Sweden-Number/dlls/wined3d/view.c

2324 lines
93 KiB
C

/*
* Copyright 2009, 2011 Henri Verbeet 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"
#include "wined3d_shaders.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define WINED3D_VIEW_CUBE_ARRAY (WINED3D_VIEW_TEXTURE_CUBE | WINED3D_VIEW_TEXTURE_ARRAY)
static BOOL is_stencil_view_format(const struct wined3d_format *format)
{
return format->id == WINED3DFMT_X24_TYPELESS_G8_UINT
|| format->id == WINED3DFMT_X32_TYPELESS_G8X24_UINT;
}
static GLenum get_texture_view_target(const struct wined3d_gl_info *gl_info,
const struct wined3d_view_desc *desc, const struct wined3d_texture_gl *texture_gl)
{
static const struct
{
GLenum texture_target;
unsigned int view_flags;
GLenum view_target;
enum wined3d_gl_extension extension;
}
view_types[] =
{
{GL_TEXTURE_CUBE_MAP, 0, GL_TEXTURE_CUBE_MAP},
{GL_TEXTURE_RECTANGLE, 0, GL_TEXTURE_RECTANGLE},
{GL_TEXTURE_3D, 0, GL_TEXTURE_3D},
{GL_TEXTURE_2D, 0, GL_TEXTURE_2D},
{GL_TEXTURE_2D, WINED3D_VIEW_TEXTURE_ARRAY, GL_TEXTURE_2D_ARRAY},
{GL_TEXTURE_2D_ARRAY, 0, GL_TEXTURE_2D},
{GL_TEXTURE_2D_ARRAY, WINED3D_VIEW_TEXTURE_ARRAY, GL_TEXTURE_2D_ARRAY},
{GL_TEXTURE_2D_ARRAY, WINED3D_VIEW_TEXTURE_CUBE, GL_TEXTURE_CUBE_MAP},
{GL_TEXTURE_2D_ARRAY, WINED3D_VIEW_CUBE_ARRAY, GL_TEXTURE_CUBE_MAP_ARRAY, ARB_TEXTURE_CUBE_MAP_ARRAY},
{GL_TEXTURE_2D_MULTISAMPLE, 0, GL_TEXTURE_2D_MULTISAMPLE},
{GL_TEXTURE_2D_MULTISAMPLE, WINED3D_VIEW_TEXTURE_ARRAY, GL_TEXTURE_2D_MULTISAMPLE_ARRAY},
{GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 0, GL_TEXTURE_2D_MULTISAMPLE},
{GL_TEXTURE_2D_MULTISAMPLE_ARRAY, WINED3D_VIEW_TEXTURE_ARRAY, GL_TEXTURE_2D_MULTISAMPLE_ARRAY},
{GL_TEXTURE_1D, 0, GL_TEXTURE_1D},
{GL_TEXTURE_1D, WINED3D_VIEW_TEXTURE_ARRAY, GL_TEXTURE_1D_ARRAY},
{GL_TEXTURE_1D_ARRAY, 0, GL_TEXTURE_1D},
{GL_TEXTURE_1D_ARRAY, WINED3D_VIEW_TEXTURE_ARRAY, GL_TEXTURE_1D_ARRAY},
};
unsigned int flags = desc->flags & (WINED3D_VIEW_BUFFER_RAW | WINED3D_VIEW_BUFFER_APPEND
| WINED3D_VIEW_BUFFER_COUNTER | WINED3D_VIEW_TEXTURE_CUBE | WINED3D_VIEW_TEXTURE_ARRAY);
unsigned int i;
for (i = 0; i < ARRAY_SIZE(view_types); ++i)
{
if (view_types[i].texture_target != texture_gl->target || view_types[i].view_flags != flags)
continue;
if (gl_info->supported[view_types[i].extension])
return view_types[i].view_target;
FIXME("Extension %#x not supported.\n", view_types[i].extension);
}
FIXME("Unhandled view flags %#x for texture target %#x.\n", flags, texture_gl->target);
return texture_gl->target;
}
static const struct wined3d_format *validate_resource_view(const struct wined3d_view_desc *desc,
struct wined3d_resource *resource, BOOL mip_slice, BOOL allow_srgb_toggle)
{
const struct wined3d_adapter *adapter = resource->device->adapter;
const struct wined3d_format *format;
format = wined3d_get_format(adapter, desc->format_id, resource->bind_flags);
if (resource->type == WINED3D_RTYPE_BUFFER && (desc->flags & WINED3D_VIEW_BUFFER_RAW))
{
if (format->id != WINED3DFMT_R32_TYPELESS)
{
WARN("Invalid format %s for raw buffer view.\n", debug_d3dformat(format->id));
return NULL;
}
format = wined3d_get_format(adapter, WINED3DFMT_R32_UINT, resource->bind_flags);
}
if (wined3d_format_is_typeless(format))
{
WARN("Trying to create view for typeless format %s.\n", debug_d3dformat(format->id));
return NULL;
}
if (resource->type == WINED3D_RTYPE_BUFFER)
{
struct wined3d_buffer *buffer = buffer_from_resource(resource);
unsigned int buffer_size, element_size;
if (buffer->structure_byte_stride)
{
if (desc->format_id != WINED3DFMT_UNKNOWN)
{
WARN("Invalid format %s for structured buffer view.\n", debug_d3dformat(desc->format_id));
return NULL;
}
format = wined3d_get_format(adapter, WINED3DFMT_R32_UINT, resource->bind_flags);
element_size = buffer->structure_byte_stride;
}
else
{
element_size = format->byte_count;
}
if (!element_size)
return NULL;
buffer_size = buffer->resource.size / element_size;
if (!wined3d_bound_range(desc->u.buffer.start_idx, desc->u.buffer.count, buffer_size))
return NULL;
}
else
{
struct wined3d_texture *texture = texture_from_resource(resource);
unsigned int depth_or_layer_count;
if (resource->format->id != format->id && !wined3d_format_is_typeless(resource->format)
&& (!allow_srgb_toggle || !wined3d_formats_are_srgb_variants(resource->format->id, format->id)))
{
WARN("Trying to create incompatible view for non typeless format %s.\n",
debug_d3dformat(format->id));
return NULL;
}
if (mip_slice && resource->type == WINED3D_RTYPE_TEXTURE_3D)
depth_or_layer_count = wined3d_texture_get_level_depth(texture, desc->u.texture.level_idx);
else
depth_or_layer_count = texture->layer_count;
if (!desc->u.texture.level_count
|| (mip_slice && desc->u.texture.level_count != 1)
|| !wined3d_bound_range(desc->u.texture.level_idx, desc->u.texture.level_count, texture->level_count)
|| !desc->u.texture.layer_count
|| !wined3d_bound_range(desc->u.texture.layer_idx, desc->u.texture.layer_count, depth_or_layer_count))
return NULL;
}
return format;
}
static void create_texture_view(struct wined3d_gl_view *view, GLenum view_target,
const struct wined3d_view_desc *desc, struct wined3d_texture_gl *texture_gl,
const struct wined3d_format *view_format)
{
const struct wined3d_format_gl *view_format_gl;
unsigned int level_idx, layer_idx, layer_count;
const struct wined3d_gl_info *gl_info;
struct wined3d_context_gl *context_gl;
struct wined3d_context *context;
GLuint texture_name;
view_format_gl = wined3d_format_gl(view_format);
view->target = view_target;
context = context_acquire(texture_gl->t.resource.device, NULL, 0);
context_gl = wined3d_context_gl(context);
gl_info = context_gl->gl_info;
if (!gl_info->supported[ARB_TEXTURE_VIEW])
{
context_release(context);
FIXME("OpenGL implementation does not support texture views.\n");
return;
}
wined3d_texture_gl_prepare_texture(texture_gl, context_gl, FALSE);
texture_name = wined3d_texture_gl_get_texture_name(texture_gl, context, FALSE);
level_idx = desc->u.texture.level_idx;
layer_idx = desc->u.texture.layer_idx;
layer_count = desc->u.texture.layer_count;
if (view_target == GL_TEXTURE_3D)
{
if (layer_idx || layer_count != wined3d_texture_get_level_depth(&texture_gl->t, level_idx))
FIXME("Depth slice (%u-%u) not supported.\n", layer_idx, layer_count);
layer_idx = 0;
layer_count = 1;
}
gl_info->gl_ops.gl.p_glGenTextures(1, &view->name);
GL_EXTCALL(glTextureView(view->name, view->target, texture_name, view_format_gl->internal,
level_idx, desc->u.texture.level_count, layer_idx, layer_count));
checkGLcall("create texture view");
if (is_stencil_view_format(view_format))
{
static const GLint swizzle[] = {GL_ZERO, GL_RED, GL_ZERO, GL_ZERO};
if (!gl_info->supported[ARB_STENCIL_TEXTURING])
{
context_release(context);
FIXME("OpenGL implementation does not support stencil texturing.\n");
return;
}
wined3d_context_gl_bind_texture(context_gl, view->target, view->name);
gl_info->gl_ops.gl.p_glTexParameteriv(view->target, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
gl_info->gl_ops.gl.p_glTexParameteri(view->target, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_STENCIL_INDEX);
checkGLcall("initialize stencil view");
context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
}
else if (!is_identity_fixup(view_format->color_fixup) && can_use_texture_swizzle(context->d3d_info, view_format))
{
GLint swizzle[4];
wined3d_context_gl_bind_texture(context_gl, view->target, view->name);
wined3d_gl_texture_swizzle_from_color_fixup(swizzle, view_format->color_fixup);
gl_info->gl_ops.gl.p_glTexParameteriv(view->target, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
checkGLcall("set format swizzle");
context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
}
context_release(context);
}
static void create_buffer_texture(struct wined3d_gl_view *view, struct wined3d_context_gl *context_gl,
struct wined3d_buffer_gl *buffer_gl, const struct wined3d_format_gl *view_format_gl,
unsigned int offset, unsigned int size)
{
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
if (!gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
{
FIXME("OpenGL implementation does not support buffer textures.\n");
return;
}
if ((offset & (gl_info->limits.texture_buffer_offset_alignment - 1)))
{
FIXME("Buffer offset %u is not %u byte aligned.\n",
offset, gl_info->limits.texture_buffer_offset_alignment);
return;
}
wined3d_buffer_load_location(&buffer_gl->b, &context_gl->c, WINED3D_LOCATION_BUFFER);
view->target = GL_TEXTURE_BUFFER;
if (!view->name)
gl_info->gl_ops.gl.p_glGenTextures(1, &view->name);
wined3d_context_gl_bind_texture(context_gl, GL_TEXTURE_BUFFER, view->name);
if (gl_info->supported[ARB_TEXTURE_BUFFER_RANGE])
{
GL_EXTCALL(glTexBufferRange(GL_TEXTURE_BUFFER, view_format_gl->internal, buffer_gl->bo.id, offset, size));
}
else
{
if (offset || size != buffer_gl->b.resource.size)
FIXME("OpenGL implementation does not support ARB_texture_buffer_range.\n");
GL_EXTCALL(glTexBuffer(GL_TEXTURE_BUFFER, view_format_gl->internal, buffer_gl->bo.id));
}
checkGLcall("Create buffer texture");
context_invalidate_compute_state(&context_gl->c, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
context_invalidate_state(&context_gl->c, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
}
static void get_buffer_view_range(const struct wined3d_buffer *buffer,
const struct wined3d_view_desc *desc, const struct wined3d_format *view_format,
unsigned int *offset, unsigned int *size)
{
if (desc->format_id == WINED3DFMT_UNKNOWN)
{
*offset = desc->u.buffer.start_idx * buffer->structure_byte_stride;
*size = desc->u.buffer.count * buffer->structure_byte_stride;
}
else
{
*offset = desc->u.buffer.start_idx * view_format->byte_count;
*size = desc->u.buffer.count * view_format->byte_count;
}
}
static void create_buffer_view(struct wined3d_gl_view *view, struct wined3d_context *context,
const struct wined3d_view_desc *desc, struct wined3d_buffer *buffer,
const struct wined3d_format *view_format)
{
unsigned int offset, size;
get_buffer_view_range(buffer, desc, view_format, &offset, &size);
create_buffer_texture(view, wined3d_context_gl(context),
wined3d_buffer_gl(buffer), wined3d_format_gl(view_format), offset, size);
}
