wined3d: TRACE fixes.
[wine.git] / dlls / wined3d / texture.c
blobfdce24de2c456a95fa3d5601e219e656827097c3
1 /*
2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2005 Oliver Stieber
5 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
6 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 #include "config.h"
24 #include "wine/port.h"
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
28 WINE_DECLARE_DEBUG_CHANNEL(winediag);
30 static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_texture_ops *texture_ops,
31 UINT layer_count, UINT level_count, const struct wined3d_resource_desc *desc, DWORD surface_flags,
32 struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops,
33 const struct wined3d_resource_ops *resource_ops)
35 const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info, desc->format);
36 HRESULT hr;
38 TRACE("texture %p, texture_ops %p, layer_count %u, level_count %u, resource_type %s, format %s, "
39 "multisample_type %#x, multisample_quality %#x, usage %s, pool %s, width %u, height %u, depth %u, "
40 "surface_flags %#x, device %p, parent %p, parent_ops %p, resource_ops %p.\n",
41 texture, texture_ops, layer_count, level_count, debug_d3dresourcetype(desc->resource_type),
42 debug_d3dformat(desc->format), desc->multisample_type, desc->multisample_quality,
43 debug_d3dusage(desc->usage), debug_d3dpool(desc->pool), desc->width, desc->height, desc->depth,
44 surface_flags, device, parent, parent_ops, resource_ops);
46 if (FAILED(hr = resource_init(&texture->resource, device, desc->resource_type, format,
47 desc->multisample_type, desc->multisample_quality, desc->usage, desc->pool,
48 desc->width, desc->height, desc->depth, 0, parent, parent_ops, resource_ops)))
50 static unsigned int once;
52 /* DXTn 3D textures are not supported. Do not write the ERR for them. */
53 if ((desc->format == WINED3DFMT_DXT1 || desc->format == WINED3DFMT_DXT2 || desc->format == WINED3DFMT_DXT3
54 || desc->format == WINED3DFMT_DXT4 || desc->format == WINED3DFMT_DXT5)
55 && !(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE)
56 && desc->resource_type != WINED3D_RTYPE_VOLUME_TEXTURE && !once++)
57 ERR_(winediag)("The application tried to create a DXTn texture, but the driver does not support them.\n");
59 WARN("Failed to initialize resource, returning %#x\n", hr);
60 return hr;
62 wined3d_resource_update_draw_binding(&texture->resource);
64 texture->texture_ops = texture_ops;
65 texture->sub_resources = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
66 level_count * layer_count * sizeof(*texture->sub_resources));
67 if (!texture->sub_resources)
69 ERR("Failed to allocate sub-resource array.\n");
70 resource_cleanup(&texture->resource);
71 return E_OUTOFMEMORY;
74 texture->layer_count = layer_count;
75 texture->level_count = level_count;
76 texture->filter_type = (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3D_TEXF_LINEAR : WINED3D_TEXF_NONE;
77 texture->lod = 0;
78 texture->flags = WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS;
79 if (surface_flags & WINED3D_SURFACE_PIN_SYSMEM)
80 texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM;
82 return WINED3D_OK;
85 /* A GL context is provided by the caller */
86 static void gltexture_delete(const struct wined3d_gl_info *gl_info, struct gl_texture *tex)
88 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex->name);
89 tex->name = 0;
92 static void wined3d_texture_unload_gl_texture(struct wined3d_texture *texture)
94 struct wined3d_device *device = texture->resource.device;
95 struct wined3d_context *context = NULL;
97 if (texture->texture_rgb.name || texture->texture_srgb.name)
99 context = context_acquire(device, NULL);
102 if (texture->texture_rgb.name)
103 gltexture_delete(context->gl_info, &texture->texture_rgb);
105 if (texture->texture_srgb.name)
106 gltexture_delete(context->gl_info, &texture->texture_srgb);
108 if (context) context_release(context);
110 wined3d_texture_set_dirty(texture);
112 resource_unload(&texture->resource);
115 static void wined3d_texture_cleanup(struct wined3d_texture *texture)
117 UINT sub_count = texture->level_count * texture->layer_count;
118 UINT i;
120 TRACE("texture %p.\n", texture);
122 for (i = 0; i < sub_count; ++i)
124 struct wined3d_resource *sub_resource = texture->sub_resources[i];
126 if (sub_resource)
127 texture->texture_ops->texture_sub_resource_cleanup(sub_resource);
130 wined3d_texture_unload_gl_texture(texture);
131 HeapFree(GetProcessHeap(), 0, texture->sub_resources);
132 resource_cleanup(&texture->resource);
135 void wined3d_texture_set_swapchain(struct wined3d_texture *texture, struct wined3d_swapchain *swapchain)
137 texture->swapchain = swapchain;
138 wined3d_resource_update_draw_binding(&texture->resource);
141 void wined3d_texture_set_dirty(struct wined3d_texture *texture)
143 texture->flags &= ~(WINED3D_TEXTURE_RGB_VALID | WINED3D_TEXTURE_SRGB_VALID);
146 /* Context activation is done by the caller. */
147 void wined3d_texture_bind(struct wined3d_texture *texture,
148 struct wined3d_context *context, BOOL srgb)
150 const struct wined3d_gl_info *gl_info = context->gl_info;
151 struct gl_texture *gl_tex;
152 GLenum target;
154 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
156 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
157 srgb = FALSE;
159 /* sRGB mode cache for preload() calls outside drawprim. */
160 if (srgb)
161 texture->flags |= WINED3D_TEXTURE_IS_SRGB;
162 else
163 texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
165 gl_tex = wined3d_texture_get_gl_texture(texture, srgb);
166 target = texture->target;
168 if (gl_tex->name)
170 context_bind_texture(context, target, gl_tex->name);
171 return;
174 gl_info->gl_ops.gl.p_glGenTextures(1, &gl_tex->name);
175 checkGLcall("glGenTextures");
176 TRACE("Generated texture %d.\n", gl_tex->name);
178 if (!gl_tex->name)
180 ERR("Failed to generate a texture name.\n");
181 return;
184 /* Initialise the state of the texture object to the OpenGL defaults, not
185 * the wined3d defaults. */
186 gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_WRAP;
187 gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_WRAP;
188 gl_tex->sampler_desc.address_w = WINED3D_TADDRESS_WRAP;
189 memset(gl_tex->sampler_desc.border_color, 0, sizeof(gl_tex->sampler_desc.border_color));
190 gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_LINEAR;
191 gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
192 gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
193 gl_tex->sampler_desc.lod_bias = 0.0f;
194 gl_tex->sampler_desc.min_lod = -1000.0f;
195 gl_tex->sampler_desc.max_lod = 1000.0f;
196 gl_tex->sampler_desc.max_anisotropy = 1;
197 gl_tex->sampler_desc.compare = FALSE;
198 gl_tex->sampler_desc.comparison_func = WINED3D_CMP_LESSEQUAL;
199 if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
200 gl_tex->sampler_desc.srgb_decode = TRUE;
201 else
202 gl_tex->sampler_desc.srgb_decode = srgb;
203 gl_tex->base_level = 0;
204 wined3d_texture_set_dirty(texture);
206 context_bind_texture(context, target, gl_tex->name);
208 if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)
210 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
211 checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
214 /* For a new texture we have to set the texture levels after binding the
215 * texture. Beware that texture rectangles do not support mipmapping, but
216 * set the maxmiplevel if we're relying on the partial
217 * GL_ARB_texture_non_power_of_two emulation with texture rectangles.
