d3d8: Get rid of the format switching code in d3d8_device_CopyRects().
[wine.git] / dlls / wined3d / texture.c
blob1d9b7fb74f0d0a2a047581018cd9f43fb7b2b33d
1 /*
2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2005 Oliver Stieber
5 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
6 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 #include "config.h"
24 #include "wine/port.h"
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
28 WINE_DECLARE_DEBUG_CHANNEL(winediag);
30 static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_texture_ops *texture_ops,
31 UINT layer_count, UINT level_count, const struct wined3d_resource_desc *desc, struct wined3d_device *device,
32 void *parent, const struct wined3d_parent_ops *parent_ops, const struct wined3d_resource_ops *resource_ops)
34 const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info, desc->format);
35 HRESULT hr;
37 TRACE("texture %p, texture_ops %p, layer_count %u, level_count %u, resource_type %s, format %s, "
38 "multisample_type %#x, multisample_quality %#x, usage %s, pool %s, width %u, height %u, depth %u, "
39 "device %p, parent %p, parent_ops %p, resource_ops %p.\n",
40 texture, texture_ops, layer_count, level_count, debug_d3dresourcetype(desc->resource_type),
41 debug_d3dformat(desc->format), desc->multisample_type, desc->multisample_quality,
42 debug_d3dusage(desc->usage), debug_d3dpool(desc->pool), desc->width, desc->height, desc->depth,
43 device, parent, parent_ops, resource_ops);
45 if ((format->flags & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BLOCKS_NO_VERIFY)) == WINED3DFMT_FLAG_BLOCKS)
47 UINT width_mask = format->block_width - 1;
48 UINT height_mask = format->block_height - 1;
49 if (desc->width & width_mask || desc->height & height_mask)
50 return WINED3DERR_INVALIDCALL;
53 if (FAILED(hr = resource_init(&texture->resource, device, desc->resource_type, format,
54 desc->multisample_type, desc->multisample_quality, desc->usage, desc->pool,
55 desc->width, desc->height, desc->depth, 0, parent, parent_ops, resource_ops)))
57 static unsigned int once;
59 if ((desc->format == WINED3DFMT_DXT1 || desc->format == WINED3DFMT_DXT2 || desc->format == WINED3DFMT_DXT3
60 || desc->format == WINED3DFMT_DXT4 || desc->format == WINED3DFMT_DXT5)
61 && !(format->flags & WINED3DFMT_FLAG_TEXTURE) && !once++)
62 ERR_(winediag)("The application tried to create a DXTn texture, but the driver does not support them.\n");
64 WARN("Failed to initialize resource, returning %#x\n", hr);
65 return hr;
67 wined3d_resource_update_draw_binding(&texture->resource);
69 texture->texture_ops = texture_ops;
70 texture->sub_resources = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
71 level_count * layer_count * sizeof(*texture->sub_resources));
72 if (!texture->sub_resources)
74 ERR("Failed to allocate sub-resource array.\n");
75 resource_cleanup(&texture->resource);
76 return E_OUTOFMEMORY;
79 texture->layer_count = layer_count;
80 texture->level_count = level_count;
81 texture->filter_type = (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3D_TEXF_LINEAR : WINED3D_TEXF_NONE;
82 texture->lod = 0;
83 texture->flags = WINED3D_TEXTURE_POW2_MAT_IDENT;
85 if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
87 texture->min_mip_lookup = minMipLookup;
88 texture->mag_lookup = magLookup;
90 else
92 texture->min_mip_lookup = minMipLookup_noFilter;
93 texture->mag_lookup = magLookup_noFilter;
96 return WINED3D_OK;
99 /* A GL context is provided by the caller */
100 static void gltexture_delete(const struct wined3d_gl_info *gl_info, struct gl_texture *tex)
102 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex->name);
103 tex->name = 0;
106 static void wined3d_texture_unload_gl_texture(struct wined3d_texture *texture)
108 struct wined3d_device *device = texture->resource.device;
109 struct wined3d_context *context = NULL;
111 if (texture->texture_rgb.name || texture->texture_srgb.name)
113 context = context_acquire(device, NULL);
116 if (texture->texture_rgb.name)
117 gltexture_delete(context->gl_info, &texture->texture_rgb);
119 if (texture->texture_srgb.name)
120 gltexture_delete(context->gl_info, &texture->texture_srgb);
122 if (context) context_release(context);
124 wined3d_texture_set_dirty(texture);
126 resource_unload(&texture->resource);
129 static void wined3d_texture_cleanup(struct wined3d_texture *texture)
131 UINT sub_count = texture->level_count * texture->layer_count;
132 UINT i;
134 TRACE("texture %p.\n", texture);
136 for (i = 0; i < sub_count; ++i)
138 struct wined3d_resource *sub_resource = texture->sub_resources[i];
140 if (sub_resource)
141 texture->texture_ops->texture_sub_resource_cleanup(sub_resource);
144 wined3d_texture_unload_gl_texture(texture);
145 HeapFree(GetProcessHeap(), 0, texture->sub_resources);
146 resource_cleanup(&texture->resource);
149 void wined3d_texture_set_swapchain(struct wined3d_texture *texture, struct wined3d_swapchain *swapchain)
151 texture->swapchain = swapchain;
152 wined3d_resource_update_draw_binding(&texture->resource);
155 void wined3d_texture_set_dirty(struct wined3d_texture *texture)
157 texture->flags &= ~(WINED3D_TEXTURE_RGB_VALID | WINED3D_TEXTURE_SRGB_VALID);
