Пример #1
0
static HRESULT wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *view,
        const struct wined3d_view_desc *desc, struct wined3d_resource *resource,
        void *parent, const struct wined3d_parent_ops *parent_ops)
{
    BOOL allow_srgb_toggle = FALSE;

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

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

        if (texture->swapchain)
            allow_srgb_toggle = TRUE;
    }
    if (!(view->format = validate_resource_view(desc, resource, TRUE, allow_srgb_toggle)))
        return E_INVALIDARG;
    view->format_flags = view->format->flags[resource->gl_type];
    view->desc = *desc;

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

        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->layer_count = desc->u.texture.layer_count;
        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);
    }

    wined3d_resource_incref(view->resource = resource);

    wined3d_cs_init_object(resource->device->cs, wined3d_render_target_view_cs_init, view);

    return WINED3D_OK;
}
Пример #2
0
static void wined3d_shader_resource_view_cs_init(void *object)
{
    struct wined3d_shader_resource_view *view = object;
    struct wined3d_resource *resource = view->resource;
    const struct wined3d_format *view_format;
    const struct wined3d_gl_info *gl_info;
    const struct wined3d_view_desc *desc;
    GLenum view_target;

    view_format = view->format;
    gl_info = &resource->device->adapter->gl_info;
    desc = &view->desc;

    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);
        create_buffer_view(&view->gl_view, context, desc, buffer, view_format);
        context_release(context);
    }
    else
    {
        struct wined3d_texture *texture = texture_from_resource(resource);

        view_target = get_texture_view_target(gl_info, desc, texture);

        if (resource->format->id == view_format->id && texture->target == view_target
                && !desc->u.texture.level_idx && desc->u.texture.level_count == texture->level_count
                && !desc->u.texture.layer_idx && desc->u.texture.layer_count == texture->layer_count
                && !is_stencil_view_format(view_format))
        {
            TRACE("Creating identity shader resource view.\n");
        }
        else if (texture->swapchain && texture->swapchain->desc.backbuffer_count > 1)
        {
            FIXME("Swapchain shader resource views not supported.\n");
        }
        else if (resource->format->typeless_id == view_format->typeless_id
                && resource->format->gl_view_class == view_format->gl_view_class)
        {
            create_texture_view(&view->gl_view, view_target, desc, texture, view_format);
        }
        else if (wined3d_format_is_depth_view(resource->format->id, view_format->id))
        {
            create_texture_view(&view->gl_view, view_target, desc, texture, resource->format);
        }
        else
        {
            FIXME("Shader resource view not supported, resource format %s, view format %s.\n",
                    debug_d3dformat(resource->format->id), debug_d3dformat(view_format->id));
        }
    }

    wined3d_resource_release(resource);
}
Пример #3
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;
}
Пример #4
0
void * CDECL wined3d_rendertarget_view_get_sub_resource_parent(const struct wined3d_rendertarget_view *view)
{
    struct wined3d_texture *texture;

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

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

    texture = texture_from_resource(view->resource);

    return texture->sub_resources[view->sub_resource_idx].parent;
}
Пример #5
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);
}
Пример #6
0
void wined3d_rendertarget_view_validate_location(struct wined3d_rendertarget_view *view, 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)
    {
        FIXME("Not implemented for resources %s.\n", debug_d3dresourcetype(resource->type));
        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_validate_location(texture, sub_resource_idx, location);
}
Пример #7
0
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);
}
Пример #8
0
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);
}
Пример #9
0
BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource)
{
    struct wined3d_swapchain *swapchain;

    /* Only 2D texture resources can be onscreen. */
    if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
        return TRUE;

    /* Not on a swapchain - must be offscreen */
    if (!(swapchain = texture_from_resource(resource)->swapchain))
        return TRUE;

    /* The front buffer is always onscreen */
    if (resource == &swapchain->front_buffer->resource)
        return FALSE;

