msvcrt: _Gettnames() should respect user overrides.
[wine.git] / dlls / wined3d / texture.c
blobddbe340dc82374804ffb5e499ad49d20af0b216f
1 /*
2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2005 Oliver Stieber
5 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
6 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 #include "config.h"
24 #include "wine/port.h"
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
28 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
29 WINE_DECLARE_DEBUG_CHANNEL(winediag);
31 #define WINED3D_TEXTURE_DYNAMIC_MAP_THRESHOLD 50
33 static BOOL wined3d_texture_use_pbo(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
35 return texture->resource.pool == WINED3D_POOL_DEFAULT
36 && texture->resource.access_flags & WINED3D_RESOURCE_ACCESS_CPU
37 && gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]
38 && !texture->resource.format->convert
39 && !(texture->flags & (WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_COND_NP2_EMULATED));
42 static BOOL wined3d_texture_use_immutable_storage(const struct wined3d_texture *texture,
43 const struct wined3d_gl_info *gl_info)
45 /* We don't expect to create texture views for textures with height-scaled formats.
46 * Besides, ARB_texture_storage doesn't allow specifying exact sizes for all levels. */
47 return gl_info->supported[ARB_TEXTURE_STORAGE]
48 && !(texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE);
51 GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture)
53 const struct wined3d_swapchain *swapchain = texture->swapchain;
55 TRACE("texture %p.\n", texture);
57 if (!swapchain)
59 ERR("Texture %p is not part of a swapchain.\n", texture);
60 return GL_NONE;
63 if (texture == swapchain->front_buffer)
65 TRACE("Returning GL_FRONT.\n");
66 return GL_FRONT;
69 if (texture == swapchain->back_buffers[0])
71 TRACE("Returning GL_BACK.\n");
72 return GL_BACK;
75 FIXME("Higher back buffer, returning GL_BACK.\n");
76 return GL_BACK;
79 static DWORD wined3d_resource_access_from_location(DWORD location)
81 switch (location)
83 case WINED3D_LOCATION_DISCARDED:
84 return 0;
86 case WINED3D_LOCATION_SYSMEM:
87 case WINED3D_LOCATION_USER_MEMORY:
88 return WINED3D_RESOURCE_ACCESS_CPU;
90 case WINED3D_LOCATION_BUFFER:
91 case WINED3D_LOCATION_DRAWABLE:
92 case WINED3D_LOCATION_TEXTURE_RGB:
93 case WINED3D_LOCATION_TEXTURE_SRGB:
94 case WINED3D_LOCATION_RB_MULTISAMPLE:
95 case WINED3D_LOCATION_RB_RESOLVED:
96 return WINED3D_RESOURCE_ACCESS_GPU;
98 default:
99 FIXME("Unhandled location %#x.\n", location);
100 return 0;
104 static void wined3d_texture_evict_sysmem(struct wined3d_texture *texture)
106 struct wined3d_texture_sub_resource *sub_resource;
107 unsigned int i, sub_count;
109 if (texture->flags & (WINED3D_TEXTURE_CONVERTED | WINED3D_TEXTURE_PIN_SYSMEM)
110 || texture->download_count > WINED3D_TEXTURE_DYNAMIC_MAP_THRESHOLD)
112 TRACE("Not evicting system memory for texture %p.\n", texture);
113 return;
116 TRACE("Evicting system memory for texture %p.\n", texture);
118 sub_count = texture->level_count * texture->layer_count;
119 for (i = 0; i < sub_count; ++i)
121 sub_resource = &texture->sub_resources[i];
122 if (sub_resource->locations == WINED3D_LOCATION_SYSMEM)
123 ERR("WINED3D_LOCATION_SYSMEM is the only location for sub-resource %u of texture %p.\n",
124 i, texture);
125 sub_resource->locations &= ~WINED3D_LOCATION_SYSMEM;
127 wined3d_resource_free_sysmem(&texture->resource);
130 void wined3d_texture_validate_location(struct wined3d_texture *texture,
131 unsigned int sub_resource_idx, DWORD location)
133 struct wined3d_texture_sub_resource *sub_resource;
134 DWORD previous_locations;
136 TRACE("texture %p, sub_resource_idx %u, location %s.\n",
137 texture, sub_resource_idx, wined3d_debug_location(location));
139 sub_resource = &texture->sub_resources[sub_resource_idx];
140 previous_locations = sub_resource->locations;
141 sub_resource->locations |= location;
142 if (previous_locations == WINED3D_LOCATION_SYSMEM && location != WINED3D_LOCATION_SYSMEM
143 && !--texture->sysmem_count)
144 wined3d_texture_evict_sysmem(texture);
146 TRACE("New locations flags are %s.\n", wined3d_debug_location(sub_resource->locations));
149 static void wined3d_texture_set_dirty(struct wined3d_texture *texture)
151 texture->flags &= ~(WINED3D_TEXTURE_RGB_VALID | WINED3D_TEXTURE_SRGB_VALID);
154 void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
155 unsigned int sub_resource_idx, DWORD location)
157 struct wined3d_texture_sub_resource *sub_resource;
158 DWORD previous_locations;
160 TRACE("texture %p, sub_resource_idx %u, location %s.\n",
161 texture, sub_resource_idx, wined3d_debug_location(location));
163 if (location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
164 wined3d_texture_set_dirty(texture);
166 sub_resource = &texture->sub_resources[sub_resource_idx];
167 previous_locations = sub_resource->locations;
168 sub_resource->locations &= ~location;
169 if (previous_locations != WINED3D_LOCATION_SYSMEM && sub_resource->locations == WINED3D_LOCATION_SYSMEM)
170 ++texture->sysmem_count;
172 TRACE("New locations flags are %s.\n", wined3d_debug_location(sub_resource->locations));
174 if (!sub_resource->locations)
175 ERR("Sub-resource %u of texture %p does not have any up to date location.\n",
176 sub_resource_idx, texture);
179 static BOOL wined3d_texture_copy_sysmem_location(struct wined3d_texture *texture,
180 unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location)
182 unsigned int size = texture->sub_resources[sub_resource_idx].size;
183 struct wined3d_device *device = texture->resource.device;
184 const struct wined3d_gl_info *gl_info;
185 struct wined3d_bo_address dst, src;
187 if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location))
188 return FALSE;
190 wined3d_texture_get_memory(texture, sub_resource_idx, &dst, location);
191 wined3d_texture_get_memory(texture, sub_resource_idx, &src,
192 texture->sub_resources[sub_resource_idx].locations);
194 if (dst.buffer_object)
196 context = context_acquire(device, NULL, 0);
197 gl_info = context->gl_info;
198 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, dst.buffer_object));
199 GL_EXTCALL(glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, size, src.addr));
200 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
201 checkGLcall("PBO upload");
202 context_release(context);
203 return TRUE;
206 if (src.buffer_object)
208 context = context_acquire(device, NULL, 0);
209 gl_info = context->gl_info;
210 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, src.buffer_object));
211 GL_EXTCALL(glGetBufferSubData(GL_PIXEL_PACK_BUFFER, 0, size, dst.addr));
212 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
213 checkGLcall("PBO download");
214 context_release(context);
215 return TRUE;
218 memcpy(dst.addr, src.addr, size);
219 return TRUE;
222 /* Context activation is done by the caller. Context may be NULL in
223 * WINED3D_NO3D mode. */
224 BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
225 unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location)
227 static const DWORD sysmem_locations = WINED3D_LOCATION_SYSMEM | WINED3D_LOCATION_USER_MEMORY
228 | WINED3D_LOCATION_BUFFER;
229 DWORD current = texture->sub_resources[sub_resource_idx].locations;
230 BOOL ret;
232 TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n",
233 texture, sub_resource_idx, context, wined3d_debug_location(location));
235 TRACE("Current resource location %s.\n", wined3d_debug_location(current));
237 if (current & location)
239 TRACE("Location %s is already up to date.\n", wined3d_debug_location(location));
240 return TRUE;
243 if (WARN_ON(d3d))
245 DWORD required_access = wined3d_resource_access_from_location(location);
246 if ((texture->resource.access_flags & required_access) != required_access)
247 WARN("Operation requires %#x access, but texture only has %#x.\n",
248 required_access, texture->resource.access_flags);
251 if (current & WINED3D_LOCATION_DISCARDED)
253 TRACE("Sub-resource previously discarded, nothing to do.\n");
254 if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location))
255 return FALSE;
256 wined3d_texture_validate_location(texture, sub_resource_idx, location);
257 wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED);
258 return TRUE;
261 if (!current)
263 ERR("Sub-resource %u of texture %p does not have any up to date location.\n",
264 sub_resource_idx, texture);
265 wined3d_texture_validate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED);
266 return wined3d_texture_load_location(texture, sub_resource_idx, context, location);
269 if ((location & sysmem_locations) && (current & sysmem_locations))
270 ret = wined3d_texture_copy_sysmem_location(texture, sub_resource_idx, context, location);
271 else
272 ret = texture->texture_ops->texture_load_location(texture, sub_resource_idx, context, location);
274 if (ret)
275 wined3d_texture_validate_location(texture, sub_resource_idx, location);
277 return ret;
280 void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx,
281 struct wined3d_bo_address *data, DWORD locations)
283 struct wined3d_texture_sub_resource *sub_resource;
285 TRACE("texture %p, sub_resource_idx %u, data %p, locations %s.\n",
286 texture, sub_resource_idx, data, wined3d_debug_location(locations));
288 sub_resource = &texture->sub_resources[sub_resource_idx];
289 if (locations & WINED3D_LOCATION_BUFFER)
291 data->addr = NULL;
292 data->buffer_object = sub_resource->buffer_object;
293 return;
295 if (locations & WINED3D_LOCATION_USER_MEMORY)
297 data->addr = texture->user_memory;
298 data->buffer_object = 0;
299 return;
301 if (locations & WINED3D_LOCATION_SYSMEM)
303 data->addr = texture->resource.heap_memory;
304 data->addr += sub_resource->offset;
305 data->buffer_object = 0;
306 return;
309 ERR("Unexpected locations %s.\n", wined3d_debug_location(locations));
310 data->addr = NULL;
311 data->buffer_object = 0;
314 static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_texture_ops *texture_ops,
315 UINT layer_count, UINT level_count, const struct wined3d_resource_desc *desc, DWORD flags,
316 struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops,
317 const struct wined3d_resource_ops *resource_ops)
319 unsigned int i, j, size, offset = 0;
320 const struct wined3d_format *format;
321 HRESULT hr;
323 TRACE("texture %p, texture_ops %p, layer_count %u, level_count %u, resource_type %s, format %s, "
324 "multisample_type %#x, multisample_quality %#x, usage %s, pool %s, width %u, height %u, depth %u, "
325 "flags %#x, device %p, parent %p, parent_ops %p, resource_ops %p.\n",
326 texture, texture_ops, layer_count, level_count, debug_d3dresourcetype(desc->resource_type),
327 debug_d3dformat(desc->format), desc->multisample_type, desc->multisample_quality,
328 debug_d3dusage(desc->usage), debug_d3dpool(desc->pool), desc->width, desc->height, desc->depth,
329 flags, device, parent, parent_ops, resource_ops);
331 if (!desc->width || !desc->height || !desc->depth)
332 return WINED3DERR_INVALIDCALL;
334 format = wined3d_get_format(&device->adapter->gl_info, desc->format, desc->usage);
336 for (i = 0; i < layer_count; ++i)
338 for (j = 0; j < level_count; ++j)
340 unsigned int idx = i * level_count + j;
342 size = wined3d_format_calculate_size(format, device->surface_alignment,
343 max(1, desc->width >> j), max(1, desc->height >> j), max(1, desc->depth >> j));
344 texture->sub_resources[idx].offset = offset;
345 texture->sub_resources[idx].size = size;
346 offset += size;
348 offset = (offset + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1);
351 if (!offset)
352 return WINED3DERR_INVALIDCALL;
354 if (FAILED(hr = resource_init(&texture->resource, device, desc->resource_type, format,
355 desc->multisample_type, desc->multisample_quality, desc->usage, desc->pool,
356 desc->width, desc->height, desc->depth, offset, parent, parent_ops, resource_ops)))
358 static unsigned int once;
360 /* DXTn 3D textures are not supported. Do not write the ERR for them. */
361 if ((desc->format == WINED3DFMT_DXT1 || desc->format == WINED3DFMT_DXT2 || desc->format == WINED3DFMT_DXT3
362 || desc->format == WINED3DFMT_DXT4 || desc->format == WINED3DFMT_DXT5)
363 && !(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE)
364 && desc->resource_type != WINED3D_RTYPE_TEXTURE_3D && !once++)
365 ERR_(winediag)("The application tried to create a DXTn texture, but the driver does not support them.\n");
367 WARN("Failed to initialize resource, returning %#x\n", hr);
368 return hr;
370 wined3d_resource_update_draw_binding(&texture->resource);
371 if ((flags & WINED3D_TEXTURE_CREATE_MAPPABLE) || desc->format == WINED3DFMT_D16_LOCKABLE)
372 texture->resource.access_flags |= WINED3D_RESOURCE_ACCESS_CPU;
374 texture->texture_ops = texture_ops;
376 texture->layer_count = layer_count;
377 texture->level_count = level_count;
378 texture->filter_type = (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3D_TEXF_LINEAR : WINED3D_TEXF_NONE;
379 texture->lod = 0;
380 texture->flags |= WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS;
381 if (flags & WINED3D_TEXTURE_CREATE_GET_DC_LENIENT)
382 texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_GET_DC_LENIENT;
383 if (flags & (WINED3D_TEXTURE_CREATE_GET_DC | WINED3D_TEXTURE_CREATE_GET_DC_LENIENT))
384 texture->flags |= WINED3D_TEXTURE_GET_DC;
385 if (flags & WINED3D_TEXTURE_CREATE_DISCARD)
386 texture->flags |= WINED3D_TEXTURE_DISCARD;
387 if (flags & WINED3D_TEXTURE_CREATE_GENERATE_MIPMAPS)
389 if (~format->flags[WINED3D_GL_RES_TYPE_TEX_2D]
390 & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FILTERING))
391 WARN("Format doesn't support mipmaps generation, "