160 /* Context activation is done by the caller. */
161 void wined3d_texture_bind(struct wined3d_texture *texture,
162 struct wined3d_context *context, BOOL srgb)
164 const struct wined3d_gl_info *gl_info = context->gl_info;
165 struct gl_texture *gl_tex;
166 GLenum target;
168 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
170 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
171 srgb = FALSE;
173 /* sRGB mode cache for preload() calls outside drawprim. */
174 if (srgb)
175 texture->flags |= WINED3D_TEXTURE_IS_SRGB;
176 else
177 texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
179 gl_tex = wined3d_texture_get_gl_texture(texture, srgb);
180 target = texture->target;
182 if (gl_tex->name)
184 context_bind_texture(context, target, gl_tex->name);
185 return;
188 gl_info->gl_ops.gl.p_glGenTextures(1, &gl_tex->name);
189 checkGLcall("glGenTextures");
190 TRACE("Generated texture %d.\n", gl_tex->name);
192 if (!gl_tex->name)
194 ERR("Failed to generate a texture name.\n");
195 return;
198 if (texture->resource.pool == WINED3D_POOL_DEFAULT)
200 /* Tell OpenGL to try and keep this texture in video ram (well mostly). */
201 GLclampf tmp = 0.9f;
202 gl_info->gl_ops.gl.p_glPrioritizeTextures(1, &gl_tex->name, &tmp);
205 /* Initialise the state of the texture object to the OpenGL defaults, not
206 * the wined3d defaults. */
207 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3D_TADDRESS_WRAP;
208 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3D_TADDRESS_WRAP;
209 gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3D_TADDRESS_WRAP;
210 gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0;
211 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3D_TEXF_LINEAR;
212 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3D_TEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
213 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3D_TEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
214 gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
215 gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
216 if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
217 gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = TRUE;
218 else
219 gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = srgb;
220 gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
221 wined3d_texture_set_dirty(texture);
223 context_bind_texture(context, target, gl_tex->name);
225 if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)
227 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
228 checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
231 /* For a new texture we have to set the texture levels after binding the
232 * texture. Beware that texture rectangles do not support mipmapping, but
233 * set the maxmiplevel if we're relying on the partial
234 * GL_ARB_texture_non_power_of_two emulation with texture rectangles.
235 * (I.e., do not care about cond_np2 here, just look for
236 * GL_TEXTURE_RECTANGLE_ARB.) */
237 if (target != GL_TEXTURE_RECTANGLE_ARB)
239 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->level_count - 1);
240 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
241 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)");
244 if (target == GL_TEXTURE_CUBE_MAP_ARB)
246 /* Cubemaps are always set to clamp, regardless of the sampler state. */
247 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
248 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
249 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
252 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
254 /* Conditinal non power of two textures use a different clamping
255 * default. If we're using the GL_WINE_normalized_texrect partial
256 * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
257 * has the address mode set to repeat - something that prevents us
258 * from hitting the accelerated codepath. Thus manually set the GL
259 * state. The same applies to filtering. Even if the texture has only
260 * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
261 * fallback on macos. */
262 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
263 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
264 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
265 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
266 checkGLcall("glTexParameteri");
267 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3D_TADDRESS_CLAMP;
268 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3D_TADDRESS_CLAMP;
269 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3D_TEXF_POINT;
270 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3D_TEXF_POINT;
271 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3D_TEXF_NONE;
275 /* Context activation is done by the caller. */
276 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
277 struct wined3d_context *context, BOOL srgb)
279 DWORD active_sampler;
281 /* We don't need a specific texture unit, but after binding the texture
282 * the current unit is dirty. Read the unit back instead of switching to
283 * 0, this avoids messing around with the state manager's GL states. The
284 * current texture unit should always be a valid one.