    /* If the swapchain is rendered to an FBO, the backbuffer is
     * offscreen, otherwise onscreen */
    return swapchain->render_to_fbo;
}
Пример #10
0
void wined3d_rendertarget_view_get_drawable_size(const struct wined3d_rendertarget_view *view,
        const struct wined3d_context *context, unsigned int *width, unsigned int *height)
{
    const struct wined3d_texture *texture;

    if (view->resource->type != WINED3D_RTYPE_TEXTURE_2D)
    {
        *width = view->width;
        *height = view->height;
        return;
    }

    texture = texture_from_resource(view->resource);
    if (texture->swapchain)
    {
        /* The drawable size of an onscreen drawable is the surface size.
         * (Actually: The window size, but the surface is created in window
         * size.) */
        *width = texture->resource.width;
        *height = texture->resource.height;
    }
    else if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
    {
        const struct wined3d_swapchain *swapchain = context->swapchain;

        /* The drawable size of a backbuffer / aux buffer offscreen target is
         * the size of the current context's drawable, which is the size of
         * the back buffer of the swapchain the active context belongs to. */
        *width = swapchain->desc.backbuffer_width;
        *height = swapchain->desc.backbuffer_height;
    }
    else
    {
        unsigned int level_idx = view->sub_resource_idx % texture->level_count;

        /* The drawable size of an FBO target is the OpenGL texture size,
         * which is the power of two size. */
        *width = wined3d_texture_get_level_pow2_width(texture, level_idx);
        *height = wined3d_texture_get_level_pow2_height(texture, level_idx);
    }
}
Пример #11
0
void CDECL wined3d_shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *view)
{
    struct wined3d_texture *texture;

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

    if (view->resource->type == WINED3D_RTYPE_BUFFER)
    {
        WARN("Called on buffer resource %p.\n", view->resource);
        return;
    }

    texture = texture_from_resource(view->resource);
    if (!(texture->flags & WINED3D_TEXTURE_GENERATE_MIPMAPS))
    {
        WARN("Texture without the WINED3D_TEXTURE_GENERATE_MIPMAPS flag, ignoring.\n");
        return;
    }

    wined3d_cs_emit_generate_mipmaps(view->resource->device->cs, view);
}
Пример #12
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);
        }
    }
}
Пример #13
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 (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);

        if (desc->u.texture.level_idx >= texture->level_count
                || desc->u.texture.layer_idx >= texture->layer_count
                || desc->u.texture.layer_count > texture->layer_count - desc->u.texture.layer_idx)
            return WINED3DERR_INVALIDCALL;
        view->sub_resource_idx = desc->u.texture.layer_idx * texture->level_count + desc->u.texture.level_idx;
        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;
}
Пример #14
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;
}
Пример #15
0
static HRESULT wined3d_shader_resource_view_init(struct wined3d_shader_resource_view *view,
        const struct wined3d_shader_resource_view_desc *desc, struct wined3d_resource *resource,
        void *parent, const struct wined3d_parent_ops *parent_ops)
{
    static const struct
    {
        GLenum texture_target;
        unsigned int view_flags;
        GLenum view_target;
    }
    view_types[] =
    {
        {GL_TEXTURE_1D,       0,                          GL_TEXTURE_1D},
        {GL_TEXTURE_1D,       WINED3D_VIEW_TEXTURE_ARRAY, GL_TEXTURE_1D_ARRAY},
        {GL_TEXTURE_1D_ARRAY, 0,                          GL_TEXTURE_1D},
        {GL_TEXTURE_1D_ARRAY, WINED3D_VIEW_TEXTURE_ARRAY, GL_TEXTURE_1D_ARRAY},
        {GL_TEXTURE_2D,       0,                          GL_TEXTURE_2D},
        {GL_TEXTURE_2D,       WINED3D_VIEW_TEXTURE_ARRAY, GL_TEXTURE_2D_ARRAY},
        {GL_TEXTURE_2D_ARRAY, 0,                          GL_TEXTURE_2D},
        {GL_TEXTURE_2D_ARRAY, WINED3D_VIEW_TEXTURE_ARRAY, GL_TEXTURE_2D_ARRAY},
        {GL_TEXTURE_2D_ARRAY, WINED3D_VIEW_TEXTURE_CUBE,  GL_TEXTURE_CUBE_MAP},
        {GL_TEXTURE_3D,       0,                          GL_TEXTURE_3D},
    };

    const struct wined3d_gl_info *gl_info = &resource->device->adapter->gl_info;
    const struct wined3d_format *view_format;

