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[wine.git] / dlls / wined3d / texture.c
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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 struct wined3d_texture_idx
35 struct wined3d_texture *texture;
36 unsigned int sub_resource_idx;
39 struct wined3d_rect_f
41 float l;
42 float t;
43 float r;
44 float b;
47 static BOOL wined3d_texture_use_pbo(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
49 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]
50 || texture->resource.format->conv_byte_count
51 || (texture->flags & (WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_COND_NP2_EMULATED)))
52 return FALSE;
54 /* Use a PBO for dynamic textures and read-only staging textures. */
55 return (!(texture->resource.access & WINED3D_RESOURCE_ACCESS_CPU)
56 && texture->resource.usage & WINED3DUSAGE_DYNAMIC)
57 || texture->resource.access == (WINED3D_RESOURCE_ACCESS_CPU | WINED3D_RESOURCE_ACCESS_MAP_R);
60 static BOOL wined3d_texture_use_immutable_storage(const struct wined3d_texture *texture,
61 const struct wined3d_gl_info *gl_info)
63 /* We don't expect to create texture views for textures with height-scaled formats.
64 * Besides, ARB_texture_storage doesn't allow specifying exact sizes for all levels. */
65 return gl_info->supported[ARB_TEXTURE_STORAGE]
66 && !(texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE);
69 /* Front buffer coordinates are always full screen coordinates, but our GL
70 * drawable is limited to the window's client area. The sysmem and texture
71 * copies do have the full screen size. Note that GL has a bottom-left
72 * origin, while D3D has a top-left origin. */
73 void wined3d_texture_translate_drawable_coords(const struct wined3d_texture *texture, HWND window, RECT *rect)
75 unsigned int drawable_height;
76 POINT offset = {0, 0};
77 RECT windowsize;
79 if (!texture->swapchain)
80 return;
82 if (texture == texture->swapchain->front_buffer)
84 ScreenToClient(window, &offset);
85 OffsetRect(rect, offset.x, offset.y);
88 GetClientRect(window, &windowsize);
89 drawable_height = windowsize.bottom - windowsize.top;
91 rect->top = drawable_height - rect->top;
92 rect->bottom = drawable_height - rect->bottom;
95 GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture)
97 const struct wined3d_swapchain *swapchain = texture->swapchain;
99 TRACE("texture %p.\n", texture);
101 if (!swapchain)
103 ERR("Texture %p is not part of a swapchain.\n", texture);
104 return GL_NONE;
107 if (texture == swapchain->front_buffer)
109 TRACE("Returning GL_FRONT.\n");
110 return GL_FRONT;
113 if (texture == swapchain->back_buffers[0])
115 TRACE("Returning GL_BACK.\n");
116 return GL_BACK;
119 FIXME("Higher back buffer, returning GL_BACK.\n");
120 return GL_BACK;
123 static DWORD wined3d_resource_access_from_location(DWORD location)
125 switch (location)
127 case WINED3D_LOCATION_DISCARDED:
128 return 0;
130 case WINED3D_LOCATION_SYSMEM:
131 case WINED3D_LOCATION_USER_MEMORY:
132 return WINED3D_RESOURCE_ACCESS_CPU;
134 case WINED3D_LOCATION_BUFFER:
135 case WINED3D_LOCATION_DRAWABLE:
136 case WINED3D_LOCATION_TEXTURE_RGB:
137 case WINED3D_LOCATION_TEXTURE_SRGB:
138 case WINED3D_LOCATION_RB_MULTISAMPLE:
139 case WINED3D_LOCATION_RB_RESOLVED:
140 return WINED3D_RESOURCE_ACCESS_GPU;
142 default:
143 FIXME("Unhandled location %#x.\n", location);
144 return 0;
148 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct wined3d_rect_f *f)
150 f->l = ((r->left * 2.0f) / w) - 1.0f;
151 f->t = ((r->top * 2.0f) / h) - 1.0f;
152 f->r = ((r->right * 2.0f) / w) - 1.0f;
153 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
156 void texture2d_get_blt_info(const struct wined3d_texture *texture,
157 unsigned int sub_resource_idx, const RECT *rect, struct wined3d_blt_info *info)
159 struct wined3d_vec3 *coords = info->texcoords;
160 struct wined3d_rect_f f;
161 unsigned int level;
162 GLenum target;
163 GLsizei w, h;
165 level = sub_resource_idx % texture->level_count;
166 w = wined3d_texture_get_level_pow2_width(texture, level);
167 h = wined3d_texture_get_level_pow2_height(texture, level);
168 target = wined3d_texture_get_sub_resource_target(texture, sub_resource_idx);
170 switch (target)
172 default:
173 FIXME("Unsupported texture target %#x.\n", target);
174 /* Fall back to GL_TEXTURE_2D */
175 case GL_TEXTURE_2D:
176 info->bind_target = GL_TEXTURE_2D;
177 coords[0].x = (float)rect->left / w;
178 coords[0].y = (float)rect->top / h;
179 coords[0].z = 0.0f;
181 coords[1].x = (float)rect->right / w;
182 coords[1].y = (float)rect->top / h;
183 coords[1].z = 0.0f;
