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      1 /*
      2  * Copyright 2011 Joakim Sindholt <opensource (at) zhasha.com>
      3  *
      4  * Permission is hereby granted, free of charge, to any person obtaining a
      5  * copy of this software and associated documentation files (the "Software"),
      6  * to deal in the Software without restriction, including without limitation
      7  * on the rights to use, copy, modify, merge, publish, distribute, sub
      8  * license, and/or sell copies of the Software, and to permit persons to whom
      9  * the Software is furnished to do so, subject to the following conditions:
     10  *
     11  * The above copyright notice and this permission notice (including the next
     12  * paragraph) shall be included in all copies or substantial portions of the
     13  * Software.
     14  *
     15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
     16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     17  * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
     18  * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
     19  * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
     20  * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
     21  * USE OR OTHER DEALINGS IN THE SOFTWARE. */
     22 
     23 #include "resource9.h"
     24 #include "device9.h"
     25 #include "nine_helpers.h"
     26 #include "nine_defines.h"
     27 
     28 #include "util/u_inlines.h"
     29 #include "util/u_resource.h"
     30 
     31 #include "pipe/p_screen.h"
     32 
     33 #define DBG_CHANNEL DBG_RESOURCE
     34 
     35 HRESULT
     36 NineResource9_ctor( struct NineResource9 *This,
     37                     struct NineUnknownParams *pParams,
     38                     struct pipe_resource *initResource,
     39                     BOOL Allocate,
     40                     D3DRESOURCETYPE Type,
     41                     D3DPOOL Pool,
     42                     DWORD Usage)
     43 {
     44     struct pipe_screen *screen;
     45     HRESULT hr;
     46 
     47     DBG("This=%p pParams=%p initResource=%p Allocate=%d "
     48         "Type=%d Pool=%d Usage=%d\n",
     49         This, pParams, initResource, (int) Allocate,
     50         Type, Pool, Usage);
     51 
     52     hr = NineUnknown_ctor(&This->base, pParams);
     53     if (FAILED(hr))
     54         return hr;
     55 
     56     This->info.screen = screen = This->base.device->screen;
     57     if (initResource)
     58         pipe_resource_reference(&This->resource, initResource);
     59 
     60     if (Allocate) {
     61         assert(!initResource);
     62 
     63         /* On Windows it is possible allocation fails when
     64          * IDirect3DDevice9::GetAvailableTextureMem() still reports
     65          * enough free space.
     66          *
     67          * Some games allocate surfaces
     68          * in a loop until they receive D3DERR_OUTOFVIDEOMEMORY to measure
     69          * the available texture memory size.
     70          *
     71          * We are not using the drivers VRAM statistics because:
     72          *  * This would add overhead to each resource allocation.
     73          *  * Freeing memory is lazy and takes some time, but applications
     74          *    expects the memory counter to change immediately after allocating
     75          *    or freeing memory.
     76          *
     77          * Vertexbuffers and indexbuffers are not accounted !
     78          */
     79         if (This->info.target != PIPE_BUFFER) {
     80             This->size = util_resource_size(&This->info);
     81 
     82             p_atomic_add(&This->base.device->available_texture_mem, -This->size);
     83             if (This->base.device->available_texture_mem <=
     84                     This->base.device->available_texture_limit) {
     85                 return D3DERR_OUTOFVIDEOMEMORY;
     86             }
     87         }
     88 
     89         DBG("(%p) Creating pipe_resource.\n", This);
     90         This->resource = screen->resource_create(screen, &This->info);
     91         if (!This->resource)
     92             return D3DERR_OUTOFVIDEOMEMORY;
     93     }
     94 
     95     This->type = Type;
     96     This->pool = Pool;
     97     This->usage = Usage;
     98     This->priority = 0;
     99 
    100     return D3D_OK;
    101 }
    102 
    103 void
    104 NineResource9_dtor( struct NineResource9 *This )
    105 {
    106     DBG("This=%p\n", This);
    107 
    108     /* NOTE: We do have to use refcounting, the driver might
    109      * still hold a reference. */
    110     pipe_resource_reference(&This->resource, NULL);
    111 
    112     /* NOTE: size is 0, unless something has actually been allocated */
    113     if (This->base.device)
    114         p_atomic_add(&This->base.device->available_texture_mem, This->size);
    115 
    116     NineUnknown_dtor(&This->base);
    117 }
    118 
    119 struct pipe_resource *
    120 NineResource9_GetResource( struct NineResource9 *This )
    121 {
    122     return This->resource;
    123 }
    124 
    125 D3DPOOL
    126 NineResource9_GetPool( struct NineResource9 *This )
    127 {
    128     return This->pool;
    129 }
    130 
    131 DWORD NINE_WINAPI
    132 NineResource9_SetPriority( struct NineResource9 *This,
    133                            DWORD PriorityNew )
    134 {
    135     DWORD prev;
    136     DBG("This=%p, PriorityNew=%d\n", This, PriorityNew);
    137 
    138     if (This->pool != D3DPOOL_MANAGED || This->type == D3DRTYPE_SURFACE)
    139         return 0;
    140 
    141     prev = This->priority;
    142     This->priority = PriorityNew;
    143     return prev;
    144 }
    145 
    146 DWORD NINE_WINAPI
    147 NineResource9_GetPriority( struct NineResource9 *This )
    148 {
    149     if (This->pool != D3DPOOL_MANAGED || This->type == D3DRTYPE_SURFACE)
    150         return 0;
    151 
    152     return This->priority;
    153 }
    154 
    155 /* NOTE: Don't forget to adjust locked vtable if you change this ! */
    156 void NINE_WINAPI
    157 NineResource9_PreLoad( struct NineResource9 *This )
    158 {
    159     if (This->pool != D3DPOOL_MANAGED)
    160         return;
    161     /* We don't treat managed vertex or index buffers different from
    162      * default ones (are managed vertex buffers even allowed ?), and
    163      * the PreLoad for textures is overridden by superclass.
    164      */
    165 }
    166 
    167 D3DRESOURCETYPE NINE_WINAPI
    168 NineResource9_GetType( struct NineResource9 *This )
    169 {
    170     return This->type;
    171 }
    172