wined3d: Make some functions static.
[wine.git] / dlls / wined3d / texture.c
blobda003e15b33c76f577fc6024a35394d6311a47ad
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);
28 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
29 WINE_DECLARE_DEBUG_CHANNEL(winediag);
31 #define WINED3D_TEXTURE_DYNAMIC_MAP_THRESHOLD 50
33 static BOOL wined3d_texture_use_pbo(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
35 return texture->resource.pool == WINED3D_POOL_DEFAULT
36 && texture->resource.access_flags & WINED3D_RESOURCE_ACCESS_CPU
37 && gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]
38 && !texture->resource.format->convert
39 && !(texture->flags & (WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_COND_NP2_EMULATED));
42 static BOOL wined3d_texture_use_immutable_storage(const struct wined3d_texture *texture,
43 const struct wined3d_gl_info *gl_info)
45 /* We don't expect to create texture views for textures with height-scaled formats.
46 * Besides, ARB_texture_storage doesn't allow specifying exact sizes for all levels. */
47 return gl_info->supported[ARB_TEXTURE_STORAGE]
48 && !(texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE);
51 GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture)
53 const struct wined3d_swapchain *swapchain = texture->swapchain;
55 TRACE("texture %p.\n", texture);
57 if (!swapchain)
59 ERR("Texture %p is not part of a swapchain.\n", texture);
60 return GL_NONE;
63 if (swapchain->back_buffers && swapchain->back_buffers[0] == texture)
65 if (swapchain->render_to_fbo)
67 TRACE("Returning GL_COLOR_ATTACHMENT0.\n");
68 return GL_COLOR_ATTACHMENT0;
70 TRACE("Returning GL_BACK.\n");
71 return GL_BACK;
73 else if (texture == swapchain->front_buffer)
75 TRACE("Returning GL_FRONT.\n");
76 return GL_FRONT;
79 FIXME("Higher back buffer, returning GL_BACK.\n");
80 return GL_BACK;
83 static DWORD wined3d_resource_access_from_location(DWORD location)
85 switch (location)
87 case WINED3D_LOCATION_DISCARDED:
88 return 0;
90 case WINED3D_LOCATION_SYSMEM:
91 return WINED3D_RESOURCE_ACCESS_CPU;
93 case WINED3D_LOCATION_BUFFER:
94 case WINED3D_LOCATION_TEXTURE_RGB:
95 case WINED3D_LOCATION_TEXTURE_SRGB:
96 return WINED3D_RESOURCE_ACCESS_GPU;
98 default:
99 FIXME("Unhandled location %#x.\n", location);
100 return 0;
104 static void wined3d_texture_evict_sysmem(struct wined3d_texture *texture)
106 struct wined3d_texture_sub_resource *sub_resource;
107 unsigned int i, sub_count;
109 if (texture->flags & (WINED3D_TEXTURE_CONVERTED | WINED3D_TEXTURE_PIN_SYSMEM)
110 || texture->download_count > WINED3D_TEXTURE_DYNAMIC_MAP_THRESHOLD)
112 TRACE("Not evicting system memory for texture %p.\n", texture);
113 return;
116 TRACE("Evicting system memory for texture %p.\n", texture);
118 sub_count = texture->level_count * texture->layer_count;
119 for (i = 0; i < sub_count; ++i)
121 sub_resource = &texture->sub_resources[i];
122 if (sub_resource->locations == WINED3D_LOCATION_SYSMEM)
123 ERR("WINED3D_LOCATION_SYSMEM is the only location for sub-resource %u of texture %p.\n",
124 i, texture);
125 sub_resource->locations &= ~WINED3D_LOCATION_SYSMEM;
127 wined3d_resource_free_sysmem(&texture->resource);
130 void wined3d_texture_validate_location(struct wined3d_texture *texture,
131 unsigned int sub_resource_idx, DWORD location)
133 struct wined3d_texture_sub_resource *sub_resource;
134 DWORD previous_locations;
136 TRACE("texture %p, sub_resource_idx %u, location %s.\n",
137 texture, sub_resource_idx, wined3d_debug_location(location));
139 sub_resource = &texture->sub_resources[sub_resource_idx];
140 previous_locations = sub_resource->locations;
141 sub_resource->locations |= location;
142 if (previous_locations == WINED3D_LOCATION_SYSMEM && location != WINED3D_LOCATION_SYSMEM
143 && !--texture->sysmem_count)
144 wined3d_texture_evict_sysmem(texture);
146 TRACE("New locations flags are %s.\n", wined3d_debug_location(sub_resource->locations));
149 static void wined3d_texture_set_dirty(struct wined3d_texture *texture)
151 texture->flags &= ~(WINED3D_TEXTURE_RGB_VALID | WINED3D_TEXTURE_SRGB_VALID);
154 void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
155 unsigned int sub_resource_idx, DWORD location)
157 struct wined3d_texture_sub_resource *sub_resource;
159 TRACE("texture %p, sub_resource_idx %u, location %s.\n",
160 texture, sub_resource_idx, wined3d_debug_location(location));
162 if (location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
163 wined3d_texture_set_dirty(texture);
165 sub_resource = &texture->sub_resources[sub_resource_idx];
166 sub_resource->locations &= ~location;
167 if (sub_resource->locations == WINED3D_LOCATION_SYSMEM)
168 ++texture->sysmem_count;
170 TRACE("New locations flags are %s.\n", wined3d_debug_location(sub_resource->locations));
172 if (!sub_resource->locations)
173 ERR("Sub-resource %u of texture %p does not have any up to date location.\n",
174 sub_resource_idx, texture);
177 /* Context activation is done by the caller. Context may be NULL in
178 * WINED3D_NO3D mode. */
179 BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
180 unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location)
182 return texture->texture_ops->texture_load_location(texture, sub_resource_idx, context, location);
185 /* Context activation is done by the caller. */
186 void *wined3d_texture_map_bo_address(const struct wined3d_bo_address *data, size_t size,
187 const struct wined3d_gl_info *gl_info, GLenum binding, DWORD flags)
189 BYTE *memory;
191 if (!data->buffer_object)
192 return data->addr;
194 GL_EXTCALL(glBindBuffer(binding, data->buffer_object));
196 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
198 GLbitfield map_flags = wined3d_resource_gl_map_flags(flags) & ~GL_MAP_FLUSH_EXPLICIT_BIT;
199 memory = GL_EXTCALL(glMapBufferRange(binding, (INT_PTR)data->addr, size, map_flags));
201 else
203 memory = GL_EXTCALL(glMapBuffer(binding, wined3d_resource_gl_legacy_map_flags(flags)));
204 memory += (INT_PTR)data->addr;
207 GL_EXTCALL(glBindBuffer(binding, 0));
208 checkGLcall("Map buffer object");
210 return memory;
213 /* Context activation is done by the caller. */
214 void wined3d_texture_unmap_bo_address(const struct wined3d_bo_address *data,
215 const struct wined3d_gl_info *gl_info, GLenum binding)
217 if (!data->buffer_object)
218 return;
220 GL_EXTCALL(glBindBuffer(binding, data->buffer_object));
221 GL_EXTCALL(glUnmapBuffer(binding));
222 GL_EXTCALL(glBindBuffer(binding, 0));
223 checkGLcall("Unmap buffer object");
226 void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx,
227 struct wined3d_bo_address *data, DWORD locations)
229 struct wined3d_texture_sub_resource *sub_resource;
231 TRACE("texture %p, sub_resource_idx %u, data %p, locations %s.\n",
232 texture, sub_resource_idx, data, wined3d_debug_location(locations));
234 sub_resource = &texture->sub_resources[sub_resource_idx];
235 if (locations & WINED3D_LOCATION_BUFFER)
237 data->addr = NULL;
238 data->buffer_object = sub_resource->buffer_object;
239 return;
241 if (locations & WINED3D_LOCATION_USER_MEMORY)
243 data->addr = texture->user_memory;
244 data->buffer_object = 0;
245 return;
247 if (locations & WINED3D_LOCATION_SYSMEM)
249 data->addr = texture->resource.heap_memory;
250 data->addr += sub_resource->offset;
251 data->buffer_object = 0;
252 return;
255 ERR("Unexpected locations %s.\n", wined3d_debug_location(locations));
256 data->addr = NULL;
257 data->buffer_object = 0;
260 static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_texture_ops *texture_ops,
261 UINT layer_count, UINT level_count, const struct wined3d_resource_desc *desc, DWORD flags,
262 struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops,
263 const struct wined3d_resource_ops *resource_ops)
265 unsigned int i, j, size, offset = 0;
266 const struct wined3d_format *format;
267 HRESULT hr;
269 TRACE("texture %p, texture_ops %p, layer_count %u, level_count %u, resource_type %s, format %s, "
270 "multisample_type %#x, multisample_quality %#x, usage %s, pool %s, width %u, height %u, depth %u, "
271 "flags %#x, device %p, parent %p, parent_ops %p, resource_ops %p.\n",
272 texture, texture_ops, layer_count, level_count, debug_d3dresourcetype(desc->resource_type),
273 debug_d3dformat(desc->format), desc->multisample_type, desc->multisample_quality,
274 debug_d3dusage(desc->usage), debug_d3dpool(desc->pool), desc->width, desc->height, desc->depth,
275 flags, device, parent, parent_ops, resource_ops);
277 if (!desc->width || !desc->height || !desc->depth)
278 return WINED3DERR_INVALIDCALL;
280 format = wined3d_get_format(&device->adapter->gl_info, desc->format, desc->usage);
282 for (i = 0; i < layer_count; ++i)
284 for (j = 0; j < level_count; ++j)
286 unsigned int idx = i * level_count + j;
288 size = wined3d_format_calculate_size(format, device->surface_alignment,
289 max(1, desc->width >> j), max(1, desc->height >> j), max(1, desc->depth >> j));
290 texture->sub_resources[idx].offset = offset;
291 texture->sub_resources[idx].size = size;
292 offset += size;
294 offset = (offset + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1);
297 if (!offset)
298 return WINED3DERR_INVALIDCALL;
300 if (FAILED(hr = resource_init(&texture->resource, device, desc->resource_type, format,
301 desc->multisample_type, desc->multisample_quality, desc->usage, desc->pool,
302 desc->width, desc->height, desc->depth, offset, parent, parent_ops, resource_ops)))
304 static unsigned int once;
306 /* DXTn 3D textures are not supported. Do not write the ERR for them. */
307 if ((desc->format == WINED3DFMT_DXT1 || desc->format == WINED3DFMT_DXT2 || desc->format == WINED3DFMT_DXT3
308 || desc->format == WINED3DFMT_DXT4 || desc->format == WINED3DFMT_DXT5)
309 && !(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE)
310 && desc->resource_type != WINED3D_RTYPE_TEXTURE_3D && !once++)
311 ERR_(winediag)("The application tried to create a DXTn texture, but the driver does not support them.\n");
313 WARN("Failed to initialize resource, returning %#x\n", hr);
314 return hr;
316 wined3d_resource_update_draw_binding(&texture->resource);
317 if ((flags & WINED3D_TEXTURE_CREATE_MAPPABLE) || desc->format == WINED3DFMT_D16_LOCKABLE)
318 texture->resource.access_flags |= WINED3D_RESOURCE_ACCESS_CPU;
320 texture->texture_ops = texture_ops;
322 texture->layer_count = layer_count;
323 texture->level_count = level_count;
324 texture->filter_type = (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3D_TEXF_LINEAR : WINED3D_TEXF_NONE;
325 texture->lod = 0;
326 texture->flags |= WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS;
327 if (flags & WINED3D_TEXTURE_CREATE_GET_DC_LENIENT)
328 texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_GET_DC_LENIENT;
329 if (flags & (WINED3D_TEXTURE_CREATE_GET_DC | WINED3D_TEXTURE_CREATE_GET_DC_LENIENT))
330 texture->flags |= WINED3D_TEXTURE_GET_DC;
331 if (flags & WINED3D_TEXTURE_CREATE_DISCARD)
332 texture->flags |= WINED3D_TEXTURE_DISCARD;
334 return WINED3D_OK;
337 /* Context activation is done by the caller. */
338 static void wined3d_texture_remove_buffer_object(struct wined3d_texture *texture,
339 unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info)
341 GLuint *buffer_object;
343 buffer_object = &texture->sub_resources[sub_resource_idx].buffer_object;
344 GL_EXTCALL(glDeleteBuffers(1, buffer_object));
345 checkGLcall("glDeleteBuffers");
346 wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_BUFFER);
347 *buffer_object = 0;
349 TRACE("Deleted buffer object %u for texture %p, sub-resource %u.\n",
350 *buffer_object, texture, sub_resource_idx);
353 static void wined3d_texture_update_map_binding(struct wined3d_texture *texture)
355 unsigned int sub_count = texture->level_count * texture->layer_count;
356 const struct wined3d_device *device = texture->resource.device;
357 DWORD map_binding = texture->update_map_binding;
358 struct wined3d_context *context = NULL;
359 unsigned int i;
361 if (device->d3d_initialized)
362 context = context_acquire(device, NULL);
364 for (i = 0; i < sub_count; ++i)
366 if (texture->sub_resources[i].locations == texture->resource.map_binding
367 && !wined3d_texture_load_location(texture, i, context, map_binding))
368 ERR("Failed to load location %s.\n", wined3d_debug_location(map_binding));
