2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2005 Oliver Stieber
5 * Copyright 2007-2008 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 "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture
);
28 static HRESULT
wined3d_texture_init(struct wined3d_texture
*texture
, const struct wined3d_texture_ops
*texture_ops
,
29 UINT layer_count
, UINT level_count
, WINED3DRESOURCETYPE resource_type
, struct wined3d_device
*device
,
30 DWORD usage
, const struct wined3d_format
*format
, WINED3DPOOL pool
, void *parent
,
31 const struct wined3d_parent_ops
*parent_ops
, const struct wined3d_resource_ops
*resource_ops
)
35 hr
= resource_init(&texture
->resource
, device
, resource_type
, format
,
36 WINED3DMULTISAMPLE_NONE
, 0, usage
, pool
, 0, 0, 0, 0,
37 parent
, parent_ops
, resource_ops
);
40 WARN("Failed to initialize resource, returning %#x\n", hr
);
44 texture
->texture_ops
= texture_ops
;
45 texture
->sub_resources
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
46 level_count
* layer_count
* sizeof(*texture
->sub_resources
));
47 if (!texture
->sub_resources
)
49 ERR("Failed to allocate sub-resource array.\n");
50 resource_cleanup(&texture
->resource
);
54 texture
->layer_count
= layer_count
;
55 texture
->level_count
= level_count
;
56 texture
->filter_type
= (usage
& WINED3DUSAGE_AUTOGENMIPMAP
) ? WINED3DTEXF_LINEAR
: WINED3DTEXF_NONE
;
58 texture
->texture_rgb
.dirty
= TRUE
;
59 texture
->texture_srgb
.dirty
= TRUE
;
60 texture
->flags
= WINED3D_TEXTURE_POW2_MAT_IDENT
;
62 if (texture
->resource
.format
->flags
& WINED3DFMT_FLAG_FILTERING
)
64 texture
->min_mip_lookup
= minMipLookup
;
65 texture
->mag_lookup
= magLookup
;
69 texture
->min_mip_lookup
= minMipLookup_noFilter
;
70 texture
->mag_lookup
= magLookup_noFilter
;
76 /* A GL context is provided by the caller */
77 static void gltexture_delete(struct gl_texture
*tex
)
80 glDeleteTextures(1, &tex
->name
);
85 static void wined3d_texture_unload(struct wined3d_texture
*texture
)
87 struct wined3d_device
*device
= texture
->resource
.device
;
88 struct wined3d_context
*context
= NULL
;
90 if (texture
->texture_rgb
.name
|| texture
->texture_srgb
.name
)
92 context
= context_acquire(device
, NULL
);
95 if (texture
->texture_rgb
.name
)
96 gltexture_delete(&texture
->texture_rgb
);
98 if (texture
->texture_srgb
.name
)
99 gltexture_delete(&texture
->texture_srgb
);
101 if (context
) context_release(context
);
103 wined3d_texture_set_dirty(texture
, TRUE
);
105 resource_unload(&texture
->resource
);
108 static void wined3d_texture_cleanup(struct wined3d_texture
*texture
)
110 UINT sub_count
= texture
->level_count
* texture
->layer_count
;
113 TRACE("texture %p.\n", texture
);
115 for (i
= 0; i
< sub_count
; ++i
)
117 struct wined3d_resource
*sub_resource
= texture
->sub_resources
[i
];
120 texture
->texture_ops
->texture_sub_resource_cleanup(sub_resource
);
123 wined3d_texture_unload(texture
);
124 HeapFree(GetProcessHeap(), 0, texture
->sub_resources
);
125 resource_cleanup(&texture
->resource
);
128 void wined3d_texture_set_dirty(struct wined3d_texture
*texture
, BOOL dirty
)
130 texture
->texture_rgb
.dirty
= dirty
;
131 texture
->texture_srgb
.dirty
= dirty
;
134 /* Context activation is done by the caller. */
135 static HRESULT
wined3d_texture_bind(struct wined3d_texture
*texture
,
136 struct wined3d_context
*context
, BOOL srgb
, BOOL
*set_surface_desc
)
138 struct gl_texture
*gl_tex
;
139 BOOL new_texture
= FALSE
;
140 HRESULT hr
= WINED3D_OK
;
143 TRACE("texture %p, context %p, srgb %#x, set_surface_desc %p.\n", texture
, context
, srgb
, set_surface_desc
);
145 /* sRGB mode cache for preload() calls outside drawprim. */
147 texture
->flags
|= WINED3D_TEXTURE_IS_SRGB
;
149 texture
->flags
&= ~WINED3D_TEXTURE_IS_SRGB
;
151 gl_tex
= wined3d_texture_get_gl_texture(texture
, context
->gl_info
, srgb
);
152 target
= texture
->target
;
155 /* Generate a texture name if we don't already have one. */
158 *set_surface_desc
= TRUE
;
159 glGenTextures(1, &gl_tex
->name
);
160 checkGLcall("glGenTextures");
161 TRACE("Generated texture %d.\n", gl_tex
->name
);
162 if (texture
->resource
.pool
== WINED3DPOOL_DEFAULT
)
164 /* Tell OpenGL to try and keep this texture in video ram (well mostly). */
166 glPrioritizeTextures(1, &gl_tex
->name
, &tmp
);
168 /* Initialise the state of the texture object to the OpenGL defaults,
169 * not the D3D defaults. */
170 gl_tex
->states
[WINED3DTEXSTA_ADDRESSU
] = WINED3DTADDRESS_WRAP
;
171 gl_tex
->states
[WINED3DTEXSTA_ADDRESSV
] = WINED3DTADDRESS_WRAP
;
172 gl_tex
->states
[WINED3DTEXSTA_ADDRESSW
] = WINED3DTADDRESS_WRAP
;
173 gl_tex
->states
[WINED3DTEXSTA_BORDERCOLOR
] = 0;
174 gl_tex
->states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_LINEAR
;
175 gl_tex
->states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
; /* GL_NEAREST_MIPMAP_LINEAR */
176 gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_LINEAR
; /* GL_NEAREST_MIPMAP_LINEAR */
177 gl_tex
->states
[WINED3DTEXSTA_MAXMIPLEVEL
] = 0;
