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
24 #include "wine/port.h"
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
28 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf
);
29 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
31 #define WINED3D_TEXTURE_DYNAMIC_MAP_THRESHOLD 50
33 struct wined3d_texture_idx
35 struct wined3d_texture
*texture
;
36 unsigned int sub_resource_idx
;
47 static BOOL
wined3d_texture_use_pbo(const struct wined3d_texture
*texture
, const struct wined3d_gl_info
*gl_info
)
49 if (!gl_info
->supported
[ARB_PIXEL_BUFFER_OBJECT
]
50 || texture
->resource
.format
->conv_byte_count
51 || (texture
->flags
& (WINED3D_TEXTURE_PIN_SYSMEM
| WINED3D_TEXTURE_COND_NP2_EMULATED
)))
54 /* Use a PBO for dynamic textures and read-only staging textures. */
55 return (!(texture
->resource
.access
& WINED3D_RESOURCE_ACCESS_CPU
)
56 && texture
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)
57 || texture
->resource
.access
== (WINED3D_RESOURCE_ACCESS_CPU
| WINED3D_RESOURCE_ACCESS_MAP_R
);
60 static BOOL
wined3d_texture_use_immutable_storage(const struct wined3d_texture
*texture
,
61 const struct wined3d_gl_info
*gl_info
)
63 /* We don't expect to create texture views for textures with height-scaled formats.
64 * Besides, ARB_texture_storage doesn't allow specifying exact sizes for all levels. */
65 return gl_info
->supported
[ARB_TEXTURE_STORAGE
]
66 && !(texture
->resource
.format_flags
& WINED3DFMT_FLAG_HEIGHT_SCALE
);
69 /* Front buffer coordinates are always full screen coordinates, but our GL
70 * drawable is limited to the window's client area. The sysmem and texture
71 * copies do have the full screen size. Note that GL has a bottom-left
72 * origin, while D3D has a top-left origin. */
73 void wined3d_texture_translate_drawable_coords(const struct wined3d_texture
*texture
, HWND window
, RECT
*rect
)
75 unsigned int drawable_height
;
76 POINT offset
= {0, 0};
79 if (!texture
->swapchain
)
82 if (texture
== texture
->swapchain
->front_buffer
)
84 ScreenToClient(window
, &offset
);
85 OffsetRect(rect
, offset
.x
, offset
.y
);
88 GetClientRect(window
, &windowsize
);
89 drawable_height
= windowsize
.bottom
- windowsize
.top
;
91 rect
->top
= drawable_height
- rect
->top
;
92 rect
->bottom
= drawable_height
- rect
->bottom
;
95 GLenum
wined3d_texture_get_gl_buffer(const struct wined3d_texture
*texture
)
97 const struct wined3d_swapchain
*swapchain
= texture
->swapchain
;
99 TRACE("texture %p.\n", texture
);
103 ERR("Texture %p is not part of a swapchain.\n", texture
);
107 if (texture
== swapchain
->front_buffer
)
109 TRACE("Returning GL_FRONT.\n");
113 if (texture
== swapchain
->back_buffers
[0])
115 TRACE("Returning GL_BACK.\n");
119 FIXME("Higher back buffer, returning GL_BACK.\n");
123 static DWORD
wined3d_resource_access_from_location(DWORD location
)
127 case WINED3D_LOCATION_DISCARDED
:
130 case WINED3D_LOCATION_SYSMEM
:
131 case WINED3D_LOCATION_USER_MEMORY
:
132 return WINED3D_RESOURCE_ACCESS_CPU
;
134 case WINED3D_LOCATION_BUFFER
:
135 case WINED3D_LOCATION_DRAWABLE
:
136 case WINED3D_LOCATION_TEXTURE_RGB
:
137 case WINED3D_LOCATION_TEXTURE_SRGB
:
138 case WINED3D_LOCATION_RB_MULTISAMPLE
:
139 case WINED3D_LOCATION_RB_RESOLVED
:
140 return WINED3D_RESOURCE_ACCESS_GPU
;
143 FIXME("Unhandled location %#x.\n", location
);
148 static inline void cube_coords_float(const RECT
*r
, UINT w
, UINT h
, struct wined3d_rect_f
*f
)
150 f
->l
= ((r
->left
* 2.0f
) / w
) - 1.0f
;
151 f
->t
= ((r
->top
* 2.0f
) / h
) - 1.0f
;
152 f
->r
= ((r
->right
* 2.0f
) / w
) - 1.0f
;
153 f
->b
= ((r
->bottom
* 2.0f
) / h
) - 1.0f
;
156 void texture2d_get_blt_info(const struct wined3d_texture
*texture
,
157 unsigned int sub_resource_idx
, const RECT
*rect
, struct wined3d_blt_info
*info
)
159 struct wined3d_vec3
*coords
= info
->texcoords
;
160 struct wined3d_rect_f f
;
165 level
= sub_resource_idx
% texture
->level_count
;
166 w
= wined3d_texture_get_level_pow2_width(texture
, level
);
167 h
= wined3d_texture_get_level_pow2_height(texture
, level
);
168 target
= wined3d_texture_get_sub_resource_target(texture
, sub_resource_idx
);
173 FIXME("Unsupported texture target %#x.\n", target
);
174 /* Fall back to GL_TEXTURE_2D */
176 info
->bind_target
= GL_TEXTURE_2D
;
177 coords
[0].x
= (float)rect
->left
/ w
;
178 coords
[0].y
= (float)rect
->top
/ h
;
181 coords
[1].x
= (float)rect
->right
/ w
;
182 coords
[1].y
= (float)rect
->top
/ h
;
185 coords
[2].x
= (float)rect
->left
/ w
;
186 coords
[2].y
= (float)rect
->bottom
/ h
;
189 coords
[3].x
= (float)rect
->right
/ w
;
190 coords
[3].y
= (float)rect
->bottom
/ h
;
194 case GL_TEXTURE_RECTANGLE_ARB
:
195 info
->bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
196 coords
[0].x
= rect
->left
; coords
[0].y
= rect
->top
; coords
[0].z
= 0.0f
;
197 coords
[1].x
= rect
->right
; coords
[1].y
= rect
->top
; coords
[1].z
= 0.0f
;
198 coords
[2].x
= rect
->left
; coords
[2].y
= rect
->bottom
; coords
[2].z
= 0.0f
;
199 coords
[3].x
= rect
->right
; coords
[3].y
= rect
->bottom
; coords
[3].z
= 0.0f
;
202 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
203 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
204 cube_coords_float(rect
, w
, h
, &f
);
206 coords
[0].x
= 1.0f
; coords
[0].y
= -f
.t
; coords
[0].z
= -f
.l
;
207 coords
[1].x
= 1.0f
; coords
[1].y
= -f
.t
; coords
[1].z
= -f
.r
;
208 coords
[2].x
= 1.0f
; coords
[2].y
= -f
.b
; coords
[2].z
= -f
.l
;
209 coords
[3].x
= 1.0f
; coords
[3].y
= -f
.b
; coords
[3].z
= -f
.r
;
212 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
213 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
214 cube_coords_float(rect
, w
, h
, &f
);
216 coords
[0].x
= -1.0f
; coords
[0].y
= -f
.t
; coords
[0].z
= f
.l
;
217 coords
[1].x
= -1.0f
; coords
[1].y
= -f
.t
; coords
[1].z
= f
.r
;
218 coords
[2].x
= -1.0f
; coords
[2].y
= -f
.b
; coords
[2].z
= f
.l
;
219 coords
[3].x
= -1.0f
; coords
[3].y
= -f
.b
; coords
[3].z
= f
.r
;
222 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
223 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
224 cube_coords_float(rect
, w
, h
, &f
);
226 coords
[0].x
= f
.l
; coords
[0].y
= 1.0f
; coords
[0].z
= f
.t
;
227 coords
[1].x
= f
.r
; coords
[1].y
= 1.0f
; coords
[1].z
= f
.t
;
228 coords
[2].x
= f
.l
; coords
[2].y
= 1.0f
; coords
[2].z
= f
.b
;
229 coords
[3].x
= f
.r
; coords
[3].y
= 1.0f
; coords
[3].z
= f
.b
;
232 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
233 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
234 cube_coords_float(rect
, w
, h
, &f
);
236 coords
[0].x
= f
.l
; coords
[0].y
= -1.0f
; coords
[0].z
= -f
.t
;
237 coords
[1].x
= f
.r
; coords
[1].y
= -1.0f
; coords
[1].z
= -f
.t
;
238 coords
[2].x
= f
.l
; coords
[2].y
= -1.0f
; coords
[2].z
= -f
.b
;
239 coords
[3].x
= f
.r
; coords
[3].y
= -1.0f
; coords
[3].z
= -f
.b
;
242 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
243 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
244 cube_coords_float(rect
, w
, h
, &f
);
246 coords
[0].x
= f
.l
; coords
[0].y
= -f
.t
; coords
[0].z
= 1.0f
;
247 coords
[1].x
= f
.r
; coords
[1].y
= -f
.t
; coords
[1].z
= 1.0f
;
248 coords
[2].x
= f
.l
; coords
[2].y
= -f
.b
; coords
[2].z
= 1.0f
;
249 coords
[3].x
= f
.r
; coords
[3].y
= -f
.b
; coords
[3].z
= 1.0f
;
252 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
253 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
254 cube_coords_float(rect
, w
, h
, &f
);
256 coords
[0].x
= -f
.l
; coords
[0].y
= -f
.t
; coords
[0].z
= -1.0f
;
257 coords
[1].x
= -f
.r
; coords
[1].y
= -f
.t
; coords
[1].z
= -1.0f
;
258 coords
[2].x
= -f
.l
; coords
[2].y
= -f
.b
; coords
[2].z
= -1.0f
;
259 coords
[3].x
= -f
.r
; coords
[3].y
= -f
.b
; coords
[3].z
= -1.0f
;
264 static void wined3d_texture_evict_sysmem(struct wined3d_texture
*texture
)
266 struct wined3d_texture_sub_resource
*sub_resource
;
267 unsigned int i
, sub_count
;
269 if (texture
->flags
& (WINED3D_TEXTURE_CONVERTED
| WINED3D_TEXTURE_PIN_SYSMEM
)
270 || texture
->download_count
> WINED3D_TEXTURE_DYNAMIC_MAP_THRESHOLD
)
272 TRACE("Not evicting system memory for texture %p.\n", texture
);
276 TRACE("Evicting system memory for texture %p.\n", texture
);
278 sub_count
= texture
->level_count
* texture
->layer_count
;
279 for (i
= 0; i
< sub_count
; ++i
)
281 sub_resource
= &texture
->sub_resources
[i
];
282 if (sub_resource
->locations
== WINED3D_LOCATION_SYSMEM
)
283 ERR("WINED3D_LOCATION_SYSMEM is the only location for sub-resource %u of texture %p.\n",
285 sub_resource
->locations
&= ~WINED3D_LOCATION_SYSMEM
;
287 wined3d_resource_free_sysmem(&texture
->resource
);
290 void wined3d_texture_validate_location(struct wined3d_texture
*texture
,
291 unsigned int sub_resource_idx
, DWORD location
)
293 struct wined3d_texture_sub_resource
*sub_resource
;
294 DWORD previous_locations
;
296 TRACE("texture %p, sub_resource_idx %u, location %s.\n",
297 texture
, sub_resource_idx
, wined3d_debug_location(location
));
299 sub_resource
= &texture
->sub_resources
[sub_resource_idx
];
300 previous_locations
= sub_resource
->locations
;
301 sub_resource
->locations
|= location
;
302 if (previous_locations
== WINED3D_LOCATION_SYSMEM
&& location
!= WINED3D_LOCATION_SYSMEM
303 && !--texture
->sysmem_count
)
304 wined3d_texture_evict_sysmem(texture
);
306 TRACE("New locations flags are %s.\n", wined3d_debug_location(sub_resource
->locations
));
309 static void wined3d_texture_set_dirty(struct wined3d_texture
*texture
)
311 texture
->flags
&= ~(WINED3D_TEXTURE_RGB_VALID
| WINED3D_TEXTURE_SRGB_VALID
);
314 void wined3d_texture_invalidate_location(struct wined3d_texture
*texture
,
315 unsigned int sub_resource_idx
, DWORD location
)
317 struct wined3d_texture_sub_resource
*sub_resource
;
318 DWORD previous_locations
;
320 TRACE("texture %p, sub_resource_idx %u, location %s.\n",
321 texture
, sub_resource_idx
, wined3d_debug_location(location
));
323 if (location
& (WINED3D_LOCATION_TEXTURE_RGB
| WINED3D_LOCATION_TEXTURE_SRGB
))
324 wined3d_texture_set_dirty(texture
);
326 sub_resource
= &texture
->sub_resources
[sub_resource_idx
];
327 previous_locations
= sub_resource
->locations
;
328 sub_resource
->locations
&= ~location
;
329 if (previous_locations
!= WINED3D_LOCATION_SYSMEM
&& sub_resource
->locations
== WINED3D_LOCATION_SYSMEM
)
330 ++texture
->sysmem_count
;
332 TRACE("New locations flags are %s.\n", wined3d_debug_location(sub_resource
->locations
));
334 if (!sub_resource
->locations
)
335 ERR("Sub-resource %u of texture %p does not have any up to date location.\n",
336 sub_resource_idx
, texture
);
339 static BOOL
wined3d_texture_copy_sysmem_location(struct wined3d_texture
*texture
,
340 unsigned int sub_resource_idx
, struct wined3d_context
*context
, DWORD location
)
342 unsigned int size
= texture
->sub_resources
[sub_resource_idx
].size
;
343 struct wined3d_device
*device
= texture
->resource
.device
;
344 const struct wined3d_gl_info
*gl_info
;
345 struct wined3d_bo_address dst
, src
;
347 if (!wined3d_texture_prepare_location(texture
, sub_resource_idx
, context
, location
))
350 wined3d_texture_get_memory(texture
, sub_resource_idx
, &dst
, location
);
351 wined3d_texture_get_memory(texture
, sub_resource_idx
, &src
,
352 texture
->sub_resources
[sub_resource_idx
].locations
);
354 if (dst
.buffer_object
)
356 context
= context_acquire(device
, NULL
, 0);
357 gl_info
= context
->gl_info
;
358 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER
, dst
.buffer_object
));
359 GL_EXTCALL(glBufferSubData(GL_PIXEL_UNPACK_BUFFER
, 0, size
, src
.addr
));
360 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER
, 0));
361 checkGLcall("PBO upload");
362 context_release(context
);
366 if (src
.buffer_object
)
368 context
= context_acquire(device
, NULL
, 0);
369 gl_info
= context
->gl_info
;
370 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER
, src
.buffer_object
));
371 GL_EXTCALL(glGetBufferSubData(GL_PIXEL_PACK_BUFFER
, 0, size
, dst
.addr
));
372 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER
, 0));
373 checkGLcall("PBO download");
374 context_release(context
);
378 memcpy(dst
.addr
, src
.addr
, size
);
382 /* Context activation is done by the caller. Context may be NULL in
383 * WINED3D_NO3D mode. */
384 BOOL
wined3d_texture_load_location(struct wined3d_texture
*texture
,
385 unsigned int sub_resource_idx
, struct wined3d_context
*context
, DWORD location
)
387 static const DWORD sysmem_locations
= WINED3D_LOCATION_SYSMEM
| WINED3D_LOCATION_USER_MEMORY
388 | WINED3D_LOCATION_BUFFER
;
389 DWORD current
= texture
->sub_resources
[sub_resource_idx
].locations
;
392 TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n",
393 texture
, sub_resource_idx
, context
, wined3d_debug_location(location
));
395 TRACE("Current resource location %s.\n", wined3d_debug_location(current
));
397 if (current
& location
)
399 TRACE("Location %s is already up to date.\n", wined3d_debug_location(location
));
405 DWORD required_access
= wined3d_resource_access_from_location(location
);
406 if ((texture
->resource
.access
& required_access
) != required_access
)
407 WARN("Operation requires %#x access, but texture only has %#x.\n",
408 required_access
, texture
->resource
.access
);
411 if (current
& WINED3D_LOCATION_DISCARDED
)
413 TRACE("Sub-resource previously discarded, nothing to do.\n");
414 if (!wined3d_texture_prepare_location(texture
, sub_resource_idx
, context
, location
))
416 wined3d_texture_validate_location(texture
, sub_resource_idx
, location
);
417 wined3d_texture_invalidate_location(texture
, sub_resource_idx
, WINED3D_LOCATION_DISCARDED
);
423 ERR("Sub-resource %u of texture %p does not have any up to date location.\n",
424 sub_resource_idx
, texture
);
425 wined3d_texture_validate_location(texture
, sub_resource_idx
, WINED3D_LOCATION_DISCARDED
);
426 return wined3d_texture_load_location(texture
, sub_resource_idx
, context
, location
);
429 if ((location
& sysmem_locations
) && (current
& sysmem_locations
))
430 ret
= wined3d_texture_copy_sysmem_location(texture
, sub_resource_idx
, context
, location
);
432 ret
= texture
->texture_ops
->texture_load_location(texture
, sub_resource_idx
, context
, location
);
435 wined3d_texture_validate_location(texture
, sub_resource_idx
, location
);
440 void wined3d_texture_get_memory(struct wined3d_texture
*texture
, unsigned int sub_resource_idx
,
441 struct wined3d_bo_address
*data
, DWORD locations
)
443 struct wined3d_texture_sub_resource
*sub_resource
;
445 TRACE("texture %p, sub_resource_idx %u, data %p, locations %s.\n",
446 texture
, sub_resource_idx
, data
, wined3d_debug_location(locations
));
448 sub_resource
= &texture
->sub_resources
[sub_resource_idx
];
449 if (locations
& WINED3D_LOCATION_BUFFER
)
452 data
->buffer_object
= sub_resource
->buffer_object
;
455 if (locations
& WINED3D_LOCATION_USER_MEMORY
)
457 data
->addr
= texture
->user_memory
;
458 data
->buffer_object
= 0;
461 if (locations
& WINED3D_LOCATION_SYSMEM
)
463 data
->addr
= texture
->resource
.heap_memory
;
464 data
->addr
+= sub_resource
->offset
;
465 data
->buffer_object
= 0;
469 ERR("Unexpected locations %s.\n", wined3d_debug_location(locations
));
471 data
->buffer_object
= 0;
474 /* Context activation is done by the caller. */
475 static void wined3d_texture_remove_buffer_object(struct wined3d_texture
*texture
,
476 unsigned int sub_resource_idx
, const struct wined3d_gl_info
*gl_info
)
478 GLuint
*buffer_object
= &texture
->sub_resources
[sub_resource_idx
].buffer_object
;
480 GL_EXTCALL(glDeleteBuffers(1, buffer_object
));
481 checkGLcall("glDeleteBuffers");
483 TRACE("Deleted buffer object %u for texture %p, sub-resource %u.\n",
484 *buffer_object
, texture
, sub_resource_idx
);
486 wined3d_texture_invalidate_location(texture
, sub_resource_idx
, WINED3D_LOCATION_BUFFER
);
490 static void wined3d_texture_update_map_binding(struct wined3d_texture
*texture
)
492 unsigned int sub_count
= texture
->level_count
* texture
->layer_count
;
493 const struct wined3d_device
*device
= texture
->resource
.device
;
494 DWORD map_binding
= texture
->update_map_binding
;
495 struct wined3d_context
*context
= NULL
;
498 if (device
->d3d_initialized
)
499 context
= context_acquire(device
, NULL
, 0);
501 for (i
= 0; i
< sub_count
; ++i
)
503 if (texture
->sub_resources
[i
].locations
== texture
->resource
.map_binding
504 && !wined3d_texture_load_location(texture
, i
, context
, map_binding
))
505 ERR("Failed to load location %s.\n", wined3d_debug_location(map_binding
));
506 if (texture
->resource
.map_binding
== WINED3D_LOCATION_BUFFER
)
507 wined3d_texture_remove_buffer_object(texture
, i
, context
->gl_info
);
511 context_release(context
);
513 texture
->resource
.map_binding
= map_binding
;
514 texture
->update_map_binding
= 0;
517 void wined3d_texture_set_map_binding(struct wined3d_texture
*texture
, DWORD map_binding
)
519 texture
->update_map_binding
= map_binding
;
520 if (!texture
->resource
.map_count
)
521 wined3d_texture_update_map_binding(texture
);
524 /* A GL context is provided by the caller */
525 static void gltexture_delete(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
,
526 struct gl_texture
*tex
)
528 context_gl_resource_released(device
, tex
->name
, FALSE
);
529 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &tex
->name
);
533 static unsigned int wined3d_texture_get_gl_sample_count(const struct wined3d_texture
*texture
)
535 const struct wined3d_format
*format
= texture
->resource
.format
;
537 /* TODO: NVIDIA expose their Coverage Sample Anti-Aliasing (CSAA)
538 * feature through type == MULTISAMPLE_XX and quality != 0. This could
539 * be mapped to GL_NV_framebuffer_multisample_coverage.
