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