dwrite: Keep factory reference for each layout.
[wine.git] / dlls / wined3d / texture.c
blobb4c8bb2e3ac2177d86a10786730c9908cc3bfb73
1 /*
2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2005 Oliver Stieber
5 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
6 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 #include "config.h"
24 #include "wine/port.h"
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
28 WINE_DECLARE_DEBUG_CHANNEL(winediag);
30 static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_texture_ops *texture_ops,
31 UINT layer_count, UINT level_count, const struct wined3d_resource_desc *desc, DWORD flags,
32 struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops,
33 const struct wined3d_resource_ops *resource_ops)
35 const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info, desc->format);
36 HRESULT hr;
38 TRACE("texture %p, texture_ops %p, layer_count %u, level_count %u, resource_type %s, format %s, "
39 "multisample_type %#x, multisample_quality %#x, usage %s, pool %s, width %u, height %u, depth %u, "
40 "flags %#x, device %p, parent %p, parent_ops %p, resource_ops %p.\n",
41 texture, texture_ops, layer_count, level_count, debug_d3dresourcetype(desc->resource_type),
42 debug_d3dformat(desc->format), desc->multisample_type, desc->multisample_quality,
43 debug_d3dusage(desc->usage), debug_d3dpool(desc->pool), desc->width, desc->height, desc->depth,
44 flags, device, parent, parent_ops, resource_ops);
46 if (FAILED(hr = resource_init(&texture->resource, device, desc->resource_type, format,
47 desc->multisample_type, desc->multisample_quality, desc->usage, desc->pool,
48 desc->width, desc->height, desc->depth, 0, parent, parent_ops, resource_ops)))
50 static unsigned int once;
52 /* DXTn 3D textures are not supported. Do not write the ERR for them. */
53 if ((desc->format == WINED3DFMT_DXT1 || desc->format == WINED3DFMT_DXT2 || desc->format == WINED3DFMT_DXT3
54 || desc->format == WINED3DFMT_DXT4 || desc->format == WINED3DFMT_DXT5)
55 && !(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE)
56 && desc->resource_type != WINED3D_RTYPE_TEXTURE_3D && !once++)
57 ERR_(winediag)("The application tried to create a DXTn texture, but the driver does not support them.\n");
59 WARN("Failed to initialize resource, returning %#x\n", hr);
60 return hr;
62 wined3d_resource_update_draw_binding(&texture->resource);
64 texture->texture_ops = texture_ops;
65 texture->sub_resources = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
66 level_count * layer_count * sizeof(*texture->sub_resources));
67 if (!texture->sub_resources)
69 ERR("Failed to allocate sub-resource array.\n");
70 resource_cleanup(&texture->resource);
71 return E_OUTOFMEMORY;
74 texture->layer_count = layer_count;
75 texture->level_count = level_count;
76 texture->filter_type = (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3D_TEXF_LINEAR : WINED3D_TEXF_NONE;
77 texture->lod = 0;
78 texture->flags = WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS;
79 if (flags & WINED3D_TEXTURE_CREATE_PIN_SYSMEM)
80 texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM;
82 return WINED3D_OK;
85 /* A GL context is provided by the caller */
86 static void gltexture_delete(const struct wined3d_gl_info *gl_info, struct gl_texture *tex)
88 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex->name);
89 tex->name = 0;
92 static void wined3d_texture_unload_gl_texture(struct wined3d_texture *texture)
94 struct wined3d_device *device = texture->resource.device;
95 struct wined3d_context *context = NULL;
97 if (texture->texture_rgb.name || texture->texture_srgb.name)
99 context = context_acquire(device, NULL);
102 if (texture->texture_rgb.name)
103 gltexture_delete(context->gl_info, &texture->texture_rgb);
105 if (texture->texture_srgb.name)
106 gltexture_delete(context->gl_info, &texture->texture_srgb);
108 if (context) context_release(context);
110 wined3d_texture_set_dirty(texture);
112 resource_unload(&texture->resource);
115 static void wined3d_texture_cleanup(struct wined3d_texture *texture)
117 UINT sub_count = texture->level_count * texture->layer_count;
118 UINT i;
120 TRACE("texture %p.\n", texture);
122 for (i = 0; i < sub_count; ++i)
124 struct wined3d_resource *sub_resource = texture->sub_resources[i];
126 if (sub_resource)
127 texture->texture_ops->texture_sub_resource_cleanup(sub_resource);
130 wined3d_texture_unload_gl_texture(texture);
131 HeapFree(GetProcessHeap(), 0, texture->sub_resources);
132 resource_cleanup(&texture->resource);
135 void wined3d_texture_set_swapchain(struct wined3d_texture *texture, struct wined3d_swapchain *swapchain)
137 texture->swapchain = swapchain;
138 wined3d_resource_update_draw_binding(&texture->resource);
141 void wined3d_texture_set_dirty(struct wined3d_texture *texture)
143 texture->flags &= ~(WINED3D_TEXTURE_RGB_VALID | WINED3D_TEXTURE_SRGB_VALID);
146 /* Context activation is done by the caller. */
147 void wined3d_texture_bind(struct wined3d_texture *texture,
148 struct wined3d_context *context, BOOL srgb)
150 const struct wined3d_gl_info *gl_info = context->gl_info;
151 struct gl_texture *gl_tex;
152 GLenum target;
154 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
156 if (!needs_separate_srgb_gl_texture(context))
157 srgb = FALSE;
159 /* sRGB mode cache for preload() calls outside drawprim. */
160 if (srgb)
161 texture->flags |= WINED3D_TEXTURE_IS_SRGB;
162 else
163 texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
165 gl_tex = wined3d_texture_get_gl_texture(texture, srgb);
166 target = texture->target;
168 if (gl_tex->name)
170 context_bind_texture(context, target, gl_tex->name);
171 return;
174 gl_info->gl_ops.gl.p_glGenTextures(1, &gl_tex->name);
175 checkGLcall("glGenTextures");
176 TRACE("Generated texture %d.\n", gl_tex->name);
178 if (!gl_tex->name)
180 ERR("Failed to generate a texture name.\n");
181 return;
184 /* Initialise the state of the texture object to the OpenGL defaults, not
185 * the wined3d defaults. */
186 gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_WRAP;
187 gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_WRAP;
188 gl_tex->sampler_desc.address_w = WINED3D_TADDRESS_WRAP;
189 memset(gl_tex->sampler_desc.border_color, 0, sizeof(gl_tex->sampler_desc.border_color));
190 gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_LINEAR;
191 gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
192 gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
193 gl_tex->sampler_desc.lod_bias = 0.0f;
194 gl_tex->sampler_desc.min_lod = -1000.0f;
195 gl_tex->sampler_desc.max_lod = 1000.0f;
196 gl_tex->sampler_desc.max_anisotropy = 1;
197 gl_tex->sampler_desc.compare = FALSE;
198 gl_tex->sampler_desc.comparison_func = WINED3D_CMP_LESSEQUAL;
199 if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
200 gl_tex->sampler_desc.srgb_decode = TRUE;
201 else
202 gl_tex->sampler_desc.srgb_decode = srgb;
203 gl_tex->base_level = 0;
204 wined3d_texture_set_dirty(texture);
206 context_bind_texture(context, target, gl_tex->name);
208 if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)
210 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
211 checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
214 /* For a new texture we have to set the texture levels after binding the
215 * texture. Beware that texture rectangles do not support mipmapping, but
216 * set the maxmiplevel if we're relying on the partial
217 * GL_ARB_texture_non_power_of_two emulation with texture rectangles.
