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 DWORD
resource_access_from_pool(enum wined3d_pool pool
)
35 case WINED3D_POOL_DEFAULT
:
36 return WINED3D_RESOURCE_ACCESS_GPU
;
38 case WINED3D_POOL_MANAGED
:
39 return WINED3D_RESOURCE_ACCESS_GPU
| WINED3D_RESOURCE_ACCESS_CPU
;
41 case WINED3D_POOL_SCRATCH
:
42 case WINED3D_POOL_SYSTEM_MEM
:
43 return WINED3D_RESOURCE_ACCESS_CPU
;
46 FIXME("Unhandled pool %#x.\n", pool
);
51 static void resource_check_usage(DWORD usage
)
53 static const DWORD handled
= WINED3DUSAGE_RENDERTARGET
54 | WINED3DUSAGE_DEPTHSTENCIL
55 | WINED3DUSAGE_WRITEONLY
56 | WINED3DUSAGE_DYNAMIC
57 | WINED3DUSAGE_AUTOGENMIPMAP
58 | WINED3DUSAGE_STATICDECL
59 | WINED3DUSAGE_OVERLAY
60 | WINED3DUSAGE_PRIVATE
61 | WINED3DUSAGE_LEGACY_CUBEMAP
62 | WINED3DUSAGE_TEXTURE
;
64 /* WINED3DUSAGE_WRITEONLY is supposed to result in write-combined mappings
65 * being returned. OpenGL doesn't give us explicit control over that, but
66 * the hints and access flags we set for typical access patterns on
67 * dynamic resources should in theory have the same effect on the OpenGL
71 FIXME("Unhandled usage flags %#x.\n", usage
& ~handled
);
72 if ((usage
& (WINED3DUSAGE_DYNAMIC
| WINED3DUSAGE_WRITEONLY
)) == WINED3DUSAGE_DYNAMIC
)
73 WARN_(d3d_perf
)("WINED3DUSAGE_DYNAMIC used without WINED3DUSAGE_WRITEONLY.\n");
76 HRESULT
resource_init(struct wined3d_resource
*resource
, struct wined3d_device
*device
,
77 enum wined3d_resource_type type
, const struct wined3d_format
*format
,
78 enum wined3d_multisample_type multisample_type
, UINT multisample_quality
,
79 DWORD usage
, enum wined3d_pool pool
, UINT width
, UINT height
, UINT depth
, UINT size
,
80 void *parent
, const struct wined3d_parent_ops
*parent_ops
,
81 const struct wined3d_resource_ops
*resource_ops
)
83 enum wined3d_gl_resource_type base_type
= WINED3D_GL_RES_TYPE_COUNT
;
84 enum wined3d_gl_resource_type gl_type
= WINED3D_GL_RES_TYPE_COUNT
;
85 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
86 BOOL tex_2d_ok
= FALSE
;
91 enum wined3d_resource_type type
;
93 enum wined3d_gl_resource_type gl_type
;
97 {WINED3D_RTYPE_BUFFER
, 0, WINED3D_GL_RES_TYPE_BUFFER
},
98 {WINED3D_RTYPE_TEXTURE_2D
, 0, WINED3D_GL_RES_TYPE_TEX_2D
},
99 {WINED3D_RTYPE_TEXTURE_2D
, 0, WINED3D_GL_RES_TYPE_TEX_RECT
},
100 {WINED3D_RTYPE_TEXTURE_2D
, 0, WINED3D_GL_RES_TYPE_RB
},
101 {WINED3D_RTYPE_TEXTURE_2D
, WINED3DUSAGE_LEGACY_CUBEMAP
, WINED3D_GL_RES_TYPE_TEX_CUBE
},
102 {WINED3D_RTYPE_TEXTURE_3D
, 0, WINED3D_GL_RES_TYPE_TEX_3D
},
105 resource_check_usage(usage
);
107 for (i
= 0; i
< ARRAY_SIZE(resource_types
); ++i
)
109 if (resource_types
[i
].type
!= type
110 || resource_types
[i
].cube_usage
!= (usage
& WINED3DUSAGE_LEGACY_CUBEMAP
))
113 gl_type
= resource_types
[i
].gl_type
;
114 if (base_type
== WINED3D_GL_RES_TYPE_COUNT
)
117 if ((usage
& WINED3DUSAGE_RENDERTARGET
) && !(format
->flags
[gl_type
] & WINED3DFMT_FLAG_RENDERTARGET
))
119 WARN("Format %s cannot be used for render targets.\n", debug_d3dformat(format
->id
));
122 if ((usage
& WINED3DUSAGE_DEPTHSTENCIL
