d2d1: Partially implement d2d_device_context_DrawImage().
[wine.git] / dlls / wined3d / resource.c
blob2b2088ab77176a4ab036f6794e7c483633c1cc7a
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, unsigned int access)
33 static const DWORD handled = WINED3DUSAGE_DYNAMIC
34 | WINED3DUSAGE_STATICDECL
35 | WINED3DUSAGE_OVERLAY
36 | WINED3DUSAGE_SCRATCH
37 | WINED3DUSAGE_PRIVATE
38 | WINED3DUSAGE_LEGACY_CUBEMAP
39 | ~WINED3DUSAGE_MASK;
41 /* Write-only CPU access is supposed to result in write-combined mappings
42 * being returned. OpenGL doesn't give us explicit control over that, but
43 * the hints and access flags we set for typical access patterns on
44 * dynamic resources should in theory have the same effect on the OpenGL
45 * driver. */
47 if (usage & ~handled)
48 FIXME("Unhandled usage flags %#x.\n", usage & ~handled);
49 if (usage & WINED3DUSAGE_DYNAMIC && access & WINED3D_RESOURCE_ACCESS_MAP_R)
50 WARN_(d3d_perf)("WINED3DUSAGE_DYNAMIC used with WINED3D_RESOURCE_ACCESS_MAP_R.\n");
53 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
54 enum wined3d_resource_type type, const struct wined3d_format *format,
55 enum wined3d_multisample_type multisample_type, unsigned int multisample_quality, unsigned int usage,
56 unsigned int bind_flags, unsigned int access, unsigned int width, unsigned int height, unsigned int depth,
57 unsigned int size, void *parent, const struct wined3d_parent_ops *parent_ops,
58 const struct wined3d_resource_ops *resource_ops)
60 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
61 enum wined3d_gl_resource_type base_type = WINED3D_GL_RES_TYPE_COUNT;
62 enum wined3d_gl_resource_type gl_type = WINED3D_GL_RES_TYPE_COUNT;
63 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
64 BOOL tex_2d_ok = FALSE;
65 unsigned int i;
67 static const struct
69 enum wined3d_resource_type type;
70 DWORD cube_usage;
71 enum wined3d_gl_resource_type gl_type;
73 resource_types[] =
75 {WINED3D_RTYPE_BUFFER, 0, WINED3D_GL_RES_TYPE_BUFFER},
76 {WINED3D_RTYPE_TEXTURE_1D, 0, WINED3D_GL_RES_TYPE_TEX_1D},
77 {WINED3D_RTYPE_TEXTURE_2D, 0, WINED3D_GL_RES_TYPE_TEX_2D},
78 {WINED3D_RTYPE_TEXTURE_2D, 0, WINED3D_GL_RES_TYPE_TEX_RECT},
79 {WINED3D_RTYPE_TEXTURE_2D, 0, WINED3D_GL_RES_TYPE_RB},
80 {WINED3D_RTYPE_TEXTURE_2D, WINED3DUSAGE_LEGACY_CUBEMAP, WINED3D_GL_RES_TYPE_TEX_CUBE},
81 {WINED3D_RTYPE_TEXTURE_3D, 0, WINED3D_GL_RES_TYPE_TEX_3D},
84 resource_check_usage(usage, access);
86 if (usage & WINED3DUSAGE_SCRATCH && access & WINED3D_RESOURCE_ACCESS_GPU)
88 ERR("Trying to create a scratch resource with access flags %s.\n",
89 wined3d_debug_resource_access(access));
90 return WINED3DERR_INVALIDCALL;
93 if (bind_flags & (WINED3D_BIND_RENDER_TARGET | WINED3D_BIND_DEPTH_STENCIL))
95 if ((access & (WINED3D_RESOURCE_ACCESS_CPU | WINED3D_RESOURCE_ACCESS_GPU)) != WINED3D_RESOURCE_ACCESS_GPU)
97 WARN("Bind flags %s are incompatible with resource access %s.\n",
98 wined3d_debug_bind_flags(bind_flags), wined3d_debug_resource_access(access));
99 return WINED3DERR_INVALIDCALL;
102 /* Dynamic usage is incompatible with GPU writes. */
103 if (usage & WINED3DUSAGE_DYNAMIC)
105 WARN("Bind flags %s are incompatible with resource usage %s.\n",
106 wined3d_debug_bind_flags(bind_flags), debug_d3dusage(usage));
107 return WINED3DERR_INVALIDCALL;
111 if (!size)
112 ERR("Attempting to create a zero-sized resource.\n");
114 for (i = 0; i < ARRAY_SIZE(resource_types); ++i)
116 if (resource_types[i].type != type
117 || resource_types[i].cube_usage != (usage & WINED3DUSAGE_LEGACY_CUBEMAP))
118 continue;
120 gl_type = resource_types[i].gl_type;
121 if (base_type == WINED3D_GL_RES_TYPE_COUNT)
122 base_type = gl_type;
124 if (type != WINED3D_RTYPE_BUFFER)
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;
145 if (((width & (width - 1)) || (height & (height - 1)))
146 && !d3d_info->texture_npot
147 && !gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT]
148 && gl_type == WINED3D_GL_RES_TYPE_TEX_2D)
150 TRACE("Skipping 2D texture type to try texture rectangle.\n");
151 tex_2d_ok = TRUE;
152 continue;
154 break;
157 if (base_type != WINED3D_GL_RES_TYPE_COUNT && i == ARRAY_SIZE(resource_types))
159 if (tex_2d_ok)
161 /* Non power of 2 texture and rectangle textures or renderbuffers do not work.
