wine/dlls/wined3d/volume.c
Stefan Dösinger b23f21a9fb wined3d: Call wined3d_texture_set_dirty() in wined3d_volume_invalidate_location().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-03-04 18:42:09 +09:00

679 lines
24 KiB
C

/*
* Copyright 2002-2005 Jason Edmeades
* Copyright 2002-2005 Raphael Junqueira
* Copyright 2005 Oliver Stieber
* Copyright 2009-2011 Henri Verbeet for CodeWeavers
* Copyright 2013 Stefan Dösinger 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_surface);
WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
BOOL volume_prepare_system_memory(struct wined3d_volume *volume)
{
if (volume->resource.heap_memory)
return TRUE;
if (!wined3d_resource_allocate_sysmem(&volume->resource))
{
ERR("Failed to allocate system memory.\n");
return FALSE;
}
return TRUE;
}
/* This call just uploads data, the caller is responsible for binding the
* correct texture. */
/* Context activation is done by the caller. */
void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wined3d_context *context,
const struct wined3d_const_bo_address *data)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_format *format = volume->resource.format;
UINT width = volume->resource.width;
UINT height = volume->resource.height;
UINT depth = volume->resource.depth;
const void *mem = data->addr;
void *converted_mem = NULL;
TRACE("volume %p, context %p, level %u, format %s (%#x).\n",
volume, context, volume->texture_level, debug_d3dformat(format->id),
format->id);
if (format->convert)
{
UINT dst_row_pitch, dst_slice_pitch;
UINT src_row_pitch, src_slice_pitch;
if (data->buffer_object)
ERR("Loading a converted volume from a PBO.\n");
if (volume->container->resource.format_flags & WINED3DFMT_FLAG_BLOCKS)
ERR("Converting a block-based format.\n");
dst_row_pitch = width * format->conv_byte_count;
dst_slice_pitch = dst_row_pitch * height;
wined3d_texture_get_pitch(volume->container, volume->texture_level, &src_row_pitch, &src_slice_pitch);
converted_mem = HeapAlloc(GetProcessHeap(), 0, dst_slice_pitch * depth);
format->convert(data->addr, converted_mem, src_row_pitch, src_slice_pitch,
dst_row_pitch, dst_slice_pitch, width, height, depth);
mem = converted_mem;
}
if (data->buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, data->buffer_object));
checkGLcall("glBindBuffer");
}
GL_EXTCALL(glTexSubImage3D(GL_TEXTURE_3D, volume->texture_level, 0, 0, 0,
width, height, depth,
format->glFormat, format->glType, mem));
checkGLcall("glTexSubImage3D");
if (data->buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
checkGLcall("glBindBuffer");
}
HeapFree(GetProcessHeap(), 0, converted_mem);
}
void wined3d_volume_validate_location(struct wined3d_volume *volume, DWORD location)
{
TRACE("Volume %p, setting %s.\n", volume, wined3d_debug_location(location));
volume->locations |= location;
TRACE("new location flags are %s.\n", wined3d_debug_location(volume->locations));
}
void wined3d_volume_invalidate_location(struct wined3d_volume *volume, DWORD location)
{
TRACE("Volume %p, clearing %s.\n", volume, wined3d_debug_location(location));
if (location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
wined3d_texture_set_dirty(volume->container);
volume->locations &= ~location;
TRACE("new location flags are %s.\n", wined3d_debug_location(volume->locations));
}
/* Context activation is done by the caller. */
static void wined3d_volume_download_data(struct wined3d_volume *volume,
const struct wined3d_context *context, const struct wined3d_bo_address *data)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_format *format = volume->resource.format;
if (format->convert)
{
FIXME("Attempting to download a converted volume, format %s.\n",
debug_d3dformat(format->id));
return;
}
if (data->buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data->buffer_object));
checkGLcall("glBindBuffer");
}
gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_3D, volume->texture_level,
format->glFormat, format->glType, data->addr);
checkGLcall("glGetTexImage");
if (data->buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
checkGLcall("glBindBuffer");
}
}
static void wined3d_volume_evict_sysmem(struct wined3d_volume *volume)
{
wined3d_resource_free_sysmem(&volume->resource);
wined3d_volume_invalidate_location(volume, WINED3D_LOCATION_SYSMEM);
}
static DWORD volume_access_from_location(DWORD location)
{
switch (location)
{
case WINED3D_LOCATION_DISCARDED:
return 0;
case WINED3D_LOCATION_SYSMEM:
return WINED3D_RESOURCE_ACCESS_CPU;
case WINED3D_LOCATION_BUFFER:
case WINED3D_LOCATION_TEXTURE_RGB:
case WINED3D_LOCATION_TEXTURE_SRGB:
return WINED3D_RESOURCE_ACCESS_GPU;
default:
FIXME("Unhandled location %#x.\n", location);
return 0;
}
}
/* Context activation is done by the caller. */
static void wined3d_volume_srgb_transfer(struct wined3d_volume *volume,
struct wined3d_context *context, BOOL dest_is_srgb)
{
struct wined3d_bo_address data;
/* Optimizations are possible, but the effort should be put into either
* implementing EXT_SRGB_DECODE in the driver or finding out why we
* picked the wrong copy for the original upload and fixing that.
