/* * 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 = wined3d_calloc(depth, dst_slice_pitch); 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; }