wined3d: Validate "data" in wined3d_texture_upload_data().
[wine.git] / dlls / wined3d / texture.c
blob82694bb80f62a295578bfcddfa96e41b17eca37b
1 /*
2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2005 Oliver Stieber
5 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
6 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 #include "config.h"
24 #include "wine/port.h"
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
28 WINE_DECLARE_DEBUG_CHANNEL(winediag);
30 static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_texture_ops *texture_ops,
31 UINT layer_count, UINT level_count, const struct wined3d_resource_desc *desc, DWORD surface_flags,
32 struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops,
33 const struct wined3d_resource_ops *resource_ops)
35 const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info, desc->format);
36 HRESULT hr;
38 TRACE("texture %p, texture_ops %p, layer_count %u, level_count %u, resource_type %s, format %s, "
39 "multisample_type %#x, multisample_quality %#x, usage %s, pool %s, width %u, height %u, depth %u, "
40 "surface_flags %#x, device %p, parent %p, parent_ops %p, resource_ops %p.\n",
41 texture, texture_ops, layer_count, level_count, debug_d3dresourcetype(desc->resource_type),
42 debug_d3dformat(desc->format), desc->multisample_type, desc->multisample_quality,
43 debug_d3dusage(desc->usage), debug_d3dpool(desc->pool), desc->width, desc->height, desc->depth,
44 surface_flags, device, parent, parent_ops, resource_ops);
46 if (FAILED(hr = resource_init(&texture->resource, device, desc->resource_type, format,
47 desc->multisample_type, desc->multisample_quality, desc->usage, desc->pool,
48 desc->width, desc->height, desc->depth, 0, parent, parent_ops, resource_ops)))
50 static unsigned int once;
52 /* DXTn 3D textures are not supported. Do not write the ERR for them. */
53 if ((desc->format == WINED3DFMT_DXT1 || desc->format == WINED3DFMT_DXT2 || desc->format == WINED3DFMT_DXT3
54 || desc->format == WINED3DFMT_DXT4 || desc->format == WINED3DFMT_DXT5)
55 && !(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE)
56 && desc->resource_type != WINED3D_RTYPE_VOLUME_TEXTURE && !once++)
57 ERR_(winediag)("The application tried to create a DXTn texture, but the driver does not support them.\n");
59 WARN("Failed to initialize resource, returning %#x\n", hr);
60 return hr;
62 wined3d_resource_update_draw_binding(&texture->resource);
64 texture->texture_ops = texture_ops;
65 texture->sub_resources = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
66 level_count * layer_count * sizeof(*texture->sub_resources));
67 if (!texture->sub_resources)
69 ERR("Failed to allocate sub-resource array.\n");
70 resource_cleanup(&texture->resource);
71 return E_OUTOFMEMORY;
74 texture->layer_count = layer_count;
75 texture->level_count = level_count;
76 texture->filter_type = (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3D_TEXF_LINEAR : WINED3D_TEXF_NONE;
77 texture->lod = 0;
78 texture->flags = WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS;
79 if (surface_flags & WINED3D_SURFACE_PIN_SYSMEM)
80 texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM;
82 return WINED3D_OK;
85 /* A GL context is provided by the caller */
86 static void gltexture_delete(const struct wined3d_gl_info *gl_info, struct gl_texture *tex)
88 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex->name);
89 tex->name = 0;
92 static void wined3d_texture_unload_gl_texture(struct wined3d_texture *texture)
94 struct wined3d_device *device = texture->resource.device;
95 struct wined3d_context *context = NULL;
97 if (texture->texture_rgb.name || texture->texture_srgb.name)
99 context = context_acquire(device, NULL);
102 if (texture->texture_rgb.name)
103 gltexture_delete(context->gl_info, &texture->texture_rgb);
105 if (texture->texture_srgb.name)
106 gltexture_delete(context->gl_info, &texture->texture_srgb);
108 if (context) context_release(context);
110 wined3d_texture_set_dirty(texture);
112 resource_unload(&texture->resource);
115 static void wined3d_texture_cleanup(struct wined3d_texture *texture)
117 UINT sub_count = texture->level_count * texture->layer_count;
118 UINT i;
120 TRACE("texture %p.\n", texture);
122 for (i = 0; i < sub_count; ++i)
124 struct wined3d_resource *sub_resource = texture->sub_resources[i];
126 if (sub_resource)
127 texture->texture_ops->texture_sub_resource_cleanup(sub_resource);
130 wined3d_texture_unload_gl_texture(texture);
131 HeapFree(GetProcessHeap(), 0, texture->sub_resources);
132 resource_cleanup(&texture->resource);
135 void wined3d_texture_set_swapchain(struct wined3d_texture *texture, struct wined3d_swapchain *swapchain)
137 texture->swapchain = swapchain;
138 wined3d_resource_update_draw_binding(&texture->resource);
141 void wined3d_texture_set_dirty(struct wined3d_texture *texture)
143 texture->flags &= ~(WINED3D_TEXTURE_RGB_VALID | WINED3D_TEXTURE_SRGB_VALID);
146 /* Context activation is done by the caller. */
147 void wined3d_texture_bind(struct wined3d_texture *texture,
148 struct wined3d_context *context, BOOL srgb)
150 const struct wined3d_gl_info *gl_info = context->gl_info;
151 struct gl_texture *gl_tex;
152 GLenum target;
154 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
156 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
157 srgb = FALSE;
159 /* sRGB mode cache for preload() calls outside drawprim. */
160 if (srgb)
161 texture->flags |= WINED3D_TEXTURE_IS_SRGB;
162 else
163 texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
165 gl_tex = wined3d_texture_get_gl_texture(texture, srgb);
166 target = texture->target;
168 if (gl_tex->name)
170 context_bind_texture(context, target, gl_tex->name);
171 return;
174 gl_info->gl_ops.gl.p_glGenTextures(1, &gl_tex->name);
175 checkGLcall("glGenTextures");
176 TRACE("Generated texture %d.\n", gl_tex->name);
178 if (!gl_tex->name)
180 ERR("Failed to generate a texture name.\n");
181 return;
184 /* Initialise the state of the texture object to the OpenGL defaults, not
185 * the wined3d defaults. */
186 gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_WRAP;
187 gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_WRAP;
188 gl_tex->sampler_desc.address_w = WINED3D_TADDRESS_WRAP;
189 memset(gl_tex->sampler_desc.border_color, 0, sizeof(gl_tex->sampler_desc.border_color));
190 gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_LINEAR;
191 gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
192 gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
193 gl_tex->sampler_desc.lod_bias = 0.0f;
194 gl_tex->sampler_desc.min_lod = -1000.0f;
195 gl_tex->sampler_desc.max_lod = 1000.0f;
196 gl_tex->sampler_desc.max_anisotropy = 1;
197 gl_tex->sampler_desc.compare = FALSE;
198 gl_tex->sampler_desc.comparison_func = WINED3D_CMP_LESSEQUAL;
199 if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
200 gl_tex->sampler_desc.srgb_decode = TRUE;
201 else
202 gl_tex->sampler_desc.srgb_decode = srgb;
203 gl_tex->base_level = 0;
204 wined3d_texture_set_dirty(texture);
206 context_bind_texture(context, target, gl_tex->name);
208 if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)
210 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
211 checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
214 /* For a new texture we have to set the texture levels after binding the
215 * texture. Beware that texture rectangles do not support mipmapping, but
216 * set the maxmiplevel if we're relying on the partial
217 * GL_ARB_texture_non_power_of_two emulation with texture rectangles.