)
123 && !(format
->flags
[gl_type
] & (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
)))
125 WARN("Format %s cannot be used for depth/stencil buffers.\n", debug_d3dformat(format
->id
));
128 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
129 && usage
& (WINED3DUSAGE_RENDERTARGET
| WINED3DUSAGE_DEPTHSTENCIL
)
130 && !(format
->flags
[gl_type
] & WINED3DFMT_FLAG_FBO_ATTACHABLE
))
132 WARN("Render target or depth stencil is not FBO attachable.\n");
135 if ((usage
& WINED3DUSAGE_TEXTURE
) && !(format
->flags
[gl_type
] & WINED3DFMT_FLAG_TEXTURE
))
137 WARN("Format %s cannot be used for texturing.\n", debug_d3dformat(format
->id
));
140 if (((width
& (width
- 1)) || (height
& (height
- 1)))
141 && !gl_info
->supported
[ARB_TEXTURE_NON_POWER_OF_TWO
]
142 && !gl_info
->supported
[WINED3D_GL_NORMALIZED_TEXRECT
]
143 && gl_type
== WINED3D_GL_RES_TYPE_TEX_2D
)
145 TRACE("Skipping 2D texture type to try texture rectangle.\n");
152 if (base_type
!= WINED3D_GL_RES_TYPE_COUNT
&& i
== ARRAY_SIZE(resource_types
))
156 /* Non power of 2 texture and rectangle textures or renderbuffers do not work.
157 * Use 2D textures, the texture code will pad to a power of 2 size. */
158 gl_type
= WINED3D_GL_RES_TYPE_TEX_2D
;
160 else if (pool
== WINED3D_POOL_SCRATCH
)
162 /* Needed for proper format information. */
167 WARN("Did not find a suitable GL resource type for resource type %s.\n",
168 debug_d3dresourcetype(type
));
169 return WINED3DERR_INVALIDCALL
;
173 if (base_type
!= WINED3D_GL_RES_TYPE_COUNT
174 && (format
->flags
[base_type
] & (WINED3DFMT_FLAG_BLOCKS
| WINED3DFMT_FLAG_BLOCKS_NO_VERIFY
))
175 == WINED3DFMT_FLAG_BLOCKS
)
177 UINT width_mask
= format
->block_width
- 1;
178 UINT height_mask
= format
->block_height
- 1;
179 if (width
& width_mask
|| height
& height_mask
)
180 return WINED3DERR_INVALIDCALL
;
184 resource
->device
= device
;
185 resource
->type
= type
;
186 resource
->gl_type
= gl_type
;
187 resource
->format
= format
;
188 if (gl_type
< WINED3D_GL_RES_TYPE_COUNT
)
189 resource
->format_flags
= format
->flags
[gl_type
];
190 resource
->multisample_type
= multisample_type
;
191 resource
->multisample_quality
= multisample_quality
;
192 resource
->usage
= usage
;
193 resource
->pool
= pool
;
194 resource
->access_flags
= resource_access_from_pool(pool
);
195 if (usage
& WINED3DUSAGE_DYNAMIC
)
196 resource
->access_flags
|= WINED3D_RESOURCE_ACCESS_CPU
;
197 resource
->width
= width
;
198 resource
->height
= height
;
199 resource
->depth
= depth
;
200 resource
->size
= size
;
201 resource
->priority
= 0;
202 resource
->parent
= parent
;
203 resource
->parent_ops
= parent_ops
;
204 resource
->resource_ops
= resource_ops
;
205 resource
->map_binding
= WINED3D_LOCATION_SYSMEM
;
209 if (!wined3d_resource_allocate_sysmem(resource
))
211 ERR("Failed to allocate system memory.\n");
212 return E_OUTOFMEMORY
;
217 resource
->heap_memory
= NULL
;
220 if (!(usage
& WINED3DUSAGE_PRIVATE
))
222 /* Check that we have enough video ram left */
223 if (pool
== WINED3D_POOL_DEFAULT
&& device
