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
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
, IWineD3DDeviceImpl
*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
)
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
);
40 WARN("Failed to initialize resource, returning %#x\n", 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
);
54 texture
->layer_count
= layer_count
;
55 texture
->level_count
= level_count
;
56 texture
->filter_type
= (usage
& WINED3DUSAGE_AUTOGENMIPMAP
) ? WINED3DTEXF_LINEAR
: WINED3DTEXF_NONE
;
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
;
69 texture
->min_mip_lookup
= minMipLookup_noFilter
;
70 texture
->mag_lookup
= magLookup_noFilter
;
76 /* A GL context is provided by the caller */
77 static void gltexture_delete(struct gl_texture
*tex
)
80 glDeleteTextures(1, &tex
->name
);
85 static void wined3d_texture_unload(struct wined3d_texture
*texture
)
87 IWineD3DDeviceImpl
*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
;
113 TRACE("texture %p.\n", texture
);
115 for (i
= 0; i
< sub_count
; ++i
)
117 struct wined3d_resource
*sub_resource
= texture
->sub_resources
[i
];
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 const struct wined3d_gl_info
*gl_info
, BOOL srgb
, BOOL
*set_surface_desc
)
138 struct gl_texture
*gl_tex
;
139 BOOL new_texture
= FALSE
;
140 HRESULT hr
= WINED3D_OK
;
143 TRACE("texture %p, srgb %#x, set_surface_desc %p.\n", texture
, srgb
, set_surface_desc
);
145 /* sRGB mode cache for preload() calls outside drawprim. */
147 texture
->flags
|= WINED3D_TEXTURE_IS_SRGB
;
149 texture
->flags
&= ~WINED3D_TEXTURE_IS_SRGB
;
151 gl_tex
= wined3d_texture_get_gl_texture(texture
, gl_info
, srgb
);
152 target
= texture
->target
;
155 /* Generate a texture name if we don't already have one. */
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). */
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 (gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
180 gl_tex
->states
[WINED3DTEXSTA_SRGBTEXTURE
] = TRUE
;
182 gl_tex
->states
[WINED3DTEXSTA_SRGBTEXTURE
] = srgb
;
183 gl_tex
->states
[WINED3DTEXSTA_SHADOW
] = FALSE
;
184 wined3d_texture_set_dirty(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 glBindTexture(target
, gl_tex
->name
);
193 checkGLcall("glBindTexture");
194 glTexParameteri(target
, GL_GENERATE_MIPMAP_SGIS
, GL_TRUE
);
195 checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
200 *set_surface_desc
= FALSE
;
205 glBindTexture(target
, gl_tex
->name
);
206 checkGLcall("glBindTexture");
209 /* For a new texture we have to set the texture levels after
210 * binding the texture. Beware that texture rectangles do not
211 * support mipmapping, but set the maxmiplevel if we're relying
212 * on the partial GL_ARB_texture_non_power_of_two emulation with
213 * texture rectangles. (I.e., do not care about cond_np2 here,
214 * just look for GL_TEXTURE_RECTANGLE_ARB.) */
215 if (target
!= GL_TEXTURE_RECTANGLE_ARB
)
217 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture
->level_count
- 1);
218 glTexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, texture
->level_count
- 1);
219 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)");
221 if (target
== GL_TEXTURE_CUBE_MAP_ARB
)
223 /* Cubemaps are always set to clamp, regardless of the sampler state. */
224 glTexParameteri(target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
225 glTexParameteri(target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
226 glTexParameteri(target
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
232 ERR("This texture doesn't have an OpenGL texture assigned to it.\n");
233 hr
= WINED3DERR_INVALIDCALL
;
240 /* GL locking is done by the caller */
241 static void apply_wrap(const struct wined3d_gl_info
*gl_info
, GLenum target
,
242 WINED3DTEXTUREADDRESS d3d_wrap
, GLenum param
, BOOL cond_np2
)
246 if (d3d_wrap
< WINED3DTADDRESS_WRAP
|| d3d_wrap
> WINED3DTADDRESS_MIRRORONCE
)
248 FIXME("Unrecognized or unsupported WINED3DTEXTUREADDRESS %#x.\n", d3d_wrap
);
252 /* Cubemaps are always set to clamp, regardless of the sampler state. */
253 if (target
== GL_TEXTURE_CUBE_MAP_ARB
254 || (cond_np2
&& d3d_wrap
== WINED3DTADDRESS_WRAP
))
255 gl_wrap
= GL_CLAMP_TO_EDGE
;
257 gl_wrap
= gl_info
->wrap_lookup
[d3d_wrap
- WINED3DTADDRESS_WRAP
];
259 TRACE("Setting param %#x to %#x for target %#x.\n", param
, gl_wrap
, target
);
260 glTexParameteri(target
, param
, gl_wrap
);
261 checkGLcall("glTexParameteri(target, param, gl_wrap)");
264 /* GL locking is done by the caller (state handler) */
265 void wined3d_texture_apply_state_changes(struct wined3d_texture
*texture
,
266 const DWORD sampler_states
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1],
267 const struct wined3d_gl_info
*gl_info
)
269 BOOL cond_np2
= texture
->flags