392 "ignoring WINED3D_TEXTURE_CREATE_GENERATE_MIPMAPS flag.\n");
393 else
394 texture->flags |= WINED3D_TEXTURE_GENERATE_MIPMAPS;
397 return WINED3D_OK;
400 /* Context activation is done by the caller. */
401 static void wined3d_texture_remove_buffer_object(struct wined3d_texture *texture,
402 unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info)
404 GLuint *buffer_object = &texture->sub_resources[sub_resource_idx].buffer_object;
406 GL_EXTCALL(glDeleteBuffers(1, buffer_object));
407 checkGLcall("glDeleteBuffers");
409 TRACE("Deleted buffer object %u for texture %p, sub-resource %u.\n",
410 *buffer_object, texture, sub_resource_idx);
412 wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_BUFFER);
413 *buffer_object = 0;
416 static void wined3d_texture_update_map_binding(struct wined3d_texture *texture)
418 unsigned int sub_count = texture->level_count * texture->layer_count;
419 const struct wined3d_device *device = texture->resource.device;
420 DWORD map_binding = texture->update_map_binding;
421 struct wined3d_context *context = NULL;
422 unsigned int i;
424 if (device->d3d_initialized)
425 context = context_acquire(device, NULL, 0);
427 for (i = 0; i < sub_count; ++i)
429 if (texture->sub_resources[i].locations == texture->resource.map_binding
430 && !wined3d_texture_load_location(texture, i, context, map_binding))
431 ERR("Failed to load location %s.\n", wined3d_debug_location(map_binding));
432 if (texture->resource.map_binding == WINED3D_LOCATION_BUFFER)
433 wined3d_texture_remove_buffer_object(texture, i, context->gl_info);
436 if (context)
437 context_release(context);
439 texture->resource.map_binding = map_binding;
440 texture->update_map_binding = 0;
443 void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding)
445 texture->update_map_binding = map_binding;
446 if (!texture->resource.map_count)
447 wined3d_texture_update_map_binding(texture);
450 /* A GL context is provided by the caller */
451 static void gltexture_delete(struct wined3d_device *device, const struct wined3d_gl_info *gl_info,
452 struct gl_texture *tex)
454 context_gl_resource_released(device, tex->name, FALSE);
455 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex->name);
456 tex->name = 0;
459 /* Context activation is done by the caller. */
460 /* The caller is responsible for binding the correct texture. */
461 static void wined3d_texture_allocate_gl_mutable_storage(struct wined3d_texture *texture,
462 GLenum gl_internal_format, const struct wined3d_format *format,
463 const struct wined3d_gl_info *gl_info)
465 unsigned int i, sub_call_count;
467 sub_call_count = texture->level_count;
468 if (texture->target != GL_TEXTURE_2D_ARRAY)
469 sub_call_count *= texture->layer_count;
471 for (i = 0; i < sub_call_count; ++i)
473 struct wined3d_surface *surface = texture->sub_resources[i].u.surface;
474 GLsizei width, height;
476 width = wined3d_texture_get_level_pow2_width(texture, surface->texture_level);
477 height = wined3d_texture_get_level_pow2_height(texture, surface->texture_level);
478 if (texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
480 height *= format->height_scale.numerator;
481 height /= format->height_scale.denominator;
484 TRACE("surface %p, target %#x, level %u, width %u, height %u.\n",
485 surface, surface->texture_target, surface->texture_level, width, height);
487 if (texture->target == GL_TEXTURE_2D_ARRAY)
489 GL_EXTCALL(glTexImage3D(surface->texture_target, surface->texture_level,
490 gl_internal_format, width, height, texture->layer_count, 0,
491 format->glFormat, format->glType, NULL));
492 checkGLcall("glTexImage3D");
494 else
496 gl_info->gl_ops.gl.p_glTexImage2D(surface->texture_target, surface->texture_level,
497 gl_internal_format, width, height, 0, format->glFormat, format->glType, NULL);
498 checkGLcall("glTexImage2D");
503 /* Context activation is done by the caller. */
504 /* The caller is responsible for binding the correct texture. */
505 static void wined3d_texture_allocate_gl_immutable_storage(struct wined3d_texture *texture,
506 GLenum gl_internal_format, const struct wined3d_gl_info *gl_info)
508 GLsizei width = wined3d_texture_get_level_pow2_width(texture, 0);
509 GLsizei height = wined3d_texture_get_level_pow2_height(texture, 0);
511 if (texture->target == GL_TEXTURE_2D_ARRAY)
513 GL_EXTCALL(glTexStorage3D(texture->target, texture->level_count, gl_internal_format,
514 width, height, texture->layer_count));
515 checkGLcall("glTexStorage3D");
517 else
519 GL_EXTCALL(glTexStorage2D(texture->target, texture->level_count, gl_internal_format,
520 width, height));
521 checkGLcall("glTexStorage2D");
525 static void wined3d_texture_unload_gl_texture(struct wined3d_texture *texture)
527 struct wined3d_device *device = texture->resource.device;
528 const struct wined3d_gl_info *gl_info = NULL;
529 struct wined3d_context *context = NULL;
531 if (texture->texture_rgb.name || texture->texture_srgb.name
532 || texture->rb_multisample || texture->rb_resolved)
534 context = context_acquire(device, NULL, 0);
535 gl_info = context->gl_info;
538 if (texture->texture_rgb.name)
539 gltexture_delete(device, context->gl_info, &texture->texture_rgb);
541 if (texture->texture_srgb.name)
542 gltexture_delete(device, context->gl_info, &texture->texture_srgb);
544 if (texture->rb_multisample)
546 TRACE("Deleting multisample renderbuffer %u.\n", texture->rb_multisample);
547 context_gl_resource_released(device, texture->rb_multisample, TRUE);
548 gl_info->fbo_ops.glDeleteRenderbuffers(1, &texture->rb_multisample);
549 texture->rb_multisample = 0;
552 if (texture->rb_resolved)
554 TRACE("Deleting resolved renderbuffer %u.\n", texture->rb_resolved);
555 context_gl_resource_released(device, texture->rb_resolved, TRUE);
556 gl_info->fbo_ops.glDeleteRenderbuffers(1, &texture->rb_resolved);
557 texture->rb_resolved = 0;
560 if (context) context_release(context);
562 wined3d_texture_set_dirty(texture);
564 resource_unload(&texture->resource);
567 static void wined3d_texture_sub_resources_destroyed(struct wined3d_texture *texture)
569 unsigned int sub_count = texture->level_count * texture->layer_count;
570 struct wined3d_texture_sub_resource *sub_resource;
571 unsigned int i;
573 for (i = 0; i < sub_count; ++i)
575 sub_resource = &texture->sub_resources[i];
576 if (sub_resource->parent)
578 TRACE("sub-resource %u.\n", i);
579 sub_resource->parent_ops->wined3d_object_destroyed(sub_resource->parent);
580 sub_resource->parent = NULL;
585 static void wined3d_texture_cleanup(struct wined3d_texture *texture)
587 unsigned int sub_count = texture->level_count * texture->layer_count;
588 struct wined3d_device *device = texture->resource.device;
589 struct wined3d_context *context = NULL;
590 const struct wined3d_gl_info *gl_info;
591 GLuint buffer_object;
592 unsigned int i;
594 TRACE("texture %p.\n", texture);
596 for (i = 0; i < sub_count; ++i)
598 if (!(buffer_object = texture->sub_resources[i].buffer_object))
599 continue;
601 TRACE("Deleting buffer object %u.\n", buffer_object);
603 /* We may not be able to get a context in wined3d_texture_cleanup() in
604 * general, but if a buffer object was previously created we can. */
605 if (!context)
607 context = context_acquire(device, NULL, 0);
608 gl_info = context->gl_info;
611 GL_EXTCALL(glDeleteBuffers(1, &buffer_object));
613 if (context)
614 context_release(context);
616 texture->texture_ops->texture_cleanup_sub_resources(texture);
617 wined3d_texture_unload_gl_texture(texture);
620 void wined3d_texture_set_swapchain(struct wined3d_texture *texture, struct wined3d_swapchain *swapchain)
622 texture->swapchain = swapchain;
623 wined3d_resource_update_draw_binding(&texture->resource);
626 /* Context activation is done by the caller. */
627 void wined3d_texture_bind(struct wined3d_texture *texture,
628 struct wined3d_context *context, BOOL srgb)
630 const struct wined3d_gl_info *gl_info = context->gl_info;
631 const struct wined3d_format *format = texture->resource.format;
632 const struct color_fixup_desc fixup = format->color_fixup;
633 struct gl_texture *gl_tex;
634 GLenum target;
636 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
638 if (!needs_separate_srgb_gl_texture(context, texture))
639 srgb = FALSE;
641 /* sRGB mode cache for preload() calls outside drawprim. */
642 if (srgb)
643 texture->flags |= WINED3D_TEXTURE_IS_SRGB;
644 else
645 texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
647 gl_tex = wined3d_texture_get_gl_texture(texture, srgb);
648 target = texture->target;
650 if (gl_tex->name)
652 context_bind_texture(context, target, gl_tex->name);
653 return;
656 gl_info->gl_ops.gl.p_glGenTextures(1, &gl_tex->name);
657 checkGLcall("glGenTextures");
658 TRACE("Generated texture %d.\n", gl_tex->name);
660 if (!gl_tex->name)
662 ERR("Failed to generate a texture name.\n");
663 return;
666 /* Initialise the state of the texture object to the OpenGL defaults, not
667 * the wined3d defaults. */
668 gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_WRAP;
669 gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_WRAP;
670 gl_tex->sampler_desc.address_w = WINED3D_TADDRESS_WRAP;
671 memset(gl_tex->sampler_desc.border_color, 0, sizeof(gl_tex->sampler_desc.border_color));
672 gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_LINEAR;
673 gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
674 gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
675 gl_tex->sampler_desc.lod_bias = 0.0f;
676 gl_tex->sampler_desc.min_lod = -1000.0f;
677 gl_tex->sampler_desc.max_lod = 1000.0f;
678 gl_tex->sampler_desc.max_anisotropy = 1;
679 gl_tex->sampler_desc.compare = FALSE;
680 gl_tex->sampler_desc.comparison_func = WINED3D_CMP_LESSEQUAL;
681 if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
682 gl_tex->sampler_desc.srgb_decode = TRUE;
683 else
684 gl_tex->sampler_desc.srgb_decode = srgb;
685 gl_tex->base_level = 0;
686 wined3d_texture_set_dirty(texture);
688 context_bind_texture(context, target, gl_tex->name);
690 if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)
692 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
693 checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
696 /* For a new texture we have to set the texture levels after binding the
697 * texture. Beware that texture rectangles do not support mipmapping, but
698 * set the maxmiplevel if we're relying on the partial
699 * GL_ARB_texture_non_power_of_two emulation with texture rectangles.
700 * (I.e., do not care about cond_np2 here, just look for
701 * GL_TEXTURE_RECTANGLE_ARB.) */
702 if (target != GL_TEXTURE_RECTANGLE_ARB)
704 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->level_count - 1);
705 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
706 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)");
709 if (target == GL_TEXTURE_CUBE_MAP_ARB)
711 /* Cubemaps are always set to clamp, regardless of the sampler state. */
712 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
713 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
714 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
717 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
719 /* Conditinal non power of two textures use a different clamping
720 * default. If we're using the GL_WINE_normalized_texrect partial
721 * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
722 * has the address mode set to repeat - something that prevents us
723 * from hitting the accelerated codepath. Thus manually set the GL
724 * state. The same applies to filtering. Even if the texture has only
725 * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
726 * fallback on macos. */
727 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
728 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
729 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
730 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
731 checkGLcall("glTexParameteri");
732 gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
733 gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
734 gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_POINT;
735 gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT;
736 gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_NONE;
739 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] && gl_info->supported[ARB_DEPTH_TEXTURE])
741 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);
742 checkGLcall("glTexParameteri(GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY)");
745 if (!is_identity_fixup(fixup) && can_use_texture_swizzle(gl_info, format))
747 static const GLenum swizzle_source[] =
749 GL_ZERO, /* CHANNEL_SOURCE_ZERO */
750 GL_ONE, /* CHANNEL_SOURCE_ONE */
751 GL_RED, /* CHANNEL_SOURCE_X */
752 GL_GREEN, /* CHANNEL_SOURCE_Y */
753 GL_BLUE, /* CHANNEL_SOURCE_Z */
754 GL_ALPHA, /* CHANNEL_SOURCE_W */
756 struct
758 GLint x, y, z, w;
760 swizzle;
762 swizzle.x = swizzle_source[fixup.x_source];
763 swizzle.y = swizzle_source[fixup.y_source];
764 swizzle.z = swizzle_source[fixup.z_source];
765 swizzle.w = swizzle_source[fixup.w_source];
766 gl_info->gl_ops.gl.p_glTexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, &swizzle.x);
767 checkGLcall("glTexParameteriv(GL_TEXTURE_SWIZZLE_RGBA)");
771 /* Context activation is done by the caller. */
772 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
773 struct wined3d_context *context, BOOL srgb)
775 /* We don't need a specific texture unit, but after binding the texture
776 * the current unit is dirty. Read the unit back instead of switching to
777 * 0, this avoids messing around with the state manager's GL states. The
778 * current texture unit should always be a valid one.