*
* Also keep in mind that we want to avoid using resource.heap_memory
* for DEFAULT pool surfaces. */
WARN_(d3d_perf)("Performing slow rgb/srgb volume transfer.\n");
data.buffer_object = 0;
data.addr = HeapAlloc(GetProcessHeap(), 0, volume->resource.size);
if (!data.addr)
return;
wined3d_texture_bind_and_dirtify(volume->container, context, !dest_is_srgb);
wined3d_volume_download_data(volume, context, &data);
wined3d_texture_bind_and_dirtify(volume->container, context, dest_is_srgb);
wined3d_volume_upload_data(volume, context, wined3d_const_bo_address(&data));
HeapFree(GetProcessHeap(), 0, data.addr);
}
static BOOL wined3d_volume_can_evict(const struct wined3d_volume *volume)
{
if (volume->resource.pool != WINED3D_POOL_MANAGED)
return FALSE;
if (volume->download_count >= 10)
return FALSE;
if (volume->resource.format->convert)
return FALSE;
return TRUE;
}
/* Context activation is done by the caller. */
static void wined3d_volume_load_location(struct wined3d_volume *volume,
struct wined3d_context *context, DWORD location)
{
DWORD required_access = volume_access_from_location(location);
struct wined3d_texture *texture = volume->container;
TRACE("Volume %p, loading %s, have %s.\n", volume, wined3d_debug_location(location),
wined3d_debug_location(volume->locations));
if ((volume->locations & location) == location)
{
TRACE("Location(s) already up to date.\n");
return;
}
if ((volume->resource.access_flags & required_access) != required_access)
{
ERR("Operation requires %#x access, but volume only has %#x.\n",
required_access, volume->resource.access_flags);
return;
}
switch (location)
{
case WINED3D_LOCATION_TEXTURE_RGB:
case WINED3D_LOCATION_TEXTURE_SRGB:
if ((location == WINED3D_LOCATION_TEXTURE_RGB
&& !(texture->flags & WINED3D_TEXTURE_RGB_ALLOCATED))
|| (location == WINED3D_LOCATION_TEXTURE_SRGB
&& !(texture->flags & WINED3D_TEXTURE_SRGB_ALLOCATED)))
ERR("Trying to load (s)RGB texture without prior allocation.\n");
if (volume->locations & WINED3D_LOCATION_DISCARDED)
{
TRACE("Volume previously discarded, nothing to do.\n");
wined3d_volume_invalidate_location(volume, WINED3D_LOCATION_DISCARDED);
}
else if (volume->locations & WINED3D_LOCATION_SYSMEM)
{
struct wined3d_const_bo_address data = {0, volume->resource.heap_memory};
wined3d_texture_bind_and_dirtify(texture, context,
location == WINED3D_LOCATION_TEXTURE_SRGB);
wined3d_volume_upload_data(volume, context, &data);
}
else if (volume->locations & WINED3D_LOCATION_BUFFER)
{
struct wined3d_const_bo_address data =
{
texture->sub_resources[volume->texture_level].buffer_object,
NULL
};
wined3d_texture_bind_and_dirtify(texture, context,
location == WINED3D_LOCATION_TEXTURE_SRGB);
wined3d_volume_upload_data(volume, context, &data);
}
else if (volume->locations & WINED3D_LOCATION_TEXTURE_RGB)
{
wined3d_volume_srgb_transfer(volume, context, TRUE);
}
else if (volume->locations & WINED3D_LOCATION_TEXTURE_SRGB)
{
wined3d_volume_srgb_transfer(volume, context, FALSE);
}
else
{
FIXME("Implement texture loading from %s.\n", wined3d_debug_location(volume->locations));
return;
}
wined3d_volume_validate_location(volume, location);
if (wined3d_volume_can_evict(volume))
wined3d_volume_evict_sysmem(volume);
break;
case WINED3D_LOCATION_SYSMEM:
if (!volume->resource.heap_memory)
ERR("Trying to load WINED3D_LOCATION_SYSMEM without setting it up first.\n");
if (volume->locations & WINED3D_LOCATION_DISCARDED)
{
TRACE("Volume previously discarded, nothing to do.\n");
wined3d_volume_invalidate_location(volume, WINED3D_LOCATION_DISCARDED);
}
else if (volume->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
{
