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
8 *
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.
13 *
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.
18 *
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
22 */
23
24 #include "config.h"
25 #include "wine/port.h"
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
30
resource_check_usage(DWORD usage)31 static void resource_check_usage(DWORD usage)
32 {
33 static 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;
43
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. */
49
50 if (usage & ~handled)
51 {
52 FIXME("Unhandled usage flags %#x.\n", usage & ~handled);
53 handled |= usage;
54 }
55 if ((usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_WRITEONLY)) == WINED3DUSAGE_DYNAMIC)
56 WARN_(d3d_perf)("WINED3DUSAGE_DYNAMIC used without WINED3DUSAGE_WRITEONLY.\n");
57 }
58
resource_init(struct wined3d_resource * resource,struct wined3d_device * device,enum wined3d_resource_type type,const struct wined3d_format * format,enum wined3d_multisample_type multisample_type,unsigned int multisample_quality,unsigned int usage,unsigned int access,unsigned int width,unsigned int height,unsigned int depth,unsigned int size,void * parent,const struct wined3d_parent_ops * parent_ops,const struct wined3d_resource_ops * resource_ops)59 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
60 enum wined3d_resource_type type, const struct wined3d_format *format,
61 enum wined3d_multisample_type multisample_type, unsigned int multisample_quality,
62 unsigned int usage, unsigned int access, unsigned int width, unsigned int height, unsigned int depth,
63 unsigned int size, void *parent, const struct wined3d_parent_ops *parent_ops,
64 const struct wined3d_resource_ops *resource_ops)
65 {
66 enum wined3d_gl_resource_type base_type = WINED3D_GL_RES_TYPE_COUNT;
67 enum wined3d_gl_resource_type gl_type = WINED3D_GL_RES_TYPE_COUNT;
68 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
69 BOOL tex_2d_ok = FALSE;
70 unsigned int i;
71
72 static const struct
73 {
74 enum wined3d_resource_type type;
75 DWORD cube_usage;
76 enum wined3d_gl_resource_type gl_type;
77 }
78 resource_types[] =
79 {
80 {WINED3D_RTYPE_BUFFER, 0, WINED3D_GL_RES_TYPE_BUFFER},
81 {WINED3D_RTYPE_TEXTURE_1D, 0, WINED3D_GL_RES_TYPE_TEX_1D},
82 {WINED3D_RTYPE_TEXTURE_2D, 0, WINED3D_GL_RES_TYPE_TEX_2D},
83 {WINED3D_RTYPE_TEXTURE_2D, 0, WINED3D_GL_RES_TYPE_TEX_RECT},
84 {WINED3D_RTYPE_TEXTURE_2D, 0, WINED3D_GL_RES_TYPE_RB},
85 {WINED3D_RTYPE_TEXTURE_2D, WINED3DUSAGE_LEGACY_CUBEMAP, WINED3D_GL_RES_TYPE_TEX_CUBE},
86 {WINED3D_RTYPE_TEXTURE_3D, 0, WINED3D_GL_RES_TYPE_TEX_3D},
87 };
88
89 resource_check_usage(usage);
90
91 if (usage & WINED3DUSAGE_SCRATCH && access & WINED3D_RESOURCE_ACCESS_GPU)
92 {
93 ERR("Trying to create a scratch resource with access flags %s.\n",
94 wined3d_debug_resource_access(access));
95 return WINED3DERR_INVALIDCALL;
96 }
97
98 for (i = 0; i < ARRAY_SIZE(resource_types); ++i)
99 {
100 if (resource_types[i].type != type
101 || resource_types[i].cube_usage != (usage & WINED3DUSAGE_LEGACY_CUBEMAP))
102 continue;
103
104 gl_type = resource_types[i].gl_type;
105 if (base_type == WINED3D_GL_RES_TYPE_COUNT)
106 base_type = gl_type;
107
108 if ((usage & WINED3DUSAGE_RENDERTARGET) && !(format->flags[gl_type] & WINED3DFMT_FLAG_RENDERTARGET))
109 {
110 WARN("Format %s cannot be used for render targets.\n", debug_d3dformat(format->id));
111 continue;
112 }
113 if ((usage & WINED3DUSAGE_DEPTHSTENCIL)
114 && !(format->flags[gl_type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
115 {
116 WARN("Format %s cannot be used for depth/stencil buffers.\n", debug_d3dformat(format->id));
117 continue;
118 }
119 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