& WINED3D_TEXTURE_COND_NP2
;
270 GLenum target
= texture
->target
;
271 struct gl_texture
*gl_tex
;
275 TRACE("texture %p, sampler_states %p.\n", texture
, sampler_states
);
277 gl_tex
= wined3d_texture_get_gl_texture(texture
, gl_info
,
278 texture
->flags
& WINED3D_TEXTURE_IS_SRGB
);
280 /* This function relies on the correct texture being bound and loaded. */
282 if (sampler_states
[WINED3DSAMP_ADDRESSU
] != gl_tex
->states
[WINED3DTEXSTA_ADDRESSU
])
284 state
= sampler_states
[WINED3DSAMP_ADDRESSU
];
285 apply_wrap(gl_info
, target
, state
, GL_TEXTURE_WRAP_S
, cond_np2
);
286 gl_tex
->states
[WINED3DTEXSTA_ADDRESSU
] = state
;
289 if (sampler_states
[WINED3DSAMP_ADDRESSV
] != gl_tex
->states
[WINED3DTEXSTA_ADDRESSV
])
291 state
= sampler_states
[WINED3DSAMP_ADDRESSV
];
292 apply_wrap(gl_info
, target
, state
, GL_TEXTURE_WRAP_T
, cond_np2
);
293 gl_tex
->states
[WINED3DTEXSTA_ADDRESSV
] = state
;
296 if (sampler_states
[WINED3DSAMP_ADDRESSW
] != gl_tex
->states
[WINED3DTEXSTA_ADDRESSW
])
298 state
= sampler_states
[WINED3DSAMP_ADDRESSW
];
299 apply_wrap(gl_info
, target
, state
, GL_TEXTURE_WRAP_R
, cond_np2
);
300 gl_tex
->states
[WINED3DTEXSTA_ADDRESSW
] = state
;
303 if (sampler_states
[WINED3DSAMP_BORDERCOLOR
] != gl_tex
->states
[WINED3DTEXSTA_BORDERCOLOR
])
307 state
= sampler_states
[WINED3DSAMP_BORDERCOLOR
];
308 D3DCOLORTOGLFLOAT4(state
, col
);
309 TRACE("Setting border color for %#x to %#x.\n", target
, state
);
310 glTexParameterfv(target
, GL_TEXTURE_BORDER_COLOR
, &col
[0]);
311 checkGLcall("glTexParameterfv(..., GL_TEXTURE_BORDER_COLOR, ...)");
312 gl_tex
->states
[WINED3DTEXSTA_BORDERCOLOR
] = state
;
315 if (sampler_states
[WINED3DSAMP_MAGFILTER
] != gl_tex
->states
[WINED3DTEXSTA_MAGFILTER
])
319 state
= sampler_states
[WINED3DSAMP_MAGFILTER
];
320 if (state
> WINED3DTEXF_ANISOTROPIC
)
321 FIXME("Unrecognized or unsupported MAGFILTER* value %d.\n", state
);
323 gl_value
= wined3d_gl_mag_filter(texture
->mag_lookup
,
324 min(max(state
, WINED3DTEXF_POINT
), WINED3DTEXF_LINEAR
));
325 TRACE("ValueMAG=%#x setting MAGFILTER to %#x.\n", state
, gl_value
);
326 glTexParameteri(target
, GL_TEXTURE_MAG_FILTER
, gl_value
);
328 gl_tex
->states
[WINED3DTEXSTA_MAGFILTER
] = state
;
331 if ((sampler_states
[WINED3DSAMP_MINFILTER
] != gl_tex
->states
[WINED3DTEXSTA_MINFILTER
]
332 || sampler_states
[WINED3DSAMP_MIPFILTER
] != gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
]
333 || sampler_states
[WINED3DSAMP_MAXMIPLEVEL
] != gl_tex
->states
[WINED3DTEXSTA_MAXMIPLEVEL
]))
337 gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] = sampler_states
[WINED3DSAMP_MIPFILTER
];
338 gl_tex
->states
[WINED3DTEXSTA_MINFILTER
] = sampler_states
[WINED3DSAMP_MINFILTER
];
339 gl_tex
->states
[WINED3DTEXSTA_MAXMIPLEVEL
] = sampler_states
[WINED3DSAMP_MAXMIPLEVEL
];
341 if (gl_tex
->states
[WINED3DTEXSTA_MINFILTER
] > WINED3DTEXF_ANISOTROPIC
342 || gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] > WINED3DTEXF_ANISOTROPIC
)
344 FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %#x D3DSAMP_MIPFILTER value %#x.\n",
345 gl_tex
->states
[WINED3DTEXSTA_MINFILTER
],
346 gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
]);
348 gl_value
= wined3d_gl_min_mip_filter(texture
->min_mip_lookup
,
349 min(max(sampler_states
[WINED3DSAMP_MINFILTER
], WINED3DTEXF_POINT
), WINED3DTEXF_LINEAR
),
350 min(max(sampler_states
[WINED3DSAMP_MIPFILTER
], WINED3DTEXF_NONE
), WINED3DTEXF_LINEAR
));
352 TRACE("ValueMIN=%#x, ValueMIP=%#x, setting MINFILTER to %#x.\n",
353 sampler_states
[WINED3DSAMP_MINFILTER
],
354 sampler_states
[WINED3DSAMP_MIPFILTER
], gl_value
);
355 glTexParameteri(target
, GL_TEXTURE_MIN_FILTER
, gl_value
);
356 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
360 if (gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] == WINED3DTEXF_NONE
)
361 gl_value
= texture
->lod
;
362 else if (gl_tex
->states
[WINED3DTEXSTA_MAXMIPLEVEL
] >= texture
->level_count
)
363 gl_value
= texture
->level_count
- 1;
364 else if (gl_tex
->states
[WINED3DTEXSTA_MAXMIPLEVEL
] < texture
->lod
)
365 /* texture->lod is already clamped in the setter. */
366 gl_value
= texture
->lod
;
368 gl_value
= gl_tex
->states
[WINED3DTEXSTA_MAXMIPLEVEL
];
370 /* Note that WINED3DSAMP_MAXMIPLEVEL specifies the largest mipmap
371 * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
372 * mimap used (default 1000). So WINED3DSAMP_MAXMIPLEVEL
373 * corresponds to GL_TEXTURE_BASE_LEVEL. */
374 glTexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, gl_value
);
378 if ((gl_tex
->states
[WINED3DTEXSTA_MAGFILTER
] != WINED3DTEXF_ANISOTROPIC
379 && gl_tex
->states
[WINED3DTEXSTA_MINFILTER
] != WINED3DTEXF_ANISOTROPIC
380 && gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] != WINED3DTEXF_ANISOTROPIC
)
384 aniso
= sampler_states