541 * AMD have a similar feature called Enhanced Quality Anti-Aliasing
542 * (EQAA), but it does not have an equivalent OpenGL extension. */
544 /* We advertise as many WINED3D_MULTISAMPLE_NON_MASKABLE quality
545 * levels as the count of advertised multisample types for the texture
547 if (texture
->resource
.multisample_type
== WINED3D_MULTISAMPLE_NON_MASKABLE
)
549 unsigned int i
, count
= 0;
551 for (i
= 0; i
< sizeof(format
->multisample_types
) * CHAR_BIT
; ++i
)
553 if (format
->multisample_types
& 1u << i
)
555 if (texture
->resource
.multisample_quality
== count
++)
562 return texture
->resource
.multisample_type
;
565 /* Context activation is done by the caller. */
566 /* The caller is responsible for binding the correct texture. */
567 static void wined3d_texture_allocate_gl_mutable_storage(struct wined3d_texture
*texture
,
568 GLenum gl_internal_format
, const struct wined3d_format_gl
*format
,
569 const struct wined3d_gl_info
*gl_info
)
571 unsigned int level
, level_count
, layer
, layer_count
;
572 GLsizei width
, height
, depth
;
575 level_count
= texture
->level_count
;
576 if (texture
->target
== GL_TEXTURE_1D_ARRAY
|| texture
->target
== GL_TEXTURE_2D_ARRAY
)
579 layer_count
= texture
->layer_count
;
581 for (layer
= 0; layer
< layer_count
; ++layer
)
583 target
= wined3d_texture_get_sub_resource_target(texture
, layer
* level_count
);
585 for (level
= 0; level
< level_count
; ++level
)
587 width
= wined3d_texture_get_level_pow2_width(texture
, level
);
588 height
= wined3d_texture_get_level_pow2_height(texture
, level
);
589 if (texture
->resource
.format_flags
& WINED3DFMT_FLAG_HEIGHT_SCALE
)
591 height
*= format
->f
.height_scale
.numerator
;
592 height
/= format
->f
.height_scale
.denominator
;
595 TRACE("texture %p, layer %u, level %u, target %#x, width %u, height %u.\n",
596 texture
, layer
, level
, target
, width
, height
);
598 if (target
== GL_TEXTURE_3D
|| target
== GL_TEXTURE_2D_ARRAY
)
600 depth
= wined3d_texture_get_level_depth(texture
, level
);
601 GL_EXTCALL(glTexImage3D(target
, level
, gl_internal_format
, width
, height
,
602 target
== GL_TEXTURE_2D_ARRAY
? texture
->layer_count
: depth
, 0,
603 format
->format
, format
->type
, NULL
));
604 checkGLcall("glTexImage3D");
606 else if (target
== GL_TEXTURE_1D
)
608 gl_info
->gl_ops
.gl
.p_glTexImage1D(target
, level
, gl_internal_format
,
609 width
, 0, format
->format
, format
->type
, NULL
);
613 gl_info
->gl_ops
.gl
.p_glTexImage2D(target
, level
, gl_internal_format
, width
,
614 target
== GL_TEXTURE_1D_ARRAY
? texture
->layer_count
: height
, 0,
615 format
->format
, format
->type
, NULL
);
616 checkGLcall("glTexImage2D");
622 /* Context activation is done by the caller. */
623 /* The caller is responsible for binding the correct texture. */
624 static void wined3d_texture_allocate_gl_immutable_storage(struct wined3d_texture
*texture
,
625 GLenum gl_internal_format
, const struct wined3d_gl_info
*gl_info
)
627 unsigned int samples
= wined3d_texture_get_gl_sample_count(texture
);
628 GLsizei height
= wined3d_texture_get_level_pow2_height(texture
, 0);
629 GLsizei width
= wined3d_texture_get_level_pow2_width(texture
, 0);
630 GLboolean standard_pattern
= texture
->resource
.multisample_type
!= WINED3D_MULTISAMPLE_NON_MASKABLE
631 && texture
->resource
.multisample_quality
== WINED3D_STANDARD_MULTISAMPLE_PATTERN
;
633 switch (texture
->target
)
636 GL_EXTCALL(glTexStorage3D(texture
->target
, texture
->level_count
,
637 gl_internal_format
, width
, height
, wined3d_texture_get_level_depth(texture
, 0)));
639 case GL_TEXTURE_2D_ARRAY
:
640 GL_EXTCALL(glTexStorage3D(texture
->target
, texture
->level_count
,
641 gl_internal_format
, width
, height
, texture
->layer_count
));
643 case GL_TEXTURE_2D_MULTISAMPLE
:
644 GL_EXTCALL(glTexStorage2DMultisample(texture
->target
, samples
,
645 gl_internal_format
, width
, height
, standard_pattern
));
647 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY
:
648 GL_EXTCALL(glTexStorage3DMultisample(texture
->target
, samples
,
649 gl_internal_format
, width
, height
, texture
->layer_count
, standard_pattern
));
651 case GL_TEXTURE_1D_ARRAY
:
652 GL_EXTCALL(glTexStorage2D(texture
->target
, texture
->level_count
,
653 gl_internal_format
, width
, texture
->layer_count
));
656 GL_EXTCALL(glTexStorage1D(texture
->target
, texture
->level_count
, gl_internal_format
, width
));
659 GL_EXTCALL(glTexStorage2D(texture
->target
, texture
->level_count
,
660 gl_internal_format
, width
, height
));
664 checkGLcall("allocate immutable storage");
667 static void wined3d_texture_unload_gl_texture(struct wined3d_texture
*texture
)
669 struct wined3d_device
*device
= texture
->resource
.device
;
670 const struct wined3d_gl_info
*gl_info
= NULL
;
671 struct wined3d_context
*context
= NULL
;
673 if (texture
->texture_rgb
.name
|| texture
->texture_srgb
.name
674 || texture
->rb_multisample
|| texture
->rb_resolved
)
676 context
= context_acquire(device
, NULL
, 0);
677 gl_info
= context
->gl_info
;
680 if (texture
->texture_rgb
.name
)
681 gltexture_delete(device
, context
->gl_info
, &texture
->texture_rgb
);
683 if (texture
->texture_srgb
.name
)
684 gltexture_delete(device
, context
->gl_info
, &texture
->texture_srgb
);
686 if (texture
->rb_multisample
)
688 TRACE("Deleting multisample renderbuffer %u.\n", texture
->rb_multisample
);
689 context_gl_resource_released(device
, texture
->rb_multisample
, TRUE
);
690 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &texture
->rb_multisample
);
691 texture
->rb_multisample
= 0;
694 if (texture
->rb_resolved
)
696 TRACE("Deleting resolved renderbuffer %u.\n", texture
->rb_resolved
);
697 context_gl_resource_released(device
, texture
->rb_resolved
, TRUE
);
698 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &texture
->rb_resolved
);
699 texture
->rb_resolved
= 0;
702 if (context
) context_release(context
);
704 wined3d_texture_set_dirty(texture
);
706 resource_unload(&texture
->resource
);
709 static void wined3d_texture_sub_resources_destroyed(struct wined3d_texture
*texture
)
711 unsigned int sub_count
= texture
->level_count
* texture
->layer_count
;
712 struct wined3d_texture_sub_resource
*sub_resource
;
715 for (i
= 0; i
< sub_count
; ++i
)
717 sub_resource
= &texture
->sub_resources
[i
];
718 if (sub_resource
->parent
)
720 TRACE("sub-resource %u.\n", i
);
721 sub_resource
->parent_ops
->wined3d_object_destroyed(sub_resource
->parent
);
722 sub_resource
->parent
= NULL
;
727 static void wined3d_texture_create_dc(void *object
)
729 const struct wined3d_texture_idx
*idx
= object
;
730 struct wined3d_context
*context
= NULL
;
731 unsigned int sub_resource_idx
, level
;
732 const struct wined3d_format
*format
;
733 unsigned int row_pitch
, slice_pitch
;
734 struct wined3d_texture
*texture
;
735 struct wined3d_dc_info
*dc_info
;
736 struct wined3d_bo_address data
;
737 D3DKMT_CREATEDCFROMMEMORY desc
;
738 struct wined3d_device
*device
;
741 TRACE("texture %p, sub_resource_idx %u.\n", idx
->texture
, idx
->sub_resource_idx
);
743 texture
= idx
->texture
;
744 sub_resource_idx
= idx
->sub_resource_idx
;
745 level
= sub_resource_idx
% texture
->level_count
;
746 device
= texture
->resource
.device
;
748 format
= texture
->resource
.format
;
749 if (!format
->ddi_format
)
751 WARN("Cannot create a DC for format %s.\n", debug_d3dformat(format
->id
));
755 if (!texture
->dc_info
)
757 unsigned int sub_count
= texture
->level_count
* texture
->layer_count
;
759 if (!(texture
->dc_info
= heap_calloc(sub_count
, sizeof(*texture
->dc_info
))))
761 ERR("Failed to allocate DC info.\n");
766 if (device
->d3d_initialized
)
767 context
= context_acquire(device
, NULL
, 0);
769 wined3d_texture_load_location(texture
, sub_resource_idx
, context
, texture
->resource
.map_binding
);
770 wined3d_texture_invalidate_location(texture
, sub_resource_idx
, ~texture
->resource
.map_binding
);
771 wined3d_texture_get_pitch(texture
, level
, &row_pitch
, &slice_pitch
);
772 wined3d_texture_get_memory(texture
, sub_resource_idx
, &data
, texture
->resource
.map_binding
);
773 desc
.pMemory
= context_map_bo_address(context
, &data
,
774 texture
->sub_resources
[sub_resource_idx
].size
,
775 GL_PIXEL_UNPACK_BUFFER
, WINED3D_MAP_READ
| WINED3D_MAP_WRITE
);
778 context_release(context
);
780 desc
.Format
= format
->ddi_format
;
781 desc
.Width
= wined3d_texture_get_level_width(texture
, level
);
782 desc
.Height
= wined3d_texture_get_level_height(texture
, level
);
783 desc
.Pitch
= row_pitch
;
784 desc
.hDeviceDc
= CreateCompatibleDC(NULL
);
785 desc
.pColorTable
= NULL
;
787 status
= D3DKMTCreateDCFromMemory(&desc
);
788 DeleteDC(desc
.hDeviceDc
);
791 WARN("Failed to create DC, status %#x.\n", status
);
795 dc_info
= &texture
->dc_info
[sub_resource_idx
];
796 dc_info
->dc
= desc
.hDc
;
797 dc_info
->bitmap
= desc
.hBitmap
;
799 TRACE("Created DC %p, bitmap %p for texture %p, %u.\n", dc_info
->dc
, dc_info
->bitmap
, texture
, sub_resource_idx
);
802 static void wined3d_texture_destroy_dc(void *object
)
804 const struct wined3d_texture_idx
*idx
= object
;
805 D3DKMT_DESTROYDCFROMMEMORY destroy_desc
;
806 struct wined3d_context
*context
= NULL
;
807 struct wined3d_texture
*texture
;
808 struct wined3d_dc_info
*dc_info
;
809 struct wined3d_bo_address data
;
810 unsigned int sub_resource_idx
;
811 struct wined3d_device
*device
;
814 texture
= idx
->texture
;
815 sub_resource_idx
= idx
->sub_resource_idx
;
816 device
= texture
->resource
.device
;
817 dc_info
= &texture
->dc_info
[sub_resource_idx
];
821 ERR("Sub-resource {%p, %u} has no DC.\n", texture
, sub_resource_idx
);
825 TRACE("dc %p, bitmap %p.\n", dc_info
->dc
, dc_info
->bitmap
);
827 destroy_desc
.hDc
= dc_info
->dc
;
828 destroy_desc
.hBitmap
= dc_info
->bitmap
;
829 if ((status
= D3DKMTDestroyDCFromMemory(&destroy_desc
)))
830 ERR("Failed to destroy dc, status %#x.\n", status
);
832 dc_info
->bitmap
= NULL
;
834 if (device
->d3d_initialized
)
835 context
= context_acquire(device
, NULL
, 0);
837 wined3d_texture_get_memory(texture
, sub_resource_idx
, &data
, texture
->resource
.map_binding
);
838 context_unmap_bo_address(context
, &data
, GL_PIXEL_UNPACK_BUFFER
);
841 context_release(context
);
844 static void wined3d_texture_cleanup(struct wined3d_texture
*texture
)
846 unsigned int sub_count
= texture
->level_count
* texture
->layer_count
;
847 struct wined3d_device
*device
= texture
->resource
.device
;
848 const struct wined3d_gl_info
*gl_info
= NULL
;
849 struct wined3d_context
*context
= NULL
;
850 struct wined3d_dc_info
*dc_info
;
851 GLuint buffer_object
;
854 TRACE("texture %p.\n", texture
);
856 for (i
= 0; i
< sub_count
; ++i
)
858 if (!(buffer_object
= texture
->sub_resources
[i
].buffer_object
))
861 TRACE("Deleting buffer object %u.\n", buffer_object
);
863 /* We may not be able to get a context in wined3d_texture_cleanup() in
864 * general, but if a buffer object was previously created we can. */
867 context
= context_acquire(device
, NULL
, 0);
868 gl_info
= context
->gl_info
;
871 GL_EXTCALL(glDeleteBuffers(1, &buffer_object
));
875 context_release(context
);
877 if ((dc_info
= texture
->dc_info
))
879 for (i
= 0; i
< sub_count
; ++i
)
883 struct wined3d_texture_idx texture_idx
= {texture
, i
};
885 wined3d_texture_destroy_dc(&texture_idx
);
891 if (texture
->overlay_info
)
893 for (i
= 0; i
< sub_count
; ++i
)
895 struct wined3d_overlay_info
*info
= &texture
->overlay_info
[i
];
896 struct wined3d_overlay_info
*overlay
, *cur
;
898 list_remove(&info
->entry
);
899 LIST_FOR_EACH_ENTRY_SAFE(overlay
, cur
, &info
->overlays
, struct wined3d_overlay_info
, entry
)
901 list_remove(&overlay
->entry
);
904 heap_free(texture
->overlay_info
);
906 wined3d_texture_unload_gl_texture(texture
);
909 static void wined3d_texture_gl_cleanup(struct wined3d_texture_gl
*texture_gl
)
911 struct wined3d_device
*device
= texture_gl
->t
.resource
.device
;
912 struct wined3d_renderbuffer_entry
*entry
, *entry2
;
913 const struct wined3d_gl_info
*gl_info
;
914 struct wined3d_context
*context
;
916 if (!list_empty(&texture_gl
->renderbuffers
))
918 context
= context_acquire(device
, NULL
, 0);
919 gl_info
= context
->gl_info
;
921 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &texture_gl
->renderbuffers
, struct wined3d_renderbuffer_entry
, entry
)
923 TRACE("Deleting renderbuffer %u.\n", entry
->id
);
924 context_gl_resource_released(device
, entry
->id
, TRUE
);
925 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &entry
->id
);
929 context_release(context
);
932 wined3d_texture_cleanup(&texture_gl
->t
);
935 void wined3d_texture_set_swapchain(struct wined3d_texture
*texture
, struct wined3d_swapchain
*swapchain
)
937 texture
->swapchain
= swapchain
;
938 wined3d_resource_update_draw_binding(&texture
->resource
);
941 void wined3d_gl_texture_swizzle_from_color_fixup(GLint swizzle
[4], struct color_fixup_desc fixup
)
943 static const GLenum swizzle_source
[] =
945 GL_ZERO
, /* CHANNEL_SOURCE_ZERO */
946 GL_ONE
, /* CHANNEL_SOURCE_ONE */
947 GL_RED
, /* CHANNEL_SOURCE_X */
948 GL_GREEN
, /* CHANNEL_SOURCE_Y */
949 GL_BLUE
, /* CHANNEL_SOURCE_Z */
950 GL_ALPHA
, /* CHANNEL_SOURCE_W */
953 swizzle
[0] = swizzle_source
[fixup
.x_source
];
954 swizzle
[1] = swizzle_source
[fixup
.y_source
];
955 swizzle
[2] = swizzle_source
[fixup
.z_source
];
956 swizzle
[3] = swizzle_source
[fixup
.w_source
];
959 /* Context activation is done by the caller. */
960 void wined3d_texture_bind(struct wined3d_texture
*texture
,
961 struct wined3d_context
*context
, BOOL srgb
)
963 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
964 const struct wined3d_format
*format
= texture
->resource
.format
;
965 const struct color_fixup_desc fixup
= format
->color_fixup
;
966 struct gl_texture
*gl_tex
;
969 TRACE("texture %p, context %p, srgb %#x.\n", texture
, context
, srgb
);
971 if (!needs_separate_srgb_gl_texture(context
, texture
))
974 /* sRGB mode cache for preload() calls outside drawprim. */
976 texture
->flags
|= WINED3D_TEXTURE_IS_SRGB
;
978 texture
->flags
&= ~WINED3D_TEXTURE_IS_SRGB
;
980 gl_tex
= wined3d_texture_get_gl_texture(texture
, srgb
);
981 target
= texture
->target
;
985 context_bind_texture(context
, target
, gl_tex
->name
);
989 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &gl_tex
->name
);
990 checkGLcall("glGenTextures");
991 TRACE("Generated texture %d.\n", gl_tex
->name
);
995 ERR("Failed to generate a texture name.\n");
999 /* Initialise the state of the texture object to the OpenGL defaults, not
1000 * the wined3d defaults. */
1001 gl_tex
->sampler_desc
.address_u
= WINED3D_TADDRESS_WRAP
;
1002 gl_tex
->sampler_desc
.address_v
= WINED3D_TADDRESS_WRAP
;
1003 gl_tex
->sampler_desc
.address_w
= WINED3D_TADDRESS_WRAP
;
1004 memset(gl_tex
->sampler_desc
.border_color
, 0, sizeof(gl_tex
->sampler_desc
.border_color
));
1005 gl_tex
->sampler_desc
.mag_filter
= WINED3D_TEXF_LINEAR
;
1006 gl_tex
->sampler_desc
.min_filter
= WINED3D_TEXF_POINT
; /* GL_NEAREST_MIPMAP_LINEAR */
1007 gl_tex
->sampler_desc
.mip_filter
= WINED3D_TEXF_LINEAR
; /* GL_NEAREST_MIPMAP_LINEAR */
1008 gl_tex
->sampler_desc
.lod_bias
= 0.0f
;
1009 gl_tex
->sampler_desc
.min_lod
= -1000.0f
;
1010 gl_tex
->sampler_desc
.max_lod
= 1000.0f
;
1011 gl_tex
->sampler_desc
.max_anisotropy
= 1;
1012 gl_tex
->sampler_desc
.compare
= FALSE
;
1013 gl_tex
->sampler_desc
.comparison_func
= WINED3D_CMP_LESSEQUAL
;
1014 if (context
->gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
1015 gl_tex
->sampler_desc
.srgb_decode
= TRUE
;
1017 gl_tex
->sampler_desc
.srgb_decode
= srgb
;
1018 gl_tex
->base_level
= 0;
1019 wined3d_texture_set_dirty(texture
);
1021 context_bind_texture(context
, target
, gl_tex
->name
);
1023 /* For a new texture we have to set the texture levels after binding the
1024 * texture. Beware that texture rectangles do not support mipmapping, but
1025 * set the maxmiplevel if we're relying on the partial
1026 * GL_ARB_texture_non_power_of_two emulation with texture rectangles.
