wined3d: Use wined3d_mask_from_size() in shader_glsl_gather4().
[wine.git] / dlls / wined3d / resource.c
blob94d024ce87ddb6f9b7fa89435c291c4964f14c53
1 /*
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
24 #include "config.h"
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
28 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
30 static void resource_check_usage(DWORD usage, unsigned int access)
32 static const DWORD handled = WINED3DUSAGE_DYNAMIC
33 | WINED3DUSAGE_STATICDECL
34 | WINED3DUSAGE_OVERLAY
35 | WINED3DUSAGE_SCRATCH
36 | WINED3DUSAGE_PRIVATE
37 | WINED3DUSAGE_LEGACY_CUBEMAP
38 | ~WINED3DUSAGE_MASK;
40 /* Write-only CPU access is supposed to result in write-combined mappings
41 * being returned. OpenGL doesn't give us explicit control over that, but
42 * the hints and access flags we set for typical access patterns on
43 * dynamic resources should in theory have the same effect on the OpenGL
44 * driver. */
46 if (usage & ~handled)
47 FIXME("Unhandled usage flags %#x.\n", usage & ~handled);
48 if (usage & WINED3DUSAGE_DYNAMIC && access & WINED3D_RESOURCE_ACCESS_MAP_R)
49 WARN_(d3d_perf)("WINED3DUSAGE_DYNAMIC used with WINED3D_RESOURCE_ACCESS_MAP_R.\n");
52 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
53 enum wined3d_resource_type type, const struct wined3d_format *format,
54 enum wined3d_multisample_type multisample_type, unsigned int multisample_quality, unsigned int usage,
55 unsigned int bind_flags, unsigned int access, unsigned int width, unsigned int height, unsigned int depth,
56 unsigned int size, void *parent, const struct wined3d_parent_ops *parent_ops,
57 const struct wined3d_resource_ops *resource_ops)
59 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
60 enum wined3d_gl_resource_type base_type = WINED3D_GL_RES_TYPE_COUNT;
61 enum wined3d_gl_resource_type gl_type = WINED3D_GL_RES_TYPE_COUNT;
62 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
63 BOOL tex_2d_ok = FALSE;
64 unsigned int i;
66 static const struct
68 enum wined3d_resource_type type;
69 DWORD cube_usage;
70 enum wined3d_gl_resource_type gl_type;
72 resource_types[] =
74 {WINED3D_RTYPE_BUFFER, 0, WINED3D_GL_RES_TYPE_BUFFER},
75 {WINED3D_RTYPE_TEXTURE_1D, 0, WINED3D_GL_RES_TYPE_TEX_1D},
76 {WINED3D_RTYPE_TEXTURE_2D, 0, WINED3D_GL_RES_TYPE_TEX_2D},
77 {WINED3D_RTYPE_TEXTURE_2D, 0, WINED3D_GL_RES_TYPE_TEX_RECT},
78 {WINED3D_RTYPE_TEXTURE_2D, 0, WINED3D_GL_RES_TYPE_RB},
79 {WINED3D_RTYPE_TEXTURE_2D, WINED3DUSAGE_LEGACY_CUBEMAP, WINED3D_GL_RES_TYPE_TEX_CUBE},
80 {WINED3D_RTYPE_TEXTURE_3D, 0, WINED3D_GL_RES_TYPE_TEX_3D},
83 resource_check_usage(usage, access);
85 if (usage & WINED3DUSAGE_SCRATCH && access & WINED3D_RESOURCE_ACCESS_GPU)
87 ERR("Trying to create a scratch resource with access flags %s.\n",
88 wined3d_debug_resource_access(access));
89 return WINED3DERR_INVALIDCALL;
92 if (bind_flags & (WINED3D_BIND_RENDER_TARGET | WINED3D_BIND_DEPTH_STENCIL))
94 if ((access & (WINED3D_RESOURCE_ACCESS_CPU | WINED3D_RESOURCE_ACCESS_GPU)) != WINED3D_RESOURCE_ACCESS_GPU)
96 WARN("Bind flags %s are incompatible with resource access %s.\n",
97 wined3d_debug_bind_flags(bind_flags), wined3d_debug_resource_access(access));
98 return WINED3DERR_INVALIDCALL;
101 /* Dynamic usage is incompatible with GPU writes. */
102 if (usage & WINED3DUSAGE_DYNAMIC)
104 WARN("Bind flags %s are incompatible with resource usage %s.\n",
105 wined3d_debug_bind_flags(bind_flags), debug_d3dusage(usage));
106 return WINED3DERR_INVALIDCALL;
110 if (!size)
111 ERR("Attempting to create a zero-sized resource.\n");
113 for (i = 0; i < ARRAY_SIZE(resource_types); ++i)
115 if (resource_types[i].type != type
116 || resource_types[i].cube_usage != (usage & WINED3DUSAGE_LEGACY_CUBEMAP))
117 continue;
119 gl_type = resource_types[i].gl_type;
120 if (base_type == WINED3D_GL_RES_TYPE_COUNT)
121 base_type = gl_type;
123 if (type == WINED3D_RTYPE_BUFFER)
124 break;
126 if ((bind_flags & WINED3D_BIND_RENDER_TARGET)
127 && !(format->flags[gl_type] & WINED3DFMT_FLAG_RENDERTARGET))