218 * (I.e., do not care about cond_np2 here, just look for
219 * GL_TEXTURE_RECTANGLE_ARB.) */
220 if (target != GL_TEXTURE_RECTANGLE_ARB)
222 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->level_count - 1);
223 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
224 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)");
227 if (target == GL_TEXTURE_CUBE_MAP_ARB)
229 /* Cubemaps are always set to clamp, regardless of the sampler state. */
230 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
231 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
232 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
235 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
237 /* Conditinal non power of two textures use a different clamping
238 * default. If we're using the GL_WINE_normalized_texrect partial
239 * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
240 * has the address mode set to repeat - something that prevents us
241 * from hitting the accelerated codepath. Thus manually set the GL
242 * state. The same applies to filtering. Even if the texture has only
243 * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
244 * fallback on macos. */
245 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
246 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
247 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
248 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
249 checkGLcall("glTexParameteri");
250 gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
251 gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
252 gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_POINT;
253 gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT;
254 gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_NONE;
257 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] && gl_info->supported[ARB_DEPTH_TEXTURE])
259 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);
260 checkGLcall("glTexParameteri(GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY)");
264 /* Context activation is done by the caller. */
265 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
266 struct wined3d_context *context, BOOL srgb)
268 DWORD active_sampler;
270 /* We don't need a specific texture unit, but after binding the texture
271 * the current unit is dirty. Read the unit back instead of switching to
272 * 0, this avoids messing around with the state manager's GL states. The
273 * current texture unit should always be a valid one.
275 * To be more specific, this is tricky because we can implicitly be
276 * called from sampler() in state.c. This means we can't touch anything
277 * other than whatever happens to be the currently active texture, or we
278 * would risk marking already applied sampler states dirty again. */
279 active_sampler = context->rev_tex_unit_map[context->active_texture];
280 if (active_sampler != WINED3D_UNMAPPED_STAGE)
281 context_invalidate_state(context, STATE_SAMPLER(active_sampler));
282 /* FIXME: Ideally we'd only do this when touching a binding that's used by
283 * a shader. */
284 context_invalidate_state(context, STATE_SHADER_RESOURCE_BINDING);
286 wined3d_texture_bind(texture, context, srgb);
289 /* Context activation is done by the caller (state handler). */
290 /* This function relies on the correct texture being bound and loaded. */
291 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
292 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context)
294 const struct wined3d_gl_info *gl_info = context->gl_info;
295 GLenum target = texture->target;
296 struct gl_texture *gl_tex;
297 DWORD state;
299 TRACE("texture %p, sampler_desc %p, context %p.\n", texture, sampler_desc, context);
301 gl_tex = wined3d_texture_get_gl_texture(texture, texture->flags & WINED3D_TEXTURE_IS_SRGB);
303 state = sampler_desc->address_u;
304 if (state != gl_tex->sampler_desc.address_u)
306 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S,
307 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
308 gl_tex->sampler_desc.address_u = state;
311 state = sampler_desc->address_v;
312 if (state != gl_tex->sampler_desc.address_v)
314 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T,
315 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
316 gl_tex->sampler_desc.address_v = state;
319 state = sampler_desc->address_w;
320 if (state != gl_tex->sampler_desc.address_w)
322 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R,
323 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
324 gl_tex->sampler_desc.address_w = state;
327 if (memcmp(gl_tex->sampler_desc.border_color, sampler_desc->border_color,
328 sizeof(gl_tex->sampler_desc.border_color)))
330 gl_info->gl_ops.gl.p_glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &sampler_desc->border_color[0]);
331 memcpy(gl_tex->sampler_desc.border_color, sampler_desc->border_color,
332 sizeof(gl_tex->sampler_desc.border_color));
335 state = sampler_desc->mag_filter;
336 if (state != gl_tex->sampler_desc.mag_filter)
338 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(state));
339 gl_tex->sampler_desc.mag_filter = state;
342 if (sampler_desc->min_filter != gl_tex->sampler_desc.min_filter
343 || sampler_desc->mip_filter != gl_tex->sampler_desc.mip_filter)
345 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
346 wined3d_gl_min_mip_filter(sampler_desc->min_filter, sampler_desc->mip_filter));
347 gl_tex->sampler_desc.min_filter = sampler_desc->min_filter;
348 gl_tex->sampler_desc.mip_filter = sampler_desc->mip_filter;
351 state = sampler_desc->max_anisotropy;
352 if (state != gl_tex->sampler_desc.max_anisotropy)
354 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
355 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, state);
356 else
357 WARN("Anisotropic filtering not supported.\n");
358 gl_tex->sampler_desc.max_anisotropy = state;
361 if (!sampler_desc->srgb_decode != !gl_tex->sampler_desc.srgb_decode
362 && (context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
363 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
365 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
366 sampler_desc->srgb_decode ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
367 gl_tex->sampler_desc.srgb_decode = sampler_desc->srgb_decode;
370 if (!sampler_desc->compare != !gl_tex->sampler_desc.compare)
372 if (sampler_desc->compare)
373 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
374 else
375 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
376 gl_tex->sampler_desc.compare = sampler_desc->compare;
379 checkGLcall("Texture parameter application");
381 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
383 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
384 GL_TEXTURE_LOD_BIAS_EXT, sampler_desc->lod_bias);
385 checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
389 ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture)
391 ULONG refcount;
393 TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
395 if (texture->swapchain)
396 return wined3d_swapchain_incref(texture->swapchain);
398 refcount = InterlockedIncrement(&texture->resource.ref);
399 TRACE("%p increasing refcount to %u.\n", texture, refcount);
401 return refcount;
404 ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture)
406 ULONG refcount;
408 TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
410 if (texture->swapchain)
411 return wined3d_swapchain_decref(texture->swapchain);
