/******************************Module*Header*******************************\ * Module Name: heap.c * * This module contains the routines for a 2-d heap. It is used primarily * for allocating space for device-format-bitmaps in off-screen memory. * * Off-screen bitmaps are a big deal on NT because: * * 1) It reduces the working set. Any bitmap stored in off-screen * memory is a bitmap that isn't taking up space in main memory. * * 2) There is a speed win by using the accelerator hardware for * drawing, in place of NT's GDI code. NT's GDI is written entirely * in 'C++' and perhaps isn't as fast as it could be. * * 3) It leads naturally to nifty tricks that can take advantage of * the hardware, such as MaskBlt support and cheap double buffering * for OpenGL. * * The heap algorithm employed herein attempts to solve an unsolvable * problem: the problem of keeping arbitrary sized bitmaps as packed as * possible in a 2-d space, when the bitmaps can come and go at random. * * This problem is due entirely to the nature of the hardware for which this * driver is written: the hardware treats everything as 2-d quantities. If * the hardware bitmap pitch could be changed so that the bitmaps could be * packed linearly in memory, the problem would be infinitely easier (it is * much easier to track the memory, and the accelerator can be used to re-pack * the heap to avoid segmentation). * * If your hardware can treat bitmaps as one dimensional quantities (as can * the XGA and ATI), by all means please implement a new off-screen heap. * * When the heap gets full, old allocations will automatically be punted * from off-screen and copied to DIBs, which we'll let GDI draw on. * * Note that this heap manages reverse-L shape off-screen memory * configurations (where the scan pitch is longer than the visible screen, * such as happens at 800x600 when the scan length must be a multiple of * 1024). * * NOTE: All heap operations must be done under some sort of synchronization, * whether it's controlled by GDI or explicitly by the driver. All * the routines in this module assume that they have exclusive access * to the heap data structures; multiple threads partying in here at * the same time would be a Bad Thing. (By default, GDI does NOT * synchronize drawing on device-created bitmaps.) * * Copyright (c) 1993-1995 Microsoft Corporation \**************************************************************************/ #include "precomp.h" #define OH_ALLOC_SIZE 4000 // Do all memory allocations in 4k chunks #define OH_QUANTUM 8 // The minimum dimension of an allocation #define CXCY_SENTINEL 0x7fffffff // The sentinel at the end of the available // list has this very large 'cxcy' value // This macro results in the available list being maintained with a // cx-major, cy-minor sort: #define CXCY(cx, cy) (((cx) << 16) | (cy)) /******************************Public*Routine******************************\ * OH* pohNewNode * * Allocates a basic memory unit in which we'll pack our data structures. * * Since we'll have a lot of OH nodes, most of which we will be * occasionally traversing, we do our own memory allocation scheme to * keep them densely packed in memory. * * It would be the worst possible thing for the working set to simply * call EngAllocMem(sizeof(OH)) every time we needed a new node. There * would be no locality; OH nodes would get scattered throughout memory, * and as we traversed the available list for one of our allocations, * it would be far more likely that we would hit a hard page fault. \**************************************************************************/ OH* pohNewNode( PDEV* ppdev) { LONG i; LONG