286 * To be more specific, this is tricky because we can implicitly be
287 * called from sampler() in state.c. This means we can't touch anything
288 * other than whatever happens to be the currently active texture, or we
289 * would risk marking already applied sampler states dirty again. */
290 active_sampler = context->rev_tex_unit_map[context->active_texture];
291 if (active_sampler != WINED3D_UNMAPPED_STAGE)
292 context_invalidate_state(context, STATE_SAMPLER(active_sampler));
294 wined3d_texture_bind(texture, context, srgb);
297 /* Context activation is done by the caller. */
298 static void apply_wrap(const struct wined3d_gl_info *gl_info, GLenum target,
299 enum wined3d_texture_address d3d_wrap, GLenum param, BOOL cond_np2)
301 GLint gl_wrap;
303 if (d3d_wrap < WINED3D_TADDRESS_WRAP || d3d_wrap > WINED3D_TADDRESS_MIRROR_ONCE)
305 FIXME("Unrecognized or unsupported texture address mode %#x.\n", d3d_wrap);
306 return;
309 /* Cubemaps are always set to clamp, regardless of the sampler state. */
310 if (target == GL_TEXTURE_CUBE_MAP_ARB
311 || (cond_np2 && d3d_wrap == WINED3D_TADDRESS_WRAP))
312 gl_wrap = GL_CLAMP_TO_EDGE;
313 else
314 gl_wrap = gl_info->wrap_lookup[d3d_wrap - WINED3D_TADDRESS_WRAP];
316 TRACE("Setting param %#x to %#x for target %#x.\n", param, gl_wrap, target);
317 gl_info->gl_ops.gl.p_glTexParameteri(target, param, gl_wrap);
318 checkGLcall("glTexParameteri(target, param, gl_wrap)");
321 /* Context activation is done by the caller (state handler). */
322 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
323 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1],
324 const struct wined3d_gl_info *gl_info)
326 BOOL cond_np2 = texture->flags & WINED3D_TEXTURE_COND_NP2;
327 GLenum target = texture->target;
328 struct gl_texture *gl_tex;
329 DWORD state;
330 DWORD aniso;
332 TRACE("texture %p, sampler_states %p.\n", texture, sampler_states);
334 gl_tex = wined3d_texture_get_gl_texture(texture, texture->flags & WINED3D_TEXTURE_IS_SRGB);
336 /* This function relies on the correct texture being bound and loaded. */
338 if (sampler_states[WINED3D_SAMP_ADDRESS_U] != gl_tex->states[WINED3DTEXSTA_ADDRESSU])
340 state = sampler_states[WINED3D_SAMP_ADDRESS_U];
341 apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_S, cond_np2);
342 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state;
345 if (sampler_states[WINED3D_SAMP_ADDRESS_V] != gl_tex->states[WINED3DTEXSTA_ADDRESSV])
347 state = sampler_states[WINED3D_SAMP_ADDRESS_V];
348 apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_T, cond_np2);
349 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state;
352 if (sampler_states[WINED3D_SAMP_ADDRESS_W] != gl_tex->states[WINED3DTEXSTA_ADDRESSW])
354 state = sampler_states[WINED3D_SAMP_ADDRESS_W];
355 apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_R, cond_np2);
356 gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state;
359 if (sampler_states[WINED3D_SAMP_BORDER_COLOR] != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR])
361 float col[4];
363 state = sampler_states[WINED3D_SAMP_BORDER_COLOR];
364 D3DCOLORTOGLFLOAT4(state, col);
365 TRACE("Setting border color for %#x to %#x.\n", target, state);
366 gl_info->gl_ops.gl.p_glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &col[0]);
367 checkGLcall("glTexParameterfv(..., GL_TEXTURE_BORDER_COLOR, ...)");
368 gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state;
371 if (sampler_states[WINED3D_SAMP_MAG_FILTER] != gl_tex->states[WINED3DTEXSTA_MAGFILTER])
373 GLint gl_value;
375 state = sampler_states[WINED3D_SAMP_MAG_FILTER];
376 if (state > WINED3D_TEXF_ANISOTROPIC)
377 FIXME("Unrecognized or unsupported MAGFILTER* value %d.\n", state);
379 gl_value = wined3d_gl_mag_filter(texture->mag_lookup,
380 min(max(state, WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR));
381 TRACE("ValueMAG=%#x setting MAGFILTER to %#x.\n", state, gl_value);
382 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, gl_value);
384 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state;
387 if ((sampler_states[WINED3D_SAMP_MIN_FILTER] != gl_tex->states[WINED3DTEXSTA_MINFILTER]
388 || sampler_states[WINED3D_SAMP_MIP_FILTER] != gl_tex->states[WINED3DTEXSTA_MIPFILTER]
389 || sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL] != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL]))
391 GLint gl_value;
393 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = sampler_states[WINED3D_SAMP_MIP_FILTER];
394 gl_tex->states[WINED3DTEXSTA_MINFILTER] = sampler_states[WINED3D_SAMP_MIN_FILTER];
395 gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL];
397 if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3D_TEXF_ANISOTROPIC
398 || gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3D_TEXF_ANISOTROPIC)
400 FIXME("Unrecognized or unsupported MIN_FILTER value %#x MIP_FILTER value %#x.\n",
401 gl_tex->states[WINED3DTEXSTA_MINFILTER],
402 gl_tex->states[WINED3DTEXSTA_MIPFILTER]);
404 gl_value = wined3d_gl_min_mip_filter(texture->min_mip_lookup,
