Example #1
0
File: volume.c Project: kholia/wine
/* 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;
    struct wined3d_texture *texture = volume->container;
    const struct wined3d_format *format = texture->resource.format;
    unsigned int width, height, 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);

    width = wined3d_texture_get_level_width(texture, volume->texture_level);
    height = wined3d_texture_get_level_height(texture, volume->texture_level);
    depth = wined3d_texture_get_level_depth(texture, volume->texture_level);

    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 (texture->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(texture, 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);
}
Example #2
0
static HRESULT wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *view,
        const struct wined3d_rendertarget_view_desc *desc, struct wined3d_resource *resource,
        void *parent, const struct wined3d_parent_ops *parent_ops)
{
    const struct wined3d_gl_info *gl_info = &resource->device->adapter->gl_info;

    view->refcount = 1;
    view->parent = parent;
    view->parent_ops = parent_ops;

    view->format = wined3d_get_format(gl_info, desc->format_id);
    view->format_flags = view->format->flags[resource->gl_type];

    if (wined3d_format_is_typeless(view->format))
    {
        WARN("Trying to create view for typeless format %s.\n", debug_d3dformat(view->format->id));
        return E_INVALIDARG;
    }

    if (resource->type == WINED3D_RTYPE_BUFFER)
    {
        view->sub_resource_idx = 0;
        view->buffer_offset = desc->u.buffer.start_idx;
        view->width = desc->u.buffer.count;
        view->height = 1;
        view->depth = 1;
    }
    else
    {
        struct wined3d_texture *texture = texture_from_resource(resource);
        unsigned int depth_or_layer_count;

        if (resource->type == WINED3D_RTYPE_TEXTURE_3D)
            depth_or_layer_count = wined3d_texture_get_level_depth(texture, desc->u.texture.level_idx);
        else
            depth_or_layer_count = texture->layer_count;

        if (desc->u.texture.level_idx >= texture->level_count
                || desc->u.texture.layer_idx >= depth_or_layer_count
                || !desc->u.texture.layer_count
                || desc->u.texture.layer_count > depth_or_layer_count - desc->u.texture.layer_idx)
            return E_INVALIDARG;

        view->sub_resource_idx = desc->u.texture.level_idx;
        if (resource->type != WINED3D_RTYPE_TEXTURE_3D)
            view->sub_resource_idx += desc->u.texture.layer_idx * texture->level_count;
        view->buffer_offset = 0;
        view->width = wined3d_texture_get_level_width(texture, desc->u.texture.level_idx);
        view->height = wined3d_texture_get_level_height(texture, desc->u.texture.level_idx);
        view->depth = desc->u.texture.layer_count;
    }
    wined3d_resource_incref(view->resource = resource);

    return WINED3D_OK;
}
Example #3
0
static void wined3d_unordered_access_view_cs_init(void *object)
{
    struct wined3d_unordered_access_view *view = object;
    struct wined3d_resource *resource = view->resource;
    struct wined3d_view_desc *desc = &view->desc;
    const struct wined3d_gl_info *gl_info;

    gl_info = &resource->device->adapter->gl_info;

    if (resource->type == WINED3D_RTYPE_BUFFER)
    {
        struct wined3d_buffer *buffer = buffer_from_resource(resource);
        struct wined3d_context *context;

        context = context_acquire(resource->device, NULL, 0);
        gl_info = context->gl_info;
        create_buffer_view(&view->gl_view, context, desc, buffer, view->format);
        if (desc->flags & (WINED3D_VIEW_BUFFER_COUNTER | WINED3D_VIEW_BUFFER_APPEND))
        {
            static const GLuint initial_value = 0;
            GL_EXTCALL(glGenBuffers(1, &view->counter_bo));
            GL_EXTCALL(glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, view->counter_bo));
            GL_EXTCALL(glBufferData(GL_ATOMIC_COUNTER_BUFFER,
                    sizeof(initial_value), &initial_value, GL_STATIC_DRAW));
            checkGLcall("create atomic counter buffer");
        }
        context_release(context);
    }
    else
    {
        struct wined3d_texture *texture = texture_from_resource(resource);
        unsigned int depth_or_layer_count;

        if (resource->type == WINED3D_RTYPE_TEXTURE_3D)
            depth_or_layer_count = wined3d_texture_get_level_depth(texture, desc->u.texture.level_idx);
        else
            depth_or_layer_count = texture->layer_count;

        if (desc->u.texture.layer_idx || desc->u.texture.layer_count != depth_or_layer_count)
        {
            create_texture_view(&view->gl_view, get_texture_view_target(gl_info, desc, texture),
                    desc, texture, view->format);
        }
    }

    wined3d_resource_release(resource);
}
Example #4
0
static void wined3d_render_target_view_cs_init(void *object)
{
    struct wined3d_rendertarget_view *view = object;
    struct wined3d_resource *resource = view->resource;
    const struct wined3d_view_desc *desc = &view->desc;

    if (resource->type == WINED3D_RTYPE_BUFFER)
    {
        FIXME("Not implemented for resources %s.\n", debug_d3dresourcetype(resource->type));
    }
    else
    {
        struct wined3d_texture *texture = texture_from_resource(resource);
        unsigned int depth_or_layer_count;

        if (resource->type == WINED3D_RTYPE_TEXTURE_3D)
            depth_or_layer_count = wined3d_texture_get_level_depth(texture, desc->u.texture.level_idx);
        else
            depth_or_layer_count = texture->layer_count;

