wined3d: Make the "texture" parameter to wined3d_texture_get_sub_resource() const.
[wine.git] / dlls / wined3d / texture.c
blobde1d9455ba1642199c475845fd4eb077a54ef3f4
1 /*
2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2005 Oliver Stieber
5 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
6 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 #include "config.h"
24 #include "wine/port.h"
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
28 WINE_DECLARE_DEBUG_CHANNEL(winediag);
30 static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_texture_ops *texture_ops,
31 UINT layer_count, UINT level_count, const struct wined3d_resource_desc *desc, DWORD flags,
32 struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops,
33 const struct wined3d_resource_ops *resource_ops)
35 const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info, desc->format);
36 HRESULT hr;
38 TRACE("texture %p, texture_ops %p, layer_count %u, level_count %u, resource_type %s, format %s, "
39 "multisample_type %#x, multisample_quality %#x, usage %s, pool %s, width %u, height %u, depth %u, "
40 "flags %#x, device %p, parent %p, parent_ops %p, resource_ops %p.\n",
41 texture, texture_ops, layer_count, level_count, debug_d3dresourcetype(desc->resource_type),
42 debug_d3dformat(desc->format), desc->multisample_type, desc->multisample_quality,
43 debug_d3dusage(desc->usage), debug_d3dpool(desc->pool), desc->width, desc->height, desc->depth,
44 flags, device, parent, parent_ops, resource_ops);
46 if (FAILED(hr = resource_init(&texture->resource, device, desc->resource_type, format,
47 desc->multisample_type, desc->multisample_quality, desc->usage, desc->pool,
48 desc->width, desc->height, desc->depth, 0, parent, parent_ops, resource_ops)))
50 static unsigned int once;
52 /* DXTn 3D textures are not supported. Do not write the ERR for them. */
53 if ((desc->format == WINED3DFMT_DXT1 || desc->format == WINED3DFMT_DXT2 || desc->format == WINED3DFMT_DXT3
54 || desc->format == WINED3DFMT_DXT4 || desc->format == WINED3DFMT_DXT5)
55 && !(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE)
56 && desc->resource_type != WINED3D_RTYPE_TEXTURE_3D && !once++)
57 ERR_(winediag)("The application tried to create a DXTn texture, but the driver does not support them.\n");
59 WARN("Failed to initialize resource, returning %#x\n", hr);
60 return hr;
62 wined3d_resource_update_draw_binding(&texture->resource);
64 texture->texture_ops = texture_ops;
65 texture->sub_resources = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
66 level_count * layer_count * sizeof(*texture->sub_resources));
67 if (!texture->sub_resources)
69 ERR("Failed to allocate sub-resource array.\n");
70 resource_cleanup(&texture->resource);
71 return E_OUTOFMEMORY;
74 texture->layer_count = layer_count;
75 texture->level_count = level_count;
76 texture->filter_type = (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3D_TEXF_LINEAR : WINED3D_TEXF_NONE;
77 texture->lod = 0;
78 texture->flags = WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS;
79 if (flags & WINED3D_TEXTURE_CREATE_PIN_SYSMEM)
80 texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM;
82 return WINED3D_OK;
85 /* A GL context is provided by the caller */
86 static void gltexture_delete(const struct wined3d_gl_info *gl_info, struct gl_texture *tex)
88 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex->name);
89 tex->name = 0;
92 static void wined3d_texture_unload_gl_texture(struct wined3d_texture *texture)
94 struct wined3d_device *device = texture->resource.device;
95 struct wined3d_context *context = NULL;
97 if (texture->texture_rgb.name || texture->texture_srgb.name)
99 context = context_acquire(device, NULL);
102 if (texture->texture_rgb.name)
103 gltexture_delete(context->gl_info, &texture->texture_rgb);
105 if (texture->texture_srgb.name)
106 gltexture_delete(context->gl_info, &texture->texture_srgb);
108 if (context) context_release(context);
110 wined3d_texture_set_dirty(texture);
112 resource_unload(&texture->resource);
115 static void wined3d_texture_cleanup(struct wined3d_texture *texture)
117 UINT sub_count = texture->level_count * texture->layer_count;
118 UINT i;
120 TRACE("texture %p.\n", texture);
122 for (i = 0; i < sub_count; ++i)
124 struct wined3d_resource *sub_resource = texture->sub_resources[i];
126 if (sub_resource)
127 texture->texture_ops->texture_sub_resource_cleanup(sub_resource);
130 wined3d_texture_unload_gl_texture(texture);
131 HeapFree(GetProcessHeap(), 0, texture->sub_resources);
132 resource_cleanup(&texture->resource);
135 void wined3d_texture_set_swapchain(struct wined3d_texture *texture, struct wined3d_swapchain *swapchain)
137 texture->swapchain = swapchain;
138 wined3d_resource_update_draw_binding(&texture->resource);
141 void wined3d_texture_set_dirty(struct wined3d_texture *texture)
143 texture->flags &= ~(WINED3D_TEXTURE_RGB_VALID | WINED3D_TEXTURE_SRGB_VALID);
146 /* Context activation is done by the caller. */
147 void wined3d_texture_bind(struct wined3d_texture *texture,
148 struct wined3d_context *context, BOOL srgb)
150 const struct wined3d_gl_info *gl_info = context->gl_info;
151 struct gl_texture *gl_tex;
152 GLenum target;
154 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
156 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
157 srgb = FALSE;
159 /* sRGB mode cache for preload() calls outside drawprim. */
160 if (srgb)
161 texture->flags |= WINED3D_TEXTURE_IS_SRGB;
162 else
163 texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
165 gl_tex = wined3d_texture_get_gl_texture(texture, srgb);
166 target = texture->target;
168 if (gl_tex->name)
170 context_bind_texture(context, target, gl_tex->name);
171 return;
174 gl_info->gl_ops.gl.p_glGenTextures(1, &gl_tex->name);
175 checkGLcall("glGenTextures");
176 TRACE("Generated texture %d.\n", gl_tex->name);
178 if (!gl_tex->name)
180 ERR("Failed to generate a texture name.\n");
181 return;
184 /* Initialise the state of the texture object to the OpenGL defaults, not
185 * the wined3d defaults. */
186 gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_WRAP;
187 gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_WRAP;
188 gl_tex->sampler_desc.address_w = WINED3D_TADDRESS_WRAP;
189 memset(gl_tex->sampler_desc.border_color, 0, sizeof(gl_tex->sampler_desc.border_color));
190 gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_LINEAR;
191 gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
192 gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
193 gl_tex->sampler_desc.lod_bias = 0.0f;
194 gl_tex->sampler_desc.min_lod = -1000.0f;
195 gl_tex->sampler_desc.max_lod = 1000.0f;
196 gl_tex->sampler_desc.max_anisotropy = 1;
197 gl_tex->sampler_desc.compare = FALSE;
198 gl_tex->sampler_desc.comparison_func = WINED3D_CMP_LESSEQUAL;
199 if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
200 gl_tex->sampler_desc.srgb_decode = TRUE;
201 else
202 gl_tex->sampler_desc.srgb_decode = srgb;
203 gl_tex->base_level = 0;
204 wined3d_texture_set_dirty(texture);
206 context_bind_texture(context, target, gl_tex->name);
208 if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)
210 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
211 checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
214 /* For a new texture we have to set the texture levels after binding the
215 * texture. Beware that texture rectangles do not support mipmapping, but
216 * set the maxmiplevel if we're relying on the partial
217 * GL_ARB_texture_non_power_of_two emulation with texture rectangles.