369 if (texture->resource.map_binding == WINED3D_LOCATION_BUFFER)
370 wined3d_texture_remove_buffer_object(texture, i, context->gl_info);
373 if (context)
374 context_release(context);
376 texture->resource.map_binding = map_binding;
377 texture->update_map_binding = 0;
380 void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding)
382 texture->update_map_binding = map_binding;
383 if (!texture->resource.map_count)
384 wined3d_texture_update_map_binding(texture);
387 /* A GL context is provided by the caller */
388 static void gltexture_delete(struct wined3d_device *device, const struct wined3d_gl_info *gl_info,
389 struct gl_texture *tex)
391 context_gl_resource_released(device, tex->name, FALSE);
392 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex->name);
393 tex->name = 0;
396 /* Context activation is done by the caller. */
397 /* The caller is responsible for binding the correct texture. */
398 static void wined3d_texture_allocate_gl_mutable_storage(struct wined3d_texture *texture,
399 GLenum gl_internal_format, const struct wined3d_format *format,
400 const struct wined3d_gl_info *gl_info)
402 unsigned int i, sub_call_count;
404 sub_call_count = texture->level_count;
405 if (texture->target != GL_TEXTURE_2D_ARRAY)
406 sub_call_count *= texture->layer_count;
408 for (i = 0; i < sub_call_count; ++i)
410 struct wined3d_surface *surface = texture->sub_resources[i].u.surface;
411 GLsizei width, height;
413 width = wined3d_texture_get_level_pow2_width(texture, surface->texture_level);
414 height = wined3d_texture_get_level_pow2_height(texture, surface->texture_level);
415 if (texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
417 height *= format->height_scale.numerator;
418 height /= format->height_scale.denominator;
421 TRACE("surface %p, target %#x, level %u, width %u, height %u.\n",
422 surface, surface->texture_target, surface->texture_level, width, height);
424 if (texture->target == GL_TEXTURE_2D_ARRAY)
426 GL_EXTCALL(glTexImage3D(surface->texture_target, surface->texture_level,
427 gl_internal_format, width, height, texture->layer_count, 0,
428 format->glFormat, format->glType, NULL));
429 checkGLcall("glTexImage3D");
431 else
433 gl_info->gl_ops.gl.p_glTexImage2D(surface->texture_target, surface->texture_level,
434 gl_internal_format, width, height, 0, format->glFormat, format->glType, NULL);
435 checkGLcall("glTexImage2D");
440 /* Context activation is done by the caller. */
441 /* The caller is responsible for binding the correct texture. */
442 static void wined3d_texture_allocate_gl_immutable_storage(struct wined3d_texture *texture,
443 GLenum gl_internal_format, const struct wined3d_gl_info *gl_info)
445 GLsizei width = wined3d_texture_get_level_pow2_width(texture, 0);
446 GLsizei height = wined3d_texture_get_level_pow2_height(texture, 0);
448 if (texture->target == GL_TEXTURE_2D_ARRAY)
450 GL_EXTCALL(glTexStorage3D(texture->target, texture->level_count, gl_internal_format,
451 width, height, texture->layer_count));
452 checkGLcall("glTexStorage3D");
454 else
456 GL_EXTCALL(glTexStorage2D(texture->target, texture->level_count, gl_internal_format,
457 width, height));
458 checkGLcall("glTexStorage2D");
462 static void wined3d_texture_unload_gl_texture(struct wined3d_texture *texture)
464 struct wined3d_device *device = texture->resource.device;
465 const struct wined3d_gl_info *gl_info = NULL;
466 struct wined3d_context *context = NULL;
468 if (texture->texture_rgb.name || texture->texture_srgb.name
469 || texture->rb_multisample || texture->rb_resolved)
471 context = context_acquire(device, NULL);
472 gl_info = context->gl_info;
475 if (texture->texture_rgb.name)
476 gltexture_delete(device, context->gl_info, &texture->texture_rgb);
478 if (texture->texture_srgb.name)
479 gltexture_delete(device, context->gl_info, &texture->texture_srgb);
481 if (texture->rb_multisample)
483 TRACE("Deleting multisample renderbuffer %u.\n", texture->rb_multisample);
484 context_gl_resource_released(device, texture->rb_multisample, TRUE);
485 gl_info->fbo_ops.glDeleteRenderbuffers(1, &texture->rb_multisample);
486 texture->rb_multisample = 0;
489 if (texture->rb_resolved)
491 TRACE("Deleting resolved renderbuffer %u.\n", texture->rb_resolved);
492 context_gl_resource_released(device, texture->rb_resolved, TRUE);
493 gl_info->fbo_ops.glDeleteRenderbuffers(1, &texture->rb_resolved);
494 texture->rb_resolved = 0;
497 if (context) context_release(context);
499 wined3d_texture_set_dirty(texture);
501 resource_unload(&texture->resource);
504 static void wined3d_texture_sub_resources_destroyed(struct wined3d_texture *texture)
506 unsigned int sub_count = texture->level_count * texture->layer_count;
507 struct wined3d_texture_sub_resource *sub_resource;
508 unsigned int i;
510 for (i = 0; i < sub_count; ++i)
512 sub_resource = &texture->sub_resources[i];
513 if (sub_resource->parent)
515 TRACE("sub-resource %u.\n", i);
516 sub_resource->parent_ops->wined3d_object_destroyed(sub_resource->parent);
517 sub_resource->parent = NULL;
522 static void wined3d_texture_cleanup(struct wined3d_texture *texture)
524 unsigned int sub_count = texture->level_count * texture->layer_count;
525 struct wined3d_device *device = texture->resource.device;
526 struct wined3d_context *context = NULL;
527 const struct wined3d_gl_info *gl_info;
528 GLuint buffer_object;
529 unsigned int i;
531 TRACE("texture %p.\n", texture);
533 for (i = 0; i < sub_count; ++i)
535 if (!(buffer_object = texture->sub_resources[i].buffer_object))
536 continue;
538 TRACE("Deleting buffer object %u.\n", buffer_object);
540 /* We may not be able to get a context in wined3d_texture_cleanup() in
541 * general, but if a buffer object was previously created we can. */
542 if (!context)
544 context = context_acquire(device, NULL);
545 gl_info = context->gl_info;
548 GL_EXTCALL(glDeleteBuffers(1, &buffer_object));
550 if (context)
551 context_release(context);
553 texture->texture_ops->texture_cleanup_sub_resources(texture);
554 wined3d_texture_unload_gl_texture(texture);
557 void wined3d_texture_set_swapchain(struct wined3d_texture *texture, struct wined3d_swapchain *swapchain)
559 texture->swapchain = swapchain;
560 wined3d_resource_update_draw_binding(&texture->resource);
563 /* Context activation is done by the caller. */
564 void wined3d_texture_bind(struct wined3d_texture *texture,
565 struct wined3d_context *context, BOOL srgb)
567 const struct wined3d_gl_info *gl_info = context->gl_info;
568 const struct wined3d_format *format = texture->resource.format;
569 const struct color_fixup_desc fixup = format->color_fixup;
570 struct gl_texture *gl_tex;
571 GLenum target;
573 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
575 if (!needs_separate_srgb_gl_texture(context))
576 srgb = FALSE;
578 /* sRGB mode cache for preload() calls outside drawprim. */
579 if (srgb)
580 texture->flags |= WINED3D_TEXTURE_IS_SRGB;
581 else
582 texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
584 gl_tex = wined3d_texture_get_gl_texture(texture, srgb);
585 target = texture->target;
587 if (gl_tex->name)
589 context_bind_texture(context, target, gl_tex->name);
590 return;
593 gl_info->gl_ops.gl.p_glGenTextures(1, &gl_tex->name);
594 checkGLcall("glGenTextures");
595 TRACE("Generated texture %d.\n", gl_tex->name);
597 if (!gl_tex->name)
599 ERR("Failed to generate a texture name.\n");
600 return;
603 /* Initialise the state of the texture object to the OpenGL defaults, not
604 * the wined3d defaults. */
605 gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_WRAP;
606 gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_WRAP;
607 gl_tex->sampler_desc.address_w = WINED3D_TADDRESS_WRAP;
608 memset(gl_tex->sampler_desc.border_color, 0, sizeof(gl_tex->sampler_desc.border_color));
609 gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_LINEAR;
610 gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
611 gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
612 gl_tex->sampler_desc.lod_bias = 0.0f;
613 gl_tex->sampler_desc.min_lod = -1000.0f;
614 gl_tex->sampler_desc.max_lod = 1000.0f;
615 gl_tex->sampler_desc.max_anisotropy = 1;
616 gl_tex->sampler_desc.compare = FALSE;
617 gl_tex->sampler_desc.comparison_func = WINED3D_CMP_LESSEQUAL;
618 if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
619 gl_tex->sampler_desc.srgb_decode = TRUE;
620 else
621 gl_tex->sampler_desc.srgb_decode = srgb;
622 gl_tex->base_level = 0;
623 wined3d_texture_set_dirty(texture);
625 context_bind_texture(context, target, gl_tex->name);
627 if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)
629 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
630 checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
633 /* For a new texture we have to set the texture levels after binding the
634 * texture. Beware that texture rectangles do not support mipmapping, but
635 * set the maxmiplevel if we're relying on the partial
636 * GL_ARB_texture_non_power_of_two emulation with texture rectangles.
637 * (I.e., do not care about cond_np2 here, just look for
638 * GL_TEXTURE_RECTANGLE_ARB.) */
639 if (target != GL_TEXTURE_RECTANGLE_ARB)
641 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->level_count - 1);
642 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
643 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)");
646 if (target == GL_TEXTURE_CUBE_MAP_ARB)
648 /* Cubemaps are always set to clamp, regardless of the sampler state. */
649 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
650 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
651 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
654 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
656 /* Conditinal non power of two textures use a different clamping
657 * default. If we're using the GL_WINE_normalized_texrect partial
658 * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
659 * has the address mode set to repeat - something that prevents us
660 * from hitting the accelerated codepath. Thus manually set the GL
661 * state. The same applies to filtering. Even if the texture has only
662 * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
663 * fallback on macos. */
664 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
665 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
666 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
667 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
668 checkGLcall("glTexParameteri");
669 gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
670 gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
671 gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_POINT;
672 gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT;
673 gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_NONE;
676 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] && gl_info->supported[ARB_DEPTH_TEXTURE])
678 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);
679 checkGLcall("glTexParameteri(GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY)");
682 if (!is_identity_fixup(fixup) && can_use_texture_swizzle(gl_info, format))
684 static const GLenum swizzle_source[] =
686 GL_ZERO, /* CHANNEL_SOURCE_ZERO */
687 GL_ONE, /* CHANNEL_SOURCE_ONE */
688 GL_RED, /* CHANNEL_SOURCE_X */
689 GL_GREEN, /* CHANNEL_SOURCE_Y */
690 GL_BLUE, /* CHANNEL_SOURCE_Z */
691 GL_ALPHA, /* CHANNEL_SOURCE_W */
693 struct
695 GLint x, y, z, w;
697 swizzle;
699 swizzle.x = swizzle_source[fixup.x_source];
700 swizzle.y = swizzle_source[fixup.y_source];
701 swizzle.z = swizzle_source[fixup.z_source];
702 swizzle.w = swizzle_source[fixup.w_source];
703 gl_info->gl_ops.gl.p_glTexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, &swizzle.x);
704 checkGLcall("glTexParameteriv(GL_TEXTURE_SWIZZLE_RGBA)");
708 /* Context activation is done by the caller. */
709 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
710 struct wined3d_context *context, BOOL srgb)
712 DWORD active_sampler;
714 /* We don't need a specific texture unit, but after binding the texture
715 * the current unit is dirty. Read the unit back instead of switching to
716 * 0, this avoids messing around with the state manager's GL states. The
717 * current texture unit should always be a valid one.