129 WARN("Format %s cannot be used for render targets.\n", debug_d3dformat(format->id));
130 continue;
132 if ((bind_flags & WINED3D_BIND_DEPTH_STENCIL)
133 && !(format->flags[gl_type] & WINED3DFMT_FLAG_DEPTH_STENCIL))
135 WARN("Format %s cannot be used for depth/stencil buffers.\n", debug_d3dformat(format->id));
136 continue;
138 if ((bind_flags & WINED3D_BIND_SHADER_RESOURCE)
139 && !(format->flags[gl_type] & WINED3DFMT_FLAG_TEXTURE))
141 WARN("Format %s cannot be used for texturing.\n", debug_d3dformat(format->id));
142 continue;
144 if (((width & (width - 1)) || (height & (height - 1)))
145 && !d3d_info->texture_npot
146 && !gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT]
147 && gl_type == WINED3D_GL_RES_TYPE_TEX_2D)
149 TRACE("Skipping 2D texture type to try texture rectangle.\n");
150 tex_2d_ok = TRUE;
151 continue;
153 break;
156 if (base_type != WINED3D_GL_RES_TYPE_COUNT && i == ARRAY_SIZE(resource_types))
158 if (tex_2d_ok)
160 /* Non power of 2 texture and rectangle textures or renderbuffers do not work.
161 * Use 2D textures, the texture code will pad to a power of 2 size. */
162 gl_type = WINED3D_GL_RES_TYPE_TEX_2D;
164 else if (usage & WINED3DUSAGE_SCRATCH)
166 /* Needed for proper format information. */
167 gl_type = base_type;
169 else
171 WARN("Did not find a suitable GL resource type for resource type %s.\n",
172 debug_d3dresourcetype(type));
173 return WINED3DERR_INVALIDCALL;
177 if (base_type != WINED3D_GL_RES_TYPE_COUNT
178 && (format->flags[base_type] & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BLOCKS_NO_VERIFY))
179 == WINED3DFMT_FLAG_BLOCKS)
181 UINT width_mask = format->block_width - 1;
182 UINT height_mask = format->block_height - 1;
183 if (width & width_mask || height & height_mask)
184 return WINED3DERR_INVALIDCALL;
187 resource->ref = 1;
188 resource->device = device;
189 resource->type = type;
190 resource->gl_type = gl_type;
191 resource->format = format;
192 if (gl_type < WINED3D_GL_RES_TYPE_COUNT)
193 resource->format_flags = format->flags[gl_type];
194 resource->multisample_type = multisample_type;
195 resource->multisample_quality = multisample_quality;
196 resource->usage = usage;
197 resource->bind_flags = bind_flags;
198 if (resource->format_flags & WINED3DFMT_FLAG_MAPPABLE)
199 access |= WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
200 resource->access = access;
201 resource->width = width;
202 resource->height = height;
203 resource->depth = depth;
204 resource->size = size;
205 resource->priority = 0;
206 resource->parent = parent;
207 resource->parent_ops = parent_ops;
208 resource->resource_ops = resource_ops;
209 resource->map_binding = WINED3D_LOCATION_SYSMEM;
210 resource->heap_memory = NULL;
212 if (!(usage & WINED3DUSAGE_PRIVATE))
214 /* Check that we have enough video ram left */
215 if (!(access & WINED3D_RESOURCE_ACCESS_CPU) && device->wined3d->flags & WINED3D_VIDMEM_ACCOUNTING)
217 if (size > wined3d_device_get_available_texture_mem(device))
219 ERR("Out of adapter memory.\n");
220 return WINED3DERR_OUTOFVIDEOMEMORY;
222 adapter_adjust_memory(device->adapter, size);
225 device_resource_add(device, resource);
228 return WINED3D_OK;
231 static void wined3d_resource_destroy_object(void *object)
233 struct wined3d_resource *resource = object;
235 TRACE("resource %p.\n", resource);
237 wined3d_resource_free_sysmem(resource);
238 context_resource_released(resource->device, resource);
239 wined3d_resource_release(resource);
242 void resource_cleanup(struct wined3d_resource *resource)
244 const struct wined3d *d3d = resource->device->wined3d;
246 TRACE("Cleaning up resource %p.\n", resource);
248 if (!(resource->usage & WINED3DUSAGE_PRIVATE))
250 if (!(resource->access & WINED3D_RESOURCE_ACCESS_CPU) && d3d->flags & WINED3D_VIDMEM_ACCOUNTING)
252 TRACE("Decrementing device memory pool by %u.\n", resource->size);
253 adapter_adjust_memory(resource->device->adapter, (INT64)0 - resource->size);
