usp10: Keep the levels array in more cases.
[wine.git] / dlls / wined3d / texture.c
blob84aa572cfabc60a641d625d3409c5e18d6d7d908
1 /*
2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2005 Oliver Stieber
5 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
6 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 #include "config.h"
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
28 static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_texture_ops *texture_ops,
29 UINT layer_count, UINT level_count, WINED3DRESOURCETYPE resource_type, struct wined3d_device *device,
30 DWORD usage, const struct wined3d_format *format, WINED3DPOOL pool, void *parent,
31 const struct wined3d_parent_ops *parent_ops, const struct wined3d_resource_ops *resource_ops)
33 HRESULT hr;
35 hr = resource_init(&texture->resource, device, resource_type, format,
36 WINED3DMULTISAMPLE_NONE, 0, usage, pool, 0, 0, 0, 0,
37 parent, parent_ops, resource_ops);
38 if (FAILED(hr))
40 WARN("Failed to initialize resource, returning %#x\n", hr);
41 return hr;
44 texture->texture_ops = texture_ops;
45 texture->sub_resources = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
46 level_count * layer_count * sizeof(*texture->sub_resources));
47 if (!texture->sub_resources)
49 ERR("Failed to allocate sub-resource array.\n");
50 resource_cleanup(&texture->resource);
51 return E_OUTOFMEMORY;
54 texture->layer_count = layer_count;
55 texture->level_count = level_count;
56 texture->filter_type = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE;
57 texture->lod = 0;
58 texture->texture_rgb.dirty = TRUE;
59 texture->texture_srgb.dirty = TRUE;
60 texture->flags = WINED3D_TEXTURE_POW2_MAT_IDENT;
62 if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
64 texture->min_mip_lookup = minMipLookup;
65 texture->mag_lookup = magLookup;
67 else
69 texture->min_mip_lookup = minMipLookup_noFilter;
70 texture->mag_lookup = magLookup_noFilter;
73 return WINED3D_OK;
76 /* A GL context is provided by the caller */
77 static void gltexture_delete(struct gl_texture *tex)
79 ENTER_GL();
80 glDeleteTextures(1, &tex->name);
81 LEAVE_GL();
82 tex->name = 0;
85 static void wined3d_texture_unload(struct wined3d_texture *texture)
87 struct wined3d_device *device = texture->resource.device;
88 struct wined3d_context *context = NULL;
90 if (texture->texture_rgb.name || texture->texture_srgb.name)
92 context = context_acquire(device, NULL);
95 if (texture->texture_rgb.name)
96 gltexture_delete(&texture->texture_rgb);
98 if (texture->texture_srgb.name)
99 gltexture_delete(&texture->texture_srgb);
101 if (context) context_release(context);
103 wined3d_texture_set_dirty(texture, TRUE);
105 resource_unload(&texture->resource);
108 static void wined3d_texture_cleanup(struct wined3d_texture *texture)
110 UINT sub_count = texture->level_count * texture->layer_count;
111 UINT i;
113 TRACE("texture %p.\n", texture);
115 for (i = 0; i < sub_count; ++i)
117 struct wined3d_resource *sub_resource = texture->sub_resources[i];
119 if (sub_resource)
120 texture->texture_ops->texture_sub_resource_cleanup(sub_resource);
123 wined3d_texture_unload(texture);
124 HeapFree(GetProcessHeap(), 0, texture->sub_resources);
125 resource_cleanup(&texture->resource);
128 void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty)
130 texture->texture_rgb.dirty = dirty;
131 texture->texture_srgb.dirty = dirty;
134 /* Context activation is done by the caller. */
135 static HRESULT wined3d_texture_bind(struct wined3d_texture *texture,
136 struct wined3d_context *context, BOOL srgb, BOOL *set_surface_desc)
138 struct gl_texture *gl_tex;
139 BOOL new_texture = FALSE;
140 HRESULT hr = WINED3D_OK;
141 GLenum target;
143 TRACE("texture %p, context %p, srgb %#x, set_surface_desc %p.\n", texture, context, srgb, set_surface_desc);
145 /* sRGB mode cache for preload() calls outside drawprim. */
146 if (srgb)
147 texture->flags |= WINED3D_TEXTURE_IS_SRGB;
148 else
149 texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
151 gl_tex = wined3d_texture_get_gl_texture(texture, context->gl_info, srgb);
152 target = texture->target;
154 ENTER_GL();
155 /* Generate a texture name if we don't already have one. */
156 if (!gl_tex->name)
158 *set_surface_desc = TRUE;
159 glGenTextures(1, &gl_tex->name);
160 checkGLcall("glGenTextures");
161 TRACE("Generated texture %d.\n", gl_tex->name);
162 if (texture->resource.pool == WINED3DPOOL_DEFAULT)
164 /* Tell OpenGL to try and keep this texture in video ram (well mostly). */
165 GLclampf tmp = 0.9f;
166 glPrioritizeTextures(1, &gl_tex->name, &tmp);
168 /* Initialise the state of the texture object to the OpenGL defaults,
169 * not the D3D defaults. */
170 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP;
171 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP;
172 gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP;
173 gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0;
174 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
175 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
176 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
177 gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
178 gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
179 if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