218 * (I.e., do not care about cond_np2 here, just look for
219 * GL_TEXTURE_RECTANGLE_ARB.) */
220 if (target != GL_TEXTURE_RECTANGLE_ARB)
222 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->level_count - 1);
223 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
224 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)");
227 if (target == GL_TEXTURE_CUBE_MAP_ARB)
229 /* Cubemaps are always set to clamp, regardless of the sampler state. */
230 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
231 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
232 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
235 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
237 /* Conditinal non power of two textures use a different clamping
238 * default. If we're using the GL_WINE_normalized_texrect partial
239 * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
240 * has the address mode set to repeat - something that prevents us
241 * from hitting the accelerated codepath. Thus manually set the GL
242 * state. The same applies to filtering. Even if the texture has only
243 * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
244 * fallback on macos. */
245 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
246 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
247 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
248 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
249 checkGLcall("glTexParameteri");
250 gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
251 gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
252 gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_POINT;
253 gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT;
254 gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_NONE;
257 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] && gl_info->supported[ARB_DEPTH_TEXTURE])
259 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);
260 checkGLcall("glTexParameteri(GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY)");
264 /* Context activation is done by the caller. */
265 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
266 struct wined3d_context *context, BOOL srgb)
268 DWORD active_sampler;
270 /* We don't need a specific texture unit, but after binding the texture
271 * the current unit is dirty. Read the unit back instead of switching to
272 * 0, this avoids messing around with the state manager's GL states. The
273 * current texture unit should always be a valid one.
275 * To be more specific, this is tricky because we can implicitly be
276 * called from sampler() in state.c. This means we can't touch anything
277 * other than whatever happens to be the currently active texture, or we
278 * would risk marking already applied sampler states dirty again. */
279 active_sampler = context->rev_tex_unit_map[context->active_texture];
280 if (active_sampler != WINED3D_UNMAPPED_STAGE)
281 context_invalidate_state(context, STATE_SAMPLER(active_sampler));
282 /* FIXME: Ideally we'd only do this when touching a binding that's used by
283 * a shader. */
284 context_invalidate_state(context, STATE_SHADER_RESOURCE_BINDING);
286 wined3d_texture_bind(texture, context, srgb);
289 /* Context activation is done by the caller (state handler). */
290 /* This function relies on the correct texture being bound and loaded. */
291 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
292 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_gl_info *gl_info)
294 GLenum target = texture->target;
295 struct gl_texture *gl_tex;
296 DWORD state;
298 TRACE("texture %p, sampler_desc %p, gl_info %p.\n", texture, sampler_desc, gl_info);
300 gl_tex = wined3d_texture_get_gl_texture(texture, texture->flags & WINED3D_TEXTURE_IS_SRGB);
302 state = sampler_desc->address_u;
303 if (state != gl_tex->sampler_desc.address_u)
305 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S,
306 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
307 gl_tex->sampler_desc.address_u = state;
310 state = sampler_desc->address_v;
311 if (state != gl_tex->sampler_desc.address_v)
313 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T,
314 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
315 gl_tex->sampler_desc.address_v = state;
318 state = sampler_desc->address_w;
319 if (state != gl_tex->sampler_desc.address_w)
321 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R,
322 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
323 gl_tex->sampler_desc.address_w = state;
326 if (memcmp(gl_tex->sampler_desc.border_color, sampler_desc->border_color,
327 sizeof(gl_tex->sampler_desc.border_color)))
329 gl_info->gl_ops.gl.p_glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &sampler_desc->border_color[0]);
330 memcpy(gl_tex->sampler_desc.border_color, sampler_desc->border_color,
331 sizeof(gl_tex->sampler_desc.border_color));
334 state = sampler_desc->mag_filter;
335 if (state != gl_tex->sampler_desc.mag_filter)
337 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(state));
338 gl_tex->sampler_desc.mag_filter = state;
341 if (sampler_desc->min_filter != gl_tex->sampler_desc.min_filter
342 || sampler_desc->mip_filter != gl_tex->sampler_desc.mip_filter)
344 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
345 wined3d_gl_min_mip_filter(sampler_desc->min_filter, sampler_desc->mip_filter));
346 gl_tex->sampler_desc.min_filter = sampler_desc->min_filter;
347 gl_tex->sampler_desc.mip_filter = sampler_desc->mip_filter;
350 state = sampler_desc->max_anisotropy;
351 if (state != gl_tex->sampler_desc.max_anisotropy)
353 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
354 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, state);
355 else
356 WARN("Anisotropic filtering not supported.\n");
357 gl_tex->sampler_desc.max_anisotropy = state;
360 /* These should always be the same unless EXT_texture_sRGB_decode is supported. */
361 if (!sampler_desc->srgb_decode != !gl_tex->sampler_desc.srgb_decode)
363 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
364 sampler_desc->srgb_decode ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
365 gl_tex->sampler_desc.srgb_decode = sampler_desc->srgb_decode;
368 if (!sampler_desc->compare != !gl_tex->sampler_desc.compare)
370 if (sampler_desc->compare)
371 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
372 else
373 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
374 gl_tex->sampler_desc.compare = sampler_desc->compare;
377 checkGLcall("Texture parameter application");
379 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
381 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
382 GL_TEXTURE_LOD_BIAS_EXT, sampler_desc->lod_bias);
383 checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
387 ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture)
389 ULONG refcount;
391 TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
393 if (texture->swapchain)
394 return wined3d_swapchain_incref(texture->swapchain);
