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
24 #include "wine/port.h"
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
28 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf
);
29 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
31 #define WINED3D_TEXTURE_DYNAMIC_MAP_THRESHOLD 50
33 struct wined3d_texture_idx
35 struct wined3d_texture
*texture
;
36 unsigned int sub_resource_idx
;
47 static BOOL
wined3d_texture_use_pbo(const struct wined3d_texture
*texture
, const struct wined3d_gl_info
*gl_info
)
49 if (!gl_info
->supported
[ARB_PIXEL_BUFFER_OBJECT
]
50 || texture
->resource
.format
->conv_byte_count
51 || (texture
->flags
& (WINED3D_TEXTURE_PIN_SYSMEM
| WINED3D_TEXTURE_COND_NP2_EMULATED
)))
54 /* Use a PBO for dynamic textures and read-only staging textures. */
55 return (!(texture
->resource
.access
& WINED3D_RESOURCE_ACCESS_CPU
)
56 && texture
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)
57 || texture
->resource
.access
== (WINED3D_RESOURCE_ACCESS_CPU
| WINED3D_RESOURCE_ACCESS_MAP_R
);
60 static BOOL
wined3d_texture_use_immutable_storage(const struct wined3d_texture
*texture
,
61 const struct wined3d_gl_info
*gl_info
)
63 /* We don't expect to create texture views for textures with height-scaled formats.
64 * Besides, ARB_texture_storage doesn't allow specifying exact sizes for all levels. */
65 return gl_info
->supported
[ARB_TEXTURE_STORAGE
]
66 && !(texture
->resource
.format_flags
& WINED3DFMT_FLAG_HEIGHT_SCALE
);
69 /* Front buffer coordinates are always full screen coordinates, but our GL
70 * drawable is limited to the window's client area. The sysmem and texture
71 * copies do have the full screen size. Note that GL has a bottom-left
72 * origin, while D3D has a top-left origin. */
73 void wined3d_texture_translate_drawable_coords(const struct wined3d_texture
*texture
, HWND window
, RECT
*rect
)
75 unsigned int drawable_height
;
76 POINT offset
= {0, 0};
79 if (!texture
->swapchain
)
82 if (texture
== texture
->swapchain
->front_buffer
)
84 ScreenToClient(window
, &offset
);
85 OffsetRect(rect
, offset
.x
, offset
.y
);
88 GetClientRect(window
, &windowsize
);
89 drawable_height
= windowsize
.bottom
- windowsize
.top
;
91 rect
->top
= drawable_height
- rect
->top
;
92 rect
->bottom
= drawable_height
- rect
->bottom
;
95 GLenum
wined3d_texture_get_gl_buffer(const struct wined3d_texture
*texture
)
97 const struct wined3d_swapchain
*swapchain
= texture
->swapchain
;
99 TRACE("texture %p.\n", texture
);
103 ERR("Texture %p is not part of a swapchain.\n", texture
);
107 if (texture
== swapchain
->front_buffer
)
109 TRACE("Returning GL_FRONT.\n");
113 if (texture
== swapchain
->back_buffers
[0])
115 TRACE("Returning GL_BACK.\n");
119 FIXME("Higher back buffer, returning GL_BACK.\n");
123 static DWORD
wined3d_resource_access_from_location(DWORD location
)
127 case WINED3D_LOCATION_DISCARDED
:
130 case WINED3D_LOCATION_SYSMEM
:
131 case WINED3D_LOCATION_USER_MEMORY
:
132 return WINED3D_RESOURCE_ACCESS_CPU
;
134 case WINED3D_LOCATION_BUFFER
:
135 case WINED3D_LOCATION_DRAWABLE
:
136 case WINED3D_LOCATION_TEXTURE_RGB
:
137 case WINED3D_LOCATION_TEXTURE_SRGB
:
138 case WINED3D_LOCATION_RB_MULTISAMPLE
:
139 case WINED3D_LOCATION_RB_RESOLVED
:
140 return WINED3D_RESOURCE_ACCESS_GPU
;
143 FIXME("Unhandled location %#x.\n", location
);
148 static inline void cube_coords_float(const RECT
*r
, UINT w
, UINT h
, struct wined3d_rect_f
*f
)
150 f
->l
= ((r
->left
* 2.0f
) / w
) - 1.0f
;
151 f
->t
= ((r
->top
* 2.0f
) / h
) - 1.0f
;
152 f
->r
= ((r
->right
* 2.0f
) / w
) - 1.0f
;
153 f
->b
= ((r
->bottom
* 2.0f
) / h
) - 1.0f
;
156 void texture2d_get_blt_info(const struct wined3d_texture_gl
*texture_gl
,
157 unsigned int sub_resource_idx
, const RECT
*rect
, struct wined3d_blt_info
*info
)
159 struct wined3d_vec3
*coords
= info
->texcoords
;
160 struct wined3d_rect_f f
;
165 level
= sub_resource_idx
% texture_gl
->t
.level_count
;
166 w
= wined3d_texture_get_level_pow2_width(&texture_gl
->t
, level
);
167 h
= wined3d_texture_get_level_pow2_height(&texture_gl
->t
, level
);
168 target
= wined3d_texture_gl_get_sub_resource_target(texture_gl
, sub_resource_idx
);
173 FIXME("Unsupported texture target %#x.\n", target
);
174 /* Fall back to GL_TEXTURE_2D */
176 info
->bind_target
= GL_TEXTURE_2D
;
177 coords
[0].x
= (float)rect
->left
/ w
;
178 coords
[0].y
= (float)rect
->top
/ h
;
181 coords
[1].x
= (float)rect
->right
/ w
;
182 coords
[1].y
= (float)rect
->top
/ h
;
185 coords
[2].x
= (float)rect
->left
/ w
;
186 coords
[2].y
= (float)rect
->bottom
/ h
;
189 coords
[3].x
= (float)rect
->right
/ w
;
190 coords
[3].y
= (float)rect
->bottom
/ h
;
194 case GL_TEXTURE_RECTANGLE_ARB
:
195 info
->bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
196 coords
[0].x
= rect
->left
; coords
[0].y
= rect
->top
; coords
[0].z
= 0.0f
;
197 coords
[1].x
= rect
->right
; coords
[1].y
= rect
->top
; coords
[1].z
= 0.0f
;
198 coords
[2].x
= rect
->left
; coords
[2].y
= rect
->bottom
; coords
[2].z
= 0.0f
;
199 coords
[3].x
= rect
->right
; coords
[3].y
= rect
->bottom
; coords
[3].z
= 0.0f
;
202 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
203 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
204 cube_coords_float(rect
, w
, h
, &f
);
206 coords
[0].x
= 1.0f
; coords
[0].y
= -f
.t
; coords
[0].z
= -f
.l
;
207 coords
[1].x
= 1.0f
; coords
[1].y
= -f
.t
; coords
[1].z
= -f
.r
;
208 coords
[2].x
= 1.0f
; coords
[2].y
= -f
.b
; coords
[2].z
= -f
.l
;
209 coords
[3].x
= 1.0f
; coords
[3].y
= -f
.b
; coords
[3].z
= -f
.r
;
212 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
213 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
214 cube_coords_float(rect
, w
, h
, &f
);
216 coords
[0].x
= -1.0f
; coords
[0].y
= -f
.t
; coords
[0].z
= f
.l
;
217 coords
[1].x
= -1.0f
; coords
[1].y
= -f
.t
; coords
[1].z
= f
.r
;
218 coords
[2].x
= -1.0f
; coords
[2].y
= -f
.b
; coords
[2].z
= f
.l
;
219 coords
[3].x
= -1.0f
; coords
[3].y
= -f
.b
; coords
[3].z
= f
.r
;
222 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
223 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
224 cube_coords_float(rect
, w
, h
, &f
);
226 coords
[0].x
= f
.l
; coords
[0].y
= 1.0f
; coords
[0].z
= f
.t
;
227 coords
[1].x
= f
.r
; coords
[1].y
= 1.0f
; coords
[1].z
= f
.t
;
228 coords
[2].x
= f
.l
; coords
[2].y
= 1.0f
; coords
[2].z
= f
.b
;
229 coords
[3].x
= f
.r
; coords
[3].y
= 1.0f
; coords
[3].z
= f
.b
;
232 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
233 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
234 cube_coords_float(rect
, w
, h
, &f
);
236 coords
[0].x
= f
.l
; coords
[0].y
= -1.0f
; coords
[0].z
= -f
.t
;
237 coords
[1].x
= f
.r
; coords
[1].y
= -1.0f
; coords
[1].z
= -f
.t
;
238 coords
[2].x
= f
.l
; coords
[2].y
= -1.0f
; coords
[2].z
= -f
.b
;
239 coords
[3].x
= f
.r
; coords
[3].y
= -1.0f
; coords
[3].z
= -f
.b
;
242 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
243 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
244 cube_coords_float(rect
, w
, h
, &f
);
246 coords
[0].x
= f
.l
; coords
[0].y
= -f
.t
; coords
[0].z
= 1.0f
;
247 coords
[1].x
= f
.r
; coords
[1].y
= -f
.t
; coords
[1].z
= 1.0f
;
248 coords
[2].x
= f
.l
; coords
[2].y
= -f
.b
; coords
[2].z
= 1.0f
;
249 coords
[3].x
= f
.r
; coords
[3].y
= -f
.b
; coords
[3].z
= 1.0f
;
252 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
253 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
254 cube_coords_float(rect
, w
, h
, &f
);
256 coords
[0].x
= -f
.l
; coords
[0].y
= -f
.t
; coords
[0].z
= -1.0f
;
257 coords
[1].x
= -f
.r
; coords
[1].y
= -f
.t
; coords
[1].z
= -1.0f
;
258 coords
[2].x
= -f
.l
; coords
[2].y
= -f
.b
; coords
[2].z
= -1.0f
;
259 coords
[3].x
= -f
.r
; coords
[3].y
= -f
.b
; coords
[3].z
= -1.0f
;
264 static void wined3d_texture_evict_sysmem(struct wined3d_texture
*texture
)
266 struct wined3d_texture_sub_resource
*sub_resource
;
267 unsigned int i
, sub_count
;
269 if (texture
->flags
& (WINED3D_TEXTURE_CONVERTED
| WINED3D_TEXTURE_PIN_SYSMEM
)
270 || texture
->download_count
> WINED3D_TEXTURE_DYNAMIC_MAP_THRESHOLD
)
272 TRACE("Not evicting system memory for texture %p.\n", texture
);
276 TRACE("Evicting system memory for texture %p.\n", texture
);
278 sub_count
= texture
->level_count
* texture
->layer_count
;
279 for (i
= 0; i
< sub_count
; ++i
)
281 sub_resource
= &texture
->sub_resources
[i
];
282 if (sub_resource
->locations
== WINED3D_LOCATION_SYSMEM
)
283 ERR("WINED3D_LOCATION_SYSMEM is the only location for sub-resource %u of texture %p.\n",
285 sub_resource
->locations
&= ~WINED3D_LOCATION_SYSMEM
;
287 wined3d_resource_free_sysmem(&texture
->resource
);
290 void wined3d_texture_validate_location(struct wined3d_texture
*texture
,
291 unsigned int sub_resource_idx
, DWORD location
)
293 struct wined3d_texture_sub_resource
*sub_resource
;
294 DWORD previous_locations
;
296 TRACE("texture %p, sub_resource_idx %u, location %s.\n",
297 texture
, sub_resource_idx
, wined3d_debug_location(location
));
299 sub_resource
= &texture
->sub_resources
[sub_resource_idx
];
300 previous_locations
= sub_resource
->locations
;
301 sub_resource
->locations
|= location
;
302 if (previous_locations
== WINED3D_LOCATION_SYSMEM
&& location
!= WINED3D_LOCATION_SYSMEM
303 && !--texture
->sysmem_count
)
304 wined3d_texture_evict_sysmem(texture
);
306 TRACE("New locations flags are %s.\n", wined3d_debug_location(sub_resource
->locations
));
309 static void wined3d_texture_set_dirty(struct wined3d_texture
*texture
)
311 texture
->flags
&= ~(WINED3D_TEXTURE_RGB_VALID
| WINED3D_TEXTURE_SRGB_VALID
);
314 void wined3d_texture_invalidate_location(struct wined3d_texture
*texture
,
315 unsigned int sub_resource_idx
, DWORD location
)
317 struct wined3d_texture_sub_resource
*sub_resource
;
318 DWORD previous_locations
;
320 TRACE("texture %p, sub_resource_idx %u, location %s.\n",
321 texture
, sub_resource_idx
, wined3d_debug_location(location
));
323 if (location
& (WINED3D_LOCATION_TEXTURE_RGB
| WINED3D_LOCATION_TEXTURE_SRGB
))
324 wined3d_texture_set_dirty(texture
);
326 sub_resource
= &texture
->sub_resources
[sub_resource_idx
];
327 previous_locations
= sub_resource
->locations
;
328 sub_resource
->locations
&= ~location
;
329 if (previous_locations
!= WINED3D_LOCATION_SYSMEM
&& sub_resource
->locations
== WINED3D_LOCATION_SYSMEM
)
330 ++texture
->sysmem_count
;
332 TRACE("New locations flags are %s.\n", wined3d_debug_location(sub_resource
->locations
));
334 if (!sub_resource
->locations
)
335 ERR("Sub-resource %u of texture %p does not have any up to date location.\n",
336 sub_resource_idx
, texture
);
339 static BOOL
wined3d_texture_copy_sysmem_location(struct wined3d_texture
*texture
,
340 unsigned int sub_resource_idx
, struct wined3d_context
*context
, DWORD location
)
342 unsigned int size
= texture
->sub_resources
[sub_resource_idx
].size
;
343 struct wined3d_device
*device
= texture
->resource
.device
;
344 const struct wined3d_gl_info
*gl_info
;
345 struct wined3d_bo_address dst
, src
;
347 if (!wined3d_texture_prepare_location(texture
, sub_resource_idx
, context
, location
))
350 wined3d_texture_get_memory(texture
, sub_resource_idx
, &dst
, location
);
351 wined3d_texture_get_memory(texture
, sub_resource_idx
, &src
,
352 texture
->sub_resources
[sub_resource_idx
].locations
);
354 if (dst
.buffer_object
)
356 context
= context_acquire(device
, NULL
, 0);
357 gl_info
= context
->gl_info
;
358 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER
, dst
.buffer_object
));
359 GL_EXTCALL(glBufferSubData(GL_PIXEL_UNPACK_BUFFER
, 0, size
, src
.addr
));
360 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER
, 0));
361 checkGLcall("PBO upload");
362 context_release(context
);
366 if (src
.buffer_object
)
368 context
= context_acquire(device
, NULL
, 0);
369 gl_info
= context
->gl_info
;
370 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER
, src
.buffer_object
));
371 GL_EXTCALL(glGetBufferSubData(GL_PIXEL_PACK_BUFFER
, 0, size
, dst
.addr
));
372 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER
, 0));
373 checkGLcall("PBO download");
374 context_release(context
);
378 memcpy(dst
.addr
, src
.addr
, size
);
382 /* Context activation is done by the caller. Context may be NULL in
383 * WINED3D_NO3D mode. */
384 BOOL
wined3d_texture_load_location(struct wined3d_texture
*texture
,
385 unsigned int sub_resource_idx
, struct wined3d_context
*context
, DWORD location
)
387 static const DWORD sysmem_locations
= WINED3D_LOCATION_SYSMEM
| WINED3D_LOCATION_USER_MEMORY
388 | WINED3D_LOCATION_BUFFER
;
389 DWORD current
= texture
->sub_resources
[sub_resource_idx
].locations
;
392 TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n",
393 texture
, sub_resource_idx
, context
, wined3d_debug_location(location
));
395 TRACE("Current resource location %s.\n", wined3d_debug_location(current
));
397 if (current
& location
)
399 TRACE("Location %s is already up to date.\n", wined3d_debug_location(location
));
405 DWORD required_access
= wined3d_resource_access_from_location(location
);
406 if ((texture
->resource
.access
& required_access
) != required_access
)
407 WARN("Operation requires %#x access, but texture only has %#x.\n",
408 required_access
, texture
->resource
.access
);
411 if (current
& WINED3D_LOCATION_DISCARDED
)
413 TRACE("Sub-resource previously discarded, nothing to do.\n");
414 if (!wined3d_texture_prepare_location(texture
, sub_resource_idx
, context
, location
))
416 wined3d_texture_validate_location(texture
, sub_resource_idx
, location
);
417 wined3d_texture_invalidate_location(texture
, sub_resource_idx
, WINED3D_LOCATION_DISCARDED
);
423 ERR("Sub-resource %u of texture %p does not have any up to date location.\n",
424 sub_resource_idx
, texture
);
425 wined3d_texture_validate_location(texture
, sub_resource_idx
, WINED3D_LOCATION_DISCARDED
);
426 return wined3d_texture_load_location(texture
, sub_resource_idx
, context
, location
);
429 if ((location
& sysmem_locations
) && (current
& sysmem_locations
))
430 ret
= wined3d_texture_copy_sysmem_location(texture
, sub_resource_idx
, context
, location
);
432 ret
= texture
->texture_ops
->texture_load_location(texture
, sub_resource_idx
, context
, location
);
435 wined3d_texture_validate_location(texture
, sub_resource_idx
, location
);
440 void wined3d_texture_get_memory(struct wined3d_texture
*texture
, unsigned int sub_resource_idx
,
441 struct wined3d_bo_address
*data
, DWORD locations
)
443 struct wined3d_texture_sub_resource
*sub_resource
;
445 TRACE("texture %p, sub_resource_idx %u, data %p, locations %s.\n",
446 texture
, sub_resource_idx
, data
, wined3d_debug_location(locations
));
448 sub_resource
= &texture
->sub_resources
[sub_resource_idx
];
449 if (locations
& WINED3D_LOCATION_BUFFER
)
452 data
->buffer_object
= sub_resource
->buffer_object
;
455 if (locations
& WINED3D_LOCATION_USER_MEMORY
)
457 data
->addr
= texture
->user_memory
;
458 data
->buffer_object
= 0;
461 if (locations
& WINED3D_LOCATION_SYSMEM
)
463 data
->addr
= texture
->resource
.heap_memory
;
464 data
->addr
+= sub_resource
->offset
;
465 data
->buffer_object
= 0;
469 ERR("Unexpected locations %s.\n", wined3d_debug_location(locations
));
471 data
->buffer_object
= 0;
474 /* Context activation is done by the caller. */
475 static void wined3d_texture_remove_buffer_object(struct wined3d_texture
*texture
,
476 unsigned int sub_resource_idx
, const struct wined3d_gl_info
*gl_info
)
478 GLuint
*buffer_object
= &texture
->sub_resources
[sub_resource_idx
].buffer_object
;
480 GL_EXTCALL(glDeleteBuffers(1, buffer_object
));
481 checkGLcall("glDeleteBuffers");
483 TRACE("Deleted buffer object %u for texture %p, sub-resource %u.\n",
484 *buffer_object
, texture
, sub_resource_idx
);
486 wined3d_texture_invalidate_location(texture
, sub_resource_idx
, WINED3D_LOCATION_BUFFER
);
490 static void wined3d_texture_update_map_binding(struct wined3d_texture
*texture
)
492 unsigned int sub_count
= texture
->level_count
* texture
->layer_count
;
493 const struct wined3d_device
*device
= texture
->resource
.device
;
494 DWORD map_binding
= texture
->update_map_binding
;
495 struct wined3d_context
*context
= NULL
;
498 if (device
->d3d_initialized
)
499 context
= context_acquire(device
, NULL
, 0);
501 for (i
= 0; i
< sub_count
; ++i
)
503 if (texture
->sub_resources
[i
].locations
== texture
->resource
.map_binding
504 && !wined3d_texture_load_location(texture
, i
, context
, map_binding
))
505 ERR("Failed to load location %s.\n", wined3d_debug_location(map_binding
));
506 if (texture
->resource
.map_binding
== WINED3D_LOCATION_BUFFER
)
507 wined3d_texture_remove_buffer_object(texture
, i
, context
->gl_info
);
511 context_release(context
);
513 texture
->resource
.map_binding
= map_binding
;
514 texture
->update_map_binding
= 0;
517 void wined3d_texture_set_map_binding(struct wined3d_texture
*texture
, DWORD map_binding
)
519 texture
->update_map_binding
= map_binding
;
520 if (!texture
->resource
.map_count
)
521 wined3d_texture_update_map_binding(texture
);
524 /* A GL context is provided by the caller */
525 static void gltexture_delete(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
,
526 struct gl_texture
*tex
)
528 context_gl_resource_released(device
, tex
->name
, FALSE
);
529 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &tex
->name
);
533 static unsigned int wined3d_texture_get_gl_sample_count(const struct wined3d_texture
*texture
)
535 const struct wined3d_format
*format
= texture
->resource
.format
;
537 /* TODO: NVIDIA expose their Coverage Sample Anti-Aliasing (CSAA)
538 * feature through type == MULTISAMPLE_XX and quality != 0. This could
539 * be mapped to GL_NV_framebuffer_multisample_coverage.
