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