218 * (I.e., do not care about cond_np2 here, just look for
219 * GL_TEXTURE_RECTANGLE_ARB.) */
220 if (target != GL_TEXTURE_RECTANGLE_ARB)
222 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->level_count - 1);
223 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
224 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)");
227 if (target == GL_TEXTURE_CUBE_MAP_ARB)
229 /* Cubemaps are always set to clamp, regardless of the sampler state. */
230 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
231 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
232 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
235 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
237 /* Conditinal non power of two textures use a different clamping
238 * default. If we're using the GL_WINE_normalized_texrect partial
239 * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
240 * has the address mode set to repeat - something that prevents us
241 * from hitting the accelerated codepath. Thus manually set the GL
242 * state. The same applies to filtering. Even if the texture has only
243 * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
244 * fallback on macos. */
245 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
246 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
247 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
248 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
249 checkGLcall("glTexParameteri");
250 gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
251 gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
252 gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_POINT;
253 gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT;
254 gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_NONE;
258 /* Context activation is done by the caller. */
259 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
260 struct wined3d_context *context, BOOL srgb)
262 DWORD active_sampler;
264 /* We don't need a specific texture unit, but after binding the texture
265 * the current unit is dirty. Read the unit back instead of switching to
266 * 0, this avoids messing around with the state manager's GL states. The
267 * current texture unit should always be a valid one.
269 * To be more specific, this is tricky because we can implicitly be
270 * called from sampler() in state.c. This means we can't touch anything
271 * other than whatever happens to be the currently active texture, or we
272 * would risk marking already applied sampler states dirty again. */
273 active_sampler = context->rev_tex_unit_map[context->active_texture];
274 if (active_sampler != WINED3D_UNMAPPED_STAGE)
275 context_invalidate_state(context, STATE_SAMPLER(active_sampler));
277 wined3d_texture_bind(texture, context, srgb);
280 /* Context activation is done by the caller (state handler). */
281 /* This function relies on the correct texture being bound and loaded. */
282 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
283 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_gl_info *gl_info)
285 GLenum target = texture->target;
286 struct gl_texture *gl_tex;
287 DWORD state;
289 TRACE("texture %p, sampler_desc %p, gl_info %p.\n", texture, sampler_desc, gl_info);
291 gl_tex = wined3d_texture_get_gl_texture(texture, texture->flags & WINED3D_TEXTURE_IS_SRGB);
293 state = sampler_desc->address_u;
294 if (state != gl_tex->sampler_desc.address_u)
296 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S,
297 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
298 gl_tex->sampler_desc.address_u = state;
301 state = sampler_desc->address_v;
302 if (state != gl_tex->sampler_desc.address_v)
304 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T,
305 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
306 gl_tex->sampler_desc.address_v = state;
309 state = sampler_desc->address_w;
310 if (state != gl_tex->sampler_desc.address_w)
312 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R,
313 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
314 gl_tex->sampler_desc.address_w = state;
317 if (memcmp(gl_tex->sampler_desc.border_color, sampler_desc->border_color,
318 sizeof(gl_tex->sampler_desc.border_color)))
320 gl_info->gl_ops.gl.p_glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &sampler_desc->border_color[0]);
321 memcpy(gl_tex->sampler_desc.border_color, sampler_desc->border_color,
322 sizeof(gl_tex->sampler_desc.border_color));
325 state = sampler_desc->mag_filter;
326 if (state != gl_tex->sampler_desc.mag_filter)
328 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(state));
329 gl_tex->sampler_desc.mag_filter = state;
332 if (sampler_desc->min_filter != gl_tex->sampler_desc.min_filter
333 || sampler_desc->mip_filter != gl_tex->sampler_desc.mip_filter)
335 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
336 wined3d_gl_min_mip_filter(sampler_desc->min_filter, sampler_desc->mip_filter));
337 gl_tex->sampler_desc.min_filter = sampler_desc->min_filter;
338 gl_tex->sampler_desc.mip_filter = sampler_desc->mip_filter;
341 state = sampler_desc->max_anisotropy;
342 if (state != gl_tex->sampler_desc.max_anisotropy)
344 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
345 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, state);
346 else
347 WARN("Anisotropic filtering not supported.\n");
348 gl_tex->sampler_desc.max_anisotropy = state;
351 /* These should always be the same unless EXT_texture_sRGB_decode is supported. */
352 if (!sampler_desc->srgb_decode != !gl_tex->sampler_desc.srgb_decode)
354 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