178 gl_tex
->states
[WINED3DTEXSTA_MAXANISOTROPY
] = 1;
179 if (context
->gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
180 gl_tex
->states
[WINED3DTEXSTA_SRGBTEXTURE
] = TRUE
;
182 gl_tex
->states
[WINED3DTEXSTA_SRGBTEXTURE
] = srgb
;
183 gl_tex
->states
[WINED3DTEXSTA_SHADOW
] = FALSE
;
184 wined3d_texture_set_dirty(texture
, TRUE
);
187 if (texture
->resource
.usage
& WINED3DUSAGE_AUTOGENMIPMAP
)
189 /* This means double binding the texture at creation, but keeps
190 * the code simpler all in all, and the run-time path free from
191 * additional checks. */
192 context_bind_texture(context
, target
, gl_tex
->name
);
193 glTexParameteri(target
, GL_GENERATE_MIPMAP_SGIS
, GL_TRUE
);
194 checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
199 *set_surface_desc
= FALSE
;
204 context_bind_texture(context
, target
, gl_tex
->name
);
207 /* For a new texture we have to set the texture levels after
208 * binding the texture. Beware that texture rectangles do not
209 * support mipmapping, but set the maxmiplevel if we're relying
210 * on the partial GL_ARB_texture_non_power_of_two emulation with
211 * texture rectangles. (I.e., do not care about cond_np2 here,
212 * just look for GL_TEXTURE_RECTANGLE_ARB.) */
213 if (target
!= GL_TEXTURE_RECTANGLE_ARB
)
215 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture
->level_count
- 1);
216 glTexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, texture
->level_count
- 1);
217 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)");
219 if (target
== GL_TEXTURE_CUBE_MAP_ARB
)
221 /* Cubemaps are always set to clamp, regardless of the sampler state. */
222 glTexParameteri(target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
223 glTexParameteri(target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
224 glTexParameteri(target
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
230 ERR("This texture doesn't have an OpenGL texture assigned to it.\n");
231 hr
= WINED3DERR_INVALIDCALL
;
238 /* GL locking is done by the caller */
239 static void apply_wrap(const struct wined3d_gl_info
*gl_info
, GLenum target
,
240 WINED3DTEXTUREADDRESS d3d_wrap
, GLenum param
, BOOL cond_np2
)
244 if (d3d_wrap
< WINED3DTADDRESS_WRAP
|| d3d_wrap
> WINED3DTADDRESS_MIRRORONCE
)
246 FIXME("Unrecognized or unsupported WINED3DTEXTUREADDRESS %#x.\n", d3d_wrap
);
250 /* Cubemaps are always set to clamp, regardless of the sampler state. */
251 if (target
== GL_TEXTURE_CUBE_MAP_ARB
252 || (cond_np2
&& d3d_wrap
== WINED3DTADDRESS_WRAP
))
253 gl_wrap
= GL_CLAMP_TO_EDGE
;
255 gl_wrap
= gl_info
->wrap_lookup
[d3d_wrap
- WINED3DTADDRESS_WRAP
];
257 TRACE("Setting param %#x to %#x for target %#x.\n", param
, gl_wrap
, target
);
258 glTexParameteri(target
, param
, gl_wrap
);
259 checkGLcall("glTexParameteri(target, param, gl_wrap)");
262 /* GL locking is done by the caller (state handler) */
263 void wined3d_texture_apply_state_changes(struct wined3d_texture
*texture
,
264 const DWORD sampler_states
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1],
265 const struct wined3d_gl_info
*gl_info
)
267 BOOL cond_np2
= texture
->flags
& WINED3D_TEXTURE_COND_NP2
;
268 GLenum target
= texture
->target
;
269 struct gl_texture
*gl_tex
;
273 TRACE("texture %p, sampler_states %p.\n", texture
, sampler_states
);
275 gl_tex
= wined3d_texture_get_gl_texture(texture
, gl_info
,
276 texture
->flags
& WINED3D_TEXTURE_IS_SRGB
);
278 /* This function relies on the correct texture being bound and loaded. */
280 if (sampler_states
[WINED3DSAMP_ADDRESSU
] != gl_tex
->states
[WINED3DTEXSTA_ADDRESSU
])
282 state
= sampler_states
[WINED3DSAMP_ADDRESSU
];
283 apply_wrap(gl_info
, target
, state
, GL_TEXTURE_WRAP_S
, cond_np2
);
284 gl_tex
->states
[WINED3DTEXSTA_ADDRESSU
] = state
;
287 if (sampler_states
[WINED3DSAMP_ADDRESSV
] != gl_tex
->states
[WINED3DTEXSTA_ADDRESSV
])
289 state
= sampler_states
[WINED3DSAMP_ADDRESSV
];
290 apply_wrap(gl_info
, target
, state
, GL_TEXTURE_WRAP_T
, cond_np2
);
291 gl_tex
->states
[WINED3DTEXSTA_ADDRESSV
] = state
;
294 if (sampler_states
[WINED3DSAMP_ADDRESSW
] != gl_tex
->states
[WINED3DTEXSTA_ADDRESSW
])
296 state
= sampler_states
[WINED3DSAMP_ADDRESSW
];
297 apply_wrap(gl_info
, target
, state
, GL_TEXTURE_WRAP_R
, cond_np2
);
298 gl_tex
->states
[WINED3DTEXSTA_ADDRESSW
] = state
;
301 if (sampler_states
[WINED3DSAMP_BORDERCOLOR
] != gl_tex
->states
[WINED3DTEXSTA_BORDERCOLOR
])
305 state
= sampler_states
[WINED3DSAMP_BORDERCOLOR
];
306 D3DCOLORTOGLFLOAT4(state
, col
);
307 TRACE("Setting border color for %#x to %#x.\n", target
, state
);
308 glTexParameterfv(target
, GL_TEXTURE_BORDER_COLOR
, &col
[0]);
309 checkGLcall("glTexParameterfv(..., GL_TEXTURE_BORDER_COLOR, ...)");
310 gl_tex
->states
[WINED3DTEXSTA_BORDERCOLOR
] = state
;
313 if (sampler_states
[WINED3DSAMP_MAGFILTER
] != gl_tex
->states
[WINED3DTEXSTA_MAGFILTER
])
317 state
= sampler_states
[WINED3DSAMP_MAGFILTER
];
318 if (state
> WINED3DTEXF_ANISOTROPIC
)
319 FIXME("Unrecognized or unsupported MAGFILTER* value %d.\n", state