185 coords[2].x = (float)rect->left / w;
186 coords[2].y = (float)rect->bottom / h;
187 coords[2].z = 0.0f;
189 coords[3].x = (float)rect->right / w;
190 coords[3].y = (float)rect->bottom / h;
191 coords[3].z = 0.0f;
192 break;
194 case GL_TEXTURE_RECTANGLE_ARB:
195 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
196 coords[0].x = rect->left; coords[0].y = rect->top; coords[0].z = 0.0f;
197 coords[1].x = rect->right; coords[1].y = rect->top; coords[1].z = 0.0f;
198 coords[2].x = rect->left; coords[2].y = rect->bottom; coords[2].z = 0.0f;
199 coords[3].x = rect->right; coords[3].y = rect->bottom; coords[3].z = 0.0f;
200 break;
202 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
203 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
204 cube_coords_float(rect, w, h, &f);
206 coords[0].x = 1.0f; coords[0].y = -f.t; coords[0].z = -f.l;
207 coords[1].x = 1.0f; coords[1].y = -f.t; coords[1].z = -f.r;
208 coords[2].x = 1.0f; coords[2].y = -f.b; coords[2].z = -f.l;
209 coords[3].x = 1.0f; coords[3].y = -f.b; coords[3].z = -f.r;
210 break;
212 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
213 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
214 cube_coords_float(rect, w, h, &f);
216 coords[0].x = -1.0f; coords[0].y = -f.t; coords[0].z = f.l;
217 coords[1].x = -1.0f; coords[1].y = -f.t; coords[1].z = f.r;
218 coords[2].x = -1.0f; coords[2].y = -f.b; coords[2].z = f.l;
219 coords[3].x = -1.0f; coords[3].y = -f.b; coords[3].z = f.r;
220 break;
222 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
223 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
224 cube_coords_float(rect, w, h, &f);
226 coords[0].x = f.l; coords[0].y = 1.0f; coords[0].z = f.t;
227 coords[1].x = f.r; coords[1].y = 1.0f; coords[1].z = f.t;
228 coords[2].x = f.l; coords[2].y = 1.0f; coords[2].z = f.b;
229 coords[3].x = f.r; coords[3].y = 1.0f; coords[3].z = f.b;
230 break;
232 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
233 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
234 cube_coords_float(rect, w, h, &f);
236 coords[0].x = f.l; coords[0].y = -1.0f; coords[0].z = -f.t;
237 coords[1].x = f.r; coords[1].y = -1.0f; coords[1].z = -f.t;
238 coords[2].x = f.l; coords[2].y = -1.0f; coords[2].z = -f.b;
239 coords[3].x = f.r; coords[3].y = -1.0f; coords[3].z = -f.b;
240 break;
242 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
243 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
244 cube_coords_float(rect, w, h, &f);
246 coords[0].x = f.l; coords[0].y = -f.t; coords[0].z = 1.0f;
247 coords[1].x = f.r; coords[1].y = -f.t; coords[1].z = 1.0f;
248 coords[2].x = f.l; coords[2].y = -f.b; coords[2].z = 1.0f;
249 coords[3].x = f.r; coords[3].y = -f.b; coords[3].z = 1.0f;
250 break;
252 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
253 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
254 cube_coords_float(rect, w, h, &f);
256 coords[0].x = -f.l; coords[0].y = -f.t; coords[0].z = -1.0f;
257 coords[1].x = -f.r; coords[1].y = -f.t; coords[1].z = -1.0f;
258 coords[2].x = -f.l; coords[2].y = -f.b; coords[2].z = -1.0f;
259 coords[3].x = -f.r; coords[3].y = -f.b; coords[3].z = -1.0f;
260 break;
264 static void wined3d_texture_evict_sysmem(struct wined3d_texture *texture)
266 struct wined3d_texture_sub_resource *sub_resource;
267 unsigned int i, sub_count;
269 if (texture->flags & (WINED3D_TEXTURE_CONVERTED | WINED3D_TEXTURE_PIN_SYSMEM)
270 || texture->download_count > WINED3D_TEXTURE_DYNAMIC_MAP_THRESHOLD)
272 TRACE("Not evicting system memory for texture %p.\n", texture);
273 return;
276 TRACE("Evicting system memory for texture %p.\n", texture);
278 sub_count = texture->level_count * texture->layer_count;
279 for (i = 0; i < sub_count; ++i)
281 sub_resource = &texture->sub_resources[i];
282 if (sub_resource->locations == WINED3D_LOCATION_SYSMEM)
283 ERR("WINED3D_LOCATION_SYSMEM is the only location for sub-resource %u of texture %p.\n",
284 i, texture);
285 sub_resource->locations &= ~WINED3D_LOCATION_SYSMEM;
287 wined3d_resource_free_sysmem(&texture->resource);
290 void wined3d_texture_validate_location(struct wined3d_texture *texture,
291 unsigned int sub_resource_idx, DWORD location)
293 struct wined3d_texture_sub_resource *sub_resource;
294 DWORD previous_locations;
296 TRACE("texture %p, sub_resource_idx %u, location %s.\n",
297 texture, sub_resource_idx, wined3d_debug_location(location));
299 sub_resource = &texture->sub_resources[sub_resource_idx];
300 previous_locations = sub_resource->locations;
301 sub_resource->locations |= location;
302 if (previous_locations == WINED3D_LOCATION_SYSMEM && location != WINED3D_LOCATION_SYSMEM