1027 * (I.e., do not care about cond_np2 here, just look for
1028 * GL_TEXTURE_RECTANGLE_ARB.) */
1029 if (target
!= GL_TEXTURE_RECTANGLE_ARB
)
1031 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture
->level_count
- 1);
1032 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, texture
->level_count
- 1);
1033 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)");
1036 if (target
== GL_TEXTURE_CUBE_MAP_ARB
)
1038 /* Cubemaps are always set to clamp, regardless of the sampler state. */
1039 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
1040 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
1041 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
1044 if (texture
->flags
& WINED3D_TEXTURE_COND_NP2
)
1046 /* Conditinal non power of two textures use a different clamping
1047 * default. If we're using the GL_WINE_normalized_texrect partial
1048 * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
1049 * has the address mode set to repeat - something that prevents us
1050 * from hitting the accelerated codepath. Thus manually set the GL
1051 * state. The same applies to filtering. Even if the texture has only
1052 * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
1053 * fallback on macos. */
1054 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
1055 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
1056 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1057 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1058 checkGLcall("glTexParameteri");
1059 gl_tex
->sampler_desc
.address_u
= WINED3D_TADDRESS_CLAMP
;
1060 gl_tex
->sampler_desc
.address_v
= WINED3D_TADDRESS_CLAMP
;
1061 gl_tex
->sampler_desc
.mag_filter
= WINED3D_TEXF_POINT
;
1062 gl_tex
->sampler_desc
.min_filter
= WINED3D_TEXF_POINT
;
1063 gl_tex
->sampler_desc
.mip_filter
= WINED3D_TEXF_NONE
;
1066 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] && gl_info
->supported
[ARB_DEPTH_TEXTURE
])
1068 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_DEPTH_TEXTURE_MODE_ARB
, GL_INTENSITY
);
1069 checkGLcall("glTexParameteri(GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY)");
1072 if (!is_identity_fixup(fixup
) && can_use_texture_swizzle(gl_info
, format
))
1076 wined3d_gl_texture_swizzle_from_color_fixup(swizzle
, fixup
);
1077 gl_info
->gl_ops
.gl
.p_glTexParameteriv(target
, GL_TEXTURE_SWIZZLE_RGBA
, swizzle
);
1078 checkGLcall("set format swizzle");
1082 /* Context activation is done by the caller. */
1083 void wined3d_texture_bind_and_dirtify(struct wined3d_texture
*texture
,
1084 struct wined3d_context
*context
, BOOL srgb
)
1086 /* We don't need a specific texture unit, but after binding the texture
1087 * the current unit is dirty. Read the unit back instead of switching to
1088 * 0, this avoids messing around with the state manager's GL states. The
1089 * current texture unit should always be a valid one.
1091 * To be more specific, this is tricky because we can implicitly be
1092 * called from sampler() in state.c. This means we can't touch anything
1093 * other than whatever happens to be the currently active texture, or we
1094 * would risk marking already applied sampler states dirty again. */
1095 if (context
->active_texture
< ARRAY_SIZE(context
->rev_tex_unit_map
))
1097 DWORD active_sampler
= context
->rev_tex_unit_map
[context
->active_texture
];
1098 if (active_sampler
!= WINED3D_UNMAPPED_STAGE
)
1099 context_invalidate_state(context
, STATE_SAMPLER(active_sampler
));
1101 /* FIXME: Ideally we'd only do this when touching a binding that's used by
1103 context_invalidate_compute_state(context
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1104 context_invalidate_state(context
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1106 wined3d_texture_bind(texture
, context
, srgb
);
1109 /* Context activation is done by the caller (state handler). */
1110 /* This function relies on the correct texture being bound and loaded. */
1111 void wined3d_texture_apply_sampler_desc(struct wined3d_texture
*texture
,
1112 const struct wined3d_sampler_desc
*sampler_desc
, const struct wined3d_context
*context
)
1114 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1115 GLenum target
= texture
->target
;
1116 struct gl_texture
*gl_tex
;
1119 TRACE("texture %p, sampler_desc %p, context %p.\n", texture
, sampler_desc
, context
);
1121 gl_tex
= wined3d_texture_get_gl_texture(texture
, texture
->flags
& WINED3D_TEXTURE_IS_SRGB
);
1123 state
= sampler_desc
->address_u
;
1124 if (state
!= gl_tex
->sampler_desc
.address_u
)
1126 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_WRAP_S
,
1127 gl_info
->wrap_lookup
[state
- WINED3D_TADDRESS_WRAP
]);
1128 gl_tex
->sampler_desc
.address_u
= state
;
1131 state
= sampler_desc
->address_v
;
1132 if (state
!= gl_tex
->sampler_desc
.address_v
)
1134 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_WRAP_T
,
1135 gl_info
->wrap_lookup
[state
- WINED3D_TADDRESS_WRAP
]);
1136 gl_tex
->sampler_desc
.address_v
= state
;
1139 state
= sampler_desc
->address_w
;
1140 if (state
!= gl_tex
->sampler_desc
.address_w
)
1142 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_WRAP_R
,
1143 gl_info
->wrap_lookup
[state
- WINED3D_TADDRESS_WRAP
]);
1144 gl_tex
->sampler_desc
.address_w
= state
;
1147 if (memcmp(gl_tex
->sampler_desc
.border_color
, sampler_desc
->border_color
,
1148 sizeof(gl_tex
->sampler_desc
.border_color
)))
1150 gl_info
->gl_ops
.gl
.p_glTexParameterfv(target
, GL_TEXTURE_BORDER_COLOR
, &sampler_desc
->border_color
[0]);
1151 memcpy(gl_tex
->sampler_desc
.border_color
, sampler_desc
->border_color
,
1152 sizeof(gl_tex
->sampler_desc
.border_color
));
1155 state
= sampler_desc
->mag_filter
;
1156 if (state
!= gl_tex
->sampler_desc
.mag_filter
)
1158 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_MAG_FILTER
, wined3d_gl_mag_filter(state
));
1159 gl_tex
->sampler_desc
.mag_filter
= state
;
1162 if (sampler_desc
->min_filter
!= gl_tex
->sampler_desc
.min_filter
1163 || sampler_desc
->mip_filter
!= gl_tex
->sampler_desc
.mip_filter
)
1165 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_MIN_FILTER
,
1166 wined3d_gl_min_mip_filter(sampler_desc
->min_filter
, sampler_desc
->mip_filter
));
1167 gl_tex
->sampler_desc
.min_filter
= sampler_desc
->min_filter
;
1168 gl_tex
->sampler_desc
.mip_filter
= sampler_desc
->mip_filter
;
1171 state
= sampler_desc
->max_anisotropy
;
1172 if (state
!= gl_tex
->sampler_desc
.max_anisotropy
)
1174 if (gl_info
->supported
[ARB_TEXTURE_FILTER_ANISOTROPIC
])
1175 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_MAX_ANISOTROPY
, state
);
1177 WARN("Anisotropic filtering not supported.\n");
1178 gl_tex
->sampler_desc
.max_anisotropy
= state
;
1181 if (!sampler_desc
->srgb_decode
!= !gl_tex
->sampler_desc
.srgb_decode
1182 && (context
->d3d_info
->wined3d_creation_flags
& WINED3D_SRGB_READ_WRITE_CONTROL
)
1183 && gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
1185 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_SRGB_DECODE_EXT
,
1186 sampler_desc
->srgb_decode
? GL_DECODE_EXT
: GL_SKIP_DECODE_EXT
);
1187 gl_tex
->sampler_desc
.srgb_decode
= sampler_desc
->srgb_decode
;
1190 if (!sampler_desc
->compare
!= !gl_tex
->sampler_desc
.compare
)
1192 if (sampler_desc
->compare
)
1193 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_COMPARE_MODE_ARB
, GL_COMPARE_R_TO_TEXTURE_ARB
);
1195 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_COMPARE_MODE_ARB
, GL_NONE
);
1196 gl_tex
->sampler_desc
.compare
= sampler_desc
->compare
;
1199 checkGLcall("Texture parameter application");
1201 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
1203 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
1204 GL_TEXTURE_LOD_BIAS_EXT
, sampler_desc
->lod_bias
);
1205 checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
1209 ULONG CDECL
wined3d_texture_incref(struct wined3d_texture
*texture
)
1213 TRACE("texture %p, swapchain %p.\n", texture
, texture
->swapchain
);
1215 if (texture
->swapchain
)
1216 return wined3d_swapchain_incref(texture
->swapchain
);
1218 refcount
= InterlockedIncrement(&texture
->resource
.ref
);
1219 TRACE("%p increasing refcount to %u.\n", texture
, refcount
);
1224 static void wined3d_texture_cleanup_sync(struct wined3d_texture
*texture
)
1226 wined3d_texture_sub_resources_destroyed(texture
);
1227 resource_cleanup(&texture
->resource
);
1228 wined3d_resource_wait_idle(&texture
->resource
);
1229 wined3d_texture_cleanup(texture
);
1232 static void wined3d_texture_destroy_object(void *object
)
1234 struct wined3d_texture_gl
*texture_gl
= wined3d_texture_gl(object
);
1236 wined3d_texture_gl_cleanup(texture_gl
);
1237 heap_free(texture_gl
);
1240 ULONG CDECL
wined3d_texture_decref(struct wined3d_texture
*texture
)
1244 TRACE("texture %p, swapchain %p.\n", texture
, texture
->swapchain
);
1246 if (texture
->swapchain
)
1247 return wined3d_swapchain_decref(texture
->swapchain
);
1249 refcount
= InterlockedDecrement(&texture
->resource
.ref
);
1250 TRACE("%p decreasing refcount to %u.\n", texture
, refcount
);
1254 /* Wait for the texture to become idle if it's using user memory,
1255 * since the application is allowed to free that memory once the
1256 * texture is destroyed. Note that this implies that
1257 * wined3d_texture_destroy_object() can't access that memory either. */
1258 if (texture
->user_memory
)
1259 wined3d_resource_wait_idle(&texture
->resource
);
1260 wined3d_texture_sub_resources_destroyed(texture
);
1261 texture
->resource
.parent_ops
->wined3d_object_destroyed(texture
->resource
.parent
);
1262 resource_cleanup(&texture
->resource
);
1263 wined3d_cs_destroy_object(texture
->resource
.device
->cs
, wined3d_texture_destroy_object
, texture
);
1269 struct wined3d_resource
* CDECL
wined3d_texture_get_resource(struct wined3d_texture
*texture
)
1271 TRACE("texture %p.\n", texture
);
1273 return &texture
->resource
;
1276 static BOOL
color_key_equal(const struct wined3d_color_key
*c1
, struct wined3d_color_key
*c2
)
1278 return c1
->color_space_low_value
== c2
->color_space_low_value
1279 && c1
->color_space_high_value
== c2
->color_space_high_value
;
1282 /* Context activation is done by the caller */
1283 void wined3d_texture_load(struct wined3d_texture
*texture
,
1284 struct wined3d_context
*context
, BOOL srgb
)
1286 UINT sub_count
= texture
->level_count
* texture
->layer_count
;
1287 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
1291 TRACE("texture %p, context %p, srgb %#x.\n", texture
, context
, srgb
);
1293 if (!needs_separate_srgb_gl_texture(context
, texture
))
1297 flag
= WINED3D_TEXTURE_SRGB_VALID
;
1299 flag
= WINED3D_TEXTURE_RGB_VALID
;
1301 if (!d3d_info
->shader_color_key
1302 && (!(texture
->async
.flags
& WINED3D_TEXTURE_ASYNC_COLOR_KEY
)
1303 != !(texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1304 || (texture
->async
.flags
& WINED3D_TEXTURE_ASYNC_COLOR_KEY
1305 && !color_key_equal(&texture
->async
.gl_color_key
, &texture
->async
.src_blt_color_key
))))
1307 unsigned int sub_count
= texture
->level_count
* texture
->layer_count
;
1310 TRACE("Reloading because of color key value change.\n");
1311 for (i
= 0; i
< sub_count
; i
++)
1313 if (!wined3d_texture_load_location(texture
, i
, context
, texture
->resource
.map_binding
))
1314 ERR("Failed to load location %s.\n", wined3d_debug_location(texture
->resource
.map_binding
));
1316 wined3d_texture_invalidate_location(texture
, i
, ~texture
->resource
.map_binding
);
1319 texture
->async
.gl_color_key
= texture
->async
.src_blt_color_key
;
1322 if (texture
->flags
& flag
)
1324 TRACE("Texture %p not dirty, nothing to do.\n", texture
);
1328 /* Reload the surfaces if the texture is marked dirty. */
1329 for (i
= 0; i
< sub_count
; ++i
)
1331 if (!wined3d_texture_load_location(texture
, i
, context
,
1332 srgb
? WINED3D_LOCATION_TEXTURE_SRGB
: WINED3D_LOCATION_TEXTURE_RGB
))
1333 ERR("Failed to load location (srgb %#x).\n", srgb
);
1335 texture
->flags
|= flag
;
1338 void * CDECL
wined3d_texture_get_parent(const struct wined3d_texture
*texture
)
1340 TRACE("texture %p.\n", texture
);
1342 return texture
->resource
.parent
;
1345 HRESULT
wined3d_texture_check_box_dimensions(const struct wined3d_texture
*texture
,
1346 unsigned int level
, const struct wined3d_box
*box
)
1348 const struct wined3d_format
*format
= texture
->resource
.format
;
1349 unsigned int width_mask
, height_mask
, width
, height
, depth
;
1351 width
= wined3d_texture_get_level_width(texture
, level
);
1352 height
= wined3d_texture_get_level_height(texture
, level
);
1353 depth
= wined3d_texture_get_level_depth(texture
, level
);
1355 if (box
->left
>= box
->right
|| box
->right
> width
1356 || box
->top
>= box
->bottom
|| box
->bottom
> height
1357 || box
->front
>= box
->back
|| box
->back
> depth
)
1359 WARN("Box %s is invalid.\n", debug_box(box
));
1360 return WINEDDERR_INVALIDRECT
;
1363 if (texture
->resource
.format_flags
& WINED3DFMT_FLAG_BLOCKS
)
1365 /* This assumes power of two block sizes, but NPOT block sizes would
1368 * This also assumes that the format's block depth is 1. */
1369 width_mask
= format
->block_width
- 1;
1370 height_mask
= format
->block_height
- 1;
1372 if ((box
->left
& width_mask
) || (box
->top
& height_mask
)
1373 || (box
->right
& width_mask
&& box
->right
!= width
)
1374 || (box
->bottom
& height_mask
&& box
->bottom
!= height
))
1376 WARN("Box %s is misaligned for %ux%u blocks.\n",
1377 debug_box(box
), format
->block_width
, format
->block_height
);
1378 return WINED3DERR_INVALIDCALL
;
1385 void CDECL
wined3d_texture_get_pitch(const struct wined3d_texture
*texture
,
1386 unsigned int level
, unsigned int *row_pitch
, unsigned int *slice_pitch
)
1388 const struct wined3d_resource
*resource
= &texture
->resource
;
1389 unsigned int width
= wined3d_texture_get_level_width(texture
, level
);
1390 unsigned int height
= wined3d_texture_get_level_height(texture
, level
);
1392 if (texture
->row_pitch
)
1394 *row_pitch
= texture
->row_pitch
;
1395 *slice_pitch
= texture
->slice_pitch
;
1399 wined3d_format_calculate_pitch(resource
->format
, resource
->device
->surface_alignment
,
1400 width
, height
, row_pitch
, slice_pitch
);
1403 DWORD CDECL
wined3d_texture_set_lod(struct wined3d_texture
*texture
, DWORD lod
)
1405 DWORD old
= texture
->lod
;
1407 TRACE("texture %p, lod %u.\n", texture
, lod
);
1409 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
1410 * textures. The call always returns 0, and GetLOD always returns 0. */
1411 if (!wined3d_resource_access_is_managed(texture
->resource
.access
))
1413 TRACE("Ignoring LOD on texture with resource access %s.\n",
1414 wined3d_debug_resource_access(texture
->resource
.access
));
1418 if (lod
>= texture
->level_count
)
1419 lod
= texture
->level_count
- 1;
1421 if (texture
->lod
!= lod
)
1423 struct wined3d_device
*device
= texture
->resource
.device
;
1425 wined3d_resource_wait_idle(&texture
->resource
);
1428 texture
->texture_rgb
.base_level
= ~0u;
1429 texture
->texture_srgb
.base_level
= ~0u;
1430 if (texture
->resource
.bind_count
)
1431 wined3d_cs_emit_set_sampler_state(device
->cs
, texture
->sampler
, WINED3D_SAMP_MAX_MIP_LEVEL
,
1432 device
->state
.sampler_states
[texture
->sampler
][WINED3D_SAMP_MAX_MIP_LEVEL
]);
1438 DWORD CDECL
wined3d_texture_get_lod(const struct wined3d_texture
*texture
)
1440 TRACE("texture %p, returning %u.\n", texture
, texture
->lod
);
1442 return texture
->lod
;
1445 DWORD CDECL
wined3d_texture_get_level_count(const struct wined3d_texture
*texture
)
1447 TRACE("texture %p, returning %u.\n", texture
, texture
->level_count
);
1449 return texture
->level_count
;
1452 HRESULT CDECL
wined3d_texture_set_color_key(struct wined3d_texture
*texture
,
1453 DWORD flags
, const struct wined3d_color_key
*color_key
)
1455 struct wined3d_device
*device
= texture
->resource
.device
;
1456 static const DWORD all_flags
= WINED3D_CKEY_DST_BLT
| WINED3D_CKEY_DST_OVERLAY
1457 | WINED3D_CKEY_SRC_BLT
| WINED3D_CKEY_SRC_OVERLAY
;
1459 TRACE("texture %p, flags %#x, color_key %p.\n", texture
, flags
, color_key
);
1461 if (flags
& ~all_flags
)
1463 WARN("Invalid flags passed, returning WINED3DERR_INVALIDCALL.\n");
1464 return WINED3DERR_INVALIDCALL
;
1467 wined3d_cs_emit_set_color_key(device
->cs
, texture
, flags
, color_key
);
1472 /* In D3D the depth stencil dimensions have to be greater than or equal to the
1473 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
1474 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
1475 /* Context activation is done by the caller. */
1476 void wined3d_texture_gl_set_compatible_renderbuffer(struct wined3d_texture_gl
*texture_gl
,
1477 struct wined3d_context
*context
, unsigned int level
, const struct wined3d_rendertarget_info
*rt
)
1479 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1480 struct wined3d_renderbuffer_entry
*entry
;
1481 unsigned int src_width
, src_height
;
1482 unsigned int width
, height
;
1483 GLuint renderbuffer
= 0;
1485 if (gl_info
->supported
[ARB_FRAMEBUFFER_OBJECT
])
1488 if (rt
&& rt
->resource
->format
->id
!= WINED3DFMT_NULL
)
1490 struct wined3d_texture
*rt_texture
;
1491 unsigned int rt_level
;
1493 if (rt
->resource
->type
== WINED3D_RTYPE_BUFFER
)
1495 FIXME("Unsupported resource type %s.\n", debug_d3dresourcetype(rt
->resource
->type
));
1498 rt_texture
= wined3d_texture_from_resource(rt
->resource
);
1499 rt_level
= rt
->sub_resource_idx
% rt_texture
->level_count
;
1501 width
= wined3d_texture_get_level_pow2_width(rt_texture
, rt_level
);
1502 height
= wined3d_texture_get_level_pow2_height(rt_texture
, rt_level
);
1506 width
= wined3d_texture_get_level_pow2_width(&texture_gl
->t
, level
);
1507 height
= wined3d_texture_get_level_pow2_height(&texture_gl
->t
, level
);
1510 src_width
= wined3d_texture_get_level_pow2_width(&texture_gl
->t
, level
);
1511 src_height
= wined3d_texture_get_level_pow2_height(&texture_gl
->t
, level
);
1513 /* A depth stencil smaller than the render target is not valid */
1514 if (width
> src_width
|| height
> src_height
)
1517 /* Remove any renderbuffer set if the sizes match */
1518 if (width
== src_width
&& height
== src_height
)
1520 texture_gl
->current_renderbuffer
= NULL
;
1524 /* Look if we've already got a renderbuffer of the correct dimensions */
1525 LIST_FOR_EACH_ENTRY(entry
, &texture_gl
->renderbuffers
, struct wined3d_renderbuffer_entry
, entry
)
1527 if (entry
->width
== width
&& entry
->height
== height
)
1529 renderbuffer
= entry
->id
;
1530 texture_gl
->current_renderbuffer
= entry
;
1537 const struct wined3d_format_gl
*format_gl
;
1539 format_gl
= wined3d_format_gl(texture_gl
->t
.resource
.format
);
1540 gl_info
->fbo_ops
.glGenRenderbuffers(1, &renderbuffer
);
1541 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, renderbuffer
);
1542 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, format_gl
->internal
, width
, height
);
1544 entry
= heap_alloc(sizeof(*entry
));
1545 entry
->width
= width
;
1546 entry
->height
= height
;
1547 entry
->id
= renderbuffer
;
1548 list_add_head(&texture_gl
->renderbuffers
, &entry
->entry
);
1550 texture_gl
->current_renderbuffer
= entry
;
1553 checkGLcall("set compatible renderbuffer");
1556 HRESULT CDECL
wined3d_texture_update_desc(struct wined3d_texture
*texture
, UINT width
, UINT height
,
1557 enum wined3d_format_id format_id
, enum wined3d_multisample_type multisample_type
,
1558 UINT multisample_quality
, void *mem
, UINT pitch
)
1560 struct wined3d_texture_sub_resource
*sub_resource
;
1561 const struct wined3d_d3d_info
*d3d_info
;
1562 const struct wined3d_gl_info
*gl_info
;
1563 const struct wined3d_format
*format
;
1564 struct wined3d_device
*device
;
1565 unsigned int resource_size
;
1566 DWORD valid_location
= 0;
1567 BOOL create_dib
= FALSE
;
1569 TRACE("texture %p, width %u, height %u, format %s, multisample_type %#x, multisample_quality %u, "
1570 "mem %p, pitch %u.\n",
1571 texture
, width
, height
, debug_d3dformat(format_id
), multisample_type
, multisample_quality
, mem
, pitch
);
1573 device
= texture
->resource
.device
;
1574 gl_info
= &device
->adapter
->gl_info
;
1575 d3d_info
= &device
->adapter
->d3d_info
;
1576 format
= wined3d_get_format(device
->adapter
, format_id
, texture
->resource
.usage
);
1577 resource_size
= wined3d_format_calculate_size(format
, device
->surface_alignment
, width
, height
, 1);
1580 return WINED3DERR_INVALIDCALL
;
1582 if (texture
->level_count
* texture
->layer_count
> 1)
1584 WARN("Texture has multiple sub-resources, not supported.\n");
1585 return WINED3DERR_INVALIDCALL
;
1588 if (texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
)
1590 WARN("Not supported on %s.\n", debug_d3dresourcetype(texture
->resource
.type
));
1591 return WINED3DERR_INVALIDCALL
;
1594 if (texture
->resource
.map_count
)
1596 WARN("Texture is mapped.\n");
1597 return WINED3DERR_INVALIDCALL
;
1600 /* We have no way of supporting a pitch that is not a multiple of the pixel
1601 * byte width short of uploading the texture row-by-row.
