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 *texture)
+{
+ 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_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},
+ {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_3D, 0, GL_TEXTURE_3D},
+ };
+ unsigned int i;
+
+ for (i = 0; i < ARRAY_SIZE(view_types); ++i)
+ {
+ if (view_types[i].texture_target != texture->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->target);
+ return texture->target;
+}
+
+static const struct wined3d_format *validate_resource_view(const struct wined3d_view_desc *desc,
+ struct wined3d_resource *resource, BOOL mip_slice)
+{
+ const struct wined3d_gl_info *gl_info = &resource->device->adapter->gl_info;
+ const struct wined3d_format *format;
+
+ format = wined3d_get_format(gl_info, desc->format_id, resource->usage);
+ 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(gl_info, WINED3DFMT_R32_UINT, resource->usage);
+ }
+
+ 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->desc.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(gl_info, WINED3DFMT_R32_UINT, resource->usage);
+ element_size = buffer->desc.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 (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 *texture,
+ const struct wined3d_format *view_format)
+{
+ const struct wined3d_gl_info *gl_info;
+ unsigned int layer_idx, layer_count;
+ struct wined3d_context *context;
+ GLuint texture_name;
+
+ view->target = view_target;
+
+ context = context_acquire(texture->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, context, FALSE);
+ texture_name = wined3d_texture_get_texture_name(texture, context, FALSE);
+
+ layer_idx = desc->u.texture.layer_idx;
+ layer_count = desc->u.texture.layer_count;
+ if (view_target == GL_TEXTURE_3D && (layer_idx || layer_count != 1))
+ {
+ 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->glInternal,
+ desc->u.texture.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);
+ }
+
+ 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;
+
+ 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, 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->glInternal,
+ 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->glInternal, 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->desc.structure_byte_stride;
+ *size = desc->u.buffer.count * buffer->desc.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);
return refcount;
}
-#if defined(STAGING_CSMT)
-void wined3d_rendertarget_view_destroy(struct wined3d_rendertarget_view *view)
+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);
+ }
+
HeapFree(GetProcessHeap(), 0, view);
}
-#endif /* STAGING_CSMT */
ULONG CDECL wined3d_rendertarget_view_decref(struct wined3d_rendertarget_view *view)
{
ULONG refcount = InterlockedDecrement(&view->refcount);
if (!refcount)
{
-#if defined(STAGING_CSMT)
- struct wined3d_device *device = view->resource->device;
+ 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_resource_decref(view->resource);
- wined3d_cs_emit_view_destroy(device->cs, view);
-#else /* STAGING_CSMT */
- /* 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);
- HeapFree(GetProcessHeap(), 0, view);
-#endif /* STAGING_CSMT */
+ wined3d_cs_destroy_object(device->cs, wined3d_rendertarget_view_destroy_object, view);
+ wined3d_resource_decref(resource);
}
return refcount;
void * CDECL wined3d_rendertarget_view_get_sub_resource_parent(const struct wined3d_rendertarget_view *view)
{
- struct wined3d_resource *sub_resource;
+ 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));
- if (!(sub_resource = wined3d_texture_get_sub_resource(wined3d_texture_from_resource(view->resource),
- view->sub_resource_idx)))
- return NULL;
+ texture = texture_from_resource(view->resource);
- return wined3d_resource_get_parent(sub_resource);
+ return texture->sub_resources[view->sub_resource_idx].parent;
}
void CDECL wined3d_rendertarget_view_set_parent(struct wined3d_rendertarget_view *view, void *parent)
return view->resource;
}
-static void wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *view,
- const struct wined3d_rendertarget_view_desc *desc, struct wined3d_resource *resource,
- void *parent, const struct wined3d_parent_ops *parent_ops)
+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_gl_info *gl_info = &resource->device->adapter->gl_info;
+ 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 *texture = 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, desc->u.texture.level_idx);
+ else
+ depth_or_layer_count = texture->layer_count;
+
+ if (resource->format->id != view->format->id
+ || (view->layer_count != 1 && view->layer_count != depth_or_layer_count))
+ {
+ if (resource->format->gl_view_class != view->format->gl_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->swapchain && texture->swapchain->desc.backbuffer_count > 1)
+ {
+ FIXME("Swapchain views not supported.\n");
+ return;
+ }
+
+ create_texture_view(&view->gl_view, texture->target, desc, texture, 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)
+{
view->refcount = 1;
- view->resource = resource;
- wined3d_resource_incref(resource);
view->parent = parent;
view->parent_ops = parent_ops;
- view->format = wined3d_get_format(gl_info, desc->format_id);
+ if (!(view->format = validate_resource_view(desc, resource, TRUE)))
+ 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->buffer_offset = desc->u.buffer.start_idx;
+ view->layer_count = 1;
view->width = desc->u.buffer.count;
view->height = 1;
- view->depth = 1;
}
else
{
- struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
- struct wined3d_resource *sub_resource;
+ 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);
+ }
- view->sub_resource_idx = desc->u.texture.layer_idx * texture->level_count + desc->u.texture.level_idx;
- sub_resource = wined3d_texture_get_sub_resource(texture, view->sub_resource_idx);
+ wined3d_resource_incref(view->resource = resource);
- view->buffer_offset = 0;
- view->width = sub_resource->width;
- view->height = sub_resource->height;
- view->depth = desc->u.texture.layer_count;
- }