303 && !--texture->sysmem_count)
304 wined3d_texture_evict_sysmem(texture);
306 TRACE("New locations flags are %s.\n", wined3d_debug_location(sub_resource->locations));
309 static void wined3d_texture_set_dirty(struct wined3d_texture *texture)
311 texture->flags &= ~(WINED3D_TEXTURE_RGB_VALID | WINED3D_TEXTURE_SRGB_VALID);
314 void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
315 unsigned int sub_resource_idx, DWORD location)
317 struct wined3d_texture_sub_resource *sub_resource;
318 DWORD previous_locations;
320 TRACE("texture %p, sub_resource_idx %u, location %s.\n",
321 texture, sub_resource_idx, wined3d_debug_location(location));
323 if (location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
324 wined3d_texture_set_dirty(texture);
326 sub_resource = &texture->sub_resources[sub_resource_idx];
327 previous_locations = sub_resource->locations;
328 sub_resource->locations &= ~location;
329 if (previous_locations != WINED3D_LOCATION_SYSMEM && sub_resource->locations == WINED3D_LOCATION_SYSMEM)
330 ++texture->sysmem_count;
332 TRACE("New locations flags are %s.\n", wined3d_debug_location(sub_resource->locations));
334 if (!sub_resource->locations)
335 ERR("Sub-resource %u of texture %p does not have any up to date location.\n",
336 sub_resource_idx, texture);
339 static BOOL wined3d_texture_copy_sysmem_location(struct wined3d_texture *texture,
340 unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location)
342 unsigned int size = texture->sub_resources[sub_resource_idx].size;
343 struct wined3d_device *device = texture->resource.device;
344 const struct wined3d_gl_info *gl_info;
345 struct wined3d_bo_address dst, src;
347 if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location))
348 return FALSE;
350 wined3d_texture_get_memory(texture, sub_resource_idx, &dst, location);
351 wined3d_texture_get_memory(texture, sub_resource_idx, &src,
352 texture->sub_resources[sub_resource_idx].locations);
354 if (dst.buffer_object)
356 context = context_acquire(device, NULL, 0);
357 gl_info = context->gl_info;
358 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, dst.buffer_object));
359 GL_EXTCALL(glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, size, src.addr));
360 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
361 checkGLcall("PBO upload");
362 context_release(context);
363 return TRUE;
366 if (src.buffer_object)
368 context = context_acquire(device, NULL, 0);
369 gl_info = context->gl_info;
370 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, src.buffer_object));
371 GL_EXTCALL(glGetBufferSubData(GL_PIXEL_PACK_BUFFER, 0, size, dst.addr));
372 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
373 checkGLcall("PBO download");
374 context_release(context);
375 return TRUE;
378 memcpy(dst.addr, src.addr, size);
379 return TRUE;
382 /* Context activation is done by the caller. Context may be NULL in
383 * WINED3D_NO3D mode. */
384 BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
385 unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location)
387 static const DWORD sysmem_locations = WINED3D_LOCATION_SYSMEM | WINED3D_LOCATION_USER_MEMORY
388 | WINED3D_LOCATION_BUFFER;
389 DWORD current = texture->sub_resources[sub_resource_idx].locations;
390 BOOL ret;
392 TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n",
393 texture, sub_resource_idx, context, wined3d_debug_location(location));
395 TRACE("Current resource location %s.\n", wined3d_debug_location(current));
397 if (current & location)
399 TRACE("Location %s is already up to date.\n", wined3d_debug_location(location));
400 return TRUE;
403 if (WARN_ON(d3d))
405 DWORD required_access = wined3d_resource_access_from_location(location);
406 if ((texture->resource.access & required_access) != required_access)
407 WARN("Operation requires %#x access, but texture only has %#x.\n",
408 required_access, texture->resource.access);
411 if (current & WINED3D_LOCATION_DISCARDED)
413 TRACE("Sub-resource previously discarded, nothing to do.\n");
414 if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location))
415 return FALSE;
416 wined3d_texture_validate_location(texture, sub_resource_idx, location);
417 wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED);
418 return TRUE;
421 if (!current)
423 ERR("Sub-resource %u of texture %p does not have any up to date location.\n",
424 sub_resource_idx, texture);
425 wined3d_texture_validate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED);
426 return wined3d_texture_load_location(texture, sub_resource_idx, context, location);
429 if ((location & sysmem_locations) && (current & sysmem_locations))