static void wined3d_view_invalidate_location(struct wined3d_resource *resource,
const struct wined3d_view_desc *desc, DWORD location)
{
unsigned int i, sub_resource_idx, layer_count;
struct wined3d_texture *texture;
if (resource->type == WINED3D_RTYPE_BUFFER)
{
wined3d_buffer_invalidate_location(buffer_from_resource(resource), location);
return;
}
texture = texture_from_resource(resource);
sub_resource_idx = desc->u.texture.layer_idx * texture->level_count + desc->u.texture.level_idx;
layer_count = resource->type != WINED3D_RTYPE_TEXTURE_3D ? desc->u.texture.layer_count : 1;
for (i = 0; i < layer_count; ++i, sub_resource_idx += texture->level_count)
wined3d_texture_invalidate_location(texture, sub_resource_idx, location);
}
static void wined3d_view_load_location(struct wined3d_resource *resource,
const struct wined3d_view_desc *desc, struct wined3d_context *context, DWORD location)
{
unsigned int i, sub_resource_idx, layer_count;
struct wined3d_texture *texture;
if (resource->type == WINED3D_RTYPE_BUFFER)
{
wined3d_buffer_load_location(buffer_from_resource(resource), context, location);
return;
}
texture = texture_from_resource(resource);
sub_resource_idx = desc->u.texture.layer_idx * texture->level_count + desc->u.texture.level_idx;
layer_count = resource->type != WINED3D_RTYPE_TEXTURE_3D ? desc->u.texture.layer_count : 1;
for (i = 0; i < layer_count; ++i, sub_resource_idx += texture->level_count)
wined3d_texture_load_location(texture, sub_resource_idx, context, location);
}
ULONG CDECL wined3d_rendertarget_view_incref(struct wined3d_rendertarget_view *view)
{
ULONG refcount = InterlockedIncrement(&view->refcount);
TRACE("%p increasing refcount to %u.\n", view, refcount);
return refcount;
}
void wined3d_rendertarget_view_cleanup(struct wined3d_rendertarget_view *view)
{
/* Call wined3d_object_destroyed() before releasing the resource,
* since releasing the resource may end up destroying the parent. */
view->parent_ops->wined3d_object_destroyed(view->parent);
wined3d_resource_decref(view->resource);
}
ULONG CDECL wined3d_rendertarget_view_decref(struct wined3d_rendertarget_view *view)
{
ULONG refcount = InterlockedDecrement(&view->refcount);
TRACE("%p decreasing refcount to %u.\n", view, refcount);
if (!refcount)
{
wined3d_mutex_lock();
view->resource->device->adapter->adapter_ops->adapter_destroy_rendertarget_view(view);
wined3d_mutex_unlock();
}
return refcount;
}
void * CDECL wined3d_rendertarget_view_get_parent(const struct wined3d_rendertarget_view *view)
{
TRACE("view %p.\n", view);
return view->parent;
}
void * CDECL wined3d_rendertarget_view_get_sub_resource_parent(const struct wined3d_rendertarget_view *view)
{
struct wined3d_texture *texture;
TRACE("view %p.\n", view);
if (view->resource->type == WINED3D_RTYPE_BUFFER)
return wined3d_buffer_get_parent(buffer_from_resource(view->resource));
texture = texture_from_resource(view->resource);
return texture->sub_resources[view->sub_resource_idx].parent;
}
void CDECL wined3d_rendertarget_view_set_parent(struct wined3d_rendertarget_view *view, void *parent)
{
TRACE("view %p, parent %p.\n", view, parent);
view->parent = parent;
}
struct wined3d_resource * CDECL wined3d_rendertarget_view_get_resource(const struct wined3d_rendertarget_view *view)
{
TRACE("view %p.\n", view);
return view->resource;
}
void wined3d_rendertarget_view_get_drawable_size(const struct wined3d_rendertarget_view *view,
const struct wined3d_context *context, unsigned int *width, unsigned int *height)
{
const struct wined3d_texture *texture;
if (view->resource->type != WINED3D_RTYPE_TEXTURE_2D)
{
*width = view->width;
*height = view->height;
return;
}
texture = texture_from_resource(view->resource);
if (texture->swapchain)
{
/* The drawable size of an onscreen drawable is the surface size.
* (Actually: The window size, but the surface is created in window
* size.) */
*width = texture->resource.width;
*height = texture->resource.height;
}
else if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
{
const struct wined3d_swapchain_desc *desc = &context->swapchain->state.desc;
/* The drawable size of a backbuffer / aux buffer offscreen target is
* the size of the current context's drawable, which is the size of
* the back buffer of the swapchain the active context belongs to. */
*width = desc->backbuffer_width;
*height = desc->backbuffer_height;
}
else
{
unsigned int level_idx = view->sub_resource_idx % texture->level_count;
/* The drawable size of an FBO target is the OpenGL texture size,
* which is the power of two size. */
*width = wined3d_texture_get_level_pow2_width(texture, level_idx);
*height = wined3d_texture_get_level_pow2_height(texture, level_idx);
}
}
void wined3d_rendertarget_view_prepare_location(struct wined3d_rendertarget_view *view,
struct wined3d_context *context, DWORD location)
{
struct wined3d_resource *resource = view->resource;
unsigned int i, sub_resource_idx, layer_count;
struct wined3d_texture *texture;
if (resource->type == WINED3D_RTYPE_BUFFER)
{
FIXME("Not implemented for resources %s.\n", debug_d3dresourcetype(resource->type));
return;
}
texture = texture_from_resource(resource);
sub_resource_idx = view->sub_resource_idx;
layer_count = resource->type != WINED3D_RTYPE_TEXTURE_3D ? view->layer_count : 1;
for (i = 0; i < layer_count; ++i, sub_resource_idx += texture->level_count)
wined3d_texture_prepare_location(texture, sub_resource_idx, context, location);
}
void wined3d_rendertarget_view_load_location(struct wined3d_rendertarget_view *view,
struct wined3d_context *context, DWORD location)
{
wined3d_view_load_location(view->resource, &view->desc, context, location);
}
void wined3d_rendertarget_view_validate_location(struct wined3d_rendertarget_view *view, DWORD location)
{
struct wined3d_resource *resource = view->resource;
unsigned int i, sub_resource_idx, layer_count;
struct wined3d_texture *texture;
if (resource->type == WINED3D_RTYPE_BUFFER)
{
FIXME("Not implemented for resources %s.\n", debug_d3dresourcetype(resource->type));
return;
}
texture = texture_from_resource(resource);
sub_resource_idx = view->sub_resource_idx;
layer_count = resource->type != WINED3D_RTYPE_TEXTURE_3D ? view->layer_count : 1;
for (i = 0; i < layer_count; ++i, sub_resource_idx += texture->level_count)
wined3d_texture_validate_location(texture, sub_resource_idx, location);
}
void wined3d_rendertarget_view_invalidate_location(struct wined3d_rendertarget_view *view, DWORD location)
{
wined3d_view_invalidate_location(view->resource, &view->desc, location);
}
static void wined3d_render_target_view_gl_cs_init(void *object)
{
struct wined3d_rendertarget_view_gl *view_gl = object;
struct wined3d_resource *resource = view_gl->v.resource;
const struct wined3d_view_desc *desc = &view_gl->v.desc;
TRACE("view_gl %p.\n", view_gl);
if (resource->type == WINED3D_RTYPE_BUFFER)
{
FIXME("Not implemented for resources %s.\n", debug_d3dresourcetype(resource->type));
}
else
{
struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture_from_resource(resource));
unsigned int depth_or_layer_count;
if (resource->type == WINED3D_RTYPE_TEXTURE_3D)
depth_or_layer_count = wined3d_texture_get_level_depth(&texture_gl->t, desc->u.texture.level_idx);
else
depth_or_layer_count = texture_gl->t.layer_count;
if (resource->format->id != view_gl->v.format->id
|| (view_gl->v.layer_count != 1 && view_gl->v.layer_count != depth_or_layer_count))
{
GLenum resource_class, view_class;
resource_class = wined3d_format_gl(resource->format)->view_class;
view_class = wined3d_format_gl(view_gl->v.format)->view_class;
if (resource_class != view_class)
{
FIXME("Render target view not supported, resource format %s, view format %s.\n",
debug_d3dformat(resource->format->id), debug_d3dformat(view_gl->v.format->id));
return;
}
if (texture_gl->t.swapchain && texture_gl->t.swapchain->state.desc.backbuffer_count > 1)
{
FIXME("Swapchain views not supported.\n");
return;
}
create_texture_view(&view_gl->gl_view, texture_gl->target, desc, texture_gl, view_gl->v.format);
}
}
}
static HRESULT wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *view,
const struct wined3d_view_desc *desc, struct wined3d_resource *resource,
void *parent, const struct wined3d_parent_ops *parent_ops)
{
BOOL allow_srgb_toggle = FALSE;
view->refcount = 1;
view->parent = parent;
view->parent_ops = parent_ops;
if (resource->type != WINED3D_RTYPE_BUFFER)
{
struct wined3d_texture *texture = texture_from_resource(resource);
if (texture->swapchain)
allow_srgb_toggle = TRUE;
}
if (!(view->format = validate_resource_view(desc, resource, TRUE, allow_srgb_toggle)))
return E_INVALIDARG;
view->format_flags = view->format->flags[resource->gl_type];
view->desc = *desc;
if (resource->type == WINED3D_RTYPE_BUFFER)
{
view->sub_resource_idx = 0;
view->layer_count = 1;
view->width = desc->u.buffer.count;
view->height = 1;
}
else
{
struct wined3d_texture *texture = texture_from_resource(resource);
view->sub_resource_idx = desc->u.texture.level_idx;
if (resource->type != WINED3D_RTYPE_TEXTURE_3D)
view->sub_resource_idx += desc->u.texture.layer_idx * texture->level_count;
view->layer_count = desc->u.texture.layer_count;
view->width = wined3d_texture_get_level_width(texture, desc->u.texture.level_idx);
view->height = wined3d_texture_get_level_height(texture, desc->u.texture.level_idx);
}
wined3d_resource_incref(view->resource = resource);
return WINED3D_OK;
}
HRESULT wined3d_rendertarget_view_no3d_init(struct wined3d_rendertarget_view *view_no3d,
const struct wined3d_view_desc *desc, struct wined3d_resource *resource,
void *parent, const struct wined3d_parent_ops *parent_ops)
{
TRACE("view_no3d %p, desc %s, resource %p, parent %p, parent_ops %p.\n",
view_no3d, wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops);
return wined3d_rendertarget_view_init(view_no3d, desc, resource, parent, parent_ops);
}
HRESULT wined3d_rendertarget_view_gl_init(struct wined3d_rendertarget_view_gl *view_gl,
const struct wined3d_view_desc *desc, struct wined3d_resource *resource,
void *parent, const struct wined3d_parent_ops *parent_ops)
{
HRESULT hr;
TRACE("view_gl %p, desc %s, resource %p, parent %p, parent_ops %p.\n",
view_gl, wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops);