355 sampler_desc->srgb_decode ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
356 gl_tex->sampler_desc.srgb_decode = sampler_desc->srgb_decode;
359 if (!sampler_desc->compare != !gl_tex->sampler_desc.compare)
361 if (sampler_desc->compare)
363 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
364 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
366 else
368 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
370 gl_tex->sampler_desc.compare = sampler_desc->compare;
373 checkGLcall("Texture parameter application");
375 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
377 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
378 GL_TEXTURE_LOD_BIAS_EXT, sampler_desc->lod_bias);
379 checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
383 ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture)
385 ULONG refcount;
387 TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
389 if (texture->swapchain)
390 return wined3d_swapchain_incref(texture->swapchain);
392 refcount = InterlockedIncrement(&texture->resource.ref);
393 TRACE("%p increasing refcount to %u.\n", texture, refcount);
395 return refcount;
398 ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture)
400 ULONG refcount;
402 TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
404 if (texture->swapchain)
405 return wined3d_swapchain_decref(texture->swapchain);
407 refcount = InterlockedDecrement(&texture->resource.ref);
408 TRACE("%p decreasing refcount to %u.\n", texture, refcount);
410 if (!refcount)
412 wined3d_texture_cleanup(texture);
413 texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent);
414 HeapFree(GetProcessHeap(), 0, texture);
417 return refcount;
420 struct wined3d_resource * CDECL wined3d_texture_get_resource(struct wined3d_texture *texture)
422 TRACE("texture %p.\n", texture);
424 return &texture->resource;
427 static BOOL color_key_equal(const struct wined3d_color_key *c1, struct wined3d_color_key *c2)
429 return c1->color_space_low_value == c2->color_space_low_value
430 && c1->color_space_high_value == c2->color_space_high_value;
433 /* Context activation is done by the caller */
434 void wined3d_texture_load(struct wined3d_texture *texture,
435 struct wined3d_context *context, BOOL srgb)
437 UINT sub_count = texture->level_count * texture->layer_count;
438 const struct wined3d_gl_info *gl_info = context->gl_info;
439 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
440 DWORD flag;
441 UINT i;
443 TRACE("texture %p, srgb %#x.\n", texture, srgb);
445 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
446 srgb = FALSE;
448 if (srgb)
449 flag = WINED3D_TEXTURE_SRGB_VALID;
450 else
451 flag = WINED3D_TEXTURE_RGB_VALID;
453 if (!d3d_info->shader_color_key
454 && (!(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
455 != !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
456 || (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY
457 && !color_key_equal(&texture->async.gl_color_key, &texture->async.src_blt_color_key))))
459 unsigned int sub_count = texture->level_count * texture->layer_count;
460 unsigned int i;
462 TRACE("Reloading because of color key value change.\n");
463 for (i = 0; i < sub_count; i++)
464 texture->texture_ops->texture_sub_resource_add_dirty_region(texture->sub_resources[i], NULL);
465 wined3d_texture_set_dirty(texture);
467 texture->async.gl_color_key = texture->async.src_blt_color_key;
470 if (texture->flags & flag)
472 TRACE("Texture %p not dirty, nothing to do.\n", texture);
473 return;
476 /* Reload the surfaces if the texture is marked dirty. */
477 for (i = 0; i < sub_count; ++i)
479 texture->texture_ops->texture_sub_resource_load(texture->sub_resources[i], context, srgb);
481 texture->flags |= flag;
484 void CDECL wined3d_texture_preload(struct wined3d_texture *texture)
486 struct wined3d_context *context;
487 context = context_acquire(texture->resource.device, NULL);
488 wined3d_texture_load(texture, context, texture->flags & WINED3D_TEXTURE_IS_SRGB);
489 context_release(context);
492 void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture)
494 TRACE("texture %p.\n", texture);
496 return texture->resource.parent;
499 DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
501 DWORD old = texture->lod;
503 TRACE("texture %p, lod %u.\n", texture, lod);
505 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
506 * textures. The call always returns 0, and GetLOD always returns 0. */
507 if (texture->resource.pool != WINED3D_POOL_MANAGED)
509 TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture->resource.pool));
510 return 0;
513 if (lod >= texture->level_count)
514 lod = texture->level_count - 1;
516 if (texture->lod != lod)
518 texture->lod = lod;
520 texture->texture_rgb.base_level = ~0u;
521 texture->texture_srgb.base_level = ~0u;
522 if (texture->resource.bind_count)
523 device_invalidate_state(texture->resource.device, STATE_SAMPLER(texture->sampler));
526 return old;
529 DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture)
531 TRACE("texture %p, returning %u.\n", texture, texture->lod);
533 return texture->lod;
536 DWORD CDECL wined3d_texture_get_level_count(const struct wined3d_texture *texture)
538 TRACE("texture %p, returning %u.\n", texture, texture->level_count);
540 return texture->level_count;
543 HRESULT CDECL wined3d_texture_set_autogen_filter_type(struct wined3d_texture *texture,
544 enum wined3d_texture_filter_type filter_type)
546 FIXME("texture %p, filter_type %s stub!\n", texture, debug_d3dtexturefiltertype(filter_type));
548 if (!(texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP))