413 refcount = InterlockedDecrement(&texture->resource.ref);
414 TRACE("%p decreasing refcount to %u.\n", texture, refcount);
416 if (!refcount)
418 wined3d_texture_cleanup(texture);
419 texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent);
420 HeapFree(GetProcessHeap(), 0, texture);
423 return refcount;
426 struct wined3d_resource * CDECL wined3d_texture_get_resource(struct wined3d_texture *texture)
428 TRACE("texture %p.\n", texture);
430 return &texture->resource;
433 static BOOL color_key_equal(const struct wined3d_color_key *c1, struct wined3d_color_key *c2)
435 return c1->color_space_low_value == c2->color_space_low_value
436 && c1->color_space_high_value == c2->color_space_high_value;
439 /* Context activation is done by the caller */
440 void wined3d_texture_load(struct wined3d_texture *texture,
441 struct wined3d_context *context, BOOL srgb)
443 UINT sub_count = texture->level_count * texture->layer_count;
444 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
445 DWORD flag;
446 UINT i;
448 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
450 if (!needs_separate_srgb_gl_texture(context))
451 srgb = FALSE;
453 if (srgb)
454 flag = WINED3D_TEXTURE_SRGB_VALID;
455 else
456 flag = WINED3D_TEXTURE_RGB_VALID;
458 if (!d3d_info->shader_color_key
459 && (!(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
460 != !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
461 || (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY
462 && !color_key_equal(&texture->async.gl_color_key, &texture->async.src_blt_color_key))))
464 unsigned int sub_count = texture->level_count * texture->layer_count;
465 unsigned int i;
467 TRACE("Reloading because of color key value change.\n");
468 for (i = 0; i < sub_count; i++)
469 texture->texture_ops->texture_sub_resource_add_dirty_region(texture->sub_resources[i], NULL);
470 wined3d_texture_set_dirty(texture);
472 texture->async.gl_color_key = texture->async.src_blt_color_key;
475 if (texture->flags & flag)
477 TRACE("Texture %p not dirty, nothing to do.\n", texture);
478 return;
481 /* Reload the surfaces if the texture is marked dirty. */
482 for (i = 0; i < sub_count; ++i)
484 texture->texture_ops->texture_sub_resource_load(texture->sub_resources[i], context, srgb);
486 texture->flags |= flag;
489 void CDECL wined3d_texture_preload(struct wined3d_texture *texture)
491 struct wined3d_context *context;
492 context = context_acquire(texture->resource.device, NULL);
493 wined3d_texture_load(texture, context, texture->flags & WINED3D_TEXTURE_IS_SRGB);
494 context_release(context);
497 void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture)
499 TRACE("texture %p.\n", texture);
501 return texture->resource.parent;
504 void CDECL wined3d_texture_get_pitch(const struct wined3d_texture *texture,
505 unsigned int level, unsigned int *row_pitch, unsigned int *slice_pitch)
507 const struct wined3d_resource *resource = &texture->resource;
508 unsigned int width = max(1, texture->resource.width >> level);
509 unsigned int height = max(1, texture->resource.height >> level);
511 if (texture->row_pitch)
513 *row_pitch = texture->row_pitch;
514 *slice_pitch = texture->slice_pitch;
515 return;
518 wined3d_format_calculate_pitch(resource->format, resource->device->surface_alignment,
519 width, height, row_pitch, slice_pitch);
522 DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
524 DWORD old = texture->lod;
526 TRACE("texture %p, lod %u.\n", texture, lod);
528 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
529 * textures. The call always returns 0, and GetLOD always returns 0. */
530 if (texture->resource.pool != WINED3D_POOL_MANAGED)
532 TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture->resource.pool));
533 return 0;
536 if (lod >= texture->level_count)
537 lod = texture->level_count - 1;
539 if (texture->lod != lod)
541 texture->lod = lod;
543 texture->texture_rgb.base_level = ~0u;
544 texture->texture_srgb.base_level = ~0u;
545 if (texture->resource.bind_count)
546 device_invalidate_state(texture->resource.device, STATE_SAMPLER(texture->sampler));
549 return old;
552 DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture)
554 TRACE("texture %p, returning %u.\n", texture, texture->lod);
556 return texture->lod;
559 DWORD CDECL wined3d_texture_get_level_count(const struct wined3d_texture *texture)
561 TRACE("texture %p, returning %u.\n", texture, texture->level_count);
563 return texture->level_count;
566 HRESULT CDECL wined3d_texture_set_autogen_filter_type(struct wined3d_texture *texture,
567 enum wined3d_texture_filter_type filter_type)
569 FIXME("texture %p, filter_type %s stub!\n", texture, debug_d3dtexturefiltertype(filter_type));
571 if (!(texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP))
573 WARN("Texture doesn't have AUTOGENMIPMAP usage.\n");
574 return WINED3DERR_INVALIDCALL;
577 texture->filter_type = filter_type;
579 return WINED3D_OK;
582 enum wined3d_texture_filter_type CDECL wined3d_texture_get_autogen_filter_type(const struct wined3d_texture *texture)
584 TRACE("texture %p.\n", texture);
586 return texture->filter_type;
589 HRESULT CDECL wined3d_texture_set_color_key(struct wined3d_texture *texture,
590 DWORD flags, const struct wined3d_color_key *color_key)
592 struct wined3d_device *device = texture->resource.device;
593 static const DWORD all_flags = WINED3D_CKEY_DST_BLT | WINED3D_CKEY_DST_OVERLAY
594 | WINED3D_CKEY_SRC_BLT | WINED3D_CKEY_SRC_OVERLAY;
596 TRACE("texture %p, flags %#x, color_key %p.\n", texture, flags, color_key);
598 if (flags & ~all_flags)
600 WARN("Invalid flags passed, returning WINED3DERR_INVALIDCALL.\n");
601 return WINED3DERR_INVALIDCALL;
604 wined3d_cs_emit_set_color_key(device->cs, texture, flags, color_key);
606 return WINED3D_OK;
609 HRESULT CDECL wined3d_texture_update_desc(struct wined3d_texture *texture, UINT width, UINT height,
610 enum wined3d_format_id format_id, enum wined3d_multisample_type multisample_type,
611 UINT multisample_quality, void *mem, UINT pitch)
613 struct wined3d_device *device = texture->resource.device;
614 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
615 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
616 UINT resource_size = wined3d_format_calculate_size(format, device->surface_alignment, width, height, 1);
617 struct wined3d_surface *surface;
619 TRACE("texture %p, width %u, height %u, format %s, multisample_type %#x, multisample_quality %u, "
620 "mem %p, pitch %u.\n",
621 texture, width, height, debug_d3dformat(format_id), multisample_type, multisample_type, mem, pitch);
623 if (!resource_size)
624 return WINED3DERR_INVALIDCALL;
626 if (texture->level_count * texture->layer_count > 1)
628 WARN("Texture has multiple sub-resources, not supported.\n");
629 return WINED3DERR_INVALIDCALL;
632 if (texture->resource.type == WINED3D_RTYPE_TEXTURE_3D)
634 WARN("Not supported on 3D textures.\n");
635 return WINED3DERR_INVALIDCALL;
638 /* We have no way of supporting a pitch that is not a multiple of the pixel
639 * byte width short of uploading the texture row-by-row.
640 * Fortunately that's not an issue since D3D9Ex doesn't allow a custom pitch
641 * for user-memory textures (it always expects packed data) while DirectDraw
642 * requires a 4-byte aligned pitch and doesn't support texture formats
643 * larger than 4 bytes per pixel nor any format using 3 bytes per pixel.
