Commit 39497ff4 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Remove IWineD3DResource::UnLoad() from the public interface.

parent 1da773ff
......@@ -30,12 +30,12 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, const struct wined3d_texture_ops *texture_ops,
UINT layer_count, UINT level_count, WINED3DRESOURCETYPE resource_type, IWineD3DDeviceImpl *device,
DWORD usage, const struct wined3d_format *format, WINED3DPOOL pool, void *parent,
const struct wined3d_parent_ops *parent_ops)
const struct wined3d_parent_ops *parent_ops, const struct wined3d_resource_ops *resource_ops)
{
HRESULT hr;
hr = resource_init((IWineD3DResourceImpl *)texture, resource_type, device,
0, usage, format, pool, parent, parent_ops);
0, usage, format, pool, parent, parent_ops, resource_ops);
if (FAILED(hr))
{
WARN("Failed to initialize resource, returning %#x\n", hr);
......
......@@ -693,15 +693,15 @@ BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_inf
}
/* Do not call while under the GL lock. */
static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
static void buffer_unload(IWineD3DResourceImpl *resource)
{
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
struct wined3d_buffer *This = (struct wined3d_buffer *)resource;
TRACE("iface %p\n", iface);
TRACE("buffer %p.\n", This);
if (This->buffer_object)
{
IWineD3DDeviceImpl *device = This->resource.device;
IWineD3DDeviceImpl *device = resource->resource.device;
struct wined3d_context *context;
context = context_acquire(device, NULL);
......@@ -728,7 +728,7 @@ static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
This->flags &= ~WINED3D_BUFFER_HASDESC;
}
resource_unload((IWineD3DResourceImpl *)This);
resource_unload(resource);
}
/* Do not call while under the GL lock. */
......@@ -741,7 +741,7 @@ static ULONG STDMETHODCALLTYPE buffer_Release(IWineD3DBuffer *iface)
if (!refcount)
{
buffer_UnLoad(iface);
buffer_unload((IWineD3DResourceImpl *)This);
resource_cleanup((IWineD3DResourceImpl *)iface);
This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
HeapFree(GetProcessHeap(), 0, This->maps);
......@@ -997,7 +997,7 @@ static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
{
FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
IWineD3DBuffer_UnLoad(iface);
buffer_unload((IWineD3DResourceImpl *)This);
This->flags &= ~WINED3D_BUFFER_CREATEBO;
/* The stream source state handler might have read the memory of the vertex buffer already
......@@ -1035,7 +1035,7 @@ static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
if(This->full_conversion_count > VB_MAXFULLCONVERSIONS)
{
FIXME("Too many full buffer conversions, stopping converting\n");
IWineD3DBuffer_UnLoad(iface);
buffer_unload((IWineD3DResourceImpl *)This);
This->flags &= ~WINED3D_BUFFER_CREATEBO;
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
goto end;
......@@ -1448,7 +1448,6 @@ static const struct IWineD3DBufferVtbl wined3d_buffer_vtbl =
buffer_SetPriority,
buffer_GetPriority,
buffer_PreLoad,
buffer_UnLoad,
buffer_GetType,
/* IWineD3DBuffer methods */
buffer_Map,
......@@ -1456,6 +1455,11 @@ static const struct IWineD3DBufferVtbl wined3d_buffer_vtbl =
buffer_GetDesc,
};
static const struct wined3d_resource_ops buffer_resource_ops =
{
buffer_unload,
};
HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
UINT size, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, GLenum bind_hint,
const char *data, void *parent, const struct wined3d_parent_ops *parent_ops)
......@@ -1474,7 +1478,7 @@ HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
buffer->vtbl = &wined3d_buffer_vtbl;
hr = resource_init((IWineD3DResourceImpl *)buffer, WINED3DRTYPE_BUFFER,
device, size, usage, format, pool, parent, parent_ops);
device, size, usage, format, pool, parent, parent_ops, &buffer_resource_ops);
if (FAILED(hr))
{
WARN("Failed to initialize resource, hr %#x\n", hr);
......@@ -1520,7 +1524,7 @@ HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
if (FAILED(hr))
{
ERR("Failed to map buffer, hr %#x\n", hr);
buffer_UnLoad((IWineD3DBuffer *)buffer);
buffer_unload((IWineD3DResourceImpl *)buffer);
resource_cleanup((IWineD3DResourceImpl *)buffer);
return hr;
}
......@@ -1534,7 +1538,7 @@ HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
if (!buffer->maps)
{
ERR("Out of memory\n");
buffer_UnLoad((IWineD3DBuffer *)buffer);
buffer_unload((IWineD3DResourceImpl *)buffer);
resource_cleanup((IWineD3DResourceImpl *)buffer);
return E_OUTOFMEMORY;
}
......