550 WARN("Texture doesn't have AUTOGENMIPMAP usage.\n");
551 return WINED3DERR_INVALIDCALL;
554 texture->filter_type = filter_type;
556 return WINED3D_OK;
559 enum wined3d_texture_filter_type CDECL wined3d_texture_get_autogen_filter_type(const struct wined3d_texture *texture)
561 TRACE("texture %p.\n", texture);
563 return texture->filter_type;
566 HRESULT CDECL wined3d_texture_set_color_key(struct wined3d_texture *texture,
567 DWORD flags, const struct wined3d_color_key *color_key)
569 struct wined3d_device *device = texture->resource.device;
570 static const DWORD all_flags = WINED3D_CKEY_COLORSPACE | WINED3D_CKEY_DST_BLT
571 | WINED3D_CKEY_DST_OVERLAY | WINED3D_CKEY_SRC_BLT | WINED3D_CKEY_SRC_OVERLAY;
573 TRACE("texture %p, flags %#x, color_key %p.\n", texture, flags, color_key);
575 if (flags & ~all_flags)
577 WARN("Invalid flags passed, returning WINED3DERR_INVALIDCALL.\n");
578 return WINED3DERR_INVALIDCALL;
581 if (flags & WINED3D_CKEY_COLORSPACE)
583 FIXME("Unhandled flags %#x.\n", flags);
584 return WINED3DERR_INVALIDCALL;
587 wined3d_cs_emit_set_color_key(device->cs, texture, flags, color_key);
589 return WINED3D_OK;
592 HRESULT CDECL wined3d_texture_update_desc(struct wined3d_texture *texture, UINT width, UINT height,
593 enum wined3d_format_id format_id, enum wined3d_multisample_type multisample_type,
594 UINT multisample_quality, void *mem, UINT pitch)
596 struct wined3d_device *device = texture->resource.device;
597 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
598 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
599 UINT resource_size = wined3d_format_calculate_size(format, device->surface_alignment, width, height, 1);
600 struct wined3d_surface *surface;
602 TRACE("texture %p, width %u, height %u, format %s, multisample_type %#x, multisample_quality %u, "
603 "mem %p, pitch %u.\n",
604 texture, width, height, debug_d3dformat(format_id), multisample_type, multisample_type, mem, pitch);
606 if (!resource_size)
607 return WINED3DERR_INVALIDCALL;
609 if (texture->level_count * texture->layer_count > 1)
611 WARN("Texture has multiple sub-resources, not supported.\n");
612 return WINED3DERR_INVALIDCALL;
615 if (texture->resource.type == WINED3D_RTYPE_VOLUME_TEXTURE)
617 WARN("Not supported on volume textures.\n");
618 return WINED3DERR_INVALIDCALL;
621 /* We have no way of supporting a pitch that is not a multiple of the pixel
622 * byte width short of uploading the texture row-by-row.
623 * Fortunately that's not an issue since D3D9Ex doesn't allow a custom pitch
624 * for user-memory textures (it always expects packed data) while DirectDraw
625 * requires a 4-byte aligned pitch and doesn't support texture formats
626 * larger than 4 bytes per pixel nor any format using 3 bytes per pixel.
627 * This check is here to verify that the assumption holds. */
628 if (pitch % texture->resource.format->byte_count)
630 WARN("Pitch unsupported, not a multiple of the texture format byte width.\n");
631 return WINED3DERR_INVALIDCALL;
634 surface = surface_from_resource(texture->sub_resources[0]);
635 if (surface->resource.map_count || (surface->flags & SFLAG_DCINUSE))
637 WARN("Surface is mapped or the DC is in use.\n");
638 return WINED3DERR_INVALIDCALL;
641 if (device->d3d_initialized)
642 texture->resource.resource_ops->resource_unload(&texture->resource);
644 texture->resource.format = format;
645 texture->resource.multisample_type = multisample_type;
646 texture->resource.multisample_quality = multisample_quality;
647 texture->resource.width = width;
648 texture->resource.height = height;
650 return wined3d_surface_update_desc(surface, gl_info, mem, pitch);
653 void wined3d_texture_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
655 DWORD alloc_flag = srgb ? WINED3D_TEXTURE_SRGB_ALLOCATED : WINED3D_TEXTURE_RGB_ALLOCATED;
656 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
658 if (!d3d_info->shader_color_key
659 && !(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
660 != !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
662 wined3d_texture_force_reload(texture);
664 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
665 texture->async.flags |= WINED3D_TEXTURE_ASYNC_COLOR_KEY;
668 if (texture->flags & alloc_flag)
669 return;
671 texture->texture_ops->texture_prepare_texture(texture, context, srgb);
672 texture->flags |= alloc_flag;
675 void wined3d_texture_force_reload(struct wined3d_texture *texture)
677 unsigned int sub_count = texture->level_count * texture->layer_count;
678 unsigned int i;
680 texture->flags &= ~(WINED3D_TEXTURE_RGB_ALLOCATED | WINED3D_TEXTURE_SRGB_ALLOCATED
681 | WINED3D_TEXTURE_CONVERTED);
682 texture->async.flags &= ~WINED3D_TEXTURE_ASYNC_COLOR_KEY;
683 for (i = 0; i < sub_count; ++i)
685 texture->texture_ops->texture_sub_resource_invalidate_location(texture->sub_resources[i],
686 WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
690 void CDECL wined3d_texture_generate_mipmaps(struct wined3d_texture *texture)
692 /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
693 FIXME("texture %p stub!\n", texture);
696 struct wined3d_resource * CDECL wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
697 UINT sub_resource_idx)
699 UINT sub_count = texture->level_count * texture->layer_count;
701 TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
703 if (sub_resource_idx >= sub_count)
705 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
706 return NULL;
709 return texture->sub_resources[sub_resource_idx];
712 HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
713 UINT layer, const struct wined3d_box *dirty_region)
