wined3d: Store sub-resource map counts in the sub-resource structure.
[wine.git] / dlls / wined3d / texture.c
blobde3ed076d6b749df81cccf0b5b0654e1a80a3185
1 /*
2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2005 Oliver Stieber
5 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
6 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 #include "config.h"
24 #include "wine/port.h"
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
28 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
29 WINE_DECLARE_DEBUG_CHANNEL(winediag);
31 BOOL wined3d_texture_use_pbo(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
33 return texture->resource.pool == WINED3D_POOL_DEFAULT
34 && texture->resource.access_flags & WINED3D_RESOURCE_ACCESS_CPU
35 && gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]
36 && !texture->resource.format->convert
37 && !(texture->flags & (WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_COND_NP2_EMULATED));
40 GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture)
42 const struct wined3d_swapchain *swapchain = texture->swapchain;
44 TRACE("texture %p.\n", texture);
46 if (!swapchain)
48 ERR("Texture %p is not part of a swapchain.\n", texture);
49 return GL_NONE;
52 if (swapchain->back_buffers && swapchain->back_buffers[0] == texture)
54 if (swapchain->render_to_fbo)
56 TRACE("Returning GL_COLOR_ATTACHMENT0.\n");
57 return GL_COLOR_ATTACHMENT0;
59 TRACE("Returning GL_BACK.\n");
60 return GL_BACK;
62 else if (texture == swapchain->front_buffer)
64 TRACE("Returning GL_FRONT.\n");
65 return GL_FRONT;
68 FIXME("Higher back buffer, returning GL_BACK.\n");
69 return GL_BACK;
72 void wined3d_texture_validate_location(struct wined3d_texture *texture,
73 unsigned int sub_resource_idx, DWORD location)
75 struct wined3d_texture_sub_resource *sub_resource;
77 TRACE("texture %p, sub_resource_idx %u, location %s.\n",
78 texture, sub_resource_idx, wined3d_debug_location(location));
80 sub_resource = &texture->sub_resources[sub_resource_idx];
81 sub_resource->locations |= location;
83 TRACE("New locations flags are %s.\n", wined3d_debug_location(sub_resource->locations));
86 void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
87 unsigned int sub_resource_idx, DWORD location)
89 struct wined3d_texture_sub_resource *sub_resource;
91 TRACE("texture %p, sub_resource_idx %u, location %s.\n",
92 texture, sub_resource_idx, wined3d_debug_location(location));
94 if (location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
95 wined3d_texture_set_dirty(texture);
97 sub_resource = &texture->sub_resources[sub_resource_idx];
98 sub_resource->locations &= ~location;
100 TRACE("New locations flags are %s.\n", wined3d_debug_location(sub_resource->locations));
102 if (!sub_resource->locations)
103 ERR("Sub-resource %u of texture %p does not have any up to date location.\n",
104 sub_resource_idx, texture);
107 void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx,
108 struct wined3d_bo_address *data, DWORD locations)
110 struct wined3d_texture_sub_resource *sub_resource;
112 TRACE("texture %p, sub_resource_idx %u, data %p, locations %s.\n",
113 texture, sub_resource_idx, data, wined3d_debug_location(locations));
115 sub_resource = &texture->sub_resources[sub_resource_idx];
116 if (locations & WINED3D_LOCATION_BUFFER)
118 data->addr = NULL;
119 data->buffer_object = sub_resource->buffer_object;
120 return;
122 if (locations & WINED3D_LOCATION_USER_MEMORY)
124 data->addr = texture->user_memory;
125 data->buffer_object = 0;
126 return;
128 if (locations & WINED3D_LOCATION_DIB)
130 if (texture->resource.type == WINED3D_RTYPE_TEXTURE_2D)
132 data->addr = sub_resource->u.surface->dib.bitmap_data;
133 data->buffer_object = 0;
134 return;
136 ERR("Invalid location WINED3D_LOCATION_DIB for resource type %s.\n",
137 debug_d3dresourcetype(texture->resource.type));
139 if (locations & WINED3D_LOCATION_SYSMEM)
141 data->addr = sub_resource->resource->heap_memory;
142 data->buffer_object = 0;
143 return;
146 ERR("Unexpected locations %s.\n", wined3d_debug_location(locations));
147 data->addr = NULL;
148 data->buffer_object = 0;
151 static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_texture_ops *texture_ops,
152 UINT layer_count, UINT level_count, const struct wined3d_resource_desc *desc, DWORD flags,
153 struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops,
154 const struct wined3d_resource_ops *resource_ops)
156 const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info, desc->format);
157 HRESULT hr;
159 TRACE("texture %p, texture_ops %p, layer_count %u, level_count %u, resource_type %s, format %s, "
160 "multisample_type %#x, multisample_quality %#x, usage %s, pool %s, width %u, height %u, depth %u, "
161 "flags %#x, device %p, parent %p, parent_ops %p, resource_ops %p.\n",
162 texture, texture_ops, layer_count, level_count, debug_d3dresourcetype(desc->resource_type),
163 debug_d3dformat(desc->format), desc->multisample_type, desc->multisample_quality,
164 debug_d3dusage(desc->usage), debug_d3dpool(desc->pool), desc->width, desc->height, desc->depth,
165 flags, device, parent, parent_ops, resource_ops);
167 if (FAILED(hr = resource_init(&texture->resource, device, desc->resource_type, format,
168 desc->multisample_type, desc->multisample_quality, desc->usage, desc->pool,
169 desc->width, desc->height, desc->depth, 0, parent, parent_ops, resource_ops)))
171 static unsigned int once;
173 /* DXTn 3D textures are not supported. Do not write the ERR for them. */
174 if ((desc->format == WINED3DFMT_DXT1 || desc->format == WINED3DFMT_DXT2 || desc->format == WINED3DFMT_DXT3
175 || desc->format == WINED3DFMT_DXT4 || desc->format == WINED3DFMT_DXT5)
176 && !(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE)
177 && desc->resource_type != WINED3D_RTYPE_TEXTURE_3D && !once++)
178 ERR_(winediag)("The application tried to create a DXTn texture, but the driver does not support them.\n");
180 WARN("Failed to initialize resource, returning %#x\n", hr);
181 return hr;
183 wined3d_resource_update_draw_binding(&texture->resource);
184 if ((flags & WINED3D_TEXTURE_CREATE_MAPPABLE) || desc->format == WINED3DFMT_D16_LOCKABLE)
185 texture->resource.access_flags |= WINED3D_RESOURCE_ACCESS_CPU;
187 texture->texture_ops = texture_ops;
189 texture->layer_count = layer_count;
190 texture->level_count = level_count;
191 texture->filter_type = (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3D_TEXF_LINEAR : WINED3D_TEXF_NONE;
192 texture->lod = 0;
193 texture->flags |= WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS;
194 if (flags & WINED3D_TEXTURE_CREATE_PIN_SYSMEM)
195 texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM;
197 return WINED3D_OK;
200 /* Context activation is done by the caller. */
201 void wined3d_texture_remove_buffer_object(struct wined3d_texture *texture,
202 unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info)
204 GLuint *buffer_object;
206 buffer_object = &texture->sub_resources[sub_resource_idx].buffer_object;
207 GL_EXTCALL(glDeleteBuffers(1, buffer_object));
208 checkGLcall("glDeleteBuffers");
209 wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_BUFFER);
210 *buffer_object = 0;
212 TRACE("Deleted buffer object %u for texture %p, sub-resource %u.\n",
213 *buffer_object, texture, sub_resource_idx);
216 /* A GL context is provided by the caller */
217 static void gltexture_delete(struct wined3d_device *device, const struct wined3d_gl_info *gl_info,
218 struct gl_texture *tex)
220 context_gl_resource_released(device, tex->name, FALSE);
221 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex->name);
222 tex->name = 0;
225 static void wined3d_texture_unload_gl_texture(struct wined3d_texture *texture)
227 struct wined3d_device *device = texture->resource.device;
228 struct wined3d_context *context = NULL;
230 if (texture->texture_rgb.name || texture->texture_srgb.name)
232 context = context_acquire(device, NULL);
235 if (texture->texture_rgb.name)
236 gltexture_delete(device, context->gl_info, &texture->texture_rgb);
238 if (texture->texture_srgb.name)
239 gltexture_delete(device, context->gl_info, &texture->texture_srgb);
241 if (context) context_release(context);
243 wined3d_texture_set_dirty(texture);
245 resource_unload(&texture->resource);
248 static void wined3d_texture_cleanup(struct wined3d_texture *texture)
250 unsigned int sub_count = texture->level_count * texture->layer_count;
251 struct wined3d_device *device = texture->resource.device;
252 struct wined3d_context *context = NULL;
253 const struct wined3d_gl_info *gl_info;
254 GLuint buffer_object;
255 unsigned int i;
257 TRACE("texture %p.\n", texture);
259 for (i = 0; i < sub_count; ++i)
261 if (!(buffer_object = texture->sub_resources[i].buffer_object))
262 continue;
264 TRACE("Deleting buffer object %u.\n", buffer_object);
266 /* We may not be able to get a context in wined3d_texture_cleanup() in
267 * general, but if a buffer object was previously created we can. */
268 if (!context)
270 context = context_acquire(device, NULL);
271 gl_info = context->gl_info;
274 GL_EXTCALL(glDeleteBuffers(1, &buffer_object));
276 if (context)
277 context_release(context);
279 texture->texture_ops->texture_cleanup_sub_resources(texture);
280 wined3d_texture_unload_gl_texture(texture);
281 resource_cleanup(&texture->resource);
284 void wined3d_texture_set_swapchain(struct wined3d_texture *texture, struct wined3d_swapchain *swapchain)
286 texture->swapchain = swapchain;
287 wined3d_resource_update_draw_binding(&texture->resource);
290 void wined3d_texture_set_dirty(struct wined3d_texture *texture)
292 texture->flags &= ~(WINED3D_TEXTURE_RGB_VALID | WINED3D_TEXTURE_SRGB_VALID);
295 /* Context activation is done by the caller. */
296 void wined3d_texture_bind(struct wined3d_texture *texture,
297 struct wined3d_context *context, BOOL srgb)
299 const struct wined3d_gl_info *gl_info = context->gl_info;
300 const struct wined3d_format *format = texture->resource.format;
301 const struct color_fixup_desc fixup = format->color_fixup;
302 struct gl_texture *gl_tex;
303 GLenum target;
305 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
307 if (!needs_separate_srgb_gl_texture(context))
308 srgb = FALSE;
310 /* sRGB mode cache for preload() calls outside drawprim. */
311 if (srgb)
312 texture->flags |= WINED3D_TEXTURE_IS_SRGB;
313 else
314 texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
316 gl_tex = wined3d_texture_get_gl_texture(texture, srgb);
317 target = texture->target;
319 if (gl_tex->name)
321 context_bind_texture(context, target, gl_tex->name);
322 return;
325 gl_info->gl_ops.gl.p_glGenTextures(1, &gl_tex->name);
326 checkGLcall("glGenTextures");
327 TRACE("Generated texture %d.\n", gl_tex->name);
329 if (!gl_tex->name)
331 ERR("Failed to generate a texture name.\n");
332 return;
335 /* Initialise the state of the texture object to the OpenGL defaults, not
336 * the wined3d defaults. */
337 gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_WRAP;
338 gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_WRAP;
339 gl_tex->sampler_desc.address_w = WINED3D_TADDRESS_WRAP;
340 memset(gl_tex->sampler_desc.border_color, 0, sizeof(gl_tex->sampler_desc.border_color));
341 gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_LINEAR;
342 gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
343 gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
344 gl_tex->sampler_desc.lod_bias = 0.0f;
345 gl_tex->sampler_desc.min_lod = -1000.0f;
346 gl_tex->sampler_desc.max_lod = 1000.0f;
347 gl_tex->sampler_desc.max_anisotropy = 1;
348 gl_tex->sampler_desc.compare = FALSE;
349 gl_tex->sampler_desc.comparison_func = WINED3D_CMP_LESSEQUAL;
350 if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
351 gl_tex->sampler_desc.srgb_decode = TRUE;
352 else
353 gl_tex->sampler_desc.srgb_decode = srgb;
354 gl_tex->base_level = 0;
355 wined3d_texture_set_dirty(texture);
357 context_bind_texture(context, target, gl_tex->name);
359 if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)
361 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
362 checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
365 /* For a new texture we have to set the texture levels after binding the
366 * texture. Beware that texture rectangles do not support mipmapping, but
367 * set the maxmiplevel if we're relying on the partial
368 * GL_ARB_texture_non_power_of_two emulation with texture rectangles.