if (FAILED(hr = wined3d_rendertarget_view_init(&view_gl->v, desc, resource, parent, parent_ops)))
return hr;
wined3d_cs_init_object(resource->device->cs, wined3d_render_target_view_gl_cs_init, view_gl);
return hr;
}
VkImageViewType vk_image_view_type_from_wined3d(enum wined3d_resource_type type, uint32_t flags)
{
switch (type)
{
case WINED3D_RTYPE_TEXTURE_1D:
if (flags & WINED3D_VIEW_TEXTURE_ARRAY)
return VK_IMAGE_VIEW_TYPE_1D_ARRAY;
else
return VK_IMAGE_VIEW_TYPE_1D;
case WINED3D_RTYPE_TEXTURE_2D:
if (flags & WINED3D_VIEW_TEXTURE_CUBE)
{
if (flags & WINED3D_VIEW_TEXTURE_ARRAY)
return VK_IMAGE_VIEW_TYPE_CUBE_ARRAY;
else
return VK_IMAGE_VIEW_TYPE_CUBE;
}
if (flags & WINED3D_VIEW_TEXTURE_ARRAY)
return VK_IMAGE_VIEW_TYPE_2D_ARRAY;
else
return VK_IMAGE_VIEW_TYPE_2D;
case WINED3D_RTYPE_TEXTURE_3D:
return VK_IMAGE_VIEW_TYPE_3D;
default:
ERR("Unhandled resource type %s.\n", debug_d3dresourcetype(type));
return ~0u;
}
}
static VkBufferView wined3d_view_vk_create_vk_buffer_view(struct wined3d_context_vk *context_vk,
const struct wined3d_view_desc *desc, struct wined3d_buffer_vk *buffer_vk,
const struct wined3d_format_vk *view_format_vk)
{
const struct wined3d_vk_info *vk_info = context_vk->vk_info;
VkBufferViewCreateInfo create_info;
struct wined3d_device_vk *device_vk;
VkBufferView vk_buffer_view;
unsigned int offset, size;
struct wined3d_bo_vk *bo;
VkResult vr;
get_buffer_view_range(&buffer_vk->b, desc, &view_format_vk->f, &offset, &size);
wined3d_buffer_prepare_location(&buffer_vk->b, &context_vk->c, WINED3D_LOCATION_BUFFER);
bo = (struct wined3d_bo_vk *)buffer_vk->b.buffer_object;
create_info.sType = VK_STRUCTURE_TYPE_BUFFER_VIEW_CREATE_INFO;
create_info.pNext = NULL;
create_info.flags = 0;
create_info.buffer = bo->vk_buffer;
create_info.format = view_format_vk->vk_format;
create_info.offset = bo->buffer_offset + offset;
create_info.range = size;
device_vk = wined3d_device_vk(buffer_vk->b.resource.device);
if ((vr = VK_CALL(vkCreateBufferView(device_vk->vk_device, &create_info, NULL, &vk_buffer_view))) < 0)
{
ERR("Failed to create buffer view, vr %s.\n", wined3d_debug_vkresult(vr));
return VK_NULL_HANDLE;
}
return vk_buffer_view;
}
static VkImageView wined3d_view_vk_create_vk_image_view(struct wined3d_context_vk *context_vk,
const struct wined3d_view_desc *desc, struct wined3d_texture_vk *texture_vk,
const struct wined3d_format_vk *view_format_vk, struct color_fixup_desc fixup, bool rtv)
{
const struct wined3d_resource *resource = &texture_vk->t.resource;
const struct wined3d_vk_info *vk_info = context_vk->vk_info;
const struct wined3d_format_vk *format_vk;
struct wined3d_device_vk *device_vk;
VkImageViewCreateInfo create_info;
VkImageView vk_image_view;
VkResult vr;
device_vk = wined3d_device_vk(resource->device);
if (!wined3d_texture_vk_prepare_texture(texture_vk, context_vk))
{
ERR("Failed to prepare texture.\n");
return VK_NULL_HANDLE;
}
/* Depth formats are a little complicated. For example, the typeless
* format corresponding to depth/stencil view format WINED3DFMT_D32_FLOAT
* is WINED3DFMT_R32_TYPELESS, and the corresponding shader resource view
* format would be WINED3DFMT_R32_FLOAT. Vulkan depth/stencil formats are
* only compatible with themselves, so it's not possible to create e.g. a
* VK_FORMAT_R32_SFLOAT view on a VK_FORMAT_D32_SFLOAT image. In order to
* make it work, we create Vulkan images for WINED3DFMT_R32_TYPELESS
* resources with either a depth format (VK_FORMAT_D32_SFLOAT) or a colour
* format, depending on whether the bind flags include
* WINED3D_BIND_DEPTH_STENCIL or not. In order to then create a Vulkan
* view on the image, we then replace the view format here with the
* underlying resource format. However, that means it's still not possible
* to create e.g. a WINED3DFMT_R32_UINT view on a WINED3DFMT_R32_TYPELESS
* depth/stencil resource. */
if (resource->bind_flags & WINED3D_BIND_DEPTH_STENCIL)
format_vk = wined3d_format_vk(resource->format);
else
format_vk = view_format_vk;
create_info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
create_info.pNext = NULL;
create_info.flags = 0;
create_info.image = texture_vk->image.vk_image;
create_info.viewType = vk_image_view_type_from_wined3d(resource->type, desc->flags);
if (rtv && create_info.viewType == VK_IMAGE_VIEW_TYPE_3D)
{
if (desc->u.texture.layer_count > 1)
create_info.viewType = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
else
create_info.viewType = VK_IMAGE_VIEW_TYPE_2D;
}
create_info.format = format_vk->vk_format;
if (is_stencil_view_format(&view_format_vk->f))
{
create_info.components.r = VK_COMPONENT_SWIZZLE_ZERO;
create_info.components.g = VK_COMPONENT_SWIZZLE_R;
create_info.components.b = VK_COMPONENT_SWIZZLE_ZERO;
create_info.components.a = VK_COMPONENT_SWIZZLE_ZERO;
}
else if (is_identity_fixup(fixup) || !can_use_texture_swizzle(context_vk->c.d3d_info, &format_vk->f))
{
create_info.components.r = VK_COMPONENT_SWIZZLE_IDENTITY;
create_info.components.g = VK_COMPONENT_SWIZZLE_IDENTITY;
create_info.components.b = VK_COMPONENT_SWIZZLE_IDENTITY;
create_info.components.a = VK_COMPONENT_SWIZZLE_IDENTITY;
}
else
{
wined3d_vk_swizzle_from_color_fixup(&create_info.components, fixup);
}
if ((resource->bind_flags & WINED3D_BIND_DEPTH_STENCIL)
&& (view_format_vk->f.red_size || view_format_vk->f.green_size))
{
create_info.subresourceRange.aspectMask = 0;
if (view_format_vk->f.red_size)
create_info.subresourceRange.aspectMask |= VK_IMAGE_ASPECT_DEPTH_BIT;
if (view_format_vk->f.green_size)
create_info.subresourceRange.aspectMask |= VK_IMAGE_ASPECT_STENCIL_BIT;
}
else
{
create_info.subresourceRange.aspectMask = vk_aspect_mask_from_format(&format_vk->f);
}
create_info.subresourceRange.baseMipLevel = desc->u.texture.level_idx;
create_info.subresourceRange.levelCount = desc->u.texture.level_count;
if (create_info.viewType == VK_IMAGE_VIEW_TYPE_3D)
{
if (desc->u.texture.layer_idx || (desc->u.texture.layer_count != texture_vk->t.resource.depth
&& desc->u.texture.layer_count != ~0u))
WARN("Partial 3D texture views are not supported.\n");
create_info.subresourceRange.baseArrayLayer = 0;
create_info.subresourceRange.layerCount = 1;
}
else
{
create_info.subresourceRange.baseArrayLayer = desc->u.texture.layer_idx;
create_info.subresourceRange.layerCount = desc->u.texture.layer_count;
}
if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &create_info, NULL, &vk_image_view))) < 0)
{
ERR("Failed to create Vulkan image view, vr %s.\n", wined3d_debug_vkresult(vr));
return VK_NULL_HANDLE;
}
return vk_image_view;
}
static void wined3d_render_target_view_vk_cs_init(void *object)
{
struct wined3d_rendertarget_view_vk *view_vk = object;
struct wined3d_view_desc *desc = &view_vk->v.desc;
const struct wined3d_format_vk *format_vk;
struct wined3d_texture_vk *texture_vk;
struct wined3d_resource *resource;
struct wined3d_context *context;
uint32_t default_flags = 0;
TRACE("view_vk %p.\n", view_vk);
resource = view_vk->v.resource;
if (resource->type == WINED3D_RTYPE_BUFFER)
{
FIXME("Buffer views not implemented.\n");
return;
}
texture_vk = wined3d_texture_vk(texture_from_resource(resource));
format_vk = wined3d_format_vk(view_vk->v.format);
if (texture_vk->t.layer_count > 1)
default_flags |= WINED3D_VIEW_TEXTURE_ARRAY;
if (resource->format->id == format_vk->f.id && desc->flags == default_flags
&& !desc->u.texture.level_idx && desc->u.texture.level_count == texture_vk->t.level_count
&& !desc->u.texture.layer_idx && desc->u.texture.layer_count == texture_vk->t.layer_count
&& !is_stencil_view_format(&format_vk->f) && resource->type != WINED3D_RTYPE_TEXTURE_3D
&& is_identity_fixup(format_vk->f.color_fixup))
{
TRACE("Creating identity render target view.\n");
return;
}
if (texture_vk->t.swapchain && texture_vk->t.swapchain->state.desc.backbuffer_count > 1)
{
FIXME("Swapchain views not supported.\n");
return;
}
context = context_acquire(resource->device, NULL, 0);
view_vk->vk_image_view = wined3d_view_vk_create_vk_image_view(wined3d_context_vk(context),
desc, texture_vk, format_vk, COLOR_FIXUP_IDENTITY, true);
context_release(context);
if (!view_vk->vk_image_view)
return;
TRACE("Created image view 0x%s.\n", wine_dbgstr_longlong(view_vk->vk_image_view));
}
HRESULT wined3d_rendertarget_view_vk_init(struct wined3d_rendertarget_view_vk *view_vk,
const struct wined3d_view_desc *desc, struct wined3d_resource *resource,
void *parent, const struct wined3d_parent_ops *parent_ops)
{
HRESULT hr;
TRACE("view_vk %p, desc %s, resource %p, parent %p, parent_ops %p.\n",
view_vk, wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops);
if (FAILED(hr = wined3d_rendertarget_view_init(&view_vk->v, desc, resource, parent, parent_ops)))
return hr;
wined3d_cs_init_object(resource->device->cs, wined3d_render_target_view_vk_cs_init, view_vk);
return hr;
}
HRESULT CDECL wined3d_rendertarget_view_create(const struct wined3d_view_desc *desc,
struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops,
struct wined3d_rendertarget_view **view)
{
const struct wined3d_adapter_ops *adapter_ops;
TRACE("desc %s, resource %p, parent %p, parent_ops %p, view %p.\n",
wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops, view);
adapter_ops = resource->device->adapter->adapter_ops;
return adapter_ops->adapter_create_rendertarget_view(desc, resource, parent, parent_ops, view);
}
HRESULT CDECL wined3d_rendertarget_view_create_from_sub_resource(struct wined3d_texture *texture,
unsigned int sub_resource_idx, void *parent, const struct wined3d_parent_ops *parent_ops,
struct wined3d_rendertarget_view **view)
{
struct wined3d_view_desc desc;
TRACE("texture %p, sub_resource_idx %u, parent %p, parent_ops %p, view %p.\n",
texture, sub_resource_idx, parent, parent_ops, view);
desc.format_id = texture->resource.format->id;
desc.flags = 0;
desc.u.texture.level_idx = sub_resource_idx % texture->level_count;
desc.u.texture.level_count = 1;
desc.u.texture.layer_idx = sub_resource_idx / texture->level_count;
desc.u.texture.layer_count = 1;
return wined3d_rendertarget_view_create(&desc, &texture->resource, parent, parent_ops, view);
}
ULONG CDECL wined3d_shader_resource_view_incref(struct wined3d_shader_resource_view *view)
{