);
321 gl_value
= wined3d_gl_mag_filter(texture
->mag_lookup
,
322 min(max(state
, WINED3DTEXF_POINT
), WINED3DTEXF_LINEAR
));
323 TRACE("ValueMAG=%#x setting MAGFILTER to %#x.\n", state
, gl_value
);
324 glTexParameteri(target
, GL_TEXTURE_MAG_FILTER
, gl_value
);
326 gl_tex
->states
[WINED3DTEXSTA_MAGFILTER
] = state
;
329 if ((sampler_states
[WINED3DSAMP_MINFILTER
] != gl_tex
->states
[WINED3DTEXSTA_MINFILTER
]
330 || sampler_states
[WINED3DSAMP_MIPFILTER
] != gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
]
331 || sampler_states
[WINED3DSAMP_MAXMIPLEVEL
] != gl_tex
->states
[WINED3DTEXSTA_MAXMIPLEVEL
]))
335 gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] = sampler_states
[WINED3DSAMP_MIPFILTER
];
336 gl_tex
->states
[WINED3DTEXSTA_MINFILTER
] = sampler_states
[WINED3DSAMP_MINFILTER
];
337 gl_tex
->states
[WINED3DTEXSTA_MAXMIPLEVEL
] = sampler_states
[WINED3DSAMP_MAXMIPLEVEL
];
339 if (gl_tex
->states
[WINED3DTEXSTA_MINFILTER
] > WINED3DTEXF_ANISOTROPIC
340 || gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] > WINED3DTEXF_ANISOTROPIC
)
342 FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %#x D3DSAMP_MIPFILTER value %#x.\n",
343 gl_tex
->states
[WINED3DTEXSTA_MINFILTER
],
344 gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
]);
346 gl_value
= wined3d_gl_min_mip_filter(texture
->min_mip_lookup
,
347 min(max(sampler_states
[WINED3DSAMP_MINFILTER
], WINED3DTEXF_POINT
), WINED3DTEXF_LINEAR
),
348 min(max(sampler_states
[WINED3DSAMP_MIPFILTER
], WINED3DTEXF_NONE
), WINED3DTEXF_LINEAR
));
350 TRACE("ValueMIN=%#x, ValueMIP=%#x, setting MINFILTER to %#x.\n",
351 sampler_states
[WINED3DSAMP_MINFILTER
],
352 sampler_states
[WINED3DSAMP_MIPFILTER
], gl_value
);
353 glTexParameteri(target
, GL_TEXTURE_MIN_FILTER
, gl_value
);
354 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
358 if (gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] == WINED3DTEXF_NONE
)
359 gl_value
= texture
->lod
;
360 else if (gl_tex
->states
[WINED3DTEXSTA_MAXMIPLEVEL
] >= texture
->level_count
)
361 gl_value
= texture
->level_count
- 1;
362 else if (gl_tex
->states
[WINED3DTEXSTA_MAXMIPLEVEL
] < texture
->lod
)
363 /* texture->lod is already clamped in the setter. */
364 gl_value
= texture
->lod
;
366 gl_value
= gl_tex
->states
[WINED3DTEXSTA_MAXMIPLEVEL
];
368 /* Note that WINED3DSAMP_MAXMIPLEVEL specifies the largest mipmap
369 * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
370 * mimap used (default 1000). So WINED3DSAMP_MAXMIPLEVEL
371 * corresponds to GL_TEXTURE_BASE_LEVEL. */
372 glTexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, gl_value
);
376 if ((gl_tex
->states
[WINED3DTEXSTA_MAGFILTER
] != WINED3DTEXF_ANISOTROPIC
377 && gl_tex
->states
[WINED3DTEXSTA_MINFILTER
] != WINED3DTEXF_ANISOTROPIC
378 && gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] != WINED3DTEXF_ANISOTROPIC
)
382 aniso
= sampler_states
[WINED3DSAMP_MAXANISOTROPY
];
384 if (gl_tex
->states
[WINED3DTEXSTA_MAXANISOTROPY
] != aniso
)
386 if (gl_info
->supported
[EXT_TEXTURE_FILTER_ANISOTROPIC
])
388 glTexParameteri(target
, GL_TEXTURE_MAX_ANISOTROPY_EXT
, aniso
);
389 checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
393 WARN("Anisotropic filtering not supported.\n");
395 gl_tex
->states
[WINED3DTEXSTA_MAXANISOTROPY
] = aniso
;
398 /* These should always be the same unless EXT_texture_sRGB_decode is supported. */
399 if (sampler_states
[WINED3DSAMP_SRGBTEXTURE
] != gl_tex
->states
[WINED3DTEXSTA_SRGBTEXTURE
])
401 glTexParameteri(target
, GL_TEXTURE_SRGB_DECODE_EXT
,
402 sampler_states
[WINED3DSAMP_SRGBTEXTURE
] ? GL_DECODE_EXT
: GL_SKIP_DECODE_EXT
);
403 checkGLcall("glTexParameteri(GL_TEXTURE_SRGB_DECODE_EXT)");
404 gl_tex
->states
[WINED3DTEXSTA_SRGBTEXTURE
] = sampler_states
[WINED3DSAMP_SRGBTEXTURE
];
407 if (!(texture
->resource
.format
->flags
& WINED3DFMT_FLAG_SHADOW
)
408 != !gl_tex
->states
[WINED3DTEXSTA_SHADOW
])
410 if (texture
->resource
.format
->flags
& WINED3DFMT_FLAG_SHADOW
)
412 glTexParameteri(target
, GL_DEPTH_TEXTURE_MODE_ARB
, GL_LUMINANCE
);
413 glTexParameteri(target
, GL_TEXTURE_COMPARE_MODE_ARB
, GL_COMPARE_R_TO_TEXTURE_ARB
);
414 checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)");
415 gl_tex
->states
[WINED3DTEXSTA_SHADOW
] = TRUE
;
419 glTexParameteri(target
, GL_TEXTURE_COMPARE_MODE_ARB
, GL_NONE
);
420 checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)");
421 gl_tex
->states
[WINED3DTEXSTA_SHADOW
] = FALSE
;
426 ULONG CDECL
wined3d_texture_incref(struct wined3d_texture
*texture
)
428 ULONG refcount
= InterlockedIncrement(&texture
->resource
.ref
);
430 TRACE("%p increasing refcount to %u.\n", texture
, refcount
);
435 /* Do not call while under the GL lock. */
436 ULONG CDECL
wined3d_texture_decref(struct wined3d_texture
*texture
)
438 ULONG refcount
= InterlockedDecrement(&texture
->resource
.ref
);
440 TRACE("%p decreasing refcount to %u.\n", texture
, refcount
);
444 wined3d_texture_cleanup(texture
);
445 texture
->resource
.parent_ops
