コード例 #1
0
ファイル: resource.c プロジェクト: zalcyon/wine
void wined3d_resource_invalidate_location(struct wined3d_resource *resource, DWORD location)
{
    TRACE("Resource %p, setting %s.\n", resource, wined3d_debug_location(location));
    resource->locations &= ~location;
    TRACE("new location flags are %s.\n", wined3d_debug_location(resource->locations));

    resource->resource_ops->resource_location_invalidated(resource, location);
}
コード例 #2
0
ファイル: resource.c プロジェクト: zalcyon/wine
/* Context activation is done by the caller. */
BOOL wined3d_resource_prepare_map_memory(struct wined3d_resource *resource, struct wined3d_context *context)
{
    switch (resource->map_binding)
    {
        case WINED3D_LOCATION_BUFFER:
            wined3d_resource_prepare_bo(resource, context);
            return TRUE;

        case WINED3D_LOCATION_SYSMEM:
            return wined3d_resource_prepare_system_memory(resource);

        case WINED3D_LOCATION_USER_MEMORY:
            if (!resource->user_memory)
                ERR("Map binding is set to WINED3D_LOCATION_USER_MEMORY but resource->user_memory is NULL.\n");
            return TRUE;

        case WINED3D_LOCATION_DIB:
            if (!resource->bitmap_data)
                ERR("Map binding is set to WINED3D_LOCATION_DIB but resource->bitmap_data is NULL.\n");
            return TRUE;

        default:
            ERR("Unexpected map binding %s.\n", wined3d_debug_location(resource->map_binding));
            return FALSE;
    }
}
コード例 #3
0
ファイル: resource.c プロジェクト: zalcyon/wine
void wined3d_resource_release_map_ptr(const struct wined3d_resource *resource,
        const struct wined3d_context *context)
{
    const struct wined3d_gl_info *gl_info;

    switch (resource->map_binding)
    {
        case WINED3D_LOCATION_BUFFER:
            gl_info = context->gl_info;
            GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, resource->map_buffer->name));
            GL_EXTCALL(glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER));
            GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
            checkGLcall("Unmap GL buffer");
            return;

        case WINED3D_LOCATION_SYSMEM:
        case WINED3D_LOCATION_DIB:
        case WINED3D_LOCATION_USER_MEMORY:
            return;

        default:
            ERR("Unexpected map binding %s.\n", wined3d_debug_location(resource->map_binding));
            return;
    }
}
コード例 #4
0
ファイル: resource.c プロジェクト: zalcyon/wine
void wined3d_resource_get_memory(const struct wined3d_resource *resource,
        DWORD location, struct wined3d_bo_address *data)
{
    if (location & WINED3D_LOCATION_BUFFER)
    {
        data->buffer_object = resource->buffer->name;
        data->addr = NULL;
        return;
    }
    if (location & WINED3D_LOCATION_USER_MEMORY)
    {
        data->buffer_object = 0;
        data->addr = resource->user_memory;
        return;
    }
    if (location & WINED3D_LOCATION_DIB)
    {
        data->buffer_object = 0;
        data->addr = resource->bitmap_data;
        return;
    }
    if (location & WINED3D_LOCATION_SYSMEM)
    {
        data->buffer_object = 0;
        data->addr = resource->heap_memory;
        return;
    }
    ERR("Unexpected location %s.\n", wined3d_debug_location(location));
}
コード例 #5
0
ファイル: resource.c プロジェクト: zalcyon/wine
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;
}
コード例 #6
0
ファイル: resource.c プロジェクト: zalcyon/wine
BYTE *wined3d_resource_get_map_ptr(const struct wined3d_resource *resource,
        const struct wined3d_context *context, DWORD flags)
{
    const struct wined3d_gl_info *gl_info;
    BYTE *ptr;

    switch (resource->map_binding)
    {
        case WINED3D_LOCATION_BUFFER:
            gl_info = context->gl_info;
            GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, resource->map_buffer->name));

            if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
            {
                GLbitfield mapflags = wined3d_resource_gl_map_flags(flags);
                mapflags &= ~GL_MAP_FLUSH_EXPLICIT_BIT;
                ptr = GL_EXTCALL(glMapBufferRange(GL_PIXEL_UNPACK_BUFFER,
                        0, resource->size, mapflags));
            }
            else
            {
                GLenum access = wined3d_resource_gl_legacy_map_flags(flags);
                ptr = GL_EXTCALL(glMapBuffer(GL_PIXEL_UNPACK_BUFFER, access));
            }

            GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
            checkGLcall("Map GL buffer");
            return ptr;

        case WINED3D_LOCATION_SYSMEM:
            return resource->map_heap_memory;

        case WINED3D_LOCATION_DIB:
            return resource->bitmap_data;

        case WINED3D_LOCATION_USER_MEMORY:
            return resource->user_memory;

        default:
            ERR("Unexpected map binding %s.\n", wined3d_debug_location(resource->map_binding));
            return NULL;
    }
}
コード例 #7
0
ファイル: volume.c プロジェクト: Kelimion/wine
/* 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);

    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
                    && !(volume->flags & WINED3D_VFLAG_ALLOCATED))
                    || (location == WINED3D_LOCATION_TEXTURE_SRGB
                    && !(volume->flags & WINED3D_VFLAG_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_bo_address data = {0, volume->resource.allocatedMemory};
                wined3d_volume_upload_data(volume, context, &data);
            }
            else if (volume->locations & WINED3D_LOCATION_BUFFER)
            {
                struct wined3d_bo_address data = {volume->pbo, NULL};
                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 (volume->resource.pool == WINED3D_POOL_MANAGED && volume->download_count < 10)
                wined3d_volume_evict_sysmem(volume);

            break;

        case WINED3D_LOCATION_SYSMEM:
            if (!volume->resource.allocatedMemory || !volume->resource.heap_memory)
            {
                ERR("Trying to load WINED3D_LOCATION_SYSMEM without setting it up first.\n");
                return;
            }

            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.allocatedMemory};

                if (volume->locations & WINED3D_LOCATION_TEXTURE_RGB)
                    volume_bind_and_dirtify(volume, context, FALSE);
                else
                    volume_bind_and_dirtify(volume, 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 (!volume->pbo || !(volume->flags & WINED3D_VFLAG_PBO))
                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 = {volume->pbo, NULL};

                if (volume->locations & WINED3D_LOCATION_TEXTURE_RGB)
                    volume_bind_and_dirtify(volume, context, FALSE);
                else
                    volume_bind_and_dirtify(volume, 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));
    }
}
コード例 #8
0
ファイル: volume.c プロジェクト: Kelimion/wine
void wined3d_volume_invalidate_location(struct wined3d_volume *volume, DWORD location)
{
    TRACE("Volume %p, clearing %s.\n", volume, wined3d_debug_location(location));
    volume->locations &= ~location;
    TRACE("new location flags are %s.\n", wined3d_debug_location(volume->locations));
}
コード例 #9
0
ファイル: volume.c プロジェクト: Kelimion/wine
static 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));
}
コード例 #10
0
ファイル: volume.c プロジェクト: kholia/wine
/* Context activation is done by the caller. */
BOOL wined3d_volume_load_location(struct wined3d_volume *volume,
        struct wined3d_context *context, DWORD location)
{
    DWORD required_access = volume_access_from_location(location);
    unsigned int sub_resource_idx = volume->texture_level;
    struct wined3d_texture *texture = volume->container;
    struct wined3d_texture_sub_resource *sub_resource;

    sub_resource = &texture->sub_resources[sub_resource_idx];
    TRACE("Volume %p, loading %s, have %s.\n", volume, wined3d_debug_location(location),
        wined3d_debug_location(sub_resource->locations));

    if ((sub_resource->locations & location) == location)
    {
        TRACE("Location(s) already up to date.\n");
        return TRUE;
    }

    if ((texture->resource.access_flags & required_access) != required_access)
    {
        ERR("Operation requires %#x access, but volume only has %#x.\n",
                required_access, texture->resource.access_flags);
        return FALSE;
    }

    if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location))
        return FALSE;

    if (sub_resource->locations & WINED3D_LOCATION_DISCARDED)
    {
        TRACE("Volume previously discarded, nothing to do.\n");
        wined3d_texture_validate_location(texture, sub_resource_idx, location);
        wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED);
        goto done;
    }