396 refcount = InterlockedIncrement(&texture->resource.ref);
397 TRACE("%p increasing refcount to %u.\n", texture, refcount);
399 return refcount;
402 ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture)
404 ULONG refcount;
406 TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
408 if (texture->swapchain)
409 return wined3d_swapchain_decref(texture->swapchain);
411 refcount = InterlockedDecrement(&texture->resource.ref);
412 TRACE("%p decreasing refcount to %u.\n", texture, refcount);
414 if (!refcount)
416 wined3d_texture_cleanup(texture);
417 texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent);
418 HeapFree(GetProcessHeap(), 0, texture);
421 return refcount;
424 struct wined3d_resource * CDECL wined3d_texture_get_resource(struct wined3d_texture *texture)
426 TRACE("texture %p.\n", texture);
428 return &texture->resource;
431 static BOOL color_key_equal(const struct wined3d_color_key *c1, struct wined3d_color_key *c2)
433 return c1->color_space_low_value == c2->color_space_low_value
434 && c1->color_space_high_value == c2->color_space_high_value;
437 /* Context activation is done by the caller */
438 void wined3d_texture_load(struct wined3d_texture *texture,
439 struct wined3d_context *context, BOOL srgb)
441 UINT sub_count = texture->level_count * texture->layer_count;
442 const struct wined3d_gl_info *gl_info = context->gl_info;
443 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
444 DWORD flag;
445 UINT i;
447 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
449 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
450 srgb = FALSE;
452 if (srgb)
453 flag = WINED3D_TEXTURE_SRGB_VALID;
454 else
455 flag = WINED3D_TEXTURE_RGB_VALID;
457 if (!d3d_info->shader_color_key
458 && (!(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
459 != !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
460 || (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY
461 && !color_key_equal(&texture->async.gl_color_key, &texture->async.src_blt_color_key))))
463 unsigned int sub_count = texture->level_count * texture->layer_count;
464 unsigned int i;
466 TRACE("Reloading because of color key value change.\n");
467 for (i = 0; i < sub_count; i++)
468 texture->texture_ops->texture_sub_resource_add_dirty_region(texture->sub_resources[i], NULL);
469 wined3d_texture_set_dirty(texture);
471 texture->async.gl_color_key = texture->async.src_blt_color_key;
474 if (texture->flags & flag)
476 TRACE("Texture %p not dirty, nothing to do.\n", texture);
477 return;
480 /* Reload the surfaces if the texture is marked dirty. */
481 for (i = 0; i < sub_count; ++i)
483 texture->texture_ops->texture_sub_resource_load(texture->sub_resources[i], context, srgb);
485 texture->flags |= flag;
488 void CDECL wined3d_texture_preload(struct wined3d_texture *texture)
490 struct wined3d_context *context;
491 context = context_acquire(texture->resource.device, NULL);
492 wined3d_texture_load(texture, context, texture->flags & WINED3D_TEXTURE_IS_SRGB);
493 context_release(context);
496 void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture)
498 TRACE("texture %p.\n", texture);
500 return texture->resource.parent;
503 DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
505 DWORD old = texture->lod;
507 TRACE("texture %p, lod %u.\n", texture, lod);
509 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
510 * textures. The call always returns 0, and GetLOD always returns 0. */
511 if (texture->resource.pool != WINED3D_POOL_MANAGED)
513 TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture->resource.pool));
514 return 0;
517 if (lod >= texture->level_count)
518 lod = texture->level_count - 1;
520 if (texture->lod != lod)
522 texture->lod = lod;
524 texture->texture_rgb.base_level = ~0u;
525 texture->texture_srgb.base_level = ~0u;
526 if (texture->resource.bind_count)
527 device_invalidate_state(texture->resource.device, STATE_SAMPLER(texture->sampler));
530 return old;
533 DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture)
535 TRACE("texture %p, returning %u.\n", texture, texture->lod);
537 return texture->lod;
540 DWORD CDECL wined3d_texture_get_level_count(const struct wined3d_texture *texture)
542 TRACE("texture %p, returning %u.\n", texture, texture->level_count);
544 return texture->level_count;
547 HRESULT CDECL wined3d_texture_set_autogen_filter_type(struct wined3d_texture *texture,
548 enum wined3d_texture_filter_type filter_type)
550 FIXME("texture %p, filter_type %s stub!\n", texture, debug_d3dtexturefiltertype(filter_type));
552 if (!(texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP))
554 WARN("Texture doesn't have AUTOGENMIPMAP usage.\n");
555 return WINED3DERR_INVALIDCALL;
558 texture->filter_type = filter_type;
560 return WINED3D_OK;
563 enum wined3d_texture_filter_type CDECL wined3d_texture_get_autogen_filter_type(const struct wined3d_texture *texture)
565 TRACE("texture %p.\n", texture);
567 return texture->filter_type;
570 HRESULT CDECL wined3d_texture_set_color_key(struct wined3d_texture *texture,
571 DWORD flags, const struct wined3d_color_key *color_key)
573 struct wined3d_device *device = texture->resource.device;
574 static const DWORD all_flags = WINED3D_CKEY_DST_BLT | WINED3D_CKEY_DST_OVERLAY
575 | WINED3D_CKEY_SRC_BLT | WINED3D_CKEY_SRC_OVERLAY;
577 TRACE("texture %p, flags %#x, color_key %p.\n", texture, flags, color_key);
579 if (flags & ~all_flags)
581 WARN("Invalid flags passed, returning WINED3DERR_INVALIDCALL.\n");
582 return WINED3DERR_INVALIDCALL;
585 wined3d_cs_emit_set_color_key(device->cs, texture, flags, color_key);
587 return WINED3D_OK;
590 HRESULT CDECL wined3d_texture_update_desc(struct wined3d_texture *texture, UINT width, UINT height,
591 enum wined3d_format_id format_id, enum wined3d_multisample_type multisample_type,
592 UINT multisample_quality, void *mem, UINT pitch)
594 struct wined3d_device *device = texture->resource.device;
595 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
596 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
597 UINT resource_size = wined3d_format_calculate_size(format, device->surface_alignment, width, height, 1);
598 struct wined3d_surface *surface;
600 TRACE("texture %p, width %u, height %u, format %s, multisample_type %#x, multisample_quality %u, "
601 "mem %p, pitch %u.\n",
602 texture, width, height, debug_d3dformat(format_id), multisample_type, multisample_type, mem, pitch);
604 if (!resource_size)
605 return WINED3DERR_INVALIDCALL;
607 if (texture->level_count * texture->layer_count > 1)
609 WARN("Texture has multiple sub-resources, not supported.\n");
610 return WINED3DERR_INVALIDCALL;
613 if (texture->resource.type == WINED3D_RTYPE_TEXTURE_3D)
615 WARN("Not supported on 3D textures.\n");
616 return WINED3DERR_INVALIDCALL;
619 /* We have no way of supporting a pitch that is not a multiple of the pixel
620 * byte width short of uploading the texture row-by-row.