struct wined3d_bo_address data = {0, volume->resource.heap_memory};
if (volume->locations & WINED3D_LOCATION_TEXTURE_RGB)
wined3d_texture_bind_and_dirtify(texture, context, FALSE);
else
wined3d_texture_bind_and_dirtify(texture, context, TRUE);
volume->download_count++;
wined3d_volume_download_data(volume, context, &data);
}
else
{
FIXME("Implement WINED3D_LOCATION_SYSMEM loading from %s.\n",
wined3d_debug_location(volume->locations));
return;
}
wined3d_volume_validate_location(volume, WINED3D_LOCATION_SYSMEM);
break;
case WINED3D_LOCATION_BUFFER:
if (!texture->sub_resources[volume->texture_level].buffer_object)
ERR("Trying to load WINED3D_LOCATION_BUFFER without setting it up first.\n");
if (volume->locations & WINED3D_LOCATION_DISCARDED)
{
TRACE("Volume previously discarded, nothing to do.\n");
wined3d_volume_invalidate_location(volume, WINED3D_LOCATION_DISCARDED);
}
else if (volume->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
{
struct wined3d_bo_address data =
{
texture->sub_resources[volume->texture_level].buffer_object,
NULL
};
if (volume->locations & WINED3D_LOCATION_TEXTURE_RGB)
wined3d_texture_bind_and_dirtify(texture, context, FALSE);
else
wined3d_texture_bind_and_dirtify(texture, context, TRUE);
wined3d_volume_download_data(volume, context, &data);
}
else
{
FIXME("Implement WINED3D_LOCATION_BUFFER loading from %s.\n",
wined3d_debug_location(volume->locations));
return;
}
wined3d_volume_validate_location(volume, WINED3D_LOCATION_BUFFER);
break;
default:
FIXME("Implement %s loading from %s.\n", wined3d_debug_location(location),
wined3d_debug_location(volume->locations));
}
}
/* Context activation is done by the caller. */
void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *context, BOOL srgb_mode)
{
wined3d_texture_prepare_texture(volume->container, context, srgb_mode);
wined3d_volume_load_location(volume, context,
srgb_mode ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB);
}
void wined3d_volume_cleanup(struct wined3d_volume *volume)
{
TRACE("volume %p.\n", volume);
resource_cleanup(&volume->resource);
}
static void volume_unload(struct wined3d_resource *resource)
{
struct wined3d_volume *volume = volume_from_resource(resource);
struct wined3d_device *device = volume->resource.device;
struct wined3d_context *context;
if (volume->resource.pool == WINED3D_POOL_DEFAULT)
ERR("Unloading DEFAULT pool volume.\n");
TRACE("texture %p.\n", resource);
if (volume_prepare_system_memory(volume))
{
context = context_acquire(device, NULL);
wined3d_volume_load_location(volume, context, WINED3D_LOCATION_SYSMEM);
context_release(context);
wined3d_volume_invalidate_location(volume, ~WINED3D_LOCATION_SYSMEM);
}
else
{
ERR("Out of memory when unloading volume %p.\n", volume);
wined3d_volume_validate_location(volume, WINED3D_LOCATION_DISCARDED);
wined3d_volume_invalidate_location(volume, ~WINED3D_LOCATION_DISCARDED);
}
/* The texture name is managed by the container. */
resource_unload(resource);
}
static BOOL wined3d_volume_check_box_dimensions(const struct wined3d_volume *volume,
const struct wined3d_box *box)
{
if (!box)
return TRUE;
if (box->left >= box->right)
return FALSE;
if (box->top >= box->bottom)
return FALSE;
if (box->front >= box->back)
return FALSE;
if (box->right > volume->resource.width)
return FALSE;
if (box->bottom > volume->resource.height)
return FALSE;
if (box->back > volume->resource.depth)
return FALSE;
return TRUE;
}
HRESULT wined3d_volume_map(struct wined3d_volume *volume,
struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
{
struct wined3d_device *device = volume->resource.device;
struct wined3d_texture *texture = volume->container;
