2 * Copyright 2002-2004 Jason Edmeades
3 * Copyright 2003-2004 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
7 * Copyright 2006-2008, 2013 Stefan Dösinger for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "wine/port.h"
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf
);
31 static void resource_check_usage(DWORD usage
)
33 static DWORD handled
= WINED3DUSAGE_RENDERTARGET
34 | WINED3DUSAGE_DEPTHSTENCIL
35 | WINED3DUSAGE_WRITEONLY
36 | WINED3DUSAGE_DYNAMIC
37 | WINED3DUSAGE_STATICDECL
38 | WINED3DUSAGE_OVERLAY
39 | WINED3DUSAGE_SCRATCH
40 | WINED3DUSAGE_PRIVATE
41 | WINED3DUSAGE_LEGACY_CUBEMAP
42 | WINED3DUSAGE_TEXTURE
;
44 /* WINED3DUSAGE_WRITEONLY is supposed to result in write-combined mappings
45 * being returned. OpenGL doesn't give us explicit control over that, but
46 * the hints and access flags we set for typical access patterns on
47 * dynamic resources should in theory have the same effect on the OpenGL
52 FIXME("Unhandled usage flags %#x.\n", usage
& ~handled
);
55 if ((usage
& (WINED3DUSAGE_DYNAMIC
| WINED3DUSAGE_WRITEONLY
)) == WINED3DUSAGE_DYNAMIC
)
56 WARN_(d3d_perf
)("WINED3DUSAGE_DYNAMIC used without WINED3DUSAGE_WRITEONLY.\n");
59 HRESULT
resource_init(struct wined3d_resource
*resource
, struct wined3d_device
*device
,
60 enum wined3d_resource_type type
, const struct wined3d_format
*format
,
61 enum wined3d_multisample_type multisample_type
, unsigned int multisample_quality
,
62 unsigned int usage
, unsigned int access
, unsigned int width
, unsigned int height
, unsigned int depth
,
63 unsigned int size
, void *parent
, const struct wined3d_parent_ops
*parent_ops
,
64 const struct wined3d_resource_ops
*resource_ops
)
66 enum wined3d_gl_resource_type base_type
= WINED3D_GL_RES_TYPE_COUNT
;
67 enum wined3d_gl_resource_type gl_type
= WINED3D_GL_RES_TYPE_COUNT
;
68 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
69 BOOL tex_2d_ok
= FALSE
;
74 enum wined3d_resource_type type
;
76 enum wined3d_gl_resource_type gl_type
;
80 {WINED3D_RTYPE_BUFFER
, 0, WINED3D_GL_RES_TYPE_BUFFER
},
81 {WINED3D_RTYPE_TEXTURE_1D
, 0, WINED3D_GL_RES_TYPE_TEX_1D
},
82 {WINED3D_RTYPE_TEXTURE_2D
, 0, WINED3D_GL_RES_TYPE_TEX_2D
},
83 {WINED3D_RTYPE_TEXTURE_2D
, 0, WINED3D_GL_RES_TYPE_TEX_RECT
},
84 {WINED3D_RTYPE_TEXTURE_2D
, 0, WINED3D_GL_RES_TYPE_RB
},
85 {WINED3D_RTYPE_TEXTURE_2D
, WINED3DUSAGE_LEGACY_CUBEMAP
, WINED3D_GL_RES_TYPE_TEX_CUBE
},
86 {WINED3D_RTYPE_TEXTURE_3D
, 0, WINED3D_GL_RES_TYPE_TEX_3D
},
89 resource_check_usage(usage
);
91 if (usage
& WINED3DUSAGE_SCRATCH
&& access
& WINED3D_RESOURCE_ACCESS_GPU
)
93 ERR("Trying to create a scratch resource with access flags %s.\n",
94 wined3d_debug_resource_access(access
));
95 return WINED3DERR_INVALIDCALL
;
98 for (i
= 0; i
< ARRAY_SIZE(resource_types
); ++i
)
100 if (resource_types
[i
].type
!= type
101 || resource_types
[i
].cube_usage
!= (usage
& WINED3DUSAGE_LEGACY_CUBEMAP
))
104 gl_type
= resource_types
[i
].gl_type
;
105 if (base_type
== WINED3D_GL_RES_TYPE_COUNT
)
108 if ((usage
& WINED3DUSAGE_RENDERTARGET
) && !(format
->flags
[gl_type