162 * Use 2D textures, the texture code will pad to a power of 2 size. */
163 gl_type = WINED3D_GL_RES_TYPE_TEX_2D;
165 else if (usage & WINED3DUSAGE_SCRATCH)
167 /* Needed for proper format information. */
168 gl_type = base_type;
170 else
172 WARN("Did not find a suitable GL resource type for resource type %s.\n",
173 debug_d3dresourcetype(type));
174 return WINED3DERR_INVALIDCALL;
178 if (base_type != WINED3D_GL_RES_TYPE_COUNT
179 && (format->flags[base_type] & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BLOCKS_NO_VERIFY))
180 == WINED3DFMT_FLAG_BLOCKS)
182 UINT width_mask = format->block_width - 1;
183 UINT height_mask = format->block_height - 1;
184 if (width & width_mask || height & height_mask)
185 return WINED3DERR_INVALIDCALL;
188 resource->ref = 1;
189 resource->device = device;
190 resource->type = type;
191 resource->gl_type = gl_type;
192 resource->format = format;
193 if (gl_type < WINED3D_GL_RES_TYPE_COUNT)
194 resource->format_flags = format->flags[gl_type];
195 resource->multisample_type = multisample_type;
196 resource->multisample_quality = multisample_quality;
197 resource->usage = usage;
198 resource->bind_flags = bind_flags;
199 if (resource->format_flags & WINED3DFMT_FLAG_MAPPABLE)
200 access |= WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
201 resource->access = access;
202 resource->width = width;
203 resource->height = height;
204 resource->depth = depth;
205 resource->size = size;
206 resource->priority = 0;
207 resource->parent = parent;
208 resource->parent_ops = parent_ops;
209 resource->resource_ops = resource_ops;
210 resource->map_binding = WINED3D_LOCATION_SYSMEM;
211 resource->heap_memory = NULL;
213 if (!(usage & WINED3DUSAGE_PRIVATE))
215 /* Check that we have enough video ram left */
216 if (!(access & WINED3D_RESOURCE_ACCESS_CPU) && device->wined3d->flags & WINED3D_VIDMEM_ACCOUNTING)
218 if (size > wined3d_device_get_available_texture_mem(device))
220 ERR("Out of adapter memory.\n");
221 return WINED3DERR_OUTOFVIDEOMEMORY;
223 adapter_adjust_memory(device->adapter, size);
226 device_resource_add(device, resource);
229 return WINED3D_OK;
232 static void wined3d_resource_destroy_object(void *object)
234 struct wined3d_resource *resource = object;
236 heap_free(resource->sub_resource_bind_counts_device);
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 static DWORD wined3d_resource_sanitise_map_flags(const struct wined3d_resource *resource, DWORD flags)
317 /* Not all flags make sense together, but Windows never returns an error.