644 * This check is here to verify that the assumption holds. */
645 if (pitch % texture->resource.format->byte_count)
647 WARN("Pitch unsupported, not a multiple of the texture format byte width.\n");
648 return WINED3DERR_INVALIDCALL;
651 surface = surface_from_resource(texture->sub_resources[0]);
652 if (surface->resource.map_count || (surface->flags & SFLAG_DCINUSE))
654 WARN("Surface is mapped or the DC is in use.\n");
655 return WINED3DERR_INVALIDCALL;
658 if (device->d3d_initialized)
659 texture->resource.resource_ops->resource_unload(&texture->resource);
661 texture->resource.format = format;
662 texture->resource.multisample_type = multisample_type;
663 texture->resource.multisample_quality = multisample_quality;
664 texture->resource.width = width;
665 texture->resource.height = height;
667 texture->user_memory = mem;
668 if ((texture->row_pitch = pitch))
669 texture->slice_pitch = height * pitch;
670 else
671 /* User memory surfaces don't have the regular surface alignment. */
672 wined3d_format_calculate_pitch(format, 1, width, height,
673 &texture->row_pitch, &texture->slice_pitch);
675 return wined3d_surface_update_desc(surface, gl_info);
678 void wined3d_texture_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
680 DWORD alloc_flag = srgb ? WINED3D_TEXTURE_SRGB_ALLOCATED : WINED3D_TEXTURE_RGB_ALLOCATED;
681 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
683 if (!d3d_info->shader_color_key
684 && !(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
685 != !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
687 wined3d_texture_force_reload(texture);
689 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
690 texture->async.flags |= WINED3D_TEXTURE_ASYNC_COLOR_KEY;
693 if (texture->flags & alloc_flag)
694 return;
696 texture->texture_ops->texture_prepare_texture(texture, context, srgb);
697 texture->flags |= alloc_flag;
700 void wined3d_texture_force_reload(struct wined3d_texture *texture)
702 unsigned int sub_count = texture->level_count * texture->layer_count;
703 unsigned int i;
705 texture->flags &= ~(WINED3D_TEXTURE_RGB_ALLOCATED | WINED3D_TEXTURE_SRGB_ALLOCATED
706 | WINED3D_TEXTURE_CONVERTED);
707 texture->async.flags &= ~WINED3D_TEXTURE_ASYNC_COLOR_KEY;
708 for (i = 0; i < sub_count; ++i)
710 texture->texture_ops->texture_sub_resource_invalidate_location(texture->sub_resources[i],
711 WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
715 void CDECL wined3d_texture_generate_mipmaps(struct wined3d_texture *texture)
717 /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
718 FIXME("texture %p stub!\n", texture);
721 struct wined3d_resource * CDECL wined3d_texture_get_sub_resource(const struct wined3d_texture *texture,
722 UINT sub_resource_idx)
724 UINT sub_count = texture->level_count * texture->layer_count;
726 TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
728 if (sub_resource_idx >= sub_count)
730 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
731 return NULL;
734 return texture->sub_resources[sub_resource_idx];
737 HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
738 UINT layer, const struct wined3d_box *dirty_region)
740 struct wined3d_resource *sub_resource;
742 TRACE("texture %p, layer %u, dirty_region %s.\n", texture, layer, debug_box(dirty_region));
744 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, layer * texture->level_count)))
746 WARN("Failed to get sub-resource.\n");
747 return WINED3DERR_INVALIDCALL;
750 texture->texture_ops->texture_sub_resource_add_dirty_region(sub_resource, dirty_region);
752 return WINED3D_OK;
755 static HRESULT wined3d_texture_upload_data(struct wined3d_texture *texture,
756 const struct wined3d_sub_resource_data *data)
758 unsigned int sub_count = texture->level_count * texture->layer_count;
759 struct wined3d_context *context;
760 unsigned int i;
762 for (i = 0; i < sub_count; ++i)
764 if (!data[i].data)
766 WARN("Invalid sub-resource data specified for sub-resource %u.\n", i);
767 return E_INVALIDARG;
771 context = context_acquire(texture->resource.device, NULL);
773 wined3d_texture_prepare_texture(texture, context, FALSE);
774 wined3d_texture_bind_and_dirtify(texture, context, FALSE);
776 for (i = 0; i < sub_count; ++i)
778 struct wined3d_resource *sub_resource = texture->sub_resources[i];
780 texture->texture_ops->texture_sub_resource_upload_data(sub_resource, context, &data[i]);
781 texture->texture_ops->texture_sub_resource_validate_location(sub_resource, WINED3D_LOCATION_TEXTURE_RGB);
782 texture->texture_ops->texture_sub_resource_invalidate_location(sub_resource, ~WINED3D_LOCATION_TEXTURE_RGB);
785 context_release(context);
787 return WINED3D_OK;
790 static void texture2d_sub_resource_load(struct wined3d_resource *sub_resource,
791 struct wined3d_context *context, BOOL srgb)
793 surface_load(surface_from_resource(sub_resource), context, srgb);
796 static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
797 const struct wined3d_box *dirty_region)
799 struct wined3d_surface *surface = surface_from_resource(sub_resource);
800 struct wined3d_context *context;
802 surface_prepare_map_memory(surface);
803 context = context_acquire(surface->resource.device, NULL);
804 surface_load_location(surface, context, surface->resource.map_binding);
805 context_release(context);
806 surface_invalidate_location(surface, ~surface->resource.map_binding);
809 static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
811 struct wined3d_surface *surface = surface_from_resource(sub_resource);
813 wined3d_surface_destroy(surface);
816 static void texture2d_sub_resource_invalidate_location(struct wined3d_resource *sub_resource, DWORD location)
818 struct wined3d_surface *surface = surface_from_resource(sub_resource);
820 surface_invalidate_location(surface, location);
823 static void texture2d_sub_resource_validate_location(struct wined3d_resource *sub_resource, DWORD location)
825 struct wined3d_surface *surface = surface_from_resource(sub_resource);
827 surface_validate_location(surface, location);
830 static void texture2d_sub_resource_upload_data(struct wined3d_resource *sub_resource,
831 const struct wined3d_context *context, const struct wined3d_sub_resource_data *data)
833 struct wined3d_surface *surface = surface_from_resource(sub_resource);
834 static const POINT dst_point = {0, 0};
835 struct wined3d_const_bo_address addr;
836 RECT src_rect;
838 src_rect.left = 0;
839 src_rect.top = 0;
840 src_rect.right = surface->resource.width;
841 src_rect.bottom = surface->resource.height;
843 addr.buffer_object = 0;
844 addr.addr = data->data;
846 wined3d_surface_upload_data(surface, context->gl_info, surface->container->resource.format,
847 &src_rect, data->row_pitch, &dst_point, FALSE, &addr);
850 /* Context activation is done by the caller. */
851 static void texture2d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
853 UINT sub_count = texture->level_count * texture->layer_count;