ULONG refcount = InterlockedIncrement(&view->refcount);
TRACE("%p increasing refcount to %u.\n", view, refcount);
return refcount;
}
void wined3d_shader_resource_view_cleanup(struct wined3d_shader_resource_view *view)
{
/* Call wined3d_object_destroyed() before releasing the resource,
* since releasing the resource may end up destroying the parent. */
view->parent_ops->wined3d_object_destroyed(view->parent);
wined3d_resource_decref(view->resource);
}
ULONG CDECL wined3d_shader_resource_view_decref(struct wined3d_shader_resource_view *view)
{
ULONG refcount = InterlockedDecrement(&view->refcount);
TRACE("%p decreasing refcount to %u.\n", view, refcount);
if (!refcount)
{
wined3d_mutex_lock();
view->resource->device->adapter->adapter_ops->adapter_destroy_shader_resource_view(view);
wined3d_mutex_unlock();
}
return refcount;
}
void * CDECL wined3d_shader_resource_view_get_parent(const struct wined3d_shader_resource_view *view)
{
TRACE("view %p.\n", view);
return view->parent;
}
void wined3d_shader_resource_view_gl_update(struct wined3d_shader_resource_view_gl *srv_gl,
struct wined3d_context_gl *context_gl)
{
create_buffer_view(&srv_gl->gl_view, &context_gl->c, &srv_gl->v.desc,
buffer_from_resource(srv_gl->v.resource), srv_gl->v.format);
srv_gl->bo_user.valid = true;
}
static void wined3d_shader_resource_view_gl_cs_init(void *object)
{
struct wined3d_shader_resource_view_gl *view_gl = object;
struct wined3d_resource *resource = view_gl->v.resource;
const struct wined3d_format *view_format;
const struct wined3d_gl_info *gl_info;
const struct wined3d_view_desc *desc;
GLenum view_target;
TRACE("view_gl %p.\n", view_gl);
view_format = view_gl->v.format;
gl_info = &resource->device->adapter->gl_info;
desc = &view_gl->v.desc;
if (resource->type == WINED3D_RTYPE_BUFFER)
{
struct wined3d_buffer *buffer = buffer_from_resource(resource);
struct wined3d_context *context;
context = context_acquire(resource->device, NULL, 0);
create_buffer_view(&view_gl->gl_view, context, desc, buffer, view_format);
view_gl->bo_user.valid = true;
list_add_head(&wined3d_buffer_gl(buffer)->bo.b.users, &view_gl->bo_user.entry);
context_release(context);
}
else
{
struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture_from_resource(resource));
GLenum resource_class, view_class;
resource_class = wined3d_format_gl(resource->format)->view_class;
view_class = wined3d_format_gl(view_format)->view_class;
view_target = get_texture_view_target(gl_info, desc, texture_gl);
if (resource->format->id == view_format->id && texture_gl->target == view_target
&& !desc->u.texture.level_idx && desc->u.texture.level_count == texture_gl->t.level_count
&& !desc->u.texture.layer_idx && desc->u.texture.layer_count == texture_gl->t.layer_count
&& !is_stencil_view_format(view_format))
{
TRACE("Creating identity shader resource view.\n");
}
else if (texture_gl->t.swapchain && texture_gl->t.swapchain->state.desc.backbuffer_count > 1)
{
FIXME("Swapchain shader resource views not supported.\n");
}
else if (resource->format->typeless_id == view_format->typeless_id
&& resource_class == view_class)
{
create_texture_view(&view_gl->gl_view, view_target, desc, texture_gl, view_format);
}
else if (wined3d_format_is_depth_view(resource->format->id, view_format->id))
{
create_texture_view(&view_gl->gl_view, view_target, desc, texture_gl, resource->format);
}
else
{
FIXME("Shader resource view not supported, resource format %s, view format %s.\n",
debug_d3dformat(resource->format->id), debug_d3dformat(view_format->id));
}
}
}
static HRESULT wined3d_shader_resource_view_init(struct wined3d_shader_resource_view *view,
const struct wined3d_view_desc *desc, struct wined3d_resource *resource,
void *parent, const struct wined3d_parent_ops *parent_ops)
{
view->refcount = 1;
view->parent = parent;
view->parent_ops = parent_ops;
if (!(resource->bind_flags & WINED3D_BIND_SHADER_RESOURCE))
return E_INVALIDARG;
if (!(view->format = validate_resource_view(desc, resource, FALSE, FALSE)))
return E_INVALIDARG;
view->desc = *desc;
wined3d_resource_incref(view->resource = resource);
return WINED3D_OK;
}
HRESULT wined3d_shader_resource_view_gl_init(struct wined3d_shader_resource_view_gl *view_gl,
const struct wined3d_view_desc *desc, struct wined3d_resource *resource,
void *parent, const struct wined3d_parent_ops *parent_ops)
{
HRESULT hr;
TRACE("view_gl %p, desc %s, resource %p, parent %p, parent_ops %p.\n",
view_gl, wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops);
if (FAILED(hr = wined3d_shader_resource_view_init(&view_gl->v, desc, resource, parent, parent_ops)))
return hr;
list_init(&view_gl->bo_user.entry);
wined3d_cs_init_object(resource->device->cs, wined3d_shader_resource_view_gl_cs_init, view_gl);
return hr;
}
void wined3d_shader_resource_view_vk_update(struct wined3d_shader_resource_view_vk *srv_vk,
struct wined3d_context_vk *context_vk)
{
const struct wined3d_format_vk *view_format_vk = wined3d_format_vk(srv_vk->v.format);
const struct wined3d_view_desc *desc = &srv_vk->v.desc;
struct wined3d_resource *resource = srv_vk->v.resource;
struct wined3d_view_vk *view_vk = &srv_vk->view_vk;
struct wined3d_buffer_vk *buffer_vk;
VkBufferView vk_buffer_view;
buffer_vk = wined3d_buffer_vk(buffer_from_resource(resource));
wined3d_context_vk_destroy_vk_buffer_view(context_vk, view_vk->u.vk_buffer_view, view_vk->command_buffer_id);
if ((vk_buffer_view = wined3d_view_vk_create_vk_buffer_view(context_vk, desc, buffer_vk, view_format_vk)))
{
view_vk->u.vk_buffer_view = vk_buffer_view;
view_vk->bo_user.valid = true;
}
}
static void wined3d_shader_resource_view_vk_cs_init(void *object)
{
struct wined3d_shader_resource_view_vk *srv_vk = object;
struct wined3d_view_desc *desc = &srv_vk->v.desc;
struct wined3d_texture_vk *texture_vk;
const struct wined3d_format *format;
struct wined3d_buffer_vk *buffer_vk;
struct wined3d_resource *resource;
struct wined3d_context *context;
VkBufferView vk_buffer_view;
uint32_t default_flags = 0;
VkImageView vk_image_view;
struct wined3d_bo_vk *bo;
TRACE("srv_vk %p.\n", srv_vk);
resource = srv_vk->v.resource;
format = srv_vk->v.format;
if (resource->type == WINED3D_RTYPE_BUFFER)
{
buffer_vk = wined3d_buffer_vk(buffer_from_resource(resource));
context = context_acquire(resource->device, NULL, 0);
vk_buffer_view = wined3d_view_vk_create_vk_buffer_view(wined3d_context_vk(context),
desc, buffer_vk, wined3d_format_vk(format));
context_release(context);
if (!vk_buffer_view)
return;
bo = (struct wined3d_bo_vk *)buffer_vk->b.buffer_object;
TRACE("Created buffer view 0x%s.\n", wine_dbgstr_longlong(vk_buffer_view));
srv_vk->view_vk.u.vk_buffer_view = vk_buffer_view;
srv_vk->view_vk.bo_user.valid = true;
list_add_head(&bo->b.users, &srv_vk->view_vk.bo_user.entry);
return;
}
texture_vk = wined3d_texture_vk(texture_from_resource(resource));
if (texture_vk->t.layer_count > 1)
default_flags |= WINED3D_VIEW_TEXTURE_ARRAY;
if (resource->format->id == format->id && desc->flags == default_flags
&& !desc->u.texture.level_idx && desc->u.texture.level_count == texture_vk->t.level_count
&& !desc->u.texture.layer_idx && desc->u.texture.layer_count == texture_vk->t.layer_count
&& !(resource->bind_flags & WINED3D_BIND_DEPTH_STENCIL))
{
TRACE("Creating identity shader resource view.\n");
return;
}
if (texture_vk->t.swapchain && texture_vk->t.swapchain->state.desc.backbuffer_count > 1)
FIXME("Swapchain shader resource views not supported.\n");
context = context_acquire(resource->device, NULL, 0);
vk_image_view = wined3d_view_vk_create_vk_image_view(wined3d_context_vk(context),
desc, texture_vk, wined3d_format_vk(format), format->color_fixup, false);
context_release(context);
if (!vk_image_view)
return;
TRACE("Created image view 0x%s.\n", wine_dbgstr_longlong(vk_image_view));
srv_vk->view_vk.u.vk_image_info.imageView = vk_image_view;
srv_vk->view_vk.u.vk_image_info.sampler = VK_NULL_HANDLE;
srv_vk->view_vk.u.vk_image_info.imageLayout = texture_vk->layout;
}
HRESULT wined3d_shader_resource_view_vk_init(struct wined3d_shader_resource_view_vk *view_vk,
const struct wined3d_view_desc *desc, struct wined3d_resource *resource,
void *parent, const struct wined3d_parent_ops *parent_ops)
{
HRESULT hr;
TRACE("view_vk %p, desc %s, resource %p, parent %p, parent_ops %p.\n",
view_vk, wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops);
if (FAILED(hr = wined3d_shader_resource_view_init(&view_vk->v, desc, resource, parent, parent_ops)))
return hr;
list_init(&view_vk->view_vk.bo_user.entry);
wined3d_cs_init_object(resource->device->cs, wined3d_shader_resource_view_vk_cs_init, view_vk);
return hr;
}
HRESULT CDECL wined3d_shader_resource_view_create(const struct wined3d_view_desc *desc,
struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops,
struct wined3d_shader_resource_view **view)
{
const struct wined3d_adapter_ops *adapter_ops;
TRACE("desc %s, resource %p, parent %p, parent_ops %p, view %p.\n",
wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops, view);
adapter_ops = resource->device->adapter->adapter_ops;
return adapter_ops->adapter_create_shader_resource_view(desc, resource, parent, parent_ops, view);
}
void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl *view_gl,
unsigned int unit, struct wined3d_sampler_gl *sampler_gl, struct wined3d_context_gl *context_gl)
{
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
struct wined3d_texture_gl *texture_gl;
wined3d_context_gl_active_texture(context_gl, gl_info, unit);
if (view_gl->gl_view.name)
{
wined3d_context_gl_bind_texture(context_gl, view_gl->gl_view.target, view_gl->gl_view.name);
wined3d_sampler_gl_bind(sampler_gl, unit, NULL, context_gl);
return;
}
if (view_gl->v.resource->type == WINED3D_RTYPE_BUFFER)
{
FIXME("Buffer shader resources not supported.\n");
return;
}
texture_gl = wined3d_texture_gl(wined3d_texture_from_resource(view_gl->v.resource));
wined3d_texture_gl_bind(texture_gl, context_gl, FALSE);
wined3d_sampler_gl_bind(sampler_gl, unit, texture_gl, context_gl);
}
/* Context activation is done by the caller. */
static void shader_resource_view_gl_bind_and_dirtify(struct wined3d_shader_resource_view_gl *view_gl,
struct wined3d_context_gl *context_gl)
{
if (context_gl->active_texture < ARRAY_SIZE(context_gl->rev_tex_unit_map))
