wined3d: Merge surface_load_location() into texture2d_load_location().
[wine.git] / dlls / wined3d / texture.c
blob72aee66ba8c1820181cd92a9409eb12caebb2603
1 /*
2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2005 Oliver Stieber
5 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
6 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 #include "config.h"
24 #include "wine/port.h"
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
28 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
29 WINE_DECLARE_DEBUG_CHANNEL(winediag);
31 #define WINED3D_TEXTURE_DYNAMIC_MAP_THRESHOLD 50
33 static BOOL wined3d_texture_use_pbo(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
35 return !(texture->resource.access & WINED3D_RESOURCE_ACCESS_CPU)
36 && texture->resource.usage & WINED3DUSAGE_DYNAMIC
37 && gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]
38 && !texture->resource.format->conv_byte_count
39 && !(texture->flags & (WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_COND_NP2_EMULATED));
42 static BOOL wined3d_texture_use_immutable_storage(const struct wined3d_texture *texture,
43 const struct wined3d_gl_info *gl_info)
45 /* We don't expect to create texture views for textures with height-scaled formats.
46 * Besides, ARB_texture_storage doesn't allow specifying exact sizes for all levels. */
47 return gl_info->supported[ARB_TEXTURE_STORAGE]
48 && !(texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE);
51 /* Front buffer coordinates are always full screen coordinates, but our GL
52 * drawable is limited to the window's client area. The sysmem and texture
53 * copies do have the full screen size. Note that GL has a bottom-left
54 * origin, while D3D has a top-left origin. */
55 void wined3d_texture_translate_drawable_coords(const struct wined3d_texture *texture, HWND window, RECT *rect)
57 unsigned int drawable_height;
58 POINT offset = {0, 0};
59 RECT windowsize;
61 if (!texture->swapchain)
62 return;
64 if (texture == texture->swapchain->front_buffer)
66 ScreenToClient(window, &offset);
67 OffsetRect(rect, offset.x, offset.y);
70 GetClientRect(window, &windowsize);
71 drawable_height = windowsize.bottom - windowsize.top;
73 rect->top = drawable_height - rect->top;
74 rect->bottom = drawable_height - rect->bottom;
77 GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture)
79 const struct wined3d_swapchain *swapchain = texture->swapchain;
81 TRACE("texture %p.\n", texture);
83 if (!swapchain)
85 ERR("Texture %p is not part of a swapchain.\n", texture);
86 return GL_NONE;
89 if (texture == swapchain->front_buffer)
91 TRACE("Returning GL_FRONT.\n");
92 return GL_FRONT;
95 if (texture == swapchain->back_buffers[0])
97 TRACE("Returning GL_BACK.\n");
98 return GL_BACK;
101 FIXME("Higher back buffer, returning GL_BACK.\n");
102 return GL_BACK;
105 static DWORD wined3d_resource_access_from_location(DWORD location)
107 switch (location)
109 case WINED3D_LOCATION_DISCARDED:
110 return 0;
112 case WINED3D_LOCATION_SYSMEM:
113 case WINED3D_LOCATION_USER_MEMORY:
114 return WINED3D_RESOURCE_ACCESS_CPU;
116 case WINED3D_LOCATION_BUFFER:
117 case WINED3D_LOCATION_DRAWABLE:
118 case WINED3D_LOCATION_TEXTURE_RGB:
119 case WINED3D_LOCATION_TEXTURE_SRGB:
120 case WINED3D_LOCATION_RB_MULTISAMPLE:
121 case WINED3D_LOCATION_RB_RESOLVED:
122 return WINED3D_RESOURCE_ACCESS_GPU;
124 default:
125 FIXME("Unhandled location %#x.\n", location);
126 return 0;
130 static void wined3d_texture_evict_sysmem(struct wined3d_texture *texture)
132 struct wined3d_texture_sub_resource *sub_resource;
133 unsigned int i, sub_count;
135 if (texture->flags & (WINED3D_TEXTURE_CONVERTED | WINED3D_TEXTURE_PIN_SYSMEM)
136 || texture->download_count > WINED3D_TEXTURE_DYNAMIC_MAP_THRESHOLD)
138 TRACE("Not evicting system memory for texture %p.\n", texture);
139 return;
142 TRACE("Evicting system memory for texture %p.\n", texture);
144 sub_count = texture->level_count * texture->layer_count;
145 for (i = 0; i < sub_count; ++i)
147 sub_resource = &texture->sub_resources[i];
148 if (sub_resource->locations == WINED3D_LOCATION_SYSMEM)
149 ERR("WINED3D_LOCATION_SYSMEM is the only location for sub-resource %u of texture %p.\n",
150 i, texture);
151 sub_resource->locations &= ~WINED3D_LOCATION_SYSMEM;
153 wined3d_resource_free_sysmem(&texture->resource);
156 void wined3d_texture_validate_location(struct wined3d_texture *texture,
157 unsigned int sub_resource_idx, DWORD location)
159 struct wined3d_texture_sub_resource *sub_resource;
160 DWORD previous_locations;
162 TRACE("texture %p, sub_resource_idx %u, location %s.\n",
163 texture, sub_resource_idx, wined3d_debug_location(location));
165 sub_resource = &texture->sub_resources[sub_resource_idx];
166 previous_locations = sub_resource->locations;
167 sub_resource->locations |= location;
168 if (previous_locations == WINED3D_LOCATION_SYSMEM && location != WINED3D_LOCATION_SYSMEM
169 && !--texture->sysmem_count)
170 wined3d_texture_evict_sysmem(texture);
172 TRACE("New locations flags are %s.\n", wined3d_debug_location(sub_resource->locations));
175 static void wined3d_texture_set_dirty(struct wined3d_texture *texture)
177 texture->flags &= ~(WINED3D_TEXTURE_RGB_VALID | WINED3D_TEXTURE_SRGB_VALID);
180 void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
181 unsigned int sub_resource_idx, DWORD location)
183 struct wined3d_texture_sub_resource *sub_resource;
184 DWORD previous_locations;
186 TRACE("texture %p, sub_resource_idx %u, location %s.\n",
187 texture, sub_resource_idx, wined3d_debug_location(location));
189 if (location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
190 wined3d_texture_set_dirty(texture);
192 sub_resource = &texture->sub_resources[sub_resource_idx];
193 previous_locations = sub_resource->locations;
194 sub_resource->locations &= ~location;
195 if (previous_locations != WINED3D_LOCATION_SYSMEM && sub_resource->locations == WINED3D_LOCATION_SYSMEM)
196 ++texture->sysmem_count;
198 TRACE("New locations flags are %s.\n", wined3d_debug_location(sub_resource->locations));
200 if (!sub_resource->locations)
201 ERR("Sub-resource %u of texture %p does not have any up to date location.\n",
202 sub_resource_idx, texture);
205 static BOOL wined3d_texture_copy_sysmem_location(struct wined3d_texture *texture,
206 unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location)
208 unsigned int size = texture->sub_resources[sub_resource_idx].size;
209 struct wined3d_device *device = texture->resource.device;
210 const struct wined3d_gl_info *gl_info;
211 struct wined3d_bo_address dst, src;
213 if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location))
214 return FALSE;
216 wined3d_texture_get_memory(texture, sub_resource_idx, &dst, location);
217 wined3d_texture_get_memory(texture, sub_resource_idx, &src,
218 texture->sub_resources[sub_resource_idx].locations);
220 if (dst.buffer_object)
222 context = context_acquire(device, NULL, 0);
223 gl_info = context->gl_info;
224 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, dst.buffer_object));
225 GL_EXTCALL(glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, size, src.addr));
226 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
227 checkGLcall("PBO upload");
228 context_release(context);
229 return TRUE;
232 if (src.buffer_object)
234 context = context_acquire(device, NULL, 0);
235 gl_info = context->gl_info;
236 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, src.buffer_object));
237 GL_EXTCALL(glGetBufferSubData(GL_PIXEL_PACK_BUFFER, 0, size, dst.addr));
238 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
239 checkGLcall("PBO download");
240 context_release(context);
241 return TRUE;
244 memcpy(dst.addr, src.addr, size);
245 return TRUE;
248 /* Context activation is done by the caller. Context may be NULL in
249 * WINED3D_NO3D mode. */
250 BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
251 unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location)
253 static const DWORD sysmem_locations = WINED3D_LOCATION_SYSMEM | WINED3D_LOCATION_USER_MEMORY
254 | WINED3D_LOCATION_BUFFER;
255 DWORD current = texture->sub_resources[sub_resource_idx].locations;
256 BOOL ret;
258 TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n",
259 texture, sub_resource_idx, context, wined3d_debug_location(location));
261 TRACE("Current resource location %s.\n", wined3d_debug_location(current));
263 if (current & location)
265 TRACE("Location %s is already up to date.\n", wined3d_debug_location(location));
266 return TRUE;
269 if (WARN_ON(d3d))
271 DWORD required_access = wined3d_resource_access_from_location(location);
272 if ((texture->resource.access & required_access) != required_access)
273 WARN("Operation requires %#x access, but texture only has %#x.\n",
274 required_access, texture->resource.access);
277 if (current & WINED3D_LOCATION_DISCARDED)
279 TRACE("Sub-resource previously discarded, nothing to do.\n");
280 if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location))
281 return FALSE;
282 wined3d_texture_validate_location(texture, sub_resource_idx, location);
283 wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED);
284 return TRUE;
287 if (!current)
289 ERR("Sub-resource %u of texture %p does not have any up to date location.\n",
290 sub_resource_idx, texture);
291 wined3d_texture_validate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED);
292 return wined3d_texture_load_location(texture, sub_resource_idx, context, location);
295 if ((location & sysmem_locations) && (current & sysmem_locations))
296 ret = wined3d_texture_copy_sysmem_location(texture, sub_resource_idx, context, location);
297 else
298 ret = texture->texture_ops->texture_load_location(texture, sub_resource_idx, context, location);
300 if (ret)
301 wined3d_texture_validate_location(texture, sub_resource_idx, location);
303 return ret;
306 void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx,
307 struct wined3d_bo_address *data, DWORD locations)
309 struct wined3d_texture_sub_resource *sub_resource;
311 TRACE("texture %p, sub_resource_idx %u, data %p, locations %s.\n",
312 texture, sub_resource_idx, data, wined3d_debug_location(locations));
314 sub_resource = &texture->sub_resources[sub_resource_idx];
315 if (locations & WINED3D_LOCATION_BUFFER)
317 data->addr = NULL;
318 data->buffer_object = sub_resource->buffer_object;
319 return;
321 if (locations & WINED3D_LOCATION_USER_MEMORY)
323 data->addr = texture->user_memory;
324 data->buffer_object = 0;
325 return;
327 if (locations & WINED3D_LOCATION_SYSMEM)
329 data->addr = texture->resource.heap_memory;
330 data->addr += sub_resource->offset;
331 data->buffer_object = 0;
332 return;
335 ERR("Unexpected locations %s.\n", wined3d_debug_location(locations));
336 data->addr = NULL;
337 data->buffer_object = 0;
340 static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_texture_ops *texture_ops,
341 UINT layer_count, UINT level_count, const struct wined3d_resource_desc *desc, DWORD flags,
342 struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops,
343 const struct wined3d_resource_ops *resource_ops)
345 unsigned int i, j, size, offset = 0;
346 const struct wined3d_format *format;
347 HRESULT hr;
349 TRACE("texture %p, texture_ops %p, layer_count %u, level_count %u, resource_type %s, format %s, "
350 "multisample_type %#x, multisample_quality %#x, usage %s, access %s, width %u, height %u, depth %u, "
351 "flags %#x, device %p, parent %p, parent_ops %p, resource_ops %p.\n",
352 texture, texture_ops, layer_count, level_count, debug_d3dresourcetype(desc->resource_type),
353 debug_d3dformat(desc->format), desc->multisample_type, desc->multisample_quality,
354 debug_d3dusage(desc->usage), wined3d_debug_resource_access(desc->access),
355 desc->width, desc->height, desc->depth, flags, device, parent, parent_ops, resource_ops);
357 if (!desc->width || !desc->height || !desc->depth)
358 return WINED3DERR_INVALIDCALL;
360 format = wined3d_get_format(&device->adapter->gl_info, desc->format, desc->usage);
362 for (i = 0; i < layer_count; ++i)
364 for (j = 0; j < level_count; ++j)
366 unsigned int idx = i * level_count + j;
368 size = wined3d_format_calculate_size(format, device->surface_alignment,
369 max(1, desc->width >> j), max(1, desc->height >> j), max(1, desc->depth >> j));
370 texture->sub_resources[idx].offset = offset;
371 texture->sub_resources[idx].size = size;
372 offset += size;
374 offset = (offset + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1);
377 if (!offset)
378 return WINED3DERR_INVALIDCALL;
380 if (FAILED(hr = resource_init(&texture->resource, device, desc->resource_type, format,
381 desc->multisample_type, desc->multisample_quality, desc->usage, desc->access,
382 desc->width, desc->height, desc->depth, offset, parent, parent_ops, resource_ops)))
384 static unsigned int once;
386 /* DXTn 3D textures are not supported. Do not write the ERR for them. */
387 if ((desc->format == WINED3DFMT_DXT1 || desc->format == WINED3DFMT_DXT2 || desc->format == WINED3DFMT_DXT3
388 || desc->format == WINED3DFMT_DXT4 || desc->format == WINED3DFMT_DXT5)
389 && !(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE)
390 && desc->resource_type != WINED3D_RTYPE_TEXTURE_3D && !once++)
391 ERR_(winediag)("The application tried to create a DXTn texture, but the driver does not support them.\n");
393 WARN("Failed to initialize resource, returning %#x\n", hr);
394 return hr;
396 wined3d_resource_update_draw_binding(&texture->resource);
397 if ((flags & WINED3D_TEXTURE_CREATE_MAPPABLE) || desc->format == WINED3DFMT_D16_LOCKABLE)
398 texture->resource.access |= WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
400 texture->texture_ops = texture_ops;
402 texture->layer_count = layer_count;
403 texture->level_count = level_count;
404 texture->lod = 0;
405 texture->flags |= WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS;
406 if (flags & WINED3D_TEXTURE_CREATE_GET_DC_LENIENT)
407 texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_GET_DC_LENIENT;
408 if (flags & (WINED3D_TEXTURE_CREATE_GET_DC | WINED3D_TEXTURE_CREATE_GET_DC_LENIENT))
409 texture->flags |= WINED3D_TEXTURE_GET_DC;
410 if (flags & WINED3D_TEXTURE_CREATE_DISCARD)
411 texture->flags |= WINED3D_TEXTURE_DISCARD;
412 if (flags & WINED3D_TEXTURE_CREATE_GENERATE_MIPMAPS)
414 if (!(texture->resource.format_flags & WINED3DFMT_FLAG_GEN_MIPMAP))
415 WARN("Format doesn't support mipmaps generation, "
416 "ignoring WINED3D_TEXTURE_CREATE_GENERATE_MIPMAPS flag.\n");
417 else
418 texture->flags |= WINED3D_TEXTURE_GENERATE_MIPMAPS;
421 list_init(&texture->renderbuffers);
423 return WINED3D_OK;
426 /* Context activation is done by the caller. */
427 static void wined3d_texture_remove_buffer_object(struct wined3d_texture *texture,
428 unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info)
430 GLuint *buffer_object = &texture->sub_resources[sub_resource_idx].buffer_object;
432 GL_EXTCALL(glDeleteBuffers(1, buffer_object));
433 checkGLcall("glDeleteBuffers");
435 TRACE("Deleted buffer object %u for texture %p, sub-resource %u.\n",
436 *buffer_object, texture, sub_resource_idx);
438 wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_BUFFER);
439 *buffer_object = 0;
442 static void wined3d_texture_update_map_binding(struct wined3d_texture *texture)
444 unsigned int sub_count = texture->level_count * texture->layer_count;
445 const struct wined3d_device *device = texture->resource.device;
446 DWORD map_binding = texture->update_map_binding;
447 struct wined3d_context *context = NULL;
448 unsigned int i;
450 if (device->d3d_initialized)
451 context = context_acquire(device, NULL, 0);
453 for (i = 0; i < sub_count; ++i)
455 if (texture->sub_resources[i].locations == texture->resource.map_binding
456 && !wined3d_texture_load_location(texture, i, context, map_binding))
457 ERR("Failed to load location %s.\n", wined3d_debug_location(map_binding));
458 if (texture->resource.map_binding == WINED3D_LOCATION_BUFFER)
459 wined3d_texture_remove_buffer_object(texture, i, context->gl_info);
462 if (context)
463 context_release(context);
465 texture->resource.map_binding = map_binding;
466 texture->update_map_binding = 0;
469 void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding)
471 texture->update_map_binding = map_binding;
472 if (!texture->resource.map_count)
473 wined3d_texture_update_map_binding(texture);
476 /* A GL context is provided by the caller */
477 static void gltexture_delete(struct wined3d_device *device, const struct wined3d_gl_info *gl_info,
478 struct gl_texture *tex)
480 context_gl_resource_released(device, tex->name, FALSE);
481 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex->name);
482 tex->name = 0;
485 static unsigned int wined3d_texture_get_gl_sample_count(const struct wined3d_texture *texture)
487 const struct wined3d_format *format = texture->resource.format;
489 /* TODO: NVIDIA expose their Coverage Sample Anti-Aliasing (CSAA)
490 * feature through type == MULTISAMPLE_XX and quality != 0. This could
491 * be mapped to GL_NV_framebuffer_multisample_coverage.