854 const struct wined3d_format *format = texture->resource.format;
855 const struct wined3d_gl_info *gl_info = context->gl_info;
856 const struct wined3d_color_key_conversion *conversion;
857 GLenum internal;
858 UINT i;
860 TRACE("texture %p, context %p, format %s.\n", texture, context, debug_d3dformat(format->id));
862 if (format->convert)
864 texture->flags |= WINED3D_TEXTURE_CONVERTED;
866 else if ((conversion = wined3d_format_get_color_key_conversion(texture, TRUE)))
868 texture->flags |= WINED3D_TEXTURE_CONVERTED;
869 format = wined3d_get_format(gl_info, conversion->dst_format);
870 TRACE("Using format %s for color key conversion.\n", debug_d3dformat(format->id));
873 wined3d_texture_bind_and_dirtify(texture, context, srgb);
875 if (srgb)
876 internal = format->glGammaInternal;
877 else if (texture->resource.usage & WINED3DUSAGE_RENDERTARGET
878 && wined3d_resource_is_offscreen(&texture->resource))
879 internal = format->rtInternal;
880 else
881 internal = format->glInternal;
883 if (!internal)
884 FIXME("No GL internal format for format %s.\n", debug_d3dformat(format->id));
886 TRACE("internal %#x, format %#x, type %#x.\n", internal, format->glFormat, format->glType);
888 for (i = 0; i < sub_count; ++i)
890 struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]);
891 GLsizei height = surface->pow2Height;
892 GLsizei width = surface->pow2Width;
894 if (texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
896 height *= format->height_scale.numerator;
897 height /= format->height_scale.denominator;
900 TRACE("surface %p, target %#x, level %d, width %d, height %d.\n",
901 surface, surface->texture_target, surface->texture_level, width, height);
903 gl_info->gl_ops.gl.p_glTexImage2D(surface->texture_target, surface->texture_level,
904 internal, width, height, 0, format->glFormat, format->glType, NULL);
905 checkGLcall("glTexImage2D");
909 static const struct wined3d_texture_ops texture2d_ops =
911 texture2d_sub_resource_load,
912 texture2d_sub_resource_add_dirty_region,
913 texture2d_sub_resource_cleanup,
914 texture2d_sub_resource_invalidate_location,
915 texture2d_sub_resource_validate_location,
916 texture2d_sub_resource_upload_data,
917 texture2d_prepare_texture,
920 static ULONG texture_resource_incref(struct wined3d_resource *resource)
922 return wined3d_texture_incref(wined3d_texture_from_resource(resource));
925 static ULONG texture_resource_decref(struct wined3d_resource *resource)
927 return wined3d_texture_decref(wined3d_texture_from_resource(resource));
930 static void wined3d_texture_unload(struct wined3d_resource *resource)
932 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
933 UINT sub_count = texture->level_count * texture->layer_count;
934 UINT i;
936 TRACE("texture %p.\n", texture);
938 for (i = 0; i < sub_count; ++i)
940 struct wined3d_resource *sub_resource = texture->sub_resources[i];
942 sub_resource->resource_ops->resource_unload(sub_resource);
945 wined3d_texture_force_reload(texture);
946 wined3d_texture_unload_gl_texture(texture);
949 static HRESULT texture2d_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
950 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
952 struct wined3d_resource *sub_resource;
954 if (!(sub_resource = wined3d_texture_get_sub_resource(wined3d_texture_from_resource(resource), sub_resource_idx)))
955 return E_INVALIDARG;
957 return wined3d_surface_map(surface_from_resource(sub_resource), map_desc, box, flags);
960 static HRESULT texture2d_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
962 struct wined3d_resource *sub_resource;
964 if (!(sub_resource = wined3d_texture_get_sub_resource(wined3d_texture_from_resource(resource), sub_resource_idx)))
965 return E_INVALIDARG;
967 return wined3d_surface_unmap(surface_from_resource(sub_resource));
970 static const struct wined3d_resource_ops texture2d_resource_ops =
972 texture_resource_incref,
973 texture_resource_decref,
974 wined3d_texture_unload,
975 texture2d_resource_sub_resource_map,
976 texture2d_resource_sub_resource_unmap,
979 static HRESULT texture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
980 UINT level_count, DWORD flags, struct wined3d_device *device, void *parent,
981 const struct wined3d_parent_ops *parent_ops)
983 unsigned int layer_count = desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP ? 6 : 1;
984 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
985 struct wined3d_resource_desc surface_desc;
986 UINT pow2_width, pow2_height;
987 unsigned int i, j;
988 HRESULT hr;
990 /* TODO: It should only be possible to create textures for formats
991 * that are reported as supported. */
992 if (WINED3DFMT_UNKNOWN >= desc->format)
994 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
995 return WINED3DERR_INVALIDCALL;
998 /* Non-power2 support. */
999 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1001 pow2_width = desc->width;
1002 pow2_height = desc->height;
1004 else
1006 /* Find the nearest pow2 match. */
1007 pow2_width = pow2_height = 1;
1008 while (pow2_width < desc->width)
1009 pow2_width <<= 1;
1010 while (pow2_height < desc->height)
1011 pow2_height <<= 1;
1013 if (pow2_width != desc->width || pow2_height != desc->height)
1015 /* level_count == 0 returns an error as well */
1016 if (level_count != 1 || desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP)
1018 if (desc->pool == WINED3D_POOL_SCRATCH)
1020 WARN("Creating a scratch mipmapped/cube NPOT texture despite lack of HW support.\n");
1022 else
1024 WARN("Attempted to create a mipmapped/cube NPOT texture without unconditional NPOT support.\n");
1025 return WINED3DERR_INVALIDCALL;
1031 /* Calculate levels for mip mapping. */
1032 if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
1034 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
1036 WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
1037 return WINED3DERR_INVALIDCALL;
1040 if (level_count != 1)
1042 WARN("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning WINED3DERR_INVALIDCALL.\n");
1043 return WINED3DERR_INVALIDCALL;
1047 if (FAILED(hr = wined3d_texture_init(texture, &texture2d_ops, layer_count, level_count, desc,
1048 flags, device, parent, parent_ops, &texture2d_resource_ops)))
1050 WARN("Failed to initialize texture, returning %#x.\n", hr);
1051 return hr;
1054 /* Precalculated scaling for 'faked' non power of two texture coords. */
1055 if (texture->resource.gl_type == WINED3D_GL_RES_TYPE_TEX_RECT)
1057 texture->pow2_matrix[0] = (float)desc->width;
1058 texture->pow2_matrix[5] = (float)desc->height;
1059 texture->pow2_matrix[10] = 1.0f;
1060 texture->pow2_matrix[15] = 1.0f;
1061 texture->target = GL_TEXTURE_RECTANGLE_ARB;
1062 texture->flags |= WINED3D_TEXTURE_COND_NP2;
1063 texture->flags &= ~(WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS);
1065 else
1067 if (desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP)
1068 texture->target = GL_TEXTURE_CUBE_MAP_ARB;
