winex11: Maintain a separate copy of the surface image bits when we need byte swapping.
[wine.git] / dlls / wined3d / texture.c
blobecfcc06049821f7730a52f6f9693248d924f51b9
1 /*
2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2005 Oliver Stieber
5 * Copyright 2007-2008 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);
29 static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_texture_ops *texture_ops,
30 UINT layer_count, UINT level_count, enum wined3d_resource_type resource_type, struct wined3d_device *device,
31 DWORD usage, const struct wined3d_format *format, enum wined3d_pool pool, void *parent,
32 const struct wined3d_parent_ops *parent_ops, const struct wined3d_resource_ops *resource_ops)
34 HRESULT hr;
36 hr = resource_init(&texture->resource, device, resource_type, format,
37 WINED3D_MULTISAMPLE_NONE, 0, usage, pool, 0, 0, 0, 0,
38 parent, parent_ops, resource_ops);
39 if (FAILED(hr))
41 WARN("Failed to initialize resource, returning %#x\n", hr);
42 return hr;
45 texture->texture_ops = texture_ops;
46 texture->sub_resources = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
47 level_count * layer_count * sizeof(*texture->sub_resources));
48 if (!texture->sub_resources)
50 ERR("Failed to allocate sub-resource array.\n");
51 resource_cleanup(&texture->resource);
52 return E_OUTOFMEMORY;
55 texture->layer_count = layer_count;
56 texture->level_count = level_count;
57 texture->filter_type = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3D_TEXF_LINEAR : WINED3D_TEXF_NONE;
58 texture->lod = 0;
59 texture->texture_rgb.dirty = TRUE;
60 texture->texture_srgb.dirty = TRUE;
61 texture->flags = WINED3D_TEXTURE_POW2_MAT_IDENT;
63 if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
65 texture->min_mip_lookup = minMipLookup;
66 texture->mag_lookup = magLookup;
68 else
70 texture->min_mip_lookup = minMipLookup_noFilter;
71 texture->mag_lookup = magLookup_noFilter;
74 return WINED3D_OK;
77 /* A GL context is provided by the caller */
78 static void gltexture_delete(const struct wined3d_gl_info *gl_info, struct gl_texture *tex)
80 ENTER_GL();
81 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex->name);
82 LEAVE_GL();
83 tex->name = 0;
86 static void wined3d_texture_unload(struct wined3d_texture *texture)
88 struct wined3d_device *device = texture->resource.device;
89 struct wined3d_context *context = NULL;
91 if (texture->texture_rgb.name || texture->texture_srgb.name)
93 context = context_acquire(device, NULL);
96 if (texture->texture_rgb.name)
97 gltexture_delete(context->gl_info, &texture->texture_rgb);
99 if (texture->texture_srgb.name)
100 gltexture_delete(context->gl_info, &texture->texture_srgb);
102 if (context) context_release(context);
104 wined3d_texture_set_dirty(texture, TRUE);
106 resource_unload(&texture->resource);
109 static void wined3d_texture_cleanup(struct wined3d_texture *texture)
111 UINT sub_count = texture->level_count * texture->layer_count;
112 UINT i;
114 TRACE("texture %p.\n", texture);
116 for (i = 0; i < sub_count; ++i)
118 struct wined3d_resource *sub_resource = texture->sub_resources[i];
120 if (sub_resource)
121 texture->texture_ops->texture_sub_resource_cleanup(sub_resource);
124 wined3d_texture_unload(texture);
125 HeapFree(GetProcessHeap(), 0, texture->sub_resources);
126 resource_cleanup(&texture->resource);
129 void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty)
131 texture->texture_rgb.dirty = dirty;
132 texture->texture_srgb.dirty = dirty;
135 /* Context activation is done by the caller. */
136 static HRESULT wined3d_texture_bind(struct wined3d_texture *texture,
137 struct wined3d_context *context, BOOL srgb, BOOL *set_surface_desc)
139 const struct wined3d_gl_info *gl_info = context->gl_info;
140 struct gl_texture *gl_tex;
141 BOOL new_texture = FALSE;
142 HRESULT hr = WINED3D_OK;
143 GLenum target;
145 TRACE("texture %p, context %p, srgb %#x, set_surface_desc %p.\n", texture, context, srgb, set_surface_desc);
147 /* sRGB mode cache for preload() calls outside drawprim. */
148 if (srgb)
149 texture->flags |= WINED3D_TEXTURE_IS_SRGB;
150 else
151 texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
153 gl_tex = wined3d_texture_get_gl_texture(texture, context->gl_info, srgb);
154 target = texture->target;
156 ENTER_GL();
157 /* Generate a texture name if we don't already have one. */
158 if (!gl_tex->name)
160 *set_surface_desc = TRUE;
161 gl_info->gl_ops.gl.p_glGenTextures(1, &gl_tex->name);
162 checkGLcall("glGenTextures");
163 TRACE("Generated texture %d.\n", gl_tex->name);
164 if (texture->resource.pool == WINED3D_POOL_DEFAULT)
166 /* Tell OpenGL to try and keep this texture in video ram (well mostly). */
167 GLclampf tmp = 0.9f;
168 gl_info->gl_ops.gl.p_glPrioritizeTextures(1, &gl_tex->name, &tmp);
170 /* Initialise the state of the texture object to the OpenGL defaults,
171 * not the D3D defaults. */
172 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3D_TADDRESS_WRAP;
173 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3D_TADDRESS_WRAP;
174 gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3D_TADDRESS_WRAP;
175 gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0;
176 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3D_TEXF_LINEAR;
177 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3D_TEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