1602 * Fortunately that's not an issue since D3D9Ex doesn't allow a custom pitch
1603 * for user-memory textures (it always expects packed data) while DirectDraw
1604 * requires a 4-byte aligned pitch and doesn't support texture formats
1605 * larger than 4 bytes per pixel nor any format using 3 bytes per pixel.
1606 * This check is here to verify that the assumption holds. */
1607 if (pitch
% texture
->resource
.format
->byte_count
)
1609 WARN("Pitch unsupported, not a multiple of the texture format byte width.\n");
1610 return WINED3DERR_INVALIDCALL
;
1613 if (device
->d3d_initialized
)
1614 wined3d_cs_emit_unload_resource(device
->cs
, &texture
->resource
);
1615 wined3d_resource_wait_idle(&texture
->resource
);
1617 sub_resource
= &texture
->sub_resources
[0];
1618 if (texture
->dc_info
&& texture
->dc_info
[0].dc
)
1620 struct wined3d_texture_idx texture_idx
= {texture
, 0};
1622 wined3d_cs_destroy_object(device
->cs
, wined3d_texture_destroy_dc
, &texture_idx
);
1623 device
->cs
->ops
->finish(device
->cs
, WINED3D_CS_QUEUE_DEFAULT
);
1627 wined3d_resource_free_sysmem(&texture
->resource
);
1629 if ((texture
->row_pitch
= pitch
))
1630 texture
->slice_pitch
= height
* pitch
;
1632 /* User memory surfaces don't have the regular surface alignment. */
1633 wined3d_format_calculate_pitch(format
, 1, width
, height
,
1634 &texture
->row_pitch
, &texture
->slice_pitch
);
1636 texture
->resource
.format
= format
;
1637 texture
->resource
.multisample_type
= multisample_type
;
1638 texture
->resource
.multisample_quality
= multisample_quality
;
1639 texture
->resource
.width
= width
;
1640 texture
->resource
.height
= height
;
1641 texture
->resource
.size
= texture
->slice_pitch
;
1642 sub_resource
->size
= texture
->slice_pitch
;
1643 sub_resource
->locations
= WINED3D_LOCATION_DISCARDED
;
1645 if (multisample_type
&& gl_info
->supported
[ARB_TEXTURE_MULTISAMPLE
])
1646 texture
->target
= GL_TEXTURE_2D_MULTISAMPLE
;
1648 texture
->target
= GL_TEXTURE_2D
;
1650 if (((width
& (width
- 1)) || (height
& (height
- 1))) && !d3d_info
->texture_npot
1651 && !d3d_info
->texture_npot_conditional
)
1653 texture
->flags
|= WINED3D_TEXTURE_COND_NP2_EMULATED
;
1654 texture
->pow2_width
= texture
->pow2_height
= 1;
1655 while (texture
->pow2_width
< width
)
1656 texture
->pow2_width
<<= 1;
1657 while (texture
->pow2_height
< height
)
1658 texture
->pow2_height
<<= 1;
1662 texture
->flags
&= ~WINED3D_TEXTURE_COND_NP2_EMULATED
;
1663 texture
->pow2_width
= width
;
1664 texture
->pow2_height
= height
;
1667 if ((texture
->user_memory
= mem
))
1669 texture
->resource
.map_binding
= WINED3D_LOCATION_USER_MEMORY
;
1670 valid_location
= WINED3D_LOCATION_USER_MEMORY
;
1674 wined3d_texture_prepare_location(texture
, 0, NULL
, WINED3D_LOCATION_SYSMEM
);
1675 valid_location
= WINED3D_LOCATION_SYSMEM
;
1678 /* The format might be changed to a format that needs conversion.
1679 * If the surface didn't use PBOs previously but could now, don't
1680 * change it - whatever made us not use PBOs might come back, e.g.
1682 if (texture
->resource
.map_binding
== WINED3D_LOCATION_BUFFER
&& !wined3d_texture_use_pbo(texture
, gl_info
))
1683 texture
->resource
.map_binding
= WINED3D_LOCATION_SYSMEM
;
1685 wined3d_texture_validate_location(texture
, 0, valid_location
);
1686 wined3d_texture_invalidate_location(texture
, 0, ~valid_location
);
1690 struct wined3d_texture_idx texture_idx
= {texture
, 0};
1692 wined3d_cs_init_object(device
->cs
, wined3d_texture_create_dc
, &texture_idx
);
1693 device
->cs
->ops
->finish(device
->cs
, WINED3D_CS_QUEUE_DEFAULT
);
1699 /* Context activation is done by the caller. */
1700 static void wined3d_texture_prepare_buffer_object(struct wined3d_texture
*texture
,
1701 unsigned int sub_resource_idx
, const struct wined3d_gl_info
*gl_info
)
1703 struct wined3d_texture_sub_resource
*sub_resource
;
1705 sub_resource
= &texture
->sub_resources
[sub_resource_idx
];
1706 if (sub_resource
->buffer_object
)
1709 GL_EXTCALL(glGenBuffers(1, &sub_resource
->buffer_object
));
1710 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER
, sub_resource
->buffer_object
));
1711 GL_EXTCALL(glBufferData(GL_PIXEL_UNPACK_BUFFER
, sub_resource
->size
, NULL
, GL_STREAM_DRAW
));
1712 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER
, 0));
1713 checkGLcall("Create buffer object");
1715 TRACE("Created buffer object %u for texture %p, sub-resource %u.\n",
1716 sub_resource
->buffer_object
, texture
, sub_resource_idx
);
1719 static void wined3d_texture_force_reload(struct wined3d_texture
*texture
)
1721 unsigned int sub_count
= texture
->level_count
* texture
->layer_count
;
1724 texture
->flags
&= ~(WINED3D_TEXTURE_RGB_ALLOCATED
| WINED3D_TEXTURE_SRGB_ALLOCATED
1725 | WINED3D_TEXTURE_CONVERTED
);
1726 texture
->async
.flags
&= ~WINED3D_TEXTURE_ASYNC_COLOR_KEY
;
1727 for (i
= 0; i
< sub_count
; ++i
)
1729 wined3d_texture_invalidate_location(texture
, i
,
1730 WINED3D_LOCATION_TEXTURE_RGB
| WINED3D_LOCATION_TEXTURE_SRGB
);
1734 /* Context activation is done by the caller. */
1735 void wined3d_texture_prepare_texture(struct wined3d_texture
*texture
, struct wined3d_context
*context
, BOOL srgb
)
1737 DWORD alloc_flag
= srgb
? WINED3D_TEXTURE_SRGB_ALLOCATED
: WINED3D_TEXTURE_RGB_ALLOCATED
;
1738 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
1739 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1740 struct wined3d_resource
*resource
= &texture
->resource
;
1741 const struct wined3d_device
*device
= resource
->device
;
1742 const struct wined3d_format
*format
= resource
->format
;
1743 const struct wined3d_color_key_conversion
*conversion
;
1744 const struct wined3d_format_gl
*format_gl
;
1747 TRACE("texture %p, context %p, format %s.\n", texture
, context
, debug_d3dformat(format
->id
));
1749 if (!d3d_info
->shader_color_key
1750 && !(texture
->async
.flags
& WINED3D_TEXTURE_ASYNC_COLOR_KEY
)
1751 != !(texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
))
1753 wined3d_texture_force_reload(texture
);
1755 if (texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1756 texture
->async
.flags
|= WINED3D_TEXTURE_ASYNC_COLOR_KEY
;
1759 if (texture
->flags
& alloc_flag
)
1762 if (resource
->format_flags
& WINED3DFMT_FLAG_DECOMPRESS
)
1764 TRACE("WINED3DFMT_FLAG_DECOMPRESS set.\n");
1765 texture
->flags
|= WINED3D_TEXTURE_CONVERTED
;
1766 format
= wined3d_resource_get_decompress_format(resource
);
1768 else if (format
->conv_byte_count
)
1770 texture
->flags
|= WINED3D_TEXTURE_CONVERTED
;
1772 else if ((conversion
= wined3d_format_get_color_key_conversion(texture
, TRUE
)))
1774 texture
->flags
|= WINED3D_TEXTURE_CONVERTED
;
1775 format
= wined3d_get_format(device
->adapter
, conversion
->dst_format
, resource
->usage
);
1776 TRACE("Using format %s for color key conversion.\n", debug_d3dformat(format
->id
));
1778 format_gl
= wined3d_format_gl(format
);
1780 wined3d_texture_bind_and_dirtify(texture
, context
, srgb
);
1783 internal
= format_gl
->srgb_internal
;
1784 else if (resource
->usage
& WINED3DUSAGE_RENDERTARGET
&& wined3d_resource_is_offscreen(resource
))
1785 internal
= format_gl
->rt_internal
;
1787 internal
= format_gl
->internal
;
1790 FIXME("No GL internal format for format %s.\n", debug_d3dformat(format
->id
));
1792 TRACE("internal %#x, format %#x, type %#x.\n", internal
, format_gl
->format
, format_gl
->type
);
1794 if (wined3d_texture_use_immutable_storage(texture
, gl_info
))
1795 wined3d_texture_allocate_gl_immutable_storage(texture
, internal
, gl_info
);
1797 wined3d_texture_allocate_gl_mutable_storage(texture
, internal
, format_gl
, gl_info
);
1798 texture
->flags
|= alloc_flag
;
1801 static void wined3d_texture_prepare_rb(struct wined3d_texture
*texture
,
1802 const struct wined3d_gl_info
*gl_info
, BOOL multisample
)
1804 const struct wined3d_format_gl
*format_gl
;
1806 format_gl
= wined3d_format_gl(texture
->resource
.format
);
1811 if (texture
->rb_multisample
)
1814 samples
= wined3d_texture_get_gl_sample_count(texture
);
1816 gl_info
->fbo_ops
.glGenRenderbuffers(1, &texture
->rb_multisample
);
1817 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, texture
->rb_multisample
);
1818 gl_info
->fbo_ops
.glRenderbufferStorageMultisample(GL_RENDERBUFFER
, samples
,
1819 format_gl
->internal
, texture
->resource
.width
, texture
->resource
.height
);
1820 checkGLcall("glRenderbufferStorageMultisample()");
1821 TRACE("Created multisample rb %u.\n", texture
->rb_multisample
);
1825 if (texture
->rb_resolved
)
1828 gl_info
->fbo_ops
.glGenRenderbuffers(1, &texture
->rb_resolved
);
1829 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, texture
->rb_resolved
);
1830 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, format_gl
->internal
,
1831 texture
->resource
.width
, texture
->resource
.height
);
1832 checkGLcall("glRenderbufferStorage()");
1833 TRACE("Created resolved rb %u.\n", texture
->rb_resolved
);
1837 /* Context activation is done by the caller. Context may be NULL in
1838 * WINED3D_NO3D mode. */
1839 BOOL
wined3d_texture_prepare_location(struct wined3d_texture
*texture
, unsigned int sub_resource_idx
,
1840 struct wined3d_context
*context
, DWORD location
)
1844 case WINED3D_LOCATION_SYSMEM
:
1845 if (texture
->resource
.heap_memory
)
1848 if (!wined3d_resource_allocate_sysmem(&texture
->resource
))
1852 case WINED3D_LOCATION_USER_MEMORY
:
1853 if (!texture
->user_memory
)
1854 ERR("Map binding is set to WINED3D_LOCATION_USER_MEMORY but surface->user_memory is NULL.\n");
1857 case WINED3D_LOCATION_BUFFER
:
1858 wined3d_texture_prepare_buffer_object(texture
, sub_resource_idx
, context
->gl_info
);
1861 case WINED3D_LOCATION_TEXTURE_RGB
:
1862 wined3d_texture_prepare_texture(texture
, context
, FALSE
);
1865 case WINED3D_LOCATION_TEXTURE_SRGB
:
1866 wined3d_texture_prepare_texture(texture
, context
, TRUE
);
1869 case WINED3D_LOCATION_DRAWABLE
:
1870 if (!texture
->swapchain
&& wined3d_settings
.offscreen_rendering_mode
!= ORM_BACKBUFFER
)
1871 ERR("Texture %p does not have a drawable.\n", texture
);
1874 case WINED3D_LOCATION_RB_MULTISAMPLE
:
1875 wined3d_texture_prepare_rb(texture
, context
->gl_info
, TRUE
);
1878 case WINED3D_LOCATION_RB_RESOLVED
:
1879 wined3d_texture_prepare_rb(texture
, context
->gl_info
, FALSE
);
1883 ERR("Invalid location %s.\n", wined3d_debug_location(location
));
1888 static struct wined3d_texture_sub_resource
*wined3d_texture_get_sub_resource(struct wined3d_texture
*texture
,
1889 unsigned int sub_resource_idx
)
1891 UINT sub_count
= texture
->level_count
* texture
->layer_count
;
1893 TRACE("texture %p, sub_resource_idx %u.\n", texture
, sub_resource_idx
);
1895 if (sub_resource_idx
>= sub_count
)
1897 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx
, sub_count
);
1901 return &texture
->sub_resources
[sub_resource_idx
];
1904 HRESULT CDECL
wined3d_texture_add_dirty_region(struct wined3d_texture
*texture
,
1905 UINT layer
, const struct wined3d_box
*dirty_region
)
1907 TRACE("texture %p, layer %u, dirty_region %s.\n", texture
, layer
, debug_box(dirty_region
));
1909 if (layer
>= texture
->layer_count
)
1911 WARN("Invalid layer %u specified.\n", layer
);
1912 return WINED3DERR_INVALIDCALL
;
1916 FIXME("Ignoring dirty_region %s.\n", debug_box(dirty_region
));
1918 wined3d_cs_emit_add_dirty_texture_region(texture
->resource
.device
->cs
, texture
, layer
);
1923 /* This call just uploads data, the caller is responsible for binding the
1924 * correct texture. */
1925 /* Context activation is done by the caller. */
1926 void wined3d_texture_upload_data(struct wined3d_texture
*texture
, unsigned int sub_resource_idx
,
1927 struct wined3d_context
*context
, const struct wined3d_format
*format
, const struct wined3d_box
*src_box
,
1928 const struct wined3d_const_bo_address
*data
, unsigned int src_row_pitch
, unsigned int src_slice_pitch
,
1929 unsigned int dst_x
, unsigned int dst_y
, unsigned int dst_z
, BOOL srgb
)
1931 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1932 unsigned int update_w
= src_box
->right
- src_box
->left
;
1933 unsigned int update_h
= src_box
->bottom
- src_box
->top
;
1934 unsigned int update_d
= src_box
->back
- src_box
->front
;
1935 const struct wined3d_format_gl
*format_gl
;
1936 struct wined3d_bo_address bo
;
1937 void *converted_mem
= NULL
;
1938 struct wined3d_format_gl f
;
1943 TRACE("texture %p, sub_resource_idx %u, context %p, format %s, src_box %s, data %s, "
1944 "src_row_pitch %#x, src_slice_pitch %#x, dst_x %u, dst_y %u, dst_z %u, srgb %#x.\n",
1945 texture
, sub_resource_idx
, context
, debug_d3dformat(format
->id
), debug_box(src_box
),
1946 debug_const_bo_address(data
), src_row_pitch
, src_slice_pitch
, dst_x
, dst_y
, dst_z
, srgb
);
1948 if (texture
->sub_resources
[sub_resource_idx
].map_count
)
1950 WARN("Uploading a texture that is currently mapped, setting WINED3D_TEXTURE_PIN_SYSMEM.\n");
1951 texture
->flags
|= WINED3D_TEXTURE_PIN_SYSMEM
;
1954 if (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_HEIGHT_SCALE
)
1956 update_h
*= format
->height_scale
.numerator
;
1957 update_h
/= format
->height_scale
.denominator
;
1960 target
= wined3d_texture_get_sub_resource_target(texture
, sub_resource_idx
);
1961 level
= sub_resource_idx
% texture
->level_count
;
1965 case GL_TEXTURE_1D_ARRAY
:
1966 dst_y
= sub_resource_idx
/ texture
->level_count
;
1969 case GL_TEXTURE_2D_ARRAY
:
1970 dst_z
= sub_resource_idx
/ texture
->level_count
;
1973 case GL_TEXTURE_2D_MULTISAMPLE
:
1974 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY
:
1975 FIXME("Not supported for multisample textures.\n");
1979 bo
.buffer_object
= data
->buffer_object
;
1980 bo
.addr
= (BYTE
*)data
->addr
+ src_box
->front
* src_slice_pitch
;
1981 if (texture
->resource
.format_flags
& WINED3DFMT_FLAG_BLOCKS
)
1983 bo
.addr
+= (src_box
->top
/ format
->block_height
) * src_row_pitch
;
1984 bo
.addr
+= (src_box
->left
/ format
->block_width
) * format
->block_byte_count
;
1988 bo
.addr
+= src_box
->top
* src_row_pitch
;
1989 bo
.addr
+= src_box
->left
* format
->byte_count
;
1992 decompress
= texture
->resource
.format_flags
& WINED3DFMT_FLAG_DECOMPRESS
;
1993 if (format
->upload
|| decompress
)
1995 const struct wined3d_format
*compressed_format
= format
;
1996 unsigned int dst_row_pitch
, dst_slice_pitch
;
2001 format
= wined3d_resource_get_decompress_format(&texture
->resource
);
2005 if (texture
->resource
.format_flags
& WINED3DFMT_FLAG_BLOCKS
)
2006 ERR("Converting a block-based format.\n");
2008 f
= *wined3d_format_gl(format
);
2009 f
.f
.byte_count
= format
->conv_byte_count
;
2013 wined3d_format_calculate_pitch(format
, 1, update_w
, update_h
, &dst_row_pitch
, &dst_slice_pitch
);
2015 /* Note that uploading 3D textures may require quite some address
2016 * space; it may make sense to upload them per-slice instead. */
2017 if (!(converted_mem
= heap_calloc(update_d
, dst_slice_pitch
)))
2019 ERR("Failed to allocate upload buffer.\n");
2023 src_mem
= context_map_bo_address(context
, &bo
, src_slice_pitch
,
2024 GL_PIXEL_UNPACK_BUFFER
, WINED3D_MAP_READ
);
2026 compressed_format
->decompress(src_mem
, converted_mem
, src_row_pitch
, src_slice_pitch
,
2027 dst_row_pitch
, dst_slice_pitch
, update_w
, update_h
, update_d
);
2029 format
->upload(src_mem
, converted_mem
, src_row_pitch
, src_slice_pitch
,
2030 dst_row_pitch
, dst_slice_pitch
, update_w
, update_h
, update_d
);
2031 context_unmap_bo_address(context
, &bo
, GL_PIXEL_UNPACK_BUFFER
);
2033 bo
.buffer_object
= 0;
2034 bo
.addr
= converted_mem
;
2035 src_row_pitch
= dst_row_pitch
;
2036 src_slice_pitch
= dst_slice_pitch
;
2039 if (bo
.buffer_object
)
2041 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER
, bo
.buffer_object
));
2042 checkGLcall("glBindBuffer");
2045 format_gl
= wined3d_format_gl(format
);
2046 if (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_COMPRESSED
)
2048 unsigned int dst_row_pitch
, dst_slice_pitch
;
2049 const BYTE
*addr
= bo
.addr
;
2053 internal
= format_gl
->srgb_internal
;
2054 else if (texture
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
2055 && wined3d_resource_is_offscreen(&texture
->resource
))
2056 internal