715 struct wined3d_resource *sub_resource;
717 TRACE("texture %p, layer %u, dirty_region %p.\n", texture, layer, dirty_region);
719 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, layer * texture->level_count)))
721 WARN("Failed to get sub-resource.\n");
722 return WINED3DERR_INVALIDCALL;
725 texture->texture_ops->texture_sub_resource_add_dirty_region(sub_resource, dirty_region);
727 return WINED3D_OK;
730 static HRESULT wined3d_texture_upload_data(struct wined3d_texture *texture,
731 const struct wined3d_sub_resource_data *data)
733 unsigned int sub_count = texture->level_count * texture->layer_count;
734 struct wined3d_context *context;
735 unsigned int i;
737 for (i = 0; i < sub_count; ++i)
739 if (!data[i].data)
741 WARN("Invalid sub-resource data specified for sub-resource %u.\n", i);
742 return E_INVALIDARG;
746 context = context_acquire(texture->resource.device, NULL);
748 wined3d_texture_prepare_texture(texture, context, FALSE);
749 wined3d_texture_bind_and_dirtify(texture, context, FALSE);
751 for (i = 0; i < sub_count; ++i)
753 struct wined3d_resource *sub_resource = texture->sub_resources[i];
755 texture->texture_ops->texture_sub_resource_upload_data(sub_resource, context, &data[i]);
756 texture->texture_ops->texture_sub_resource_validate_location(sub_resource, WINED3D_LOCATION_TEXTURE_RGB);
757 texture->texture_ops->texture_sub_resource_invalidate_location(sub_resource, ~WINED3D_LOCATION_TEXTURE_RGB);
760 context_release(context);
762 return WINED3D_OK;
765 static void texture2d_sub_resource_load(struct wined3d_resource *sub_resource,
766 struct wined3d_context *context, BOOL srgb)
768 surface_load(surface_from_resource(sub_resource), srgb);
771 static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
772 const struct wined3d_box *dirty_region)
774 struct wined3d_surface *surface = surface_from_resource(sub_resource);
776 surface_prepare_map_memory(surface);
777 surface_load_location(surface, surface->resource.map_binding);
778 surface_invalidate_location(surface, ~surface->resource.map_binding);
781 static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
783 struct wined3d_surface *surface = surface_from_resource(sub_resource);
785 wined3d_surface_destroy(surface);
788 static void texture2d_sub_resource_invalidate_location(struct wined3d_resource *sub_resource, DWORD location)
790 struct wined3d_surface *surface = surface_from_resource(sub_resource);
792 surface_invalidate_location(surface, location);
795 static void texture2d_sub_resource_validate_location(struct wined3d_resource *sub_resource, DWORD location)
797 struct wined3d_surface *surface = surface_from_resource(sub_resource);
799 surface_validate_location(surface, location);
802 static void texture2d_sub_resource_upload_data(struct wined3d_resource *sub_resource,
803 const struct wined3d_context *context, const struct wined3d_sub_resource_data *data)
805 struct wined3d_surface *surface = surface_from_resource(sub_resource);
806 static const POINT dst_point = {0, 0};
807 struct wined3d_const_bo_address addr;
808 RECT src_rect;
810 src_rect.left = 0;
811 src_rect.top = 0;
812 src_rect.right = surface->resource.width;
813 src_rect.bottom = surface->resource.height;
815 addr.buffer_object = 0;
816 addr.addr = data->data;
818 wined3d_surface_upload_data(surface, context->gl_info, surface->container->resource.format,
819 &src_rect, data->row_pitch, &dst_point, FALSE, &addr);
822 /* Context activation is done by the caller. */
823 static void texture2d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
825 UINT sub_count = texture->level_count * texture->layer_count;
826 const struct wined3d_format *format = texture->resource.format;
827 const struct wined3d_gl_info *gl_info = context->gl_info;
828 const struct wined3d_color_key_conversion *conversion;
829 GLenum internal;
830 UINT i;
832 TRACE("texture %p, format %s.\n", texture, debug_d3dformat(format->id));
834 if (format->convert)
836 texture->flags |= WINED3D_TEXTURE_CONVERTED;
838 else if ((conversion = wined3d_format_get_color_key_conversion(texture, TRUE)))
840 texture->flags |= WINED3D_TEXTURE_CONVERTED;
841 format = wined3d_get_format(gl_info, conversion->dst_format);
842 TRACE("Using format %s for color key conversion.\n", debug_d3dformat(format->id));
845 wined3d_texture_bind_and_dirtify(texture, context, srgb);
847 if (srgb)
848 internal = format->glGammaInternal;
849 else if (texture->resource.usage & WINED3DUSAGE_RENDERTARGET
850 && wined3d_resource_is_offscreen(&texture->resource))
851 internal = format->rtInternal;
852 else
853 internal = format->glInternal;
855 if (!internal)
856 FIXME("No GL internal format for format %s.\n", debug_d3dformat(format->id));
858 TRACE("internal %#x, format %#x, type %#x.\n", internal, format->glFormat, format->glType);
860 for (i = 0; i < sub_count; ++i)
862 struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]);
863 GLsizei height = surface->pow2Height;
864 GLsizei width = surface->pow2Width;
865 const BYTE *mem = NULL;
867 if (texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
869 height *= format->height_scale.numerator;
870 height /= format->height_scale.denominator;
873 TRACE("surface %p, target %#x, level %d, width %d, height %d.\n",
874 surface, surface->texture_target, surface->texture_level, width, height);
876 if (gl_info->supported[APPLE_CLIENT_STORAGE])
878 if (surface->flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION)
879 || texture->flags & WINED3D_TEXTURE_CONVERTED
880 || !surface->resource.heap_memory)
882 /* In some cases we want to disable client storage.