->wined3d_object_destroyed(texture
->resource
.parent
);
446 HeapFree(GetProcessHeap(), 0, texture
);
452 struct wined3d_resource
* CDECL
wined3d_texture_get_resource(struct wined3d_texture
*texture
)
454 TRACE("texture %p.\n", texture
);
456 return &texture
->resource
;
459 DWORD CDECL
wined3d_texture_set_priority(struct wined3d_texture
*texture
, DWORD priority
)
461 return resource_set_priority(&texture
->resource
, priority
);
464 DWORD CDECL
wined3d_texture_get_priority(const struct wined3d_texture
*texture
)
466 return resource_get_priority(&texture
->resource
);
469 /* Do not call while under the GL lock. */
470 void CDECL
wined3d_texture_preload(struct wined3d_texture
*texture
)
472 texture
->texture_ops
->texture_preload(texture
, SRGB_ANY
);
475 void * CDECL
wined3d_texture_get_parent(const struct wined3d_texture
*texture
)
477 TRACE("texture %p.\n", texture
);
479 return texture
->resource
.parent
;
482 DWORD CDECL
wined3d_texture_set_lod(struct wined3d_texture
*texture
, DWORD lod
)
484 DWORD old
= texture
->lod
;
486 TRACE("texture %p, lod %u.\n", texture
, lod
);
488 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
489 * textures. The call always returns 0, and GetLOD always returns 0. */
490 if (texture
->resource
.pool
!= WINED3DPOOL_MANAGED
)
492 TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture
->resource
.pool
));
496 if (lod
>= texture
->level_count
)
497 lod
= texture
->level_count
- 1;
499 if (texture
->lod
!= lod
)
503 texture
->texture_rgb
.states
[WINED3DTEXSTA_MAXMIPLEVEL
] = ~0U;
504 texture
->texture_srgb
.states
[WINED3DTEXSTA_MAXMIPLEVEL
] = ~0U;
505 if (texture
->bind_count
)
506 device_invalidate_state(texture
->resource
.device
, STATE_SAMPLER(texture
->sampler
));
512 DWORD CDECL
wined3d_texture_get_lod(const struct wined3d_texture
*texture
)
514 TRACE("texture %p, returning %u.\n", texture
, texture
->lod
);
519 DWORD CDECL
wined3d_texture_get_level_count(const struct wined3d_texture
*texture
)
521 TRACE("texture %p, returning %u.\n", texture
, texture
->level_count
);
523 return texture
->level_count
;
526 HRESULT CDECL
wined3d_texture_set_autogen_filter_type(struct wined3d_texture
*texture
,
527 WINED3DTEXTUREFILTERTYPE filter_type
)
529 FIXME("texture %p, filter_type %s stub!\n", texture
, debug_d3dtexturefiltertype(filter_type
));
531 if (!(texture
->resource
.usage
& WINED3DUSAGE_AUTOGENMIPMAP
))
533 WARN("Texture doesn't have AUTOGENMIPMAP usage.\n");
534 return WINED3DERR_INVALIDCALL
;
537 texture
->filter_type
= filter_type
;
542 WINED3DTEXTUREFILTERTYPE CDECL
wined3d_texture_get_autogen_filter_type(const struct wined3d_texture
*texture
)
544 TRACE("texture %p.\n", texture
);
546 return texture
->filter_type
;
549 void CDECL
wined3d_texture_generate_mipmaps(struct wined3d_texture
*texture
)
551 /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
552 FIXME("texture %p stub!\n", texture
);
555 struct wined3d_resource
* CDECL
wined3d_texture_get_sub_resource(struct wined3d_texture
*texture
,
556 UINT sub_resource_idx
)
558 UINT sub_count
= texture
->level_count
* texture
->layer_count
;
560 TRACE("texture %p, sub_resource_idx %u.\n", texture
, sub_resource_idx
);
562 if (sub_resource_idx
>= sub_count
)
564 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx
, sub_count
);
568 return texture
->sub_resources
[sub_resource_idx
];
571 HRESULT CDECL
wined3d_texture_add_dirty_region(struct wined3d_texture
*texture
,
572 UINT layer
, const struct wined3d_box
*dirty_region
)
574 struct wined3d_resource
*sub_resource
;
576 TRACE("texture %p, layer %u, dirty_region %p.\n", texture
, layer
, dirty_region
);
578 if (!(sub_resource
= wined3d_texture_get_sub_resource(texture
, layer
* texture
->level_count
)))
580 WARN("Failed to get sub-resource.\n");
581 return WINED3DERR_INVALIDCALL
;
584 wined3d_texture_set_dirty(texture
, TRUE
);
585 texture
->texture_ops
->texture_sub_resource_add_dirty_region(sub_resource
, dirty_region
);
590 /* Context activation is done by the caller. */
591 static HRESULT
texture2d_bind(struct wined3d_texture
*texture
,
592 struct wined3d_context
*context
, BOOL srgb
)
594 BOOL set_gl_texture_desc
;
597 TRACE("texture %p, context %p, srgb %#x.\n", texture
, context
, srgb
);
599 hr
= wined3d_texture_bind(texture
, context
, srgb
, &set_gl_texture_desc
);
600 if (set_gl_texture_desc
&& SUCCEEDED(hr
))
602 UINT sub_count
= texture
->level_count
* texture
->layer_count
;
603 BOOL srgb_tex
= !context
->gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
]
604 && (texture
->flags
& WINED3D_TEXTURE_IS_SRGB
);
605 struct gl_texture
*gl_tex
;
608 gl_tex
= wined3d_texture_get_gl_texture(texture
, context
->gl_info
, srgb_tex
);
610 for (i
= 0; i
< sub_count
; ++i
)
612 struct wined3d_surface
*surface
= surface_from_resource(texture
->sub_resources
[i
]);
613 surface_set_texture_name(surface
, gl_tex
->name
, srgb_tex
);
616 /* Conditinal non power of two textures use a different clamping
617 * default. If we're using the GL_WINE_normalized_texrect partial