{
unsigned int active_sampler = context_gl->rev_tex_unit_map[context_gl->active_texture];
if (active_sampler != WINED3D_UNMAPPED_STAGE)
context_invalidate_state(&context_gl->c, STATE_SAMPLER(active_sampler));
}
/* FIXME: Ideally we'd only do this when touching a binding that's used by
* a shader. */
context_invalidate_compute_state(&context_gl->c, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
context_invalidate_state(&context_gl->c, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
wined3d_context_gl_bind_texture(context_gl, view_gl->gl_view.target, view_gl->gl_view.name);
}
void wined3d_shader_resource_view_gl_generate_mipmap(struct wined3d_shader_resource_view_gl *view_gl,
struct wined3d_context_gl *context_gl)
{
unsigned int i, j, layer_count, level_count, base_level, base_layer, sub_resource_idx;
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
struct wined3d_texture_gl *texture_gl;
struct gl_texture *gl_tex;
DWORD location;
BOOL srgb;
TRACE("view_gl %p.\n", view_gl);
layer_count = view_gl->v.desc.u.texture.layer_count;
level_count = view_gl->v.desc.u.texture.level_count;
base_level = view_gl->v.desc.u.texture.level_idx;
base_layer = view_gl->v.desc.u.texture.layer_idx;
texture_gl = wined3d_texture_gl(texture_from_resource(view_gl->v.resource));
srgb = !!(texture_gl->t.flags & WINED3D_TEXTURE_IS_SRGB);
location = srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
for (i = 0; i < layer_count; ++i)
{
sub_resource_idx = (base_layer + i) * texture_gl->t.level_count + base_level;
if (!wined3d_texture_load_location(&texture_gl->t, sub_resource_idx, &context_gl->c, location))
ERR("Failed to load source layer %u.\n", base_layer + i);
}
if (view_gl->gl_view.name)
{
shader_resource_view_gl_bind_and_dirtify(view_gl, context_gl);
}
else
{
wined3d_texture_gl_bind_and_dirtify(texture_gl, context_gl, srgb);
gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->target, GL_TEXTURE_BASE_LEVEL, base_level);
gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->target, GL_TEXTURE_MAX_LEVEL, base_level + level_count - 1);
}
if (gl_info->supported[ARB_SAMPLER_OBJECTS])
GL_EXTCALL(glBindSampler(context_gl->active_texture, 0));
gl_tex = wined3d_texture_gl_get_gl_texture(texture_gl, srgb);
if (context_gl->c.d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
{
gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->target,
GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
gl_tex->sampler_desc.srgb_decode = FALSE;
}
gl_info->fbo_ops.glGenerateMipmap(texture_gl->target);
checkGLcall("glGenerateMipMap()");
for (i = 0; i < layer_count; ++i)
{
for (j = 1; j < level_count; ++j)
{
sub_resource_idx = (base_layer + i) * texture_gl->t.level_count + base_level + j;
wined3d_texture_validate_location(&texture_gl->t, sub_resource_idx, location);
wined3d_texture_invalidate_location(&texture_gl->t, sub_resource_idx, ~location);
}
}
if (!view_gl->gl_view.name)
{
gl_tex->base_level = base_level;
gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->target,
GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1);
}
}
void wined3d_shader_resource_view_vk_generate_mipmap(struct wined3d_shader_resource_view_vk *srv_vk,
struct wined3d_context_vk *context_vk)
{
unsigned int i, j, layer_count, level_count, base_level, base_layer, sub_resource_idx;
const struct wined3d_vk_info *vk_info = context_vk->vk_info;
VkImageSubresourceRange vk_src_range, vk_dst_range;
struct wined3d_texture_vk *texture_vk;
VkCommandBuffer vk_command_buffer;
VkImageBlit region;
TRACE("srv_vk %p.\n", srv_vk);
layer_count = srv_vk->v.desc.u.texture.layer_count;
level_count = srv_vk->v.desc.u.texture.level_count;
base_level = srv_vk->v.desc.u.texture.level_idx;
base_layer = srv_vk->v.desc.u.texture.layer_idx;
texture_vk = wined3d_texture_vk(texture_from_resource(srv_vk->v.resource));
for (i = 0; i < layer_count; ++i)
{
sub_resource_idx = (base_layer + i) * texture_vk->t.level_count + base_level;
if (!wined3d_texture_load_location(&texture_vk->t, sub_resource_idx,
&context_vk->c, WINED3D_LOCATION_TEXTURE_RGB))
ERR("Failed to load source layer %u.\n", base_layer + i);
}
if (context_vk->c.d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
FIXME("Unhandled sRGB read/write control.\n");
if (wined3d_format_vk(srv_vk->v.format)->vk_format != wined3d_format_vk(texture_vk->t.resource.format)->vk_format)
FIXME("Ignoring view format %s.\n", debug_d3dformat(srv_vk->v.format->id));
if (wined3d_resource_get_sample_count(&texture_vk->t.resource) > 1)
FIXME("Unhandled multi-sampled resource.\n");
if (!(vk_command_buffer = wined3d_context_vk_get_command_buffer(context_vk)))
{
ERR("Failed to get command buffer.\n");
return;
}
vk_src_range.aspectMask = vk_aspect_mask_from_format(texture_vk->t.resource.format);
vk_src_range.baseMipLevel = base_level;
vk_src_range.levelCount = 1;
vk_src_range.baseArrayLayer = base_layer;
vk_src_range.layerCount = layer_count;
vk_dst_range = vk_src_range;
++vk_dst_range.baseMipLevel;
wined3d_context_vk_image_barrier(context_vk, vk_command_buffer,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT,
vk_access_mask_from_bind_flags(texture_vk->t.resource.bind_flags),
VK_ACCESS_TRANSFER_READ_BIT,
texture_vk->layout, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
texture_vk->image.vk_image, &vk_src_range);
wined3d_context_vk_image_barrier(context_vk, vk_command_buffer,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT,
vk_access_mask_from_bind_flags(texture_vk->t.resource.bind_flags),
VK_ACCESS_TRANSFER_WRITE_BIT,
texture_vk->layout, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
texture_vk->image.vk_image, &vk_dst_range);
region.srcSubresource.aspectMask = vk_src_range.aspectMask;
region.srcSubresource.mipLevel = vk_src_range.baseMipLevel;
region.srcSubresource.baseArrayLayer = vk_src_range.baseArrayLayer;
region.srcSubresource.layerCount = vk_src_range.layerCount;
region.srcOffsets[0].x = 0;
region.srcOffsets[0].y = 0;
region.srcOffsets[0].z = 0;
region.dstSubresource.aspectMask = vk_dst_range.aspectMask;
region.dstSubresource.mipLevel = vk_dst_range.baseMipLevel;
region.dstSubresource.baseArrayLayer = vk_dst_range.baseArrayLayer;
region.dstSubresource.layerCount = vk_dst_range.layerCount;
region.dstOffsets[0].x = 0;
region.dstOffsets[0].y = 0;
region.dstOffsets[0].z = 0;
for (i = 1; i < level_count; ++i)
{
region.srcOffsets[1].x = wined3d_texture_get_level_width(&texture_vk->t, vk_src_range.baseMipLevel);
region.srcOffsets[1].y = wined3d_texture_get_level_height(&texture_vk->t, vk_src_range.baseMipLevel);
region.srcOffsets[1].z = wined3d_texture_get_level_depth(&texture_vk->t, vk_src_range.baseMipLevel);
region.dstOffsets[1].x = wined3d_texture_get_level_width(&texture_vk->t, vk_dst_range.baseMipLevel);
region.dstOffsets[1].y = wined3d_texture_get_level_height(&texture_vk->t, vk_dst_range.baseMipLevel);
region.dstOffsets[1].z = wined3d_texture_get_level_depth(&texture_vk->t, vk_dst_range.baseMipLevel);
VK_CALL(vkCmdBlitImage(vk_command_buffer, texture_vk->image.vk_image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
texture_vk->image.vk_image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region, VK_FILTER_LINEAR));
wined3d_context_vk_image_barrier(context_vk, vk_command_buffer,
VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_ACCESS_TRANSFER_READ_BIT,
vk_access_mask_from_bind_flags(texture_vk->t.resource.bind_flags),
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, texture_vk->layout,
texture_vk->image.vk_image, &vk_src_range);
if (i == level_count - 1)
{
wined3d_context_vk_image_barrier(context_vk, vk_command_buffer,
VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_ACCESS_TRANSFER_WRITE_BIT,
vk_access_mask_from_bind_flags(texture_vk->t.resource.bind_flags),
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, texture_vk->layout,
texture_vk->image.vk_image, &vk_dst_range);
}
else
{
region.srcSubresource.mipLevel = ++vk_src_range.baseMipLevel;
region.dstSubresource.mipLevel = ++vk_dst_range.baseMipLevel;
wined3d_context_vk_image_barrier(context_vk, vk_command_buffer,
VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_TRANSFER_READ_BIT,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
texture_vk->image.vk_image, &vk_src_range);
wined3d_context_vk_image_barrier(context_vk, vk_command_buffer,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT,
vk_access_mask_from_bind_flags(texture_vk->t.resource.bind_flags),
VK_ACCESS_TRANSFER_WRITE_BIT,
texture_vk->layout, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
texture_vk->image.vk_image, &vk_dst_range);
}
}
for (i = 0; i < layer_count; ++i)
{
for (j = 1; j < level_count; ++j)
{
sub_resource_idx = (base_layer + i) * texture_vk->t.level_count + base_level + j;
wined3d_texture_validate_location(&texture_vk->t, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
wined3d_texture_invalidate_location(&texture_vk->t, sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
}
}
wined3d_context_vk_reference_texture(context_vk, texture_vk);
}
ULONG CDECL wined3d_unordered_access_view_incref(struct wined3d_unordered_access_view *view)
{
ULONG refcount = InterlockedIncrement(&view->refcount);
TRACE("%p increasing refcount to %u.\n", view, refcount);
return refcount;
}
void wined3d_unordered_access_view_cleanup(struct wined3d_unordered_access_view *view)
{
/* Call wined3d_object_destroyed() before releasing the resource,
* since releasing the resource may end up destroying the parent. */
view->parent_ops->wined3d_object_destroyed(view->parent);
wined3d_resource_decref(view->resource);
}
ULONG CDECL wined3d_unordered_access_view_decref(struct wined3d_unordered_access_view *view)
{
ULONG refcount = InterlockedDecrement(&view->refcount);
TRACE("%p decreasing refcount to %u.\n", view, refcount);
if (!refcount)
{
wined3d_mutex_lock();
view->resource->device->adapter->adapter_ops->adapter_destroy_unordered_access_view(view);
wined3d_mutex_unlock();
}
return refcount;
}
void * CDECL wined3d_unordered_access_view_get_parent(const struct wined3d_unordered_access_view *view)
{
TRACE("view %p.\n", view);
return view->parent;
}
