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 const 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
51 FIXME("Unhandled usage flags %#x.\n", usage
& ~handled
);
52 if ((usage
& (WINED3DUSAGE_DYNAMIC
| WINED3DUSAGE_WRITEONLY
)) == WINED3DUSAGE_DYNAMIC
)
53 WARN_(d3d_perf
)("WINED3DUSAGE_DYNAMIC used without WINED3DUSAGE_WRITEONLY.\n");
56 HRESULT
resource_init(struct wined3d_resource
*resource
, struct wined3d_device
*device
,
57 enum wined3d_resource_type type
, const struct wined3d_format
*format
,
58 enum wined3d_multisample_type multisample_type
, unsigned int multisample_quality
,
59 unsigned int usage
, unsigned int access
, unsigned int width
, unsigned int height
, unsigned int depth
,
60 unsigned int size
, void *parent
, const struct wined3d_parent_ops
*parent_ops
,
61 const struct wined3d_resource_ops
*resource_ops
)
63 enum wined3d_gl_resource_type base_type
= WINED3D_GL_RES_TYPE_COUNT
;
64 enum wined3d_gl_resource_type gl_type
= WINED3D_GL_RES_TYPE_COUNT
;
65 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
66 BOOL tex_2d_ok
= FALSE
;
71 enum wined3d_resource_type type
;
73 enum wined3d_gl_resource_type gl_type
;
77 {WINED3D_RTYPE_BUFFER
, 0, WINED3D_GL_RES_TYPE_BUFFER
},
78 {WINED3D_RTYPE_TEXTURE_1D
, 0, WINED3D_GL_RES_TYPE_TEX_1D
},
79 {WINED3D_RTYPE_TEXTURE_2D
, 0, WINED3D_GL_RES_TYPE_TEX_2D
},
80 {WINED3D_RTYPE_TEXTURE_2D
, 0, WINED3D_GL_RES_TYPE_TEX_RECT
},
81 {WINED3D_RTYPE_TEXTURE_2D
, 0, WINED3D_GL_RES_TYPE_RB
},
82 {WINED3D_RTYPE_TEXTURE_2D
, WINED3DUSAGE_LEGACY_CUBEMAP
, WINED3D_GL_RES_TYPE_TEX_CUBE
},
83 {WINED3D_RTYPE_TEXTURE_3D
, 0, WINED3D_GL_RES_TYPE_TEX_3D
},
86 resource_check_usage(usage
);
88 if (usage
& WINED3DUSAGE_SCRATCH
&& access
& WINED3D_RESOURCE_ACCESS_GPU
)
90 ERR("Trying to create a scratch resource with access flags %s.\n",
91 wined3d_debug_resource_access(access
));
92 return WINED3DERR_INVALIDCALL
;
96 ERR("Attempting to create a zero-sized resource.\n");
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
;
194 resource
->heap_memory
= NULL
;
196 if (!(usage
& WINED3DUSAGE_PRIVATE
))
198 /* Check that we have enough video ram left */
199 if (!(access
& WINED3D_RESOURCE_ACCESS_CPU
) && device
->wined3d
->flags
& WINED3D_VIDMEM_ACCOUNTING
)
201 if (size
> wined3d_device_get_available_texture_mem(device
))
203 ERR("Out of adapter memory.\n");
204 return WINED3DERR_OUTOFVIDEOMEMORY
;
206 adapter_adjust_memory(device
->adapter
, size
);
209 device_resource_add(device
, resource
);
215 static void wined3d_resource_destroy_object(void *object
)
217 struct wined3d_resource
*resource
= object
;
219 wined3d_resource_free_sysmem(resource
);
220 context_resource_released(resource
->device
, resource
);
221 wined3d_resource_release(resource
);
224 void resource_cleanup(struct wined3d_resource
*resource
)
226 const struct wined3d
*d3d
= resource
->device
->wined3d
;
228 TRACE("Cleaning up resource %p.\n", resource
);
230 if (!(resource
->usage
& WINED3DUSAGE_PRIVATE
))
232 if (!(resource
->access
& WINED3D_RESOURCE_ACCESS_CPU
) && d3d
->flags
& WINED3D_VIDMEM_ACCOUNTING
)
234 TRACE("Decrementing device memory pool by %u.\n", resource
->size
);
235 adapter_adjust_memory(resource
->device
->adapter
, (INT64
)0 - resource
->size
);
238 device_resource_released(resource
->device
, resource
);
240 wined3d_resource_acquire(resource
);
241 wined3d_cs_destroy_object(resource