719 * To be more specific, this is tricky because we can implicitly be
720 * called from sampler() in state.c. This means we can't touch anything
721 * other than whatever happens to be the currently active texture, or we
722 * would risk marking already applied sampler states dirty again. */
723 active_sampler = context->rev_tex_unit_map[context->active_texture];
724 if (active_sampler != WINED3D_UNMAPPED_STAGE)
725 context_invalidate_state(context, STATE_SAMPLER(active_sampler));
726 /* FIXME: Ideally we'd only do this when touching a binding that's used by
727 * a shader. */
728 context_invalidate_state(context, STATE_SHADER_RESOURCE_BINDING);
730 wined3d_texture_bind(texture, context, srgb);
733 /* Context activation is done by the caller (state handler). */
734 /* This function relies on the correct texture being bound and loaded. */
735 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
736 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context)
738 const struct wined3d_gl_info *gl_info = context->gl_info;
739 GLenum target = texture->target;
740 struct gl_texture *gl_tex;
741 DWORD state;
743 TRACE("texture %p, sampler_desc %p, context %p.\n", texture, sampler_desc, context);
745 gl_tex = wined3d_texture_get_gl_texture(texture, texture->flags & WINED3D_TEXTURE_IS_SRGB);
747 state = sampler_desc->address_u;
748 if (state != gl_tex->sampler_desc.address_u)
750 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S,
751 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
752 gl_tex->sampler_desc.address_u = state;
755 state = sampler_desc->address_v;
756 if (state != gl_tex->sampler_desc.address_v)
758 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T,
759 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
760 gl_tex->sampler_desc.address_v = state;
763 state = sampler_desc->address_w;
764 if (state != gl_tex->sampler_desc.address_w)
766 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R,
767 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
768 gl_tex->sampler_desc.address_w = state;
771 if (memcmp(gl_tex->sampler_desc.border_color, sampler_desc->border_color,
772 sizeof(gl_tex->sampler_desc.border_color)))
774 gl_info->gl_ops.gl.p_glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &sampler_desc->border_color[0]);
775 memcpy(gl_tex->sampler_desc.border_color, sampler_desc->border_color,
776 sizeof(gl_tex->sampler_desc.border_color));
779 state = sampler_desc->mag_filter;
780 if (state != gl_tex->sampler_desc.mag_filter)
782 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(state));
783 gl_tex->sampler_desc.mag_filter = state;
786 if (sampler_desc->min_filter != gl_tex->sampler_desc.min_filter
787 || sampler_desc->mip_filter != gl_tex->sampler_desc.mip_filter)
789 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
790 wined3d_gl_min_mip_filter(sampler_desc->min_filter, sampler_desc->mip_filter));
791 gl_tex->sampler_desc.min_filter = sampler_desc->min_filter;
792 gl_tex->sampler_desc.mip_filter = sampler_desc->mip_filter;
795 state = sampler_desc->max_anisotropy;
796 if (state != gl_tex->sampler_desc.max_anisotropy)
798 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
799 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, state);
800 else
801 WARN("Anisotropic filtering not supported.\n");
802 gl_tex->sampler_desc.max_anisotropy = state;
805 if (!sampler_desc->srgb_decode != !gl_tex->sampler_desc.srgb_decode
806 && (context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
807 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
809 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
810 sampler_desc->srgb_decode ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
811 gl_tex->sampler_desc.srgb_decode = sampler_desc->srgb_decode;
814 if (!sampler_desc->compare != !gl_tex->sampler_desc.compare)
816 if (sampler_desc->compare)
817 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
818 else
819 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
820 gl_tex->sampler_desc.compare = sampler_desc->compare;
823 checkGLcall("Texture parameter application");
825 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
827 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
828 GL_TEXTURE_LOD_BIAS_EXT, sampler_desc->lod_bias);
829 checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
833 ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture)
835 ULONG refcount;
837 TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
839 if (texture->swapchain)
840 return wined3d_swapchain_incref(texture->swapchain);
842 refcount = InterlockedIncrement(&texture->resource.ref);
843 TRACE("%p increasing refcount to %u.\n", texture, refcount);
845 return refcount;
848 static void wined3d_texture_cleanup_sync(struct wined3d_texture *texture)
850 wined3d_texture_sub_resources_destroyed(texture);
851 resource_cleanup(&texture->resource);
852 wined3d_resource_wait_idle(&texture->resource);
853 wined3d_texture_cleanup(texture);
856 static void wined3d_texture_destroy_object(void *object)
858 wined3d_texture_cleanup(object);
859 HeapFree(GetProcessHeap(), 0, object);
862 ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture)
864 ULONG refcount;
866 TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
868 if (texture->swapchain)
869 return wined3d_swapchain_decref(texture->swapchain);
871 refcount = InterlockedDecrement(&texture->resource.ref);
872 TRACE("%p decreasing refcount to %u.\n", texture, refcount);
874 if (!refcount)
876 /* Wait for the texture to become idle if it's using user memory,
877 * since the application is allowed to free that memory once the
878 * texture is destroyed. Note that this implies that
879 * wined3d_texture_destroy_object() can't access that memory either. */
880 if (texture->user_memory)
881 wined3d_resource_wait_idle(&texture->resource);
882 wined3d_texture_sub_resources_destroyed(texture);
883 texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent);
884 resource_cleanup(&texture->resource);
885 wined3d_cs_emit_destroy_object(texture->resource.device->cs, wined3d_texture_destroy_object, texture);
888 return refcount;
891 struct wined3d_resource * CDECL wined3d_texture_get_resource(struct wined3d_texture *texture)
893 TRACE("texture %p.\n", texture);
895 return &texture->resource;
898 static BOOL color_key_equal(const struct wined3d_color_key *c1, struct wined3d_color_key *c2)
900 return c1->color_space_low_value == c2->color_space_low_value
901 && c1->color_space_high_value == c2->color_space_high_value;
904 /* Context activation is done by the caller */
905 void wined3d_texture_load(struct wined3d_texture *texture,
906 struct wined3d_context *context, BOOL srgb)
908 UINT sub_count = texture->level_count * texture->layer_count;
909 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
910 DWORD flag;
911 UINT i;
913 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
915 if (!needs_separate_srgb_gl_texture(context))
916 srgb = FALSE;
918 if (srgb)
919 flag = WINED3D_TEXTURE_SRGB_VALID;
920 else
921 flag = WINED3D_TEXTURE_RGB_VALID;
923 if (!d3d_info->shader_color_key
924 && (!(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
925 != !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
926 || (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY
927 && !color_key_equal(&texture->async.gl_color_key, &texture->async.src_blt_color_key))))
929 unsigned int sub_count = texture->level_count * texture->layer_count;
930 unsigned int i;
932 TRACE("Reloading because of color key value change.\n");
933 for (i = 0; i < sub_count; i++)
935 if (!wined3d_texture_load_location(texture, i, context, texture->resource.map_binding))
936 ERR("Failed to load location %s.\n", wined3d_debug_location(texture->resource.map_binding));
937 else
938 wined3d_texture_invalidate_location(texture, i, ~texture->resource.map_binding);
941 texture->async.gl_color_key = texture->async.src_blt_color_key;
944 if (texture->flags & flag)
946 TRACE("Texture %p not dirty, nothing to do.\n", texture);
947 return;
950 /* Reload the surfaces if the texture is marked dirty. */
951 for (i = 0; i < sub_count; ++i)
953 if (!wined3d_texture_load_location(texture, i, context,
954 srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB))
955 ERR("Failed to load location (srgb %#x).\n", srgb);
957 texture->flags |= flag;
960 void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture)
962 TRACE("texture %p.\n", texture);
964 return texture->resource.parent;
967 static BOOL wined3d_texture_check_box_dimensions(const struct wined3d_texture *texture,
968 unsigned int level, const struct wined3d_box *box)
970 if (box->left >= box->right
971 || box->top >= box->bottom
972 || box->front >= box->back)
973 return FALSE;
975 if (box->right > wined3d_texture_get_level_width(texture, level)
976 || box->bottom > wined3d_texture_get_level_height(texture, level)
977 || box->back > wined3d_texture_get_level_depth(texture, level))
978 return FALSE;
980 return TRUE;
983 void CDECL wined3d_texture_get_pitch(const struct wined3d_texture *texture,
984 unsigned int level, unsigned int *row_pitch, unsigned int *slice_pitch)
986 const struct wined3d_resource *resource = &texture->resource;
987 unsigned int width = wined3d_texture_get_level_width(texture, level);
988 unsigned int height = wined3d_texture_get_level_height(texture, level);
990 if (texture->row_pitch)
992 *row_pitch = texture->row_pitch;
993 *slice_pitch = texture->slice_pitch;
994 return;
997 wined3d_format_calculate_pitch(resource->format, resource->device->surface_alignment,
998 width, height, row_pitch, slice_pitch);
1001 DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
1003 DWORD old = texture->lod;
1005 TRACE("texture %p, lod %u.\n", texture, lod);
1007 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
1008 * textures. The call always returns 0, and GetLOD always returns 0. */
1009 if (texture->resource.pool != WINED3D_POOL_MANAGED)
1011 TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture->resource.pool));
1012 return 0;
1015 if (lod >= texture->level_count)
1016 lod = texture->level_count - 1;
1018 if (texture->lod != lod)
1020 wined3d_resource_wait_idle(&texture->resource);
1021 texture->lod = lod;
1023 texture->texture_rgb.base_level = ~0u;
1024 texture->texture_srgb.base_level = ~0u;
1025 if (texture->resource.bind_count)
1026 device_invalidate_state(texture->resource.device, STATE_SAMPLER(texture->sampler));
1029 return old;
1032 DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture)
1034 TRACE("texture %p, returning %u.\n", texture, texture->lod);
1036 return texture->lod;
1039 DWORD CDECL wined3d_texture_get_level_count(const struct wined3d_texture *texture)
1041 TRACE("texture %p, returning %u.\n", texture, texture->level_count);
1043 return texture->level_count;
1046 HRESULT CDECL wined3d_texture_set_autogen_filter_type(struct wined3d_texture *texture,
1047 enum wined3d_texture_filter_type filter_type)
1049 FIXME("texture %p, filter_type %s stub!\n", texture, debug_d3dtexturefiltertype(filter_type));
1051 if (!(texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP))
1053 WARN("Texture doesn't have AUTOGENMIPMAP usage.\n");
1054 return WINED3DERR_INVALIDCALL;
1057 texture->filter_type = filter_type;
1059 return WINED3D_OK;
1062 enum wined3d_texture_filter_type CDECL wined3d_texture_get_autogen_filter_type(const struct wined3d_texture *texture)
1064 TRACE("texture %p.\n", texture);
1066 return texture->filter_type;
1069 HRESULT CDECL wined3d_texture_set_color_key(struct wined3d_texture *texture,
1070 DWORD flags, const struct wined3d_color_key *color_key)
1072 struct wined3d_device *device = texture->resource.device;
1073 static const DWORD all_flags = WINED3D_CKEY_DST_BLT | WINED3D_CKEY_DST_OVERLAY
1074 | WINED3D_CKEY_SRC_BLT | WINED3D_CKEY_SRC_OVERLAY;
1076 TRACE("texture %p, flags %#x, color_key %p.\n", texture, flags, color_key);
1078 if (flags & ~all_flags)
1080 WARN("Invalid flags passed, returning WINED3DERR_INVALIDCALL.\n");
1081 return WINED3DERR_INVALIDCALL;
1084 wined3d_cs_emit_set_color_key(device->cs, texture, flags, color_key);
1086 return WINED3D_OK;
1089 HRESULT CDECL wined3d_texture_update_desc(struct wined3d_texture *texture, UINT width, UINT height,
1090 enum wined3d_format_id format_id, enum wined3d_multisample_type multisample_type,
1091 UINT multisample_quality, void *mem, UINT pitch)
1093 struct wined3d_device *device = texture->resource.device;
1094 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1095 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id, texture->resource.usage);
1096 UINT resource_size = wined3d_format_calculate_size(format, device->surface_alignment, width, height, 1);
1097 struct wined3d_texture_sub_resource *sub_resource;
1098 struct wined3d_surface *surface;
1099 DWORD valid_location = 0;
1100 BOOL create_dib = FALSE;
1102 TRACE("texture %p, width %u, height %u, format %s, multisample_type %#x, multisample_quality %u, "
1103 "mem %p, pitch %u.\n",
1104 texture, width, height, debug_d3dformat(format_id), multisample_type, multisample_quality, mem, pitch);
1106 if (!resource_size)
1107 return WINED3DERR_INVALIDCALL;
1109 if (texture->level_count * texture->layer_count > 1)
1111 WARN("Texture has multiple sub-resources, not supported.\n");
1112 return WINED3DERR_INVALIDCALL;
1115 if (texture->resource.type == WINED3D_RTYPE_TEXTURE_3D)
1117 WARN("Not supported on 3D textures.\n");
1118 return WINED3DERR_INVALIDCALL;
1121 if (texture->resource.map_count)
1123 WARN("Texture is mapped.\n");
1124 return WINED3DERR_INVALIDCALL;
1127 /* We have no way of supporting a pitch that is not a multiple of the pixel
1128 * byte width short of uploading the texture row-by-row.
1129 * Fortunately that's not an issue since D3D9Ex doesn't allow a custom pitch
1130 * for user-memory textures (it always expects packed data) while DirectDraw
1131 * requires a 4-byte aligned pitch and doesn't support texture formats
1132 * larger than 4 bytes per pixel nor any format using 3 bytes per pixel.
