182 lines
5.9 KiB
C
182 lines
5.9 KiB
C
/*
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* Copyright 2011 Joakim Sindholt <opensource@zhasha.com>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* on the rights to use, copy, modify, merge, publish, distribute, sub
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* license, and/or sell copies of the Software, and to permit persons to whom
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* the Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
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* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
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* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
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* USE OR OTHER DEALINGS IN THE SOFTWARE. */
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#include "resource9.h"
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#include "device9.h"
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#include "nine_helpers.h"
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#include "nine_defines.h"
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#include "util/u_inlines.h"
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#include "util/u_resource.h"
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#include "pipe/p_screen.h"
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#define DBG_CHANNEL DBG_RESOURCE
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HRESULT
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NineResource9_ctor( struct NineResource9 *This,
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struct NineUnknownParams *pParams,
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struct pipe_resource *initResource,
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BOOL Allocate,
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D3DRESOURCETYPE Type,
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D3DPOOL Pool,
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DWORD Usage)
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{
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struct pipe_screen *screen;
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HRESULT hr;
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DBG("This=%p pParams=%p initResource=%p Allocate=%d "
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"Type=%d Pool=%d Usage=%d\n",
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This, pParams, initResource, (int) Allocate,
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Type, Pool, Usage);
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hr = NineUnknown_ctor(&This->base, pParams);
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if (FAILED(hr))
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return hr;
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This->info.screen = screen = This->base.device->screen;
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if (initResource)
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pipe_resource_reference(&This->resource, initResource);
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if (Allocate) {
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assert(!initResource);
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/* On Windows it is possible allocation fails when
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* IDirect3DDevice9::GetAvailableTextureMem() still reports
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* enough free space.
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*
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* Some games allocate surfaces
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* in a loop until they receive D3DERR_OUTOFVIDEOMEMORY to measure
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* the available texture memory size.
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*
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* We are not using the drivers VRAM statistics because:
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* * This would add overhead to each resource allocation.
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* * Freeing memory is lazy and takes some time, but applications
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* expects the memory counter to change immediately after allocating
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* or freeing memory.
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*
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* Vertexbuffers and indexbuffers are not accounted !
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*/
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if (This->info.target != PIPE_BUFFER) {
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This->size = util_resource_size(&This->info);
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p_atomic_add(&This->base.device->available_texture_mem, -This->size);
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/* Before failing allocation, evict MANAGED memory */
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if (This->base.device &&
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p_atomic_read(&This->base.device->available_texture_mem) <=
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This->base.device->available_texture_limit)
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NineDevice9_EvictManagedResourcesInternal(This->base.device);
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if (p_atomic_read(&This->base.device->available_texture_mem) <=
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This->base.device->available_texture_limit) {
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DBG("Memory allocation failure: software limit\n");
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return D3DERR_OUTOFVIDEOMEMORY;
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}
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}
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DBG("(%p) Creating pipe_resource.\n", This);
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This->resource = nine_resource_create_with_retry(This->base.device, screen, &This->info);
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if (!This->resource)
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return D3DERR_OUTOFVIDEOMEMORY;
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}
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DBG("Current texture memory count: (%d/%d)KB\n",
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(int)(This->base.device->available_texture_mem >> 10),
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(int)(This->base.device->available_texture_limit >> 10));
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This->type = Type;
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This->pool = Pool;
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This->usage = Usage;
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This->priority = 0;
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return D3D_OK;
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}
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void
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NineResource9_dtor( struct NineResource9 *This )
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{
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DBG("This=%p\n", This);
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/* NOTE: We do have to use refcounting, the driver might
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* still hold a reference. */
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pipe_resource_reference(&This->resource, NULL);
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/* NOTE: size is 0, unless something has actually been allocated */
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if (This->base.device)
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p_atomic_add(&This->base.device->available_texture_mem, This->size);
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NineUnknown_dtor(&This->base);
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}
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struct pipe_resource *
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NineResource9_GetResource( struct NineResource9 *This )
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{
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return This->resource;
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}
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D3DPOOL
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NineResource9_GetPool( struct NineResource9 *This )
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{
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return This->pool;
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}
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DWORD NINE_WINAPI
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NineResource9_SetPriority( struct NineResource9 *This,
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DWORD PriorityNew )
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{
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DWORD prev;
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DBG("This=%p, PriorityNew=%d\n", This, PriorityNew);
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if (This->pool != D3DPOOL_MANAGED || This->type == D3DRTYPE_SURFACE)
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return 0;
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prev = This->priority;
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This->priority = PriorityNew;
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return prev;
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}
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DWORD NINE_WINAPI
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NineResource9_GetPriority( struct NineResource9 *This )
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{
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if (This->pool != D3DPOOL_MANAGED || This->type == D3DRTYPE_SURFACE)
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return 0;
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return This->priority;
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}
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/* NOTE: Don't forget to adjust locked vtable if you change this ! */
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void NINE_WINAPI
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NineResource9_PreLoad( struct NineResource9 *This )
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{
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if (This->pool != D3DPOOL_MANAGED)
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return;
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/* We don't treat managed vertex or index buffers different from
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* default ones (are managed vertex buffers even allowed ?), and
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* the PreLoad for textures is overridden by superclass.
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*/
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}
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D3DRESOURCETYPE NINE_WINAPI
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NineResource9_GetType( struct NineResource9 *This )
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{
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return This->type;
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}
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