180 gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = TRUE;
181 else
182 gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = srgb;
183 gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
184 wined3d_texture_set_dirty(texture, TRUE);
185 new_texture = TRUE;
187 if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)
189 /* This means double binding the texture at creation, but keeps
190 * the code simpler all in all, and the run-time path free from
191 * additional checks. */
192 context_bind_texture(context, target, gl_tex->name);
193 glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
194 checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
197 else
199 *set_surface_desc = FALSE;
202 if (gl_tex->name)
204 context_bind_texture(context, target, gl_tex->name);
205 if (new_texture)
207 /* For a new texture we have to set the texture levels after
208 * binding the texture. Beware that texture rectangles do not
209 * support mipmapping, but set the maxmiplevel if we're relying
210 * on the partial GL_ARB_texture_non_power_of_two emulation with
211 * texture rectangles. (I.e., do not care about cond_np2 here,
212 * just look for GL_TEXTURE_RECTANGLE_ARB.) */
213 if (target != GL_TEXTURE_RECTANGLE_ARB)
215 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->level_count - 1);
216 glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
217 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)");
219 if (target == GL_TEXTURE_CUBE_MAP_ARB)
221 /* Cubemaps are always set to clamp, regardless of the sampler state. */
222 glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
223 glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
224 glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
228 else
230 ERR("This texture doesn't have an OpenGL texture assigned to it.\n");
231 hr = WINED3DERR_INVALIDCALL;
234 LEAVE_GL();
235 return hr;
238 /* GL locking is done by the caller */
239 static void apply_wrap(const struct wined3d_gl_info *gl_info, GLenum target,
240 WINED3DTEXTUREADDRESS d3d_wrap, GLenum param, BOOL cond_np2)
242 GLint gl_wrap;
244 if (d3d_wrap < WINED3DTADDRESS_WRAP || d3d_wrap > WINED3DTADDRESS_MIRRORONCE)
246 FIXME("Unrecognized or unsupported WINED3DTEXTUREADDRESS %#x.\n", d3d_wrap);
247 return;
250 /* Cubemaps are always set to clamp, regardless of the sampler state. */
251 if (target == GL_TEXTURE_CUBE_MAP_ARB
252 || (cond_np2 && d3d_wrap == WINED3DTADDRESS_WRAP))
253 gl_wrap = GL_CLAMP_TO_EDGE;
254 else
255 gl_wrap = gl_info->wrap_lookup[d3d_wrap - WINED3DTADDRESS_WRAP];
257 TRACE("Setting param %#x to %#x for target %#x.\n", param, gl_wrap, target);
258 glTexParameteri(target, param, gl_wrap);
259 checkGLcall("glTexParameteri(target, param, gl_wrap)");
262 /* GL locking is done by the caller (state handler) */
263 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
264 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1],
265 const struct wined3d_gl_info *gl_info)
267 BOOL cond_np2 = texture->flags & WINED3D_TEXTURE_COND_NP2;
268 GLenum target = texture->target;
269 struct gl_texture *gl_tex;
270 DWORD state;
271 DWORD aniso;
273 TRACE("texture %p, sampler_states %p.\n", texture, sampler_states);
275 gl_tex = wined3d_texture_get_gl_texture(texture, gl_info,
276 texture->flags & WINED3D_TEXTURE_IS_SRGB);
278 /* This function relies on the correct texture being bound and loaded. */
280 if (sampler_states[WINED3DSAMP_ADDRESSU] != gl_tex->states[WINED3DTEXSTA_ADDRESSU])
282 state = sampler_states[WINED3DSAMP_ADDRESSU];
283 apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_S, cond_np2);
284 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state;
287 if (sampler_states[WINED3DSAMP_ADDRESSV] != gl_tex->states[WINED3DTEXSTA_ADDRESSV])
289 state = sampler_states[WINED3DSAMP_ADDRESSV];
290 apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_T, cond_np2);
291 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state;
294 if (sampler_states[WINED3DSAMP_ADDRESSW] != gl_tex->states[WINED3DTEXSTA_ADDRESSW])
296 state = sampler_states[WINED3DSAMP_ADDRESSW];
297 apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_R, cond_np2);
298 gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state;
301 if (sampler_states[WINED3DSAMP_BORDERCOLOR] != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR])
303 float col[4];
305 state = sampler_states[WINED3DSAMP_BORDERCOLOR];
306 D3DCOLORTOGLFLOAT4(state, col);
307 TRACE("Setting border color for %#x to %#x.\n", target, state);
308 glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &col[0]);
309 checkGLcall("glTexParameterfv(..., GL_TEXTURE_BORDER_COLOR, ...)");
310 gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state;
313 if (sampler_states[WINED3DSAMP_MAGFILTER] != gl_tex->states[WINED3DTEXSTA_MAGFILTER])
315 GLint gl_value;
317 state = sampler_states[WINED3DSAMP_MAGFILTER];
318 if (state > WINED3DTEXF_ANISOTROPIC)
319 FIXME("Unrecognized or unsupported MAGFILTER* value %d.\n", state);
321 gl_value = wined3d_gl_mag_filter(texture->mag_lookup,
322 min(max(state, WINED3DTEXF_POINT), WINED3DTEXF_LINEAR));
323 TRACE("ValueMAG=%#x setting MAGFILTER to %#x.\n", state, gl_value);
324 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, gl_value);
326 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state;