218 * (I.e., do not care about cond_np2 here, just look for
219 * GL_TEXTURE_RECTANGLE_ARB.) */
220 if (target != GL_TEXTURE_RECTANGLE_ARB)
222 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->level_count - 1);
223 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
224 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)");
227 if (target == GL_TEXTURE_CUBE_MAP_ARB)
229 /* Cubemaps are always set to clamp, regardless of the sampler state. */
230 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
231 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
232 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
235 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
237 /* Conditinal non power of two textures use a different clamping
238 * default. If we're using the GL_WINE_normalized_texrect partial
239 * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
240 * has the address mode set to repeat - something that prevents us
241 * from hitting the accelerated codepath. Thus manually set the GL
242 * state. The same applies to filtering. Even if the texture has only
243 * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
244 * fallback on macos. */
245 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
246 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
247 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
248 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
249 checkGLcall("glTexParameteri");
250 gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
251 gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
252 gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_POINT;
253 gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT;
254 gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_NONE;
258 /* Context activation is done by the caller. */
259 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
260 struct wined3d_context *context, BOOL srgb)
262 DWORD active_sampler;
264 /* We don't need a specific texture unit, but after binding the texture
265 * the current unit is dirty. Read the unit back instead of switching to
266 * 0, this avoids messing around with the state manager's GL states. The
267 * current texture unit should always be a valid one.
269 * To be more specific, this is tricky because we can implicitly be
270 * called from sampler() in state.c. This means we can't touch anything
271 * other than whatever happens to be the currently active texture, or we
272 * would risk marking already applied sampler states dirty again. */
273 active_sampler = context->rev_tex_unit_map[context->active_texture];
274 if (active_sampler != WINED3D_UNMAPPED_STAGE)
275 context_invalidate_state(context, STATE_SAMPLER(active_sampler));
276 /* FIXME: Ideally we'd only do this when touching a binding that's used by
277 * a shader. */
278 context_invalidate_state(context, STATE_SHADER_RESOURCE_BINDING);
280 wined3d_texture_bind(texture, context, srgb);
283 /* Context activation is done by the caller (state handler). */
284 /* This function relies on the correct texture being bound and loaded. */
285 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
286 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_gl_info *gl_info)
288 GLenum target = texture->target;
289 struct gl_texture *gl_tex;
290 DWORD state;
292 TRACE("texture %p, sampler_desc %p, gl_info %p.\n", texture, sampler_desc, gl_info);
294 gl_tex = wined3d_texture_get_gl_texture(texture, texture->flags & WINED3D_TEXTURE_IS_SRGB);
296 state = sampler_desc->address_u;
297 if (state != gl_tex->sampler_desc.address_u)
299 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S,
300 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
301 gl_tex->sampler_desc.address_u = state;
304 state = sampler_desc->address_v;
305 if (state != gl_tex->sampler_desc.address_v)
307 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T,
308 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
309 gl_tex->sampler_desc.address_v = state;
312 state = sampler_desc->address_w;
313 if (state != gl_tex->sampler_desc.address_w)
315 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R,
316 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
317 gl_tex->sampler_desc.address_w = state;
320 if (memcmp(gl_tex->sampler_desc.border_color, sampler_desc->border_color,
321 sizeof(gl_tex->sampler_desc.border_color)))
323 gl_info->gl_ops.gl.p_glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &sampler_desc->border_color[0]);
324 memcpy(gl_tex->sampler_desc.border_color, sampler_desc->border_color,
325 sizeof(gl_tex->sampler_desc.border_color));
328 state = sampler_desc->mag_filter;
329 if (state != gl_tex->sampler_desc.mag_filter)
331 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(state));
332 gl_tex->sampler_desc.mag_filter = state;
335 if (sampler_desc->min_filter != gl_tex->sampler_desc.min_filter
336 || sampler_desc->mip_filter != gl_tex->sampler_desc.mip_filter)
338 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
339 wined3d_gl_min_mip_filter(sampler_desc->min_filter, sampler_desc->mip_filter));
340 gl_tex->sampler_desc.min_filter = sampler_desc->min_filter;
341 gl_tex->sampler_desc.mip_filter = sampler_desc->mip_filter;
344 state = sampler_desc->max_anisotropy;
345 if (state != gl_tex->sampler_desc.max_anisotropy)
347 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
348 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, state);
349 else
350 WARN("Anisotropic filtering not supported.\n");
351 gl_tex->sampler_desc.max_anisotropy = state;
354 /* These should always be the same unless EXT_texture_sRGB_decode is supported. */