struct wined3d_context *context;
const struct wined3d_gl_info *gl_info;
BYTE *base_memory;
const struct wined3d_format *format = volume->resource.format;
const unsigned int fmt_flags = texture->resource.format_flags;
TRACE("volume %p, map_desc %p, box %s, flags %#x.\n",
volume, map_desc, debug_box(box), flags);
map_desc->data = NULL;
if (!(volume->resource.access_flags & WINED3D_RESOURCE_ACCESS_CPU))
{
WARN("Volume %p is not CPU accessible.\n", volume);
return WINED3DERR_INVALIDCALL;
}
if (volume->resource.map_count)
{
WARN("Volume is already mapped.\n");
return WINED3DERR_INVALIDCALL;
}
if (!wined3d_volume_check_box_dimensions(volume, box))
{
WARN("Map box is invalid.\n");
return WINED3DERR_INVALIDCALL;
}
if ((fmt_flags & WINED3DFMT_FLAG_BLOCKS) && box
&& !wined3d_texture_check_block_align(texture, volume->texture_level, box))
{
WARN("Map box %s is misaligned for %ux%u blocks.\n",
debug_box(box), format->block_width, format->block_height);
return WINED3DERR_INVALIDCALL;
}
flags = wined3d_resource_sanitize_map_flags(&volume->resource, flags);
if (volume->resource.map_binding == WINED3D_LOCATION_BUFFER)
{
context = context_acquire(device, NULL);
gl_info = context->gl_info;
wined3d_texture_prepare_buffer_object(texture, volume->texture_level, gl_info);
if (flags & WINED3D_MAP_DISCARD)
wined3d_volume_validate_location(volume, WINED3D_LOCATION_BUFFER);
else
wined3d_volume_load_location(volume, context, WINED3D_LOCATION_BUFFER);
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->sub_resources[volume->texture_level].buffer_object));
if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
{
GLbitfield mapflags = wined3d_resource_gl_map_flags(flags);
mapflags &= ~GL_MAP_FLUSH_EXPLICIT_BIT;
base_memory = GL_EXTCALL(glMapBufferRange(GL_PIXEL_UNPACK_BUFFER,
0, volume->resource.size, mapflags));
}
else
{
GLenum access = wined3d_resource_gl_legacy_map_flags(flags);
base_memory = GL_EXTCALL(glMapBuffer(GL_PIXEL_UNPACK_BUFFER, access));
}
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
checkGLcall("Map PBO");
context_release(context);
}
else
{
if (!volume_prepare_system_memory(volume))
{
WARN("Out of memory.\n");
map_desc->data = NULL;
return E_OUTOFMEMORY;
}
if (flags & WINED3D_MAP_DISCARD)
{
wined3d_volume_validate_location(volume, WINED3D_LOCATION_SYSMEM);
}
else if (!(volume->locations & WINED3D_LOCATION_SYSMEM))
{
context = context_acquire(device, NULL);
wined3d_volume_load_location(volume, context, WINED3D_LOCATION_SYSMEM);
context_release(context);
}
base_memory = volume->resource.heap_memory;
}
TRACE("Base memory pointer %p.\n", base_memory);
if (fmt_flags & WINED3DFMT_FLAG_BROKEN_PITCH)
{
map_desc->row_pitch = volume->resource.width * format->byte_count;
map_desc->slice_pitch = map_desc->row_pitch * volume->resource.height;
}
else
{
wined3d_texture_get_pitch(texture, volume->texture_level,
&map_desc->row_pitch, &map_desc->slice_pitch);
}
if (!box)
{
map_desc->data = base_memory;
}
else
{
if ((fmt_flags & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_BLOCKS)
{
/* Compressed textures are block based, so calculate the offset of
* the block that contains the top-left pixel of the locked rectangle. */
map_desc->data = base_memory
+ (box->front * map_desc->slice_pitch)
+ ((box->top / format->block_height) * map_desc->row_pitch)
+ ((box->left / format->block_width) * format->block_byte_count);
}
else
{
map_desc->data = base_memory
+ (map_desc->slice_pitch * box->front)
+ (map_desc->row_pitch * box->top)
+ (box->left * volume->resource.format->byte_count);
}
}
if (!(flags & (WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY)))