cOhs; OHALLOC* poha; OH* poh; if (ppdev->heap.pohFreeList == NULL) { // We zero-init to initialize all the OH flags, and to help in // debugging (we can afford to do this since we'll be doing this // very infrequently): poha = EngAllocMem(FL_ZERO_MEMORY, OH_ALLOC_SIZE, ALLOC_TAG); if (poha == NULL) return(NULL); // Insert this OHALLOC at the begining of the OHALLOC chain: poha->pohaNext = ppdev->heap.pohaChain; ppdev->heap.pohaChain = poha; // This has a '+ 1' because OHALLOC includes an extra OH in its // structure declaration: cOhs = (OH_ALLOC_SIZE - sizeof(OHALLOC)) / sizeof(OH) + 1; // The big OHALLOC allocation is simply a container for a bunch of // OH data structures in an array. The new OH data structures are // linked together and added to the OH free list: poh = &poha->aoh[0]; for (i = cOhs - 1; i != 0; i--) { poh->pohNext = poh + 1; poh = poh + 1; } poh->pohNext = NULL; ppdev->heap.pohFreeList = &poha->aoh[0]; } poh = ppdev->heap.pohFreeList; ppdev->heap.pohFreeList = poh->pohNext; return(poh); } /******************************Public*Routine******************************\ * VOID vOhFreeNode * * Frees our basic data structure allocation unit by adding it to a free * list. * \**************************************************************************/ VOID vOhFreeNode( PDEV* ppdev, OH* poh) { if (poh == NULL) return; poh->pohNext = ppdev->heap.pohFreeList; ppdev->heap.pohFreeList = poh; poh->ofl = 0; } /******************************Public*Routine******************************\ * OH* pohFree * * Frees an off-screen heap allocation. The free space will be combined * with any adjacent free spaces to avoid segmentation of the 2-d heap. * * Note: A key idea here is that the data structure for the upper-left- * most node must be kept at the same physical CPU memory so that * adjacency links are kept correctly (when two free spaces are * merged, the lower or right node can be freed). * \**************************************************************************/ OH* pohFree( PDEV* ppdev, OH* poh) { ULONG cxcy; OH* pohBeside; OH* pohNext; OH* pohPrev; if (poh == NULL) return(NULL); DISPDBG((1, "Freeing %li x %li at (%li, %li)", poh->cx, poh->cy, poh->x, poh->y)); #if DEBUG_HEAP { RECTL rclBitmap; RBRUSH_COLOR rbc; LONG xOffset; LONG yOffset; rclBitmap.left = poh->x; rclBitmap.top = poh->y; rclBitmap.right = poh->x + poh->cx; rclBitmap.bottom = poh->y + poh->cy; xOffset = ppdev->xOffset; yOffset = ppdev->yOffset; ppdev->xOffset = 0; ppdev->yOffset = 0; ppdev->pfnFillSolid(ppdev, 1, &rclBitmap, LOGICAL_0, LOGICAL_0, rbc, NULL); ppdev->xOffset = xOffset; ppdev->yOffset = yOffset; } #endif // Update the uniqueness to show that space has been freed, so that // we may decide to see if some DIBs can be moved back into off-screen // memory: ppdev->iHeapUniq++; MergeLoop: ASSERTDD(!(poh->ofl & OFL_PERMANENT), "Can't free permanents for now"); // Try merging with the right sibling: pohBeside = poh->pohRight; if ((pohBeside->ofl & OFL_AVAILABLE) && (pohBeside->cy == poh->cy) && (pohBeside->pohUp == poh->pohUp) && (pohBeside->pohDown == poh->pohDown) && (pohBeside->pohRight->pohLeft != pohBeside)) { // Add the right rectangle to ours: poh->cx += pohBeside->cx; poh->pohRight = pohBeside->pohRight; // Remove 'pohBeside' from the ??? list and free it: pohBeside->pohNext->pohPrev = pohBeside->pohPrev; pohBeside->pohPrev->pohNext = pohBeside->pohNext; vOhFreeNode(ppdev, pohBeside); goto MergeLoop; } // Try merging with the lower sibling: pohBeside = poh->pohDown; if ((pohBeside->ofl & OFL_AVAILABLE) && (pohBeside->cx == poh->cx) && (pohBeside->pohLeft == poh->pohLeft) && (pohBeside->pohRight == poh->pohRight) && (pohBeside->pohDown->pohUp != pohBeside)) { poh->cy += pohBeside->cy; poh->pohDown = pohBeside->pohDown; pohBeside->pohNext->pohPrev = pohBeside->pohPrev; pohBeside->pohPrev->pohNext = pohBeside->pohNext; vOhFreeNode(ppdev, pohBeside); goto MergeLoop; } // Try merging with the left sibling: pohBeside = poh->pohLeft; if ((pohBeside->ofl & OFL_AVAILABLE) && (pohBeside->cy == poh->cy) && (pohBeside->pohUp == poh->pohUp) && (pohBeside->pohDown == poh->pohDown) && (pohBeside->pohRight == poh) && (poh->pohRight->pohLeft != poh)) { // We add our rectangle to the one to the left: pohBeside->cx += poh->cx; pohBeside->pohRight = poh->pohRight; // Remove 'poh' from the ??? list and free it: poh->pohNext->pohPrev = poh->pohPrev; poh->pohPrev->pohNext = poh->pohNext; vOhFreeNode(ppdev, poh); poh = pohBeside; goto MergeLoop; } // Try merging with the upper sibling: pohBeside = poh->pohUp; if ((pohBeside->ofl & OFL_AVAILABLE) && (pohBeside->cx == poh->cx) && (pohBeside->pohLeft == poh->pohLeft) && (pohBeside->pohRight == poh->pohRight) && (pohBeside->pohDown == poh) && (poh->pohDown->pohUp != poh)) { pohBeside->cy += poh->cy; pohBeside->pohDown = poh->pohDown; poh->pohNext->pohPrev = poh->pohPrev; poh->pohPrev->pohNext = poh->pohNext; vOhFreeNode(ppdev, poh); poh = pohBeside; goto MergeLoop; } // Remove the node from the ???list if it was in use (we wouldn't // want to do this for a OFL_PERMANENT node that had been freed): poh->pohNext->pohPrev = poh->pohPrev; poh->pohPrev->pohNext = poh->pohNext; cxcy = CXCY(poh->cx, poh->cy); // Insert the node into the available list: pohNext = ppdev->heap.ohAvailable.pohNext; while (pohNext->cxcy < cxcy) { pohNext = pohNext->pohNext; } pohPrev = pohNext->pohPrev; pohPrev->pohNext = poh; pohNext->pohPrev = poh; poh->pohPrev = pohPrev; poh->pohNext = pohNext; poh->ofl = OFL_AVAILABLE; poh->cxcy = cxcy; // Return the node pointer for the new and improved available rectangle: return(poh); } /******************************Public*Routine******************************\ * OH* pohAllocate * * Allocates space for an off-screen rectangle. It will attempt to find * the smallest available free rectangle, and will allocate the block out * of its upper-left corner. The remaining two rectangles will be placed * on the available free space list. * * If the rectangle would have been large enough to fit into off-screen * memory, but there is not enough available free space, we will boot * bitmaps out of off-screen and into DIBs until there is enough room. * \**************************************************************************/ OH* pohAllocate( PDEV* ppdev, LONG cxThis, // Width of rectangle to be allocated LONG cyThis, // Height of rectangle to be allocated FLOH floh) // Allocation flags { ULONG cxcyThis; // Width and height search key OH* pohThis; // Points to found available rectangle we'll use ULONG cxcy; // Temporary versions OH* pohNext; OH* pohPrev; LONG cxRem; LONG cyRem; OH* pohBelow; LONG cxBelow; LONG cyBelow; OH* pohBeside; LONG cxBeside; LONG cyBeside; DISPDBG((1, "Allocating %li x %li...", cxThis, cyThis)); ASSERTDD((cxThis > 0) && (cyThis > 0), "Illegal allocation size"); // Increase the width to get the proper alignment (thus ensuring that all // allocations will be properly aligned): cxThis = (cxThis + (HEAP_X_ALIGNMENT - 1)) & ~(HEAP_X_ALIGNMENT - 1); // We can't succeed if the requested rectangle is larger than the // largest possible available rectangle: if ((cxThis > ppdev->heap.cxMax) || (cyThis > ppdev->heap.cyMax)) return(NULL); // Find the first available rectangle the same size or larger than // the requested one: cxcyThis = CXCY(cxThis, cyThis); pohThis = ppdev->heap.ohAvailable.pohNext; while (pohThis->cxcy < cxcyThis) { pohThis = pohThis->pohNext; } while (pohThis->cy < cyThis) { pohThis = pohThis->pohNext; } if (pohThis->cxcy == CXCY_SENTINEL) { // There was no space large enough... if (floh & FLOH_ONLY_IF_ROOM) return(NULL); // We couldn't find an available rectangle that was big enough // to fit our request. So throw things out of the heap until we // have room: do { pohThis = ppdev->heap.ohDfb.pohPrev; // Least-recently blitted ASSERTDD(pohThis != &ppdev->heap.ohDfb, "Ran out of in-use entries"); // We can safely exit here if we have to: pohThis = pohMoveOffscreenDfbToDib(ppdev, pohThis); if (pohThis == NULL) return(NULL); } while ((pohThis->cx < cxThis) || (pohThis->cy < cyThis)); } // We've now found an available rectangle that is the same size or // bigger than our requested rectangle. We're going to use the // upper-left corner of our found rectangle, and divide the unused // remainder into two rectangles which will go on the available // list. // Compute the width of the unused rectangle to the right, and the // height of the unused rectangle below: cyRem = pohThis->cy - cyThis; cxRem = pohThis->cx - cxThis; // Given finite area, we wish to find the two rectangles that are // most square -- i.e., the arrangement that gives two rectangles // with the least perimiter: cyBelow = cyRem; cxBeside = cxRem; if (cxRem <= cyRem) { cxBelow = cxThis + cxRem; cyBeside = cyThis; } else { cxBelow = cxThis; cyBeside = cyThis + cyRem; } // We only make new available rectangles of the unused right and bottom // portions if they're greater in dimension than OH_QUANTUM (it hardly // makes sense to do the book-work to keep around a 2-pixel wide // available space, for example): pohBeside = NULL; if (cxBeside >= OH_QUANTUM) { pohBeside = pohNewNode(ppdev); if (pohBeside == NULL) return(NULL); } pohBelow = NULL; if (cyBelow >= OH_QUANTUM) { pohBelow = pohNewNode(ppdev); if (pohBelow == NULL) { vOhFreeNode(ppdev, pohBeside); return(NULL); } // Insert this rectangle into the available list (which is // sorted on ascending cxcy): cxcy = CXCY(cxBelow, cyBelow); pohNext = ppdev->heap.ohAvailable.pohNext; while (pohNext->cxcy < cxcy) { pohNext = pohNext->pohNext; } pohPrev = pohNext->pohPrev; pohPrev->pohNext = pohBelow; pohNext->pohPrev = pohBelow; pohBelow->pohPrev = pohPrev; pohBelow->pohNext = pohNext; // Now update the adjacency information: pohBelow->pohLeft = pohThis->pohLeft; pohBelow->pohUp = pohThis; pohBelow->pohRight = pohThis->pohRight; pohBelow->pohDown = pohThis->pohDown; // Update the rest of the new node information: pohBelow->cxcy = cxcy; pohBelow->ofl = OFL_AVAILABLE; pohBelow->x = pohThis->x; pohBelow->y = pohThis->y + cyThis; pohBelow->cx = cxBelow; pohBelow->cy = cyBelow; // Modify the current node to reflect the changes we've made: pohThis->cy = cyThis; } if (cxBeside >= OH_QUANTUM) { // Insert this rectangle into the available list (which is // sorted on ascending cxcy): cxcy = CXCY(cxBeside, cyBeside); pohNext = ppdev->heap.ohAvailable.pohNext; while (pohNext->cxcy < cxcy) { pohNext = pohNext->pohNext; } pohPrev = pohNext->pohPrev; pohPrev->pohNext = pohBeside; pohNext->pohPrev = pohBeside; pohBeside->pohPrev = pohPrev; pohBeside->pohNext = pohNext; // Now update the adjacency information: pohBeside->pohUp = pohThis->pohUp; pohBeside->pohLeft = pohThis; pohBeside->pohDown = pohThis->pohDown; pohBeside->pohRight = pohThis->pohRight; // Update the rest of the new node information: pohBeside->cxcy = cxcy; pohBeside->ofl = OFL_AVAILABLE; pohBeside->x = pohThis->x + cxThis; pohBeside->y = pohThis->y; pohBeside->cx = cxBeside; pohBeside->cy = cyBeside; // Modify the current node to reflect the changes we've made: pohThis->cx = cxThis; } if (pohBelow != NULL) { pohThis->pohDown = pohBelow; if ((pohBeside != NULL) && (cyBeside == pohThis->cy)) pohBeside->pohDown = pohBelow; } if (pohBeside != NULL) { pohThis->pohRight = pohBeside; if ((pohBelow != NULL) && (cxBelow == pohThis->cx)) pohBelow->pohRight = pohBeside; } pohThis->ofl = OFL_INUSE; pohThis->cxcy = CXCY(pohThis->cx, pohThis->cy); pohThis->pdsurf = NULL; // Caller is responsible for // setting this field // Remove this from the available list: pohThis->pohPrev->pohNext = pohThis->pohNext; pohThis->pohNext->pohPrev = pohThis->pohPrev; // Now insert this at the head of the DFB list: pohThis->pohNext = ppdev->heap.ohDfb.pohNext; pohThis->pohPrev = &ppdev->heap.ohDfb; ppdev->heap.ohDfb.pohNext->pohPrev = pohThis; ppdev->heap.ohDfb.pohNext = pohThis; DISPDBG((1, " Allocated at (%li, %li)", pohThis->x, pohThis->y)); return(pohThis); } /******************************Public*Routine******************************\ * VOID vCalculateMaxmimum * * Traverses the list of in-use and available rectangles to find the one * with the maximal area. * \**************************************************************************/ VOID vCalculateMaximum( PDEV* ppdev) { OH* poh; OH* pohSentinel; LONG lArea; LONG lMaxArea; LONG cxMax; LONG cyMax; LONG i; lMaxArea = 0; cxMax = 0; cyMax = 0; // First time through, loop through the list of available rectangles: pohSentinel = &ppdev->heap.ohAvailable; for (i = 2; i != 0; i--) { for (poh = pohSentinel->pohNext; poh != pohSentinel; poh = poh->pohNext) { ASSERTDD(!(poh->ofl & OFL_PERMANENT), "Permanent in available/DFB chain?"); // We don't have worry about this multiply overflowing // because we are dealing in physical screen coordinates, // which will probably never be more than 15 bits: lArea = poh->cx * poh->cy; if (lArea > lMaxArea) { cxMax = poh->cx; cyMax = poh->cy; lMaxArea = lArea; } } // Second time through, loop through the list of in-use rectangles: pohSentinel = &ppdev->heap.ohDfb; } // All that we are interested in is the dimensions of the rectangle // that has the largest possible available area (and remember that // there might not be any possible available area): ppdev->heap.cxMax = cxMax; ppdev->heap.cyMax = cyMax; } /******************************Public*Routine******************************\ * OH* pohAllocatePermanent * * Allocates an off-screen rectangle that can never be booted of the heap. * It's the caller's responsibility to manage the rectangle, which includes * what to do with the memory in DrvAssertMode when the display is changed * to full-screen mode. * \**************************************************************************/ OH* pohAllocatePermanent( PDEV* ppdev, LONG cx, LONG cy) { OH* poh; poh = pohAllocate(ppdev, cx, cy, 0); if (poh != NULL) { // Mark the rectangle as permanent: poh->ofl = OFL_PERMANENT; // Remove the node from the most-recently blitted list: poh->pohPrev->pohNext = poh->pohNext; poh->pohNext->pohPrev = poh->pohPrev; poh->pohPrev = NULL; poh->pohNext = NULL; // Now calculate the new maximum size rectangle available in the // heap: vCalculateMaximum(ppdev); } return(poh); } /******************************Public*Routine******************************\ * BOOL bMoveDibToOffscreenDfbIfRoom * * Converts the DIB DFB to an off-screen DFB, if there's room for it in * off-screen memory. * * Returns: FALSE if there wasn't room, TRUE if successfully moved. * \**************************************************************************/ BOOL bMoveDibToOffscreenDfbIfRoom( PDEV* ppdev, DSURF* pdsurf) { OH* poh; SURFOBJ* pso; RECTL