1133 * This check is here to verify that the assumption holds. */
1134 if (pitch % texture->resource.format->byte_count)
1136 WARN("Pitch unsupported, not a multiple of the texture format byte width.\n");
1137 return WINED3DERR_INVALIDCALL;
1140 if (device->d3d_initialized)
1141 wined3d_cs_emit_unload_resource(device->cs, &texture->resource);
1142 wined3d_resource_wait_idle(&texture->resource);
1144 sub_resource = &texture->sub_resources[0];
1145 surface = sub_resource->u.surface;
1146 if (surface->dc)
1148 wined3d_surface_destroy_dc(surface);
1149 create_dib = TRUE;
1152 wined3d_resource_free_sysmem(&texture->resource);
1154 if ((texture->row_pitch = pitch))
1155 texture->slice_pitch = height * pitch;
1156 else
1157 /* User memory surfaces don't have the regular surface alignment. */
1158 wined3d_format_calculate_pitch(format, 1, width, height,
1159 &texture->row_pitch, &texture->slice_pitch);
1161 texture->resource.format = format;
1162 texture->resource.multisample_type = multisample_type;
1163 texture->resource.multisample_quality = multisample_quality;
1164 texture->resource.width = width;
1165 texture->resource.height = height;
1166 texture->resource.size = texture->slice_pitch;
1167 sub_resource->size = texture->slice_pitch;
1168 sub_resource->locations = WINED3D_LOCATION_DISCARDED;
1170 if (((width & (width - 1)) || (height & (height - 1))) && !gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]
1171 && !gl_info->supported[ARB_TEXTURE_RECTANGLE] && !gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
1173 texture->flags |= WINED3D_TEXTURE_COND_NP2_EMULATED;
1174 texture->pow2_width = texture->pow2_height = 1;
1175 while (texture->pow2_width < width)
1176 texture->pow2_width <<= 1;
1177 while (texture->pow2_height < height)
1178 texture->pow2_height <<= 1;
1180 else
1182 texture->flags &= ~WINED3D_TEXTURE_COND_NP2_EMULATED;
1183 texture->pow2_width = width;
1184 texture->pow2_height = height;
1187 if ((texture->user_memory = mem))
1189 texture->resource.map_binding = WINED3D_LOCATION_USER_MEMORY;
1190 valid_location = WINED3D_LOCATION_USER_MEMORY;
1192 else
1194 wined3d_texture_prepare_location(texture, 0, NULL, WINED3D_LOCATION_SYSMEM);
1195 valid_location = WINED3D_LOCATION_SYSMEM;
1198 /* The format might be changed to a format that needs conversion.
1199 * If the surface didn't use PBOs previously but could now, don't
1200 * change it - whatever made us not use PBOs might come back, e.g.
1201 * color keys. */
1202 if (texture->resource.map_binding == WINED3D_LOCATION_BUFFER && !wined3d_texture_use_pbo(texture, gl_info))
1203 texture->resource.map_binding = WINED3D_LOCATION_SYSMEM;
1205 wined3d_texture_validate_location(texture, 0, valid_location);
1206 wined3d_texture_invalidate_location(texture, 0, ~valid_location);
1208 if (create_dib)
1209 wined3d_surface_create_dc(surface);
1211 return WINED3D_OK;
1214 /* Context activation is done by the caller. */
1215 static void wined3d_texture_prepare_buffer_object(struct wined3d_texture *texture,
1216 unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info)
1218 struct wined3d_texture_sub_resource *sub_resource;
1220 sub_resource = &texture->sub_resources[sub_resource_idx];
1221 if (sub_resource->buffer_object)
1222 return;
1224 GL_EXTCALL(glGenBuffers(1, &sub_resource->buffer_object));
1225 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, sub_resource->buffer_object));
1226 GL_EXTCALL(glBufferData(GL_PIXEL_UNPACK_BUFFER, sub_resource->size, NULL, GL_STREAM_DRAW));
1227 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
1228 checkGLcall("Create buffer object");
1230 TRACE("Created buffer object %u for texture %p, sub-resource %u.\n",
1231 sub_resource->buffer_object, texture, sub_resource_idx);
1234 static void wined3d_texture_force_reload(struct wined3d_texture *texture)
1236 unsigned int sub_count = texture->level_count * texture->layer_count;
1237 unsigned int i;
1239 texture->flags &= ~(WINED3D_TEXTURE_RGB_ALLOCATED | WINED3D_TEXTURE_SRGB_ALLOCATED
1240 | WINED3D_TEXTURE_CONVERTED);
1241 texture->async.flags &= ~WINED3D_TEXTURE_ASYNC_COLOR_KEY;
1242 for (i = 0; i < sub_count; ++i)
1244 wined3d_texture_invalidate_location(texture, i,
1245 WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
1249 void wined3d_texture_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
1251 DWORD alloc_flag = srgb ? WINED3D_TEXTURE_SRGB_ALLOCATED : WINED3D_TEXTURE_RGB_ALLOCATED;
1252 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
1254 if (!d3d_info->shader_color_key
1255 && !(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
1256 != !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
1258 wined3d_texture_force_reload(texture);
1260 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
1261 texture->async.flags |= WINED3D_TEXTURE_ASYNC_COLOR_KEY;
1264 if (texture->flags & alloc_flag)
1265 return;
1267 texture->texture_ops->texture_prepare_texture(texture, context, srgb);
1268 texture->flags |= alloc_flag;
1271 static void wined3d_texture_prepare_rb(struct wined3d_texture *texture,
1272 const struct wined3d_gl_info *gl_info, BOOL multisample)
1274 const struct wined3d_format *format = texture->resource.format;
1276 if (multisample)
1278 DWORD samples;
1280 if (texture->rb_multisample)
1281 return;
1283 /* TODO: NVIDIA expose their Coverage Sample Anti-Aliasing (CSAA)
1284 * feature through type == MULTISAMPLE_XX and quality != 0. This could
1285 * be mapped to GL_NV_framebuffer_multisample_coverage.
1287 * AMD have a similar feature called Enhanced Quality Anti-Aliasing
1288 * (EQAA), but it does not have an equivalent OpenGL extension. */
1290 /* We advertise as many WINED3D_MULTISAMPLE_NON_MASKABLE quality
1291 * levels as the count of advertised multisample types for the texture
1292 * format. */
1293 if (texture->resource.multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE)
1295 unsigned int i, count = 0;
1297 for (i = 0; i < sizeof(format->multisample_types) * 8; ++i)
1299 if (format->multisample_types & 1u << i)
1301 if (texture->resource.multisample_quality == count++)
1302 break;
1305 samples = i + 1;
1307 else
1309 samples = texture->resource.multisample_type;
1312 gl_info->fbo_ops.glGenRenderbuffers(1, &texture->rb_multisample);
1313 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, texture->rb_multisample);
1314 gl_info->fbo_ops.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples,
1315 format->glInternal, texture->resource.width, texture->resource.height);
1316 checkGLcall("glRenderbufferStorageMultisample()");
1317 TRACE("Created multisample rb %u.\n", texture->rb_multisample);
1319 else
1321 if (texture->rb_resolved)
1322 return;
1324 gl_info->fbo_ops.glGenRenderbuffers(1, &texture->rb_resolved);
1325 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, texture->rb_resolved);
1326 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format->glInternal,
1327 texture->resource.width, texture->resource.height);
1328 checkGLcall("glRenderbufferStorage()");
1329 TRACE("Created resolved rb %u.\n", texture->rb_resolved);
1333 /* Context activation is done by the caller. Context may be NULL in
1334 * WINED3D_NO3D mode. */
1335 BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1336 struct wined3d_context *context, DWORD location)
1338 switch (location)
1340 case WINED3D_LOCATION_SYSMEM:
1341 if (texture->resource.heap_memory)
1342 return TRUE;
1344 if (!wined3d_resource_allocate_sysmem(&texture->resource))
1346 ERR("Failed to allocate system memory.\n");
1347 return FALSE;
1349 return TRUE;
1351 case WINED3D_LOCATION_USER_MEMORY:
1352 if (!texture->user_memory)
1353 ERR("Map binding is set to WINED3D_LOCATION_USER_MEMORY but surface->user_memory is NULL.\n");
1354 return TRUE;
1356 case WINED3D_LOCATION_BUFFER:
1357 wined3d_texture_prepare_buffer_object(texture, sub_resource_idx, context->gl_info);
1358 return TRUE;
1360 case WINED3D_LOCATION_TEXTURE_RGB:
1361 wined3d_texture_prepare_texture(texture, context, FALSE);
1362 return TRUE;
1364 case WINED3D_LOCATION_TEXTURE_SRGB:
1365 wined3d_texture_prepare_texture(texture, context, TRUE);
1366 return TRUE;
1368 case WINED3D_LOCATION_DRAWABLE:
1369 if (!texture->swapchain && wined3d_settings.always_offscreen)
1370 ERR("Texture %p does not have a drawable.\n", texture);
1371 return TRUE;
1373 case WINED3D_LOCATION_RB_MULTISAMPLE:
1374 wined3d_texture_prepare_rb(texture, context->gl_info, TRUE);
1375 return TRUE;
1377 case WINED3D_LOCATION_RB_RESOLVED:
1378 wined3d_texture_prepare_rb(texture, context->gl_info, FALSE);
1379 return TRUE;
1381 default:
1382 ERR("Invalid location %s.\n", wined3d_debug_location(location));
1383 return FALSE;
1387 void CDECL wined3d_texture_generate_mipmaps(struct wined3d_texture *texture)
1389 /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
1390 FIXME("texture %p stub!\n", texture);
1393 static struct wined3d_texture_sub_resource *wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
1394 unsigned int sub_resource_idx)
1396 UINT sub_count = texture->level_count * texture->layer_count;
1398 TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
1400 if (sub_resource_idx >= sub_count)
1402 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
1403 return NULL;
1406 return &texture->sub_resources[sub_resource_idx];
1409 HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
1410 UINT layer, const struct wined3d_box *dirty_region)
1412 struct wined3d_context *context;
1413 unsigned int sub_resource_idx;
1415 TRACE("texture %p, layer %u, dirty_region %s.\n", texture, layer, debug_box(dirty_region));
1417 if (layer >= texture->layer_count)
1419 WARN("Invalid layer %u specified.\n", layer);
1420 return WINED3DERR_INVALIDCALL;
1422 sub_resource_idx = layer * texture->level_count;
1424 if (dirty_region)
1425 FIXME("Ignoring dirty_region %s.\n", debug_box(dirty_region));
1427 context = context_acquire(texture->resource.device, NULL);
1428 if (!wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding))
1430 ERR("Failed to load location %s.\n", wined3d_debug_location(texture->resource.map_binding));
1431 context_release(context);
1432 return E_OUTOFMEMORY;
1434 wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding);
1435 context_release(context);
1437 return WINED3D_OK;
1440 void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1441 const struct wined3d_context *context, const struct wined3d_box *box,
1442 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch)
1444 texture->texture_ops->texture_upload_data(texture, sub_resource_idx,
1445 context, box, data, row_pitch, slice_pitch);
1448 static void texture2d_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1449 const struct wined3d_context *context, const struct wined3d_box *box,
1450 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch)
1452 unsigned int texture_level;
1453 POINT dst_point;
1454 RECT src_rect;
1456 src_rect.left = 0;
1457 src_rect.top = 0;
1458 if (box)
1460 dst_point.x = box->left;
1461 dst_point.y = box->top;
1462 src_rect.right = box->right - box->left;
1463 src_rect.bottom = box->bottom - box->top;
1465 else
1467 dst_point.x = dst_point.y = 0;
1468 texture_level = sub_resource_idx % texture->level_count;
1469 src_rect.right = wined3d_texture_get_level_width(texture, texture_level);
1470 src_rect.bottom = wined3d_texture_get_level_height(texture, texture_level);
1473 wined3d_surface_upload_data(texture->sub_resources[sub_resource_idx].u.surface, context->gl_info,
1474 texture->resource.format, &src_rect, row_pitch, &dst_point, FALSE, data);
1477 static BOOL texture2d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1478 struct wined3d_context *context, DWORD location)
1480 return SUCCEEDED(surface_load_location(texture->sub_resources[sub_resource_idx].u.surface, context, location));
1483 /* Context activation is done by the caller. */
1484 static void texture2d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
1486 const struct wined3d_format *format = texture->resource.format;
1487 const struct wined3d_gl_info *gl_info = context->gl_info;
1488 const struct wined3d_color_key_conversion *conversion;
1489 GLenum internal;
1491 TRACE("texture %p, context %p, format %s.\n", texture, context, debug_d3dformat(format->id));
1493 if (format->convert)
1495 texture->flags |= WINED3D_TEXTURE_CONVERTED;
1497 else if ((conversion = wined3d_format_get_color_key_conversion(texture, TRUE)))
1499 texture->flags |= WINED3D_TEXTURE_CONVERTED;
1500 format = wined3d_get_format(gl_info, conversion->dst_format, texture->resource.usage);
1501 TRACE("Using format %s for color key conversion.\n", debug_d3dformat(format->id));
1504 wined3d_texture_bind_and_dirtify(texture, context, srgb);
1506 if (srgb)
1507 internal = format->glGammaInternal;
1508 else if (texture->resource.usage & WINED3DUSAGE_RENDERTARGET
1509 && wined3d_resource_is_offscreen(&texture->resource))
1510 internal = format->rtInternal;
1511 else
1512 internal = format->glInternal;
1514 if (!internal)
1515 FIXME("No GL internal format for format %s.\n", debug_d3dformat(format->id));
1517 TRACE("internal %#x, format %#x, type %#x.\n", internal, format->glFormat, format->glType);
1519 if (wined3d_texture_use_immutable_storage(texture, gl_info))
1520 wined3d_texture_allocate_gl_immutable_storage(texture, internal, gl_info);
1521 else
1522 wined3d_texture_allocate_gl_mutable_storage(texture, internal, format, gl_info);
1525 static void texture2d_cleanup_sub_resources(struct wined3d_texture *texture)
1527 unsigned int sub_count = texture->level_count * texture->layer_count;
1528 struct wined3d_device *device = texture->resource.device;
1529 struct wined3d_texture_sub_resource *sub_resource;
1530 struct wined3d_renderbuffer_entry *entry, *entry2;
1531 const struct wined3d_gl_info *gl_info = NULL;
1532 struct wined3d_context *context = NULL;
1533 struct wined3d_surface *overlay, *cur;
1534 struct wined3d_surface *surface;
1535 unsigned int i;
1537 for (i = 0; i < sub_count; ++i)
1539 sub_resource = &texture->sub_resources[i];
1540 if (!(surface = sub_resource->u.surface))
1541 continue;
1543 TRACE("surface %p.\n", surface);
