Example #1
0
static HRESULT
NineTexture9_ctor( struct NineTexture9 *This,
                   struct NineUnknownParams *pParams,
                   UINT Width, UINT Height, UINT Levels,
                   DWORD Usage,
                   D3DFORMAT Format,
                   D3DPOOL Pool,
                   HANDLE *pSharedHandle )
{
    struct pipe_screen *screen = pParams->device->screen;
    struct pipe_resource *info = &This->base.base.info;
    enum pipe_format pf;
    unsigned *level_offsets;
    unsigned l;
    D3DSURFACE_DESC sfdesc;
    HRESULT hr;
    void *user_buffer = NULL, *user_buffer_for_level;

    DBG("(%p) Width=%u Height=%u Levels=%u Usage=%s Format=%s Pool=%s "
        "pSharedHandle=%p\n", This, Width, Height, Levels,
        nine_D3DUSAGE_to_str(Usage),
        d3dformat_to_string(Format), nine_D3DPOOL_to_str(Pool), pSharedHandle);

    user_assert(Width && Height, D3DERR_INVALIDCALL);

    /* pSharedHandle: can be non-null for ex only.
     * D3DPOOL_SYSTEMMEM: Levels must be 1
     * D3DPOOL_DEFAULT: no restriction for Levels
     * Other Pools are forbidden. */
    user_assert(!pSharedHandle || pParams->device->ex, D3DERR_INVALIDCALL);
    user_assert(!pSharedHandle ||
                (Pool == D3DPOOL_SYSTEMMEM && Levels == 1) ||
                Pool == D3DPOOL_DEFAULT, D3DERR_INVALIDCALL);

    user_assert(!(Usage & D3DUSAGE_AUTOGENMIPMAP) ||
                (Pool != D3DPOOL_SYSTEMMEM && Pool != D3DPOOL_SCRATCH && Levels <= 1),
                D3DERR_INVALIDCALL);

    /* TODO: implement pSharedHandle for D3DPOOL_DEFAULT (cross process
     * buffer sharing).
     *
     * Gem names may have fit but they're depreciated and won't work on render-nodes.
     * One solution is to use shm buffers. We would use a /dev/shm file, fill the first
     * values to tell it is a nine buffer, the size, which function created it, etc,
     * and then it would contain the data. The handle would be a number, corresponding to
     * the file to read (/dev/shm/nine-share-4 for example would be 4).
     *
     * Wine just ignores the argument, which works only if the app creates the handle
     * and won't use it. Instead of failing, we support that situation by putting an
     * invalid handle, that we would fail to import. Please note that we don't advertise
     * the flag indicating the support for that feature, but apps seem to not care.
     */

    if (pSharedHandle && Pool == D3DPOOL_DEFAULT) {
        if (!*pSharedHandle) {
            DBG("Creating Texture with invalid handle. Importing will fail\n.");
            *pSharedHandle = (HANDLE)1; /* Wine would keep it NULL */
            pSharedHandle = NULL;
        } else {
            ERR("Application tries to use cross-process sharing feature. Nine "
                "doesn't support it");
            return D3DERR_INVALIDCALL;
        }
    }

    if (Usage & D3DUSAGE_AUTOGENMIPMAP)
        Levels = 0;

    pf = d3d9_to_pipe_format_checked(screen, Format, PIPE_TEXTURE_2D, 0,
                                     PIPE_BIND_SAMPLER_VIEW, FALSE,
                                     Pool == D3DPOOL_SCRATCH);

    if (Format != D3DFMT_NULL && pf == PIPE_FORMAT_NONE)
        return D3DERR_INVALIDCALL;

    if (compressed_format(Format)) {
        const unsigned w = util_format_get_blockwidth(pf);
        const unsigned h = util_format_get_blockheight(pf);

        user_assert(!(Width % w) && !(Height % h), D3DERR_INVALIDCALL);
    }

    info->screen = screen;
    info->target = PIPE_TEXTURE_2D;
    info->format = pf;
    info->width0 = Width;
    info->height0 = Height;
    info->depth0 = 1;
    if (Levels)
        info->last_level = Levels - 1;
    else
        info->last_level = util_logbase2(MAX2(Width, Height));
    info->array_size = 1;
    info->nr_samples = 0;
    info->nr_storage_samples = 0;
    info->bind = PIPE_BIND_SAMPLER_VIEW;
    info->usage = PIPE_USAGE_DEFAULT;
    info->flags = 0;

    if (Usage & D3DUSAGE_RENDERTARGET)
        info->bind |= PIPE_BIND_RENDER_TARGET;
    if (Usage & D3DUSAGE_DEPTHSTENCIL)
        info->bind |= PIPE_BIND_DEPTH_STENCIL;