355 if (!sampler_desc->srgb_decode != !gl_tex->sampler_desc.srgb_decode)
357 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
358 sampler_desc->srgb_decode ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
359 gl_tex->sampler_desc.srgb_decode = sampler_desc->srgb_decode;
362 if (!sampler_desc->compare != !gl_tex->sampler_desc.compare)
364 if (sampler_desc->compare)
366 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
367 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
369 else
371 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
373 gl_tex->sampler_desc.compare = sampler_desc->compare;
376 checkGLcall("Texture parameter application");
378 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
380 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
381 GL_TEXTURE_LOD_BIAS_EXT, sampler_desc->lod_bias);
382 checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
386 ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture)
388 ULONG refcount;
390 TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
392 if (texture->swapchain)
393 return wined3d_swapchain_incref(texture->swapchain);
395 refcount = InterlockedIncrement(&texture->resource.ref);
396 TRACE("%p increasing refcount to %u.\n", texture, refcount);
398 return refcount;
401 ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture)
403 ULONG refcount;
405 TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
407 if (texture->swapchain)
408 return wined3d_swapchain_decref(texture->swapchain);
410 refcount = InterlockedDecrement(&texture->resource.ref);
411 TRACE("%p decreasing refcount to %u.\n", texture, refcount);
413 if (!refcount)
415 wined3d_texture_cleanup(texture);
416 texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent);
417 HeapFree(GetProcessHeap(), 0, texture);
420 return refcount;
423 struct wined3d_resource * CDECL wined3d_texture_get_resource(struct wined3d_texture *texture)
425 TRACE("texture %p.\n", texture);
427 return &texture->resource;
430 static BOOL color_key_equal(const struct wined3d_color_key *c1, struct wined3d_color_key *c2)
432 return c1->color_space_low_value == c2->color_space_low_value
433 && c1->color_space_high_value == c2->color_space_high_value;
436 /* Context activation is done by the caller */
437 void wined3d_texture_load(struct wined3d_texture *texture,
438 struct wined3d_context *context, BOOL srgb)
440 UINT sub_count = texture->level_count * texture->layer_count;
441 const struct wined3d_gl_info *gl_info = context->gl_info;
442 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
443 DWORD flag;
444 UINT i;
446 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
448 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
449 srgb = FALSE;
451 if (srgb)
452 flag = WINED3D_TEXTURE_SRGB_VALID;
453 else
454 flag = WINED3D_TEXTURE_RGB_VALID;
456 if (!d3d_info->shader_color_key
457 && (!(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
458 != !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
459 || (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY
460 && !color_key_equal(&texture->async.gl_color_key, &texture->async.src_blt_color_key))))
462 unsigned int sub_count = texture->level_count * texture->layer_count;
463 unsigned int i;
465 TRACE("Reloading because of color key value change.\n");
466 for (i = 0; i < sub_count; i++)
467 texture->texture_ops->texture_sub_resource_add_dirty_region(texture->sub_resources[i], NULL);
468 wined3d_texture_set_dirty(texture);
470 texture->async.gl_color_key = texture->async.src_blt_color_key;
473 if (texture->flags & flag)
475 TRACE("Texture %p not dirty, nothing to do.\n", texture);
476 return;
479 /* Reload the surfaces if the texture is marked dirty. */
480 for (i = 0; i < sub_count; ++i)
482 texture->texture_ops->texture_sub_resource_load(texture->sub_resources[i], context, srgb);
484 texture->flags |= flag;
487 void CDECL wined3d_texture_preload(struct wined3d_texture *texture)
489 struct wined3d_context *context;
490 context = context_acquire(texture->resource.device, NULL);
491 wined3d_texture_load(texture, context, texture->flags & WINED3D_TEXTURE_IS_SRGB);
492 context_release(context);
495 void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture)
497 TRACE("texture %p.\n", texture);
499 return texture->resource.parent;
502 DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
504 DWORD old = texture->lod;
506 TRACE("texture %p, lod %u.\n", texture, lod);
508 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
509 * textures. The call always returns 0, and GetLOD always returns 0. */
510 if (texture->resource.pool != WINED3D_POOL_MANAGED)
512 TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture->resource.pool));
513 return 0;
516 if (lod >= texture->level_count)
517 lod = texture->level_count - 1;
519 if (texture->lod != lod)
521 texture->lod = lod;
523 texture->texture_rgb.base_level = ~0u;
524 texture->texture_srgb.base_level = ~0u;
525 if (texture->resource.bind_count)
526 device_invalidate_state(texture->resource.device, STATE_SAMPLER(texture->sampler));
529 return old;
532 DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture)
534 TRACE("texture %p, returning %u.\n", texture, texture->lod);
536 return texture->lod;
539 DWORD CDECL wined3d_texture_get_level_count(const struct wined3d_texture *texture)
541 TRACE("texture %p, returning %u.\n", texture, texture->level_count);
543 return texture->level_count;
546 HRESULT CDECL wined3d_texture_set_autogen_filter_type(struct wined3d_texture *texture,
547 enum wined3d_texture_filter_type filter_type)