......@@ -136,12 +136,38 @@ static void cubetexture_preload(IWineD3DBaseTextureImpl *texture, enum WINED3DSR
if (context) context_release(context);
}
/* Do not call while under the GL lock. */
static void cubetexture_unload(IWineD3DResourceImpl *resource)
{
IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)resource;
UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
UINT i;
TRACE("texture %p.\n", texture);
for (i = 0; i < sub_count; ++i)
{
IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[i];
surface->resource.resource_ops->resource_unload((IWineD3DResourceImpl *)surface);
surface_set_texture_name(surface, 0, TRUE);
surface_set_texture_name(surface, 0, FALSE);
}
basetexture_unload(texture);
}
static const struct wined3d_texture_ops cubetexture_ops =
{
cubetexture_bind,
cubetexture_preload,
};
static const struct wined3d_resource_ops cubetexture_resource_ops =
{
cubetexture_unload,
};
static void cubetexture_cleanup(IWineD3DCubeTextureImpl *This)
{
UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;
......@@ -245,31 +271,6 @@ static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface)
cubetexture_preload((IWineD3DBaseTextureImpl *)iface, SRGB_ANY);
}
/* Do not call while under the GL lock. */
static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface)
{
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;
UINT i;
TRACE("iface %p.\n", iface);
/* Unload all the surfaces and reset the texture name. If UnLoad was called on the
* surface before, this one will be a NOP and vice versa. Unloading an unloaded
* surface is fine. */
for (i = 0; i < sub_count; ++i)
{
IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
IWineD3DSurface_UnLoad((IWineD3DSurface *)surface);
surface_set_texture_name(surface, 0, TRUE);
surface_set_texture_name(surface, 0, FALSE);
}
basetexture_unload((IWineD3DBaseTextureImpl *)This);
}
static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface)
{
return resource_get_type((IWineD3DResourceImpl *)iface);
......@@ -436,7 +437,6 @@ static const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
IWineD3DCubeTextureImpl_SetPriority,
IWineD3DCubeTextureImpl_GetPriority,
IWineD3DCubeTextureImpl_PreLoad,
IWineD3DCubeTextureImpl_UnLoad,
IWineD3DCubeTextureImpl_GetType,
/* IWineD3DBaseTexture */
IWineD3DCubeTextureImpl_SetLOD,
......@@ -506,7 +506,7 @@ HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UIN
hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, &cubetexture_ops,
6, levels, WINED3DRTYPE_CUBETEXTURE, device, usage, format, pool,
parent, parent_ops);
parent, parent_ops, &cubetexture_resource_ops);
if (FAILED(hr))
{
WARN("Failed to initialize basetexture, returning %#x\n", hr);
......
......@@ -2106,7 +2106,7 @@ static HRESULT WINAPI device_unload_resource(IWineD3DResource *resource, void *d
{
TRACE("Unloading resource %p.\n", resource);
IWineD3DResource_UnLoad(resource);
((IWineD3DResourceImpl *)resource)->resource.resource_ops->resource_unload((IWineD3DResourceImpl *)resource);
IWineD3DResource_Release(resource);
return S_OK;
......@@ -6103,7 +6103,7 @@ static HRESULT WINAPI evict_managed_resource(IWineD3DResource *resource, void *d
TRACE("checking resource %p for eviction\n", resource);
if(((IWineD3DResourceImpl *) resource)->resource.pool == WINED3DPOOL_MANAGED) {
TRACE("Evicting %p\n", resource);
IWineD3DResource_UnLoad(resource);
((IWineD3DResourceImpl *)resource)->resource.resource_ops->resource_unload((IWineD3DResourceImpl *)resource);
}
IWineD3DResource_Release(resource);
return S_OK;
......