493 * AMD have a similar feature called Enhanced Quality Anti-Aliasing
494 * (EQAA), but it does not have an equivalent OpenGL extension. */
496 /* We advertise as many WINED3D_MULTISAMPLE_NON_MASKABLE quality
497 * levels as the count of advertised multisample types for the texture
498 * format. */
499 if (texture->resource.multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE)
501 unsigned int i, count = 0;
503 for (i = 0; i < sizeof(format->multisample_types) * CHAR_BIT; ++i)
505 if (format->multisample_types & 1u << i)
507 if (texture->resource.multisample_quality == count++)
508 break;
511 return i + 1;
514 return texture->resource.multisample_type;
517 /* Context activation is done by the caller. */
518 /* The caller is responsible for binding the correct texture. */
519 static void wined3d_texture_allocate_gl_mutable_storage(struct wined3d_texture *texture,
520 GLenum gl_internal_format, const struct wined3d_format *format,
521 const struct wined3d_gl_info *gl_info)
523 unsigned int level, level_count, layer, layer_count;
524 GLsizei width, height;
525 GLenum target;
527 level_count = texture->level_count;
528 layer_count = texture->target == GL_TEXTURE_2D_ARRAY ? 1 : texture->layer_count;
530 for (layer = 0; layer < layer_count; ++layer)
532 target = wined3d_texture_get_sub_resource_target(texture, layer * level_count);
534 for (level = 0; level < level_count; ++level)
536 width = wined3d_texture_get_level_pow2_width(texture, level);
537 height = wined3d_texture_get_level_pow2_height(texture, level);
538 if (texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
540 height *= format->height_scale.numerator;
541 height /= format->height_scale.denominator;
544 TRACE("texture %p, layer %u, level %u, target %#x, width %u, height %u.\n",
545 texture, layer, level, target, width, height);
547 if (texture->target == GL_TEXTURE_2D_ARRAY)
549 GL_EXTCALL(glTexImage3D(target, level, gl_internal_format, width, height,
550 texture->layer_count, 0, format->glFormat, format->glType, NULL));
551 checkGLcall("glTexImage3D");
553 else
555 gl_info->gl_ops.gl.p_glTexImage2D(target, level, gl_internal_format,
556 width, height, 0, format->glFormat, format->glType, NULL);
557 checkGLcall("glTexImage2D");
563 /* Context activation is done by the caller. */
564 /* The caller is responsible for binding the correct texture. */
565 static void wined3d_texture_allocate_gl_immutable_storage(struct wined3d_texture *texture,
566 GLenum gl_internal_format, const struct wined3d_gl_info *gl_info)
568 unsigned int samples = wined3d_texture_get_gl_sample_count(texture);
569 GLsizei height = wined3d_texture_get_level_pow2_height(texture, 0);
570 GLsizei width = wined3d_texture_get_level_pow2_width(texture, 0);
572 switch (texture->target)
574 case GL_TEXTURE_2D_ARRAY:
575 GL_EXTCALL(glTexStorage3D(texture->target, texture->level_count,
576 gl_internal_format, width, height, texture->layer_count));
577 break;
578 case GL_TEXTURE_2D_MULTISAMPLE:
579 GL_EXTCALL(glTexStorage2DMultisample(texture->target, samples,
580 gl_internal_format, width, height, GL_FALSE));
581 break;
582 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
583 GL_EXTCALL(glTexStorage3DMultisample(texture->target, samples,
584 gl_internal_format, width, height, texture->layer_count, GL_FALSE));
585 break;
586 default:
587 GL_EXTCALL(glTexStorage2D(texture->target, texture->level_count,
588 gl_internal_format, width, height));
589 break;
592 checkGLcall("allocate immutable storage");
595 static void wined3d_texture_unload_gl_texture(struct wined3d_texture *texture)
597 struct wined3d_device *device = texture->resource.device;
598 const struct wined3d_gl_info *gl_info = NULL;
599 struct wined3d_context *context = NULL;
601 if (texture->texture_rgb.name || texture->texture_srgb.name
602 || texture->rb_multisample || texture->rb_resolved)
604 context = context_acquire(device, NULL, 0);
605 gl_info = context->gl_info;
608 if (texture->texture_rgb.name)
609 gltexture_delete(device, context->gl_info, &texture->texture_rgb);
611 if (texture->texture_srgb.name)
612 gltexture_delete(device, context->gl_info, &texture->texture_srgb);
614 if (texture->rb_multisample)
616 TRACE("Deleting multisample renderbuffer %u.\n", texture->rb_multisample);
617 context_gl_resource_released(device, texture->rb_multisample, TRUE);
618 gl_info->fbo_ops.glDeleteRenderbuffers(1, &texture->rb_multisample);
619 texture->rb_multisample = 0;
622 if (texture->rb_resolved)
624 TRACE("Deleting resolved renderbuffer %u.\n", texture->rb_resolved);
625 context_gl_resource_released(device, texture->rb_resolved, TRUE);
626 gl_info->fbo_ops.glDeleteRenderbuffers(1, &texture->rb_resolved);
627 texture->rb_resolved = 0;
630 if (context) context_release(context);
632 wined3d_texture_set_dirty(texture);
634 resource_unload(&texture->resource);
637 static void wined3d_texture_sub_resources_destroyed(struct wined3d_texture *texture)
639 unsigned int sub_count = texture->level_count * texture->layer_count;
640 struct wined3d_texture_sub_resource *sub_resource;
641 unsigned int i;
643 for (i = 0; i < sub_count; ++i)
645 sub_resource = &texture->sub_resources[i];
646 if (sub_resource->parent)
648 TRACE("sub-resource %u.\n", i);
649 sub_resource->parent_ops->wined3d_object_destroyed(sub_resource->parent);
650 sub_resource->parent = NULL;
655 static void wined3d_texture_cleanup(struct wined3d_texture *texture)
657 unsigned int sub_count = texture->level_count * texture->layer_count;
658 struct wined3d_device *device = texture->resource.device;
659 struct wined3d_renderbuffer_entry *entry, *entry2;
660 const struct wined3d_gl_info *gl_info = NULL;
661 struct wined3d_context *context = NULL;
662 GLuint buffer_object;
663 unsigned int i;
665 TRACE("texture %p.\n", texture);
667 for (i = 0; i < sub_count; ++i)
669 if (!(buffer_object = texture->sub_resources[i].buffer_object))
670 continue;
672 TRACE("Deleting buffer object %u.\n", buffer_object);
674 /* We may not be able to get a context in wined3d_texture_cleanup() in
675 * general, but if a buffer object was previously created we can. */
676 if (!context)
678 context = context_acquire(device, NULL, 0);
679 gl_info = context->gl_info;
682 GL_EXTCALL(glDeleteBuffers(1, &buffer_object));
685 if (!context && !list_empty(&texture->renderbuffers))
687 context = context_acquire(device, NULL, 0);
688 gl_info = context->gl_info;
691 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &texture->renderbuffers, struct wined3d_renderbuffer_entry, entry)
693 TRACE("Deleting renderbuffer %u.\n", entry->id);
694 context_gl_resource_released(device, entry->id, TRUE);
695 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
696 heap_free(entry);
699 if (context)
700 context_release(context);
702 texture->texture_ops->texture_cleanup_sub_resources(texture);
703 if (texture->overlay_info)
705 for (i = 0; i < sub_count; ++i)
707 struct wined3d_overlay_info *info = &texture->overlay_info[i];
708 struct wined3d_overlay_info *overlay, *cur;
710 list_remove(&info->entry);
711 LIST_FOR_EACH_ENTRY_SAFE(overlay, cur, &info->overlays, struct wined3d_overlay_info, entry)
713 list_remove(&overlay->entry);
716 heap_free(texture->overlay_info);
718 wined3d_texture_unload_gl_texture(texture);
721 void wined3d_texture_set_swapchain(struct wined3d_texture *texture, struct wined3d_swapchain *swapchain)
723 texture->swapchain = swapchain;
724 wined3d_resource_update_draw_binding(&texture->resource);
727 /* Context activation is done by the caller. */
728 void wined3d_texture_bind(struct wined3d_texture *texture,
729 struct wined3d_context *context, BOOL srgb)
731 const struct wined3d_gl_info *gl_info = context->gl_info;
732 const struct wined3d_format *format = texture->resource.format;
733 const struct color_fixup_desc fixup = format->color_fixup;
734 struct gl_texture *gl_tex;
735 GLenum target;
737 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
739 if (!needs_separate_srgb_gl_texture(context, texture))
740 srgb = FALSE;
742 /* sRGB mode cache for preload() calls outside drawprim. */
743 if (srgb)
744 texture->flags |= WINED3D_TEXTURE_IS_SRGB;
745 else
746 texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
748 gl_tex = wined3d_texture_get_gl_texture(texture, srgb);
749 target = texture->target;
751 if (gl_tex->name)
753 context_bind_texture(context, target, gl_tex->name);
754 return;
757 gl_info->gl_ops.gl.p_glGenTextures(1, &gl_tex->name);
758 checkGLcall("glGenTextures");
759 TRACE("Generated texture %d.\n", gl_tex->name);
761 if (!gl_tex->name)
763 ERR("Failed to generate a texture name.\n");
764 return;
767 /* Initialise the state of the texture object to the OpenGL defaults, not
768 * the wined3d defaults. */
769 gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_WRAP;
770 gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_WRAP;
771 gl_tex->sampler_desc.address_w = WINED3D_TADDRESS_WRAP;
772 memset(gl_tex->sampler_desc.border_color, 0, sizeof(gl_tex->sampler_desc.border_color));
773 gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_LINEAR;
774 gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
775 gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
776 gl_tex->sampler_desc.lod_bias = 0.0f;
777 gl_tex->sampler_desc.min_lod = -1000.0f;
778 gl_tex->sampler_desc.max_lod = 1000.0f;
779 gl_tex->sampler_desc.max_anisotropy = 1;
780 gl_tex->sampler_desc.compare = FALSE;
781 gl_tex->sampler_desc.comparison_func = WINED3D_CMP_LESSEQUAL;
782 if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
783 gl_tex->sampler_desc.srgb_decode = TRUE;
784 else
785 gl_tex->sampler_desc.srgb_decode = srgb;
786 gl_tex->base_level = 0;
787 wined3d_texture_set_dirty(texture);
789 context_bind_texture(context, target, gl_tex->name);
791 /* For a new texture we have to set the texture levels after binding the
792 * texture. Beware that texture rectangles do not support mipmapping, but
793 * set the maxmiplevel if we're relying on the partial
794 * GL_ARB_texture_non_power_of_two emulation with texture rectangles.