= format_gl
->rt_internal
;
2058 internal
= format_gl
->internal
;
2060 wined3d_format_calculate_pitch(format
, 1, update_w
, update_h
, &dst_row_pitch
, &dst_slice_pitch
);
2062 TRACE("Uploading compressed data, target %#x, level %u, x %u, y %u, z %u, "
2063 "w %u, h %u, d %u, format %#x, image_size %#x, addr %p.\n",
2064 target
, level
, dst_x
, dst_y
, dst_z
, update_w
, update_h
,
2065 update_d
, internal
, dst_slice_pitch
, addr
);
2067 if (target
== GL_TEXTURE_1D
)
2069 GL_EXTCALL(glCompressedTexSubImage1D(target
, level
, dst_x
,
2070 update_w
, internal
, dst_row_pitch
, addr
));
2072 else if (dst_row_pitch
== src_row_pitch
)
2074 if (target
== GL_TEXTURE_2D_ARRAY
|| target
== GL_TEXTURE_3D
)
2076 GL_EXTCALL(glCompressedTexSubImage3D(target
, level
, dst_x
, dst_y
, dst_z
,
2077 update_w
, update_h
, update_d
, internal
, dst_slice_pitch
* update_d
, addr
));
2081 GL_EXTCALL(glCompressedTexSubImage2D(target
, level
, dst_x
, dst_y
,
2082 update_w
, update_h
, internal
, dst_slice_pitch
, addr
));
2087 unsigned int row_count
= (update_h
+ format
->block_height
- 1) / format
->block_height
;
2088 unsigned int row
, y
, z
;
2090 /* glCompressedTexSubImage2D() ignores pixel store state, so we
2091 * can't use the unpack row length like for glTexSubImage2D. */
2092 for (z
= dst_z
; z
< dst_z
+ update_d
; ++z
)
2094 for (row
= 0, y
= dst_y
; row
< row_count
; ++row
)
2096 if (target
== GL_TEXTURE_2D_ARRAY
|| target
== GL_TEXTURE_3D
)
2098 GL_EXTCALL(glCompressedTexSubImage3D(target
, level
, dst_x
, y
, z
,
2099 update_w
, format
->block_height
, 1, internal
, dst_row_pitch
, addr
));
2103 GL_EXTCALL(glCompressedTexSubImage2D(target
, level
, dst_x
, y
,
2104 update_w
, format
->block_height
, internal
, dst_row_pitch
, addr
));
2107 y
+= format
->block_height
;
2108 addr
+= src_row_pitch
;
2112 checkGLcall("Upload compressed texture data");
2116 TRACE("Uploading data, target %#x, level %u, x %u, y %u, z %u, "
2117 "w %u, h %u, d %u, format %#x, type %#x, addr %p.\n",
2118 target
, level
, dst_x
, dst_y
, dst_z
, update_w
, update_h
,
2119 update_d
, format_gl
->format
, format_gl
->type
, bo
.addr
);
2121 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_ROW_LENGTH
, src_row_pitch
/ format
->byte_count
);
2122 if (target
== GL_TEXTURE_2D_ARRAY
|| target
== GL_TEXTURE_3D
)
2124 GL_EXTCALL(glTexSubImage3D(target
, level
, dst_x
, dst_y
, dst_z
,
2125 update_w
, update_h
, update_d
, format_gl
->format
, format_gl
->type
, bo
.addr
));
2127 else if (target
== GL_TEXTURE_1D
)
2129 gl_info
->gl_ops
.gl
.p_glTexSubImage1D(target
, level
, dst_x
,
2130 update_w
, format_gl
->format
, format_gl
->type
, bo
.addr
);
2134 gl_info
->gl_ops
.gl
.p_glTexSubImage2D(target
, level
, dst_x
, dst_y
,
2135 update_w
, update_h
, format_gl
->format
, format_gl
->type
, bo
.addr
);
2137 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_ROW_LENGTH
, 0);
2138 checkGLcall("Upload texture data");
2141 if (bo
.buffer_object
)
2143 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER
, 0));
2144 checkGLcall("glBindBuffer");
2146 heap_free(converted_mem
);
2148 if (gl_info
->quirks
& WINED3D_QUIRK_FBO_TEX_UPDATE
)
2150 struct wined3d_device
*device
= texture
->resource
.device
;
2153 for (i
= 0; i
< device
->context_count
; ++i
)
2155 context_texture_update(device
->contexts
[i
], texture
);
2160 static void texture2d_download_data(struct wined3d_texture
*texture
, unsigned int sub_resource_idx
,
2161 struct wined3d_context
*context
, const struct wined3d_bo_address
*data
)
2163 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2164 struct wined3d_texture_sub_resource
*sub_resource
;
2165 unsigned int dst_row_pitch
, dst_slice_pitch
;
2166 unsigned int src_row_pitch
, src_slice_pitch
;
2167 const struct wined3d_format_gl
*format_gl
;
2168 BYTE
*temporary_mem
= NULL
;
2173 format_gl
= wined3d_format_gl(texture
->resource
.format
);
2175 /* Only support read back of converted P8 textures. */
2176 if (texture
->flags
& WINED3D_TEXTURE_CONVERTED
&& format_gl
->f
.id
!= WINED3DFMT_P8_UINT
&& !format_gl
->f
.download
)
2178 ERR("Trying to read back converted texture %p, %u with format %s.\n",
2179 texture
, sub_resource_idx
, debug_d3dformat(format_gl
->f
.id
));
2183 sub_resource
= &texture
->sub_resources
[sub_resource_idx
];
2184 target
= wined3d_texture_get_sub_resource_target(texture
, sub_resource_idx
);
2185 level
= sub_resource_idx
% texture
->level_count
;
2187 if (target
== GL_TEXTURE_2D_ARRAY
)
2189 if (format_gl
->f
.download
)
2191 FIXME("Reading back converted array texture %p is not supported.\n", texture
);
2195 /* NP2 emulation is not allowed on array textures. */
2196 if (texture
->flags
& WINED3D_TEXTURE_COND_NP2_EMULATED
)
2197 ERR("Array texture %p uses NP2 emulation.\n", texture
);
2199 WARN_(d3d_perf
)("Downloading all miplevel layers to get the data for a single sub-resource.\n");
2201 if (!(temporary_mem
= heap_calloc(texture
->layer_count
, sub_resource
->size
)))
2203 ERR("Out of memory.\n");
2208 if (texture
->flags
& WINED3D_TEXTURE_COND_NP2_EMULATED
)
2210 if (format_gl
->f
.download
)
2212 FIXME("Reading back converted texture %p with NP2 emulation is not supported.\n", texture
);
2216 wined3d_texture_get_pitch(texture
, level
, &dst_row_pitch
, &dst_slice_pitch
);
2217 wined3d_format_calculate_pitch(&format_gl
->f
, texture
->resource
.device
->surface_alignment
,
2218 wined3d_texture_get_level_pow2_width(texture
, level
),
2219 wined3d_texture_get_level_pow2_height(texture
, level
),
2220 &src_row_pitch
, &src_slice_pitch
);
2221 if (!(temporary_mem
= heap_alloc(src_slice_pitch
)))
2223 ERR("Out of memory.\n");
2227 if (data
->buffer_object
)
2228 ERR("NP2 emulated texture uses PBO unexpectedly.\n");
2229 if (texture
->resource
.format_flags
& WINED3DFMT_FLAG_COMPRESSED
)
2230 ERR("Unexpected compressed format for NP2 emulated texture.\n");
2233 if (format_gl
->f
.download
)
2235 struct wined3d_format f
;
2237 if (data
->buffer_object
)
2238 ERR("Converted texture %p uses PBO unexpectedly.\n", texture
);
2240 WARN_(d3d_perf
)("Downloading converted texture %p, %u with format %s.\n",
2241 texture
, sub_resource_idx
, debug_d3dformat(format_gl
->f
.id
));
2244 f
.byte_count
= format_gl
->f
.conv_byte_count
;
2245 wined3d_texture_get_pitch(texture
, level
, &dst_row_pitch
, &dst_slice_pitch
);
2246 wined3d_format_calculate_pitch(&f
, texture
->resource
.device
->surface_alignment
,
2247 wined3d_texture_get_level_width(texture
, level
),
2248 wined3d_texture_get_level_height(texture
, level
),
2249 &src_row_pitch
, &src_slice_pitch
);
2251 if (!(temporary_mem
= heap_alloc(src_slice_pitch
)))
2253 ERR("Failed to allocate memory.\n");
2260 mem
= temporary_mem
;
2262 else if (data
->buffer_object
)
2264 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER
, data
->buffer_object
));
2265 checkGLcall("glBindBuffer");
2273 if (texture
->resource
.format_flags
& WINED3DFMT_FLAG_COMPRESSED
)
2275 TRACE("Downloading compressed texture %p, %u, level %u, format %#x, type %#x, data %p.\n",
2276 texture
, sub_resource_idx
, level
, format_gl
->format
, format_gl
->type
, mem
);
2278 GL_EXTCALL(glGetCompressedTexImage(target
, level
, mem
));
2279 checkGLcall("glGetCompressedTexImage");
2283 TRACE("Downloading texture %p, %u, level %u, format %#x, type %#x, data %p.\n",
2284 texture
, sub_resource_idx
, level
, format_gl
->format
, format_gl
->type
, mem
);
2286 gl_info
->gl_ops
.gl
.p_glGetTexImage(target
, level
, format_gl
->format
, format_gl
->type
, mem
);
2287 checkGLcall("glGetTexImage");
2290 if (format_gl
->f
.download
)
2292 format_gl
->f
.download(mem
, data
->addr
, src_row_pitch
, src_slice_pitch
, dst_row_pitch
, dst_slice_pitch
,
2293 wined3d_texture_get_level_width(texture
, level
),
2294 wined3d_texture_get_level_height(texture
, level
), 1);
2296 else if (texture
->flags
& WINED3D_TEXTURE_COND_NP2_EMULATED
)
2298 const BYTE
*src_data
;
2301 /* Some games (e.g. Warhammer 40,000) don't properly handle texture
2302 * pitches, preventing us from using the texture pitch to box NPOT
2303 * textures. Instead, we repack the texture's CPU copy so that its
2304 * pitch equals bpp * width instead of bpp * pow2width.
2306 * Instead of boxing the texture:
2308 * │<── texture width ──>│ pow2 width ──>│
2309 * ├─────────────────────┼───────────────┼─
2310 * │111111111111111111111│ │ʌ
2311 * │222222222222222222222│ ││
2312 * │333333333333333333333│ padding │texture height
2313 * │444444444444444444444│ ││
2314 * │555555555555555555555│ │v
2315 * ├─────────────────────┘ ├─
2316 * │ │pow2 height
2317 * │ padding padding ││
2319 * └─────────────────────────────────────┴─
2321 * we're repacking the data to the expected texture width
2323 * │<── texture width ──>│ pow2 width ──>│
2324 * ├─────────────────────┴───────────────┼─
2325 * │1111111111111111111112222222222222222│ʌ
2326 * │2222233333333333333333333344444444444││
2327 * │4444444444555555555555555555555 │texture height
2329 * │ padding padding │v
2331 * │ │pow2 height
2332 * │ padding padding ││
2334 * └─────────────────────────────────────┴─
2338 * │<── texture width ──>│
2339 * ├─────────────────────┼─
2340 * │111111111111111111111│ʌ
2341 * │222222222222222222222││
2342 * │333333333333333333333│texture height
2343 * │444444444444444444444││
2344 * │555555555555555555555│v
2345 * └─────────────────────┴─
2347 * This also means that any references to surface memory should work
2348 * with the data as if it were a standard texture with a NPOT width
2349 * instead of a texture boxed up to be a power-of-two texture. */
2351 dst_data
= data
->addr
;
2352 TRACE("Repacking the surface data from pitch %u to pitch %u.\n", src_row_pitch
, dst_row_pitch
);
2353 h
= wined3d_texture_get_level_height(texture
, level
);
2354 for (y
= 0; y
< h
; ++y
)
2356 memcpy(dst_data
, src_data
, dst_row_pitch
);
2357 src_data
+= src_row_pitch
;
2358 dst_data
+= dst_row_pitch
;
2361 else if (temporary_mem
)
2363 unsigned int layer
= sub_resource_idx
/ texture
->level_count
;
2364 void *src_data
= temporary_mem
+ layer
* sub_resource
->size
;
2365 if (data
->buffer_object
)
2367 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER
, data
->buffer_object
));
2368 checkGLcall("glBindBuffer");
2369 GL_EXTCALL(glBufferSubData(GL_PIXEL_PACK_BUFFER
, 0, sub_resource
->size
, src_data
));
2370 checkGLcall("glBufferSubData");
2374 memcpy(data
->addr
, src_data
, sub_resource
->size
);
2378 if (data
->buffer_object
)
2380 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER
, 0));
2381 checkGLcall("glBindBuffer");
2384 heap_free(temporary_mem
);
2387 /* This call just downloads data, the caller is responsible for binding the
2388 * correct texture. Partial downloads are not supported. */
2389 /* Context activation is done by the caller. */
2390 void wined3d_texture_download_data(struct wined3d_texture
*texture
, unsigned int sub_resource_idx
,
2391 struct wined3d_context
*context
, const struct wined3d_bo_address
*data
)
2393 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2394 const struct wined3d_format_gl
*format_gl
;
2398 format_gl
= wined3d_format_gl(texture
->resource
.format
);
2399 target
= wined3d_texture_get_sub_resource_target(texture
, sub_resource_idx
);
2400 level
= sub_resource_idx
% texture
->level_count
;
2402 if (texture
->resource
.type
== WINED3D_RTYPE_TEXTURE_2D
2403 && (target
== GL_TEXTURE_2D_ARRAY
|| format_gl
->f
.conv_byte_count
2404 || texture
->flags
& (WINED3D_TEXTURE_CONVERTED
| WINED3D_TEXTURE_COND_NP2_EMULATED
)))
2406 /* 2D-specific special cases. */
2407 texture2d_download_data(texture
, sub_resource_idx
, context
, data
);
2411 if (format_gl
->f
.conv_byte_count
)
2413 FIXME("Attempting to download a converted texture, type %s format %s.\n",
2414 debug_d3dresourcetype(texture
->resource
.type
),
2415 debug_d3dformat(format_gl
->f
.id
));
2419 if (data
->buffer_object
)
2421 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER
, data
->buffer_object
));
2422 checkGLcall("glBindBuffer");
2425 if (texture
->resource
.format_flags
& WINED3DFMT_FLAG_COMPRESSED
)
2427 TRACE("Downloading compressed texture %p, %u, level %u, format %#x, type %#x, data %p.\n",
2428 texture
, sub_resource_idx
, level
, format_gl
->format
, format_gl
->type
, data
->addr
);
2430 GL_EXTCALL(glGetCompressedTexImage(target
, level
, data
->addr
));
2431 checkGLcall("glGetCompressedTexImage");
2435 TRACE("Downloading texture %p, %u, level %u, format %#x, type %#x, data %p.\n",
2436 texture
, sub_resource_idx
, level
, format_gl
->format
, format_gl
->type
, data
->addr
);
2438 gl_info
->gl_ops
.gl
.p_glGetTexImage(target
, level
, format_gl
->format
, format_gl
->type
, data
->addr
);
2439 checkGLcall("glGetTexImage");
2442 if (data
->buffer_object
)
2444 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER
, 0));
2445 checkGLcall("glBindBuffer");
2449 /* Context activation is done by the caller. Context may be NULL in ddraw-only mode. */
2450 static BOOL
texture2d_load_location(struct wined3d_texture
*texture
, unsigned int sub_resource_idx
,
2451 struct wined3d_context
*context
, DWORD location
)
2453 TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n",
2454 texture
, sub_resource_idx
, context
, wined3d_debug_location(location
));
2458 case WINED3D_LOCATION_USER_MEMORY
:
2459 case WINED3D_LOCATION_SYSMEM
:
2460 case WINED3D_LOCATION_BUFFER
:
2461 return texture2d_load_sysmem(texture
, sub_resource_idx
, context
, location
);
2463 case WINED3D_LOCATION_DRAWABLE
:
2464 return texture2d_load_drawable(texture
, sub_resource_idx
, context
);
2466 case WINED3D_LOCATION_RB_RESOLVED
:
2467 case WINED3D_LOCATION_RB_MULTISAMPLE
:
2468 return texture2d_load_renderbuffer(texture
, sub_resource_idx
, context
, location
);
2470 case WINED3D_LOCATION_TEXTURE_RGB
:
2471 case WINED3D_LOCATION_TEXTURE_SRGB
:
2472 return texture2d_load_texture(texture
, sub_resource_idx
, context
,
2473 location
== WINED3D_LOCATION_TEXTURE_SRGB
);
2476 ERR("Don't know how to handle location %#x.\n", location
);
2481 static const struct wined3d_texture_ops texture2d_ops
=
2483 texture2d_load_location
,
2486 struct wined3d_texture
* __cdecl
wined3d_texture_from_resource(struct wined3d_resource
*resource
)
2488 return texture_from_resource(resource
);
2491 static ULONG
texture_resource_incref(struct wined3d_resource
*resource
)
2493 return wined3d_texture_incref(texture_from_resource(resource
));
2496 static ULONG
texture_resource_decref(struct wined3d_resource
*resource
)
2498 return wined3d_texture_decref(texture_from_resource(resource
));
2501 static void texture_resource_preload(struct wined3d_resource
*resource
)
2503 struct wined3d_texture
*texture
= texture_from_resource(resource
);
2504 struct wined3d_context
*context
;
2506 context
= context_acquire(resource
->device
, NULL
, 0);
2507 wined3d_texture_load(texture
, context
, texture
->flags
& WINED3D_TEXTURE_IS_SRGB
);
2508 context_release(context
);
2511 static void wined3d_texture_gl_unload(struct wined3d_resource
*resource
)
2513 struct wined3d_texture_gl
*texture_gl
= wined3d_texture_gl(texture_from_resource(resource
));
2514 UINT sub_count
= texture_gl
->t
.level_count
* texture_gl
->t
.layer_count
;
2515 struct wined3d_renderbuffer_entry
*entry
, *entry2
;
2516 struct wined3d_device
*device
= resource
->device
;
2517 const struct wined3d_gl_info
*gl_info
;
2518 struct wined3d_context
*context
;
2521 TRACE("texture_gl %p.\n", texture_gl
);
2523 context
= context_acquire(device
, NULL
, 0);
2524 gl_info
= context
->gl_info
;
2526 for (i
= 0; i
< sub_count
; ++i
)
2528 struct wined3d_texture_sub_resource
*sub_resource
= &texture_gl
->t
.sub_resources
[i
];
2530 if (resource
->access
& WINED3D_RESOURCE_ACCESS_CPU
2531 && wined3d_texture_load_location(&texture_gl
->t
, i
, context
, resource
->map_binding
))
2533 wined3d_texture_invalidate_location(&texture_gl
->t
, i
, ~resource
->map_binding
);
2537 /* We should only get here on device reset/teardown for implicit
2539 if (resource
->access
& WINED3D_RESOURCE_ACCESS_CPU
2540 || resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
2541 ERR("Discarding %s %p sub-resource %u with resource access %s.\n",