178 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3D_TEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
179 gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
180 gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
181 if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
182 gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = TRUE;
183 else
184 gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = srgb;
185 gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
186 wined3d_texture_set_dirty(texture, TRUE);
187 new_texture = TRUE;
189 if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)
191 /* This means double binding the texture at creation, but keeps
192 * the code simpler all in all, and the run-time path free from
193 * additional checks. */
194 context_bind_texture(context, target, gl_tex->name);
195 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
196 checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
199 else
201 *set_surface_desc = FALSE;
204 if (gl_tex->name)
206 context_bind_texture(context, target, gl_tex->name);
207 if (new_texture)
209 /* For a new texture we have to set the texture levels after
210 * binding the texture. Beware that texture rectangles do not
211 * support mipmapping, but set the maxmiplevel if we're relying
212 * on the partial GL_ARB_texture_non_power_of_two emulation with
213 * texture rectangles. (I.e., do not care about cond_np2 here,
214 * just look for GL_TEXTURE_RECTANGLE_ARB.) */
215 if (target != GL_TEXTURE_RECTANGLE_ARB)
217 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->level_count - 1);
218 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
219 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)");
221 if (target == GL_TEXTURE_CUBE_MAP_ARB)
223 /* Cubemaps are always set to clamp, regardless of the sampler state. */
224 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
225 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
226 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
230 else
232 ERR("This texture doesn't have an OpenGL texture assigned to it.\n");
233 hr = WINED3DERR_INVALIDCALL;
236 LEAVE_GL();
237 return hr;
240 /* GL locking is done by the caller */
241 static void apply_wrap(const struct wined3d_gl_info *gl_info, GLenum target,
242 enum wined3d_texture_address d3d_wrap, GLenum param, BOOL cond_np2)
244 GLint gl_wrap;
246 if (d3d_wrap < WINED3D_TADDRESS_WRAP || d3d_wrap > WINED3D_TADDRESS_MIRROR_ONCE)
248 FIXME("Unrecognized or unsupported texture address mode %#x.\n", d3d_wrap);
249 return;
252 /* Cubemaps are always set to clamp, regardless of the sampler state. */
253 if (target == GL_TEXTURE_CUBE_MAP_ARB
254 || (cond_np2 && d3d_wrap == WINED3D_TADDRESS_WRAP))
255 gl_wrap = GL_CLAMP_TO_EDGE;
256 else
257 gl_wrap = gl_info->wrap_lookup[d3d_wrap - WINED3D_TADDRESS_WRAP];
259 TRACE("Setting param %#x to %#x for target %#x.\n", param, gl_wrap, target);
260 gl_info->gl_ops.gl.p_glTexParameteri(target, param, gl_wrap);
261 checkGLcall("glTexParameteri(target, param, gl_wrap)");
264 /* GL locking is done by the caller (state handler) */
265 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
266 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1],
267 const struct wined3d_gl_info *gl_info)
269 BOOL cond_np2 = texture->flags & WINED3D_TEXTURE_COND_NP2;
270 GLenum target = texture->target;
271 struct gl_texture *gl_tex;
272 DWORD state;
273 DWORD aniso;
275 TRACE("texture %p, sampler_states %p.\n", texture, sampler_states);
277 gl_tex = wined3d_texture_get_gl_texture(texture, gl_info,
278 texture->flags & WINED3D_TEXTURE_IS_SRGB);
280 /* This function relies on the correct texture being bound and loaded. */
282 if (sampler_states[WINED3D_SAMP_ADDRESS_U] != gl_tex->states[WINED3DTEXSTA_ADDRESSU])
284 state = sampler_states[WINED3D_SAMP_ADDRESS_U];
285 apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_S, cond_np2);
286 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state;
289 if (sampler_states[WINED3D_SAMP_ADDRESS_V] != gl_tex->states[WINED3DTEXSTA_ADDRESSV])
291 state = sampler_states[WINED3D_SAMP_ADDRESS_V];
292 apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_T, cond_np2);
293 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state;
296 if (sampler_states[WINED3D_SAMP_ADDRESS_W] != gl_tex->states[WINED3DTEXSTA_ADDRESSW])
298 state = sampler_states[WINED3D_SAMP_ADDRESS_W];
299 apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_R, cond_np2);
300 gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state;
303 if (sampler_states[WINED3D_SAMP_BORDER_COLOR] != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR])
305 float col[4];
307 state = sampler_states[WINED3D_SAMP_BORDER_COLOR];
308 D3DCOLORTOGLFLOAT4(state, col);
309 TRACE("Setting border color for %#x to %#x.\n", target, state);
310 gl_info->gl_ops.gl.p_glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &col[0]);
311 checkGLcall("glTexParameterfv(..., GL_TEXTURE_BORDER_COLOR, ...)");
312 gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state;
315 if (sampler_states[WINED3D_SAMP_MAG_FILTER] != gl_tex->states[WINED3DTEXSTA_MAGFILTER])
317 GLint gl_value;
319 state = sampler_states[WINED3D_SAMP_MAG_FILTER];
320 if (state > WINED3D_TEXF_ANISOTROPIC)
321 FIXME("Unrecognized or unsupported MAGFILTER* value %d.\n", state);
323 gl_value = wined3d_gl_mag_filter(texture->mag_lookup,