780 * To be more specific, this is tricky because we can implicitly be
781 * called from sampler() in state.c. This means we can't touch anything
782 * other than whatever happens to be the currently active texture, or we
783 * would risk marking already applied sampler states dirty again. */
784 if (context->active_texture < ARRAY_SIZE(context->rev_tex_unit_map))
786 DWORD active_sampler = context->rev_tex_unit_map[context->active_texture];
787 if (active_sampler != WINED3D_UNMAPPED_STAGE)
788 context_invalidate_state(context, STATE_SAMPLER(active_sampler));
790 /* FIXME: Ideally we'd only do this when touching a binding that's used by
791 * a shader. */
792 context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
793 context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
795 wined3d_texture_bind(texture, context, srgb);
798 /* Context activation is done by the caller (state handler). */
799 /* This function relies on the correct texture being bound and loaded. */
800 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
801 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context)
803 const struct wined3d_gl_info *gl_info = context->gl_info;
804 GLenum target = texture->target;
805 struct gl_texture *gl_tex;
806 DWORD state;
808 TRACE("texture %p, sampler_desc %p, context %p.\n", texture, sampler_desc, context);
810 gl_tex = wined3d_texture_get_gl_texture(texture, texture->flags & WINED3D_TEXTURE_IS_SRGB);
812 state = sampler_desc->address_u;
813 if (state != gl_tex->sampler_desc.address_u)
815 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S,
816 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
817 gl_tex->sampler_desc.address_u = state;
820 state = sampler_desc->address_v;
821 if (state != gl_tex->sampler_desc.address_v)
823 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T,
824 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
825 gl_tex->sampler_desc.address_v = state;
828 state = sampler_desc->address_w;
829 if (state != gl_tex->sampler_desc.address_w)
831 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R,
832 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
833 gl_tex->sampler_desc.address_w = state;
836 if (memcmp(gl_tex->sampler_desc.border_color, sampler_desc->border_color,
837 sizeof(gl_tex->sampler_desc.border_color)))
839 gl_info->gl_ops.gl.p_glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &sampler_desc->border_color[0]);
840 memcpy(gl_tex->sampler_desc.border_color, sampler_desc->border_color,
841 sizeof(gl_tex->sampler_desc.border_color));
844 state = sampler_desc->mag_filter;
845 if (state != gl_tex->sampler_desc.mag_filter)
847 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(state));
848 gl_tex->sampler_desc.mag_filter = state;
851 if (sampler_desc->min_filter != gl_tex->sampler_desc.min_filter
852 || sampler_desc->mip_filter != gl_tex->sampler_desc.mip_filter)
854 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
855 wined3d_gl_min_mip_filter(sampler_desc->min_filter, sampler_desc->mip_filter));
856 gl_tex->sampler_desc.min_filter = sampler_desc->min_filter;
857 gl_tex->sampler_desc.mip_filter = sampler_desc->mip_filter;
860 state = sampler_desc->max_anisotropy;
861 if (state != gl_tex->sampler_desc.max_anisotropy)
863 if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC])
864 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY, state);
865 else
866 WARN("Anisotropic filtering not supported.\n");
867 gl_tex->sampler_desc.max_anisotropy = state;
870 if (!sampler_desc->srgb_decode != !gl_tex->sampler_desc.srgb_decode
871 && (context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
872 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
874 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
875 sampler_desc->srgb_decode ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
876 gl_tex->sampler_desc.srgb_decode = sampler_desc->srgb_decode;
879 if (!sampler_desc->compare != !gl_tex->sampler_desc.compare)
881 if (sampler_desc->compare)
882 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
883 else
884 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
885 gl_tex->sampler_desc.compare = sampler_desc->compare;
888 checkGLcall("Texture parameter application");
890 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
892 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
893 GL_TEXTURE_LOD_BIAS_EXT, sampler_desc->lod_bias);
894 checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
898 ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture)
900 ULONG refcount;
902 TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
904 if (texture->swapchain)
905 return wined3d_swapchain_incref(texture->swapchain);
907 refcount = InterlockedIncrement(&texture->resource.ref);
908 TRACE("%p increasing refcount to %u.\n", texture, refcount);
910 return refcount;
913 static void wined3d_texture_cleanup_sync(struct wined3d_texture *texture)
915 wined3d_texture_sub_resources_destroyed(texture);
916 resource_cleanup(&texture->resource);
917 wined3d_resource_wait_idle(&texture->resource);
918 wined3d_texture_cleanup(texture);
921 static void wined3d_texture_destroy_object(void *object)
923 wined3d_texture_cleanup(object);
924 HeapFree(GetProcessHeap(), 0, object);
927 ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture)
929 ULONG refcount;
931 TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
933 if (texture->swapchain)
934 return wined3d_swapchain_decref(texture->swapchain);
936 refcount = InterlockedDecrement(&texture->resource.ref);
937 TRACE("%p decreasing refcount to %u.\n", texture, refcount);
939 if (!refcount)
941 /* Wait for the texture to become idle if it's using user memory,
942 * since the application is allowed to free that memory once the
943 * texture is destroyed. Note that this implies that
944 * wined3d_texture_destroy_object() can't access that memory either. */
945 if (texture->user_memory)
946 wined3d_resource_wait_idle(&texture->resource);
947 wined3d_texture_sub_resources_destroyed(texture);
948 texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent);
949 resource_cleanup(&texture->resource);
950 wined3d_cs_destroy_object(texture->resource.device->cs, wined3d_texture_destroy_object, texture);
953 return refcount;
956 struct wined3d_resource * CDECL wined3d_texture_get_resource(struct wined3d_texture *texture)
958 TRACE("texture %p.\n", texture);
960 return &texture->resource;
963 static BOOL color_key_equal(const struct wined3d_color_key *c1, struct wined3d_color_key *c2)
965 return c1->color_space_low_value == c2->color_space_low_value
966 && c1->color_space_high_value == c2->color_space_high_value;
969 /* Context activation is done by the caller */
970 void wined3d_texture_load(struct wined3d_texture *texture,
971 struct wined3d_context *context, BOOL srgb)
973 UINT sub_count = texture->level_count * texture->layer_count;
974 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
975 DWORD flag;
976 UINT i;
978 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
980 if (!needs_separate_srgb_gl_texture(context, texture))
981 srgb = FALSE;
983 if (srgb)
984 flag = WINED3D_TEXTURE_SRGB_VALID;
985 else
986 flag = WINED3D_TEXTURE_RGB_VALID;
988 if (!d3d_info->shader_color_key
989 && (!(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
990 != !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
991 || (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY
992 && !color_key_equal(&texture->async.gl_color_key, &texture->async.src_blt_color_key))))
994 unsigned int sub_count = texture->level_count * texture->layer_count;
995 unsigned int i;
997 TRACE("Reloading because of color key value change.\n");
998 for (i = 0; i < sub_count; i++)
1000 if (!wined3d_texture_load_location(texture, i, context, texture->resource.map_binding))
1001 ERR("Failed to load location %s.\n", wined3d_debug_location(texture->resource.map_binding));
1002 else
1003 wined3d_texture_invalidate_location(texture, i, ~texture->resource.map_binding);
1006 texture->async.gl_color_key = texture->async.src_blt_color_key;
1009 if (texture->flags & flag)
1011 TRACE("Texture %p not dirty, nothing to do.\n", texture);
1012 return;
1015 /* Reload the surfaces if the texture is marked dirty. */
1016 for (i = 0; i < sub_count; ++i)
1018 if (!wined3d_texture_load_location(texture, i, context,
1019 srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB))
1020 ERR("Failed to load location (srgb %#x).\n", srgb);
1022 texture->flags |= flag;
1025 void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture)
1027 TRACE("texture %p.\n", texture);
1029 return texture->resource.parent;
1032 HRESULT wined3d_texture_check_box_dimensions(const struct wined3d_texture *texture,
1033 unsigned int level, const struct wined3d_box *box)
1035 const struct wined3d_format *format = texture->resource.format;
1036 unsigned int width_mask, height_mask, width, height, depth;
1038 width = wined3d_texture_get_level_width(texture, level);
1039 height = wined3d_texture_get_level_height(texture, level);
1040 depth = wined3d_texture_get_level_depth(texture, level);
1042 if (box->left >= box->right || box->right > width
1043 || box->top >= box->bottom || box->bottom > height
1044 || box->front >= box->back || box->back > depth)
1046 WARN("Box %s is invalid.\n", debug_box(box));
1047 return WINEDDERR_INVALIDRECT;
1050 if (texture->resource.format_flags & WINED3DFMT_FLAG_BLOCKS)
1052 /* This assumes power of two block sizes, but NPOT block sizes would
1053 * be silly anyway.
1055 * This also assumes that the format's block depth is 1. */
1056 width_mask = format->block_width - 1;
1057 height_mask = format->block_height - 1;
1059 if ((box->left & width_mask) || (box->top & height_mask)
1060 || (box->right & width_mask && box->right != width)
1061 || (box->bottom & height_mask && box->bottom != height))
1063 WARN("Box %s is misaligned for %ux%u blocks.\n",
1064 debug_box(box), format->block_width, format->block_height);
1065 return WINED3DERR_INVALIDCALL;
1069 return WINED3D_OK;
1072 void CDECL wined3d_texture_get_pitch(const struct wined3d_texture *texture,
1073 unsigned int level, unsigned int *row_pitch, unsigned int *slice_pitch)
1075 const struct wined3d_resource *resource = &texture->resource;
1076 unsigned int width = wined3d_texture_get_level_width(texture, level);
1077 unsigned int height = wined3d_texture_get_level_height(texture, level);
1079 if (texture->row_pitch)
1081 *row_pitch = texture->row_pitch;
1082 *slice_pitch = texture->slice_pitch;
1083 return;
1086 wined3d_format_calculate_pitch(resource->format, resource->device->surface_alignment,
1087 width, height, row_pitch, slice_pitch);
1090 DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
1092 DWORD old = texture->lod;
1094 TRACE("texture %p, lod %u.\n", texture, lod);
1096 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
1097 * textures. The call always returns 0, and GetLOD always returns 0. */
1098 if (texture->resource.pool != WINED3D_POOL_MANAGED)
1100 TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture->resource.pool));
1101 return 0;
1104 if (lod >= texture->level_count)
1105 lod = texture->level_count - 1;
1107 if (texture->lod != lod)
1109 struct wined3d_device *device = texture->resource.device;
1111 wined3d_resource_wait_idle(&texture->resource);
1112 texture->lod = lod;
1114 texture->texture_rgb.base_level = ~0u;
1115 texture->texture_srgb.base_level = ~0u;
1116 if (texture->resource.bind_count)
1117 wined3d_cs_emit_set_sampler_state(device->cs, texture->sampler, WINED3D_SAMP_MAX_MIP_LEVEL,
1118 device->state.sampler_states[texture->sampler][WINED3D_SAMP_MAX_MIP_LEVEL]);
1121 return old;
1124 DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture)
1126 TRACE("texture %p, returning %u.\n", texture, texture->lod);
1128 return texture->lod;
1131 DWORD CDECL wined3d_texture_get_level_count(const struct wined3d_texture *texture)
1133 TRACE("texture %p, returning %u.\n", texture, texture->level_count);
1135 return texture->level_count;