405 min(max(sampler_states[WINED3D_SAMP_MIN_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR),
406 min(max(sampler_states[WINED3D_SAMP_MIP_FILTER], WINED3D_TEXF_NONE), WINED3D_TEXF_LINEAR));
408 TRACE("ValueMIN=%#x, ValueMIP=%#x, setting MINFILTER to %#x.\n",
409 sampler_states[WINED3D_SAMP_MIN_FILTER],
410 sampler_states[WINED3D_SAMP_MIP_FILTER], gl_value);
411 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, gl_value);
412 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
414 if (!cond_np2)
416 if (gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3D_TEXF_NONE)
417 gl_value = texture->lod;
418 else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= texture->level_count)
419 gl_value = texture->level_count - 1;
420 else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < texture->lod)
421 /* texture->lod is already clamped in the setter. */
422 gl_value = texture->lod;
423 else
424 gl_value = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL];
426 /* Note that WINED3D_SAMP_MAX_MIP_LEVEL specifies the largest mipmap
427 * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
428 * mimap used (default 1000). So WINED3D_SAMP_MAX_MIP_LEVEL
429 * corresponds to GL_TEXTURE_BASE_LEVEL. */
430 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, gl_value);
434 if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3D_TEXF_ANISOTROPIC
435 && gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3D_TEXF_ANISOTROPIC
436 && gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3D_TEXF_ANISOTROPIC)
437 || cond_np2)
438 aniso = 1;
439 else
440 aniso = sampler_states[WINED3D_SAMP_MAX_ANISOTROPY];
442 if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
444 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
446 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
447 checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
449 else
451 WARN("Anisotropic filtering not supported.\n");
453 gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
456 /* These should always be the same unless EXT_texture_sRGB_decode is supported. */
457 if (sampler_states[WINED3D_SAMP_SRGB_TEXTURE] != gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE])
459 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
460 sampler_states[WINED3D_SAMP_SRGB_TEXTURE] ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
461 checkGLcall("glTexParameteri(GL_TEXTURE_SRGB_DECODE_EXT)");
462 gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = sampler_states[WINED3D_SAMP_SRGB_TEXTURE];
465 if (!(texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
466 != !gl_tex->states[WINED3DTEXSTA_SHADOW])
468 if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
470 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
471 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
472 checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)");
473 gl_tex->states[WINED3DTEXSTA_SHADOW] = TRUE;
475 else
477 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
478 checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)");
479 gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
484 ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture)
486 ULONG refcount;
488 TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
490 if (texture->swapchain)
491 return wined3d_swapchain_incref(texture->swapchain);
493 refcount = InterlockedIncrement(&texture->resource.ref);
494 TRACE("%p increasing refcount to %u.\n", texture, refcount);
496 return refcount;
499 ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture)
501 ULONG refcount;
503 TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
505 if (texture->swapchain)
506 return wined3d_swapchain_decref(texture->swapchain);
508 refcount = InterlockedDecrement(&texture->resource.ref);
509 TRACE("%p decreasing refcount to %u.\n", texture, refcount);
511 if (!refcount)
513 wined3d_texture_cleanup(texture);
514 texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent);
515 HeapFree(GetProcessHeap(), 0, texture);
518 return refcount;
521 struct wined3d_resource * CDECL wined3d_texture_get_resource(struct wined3d_texture *texture)
523 TRACE("texture %p.\n", texture);
525 return &texture->resource;
528 /* Context activation is done by the caller */
529 void wined3d_texture_load(struct wined3d_texture *texture,
530 struct wined3d_context *context, BOOL srgb)
532 UINT sub_count = texture->level_count * texture->layer_count;
533 const struct wined3d_gl_info *gl_info = context->gl_info;
534 DWORD flag;
535 UINT i;
537 TRACE("texture %p, srgb %#x.\n", texture, srgb);
539 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
540 srgb = FALSE;
542 if (srgb)
543 flag = WINED3D_TEXTURE_SRGB_VALID;
544 else
545 flag = WINED3D_TEXTURE_RGB_VALID;
547 if (texture->flags & flag)
549 TRACE("Texture %p not dirty, nothing to do.\n", texture);
550 return;
553 /* Reload the surfaces if the texture is marked dirty. */
554 for (i = 0; i < sub_count; ++i)