1069 else
1070 texture->target = GL_TEXTURE_2D;
1071 if (desc->width == pow2_width && desc->height == pow2_height)
1073 texture->pow2_matrix[0] = 1.0f;
1074 texture->pow2_matrix[5] = 1.0f;
1076 else if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
1078 texture->pow2_matrix[0] = 1.0f;
1079 texture->pow2_matrix[5] = 1.0f;
1080 texture->flags |= WINED3D_TEXTURE_COND_NP2;
1082 else
1084 texture->pow2_matrix[0] = (((float)desc->width) / ((float)pow2_width));
1085 texture->pow2_matrix[5] = (((float)desc->height) / ((float)pow2_height));
1086 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
1088 texture->pow2_matrix[10] = 1.0f;
1089 texture->pow2_matrix[15] = 1.0f;
1091 TRACE("xf(%f) yf(%f)\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
1093 /* Generate all the surfaces. */
1094 surface_desc = *desc;
1095 surface_desc.resource_type = WINED3D_RTYPE_SURFACE;
1096 for (i = 0; i < texture->level_count; ++i)
1098 for (j = 0; j < texture->layer_count; ++j)
1100 static const GLenum cube_targets[6] =
1102 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
1103 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
1104 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
1105 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
1106 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
1107 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
1109 GLenum target = desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP ? cube_targets[j] : texture->target;
1110 unsigned int idx = j * texture->level_count + i;
1111 struct wined3d_surface *surface;
1113 if (FAILED(hr = wined3d_surface_create(texture, &surface_desc,
1114 target, i, j, flags, &surface)))
1116 WARN("Failed to create surface, hr %#x.\n", hr);
1117 wined3d_texture_cleanup(texture);
1118 return hr;
1121 texture->sub_resources[idx] = &surface->resource;
1122 TRACE("Created surface level %u @ %p.\n", i, surface);
1124 /* Calculate the next mipmap level. */
1125 surface_desc.width = max(1, surface_desc.width >> 1);
1126 surface_desc.height = max(1, surface_desc.height >> 1);
1129 return WINED3D_OK;
1132 static void texture3d_sub_resource_load(struct wined3d_resource *sub_resource,
1133 struct wined3d_context *context, BOOL srgb)
1135 wined3d_volume_load(volume_from_resource(sub_resource), context, srgb);
1138 static void texture3d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
1139 const struct wined3d_box *dirty_region)
1141 wined3d_texture_set_dirty(volume_from_resource(sub_resource)->container);
1144 static void texture3d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
1146 struct wined3d_volume *volume = volume_from_resource(sub_resource);
1148 wined3d_volume_destroy(volume);
1151 static void texture3d_sub_resource_invalidate_location(struct wined3d_resource *sub_resource, DWORD location)
1153 struct wined3d_volume *volume = volume_from_resource(sub_resource);
1155 wined3d_volume_invalidate_location(volume, location);
1158 static void texture3d_sub_resource_validate_location(struct wined3d_resource *sub_resource, DWORD location)
1160 struct wined3d_volume *volume = volume_from_resource(sub_resource);
1162 wined3d_volume_validate_location(volume, location);
1165 static void texture3d_sub_resource_upload_data(struct wined3d_resource *sub_resource,
1166 const struct wined3d_context *context, const struct wined3d_sub_resource_data *data)
1168 struct wined3d_volume *volume = volume_from_resource(sub_resource);
1169 struct wined3d_const_bo_address addr;
1170 unsigned int row_pitch, slice_pitch;
1172 wined3d_texture_get_pitch(volume->container, volume->texture_level, &row_pitch, &slice_pitch);
1173 if (row_pitch != data->row_pitch || slice_pitch != data->slice_pitch)
1174 FIXME("Ignoring row/slice pitch (%u/%u).\n", data->row_pitch, data->slice_pitch);
1176 addr.buffer_object = 0;
1177 addr.addr = data->data;
1179 wined3d_volume_upload_data(volume, context, &addr);
1182 static void texture3d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
1184 unsigned int sub_count = texture->level_count * texture->layer_count;
1185 const struct wined3d_format *format = texture->resource.format;
1186 const struct wined3d_gl_info *gl_info = context->gl_info;
1187 unsigned int i;
1189 wined3d_texture_bind_and_dirtify(texture, context, srgb);
1191 for (i = 0; i < sub_count; ++i)
1193 struct wined3d_volume *volume = volume_from_resource(texture->sub_resources[i]);
1195 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, volume->texture_level,
1196 srgb ? format->glGammaInternal : format->glInternal,
1197 volume->resource.width, volume->resource.height, volume->resource.depth,
1198 0, format->glFormat, format->glType, NULL));
1199 checkGLcall("glTexImage3D");
1203 static const struct wined3d_texture_ops texture3d_ops =
1205 texture3d_sub_resource_load,
1206 texture3d_sub_resource_add_dirty_region,
1207 texture3d_sub_resource_cleanup,
1208 texture3d_sub_resource_invalidate_location,
1209 texture3d_sub_resource_validate_location,
1210 texture3d_sub_resource_upload_data,
1211 texture3d_prepare_texture,
1214 static HRESULT texture3d_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
1215 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
1217 struct wined3d_resource *sub_resource;
1219 if (!(sub_resource = wined3d_texture_get_sub_resource(wined3d_texture_from_resource(resource), sub_resource_idx)))
1220 return E_INVALIDARG;
1222 return wined3d_volume_map(volume_from_resource(sub_resource), map_desc, box, flags);
1225 static HRESULT texture3d_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
1227 struct wined3d_resource *sub_resource;
1229 if (!(sub_resource = wined3d_texture_get_sub_resource(wined3d_texture_from_resource(resource), sub_resource_idx)))
1230 return E_INVALIDARG;
1232 return wined3d_volume_unmap(volume_from_resource(sub_resource));
1235 static const struct wined3d_resource_ops texture3d_resource_ops =
1237 texture_resource_incref,
1238 texture_resource_decref,
1239 wined3d_texture_unload,
1240 texture3d_resource_sub_resource_map,
1241 texture3d_resource_sub_resource_unmap,
1244 static HRESULT volumetexture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
1245 UINT levels, struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops)
1247 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1248 struct wined3d_resource_desc volume_desc;
1249 unsigned int i;
1250 HRESULT hr;
1252 /* TODO: It should only be possible to create textures for formats
1253 * that are reported as supported. */
1254 if (WINED3DFMT_UNKNOWN >= desc->format)
1256 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
1257 return WINED3DERR_INVALIDCALL;
1260 if (!gl_info->supported[EXT_TEXTURE3D])
1262 WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
1263 return WINED3DERR_INVALIDCALL;
1266 /* Calculate levels for mip mapping. */
1267 if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
1269 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