void wined3d_unordered_access_view_invalidate_location(struct wined3d_unordered_access_view *view,
DWORD location)
{
wined3d_view_invalidate_location(view->resource, &view->desc, location);
}
void wined3d_unordered_access_view_gl_clear(struct wined3d_unordered_access_view_gl *view_gl,
const struct wined3d_uvec4 *clear_value, struct wined3d_context_gl *context_gl, bool fp)
{
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
const struct wined3d_format_gl *format_gl;
struct wined3d_buffer_gl *buffer_gl;
struct wined3d_resource *resource;
unsigned int offset, size;
resource = view_gl->v.resource;
if (resource->type != WINED3D_RTYPE_BUFFER)
{
unsigned int layer_count, level_count, base_level, base_layer;
unsigned int sub_resource_idx, width, height, depth, i, j;
struct wined3d_texture_gl *texture_gl;
const void *data = clear_value;
GLenum gl_format, gl_type;
uint32_t packed;
if (!gl_info->supported[ARB_CLEAR_TEXTURE])
{
FIXME("OpenGL implementation does not support ARB_clear_texture.\n");
return;
}
format_gl = wined3d_format_gl(resource->format);
texture_gl = wined3d_texture_gl(texture_from_resource(resource));
layer_count = view_gl->v.desc.u.texture.layer_count;
level_count = view_gl->v.desc.u.texture.level_count;
base_layer = view_gl->v.desc.u.texture.layer_idx;
base_level = view_gl->v.desc.u.texture.level_idx;
if (format_gl->f.byte_count <= 4 && !fp)
{
gl_format = format_gl->format;
gl_type = format_gl->type;
packed = wined3d_format_pack(&format_gl->f, clear_value);
data = &packed;
}
else if (resource->format_flags & WINED3DFMT_FLAG_INTEGER)
{
gl_format = GL_RGBA_INTEGER;
gl_type = GL_UNSIGNED_INT;
}
else
{
gl_format = GL_RGBA;
gl_type = GL_FLOAT;
}
for (i = 0; i < layer_count; ++i)
{
for (j = 0; j < level_count; ++j)
{
sub_resource_idx = (base_layer + i) * texture_gl->t.level_count + base_level + j;
wined3d_texture_prepare_location(&texture_gl->t, sub_resource_idx,
&context_gl->c, WINED3D_LOCATION_TEXTURE_RGB);
width = wined3d_texture_get_level_width(&texture_gl->t, base_level + j);
height = wined3d_texture_get_level_height(&texture_gl->t, base_level + j);
depth = wined3d_texture_get_level_depth(&texture_gl->t, base_level + j);
switch (texture_gl->target)
{
case GL_TEXTURE_1D_ARRAY:
GL_EXTCALL(glClearTexSubImage(texture_gl->texture_rgb.name, base_level + j,
0, base_layer + i, 0, width, 1, 1, gl_format, gl_type, data));
break;
case GL_TEXTURE_2D_ARRAY:
case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
case GL_TEXTURE_CUBE_MAP:
case GL_TEXTURE_CUBE_MAP_ARRAY:
GL_EXTCALL(glClearTexSubImage(texture_gl->texture_rgb.name, base_level + j,
0, 0, base_layer + i, width, height, 1, gl_format, gl_type, data));
break;
default:
GL_EXTCALL(glClearTexSubImage(texture_gl->texture_rgb.name, base_level + j,
0, 0, 0, width, height, depth, gl_format, gl_type, data));
break;
}
wined3d_texture_validate_location(&texture_gl->t, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
wined3d_texture_invalidate_location(&texture_gl->t, sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
}
}
return;
}
if (!gl_info->supported[ARB_CLEAR_BUFFER_OBJECT])
{
FIXME("OpenGL implementation does not support ARB_clear_buffer_object.\n");
return;
}
format_gl = wined3d_format_gl(view_gl->v.format);
if (format_gl->f.id != WINED3DFMT_R32_UINT && format_gl->f.id != WINED3DFMT_R32_SINT
&& format_gl->f.id != WINED3DFMT_R32G32B32A32_UINT
&& format_gl->f.id != WINED3DFMT_R32G32B32A32_SINT)
{
FIXME("Not implemented for format %s.\n", debug_d3dformat(format_gl->f.id));
return;
}
if (fp)
{
FIXME("Floating-point buffer clears not implemented.\n");
return;
}
buffer_gl = wined3d_buffer_gl(buffer_from_resource(resource));
wined3d_buffer_load_location(&buffer_gl->b, &context_gl->c, WINED3D_LOCATION_BUFFER);
wined3d_unordered_access_view_invalidate_location(&view_gl->v, ~WINED3D_LOCATION_BUFFER);
get_buffer_view_range(&buffer_gl->b, &view_gl->v.desc, &format_gl->f, &offset, &size);
wined3d_context_gl_bind_bo(context_gl, buffer_gl->bo.binding, buffer_gl->bo.id);
GL_EXTCALL(glClearBufferSubData(buffer_gl->bo.binding, format_gl->internal,
offset, size, format_gl->format, format_gl->type, clear_value));
wined3d_context_gl_reference_bo(context_gl, &buffer_gl->bo);
checkGLcall("clear unordered access view");
}
void wined3d_unordered_access_view_set_counter(struct wined3d_unordered_access_view *view,
unsigned int value)
{
struct wined3d_bo_address dst, src;
struct wined3d_context *context;
if (!view->counter_bo)
return;
context = context_acquire(view->resource->device, NULL, 0);
src.buffer_object = 0;
src.addr = (void *)&value;
dst.buffer_object = view->counter_bo;
dst.addr = NULL;
wined3d_context_copy_bo_address(context, &dst, &src, sizeof(uint32_t));
context_release(context);
}
void wined3d_unordered_access_view_copy_counter(struct wined3d_unordered_access_view *view,
struct wined3d_buffer *buffer, unsigned int offset, struct wined3d_context *context)
{
struct wined3d_const_bo_address src;
if (!view->counter_bo)
return;
src.buffer_object = view->counter_bo;
src.addr = NULL;
wined3d_buffer_copy_bo_address(buffer, context, offset, &src, sizeof(uint32_t));
}
void wined3d_unordered_access_view_gl_update(struct wined3d_unordered_access_view_gl *uav_gl,
struct wined3d_context_gl *context_gl)
{
create_buffer_view(&uav_gl->gl_view, &context_gl->c, &uav_gl->v.desc,
buffer_from_resource(uav_gl->v.resource), uav_gl->v.format);
uav_gl->bo_user.valid = true;
}
static void wined3d_unordered_access_view_gl_cs_init(void *object)
{
struct wined3d_unordered_access_view_gl *view_gl = object;
struct wined3d_resource *resource = view_gl->v.resource;
struct wined3d_view_desc *desc = &view_gl->v.desc;
const struct wined3d_gl_info *gl_info;
TRACE("view_gl %p.\n", view_gl);
gl_info = &resource->device->adapter->gl_info;
if (resource->type == WINED3D_RTYPE_BUFFER)
{
struct wined3d_buffer *buffer = buffer_from_resource(resource);
struct wined3d_context_gl *context_gl;
context_gl = wined3d_context_gl(context_acquire(resource->device, NULL, 0));
create_buffer_view(&view_gl->gl_view, &context_gl->c, desc, buffer, view_gl->v.format);
view_gl->bo_user.valid = true;
list_add_head(&wined3d_buffer_gl(buffer)->bo.b.users, &view_gl->bo_user.entry);
if (desc->flags & (WINED3D_VIEW_BUFFER_COUNTER | WINED3D_VIEW_BUFFER_APPEND))
{
struct wined3d_bo_gl *bo = &view_gl->counter_bo;
view_gl->v.counter_bo = (uintptr_t)bo;
wined3d_context_gl_create_bo(context_gl, sizeof(uint32_t), GL_ATOMIC_COUNTER_BUFFER,
GL_STATIC_DRAW, true, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_CLIENT_STORAGE_BIT, bo);
wined3d_unordered_access_view_set_counter(&view_gl->v, 0);
}
context_release(&context_gl->c);
}
else
{
struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture_from_resource(resource));
unsigned int depth_or_layer_count;
if (resource->type == WINED3D_RTYPE_TEXTURE_3D)
depth_or_layer_count = wined3d_texture_get_level_depth(&texture_gl->t, desc->u.texture.level_idx);
else
depth_or_layer_count = texture_gl->t.layer_count;
if (desc->u.texture.layer_idx || desc->u.texture.layer_count != depth_or_layer_count)
{
create_texture_view(&view_gl->gl_view, get_texture_view_target(gl_info, desc, texture_gl),
desc, texture_gl, view_gl->v.format);
}
}
}
static HRESULT wined3d_unordered_access_view_init(struct wined3d_unordered_access_view *view,
const struct wined3d_view_desc *desc, struct wined3d_resource *resource,
void *parent, const struct wined3d_parent_ops *parent_ops)
{
view->refcount = 1;
view->parent = parent;
view->parent_ops = parent_ops;
if (!(resource->bind_flags & WINED3D_BIND_UNORDERED_ACCESS))
return E_INVALIDARG;
if (!(view->format = validate_resource_view(desc, resource, TRUE, FALSE)))
return E_INVALIDARG;
view->desc = *desc;
wined3d_resource_incref(view->resource = resource);
return WINED3D_OK;
}
HRESULT wined3d_unordered_access_view_gl_init(struct wined3d_unordered_access_view_gl *view_gl,
const struct wined3d_view_desc *desc, struct wined3d_resource *resource,
void *parent, const struct wined3d_parent_ops *parent_ops)
{
HRESULT hr;
TRACE("view_gl %p, desc %s, resource %p, parent %p, parent_ops %p.\n",
view_gl, wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops);
if (FAILED(hr = wined3d_unordered_access_view_init(&view_gl->v, desc, resource, parent, parent_ops)))
return hr;
list_init(&view_gl->bo_user.entry);
wined3d_cs_init_object(resource->device->cs, wined3d_unordered_access_view_gl_cs_init, view_gl);
return hr;
}
struct wined3d_uav_clear_constants_vk
{
VkClearColorValue color;
VkOffset2D offset;
VkExtent2D extent;
};
static VkPipeline create_uav_pipeline(struct wined3d_context_vk *context_vk,
struct wined3d_pipeline_layout_vk *layout, const DWORD *byte_code, size_t byte_code_size,
enum wined3d_shader_resource_type resource_type)
{
VkComputePipelineCreateInfo pipeline_info;
struct wined3d_shader_desc shader_desc;
const struct wined3d_vk_info *vk_info;
struct wined3d_context *context;
VkShaderModule shader_module;
VkDevice vk_device;
VkPipeline result;
VkResult vr;
vk_info = context_vk->vk_info;
context = &context_vk->c;
shader_desc.byte_code = byte_code;
shader_desc.byte_code_size = byte_code_size;
shader_module = (VkShaderModule)context->device->adapter->shader_backend->shader_compile(context, &shader_desc,
WINED3D_SHADER_TYPE_COMPUTE);
if (shader_module == VK_NULL_HANDLE)
{
ERR("Failed to create shader.\n");
return VK_NULL_HANDLE;
}
pipeline_info.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO;
pipeline_info.pNext = NULL;
pipeline_info.flags = 0;
pipeline_info.stage.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
pipeline_info.stage.pNext = NULL;
pipeline_info.stage.flags = 0;
pipeline_info.stage.stage = VK_SHADER_STAGE_COMPUTE_BIT;
pipeline_info.stage.pName = "main";
pipeline_info.stage.pSpecializationInfo = NULL;
pipeline_info.stage.module = shader_module;
pipeline_info.layout = layout->vk_pipeline_layout;
pipeline_info.basePipelineHandle = VK_NULL_HANDLE;
pipeline_info.basePipelineIndex = -1;
vk_device = wined3d_device_vk(context->device)->vk_device;
if ((vr = VK_CALL(vkCreateComputePipelines(vk_device, VK_NULL_HANDLE, 1, &pipeline_info, NULL, &result))) < 0)
{
ERR("Failed to create Vulkan compute pipeline, vr %s.\n", wined3d_debug_vkresult(vr));