556 texture->texture_ops->texture_sub_resource_load(texture->sub_resources[i], context, srgb);
558 texture->flags |= flag;
561 void CDECL wined3d_texture_preload(struct wined3d_texture *texture)
563 struct wined3d_context *context;
564 context = context_acquire(texture->resource.device, NULL);
565 wined3d_texture_load(texture, context, texture->flags & WINED3D_TEXTURE_IS_SRGB);
566 context_release(context);
569 void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture)
571 TRACE("texture %p.\n", texture);
573 return texture->resource.parent;
576 DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
578 DWORD old = texture->lod;
580 TRACE("texture %p, lod %u.\n", texture, lod);
582 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
583 * textures. The call always returns 0, and GetLOD always returns 0. */
584 if (texture->resource.pool != WINED3D_POOL_MANAGED)
586 TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture->resource.pool));
587 return 0;
590 if (lod >= texture->level_count)
591 lod = texture->level_count - 1;
593 if (texture->lod != lod)
595 texture->lod = lod;
597 texture->texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
598 texture->texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
599 if (texture->resource.bind_count)
600 device_invalidate_state(texture->resource.device, STATE_SAMPLER(texture->sampler));
603 return old;
606 DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture)
608 TRACE("texture %p, returning %u.\n", texture, texture->lod);
610 return texture->lod;
613 DWORD CDECL wined3d_texture_get_level_count(const struct wined3d_texture *texture)
615 TRACE("texture %p, returning %u.\n", texture, texture->level_count);
617 return texture->level_count;
620 HRESULT CDECL wined3d_texture_set_autogen_filter_type(struct wined3d_texture *texture,
621 enum wined3d_texture_filter_type filter_type)
623 FIXME("texture %p, filter_type %s stub!\n", texture, debug_d3dtexturefiltertype(filter_type));
625 if (!(texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP))
627 WARN("Texture doesn't have AUTOGENMIPMAP usage.\n");
628 return WINED3DERR_INVALIDCALL;
631 texture->filter_type = filter_type;
633 return WINED3D_OK;
636 enum wined3d_texture_filter_type CDECL wined3d_texture_get_autogen_filter_type(const struct wined3d_texture *texture)
638 TRACE("texture %p.\n", texture);
640 return texture->filter_type;
643 HRESULT CDECL wined3d_texture_set_color_key(struct wined3d_texture *texture,
644 DWORD flags, const struct wined3d_color_key *color_key)
646 TRACE("texture %p, flags %#x, color_key %p.\n", texture, flags, color_key);
648 if (flags & WINEDDCKEY_COLORSPACE)
650 FIXME("Unhandled flags %#x.\n", flags);
651 return WINED3DERR_INVALIDCALL;
654 if (color_key)
656 switch (flags & ~WINEDDCKEY_COLORSPACE)
658 case WINEDDCKEY_DESTBLT:
659 texture->dst_blt_color_key = *color_key;
660 texture->color_key_flags |= WINEDDSD_CKDESTBLT;
661 break;
663 case WINEDDCKEY_DESTOVERLAY:
664 texture->dst_overlay_color_key = *color_key;
665 texture->color_key_flags |= WINEDDSD_CKDESTOVERLAY;
666 break;
668 case WINEDDCKEY_SRCOVERLAY:
669 texture->src_overlay_color_key = *color_key;
670 texture->color_key_flags |= WINEDDSD_CKSRCOVERLAY;
671 break;
673 case WINEDDCKEY_SRCBLT:
674 texture->src_blt_color_key = *color_key;
675 texture->color_key_flags |= WINEDDSD_CKSRCBLT;
676 break;
679 else
681 switch (flags & ~WINEDDCKEY_COLORSPACE)
683 case WINEDDCKEY_DESTBLT:
684 texture->color_key_flags &= ~WINEDDSD_CKDESTBLT;
685 break;
687 case WINEDDCKEY_DESTOVERLAY:
688 texture->color_key_flags &= ~WINEDDSD_CKDESTOVERLAY;
689 break;
691 case WINEDDCKEY_SRCOVERLAY:
692 texture->color_key_flags &= ~WINEDDSD_CKSRCOVERLAY;
693 break;
695 case WINEDDCKEY_SRCBLT:
696 texture->color_key_flags &= ~WINEDDSD_CKSRCBLT;
697 break;
701 return WINED3D_OK;
704 void CDECL wined3d_texture_generate_mipmaps(struct wined3d_texture *texture)
706 /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
707 FIXME("texture %p stub!\n", texture);
710 struct wined3d_resource * CDECL wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
711 UINT sub_resource_idx)
713 UINT sub_count = texture->level_count * texture->layer_count;
715 TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
717 if (sub_resource_idx >= sub_count)
719 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
720 return NULL;
723 return texture->sub_resources[sub_resource_idx];
726 HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
727 UINT layer, const struct wined3d_box *dirty_region)
729 struct wined3d_resource *sub_resource;
731 TRACE("texture %p, layer %u, dirty_region %p.\n", texture, layer, dirty_region);
733 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, layer * texture->level_count)))
735 WARN("Failed to get sub-resource.\n");
736 return WINED3DERR_INVALIDCALL;
739 texture->texture_ops->texture_sub_resource_add_dirty_region(sub_resource, dirty_region);
741 return WINED3D_OK;
744 static void texture2d_sub_resource_load(struct wined3d_resource *sub_resource,