324 min(max(state, WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR));
325 TRACE("ValueMAG=%#x setting MAGFILTER to %#x.\n", state, gl_value);
326 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, gl_value);
328 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state;
331 if ((sampler_states[WINED3D_SAMP_MIN_FILTER] != gl_tex->states[WINED3DTEXSTA_MINFILTER]
332 || sampler_states[WINED3D_SAMP_MIP_FILTER] != gl_tex->states[WINED3DTEXSTA_MIPFILTER]
333 || sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL] != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL]))
335 GLint gl_value;
337 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = sampler_states[WINED3D_SAMP_MIP_FILTER];
338 gl_tex->states[WINED3DTEXSTA_MINFILTER] = sampler_states[WINED3D_SAMP_MIN_FILTER];
339 gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL];
341 if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3D_TEXF_ANISOTROPIC
342 || gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3D_TEXF_ANISOTROPIC)
344 FIXME("Unrecognized or unsupported MIN_FILTER value %#x MIP_FILTER value %#x.\n",
345 gl_tex->states[WINED3DTEXSTA_MINFILTER],
346 gl_tex->states[WINED3DTEXSTA_MIPFILTER]);
348 gl_value = wined3d_gl_min_mip_filter(texture->min_mip_lookup,
349 min(max(sampler_states[WINED3D_SAMP_MIN_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR),
350 min(max(sampler_states[WINED3D_SAMP_MIP_FILTER], WINED3D_TEXF_NONE), WINED3D_TEXF_LINEAR));
352 TRACE("ValueMIN=%#x, ValueMIP=%#x, setting MINFILTER to %#x.\n",
353 sampler_states[WINED3D_SAMP_MIN_FILTER],
354 sampler_states[WINED3D_SAMP_MIP_FILTER], gl_value);
355 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, gl_value);
356 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
358 if (!cond_np2)
360 if (gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3D_TEXF_NONE)
361 gl_value = texture->lod;
362 else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= texture->level_count)
363 gl_value = texture->level_count - 1;
364 else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < texture->lod)
365 /* texture->lod is already clamped in the setter. */
366 gl_value = texture->lod;
367 else
368 gl_value = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL];
370 /* Note that WINED3D_SAMP_MAX_MIP_LEVEL specifies the largest mipmap
371 * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
372 * mimap used (default 1000). So WINED3D_SAMP_MAX_MIP_LEVEL
373 * corresponds to GL_TEXTURE_BASE_LEVEL. */
374 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, gl_value);
378 if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3D_TEXF_ANISOTROPIC
379 && gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3D_TEXF_ANISOTROPIC
380 && gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3D_TEXF_ANISOTROPIC)
381 || cond_np2)
382 aniso = 1;
383 else
384 aniso = sampler_states[WINED3D_SAMP_MAX_ANISOTROPY];
386 if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
388 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
390 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
391 checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
393 else
395 WARN("Anisotropic filtering not supported.\n");
397 gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
400 /* These should always be the same unless EXT_texture_sRGB_decode is supported. */
401 if (sampler_states[WINED3D_SAMP_SRGB_TEXTURE] != gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE])
403 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
404 sampler_states[WINED3D_SAMP_SRGB_TEXTURE] ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
405 checkGLcall("glTexParameteri(GL_TEXTURE_SRGB_DECODE_EXT)");
406 gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = sampler_states[WINED3D_SAMP_SRGB_TEXTURE];
409 if (!(texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
410 != !gl_tex->states[WINED3DTEXSTA_SHADOW])
412 if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
414 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
415 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
416 checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)");
417 gl_tex->states[WINED3DTEXSTA_SHADOW] = TRUE;
419 else
421 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
422 checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)");
423 gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
428 ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture)
430 ULONG refcount = InterlockedIncrement(&texture->resource.ref);
432 TRACE("%p increasing refcount to %u.\n", texture, refcount);
434 return refcount;
437 /* Do not call while under the GL lock. */
438 ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture)
440 ULONG refcount = InterlockedDecrement(&texture->resource.ref);
442 TRACE("%p decreasing refcount to %u.\n", texture, refcount);
444 if (!refcount)
446 wined3d_texture_cleanup(texture);
447 texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent);
448 HeapFree(GetProcessHeap(), 0, texture);
451 return refcount;
454 struct wined3d_resource * CDECL wined3d_texture_get_resource(struct wined3d_texture *texture)
456 TRACE("texture %p.\n", texture);
458 return &texture->resource;
461 DWORD CDECL wined3d_texture_set_priority(struct wined3d_texture *texture, DWORD priority)
463 return resource_set_priority(&texture->resource, priority);