1545 if (!context && !list_empty(&surface->renderbuffers))
1547 context = context_acquire(device, NULL);
1548 gl_info = context->gl_info;
1551 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
1553 TRACE("Deleting renderbuffer %u.\n", entry->id);
1554 context_gl_resource_released(device, entry->id, TRUE);
1555 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
1556 HeapFree(GetProcessHeap(), 0, entry);
1559 if (surface->dc)
1560 wined3d_surface_destroy_dc(surface);
1562 if (surface->overlay_dest)
1563 list_remove(&surface->overlay_entry);
1565 LIST_FOR_EACH_ENTRY_SAFE(overlay, cur, &surface->overlays, struct wined3d_surface, overlay_entry)
1567 list_remove(&overlay->overlay_entry);
1568 overlay->overlay_dest = NULL;
1571 if (context)
1572 context_release(context);
1573 HeapFree(GetProcessHeap(), 0, texture->sub_resources[0].u.surface);
1576 static const struct wined3d_texture_ops texture2d_ops =
1578 texture2d_upload_data,
1579 texture2d_load_location,
1580 texture2d_prepare_texture,
1581 texture2d_cleanup_sub_resources,
1584 struct wined3d_texture * __cdecl wined3d_texture_from_resource(struct wined3d_resource *resource)
1586 return texture_from_resource(resource);
1589 static ULONG texture_resource_incref(struct wined3d_resource *resource)
1591 return wined3d_texture_incref(texture_from_resource(resource));
1594 static ULONG texture_resource_decref(struct wined3d_resource *resource)
1596 return wined3d_texture_decref(texture_from_resource(resource));
1599 static void texture_resource_preload(struct wined3d_resource *resource)
1601 struct wined3d_texture *texture = texture_from_resource(resource);
1602 struct wined3d_context *context;
1604 context = context_acquire(resource->device, NULL);
1605 wined3d_texture_load(texture, context, texture->flags & WINED3D_TEXTURE_IS_SRGB);
1606 context_release(context);
1609 static void wined3d_texture_unload(struct wined3d_resource *resource)
1611 struct wined3d_texture *texture = texture_from_resource(resource);
1612 UINT sub_count = texture->level_count * texture->layer_count;
1613 struct wined3d_device *device = resource->device;
1614 const struct wined3d_gl_info *gl_info;
1615 struct wined3d_context *context;
1616 UINT i;
1618 TRACE("texture %p.\n", texture);
1620 context = context_acquire(device, NULL);
1621 gl_info = context->gl_info;
1623 for (i = 0; i < sub_count; ++i)
1625 struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[i];
1627 if (resource->pool != WINED3D_POOL_DEFAULT
1628 && wined3d_texture_load_location(texture, i, context, resource->map_binding))
1630 wined3d_texture_invalidate_location(texture, i, ~resource->map_binding);
1632 else
1634 /* We should only get here on device reset/teardown for implicit
1635 * resources. */
1636 if (resource->pool != WINED3D_POOL_DEFAULT || resource->type != WINED3D_RTYPE_TEXTURE_2D)
1637 ERR("Discarding %s %p sub-resource %u in the %s pool.\n", debug_d3dresourcetype(resource->type),
1638 resource, i, debug_d3dpool(resource->pool));
1639 wined3d_texture_validate_location(texture, i, WINED3D_LOCATION_DISCARDED);
1640 wined3d_texture_invalidate_location(texture, i, ~WINED3D_LOCATION_DISCARDED);
1643 if (sub_resource->buffer_object)
1644 wined3d_texture_remove_buffer_object(texture, i, context->gl_info);
1646 if (resource->type == WINED3D_RTYPE_TEXTURE_2D)
1648 struct wined3d_surface *surface = sub_resource->u.surface;
1649 struct wined3d_renderbuffer_entry *entry, *entry2;
1651 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
1653 context_gl_resource_released(device, entry->id, TRUE);
1654 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
1655 list_remove(&entry->entry);
1656 HeapFree(GetProcessHeap(), 0, entry);
1658 list_init(&surface->renderbuffers);
1659 surface->current_renderbuffer = NULL;
1663 context_release(context);
1665 wined3d_texture_force_reload(texture);
1666 wined3d_texture_unload_gl_texture(texture);
1669 static HRESULT texture_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
1670 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
1672 const struct wined3d_format *format = resource->format;
1673 struct wined3d_texture_sub_resource *sub_resource;
1674 struct wined3d_device *device = resource->device;
1675 unsigned int fmt_flags = resource->format_flags;
1676 const struct wined3d_gl_info *gl_info = NULL;
1677 struct wined3d_context *context = NULL;
1678 struct wined3d_texture *texture;
1679 struct wined3d_bo_address data;
1680 unsigned int texture_level;
1681 BYTE *base_memory;
1682 BOOL ret;
1684 TRACE("resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n",
1685 resource, sub_resource_idx, map_desc, debug_box(box), flags);
1687 texture = texture_from_resource(resource);
1688 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
1689 return E_INVALIDARG;
1691 texture_level = sub_resource_idx % texture->level_count;
1692 if (box && !wined3d_texture_check_box_dimensions(texture, texture_level, box))
1694 WARN("Map box is invalid.\n");
1695 if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
1696 return WINED3DERR_INVALIDCALL;
1699 if ((fmt_flags & WINED3DFMT_FLAG_BLOCKS) && box
1700 && !wined3d_texture_check_block_align(texture, texture_level, box))
1702 WARN("Map box %s is misaligned for %ux%u blocks.\n",
1703 debug_box(box), format->block_width, format->block_height);
1704 if (resource->type != WINED3D_RTYPE_TEXTURE_2D || resource->pool == WINED3D_POOL_DEFAULT)
1705 return WINED3DERR_INVALIDCALL;
1708 if (!(resource->access_flags & WINED3D_RESOURCE_ACCESS_CPU))
1710 WARN("Trying to map unmappable texture.\n");
1711 if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
1712 return WINED3DERR_INVALIDCALL;
1715 if (texture->flags & WINED3D_TEXTURE_DC_IN_USE)
1717 WARN("DC is in use.\n");
1718 return WINED3DERR_INVALIDCALL;
1721 if (sub_resource->map_count)
1723 WARN("Sub-resource is already mapped.\n");
1724 return WINED3DERR_INVALIDCALL;
1727 if (device->d3d_initialized)
1729 context = context_acquire(device, NULL);
1730 gl_info = context->gl_info;
1733 if (flags & WINED3D_MAP_DISCARD)
1735 TRACE("WINED3D_MAP_DISCARD flag passed, marking %s as up to date.\n",
1736 wined3d_debug_location(texture->resource.map_binding));
1737 if ((ret = wined3d_texture_prepare_location(texture, sub_resource_idx,
1738 context, texture->resource.map_binding)))
1739 wined3d_texture_validate_location(texture, sub_resource_idx, texture->resource.map_binding);
1741 else
1743 if (resource->usage & WINED3DUSAGE_DYNAMIC)
1744 WARN_(d3d_perf)("Mapping a dynamic texture without WINED3D_MAP_DISCARD.\n");
1745 ret = wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding);
1748 if (!ret)
1750 ERR("Failed to prepare location.\n");
1751 context_release(context);
1752 return E_OUTOFMEMORY;
1755 if (!(flags & (WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY)))
1756 wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding);
1758 wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding);
1759 base_memory = wined3d_texture_map_bo_address(&data, sub_resource->size,
1760 gl_info, GL_PIXEL_UNPACK_BUFFER, flags);
1761 TRACE("Base memory pointer %p.\n", base_memory);
1763 if (context)
1764 context_release(context);
1766 if (fmt_flags & WINED3DFMT_FLAG_BROKEN_PITCH)
1768 map_desc->row_pitch = wined3d_texture_get_level_width(texture, texture_level) * format->byte_count;
1769 map_desc->slice_pitch = wined3d_texture_get_level_height(texture, texture_level) * map_desc->row_pitch;
1771 else
1773 wined3d_texture_get_pitch(texture, texture_level, &map_desc->row_pitch, &map_desc->slice_pitch);
1776 if (!box)
1778 map_desc->data = base_memory;
1780 else
1782 if ((fmt_flags & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_BLOCKS)
1784 /* Compressed textures are block based, so calculate the offset of
1785 * the block that contains the top-left pixel of the mapped box. */
1786 map_desc->data = base_memory
1787 + (box->front * map_desc->slice_pitch)
1788 + ((box->top / format->block_height) * map_desc->row_pitch)
1789 + ((box->left / format->block_width) * format->block_byte_count);
1791 else
1793 map_desc->data = base_memory
1794 + (box->front * map_desc->slice_pitch)
1795 + (box->top * map_desc->row_pitch)
1796 + (box->left * format->byte_count);
1800 if (texture->swapchain && texture->swapchain->front_buffer == texture)
1802 RECT *r = &texture->swapchain->front_buffer_update;
1804 if (!box)
1805 SetRect(r, 0, 0, resource->width, resource->height);
1806 else
1807 SetRect(r, box->left, box->top, box->right, box->bottom);
1808 TRACE("Mapped front buffer %s.\n", wine_dbgstr_rect(r));
1811 ++resource->map_count;
1812 ++sub_resource->map_count;
1814 TRACE("Returning memory %p, row pitch %u, slice pitch %u.\n",
1815 map_desc->data, map_desc->row_pitch, map_desc->slice_pitch);
1817 return WINED3D_OK;
1820 static HRESULT texture_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
1822 struct wined3d_texture_sub_resource *sub_resource;
1823 struct wined3d_device *device = resource->device;
1824 const struct wined3d_gl_info *gl_info = NULL;
1825 struct wined3d_context *context = NULL;
1826 struct wined3d_texture *texture;
1827 struct wined3d_bo_address data;
1829 TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx);
1831 texture = texture_from_resource(resource);
1832 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
1833 return E_INVALIDARG;
1835 if (!sub_resource->map_count)
1837 WARN("Trying to unmap unmapped sub-resource.\n");
1838 if (texture->flags & WINED3D_TEXTURE_DC_IN_USE)
1839 return WINED3D_OK;
1840 return WINEDDERR_NOTLOCKED;
1843 if (device->d3d_initialized)
1845 context = context_acquire(device, NULL);
1846 gl_info = context->gl_info;
1849 wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding);
1850 wined3d_texture_unmap_bo_address(&data, gl_info, GL_PIXEL_UNPACK_BUFFER);
1852 if (context)
1853 context_release(context);
1855 if (texture->swapchain && texture->swapchain->front_buffer == texture)
1857 if (!(sub_resource->locations & (WINED3D_LOCATION_DRAWABLE | WINED3D_LOCATION_TEXTURE_RGB)))
1858 texture->swapchain->swapchain_ops->swapchain_frontbuffer_updated(texture->swapchain);
1860 else if (resource->format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1862 FIXME("Depth / stencil buffer locking is not implemented.\n");
1865 --sub_resource->map_count;
1866 if (!--resource->map_count && texture->update_map_binding)
1867 wined3d_texture_update_map_binding(texture);
1869 return WINED3D_OK;
1872 static const struct wined3d_resource_ops texture_resource_ops =
1874 texture_resource_incref,
1875 texture_resource_decref,
1876 texture_resource_preload,
1877 wined3d_texture_unload,
1878 texture_resource_sub_resource_map,
1879 texture_resource_sub_resource_unmap,
1882 static HRESULT texture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
1883 unsigned int layer_count, unsigned int level_count, DWORD flags, struct wined3d_device *device,
1884 void *parent, const struct wined3d_parent_ops *parent_ops)
1886 struct wined3d_device_parent *device_parent = device->device_parent;
1887 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1888 struct wined3d_surface *surfaces;
1889 UINT pow2_width, pow2_height;
1890 unsigned int i, j;
1891 HRESULT hr;
1893 if (!(desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP) && layer_count > 1
1894 && !gl_info->supported[EXT_TEXTURE_ARRAY])
1896 WARN("OpenGL implementation does not support array textures.\n");
1897 return WINED3DERR_INVALIDCALL;
1900 /* TODO: It should only be possible to create textures for formats
1901 * that are reported as supported. */
1902 if (WINED3DFMT_UNKNOWN >= desc->format)
1904 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
1905 return WINED3DERR_INVALIDCALL;
1908 if (desc->usage & WINED3DUSAGE_DYNAMIC && desc->pool == WINED3D_POOL_MANAGED)
1909 FIXME("Trying to create a managed texture with dynamic usage.\n");
1910 if (!(desc->usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))
1911 && (flags & WINED3D_TEXTURE_CREATE_MAPPABLE))
1912 WARN("Creating a mappable texture in the default pool that doesn't specify dynamic usage.\n");
1913 if (desc->usage & WINED3DUSAGE_RENDERTARGET && desc->pool != WINED3D_POOL_DEFAULT)
1914 FIXME("Trying to create a render target that isn't in the default pool.\n");
1916 pow2_width = desc->width;
1917 pow2_height = desc->height;
1918 if (((desc->width & (desc->width - 1)) || (desc->height & (desc->height - 1)))
1919 && !gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1921 /* level_count == 0 returns an error as well. */
1922 if (level_count != 1 || layer_count != 1)
1924 if (desc->pool != WINED3D_POOL_SCRATCH)
1926 WARN("Attempted to create a mipmapped/cube/array NPOT texture without unconditional NPOT support.\n");
1927 return WINED3DERR_INVALIDCALL;
1930 WARN("Creating a scratch mipmapped/cube/array NPOT texture despite lack of HW support.\n");
1932 texture->flags |= WINED3D_TEXTURE_COND_NP2;
1934 if (!gl_info->supported[ARB_TEXTURE_RECTANGLE] && !gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
1936 const struct wined3d_format *format = wined3d_get_format(gl_info, desc->format, desc->usage);
1938 /* TODO: Add support for non-power-of-two compressed textures. */
1939 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D]
1940 & (WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_HEIGHT_SCALE))
1942 FIXME("Compressed or height scaled non-power-of-two (%ux%u) textures are not supported.\n",
1943 desc->width, desc->height);
1944 return WINED3DERR_NOTAVAILABLE;
1947 /* Find the nearest pow2 match. */
1948 pow2_width = pow2_height = 1;
1949 while (pow2_width < desc->width)
1950 pow2_width <<= 1;
1951 while (pow2_height < desc->height)
1952 pow2_height <<= 1;
1953 texture->flags |= WINED3D_TEXTURE_COND_NP2_EMULATED;
1956 texture->pow2_width = pow2_width;
1957 texture->pow2_height = pow2_height;
1959 if ((pow2_width > gl_info->limits.texture_size || pow2_height > gl_info->limits.texture_size)
1960 && (desc->usage & WINED3DUSAGE_TEXTURE))
1962 /* One of four options:
1963 * 1: Do the same as we do with NPOT and scale the texture. (Any
1964 * texture ops would require the texture to be scaled which is
1965 * potentially slow.)