795 * (I.e., do not care about cond_np2 here, just look for
796 * GL_TEXTURE_RECTANGLE_ARB.) */
797 if (target != GL_TEXTURE_RECTANGLE_ARB)
799 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->level_count - 1);
800 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
801 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)");
804 if (target == GL_TEXTURE_CUBE_MAP_ARB)
806 /* Cubemaps are always set to clamp, regardless of the sampler state. */
807 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
808 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
809 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
812 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
814 /* Conditinal non power of two textures use a different clamping
815 * default. If we're using the GL_WINE_normalized_texrect partial
816 * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
817 * has the address mode set to repeat - something that prevents us
818 * from hitting the accelerated codepath. Thus manually set the GL
819 * state. The same applies to filtering. Even if the texture has only
820 * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
821 * fallback on macos. */
822 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
823 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
824 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
825 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
826 checkGLcall("glTexParameteri");
827 gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
828 gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
829 gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_POINT;
830 gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT;
831 gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_NONE;
834 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] && gl_info->supported[ARB_DEPTH_TEXTURE])
836 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);
837 checkGLcall("glTexParameteri(GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY)");
840 if (!is_identity_fixup(fixup) && can_use_texture_swizzle(gl_info, format))
842 static const GLenum swizzle_source[] =
844 GL_ZERO, /* CHANNEL_SOURCE_ZERO */
845 GL_ONE, /* CHANNEL_SOURCE_ONE */
846 GL_RED, /* CHANNEL_SOURCE_X */
847 GL_GREEN, /* CHANNEL_SOURCE_Y */
848 GL_BLUE, /* CHANNEL_SOURCE_Z */
849 GL_ALPHA, /* CHANNEL_SOURCE_W */
851 struct
853 GLint x, y, z, w;
855 swizzle;
857 swizzle.x = swizzle_source[fixup.x_source];
858 swizzle.y = swizzle_source[fixup.y_source];
859 swizzle.z = swizzle_source[fixup.z_source];
860 swizzle.w = swizzle_source[fixup.w_source];
861 gl_info->gl_ops.gl.p_glTexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, &swizzle.x);
862 checkGLcall("glTexParameteriv(GL_TEXTURE_SWIZZLE_RGBA)");
866 /* Context activation is done by the caller. */
867 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
868 struct wined3d_context *context, BOOL srgb)
870 /* We don't need a specific texture unit, but after binding the texture
871 * the current unit is dirty. Read the unit back instead of switching to
872 * 0, this avoids messing around with the state manager's GL states. The
873 * current texture unit should always be a valid one.
875 * To be more specific, this is tricky because we can implicitly be
876 * called from sampler() in state.c. This means we can't touch anything
877 * other than whatever happens to be the currently active texture, or we
878 * would risk marking already applied sampler states dirty again. */
879 if (context->active_texture < ARRAY_SIZE(context->rev_tex_unit_map))
881 DWORD active_sampler = context->rev_tex_unit_map[context->active_texture];
882 if (active_sampler != WINED3D_UNMAPPED_STAGE)
883 context_invalidate_state(context, STATE_SAMPLER(active_sampler));
885 /* FIXME: Ideally we'd only do this when touching a binding that's used by
886 * a shader. */
887 context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
888 context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
890 wined3d_texture_bind(texture, context, srgb);
893 /* Context activation is done by the caller (state handler). */
894 /* This function relies on the correct texture being bound and loaded. */
895 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
896 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context)
898 const struct wined3d_gl_info *gl_info = context->gl_info;
899 GLenum target = texture->target;
900 struct gl_texture *gl_tex;
901 DWORD state;
903 TRACE("texture %p, sampler_desc %p, context %p.\n", texture, sampler_desc, context);
905 gl_tex = wined3d_texture_get_gl_texture(texture, texture->flags & WINED3D_TEXTURE_IS_SRGB);
907 state = sampler_desc->address_u;
908 if (state != gl_tex->sampler_desc.address_u)
910 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S,
911 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
912 gl_tex->sampler_desc.address_u = state;
915 state = sampler_desc->address_v;
916 if (state != gl_tex->sampler_desc.address_v)
918 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T,
919 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
920 gl_tex->sampler_desc.address_v = state;
923 state = sampler_desc->address_w;
924 if (state != gl_tex->sampler_desc.address_w)
926 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R,
927 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
928 gl_tex->sampler_desc.address_w = state;
931 if (memcmp(gl_tex->sampler_desc.border_color, sampler_desc->border_color,
932 sizeof(gl_tex->sampler_desc.border_color)))
934 gl_info->gl_ops.gl.p_glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &sampler_desc->border_color[0]);
935 memcpy(gl_tex->sampler_desc.border_color, sampler_desc->border_color,
936 sizeof(gl_tex->sampler_desc.border_color));
939 state = sampler_desc->mag_filter;
940 if (state != gl_tex->sampler_desc.mag_filter)
942 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(state));
943 gl_tex->sampler_desc.mag_filter = state;
946 if (sampler_desc->min_filter != gl_tex->sampler_desc.min_filter
947 || sampler_desc->mip_filter != gl_tex->sampler_desc.mip_filter)
949 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
950 wined3d_gl_min_mip_filter(sampler_desc->min_filter, sampler_desc->mip_filter));
951 gl_tex->sampler_desc.min_filter = sampler_desc->min_filter;
952 gl_tex->sampler_desc.mip_filter = sampler_desc->mip_filter;
955 state = sampler_desc->max_anisotropy;
956 if (state != gl_tex->sampler_desc.max_anisotropy)
958 if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC])
959 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY, state);
960 else
961 WARN("Anisotropic filtering not supported.\n");
962 gl_tex->sampler_desc.max_anisotropy = state;
965 if (!sampler_desc->srgb_decode != !gl_tex->sampler_desc.srgb_decode
966 && (context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
967 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
969 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
970 sampler_desc->srgb_decode ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
971 gl_tex->sampler_desc.srgb_decode = sampler_desc->srgb_decode;
974 if (!sampler_desc->compare != !gl_tex->sampler_desc.compare)
976 if (sampler_desc->compare)
977 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
978 else
979 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
980 gl_tex->sampler_desc.compare = sampler_desc->compare;
983 checkGLcall("Texture parameter application");
985 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
987 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
988 GL_TEXTURE_LOD_BIAS_EXT, sampler_desc->lod_bias);
989 checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
993 ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture)
995 ULONG refcount;
997 TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
999 if (texture->swapchain)
1000 return wined3d_swapchain_incref(texture->swapchain);
1002 refcount = InterlockedIncrement(&texture->resource.ref);
1003 TRACE("%p increasing refcount to %u.\n", texture, refcount);
1005 return refcount;
1008 static void wined3d_texture_cleanup_sync(struct wined3d_texture *texture)
1010 wined3d_texture_sub_resources_destroyed(texture);
1011 resource_cleanup(&texture->resource);
1012 wined3d_resource_wait_idle(&texture->resource);
1013 wined3d_texture_cleanup(texture);
1016 static void wined3d_texture_destroy_object(void *object)
1018 wined3d_texture_cleanup(object);
1019 heap_free(object);
1022 ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture)
1024 ULONG refcount;
1026 TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
1028 if (texture->swapchain)
1029 return wined3d_swapchain_decref(texture->swapchain);
1031 refcount = InterlockedDecrement(&texture->resource.ref);
1032 TRACE("%p decreasing refcount to %u.\n", texture, refcount);
1034 if (!refcount)
1036 /* Wait for the texture to become idle if it's using user memory,
1037 * since the application is allowed to free that memory once the
1038 * texture is destroyed. Note that this implies that
1039 * wined3d_texture_destroy_object() can't access that memory either. */
1040 if (texture->user_memory)
1041 wined3d_resource_wait_idle(&texture->resource);
1042 wined3d_texture_sub_resources_destroyed(texture);
1043 texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent);
1044 resource_cleanup(&texture->resource);
1045 wined3d_cs_destroy_object(texture->resource.device->cs, wined3d_texture_destroy_object, texture);
1048 return refcount;
1051 struct wined3d_resource * CDECL wined3d_texture_get_resource(struct wined3d_texture *texture)
1053 TRACE("texture %p.\n", texture);
1055 return &texture->resource;
1058 static BOOL color_key_equal(const struct wined3d_color_key *c1, struct wined3d_color_key *c2)
1060 return c1->color_space_low_value == c2->color_space_low_value
1061 && c1->color_space_high_value == c2->color_space_high_value;
1064 /* Context activation is done by the caller */
1065 void wined3d_texture_load(struct wined3d_texture *texture,
1066 struct wined3d_context *context, BOOL srgb)
1068 UINT sub_count = texture->level_count * texture->layer_count;
1069 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
1070 DWORD flag;
1071 UINT i;
1073 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
1075 if (!needs_separate_srgb_gl_texture(context, texture))
1076 srgb = FALSE;
1078 if (srgb)
1079 flag = WINED3D_TEXTURE_SRGB_VALID;
1080 else
1081 flag = WINED3D_TEXTURE_RGB_VALID;
1083 if (!d3d_info->shader_color_key
1084 && (!(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
1085 != !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
1086 || (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY
1087 && !color_key_equal(&texture->async.gl_color_key, &texture->async.src_blt_color_key))))
1089 unsigned int sub_count = texture->level_count * texture->layer_count;
1090 unsigned int i;
1092 TRACE("Reloading because of color key value change.\n");
1093 for (i = 0; i < sub_count; i++)
1095 if (!wined3d_texture_load_location(texture, i, context, texture->resource.map_binding))
1096 ERR("Failed to load location %s.\n", wined3d_debug_location(texture->resource.map_binding));
1097 else
1098 wined3d_texture_invalidate_location(texture, i, ~texture->resource.map_binding);
1101 texture->async.gl_color_key = texture->async.src_blt_color_key;
1104 if (texture->flags & flag)
1106 TRACE("Texture %p not dirty, nothing to do.\n", texture);
1107 return;
1110 /* Reload the surfaces if the texture is marked dirty. */
1111 for (i = 0; i < sub_count; ++i)
1113 if (!wined3d_texture_load_location(texture, i, context,
1114 srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB))
1115 ERR("Failed to load location (srgb %#x).\n", srgb);
1117 texture->flags |= flag;
1120 void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture)
1122 TRACE("texture %p.\n", texture);
1124 return texture->resource.parent;
1127 HRESULT wined3d_texture_check_box_dimensions(const struct wined3d_texture *texture,
1128 unsigned int level, const struct wined3d_box *box)
1130 const struct wined3d_format *format = texture->resource.format;
1131 unsigned int width_mask, height_mask, width, height, depth;
1133 width = wined3d_texture_get_level_width(texture, level);
1134 height = wined3d_texture_get_level_height(texture, level);
1135 depth = wined3d_texture_get_level_depth(texture, level);
1137 if (box->left >= box->right || box->right > width
1138 || box->top >= box->bottom || box->bottom > height
1139 || box->front >= box->back || box->back > depth)
1141 WARN("Box %s is invalid.\n", debug_box(box));
1142 return WINEDDERR_INVALIDRECT;
1145 if (texture->resource.format_flags & WINED3DFMT_FLAG_BLOCKS)
1147 /* This assumes power of two block sizes, but NPOT block sizes would
1148 * be silly anyway.