1138 HRESULT CDECL wined3d_texture_set_autogen_filter_type(struct wined3d_texture *texture,
1139 enum wined3d_texture_filter_type filter_type)
1141 FIXME("texture %p, filter_type %s stub!\n", texture, debug_d3dtexturefiltertype(filter_type));
1143 if (!(texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP))
1145 WARN("Texture doesn't have AUTOGENMIPMAP usage.\n");
1146 return WINED3DERR_INVALIDCALL;
1149 texture->filter_type = filter_type;
1151 return WINED3D_OK;
1154 enum wined3d_texture_filter_type CDECL wined3d_texture_get_autogen_filter_type(const struct wined3d_texture *texture)
1156 TRACE("texture %p.\n", texture);
1158 return texture->filter_type;
1161 HRESULT CDECL wined3d_texture_set_color_key(struct wined3d_texture *texture,
1162 DWORD flags, const struct wined3d_color_key *color_key)
1164 struct wined3d_device *device = texture->resource.device;
1165 static const DWORD all_flags = WINED3D_CKEY_DST_BLT | WINED3D_CKEY_DST_OVERLAY
1166 | WINED3D_CKEY_SRC_BLT | WINED3D_CKEY_SRC_OVERLAY;
1168 TRACE("texture %p, flags %#x, color_key %p.\n", texture, flags, color_key);
1170 if (flags & ~all_flags)
1172 WARN("Invalid flags passed, returning WINED3DERR_INVALIDCALL.\n");
1173 return WINED3DERR_INVALIDCALL;
1176 wined3d_cs_emit_set_color_key(device->cs, texture, flags, color_key);
1178 return WINED3D_OK;
1181 static void texture2d_create_dc(void *object)
1183 struct wined3d_surface *surface = object;
1184 struct wined3d_context *context = NULL;
1185 const struct wined3d_format *format;
1186 unsigned int row_pitch, slice_pitch;
1187 struct wined3d_texture *texture;
1188 struct wined3d_bo_address data;
1189 D3DKMT_CREATEDCFROMMEMORY desc;
1190 unsigned int sub_resource_idx;
1191 struct wined3d_device *device;
1192 NTSTATUS status;
1194 TRACE("surface %p.\n", surface);
1196 texture = surface->container;
1197 sub_resource_idx = surface_get_sub_resource_idx(surface);
1198 device = texture->resource.device;
1200 format = texture->resource.format;
1201 if (!format->ddi_format)
1203 WARN("Cannot create a DC for format %s.\n", debug_d3dformat(format->id));
1204 return;
1207 if (device->d3d_initialized)
1208 context = context_acquire(device, NULL, 0);
1210 wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding);
1211 wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding);
1212 wined3d_texture_get_pitch(texture, surface->texture_level, &row_pitch, &slice_pitch);
1213 wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding);
1214 desc.pMemory = context_map_bo_address(context, &data,
1215 texture->sub_resources[sub_resource_idx].size, GL_PIXEL_UNPACK_BUFFER, 0);
1217 if (context)
1218 context_release(context);
1220 desc.Format = format->ddi_format;
1221 desc.Width = wined3d_texture_get_level_width(texture, surface->texture_level);
1222 desc.Height = wined3d_texture_get_level_height(texture, surface->texture_level);
1223 desc.Pitch = row_pitch;
1224 desc.hDeviceDc = CreateCompatibleDC(NULL);
1225 desc.pColorTable = NULL;
1227 status = D3DKMTCreateDCFromMemory(&desc);
1228 DeleteDC(desc.hDeviceDc);
1229 if (status)
1231 WARN("Failed to create DC, status %#x.\n", status);
1232 return;
1235 surface->dc = desc.hDc;
1236 surface->bitmap = desc.hBitmap;
1238 TRACE("Created DC %p, bitmap %p for surface %p.\n", surface->dc, surface->bitmap, surface);
1241 static void texture2d_destroy_dc(void *object)
1243 struct wined3d_surface *surface = object;
1244 D3DKMT_DESTROYDCFROMMEMORY destroy_desc;
1245 struct wined3d_context *context = NULL;
1246 struct wined3d_texture *texture;
1247 struct wined3d_bo_address data;
1248 unsigned int sub_resource_idx;
1249 struct wined3d_device *device;
1250 NTSTATUS status;
1252 texture = surface->container;
1253 sub_resource_idx = surface_get_sub_resource_idx(surface);
1254 device = texture->resource.device;
1256 if (!surface->dc)
1258 ERR("Surface %p has no DC.\n", surface);
1259 return;
1262 TRACE("dc %p, bitmap %p.\n", surface->dc, surface->bitmap);
1264 destroy_desc.hDc = surface->dc;
1265 destroy_desc.hBitmap = surface->bitmap;
1266 if ((status = D3DKMTDestroyDCFromMemory(&destroy_desc)))
1267 ERR("Failed to destroy dc, status %#x.\n", status);
1268 surface->dc = NULL;
1269 surface->bitmap = NULL;
1271 if (device->d3d_initialized)
1272 context = context_acquire(device, NULL, 0);
1274 wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding);
1275 context_unmap_bo_address(context, &data, GL_PIXEL_UNPACK_BUFFER);
1277 if (context)
1278 context_release(context);
1281 HRESULT CDECL wined3d_texture_update_desc(struct wined3d_texture *texture, UINT width, UINT height,
1282 enum wined3d_format_id format_id, enum wined3d_multisample_type multisample_type,
1283 UINT multisample_quality, void *mem, UINT pitch)
1285 struct wined3d_device *device = texture->resource.device;
1286 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1287 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id, texture->resource.usage);
1288 UINT resource_size = wined3d_format_calculate_size(format, device->surface_alignment, width, height, 1);
1289 struct wined3d_texture_sub_resource *sub_resource;
1290 struct wined3d_surface *surface;
1291 DWORD valid_location = 0;
1292 BOOL create_dib = FALSE;
1294 TRACE("texture %p, width %u, height %u, format %s, multisample_type %#x, multisample_quality %u, "
1295 "mem %p, pitch %u.\n",
1296 texture, width, height, debug_d3dformat(format_id), multisample_type, multisample_quality, mem, pitch);
1298 if (!resource_size)
1299 return WINED3DERR_INVALIDCALL;
1301 if (texture->level_count * texture->layer_count > 1)
1303 WARN("Texture has multiple sub-resources, not supported.\n");
1304 return WINED3DERR_INVALIDCALL;
1307 if (texture->resource.type == WINED3D_RTYPE_TEXTURE_3D)
1309 WARN("Not supported on 3D textures.\n");
1310 return WINED3DERR_INVALIDCALL;
1313 if (texture->resource.map_count)
1315 WARN("Texture is mapped.\n");
1316 return WINED3DERR_INVALIDCALL;
1319 /* We have no way of supporting a pitch that is not a multiple of the pixel
1320 * byte width short of uploading the texture row-by-row.
1321 * Fortunately that's not an issue since D3D9Ex doesn't allow a custom pitch
1322 * for user-memory textures (it always expects packed data) while DirectDraw
1323 * requires a 4-byte aligned pitch and doesn't support texture formats
1324 * larger than 4 bytes per pixel nor any format using 3 bytes per pixel.
1325 * This check is here to verify that the assumption holds. */
1326 if (pitch % texture->resource.format->byte_count)
1328 WARN("Pitch unsupported, not a multiple of the texture format byte width.\n");
1329 return WINED3DERR_INVALIDCALL;
1332 if (device->d3d_initialized)
1333 wined3d_cs_emit_unload_resource(device->cs, &texture->resource);
1334 wined3d_resource_wait_idle(&texture->resource);
1336 sub_resource = &texture->sub_resources[0];
1337 surface = sub_resource->u.surface;
1338 if (surface->dc)
1340 wined3d_cs_destroy_object(device->cs, texture2d_destroy_dc, surface);
1341 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
1342 create_dib = TRUE;
1345 wined3d_resource_free_sysmem(&texture->resource);
1347 if ((texture->row_pitch = pitch))
1348 texture->slice_pitch = height * pitch;
1349 else
1350 /* User memory surfaces don't have the regular surface alignment. */
1351 wined3d_format_calculate_pitch(format, 1, width, height,
1352 &texture->row_pitch, &texture->slice_pitch);
1354 texture->resource.format = format;
1355 texture->resource.multisample_type = multisample_type;
1356 texture->resource.multisample_quality = multisample_quality;
1357 texture->resource.width = width;
1358 texture->resource.height = height;
1359 texture->resource.size = texture->slice_pitch;
1360 sub_resource->size = texture->slice_pitch;
1361 sub_resource->locations = WINED3D_LOCATION_DISCARDED;
1363 if (((width & (width - 1)) || (height & (height - 1))) && !gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]
1364 && !gl_info->supported[ARB_TEXTURE_RECTANGLE] && !gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
1366 texture->flags |= WINED3D_TEXTURE_COND_NP2_EMULATED;
1367 texture->pow2_width = texture->pow2_height = 1;
1368 while (texture->pow2_width < width)
1369 texture->pow2_width <<= 1;
1370 while (texture->pow2_height < height)
1371 texture->pow2_height <<= 1;
1373 else
1375 texture->flags &= ~WINED3D_TEXTURE_COND_NP2_EMULATED;
1376 texture->pow2_width = width;
1377 texture->pow2_height = height;
1380 if ((texture->user_memory = mem))
1382 texture->resource.map_binding = WINED3D_LOCATION_USER_MEMORY;
1383 valid_location = WINED3D_LOCATION_USER_MEMORY;
1385 else
1387 wined3d_texture_prepare_location(texture, 0, NULL, WINED3D_LOCATION_SYSMEM);
1388 valid_location = WINED3D_LOCATION_SYSMEM;
1391 /* The format might be changed to a format that needs conversion.
1392 * If the surface didn't use PBOs previously but could now, don't
1393 * change it - whatever made us not use PBOs might come back, e.g.
1394 * color keys. */
1395 if (texture->resource.map_binding == WINED3D_LOCATION_BUFFER && !wined3d_texture_use_pbo(texture, gl_info))
1396 texture->resource.map_binding = WINED3D_LOCATION_SYSMEM;
1398 wined3d_texture_validate_location(texture, 0, valid_location);
1399 wined3d_texture_invalidate_location(texture, 0, ~valid_location);
1401 if (create_dib)
1403 wined3d_cs_init_object(device->cs, texture2d_create_dc, surface);
1404 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
1407 return WINED3D_OK;
1410 /* Context activation is done by the caller. */
1411 static void wined3d_texture_prepare_buffer_object(struct wined3d_texture *texture,
1412 unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info)
1414 struct wined3d_texture_sub_resource *sub_resource;
1416 sub_resource = &texture->sub_resources[sub_resource_idx];
1417 if (sub_resource->buffer_object)
1418 return;
1420 GL_EXTCALL(glGenBuffers(1, &sub_resource->buffer_object));
1421 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, sub_resource->buffer_object));
1422 GL_EXTCALL(glBufferData(GL_PIXEL_UNPACK_BUFFER, sub_resource->size, NULL, GL_STREAM_DRAW));
1423 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
1424 checkGLcall("Create buffer object");
1426 TRACE("Created buffer object %u for texture %p, sub-resource %u.\n",
1427 sub_resource->buffer_object, texture, sub_resource_idx);
1430 static void wined3d_texture_force_reload(struct wined3d_texture *texture)
1432 unsigned int sub_count = texture->level_count * texture->layer_count;
1433 unsigned int i;
1435 texture->flags &= ~(WINED3D_TEXTURE_RGB_ALLOCATED | WINED3D_TEXTURE_SRGB_ALLOCATED
1436 | WINED3D_TEXTURE_CONVERTED);
1437 texture->async.flags &= ~WINED3D_TEXTURE_ASYNC_COLOR_KEY;
1438 for (i = 0; i < sub_count; ++i)
1440 wined3d_texture_invalidate_location(texture, i,
1441 WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
1445 void wined3d_texture_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
1447 DWORD alloc_flag = srgb ? WINED3D_TEXTURE_SRGB_ALLOCATED : WINED3D_TEXTURE_RGB_ALLOCATED;
1448 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
1450 if (!d3d_info->shader_color_key
1451 && !(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
1452 != !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
1454 wined3d_texture_force_reload(texture);
1456 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
1457 texture->async.flags |= WINED3D_TEXTURE_ASYNC_COLOR_KEY;
1460 if (texture->flags & alloc_flag)
1461 return;
1463 texture->texture_ops->texture_prepare_texture(texture, context, srgb);
1464 texture->flags |= alloc_flag;
1467 static void wined3d_texture_prepare_rb(struct wined3d_texture *texture,
1468 const struct wined3d_gl_info *gl_info, BOOL multisample)
1470 const struct wined3d_format *format = texture->resource.format;
1472 if (multisample)
1474 DWORD samples;
1476 if (texture->rb_multisample)
1477 return;
1479 /* TODO: NVIDIA expose their Coverage Sample Anti-Aliasing (CSAA)
1480 * feature through type == MULTISAMPLE_XX and quality != 0. This could
1481 * be mapped to GL_NV_framebuffer_multisample_coverage.