] & WINED3DFMT_FLAG_RENDERTARGET
))
110 WARN("Format %s cannot be used for render targets.\n", debug_d3dformat(format
->id
));
113 if ((usage
& WINED3DUSAGE_DEPTHSTENCIL
)
114 && !(format
->flags
[gl_type
] & (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
)))
116 WARN("Format %s cannot be used for depth/stencil buffers.\n", debug_d3dformat(format
->id
));
119 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
120 && usage
& (WINED3DUSAGE_RENDERTARGET
| WINED3DUSAGE_DEPTHSTENCIL
)
121 && !(format
->flags
[gl_type
] & WINED3DFMT_FLAG_FBO_ATTACHABLE
))
123 WARN("Render target or depth stencil is not FBO attachable.\n");
126 if ((usage
& WINED3DUSAGE_TEXTURE
) && !(format
->flags
[gl_type
] & WINED3DFMT_FLAG_TEXTURE
))
128 WARN("Format %s cannot be used for texturing.\n", debug_d3dformat(format
->id
));
131 if (((width
& (width
- 1)) || (height
& (height
- 1)))
132 && !gl_info
->supported
[ARB_TEXTURE_NON_POWER_OF_TWO
]
133 && !gl_info
->supported
[WINED3D_GL_NORMALIZED_TEXRECT
]
134 && gl_type
== WINED3D_GL_RES_TYPE_TEX_2D
)
136 TRACE("Skipping 2D texture type to try texture rectangle.\n");
143 if (base_type
!= WINED3D_GL_RES_TYPE_COUNT
&& i
== ARRAY_SIZE(resource_types
))
147 /* Non power of 2 texture and rectangle textures or renderbuffers do not work.
148 * Use 2D textures, the texture code will pad to a power of 2 size. */
149 gl_type
= WINED3D_GL_RES_TYPE_TEX_2D
;
151 else if (usage
& WINED3DUSAGE_SCRATCH
)
153 /* Needed for proper format information. */
158 WARN("Did not find a suitable GL resource type for resource type %s.\n",
159 debug_d3dresourcetype(type
));
160 return WINED3DERR_INVALIDCALL
;
164 if (base_type
!= WINED3D_GL_RES_TYPE_COUNT
165 && (format
->flags
[base_type
] & (WINED3DFMT_FLAG_BLOCKS
| WINED3DFMT_FLAG_BLOCKS_NO_VERIFY
))
166 == WINED3DFMT_FLAG_BLOCKS
)
168 UINT width_mask
= format
->block_width
- 1;
169 UINT height_mask
= format
->block_height
- 1;
170 if (width
& width_mask
|| height
& height_mask
)
171 return WINED3DERR_INVALIDCALL
;
175 resource
->device
= device
;
176 resource
->type
= type
;
177 resource
->gl_type
= gl_type
;
178 resource
->format
= format
;
179 if (gl_type
< WINED3D_GL_RES_TYPE_COUNT
)
180 resource
->format_flags
= format
->flags
[gl_type
];
181 resource
->multisample_type
= multisample_type
;
182 resource
->multisample_quality
= multisample_quality
;
183 resource
->usage
= usage
;
184 resource
->access
= access
;
185 resource
->width
= width
;
186 resource
->height
= height
;
187 resource
->depth
= depth
;
188 resource
->size
= size
;
189 resource
->priority
= 0;
190 resource
->parent
= parent
;
191 resource
->parent_ops
= parent_ops
;
192 resource
->resource_ops
= resource_ops
;
193 resource
->map_binding
= WINED3D_LOCATION_SYSMEM
;
197 if (!wined3d_resource_allocate_sysmem(resource
))
199 ERR("Failed to allocate system memory.\n");
200 return E_OUTOFMEMORY
;
205 resource
->heap_memory
= NULL
;
208 if (!(usage
& WINED3DUSAGE_PRIVATE
))
210 /* Check that we have enough video ram left */
211 if (!(access
& WINED3D_RESOURCE_ACCESS_CPU
) && device
->wined3d