1150 * This also assumes that the format's block depth is 1. */
1151 width_mask = format->block_width - 1;
1152 height_mask = format->block_height - 1;
1154 if ((box->left & width_mask) || (box->top & height_mask)
1155 || (box->right & width_mask && box->right != width)
1156 || (box->bottom & height_mask && box->bottom != height))
1158 WARN("Box %s is misaligned for %ux%u blocks.\n",
1159 debug_box(box), format->block_width, format->block_height);
1160 return WINED3DERR_INVALIDCALL;
1164 return WINED3D_OK;
1167 void CDECL wined3d_texture_get_pitch(const struct wined3d_texture *texture,
1168 unsigned int level, unsigned int *row_pitch, unsigned int *slice_pitch)
1170 const struct wined3d_resource *resource = &texture->resource;
1171 unsigned int width = wined3d_texture_get_level_width(texture, level);
1172 unsigned int height = wined3d_texture_get_level_height(texture, level);
1174 if (texture->row_pitch)
1176 *row_pitch = texture->row_pitch;
1177 *slice_pitch = texture->slice_pitch;
1178 return;
1181 wined3d_format_calculate_pitch(resource->format, resource->device->surface_alignment,
1182 width, height, row_pitch, slice_pitch);
1185 DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
1187 DWORD old = texture->lod;
1189 TRACE("texture %p, lod %u.\n", texture, lod);
1191 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
1192 * textures. The call always returns 0, and GetLOD always returns 0. */
1193 if (!wined3d_resource_access_is_managed(texture->resource.access))
1195 TRACE("Ignoring LOD on texture with resource access %s.\n",
1196 wined3d_debug_resource_access(texture->resource.access));
1197 return 0;
1200 if (lod >= texture->level_count)
1201 lod = texture->level_count - 1;
1203 if (texture->lod != lod)
1205 struct wined3d_device *device = texture->resource.device;
1207 wined3d_resource_wait_idle(&texture->resource);
1208 texture->lod = lod;
1210 texture->texture_rgb.base_level = ~0u;
1211 texture->texture_srgb.base_level = ~0u;
1212 if (texture->resource.bind_count)
1213 wined3d_cs_emit_set_sampler_state(device->cs, texture->sampler, WINED3D_SAMP_MAX_MIP_LEVEL,
1214 device->state.sampler_states[texture->sampler][WINED3D_SAMP_MAX_MIP_LEVEL]);
1217 return old;
1220 DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture)
1222 TRACE("texture %p, returning %u.\n", texture, texture->lod);
1224 return texture->lod;
1227 DWORD CDECL wined3d_texture_get_level_count(const struct wined3d_texture *texture)
1229 TRACE("texture %p, returning %u.\n", texture, texture->level_count);
1231 return texture->level_count;
1234 HRESULT CDECL wined3d_texture_set_color_key(struct wined3d_texture *texture,
1235 DWORD flags, const struct wined3d_color_key *color_key)
1237 struct wined3d_device *device = texture->resource.device;
1238 static const DWORD all_flags = WINED3D_CKEY_DST_BLT | WINED3D_CKEY_DST_OVERLAY
1239 | WINED3D_CKEY_SRC_BLT | WINED3D_CKEY_SRC_OVERLAY;
1241 TRACE("texture %p, flags %#x, color_key %p.\n", texture, flags, color_key);
1243 if (flags & ~all_flags)
1245 WARN("Invalid flags passed, returning WINED3DERR_INVALIDCALL.\n");
1246 return WINED3DERR_INVALIDCALL;
1249 wined3d_cs_emit_set_color_key(device->cs, texture, flags, color_key);
1251 return WINED3D_OK;
1254 /* In D3D the depth stencil dimensions have to be greater than or equal to the
1255 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
1256 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
1257 /* Context activation is done by the caller. */
1258 void wined3d_texture_set_compatible_renderbuffer(struct wined3d_texture *texture,
1259 unsigned int level, const struct wined3d_rendertarget_info *rt)
1261 struct wined3d_renderbuffer_entry *entry;
1262 const struct wined3d_gl_info *gl_info;
1263 unsigned int src_width, src_height;
1264 unsigned int width, height;
1265 GLuint renderbuffer = 0;
1267 gl_info = &texture->resource.device->adapter->gl_info;
1268 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
1269 return;
1271 if (rt && rt->resource->format->id != WINED3DFMT_NULL)
1273 struct wined3d_texture *rt_texture;
1274 unsigned int rt_level;
1276 if (rt->resource->type == WINED3D_RTYPE_BUFFER)
1278 FIXME("Unsupported resource type %s.\n", debug_d3dresourcetype(rt->resource->type));
1279 return;
1281 rt_texture = wined3d_texture_from_resource(rt->resource);
1282 rt_level = rt->sub_resource_idx % rt_texture->level_count;
1284 width = wined3d_texture_get_level_pow2_width(rt_texture, rt_level);
1285 height = wined3d_texture_get_level_pow2_height(rt_texture, rt_level);
1287 else
1289 width = wined3d_texture_get_level_pow2_width(texture, level);
1290 height = wined3d_texture_get_level_pow2_height(texture, level);
1293 src_width = wined3d_texture_get_level_pow2_width(texture, level);
1294 src_height = wined3d_texture_get_level_pow2_height(texture, level);
1296 /* A depth stencil smaller than the render target is not valid */
1297 if (width > src_width || height > src_height)
1298 return;
1300 /* Remove any renderbuffer set if the sizes match */
1301 if (width == src_width && height == src_height)
1303 texture->current_renderbuffer = NULL;
1304 return;
1307 /* Look if we've already got a renderbuffer of the correct dimensions */
1308 LIST_FOR_EACH_ENTRY(entry, &texture->renderbuffers, struct wined3d_renderbuffer_entry, entry)
1310 if (entry->width == width && entry->height == height)
1312 renderbuffer = entry->id;
1313 texture->current_renderbuffer = entry;
1314 break;
1318 if (!renderbuffer)
1320 gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
1321 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
1322 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
1323 texture->resource.format->glInternal, width, height);
1325 entry = heap_alloc(sizeof(*entry));
1326 entry->width = width;
1327 entry->height = height;
1328 entry->id = renderbuffer;
1329 list_add_head(&texture->renderbuffers, &entry->entry);
1331 texture->current_renderbuffer = entry;
1334 checkGLcall("set_compatible_renderbuffer");
1337 static void texture2d_create_dc(void *object)
1339 struct wined3d_surface *surface = object;
1340 struct wined3d_context *context = NULL;
1341 unsigned int sub_resource_idx, level;
1342 const struct wined3d_format *format;
1343 unsigned int row_pitch, slice_pitch;
1344 struct wined3d_texture *texture;
1345 struct wined3d_bo_address data;
1346 D3DKMT_CREATEDCFROMMEMORY desc;
1347 struct wined3d_device *device;
1348 NTSTATUS status;
1350 TRACE("surface %p.\n", surface);
1352 texture = surface->container;
1353 sub_resource_idx = surface_get_sub_resource_idx(surface);
1354 level = sub_resource_idx % texture->level_count;
1355 device = texture->resource.device;
1357 format = texture->resource.format;
1358 if (!format->ddi_format)
1360 WARN("Cannot create a DC for format %s.\n", debug_d3dformat(format->id));
1361 return;
1364 if (device->d3d_initialized)
1365 context = context_acquire(device, NULL, 0);
1367 wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding);
1368 wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding);
1369 wined3d_texture_get_pitch(texture, level, &row_pitch, &slice_pitch);
1370 wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding);
1371 desc.pMemory = context_map_bo_address(context, &data,
1372 texture->sub_resources[sub_resource_idx].size,
1373 GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READ | WINED3D_MAP_WRITE);
1375 if (context)
1376 context_release(context);
1378 desc.Format = format->ddi_format;
1379 desc.Width = wined3d_texture_get_level_width(texture, level);
1380 desc.Height = wined3d_texture_get_level_height(texture, level);
1381 desc.Pitch = row_pitch;
1382 desc.hDeviceDc = CreateCompatibleDC(NULL);
1383 desc.pColorTable = NULL;
1385 status = D3DKMTCreateDCFromMemory(&desc);
1386 DeleteDC(desc.hDeviceDc);
1387 if (status)
1389 WARN("Failed to create DC, status %#x.\n", status);
1390 return;
1393 surface->dc = desc.hDc;
1394 surface->bitmap = desc.hBitmap;
1396 TRACE("Created DC %p, bitmap %p for surface %p.\n", surface->dc, surface->bitmap, surface);
1399 static void texture2d_destroy_dc(void *object)
1401 struct wined3d_surface *surface = object;
1402 D3DKMT_DESTROYDCFROMMEMORY destroy_desc;
1403 struct wined3d_context *context = NULL;
1404 struct wined3d_texture *texture;
1405 struct wined3d_bo_address data;
1406 unsigned int sub_resource_idx;
1407 struct wined3d_device *device;
1408 NTSTATUS status;
1410 texture = surface->container;
1411 sub_resource_idx = surface_get_sub_resource_idx(surface);
1412 device = texture->resource.device;
1414 if (!surface->dc)
1416 ERR("Surface %p has no DC.\n", surface);
1417 return;
1420 TRACE("dc %p, bitmap %p.\n", surface->dc, surface->bitmap);
1422 destroy_desc.hDc = surface->dc;
1423 destroy_desc.hBitmap = surface->bitmap;
1424 if ((status = D3DKMTDestroyDCFromMemory(&destroy_desc)))
1425 ERR("Failed to destroy dc, status %#x.\n", status);
1426 surface->dc = NULL;
1427 surface->bitmap = NULL;
1429 if (device->d3d_initialized)
1430 context = context_acquire(device, NULL, 0);
1432 wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding);
1433 context_unmap_bo_address(context, &data, GL_PIXEL_UNPACK_BUFFER);
1435 if (context)
1436 context_release(context);
1439 HRESULT CDECL wined3d_texture_update_desc(struct wined3d_texture *texture, UINT width, UINT height,
1440 enum wined3d_format_id format_id, enum wined3d_multisample_type multisample_type,
1441 UINT multisample_quality, void *mem, UINT pitch)
1443 struct wined3d_device *device = texture->resource.device;
1444 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1445 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id, texture->resource.usage);
1446 UINT resource_size = wined3d_format_calculate_size(format, device->surface_alignment, width, height, 1);
1447 struct wined3d_texture_sub_resource *sub_resource;
1448 struct wined3d_surface *surface;
1449 DWORD valid_location = 0;
1450 BOOL create_dib = FALSE;
1452 TRACE("texture %p, width %u, height %u, format %s, multisample_type %#x, multisample_quality %u, "
1453 "mem %p, pitch %u.\n",
1454 texture, width, height, debug_d3dformat(format_id), multisample_type, multisample_quality, mem, pitch);
1456 if (!resource_size)
1457 return WINED3DERR_INVALIDCALL;
1459 if (texture->level_count * texture->layer_count > 1)
1461 WARN("Texture has multiple sub-resources, not supported.\n");
1462 return WINED3DERR_INVALIDCALL;
1465 if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
1467 WARN("Not supported on %s.\n", debug_d3dresourcetype(texture->resource.type));
1468 return WINED3DERR_INVALIDCALL;
1471 if (texture->resource.map_count)
1473 WARN("Texture is mapped.\n");
1474 return WINED3DERR_INVALIDCALL;
1477 /* We have no way of supporting a pitch that is not a multiple of the pixel
1478 * byte width short of uploading the texture row-by-row.
1479 * Fortunately that's not an issue since D3D9Ex doesn't allow a custom pitch
1480 * for user-memory textures (it always expects packed data) while DirectDraw
1481 * requires a 4-byte aligned pitch and doesn't support texture formats
1482 * larger than 4 bytes per pixel nor any format using 3 bytes per pixel.
1483 * This check is here to verify that the assumption holds. */
1484 if (pitch % texture->resource.format->byte_count)
1486 WARN("Pitch unsupported, not a multiple of the texture format byte width.\n");
1487 return WINED3DERR_INVALIDCALL;
1490 if (device->d3d_initialized)
1491 wined3d_cs_emit_unload_resource(device->cs, &texture->resource);
1492 wined3d_resource_wait_idle(&texture->resource);
1494 sub_resource = &texture->sub_resources[0];
1495 surface = sub_resource->u.surface;
1496 if (surface->dc)
1498 wined3d_cs_destroy_object(device->cs, texture2d_destroy_dc, surface);
1499 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
1500 create_dib = TRUE;
1503 wined3d_resource_free_sysmem(&texture->resource);
1505 if ((texture->row_pitch = pitch))
1506 texture->slice_pitch = height * pitch;
1507 else
1508 /* User memory surfaces don't have the regular surface alignment. */
1509 wined3d_format_calculate_pitch(format, 1, width, height,
1510 &texture->row_pitch, &texture->slice_pitch);
1512 texture->resource.format = format;
1513 texture->resource.multisample_type = multisample_type;
1514 texture->resource.multisample_quality = multisample_quality;
1515 texture->resource.width = width;
1516 texture->resource.height = height;
1517 texture->resource.size = texture->slice_pitch;
1518 sub_resource->size = texture->slice_pitch;
1519 sub_resource->locations = WINED3D_LOCATION_DISCARDED;
1521 if (multisample_type && gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
1522 texture->target = GL_TEXTURE_2D_MULTISAMPLE;
1523 else
1524 texture->target = GL_TEXTURE_2D;
1526 if (((width & (width - 1)) || (height & (height - 1))) && !gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]
1527 && !gl_info->supported[ARB_TEXTURE_RECTANGLE] && !gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
1529 texture->flags |= WINED3D_TEXTURE_COND_NP2_EMULATED;
1530 texture->pow2_width = texture->pow2_height = 1;
1531 while (texture->pow2_width < width)
1532 texture->pow2_width <<= 1;
1533 while (texture->pow2_height < height)
1534 texture->pow2_height <<= 1;
1536 else
1538 texture->flags &= ~WINED3D_TEXTURE_COND_NP2_EMULATED;
1539 texture->pow2_width = width;
1540 texture->pow2_height = height;
1543 if ((texture->user_memory = mem))
1545 texture->resource.map_binding = WINED3D_LOCATION_USER_MEMORY;
1546 valid_location = WINED3D_LOCATION_USER_MEMORY;
1548 else
1550 wined3d_texture_prepare_location(texture, 0, NULL, WINED3D_LOCATION_SYSMEM);
1551 valid_location = WINED3D_LOCATION_SYSMEM;
1554 /* The format might be changed to a format that needs conversion.
1555 * If the surface didn't use PBOs previously but could now, don't
1556 * change it - whatever made us not use PBOs might come back, e.g.