745 struct wined3d_context *context, BOOL srgb)
747 surface_load(surface_from_resource(sub_resource), srgb);
750 static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
751 const struct wined3d_box *dirty_region)
753 struct wined3d_surface *surface = surface_from_resource(sub_resource);
755 surface_prepare_map_memory(surface);
756 surface_load_location(surface, surface->resource.map_binding);
757 surface_invalidate_location(surface, ~surface->resource.map_binding);
760 static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
762 struct wined3d_surface *surface = surface_from_resource(sub_resource);
764 wined3d_surface_destroy(surface);
767 static const struct wined3d_texture_ops texture2d_ops =
769 texture2d_sub_resource_load,
770 texture2d_sub_resource_add_dirty_region,
771 texture2d_sub_resource_cleanup,
774 static ULONG texture_resource_incref(struct wined3d_resource *resource)
776 return wined3d_texture_incref(wined3d_texture_from_resource(resource));
779 static ULONG texture_resource_decref(struct wined3d_resource *resource)
781 return wined3d_texture_decref(wined3d_texture_from_resource(resource));
784 static void wined3d_texture_unload(struct wined3d_resource *resource)
786 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
787 UINT sub_count = texture->level_count * texture->layer_count;
788 UINT i;
790 TRACE("texture %p.\n", texture);
792 for (i = 0; i < sub_count; ++i)
794 struct wined3d_resource *sub_resource = texture->sub_resources[i];
796 sub_resource->resource_ops->resource_unload(sub_resource);
799 wined3d_texture_unload_gl_texture(texture);
802 static const struct wined3d_resource_ops texture_resource_ops =
804 texture_resource_incref,
805 texture_resource_decref,
806 wined3d_texture_unload,
809 static HRESULT cubetexture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
810 UINT levels, DWORD surface_flags, struct wined3d_device *device, void *parent,
811 const struct wined3d_parent_ops *parent_ops)
813 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
814 struct wined3d_resource_desc surface_desc;
815 unsigned int i, j;
816 HRESULT hr;
818 /* TODO: It should only be possible to create textures for formats
819 * that are reported as supported. */
820 if (WINED3DFMT_UNKNOWN >= desc->format)
822 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
823 return WINED3DERR_INVALIDCALL;
826 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && desc->pool != WINED3D_POOL_SCRATCH)
828 WARN("(%p) : Tried to create not supported cube texture.\n", texture);
829 return WINED3DERR_INVALIDCALL;
832 /* Calculate levels for mip mapping */
833 if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
835 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
837 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
838 return WINED3DERR_INVALIDCALL;
841 if (levels > 1)
843 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
844 return WINED3DERR_INVALIDCALL;
847 levels = 1;
849 else if (!levels)
851 levels = wined3d_log2i(desc->width) + 1;
852 TRACE("Calculated levels = %u.\n", levels);
855 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
857 UINT pow2_edge_length = 1;
858 while (pow2_edge_length < desc->width)
859 pow2_edge_length <<= 1;
861 if (desc->width != pow2_edge_length)
863 if (desc->pool == WINED3D_POOL_SCRATCH)
865 /* SCRATCH textures cannot be used for texturing */
866 WARN("Creating a scratch NPOT cube texture despite lack of HW support.\n");
868 else
870 WARN("Attempted to create a NPOT cube texture (edge length %u) without GL support.\n", desc->width);
871 return WINED3DERR_INVALIDCALL;
876 if (FAILED(hr = wined3d_texture_init(texture, &texture2d_ops, 6, levels,
877 desc, device, parent, parent_ops, &texture_resource_ops)))
879 WARN("Failed to initialize texture, returning %#x\n", hr);
880 return hr;
883 texture->pow2_matrix[0] = 1.0f;
884 texture->pow2_matrix[5] = 1.0f;
885 texture->pow2_matrix[10] = 1.0f;
886 texture->pow2_matrix[15] = 1.0f;
887 texture->target = GL_TEXTURE_CUBE_MAP_ARB;
889 /* Generate all the surfaces. */
890 surface_desc = *desc;
891 surface_desc.resource_type = WINED3D_RTYPE_SURFACE;
892 for (i = 0; i < texture->level_count; ++i)
894 /* Create the 6 faces. */
895 for (j = 0; j < 6; ++j)
897 static const GLenum cube_targets[6] =
899 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
900 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
901 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
902 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
903 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
904 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
906 UINT idx = j * texture->level_count + i;
907 struct wined3d_surface *surface;
909 if (FAILED(hr = wined3d_surface_create(texture, &surface_desc,
910 cube_targets[j], i, j, surface_flags, &surface)))
912 WARN("Failed to create surface, hr %#x.\n", hr);
913 wined3d_texture_cleanup(texture);
914 return hr;
917 texture->sub_resources[idx] = &surface->resource;
