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/*
* Copyright 2009, 2011 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);
ULONG CDECL wined3d_rendertarget_view_incref(struct wined3d_rendertarget_view *view)
{
ULONG refcount = InterlockedIncrement(&view->refcount);
TRACE("%p increasing refcount to %u.\n", view, refcount);
return refcount;
}
ULONG CDECL wined3d_rendertarget_view_decref(struct wined3d_rendertarget_view *view)
{
ULONG refcount = InterlockedDecrement(&view->refcount);
TRACE("%p decreasing refcount to %u.\n", view, refcount);
if (!refcount)
{
/* Call wined3d_object_destroyed() before releasing the resource,
* since releasing the resource may end up destroying the parent. */
view->parent_ops->wined3d_object_destroyed(view->parent);
wined3d_resource_decref(view->resource);
HeapFree(GetProcessHeap(), 0, view);
}
return refcount;
}
void * CDECL wined3d_rendertarget_view_get_parent(const struct wined3d_rendertarget_view *view)
{
TRACE("view %p.\n", view);
return view->parent;
}
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;
}
void CDECL wined3d_rendertarget_view_set_parent(struct wined3d_rendertarget_view *view, void *parent)
{
TRACE("view %p, parent %p.\n", view, parent);
view->parent = parent;
}
struct wined3d_resource * CDECL wined3d_rendertarget_view_get_resource(const struct wined3d_rendertarget_view *view)
{
TRACE("view %p.\n", view);
return view->resource;
}
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);
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 > depth_or_layer_count - desc->u.texture.layer_idx)
return WINED3DERR_INVALIDCALL;
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;
}
HRESULT CDECL wined3d_rendertarget_view_create(const struct wined3d_rendertarget_view_desc *desc,
struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops,
struct wined3d_rendertarget_view **view)
{
struct wined3d_rendertarget_view *object;
HRESULT hr;
TRACE("desc %p, resource %p, parent %p, parent_ops %p, view %p.\n",
desc, resource, parent, parent_ops, view);
if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
return E_OUTOFMEMORY;
if (FAILED(hr = wined3d_rendertarget_view_init(object, desc, resource, parent, parent_ops)))
{
HeapFree(GetProcessHeap(), 0, object);
WARN("Failed to initialise view, hr %#x.\n", hr);
return hr;
}
TRACE("Created render target view %p.\n", object);
*view = object;
return hr;
}
HRESULT CDECL wined3d_rendertarget_view_create_from_sub_resource(struct wined3d_texture *texture,
unsigned int sub_resource_idx, void *parent, const struct wined3d_parent_ops *parent_ops,
struct wined3d_rendertarget_view **view)
{
struct wined3d_rendertarget_view_desc desc;
TRACE("texture %p, sub_resource_idx %u, parent %p, parent_ops %p, view %p.\n",
texture, sub_resource_idx, parent, parent_ops, view);
desc.format_id = texture->resource.format->id;
desc.u.texture.level_idx = sub_resource_idx % texture->level_count;
desc.u.texture.layer_idx = sub_resource_idx / texture->level_count;
desc.u.texture.layer_count = 1;
return wined3d_rendertarget_view_create(&desc, &texture->resource, parent, parent_ops, view);
}
ULONG CDECL wined3d_shader_resource_view_incref(struct wined3d_shader_resource_view *view)
{
ULONG refcount = InterlockedIncrement(&view->refcount);
TRACE("%p increasing refcount to %u.\n", view, refcount);
return refcount;
}
ULONG CDECL wined3d_shader_resource_view_decref(struct wined3d_shader_resource_view *view)
{
ULONG refcount = InterlockedDecrement(&view->refcount);
TRACE("%p decreasing refcount to %u.\n", view, refcount);
if (!refcount)
{
if (view->object)
{
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
context = context_acquire(view->resource->device, NULL);
gl_info = context->gl_info;
gl_info->gl_ops.gl.p_glDeleteTextures(1, &view->object);
checkGLcall("glDeleteTextures");
context_release(context);
}
/* Call wined3d_object_destroyed() before releasing the resource,
* since releasing the resource may end up destroying the parent. */
view->parent_ops->wined3d_object_destroyed(view->parent);
wined3d_resource_decref(view->resource);
HeapFree(GetProcessHeap(), 0, view);
}
return refcount;
}
void * CDECL wined3d_shader_resource_view_get_parent(const struct wined3d_shader_resource_view *view)
{
TRACE("view %p.\n", view);
return view->parent;
}
static void wined3d_shader_resource_view_create_texture_view(struct wined3d_shader_resource_view *view,
const struct wined3d_shader_resource_view_desc *desc, struct wined3d_texture *texture,
const struct wined3d_format *view_format)
{
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
struct gl_texture *gl_texture;
context = context_acquire(texture->resource.device, NULL);
gl_info = context->gl_info;
if (!gl_info->supported[ARB_TEXTURE_VIEW])
{
context_release(context);
FIXME("OpenGL implementation does not support texture views.\n");
return;
}
wined3d_texture_prepare_texture(texture, context, FALSE);
gl_texture = wined3d_texture_get_gl_texture(texture, FALSE);
gl_info->gl_ops.gl.p_glGenTextures(1, &view->object);
GL_EXTCALL(glTextureView(view->object, view->target, gl_texture->name, view_format->glInternal,
desc->u.texture.level_idx, desc->u.texture.level_count,
desc->u.texture.layer_idx, desc->u.texture.layer_count));
checkGLcall("Create texture view");
context_release(context);
}
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_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 (view_format->id == view_format->typeless_id)
{
WARN("Trying to create view for typeless format %s.\n", debug_d3dformat(view_format->id));
return E_FAIL;
}
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_idx >= texture->level_count
|| desc->u.texture.level_count > texture->level_count - desc->u.texture.level_idx
|| desc->u.texture.layer_idx >= texture->layer_count
|| desc->u.texture.layer_count > texture->layer_count - desc->u.texture.layer_idx)
return E_FAIL;
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;
}
HRESULT CDECL wined3d_shader_resource_view_create(const struct wined3d_shader_resource_view_desc *desc,
struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops,
struct wined3d_shader_resource_view **view)
{
struct wined3d_shader_resource_view *object;
HRESULT hr;
TRACE("desc %p, resource %p, parent %p, parent_ops %p, view %p.\n",
desc, resource, parent, parent_ops, view);
if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
return E_OUTOFMEMORY;
if (FAILED(hr = wined3d_shader_resource_view_init(object, desc, resource, parent, parent_ops)))
{
HeapFree(GetProcessHeap(), 0, object);
WARN("Failed to initialise view, hr %#x.\n", hr);
return hr;
}
TRACE("Created shader resource view %p.\n", object);
*view = object;
return WINED3D_OK;
}
void wined3d_shader_resource_view_bind(struct wined3d_shader_resource_view *view,
struct wined3d_context *context)
{
struct wined3d_texture *texture;
if (view->object)
{
context_bind_texture(context, view->target, view->object);
return;
}
if (view->resource->type == WINED3D_RTYPE_BUFFER)
{
FIXME("Buffer shader resources not supported.\n");
return;
}
texture = wined3d_texture_from_resource(view->resource);
wined3d_texture_bind(texture, context, FALSE);
}