621 * Fortunately that's not an issue since D3D9Ex doesn't allow a custom pitch
622 * for user-memory textures (it always expects packed data) while DirectDraw
623 * requires a 4-byte aligned pitch and doesn't support texture formats
624 * larger than 4 bytes per pixel nor any format using 3 bytes per pixel.
625 * This check is here to verify that the assumption holds. */
626 if (pitch % texture->resource.format->byte_count)
628 WARN("Pitch unsupported, not a multiple of the texture format byte width.\n");
629 return WINED3DERR_INVALIDCALL;
632 surface = surface_from_resource(texture->sub_resources[0]);
633 if (surface->resource.map_count || (surface->flags & SFLAG_DCINUSE))
635 WARN("Surface is mapped or the DC is in use.\n");
636 return WINED3DERR_INVALIDCALL;
639 if (device->d3d_initialized)
640 texture->resource.resource_ops->resource_unload(&texture->resource);
642 texture->resource.format = format;
643 texture->resource.multisample_type = multisample_type;
644 texture->resource.multisample_quality = multisample_quality;
645 texture->resource.width = width;
646 texture->resource.height = height;
648 return wined3d_surface_update_desc(surface, gl_info, mem, pitch);
651 void wined3d_texture_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
653 DWORD alloc_flag = srgb ? WINED3D_TEXTURE_SRGB_ALLOCATED : WINED3D_TEXTURE_RGB_ALLOCATED;
654 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
656 if (!d3d_info->shader_color_key
657 && !(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
658 != !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
660 wined3d_texture_force_reload(texture);
662 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
663 texture->async.flags |= WINED3D_TEXTURE_ASYNC_COLOR_KEY;
666 if (texture->flags & alloc_flag)
667 return;
669 texture->texture_ops->texture_prepare_texture(texture, context, srgb);
670 texture->flags |= alloc_flag;
673 void wined3d_texture_force_reload(struct wined3d_texture *texture)
675 unsigned int sub_count = texture->level_count * texture->layer_count;
676 unsigned int i;
678 texture->flags &= ~(WINED3D_TEXTURE_RGB_ALLOCATED | WINED3D_TEXTURE_SRGB_ALLOCATED
679 | WINED3D_TEXTURE_CONVERTED);
680 texture->async.flags &= ~WINED3D_TEXTURE_ASYNC_COLOR_KEY;
681 for (i = 0; i < sub_count; ++i)
683 texture->texture_ops->texture_sub_resource_invalidate_location(texture->sub_resources[i],
684 WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
688 void CDECL wined3d_texture_generate_mipmaps(struct wined3d_texture *texture)
690 /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
691 FIXME("texture %p stub!\n", texture);
694 struct wined3d_resource * CDECL wined3d_texture_get_sub_resource(const struct wined3d_texture *texture,
695 UINT sub_resource_idx)
697 UINT sub_count = texture->level_count * texture->layer_count;
699 TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
701 if (sub_resource_idx >= sub_count)
703 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
704 return NULL;
707 return texture->sub_resources[sub_resource_idx];
710 HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
711 UINT layer, const struct wined3d_box *dirty_region)
713 struct wined3d_resource *sub_resource;
715 TRACE("texture %p, layer %u, dirty_region %s.\n", texture, layer, debug_box(dirty_region));
717 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, layer * texture->level_count)))
719 WARN("Failed to get sub-resource.\n");
720 return WINED3DERR_INVALIDCALL;
723 texture->texture_ops->texture_sub_resource_add_dirty_region(sub_resource, dirty_region);
725 return WINED3D_OK;
728 static HRESULT wined3d_texture_upload_data(struct wined3d_texture *texture,
729 const struct wined3d_sub_resource_data *data)
731 unsigned int sub_count = texture->level_count * texture->layer_count;
732 struct wined3d_context *context;
733 unsigned int i;
735 for (i = 0; i < sub_count; ++i)
737 if (!data[i].data)
739 WARN("Invalid sub-resource data specified for sub-resource %u.\n", i);
740 return E_INVALIDARG;
744 context = context_acquire(texture->resource.device, NULL);
746 wined3d_texture_prepare_texture(texture, context, FALSE);
747 wined3d_texture_bind_and_dirtify(texture, context, FALSE);
749 for (i = 0; i < sub_count; ++i)
751 struct wined3d_resource *sub_resource = texture->sub_resources[i];
753 texture->texture_ops->texture_sub_resource_upload_data(sub_resource, context, &data[i]);
754 texture->texture_ops->texture_sub_resource_validate_location(sub_resource, WINED3D_LOCATION_TEXTURE_RGB);
755 texture->texture_ops->texture_sub_resource_invalidate_location(sub_resource, ~WINED3D_LOCATION_TEXTURE_RGB);
758 context_release(context);
760 return WINED3D_OK;
763 static void texture2d_sub_resource_load(struct wined3d_resource *sub_resource,
764 struct wined3d_context *context, BOOL srgb)
766 surface_load(surface_from_resource(sub_resource), context, srgb);
769 static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
770 const struct wined3d_box *dirty_region)
772 struct wined3d_surface *surface = surface_from_resource(sub_resource);
773 struct wined3d_context *context;
775 surface_prepare_map_memory(surface);
776 context = context_acquire(surface->resource.device, NULL);
777 surface_load_location(surface, context, surface->resource.map_binding);
778 context_release(context);
779 surface_invalidate_location(surface, ~surface->resource.map_binding);
782 static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
784 struct wined3d_surface *surface = surface_from_resource(sub_resource);
786 wined3d_surface_destroy(surface);
789 static void texture2d_sub_resource_invalidate_location(struct wined3d_resource *sub_resource, DWORD location)
791 struct wined3d_surface *surface = surface_from_resource(sub_resource);
793 surface_invalidate_location(surface, location);
796 static void texture2d_sub_resource_validate_location(struct wined3d_resource *sub_resource, DWORD location)
798 struct wined3d_surface *surface = surface_from_resource(sub_resource);
800 surface_validate_location(surface, location);