430 ret = wined3d_texture_copy_sysmem_location(texture, sub_resource_idx, context, location);
431 else
432 ret = texture->texture_ops->texture_load_location(texture, sub_resource_idx, context, location);
434 if (ret)
435 wined3d_texture_validate_location(texture, sub_resource_idx, location);
437 return ret;
440 void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx,
441 struct wined3d_bo_address *data, DWORD locations)
443 struct wined3d_texture_sub_resource *sub_resource;
445 TRACE("texture %p, sub_resource_idx %u, data %p, locations %s.\n",
446 texture, sub_resource_idx, data, wined3d_debug_location(locations));
448 sub_resource = &texture->sub_resources[sub_resource_idx];
449 if (locations & WINED3D_LOCATION_BUFFER)
451 data->addr = NULL;
452 data->buffer_object = sub_resource->buffer_object;
453 return;
455 if (locations & WINED3D_LOCATION_USER_MEMORY)
457 data->addr = texture->user_memory;
458 data->buffer_object = 0;
459 return;
461 if (locations & WINED3D_LOCATION_SYSMEM)
463 data->addr = texture->resource.heap_memory;
464 data->addr += sub_resource->offset;
465 data->buffer_object = 0;
466 return;
469 ERR("Unexpected locations %s.\n", wined3d_debug_location(locations));
470 data->addr = NULL;
471 data->buffer_object = 0;
474 /* Context activation is done by the caller. */
475 static void wined3d_texture_remove_buffer_object(struct wined3d_texture *texture,
476 unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info)
478 GLuint *buffer_object = &texture->sub_resources[sub_resource_idx].buffer_object;
480 GL_EXTCALL(glDeleteBuffers(1, buffer_object));
481 checkGLcall("glDeleteBuffers");
483 TRACE("Deleted buffer object %u for texture %p, sub-resource %u.\n",
484 *buffer_object, texture, sub_resource_idx);
486 wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_BUFFER);
487 *buffer_object = 0;
490 static void wined3d_texture_update_map_binding(struct wined3d_texture *texture)
492 unsigned int sub_count = texture->level_count * texture->layer_count;
493 const struct wined3d_device *device = texture->resource.device;
494 DWORD map_binding = texture->update_map_binding;
495 struct wined3d_context *context = NULL;
496 unsigned int i;
498 if (device->d3d_initialized)
499 context = context_acquire(device, NULL, 0);
501 for (i = 0; i < sub_count; ++i)
503 if (texture->sub_resources[i].locations == texture->resource.map_binding
504 && !wined3d_texture_load_location(texture, i, context, map_binding))
505 ERR("Failed to load location %s.\n", wined3d_debug_location(map_binding));
506 if (texture->resource.map_binding == WINED3D_LOCATION_BUFFER)
507 wined3d_texture_remove_buffer_object(texture, i, context->gl_info);
510 if (context)
511 context_release(context);
513 texture->resource.map_binding = map_binding;
514 texture->update_map_binding = 0;
517 void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding)
519 texture->update_map_binding = map_binding;
520 if (!texture->resource.map_count)
521 wined3d_texture_update_map_binding(texture);
524 /* A GL context is provided by the caller */
525 static void gltexture_delete(struct wined3d_device *device, const struct wined3d_gl_info *gl_info,
526 struct gl_texture *tex)
528 context_gl_resource_released(device, tex->name, FALSE);
529 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex->name);
530 tex->name = 0;
533 static unsigned int wined3d_texture_get_gl_sample_count(const struct wined3d_texture *texture)
535 const struct wined3d_format *format = texture->resource.format;
537 /* TODO: NVIDIA expose their Coverage Sample Anti-Aliasing (CSAA)
538 * feature through type == MULTISAMPLE_XX and quality != 0. This could
539 * be mapped to GL_NV_framebuffer_multisample_coverage.
541 * AMD have a similar feature called Enhanced Quality Anti-Aliasing
542 * (EQAA), but it does not have an equivalent OpenGL extension. */
544 /* We advertise as many WINED3D_MULTISAMPLE_NON_MASKABLE quality
545 * levels as the count of advertised multisample types for the texture
546 * format. */
547 if (texture->resource.multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE)
549 unsigned int i, count = 0;
551 for (i = 0; i < sizeof(format->multisample_types) * CHAR_BIT; ++i)
553 if (format->multisample_types & 1u << i)
555 if (texture->resource.multisample_quality == count++)
556 break;
559 return i + 1;
562 return texture->resource.multisample_type;
565 /* Context activation is done by the caller. */
566 /* The caller is responsible for binding the correct texture. */
567 static void wined3d_texture_allocate_gl_mutable_storage(struct wined3d_texture *texture,
