Esempio n. 1
0
static BOOL volume_prepare_system_memory(struct wined3d_volume *volume)
{
    if (volume->resource.allocatedMemory)
        return TRUE;

    volume->resource.heap_memory = wined3d_resource_allocate_sysmem(volume->resource.size);
    if (!volume->resource.heap_memory)
        return FALSE;
    volume->resource.allocatedMemory = volume->resource.heap_memory;
    return TRUE;
}
Esempio n. 2
0
static 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;
}
Esempio n. 3
0
BOOL wined3d_resource_prepare_system_memory(struct wined3d_resource *resource)
{
    if (resource->heap_memory)
        return TRUE;

    if (!wined3d_resource_allocate_sysmem(resource))
    {
        ERR("Failed to allocate system memory.\n");
        return FALSE;
    }
    resource->heap_memory = resource->map_heap_memory;
    return TRUE;
}
Esempio n. 4
0
void *wined3d_resource_map_internal(struct wined3d_resource *resource, DWORD flags)
{
    struct wined3d_device *device = resource->device;
    struct wined3d_context *context = NULL;
    void *mem;

    if (device->d3d_initialized)
        context = context_acquire(device, NULL);

    if (!wined3d_resource_prepare_map_memory(resource, context))
    {
        WARN("Out of memory.\n");
        context_release(context);
        return NULL;
    }

    if (flags & WINED3D_MAP_DISCARD)
    {
        switch (resource->map_binding)
        {
            case WINED3D_LOCATION_BUFFER:
                resource->map_buffer = wined3d_device_get_bo(device, resource->size,
                        GL_STREAM_DRAW_ARB, GL_PIXEL_UNPACK_BUFFER_ARB, context);
                break;

            case WINED3D_LOCATION_SYSMEM:
                wined3d_resource_allocate_sysmem(resource);
                break;

            default:
                if (resource->access_fence)
                    ERR("Location %s does not support DISCARD maps.\n",
                            wined3d_debug_location(resource->map_binding));
                if (resource->pool != WINED3D_POOL_DEFAULT)
                    FIXME("Discard used on %s pool resource.\n", debug_d3dpool(resource->pool));
        }
        wined3d_resource_validate_location(resource, resource->map_binding);
    }
    else
    {
        wined3d_resource_load_location(resource, context, resource->map_binding);
    }

    mem = wined3d_resource_get_map_ptr(resource, context, flags);

    if (context)
        context_release(context);

    return mem;
}
Esempio n. 5
0
HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
        enum wined3d_resource_type type, const struct wined3d_format *format,
        enum wined3d_multisample_type multisample_type, UINT multisample_quality,
        DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
        void *parent, const struct wined3d_parent_ops *parent_ops,
        const struct wined3d_resource_ops *resource_ops)
{
    const struct wined3d *d3d = device->wined3d;
    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
    static const enum wined3d_gl_resource_type gl_resource_types[][4] =
    {
        /* 0                            */ {WINED3D_GL_RES_TYPE_COUNT},
        /* WINED3D_RTYPE_SURFACE        */ {WINED3D_GL_RES_TYPE_COUNT},
        /* WINED3D_RTYPE_VOLUME         */ {WINED3D_GL_RES_TYPE_COUNT},
        /* WINED3D_RTYPE_TEXTURE        */ {WINED3D_GL_RES_TYPE_TEX_2D,
                WINED3D_GL_RES_TYPE_TEX_RECT, WINED3D_GL_RES_TYPE_RB, WINED3D_GL_RES_TYPE_COUNT},
        /* WINED3D_RTYPE_VOLUME_TEXTURE */ {WINED3D_GL_RES_TYPE_TEX_3D, WINED3D_GL_RES_TYPE_COUNT},
        /* WINED3D_RTYPE_CUBE_TEXTURE   */ {WINED3D_GL_RES_TYPE_TEX_CUBE, WINED3D_GL_RES_TYPE_COUNT},
        /* WINED3D_RTYPE_BUFFER         */ {WINED3D_GL_RES_TYPE_BUFFER, WINED3D_GL_RES_TYPE_COUNT},
    };
    enum wined3d_gl_resource_type gl_type = WINED3D_GL_RES_TYPE_COUNT;
    enum wined3d_gl_resource_type base_type = gl_resource_types[type][0];

    resource_check_usage(usage);

    if (base_type != WINED3D_GL_RES_TYPE_COUNT)
    {
        unsigned int i;
        BOOL tex_2d_ok = FALSE;

        for (i = 0; (gl_type = gl_resource_types[type][i]) != WINED3D_GL_RES_TYPE_COUNT; i++)
        {
            if ((usage & WINED3DUSAGE_RENDERTARGET) && !(format->flags[gl_type] & WINED3DFMT_FLAG_RENDERTARGET))
            {
                WARN("Format %s cannot be used for render targets.\n", debug_d3dformat(format->id));
                continue;
            }
            if ((usage & WINED3DUSAGE_DEPTHSTENCIL) &&
                    !(format->flags[gl_type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
            {
                WARN("Format %s cannot be used for depth/stencil buffers.\n", debug_d3dformat(format->id));
                continue;
            }
            if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
                    && usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)
                    && !(format->flags[gl_type] & WINED3DFMT_FLAG_FBO_ATTACHABLE))
            {
                WARN("Render target or depth stencil is not FBO attachable.\n");
                continue;
            }
            if ((usage & WINED3DUSAGE_TEXTURE) && !(format->flags[gl_type] & WINED3DFMT_FLAG_TEXTURE))
            {
                WARN("Format %s cannot be used for texturing.\n", debug_d3dformat(format->id));
                continue;
            }
            if (((width & (width - 1)) || (height & (height - 1)))
                    && !gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]
                    && !gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT]
                    && gl_type == WINED3D_GL_RES_TYPE_TEX_2D)
            {
                TRACE("Skipping 2D texture type to try texture rectangle.\n");
                tex_2d_ok = TRUE;
                continue;
            }
            break;
        }