803 static void texture2d_sub_resource_upload_data(struct wined3d_resource *sub_resource,
804 const struct wined3d_context *context, const struct wined3d_sub_resource_data *data)
806 struct wined3d_surface *surface = surface_from_resource(sub_resource);
807 static const POINT dst_point = {0, 0};
808 struct wined3d_const_bo_address addr;
809 RECT src_rect;
811 src_rect.left = 0;
812 src_rect.top = 0;
813 src_rect.right = surface->resource.width;
814 src_rect.bottom = surface->resource.height;
816 addr.buffer_object = 0;
817 addr.addr = data->data;
819 wined3d_surface_upload_data(surface, context->gl_info, surface->container->resource.format,
820 &src_rect, data->row_pitch, &dst_point, FALSE, &addr);
823 /* Context activation is done by the caller. */
824 static void texture2d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
826 UINT sub_count = texture->level_count * texture->layer_count;
827 const struct wined3d_format *format = texture->resource.format;
828 const struct wined3d_gl_info *gl_info = context->gl_info;
829 const struct wined3d_color_key_conversion *conversion;
830 GLenum internal;
831 UINT i;
833 TRACE("texture %p, context %p, format %s.\n", texture, context, debug_d3dformat(format->id));
835 if (format->convert)
837 texture->flags |= WINED3D_TEXTURE_CONVERTED;
839 else if ((conversion = wined3d_format_get_color_key_conversion(texture, TRUE)))
841 texture->flags |= WINED3D_TEXTURE_CONVERTED;
842 format = wined3d_get_format(gl_info, conversion->dst_format);
843 TRACE("Using format %s for color key conversion.\n", debug_d3dformat(format->id));
846 wined3d_texture_bind_and_dirtify(texture, context, srgb);
848 if (srgb)
849 internal = format->glGammaInternal;
850 else if (texture->resource.usage & WINED3DUSAGE_RENDERTARGET
851 && wined3d_resource_is_offscreen(&texture->resource))
852 internal = format->rtInternal;
853 else
854 internal = format->glInternal;
856 if (!internal)
857 FIXME("No GL internal format for format %s.\n", debug_d3dformat(format->id));
859 TRACE("internal %#x, format %#x, type %#x.\n", internal, format->glFormat, format->glType);
861 for (i = 0; i < sub_count; ++i)
863 struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]);
864 GLsizei height = surface->pow2Height;
865 GLsizei width = surface->pow2Width;
867 if (texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
869 height *= format->height_scale.numerator;
870 height /= format->height_scale.denominator;
873 TRACE("surface %p, target %#x, level %d, width %d, height %d.\n",
874 surface, surface->texture_target, surface->texture_level, width, height);
876 gl_info->gl_ops.gl.p_glTexImage2D(surface->texture_target, surface->texture_level,
877 internal, width, height, 0, format->glFormat, format->glType, NULL);
878 checkGLcall("glTexImage2D");
882 static const struct wined3d_texture_ops texture2d_ops =
884 texture2d_sub_resource_load,
885 texture2d_sub_resource_add_dirty_region,
886 texture2d_sub_resource_cleanup,
887 texture2d_sub_resource_invalidate_location,
888 texture2d_sub_resource_validate_location,
889 texture2d_sub_resource_upload_data,
890 texture2d_prepare_texture,
893 static ULONG texture_resource_incref(struct wined3d_resource *resource)
895 return wined3d_texture_incref(wined3d_texture_from_resource(resource));
898 static ULONG texture_resource_decref(struct wined3d_resource *resource)
900 return wined3d_texture_decref(wined3d_texture_from_resource(resource));
903 static void wined3d_texture_unload(struct wined3d_resource *resource)
905 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
906 UINT sub_count = texture->level_count * texture->layer_count;
907 UINT i;
909 TRACE("texture %p.\n", texture);
911 for (i = 0; i < sub_count; ++i)
913 struct wined3d_resource *sub_resource = texture->sub_resources[i];
915 sub_resource->resource_ops->resource_unload(sub_resource);
918 wined3d_texture_force_reload(texture);
919 wined3d_texture_unload_gl_texture(texture);
922 static HRESULT texture2d_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
923 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
925 struct wined3d_resource *sub_resource;
927 if (!(sub_resource = wined3d_texture_get_sub_resource(wined3d_texture_from_resource(resource), sub_resource_idx)))
928 return E_INVALIDARG;
930 return wined3d_surface_map(surface_from_resource(sub_resource), map_desc, box, flags);
933 static HRESULT texture2d_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
935 struct wined3d_resource *sub_resource;
937 if (!(sub_resource = wined3d_texture_get_sub_resource(wined3d_texture_from_resource(resource), sub_resource_idx)))
938 return E_INVALIDARG;
940 return wined3d_surface_unmap(surface_from_resource(sub_resource));
943 static const struct wined3d_resource_ops texture2d_resource_ops =
945 texture_resource_incref,
946 texture_resource_decref,
947 wined3d_texture_unload,
948 texture2d_resource_sub_resource_map,
949 texture2d_resource_sub_resource_unmap,
952 static HRESULT texture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
953 UINT level_count, DWORD flags, struct wined3d_device *device, void *parent,
954 const struct wined3d_parent_ops *parent_ops)
956 unsigned int layer_count = desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP ? 6 : 1;
957 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
958 struct wined3d_resource_desc surface_desc;
959 UINT pow2_width, pow2_height;
960 unsigned int i, j;
961 HRESULT hr;
963 /* TODO: It should only be possible to create textures for formats
964 * that are reported as supported. */
965 if (WINED3DFMT_UNKNOWN >= desc->format)
967 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
968 return WINED3DERR_INVALIDCALL;
971 /* Non-power2 support. */
972 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
974 pow2_width = desc->width;
975 pow2_height = desc->height;
977 else
979 /* Find the nearest pow2 match. */
980 pow2_width = pow2_height = 1;
981 while (pow2_width < desc->width)
982 pow2_width <<= 1;
983 while (pow2_height < desc->height)
984 pow2_height <<= 1;
986 if (pow2_width != desc->width || pow2_height != desc->height)
