wine/dlls/wined3d/context.c
Zebediah Figura 334a3bbe37 wined3d: Handle WINED3D_LOCATION_DISCARDED in wined3d_buffer_get_memory().
This can't currently happen. However, we'd like to use
wined3d_buffer_get_memory() in wined3d_cs_exec_update_sub_resource(). This would
probably also help in implementing ID3D11DeviceContext1::DiscardResource().

Signed-off-by: Zebediah Figura <z.figura12@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2021-06-22 17:57:47 +02:00

403 lines
15 KiB
C

/*
* Context and render target management in wined3d
*
* Copyright 2002-2004 Jason Edmeades
* Copyright 2002-2004 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2006, 2008 Henri Verbeet
* Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
* Copyright 2009-2011 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wine/port.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
void context_resource_released(const struct wined3d_device *device, struct wined3d_resource *resource)
{
unsigned int i;
for (i = 0; i < device->context_count; ++i)
{
struct wined3d_context *context = device->contexts[i];
if (&context->current_rt.texture->resource == resource)
{
context->current_rt.texture = NULL;
context->current_rt.sub_resource_idx = 0;
}
}
}
void wined3d_context_cleanup(struct wined3d_context *context)
{
}
/* This is used when a context for render target A is active, but a separate context is
* needed to access the WGL framebuffer for render target B. Re-acquire a context for rt
* A to avoid breaking caller code. */
void context_restore(struct wined3d_context *context, struct wined3d_texture *texture, unsigned int sub_resource_idx)
{
if (context->current_rt.texture != texture || context->current_rt.sub_resource_idx != sub_resource_idx)
{
context_release(context);
context = context_acquire(texture->resource.device, texture, sub_resource_idx);
}
context_release(context);
}
void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id)
{
DWORD representative = context->state_table[state_id].representative - STATE_COMPUTE_OFFSET;
unsigned int index, shift;
index = representative / (sizeof(*context->dirty_compute_states) * CHAR_BIT);
shift = representative & (sizeof(*context->dirty_compute_states) * CHAR_BIT - 1);
context->dirty_compute_states[index] |= (1u << shift);
}
void context_invalidate_state(struct wined3d_context *context, unsigned int state_id)
{
unsigned int representative = context->state_table[state_id].representative;
unsigned int index, shift;
index = representative / (sizeof(*context->dirty_graphics_states) * CHAR_BIT);
shift = representative & ((sizeof(*context->dirty_graphics_states) * CHAR_BIT) - 1);
context->dirty_graphics_states[index] |= (1u << shift);
}
void wined3d_context_init(struct wined3d_context *context, struct wined3d_swapchain *swapchain)
{
struct wined3d_device *device = swapchain->device;
DWORD state;
context->d3d_info = &device->adapter->d3d_info;
context->state_table = device->state_table;
/* Mark all states dirty to force a proper initialization of the states on
* the first use of the context. Compute states do not need initialization. */
for (state = 0; state <= STATE_HIGHEST; ++state)
{
if (context->state_table[state].representative && !STATE_IS_COMPUTE(state))
context_invalidate_state(context, state);
}
context->device = device;
context->swapchain = swapchain;
context->current_rt.texture = swapchain->front_buffer;
context->current_rt.sub_resource_idx = 0;
context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
| (1u << WINED3D_SHADER_TYPE_VERTEX)
| (1u << WINED3D_SHADER_TYPE_GEOMETRY)
| (1u << WINED3D_SHADER_TYPE_HULL)
| (1u << WINED3D_SHADER_TYPE_DOMAIN)
| (1u << WINED3D_SHADER_TYPE_COMPUTE);
}
HRESULT wined3d_context_no3d_init(struct wined3d_context *context_no3d, struct wined3d_swapchain *swapchain)
{
TRACE("context_no3d %p, swapchain %p.\n", context_no3d, swapchain);
wined3d_context_init(context_no3d, swapchain);
return WINED3D_OK;
}
static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
{
if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
