shcore: Implement Get/SetProcessDpiAwareness().
[wine.git] / dlls / wined3d / resource.c
blobb5dcdf012db7992ea3da5e1c5b2a87692020d23d
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 "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
48 * driver. */
50 if (usage & ~handled)
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;
67 unsigned int i;
69 static const struct
71 enum wined3d_resource_type type;
72 DWORD cube_usage;
73 enum wined3d_gl_resource_type gl_type;
75 resource_types[] =
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;
95 if (!size)
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))
102 continue;
104 gl_type = resource_types[i].gl_type;
105 if (base_type == WINED3D_GL_RES_TYPE_COUNT)
106 base_type = gl_type;
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));
111 continue;
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));
117 continue;
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");
124 continue;
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));
129 continue;
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");
137 tex_2d_ok = TRUE;
138 continue;
140 break;
143 if (base_type != WINED3D_GL_RES_TYPE_COUNT && i == ARRAY_SIZE(resource_types))
145 if (tex_2d_ok)
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. */
154 gl_type = base_type;
156 else
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;
174 resource->ref = 1;
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);
212 return WINED3D_OK;
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)
252 DWORD prev;
254 if (!wined3d_resource_access_is_managed(resource->access))
256 WARN("Called on non-managed resource %p, ignoring.\n", resource);
257 return 0;
260 prev = resource->priority;
261 resource->priority = priority;
262 TRACE("resource %p, new priority %u, returning old priority %u.\n", resource, priority, prev);
263 return 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;
328 return flags;
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");
340 return E_INVALIDARG;
343 if ((flags & WINED3D_MAP_READ) && !(resource->access & WINED3D_RESOURCE_ACCESS_MAP_R))
345 WARN("Resource does not have MAP_R access.\n");
346 return E_INVALIDARG;
349 if ((flags & WINED3D_MAP_WRITE) && !(resource->access & WINED3D_RESOURCE_ACCESS_MAP_W))
351 WARN("Resource does not have MAP_W access.\n");
352 return E_INVALIDARG;
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)
375 void **p;
376 SIZE_T align = RESOURCE_ALIGNMENT - 1 + sizeof(*p);
377 void *mem;
379 if (!(mem = heap_alloc_zero(resource->size + align)))
381 ERR("Failed to allocate system memory.\n");
382 return FALSE;
385 p = (void **)(((ULONG_PTR)mem + align) & ~(RESOURCE_ALIGNMENT - 1)) - 1;
386 *p = mem;
388 resource->heap_memory = ++p;
390 return TRUE;
393 void wined3d_resource_free_sysmem(struct wined3d_resource *resource)
395 void **p = resource->heap_memory;
397 if (!p)
398 return;
400 heap_free(*(--p));
401 resource->heap_memory = NULL;
404 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags)
406 GLbitfield ret = 0;
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;
418 return ret;
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;
431 default:
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)
442 return TRUE;
444 /* Not on a swapchain - must be offscreen */
445 if (!(swapchain = texture_from_resource(resource)->swapchain))
446 return TRUE;
448 /* The front buffer is always onscreen */
449 if (resource == &swapchain->front_buffer->resource)
450 return FALSE;
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;
468 else
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;
475 else
477 resource->draw_binding = WINED3D_LOCATION_TEXTURE_RGB;