120 && usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)
121 && !(format->flags[gl_type] & WINED3DFMT_FLAG_FBO_ATTACHABLE))
122 {
123 WARN("Render target or depth stencil is not FBO attachable.\n");
124 continue;
125 }
126 if ((usage & WINED3DUSAGE_TEXTURE) && !(format->flags[gl_type] & WINED3DFMT_FLAG_TEXTURE))
127 {
128 WARN("Format %s cannot be used for texturing.\n", debug_d3dformat(format->id));
129 continue;
130 }
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)
135 {
136 TRACE("Skipping 2D texture type to try texture rectangle.\n");
137 tex_2d_ok = TRUE;
138 continue;
139 }
140 break;
141 }
142
143 if (base_type != WINED3D_GL_RES_TYPE_COUNT && i == ARRAY_SIZE(resource_types))
144 {
145 if (tex_2d_ok)
146 {
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;
150 }
151 else if (usage & WINED3DUSAGE_SCRATCH)
152 {
153 /* Needed for proper format information. */
154 gl_type = base_type;
155 }
156 else
157 {
158 WARN("Did not find a suitable GL resource type for resource type %s.\n",
159 debug_d3dresourcetype(type));
160 return WINED3DERR_INVALIDCALL;
161 }
162 }
163
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)
167 {
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;
172 }
173
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
195 if (size)
196 {
197 if (!wined3d_resource_allocate_sysmem(resource))
198 {
199 ERR("Failed to allocate system memory.\n");
200 return E_OUTOFMEMORY;
201 }
202 }
203 else
204 {
205 resource->heap_memory = NULL;
206 }
207
208 if (!(usage & WINED3DUSAGE_PRIVATE))
209 {
210 /* Check that we have enough video ram left */
211 if (!(access & WINED3D_RESOURCE_ACCESS_CPU) && device->wined3d->flags & WINED3D_VIDMEM_ACCOUNTING)
212 {
213 if (size > wined3d_device_get_available_texture_mem(device))
214 {
215 ERR("Out of adapter memory\n");
216 wined3d_resource_free_sysmem(resource);
217 return WINED3DERR_OUTOFVIDEOMEMORY;
218 }
219 adapter_adjust_memory(device->adapter, size);
220 }
221
222 device_resource_add(device, resource);
223 }
224
225 return WINED3D_OK;
226 }
227
wined3d_resource_destroy_object(void * object)228 static void wined3d_resource_destroy_object(void *object)
229 {
230 struct wined3d_resource *resource = object;
231
232 wined3d_resource_free_sysmem(resource);
233 context_resource_released(resource->device, resource, resource->type);
234 wined3d_resource_release(resource);
235 }
236
resource_cleanup(struct wined3d_resource * resource)237 void resource_cleanup(struct wined3d_resource *resource)
238 {
239 const struct wined3d *d3d = resource->device->wined3d;
240
241 TRACE("Cleaning up resource %p.\n", resource);
242
243 if (!(resource->usage & WINED3DUSAGE_PRIVATE))
244 {
245 if (!(resource->access & WINED3D_RESOURCE_ACCESS_CPU) && d3d->flags & WINED3D_VIDMEM_ACCOUNTING)
246 {
247 TRACE("Decrementing device memory pool by %u.\n", resource->size);
248 adapter_adjust_memory(resource->device->adapter, (INT64)0 - resource->size);
249 }
250
251 device_resource_released(resource->device, resource);
252 }
253 wined3d_resource_acquire(resource);
254 wined3d_cs_destroy_object(resource->device->cs, wined3d_resource_destroy_object, resource);
255 }
256
resource_unload(struct wined3d_resource * resource)257 void resource_unload(struct wined3d_resource *resource)
258 {
259 if (resource->map_count)
260 ERR("Resource %p is being unloaded while mapped.\n", resource);
261 }
262
wined3d_resource_set_priority(struct wined3d_resource * resource,DWORD priority)263 DWORD CDECL wined3d_resource_set_priority(struct wined3d_resource *resource, DWORD priority)
264 {
265 DWORD prev;
266
267 if (!wined3d_resource_access_is_managed(resource->access))
268 {
269 WARN("Called on non-managed resource %p, ignoring.\n", resource);
270 return 0;
271 }
272
273 prev = resource->priority;
274 resource->priority = priority;
