Sweden-Number/dlls/wined3d/view.c

1194 lines
43 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"
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 i;
for (i = 0; i < ARRAY_SIZE(view_types); ++i)
{
if (view_types[i].texture_target != texture_gl->target || view_types[i].view_flags != desc->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", desc->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 (desc->u.buffer.start_idx >= buffer_size
|| desc->u.buffer.count > buffer_size - desc->u.buffer.start_idx)
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)
|| desc->u.texture.level_idx >= texture->level_count
|| desc->u.texture.level_count > texture->level_count - desc->u.texture.level_idx
|| !desc->u.texture.layer_count
|| desc->u.texture.layer_idx >= depth_or_layer_count
|| desc->u.texture.layer_count > depth_or_layer_count - desc->u.texture.layer_idx)
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 *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);
gl_info = context->gl_info;
if (!gl_info->supported[ARB_TEXTURE_VIEW])
{
context_release(context);
FIXME("OpenGL implementation does not support texture views.\n");
return;
}
wined3d_texture_prepare_texture(&texture_gl->t, context, 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;
}
context_bind_texture(context, 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(gl_info, view_format))
{
GLint swizzle[4];
context_bind_texture(context, 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 *context,
struct wined3d_buffer *buffer, const struct wined3d_format *view_format,
unsigned int offset, unsigned int size)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_format_gl *view_format_gl;
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;
}
view_format_gl = wined3d_format_gl(view_format);
wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
view->target = GL_TEXTURE_BUFFER;
gl_info->gl_ops.gl.p_glGenTextures(1, &view->name);
context_bind_texture(context, GL_TEXTURE_BUFFER, view->name);
if (gl_info->supported[ARB_TEXTURE_BUFFER_RANGE])
{
GL_EXTCALL(glTexBufferRange(GL_TEXTURE_BUFFER, view_format_gl->internal,
wined3d_buffer_gl(buffer)->buffer_object, offset, size));
}
else
{
if (offset || size != buffer->resource.size)
FIXME("OpenGL implementation does not support ARB_texture_buffer_range.\n");
GL_EXTCALL(glTexBuffer(GL_TEXTURE_BUFFER, view_format_gl->internal,
wined3d_buffer_gl(buffer)->buffer_object));
}
checkGLcall("Create buffer texture");
context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
context_invalidate_state(context, 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, context, buffer, 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);
}
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;
}
static void wined3d_rendertarget_view_destroy_object(void *object)
{
struct wined3d_rendertarget_view *view = object;
struct wined3d_device *device = view->resource->device;
if (view->gl_view.name)
{
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
context = context_acquire(device, NULL, 0);
gl_info = context->gl_info;
context_gl_resource_released(device, view->gl_view.name, FALSE);
gl_info->gl_ops.gl.p_glDeleteTextures(1, &view->gl_view.name);
checkGLcall("glDeleteTextures");
context_release(context);
}
heap_free(view);
}
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)
{
struct wined3d_resource *resource = view->resource;
struct wined3d_device *device = resource->device;
/* 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_cs_destroy_object(device->cs, wined3d_rendertarget_view_destroy_object, view);
wined3d_resource_decref(resource);
}
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 *swapchain = context->swapchain;
/* 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 = swapchain->desc.backbuffer_width;
*height = swapchain->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)
{
struct wined3d_resource *resource = view->resource;
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 = 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_load_location(texture, sub_resource_idx, 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_cs_init(void *object)
{