329 if ((sampler_states[WINED3DSAMP_MINFILTER] != gl_tex->states[WINED3DTEXSTA_MINFILTER]
330 || sampler_states[WINED3DSAMP_MIPFILTER] != gl_tex->states[WINED3DTEXSTA_MIPFILTER]
331 || sampler_states[WINED3DSAMP_MAXMIPLEVEL] != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL]))
333 GLint gl_value;
335 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = sampler_states[WINED3DSAMP_MIPFILTER];
336 gl_tex->states[WINED3DTEXSTA_MINFILTER] = sampler_states[WINED3DSAMP_MINFILTER];
337 gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = sampler_states[WINED3DSAMP_MAXMIPLEVEL];
339 if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC
340 || gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_ANISOTROPIC)
342 FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %#x D3DSAMP_MIPFILTER value %#x.\n",
343 gl_tex->states[WINED3DTEXSTA_MINFILTER],
344 gl_tex->states[WINED3DTEXSTA_MIPFILTER]);
346 gl_value = wined3d_gl_min_mip_filter(texture->min_mip_lookup,
347 min(max(sampler_states[WINED3DSAMP_MINFILTER], WINED3DTEXF_POINT), WINED3DTEXF_LINEAR),
348 min(max(sampler_states[WINED3DSAMP_MIPFILTER], WINED3DTEXF_NONE), WINED3DTEXF_LINEAR));
350 TRACE("ValueMIN=%#x, ValueMIP=%#x, setting MINFILTER to %#x.\n",
351 sampler_states[WINED3DSAMP_MINFILTER],
352 sampler_states[WINED3DSAMP_MIPFILTER], gl_value);
353 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, gl_value);
354 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
356 if (!cond_np2)
358 if (gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE)
359 gl_value = texture->lod;
360 else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= texture->level_count)
361 gl_value = texture->level_count - 1;
362 else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < texture->lod)
363 /* texture->lod is already clamped in the setter. */
364 gl_value = texture->lod;
365 else
366 gl_value = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL];
368 /* Note that WINED3DSAMP_MAXMIPLEVEL specifies the largest mipmap
369 * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
370 * mimap used (default 1000). So WINED3DSAMP_MAXMIPLEVEL
371 * corresponds to GL_TEXTURE_BASE_LEVEL. */
372 glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, gl_value);
376 if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_ANISOTROPIC
377 && gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_ANISOTROPIC
378 && gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_ANISOTROPIC)
379 || cond_np2)
380 aniso = 1;
381 else
382 aniso = sampler_states[WINED3DSAMP_MAXANISOTROPY];
384 if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
386 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
388 glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
389 checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
391 else
393 WARN("Anisotropic filtering not supported.\n");
395 gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
398 /* These should always be the same unless EXT_texture_sRGB_decode is supported. */
399 if (sampler_states[WINED3DSAMP_SRGBTEXTURE] != gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE])
401 glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
402 sampler_states[WINED3DSAMP_SRGBTEXTURE] ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
403 checkGLcall("glTexParameteri(GL_TEXTURE_SRGB_DECODE_EXT)");
406 if (!(texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
407 != !gl_tex->states[WINED3DTEXSTA_SHADOW])
409 if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
411 glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
412 glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
413 checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)");
414 gl_tex->states[WINED3DTEXSTA_SHADOW] = TRUE;
416 else
418 glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
419 checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)");
420 gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
425 ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture)
427 ULONG refcount = InterlockedIncrement(&texture->resource.ref);
429 TRACE("%p increasing refcount to %u.\n", texture, refcount);
431 return refcount;
434 /* Do not call while under the GL lock. */
435 ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture)
437 ULONG refcount = InterlockedDecrement(&texture->resource.ref);
439 TRACE("%p decreasing refcount to %u.\n", texture, refcount);
441 if (!refcount)
443 wined3d_texture_cleanup(texture);
444 texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent);
445 HeapFree(GetProcessHeap(), 0, texture);
448 return refcount;
451 struct wined3d_resource * CDECL wined3d_texture_get_resource(struct wined3d_texture *texture)
453 TRACE("texture %p.\n", texture);
455 return &texture->resource;
458 DWORD CDECL wined3d_texture_set_priority(struct wined3d_texture *texture, DWORD priority)
460 return resource_set_priority(&texture->resource, priority);
463 DWORD CDECL wined3d_texture_get_priority(const struct wined3d_texture *texture)
465 return resource_get_priority(&texture->resource);
468 /* Do not call while under the GL lock. */
469 void CDECL wined3d_texture_preload(struct wined3d_texture *texture)
471 texture->texture_ops->texture_preload(texture, SRGB_ANY);