......@@ -45,7 +45,8 @@ struct private_data
HRESULT resource_init(struct IWineD3DResourceImpl *resource, WINED3DRESOURCETYPE resource_type,
IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format *format,
WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops)
WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops,
const struct wined3d_resource_ops *resource_ops)
{
struct IWineD3DResourceClass *r = &resource->resource;
......@@ -59,6 +60,7 @@ HRESULT resource_init(struct IWineD3DResourceImpl *resource, WINED3DRESOURCETYPE
r->priority = 0;
r->parent = parent;
r->parent_ops = parent_ops;
r->resource_ops = resource_ops;
list_init(&r->privateData);
if (size)
......
......@@ -408,6 +408,109 @@ static HRESULT surface_draw_overlay(IWineD3DSurfaceImpl *surface)
return hr;
}
/* Context activation is done by the caller. */
static void surface_remove_pbo(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info)
{
if (!surface->resource.heapMemory)
{
surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), 0, surface->resource.size + RESOURCE_ALIGNMENT);
surface->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory
+ (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
}
ENTER_GL();
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, surface->pbo)");
GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0,
surface->resource.size, surface->resource.allocatedMemory));
checkGLcall("glGetBufferSubDataARB");
GL_EXTCALL(glDeleteBuffersARB(1, &surface->pbo));
checkGLcall("glDeleteBuffersARB");
LEAVE_GL();
surface->pbo = 0;
surface->flags &= ~SFLAG_PBO;
}
/* Do not call while under the GL lock. */
static void surface_unload(IWineD3DResourceImpl *resource)
{
IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)resource;
IWineD3DDeviceImpl *device = resource->resource.device;
const struct wined3d_gl_info *gl_info;
renderbuffer_entry_t *entry, *entry2;
struct wined3d_context *context;
TRACE("surface %p.\n", surface);
if (resource->resource.pool == WINED3DPOOL_DEFAULT)
{
/* Default pool resources are supposed to be destroyed before Reset is called.
* Implicit resources stay however. So this means we have an implicit render target
* or depth stencil. The content may be destroyed, but we still have to tear down
* opengl resources, so we cannot leave early.
*
* Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
* but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
* or the depth stencil into an FBO the texture or render buffer will be removed
* and all flags get lost
*/
surface_init_sysmem(surface);
}
else
{
/* Load the surface into system memory */
surface_load_location(surface, SFLAG_INSYSMEM, NULL);
surface_modify_location(surface, SFLAG_INDRAWABLE, FALSE);
}
surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
context = context_acquire(device, NULL);
gl_info = context->gl_info;
/* Destroy PBOs, but load them into real sysmem before */
if (surface->flags & SFLAG_PBO)
surface_remove_pbo(surface, gl_info);
/* Destroy fbo render buffers. This is needed for implicit render targets, for
* all application-created targets the application has to release the surface
* before calling _Reset
*/
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, renderbuffer_entry_t, entry)
{
ENTER_GL();
gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
LEAVE_GL();
list_remove(&entry->entry);
HeapFree(GetProcessHeap(), 0, entry);
}
list_init(&surface->renderbuffers);
surface->current_renderbuffer = NULL;
/* If we're in a texture, the texture name belongs to the texture.