568 GLenum gl_internal_format, const struct wined3d_format_gl *format,
569 const struct wined3d_gl_info *gl_info)
571 unsigned int level, level_count, layer, layer_count;
572 GLsizei width, height, depth;
573 GLenum target;
575 level_count = texture->level_count;
576 if (texture->target == GL_TEXTURE_1D_ARRAY || texture->target == GL_TEXTURE_2D_ARRAY)
577 layer_count = 1;
578 else
579 layer_count = texture->layer_count;
581 for (layer = 0; layer < layer_count; ++layer)
583 target = wined3d_texture_get_sub_resource_target(texture, layer * level_count);
585 for (level = 0; level < level_count; ++level)
587 width = wined3d_texture_get_level_pow2_width(texture, level);
588 height = wined3d_texture_get_level_pow2_height(texture, level);
589 if (texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
591 height *= format->f.height_scale.numerator;
592 height /= format->f.height_scale.denominator;
595 TRACE("texture %p, layer %u, level %u, target %#x, width %u, height %u.\n",
596 texture, layer, level, target, width, height);
598 if (target == GL_TEXTURE_3D || target == GL_TEXTURE_2D_ARRAY)
600 depth = wined3d_texture_get_level_depth(texture, level);
601 GL_EXTCALL(glTexImage3D(target, level, gl_internal_format, width, height,
602 target == GL_TEXTURE_2D_ARRAY ? texture->layer_count : depth, 0,
603 format->format, format->type, NULL));
604 checkGLcall("glTexImage3D");
606 else if (target == GL_TEXTURE_1D)
608 gl_info->gl_ops.gl.p_glTexImage1D(target, level, gl_internal_format,
609 width, 0, format->format, format->type, NULL);
611 else
613 gl_info->gl_ops.gl.p_glTexImage2D(target, level, gl_internal_format, width,
614 target == GL_TEXTURE_1D_ARRAY ? texture->layer_count : height, 0,
615 format->format, format->type, NULL);
616 checkGLcall("glTexImage2D");
622 /* Context activation is done by the caller. */
623 /* The caller is responsible for binding the correct texture. */
624 static void wined3d_texture_allocate_gl_immutable_storage(struct wined3d_texture *texture,
625 GLenum gl_internal_format, const struct wined3d_gl_info *gl_info)
627 unsigned int samples = wined3d_texture_get_gl_sample_count(texture);
628 GLsizei height = wined3d_texture_get_level_pow2_height(texture, 0);
629 GLsizei width = wined3d_texture_get_level_pow2_width(texture, 0);
631 switch (texture->target)
633 case GL_TEXTURE_3D:
634 GL_EXTCALL(glTexStorage3D(texture->target, texture->level_count,
635 gl_internal_format, width, height, wined3d_texture_get_level_depth(texture, 0)));
636 break;
637 case GL_TEXTURE_2D_ARRAY:
638 GL_EXTCALL(glTexStorage3D(texture->target, texture->level_count,
639 gl_internal_format, width, height, texture->layer_count));
640 break;
641 case GL_TEXTURE_2D_MULTISAMPLE:
642 GL_EXTCALL(glTexStorage2DMultisample(texture->target, samples,
643 gl_internal_format, width, height, GL_FALSE));
644 break;
645 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
646 GL_EXTCALL(glTexStorage3DMultisample(texture->target, samples,
647 gl_internal_format, width, height, texture->layer_count, GL_FALSE));
648 break;
649 case GL_TEXTURE_1D_ARRAY:
650 GL_EXTCALL(glTexStorage2D(texture->target, texture->level_count,
651 gl_internal_format, width, texture->layer_count));
652 break;
653 case GL_TEXTURE_1D:
654 GL_EXTCALL(glTexStorage1D(texture->target, texture->level_count, gl_internal_format, width));
655 break;
656 default:
657 GL_EXTCALL(glTexStorage2D(texture->target, texture->level_count,
658 gl_internal_format, width, height));
659 break;
662 checkGLcall("allocate immutable storage");
665 static void wined3d_texture_unload_gl_texture(struct wined3d_texture *texture)
667 struct wined3d_device *device = texture->resource.device;
668 const struct wined3d_gl_info *gl_info = NULL;
669 struct wined3d_context *context = NULL;
671 if (texture->texture_rgb.name || texture->texture_srgb.name
672 || texture->rb_multisample || texture->rb_resolved)
674 context = context_acquire(device, NULL, 0);
675 gl_info = context->gl_info;
678 if (texture->texture_rgb.name)
679 gltexture_delete(device, context->gl_info, &texture->texture_rgb);
681 if (texture->texture_srgb.name)
682 gltexture_delete(device, context->gl_info, &texture->texture_srgb);
684 if (texture->rb_multisample)
686 TRACE("Deleting multisample renderbuffer %u.\n", texture->rb_multisample);
687 context_gl_resource_released(device, texture->rb_multisample, TRUE);
688 gl_info->fbo_ops.glDeleteRenderbuffers(1, &texture->rb_multisample);
689 texture->rb_multisample = 0;
692 if (texture->rb_resolved)
694 TRACE("Deleting resolved renderbuffer %u.\n", texture->rb_resolved);
695 context_gl_resource_released(device, texture->rb_resolved, TRUE);