    if (Usage & D3DUSAGE_DYNAMIC) {
        info->usage = PIPE_USAGE_DYNAMIC;
    }

    if (Usage & D3DUSAGE_SOFTWAREPROCESSING)
        DBG("Application asked for Software Vertex Processing, "
            "but this is unimplemented\n");

    if (pSharedHandle && *pSharedHandle) { /* Pool == D3DPOOL_SYSTEMMEM */
        user_buffer = (void *)*pSharedHandle;
        level_offsets = alloca(sizeof(unsigned) * (info->last_level + 1));
        (void) nine_format_get_size_and_offsets(pf, level_offsets,
                                                Width, Height,
                                                info->last_level);
    } else if (Pool != D3DPOOL_DEFAULT) {
        /* TODO: For D3DUSAGE_AUTOGENMIPMAP, it is likely we only have to
         * allocate only for the first level, since it is the only lockable
         * level. Check apps don't crash if we allocate smaller buffer (some
         * apps access sublevels of texture even if they locked only first
         * level) */
        level_offsets = alloca(sizeof(unsigned) * (info->last_level + 1));
        user_buffer = align_calloc(
            nine_format_get_size_and_offsets(pf, level_offsets,
                                             Width, Height,
                                             info->last_level), 32);
        This->managed_buffer = user_buffer;
        if (!This->managed_buffer)
            return E_OUTOFMEMORY;
    }

    This->surfaces = CALLOC(info->last_level + 1, sizeof(*This->surfaces));
    if (!This->surfaces)
        return E_OUTOFMEMORY;

    hr = NineBaseTexture9_ctor(&This->base, pParams, NULL, D3DRTYPE_TEXTURE, Format, Pool, Usage);
    if (FAILED(hr))
        return hr;
    This->base.pstype = (Height == 1) ? 1 : 0;

    /* Create all the surfaces right away.
     * They manage backing storage, and transfers (LockRect) are deferred
     * to them.
     */
    sfdesc.Format = Format;
    sfdesc.Type = D3DRTYPE_SURFACE;
    sfdesc.Usage = Usage;
    sfdesc.Pool = Pool;
    sfdesc.MultiSampleType = D3DMULTISAMPLE_NONE;
    sfdesc.MultiSampleQuality = 0;

    for (l = 0; l <= info->last_level; ++l) {
        sfdesc.Width = u_minify(Width, l);
        sfdesc.Height = u_minify(Height, l);
        /* Some apps expect the memory to be allocated in
         * continous blocks */
        user_buffer_for_level = user_buffer ? user_buffer +
            level_offsets[l] : NULL;

        hr = NineSurface9_new(This->base.base.base.device, NineUnknown(This),
                              This->base.base.resource, user_buffer_for_level,
                              D3DRTYPE_TEXTURE, l, 0,
                              &sfdesc, &This->surfaces[l]);
        if (FAILED(hr))
            return hr;
    }

    /* Textures start initially dirty */
    This->dirty_rect.width = Width;
    This->dirty_rect.height = Height;
    This->dirty_rect.depth = 1; /* widht == 0 means empty, depth stays 1 */

    if (pSharedHandle && !*pSharedHandle) {/* Pool == D3DPOOL_SYSTEMMEM */
        *pSharedHandle = This->surfaces[0]->data;
    }

    return D3D_OK;
}
Example #2
0
static HRESULT
NineCubeTexture9_ctor( struct NineCubeTexture9 *This,
                       struct NineUnknownParams *pParams,
                       UINT EdgeLength, UINT Levels,
                       DWORD Usage,
                       D3DFORMAT Format,
                       D3DPOOL Pool,
                       HANDLE *pSharedHandle )
{
    struct pipe_resource *info = &This->base.base.info;
    struct pipe_screen *screen = pParams->device->screen;
    enum pipe_format pf;
    unsigned i, l, f, offset, face_size = 0;
    unsigned *level_offsets = NULL;
    D3DSURFACE_DESC sfdesc;
    void *p;
    HRESULT hr;

    DBG("This=%p pParams=%p EdgeLength=%u Levels=%u Usage=%d "
        "Format=%d Pool=%d pSharedHandle=%p\n",
        This, pParams, EdgeLength, Levels, Usage,
        Format, Pool, pSharedHandle);

    user_assert(EdgeLength, D3DERR_INVALIDCALL);