->flags
& WINED3D_VIDMEM_ACCOUNTING
)
213 if (size
> wined3d_device_get_available_texture_mem(device
))
215 ERR("Out of adapter memory\n");
216 wined3d_resource_free_sysmem(resource
);
217 return WINED3DERR_OUTOFVIDEOMEMORY
;
219 adapter_adjust_memory(device
->adapter
, size
);
222 device_resource_add(device
, resource
);
228 static void wined3d_resource_destroy_object(void *object
)
230 struct wined3d_resource
*resource
= object
;
232 wined3d_resource_free_sysmem(resource
);
233 context_resource_released(resource
->device
, resource
, resource
->type
);
234 wined3d_resource_release(resource
);
237 void resource_cleanup(struct wined3d_resource
*resource
)
239 const struct wined3d
*d3d
= resource
->device
->wined3d
;
241 TRACE("Cleaning up resource %p.\n", resource
);
243 if (!(resource
->usage
& WINED3DUSAGE_PRIVATE
))
245 if (!(resource
->access
& WINED3D_RESOURCE_ACCESS_CPU
) && d3d
->flags
& WINED3D_VIDMEM_ACCOUNTING
)
247 TRACE("Decrementing device memory pool by %u.\n", resource
->size
);
248 adapter_adjust_memory(resource
->device
->adapter
, (INT64
)0 - resource
->size
);
251 device_resource_released(resource
->device
, resource
);
253 wined3d_resource_acquire(resource
);
254 wined3d_cs_destroy_object(resource
->device
->cs
, wined3d_resource_destroy_object
, resource
);
257 void resource_unload(struct wined3d_resource
*resource
)
259 if (resource
->map_count
)
260 ERR("Resource %p is being unloaded while mapped.\n", resource
);
263 DWORD CDECL
wined3d_resource_set_priority(struct wined3d_resource
*resource
, DWORD priority
)
267 if (!wined3d_resource_access_is_managed(resource
->access
))
269 WARN("Called on non-managed resource %p, ignoring.\n", resource
);
273 prev
= resource
->priority
;
274 resource
->priority
= priority
;
275 TRACE("resource %p, new priority %u, returning old priority %u.\n", resource
, priority
, prev
);
279 DWORD CDECL
wined3d_resource_get_priority(const struct wined3d_resource
*resource
)
281 TRACE("resource %p, returning %u.\n", resource
, resource
->priority
);
282 return resource
->priority
;
285 void * CDECL
wined3d_resource_get_parent(const struct wined3d_resource
*resource
)
287 return resource
->parent
;
290 void CDECL
wined3d_resource_set_parent(struct wined3d_resource
*resource
, void *parent
)
292 resource
->parent
= parent
;
295 void CDECL
wined3d_resource_get_desc(const struct wined3d_resource
*resource
, struct wined3d_resource_desc
*desc
)
297 desc
->resource_type
= resource
->type
;
298 desc
->format
= resource
->format
->id
;
299 desc
->multisample_type
= resource
->multisample_type
;
300 desc
->multisample_quality
= resource
->multisample_quality
;
301 desc
->usage
= resource
->usage
;
302 desc
->access
= resource
->access
;
303 desc
->width
= resource
->width
;
304 desc
->height
= resource
->height
;
305 desc
->depth
= resource
->depth
;
306 desc
->size
= resource
->size
;
309 static DWORD
wined3d_resource_sanitise_map_flags(const struct wined3d_resource
*resource
, DWORD flags
)
311 /* Not all flags make sense together, but Windows never returns an error.