549 FIXME("texture %p, filter_type %s stub!\n", texture, debug_d3dtexturefiltertype(filter_type));
551 if (!(texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP))
553 WARN("Texture doesn't have AUTOGENMIPMAP usage.\n");
554 return WINED3DERR_INVALIDCALL;
557 texture->filter_type = filter_type;
559 return WINED3D_OK;
562 enum wined3d_texture_filter_type CDECL wined3d_texture_get_autogen_filter_type(const struct wined3d_texture *texture)
564 TRACE("texture %p.\n", texture);
566 return texture->filter_type;
569 HRESULT CDECL wined3d_texture_set_color_key(struct wined3d_texture *texture,
570 DWORD flags, const struct wined3d_color_key *color_key)
572 struct wined3d_device *device = texture->resource.device;
573 static const DWORD all_flags = WINED3D_CKEY_DST_BLT | WINED3D_CKEY_DST_OVERLAY
574 | WINED3D_CKEY_SRC_BLT | WINED3D_CKEY_SRC_OVERLAY;
576 TRACE("texture %p, flags %#x, color_key %p.\n", texture, flags, color_key);
578 if (flags & ~all_flags)
580 WARN("Invalid flags passed, returning WINED3DERR_INVALIDCALL.\n");
581 return WINED3DERR_INVALIDCALL;
584 wined3d_cs_emit_set_color_key(device->cs, texture, flags, color_key);
586 return WINED3D_OK;
589 HRESULT CDECL wined3d_texture_update_desc(struct wined3d_texture *texture, UINT width, UINT height,
590 enum wined3d_format_id format_id, enum wined3d_multisample_type multisample_type,
591 UINT multisample_quality, void *mem, UINT pitch)
593 struct wined3d_device *device = texture->resource.device;
594 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
595 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
596 UINT resource_size = wined3d_format_calculate_size(format, device->surface_alignment, width, height, 1);
597 struct wined3d_surface *surface;
599 TRACE("texture %p, width %u, height %u, format %s, multisample_type %#x, multisample_quality %u, "
600 "mem %p, pitch %u.\n",
601 texture, width, height, debug_d3dformat(format_id), multisample_type, multisample_type, mem, pitch);
603 if (!resource_size)
604 return WINED3DERR_INVALIDCALL;
606 if (texture->level_count * texture->layer_count > 1)
608 WARN("Texture has multiple sub-resources, not supported.\n");
609 return WINED3DERR_INVALIDCALL;
612 if (texture->resource.type == WINED3D_RTYPE_VOLUME_TEXTURE)
614 WARN("Not supported on volume textures.\n");
615 return WINED3DERR_INVALIDCALL;
618 /* We have no way of supporting a pitch that is not a multiple of the pixel
619 * byte width short of uploading the texture row-by-row.
620 * Fortunately that's not an issue since D3D9Ex doesn't allow a custom pitch
621 * for user-memory textures (it always expects packed data) while DirectDraw
622 * requires a 4-byte aligned pitch and doesn't support texture formats
623 * larger than 4 bytes per pixel nor any format using 3 bytes per pixel.
624 * This check is here to verify that the assumption holds. */
625 if (pitch % texture->resource.format->byte_count)
627 WARN("Pitch unsupported, not a multiple of the texture format byte width.\n");
628 return WINED3DERR_INVALIDCALL;
631 surface = surface_from_resource(texture->sub_resources[0]);
632 if (surface->resource.map_count || (surface->flags & SFLAG_DCINUSE))
634 WARN("Surface is mapped or the DC is in use.\n");
635 return WINED3DERR_INVALIDCALL;
638 if (device->d3d_initialized)
639 texture->resource.resource_ops->resource_unload(&texture->resource);
641 texture->resource.format = format;
642 texture->resource.multisample_type = multisample_type;
643 texture->resource.multisample_quality = multisample_quality;
644 texture->resource.width = width;
645 texture->resource.height = height;
647 return wined3d_surface_update_desc(surface, gl_info, mem, pitch);
650 void wined3d_texture_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
652 DWORD alloc_flag = srgb ? WINED3D_TEXTURE_SRGB_ALLOCATED : WINED3D_TEXTURE_RGB_ALLOCATED;
653 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
655 if (!d3d_info->shader_color_key
656 && !(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
657 != !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
659 wined3d_texture_force_reload(texture);
661 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
662 texture->async.flags |= WINED3D_TEXTURE_ASYNC_COLOR_KEY;
665 if (texture->flags & alloc_flag)
666 return;
668 texture->texture_ops->texture_prepare_texture(texture, context, srgb);
669 texture->flags |= alloc_flag;
672 void wined3d_texture_force_reload(struct wined3d_texture *texture)
674 unsigned int sub_count = texture->level_count * texture->layer_count;
675 unsigned int i;
677 texture->flags &= ~(WINED3D_TEXTURE_RGB_ALLOCATED | WINED3D_TEXTURE_SRGB_ALLOCATED
678 | WINED3D_TEXTURE_CONVERTED);
679 texture->async.flags &= ~WINED3D_TEXTURE_ASYNC_COLOR_KEY;
680 for (i = 0; i < sub_count; ++i)
682 texture->texture_ops->texture_sub_resource_invalidate_location(texture->sub_resources[i],
683 WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
687 void CDECL wined3d_texture_generate_mipmaps(struct wined3d_texture *texture)
689 /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
690 FIXME("texture %p stub!\n", texture);
693 struct wined3d_resource * CDECL wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
694 UINT sub_resource_idx)
696 UINT sub_count = texture->level_count * texture->layer_count;
698 TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
700 if (sub_resource_idx >= sub_count)
702 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
703 return NULL;
706 return texture->sub_resources[sub_resource_idx];
709 HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
710 UINT layer, const struct wined3d_box *dirty_region)