1557 * color keys. */
1558 if (texture->resource.map_binding == WINED3D_LOCATION_BUFFER && !wined3d_texture_use_pbo(texture, gl_info))
1559 texture->resource.map_binding = WINED3D_LOCATION_SYSMEM;
1561 wined3d_texture_validate_location(texture, 0, valid_location);
1562 wined3d_texture_invalidate_location(texture, 0, ~valid_location);
1564 if (create_dib)
1566 wined3d_cs_init_object(device->cs, texture2d_create_dc, surface);
1567 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
1570 return WINED3D_OK;
1573 /* Context activation is done by the caller. */
1574 static void wined3d_texture_prepare_buffer_object(struct wined3d_texture *texture,
1575 unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info)
1577 struct wined3d_texture_sub_resource *sub_resource;
1579 sub_resource = &texture->sub_resources[sub_resource_idx];
1580 if (sub_resource->buffer_object)
1581 return;
1583 GL_EXTCALL(glGenBuffers(1, &sub_resource->buffer_object));
1584 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, sub_resource->buffer_object));
1585 GL_EXTCALL(glBufferData(GL_PIXEL_UNPACK_BUFFER, sub_resource->size, NULL, GL_STREAM_DRAW));
1586 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
1587 checkGLcall("Create buffer object");
1589 TRACE("Created buffer object %u for texture %p, sub-resource %u.\n",
1590 sub_resource->buffer_object, texture, sub_resource_idx);
1593 static void wined3d_texture_force_reload(struct wined3d_texture *texture)
1595 unsigned int sub_count = texture->level_count * texture->layer_count;
1596 unsigned int i;
1598 texture->flags &= ~(WINED3D_TEXTURE_RGB_ALLOCATED | WINED3D_TEXTURE_SRGB_ALLOCATED
1599 | WINED3D_TEXTURE_CONVERTED);
1600 texture->async.flags &= ~WINED3D_TEXTURE_ASYNC_COLOR_KEY;
1601 for (i = 0; i < sub_count; ++i)
1603 wined3d_texture_invalidate_location(texture, i,
1604 WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
1608 void wined3d_texture_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
1610 DWORD alloc_flag = srgb ? WINED3D_TEXTURE_SRGB_ALLOCATED : WINED3D_TEXTURE_RGB_ALLOCATED;
1611 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
1613 if (!d3d_info->shader_color_key
1614 && !(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
1615 != !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
1617 wined3d_texture_force_reload(texture);
1619 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
1620 texture->async.flags |= WINED3D_TEXTURE_ASYNC_COLOR_KEY;
1623 if (texture->flags & alloc_flag)
1624 return;
1626 texture->texture_ops->texture_prepare_texture(texture, context, srgb);
1627 texture->flags |= alloc_flag;
1630 static void wined3d_texture_prepare_rb(struct wined3d_texture *texture,
1631 const struct wined3d_gl_info *gl_info, BOOL multisample)
1633 const struct wined3d_format *format = texture->resource.format;
1635 if (multisample)
1637 DWORD samples;
1639 if (texture->rb_multisample)
1640 return;
1642 samples = wined3d_texture_get_gl_sample_count(texture);
1644 gl_info->fbo_ops.glGenRenderbuffers(1, &texture->rb_multisample);
1645 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, texture->rb_multisample);
1646 gl_info->fbo_ops.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples,
1647 format->glInternal, texture->resource.width, texture->resource.height);
1648 checkGLcall("glRenderbufferStorageMultisample()");
1649 TRACE("Created multisample rb %u.\n", texture->rb_multisample);
1651 else
1653 if (texture->rb_resolved)
1654 return;
1656 gl_info->fbo_ops.glGenRenderbuffers(1, &texture->rb_resolved);
1657 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, texture->rb_resolved);
1658 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format->glInternal,
1659 texture->resource.width, texture->resource.height);
1660 checkGLcall("glRenderbufferStorage()");
1661 TRACE("Created resolved rb %u.\n", texture->rb_resolved);
1665 /* Context activation is done by the caller. Context may be NULL in
1666 * WINED3D_NO3D mode. */
1667 BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1668 struct wined3d_context *context, DWORD location)
1670 switch (location)
1672 case WINED3D_LOCATION_SYSMEM:
1673 if (texture->resource.heap_memory)
1674 return TRUE;
1676 if (!wined3d_resource_allocate_sysmem(&texture->resource))
1678 ERR("Failed to allocate system memory.\n");
1679 return FALSE;
1681 return TRUE;
1683 case WINED3D_LOCATION_USER_MEMORY:
1684 if (!texture->user_memory)
1685 ERR("Map binding is set to WINED3D_LOCATION_USER_MEMORY but surface->user_memory is NULL.\n");
1686 return TRUE;
1688 case WINED3D_LOCATION_BUFFER:
1689 wined3d_texture_prepare_buffer_object(texture, sub_resource_idx, context->gl_info);
1690 return TRUE;
1692 case WINED3D_LOCATION_TEXTURE_RGB:
1693 wined3d_texture_prepare_texture(texture, context, FALSE);
1694 return TRUE;
1696 case WINED3D_LOCATION_TEXTURE_SRGB:
1697 wined3d_texture_prepare_texture(texture, context, TRUE);
1698 return TRUE;
1700 case WINED3D_LOCATION_DRAWABLE:
1701 if (!texture->swapchain && wined3d_settings.offscreen_rendering_mode != ORM_BACKBUFFER)
1702 ERR("Texture %p does not have a drawable.\n", texture);
1703 return TRUE;
1705 case WINED3D_LOCATION_RB_MULTISAMPLE:
1706 wined3d_texture_prepare_rb(texture, context->gl_info, TRUE);
1707 return TRUE;
1709 case WINED3D_LOCATION_RB_RESOLVED:
1710 wined3d_texture_prepare_rb(texture, context->gl_info, FALSE);
1711 return TRUE;
1713 default:
1714 ERR("Invalid location %s.\n", wined3d_debug_location(location));
1715 return FALSE;
1719 static struct wined3d_texture_sub_resource *wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
1720 unsigned int sub_resource_idx)
1722 UINT sub_count = texture->level_count * texture->layer_count;
1724 TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
1726 if (sub_resource_idx >= sub_count)
1728 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
1729 return NULL;
1732 return &texture->sub_resources[sub_resource_idx];
1735 HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
1736 UINT layer, const struct wined3d_box *dirty_region)
1738 TRACE("texture %p, layer %u, dirty_region %s.\n", texture, layer, debug_box(dirty_region));
1740 if (layer >= texture->layer_count)
1742 WARN("Invalid layer %u specified.\n", layer);
1743 return WINED3DERR_INVALIDCALL;
1746 if (dirty_region)
1747 FIXME("Ignoring dirty_region %s.\n", debug_box(dirty_region));
1749 wined3d_cs_emit_add_dirty_texture_region(texture->resource.device->cs, texture, layer);
1751 return WINED3D_OK;
1754 void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1755 const struct wined3d_context *context, const struct wined3d_box *box,
1756 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch)
1758 texture->texture_ops->texture_upload_data(texture, sub_resource_idx,
1759 context, box, data, row_pitch, slice_pitch);
1762 static void texture2d_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1763 const struct wined3d_context *context, const struct wined3d_box *box,
1764 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch)
1766 unsigned int texture_level;
1767 POINT dst_point;
1768 RECT src_rect;
1770 src_rect.left = 0;
1771 src_rect.top = 0;
1772 if (box)
1774 dst_point.x = box->left;
1775 dst_point.y = box->top;
1776 src_rect.right = box->right - box->left;
1777 src_rect.bottom = box->bottom - box->top;
1779 else
1781 dst_point.x = dst_point.y = 0;
1782 texture_level = sub_resource_idx % texture->level_count;
1783 src_rect.right = wined3d_texture_get_level_width(texture, texture_level);
1784 src_rect.bottom = wined3d_texture_get_level_height(texture, texture_level);
1787 wined3d_surface_upload_data(texture, sub_resource_idx, context->gl_info,
1788 texture->resource.format, &src_rect, row_pitch, &dst_point, FALSE, data);
1791 /* Context activation is done by the caller. Context may be NULL in ddraw-only mode. */
1792 static BOOL texture2d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1793 struct wined3d_context *context, DWORD location)
1795 struct wined3d_surface *surface;
1797 TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n",
1798 texture, sub_resource_idx, context, wined3d_debug_location(location));
1800 surface = texture->sub_resources[sub_resource_idx].u.surface;
1801 switch (location)
1803 case WINED3D_LOCATION_USER_MEMORY:
1804 case WINED3D_LOCATION_SYSMEM:
1805 case WINED3D_LOCATION_BUFFER:
1806 return surface_load_sysmem(surface, context, location);
1808 case WINED3D_LOCATION_DRAWABLE:
1809 return surface_load_drawable(surface, context);
1811 case WINED3D_LOCATION_RB_RESOLVED:
1812 case WINED3D_LOCATION_RB_MULTISAMPLE:
1813 return surface_load_renderbuffer(surface, context, location);
1815 case WINED3D_LOCATION_TEXTURE_RGB:
1816 case WINED3D_LOCATION_TEXTURE_SRGB:
1817 return surface_load_texture(surface, context,
1818 location == WINED3D_LOCATION_TEXTURE_SRGB);
1820 default:
1821 ERR("Don't know how to handle location %#x.\n", location);
1822 return FALSE;
1826 /* Context activation is done by the caller. */
1827 static void texture2d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
1829 const struct wined3d_format *format = texture->resource.format;
1830 const struct wined3d_gl_info *gl_info = context->gl_info;
1831 const struct wined3d_color_key_conversion *conversion;
1832 GLenum internal;
1834 TRACE("texture %p, context %p, format %s.\n", texture, context, debug_d3dformat(format->id));
1836 if (format->conv_byte_count)
1838 texture->flags |= WINED3D_TEXTURE_CONVERTED;
1840 else if ((conversion = wined3d_format_get_color_key_conversion(texture, TRUE)))
1842 texture->flags |= WINED3D_TEXTURE_CONVERTED;
1843 format = wined3d_get_format(gl_info, conversion->dst_format, texture->resource.usage);
1844 TRACE("Using format %s for color key conversion.\n", debug_d3dformat(format->id));
1847 wined3d_texture_bind_and_dirtify(texture, context, srgb);
1849 if (srgb)
1850 internal = format->glGammaInternal;
1851 else if (texture->resource.usage & WINED3DUSAGE_RENDERTARGET
1852 && wined3d_resource_is_offscreen(&texture->resource))
1853 internal = format->rtInternal;
1854 else
1855 internal = format->glInternal;
1857 if (!internal)
1858 FIXME("No GL internal format for format %s.\n", debug_d3dformat(format->id));
1860 TRACE("internal %#x, format %#x, type %#x.\n", internal, format->glFormat, format->glType);
1862 if (wined3d_texture_use_immutable_storage(texture, gl_info))
1863 wined3d_texture_allocate_gl_immutable_storage(texture, internal, gl_info);
1864 else
1865 wined3d_texture_allocate_gl_mutable_storage(texture, internal, format, gl_info);
1868 static void texture2d_cleanup_sub_resources(struct wined3d_texture *texture)
1870 unsigned int sub_count = texture->level_count * texture->layer_count;
1871 struct wined3d_texture_sub_resource *sub_resource;
1872 struct wined3d_context *context = NULL;
1873 struct wined3d_surface *surface;
1874 unsigned int i;
1876 for (i = 0; i < sub_count; ++i)
1878 sub_resource = &texture->sub_resources[i];
1879 if (!(surface = sub_resource->u.surface))
1880 continue;
1882 TRACE("surface %p.\n", surface);
1884 if (surface->dc)
1885 texture2d_destroy_dc(surface);
1887 if (context)
1888 context_release(context);
1889 heap_free(texture->sub_resources[0].u.surface);
1892 static const struct wined3d_texture_ops texture2d_ops =
1894 texture2d_upload_data,
1895 texture2d_load_location,
1896 texture2d_prepare_texture,
1897 texture2d_cleanup_sub_resources,
1900 struct wined3d_texture * __cdecl wined3d_texture_from_resource(struct wined3d_resource *resource)
1902 return texture_from_resource(resource);
1905 static ULONG texture_resource_incref(struct wined3d_resource *resource)
1907 return wined3d_texture_incref(texture_from_resource(resource));
1910 static ULONG texture_resource_decref(struct wined3d_resource *resource)
1912 return wined3d_texture_decref(texture_from_resource(resource));
1915 static void texture_resource_preload(struct wined3d_resource *resource)
1917 struct wined3d_texture *texture = texture_from_resource(resource);
1918 struct wined3d_context *context;
1920 context = context_acquire(resource->device, NULL, 0);
1921 wined3d_texture_load(texture, context, texture->flags & WINED3D_TEXTURE_IS_SRGB);
1922 context_release(context);
1925 static void wined3d_texture_unload(struct wined3d_resource *resource)
1927 struct wined3d_texture *texture = texture_from_resource(resource);
1928 UINT sub_count = texture->level_count * texture->layer_count;
1929 struct wined3d_renderbuffer_entry *entry, *entry2;
1930 struct wined3d_device *device = resource->device;
1931 const struct wined3d_gl_info *gl_info;
1932 struct wined3d_context *context;
1933 UINT i;
1935 TRACE("texture %p.\n", texture);
1937 context = context_acquire(device, NULL, 0);
1938 gl_info = context->gl_info;
1940 for (i = 0; i < sub_count; ++i)
1942 struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[i];
1944 if (resource->access & WINED3D_RESOURCE_ACCESS_CPU
1945 && wined3d_texture_load_location(texture, i, context, resource->map_binding))
1947 wined3d_texture_invalidate_location(texture, i, ~resource->map_binding);
1949 else
1951 /* We should only get here on device reset/teardown for implicit
1952 * resources. */
1953 if (resource->access & WINED3D_RESOURCE_ACCESS_CPU
1954 || resource->type != WINED3D_RTYPE_TEXTURE_2D)
1955 ERR("Discarding %s %p sub-resource %u with resource access %s.\n",
1956 debug_d3dresourcetype(resource->type), resource, i,
1957 wined3d_debug_resource_access(resource->access));
1958 wined3d_texture_validate_location(texture, i, WINED3D_LOCATION_DISCARDED);
1959 wined3d_texture_invalidate_location(texture, i, ~WINED3D_LOCATION_DISCARDED);
1962 if (sub_resource->buffer_object)
1963 wined3d_texture_remove_buffer_object(texture, i, context->gl_info);
1966 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &texture->renderbuffers, struct wined3d_renderbuffer_entry, entry)
1968 context_gl_resource_released(device, entry->id, TRUE);
1969 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
1970 list_remove(&entry->entry);
1971 heap_free(entry);
1973 list_init(&texture->renderbuffers);
1974 texture->current_renderbuffer = NULL;
1976 context_release(context);
1978 wined3d_texture_force_reload(texture);
1979 wined3d_texture_unload_gl_texture(texture);
1982 static HRESULT texture_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
1983 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
1985 const struct wined3d_format *format = resource->format;
1986 struct wined3d_texture_sub_resource *sub_resource;
1987 struct wined3d_device *device = resource->device;
1988 unsigned int fmt_flags = resource->format_flags;
1989 struct wined3d_context *context = NULL;
1990 struct wined3d_texture *texture;
1991 struct wined3d_bo_address data;
1992 unsigned int texture_level;
1993 BYTE *base_memory;
1994 BOOL ret;
1996 TRACE("resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n",
1997 resource, sub_resource_idx, map_desc, debug_box(box), flags);
1999 texture = texture_from_resource(resource);
2000 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
2001 return E_INVALIDARG;
2003 texture_level = sub_resource_idx % texture->level_count;
2004 if (box && FAILED(wined3d_texture_check_box_dimensions(texture, texture_level, box)))
2006 WARN("Map box is invalid.\n");
2007 if (((fmt_flags & WINED3DFMT_FLAG_BLOCKS) && !(resource->access & WINED3D_RESOURCE_ACCESS_CPU))
2008 || resource->type != WINED3D_RTYPE_TEXTURE_2D)
2009 return WINED3DERR_INVALIDCALL;
2012 if (texture->flags & WINED3D_TEXTURE_DC_IN_USE)
2014 WARN("DC is in use.\n");
2015 return WINED3DERR_INVALIDCALL;
2018 if (sub_resource->map_count)
2020 WARN("Sub-resource is already mapped.\n");
2021 return WINED3DERR_INVALIDCALL;
2024 if (device->d3d_initialized)
2025 context = context_acquire(device, NULL, 0);
2027 if (flags & WINED3D_MAP_DISCARD)
2029 TRACE("WINED3D_MAP_DISCARD flag passed, marking %s as up to date.\n",
2030 wined3d_debug_location(resource->map_binding));
2031 if ((ret = wined3d_texture_prepare_location(texture, sub_resource_idx, context, resource->map_binding)))
2032 wined3d_texture_validate_location(texture, sub_resource_idx, resource->map_binding);
2034 else
2036 if (resource->usage & WINED3DUSAGE_DYNAMIC)
2037 WARN_(d3d_perf)("Mapping a dynamic texture without WINED3D_MAP_DISCARD.\n");
2038 ret = wined3d_texture_load_location(texture, sub_resource_idx, context, resource->map_binding);
2041 if (!ret)