    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;
    }

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

    view->target = GL_NONE;
    view->object = 0;

    if (resource->type == WINED3D_RTYPE_BUFFER)
    {
        FIXME("Buffer shader resource views not supported.\n");
    }
    else
    {
        struct wined3d_texture *texture = texture_from_resource(resource);
        unsigned int i;

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

        view->target = texture->target;
        for (i = 0; i < ARRAY_SIZE(view_types); ++i)
        {
            if (view_types[i].texture_target == texture->target && view_types[i].view_flags == desc->flags)
            {
                view->target = view_types[i].view_target;
                break;
            }
        }
        if (i == ARRAY_SIZE(view_types))
            FIXME("Unhandled view flags %#x for texture target %#x.\n", desc->flags, texture->target);

        if (resource->format->id == view_format->id && texture->target == view->target
                && !desc->u.texture.level_idx && desc->u.texture.level_count == texture->level_count
                && !desc->u.texture.layer_idx && desc->u.texture.layer_count == texture->layer_count)
        {
            TRACE("Creating identity shader resource view.\n");
        }
        else if (texture->swapchain && texture->swapchain->desc.backbuffer_count > 1)
        {
            FIXME("Swapchain shader resource views not supported.\n");
        }
        else if (resource->format->typeless_id == view_format->typeless_id
                && resource->format->gl_view_class == view_format->gl_view_class)
        {
            wined3d_shader_resource_view_create_texture_view(view, desc, texture, view_format);
        }
        else
        {
            FIXME("Shader resource view not supported, resource format %s, view format %s.\n",
                    debug_d3dformat(resource->format->id), debug_d3dformat(view_format->id));
        }
    }
    wined3d_resource_incref(view->resource = resource);

    return WINED3D_OK;
}
Пример #16
0
void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *view)
{
    struct wined3d_texture *texture = texture_from_resource(view->resource);
    unsigned int i, j, layer_count, level_count, base_level, max_level;
    const struct wined3d_gl_info *gl_info;
    struct wined3d_context *context;
    struct gl_texture *gl_tex;
    DWORD location;
    BOOL srgb;

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

    context = context_acquire(view->resource->device, NULL, 0);
    gl_info = context->gl_info;
    layer_count = view->desc.u.texture.layer_count;
    level_count = view->desc.u.texture.level_count;
    base_level = view->desc.u.texture.level_idx;
    max_level = base_level + level_count - 1;

    srgb = !!(texture->flags & WINED3D_TEXTURE_IS_SRGB);
    location = srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
    for (i = 0; i < layer_count; ++i)
        wined3d_texture_load_location(texture, i * level_count + base_level, context, location);

    if (view->gl_view.name)
    {
        shader_resource_view_bind_and_dirtify(view, context);
    }
    else
    {
        wined3d_texture_bind_and_dirtify(texture, context, srgb);
        gl_info->gl_ops.gl.p_glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, base_level);
        gl_info->gl_ops.gl.p_glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, max_level);
    }

    if (gl_info->supported[ARB_SAMPLER_OBJECTS])
        GL_EXTCALL(glBindSampler(context->active_texture, 0));
    gl_tex = wined3d_texture_get_gl_texture(texture, srgb);
    if (context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
    {
        gl_info->gl_ops.gl.p_glTexParameteri(texture->target, GL_TEXTURE_SRGB_DECODE_EXT,
                GL_SKIP_DECODE_EXT);
        gl_tex->sampler_desc.srgb_decode = FALSE;
    }

    gl_info->fbo_ops.glGenerateMipmap(texture->target);
    checkGLcall("glGenerateMipMap()");

    for (i = 0; i < layer_count; ++i)
    {
        for (j = base_level + 1; j <= max_level; ++j)
        {
            wined3d_texture_validate_location(texture, i * level_count + j, location);
            wined3d_texture_invalidate_location(texture, i * level_count + j, ~location);
        }
    }

    if (!view->gl_view.name)
    {
        gl_tex->base_level = base_level;
        gl_info->gl_ops.gl.p_glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
    }

    context_release(context);
}
Пример #17
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;
}