->wined3d
->flags
& WINED3D_VIDMEM_ACCOUNTING
)
225 if (size
> wined3d_device_get_available_texture_mem(device
))
227 ERR("Out of adapter memory\n");
228 wined3d_resource_free_sysmem(resource
);
229 return WINED3DERR_OUTOFVIDEOMEMORY
;
231 adapter_adjust_memory(device
->adapter
, size
);
234 device_resource_add(device
, resource
);
240 static void wined3d_resource_destroy_object(void *object
)
242 struct wined3d_resource
*resource
= object
;
244 wined3d_resource_free_sysmem(resource
);
245 context_resource_released(resource
->device
, resource
, resource
->type
);
246 wined3d_resource_release(resource
);
249 void resource_cleanup(struct wined3d_resource
*resource
)
251 const struct wined3d
*d3d
= resource
->device
->wined3d
;
253 TRACE("Cleaning up resource %p.\n", resource
);
255 if (!(resource
->usage
& WINED3DUSAGE_PRIVATE
))
257 if (resource
->pool
== WINED3D_POOL_DEFAULT
&& d3d
->flags
& WINED3D_VIDMEM_ACCOUNTING
)
259 TRACE("Decrementing device memory pool by %u.\n", resource
->size
);
260 adapter_adjust_memory(resource
->device
->adapter
, (INT64
)0 - resource
->size
);
263 device_resource_released(resource
->device
, resource
);
265 wined3d_resource_acquire(resource
);
266 wined3d_cs_destroy_object(resource
->device
->cs
, wined3d_resource_destroy_object
, resource
);
269 void resource_unload(struct wined3d_resource
*resource
)
271 if (resource
->map_count
)
272 ERR("Resource %p is being unloaded while mapped.\n", resource
);
275 DWORD CDECL
wined3d_resource_set_priority(struct wined3d_resource
*resource
, DWORD priority
)
279 if (resource
->pool
!= WINED3D_POOL_MANAGED
)
281 WARN("Called on non-managed resource %p, ignoring.\n", resource
);
285 prev
= resource
->priority
;
286 resource
->priority
= priority
;
287 TRACE("resource %p, new priority %u, returning old priority %u.\n", resource
, priority
, prev
);
291 DWORD CDECL
wined3d_resource_get_priority(const struct wined3d_resource
*resource
)
293 TRACE("resource %p, returning %u.\n", resource
, resource
->priority
);
294 return resource
->priority
;
297 void * CDECL
wined3d_resource_get_parent(const struct wined3d_resource
*resource
)
299 return resource
->parent
;
302 void CDECL
wined3d_resource_set_parent(struct wined3d_resource
*resource
, void *parent
)
304 resource
->parent
= parent
;
307 void CDECL
wined3d_resource_get_desc(const struct wined3d_resource
*resource
, struct wined3d_resource_desc
*desc
)
309 desc
->resource_type
= resource
->type
;
310 desc
->format
= resource
->format
->id
;
311 desc
->multisample_type
= resource
->multisample_type
;
312 desc
->multisample_quality
= resource
->multisample_quality
;
313 desc
->usage
= resource
->usage
;
314 desc
->pool
= resource
->pool
;
315 desc
->width
= resource
->width
;
316 desc
->height
= resource
->height
;
317 desc
->depth
= resource
->depth
;
318 desc
->size
= resource
->size
;
321 static DWORD
wined3d_resource_sanitise_map_flags(const struct wined3d_resource
*resource
, DWORD flags
)
323 /* Not all flags make sense together, but Windows never returns an error.