369 * (I.e., do not care about cond_np2 here, just look for
370 * GL_TEXTURE_RECTANGLE_ARB.) */
371 if (target != GL_TEXTURE_RECTANGLE_ARB)
373 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->level_count - 1);
374 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
375 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)");
378 if (target == GL_TEXTURE_CUBE_MAP_ARB)
380 /* Cubemaps are always set to clamp, regardless of the sampler state. */
381 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
382 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
383 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
386 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
388 /* Conditinal non power of two textures use a different clamping
389 * default. If we're using the GL_WINE_normalized_texrect partial
390 * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
391 * has the address mode set to repeat - something that prevents us
392 * from hitting the accelerated codepath. Thus manually set the GL
393 * state. The same applies to filtering. Even if the texture has only
394 * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
395 * fallback on macos. */
396 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
397 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
398 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
399 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
400 checkGLcall("glTexParameteri");
401 gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
402 gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
403 gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_POINT;
404 gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT;
405 gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_NONE;
408 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] && gl_info->supported[ARB_DEPTH_TEXTURE])
410 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);
411 checkGLcall("glTexParameteri(GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY)");
414 if (!is_identity_fixup(fixup) && can_use_texture_swizzle(gl_info, format))
416 static const GLenum swizzle_source[] =
418 GL_ZERO, /* CHANNEL_SOURCE_ZERO */
419 GL_ONE, /* CHANNEL_SOURCE_ONE */
420 GL_RED, /* CHANNEL_SOURCE_X */
421 GL_GREEN, /* CHANNEL_SOURCE_Y */
422 GL_BLUE, /* CHANNEL_SOURCE_Z */
423 GL_ALPHA, /* CHANNEL_SOURCE_W */
425 struct
427 GLint x, y, z, w;
429 swizzle;
431 swizzle.x = swizzle_source[fixup.x_source];
432 swizzle.y = swizzle_source[fixup.y_source];
433 swizzle.z = swizzle_source[fixup.z_source];
434 swizzle.w = swizzle_source[fixup.w_source];
435 gl_info->gl_ops.gl.p_glTexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, &swizzle.x);
436 checkGLcall("glTexParameteriv(GL_TEXTURE_SWIZZLE_RGBA)");
440 /* Context activation is done by the caller. */
441 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
442 struct wined3d_context *context, BOOL srgb)
444 DWORD active_sampler;
446 /* We don't need a specific texture unit, but after binding the texture
447 * the current unit is dirty. Read the unit back instead of switching to
448 * 0, this avoids messing around with the state manager's GL states. The
449 * current texture unit should always be a valid one.
451 * To be more specific, this is tricky because we can implicitly be
452 * called from sampler() in state.c. This means we can't touch anything
453 * other than whatever happens to be the currently active texture, or we
454 * would risk marking already applied sampler states dirty again. */
455 active_sampler = context->rev_tex_unit_map[context->active_texture];
456 if (active_sampler != WINED3D_UNMAPPED_STAGE)
457 context_invalidate_state(context, STATE_SAMPLER(active_sampler));
458 /* FIXME: Ideally we'd only do this when touching a binding that's used by
459 * a shader. */
460 context_invalidate_state(context, STATE_SHADER_RESOURCE_BINDING);
462 wined3d_texture_bind(texture, context, srgb);
465 /* Context activation is done by the caller (state handler). */
466 /* This function relies on the correct texture being bound and loaded. */
467 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
468 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context)
470 const struct wined3d_gl_info *gl_info = context->gl_info;
471 GLenum target = texture->target;
472 struct gl_texture *gl_tex;
473 DWORD state;
475 TRACE("texture %p, sampler_desc %p, context %p.\n", texture, sampler_desc, context);
477 gl_tex = wined3d_texture_get_gl_texture(texture, texture->flags & WINED3D_TEXTURE_IS_SRGB);
479 state = sampler_desc->address_u;
480 if (state != gl_tex->sampler_desc.address_u)
482 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S,
483 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
484 gl_tex->sampler_desc.address_u = state;
487 state = sampler_desc->address_v;
488 if (state != gl_tex->sampler_desc.address_v)
490 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T,
491 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
492 gl_tex->sampler_desc.address_v = state;
495 state = sampler_desc->address_w;
496 if (state != gl_tex->sampler_desc.address_w)
498 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R,
499 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
500 gl_tex->sampler_desc.address_w = state;
503 if (memcmp(gl_tex->sampler_desc.border_color, sampler_desc->border_color,
504 sizeof(gl_tex->sampler_desc.border_color)))
506 gl_info->gl_ops.gl.p_glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &sampler_desc->border_color[0]);
507 memcpy(gl_tex->sampler_desc.border_color, sampler_desc->border_color,
508 sizeof(gl_tex->sampler_desc.border_color));
511 state = sampler_desc->mag_filter;
512 if (state != gl_tex->sampler_desc.mag_filter)
514 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(state));
515 gl_tex->sampler_desc.mag_filter = state;
518 if (sampler_desc->min_filter != gl_tex->sampler_desc.min_filter
519 || sampler_desc->mip_filter != gl_tex->sampler_desc.mip_filter)
521 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
522 wined3d_gl_min_mip_filter(sampler_desc->min_filter, sampler_desc->mip_filter));
523 gl_tex->sampler_desc.min_filter = sampler_desc->min_filter;
524 gl_tex->sampler_desc.mip_filter = sampler_desc->mip_filter;
527 state = sampler_desc->max_anisotropy;
528 if (state != gl_tex->sampler_desc.max_anisotropy)
530 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
531 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, state);
532 else
533 WARN("Anisotropic filtering not supported.\n");
534 gl_tex->sampler_desc.max_anisotropy = state;
537 if (!sampler_desc->srgb_decode != !gl_tex->sampler_desc.srgb_decode
538 && (context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
539 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
541 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
542 sampler_desc->srgb_decode ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
543 gl_tex->sampler_desc.srgb_decode = sampler_desc->srgb_decode;
546 if (!sampler_desc->compare != !gl_tex->sampler_desc.compare)
548 if (sampler_desc->compare)
549 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
550 else
551 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
552 gl_tex->sampler_desc.compare = sampler_desc->compare;
555 checkGLcall("Texture parameter application");
557 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
559 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
560 GL_TEXTURE_LOD_BIAS_EXT, sampler_desc->lod_bias);
561 checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
565 ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture)
567 ULONG refcount;
569 TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
571 if (texture->swapchain)
572 return wined3d_swapchain_incref(texture->swapchain);
574 refcount = InterlockedIncrement(&texture->resource.ref);
575 TRACE("%p increasing refcount to %u.\n", texture, refcount);
577 return refcount;
580 ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture)
582 ULONG refcount;
584 TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
586 if (texture->swapchain)
587 return wined3d_swapchain_decref(texture->swapchain);
589 refcount = InterlockedDecrement(&texture->resource.ref);
590 TRACE("%p decreasing refcount to %u.\n", texture, refcount);
592 if (!refcount)
594 wined3d_texture_cleanup(texture);
595 texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent);
596 HeapFree(GetProcessHeap(), 0, texture);
599 return refcount;
602 struct wined3d_resource * CDECL wined3d_texture_get_resource(struct wined3d_texture *texture)
604 TRACE("texture %p.\n", texture);
606 return &texture->resource;
609 static BOOL color_key_equal(const struct wined3d_color_key *c1, struct wined3d_color_key *c2)
611 return c1->color_space_low_value == c2->color_space_low_value
612 && c1->color_space_high_value == c2->color_space_high_value;
615 /* Context activation is done by the caller */
616 void wined3d_texture_load(struct wined3d_texture *texture,
617 struct wined3d_context *context, BOOL srgb)
619 UINT sub_count = texture->level_count * texture->layer_count;
620 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
621 DWORD flag;
622 UINT i;
624 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
626 if (!needs_separate_srgb_gl_texture(context))
627 srgb = FALSE;
629 if (srgb)
630 flag = WINED3D_TEXTURE_SRGB_VALID;
631 else
632 flag = WINED3D_TEXTURE_RGB_VALID;
634 if (!d3d_info->shader_color_key
635 && (!(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
636 != !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
637 || (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY
638 && !color_key_equal(&texture->async.gl_color_key, &texture->async.src_blt_color_key))))