256 device_resource_released(resource->device, resource);
258 wined3d_resource_acquire(resource);
259 wined3d_cs_destroy_object(resource->device->cs, wined3d_resource_destroy_object, resource);
262 void resource_unload(struct wined3d_resource *resource)
264 if (resource->map_count)
265 ERR("Resource %p is being unloaded while mapped.\n", resource);
268 DWORD CDECL wined3d_resource_set_priority(struct wined3d_resource *resource, DWORD priority)
270 DWORD prev;
272 if (!wined3d_resource_access_is_managed(resource->access))
274 WARN("Called on non-managed resource %p, ignoring.\n", resource);
275 return 0;
278 prev = resource->priority;
279 resource->priority = priority;
280 TRACE("resource %p, new priority %u, returning old priority %u.\n", resource, priority, prev);
281 return prev;
284 DWORD CDECL wined3d_resource_get_priority(const struct wined3d_resource *resource)
286 TRACE("resource %p, returning %u.\n", resource, resource->priority);
287 return resource->priority;
290 void * CDECL wined3d_resource_get_parent(const struct wined3d_resource *resource)
292 return resource->parent;
295 void CDECL wined3d_resource_set_parent(struct wined3d_resource *resource, void *parent)
297 resource->parent = parent;
300 void CDECL wined3d_resource_get_desc(const struct wined3d_resource *resource, struct wined3d_resource_desc *desc)
302 desc->resource_type = resource->type;
303 desc->format = resource->format->id;
304 desc->multisample_type = resource->multisample_type;
305 desc->multisample_quality = resource->multisample_quality;
306 desc->usage = resource->usage;
307 desc->bind_flags = resource->bind_flags;
308 desc->access = resource->access;
309 desc->width = resource->width;
310 desc->height = resource->height;
311 desc->depth = resource->depth;
312 desc->size = resource->size;
315 HRESULT CDECL wined3d_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
316 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
318 TRACE("resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n",
319 resource, sub_resource_idx, map_desc, debug_box(box), flags);
321 return wined3d_device_context_map(&resource->device->cs->c, resource, sub_resource_idx, map_desc, box, flags);
324 HRESULT CDECL wined3d_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
326 TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx);
328 return wined3d_device_context_unmap(&resource->device->cs->c, resource, sub_resource_idx);
331 void CDECL wined3d_resource_preload(struct wined3d_resource *resource)
333 wined3d_cs_emit_preload_resource(resource->device->cs, resource);
336 static BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource)
338 void **p;
339 SIZE_T align = RESOURCE_ALIGNMENT - 1 + sizeof(*p);
340 void *mem;
342 if (!(mem = heap_alloc_zero(resource->size + align)))
344 ERR("Failed to allocate system memory.\n");
345 return FALSE;
348 p = (void **)(((ULONG_PTR)mem + align) & ~(RESOURCE_ALIGNMENT - 1)) - 1;
349 *p = mem;
351 resource->heap_memory = ++p;
353 return TRUE;
356 BOOL wined3d_resource_prepare_sysmem(struct wined3d_resource *resource)
358 if (resource->heap_memory)
359 return TRUE;
361 return wined3d_resource_allocate_sysmem(resource);
364 void wined3d_resource_free_sysmem(struct wined3d_resource *resource)
366 void **p = resource->heap_memory;
368 if (!p)
369 return;
371 heap_free(*(--p));
372 resource->heap_memory = NULL;
375 GLbitfield wined3d_resource_gl_storage_flags(const struct wined3d_resource *resource)
377 uint32_t access = resource->access;
378 GLbitfield flags = 0;
380 if (resource->usage & WINED3DUSAGE_DYNAMIC)
381 flags |= GL_CLIENT_STORAGE_BIT;
382 if (access & WINED3D_RESOURCE_ACCESS_MAP_W)
383 flags |= GL_MAP_WRITE_BIT;
384 if (access & WINED3D_RESOURCE_ACCESS_MAP_R)
385 flags |= GL_MAP_READ_BIT;
387 return flags;
390 GLbitfield wined3d_resource_gl_map_flags(const struct wined3d_bo_gl *bo, DWORD d3d_flags)
392 GLbitfield ret = 0;
394 if (d3d_flags & WINED3D_MAP_WRITE)
396 ret |= GL_MAP_WRITE_BIT;
397 if (!bo->b.coherent)
398 ret |= GL_MAP_FLUSH_EXPLICIT_BIT;
