wined3d: Implement color keying in the glsl fragment pipeline.
[wine.git] / dlls / wined3d / texture.c
blob34c69d13884631c7c9de34a729c2958c474349e2
1 /*
2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2005 Oliver Stieber
5 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
6 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 #include "config.h"
24 #include "wine/port.h"
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
28 WINE_DECLARE_DEBUG_CHANNEL(winediag);
30 static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_texture_ops *texture_ops,
31 UINT layer_count, UINT level_count, const struct wined3d_resource_desc *desc, DWORD surface_flags,
32 struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops,
33 const struct wined3d_resource_ops *resource_ops)
35 const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info, desc->format);
36 HRESULT hr;
38 TRACE("texture %p, texture_ops %p, layer_count %u, level_count %u, resource_type %s, format %s, "
39 "multisample_type %#x, multisample_quality %#x, usage %s, pool %s, width %u, height %u, depth %u, "
40 "surface_flags %#x, device %p, parent %p, parent_ops %p, resource_ops %p.\n",
41 texture, texture_ops, layer_count, level_count, debug_d3dresourcetype(desc->resource_type),
42 debug_d3dformat(desc->format), desc->multisample_type, desc->multisample_quality,
43 debug_d3dusage(desc->usage), debug_d3dpool(desc->pool), desc->width, desc->height, desc->depth,
44 surface_flags, device, parent, parent_ops, resource_ops);
46 if ((format->flags & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BLOCKS_NO_VERIFY)) == WINED3DFMT_FLAG_BLOCKS)
48 UINT width_mask = format->block_width - 1;
49 UINT height_mask = format->block_height - 1;
50 if (desc->width & width_mask || desc->height & height_mask)
51 return WINED3DERR_INVALIDCALL;
54 if (FAILED(hr = resource_init(&texture->resource, device, desc->resource_type, format,
55 desc->multisample_type, desc->multisample_quality, desc->usage, desc->pool,
56 desc->width, desc->height, desc->depth, 0, parent, parent_ops, resource_ops)))
58 static unsigned int once;
60 if ((desc->format == WINED3DFMT_DXT1 || desc->format == WINED3DFMT_DXT2 || desc->format == WINED3DFMT_DXT3
61 || desc->format == WINED3DFMT_DXT4 || desc->format == WINED3DFMT_DXT5)
62 && !(format->flags & WINED3DFMT_FLAG_TEXTURE) && !once++)
63 ERR_(winediag)("The application tried to create a DXTn texture, but the driver does not support them.\n");
65 WARN("Failed to initialize resource, returning %#x\n", hr);
66 return hr;
68 wined3d_resource_update_draw_binding(&texture->resource);
70 texture->texture_ops = texture_ops;
71 texture->sub_resources = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
72 level_count * layer_count * sizeof(*texture->sub_resources));
73 if (!texture->sub_resources)
75 ERR("Failed to allocate sub-resource array.\n");
76 resource_cleanup(&texture->resource);
77 return E_OUTOFMEMORY;
80 texture->layer_count = layer_count;
81 texture->level_count = level_count;
82 texture->filter_type = (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3D_TEXF_LINEAR : WINED3D_TEXF_NONE;
83 texture->lod = 0;
84 texture->flags = WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS;
85 if (surface_flags & WINED3D_SURFACE_PIN_SYSMEM)
86 texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM;
88 return WINED3D_OK;
91 /* A GL context is provided by the caller */
92 static void gltexture_delete(const struct wined3d_gl_info *gl_info, struct gl_texture *tex)
94 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex->name);
95 tex->name = 0;
98 static void wined3d_texture_unload_gl_texture(struct wined3d_texture *texture)
100 struct wined3d_device *device = texture->resource.device;
101 struct wined3d_context *context = NULL;
103 if (texture->texture_rgb.name || texture->texture_srgb.name)
105 context = context_acquire(device, NULL);
108 if (texture->texture_rgb.name)
109 gltexture_delete(context->gl_info, &texture->texture_rgb);
111 if (texture->texture_srgb.name)
112 gltexture_delete(context->gl_info, &texture->texture_srgb);
114 if (context) context_release(context);
116 wined3d_texture_set_dirty(texture);
118 resource_unload(&texture->resource);
121 static void wined3d_texture_cleanup(struct wined3d_texture *texture)
123 UINT sub_count = texture->level_count * texture->layer_count;
124 UINT i;
126 TRACE("texture %p.\n", texture);
128 for (i = 0; i < sub_count; ++i)
130 struct wined3d_resource *sub_resource = texture->sub_resources[i];
132 if (sub_resource)
133 texture->texture_ops->texture_sub_resource_cleanup(sub_resource);
136 wined3d_texture_unload_gl_texture(texture);
137 HeapFree(GetProcessHeap(), 0, texture->sub_resources);
138 resource_cleanup(&texture->resource);
141 void wined3d_texture_set_swapchain(struct wined3d_texture *texture, struct wined3d_swapchain *swapchain)
143 texture->swapchain = swapchain;
144 wined3d_resource_update_draw_binding(&texture->resource);
147 void wined3d_texture_set_dirty(struct wined3d_texture *texture)
149 texture->flags &= ~(WINED3D_TEXTURE_RGB_VALID | WINED3D_TEXTURE_SRGB_VALID);
152 /* Context activation is done by the caller. */
153 void wined3d_texture_bind(struct wined3d_texture *texture,
154 struct wined3d_context *context, BOOL srgb)
156 const struct wined3d_gl_info *gl_info = context->gl_info;
157 struct gl_texture *gl_tex;
158 GLenum target;
160 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
162 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
163 srgb = FALSE;
165 /* sRGB mode cache for preload() calls outside drawprim. */
166 if (srgb)
167 texture->flags |= WINED3D_TEXTURE_IS_SRGB;
168 else
169 texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
171 gl_tex = wined3d_texture_get_gl_texture(texture, srgb);
172 target = texture->target;
174 if (gl_tex->name)
176 context_bind_texture(context, target, gl_tex->name);
177 return;
180 gl_info->gl_ops.gl.p_glGenTextures(1, &gl_tex->name);
181 checkGLcall("glGenTextures");
182 TRACE("Generated texture %d.\n", gl_tex->name);