474 void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture)
476 TRACE("texture %p.\n", texture);
478 return texture->resource.parent;
481 DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
483 DWORD old = texture->lod;
485 TRACE("texture %p, lod %u.\n", texture, lod);
487 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
488 * textures. The call always returns 0, and GetLOD always returns 0. */
489 if (texture->resource.pool != WINED3DPOOL_MANAGED)
491 TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture->resource.pool));
492 return 0;
495 if (lod >= texture->level_count)
496 lod = texture->level_count - 1;
498 if (texture->lod != lod)
500 texture->lod = lod;
502 texture->texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
503 texture->texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
504 if (texture->bind_count)
505 device_invalidate_state(texture->resource.device, STATE_SAMPLER(texture->sampler));
508 return old;
511 DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture)
513 TRACE("texture %p, returning %u.\n", texture, texture->lod);
515 return texture->lod;
518 DWORD CDECL wined3d_texture_get_level_count(const struct wined3d_texture *texture)
520 TRACE("texture %p, returning %u.\n", texture, texture->level_count);
522 return texture->level_count;
525 HRESULT CDECL wined3d_texture_set_autogen_filter_type(struct wined3d_texture *texture,
526 WINED3DTEXTUREFILTERTYPE filter_type)
528 FIXME("texture %p, filter_type %s stub!\n", texture, debug_d3dtexturefiltertype(filter_type));
530 if (!(texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP))
532 WARN("Texture doesn't have AUTOGENMIPMAP usage.\n");
533 return WINED3DERR_INVALIDCALL;
536 texture->filter_type = filter_type;
538 return WINED3D_OK;
541 WINED3DTEXTUREFILTERTYPE CDECL wined3d_texture_get_autogen_filter_type(const struct wined3d_texture *texture)
543 TRACE("texture %p.\n", texture);
545 return texture->filter_type;
548 void CDECL wined3d_texture_generate_mipmaps(struct wined3d_texture *texture)
550 /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
551 FIXME("texture %p stub!\n", texture);
554 struct wined3d_resource * CDECL wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
555 UINT sub_resource_idx)
557 UINT sub_count = texture->level_count * texture->layer_count;
559 TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
561 if (sub_resource_idx >= sub_count)
563 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
564 return NULL;
567 return texture->sub_resources[sub_resource_idx];
570 HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
571 UINT layer, const WINED3DBOX *dirty_region)
573 struct wined3d_resource *sub_resource;
575 TRACE("texture %p, layer %u, dirty_region %p.\n", texture, layer, dirty_region);
577 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, layer * texture->level_count)))
579 WARN("Failed to get sub-resource.\n");
580 return WINED3DERR_INVALIDCALL;
583 wined3d_texture_set_dirty(texture, TRUE);
584 texture->texture_ops->texture_sub_resource_add_dirty_region(sub_resource, dirty_region);
586 return WINED3D_OK;
589 /* Context activation is done by the caller. */
590 static HRESULT texture2d_bind(struct wined3d_texture *texture,
591 struct wined3d_context *context, BOOL srgb)
593 BOOL set_gl_texture_desc;
594 HRESULT hr;
596 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
598 hr = wined3d_texture_bind(texture, context, srgb, &set_gl_texture_desc);
599 if (set_gl_texture_desc && SUCCEEDED(hr))
601 UINT sub_count = texture->level_count * texture->layer_count;
602 BOOL srgb_tex = !context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
603 && (texture->flags & WINED3D_TEXTURE_IS_SRGB);
604 struct gl_texture *gl_tex;
605 UINT i;
607 gl_tex = wined3d_texture_get_gl_texture(texture, context->gl_info, srgb_tex);
609 for (i = 0; i < sub_count; ++i)
611 struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]);
612 surface_set_texture_name(surface, gl_tex->name, srgb_tex);
615 /* Conditinal non power of two textures use a different clamping
616 * default. If we're using the GL_WINE_normalized_texrect partial
617 * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
618 * has the address mode set to repeat - something that prevents us
619 * from hitting the accelerated codepath. Thus manually set the GL
620 * state. The same applies to filtering. Even if the texture has only
621 * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
622 * fallback on macos. */
623 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
625 GLenum target = texture->target;
627 ENTER_GL();
628 glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
629 checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
630 glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
631 checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
632 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
633 checkGLcall("glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
634 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
635 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
636 LEAVE_GL();
637 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_CLAMP;
638 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_CLAMP;
639 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