return VK_NULL_HANDLE;
}
VK_CALL(vkDestroyShaderModule(vk_device, shader_module, NULL));
return result;
}
void wined3d_device_vk_uav_clear_state_init(struct wined3d_device_vk *device_vk)
{
struct wined3d_uav_clear_state_vk *state = &device_vk->uav_clear_state;
struct wined3d_context_vk *context_vk = &device_vk->context_vk;
VkDescriptorSetLayoutBinding vk_set_bindings[2];
vk_set_bindings[0].binding = 0;
vk_set_bindings[0].descriptorCount = 1;
vk_set_bindings[0].stageFlags = VK_SHADER_STAGE_COMPUTE_BIT;
vk_set_bindings[0].pImmutableSamplers = NULL;
vk_set_bindings[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
vk_set_bindings[1].binding = 1;
vk_set_bindings[1].descriptorCount = 1;
vk_set_bindings[1].stageFlags = VK_SHADER_STAGE_COMPUTE_BIT;
vk_set_bindings[1].pImmutableSamplers = NULL;
vk_set_bindings[1].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
state->image_layout = wined3d_context_vk_get_pipeline_layout(context_vk, vk_set_bindings, 2);
vk_set_bindings[1].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER;
state->buffer_layout = wined3d_context_vk_get_pipeline_layout(context_vk, vk_set_bindings, 2);
#define SHADER_DESC(name) name, sizeof(name)
state->float_pipelines.buffer = create_uav_pipeline(context_vk, state->buffer_layout,
SHADER_DESC(cs_uav_clear_buffer_float_code), WINED3D_SHADER_RESOURCE_BUFFER);
state->uint_pipelines.buffer = create_uav_pipeline(context_vk, state->buffer_layout,
SHADER_DESC(cs_uav_clear_buffer_uint_code), WINED3D_SHADER_RESOURCE_BUFFER);
state->float_pipelines.image_1d = create_uav_pipeline(context_vk, state->image_layout,
SHADER_DESC(cs_uav_clear_1d_float_code), WINED3D_SHADER_RESOURCE_TEXTURE_1D);
state->uint_pipelines.image_1d = create_uav_pipeline(context_vk, state->image_layout,
SHADER_DESC(cs_uav_clear_1d_uint_code), WINED3D_SHADER_RESOURCE_TEXTURE_1D);
state->float_pipelines.image_1d_array = create_uav_pipeline(context_vk, state->image_layout,
SHADER_DESC(cs_uav_clear_1d_array_float_code), WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY);
state->uint_pipelines.image_1d_array = create_uav_pipeline(context_vk, state->image_layout,
SHADER_DESC(cs_uav_clear_1d_array_uint_code), WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY);
state->float_pipelines.image_2d = create_uav_pipeline(context_vk, state->image_layout,
SHADER_DESC(cs_uav_clear_2d_float_code), WINED3D_SHADER_RESOURCE_TEXTURE_2D);
state->uint_pipelines.image_2d = create_uav_pipeline(context_vk, state->image_layout,
SHADER_DESC(cs_uav_clear_2d_uint_code), WINED3D_SHADER_RESOURCE_TEXTURE_2D);
state->float_pipelines.image_2d_array = create_uav_pipeline(context_vk, state->image_layout,
SHADER_DESC(cs_uav_clear_2d_array_float_code), WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY);
state->uint_pipelines.image_2d_array = create_uav_pipeline(context_vk, state->image_layout,
SHADER_DESC(cs_uav_clear_2d_array_uint_code), WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY);
state->float_pipelines.image_3d = create_uav_pipeline(context_vk, state->image_layout,
SHADER_DESC(cs_uav_clear_3d_float_code), WINED3D_SHADER_RESOURCE_TEXTURE_3D);
state->uint_pipelines.image_3d = create_uav_pipeline(context_vk, state->image_layout,
SHADER_DESC(cs_uav_clear_3d_uint_code), WINED3D_SHADER_RESOURCE_TEXTURE_3D);
#undef SHADER_DESC
state->buffer_group_size.x = 128;
state->buffer_group_size.y = 1;
state->buffer_group_size.z = 1;
state->image_1d_group_size.x = 64;
state->image_1d_group_size.y = 1;
state->image_1d_group_size.z = 1;
state->image_1d_array_group_size.x = 64;
state->image_1d_array_group_size.y = 1;
state->image_1d_array_group_size.z = 1;
state->image_2d_group_size.x = 8;
state->image_2d_group_size.y = 8;
state->image_2d_group_size.z = 1;
state->image_2d_array_group_size.x = 8;
state->image_2d_array_group_size.y = 8;
state->image_2d_array_group_size.z = 1;
state->image_3d_group_size.x = 8;
state->image_3d_group_size.y = 8;
state->image_3d_group_size.z = 1;
}
void wined3d_device_vk_uav_clear_state_cleanup(struct wined3d_device_vk *device_vk)
{
struct wined3d_uav_clear_state_vk *state = &device_vk->uav_clear_state;
const struct wined3d_vk_info *vk_info = &device_vk->vk_info;
VK_CALL(vkDestroyPipeline(device_vk->vk_device, state->float_pipelines.buffer, NULL));
VK_CALL(vkDestroyPipeline(device_vk->vk_device, state->float_pipelines.image_1d, NULL));
VK_CALL(vkDestroyPipeline(device_vk->vk_device, state->float_pipelines.image_1d_array, NULL));
VK_CALL(vkDestroyPipeline(device_vk->vk_device, state->float_pipelines.image_2d, NULL));
VK_CALL(vkDestroyPipeline(device_vk->vk_device, state->float_pipelines.image_2d_array, NULL));
VK_CALL(vkDestroyPipeline(device_vk->vk_device, state->float_pipelines.image_3d, NULL));
VK_CALL(vkDestroyPipeline(device_vk->vk_device, state->uint_pipelines.buffer, NULL));
VK_CALL(vkDestroyPipeline(device_vk->vk_device, state->uint_pipelines.image_1d, NULL));
VK_CALL(vkDestroyPipeline(device_vk->vk_device, state->uint_pipelines.image_1d_array, NULL));
VK_CALL(vkDestroyPipeline(device_vk->vk_device, state->uint_pipelines.image_2d, NULL));
VK_CALL(vkDestroyPipeline(device_vk->vk_device, state->uint_pipelines.image_2d_array, NULL));
VK_CALL(vkDestroyPipeline(device_vk->vk_device, state->uint_pipelines.image_3d, NULL));
}
void wined3d_unordered_access_view_vk_clear(struct wined3d_unordered_access_view_vk *view_vk,
const struct wined3d_uvec4 *clear_value, struct wined3d_context_vk *context_vk, bool fp)
{
struct wined3d_bo_address cb_source_address, cb_destination_address;
const struct wined3d_format *view_format = view_vk->v.format;
struct wined3d_view_desc *view_desc = &view_vk->v.desc;
struct wined3d_uav_clear_constants_vk constants = {0};
struct wined3d_device *device = context_vk->c.device;
struct wined3d_shader_thread_group_size group_count;
enum wined3d_format_id format_id = view_format->id;
struct wined3d_uav_clear_pipelines_vk *pipelines;
struct wined3d_texture_vk *texture_vk = NULL;
struct wined3d_pipeline_layout_vk *layout;
struct wined3d_uav_clear_state_vk *state;
const struct wined3d_vk_info *vk_info;
VkDescriptorImageInfo vk_image_info;
struct wined3d_device_vk *device_vk;
VkDescriptorBufferInfo buffer_info;
struct wined3d_resource *resource;
VkCommandBuffer vk_command_buffer;
struct wined3d_bo_vk constants_bo;
VkWriteDescriptorSet vk_writes[2];
VkBufferView vk_buffer_view;
VkMemoryBarrier vk_barrier;
VkPipeline vk_pipeline;
DWORD uav_location;
unsigned int level;
bool is_array;
VkResult vr;
device_vk = wined3d_device_vk(device);
state = &device_vk->uav_clear_state;
pipelines = fp ? &state->float_pipelines : &state->uint_pipelines;
resource = view_vk->v.resource;
is_array = view_desc->flags & WINED3D_VIEW_TEXTURE_ARRAY;
switch (resource->type)
{
case WINED3D_RTYPE_BUFFER:
vk_pipeline = pipelines->buffer;
group_count = state->buffer_group_size;
break;
case WINED3D_RTYPE_TEXTURE_1D:
if (is_array)
{
vk_pipeline = pipelines->image_1d_array;
group_count = state->image_1d_array_group_size;
}
else
{
vk_pipeline = pipelines->image_1d;
group_count = state->image_1d_group_size;
}
break;
case WINED3D_RTYPE_TEXTURE_2D:
if (is_array)
{
vk_pipeline = pipelines->image_2d_array;
group_count = state->image_2d_array_group_size;
}
else
{
vk_pipeline = pipelines->image_2d;
group_count = state->image_2d_group_size;
}
break;
case WINED3D_RTYPE_TEXTURE_3D:
vk_pipeline = pipelines->image_3d;
group_count = state->image_3d_group_size;
break;
default:
ERR("Unhandled resource type %s.\n", debug_d3dresourcetype(resource->type));
return;
}
if (vk_pipeline == VK_NULL_HANDLE)
{
ERR("Pipeline was not correctly initialized.\n");
return;
}
vk_writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
vk_writes[0].pNext = NULL;
vk_writes[0].dstBinding = 1;
vk_writes[0].dstArrayElement = 0;
vk_writes[0].descriptorCount = 1;
vk_writes[0].pImageInfo = NULL;
vk_writes[0].pTexelBufferView = &vk_buffer_view;
vk_writes[0].pImageInfo = &vk_image_info;
if (resource->type == WINED3D_RTYPE_BUFFER)
{
uav_location = WINED3D_LOCATION_BUFFER;
layout = state->buffer_layout;
vk_writes[0].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER;
constants.extent.width = view_desc->u.buffer.count;
constants.extent.height = 1;
}
else
{
texture_vk = wined3d_texture_vk(wined3d_texture_from_resource(resource));
uav_location = WINED3D_LOCATION_TEXTURE_RGB;
layout = state->image_layout;
vk_writes[0].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
level = view_desc->u.texture.level_idx;
constants.extent.width = wined3d_texture_get_level_width(&texture_vk->t, level);
constants.extent.height = wined3d_texture_get_level_height(&texture_vk->t, level);
group_count.z = (view_desc->u.texture.layer_count + group_count.z - 1) / group_count.z;
}
group_count.x = (constants.extent.width + group_count.x - 1) / group_count.x;
group_count.y = (constants.extent.height + group_count.y - 1) / group_count.y;
constants.color.uint32[0] = clear_value->x;
constants.color.uint32[1] = clear_value->y;
constants.color.uint32[2] = clear_value->z;
constants.color.uint32[3] = clear_value->w;
if (!fp)
{
/* Make sure values are truncated, not saturated to some maximum value. */
constants.color.uint32[0] &= wined3d_mask_from_size(view_format->red_size);
constants.color.uint32[1] &= wined3d_mask_from_size(view_format->green_size);
constants.color.uint32[2] &= wined3d_mask_from_size(view_format->blue_size);
constants.color.uint32[3] &= wined3d_mask_from_size(view_format->alpha_size);
if (view_format->id == WINED3DFMT_R11G11B10_FLOAT)
{
constants.color.uint32[0] |= constants.color.uint32[1] << 11;
constants.color.uint32[0] |= constants.color.uint32[2] << 22;
format_id = WINED3DFMT_R32_UINT;
}
else
{
format_id = wined3d_get_typed_format_id(context_vk->c.device->adapter, view_format,
WINED3D_CHANNEL_TYPE_UINT);
}
}
if (format_id == WINED3DFMT_UNKNOWN)
{
ERR("Unsupported format %s.\n", debug_d3dformat(view_format->id));
return;
}
wined3d_view_load_location(resource, view_desc, &context_vk->c, uav_location);
wined3d_unordered_access_view_invalidate_location(&view_vk->v, ~uav_location);
if (resource->type == WINED3D_RTYPE_BUFFER)
{
if (format_id == view_format->id)
vk_buffer_view = view_vk->view_vk.u.vk_buffer_view;