1483 * AMD have a similar feature called Enhanced Quality Anti-Aliasing
1484 * (EQAA), but it does not have an equivalent OpenGL extension. */
1486 /* We advertise as many WINED3D_MULTISAMPLE_NON_MASKABLE quality
1487 * levels as the count of advertised multisample types for the texture
1488 * format. */
1489 if (texture->resource.multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE)
1491 unsigned int i, count = 0;
1493 for (i = 0; i < sizeof(format->multisample_types) * 8; ++i)
1495 if (format->multisample_types & 1u << i)
1497 if (texture->resource.multisample_quality == count++)
1498 break;
1501 samples = i + 1;
1503 else
1505 samples = texture->resource.multisample_type;
1508 gl_info->fbo_ops.glGenRenderbuffers(1, &texture->rb_multisample);
1509 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, texture->rb_multisample);
1510 gl_info->fbo_ops.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples,
1511 format->glInternal, texture->resource.width, texture->resource.height);
1512 checkGLcall("glRenderbufferStorageMultisample()");
1513 TRACE("Created multisample rb %u.\n", texture->rb_multisample);
1515 else
1517 if (texture->rb_resolved)
1518 return;
1520 gl_info->fbo_ops.glGenRenderbuffers(1, &texture->rb_resolved);
1521 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, texture->rb_resolved);
1522 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format->glInternal,
1523 texture->resource.width, texture->resource.height);
1524 checkGLcall("glRenderbufferStorage()");
1525 TRACE("Created resolved rb %u.\n", texture->rb_resolved);
1529 /* Context activation is done by the caller. Context may be NULL in
1530 * WINED3D_NO3D mode. */
1531 BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1532 struct wined3d_context *context, DWORD location)
1534 switch (location)
1536 case WINED3D_LOCATION_SYSMEM:
1537 if (texture->resource.heap_memory)
1538 return TRUE;
1540 if (!wined3d_resource_allocate_sysmem(&texture->resource))
1542 ERR("Failed to allocate system memory.\n");
1543 return FALSE;
1545 return TRUE;
1547 case WINED3D_LOCATION_USER_MEMORY:
1548 if (!texture->user_memory)
1549 ERR("Map binding is set to WINED3D_LOCATION_USER_MEMORY but surface->user_memory is NULL.\n");
1550 return TRUE;
1552 case WINED3D_LOCATION_BUFFER:
1553 wined3d_texture_prepare_buffer_object(texture, sub_resource_idx, context->gl_info);
1554 return TRUE;
1556 case WINED3D_LOCATION_TEXTURE_RGB:
1557 wined3d_texture_prepare_texture(texture, context, FALSE);
1558 return TRUE;
1560 case WINED3D_LOCATION_TEXTURE_SRGB:
1561 wined3d_texture_prepare_texture(texture, context, TRUE);
1562 return TRUE;
1564 case WINED3D_LOCATION_DRAWABLE:
1565 if (!texture->swapchain && wined3d_settings.offscreen_rendering_mode != ORM_BACKBUFFER)
1566 ERR("Texture %p does not have a drawable.\n", texture);
1567 return TRUE;
1569 case WINED3D_LOCATION_RB_MULTISAMPLE:
1570 wined3d_texture_prepare_rb(texture, context->gl_info, TRUE);
1571 return TRUE;
1573 case WINED3D_LOCATION_RB_RESOLVED:
1574 wined3d_texture_prepare_rb(texture, context->gl_info, FALSE);
1575 return TRUE;
1577 default:
1578 ERR("Invalid location %s.\n", wined3d_debug_location(location));
1579 return FALSE;
1583 static struct wined3d_texture_sub_resource *wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
1584 unsigned int sub_resource_idx)
1586 UINT sub_count = texture->level_count * texture->layer_count;
1588 TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
1590 if (sub_resource_idx >= sub_count)
1592 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
1593 return NULL;
1596 return &texture->sub_resources[sub_resource_idx];
1599 HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
1600 UINT layer, const struct wined3d_box *dirty_region)
1602 TRACE("texture %p, layer %u, dirty_region %s.\n", texture, layer, debug_box(dirty_region));
1604 if (layer >= texture->layer_count)
1606 WARN("Invalid layer %u specified.\n", layer);
1607 return WINED3DERR_INVALIDCALL;
1610 if (dirty_region)
1611 FIXME("Ignoring dirty_region %s.\n", debug_box(dirty_region));
1613 wined3d_cs_emit_add_dirty_texture_region(texture->resource.device->cs, texture, layer);
1615 return WINED3D_OK;
1618 void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1619 const struct wined3d_context *context, const struct wined3d_box *box,
1620 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch)
1622 texture->texture_ops->texture_upload_data(texture, sub_resource_idx,
1623 context, box, data, row_pitch, slice_pitch);
1626 static void texture2d_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1627 const struct wined3d_context *context, const struct wined3d_box *box,
1628 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch)
1630 unsigned int texture_level;
1631 POINT dst_point;
1632 RECT src_rect;
1634 src_rect.left = 0;
1635 src_rect.top = 0;
1636 if (box)
1638 dst_point.x = box->left;
1639 dst_point.y = box->top;
1640 src_rect.right = box->right - box->left;
1641 src_rect.bottom = box->bottom - box->top;
1643 else
1645 dst_point.x = dst_point.y = 0;
1646 texture_level = sub_resource_idx % texture->level_count;
1647 src_rect.right = wined3d_texture_get_level_width(texture, texture_level);
1648 src_rect.bottom = wined3d_texture_get_level_height(texture, texture_level);
1651 wined3d_surface_upload_data(texture->sub_resources[sub_resource_idx].u.surface, context->gl_info,
1652 texture->resource.format, &src_rect, row_pitch, &dst_point, FALSE, data);
1655 static BOOL texture2d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1656 struct wined3d_context *context, DWORD location)
1658 return surface_load_location(texture->sub_resources[sub_resource_idx].u.surface, context, location);
1661 /* Context activation is done by the caller. */
1662 static void texture2d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
1664 const struct wined3d_format *format = texture->resource.format;
1665 const struct wined3d_gl_info *gl_info = context->gl_info;
1666 const struct wined3d_color_key_conversion *conversion;
1667 GLenum internal;
1669 TRACE("texture %p, context %p, format %s.\n", texture, context, debug_d3dformat(format->id));
1671 if (format->convert)
1673 texture->flags |= WINED3D_TEXTURE_CONVERTED;
1675 else if ((conversion = wined3d_format_get_color_key_conversion(texture, TRUE)))
1677 texture->flags |= WINED3D_TEXTURE_CONVERTED;
1678 format = wined3d_get_format(gl_info, conversion->dst_format, texture->resource.usage);
1679 TRACE("Using format %s for color key conversion.\n", debug_d3dformat(format->id));
1682 wined3d_texture_bind_and_dirtify(texture, context, srgb);
1684 if (srgb)
1685 internal = format->glGammaInternal;
1686 else if (texture->resource.usage & WINED3DUSAGE_RENDERTARGET
1687 && wined3d_resource_is_offscreen(&texture->resource))
1688 internal = format->rtInternal;
1689 else
1690 internal = format->glInternal;
1692 if (!internal)
1693 FIXME("No GL internal format for format %s.\n", debug_d3dformat(format->id));
1695 TRACE("internal %#x, format %#x, type %#x.\n", internal, format->glFormat, format->glType);
1697 if (wined3d_texture_use_immutable_storage(texture, gl_info))
1698 wined3d_texture_allocate_gl_immutable_storage(texture, internal, gl_info);
1699 else
1700 wined3d_texture_allocate_gl_mutable_storage(texture, internal, format, gl_info);
1703 static void texture2d_cleanup_sub_resources(struct wined3d_texture *texture)
1705 unsigned int sub_count = texture->level_count * texture->layer_count;
1706 struct wined3d_device *device = texture->resource.device;
1707 struct wined3d_texture_sub_resource *sub_resource;
1708 struct wined3d_renderbuffer_entry *entry, *entry2;
1709 const struct wined3d_gl_info *gl_info = NULL;
1710 struct wined3d_context *context = NULL;
1711 struct wined3d_surface *overlay, *cur;
1712 struct wined3d_surface *surface;
1713 unsigned int i;
1715 for (i = 0; i < sub_count; ++i)
1717 sub_resource = &texture->sub_resources[i];
1718 if (!(surface = sub_resource->u.surface))
1719 continue;
1721 TRACE("surface %p.\n", surface);
1723 if (!context && !list_empty(&surface->renderbuffers))
1725 context = context_acquire(device, NULL, 0);
1726 gl_info = context->gl_info;
1729 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
1731 TRACE("Deleting renderbuffer %u.\n", entry->id);
1732 context_gl_resource_released(device, entry->id, TRUE);
1733 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
1734 HeapFree(GetProcessHeap(), 0, entry);
1737 if (surface->dc)
1738 texture2d_destroy_dc(surface);
1740 if (surface->overlay_dest)
1741 list_remove(&surface->overlay_entry);
1743 LIST_FOR_EACH_ENTRY_SAFE(overlay, cur, &surface->overlays, struct wined3d_surface, overlay_entry)
1745 list_remove(&overlay->overlay_entry);
1746 overlay->overlay_dest = NULL;
1749 if (context)
1750 context_release(context);
1751 HeapFree(GetProcessHeap(), 0, texture->sub_resources[0].u.surface);
1754 static const struct wined3d_texture_ops texture2d_ops =
1756 texture2d_upload_data,
1757 texture2d_load_location,
1758 texture2d_prepare_texture,
1759 texture2d_cleanup_sub_resources,
1762 struct wined3d_texture * __cdecl wined3d_texture_from_resource(struct wined3d_resource *resource)
1764 return texture_from_resource(resource);
1767 static ULONG texture_resource_incref(struct wined3d_resource *resource)
1769 return wined3d_texture_incref(texture_from_resource(resource));
1772 static ULONG texture_resource_decref(struct wined3d_resource *resource)
1774 return wined3d_texture_decref(texture_from_resource(resource));
1777 static void texture_resource_preload(struct wined3d_resource *resource)
1779 struct wined3d_texture *texture = texture_from_resource(resource);
1780 struct wined3d_context *context;
1782 context = context_acquire(resource->device, NULL, 0);
1783 wined3d_texture_load(texture, context, texture->flags & WINED3D_TEXTURE_IS_SRGB);
1784 context_release(context);
1787 static void wined3d_texture_unload(struct wined3d_resource *resource)
1789 struct wined3d_texture *texture = texture_from_resource(resource);
1790 UINT sub_count = texture->level_count * texture->layer_count;
1791 struct wined3d_device *device = resource->device;
1792 const struct wined3d_gl_info *gl_info;
1793 struct wined3d_context *context;
1794 UINT i;
1796 TRACE("texture %p.\n", texture);
1798 context = context_acquire(device, NULL, 0);
1799 gl_info = context->gl_info;
1801 for (i = 0; i < sub_count; ++i)
1803 struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[i];
1805 if (resource->pool != WINED3D_POOL_DEFAULT
1806 && wined3d_texture_load_location(texture, i, context, resource->map_binding))
1808 wined3d_texture_invalidate_location(texture, i, ~resource->map_binding);
1810 else
1812 /* We should only get here on device reset/teardown for implicit
1813 * resources. */
1814 if (resource->pool != WINED3D_POOL_DEFAULT || resource->type != WINED3D_RTYPE_TEXTURE_2D)
1815 ERR("Discarding %s %p sub-resource %u in the %s pool.\n", debug_d3dresourcetype(resource->type),
1816 resource, i, debug_d3dpool(resource->pool));
1817 wined3d_texture_validate_location(texture, i, WINED3D_LOCATION_DISCARDED);
1818 wined3d_texture_invalidate_location(texture, i, ~WINED3D_LOCATION_DISCARDED);
1821 if (sub_resource->buffer_object)
1822 wined3d_texture_remove_buffer_object(texture, i, context->gl_info);
1824 if (resource->type == WINED3D_RTYPE_TEXTURE_2D)
1826 struct wined3d_surface *surface = sub_resource->u.surface;
1827 struct wined3d_renderbuffer_entry *entry, *entry2;
1829 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
1831 context_gl_resource_released(device, entry->id, TRUE);
1832 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
1833 list_remove(&entry->entry);
1834 HeapFree(GetProcessHeap(), 0, entry);
1836 list_init(&surface->renderbuffers);
1837 surface->current_renderbuffer = NULL;
1841 context_release(context);
1843 wined3d_texture_force_reload(texture);
1844 wined3d_texture_unload_gl_texture(texture);
1847 static HRESULT texture_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
1848 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
1850 const struct wined3d_format *format = resource->format;
1851 struct wined3d_texture_sub_resource *sub_resource;
1852 struct wined3d_device *device = resource->device;
1853 unsigned int fmt_flags = resource->format_flags;
1854 struct wined3d_context *context = NULL;
1855 struct wined3d_texture *texture;
1856 struct wined3d_bo_address data;
1857 unsigned int texture_level;
1858 BYTE *base_memory;
1859 BOOL ret;
1861 TRACE("resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n",
1862 resource, sub_resource_idx, map_desc, debug_box(box), flags);
1864 texture = texture_from_resource(resource);
1865 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
1866 return E_INVALIDARG;
1868 texture_level = sub_resource_idx % texture->level_count;
1869 if (box && FAILED(wined3d_texture_check_box_dimensions(texture, texture_level, box)))
1871 WARN("Map box is invalid.\n");
1872 if (((fmt_flags & WINED3DFMT_FLAG_BLOCKS) && resource->pool == WINED3D_POOL_DEFAULT)
1873 || resource->type != WINED3D_RTYPE_TEXTURE_2D)
1874 return WINED3DERR_INVALIDCALL;
1877 if (!(resource->access_flags & WINED3D_RESOURCE_ACCESS_CPU))
1879 WARN("Trying to map unmappable texture.\n");
1880 if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
1881 return WINED3DERR_INVALIDCALL;
1884 if (texture->flags & WINED3D_TEXTURE_DC_IN_USE)
1886 WARN("DC is in use.\n");
1887 return WINED3DERR_INVALIDCALL;
1890 if (sub_resource->map_count)
1892 WARN("Sub-resource is already mapped.\n");
1893 return WINED3DERR_INVALIDCALL;
1896 if (device->d3d_initialized)
1897 context = context_acquire(device, NULL, 0);
1899 if (flags & WINED3D_MAP_DISCARD)
1901 TRACE("WINED3D_MAP_DISCARD flag passed, marking %s as up to date.\n",
1902 wined3d_debug_location(resource->map_binding));
1903 if ((ret = wined3d_texture_prepare_location(texture, sub_resource_idx, context, resource->map_binding)))
1904 wined3d_texture_validate_location(texture, sub_resource_idx, resource->map_binding);
1906 else
1908 if (resource->usage & WINED3DUSAGE_DYNAMIC)
1909 WARN_(d3d_perf)("Mapping a dynamic texture without WINED3D_MAP_DISCARD.\n");
1910 ret = wined3d_texture_load_location(texture, sub_resource_idx, context, resource->map_binding);
1913 if (!ret)
1915 ERR("Failed to prepare location.\n");
1916 context_release(context);
1917 return E_OUTOFMEMORY;
1920 if (!(flags & WINED3D_MAP_READONLY)
1921 && (!(flags & WINED3D_MAP_NO_DIRTY_UPDATE) || (resource->usage & WINED3DUSAGE_DYNAMIC)))
1922 wined3d_texture_invalidate_location(texture, sub_resource_idx, ~resource->map_binding);
1924 wined3d_texture_get_memory(texture, sub_resource_idx, &data, resource->map_binding);
1925 base_memory = context_map_bo_address(context, &data, sub_resource->size, GL_PIXEL_UNPACK_BUFFER, flags);
1926 TRACE("Base memory pointer %p.\n", base_memory);
1928 if (context)
1929 context_release(context);
1931 if (fmt_flags & WINED3DFMT_FLAG_BROKEN_PITCH)
1933 map_desc->row_pitch = wined3d_texture_get_level_width(texture, texture_level) * format->byte_count;
1934 map_desc->slice_pitch = wined3d_texture_get_level_height(texture, texture_level) * map_desc->row_pitch;
1936 else
1938 wined3d_texture_get_pitch(texture, texture_level, &map_desc->row_pitch, &map_desc->slice_pitch);
1941 if (!box)
1943 map_desc->data = base_memory;
1945 else
1947 if ((fmt_flags & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_BLOCKS)
1949 /* Compressed textures are block based, so calculate the offset of