184 if (!gl_tex->name)
186 ERR("Failed to generate a texture name.\n");
187 return;
190 if (texture->resource.pool == WINED3D_POOL_DEFAULT)
192 /* Tell OpenGL to try and keep this texture in video ram (well mostly). */
193 GLclampf tmp = 0.9f;
194 gl_info->gl_ops.gl.p_glPrioritizeTextures(1, &gl_tex->name, &tmp);
197 /* Initialise the state of the texture object to the OpenGL defaults, not
198 * the wined3d defaults. */
199 gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_WRAP;
200 gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_WRAP;
201 gl_tex->sampler_desc.address_w = WINED3D_TADDRESS_WRAP;
202 memset(gl_tex->sampler_desc.border_color, 0, sizeof(gl_tex->sampler_desc.border_color));
203 gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_LINEAR;
204 gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
205 gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
206 gl_tex->sampler_desc.lod_bias = 0.0f;
207 gl_tex->sampler_desc.min_lod = -1000.0f;
208 gl_tex->sampler_desc.max_lod = 1000.0f;
209 gl_tex->sampler_desc.max_anisotropy = 1;
210 gl_tex->sampler_desc.compare = FALSE;
211 gl_tex->sampler_desc.comparison_func = WINED3D_CMP_LESSEQUAL;
212 if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
213 gl_tex->sampler_desc.srgb_decode = TRUE;
214 else
215 gl_tex->sampler_desc.srgb_decode = srgb;
216 gl_tex->base_level = 0;
217 wined3d_texture_set_dirty(texture);
219 context_bind_texture(context, target, gl_tex->name);
221 if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)
223 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
224 checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
227 /* For a new texture we have to set the texture levels after binding the
228 * texture. Beware that texture rectangles do not support mipmapping, but
229 * set the maxmiplevel if we're relying on the partial
230 * GL_ARB_texture_non_power_of_two emulation with texture rectangles.
231 * (I.e., do not care about cond_np2 here, just look for
232 * GL_TEXTURE_RECTANGLE_ARB.) */
233 if (target != GL_TEXTURE_RECTANGLE_ARB)
235 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->level_count - 1);
236 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
237 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)");
240 if (target == GL_TEXTURE_CUBE_MAP_ARB)
242 /* Cubemaps are always set to clamp, regardless of the sampler state. */
243 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
244 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
245 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
248 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
250 /* Conditinal non power of two textures use a different clamping
251 * default. If we're using the GL_WINE_normalized_texrect partial
252 * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
253 * has the address mode set to repeat - something that prevents us
254 * from hitting the accelerated codepath. Thus manually set the GL
255 * state. The same applies to filtering. Even if the texture has only
256 * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
257 * fallback on macos. */
258 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
259 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
260 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
261 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
262 checkGLcall("glTexParameteri");
263 gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
264 gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
265 gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_POINT;
266 gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT;
267 gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_NONE;
271 /* Context activation is done by the caller. */
272 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
273 struct wined3d_context *context, BOOL srgb)
275 DWORD active_sampler;
277 /* We don't need a specific texture unit, but after binding the texture
278 * the current unit is dirty. Read the unit back instead of switching to
279 * 0, this avoids messing around with the state manager's GL states. The
280 * current texture unit should always be a valid one.
282 * To be more specific, this is tricky because we can implicitly be
283 * called from sampler() in state.c. This means we can't touch anything
284 * other than whatever happens to be the currently active texture, or we
285 * would risk marking already applied sampler states dirty again. */
286 active_sampler = context->rev_tex_unit_map[context->active_texture];
287 if (active_sampler != WINED3D_UNMAPPED_STAGE)
288 context_invalidate_state(context, STATE_SAMPLER(active_sampler));
290 wined3d_texture_bind(texture, context, srgb);
293 /* Context activation is done by the caller (state handler). */
294 /* This function relies on the correct texture being bound and loaded. */
295 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
296 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_gl_info *gl_info)
298 GLenum target = texture->target;
299 struct gl_texture *gl_tex;
300 DWORD state;
302 TRACE("texture %p, sampler_desc %p, gl_info %p.\n", texture, sampler_desc, gl_info);
304 gl_tex = wined3d_texture_get_gl_texture(texture, texture->flags & WINED3D_TEXTURE_IS_SRGB);
306 state = sampler_desc->address_u;
307 if (state != gl_tex->sampler_desc.address_u)
309 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S,
310 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
311 gl_tex->sampler_desc.address_u = state;
314 state = sampler_desc->address_v;
315 if (state != gl_tex->sampler_desc.address_v)
317 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T,
318 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
319 gl_tex->sampler_desc.address_v = state;
322 state = sampler_desc->address_w;
323 if (state != gl_tex->sampler_desc.address_w)
325 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R,
326 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
327 gl_tex->sampler_desc.address_w = state;