918 TRACE("Created surface level %u @ %p.\n", i, surface);
920 surface_desc.width = max(1, surface_desc.width >> 1);
921 surface_desc.height = surface_desc.width;
924 return WINED3D_OK;
927 static HRESULT texture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
928 UINT levels, DWORD surface_flags, struct wined3d_device *device, void *parent,
929 const struct wined3d_parent_ops *parent_ops)
931 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
932 struct wined3d_resource_desc surface_desc;
933 UINT pow2_width, pow2_height;
934 unsigned int i;
935 HRESULT hr;
937 /* TODO: It should only be possible to create textures for formats
938 * that are reported as supported. */
939 if (WINED3DFMT_UNKNOWN >= desc->format)
941 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
942 return WINED3DERR_INVALIDCALL;
945 /* Non-power2 support. */
946 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
948 pow2_width = desc->width;
949 pow2_height = desc->height;
951 else
953 /* Find the nearest pow2 match. */
954 pow2_width = pow2_height = 1;
955 while (pow2_width < desc->width)
956 pow2_width <<= 1;
957 while (pow2_height < desc->height)
958 pow2_height <<= 1;
960 if (pow2_width != desc->width || pow2_height != desc->height)
962 /* levels == 0 returns an error as well */
963 if (levels != 1)
965 if (desc->pool == WINED3D_POOL_SCRATCH)
967 WARN("Creating a scratch mipmapped NPOT texture despite lack of HW support.\n");
969 else
971 WARN("Attempted to create a mipmapped NPOT texture without unconditional NPOT support.\n");
972 return WINED3DERR_INVALIDCALL;
978 /* Calculate levels for mip mapping. */
979 if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
981 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
983 WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
984 return WINED3DERR_INVALIDCALL;
987 if (levels > 1)
989 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n");
990 return WINED3DERR_INVALIDCALL;
993 levels = 1;
995 else if (!levels)
997 levels = wined3d_log2i(max(desc->width, desc->height)) + 1;
998 TRACE("Calculated levels = %u.\n", levels);
1001 if (FAILED(hr = wined3d_texture_init(texture, &texture2d_ops, 1, levels,
1002 desc, device, parent, parent_ops, &texture_resource_ops)))
1004 WARN("Failed to initialize texture, returning %#x.\n", hr);
1005 return hr;
1008 /* Precalculated scaling for 'faked' non power of two texture coords. */
1009 if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT]
1010 && (desc->width != pow2_width || desc->height != pow2_height))
1012 texture->pow2_matrix[0] = 1.0f;
1013 texture->pow2_matrix[5] = 1.0f;
1014 texture->pow2_matrix[10] = 1.0f;
1015 texture->pow2_matrix[15] = 1.0f;
1016 texture->target = GL_TEXTURE_2D;
1017 texture->flags |= WINED3D_TEXTURE_COND_NP2;
1018 texture->min_mip_lookup = minMipLookup_noFilter;
1020 else if (gl_info->supported[ARB_TEXTURE_RECTANGLE]
1021 && (desc->width != pow2_width || desc->height != pow2_height))
1023 texture->pow2_matrix[0] = (float)desc->width;
1024 texture->pow2_matrix[5] = (float)desc->height;
1025 texture->pow2_matrix[10] = 1.0f;
1026 texture->pow2_matrix[15] = 1.0f;
1027 texture->target = GL_TEXTURE_RECTANGLE_ARB;
1028 texture->flags |= WINED3D_TEXTURE_COND_NP2;
1029 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
1031 if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
1032 texture->min_mip_lookup = minMipLookup_noMip;
1033 else
1034 texture->min_mip_lookup = minMipLookup_noFilter;
1036 else
1038 if ((desc->width != pow2_width) || (desc->height != pow2_height))
1040 texture->pow2_matrix[0] = (((float)desc->width) / ((float)pow2_width));
1041 texture->pow2_matrix[5] = (((float)desc->height) / ((float)pow2_height));
1042 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
1044 else
1046 texture->pow2_matrix[0] = 1.0f;
1047 texture->pow2_matrix[5] = 1.0f;
1050 texture->pow2_matrix[10] = 1.0f;
1051 texture->pow2_matrix[15] = 1.0f;
1052 texture->target = GL_TEXTURE_2D;
1054 TRACE("xf(%f) yf(%f)\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
1056 /* Generate all the surfaces. */
1057 surface_desc = *desc;
1058 surface_desc.resource_type = WINED3D_RTYPE_SURFACE;
1059 for (i = 0; i < texture->level_count; ++i)
1061 struct wined3d_surface *surface;
1063 if (FAILED(hr = wined3d_surface_create(texture, &surface_desc,
1064 texture->target, i, 0, surface_flags, &surface)))
1066 WARN("Failed to create surface, hr %#x.\n", hr);
1067 wined3d_texture_cleanup(texture);
1068 return hr;
1071 texture->sub_resources[i] = &surface->resource;
1072 TRACE("Created surface level %u @ %p.\n", i, surface);
1073 /* Calculate the next mipmap level. */
1074 surface_desc.width = max(1, surface_desc.width >> 1);
1075 surface_desc.height = max(1, surface_desc.height >> 1);
1078 return WINED3D_OK;
1081 static void texture3d_sub_resource_load(struct wined3d_resource *sub_resource,
1082 struct wined3d_context *context, BOOL srgb)
1084 wined3d_volume_load(volume_from_resource(sub_resource), context, srgb);