1966 * 2: Set the texture to the maximum size (bad idea).
1967 * 3: WARN and return WINED3DERR_NOTAVAILABLE.
1968 * 4: Create the surface, but allow it to be used only for DirectDraw
1969 * Blts. Some apps (e.g. Swat 3) create textures with a height of
1970 * 16 and a width > 3000 and blt 16x16 letter areas from them to
1971 * the render target. */
1972 if (desc->pool == WINED3D_POOL_DEFAULT || desc->pool == WINED3D_POOL_MANAGED)
1974 WARN("Dimensions (%ux%u) exceed the maximum texture size.\n", pow2_width, pow2_height);
1975 return WINED3DERR_NOTAVAILABLE;
1978 /* We should never use this surface in combination with OpenGL. */
1979 TRACE("Creating an oversized (%ux%u) surface.\n", pow2_width, pow2_height);
1982 /* Calculate levels for mip mapping. */
1983 if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
1985 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
1987 WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
1988 return WINED3DERR_INVALIDCALL;
1991 if (level_count != 1)
1993 WARN("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning WINED3DERR_INVALIDCALL.\n");
1994 return WINED3DERR_INVALIDCALL;
1998 if (FAILED(hr = wined3d_texture_init(texture, &texture2d_ops, layer_count, level_count, desc,
1999 flags, device, parent, parent_ops, &texture_resource_ops)))
2001 WARN("Failed to initialize texture, returning %#x.\n", hr);
2002 return hr;
2005 /* Precalculated scaling for 'faked' non power of two texture coords. */
2006 if (texture->resource.gl_type == WINED3D_GL_RES_TYPE_TEX_RECT)
2008 texture->pow2_matrix[0] = (float)desc->width;
2009 texture->pow2_matrix[5] = (float)desc->height;
2010 texture->flags &= ~(WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS);
2011 texture->target = GL_TEXTURE_RECTANGLE_ARB;
2013 else
2015 if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
2017 texture->pow2_matrix[0] = (((float)desc->width) / ((float)pow2_width));
2018 texture->pow2_matrix[5] = (((float)desc->height) / ((float)pow2_height));
2019 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
2021 else
2023 texture->pow2_matrix[0] = 1.0f;
2024 texture->pow2_matrix[5] = 1.0f;
2026 if (desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP)
2027 texture->target = GL_TEXTURE_CUBE_MAP_ARB;
2028 else if (layer_count > 1)
2029 texture->target = GL_TEXTURE_2D_ARRAY;
2030 else
2031 texture->target = GL_TEXTURE_2D;
2033 texture->pow2_matrix[10] = 1.0f;
2034 texture->pow2_matrix[15] = 1.0f;
2035 TRACE("x scale %.8e, y scale %.8e.\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
2037 if (wined3d_texture_use_pbo(texture, gl_info))
2038 texture->resource.map_binding = WINED3D_LOCATION_BUFFER;
2040 if (level_count > ~(SIZE_T)0 / layer_count
2041 || !(surfaces = wined3d_calloc(level_count * layer_count, sizeof(*surfaces))))
2043 wined3d_texture_cleanup_sync(texture);
2044 return E_OUTOFMEMORY;
2047 /* Generate all the surfaces. */
2048 for (i = 0; i < texture->level_count; ++i)
2050 for (j = 0; j < texture->layer_count; ++j)
2052 static const GLenum cube_targets[6] =
2054 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
2055 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
2056 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
2057 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
2058 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
2059 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
2061 struct wined3d_texture_sub_resource *sub_resource;
2062 unsigned int idx = j * texture->level_count + i;
2063 struct wined3d_surface *surface;
2065 surface = &surfaces[idx];
2066 surface->container = texture;
2067 surface->texture_target = desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP ? cube_targets[j] : texture->target;
2068 surface->texture_level = i;
2069 surface->texture_layer = j;
2070 list_init(&surface->renderbuffers);
2071 list_init(&surface->overlays);
2073 sub_resource = &texture->sub_resources[idx];
2074 sub_resource->locations = WINED3D_LOCATION_DISCARDED;
2075 sub_resource->u.surface = surface;
2076 if (!(texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL))
2078 wined3d_texture_validate_location(texture, idx, WINED3D_LOCATION_SYSMEM);
2079 wined3d_texture_invalidate_location(texture, idx, ~WINED3D_LOCATION_SYSMEM);
2082 if (FAILED(hr = device_parent->ops->surface_created(device_parent,
2083 texture, idx, &sub_resource->parent, &sub_resource->parent_ops)))
2085 WARN("Failed to create surface parent, hr %#x.\n", hr);
2086 sub_resource->parent = NULL;
2087 wined3d_texture_cleanup_sync(texture);
2088 return hr;
2091 TRACE("parent %p, parent_ops %p.\n", sub_resource->parent, sub_resource->parent_ops);
2093 TRACE("Created surface level %u, layer %u @ %p.\n", i, j, surface);
2095 if (((desc->usage & WINED3DUSAGE_OWNDC) || (device->wined3d->flags & WINED3D_NO3D))
2096 && FAILED(hr = wined3d_surface_create_dc(surface)))
2098 wined3d_texture_cleanup_sync(texture);
2099 return hr;
2104 return WINED3D_OK;
2107 /* This call just uploads data, the caller is responsible for binding the
2108 * correct texture. */
2109 /* Context activation is done by the caller. */
2110 static void texture3d_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2111 const struct wined3d_context *context, const struct wined3d_box *box,
2112 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch)
2114 const struct wined3d_format *format = texture->resource.format;
2115 unsigned int level = sub_resource_idx % texture->level_count;
2116 const struct wined3d_gl_info *gl_info = context->gl_info;
2117 unsigned int x, y, z, update_w, update_h, update_d;
2118 unsigned int dst_row_pitch, dst_slice_pitch;
2119 unsigned int width, height, depth;
2120 const void *mem = data->addr;
2121 void *converted_mem = NULL;
2123 TRACE("texture %p, sub_resource_idx %u, context %p, box %s, data {%#x:%p}, row_pitch %#x, slice_pitch %#x.\n",
2124 texture, sub_resource_idx, context, debug_box(box),
2125 data->buffer_object, data->addr, row_pitch, slice_pitch);
2127 width = wined3d_texture_get_level_width(texture, level);
2128 height = wined3d_texture_get_level_height(texture, level);
2129 depth = wined3d_texture_get_level_depth(texture, level);
2131 if (!box)
2133 x = y = z = 0;
2134 update_w = width;
2135 update_h = height;
2136 update_d = depth;
2138 else
2140 x = box->left;
2141 y = box->top;
2142 z = box->front;
2143 update_w = box->right - box->left;
2144 update_h = box->bottom - box->top;
2145 update_d = box->back - box->front;
2148 if (format->convert)
2150 if (data->buffer_object)
2151 ERR("Loading a converted texture from a PBO.\n");
2152 if (texture->resource.format_flags & WINED3DFMT_FLAG_BLOCKS)
2153 ERR("Converting a block-based format.\n");
2155 dst_row_pitch = update_w * format->conv_byte_count;
2156 dst_slice_pitch = dst_row_pitch * update_h;
2158 converted_mem = wined3d_calloc(update_d, dst_slice_pitch);
2159 format->convert(data->addr, converted_mem, row_pitch, slice_pitch,
2160 dst_row_pitch, dst_slice_pitch, update_w, update_h, update_d);
2161 mem = converted_mem;
2163 else
2165 wined3d_texture_get_pitch(texture, sub_resource_idx, &dst_row_pitch, &dst_slice_pitch);
2166 if (row_pitch != dst_row_pitch || slice_pitch != dst_slice_pitch)
2167 FIXME("Ignoring row/slice pitch (%u/%u).\n", row_pitch, slice_pitch);
2170 if (data->buffer_object)
2172 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, data->buffer_object));
2173 checkGLcall("glBindBuffer");
2176 GL_EXTCALL(glTexSubImage3D(GL_TEXTURE_3D, level, x, y, z,
2177 update_w, update_h, update_d, format->glFormat, format->glType, mem));
2178 checkGLcall("glTexSubImage3D");
2180 if (data->buffer_object)
2182 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
2183 checkGLcall("glBindBuffer");
2186 HeapFree(GetProcessHeap(), 0, converted_mem);
2189 /* Context activation is done by the caller. */
2190 static void texture3d_download_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2191 const struct wined3d_context *context, const struct wined3d_bo_address *data)
2193 const struct wined3d_format *format = texture->resource.format;
2194 const struct wined3d_gl_info *gl_info = context->gl_info;
2196 if (format->convert)
2198 FIXME("Attempting to download a converted volume, format %s.\n",
2199 debug_d3dformat(format->id));
2200 return;
2203 if (data->buffer_object)
2205 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data->buffer_object));
2206 checkGLcall("glBindBuffer");
2209 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_3D, sub_resource_idx,
2210 format->glFormat, format->glType, data->addr);
2211 checkGLcall("glGetTexImage");
2213 if (data->buffer_object)
2215 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
2216 checkGLcall("glBindBuffer");
2221 /* Context activation is done by the caller. */
2222 static void texture3d_srgb_transfer(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2223 struct wined3d_context *context, BOOL dest_is_srgb)
2225 struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
2226 unsigned int row_pitch, slice_pitch;
2227 struct wined3d_bo_address data;
2229 /* Optimisations are possible, but the effort should be put into either
2230 * implementing EXT_SRGB_DECODE in the driver or finding out why we
2231 * picked the wrong copy for the original upload and fixing that.