988 /* level_count == 0 returns an error as well */
989 if (level_count != 1 || desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP)
991 if (desc->pool == WINED3D_POOL_SCRATCH)
993 WARN("Creating a scratch mipmapped/cube NPOT texture despite lack of HW support.\n");
995 else
997 WARN("Attempted to create a mipmapped/cube NPOT texture without unconditional NPOT support.\n");
998 return WINED3DERR_INVALIDCALL;
1004 /* Calculate levels for mip mapping. */
1005 if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
1007 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
1009 WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
1010 return WINED3DERR_INVALIDCALL;
1013 if (level_count != 1)
1015 WARN("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning WINED3DERR_INVALIDCALL.\n");
1016 return WINED3DERR_INVALIDCALL;
1020 if (FAILED(hr = wined3d_texture_init(texture, &texture2d_ops, layer_count, level_count, desc,
1021 flags, device, parent, parent_ops, &texture2d_resource_ops)))
1023 WARN("Failed to initialize texture, returning %#x.\n", hr);
1024 return hr;
1027 /* Precalculated scaling for 'faked' non power of two texture coords. */
1028 if (texture->resource.gl_type == WINED3D_GL_RES_TYPE_TEX_RECT)
1030 texture->pow2_matrix[0] = (float)desc->width;
1031 texture->pow2_matrix[5] = (float)desc->height;
1032 texture->pow2_matrix[10] = 1.0f;
1033 texture->pow2_matrix[15] = 1.0f;
1034 texture->target = GL_TEXTURE_RECTANGLE_ARB;
1035 texture->flags |= WINED3D_TEXTURE_COND_NP2;
1036 texture->flags &= ~(WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS);
1038 else
1040 if (desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP)
1041 texture->target = GL_TEXTURE_CUBE_MAP_ARB;
1042 else
1043 texture->target = GL_TEXTURE_2D;
1044 if (desc->width == pow2_width && desc->height == pow2_height)
1046 texture->pow2_matrix[0] = 1.0f;
1047 texture->pow2_matrix[5] = 1.0f;
1049 else if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
1051 texture->pow2_matrix[0] = 1.0f;
1052 texture->pow2_matrix[5] = 1.0f;
1053 texture->flags |= WINED3D_TEXTURE_COND_NP2;
1055 else
1057 texture->pow2_matrix[0] = (((float)desc->width) / ((float)pow2_width));
1058 texture->pow2_matrix[5] = (((float)desc->height) / ((float)pow2_height));
1059 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
1061 texture->pow2_matrix[10] = 1.0f;
1062 texture->pow2_matrix[15] = 1.0f;
1064 TRACE("xf(%f) yf(%f)\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
1066 /* Generate all the surfaces. */
1067 surface_desc = *desc;
1068 surface_desc.resource_type = WINED3D_RTYPE_SURFACE;
1069 for (i = 0; i < texture->level_count; ++i)
1071 for (j = 0; j < texture->layer_count; ++j)
1073 static const GLenum cube_targets[6] =
1075 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
1076 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
1077 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
1078 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
1079 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
1080 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
1082 GLenum target = desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP ? cube_targets[j] : texture->target;
1083 unsigned int idx = j * texture->level_count + i;
1084 struct wined3d_surface *surface;
1086 if (FAILED(hr = wined3d_surface_create(texture, &surface_desc,
1087 target, i, j, flags, &surface)))
1089 WARN("Failed to create surface, hr %#x.\n", hr);
1090 wined3d_texture_cleanup(texture);
1091 return hr;
1094 texture->sub_resources[idx] = &surface->resource;
1095 TRACE("Created surface level %u @ %p.\n", i, surface);
1097 /* Calculate the next mipmap level. */
1098 surface_desc.width = max(1, surface_desc.width >> 1);
1099 surface_desc.height = max(1, surface_desc.height >> 1);
1102 return WINED3D_OK;
1105 static void texture3d_sub_resource_load(struct wined3d_resource *sub_resource,
1106 struct wined3d_context *context, BOOL srgb)
1108 wined3d_volume_load(volume_from_resource(sub_resource), context, srgb);
1111 static void texture3d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
1112 const struct wined3d_box *dirty_region)
1114 wined3d_texture_set_dirty(volume_from_resource(sub_resource)->container);
1117 static void texture3d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
1119 struct wined3d_volume *volume = volume_from_resource(sub_resource);
1121 wined3d_volume_destroy(volume);
1124 static void texture3d_sub_resource_invalidate_location(struct wined3d_resource *sub_resource, DWORD location)
1126 struct wined3d_volume *volume = volume_from_resource(sub_resource);
1128 wined3d_volume_invalidate_location(volume, location);
1131 static void texture3d_sub_resource_validate_location(struct wined3d_resource *sub_resource, DWORD location)
1133 struct wined3d_volume *volume = volume_from_resource(sub_resource);
1135 wined3d_volume_validate_location(volume, location);
1138 static void texture3d_sub_resource_upload_data(struct wined3d_resource *sub_resource,
1139 const struct wined3d_context *context, const struct wined3d_sub_resource_data *data)
1141 struct wined3d_volume *volume = volume_from_resource(sub_resource);
1142 struct wined3d_const_bo_address addr;
1143 unsigned int row_pitch, slice_pitch;
1145 wined3d_volume_get_pitch(volume, &row_pitch, &slice_pitch);
1146 if (row_pitch != data->row_pitch || slice_pitch != data->slice_pitch)
1147 FIXME("Ignoring row/slice pitch (%u/%u).\n", data->row_pitch, data->slice_pitch);
1149 addr.buffer_object = 0;
1150 addr.addr = data->data;
1152 wined3d_volume_upload_data(volume, context, &addr);
1155 static void texture3d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
1157 unsigned int sub_count = texture->level_count * texture->layer_count;
1158 const struct wined3d_format *format = texture->resource.format;
1159 const struct wined3d_gl_info *gl_info = context->gl_info;
1160 unsigned int i;
1162 wined3d_texture_bind_and_dirtify(texture, context, srgb);
1164 for (i = 0; i < sub_count; ++i)
1166 struct wined3d_volume *volume = volume_from_resource(texture->sub_resources[i]);