275 TRACE("resource %p, new priority %u, returning old priority %u.\n", resource, priority, prev);
276 return prev;
277 }
278
wined3d_resource_get_priority(const struct wined3d_resource * resource)279 DWORD CDECL wined3d_resource_get_priority(const struct wined3d_resource *resource)
280 {
281 TRACE("resource %p, returning %u.\n", resource, resource->priority);
282 return resource->priority;
283 }
284
wined3d_resource_get_parent(const struct wined3d_resource * resource)285 void * CDECL wined3d_resource_get_parent(const struct wined3d_resource *resource)
286 {
287 return resource->parent;
288 }
289
wined3d_resource_set_parent(struct wined3d_resource * resource,void * parent)290 void CDECL wined3d_resource_set_parent(struct wined3d_resource *resource, void *parent)
291 {
292 resource->parent = parent;
293 }
294
wined3d_resource_get_desc(const struct wined3d_resource * resource,struct wined3d_resource_desc * desc)295 void CDECL wined3d_resource_get_desc(const struct wined3d_resource *resource, struct wined3d_resource_desc *desc)
296 {
297 desc->resource_type = resource->type;
298 desc->format = resource->format->id;
299 desc->multisample_type = resource->multisample_type;
300 desc->multisample_quality = resource->multisample_quality;
301 desc->usage = resource->usage;
302 desc->access = resource->access;
303 desc->width = resource->width;
304 desc->height = resource->height;
305 desc->depth = resource->depth;
306 desc->size = resource->size;
307 }
308
wined3d_resource_sanitise_map_flags(const struct wined3d_resource * resource,DWORD flags)309 static DWORD wined3d_resource_sanitise_map_flags(const struct wined3d_resource *resource, DWORD flags)
310 {
311 /* Not all flags make sense together, but Windows never returns an error.
312 * Catch the cases that could cause issues. */
313 if (flags & WINED3D_MAP_READ)
314 {
315 if (flags & WINED3D_MAP_DISCARD)
316 {
317 WARN("WINED3D_MAP_READ combined with WINED3D_MAP_DISCARD, ignoring flags.\n");
318 return flags & (WINED3D_MAP_READ | WINED3D_MAP_WRITE);
319 }
320 if (flags & WINED3D_MAP_NOOVERWRITE)
321 {
322 WARN("WINED3D_MAP_READ combined with WINED3D_MAP_NOOVERWRITE, ignoring flags.\n");
323 return flags & (WINED3D_MAP_READ | WINED3D_MAP_WRITE);
324 }
325 }
326 else if (flags & (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE))
327 {
328 if (!(resource->usage & WINED3DUSAGE_DYNAMIC))
329 {
330 WARN("DISCARD or NOOVERWRITE map on non-dynamic buffer, ignoring.\n");
331 return flags & (WINED3D_MAP_READ | WINED3D_MAP_WRITE);
332 }
333 if ((flags & (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE))
334 == (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE))
335 {
336 WARN("WINED3D_MAP_NOOVERWRITE used with WINED3D_MAP_DISCARD, ignoring WINED3D_MAP_DISCARD.\n");
337 flags &= ~WINED3D_MAP_DISCARD;
338 }
339 }
340
341 return flags;
342 }
343
wined3d_resource_map(struct wined3d_resource * resource,unsigned int sub_resource_idx,struct wined3d_map_desc * map_desc,const struct wined3d_box * box,DWORD flags)344 HRESULT CDECL wined3d_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
345 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
346 {
347 TRACE("resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n",
348 resource, sub_resource_idx, map_desc, debug_box(box), flags);
349
350 if (!(flags & (WINED3D_MAP_READ | WINED3D_MAP_WRITE)))
351 {
352 WARN("No read/write flags specified.\n");
353 return E_INVALIDARG;
354 }
355
356 if ((flags & WINED3D_MAP_READ) && !(resource->access & WINED3D_RESOURCE_ACCESS_MAP_R))
357 {
358 WARN("Resource does not have MAP_R access.\n");
359 return E_INVALIDARG;
360 }
361
362 if ((flags & WINED3D_MAP_WRITE) && !(resource->access & WINED3D_RESOURCE_ACCESS_MAP_W))
363 {
364 WARN("Resource does not have MAP_W access.\n");
365 return E_INVALIDARG;
