コード例 #1
0
ファイル: view.c プロジェクト: Strongc/reactos
void * CDECL wined3d_rendertarget_view_get_sub_resource_parent(const struct wined3d_rendertarget_view *view)
{
    struct wined3d_resource *sub_resource;

    TRACE("view %p.\n", view);

    if (view->resource->type == WINED3D_RTYPE_BUFFER)
        return wined3d_buffer_get_parent(buffer_from_resource(view->resource));

    if (!(sub_resource = wined3d_texture_get_sub_resource(wined3d_texture_from_resource(view->resource),
                         view->sub_resource_idx)))
        return NULL;

    return wined3d_resource_get_parent(sub_resource);
}
コード例 #2
0
ファイル: view.c プロジェクト: Moteesh/reactos
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);
}
コード例 #3
0
ファイル: view.c プロジェクト: Moteesh/reactos
void wined3d_rendertarget_view_load_location(struct wined3d_rendertarget_view *view,
        struct wined3d_context *context, DWORD location)
{
    struct wined3d_resource *resource = view->resource;
    unsigned int i, sub_resource_idx, layer_count;
    struct wined3d_texture *texture;

    if (resource->type == WINED3D_RTYPE_BUFFER)
    {
        wined3d_buffer_load_location(buffer_from_resource(resource), context, location);
        return;
    }

    texture = texture_from_resource(resource);
    sub_resource_idx = view->sub_resource_idx;
    layer_count = resource->type != WINED3D_RTYPE_TEXTURE_3D ? view->layer_count : 1;
    for (i = 0; i < layer_count; ++i, sub_resource_idx += texture->level_count)
        wined3d_texture_load_location(texture, sub_resource_idx, context, location);
}
コード例 #4
0
ファイル: view.c プロジェクト: Moteesh/reactos
static void wined3d_view_invalidate_location(struct wined3d_resource *resource,
        const struct wined3d_view_desc *desc, DWORD location)
{
    unsigned int i, sub_resource_idx, layer_count;
    struct wined3d_texture *texture;

    if (resource->type == WINED3D_RTYPE_BUFFER)
    {
        wined3d_buffer_invalidate_location(buffer_from_resource(resource), location);
        return;
    }

    texture = texture_from_resource(resource);

    sub_resource_idx = desc->u.texture.layer_idx * texture->level_count + desc->u.texture.level_idx;
    layer_count = resource->type != WINED3D_RTYPE_TEXTURE_3D ? desc->u.texture.layer_count : 1;
    for (i = 0; i < layer_count; ++i, sub_resource_idx += texture->level_count)
        wined3d_texture_invalidate_location(texture, sub_resource_idx, location);
}
コード例 #5
0
ファイル: view.c プロジェクト: Moteesh/reactos
void wined3d_unordered_access_view_clear_uint(struct wined3d_unordered_access_view *view,
        const struct wined3d_uvec4 *clear_value, struct wined3d_context *context)
{
    const struct wined3d_gl_info *gl_info = context->gl_info;
    const struct wined3d_format *format;
    struct wined3d_resource *resource;
    struct wined3d_buffer *buffer;
    unsigned int offset, size;

    resource = view->resource;
    if (resource->type != WINED3D_RTYPE_BUFFER)
    {
        FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
        return;
    }

    if (!gl_info->supported[ARB_CLEAR_BUFFER_OBJECT])
    {
        FIXME("OpenGL implementation does not support ARB_clear_buffer_object.\n");
        return;
    }

    format = view->format;
    if (format->id != WINED3DFMT_R32_UINT && format->id != WINED3DFMT_R32_SINT
            && format->id != WINED3DFMT_R32G32B32A32_UINT
            && format->id != WINED3DFMT_R32G32B32A32_SINT)
    {
        FIXME("Not implemented for format %s.\n", debug_d3dformat(format->id));
        return;
    }

    buffer = buffer_from_resource(resource);
    wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
    wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_BUFFER);

    get_buffer_view_range(buffer, &view->desc, format, &offset, &size);
    context_bind_bo(context, buffer->buffer_type_hint, buffer->buffer_object);
    GL_EXTCALL(glClearBufferSubData(buffer->buffer_type_hint, format->glInternal,
            offset, size, format->glFormat, format->glType, clear_value));
    checkGLcall("clear unordered access view");
}
コード例 #6
0
ファイル: view.c プロジェクト: Moteesh/reactos
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;
}