1950 * the block that contains the top-left pixel of the mapped box. */
1951 map_desc->data = base_memory
1952 + (box->front * map_desc->slice_pitch)
1953 + ((box->top / format->block_height) * map_desc->row_pitch)
1954 + ((box->left / format->block_width) * format->block_byte_count);
1956 else
1958 map_desc->data = base_memory
1959 + (box->front * map_desc->slice_pitch)
1960 + (box->top * map_desc->row_pitch)
1961 + (box->left * format->byte_count);
1965 if (texture->swapchain && texture->swapchain->front_buffer == texture)
1967 RECT *r = &texture->swapchain->front_buffer_update;
1969 if (!box)
1970 SetRect(r, 0, 0, resource->width, resource->height);
1971 else
1972 SetRect(r, box->left, box->top, box->right, box->bottom);
1973 TRACE("Mapped front buffer %s.\n", wine_dbgstr_rect(r));
1976 ++resource->map_count;
1977 ++sub_resource->map_count;
1979 TRACE("Returning memory %p, row pitch %u, slice pitch %u.\n",
1980 map_desc->data, map_desc->row_pitch, map_desc->slice_pitch);
1982 return WINED3D_OK;
1985 static HRESULT texture_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
1987 struct wined3d_texture_sub_resource *sub_resource;
1988 struct wined3d_device *device = resource->device;
1989 struct wined3d_context *context = NULL;
1990 struct wined3d_texture *texture;
1991 struct wined3d_bo_address data;
1993 TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx);
1995 texture = texture_from_resource(resource);
1996 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
1997 return E_INVALIDARG;
1999 if (!sub_resource->map_count)
2001 WARN("Trying to unmap unmapped sub-resource.\n");
2002 if (texture->flags & WINED3D_TEXTURE_DC_IN_USE)
2003 return WINED3D_OK;
2004 return WINEDDERR_NOTLOCKED;
2007 if (device->d3d_initialized)
2008 context = context_acquire(device, NULL, 0);
2010 wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding);
2011 context_unmap_bo_address(context, &data, GL_PIXEL_UNPACK_BUFFER);
2013 if (context)
2014 context_release(context);
2016 if (texture->swapchain && texture->swapchain->front_buffer == texture)
2018 if (!(sub_resource->locations & (WINED3D_LOCATION_DRAWABLE | WINED3D_LOCATION_TEXTURE_RGB)))
2019 texture->swapchain->swapchain_ops->swapchain_frontbuffer_updated(texture->swapchain);
2022 --sub_resource->map_count;
2023 if (!--resource->map_count && texture->update_map_binding)
2024 wined3d_texture_update_map_binding(texture);
2026 return WINED3D_OK;
2029 static const struct wined3d_resource_ops texture_resource_ops =
2031 texture_resource_incref,
2032 texture_resource_decref,
2033 texture_resource_preload,
2034 wined3d_texture_unload,
2035 texture_resource_sub_resource_map,
2036 texture_resource_sub_resource_unmap,
2039 static HRESULT texture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
2040 unsigned int layer_count, unsigned int level_count, DWORD flags, struct wined3d_device *device,
2041 void *parent, const struct wined3d_parent_ops *parent_ops)
2043 struct wined3d_device_parent *device_parent = device->device_parent;
2044 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2045 struct wined3d_surface *surfaces;
2046 UINT pow2_width, pow2_height;
2047 unsigned int i, j;
2048 HRESULT hr;
2050 if (!(desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP) && layer_count > 1
2051 && !gl_info->supported[EXT_TEXTURE_ARRAY])
2053 WARN("OpenGL implementation does not support array textures.\n");
2054 return WINED3DERR_INVALIDCALL;
2057 /* TODO: It should only be possible to create textures for formats
2058 * that are reported as supported. */
2059 if (WINED3DFMT_UNKNOWN >= desc->format)
2061 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
2062 return WINED3DERR_INVALIDCALL;
2065 if (desc->usage & WINED3DUSAGE_DYNAMIC && desc->pool == WINED3D_POOL_MANAGED)
2066 FIXME("Trying to create a managed texture with dynamic usage.\n");
2067 if (!(desc->usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))
2068 && (flags & WINED3D_TEXTURE_CREATE_MAPPABLE))
2069 WARN("Creating a mappable texture in the default pool that doesn't specify dynamic usage.\n");
2070 if (desc->usage & WINED3DUSAGE_RENDERTARGET && desc->pool != WINED3D_POOL_DEFAULT)
2071 FIXME("Trying to create a render target that isn't in the default pool.\n");
2073 pow2_width = desc->width;
2074 pow2_height = desc->height;
2075 if (((desc->width & (desc->width - 1)) || (desc->height & (desc->height - 1)))
2076 && !gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2078 /* level_count == 0 returns an error as well. */
2079 if (level_count != 1 || layer_count != 1)
2081 if (desc->pool != WINED3D_POOL_SCRATCH)
2083 WARN("Attempted to create a mipmapped/cube/array NPOT texture without unconditional NPOT support.\n");
2084 return WINED3DERR_INVALIDCALL;
2087 WARN("Creating a scratch mipmapped/cube/array NPOT texture despite lack of HW support.\n");
2089 texture->flags |= WINED3D_TEXTURE_COND_NP2;
2091 if (!gl_info->supported[ARB_TEXTURE_RECTANGLE] && !gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
2093 const struct wined3d_format *format = wined3d_get_format(gl_info, desc->format, desc->usage);
2095 /* TODO: Add support for non-power-of-two compressed textures. */
2096 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D]
2097 & (WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_HEIGHT_SCALE))
2099 FIXME("Compressed or height scaled non-power-of-two (%ux%u) textures are not supported.\n",
2100 desc->width, desc->height);
2101 return WINED3DERR_NOTAVAILABLE;
2104 /* Find the nearest pow2 match. */
2105 pow2_width = pow2_height = 1;
2106 while (pow2_width < desc->width)
2107 pow2_width <<= 1;
2108 while (pow2_height < desc->height)
2109 pow2_height <<= 1;
2110 texture->flags |= WINED3D_TEXTURE_COND_NP2_EMULATED;
2113 texture->pow2_width = pow2_width;
2114 texture->pow2_height = pow2_height;
2116 if ((pow2_width > gl_info->limits.texture_size || pow2_height > gl_info->limits.texture_size)
2117 && (desc->usage & WINED3DUSAGE_TEXTURE))
2119 /* One of four options:
2120 * 1: Do the same as we do with NPOT and scale the texture. (Any
2121 * texture ops would require the texture to be scaled which is
2122 * potentially slow.)
2123 * 2: Set the texture to the maximum size (bad idea).
2124 * 3: WARN and return WINED3DERR_NOTAVAILABLE.
2125 * 4: Create the surface, but allow it to be used only for DirectDraw
2126 * Blts. Some apps (e.g. Swat 3) create textures with a height of
2127 * 16 and a width > 3000 and blt 16x16 letter areas from them to
2128 * the render target. */
2129 if (desc->pool == WINED3D_POOL_DEFAULT || desc->pool == WINED3D_POOL_MANAGED)
2131 WARN("Dimensions (%ux%u) exceed the maximum texture size.\n", pow2_width, pow2_height);
2132 return WINED3DERR_NOTAVAILABLE;
2135 /* We should never use this surface in combination with OpenGL. */
2136 TRACE("Creating an oversized (%ux%u) surface.\n", pow2_width, pow2_height);
2139 /* Calculate levels for mip mapping. */
2140 if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
2142 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
2144 WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
2145 return WINED3DERR_INVALIDCALL;
2148 if (level_count != 1)
2150 WARN("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning WINED3DERR_INVALIDCALL.\n");
2151 return WINED3DERR_INVALIDCALL;
2155 if (FAILED(hr = wined3d_texture_init(texture, &texture2d_ops, layer_count, level_count, desc,
2156 flags, device, parent, parent_ops, &texture_resource_ops)))
2158 WARN("Failed to initialize texture, returning %#x.\n", hr);
2159 return hr;
2162 /* Precalculated scaling for 'faked' non power of two texture coords. */
2163 if (texture->resource.gl_type == WINED3D_GL_RES_TYPE_TEX_RECT)
2165 texture->pow2_matrix[0] = (float)desc->width;
2166 texture->pow2_matrix[5] = (float)desc->height;
2167 texture->flags &= ~(WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS);
2168 texture->target = GL_TEXTURE_RECTANGLE_ARB;
2170 else
2172 if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
2174 texture->pow2_matrix[0] = (((float)desc->width) / ((float)pow2_width));
2175 texture->pow2_matrix[5] = (((float)desc->height) / ((float)pow2_height));
2176 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
2178 else
2180 texture->pow2_matrix[0] = 1.0f;
2181 texture->pow2_matrix[5] = 1.0f;
2183 if (desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP)
2184 texture->target = GL_TEXTURE_CUBE_MAP_ARB;
2185 else if (layer_count > 1)
2186 texture->target = GL_TEXTURE_2D_ARRAY;
2187 else
2188 texture->target = GL_TEXTURE_2D;
2190 texture->pow2_matrix[10] = 1.0f;
2191 texture->pow2_matrix[15] = 1.0f;
2192 TRACE("x scale %.8e, y scale %.8e.\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
2194 if (wined3d_texture_use_pbo(texture, gl_info))
2195 texture->resource.map_binding = WINED3D_LOCATION_BUFFER;
2197 if (level_count > ~(SIZE_T)0 / layer_count
2198 || !(surfaces = wined3d_calloc(level_count * layer_count, sizeof(*surfaces))))
2200 wined3d_texture_cleanup_sync(texture);
2201 return E_OUTOFMEMORY;
2204 /* Generate all the surfaces. */
2205 for (i = 0; i < texture->level_count; ++i)
2207 for (j = 0; j < texture->layer_count; ++j)
2209 static const GLenum cube_targets[6] =
2211 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
2212 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
2213 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
2214 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
2215 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
2216 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
2218 struct wined3d_texture_sub_resource *sub_resource;
2219 unsigned int idx = j * texture->level_count + i;
2220 struct wined3d_surface *surface;
2222 surface = &surfaces[idx];
2223 surface->container = texture;
2224 surface->texture_target = desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP ? cube_targets[j] : texture->target;
2225 surface->texture_level = i;
2226 surface->texture_layer = j;
2227 list_init(&surface->renderbuffers);
2228 list_init(&surface->overlays);
2230 sub_resource = &texture->sub_resources[idx];
2231 sub_resource->locations = WINED3D_LOCATION_DISCARDED;
2232 sub_resource->u.surface = surface;
2233 if (!(texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL))
2235 wined3d_texture_validate_location(texture, idx, WINED3D_LOCATION_SYSMEM);
2236 wined3d_texture_invalidate_location(texture, idx, ~WINED3D_LOCATION_SYSMEM);
2239 if (FAILED(hr = device_parent->ops->surface_created(device_parent,
2240 texture, idx, &sub_resource->parent, &sub_resource->parent_ops)))
2242 WARN("Failed to create surface parent, hr %#x.\n", hr);
2243 sub_resource->parent = NULL;
2244 wined3d_texture_cleanup_sync(texture);
2245 return hr;
2248 TRACE("parent %p, parent_ops %p.\n", sub_resource->parent, sub_resource->parent_ops);
2250 TRACE("Created surface level %u, layer %u @ %p.\n", i, j, surface);
2252 if ((desc->usage & WINED3DUSAGE_OWNDC) || (device->wined3d->flags & WINED3D_NO3D))
2254 wined3d_cs_init_object(device->cs, texture2d_create_dc, surface);
2255 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
2256 if (!surface->dc)
2258 wined3d_texture_cleanup_sync(texture);
2259 return WINED3DERR_INVALIDCALL;
2265 return WINED3D_OK;
2268 /* This call just uploads data, the caller is responsible for binding the
2269 * correct texture. */
2270 /* Context activation is done by the caller. */
2271 static void texture3d_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2272 const struct wined3d_context *context, const struct wined3d_box *box,
2273 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch)
2275 const struct wined3d_format *format = texture->resource.format;
2276 unsigned int level = sub_resource_idx % texture->level_count;
2277 const struct wined3d_gl_info *gl_info = context->gl_info;
2278 unsigned int x, y, z, update_w, update_h, update_d;
2279 unsigned int dst_row_pitch, dst_slice_pitch;
2280 unsigned int width, height, depth;
2281 const void *mem = data->addr;
2282 void *converted_mem = NULL;
2284 TRACE("texture %p, sub_resource_idx %u, context %p, box %s, data {%#x:%p}, row_pitch %#x, slice_pitch %#x.\n",
2285 texture, sub_resource_idx, context, debug_box(box),
2286 data->buffer_object, data->addr, row_pitch, slice_pitch);
2288 width = wined3d_texture_get_level_width(texture, level);
2289 height = wined3d_texture_get_level_height(texture, level);
2290 depth = wined3d_texture_get_level_depth(texture, level);
2292 if (!box)
2294 x = y = z = 0;
2295 update_w = width;
2296 update_h = height;
2297 update_d = depth;
2299 else
2301 x = box->left;
2302 y = box->top;
2303 z = box->front;
2304 update_w = box->right - box->left;
2305 update_h = box->bottom - box->top;
2306 update_d = box->back - box->front;
2309 if (format->convert)
2311 if (data->buffer_object)
2312 ERR("Loading a converted texture from a PBO.\n");
2313 if (texture->resource.format_flags & WINED3DFMT_FLAG_BLOCKS)
2314 ERR("Converting a block-based format.\n");
2316 dst_row_pitch = update_w * format->conv_byte_count;
2317 dst_slice_pitch = dst_row_pitch * update_h;
2319 converted_mem = wined3d_calloc(update_d, dst_slice_pitch);
2320 format->convert(data->addr, converted_mem, row_pitch, slice_pitch,
2321 dst_row_pitch, dst_slice_pitch, update_w, update_h, update_d);
2322 mem = converted_mem;
2324 else
2326 wined3d_texture_get_pitch(texture, sub_resource_idx, &dst_row_pitch, &dst_slice_pitch);
2327 if (row_pitch != dst_row_pitch || slice_pitch != dst_slice_pitch)
2328 FIXME("Ignoring row/slice pitch (%u/%u).\n", row_pitch, slice_pitch);
2331 if (data->buffer_object)
2333 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, data->buffer_object));
2334 checkGLcall("glBindBuffer");
2337 GL_EXTCALL(glTexSubImage3D(GL_TEXTURE_3D, level, x, y, z,
2338 update_w, update_h, update_d, format->glFormat, format->glType, mem));
2339 checkGLcall("glTexSubImage3D");
2341 if (data->buffer_object)
2343 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
2344 checkGLcall("glBindBuffer");
2347 HeapFree(GetProcessHeap(), 0, converted_mem);
2350 /* Context activation is done by the caller. */
2351 static void texture3d_download_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2352 const struct wined3d_context *context, const struct wined3d_bo_address *data)
2354 const struct wined3d_format *format = texture->resource.format;
2355 const struct wined3d_gl_info *gl_info = context->gl_info;
2357 if (format->convert)
2359 FIXME("Attempting to download a converted volume, format %s.\n",
2360 debug_d3dformat(format->id));
2361 return;
2364 if (data->buffer_object)
2366 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data->buffer_object));
2367 checkGLcall("glBindBuffer");
2370 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_3D, sub_resource_idx,
2371 format->glFormat, format->glType, data->addr);
2372 checkGLcall("glGetTexImage");
2374 if (data->buffer_object)
2376 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
2377 checkGLcall("glBindBuffer");
2382 /* Context activation is done by the caller. */
2383 static void texture3d_srgb_transfer(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2384 struct wined3d_context *context, BOOL dest_is_srgb)
2386 struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
2387 unsigned int row_pitch, slice_pitch;
2388 struct wined3d_bo_address data;
2390 /* Optimisations are possible, but the effort should be put into either
2391 * implementing EXT_SRGB_DECODE in the driver or finding out why we
2392 * picked the wrong copy for the original upload and fixing that.