883 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
884 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
885 * WINED3D_TEXTURE_CONVERTED: The conversion destination memory is freed after loading the surface
886 * heap_memory == NULL: Not defined in the extension. Seems to disable client storage effectively
888 surface->flags &= ~SFLAG_CLIENT;
890 else
892 surface->flags |= SFLAG_CLIENT;
893 mem = surface->resource.heap_memory;
895 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
896 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
900 if (texture->resource.format_flags & WINED3DFMT_FLAG_COMPRESSED && mem)
902 GL_EXTCALL(glCompressedTexImage2D(surface->texture_target, surface->texture_level,
903 internal, width, height, 0, surface->resource.size, mem));
904 checkGLcall("glCompressedTexImage2D");
906 else
908 gl_info->gl_ops.gl.p_glTexImage2D(surface->texture_target, surface->texture_level,
909 internal, width, height, 0, format->glFormat, format->glType, mem);
910 checkGLcall("glTexImage2D");
913 if (mem)
915 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
916 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
921 static const struct wined3d_texture_ops texture2d_ops =
923 texture2d_sub_resource_load,
924 texture2d_sub_resource_add_dirty_region,
925 texture2d_sub_resource_cleanup,
926 texture2d_sub_resource_invalidate_location,
927 texture2d_sub_resource_validate_location,
928 texture2d_sub_resource_upload_data,
929 texture2d_prepare_texture,
932 static ULONG texture_resource_incref(struct wined3d_resource *resource)
934 return wined3d_texture_incref(wined3d_texture_from_resource(resource));
937 static ULONG texture_resource_decref(struct wined3d_resource *resource)
939 return wined3d_texture_decref(wined3d_texture_from_resource(resource));
942 static void wined3d_texture_unload(struct wined3d_resource *resource)
944 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
945 UINT sub_count = texture->level_count * texture->layer_count;
946 UINT i;
948 TRACE("texture %p.\n", texture);
950 for (i = 0; i < sub_count; ++i)
952 struct wined3d_resource *sub_resource = texture->sub_resources[i];
954 sub_resource->resource_ops->resource_unload(sub_resource);
957 wined3d_texture_force_reload(texture);
958 wined3d_texture_unload_gl_texture(texture);
961 static const struct wined3d_resource_ops texture_resource_ops =
963 texture_resource_incref,
964 texture_resource_decref,
965 wined3d_texture_unload,
968 static HRESULT cubetexture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
969 UINT levels, DWORD surface_flags, struct wined3d_device *device, void *parent,
970 const struct wined3d_parent_ops *parent_ops)
972 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
973 struct wined3d_resource_desc surface_desc;
974 unsigned int i, j;
975 HRESULT hr;
977 /* TODO: It should only be possible to create textures for formats
978 * that are reported as supported. */
979 if (WINED3DFMT_UNKNOWN >= desc->format)
981 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
982 return WINED3DERR_INVALIDCALL;
985 /* Calculate levels for mip mapping */
986 if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
988 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
990 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
991 return WINED3DERR_INVALIDCALL;
994 if (levels != 1)
996 WARN("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning D3DERR_INVALIDCALL.\n");
997 return WINED3DERR_INVALIDCALL;
1001 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1003 UINT pow2_edge_length = 1;
1004 while (pow2_edge_length < desc->width)
1005 pow2_edge_length <<= 1;
1007 if (desc->width != pow2_edge_length)
1009 if (desc->pool == WINED3D_POOL_SCRATCH)
1011 /* SCRATCH textures cannot be used for texturing */
1012 WARN("Creating a scratch NPOT cube texture despite lack of HW support.\n");
1014 else
1016 WARN("Attempted to create a NPOT cube texture (edge length %u) without GL support.\n", desc->width);
1017 return WINED3DERR_INVALIDCALL;
1022 if (FAILED(hr = wined3d_texture_init(texture, &texture2d_ops, 6, levels, desc,
1023 surface_flags, device, parent, parent_ops, &texture_resource_ops)))
1025 WARN("Failed to initialize texture, returning %#x\n", hr);
1026 return hr;
1029 texture->pow2_matrix[0] = 1.0f;
1030 texture->pow2_matrix[5] = 1.0f;
1031 texture->pow2_matrix[10] = 1.0f;
1032 texture->pow2_matrix[15] = 1.0f;
1033 texture->target = GL_TEXTURE_CUBE_MAP_ARB;
1035 /* Generate all the surfaces. */
1036 surface_desc = *desc;
1037 surface_desc.resource_type = WINED3D_RTYPE_SURFACE;
1038 for (i = 0; i < texture->level_count; ++i)
1040 /* Create the 6 faces. */
1041 for (j = 0; j < 6; ++j)
1043 static const GLenum cube_targets[6] =
1045 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
1046 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
1047 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
1048 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
1049 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
1050 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
1052 UINT idx = j * texture->level_count + i;
1053 struct wined3d_surface *surface;
1055 if (FAILED(hr = wined3d_surface_create(texture, &surface_desc,
1056 cube_targets[j], i, j, surface_flags, &surface)))
1058 WARN("Failed to create surface, hr %#x.\n", hr);
1059 wined3d_texture_cleanup(texture);
1060 return hr;
1063 texture->sub_resources[idx] = &surface->resource;
1064 TRACE("Created surface level %u @ %p.\n", i, surface);
1066 surface_desc.width = max(1, surface_desc.width >> 1);
1067 surface_desc.height = surface_desc.width;
1070 return WINED3D_OK;
1073 static HRESULT texture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
1074 UINT levels, DWORD surface_flags, struct wined3d_device *device, void *parent,
1075 const struct wined3d_parent_ops *parent_ops)
1077 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1078 struct wined3d_resource_desc surface_desc;
1079 UINT pow2_width, pow2_height;