*regnum = WINED3D_FFP_POSITION;
else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
*regnum = WINED3D_FFP_BLENDWEIGHT;
else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
*regnum = WINED3D_FFP_BLENDINDICES;
else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
*regnum = WINED3D_FFP_NORMAL;
else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
*regnum = WINED3D_FFP_PSIZE;
else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
*regnum = WINED3D_FFP_DIFFUSE;
else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
*regnum = WINED3D_FFP_SPECULAR;
else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
*regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
else
{
WARN("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage), usage_idx);
*regnum = ~0u;
return FALSE;
}
return TRUE;
}
/* Context activation is done by the caller. */
void wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info,
const struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info)
{
/* We need to deal with frequency data! */
struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
BOOL generic_attributes = d3d_info->ffp_generic_attributes;
BOOL use_vshader = use_vs(state);
unsigned int i;
stream_info->use_map = 0;
stream_info->swizzle_map = 0;
stream_info->position_transformed = 0;
if (!declaration)
return;
stream_info->position_transformed = declaration->position_transformed;
/* Translate the declaration into strided data. */
for (i = 0; i < declaration->element_count; ++i)
{
const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
BOOL stride_used;
unsigned int idx;
TRACE("%p Element %p (%u of %u).\n", declaration->elements,
element, i + 1, declaration->element_count);
if (!stream->buffer)
continue;
TRACE("offset %u input_slot %u usage_idx %d.\n", element->offset, element->input_slot, element->usage_idx);
if (use_vshader)
{
if (element->output_slot == WINED3D_OUTPUT_SLOT_UNUSED)
{
stride_used = FALSE;
}
else if (element->output_slot == WINED3D_OUTPUT_SLOT_SEMANTIC)
{
/* TODO: Assuming vertexdeclarations are usually used with the
* same or a similar shader, it might be worth it to store the
* last used output slot and try that one first. */
stride_used = vshader_get_input(state->shader[WINED3D_SHADER_TYPE_VERTEX],
element->usage, element->usage_idx, &idx);
}
else
{
idx = element->output_slot;
stride_used = TRUE;
}
}
else
{
if (!generic_attributes && !element->ffp_valid)
{
WARN("Skipping unsupported fixed function element of format %s and usage %s.\n",
debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
stride_used = FALSE;
}
else
{
stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
}
}
if (stride_used)
{
TRACE("Load %s array %u [usage %s, usage_idx %u, "
"input_slot %u, offset %u, stride %u, format %s, class %s, step_rate %u].\n",
use_vshader ? "shader": "fixed function", idx,
debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
element->offset, stream->stride, debug_d3dformat(element->format->id),
debug_d3dinput_classification(element->input_slot_class), element->instance_data_step_rate);
stream_info->elements[idx].format = element->format;
stream_info->elements[idx].data.buffer_object = 0;
stream_info->elements[idx].data.addr = (BYTE *)NULL + stream->offset + element->offset;
stream_info->elements[idx].stride = stream->stride;
stream_info->elements[idx].stream_idx = element->input_slot;
if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
{
stream_info->elements[idx].divisor = 1;
stream_info->elements[idx].instanced = true;
}
else if (element->input_slot_class == WINED3D_INPUT_PER_INSTANCE_DATA)
{
stream_info->elements[idx].divisor = element->instance_data_step_rate;
stream_info->elements[idx].instanced = true;
}
else
{
stream_info->elements[idx].divisor = 0;
stream_info->elements[idx].instanced = false;
}
if (!d3d_info->vertex_bgra && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
{
stream_info->swizzle_map |= 1u << idx;
}
stream_info->use_map |= 1u << idx;
}
}
}
/* Context activation is done by the caller. */
void context_update_stream_info(struct wined3d_context *context, const struct wined3d_state *state)
