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 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 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 if (!size) 99 ERR("Attempting to create a zero-sized resource.\n"); 100 101 for (i = 0; i < ARRAY_SIZE(resource_types); ++i) 102 { 103 if (resource_types[i].type != type 104 || resource_types[i].cube_usage != (usage & WINED3DUSAGE_LEGACY_CUBEMAP)) 105 continue; 106 107 gl_type = resource_types[i].gl_type; 108 if (base_type == WINED3D_GL_RES_TYPE_COUNT) 109 base_type = gl_type; 110 111 if ((usage & WINED3DUSAGE_RENDERTARGET) && !(format->flags[gl_type] & WINED3DFMT_FLAG_RENDERTARGET)) 112 { 113 WARN("Format %s cannot be used for render targets.\n", debug_d3dformat(format->id)); 114 continue; 115 } 116 if ((usage & WINED3DUSAGE_DEPTHSTENCIL) 117 && !(format->flags[gl_type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) 118 { 119 WARN("Format %s cannot be used for depth/stencil buffers.\n", debug_d3dformat(format->id)); 120 continue; 121 } 122 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO 123 && usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL) 124 && !(format->flags[gl_type] & WINED3DFMT_FLAG_FBO_ATTACHABLE)) 125 { 126 WARN("Render target or depth stencil is not FBO attachable.\n"); 127 continue; 128 } 129 if ((usage & WINED3DUSAGE_TEXTURE) && !(format->flags[gl_type] & WINED3DFMT_FLAG_TEXTURE)) 130 { 131 WARN("Format %s cannot be used for texturing.\n", debug_d3dformat(format->id)); 132 continue; 133 } 134 if (((width & (width - 1)) || (height & (height - 1))) 135 && !gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] 136 && !gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] 137 && gl_type == WINED3D_GL_RES_TYPE_TEX_2D) 138 { 139 TRACE("Skipping 2D texture type to try texture rectangle.\n"); 140 tex_2d_ok = TRUE; 141 continue; 142 } 143 break; 144 } 145 146 if (base_type != WINED3D_GL_RES_TYPE_COUNT && i == ARRAY_SIZE(resource_types)) 147 { 148 if (tex_2d_ok) 149 { 150 /* Non power of 2 texture and rectangle textures or renderbuffers do not work. 151 * Use 2D textures, the texture code will pad to a power of 2 size. */ 152 gl_type = WINED3D_GL_RES_TYPE_TEX_2D; 153 } 154 else if (usage & WINED3DUSAGE_SCRATCH) 155 { 156 /* Needed for proper format information. */ 157 gl_type = base_type; 158 } 159 else 160 { 161 WARN("Did not find a suitable GL resource type for resource type %s.\n", 162 debug_d3dresourcetype(type)); 163 return WINED3DERR_INVALIDCALL; 164 } 165 } 166 167 if (base_type != WINED3D_GL_RES_TYPE_COUNT 168 && (format->flags[base_type] & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BLOCKS_NO_VERIFY)) 169 == WINED3DFMT_FLAG_BLOCKS) 170 { 171 UINT width_mask = format->block_width - 1; 172 UINT height_mask = format->block_height - 1; 173 if (width & width_mask || height & height_mask) 174 return WINED3DERR_INVALIDCALL; 175 } 176 177 resource->ref = 1; 178 resource->device = device; 179 resource->type = type; 180 resource->gl_type = gl_type; 181 resource->format = format; 182 if (gl_type < WINED3D_GL_RES_TYPE_COUNT) 183 resource->format_flags = format->flags[gl_type]; 184 resource->multisample_type = multisample_type; 185 resource->multisample_quality = multisample_quality; 186 resource->usage = usage; 187 resource->access = access; 188 resource->width = width; 189 resource->height = height; 190 resource->depth = depth; 191 resource->size = size; 192 resource->priority = 0; 193 resource->parent = parent; 194 resource->parent_ops = parent_ops; 195 resource->resource_ops = resource_ops; 196 resource->map_binding = WINED3D_LOCATION_SYSMEM; 197 resource->heap_memory = NULL; 198 199 if (!(usage & WINED3DUSAGE_PRIVATE)) 200 { 201 /* Check that we have enough video ram left */ 202 if (!(access & WINED3D_RESOURCE_ACCESS_CPU) && device->wined3d->flags & WINED3D_VIDMEM_ACCOUNTING) 203 { 204 if (size > wined3d_device_get_available_texture_mem(device)) 205 { 206 ERR("Out of adapter memory.