    switch (location)
    {
        case WINED3D_LOCATION_TEXTURE_RGB:
        case WINED3D_LOCATION_TEXTURE_SRGB:
            if (sub_resource->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 (sub_resource->locations & WINED3D_LOCATION_BUFFER)
            {
                struct wined3d_const_bo_address data = {sub_resource->buffer_object, NULL};
                wined3d_texture_bind_and_dirtify(texture, context,
                        location == WINED3D_LOCATION_TEXTURE_SRGB);
                wined3d_volume_upload_data(volume, context, &data);
            }
            else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
            {
                wined3d_volume_srgb_transfer(volume, context, TRUE);
            }
            else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_SRGB)
            {
                wined3d_volume_srgb_transfer(volume, context, FALSE);
            }
            else
            {
                FIXME("Implement texture loading from %s.\n", wined3d_debug_location(sub_resource->locations));
                return FALSE;
            }
            break;

        case WINED3D_LOCATION_SYSMEM:
            if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
            {
                struct wined3d_bo_address data = {0, volume->resource.heap_memory};

                if (sub_resource->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);
                ++texture->download_count;
            }
            else
            {
                FIXME("Implement WINED3D_LOCATION_SYSMEM loading from %s.\n",
                        wined3d_debug_location(sub_resource->locations));
                return FALSE;
            }
            break;

        case WINED3D_LOCATION_BUFFER:
            if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
            {
                struct wined3d_bo_address data = {sub_resource->buffer_object, NULL};

                if (sub_resource->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(sub_resource->locations));
                return FALSE;
            }
            break;

        default:
            FIXME("Implement %s loading from %s.\n", wined3d_debug_location(location),
                    wined3d_debug_location(sub_resource->locations));
            return FALSE;
    }

done:
    wined3d_texture_validate_location(texture, sub_resource_idx, location);

    if (location != WINED3D_LOCATION_SYSMEM && wined3d_volume_can_evict(volume))
        wined3d_volume_evict_sysmem(volume);

    return TRUE;
}
コード例 #11
0
ファイル: resource.c プロジェクト: zalcyon/wine
HRESULT wined3d_resource_map(struct wined3d_resource *resource,
        struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
{
    struct wined3d_device *device = resource->device;
    BYTE *base_memory;
    const struct wined3d_format *format = resource->format;

    TRACE("resource %p, map_desc %p, box %p, flags %#x.\n",
            resource, map_desc, box, flags);

    if (resource->usage & WINED3DUSAGE_RENDERTARGET && wined3d_settings.ignore_rt_map)
    {
        WARN("Ignoring render target map, only finishing CS.\n");
        wined3d_cs_emit_glfinish(device->cs);
        map_desc->row_pitch = 0;
        map_desc->slice_pitch = 0;
        map_desc->data = NULL;
        device->cs->ops->finish(device->cs);
        return WINED3D_OK;
    }

    if (resource->map_count)
    {
        WARN("Volume is already mapped.\n");
        return WINED3DERR_INVALIDCALL;
    }

    flags = wined3d_resource_sanitize_map_flags(resource, flags);

    if (flags & WINED3D_MAP_NOOVERWRITE)
        FIXME("WINED3D_MAP_NOOVERWRITE are not implemented yet.\n");

    if (flags & WINED3D_MAP_DISCARD)
    {
        switch (resource->map_binding)
        {
            case WINED3D_LOCATION_BUFFER:
            case WINED3D_LOCATION_SYSMEM:
                break;

            default:
                FIXME("Implement discard maps with %s map binding.\n",
                        wined3d_debug_location(resource->map_binding));
                wined3d_resource_sync(resource);
        }
    }
    else
        wined3d_resource_sync(resource);

    base_memory = wined3d_cs_emit_resource_map(device->cs, resource, flags);
    if (!base_memory)
    {
        WARN("Map failed.\n");
        return WINED3DERR_INVALIDCALL;
    }

    TRACE("Base memory pointer %p.\n", base_memory);

    if (format->flags & WINED3DFMT_FLAG_BROKEN_PITCH)
    {
        map_desc->row_pitch = resource->width * format->byte_count;
        map_desc->slice_pitch = map_desc->row_pitch * resource->height;
    }
    else
    {
        wined3d_resource_get_pitch(resource, &map_desc->row_pitch, &map_desc->slice_pitch);
    }

    if (!box)
    {
        TRACE("No box supplied - all is ok\n");
        map_desc->data = base_memory;
    }
    else
    {
        TRACE("Lock Box (%p) = l %u, t %u, r %u, b %u, fr %u, ba %u\n",
                box, box->left, box->top, box->right, box->bottom, box->front, box->back);

        if ((format->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 * format->byte_count);
        }
    }

    if (!(flags & WINED3D_MAP_READONLY))
        resource->unmap_dirtify = TRUE;

    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;
}