541 * AMD have a similar feature called Enhanced Quality Anti-Aliasing
542 * (EQAA), but it does not have an equivalent OpenGL extension. */
544 /* We advertise as many WINED3D_MULTISAMPLE_NON_MASKABLE quality
545 * levels as the count of advertised multisample types for the texture
547 if (texture
->resource
.multisample_type
== WINED3D_MULTISAMPLE_NON_MASKABLE
)
549 unsigned int i
, count
= 0;
551 for (i
= 0; i
< sizeof(format
->multisample_types
) * CHAR_BIT
; ++i
)
553 if (format
->multisample_types
& 1u << i
)
555 if (texture
->resource
.multisample_quality
== count
++)
562 return texture
->resource
.multisample_type
;
565 /* Context activation is done by the caller. */
566 /* The caller is responsible for binding the correct texture. */
567 static void wined3d_texture_gl_allocate_mutable_storage(struct wined3d_texture_gl
*texture_gl
,
568 GLenum gl_internal_format
, const struct wined3d_format_gl
*format
,
569 const struct wined3d_gl_info
*gl_info
)
571 unsigned int level
, level_count
, layer
, layer_count
;
572 GLsizei width
, height
, depth
;
575 level_count
= texture_gl
->t
.level_count
;
576 if (texture_gl
->target
== GL_TEXTURE_1D_ARRAY
|| texture_gl
->target
== GL_TEXTURE_2D_ARRAY
)
579 layer_count
= texture_gl
->t
.layer_count
;
581 for (layer
= 0; layer
< layer_count
; ++layer
)
583 target
= wined3d_texture_gl_get_sub_resource_target(texture_gl
, layer
* level_count
);
585 for (level
= 0; level
< level_count
; ++level
)
587 width
= wined3d_texture_get_level_pow2_width(&texture_gl
->t
, level
);
588 height
= wined3d_texture_get_level_pow2_height(&texture_gl
->t
, level
);
589 if (texture_gl
->t
.resource
.format_flags
& WINED3DFMT_FLAG_HEIGHT_SCALE
)
591 height
*= format
->f
.height_scale
.numerator
;
592 height
/= format
->f
.height_scale
.denominator
;
595 TRACE("texture_gl %p, layer %u, level %u, target %#x, width %u, height %u.\n",
596 texture_gl
, layer
, level
, target
, width
, height
);
598 if (target
== GL_TEXTURE_3D
|| target
== GL_TEXTURE_2D_ARRAY
)
600 depth
= wined3d_texture_get_level_depth(&texture_gl
->t
, level
);
601 GL_EXTCALL(glTexImage3D(target
, level
, gl_internal_format
, width
, height
,
602 target
== GL_TEXTURE_2D_ARRAY
? texture_gl
->t
.layer_count
: depth
, 0,
603 format
->format
, format
->type
, NULL
));
604 checkGLcall("glTexImage3D");
606 else if (target
== GL_TEXTURE_1D
)
608 gl_info
->gl_ops
.gl
.p_glTexImage1D(target
, level
, gl_internal_format
,
609 width
, 0, format
->format
, format
->type
, NULL
);
613 gl_info
->gl_ops
.gl
.p_glTexImage2D(target
, level
, gl_internal_format
, width
,
614 target
== GL_TEXTURE_1D_ARRAY
? texture_gl
->t
.layer_count
: height
, 0,
615 format
->format
, format
->type
, NULL
);
616 checkGLcall("glTexImage2D");
622 /* Context activation is done by the caller. */
623 /* The caller is responsible for binding the correct texture. */
624 static void wined3d_texture_gl_allocate_immutable_storage(struct wined3d_texture_gl
*texture_gl
,
625 GLenum gl_internal_format
, const struct wined3d_gl_info
*gl_info
)
627 unsigned int samples
= wined3d_texture_get_gl_sample_count(&texture_gl
->t
);
628 GLsizei height
= wined3d_texture_get_level_pow2_height(&texture_gl
->t
, 0);
629 GLsizei width
= wined3d_texture_get_level_pow2_width(&texture_gl
->t
, 0);
630 GLboolean standard_pattern
= texture_gl
->t
.resource
.multisample_type
!= WINED3D_MULTISAMPLE_NON_MASKABLE
631 && texture_gl
->t
.resource
.multisample_quality
== WINED3D_STANDARD_MULTISAMPLE_PATTERN
;
633 switch (texture_gl
->target
)
636 GL_EXTCALL(glTexStorage3D(texture_gl
->target
, texture_gl
->t
.level_count
,
637 gl_internal_format
, width
, height
, wined3d_texture_get_level_depth(&texture_gl
->t
, 0)));
639 case GL_TEXTURE_2D_ARRAY
:
640 GL_EXTCALL(glTexStorage3D(texture_gl
->target
, texture_gl
->t
.level_count
,
641 gl_internal_format
, width
, height
, texture_gl
->t
.layer_count
));
643 case GL_TEXTURE_2D_MULTISAMPLE
:
644 GL_EXTCALL(glTexStorage2DMultisample(texture_gl
->target
, samples
,
645 gl_internal_format
, width
, height
, standard_pattern
));
647 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY
:
648 GL_EXTCALL(glTexStorage3DMultisample(texture_gl
->target
, samples
,
649 gl_internal_format
, width
, height
, texture_gl
->t
.layer_count
, standard_pattern
));
651 case GL_TEXTURE_1D_ARRAY
:
652 GL_EXTCALL(glTexStorage2D(texture_gl
->target
, texture_gl
->t
.level_count
,
653 gl_internal_format
, width
, texture_gl
->t
.layer_count
));
656 GL_EXTCALL(glTexStorage1D(texture_gl
->target
, texture_gl
->t
.level_count
, gl_internal_format
, width
));
659 GL_EXTCALL(glTexStorage2D(texture_gl
->target
, texture_gl
->t
.level_count
,
660 gl_internal_format
, width
, height
));
664 checkGLcall("allocate immutable storage");
667 static void wined3d_texture_gl_unload_texture(struct wined3d_texture_gl
*texture_gl
)
669 struct wined3d_device
*device
= texture_gl
->t
.resource
.device
;
670 const struct wined3d_gl_info
*gl_info
= NULL
;
671 struct wined3d_context
*context
= NULL
;
673 if (texture_gl
->texture_rgb
.name
|| texture_gl
->texture_srgb
.name
674 || texture_gl
->rb_multisample
|| texture_gl
->rb_resolved
)
676 context
= context_acquire(device
, NULL
, 0);
677 gl_info
= context
->gl_info
;
680 if (texture_gl
->texture_rgb
.name
)
681 gltexture_delete(device
, context
->gl_info
, &texture_gl
->texture_rgb
);
683 if (texture_gl
->texture_srgb
.name
)
684 gltexture_delete(device
, context
->gl_info
, &texture_gl
->texture_srgb
);
686 if (texture_gl
->rb_multisample
)
688 TRACE("Deleting multisample renderbuffer %u.\n", texture_gl
->rb_multisample
);
689 context_gl_resource_released(device
, texture_gl
->rb_multisample
, TRUE
);
690 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &texture_gl
->rb_multisample
);
691 texture_gl
->rb_multisample
= 0;
694 if (texture_gl
->rb_resolved
)
696 TRACE("Deleting resolved renderbuffer %u.\n", texture_gl
->rb_resolved
);
697 context_gl_resource_released(device
, texture_gl
->rb_resolved
, TRUE
);
698 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &texture_gl
->rb_resolved
);
699 texture_gl
->rb_resolved
= 0;
702 if (context
) context_release(context
);
704 wined3d_texture_set_dirty(&texture_gl
->t
);
706 resource_unload(&texture_gl
->t
.resource
);
709 static void wined3d_texture_sub_resources_destroyed(struct wined3d_texture
*texture
)
711 unsigned int sub_count
= texture
->level_count
* texture
->layer_count
;
712 struct wined3d_texture_sub_resource
*sub_resource
;
715 for (i
= 0; i
< sub_count
; ++i
)
717 sub_resource
= &texture
->sub_resources
[i
];
718 if (sub_resource
->parent
)
720 TRACE("sub-resource %u.\n", i
);
721 sub_resource
->parent_ops
->wined3d_object_destroyed(sub_resource
->parent
);
722 sub_resource
->parent
= NULL
;
727 static void wined3d_texture_create_dc(void *object
)
729 const struct wined3d_texture_idx
*idx
= object
;
730 struct wined3d_context
*context
= NULL
;
731 unsigned int sub_resource_idx
, level
;
732 const struct wined3d_format
*format
;
733 unsigned int row_pitch
, slice_pitch
;
734 struct wined3d_texture
*texture
;
735 struct wined3d_dc_info
*dc_info
;
736 struct wined3d_bo_address data
;
737 D3DKMT_CREATEDCFROMMEMORY desc
;
738 struct wined3d_device
*device
;
741 TRACE("texture %p, sub_resource_idx %u.\n", idx
->texture
, idx
->sub_resource_idx
);
743 texture
= idx
->texture
;
744 sub_resource_idx
= idx
->sub_resource_idx
;
745 level
= sub_resource_idx
% texture
->level_count
;
746 device
= texture
->resource
.device
;
748 format
= texture
->resource
.format
;
749 if (!format
->ddi_format
)
751 WARN("Cannot create a DC for format %s.\n", debug_d3dformat(format
->id
));
755 if (!texture
->dc_info
)
757 unsigned int sub_count
= texture
->level_count
* texture
->layer_count
;
759 if (!(texture
->dc_info
= heap_calloc(sub_count
, sizeof(*texture
->dc_info
))))
761 ERR("Failed to allocate DC info.\n");
766 if (device
->d3d_initialized
)
767 context
= context_acquire(device
, NULL
, 0);
769 wined3d_texture_load_location(texture
, sub_resource_idx
, context
, texture
->resource
.map_binding
);
770 wined3d_texture_invalidate_location(texture
, sub_resource_idx
, ~texture
->resource
.map_binding
);
771 wined3d_texture_get_pitch(texture
, level
, &row_pitch
, &slice_pitch
);
772 wined3d_texture_get_memory(texture
, sub_resource_idx
, &data
, texture
->resource
.map_binding
);
773 desc
.pMemory
= context_map_bo_address(context
, &data
,
774 texture
->sub_resources
[sub_resource_idx
].size
,
775 GL_PIXEL_UNPACK_BUFFER
, WINED3D_MAP_READ
| WINED3D_MAP_WRITE
);
778 context_release(context
);
780 desc
.Format
= format
->ddi_format
;
781 desc
.Width
= wined3d_texture_get_level_width(texture
, level
);
782 desc
.Height
= wined3d_texture_get_level_height(texture
, level
);
783 desc
.Pitch
= row_pitch
;
784 desc
.hDeviceDc
= CreateCompatibleDC(NULL
);
785 desc
.pColorTable
= NULL
;
787 status
= D3DKMTCreateDCFromMemory(&desc
);
788 DeleteDC(desc
.hDeviceDc
);
791 WARN("Failed to create DC, status %#x.\n", status
);
795 dc_info
= &texture
->dc_info
[sub_resource_idx
];
796 dc_info
->dc
= desc
.hDc
;
797 dc_info
->bitmap
= desc
.hBitmap
;
799 TRACE("Created DC %p, bitmap %p for texture %p, %u.\n", dc_info
->dc
, dc_info
->bitmap
, texture
, sub_resource_idx
);
802 static void wined3d_texture_destroy_dc(void *object
)
804 const struct wined3d_texture_idx
*idx
= object
;
805 D3DKMT_DESTROYDCFROMMEMORY destroy_desc
;
806 struct wined3d_context
*context
= NULL
;
807 struct wined3d_texture
*texture
;
808 struct wined3d_dc_info
*dc_info
;
809 struct wined3d_bo_address data
;
810 unsigned int sub_resource_idx
;
811 struct wined3d_device
*device
;
814 texture
= idx
->texture
;
815 sub_resource_idx
= idx
->sub_resource_idx
;
816 device
= texture
->resource
.device
;
817 dc_info
= &texture
->dc_info
[sub_resource_idx
];
821 ERR("Sub-resource {%p, %u} has no DC.\n", texture
, sub_resource_idx
);
825 TRACE("dc %p, bitmap %p.\n", dc_info
->dc
, dc_info
->bitmap
);
827 destroy_desc
.hDc
= dc_info
->dc
;
828 destroy_desc
.hBitmap
= dc_info
->bitmap
;
829 if ((status
= D3DKMTDestroyDCFromMemory(&destroy_desc
)))
830 ERR("Failed to destroy dc, status %#x.\n", status
);
832 dc_info
->bitmap
= NULL
;
834 if (device
->d3d_initialized
)
835 context
= context_acquire(device
, NULL
, 0);
837 wined3d_texture_get_memory(texture
, sub_resource_idx
, &data
, texture
->resource
.map_binding
);
838 context_unmap_bo_address(context
, &data
, GL_PIXEL_UNPACK_BUFFER
);
841 context_release(context
);
844 static void wined3d_texture_cleanup(struct wined3d_texture
*texture
)
846 unsigned int sub_count
= texture
->level_count
* texture
->layer_count
;
847 struct wined3d_device
*device
= texture
->resource
.device
;
848 const struct wined3d_gl_info
*gl_info
= NULL
;
849 struct wined3d_context
*context
= NULL
;
850 struct wined3d_dc_info
*dc_info
;
851 GLuint buffer_object
;
854 TRACE("texture %p.\n", texture
);
856 for (i
= 0; i
< sub_count
; ++i
)
858 if (!(buffer_object
= texture
->sub_resources
[i
].buffer_object
))
861 TRACE("Deleting buffer object %u.\n", buffer_object
);
863 /* We may not be able to get a context in wined3d_texture_cleanup() in
864 * general, but if a buffer object was previously created we can. */
867 context
= context_acquire(device
, NULL
, 0);
868 gl_info
= context
->gl_info
;
871 GL_EXTCALL(glDeleteBuffers(1, &buffer_object
));
875 context_release(context
);
877 if ((dc_info
= texture
->dc_info
))
879 for (i
= 0; i
< sub_count
; ++i
)
883 struct wined3d_texture_idx texture_idx
= {texture
, i
};
885 wined3d_texture_destroy_dc(&texture_idx
);
891 if (texture
->overlay_info
)
893 for (i
= 0; i
< sub_count
; ++i
)
895 struct wined3d_overlay_info
*info
= &texture
->overlay_info
[i
];
896 struct wined3d_overlay_info
*overlay
, *cur
;
898 list_remove(&info
->entry
);
899 LIST_FOR_EACH_ENTRY_SAFE(overlay
, cur
, &info
->overlays
, struct wined3d_overlay_info
, entry
)
901 list_remove(&overlay
->entry
);
904 heap_free(texture
->overlay_info
);
908 static void wined3d_texture_gl_cleanup(struct wined3d_texture_gl
*texture_gl
)
910 struct wined3d_device
*device
= texture_gl
->t
.resource
.device
;
911 struct wined3d_renderbuffer_entry
*entry
, *entry2
;
912 const struct wined3d_gl_info
*gl_info
;
913 struct wined3d_context
*context
;
915 if (!list_empty(&texture_gl
->renderbuffers
))
917 context
= context_acquire(device
, NULL
, 0);
918 gl_info
= context
->gl_info
;
920 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &texture_gl
->renderbuffers
, struct wined3d_renderbuffer_entry
, entry
)
922 TRACE("Deleting renderbuffer %u.\n", entry
->id
);
923 context_gl_resource_released(device
, entry
->id
, TRUE
);
924 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &entry
->id
);
928 context_release(context
);
931 wined3d_texture_cleanup(&texture_gl
->t
);
932 wined3d_texture_gl_unload_texture(texture_gl
);
935 void wined3d_texture_set_swapchain(struct wined3d_texture
*texture
, struct wined3d_swapchain
*swapchain
)
937 texture
->swapchain
= swapchain
;
938 wined3d_resource_update_draw_binding(&texture
->resource
);
941 void wined3d_gl_texture_swizzle_from_color_fixup(GLint swizzle
[4], struct color_fixup_desc fixup
)
943 static const GLenum swizzle_source
[] =
945 GL_ZERO
, /* CHANNEL_SOURCE_ZERO */
946 GL_ONE
, /* CHANNEL_SOURCE_ONE */
947 GL_RED
, /* CHANNEL_SOURCE_X */
948 GL_GREEN
, /* CHANNEL_SOURCE_Y */
949 GL_BLUE
, /* CHANNEL_SOURCE_Z */
950 GL_ALPHA
, /* CHANNEL_SOURCE_W */
953 swizzle
[0] = swizzle_source
[fixup
.x_source
];
954 swizzle
[1] = swizzle_source
[fixup
.y_source
];
955 swizzle
[2] = swizzle_source
[fixup
.z_source
];
956 swizzle
[3] = swizzle_source
[fixup
.w_source
];
959 /* Context activation is done by the caller. */
960 void wined3d_texture_gl_bind(struct wined3d_texture_gl
*texture_gl
,
961 struct wined3d_context
*context
, BOOL srgb
)
963 const struct wined3d_format
*format
= texture_gl
->t
.resource
.format
;
964 const struct color_fixup_desc fixup
= format
->color_fixup
;
965 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
966 struct gl_texture
*gl_tex
;
969 TRACE("texture_gl %p, context %p, srgb %#x.\n", texture_gl
, context
, srgb
);
971 if (!needs_separate_srgb_gl_texture(context
, &texture_gl
->t
))
974 /* sRGB mode cache for preload() calls outside drawprim. */
976 texture_gl
->t
.flags
|= WINED3D_TEXTURE_IS_SRGB
;
978 texture_gl
->t
.flags
&= ~WINED3D_TEXTURE_IS_SRGB
;
980 gl_tex
= wined3d_texture_gl_get_gl_texture(texture_gl
, srgb
);
981 target
= texture_gl
->target
;
985 context_bind_texture(context
, target
, gl_tex
->name
);
989 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &gl_tex
->name
);
990 checkGLcall("glGenTextures");
991 TRACE("Generated texture %d.\n", gl_tex
->name
);
995 ERR("Failed to generate a texture name.\n");
999 /* Initialise the state of the texture object to the OpenGL defaults, not
1000 * the wined3d defaults. */
1001 gl_tex
->sampler_desc
.address_u
= WINED3D_TADDRESS_WRAP
;
1002 gl_tex
->sampler_desc
.address_v
= WINED3D_TADDRESS_WRAP
;
1003 gl_tex
->sampler_desc
.address_w
= WINED3D_TADDRESS_WRAP
;
1004 memset(gl_tex
->sampler_desc
.border_color
, 0, sizeof(gl_tex
->sampler_desc
.border_color
));
1005 gl_tex
->sampler_desc
.mag_filter
= WINED3D_TEXF_LINEAR
;
1006 gl_tex
->sampler_desc
.min_filter
= WINED3D_TEXF_POINT
; /* GL_NEAREST_MIPMAP_LINEAR */
1007 gl_tex
->sampler_desc
.mip_filter
= WINED3D_TEXF_LINEAR
; /* GL_NEAREST_MIPMAP_LINEAR */
1008 gl_tex
->sampler_desc
.lod_bias
= 0.0f
;
1009 gl_tex
->sampler_desc
.min_lod
= -1000.0f
;
1010 gl_tex
->sampler_desc
.max_lod
= 1000.0f
;
1011 gl_tex
->sampler_desc
.max_anisotropy
= 1;
1012 gl_tex
->sampler_desc
.compare
= FALSE
;
1013 gl_tex
->sampler_desc
.comparison_func
= WINED3D_CMP_LESSEQUAL
;
1014 if (context
->gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
1015 gl_tex
->sampler_desc
.srgb_decode
= TRUE
;
1017 gl_tex
->sampler_desc
.srgb_decode
= srgb
;
1018 gl_tex
->base_level
= 0;
1019 wined3d_texture_set_dirty(&texture_gl
->t
);
1021 context_bind_texture(context
, target
, gl_tex
->name
);
1023 /* For a new texture we have to set the texture levels after binding the
1024 * texture. Beware that texture rectangles do not support mipmapping, but
1025 * set the maxmiplevel if we're relying on the partial
1026 * GL_ARB_texture_non_power_of_two emulation with texture rectangles.