2542 debug_d3dresourcetype(resource
->type
), resource
, i
,
2543 wined3d_debug_resource_access(resource
->access
));
2544 wined3d_texture_validate_location(&texture_gl
->t
, i
, WINED3D_LOCATION_DISCARDED
);
2545 wined3d_texture_invalidate_location(&texture_gl
->t
, i
, ~WINED3D_LOCATION_DISCARDED
);
2548 if (sub_resource
->buffer_object
)
2549 wined3d_texture_remove_buffer_object(&texture_gl
->t
, i
, context
->gl_info
);
2552 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &texture_gl
->renderbuffers
, struct wined3d_renderbuffer_entry
, entry
)
2554 context_gl_resource_released(device
, entry
->id
, TRUE
);
2555 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &entry
->id
);
2556 list_remove(&entry
->entry
);
2559 list_init(&texture_gl
->renderbuffers
);
2560 texture_gl
->current_renderbuffer
= NULL
;
2562 context_release(context
);
2564 wined3d_texture_force_reload(&texture_gl
->t
);
2565 wined3d_texture_unload_gl_texture(&texture_gl
->t
);
2568 static HRESULT
texture_resource_sub_resource_map(struct wined3d_resource
*resource
, unsigned int sub_resource_idx
,
2569 struct wined3d_map_desc
*map_desc
, const struct wined3d_box
*box
, DWORD flags
)
2571 const struct wined3d_format
*format
= resource
->format
;
2572 struct wined3d_texture_sub_resource
*sub_resource
;
2573 struct wined3d_device
*device
= resource
->device
;
2574 unsigned int fmt_flags
= resource
->format_flags
;
2575 struct wined3d_context
*context
= NULL
;
2576 struct wined3d_texture
*texture
;
2577 struct wined3d_bo_address data
;
2578 unsigned int texture_level
;
2582 TRACE("resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n",
2583 resource
, sub_resource_idx
, map_desc
, debug_box(box
), flags
);
2585 texture
= texture_from_resource(resource
);
2586 if (!(sub_resource
= wined3d_texture_get_sub_resource(texture
, sub_resource_idx
)))
2587 return E_INVALIDARG
;
2589 texture_level
= sub_resource_idx
% texture
->level_count
;
2590 if (box
&& FAILED(wined3d_texture_check_box_dimensions(texture
, texture_level
, box
)))
2592 WARN("Map box is invalid.\n");
2593 if (((fmt_flags
& WINED3DFMT_FLAG_BLOCKS
) && !(resource
->access
& WINED3D_RESOURCE_ACCESS_CPU
))
2594 || resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
2595 return WINED3DERR_INVALIDCALL
;
2598 if (texture
->flags
& WINED3D_TEXTURE_DC_IN_USE
)
2600 WARN("DC is in use.\n");
2601 return WINED3DERR_INVALIDCALL
;
2604 if (sub_resource
->map_count
)
2606 WARN("Sub-resource is already mapped.\n");
2607 return WINED3DERR_INVALIDCALL
;
2610 if (device
->d3d_initialized
)
2611 context
= context_acquire(device
, NULL
, 0);
2613 if (flags
& WINED3D_MAP_DISCARD
)
2615 TRACE("WINED3D_MAP_DISCARD flag passed, marking %s as up to date.\n",
2616 wined3d_debug_location(resource
->map_binding
));
2617 if ((ret
= wined3d_texture_prepare_location(texture
, sub_resource_idx
, context
, resource
->map_binding
)))
2618 wined3d_texture_validate_location(texture
, sub_resource_idx
, resource
->map_binding
);
2622 if (resource
->usage
& WINED3DUSAGE_DYNAMIC
)
2623 WARN_(d3d_perf
)("Mapping a dynamic texture without WINED3D_MAP_DISCARD.\n");
2624 ret
= wined3d_texture_load_location(texture
, sub_resource_idx
, context
, resource
->map_binding
);
2629 ERR("Failed to prepare location.\n");
2630 context_release(context
);
2631 return E_OUTOFMEMORY
;
2634 if (flags
& WINED3D_MAP_WRITE
2635 && (!(flags
& WINED3D_MAP_NO_DIRTY_UPDATE
) || (resource
->usage
& WINED3DUSAGE_DYNAMIC
)))
2636 wined3d_texture_invalidate_location(texture
, sub_resource_idx
, ~resource
->map_binding
);
2638 wined3d_texture_get_memory(texture
, sub_resource_idx
, &data
, resource
->map_binding
);
2639 base_memory
= context_map_bo_address(context
, &data
, sub_resource
->size
, GL_PIXEL_UNPACK_BUFFER
, flags
);
2640 TRACE("Base memory pointer %p.\n", base_memory
);
2643 context_release(context
);
2645 if (fmt_flags
& WINED3DFMT_FLAG_BROKEN_PITCH
)
2647 map_desc
->row_pitch
= wined3d_texture_get_level_width(texture
, texture_level
) * format
->byte_count
;
2648 map_desc
->slice_pitch
= wined3d_texture_get_level_height(texture
, texture_level
) * map_desc
->row_pitch
;
2652 wined3d_texture_get_pitch(texture
, texture_level
, &map_desc
->row_pitch
, &map_desc
->slice_pitch
);
2657 map_desc
->data
= base_memory
;
2661 if ((fmt_flags
& (WINED3DFMT_FLAG_BLOCKS
| WINED3DFMT_FLAG_BROKEN_PITCH
)) == WINED3DFMT_FLAG_BLOCKS
)
2663 /* Compressed textures are block based, so calculate the offset of
2664 * the block that contains the top-left pixel of the mapped box. */
2665 map_desc
->data
= base_memory
2666 + (box
->front
* map_desc
->slice_pitch
)
2667 + ((box
->top
/ format
->block_height
) * map_desc
->row_pitch
)
2668 + ((box
->left
/ format
->block_width
) * format
->block_byte_count
);
2672 map_desc
->data
= base_memory
2673 + (box
->front
* map_desc
->slice_pitch
)
2674 + (box
->top
* map_desc
->row_pitch
)
2675 + (box
->left
* format
->byte_count
);
2679 if (texture
->swapchain
&& texture
->swapchain
->front_buffer
== texture
)
2681 RECT
*r
= &texture
->swapchain
->front_buffer_update
;
2684 SetRect(r
, 0, 0, resource
->width
, resource
->height
);
2686 SetRect(r
, box
->left
, box
->top
, box
->right
, box
->bottom
);
2687 TRACE("Mapped front buffer %s.\n", wine_dbgstr_rect(r
));
2690 ++resource
->map_count
;
2691 ++sub_resource
->map_count
;
2693 TRACE("Returning memory %p, row pitch %u, slice pitch %u.\n",
2694 map_desc
->data
, map_desc
->row_pitch
, map_desc
->slice_pitch
);
2699 static HRESULT
texture_resource_sub_resource_unmap(struct wined3d_resource
*resource
, unsigned int sub_resource_idx
)
2701 struct wined3d_texture_sub_resource
*sub_resource
;
2702 struct wined3d_device
*device
= resource
->device
;
2703 struct wined3d_context
*context
= NULL
;
2704 struct wined3d_texture
*texture
;
2705 struct wined3d_bo_address data
;
2707 TRACE("resource %p, sub_resource_idx %u.\n", resource
, sub_resource_idx
);
2709 texture
= texture_from_resource(resource
);
2710 if (!(sub_resource
= wined3d_texture_get_sub_resource(texture
, sub_resource_idx
)))
2711 return E_INVALIDARG
;
2713 if (!sub_resource
->map_count
)
2715 WARN("Trying to unmap unmapped sub-resource.\n");
2716 if (texture
->flags
& WINED3D_TEXTURE_DC_IN_USE
)
2718 return WINEDDERR_NOTLOCKED
;
2721 if (device
->d3d_initialized
)
2722 context
= context_acquire(device
, NULL
, 0);
2724 wined3d_texture_get_memory(texture
, sub_resource_idx
, &data
, texture
->resource
.map_binding
);
2725 context_unmap_bo_address(context
, &data
, GL_PIXEL_UNPACK_BUFFER
);
2728 context_release(context
);
2730 if (texture
->swapchain
&& texture
->swapchain
->front_buffer
== texture
)
2732 if (!(sub_resource
->locations
& (WINED3D_LOCATION_DRAWABLE
| WINED3D_LOCATION_TEXTURE_RGB
)))
2733 texture
->swapchain
->swapchain_ops
->swapchain_frontbuffer_updated(texture
->swapchain
);
2736 --sub_resource
->map_count
;
2737 if (!--resource
->map_count
&& texture
->update_map_binding
)
2738 wined3d_texture_update_map_binding(texture
);
2743 static const struct wined3d_resource_ops texture_resource_ops
=
2745 texture_resource_incref
,
2746 texture_resource_decref
,
2747 texture_resource_preload
,
2748 wined3d_texture_gl_unload
,
2749 texture_resource_sub_resource_map
,
2750 texture_resource_sub_resource_unmap
,
2753 /* Context activation is done by the caller. */
2754 static BOOL
texture1d_load_location(struct wined3d_texture
*texture
, unsigned int sub_resource_idx
,
2755 struct wined3d_context
*context
, DWORD location
)
2757 struct wined3d_texture_sub_resource
*sub_resource
= &texture
->sub_resources
[sub_resource_idx
];
2758 unsigned int row_pitch
, slice_pitch
;
2760 TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n",
2761 texture
, sub_resource_idx
, context
, wined3d_debug_location(location
));
2763 if (!wined3d_texture_prepare_location(texture
, sub_resource_idx
, context
, location
))
2768 case WINED3D_LOCATION_TEXTURE_RGB
:
2769 case WINED3D_LOCATION_TEXTURE_SRGB
:
2770 if (sub_resource
->locations
& WINED3D_LOCATION_SYSMEM
)
2772 struct wined3d_const_bo_address data
= {0, texture
->resource
.heap_memory
};
2773 struct wined3d_box src_box
;
2775 data
.addr
+= sub_resource
->offset
;
2776 wined3d_texture_bind_and_dirtify(texture
, context
,
2777 location
== WINED3D_LOCATION_TEXTURE_SRGB
);
2778 wined3d_texture_get_pitch(texture
, sub_resource_idx
, &row_pitch
, &slice_pitch
);
2779 wined3d_texture_get_level_box(texture
, sub_resource_idx
% texture
->level_count
, &src_box
);
2780 wined3d_texture_upload_data(texture
, sub_resource_idx
, context
, texture
->resource
.format
,
2781 &src_box
, &data
, row_pitch
, slice_pitch
, 0, 0, 0, FALSE
);
2783 else if (sub_resource
->locations
& WINED3D_LOCATION_BUFFER
)
2785 struct wined3d_const_bo_address data
= {sub_resource
->buffer_object
, NULL
};
2786 struct wined3d_box src_box
;
2788 wined3d_texture_bind_and_dirtify(texture
, context
,
2789 location
== WINED3D_LOCATION_TEXTURE_SRGB
);
2790 wined3d_texture_get_pitch(texture
, sub_resource_idx
, &row_pitch
, &slice_pitch
);
2791 wined3d_texture_get_level_box(texture
, sub_resource_idx
% texture
->level_count
, &src_box
);
2792 wined3d_texture_upload_data(texture
, sub_resource_idx
, context
, texture
->resource
.format
,
2793 &src_box
, &data
, row_pitch
, slice_pitch
, 0, 0, 0, FALSE
);
2797 FIXME("Implement texture loading from %s.\n", wined3d_debug_location(sub_resource
->locations
));
2802 case WINED3D_LOCATION_SYSMEM
:
2803 if (sub_resource
->locations
& (WINED3D_LOCATION_TEXTURE_RGB
| WINED3D_LOCATION_TEXTURE_SRGB
))
2805 struct wined3d_bo_address data
= {0, texture
->resource
.heap_memory
};
2807 data
.addr
+= sub_resource
->offset
;
2808 if (sub_resource
->locations
& WINED3D_LOCATION_TEXTURE_RGB
)
2809 wined3d_texture_bind_and_dirtify(texture
, context
, FALSE
);
2811 wined3d_texture_bind_and_dirtify(texture
, context
, TRUE
);
2813 wined3d_texture_download_data(texture
, sub_resource_idx
, context
, &data
);
2814 ++texture
->download_count
;
2818 FIXME("Implement WINED3D_LOCATION_SYSMEM loading from %s.\n",
2819 wined3d_debug_location(sub_resource
->locations
));
2824 case WINED3D_LOCATION_BUFFER
:
2825 if (sub_resource
->locations
& (WINED3D_LOCATION_TEXTURE_RGB
| WINED3D_LOCATION_TEXTURE_SRGB
))
2827 struct wined3d_bo_address data
= {sub_resource
->buffer_object
, NULL
};
2829 if (sub_resource
->locations
& WINED3D_LOCATION_TEXTURE_RGB
)
2830 wined3d_texture_bind_and_dirtify(texture
, context
, FALSE
);
2832 wined3d_texture_bind_and_dirtify(texture
, context
, TRUE
);
2834 wined3d_texture_download_data(texture
, sub_resource_idx
, context
, &data
);
2838 FIXME("Implement WINED3D_LOCATION_BUFFER loading from %s.\n",
2839 wined3d_debug_location(sub_resource
->locations
));
2845 FIXME("Implement %s loading from %s.\n", wined3d_debug_location(location
),
2846 wined3d_debug_location(sub_resource
->locations
));
2853 static const struct wined3d_texture_ops texture1d_ops
=
2855 texture1d_load_location
,
2858 static HRESULT
wined3d_texture_init(struct wined3d_texture
*texture
, const struct wined3d_resource_desc
*desc
,
2859 unsigned int layer_count
, unsigned int level_count
, DWORD flags
, struct wined3d_device
*device
,
2860 void *parent
, const struct wined3d_parent_ops
*parent_ops
, void *sub_resources
,
2861 const struct wined3d_texture_ops
*texture_ops
)
2863 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2864 struct wined3d_device_parent
*device_parent
= device
->device_parent
;
2865 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2866 unsigned int sub_count
, i
, j
, size
, offset
= 0;
2867 unsigned int pow2_width
, pow2_height
;
2868 const struct wined3d_format
*format
;
2871 TRACE("texture %p, resource_type %s, format %s, multisample_type %#x, multisample_quality %#x, "
2872 "usage %s, access %s, width %u, height %u, depth %u, layer_count %u, level_count %u, "
2873 "flags %#x, device %p, parent %p, parent_ops %p, sub_resources %p, texture_ops %p.\n",
2874 texture
, debug_d3dresourcetype(desc
->resource_type
), debug_d3dformat(desc
->format
),
2875 desc
->multisample_type
, desc
->multisample_quality
, debug_d3dusage(desc
->usage
),
2876 wined3d_debug_resource_access(desc
->access
), desc
->width
, desc
->height
, desc
->depth
,
2877 layer_count
, level_count
, flags
, device
, parent
, parent_ops
, sub_resources
, texture_ops
);
2879 if (!desc
->width
|| !desc
->height
|| !desc
->depth
)
2880 return WINED3DERR_INVALIDCALL
;
2882 if (desc
->resource_type
== WINED3D_RTYPE_TEXTURE_3D
)
2884 if (layer_count
!= 1)
2886 ERR("Invalid layer count for volume texture.\n");
2887 return E_INVALIDARG
;
2890 if (!gl_info
->supported
[EXT_TEXTURE3D
])
2892 WARN("OpenGL implementation does not support 3D textures.\n");
2893 return WINED3DERR_INVALIDCALL
;
2897 if (!(desc
->usage
& WINED3DUSAGE_LEGACY_CUBEMAP
) && layer_count
> 1
2898 && !gl_info
->supported
[EXT_TEXTURE_ARRAY
])
2900 WARN("OpenGL implementation does not support array textures.\n");
2901 return WINED3DERR_INVALIDCALL
;
2904 texture
->sub_resources
= sub_resources
;
2906 /* TODO: It should only be possible to create textures for formats
2907 * that are reported as supported. */
2908 if (WINED3DFMT_UNKNOWN
>= desc
->format
)
2910 WARN("Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n");
2911 return WINED3DERR_INVALIDCALL
;
2913 format
= wined3d_get_format(device
->adapter
, desc
->format
, desc
->usage
);
2915 if (desc
->usage
& WINED3DUSAGE_DYNAMIC
&& (wined3d_resource_access_is_managed(desc
->access
)
2916 || desc
->usage
& WINED3DUSAGE_SCRATCH
))
2918 WARN("Attempted to create a dynamic texture with access %s and usage %s.\n",
2919 wined3d_debug_resource_access(desc
->access
), debug_d3dusage(desc
->usage
));
2920 return WINED3DERR_INVALIDCALL
;
2923 if (!(desc
->usage
& (WINED3DUSAGE_DYNAMIC
| WINED3DUSAGE_RENDERTARGET
| WINED3DUSAGE_DEPTHSTENCIL
))
2924 && (flags
& WINED3D_TEXTURE_CREATE_MAPPABLE
))
2925 WARN("Creating a mappable texture that doesn't specify dynamic usage.\n");
2926 if (desc
->usage
& WINED3DUSAGE_RENDERTARGET
&& desc
->access
& WINED3D_RESOURCE_ACCESS_CPU
)
2927 FIXME("Trying to create a CPU accessible render target.\n");
2929 pow2_width
= desc
->width
;
2930 pow2_height
= desc
->height
;
2931 if (((desc
->width
& (desc
->width
- 1)) || (desc
->height
& (desc
->height
- 1)) || (desc
->depth
& (desc
->depth
- 1)))
2932 && !d3d_info
->texture_npot
)
2934 /* level_count == 0 returns an error as well. */
2935 if (level_count
!= 1 || layer_count
!= 1 || desc
->resource_type
== WINED3D_RTYPE_TEXTURE_3D
)
2937 if (!(desc
->usage
& WINED3DUSAGE_SCRATCH
))
2939 WARN("Attempted to create a mipmapped/cube/array/volume NPOT "
2940 "texture without unconditional NPOT support.\n");
2941 return WINED3DERR_INVALIDCALL
;
2944 WARN("Creating a scratch mipmapped/cube/array NPOT texture despite lack of HW support.\n");
2946 texture
->flags
|= WINED3D_TEXTURE_COND_NP2
;
2948 if (desc
->resource_type
!= WINED3D_RTYPE_TEXTURE_3D
&& !d3d_info
->texture_npot_conditional
)
2950 /* TODO: Add support for non-power-of-two compressed textures. */
2951 if (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
]
2952 & (WINED3DFMT_FLAG_COMPRESSED
| WINED3DFMT_FLAG_HEIGHT_SCALE
))
2954 FIXME("Compressed or height scaled non-power-of-two (%ux%u) textures are not supported.\n",
2955 desc
->width
, desc
->height
);
2956 return WINED3DERR_NOTAVAILABLE
;
2959 /* Find the nearest pow2 match. */
2960 pow2_width
= pow2_height
= 1;
2961 while (pow2_width
< desc
->width
)
2963 while (pow2_height
< desc
->height
)
2965 texture
->flags
|= WINED3D_TEXTURE_COND_NP2_EMULATED
;
2968 texture
->pow2_width
= pow2_width
;
2969 texture
->pow2_height
= pow2_height
;
2971 if ((pow2_width
> d3d_info
->limits
.texture_size
|| pow2_height
> d3d_info
->limits
.texture_size
)
2972 && (desc
->usage
& WINED3DUSAGE_TEXTURE
))
2974 /* One of four options:
2975 * 1: Do the same as we do with NPOT and scale the texture. (Any
2976 * texture ops would require the texture to be scaled which is
2977 * potentially slow.)
2978 * 2: Set the texture to the maximum size (bad idea).
2979 * 3: WARN and return WINED3DERR_NOTAVAILABLE.