[WINED3DSAMP_MAXANISOTROPY
];
386 if (gl_tex
->states
[WINED3DTEXSTA_MAXANISOTROPY
] != aniso
)
388 if (gl_info
->supported
[EXT_TEXTURE_FILTER_ANISOTROPIC
])
390 glTexParameteri(target
, GL_TEXTURE_MAX_ANISOTROPY_EXT
, aniso
);
391 checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
395 WARN("Anisotropic filtering not supported.\n");
397 gl_tex
->states
[WINED3DTEXSTA_MAXANISOTROPY
] = aniso
;
400 /* These should always be the same unless EXT_texture_sRGB_decode is supported. */
401 if (sampler_states
[WINED3DSAMP_SRGBTEXTURE
] != gl_tex
->states
[WINED3DTEXSTA_SRGBTEXTURE
])
403 glTexParameteri(target
, GL_TEXTURE_SRGB_DECODE_EXT
,
404 sampler_states
[WINED3DSAMP_SRGBTEXTURE
] ? GL_DECODE_EXT
: GL_SKIP_DECODE_EXT
);
405 checkGLcall("glTexParameteri(GL_TEXTURE_SRGB_DECODE_EXT)");
408 if (!(texture
->resource
.format
->flags
& WINED3DFMT_FLAG_SHADOW
)
409 != !gl_tex
->states
[WINED3DTEXSTA_SHADOW
])
411 if (texture
->resource
.format
->flags
& WINED3DFMT_FLAG_SHADOW
)
413 glTexParameteri(target
, GL_DEPTH_TEXTURE_MODE_ARB
, GL_LUMINANCE
);
414 glTexParameteri(target
, GL_TEXTURE_COMPARE_MODE_ARB
, GL_COMPARE_R_TO_TEXTURE_ARB
);
415 checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)");
416 gl_tex
->states
[WINED3DTEXSTA_SHADOW
] = TRUE
;
420 glTexParameteri(target
, GL_TEXTURE_COMPARE_MODE_ARB
, GL_NONE
);
421 checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)");
422 gl_tex
->states
[WINED3DTEXSTA_SHADOW
] = FALSE
;
427 ULONG CDECL
wined3d_texture_incref(struct wined3d_texture
*texture
)
429 ULONG refcount
= InterlockedIncrement(&texture
->resource
.ref
);
431 TRACE("%p increasing refcount to %u.\n", texture
, refcount
);
436 /* Do not call while under the GL lock. */
437 ULONG CDECL
wined3d_texture_decref(struct wined3d_texture
*texture
)
439 ULONG refcount
= InterlockedDecrement(&texture
->resource
.ref
);
441 TRACE("%p decreasing refcount to %u.\n", texture
, refcount
);
445 wined3d_texture_cleanup(texture
);
446 texture
->resource
.parent_ops
->wined3d_object_destroyed(texture
->resource
.parent
);
447 HeapFree(GetProcessHeap(), 0, texture
);
453 HRESULT CDECL
wined3d_texture_set_private_data(struct wined3d_texture
*texture
,
454 REFGUID guid
, const void *data
, DWORD data_size
, DWORD flags
)
456 return resource_set_private_data(&texture
->resource
, guid
, data
, data_size
, flags
);
459 HRESULT CDECL
wined3d_texture_get_private_data(const struct wined3d_texture
*texture
,
460 REFGUID guid
, void *data
, DWORD
*data_size
)
462 return resource_get_private_data(&texture
->resource
, guid
, data
, data_size
);
465 HRESULT CDECL
wined3d_texture_free_private_data(struct wined3d_texture
*texture
, REFGUID guid
)
467 return resource_free_private_data(&texture
->resource
, guid
);
470 DWORD CDECL
wined3d_texture_set_priority(struct wined3d_texture
*texture
, DWORD priority
)
472 return resource_set_priority(&texture
->resource
, priority
);
475 DWORD CDECL
wined3d_texture_get_priority(const struct wined3d_texture
*texture
)
477 return resource_get_priority(&texture
->resource
);
480 /* Do not call while under the GL lock. */
481 void CDECL
wined3d_texture_preload(struct wined3d_texture
*texture
)
483 texture
->texture_ops
->texture_preload(texture
, SRGB_ANY
);
486 WINED3DRESOURCETYPE CDECL
wined3d_texture_get_type(const struct wined3d_texture
*texture
)
488 TRACE("texture %p.\n", texture
);
490 return texture
->resource
.resourceType
;
493 void * CDECL
wined3d_texture_get_parent(const struct wined3d_texture
*texture
)
495 TRACE("texture %p.\n", texture
);
497 return texture
->resource
.parent
;
500 DWORD CDECL
wined3d_texture_set_lod(struct wined3d_texture
*texture
, DWORD lod
)
502 DWORD old
= texture
->lod
;
504 TRACE("texture %p, lod %u.\n", texture
, lod
);
506 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
507 * textures. The call always returns 0, and GetLOD always returns 0. */
508 if (texture
->resource
.pool
!= WINED3DPOOL_MANAGED
)
510 TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture
->resource
.pool
));
514 if (lod
>= texture
->level_count
)
515 lod
= texture
->level_count
- 1;
517 if (texture
->lod
!= lod
)
521 texture
->texture_rgb
.states
[WINED3DTEXSTA_MAXMIPLEVEL
] = ~0U;
522 texture
->texture_srgb
.states
[WINED3DTEXSTA_MAXMIPLEVEL
] = ~0U;
523 if (texture
->bind_count
)
524 IWineD3DDeviceImpl_MarkStateDirty(texture
->resource
.device
, STATE_SAMPLER(texture
->sampler
));
530 DWORD CDECL
wined3d_texture_get_lod(const struct wined3d_texture
*texture
)
532 TRACE("texture %p, returning %u.\n", texture
, texture
->lod
);
537 DWORD CDECL
wined3d_texture_get_level_count(const struct wined3d_texture
*texture
)
539 TRACE("texture %p, returning %u.\n", texture
, texture
->level_count
);
541 return texture
->level_count
;
544 HRESULT CDECL