2043 ERR("Failed to prepare location.\n");
2044 context_release(context);
2045 return E_OUTOFMEMORY;
2048 if (flags & WINED3D_MAP_WRITE
2049 && (!(flags & WINED3D_MAP_NO_DIRTY_UPDATE) || (resource->usage & WINED3DUSAGE_DYNAMIC)))
2050 wined3d_texture_invalidate_location(texture, sub_resource_idx, ~resource->map_binding);
2052 wined3d_texture_get_memory(texture, sub_resource_idx, &data, resource->map_binding);
2053 base_memory = context_map_bo_address(context, &data, sub_resource->size, GL_PIXEL_UNPACK_BUFFER, flags);
2054 TRACE("Base memory pointer %p.\n", base_memory);
2056 if (context)
2057 context_release(context);
2059 if (fmt_flags & WINED3DFMT_FLAG_BROKEN_PITCH)
2061 map_desc->row_pitch = wined3d_texture_get_level_width(texture, texture_level) * format->byte_count;
2062 map_desc->slice_pitch = wined3d_texture_get_level_height(texture, texture_level) * map_desc->row_pitch;
2064 else
2066 wined3d_texture_get_pitch(texture, texture_level, &map_desc->row_pitch, &map_desc->slice_pitch);
2069 if (!box)
2071 map_desc->data = base_memory;
2073 else
2075 if ((fmt_flags & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_BLOCKS)
2077 /* Compressed textures are block based, so calculate the offset of
2078 * the block that contains the top-left pixel of the mapped box. */
2079 map_desc->data = base_memory
2080 + (box->front * map_desc->slice_pitch)
2081 + ((box->top / format->block_height) * map_desc->row_pitch)
2082 + ((box->left / format->block_width) * format->block_byte_count);
2084 else
2086 map_desc->data = base_memory
2087 + (box->front * map_desc->slice_pitch)
2088 + (box->top * map_desc->row_pitch)
2089 + (box->left * format->byte_count);
2093 if (texture->swapchain && texture->swapchain->front_buffer == texture)
2095 RECT *r = &texture->swapchain->front_buffer_update;
2097 if (!box)
2098 SetRect(r, 0, 0, resource->width, resource->height);
2099 else
2100 SetRect(r, box->left, box->top, box->right, box->bottom);
2101 TRACE("Mapped front buffer %s.\n", wine_dbgstr_rect(r));
2104 ++resource->map_count;
2105 ++sub_resource->map_count;
2107 TRACE("Returning memory %p, row pitch %u, slice pitch %u.\n",
2108 map_desc->data, map_desc->row_pitch, map_desc->slice_pitch);
2110 return WINED3D_OK;
2113 static HRESULT texture_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
2115 struct wined3d_texture_sub_resource *sub_resource;
2116 struct wined3d_device *device = resource->device;
2117 struct wined3d_context *context = NULL;
2118 struct wined3d_texture *texture;
2119 struct wined3d_bo_address data;
2121 TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx);
2123 texture = texture_from_resource(resource);
2124 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
2125 return E_INVALIDARG;
2127 if (!sub_resource->map_count)
2129 WARN("Trying to unmap unmapped sub-resource.\n");
2130 if (texture->flags & WINED3D_TEXTURE_DC_IN_USE)
2131 return WINED3D_OK;
2132 return WINEDDERR_NOTLOCKED;
2135 if (device->d3d_initialized)
2136 context = context_acquire(device, NULL, 0);
2138 wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding);
2139 context_unmap_bo_address(context, &data, GL_PIXEL_UNPACK_BUFFER);
2141 if (context)
2142 context_release(context);
2144 if (texture->swapchain && texture->swapchain->front_buffer == texture)
2146 if (!(sub_resource->locations & (WINED3D_LOCATION_DRAWABLE | WINED3D_LOCATION_TEXTURE_RGB)))
2147 texture->swapchain->swapchain_ops->swapchain_frontbuffer_updated(texture->swapchain);
2150 --sub_resource->map_count;
2151 if (!--resource->map_count && texture->update_map_binding)
2152 wined3d_texture_update_map_binding(texture);
2154 return WINED3D_OK;
2157 static const struct wined3d_resource_ops texture_resource_ops =
2159 texture_resource_incref,
2160 texture_resource_decref,
2161 texture_resource_preload,
2162 wined3d_texture_unload,
2163 texture_resource_sub_resource_map,
2164 texture_resource_sub_resource_unmap,
2167 static HRESULT texture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
2168 unsigned int layer_count, unsigned int level_count, DWORD flags, struct wined3d_device *device,
2169 void *parent, const struct wined3d_parent_ops *parent_ops)
2171 struct wined3d_device_parent *device_parent = device->device_parent;
2172 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2173 struct wined3d_surface *surfaces;
2174 UINT pow2_width, pow2_height;
2175 unsigned int i, j, sub_count;
2176 HRESULT hr;
2178 if (!(desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP) && layer_count > 1
2179 && !gl_info->supported[EXT_TEXTURE_ARRAY])
2181 WARN("OpenGL implementation does not support array textures.\n");
2182 return WINED3DERR_INVALIDCALL;
2185 /* TODO: It should only be possible to create textures for formats
2186 * that are reported as supported. */
2187 if (WINED3DFMT_UNKNOWN >= desc->format)
2189 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
2190 return WINED3DERR_INVALIDCALL;
2193 if (desc->usage & WINED3DUSAGE_DYNAMIC && wined3d_resource_access_is_managed(desc->access))
2194 FIXME("Trying to create a managed texture with dynamic usage.\n");
2195 if (!(desc->usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))
2196 && (flags & WINED3D_TEXTURE_CREATE_MAPPABLE))
2197 WARN("Creating a mappable texture that doesn't specify dynamic usage.\n");
2198 if (desc->usage & WINED3DUSAGE_RENDERTARGET && desc->access & WINED3D_RESOURCE_ACCESS_CPU)
2199 FIXME("Trying to create a CPU accessible render target.\n");
2201 pow2_width = desc->width;
2202 pow2_height = desc->height;
2203 if (((desc->width & (desc->width - 1)) || (desc->height & (desc->height - 1)))
2204 && !gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2206 /* level_count == 0 returns an error as well. */
2207 if (level_count != 1 || layer_count != 1)
2209 if (!(desc->usage & WINED3DUSAGE_SCRATCH))
2211 WARN("Attempted to create a mipmapped/cube/array NPOT texture without unconditional NPOT support.\n");
2212 return WINED3DERR_INVALIDCALL;
2215 WARN("Creating a scratch mipmapped/cube/array NPOT texture despite lack of HW support.\n");
2217 texture->flags |= WINED3D_TEXTURE_COND_NP2;
2219 if (!gl_info->supported[ARB_TEXTURE_RECTANGLE] && !gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
2221 const struct wined3d_format *format = wined3d_get_format(gl_info, desc->format, desc->usage);
2223 /* TODO: Add support for non-power-of-two compressed textures. */
2224 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D]
2225 & (WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_HEIGHT_SCALE))
2227 FIXME("Compressed or height scaled non-power-of-two (%ux%u) textures are not supported.\n",
2228 desc->width, desc->height);
2229 return WINED3DERR_NOTAVAILABLE;
2232 /* Find the nearest pow2 match. */
2233 pow2_width = pow2_height = 1;
2234 while (pow2_width < desc->width)
2235 pow2_width <<= 1;
2236 while (pow2_height < desc->height)
2237 pow2_height <<= 1;
2238 texture->flags |= WINED3D_TEXTURE_COND_NP2_EMULATED;
2241 texture->pow2_width = pow2_width;
2242 texture->pow2_height = pow2_height;
2244 if ((pow2_width > gl_info->limits.texture_size || pow2_height > gl_info->limits.texture_size)
2245 && (desc->usage & WINED3DUSAGE_TEXTURE))
2247 /* One of four options:
2248 * 1: Do the same as we do with NPOT and scale the texture. (Any
2249 * texture ops would require the texture to be scaled which is
2250 * potentially slow.)
2251 * 2: Set the texture to the maximum size (bad idea).
2252 * 3: WARN and return WINED3DERR_NOTAVAILABLE.
2253 * 4: Create the surface, but allow it to be used only for DirectDraw
2254 * Blts. Some apps (e.g. Swat 3) create textures with a height of
2255 * 16 and a width > 3000 and blt 16x16 letter areas from them to
2256 * the render target. */
2257 if (desc->access & WINED3D_RESOURCE_ACCESS_GPU)
2259 WARN("Dimensions (%ux%u) exceed the maximum texture size.\n", pow2_width, pow2_height);
2260 return WINED3DERR_NOTAVAILABLE;
2263 /* We should never use this surface in combination with OpenGL. */
2264 TRACE("Creating an oversized (%ux%u) surface.\n", pow2_width, pow2_height);
2267 if (FAILED(hr = wined3d_texture_init(texture, &texture2d_ops, layer_count, level_count, desc,
2268 flags, device, parent, parent_ops, &texture_resource_ops)))
2270 WARN("Failed to initialize texture, returning %#x.\n", hr);
2271 return hr;
2274 /* Precalculated scaling for 'faked' non power of two texture coords. */
2275 if (texture->resource.gl_type == WINED3D_GL_RES_TYPE_TEX_RECT)
2277 texture->pow2_matrix[0] = (float)desc->width;
2278 texture->pow2_matrix[5] = (float)desc->height;
2279 texture->flags &= ~(WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS);
2280 texture->target = GL_TEXTURE_RECTANGLE_ARB;
2282 else
2284 if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
2286 texture->pow2_matrix[0] = (((float)desc->width) / ((float)pow2_width));
2287 texture->pow2_matrix[5] = (((float)desc->height) / ((float)pow2_height));
2288 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
2290 else
2292 texture->pow2_matrix[0] = 1.0f;
2293 texture->pow2_matrix[5] = 1.0f;
2295 if (desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP)
2297 texture->target = GL_TEXTURE_CUBE_MAP_ARB;
2299 else if (desc->multisample_type && gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
2301 if (layer_count > 1)
2302 texture->target = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
2303 else
2304 texture->target = GL_TEXTURE_2D_MULTISAMPLE;
2306 else
2308 if (layer_count > 1)
2309 texture->target = GL_TEXTURE_2D_ARRAY;
2310 else
2311 texture->target = GL_TEXTURE_2D;
2314 texture->pow2_matrix[10] = 1.0f;
2315 texture->pow2_matrix[15] = 1.0f;
2316 TRACE("x scale %.8e, y scale %.8e.\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
2318 if (wined3d_texture_use_pbo(texture, gl_info))
2319 texture->resource.map_binding = WINED3D_LOCATION_BUFFER;
2321 sub_count = level_count * layer_count;
2322 if (sub_count / layer_count != level_count
2323 || !(surfaces = heap_calloc(sub_count, sizeof(*surfaces))))
2325 wined3d_texture_cleanup_sync(texture);
2326 return E_OUTOFMEMORY;
2329 if (desc->usage & WINED3DUSAGE_OVERLAY)
2331 if (!(texture->overlay_info = heap_calloc(sub_count, sizeof(*texture->overlay_info))))
2333 heap_free(surfaces);
2334 wined3d_texture_cleanup_sync(texture);
2335 return E_OUTOFMEMORY;
2338 for (i = 0; i < sub_count; ++i)
2340 list_init(&texture->overlay_info[i].entry);
2341 list_init(&texture->overlay_info[i].overlays);
2345 /* Generate all the surfaces. */
2346 for (i = 0; i < texture->level_count; ++i)
2348 for (j = 0; j < texture->layer_count; ++j)
2350 struct wined3d_texture_sub_resource *sub_resource;
2351 unsigned int idx = j * texture->level_count + i;
2352 struct wined3d_surface *surface;
2354 surface = &surfaces[idx];
2355 surface->container = texture;
2356 surface->texture_level = i;
2357 surface->texture_layer = j;
2359 sub_resource = &texture->sub_resources[idx];
2360 sub_resource->locations = WINED3D_LOCATION_DISCARDED;
2361 sub_resource->u.surface = surface;
2362 if (!(texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL))
2364 wined3d_texture_validate_location(texture, idx, WINED3D_LOCATION_SYSMEM);
2365 wined3d_texture_invalidate_location(texture, idx, ~WINED3D_LOCATION_SYSMEM);
2368 if (FAILED(hr = device_parent->ops->surface_created(device_parent,
2369 texture, idx, &sub_resource->parent, &sub_resource->parent_ops)))
2371 WARN("Failed to create surface parent, hr %#x.\n", hr);
2372 sub_resource->parent = NULL;
2373 wined3d_texture_cleanup_sync(texture);
2374 return hr;
2377 TRACE("parent %p, parent_ops %p.\n", sub_resource->parent, sub_resource->parent_ops);
2379 TRACE("Created surface level %u, layer %u @ %p.\n", i, j, surface);
2381 if ((desc->usage & WINED3DUSAGE_OWNDC) || (device->wined3d->flags & WINED3D_NO3D))
2383 wined3d_cs_init_object(device->cs, texture2d_create_dc, surface);
2384 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
2385 if (!surface->dc)
2387 wined3d_texture_cleanup_sync(texture);
2388 return WINED3DERR_INVALIDCALL;
2394 return WINED3D_OK;
2397 /* This call just uploads data, the caller is responsible for binding the
2398 * correct texture. */
2399 /* Context activation is done by the caller. */
2400 static void texture3d_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2401 const struct wined3d_context *context, const struct wined3d_box *box,
2402 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch)
2404 const struct wined3d_format *format = texture->resource.format;
2405 unsigned int level = sub_resource_idx % texture->level_count;
2406 const struct wined3d_gl_info *gl_info = context->gl_info;
2407 unsigned int x, y, z, update_w, update_h, update_d;
2408 unsigned int dst_row_pitch, dst_slice_pitch;
2409 unsigned int width, height, depth;
2410 const void *mem = data->addr;
2411 void *converted_mem = NULL;
2413 TRACE("texture %p, sub_resource_idx %u, context %p, box %s, data {%#x:%p}, row_pitch %#x, slice_pitch %#x.\n",
2414 texture, sub_resource_idx, context, debug_box(box),
2415 data->buffer_object, data->addr, row_pitch, slice_pitch);
2417 width = wined3d_texture_get_level_width(texture, level);
2418 height = wined3d_texture_get_level_height(texture, level);
2419 depth = wined3d_texture_get_level_depth(texture, level);
2421 if (!box)
2423 x = y = z = 0;
2424 update_w = width;
2425 update_h = height;
2426 update_d = depth;
2428 else
2430 x = box->left;
2431 y = box->top;
2432 z = box->front;
2433 update_w = box->right - box->left;
2434 update_h = box->bottom - box->top;
2435 update_d = box->back - box->front;
2438 if (format->conv_byte_count)
2440 if (data->buffer_object)
2441 ERR("Loading a converted texture from a PBO.\n");
2442 if (texture->resource.format_flags & WINED3DFMT_FLAG_BLOCKS)
2443 ERR("Converting a block-based format.\n");
2445 dst_row_pitch = update_w * format->conv_byte_count;
2446 dst_slice_pitch = dst_row_pitch * update_h;
2448 converted_mem = heap_calloc(update_d, dst_slice_pitch);
2449 format->upload(data->addr, converted_mem, row_pitch, slice_pitch,
2450 dst_row_pitch, dst_slice_pitch, update_w, update_h, update_d);
2451 mem = converted_mem;
2453 else
2455 wined3d_texture_get_pitch(texture, sub_resource_idx, &dst_row_pitch, &dst_slice_pitch);
2456 if (row_pitch != dst_row_pitch || slice_pitch != dst_slice_pitch)
2457 FIXME("Ignoring row/slice pitch (%u/%u).\n", row_pitch, slice_pitch);
2460 if (data->buffer_object)
2462 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, data->buffer_object));
2463 checkGLcall("glBindBuffer");
2466 GL_EXTCALL(glTexSubImage3D(GL_TEXTURE_3D, level, x, y, z,
2467 update_w, update_h, update_d, format->glFormat, format->glType, mem));
2468 checkGLcall("glTexSubImage3D");
2470 if (data->buffer_object)
2472 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
2473 checkGLcall("glBindBuffer");
2476 heap_free(converted_mem);
2479 /* Context activation is done by the caller. */
2480 static void texture3d_download_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2481 const struct wined3d_context *context, const struct wined3d_bo_address *data)
2483 const struct wined3d_format *format = texture->resource.format;
2484 const struct wined3d_gl_info *gl_info = context->gl_info;
2486 if (format->conv_byte_count)
2488 FIXME("Attempting to download a converted volume, format %s.\n",
2489 debug_d3dformat(format->id));
2490 return;
2493 if (data->buffer_object)
2495 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data->buffer_object));
2496 checkGLcall("glBindBuffer");
2499 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_3D, sub_resource_idx,
2500 format->glFormat, format->glType, data->addr);
2501 checkGLcall("glGetTexImage");
2503 if (data->buffer_object)
2505 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
2506 checkGLcall("glBindBuffer");
2511 /* Context activation is done by the caller. */
2512 static void texture3d_srgb_transfer(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2513 struct wined3d_context *context, BOOL dest_is_srgb)
2515 struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
2516 unsigned int row_pitch, slice_pitch;
2517 struct wined3d_bo_address data;
2519 /* Optimisations are possible, but the effort should be put into either
2520 * implementing EXT_SRGB_DECODE in the driver or finding out why we
2521 * picked the wrong copy for the original upload and fixing that.