318 * Catch the cases that could cause issues. */
319 if (flags & WINED3D_MAP_READ)
321 if (flags & WINED3D_MAP_DISCARD)
323 WARN("WINED3D_MAP_READ combined with WINED3D_MAP_DISCARD, ignoring flags.\n");
324 return flags & (WINED3D_MAP_READ | WINED3D_MAP_WRITE);
326 if (flags & WINED3D_MAP_NOOVERWRITE)
328 WARN("WINED3D_MAP_READ combined with WINED3D_MAP_NOOVERWRITE, ignoring flags.\n");
329 return flags & (WINED3D_MAP_READ | WINED3D_MAP_WRITE);
332 else if (flags & (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE))
334 if (!(resource->usage & WINED3DUSAGE_DYNAMIC))
336 WARN("DISCARD or NOOVERWRITE map on non-dynamic buffer, ignoring.\n");
337 return flags & (WINED3D_MAP_READ | WINED3D_MAP_WRITE);
339 if ((flags & (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE))
340 == (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE))
342 WARN("WINED3D_MAP_NOOVERWRITE used with WINED3D_MAP_DISCARD, ignoring WINED3D_MAP_DISCARD.\n");
343 flags &= ~WINED3D_MAP_DISCARD;
347 return flags;
350 HRESULT CDECL wined3d_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
351 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
353 TRACE("resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n",
354 resource, sub_resource_idx, map_desc, debug_box(box), flags);
356 if (!(flags & (WINED3D_MAP_READ | WINED3D_MAP_WRITE)))
358 WARN("No read/write flags specified.\n");
359 return E_INVALIDARG;
362 if ((flags & WINED3D_MAP_READ) && !(resource->access & WINED3D_RESOURCE_ACCESS_MAP_R))
364 WARN("Resource does not have MAP_R access.\n");
365 return E_INVALIDARG;
368 if ((flags & WINED3D_MAP_WRITE) && !(resource->access & WINED3D_RESOURCE_ACCESS_MAP_W))
370 WARN("Resource does not have MAP_W access.\n");
371 return E_INVALIDARG;
374 flags = wined3d_resource_sanitise_map_flags(resource, flags);
375 wined3d_resource_wait_idle(resource);
377 return wined3d_cs_map(resource->device->cs, resource, sub_resource_idx, map_desc, box, flags);
380 HRESULT CDECL wined3d_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
382 TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx);
384 return wined3d_cs_unmap(resource->device->cs, resource, sub_resource_idx);
387 void CDECL wined3d_resource_preload(struct wined3d_resource *resource)
389 wined3d_cs_emit_preload_resource(resource->device->cs, resource);
392 static BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource)
394 void **p;
395 SIZE_T align = RESOURCE_ALIGNMENT - 1 + sizeof(*p);
396 void *mem;
398 if (!(mem = heap_alloc_zero(resource->size + align)))
400 ERR("Failed to allocate system memory.\n");
401 return FALSE;
404 p = (void **)(((ULONG_PTR)mem + align) & ~(RESOURCE_ALIGNMENT - 1)) - 1;
405 *p = mem;
407 resource->heap_memory = ++p;
409 return TRUE;
412 BOOL wined3d_resource_prepare_sysmem(struct wined3d_resource *resource)
414 if (resource->heap_memory)
415 return TRUE;
417 return wined3d_resource_allocate_sysmem(resource);
420 void wined3d_resource_free_sysmem(struct wined3d_resource *resource)
422 void **p = resource->heap_memory;
424 if (!p)
425 return;
427 heap_free(*(--p));
428 resource->heap_memory = NULL;
431 GLbitfield wined3d_resource_gl_storage_flags(const struct wined3d_resource *resource)
433 uint32_t access = resource->access;
434 GLbitfield flags = 0;
436 if (resource->usage & WINED3DUSAGE_DYNAMIC)
437 flags |= GL_CLIENT_STORAGE_BIT;
438 if (access & WINED3D_RESOURCE_ACCESS_MAP_W)
439 flags |= GL_MAP_WRITE_BIT;
440 if (access & WINED3D_RESOURCE_ACCESS_MAP_R)
441 flags |= GL_MAP_READ_BIT;
443 return flags;
446 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags)
448 GLbitfield ret = 0;
450 if (d3d_flags & WINED3D_MAP_WRITE)
451 ret |= GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
452 if (d3d_flags & WINED3D_MAP_READ)
453 ret |= GL_MAP_READ_BIT;
454 else
455 ret |= GL_MAP_UNSYNCHRONIZED_BIT;
457 return ret;
460 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags)
462 switch (d3d_flags & (WINED3D_MAP_READ | WINED3D_MAP_WRITE))