wined3d_texture_set_autogen_filter_type(struct wined3d_texture
*texture
,
545 WINED3DTEXTUREFILTERTYPE filter_type
)
547 TRACE("texture %p, filter_type %s.\n", texture
, debug_d3dtexturefiltertype(filter_type
));
549 if (!(texture
->resource
.usage
& WINED3DUSAGE_AUTOGENMIPMAP
))
551 WARN("Texture doesn't have AUTOGENMIPMAP usage.\n");
552 return WINED3DERR_INVALIDCALL
;
555 if (texture
->filter_type
!= filter_type
)
557 GLenum target
= texture
->target
;
558 struct wined3d_context
*context
;
560 context
= context_acquire(texture
->resource
.device
, NULL
);
563 glBindTexture(target
, texture
->texture_rgb
.name
);
564 checkGLcall("glBindTexture");
567 case WINED3DTEXF_NONE
:
568 case WINED3DTEXF_POINT
:
569 glTexParameteri(target
, GL_GENERATE_MIPMAP_HINT_SGIS
, GL_FASTEST
);
570 checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
573 case WINED3DTEXF_LINEAR
:
574 glTexParameteri(target
, GL_GENERATE_MIPMAP_HINT_SGIS
, GL_NICEST
);
575 checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
579 WARN("Unexpected filter type %#x, setting to GL_NICEST.\n", filter_type
);
580 glTexParameteri(target
, GL_GENERATE_MIPMAP_HINT_SGIS
, GL_NICEST
);
581 checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
586 context_release(context
);
588 texture
->filter_type
= filter_type
;
593 WINED3DTEXTUREFILTERTYPE CDECL
wined3d_texture_get_autogen_filter_type(const struct wined3d_texture
*texture
)
595 TRACE("texture %p.\n", texture
);
597 return texture
->filter_type
;
600 void CDECL
wined3d_texture_generate_mipmaps(struct wined3d_texture
*texture
)
602 /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
603 FIXME("texture %p stub!\n", texture
);
606 struct wined3d_resource
* CDECL
wined3d_texture_get_sub_resource(struct wined3d_texture
*texture
,
607 UINT sub_resource_idx
)
609 UINT sub_count
= texture
->level_count
* texture
->layer_count
;
611 TRACE("texture %p, sub_resource_idx %u.\n", texture
, sub_resource_idx
);
613 if (sub_resource_idx
>= sub_count
)
615 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx
, sub_count
);
619 return texture
->sub_resources
[sub_resource_idx
];
622 HRESULT CDECL
wined3d_texture_add_dirty_region(struct wined3d_texture
*texture
,
623 UINT layer
, const WINED3DBOX
*dirty_region
)
625 struct wined3d_resource
*sub_resource
;
627 TRACE("texture %p, layer %u, dirty_region %p.\n", texture
, layer
, dirty_region
);
629 if (!(sub_resource
= wined3d_texture_get_sub_resource(texture
, layer
* texture
->level_count
)))
631 WARN("Failed to get sub-resource.\n");
632 return WINED3DERR_INVALIDCALL
;
635 wined3d_texture_set_dirty(texture
, TRUE
);
636 texture
->texture_ops
->texture_sub_resource_add_dirty_region(sub_resource
, dirty_region
);
641 /* Context activation is done by the caller. */
642 static HRESULT
texture2d_bind(struct wined3d_texture
*texture
,
643 const struct wined3d_gl_info
*gl_info
, BOOL srgb
)
645 BOOL set_gl_texture_desc
;
648 TRACE("texture %p, gl_info %p, srgb %#x.\n", texture
, gl_info
, srgb
);
650 hr
= wined3d_texture_bind(texture
, gl_info
, srgb
, &set_gl_texture_desc
);
651 if (set_gl_texture_desc
&& SUCCEEDED(hr
))
653 UINT sub_count
= texture
->level_count
* texture
->layer_count
;
654 BOOL srgb_tex
= !gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
]
655 && (texture
->flags
& WINED3D_TEXTURE_IS_SRGB
);
656 struct gl_texture
*gl_tex
;
659 gl_tex
= wined3d_texture_get_gl_texture(texture
, gl_info
, srgb_tex
);
661 for (i
= 0; i
< sub_count
; ++i
)
663 IWineD3DSurfaceImpl
*surface
= surface_from_resource(texture
->sub_resources
[i
]);
664 surface_set_texture_name(surface
, gl_tex
->name
, srgb_tex
);
667 /* Conditinal non power of two textures use a different clamping
668 * default. If we're using the GL_WINE_normalized_texrect partial
669 * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
670 * has the address mode set to repeat - something that prevents us
671 * from hitting the accelerated codepath. Thus manually set the GL
672 * state. The same applies to filtering. Even if the texture has only
673 * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
674 * fallback on macos. */
675 if (texture
->flags
& WINED3D_TEXTURE_COND_NP2
)
677 GLenum target
= texture
->target
;
680 glTexParameteri(target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
681 checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
682 glTexParameteri(target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
683 checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
684 glTexParameteri(target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
685 checkGLcall("glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
686 glTexParameteri(target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
687 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
689 gl_tex
->states
[WINED3DTEXSTA_ADDRESSU