618 * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
619 * has the address mode set to repeat - something that prevents us
620 * from hitting the accelerated codepath. Thus manually set the GL
621 * state. The same applies to filtering. Even if the texture has only
622 * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
623 * fallback on macos. */
624 if (texture
->flags
& WINED3D_TEXTURE_COND_NP2
)
626 GLenum target
= texture
->target
;
629 glTexParameteri(target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
630 checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
631 glTexParameteri(target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
632 checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
633 glTexParameteri(target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
634 checkGLcall("glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
635 glTexParameteri(target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
636 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
638 gl_tex
->states
[WINED3DTEXSTA_ADDRESSU
] = WINED3DTADDRESS_CLAMP
;
639 gl_tex
->states
[WINED3DTEXSTA_ADDRESSV
] = WINED3DTADDRESS_CLAMP
;
640 gl_tex
->states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_POINT
;
641 gl_tex
->states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
;
642 gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_NONE
;
649 static BOOL
texture_srgb_mode(const struct wined3d_texture
*texture
, enum WINED3DSRGB srgb
)
660 return texture
->flags
& WINED3D_TEXTURE_IS_SRGB
;
664 /* Do not call while under the GL lock. */
665 static void texture2d_preload(struct wined3d_texture
*texture
, enum WINED3DSRGB srgb
)
667 UINT sub_count
= texture
->level_count
* texture
->layer_count
;
668 struct wined3d_device
*device
= texture
->resource
.device
;
669 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
670 struct wined3d_context
*context
= NULL
;
671 struct gl_texture
*gl_tex
;
675 TRACE("texture %p, srgb %#x.\n", texture
, srgb
);
677 srgb_mode
= texture_srgb_mode(texture
, srgb
);
678 gl_tex
= wined3d_texture_get_gl_texture(texture
, gl_info
, srgb_mode
);
680 if (!device
->isInDraw
)
682 /* No danger of recursive calls, context_acquire() sets isInDraw to TRUE
683 * when loading offscreen render targets into the texture. */
684 context
= context_acquire(device
, NULL
);
689 /* Reload the surfaces if the texture is marked dirty. */
690 for (i
= 0; i
< sub_count
; ++i
)
692 surface_load(surface_from_resource(texture
->sub_resources
[i
]), srgb_mode
);
697 TRACE("Texture %p not dirty, nothing to do.\n", texture
);
700 /* No longer dirty. */
701 gl_tex
->dirty
= FALSE
;
703 if (context
) context_release(context
);
706 static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource
*sub_resource
,
707 const struct wined3d_box
*dirty_region
)
709 surface_add_dirty_rect(surface_from_resource(sub_resource
), dirty_region
);
712 static void texture2d_sub_resource_cleanup(struct wined3d_resource
*sub_resource
)
714 struct wined3d_surface
*surface
= surface_from_resource(sub_resource
);
716 /* Clean out the texture name we gave to the surface so that the
717 * surface doesn't try and release it. */
718 surface_set_texture_name(surface
, 0, TRUE
);
719 surface_set_texture_name(surface
, 0, FALSE
);
720 surface_set_texture_target(surface
, 0);
721 surface_set_container(surface
, WINED3D_CONTAINER_NONE
, NULL
);
722 wined3d_surface_decref(surface
);
725 /* Do not call while under the GL lock. */
726 static void texture2d_unload(struct wined3d_resource
*resource
)
728 struct wined3d_texture
*texture
= wined3d_texture_from_resource(resource
);
729 UINT sub_count
= texture
->level_count
* texture
->layer_count
;
732 TRACE("texture %p.\n", texture
);
734 for (i
= 0; i
< sub_count
; ++i
)
736 struct wined3d_resource
*sub_resource
= texture
->sub_resources
[i
];
737 struct wined3d_surface
*surface
= surface_from_resource(sub_resource
);
739 sub_resource
->resource_ops
->resource_unload(sub_resource
);
740 surface_set_texture_name(surface
, 0, FALSE
); /* Delete RGB name */
741 surface_set_texture_name(surface
, 0, TRUE
); /* Delete sRGB name */
744 wined3d_texture_unload(texture
);
747 static const struct wined3d_texture_ops texture2d_ops
=
751 texture2d_sub_resource_add_dirty_region
,
752 texture2d_sub_resource_cleanup
,
755 static const struct wined3d_resource_ops texture2d_resource_ops
=
760 static HRESULT
cubetexture_init(struct wined3d_texture
*texture
, UINT edge_length
, UINT levels
,
761 struct wined3d_device
*device
, DWORD usage
, enum wined3d_format_id format_id
, WINED3DPOOL pool
,
762 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
764 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
765 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, format_id
);
766 UINT pow2_edge_length
;
771 /* TODO: It should only be possible to create textures for formats
772 * that are reported as supported. */
773 if (WINED3DFMT_UNKNOWN
>= format_id
)