+ 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_rendertarget_view_desc *desc,
+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 %p, resource %p, parent %p, parent_ops %p, view %p.\n",
desc, resource, parent, parent_ops, view);
if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
return E_OUTOFMEMORY;
- wined3d_rendertarget_view_init(object, desc, resource, parent, parent_ops);
+ if (FAILED(hr = wined3d_rendertarget_view_init(object, desc, resource, parent, parent_ops)))
+ {
+ HeapFree(GetProcessHeap(), 0, object);
+ WARN("Failed to initialise view, hr %#x.\n", hr);
+ return hr;
+ }
TRACE("Created render target view %p.\n", object);
*view = object;
- return WINED3D_OK;
+ 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_rendertarget_view_desc desc;
+ 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 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);
+ }
+
+ HeapFree(GetProcessHeap(), 0, view);
+}
+
ULONG CDECL wined3d_shader_resource_view_decref(struct wined3d_shader_resource_view *view)
{
ULONG refcount = InterlockedDecrement(&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_resource_decref(view->resource);
- HeapFree(GetProcessHeap(), 0, view);
+ wined3d_cs_destroy_object(device->cs, wined3d_shader_resource_view_destroy_object, view);
+ wined3d_resource_decref(resource);
}
return refcount;
return view->parent;
}
-HRESULT CDECL wined3d_shader_resource_view_create(struct wined3d_resource *resource, void *parent,
- const struct wined3d_parent_ops *parent_ops, struct wined3d_shader_resource_view **view)
+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 *texture = texture_from_resource(resource);
+
+ view_target = get_texture_view_target(gl_info, desc, texture);
+
+ if (resource->format->id == view_format->id && texture->target == view_target
+ && !desc->u.texture.level_idx && desc->u.texture.level_count == texture->level_count
+ && !desc->u.texture.layer_idx && desc->u.texture.layer_count == texture->layer_count
+ && !is_stencil_view_format(view_format))
+ {
+ TRACE("Creating identity shader resource view.\n");
+ }
+ else if (texture->swapchain && texture->swapchain->desc.backbuffer_count > 1)
+ {
+ FIXME("Swapchain shader resource views not supported.\n");
+ }
+ else if (resource->format->typeless_id == view_format->typeless_id
+ && resource->format->gl_view_class == view_format->gl_view_class)
+ {
+ create_texture_view(&view->gl_view, view_target, desc, texture, view_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));
+ }
+ }
+#if defined(STAGING_CSMT)
+
+ wined3d_resource_release(resource);
+#endif /* STAGING_CSMT */
+}
+
+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)))
+ return E_INVALIDARG;
+ view->desc = *desc;
+
+ wined3d_resource_incref(view->resource = resource);
+
+#if defined(STAGING_CSMT)
+ wined3d_resource_acquire(resource);
+#endif /* STAGING_CSMT */
+ 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("resource %p, parent %p, parent_ops %p, view %p.\n", resource, parent, parent_ops, view);
+ TRACE("desc %p, resource %p, parent %p, parent_ops %p, view %p.\n",
+ desc, resource, parent, parent_ops, view);
if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
return E_OUTOFMEMORY;
- object->refcount = 1;
- object->resource = resource;
- wined3d_resource_incref(resource);
- object->parent = parent;
- object->parent_ops = parent_ops;
+ if (FAILED(hr = wined3d_shader_resource_view_init(object, desc, resource, parent, parent_ops)))
+ {
+ HeapFree(GetProcessHeap(), 0, 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 *texture;
+
+ 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 = wined3d_texture_from_resource(view->resource);
+ wined3d_texture_bind(texture, context, FALSE);
+ wined3d_sampler_bind(sampler, unit, texture, context);
+}
+
+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);
+ }
+
+ HeapFree(GetProcessHeap(), 0, 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 *format;
+ struct wined3d_resource *resource;
+ struct wined3d_buffer *buffer;
+ 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 = view->format;
+ if (format->id != WINED3DFMT_R32_UINT && format->id != WINED3DFMT_R32_SINT
+ && format->id != WINED3DFMT_R32G32B32A32_UINT
+ && format->id != WINED3DFMT_R32G32B32A32_SINT)
+ {
+ FIXME("Not implemented for format %s.\n", debug_d3dformat(format->id));
+ return;
+ }
+
+ buffer = buffer_from_resource(resource);
+ wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
+ wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_BUFFER);
+
+ get_buffer_view_range(buffer, &view->desc, format, &offset, &size);
+ context_bind_bo(context, buffer->buffer_type_hint, buffer->buffer_object);
+ GL_EXTCALL(glClearBufferSubData(buffer->buffer_type_hint, format->glInternal,
+ offset, size, format->glFormat, format->glType, clear_value));
+ checkGLcall("clear unordered access view");
+}
+
+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)
+ {
+ 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 *texture = 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, desc->u.texture.level_idx);
+ else
+ depth_or_layer_count = texture->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),
+ desc, texture, view->format);
+ }
+ }
+#if defined(STAGING_CSMT)
+
+ wined3d_resource_release(resource);
+#endif /* STAGING_CSMT */
+}
+
+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)))
+ return E_INVALIDARG;
+ view->desc = *desc;
+
+ if (desc->flags & WINED3D_VIEW_BUFFER_APPEND)
+ FIXME("Unhandled view flags %#x.\n", desc->flags);
+
+ wined3d_resource_incref(view->resource = resource);
+
+#if defined(STAGING_CSMT)
+ wined3d_resource_acquire(resource);
+#endif /* STAGING_CSMT */
+ 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 %p, resource %p, parent %p, parent_ops %p, view %p.\n",
+ desc, resource, parent, parent_ops, view);
+
+ if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
+ return E_OUTOFMEMORY;
+
+ if (FAILED(hr = wined3d_unordered_access_view_init(object, desc, resource, parent, parent_ops)))
+ {
+ HeapFree(GetProcessHeap(), 0, 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;
+}