366 }
367
368 flags = wined3d_resource_sanitise_map_flags(resource, flags);
369 wined3d_resource_wait_idle(resource);
370
371 return wined3d_cs_map(resource->device->cs, resource, sub_resource_idx, map_desc, box, flags);
372 }
373
wined3d_resource_map_info(struct wined3d_resource * resource,unsigned int sub_resource_idx,struct wined3d_map_info * info,DWORD flags)374 HRESULT CDECL wined3d_resource_map_info(struct wined3d_resource *resource, unsigned int sub_resource_idx,
375 struct wined3d_map_info *info, DWORD flags)
376 {
377 TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx);
378
379 return resource->resource_ops->resource_map_info(resource, sub_resource_idx, info, flags);
380 }
381
wined3d_resource_unmap(struct wined3d_resource * resource,unsigned int sub_resource_idx)382 HRESULT CDECL wined3d_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
383 {
384 TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx);
385
386 return wined3d_cs_unmap(resource->device->cs, resource, sub_resource_idx);
387 }
388
wined3d_resource_update_info(struct wined3d_resource * resource,unsigned int sub_resource_idx,const struct wined3d_box * box,unsigned int row_pitch,unsigned int depth_pitch)389 UINT CDECL wined3d_resource_update_info(struct wined3d_resource *resource, unsigned int sub_resource_idx,
390 const struct wined3d_box *box, unsigned int row_pitch, unsigned int depth_pitch)
391 {
392 unsigned int width, height, depth;
393 struct wined3d_box b;
394 UINT data_size;
395
396 TRACE("resource %p, sub_resource_idx %u, box %s, row_pitch %u, depth_pitch %u.\n",
397 resource, sub_resource_idx, debug_box(box), row_pitch, depth_pitch);
398
399 if (resource->type == WINED3D_RTYPE_BUFFER)
400 {
401 if (sub_resource_idx > 0)
402 {
403 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
404 return 0;
405 }
406
407 width = resource->size;
408 height = 1;
409 depth = 1;
410 }
411 else if (resource->type == WINED3D_RTYPE_TEXTURE_1D ||
412 resource->type == WINED3D_RTYPE_TEXTURE_2D || resource->type == WINED3D_RTYPE_TEXTURE_3D)
413 {
414 struct wined3d_texture *texture = texture_from_resource(resource);
415 unsigned int level;
416
417 if (sub_resource_idx >= texture->level_count * texture->layer_count)
418 {
419 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
420 return 0;
421 }
422
423 level = sub_resource_idx % texture->level_count;
424 width = wined3d_texture_get_level_width(texture, level);
425 height = wined3d_texture_get_level_height(texture, level);
426 depth = wined3d_texture_get_level_depth(texture, level);
427 }
428 else
429 {
430 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
431 return 0;
432 }
433
434 if (!box)
435 {
436 wined3d_box_set(&b, 0, 0, width, height, 0, depth);
437 box = &b;
438 }
439 else if (box->left >= box->right || box->right > width
440 || box->top >= box->bottom || box->bottom > height
441 || box->front >= box->back || box->back > depth)
442 {
443 WARN("Invalid box %s specified.\n", debug_box(box));
444 return 0;
445 }
446
447 if (resource->format_flags & WINED3DFMT_FLAG_BLOCKS)
448 {
449 if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
450 {
451 FIXME("Calculation of block formats not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
452 return 0;
453 }
454
455 height = (box->bottom - box->top + resource->format->block_height - 1) / resource->format->block_height;
456 width = (box->right - box->left + resource->format->block_width - 1) / resource->format->block_width;
457 return (height - 1) * row_pitch + width * resource->format->block_byte_count;
458 }
459
460 data_size = 0;
461 switch (resource->type)
462 {
463 case WINED3D_RTYPE_TEXTURE_3D:
464 data_size += (box->back - box->front - 1) * depth_pitch;
465 /* fall-through */
466 case WINED3D_RTYPE_TEXTURE_2D:
467 data_size += (box->bottom - box->top - 1) * row_pitch;
468 /* fall-through */
469 case WINED3D_RTYPE_TEXTURE_1D:
470 data_size += (box->right - box->left) * resource->format->byte_count;
471 break;
472 case WINED3D_RTYPE_BUFFER:
473 data_size = box->right - box->left;
474 break;
475 case WINED3D_RTYPE_NONE:
476 break;
477 }
478
479 return data_size;
480 }
481
wined3d_resource_preload(struct wined3d_resource * resource)482 void CDECL wined3d_resource_preload(struct wined3d_resource *resource)
483 {
484 wined3d_cs_emit_preload_resource(resource->device->cs, resource);
485 }
486
wined3d_resource_allocate_sysmem(struct wined3d_resource * resource)487 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource)
488 {
489 void **p;
490 SIZE_T align = RESOURCE_ALIGNMENT - 1 + sizeof(*p);
491 void *mem;
492
493 if (!(mem = heap_alloc_zero(resource->size + align)))
494 return FALSE;
495
496 p = (void **)(((ULONG_PTR)mem + align) & ~(RESOURCE_ALIGNMENT - 1)) - 1;
497 *p = mem;
498
499 resource->heap_memory = ++p;
500
501 return TRUE;
502 }
503
wined3d_resource_free_sysmem(struct wined3d_resource * resource)504 void wined3d_resource_free_sysmem(struct wined3d_resource *resource)
505 {
506 void **p = resource->heap_memory;
507
508 if (!p)
509 return;
510
511 heap_free(*(--p));
512 resource->heap_memory = NULL;
513 }
514
wined3d_resource_gl_map_flags(DWORD d3d_flags)515 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags)
516 {
517 GLbitfield ret = 0;
518
519 if (d3d_flags & WINED3D_MAP_WRITE)
520 ret |= GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
521 if (d3d_flags & WINED3D_MAP_READ)
522 ret |= GL_MAP_READ_BIT;
523
524 if (d3d_flags & WINED3D_MAP_DISCARD)
525 ret |= GL_MAP_INVALIDATE_BUFFER_BIT;
526 if (d3d_flags & WINED3D_MAP_NOOVERWRITE)
527 ret |= GL_MAP_UNSYNCHRONIZED_BIT;
528
529 return ret;
530 }
531
wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags)532 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags)
533 {
534 switch (d3d_flags & (WINED3D_MAP_READ | WINED3D_MAP_WRITE))
535 {
536 case WINED3D_MAP_READ:
537 return GL_READ_ONLY_ARB;
538
539 case WINED3D_MAP_WRITE:
540 return GL_WRITE_ONLY_ARB;
541
542 default:
543 return GL_READ_WRITE_ARB;
544 }
545 }
546
wined3d_resource_is_offscreen(struct wined3d_resource * resource)547 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource)
548 {
549 struct wined3d_swapchain *swapchain;
550
551 /* Only 2D texture resources can be onscreen. */
552 if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
553 return TRUE;
554
555 /* Not on a swapchain - must be offscreen */
556 if (!(swapchain = texture_from_resource(resource)->swapchain))
557 return TRUE;
558
559 /* The front buffer is always onscreen */
560 if (resource == &swapchain->front_buffer->resource)
561 return FALSE;
562
563 /* If the swapchain is rendered to an FBO, the backbuffer is
564 * offscreen, otherwise onscreen */
565 return swapchain->render_to_fbo;
566 }
567
wined3d_resource_update_draw_binding(struct wined3d_resource * resource)568 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource)
569 {
570 if (!wined3d_resource_is_offscreen(resource) || wined3d_settings.offscreen_rendering_mode != ORM_FBO)
571 {
572 resource->draw_binding = WINED3D_LOCATION_DRAWABLE;
573 }
574 else if (resource->multisample_type)
575 {
576 const struct wined3d_gl_info *gl_info = &resource->device->adapter->gl_info;
577 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
578 resource->draw_binding = WINED3D_LOCATION_TEXTURE_RGB;
579 else
580 resource->draw_binding = WINED3D_LOCATION_RB_MULTISAMPLE;
581 }
582 else if (resource->gl_type == WINED3D_GL_RES_TYPE_RB)
583 {
584 resource->draw_binding = WINED3D_LOCATION_RB_RESOLVED;
585 }
586 else
587 {
588 resource->draw_binding = WINED3D_LOCATION_TEXTURE_RGB;
589 }
590 }
591