] = WINED3DTADDRESS_CLAMP
;
690 gl_tex
->states
[WINED3DTEXSTA_ADDRESSV
] = WINED3DTADDRESS_CLAMP
;
691 gl_tex
->states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_POINT
;
692 gl_tex
->states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
;
693 gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_NONE
;
700 /* Do not call while under the GL lock. */
701 static void texture2d_preload(struct wined3d_texture
*texture
, enum WINED3DSRGB srgb
)
703 UINT sub_count
= texture
->level_count
* texture
->layer_count
;
704 IWineD3DDeviceImpl
*device
= texture
->resource
.device
;
705 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
706 struct wined3d_context
*context
= NULL
;
707 struct gl_texture
*gl_tex
;
711 TRACE("texture %p, srgb %#x.\n", texture
, srgb
);
720 texture2d_preload(texture
, SRGB_RGB
);
727 srgb_mode
= texture
->flags
& WINED3D_TEXTURE_IS_SRGB
;
731 gl_tex
= wined3d_texture_get_gl_texture(texture
, gl_info
, srgb_mode
);
733 if (!device
->isInDraw
)
735 /* No danger of recursive calls, context_acquire() sets isInDraw to TRUE
736 * when loading offscreen render targets into the texture. */
737 context
= context_acquire(device
, NULL
);
740 if (texture
->resource
.format
->id
== WINED3DFMT_P8_UINT
741 || texture
->resource
.format
->id
== WINED3DFMT_P8_UINT_A8_UNORM
)
743 for (i
= 0; i
< sub_count
; ++i
)
745 IWineD3DSurfaceImpl
*surface
= surface_from_resource(texture
->sub_resources
[i
]);
747 if (palette9_changed(surface
))
749 TRACE("Reloading surface %p because the d3d8/9 palette was changed.\n", surface
);
750 /* TODO: This is not necessarily needed with hw palettized texture support. */
751 surface_load_location(surface
, SFLAG_INSYSMEM
, NULL
);
752 /* Make sure the texture is reloaded because of the palette
753 * change, this kills performance though :( */
754 surface_modify_location(surface
, SFLAG_INTEXTURE
, FALSE
);
761 /* Reload the surfaces if the texture is marked dirty. */
762 for (i
= 0; i
< sub_count
; ++i
)
764 surface_load(surface_from_resource(texture
->sub_resources
[i
]), srgb_mode
);
769 TRACE("Texture %p not dirty, nothing to do.\n", texture
);
772 /* No longer dirty. */
773 gl_tex
->dirty
= FALSE
;
775 if (context
) context_release(context
);
778 static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource
*sub_resource
,
779 const WINED3DBOX
*dirty_region
)
781 surface_add_dirty_rect(surface_from_resource(sub_resource
), dirty_region
);
784 static void texture2d_sub_resource_cleanup(struct wined3d_resource
*sub_resource
)
786 IWineD3DSurfaceImpl
*surface
= surface_from_resource(sub_resource
);
788 /* Clean out the texture name we gave to the surface so that the
789 * surface doesn't try and release it. */
790 surface_set_texture_name(surface
, 0, TRUE
);
791 surface_set_texture_name(surface
, 0, FALSE
);
792 surface_set_texture_target(surface
, 0);
793 surface_set_container(surface
, WINED3D_CONTAINER_NONE
, NULL
);
794 IWineD3DSurface_Release((IWineD3DSurface
*)surface
);
797 /* Do not call while under the GL lock. */
798 static void texture2d_unload(struct wined3d_resource
*resource
)
800 struct wined3d_texture
*texture
= wined3d_texture_from_resource(resource
);
801 UINT sub_count
= texture
->level_count
* texture
->layer_count
;
804 TRACE("texture %p.\n", texture
);
806 for (i
= 0; i
< sub_count
; ++i
)
808 struct wined3d_resource
*sub_resource
= texture
->sub_resources
[i
];
809 IWineD3DSurfaceImpl
*surface
= surface_from_resource(sub_resource
);
811 sub_resource
->resource_ops
->resource_unload(sub_resource
);
812 surface_set_texture_name(surface
, 0, FALSE
); /* Delete RGB name */
813 surface_set_texture_name(surface
, 0, TRUE
); /* Delete sRGB name */
816 wined3d_texture_unload(texture
);
819 static const struct wined3d_texture_ops texture2d_ops
=
823 texture2d_sub_resource_add_dirty_region
,
824 texture2d_sub_resource_cleanup
,
827 static const struct wined3d_resource_ops texture2d_resource_ops
=
832 HRESULT
cubetexture_init(struct wined3d_texture
*texture
, UINT edge_length
, UINT levels
,
833 IWineD3DDeviceImpl
*device
, DWORD usage
, enum wined3d_format_id format_id
, WINED3DPOOL pool
,
834 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
836 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
837 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, format_id
);
838 UINT pow2_edge_length
;
843 /* TODO: It should only be possible to create textures for formats
844 * that are reported as supported. */
845 if (WINED3DFMT_UNKNOWN
>= format_id
)
847 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture
);
848 return WINED3DERR_INVALIDCALL
;
851 if (!gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
] && pool
!= WINED3DPOOL_SCRATCH
)
853 WARN("(%p) : Tried to create not supported cube texture.\n", texture
);