    /* user_assert(!pSharedHandle || Pool == D3DPOOL_DEFAULT, D3DERR_INVALIDCALL); */
    user_assert(!pSharedHandle, D3DERR_INVALIDCALL); /* TODO */

    user_assert(!(Usage & D3DUSAGE_AUTOGENMIPMAP) ||
                (Pool != D3DPOOL_SYSTEMMEM && Levels <= 1), D3DERR_INVALIDCALL);

    if (Usage & D3DUSAGE_AUTOGENMIPMAP)
        Levels = 0;

    pf = d3d9_to_pipe_format_checked(screen, Format, PIPE_TEXTURE_CUBE, 0,
                                     PIPE_BIND_SAMPLER_VIEW, FALSE,
                                     Pool == D3DPOOL_SCRATCH);

    if (pf == PIPE_FORMAT_NONE)
        return D3DERR_INVALIDCALL;

    if (compressed_format(Format)) {
        const unsigned w = util_format_get_blockwidth(pf);
        const unsigned h = util_format_get_blockheight(pf);

        user_assert(!(EdgeLength % w) && !(EdgeLength % h), D3DERR_INVALIDCALL);
    }

    info->screen = pParams->device->screen;
    info->target = PIPE_TEXTURE_CUBE;
    info->format = pf;
    info->width0 = EdgeLength;
    info->height0 = EdgeLength;
    info->depth0 = 1;
    if (Levels)
        info->last_level = Levels - 1;
    else
        info->last_level = util_logbase2(EdgeLength);
    info->array_size = 6;
    info->nr_samples = 0;
    info->bind = PIPE_BIND_SAMPLER_VIEW;
    info->usage = PIPE_USAGE_DEFAULT;
    info->flags = 0;

    if (Usage & D3DUSAGE_RENDERTARGET)
        info->bind |= PIPE_BIND_RENDER_TARGET;
    if (Usage & D3DUSAGE_DEPTHSTENCIL)
        info->bind |= PIPE_BIND_DEPTH_STENCIL;

    if (Usage & D3DUSAGE_DYNAMIC) {
        info->usage = PIPE_USAGE_DYNAMIC;
        info->bind |=
            PIPE_BIND_TRANSFER_READ |
            PIPE_BIND_TRANSFER_WRITE;
    }
    if (Usage & D3DUSAGE_SOFTWAREPROCESSING)
        DBG("Application asked for Software Vertex Processing, "
            "but this is unimplemented\n");

    if (Pool != D3DPOOL_DEFAULT) {
        level_offsets = alloca(sizeof(unsigned) * (info->last_level + 1));
        face_size = nine_format_get_size_and_offsets(pf, level_offsets,
                    EdgeLength, EdgeLength,
                    info->last_level);
        This->managed_buffer = align_malloc(6 * face_size, 32);
        if (!This->managed_buffer)
            return E_OUTOFMEMORY;
    }

    This->surfaces = CALLOC(6 * (info->last_level + 1), sizeof(*This->surfaces));
    if (!This->surfaces)
        return E_OUTOFMEMORY;

    hr = NineBaseTexture9_ctor(&This->base, pParams, NULL, D3DRTYPE_CUBETEXTURE,
                               Format, Pool, Usage);
    if (FAILED(hr))
        return hr;
    This->base.pstype = 2;

    /* Create all the surfaces right away.
     * They manage backing storage, and transfers (LockRect) are deferred
     * to them.
     */
    sfdesc.Format = Format;
    sfdesc.Type = D3DRTYPE_SURFACE;
    sfdesc.Usage = Usage;
    sfdesc.Pool = Pool;
    sfdesc.MultiSampleType = D3DMULTISAMPLE_NONE;
    sfdesc.MultiSampleQuality = 0;
    /* We allocate the memory for the surfaces as continous blocks.
     * This is the expected behaviour, however we haven't tested for
     * cube textures in which order the faces/levels should be in memory
     */
    for (f = 0; f < 6; f++) {
        offset = f * face_size;
        for (l = 0; l <= info->last_level; l++) {
            sfdesc.Width = sfdesc.Height = u_minify(EdgeLength, l);
            p = This->managed_buffer ? This->managed_buffer + offset +
                level_offsets[l] : NULL;

            hr = NineSurface9_new(This->base.base.base.device, NineUnknown(This),
                                  This->base.base.resource, p, D3DRTYPE_CUBETEXTURE,
                                  l, f, &sfdesc, &This->surfaces[f + 6 * l]);
            if (FAILED(hr))
                return hr;
        }
    }

    for (i = 0; i < 6; ++i) {
        /* Textures start initially dirty */
        This->dirty_rect[i].width = EdgeLength;
        This->dirty_rect[i].height = EdgeLength;
        This->dirty_rect[i].depth = 1;
    }

    return D3D_OK;
}