\n"); 207 return WINED3DERR_OUTOFVIDEOMEMORY; 208 } 209 adapter_adjust_memory(device->adapter, size); 210 } 211 212 device_resource_add(device, resource); 213 } 214 215 return WINED3D_OK; 216 } 217 218 static void wined3d_resource_destroy_object(void *object) 219 { 220 struct wined3d_resource *resource = object; 221 222 wined3d_resource_free_sysmem(resource); 223 context_resource_released(resource->device, resource); 224 wined3d_resource_release(resource); 225 } 226 227 void resource_cleanup(struct wined3d_resource *resource) 228 { 229 const struct wined3d *d3d = resource->device->wined3d; 230 231 TRACE("Cleaning up resource %p.\n", resource); 232 233 if (!(resource->usage & WINED3DUSAGE_PRIVATE)) 234 { 235 if (!(resource->access & WINED3D_RESOURCE_ACCESS_CPU) && d3d->flags & WINED3D_VIDMEM_ACCOUNTING) 236 { 237 TRACE("Decrementing device memory pool by %u.\n", resource->size); 238 adapter_adjust_memory(resource->device->adapter, (INT64)0 - resource->size); 239 } 240 241 device_resource_released(resource->device, resource); 242 } 243 wined3d_resource_acquire(resource); 244 wined3d_cs_destroy_object(resource->device->cs, wined3d_resource_destroy_object, resource); 245 } 246 247 void resource_unload(struct wined3d_resource *resource) 248 { 249 if (resource->map_count) 250 ERR("Resource %p is being unloaded while mapped.\n", resource); 251 } 252 253 DWORD CDECL wined3d_resource_set_priority(struct wined3d_resource *resource, DWORD priority) 254 { 255 DWORD prev; 256 257 if (!wined3d_resource_access_is_managed(resource->access)) 258 { 259 WARN("Called on non-managed resource %p, ignoring.\n", resource); 260 return 0; 261 } 262 263 prev = resource->priority; 264 resource->priority = priority; 265 TRACE("resource %p, new priority %u, returning old priority %u.\n", resource, priority, prev); 266 return prev; 267 } 268 269 DWORD CDECL wined3d_resource_get_priority(const struct wined3d_resource *resource) 270 { 271 TRACE("resource %p, returning %u.\n", resource, resource->priority); 272 return resource->priority; 273 } 274 275 void * CDECL wined3d_resource_get_parent(const struct wined3d_resource *resource) 276 { 277 return resource->parent; 278 } 279 280 void CDECL wined3d_resource_set_parent(struct wined3d_resource *resource, void *parent) 281 { 282 resource->parent = parent; 283 } 284 285 void CDECL wined3d_resource_get_desc(const struct wined3d_resource *resource, struct wined3d_resource_desc *desc) 286 { 287 desc->resource_type = resource->type; 288 desc->format = resource->format->id; 289 desc->multisample_type = resource->multisample_type; 290 desc->multisample_quality = resource->multisample_quality; 291 desc->usage = resource->usage; 292 desc->access = resource->access; 293 desc->width = resource->width; 294 desc->height = resource->height; 295 desc->depth = resource->depth; 296 desc->size = resource->size; 297 } 298 299 static DWORD wined3d_resource_sanitise_map_flags(const struct wined3d_resource *resource, DWORD flags) 300 { 301 /* Not all flags make sense together, but Windows never returns an error. 302 * Catch the cases that could cause issues. */ 303 if (flags & WINED3D_MAP_READ) 304 { 305 if (flags & WINED3D_MAP_DISCARD) 306 { 307 WARN("WINED3D_MAP_READ combined with WINED3D_MAP_DISCARD, ignoring flags.\n"); 308 return flags & (WINED3D_MAP_READ | WINED3D_MAP_WRITE); 309 } 310 if (flags & WINED3D_MAP_NOOVERWRITE) 311 { 312 WARN("WINED3D_MAP_READ combined with WINED3D_MAP_NOOVERWRITE, ignoring flags.\n"); 313 return flags & (WINED3D_MAP_READ | WINED3D_MAP_WRITE); 314 } 315 } 316 else if (flags & (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE)) 317 { 318 if (!(resource->usage & WINED3DUSAGE_DYNAMIC)) 319 { 320 WARN("DISCARD or NOOVERWRITE map on non-dynamic buffer, ignoring.