712 struct wined3d_resource *sub_resource;
714 TRACE("texture %p, layer %u, dirty_region %p.\n", texture, layer, dirty_region);
716 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, layer * texture->level_count)))
718 WARN("Failed to get sub-resource.\n");
719 return WINED3DERR_INVALIDCALL;
722 texture->texture_ops->texture_sub_resource_add_dirty_region(sub_resource, dirty_region);
724 return WINED3D_OK;
727 static HRESULT wined3d_texture_upload_data(struct wined3d_texture *texture,
728 const struct wined3d_sub_resource_data *data)
730 unsigned int sub_count = texture->level_count * texture->layer_count;
731 struct wined3d_context *context;
732 unsigned int i;
734 for (i = 0; i < sub_count; ++i)
736 if (!data[i].data)
738 WARN("Invalid sub-resource data specified for sub-resource %u.\n", i);
739 return E_INVALIDARG;
743 context = context_acquire(texture->resource.device, NULL);
745 wined3d_texture_prepare_texture(texture, context, FALSE);
746 wined3d_texture_bind_and_dirtify(texture, context, FALSE);
748 for (i = 0; i < sub_count; ++i)
750 struct wined3d_resource *sub_resource = texture->sub_resources[i];
752 texture->texture_ops->texture_sub_resource_upload_data(sub_resource, context, &data[i]);
753 texture->texture_ops->texture_sub_resource_validate_location(sub_resource, WINED3D_LOCATION_TEXTURE_RGB);
754 texture->texture_ops->texture_sub_resource_invalidate_location(sub_resource, ~WINED3D_LOCATION_TEXTURE_RGB);
757 context_release(context);
759 return WINED3D_OK;
762 static void texture2d_sub_resource_load(struct wined3d_resource *sub_resource,
763 struct wined3d_context *context, BOOL srgb)
765 surface_load(surface_from_resource(sub_resource), srgb);
768 static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
769 const struct wined3d_box *dirty_region)
771 struct wined3d_surface *surface = surface_from_resource(sub_resource);
773 surface_prepare_map_memory(surface);
774 surface_load_location(surface, surface->resource.map_binding);
775 surface_invalidate_location(surface, ~surface->resource.map_binding);
778 static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
780 struct wined3d_surface *surface = surface_from_resource(sub_resource);
782 wined3d_surface_destroy(surface);
785 static void texture2d_sub_resource_invalidate_location(struct wined3d_resource *sub_resource, DWORD location)
787 struct wined3d_surface *surface = surface_from_resource(sub_resource);
789 surface_invalidate_location(surface, location);
792 static void texture2d_sub_resource_validate_location(struct wined3d_resource *sub_resource, DWORD location)
794 struct wined3d_surface *surface = surface_from_resource(sub_resource);
796 surface_validate_location(surface, location);
799 static void texture2d_sub_resource_upload_data(struct wined3d_resource *sub_resource,
800 const struct wined3d_context *context, const struct wined3d_sub_resource_data *data)
802 struct wined3d_surface *surface = surface_from_resource(sub_resource);
803 static const POINT dst_point = {0, 0};
804 struct wined3d_const_bo_address addr;
805 RECT src_rect;
807 src_rect.left = 0;
808 src_rect.top = 0;
809 src_rect.right = surface->resource.width;
810 src_rect.bottom = surface->resource.height;
812 addr.buffer_object = 0;
813 addr.addr = data->data;
815 wined3d_surface_upload_data(surface, context->gl_info, surface->container->resource.format,
816 &src_rect, data->row_pitch, &dst_point, FALSE, &addr);
819 /* Context activation is done by the caller. */
820 static void texture2d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
822 UINT sub_count = texture->level_count * texture->layer_count;
823 const struct wined3d_format *format = texture->resource.format;
824 const struct wined3d_gl_info *gl_info = context->gl_info;
825 const struct wined3d_color_key_conversion *conversion;
826 GLenum internal;
827 UINT i;
829 TRACE("texture %p, context %p, format %s.\n", texture, context, debug_d3dformat(format->id));
831 if (format->convert)
833 texture->flags |= WINED3D_TEXTURE_CONVERTED;
835 else if ((conversion = wined3d_format_get_color_key_conversion(texture, TRUE)))
837 texture->flags |= WINED3D_TEXTURE_CONVERTED;
838 format = wined3d_get_format(gl_info, conversion->dst_format);
839 TRACE("Using format %s for color key conversion.\n", debug_d3dformat(format->id));
842 wined3d_texture_bind_and_dirtify(texture, context, srgb);
844 if (srgb)
845 internal = format->glGammaInternal;
846 else if (texture->resource.usage & WINED3DUSAGE_RENDERTARGET
847 && wined3d_resource_is_offscreen(&texture->resource))
848 internal = format->rtInternal;
849 else
850 internal = format->glInternal;
852 if (!internal)
853 FIXME("No GL internal format for format %s.\n", debug_d3dformat(format->id));
855 TRACE("internal %#x, format %#x, type %#x.\n", internal, format->glFormat, format->glType);
857 for (i = 0; i < sub_count; ++i)
859 struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]);
860 GLsizei height = surface->pow2Height;
861 GLsizei width = surface->pow2Width;
862 const BYTE *mem = NULL;
864 if (texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
866 height *= format->height_scale.numerator;
867 height /= format->height_scale.denominator;
870 TRACE("surface %p, target %#x, level %d, width %d, height %d.\n",
871 surface, surface->texture_target, surface->texture_level, width, height);
873 if (gl_info->supported[APPLE_CLIENT_STORAGE])
875 if (surface->flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION)
876 || texture->flags & WINED3D_TEXTURE_CONVERTED
877 || !surface->resource.heap_memory)
879 /* In some cases we want to disable client storage.
