2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2005 Oliver Stieber
5 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
6 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "wine/port.h"
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_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
);
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
);
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
);
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
;
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
;
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
);
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
;
120 TRACE("texture %p.\n", texture
);
122 for (i
= 0; i
< sub_count
; ++i
)
124 struct wined3d_resource
*sub_resource
= texture
->sub_resources
[i
];
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
;
154 TRACE("texture %p, context %p, srgb %#x.\n", texture
, context
, srgb
);
156 if (gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
159 /* sRGB mode cache for preload() calls outside drawprim. */
161 texture
->flags
|= WINED3D_TEXTURE_IS_SRGB
;
163 texture
->flags
&= ~WINED3D_TEXTURE_IS_SRGB
;
165 gl_tex
= wined3d_texture_get_gl_texture(texture
, srgb
);
166 target
= texture
->target
;
170 context_bind_texture(context
, target
, gl_tex
->name
);
174 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &gl_tex
->name
);
175 checkGLcall("glGenTextures");
176 TRACE("Generated texture %d.\n", gl_tex
->name
);
180 ERR("Failed to generate a texture name.\n");
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
;
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
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
;
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
);
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
);
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
)
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
);
402 ULONG CDECL
wined3d_texture_decref(struct wined3d_texture
*texture
)
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
);
416 wined3d_texture_cleanup(texture
);
417 texture
->resource
.parent_ops
->wined3d_object_destroyed(texture
->resource
.parent
);
418 HeapFree(GetProcessHeap(), 0, texture
);
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
;
447 TRACE("texture %p, context %p, srgb %#x.\n", texture
, context
, srgb
);
449 if (gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
453 flag
= WINED3D_TEXTURE_SRGB_VALID
;
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
;
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
);
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
));
517 if (lod
>= texture
->level_count
)
518 lod
= texture
->level_count
- 1;
520 if (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
));
533 DWORD CDECL
wined3d_texture_get_lod(const struct wined3d_texture
*texture
)
535 TRACE("texture %p, returning %u.\n", texture
, 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
;
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
);
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
);
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
)
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
;
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
);
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
);
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
;
735 for (i
= 0; i
< sub_count
; ++i
)
739 WARN("Invalid sub-resource data specified for sub-resource %u.\n", i
);
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
);
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
;
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
;
833 TRACE("texture %p, context %p, format %s.\n", texture
, context
, debug_d3dformat(format
->id
));
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
);
849 internal
= format
->glGammaInternal
;
850 else if (texture
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
851 && wined3d_resource_is_offscreen(&texture
->resource
))
852 internal
= format
->rtInternal
;
854 internal
= format
->glInternal
;
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
;
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
)))
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
)))
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
;
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
;
979 /* Find the nearest pow2 match. */
980 pow2_width
= pow2_height
= 1;
981 while (pow2_width
< desc
->width
)
983 while (pow2_height
< desc
->height
)
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");
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
);
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
);
1040 if (desc
->usage
& WINED3DUSAGE_LEGACY_CUBEMAP
)
1041 texture
->target
= GL_TEXTURE_CUBE_MAP_ARB
;
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
;
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
);
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);
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
;
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
;
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
;
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
;
1259 while (pow2_w
< desc
->width
)
1262 while (pow2_h
< desc
->height
)
1265 while (pow2_d
< desc
->depth
)
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");
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
);
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
);
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);
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
;
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
;
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
);
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
);
1393 case WINED3D_RTYPE_TEXTURE_3D
:
1394 hr
= volumetexture_init(object
, desc
, level_count
, device
, parent
, parent_ops
);
1398 ERR("Invalid resource type %s.\n", debug_d3dresourcetype(desc
->resource_type
));
1399 hr
= WINED3DERR_INVALIDCALL
;
1405 WARN("Failed to initialize texture, returning %#x.\n", hr
);
1406 HeapFree(GetProcessHeap(), 0, object
);
1410 /* FIXME: We'd like to avoid ever allocating system memory for the texture
1412 if (data
&& FAILED(hr
= wined3d_texture_upload_data(object
, data
)))
1414 wined3d_texture_cleanup(object
);
1415 HeapFree(GetProcessHeap(), 0, object
);
1419 TRACE("Created texture %p.\n", object
);
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
;
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. */
1460 if (FAILED(hr
= surface_create_dib_section(surface
)))
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
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
);
1476 context_release(context
);
1478 surface
->flags
|= SFLAG_DCINUSE
;
1479 surface
->resource
.map_count
++;
1482 TRACE("Returning dc %p.\n", *dc
);
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",
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
);
1538 context_release(context
);