rclDst; POINTL ptlSrc; HSURF hsurf; ASSERTDD(pdsurf->dt == DT_DIB, "Can't move a bitmap off-screen when it's already off-screen"); // If we're in full-screen mode, we can't move anything to off-screen // memory: if (!ppdev->bEnabled) return(FALSE); poh = pohAllocate(ppdev, pdsurf->sizl.cx, pdsurf->sizl.cy, FLOH_ONLY_IF_ROOM); if (poh == NULL) { // There wasn't any free room. return(FALSE); } // 'pdsurf->sizl' is the actual bitmap dimension, not 'poh->cx' or // 'poh->cy'. rclDst.left = poh->x; rclDst.top = poh->y; rclDst.right = rclDst.left + pdsurf->sizl.cx; rclDst.bottom = rclDst.top + pdsurf->sizl.cy; ptlSrc.x = 0; ptlSrc.y = 0; vPutBits(ppdev, pdsurf->pso, &rclDst, &ptlSrc); // Update the data structures to reflect the new off-screen node: pso = pdsurf->pso; pdsurf->dt = DT_SCREEN; pdsurf->poh = poh; poh->pdsurf = pdsurf; // Now free the DIB. Get the hsurf from the SURFOBJ before we unlock // it (it's not legal to dereference psoDib when it's unlocked): hsurf = pso->hsurf; EngUnlockSurface(pso); EngDeleteSurface(hsurf); return(TRUE); } /******************************Public*Routine******************************\ * OH* pohMoveOffscreenDfbToDib * * Converts the DFB from being off-screen to being a DIB. * * Note: The caller does NOT have to call 'pohFree' on 'poh' after making * this call. * * Returns: NULL if the function failed (due to a memory allocation). * Otherwise, it returns a pointer to the coalesced off-screen heap * node that has been made available for subsequent allocations * (useful when trying to free enough memory to make a new * allocation). \**************************************************************************/ OH* pohMoveOffscreenDfbToDib( PDEV* ppdev, OH* poh) { DSURF* pdsurf; HBITMAP hbmDib; SURFOBJ* pso; RECTL rclDst; POINTL ptlSrc; DISPDBG((1, "Throwing out %li x %li at (%li, %li)!", poh->cx, poh->cy, poh->x, poh->y)); pdsurf = poh->pdsurf; ASSERTDD((poh->x != 0) || (poh->y != 0), "Can't make the visible screen into a DIB"); ASSERTDD(pdsurf->dt != DT_DIB, "Can't make a DIB into even more of a DIB"); hbmDib = EngCreateBitmap(pdsurf->sizl, 0, ppdev->iBitmapFormat, BMF_TOPDOWN, NULL); if (hbmDib) { if (EngAssociateSurface((HSURF) hbmDib, ppdev->hdevEng, 0)) { pso = EngLockSurface((HSURF) hbmDib); if (pso != NULL) { rclDst.left = 0; rclDst.top = 0; rclDst.right = pdsurf->sizl.cx; rclDst.bottom = pdsurf->sizl.cy; ptlSrc.x = poh->x; ptlSrc.y = poh->y; vGetBits(ppdev, pso, &rclDst, &ptlSrc); pdsurf->dt = DT_DIB; pdsurf->pso = pso; // Don't even bother checking to see if this DIB should // be put back into off-screen memory until the next // heap 'free' occurs: pdsurf->iUniq = ppdev->iHeapUniq; pdsurf->cBlt = 0; // Remove this node from the off-screen DFB list, and free // it. 'pohFree' will never return NULL: return(pohFree(ppdev, poh)); } } // Fail case: EngDeleteSurface((HSURF) hbmDib); } return(NULL); } /******************************Public*Routine******************************\ * BOOL bMoveEverythingFromOffscreenToDibs * * This function is used when we're about to enter full-screen mode, which * would wipe all our off-screen bitmaps. GDI can ask us to draw on * device bitmaps even when we're in full-screen mode, and we do NOT have * the option of stalling the call until we switch out of full-screen. * We have no choice but to move all the off-screen DFBs to DIBs. * * Returns TRUE if all DSURFs have been successfully moved. * \**************************************************************************/ BOOL bMoveAllDfbsFromOffscreenToDibs( PDEV* ppdev) { OH* poh; OH* pohNext; BOOL bRet; bRet = TRUE; poh = ppdev->heap.ohDfb.pohNext; while (poh != &ppdev->heap.ohDfb) { pohNext = poh->pohNext; // If something's already a DIB, we shouldn't try to make it even // more of a DIB: if (poh->pdsurf->dt == DT_SCREEN) { if (!pohMoveOffscreenDfbToDib(ppdev, poh)) bRet = FALSE; } poh = pohNext; } return(bRet); } /******************************Public*Routine******************************\ * HBITMAP DrvCreateDeviceBitmap * * Function called by GDI to create a device-format-bitmap (DFB). We will * always try to allocate the bitmap in off-screen; if we can't, we simply * fail the call and GDI will create and manage the bitmap itself. * * Note: We do not have to zero the bitmap bits. GDI will automatically * call us via DrvBitBlt to zero the bits (which is a security * consideration). * \**************************************************************************/ HBITMAP DrvCreateDeviceBitmap( DHPDEV dhpdev, SIZEL sizl, ULONG iFormat) { PDEV* ppdev; OH* poh; DSURF* pdsurf; HBITMAP hbmDevice; FLONG flHooks; ppdev = (PDEV*) dhpdev; // If we're in full-screen mode, we hardly have any off-screen memory // in which to allocate a DFB. LATER: We could still allocate an // OH node and put the bitmap on the DIB DFB list for later promotion. if (!ppdev->bEnabled) return(0); // We only support device bitmaps when we're in a fully accelerated // mode: if (ppdev->iBitmapFormat != BMF_8BPP) return(0); // We only support device bitmaps that are the same colour depth // as our display. // // Actually, those are the only kind GDI will ever call us with, // but we may as well check. Note that this implies you'll never // get a crack at 1bpp bitmaps. if (iFormat != ppdev->iBitmapFormat) return(0); poh = pohAllocate(ppdev, sizl.cx, sizl.cy, 0); if (poh != NULL) { pdsurf = EngAllocMem(0, sizeof(DSURF), ALLOC_TAG); if (pdsurf != NULL) { hbmDevice = EngCreateDeviceBitmap((DHSURF) pdsurf, sizl, iFormat); if (hbmDevice != NULL) { flHooks = ppdev->flHooks; #if SYNCHRONIZEACCESS_WORKS { // Setting the SYNCHRONIZEACCESS flag tells GDI that we // want all drawing to the bitmaps to be synchronized (GDI // is multi-threaded and by default does not synchronize // device bitmap drawing -- it would be a Bad Thing for us // to have multiple threads using the accelerator at the // same time): flHooks |= HOOK_SYNCHRONIZEACCESS; } #endif // SYNCHRONIZEACCESS_WORKS if (EngAssociateSurface((HSURF) hbmDevice, ppdev->hdevEng, flHooks)) { pdsurf->dt = DT_SCREEN; pdsurf->poh = poh; pdsurf->sizl = sizl; pdsurf->ppdev = ppdev; poh->pdsurf = pdsurf; return(hbmDevice); } EngDeleteSurface((HSURF) hbmDevice); } EngFreeMem(pdsurf); } pohFree(ppdev, poh); } return(0); } /******************************Public*Routine******************************\ * VOID DrvDeleteDeviceBitmap * * Deletes a DFB. * \**************************************************************************/ VOID DrvDeleteDeviceBitmap( DHSURF dhsurf) { DSURF* pdsurf; PDEV* ppdev; SURFOBJ* psoDib; HSURF hsurfDib; pdsurf = (DSURF*) dhsurf; ppdev = pdsurf->ppdev; if (pdsurf->dt == DT_SCREEN) { pohFree(ppdev, pdsurf->poh); } else { ASSERTDD(pdsurf->dt == DT_DIB, "Expected DIB type"); psoDib = pdsurf->pso; // Get the hsurf from the SURFOBJ before we unlock it (it's not // legal to dereference psoDib when it's unlocked): hsurfDib = psoDib->hsurf; EngUnlockSurface(psoDib); EngDeleteSurface(hsurfDib); } EngFreeMem(pdsurf); } /******************************Public*Routine******************************\ * BOOL bAssertModeOffscreenHeap * * This function is called whenever we switch in or out of full-screen * mode. We have to convert all the off-screen bitmaps to DIBs when * we switch to full-screen (because we may be asked to draw on them even * when in full-screen, and