640 unsigned int sub_count = texture->level_count * texture->layer_count;
641 unsigned int i;
643 TRACE("Reloading because of color key value change.\n");
644 for (i = 0; i < sub_count; i++)
646 struct wined3d_resource *sub_resource = texture->sub_resources[i].resource;
648 if (!texture->texture_ops->texture_load_location(texture, i, context, sub_resource->map_binding))
649 ERR("Failed to load location %s.\n", wined3d_debug_location(sub_resource->map_binding));
650 else
651 wined3d_texture_invalidate_location(texture, i, ~sub_resource->map_binding);
654 texture->async.gl_color_key = texture->async.src_blt_color_key;
657 if (texture->flags & flag)
659 TRACE("Texture %p not dirty, nothing to do.\n", texture);
660 return;
663 /* Reload the surfaces if the texture is marked dirty. */
664 for (i = 0; i < sub_count; ++i)
666 if (!texture->texture_ops->texture_load_location(texture, i, context,
667 srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB))
668 ERR("Failed to load location (srgb %#x).\n", srgb);
670 texture->flags |= flag;
673 void CDECL wined3d_texture_preload(struct wined3d_texture *texture)
675 struct wined3d_context *context;
676 context = context_acquire(texture->resource.device, NULL);
677 wined3d_texture_load(texture, context, texture->flags & WINED3D_TEXTURE_IS_SRGB);
678 context_release(context);
681 void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture)
683 TRACE("texture %p.\n", texture);
685 return texture->resource.parent;
688 static BOOL wined3d_texture_check_box_dimensions(const struct wined3d_texture *texture,
689 unsigned int level, const struct wined3d_box *box)
691 if (box->left >= box->right
692 || box->top >= box->bottom
693 || box->front >= box->back)
694 return FALSE;
696 if (box->right > wined3d_texture_get_level_width(texture, level)
697 || box->bottom > wined3d_texture_get_level_height(texture, level)
698 || box->back > wined3d_texture_get_level_depth(texture, level))
699 return FALSE;
701 return TRUE;
704 void CDECL wined3d_texture_get_pitch(const struct wined3d_texture *texture,
705 unsigned int level, unsigned int *row_pitch, unsigned int *slice_pitch)
707 const struct wined3d_resource *resource = &texture->resource;
708 unsigned int width = wined3d_texture_get_level_width(texture, level);
709 unsigned int height = wined3d_texture_get_level_height(texture, level);
711 if (texture->row_pitch)
713 *row_pitch = texture->row_pitch;
714 *slice_pitch = texture->slice_pitch;
715 return;
718 wined3d_format_calculate_pitch(resource->format, resource->device->surface_alignment,
719 width, height, row_pitch, slice_pitch);
722 DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
724 DWORD old = texture->lod;
726 TRACE("texture %p, lod %u.\n", texture, lod);
728 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
729 * textures. The call always returns 0, and GetLOD always returns 0. */
730 if (texture->resource.pool != WINED3D_POOL_MANAGED)
732 TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture->resource.pool));
733 return 0;
736 if (lod >= texture->level_count)
737 lod = texture->level_count - 1;
739 if (texture->lod != lod)
741 texture->lod = lod;
743 texture->texture_rgb.base_level = ~0u;
744 texture->texture_srgb.base_level = ~0u;
745 if (texture->resource.bind_count)
746 device_invalidate_state(texture->resource.device, STATE_SAMPLER(texture->sampler));
749 return old;
752 DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture)
754 TRACE("texture %p, returning %u.\n", texture, texture->lod);
756 return texture->lod;
759 DWORD CDECL wined3d_texture_get_level_count(const struct wined3d_texture *texture)
761 TRACE("texture %p, returning %u.\n", texture, texture->level_count);
763 return texture->level_count;
766 HRESULT CDECL wined3d_texture_set_autogen_filter_type(struct wined3d_texture *texture,
767 enum wined3d_texture_filter_type filter_type)
769 FIXME("texture %p, filter_type %s stub!\n", texture, debug_d3dtexturefiltertype(filter_type));
771 if (!(texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP))
773 WARN("Texture doesn't have AUTOGENMIPMAP usage.\n");
774 return WINED3DERR_INVALIDCALL;
777 texture->filter_type = filter_type;
779 return WINED3D_OK;
782 enum wined3d_texture_filter_type CDECL wined3d_texture_get_autogen_filter_type(const struct wined3d_texture *texture)
784 TRACE("texture %p.\n", texture);
786 return texture->filter_type;
789 HRESULT CDECL wined3d_texture_set_color_key(struct wined3d_texture *texture,
790 DWORD flags, const struct wined3d_color_key *color_key)
792 struct wined3d_device *device = texture->resource.device;
793 static const DWORD all_flags = WINED3D_CKEY_DST_BLT | WINED3D_CKEY_DST_OVERLAY
794 | WINED3D_CKEY_SRC_BLT | WINED3D_CKEY_SRC_OVERLAY;
796 TRACE("texture %p, flags %#x, color_key %p.\n", texture, flags, color_key);
798 if (flags & ~all_flags)
800 WARN("Invalid flags passed, returning WINED3DERR_INVALIDCALL.\n");
801 return WINED3DERR_INVALIDCALL;
804 wined3d_cs_emit_set_color_key(device->cs, texture, flags, color_key);
806 return WINED3D_OK;
809 HRESULT CDECL wined3d_texture_update_desc(struct wined3d_texture *texture, UINT width, UINT height,
810 enum wined3d_format_id format_id, enum wined3d_multisample_type multisample_type,
811 UINT multisample_quality, void *mem, UINT pitch)
813 struct wined3d_device *device = texture->resource.device;
814 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
815 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
816 UINT resource_size = wined3d_format_calculate_size(format, device->surface_alignment, width, height, 1);
817 struct wined3d_texture_sub_resource *sub_resource;
818 struct wined3d_surface *surface;
819 DWORD valid_location = 0;
820 BOOL create_dib = FALSE;
822 TRACE("texture %p, width %u, height %u, format %s, multisample_type %#x, multisample_quality %u, "
823 "mem %p, pitch %u.\n",
824 texture, width, height, debug_d3dformat(format_id), multisample_type, multisample_quality, mem, pitch);
826 if (!resource_size)
827 return WINED3DERR_INVALIDCALL;
829 if (texture->level_count * texture->layer_count > 1)
831 WARN("Texture has multiple sub-resources, not supported.\n");
832 return WINED3DERR_INVALIDCALL;
835 if (texture->resource.type == WINED3D_RTYPE_TEXTURE_3D)
837 WARN("Not supported on 3D textures.\n");
838 return WINED3DERR_INVALIDCALL;
841 /* We have no way of supporting a pitch that is not a multiple of the pixel
842 * byte width short of uploading the texture row-by-row.
843 * Fortunately that's not an issue since D3D9Ex doesn't allow a custom pitch
844 * for user-memory textures (it always expects packed data) while DirectDraw
845 * requires a 4-byte aligned pitch and doesn't support texture formats
846 * larger than 4 bytes per pixel nor any format using 3 bytes per pixel.
847 * This check is here to verify that the assumption holds. */
848 if (pitch % texture->resource.format->byte_count)
850 WARN("Pitch unsupported, not a multiple of the texture format byte width.\n");
851 return WINED3DERR_INVALIDCALL;
854 sub_resource = &texture->sub_resources[0];
855 surface = sub_resource->u.surface;
856 if (sub_resource->map_count || (surface->flags & SFLAG_DCINUSE))
858 WARN("Surface is mapped or the DC is in use.\n");
859 return WINED3DERR_INVALIDCALL;
862 if (device->d3d_initialized)
863 texture->resource.resource_ops->resource_unload(&texture->resource);
865 if (surface->flags & SFLAG_DIBSECTION)
867 DeleteDC(surface->hDC);
868 surface->hDC = NULL;
869 DeleteObject(surface->dib.DIBsection);
870 surface->dib.DIBsection = NULL;
871 surface->dib.bitmap_data = NULL;
872 surface->flags &= ~SFLAG_DIBSECTION;
873 create_dib = TRUE;
876 wined3d_resource_free_sysmem(sub_resource->resource);
878 if ((texture->row_pitch = pitch))
879 texture->slice_pitch = height * pitch;
880 else
881 /* User memory surfaces don't have the regular surface alignment. */
882 wined3d_format_calculate_pitch(format, 1, width, height,
883 &texture->row_pitch, &texture->slice_pitch);
885 texture->resource.format = format;
886 texture->resource.multisample_type = multisample_type;
887 texture->resource.multisample_quality = multisample_quality;
888 texture->resource.width = width;
889 texture->resource.height = height;
891 sub_resource->resource->format = format;
892 sub_resource->resource->multisample_type = multisample_type;
893 sub_resource->resource->multisample_quality = multisample_quality;
894 sub_resource->resource->width = width;
895 sub_resource->resource->height = height;
896 sub_resource->resource->size = texture->slice_pitch;
898 if (((width & (width - 1)) || (height & (height - 1))) && !gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]
899 && !gl_info->supported[ARB_TEXTURE_RECTANGLE] && !gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
901 texture->flags |= WINED3D_TEXTURE_COND_NP2_EMULATED;
902 surface->pow2Width = surface->pow2Height = 1;
903 while (surface->pow2Width < width)
904 surface->pow2Width <<= 1;
905 while (surface->pow2Height < height)
906 surface->pow2Height <<= 1;
908 else
910 texture->flags &= ~WINED3D_TEXTURE_COND_NP2_EMULATED;
911 surface->pow2Width = width;
912 surface->pow2Height = height;
915 sub_resource->locations = 0;
917 if ((texture->user_memory = mem))
919 sub_resource->resource->map_binding = WINED3D_LOCATION_USER_MEMORY;
920 valid_location = WINED3D_LOCATION_USER_MEMORY;
922 else if (create_dib && SUCCEEDED(surface_create_dib_section(surface)))
924 valid_location = WINED3D_LOCATION_DIB;
926 else
928 wined3d_surface_prepare(surface, NULL, WINED3D_LOCATION_SYSMEM);
929 valid_location = WINED3D_LOCATION_SYSMEM;
932 /* The format might be changed to a format that needs conversion.
