/* * Copyright 2011 Joakim Sindholt * * 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; }