330 if (memcmp(gl_tex->sampler_desc.border_color, sampler_desc->border_color,
331 sizeof(gl_tex->sampler_desc.border_color)))
333 gl_info->gl_ops.gl.p_glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &sampler_desc->border_color[0]);
334 memcpy(gl_tex->sampler_desc.border_color, sampler_desc->border_color,
335 sizeof(gl_tex->sampler_desc.border_color));
338 state = sampler_desc->mag_filter;
339 if (state != gl_tex->sampler_desc.mag_filter)
341 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(state));
342 gl_tex->sampler_desc.mag_filter = state;
345 if (sampler_desc->min_filter != gl_tex->sampler_desc.min_filter
346 || sampler_desc->mip_filter != gl_tex->sampler_desc.mip_filter)
348 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
349 wined3d_gl_min_mip_filter(sampler_desc->min_filter, sampler_desc->mip_filter));
350 gl_tex->sampler_desc.min_filter = sampler_desc->min_filter;
351 gl_tex->sampler_desc.mip_filter = sampler_desc->mip_filter;
354 state = sampler_desc->max_anisotropy;
355 if (state != gl_tex->sampler_desc.max_anisotropy)
357 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
358 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, state);
359 else
360 WARN("Anisotropic filtering not supported.\n");
361 gl_tex->sampler_desc.max_anisotropy = state;
364 /* These should always be the same unless EXT_texture_sRGB_decode is supported. */
365 if (!sampler_desc->srgb_decode != !gl_tex->sampler_desc.srgb_decode)
367 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
368 sampler_desc->srgb_decode ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
369 gl_tex->sampler_desc.srgb_decode = sampler_desc->srgb_decode;
372 if (!sampler_desc->compare != !gl_tex->sampler_desc.compare)
374 if (sampler_desc->compare)
376 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
377 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
379 else
381 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
383 gl_tex->sampler_desc.compare = sampler_desc->compare;
386 checkGLcall("Texture parameter application");
388 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
390 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
391 GL_TEXTURE_LOD_BIAS_EXT, sampler_desc->lod_bias);
392 checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
396 ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture)
398 ULONG refcount;
400 TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
402 if (texture->swapchain)
403 return wined3d_swapchain_incref(texture->swapchain);
405 refcount = InterlockedIncrement(&texture->resource.ref);
406 TRACE("%p increasing refcount to %u.\n", texture, refcount);
408 return refcount;
411 ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture)
413 ULONG refcount;
415 TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
417 if (texture->swapchain)
418 return wined3d_swapchain_decref(texture->swapchain);
420 refcount = InterlockedDecrement(&texture->resource.ref);
421 TRACE("%p decreasing refcount to %u.\n", texture, refcount);
423 if (!refcount)
425 wined3d_texture_cleanup(texture);
426 texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent);
427 HeapFree(GetProcessHeap(), 0, texture);
430 return refcount;
433 struct wined3d_resource * CDECL wined3d_texture_get_resource(struct wined3d_texture *texture)
435 TRACE("texture %p.\n", texture);
437 return &texture->resource;
440 static BOOL color_key_equal(const struct wined3d_color_key *c1, struct wined3d_color_key *c2)
442 return c1->color_space_low_value == c2->color_space_low_value
443 && c1->color_space_high_value == c2->color_space_high_value;
446 /* Context activation is done by the caller */
447 void wined3d_texture_load(struct wined3d_texture *texture,
448 struct wined3d_context *context, BOOL srgb)
450 UINT sub_count = texture->level_count * texture->layer_count;
451 const struct wined3d_gl_info *gl_info = context->gl_info;
452 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
453 DWORD flag;
454 UINT i;
456 TRACE("texture %p, srgb %#x.\n", texture, srgb);
458 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
459 srgb = FALSE;
461 if (srgb)
462 flag = WINED3D_TEXTURE_SRGB_VALID;
463 else
464 flag = WINED3D_TEXTURE_RGB_VALID;
466 if (!d3d_info->shader_color_key
467 && (!(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
468 != !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
469 || (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY
470 && !color_key_equal(&texture->async.gl_color_key, &texture->async.src_blt_color_key))))
472 unsigned int sub_count = texture->level_count * texture->layer_count;
473 unsigned int i;
475 TRACE("Reloading because of color key value change.\n");
476 for (i = 0; i < sub_count; i++)
477 texture->texture_ops->texture_sub_resource_add_dirty_region(texture->sub_resources[i], NULL);
478 wined3d_texture_set_dirty(texture);
480 texture->async.gl_color_key = texture->async.src_blt_color_key;
483 if (texture->flags & flag)
485 TRACE("Texture %p not dirty, nothing to do.\n", texture);
486 return;
489 /* Reload the surfaces if the texture is marked dirty. */
490 for (i = 0; i < sub_count; ++i)
492 texture->texture_ops->texture_sub_resource_load(texture->sub_resources[i], context, srgb);
494 texture->flags |= flag;
497 void CDECL wined3d_texture_preload(struct wined3d_texture *texture)
499 struct wined3d_context *context;
500 context = context_acquire(texture->resource.device, NULL);
501 wined3d_texture_load(texture, context, texture->flags & WINED3D_TEXTURE_IS_SRGB);
502 context_release(context);
505 void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture)
507 TRACE("texture %p.\n", texture);
509 return texture->resource.parent;
512 DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
514 DWORD old = texture->lod;
516 TRACE("texture %p, lod %u.\n", texture, lod);
518 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
519 * textures. The call always returns 0, and GetLOD always returns 0. */
520 if (texture->resource.pool != WINED3D_POOL_MANAGED)
522 TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture->resource.pool));