775 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture
);
776 return WINED3DERR_INVALIDCALL
;
779 if (!gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
] && pool
!= WINED3DPOOL_SCRATCH
)
781 WARN("(%p) : Tried to create not supported cube texture.\n", texture
);
782 return WINED3DERR_INVALIDCALL
;
785 /* Calculate levels for mip mapping */
786 if (usage
& WINED3DUSAGE_AUTOGENMIPMAP
)
788 if (!gl_info
->supported
[SGIS_GENERATE_MIPMAP
])
790 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
791 return WINED3DERR_INVALIDCALL
;
796 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
797 return WINED3DERR_INVALIDCALL
;
804 levels
= wined3d_log2i(edge_length
) + 1;
805 TRACE("Calculated levels = %u.\n", levels
);
808 hr
= wined3d_texture_init(texture
, &texture2d_ops
, 6, levels
,
809 WINED3DRTYPE_CUBETEXTURE
, device
, usage
, format
, pool
,
810 parent
, parent_ops
, &texture2d_resource_ops
);
813 WARN("Failed to initialize texture, returning %#x\n", hr
);
817 /* Find the nearest pow2 match. */
818 pow2_edge_length
= 1;
819 while (pow2_edge_length
< edge_length
) pow2_edge_length
<<= 1;
821 if (gl_info
->supported
[ARB_TEXTURE_NON_POWER_OF_TWO
] || (edge_length
== pow2_edge_length
))
823 /* Precalculated scaling for 'faked' non power of two texture coords. */
824 texture
->pow2_matrix
[0] = 1.0f
;
825 texture
->pow2_matrix
[5] = 1.0f
;
826 texture
->pow2_matrix
[10] = 1.0f
;
827 texture
->pow2_matrix
[15] = 1.0f
;
831 /* Precalculated scaling for 'faked' non power of two texture coords. */
832 texture
->pow2_matrix
[0] = ((float)edge_length
) / ((float)pow2_edge_length
);
833 texture
->pow2_matrix
[5] = ((float)edge_length
) / ((float)pow2_edge_length
);
834 texture
->pow2_matrix
[10] = ((float)edge_length
) / ((float)pow2_edge_length
);
835 texture
->pow2_matrix
[15] = 1.0f
;
836 texture
->flags
&= ~WINED3D_TEXTURE_POW2_MAT_IDENT
;
838 texture
->target
= GL_TEXTURE_CUBE_MAP_ARB
;
840 /* Generate all the surfaces. */
842 for (i
= 0; i
< texture
->level_count
; ++i
)
844 /* Create the 6 faces. */
845 for (j
= 0; j
< 6; ++j
)
847 static const GLenum cube_targets
[6] =
849 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
,
850 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB
,
851 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB
,
852 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB
,
853 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB
,
854 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
,
856 UINT idx
= j
* texture
->level_count
+ i
;
857 struct wined3d_surface
*surface
;
859 hr
= device
->device_parent
->ops
->create_surface(device
->device_parent
, parent
, tmp_w
, tmp_w
,
860 format_id
, usage
, pool
, i
/* Level */, j
, &surface
);
863 FIXME("(%p) Failed to create surface, hr %#x.\n", texture
, hr
);
864 wined3d_texture_cleanup(texture
);
868 surface_set_container(surface
, WINED3D_CONTAINER_TEXTURE
, texture
);
869 surface_set_texture_target(surface
, cube_targets
[j
]);
870 texture
->sub_resources
[idx
] = &surface
->resource
;
871 TRACE("Created surface level %u @ %p.\n", i
, surface
);
873 tmp_w
= max(1, tmp_w
>> 1);
879 static HRESULT
texture_init(struct wined3d_texture
*texture
, UINT width
, UINT height
, UINT levels
,
880 struct wined3d_device
*device
, DWORD usage
, enum wined3d_format_id format_id
, WINED3DPOOL pool
,
881 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
883 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
884 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, format_id
);
885 UINT pow2_width
, pow2_height
;
890 /* TODO: It should only be possible to create textures for formats
891 * that are reported as supported. */
892 if (WINED3DFMT_UNKNOWN
>= format_id
)
894 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture
);
895 return WINED3DERR_INVALIDCALL
;
898 /* Non-power2 support. */
899 if (gl_info
->supported
[ARB_TEXTURE_NON_POWER_OF_TWO
])
902 pow2_height
= height
;
906 /* Find the nearest pow2 match. */
907 pow2_width
= pow2_height
= 1;
908 while (pow2_width
< width
) pow2_width
<<= 1;
909 while (pow2_height
< height
) pow2_height
<<= 1;
911 if (pow2_width
!= width
|| pow2_height
!= height
)
915 WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support.\n");
916 return WINED3DERR_INVALIDCALL
;
922 /* Calculate levels for mip mapping. */
923 if (usage
& WINED3DUSAGE_AUTOGENMIPMAP
)
925 if (!gl_info
->supported
[SGIS_GENERATE_MIPMAP
])
927 WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
928 return WINED3DERR_INVALIDCALL
;
933 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n");
934 return WINED3DERR_INVALIDCALL
;
941 levels
= wined3d_log2i(max(width
, height
)) + 1;
942 TRACE("Calculated levels = %u.\n", levels
);
945 hr
= wined3d_texture_init(texture
, &texture2d_ops
, 1, levels
,
946 WINED3DRTYPE_TEXTURE
, device
, usage
, format
, pool
,
947 parent
, parent_ops
, &texture2d_resource_ops
);
950 WARN("Failed to initialize texture, returning %#x.\n", hr
);
954 /* Precalculated scaling for 'faked' non power of two texture coords.