854 return WINED3DERR_INVALIDCALL
;
857 /* Calculate levels for mip mapping */
858 if (usage
& WINED3DUSAGE_AUTOGENMIPMAP
)
860 if (!gl_info
->supported
[SGIS_GENERATE_MIPMAP
])
862 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
863 return WINED3DERR_INVALIDCALL
;
868 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
869 return WINED3DERR_INVALIDCALL
;
876 levels
= wined3d_log2i(edge_length
) + 1;
877 TRACE("Calculated levels = %u.\n", levels
);
880 hr
= wined3d_texture_init(texture
, &texture2d_ops
, 6, levels
,
881 WINED3DRTYPE_CUBETEXTURE
, device
, usage
, format
, pool
,
882 parent
, parent_ops
, &texture2d_resource_ops
);
885 WARN("Failed to initialize texture, returning %#x\n", hr
);
889 /* Find the nearest pow2 match. */
890 pow2_edge_length
= 1;
891 while (pow2_edge_length
< edge_length
) pow2_edge_length
<<= 1;
893 if (gl_info
->supported
[ARB_TEXTURE_NON_POWER_OF_TWO
] || (edge_length
== pow2_edge_length
))
895 /* Precalculated scaling for 'faked' non power of two texture coords. */
896 texture
->pow2_matrix
[0] = 1.0f
;
897 texture
->pow2_matrix
[5] = 1.0f
;
898 texture
->pow2_matrix
[10] = 1.0f
;
899 texture
->pow2_matrix
[15] = 1.0f
;
903 /* Precalculated scaling for 'faked' non power of two texture coords. */
904 texture
->pow2_matrix
[0] = ((float)edge_length
) / ((float)pow2_edge_length
);
905 texture
->pow2_matrix
[5] = ((float)edge_length
) / ((float)pow2_edge_length
);
906 texture
->pow2_matrix
[10] = ((float)edge_length
) / ((float)pow2_edge_length
);
907 texture
->pow2_matrix
[15] = 1.0f
;
908 texture
->flags
&= ~WINED3D_TEXTURE_POW2_MAT_IDENT
;
910 texture
->target
= GL_TEXTURE_CUBE_MAP_ARB
;
912 /* Generate all the surfaces. */
914 for (i
= 0; i
< texture
->level_count
; ++i
)
916 /* Create the 6 faces. */
917 for (j
= 0; j
< 6; ++j
)
919 static const GLenum cube_targets
[6] =
921 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
,
922 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB
,
923 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB
,
924 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB
,
925 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB
,
926 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
,
928 UINT idx
= j
* texture
->level_count
+ i
;
929 IWineD3DSurface
*surface
;
931 hr
= IWineD3DDeviceParent_CreateSurface(device
->device_parent
, parent
, tmp_w
, tmp_w
,
932 format_id
, usage
, pool
, i
/* Level */, j
, &surface
);
935 FIXME("(%p) Failed to create surface, hr %#x.\n", texture
, hr
);
936 wined3d_texture_cleanup(texture
);
940 surface_set_container((IWineD3DSurfaceImpl
*)surface
, WINED3D_CONTAINER_TEXTURE
, texture
);
941 surface_set_texture_target((IWineD3DSurfaceImpl
*)surface
, cube_targets
[j
]);
942 texture
->sub_resources
[idx
] = &((IWineD3DSurfaceImpl
*)surface
)->resource
;
943 TRACE("Created surface level %u @ %p.\n", i
, surface
);
945 tmp_w
= max(1, tmp_w
>> 1);
951 HRESULT
texture_init(struct wined3d_texture
*texture
, UINT width
, UINT height
, UINT levels
,
952 IWineD3DDeviceImpl
*device
, DWORD usage
, enum wined3d_format_id format_id
, WINED3DPOOL pool
,
953 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
955 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
956 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, format_id
);
957 UINT pow2_width
, pow2_height
;
962 /* TODO: It should only be possible to create textures for formats
963 * that are reported as supported. */
964 if (WINED3DFMT_UNKNOWN
>= format_id
)
966 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture
);
967 return WINED3DERR_INVALIDCALL
;
970 /* Non-power2 support. */
971 if (gl_info
->supported
[ARB_TEXTURE_NON_POWER_OF_TWO
])
974 pow2_height
= height
;
978 /* Find the nearest pow2 match. */
979 pow2_width
= pow2_height
= 1;
980 while (pow2_width
< width
) pow2_width
<<= 1;
981 while (pow2_height
< height
) pow2_height
<<= 1;
983 if (pow2_width
!= width
|| pow2_height
!= height
)
987 WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support.\n");
988 return WINED3DERR_INVALIDCALL
;
994 /* Calculate levels for mip mapping. */
995 if (usage
& WINED3DUSAGE_AUTOGENMIPMAP
)
997 if (!gl_info
->supported
[SGIS_GENERATE_MIPMAP
])
999 WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
1000 return WINED3DERR_INVALIDCALL
;
1005 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n");
1006 return WINED3DERR_INVALIDCALL
;
1013 levels
= wined3d_log2i(max(width
, height
)) + 1;
1014 TRACE("Calculated levels = %u.\n", levels
);
1017 hr
= wined3d_texture_init(texture
, &texture2d_ops
, 1, levels
,
1018 WINED3DRTYPE_TEXTURE
, device
, usage
, format
, pool
,
1019 parent
, parent_ops
, &texture2d_resource_ops
);
1022 WARN("Failed to initialize texture, returning %#x.\n", hr
);
1026 /* Precalculated scaling for 'faked' non power of two texture coords.