466 DWORD CDECL wined3d_texture_get_priority(const struct wined3d_texture *texture)
468 return resource_get_priority(&texture->resource);
471 /* Do not call while under the GL lock. */
472 void CDECL wined3d_texture_preload(struct wined3d_texture *texture)
474 texture->texture_ops->texture_preload(texture, SRGB_ANY);
477 void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture)
479 TRACE("texture %p.\n", texture);
481 return texture->resource.parent;
484 DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
486 DWORD old = texture->lod;
488 TRACE("texture %p, lod %u.\n", texture, lod);
490 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
491 * textures. The call always returns 0, and GetLOD always returns 0. */
492 if (texture->resource.pool != WINED3D_POOL_MANAGED)
494 TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture->resource.pool));
495 return 0;
498 if (lod >= texture->level_count)
499 lod = texture->level_count - 1;
501 if (texture->lod != lod)
503 texture->lod = lod;
505 texture->texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
506 texture->texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
507 if (texture->resource.bind_count)
508 device_invalidate_state(texture->resource.device, STATE_SAMPLER(texture->sampler));
511 return old;
514 DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture)
516 TRACE("texture %p, returning %u.\n", texture, texture->lod);
518 return texture->lod;
521 DWORD CDECL wined3d_texture_get_level_count(const struct wined3d_texture *texture)
523 TRACE("texture %p, returning %u.\n", texture, texture->level_count);
525 return texture->level_count;
528 HRESULT CDECL wined3d_texture_set_autogen_filter_type(struct wined3d_texture *texture,
529 enum wined3d_texture_filter_type filter_type)
531 FIXME("texture %p, filter_type %s stub!\n", texture, debug_d3dtexturefiltertype(filter_type));
533 if (!(texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP))
535 WARN("Texture doesn't have AUTOGENMIPMAP usage.\n");
536 return WINED3DERR_INVALIDCALL;
539 texture->filter_type = filter_type;
541 return WINED3D_OK;
544 enum wined3d_texture_filter_type CDECL wined3d_texture_get_autogen_filter_type(const struct wined3d_texture *texture)
546 TRACE("texture %p.\n", texture);
548 return texture->filter_type;
551 void CDECL wined3d_texture_generate_mipmaps(struct wined3d_texture *texture)
553 /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
554 FIXME("texture %p stub!\n", texture);
557 struct wined3d_resource * CDECL wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
558 UINT sub_resource_idx)
560 UINT sub_count = texture->level_count * texture->layer_count;
562 TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
564 if (sub_resource_idx >= sub_count)
566 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
567 return NULL;
570 return texture->sub_resources[sub_resource_idx];
573 HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
574 UINT layer, const struct wined3d_box *dirty_region)
576 struct wined3d_resource *sub_resource;
578 TRACE("texture %p, layer %u, dirty_region %p.\n", texture, layer, dirty_region);
580 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, layer * texture->level_count)))
582 WARN("Failed to get sub-resource.\n");
583 return WINED3DERR_INVALIDCALL;
586 wined3d_texture_set_dirty(texture, TRUE);
587 texture->texture_ops->texture_sub_resource_add_dirty_region(sub_resource, dirty_region);
589 return WINED3D_OK;
592 /* Context activation is done by the caller. */
593 static HRESULT texture2d_bind(struct wined3d_texture *texture,
594 struct wined3d_context *context, BOOL srgb)
596 const struct wined3d_gl_info *gl_info = context->gl_info;
597 BOOL set_gl_texture_desc;
598 HRESULT hr;
600 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
602 hr = wined3d_texture_bind(texture, context, srgb, &set_gl_texture_desc);
603 if (set_gl_texture_desc && SUCCEEDED(hr))
605 UINT sub_count = texture->level_count * texture->layer_count;
606 BOOL srgb_tex = !context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
607 && (texture->flags & WINED3D_TEXTURE_IS_SRGB);
608 struct gl_texture *gl_tex;
609 UINT i;
611 gl_tex = wined3d_texture_get_gl_texture(texture, context->gl_info, srgb_tex);
613 for (i = 0; i < sub_count; ++i)
615 struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]);
616 surface_set_texture_name(surface, gl_tex->name, srgb_tex);
619 /* Conditinal non power of two textures use a different clamping
620 * default. If we're using the GL_WINE_normalized_texrect partial
621 * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
622 * has the address mode set to repeat - something that prevents us
623 * from hitting the accelerated codepath. Thus manually set the GL
624 * state. The same applies to filtering. Even if the texture has only
625 * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
626 * fallback on macos. */
627 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
629 GLenum target = texture->target;
631 ENTER_GL();
632 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
633 checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
634 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
635 checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
636 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
637 checkGLcall("glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
