| /* |
| * Copyright 2002-2005 Jason Edmeades |
| * Copyright 2002-2005 Raphael Junqueira |
| * Copyright 2005 Oliver Stieber |
| * Copyright 2009-2011 Henri Verbeet for CodeWeavers |
| * Copyright 2013 Stefan Dösinger for CodeWeavers |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| */ |
| |
| #include "config.h" |
| #include "wine/port.h" |
| #include "wined3d_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d); |
| WINE_DECLARE_DEBUG_CHANNEL(d3d_perf); |
| |
| /* This call just uploads data, the caller is responsible for binding the |
| * correct texture. */ |
| /* Context activation is done by the caller. */ |
| void wined3d_volume_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx, |
| const struct wined3d_context *context, const struct wined3d_const_bo_address *data) |
| { |
| const struct wined3d_format *format = texture->resource.format; |
| unsigned int level = sub_resource_idx % texture->level_count; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| unsigned int width, height, depth; |
| const void *mem = data->addr; |
| void *converted_mem = NULL; |
| |
| TRACE("texture %p, sub_resource_idx %u, context %p, format %s (%#x).\n", |
| texture, level, context, debug_d3dformat(format->id), format->id); |
| |
| width = wined3d_texture_get_level_width(texture, level); |
| height = wined3d_texture_get_level_height(texture, level); |
| depth = wined3d_texture_get_level_depth(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 texture 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, 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, 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); |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void wined3d_volume_download_data(struct wined3d_volume *volume, |
| const struct wined3d_context *context, const struct wined3d_bo_address *data) |
| { |
| const struct wined3d_format *format = volume->container->resource.format; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| |
| if (format->convert) |
| { |
| FIXME("Attempting to download a converted volume, format %s.\n", |
| debug_d3dformat(format->id)); |
| return; |
| } |
| |
| if (data->buffer_object) |
| { |
| GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data->buffer_object)); |
| checkGLcall("glBindBuffer"); |
| } |
| |
| gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_3D, volume->texture_level, |
| format->glFormat, format->glType, data->addr); |
| checkGLcall("glGetTexImage"); |
| |
| if (data->buffer_object) |
| { |
| GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0)); |
| checkGLcall("glBindBuffer"); |
| } |
| |
| } |
| |
| static DWORD volume_access_from_location(DWORD location) |
| { |
| switch (location) |
| { |
| case WINED3D_LOCATION_DISCARDED: |
| return 0; |
| |
| case WINED3D_LOCATION_SYSMEM: |
| return WINED3D_RESOURCE_ACCESS_CPU; |
| |
| case WINED3D_LOCATION_BUFFER: |
| case WINED3D_LOCATION_TEXTURE_RGB: |
| case WINED3D_LOCATION_TEXTURE_SRGB: |
| return WINED3D_RESOURCE_ACCESS_GPU; |
| |
| default: |
| FIXME("Unhandled location %#x.\n", location); |
| return 0; |
| } |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void wined3d_volume_srgb_transfer(struct wined3d_volume *volume, |
| struct wined3d_context *context, BOOL dest_is_srgb) |
| { |
| struct wined3d_texture *texture = volume->container; |
| struct wined3d_bo_address data; |
| /* Optimizations are possible, but the effort should be put into either |
| * implementing EXT_SRGB_DECODE in the driver or finding out why we |
| * picked the wrong copy for the original upload and fixing that. |
| * |
| * Also keep in mind that we want to avoid using resource.heap_memory |
| * for DEFAULT pool surfaces. */ |
| |
| WARN_(d3d_perf)("Performing slow rgb/srgb volume transfer.\n"); |
| data.buffer_object = 0; |
| if (!(data.addr = HeapAlloc(GetProcessHeap(), 0, texture->sub_resources[volume->texture_level].size))) |
| return; |
| |
| wined3d_texture_bind_and_dirtify(texture, context, !dest_is_srgb); |
| wined3d_volume_download_data(volume, context, &data); |
| wined3d_texture_bind_and_dirtify(texture, context, dest_is_srgb); |
| wined3d_volume_upload_data(texture, volume->texture_level, context, wined3d_const_bo_address(&data)); |
| |
| HeapFree(GetProcessHeap(), 0, data.addr); |
| } |
| |
| /* 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, texture->resource.heap_memory}; |
| data.addr += sub_resource->offset; |
| wined3d_texture_bind_and_dirtify(texture, context, |
| location == WINED3D_LOCATION_TEXTURE_SRGB); |
| wined3d_volume_upload_data(texture, sub_resource_idx, 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(texture, sub_resource_idx, 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, texture->resource.heap_memory}; |
| |
| data.addr += sub_resource->offset; |
| 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); |
| |
| return TRUE; |
| } |