1027 * (I.e., do not care about cond_np2 here, just look for
1028 * GL_TEXTURE_RECTANGLE_ARB.) */
1029 if (target
!= GL_TEXTURE_RECTANGLE_ARB
)
1031 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture_gl
->t
.level_count
- 1);
1032 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, texture_gl
->t
.level_count
- 1);
1033 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)");
1036 if (target
== GL_TEXTURE_CUBE_MAP_ARB
)
1038 /* Cubemaps are always set to clamp, regardless of the sampler state. */
1039 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
1040 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
1041 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
1044 if (texture_gl
->t
.flags
& WINED3D_TEXTURE_COND_NP2
)
1046 /* Conditinal non power of two textures use a different clamping
1047 * default. If we're using the GL_WINE_normalized_texrect partial
1048 * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
1049 * has the address mode set to repeat - something that prevents us
1050 * from hitting the accelerated codepath. Thus manually set the GL
1051 * state. The same applies to filtering. Even if the texture has only
1052 * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
1053 * fallback on macos. */
1054 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
1055 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
1056 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1057 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1058 checkGLcall("glTexParameteri");
1059 gl_tex
->sampler_desc
.address_u
= WINED3D_TADDRESS_CLAMP
;
1060 gl_tex
->sampler_desc
.address_v
= WINED3D_TADDRESS_CLAMP
;
1061 gl_tex
->sampler_desc
.mag_filter
= WINED3D_TEXF_POINT
;
1062 gl_tex
->sampler_desc
.min_filter
= WINED3D_TEXF_POINT
;
1063 gl_tex
->sampler_desc
.mip_filter
= WINED3D_TEXF_NONE
;
1066 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] && gl_info
->supported
[ARB_DEPTH_TEXTURE
])
1068 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_DEPTH_TEXTURE_MODE_ARB
, GL_INTENSITY
);
1069 checkGLcall("glTexParameteri(GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY)");
1072 if (!is_identity_fixup(fixup
) && can_use_texture_swizzle(gl_info
, format
))
1076 wined3d_gl_texture_swizzle_from_color_fixup(swizzle
, fixup
);
1077 gl_info
->gl_ops
.gl
.p_glTexParameteriv(target
, GL_TEXTURE_SWIZZLE_RGBA
, swizzle
);
1078 checkGLcall("set format swizzle");
1082 /* Context activation is done by the caller. */
1083 void wined3d_texture_gl_bind_and_dirtify(struct wined3d_texture_gl
*texture_gl
,
1084 struct wined3d_context
*context
, BOOL srgb
)
1086 /* We don't need a specific texture unit, but after binding the texture
1087 * the current unit is dirty. Read the unit back instead of switching to
1088 * 0, this avoids messing around with the state manager's GL states. The
1089 * current texture unit should always be a valid one.
1091 * To be more specific, this is tricky because we can implicitly be
1092 * called from sampler() in state.c. This means we can't touch anything
1093 * other than whatever happens to be the currently active texture, or we
1094 * would risk marking already applied sampler states dirty again. */
1095 if (context
->active_texture
< ARRAY_SIZE(context
->rev_tex_unit_map
))
1097 DWORD active_sampler
= context
->rev_tex_unit_map
[context
->active_texture
];
1098 if (active_sampler
!= WINED3D_UNMAPPED_STAGE
)
1099 context_invalidate_state(context
, STATE_SAMPLER(active_sampler
));
1101 /* FIXME: Ideally we'd only do this when touching a binding that's used by
1103 context_invalidate_compute_state(context
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
1104 context_invalidate_state(context
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
1106 wined3d_texture_gl_bind(texture_gl
, context
, srgb
);
1109 /* Context activation is done by the caller (state handler). */
1110 /* This function relies on the correct texture being bound and loaded. */
1111 void wined3d_texture_gl_apply_sampler_desc(struct wined3d_texture_gl
*texture_gl
,
1112 const struct wined3d_sampler_desc
*sampler_desc
, const struct wined3d_context
*context
)
1114 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1115 GLenum target
= texture_gl
->target
;
1116 struct gl_texture
*gl_tex
;
1119 TRACE("texture_gl %p, sampler_desc %p, context %p.\n", texture_gl
, sampler_desc
, context
);
1121 gl_tex
= wined3d_texture_gl_get_gl_texture(texture_gl
, texture_gl
->t
.flags
& WINED3D_TEXTURE_IS_SRGB
);
1123 state
= sampler_desc
->address_u
;
1124 if (state
!= gl_tex
->sampler_desc
.address_u
)
1126 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_WRAP_S
,
1127 gl_info
->wrap_lookup
[state
- WINED3D_TADDRESS_WRAP
]);
1128 gl_tex
->sampler_desc
.address_u
= state
;
1131 state
= sampler_desc
->address_v
;
1132 if (state
!= gl_tex
->sampler_desc
.address_v
)
1134 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_WRAP_T
,
1135 gl_info
->wrap_lookup
[state
- WINED3D_TADDRESS_WRAP
]);
1136 gl_tex
->sampler_desc
.address_v
= state
;
1139 state
= sampler_desc
->address_w
;
1140 if (state
!= gl_tex
->sampler_desc
.address_w
)
1142 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_WRAP_R
,
1143 gl_info
->wrap_lookup
[state
- WINED3D_TADDRESS_WRAP
]);
1144 gl_tex
->sampler_desc
.address_w
= state
;
1147 if (memcmp(gl_tex
->sampler_desc
.border_color
, sampler_desc
->border_color
,
1148 sizeof(gl_tex
->sampler_desc
.border_color
)))
1150 gl_info
->gl_ops
.gl
.p_glTexParameterfv(target
, GL_TEXTURE_BORDER_COLOR
, &sampler_desc
->border_color
[0]);
1151 memcpy(gl_tex
->sampler_desc
.border_color
, sampler_desc
->border_color
,
1152 sizeof(gl_tex
->sampler_desc
.border_color
));
1155 state
= sampler_desc
->mag_filter
;
1156 if (state
!= gl_tex
->sampler_desc
.mag_filter
)
1158 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_MAG_FILTER
, wined3d_gl_mag_filter(state
));
1159 gl_tex
->sampler_desc
.mag_filter
= state
;
1162 if (sampler_desc
->min_filter
!= gl_tex
->sampler_desc
.min_filter
1163 || sampler_desc
->mip_filter
!= gl_tex
->sampler_desc
.mip_filter
)
1165 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_MIN_FILTER
,
1166 wined3d_gl_min_mip_filter(sampler_desc
->min_filter
, sampler_desc
->mip_filter
));
1167 gl_tex
->sampler_desc
.min_filter
= sampler_desc
->min_filter
;
1168 gl_tex
->sampler_desc
.mip_filter
= sampler_desc
->mip_filter
;
1171 state
= sampler_desc
->max_anisotropy
;
1172 if (state
!= gl_tex
->sampler_desc
.max_anisotropy
)
1174 if (gl_info
->supported
[ARB_TEXTURE_FILTER_ANISOTROPIC
])
1175 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_MAX_ANISOTROPY
, state
);
1177 WARN("Anisotropic filtering not supported.\n");
1178 gl_tex
->sampler_desc
.max_anisotropy
= state
;
1181 if (!sampler_desc
->srgb_decode
!= !gl_tex
->sampler_desc
.srgb_decode
1182 && (context
->d3d_info
->wined3d_creation_flags
& WINED3D_SRGB_READ_WRITE_CONTROL
)
1183 && gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
1185 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_SRGB_DECODE_EXT
,
1186 sampler_desc
->srgb_decode
? GL_DECODE_EXT
: GL_SKIP_DECODE_EXT
);
1187 gl_tex
->sampler_desc
.srgb_decode
= sampler_desc
->srgb_decode
;
1190 if (!sampler_desc
->compare
!= !gl_tex
->sampler_desc
.compare
)
1192 if (sampler_desc
->compare
)
1193 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_COMPARE_MODE_ARB
, GL_COMPARE_R_TO_TEXTURE_ARB
);
1195 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_COMPARE_MODE_ARB
, GL_NONE
);
1196 gl_tex
->sampler_desc
.compare
= sampler_desc
->compare
;
1199 checkGLcall("Texture parameter application");
1201 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
1203 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
1204 GL_TEXTURE_LOD_BIAS_EXT
, sampler_desc
->lod_bias
);
1205 checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
1209 ULONG CDECL
wined3d_texture_incref(struct wined3d_texture
*texture
)
1213 TRACE("texture %p, swapchain %p.\n", texture
, texture
->swapchain
);
1215 if (texture
->swapchain
)
1216 return wined3d_swapchain_incref(texture
->swapchain
);
1218 refcount
= InterlockedIncrement(&texture
->resource
.ref
);
1219 TRACE("%p increasing refcount to %u.\n", texture
, refcount
);
1224 static void wined3d_texture_cleanup_sync(struct wined3d_texture
*texture
)
1226 wined3d_texture_sub_resources_destroyed(texture
);
1227 resource_cleanup(&texture
->resource
);
1228 wined3d_resource_wait_idle(&texture
->resource
);
1229 wined3d_texture_cleanup(texture
);
1232 static void wined3d_texture_destroy_object(void *object
)
1234 struct wined3d_texture_gl
*texture_gl
= wined3d_texture_gl(object
);
1236 wined3d_texture_gl_cleanup(texture_gl
);
1237 heap_free(texture_gl
);
1240 ULONG CDECL
wined3d_texture_decref(struct wined3d_texture
*texture
)
1244 TRACE("texture %p, swapchain %p.\n", texture
, texture
->swapchain
);
1246 if (texture
->swapchain
)
1247 return wined3d_swapchain_decref(texture
->swapchain
);
1249 refcount
= InterlockedDecrement(&texture
->resource
.ref
);
1250 TRACE("%p decreasing refcount to %u.\n", texture
, refcount
);
1254 /* Wait for the texture to become idle if it's using user memory,
1255 * since the application is allowed to free that memory once the
1256 * texture is destroyed. Note that this implies that
1257 * wined3d_texture_destroy_object() can't access that memory either. */
1258 if (texture
->user_memory
)
1259 wined3d_resource_wait_idle(&texture
->resource
);
1260 wined3d_texture_sub_resources_destroyed(texture
);
1261 texture
->resource
.parent_ops
->wined3d_object_destroyed(texture
->resource
.parent
);
1262 resource_cleanup(&texture
->resource
);
1263 wined3d_cs_destroy_object(texture
->resource
.device
->cs
, wined3d_texture_destroy_object
, texture
);
1269 struct wined3d_resource
* CDECL
wined3d_texture_get_resource(struct wined3d_texture
*texture
)
1271 TRACE("texture %p.\n", texture
);
1273 return &texture
->resource
;
1276 static BOOL
color_key_equal(const struct wined3d_color_key
*c1
, struct wined3d_color_key
*c2
)
1278 return c1
->color_space_low_value
== c2
->color_space_low_value
1279 && c1
->color_space_high_value
== c2
->color_space_high_value
;
1282 /* Context activation is done by the caller */
1283 void wined3d_texture_load(struct wined3d_texture
*texture
,
1284 struct wined3d_context
*context
, BOOL srgb
)
1286 UINT sub_count
= texture
->level_count
* texture
->layer_count
;
1287 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
1291 TRACE("texture %p, context %p, srgb %#x.\n", texture
, context
, srgb
);
1293 if (!needs_separate_srgb_gl_texture(context
, texture
))
1297 flag
= WINED3D_TEXTURE_SRGB_VALID
;
1299 flag
= WINED3D_TEXTURE_RGB_VALID
;
1301 if (!d3d_info
->shader_color_key
1302 && (!(texture
->async
.flags
& WINED3D_TEXTURE_ASYNC_COLOR_KEY
)
1303 != !(texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1304 || (texture
->async
.flags
& WINED3D_TEXTURE_ASYNC_COLOR_KEY
1305 && !color_key_equal(&texture
->async
.gl_color_key
, &texture
->async
.src_blt_color_key
))))
1307 unsigned int sub_count
= texture
->level_count
* texture
->layer_count
;
1310 TRACE("Reloading because of color key value change.\n");
1311 for (i
= 0; i
< sub_count
; i
++)
1313 if (!wined3d_texture_load_location(texture
, i
, context
, texture
->resource
.map_binding
))
1314 ERR("Failed to load location %s.\n", wined3d_debug_location(texture
->resource
.map_binding
));
1316 wined3d_texture_invalidate_location(texture
, i
, ~texture
->resource
.map_binding
);
1319 texture
->async
.gl_color_key
= texture
->async
.src_blt_color_key
;
1322 if (texture
->flags
& flag
)
1324 TRACE("Texture %p not dirty, nothing to do.\n", texture
);
1328 /* Reload the surfaces if the texture is marked dirty. */
1329 for (i
= 0; i
< sub_count
; ++i
)
1331 if (!wined3d_texture_load_location(texture
, i
, context
,
1332 srgb
? WINED3D_LOCATION_TEXTURE_SRGB
: WINED3D_LOCATION_TEXTURE_RGB
))
1333 ERR("Failed to load location (srgb %#x).\n", srgb
);
1335 texture
->flags
|= flag
;
1338 void * CDECL
wined3d_texture_get_parent(const struct wined3d_texture
*texture
)
1340 TRACE("texture %p.\n", texture
);
1342 return texture
->resource
.parent
;
1345 HRESULT
wined3d_texture_check_box_dimensions(const struct wined3d_texture
*texture
,
1346 unsigned int level
, const struct wined3d_box
*box
)
1348 const struct wined3d_format
*format
= texture
->resource
.format
;
1349 unsigned int width_mask
, height_mask
, width
, height
, depth
;
1351 width
= wined3d_texture_get_level_width(texture
, level
);
1352 height
= wined3d_texture_get_level_height(texture
, level
);
1353 depth
= wined3d_texture_get_level_depth(texture
, level
);
1355 if (box
->left
>= box
->right
|| box
->right
> width
1356 || box
->top
>= box
->bottom
|| box
->bottom
> height
1357 || box
->front
>= box
->back
|| box
->back
> depth
)
1359 WARN("Box %s is invalid.\n", debug_box(box
));
1360 return WINEDDERR_INVALIDRECT
;
1363 if (texture
->resource
.format_flags
& WINED3DFMT_FLAG_BLOCKS
)
1365 /* This assumes power of two block sizes, but NPOT block sizes would
1368 * This also assumes that the format's block depth is 1. */
1369 width_mask
= format
->block_width
- 1;
1370 height_mask
= format
->block_height
- 1;
1372 if ((box
->left
& width_mask
) || (box
->top
& height_mask
)
1373 || (box
->right
& width_mask
&& box
->right
!= width
)
1374 || (box
->bottom
& height_mask
&& box
->bottom
!= height
))
1376 WARN("Box %s is misaligned for %ux%u blocks.\n",
1377 debug_box(box
), format
->block_width
, format
->block_height
);
1378 return WINED3DERR_INVALIDCALL
;
1385 void CDECL
wined3d_texture_get_pitch(const struct wined3d_texture
*texture
,
1386 unsigned int level
, unsigned int *row_pitch
, unsigned int *slice_pitch
)
1388 const struct wined3d_resource
*resource
= &texture
->resource
;
1389 unsigned int width
= wined3d_texture_get_level_width(texture
, level
);
1390 unsigned int height
= wined3d_texture_get_level_height(texture
, level
);
1392 if (texture
->row_pitch
)
1394 *row_pitch
= texture
->row_pitch
;
1395 *slice_pitch
= texture
->slice_pitch
;
1399 wined3d_format_calculate_pitch(resource
->format
, resource
->device
->surface_alignment
,
1400 width
, height
, row_pitch
, slice_pitch
);
1403 DWORD CDECL
wined3d_texture_set_lod(struct wined3d_texture
*texture
, DWORD lod
)
1405 struct wined3d_resource
*resource
;
1406 DWORD old
= texture
->lod
;
1408 TRACE("texture %p, lod %u.\n", texture
, lod
);
1410 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
1411 * textures. The call always returns 0, and GetLOD always returns 0. */
1412 resource
= &texture
->resource
;
1413 if (!wined3d_resource_access_is_managed(resource
->access
))
1415 TRACE("Ignoring LOD on texture with resource access %s.\n",
1416 wined3d_debug_resource_access(resource
->access
));
1420 if (lod
>= texture
->level_count
)
1421 lod
= texture
->level_count
- 1;
1423 if (texture
->lod
!= lod
)
1425 struct wined3d_device
*device
= resource
->device
;
1427 wined3d_resource_wait_idle(resource
);
1430 wined3d_texture_gl(texture
)->texture_rgb
.base_level
= ~0u;
1431 wined3d_texture_gl(texture
)->texture_srgb
.base_level
= ~0u;
1432 if (resource
->bind_count
)
1433 wined3d_cs_emit_set_sampler_state(device
->cs
, texture
->sampler
, WINED3D_SAMP_MAX_MIP_LEVEL
,
1434 device
->state
.sampler_states
[texture
->sampler
][WINED3D_SAMP_MAX_MIP_LEVEL
]);
1440 DWORD CDECL
wined3d_texture_get_lod(const struct wined3d_texture
*texture
)
1442 TRACE("texture %p, returning %u.\n", texture
, texture
->lod
);
1444 return texture
->lod
;
1447 DWORD CDECL
wined3d_texture_get_level_count(const struct wined3d_texture
*texture
)
1449 TRACE("texture %p, returning %u.\n", texture
, texture
->level_count
);
1451 return texture
->level_count
;
1454 HRESULT CDECL
wined3d_texture_set_color_key(struct wined3d_texture
*texture
,
1455 DWORD flags
, const struct wined3d_color_key
*color_key
)
1457 struct wined3d_device
*device
= texture
->resource
.device
;
1458 static const DWORD all_flags
= WINED3D_CKEY_DST_BLT
| WINED3D_CKEY_DST_OVERLAY
1459 | WINED3D_CKEY_SRC_BLT
| WINED3D_CKEY_SRC_OVERLAY
;
1461 TRACE("texture %p, flags %#x, color_key %p.\n", texture
, flags
, color_key
);
1463 if (flags
& ~all_flags
)
1465 WARN("Invalid flags passed, returning WINED3DERR_INVALIDCALL.\n");
1466 return WINED3DERR_INVALIDCALL
;
1469 wined3d_cs_emit_set_color_key(device
->cs
, texture
, flags
, color_key
);
1474 /* In D3D the depth stencil dimensions have to be greater than or equal to the
1475 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
1476 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
1477 /* Context activation is done by the caller. */
1478 void wined3d_texture_gl_set_compatible_renderbuffer(struct wined3d_texture_gl
*texture_gl
,
1479 struct wined3d_context
*context
, unsigned int level
, const struct wined3d_rendertarget_info
*rt
)
1481 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1482 struct wined3d_renderbuffer_entry
*entry
;
1483 unsigned int src_width
, src_height
;
1484 unsigned int width
, height
;
1485 GLuint renderbuffer
= 0;
1487 if (gl_info
->supported
[ARB_FRAMEBUFFER_OBJECT
])
1490 if (rt
&& rt
->resource
->format
->id
!= WINED3DFMT_NULL
)
1492 struct wined3d_texture
*rt_texture
;
1493 unsigned int rt_level
;
1495 if (rt
->resource
->type
== WINED3D_RTYPE_BUFFER
)
1497 FIXME("Unsupported resource type %s.\n", debug_d3dresourcetype(rt
->resource
->type
));
1500 rt_texture
= wined3d_texture_from_resource(rt
->resource
);
1501 rt_level
= rt
->sub_resource_idx
% rt_texture
->level_count
;
1503 width
= wined3d_texture_get_level_pow2_width(rt_texture
, rt_level
);
1504 height
= wined3d_texture_get_level_pow2_height(rt_texture
, rt_level
);
1508 width
= wined3d_texture_get_level_pow2_width(&texture_gl
->t
, level
);
1509 height
= wined3d_texture_get_level_pow2_height(&texture_gl
->t
, level
);
1512 src_width
= wined3d_texture_get_level_pow2_width(&texture_gl
->t
, level
);
1513 src_height
= wined3d_texture_get_level_pow2_height(&texture_gl
->t
, level
);
1515 /* A depth stencil smaller than the render target is not valid */
1516 if (width
> src_width
|| height
> src_height
)
1519 /* Remove any renderbuffer set if the sizes match */
1520 if (width
== src_width
&& height
== src_height
)
1522 texture_gl
->current_renderbuffer
= NULL
;
1526 /* Look if we've already got a renderbuffer of the correct dimensions */
1527 LIST_FOR_EACH_ENTRY(entry
, &texture_gl
->renderbuffers
, struct wined3d_renderbuffer_entry
, entry
)
1529 if (entry
->width
== width
&& entry
->height
== height
)
1531 renderbuffer
= entry
->id
;
1532 texture_gl
->current_renderbuffer
= entry
;
1539 const struct wined3d_format_gl
*format_gl
;
1541 format_gl
= wined3d_format_gl(texture_gl
->t
.resource
.format
);
1542 gl_info
->fbo_ops
.glGenRenderbuffers(1, &renderbuffer
);
1543 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, renderbuffer
);
1544 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, format_gl
->internal
, width
, height
);
1546 entry
= heap_alloc(sizeof(*entry
));
1547 entry
->width
= width
;
1548 entry
->height
= height
;
1549 entry
->id
= renderbuffer
;
1550 list_add_head(&texture_gl
->renderbuffers
, &entry
->entry
);
1552 texture_gl
->current_renderbuffer
= entry
;
1555 checkGLcall("set compatible renderbuffer");
1558 HRESULT CDECL
wined3d_texture_update_desc(struct wined3d_texture
*texture
, UINT width
, UINT height
,
1559 enum wined3d_format_id format_id
, enum wined3d_multisample_type multisample_type
,
1560 UINT multisample_quality
, void *mem
, UINT pitch
)
1562 struct wined3d_texture_sub_resource
*sub_resource
;
1563 const struct wined3d_d3d_info
*d3d_info
;
1564 const struct wined3d_gl_info
*gl_info
;
1565 const struct wined3d_format
*format
;
1566 struct wined3d_device
*device
;
1567 unsigned int resource_size
;
1568 DWORD valid_location
= 0;
1569 BOOL create_dib
= FALSE
;
1571 TRACE("texture %p, width %u, height %u, format %s, multisample_type %#x, multisample_quality %u, "
1572 "mem %p, pitch %u.\n",
1573 texture
, width
, height
, debug_d3dformat(format_id
), multisample_type
, multisample_quality
, mem
, pitch
);
1575 device
= texture
->resource
.device
;
1576 gl_info
= &device
->adapter
->gl_info
;
1577 d3d_info
= &device
->adapter
->d3d_info
;
1578 format
= wined3d_get_format(device
->adapter
, format_id
, texture
->resource
.usage
);
1579 resource_size
= wined3d_format_calculate_size(format
, device
->surface_alignment
, width
, height
, 1);
1582 return WINED3DERR_INVALIDCALL
;
1584 if (texture
->level_count
* texture
->layer_count
> 1)
1586 WARN("Texture has multiple sub-resources, not supported.\n");
1587 return WINED3DERR_INVALIDCALL
;
1590 if (texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
)
1592 WARN("Not supported on %s.\n", debug_d3dresourcetype(texture
->resource
.type
));
1593 return WINED3DERR_INVALIDCALL
;
1596 if (texture
->resource
.map_count
)
1598 WARN("Texture is mapped.\n");
1599 return WINED3DERR_INVALIDCALL
;
1602 /* We have no way of supporting a pitch that is not a multiple of the pixel
1603 * byte width short of uploading the texture row-by-row.