        if (gl_type == WINED3D_GL_RES_TYPE_COUNT)
        {
            if (tex_2d_ok)
            {
                /* Non power of 2 texture and rectangle textures or renderbuffers do not work.
                 * Use 2D textures, the texture code will pad to a power of 2 size. */
                gl_type = WINED3D_GL_RES_TYPE_TEX_2D;
            }
            else if (pool == WINED3D_POOL_SCRATCH)
            {
                /* Needed for proper format information. */
                gl_type = base_type;
            }
            else
            {
                WARN("Did not find a suitable GL resource type, resource type, d3d type %u.\n", type);
                return WINED3DERR_INVALIDCALL;
            }
        }
    }

    if (base_type != WINED3D_GL_RES_TYPE_COUNT
            && (format->flags[base_type] & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BLOCKS_NO_VERIFY))
            == WINED3DFMT_FLAG_BLOCKS)
    {
        UINT width_mask = format->block_width - 1;
        UINT height_mask = format->block_height - 1;
        if (width & width_mask || height & height_mask)
            return WINED3DERR_INVALIDCALL;
    }

    resource->ref = 1;
    resource->device = device;
    resource->type = type;
    resource->gl_type = gl_type;
    resource->format = format;
    if (gl_type < WINED3D_GL_RES_TYPE_COUNT)
        resource->format_flags = format->flags[gl_type];
    resource->multisample_type = multisample_type;
    resource->multisample_quality = multisample_quality;
    resource->usage = usage;
    resource->pool = pool;
    resource->access_flags = resource_access_from_pool(pool);
    if (usage & WINED3DUSAGE_DYNAMIC)
        resource->access_flags |= WINED3D_RESOURCE_ACCESS_CPU;
    resource->width = width;
    resource->height = height;
    resource->depth = depth;
    resource->size = size;
    resource->priority = 0;
    resource->parent = parent;
    resource->parent_ops = parent_ops;
    resource->resource_ops = resource_ops;
    resource->map_binding = WINED3D_LOCATION_SYSMEM;

    if (size)
    {
        if (!wined3d_resource_allocate_sysmem(resource))
        {
            ERR("Failed to allocate system memory.\n");
            return E_OUTOFMEMORY;
        }
    }
    else
    {
        resource->heap_memory = NULL;
    }

    /* Check that we have enough video ram left */
    if (pool == WINED3D_POOL_DEFAULT && d3d->flags & WINED3D_VIDMEM_ACCOUNTING)
    {
        if (size > wined3d_device_get_available_texture_mem(device))
        {
            ERR("Out of adapter memory\n");
            wined3d_resource_free_sysmem(resource);
            return WINED3DERR_OUTOFVIDEOMEMORY;
        }
        adapter_adjust_memory(device->adapter, size);
    }

    device_resource_add(device, resource);

    return WINED3D_OK;
}
Esempio n. 6
0
HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
        enum wined3d_resource_type type, const struct wined3d_format *format,
        enum wined3d_multisample_type multisample_type, UINT multisample_quality,
        DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
        void *parent, const struct wined3d_parent_ops *parent_ops,
        const struct wined3d_resource_ops *resource_ops)
{
    const struct wined3d *d3d = device->wined3d;

    resource_check_usage(usage);
    if (pool != WINED3D_POOL_SCRATCH)
    {
        if ((usage & WINED3DUSAGE_RENDERTARGET) && !(format->flags & WINED3DFMT_FLAG_RENDERTARGET))
            return WINED3DERR_INVALIDCALL;
        if ((usage & WINED3DUSAGE_DEPTHSTENCIL) && !(format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
            return WINED3DERR_INVALIDCALL;
/*        if ((usage & WINED3DUSAGE_TEXTURE) && !(format->flags & WINED3DFMT_FLAG_TEXTURE))
            return WINED3DERR_INVALIDCALL;*/
    }

    resource->ref = 1;
    resource->device = device;
    resource->type = type;
    resource->format = format;
    resource->multisample_type = multisample_type;
    resource->multisample_quality = multisample_quality;
    resource->usage = usage;
    resource->pool = pool;
    resource->access_flags = resource_access_from_pool(pool);
    if (usage & WINED3DUSAGE_DYNAMIC)
        resource->access_flags |= WINED3D_RESOURCE_ACCESS_CPU;
    resource->width = width;
    resource->height = height;
    resource->depth = depth;
    resource->size = size;
    resource->priority = 0;
    resource->parent = parent;
    resource->parent_ops = parent_ops;
    resource->resource_ops = resource_ops;

    if (size)
    {
        if (!wined3d_resource_allocate_sysmem(resource))
        {
            ERR("Failed to allocate system memory.\n");
            return E_OUTOFMEMORY;
        }
    }
    else
    {
        resource->heap_memory = NULL;
    }

    /* Check that we have enough video ram left */
    if (pool == WINED3D_POOL_DEFAULT && d3d->flags & WINED3D_VIDMEM_ACCOUNTING)
    {
        if (size > wined3d_device_get_available_texture_mem(device))
        {
            ERR("Out of adapter memory\n");
            wined3d_resource_free_sysmem(resource);
            return WINED3DERR_OUTOFVIDEOMEMORY;
        }
        adapter_adjust_memory(device->adapter, size);
    }

    device_resource_add(device, resource);

    return WINED3D_OK;
}