struct wined3d_rendertarget_view *view = object;
struct wined3d_resource *resource = view->resource;
const struct wined3d_view_desc *desc = &view->desc;
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->format->id
|| (view->layer_count != 1 && view->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->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->format->id));
return;
}
if (texture_gl->t.swapchain && texture_gl->t.swapchain->desc.backbuffer_count > 1)
{
FIXME("Swapchain views not supported.\n");
return;
}
create_texture_view(&view->gl_view, texture_gl->target, desc, texture_gl, view->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);
wined3d_cs_init_object(resource->device->cs, wined3d_render_target_view_cs_init, view);
return WINED3D_OK;
}
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)
{
struct wined3d_rendertarget_view *object;
HRESULT hr;
TRACE("desc %s, resource %p, parent %p, parent_ops %p, view %p.\n",
wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops, view);
if (!(object = heap_alloc_zero(sizeof(*object))))
return E_OUTOFMEMORY;
if (FAILED(hr = wined3d_rendertarget_view_init(object, desc, resource, parent, parent_ops)))
{
heap_free(object);
WARN("Failed to initialise view, hr %#x.\n", hr);
return hr;
}
TRACE("Created render target view %p.\n", object);
*view = object;
return hr;
}
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;
}
static void wined3d_shader_resource_view_destroy_object(void *object)
{
struct wined3d_shader_resource_view *view = object;
if (view->gl_view.name)
{
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
context = context_acquire(view->resource->device, NULL, 0);
gl_info = context->gl_info;
gl_info->gl_ops.gl.p_glDeleteTextures(1, &view->gl_view.name);
checkGLcall("glDeleteTextures");
context_release(context);
}
heap_free(view);
}
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)
{
struct wined3d_resource *resource = view->resource;
struct wined3d_device *device = resource->device;
/* 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_cs_destroy_object(device->cs, wined3d_shader_resource_view_destroy_object, view);
wined3d_resource_decref(resource);
}
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;
}
static void wined3d_shader_resource_view_cs_init(void *object)
{
struct wined3d_shader_resource_view *view = object;
struct wined3d_resource *resource = view->resource;
const struct wined3d_format *view_format;
const struct wined3d_gl_info *gl_info;
const struct wined3d_view_desc *desc;
GLenum view_target;
view_format = view->format;
gl_info = &resource->device->adapter->gl_info;
desc = &view->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_view, context, desc, buffer, view_format);
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->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_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_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 (!(view->format = validate_resource_view(desc, resource, FALSE, FALSE)))
return E_INVALIDARG;
view->desc = *desc;
wined3d_resource_incref(view->resource = resource);
wined3d_cs_init_object(resource->device->cs, wined3d_shader_resource_view_cs_init, view);
return WINED3D_OK;
}
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)
{
struct wined3d_shader_resource_view *object;
HRESULT hr;
TRACE("desc %s, resource %p, parent %p, parent_ops %p, view %p.\n",
wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops, view);
if (!(object = heap_alloc_zero(sizeof(*object))))
return E_OUTOFMEMORY;
if (FAILED(hr = wined3d_shader_resource_view_init(object, desc, resource, parent, parent_ops)))
{
heap_free(object);
WARN("Failed to initialise view, hr %#x.\n", hr);
return hr;
}
TRACE("Created shader resource view %p.\n", object);
*view = object;
return WINED3D_OK;
}
void wined3d_shader_resource_view_bind(struct wined3d_shader_resource_view *view,
unsigned int unit, struct wined3d_sampler *sampler, struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_texture_gl *texture_gl;
context_active_texture(context, gl_info, unit);
if (view->gl_view.name)
{
context_bind_texture(context, view->gl_view.target, view->gl_view.name);