696 gl_info->fbo_ops.glDeleteRenderbuffers(1, &texture->rb_resolved);
697 texture->rb_resolved = 0;
700 if (context) context_release(context);
702 wined3d_texture_set_dirty(texture);
704 resource_unload(&texture->resource);
707 static void wined3d_texture_sub_resources_destroyed(struct wined3d_texture *texture)
709 unsigned int sub_count = texture->level_count * texture->layer_count;
710 struct wined3d_texture_sub_resource *sub_resource;
711 unsigned int i;
713 for (i = 0; i < sub_count; ++i)
715 sub_resource = &texture->sub_resources[i];
716 if (sub_resource->parent)
718 TRACE("sub-resource %u.\n", i);
719 sub_resource->parent_ops->wined3d_object_destroyed(sub_resource->parent);
720 sub_resource->parent = NULL;
725 static void wined3d_texture_create_dc(void *object)
727 const struct wined3d_texture_idx *idx = object;
728 struct wined3d_context *context = NULL;
729 unsigned int sub_resource_idx, level;
730 const struct wined3d_format *format;
731 unsigned int row_pitch, slice_pitch;
732 struct wined3d_texture *texture;
733 struct wined3d_dc_info *dc_info;
734 struct wined3d_bo_address data;
735 D3DKMT_CREATEDCFROMMEMORY desc;
736 struct wined3d_device *device;
737 NTSTATUS status;
739 TRACE("texture %p, sub_resource_idx %u.\n", idx->texture, idx->sub_resource_idx);
741 texture = idx->texture;
742 sub_resource_idx = idx->sub_resource_idx;
743 level = sub_resource_idx % texture->level_count;
744 device = texture->resource.device;
746 format = texture->resource.format;
747 if (!format->ddi_format)
749 WARN("Cannot create a DC for format %s.\n", debug_d3dformat(format->id));
750 return;
753 if (!texture->dc_info)
755 unsigned int sub_count = texture->level_count * texture->layer_count;
757 if (!(texture->dc_info = heap_calloc(sub_count, sizeof(*texture->dc_info))))
759 ERR("Failed to allocate DC info.\n");
760 return;
764 if (device->d3d_initialized)
765 context = context_acquire(device, NULL, 0);
767 wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding);
768 wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding);
769 wined3d_texture_get_pitch(texture, level, &row_pitch, &slice_pitch);
770 wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding);
771 desc.pMemory = context_map_bo_address(context, &data,
772 texture->sub_resources[sub_resource_idx].size,
773 GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READ | WINED3D_MAP_WRITE);
775 if (context)
776 context_release(context);
778 desc.Format = format->ddi_format;
779 desc.Width = wined3d_texture_get_level_width(texture, level);
780 desc.Height = wined3d_texture_get_level_height(texture, level);
781 desc.Pitch = row_pitch;
782 desc.hDeviceDc = CreateCompatibleDC(NULL);
783 desc.pColorTable = NULL;
785 status = D3DKMTCreateDCFromMemory(&desc);
786 DeleteDC(desc.hDeviceDc);
787 if (status)
789 WARN("Failed to create DC, status %#x.\n", status);
790 return;
793 dc_info = &texture->dc_info[sub_resource_idx];
794 dc_info->dc = desc.hDc;
795 dc_info->bitmap = desc.hBitmap;
797 TRACE("Created DC %p, bitmap %p for texture %p, %u.\n", dc_info->dc, dc_info->bitmap, texture, sub_resource_idx);
800 static void wined3d_texture_destroy_dc(void *object)
802 const struct wined3d_texture_idx *idx = object;
803 D3DKMT_DESTROYDCFROMMEMORY destroy_desc;
804 struct wined3d_context *context = NULL;
805 struct wined3d_texture *texture;
806 struct wined3d_dc_info *dc_info;
807 struct wined3d_bo_address data;
808 unsigned int sub_resource_idx;
809 struct wined3d_device *device;
810 NTSTATUS status;
812 texture = idx->texture;
813 sub_resource_idx = idx->sub_resource_idx;
814 device = texture->resource.device;
815 dc_info = &texture->dc_info[sub_resource_idx];
817 if (!dc_info->dc)
819 ERR("Sub-resource {%p, %u} has no DC.\n", texture, sub_resource_idx);
820 return;
823 TRACE("dc %p, bitmap %p.\n", dc_info->dc, dc_info->bitmap);
825 destroy_desc.hDc = dc_info->dc;
826 destroy_desc.hBitmap = dc_info->bitmap;
827 if ((status = D3DKMTDestroyDCFromMemory(&destroy_desc)))
828 ERR("Failed to destroy dc, status %#x.\n", status);
829 dc_info->dc = NULL;
830 dc_info->bitmap = NULL;
832 if (device->d3d_initialized)
833 context = context_acquire(device, NULL, 0);
835 wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding);
836 context_unmap_bo_address(context, &data, GL_PIXEL_UNPACK_BUFFER);
838 if (context)
839 context_release(context);
842 static void wined3d_texture_cleanup(struct wined3d_texture *texture)
844 unsigned int sub_count = texture->level_count * texture->layer_count;
845 struct wined3d_device *device = texture->resource.device;
846 struct wined3d_renderbuffer_entry *entry, *entry2;