400 if (d3d_flags & WINED3D_MAP_READ)
401 ret |= GL_MAP_READ_BIT;
402 else
403 ret |= GL_MAP_UNSYNCHRONIZED_BIT;
405 return ret;
408 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags)
410 switch (d3d_flags & (WINED3D_MAP_READ | WINED3D_MAP_WRITE))
412 case WINED3D_MAP_READ:
413 return GL_READ_ONLY_ARB;
415 case WINED3D_MAP_WRITE:
416 return GL_WRITE_ONLY_ARB;
418 default:
419 return GL_READ_WRITE_ARB;
423 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource)
425 struct wined3d_swapchain *swapchain;
427 /* Only 2D texture resources can be onscreen. */
428 if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
429 return TRUE;
431 /* Not on a swapchain - must be offscreen */
432 if (!(swapchain = texture_from_resource(resource)->swapchain))
433 return TRUE;
435 /* The front buffer is always onscreen */
436 if (resource == &swapchain->front_buffer->resource)
437 return FALSE;
439 /* If the swapchain is rendered to an FBO, the backbuffer is
440 * offscreen, otherwise onscreen */
441 return wined3d_settings.offscreen_rendering_mode == ORM_FBO;
444 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource)
446 const struct wined3d_d3d_info *d3d_info = &resource->device->adapter->d3d_info;
448 if (!wined3d_resource_is_offscreen(resource) || wined3d_settings.offscreen_rendering_mode != ORM_FBO)
450 resource->draw_binding = WINED3D_LOCATION_DRAWABLE;
452 else if (resource->multisample_type)
454 resource->draw_binding = d3d_info->multisample_draw_location;
456 else if (resource->gl_type == WINED3D_GL_RES_TYPE_RB)
458 resource->draw_binding = WINED3D_LOCATION_RB_RESOLVED;
460 else
462 resource->draw_binding = WINED3D_LOCATION_TEXTURE_RGB;
466 const struct wined3d_format *wined3d_resource_get_decompress_format(const struct wined3d_resource *resource)
468 const struct wined3d_adapter *adapter = resource->device->adapter;
469 if (resource->format_flags & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)
470 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
471 return wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM_SRGB, resource->bind_flags);
472 return wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM, resource->bind_flags);
475 unsigned int wined3d_resource_get_sample_count(const struct wined3d_resource *resource)
477 const struct wined3d_format *format = resource->format;
479 /* TODO: NVIDIA expose their Coverage Sample Anti-Aliasing (CSAA)
480 * feature through type == MULTISAMPLE_XX and quality != 0. This could
481 * be mapped to GL_NV_framebuffer_multisample_coverage.
483 * AMD have a similar feature called Enhanced Quality Anti-Aliasing
484 * (EQAA), but it does not have an equivalent OpenGL extension. */
486 /* We advertise as many WINED3D_MULTISAMPLE_NON_MASKABLE quality
487 * levels as the count of advertised multisample types for the texture
488 * format. */
489 if (resource->multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE)
491 unsigned int i, count = 0;
493 for (i = 0; i < sizeof(format->multisample_types) * CHAR_BIT; ++i)
495 if (format->multisample_types & 1u << i)
497 if (resource->multisample_quality == count++)
498 break;
501 return i + 1;
504 return resource->multisample_type;
507 HRESULT wined3d_resource_check_box_dimensions(struct wined3d_resource *resource,
508 unsigned int sub_resource_idx, const struct wined3d_box *box)
510 const struct wined3d_format *format = resource->format;
511 struct wined3d_sub_resource_desc desc;
512 unsigned int width_mask, height_mask;
514 wined3d_resource_get_sub_resource_desc(resource, sub_resource_idx, &desc);
516 if (box->left >= box->right || box->right > desc.width
517 || box->top >= box->bottom || box->bottom > desc.height
518 || box->front >= box->back || box->back > desc.depth)
520 WARN("Box %s is invalid.\n", debug_box(box));
521 return WINEDDERR_INVALIDRECT;
524 if (resource->format_flags & WINED3DFMT_FLAG_BLOCKS)
526 /* This assumes power of two block sizes, but NPOT block sizes would
527 * be silly anyway.