* Otherwise, destroy it. */
if (surface->container.type != WINED3D_CONTAINER_TEXTURE)
{
ENTER_GL();
glDeleteTextures(1, &surface->texture_name);
surface->texture_name = 0;
glDeleteTextures(1, &surface->texture_name_srgb);
surface->texture_name_srgb = 0;
LEAVE_GL();
}
context_release(context);
resource_unload(resource);
}
static const struct wined3d_resource_ops surface_resource_ops =
{
surface_unload,
};
static const struct wined3d_surface_ops surface_ops =
{
surface_realize_palette,
......@@ -494,8 +597,8 @@ HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type,
return WINED3DERR_INVALIDCALL;
}
hr = resource_init((IWineD3DResourceImpl *)surface, WINED3DRTYPE_SURFACE,
device, resource_size, usage, format, pool, parent, parent_ops);
hr = resource_init((IWineD3DResourceImpl *)surface, WINED3DRTYPE_SURFACE, device,
resource_size, usage, format, pool, parent, parent_ops, &surface_resource_ops);
if (FAILED(hr))
{
WARN("Failed to initialize resource, returning %#x.\n", hr);
......@@ -1300,29 +1403,6 @@ static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface)
surface_internal_preload((IWineD3DSurfaceImpl *)iface, SRGB_ANY);
}
/* Context activation is done by the caller. */
static void surface_remove_pbo(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
{
if (!This->resource.heapMemory)
{
This->resource.heapMemory = HeapAlloc(GetProcessHeap(), 0, This->resource.size + RESOURCE_ALIGNMENT);
This->resource.allocatedMemory =
(BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
}
ENTER_GL();
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
checkGLcall("glGetBufferSubDataARB");
GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
checkGLcall("glDeleteBuffersARB");
LEAVE_GL();
This->pbo = 0;
This->flags &= ~SFLAG_PBO;
}
BOOL surface_init_sysmem(IWineD3DSurfaceImpl *surface)
{
if (!surface->resource.allocatedMemory)
......@@ -1347,78 +1427,6 @@ BOOL surface_init_sysmem(IWineD3DSurfaceImpl *surface)
return TRUE;
}
/* Do not call while under the GL lock. */
static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface)
{
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
IWineD3DDeviceImpl *device = This->resource.device;
const struct wined3d_gl_info *gl_info;
renderbuffer_entry_t *entry, *entry2;
struct wined3d_context *context;
TRACE("(%p)\n", iface);
if(This->resource.pool == WINED3DPOOL_DEFAULT) {
/* Default pool resources are supposed to be destroyed before Reset is called.
* Implicit resources stay however. So this means we have an implicit render target
* or depth stencil. The content may be destroyed, but we still have to tear down
* opengl resources, so we cannot leave early.
*
* Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
* but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
* or the depth stencil into an FBO the texture or render buffer will be removed
* and all flags get lost
*/
surface_init_sysmem(This);
}
else
{
/* Load the surface into system memory */
surface_load_location(This, SFLAG_INSYSMEM, NULL);
surface_modify_location(This, SFLAG_INDRAWABLE, FALSE);
}
surface_modify_location(This, SFLAG_INTEXTURE, FALSE);
surface_modify_location(This, SFLAG_INSRGBTEX, FALSE);
This->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
context = context_acquire(device, NULL);
gl_info = context->gl_info;
/* Destroy PBOs, but load them into real sysmem before */
if (This->flags & SFLAG_PBO)
surface_remove_pbo(This, gl_info);
/* Destroy fbo render buffers. This is needed for implicit render targets, for
* all application-created targets the application has to release the surface
* before calling _Reset
*/
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
ENTER_GL();
gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
LEAVE_GL();
list_remove(&entry->entry);
HeapFree(GetProcessHeap(), 0, entry);
}
list_init(&This->renderbuffers);
This->current_renderbuffer = NULL;
/* If we're in a texture, the texture name belongs to the texture.
* Otherwise, destroy it. */
if (This->container.type != WINED3D_CONTAINER_TEXTURE)
{
ENTER_GL();
glDeleteTextures(1, &This->texture_name);
This->texture_name = 0;
glDeleteTextures(1, &This->texture_name_srgb);
This->texture_name_srgb = 0;
LEAVE_GL();
}
context_release(context);
resource_unload((IWineD3DResourceImpl *)This);
}
/* ******************************************************
IWineD3DSurface IWineD3DSurface parts follow
****************************************************** */
......@@ -4675,7 +4683,6 @@ const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
IWineD3DBaseSurfaceImpl_SetPriority,
IWineD3DBaseSurfaceImpl_GetPriority,
IWineD3DSurfaceImpl_PreLoad,
IWineD3DSurfaceImpl_UnLoad,
IWineD3DBaseSurfaceImpl_GetType,
/* IWineD3DSurface */
IWineD3DBaseSurfaceImpl_GetDesc,
......