638 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
639 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
640 LEAVE_GL();
641 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3D_TADDRESS_CLAMP;
642 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3D_TADDRESS_CLAMP;
643 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3D_TEXF_POINT;
644 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3D_TEXF_POINT;
645 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3D_TEXF_NONE;
649 return hr;
652 static BOOL texture_srgb_mode(const struct wined3d_texture *texture, enum WINED3DSRGB srgb)
654 switch (srgb)
656 case SRGB_RGB:
657 return FALSE;
659 case SRGB_SRGB:
660 return TRUE;
662 default:
663 return texture->flags & WINED3D_TEXTURE_IS_SRGB;
667 /* Do not call while under the GL lock. */
668 static void texture2d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb)
670 UINT sub_count = texture->level_count * texture->layer_count;
671 struct wined3d_device *device = texture->resource.device;
672 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
673 struct wined3d_context *context = NULL;
674 struct gl_texture *gl_tex;
675 BOOL srgb_mode;
676 UINT i;
678 TRACE("texture %p, srgb %#x.\n", texture, srgb);
680 srgb_mode = texture_srgb_mode(texture, srgb);
681 gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, srgb_mode);
683 if (!device->isInDraw)
685 /* No danger of recursive calls, context_acquire() sets isInDraw to TRUE
686 * when loading offscreen render targets into the texture. */
687 context = context_acquire(device, NULL);
690 if (gl_tex->dirty)
692 /* Reload the surfaces if the texture is marked dirty. */
693 for (i = 0; i < sub_count; ++i)
695 surface_load(surface_from_resource(texture->sub_resources[i]), srgb_mode);
698 else
700 TRACE("Texture %p not dirty, nothing to do.\n", texture);
703 /* No longer dirty. */
704 gl_tex->dirty = FALSE;
706 if (context) context_release(context);
709 static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
710 const struct wined3d_box *dirty_region)
712 surface_add_dirty_rect(surface_from_resource(sub_resource), dirty_region);
715 static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
717 struct wined3d_surface *surface = surface_from_resource(sub_resource);
719 /* Clean out the texture name we gave to the surface so that the
720 * surface doesn't try and release it. */
721 surface_set_texture_name(surface, 0, TRUE);
722 surface_set_texture_name(surface, 0, FALSE);
723 surface_set_texture_target(surface, 0);
724 surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
725 wined3d_surface_decref(surface);
728 /* Do not call while under the GL lock. */
729 static void texture2d_unload(struct wined3d_resource *resource)
731 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
732 UINT sub_count = texture->level_count * texture->layer_count;
733 UINT i;
735 TRACE("texture %p.\n", texture);
737 for (i = 0; i < sub_count; ++i)
739 struct wined3d_resource *sub_resource = texture->sub_resources[i];
740 struct wined3d_surface *surface = surface_from_resource(sub_resource);
742 sub_resource->resource_ops->resource_unload(sub_resource);
743 surface_set_texture_name(surface, 0, FALSE); /* Delete RGB name */
744 surface_set_texture_name(surface, 0, TRUE); /* Delete sRGB name */
747 wined3d_texture_unload(texture);
750 static const struct wined3d_texture_ops texture2d_ops =
752 texture2d_bind,
753 texture2d_preload,
754 texture2d_sub_resource_add_dirty_region,
755 texture2d_sub_resource_cleanup,
758 static const struct wined3d_resource_ops texture2d_resource_ops =
760 texture2d_unload,
763 static HRESULT cubetexture_init(struct wined3d_texture *texture, UINT edge_length, UINT levels,
764 struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool,
765 void *parent, const struct wined3d_parent_ops *parent_ops)
767 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
768 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
769 UINT pow2_edge_length;
770 unsigned int i, j;
771 UINT tmp_w;
772 HRESULT hr;
774 /* TODO: It should only be possible to create textures for formats
775 * that are reported as supported. */
776 if (WINED3DFMT_UNKNOWN >= format_id)
778 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
779 return WINED3DERR_INVALIDCALL;
782 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && pool != WINED3D_POOL_SCRATCH)
784 WARN("(%p) : Tried to create not supported cube texture.\n", texture);
785 return WINED3DERR_INVALIDCALL;
788 /* Calculate levels for mip mapping */
789 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
791 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
793 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
794 return WINED3DERR_INVALIDCALL;
797 if (levels > 1)
799 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
800 return WINED3DERR_INVALIDCALL;
803 levels = 1;
805 else if (!levels)
807 levels = wined3d_log2i(edge_length) + 1;
808 TRACE("Calculated levels = %u.\n", levels);
811 hr = wined3d_texture_init(texture, &texture2d_ops, 6, levels,
812 WINED3D_RTYPE_CUBE_TEXTURE, device, usage, format, pool,
813 parent, parent_ops, &texture2d_resource_ops);
814 if (FAILED(hr))
816 WARN("Failed to initialize texture, returning %#x\n", hr);
817 return hr;
820 /* Find the nearest pow2 match. */
821 pow2_edge_length = 1;
822 while (pow2_edge_length < edge_length) pow2_edge_length <<= 1;