523 return 0;
526 if (lod >= texture->level_count)
527 lod = texture->level_count - 1;
529 if (texture->lod != lod)
531 texture->lod = lod;
533 texture->texture_rgb.base_level = ~0u;
534 texture->texture_srgb.base_level = ~0u;
535 if (texture->resource.bind_count)
536 device_invalidate_state(texture->resource.device, STATE_SAMPLER(texture->sampler));
539 return old;
542 DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture)
544 TRACE("texture %p, returning %u.\n", texture, texture->lod);
546 return texture->lod;
549 DWORD CDECL wined3d_texture_get_level_count(const struct wined3d_texture *texture)
551 TRACE("texture %p, returning %u.\n", texture, texture->level_count);
553 return texture->level_count;
556 HRESULT CDECL wined3d_texture_set_autogen_filter_type(struct wined3d_texture *texture,
557 enum wined3d_texture_filter_type filter_type)
559 FIXME("texture %p, filter_type %s stub!\n", texture, debug_d3dtexturefiltertype(filter_type));
561 if (!(texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP))
563 WARN("Texture doesn't have AUTOGENMIPMAP usage.\n");
564 return WINED3DERR_INVALIDCALL;
567 texture->filter_type = filter_type;
569 return WINED3D_OK;
572 enum wined3d_texture_filter_type CDECL wined3d_texture_get_autogen_filter_type(const struct wined3d_texture *texture)
574 TRACE("texture %p.\n", texture);
576 return texture->filter_type;
579 HRESULT CDECL wined3d_texture_set_color_key(struct wined3d_texture *texture,
580 DWORD flags, const struct wined3d_color_key *color_key)
582 struct wined3d_device *device = texture->resource.device;
583 static const DWORD all_flags = WINED3D_CKEY_COLORSPACE | WINED3D_CKEY_DST_BLT
584 | WINED3D_CKEY_DST_OVERLAY | WINED3D_CKEY_SRC_BLT | WINED3D_CKEY_SRC_OVERLAY;
586 TRACE("texture %p, flags %#x, color_key %p.\n", texture, flags, color_key);
588 if (flags & ~all_flags)
590 WARN("Invalid flags passed, returning WINED3DERR_INVALIDCALL.\n");
591 return WINED3DERR_INVALIDCALL;
594 if (flags & WINED3D_CKEY_COLORSPACE)
596 FIXME("Unhandled flags %#x.\n", flags);
597 return WINED3DERR_INVALIDCALL;
600 wined3d_cs_emit_set_color_key(device->cs, texture, flags, color_key);
602 return WINED3D_OK;
605 HRESULT CDECL wined3d_texture_update_desc(struct wined3d_texture *texture, UINT width, UINT height,
606 enum wined3d_format_id format_id, enum wined3d_multisample_type multisample_type,
607 UINT multisample_quality, void *mem, UINT pitch)
609 struct wined3d_device *device = texture->resource.device;
610 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
611 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
612 UINT resource_size = wined3d_format_calculate_size(format, device->surface_alignment, width, height, 1);
613 struct wined3d_surface *surface;
615 TRACE("texture %p, width %u, height %u, format %s, multisample_type %#x, multisample_quality %u, "
616 "mem %p, pitch %u.\n",
617 texture, width, height, debug_d3dformat(format_id), multisample_type, multisample_type, mem, pitch);
619 if (!resource_size)
620 return WINED3DERR_INVALIDCALL;
622 if (texture->level_count * texture->layer_count > 1)
624 WARN("Texture has multiple sub-resources, not supported.\n");
625 return WINED3DERR_INVALIDCALL;
628 if (texture->resource.type == WINED3D_RTYPE_VOLUME_TEXTURE)
630 WARN("Not supported on volume textures.\n");
631 return WINED3DERR_INVALIDCALL;
634 /* We have no way of supporting a pitch that is not a multiple of the pixel
635 * byte width short of uploading the texture row-by-row.
636 * Fortunately that's not an issue since D3D9Ex doesn't allow a custom pitch
637 * for user-memory textures (it always expects packed data) while DirectDraw
638 * requires a 4-byte aligned pitch and doesn't support texture formats
639 * larger than 4 bytes per pixel nor any format using 3 bytes per pixel.
640 * This check is here to verify that the assumption holds. */
641 if (pitch % texture->resource.format->byte_count)
643 WARN("Pitch unsupported, not a multiple of the texture format byte width.\n");
644 return WINED3DERR_INVALIDCALL;
647 surface = surface_from_resource(texture->sub_resources[0]);
648 if (surface->resource.map_count || (surface->flags & SFLAG_DCINUSE))
650 WARN("Surface is mapped or the DC is in use.\n");
651 return WINED3DERR_INVALIDCALL;
654 if (device->d3d_initialized)
655 texture->resource.resource_ops->resource_unload(&texture->resource);
657 texture->resource.format = format;
658 texture->resource.multisample_type = multisample_type;
659 texture->resource.multisample_quality = multisample_quality;
660 texture->resource.width = width;
661 texture->resource.height = height;
663 return wined3d_surface_update_desc(surface, gl_info, mem, pitch);
666 void wined3d_texture_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
668 DWORD alloc_flag = srgb ? WINED3D_TEXTURE_SRGB_ALLOCATED : WINED3D_TEXTURE_RGB_ALLOCATED;
669 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
671 if (!d3d_info->shader_color_key
672 && !(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
673 != !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
675 wined3d_texture_force_reload(texture);
677 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
678 texture->async.flags |= WINED3D_TEXTURE_ASYNC_COLOR_KEY;
681 if (texture->flags & alloc_flag)
682 return;
684 texture->texture_ops->texture_prepare_texture(texture, context, srgb);
685 texture->flags |= alloc_flag;
688 void wined3d_texture_force_reload(struct wined3d_texture *texture)
690 unsigned int sub_count = texture->level_count * texture->layer_count;
691 unsigned int i;
693 texture->flags &= ~(WINED3D_TEXTURE_RGB_ALLOCATED | WINED3D_TEXTURE_SRGB_ALLOCATED
694 | WINED3D_TEXTURE_CONVERTED);
695 texture->async.flags &= ~WINED3D_TEXTURE_ASYNC_COLOR_KEY;
696 for (i = 0; i < sub_count; ++i)
698 texture->texture_ops->texture_sub_resource_invalidate_location(texture->sub_resources[i],
699 WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
703 void CDECL wined3d_texture_generate_mipmaps(struct wined3d_texture *texture)