2394 * Also keep in mind that we want to avoid using resource.heap_memory
2395 * for DEFAULT pool surfaces. */
2396 WARN_(d3d_perf)("Performing slow rgb/srgb volume transfer.\n");
2397 data.buffer_object = 0;
2398 if (!(data.addr = HeapAlloc(GetProcessHeap(), 0, sub_resource->size)))
2399 return;
2401 wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
2402 wined3d_texture_bind_and_dirtify(texture, context, !dest_is_srgb);
2403 texture3d_download_data(texture, sub_resource_idx, context, &data);
2404 wined3d_texture_bind_and_dirtify(texture, context, dest_is_srgb);
2405 texture3d_upload_data(texture, sub_resource_idx, context,
2406 NULL, wined3d_const_bo_address(&data), row_pitch, slice_pitch);
2408 HeapFree(GetProcessHeap(), 0, data.addr);
2411 /* Context activation is done by the caller. */
2412 static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2413 struct wined3d_context *context, DWORD location)
2415 struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
2416 unsigned int row_pitch, slice_pitch;
2418 if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location))
2419 return FALSE;
2421 switch (location)
2423 case WINED3D_LOCATION_TEXTURE_RGB:
2424 case WINED3D_LOCATION_TEXTURE_SRGB:
2425 if (sub_resource->locations & WINED3D_LOCATION_SYSMEM)
2427 struct wined3d_const_bo_address data = {0, texture->resource.heap_memory};
2428 data.addr += sub_resource->offset;
2429 wined3d_texture_bind_and_dirtify(texture, context,
2430 location == WINED3D_LOCATION_TEXTURE_SRGB);
2431 wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
2432 texture3d_upload_data(texture, sub_resource_idx, context, NULL, &data, row_pitch, slice_pitch);
2434 else if (sub_resource->locations & WINED3D_LOCATION_BUFFER)
2436 struct wined3d_const_bo_address data = {sub_resource->buffer_object, NULL};
2437 wined3d_texture_bind_and_dirtify(texture, context,
2438 location == WINED3D_LOCATION_TEXTURE_SRGB);
2439 wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
2440 texture3d_upload_data(texture, sub_resource_idx, context, NULL, &data, row_pitch, slice_pitch);
2442 else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
2444 texture3d_srgb_transfer(texture, sub_resource_idx, context, TRUE);
2446 else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_SRGB)
2448 texture3d_srgb_transfer(texture, sub_resource_idx, context, FALSE);
2450 else
2452 FIXME("Implement texture loading from %s.\n", wined3d_debug_location(sub_resource->locations));
2453 return FALSE;
2455 break;
2457 case WINED3D_LOCATION_SYSMEM:
2458 if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
2460 struct wined3d_bo_address data = {0, texture->resource.heap_memory};
2462 data.addr += sub_resource->offset;
2463 if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
2464 wined3d_texture_bind_and_dirtify(texture, context, FALSE);
2465 else
2466 wined3d_texture_bind_and_dirtify(texture, context, TRUE);
2468 texture3d_download_data(texture, sub_resource_idx, context, &data);
2469 ++texture->download_count;
2471 else
2473 FIXME("Implement WINED3D_LOCATION_SYSMEM loading from %s.\n",
2474 wined3d_debug_location(sub_resource->locations));
2475 return FALSE;
2477 break;
2479 case WINED3D_LOCATION_BUFFER:
2480 if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
2482 struct wined3d_bo_address data = {sub_resource->buffer_object, NULL};
2484 if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
2485 wined3d_texture_bind_and_dirtify(texture, context, FALSE);
2486 else
2487 wined3d_texture_bind_and_dirtify(texture, context, TRUE);
2489 texture3d_download_data(texture, sub_resource_idx, context, &data);
2491 else
2493 FIXME("Implement WINED3D_LOCATION_BUFFER loading from %s.\n",
2494 wined3d_debug_location(sub_resource->locations));
2495 return FALSE;
2497 break;
2499 default:
2500 FIXME("Implement %s loading from %s.\n", wined3d_debug_location(location),
2501 wined3d_debug_location(sub_resource->locations));
2502 return FALSE;
2505 return TRUE;
2508 static void texture3d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
2510 const struct wined3d_format *format = texture->resource.format;
2511 GLenum internal = srgb ? format->glGammaInternal : format->glInternal;
2512 unsigned int sub_count = texture->level_count * texture->layer_count;
2513 const struct wined3d_gl_info *gl_info = context->gl_info;
2514 unsigned int i;
2516 wined3d_texture_bind_and_dirtify(texture, context, srgb);
2518 if (wined3d_texture_use_immutable_storage(texture, gl_info))
2520 GL_EXTCALL(glTexStorage3D(GL_TEXTURE_3D, texture->level_count, internal,
2521 wined3d_texture_get_level_width(texture, 0),
2522 wined3d_texture_get_level_height(texture, 0),
2523 wined3d_texture_get_level_depth(texture, 0)));
2524 checkGLcall("glTexStorage3D");
2526 else
2528 for (i = 0; i < sub_count; ++i)
2530 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, i, internal,
2531 wined3d_texture_get_level_width(texture, i),
2532 wined3d_texture_get_level_height(texture, i),
2533 wined3d_texture_get_level_depth(texture, i),
2534 0, format->glFormat, format->glType, NULL));
2535 checkGLcall("glTexImage3D");
2540 static void texture3d_cleanup_sub_resources(struct wined3d_texture *texture)
2544 static const struct wined3d_texture_ops texture3d_ops =
2546 texture3d_upload_data,
2547 texture3d_load_location,
2548 texture3d_prepare_texture,
2549 texture3d_cleanup_sub_resources,
2552 static HRESULT volumetexture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
2553 UINT layer_count, UINT level_count, DWORD flags, struct wined3d_device *device, void *parent,
2554 const struct wined3d_parent_ops *parent_ops)
2556 struct wined3d_device_parent *device_parent = device->device_parent;
2557 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2558 unsigned int i;
2559 HRESULT hr;
2561 if (layer_count != 1)
2563 ERR("Invalid layer count for volume texture.\n");
2564 return E_INVALIDARG;
2567 /* TODO: It should only be possible to create textures for formats
2568 * that are reported as supported. */
2569 if (WINED3DFMT_UNKNOWN >= desc->format)
2571 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
2572 return WINED3DERR_INVALIDCALL;
2575 if (!gl_info->supported[EXT_TEXTURE3D])
2577 WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
2578 return WINED3DERR_INVALIDCALL;
2581 /* Calculate levels for mip mapping. */
2582 if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
2584 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
2586 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
2587 return WINED3DERR_INVALIDCALL;
2590 if (level_count != 1)
2592 WARN("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning D3DERR_INVALIDCALL.\n");
2593 return WINED3DERR_INVALIDCALL;
2597 if (desc->usage & WINED3DUSAGE_DYNAMIC && (desc->pool == WINED3D_POOL_MANAGED
2598 || desc->pool == WINED3D_POOL_SCRATCH))
2600 WARN("Attempted to create a DYNAMIC texture in pool %s.\n", debug_d3dpool(desc->pool));
2601 return WINED3DERR_INVALIDCALL;
2604 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2606 UINT pow2_w, pow2_h, pow2_d;
2607 pow2_w = 1;
2608 while (pow2_w < desc->width)
2609 pow2_w <<= 1;
2610 pow2_h = 1;
2611 while (pow2_h < desc->height)
2612 pow2_h <<= 1;
2613 pow2_d = 1;
2614 while (pow2_d < desc->depth)
2615 pow2_d <<= 1;
2617 if (pow2_w != desc->width || pow2_h != desc->height || pow2_d != desc->depth)
2619 if (desc->pool == WINED3D_POOL_SCRATCH)
2621 WARN("Creating a scratch NPOT volume texture despite lack of HW support.\n");
2623 else
2625 WARN("Attempted to create a NPOT volume texture (%u, %u, %u) without GL support.\n",
2626 desc->width, desc->height, desc->depth);
2627 return WINED3DERR_INVALIDCALL;
2632 if (FAILED(hr = wined3d_texture_init(texture, &texture3d_ops, 1, level_count, desc,
2633 flags, device, parent, parent_ops, &texture_resource_ops)))
2635 WARN("Failed to initialize texture, returning %#x.\n", hr);
2636 return hr;
2639 texture->pow2_matrix[0] = 1.0f;
2640 texture->pow2_matrix[5] = 1.0f;
2641 texture->pow2_matrix[10] = 1.0f;
2642 texture->pow2_matrix[15] = 1.0f;
2643 texture->target = GL_TEXTURE_3D;
2645 if (wined3d_texture_use_pbo(texture, gl_info))
2647 wined3d_resource_free_sysmem(&texture->resource);
2648 texture->resource.map_binding = WINED3D_LOCATION_BUFFER;
2651 /* Generate all the surfaces. */
2652 for (i = 0; i < texture->level_count; ++i)
2654 struct wined3d_texture_sub_resource *sub_resource;
2656 sub_resource = &texture->sub_resources[i];
2657 sub_resource->locations = WINED3D_LOCATION_DISCARDED;
2659 if (FAILED(hr = device_parent->ops->volume_created(device_parent,
2660 texture, i, &sub_resource->parent, &sub_resource->parent_ops)))
2662 WARN("Failed to create volume parent, hr %#x.\n", hr);
2663 sub_resource->parent = NULL;
2664 wined3d_texture_cleanup_sync(texture);
2665 return hr;
2668 TRACE("parent %p, parent_ops %p.\n", parent, parent_ops);
2670 TRACE("Created volume level %u.\n", i);
2673 return WINED3D_OK;
2676 HRESULT CDECL wined3d_texture_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
2677 const RECT *dst_rect, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
2678 const RECT *src_rect, DWORD flags, const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter)
2680 struct wined3d_box src_box = {src_rect->left, src_rect->top, src_rect->right, src_rect->bottom, 0, 1};
2681 struct wined3d_box dst_box = {dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, 0, 1};
2682 unsigned int dst_format_flags, src_format_flags = 0;
2683 HRESULT hr;
2685 TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_rect %s, src_texture %p, "
2686 "src_sub_resource_idx %u, src_rect %s, flags %#x, fx %p, filter %s.\n",
2687 dst_texture, dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), src_texture,
2688 src_sub_resource_idx, wine_dbgstr_rect(src_rect), flags, fx, debug_d3dtexturefiltertype(filter));
2690 if (dst_sub_resource_idx >= dst_texture->level_count * dst_texture->layer_count
2691 || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
2692 return WINED3DERR_INVALIDCALL;
2694 if (src_sub_resource_idx >= src_texture->level_count * src_texture->layer_count
2695 || src_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
2696 return WINED3DERR_INVALIDCALL;
2698 dst_format_flags = dst_texture->resource.format_flags;
2699 if (FAILED(hr = wined3d_texture_check_box_dimensions(dst_texture,
2700 dst_sub_resource_idx % dst_texture->level_count, &dst_box)))
2701 return hr;
2703 src_format_flags = src_texture->resource.format_flags;
2704 if (FAILED(hr = wined3d_texture_check_box_dimensions(src_texture,
2705 src_sub_resource_idx % src_texture->level_count, &src_box)))
2706 return hr;
2708 if (dst_texture->sub_resources[dst_sub_resource_idx].map_count
2709 || src_texture->sub_resources[src_sub_resource_idx].map_count)
2711 WARN("Sub-resource is busy, returning WINEDDERR_SURFACEBUSY.\n");
2712 return WINEDDERR_SURFACEBUSY;
2715 if ((src_format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2716 != (dst_format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2718 WARN("Rejecting depth/stencil blit between incompatible formats.\n");
2719 return WINED3DERR_INVALIDCALL;
2722 wined3d_cs_emit_blt_sub_resource(dst_texture->resource.device->cs, &dst_texture->resource, dst_sub_resource_idx,
2723 &dst_box, &src_texture->resource, src_sub_resource_idx, &src_box, flags, fx, filter);
2725 return WINED3D_OK;
2728 HRESULT CDECL wined3d_texture_get_overlay_position(const struct wined3d_texture *texture,
2729 unsigned int sub_resource_idx, LONG *x, LONG *y)
2731 struct wined3d_surface *surface;
2733 TRACE("texture %p, sub_resource_idx %u, x %p, y %p.\n", texture, sub_resource_idx, x, y);
2735 if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
2736 || sub_resource_idx >= texture->level_count * texture->layer_count)
2738 WARN("Invalid sub-resource specified.\n");