880 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
881 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
882 * WINED3D_TEXTURE_CONVERTED: The conversion destination memory is freed after loading the surface
883 * heap_memory == NULL: Not defined in the extension. Seems to disable client storage effectively
885 surface->flags &= ~SFLAG_CLIENT;
887 else
889 surface->flags |= SFLAG_CLIENT;
890 mem = surface->resource.heap_memory;
892 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
893 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
897 if (texture->resource.format_flags & WINED3DFMT_FLAG_COMPRESSED && mem)
899 GL_EXTCALL(glCompressedTexImage2D(surface->texture_target, surface->texture_level,
900 internal, width, height, 0, surface->resource.size, mem));
901 checkGLcall("glCompressedTexImage2D");
903 else
905 gl_info->gl_ops.gl.p_glTexImage2D(surface->texture_target, surface->texture_level,
906 internal, width, height, 0, format->glFormat, format->glType, mem);
907 checkGLcall("glTexImage2D");
910 if (mem)
912 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
913 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
918 static const struct wined3d_texture_ops texture2d_ops =
920 texture2d_sub_resource_load,
921 texture2d_sub_resource_add_dirty_region,
922 texture2d_sub_resource_cleanup,
923 texture2d_sub_resource_invalidate_location,
924 texture2d_sub_resource_validate_location,
925 texture2d_sub_resource_upload_data,
926 texture2d_prepare_texture,
929 static ULONG texture_resource_incref(struct wined3d_resource *resource)
931 return wined3d_texture_incref(wined3d_texture_from_resource(resource));
934 static ULONG texture_resource_decref(struct wined3d_resource *resource)
936 return wined3d_texture_decref(wined3d_texture_from_resource(resource));
939 static void wined3d_texture_unload(struct wined3d_resource *resource)
941 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
942 UINT sub_count = texture->level_count * texture->layer_count;
943 UINT i;
945 TRACE("texture %p.\n", texture);
947 for (i = 0; i < sub_count; ++i)
949 struct wined3d_resource *sub_resource = texture->sub_resources[i];
951 sub_resource->resource_ops->resource_unload(sub_resource);
954 wined3d_texture_force_reload(texture);
955 wined3d_texture_unload_gl_texture(texture);
958 static const struct wined3d_resource_ops texture_resource_ops =
960 texture_resource_incref,
961 texture_resource_decref,
962 wined3d_texture_unload,
965 static HRESULT cubetexture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
966 UINT levels, DWORD surface_flags, struct wined3d_device *device, void *parent,
967 const struct wined3d_parent_ops *parent_ops)
969 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
970 struct wined3d_resource_desc surface_desc;
971 unsigned int i, j;
972 HRESULT hr;
974 /* TODO: It should only be possible to create textures for formats
975 * that are reported as supported. */
976 if (WINED3DFMT_UNKNOWN >= desc->format)
978 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
979 return WINED3DERR_INVALIDCALL;
982 /* Calculate levels for mip mapping */
983 if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
985 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
987 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
988 return WINED3DERR_INVALIDCALL;
991 if (levels != 1)
993 WARN("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning D3DERR_INVALIDCALL.\n");
994 return WINED3DERR_INVALIDCALL;
998 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1000 UINT pow2_edge_length = 1;
1001 while (pow2_edge_length < desc->width)
1002 pow2_edge_length <<= 1;
1004 if (desc->width != pow2_edge_length)
1006 if (desc->pool == WINED3D_POOL_SCRATCH)
1008 /* SCRATCH textures cannot be used for texturing */
1009 WARN("Creating a scratch NPOT cube texture despite lack of HW support.\n");
1011 else
1013 WARN("Attempted to create a NPOT cube texture (edge length %u) without GL support.\n", desc->width);
1014 return WINED3DERR_INVALIDCALL;
1019 if (FAILED(hr = wined3d_texture_init(texture, &texture2d_ops, 6, levels, desc,
1020 surface_flags, device, parent, parent_ops, &texture_resource_ops)))
1022 WARN("Failed to initialize texture, returning %#x\n", hr);
1023 return hr;
1026 texture->pow2_matrix[0] = 1.0f;
1027 texture->pow2_matrix[5] = 1.0f;
1028 texture->pow2_matrix[10] = 1.0f;
1029 texture->pow2_matrix[15] = 1.0f;
1030 texture->target = GL_TEXTURE_CUBE_MAP_ARB;
1032 /* Generate all the surfaces. */
1033 surface_desc = *desc;
1034 surface_desc.resource_type = WINED3D_RTYPE_SURFACE;
1035 for (i = 0; i < texture->level_count; ++i)
1037 /* Create the 6 faces. */
1038 for (j = 0; j < 6; ++j)
1040 static const GLenum cube_targets[6] =
1042 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
1043 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
1044 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
1045 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
1046 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
1047 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
1049 UINT idx = j * texture->level_count + i;
1050 struct wined3d_surface *surface;
1052 if (FAILED(hr = wined3d_surface_create(texture, &surface_desc,
1053 cube_targets[j], i, j, surface_flags, &surface)))
1055 WARN("Failed to create surface, hr %#x.\n", hr);
1056 wined3d_texture_cleanup(texture);
1057 return hr;
1060 texture->sub_resources[idx] = &surface->resource;
1061 TRACE("Created surface level %u @ %p.\n", i, surface);
1063 surface_desc.width = max(1, surface_desc.width >> 1);
1064 surface_desc.height = surface_desc.width;
1067 return WINED3D_OK;
1070 static HRESULT texture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
1071 UINT levels, DWORD surface_flags, struct wined3d_device *device, void *parent,
1072 const struct wined3d_parent_ops *parent_ops)
1074 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1075 struct wined3d_resource_desc surface_desc;
1076 UINT pow2_width, pow2_height;