        if (resource->format->id != view->format->id
                || (view->layer_count != 1 && view->layer_count != depth_or_layer_count))
        {
            if (resource->format->gl_view_class != view->format->gl_view_class)
            {
                FIXME("Render target view not supported, resource format %s, view format %s.\n",
                        debug_d3dformat(resource->format->id), debug_d3dformat(view->format->id));
                return;
            }
            if (texture->swapchain && texture->swapchain->desc.backbuffer_count > 1)
            {
                FIXME("Swapchain views not supported.\n");
                return;
            }

            create_texture_view(&view->gl_view, texture->target, desc, texture, view->format);
        }
    }
}
Example #5
0
static HRESULT wined3d_unordered_access_view_init(struct wined3d_unordered_access_view *view,
        const struct wined3d_unordered_access_view_desc *desc, struct wined3d_resource *resource,
        void *parent, const struct wined3d_parent_ops *parent_ops)
{
    const struct wined3d_gl_info *gl_info = &resource->device->adapter->gl_info;

    view->refcount = 1;
    view->parent = parent;
    view->parent_ops = parent_ops;

    view->format = wined3d_get_format(gl_info, desc->format_id);

    if (wined3d_format_is_typeless(view->format))
    {
        WARN("Trying to create view for typeless format %s.\n", debug_d3dformat(view->format->id));
        return E_INVALIDARG;
    }

    if (resource->type != WINED3D_RTYPE_BUFFER)
    {
        struct wined3d_texture *texture = texture_from_resource(resource);
        unsigned int depth_or_layer_count;

        if (resource->type == WINED3D_RTYPE_TEXTURE_3D)
            depth_or_layer_count = wined3d_texture_get_level_depth(texture, desc->u.texture.level_idx);
        else
            depth_or_layer_count = texture->layer_count;

        if (desc->u.texture.level_idx >= texture->level_count
                || desc->u.texture.layer_idx >= depth_or_layer_count
                || !desc->u.texture.layer_count
                || desc->u.texture.layer_count > depth_or_layer_count - desc->u.texture.layer_idx)
            return E_INVALIDARG;
    }
    wined3d_resource_incref(view->resource = resource);

    return WINED3D_OK;
}
Example #6
0
static const struct wined3d_format *validate_resource_view(const struct wined3d_view_desc *desc,
        struct wined3d_resource *resource, BOOL mip_slice, BOOL allow_srgb_toggle)
{
    const struct wined3d_gl_info *gl_info = &resource->device->adapter->gl_info;
    const struct wined3d_format *format;

    format = wined3d_get_format(gl_info, desc->format_id, resource->usage);
    if (resource->type == WINED3D_RTYPE_BUFFER && (desc->flags & WINED3D_VIEW_BUFFER_RAW))
    {
        if (format->id != WINED3DFMT_R32_TYPELESS)
        {
            WARN("Invalid format %s for raw buffer view.\n", debug_d3dformat(format->id));
            return NULL;
        }

        format = wined3d_get_format(gl_info, WINED3DFMT_R32_UINT, resource->usage);
    }

    if (wined3d_format_is_typeless(format))
    {
        WARN("Trying to create view for typeless format %s.\n", debug_d3dformat(format->id));
        return NULL;
    }

    if (resource->type == WINED3D_RTYPE_BUFFER)
    {
        struct wined3d_buffer *buffer = buffer_from_resource(resource);
        unsigned int buffer_size, element_size;

        if (buffer->desc.structure_byte_stride)
        {
            if (desc->format_id != WINED3DFMT_UNKNOWN)
            {
                WARN("Invalid format %s for structured buffer view.\n", debug_d3dformat(desc->format_id));
                return NULL;
            }

            format = wined3d_get_format(gl_info, WINED3DFMT_R32_UINT, resource->usage);
            element_size = buffer->desc.structure_byte_stride;
        }
        else
        {
            element_size = format->byte_count;
        }

        if (!element_size)
            return NULL;

        buffer_size = buffer->resource.size / element_size;
        if (desc->u.buffer.start_idx >= buffer_size
                || desc->u.buffer.count > buffer_size - desc->u.buffer.start_idx)
            return NULL;
    }
    else
    {
        struct wined3d_texture *texture = texture_from_resource(resource);
        unsigned int depth_or_layer_count;

        if (resource->format->id != format->id && !wined3d_format_is_typeless(resource->format)
                && (!allow_srgb_toggle || !wined3d_formats_are_srgb_variants(resource->format->id, format->id)))
        {
            WARN("Trying to create incompatible view for non typeless format %s.\n",
                    debug_d3dformat(format->id));
            return NULL;
        }

        if (mip_slice && resource->type == WINED3D_RTYPE_TEXTURE_3D)
            depth_or_layer_count = wined3d_texture_get_level_depth(texture, desc->u.texture.level_idx);
        else
            depth_or_layer_count = texture->layer_count;

        if (!desc->u.texture.level_count
                || (mip_slice && desc->u.texture.level_count != 1)
                || desc->u.texture.level_idx >= texture->level_count
                || desc->u.texture.level_count > texture->level_count - desc->u.texture.level_idx
                || !desc->u.texture.layer_count
                || desc->u.texture.layer_idx >= depth_or_layer_count
                || desc->u.texture.layer_count > depth_or_layer_count - desc->u.texture.layer_idx)
            return NULL;
    }

    return format;
}