1604 * Fortunately that's not an issue since D3D9Ex doesn't allow a custom pitch
1605 * for user-memory textures (it always expects packed data) while DirectDraw
1606 * requires a 4-byte aligned pitch and doesn't support texture formats
1607 * larger than 4 bytes per pixel nor any format using 3 bytes per pixel.
1608 * This check is here to verify that the assumption holds. */
1609 if (pitch
% texture
->resource
.format
->byte_count
)
1611 WARN("Pitch unsupported, not a multiple of the texture format byte width.\n");
1612 return WINED3DERR_INVALIDCALL
;
1615 if (device
->d3d_initialized
)
1616 wined3d_cs_emit_unload_resource(device
->cs
, &texture
->resource
);
1617 wined3d_resource_wait_idle(&texture
->resource
);
1619 sub_resource
= &texture
->sub_resources
[0];
1620 if (texture
->dc_info
&& texture
->dc_info
[0].dc
)
1622 struct wined3d_texture_idx texture_idx
= {texture
, 0};
1624 wined3d_cs_destroy_object(device
->cs
, wined3d_texture_destroy_dc
, &texture_idx
);
1625 device
->cs
->ops
->finish(device
->cs
, WINED3D_CS_QUEUE_DEFAULT
);
1629 wined3d_resource_free_sysmem(&texture
->resource
);
1631 if ((texture
->row_pitch
= pitch
))
1632 texture
->slice_pitch
= height
* pitch
;
1634 /* User memory surfaces don't have the regular surface alignment. */
1635 wined3d_format_calculate_pitch(format
, 1, width
, height
,
1636 &texture
->row_pitch
, &texture
->slice_pitch
);
1638 texture
->resource
.format
= format
;
1639 texture
->resource
.multisample_type
= multisample_type
;
1640 texture
->resource
.multisample_quality
= multisample_quality
;
1641 texture
->resource
.width
= width
;
1642 texture
->resource
.height
= height
;
1643 texture
->resource
.size
= texture
->slice_pitch
;
1644 sub_resource
->size
= texture
->slice_pitch
;
1645 sub_resource
->locations
= WINED3D_LOCATION_DISCARDED
;
1647 if (multisample_type
&& gl_info
->supported
[ARB_TEXTURE_MULTISAMPLE
])
1648 wined3d_texture_gl(texture
)->target
= GL_TEXTURE_2D_MULTISAMPLE
;
1650 wined3d_texture_gl(texture
)->target
= GL_TEXTURE_2D
;
1652 if (((width
& (width
- 1)) || (height
& (height
- 1))) && !d3d_info
->texture_npot
1653 && !d3d_info
->texture_npot_conditional
)
1655 texture
->flags
|= WINED3D_TEXTURE_COND_NP2_EMULATED
;
1656 texture
->pow2_width
= texture
->pow2_height
= 1;
1657 while (texture
->pow2_width
< width
)
1658 texture
->pow2_width
<<= 1;
1659 while (texture
->pow2_height
< height
)
1660 texture
->pow2_height
<<= 1;
1664 texture
->flags
&= ~WINED3D_TEXTURE_COND_NP2_EMULATED
;
1665 texture
->pow2_width
= width
;
1666 texture
->pow2_height
= height
;
1669 if ((texture
->user_memory
= mem
))
1671 texture
->resource
.map_binding
= WINED3D_LOCATION_USER_MEMORY
;
1672 valid_location
= WINED3D_LOCATION_USER_MEMORY
;
1676 wined3d_texture_prepare_location(texture
, 0, NULL
, WINED3D_LOCATION_SYSMEM
);
1677 valid_location
= WINED3D_LOCATION_SYSMEM
;
1680 /* The format might be changed to a format that needs conversion.
1681 * If the surface didn't use PBOs previously but could now, don't
1682 * change it - whatever made us not use PBOs might come back, e.g.
1684 if (texture
->resource
.map_binding
== WINED3D_LOCATION_BUFFER
&& !wined3d_texture_use_pbo(texture
, gl_info
))
1685 texture
->resource
.map_binding
= WINED3D_LOCATION_SYSMEM
;
1687 wined3d_texture_validate_location(texture
, 0, valid_location
);
1688 wined3d_texture_invalidate_location(texture
, 0, ~valid_location
);
1692 struct wined3d_texture_idx texture_idx
= {texture
, 0};
1694 wined3d_cs_init_object(device
->cs
, wined3d_texture_create_dc
, &texture_idx
);
1695 device
->cs
->ops
->finish(device
->cs
, WINED3D_CS_QUEUE_DEFAULT
);
1701 /* Context activation is done by the caller. */
1702 static void wined3d_texture_prepare_buffer_object(struct wined3d_texture
*texture
,
1703 unsigned int sub_resource_idx
, const struct wined3d_gl_info
*gl_info
)
1705 struct wined3d_texture_sub_resource
*sub_resource
;
1707 sub_resource
= &texture
->sub_resources
[sub_resource_idx
];
1708 if (sub_resource
->buffer_object
)
1711 GL_EXTCALL(glGenBuffers(1, &sub_resource
->buffer_object
));
1712 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER
, sub_resource
->buffer_object
));
1713 GL_EXTCALL(glBufferData(GL_PIXEL_UNPACK_BUFFER
, sub_resource
->size
, NULL
, GL_STREAM_DRAW
));
1714 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER
, 0));
1715 checkGLcall("Create buffer object");
1717 TRACE("Created buffer object %u for texture %p, sub-resource %u.\n",
1718 sub_resource
->buffer_object
, texture
, sub_resource_idx
);
1721 static void wined3d_texture_force_reload(struct wined3d_texture
*texture
)
1723 unsigned int sub_count
= texture
->level_count
* texture
->layer_count
;
1726 texture
->flags
&= ~(WINED3D_TEXTURE_RGB_ALLOCATED
| WINED3D_TEXTURE_SRGB_ALLOCATED
1727 | WINED3D_TEXTURE_CONVERTED
);
1728 texture
->async
.flags
&= ~WINED3D_TEXTURE_ASYNC_COLOR_KEY
;
1729 for (i
= 0; i
< sub_count
; ++i
)
1731 wined3d_texture_invalidate_location(texture
, i
,
1732 WINED3D_LOCATION_TEXTURE_RGB
| WINED3D_LOCATION_TEXTURE_SRGB
);
1736 /* Context activation is done by the caller. */
1737 void wined3d_texture_prepare_texture(struct wined3d_texture
*texture
, struct wined3d_context
*context
, BOOL srgb
)
1739 DWORD alloc_flag
= srgb
? WINED3D_TEXTURE_SRGB_ALLOCATED
: WINED3D_TEXTURE_RGB_ALLOCATED
;
1740 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
1741 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1742 struct wined3d_resource
*resource
= &texture
->resource
;
1743 const struct wined3d_device
*device
= resource
->device
;
1744 const struct wined3d_format
*format
= resource
->format
;
1745 const struct wined3d_color_key_conversion
*conversion
;
1746 const struct wined3d_format_gl
*format_gl
;
1749 TRACE("texture %p, context %p, format %s.\n", texture
, context
, debug_d3dformat(format
->id
));
1751 if (!d3d_info
->shader_color_key
1752 && !(texture
->async
.flags
& WINED3D_TEXTURE_ASYNC_COLOR_KEY
)
1753 != !(texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
))
1755 wined3d_texture_force_reload(texture
);
1757 if (texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
)
1758 texture
->async
.flags
|= WINED3D_TEXTURE_ASYNC_COLOR_KEY
;
1761 if (texture
->flags
& alloc_flag
)
1764 if (resource
->format_flags
& WINED3DFMT_FLAG_DECOMPRESS
)
1766 TRACE("WINED3DFMT_FLAG_DECOMPRESS set.\n");
1767 texture
->flags
|= WINED3D_TEXTURE_CONVERTED
;
1768 format
= wined3d_resource_get_decompress_format(resource
);
1770 else if (format
->conv_byte_count
)
1772 texture
->flags
|= WINED3D_TEXTURE_CONVERTED
;
1774 else if ((conversion
= wined3d_format_get_color_key_conversion(texture
, TRUE
)))
1776 texture
->flags
|= WINED3D_TEXTURE_CONVERTED
;
1777 format
= wined3d_get_format(device
->adapter
, conversion
->dst_format
, resource
->usage
);
1778 TRACE("Using format %s for color key conversion.\n", debug_d3dformat(format
->id
));
1780 format_gl
= wined3d_format_gl(format
);
1782 wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture
), context
, srgb
);
1785 internal
= format_gl
->srgb_internal
;
1786 else if (resource
->usage
& WINED3DUSAGE_RENDERTARGET
&& wined3d_resource_is_offscreen(resource
))
1787 internal
= format_gl
->rt_internal
;
1789 internal
= format_gl
->internal
;
1792 FIXME("No GL internal format for format %s.\n", debug_d3dformat(format
->id
));
1794 TRACE("internal %#x, format %#x, type %#x.\n", internal
, format_gl
->format
, format_gl
->type
);
1796 if (wined3d_texture_use_immutable_storage(texture
, gl_info
))
1797 wined3d_texture_gl_allocate_immutable_storage(wined3d_texture_gl(texture
), internal
, gl_info
);
1799 wined3d_texture_gl_allocate_mutable_storage(wined3d_texture_gl(texture
), internal
, format_gl
, gl_info
);
1800 texture
->flags
|= alloc_flag
;
1803 static void wined3d_texture_gl_prepare_rb(struct wined3d_texture_gl
*texture_gl
,
1804 const struct wined3d_gl_info
*gl_info
, BOOL multisample
)
1806 const struct wined3d_format_gl
*format_gl
;
1808 format_gl
= wined3d_format_gl(texture_gl
->t
.resource
.format
);
1813 if (texture_gl
->rb_multisample
)
1816 samples
= wined3d_texture_get_gl_sample_count(&texture_gl
->t
);
1818 gl_info
->fbo_ops
.glGenRenderbuffers(1, &texture_gl
->rb_multisample
);
1819 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, texture_gl
->rb_multisample
);
1820 gl_info
->fbo_ops
.glRenderbufferStorageMultisample(GL_RENDERBUFFER
, samples
,
1821 format_gl
->internal
, texture_gl
->t
.resource
.width
, texture_gl
->t
.resource
.height
);
1822 checkGLcall("glRenderbufferStorageMultisample()");
1823 TRACE("Created multisample rb %u.\n", texture_gl
->rb_multisample
);
1827 if (texture_gl
->rb_resolved
)
1830 gl_info
->fbo_ops
.glGenRenderbuffers(1, &texture_gl
->rb_resolved
);
1831 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, texture_gl
->rb_resolved
);
1832 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, format_gl
->internal
,
1833 texture_gl
->t
.resource
.width
, texture_gl
->t
.resource
.height
);
1834 checkGLcall("glRenderbufferStorage()");
1835 TRACE("Created resolved rb %u.\n", texture_gl
->rb_resolved
);
1839 /* Context activation is done by the caller. Context may be NULL in
1840 * WINED3D_NO3D mode. */
1841 BOOL
wined3d_texture_prepare_location(struct wined3d_texture
*texture
, unsigned int sub_resource_idx
,
1842 struct wined3d_context
*context
, DWORD location
)
1846 case WINED3D_LOCATION_SYSMEM
:
1847 if (texture
->resource
.heap_memory
)
1850 if (!wined3d_resource_allocate_sysmem(&texture
->resource
))
1854 case WINED3D_LOCATION_USER_MEMORY
:
1855 if (!texture
->user_memory
)
1856 ERR("Map binding is set to WINED3D_LOCATION_USER_MEMORY but surface->user_memory is NULL.\n");
1859 case WINED3D_LOCATION_BUFFER
:
1860 wined3d_texture_prepare_buffer_object(texture
, sub_resource_idx
, context
->gl_info
);
1863 case WINED3D_LOCATION_TEXTURE_RGB
:
1864 wined3d_texture_prepare_texture(texture
, context
, FALSE
);
1867 case WINED3D_LOCATION_TEXTURE_SRGB
:
1868 wined3d_texture_prepare_texture(texture
, context
, TRUE
);
1871 case WINED3D_LOCATION_DRAWABLE
:
1872 if (!texture
->swapchain
&& wined3d_settings
.offscreen_rendering_mode
!= ORM_BACKBUFFER
)
1873 ERR("Texture %p does not have a drawable.\n", texture
);
1876 case WINED3D_LOCATION_RB_MULTISAMPLE
:
1877 wined3d_texture_gl_prepare_rb(wined3d_texture_gl(texture
), context
->gl_info
, TRUE
);
1880 case WINED3D_LOCATION_RB_RESOLVED
:
1881 wined3d_texture_gl_prepare_rb(wined3d_texture_gl(texture
), context
->gl_info
, FALSE
);
1885 ERR("Invalid location %s.\n", wined3d_debug_location(location
));
1890 static struct wined3d_texture_sub_resource
*wined3d_texture_get_sub_resource(struct wined3d_texture
*texture
,
1891 unsigned int sub_resource_idx
)
1893 UINT sub_count
= texture
->level_count
* texture
->layer_count
;
1895 TRACE("texture %p, sub_resource_idx %u.\n", texture
, sub_resource_idx
);
1897 if (sub_resource_idx
>= sub_count
)
1899 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx
, sub_count
);
1903 return &texture
->sub_resources
[sub_resource_idx
];
1906 HRESULT CDECL
wined3d_texture_add_dirty_region(struct wined3d_texture
*texture
,
1907 UINT layer
, const struct wined3d_box
*dirty_region
)
1909 TRACE("texture %p, layer %u, dirty_region %s.\n", texture
, layer
, debug_box(dirty_region
));
1911 if (layer
>= texture
->layer_count
)
1913 WARN("Invalid layer %u specified.\n", layer
);
1914 return WINED3DERR_INVALIDCALL
;
1918 FIXME("Ignoring dirty_region %s.\n", debug_box(dirty_region
));
1920 wined3d_cs_emit_add_dirty_texture_region(texture
->resource
.device
->cs
, texture
, layer
);
1925 /* This call just uploads data, the caller is responsible for binding the
1926 * correct texture. */
1927 /* Context activation is done by the caller. */
1928 void wined3d_texture_upload_data(struct wined3d_texture
*texture
, unsigned int sub_resource_idx
,
1929 struct wined3d_context
*context
, const struct wined3d_format
*format
, const struct wined3d_box
*src_box
,
1930 const struct wined3d_const_bo_address
*data
, unsigned int src_row_pitch
, unsigned int src_slice_pitch
,
1931 unsigned int dst_x
, unsigned int dst_y
, unsigned int dst_z
, BOOL srgb
)
1933 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1934 unsigned int update_w
= src_box
->right
- src_box
->left
;
1935 unsigned int update_h
= src_box
->bottom
- src_box
->top
;
1936 unsigned int update_d
= src_box
->back
- src_box
->front
;
1937 const struct wined3d_format_gl
*format_gl
;
1938 struct wined3d_bo_address bo
;
1939 void *converted_mem
= NULL
;
1940 struct wined3d_format_gl f
;
1945 TRACE("texture %p, sub_resource_idx %u, context %p, format %s, src_box %s, data %s, "
1946 "src_row_pitch %#x, src_slice_pitch %#x, dst_x %u, dst_y %u, dst_z %u, srgb %#x.\n",
1947 texture
, sub_resource_idx
, context
, debug_d3dformat(format
->id
), debug_box(src_box
),
1948 debug_const_bo_address(data
), src_row_pitch
, src_slice_pitch
, dst_x
, dst_y
, dst_z
, srgb
);
1950 if (texture
->sub_resources
[sub_resource_idx
].map_count
)
1952 WARN("Uploading a texture that is currently mapped, setting WINED3D_TEXTURE_PIN_SYSMEM.\n");
1953 texture
->flags
|= WINED3D_TEXTURE_PIN_SYSMEM
;
1956 if (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_HEIGHT_SCALE
)
1958 update_h
*= format
->height_scale
.numerator
;
1959 update_h
/= format
->height_scale
.denominator
;
1962 target
= wined3d_texture_gl_get_sub_resource_target(wined3d_texture_gl(texture
), sub_resource_idx
);
1963 level
= sub_resource_idx
% texture
->level_count
;
1967 case GL_TEXTURE_1D_ARRAY
:
1968 dst_y
= sub_resource_idx
/ texture
->level_count
;
1971 case GL_TEXTURE_2D_ARRAY
:
1972 dst_z
= sub_resource_idx
/ texture
->level_count
;
1975 case GL_TEXTURE_2D_MULTISAMPLE
:
1976 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY
:
1977 FIXME("Not supported for multisample textures.\n");
1981 bo
.buffer_object
= data
->buffer_object
;
1982 bo
.addr
= (BYTE
*)data
->addr
+ src_box
->front
* src_slice_pitch
;
1983 if (texture
->resource
.format_flags
& WINED3DFMT_FLAG_BLOCKS
)
1985 bo
.addr
+= (src_box
->top
/ format
->block_height
) * src_row_pitch
;
1986 bo
.addr
+= (src_box
->left
/ format
->block_width
) * format
->block_byte_count
;
1990 bo
.addr
+= src_box
->top
* src_row_pitch
;
1991 bo
.addr
+= src_box
->left
* format
->byte_count
;
1994 decompress
= texture
->resource
.format_flags
& WINED3DFMT_FLAG_DECOMPRESS
;
1995 if (format
->upload
|| decompress
)
1997 const struct wined3d_format
*compressed_format
= format
;
1998 unsigned int dst_row_pitch
, dst_slice_pitch
;
2003 format
= wined3d_resource_get_decompress_format(&texture
->resource
);
2007 if (texture
->resource
.format_flags
& WINED3DFMT_FLAG_BLOCKS
)
2008 ERR("Converting a block-based format.\n");
2010 f
= *wined3d_format_gl(format
);
2011 f
.f
.byte_count
= format
->conv_byte_count
;
2015 wined3d_format_calculate_pitch(format
, 1, update_w
, update_h
, &dst_row_pitch
, &dst_slice_pitch
);
2017 /* Note that uploading 3D textures may require quite some address
2018 * space; it may make sense to upload them per-slice instead. */
2019 if (!(converted_mem
= heap_calloc(update_d
, dst_slice_pitch
)))
2021 ERR("Failed to allocate upload buffer.\n");
2025 src_mem
= context_map_bo_address(context
, &bo
, src_slice_pitch
,
2026 GL_PIXEL_UNPACK_BUFFER
, WINED3D_MAP_READ
);
2028 compressed_format
->decompress(src_mem
, converted_mem
, src_row_pitch
, src_slice_pitch
,
2029 dst_row_pitch
, dst_slice_pitch
, update_w
, update_h
, update_d
);
2031 format
->upload(src_mem
, converted_mem
, src_row_pitch
, src_slice_pitch
,
2032 dst_row_pitch
, dst_slice_pitch
, update_w
, update_h
, update_d
);
2033 context_unmap_bo_address(context
, &bo
, GL_PIXEL_UNPACK_BUFFER
);
2035 bo
.buffer_object
= 0;
2036 bo
.addr
= converted_mem
;
2037 src_row_pitch
= dst_row_pitch
;
2038 src_slice_pitch
= dst_slice_pitch
;
2041 if (bo
.buffer_object
)
2043 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER
, bo
.buffer_object
));
2044 checkGLcall("glBindBuffer");
2047 format_gl
= wined3d_format_gl(format
);
2048 if (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_COMPRESSED
)
2050 unsigned int dst_row_pitch
, dst_slice_pitch