640 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
641 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
645 return hr;
648 static BOOL texture_srgb_mode(const struct wined3d_texture *texture, enum WINED3DSRGB srgb)
650 switch (srgb)
652 case SRGB_RGB:
653 return FALSE;
655 case SRGB_SRGB:
656 return TRUE;
658 default:
659 return texture->flags & WINED3D_TEXTURE_IS_SRGB;
663 /* Do not call while under the GL lock. */
664 static void texture2d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb)
666 UINT sub_count = texture->level_count * texture->layer_count;
667 struct wined3d_device *device = texture->resource.device;
668 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
669 struct wined3d_context *context = NULL;
670 struct gl_texture *gl_tex;
671 BOOL srgb_mode;
672 UINT i;
674 TRACE("texture %p, srgb %#x.\n", texture, srgb);
676 srgb_mode = texture_srgb_mode(texture, srgb);
677 gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, srgb_mode);
679 if (!device->isInDraw)
681 /* No danger of recursive calls, context_acquire() sets isInDraw to TRUE
682 * when loading offscreen render targets into the texture. */
683 context = context_acquire(device, NULL);
686 if (gl_tex->dirty)
688 /* Reload the surfaces if the texture is marked dirty. */
689 for (i = 0; i < sub_count; ++i)
691 surface_load(surface_from_resource(texture->sub_resources[i]), srgb_mode);
694 else
696 TRACE("Texture %p not dirty, nothing to do.\n", texture);
699 /* No longer dirty. */
700 gl_tex->dirty = FALSE;
702 if (context) context_release(context);
705 static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
706 const WINED3DBOX *dirty_region)
708 surface_add_dirty_rect(surface_from_resource(sub_resource), dirty_region);
711 static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
713 struct wined3d_surface *surface = surface_from_resource(sub_resource);
715 /* Clean out the texture name we gave to the surface so that the
716 * surface doesn't try and release it. */
717 surface_set_texture_name(surface, 0, TRUE);
718 surface_set_texture_name(surface, 0, FALSE);
719 surface_set_texture_target(surface, 0);
720 surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
721 wined3d_surface_decref(surface);
724 /* Do not call while under the GL lock. */
725 static void texture2d_unload(struct wined3d_resource *resource)
727 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
728 UINT sub_count = texture->level_count * texture->layer_count;
729 UINT i;
731 TRACE("texture %p.\n", texture);
733 for (i = 0; i < sub_count; ++i)
735 struct wined3d_resource *sub_resource = texture->sub_resources[i];
736 struct wined3d_surface *surface = surface_from_resource(sub_resource);
738 sub_resource->resource_ops->resource_unload(sub_resource);
739 surface_set_texture_name(surface, 0, FALSE); /* Delete RGB name */
740 surface_set_texture_name(surface, 0, TRUE); /* Delete sRGB name */
743 wined3d_texture_unload(texture);
746 static const struct wined3d_texture_ops texture2d_ops =
748 texture2d_bind,
749 texture2d_preload,
750 texture2d_sub_resource_add_dirty_region,
751 texture2d_sub_resource_cleanup,
754 static const struct wined3d_resource_ops texture2d_resource_ops =
756 texture2d_unload,
759 static HRESULT cubetexture_init(struct wined3d_texture *texture, UINT edge_length, UINT levels,
760 struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
761 void *parent, const struct wined3d_parent_ops *parent_ops)
763 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
764 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
765 UINT pow2_edge_length;
766 unsigned int i, j;
767 UINT tmp_w;
768 HRESULT hr;
770 /* TODO: It should only be possible to create textures for formats
771 * that are reported as supported. */
772 if (WINED3DFMT_UNKNOWN >= format_id)
774 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
775 return WINED3DERR_INVALIDCALL;
778 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && pool != WINED3DPOOL_SCRATCH)
780 WARN("(%p) : Tried to create not supported cube texture.\n", texture);
781 return WINED3DERR_INVALIDCALL;
784 /* Calculate levels for mip mapping */
785 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
787 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
789 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
790 return WINED3DERR_INVALIDCALL;
793 if (levels > 1)
795 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
796 return WINED3DERR_INVALIDCALL;
799 levels = 1;
801 else if (!levels)
803 levels = wined3d_log2i(edge_length) + 1;
804 TRACE("Calculated levels = %u.\n", levels);
807 hr = wined3d_texture_init(texture, &texture2d_ops, 6, levels,
808 WINED3DRTYPE_CUBETEXTURE, device, usage, format, pool,
809 parent, parent_ops, &texture2d_resource_ops);
810 if (FAILED(hr))
812 WARN("Failed to initialize texture, returning %#x\n", hr);
813 return hr;
816 /* Find the nearest pow2 match. */
817 pow2_edge_length = 1;
818 while (pow2_edge_length < edge_length) pow2_edge_length <<= 1;
820 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || (edge_length == pow2_edge_length))
822 /* Precalculated scaling for 'faked' non power of two texture coords. */
823 texture->pow2_matrix[0] = 1.0f;
824 texture->pow2_matrix[5] = 1.0f;
825 texture->pow2_matrix[10] = 1.0f;