705 /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
706 FIXME("texture %p stub!\n", texture);
709 struct wined3d_resource * CDECL wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
710 UINT sub_resource_idx)
712 UINT sub_count = texture->level_count * texture->layer_count;
714 TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
716 if (sub_resource_idx >= sub_count)
718 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
719 return NULL;
722 return texture->sub_resources[sub_resource_idx];
725 HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
726 UINT layer, const struct wined3d_box *dirty_region)
728 struct wined3d_resource *sub_resource;
730 TRACE("texture %p, layer %u, dirty_region %p.\n", texture, layer, dirty_region);
732 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, layer * texture->level_count)))
734 WARN("Failed to get sub-resource.\n");
735 return WINED3DERR_INVALIDCALL;
738 texture->texture_ops->texture_sub_resource_add_dirty_region(sub_resource, dirty_region);
740 return WINED3D_OK;
743 static void wined3d_texture_upload_data(struct wined3d_texture *texture, const struct wined3d_sub_resource_data *data)
745 unsigned int sub_count = texture->level_count * texture->layer_count;
746 struct wined3d_context *context;
747 unsigned int i;
749 context = context_acquire(texture->resource.device, NULL);
751 wined3d_texture_prepare_texture(texture, context, FALSE);
752 wined3d_texture_bind(texture, context, FALSE);
754 for (i = 0; i < sub_count; ++i)
756 struct wined3d_resource *sub_resource = texture->sub_resources[i];
758 texture->texture_ops->texture_sub_resource_upload_data(sub_resource, context, &data[i]);
759 texture->texture_ops->texture_sub_resource_validate_location(sub_resource, WINED3D_LOCATION_TEXTURE_RGB);
760 texture->texture_ops->texture_sub_resource_invalidate_location(sub_resource, ~WINED3D_LOCATION_TEXTURE_RGB);
763 context_release(context);
766 static void texture2d_sub_resource_load(struct wined3d_resource *sub_resource,
767 struct wined3d_context *context, BOOL srgb)
769 surface_load(surface_from_resource(sub_resource), srgb);
772 static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
773 const struct wined3d_box *dirty_region)
775 struct wined3d_surface *surface = surface_from_resource(sub_resource);
777 surface_prepare_map_memory(surface);
778 surface_load_location(surface, surface->resource.map_binding);
779 surface_invalidate_location(surface, ~surface->resource.map_binding);
782 static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
784 struct wined3d_surface *surface = surface_from_resource(sub_resource);
786 wined3d_surface_destroy(surface);
789 static void texture2d_sub_resource_invalidate_location(struct wined3d_resource *sub_resource, DWORD location)
791 struct wined3d_surface *surface = surface_from_resource(sub_resource);
793 surface_invalidate_location(surface, location);
796 static void texture2d_sub_resource_validate_location(struct wined3d_resource *sub_resource, DWORD location)
798 struct wined3d_surface *surface = surface_from_resource(sub_resource);
800 surface_validate_location(surface, location);
803 static void texture2d_sub_resource_upload_data(struct wined3d_resource *sub_resource,
804 const struct wined3d_context *context, const struct wined3d_sub_resource_data *data)
806 struct wined3d_surface *surface = surface_from_resource(sub_resource);
807 static const POINT dst_point = {0, 0};
808 struct wined3d_const_bo_address addr;
809 RECT src_rect;
811 src_rect.left = 0;
812 src_rect.top = 0;
813 src_rect.right = surface->resource.width;
814 src_rect.bottom = surface->resource.height;
816 addr.buffer_object = 0;
817 addr.addr = data->data;
819 wined3d_surface_upload_data(surface, context->gl_info, surface->container->resource.format,
820 &src_rect, data->row_pitch, &dst_point, FALSE, &addr);
823 /* Context activation is done by the caller. */
824 static void texture2d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
826 UINT sub_count = texture->level_count * texture->layer_count;
827 const struct wined3d_format *format = texture->resource.format;
828 const struct wined3d_gl_info *gl_info = context->gl_info;
829 const struct wined3d_color_key_conversion *conversion;
830 GLenum internal;
831 UINT i;
833 TRACE("texture %p, format %s.\n", texture, debug_d3dformat(format->id));
835 if (format->convert)
837 texture->flags |= WINED3D_TEXTURE_CONVERTED;
839 else if ((conversion = wined3d_format_get_color_key_conversion(texture, TRUE)))
841 texture->flags |= WINED3D_TEXTURE_CONVERTED;
842 format = wined3d_get_format(gl_info, conversion->dst_format);
843 TRACE("Using format %s for color key conversion.\n", debug_d3dformat(format->id));
846 wined3d_texture_bind_and_dirtify(texture, context, srgb);
848 if (srgb)
849 internal = format->glGammaInternal;
850 else if (texture->resource.usage & WINED3DUSAGE_RENDERTARGET
851 && wined3d_resource_is_offscreen(&texture->resource))
852 internal = format->rtInternal;
853 else
854 internal = format->glInternal;
856 if (!internal)
857 FIXME("No GL internal format for format %s.\n", debug_d3dformat(format->id));
859 TRACE("internal %#x, format %#x, type %#x.\n", internal, format->glFormat, format->glType);
861 for (i = 0; i < sub_count; ++i)
863 struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]);
864 GLsizei height = surface->pow2Height;
865 GLsizei width = surface->pow2Width;
866 const BYTE *mem = NULL;
868 if (format->flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
870 height *= format->height_scale.numerator;
871 height /= format->height_scale.denominator;
874 TRACE("surface %p, target %#x, level %d, width %d, height %d.\n",
875 surface, surface->texture_target, surface->texture_level, width, height);
877 if (gl_info->supported[APPLE_CLIENT_STORAGE])
879 if (surface->flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION)
880 || texture->flags & WINED3D_TEXTURE_CONVERTED
881 || !surface->resource.heap_memory)
883 /* In some cases we want to disable client storage.