529 * This also assumes that the format's block depth is 1. */
530 width_mask = format->block_width - 1;
531 height_mask = format->block_height - 1;
533 if ((box->left & width_mask) || (box->top & height_mask)
534 || (box->right & width_mask && box->right != desc.width)
535 || (box->bottom & height_mask && box->bottom != desc.height))
537 WARN("Box %s is misaligned for %ux%u blocks.\n", debug_box(box), format->block_width, format->block_height);
538 return WINED3DERR_INVALIDCALL;
542 return WINED3D_OK;
545 VkAccessFlags vk_access_mask_from_bind_flags(uint32_t bind_flags)
547 VkAccessFlags flags = 0;
549 if (bind_flags & WINED3D_BIND_VERTEX_BUFFER)
550 flags |= VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT;
551 if (bind_flags & WINED3D_BIND_INDEX_BUFFER)
552 flags |= VK_ACCESS_INDEX_READ_BIT;
553 if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
554 flags |= VK_ACCESS_UNIFORM_READ_BIT;
555 if (bind_flags & WINED3D_BIND_SHADER_RESOURCE)
556 flags |= VK_ACCESS_SHADER_READ_BIT;
557 if (bind_flags & WINED3D_BIND_UNORDERED_ACCESS)
558 flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
559 if (bind_flags & WINED3D_BIND_INDIRECT_BUFFER)
560 flags |= VK_ACCESS_INDIRECT_COMMAND_READ_BIT;
561 if (bind_flags & WINED3D_BIND_RENDER_TARGET)
562 flags |= VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
563 if (bind_flags & WINED3D_BIND_DEPTH_STENCIL)
564 flags |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
565 if (bind_flags & WINED3D_BIND_STREAM_OUTPUT)
566 flags |= VK_ACCESS_TRANSFORM_FEEDBACK_WRITE_BIT_EXT;
568 return flags;
571 VkPipelineStageFlags vk_pipeline_stage_mask_from_bind_flags(uint32_t bind_flags)
573 VkPipelineStageFlags flags = 0;
575 if (bind_flags & (WINED3D_BIND_VERTEX_BUFFER | WINED3D_BIND_INDEX_BUFFER))
576 flags |= VK_PIPELINE_STAGE_VERTEX_INPUT_BIT;
577 if (bind_flags & (WINED3D_BIND_CONSTANT_BUFFER | WINED3D_BIND_SHADER_RESOURCE | WINED3D_BIND_UNORDERED_ACCESS))
578 flags |= VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT
579 | VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT | VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT
580 | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
581 if (bind_flags & WINED3D_BIND_INDIRECT_BUFFER)
582 flags |= VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT;
583 if (bind_flags & WINED3D_BIND_RENDER_TARGET)
584 flags |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
585 if (bind_flags & WINED3D_BIND_DEPTH_STENCIL)
586 flags |= VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
587 if (bind_flags & WINED3D_BIND_STREAM_OUTPUT)
588 flags |= VK_PIPELINE_STAGE_TRANSFORM_FEEDBACK_BIT_EXT;
590 return flags;
593 void *resource_offset_map_pointer(struct wined3d_resource *resource, unsigned int sub_resource_idx,
594 uint8_t *base_memory, const struct wined3d_box *box)
596 const struct wined3d_format *format = resource->format;
597 unsigned int row_pitch, slice_pitch;
599 wined3d_resource_get_sub_resource_map_pitch(resource, sub_resource_idx, &row_pitch, &slice_pitch);
601 if ((resource->format_flags & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_BLOCKS)
603 /* Compressed textures are block based, so calculate the offset of
604 * the block that contains the top-left pixel of the mapped box. */
605 return base_memory
606 + (box->front * slice_pitch)
607 + ((box->top / format->block_height) * row_pitch)
608 + ((box->left / format->block_width) * format->block_byte_count);
610 else
612 return base_memory
613 + (box->front * slice_pitch)
614 + (box->top * row_pitch)
615 + (box->left * format->byte_count);