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
);
30 static DWORD
resource_access_from_pool(enum wined3d_pool pool
)
34 case WINED3D_POOL_DEFAULT
:
35 return WINED3D_RESOURCE_ACCESS_GPU
;
37 case WINED3D_POOL_MANAGED
:
38 return WINED3D_RESOURCE_ACCESS_GPU
| WINED3D_RESOURCE_ACCESS_CPU
;
40 case WINED3D_POOL_SCRATCH
:
41 case WINED3D_POOL_SYSTEM_MEM
:
42 return WINED3D_RESOURCE_ACCESS_CPU
;
45 FIXME("Unhandled pool %#x.\n", pool
);
50 static void resource_check_usage(DWORD usage
)
52 static const DWORD handled
= WINED3DUSAGE_RENDERTARGET
53 | WINED3DUSAGE_DEPTHSTENCIL
54 | WINED3DUSAGE_DYNAMIC
55 | WINED3DUSAGE_AUTOGENMIPMAP
56 | WINED3DUSAGE_STATICDECL
57 | WINED3DUSAGE_OVERLAY
58 | WINED3DUSAGE_TEXTURE
;
61 FIXME("Unhandled usage flags %#x.\n", usage
& ~handled
);
64 HRESULT
resource_init(struct wined3d_resource
*resource
, struct wined3d_device
*device
,
65 enum wined3d_resource_type type
, const struct wined3d_format
*format
,
66 enum wined3d_multisample_type multisample_type
, UINT multisample_quality
,
67 DWORD usage
, enum wined3d_pool pool
, UINT width
, UINT height
, UINT depth
, UINT size
,
68 void *parent
, const struct wined3d_parent_ops
*parent_ops
,
69 const struct wined3d_resource_ops
*resource_ops
)
71 const struct wined3d
*d3d
= device
->wined3d
;
73 resource_check_usage(usage
);
74 if (pool
!= WINED3D_POOL_SCRATCH
)
76 if ((usage
& WINED3DUSAGE_RENDERTARGET
) && !(format
->flags
& WINED3DFMT_FLAG_RENDERTARGET
))
77 return WINED3DERR_INVALIDCALL
;
78 if ((usage
& WINED3DUSAGE_DEPTHSTENCIL
) && !(format
->flags
& (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
)))
79 return WINED3DERR_INVALIDCALL
;
80 if ((usage
& WINED3DUSAGE_TEXTURE
) && !(format
->flags
& WINED3DFMT_FLAG_TEXTURE
))
81 return WINED3DERR_INVALIDCALL
;
85 resource
->device
= device
;
86 resource
->type
= type
;
87 resource
->format
= format
;
88 resource
->multisample_type
= multisample_type
;
89 resource
->multisample_quality
= multisample_quality
;
90 resource
->usage
= usage
;
91 resource
->pool
= pool
;
92 resource
->access_flags
= resource_access_from_pool(pool
);
93 if (usage
& WINED3DUSAGE_DYNAMIC
)
94 resource
->access_flags
|= WINED3D_RESOURCE_ACCESS_CPU
;
95 resource
->width
= width
;
96 resource
->height
= height
;
97 resource
->depth
= depth
;
98 resource
->size
= size
;
99 resource
->priority
= 0;
100 resource
->parent
= parent
;
101 resource
->parent_ops
= parent_ops
;
102 resource
->resource_ops
= resource_ops
;
106 if (!wined3d_resource_allocate_sysmem(resource
))
108 ERR("Failed to allocate system memory.\n");
109 return E_OUTOFMEMORY
;
114 resource
->heap_memory
= NULL
;
117 /* Check that we have enough video ram left */
118 if (pool
== WINED3D_POOL_DEFAULT
&& d3d
->flags
& WINED3D_VIDMEM_ACCOUNTING
)
120 if (size
> wined3d_device_get_available_texture_mem(device
))
122 ERR("Out of adapter memory\n");
123 wined3d_resource_free_sysmem(resource
);
124 return WINED3DERR_OUTOFVIDEOMEMORY
;
126 adapter_adjust_memory(device
->adapter
, size
);
129 device_resource_add(device
, resource
);
134 void resource_cleanup(struct wined3d_resource
*resource
)
136 const struct wined3d
*d3d
= resource
->device
->wined3d
;
138 TRACE("Cleaning up resource %p.\n", resource
);
140 if (resource
->pool
== WINED3D_POOL_DEFAULT
&& d3d
->flags
& WINED3D_VIDMEM_ACCOUNTING
)
142 TRACE("Decrementing device memory pool by %u.\n", resource
->size
);
143 adapter_adjust_memory(resource
->device
->adapter
, 0 - resource
->size
);
146 wined3d_resource_free_sysmem(resource
);
148 device_resource_released(resource
->device
, resource
);
151 void resource_unload(struct wined3d_resource
*resource
)
153 if (resource