884 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
885 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
886 * WINED3D_TEXTURE_CONVERTED: The conversion destination memory is freed after loading the surface
887 * heap_memory == NULL: Not defined in the extension. Seems to disable client storage effectively
889 surface->flags &= ~SFLAG_CLIENT;
891 else
893 surface->flags |= SFLAG_CLIENT;
894 mem = surface->resource.heap_memory;
896 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
897 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
901 if (format->flags & WINED3DFMT_FLAG_COMPRESSED && mem)
903 GL_EXTCALL(glCompressedTexImage2D(surface->texture_target, surface->texture_level,
904 internal, width, height, 0, surface->resource.size, mem));
905 checkGLcall("glCompressedTexImage2D");
907 else
909 gl_info->gl_ops.gl.p_glTexImage2D(surface->texture_target, surface->texture_level,
910 internal, width, height, 0, format->glFormat, format->glType, mem);
911 checkGLcall("glTexImage2D");
914 if (mem)
916 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
917 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
922 static const struct wined3d_texture_ops texture2d_ops =
924 texture2d_sub_resource_load,
925 texture2d_sub_resource_add_dirty_region,
926 texture2d_sub_resource_cleanup,
927 texture2d_sub_resource_invalidate_location,
928 texture2d_sub_resource_validate_location,
929 texture2d_sub_resource_upload_data,
930 texture2d_prepare_texture,
933 static ULONG texture_resource_incref(struct wined3d_resource *resource)
935 return wined3d_texture_incref(wined3d_texture_from_resource(resource));
938 static ULONG texture_resource_decref(struct wined3d_resource *resource)
940 return wined3d_texture_decref(wined3d_texture_from_resource(resource));
943 static void wined3d_texture_unload(struct wined3d_resource *resource)
945 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
946 UINT sub_count = texture->level_count * texture->layer_count;
947 UINT i;
949 TRACE("texture %p.\n", texture);
951 for (i = 0; i < sub_count; ++i)
953 struct wined3d_resource *sub_resource = texture->sub_resources[i];
955 sub_resource->resource_ops->resource_unload(sub_resource);
958 wined3d_texture_force_reload(texture);
959 wined3d_texture_unload_gl_texture(texture);
962 static const struct wined3d_resource_ops texture_resource_ops =
964 texture_resource_incref,
965 texture_resource_decref,
966 wined3d_texture_unload,
969 static HRESULT cubetexture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
970 UINT levels, DWORD surface_flags, struct wined3d_device *device, void *parent,
971 const struct wined3d_parent_ops *parent_ops)
973 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
974 struct wined3d_resource_desc surface_desc;
975 unsigned int i, j;
976 HRESULT hr;
978 /* TODO: It should only be possible to create textures for formats
979 * that are reported as supported. */
980 if (WINED3DFMT_UNKNOWN >= desc->format)
982 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
983 return WINED3DERR_INVALIDCALL;
986 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && desc->pool != WINED3D_POOL_SCRATCH)
988 WARN("(%p) : Tried to create not supported cube texture.\n", texture);
989 return WINED3DERR_INVALIDCALL;
992 /* Calculate levels for mip mapping */
993 if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
995 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
997 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
998 return WINED3DERR_INVALIDCALL;
1001 if (levels != 1)
1003 WARN("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning D3DERR_INVALIDCALL.\n");
1004 return WINED3DERR_INVALIDCALL;
1008 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1010 UINT pow2_edge_length = 1;
1011 while (pow2_edge_length < desc->width)
1012 pow2_edge_length <<= 1;
1014 if (desc->width != pow2_edge_length)
1016 if (desc->pool == WINED3D_POOL_SCRATCH)
1018 /* SCRATCH textures cannot be used for texturing */
1019 WARN("Creating a scratch NPOT cube texture despite lack of HW support.\n");
1021 else
1023 WARN("Attempted to create a NPOT cube texture (edge length %u) without GL support.\n", desc->width);
1024 return WINED3DERR_INVALIDCALL;
1029 if (FAILED(hr = wined3d_texture_init(texture, &texture2d_ops, 6, levels, desc,
1030 surface_flags, device, parent, parent_ops, &texture_resource_ops)))
1032 WARN("Failed to initialize texture, returning %#x\n", hr);
1033 return hr;
1036 texture->pow2_matrix[0] = 1.0f;
1037 texture->pow2_matrix[5] = 1.0f;
1038 texture->pow2_matrix[10] = 1.0f;
1039 texture->pow2_matrix[15] = 1.0f;
1040 texture->target = GL_TEXTURE_CUBE_MAP_ARB;
1042 /* Generate all the surfaces. */
1043 surface_desc = *desc;
1044 surface_desc.resource_type = WINED3D_RTYPE_SURFACE;
1045 for (i = 0; i < texture->level_count; ++i)
1047 /* Create the 6 faces. */
1048 for (j = 0; j < 6; ++j)
1050 static const GLenum cube_targets[6] =
1052 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
1053 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
1054 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
1055 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
1056 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
1057 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
1059 UINT idx = j * texture->level_count + i;
1060 struct wined3d_surface *surface;
1062 if (FAILED(hr = wined3d_surface_create(texture, &surface_desc,
1063 cube_targets[j], i, j, surface_flags, &surface)))
1065 WARN("Failed to create surface, hr %#x.\n", hr);
1066 wined3d_texture_cleanup(texture);
1067 return hr;
1070 texture->sub_resources[idx] = &surface->resource;
1071 TRACE("Created surface level %u @ %p.\n", i, surface);
1073 surface_desc.width = max(1, surface_desc.width >> 1);
1074 surface_desc.height = surface_desc.width;
1077 return WINED3D_OK;
1080 static HRESULT texture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
1081 UINT levels, DWORD surface_flags, struct wined3d_device *device, void *parent,
1082 const struct wined3d_parent_ops *parent_ops)