824 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || (edge_length == pow2_edge_length))
826 /* Precalculated scaling for 'faked' non power of two texture coords. */
827 texture->pow2_matrix[0] = 1.0f;
828 texture->pow2_matrix[5] = 1.0f;
829 texture->pow2_matrix[10] = 1.0f;
830 texture->pow2_matrix[15] = 1.0f;
832 else
834 /* Precalculated scaling for 'faked' non power of two texture coords. */
835 texture->pow2_matrix[0] = ((float)edge_length) / ((float)pow2_edge_length);
836 texture->pow2_matrix[5] = ((float)edge_length) / ((float)pow2_edge_length);
837 texture->pow2_matrix[10] = ((float)edge_length) / ((float)pow2_edge_length);
838 texture->pow2_matrix[15] = 1.0f;
839 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
841 texture->target = GL_TEXTURE_CUBE_MAP_ARB;
843 /* Generate all the surfaces. */
844 tmp_w = edge_length;
845 for (i = 0; i < texture->level_count; ++i)
847 /* Create the 6 faces. */
848 for (j = 0; j < 6; ++j)
850 static const GLenum cube_targets[6] =
852 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
853 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
854 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
855 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
856 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
857 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
859 UINT idx = j * texture->level_count + i;
860 struct wined3d_surface *surface;
862 if (FAILED(hr = device->device_parent->ops->create_texture_surface(device->device_parent, parent,
863 tmp_w, tmp_w, format_id, usage, pool, i /* Level */, j, &surface)))
865 FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
866 wined3d_texture_cleanup(texture);
867 return hr;
870 surface_set_container(surface, WINED3D_CONTAINER_TEXTURE, texture);
871 surface_set_texture_target(surface, cube_targets[j]);
872 texture->sub_resources[idx] = &surface->resource;
873 TRACE("Created surface level %u @ %p.\n", i, surface);
875 tmp_w = max(1, tmp_w >> 1);
878 return WINED3D_OK;
881 static HRESULT texture_init(struct wined3d_texture *texture, UINT width, UINT height, UINT levels,
882 struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool,
883 void *parent, const struct wined3d_parent_ops *parent_ops)
885 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
886 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
887 UINT pow2_width, pow2_height;
888 UINT tmp_w, tmp_h;
889 unsigned int i;
890 HRESULT hr;
892 /* TODO: It should only be possible to create textures for formats
893 * that are reported as supported. */
894 if (WINED3DFMT_UNKNOWN >= format_id)
896 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
897 return WINED3DERR_INVALIDCALL;
900 /* Non-power2 support. */
901 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
903 pow2_width = width;
904 pow2_height = height;
906 else
908 /* Find the nearest pow2 match. */
909 pow2_width = pow2_height = 1;
910 while (pow2_width < width) pow2_width <<= 1;
911 while (pow2_height < height) pow2_height <<= 1;
913 if (pow2_width != width || pow2_height != height)
915 if (levels > 1)
917 WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support.\n");
918 return WINED3DERR_INVALIDCALL;
920 levels = 1;
924 /* Calculate levels for mip mapping. */
925 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
927 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
929 WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
930 return WINED3DERR_INVALIDCALL;
933 if (levels > 1)
935 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n");
936 return WINED3DERR_INVALIDCALL;
939 levels = 1;
941 else if (!levels)
943 levels = wined3d_log2i(max(width, height)) + 1;
944 TRACE("Calculated levels = %u.\n", levels);
947 hr = wined3d_texture_init(texture, &texture2d_ops, 1, levels,
948 WINED3D_RTYPE_TEXTURE, device, usage, format, pool,
949 parent, parent_ops, &texture2d_resource_ops);
950 if (FAILED(hr))
952 WARN("Failed to initialize texture, returning %#x.\n", hr);
953 return hr;
956 /* Precalculated scaling for 'faked' non power of two texture coords.
957 * Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
958 * is used in combination with texture uploads (RTL_READTEX). The reason is that EXT_PALETTED_TEXTURE
959 * doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
960 if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] && (width != pow2_width || height != pow2_height))
962 texture->pow2_matrix[0] = 1.0f;
963 texture->pow2_matrix[5] = 1.0f;
964 texture->pow2_matrix[10] = 1.0f;
965 texture->pow2_matrix[15] = 1.0f;
966 texture->target = GL_TEXTURE_2D;
967 texture->flags |= WINED3D_TEXTURE_COND_NP2;
968 texture->min_mip_lookup = minMipLookup_noFilter;
970 else if (gl_info->supported[ARB_TEXTURE_RECTANGLE] && (width != pow2_width || height != pow2_height)
971 && !(format->id == WINED3DFMT_P8_UINT && gl_info->supported[EXT_PALETTED_TEXTURE]
972 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
974 if (width != 1 || height != 1)
975 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
977 texture->pow2_matrix[0] = (float)width;
978 texture->pow2_matrix[5] = (float)height;
979 texture->pow2_matrix[10] = 1.0f;
980 texture->pow2_matrix[15] = 1.0f;
981 texture->target = GL_TEXTURE_RECTANGLE_ARB;
982 texture->flags |= WINED3D_TEXTURE_COND_NP2;
984 if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
985 texture->min_mip_lookup = minMipLookup_noMip;