1168 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, volume->texture_level,
1169 srgb ? format->glGammaInternal : format->glInternal,
1170 volume->resource.width, volume->resource.height, volume->resource.depth,
1171 0, format->glFormat, format->glType, NULL));
1172 checkGLcall("glTexImage3D");
1176 static const struct wined3d_texture_ops texture3d_ops =
1178 texture3d_sub_resource_load,
1179 texture3d_sub_resource_add_dirty_region,
1180 texture3d_sub_resource_cleanup,
1181 texture3d_sub_resource_invalidate_location,
1182 texture3d_sub_resource_validate_location,
1183 texture3d_sub_resource_upload_data,
1184 texture3d_prepare_texture,
1187 static HRESULT texture3d_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
1188 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
1190 struct wined3d_resource *sub_resource;
1192 if (!(sub_resource = wined3d_texture_get_sub_resource(wined3d_texture_from_resource(resource), sub_resource_idx)))
1193 return E_INVALIDARG;
1195 return wined3d_volume_map(volume_from_resource(sub_resource), map_desc, box, flags);
1198 static HRESULT texture3d_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
1200 struct wined3d_resource *sub_resource;
1202 if (!(sub_resource = wined3d_texture_get_sub_resource(wined3d_texture_from_resource(resource), sub_resource_idx)))
1203 return E_INVALIDARG;
1205 return wined3d_volume_unmap(volume_from_resource(sub_resource));
1208 static const struct wined3d_resource_ops texture3d_resource_ops =
1210 texture_resource_incref,
1211 texture_resource_decref,
1212 wined3d_texture_unload,
1213 texture3d_resource_sub_resource_map,
1214 texture3d_resource_sub_resource_unmap,
1217 static HRESULT volumetexture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
1218 UINT levels, struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops)
1220 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1221 struct wined3d_resource_desc volume_desc;
1222 unsigned int i;
1223 HRESULT hr;
1225 /* TODO: It should only be possible to create textures for formats
1226 * that are reported as supported. */
1227 if (WINED3DFMT_UNKNOWN >= desc->format)
1229 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
1230 return WINED3DERR_INVALIDCALL;
1233 if (!gl_info->supported[EXT_TEXTURE3D])
1235 WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
1236 return WINED3DERR_INVALIDCALL;
1239 /* Calculate levels for mip mapping. */
1240 if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
1242 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
1244 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
1245 return WINED3DERR_INVALIDCALL;
1248 if (levels != 1)
1250 WARN("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning D3DERR_INVALIDCALL.\n");
1251 return WINED3DERR_INVALIDCALL;
1255 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1257 UINT pow2_w, pow2_h, pow2_d;
1258 pow2_w = 1;
1259 while (pow2_w < desc->width)
1260 pow2_w <<= 1;
1261 pow2_h = 1;
1262 while (pow2_h < desc->height)
1263 pow2_h <<= 1;
1264 pow2_d = 1;
1265 while (pow2_d < desc->depth)
1266 pow2_d <<= 1;
1268 if (pow2_w != desc->width || pow2_h != desc->height || pow2_d != desc->depth)
1270 if (desc->pool == WINED3D_POOL_SCRATCH)
1272 WARN("Creating a scratch NPOT volume texture despite lack of HW support.\n");
1274 else
1276 WARN("Attempted to create a NPOT volume texture (%u, %u, %u) without GL support.\n",
1277 desc->width, desc->height, desc->depth);
1278 return WINED3DERR_INVALIDCALL;
1283 if (FAILED(hr = wined3d_texture_init(texture, &texture3d_ops, 1, levels, desc,
1284 0, device, parent, parent_ops, &texture3d_resource_ops)))
1286 WARN("Failed to initialize texture, returning %#x.\n", hr);
1287 return hr;
1290 texture->pow2_matrix[0] = 1.0f;
1291 texture->pow2_matrix[5] = 1.0f;
1292 texture->pow2_matrix[10] = 1.0f;
1293 texture->pow2_matrix[15] = 1.0f;
1294 texture->target = GL_TEXTURE_3D;
1296 /* Generate all the surfaces. */
1297 volume_desc = *desc;
1298 volume_desc.resource_type = WINED3D_RTYPE_VOLUME;
1299 for (i = 0; i < texture->level_count; ++i)
1301 struct wined3d_volume *volume;
1303 if (FAILED(hr = wined3d_volume_create(texture, &volume_desc, i, &volume)))
1305 ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr);
1306 wined3d_texture_cleanup(texture);
1307 return hr;
1310 texture->sub_resources[i] = &volume->resource;
1312 /* Calculate the next mipmap level. */
1313 volume_desc.width = max(1, volume_desc.width >> 1);
1314 volume_desc.height = max(1, volume_desc.height >> 1);
1315 volume_desc.depth = max(1, volume_desc.depth >> 1);
1318 return WINED3D_OK;
1321 HRESULT CDECL wined3d_texture_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
1322 const RECT *dst_rect, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
1323 const RECT *src_rect, DWORD flags, const WINEDDBLTFX *fx, enum wined3d_texture_filter_type filter)
1325 struct wined3d_resource *dst_resource, *src_resource = NULL;
1327 TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_rect %s, src_texture %p, "
1328 "src_sub_resource_idx %u, src_rect %s, flags %#x, fx %p, filter %s.\n",
1329 dst_texture, dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), src_texture,
1330 src_sub_resource_idx, wine_dbgstr_rect(src_rect), flags, fx, debug_d3dtexturefiltertype(filter));
1332 if (!(dst_resource = wined3d_texture_get_sub_resource(dst_texture, dst_sub_resource_idx))
1333 || dst_resource->type != WINED3D_RTYPE_SURFACE)
1334 return WINED3DERR_INVALIDCALL;
1336 if (src_texture)
1338 if (!(src_resource = wined3d_texture_get_sub_resource(src_texture, src_sub_resource_idx))
1339 || src_resource->type != WINED3D_RTYPE_SURFACE)
1340 return WINED3DERR_INVALIDCALL;
1343 return wined3d_surface_blt(surface_from_resource(dst_resource), dst_rect,
1344 src_resource ? surface_from_resource(src_resource) : NULL, src_rect, flags, fx, filter);
1347 HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct wined3d_resource_desc *desc,
1348 UINT level_count, DWORD flags, const struct wined3d_sub_resource_data *data, void *parent,