the mode switch would probably nuke the video * memory contents anyway). * \**************************************************************************/ BOOL bAssertModeOffscreenHeap( PDEV* ppdev, BOOL bEnable) { BOOL b; b = TRUE; if (!bEnable) { b = bMoveAllDfbsFromOffscreenToDibs(ppdev); } return(b); } /******************************Public*Routine******************************\ * VOID vDisableOffscreenHeap * * Frees any resources allocated by the off-screen heap. * \**************************************************************************/ VOID vDisableOffscreenHeap( PDEV* ppdev) { OHALLOC* poha; OHALLOC* pohaNext; poha = ppdev->heap.pohaChain; while (poha != NULL) { pohaNext = poha->pohaNext; // Grab the next pointer before it's freed EngFreeMem(poha); poha = pohaNext; } } /******************************Public*Routine******************************\ * BOOL bEnableOffscreenHeap * * Initializes the off-screen heap using all available video memory, * accounting for the portion taken by the visible screen. * * Input: ppdev->cxScreen * ppdev->cyScreen * ppdev->cxMemory * ppdev->cyMemory * \**************************************************************************/ BOOL bEnableOffscreenHeap( PDEV* ppdev) { OH* poh; DISPDBG((5, "Screen: %li x %li Memory: %li x %li", ppdev->cxScreen, ppdev->cyScreen, ppdev->cxMemory, ppdev->cyMemory)); ppdev->heap.pohaChain = NULL; ppdev->heap.pohFreeList = NULL; // Initialize the available list, which will be a circular // doubly-linked list kept in ascending 'cxcy' order, with a // 'sentinel' at the end of the list: poh = pohNewNode(ppdev); if (poh == NULL) goto ReturnFalse; // The first node describes the entire video memory size: poh->pohNext = &ppdev->heap.ohAvailable; poh->pohPrev = &ppdev->heap.ohAvailable; poh->ofl = OFL_AVAILABLE; poh->x = 0; poh->y = 0; poh->cx = ppdev->cxMemory; poh->cy = ppdev->cyMemory; poh->cxcy = CXCY(ppdev->cxMemory, ppdev->cyMemory); poh->pohLeft = &ppdev->heap.ohAvailable; poh->pohUp = &ppdev->heap.ohAvailable; poh->pohRight = &ppdev->heap.ohAvailable; poh->pohDown = &ppdev->heap.ohAvailable; // The second node is our available list sentinel: ppdev->heap.ohAvailable.pohNext = poh; ppdev->heap.ohAvailable.pohPrev = poh; ppdev->heap.ohAvailable.cxcy = CXCY_SENTINEL; ppdev->heap.ohAvailable.cx = 0x7fffffff; ppdev->heap.ohAvailable.cy = 0x7fffffff; ppdev->heap.ohAvailable.ofl = OFL_PERMANENT; ppdev->heap.ohDfb.pohLeft = NULL; ppdev->heap.ohDfb.pohUp = NULL; ppdev->heap.ohDfb.pohRight = NULL; ppdev->heap.ohDfb.pohDown = NULL; // Initialize the most-recently-blitted DFB list, which will be // a circular doubly-linked list kept in order, with a sentinel at // the end. This node is also used for the screen-surface, for its // offset: ppdev->heap.ohDfb.pohNext = &ppdev->heap.ohDfb; ppdev->heap.ohDfb.pohPrev = &ppdev->heap.ohDfb; ppdev->heap.ohDfb.ofl = OFL_PERMANENT; // For the moment, make the max really big so that the first // allocation we're about to do will succeed: ppdev->heap.cxMax = 0x7fffffff; ppdev->heap.cyMax = 0x7fffffff; // Finally, reserve the upper-left corner for the screen. We can // actually throw away 'poh' because we'll never need it again // (not even for disabling the off-screen heap since everything is // freed using OHALLOCs): poh = pohAllocatePermanent(ppdev, ppdev->cxScreen, ppdev->cyScreen); ppdev->pohFrontBuffer = poh; ASSERTDD((poh != NULL) && (poh->x == 0) && (poh->y == 0), "We assumed allocator would use the upper-left corner"); DISPDBG((5, "Passed bEnableOffscreenHeap")); if (poh != NULL) return(TRUE); vDisableOffscreenHeap(ppdev); ReturnFalse: DISPDBG((0, "Failed bEnableOffscreenHeap")); return(FALSE); }