2980 * 4: Create the surface, but allow it to be used only for DirectDraw
2981 * Blts. Some apps (e.g. Swat 3) create textures with a height of
2982 * 16 and a width > 3000 and blt 16x16 letter areas from them to
2983 * the render target. */
2984 if (desc
->access
& WINED3D_RESOURCE_ACCESS_GPU
)
2986 WARN("Dimensions (%ux%u) exceed the maximum texture size.\n", pow2_width
, pow2_height
);
2987 return WINED3DERR_NOTAVAILABLE
;
2990 /* We should never use this surface in combination with OpenGL. */
2991 TRACE("Creating an oversized (%ux%u) surface.\n", pow2_width
, pow2_height
);
2994 for (i
= 0; i
< layer_count
; ++i
)
2996 for (j
= 0; j
< level_count
; ++j
)
2998 unsigned int idx
= i
* level_count
+ j
;
3000 size
= wined3d_format_calculate_size(format
, device
->surface_alignment
,
3001 max(1, desc
->width
>> j
), max(1, desc
->height
>> j
), max(1, desc
->depth
>> j
));
3002 texture
->sub_resources
[idx
].offset
= offset
;
3003 texture
->sub_resources
[idx
].size
= size
;
3006 offset
= (offset
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1);
3010 return WINED3DERR_INVALIDCALL
;
3012 if (FAILED(hr
= resource_init(&texture
->resource
, device
, desc
->resource_type
, format
,
3013 desc
->multisample_type
, desc
->multisample_quality
, desc
->usage
, desc
->access
,
3014 desc
->width
, desc
->height
, desc
->depth
, offset
, parent
, parent_ops
, &texture_resource_ops
)))
3016 static unsigned int once
;
3018 /* DXTn 3D textures are not supported. Do not write the ERR for them. */
3019 if ((desc
->format
== WINED3DFMT_DXT1
|| desc
->format
== WINED3DFMT_DXT2
|| desc
->format
== WINED3DFMT_DXT3
3020 || desc
->format
== WINED3DFMT_DXT4
|| desc
->format
== WINED3DFMT_DXT5
)
3021 && !(format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_TEXTURE
)
3022 && desc
->resource_type
!= WINED3D_RTYPE_TEXTURE_3D
&& !once
++)
3023 ERR_(winediag
)("The application tried to create a DXTn texture, but the driver does not support them.\n");
3025 WARN("Failed to initialize resource, returning %#x\n", hr
);
3028 wined3d_resource_update_draw_binding(&texture
->resource
);
3029 if ((flags
& WINED3D_TEXTURE_CREATE_MAPPABLE
) || desc
->format
== WINED3DFMT_D16_LOCKABLE
)
3030 texture
->resource
.access
|= WINED3D_RESOURCE_ACCESS_MAP_R
| WINED3D_RESOURCE_ACCESS_MAP_W
;
3032 texture
->texture_ops
= texture_ops
;
3034 texture
->layer_count
= layer_count
;
3035 texture
->level_count
= level_count
;
3037 texture
->flags
|= WINED3D_TEXTURE_POW2_MAT_IDENT
| WINED3D_TEXTURE_NORMALIZED_COORDS
;
3038 if (flags
& WINED3D_TEXTURE_CREATE_GET_DC_LENIENT
)
3039 texture
->flags
|= WINED3D_TEXTURE_PIN_SYSMEM
| WINED3D_TEXTURE_GET_DC_LENIENT
;
3040 if (flags
& (WINED3D_TEXTURE_CREATE_GET_DC
| WINED3D_TEXTURE_CREATE_GET_DC_LENIENT
))
3041 texture
->flags
|= WINED3D_TEXTURE_GET_DC
;
3042 if (flags
& WINED3D_TEXTURE_CREATE_DISCARD
)
3043 texture
->flags
|= WINED3D_TEXTURE_DISCARD
;
3044 if (flags
& WINED3D_TEXTURE_CREATE_GENERATE_MIPMAPS
)
3046 if (!(texture
->resource
.format_flags
& WINED3DFMT_FLAG_GEN_MIPMAP
))
3047 WARN("Format doesn't support mipmaps generation, "
3048 "ignoring WINED3D_TEXTURE_CREATE_GENERATE_MIPMAPS flag.\n");
3050 texture
->flags
|= WINED3D_TEXTURE_GENERATE_MIPMAPS
;
3053 switch (desc
->resource_type
)
3055 case WINED3D_RTYPE_TEXTURE_1D
:
3056 if (layer_count
> 1)
3057 texture
->target
= GL_TEXTURE_1D_ARRAY
;
3059 texture
->target
= GL_TEXTURE_1D
;
3062 case WINED3D_RTYPE_TEXTURE_2D
:
3063 if (desc
->usage
& WINED3DUSAGE_LEGACY_CUBEMAP
)
3065 texture
->target
= GL_TEXTURE_CUBE_MAP_ARB
;
3067 else if (desc
->multisample_type
&& gl_info
->supported
[ARB_TEXTURE_MULTISAMPLE
])
3069 if (layer_count
> 1)
3070 texture
->target
= GL_TEXTURE_2D_MULTISAMPLE_ARRAY
;
3072 texture
->target
= GL_TEXTURE_2D_MULTISAMPLE
;
3076 if (layer_count
> 1)
3077 texture
->target
= GL_TEXTURE_2D_ARRAY
;
3079 texture
->target
= GL_TEXTURE_2D
;
3083 case WINED3D_RTYPE_TEXTURE_3D
:
3084 texture
->target
= GL_TEXTURE_3D
;
3088 ERR("Invalid resource type %s.\n", debug_d3dresourcetype(desc
->resource_type
));
3089 wined3d_texture_cleanup_sync(texture
);
3090 return WINED3DERR_INVALIDCALL
;
3093 /* Precalculated scaling for 'faked' non power of two texture coords. */
3094 if (texture
->resource
.gl_type
== WINED3D_GL_RES_TYPE_TEX_RECT
)
3096 texture
->pow2_matrix
[0] = (float)desc
->width
;
3097 texture
->pow2_matrix
[5] = (float)desc
->height
;
3098 texture
->flags
&= ~(WINED3D_TEXTURE_POW2_MAT_IDENT
| WINED3D_TEXTURE_NORMALIZED_COORDS
);
3099 texture
->target
= GL_TEXTURE_RECTANGLE_ARB
;
3101 else if (texture
->flags
& WINED3D_TEXTURE_COND_NP2_EMULATED
)
3103 texture
->pow2_matrix
[0] = (((float)desc
->width
) / ((float)pow2_width
));
3104 texture
->pow2_matrix
[5] = (((float)desc
->height
) / ((float)pow2_height
));
3105 texture
->flags
&= ~WINED3D_TEXTURE_POW2_MAT_IDENT
;
3109 texture
->pow2_matrix
[0] = 1.0f
;
3110 texture
->pow2_matrix
[5] = 1.0f
;
3112 texture
->pow2_matrix
[10] = 1.0f
;
3113 texture
->pow2_matrix
[15] = 1.0f
;
3114 TRACE("x scale %.8e, y scale %.8e.\n", texture
->pow2_matrix
[0], texture
->pow2_matrix
[5]);
3116 if (wined3d_texture_use_pbo(texture
, gl_info
))
3117 texture
->resource
.map_binding
= WINED3D_LOCATION_BUFFER
;
3119 if (desc
->resource_type
!= WINED3D_RTYPE_TEXTURE_3D
3120 || !wined3d_texture_use_pbo(texture
, gl_info
))
3122 if (!wined3d_resource_allocate_sysmem(&texture
->resource
))
3124 wined3d_texture_cleanup_sync(texture
);
3125 return E_OUTOFMEMORY
;
3129 sub_count
= level_count
* layer_count
;
3130 if (sub_count
/ layer_count
!= level_count
)
3132 wined3d_texture_cleanup_sync(texture
);
3133 return E_OUTOFMEMORY
;
3136 if (desc
->usage
& WINED3DUSAGE_OVERLAY
)
3138 if (!(texture
->overlay_info
= heap_calloc(sub_count
, sizeof(*texture
->overlay_info
))))
3140 wined3d_texture_cleanup_sync(texture
);
3141 return E_OUTOFMEMORY
;
3144 for (i
= 0; i
< sub_count
; ++i
)
3146 list_init(&texture
->overlay_info
[i
].entry
);
3147 list_init(&texture
->overlay_info
[i
].overlays
);
3151 /* Generate all sub-resources. */
3152 for (i
= 0; i
< sub_count
; ++i
)
3154 struct wined3d_texture_sub_resource
*sub_resource
;
3156 sub_resource
= &texture
->sub_resources
[i
];
3157 sub_resource
->locations
= WINED3D_LOCATION_DISCARDED
;
3158 if (desc
->resource_type
!= WINED3D_RTYPE_TEXTURE_3D
)
3160 wined3d_texture_validate_location(texture
, i
, WINED3D_LOCATION_SYSMEM
);
3161 wined3d_texture_invalidate_location(texture
, i
, ~WINED3D_LOCATION_SYSMEM
);
3164 if (FAILED(hr
= device_parent
->ops
->texture_sub_resource_created(device_parent
,
3165 desc
->resource_type
, texture
, i
, &sub_resource
->parent
, &sub_resource
->parent_ops
)))
3167 WARN("Failed to create sub-resource parent, hr %#x.\n", hr
);
3168 sub_resource
->parent
= NULL
;
3169 wined3d_texture_cleanup_sync(texture
);
3173 TRACE("parent %p, parent_ops %p.\n", sub_resource
->parent
, sub_resource
->parent_ops
);
3175 TRACE("Created sub-resource %u (level %u, layer %u).\n",
3176 i
, i
% texture
->level_count
, i
/ texture
->level_count
);
3178 if (desc
->usage
& WINED3DUSAGE_OWNDC
)
3180 struct wined3d_texture_idx texture_idx
= {texture
, i
};
3182 wined3d_cs_init_object(device
->cs
, wined3d_texture_create_dc
, &texture_idx
);
3183 device
->cs
->ops
->finish(device
->cs
, WINED3D_CS_QUEUE_DEFAULT
);
3184 if (!texture
->dc_info
|| !texture
->dc_info
[i
].dc
)
3186 wined3d_texture_cleanup_sync(texture
);
3187 return WINED3DERR_INVALIDCALL
;
3195 /* Context activation is done by the caller. */
3196 static void texture3d_srgb_transfer(struct wined3d_texture
*texture
, unsigned int sub_resource_idx
,
3197 struct wined3d_context
*context
, BOOL dest_is_srgb
)
3199 struct wined3d_texture_sub_resource
*sub_resource
= &texture
->sub_resources
[sub_resource_idx
];
3200 unsigned int row_pitch
, slice_pitch
;
3201 struct wined3d_bo_address data
;
3202 struct wined3d_box src_box
;
3204 /* Optimisations are possible, but the effort should be put into either
3205 * implementing EXT_SRGB_DECODE in the driver or finding out why we
3206 * picked the wrong copy for the original upload and fixing that.
3208 * Also keep in mind that we want to avoid using resource.heap_memory
3209 * for DEFAULT pool surfaces. */
3210 WARN_(d3d_perf
)("Performing slow rgb/srgb volume transfer.\n");
3211 data
.buffer_object
= 0;
3212 if (!(data
.addr
= heap_alloc(sub_resource
->size
)))
3215 wined3d_texture_get_pitch(texture
, sub_resource_idx
, &row_pitch
, &slice_pitch
);
3216 wined3d_texture_get_level_box(texture
, sub_resource_idx
% texture
->level_count
, &src_box
);
3217 wined3d_texture_bind_and_dirtify(texture
, context
, !dest_is_srgb
);
3218 wined3d_texture_download_data(texture
, sub_resource_idx
, context
, &data
);
3219 wined3d_texture_bind_and_dirtify(texture
, context
, dest_is_srgb
);
3220 wined3d_texture_upload_data(texture
, sub_resource_idx
, context
, texture
->resource
.format
,
3221 &src_box
, wined3d_const_bo_address(&data
), row_pitch
, slice_pitch
, 0, 0, 0, FALSE
);
3223 heap_free(data
.addr
);
3226 /* Context activation is done by the caller. */
3227 static BOOL
texture3d_load_location(struct wined3d_texture
*texture
, unsigned int sub_resource_idx
,
3228 struct wined3d_context
*context
, DWORD location
)
3230 struct wined3d_texture_sub_resource
*sub_resource
= &texture
->sub_resources
[sub_resource_idx
];
3231 unsigned int row_pitch
, slice_pitch
;
3233 if (!wined3d_texture_prepare_location(texture
, sub_resource_idx
, context
, location
))
3238 case WINED3D_LOCATION_TEXTURE_RGB
:
3239 case WINED3D_LOCATION_TEXTURE_SRGB
:
3240 if (sub_resource
->locations
& WINED3D_LOCATION_SYSMEM
)
3242 struct wined3d_const_bo_address data
= {0, texture
->resource
.heap_memory
};
3243 struct wined3d_box src_box
;
3245 data
.addr
+= sub_resource
->offset
;
3246 wined3d_texture_bind_and_dirtify(texture
, context
,
3247 location
== WINED3D_LOCATION_TEXTURE_SRGB
);
3248 wined3d_texture_get_pitch(texture
, sub_resource_idx
, &row_pitch
, &slice_pitch
);
3249 wined3d_texture_get_level_box(texture
, sub_resource_idx
% texture
->level_count
, &src_box
);
3250 wined3d_texture_upload_data(texture
, sub_resource_idx
, context
, texture
->resource
.format
,
3251 &src_box
, &data
, row_pitch
, slice_pitch
, 0, 0, 0, FALSE
);
3253 else if (sub_resource
->locations
& WINED3D_LOCATION_BUFFER
)
3255 struct wined3d_const_bo_address data
= {sub_resource
->buffer_object
, NULL
};
3256 struct wined3d_box src_box
;
3258 wined3d_texture_bind_and_dirtify(texture
, context
,
3259 location
== WINED3D_LOCATION_TEXTURE_SRGB
);
3260 wined3d_texture_get_pitch(texture
, sub_resource_idx
, &row_pitch
, &slice_pitch
);
3261 wined3d_texture_get_level_box(texture
, sub_resource_idx
% texture
->level_count
, &src_box
);
3262 wined3d_texture_upload_data(texture
, sub_resource_idx
, context
, texture
->resource
.format
,
3263 &src_box
, &data
, row_pitch
, slice_pitch
, 0, 0, 0, FALSE
);
3265 else if (sub_resource
->locations
& WINED3D_LOCATION_TEXTURE_RGB
)
3267 texture3d_srgb_transfer(texture
, sub_resource_idx
, context
, TRUE
);
3269 else if (sub_resource
->locations
& WINED3D_LOCATION_TEXTURE_SRGB
)
3271 texture3d_srgb_transfer(texture
, sub_resource_idx
, context
, FALSE
);
3275 FIXME("Implement texture loading from %s.\n", wined3d_debug_location(sub_resource
->locations
));
3280 case WINED3D_LOCATION_SYSMEM
:
3281 if (sub_resource
->locations
& (WINED3D_LOCATION_TEXTURE_RGB
| WINED3D_LOCATION_TEXTURE_SRGB
))
3283 struct wined3d_bo_address data
= {0, texture
->resource
.heap_memory
};
3285 data
.addr
+= sub_resource
->offset
;
3286 if (sub_resource
->locations
& WINED3D_LOCATION_TEXTURE_RGB
)
3287 wined3d_texture_bind_and_dirtify(texture
, context
, FALSE
);
3289 wined3d_texture_bind_and_dirtify(texture
, context
, TRUE
);
3291 wined3d_texture_download_data(texture
, sub_resource_idx
, context
, &data
);
3292 ++texture
->download_count
;
3296 FIXME("Implement WINED3D_LOCATION_SYSMEM loading from %s.\n",
3297 wined3d_debug_location(sub_resource
->locations
));
3302 case WINED3D_LOCATION_BUFFER
:
3303 if (sub_resource
->locations
& (WINED3D_LOCATION_TEXTURE_RGB
| WINED3D_LOCATION_TEXTURE_SRGB
))
3305 struct wined3d_bo_address data
= {sub_resource
->buffer_object
, NULL
};
3307 if (sub_resource
->locations
& WINED3D_LOCATION_TEXTURE_RGB
)
3308 wined3d_texture_bind_and_dirtify(texture
, context
, FALSE
);
3310 wined3d_texture_bind_and_dirtify(texture
, context
, TRUE
);
3312 wined3d_texture_download_data(texture
, sub_resource_idx
, context
, &data
);
3316 FIXME("Implement WINED3D_LOCATION_BUFFER loading from %s.\n",
3317 wined3d_debug_location(sub_resource
->locations
));
3323 FIXME("Implement %s loading from %s.\n", wined3d_debug_location(location
),
3324 wined3d_debug_location(sub_resource
->locations
));
3331 static const struct wined3d_texture_ops texture3d_ops
=
3333 texture3d_load_location
,
3336 HRESULT CDECL
wined3d_texture_blt(struct wined3d_texture
*dst_texture
, unsigned int dst_sub_resource_idx
,
3337 const RECT
*dst_rect
, struct wined3d_texture
*src_texture
, unsigned int src_sub_resource_idx
,
3338 const RECT
*src_rect
, DWORD flags
, const struct wined3d_blt_fx
*fx
, enum wined3d_texture_filter_type filter
)
3340 struct wined3d_box src_box
= {src_rect
->left
, src_rect
->top
, src_rect
->right
, src_rect
->bottom
, 0, 1};
3341 struct wined3d_box dst_box
= {dst_rect
->left
, dst_rect
->top
, dst_rect
->right
, dst_rect
->bottom
, 0, 1};
3342 unsigned int dst_format_flags
, src_format_flags
= 0;
3345 TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_rect %s, src_texture %p, "
3346 "src_sub_resource_idx %u, src_rect %s, flags %#x, fx %p, filter %s.\n",
3347 dst_texture
, dst_sub_resource_idx
, wine_dbgstr_rect(dst_rect
), src_texture
,
3348 src_sub_resource_idx
, wine_dbgstr_rect(src_rect
), flags
, fx
, debug_d3dtexturefiltertype(filter
));
3350 if (dst_sub_resource_idx
>= dst_texture
->level_count
* dst_texture
->layer_count
3351 || dst_texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
)
3352 return WINED3DERR_INVALIDCALL
;
3354 if (src_sub_resource_idx
>= src_texture
->level_count
* src_texture
->layer_count
3355 || src_texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
)
3356 return WINED3DERR_INVALIDCALL
;
3358 dst_format_flags
= dst_texture
->resource
.format_flags
;
3359 if (FAILED(hr
= wined3d_texture_check_box_dimensions(dst_texture
,
3360 dst_sub_resource_idx
% dst_texture
->level_count
, &dst_box
)))
3363 src_format_flags
= src_texture
->resource
.format_flags
;
3364 if (FAILED(hr
= wined3d_texture_check_box_dimensions(src_texture
,
3365 src_sub_resource_idx
% src_texture
->level_count
, &src_box
)))
3368 if (dst_texture
->sub_resources
[dst_sub_resource_idx
].map_count
3369 || src_texture
->sub_resources
[src_sub_resource_idx
].map_count
)
3371 WARN("Sub-resource is busy, returning WINEDDERR_SURFACEBUSY.\n");
3372 return WINEDDERR_SURFACEBUSY
;
3375 if ((src_format_flags
& (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
3376 != (dst_format_flags
& (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
)))
3378 WARN("Rejecting depth/stencil blit between incompatible formats.\n");
3379 return WINED3DERR_INVALIDCALL
;
3382 if (dst_texture
->resource
.device
!= src_texture
->resource
.device
)
3384 FIXME("Rejecting cross-device blit.\n");
3388 wined3d_cs_emit_blt_sub_resource(dst_texture
->resource
.device
->cs
, &dst_texture
->resource
, dst_sub_resource_idx
,
3389 &dst_box
, &src_texture
->resource
, src_sub_resource_idx
, &src_box
, flags
, fx
, filter
);
3394 HRESULT CDECL
wined3d_texture_get_overlay_position(const struct wined3d_texture
*texture
,
3395 unsigned int sub_resource_idx
, LONG
*x
, LONG
*y
)
3397 struct wined3d_overlay_info
*overlay
;
3399 TRACE("texture %p, sub_resource_idx %u, x %p, y %p.\n", texture
, sub_resource_idx
, x
, y
);
3401 if (!(texture
->resource
.usage
& WINED3DUSAGE_OVERLAY
)
3402 || sub_resource_idx
>= texture
->level_count
* texture
->layer_count
)
3404 WARN("Invalid sub-resource specified.\n");
3405 return WINEDDERR_NOTAOVERLAYSURFACE
;
3408 overlay
= &texture
->overlay_info
[sub_resource_idx
];
3409 if (!overlay
->dst_texture
)
3411 TRACE("Overlay not visible.\n");
3414 return WINEDDERR_OVERLAYNOTVISIBLE
;
3417 *x
= overlay
->dst_rect
.left
;
3418 *y
= overlay
->dst_rect
.top
;
3420 TRACE("Returning position %d, %d.\n", *x
, *y
);
3425 HRESULT CDECL
wined3d_texture_set_overlay_position(struct wined3d_texture
*texture
,
3426 unsigned int sub_resource_idx
, LONG x
, LONG y
)
3428 struct wined3d_overlay_info
*overlay
;
3431 TRACE("texture %p, sub_resource_idx %u, x %d, y %d.\n", texture
, sub_resource_idx
, x
, y
);
3433 if (!(texture
->resource
.usage
& WINED3DUSAGE_OVERLAY
)
3434 || sub_resource_idx
>= texture
->level_count
* texture
->layer_count
)
