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/*
* Copyright 2002-2004 Jason Edmeades
* Copyright 2003-2004 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2009-2010 Henri Verbeet 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);
struct private_data
{
struct list entry;
GUID tag;
DWORD flags; /* DDSPD_* */
union
{
void *data;
IUnknown *object;
} ptr;
DWORD size;
};
static DWORD resource_access_from_pool(enum wined3d_pool pool)
{
switch (pool)
{
case WINED3D_POOL_DEFAULT:
return WINED3D_RESOURCE_ACCESS_GPU;
case WINED3D_POOL_MANAGED:
return WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_CPU;
case WINED3D_POOL_SYSTEM_MEM:
return WINED3D_RESOURCE_ACCESS_CPU;
case WINED3D_POOL_SCRATCH:
return WINED3D_RESOURCE_ACCESS_SCRATCH;
default:
FIXME("Unhandled pool %#x.\n", pool);
return 0;
}
}
static void resource_check_usage(DWORD usage)
{
static const DWORD handled = WINED3DUSAGE_RENDERTARGET
| WINED3DUSAGE_DEPTHSTENCIL
| WINED3DUSAGE_DYNAMIC
| WINED3DUSAGE_AUTOGENMIPMAP
| WINED3DUSAGE_STATICDECL
| WINED3DUSAGE_OVERLAY;
if (usage & ~handled)
FIXME("Unhandled usage flags %#x.\n", usage & ~handled);
}
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->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;
list_init(&resource->privateData);
resource_check_usage(usage);
if (size)
{
resource->heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, size + RESOURCE_ALIGNMENT);
if (!resource->heapMemory)
{
ERR("Out of memory!\n");
return WINED3DERR_OUTOFVIDEOMEMORY;
}
}
else
{
resource->heapMemory = NULL;
}
resource->allocatedMemory = (BYTE *)(((ULONG_PTR)resource->heapMemory
+ (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
/* 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");
HeapFree(GetProcessHeap(), 0, resource->heapMemory);
return WINED3DERR_OUTOFVIDEOMEMORY;
}
adapter_adjust_memory(device->adapter, size);
}
device_resource_add(device, resource);
return WINED3D_OK;
}
void resource_cleanup(struct wined3d_resource *resource)
{
const struct wined3d *d3d = resource->device->wined3d;
struct private_data *data;
struct list *e1, *e2;
HRESULT hr;
TRACE("Cleaning up resource %p.\n", resource);
if (resource->pool == WINED3D_POOL_DEFAULT && d3d->flags & WINED3D_VIDMEM_ACCOUNTING)
{
TRACE("Decrementing device memory pool by %u.\n", resource->size);
adapter_adjust_memory(resource->device->adapter, 0 - resource->size);
}
LIST_FOR_EACH_SAFE(e1, e2, &resource->privateData)
{
data = LIST_ENTRY(e1, struct private_data, entry);
hr = wined3d_resource_free_private_data(resource, &data->tag);
if (FAILED(hr))
ERR("Failed to free private data when destroying resource %p, hr = %#x.\n", resource, hr);
}
HeapFree(GetProcessHeap(), 0, resource->heapMemory);
resource->allocatedMemory = 0;
resource->heapMemory = 0;
device_resource_released(resource->device, resource);
}
void resource_unload(struct wined3d_resource *resource)
{
if (resource->map_count)
ERR("Resource %p is being unloaded while mapped.\n", resource);
context_resource_unloaded(resource->device,
resource, resource->type);
}
static struct private_data *resource_find_private_data(const struct wined3d_resource *resource, REFGUID tag)
{
struct private_data *data;
struct list *entry;
TRACE("Searching for private data %s\n", debugstr_guid(tag));
LIST_FOR_EACH(entry, &resource->privateData)
{
data = LIST_ENTRY(entry, struct private_data, entry);
if (IsEqualGUID(&data->tag, tag)) {
TRACE("Found %p\n", data);
return data;
}
}
TRACE("Not found\n");