986 else
987 texture->min_mip_lookup = minMipLookup_noFilter;
989 else
991 if ((width != pow2_width) || (height != pow2_height))
993 texture->pow2_matrix[0] = (((float)width) / ((float)pow2_width));
994 texture->pow2_matrix[5] = (((float)height) / ((float)pow2_height));
995 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
997 else
999 texture->pow2_matrix[0] = 1.0f;
1000 texture->pow2_matrix[5] = 1.0f;
1003 texture->pow2_matrix[10] = 1.0f;
1004 texture->pow2_matrix[15] = 1.0f;
1005 texture->target = GL_TEXTURE_2D;
1007 TRACE("xf(%f) yf(%f)\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
1009 /* Generate all the surfaces. */
1010 tmp_w = width;
1011 tmp_h = height;
1012 for (i = 0; i < texture->level_count; ++i)
1014 struct wined3d_surface *surface;
1016 /* Use the callback to create the texture surface. */
1017 if (FAILED(hr = device->device_parent->ops->create_texture_surface(device->device_parent, parent,
1018 tmp_w, tmp_h, format->id, usage, pool, i, 0, &surface)))
1020 FIXME("Failed to create surface %p, hr %#x\n", texture, hr);
1021 wined3d_texture_cleanup(texture);
1022 return hr;
1025 surface_set_container(surface, WINED3D_CONTAINER_TEXTURE, texture);
1026 surface_set_texture_target(surface, texture->target);
1027 texture->sub_resources[i] = &surface->resource;
1028 TRACE("Created surface level %u @ %p.\n", i, surface);
1029 /* Calculate the next mipmap level. */
1030 tmp_w = max(1, tmp_w >> 1);
1031 tmp_h = max(1, tmp_h >> 1);
1034 return WINED3D_OK;
1037 /* Context activation is done by the caller. */
1038 static HRESULT texture3d_bind(struct wined3d_texture *texture,
1039 struct wined3d_context *context, BOOL srgb)
1041 BOOL dummy;
1043 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
1045 return wined3d_texture_bind(texture, context, srgb, &dummy);
1048 /* Do not call while under the GL lock. */
1049 static void texture3d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb)
1051 struct wined3d_device *device = texture->resource.device;
1052 struct wined3d_context *context;
1053 BOOL srgb_was_toggled = FALSE;
1054 unsigned int i;
1056 TRACE("texture %p, srgb %#x.\n", texture, srgb);
1058 /* TODO: Use already acquired context when possible. */
1059 context = context_acquire(device, NULL);
1060 if (texture->resource.bind_count > 0)
1062 BOOL texture_srgb = texture->flags & WINED3D_TEXTURE_IS_SRGB;
1063 BOOL sampler_srgb = texture_srgb_mode(texture, srgb);
1064 srgb_was_toggled = !texture_srgb != !sampler_srgb;
1066 if (srgb_was_toggled)
1068 if (sampler_srgb)
1069 texture->flags |= WINED3D_TEXTURE_IS_SRGB;
1070 else
1071 texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
1075 /* If the texture is marked dirty or the sRGB sampler setting has changed
1076 * since the last load then reload the volumes. */
1077 if (texture->texture_rgb.dirty)
1079 for (i = 0; i < texture->level_count; ++i)
1081 volume_load(volume_from_resource(texture->sub_resources[i]), context, i,
1082 texture->flags & WINED3D_TEXTURE_IS_SRGB);
1085 else if (srgb_was_toggled)
1087 for (i = 0; i < texture->level_count; ++i)
1089 struct wined3d_volume *volume = volume_from_resource(texture->sub_resources[i]);
1090 volume_add_dirty_box(volume, NULL);
1091 volume_load(volume, context, i, texture->flags & WINED3D_TEXTURE_IS_SRGB);
1094 else
1096 TRACE("Texture %p not dirty, nothing to do.\n", texture);
1099 context_release(context);
1101 /* No longer dirty */
1102 texture->texture_rgb.dirty = FALSE;
1105 static void texture3d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
1106 const struct wined3d_box *dirty_region)
1108 volume_add_dirty_box(volume_from_resource(sub_resource), dirty_region);
1111 static void texture3d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
1113 struct wined3d_volume *volume = volume_from_resource(sub_resource);
1115 /* Cleanup the container. */
1116 volume_set_container(volume, NULL);
1117 wined3d_volume_decref(volume);
1120 /* Do not call while under the GL lock. */
1121 static void texture3d_unload(struct wined3d_resource *resource)
1123 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
1124 UINT i;
1126 TRACE("texture %p.\n", texture);
1128 for (i = 0; i < texture->level_count; ++i)
1130 struct wined3d_resource *sub_resource = texture->sub_resources[i];
1131 sub_resource->resource_ops->resource_unload(sub_resource);
1134 wined3d_texture_unload(texture);
1137 static const struct wined3d_texture_ops texture3d_ops =
1139 texture3d_bind,
1140 texture3d_preload,
1141 texture3d_sub_resource_add_dirty_region,
1142 texture3d_sub_resource_cleanup,
1145 static const struct wined3d_resource_ops texture3d_resource_ops =
1147 texture3d_unload,
1150 static HRESULT volumetexture_init(struct wined3d_texture *texture, UINT width, UINT height,
1151 UINT depth, UINT levels, struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id,
1152 enum wined3d_pool pool, void *parent, const struct wined3d_parent_ops *parent_ops)
1154 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1155 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
1156 UINT tmp_w, tmp_h, tmp_d;
1157 unsigned int i;
1158 HRESULT hr;
1160 /* TODO: It should only be possible to create textures for formats
1161 * that are reported as supported. */
1162 if (WINED3DFMT_UNKNOWN >= format_id)
1164 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
1165 return WINED3DERR_INVALIDCALL;