312 * Catch the cases that could cause issues. */
313 if (flags
& WINED3D_MAP_READ
)
315 if (flags
& WINED3D_MAP_DISCARD
)
317 WARN("WINED3D_MAP_READ combined with WINED3D_MAP_DISCARD, ignoring flags.\n");
318 return flags
& (WINED3D_MAP_READ
| WINED3D_MAP_WRITE
);
320 if (flags
& WINED3D_MAP_NOOVERWRITE
)
322 WARN("WINED3D_MAP_READ combined with WINED3D_MAP_NOOVERWRITE, ignoring flags.\n");
323 return flags
& (WINED3D_MAP_READ
| WINED3D_MAP_WRITE
);
326 else if (flags
& (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
))
328 if (!(resource
->usage
& WINED3DUSAGE_DYNAMIC
))
330 WARN("DISCARD or NOOVERWRITE map on non-dynamic buffer, ignoring.\n");
331 return flags
& (WINED3D_MAP_READ
| WINED3D_MAP_WRITE
);
333 if ((flags
& (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
))
334 == (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
))
336 WARN("WINED3D_MAP_NOOVERWRITE used with WINED3D_MAP_DISCARD, ignoring WINED3D_MAP_DISCARD.\n");
337 flags
&= ~WINED3D_MAP_DISCARD
;
344 HRESULT CDECL
wined3d_resource_map(struct wined3d_resource
*resource
, unsigned int sub_resource_idx
,
345 struct wined3d_map_desc
*map_desc
, const struct wined3d_box
*box
, DWORD flags
)
347 TRACE("resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n",
348 resource
, sub_resource_idx
, map_desc
, debug_box(box
), flags
);
350 if (!(flags
& (WINED3D_MAP_READ
| WINED3D_MAP_WRITE
)))
352 WARN("No read/write flags specified.\n");
356 if ((flags
& WINED3D_MAP_READ
) && !(resource
->access
& WINED3D_RESOURCE_ACCESS_MAP_R
))
358 WARN("Resource does not have MAP_R access.\n");
362 if ((flags
& WINED3D_MAP_WRITE
) && !(resource
->access
& WINED3D_RESOURCE_ACCESS_MAP_W
))
364 WARN("Resource does not have MAP_W access.\n");
368 flags
= wined3d_resource_sanitise_map_flags(resource
, flags
);
369 wined3d_resource_wait_idle(resource
);
371 return wined3d_cs_map(resource
->device
->cs
, resource
, sub_resource_idx
, map_desc
, box
, flags
);
374 HRESULT CDECL
wined3d_resource_map_info(struct wined3d_resource
*resource
, unsigned int sub_resource_idx
,
375 struct wined3d_map_info
*info
, DWORD flags
)
377 TRACE("resource %p, sub_resource_idx %u.\n", resource
, sub_resource_idx
);
379 return resource
->resource_ops
->resource_map_info(resource
, sub_resource_idx
, info
, flags
);
382 HRESULT CDECL
wined3d_resource_unmap(struct wined3d_resource
*resource
, unsigned int sub_resource_idx
)
384 TRACE("resource %p, sub_resource_idx %u.\n", resource
, sub_resource_idx
);
386 return wined3d_cs_unmap(resource
->device
->cs
, resource
, sub_resource_idx
);
389 UINT CDECL
wined3d_resource_update_info(struct wined3d_resource
*resource
, unsigned int sub_resource_idx
,
390 const struct wined3d_box
*box
, unsigned int row_pitch
, unsigned int depth_pitch
)
392 unsigned int width
, height
, depth
;
393 struct wined3d_box b
;
396 TRACE("resource %p, sub_resource_idx %u, box %s, row_pitch %u, depth_pitch %u.\n",
397 resource
, sub_resource_idx
, debug_box(box
), row_pitch
, depth_pitch
);
399 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
401 if (sub_resource_idx
> 0)
403 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
407 width
= resource
->size
;
411 else if (resource
->type
== WINED3D_RTYPE_TEXTURE_1D
||
412 resource
->type
== WINED3D_RTYPE_TEXTURE_2D
|| resource
->type
== WINED3D_RTYPE_TEXTURE_3D
)
414 struct wined3d_texture
*texture
= texture_from_resource(resource
);
417 if (sub_resource_idx
>= texture
->level_count
* texture
->layer_count
)
419 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
423 level
= sub_resource_idx
% texture
->level_count
;
424 width
= wined3d_texture_get_level_width(texture
, level
);
425 height
= wined3d_texture_get_level_height(texture
, level
);
426 depth
= wined3d_texture_get_level_depth(texture
, level
);
430 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
436 wined3d_box_set(&b