1271 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
1272 return WINED3DERR_INVALIDCALL;
1275 if (levels != 1)
1277 WARN("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning D3DERR_INVALIDCALL.\n");
1278 return WINED3DERR_INVALIDCALL;
1282 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1284 UINT pow2_w, pow2_h, pow2_d;
1285 pow2_w = 1;
1286 while (pow2_w < desc->width)
1287 pow2_w <<= 1;
1288 pow2_h = 1;
1289 while (pow2_h < desc->height)
1290 pow2_h <<= 1;
1291 pow2_d = 1;
1292 while (pow2_d < desc->depth)
1293 pow2_d <<= 1;
1295 if (pow2_w != desc->width || pow2_h != desc->height || pow2_d != desc->depth)
1297 if (desc->pool == WINED3D_POOL_SCRATCH)
1299 WARN("Creating a scratch NPOT volume texture despite lack of HW support.\n");
1301 else
1303 WARN("Attempted to create a NPOT volume texture (%u, %u, %u) without GL support.\n",
1304 desc->width, desc->height, desc->depth);
1305 return WINED3DERR_INVALIDCALL;
1310 if (FAILED(hr = wined3d_texture_init(texture, &texture3d_ops, 1, levels, desc,
1311 0, device, parent, parent_ops, &texture3d_resource_ops)))
1313 WARN("Failed to initialize texture, returning %#x.\n", hr);
1314 return hr;
1317 texture->pow2_matrix[0] = 1.0f;
1318 texture->pow2_matrix[5] = 1.0f;
1319 texture->pow2_matrix[10] = 1.0f;
1320 texture->pow2_matrix[15] = 1.0f;
1321 texture->target = GL_TEXTURE_3D;
1323 /* Generate all the surfaces. */
1324 volume_desc = *desc;
1325 volume_desc.resource_type = WINED3D_RTYPE_VOLUME;
1326 for (i = 0; i < texture->level_count; ++i)
1328 struct wined3d_volume *volume;
1330 if (FAILED(hr = wined3d_volume_create(texture, &volume_desc, i, &volume)))
1332 ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr);
1333 wined3d_texture_cleanup(texture);
1334 return hr;
1337 texture->sub_resources[i] = &volume->resource;
1339 /* Calculate the next mipmap level. */
1340 volume_desc.width = max(1, volume_desc.width >> 1);
1341 volume_desc.height = max(1, volume_desc.height >> 1);
1342 volume_desc.depth = max(1, volume_desc.depth >> 1);
1345 return WINED3D_OK;
1348 HRESULT CDECL wined3d_texture_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
1349 const RECT *dst_rect, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
1350 const RECT *src_rect, DWORD flags, const WINEDDBLTFX *fx, enum wined3d_texture_filter_type filter)
1352 struct wined3d_resource *dst_resource, *src_resource = NULL;
1354 TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_rect %s, src_texture %p, "
1355 "src_sub_resource_idx %u, src_rect %s, flags %#x, fx %p, filter %s.\n",
1356 dst_texture, dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), src_texture,
1357 src_sub_resource_idx, wine_dbgstr_rect(src_rect), flags, fx, debug_d3dtexturefiltertype(filter));
1359 if (!(dst_resource = wined3d_texture_get_sub_resource(dst_texture, dst_sub_resource_idx))
1360 || dst_resource->type != WINED3D_RTYPE_SURFACE)
1361 return WINED3DERR_INVALIDCALL;
1363 if (src_texture)
1365 if (!(src_resource = wined3d_texture_get_sub_resource(src_texture, src_sub_resource_idx))
1366 || src_resource->type != WINED3D_RTYPE_SURFACE)
1367 return WINED3DERR_INVALIDCALL;
1370 return wined3d_surface_blt(surface_from_resource(dst_resource), dst_rect,
1371 src_resource ? surface_from_resource(src_resource) : NULL, src_rect, flags, fx, filter);
1374 HRESULT CDECL wined3d_texture_get_overlay_position(const struct wined3d_texture *texture,
1375 unsigned int sub_resource_idx, LONG *x, LONG *y)
1377 struct wined3d_resource *sub_resource;
1378 struct wined3d_surface *surface;
1380 TRACE("texture %p, sub_resource_idx %u, x %p, y %p.\n", texture, sub_resource_idx, x, y);
1382 if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
1383 || !(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
1385 WARN("Invalid sub-resource specified.\n");
1386 return WINEDDERR_NOTAOVERLAYSURFACE;
1389 surface = surface_from_resource(sub_resource);
1390 if (!surface->overlay_dest)
1392 TRACE("Overlay not visible.\n");
1393 *x = 0;
1394 *y = 0;
1395 return WINEDDERR_OVERLAYNOTVISIBLE;
1398 *x = surface->overlay_destrect.left;
1399 *y = surface->overlay_destrect.top;
1401 TRACE("Returning position %d, %d.\n", *x, *y);
1403 return WINED3D_OK;
1406 HRESULT CDECL wined3d_texture_set_overlay_position(struct wined3d_texture *texture,
1407 unsigned int sub_resource_idx, LONG x, LONG y)
1409 struct wined3d_resource *sub_resource;
1410 struct wined3d_surface *surface;
1411 LONG w, h;
1413 TRACE("texture %p, sub_resource_idx %u, x %d, y %d.\n", texture, sub_resource_idx, x, y);
1415 if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
1416 || !(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
1418 WARN("Invalid sub-resource specified.\n");
1419 return WINEDDERR_NOTAOVERLAYSURFACE;
1422 surface = surface_from_resource(sub_resource);
1423 w = surface->overlay_destrect.right - surface->overlay_destrect.left;
1424 h = surface->overlay_destrect.bottom - surface->overlay_destrect.top;
1425 surface->overlay_destrect.left = x;
1426 surface->overlay_destrect.top = y;
1427 surface->overlay_destrect.right = x + w;
1428 surface->overlay_destrect.bottom = y + h;
1430 return WINED3D_OK;
1433 HRESULT CDECL wined3d_texture_update_overlay(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1434 const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
1435 const RECT *dst_rect, DWORD flags, const WINEDDOVERLAYFX *fx)
1437 struct wined3d_resource *sub_resource, *dst_sub_resource;
1438 struct wined3d_surface *surface, *dst_surface;
1440 TRACE("texture %p, sub_resource_idx %u, src_rect %s, dst_texture %p, "
1441 "dst_sub_resource_idx %u, dst_rect %s, flags %#x, fx %p.\n",
1442 texture, sub_resource_idx, wine_dbgstr_rect(src_rect), dst_texture,
1443 dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), flags, fx);
1445 if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
1446 || !(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
1448 WARN("Invalid sub-resource specified.\n");
1449 return WINEDDERR_NOTAOVERLAYSURFACE;
1452 if (!dst_texture || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
1453 || !(dst_sub_resource = wined3d_texture_get_sub_resource(dst_texture, dst_sub_resource_idx)))
1455 WARN("Invalid destination sub-resource specified.\n");
1456 return WINED3DERR_INVALIDCALL;
1459 surface = surface_from_resource(sub_resource);
1460 if (src_rect)
1461 surface->overlay_srcrect = *src_rect;
1462 else
1463 SetRect(&surface->overlay_srcrect, 0, 0, surface->resource.width, surface->resource.height);
1465 dst_surface = surface_from_resource(dst_sub_resource);
1466 if (dst_rect)
1467 surface->overlay_destrect = *dst_rect;
1468 else
1469 SetRect(&surface->overlay_destrect, 0, 0, dst_surface->resource.width, dst_surface->resource.height);
1471 if (surface->overlay_dest && (surface->overlay_dest != dst_surface || flags & WINEDDOVER_HIDE))
1473 surface->overlay_dest = NULL;