464 case WINED3D_MAP_READ:
465 return GL_READ_ONLY_ARB;
467 case WINED3D_MAP_WRITE:
468 return GL_WRITE_ONLY_ARB;
470 default:
471 return GL_READ_WRITE_ARB;
475 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource)
477 struct wined3d_swapchain *swapchain;
479 /* Only 2D texture resources can be onscreen. */
480 if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
481 return TRUE;
483 /* Not on a swapchain - must be offscreen */
484 if (!(swapchain = texture_from_resource(resource)->swapchain))
485 return TRUE;
487 /* The front buffer is always onscreen */
488 if (resource == &swapchain->front_buffer->resource)
489 return FALSE;
491 /* If the swapchain is rendered to an FBO, the backbuffer is
492 * offscreen, otherwise onscreen */
493 return swapchain->render_to_fbo;
496 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource)
498 const struct wined3d_d3d_info *d3d_info = &resource->device->adapter->d3d_info;
500 if (!wined3d_resource_is_offscreen(resource) || wined3d_settings.offscreen_rendering_mode != ORM_FBO)
502 resource->draw_binding = WINED3D_LOCATION_DRAWABLE;
504 else if (resource->multisample_type)
506 resource->draw_binding = d3d_info->multisample_draw_location;
508 else if (resource->gl_type == WINED3D_GL_RES_TYPE_RB)
510 resource->draw_binding = WINED3D_LOCATION_RB_RESOLVED;
512 else
514 resource->draw_binding = WINED3D_LOCATION_TEXTURE_RGB;
518 const struct wined3d_format *wined3d_resource_get_decompress_format(const struct wined3d_resource *resource)
520 const struct wined3d_adapter *adapter = resource->device->adapter;
521 if (resource->format_flags & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)
522 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
523 return wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM_SRGB, resource->bind_flags);
524 return wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM, resource->bind_flags);
527 unsigned int wined3d_resource_get_sample_count(const struct wined3d_resource *resource)
529 const struct wined3d_format *format = resource->format;
531 /* TODO: NVIDIA expose their Coverage Sample Anti-Aliasing (CSAA)
532 * feature through type == MULTISAMPLE_XX and quality != 0. This could
533 * be mapped to GL_NV_framebuffer_multisample_coverage.
535 * AMD have a similar feature called Enhanced Quality Anti-Aliasing
536 * (EQAA), but it does not have an equivalent OpenGL extension. */
538 /* We advertise as many WINED3D_MULTISAMPLE_NON_MASKABLE quality
539 * levels as the count of advertised multisample types for the texture
540 * format. */
541 if (resource->multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE)
543 unsigned int i, count = 0;
545 for (i = 0; i < sizeof(format->multisample_types) * CHAR_BIT; ++i)
547 if (format->multisample_types & 1u << i)
549 if (resource->multisample_quality == count++)
550 break;
553 return i + 1;
556 return resource->multisample_type;
559 VkAccessFlags vk_access_mask_from_bind_flags(uint32_t bind_flags)
561 VkAccessFlags flags = 0;
563 if (bind_flags & WINED3D_BIND_VERTEX_BUFFER)
564 flags |= VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT;
565 if (bind_flags & WINED3D_BIND_INDEX_BUFFER)
566 flags |= VK_ACCESS_INDEX_READ_BIT;
567 if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
568 flags |= VK_ACCESS_UNIFORM_READ_BIT;
569 if (bind_flags & WINED3D_BIND_SHADER_RESOURCE)
570 flags |= VK_ACCESS_SHADER_READ_BIT;
571 if (bind_flags & WINED3D_BIND_UNORDERED_ACCESS)
572 flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
573 if (bind_flags & WINED3D_BIND_INDIRECT_BUFFER)
574 flags |= VK_ACCESS_INDIRECT_COMMAND_READ_BIT;
575 if (bind_flags & WINED3D_BIND_RENDER_TARGET)
576 flags |= VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
577 if (bind_flags & WINED3D_BIND_DEPTH_STENCIL)
578 flags |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
579 if (bind_flags & WINED3D_BIND_STREAM_OUTPUT)
580 FIXME("Ignoring some bind flags %#x.\n", bind_flags);
582 return flags;