1084 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1085 struct wined3d_resource_desc surface_desc;
1086 UINT pow2_width, pow2_height;
1087 unsigned int i;
1088 HRESULT hr;
1090 /* TODO: It should only be possible to create textures for formats
1091 * that are reported as supported. */
1092 if (WINED3DFMT_UNKNOWN >= desc->format)
1094 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
1095 return WINED3DERR_INVALIDCALL;
1098 /* Non-power2 support. */
1099 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1101 pow2_width = desc->width;
1102 pow2_height = desc->height;
1104 else
1106 /* Find the nearest pow2 match. */
1107 pow2_width = pow2_height = 1;
1108 while (pow2_width < desc->width)
1109 pow2_width <<= 1;
1110 while (pow2_height < desc->height)
1111 pow2_height <<= 1;
1113 if (pow2_width != desc->width || pow2_height != desc->height)
1115 /* levels == 0 returns an error as well */
1116 if (levels != 1)
1118 if (desc->pool == WINED3D_POOL_SCRATCH)
1120 WARN("Creating a scratch mipmapped NPOT texture despite lack of HW support.\n");
1122 else
1124 WARN("Attempted to create a mipmapped NPOT texture without unconditional NPOT support.\n");
1125 return WINED3DERR_INVALIDCALL;
1131 /* Calculate levels for mip mapping. */
1132 if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
1134 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
1136 WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
1137 return WINED3DERR_INVALIDCALL;
1140 if (levels != 1)
1142 WARN("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning WINED3DERR_INVALIDCALL.\n");
1143 return WINED3DERR_INVALIDCALL;
1147 if (FAILED(hr = wined3d_texture_init(texture, &texture2d_ops, 1, levels, desc,
1148 surface_flags, device, parent, parent_ops, &texture_resource_ops)))
1150 WARN("Failed to initialize texture, returning %#x.\n", hr);
1151 return hr;
1154 /* Precalculated scaling for 'faked' non power of two texture coords. */
1155 if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT]
1156 && (desc->width != pow2_width || desc->height != pow2_height))
1158 texture->pow2_matrix[0] = 1.0f;
1159 texture->pow2_matrix[5] = 1.0f;
1160 texture->pow2_matrix[10] = 1.0f;
1161 texture->pow2_matrix[15] = 1.0f;
1162 texture->target = GL_TEXTURE_2D;
1163 texture->flags |= WINED3D_TEXTURE_COND_NP2;
1165 else if (gl_info->supported[ARB_TEXTURE_RECTANGLE]
1166 && (desc->width != pow2_width || desc->height != pow2_height))
1168 texture->pow2_matrix[0] = (float)desc->width;
1169 texture->pow2_matrix[5] = (float)desc->height;
1170 texture->pow2_matrix[10] = 1.0f;
1171 texture->pow2_matrix[15] = 1.0f;
1172 texture->target = GL_TEXTURE_RECTANGLE_ARB;
1173 texture->flags |= WINED3D_TEXTURE_COND_NP2;
1174 texture->flags &= ~(WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS);
1176 else
1178 if ((desc->width != pow2_width) || (desc->height != pow2_height))
1180 texture->pow2_matrix[0] = (((float)desc->width) / ((float)pow2_width));
1181 texture->pow2_matrix[5] = (((float)desc->height) / ((float)pow2_height));
1182 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
1184 else
1186 texture->pow2_matrix[0] = 1.0f;
1187 texture->pow2_matrix[5] = 1.0f;
1190 texture->pow2_matrix[10] = 1.0f;
1191 texture->pow2_matrix[15] = 1.0f;
1192 texture->target = GL_TEXTURE_2D;
1194 TRACE("xf(%f) yf(%f)\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
1196 /* Generate all the surfaces. */
1197 surface_desc = *desc;
1198 surface_desc.resource_type = WINED3D_RTYPE_SURFACE;
1199 for (i = 0; i < texture->level_count; ++i)
1201 struct wined3d_surface *surface;
1203 if (FAILED(hr = wined3d_surface_create(texture, &surface_desc,
1204 texture->target, i, 0, surface_flags, &surface)))
1206 WARN("Failed to create surface, hr %#x.\n", hr);
1207 wined3d_texture_cleanup(texture);
1208 return hr;
1211 texture->sub_resources[i] = &surface->resource;
1212 TRACE("Created surface level %u @ %p.\n", i, surface);
1213 /* Calculate the next mipmap level. */
1214 surface_desc.width = max(1, surface_desc.width >> 1);
1215 surface_desc.height = max(1, surface_desc.height >> 1);
1218 return WINED3D_OK;
1221 static void texture3d_sub_resource_load(struct wined3d_resource *sub_resource,
1222 struct wined3d_context *context, BOOL srgb)
1224 wined3d_volume_load(volume_from_resource(sub_resource), context, srgb);
1227 static void texture3d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
1228 const struct wined3d_box *dirty_region)
1230 wined3d_texture_set_dirty(volume_from_resource(sub_resource)->container);
1233 static void texture3d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
1235 struct wined3d_volume *volume = volume_from_resource(sub_resource);
1237 wined3d_volume_destroy(volume);
1240 static void texture3d_sub_resource_invalidate_location(struct wined3d_resource *sub_resource, DWORD location)
1242 struct wined3d_volume *volume = volume_from_resource(sub_resource);
1244 wined3d_volume_invalidate_location(volume, location);
1247 static void texture3d_sub_resource_validate_location(struct wined3d_resource *sub_resource, DWORD location)
1249 struct wined3d_volume *volume = volume_from_resource(sub_resource);
1251 wined3d_volume_validate_location(volume, location);
1254 static void texture3d_sub_resource_upload_data(struct wined3d_resource *sub_resource,
1255 const struct wined3d_context *context, const struct wined3d_sub_resource_data *data)
1257 struct wined3d_volume *volume = volume_from_resource(sub_resource);
1258 struct wined3d_const_bo_address addr;
1259 unsigned int row_pitch, slice_pitch;
1261 wined3d_volume_get_pitch(volume, &row_pitch, &slice_pitch);
1262 if (row_pitch != data->row_pitch || slice_pitch != data->slice_pitch)
1263 FIXME("Ignoring row/slice pitch (%u/%u).\n", data->row_pitch, data->slice_pitch);
1265 addr.buffer_object = 0;
1266 addr.addr = data->data;
1268 wined3d_volume_upload_data(volume, context, &addr);
1271 static void texture3d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
1273 unsigned int sub_count = texture->level_count * texture->layer_count;
1274 const struct wined3d_format *format = texture->resource.format;