1474 list_remove(&surface->overlay_entry);
1477 if (flags & WINEDDOVER_SHOW)
1479 if (surface->overlay_dest != dst_surface)
1481 surface->overlay_dest = dst_surface;
1482 list_add_tail(&dst_surface->overlays, &surface->overlay_entry);
1485 else if (flags & WINEDDOVER_HIDE)
1487 /* Tests show that the rectangles are erased on hide. */
1488 surface->overlay_srcrect.left = 0; surface->overlay_srcrect.top = 0;
1489 surface->overlay_srcrect.right = 0; surface->overlay_srcrect.bottom = 0;
1490 surface->overlay_destrect.left = 0; surface->overlay_destrect.top = 0;
1491 surface->overlay_destrect.right = 0; surface->overlay_destrect.bottom = 0;
1492 surface->overlay_dest = NULL;
1495 return WINED3D_OK;
1498 HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct wined3d_resource_desc *desc,
1499 UINT level_count, DWORD flags, const struct wined3d_sub_resource_data *data, void *parent,
1500 const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
1502 struct wined3d_texture *object;
1503 HRESULT hr;
1505 TRACE("device %p, desc %p, level_count %u, flags %#x, data %p, parent %p, parent_ops %p, texture %p.\n",
1506 device, desc, level_count, flags, data, parent, parent_ops, texture);
1508 if (!level_count)
1510 WARN("Invalid level count.\n");
1511 return WINED3DERR_INVALIDCALL;
1514 if (desc->multisample_type != WINED3D_MULTISAMPLE_NONE)
1516 const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info, desc->format);
1518 if (desc->multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE
1519 && desc->multisample_quality >= wined3d_popcount(format->multisample_types))
1521 WARN("Unsupported quality level %u requested for WINED3D_MULTISAMPLE_NON_MASKABLE.\n",
1522 desc->multisample_quality);
1523 return WINED3DERR_NOTAVAILABLE;
1525 if (desc->multisample_type != WINED3D_MULTISAMPLE_NON_MASKABLE
1526 && (!(format->multisample_types & 1u << (desc->multisample_type - 1))
1527 || desc->multisample_quality))
1529 WARN("Unsupported multisample type %u quality %u requested.\n", desc->multisample_type,
1530 desc->multisample_quality);
1531 return WINED3DERR_NOTAVAILABLE;
1535 if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
1536 return E_OUTOFMEMORY;
1538 switch (desc->resource_type)
1540 case WINED3D_RTYPE_TEXTURE_2D:
1541 hr = texture_init(object, desc, level_count, flags, device, parent, parent_ops);
1542 break;
1544 case WINED3D_RTYPE_TEXTURE_3D:
1545 hr = volumetexture_init(object, desc, level_count, device, parent, parent_ops);
1546 break;
1548 default:
1549 ERR("Invalid resource type %s.\n", debug_d3dresourcetype(desc->resource_type));
1550 hr = WINED3DERR_INVALIDCALL;
1551 break;
1554 if (FAILED(hr))
1556 WARN("Failed to initialize texture, returning %#x.\n", hr);
1557 HeapFree(GetProcessHeap(), 0, object);
1558 return hr;
1561 /* FIXME: We'd like to avoid ever allocating system memory for the texture
1562 * in this case. */
1563 if (data && FAILED(hr = wined3d_texture_upload_data(object, data)))
1565 wined3d_texture_cleanup(object);
1566 HeapFree(GetProcessHeap(), 0, object);
1567 return hr;
1570 TRACE("Created texture %p.\n", object);
1571 *texture = object;
1573 return WINED3D_OK;
1576 HRESULT CDECL wined3d_texture_get_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC *dc)
1578 struct wined3d_device *device = texture->resource.device;
1579 struct wined3d_context *context = NULL;
1580 struct wined3d_resource *sub_resource;
1581 struct wined3d_surface *surface;
1582 HRESULT hr;
1584 TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture, sub_resource_idx, dc);
1586 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
1587 return WINED3DERR_INVALIDCALL;
1589 if (sub_resource->type != WINED3D_RTYPE_SURFACE)
1591 WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type));
1592 return WINED3DERR_INVALIDCALL;
1595 surface = surface_from_resource(sub_resource);
1597 /* Give more detailed info for ddraw. */
1598 if (surface->flags & SFLAG_DCINUSE)
1599 return WINEDDERR_DCALREADYCREATED;
1601 /* Can't GetDC if the surface is locked. */
1602 if (surface->resource.map_count)
1603 return WINED3DERR_INVALIDCALL;
1605 if (device->d3d_initialized)
1606 context = context_acquire(device, NULL);
1608 /* Create a DIB section if there isn't a dc yet. */
1609 if (!surface->hDC)
1611 if (FAILED(hr = surface_create_dib_section(surface)))
1613 if (context)
1614 context_release(context);
1615 return WINED3DERR_INVALIDCALL;
1617 if (!(surface->resource.map_binding == WINED3D_LOCATION_USER_MEMORY
1618 || surface->container->flags & WINED3D_TEXTURE_PIN_SYSMEM
1619 || surface->pbo))
1620 surface->resource.map_binding = WINED3D_LOCATION_DIB;
1623 surface_load_location(surface, context, WINED3D_LOCATION_DIB);
1624 surface_invalidate_location(surface, ~WINED3D_LOCATION_DIB);
1626 if (context)
1627 context_release(context);
1629 surface->flags |= SFLAG_DCINUSE;
1630 surface->resource.map_count++;
1632 *dc = surface->hDC;
1633 TRACE("Returning dc %p.\n", *dc);
1635 return WINED3D_OK;
1638 HRESULT CDECL wined3d_texture_release_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC dc)
1640 struct wined3d_device *device = texture->resource.device;
1641 struct wined3d_context *context = NULL;
1642 struct wined3d_resource *sub_resource;
1643 struct wined3d_surface *surface;
1645 TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture, sub_resource_idx, dc);
1647 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
1648 return WINED3DERR_INVALIDCALL;
1650 if (sub_resource->type != WINED3D_RTYPE_SURFACE)
1652 WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type));
1653 return WINED3DERR_INVALIDCALL;
1656 surface = surface_from_resource(sub_resource);
1658 if (!(surface->flags & SFLAG_DCINUSE))
1659 return WINEDDERR_NODC;
1661 if (surface->hDC != dc)
1663 WARN("Application tries to release invalid DC %p, surface DC is %p.\n",
1664 dc, surface->hDC);
1665 return WINEDDERR_NODC;
1668 surface->resource.map_count--;
1669 surface->flags &= ~SFLAG_DCINUSE;
1671 if (surface->resource.map_binding == WINED3D_LOCATION_USER_MEMORY
1672 || (surface->container->flags & WINED3D_TEXTURE_PIN_SYSMEM
1673 && surface->resource.map_binding != WINED3D_LOCATION_DIB))
1675 /* The game Salammbo modifies the surface contents without mapping the surface between
1676 * a GetDC/ReleaseDC operation and flipping the surface. If the DIB remains the active
1677 * copy and is copied to the screen, this update, which draws the mouse pointer, is lost.
1678 * Do not only copy the DIB to the map location, but also make sure the map location is
1679 * copied back to the DIB in the next getdc call.
1681 * The same consideration applies to user memory surfaces. */
1683 if (device->d3d_initialized)
1684 context = context_acquire(device, NULL);
1686 surface_load_location(surface, context, surface->resource.map_binding);
1687 surface_invalidate_location(surface, WINED3D_LOCATION_DIB);
1688 if (context)
1689 context_release(context);
1692 return WINED3D_OK;