1077 unsigned int i;
1078 HRESULT hr;
1080 /* TODO: It should only be possible to create textures for formats
1081 * that are reported as supported. */
1082 if (WINED3DFMT_UNKNOWN >= desc->format)
1084 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
1085 return WINED3DERR_INVALIDCALL;
1088 /* Non-power2 support. */
1089 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1091 pow2_width = desc->width;
1092 pow2_height = desc->height;
1094 else
1096 /* Find the nearest pow2 match. */
1097 pow2_width = pow2_height = 1;
1098 while (pow2_width < desc->width)
1099 pow2_width <<= 1;
1100 while (pow2_height < desc->height)
1101 pow2_height <<= 1;
1103 if (pow2_width != desc->width || pow2_height != desc->height)
1105 /* levels == 0 returns an error as well */
1106 if (levels != 1)
1108 if (desc->pool == WINED3D_POOL_SCRATCH)
1110 WARN("Creating a scratch mipmapped NPOT texture despite lack of HW support.\n");
1112 else
1114 WARN("Attempted to create a mipmapped NPOT texture without unconditional NPOT support.\n");
1115 return WINED3DERR_INVALIDCALL;
1121 /* Calculate levels for mip mapping. */
1122 if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
1124 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
1126 WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
1127 return WINED3DERR_INVALIDCALL;
1130 if (levels != 1)
1132 WARN("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning WINED3DERR_INVALIDCALL.\n");
1133 return WINED3DERR_INVALIDCALL;
1137 if (FAILED(hr = wined3d_texture_init(texture, &texture2d_ops, 1, levels, desc,
1138 surface_flags, device, parent, parent_ops, &texture_resource_ops)))
1140 WARN("Failed to initialize texture, returning %#x.\n", hr);
1141 return hr;
1144 /* Precalculated scaling for 'faked' non power of two texture coords. */
1145 if (texture->resource.gl_type == WINED3D_GL_RES_TYPE_TEX_RECT)
1147 texture->pow2_matrix[0] = (float)desc->width;
1148 texture->pow2_matrix[5] = (float)desc->height;
1149 texture->pow2_matrix[10] = 1.0f;
1150 texture->pow2_matrix[15] = 1.0f;
1151 texture->target = GL_TEXTURE_RECTANGLE_ARB;
1152 texture->flags |= WINED3D_TEXTURE_COND_NP2;
1153 texture->flags &= ~(WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS);
1155 else
1157 texture->target = GL_TEXTURE_2D;
1158 if (desc->width == pow2_width && desc->height == pow2_height)
1160 texture->pow2_matrix[0] = 1.0f;
1161 texture->pow2_matrix[5] = 1.0f;
1163 else if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
1165 texture->pow2_matrix[0] = 1.0f;
1166 texture->pow2_matrix[5] = 1.0f;
1167 texture->flags |= WINED3D_TEXTURE_COND_NP2;
1169 else
1171 texture->pow2_matrix[0] = (((float)desc->width) / ((float)pow2_width));
1172 texture->pow2_matrix[5] = (((float)desc->height) / ((float)pow2_height));
1173 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
1175 texture->pow2_matrix[10] = 1.0f;
1176 texture->pow2_matrix[15] = 1.0f;
1178 TRACE("xf(%f) yf(%f)\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
1180 /* Generate all the surfaces. */
1181 surface_desc = *desc;
1182 surface_desc.resource_type = WINED3D_RTYPE_SURFACE;
1183 for (i = 0; i < texture->level_count; ++i)
1185 struct wined3d_surface *surface;
1187 if (FAILED(hr = wined3d_surface_create(texture, &surface_desc,
1188 texture->target, i, 0, surface_flags, &surface)))
1190 WARN("Failed to create surface, hr %#x.\n", hr);
1191 wined3d_texture_cleanup(texture);
1192 return hr;
1195 texture->sub_resources[i] = &surface->resource;
1196 TRACE("Created surface level %u @ %p.\n", i, surface);
1197 /* Calculate the next mipmap level. */
1198 surface_desc.width = max(1, surface_desc.width >> 1);
1199 surface_desc.height = max(1, surface_desc.height >> 1);
1202 return WINED3D_OK;
1205 static void texture3d_sub_resource_load(struct wined3d_resource *sub_resource,
1206 struct wined3d_context *context, BOOL srgb)
1208 wined3d_volume_load(volume_from_resource(sub_resource), context, srgb);
1211 static void texture3d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
1212 const struct wined3d_box *dirty_region)
1214 wined3d_texture_set_dirty(volume_from_resource(sub_resource)->container);
1217 static void texture3d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
1219 struct wined3d_volume *volume = volume_from_resource(sub_resource);
1221 wined3d_volume_destroy(volume);
1224 static void texture3d_sub_resource_invalidate_location(struct wined3d_resource *sub_resource, DWORD location)
1226 struct wined3d_volume *volume = volume_from_resource(sub_resource);
1228 wined3d_volume_invalidate_location(volume, location);
1231 static void texture3d_sub_resource_validate_location(struct wined3d_resource *sub_resource, DWORD location)
1233 struct wined3d_volume *volume = volume_from_resource(sub_resource);
1235 wined3d_volume_validate_location(volume, location);
1238 static void texture3d_sub_resource_upload_data(struct wined3d_resource *sub_resource,
1239 const struct wined3d_context *context, const struct wined3d_sub_resource_data *data)
1241 struct wined3d_volume *volume = volume_from_resource(sub_resource);
1242 struct wined3d_const_bo_address addr;
1243 unsigned int row_pitch, slice_pitch;
1245 wined3d_volume_get_pitch(volume, &row_pitch, &slice_pitch);
1246 if (row_pitch != data->row_pitch || slice_pitch != data->slice_pitch)
1247 FIXME("Ignoring row/slice pitch (%u/%u).\n", data->row_pitch, data->slice_pitch);
1249 addr.buffer_object = 0;
1250 addr.addr = data->data;
1252 wined3d_volume_upload_data(volume, context, &addr);
1255 static void texture3d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
1257 unsigned int sub_count = texture->level_count * texture->layer_count;
1258 const struct wined3d_format *format = texture->resource.format;
1259 const struct wined3d_gl_info *gl_info = context->gl_info;
1260 unsigned int i;
1262 wined3d_texture_bind_and_dirtify(texture, context, srgb);
1264 for (i = 0; i < sub_count; ++i)
1266 struct wined3d_volume *volume = volume_from_resource(texture->sub_resources[i]);