1027 * Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
1028 * is used in combination with texture uploads (RTL_READTEX). The reason is that EXT_PALETTED_TEXTURE
1029 * doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
1030 if (gl_info
->supported
[WINED3D_GL_NORMALIZED_TEXRECT
] && (width
!= pow2_width
|| height
!= pow2_height
))
1032 texture
->pow2_matrix
[0] = 1.0f
;
1033 texture
->pow2_matrix
[5] = 1.0f
;
1034 texture
->pow2_matrix
[10] = 1.0f
;
1035 texture
->pow2_matrix
[15] = 1.0f
;
1036 texture
->target
= GL_TEXTURE_2D
;
1037 texture
->flags
|= WINED3D_TEXTURE_COND_NP2
;
1038 texture
->min_mip_lookup
= minMipLookup_noFilter
;
1040 else if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
] && (width
!= pow2_width
|| height
!= pow2_height
)
1041 && !(format
->id
== WINED3DFMT_P8_UINT
&& gl_info
->supported
[EXT_PALETTED_TEXTURE
]
1042 && wined3d_settings
.rendertargetlock_mode
== RTL_READTEX
))
1044 if (width
!= 1 || height
!= 1)
1045 texture
->flags
&= ~WINED3D_TEXTURE_POW2_MAT_IDENT
;
1047 texture
->pow2_matrix
[0] = (float)width
;
1048 texture
->pow2_matrix
[5] = (float)height
;
1049 texture
->pow2_matrix
[10] = 1.0f
;
1050 texture
->pow2_matrix
[15] = 1.0f
;
1051 texture
->target
= GL_TEXTURE_RECTANGLE_ARB
;
1052 texture
->flags
|= WINED3D_TEXTURE_COND_NP2
;
1054 if (texture
->resource
.format
->flags
& WINED3DFMT_FLAG_FILTERING
)
1055 texture
->min_mip_lookup
= minMipLookup_noMip
;
1057 texture
->min_mip_lookup
= minMipLookup_noFilter
;
1061 if ((width
!= pow2_width
) || (height
!= pow2_height
))
1063 texture
->pow2_matrix
[0] = (((float)width
) / ((float)pow2_width
));
1064 texture
->pow2_matrix
[5] = (((float)height
) / ((float)pow2_height
));
1065 texture
->flags
&= ~WINED3D_TEXTURE_POW2_MAT_IDENT
;
1069 texture
->pow2_matrix
[0] = 1.0f
;
1070 texture
->pow2_matrix
[5] = 1.0f
;
1073 texture
->pow2_matrix
[10] = 1.0f
;
1074 texture
->pow2_matrix
[15] = 1.0f
;
1075 texture
->target
= GL_TEXTURE_2D
;
1077 TRACE("xf(%f) yf(%f)\n", texture
->pow2_matrix
[0], texture
->pow2_matrix
[5]);
1079 /* Generate all the surfaces. */
1082 for (i
= 0; i
< texture
->level_count
; ++i
)
1084 IWineD3DSurface
*surface
;
1086 /* Use the callback to create the texture surface. */
1087 hr
= IWineD3DDeviceParent_CreateSurface(device
->device_parent
, parent
, tmp_w
, tmp_h
,
1088 format
->id
, usage
, pool
, i
, 0, &surface
);
1091 FIXME("Failed to create surface %p, hr %#x\n", texture
, hr
);
1092 wined3d_texture_cleanup(texture
);
1096 surface_set_container((IWineD3DSurfaceImpl
*)surface
, WINED3D_CONTAINER_TEXTURE
, texture
);
1097 surface_set_texture_target((IWineD3DSurfaceImpl
*)surface
, texture
->target
);
1098 texture
->sub_resources
[i
] = &((IWineD3DSurfaceImpl
*)surface
)->resource
;
1099 TRACE("Created surface level %u @ %p.\n", i
, surface
);
1100 /* Calculate the next mipmap level. */
1101 tmp_w
= max(1, tmp_w
>> 1);
1102 tmp_h
= max(1, tmp_h
>> 1);
1108 /* Context activation is done by the caller. */
1109 static HRESULT
texture3d_bind(struct wined3d_texture
*texture
,
1110 const struct wined3d_gl_info
*gl_info
, BOOL srgb
)
1114 TRACE("texture %p, gl_info %p, srgb %#x.\n", texture
, gl_info
, srgb
);
1116 return wined3d_texture_bind(texture
, gl_info
, srgb
, &dummy
);
1119 /* Do not call while under the GL lock. */
1120 static void texture3d_preload(struct wined3d_texture
*texture
, enum WINED3DSRGB srgb
)
1122 IWineD3DDeviceImpl
*device
= texture
->resource
.device
;
1123 struct wined3d_context
*context
= NULL
;
1124 BOOL srgb_was_toggled
= FALSE
;
1127 TRACE("texture %p, srgb %#x.\n", texture
, srgb
);
1129 if (!device
->isInDraw
)
1130 context
= context_acquire(device
, NULL
);
1131 else if (texture
->bind_count
> 0)
1133 BOOL texture_srgb
= texture
->flags
& WINED3D_TEXTURE_IS_SRGB
;
1134 BOOL sampler_srgb
= device
->stateBlock
->state
.sampler_states
[texture
->sampler
][WINED3DSAMP_SRGBTEXTURE
];
1135 srgb_was_toggled
= !texture_srgb
!= !sampler_srgb
;
1137 if (srgb_was_toggled
)
1140 texture
->flags
|= WINED3D_TEXTURE_IS_SRGB
;
1142 texture
->flags
&= ~WINED3D_TEXTURE_IS_SRGB
;
1146 /* If the texture is marked dirty or the sRGB sampler setting has changed
1147 * since the last load then reload the volumes. */
1148 if (texture
->texture_rgb
.dirty
)
1150 for (i
= 0; i
< texture
->level_count
; ++i
)