->map_count
)
154 ERR("Resource %p is being unloaded while mapped.\n", resource
);
156 context_resource_unloaded(resource
->device
,
157 resource
, resource
->type
);
160 DWORD
resource_set_priority(struct wined3d_resource
*resource
, DWORD priority
)
162 DWORD prev
= resource
->priority
;
163 resource
->priority
= priority
;
164 TRACE("resource %p, new priority %u, returning old priority %u.\n", resource
, priority
, prev
);
168 DWORD
resource_get_priority(const struct wined3d_resource
*resource
)
170 TRACE("resource %p, returning %u.\n", resource
, resource
->priority
);
171 return resource
->priority
;
174 void * CDECL
wined3d_resource_get_parent(const struct wined3d_resource
*resource
)
176 return resource
->parent
;
179 void CDECL
wined3d_resource_set_parent(struct wined3d_resource
*resource
, void *parent
)
181 resource
->parent
= parent
;
184 void CDECL
wined3d_resource_get_desc(const struct wined3d_resource
*resource
, struct wined3d_resource_desc
*desc
)
186 desc
->resource_type
= resource
->type
;
187 desc
->format
= resource
->format
->id
;
188 desc
->multisample_type
= resource
->multisample_type
;
189 desc
->multisample_quality
= resource
->multisample_quality
;
190 desc
->usage
= resource
->usage
;
191 desc
->pool
= resource
->pool
;
192 desc
->width
= resource
->width
;
193 desc
->height
= resource
->height
;
194 desc
->depth
= resource
->depth
;
195 desc
->size
= resource
->size
;
198 BOOL
wined3d_resource_allocate_sysmem(struct wined3d_resource
*resource
)
201 SIZE_T align
= RESOURCE_ALIGNMENT
- 1 + sizeof(*p
);
204 if (!(mem
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, resource
->size
+ align
)))
207 p
= (void **)(((ULONG_PTR
)mem
+ align
) & ~(RESOURCE_ALIGNMENT
- 1)) - 1;
210 resource
->heap_memory
= ++p
;
215 void wined3d_resource_free_sysmem(struct wined3d_resource
*resource
)
217 void **p
= resource
->heap_memory
;
222 HeapFree(GetProcessHeap(), 0, *(--p
));
223 resource
->heap_memory
= NULL
;
226 DWORD
wined3d_resource_sanitize_map_flags(const struct wined3d_resource
*resource
, DWORD flags
)
228 /* Not all flags make sense together, but Windows never returns an error.
229 * Catch the cases that could cause issues. */
230 if (flags
& WINED3D_MAP_READONLY
)
232 if (flags
& WINED3D_MAP_DISCARD
)
234 WARN("WINED3D_MAP_READONLY combined with WINED3D_MAP_DISCARD, ignoring flags.\n");
237 if (flags
& WINED3D_MAP_NOOVERWRITE
)
239 WARN("WINED3D_MAP_READONLY combined with WINED3D_MAP_NOOVERWRITE, ignoring flags.\n");
243 else if ((flags
& (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
))
244 == (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
))
246 WARN("WINED3D_MAP_DISCARD and WINED3D_MAP_NOOVERWRITE used together, ignoring.\n");
249 else if (flags
& (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
)
250 && !(resource
->usage
& WINED3DUSAGE_DYNAMIC
))
252 WARN("DISCARD or NOOVERWRITE map on non-dynamic buffer, ignoring.\n");
259 GLbitfield
wined3d_resource_gl_map_flags(DWORD d3d_flags
)
263 if (!(d3d_flags
& WINED3D_MAP_READONLY
))
264 ret
|= GL_MAP_WRITE_BIT
| GL_MAP_FLUSH_EXPLICIT_BIT
;
265 if (!(d3d_flags
& (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
)))
266 ret
|= GL_MAP_READ_BIT
;
268 if (d3d_flags
& WINED3D_MAP_DISCARD
)
269 ret
|= GL_MAP_INVALIDATE_BUFFER_BIT
;
270 if (d3d_flags
& WINED3D_MAP_NOOVERWRITE
)
271 ret
|= GL_MAP_UNSYNCHRONIZED_BIT
;
276 GLenum
wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags
)
278 if (d3d_flags
& WINED3D_MAP_READONLY
)
279 return GL_READ_ONLY_ARB
;
280 if (d3d_flags
& (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
))
281 return GL_WRITE_ONLY_ARB
;
282 return GL_READ_WRITE_ARB
;