......@@ -145,20 +145,6 @@ IWineGDISurfaceImpl_PreLoad(IWineD3DSurface *iface)
ERR("(%p): Please report to wine-devel\n", iface);
}
/*****************************************************************************
* IWineD3DSurface::UnLoad, GDI version
*
* This call is unsupported on GDI surfaces, if it's called something went
* wrong in the parent library. Write an informative warning.
*
*****************************************************************************/
static void WINAPI IWineGDISurfaceImpl_UnLoad(IWineD3DSurface *iface)
{
ERR("(%p): UnLoad is not supported on X11 surfaces!\n", iface);
ERR("(%p): Most likely the parent library did something wrong.\n", iface);
ERR("(%p): Please report to wine-devel\n", iface);
}
static HRESULT WINAPI IWineGDISurfaceImpl_Map(IWineD3DSurface *iface,
WINED3DLOCKED_RECT *pLockedRect, const RECT *pRect, DWORD flags)
{
......@@ -463,7 +449,6 @@ const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl =
IWineD3DBaseSurfaceImpl_SetPriority,
IWineD3DBaseSurfaceImpl_GetPriority,
IWineGDISurfaceImpl_PreLoad,
IWineGDISurfaceImpl_UnLoad,
IWineD3DBaseSurfaceImpl_GetType,
/* IWineD3DSurface */
IWineD3DBaseSurfaceImpl_GetDesc,
......
......@@ -160,12 +160,37 @@ static void texture_preload(IWineD3DBaseTextureImpl *texture, enum WINED3DSRGB s
*dirty = FALSE;
}
/* Do not call while under the GL lock. */
static void texture_unload(IWineD3DResourceImpl *resource)
{
IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)resource;
unsigned int i;
TRACE("texture %p.\n", texture);
for (i = 0; i < texture->baseTexture.level_count; ++i)
{
IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[i];
surface->resource.resource_ops->resource_unload((IWineD3DResourceImpl *)surface);
surface_set_texture_name(surface, 0, FALSE); /* Delete rgb name */
surface_set_texture_name(surface, 0, TRUE); /* delete srgb name */
}
basetexture_unload(texture);
}
static const struct wined3d_texture_ops texture_ops =
{
texture_bind,
texture_preload,
};
static const struct wined3d_resource_ops texture_resource_ops =
{
texture_unload,
};
static void texture_cleanup(IWineD3DTextureImpl *This)
{
unsigned int i;
......@@ -270,27 +295,6 @@ static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface)
texture_preload((IWineD3DBaseTextureImpl *)iface, SRGB_ANY);
}
/* Do not call while under the GL lock. */
static void WINAPI IWineD3DTextureImpl_UnLoad(IWineD3DTexture *iface) {
unsigned int i;
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
TRACE("(%p)\n", This);
/* Unload all the surfaces and reset the texture name. If UnLoad was called on the
* surface before, this one will be a NOP and vice versa. Unloading an unloaded
* surface is fine
*/
for (i = 0; i < This->baseTexture.level_count; ++i)
{
IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
IWineD3DSurface_UnLoad((IWineD3DSurface *)surface);
surface_set_texture_name(surface, 0, FALSE); /* Delete rgb name */
surface_set_texture_name(surface, 0, TRUE); /* delete srgb name */
}
basetexture_unload((IWineD3DBaseTextureImpl *)This);
}
static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface)
{
return resource_get_type((IWineD3DResourceImpl *)iface);
......@@ -451,7 +455,6 @@ static const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
IWineD3DTextureImpl_SetPriority,
IWineD3DTextureImpl_GetPriority,
IWineD3DTextureImpl_PreLoad,
IWineD3DTextureImpl_UnLoad,
IWineD3DTextureImpl_GetType,
/* IWineD3DBaseTexture */
IWineD3DTextureImpl_SetLOD,
......@@ -539,7 +542,7 @@ HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT
hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, &texture_ops,
1, levels, WINED3DRTYPE_TEXTURE, device, usage, format, pool,
parent, parent_ops);
parent, parent_ops, &texture_resource_ops);
if (FAILED(hr))
{
WARN("Failed to initialize basetexture, returning %#x.\n", hr);
......