2523 * Also keep in mind that we want to avoid using resource.heap_memory
2524 * for DEFAULT pool surfaces. */
2525 WARN_(d3d_perf)("Performing slow rgb/srgb volume transfer.\n");
2526 data.buffer_object = 0;
2527 if (!(data.addr = heap_alloc(sub_resource->size)))
2528 return;
2530 wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
2531 wined3d_texture_bind_and_dirtify(texture, context, !dest_is_srgb);
2532 texture3d_download_data(texture, sub_resource_idx, context, &data);
2533 wined3d_texture_bind_and_dirtify(texture, context, dest_is_srgb);
2534 texture3d_upload_data(texture, sub_resource_idx, context,
2535 NULL, wined3d_const_bo_address(&data), row_pitch, slice_pitch);
2537 heap_free(data.addr);
2540 /* Context activation is done by the caller. */
2541 static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2542 struct wined3d_context *context, DWORD location)
2544 struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
2545 unsigned int row_pitch, slice_pitch;
2547 if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location))
2548 return FALSE;
2550 switch (location)
2552 case WINED3D_LOCATION_TEXTURE_RGB:
2553 case WINED3D_LOCATION_TEXTURE_SRGB:
2554 if (sub_resource->locations & WINED3D_LOCATION_SYSMEM)
2556 struct wined3d_const_bo_address data = {0, texture->resource.heap_memory};
2557 data.addr += sub_resource->offset;
2558 wined3d_texture_bind_and_dirtify(texture, context,
2559 location == WINED3D_LOCATION_TEXTURE_SRGB);
2560 wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
2561 texture3d_upload_data(texture, sub_resource_idx, context, NULL, &data, row_pitch, slice_pitch);
2563 else if (sub_resource->locations & WINED3D_LOCATION_BUFFER)
2565 struct wined3d_const_bo_address data = {sub_resource->buffer_object, NULL};
2566 wined3d_texture_bind_and_dirtify(texture, context,
2567 location == WINED3D_LOCATION_TEXTURE_SRGB);
2568 wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
2569 texture3d_upload_data(texture, sub_resource_idx, context, NULL, &data, row_pitch, slice_pitch);
2571 else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
2573 texture3d_srgb_transfer(texture, sub_resource_idx, context, TRUE);
2575 else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_SRGB)
2577 texture3d_srgb_transfer(texture, sub_resource_idx, context, FALSE);
2579 else
2581 FIXME("Implement texture loading from %s.\n", wined3d_debug_location(sub_resource->locations));
2582 return FALSE;
2584 break;
2586 case WINED3D_LOCATION_SYSMEM:
2587 if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
2589 struct wined3d_bo_address data = {0, texture->resource.heap_memory};
2591 data.addr += sub_resource->offset;
2592 if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
2593 wined3d_texture_bind_and_dirtify(texture, context, FALSE);
2594 else
2595 wined3d_texture_bind_and_dirtify(texture, context, TRUE);
2597 texture3d_download_data(texture, sub_resource_idx, context, &data);
2598 ++texture->download_count;
2600 else
2602 FIXME("Implement WINED3D_LOCATION_SYSMEM loading from %s.\n",
2603 wined3d_debug_location(sub_resource->locations));
2604 return FALSE;
2606 break;
2608 case WINED3D_LOCATION_BUFFER:
2609 if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
2611 struct wined3d_bo_address data = {sub_resource->buffer_object, NULL};
2613 if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
2614 wined3d_texture_bind_and_dirtify(texture, context, FALSE);
2615 else
2616 wined3d_texture_bind_and_dirtify(texture, context, TRUE);
2618 texture3d_download_data(texture, sub_resource_idx, context, &data);
2620 else
2622 FIXME("Implement WINED3D_LOCATION_BUFFER loading from %s.\n",
2623 wined3d_debug_location(sub_resource->locations));
2624 return FALSE;
2626 break;
2628 default:
2629 FIXME("Implement %s loading from %s.\n", wined3d_debug_location(location),
2630 wined3d_debug_location(sub_resource->locations));
2631 return FALSE;
2634 return TRUE;
2637 static void texture3d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
2639 const struct wined3d_format *format = texture->resource.format;
2640 GLenum internal = srgb ? format->glGammaInternal : format->glInternal;
2641 unsigned int sub_count = texture->level_count * texture->layer_count;
2642 const struct wined3d_gl_info *gl_info = context->gl_info;
2643 unsigned int i;
2645 wined3d_texture_bind_and_dirtify(texture, context, srgb);
2647 if (wined3d_texture_use_immutable_storage(texture, gl_info))
2649 GL_EXTCALL(glTexStorage3D(GL_TEXTURE_3D, texture->level_count, internal,
2650 wined3d_texture_get_level_width(texture, 0),
2651 wined3d_texture_get_level_height(texture, 0),
2652 wined3d_texture_get_level_depth(texture, 0)));
2653 checkGLcall("glTexStorage3D");
2655 else
2657 for (i = 0; i < sub_count; ++i)
2659 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, i, internal,
2660 wined3d_texture_get_level_width(texture, i),
2661 wined3d_texture_get_level_height(texture, i),
2662 wined3d_texture_get_level_depth(texture, i),
2663 0, format->glFormat, format->glType, NULL));
2664 checkGLcall("glTexImage3D");
2669 static void texture3d_cleanup_sub_resources(struct wined3d_texture *texture)
2673 static const struct wined3d_texture_ops texture3d_ops =
2675 texture3d_upload_data,
2676 texture3d_load_location,
2677 texture3d_prepare_texture,
2678 texture3d_cleanup_sub_resources,
2681 static HRESULT volumetexture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
2682 UINT layer_count, UINT level_count, DWORD flags, struct wined3d_device *device, void *parent,
2683 const struct wined3d_parent_ops *parent_ops)
2685 struct wined3d_device_parent *device_parent = device->device_parent;
2686 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2687 unsigned int i;
2688 HRESULT hr;
2690 if (layer_count != 1)
2692 ERR("Invalid layer count for volume texture.\n");
2693 return E_INVALIDARG;
2696 /* TODO: It should only be possible to create textures for formats
2697 * that are reported as supported. */
2698 if (WINED3DFMT_UNKNOWN >= desc->format)
2700 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
2701 return WINED3DERR_INVALIDCALL;
2704 if (!gl_info->supported[EXT_TEXTURE3D])
2706 WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
2707 return WINED3DERR_INVALIDCALL;
2710 if (desc->usage & WINED3DUSAGE_DYNAMIC && (wined3d_resource_access_is_managed(desc->access)
2711 || desc->usage & WINED3DUSAGE_SCRATCH))
2713 WARN("Attempted to create a DYNAMIC texture with access %s.\n",
2714 wined3d_debug_resource_access(desc->access));
2715 return WINED3DERR_INVALIDCALL;
2718 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2720 UINT pow2_w, pow2_h, pow2_d;
2721 pow2_w = 1;
2722 while (pow2_w < desc->width)
2723 pow2_w <<= 1;
2724 pow2_h = 1;
2725 while (pow2_h < desc->height)
2726 pow2_h <<= 1;
2727 pow2_d = 1;
2728 while (pow2_d < desc->depth)
2729 pow2_d <<= 1;
2731 if (pow2_w != desc->width || pow2_h != desc->height || pow2_d != desc->depth)
2733 if (desc->usage & WINED3DUSAGE_SCRATCH)
2735 WARN("Creating a scratch NPOT volume texture despite lack of HW support.\n");
2737 else
2739 WARN("Attempted to create a NPOT volume texture (%u, %u, %u) without GL support.\n",
2740 desc->width, desc->height, desc->depth);
2741 return WINED3DERR_INVALIDCALL;
2746 if (FAILED(hr = wined3d_texture_init(texture, &texture3d_ops, 1, level_count, desc,
2747 flags, device, parent, parent_ops, &texture_resource_ops)))
2749 WARN("Failed to initialize texture, returning %#x.\n", hr);
2750 return hr;
2753 texture->pow2_matrix[0] = 1.0f;
2754 texture->pow2_matrix[5] = 1.0f;
2755 texture->pow2_matrix[10] = 1.0f;
2756 texture->pow2_matrix[15] = 1.0f;
2757 texture->target = GL_TEXTURE_3D;
2759 if (wined3d_texture_use_pbo(texture, gl_info))
2761 wined3d_resource_free_sysmem(&texture->resource);
2762 texture->resource.map_binding = WINED3D_LOCATION_BUFFER;
2765 /* Generate all the sub resources. */
2766 for (i = 0; i < texture->level_count; ++i)
2768 struct wined3d_texture_sub_resource *sub_resource;
2770 sub_resource = &texture->sub_resources[i];
2771 sub_resource->locations = WINED3D_LOCATION_DISCARDED;
2773 if (FAILED(hr = device_parent->ops->volume_created(device_parent,
2774 texture, i, &sub_resource->parent, &sub_resource->parent_ops)))
2776 WARN("Failed to create volume parent, hr %#x.\n", hr);
2777 sub_resource->parent = NULL;
2778 wined3d_texture_cleanup_sync(texture);
2779 return hr;
2782 TRACE("parent %p, parent_ops %p.\n", parent, parent_ops);
2784 TRACE("Created volume level %u.\n", i);
2787 return WINED3D_OK;
2790 HRESULT CDECL wined3d_texture_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
2791 const RECT *dst_rect, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
2792 const RECT *src_rect, DWORD flags, const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter)
2794 struct wined3d_box src_box = {src_rect->left, src_rect->top, src_rect->right, src_rect->bottom, 0, 1};
2795 struct wined3d_box dst_box = {dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, 0, 1};
2796 unsigned int dst_format_flags, src_format_flags = 0;
2797 HRESULT hr;
2799 TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_rect %s, src_texture %p, "
2800 "src_sub_resource_idx %u, src_rect %s, flags %#x, fx %p, filter %s.\n",
2801 dst_texture, dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), src_texture,
2802 src_sub_resource_idx, wine_dbgstr_rect(src_rect), flags, fx, debug_d3dtexturefiltertype(filter));
2804 if (dst_sub_resource_idx >= dst_texture->level_count * dst_texture->layer_count
2805 || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
2806 return WINED3DERR_INVALIDCALL;
2808 if (src_sub_resource_idx >= src_texture->level_count * src_texture->layer_count
2809 || src_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
2810 return WINED3DERR_INVALIDCALL;
2812 dst_format_flags = dst_texture->resource.format_flags;
2813 if (FAILED(hr = wined3d_texture_check_box_dimensions(dst_texture,
2814 dst_sub_resource_idx % dst_texture->level_count, &dst_box)))
2815 return hr;
2817 src_format_flags = src_texture->resource.format_flags;
2818 if (FAILED(hr = wined3d_texture_check_box_dimensions(src_texture,
2819 src_sub_resource_idx % src_texture->level_count, &src_box)))
2820 return hr;
2822 if (dst_texture->sub_resources[dst_sub_resource_idx].map_count
2823 || src_texture->sub_resources[src_sub_resource_idx].map_count)
2825 WARN("Sub-resource is busy, returning WINEDDERR_SURFACEBUSY.\n");
2826 return WINEDDERR_SURFACEBUSY;
2829 if ((src_format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2830 != (dst_format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2832 WARN("Rejecting depth/stencil blit between incompatible formats.\n");
2833 return WINED3DERR_INVALIDCALL;
2836 wined3d_cs_emit_blt_sub_resource(dst_texture->resource.device->cs, &dst_texture->resource, dst_sub_resource_idx,
2837 &dst_box, &src_texture->resource, src_sub_resource_idx, &src_box, flags, fx, filter);
2839 return WINED3D_OK;
2842 HRESULT CDECL wined3d_texture_get_overlay_position(const struct wined3d_texture *texture,
2843 unsigned int sub_resource_idx, LONG *x, LONG *y)
2845 struct wined3d_overlay_info *overlay;
2847 TRACE("texture %p, sub_resource_idx %u, x %p, y %p.\n", texture, sub_resource_idx, x, y);
2849 if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY)
2850 || sub_resource_idx >= texture->level_count * texture->layer_count)
2852 WARN("Invalid sub-resource specified.\n");
2853 return WINEDDERR_NOTAOVERLAYSURFACE;
2856 overlay = &texture->overlay_info[sub_resource_idx];
2857 if (!overlay->dst)
2859 TRACE("Overlay not visible.\n");