933 * If the surface didn't use PBOs previously but could now, don't
934 * change it - whatever made us not use PBOs might come back, e.g.
935 * color keys. */
936 if (sub_resource->resource->map_binding == WINED3D_LOCATION_BUFFER && !wined3d_texture_use_pbo(texture, gl_info))
937 sub_resource->resource->map_binding = surface->dib.DIBsection ? WINED3D_LOCATION_DIB : WINED3D_LOCATION_SYSMEM;
939 wined3d_texture_validate_location(texture, 0, valid_location);
941 return WINED3D_OK;
944 /* Context activation is done by the caller. */
945 void wined3d_texture_prepare_buffer_object(struct wined3d_texture *texture,
946 unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info)
948 GLuint *buffer_object;
950 buffer_object = &texture->sub_resources[sub_resource_idx].buffer_object;
951 if (*buffer_object)
952 return;
954 GL_EXTCALL(glGenBuffers(1, buffer_object));
955 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, *buffer_object));
956 GL_EXTCALL(glBufferData(GL_PIXEL_UNPACK_BUFFER,
957 texture->sub_resources[sub_resource_idx].resource->size, NULL, GL_STREAM_DRAW));
958 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
959 checkGLcall("Create buffer object");
961 TRACE("Created buffer object %u for texture %p, sub-resource %u.\n",
962 *buffer_object, texture, sub_resource_idx);
965 static void wined3d_texture_force_reload(struct wined3d_texture *texture)
967 unsigned int sub_count = texture->level_count * texture->layer_count;
968 unsigned int i;
970 texture->flags &= ~(WINED3D_TEXTURE_RGB_ALLOCATED | WINED3D_TEXTURE_SRGB_ALLOCATED
971 | WINED3D_TEXTURE_CONVERTED);
972 texture->async.flags &= ~WINED3D_TEXTURE_ASYNC_COLOR_KEY;
973 for (i = 0; i < sub_count; ++i)
975 wined3d_texture_invalidate_location(texture, i,
976 WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
980 void wined3d_texture_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
982 DWORD alloc_flag = srgb ? WINED3D_TEXTURE_SRGB_ALLOCATED : WINED3D_TEXTURE_RGB_ALLOCATED;
983 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
985 if (!d3d_info->shader_color_key
986 && !(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
987 != !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
989 wined3d_texture_force_reload(texture);
991 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
992 texture->async.flags |= WINED3D_TEXTURE_ASYNC_COLOR_KEY;
995 if (texture->flags & alloc_flag)
996 return;
998 texture->texture_ops->texture_prepare_texture(texture, context, srgb);
999 texture->flags |= alloc_flag;
1002 void CDECL wined3d_texture_generate_mipmaps(struct wined3d_texture *texture)
1004 /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
1005 FIXME("texture %p stub!\n", texture);
1008 struct wined3d_texture_sub_resource *wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
1009 unsigned int sub_resource_idx)
1011 UINT sub_count = texture->level_count * texture->layer_count;
1013 TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
1015 if (sub_resource_idx >= sub_count)
1017 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
1018 return NULL;
1021 return &texture->sub_resources[sub_resource_idx];
1024 HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
1025 UINT layer, const struct wined3d_box *dirty_region)
1027 struct wined3d_texture_sub_resource *sub_resource;
1028 struct wined3d_context *context;
1029 unsigned int sub_resource_idx;
1031 TRACE("texture %p, layer %u, dirty_region %s.\n", texture, layer, debug_box(dirty_region));
1033 sub_resource_idx = layer * texture->level_count;
1034 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
1036 WARN("Failed to get sub-resource.\n");
1037 return WINED3DERR_INVALIDCALL;
1040 if (dirty_region)
1041 FIXME("Ignoring dirty_region %s.\n", debug_box(dirty_region));
1043 context = context_acquire(texture->resource.device, NULL);
1044 if (!texture->texture_ops->texture_load_location(texture, sub_resource_idx,
1045 context, sub_resource->resource->map_binding))
1047 ERR("Failed to load location %s.\n", wined3d_debug_location(sub_resource->resource->map_binding));
1048 context_release(context);
1049 return E_OUTOFMEMORY;
1051 wined3d_texture_invalidate_location(texture, sub_resource_idx, ~sub_resource->resource->map_binding);
1052 context_release(context);
1054 return WINED3D_OK;
1057 static HRESULT wined3d_texture_upload_data(struct wined3d_texture *texture,
1058 const struct wined3d_sub_resource_data *data)
1060 unsigned int sub_count = texture->level_count * texture->layer_count;
1061 struct wined3d_context *context;
1062 unsigned int i;
1064 for (i = 0; i < sub_count; ++i)
1066 if (!data[i].data)
1068 WARN("Invalid sub-resource data specified for sub-resource %u.\n", i);
1069 return E_INVALIDARG;
1073 context = context_acquire(texture->resource.device, NULL);
1075 wined3d_texture_prepare_texture(texture, context, FALSE);
1076 wined3d_texture_bind_and_dirtify(texture, context, FALSE);
1078 for (i = 0; i < sub_count; ++i)
1080 texture->texture_ops->texture_upload_data(texture, i, context, &data[i]);
1081 wined3d_texture_validate_location(texture, i, WINED3D_LOCATION_TEXTURE_RGB);
1082 wined3d_texture_invalidate_location(texture, i, ~WINED3D_LOCATION_TEXTURE_RGB);
1085 context_release(context);
1087 return WINED3D_OK;
1090 static void texture2d_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1091 const struct wined3d_context *context, const struct wined3d_sub_resource_data *data)
1093 static const POINT dst_point = {0, 0};
1094 struct wined3d_const_bo_address addr;
1095 unsigned int texture_level;
1096 RECT src_rect;
1098 texture_level = sub_resource_idx % texture->level_count;
1099 SetRect(&src_rect, 0, 0, wined3d_texture_get_level_width(texture, texture_level),
1100 wined3d_texture_get_level_height(texture, texture_level));
1102 addr.buffer_object = 0;
1103 addr.addr = data->data;
1105 wined3d_surface_upload_data(texture->sub_resources[sub_resource_idx].u.surface, context->gl_info,
1106 texture->resource.format, &src_rect, data->row_pitch, &dst_point, FALSE, &addr);
1109 static BOOL texture2d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1110 struct wined3d_context *context, DWORD location)
1112 return SUCCEEDED(surface_load_location(texture->sub_resources[sub_resource_idx].u.surface, context, location));
1115 static BOOL texture2d_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1116 struct wined3d_context *context, DWORD location)
1118 wined3d_surface_prepare(texture->sub_resources[sub_resource_idx].u.surface, context, location);
1119 return TRUE;
1122 /* Context activation is done by the caller. */
1123 static void texture2d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
1125 UINT sub_count = texture->level_count * texture->layer_count;
1126 const struct wined3d_format *format = texture->resource.format;
1127 const struct wined3d_gl_info *gl_info = context->gl_info;
1128 const struct wined3d_color_key_conversion *conversion;
1129 GLenum internal;
1130 UINT i;
1132 TRACE("texture %p, context %p, format %s.\n", texture, context, debug_d3dformat(format->id));
1134 if (format->convert)
1136 texture->flags |= WINED3D_TEXTURE_CONVERTED;
1138 else if ((conversion = wined3d_format_get_color_key_conversion(texture, TRUE)))
1140 texture->flags |= WINED3D_TEXTURE_CONVERTED;
1141 format = wined3d_get_format(gl_info, conversion->dst_format);
1142 TRACE("Using format %s for color key conversion.\n", debug_d3dformat(format->id));
1145 wined3d_texture_bind_and_dirtify(texture, context, srgb);
1147 if (srgb)
1148 internal = format->glGammaInternal;
1149 else if (texture->resource.usage & WINED3DUSAGE_RENDERTARGET
1150 && wined3d_resource_is_offscreen(&texture->resource))
1151 internal = format->rtInternal;
1152 else
1153 internal = format->glInternal;
1155 if (!internal)
1156 FIXME("No GL internal format for format %s.\n", debug_d3dformat(format->id));
1158 TRACE("internal %#x, format %#x, type %#x.\n", internal, format->glFormat, format->glType);
1160 for (i = 0; i < sub_count; ++i)
1162 struct wined3d_surface *surface = texture->sub_resources[i].u.surface;
1163 GLsizei height = surface->pow2Height;
1164 GLsizei width = surface->pow2Width;
1166 if (texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
1168 height *= format->height_scale.numerator;
1169 height /= format->height_scale.denominator;
1172 TRACE("surface %p, target %#x, level %d, width %d, height %d.\n",
1173 surface, surface->texture_target, surface->texture_level, width, height);
1175 gl_info->gl_ops.gl.p_glTexImage2D(surface->texture_target, surface->texture_level,
1176 internal, width, height, 0, format->glFormat, format->glType, NULL);
1177 checkGLcall("glTexImage2D");
1181 static void texture2d_cleanup_sub_resources(struct wined3d_texture *texture)
1183 unsigned int sub_count = texture->level_count * texture->layer_count;
1184 struct wined3d_surface *surface;
1185 unsigned int i;
1187 for (i = 0; i < sub_count; ++i)
1189 if ((surface = texture->sub_resources[i].u.surface))
1191 TRACE("surface %p.\n", surface);
1193 wined3d_surface_cleanup(surface);
1194 surface->resource.parent_ops->wined3d_object_destroyed(surface->resource.parent);
1197 HeapFree(GetProcessHeap(), 0, texture->sub_resources[0].u.surface);
1200 static const struct wined3d_texture_ops texture2d_ops =
1202 texture2d_upload_data,
1203 texture2d_load_location,
1204 texture2d_prepare_location,
1205 texture2d_prepare_texture,
1206 texture2d_cleanup_sub_resources,
1209 static ULONG texture_resource_incref(struct wined3d_resource *resource)
1211 return wined3d_texture_incref(wined3d_texture_from_resource(resource));
1214 static ULONG texture_resource_decref(struct wined3d_resource *resource)
1216 return wined3d_texture_decref(wined3d_texture_from_resource(resource));
1219 static void wined3d_texture_unload(struct wined3d_resource *resource)
1221 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
1222 UINT sub_count = texture->level_count * texture->layer_count;
1223 struct wined3d_context *context = NULL;
1224 UINT i;
1226 TRACE("texture %p.\n", texture);
1228 for (i = 0; i < sub_count; ++i)
1230 struct wined3d_resource *sub_resource = texture->sub_resources[i].resource;
1232 sub_resource->resource_ops->resource_unload(sub_resource);
1234 if (texture->sub_resources[i].buffer_object)
1236 if (!context)
1237 context = context_acquire(texture->resource.device, NULL);
1238 wined3d_texture_remove_buffer_object(texture, i, context->gl_info);
1241 if (context)
1242 context_release(context);
1244 wined3d_texture_force_reload(texture);