return NULL;
}
HRESULT CDECL wined3d_resource_set_private_data(struct wined3d_resource *resource, REFGUID guid,
const void *data, DWORD data_size, DWORD flags)
{
struct private_data *d;
TRACE("resource %p, riid %s, data %p, data_size %u, flags %#x.\n",
resource, debugstr_guid(guid), data, data_size, flags);
wined3d_resource_free_private_data(resource, guid);
d = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*d));
if (!d) return E_OUTOFMEMORY;
d->tag = *guid;
d->flags = flags;
if (flags & WINED3DSPD_IUNKNOWN)
{
if (data_size != sizeof(IUnknown *))
{
WARN("IUnknown data with size %u, returning WINED3DERR_INVALIDCALL.\n", data_size);
HeapFree(GetProcessHeap(), 0, d);
return WINED3DERR_INVALIDCALL;
}
d->ptr.object = (IUnknown *)data;
d->size = sizeof(IUnknown *);
IUnknown_AddRef(d->ptr.object);
}
else
{
d->ptr.data = HeapAlloc(GetProcessHeap(), 0, data_size);
if (!d->ptr.data)
{
HeapFree(GetProcessHeap(), 0, d);
return E_OUTOFMEMORY;
}
d->size = data_size;
memcpy(d->ptr.data, data, data_size);
}
list_add_tail(&resource->privateData, &d->entry);
return WINED3D_OK;
}
HRESULT CDECL wined3d_resource_get_private_data(const struct wined3d_resource *resource, REFGUID guid,
void *data, DWORD *data_size)
{
const struct private_data *d;
TRACE("resource %p, guid %s, data %p, data_size %p.\n",
resource, debugstr_guid(guid), data, data_size);
d = resource_find_private_data(resource, guid);
if (!d) return WINED3DERR_NOTFOUND;
if (*data_size < d->size)
{
*data_size = d->size;
return WINED3DERR_MOREDATA;
}
if (d->flags & WINED3DSPD_IUNKNOWN)
{
*(IUnknown **)data = d->ptr.object;
if (resource->device->wined3d->dxVersion != 7)
{
/* D3D8 and D3D9 addref the private data, DDraw does not. This
* can't be handled in ddraw because it doesn't know if the
* pointer returned is an IUnknown * or just a blob. */
IUnknown_AddRef(d->ptr.object);
}
}
else
{
memcpy(data, d->ptr.data, d->size);
}
return WINED3D_OK;
}
HRESULT CDECL wined3d_resource_free_private_data(struct wined3d_resource *resource, REFGUID guid)
{
struct private_data *data;
TRACE("resource %p, guid %s.\n", resource, debugstr_guid(guid));
data = resource_find_private_data(resource, guid);
if (!data) return WINED3DERR_NOTFOUND;
if (data->flags & WINED3DSPD_IUNKNOWN)
{
if (data->ptr.object)
IUnknown_Release(data->ptr.object);
}
else
{
HeapFree(GetProcessHeap(), 0, data->ptr.data);
}
list_remove(&data->entry);
HeapFree(GetProcessHeap(), 0, data);
return WINED3D_OK;
}
DWORD resource_set_priority(struct wined3d_resource *resource, DWORD priority)
{
DWORD prev = resource->priority;
resource->priority = priority;
TRACE("resource %p, new priority %u, returning old priority %u.\n", resource, priority, prev);
return prev;
}
DWORD resource_get_priority(const struct wined3d_resource *resource)
{
TRACE("resource %p, returning %u.\n", resource, resource->priority);
return resource->priority;
}
void * CDECL wined3d_resource_get_parent(const struct wined3d_resource *resource)
{
return resource->parent;
}
void CDECL wined3d_resource_get_desc(const struct wined3d_resource *resource, struct wined3d_resource_desc *desc)
{
desc->resource_type = resource->type;
desc->format = resource->format->id;
desc->multisample_type = resource->multisample_type;
desc->multisample_quality = resource->multisample_quality;
desc->usage = resource->usage;
desc->pool = resource->pool;
desc->width = resource->width;
desc->height = resource->height;
desc->depth = resource->depth;
desc->size = resource->size;
}