{
struct wined3d_stream_info *stream_info = &context->stream_info;
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
DWORD prev_all_vbo = stream_info->all_vbo;
unsigned int i;
WORD map;
wined3d_stream_info_from_declaration(stream_info, state, d3d_info);
stream_info->all_vbo = 1;
for (i = 0, map = stream_info->use_map; map; map >>= 1, ++i)
{
struct wined3d_stream_info_element *element;
struct wined3d_bo_address data;
struct wined3d_buffer *buffer;
if (!(map & 1))
continue;
element = &stream_info->elements[i];
buffer = state->streams[element->stream_idx].buffer;
/* We can't use VBOs if the base vertex index is negative. OpenGL
* doesn't accept negative offsets (or rather offsets bigger than the
* VBO, because the pointer is unsigned), so use system memory
* sources. In most sane cases the pointer - offset will still be > 0,
* otherwise it will wrap around to some big value. Hope that with the
* indices the driver wraps it back internally. If not,
* draw_primitive_immediate_mode() is needed, including a vertex buffer
* path. */
if (state->load_base_vertex_index < 0)
{
WARN_(d3d_perf)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
state->load_base_vertex_index);
element->data.buffer_object = 0;
element->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(buffer, context);
if ((UINT_PTR)element->data.addr < -state->load_base_vertex_index * element->stride)
FIXME("System memory vertex data load offset is negative!\n");
}
else
{
wined3d_buffer_load(buffer, context, state);
wined3d_buffer_get_memory(buffer, context, &data);
element->data.buffer_object = data.buffer_object;
element->data.addr += (ULONG_PTR)data.addr;
}
if (!element->data.buffer_object)
stream_info->all_vbo = 0;
TRACE("Load array %u %s.\n", i, debug_bo_address(&element->data));
}
if (prev_all_vbo != stream_info->all_vbo)
context_invalidate_state(context, STATE_INDEXBUFFER);
context->use_immediate_mode_draw = FALSE;
if (stream_info->all_vbo)
return;
if (!use_vs(state))
{
WORD slow_mask = -!d3d_info->ffp_generic_attributes & (1u << WINED3D_FFP_PSIZE);
slow_mask |= -(!d3d_info->vertex_bgra && !d3d_info->ffp_generic_attributes)
& ((1u << WINED3D_FFP_DIFFUSE) | (1u << WINED3D_FFP_SPECULAR) | (1u << WINED3D_FFP_BLENDWEIGHT));
if ((stream_info->position_transformed && !d3d_info->xyzrhw)
|| (stream_info->use_map & slow_mask))
context->use_immediate_mode_draw = TRUE;
}
}
static bool is_resource_rtv_bound(const struct wined3d_state *state,
const struct wined3d_resource *resource)
{
unsigned int i;
if (!resource->rtv_bind_count_device)
return false;
for (i = 0; i < ARRAY_SIZE(state->fb.render_targets); ++i)
{
if (state->fb.render_targets[i] && state->fb.render_targets[i]->resource == resource)
return true;
}
return false;
}
/* Context activation is done by the caller. */
static void context_preload_texture(struct wined3d_context *context,
const struct wined3d_state *state, unsigned int idx)
{
struct wined3d_texture *texture;
if (!(texture = state->textures[idx]))
return;
if (is_resource_rtv_bound(state, &texture->resource)
|| (state->fb.depth_stencil && state->fb.depth_stencil->resource == &texture->resource))
context->uses_fbo_attached_resources = 1;
wined3d_texture_load(texture, context, is_srgb_enabled(state->sampler_states[idx]));
}
/* Context activation is done by the caller. */
void context_preload_textures(struct wined3d_context *context, const struct wined3d_state *state)
{
unsigned int i;
if (use_vs(state))
{
for (i = 0; i < WINED3D_MAX_VERTEX_SAMPLERS; ++i)
{
if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info[i].type)
context_preload_texture(context, state, WINED3D_MAX_FRAGMENT_SAMPLERS + i);
}
}
if (use_ps(state))
{
for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
{
if (state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info[i].type)
context_preload_texture(context, state, i);
}
}
else
{
WORD ffu_map = context->fixed_function_usage_map;
for (i = 0; ffu_map; ffu_map >>= 1, ++i)
{
if (ffu_map & 1)
context_preload_texture(context, state, i);
}
}
}