826 texture->pow2_matrix[15] = 1.0f;
828 else
830 /* Precalculated scaling for 'faked' non power of two texture coords. */
831 texture->pow2_matrix[0] = ((float)edge_length) / ((float)pow2_edge_length);
832 texture->pow2_matrix[5] = ((float)edge_length) / ((float)pow2_edge_length);
833 texture->pow2_matrix[10] = ((float)edge_length) / ((float)pow2_edge_length);
834 texture->pow2_matrix[15] = 1.0f;
835 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
837 texture->target = GL_TEXTURE_CUBE_MAP_ARB;
839 /* Generate all the surfaces. */
840 tmp_w = edge_length;
841 for (i = 0; i < texture->level_count; ++i)
843 /* Create the 6 faces. */
844 for (j = 0; j < 6; ++j)
846 static const GLenum cube_targets[6] =
848 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
849 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
850 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
851 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
852 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
853 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
855 UINT idx = j * texture->level_count + i;
856 struct wined3d_surface *surface;
858 hr = device->device_parent->ops->create_surface(device->device_parent, parent, tmp_w, tmp_w,
859 format_id, usage, pool, i /* Level */, j, &surface);
860 if (FAILED(hr))
862 FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
863 wined3d_texture_cleanup(texture);
864 return hr;
867 surface_set_container(surface, WINED3D_CONTAINER_TEXTURE, texture);
868 surface_set_texture_target(surface, cube_targets[j]);
869 texture->sub_resources[idx] = &surface->resource;
870 TRACE("Created surface level %u @ %p.\n", i, surface);
872 tmp_w = max(1, tmp_w >> 1);
875 return WINED3D_OK;
878 static HRESULT texture_init(struct wined3d_texture *texture, UINT width, UINT height, UINT levels,
879 struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
880 void *parent, const struct wined3d_parent_ops *parent_ops)
882 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
883 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
884 UINT pow2_width, pow2_height;
885 UINT tmp_w, tmp_h;
886 unsigned int i;
887 HRESULT hr;
889 /* TODO: It should only be possible to create textures for formats
890 * that are reported as supported. */
891 if (WINED3DFMT_UNKNOWN >= format_id)
893 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
894 return WINED3DERR_INVALIDCALL;
897 /* Non-power2 support. */
898 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
900 pow2_width = width;
901 pow2_height = height;
903 else
905 /* Find the nearest pow2 match. */
906 pow2_width = pow2_height = 1;
907 while (pow2_width < width) pow2_width <<= 1;
908 while (pow2_height < height) pow2_height <<= 1;
910 if (pow2_width != width || pow2_height != height)
912 if (levels > 1)
914 WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support.\n");
915 return WINED3DERR_INVALIDCALL;
917 levels = 1;
921 /* Calculate levels for mip mapping. */
922 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
924 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
926 WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
927 return WINED3DERR_INVALIDCALL;
930 if (levels > 1)
932 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n");
933 return WINED3DERR_INVALIDCALL;
936 levels = 1;
938 else if (!levels)
940 levels = wined3d_log2i(max(width, height)) + 1;
941 TRACE("Calculated levels = %u.\n", levels);
944 hr = wined3d_texture_init(texture, &texture2d_ops, 1, levels,
945 WINED3DRTYPE_TEXTURE, device, usage, format, pool,
946 parent, parent_ops, &texture2d_resource_ops);
947 if (FAILED(hr))
949 WARN("Failed to initialize texture, returning %#x.\n", hr);
950 return hr;
953 /* Precalculated scaling for 'faked' non power of two texture coords.
954 * Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
955 * is used in combination with texture uploads (RTL_READTEX). The reason is that EXT_PALETTED_TEXTURE
956 * doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
957 if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] && (width != pow2_width || height != pow2_height))
959 texture->pow2_matrix[0] = 1.0f;
960 texture->pow2_matrix[5] = 1.0f;
961 texture->pow2_matrix[10] = 1.0f;
962 texture->pow2_matrix[15] = 1.0f;
963 texture->target = GL_TEXTURE_2D;
964 texture->flags |= WINED3D_TEXTURE_COND_NP2;
965 texture->min_mip_lookup = minMipLookup_noFilter;
967 else if (gl_info->supported[ARB_TEXTURE_RECTANGLE] && (width != pow2_width || height != pow2_height)
968 && !(format->id == WINED3DFMT_P8_UINT && gl_info->supported[EXT_PALETTED_TEXTURE]
969 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
971 if (width != 1 || height != 1)
972 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
974 texture->pow2_matrix[0] = (float)width;
975 texture->pow2_matrix[5] = (float)height;
976 texture->pow2_matrix[10] = 1.0f;
977 texture->pow2_matrix[15] = 1.0f;
978 texture->target = GL_TEXTURE_RECTANGLE_ARB;
979 texture->flags |= WINED3D_TEXTURE_COND_NP2;
981 if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
982 texture->min_mip_lookup = minMipLookup_noMip;
983 else
984 texture->min_mip_lookup = minMipLookup_noFilter;
986 else
988 if ((width != pow2_width) || (height != pow2_height))