\n"); 321 return flags & (WINED3D_MAP_READ | WINED3D_MAP_WRITE); 322 } 323 if ((flags & (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE)) 324 == (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE)) 325 { 326 WARN("WINED3D_MAP_NOOVERWRITE used with WINED3D_MAP_DISCARD, ignoring WINED3D_MAP_DISCARD.\n"); 327 flags &= ~WINED3D_MAP_DISCARD; 328 } 329 } 330 331 return flags; 332 } 333 334 HRESULT CDECL wined3d_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx, 335 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags) 336 { 337 TRACE("resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n", 338 resource, sub_resource_idx, map_desc, debug_box(box), flags); 339 340 if (!(flags & (WINED3D_MAP_READ | WINED3D_MAP_WRITE))) 341 { 342 WARN("No read/write flags specified.\n"); 343 return E_INVALIDARG; 344 } 345 346 if ((flags & WINED3D_MAP_READ) && !(resource->access & WINED3D_RESOURCE_ACCESS_MAP_R)) 347 { 348 WARN("Resource does not have MAP_R access.\n"); 349 return E_INVALIDARG; 350 } 351 352 if ((flags & WINED3D_MAP_WRITE) && !(resource->access & WINED3D_RESOURCE_ACCESS_MAP_W)) 353 { 354 WARN("Resource does not have MAP_W access.\n"); 355 return E_INVALIDARG; 356 } 357 358 flags = wined3d_resource_sanitise_map_flags(resource, flags); 359 wined3d_resource_wait_idle(resource); 360 361 return wined3d_cs_map(resource->device->cs, resource, sub_resource_idx, map_desc, box, flags); 362 } 363 364 HRESULT CDECL wined3d_resource_map_info(struct wined3d_resource *resource, unsigned int sub_resource_idx, 365 struct wined3d_map_info *info, DWORD flags) 366 { 367 TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx); 368 369 return resource->resource_ops->resource_map_info(resource, sub_resource_idx, info, flags); 370 } 371 372 HRESULT CDECL wined3d_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx) 373 { 374 TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx); 375 376 return wined3d_cs_unmap(resource->device->cs, resource, sub_resource_idx); 377 } 378 379 UINT CDECL wined3d_resource_update_info(struct wined3d_resource *resource, unsigned int sub_resource_idx, 380 const struct wined3d_box *box, unsigned int row_pitch, unsigned int depth_pitch) 381 { 382 unsigned int width, height, depth; 383 struct wined3d_box b; 384 UINT data_size; 385 386 TRACE("resource %p, sub_resource_idx %u, box %s, row_pitch %u, depth_pitch %u.\n", 387 resource, sub_resource_idx, debug_box(box), row_pitch, depth_pitch); 388 389 if (resource->type == WINED3D_RTYPE_BUFFER) 390 { 391 if (sub_resource_idx > 0) 392 { 393 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx); 394 return 0; 395 } 396 397 width = resource->size; 398 height = 1; 399 depth = 1; 400 } 401 else if (resource->type == WINED3D_RTYPE_TEXTURE_1D || 402 resource->type == WINED3D_RTYPE_TEXTURE_2D || resource->type == WINED3D_RTYPE_TEXTURE_3D) 403 { 404 struct wined3d_texture *texture = texture_from_resource(resource); 405 unsigned int level; 406 407 if (sub_resource_idx >= texture->level_count * texture->layer_count) 408 { 409 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx); 410 return 0; 411 } 412 413 level = sub_resource_idx % texture->level_count; 414 width = wined3d_texture_get_level_width(texture, level); 415 height = wined3d_texture_get_level_height(texture, level); 416 depth = wined3d_texture_get_level_depth(texture, level); 417 } 418 else 419 { 420 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type)); 421 return 0; 422 } 423 424 if (!box) 425 { 426 wined3d_box_set(&b, 0, 0, width, height, 0, depth); 427 box = &b; 428 } 429 else if (box->left >= box->right || box->right > width 430 || box->top >= box->bottom || box->bottom > height 431 || box->front >= box->back || box->back > depth) 432 { 433 WARN("Invalid box %s specified.\n", debug_box(box)); 434 return 0; 435 } 436 437 if (resource->format_flags & WINED3DFMT_FLAG_BLOCKS) 438 { 439 if (resource->type != WINED3D_RTYPE_TEXTURE_2D) 440 { 441 FIXME("Calculation of block formats not implemented for %s resources.