wined3d_sampler_bind(sampler, unit, NULL, context);
return;
}
if (view->resource->type == WINED3D_RTYPE_BUFFER)
{
FIXME("Buffer shader resources not supported.\n");
return;
}
texture_gl = wined3d_texture_gl(wined3d_texture_from_resource(view->resource));
wined3d_texture_gl_bind(texture_gl, context, FALSE);
wined3d_sampler_bind(sampler, unit, texture_gl, context);
}
/* Context activation is done by the caller. */
static void shader_resource_view_bind_and_dirtify(struct wined3d_shader_resource_view *view,
struct wined3d_context *context)
{
if (context->active_texture < ARRAY_SIZE(context->rev_tex_unit_map))
{
DWORD active_sampler = context->rev_tex_unit_map[context->active_texture];
if (active_sampler != WINED3D_UNMAPPED_STAGE)
context_invalidate_state(context, 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, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
context_bind_texture(context, view->gl_view.target, view->gl_view.name);
}
void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *view)
{
unsigned int i, j, layer_count, level_count, base_level, max_level;
const struct wined3d_gl_info *gl_info;
struct wined3d_texture_gl *texture_gl;
struct wined3d_context *context;
struct gl_texture *gl_tex;
DWORD location;
BOOL srgb;
TRACE("view %p.\n", view);
context = context_acquire(view->resource->device, NULL, 0);
gl_info = context->gl_info;
layer_count = view->desc.u.texture.layer_count;
level_count = view->desc.u.texture.level_count;
base_level = view->desc.u.texture.level_idx;
max_level = base_level + level_count - 1;
texture_gl = wined3d_texture_gl(texture_from_resource(view->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)
wined3d_texture_load_location(&texture_gl->t, i * level_count + base_level, context, location);
if (view->gl_view.name)
{
shader_resource_view_bind_and_dirtify(view, context);
}
else
{
wined3d_texture_gl_bind_and_dirtify(texture_gl, context, 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, max_level);
}
if (gl_info->supported[ARB_SAMPLER_OBJECTS])
GL_EXTCALL(glBindSampler(context->active_texture, 0));
gl_tex = wined3d_texture_gl_get_gl_texture(texture_gl, srgb);
if (context->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 = base_level + 1; j <= max_level; ++j)
{
wined3d_texture_validate_location(&texture_gl->t, i * level_count + j, location);
wined3d_texture_invalidate_location(&texture_gl->t, i * level_count + j, ~location);
}
}
if (!view->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);
}
context_release(context);
}
void CDECL wined3d_shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *view)
{
struct wined3d_texture *texture;
TRACE("view %p.\n", view);
if (view->resource->type == WINED3D_RTYPE_BUFFER)
{
WARN("Called on buffer resource %p.\n", view->resource);
return;
}
texture = texture_from_resource(view->resource);
if (!(texture->flags & WINED3D_TEXTURE_GENERATE_MIPMAPS))
{
WARN("Texture without the WINED3D_TEXTURE_GENERATE_MIPMAPS flag, ignoring.\n");
return;
}
wined3d_cs_emit_generate_mipmaps(view->resource->device->cs, view);
}
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;
}
static void wined3d_unordered_access_view_destroy_object(void *object)
{
struct wined3d_unordered_access_view *view = object;
if (view->gl_view.name || view->counter_bo)
{
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
context = context_acquire(view->resource->device, NULL, 0);
gl_info = context->gl_info;
if (view->gl_view.name)
gl_info->gl_ops.gl.p_glDeleteTextures(1, &view->gl_view.name);
if (view->counter_bo)
GL_EXTCALL(glDeleteBuffers(1, &view->counter_bo));
checkGLcall("delete resources");
context_release(context);
}
heap_free(view);
}
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)
{
struct wined3d_resource *resource = view->resource;
struct wined3d_device *device = resource->device;
/* 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_cs_destroy_object(device->cs, wined3d_unordered_access_view_destroy_object, view);
wined3d_resource_decref(resource);
}
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_clear_uint(struct wined3d_unordered_access_view *view,
const struct wined3d_uvec4 *clear_value, struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_format_gl *format;
