_BIT;
return ret;
}
GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags)
{
switch (d3d_flags & (WINED3D_MAP_READ | WINED3D_MAP_WRITE))
{
case WINED3D_MAP_READ:
return GL_READ_ONLY_ARB;
case WINED3D_MAP_WRITE:
return GL_WRITE_ONLY_ARB;
default:
return GL_READ_WRITE_ARB;
}
}
BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource)
{
struct wined3d_swapchain *swapchain;
/* Only 2D texture resources can be onscreen. */
if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
return TRUE;
/* Not on a swapchain - must be offscreen */
if (!(swapchain = texture_from_resource(resource)->swapchain))
return TRUE;
/* The front buffer is always onscreen */
if (resource == &swapchain->front_buffer->resource)
return FALSE;
/* If the swapchain is rendered to an FBO, the backbuffer is
* offscreen, otherwise onscreen */
return swapchain->render_to_fbo;
}
void wined3d_resource_update_draw_binding(struct wined3d_resource *resource)
{
const struct wined3d_d3d_info *d3d_info = &resource->device->adapter->d3d_info;
if (!wined3d_resource_is_offscreen(resource) || wined3d_settings.offscreen_rendering_mode != ORM_FBO)
{
resource->draw_binding = WINED3D_LOCATION_DRAWABLE;
}
else if (resource->multisample_type)
{
resource->draw_binding = d3d_info->multisample_draw_location;
}
else if (resource->gl_type == WINED3D_GL_RES_TYPE_RB)
{
resource->draw_binding = WINED3D_LOCATION_RB_RESOLVED;
}
else
{
resource->draw_binding = WINED3D_LOCATION_TEXTURE_RGB;
}
}
const struct wined3d_format *wined3d_resource_get_decompress_format(const struct wined3d_resource *resource)
{
const struct wined3d_adapter *adapter = resource->device->adapter;
if (resource->format_flags & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)
&& !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
return wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM_SRGB, resource->bind_flags);
return wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM, resource->bind_flags);
}
unsigned int wined3d_resource_get_sample_count(const struct wined3d_resource *resource)
{
const struct wined3d_format *format = resource->format;
/* TODO: NVIDIA expose their Coverage Sample Anti-Aliasing (CSAA)
* feature through type == MULTISAMPLE_XX and quality != 0. This could
* be mapped to GL_NV_framebuffer_multisample_coverage.
*
* AMD have a similar feature called Enhanced Quality Anti-Aliasing
* (EQAA), but it does not have an equivalent OpenGL extension. */
/* We advertise as many WINED3D_MULTISAMPLE_NON_MASKABLE quality
* levels as the count of advertised multisample types for the texture
* format. */
if (resource->multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE)
{
unsigned int i, count = 0;
for (i = 0; i < sizeof(format->multisample_types) * CHAR_BIT; ++i)
{
if (format->multisample_types & 1u << i)
{
if (resource->multisample_quality == count++)
break;
}
}
return i + 1;
}
return resource->multisample_type;
}
VkAccessFlags vk_access_mask_from_bind_flags(uint32_t bind_flags)
{
VkAccessFlags flags = 0;
if (bind_flags & WINED3D_BIND_VERTEX_BUFFER)
flags |= VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT;
if (bind_flags & WINED3D_BIND_INDEX_BUFFER)
flags |= VK_ACCESS_INDEX_READ_BIT;
if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
flags |= VK_ACCESS_UNIFORM_READ_BIT;
if (bind_flags & WINED3D_BIND_SHADER_RESOURCE)
flags |= VK_ACCESS_SHADER_READ_BIT;
if (bind_flags & WINED3D_BIND_UNORDERED_ACCESS)
flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
if (bind_flags & WINED3D_BIND_INDIRECT_BUFFER)
flags |= VK_ACCESS_INDIRECT_COMMAND_READ_BIT;
if (bind_flags & WINED3D_BIND_RENDER_TARGET)
flags |= VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
if (bind_flags & WINED3D_BIND_DEPTH_STENCIL)
flags |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
if (bind_flags & WINED3D_BIND_STREAM_OUTPUT)
flags |= VK_ACCESS_TRANSFORM_FEEDBACK_WRITE_BIT_EXT;
return flags;
}
VkPipelineStageFlags vk_pipeline_stage_mask_from_bind_flags(uint32_t bind_flags)
{
VkPipelineStageFlags flags = 0;
if (bind_flags & (WINED3D_BIND_VERTEX_BUFFER | WINED3D_BIND_INDEX_BUFFER))
flags |= VK_PIPELINE_STAGE_VERTEX_INPUT_BIT;
if (bind_flags & (WINED3D_BIND_CONSTANT_BUFFER | WINED3D_BIND_SHADER_RESOURCE | WINED3D_BIND_UNORDERED_ACCESS))
flags |= VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT
| VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT | VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT
| VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
if (bind_flags & WINED3D_BIND_INDIRECT_BUFFER)
flags |= VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT;
if (bind_flags & WINED3D_BIND_RENDER_TARGET)
flags |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
if (bind_flags & WINED3D_BIND_DEPTH_STENCIL)
flags |= VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
if (bind_flags & WINED3D_BIND_STREAM_OUTPUT)
flags |= VK_PIPELINE_STAGE_TRANSFORM_FEEDBACK_BIT_EXT;
return flags;
}