\n", debug_d3dresourcetype(resource->type)); 442 return 0; 443 } 444 445 height = (box->bottom - box->top + resource->format->block_height - 1) / resource->format->block_height; 446 width = (box->right - box->left + resource->format->block_width - 1) / resource->format->block_width; 447 return (height - 1) * row_pitch + width * resource->format->block_byte_count; 448 } 449 450 data_size = 0; 451 switch (resource->type) 452 { 453 case WINED3D_RTYPE_TEXTURE_3D: 454 data_size += (box->back - box->front - 1) * depth_pitch; 455 /* fall-through */ 456 case WINED3D_RTYPE_TEXTURE_2D: 457 data_size += (box->bottom - box->top - 1) * row_pitch; 458 /* fall-through */ 459 case WINED3D_RTYPE_TEXTURE_1D: 460 data_size += (box->right - box->left) * resource->format->byte_count; 461 break; 462 case WINED3D_RTYPE_BUFFER: 463 data_size = box->right - box->left; 464 break; 465 case WINED3D_RTYPE_NONE: 466 break; 467 } 468 469 return data_size; 470 } 471 472 void CDECL wined3d_resource_preload(struct wined3d_resource *resource) 473 { 474 wined3d_cs_emit_preload_resource(resource->device->cs, resource); 475 } 476 477 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) 478 { 479 void **p; 480 SIZE_T align = RESOURCE_ALIGNMENT - 1 + sizeof(*p); 481 void *mem; 482 483 if (!(mem = heap_alloc_zero(resource->size + align))) 484 { 485 ERR("Failed to allocate system memory.\n"); 486 return FALSE; 487 } 488 489 p = (void **)(((ULONG_PTR)mem + align) & ~(RESOURCE_ALIGNMENT - 1)) - 1; 490 *p = mem; 491 492 resource->heap_memory = ++p; 493 494 return TRUE; 495 } 496 497 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) 498 { 499 void **p = resource->heap_memory; 500 501 if (!p) 502 return; 503 504 heap_free(*(--p)); 505 resource->heap_memory = NULL; 506 } 507 508 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) 509 { 510 GLbitfield ret = 0; 511 512 if (d3d_flags & WINED3D_MAP_WRITE) 513 ret |= GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT; 514 if (d3d_flags & WINED3D_MAP_READ) 515 ret |= GL_MAP_READ_BIT; 516 517 if (d3d_flags & WINED3D_MAP_DISCARD) 518 ret |= GL_MAP_INVALIDATE_BUFFER_BIT; 519 if (d3d_flags & WINED3D_MAP_NOOVERWRITE) 520 ret |= GL_MAP_UNSYNCHRONIZED_BIT; 521 522 return ret; 523 } 524 525 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) 526 { 527 switch (d3d_flags & (WINED3D_MAP_READ | WINED3D_MAP_WRITE)) 528 { 529 case WINED3D_MAP_READ: 530 return GL_READ_ONLY_ARB; 531 532 case WINED3D_MAP_WRITE: 533 return GL_WRITE_ONLY_ARB; 534 535 default: 536 return GL_READ_WRITE_ARB; 537 } 538 } 539 540 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) 541 { 542 struct wined3d_swapchain *swapchain; 543 544 /* Only 2D texture resources can be onscreen. */ 545 if (resource->type != WINED3D_RTYPE_TEXTURE_2D) 546 return TRUE; 547 548 /* Not on a swapchain - must be offscreen */ 549 if (!(swapchain = texture_from_resource(resource)->swapchain)) 550 return TRUE; 551 552 /* The front buffer is always onscreen */ 553 if (resource == &swapchain->front_buffer->resource) 554 return FALSE; 555 556 /* If the swapchain is rendered to an FBO, the backbuffer is 557 * offscreen, otherwise onscreen */ 558 return swapchain->render_to_fbo; 559 } 560 561 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) 562 { 563 if (!wined3d_resource_is_offscreen(resource) || wined3d_settings.offscreen_rendering_mode != ORM_FBO) 564 { 565 resource->draw_binding = WINED3D_LOCATION_DRAWABLE; 566 } 567 else if (resource->multisample_type) 568 { 569 const struct wined3d_gl_info *gl_info = &resource->device->adapter->gl_info; 570 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE]) 571 resource->draw_binding = WINED3D_LOCATION_TEXTURE_RGB; 572 else 573 resource->draw_binding = WINED3D_LOCATION_RB_MULTISAMPLE; 574 } 575 else if (resource->gl_type == WINED3D_GL_RES_TYPE_RB) 576 { 577 resource->draw_binding = WINED3D_LOCATION_RB_RESOLVED; 578 } 579 else 580 { 581 resource->draw_binding = WINED3D_LOCATION_TEXTURE_RGB; 582 } 583 } 584