struct wined3d_buffer_gl *buffer_gl;
struct wined3d_resource *resource;
unsigned int offset, size;
resource = view->resource;
if (resource->type != WINED3D_RTYPE_BUFFER)
{
FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
return;
}
if (!gl_info->supported[ARB_CLEAR_BUFFER_OBJECT])
{
FIXME("OpenGL implementation does not support ARB_clear_buffer_object.\n");
return;
}
format = wined3d_format_gl(view->format);
if (format->f.id != WINED3DFMT_R32_UINT && format->f.id != WINED3DFMT_R32_SINT
&& format->f.id != WINED3DFMT_R32G32B32A32_UINT
&& format->f.id != WINED3DFMT_R32G32B32A32_SINT)
{
FIXME("Not implemented for format %s.\n", debug_d3dformat(format->f.id));
return;
}
buffer_gl = wined3d_buffer_gl(buffer_from_resource(resource));
wined3d_buffer_load_location(&buffer_gl->b, context, WINED3D_LOCATION_BUFFER);
wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_BUFFER);
get_buffer_view_range(&buffer_gl->b, &view->desc, &format->f, &offset, &size);
context_bind_bo(context, buffer_gl->buffer_type_hint, buffer_gl->buffer_object);
GL_EXTCALL(glClearBufferSubData(buffer_gl->buffer_type_hint, format->internal,
offset, size, format->format, format->type, clear_value));
checkGLcall("clear unordered access view");
}
void wined3d_unordered_access_view_set_counter(struct wined3d_unordered_access_view *view,
unsigned int value)
{
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
if (!view->counter_bo)
return;
context = context_acquire(view->resource->device, NULL, 0);
gl_info = context->gl_info;
GL_EXTCALL(glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, view->counter_bo));
GL_EXTCALL(glBufferSubData(GL_ATOMIC_COUNTER_BUFFER, 0, sizeof(value), &value));
checkGLcall("set atomic counter");
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_bo_address dst, src;
DWORD dst_location;
if (!view->counter_bo)
return;
dst_location = wined3d_buffer_get_memory(buffer, &dst, buffer->locations);
dst.addr += offset;
src.buffer_object = view->counter_bo;
src.addr = NULL;
context_copy_bo_address(context, &dst, wined3d_buffer_gl(buffer)->buffer_type_hint,
&src, GL_ATOMIC_COUNTER_BUFFER, sizeof(GLuint));
wined3d_buffer_invalidate_location(buffer, ~dst_location);
}
static void wined3d_unordered_access_view_cs_init(void *object)
{
struct wined3d_unordered_access_view *view = object;
struct wined3d_resource *resource = view->resource;
struct wined3d_view_desc *desc = &view->desc;
const struct wined3d_gl_info *gl_info;
gl_info = &resource->device->adapter->gl_info;
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);
gl_info = context->gl_info;
create_buffer_view(&view->gl_view, context, desc, buffer, view->format);
if (desc->flags & (WINED3D_VIEW_BUFFER_COUNTER | WINED3D_VIEW_BUFFER_APPEND))
{
static const GLuint initial_value = 0;
GL_EXTCALL(glGenBuffers(1, &view->counter_bo));
GL_EXTCALL(glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, view->counter_bo));
GL_EXTCALL(glBufferData(GL_ATOMIC_COUNTER_BUFFER,
sizeof(initial_value), &initial_value, GL_STATIC_DRAW));
checkGLcall("create atomic counter buffer");
}
context_release(context);
}
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_view, get_texture_view_target(gl_info, desc, texture_gl),
desc, texture_gl, view->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 (!(view->format = validate_resource_view(desc, resource, TRUE, FALSE)))
return E_INVALIDARG;
view->desc = *desc;
wined3d_resource_incref(view->resource = resource);
wined3d_cs_init_object(resource->device->cs, wined3d_unordered_access_view_cs_init, view);
return WINED3D_OK;
}
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)
{
struct wined3d_unordered_access_view *object;
HRESULT hr;
TRACE("desc %s, resource %p, parent %p, parent_ops %p, view %p.\n",
wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops, view);
if (!(object = heap_alloc_zero(sizeof(*object))))
return E_OUTOFMEMORY;
if (FAILED(hr = wined3d_unordered_access_view_init(object, desc, resource, parent, parent_ops)))
{
heap_free(object);
WARN("Failed to initialise view, hr %#x.\n", hr);
return hr;
}
TRACE("Created unordered access view %p.\n", object);
*view = object;
return WINED3D_OK;
}