1245 wined3d_texture_unload_gl_texture(texture);
1248 static HRESULT texture_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
1249 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
1251 const struct wined3d_format *format = resource->format;
1252 struct wined3d_texture_sub_resource *sub_resource;
1253 struct wined3d_device *device = resource->device;
1254 unsigned int fmt_flags = resource->format_flags;
1255 const struct wined3d_gl_info *gl_info = NULL;
1256 struct wined3d_context *context = NULL;
1257 struct wined3d_texture *texture;
1258 struct wined3d_bo_address data;
1259 unsigned int texture_level;
1260 BYTE *base_memory;
1261 BOOL ret;
1263 TRACE("resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n",
1264 resource, sub_resource_idx, map_desc, debug_box(box), flags);
1266 texture = wined3d_texture_from_resource(resource);
1267 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
1268 return E_INVALIDARG;
1270 texture_level = sub_resource_idx % texture->level_count;
1271 if (box && !wined3d_texture_check_box_dimensions(texture, texture_level, box))
1273 WARN("Map box is invalid.\n");
1274 if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
1275 return WINED3DERR_INVALIDCALL;
1278 if ((fmt_flags & WINED3DFMT_FLAG_BLOCKS) && box
1279 && !wined3d_texture_check_block_align(texture, texture_level, box))
1281 WARN("Map box %s is misaligned for %ux%u blocks.\n",
1282 debug_box(box), format->block_width, format->block_height);
1283 if (resource->type != WINED3D_RTYPE_TEXTURE_2D || resource->pool == WINED3D_POOL_DEFAULT)
1284 return WINED3DERR_INVALIDCALL;
1287 if (!(resource->access_flags & WINED3D_RESOURCE_ACCESS_CPU))
1289 WARN("Trying to map unmappable texture.\n");
1290 if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
1291 return WINED3DERR_INVALIDCALL;
1294 if (sub_resource->map_count)
1296 WARN("Sub-resource is already mapped.\n");
1297 return WINED3DERR_INVALIDCALL;
1300 flags = wined3d_resource_sanitize_map_flags(resource, flags);
1302 if (device->d3d_initialized)
1304 context = context_acquire(device, NULL);
1305 gl_info = context->gl_info;
1308 if (flags & WINED3D_MAP_DISCARD)
1310 TRACE("WINED3D_MAP_DISCARD flag passed, marking %s as up to date.\n",
1311 wined3d_debug_location(sub_resource->resource->map_binding));
1312 if ((ret = texture->texture_ops->texture_prepare_location(texture,
1313 sub_resource_idx, context, sub_resource->resource->map_binding)))
1314 wined3d_texture_validate_location(texture, sub_resource_idx, sub_resource->resource->map_binding);
1316 else
1318 if (resource->usage & WINED3DUSAGE_DYNAMIC)
1319 WARN_(d3d_perf)("Mapping a dynamic texture without WINED3D_MAP_DISCARD.\n");
1320 ret = texture->texture_ops->texture_load_location(texture,
1321 sub_resource_idx, context, sub_resource->resource->map_binding);
1324 if (!ret)
1326 ERR("Failed to prepare location.\n");
1327 context_release(context);
1328 return E_OUTOFMEMORY;
1331 if (!(flags & (WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY)))
1332 wined3d_texture_invalidate_location(texture, sub_resource_idx, ~sub_resource->resource->map_binding);
1334 wined3d_texture_get_memory(texture, sub_resource_idx, &data, sub_resource->resource->map_binding);
1335 if (!data.buffer_object)
1337 base_memory = data.addr;
1339 else
1341 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, data.buffer_object));
1343 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1345 GLbitfield map_flags = wined3d_resource_gl_map_flags(flags);
1346 map_flags &= ~GL_MAP_FLUSH_EXPLICIT_BIT;
1347 base_memory = GL_EXTCALL(glMapBufferRange(GL_PIXEL_UNPACK_BUFFER,
1348 (INT_PTR)data.addr, sub_resource->resource->size, map_flags));
1350 else
1352 GLenum access = wined3d_resource_gl_legacy_map_flags(flags);
1353 base_memory = GL_EXTCALL(glMapBuffer(GL_PIXEL_UNPACK_BUFFER, access));
1354 base_memory += (INT_PTR)data.addr;
1357 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
1358 checkGLcall("Map PBO");
1361 if (context)
1362 context_release(context);
1364 TRACE("Base memory pointer %p.\n", base_memory);
1366 if (fmt_flags & WINED3DFMT_FLAG_BROKEN_PITCH)
1368 map_desc->row_pitch = wined3d_texture_get_level_width(texture, texture_level) * format->byte_count;
1369 map_desc->slice_pitch = wined3d_texture_get_level_height(texture, texture_level) * map_desc->row_pitch;
1371 else
1373 wined3d_texture_get_pitch(texture, texture_level, &map_desc->row_pitch, &map_desc->slice_pitch);
1376 if (!box)
1378 map_desc->data = base_memory;
1380 else
1382 if ((fmt_flags & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_BLOCKS)
1384 /* Compressed textures are block based, so calculate the offset of
1385 * the block that contains the top-left pixel of the mapped box. */
1386 map_desc->data = base_memory
1387 + (box->front * map_desc->slice_pitch)
1388 + ((box->top / format->block_height) * map_desc->row_pitch)
1389 + ((box->left / format->block_width) * format->block_byte_count);
1391 else
1393 map_desc->data = base_memory
1394 + (box->front * map_desc->slice_pitch)
1395 + (box->top * map_desc->row_pitch)
1396 + (box->left * format->byte_count);
1400 if (texture->swapchain && texture->swapchain->front_buffer == texture)
1402 RECT *r = &texture->swapchain->front_buffer_update;
1404 if (!box)
1405 SetRect(r, 0, 0, resource->width, resource->height);
1406 else
1407 SetRect(r, box->left, box->top, box->right, box->bottom);
1408 TRACE("Mapped front buffer %s.\n", wine_dbgstr_rect(r));
1411 ++resource->map_count;
1412 ++sub_resource->map_count;
1414 TRACE("Returning memory %p, row pitch %u, slice pitch %u.\n",
1415 map_desc->data, map_desc->row_pitch, map_desc->slice_pitch);
1417 return WINED3D_OK;
1420 static HRESULT texture_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
1422 struct wined3d_texture_sub_resource *sub_resource;
1423 const struct wined3d_gl_info *gl_info;
1424 struct wined3d_texture *texture;
1425 struct wined3d_context *context;
1427 TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx);
1429 texture = wined3d_texture_from_resource(resource);
1430 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
1431 return E_INVALIDARG;
1433 if (!sub_resource->map_count)
1435 WARN("Trying to unmap unmapped sub-resource.\n");
1436 return WINEDDERR_NOTLOCKED;
1439 switch (sub_resource->resource->map_binding)
1441 case WINED3D_LOCATION_SYSMEM:
1442 case WINED3D_LOCATION_USER_MEMORY:
1443 case WINED3D_LOCATION_DIB:
1444 break;
1446 case WINED3D_LOCATION_BUFFER:
1447 context = context_acquire(resource->device, NULL);
1448 gl_info = context->gl_info;
1450 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER,
1451 texture->sub_resources[sub_resource_idx].buffer_object));
1452 GL_EXTCALL(glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER));
1453 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
1454 checkGLcall("glUnmapBuffer");
1455 context_release(context);
1456 break;
1458 default:
1459 ERR("Unexpected map binding %s.\n", wined3d_debug_location(sub_resource->resource->map_binding));
1460 break;
1463 if (texture->swapchain && texture->swapchain->front_buffer == texture)
1465 struct wined3d_surface *surface = texture->sub_resources[sub_resource_idx].u.surface;
1467 if (!(surface_get_sub_resource(surface)->locations
1468 & (WINED3D_LOCATION_DRAWABLE | WINED3D_LOCATION_TEXTURE_RGB)))
1469 texture->swapchain->swapchain_ops->swapchain_frontbuffer_updated(texture->swapchain);
1471 else if (resource->format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1473 FIXME("Depth / stencil buffer locking is not implemented.\n");
1476 --sub_resource->map_count;
1477 --resource->map_count;
1479 return WINED3D_OK;
1482 static const struct wined3d_resource_ops texture_resource_ops =
1484 texture_resource_incref,
1485 texture_resource_decref,
1486 wined3d_texture_unload,
1487 texture_resource_sub_resource_map,
1488 texture_resource_sub_resource_unmap,
1491 static HRESULT texture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
1492 unsigned int layer_count, unsigned int level_count, DWORD flags, struct wined3d_device *device,
1493 void *parent, const struct wined3d_parent_ops *parent_ops)
1495 struct wined3d_device_parent *device_parent = device->device_parent;
1496 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1497 struct wined3d_resource_desc surface_desc;
1498 struct wined3d_surface *surfaces;
1499 UINT pow2_width, pow2_height;
1500 unsigned int i, j;
1501 HRESULT hr;
1503 /* TODO: It should only be possible to create textures for formats
1504 * that are reported as supported. */
1505 if (WINED3DFMT_UNKNOWN >= desc->format)
1507 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
1508 return WINED3DERR_INVALIDCALL;
1511 pow2_width = desc->width;
1512 pow2_height = desc->height;
1513 if (((desc->width & (desc->width - 1)) || (desc->height & (desc->height - 1)))
1514 && !gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1516 /* level_count == 0 returns an error as well. */
1517 if (level_count != 1 || desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP)
1519 if (desc->pool != WINED3D_POOL_SCRATCH)
1521 WARN("Attempted to create a mipmapped/cube NPOT texture without unconditional NPOT support.\n");
1522 return WINED3DERR_INVALIDCALL;
1525 WARN("Creating a scratch mipmapped/cube NPOT texture despite lack of HW support.\n");
1527 texture->flags |= WINED3D_TEXTURE_COND_NP2;
1529 if (!gl_info->supported[ARB_TEXTURE_RECTANGLE] && !gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
1531 const struct wined3d_format *format = wined3d_get_format(gl_info, desc->format);
1533 /* TODO: Add support for non-power-of-two compressed textures. */
1534 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D]
1535 & (WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_HEIGHT_SCALE))
1537 FIXME("Compressed or height scaled non-power-of-two (%ux%u) textures are not supported.\n",
1538 desc->width, desc->height);
1539 return WINED3DERR_NOTAVAILABLE;
1542 /* Find the nearest pow2 match. */
1543 pow2_width = pow2_height = 1;
1544 while (pow2_width < desc->width)
1545 pow2_width <<= 1;
1546 while (pow2_height < desc->height)
1547 pow2_height <<= 1;
1548 texture->flags |= WINED3D_TEXTURE_COND_NP2_EMULATED;
1552 if ((pow2_width > gl_info->limits.texture_size || pow2_height > gl_info->limits.texture_size)
1553 && (desc->usage & WINED3DUSAGE_TEXTURE))
1555 /* One of four options:
1556 * 1: Do the same as we do with NPOT and scale the texture. (Any
1557 * texture ops would require the texture to be scaled which is
1558 * potentially slow.)