->device
->cs
, wined3d_resource_destroy_object
, resource
);
244 void resource_unload(struct wined3d_resource
*resource
)
246 if (resource
->map_count
)
247 ERR("Resource %p is being unloaded while mapped.\n", resource
);
250 DWORD CDECL
wined3d_resource_set_priority(struct wined3d_resource
*resource
, DWORD priority
)
254 if (!wined3d_resource_access_is_managed(resource
->access
))
256 WARN("Called on non-managed resource %p, ignoring.\n", resource
);
260 prev
= resource
->priority
;
261 resource
->priority
= priority
;
262 TRACE("resource %p, new priority %u, returning old priority %u.\n", resource
, priority
, prev
);
266 DWORD CDECL
wined3d_resource_get_priority(const struct wined3d_resource
*resource
)
268 TRACE("resource %p, returning %u.\n", resource
, resource
->priority
);
269 return resource
->priority
;
272 void * CDECL
wined3d_resource_get_parent(const struct wined3d_resource
*resource
)
274 return resource
->parent
;
277 void CDECL
wined3d_resource_set_parent(struct wined3d_resource
*resource
, void *parent
)
279 resource
->parent
= parent
;
282 void CDECL
wined3d_resource_get_desc(const struct wined3d_resource
*resource
, struct wined3d_resource_desc
*desc
)
284 desc
->resource_type
= resource
->type
;
285 desc
->format
= resource
->format
->id
;
286 desc
->multisample_type
= resource
->multisample_type
;
287 desc
->multisample_quality
= resource
->multisample_quality
;
288 desc
->usage
= resource
->usage
;
289 desc
->access
= resource
->access
;
290 desc
->width
= resource
->width
;
291 desc
->height
= resource
->height
;
292 desc
->depth
= resource
->depth
;
293 desc
->size
= resource
->size
;
296 static DWORD
wined3d_resource_sanitise_map_flags(const struct wined3d_resource
*resource
, DWORD flags
)
298 /* Not all flags make sense together, but Windows never returns an error.
299 * Catch the cases that could cause issues. */
300 if (flags
& WINED3D_MAP_READ
)
302 if (flags
& WINED3D_MAP_DISCARD
)
304 WARN("WINED3D_MAP_READ combined with WINED3D_MAP_DISCARD, ignoring flags.\n");
305 return flags
& (WINED3D_MAP_READ
| WINED3D_MAP_WRITE
);
307 if (flags
& WINED3D_MAP_NOOVERWRITE
)
309 WARN("WINED3D_MAP_READ combined with WINED3D_MAP_NOOVERWRITE, ignoring flags.\n");
310 return flags
& (WINED3D_MAP_READ
| WINED3D_MAP_WRITE
);
313 else if (flags
& (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
))
315 if (!(resource
->usage
& WINED3DUSAGE_DYNAMIC
))
317 WARN("DISCARD or NOOVERWRITE map on non-dynamic buffer, ignoring.\n");
318 return flags
& (WINED3D_MAP_READ
| WINED3D_MAP_WRITE
);
320 if ((flags
& (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
))
321 == (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
))
323 WARN("WINED3D_MAP_NOOVERWRITE used with WINED3D_MAP_DISCARD, ignoring WINED3D_MAP_DISCARD.\n");
324 flags
&= ~WINED3D_MAP_DISCARD
;
331 HRESULT CDECL
wined3d_resource_map(struct wined3d_resource
*resource
, unsigned int sub_resource_idx
,
332 struct wined3d_map_desc
*map_desc
, const struct wined3d_box
*box
, DWORD flags
)
334 TRACE("resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n",
335 resource
, sub_resource_idx
, map_desc
, debug_box(box
), flags
);
337 if (!(flags
& (WINED3D_MAP_READ
| WINED3D_MAP_WRITE
)))
339 WARN("No read/write flags specified.\n");
343 if ((flags
& WINED3D_MAP_READ
) && !(resource
->access
& WINED3D_RESOURCE_ACCESS_MAP_R