3436 WARN("Invalid sub-resource specified.\n");
3437 return WINEDDERR_NOTAOVERLAYSURFACE
;
3440 overlay
= &texture
->overlay_info
[sub_resource_idx
];
3441 w
= overlay
->dst_rect
.right
- overlay
->dst_rect
.left
;
3442 h
= overlay
->dst_rect
.bottom
- overlay
->dst_rect
.top
;
3443 SetRect(&overlay
->dst_rect
, x
, y
, x
+ w
, y
+ h
);
3448 HRESULT CDECL
wined3d_texture_update_overlay(struct wined3d_texture
*texture
, unsigned int sub_resource_idx
,
3449 const RECT
*src_rect
, struct wined3d_texture
*dst_texture
, unsigned int dst_sub_resource_idx
,
3450 const RECT
*dst_rect
, DWORD flags
)
3452 struct wined3d_overlay_info
*overlay
;
3453 unsigned int level
, dst_level
;
3455 TRACE("texture %p, sub_resource_idx %u, src_rect %s, dst_texture %p, "
3456 "dst_sub_resource_idx %u, dst_rect %s, flags %#x.\n",
3457 texture
, sub_resource_idx
, wine_dbgstr_rect(src_rect
), dst_texture
,
3458 dst_sub_resource_idx
, wine_dbgstr_rect(dst_rect
), flags
);
3460 if (!(texture
->resource
.usage
& WINED3DUSAGE_OVERLAY
) || texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
3461 || sub_resource_idx
>= texture
->level_count
* texture
->layer_count
)
3463 WARN("Invalid sub-resource specified.\n");
3464 return WINEDDERR_NOTAOVERLAYSURFACE
;
3467 if (!dst_texture
|| dst_texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
3468 || dst_sub_resource_idx
>= dst_texture
->level_count
* dst_texture
->layer_count
)
3470 WARN("Invalid destination sub-resource specified.\n");
3471 return WINED3DERR_INVALIDCALL
;
3474 overlay
= &texture
->overlay_info
[sub_resource_idx
];
3476 level
= sub_resource_idx
% texture
->level_count
;
3478 overlay
->src_rect
= *src_rect
;
3480 SetRect(&overlay
->src_rect
, 0, 0,
3481 wined3d_texture_get_level_width(texture
, level
),
3482 wined3d_texture_get_level_height(texture
, level
));
3484 dst_level
= dst_sub_resource_idx
% dst_texture
->level_count
;
3486 overlay
->dst_rect
= *dst_rect
;
3488 SetRect(&overlay
->dst_rect
, 0, 0,
3489 wined3d_texture_get_level_width(dst_texture
, dst_level
),
3490 wined3d_texture_get_level_height(dst_texture
, dst_level
));
3492 if (overlay
->dst_texture
&& (overlay
->dst_texture
!= dst_texture
3493 || overlay
->dst_sub_resource_idx
!= dst_sub_resource_idx
|| flags
& WINEDDOVER_HIDE
))
3495 overlay
->dst_texture
= NULL
;
3496 list_remove(&overlay
->entry
);
3499 if (flags
& WINEDDOVER_SHOW
)
3501 if (overlay
->dst_texture
!= dst_texture
|| overlay
->dst_sub_resource_idx
!= dst_sub_resource_idx
)
3503 overlay
->dst_texture
= dst_texture
;
3504 overlay
->dst_sub_resource_idx
= dst_sub_resource_idx
;
3505 list_add_tail(&texture
->overlay_info
[dst_sub_resource_idx
].overlays
, &overlay
->entry
);
3508 else if (flags
& WINEDDOVER_HIDE
)
3510 /* Tests show that the rectangles are erased on hide. */
3511 SetRectEmpty(&overlay
->src_rect
);
3512 SetRectEmpty(&overlay
->dst_rect
);
3513 overlay
->dst_texture
= NULL
;
3519 void * CDECL
wined3d_texture_get_sub_resource_parent(struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
3521 unsigned int sub_count
= texture
->level_count
* texture
->layer_count
;
3523 TRACE("texture %p, sub_resource_idx %u.\n", texture
, sub_resource_idx
);
3525 if (sub_resource_idx
>= sub_count
)
3527 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx
, sub_count
);
3531 return texture
->sub_resources
[sub_resource_idx
].parent
;
3534 void CDECL
wined3d_texture_set_sub_resource_parent(struct wined3d_texture
*texture
,
3535 unsigned int sub_resource_idx
, void *parent
)
3537 unsigned int sub_count
= texture
->level_count
* texture
->layer_count
;
3539 TRACE("texture %p, sub_resource_idx %u, parent %p.\n", texture
, sub_resource_idx
, parent
);
3541 if (sub_resource_idx
>= sub_count
)
3543 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx
, sub_count
);
3547 texture
->sub_resources
[sub_resource_idx
].parent
= parent
;
3550 HRESULT CDECL
wined3d_texture_get_sub_resource_desc(const struct wined3d_texture
*texture
,
3551 unsigned int sub_resource_idx
, struct wined3d_sub_resource_desc
*desc
)
3553 unsigned int sub_count
= texture
->level_count
* texture
->layer_count
;
3554 const struct wined3d_resource
*resource
;
3555 unsigned int level_idx
;
3557 TRACE("texture %p, sub_resource_idx %u, desc %p.\n", texture
, sub_resource_idx
, desc
);
3559 if (sub_resource_idx
>= sub_count
)
3561 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx
, sub_count
);
3562 return WINED3DERR_INVALIDCALL
;
3565 resource
= &texture
->resource
;
3566 desc
->format
= resource
->format
->id
;
3567 desc
->multisample_type
= resource
->multisample_type
;
3568 desc
->multisample_quality
= resource
->multisample_quality
;
3569 desc
->usage
= resource
->usage
;
3570 desc
->access
= resource
->access
;
3572 level_idx
= sub_resource_idx
% texture
->level_count
;
3573 desc
->width
= wined3d_texture_get_level_width(texture
, level_idx
);
3574 desc
->height
= wined3d_texture_get_level_height(texture
, level_idx
);
3575 desc
->depth
= wined3d_texture_get_level_depth(texture
, level_idx
);
3576 desc
->size
= texture
->sub_resources
[sub_resource_idx
].size
;
3581 static void *wined3d_texture_allocate_object_memory(SIZE_T s
, SIZE_T level_count
, SIZE_T layer_count
)
3583 struct wined3d_texture
*t
;
3585 if (level_count
> ((~(SIZE_T
)0 - s
) / sizeof(*t
->sub_resources
)) / layer_count
)
3588 return heap_alloc_zero(s
+ level_count
* layer_count
* sizeof(*t
->sub_resources
));
3591 static HRESULT
wined3d_texture_gl_init(struct wined3d_texture_gl
*texture_gl
, struct wined3d_device
*device
,
3592 const struct wined3d_resource_desc
*desc
, unsigned int layer_count
, unsigned int level_count
,
3593 DWORD flags
, void *parent
, const struct wined3d_parent_ops
*parent_ops
, void *sub_resources
)
3595 const struct wined3d_texture_ops
*texture_ops
;
3597 TRACE("texture_gl %p, device %p, desc %p, layer_count %u, level_count %u, "
3598 "flags %#x, parent %p, parent_ops %p, sub_resources %p.\n",
3599 texture_gl
, device
, desc
, layer_count
, level_count
,
3600 flags
, parent
, parent_ops
, sub_resources
);
3602 switch (desc
->resource_type
)
3604 case WINED3D_RTYPE_TEXTURE_1D
:
3605 texture_ops
= &texture1d_ops
;
3607 case WINED3D_RTYPE_TEXTURE_2D
:
3608 texture_ops
= &texture2d_ops
;
3610 case WINED3D_RTYPE_TEXTURE_3D
:
3611 texture_ops
= &texture3d_ops
;
3614 ERR("Invalid resource type %s.\n", debug_d3dresourcetype(desc
->resource_type
));
3615 return WINED3DERR_INVALIDCALL
;
3618 list_init(&texture_gl
->renderbuffers
);
3620 return wined3d_texture_init(&texture_gl
->t
, desc
, layer_count
, level_count
,
3621 flags
, device
, parent
, parent_ops
, sub_resources
, texture_ops
);
3624 HRESULT CDECL
wined3d_texture_create(struct wined3d_device
*device
, const struct wined3d_resource_desc
*desc
,
3625 UINT layer_count
, UINT level_count
, DWORD flags
, const struct wined3d_sub_resource_data
*data
,
3626 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_texture
**texture
)
3628 unsigned int sub_count
= level_count
* layer_count
;
3629 struct wined3d_texture_gl
*object
;
3633 TRACE("device %p, desc %p, layer_count %u, level_count %u, flags %#x, data %p, "
3634 "parent %p, parent_ops %p, texture %p.\n",
3635 device
, desc
, layer_count
, level_count
, flags
, data
, parent
, parent_ops
, texture
);
3639 WARN("Invalid layer count.\n");
3640 return E_INVALIDARG
;
3642 if ((desc
->usage
& WINED3DUSAGE_LEGACY_CUBEMAP
) && layer_count
!= 6)
3644 ERR("Invalid layer count %u for legacy cubemap.\n", layer_count
);
3650 WARN("Invalid level count.\n");
3651 return WINED3DERR_INVALIDCALL
;
3654 if (desc
->multisample_type
!= WINED3D_MULTISAMPLE_NONE
)
3656 const struct wined3d_format
*format
= wined3d_get_format(device
->adapter
, desc
->format
, desc
->usage
);
3658 if (desc
->multisample_type
== WINED3D_MULTISAMPLE_NON_MASKABLE
3659 && desc
->multisample_quality
>= wined3d_popcount(format
->multisample_types
))
3661 WARN("Unsupported quality level %u requested for WINED3D_MULTISAMPLE_NON_MASKABLE.\n",
3662 desc
->multisample_quality
);
3663 return WINED3DERR_NOTAVAILABLE
;
3665 if (desc
->multisample_type
!= WINED3D_MULTISAMPLE_NON_MASKABLE
3666 && (!(format
->multisample_types
& 1u << (desc
->multisample_type
- 1))
3667 || (desc
->multisample_quality
&& desc
->multisample_quality
!= WINED3D_STANDARD_MULTISAMPLE_PATTERN
)))
3669 WARN("Unsupported multisample type %u quality %u requested.\n", desc
->multisample_type
,
3670 desc
->multisample_quality
);
3671 return WINED3DERR_NOTAVAILABLE
;
3677 for (i
= 0; i
< sub_count
; ++i
)
3682 WARN("Invalid sub-resource data specified for sub-resource %u.\n", i
);
3683 return E_INVALIDARG
;
3687 if (!(object
= wined3d_texture_allocate_object_memory(sizeof(*object
), level_count
, layer_count
)))
3688 return E_OUTOFMEMORY
;
3690 if (FAILED(hr
= wined3d_texture_gl_init(object
, device
, desc
, layer_count
,
3691 level_count
, flags
, parent
, parent_ops
, &object
[1])))
3693 WARN("Failed to initialize texture, returning %#x.\n", hr
);
3698 /* FIXME: We'd like to avoid ever allocating system memory for the texture
3702 unsigned int level
, width
, height
, depth
;
3703 struct wined3d_box box
;
3705 for (i
= 0; i
< sub_count
; ++i
)
3707 level
= i
% object
->t
.level_count
;
3708 width
= wined3d_texture_get_level_width(&object
->t
, level
);
3709 height
= wined3d_texture_get_level_height(&object
->t
, level
);
3710 depth
= wined3d_texture_get_level_depth(&object
->t
, level
);
3711 wined3d_box_set(&box
, 0, 0, width
, height
, 0, depth
);
3713 wined3d_cs_emit_update_sub_resource(device
->cs
, &object
->t
.resource
,
3714 i
, &box
, data
[i
].data
, data
[i
].row_pitch
, data
[i
].slice_pitch
);
3718 TRACE("Created texture %p.\n", object
);
3719 *texture
= &object
->t
;
3724 HRESULT CDECL
wined3d_texture_get_dc(struct wined3d_texture
*texture
, unsigned int sub_resource_idx
, HDC
*dc
)
3726 struct wined3d_device
*device
= texture
->resource
.device
;
3727 struct wined3d_texture_sub_resource
*sub_resource
;
3728 struct wined3d_dc_info
*dc_info
;
3730 TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture
, sub_resource_idx
, dc
);
3732 if (!(texture
->flags
& WINED3D_TEXTURE_GET_DC
))
3734 WARN("Texture does not support GetDC\n");
3735 /* Don't touch the DC */
3736 return WINED3DERR_INVALIDCALL
;
3739 if (!(sub_resource
= wined3d_texture_get_sub_resource(texture
, sub_resource_idx
)))
3740 return WINED3DERR_INVALIDCALL
;
3742 if (texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
)
3744 WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture
->resource
.type
));
3745 return WINED3DERR_INVALIDCALL
;
3748 if (texture
->resource
.map_count
&& !(texture
->flags
& WINED3D_TEXTURE_GET_DC_LENIENT
))
3749 return WINED3DERR_INVALIDCALL
;
3751 if (!(dc_info
= texture
->dc_info
) || !dc_info
[sub_resource_idx
].dc
)
3753 struct wined3d_texture_idx texture_idx
= {texture
, sub_resource_idx
};
3755 wined3d_cs_init_object(device
->cs
, wined3d_texture_create_dc
, &texture_idx
);
3756 device
->cs
->ops
->finish(device
->cs
, WINED3D_CS_QUEUE_DEFAULT
);
3757 if (!(dc_info
= texture
->dc_info
) || !dc_info
[sub_resource_idx
].dc
)
3758 return WINED3DERR_INVALIDCALL
;
3761 if (!(texture
->flags
& WINED3D_TEXTURE_GET_DC_LENIENT
))
3762 texture
->flags
|= WINED3D_TEXTURE_DC_IN_USE
;
3763 ++texture
->resource
.map_count
;
3764 ++sub_resource
->map_count
;
3766 *dc
= dc_info
[sub_resource_idx
].dc
;
3767 TRACE("Returning dc %p.\n", *dc
);
3772 HRESULT CDECL
wined3d_texture_release_dc(struct wined3d_texture
*texture
, unsigned int sub_resource_idx
, HDC dc
)
3774 struct wined3d_device
*device
= texture
->resource
.device
;
3775 struct wined3d_texture_sub_resource
*sub_resource
;
3776 struct wined3d_dc_info
*dc_info
;
3778 TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture
, sub_resource_idx
, dc
);
3780 if (!(sub_resource
= wined3d_texture_get_sub_resource(texture
, sub_resource_idx
)))
3781 return WINED3DERR_INVALIDCALL
;
3783 if (texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
)
3785 WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture
->resource
.type
));
3786 return WINED3DERR_INVALIDCALL
;
3789 if (!(texture
->flags
& (WINED3D_TEXTURE_GET_DC_LENIENT
| WINED3D_TEXTURE_DC_IN_USE
)))
3790 return WINED3DERR_INVALIDCALL
;
3792 if (!(dc_info
= texture
->dc_info
) || dc_info
[sub_resource_idx
].dc
!= dc
)
3794 WARN("Application tries to release invalid DC %p, sub-resource DC is %p.\n",
3795 dc
, dc_info
? dc_info
[sub_resource_idx
].dc
: NULL
);
3796 return WINED3DERR_INVALIDCALL
;
3799 if (!(texture
->resource
.usage
& WINED3DUSAGE_OWNDC
))
3801 struct wined3d_texture_idx texture_idx
= {texture
, sub_resource_idx
};
3803 wined3d_cs_destroy_object(device
->cs
, wined3d_texture_destroy_dc
, &texture_idx
);
3804 device
->cs
->ops
->finish(device
->cs
, WINED3D_CS_QUEUE_DEFAULT
);
3807 --sub_resource
->map_count
;
3808 if (!--texture
->resource
.map_count
&& texture
->update_map_binding
)
3809 wined3d_texture_update_map_binding(texture
);
3810 if (!(texture
->flags
& WINED3D_TEXTURE_GET_DC_LENIENT
))
3811 texture
->flags
&= ~WINED3D_TEXTURE_DC_IN_USE
;
3816 void wined3d_texture_upload_from_texture(struct wined3d_texture
*dst_texture
, unsigned int dst_sub_resource_idx
,
3817 unsigned int dst_x
, unsigned int dst_y
, unsigned int dst_z
, struct wined3d_texture
*src_texture
,
3818 unsigned int src_sub_resource_idx
, const struct wined3d_box
*src_box
)
3820 unsigned int src_row_pitch
, src_slice_pitch
;
3821 unsigned int update_w
, update_h
, update_d
;
3822 unsigned int src_level
, dst_level
;
3823 struct wined3d_context
*context
;
3824 struct wined3d_bo_address data
;
3826 TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
3827 "src_texture %p, src_sub_resource_idx %u, src_box %s.\n",
3828 dst_texture
, dst_sub_resource_idx
, dst_x
, dst_y
, dst_z
,
3829 src_texture
, src_sub_resource_idx
, debug_box(src_box
));
3831 context
= context_acquire(dst_texture
->resource
.device
, NULL
, 0);
3833 /* Only load the sub-resource for partial updates. For newly allocated
3834 * textures the texture wouldn't be the current location, and we'd upload
3835 * zeroes just to overwrite them again. */
3836 update_w
= src_box
->right
- src_box
->left
;
3837 update_h
= src_box
->bottom
- src_box
->top
;
3838 update_d
= src_box
->back
- src_box
->front
;
3839 dst_level
= dst_sub_resource_idx
% dst_texture
->level_count
;
3840 if (update_w
== wined3d_texture_get_level_width(dst_texture
, dst_level
)
3841 && update_h
== wined3d_texture_get_level_height(dst_texture
, dst_level
)
3842 && update_d
== wined3d_texture_get_level_depth(dst_texture
, dst_level
))
3843 wined3d_texture_prepare_texture(dst_texture
, context
, FALSE
);
3845 wined3d_texture_load_location(dst_texture
, dst_sub_resource_idx
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
3846 wined3d_texture_bind_and_dirtify(dst_texture
, context
, FALSE
);
3848 src_level
= src_sub_resource_idx
% src_texture
->level_count
;
3849 wined3d_texture_get_memory(src_texture
, src_sub_resource_idx
, &data
,
3850 src_texture
->sub_resources
[src_sub_resource_idx
].locations
);
3851 wined3d_texture_get_pitch(src_texture
, src_level
, &src_row_pitch
, &src_slice_pitch
);
3853 wined3d_texture_upload_data(dst_texture
, dst_sub_resource_idx
, context
, src_texture
->resource
.format
,
3854 src_box
, wined3d_const_bo_address(&data
), src_row_pitch
, src_slice_pitch
, dst_x
, dst_y
, dst_z
, FALSE
);
3856 context_release(context
);
3858 wined3d_texture_validate_location(dst_texture
, dst_sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
3859 wined3d_texture_invalidate_location(dst_texture
, dst_sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
3862 /* Partial downloads are not supported. */
3863 void wined3d_texture_download_from_texture(struct wined3d_texture
*dst_texture
, unsigned int dst_sub_resource_idx
,
3864 struct wined3d_texture
*src_texture
, unsigned int src_sub_resource_idx
)
3866 struct wined3d_context
*context
;
3867 struct wined3d_bo_address data
;
3868 DWORD dst_location
= dst_texture
->resource
.map_binding
;
3870 context
= context_acquire(src_texture
->resource
.device
, NULL
, 0);
3872 wined3d_texture_prepare_location(dst_texture
, dst_sub_resource_idx
, context
, dst_location
);
3873 wined3d_texture_get_memory(dst_texture
, dst_sub_resource_idx
, &data
, dst_location
);
3874 wined3d_texture_bind_and_dirtify(src_texture
, context
,
3875 !(src_texture
->sub_resources
[src_sub_resource_idx
].locations
& WINED3D_LOCATION_TEXTURE_RGB
));
3876 wined3d_texture_download_data(src_texture
, src_sub_resource_idx
, context
, &data
);
3878 context_release(context
);
3880 wined3d_texture_validate_location(dst_texture
, dst_sub_resource_idx
, dst_location
);
3881 wined3d_texture_invalidate_location(dst_texture
, dst_sub_resource_idx
, ~dst_location
);