1152 volume_load(volume_from_resource(texture
->sub_resources
[i
]), i
,
1153 texture
->flags
& WINED3D_TEXTURE_IS_SRGB
);
1156 else if (srgb_was_toggled
)
1158 for (i
= 0; i
< texture
->level_count
; ++i
)
1160 IWineD3DVolumeImpl
*volume
= volume_from_resource(texture
->sub_resources
[i
]);
1161 volume_add_dirty_box(volume
, NULL
);
1162 volume_load(volume
, i
, texture
->flags
& WINED3D_TEXTURE_IS_SRGB
);
1167 TRACE("Texture %p not dirty, nothing to do.\n", texture
);
1171 context_release(context
);
1173 /* No longer dirty */
1174 texture
->texture_rgb
.dirty
= FALSE
;
1177 static void texture3d_sub_resource_add_dirty_region(struct wined3d_resource
*sub_resource
,
1178 const WINED3DBOX
*dirty_region
)
1180 volume_add_dirty_box(volume_from_resource(sub_resource
), dirty_region
);
1183 static void texture3d_sub_resource_cleanup(struct wined3d_resource
*sub_resource
)
1185 IWineD3DVolumeImpl
*volume
= volume_from_resource(sub_resource
);
1187 /* Cleanup the container. */
1188 volume_set_container(volume
, NULL
);
1189 IWineD3DVolume_Release((IWineD3DVolume
*)volume
);
1192 /* Do not call while under the GL lock. */
1193 static void texture3d_unload(struct wined3d_resource
*resource
)
1195 struct wined3d_texture
*texture
= wined3d_texture_from_resource(resource
);
1198 TRACE("texture %p.\n", texture
);
1200 for (i
= 0; i
< texture
->level_count
; ++i
)
1202 struct wined3d_resource
*sub_resource
= texture
->sub_resources
[i
];
1203 sub_resource
->resource_ops
->resource_unload(sub_resource
);
1206 wined3d_texture_unload(texture
);
1209 static const struct wined3d_texture_ops texture3d_ops
=
1213 texture3d_sub_resource_add_dirty_region
,
1214 texture3d_sub_resource_cleanup
,
1217 static const struct wined3d_resource_ops texture3d_resource_ops
=
1222 HRESULT
volumetexture_init(struct wined3d_texture
*texture
, UINT width
, UINT height
,
1223 UINT depth
, UINT levels
, IWineD3DDeviceImpl
*device
, DWORD usage
, enum wined3d_format_id format_id
,
1224 WINED3DPOOL pool
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
1226 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1227 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, format_id
);
1228 UINT tmp_w
, tmp_h
, tmp_d
;
1232 /* TODO: It should only be possible to create textures for formats
1233 * that are reported as supported. */
1234 if (WINED3DFMT_UNKNOWN
>= format_id
)
1236 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture
);
1237 return WINED3DERR_INVALIDCALL
;
1240 if (!gl_info
->supported
[EXT_TEXTURE3D
])
1242 WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture
);
1243 return WINED3DERR_INVALIDCALL
;
1246 /* Calculate levels for mip mapping. */
1247 if (usage
& WINED3DUSAGE_AUTOGENMIPMAP
)
1249 if (!gl_info
->supported
[SGIS_GENERATE_MIPMAP
])
1251 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
1252 return WINED3DERR_INVALIDCALL
;
1257 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
1258 return WINED3DERR_INVALIDCALL
;
1265 levels
= wined3d_log2i(max(max(width
, height
), depth
)) + 1;
1266 TRACE("Calculated levels = %u.\n", levels
);
1269 hr
= wined3d_texture_init(texture
, &texture3d_ops
, 1, levels
,
1270 WINED3DRTYPE_VOLUMETEXTURE
, device
, usage
, format
, pool
,
1271 parent
, parent_ops
, &texture3d_resource_ops
);
1274 WARN("Failed to initialize texture, returning %#x.\n", hr
);
1278 /* Is NP2 support for volumes needed? */
1279 texture
->pow2_matrix
[0] = 1.0f
;
1280 texture
->pow2_matrix
[5] = 1.0f
;
1281 texture
->pow2_matrix
[10] = 1.0f
;
1282 texture
->pow2_matrix
[15] = 1.0f
;
1283 texture
->target
= GL_TEXTURE_3D
;
1285 /* Generate all the surfaces. */
1290 for (i
= 0; i
< texture
->level_count
; ++i
)
1292 IWineD3DVolume
*volume
;
1294 /* Create the volume. */
1295 hr
= IWineD3DDeviceParent_CreateVolume(device
->device_parent
, parent
,
1296 tmp_w
, tmp_h
, tmp_d
, format_id
, pool
, usage
, &volume
);
1299 ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr
);
1300 wined3d_texture_cleanup(texture
);
1304 /* Set its container to this texture. */
1305 volume_set_container((IWineD3DVolumeImpl
*)volume
, texture
);
1306 texture
->sub_resources
[i
] = &((IWineD3DVolumeImpl
*)volume
)->resource
;
1308 /* Calculate the next mipmap level. */
1309 tmp_w
= max(1, tmp_w
>> 1);
1310 tmp_h
= max(1, tmp_h
>> 1);
1311 tmp_d
= max(1, tmp_d
>> 1);