2233 * Also keep in mind that we want to avoid using resource.heap_memory
2234 * for DEFAULT pool surfaces. */
2235 WARN_(d3d_perf)("Performing slow rgb/srgb volume transfer.\n");
2236 data.buffer_object = 0;
2237 if (!(data.addr = HeapAlloc(GetProcessHeap(), 0, sub_resource->size)))
2238 return;
2240 wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
2241 wined3d_texture_bind_and_dirtify(texture, context, !dest_is_srgb);
2242 texture3d_download_data(texture, sub_resource_idx, context, &data);
2243 wined3d_texture_bind_and_dirtify(texture, context, dest_is_srgb);
2244 texture3d_upload_data(texture, sub_resource_idx, context,
2245 NULL, wined3d_const_bo_address(&data), row_pitch, slice_pitch);
2247 HeapFree(GetProcessHeap(), 0, data.addr);
2250 /* Context activation is done by the caller. */
2251 static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2252 struct wined3d_context *context, DWORD location)
2254 struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
2255 DWORD required_access = wined3d_resource_access_from_location(location);
2256 unsigned int row_pitch, slice_pitch;
2258 TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n",
2259 texture, sub_resource_idx, context, wined3d_debug_location(location));
2261 TRACE("Current resource location %s.\n", wined3d_debug_location(sub_resource->locations));
2263 if ((sub_resource->locations & location) == location)
2265 TRACE("Location(s) already up to date.\n");
2266 return TRUE;
2269 if ((texture->resource.access_flags & required_access) != required_access)
2271 ERR("Operation requires %#x access, but volume only has %#x.\n",
2272 required_access, texture->resource.access_flags);
2273 return FALSE;
2276 if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location))
2277 return FALSE;
2279 if (sub_resource->locations & WINED3D_LOCATION_DISCARDED)
2281 TRACE("Volume previously discarded, nothing to do.\n");
2282 wined3d_texture_validate_location(texture, sub_resource_idx, location);
2283 wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED);
2284 goto done;
2287 switch (location)
2289 case WINED3D_LOCATION_TEXTURE_RGB:
2290 case WINED3D_LOCATION_TEXTURE_SRGB:
2291 if (sub_resource->locations & WINED3D_LOCATION_SYSMEM)
2293 struct wined3d_const_bo_address data = {0, texture->resource.heap_memory};
2294 data.addr += sub_resource->offset;
2295 wined3d_texture_bind_and_dirtify(texture, context,
2296 location == WINED3D_LOCATION_TEXTURE_SRGB);
2297 wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
2298 texture3d_upload_data(texture, sub_resource_idx, context, NULL, &data, row_pitch, slice_pitch);
2300 else if (sub_resource->locations & WINED3D_LOCATION_BUFFER)
2302 struct wined3d_const_bo_address data = {sub_resource->buffer_object, NULL};
2303 wined3d_texture_bind_and_dirtify(texture, context,
2304 location == WINED3D_LOCATION_TEXTURE_SRGB);
2305 wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
2306 texture3d_upload_data(texture, sub_resource_idx, context, NULL, &data, row_pitch, slice_pitch);
2308 else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
2310 texture3d_srgb_transfer(texture, sub_resource_idx, context, TRUE);
2312 else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_SRGB)
2314 texture3d_srgb_transfer(texture, sub_resource_idx, context, FALSE);
2316 else
2318 FIXME("Implement texture loading from %s.\n", wined3d_debug_location(sub_resource->locations));
2319 return FALSE;
2321 break;
2323 case WINED3D_LOCATION_SYSMEM:
2324 if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
2326 struct wined3d_bo_address data = {0, texture->resource.heap_memory};
2328 data.addr += sub_resource->offset;
2329 if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
2330 wined3d_texture_bind_and_dirtify(texture, context, FALSE);
2331 else
2332 wined3d_texture_bind_and_dirtify(texture, context, TRUE);
2334 texture3d_download_data(texture, sub_resource_idx, context, &data);
2335 ++texture->download_count;
2337 else
2339 FIXME("Implement WINED3D_LOCATION_SYSMEM loading from %s.\n",
2340 wined3d_debug_location(sub_resource->locations));
2341 return FALSE;
2343 break;
2345 case WINED3D_LOCATION_BUFFER:
2346 if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
2348 struct wined3d_bo_address data = {sub_resource->buffer_object, NULL};
2350 if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
2351 wined3d_texture_bind_and_dirtify(texture, context, FALSE);
2352 else
2353 wined3d_texture_bind_and_dirtify(texture, context, TRUE);
2355 texture3d_download_data(texture, sub_resource_idx, context, &data);
2357 else
2359 FIXME("Implement WINED3D_LOCATION_BUFFER loading from %s.\n",
2360 wined3d_debug_location(sub_resource->locations));
2361 return FALSE;
2363 break;
2365 default:
2366 FIXME("Implement %s loading from %s.\n", wined3d_debug_location(location),
2367 wined3d_debug_location(sub_resource->locations));
2368 return FALSE;
2371 done:
2372 wined3d_texture_validate_location(texture, sub_resource_idx, location);
2374 return TRUE;
2377 static void texture3d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
2379 const struct wined3d_format *format = texture->resource.format;
2380 GLenum internal = srgb ? format->glGammaInternal : format->glInternal;
2381 unsigned int sub_count = texture->level_count * texture->layer_count;
2382 const struct wined3d_gl_info *gl_info = context->gl_info;
2383 unsigned int i;
2385 wined3d_texture_bind_and_dirtify(texture, context, srgb);
2387 if (wined3d_texture_use_immutable_storage(texture, gl_info))
2389 GL_EXTCALL(glTexStorage3D(GL_TEXTURE_3D, texture->level_count, internal,
2390 wined3d_texture_get_level_width(texture, 0),
2391 wined3d_texture_get_level_height(texture, 0),
2392 wined3d_texture_get_level_depth(texture, 0)));
2393 checkGLcall("glTexStorage3D");
2395 else
2397 for (i = 0; i < sub_count; ++i)
2399 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, i, internal,
2400 wined3d_texture_get_level_width(texture, i),
2401 wined3d_texture_get_level_height(texture, i),
2402 wined3d_texture_get_level_depth(texture, i),
2403 0, format->glFormat, format->glType, NULL));
2404 checkGLcall("glTexImage3D");
2409 static void texture3d_cleanup_sub_resources(struct wined3d_texture *texture)
2413 static const struct wined3d_texture_ops texture3d_ops =
2415 texture3d_upload_data,
2416 texture3d_load_location,
2417 texture3d_prepare_texture,
2418 texture3d_cleanup_sub_resources,
2421 BOOL wined3d_texture_check_block_align(const struct wined3d_texture *texture,
2422 unsigned int level, const struct wined3d_box *box)
2424 const struct wined3d_format *format = texture->resource.format;
2425 unsigned int height = wined3d_texture_get_level_height(texture, level);
2426 unsigned int width = wined3d_texture_get_level_width(texture, level);
2427 unsigned int width_mask, height_mask;
2429 if ((box->left >= box->right)
2430 || (box->top >= box->bottom)
2431 || (box->right > width)
2432 || (box->bottom > height))
2433 return FALSE;
2435 /* This assumes power of two block sizes, but NPOT block sizes would be
2436 * silly anyway.
2438 * This also assumes that the format's block depth is 1. */
2439 width_mask = format->block_width - 1;
2440 height_mask = format->block_height - 1;
2442 if ((box->left & width_mask) || (box->top & height_mask)
2443 || (box->right & width_mask && box->right != width)
2444 || (box->bottom & height_mask && box->bottom != height))
2445 return FALSE;
2447 return TRUE;
2450 static HRESULT volumetexture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
2451 UINT layer_count, UINT level_count, struct wined3d_device *device, void *parent,
2452 const struct wined3d_parent_ops *parent_ops)
2454 struct wined3d_device_parent *device_parent = device->device_parent;
2455 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2456 unsigned int i;
2457 HRESULT hr;
2459 if (layer_count != 1)
2461 ERR("Invalid layer count for volume texture.\n");
2462 return E_INVALIDARG;
2465 /* TODO: It should only be possible to create textures for formats
2466 * that are reported as supported. */
2467 if (WINED3DFMT_UNKNOWN >= desc->format)
2469 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
2470 return WINED3DERR_INVALIDCALL;
2473 if (!gl_info->supported[EXT_TEXTURE3D])
2475 WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
2476 return WINED3DERR_INVALIDCALL;
2479 /* Calculate levels for mip mapping. */
2480 if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
2482 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
2484 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
2485 return WINED3DERR_INVALIDCALL;
2488 if (level_count != 1)
2490 WARN("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning D3DERR_INVALIDCALL.\n");
2491 return WINED3DERR_INVALIDCALL;
2495 if (desc->usage & WINED3DUSAGE_DYNAMIC && (desc->pool == WINED3D_POOL_MANAGED
2496 || desc->pool == WINED3D_POOL_SCRATCH))
2498 WARN("Attempted to create a DYNAMIC texture in pool %s.\n", debug_d3dpool(desc->pool));
2499 return WINED3DERR_INVALIDCALL;
2502 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2504 UINT pow2_w, pow2_h, pow2_d;
2505 pow2_w = 1;
2506 while (pow2_w < desc->width)
2507 pow2_w <<= 1;
2508 pow2_h = 1;
2509 while (pow2_h < desc->height)
2510 pow2_h <<= 1;
2511 pow2_d = 1;
2512 while (pow2_d < desc->depth)
2513 pow2_d <<= 1;
2515 if (pow2_w != desc->width || pow2_h != desc->height || pow2_d != desc->depth)
2517 if (desc->pool == WINED3D_POOL_SCRATCH)
2519 WARN("Creating a scratch NPOT volume texture despite lack of HW support.\n");
2521 else
2523 WARN("Attempted to create a NPOT volume texture (%u, %u, %u) without GL support.\n",
2524 desc->width, desc->height, desc->depth);
2525 return WINED3DERR_INVALIDCALL;
2530 if (FAILED(hr = wined3d_texture_init(texture, &texture3d_ops, 1, level_count, desc,
2531 0, device, parent, parent_ops, &texture_resource_ops)))
2533 WARN("Failed to initialize texture, returning %#x.\n", hr);
2534 return hr;
2537 texture->pow2_matrix[0] = 1.0f;
2538 texture->pow2_matrix[5] = 1.0f;
2539 texture->pow2_matrix[10] = 1.0f;
2540 texture->pow2_matrix[15] = 1.0f;
2541 texture->target = GL_TEXTURE_3D;
2543 if (wined3d_texture_use_pbo(texture, gl_info))
2545 wined3d_resource_free_sysmem(&texture->resource);
2546 texture->resource.map_binding = WINED3D_LOCATION_BUFFER;
2549 /* Generate all the surfaces. */
2550 for (i = 0; i < texture->level_count; ++i)
2552 struct wined3d_texture_sub_resource *sub_resource;
2554 sub_resource = &texture->sub_resources[i];
2555 sub_resource->locations = WINED3D_LOCATION_DISCARDED;
2557 if (FAILED(hr = device_parent->ops->volume_created(device_parent,
2558 texture, i, &sub_resource->parent, &sub_resource->parent_ops)))
2560 WARN("Failed to create volume parent, hr %#x.\n", hr);
2561 sub_resource->parent = NULL;
2562 wined3d_texture_cleanup_sync(texture);
2563 return hr;
2566 TRACE("parent %p, parent_ops %p.\n", parent, parent_ops);
2568 TRACE("Created volume level %u.\n", i);
2571 return WINED3D_OK;
2574 HRESULT CDECL wined3d_texture_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
2575 const RECT *dst_rect, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
2576 const RECT *src_rect, DWORD flags, const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter)
2578 struct wined3d_texture_sub_resource *dst_resource, *src_resource = NULL;
2580 TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_rect %s, src_texture %p, "
2581 "src_sub_resource_idx %u, src_rect %s, flags %#x, fx %p, filter %s.\n",
2582 dst_texture, dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), src_texture,
2583 src_sub_resource_idx, wine_dbgstr_rect(src_rect), flags, fx, debug_d3dtexturefiltertype(filter));
2585 if (!(dst_resource = wined3d_texture_get_sub_resource(dst_texture, dst_sub_resource_idx))
2586 || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
2587 return WINED3DERR_INVALIDCALL;
2589 if (src_texture)
2591 if (!(src_resource = wined3d_texture_get_sub_resource(src_texture, src_sub_resource_idx))
2592 || src_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
2593 return WINED3DERR_INVALIDCALL;
2596 return wined3d_surface_blt(dst_resource->u.surface, dst_rect,
2597 src_resource ? src_resource->u.surface : NULL, src_rect, flags, fx, filter);
2600 HRESULT CDECL wined3d_texture_get_overlay_position(const struct wined3d_texture *texture,