))
345 WARN("Resource does not have MAP_R access.\n");
349 if ((flags
& WINED3D_MAP_WRITE
) && !(resource
->access
& WINED3D_RESOURCE_ACCESS_MAP_W
))
351 WARN("Resource does not have MAP_W access.\n");
355 flags
= wined3d_resource_sanitise_map_flags(resource
, flags
);
356 wined3d_resource_wait_idle(resource
);
358 return wined3d_cs_map(resource
->device
->cs
, resource
, sub_resource_idx
, map_desc
, box
, flags
);
361 HRESULT CDECL
wined3d_resource_unmap(struct wined3d_resource
*resource
, unsigned int sub_resource_idx
)
363 TRACE("resource %p, sub_resource_idx %u.\n", resource
, sub_resource_idx
);
365 return wined3d_cs_unmap(resource
->device
->cs
, resource
, sub_resource_idx
);
368 void CDECL
wined3d_resource_preload(struct wined3d_resource
*resource
)
370 wined3d_cs_emit_preload_resource(resource
->device
->cs
, resource
);
373 BOOL
wined3d_resource_allocate_sysmem(struct wined3d_resource
*resource
)
376 SIZE_T align
= RESOURCE_ALIGNMENT
- 1 + sizeof(*p
);
379 if (!(mem
= heap_alloc_zero(resource
->size
+ align
)))
381 ERR("Failed to allocate system memory.\n");
385 p
= (void **)(((ULONG_PTR
)mem
+ align
) & ~(RESOURCE_ALIGNMENT
- 1)) - 1;
388 resource
->heap_memory
= ++p
;
393 void wined3d_resource_free_sysmem(struct wined3d_resource
*resource
)
395 void **p
= resource
->heap_memory
;
401 resource
->heap_memory
= NULL
;
404 GLbitfield
wined3d_resource_gl_map_flags(DWORD d3d_flags
)
408 if (d3d_flags
& WINED3D_MAP_WRITE
)
409 ret
|= GL_MAP_WRITE_BIT
| GL_MAP_FLUSH_EXPLICIT_BIT
;
410 if (d3d_flags
& WINED3D_MAP_READ
)
411 ret
|= GL_MAP_READ_BIT
;
413 if (d3d_flags
& WINED3D_MAP_DISCARD
)
414 ret
|= GL_MAP_INVALIDATE_BUFFER_BIT
;
415 if (d3d_flags
& WINED3D_MAP_NOOVERWRITE
)
416 ret
|= GL_MAP_UNSYNCHRONIZED_BIT
;
421 GLenum
wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags
)
423 switch (d3d_flags
& (WINED3D_MAP_READ
| WINED3D_MAP_WRITE
))
425 case WINED3D_MAP_READ
:
426 return GL_READ_ONLY_ARB
;
428 case WINED3D_MAP_WRITE
:
429 return GL_WRITE_ONLY_ARB
;
432 return GL_READ_WRITE_ARB
;
436 BOOL
wined3d_resource_is_offscreen(struct wined3d_resource
*resource
)
438 struct wined3d_swapchain
*swapchain
;
440 /* Only 2D texture resources can be onscreen. */
441 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
444 /* Not on a swapchain - must be offscreen */
445 if (!(swapchain
= texture_from_resource(resource
)->swapchain
))
448 /* The front buffer is always onscreen */
449 if (resource
== &swapchain
->front_buffer
->resource
)
452 /* If the swapchain is rendered to an FBO, the backbuffer is
453 * offscreen, otherwise onscreen */
454 return swapchain
->render_to_fbo
;
457 void wined3d_resource_update_draw_binding(struct wined3d_resource
*resource
)
459 if (!wined3d_resource_is_offscreen(resource
) || wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
461 resource
->draw_binding
= WINED3D_LOCATION_DRAWABLE
;
463 else if (resource
->multisample_type
)
465 const struct wined3d_gl_info
*gl_info
= &resource
->device
->adapter
->gl_info
;
466 if (gl_info
->supported
[ARB_TEXTURE_MULTISAMPLE
])
467 resource
->draw_binding
= WINED3D_LOCATION_TEXTURE_RGB
;
469 resource
->draw_binding
= WINED3D_LOCATION_RB_MULTISAMPLE
;
471 else if (resource
->gl_type
== WINED3D_GL_RES_TYPE_RB
)
473 resource
->draw_binding
= WINED3D_LOCATION_RB_RESOLVED
;
477 resource
->draw_binding
= WINED3D_LOCATION_TEXTURE_RGB
;