else
{
vk_buffer_view = wined3d_view_vk_create_vk_buffer_view(context_vk, view_desc,
wined3d_buffer_vk(buffer_from_resource(resource)), wined3d_format_vk(
wined3d_get_format(context_vk->c.device->adapter, format_id, WINED3D_BIND_UNORDERED_ACCESS)));
if (vk_buffer_view == VK_NULL_HANDLE)
return;
}
}
else
{
if (format_id == view_format->id)
{
vk_image_info = view_vk->view_vk.u.vk_image_info;
if (!vk_image_info.imageView)
{
const VkDescriptorImageInfo *default_info;
if (!(default_info = wined3d_texture_vk_get_default_image_info(texture_vk, context_vk)))
return;
vk_image_info = *default_info;
}
}
else
{
vk_image_info.sampler = VK_NULL_HANDLE;
vk_image_info.imageLayout = texture_vk->layout;
vk_image_info.imageView = wined3d_view_vk_create_vk_image_view(context_vk, view_desc, texture_vk,
wined3d_format_vk(wined3d_get_format(context_vk->c.device->adapter, format_id,
WINED3D_BIND_UNORDERED_ACCESS)),
COLOR_FIXUP_IDENTITY, false);
if (vk_image_info.imageView == VK_NULL_HANDLE)
return;
}
}
vk_writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
vk_writes[1].pNext = NULL;
vk_writes[1].dstBinding = 0;
vk_writes[1].dstArrayElement = 0;
vk_writes[1].descriptorCount = 1;
vk_writes[1].pImageInfo = NULL;
vk_writes[1].pTexelBufferView = NULL;
vk_writes[1].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
vk_writes[1].pBufferInfo = &buffer_info;
if (!wined3d_context_vk_create_bo(context_vk, sizeof(constants), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, &constants_bo))
{
ERR("Failed to create constants BO.\n");
goto out;
}
cb_source_address.buffer_object = 0;
cb_source_address.addr = (BYTE *)&constants;
cb_destination_address.buffer_object = (UINT_PTR)&constants_bo;
cb_destination_address.addr = 0;
adapter_vk_copy_bo_address(&context_vk->c, &cb_destination_address, &cb_source_address, sizeof(constants));
buffer_info.buffer = constants_bo.vk_buffer;
buffer_info.range = constants_bo.size;
buffer_info.offset = constants_bo.buffer_offset;
vk_info = context_vk->vk_info;
vr = wined3d_context_vk_create_vk_descriptor_set(context_vk, layout->vk_set_layout, &vk_writes[0].dstSet);
if (vr != VK_SUCCESS)
{
ERR("Failed to create descriptor set.\n");
wined3d_context_vk_destroy_bo(context_vk, &constants_bo);
goto out;
}
vk_writes[1].dstSet = vk_writes[0].dstSet;
VK_CALL(vkUpdateDescriptorSets(device_vk->vk_device, 2, vk_writes, 0, NULL));
vk_command_buffer = wined3d_context_vk_get_command_buffer(context_vk);
wined3d_context_vk_end_current_render_pass(context_vk);
wined3d_context_vk_reference_unordered_access_view(context_vk, view_vk);
wined3d_context_vk_reference_bo(context_vk, &constants_bo);
wined3d_context_vk_destroy_bo(context_vk, &constants_bo);
vk_barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER;
vk_barrier.pNext = NULL;
vk_barrier.srcAccessMask = vk_access_mask_from_bind_flags(resource->bind_flags);
vk_barrier.dstAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
VK_CALL(vkCmdPipelineBarrier(vk_command_buffer,
vk_pipeline_stage_mask_from_bind_flags(resource->bind_flags),
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
0, 1, &vk_barrier, 0, NULL, 0, NULL));
VK_CALL(vkCmdBindPipeline(vk_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, vk_pipeline));
VK_CALL(vkCmdBindDescriptorSets(vk_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE,
layout->vk_pipeline_layout, 0, 1, &vk_writes[0].dstSet, 0, NULL));
VK_CALL(vkCmdDispatch(vk_command_buffer, group_count.x, group_count.y, group_count.z));
vk_barrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
vk_barrier.dstAccessMask = vk_access_mask_from_bind_flags(resource->bind_flags);
VK_CALL(vkCmdPipelineBarrier(vk_command_buffer,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
vk_pipeline_stage_mask_from_bind_flags(resource->bind_flags),
0, 1, &vk_barrier, 0, NULL, 0, NULL));
context_invalidate_compute_state(&context_vk->c, STATE_COMPUTE_SHADER);
out:
if (format_id != view_format->id)
{
if (resource->type == WINED3D_RTYPE_BUFFER)
wined3d_context_vk_destroy_vk_buffer_view(context_vk, vk_buffer_view, view_vk->view_vk.command_buffer_id);
else
wined3d_context_vk_destroy_vk_image_view(context_vk, vk_image_info.imageView,
view_vk->view_vk.command_buffer_id);
}
}
void wined3d_unordered_access_view_vk_update(struct wined3d_unordered_access_view_vk *uav_vk,
struct wined3d_context_vk *context_vk)
{
const struct wined3d_format_vk *view_format_vk = wined3d_format_vk(uav_vk->v.format);
const struct wined3d_view_desc *desc = &uav_vk->v.desc;
struct wined3d_resource *resource = uav_vk->v.resource;
struct wined3d_view_vk *view_vk = &uav_vk->view_vk;
struct wined3d_buffer_vk *buffer_vk;
VkBufferView vk_buffer_view;
buffer_vk = wined3d_buffer_vk(buffer_from_resource(resource));
wined3d_context_vk_destroy_vk_buffer_view(context_vk, view_vk->u.vk_buffer_view, view_vk->command_buffer_id);
if ((vk_buffer_view = wined3d_view_vk_create_vk_buffer_view(context_vk, desc, buffer_vk, view_format_vk)))
{
view_vk->u.vk_buffer_view = vk_buffer_view;
view_vk->bo_user.valid = true;
}
}
static void wined3d_unordered_access_view_vk_cs_init(void *object)
{
struct wined3d_unordered_access_view_vk *uav_vk = object;
struct wined3d_view_vk *view_vk = &uav_vk->view_vk;
struct wined3d_view_desc *desc = &uav_vk->v.desc;
const struct wined3d_format_vk *format_vk;
const struct wined3d_vk_info *vk_info;
struct wined3d_texture_vk *texture_vk;
struct wined3d_context_vk *context_vk;
struct wined3d_device_vk *device_vk;
struct wined3d_buffer_vk *buffer_vk;
VkBufferViewCreateInfo create_info;
struct wined3d_resource *resource;
VkBufferView vk_buffer_view;
uint32_t default_flags = 0;
VkImageView vk_image_view;
VkResult vr;
TRACE("uav_vk %p.\n", uav_vk);
resource = uav_vk->v.resource;
device_vk = wined3d_device_vk(resource->device);
format_vk = wined3d_format_vk(uav_vk->v.format);
if (resource->type == WINED3D_RTYPE_BUFFER)
{
buffer_vk = wined3d_buffer_vk(buffer_from_resource(resource));
context_vk = wined3d_context_vk(context_acquire(&device_vk->d, NULL, 0));
vk_info = context_vk->vk_info;
if ((vk_buffer_view = wined3d_view_vk_create_vk_buffer_view(context_vk, desc, buffer_vk, format_vk)))
{
struct wined3d_bo_vk *bo = (struct wined3d_bo_vk *)buffer_vk->b.buffer_object;
TRACE("Created buffer view 0x%s.\n", wine_dbgstr_longlong(vk_buffer_view));
uav_vk->view_vk.u.vk_buffer_view = vk_buffer_view;
uav_vk->view_vk.bo_user.valid = true;
list_add_head(&bo->b.users, &view_vk->bo_user.entry);
}
if (desc->flags & (WINED3D_VIEW_BUFFER_COUNTER | WINED3D_VIEW_BUFFER_APPEND))
{
if (!wined3d_context_vk_create_bo(context_vk, sizeof(uint32_t), VK_BUFFER_USAGE_TRANSFER_SRC_BIT
| VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, &uav_vk->counter_bo))
{
ERR("Failed to create counter bo.\n");
context_release(&context_vk->c);
return;
}
wined3d_context_vk_end_current_render_pass(context_vk);
VK_CALL(vkCmdFillBuffer(wined3d_context_vk_get_command_buffer(context_vk),
uav_vk->counter_bo.vk_buffer, uav_vk->counter_bo.buffer_offset, sizeof(uint32_t), 0));
wined3d_context_vk_reference_bo(context_vk, &uav_vk->counter_bo);
create_info.sType = VK_STRUCTURE_TYPE_BUFFER_VIEW_CREATE_INFO;
create_info.pNext = NULL;
create_info.flags = 0;
create_info.buffer = uav_vk->counter_bo.vk_buffer;
create_info.format = VK_FORMAT_R32_UINT;
create_info.offset = uav_vk->counter_bo.buffer_offset;
create_info.range = sizeof(uint32_t);
if ((vr = VK_CALL(vkCreateBufferView(device_vk->vk_device,
&create_info, NULL, &uav_vk->vk_counter_view))) < 0)
{
ERR("Failed to create counter buffer view, vr %s.\n", wined3d_debug_vkresult(vr));
}
else
{
TRACE("Created counter buffer view 0x%s.\n", wine_dbgstr_longlong(uav_vk->vk_counter_view));
uav_vk->v.counter_bo = (uintptr_t)&uav_vk->counter_bo;
}
}
context_release(&context_vk->c);
return;
}
texture_vk = wined3d_texture_vk(texture_from_resource(resource));
if (texture_vk->t.layer_count > 1)
default_flags |= WINED3D_VIEW_TEXTURE_ARRAY;
if (resource->format->id == format_vk->f.id && desc->flags == default_flags
&& !desc->u.texture.level_idx && desc->u.texture.level_count == texture_vk->t.level_count
&& !desc->u.texture.layer_idx && desc->u.texture.layer_count == texture_vk->t.layer_count
&& !(resource->bind_flags & WINED3D_BIND_DEPTH_STENCIL) && resource->type != WINED3D_RTYPE_TEXTURE_3D)
{
TRACE("Creating identity unordered access view.\n");
return;
}
if (texture_vk->t.swapchain && texture_vk->t.swapchain->state.desc.backbuffer_count > 1)
FIXME("Swapchain unordered access views not supported.\n");
context_vk = wined3d_context_vk(context_acquire(&device_vk->d, NULL, 0));
vk_image_view = wined3d_view_vk_create_vk_image_view(context_vk, desc,
texture_vk, format_vk, format_vk->f.color_fixup, false);
context_release(&context_vk->c);
if (!vk_image_view)
return;
TRACE("Created image view 0x%s.\n", wine_dbgstr_longlong(vk_image_view));
view_vk->u.vk_image_info.imageView = vk_image_view;
view_vk->u.vk_image_info.sampler = VK_NULL_HANDLE;
view_vk->u.vk_image_info.imageLayout = texture_vk->layout;
}
HRESULT wined3d_unordered_access_view_vk_init(struct wined3d_unordered_access_view_vk *view_vk,
const struct wined3d_view_desc *desc, struct wined3d_resource *resource,
void *parent, const struct wined3d_parent_ops *parent_ops)
{
HRESULT hr;
TRACE("view_vk %p, desc %s, resource %p, parent %p, parent_ops %p.\n",
view_vk, wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops);
if (FAILED(hr = wined3d_unordered_access_view_init(&view_vk->v, desc, resource, parent, parent_ops)))
return hr;
list_init(&view_vk->view_vk.bo_user.entry);
wined3d_cs_init_object(resource->device->cs, wined3d_unordered_access_view_vk_cs_init, view_vk);
return hr;
}
HRESULT CDECL wined3d_unordered_access_view_create(const struct wined3d_view_desc *desc,
struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops,
struct wined3d_unordered_access_view **view)
{
const struct wined3d_adapter_ops *adapter_ops;
TRACE("desc %s, resource %p, parent %p, parent_ops %p, view %p.\n",
wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops, view);
adapter_ops = resource->device->adapter->adapter_ops;
return adapter_ops->adapter_create_unordered_access_view(desc, resource, parent, parent_ops, view);
}