990 texture->pow2_matrix[0] = (((float)width) / ((float)pow2_width));
991 texture->pow2_matrix[5] = (((float)height) / ((float)pow2_height));
992 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
994 else
996 texture->pow2_matrix[0] = 1.0f;
997 texture->pow2_matrix[5] = 1.0f;
1000 texture->pow2_matrix[10] = 1.0f;
1001 texture->pow2_matrix[15] = 1.0f;
1002 texture->target = GL_TEXTURE_2D;
1004 TRACE("xf(%f) yf(%f)\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
1006 /* Generate all the surfaces. */
1007 tmp_w = width;
1008 tmp_h = height;
1009 for (i = 0; i < texture->level_count; ++i)
1011 struct wined3d_surface *surface;
1013 /* Use the callback to create the texture surface. */
1014 hr = device->device_parent->ops->create_surface(device->device_parent, parent, tmp_w, tmp_h,
1015 format->id, usage, pool, i, 0, &surface);
1016 if (FAILED(hr))
1018 FIXME("Failed to create surface %p, hr %#x\n", texture, hr);
1019 wined3d_texture_cleanup(texture);
1020 return hr;
1023 surface_set_container(surface, WINED3D_CONTAINER_TEXTURE, texture);
1024 surface_set_texture_target(surface, texture->target);
1025 texture->sub_resources[i] = &surface->resource;
1026 TRACE("Created surface level %u @ %p.\n", i, surface);
1027 /* Calculate the next mipmap level. */
1028 tmp_w = max(1, tmp_w >> 1);
1029 tmp_h = max(1, tmp_h >> 1);
1032 return WINED3D_OK;
1035 /* Context activation is done by the caller. */
1036 static HRESULT texture3d_bind(struct wined3d_texture *texture,
1037 struct wined3d_context *context, BOOL srgb)
1039 BOOL dummy;
1041 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
1043 return wined3d_texture_bind(texture, context, srgb, &dummy);
1046 /* Do not call while under the GL lock. */
1047 static void texture3d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb)
1049 struct wined3d_device *device = texture->resource.device;
1050 struct wined3d_context *context;
1051 BOOL srgb_was_toggled = FALSE;
1052 unsigned int i;
1054 TRACE("texture %p, srgb %#x.\n", texture, srgb);
1056 /* TODO: Use already acquired context when possible. */
1057 context = context_acquire(device, NULL);
1058 if (texture->bind_count > 0)
1060 BOOL texture_srgb = texture->flags & WINED3D_TEXTURE_IS_SRGB;
1061 BOOL sampler_srgb = texture_srgb_mode(texture, srgb);
1062 srgb_was_toggled = !texture_srgb != !sampler_srgb;
1064 if (srgb_was_toggled)
1066 if (sampler_srgb)
1067 texture->flags |= WINED3D_TEXTURE_IS_SRGB;
1068 else
1069 texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
1073 /* If the texture is marked dirty or the sRGB sampler setting has changed
1074 * since the last load then reload the volumes. */
1075 if (texture->texture_rgb.dirty)
1077 for (i = 0; i < texture->level_count; ++i)
1079 volume_load(volume_from_resource(texture->sub_resources[i]), context, i,
1080 texture->flags & WINED3D_TEXTURE_IS_SRGB);
1083 else if (srgb_was_toggled)
1085 for (i = 0; i < texture->level_count; ++i)
1087 struct wined3d_volume *volume = volume_from_resource(texture->sub_resources[i]);
1088 volume_add_dirty_box(volume, NULL);
1089 volume_load(volume, context, i, texture->flags & WINED3D_TEXTURE_IS_SRGB);
1092 else
1094 TRACE("Texture %p not dirty, nothing to do.\n", texture);
1097 context_release(context);
1099 /* No longer dirty */
1100 texture->texture_rgb.dirty = FALSE;
1103 static void texture3d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
1104 const WINED3DBOX *dirty_region)
1106 volume_add_dirty_box(volume_from_resource(sub_resource), dirty_region);
1109 static void texture3d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
1111 struct wined3d_volume *volume = volume_from_resource(sub_resource);
1113 /* Cleanup the container. */
1114 volume_set_container(volume, NULL);
1115 wined3d_volume_decref(volume);
1118 /* Do not call while under the GL lock. */
1119 static void texture3d_unload(struct wined3d_resource *resource)
1121 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
1122 UINT i;
1124 TRACE("texture %p.\n", texture);
1126 for (i = 0; i < texture->level_count; ++i)
1128 struct wined3d_resource *sub_resource = texture->sub_resources[i];
1129 sub_resource->resource_ops->resource_unload(sub_resource);
1132 wined3d_texture_unload(texture);
1135 static const struct wined3d_texture_ops texture3d_ops =
1137 texture3d_bind,
1138 texture3d_preload,
1139 texture3d_sub_resource_add_dirty_region,
1140 texture3d_sub_resource_cleanup,
1143 static const struct wined3d_resource_ops texture3d_resource_ops =
1145 texture3d_unload,
1148 static HRESULT volumetexture_init(struct wined3d_texture *texture, UINT width, UINT height,
1149 UINT depth, UINT levels, struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id,
1150 WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops)
1152 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1153 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
1154 UINT tmp_w, tmp_h, tmp_d;
1155 unsigned int i;
1156 HRESULT hr;
1158 /* TODO: It should only be possible to create textures for formats
1159 * that are reported as supported. */
1160 if (WINED3DFMT_UNKNOWN >= format_id)
1162 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
1163 return WINED3DERR_INVALIDCALL;
1166 if (!gl_info->supported[EXT_TEXTURE3D])
1168 WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
