quartz: Remove extraneous parentheses (LLVM/Clang).
[wine.git] / dlls / wined3d / texture.c
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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, 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)
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 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;
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 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;
141 GLenum target;
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. */
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, 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 (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 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)");
198 else
200 *set_surface_desc = FALSE;
203 if (gl_tex->name)
205 glBindTexture(target, gl_tex->name);
206 checkGLcall("glBindTexture");
207 if (new_texture)
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);
230 else
232 ERR("This texture doesn't have an OpenGL texture assigned to it.\n");
233 hr = WINED3DERR_INVALIDCALL;
236 LEAVE_GL();
237 return hr;
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)
244 GLint gl_wrap;
246 if (d3d_wrap < WINED3DTADDRESS_WRAP || d3d_wrap > WINED3DTADDRESS_MIRRORONCE)
248 FIXME("Unrecognized or unsupported WINED3DTEXTUREADDRESS %#x.\n", d3d_wrap);
249 return;
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;
256 else
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;
272 DWORD state;
273 DWORD aniso;
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])
305 float col[4];
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])
317 GLint gl_value;
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]))
335 GLint gl_value;
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, ...");
358 if (!cond_np2)
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;
367 else
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)
381 || cond_np2)
382 aniso = 1;
383 else
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)");
393 else
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;
418 else
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);
433 return 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);
443 if (!refcount)
445 wined3d_texture_cleanup(texture);
446 texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent);
447 HeapFree(GetProcessHeap(), 0, texture);
450 return refcount;
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));
511 return 0;
514 if (lod >= texture->level_count)
515 lod = texture->level_count - 1;
517 if (texture->lod != lod)
519 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));
527 return old;
530 DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture)
532 TRACE("texture %p, returning %u.\n", texture, texture->lod);
534 return 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);
562 ENTER_GL();
563 glBindTexture(target, texture->texture_rgb.name);
564 checkGLcall("glBindTexture");
565 switch (filter_type)
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)");
571 break;
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)");
576 break;
578 default:
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)");
582 break;
584 LEAVE_GL();
586 context_release(context);
588 texture->filter_type = filter_type;
590 return WINED3D_OK;
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);
616 return NULL;
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);
638 return WINED3D_OK;
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;
646 HRESULT hr;
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;
657 UINT i;
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;
679 ENTER_GL();
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)");
688 LEAVE_GL();
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;
697 return hr;
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;
708 BOOL srgb_mode;
709 UINT i;
711 TRACE("texture %p, srgb %#x.\n", texture, srgb);
713 switch (srgb)
715 case SRGB_RGB:
716 srgb_mode = FALSE;
717 break;
719 case SRGB_BOTH:
720 texture2d_preload(texture, SRGB_RGB);
721 /* Fallthrough */
722 case SRGB_SRGB:
723 srgb_mode = TRUE;
724 break;
726 default:
727 srgb_mode = texture->flags & WINED3D_TEXTURE_IS_SRGB;
728 break;
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);
759 if (gl_tex->dirty)
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);
767 else
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;
802 UINT i;
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 =
821 texture2d_bind,
822 texture2d_preload,
823 texture2d_sub_resource_add_dirty_region,
824 texture2d_sub_resource_cleanup,
827 static const struct wined3d_resource_ops texture2d_resource_ops =
829 texture2d_unload,
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;
839 unsigned int i, j;
840 UINT tmp_w;
841 HRESULT hr;
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;
866 if (levels > 1)
868 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
869 return WINED3DERR_INVALIDCALL;
872 levels = 1;
874 else if (!levels)
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);
883 if (FAILED(hr))
885 WARN("Failed to initialize texture, returning %#x\n", hr);
886 return 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;
901 else
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. */
913 tmp_w = edge_length;
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);
933 if (FAILED(hr))
935 FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
936 wined3d_texture_cleanup(texture);
937 return hr;
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);
948 return WINED3D_OK;
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;
958 UINT tmp_w, tmp_h;
959 unsigned int i;
960 HRESULT hr;
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])
973 pow2_width = width;
974 pow2_height = height;
976 else
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)
985 if (levels > 1)
987 WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support.\n");
988 return WINED3DERR_INVALIDCALL;
990 levels = 1;
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;
1003 if (levels > 1)
1005 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n");
1006 return WINED3DERR_INVALIDCALL;
1009 levels = 1;
1011 else if (!levels)
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);
1020 if (FAILED(hr))
1022 WARN("Failed to initialize texture, returning %#x.\n", hr);
1023 return 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;
1056 else
1057 texture->min_mip_lookup = minMipLookup_noFilter;
1059 else
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;
1067 else
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. */
1080 tmp_w = width;
1081 tmp_h = height;
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);
1089 if (FAILED(hr))
1091 FIXME("Failed to create surface %p, hr %#x\n", texture, hr);
1092 wined3d_texture_cleanup(texture);
1093 return hr;
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);
1105 return WINED3D_OK;
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)
1112 BOOL dummy;
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;
1125 unsigned int i;
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)
1139 if (sampler_srgb)
1140 texture->flags |= WINED3D_TEXTURE_IS_SRGB;
1141 else
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);
1165 else
1167 TRACE("Texture %p not dirty, nothing to do.\n", texture);
1170 if (context)
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);
1196 UINT i;
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 =
1211 texture3d_bind,
1212 texture3d_preload,
1213 texture3d_sub_resource_add_dirty_region,
1214 texture3d_sub_resource_cleanup,
1217 static const struct wined3d_resource_ops texture3d_resource_ops =
1219 texture3d_unload,
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;
1229 unsigned int i;
1230 HRESULT hr;
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;
1255 if (levels > 1)
1257 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
1258 return WINED3DERR_INVALIDCALL;
1261 levels = 1;
1263 else if (!levels)
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);
1272 if (FAILED(hr))
1274 WARN("Failed to initialize texture, returning %#x.\n", hr);
1275 return 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. */
1286 tmp_w = width;
1287 tmp_h = height;
1288 tmp_d = depth;
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);
1297 if (FAILED(hr))
1299 ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr);
1300 wined3d_texture_cleanup(texture);
1301 return hr;
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);
1314 return WINED3D_OK;