1349 const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
1351 struct wined3d_texture *object;
1352 HRESULT hr;
1354 TRACE("device %p, desc %p, level_count %u, flags %#x, data %p, parent %p, parent_ops %p, texture %p.\n",
1355 device, desc, level_count, flags, data, parent, parent_ops, texture);
1357 if (!level_count)
1359 WARN("Invalid level count.\n");
1360 return WINED3DERR_INVALIDCALL;
1363 if (desc->multisample_type != WINED3D_MULTISAMPLE_NONE)
1365 const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info, desc->format);
1367 if (desc->multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE
1368 && desc->multisample_quality >= wined3d_popcount(format->multisample_types))
1370 WARN("Unsupported quality level %u requested for WINED3D_MULTISAMPLE_NON_MASKABLE.\n",
1371 desc->multisample_quality);
1372 return WINED3DERR_NOTAVAILABLE;
1374 if (desc->multisample_type != WINED3D_MULTISAMPLE_NON_MASKABLE
1375 && (!(format->multisample_types & 1u << (desc->multisample_type - 1))
1376 || desc->multisample_quality))
1378 WARN("Unsupported multisample type %u quality %u requested.\n", desc->multisample_type,
1379 desc->multisample_quality);
1380 return WINED3DERR_NOTAVAILABLE;
1384 if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
1385 return E_OUTOFMEMORY;
1387 switch (desc->resource_type)
1389 case WINED3D_RTYPE_TEXTURE_2D:
1390 hr = texture_init(object, desc, level_count, flags, device, parent, parent_ops);
1391 break;
1393 case WINED3D_RTYPE_TEXTURE_3D:
1394 hr = volumetexture_init(object, desc, level_count, device, parent, parent_ops);
1395 break;
1397 default:
1398 ERR("Invalid resource type %s.\n", debug_d3dresourcetype(desc->resource_type));
1399 hr = WINED3DERR_INVALIDCALL;
1400 break;
1403 if (FAILED(hr))
1405 WARN("Failed to initialize texture, returning %#x.\n", hr);
1406 HeapFree(GetProcessHeap(), 0, object);
1407 return hr;
1410 /* FIXME: We'd like to avoid ever allocating system memory for the texture
1411 * in this case. */
1412 if (data && FAILED(hr = wined3d_texture_upload_data(object, data)))
1414 wined3d_texture_cleanup(object);
1415 HeapFree(GetProcessHeap(), 0, object);
1416 return hr;
1419 TRACE("Created texture %p.\n", object);
1420 *texture = object;
1422 return WINED3D_OK;
1425 HRESULT CDECL wined3d_texture_get_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC *dc)
1427 struct wined3d_device *device = texture->resource.device;
1428 struct wined3d_context *context = NULL;
1429 struct wined3d_resource *sub_resource;
1430 struct wined3d_surface *surface;
1431 HRESULT hr;
1433 TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture, sub_resource_idx, dc);
1435 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
1436 return WINED3DERR_INVALIDCALL;
1438 if (sub_resource->type != WINED3D_RTYPE_SURFACE)
1440 WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type));
1441 return WINED3DERR_INVALIDCALL;
1444 surface = surface_from_resource(sub_resource);
1446 /* Give more detailed info for ddraw. */
1447 if (surface->flags & SFLAG_DCINUSE)
1448 return WINEDDERR_DCALREADYCREATED;
1450 /* Can't GetDC if the surface is locked. */
1451 if (surface->resource.map_count)
1452 return WINED3DERR_INVALIDCALL;
1454 if (device->d3d_initialized)
1455 context = context_acquire(device, NULL);
1457 /* Create a DIB section if there isn't a dc yet. */
1458 if (!surface->hDC)
1460 if (FAILED(hr = surface_create_dib_section(surface)))
1462 if (context)
1463 context_release(context);
1464 return WINED3DERR_INVALIDCALL;
1466 if (!(surface->resource.map_binding == WINED3D_LOCATION_USER_MEMORY
1467 || surface->container->flags & WINED3D_TEXTURE_PIN_SYSMEM
1468 || surface->pbo))
1469 surface->resource.map_binding = WINED3D_LOCATION_DIB;
1472 surface_load_location(surface, context, WINED3D_LOCATION_DIB);
1473 surface_invalidate_location(surface, ~WINED3D_LOCATION_DIB);
1475 if (context)
1476 context_release(context);
1478 surface->flags |= SFLAG_DCINUSE;
1479 surface->resource.map_count++;
1481 *dc = surface->hDC;
1482 TRACE("Returning dc %p.\n", *dc);
1484 return WINED3D_OK;
1487 HRESULT CDECL wined3d_texture_release_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC dc)
1489 struct wined3d_device *device = texture->resource.device;
1490 struct wined3d_context *context = NULL;
1491 struct wined3d_resource *sub_resource;
1492 struct wined3d_surface *surface;
1494 TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture, sub_resource_idx, dc);
1496 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
1497 return WINED3DERR_INVALIDCALL;
1499 if (sub_resource->type != WINED3D_RTYPE_SURFACE)
1501 WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type));
1502 return WINED3DERR_INVALIDCALL;
1505 surface = surface_from_resource(sub_resource);
1507 if (!(surface->flags & SFLAG_DCINUSE))
1508 return WINEDDERR_NODC;
1510 if (surface->hDC != dc)
1512 WARN("Application tries to release invalid DC %p, surface DC is %p.\n",
1513 dc, surface->hDC);
1514 return WINEDDERR_NODC;
1517 surface->resource.map_count--;
1518 surface->flags &= ~SFLAG_DCINUSE;
1520 if (surface->resource.map_binding == WINED3D_LOCATION_USER_MEMORY
1521 || (surface->container->flags & WINED3D_TEXTURE_PIN_SYSMEM
1522 && surface->resource.map_binding != WINED3D_LOCATION_DIB))
1524 /* The game Salammbo modifies the surface contents without mapping the surface between
1525 * a GetDC/ReleaseDC operation and flipping the surface. If the DIB remains the active
1526 * copy and is copied to the screen, this update, which draws the mouse pointer, is lost.
1527 * Do not only copy the DIB to the map location, but also make sure the map location is
1528 * copied back to the DIB in the next getdc call.
1530 * The same consideration applies to user memory surfaces. */
1532 if (device->d3d_initialized)
1533 context = context_acquire(device, NULL);
1535 surface_load_location(surface, context, surface->resource.map_binding);
1536 surface_invalidate_location(surface, WINED3D_LOCATION_DIB);
1537 if (context)
1538 context_release(context);
1541 return WINED3D_OK;