324 * Catch the cases that could cause issues. */
325 if (flags
& WINED3D_MAP_READONLY
)
327 if (flags
& WINED3D_MAP_DISCARD
)
329 WARN("WINED3D_MAP_READONLY combined with WINED3D_MAP_DISCARD, ignoring flags.\n");
332 if (flags
& WINED3D_MAP_NOOVERWRITE
)
334 WARN("WINED3D_MAP_READONLY combined with WINED3D_MAP_NOOVERWRITE, ignoring flags.\n");
338 else if ((flags
& (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
))
339 == (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
))
341 WARN("WINED3D_MAP_DISCARD and WINED3D_MAP_NOOVERWRITE used together, ignoring.\n");
344 else if (flags
& (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
)
345 && !(resource
->usage
& WINED3DUSAGE_DYNAMIC
))
347 WARN("DISCARD or NOOVERWRITE map on non-dynamic buffer, ignoring.\n");
354 HRESULT CDECL
wined3d_resource_map(struct wined3d_resource
*resource
, unsigned int sub_resource_idx
,
355 struct wined3d_map_desc
*map_desc
, const struct wined3d_box
*box
, DWORD flags
)
357 TRACE("resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n",
358 resource
, sub_resource_idx
, map_desc
, debug_box(box
), flags
);
360 flags
= wined3d_resource_sanitise_map_flags(resource
, flags
);
361 wined3d_resource_wait_idle(resource
);
363 return wined3d_cs_map(resource
->device
->cs
, resource
, sub_resource_idx
, map_desc
, box
, flags
);
366 HRESULT CDECL
wined3d_resource_unmap(struct wined3d_resource
*resource
, unsigned int sub_resource_idx
)
368 TRACE("resource %p, sub_resource_idx %u.\n", resource
, sub_resource_idx
);
370 return wined3d_cs_unmap(resource
->device
->cs
, resource
, sub_resource_idx
);
373 void CDECL
wined3d_resource_preload(struct wined3d_resource
*resource
)
375 wined3d_cs_emit_preload_resource(resource
->device
->cs
, resource
);
378 BOOL
wined3d_resource_allocate_sysmem(struct wined3d_resource
*resource
)
381 SIZE_T align
= RESOURCE_ALIGNMENT
- 1 + sizeof(*p
);
384 if (!(mem
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, resource
->size
+ align
)))
387 p
= (void **)(((ULONG_PTR
)mem
+ align
) & ~(RESOURCE_ALIGNMENT
- 1)) - 1;
390 resource
->heap_memory
= ++p
;
395 void wined3d_resource_free_sysmem(struct wined3d_resource
*resource
)
397 void **p
= resource
->heap_memory
;
402 HeapFree(GetProcessHeap(), 0, *(--p
));
403 resource
->heap_memory
= NULL
;
406 GLbitfield
wined3d_resource_gl_map_flags(DWORD d3d_flags
)
410 if (!(d3d_flags
& WINED3D_MAP_READONLY
))
411 ret
|= GL_MAP_WRITE_BIT
| GL_MAP_FLUSH_EXPLICIT_BIT
;
412 if (!(d3d_flags
& (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
)))
413 ret
|= GL_MAP_READ_BIT
;
415 if (d3d_flags
& WINED3D_MAP_DISCARD
)
416 ret
|= GL_MAP_INVALIDATE_BUFFER_BIT
;
417 if (d3d_flags
& WINED3D_MAP_NOOVERWRITE
)
418 ret
|= GL_MAP_UNSYNCHRONIZED_BIT
;
423 GLenum
wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags
)
425 if (d3d_flags
& WINED3D_MAP_READONLY
)
426 return GL_READ_ONLY_ARB
;
427 if (d3d_flags
& (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
))
428 return GL_WRITE_ONLY_ARB
;
429 return GL_READ_WRITE_ARB
;
432 BOOL
wined3d_resource_is_offscreen(struct wined3d_resource
*resource
)
434 struct wined3d_swapchain
*swapchain
;
436 /* Only 2D texture resources can be onscreen. */
437 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
440 /* Not on a swapchain - must be offscreen */
441 if (!(swapchain
= texture_from_resource(resource
)->swapchain
))
444 /* The front buffer is always onscreen */
445 if (resource
== &swapchain
->front_buffer
->resource
)
448 /* If the swapchain is rendered to an FBO, the backbuffer is
449 * offscreen, otherwise onscreen */
450 return swapchain
->render_to_fbo
;
453 void wined3d_resource_update_draw_binding(struct wined3d_resource
*resource
)
455 if (!wined3d_resource_is_offscreen(resource
) || wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
456 resource
->draw_binding
= WINED3D_LOCATION_DRAWABLE
;
457 else if (resource
->multisample_type
)
458 resource
->draw_binding
= WINED3D_LOCATION_RB_MULTISAMPLE
;
459 else if (resource
->gl_type
== WINED3D_GL_RES_TYPE_RB
)
460 resource
->draw_binding
= WINED3D_LOCATION_RB_RESOLVED
;
462 resource
->draw_binding
= WINED3D_LOCATION_TEXTURE_RGB
;