1080 unsigned int i;
1081 HRESULT hr;
1083 /* TODO: It should only be possible to create textures for formats
1084 * that are reported as supported. */
1085 if (WINED3DFMT_UNKNOWN >= desc->format)
1087 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
1088 return WINED3DERR_INVALIDCALL;
1091 /* Non-power2 support. */
1092 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1094 pow2_width = desc->width;
1095 pow2_height = desc->height;
1097 else
1099 /* Find the nearest pow2 match. */
1100 pow2_width = pow2_height = 1;
1101 while (pow2_width < desc->width)
1102 pow2_width <<= 1;
1103 while (pow2_height < desc->height)
1104 pow2_height <<= 1;
1106 if (pow2_width != desc->width || pow2_height != desc->height)
1108 /* levels == 0 returns an error as well */
1109 if (levels != 1)
1111 if (desc->pool == WINED3D_POOL_SCRATCH)
1113 WARN("Creating a scratch mipmapped NPOT texture despite lack of HW support.\n");
1115 else
1117 WARN("Attempted to create a mipmapped NPOT texture without unconditional NPOT support.\n");
1118 return WINED3DERR_INVALIDCALL;
1124 /* Calculate levels for mip mapping. */
1125 if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
1127 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
1129 WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
1130 return WINED3DERR_INVALIDCALL;
1133 if (levels != 1)
1135 WARN("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning WINED3DERR_INVALIDCALL.\n");
1136 return WINED3DERR_INVALIDCALL;
1140 if (FAILED(hr = wined3d_texture_init(texture, &texture2d_ops, 1, levels, desc,
1141 surface_flags, device, parent, parent_ops, &texture_resource_ops)))
1143 WARN("Failed to initialize texture, returning %#x.\n", hr);
1144 return hr;
1147 /* Precalculated scaling for 'faked' non power of two texture coords. */
1148 if (texture->resource.gl_type == WINED3D_GL_RES_TYPE_TEX_RECT)
1150 texture->pow2_matrix[0] = (float)desc->width;
1151 texture->pow2_matrix[5] = (float)desc->height;
1152 texture->pow2_matrix[10] = 1.0f;
1153 texture->pow2_matrix[15] = 1.0f;
1154 texture->target = GL_TEXTURE_RECTANGLE_ARB;
1155 texture->flags |= WINED3D_TEXTURE_COND_NP2;
1156 texture->flags &= ~(WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS);
1158 else
1160 texture->target = GL_TEXTURE_2D;
1161 if (desc->width == pow2_width && desc->height == pow2_height)
1163 texture->pow2_matrix[0] = 1.0f;
1164 texture->pow2_matrix[5] = 1.0f;
1166 else if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
1168 texture->pow2_matrix[0] = 1.0f;
1169 texture->pow2_matrix[5] = 1.0f;
1170 texture->flags |= WINED3D_TEXTURE_COND_NP2;
1172 else
1174 texture->pow2_matrix[0] = (((float)desc->width) / ((float)pow2_width));
1175 texture->pow2_matrix[5] = (((float)desc->height) / ((float)pow2_height));
1176 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
1178 texture->pow2_matrix[10] = 1.0f;
1179 texture->pow2_matrix[15] = 1.0f;
1181 TRACE("xf(%f) yf(%f)\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
1183 /* Generate all the surfaces. */
1184 surface_desc = *desc;
1185 surface_desc.resource_type = WINED3D_RTYPE_SURFACE;
1186 for (i = 0; i < texture->level_count; ++i)
1188 struct wined3d_surface *surface;
1190 if (FAILED(hr = wined3d_surface_create(texture, &surface_desc,
1191 texture->target, i, 0, surface_flags, &surface)))
1193 WARN("Failed to create surface, hr %#x.\n", hr);
1194 wined3d_texture_cleanup(texture);
1195 return hr;
1198 texture->sub_resources[i] = &surface->resource;
1199 TRACE("Created surface level %u @ %p.\n", i, surface);
1200 /* Calculate the next mipmap level. */
1201 surface_desc.width = max(1, surface_desc.width >> 1);
1202 surface_desc.height = max(1, surface_desc.height >> 1);
1205 return WINED3D_OK;
1208 static void texture3d_sub_resource_load(struct wined3d_resource *sub_resource,
1209 struct wined3d_context *context, BOOL srgb)
1211 wined3d_volume_load(volume_from_resource(sub_resource), context, srgb);
1214 static void texture3d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
1215 const struct wined3d_box *dirty_region)
1217 wined3d_texture_set_dirty(volume_from_resource(sub_resource)->container);
1220 static void texture3d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
1222 struct wined3d_volume *volume = volume_from_resource(sub_resource);
1224 wined3d_volume_destroy(volume);
1227 static void texture3d_sub_resource_invalidate_location(struct wined3d_resource *sub_resource, DWORD location)
1229 struct wined3d_volume *volume = volume_from_resource(sub_resource);
1231 wined3d_volume_invalidate_location(volume, location);
1234 static void texture3d_sub_resource_validate_location(struct wined3d_resource *sub_resource, DWORD location)
1236 struct wined3d_volume *volume = volume_from_resource(sub_resource);
1238 wined3d_volume_validate_location(volume, location);
1241 static void texture3d_sub_resource_upload_data(struct wined3d_resource *sub_resource,
1242 const struct wined3d_context *context, const struct wined3d_sub_resource_data *data)
1244 struct wined3d_volume *volume = volume_from_resource(sub_resource);
1245 struct wined3d_const_bo_address addr;
1246 unsigned int row_pitch, slice_pitch;
1248 wined3d_volume_get_pitch(volume, &row_pitch, &slice_pitch);
1249 if (row_pitch != data->row_pitch || slice_pitch != data->slice_pitch)
1250 FIXME("Ignoring row/slice pitch (%u/%u).\n", data->row_pitch, data->slice_pitch);
1252 addr.buffer_object = 0;
1253 addr.addr = data->data;
1255 wined3d_volume_upload_data(volume, context, &addr);
1258 static void texture3d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
1260 unsigned int sub_count = texture->level_count * texture->layer_count;
1261 const struct wined3d_format *format = texture->resource.format;
1262 const struct wined3d_gl_info *gl_info = context->gl_info;
1263 unsigned int i;
1265 wined3d_texture_bind_and_dirtify(texture, context, srgb);
1267 for (i = 0; i < sub_count; ++i)
1269 struct wined3d_volume *volume = volume_from_resource(texture->sub_resources[i]);
