1 /*
2  * Copyright 2011 Joakim Sindholt <opensource@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
NineResource9_ctor(struct NineResource9 * This,struct NineUnknownParams * pParams,struct pipe_resource * initResource,BOOL Allocate,D3DRESOURCETYPE Type,D3DPOOL Pool,DWORD Usage)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             /* Before failing allocation, evict MANAGED memory */
84             if (This->base.device &&
85                 p_atomic_read(&This->base.device->available_texture_mem) <=
86                     This->base.device->available_texture_limit)
87                 NineDevice9_EvictManagedResourcesInternal(This->base.device);
88             if (p_atomic_read(&This->base.device->available_texture_mem) <=
89                     This->base.device->available_texture_limit) {
90                 DBG("Memory allocation failure: software limit\n");
91                 return D3DERR_OUTOFVIDEOMEMORY;
92             }
93         }
94 
95         DBG("(%p) Creating pipe_resource.\n", This);
96         This->resource = nine_resource_create_with_retry(This->base.device, screen, &This->info);
97         if (!This->resource)
98             return D3DERR_OUTOFVIDEOMEMORY;
99     }
100 
101     DBG("Current texture memory count: (%d/%d)KB\n",
102         (int)(This->base.device->available_texture_mem >> 10),
103         (int)(This->base.device->available_texture_limit >> 10));
104 
105     This->type = Type;
106     This->pool = Pool;
107     This->usage = Usage;
108     This->priority = 0;
109 
110     return D3D_OK;
111 }
112 
113 void
NineResource9_dtor(struct NineResource9 * This)114 NineResource9_dtor( struct NineResource9 *This )
115 {
116     DBG("This=%p\n", This);
117 
118     /* NOTE: We do have to use refcounting, the driver might
119      * still hold a reference. */
120     pipe_resource_reference(&This->resource, NULL);
121 
122     /* NOTE: size is 0, unless something has actually been allocated */
123     if (This->base.device)
124         p_atomic_add(&This->base.device->available_texture_mem, This->size);
125 
126     NineUnknown_dtor(&This->base);
127 }
128 
129 struct pipe_resource *
NineResource9_GetResource(struct NineResource9 * This)130 NineResource9_GetResource( struct NineResource9 *This )
131 {
132     return This->resource;
133 }
134 
135 D3DPOOL
NineResource9_GetPool(struct NineResource9 * This)136 NineResource9_GetPool( struct NineResource9 *This )
137 {
138     return This->pool;
139 }
140 
141 DWORD NINE_WINAPI
NineResource9_SetPriority(struct NineResource9 * This,DWORD PriorityNew)142 NineResource9_SetPriority( struct NineResource9 *This,
143                            DWORD PriorityNew )
144 {
145     DWORD prev;
146     DBG("This=%p, PriorityNew=%d\n", This, PriorityNew);
147 
148     if (This->pool != D3DPOOL_MANAGED || This->type == D3DRTYPE_SURFACE)
149         return 0;
150 
151     prev = This->priority;
152     This->priority = PriorityNew;
153     return prev;
154 }
155 
156 DWORD NINE_WINAPI
NineResource9_GetPriority(struct NineResource9 * This)157 NineResource9_GetPriority( struct NineResource9 *This )
158 {
159     if (This->pool != D3DPOOL_MANAGED || This->type == D3DRTYPE_SURFACE)
160         return 0;
161 
162     return This->priority;
163 }
164 
165 /* NOTE: Don't forget to adjust locked vtable if you change this ! */
166 void NINE_WINAPI
NineResource9_PreLoad(struct NineResource9 * This)167 NineResource9_PreLoad( struct NineResource9 *This )
168 {
169     if (This->pool != D3DPOOL_MANAGED)
170         return;
171     /* We don't treat managed vertex or index buffers different from
172      * default ones (are managed vertex buffers even allowed ?), and
173      * the PreLoad for textures is overridden by superclass.
174      */
175 }
176 
177 D3DRESOURCETYPE NINE_WINAPI
NineResource9_GetType(struct NineResource9 * This)178 NineResource9_GetType( struct NineResource9 *This )
179 {
180     return This->type;
181 }
182