847 const struct wined3d_gl_info *gl_info = NULL;
848 struct wined3d_context *context = NULL;
849 struct wined3d_dc_info *dc_info;
850 GLuint buffer_object;
851 unsigned int i;
853 TRACE("texture %p.\n", texture);
855 for (i = 0; i < sub_count; ++i)
857 if (!(buffer_object = texture->sub_resources[i].buffer_object))
858 continue;
860 TRACE("Deleting buffer object %u.\n", buffer_object);
862 /* We may not be able to get a context in wined3d_texture_cleanup() in
863 * general, but if a buffer object was previously created we can. */
864 if (!context)
866 context = context_acquire(device, NULL, 0);
867 gl_info = context->gl_info;
870 GL_EXTCALL(glDeleteBuffers(1, &buffer_object));
873 if (!context && !list_empty(&texture->renderbuffers))
875 context = context_acquire(device, NULL, 0);
876 gl_info = context->gl_info;
879 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &texture->renderbuffers, struct wined3d_renderbuffer_entry, entry)
881 TRACE("Deleting renderbuffer %u.\n", entry->id);
882 context_gl_resource_released(device, entry->id, TRUE);
883 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
884 heap_free(entry);
887 if (context)
888 context_release(context);
890 if ((dc_info = texture->dc_info))
892 for (i = 0; i < sub_count; ++i)
894 if (dc_info[i].dc)
896 struct wined3d_texture_idx texture_idx = {texture, i};
898 wined3d_texture_destroy_dc(&texture_idx);
901 heap_free(dc_info);
904 if (texture->overlay_info)
906 for (i = 0; i < sub_count; ++i)
908 struct wined3d_overlay_info *info = &texture->overlay_info[i];
909 struct wined3d_overlay_info *overlay, *cur;
911 list_remove(&info->entry);
912 LIST_FOR_EACH_ENTRY_SAFE(overlay, cur, &info->overlays, struct wined3d_overlay_info, entry)
914 list_remove(&overlay->entry);
917 heap_free(texture->overlay_info);
919 wined3d_texture_unload_gl_texture(texture);
922 void wined3d_texture_set_swapchain(struct wined3d_texture *texture, struct wined3d_swapchain *swapchain)
924 texture->swapchain = swapchain;
925 wined3d_resource_update_draw_binding(&texture->resource);
928 /* Context activation is done by the caller. */
929 void wined3d_texture_bind(struct wined3d_texture *texture,
930 struct wined3d_context *context, BOOL srgb)
932 const struct wined3d_gl_info *gl_info = context->gl_info;
933 const struct wined3d_format *format = texture->resource.format;
934 const struct color_fixup_desc fixup = format->color_fixup;
935 struct gl_texture *gl_tex;
936 GLenum target;
938 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
940 if (!needs_separate_srgb_gl_texture(context, texture))
941 srgb = FALSE;
943 /* sRGB mode cache for preload() calls outside drawprim. */
944 if (srgb)
945 texture->flags |= WINED3D_TEXTURE_IS_SRGB;
946 else
947 texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
949 gl_tex = wined3d_texture_get_gl_texture(texture, srgb);
950 target = texture->target;
952 if (gl_tex->name)
954 context_bind_texture(context, target, gl_tex->name);
955 return;
958 gl_info->gl_ops.gl.p_glGenTextures(1, &gl_tex->name);
959 checkGLcall("glGenTextures");
960 TRACE("Generated texture %d.\n", gl_tex->name);
962 if (!gl_tex->name)
964 ERR("Failed to generate a texture name.\n");
965 return;
968 /* Initialise the state of the texture object to the OpenGL defaults, not
969 * the wined3d defaults. */
970 gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_WRAP;
971 gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_WRAP;
972 gl_tex->sampler_desc.address_w = WINED3D_TADDRESS_WRAP;
973 memset(gl_tex->sampler_desc.border_color, 0, sizeof(gl_tex->sampler_desc.border_color));
974 gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_LINEAR;
975 gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
976 gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
977 gl_tex->sampler_desc.lod_bias = 0.0f;
978 gl_tex->sampler_desc.min_lod = -1000.0f;
979 gl_tex->sampler_desc.max_lod = 1000.0f;
980 gl_tex->sampler_desc.max_anisotropy = 1;
981 gl_tex->sampler_desc.compare = FALSE;
982 gl_tex->sampler_desc.comparison_func = WINED3D_CMP_LESSEQUAL;
983 if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
984 gl_tex->sampler_desc.srgb_decode = TRUE;
985 else
986 gl_tex->sampler_desc.srgb_decode = srgb;
987 gl_tex->base_level = 0;
988 wined3d_texture_set_dirty(texture);
990 context_bind_texture(context, target, gl_tex->name);
992 /* For a new texture we have to set the texture levels after binding the
993 * texture. Beware that texture rectangles do not support mipmapping, but
994 * set the maxmiplevel if we're relying on the partial
995 * GL_ARB_texture_non_power_of_two emulation with texture rectangles.