1169 return WINED3DERR_INVALIDCALL;
1172 /* Calculate levels for mip mapping. */
1173 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
1175 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
1177 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
1178 return WINED3DERR_INVALIDCALL;
1181 if (levels > 1)
1183 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
1184 return WINED3DERR_INVALIDCALL;
1187 levels = 1;
1189 else if (!levels)
1191 levels = wined3d_log2i(max(max(width, height), depth)) + 1;
1192 TRACE("Calculated levels = %u.\n", levels);
1195 hr = wined3d_texture_init(texture, &texture3d_ops, 1, levels,
1196 WINED3DRTYPE_VOLUMETEXTURE, device, usage, format, pool,
1197 parent, parent_ops, &texture3d_resource_ops);
1198 if (FAILED(hr))
1200 WARN("Failed to initialize texture, returning %#x.\n", hr);
1201 return hr;
1204 /* Is NP2 support for volumes needed? */
1205 texture->pow2_matrix[0] = 1.0f;
1206 texture->pow2_matrix[5] = 1.0f;
1207 texture->pow2_matrix[10] = 1.0f;
1208 texture->pow2_matrix[15] = 1.0f;
1209 texture->target = GL_TEXTURE_3D;
1211 /* Generate all the surfaces. */
1212 tmp_w = width;
1213 tmp_h = height;
1214 tmp_d = depth;
1216 for (i = 0; i < texture->level_count; ++i)
1218 struct wined3d_volume *volume;
1220 /* Create the volume. */
1221 hr = device->device_parent->ops->create_volume(device->device_parent, parent,
1222 tmp_w, tmp_h, tmp_d, format_id, pool, usage, &volume);
1223 if (FAILED(hr))
1225 ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr);
1226 wined3d_texture_cleanup(texture);
1227 return hr;
1230 /* Set its container to this texture. */
1231 volume_set_container(volume, texture);
1232 texture->sub_resources[i] = &volume->resource;
1234 /* Calculate the next mipmap level. */
1235 tmp_w = max(1, tmp_w >> 1);
1236 tmp_h = max(1, tmp_h >> 1);
1237 tmp_d = max(1, tmp_d >> 1);
1240 return WINED3D_OK;
1243 HRESULT CDECL wined3d_texture_create_2d(struct wined3d_device *device, UINT width, UINT height,
1244 UINT level_count, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, void *parent,
1245 const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
1247 struct wined3d_texture *object;
1248 HRESULT hr;
1250 TRACE("device %p, width %u, height %u, level_count %u, usage %#x\n",
1251 device, width, height, level_count, usage);
1252 TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n",
1253 debug_d3dformat(format_id), pool, parent, parent_ops, texture);
1255 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1256 if (!object)
1258 ERR("Out of memory.\n");
1259 *texture = NULL;
1260 return WINED3DERR_OUTOFVIDEOMEMORY;
1263 hr = texture_init(object, width, height, level_count,
1264 device, usage, format_id, pool, parent, parent_ops);
1265 if (FAILED(hr))
1267 WARN("Failed to initialize texture, returning %#x.\n", hr);
1268 HeapFree(GetProcessHeap(), 0, object);
1269 *texture = NULL;
1270 return hr;
1273 TRACE("Created texture %p.\n", object);
1274 *texture = object;
1276 return WINED3D_OK;
1279 HRESULT CDECL wined3d_texture_create_3d(struct wined3d_device *device, UINT width, UINT height, UINT depth,
1280 UINT level_count, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, void *parent,
1281 const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
1283 struct wined3d_texture *object;
1284 HRESULT hr;
1286 TRACE("device %p, width %u, height %u, depth %u, level_count %u, usage %#x\n",
1287 device, width, height, depth, level_count, usage);
1288 TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n",
1289 debug_d3dformat(format_id), pool, parent, parent_ops, texture);
1291 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1292 if (!object)
1294 ERR("Out of memory\n");
1295 *texture = NULL;
1296 return WINED3DERR_OUTOFVIDEOMEMORY;
1299 hr = volumetexture_init(object, width, height, depth, level_count,
1300 device, usage, format_id, pool, parent, parent_ops);
1301 if (FAILED(hr))
1303 WARN("Failed to initialize volumetexture, returning %#x\n", hr);
1304 HeapFree(GetProcessHeap(), 0, object);
1305 *texture = NULL;
1306 return hr;
1309 TRACE("Created texture %p.\n", object);
1310 *texture = object;
1312 return WINED3D_OK;
1315 HRESULT CDECL wined3d_texture_create_cube(struct wined3d_device *device, UINT edge_length,
1316 UINT level_count, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, void *parent,
1317 const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
1319 struct wined3d_texture *object;
1320 HRESULT hr;
1322 TRACE("device %p, edge_length %u, level_count %u, usage %#x\n",
1323 device, edge_length, level_count, usage);
1324 TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n",
1325 debug_d3dformat(format_id), pool, parent, parent_ops, texture);
1327 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1328 if (!object)
1330 ERR("Out of memory\n");
1331 *texture = NULL;
1332 return WINED3DERR_OUTOFVIDEOMEMORY;
1335 hr = cubetexture_init(object, edge_length, level_count,
1336 device, usage, format_id, pool, parent, parent_ops);
1337 if (FAILED(hr))
1339 WARN("Failed to initialize cubetexture, returning %#x\n", hr);
1340 HeapFree(GetProcessHeap(), 0, object);
1341 *texture = NULL;
1342 return hr;
1345 TRACE("Created texture %p.\n", object);
1346 *texture = object;
1348 return WINED3D_OK;