......@@ -118,6 +118,17 @@ void volume_load(IWineD3DVolumeImpl *volume, UINT level, BOOL srgb_mode)
* supported. */
}
/* Do not call while under the GL lock. */
static void volume_unload(IWineD3DResourceImpl *resource)
{
TRACE("texture %p.\n", resource);
/* The whole content is shadowed on This->resource.allocatedMemory, and
* the texture name is managed by the VolumeTexture container. */
resource_unload(resource);
}
/* *******************************************
IWineD3DVolume IUnknown parts follow
******************************************* */
......@@ -205,17 +216,6 @@ static void WINAPI IWineD3DVolumeImpl_PreLoad(IWineD3DVolume *iface) {
FIXME("iface %p stub!\n", iface);
}
/* Do not call while under the GL lock. */
static void WINAPI IWineD3DVolumeImpl_UnLoad(IWineD3DVolume *iface)
{
TRACE("iface %p.\n", iface);
/* The whole content is shadowed on This->resource.allocatedMemory, and
* the texture name is managed by the VolumeTexture container. */
resource_unload((IWineD3DResourceImpl *)iface);
}
static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeImpl_GetType(IWineD3DVolume *iface)
{
return resource_get_type((IWineD3DResourceImpl *)iface);
......@@ -316,7 +316,6 @@ static const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl =
IWineD3DVolumeImpl_SetPriority,
IWineD3DVolumeImpl_GetPriority,
IWineD3DVolumeImpl_PreLoad,
IWineD3DVolumeImpl_UnLoad,
IWineD3DVolumeImpl_GetType,
/* IWineD3DVolume */
IWineD3DVolumeImpl_GetDesc,
......@@ -324,6 +323,11 @@ static const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl =
IWineD3DVolumeImpl_Unmap,
};
static const struct wined3d_resource_ops volume_resource_ops =
{
volume_unload,
};
HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
UINT height, UINT depth, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
void *parent, const struct wined3d_parent_ops *parent_ops)
......@@ -341,7 +345,8 @@ HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT
volume->lpVtbl = &IWineD3DVolume_Vtbl;
hr = resource_init((IWineD3DResourceImpl *)volume, WINED3DRTYPE_VOLUME, device,
width * height * depth * format->byte_count, usage, format, pool, parent, parent_ops);
width * height * depth * format->byte_count, usage, format, pool,
parent, parent_ops, &volume_resource_ops);
if (FAILED(hr))
{
WARN("Failed to initialize resource, returning %#x.\n", hr);
......