1275 const struct wined3d_gl_info *gl_info = context->gl_info;
1276 unsigned int i;
1278 wined3d_texture_bind_and_dirtify(texture, context, srgb);
1280 for (i = 0; i < sub_count; ++i)
1282 struct wined3d_volume *volume = volume_from_resource(texture->sub_resources[i]);
1283 void *mem = NULL;
1285 if (gl_info->supported[APPLE_CLIENT_STORAGE] && !format->convert
1286 && volume_prepare_system_memory(volume))
1288 TRACE("Enabling GL_UNPACK_CLIENT_STORAGE_APPLE for volume %p\n", volume);
1289 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1290 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1291 mem = volume->resource.heap_memory;
1292 volume->flags |= WINED3D_VFLAG_CLIENT_STORAGE;
1295 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, volume->texture_level,
1296 srgb ? format->glGammaInternal : format->glInternal,
1297 volume->resource.width, volume->resource.height, volume->resource.depth,
1298 0, format->glFormat, format->glType, mem));
1299 checkGLcall("glTexImage3D");
1301 if (mem)
1303 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1304 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
1309 static const struct wined3d_texture_ops texture3d_ops =
1311 texture3d_sub_resource_load,
1312 texture3d_sub_resource_add_dirty_region,
1313 texture3d_sub_resource_cleanup,
1314 texture3d_sub_resource_invalidate_location,
1315 texture3d_sub_resource_validate_location,
1316 texture3d_sub_resource_upload_data,
1317 texture3d_prepare_texture,
1320 static HRESULT volumetexture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
1321 UINT levels, struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops)
1323 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1324 struct wined3d_resource_desc volume_desc;
1325 unsigned int i;
1326 HRESULT hr;
1328 /* TODO: It should only be possible to create textures for formats
1329 * that are reported as supported. */
1330 if (WINED3DFMT_UNKNOWN >= desc->format)
1332 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
1333 return WINED3DERR_INVALIDCALL;
1336 if (!gl_info->supported[EXT_TEXTURE3D])
1338 WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
1339 return WINED3DERR_INVALIDCALL;
1342 /* Calculate levels for mip mapping. */
1343 if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
1345 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
1347 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
1348 return WINED3DERR_INVALIDCALL;
1351 if (levels != 1)
1353 WARN("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning D3DERR_INVALIDCALL.\n");
1354 return WINED3DERR_INVALIDCALL;
1358 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1360 UINT pow2_w, pow2_h, pow2_d;
1361 pow2_w = 1;
1362 while (pow2_w < desc->width)
1363 pow2_w <<= 1;
1364 pow2_h = 1;
1365 while (pow2_h < desc->height)
1366 pow2_h <<= 1;
1367 pow2_d = 1;
1368 while (pow2_d < desc->depth)
1369 pow2_d <<= 1;
1371 if (pow2_w != desc->width || pow2_h != desc->height || pow2_d != desc->depth)
1373 if (desc->pool == WINED3D_POOL_SCRATCH)
1375 WARN("Creating a scratch NPOT volume texture despite lack of HW support.\n");
1377 else
1379 WARN("Attempted to create a NPOT volume texture (%u, %u, %u) without GL support.\n",
1380 desc->width, desc->height, desc->depth);
1381 return WINED3DERR_INVALIDCALL;
1386 if (FAILED(hr = wined3d_texture_init(texture, &texture3d_ops, 1, levels, desc,
1387 0, device, parent, parent_ops, &texture_resource_ops)))
1389 WARN("Failed to initialize texture, returning %#x.\n", hr);
1390 return hr;
1393 texture->pow2_matrix[0] = 1.0f;
1394 texture->pow2_matrix[5] = 1.0f;
1395 texture->pow2_matrix[10] = 1.0f;
1396 texture->pow2_matrix[15] = 1.0f;
1397 texture->target = GL_TEXTURE_3D;
1399 /* Generate all the surfaces. */
1400 volume_desc = *desc;
1401 volume_desc.resource_type = WINED3D_RTYPE_VOLUME;
1402 for (i = 0; i < texture->level_count; ++i)
1404 struct wined3d_volume *volume;
1406 if (FAILED(hr = wined3d_volume_create(texture, &volume_desc, i, &volume)))
1408 ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr);
1409 wined3d_texture_cleanup(texture);
1410 return hr;
1413 texture->sub_resources[i] = &volume->resource;
1415 /* Calculate the next mipmap level. */
1416 volume_desc.width = max(1, volume_desc.width >> 1);
1417 volume_desc.height = max(1, volume_desc.height >> 1);
1418 volume_desc.depth = max(1, volume_desc.depth >> 1);
1421 return WINED3D_OK;
1424 HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct wined3d_resource_desc *desc,
1425 UINT level_count, DWORD surface_flags, const struct wined3d_sub_resource_data *data, void *parent,
1426 const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
1428 struct wined3d_texture *object;
1429 HRESULT hr;
1431 TRACE("device %p, desc %p, level_count %u, surface_flags %#x, data %p, parent %p, parent_ops %p, texture %p.\n",
1432 device, desc, level_count, surface_flags, data, parent, parent_ops, texture);
1434 if (!level_count)
1436 WARN("Invalid level count.\n");
1437 return WINED3DERR_INVALIDCALL;
1440 if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
1441 return E_OUTOFMEMORY;
1443 switch (desc->resource_type)
1445 case WINED3D_RTYPE_TEXTURE:
1446 hr = texture_init(object, desc, level_count, surface_flags, device, parent, parent_ops);
1447 break;
1449 case WINED3D_RTYPE_VOLUME_TEXTURE:
1450 hr = volumetexture_init(object, desc, level_count, device, parent, parent_ops);
1451 break;
1453 case WINED3D_RTYPE_CUBE_TEXTURE:
1454 hr = cubetexture_init(object, desc, level_count, surface_flags, device, parent, parent_ops);
1455 break;
1457 default:
1458 ERR("Invalid resource type %s.\n", debug_d3dresourcetype(desc->resource_type));
1459 hr = WINED3DERR_INVALIDCALL;
1460 break;
1463 if (FAILED(hr))
1465 WARN("Failed to initialize texture, returning %#x.\n", hr);
1466 HeapFree(GetProcessHeap(), 0, object);
1467 return hr;
1470 /* FIXME: We'd like to avoid ever allocating system memory for the texture
1471 * in this case. */
1472 if (data)
1473 wined3d_texture_upload_data(object, data);
1475 TRACE("Created texture %p.\n", object);
1476 *texture = object;
1478 return WINED3D_OK;