wined3d_volume_invalidate_location(volume, ~volume->resource.map_binding);
volume->resource.map_count++;
TRACE("Returning memory %p, row pitch %d, slice pitch %d.\n",
map_desc->data, map_desc->row_pitch, map_desc->slice_pitch);
return WINED3D_OK;
}
HRESULT wined3d_volume_unmap(struct wined3d_volume *volume)
{
TRACE("volume %p.\n", volume);
if (!volume->resource.map_count)
{
WARN("Trying to unlock an unlocked volume %p.\n", volume);
return WINED3DERR_INVALIDCALL;
}
if (volume->resource.map_binding == WINED3D_LOCATION_BUFFER)
{
struct wined3d_device *device = volume->resource.device;
struct wined3d_context *context = context_acquire(device, NULL);
const struct wined3d_gl_info *gl_info = context->gl_info;
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER,
volume->container->sub_resources[volume->texture_level].buffer_object));
GL_EXTCALL(glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER));
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
checkGLcall("Unmap PBO");
context_release(context);
}
volume->resource.map_count--;
return WINED3D_OK;
}
static ULONG volume_resource_incref(struct wined3d_resource *resource)
{
struct wined3d_volume *volume = volume_from_resource(resource);
TRACE("Forwarding to container %p.\n", volume->container);
return wined3d_texture_incref(volume->container);
}
static ULONG volume_resource_decref(struct wined3d_resource *resource)
{
struct wined3d_volume *volume = volume_from_resource(resource);
TRACE("Forwarding to container %p.\n", volume->container);
return wined3d_texture_decref(volume->container);
}
static HRESULT volume_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
{
ERR("Not supported on sub-resources.\n");
return WINED3DERR_INVALIDCALL;
}
static HRESULT volume_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
{
ERR("Not supported on sub-resources.\n");
return WINED3DERR_INVALIDCALL;
}
static const struct wined3d_resource_ops volume_resource_ops =
{
volume_resource_incref,
volume_resource_decref,
volume_unload,
volume_resource_sub_resource_map,
volume_resource_sub_resource_unmap,
};
HRESULT wined3d_volume_init(struct wined3d_volume *volume, struct wined3d_texture *container,
const struct wined3d_resource_desc *desc, UINT level)
{
struct wined3d_device *device = container->resource.device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
const struct wined3d_format *format = wined3d_get_format(gl_info, desc->format);
HRESULT hr;
UINT size;
/* TODO: Write tests for other resources and move this check
* to resource_init, if applicable. */
if (desc->usage & WINED3DUSAGE_DYNAMIC
&& (desc->pool == WINED3D_POOL_MANAGED || desc->pool == WINED3D_POOL_SCRATCH))
{
WARN("Attempted to create a DYNAMIC texture in pool %s.\n", debug_d3dpool(desc->pool));
return WINED3DERR_INVALIDCALL;
}
size = wined3d_format_calculate_size(format, device->surface_alignment, desc->width, desc->height, desc->depth);
if (FAILED(hr = resource_init(&volume->resource, device, WINED3D_RTYPE_VOLUME, format,
WINED3D_MULTISAMPLE_NONE, 0, desc->usage, desc->pool, desc->width, desc->height, desc->depth,
size, NULL, &wined3d_null_parent_ops, &volume_resource_ops)))
{
WARN("Failed to initialize resource, returning %#x.\n", hr);
return hr;
}
volume->texture_level = level;
volume->locations = WINED3D_LOCATION_DISCARDED;
if (desc->pool == WINED3D_POOL_DEFAULT && desc->usage & WINED3DUSAGE_DYNAMIC
&& gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]
&& !format->convert)
{
wined3d_resource_free_sysmem(&volume->resource);
volume->resource.map_binding = WINED3D_LOCATION_BUFFER;
}
volume->container = container;
return WINED3D_OK;
}