......@@ -84,12 +84,34 @@ static void volumetexture_preload(IWineD3DBaseTextureImpl *texture, enum WINED3D
texture->baseTexture.texture_rgb.dirty = FALSE;
}
/* Do not call while under the GL lock. */
static void volumetexture_unload(IWineD3DResourceImpl *resource)
{
IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)resource;
unsigned int i;
TRACE("texture %p.\n", texture);
for (i = 0; i < texture->baseTexture.level_count; ++i)
{
IWineD3DResourceImpl *resource = texture->baseTexture.sub_resources[i];
resource->resource.resource_ops->resource_unload(resource);
}
basetexture_unload(texture);
}
static const struct wined3d_texture_ops volumetexture_ops =
{
volumetexture_bind,
volumetexture_preload,
};
static const struct wined3d_resource_ops volumetexture_resource_ops =
{
volumetexture_unload,
};
static void volumetexture_cleanup(IWineD3DVolumeTextureImpl *This)
{
unsigned int i;
......@@ -187,24 +209,6 @@ static void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DVolumeTexture *ifac
volumetexture_preload((IWineD3DBaseTextureImpl *)iface, SRGB_ANY);
}
/* Do not call while under the GL lock. */
static void WINAPI IWineD3DVolumeTextureImpl_UnLoad(IWineD3DVolumeTexture *iface) {
unsigned int i;
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
TRACE("(%p)\n", This);
/* Unload all the surfaces and reset the texture name. If UnLoad was called on the
* surface before, this one will be a NOP and vice versa. Unloading an unloaded
* surface is fine
*/
for (i = 0; i < This->baseTexture.level_count; ++i)
{
IWineD3DVolume_UnLoad((IWineD3DVolume *)This->baseTexture.sub_resources[i]);
}
basetexture_unload((IWineD3DBaseTextureImpl *)This);
}
static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeTextureImpl_GetType(IWineD3DVolumeTexture *iface)
{
return resource_get_type((IWineD3DResourceImpl *)iface);
......@@ -365,7 +369,6 @@ static const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl =
IWineD3DVolumeTextureImpl_SetPriority,
IWineD3DVolumeTextureImpl_GetPriority,
IWineD3DVolumeTextureImpl_PreLoad,
IWineD3DVolumeTextureImpl_UnLoad,
IWineD3DVolumeTextureImpl_GetType,
/* BaseTexture */
IWineD3DVolumeTextureImpl_SetLOD,
......@@ -435,7 +438,7 @@ HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT
hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, &volumetexture_ops,
1, levels, WINED3DRTYPE_VOLUMETEXTURE, device, usage, format, pool,
parent, parent_ops);
parent, parent_ops, &volumetexture_resource_ops);
if (FAILED(hr))
{
WARN("Failed to initialize basetexture, returning %#x.\n", hr);
......
......@@ -1793,9 +1793,11 @@ static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
return context->isStateDirty[idx] & (1 << shift);
}
/*****************************************************************************
* IWineD3DResource implementation structure
*/
struct wined3d_resource_ops
{
void (*resource_unload)(struct IWineD3DResourceImpl *resource);
};
typedef struct IWineD3DResourceClass
{
/* IUnknown fields */
......@@ -1816,6 +1818,7 @@ typedef struct IWineD3DResourceClass
void *parent;
const struct wined3d_parent_ops *parent_ops;
const struct wined3d_resource_ops *resource_ops;
} IWineD3DResourceClass;
typedef struct IWineD3DResourceImpl
......@@ -1832,7 +1835,8 @@ HRESULT resource_get_private_data(struct IWineD3DResourceImpl *resource, REFGUID
void *data, DWORD *data_size) DECLSPEC_HIDDEN;
HRESULT resource_init(struct IWineD3DResourceImpl *resource, WINED3DRESOURCETYPE resource_type,
IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format *format,
WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops,
const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
WINED3DRESOURCETYPE resource_get_type(struct IWineD3DResourceImpl *resource) DECLSPEC_HIDDEN;
DWORD resource_set_priority(struct IWineD3DResourceImpl *resource, DWORD priority) DECLSPEC_HIDDEN;
HRESULT resource_set_private_data(struct IWineD3DResourceImpl *resource, REFGUID guid,
......@@ -1927,7 +1931,7 @@ IWineD3DResourceImpl *basetexture_get_sub_resource(IWineD3DBaseTextureImpl *text
HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, const struct wined3d_texture_ops *texture_ops,
UINT layer_count, UINT level_count, WINED3DRESOURCETYPE resource_type, IWineD3DDeviceImpl *device,
DWORD usage, const struct wined3d_format *format, WINED3DPOOL pool, void *parent,
const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
const struct wined3d_parent_ops *parent_ops, const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTextureImpl *texture,
WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
BOOL basetexture_set_dirty(IWineD3DBaseTextureImpl *texture, BOOL dirty) DECLSPEC_HIDDEN;
......
......@@ -2219,8 +2219,6 @@ interface IWineD3DResource : IWineD3DBase
);
void PreLoad(
);
void UnLoad(
);
WINED3DRESOURCETYPE GetType(
);
}
......
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