2860 *x = 0;
2861 *y = 0;
2862 return WINEDDERR_OVERLAYNOTVISIBLE;
2865 *x = overlay->dst_rect.left;
2866 *y = overlay->dst_rect.top;
2868 TRACE("Returning position %d, %d.\n", *x, *y);
2870 return WINED3D_OK;
2873 HRESULT CDECL wined3d_texture_set_overlay_position(struct wined3d_texture *texture,
2874 unsigned int sub_resource_idx, LONG x, LONG y)
2876 struct wined3d_overlay_info *overlay;
2877 LONG w, h;
2879 TRACE("texture %p, sub_resource_idx %u, x %d, y %d.\n", texture, sub_resource_idx, x, y);
2881 if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY)
2882 || sub_resource_idx >= texture->level_count * texture->layer_count)
2884 WARN("Invalid sub-resource specified.\n");
2885 return WINEDDERR_NOTAOVERLAYSURFACE;
2888 overlay = &texture->overlay_info[sub_resource_idx];
2889 w = overlay->dst_rect.right - overlay->dst_rect.left;
2890 h = overlay->dst_rect.bottom - overlay->dst_rect.top;
2891 SetRect(&overlay->dst_rect, x, y, x + w, y + h);
2893 return WINED3D_OK;
2896 HRESULT CDECL wined3d_texture_update_overlay(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2897 const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
2898 const RECT *dst_rect, DWORD flags)
2900 struct wined3d_texture_sub_resource *dst_sub_resource;
2901 struct wined3d_overlay_info *overlay;
2902 struct wined3d_surface *dst_surface;
2903 unsigned int level, dst_level;
2905 TRACE("texture %p, sub_resource_idx %u, src_rect %s, dst_texture %p, "
2906 "dst_sub_resource_idx %u, dst_rect %s, flags %#x.\n",
2907 texture, sub_resource_idx, wine_dbgstr_rect(src_rect), dst_texture,
2908 dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), flags);
2910 if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
2911 || sub_resource_idx >= texture->level_count * texture->layer_count)
2913 WARN("Invalid sub-resource specified.\n");
2914 return WINEDDERR_NOTAOVERLAYSURFACE;
2917 if (!dst_texture || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
2918 || !(dst_sub_resource = wined3d_texture_get_sub_resource(dst_texture, dst_sub_resource_idx)))
2920 WARN("Invalid destination sub-resource specified.\n");
2921 return WINED3DERR_INVALIDCALL;
2924 overlay = &texture->overlay_info[sub_resource_idx];
2926 level = sub_resource_idx % texture->level_count;
2927 if (src_rect)
2928 overlay->src_rect = *src_rect;
2929 else
2930 SetRect(&overlay->src_rect, 0, 0,
2931 wined3d_texture_get_level_width(texture, level),
2932 wined3d_texture_get_level_height(texture, level));
2934 dst_surface = dst_sub_resource->u.surface;
2935 dst_level = dst_sub_resource_idx % dst_texture->level_count;
2936 if (dst_rect)
2937 overlay->dst_rect = *dst_rect;
2938 else
2939 SetRect(&overlay->dst_rect, 0, 0,
2940 wined3d_texture_get_level_width(dst_texture, dst_level),
2941 wined3d_texture_get_level_height(dst_texture, dst_level));
2943 if (overlay->dst && (overlay->dst != dst_surface || flags & WINEDDOVER_HIDE))
2945 overlay->dst = NULL;
2946 list_remove(&overlay->entry);
2949 if (flags & WINEDDOVER_SHOW)
2951 if (overlay->dst != dst_surface)
2953 overlay->dst = dst_surface;
2954 list_add_tail(&texture->overlay_info[dst_sub_resource_idx].overlays, &overlay->entry);
2957 else if (flags & WINEDDOVER_HIDE)
2959 /* Tests show that the rectangles are erased on hide. */
2960 SetRectEmpty(&overlay->src_rect);
2961 SetRectEmpty(&overlay->dst_rect);
2962 overlay->dst = NULL;
2965 return WINED3D_OK;
2968 void * CDECL wined3d_texture_get_sub_resource_parent(struct wined3d_texture *texture, unsigned int sub_resource_idx)
2970 unsigned int sub_count = texture->level_count * texture->layer_count;
2972 TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
2974 if (sub_resource_idx >= sub_count)
2976 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
2977 return NULL;
2980 return texture->sub_resources[sub_resource_idx].parent;
2983 void CDECL wined3d_texture_set_sub_resource_parent(struct wined3d_texture *texture,
2984 unsigned int sub_resource_idx, void *parent)
2986 unsigned int sub_count = texture->level_count * texture->layer_count;
2988 TRACE("texture %p, sub_resource_idx %u, parent %p.\n", texture, sub_resource_idx, parent);
2990 if (sub_resource_idx >= sub_count)
2992 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
2993 return;
2996 texture->sub_resources[sub_resource_idx].parent = parent;
2999 HRESULT CDECL wined3d_texture_get_sub_resource_desc(const struct wined3d_texture *texture,
3000 unsigned int sub_resource_idx, struct wined3d_sub_resource_desc *desc)
3002 unsigned int sub_count = texture->level_count * texture->layer_count;
3003 const struct wined3d_resource *resource;
3004 unsigned int level_idx;
3006 TRACE("texture %p, sub_resource_idx %u, desc %p.\n", texture, sub_resource_idx, desc);
3008 if (sub_resource_idx >= sub_count)
3010 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
3011 return WINED3DERR_INVALIDCALL;
3014 resource = &texture->resource;
3015 desc->format = resource->format->id;
3016 desc->multisample_type = resource->multisample_type;
3017 desc->multisample_quality = resource->multisample_quality;
3018 desc->usage = resource->usage;
3019 desc->access = resource->access;
3021 level_idx = sub_resource_idx % texture->level_count;
3022 desc->width = wined3d_texture_get_level_width(texture, level_idx);
3023 desc->height = wined3d_texture_get_level_height(texture, level_idx);
3024 desc->depth = wined3d_texture_get_level_depth(texture, level_idx);
3025 desc->size = texture->sub_resources[sub_resource_idx].size;
3027 return WINED3D_OK;
3030 HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct wined3d_resource_desc *desc,
3031 UINT layer_count, UINT level_count, DWORD flags, const struct wined3d_sub_resource_data *data,
3032 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
3034 struct wined3d_texture *object;
3035 HRESULT hr;
3037 TRACE("device %p, desc %p, layer_count %u, level_count %u, flags %#x, data %p, "
3038 "parent %p, parent_ops %p, texture %p.\n",
3039 device, desc, layer_count, level_count, flags, data, parent, parent_ops, texture);
3041 if (!layer_count)
3043 WARN("Invalid layer count.\n");
3044 return E_INVALIDARG;
3046 if ((desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP) && layer_count != 6)
3048 ERR("Invalid layer count %u for legacy cubemap.\n", layer_count);
3049 layer_count = 6;
3052 if (!level_count)
3054 WARN("Invalid level count.\n");
3055 return WINED3DERR_INVALIDCALL;
3058 if (desc->multisample_type != WINED3D_MULTISAMPLE_NONE)
3060 const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info,
3061 desc->format, desc->usage);
3063 if (desc->multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE
3064 && desc->multisample_quality >= wined3d_popcount(format->multisample_types))
3066 WARN("Unsupported quality level %u requested for WINED3D_MULTISAMPLE_NON_MASKABLE.\n",
3067 desc->multisample_quality);
3068 return WINED3DERR_NOTAVAILABLE;
3070 if (desc->multisample_type != WINED3D_MULTISAMPLE_NON_MASKABLE
3071 && (!(format->multisample_types & 1u << (desc->multisample_type - 1))
3072 || desc->multisample_quality))
3074 WARN("Unsupported multisample type %u quality %u requested.\n", desc->multisample_type,
3075 desc->multisample_quality);
3076 return WINED3DERR_NOTAVAILABLE;
3080 if (!(object = heap_alloc_zero(FIELD_OFFSET(struct wined3d_texture,
3081 sub_resources[level_count * layer_count]))))
3082 return E_OUTOFMEMORY;
3084 switch (desc->resource_type)
3086 case WINED3D_RTYPE_TEXTURE_2D:
3087 hr = texture_init(object, desc, layer_count, level_count, flags, device, parent, parent_ops);
3088 break;
3090 case WINED3D_RTYPE_TEXTURE_3D:
3091 hr = volumetexture_init(object, desc, layer_count, level_count, flags, device, parent, parent_ops);
3092 break;
3094 default:
3095 ERR("Invalid resource type %s.\n", debug_d3dresourcetype(desc->resource_type));
3096 hr = WINED3DERR_INVALIDCALL;
3097 break;
3100 if (FAILED(hr))
3102 WARN("Failed to initialize texture, returning %#x.\n", hr);
3103 heap_free(object);
3104 return hr;
3107 /* FIXME: We'd like to avoid ever allocating system memory for the texture
3108 * in this case. */
3109 if (data)
3111 unsigned int sub_count = level_count * layer_count;
3112 unsigned int i;
3114 for (i = 0; i < sub_count; ++i)
3116 if (!data[i].data)
3118 WARN("Invalid sub-resource data specified for sub-resource %u.\n", i);
3119 wined3d_texture_cleanup_sync(object);
3120 heap_free(object);
3121 return E_INVALIDARG;
3125 for (i = 0; i < sub_count; ++i)
3127 wined3d_device_update_sub_resource(device, &object->resource,
3128 i, NULL, data[i].data, data[i].row_pitch, data[i].slice_pitch);
3132 TRACE("Created texture %p.\n", object);
3133 *texture = object;
3135 return WINED3D_OK;
3138 HRESULT CDECL wined3d_texture_get_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC *dc)
3140 struct wined3d_device *device = texture->resource.device;
3141 struct wined3d_texture_sub_resource *sub_resource;
3142 struct wined3d_surface *surface;
3144 TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture, sub_resource_idx, dc);
3146 if (!(texture->flags & WINED3D_TEXTURE_GET_DC))
3148 WARN("Texture does not support GetDC\n");
3149 /* Don't touch the DC */
3150 return WINED3DERR_INVALIDCALL;
3153 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
3154 return WINED3DERR_INVALIDCALL;
3156 if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
3158 WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type));
3159 return WINED3DERR_INVALIDCALL;
3162 surface = sub_resource->u.surface;
3164 if (texture->resource.map_count && !(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT))
3165 return WINED3DERR_INVALIDCALL;
3167 if (!surface->dc)
3169 wined3d_cs_init_object(device->cs, texture2d_create_dc, surface);
3170 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
3172 if (!surface->dc)
3173 return WINED3DERR_INVALIDCALL;
3175 if (!(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT))
3176 texture->flags |= WINED3D_TEXTURE_DC_IN_USE;
3177 ++texture->resource.map_count;
3178 ++sub_resource->map_count;
3180 *dc = surface->dc;
3181 TRACE("Returning dc %p.\n", *dc);
3183 return WINED3D_OK;
3186 HRESULT CDECL wined3d_texture_release_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC dc)
3188 struct wined3d_device *device = texture->resource.device;
3189 struct wined3d_texture_sub_resource *sub_resource;
3190 struct wined3d_surface *surface;
3192 TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture, sub_resource_idx, dc);
3194 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
3195 return WINED3DERR_INVALIDCALL;
3197 if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
3199 WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type));
3200 return WINED3DERR_INVALIDCALL;
3203 surface = sub_resource->u.surface;
3205 if (!(texture->flags & (WINED3D_TEXTURE_GET_DC_LENIENT | WINED3D_TEXTURE_DC_IN_USE)))
3206 return WINED3DERR_INVALIDCALL;
3208 if (surface->dc != dc)
3210 WARN("Application tries to release invalid DC %p, surface DC is %p.\n", dc, surface->dc);
3211 return WINED3DERR_INVALIDCALL;
3214 if (!(texture->resource.usage & WINED3DUSAGE_OWNDC) && !(device->wined3d->flags & WINED3D_NO3D))
3216 wined3d_cs_destroy_object(device->cs, texture2d_destroy_dc, surface);
3217 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
3220 --sub_resource->map_count;
3221 if (!--texture->resource.map_count && texture->update_map_binding)
3222 wined3d_texture_update_map_binding(texture);
3223 if (!(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT))
3224 texture->flags &= ~WINED3D_TEXTURE_DC_IN_USE;
3226 return WINED3D_OK;