, 0, 0, width
, height
, 0, depth
);
439 else if (box
->left
>= box
->right
|| box
->right
> width
440 || box
->top
>= box
->bottom
|| box
->bottom
> height
441 || box
->front
>= box
->back
|| box
->back
> depth
)
443 WARN("Invalid box %s specified.\n", debug_box(box
));
447 if (resource
->format_flags
& WINED3DFMT_FLAG_BLOCKS
)
449 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
451 FIXME("Calculation of block formats not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
455 height
= (box
->bottom
- box
->top
+ resource
->format
->block_height
- 1) / resource
->format
->block_height
;
456 width
= (box
->right
- box
->left
+ resource
->format
->block_width
- 1) / resource
->format
->block_width
;
457 return (height
- 1) * row_pitch
+ width
* resource
->format
->block_byte_count
;
461 switch (resource
->type
)
463 case WINED3D_RTYPE_TEXTURE_3D
:
464 data_size
+= (box
->back
- box
->front
- 1) * depth_pitch
;
466 case WINED3D_RTYPE_TEXTURE_2D
:
467 data_size
+= (box
->bottom
- box
->top
- 1) * row_pitch
;
469 case WINED3D_RTYPE_TEXTURE_1D
:
470 data_size
+= (box
->right
- box
->left
) * resource
->format
->byte_count
;
472 case WINED3D_RTYPE_BUFFER
:
473 data_size
= box
->right
- box
->left
;
475 case WINED3D_RTYPE_NONE
:
482 void CDECL
wined3d_resource_preload(struct wined3d_resource
*resource
)
484 wined3d_cs_emit_preload_resource(resource
->device
->cs
, resource
);
487 BOOL
wined3d_resource_allocate_sysmem(struct wined3d_resource
*resource
)
490 SIZE_T align
= RESOURCE_ALIGNMENT
- 1 + sizeof(*p
);
493 if (!(mem
= heap_alloc_zero(resource
->size
+ align
)))
496 p
= (void **)(((ULONG_PTR
)mem
+ align
) & ~(RESOURCE_ALIGNMENT
- 1)) - 1;
499 resource
->heap_memory
= ++p
;
504 void wined3d_resource_free_sysmem(struct wined3d_resource
*resource
)
506 void **p
= resource
->heap_memory
;
512 resource
->heap_memory
= NULL
;
515 GLbitfield
wined3d_resource_gl_map_flags(DWORD d3d_flags
)
519 if (d3d_flags
& WINED3D_MAP_WRITE
)
520 ret
|= GL_MAP_WRITE_BIT
| GL_MAP_FLUSH_EXPLICIT_BIT
;
521 if (d3d_flags
& WINED3D_MAP_READ
)
522 ret
|= GL_MAP_READ_BIT
;
524 if (d3d_flags
& WINED3D_MAP_DISCARD
)
525 ret
|= GL_MAP_INVALIDATE_BUFFER_BIT
;
526 if (d3d_flags
& WINED3D_MAP_NOOVERWRITE
)
527 ret
|= GL_MAP_UNSYNCHRONIZED_BIT
;
532 GLenum
wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags
)
534 switch (d3d_flags
& (WINED3D_MAP_READ
| WINED3D_MAP_WRITE
))
536 case WINED3D_MAP_READ
:
537 return GL_READ_ONLY_ARB
;
539 case WINED3D_MAP_WRITE
:
540 return GL_WRITE_ONLY_ARB
;
543 return GL_READ_WRITE_ARB
;
547 BOOL
wined3d_resource_is_offscreen(struct wined3d_resource
*resource
)
549 struct wined3d_swapchain
*swapchain
;
551 /* Only 2D texture resources can be onscreen. */
552 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
555 /* Not on a swapchain - must be offscreen */
556 if (!(swapchain
= texture_from_resource(resource
)->swapchain
))
559 /* The front buffer is always onscreen */
560 if (resource
== &swapchain
->front_buffer
->resource
)
563 /* If the swapchain is rendered to an FBO, the backbuffer is
564 * offscreen, otherwise onscreen */
565 return swapchain
->render_to_fbo
;
568 void wined3d_resource_update_draw_binding(struct wined3d_resource
*resource
)
570 if (!wined3d_resource_is_offscreen(resource
) || wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
572 resource
->draw_binding
= WINED3D_LOCATION_DRAWABLE
;
574 else if (resource
->multisample_type
)
576 const struct wined3d_gl_info
*gl_info
= &resource
->device
->adapter
->gl_info
;
577 if (gl_info
->supported
[ARB_TEXTURE_MULTISAMPLE
])
578 resource
->draw_binding
= WINED3D_LOCATION_TEXTURE_RGB
;
580 resource
->draw_binding
= WINED3D_LOCATION_RB_MULTISAMPLE
;
582 else if (resource
->gl_type
== WINED3D_GL_RES_TYPE_RB
)
584 resource
->draw_binding
= WINED3D_LOCATION_RB_RESOLVED
;
588 resource
->draw_binding
= WINED3D_LOCATION_TEXTURE_RGB
;