2601 unsigned int sub_resource_idx, LONG *x, LONG *y)
2603 struct wined3d_surface *surface;
2605 TRACE("texture %p, sub_resource_idx %u, x %p, y %p.\n", texture, sub_resource_idx, x, y);
2607 if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
2608 || sub_resource_idx >= texture->level_count * texture->layer_count)
2610 WARN("Invalid sub-resource specified.\n");
2611 return WINEDDERR_NOTAOVERLAYSURFACE;
2614 surface = texture->sub_resources[sub_resource_idx].u.surface;
2615 if (!surface->overlay_dest)
2617 TRACE("Overlay not visible.\n");
2618 *x = 0;
2619 *y = 0;
2620 return WINEDDERR_OVERLAYNOTVISIBLE;
2623 *x = surface->overlay_destrect.left;
2624 *y = surface->overlay_destrect.top;
2626 TRACE("Returning position %d, %d.\n", *x, *y);
2628 return WINED3D_OK;
2631 HRESULT CDECL wined3d_texture_set_overlay_position(struct wined3d_texture *texture,
2632 unsigned int sub_resource_idx, LONG x, LONG y)
2634 struct wined3d_texture_sub_resource *sub_resource;
2635 struct wined3d_surface *surface;
2636 LONG w, h;
2638 TRACE("texture %p, sub_resource_idx %u, x %d, y %d.\n", texture, sub_resource_idx, x, y);
2640 if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
2641 || !(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
2643 WARN("Invalid sub-resource specified.\n");
2644 return WINEDDERR_NOTAOVERLAYSURFACE;
2647 surface = sub_resource->u.surface;
2648 w = surface->overlay_destrect.right - surface->overlay_destrect.left;
2649 h = surface->overlay_destrect.bottom - surface->overlay_destrect.top;
2650 SetRect(&surface->overlay_destrect, x, y, x + w, y + h);
2652 return WINED3D_OK;
2655 HRESULT CDECL wined3d_texture_update_overlay(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2656 const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
2657 const RECT *dst_rect, DWORD flags)
2659 struct wined3d_texture_sub_resource *sub_resource, *dst_sub_resource;
2660 struct wined3d_surface *surface, *dst_surface;
2662 TRACE("texture %p, sub_resource_idx %u, src_rect %s, dst_texture %p, "
2663 "dst_sub_resource_idx %u, dst_rect %s, flags %#x.\n",
2664 texture, sub_resource_idx, wine_dbgstr_rect(src_rect), dst_texture,
2665 dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), flags);
2667 if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
2668 || !(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
2670 WARN("Invalid sub-resource specified.\n");
2671 return WINEDDERR_NOTAOVERLAYSURFACE;
2674 if (!dst_texture || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
2675 || !(dst_sub_resource = wined3d_texture_get_sub_resource(dst_texture, dst_sub_resource_idx)))
2677 WARN("Invalid destination sub-resource specified.\n");
2678 return WINED3DERR_INVALIDCALL;
2681 surface = sub_resource->u.surface;
2682 if (src_rect)
2683 surface->overlay_srcrect = *src_rect;
2684 else
2685 SetRect(&surface->overlay_srcrect, 0, 0,
2686 wined3d_texture_get_level_width(texture, surface->texture_level),
2687 wined3d_texture_get_level_height(texture, surface->texture_level));
2689 dst_surface = dst_sub_resource->u.surface;
2690 if (dst_rect)
2691 surface->overlay_destrect = *dst_rect;
2692 else
2693 SetRect(&surface->overlay_destrect, 0, 0,
2694 wined3d_texture_get_level_width(dst_texture, dst_surface->texture_level),
2695 wined3d_texture_get_level_height(dst_texture, dst_surface->texture_level));
2697 if (surface->overlay_dest && (surface->overlay_dest != dst_surface || flags & WINEDDOVER_HIDE))
2699 surface->overlay_dest = NULL;
2700 list_remove(&surface->overlay_entry);
2703 if (flags & WINEDDOVER_SHOW)
2705 if (surface->overlay_dest != dst_surface)
2707 surface->overlay_dest = dst_surface;
2708 list_add_tail(&dst_surface->overlays, &surface->overlay_entry);
2711 else if (flags & WINEDDOVER_HIDE)
2713 /* Tests show that the rectangles are erased on hide. */
2714 SetRectEmpty(&surface->overlay_srcrect);
2715 SetRectEmpty(&surface->overlay_destrect);
2716 surface->overlay_dest = NULL;
2719 return WINED3D_OK;
2722 void * CDECL wined3d_texture_get_sub_resource_parent(struct wined3d_texture *texture, unsigned int sub_resource_idx)
2724 unsigned int sub_count = texture->level_count * texture->layer_count;
2726 TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
2728 if (sub_resource_idx >= sub_count)
2730 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
2731 return NULL;
2734 return texture->sub_resources[sub_resource_idx].parent;
2737 void CDECL wined3d_texture_set_sub_resource_parent(struct wined3d_texture *texture,
2738 unsigned int sub_resource_idx, void *parent)
2740 unsigned int sub_count = texture->level_count * texture->layer_count;
2742 TRACE("texture %p, sub_resource_idx %u, parent %p.\n", texture, sub_resource_idx, parent);
2744 if (sub_resource_idx >= sub_count)
2746 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
2747 return;
2750 texture->sub_resources[sub_resource_idx].parent = parent;
2753 HRESULT CDECL wined3d_texture_get_sub_resource_desc(const struct wined3d_texture *texture,
2754 unsigned int sub_resource_idx, struct wined3d_sub_resource_desc *desc)
2756 unsigned int sub_count = texture->level_count * texture->layer_count;
2757 const struct wined3d_resource *resource;
2758 unsigned int level_idx;
2760 TRACE("texture %p, sub_resource_idx %u, desc %p.\n", texture, sub_resource_idx, desc);
2762 if (sub_resource_idx >= sub_count)
2764 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
2765 return WINED3DERR_INVALIDCALL;
2768 resource = &texture->resource;
2769 desc->format = resource->format->id;
2770 desc->multisample_type = resource->multisample_type;
2771 desc->multisample_quality = resource->multisample_quality;
2772 desc->usage = resource->usage;
2773 desc->pool = resource->pool;
2775 level_idx = sub_resource_idx % texture->level_count;
2776 desc->width = wined3d_texture_get_level_width(texture, level_idx);
2777 desc->height = wined3d_texture_get_level_height(texture, level_idx);
2778 desc->depth = wined3d_texture_get_level_depth(texture, level_idx);
2779 desc->size = texture->sub_resources[sub_resource_idx].size;
2781 return WINED3D_OK;
2784 HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct wined3d_resource_desc *desc,
2785 UINT layer_count, UINT level_count, DWORD flags, const struct wined3d_sub_resource_data *data,
2786 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
2788 struct wined3d_texture *object;
2789 HRESULT hr;
2791 TRACE("device %p, desc %p, layer_count %u, level_count %u, flags %#x, data %p, "
2792 "parent %p, parent_ops %p, texture %p.\n",
2793 device, desc, layer_count, level_count, flags, data, parent, parent_ops, texture);
2795 if (!layer_count)
2797 WARN("Invalid layer count.\n");
2798 return E_INVALIDARG;
2800 if ((desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP) && layer_count != 6)
2802 ERR("Invalid layer count %u for legacy cubemap.\n", layer_count);
2803 layer_count = 6;
2806 if (!level_count)
2808 WARN("Invalid level count.\n");
2809 return WINED3DERR_INVALIDCALL;
2812 if (desc->multisample_type != WINED3D_MULTISAMPLE_NONE)
2814 const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info,
2815 desc->format, desc->usage);
2817 if (desc->multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE
2818 && desc->multisample_quality >= wined3d_popcount(format->multisample_types))
2820 WARN("Unsupported quality level %u requested for WINED3D_MULTISAMPLE_NON_MASKABLE.\n",
2821 desc->multisample_quality);
2822 return WINED3DERR_NOTAVAILABLE;
2824 if (desc->multisample_type != WINED3D_MULTISAMPLE_NON_MASKABLE
2825 && (!(format->multisample_types & 1u << (desc->multisample_type - 1))
2826 || desc->multisample_quality))
2828 WARN("Unsupported multisample type %u quality %u requested.\n", desc->multisample_type,
2829 desc->multisample_quality);
2830 return WINED3DERR_NOTAVAILABLE;
2834 if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
2835 FIELD_OFFSET(struct wined3d_texture, sub_resources[level_count * layer_count]))))
2836 return E_OUTOFMEMORY;
2838 switch (desc->resource_type)
2840 case WINED3D_RTYPE_TEXTURE_2D:
2841 hr = texture_init(object, desc, layer_count, level_count, flags, device, parent, parent_ops);
2842 break;
2844 case WINED3D_RTYPE_TEXTURE_3D:
2845 hr = volumetexture_init(object, desc, layer_count, level_count, device, parent, parent_ops);
2846 break;
2848 default:
2849 ERR("Invalid resource type %s.\n", debug_d3dresourcetype(desc->resource_type));
2850 hr = WINED3DERR_INVALIDCALL;
2851 break;
2854 if (FAILED(hr))
2856 WARN("Failed to initialize texture, returning %#x.\n", hr);
2857 HeapFree(GetProcessHeap(), 0, object);
2858 return hr;
2861 /* FIXME: We'd like to avoid ever allocating system memory for the texture
2862 * in this case. */
2863 if (data)
2865 unsigned int sub_count = level_count * layer_count;
2866 unsigned int i;
2868 for (i = 0; i < sub_count; ++i)
2870 if (!data[i].data)
2872 WARN("Invalid sub-resource data specified for sub-resource %u.\n", i);
2873 wined3d_texture_cleanup_sync(object);
2874 HeapFree(GetProcessHeap(), 0, object);
2875 return E_INVALIDARG;
2879 for (i = 0; i < sub_count; ++i)
2881 wined3d_device_update_sub_resource(device, &object->resource,
2882 i, NULL, data[i].data, data[i].row_pitch, data[i].slice_pitch);
2886 TRACE("Created texture %p.\n", object);
2887 *texture = object;
2889 return WINED3D_OK;
2892 HRESULT CDECL wined3d_texture_get_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC *dc)
2894 struct wined3d_device *device = texture->resource.device;
2895 struct wined3d_texture_sub_resource *sub_resource;
2896 struct wined3d_context *context = NULL;
2897 struct wined3d_surface *surface;
2898 HRESULT hr = WINED3D_OK;
2900 TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture, sub_resource_idx, dc);
2902 if (!(texture->flags & WINED3D_TEXTURE_GET_DC))
2904 WARN("Texture does not support GetDC\n");
2905 /* Don't touch the DC */
2906 return WINED3DERR_INVALIDCALL;
2909 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
2910 return WINED3DERR_INVALIDCALL;
2912 if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
2914 WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type));
2915 return WINED3DERR_INVALIDCALL;
2918 surface = sub_resource->u.surface;
2920 if (texture->resource.map_count && !(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT))
2921 return WINED3DERR_INVALIDCALL;
2923 if (device->d3d_initialized)
2924 context = context_acquire(device, NULL);
2926 wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding);
2927 wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding);
2929 if (!surface->dc)
2930 hr = wined3d_surface_create_dc(surface);
2931 if (context)
2932 context_release(context);
2933 if (FAILED(hr))
2934 return WINED3DERR_INVALIDCALL;
2936 if (!(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT))
2937 texture->flags |= WINED3D_TEXTURE_DC_IN_USE;
2938 ++texture->resource.map_count;
2939 ++sub_resource->map_count;
2941 *dc = surface->dc;
2942 TRACE("Returning dc %p.\n", *dc);
2944 return hr;
2947 HRESULT CDECL wined3d_texture_release_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC dc)
2949 struct wined3d_device *device = texture->resource.device;
2950 struct wined3d_texture_sub_resource *sub_resource;
2951 struct wined3d_surface *surface;
2953 TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture, sub_resource_idx, dc);
2955 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
2956 return WINED3DERR_INVALIDCALL;
2958 if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
2960 WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type));
2961 return WINED3DERR_INVALIDCALL;
2964 surface = sub_resource->u.surface;
2966 if (!(texture->flags & (WINED3D_TEXTURE_GET_DC_LENIENT | WINED3D_TEXTURE_DC_IN_USE)))
2967 return WINED3DERR_INVALIDCALL;
2969 if (surface->dc != dc)
2971 WARN("Application tries to release invalid DC %p, surface DC is %p.\n", dc, surface->dc);
2972 return WINED3DERR_INVALIDCALL;
2975 if (!(texture->resource.usage & WINED3DUSAGE_OWNDC) && !(device->wined3d->flags & WINED3D_NO3D))
2976 wined3d_surface_destroy_dc(surface);
2978 --sub_resource->map_count;
2979 if (!--texture->resource.map_count && texture->update_map_binding)
2980 wined3d_texture_update_map_binding(texture);
2981 if (!(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT))
2982 texture->flags &= ~WINED3D_TEXTURE_DC_IN_USE;
2984 return WINED3D_OK;