1168 if (!gl_info->supported[EXT_TEXTURE3D])
1170 WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
1171 return WINED3DERR_INVALIDCALL;
1174 /* Calculate levels for mip mapping. */
1175 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
1177 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
1179 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
1180 return WINED3DERR_INVALIDCALL;
1183 if (levels > 1)
1185 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
1186 return WINED3DERR_INVALIDCALL;
1189 levels = 1;
1191 else if (!levels)
1193 levels = wined3d_log2i(max(max(width, height), depth)) + 1;
1194 TRACE("Calculated levels = %u.\n", levels);
1197 hr = wined3d_texture_init(texture, &texture3d_ops, 1, levels,
1198 WINED3D_RTYPE_VOLUME_TEXTURE, device, usage, format, pool,
1199 parent, parent_ops, &texture3d_resource_ops);
1200 if (FAILED(hr))
1202 WARN("Failed to initialize texture, returning %#x.\n", hr);
1203 return hr;
1206 /* Is NP2 support for volumes needed? */
1207 texture->pow2_matrix[0] = 1.0f;
1208 texture->pow2_matrix[5] = 1.0f;
1209 texture->pow2_matrix[10] = 1.0f;
1210 texture->pow2_matrix[15] = 1.0f;
1211 texture->target = GL_TEXTURE_3D;
1213 /* Generate all the surfaces. */
1214 tmp_w = width;
1215 tmp_h = height;
1216 tmp_d = depth;
1218 for (i = 0; i < texture->level_count; ++i)
1220 struct wined3d_volume *volume;
1222 /* Create the volume. */
1223 hr = device->device_parent->ops->create_volume(device->device_parent, parent,
1224 tmp_w, tmp_h, tmp_d, format_id, pool, usage, &volume);
1225 if (FAILED(hr))
1227 ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr);
1228 wined3d_texture_cleanup(texture);
1229 return hr;
1232 /* Set its container to this texture. */
1233 volume_set_container(volume, texture);
1234 texture->sub_resources[i] = &volume->resource;
1236 /* Calculate the next mipmap level. */
1237 tmp_w = max(1, tmp_w >> 1);
1238 tmp_h = max(1, tmp_h >> 1);
1239 tmp_d = max(1, tmp_d >> 1);
1242 return WINED3D_OK;
1245 HRESULT CDECL wined3d_texture_create_2d(struct wined3d_device *device, UINT width, UINT height,
1246 UINT level_count, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, void *parent,
1247 const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
1249 struct wined3d_texture *object;
1250 HRESULT hr;
1252 TRACE("device %p, width %u, height %u, level_count %u, usage %#x\n",
1253 device, width, height, level_count, usage);
1254 TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n",
1255 debug_d3dformat(format_id), pool, parent, parent_ops, texture);
1257 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1258 if (!object)
1260 ERR("Out of memory.\n");
1261 *texture = NULL;
1262 return WINED3DERR_OUTOFVIDEOMEMORY;
1265 hr = texture_init(object, width, height, level_count,
1266 device, usage, format_id, pool, parent, parent_ops);
1267 if (FAILED(hr))
1269 WARN("Failed to initialize texture, returning %#x.\n", hr);
1270 HeapFree(GetProcessHeap(), 0, object);
1271 *texture = NULL;
1272 return hr;
1275 TRACE("Created texture %p.\n", object);
1276 *texture = object;
1278 return WINED3D_OK;
1281 HRESULT CDECL wined3d_texture_create_3d(struct wined3d_device *device, UINT width, UINT height, UINT depth,
1282 UINT level_count, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, void *parent,
1283 const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
1285 struct wined3d_texture *object;
1286 HRESULT hr;
1288 TRACE("device %p, width %u, height %u, depth %u, level_count %u, usage %#x\n",
1289 device, width, height, depth, level_count, usage);
1290 TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n",
1291 debug_d3dformat(format_id), pool, parent, parent_ops, texture);
1293 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1294 if (!object)
1296 ERR("Out of memory\n");
1297 *texture = NULL;
1298 return WINED3DERR_OUTOFVIDEOMEMORY;
1301 hr = volumetexture_init(object, width, height, depth, level_count,
1302 device, usage, format_id, pool, parent, parent_ops);
1303 if (FAILED(hr))
1305 WARN("Failed to initialize volumetexture, returning %#x\n", hr);
1306 HeapFree(GetProcessHeap(), 0, object);
1307 *texture = NULL;
1308 return hr;
1311 TRACE("Created texture %p.\n", object);
1312 *texture = object;
1314 return WINED3D_OK;
1317 HRESULT CDECL wined3d_texture_create_cube(struct wined3d_device *device, UINT edge_length,
1318 UINT level_count, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, void *parent,
1319 const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
1321 struct wined3d_texture *object;
1322 HRESULT hr;
1324 TRACE("device %p, edge_length %u, level_count %u, usage %#x\n",
1325 device, edge_length, level_count, usage);
1326 TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n",
1327 debug_d3dformat(format_id), pool, parent, parent_ops, texture);
1329 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1330 if (!object)
1332 ERR("Out of memory\n");
1333 *texture = NULL;
1334 return WINED3DERR_OUTOFVIDEOMEMORY;
1337 hr = cubetexture_init(object, edge_length, level_count,
1338 device, usage, format_id, pool, parent, parent_ops);
1339 if (FAILED(hr))
1341 WARN("Failed to initialize cubetexture, returning %#x\n", hr);
1342 HeapFree(GetProcessHeap(), 0, object);
1343 *texture = NULL;
1344 return hr;
1347 TRACE("Created texture %p.\n", object);
1348 *texture = object;
1350 return WINED3D_OK;