;
2051 const BYTE
*addr
= bo
.addr
;
2055 internal
= format_gl
->srgb_internal
;
2056 else if (texture
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
2057 && wined3d_resource_is_offscreen(&texture
->resource
))
2058 internal
= format_gl
->rt_internal
;
2060 internal
= format_gl
->internal
;
2062 wined3d_format_calculate_pitch(format
, 1, update_w
, update_h
, &dst_row_pitch
, &dst_slice_pitch
);
2064 TRACE("Uploading compressed data, target %#x, level %u, x %u, y %u, z %u, "
2065 "w %u, h %u, d %u, format %#x, image_size %#x, addr %p.\n",
2066 target
, level
, dst_x
, dst_y
, dst_z
, update_w
, update_h
,
2067 update_d
, internal
, dst_slice_pitch
, addr
);
2069 if (target
== GL_TEXTURE_1D
)
2071 GL_EXTCALL(glCompressedTexSubImage1D(target
, level
, dst_x
,
2072 update_w
, internal
, dst_row_pitch
, addr
));
2074 else if (dst_row_pitch
== src_row_pitch
)
2076 if (target
== GL_TEXTURE_2D_ARRAY
|| target
== GL_TEXTURE_3D
)
2078 GL_EXTCALL(glCompressedTexSubImage3D(target
, level
, dst_x
, dst_y
, dst_z
,
2079 update_w
, update_h
, update_d
, internal
, dst_slice_pitch
* update_d
, addr
));
2083 GL_EXTCALL(glCompressedTexSubImage2D(target
, level
, dst_x
, dst_y
,
2084 update_w
, update_h
, internal
, dst_slice_pitch
, addr
));
2089 unsigned int row_count
= (update_h
+ format
->block_height
- 1) / format
->block_height
;
2090 unsigned int row
, y
, z
;
2092 /* glCompressedTexSubImage2D() ignores pixel store state, so we
2093 * can't use the unpack row length like for glTexSubImage2D. */
2094 for (z
= dst_z
; z
< dst_z
+ update_d
; ++z
)
2096 for (row
= 0, y
= dst_y
; row
< row_count
; ++row
)
2098 if (target
== GL_TEXTURE_2D_ARRAY
|| target
== GL_TEXTURE_3D
)
2100 GL_EXTCALL(glCompressedTexSubImage3D(target
, level
, dst_x
, y
, z
,
2101 update_w
, format
->block_height
, 1, internal
, dst_row_pitch
, addr
));
2105 GL_EXTCALL(glCompressedTexSubImage2D(target
, level
, dst_x
, y
,
2106 update_w
, format
->block_height
, internal
, dst_row_pitch
, addr
));
2109 y
+= format
->block_height
;
2110 addr
+= src_row_pitch
;
2114 checkGLcall("Upload compressed texture data");
2118 TRACE("Uploading data, target %#x, level %u, x %u, y %u, z %u, "
2119 "w %u, h %u, d %u, format %#x, type %#x, addr %p.\n",
2120 target
, level
, dst_x
, dst_y
, dst_z
, update_w
, update_h
,
2121 update_d
, format_gl
->format
, format_gl
->type
, bo
.addr
);
2123 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_ROW_LENGTH
, src_row_pitch
/ format
->byte_count
);
2124 if (target
== GL_TEXTURE_2D_ARRAY
|| target
== GL_TEXTURE_3D
)
2126 GL_EXTCALL(glTexSubImage3D(target
, level
, dst_x
, dst_y
, dst_z
,
2127 update_w
, update_h
, update_d
, format_gl
->format
, format_gl
->type
, bo
.addr
));
2129 else if (target
== GL_TEXTURE_1D
)
2131 gl_info
->gl_ops
.gl
.p_glTexSubImage1D(target
, level
, dst_x
,
2132 update_w
, format_gl
->format
, format_gl
->type
, bo
.addr
);
2136 gl_info
->gl_ops
.gl
.p_glTexSubImage2D(target
, level
, dst_x
, dst_y
,
2137 update_w
, update_h
, format_gl
->format
, format_gl
->type
, bo
.addr
);
2139 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_ROW_LENGTH
, 0);
2140 checkGLcall("Upload texture data");
2143 if (bo
.buffer_object
)
2145 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER
, 0));
2146 checkGLcall("glBindBuffer");
2148 heap_free(converted_mem
);
2150 if (gl_info
->quirks
& WINED3D_QUIRK_FBO_TEX_UPDATE
)
2152 struct wined3d_device
*device
= texture
->resource
.device
;
2155 for (i
= 0; i
< device
->context_count
; ++i
)
2157 context_texture_update(device
->contexts
[i
], wined3d_texture_gl(texture
));
2162 static void texture2d_download_data(struct wined3d_texture
*texture
, unsigned int sub_resource_idx
,
2163 struct wined3d_context
*context
, const struct wined3d_bo_address
*data
)
2165 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2166 struct wined3d_texture_sub_resource
*sub_resource
;
2167 unsigned int dst_row_pitch
, dst_slice_pitch
;
2168 unsigned int src_row_pitch
, src_slice_pitch
;
2169 const struct wined3d_format_gl
*format_gl
;
2170 BYTE
*temporary_mem
= NULL
;
2175 format_gl
= wined3d_format_gl(texture
->resource
.format
);
2177 /* Only support read back of converted P8 textures. */
2178 if (texture
->flags
& WINED3D_TEXTURE_CONVERTED
&& format_gl
->f
.id
!= WINED3DFMT_P8_UINT
&& !format_gl
->f
.download
)
2180 ERR("Trying to read back converted texture %p, %u with format %s.\n",
2181 texture
, sub_resource_idx
, debug_d3dformat(format_gl
->f
.id
));
2185 sub_resource
= &texture
->sub_resources
[sub_resource_idx
];
2186 target
= wined3d_texture_gl_get_sub_resource_target(wined3d_texture_gl(texture
), sub_resource_idx
);
2187 level
= sub_resource_idx
% texture
->level_count
;
2189 if (target
== GL_TEXTURE_2D_ARRAY
)
2191 if (format_gl
->f
.download
)
2193 FIXME("Reading back converted array texture %p is not supported.\n", texture
);
2197 /* NP2 emulation is not allowed on array textures. */
2198 if (texture
->flags
& WINED3D_TEXTURE_COND_NP2_EMULATED
)
2199 ERR("Array texture %p uses NP2 emulation.\n", texture
);
2201 WARN_(d3d_perf
)("Downloading all miplevel layers to get the data for a single sub-resource.\n");
2203 if (!(temporary_mem
= heap_calloc(texture
->layer_count
, sub_resource
->size
)))
2205 ERR("Out of memory.\n");
2210 if (texture
->flags
& WINED3D_TEXTURE_COND_NP2_EMULATED
)
2212 if (format_gl
->f
.download
)
2214 FIXME("Reading back converted texture %p with NP2 emulation is not supported.\n", texture
);
2218 wined3d_texture_get_pitch(texture
, level
, &dst_row_pitch
, &dst_slice_pitch
);
2219 wined3d_format_calculate_pitch(&format_gl
->f
, texture
->resource
.device
->surface_alignment
,
2220 wined3d_texture_get_level_pow2_width(texture
, level
),
2221 wined3d_texture_get_level_pow2_height(texture
, level
),
2222 &src_row_pitch
, &src_slice_pitch
);
2223 if (!(temporary_mem
= heap_alloc(src_slice_pitch
)))
2225 ERR("Out of memory.\n");
2229 if (data
->buffer_object
)
2230 ERR("NP2 emulated texture uses PBO unexpectedly.\n");
2231 if (texture
->resource
.format_flags
& WINED3DFMT_FLAG_COMPRESSED
)
2232 ERR("Unexpected compressed format for NP2 emulated texture.\n");
2235 if (format_gl
->f
.download
)
2237 struct wined3d_format f
;
2239 if (data
->buffer_object
)
2240 ERR("Converted texture %p uses PBO unexpectedly.\n", texture
);
2242 WARN_(d3d_perf
)("Downloading converted texture %p, %u with format %s.\n",
2243 texture
, sub_resource_idx
, debug_d3dformat(format_gl
->f
.id
));
2246 f
.byte_count
= format_gl
->f
.conv_byte_count
;
2247 wined3d_texture_get_pitch(texture
, level
, &dst_row_pitch
, &dst_slice_pitch
);
2248 wined3d_format_calculate_pitch(&f
, texture
->resource
.device
->surface_alignment
,
2249 wined3d_texture_get_level_width(texture
, level
),
2250 wined3d_texture_get_level_height(texture
, level
),
2251 &src_row_pitch
, &src_slice_pitch
);
2253 if (!(temporary_mem
= heap_alloc(src_slice_pitch
)))
2255 ERR("Failed to allocate memory.\n");
2262 mem
= temporary_mem
;
2264 else if (data
->buffer_object
)
2266 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER
, data
->buffer_object
));
2267 checkGLcall("glBindBuffer");
2275 if (texture
->resource
.format_flags
& WINED3DFMT_FLAG_COMPRESSED
)
2277 TRACE("Downloading compressed texture %p, %u, level %u, format %#x, type %#x, data %p.\n",
2278 texture
, sub_resource_idx
, level
, format_gl
->format
, format_gl
->type
, mem
);
2280 GL_EXTCALL(glGetCompressedTexImage(target
, level
, mem
));
2281 checkGLcall("glGetCompressedTexImage");
2285 TRACE("Downloading texture %p, %u, level %u, format %#x, type %#x, data %p.\n",
2286 texture
, sub_resource_idx
, level
, format_gl
->format
, format_gl
->type
, mem
);
2288 gl_info
->gl_ops
.gl
.p_glGetTexImage(target
, level
, format_gl
->format
, format_gl
->type
, mem
);
2289 checkGLcall("glGetTexImage");
2292 if (format_gl
->f
.download
)
2294 format_gl
->f
.download(mem
, data
->addr
, src_row_pitch
, src_slice_pitch
, dst_row_pitch
, dst_slice_pitch
,
2295 wined3d_texture_get_level_width(texture
, level
),
2296 wined3d_texture_get_level_height(texture
, level
), 1);
2298 else if (texture
->flags
& WINED3D_TEXTURE_COND_NP2_EMULATED
)
2300 const BYTE
*src_data
;
2303 /* Some games (e.g. Warhammer 40,000) don't properly handle texture
2304 * pitches, preventing us from using the texture pitch to box NPOT
2305 * textures. Instead, we repack the texture's CPU copy so that its
2306 * pitch equals bpp * width instead of bpp * pow2width.
2308 * Instead of boxing the texture:
2310 * │<── texture width ──>│ pow2 width ──>│
2311 * ├─────────────────────┼───────────────┼─
2312 * │111111111111111111111│ │ʌ
2313 * │222222222222222222222│ ││
2314 * │333333333333333333333│ padding │texture height
2315 * │444444444444444444444│ ││
2316 * │555555555555555555555│ │v
2317 * ├─────────────────────┘ ├─
2318 * │ │pow2 height
2319 * │ padding padding ││
2321 * └─────────────────────────────────────┴─
2323 * we're repacking the data to the expected texture width
2325 * │<── texture width ──>│ pow2 width ──>│
2326 * ├─────────────────────┴───────────────┼─
2327 * │1111111111111111111112222222222222222│ʌ
2328 * │2222233333333333333333333344444444444││
2329 * │4444444444555555555555555555555 │texture height
2331 * │ padding padding │v
2333 * │ │pow2 height
2334 * │ padding padding ││
2336 * └─────────────────────────────────────┴─
2340 * │<── texture width ──>│
2341 * ├─────────────────────┼─
2342 * │111111111111111111111│ʌ
2343 * │222222222222222222222││
2344 * │333333333333333333333│texture height
2345 * │444444444444444444444││
2346 * │555555555555555555555│v
2347 * └─────────────────────┴─
2349 * This also means that any references to surface memory should work
2350 * with the data as if it were a standard texture with a NPOT width
2351 * instead of a texture boxed up to be a power-of-two texture. */
2353 dst_data
= data
->addr
;
2354 TRACE("Repacking the surface data from pitch %u to pitch %u.\n", src_row_pitch
, dst_row_pitch
);
2355 h
= wined3d_texture_get_level_height(texture
, level
);
2356 for (y
= 0; y
< h
; ++y
)
2358 memcpy(dst_data
, src_data
, dst_row_pitch
);
2359 src_data
+= src_row_pitch
;
2360 dst_data
+= dst_row_pitch
;
2363 else if (temporary_mem
)
2365 unsigned int layer
= sub_resource_idx
/ texture
->level_count
;
2366 void *src_data
= temporary_mem
+ layer
* sub_resource
->size
;
2367 if (data
->buffer_object
)
2369 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER
, data
->buffer_object
));
2370 checkGLcall("glBindBuffer");
2371 GL_EXTCALL(glBufferSubData(GL_PIXEL_PACK_BUFFER
, 0, sub_resource
->size
, src_data
));
2372 checkGLcall("glBufferSubData");
2376 memcpy(data
->addr
, src_data
, sub_resource
->size
);
2380 if (data
->buffer_object
)
2382 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER
, 0));
2383 checkGLcall("glBindBuffer");
2386 heap_free(temporary_mem
);
2389 /* This call just downloads data, the caller is responsible for binding the
2390 * correct texture. Partial downloads are not supported. */
2391 /* Context activation is done by the caller. */
2392 void wined3d_texture_download_data(struct wined3d_texture
*texture
, unsigned int sub_resource_idx
,
2393 struct wined3d_context
*context
, const struct wined3d_bo_address
*data
)
2395 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2396 const struct wined3d_format_gl
*format_gl
;
2400 format_gl
= wined3d_format_gl(texture
->resource
.format
);
2401 target
= wined3d_texture_gl_get_sub_resource_target(wined3d_texture_gl(texture
), sub_resource_idx
);
2402 level
= sub_resource_idx
% texture
->level_count
;
2404 if (texture
->resource
.type
== WINED3D_RTYPE_TEXTURE_2D
2405 && (target
== GL_TEXTURE_2D_ARRAY
|| format_gl
->f
.conv_byte_count
2406 || texture
->flags
& (WINED3D_TEXTURE_CONVERTED
| WINED3D_TEXTURE_COND_NP2_EMULATED
)))
2408 /* 2D-specific special cases. */
2409 texture2d_download_data(texture
, sub_resource_idx
, context
, data
);
2413 if (format_gl
->f
.conv_byte_count
)
2415 FIXME("Attempting to download a converted texture, type %s format %s.\n",
2416 debug_d3dresourcetype(texture
->resource
.type
),
2417 debug_d3dformat(format_gl
->f
.id
));
2421 if (data
->buffer_object
)
2423 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER
, data
->buffer_object
));
2424 checkGLcall("glBindBuffer");
2427 if (texture
->resource
.format_flags
& WINED3DFMT_FLAG_COMPRESSED
)
2429 TRACE("Downloading compressed texture %p, %u, level %u, format %#x, type %#x, data %p.\n",
2430 texture
, sub_resource_idx
, level
, format_gl
->format
, format_gl
->type
, data
->addr
);
2432 GL_EXTCALL(glGetCompressedTexImage(target
, level
, data
->addr
));
2433 checkGLcall("glGetCompressedTexImage");
2437 TRACE("Downloading texture %p, %u, level %u, format %#x, type %#x, data %p.\n",
2438 texture
, sub_resource_idx
, level
, format_gl
->format
, format_gl
->type
, data
->addr
);
2440 gl_info
->gl_ops
.gl
.p_glGetTexImage(target
, level
, format_gl
->format
, format_gl
->type
, data
->addr
);
2441 checkGLcall("glGetTexImage");
2444 if (data
->buffer_object
)
2446 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER
, 0));
2447 checkGLcall("glBindBuffer");
2451 /* Context activation is done by the caller. Context may be NULL in ddraw-only mode. */
2452 static BOOL
texture2d_load_location(struct wined3d_texture
*texture
, unsigned int sub_resource_idx
,
2453 struct wined3d_context
*context
, DWORD location
)
2455 TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n",
2456 texture
, sub_resource_idx
, context
, wined3d_debug_location(location
));
2460 case WINED3D_LOCATION_USER_MEMORY
:
2461 case WINED3D_LOCATION_SYSMEM
:
2462 case WINED3D_LOCATION_BUFFER
:
2463 return texture2d_load_sysmem(texture
, sub_resource_idx
, context
, location
);
2465 case WINED3D_LOCATION_DRAWABLE
:
2466 return texture2d_load_drawable(texture
, sub_resource_idx
, context
);
2468 case WINED3D_LOCATION_RB_RESOLVED
:
2469 case WINED3D_LOCATION_RB_MULTISAMPLE
:
2470 return texture2d_load_renderbuffer(texture
, sub_resource_idx
, context
, location
);
2472 case WINED3D_LOCATION_TEXTURE_RGB
:
2473 case WINED3D_LOCATION_TEXTURE_SRGB
:
2474 return texture2d_load_texture(texture
, sub_resource_idx
, context
,
2475 location
== WINED3D_LOCATION_TEXTURE_SRGB
);
2478 ERR("Don't know how to handle location %#x.\n", location
);
2483 static const struct wined3d_texture_ops texture2d_ops
=
2485 texture2d_load_location
,
2488 struct wined3d_texture
* __cdecl
wined3d_texture_from_resource(struct wined3d_resource
*resource
)
2490 return texture_from_resource(resource
);
2493 static ULONG
texture_resource_incref(struct wined3d_resource
*resource
)
2495 return wined3d_texture_incref(texture_from_resource(resource
));
2498 static ULONG
texture_resource_decref(struct wined3d_resource
*resource
)
2500 return wined3d_texture_decref(texture_from_resource(resource
));
2503 static void texture_resource_preload(struct wined3d_resource
*resource
)
2505 struct wined3d_texture
*texture
= texture_from_resource(resource
);
2506 struct wined3d_context
*context
;
2508 context
= context_acquire(resource
->device
, NULL
, 0);
2509 wined3d_texture_load(texture
, context
, texture
->flags
& WINED3D_TEXTURE_IS_SRGB
);
2510 context_release(context
);
2513 static void wined3d_texture_gl_unload(struct wined3d_resource
*resource
)
2515 struct wined3d_texture_gl
*texture_gl
= wined3d_texture_gl(texture_from_resource(resource
));
2516 UINT sub_count
= texture_gl
->t
.level_count
* texture_gl
->t
.layer_count
;
2517 struct wined3d_renderbuffer_entry
*entry
, *entry2
;
2518 struct wined3d_device
*device
= resource
->device
;
2519 const struct wined3d_gl_info
*gl_info
;
2520 struct wined3d_context
*context
;
2523 TRACE("texture_gl %p.\n", texture_gl
);
2525 context
= context_acquire(device
, NULL
, 0);
2526 gl_info
= context
->gl_info
;
2528 for (i
= 0; i
< sub_count
; ++i
)
2530 struct wined3d_texture_sub_resource
*sub_resource
= &texture_gl
->t
.sub_resources
[i
];
2532 if (resource
->access
& WINED3D_RESOURCE_ACCESS_CPU
2533 && wined3d_texture_load_location(&texture_gl
->t
, i
, context
, resource
->map_binding
))
2535 wined3d_texture_invalidate_location(&texture_gl