1267 void *mem = NULL;
1269 if (gl_info->supported[APPLE_CLIENT_STORAGE] && !format->convert
1270 && volume_prepare_system_memory(volume))
1272 TRACE("Enabling GL_UNPACK_CLIENT_STORAGE_APPLE for volume %p\n", volume);
1273 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1274 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1275 mem = volume->resource.heap_memory;
1276 volume->flags |= WINED3D_VFLAG_CLIENT_STORAGE;
1279 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, volume->texture_level,
1280 srgb ? format->glGammaInternal : format->glInternal,
1281 volume->resource.width, volume->resource.height, volume->resource.depth,
1282 0, format->glFormat, format->glType, mem));
1283 checkGLcall("glTexImage3D");
1285 if (mem)
1287 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1288 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
1293 static const struct wined3d_texture_ops texture3d_ops =
1295 texture3d_sub_resource_load,
1296 texture3d_sub_resource_add_dirty_region,
1297 texture3d_sub_resource_cleanup,
1298 texture3d_sub_resource_invalidate_location,
1299 texture3d_sub_resource_validate_location,
1300 texture3d_sub_resource_upload_data,
1301 texture3d_prepare_texture,
1304 static HRESULT volumetexture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
1305 UINT levels, struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops)
1307 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1308 struct wined3d_resource_desc volume_desc;
1309 unsigned int i;
1310 HRESULT hr;
1312 /* TODO: It should only be possible to create textures for formats
1313 * that are reported as supported. */
1314 if (WINED3DFMT_UNKNOWN >= desc->format)
1316 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
1317 return WINED3DERR_INVALIDCALL;
1320 if (!gl_info->supported[EXT_TEXTURE3D])
1322 WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
1323 return WINED3DERR_INVALIDCALL;
1326 /* Calculate levels for mip mapping. */
1327 if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
1329 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
1331 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
1332 return WINED3DERR_INVALIDCALL;
1335 if (levels != 1)
1337 WARN("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning D3DERR_INVALIDCALL.\n");
1338 return WINED3DERR_INVALIDCALL;
1342 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1344 UINT pow2_w, pow2_h, pow2_d;
1345 pow2_w = 1;
1346 while (pow2_w < desc->width)
1347 pow2_w <<= 1;
1348 pow2_h = 1;
1349 while (pow2_h < desc->height)
1350 pow2_h <<= 1;
1351 pow2_d = 1;
1352 while (pow2_d < desc->depth)
1353 pow2_d <<= 1;
1355 if (pow2_w != desc->width || pow2_h != desc->height || pow2_d != desc->depth)
1357 if (desc->pool == WINED3D_POOL_SCRATCH)
1359 WARN("Creating a scratch NPOT volume texture despite lack of HW support.\n");
1361 else
1363 WARN("Attempted to create a NPOT volume texture (%u, %u, %u) without GL support.\n",
1364 desc->width, desc->height, desc->depth);
1365 return WINED3DERR_INVALIDCALL;
1370 if (FAILED(hr = wined3d_texture_init(texture, &texture3d_ops, 1, levels, desc,
1371 0, device, parent, parent_ops, &texture_resource_ops)))
1373 WARN("Failed to initialize texture, returning %#x.\n", hr);
1374 return hr;
1377 texture->pow2_matrix[0] = 1.0f;
1378 texture->pow2_matrix[5] = 1.0f;
1379 texture->pow2_matrix[10] = 1.0f;
1380 texture->pow2_matrix[15] = 1.0f;
1381 texture->target = GL_TEXTURE_3D;
1383 /* Generate all the surfaces. */
1384 volume_desc = *desc;
1385 volume_desc.resource_type = WINED3D_RTYPE_VOLUME;
1386 for (i = 0; i < texture->level_count; ++i)
1388 struct wined3d_volume *volume;
1390 if (FAILED(hr = wined3d_volume_create(texture, &volume_desc, i, &volume)))
1392 ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr);
1393 wined3d_texture_cleanup(texture);
1394 return hr;
1397 texture->sub_resources[i] = &volume->resource;
1399 /* Calculate the next mipmap level. */
1400 volume_desc.width = max(1, volume_desc.width >> 1);
1401 volume_desc.height = max(1, volume_desc.height >> 1);
1402 volume_desc.depth = max(1, volume_desc.depth >> 1);
1405 return WINED3D_OK;
1408 HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct wined3d_resource_desc *desc,
1409 UINT level_count, DWORD surface_flags, const struct wined3d_sub_resource_data *data, void *parent,
1410 const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
1412 struct wined3d_texture *object;
1413 HRESULT hr;
1415 TRACE("device %p, desc %p, level_count %u, surface_flags %#x, data %p, parent %p, parent_ops %p, texture %p.\n",
1416 device, desc, level_count, surface_flags, data, parent, parent_ops, texture);
1418 if (!level_count)
1420 WARN("Invalid level count.\n");
1421 return WINED3DERR_INVALIDCALL;
1424 if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
1425 return E_OUTOFMEMORY;
1427 switch (desc->resource_type)
1429 case WINED3D_RTYPE_TEXTURE:
1430 hr = texture_init(object, desc, level_count, surface_flags, device, parent, parent_ops);
1431 break;
1433 case WINED3D_RTYPE_VOLUME_TEXTURE:
1434 hr = volumetexture_init(object, desc, level_count, device, parent, parent_ops);
1435 break;
1437 case WINED3D_RTYPE_CUBE_TEXTURE:
1438 hr = cubetexture_init(object, desc, level_count, surface_flags, device, parent, parent_ops);
1439 break;
1441 default:
1442 ERR("Invalid resource type %s.\n", debug_d3dresourcetype(desc->resource_type));
1443 hr = WINED3DERR_INVALIDCALL;
1444 break;
1447 if (FAILED(hr))
1449 WARN("Failed to initialize texture, returning %#x.\n", hr);
1450 HeapFree(GetProcessHeap(), 0, object);
1451 return hr;
1454 /* FIXME: We'd like to avoid ever allocating system memory for the texture
1455 * in this case. */
1456 if (data && FAILED(hr = wined3d_texture_upload_data(object, data)))
1458 wined3d_texture_cleanup(object);
1459 HeapFree(GetProcessHeap(), 0, object);
1460 return hr;
1463 TRACE("Created texture %p.\n", object);
1464 *texture = object;
1466 return WINED3D_OK;