2739 return WINEDDERR_NOTAOVERLAYSURFACE;
2742 surface = texture->sub_resources[sub_resource_idx].u.surface;
2743 if (!surface->overlay_dest)
2745 TRACE("Overlay not visible.\n");
2746 *x = 0;
2747 *y = 0;
2748 return WINEDDERR_OVERLAYNOTVISIBLE;
2751 *x = surface->overlay_destrect.left;
2752 *y = surface->overlay_destrect.top;
2754 TRACE("Returning position %d, %d.\n", *x, *y);
2756 return WINED3D_OK;
2759 HRESULT CDECL wined3d_texture_set_overlay_position(struct wined3d_texture *texture,
2760 unsigned int sub_resource_idx, LONG x, LONG y)
2762 struct wined3d_texture_sub_resource *sub_resource;
2763 struct wined3d_surface *surface;
2764 LONG w, h;
2766 TRACE("texture %p, sub_resource_idx %u, x %d, y %d.\n", texture, sub_resource_idx, x, y);
2768 if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
2769 || !(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
2771 WARN("Invalid sub-resource specified.\n");
2772 return WINEDDERR_NOTAOVERLAYSURFACE;
2775 surface = sub_resource->u.surface;
2776 w = surface->overlay_destrect.right - surface->overlay_destrect.left;
2777 h = surface->overlay_destrect.bottom - surface->overlay_destrect.top;
2778 SetRect(&surface->overlay_destrect, x, y, x + w, y + h);
2780 return WINED3D_OK;
2783 HRESULT CDECL wined3d_texture_update_overlay(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2784 const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
2785 const RECT *dst_rect, DWORD flags)
2787 struct wined3d_texture_sub_resource *sub_resource, *dst_sub_resource;
2788 struct wined3d_surface *surface, *dst_surface;
2790 TRACE("texture %p, sub_resource_idx %u, src_rect %s, dst_texture %p, "
2791 "dst_sub_resource_idx %u, dst_rect %s, flags %#x.\n",
2792 texture, sub_resource_idx, wine_dbgstr_rect(src_rect), dst_texture,
2793 dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), flags);
2795 if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
2796 || !(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
2798 WARN("Invalid sub-resource specified.\n");
2799 return WINEDDERR_NOTAOVERLAYSURFACE;
2802 if (!dst_texture || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
2803 || !(dst_sub_resource = wined3d_texture_get_sub_resource(dst_texture, dst_sub_resource_idx)))
2805 WARN("Invalid destination sub-resource specified.\n");
2806 return WINED3DERR_INVALIDCALL;
2809 surface = sub_resource->u.surface;
2810 if (src_rect)
2811 surface->overlay_srcrect = *src_rect;
2812 else
2813 SetRect(&surface->overlay_srcrect, 0, 0,
2814 wined3d_texture_get_level_width(texture, surface->texture_level),
2815 wined3d_texture_get_level_height(texture, surface->texture_level));
2817 dst_surface = dst_sub_resource->u.surface;
2818 if (dst_rect)
2819 surface->overlay_destrect = *dst_rect;
2820 else
2821 SetRect(&surface->overlay_destrect, 0, 0,
2822 wined3d_texture_get_level_width(dst_texture, dst_surface->texture_level),
2823 wined3d_texture_get_level_height(dst_texture, dst_surface->texture_level));
2825 if (surface->overlay_dest && (surface->overlay_dest != dst_surface || flags & WINEDDOVER_HIDE))
2827 surface->overlay_dest = NULL;
2828 list_remove(&surface->overlay_entry);
2831 if (flags & WINEDDOVER_SHOW)
2833 if (surface->overlay_dest != dst_surface)
2835 surface->overlay_dest = dst_surface;
2836 list_add_tail(&dst_surface->overlays, &surface->overlay_entry);
2839 else if (flags & WINEDDOVER_HIDE)
2841 /* Tests show that the rectangles are erased on hide. */
2842 SetRectEmpty(&surface->overlay_srcrect);
2843 SetRectEmpty(&surface->overlay_destrect);
2844 surface->overlay_dest = NULL;
2847 return WINED3D_OK;
2850 void * CDECL wined3d_texture_get_sub_resource_parent(struct wined3d_texture *texture, unsigned int sub_resource_idx)
2852 unsigned int sub_count = texture->level_count * texture->layer_count;
2854 TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
2856 if (sub_resource_idx >= sub_count)
2858 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
2859 return NULL;
2862 return texture->sub_resources[sub_resource_idx].parent;
2865 void CDECL wined3d_texture_set_sub_resource_parent(struct wined3d_texture *texture,
2866 unsigned int sub_resource_idx, void *parent)
2868 unsigned int sub_count = texture->level_count * texture->layer_count;
2870 TRACE("texture %p, sub_resource_idx %u, parent %p.\n", texture, sub_resource_idx, parent);
2872 if (sub_resource_idx >= sub_count)
2874 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
2875 return;
2878 texture->sub_resources[sub_resource_idx].parent = parent;
2881 HRESULT CDECL wined3d_texture_get_sub_resource_desc(const struct wined3d_texture *texture,
2882 unsigned int sub_resource_idx, struct wined3d_sub_resource_desc *desc)
2884 unsigned int sub_count = texture->level_count * texture->layer_count;
2885 const struct wined3d_resource *resource;
2886 unsigned int level_idx;
2888 TRACE("texture %p, sub_resource_idx %u, desc %p.\n", texture, sub_resource_idx, desc);
2890 if (sub_resource_idx >= sub_count)
2892 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
2893 return WINED3DERR_INVALIDCALL;
2896 resource = &texture->resource;
2897 desc->format = resource->format->id;
2898 desc->multisample_type = resource->multisample_type;
2899 desc->multisample_quality = resource->multisample_quality;
2900 desc->usage = resource->usage;
2901 desc->pool = resource->pool;
2903 level_idx = sub_resource_idx % texture->level_count;
2904 desc->width = wined3d_texture_get_level_width(texture, level_idx);
2905 desc->height = wined3d_texture_get_level_height(texture, level_idx);
2906 desc->depth = wined3d_texture_get_level_depth(texture, level_idx);
2907 desc->size = texture->sub_resources[sub_resource_idx].size;
2909 return WINED3D_OK;
2912 HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct wined3d_resource_desc *desc,
2913 UINT layer_count, UINT level_count, DWORD flags, const struct wined3d_sub_resource_data *data,
2914 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
2916 struct wined3d_texture *object;
2917 HRESULT hr;
2919 TRACE("device %p, desc %p, layer_count %u, level_count %u, flags %#x, data %p, "
2920 "parent %p, parent_ops %p, texture %p.\n",
2921 device, desc, layer_count, level_count, flags, data, parent, parent_ops, texture);
2923 if (!layer_count)
2925 WARN("Invalid layer count.\n");
2926 return E_INVALIDARG;
2928 if ((desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP) && layer_count != 6)
2930 ERR("Invalid layer count %u for legacy cubemap.\n", layer_count);
2931 layer_count = 6;
2934 if (!level_count)
2936 WARN("Invalid level count.\n");
2937 return WINED3DERR_INVALIDCALL;
2940 if (desc->multisample_type != WINED3D_MULTISAMPLE_NONE)
2942 const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info,
2943 desc->format, desc->usage);
2945 if (desc->multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE
2946 && desc->multisample_quality >= wined3d_popcount(format->multisample_types))
2948 WARN("Unsupported quality level %u requested for WINED3D_MULTISAMPLE_NON_MASKABLE.\n",
2949 desc->multisample_quality);
2950 return WINED3DERR_NOTAVAILABLE;
2952 if (desc->multisample_type != WINED3D_MULTISAMPLE_NON_MASKABLE
2953 && (!(format->multisample_types & 1u << (desc->multisample_type - 1))
2954 || desc->multisample_quality))
2956 WARN("Unsupported multisample type %u quality %u requested.\n", desc->multisample_type,
2957 desc->multisample_quality);
2958 return WINED3DERR_NOTAVAILABLE;
2962 if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
2963 FIELD_OFFSET(struct wined3d_texture, sub_resources[level_count * layer_count]))))
2964 return E_OUTOFMEMORY;
2966 switch (desc->resource_type)
2968 case WINED3D_RTYPE_TEXTURE_2D:
2969 hr = texture_init(object, desc, layer_count, level_count, flags, device, parent, parent_ops);
2970 break;
2972 case WINED3D_RTYPE_TEXTURE_3D:
2973 hr = volumetexture_init(object, desc, layer_count, level_count, flags, device, parent, parent_ops);
2974 break;
2976 default:
2977 ERR("Invalid resource type %s.\n", debug_d3dresourcetype(desc->resource_type));
2978 hr = WINED3DERR_INVALIDCALL;
2979 break;
2982 if (FAILED(hr))
2984 WARN("Failed to initialize texture, returning %#x.\n", hr);
2985 HeapFree(GetProcessHeap(), 0, object);
2986 return hr;
2989 /* FIXME: We'd like to avoid ever allocating system memory for the texture
2990 * in this case. */
2991 if (data)
2993 unsigned int sub_count = level_count * layer_count;
2994 unsigned int i;
2996 for (i = 0; i < sub_count; ++i)
2998 if (!data[i].data)
3000 WARN("Invalid sub-resource data specified for sub-resource %u.\n", i);
3001 wined3d_texture_cleanup_sync(object);
3002 HeapFree(GetProcessHeap(), 0, object);
3003 return E_INVALIDARG;
3007 for (i = 0; i < sub_count; ++i)
3009 wined3d_device_update_sub_resource(device, &object->resource,
3010 i, NULL, data[i].data, data[i].row_pitch, data[i].slice_pitch);
3014 TRACE("Created texture %p.\n", object);
3015 *texture = object;
3017 return WINED3D_OK;
3020 HRESULT CDECL wined3d_texture_get_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC *dc)
3022 struct wined3d_device *device = texture->resource.device;
3023 struct wined3d_texture_sub_resource *sub_resource;
3024 struct wined3d_surface *surface;
3026 TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture, sub_resource_idx, dc);
3028 if (!(texture->flags & WINED3D_TEXTURE_GET_DC))
3030 WARN("Texture does not support GetDC\n");
3031 /* Don't touch the DC */
3032 return WINED3DERR_INVALIDCALL;
3035 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
3036 return WINED3DERR_INVALIDCALL;
3038 if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
3040 WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type));
3041 return WINED3DERR_INVALIDCALL;
3044 surface = sub_resource->u.surface;
3046 if (texture->resource.map_count && !(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT))
3047 return WINED3DERR_INVALIDCALL;
3049 if (!surface->dc)
3051 wined3d_cs_init_object(device->cs, texture2d_create_dc, surface);
3052 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
3054 if (!surface->dc)
3055 return WINED3DERR_INVALIDCALL;
3057 if (!(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT))
3058 texture->flags |= WINED3D_TEXTURE_DC_IN_USE;
3059 ++texture->resource.map_count;
3060 ++sub_resource->map_count;
3062 *dc = surface->dc;
3063 TRACE("Returning dc %p.\n", *dc);
3065 return WINED3D_OK;
3068 HRESULT CDECL wined3d_texture_release_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC dc)
3070 struct wined3d_device *device = texture->resource.device;
3071 struct wined3d_texture_sub_resource *sub_resource;
3072 struct wined3d_surface *surface;
3074 TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture, sub_resource_idx, dc);
3076 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
3077 return WINED3DERR_INVALIDCALL;
3079 if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
3081 WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type));
3082 return WINED3DERR_INVALIDCALL;
3085 surface = sub_resource->u.surface;
3087 if (!(texture->flags & (WINED3D_TEXTURE_GET_DC_LENIENT | WINED3D_TEXTURE_DC_IN_USE)))
3088 return WINED3DERR_INVALIDCALL;
3090 if (surface->dc != dc)
3092 WARN("Application tries to release invalid DC %p, surface DC is %p.\n", dc, surface->dc);
3093 return WINED3DERR_INVALIDCALL;
3096 if (!(texture->resource.usage & WINED3DUSAGE_OWNDC) && !(device->wined3d->flags & WINED3D_NO3D))
3098 wined3d_cs_destroy_object(device->cs, texture2d_destroy_dc, surface);
3099 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
3102 --sub_resource->map_count;
3103 if (!--texture->resource.map_count && texture->update_map_binding)
3104 wined3d_texture_update_map_binding(texture);
3105 if (!(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT))
3106 texture->flags &= ~WINED3D_TEXTURE_DC_IN_USE;
3108 return WINED3D_OK;