->t
, i
, ~resource
->map_binding
);
2539 /* We should only get here on device reset/teardown for implicit
2541 if (resource
->access
& WINED3D_RESOURCE_ACCESS_CPU
2542 || resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
2543 ERR("Discarding %s %p sub-resource %u with resource access %s.\n",
2544 debug_d3dresourcetype(resource
->type
), resource
, i
,
2545 wined3d_debug_resource_access(resource
->access
));
2546 wined3d_texture_validate_location(&texture_gl
->t
, i
, WINED3D_LOCATION_DISCARDED
);
2547 wined3d_texture_invalidate_location(&texture_gl
->t
, i
, ~WINED3D_LOCATION_DISCARDED
);
2550 if (sub_resource
->buffer_object
)
2551 wined3d_texture_remove_buffer_object(&texture_gl
->t
, i
, context
->gl_info
);
2554 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &texture_gl
->renderbuffers
, struct wined3d_renderbuffer_entry
, entry
)
2556 context_gl_resource_released(device
, entry
->id
, TRUE
);
2557 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &entry
->id
);
2558 list_remove(&entry
->entry
);
2561 list_init(&texture_gl
->renderbuffers
);
2562 texture_gl
->current_renderbuffer
= NULL
;
2564 context_release(context
);
2566 wined3d_texture_force_reload(&texture_gl
->t
);
2567 wined3d_texture_gl_unload_texture(texture_gl
);
2570 static HRESULT
texture_resource_sub_resource_map(struct wined3d_resource
*resource
, unsigned int sub_resource_idx
,
2571 struct wined3d_map_desc
*map_desc
, const struct wined3d_box
*box
, DWORD flags
)
2573 const struct wined3d_format
*format
= resource
->format
;
2574 struct wined3d_texture_sub_resource
*sub_resource
;
2575 struct wined3d_device
*device
= resource
->device
;
2576 unsigned int fmt_flags
= resource
->format_flags
;
2577 struct wined3d_context
*context
= NULL
;
2578 struct wined3d_texture
*texture
;
2579 struct wined3d_bo_address data
;
2580 unsigned int texture_level
;
2584 TRACE("resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n",
2585 resource
, sub_resource_idx
, map_desc
, debug_box(box
), flags
);
2587 texture
= texture_from_resource(resource
);
2588 if (!(sub_resource
= wined3d_texture_get_sub_resource(texture
, sub_resource_idx
)))
2589 return E_INVALIDARG
;
2591 texture_level
= sub_resource_idx
% texture
->level_count
;
2592 if (box
&& FAILED(wined3d_texture_check_box_dimensions(texture
, texture_level
, box
)))
2594 WARN("Map box is invalid.\n");
2595 if (((fmt_flags
& WINED3DFMT_FLAG_BLOCKS
) && !(resource
->access
& WINED3D_RESOURCE_ACCESS_CPU
))
2596 || resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
2597 return WINED3DERR_INVALIDCALL
;
2600 if (texture
->flags
& WINED3D_TEXTURE_DC_IN_USE
)
2602 WARN("DC is in use.\n");
2603 return WINED3DERR_INVALIDCALL
;
2606 if (sub_resource
->map_count
)
2608 WARN("Sub-resource is already mapped.\n");
2609 return WINED3DERR_INVALIDCALL
;
2612 if (device
->d3d_initialized
)
2613 context
= context_acquire(device
, NULL
, 0);
2615 if (flags
& WINED3D_MAP_DISCARD
)
2617 TRACE("WINED3D_MAP_DISCARD flag passed, marking %s as up to date.\n",
2618 wined3d_debug_location(resource
->map_binding
));
2619 if ((ret
= wined3d_texture_prepare_location(texture
, sub_resource_idx
, context
, resource
->map_binding
)))
2620 wined3d_texture_validate_location(texture
, sub_resource_idx
, resource
->map_binding
);
2624 if (resource
->usage
& WINED3DUSAGE_DYNAMIC
)
2625 WARN_(d3d_perf
)("Mapping a dynamic texture without WINED3D_MAP_DISCARD.\n");
2626 ret
= wined3d_texture_load_location(texture
, sub_resource_idx
, context
, resource
->map_binding
);
2631 ERR("Failed to prepare location.\n");
2632 context_release(context
);
2633 return E_OUTOFMEMORY
;
2636 if (flags
& WINED3D_MAP_WRITE
2637 && (!(flags
& WINED3D_MAP_NO_DIRTY_UPDATE
) || (resource
->usage
& WINED3DUSAGE_DYNAMIC
)))
2638 wined3d_texture_invalidate_location(texture
, sub_resource_idx
, ~resource
->map_binding
);
2640 wined3d_texture_get_memory(texture
, sub_resource_idx
, &data
, resource
->map_binding
);
2641 base_memory
= context_map_bo_address(context
, &data
, sub_resource
->size
, GL_PIXEL_UNPACK_BUFFER
, flags
);
2642 TRACE("Base memory pointer %p.\n", base_memory
);
2645 context_release(context
);
2647 if (fmt_flags
& WINED3DFMT_FLAG_BROKEN_PITCH
)
2649 map_desc
->row_pitch
= wined3d_texture_get_level_width(texture
, texture_level
) * format
->byte_count
;
2650 map_desc
->slice_pitch
= wined3d_texture_get_level_height(texture
, texture_level
) * map_desc
->row_pitch
;
2654 wined3d_texture_get_pitch(texture
, texture_level
, &map_desc
->row_pitch
, &map_desc
->slice_pitch
);
2659 map_desc
->data
= base_memory
;
2663 if ((fmt_flags
& (WINED3DFMT_FLAG_BLOCKS
| WINED3DFMT_FLAG_BROKEN_PITCH
)) == WINED3DFMT_FLAG_BLOCKS
)
2665 /* Compressed textures are block based, so calculate the offset of
2666 * the block that contains the top-left pixel of the mapped box. */
2667 map_desc
->data
= base_memory
2668 + (box
->front
* map_desc
->slice_pitch
)
2669 + ((box
->top
/ format
->block_height
) * map_desc
->row_pitch
)
2670 + ((box
->left
/ format
->block_width
) * format
->block_byte_count
);
2674 map_desc
->data
= base_memory
2675 + (box
->front
* map_desc
->slice_pitch
)
2676 + (box
->top
* map_desc
->row_pitch
)
2677 + (box
->left
* format
->byte_count
);
2681 if (texture
->swapchain
&& texture
->swapchain
->front_buffer
== texture
)
2683 RECT
*r
= &texture
->swapchain
->front_buffer_update
;
2686 SetRect(r
, 0, 0, resource
->width
, resource
->height
);
2688 SetRect(r
, box
->left
, box
->top
, box
->right
, box
->bottom
);
2689 TRACE("Mapped front buffer %s.\n", wine_dbgstr_rect(r
));
2692 ++resource
->map_count
;
2693 ++sub_resource
->map_count
;
2695 TRACE("Returning memory %p, row pitch %u, slice pitch %u.\n",
2696 map_desc
->data
, map_desc
->row_pitch
, map_desc
->slice_pitch
);
2701 static HRESULT
texture_resource_sub_resource_unmap(struct wined3d_resource
*resource
, unsigned int sub_resource_idx
)
2703 struct wined3d_texture_sub_resource
*sub_resource
;
2704 struct wined3d_device
*device
= resource
->device
;
2705 struct wined3d_context
*context
= NULL
;
2706 struct wined3d_texture
*texture
;
2707 struct wined3d_bo_address data
;
2709 TRACE("resource %p, sub_resource_idx %u.\n", resource
, sub_resource_idx
);
2711 texture
= texture_from_resource(resource
);
2712 if (!(sub_resource
= wined3d_texture_get_sub_resource(texture
, sub_resource_idx
)))
2713 return E_INVALIDARG
;
2715 if (!sub_resource
->map_count
)
2717 WARN("Trying to unmap unmapped sub-resource.\n");
2718 if (texture
->flags
& WINED3D_TEXTURE_DC_IN_USE
)
2720 return WINEDDERR_NOTLOCKED
;
2723 if (device
->d3d_initialized
)
2724 context
= context_acquire(device
, NULL
, 0);
2726 wined3d_texture_get_memory(texture
, sub_resource_idx
, &data
, texture
->resource
.map_binding
);
2727 context_unmap_bo_address(context
, &data
, GL_PIXEL_UNPACK_BUFFER
);
2730 context_release(context
);
2732 if (texture
->swapchain
&& texture
->swapchain
->front_buffer
== texture
)
2734 if (!(sub_resource
->locations
& (WINED3D_LOCATION_DRAWABLE
| WINED3D_LOCATION_TEXTURE_RGB
)))
2735 texture
->swapchain
->swapchain_ops
->swapchain_frontbuffer_updated(texture
->swapchain
);
2738 --sub_resource
->map_count
;
2739 if (!--resource
->map_count
&& texture
->update_map_binding
)
2740 wined3d_texture_update_map_binding(texture
);
2745 static const struct wined3d_resource_ops texture_resource_ops
=
2747 texture_resource_incref
,
2748 texture_resource_decref
,
2749 texture_resource_preload
,
2750 wined3d_texture_gl_unload
,
2751 texture_resource_sub_resource_map
,
2752 texture_resource_sub_resource_unmap
,
2755 /* Context activation is done by the caller. */
2756 static BOOL
texture1d_load_location(struct wined3d_texture
*texture
, unsigned int sub_resource_idx
,
2757 struct wined3d_context
*context
, DWORD location
)
2759 struct wined3d_texture_sub_resource
*sub_resource
= &texture
->sub_resources
[sub_resource_idx
];
2760 unsigned int row_pitch
, slice_pitch
;
2762 TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n",
2763 texture
, sub_resource_idx
, context
, wined3d_debug_location(location
));
2765 if (!wined3d_texture_prepare_location(texture
, sub_resource_idx
, context
, location
))
2770 case WINED3D_LOCATION_TEXTURE_RGB
:
2771 case WINED3D_LOCATION_TEXTURE_SRGB
:
2772 if (sub_resource
->locations
& WINED3D_LOCATION_SYSMEM
)
2774 struct wined3d_const_bo_address data
= {0, texture
->resource
.heap_memory
};
2775 struct wined3d_box src_box
;
2777 data
.addr
+= sub_resource
->offset
;
2778 wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture
),
2779 context
, location
== WINED3D_LOCATION_TEXTURE_SRGB
);
2780 wined3d_texture_get_pitch(texture
, sub_resource_idx
, &row_pitch
, &slice_pitch
);
2781 wined3d_texture_get_level_box(texture
, sub_resource_idx
% texture
->level_count
, &src_box
);
2782 wined3d_texture_upload_data(texture
, sub_resource_idx
, context
, texture
->resource
.format
,
2783 &src_box
, &data
, row_pitch
, slice_pitch
, 0, 0, 0, FALSE
);
2785 else if (sub_resource
->locations
& WINED3D_LOCATION_BUFFER
)
2787 struct wined3d_const_bo_address data
= {sub_resource
->buffer_object
, NULL
};
2788 struct wined3d_box src_box
;
2790 wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture
), context
,
2791 location
== WINED3D_LOCATION_TEXTURE_SRGB
);
2792 wined3d_texture_get_pitch(texture
, sub_resource_idx
, &row_pitch
, &slice_pitch
);
2793 wined3d_texture_get_level_box(texture
, sub_resource_idx
% texture
->level_count
, &src_box
);
2794 wined3d_texture_upload_data(texture
, sub_resource_idx
, context
, texture
->resource
.format
,
2795 &src_box
, &data
, row_pitch
, slice_pitch
, 0, 0, 0, FALSE
);
2799 FIXME("Implement texture loading from %s.\n", wined3d_debug_location(sub_resource
->locations
));
2804 case WINED3D_LOCATION_SYSMEM
:
2805 if (sub_resource
->locations
& (WINED3D_LOCATION_TEXTURE_RGB
| WINED3D_LOCATION_TEXTURE_SRGB
))
2807 struct wined3d_bo_address data
= {0, texture
->resource
.heap_memory
};
2809 data
.addr
+= sub_resource
->offset
;
2810 if (sub_resource
->locations
& WINED3D_LOCATION_TEXTURE_RGB
)
2811 wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture
), context
, FALSE
);
2813 wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture
), context
, TRUE
);
2815 wined3d_texture_download_data(texture
, sub_resource_idx
, context
, &data
);
2816 ++texture
->download_count
;
2820 FIXME("Implement WINED3D_LOCATION_SYSMEM loading from %s.\n",
2821 wined3d_debug_location(sub_resource
->locations
));
2826 case WINED3D_LOCATION_BUFFER
:
2827 if (sub_resource
->locations
& (WINED3D_LOCATION_TEXTURE_RGB
| WINED3D_LOCATION_TEXTURE_SRGB
))
2829 struct wined3d_bo_address data
= {sub_resource
->buffer_object
, NULL
};
2831 if (sub_resource
->locations
& WINED3D_LOCATION_TEXTURE_RGB
)
2832 wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture
), context
, FALSE
);
2834 wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture
), context
, TRUE
);
2836 wined3d_texture_download_data(texture
, sub_resource_idx
, context
, &data
);
2840 FIXME("Implement WINED3D_LOCATION_BUFFER loading from %s.\n",
2841 wined3d_debug_location(sub_resource
->locations
));
2847 FIXME("Implement %s loading from %s.\n", wined3d_debug_location(location
),
2848 wined3d_debug_location(sub_resource
->locations
));
2855 static const struct wined3d_texture_ops texture1d_ops
=
2857 texture1d_load_location
,
2860 static HRESULT
wined3d_texture_init(struct wined3d_texture
*texture
, const struct wined3d_resource_desc
*desc
,
2861 unsigned int layer_count
, unsigned int level_count
, DWORD flags
, struct wined3d_device
*device
,
2862 void *parent
, const struct wined3d_parent_ops
*parent_ops
, void *sub_resources
,
2863 const struct wined3d_texture_ops
*texture_ops
)
2865 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2866 struct wined3d_device_parent
*device_parent
= device
->device_parent
;
2867 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2868 unsigned int sub_count
, i
, j
, size
, offset
= 0;
2869 unsigned int pow2_width
, pow2_height
;
2870 const struct wined3d_format
*format
;
2873 TRACE("texture %p, resource_type %s, format %s, multisample_type %#x, multisample_quality %#x, "
2874 "usage %s, access %s, width %u, height %u, depth %u, layer_count %u, level_count %u, "
2875 "flags %#x, device %p, parent %p, parent_ops %p, sub_resources %p, texture_ops %p.\n",
2876 texture
, debug_d3dresourcetype(desc
->resource_type
), debug_d3dformat(desc
->format
),
2877 desc
->multisample_type
, desc
->multisample_quality
, debug_d3dusage(desc
->usage
),
2878 wined3d_debug_resource_access(desc
->access
), desc
->width
, desc
->height
, desc
->depth
,
2879 layer_count
, level_count
, flags
, device
, parent
, parent_ops
, sub_resources
, texture_ops
);
2881 if (!desc
->width
|| !desc
->height
|| !desc
->depth
)
2882 return WINED3DERR_INVALIDCALL
;
2884 if (desc
->resource_type
== WINED3D_RTYPE_TEXTURE_3D
&& layer_count
!= 1)
2886 ERR("Invalid layer count for volume texture.\n");
2887 return E_INVALIDARG
;
2890 texture
->sub_resources
= sub_resources
;
2892 /* TODO: It should only be possible to create textures for formats
2893 * that are reported as supported. */
2894 if (WINED3DFMT_UNKNOWN
>= desc
->format
)
2896 WARN("Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n");
2897 return WINED3DERR_INVALIDCALL
;
2899 format
= wined3d_get_format(device
->adapter
, desc
->format
, desc
->usage
);
2901 if (desc
->usage
& WINED3DUSAGE_DYNAMIC
&& (wined3d_resource_access_is_managed(desc
->access
)
2902 || desc
->usage
& WINED3DUSAGE_SCRATCH
))
2904 WARN("Attempted to create a dynamic texture with access %s and usage %s.\n",
2905 wined3d_debug_resource_access(desc
->access
), debug_d3dusage(desc
->usage
));
2906 return WINED3DERR_INVALIDCALL
;
2909 if (!(desc
->usage
& (WINED3DUSAGE_DYNAMIC
| WINED3DUSAGE_RENDERTARGET
| WINED3DUSAGE_DEPTHSTENCIL
))
2910 && (flags
& WINED3D_TEXTURE_CREATE_MAPPABLE
))
2911 WARN("Creating a mappable texture that doesn't specify dynamic usage.\n");
2912 if (desc
->usage
& WINED3DUSAGE_RENDERTARGET
&& desc
->access
& WINED3D_RESOURCE_ACCESS_CPU
)
2913 FIXME("Trying to create a CPU accessible render target.\n");
2915 pow2_width
= desc
->width
;
2916 pow2_height
= desc
->height
;
2917 if (((desc
->width
& (desc
->width
- 1)) || (desc
->height
& (desc
->height
- 1)) || (desc
->depth
& (desc
->depth
- 1)))
2918 && !d3d_info
->texture_npot
)
2920 /* level_count == 0 returns an error as well. */
2921 if (level_count
!= 1 || layer_count
!= 1 || desc
->resource_type
== WINED3D_RTYPE_TEXTURE_3D
)
2923 if (!(desc
->usage
& WINED3DUSAGE_SCRATCH
))
2925 WARN("Attempted to create a mipmapped/cube/array/volume NPOT "
2926 "texture without unconditional NPOT support.\n");
2927 return WINED3DERR_INVALIDCALL
;
2930 WARN("Creating a scratch mipmapped/cube/array NPOT texture despite lack of HW support.\n");
2932 texture
->flags
|= WINED3D_TEXTURE_COND_NP2
;
2934 if (desc
->resource_type
!= WINED3D_RTYPE_TEXTURE_3D
&& !d3d_info
->texture_npot_conditional
)
2936 /* TODO: Add support for non-power-of-two compressed textures. */
2937 if (format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
]
2938 & (WINED3DFMT_FLAG_COMPRESSED
| WINED3DFMT_FLAG_HEIGHT_SCALE
))
2940 FIXME("Compressed or height scaled non-power-of-two (%ux%u) textures are not supported.\n",
2941 desc
->width
, desc
->height
);
2942 return WINED3DERR_NOTAVAILABLE
;
2945 /* Find the nearest pow2 match. */
2946 pow2_width
= pow2_height
= 1;
2947 while (pow2_width
< desc
->width
)
2949 while (pow2_height
< desc
->height
)
2951 texture
->flags
|= WINED3D_TEXTURE_COND_NP2_EMULATED
;
2954 texture
->pow2_width
= pow2_width
;
2955 texture
->pow2_height
= pow2_height
;
2957 if ((pow2_width
> d3d_info
->limits
.texture_size
|| pow2_height
> d3d_info
->limits
.texture_size
)
2958 && (desc
->usage
& WINED3DUSAGE_TEXTURE
))
2960 /* One of four options:
2961 * 1: Do the same as we do with NPOT and scale the texture. (Any
2962 * texture ops would require the texture to be scaled which is
2963 * potentially slow.)
2964 * 2: Set the texture to the maximum size (bad idea).
2965 * 3: WARN and return WINED3DERR_NOTAVAILABLE.