1559 * 2: Set the texture to the maximum size (bad idea).
1560 * 3: WARN and return WINED3DERR_NOTAVAILABLE.
1561 * 4: Create the surface, but allow it to be used only for DirectDraw
1562 * Blts. Some apps (e.g. Swat 3) create textures with a height of
1563 * 16 and a width > 3000 and blt 16x16 letter areas from them to
1564 * the render target. */
1565 if (desc->pool == WINED3D_POOL_DEFAULT || desc->pool == WINED3D_POOL_MANAGED)
1567 WARN("Dimensions (%ux%u) exceed the maximum texture size.\n", pow2_width, pow2_height);
1568 return WINED3DERR_NOTAVAILABLE;
1571 /* We should never use this surface in combination with OpenGL. */
1572 TRACE("Creating an oversized (%ux%u) surface.\n", pow2_width, pow2_height);
1575 /* Calculate levels for mip mapping. */
1576 if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
1578 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
1580 WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
1581 return WINED3DERR_INVALIDCALL;
1584 if (level_count != 1)
1586 WARN("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning WINED3DERR_INVALIDCALL.\n");
1587 return WINED3DERR_INVALIDCALL;
1591 if (FAILED(hr = wined3d_texture_init(texture, &texture2d_ops, layer_count, level_count, desc,
1592 flags, device, parent, parent_ops, &texture_resource_ops)))
1594 WARN("Failed to initialize texture, returning %#x.\n", hr);
1595 return hr;
1598 /* Precalculated scaling for 'faked' non power of two texture coords. */
1599 if (texture->resource.gl_type == WINED3D_GL_RES_TYPE_TEX_RECT)
1601 texture->pow2_matrix[0] = (float)desc->width;
1602 texture->pow2_matrix[5] = (float)desc->height;
1603 texture->flags &= ~(WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS);
1604 texture->target = GL_TEXTURE_RECTANGLE_ARB;
1606 else
1608 if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
1610 texture->pow2_matrix[0] = (((float)desc->width) / ((float)pow2_width));
1611 texture->pow2_matrix[5] = (((float)desc->height) / ((float)pow2_height));
1612 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
1614 else
1616 texture->pow2_matrix[0] = 1.0f;
1617 texture->pow2_matrix[5] = 1.0f;
1619 if (desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP)
1620 texture->target = GL_TEXTURE_CUBE_MAP_ARB;
1621 else
1622 texture->target = GL_TEXTURE_2D;
1624 texture->pow2_matrix[10] = 1.0f;
1625 texture->pow2_matrix[15] = 1.0f;
1626 TRACE("x scale %.8e, y scale %.8e.\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
1628 if (!(surfaces = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*surfaces) * level_count * layer_count)))
1630 wined3d_texture_cleanup(texture);
1631 return E_OUTOFMEMORY;
1634 /* Generate all the surfaces. */
1635 surface_desc = *desc;
1636 surface_desc.resource_type = WINED3D_RTYPE_SURFACE;
1637 for (i = 0; i < texture->level_count; ++i)
1639 for (j = 0; j < texture->layer_count; ++j)
1641 static const GLenum cube_targets[6] =
1643 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
1644 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
1645 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
1646 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
1647 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
1648 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
1650 GLenum target = desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP ? cube_targets[j] : texture->target;
1651 unsigned int idx = j * texture->level_count + i;
1652 struct wined3d_surface *surface;
1654 surface = &surfaces[idx];
1655 if (FAILED(hr = wined3d_surface_init(surface, texture, &surface_desc, target, i, j, flags)))
1657 WARN("Failed to initialize surface, returning %#x.\n", hr);
1658 wined3d_texture_cleanup(texture);
1659 if (!idx)
1660 HeapFree(GetProcessHeap(), 0, surfaces);
1661 return hr;
1664 if (FAILED(hr = device_parent->ops->surface_created(device_parent,
1665 texture, idx, &parent, &parent_ops)))
1667 WARN("Failed to create surface parent, hr %#x.\n", hr);
1668 wined3d_surface_cleanup(surface);
1669 wined3d_texture_cleanup(texture);
1670 return hr;
1673 TRACE("parent %p, parent_ops %p.\n", parent, parent_ops);
1675 surface->resource.parent = parent;
1676 surface->resource.parent_ops = parent_ops;
1677 texture->sub_resources[idx].resource = &surface->resource;
1678 texture->sub_resources[idx].u.surface = surface;
1679 TRACE("Created surface level %u, layer %u @ %p.\n", i, j, surface);
1681 /* Calculate the next mipmap level. */
1682 surface_desc.width = max(1, surface_desc.width >> 1);
1683 surface_desc.height = max(1, surface_desc.height >> 1);
1686 return WINED3D_OK;
1689 static void texture3d_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1690 const struct wined3d_context *context, const struct wined3d_sub_resource_data *data)
1692 struct wined3d_const_bo_address addr;
1693 unsigned int row_pitch, slice_pitch;
1695 wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
1696 if (row_pitch != data->row_pitch || slice_pitch != data->slice_pitch)
1697 FIXME("Ignoring row/slice pitch (%u/%u).\n", data->row_pitch, data->slice_pitch);
1699 addr.buffer_object = 0;
1700 addr.addr = data->data;
1702 wined3d_volume_upload_data(texture->sub_resources[sub_resource_idx].u.volume, context, &addr);
1705 static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1706 struct wined3d_context *context, DWORD location)
1708 return wined3d_volume_load_location(texture->sub_resources[sub_resource_idx].u.volume, context, location);
1711 static BOOL texture3d_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1712 struct wined3d_context *context, DWORD location)
1714 return wined3d_volume_prepare_location(texture->sub_resources[sub_resource_idx].u.volume, context, location);
1717 static void texture3d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
1719 unsigned int sub_count = texture->level_count * texture->layer_count;
1720 const struct wined3d_format *format = texture->resource.format;
1721 const struct wined3d_gl_info *gl_info = context->gl_info;
1722 unsigned int i;
1724 wined3d_texture_bind_and_dirtify(texture, context, srgb);
1726 for (i = 0; i < sub_count; ++i)
1728 struct wined3d_volume *volume = texture->sub_resources[i].u.volume;
1730 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, volume->texture_level,
1731 srgb ? format->glGammaInternal : format->glInternal,
1732 volume->resource.width, volume->resource.height, volume->resource.depth,
1733 0, format->glFormat, format->glType, NULL));
1734 checkGLcall("glTexImage3D");
1738 static void texture3d_cleanup_sub_resources(struct wined3d_texture *texture)
1740 unsigned int sub_count = texture->level_count * texture->layer_count;
1741 struct wined3d_volume *volume;
1742 unsigned int i;
1744 for (i = 0; i < sub_count; ++i)
1746 if ((volume = texture->sub_resources[i].u.volume))
1748 TRACE("volume %p.\n", volume);
1750 wined3d_volume_cleanup(volume);
1751 volume->resource.parent_ops->wined3d_object_destroyed(volume->resource.parent);
1754 HeapFree(GetProcessHeap(), 0, texture->sub_resources[0].u.volume);
1757 static const struct wined3d_texture_ops texture3d_ops =
1759 texture3d_upload_data,
1760 texture3d_load_location,
1761 texture3d_prepare_location,
1762 texture3d_prepare_texture,
1763 texture3d_cleanup_sub_resources,
1766 BOOL wined3d_texture_check_block_align(const struct wined3d_texture *texture,
1767 unsigned int level, const struct wined3d_box *box)
1769 const struct wined3d_format *format = texture->resource.format;
1770 unsigned int height = wined3d_texture_get_level_height(texture, level);
1771 unsigned int width = wined3d_texture_get_level_width(texture, level);
1772 unsigned int width_mask, height_mask;
1774 if ((box->left >= box->right)
1775 || (box->top >= box->bottom)
1776 || (box->right > width)
1777 || (box->bottom > height))
1778 return FALSE;
1780 /* This assumes power of two block sizes, but NPOT block sizes would be
1781 * silly anyway.