1087 static void texture3d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
1088 const struct wined3d_box *dirty_region)
1090 wined3d_texture_set_dirty(volume_from_resource(sub_resource)->container);
1093 static void texture3d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
1095 struct wined3d_volume *volume = volume_from_resource(sub_resource);
1097 wined3d_volume_destroy(volume);
1100 static const struct wined3d_texture_ops texture3d_ops =
1102 texture3d_sub_resource_load,
1103 texture3d_sub_resource_add_dirty_region,
1104 texture3d_sub_resource_cleanup,
1107 static HRESULT volumetexture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
1108 UINT levels, struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops)
1110 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1111 struct wined3d_resource_desc volume_desc;
1112 unsigned int i;
1113 HRESULT hr;
1115 /* TODO: It should only be possible to create textures for formats
1116 * that are reported as supported. */
1117 if (WINED3DFMT_UNKNOWN >= desc->format)
1119 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
1120 return WINED3DERR_INVALIDCALL;
1123 if (!gl_info->supported[EXT_TEXTURE3D])
1125 WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
1126 return WINED3DERR_INVALIDCALL;
1129 /* Calculate levels for mip mapping. */
1130 if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
1132 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
1134 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
1135 return WINED3DERR_INVALIDCALL;
1138 if (levels > 1)
1140 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
1141 return WINED3DERR_INVALIDCALL;
1144 levels = 1;
1146 else if (!levels)
1148 levels = wined3d_log2i(max(max(desc->width, desc->height), desc->depth)) + 1;
1149 TRACE("Calculated levels = %u.\n", levels);
1152 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1154 UINT pow2_w, pow2_h, pow2_d;
1155 pow2_w = 1;
1156 while (pow2_w < desc->width)
1157 pow2_w <<= 1;
1158 pow2_h = 1;
1159 while (pow2_h < desc->height)
1160 pow2_h <<= 1;
1161 pow2_d = 1;
1162 while (pow2_d < desc->depth)
1163 pow2_d <<= 1;
1165 if (pow2_w != desc->width || pow2_h != desc->height || pow2_d != desc->depth)
1167 if (desc->pool == WINED3D_POOL_SCRATCH)
1169 WARN("Creating a scratch NPOT volume texture despite lack of HW support.\n");
1171 else
1173 WARN("Attempted to create a NPOT volume texture (%u, %u, %u) without GL support.\n",
1174 desc->width, desc->height, desc->depth);
1175 return WINED3DERR_INVALIDCALL;
1180 if (FAILED(hr = wined3d_texture_init(texture, &texture3d_ops, 1, levels,
1181 desc, device, parent, parent_ops, &texture_resource_ops)))
1183 WARN("Failed to initialize texture, returning %#x.\n", hr);
1184 return hr;
1187 texture->pow2_matrix[0] = 1.0f;
1188 texture->pow2_matrix[5] = 1.0f;
1189 texture->pow2_matrix[10] = 1.0f;
1190 texture->pow2_matrix[15] = 1.0f;
1191 texture->target = GL_TEXTURE_3D;
1193 /* Generate all the surfaces. */
1194 volume_desc = *desc;
1195 volume_desc.resource_type = WINED3D_RTYPE_VOLUME;
1196 for (i = 0; i < texture->level_count; ++i)
1198 struct wined3d_volume *volume;
1200 if (FAILED(hr = wined3d_volume_create(texture, &volume_desc, i, &volume)))
1202 ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr);
1203 wined3d_texture_cleanup(texture);
1204 return hr;
1207 texture->sub_resources[i] = &volume->resource;
1209 /* Calculate the next mipmap level. */
1210 volume_desc.width = max(1, volume_desc.width >> 1);
1211 volume_desc.height = max(1, volume_desc.height >> 1);
1212 volume_desc.depth = max(1, volume_desc.depth >> 1);
1215 return WINED3D_OK;
1218 HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct wined3d_resource_desc *desc,
1219 UINT level_count, DWORD surface_flags, void *parent, const struct wined3d_parent_ops *parent_ops,
1220 struct wined3d_texture **texture)
1222 struct wined3d_texture *object;
1223 HRESULT hr;
1225 TRACE("device %p, desc %p, level_count %u, surface_flags %#x, parent %p, parent_ops %p, texture %p.\n",
1226 device, desc, level_count, surface_flags, parent, parent_ops, texture);
1228 if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
1229 return E_OUTOFMEMORY;
1231 switch (desc->resource_type)
1233 case WINED3D_RTYPE_TEXTURE:
1234 hr = texture_init(object, desc, level_count, surface_flags, device, parent, parent_ops);
1235 break;
1237 case WINED3D_RTYPE_VOLUME_TEXTURE:
1238 hr = volumetexture_init(object, desc, level_count, device, parent, parent_ops);
1239 break;
1241 case WINED3D_RTYPE_CUBE_TEXTURE:
1242 hr = cubetexture_init(object, desc, level_count, surface_flags, device, parent, parent_ops);
1243 break;
1245 default:
1246 ERR("Invalid resource type %s.\n", debug_d3dresourcetype(desc->resource_type));
1247 hr = WINED3DERR_INVALIDCALL;
1248 break;
1251 if (FAILED(hr))
1253 WARN("Failed to initialize texture, returning %#x.\n", hr);
1254 HeapFree(GetProcessHeap(), 0, object);
1255 return hr;
1258 TRACE("Created texture %p.\n", object);
1259 *texture = object;
1261 return WINED3D_OK;