955 * Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
956 * is used in combination with texture uploads (RTL_READTEX). The reason is that EXT_PALETTED_TEXTURE
957 * doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
958 if (gl_info
->supported
[WINED3D_GL_NORMALIZED_TEXRECT
] && (width
!= pow2_width
|| height
!= pow2_height
))
960 texture
->pow2_matrix
[0] = 1.0f
;
961 texture
->pow2_matrix
[5] = 1.0f
;
962 texture
->pow2_matrix
[10] = 1.0f
;
963 texture
->pow2_matrix
[15] = 1.0f
;
964 texture
->target
= GL_TEXTURE_2D
;
965 texture
->flags
|= WINED3D_TEXTURE_COND_NP2
;
966 texture
->min_mip_lookup
= minMipLookup_noFilter
;
968 else if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
] && (width
!= pow2_width
|| height
!= pow2_height
)
969 && !(format
->id
== WINED3DFMT_P8_UINT
&& gl_info
->supported
[EXT_PALETTED_TEXTURE
]
970 && wined3d_settings
.rendertargetlock_mode
== RTL_READTEX
))
972 if (width
!= 1 || height
!= 1)
973 texture
->flags
&= ~WINED3D_TEXTURE_POW2_MAT_IDENT
;
975 texture
->pow2_matrix
[0] = (float)width
;
976 texture
->pow2_matrix
[5] = (float)height
;
977 texture
->pow2_matrix
[10] = 1.0f
;
978 texture
->pow2_matrix
[15] = 1.0f
;
979 texture
->target
= GL_TEXTURE_RECTANGLE_ARB
;
980 texture
->flags
|= WINED3D_TEXTURE_COND_NP2
;
982 if (texture
->resource
.format
->flags
& WINED3DFMT_FLAG_FILTERING
)
983 texture
->min_mip_lookup
= minMipLookup_noMip
;
985 texture
->min_mip_lookup
= minMipLookup_noFilter
;
989 if ((width
!= pow2_width
) || (height
!= pow2_height
))
991 texture
->pow2_matrix
[0] = (((float)width
) / ((float)pow2_width
));
992 texture
->pow2_matrix
[5] = (((float)height
) / ((float)pow2_height
));
993 texture
->flags
&= ~WINED3D_TEXTURE_POW2_MAT_IDENT
;
997 texture
->pow2_matrix
[0] = 1.0f
;
998 texture
->pow2_matrix
[5] = 1.0f
;
1001 texture
->pow2_matrix
[10] = 1.0f
;
1002 texture
->pow2_matrix
[15] = 1.0f
;
1003 texture
->target
= GL_TEXTURE_2D
;
1005 TRACE("xf(%f) yf(%f)\n", texture
->pow2_matrix
[0], texture
->pow2_matrix
[5]);
1007 /* Generate all the surfaces. */
1010 for (i
= 0; i
< texture
->level_count
; ++i
)
1012 struct wined3d_surface
*surface
;
1014 /* Use the callback to create the texture surface. */
1015 hr
= device
->device_parent
->ops
->create_surface(device
->device_parent
, parent
, tmp_w
, tmp_h
,
1016 format
->id
, usage
, pool
, i
, 0, &surface
);
1019 FIXME("Failed to create surface %p, hr %#x\n", texture
, hr
);
1020 wined3d_texture_cleanup(texture
);
1024 surface_set_container(surface
, WINED3D_CONTAINER_TEXTURE
, texture
);
1025 surface_set_texture_target(surface
, texture
->target
);
1026 texture
->sub_resources
[i
] = &surface
->resource
;
1027 TRACE("Created surface level %u @ %p.\n", i
, surface
);
1028 /* Calculate the next mipmap level. */
1029 tmp_w
= max(1, tmp_w
>> 1);
1030 tmp_h
= max(1, tmp_h
>> 1);
1036 /* Context activation is done by the caller. */
1037 static HRESULT
texture3d_bind(struct wined3d_texture
*texture
,
1038 struct wined3d_context
*context
, BOOL srgb
)
1042 TRACE("texture %p, context %p, srgb %#x.\n", texture
, context
, srgb
);
1044 return wined3d_texture_bind(texture
, context
, srgb
, &dummy
);
1047 /* Do not call while under the GL lock. */
1048 static void texture3d_preload(struct wined3d_texture
*texture
, enum WINED3DSRGB srgb
)
1050 struct wined3d_device
*device
= texture
->resource
.device
;
1051 struct wined3d_context
*context
;
1052 BOOL srgb_was_toggled
= FALSE
;
1055 TRACE("texture %p, srgb %#x.\n", texture
, srgb
);
1057 /* TODO: Use already acquired context when possible. */
1058 context
= context_acquire(device
, NULL
);
1059 if (texture
->bind_count
> 0)
1061 BOOL texture_srgb
= texture
->flags
& WINED3D_TEXTURE_IS_SRGB
;
1062 BOOL sampler_srgb
= texture_srgb_mode(texture
, srgb
);
1063 srgb_was_toggled
= !texture_srgb
!= !sampler_srgb
;
1065 if (srgb_was_toggled
)
1068 texture
->flags
|= WINED3D_TEXTURE_IS_SRGB
;
1070 texture
->flags
&= ~WINED3D_TEXTURE_IS_SRGB
;
1074 /* If the texture is marked dirty or the sRGB sampler setting has changed
1075 * since the last load then reload the volumes. */
1076 if (texture
->texture_rgb
.dirty
)
1078 for (i
= 0; i
< texture
->level_count
; ++i
)
1080 volume_load(volume_from_resource(texture
->sub_resources
[i
]), context
, i
,
1081 texture
->flags
& WINED3D_TEXTURE_IS_SRGB
);
1084 else if (srgb_was_toggled
)
1086 for (i
= 0; i
< texture
->level_count
; ++i
)
1088 struct wined3d_volume
*volume
= volume_from_resource(texture
->sub_resources
[i
]);
1089 volume_add_dirty_box(volume
, NULL
);
1090 volume_load(volume
, context
, i
, texture
->flags
& WINED3D_TEXTURE_IS_SRGB
);
1095 TRACE("Texture %p not dirty, nothing to do.\n", texture
);
1098 context_release(context
);
1100 /* No longer dirty */
1101 texture
->texture_rgb
.dirty
= FALSE
;
1104 static void texture3d_sub_resource_add_dirty_region(struct wined3d_resource
*sub_resource
,
1105 const struct wined3d_box
*dirty_region
)
1107 volume_add_dirty_box(volume_from_resource(sub_resource
), dirty_region
);
1110 static void texture3d_sub_resource_cleanup(struct wined3d_resource
*sub_resource
)
1112 struct wined3d_volume
*volume
= volume_from_resource(sub_resource
);
1114 /* Cleanup the container. */
1115 volume_set_container(volume
, NULL
);
1116 wined3d_volume_decref(volume
);
1119 /* Do not call while under the GL lock. */
1120 static void texture3d_unload(struct wined3d_resource
*resource
)
1122 struct wined3d_texture
*texture
= wined3d_texture_from_resource(resource
);
1125 TRACE("texture %p.\n", texture
);
1127 for (i
= 0; i
< texture
->level_count
; ++i
)
1129 struct wined3d_resource
*sub_resource
= texture
->sub_resources
[i
];
1130 sub_resource
->resource_ops
->resource_unload(sub_resource
);
1133 wined3d_texture_unload(texture
);
1136 static const struct wined3d_texture_ops texture3d_ops