1783 * This also assumes that the format's block depth is 1. */
1784 width_mask = format->block_width - 1;
1785 height_mask = format->block_height - 1;
1787 if ((box->left & width_mask) || (box->top & height_mask)
1788 || (box->right & width_mask && box->right != width)
1789 || (box->bottom & height_mask && box->bottom != height))
1790 return FALSE;
1792 return TRUE;
1795 static HRESULT volumetexture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
1796 UINT levels, struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops)
1798 struct wined3d_device_parent *device_parent = device->device_parent;
1799 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1800 struct wined3d_resource_desc volume_desc;
1801 struct wined3d_volume *volumes;
1802 unsigned int i;
1803 HRESULT hr;
1805 /* TODO: It should only be possible to create textures for formats
1806 * that are reported as supported. */
1807 if (WINED3DFMT_UNKNOWN >= desc->format)
1809 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
1810 return WINED3DERR_INVALIDCALL;
1813 if (!gl_info->supported[EXT_TEXTURE3D])
1815 WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
1816 return WINED3DERR_INVALIDCALL;
1819 /* Calculate levels for mip mapping. */
1820 if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
1822 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
1824 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
1825 return WINED3DERR_INVALIDCALL;
1828 if (levels != 1)
1830 WARN("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning D3DERR_INVALIDCALL.\n");
1831 return WINED3DERR_INVALIDCALL;
1835 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1837 UINT pow2_w, pow2_h, pow2_d;
1838 pow2_w = 1;
1839 while (pow2_w < desc->width)
1840 pow2_w <<= 1;
1841 pow2_h = 1;
1842 while (pow2_h < desc->height)
1843 pow2_h <<= 1;
1844 pow2_d = 1;
1845 while (pow2_d < desc->depth)
1846 pow2_d <<= 1;
1848 if (pow2_w != desc->width || pow2_h != desc->height || pow2_d != desc->depth)
1850 if (desc->pool == WINED3D_POOL_SCRATCH)
1852 WARN("Creating a scratch NPOT volume texture despite lack of HW support.\n");
1854 else
1856 WARN("Attempted to create a NPOT volume texture (%u, %u, %u) without GL support.\n",
1857 desc->width, desc->height, desc->depth);
1858 return WINED3DERR_INVALIDCALL;
1863 if (FAILED(hr = wined3d_texture_init(texture, &texture3d_ops, 1, levels, desc,
1864 0, device, parent, parent_ops, &texture_resource_ops)))
1866 WARN("Failed to initialize texture, returning %#x.\n", hr);
1867 return hr;
1870 texture->pow2_matrix[0] = 1.0f;
1871 texture->pow2_matrix[5] = 1.0f;
1872 texture->pow2_matrix[10] = 1.0f;
1873 texture->pow2_matrix[15] = 1.0f;
1874 texture->target = GL_TEXTURE_3D;
1876 if (!(volumes = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*volumes) * levels)))
1878 wined3d_texture_cleanup(texture);
1879 return E_OUTOFMEMORY;
1882 /* Generate all the surfaces. */
1883 volume_desc = *desc;
1884 volume_desc.resource_type = WINED3D_RTYPE_VOLUME;
1885 for (i = 0; i < texture->level_count; ++i)
1887 struct wined3d_volume *volume;
1889 volume = &volumes[i];
1890 if (FAILED(hr = wined3d_volume_init(volume, texture, &volume_desc, i)))
1892 WARN("Failed to initialize volume, returning %#x.\n", hr);
1893 wined3d_texture_cleanup(texture);
1894 if (!i)
1895 HeapFree(GetProcessHeap(), 0, volumes);
1896 return hr;
1899 if (FAILED(hr = device_parent->ops->volume_created(device_parent,
1900 texture, i, &parent, &parent_ops)))
1902 WARN("Failed to create volume parent, hr %#x.\n", hr);
1903 wined3d_volume_cleanup(volume);
1904 wined3d_texture_cleanup(texture);
1905 return hr;
1908 TRACE("parent %p, parent_ops %p.\n", parent, parent_ops);
1910 volume->resource.parent = parent;
1911 volume->resource.parent_ops = parent_ops;
1912 texture->sub_resources[i].resource = &volume->resource;
1913 texture->sub_resources[i].u.volume = volume;
1914 TRACE("Created volume level %u @ %p.\n", i, volume);
1916 /* Calculate the next mipmap level. */
1917 volume_desc.width = max(1, volume_desc.width >> 1);
1918 volume_desc.height = max(1, volume_desc.height >> 1);
1919 volume_desc.depth = max(1, volume_desc.depth >> 1);
1922 return WINED3D_OK;
1925 HRESULT CDECL wined3d_texture_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
1926 const RECT *dst_rect, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
1927 const RECT *src_rect, DWORD flags, const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter)
1929 struct wined3d_texture_sub_resource *dst_resource, *src_resource = NULL;
1931 TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_rect %s, src_texture %p, "
1932 "src_sub_resource_idx %u, src_rect %s, flags %#x, fx %p, filter %s.\n",
1933 dst_texture, dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), src_texture,
1934 src_sub_resource_idx, wine_dbgstr_rect(src_rect), flags, fx, debug_d3dtexturefiltertype(filter));
1936 if (!(dst_resource = wined3d_texture_get_sub_resource(dst_texture, dst_sub_resource_idx))
1937 || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
1938 return WINED3DERR_INVALIDCALL;
1940 if (src_texture)
1942 if (!(src_resource = wined3d_texture_get_sub_resource(src_texture, src_sub_resource_idx))
1943 || src_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
1944 return WINED3DERR_INVALIDCALL;
1947 return wined3d_surface_blt(dst_resource->u.surface, dst_rect,
1948 src_resource ? src_resource->u.surface : NULL, src_rect, flags, fx, filter);
1951 HRESULT CDECL wined3d_texture_get_overlay_position(const struct wined3d_texture *texture,
1952 unsigned int sub_resource_idx, LONG *x, LONG *y)
1954 struct wined3d_surface *surface;
1956 TRACE("texture %p, sub_resource_idx %u, x %p, y %p.\n", texture, sub_resource_idx, x, y);
1958 if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
1959 || sub_resource_idx >= texture->level_count * texture->layer_count)
1961 WARN("Invalid sub-resource specified.\n");
1962 return WINEDDERR_NOTAOVERLAYSURFACE;
1965 surface = texture->sub_resources[sub_resource_idx].u.surface;
1966 if (!surface->overlay_dest)
1968 TRACE("Overlay not visible.\n");
1969 *x = 0;
1970 *y = 0;
1971 return WINEDDERR_OVERLAYNOTVISIBLE;
1974 *x = surface->overlay_destrect.left;
1975 *y = surface->overlay_destrect.top;
1977 TRACE("Returning position %d, %d.\n", *x, *y);
1979 return WINED3D_OK;
1982 HRESULT CDECL wined3d_texture_set_overlay_position(struct wined3d_texture *texture,
1983 unsigned int sub_resource_idx, LONG x, LONG y)
1985 struct wined3d_texture_sub_resource *sub_resource;
1986 struct wined3d_surface *surface;
1987 LONG w, h;
1989 TRACE("texture %p, sub_resource_idx %u, x %d, y %d.\n", texture, sub_resource_idx, x, y);
1991 if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
1992 || !(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
1994 WARN("Invalid sub-resource specified.\n");
1995 return WINEDDERR_NOTAOVERLAYSURFACE;
1998 surface = sub_resource->u.surface;
1999 w = surface->overlay_destrect.right - surface->overlay_destrect.left;
2000 h = surface->overlay_destrect.bottom - surface->overlay_destrect.top;
2001 surface->overlay_destrect.left = x;
2002 surface->overlay_destrect.top = y;
2003 surface->overlay_destrect.right = x + w;
2004 surface->overlay_destrect.bottom = y + h;
2006 return WINED3D_OK;
2009 HRESULT CDECL wined3d_texture_update_overlay(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2010 const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
2011 const RECT *dst_rect, DWORD flags)
2013 struct wined3d_texture_sub_resource *sub_resource, *dst_sub_resource;
2014 struct wined3d_surface *surface, *dst_surface;
2016 TRACE("texture %p, sub_resource_idx %u, src_rect %s, dst_texture %p, "
2017 "dst_sub_resource_idx %u, dst_rect %s, flags %#x.\n",
2018 texture, sub_resource_idx, wine_dbgstr_rect(src_rect), dst_texture,
2019 dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), flags);
2021 if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
2022 || !(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
2024 WARN("Invalid sub-resource specified.\n");
2025 return WINEDDERR_NOTAOVERLAYSURFACE;
2028 if (!dst_texture || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
2029 || !(dst_sub_resource = wined3d_texture_get_sub_resource(dst_texture, dst_sub_resource_idx)))
2031 WARN("Invalid destination sub-resource specified.\n");
2032 return WINED3DERR_INVALIDCALL;
2035 surface = sub_resource->u.surface;
2036 if (src_rect)
2037 surface->overlay_srcrect = *src_rect;
2038 else
2039 SetRect(&surface->overlay_srcrect, 0, 0, surface->resource.width, surface->resource.height);
2041 dst_surface = dst_sub_resource->u.surface;
2042 if (dst_rect)
2043 surface->overlay_destrect = *dst_rect;
2044 else
2045 SetRect(&surface->overlay_destrect, 0, 0, dst_surface->resource.width, dst_surface->resource.height);
2047 if (surface->overlay_dest && (surface->overlay_dest != dst_surface || flags & WINEDDOVER_HIDE))
2049 surface->overlay_dest = NULL;
2050 list_remove(&surface->overlay_entry);
2053 if (flags & WINEDDOVER_SHOW)
2055 if (surface->overlay_dest != dst_surface)