1270 void *mem = NULL;
1272 if (gl_info->supported[APPLE_CLIENT_STORAGE] && !format->convert
1273 && volume_prepare_system_memory(volume))
1275 TRACE("Enabling GL_UNPACK_CLIENT_STORAGE_APPLE for volume %p\n", volume);
1276 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1277 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1278 mem = volume->resource.heap_memory;
1279 volume->flags |= WINED3D_VFLAG_CLIENT_STORAGE;
1282 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, volume->texture_level,
1283 srgb ? format->glGammaInternal : format->glInternal,
1284 volume->resource.width, volume->resource.height, volume->resource.depth,
1285 0, format->glFormat, format->glType, mem));
1286 checkGLcall("glTexImage3D");
1288 if (mem)
1290 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1291 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
1296 static const struct wined3d_texture_ops texture3d_ops =
1298 texture3d_sub_resource_load,
1299 texture3d_sub_resource_add_dirty_region,
1300 texture3d_sub_resource_cleanup,
1301 texture3d_sub_resource_invalidate_location,
1302 texture3d_sub_resource_validate_location,
1303 texture3d_sub_resource_upload_data,
1304 texture3d_prepare_texture,
1307 static HRESULT volumetexture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
1308 UINT levels, struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops)
1310 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1311 struct wined3d_resource_desc volume_desc;
1312 unsigned int i;
1313 HRESULT hr;
1315 /* TODO: It should only be possible to create textures for formats
1316 * that are reported as supported. */
1317 if (WINED3DFMT_UNKNOWN >= desc->format)
1319 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
1320 return WINED3DERR_INVALIDCALL;
1323 if (!gl_info->supported[EXT_TEXTURE3D])
1325 WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
1326 return WINED3DERR_INVALIDCALL;
1329 /* Calculate levels for mip mapping. */
1330 if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
1332 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
1334 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
1335 return WINED3DERR_INVALIDCALL;
1338 if (levels != 1)
1340 WARN("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning D3DERR_INVALIDCALL.\n");
1341 return WINED3DERR_INVALIDCALL;
1345 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1347 UINT pow2_w, pow2_h, pow2_d;
1348 pow2_w = 1;
1349 while (pow2_w < desc->width)
1350 pow2_w <<= 1;
1351 pow2_h = 1;
1352 while (pow2_h < desc->height)
1353 pow2_h <<= 1;
1354 pow2_d = 1;
1355 while (pow2_d < desc->depth)
1356 pow2_d <<= 1;
1358 if (pow2_w != desc->width || pow2_h != desc->height || pow2_d != desc->depth)
1360 if (desc->pool == WINED3D_POOL_SCRATCH)
1362 WARN("Creating a scratch NPOT volume texture despite lack of HW support.\n");
1364 else
1366 WARN("Attempted to create a NPOT volume texture (%u, %u, %u) without GL support.\n",
1367 desc->width, desc->height, desc->depth);
1368 return WINED3DERR_INVALIDCALL;
1373 if (FAILED(hr = wined3d_texture_init(texture, &texture3d_ops, 1, levels, desc,
1374 0, device, parent, parent_ops, &texture_resource_ops)))
1376 WARN("Failed to initialize texture, returning %#x.\n", hr);
1377 return hr;
1380 texture->pow2_matrix[0] = 1.0f;
1381 texture->pow2_matrix[5] = 1.0f;
1382 texture->pow2_matrix[10] = 1.0f;
1383 texture->pow2_matrix[15] = 1.0f;
1384 texture->target = GL_TEXTURE_3D;
1386 /* Generate all the surfaces. */
1387 volume_desc = *desc;
1388 volume_desc.resource_type = WINED3D_RTYPE_VOLUME;
1389 for (i = 0; i < texture->level_count; ++i)
1391 struct wined3d_volume *volume;
1393 if (FAILED(hr = wined3d_volume_create(texture, &volume_desc, i, &volume)))
1395 ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr);
1396 wined3d_texture_cleanup(texture);
1397 return hr;
1400 texture->sub_resources[i] = &volume->resource;
1402 /* Calculate the next mipmap level. */
1403 volume_desc.width = max(1, volume_desc.width >> 1);
1404 volume_desc.height = max(1, volume_desc.height >> 1);
1405 volume_desc.depth = max(1, volume_desc.depth >> 1);
1408 return WINED3D_OK;
1411 HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct wined3d_resource_desc *desc,
1412 UINT level_count, DWORD surface_flags, const struct wined3d_sub_resource_data *data, void *parent,
1413 const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
1415 struct wined3d_texture *object;
1416 HRESULT hr;
1418 TRACE("device %p, desc %p, level_count %u, surface_flags %#x, data %p, parent %p, parent_ops %p, texture %p.\n",
1419 device, desc, level_count, surface_flags, data, parent, parent_ops, texture);
1421 if (!level_count)
1423 WARN("Invalid level count.\n");
1424 return WINED3DERR_INVALIDCALL;
1427 if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
1428 return E_OUTOFMEMORY;
1430 switch (desc->resource_type)
1432 case WINED3D_RTYPE_TEXTURE:
1433 hr = texture_init(object, desc, level_count, surface_flags, device, parent, parent_ops);
1434 break;
1436 case WINED3D_RTYPE_VOLUME_TEXTURE:
1437 hr = volumetexture_init(object, desc, level_count, device, parent, parent_ops);
1438 break;
1440 case WINED3D_RTYPE_CUBE_TEXTURE:
1441 hr = cubetexture_init(object, desc, level_count, surface_flags, device, parent, parent_ops);
1442 break;
1444 default:
1445 ERR("Invalid resource type %s.\n", debug_d3dresourcetype(desc->resource_type));
1446 hr = WINED3DERR_INVALIDCALL;
1447 break;
1450 if (FAILED(hr))
1452 WARN("Failed to initialize texture, returning %#x.\n", hr);
1453 HeapFree(GetProcessHeap(), 0, object);
1454 return hr;
1457 /* FIXME: We'd like to avoid ever allocating system memory for the texture
1458 * in this case. */
1459 if (data && FAILED(hr = wined3d_texture_upload_data(object, data)))
1461 wined3d_texture_cleanup(object);
1462 HeapFree(GetProcessHeap(), 0, object);
1463 return hr;
1466 TRACE("Created texture %p.\n", object);
1467 *texture = object;
1469 return WINED3D_OK;