=
1140 texture3d_sub_resource_add_dirty_region
,
1141 texture3d_sub_resource_cleanup
,
1144 static const struct wined3d_resource_ops texture3d_resource_ops
=
1149 static HRESULT
volumetexture_init(struct wined3d_texture
*texture
, UINT width
, UINT height
,
1150 UINT depth
, UINT levels
, struct wined3d_device
*device
, DWORD usage
, enum wined3d_format_id format_id
,
1151 WINED3DPOOL pool
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
1153 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1154 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, format_id
);
1155 UINT tmp_w
, tmp_h
, tmp_d
;
1159 /* TODO: It should only be possible to create textures for formats
1160 * that are reported as supported. */
1161 if (WINED3DFMT_UNKNOWN
>= format_id
)
1163 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture
);
1164 return WINED3DERR_INVALIDCALL
;
1167 if (!gl_info
->supported
[EXT_TEXTURE3D
])
1169 WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture
);
1170 return WINED3DERR_INVALIDCALL
;
1173 /* Calculate levels for mip mapping. */
1174 if (usage
& WINED3DUSAGE_AUTOGENMIPMAP
)
1176 if (!gl_info
->supported
[SGIS_GENERATE_MIPMAP
])
1178 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
1179 return WINED3DERR_INVALIDCALL
;
1184 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
1185 return WINED3DERR_INVALIDCALL
;
1192 levels
= wined3d_log2i(max(max(width
, height
), depth
)) + 1;
1193 TRACE("Calculated levels = %u.\n", levels
);
1196 hr
= wined3d_texture_init(texture
, &texture3d_ops
, 1, levels
,
1197 WINED3DRTYPE_VOLUMETEXTURE
, device
, usage
, format
, pool
,
1198 parent
, parent_ops
, &texture3d_resource_ops
);
1201 WARN("Failed to initialize texture, returning %#x.\n", hr
);
1205 /* Is NP2 support for volumes needed? */
1206 texture
->pow2_matrix
[0] = 1.0f
;
1207 texture
->pow2_matrix
[5] = 1.0f
;
1208 texture
->pow2_matrix
[10] = 1.0f
;
1209 texture
->pow2_matrix
[15] = 1.0f
;
1210 texture
->target
= GL_TEXTURE_3D
;
1212 /* Generate all the surfaces. */
1217 for (i
= 0; i
< texture
->level_count
; ++i
)
1219 struct wined3d_volume
*volume
;
1221 /* Create the volume. */
1222 hr
= device
->device_parent
->ops
->create_volume(device
->device_parent
, parent
,
1223 tmp_w
, tmp_h
, tmp_d
, format_id
, pool
, usage
, &volume
);
1226 ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr
);
1227 wined3d_texture_cleanup(texture
);
1231 /* Set its container to this texture. */
1232 volume_set_container(volume
, texture
);
1233 texture
->sub_resources
[i
] = &volume
->resource
;
1235 /* Calculate the next mipmap level. */
1236 tmp_w
= max(1, tmp_w
>> 1);
1237 tmp_h
= max(1, tmp_h
>> 1);
1238 tmp_d
= max(1, tmp_d
>> 1);
1244 HRESULT CDECL
wined3d_texture_create_2d(struct wined3d_device
*device
, UINT width
, UINT height
,
1245 UINT level_count
, DWORD usage
, enum wined3d_format_id format_id
, WINED3DPOOL pool
, void *parent
,
1246 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_texture
**texture
)
1248 struct wined3d_texture
*object
;
1251 TRACE("device %p, width %u, height %u, level_count %u, usage %#x\n",
1252 device
, width
, height
, level_count
, usage
);
1253 TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n",
1254 debug_d3dformat(format_id
), pool
, parent
, parent_ops
, texture
);
1256 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1259 ERR("Out of memory.\n");
1261 return WINED3DERR_OUTOFVIDEOMEMORY
;
1264 hr
= texture_init(object
, width
, height
, level_count
,
1265 device
, usage
, format_id
, pool
, parent
, parent_ops
);
1268 WARN("Failed to initialize texture, returning %#x.\n", hr
);
1269 HeapFree(GetProcessHeap(), 0, object
);
1274 TRACE("Created texture %p.\n", object
);
1280 HRESULT CDECL
wined3d_texture_create_3d(struct wined3d_device
*device
, UINT width
, UINT height
, UINT depth
,
1281 UINT level_count
, DWORD usage
, enum wined3d_format_id format_id
, WINED3DPOOL pool
, void *parent
,
1282 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_texture
**texture
)
1284 struct wined3d_texture
*object
;
1287 TRACE("device %p, width %u, height %u, depth %u, level_count %u, usage %#x\n",
1288 device
, width
, height
, depth
, level_count
, usage
);
1289 TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n",
1290 debug_d3dformat(format_id
), pool
, parent
, parent_ops
, texture
);
1292 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1295 ERR("Out of memory\n");
1297 return WINED3DERR_OUTOFVIDEOMEMORY
;
1300 hr
= volumetexture_init(object
, width
, height
, depth
, level_count
,
1301 device
, usage
, format_id
, pool
, parent
, parent_ops
);
1304 WARN("Failed to initialize volumetexture, returning %#x\n", hr
);
1305 HeapFree(GetProcessHeap(), 0, object
);
1310 TRACE("Created texture %p.\n", object
);
1316 HRESULT CDECL
wined3d_texture_create_cube(struct wined3d_device
*device
, UINT edge_length
,
1317 UINT level_count
, DWORD usage
, enum wined3d_format_id format_id
, WINED3DPOOL pool
, void *parent
,
1318 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_texture
**texture
)
1320 struct wined3d_texture
*object
;
1323 TRACE("device %p, edge_length %u, level_count %u, usage %#x\n",
1324 device
, edge_length
, level_count
, usage
);
1325 TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n",
1326 debug_d3dformat(format_id
), pool
, parent
, parent_ops
, texture
);
1328 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1331 ERR("Out of memory\n");
1333 return WINED3DERR_OUTOFVIDEOMEMORY
;
1336 hr
= cubetexture_init(object
, edge_length
, level_count
,
1337 device
, usage
, format_id
, pool
, parent
, parent_ops
);
1340 WARN("Failed to initialize cubetexture, returning %#x\n", hr
);
1341 HeapFree(GetProcessHeap(), 0, object
);
1346 TRACE("Created texture %p.\n", object
);