2966 * 4: Create the surface, but allow it to be used only for DirectDraw
2967 * Blts. Some apps (e.g. Swat 3) create textures with a height of
2968 * 16 and a width > 3000 and blt 16x16 letter areas from them to
2969 * the render target. */
2970 if (desc
->access
& WINED3D_RESOURCE_ACCESS_GPU
)
2972 WARN("Dimensions (%ux%u) exceed the maximum texture size.\n", pow2_width
, pow2_height
);
2973 return WINED3DERR_NOTAVAILABLE
;
2976 /* We should never use this surface in combination with OpenGL. */
2977 TRACE("Creating an oversized (%ux%u) surface.\n", pow2_width
, pow2_height
);
2980 for (i
= 0; i
< layer_count
; ++i
)
2982 for (j
= 0; j
< level_count
; ++j
)
2984 unsigned int idx
= i
* level_count
+ j
;
2986 size
= wined3d_format_calculate_size(format
, device
->surface_alignment
,
2987 max(1, desc
->width
>> j
), max(1, desc
->height
>> j
), max(1, desc
->depth
>> j
));
2988 texture
->sub_resources
[idx
].offset
= offset
;
2989 texture
->sub_resources
[idx
].size
= size
;
2992 offset
= (offset
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1);
2996 return WINED3DERR_INVALIDCALL
;
2998 if (FAILED(hr
= resource_init(&texture
->resource
, device
, desc
->resource_type
, format
,
2999 desc
->multisample_type
, desc
->multisample_quality
, desc
->usage
, 0, desc
->access
,
3000 desc
->width
, desc
->height
, desc
->depth
, offset
, parent
, parent_ops
, &texture_resource_ops
)))
3002 static unsigned int once
;
3004 /* DXTn 3D textures are not supported. Do not write the ERR for them. */
3005 if ((desc
->format
== WINED3DFMT_DXT1
|| desc
->format
== WINED3DFMT_DXT2
|| desc
->format
== WINED3DFMT_DXT3
3006 || desc
->format
== WINED3DFMT_DXT4
|| desc
->format
== WINED3DFMT_DXT5
)
3007 && !(format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_TEXTURE
)
3008 && desc
->resource_type
!= WINED3D_RTYPE_TEXTURE_3D
&& !once
++)
3009 ERR_(winediag
)("The application tried to create a DXTn texture, but the driver does not support them.\n");
3011 WARN("Failed to initialize resource, returning %#x\n", hr
);
3014 wined3d_resource_update_draw_binding(&texture
->resource
);
3015 if ((flags
& WINED3D_TEXTURE_CREATE_MAPPABLE
) || desc
->format
== WINED3DFMT_D16_LOCKABLE
)
3016 texture
->resource
.access
|= WINED3D_RESOURCE_ACCESS_MAP_R
| WINED3D_RESOURCE_ACCESS_MAP_W
;
3018 texture
->texture_ops
= texture_ops
;
3020 texture
->layer_count
= layer_count
;
3021 texture
->level_count
= level_count
;
3023 texture
->flags
|= WINED3D_TEXTURE_POW2_MAT_IDENT
| WINED3D_TEXTURE_NORMALIZED_COORDS
;
3024 if (flags
& WINED3D_TEXTURE_CREATE_GET_DC_LENIENT
)
3025 texture
->flags
|= WINED3D_TEXTURE_PIN_SYSMEM
| WINED3D_TEXTURE_GET_DC_LENIENT
;
3026 if (flags
& (WINED3D_TEXTURE_CREATE_GET_DC
| WINED3D_TEXTURE_CREATE_GET_DC_LENIENT
))
3027 texture
->flags
|= WINED3D_TEXTURE_GET_DC
;
3028 if (flags
& WINED3D_TEXTURE_CREATE_DISCARD
)
3029 texture
->flags
|= WINED3D_TEXTURE_DISCARD
;
3030 if (flags
& WINED3D_TEXTURE_CREATE_GENERATE_MIPMAPS
)
3032 if (!(texture
->resource
.format_flags
& WINED3DFMT_FLAG_GEN_MIPMAP
))
3033 WARN("Format doesn't support mipmaps generation, "
3034 "ignoring WINED3D_TEXTURE_CREATE_GENERATE_MIPMAPS flag.\n");
3036 texture
->flags
|= WINED3D_TEXTURE_GENERATE_MIPMAPS
;
3039 /* Precalculated scaling for 'faked' non power of two texture coords. */
3040 if (texture
->resource
.gl_type
== WINED3D_GL_RES_TYPE_TEX_RECT
)
3042 texture
->pow2_matrix
[0] = (float)desc
->width
;
3043 texture
->pow2_matrix
[5] = (float)desc
->height
;
3044 texture
->flags
&= ~(WINED3D_TEXTURE_POW2_MAT_IDENT
| WINED3D_TEXTURE_NORMALIZED_COORDS
);
3046 else if (texture
->flags
& WINED3D_TEXTURE_COND_NP2_EMULATED
)
3048 texture
->pow2_matrix
[0] = (((float)desc
->width
) / ((float)pow2_width
));
3049 texture
->pow2_matrix
[5] = (((float)desc
->height
) / ((float)pow2_height
));
3050 texture
->flags
&= ~WINED3D_TEXTURE_POW2_MAT_IDENT
;
3054 texture
->pow2_matrix
[0] = 1.0f
;
3055 texture
->pow2_matrix
[5] = 1.0f
;
3057 texture
->pow2_matrix
[10] = 1.0f
;
3058 texture
->pow2_matrix
[15] = 1.0f
;
3059 TRACE("x scale %.8e, y scale %.8e.\n", texture
->pow2_matrix
[0], texture
->pow2_matrix
[5]);
3061 if (wined3d_texture_use_pbo(texture
, gl_info
))
3062 texture
->resource
.map_binding
= WINED3D_LOCATION_BUFFER
;
3064 if (desc
->resource_type
!= WINED3D_RTYPE_TEXTURE_3D
3065 || !wined3d_texture_use_pbo(texture
, gl_info
))
3067 if (!wined3d_resource_allocate_sysmem(&texture
->resource
))
3069 wined3d_texture_cleanup_sync(texture
);
3070 return E_OUTOFMEMORY
;
3074 sub_count
= level_count
* layer_count
;
3075 if (sub_count
/ layer_count
!= level_count
)
3077 wined3d_texture_cleanup_sync(texture
);
3078 return E_OUTOFMEMORY
;
3081 if (desc
->usage
& WINED3DUSAGE_OVERLAY
)
3083 if (!(texture
->overlay_info
= heap_calloc(sub_count
, sizeof(*texture
->overlay_info
))))
3085 wined3d_texture_cleanup_sync(texture
);
3086 return E_OUTOFMEMORY
;
3089 for (i
= 0; i
< sub_count
; ++i
)
3091 list_init(&texture
->overlay_info
[i
].entry
);
3092 list_init(&texture
->overlay_info
[i
].overlays
);
3096 /* Generate all sub-resources. */
3097 for (i
= 0; i
< sub_count
; ++i
)
3099 struct wined3d_texture_sub_resource
*sub_resource
;
3101 sub_resource
= &texture
->sub_resources
[i
];
3102 sub_resource
->locations
= WINED3D_LOCATION_DISCARDED
;
3103 if (desc
->resource_type
!= WINED3D_RTYPE_TEXTURE_3D
)
3105 wined3d_texture_validate_location(texture
, i
, WINED3D_LOCATION_SYSMEM
);
3106 wined3d_texture_invalidate_location(texture
, i
, ~WINED3D_LOCATION_SYSMEM
);
3109 if (FAILED(hr
= device_parent
->ops
->texture_sub_resource_created(device_parent
,
3110 desc
->resource_type
, texture
, i
, &sub_resource
->parent
, &sub_resource
->parent_ops
)))
3112 WARN("Failed to create sub-resource parent, hr %#x.\n", hr
);
3113 sub_resource
->parent
= NULL
;
3114 wined3d_texture_cleanup_sync(texture
);
3118 TRACE("parent %p, parent_ops %p.\n", sub_resource
->parent
, sub_resource
->parent_ops
);
3120 TRACE("Created sub-resource %u (level %u, layer %u).\n",
3121 i
, i
% texture
->level_count
, i
/ texture
->level_count
);
3123 if (desc
->usage
& WINED3DUSAGE_OWNDC
)
3125 struct wined3d_texture_idx texture_idx
= {texture
, i
};
3127 wined3d_cs_init_object(device
->cs
, wined3d_texture_create_dc
, &texture_idx
);
3128 device
->cs
->ops
->finish(device
->cs
, WINED3D_CS_QUEUE_DEFAULT
);
3129 if (!texture
->dc_info
|| !texture
->dc_info
[i
].dc
)
3131 wined3d_texture_cleanup_sync(texture
);
3132 return WINED3DERR_INVALIDCALL
;
3140 /* Context activation is done by the caller. */
3141 static void texture3d_srgb_transfer(struct wined3d_texture
*texture
, unsigned int sub_resource_idx
,
3142 struct wined3d_context
*context
, BOOL dest_is_srgb
)
3144 struct wined3d_texture_sub_resource
*sub_resource
= &texture
->sub_resources
[sub_resource_idx
];
3145 unsigned int row_pitch
, slice_pitch
;
3146 struct wined3d_bo_address data
;
3147 struct wined3d_box src_box
;
3149 /* Optimisations are possible, but the effort should be put into either
3150 * implementing EXT_SRGB_DECODE in the driver or finding out why we
3151 * picked the wrong copy for the original upload and fixing that.
3153 * Also keep in mind that we want to avoid using resource.heap_memory
3154 * for DEFAULT pool surfaces. */
3155 WARN_(d3d_perf
)("Performing slow rgb/srgb volume transfer.\n");
3156 data
.buffer_object
= 0;
3157 if (!(data
.addr
= heap_alloc(sub_resource
->size
)))
3160 wined3d_texture_get_pitch(texture
, sub_resource_idx
, &row_pitch
, &slice_pitch
);
3161 wined3d_texture_get_level_box(texture
, sub_resource_idx
% texture
->level_count
, &src_box
);
3162 wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture
), context
, !dest_is_srgb
);
3163 wined3d_texture_download_data(texture
, sub_resource_idx
, context
, &data
);
3164 wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture
), context
, dest_is_srgb
);
3165 wined3d_texture_upload_data(texture
, sub_resource_idx
, context
, texture
->resource
.format
,
3166 &src_box
, wined3d_const_bo_address(&data
), row_pitch
, slice_pitch
, 0, 0, 0, FALSE
);
3168 heap_free(data
.addr
);
3171 /* Context activation is done by the caller. */
3172 static BOOL
texture3d_load_location(struct wined3d_texture
*texture
, unsigned int sub_resource_idx
,
3173 struct wined3d_context
*context
, DWORD location
)
3175 struct wined3d_texture_sub_resource
*sub_resource
= &texture
->sub_resources
[sub_resource_idx
];
3176 unsigned int row_pitch
, slice_pitch
;
3178 if (!wined3d_texture_prepare_location(texture
, sub_resource_idx
, context
, location
))
3183 case WINED3D_LOCATION_TEXTURE_RGB
:
3184 case WINED3D_LOCATION_TEXTURE_SRGB
:
3185 if (sub_resource
->locations
& WINED3D_LOCATION_SYSMEM
)
3187 struct wined3d_const_bo_address data
= {0, texture
->resource
.heap_memory
};
3188 struct wined3d_box src_box
;
3190 data
.addr
+= sub_resource
->offset
;
3191 wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture
),
3192 context
, location
== WINED3D_LOCATION_TEXTURE_SRGB
);
3193 wined3d_texture_get_pitch(texture
, sub_resource_idx
, &row_pitch
, &slice_pitch
);
3194 wined3d_texture_get_level_box(texture
, sub_resource_idx
% texture
->level_count
, &src_box
);
3195 wined3d_texture_upload_data(texture
, sub_resource_idx
, context
, texture
->resource
.format
,
3196 &src_box
, &data
, row_pitch
, slice_pitch
, 0, 0, 0, FALSE
);
3198 else if (sub_resource
->locations
& WINED3D_LOCATION_BUFFER
)
3200 struct wined3d_const_bo_address data
= {sub_resource
->buffer_object
, NULL
};
3201 struct wined3d_box src_box
;
3203 wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture
),
3204 context
, location
== WINED3D_LOCATION_TEXTURE_SRGB
);
3205 wined3d_texture_get_pitch(texture
, sub_resource_idx
, &row_pitch
, &slice_pitch
);
3206 wined3d_texture_get_level_box(texture
, sub_resource_idx
% texture
->level_count
, &src_box
);
3207 wined3d_texture_upload_data(texture
, sub_resource_idx
, context
, texture
->resource
.format
,
3208 &src_box
, &data
, row_pitch
, slice_pitch
, 0, 0, 0, FALSE
);
3210 else if (sub_resource
->locations
& WINED3D_LOCATION_TEXTURE_RGB
)
3212 texture3d_srgb_transfer(texture
, sub_resource_idx
, context
, TRUE
);
3214 else if (sub_resource
->locations
& WINED3D_LOCATION_TEXTURE_SRGB
)
3216 texture3d_srgb_transfer(texture
, sub_resource_idx
, context
, FALSE
);
3220 FIXME("Implement texture loading from %s.\n", wined3d_debug_location(sub_resource
->locations
));
3225 case WINED3D_LOCATION_SYSMEM
:
3226 if (sub_resource
->locations
& (WINED3D_LOCATION_TEXTURE_RGB
| WINED3D_LOCATION_TEXTURE_SRGB
))
3228 struct wined3d_bo_address data
= {0, texture
->resource
.heap_memory
};
3230 data
.addr
+= sub_resource
->offset
;
3231 if (sub_resource
->locations
& WINED3D_LOCATION_TEXTURE_RGB
)
3232 wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture
), context
, FALSE
);
3234 wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture
), context
, TRUE
);
3236 wined3d_texture_download_data(texture
, sub_resource_idx
, context
, &data
);
3237 ++texture
->download_count
;
3241 FIXME("Implement WINED3D_LOCATION_SYSMEM loading from %s.\n",
3242 wined3d_debug_location(sub_resource
->locations
));
3247 case WINED3D_LOCATION_BUFFER
:
3248 if (sub_resource
->locations
& (WINED3D_LOCATION_TEXTURE_RGB
| WINED3D_LOCATION_TEXTURE_SRGB
))
3250 struct wined3d_bo_address data
= {sub_resource
->buffer_object
, NULL
};
3252 if (sub_resource
->locations
& WINED3D_LOCATION_TEXTURE_RGB
)
3253 wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture
), context
, FALSE
);
3255 wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture
), context
, TRUE
);
3257 wined3d_texture_download_data(texture
, sub_resource_idx
, context
, &data
);
3261 FIXME("Implement WINED3D_LOCATION_BUFFER loading from %s.\n",
3262 wined3d_debug_location(sub_resource
->locations
));
3268 FIXME("Implement %s loading from %s.\n", wined3d_debug_location(location
),
3269 wined3d_debug_location(sub_resource
->locations
));
3276 static const struct wined3d_texture_ops texture3d_ops
=
3278 texture3d_load_location
,
3281 HRESULT CDECL
wined3d_texture_blt(struct wined3d_texture
*dst_texture
, unsigned int dst_sub_resource_idx
,
3282 const RECT
*dst_rect
, struct wined3d_texture
*src_texture
, unsigned int src_sub_resource_idx
,
3283 const RECT
*src_rect
, DWORD flags
, const struct wined3d_blt_fx
*fx
, enum wined3d_texture_filter_type filter
)
3285 struct wined3d_box src_box
= {src_rect
->left
, src_rect
->top
, src_rect
->right
, src_rect
->bottom
, 0, 1};
3286 struct wined3d_box dst_box
= {dst_rect
->left
, dst_rect
->top
, dst_rect
->right
, dst_rect
->bottom
, 0, 1};
3287 unsigned int dst_format_flags
, src_format_flags
= 0;
3290 TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_rect %s, src_texture %p, "
3291 "src_sub_resource_idx %u, src_rect %s, flags %#x, fx %p, filter %s.\n",
3292 dst_texture
, dst_sub_resource_idx
, wine_dbgstr_rect(dst_rect
), src_texture
,
3293 src_sub_resource_idx
, wine_dbgstr_rect(src_rect
), flags
, fx
, debug_d3dtexturefiltertype(filter
));
3295 if (dst_sub_resource_idx
>= dst_texture
->level_count
* dst_texture
->layer_count
3296 || dst_texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
)
3297 return WINED3DERR_INVALIDCALL
;
3299 if (src_sub_resource_idx
>= src_texture
->level_count
* src_texture
->layer_count
3300 || src_texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
)
3301 return WINED3DERR_INVALIDCALL
;
3303 dst_format_flags
= dst_texture
->resource
.format_flags
;
3304 if (FAILED(hr
= wined3d_texture_check_box_dimensions(dst_texture
,
3305 dst_sub_resource_idx
% dst_texture
->level_count
, &dst_box
)))
3308 src_format_flags
= src_texture
->resource
.format_flags
;
3309 if (FAILED(hr
= wined3d_texture_check_box_dimensions(src_texture
,
3310 src_sub_resource_idx
% src_texture
->level_count
, &src_box
)))
3313 if (dst_texture
->sub_resources
[dst_sub_resource_idx
].map_count
3314 || src_texture
->sub_resources
[src_sub_resource_idx
].map_count
)
3316 WARN("Sub-resource is busy, returning WINEDDERR_SURFACEBUSY.\n");
3317 return WINEDDERR_SURFACEBUSY
;
3320 if ((src_format_flags
& (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
3321 != (dst_format_flags
& (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
)))
3323 WARN("Rejecting depth/stencil blit between incompatible formats.\n");
3324 return WINED3DERR_INVALIDCALL
;
3327 if (dst_texture
->resource
.device
!= src_texture
->resource
.device
)
3329 FIXME("Rejecting cross-device blit.\n");
3333 wined3d_cs_emit_blt_sub_resource(dst_texture
->resource
.device
->cs
, &dst_texture
->resource
, dst_sub_resource_idx
,
3334 &dst_box
, &src_texture
->resource
, src_sub_resource_idx
, &src_box
, flags
, fx
, filter
);
3339 HRESULT CDECL
wined3d_texture_get_overlay_position(const struct wined3d_texture
*texture
,
3340 unsigned int sub_resource_idx
, LONG
*x
, LONG
*y
)
3342 struct wined3d_overlay_info
*overlay
;
3344 TRACE("texture %p, sub_resource_idx %u, x %p, y %p.\n", texture
, sub_resource_idx
, x
, y
);
3346 if (!(texture
->resource
.usage
& WINED3DUSAGE_OVERLAY
)
3347 || sub_resource_idx
>= texture
->level_count
* texture
->layer_count
)
3349 WARN("Invalid sub-resource specified.\n");
3350 return WINEDDERR_NOTAOVERLAYSURFACE
;
3353 overlay
= &texture
->overlay_info
[sub_resource_idx
];
3354 if (!overlay
->dst_texture
)
3356 TRACE("Overlay not visible.\n");
3359 return WINEDDERR_OVERLAYNOTVISIBLE
;
3362 *x
= overlay
->dst_rect
.left
;
3363 *y
= overlay
->dst_rect
.top
;
3365 TRACE("Returning position %d, %d.\n", *x
, *y
);
3370 HRESULT CDECL
wined3d_texture_set_overlay_position(struct wined3d_texture
*texture
,
3371 unsigned int sub_resource_idx
, LONG x
, LONG y
)
3373 struct wined3d_overlay_info
*overlay
;
3376 TRACE("texture %p, sub_resource_idx %u, x %d, y %d.\n", texture
, sub_resource_idx
, x
, y
);
3378 if (!(texture
->resource
.usage
& WINED3DUSAGE_OVERLAY
)
3379 || sub_resource_idx
>= texture
->level_count
* texture
->layer_count
)
3381 WARN("Invalid sub-resource specified.\n");
3382 return WINEDDERR_NOTAOVERLAYSURFACE
;
3385 overlay
= &texture
->overlay_info
[sub_resource_idx
];
3386 w
= overlay
->dst_rect
.right
- overlay
->dst_rect
.left
;
3387 h
= overlay
->dst_rect
.bottom
- overlay
->dst_rect
.top
;
3388 SetRect(&overlay
->dst_rect
, x
, y
, x
+ w
, y
+ h
);
3393 HRESULT CDECL
wined3d_texture_update_overlay(struct wined3d_texture
*texture
, unsigned int sub_resource_idx
,
3394 const RECT
*src_rect
, struct wined3d_texture
*dst_texture
, unsigned int dst_sub_resource_idx
,
3395 const RECT
*dst_rect
, DWORD flags
)
3397 struct wined3d_overlay_info
*overlay
;
3398 unsigned int level
, dst_level
;
3400 TRACE("texture %p, sub_resource_idx %u, src_rect %s, dst_texture %p, "
3401 "dst_sub_resource_idx %u, dst_rect %s, flags %#x.\n",
3402 texture
, sub_resource_idx
, wine_dbgstr_rect(src_rect
), dst_texture
,
3403 dst_sub_resource_idx
, wine_dbgstr_rect(dst_rect
), flags
);
3405 if (!(texture
->resource
.usage
& WINED3DUSAGE_OVERLAY
) || texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
3406 || sub_resource_idx
>= texture
->level_count
* texture
->layer_count
)
3408 WARN("Invalid sub-resource specified.\n");
3409 return WINEDDERR_NOTAOVERLAYSURFACE
;
3412 if (!dst_texture
|| dst_texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
3413 || dst_sub_resource_idx
>= dst_texture
->level_count
* dst_texture
->layer_count
)
3415 WARN("Invalid destination sub-resource specified.\n");
3416 return WINED3DERR_INVALIDCALL
;
3419 overlay
= &texture
->overlay_info
[sub_resource_idx
];
3421 level
= sub_resource_idx
% texture
->level_count
;
3423 overlay
->src_rect
= *src_rect
;
3425 SetRect(&overlay
->src_rect
, 0, 0,
3426 wined3d_texture_get_level_width(texture
, level
),
3427 wined3d_texture_get_level_height(texture
, level
));
3429 dst_level
= dst_sub_resource_idx
% dst_texture
->level_count
;
3431 overlay
->dst_rect
= *dst_rect
;
3433 SetRect(&overlay
->dst_rect
, 0, 0,
3434 wined3d_texture_get_level_width(dst_texture
, dst_level
),
3435 wined3d_texture_get_level_height(dst_texture
, dst_level
));
3437 if (overlay
->dst_texture
&& (overlay
->dst_texture
!= dst_texture
3438 || overlay
->dst_sub_resource_idx
!= dst_sub_resource_idx
|| flags
& WINEDDOVER_HIDE
))
3440 overlay
->dst_texture
= NULL
;
3441 list_remove(&overlay
->entry
);
3444 if (flags
& WINEDDOVER_SHOW
)
3446 if (overlay
->dst_texture
!= dst_texture
|| overlay
->dst_sub_resource_idx
!= dst_sub_resource_idx
)
3448 overlay
->dst_texture
= dst_texture
;
3449 overlay
->dst_sub_resource_idx
= dst_sub_resource_idx
;
3450 list_add_tail(&texture
->overlay_info
[dst_sub_resource_idx
].overlays
, &overlay
->entry
);
3453 else if (flags
& WINEDDOVER_HIDE
)
3455 /* Tests show that the rectangles are erased on hide. */
3456 SetRectEmpty(&overlay
->src_rect
);
3457 SetRectEmpty(&overlay
->dst_rect
);
3458 overlay
->dst_texture
= NULL
;
3464 void * CDECL
wined3d_texture_get_sub_resource_parent(struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
3466 unsigned int sub_count
= texture
->level_count
* texture
->layer_count
;
3468 TRACE("texture %p, sub_resource_idx %u.\n", texture
, sub_resource_idx
);
3470 if (sub_resource_idx
>= sub_count
)
3472 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx
, sub_count
);
3476 return texture
->sub_resources
[sub_resource_idx
].parent
;
3479 void CDECL
wined3d_texture_set_sub_resource_parent(struct wined3d_texture
*texture
,
3480 unsigned int sub_resource_idx
, void *parent
)
3482 unsigned int sub_count
= texture
->level_count
* texture
->layer_count
;
3484 TRACE("texture %p, sub_resource_idx %u, parent %p.\n", texture
, sub_resource_idx
, parent
);
3486 if (sub_resource_idx
>= sub_count
)
3488 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx
, sub_count
);
3492 texture
->sub_resources
[sub_resource_idx
].parent
= parent
;
3495 HRESULT CDECL
wined3d_texture_get_sub_resource_desc(const struct wined3d_texture
*texture
,
3496 unsigned int sub_resource_idx
, struct wined3d_sub_resource_desc
*desc
)
3498 unsigned int sub_count
= texture
->level_count
* texture
->layer_count
;
3499 const struct wined3d_resource
*resource
;
3500 unsigned int level_idx
;
3502 TRACE("texture %p, sub_resource_idx %u, desc %p.\n", texture
, sub_resource_idx
, desc
);
3504 if (sub_resource_idx
>= sub_count
)
3506 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx
, sub_count
);
3507 return WINED3DERR_INVALIDCALL
;
3510 resource
= &texture
->resource
;
3511 desc
->format
= resource
->format
->id
;
3512 desc
->multisample_type
= resource
->multisample_type
;
3513 desc
->multisample_quality
= resource
->multisample_quality
;
3514 desc
->usage
= resource
->usage
;
3515 desc
->access
= resource
->access
;
3517 level_idx
= sub_resource_idx
% texture
->level_count
;
3518 desc
->width
= wined3d_texture_get_level_width(texture
, level_idx
);
3519 desc
->height
= wined3d_texture_get_level_height(texture
, level_idx
);
3520 desc
->depth
= wined3d_texture_get_level_depth(texture
, level_idx
);
3521 desc
->size
= texture
->sub_resources
[sub_resource_idx
].size
;
3526 static void *wined3d_texture_allocate_object_memory(SIZE_T s
, SIZE_T level_count
, SIZE_T layer_count
)
3528 struct wined3d_texture
*t
;
3530 if (level_count
> ((~(SIZE_T
)0 - s
) / sizeof(*t
->sub_resources
)) / layer_count
)
3533 return heap_alloc_zero(s
+ level_count
* layer_count
* sizeof(*t
->sub_resources
));
3536 static HRESULT
wined3d_texture_gl_init(struct wined3d_texture_gl
*texture_gl
, struct wined3d_device
*device
,
3537 const struct wined3d_resource_desc
*desc
, unsigned int layer_count
, unsigned int level_count
,
3538 DWORD flags
, void *parent
, const struct wined3d_parent_ops
*parent_ops
, void *sub_resources
)
3540 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3541 const struct wined3d_texture_ops
*texture_ops
;
3544 TRACE("texture_gl %p, device %p, desc %p, layer_count %u, level_count %u, "
3545 "flags %#x, parent %p, parent_ops %p, sub_resources %p.\n",
3546 texture_gl
, device
, desc
, layer_count
, level_count
,
3547 flags
, parent
, parent_ops
, sub_resources
);
3549 if (!(desc
->usage
& WINED3DUSAGE_LEGACY_CUBEMAP
) && layer_count
> 1
3550 && !gl_info
->supported
[EXT_TEXTURE_ARRAY
])
3552 WARN("OpenGL implementation does not support array textures.\n");
3553 return WINED3DERR_INVALIDCALL
;
3556 switch (desc
->resource_type
)
3558 case WINED3D_RTYPE_TEXTURE_1D
:
3559 texture_ops
= &texture1d_ops
;
3560 if (layer_count
> 1)
3561 texture_gl
->target
= GL_TEXTURE_1D_ARRAY
;
3563 texture_gl
->target
= GL_TEXTURE_1D
;
3566 case WINED3D_RTYPE_TEXTURE_2D
:
3567 texture_ops
= &texture2d_ops
;
3568 if (desc
->usage
& WINED3DUSAGE_LEGACY_CUBEMAP
)
3570 texture_gl
->target
= GL_TEXTURE_CUBE_MAP_ARB
;
3572 else if (desc
->multisample_type
&& gl_info
->supported
[ARB_TEXTURE_MULTISAMPLE
])
3574 if (layer_count
> 1)
3575 texture_gl
->target
= GL_TEXTURE_2D_MULTISAMPLE_ARRAY
;
3577 texture_gl
->target
= GL_TEXTURE_2D_MULTISAMPLE
;
3581 if (layer_count
> 1)
3582 texture_gl
->target
= GL_TEXTURE_2D_ARRAY
;
3584 texture_gl
->target
= GL_TEXTURE_2D
;
3588 case WINED3D_RTYPE_TEXTURE_3D
:
3589 if (!gl_info
->supported
[EXT_TEXTURE3D
])
3591 WARN("OpenGL implementation does not support 3D textures.\n");
3592 return WINED3DERR_INVALIDCALL
;
3594 texture_ops
= &texture3d_ops
;
3595 texture_gl
->target
= GL_TEXTURE_3D
;
3599 ERR("Invalid resource type %s.\n", debug_d3dresourcetype(desc
->resource_type
));
3600 return WINED3DERR_INVALIDCALL
;
3603 list_init(&texture_gl
->renderbuffers
);
3605 if (FAILED(hr
= wined3d_texture_init(&texture_gl
->t
, desc
, layer_count
, level_count
,
3606 flags
, device
, parent
, parent_ops
, sub_resources
, texture_ops
)))
3609 if (texture_gl
->t
.resource
.gl_type
== WINED3D_GL_RES_TYPE_TEX_RECT
)
3610 texture_gl
->target
= GL_TEXTURE_RECTANGLE_ARB
;
3615 HRESULT CDECL
wined3d_texture_create(struct wined3d_device
*device
, const struct wined3d_resource_desc
*desc
,
3616 UINT layer_count
, UINT level_count
, DWORD flags
, const struct wined3d_sub_resource_data
*data
,
3617 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_texture
**texture
)
3619 unsigned int sub_count
= level_count
* layer_count
;
3620 struct wined3d_texture_gl
*object
;
3624 TRACE("device %p, desc %p, layer_count %u, level_count %u, flags %#x, data %p, "
3625 "parent %p, parent_ops %p, texture %p.\n",
3626 device
, desc
, layer_count
, level_count
, flags
, data
, parent
, parent_ops
, texture
);
3630 WARN("Invalid layer count.\n");
3631 return E_INVALIDARG
;
3633 if ((desc
->usage
& WINED3DUSAGE_LEGACY_CUBEMAP
) && layer_count
!= 6)
3635 ERR("Invalid layer count %u for legacy cubemap.\n", layer_count
);
3641 WARN("Invalid level count.\n");
3642 return WINED3DERR_INVALIDCALL
;
3645 if (desc
->multisample_type
!= WINED3D_MULTISAMPLE_NONE
)
3647 const struct wined3d_format
*format
= wined3d_get_format(device
->adapter
, desc
->format
, desc
->usage
);
3649 if (desc
->multisample_type
== WINED3D_MULTISAMPLE_NON_MASKABLE
3650 && desc
->multisample_quality
>= wined3d_popcount(format
->multisample_types
))
3652 WARN("Unsupported quality level %u requested for WINED3D_MULTISAMPLE_NON_MASKABLE.\n",
3653 desc
->multisample_quality
);
3654 return WINED3DERR_NOTAVAILABLE
;
3656 if (desc
->multisample_type
!= WINED3D_MULTISAMPLE_NON_MASKABLE
3657 && (!(format
->multisample_types
& 1u << (desc
->multisample_type
- 1))
3658 || (desc
->multisample_quality
&& desc
->multisample_quality
!= WINED3D_STANDARD_MULTISAMPLE_PATTERN
)))
3660 WARN("Unsupported multisample type %u quality %u requested.\n", desc
->multisample_type
,
3661 desc
->multisample_quality
);
3662 return WINED3DERR_NOTAVAILABLE
;
3668 for (i
= 0; i
< sub_count
; ++i
)
3673 WARN("Invalid sub-resource data specified for sub-resource %u.\n", i
);
3674 return E_INVALIDARG
;
3678 if (!(object
= wined3d_texture_allocate_object_memory(sizeof(*object
), level_count
, layer_count
)))
3679 return E_OUTOFMEMORY
;
3681 if (FAILED(hr
= wined3d_texture_gl_init(object
, device
, desc
, layer_count
,
3682 level_count
, flags
, parent
, parent_ops
, &object
[1])))
3684 WARN("Failed to initialize texture, returning %#x.\n", hr
);
3689 /* FIXME: We'd like to avoid ever allocating system memory for the texture
3693 unsigned int level
, width
, height
, depth
;
3694 struct wined3d_box box
;
3696 for (i
= 0; i
< sub_count
; ++i
)
3698 level
= i
% object
->t
.level_count
;
3699 width
= wined3d_texture_get_level_width(&object
->t
, level
);
3700 height
= wined3d_texture_get_level_height(&object
->t
, level
);
3701 depth
= wined3d_texture_get_level_depth(&object
->t
, level
);
3702 wined3d_box_set(&box
, 0, 0, width
, height
, 0, depth
);
3704 wined3d_cs_emit_update_sub_resource(device
->cs
, &object
->t
.resource
,
3705 i
, &box
, data
[i
].data
, data
[i
].row_pitch
, data
[i
].slice_pitch
);
3709 TRACE("Created texture %p.\n", object
);
3710 *texture
= &object
->t
;
3715 HRESULT CDECL
wined3d_texture_get_dc(struct wined3d_texture
*texture
, unsigned int sub_resource_idx
, HDC
*dc
)
3717 struct wined3d_device
*device
= texture
->resource
.device
;
3718 struct wined3d_texture_sub_resource
*sub_resource
;
3719 struct wined3d_dc_info
*dc_info
;
3721 TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture
, sub_resource_idx
, dc
);
3723 if (!(texture
->flags
& WINED3D_TEXTURE_GET_DC
))
3725 WARN("Texture does not support GetDC\n");
3726 /* Don't touch the DC */
3727 return WINED3DERR_INVALIDCALL
;
3730 if (!(sub_resource
= wined3d_texture_get_sub_resource(texture
, sub_resource_idx
)))
3731 return WINED3DERR_INVALIDCALL
;
3733 if (texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
)
3735 WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture
->resource
.type
));
3736 return WINED3DERR_INVALIDCALL
;
3739 if (texture
->resource
.map_count
&& !(texture
->flags
& WINED3D_TEXTURE_GET_DC_LENIENT
))
3740 return WINED3DERR_INVALIDCALL
;
3742 if (!(dc_info
= texture
->dc_info
) || !dc_info
[sub_resource_idx
].dc
)
3744 struct wined3d_texture_idx texture_idx
= {texture
, sub_resource_idx
};
3746 wined3d_cs_init_object(device
->cs
, wined3d_texture_create_dc
, &texture_idx
);
3747 device
->cs
->ops
->finish(device
->cs
, WINED3D_CS_QUEUE_DEFAULT
);
3748 if (!(dc_info
= texture
->dc_info
) || !dc_info
[sub_resource_idx
].dc
)
3749 return WINED3DERR_INVALIDCALL
;
3752 if (!(texture
->flags
& WINED3D_TEXTURE_GET_DC_LENIENT
))
3753 texture
->flags
|= WINED3D_TEXTURE_DC_IN_USE
;
3754 ++texture
->resource
.map_count
;
3755 ++sub_resource
->map_count
;
3757 *dc
= dc_info
[sub_resource_idx
].dc
;
3758 TRACE("Returning dc %p.\n", *dc
);
3763 HRESULT CDECL
wined3d_texture_release_dc(struct wined3d_texture
*texture
, unsigned int sub_resource_idx
, HDC dc
)
3765 struct wined3d_device
*device
= texture
->resource
.device
;
3766 struct wined3d_texture_sub_resource
*sub_resource
;
3767 struct wined3d_dc_info
*dc_info
;
3769 TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture
, sub_resource_idx
, dc
);
3771 if (!(sub_resource
= wined3d_texture_get_sub_resource(texture
, sub_resource_idx
)))
3772 return WINED3DERR_INVALIDCALL
;
3774 if (texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
)
3776 WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture
->resource
.type
));
3777 return WINED3DERR_INVALIDCALL
;
3780 if (!(texture
->flags
& (WINED3D_TEXTURE_GET_DC_LENIENT
| WINED3D_TEXTURE_DC_IN_USE
)))
3781 return WINED3DERR_INVALIDCALL
;
3783 if (!(dc_info
= texture
->dc_info
) || dc_info
[sub_resource_idx
].dc
!= dc
)
3785 WARN("Application tries to release invalid DC %p, sub-resource DC is %p.\n",
3786 dc
, dc_info
? dc_info
[sub_resource_idx
].dc
: NULL
);
3787 return WINED3DERR_INVALIDCALL
;
3790 if (!(texture
->resource
.usage
& WINED3DUSAGE_OWNDC
))
3792 struct wined3d_texture_idx texture_idx
= {texture
, sub_resource_idx
};
3794 wined3d_cs_destroy_object(device
->cs
, wined3d_texture_destroy_dc
, &texture_idx
);
3795 device
->cs
->ops
->finish(device
->cs
, WINED3D_CS_QUEUE_DEFAULT
);
3798 --sub_resource
->map_count
;
3799 if (!--texture
->resource
.map_count
&& texture
->update_map_binding
)
3800 wined3d_texture_update_map_binding(texture
);
3801 if (!(texture
->flags
& WINED3D_TEXTURE_GET_DC_LENIENT
))
3802 texture
->flags
&= ~WINED3D_TEXTURE_DC_IN_USE
;
3807 void wined3d_texture_upload_from_texture(struct wined3d_texture
*dst_texture
, unsigned int dst_sub_resource_idx
,
3808 unsigned int dst_x
, unsigned int dst_y
, unsigned int dst_z
, struct wined3d_texture
*src_texture
,
3809 unsigned int src_sub_resource_idx
, const struct wined3d_box
*src_box
)
3811 unsigned int src_row_pitch
, src_slice_pitch
;
3812 unsigned int update_w
, update_h
, update_d
;
3813 unsigned int src_level
, dst_level
;
3814 struct wined3d_context
*context
;
3815 struct wined3d_bo_address data
;
3817 TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
3818 "src_texture %p, src_sub_resource_idx %u, src_box %s.\n",
3819 dst_texture
, dst_sub_resource_idx
, dst_x
, dst_y
, dst_z
,
3820 src_texture
, src_sub_resource_idx
, debug_box(src_box
));
3822 context
= context_acquire(dst_texture
->resource
.device
, NULL
, 0);
3824 /* Only load the sub-resource for partial updates. For newly allocated
3825 * textures the texture wouldn't be the current location, and we'd upload
3826 * zeroes just to overwrite them again. */
3827 update_w
= src_box
->right
- src_box
->left
;
3828 update_h
= src_box
->bottom
- src_box
->top
;
3829 update_d
= src_box
->back
- src_box
->front
;
3830 dst_level
= dst_sub_resource_idx
% dst_texture
->level_count
;
3831 if (update_w
== wined3d_texture_get_level_width(dst_texture
, dst_level
)
3832 && update_h
== wined3d_texture_get_level_height(dst_texture
, dst_level
)
3833 && update_d
== wined3d_texture_get_level_depth(dst_texture
, dst_level
))
3834 wined3d_texture_prepare_texture(dst_texture
, context
, FALSE
);
3836 wined3d_texture_load_location(dst_texture
, dst_sub_resource_idx
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
3837 wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(dst_texture
), context
, FALSE
);
3839 src_level
= src_sub_resource_idx
% src_texture
->level_count
;
3840 wined3d_texture_get_memory(src_texture
, src_sub_resource_idx
, &data
,
3841 src_texture
->sub_resources
[src_sub_resource_idx
].locations
);
3842 wined3d_texture_get_pitch(src_texture
, src_level
, &src_row_pitch
, &src_slice_pitch
);
3844 wined3d_texture_upload_data(dst_texture
, dst_sub_resource_idx
, context
, src_texture
->resource
.format
,
3845 src_box
, wined3d_const_bo_address(&data
), src_row_pitch
, src_slice_pitch
, dst_x
, dst_y
, dst_z
, FALSE
);
3847 context_release(context
);
3849 wined3d_texture_validate_location(dst_texture
, dst_sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
3850 wined3d_texture_invalidate_location(dst_texture
, dst_sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
3853 /* Partial downloads are not supported. */
3854 void wined3d_texture_download_from_texture(struct wined3d_texture
*dst_texture
, unsigned int dst_sub_resource_idx
,
3855 struct wined3d_texture
*src_texture
, unsigned int src_sub_resource_idx
)
3857 struct wined3d_context
*context
;
3858 struct wined3d_bo_address data
;
3859 DWORD dst_location
= dst_texture
->resource
.map_binding
;
3861 context
= context_acquire(src_texture
->resource
.device
, NULL
, 0);
3863 wined3d_texture_prepare_location(dst_texture
, dst_sub_resource_idx
, context
, dst_location
);
3864 wined3d_texture_get_memory(dst_texture
, dst_sub_resource_idx
, &data
, dst_location
);
3865 wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(src_texture
), context
,
3866 !(src_texture
->sub_resources
[src_sub_resource_idx
].locations
& WINED3D_LOCATION_TEXTURE_RGB
));
3867 wined3d_texture_download_data(src_texture
, src_sub_resource_idx
, context
, &data
);
3869 context_release(context
);
3871 wined3d_texture_validate_location(dst_texture
, dst_sub_resource_idx
, dst_location
);
3872 wined3d_texture_invalidate_location(dst_texture
, dst_sub_resource_idx
, ~dst_location
);