2057 surface->overlay_dest = dst_surface;
2058 list_add_tail(&dst_surface->overlays, &surface->overlay_entry);
2061 else if (flags & WINEDDOVER_HIDE)
2063 /* Tests show that the rectangles are erased on hide. */
2064 SetRectEmpty(&surface->overlay_srcrect);
2065 SetRectEmpty(&surface->overlay_destrect);
2066 surface->overlay_dest = NULL;
2069 return WINED3D_OK;
2072 void * CDECL wined3d_texture_get_sub_resource_parent(struct wined3d_texture *texture, unsigned int sub_resource_idx)
2074 unsigned int sub_count = texture->level_count * texture->layer_count;
2076 TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
2078 if (sub_resource_idx >= sub_count)
2080 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
2081 return NULL;
2084 return texture->sub_resources[sub_resource_idx].resource->parent;
2087 void CDECL wined3d_texture_set_sub_resource_parent(struct wined3d_texture *texture,
2088 unsigned int sub_resource_idx, void *parent)
2090 unsigned int sub_count = texture->level_count * texture->layer_count;
2092 TRACE("texture %p, sub_resource_idx %u, parent %p.\n", texture, sub_resource_idx, parent);
2094 if (sub_resource_idx >= sub_count)
2096 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
2097 return;
2100 texture->sub_resources[sub_resource_idx].resource->parent = parent;
2103 HRESULT CDECL wined3d_texture_get_sub_resource_desc(const struct wined3d_texture *texture,
2104 unsigned int sub_resource_idx, struct wined3d_sub_resource_desc *desc)
2106 unsigned int sub_count = texture->level_count * texture->layer_count;
2107 const struct wined3d_resource *resource;
2108 unsigned int level_idx;
2110 TRACE("texture %p, sub_resource_idx %u, desc %p.\n", texture, sub_resource_idx, desc);
2112 if (sub_resource_idx >= sub_count)
2114 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
2115 return WINED3DERR_INVALIDCALL;
2118 resource = &texture->resource;
2119 desc->format = resource->format->id;
2120 desc->multisample_type = resource->multisample_type;
2121 desc->multisample_quality = resource->multisample_quality;
2122 desc->usage = resource->usage;
2123 desc->pool = resource->pool;
2125 level_idx = sub_resource_idx % texture->level_count;
2126 desc->width = wined3d_texture_get_level_width(texture, level_idx);
2127 desc->height = wined3d_texture_get_level_height(texture, level_idx);
2128 desc->depth = wined3d_texture_get_level_depth(texture, level_idx);
2129 desc->size = texture->sub_resources[sub_resource_idx].resource->size;
2131 return WINED3D_OK;
2134 HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct wined3d_resource_desc *desc,
2135 UINT level_count, DWORD flags, const struct wined3d_sub_resource_data *data, void *parent,
2136 const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
2138 unsigned int layer_count = desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP ? 6 : 1;
2139 struct wined3d_texture *object;
2140 HRESULT hr;
2142 TRACE("device %p, desc %p, level_count %u, flags %#x, data %p, parent %p, parent_ops %p, texture %p.\n",
2143 device, desc, level_count, flags, data, parent, parent_ops, texture);
2145 if (!level_count)
2147 WARN("Invalid level count.\n");
2148 return WINED3DERR_INVALIDCALL;
2151 if (desc->multisample_type != WINED3D_MULTISAMPLE_NONE)
2153 const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info, desc->format);
2155 if (desc->multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE
2156 && desc->multisample_quality >= wined3d_popcount(format->multisample_types))
2158 WARN("Unsupported quality level %u requested for WINED3D_MULTISAMPLE_NON_MASKABLE.\n",
2159 desc->multisample_quality);
2160 return WINED3DERR_NOTAVAILABLE;
2162 if (desc->multisample_type != WINED3D_MULTISAMPLE_NON_MASKABLE
2163 && (!(format->multisample_types & 1u << (desc->multisample_type - 1))
2164 || desc->multisample_quality))
2166 WARN("Unsupported multisample type %u quality %u requested.\n", desc->multisample_type,
2167 desc->multisample_quality);
2168 return WINED3DERR_NOTAVAILABLE;
2172 if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
2173 FIELD_OFFSET(struct wined3d_texture, sub_resources[level_count * layer_count]))))
2174 return E_OUTOFMEMORY;
2176 switch (desc->resource_type)
2178 case WINED3D_RTYPE_TEXTURE_2D:
2179 hr = texture_init(object, desc, layer_count, level_count, flags, device, parent, parent_ops);
2180 break;
2182 case WINED3D_RTYPE_TEXTURE_3D:
2183 hr = volumetexture_init(object, desc, level_count, device, parent, parent_ops);
2184 break;
2186 default:
2187 ERR("Invalid resource type %s.\n", debug_d3dresourcetype(desc->resource_type));
2188 hr = WINED3DERR_INVALIDCALL;
2189 break;
2192 if (FAILED(hr))
2194 WARN("Failed to initialize texture, returning %#x.\n", hr);
2195 HeapFree(GetProcessHeap(), 0, object);
2196 return hr;
2199 /* FIXME: We'd like to avoid ever allocating system memory for the texture
2200 * in this case. */
2201 if (data && FAILED(hr = wined3d_texture_upload_data(object, data)))
2203 wined3d_texture_cleanup(object);
2204 HeapFree(GetProcessHeap(), 0, object);
2205 return hr;
2208 TRACE("Created texture %p.\n", object);
2209 *texture = object;
2211 return WINED3D_OK;
2214 HRESULT CDECL wined3d_texture_get_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC *dc)
2216 struct wined3d_device *device = texture->resource.device;
2217 struct wined3d_texture_sub_resource *sub_resource;
2218 struct wined3d_context *context = NULL;
2219 struct wined3d_surface *surface;
2220 HRESULT hr;
2222 TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture, sub_resource_idx, dc);
2224 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
2225 return WINED3DERR_INVALIDCALL;
2227 if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
2229 WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type));
2230 return WINED3DERR_INVALIDCALL;
2233 surface = sub_resource->u.surface;
2235 /* Give more detailed info for ddraw. */
2236 if (surface->flags & SFLAG_DCINUSE)
2237 return WINEDDERR_DCALREADYCREATED;
2239 /* Can't GetDC if the surface is locked. */
2240 if (sub_resource->map_count)
2241 return WINED3DERR_INVALIDCALL;
2243 if (device->d3d_initialized)
2244 context = context_acquire(device, NULL);
2246 /* Create a DIB section if there isn't a dc yet. */
2247 if (!surface->hDC)
2249 if (FAILED(hr = surface_create_dib_section(surface)))
2251 if (context)
2252 context_release(context);
2253 return WINED3DERR_INVALIDCALL;
2255 if (!(surface->resource.map_binding == WINED3D_LOCATION_USER_MEMORY
2256 || texture->flags & WINED3D_TEXTURE_PIN_SYSMEM
2257 || texture->sub_resources[sub_resource_idx].buffer_object))
2258 surface->resource.map_binding = WINED3D_LOCATION_DIB;
2261 surface_load_location(surface, context, WINED3D_LOCATION_DIB);
2262 wined3d_texture_invalidate_location(texture, sub_resource_idx, ~WINED3D_LOCATION_DIB);
2264 if (context)
2265 context_release(context);
2267 surface->flags |= SFLAG_DCINUSE;
2268 ++texture->resource.map_count;
2269 ++sub_resource->map_count;
2271 *dc = surface->hDC;
2272 TRACE("Returning dc %p.\n", *dc);
2274 return WINED3D_OK;
2277 HRESULT CDECL wined3d_texture_release_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC dc)
2279 struct wined3d_device *device = texture->resource.device;
2280 struct wined3d_texture_sub_resource *sub_resource;
2281 struct wined3d_context *context = NULL;
2282 struct wined3d_surface *surface;
2284 TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture, sub_resource_idx, dc);
2286 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
2287 return WINED3DERR_INVALIDCALL;
2289 if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
2291 WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type));
2292 return WINED3DERR_INVALIDCALL;
2295 surface = sub_resource->u.surface;
2297 if (!(surface->flags & SFLAG_DCINUSE))
2298 return WINEDDERR_NODC;
2300 if (surface->hDC != dc)
2302 WARN("Application tries to release invalid DC %p, surface DC is %p.\n",
2303 dc, surface->hDC);
2304 return WINEDDERR_NODC;
2307 --sub_resource->map_count;
2308 --texture->resource.map_count;
2309 surface->flags &= ~SFLAG_DCINUSE;
2311 if (surface->resource.map_binding == WINED3D_LOCATION_USER_MEMORY
2312 || (surface->container->flags & WINED3D_TEXTURE_PIN_SYSMEM
2313 && surface->resource.map_binding != WINED3D_LOCATION_DIB))
2315 /* The game Salammbo modifies the surface contents without mapping the surface between
2316 * a GetDC/ReleaseDC operation and flipping the surface. If the DIB remains the active
2317 * copy and is copied to the screen, this update, which draws the mouse pointer, is lost.
2318 * Do not only copy the DIB to the map location, but also make sure the map location is
2319 * copied back to the DIB in the next getdc call.
2321 * The same consideration applies to user memory surfaces. */
2323 if (device->d3d_initialized)
2324 context = context_acquire(device, NULL);
2326 surface_load_location(surface, context, surface->resource.map_binding);
2327 wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_DIB);
2328 if (context)
2329 context_release(context);
2332 return WINED3D_OK;