996 * (I.e., do not care about cond_np2 here, just look for
997 * GL_TEXTURE_RECTANGLE_ARB.) */
998 if (target != GL_TEXTURE_RECTANGLE_ARB)
1000 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->level_count - 1);
1001 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
1002 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)");
1005 if (target == GL_TEXTURE_CUBE_MAP_ARB)
1007 /* Cubemaps are always set to clamp, regardless of the sampler state. */
1008 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1009 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1010 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
1013 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
1015 /* Conditinal non power of two textures use a different clamping
1016 * default. If we're using the GL_WINE_normalized_texrect partial
1017 * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
1018 * has the address mode set to repeat - something that prevents us
1019 * from hitting the accelerated codepath. Thus manually set the GL
1020 * state. The same applies to filtering. Even if the texture has only
1021 * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
1022 * fallback on macos. */
1023 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1024 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1025 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1026 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1027 checkGLcall("glTexParameteri");
1028 gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
1029 gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
1030 gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_POINT;
1031 gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT;
1032 gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_NONE;
1035 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] && gl_info->supported[ARB_DEPTH_TEXTURE])
1037 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);
1038 checkGLcall("glTexParameteri(GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY)");
1041 if (!is_identity_fixup(fixup) && can_use_texture_swizzle(gl_info, format))
1043 static const GLenum swizzle_source[] =
1045 GL_ZERO, /* CHANNEL_SOURCE_ZERO */
1046 GL_ONE, /* CHANNEL_SOURCE_ONE */
1047 GL_RED, /* CHANNEL_SOURCE_X */
1048 GL_GREEN, /* CHANNEL_SOURCE_Y */
1049 GL_BLUE, /* CHANNEL_SOURCE_Z */
1050 GL_ALPHA, /* CHANNEL_SOURCE_W */
1052 struct
1054 GLint x, y, z, w;
1056 swizzle;
1058 swizzle.x = swizzle_source[fixup.x_source];
1059 swizzle.y = swizzle_source[fixup.y_source];
1060 swizzle.z = swizzle_source[fixup.z_source];
1061 swizzle.w = swizzle_source[fixup.w_source];
1062 gl_info->gl_ops.gl.p_glTexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, &swizzle.x);
1063 checkGLcall("glTexParameteriv(GL_TEXTURE_SWIZZLE_RGBA)");
1067 /* Context activation is done by the caller. */
1068 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
1069 struct wined3d_context *context, BOOL srgb)
1071 /* We don't need a specific texture unit, but after binding the texture
1072 * the current unit is dirty. Read the unit back instead of switching to
1073 * 0, this avoids messing around with the state manager's GL states. The
1074 * current texture unit should always be a valid one.
1076 * To be more specific, this is tricky because we can implicitly be
1077 * called from sampler() in state.c. This means we can't touch anything
1078 * other than whatever happens to be the currently active texture, or we
1079 * would risk marking already applied sampler states dirty again. */
1080 if (context->active_texture < ARRAY_SIZE(context->rev_tex_unit_map))
1082 DWORD active_sampler = context->rev_tex_unit_map[context->active_texture];
1083 if (active_sampler != WINED3D_UNMAPPED_STAGE)
1084 context_invalidate_state(context, STATE_SAMPLER(active_sampler));
1086 /* FIXME: Ideally we'd only do this when touching a binding that's used by
1087 * a shader. */
1088 context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
1089 context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
1091 wined3d_texture_bind(texture, context, srgb);
1094 /* Context activation is done by the caller (state handler). */
1095 /* This function relies on the correct texture being bound and loaded. */
1096 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
1097 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context)
1099 const struct wined3d_gl_info *gl_info = context->gl_info;
1100 GLenum target = texture->target;
1101 struct gl_texture *gl_tex;
1102 DWORD state;
1104 TRACE("texture %p, sampler_desc %p, context %p.\n", texture, sampler_desc, context);
1106 gl_tex = wined3d_texture_get_gl_texture(texture, texture->flags & WINED3D_TEXTURE_IS_SRGB);
1108 state = sampler_desc->address_u;
1109 if (state != gl_tex->sampler_desc.address_u)
1111 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S,
1112 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
1113 gl_tex->sampler_desc.address_u = state;
1116 state = sampler_desc->address_v;
1117 if (state != gl_tex->sampler_desc.address_v)
1119 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T,
1120 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
1121 gl_tex->sampler_desc.address_v = state;
1124 state = sampler_desc->address_w;
1125 if (state != gl_tex->sampler_desc.address_w)
1127 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R,
1128 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
1129 gl_tex->sampler_desc.address_w = state;
1132 if (memcmp(gl_tex->sampler_desc.border_color, sampler_desc->border_color,
1133 sizeof(gl_tex->sampler_desc.border_color)))
1135 gl_info->gl_ops.gl.p_glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &sampler_desc->border_color[0]);
1136 memcpy(gl_tex->sampler_desc.border_color, sampler_desc->border_color,
1137 sizeof(gl_tex->sampler_desc.border_color));
1140 state = sampler_desc->mag_filter;
1141 if (state != gl_tex->sampler_desc.mag_filter)
1143 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(state));
1144 gl_tex->sampler_desc.mag_filter = state;
1147 if (sampler_desc->min_filter != gl_tex->sampler_desc.min_filter
1148 || sampler_desc->mip_filter != gl_tex->sampler_desc.mip_filter)
1150 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
1151 wined3d_gl_min_mip_filter(sampler_desc->min_filter, sampler_desc->mip_filter));
1152 gl_tex->sampler_desc.min_filter = sampler_desc->min_filter;
1153 gl_tex->sampler_desc.mip_filter = sampler_desc->mip_filter;
1156 state = sampler_desc->max_anisotropy;
1157 if (state != gl_tex->sampler_desc.max_anisotropy)
1159 if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC])
1160 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY, state);
1161 else
1162 WARN("Anisotropic filtering not supported.\n");
1163 gl_tex->sampler_desc.max_anisotropy = state;
1166 if (!sampler_desc->srgb_decode != !gl_tex->sampler_desc.srgb_decode
1167 && (context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
1168 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
1170 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
1171 sampler_desc->srgb_decode ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
1172 gl_tex->sampler_desc.srgb_decode = sampler_desc->srgb_decode;
1175 if (!sampler_desc->compare != !gl_tex->sampler_desc.compare)
1177 if (sampler_desc->compare)
1178 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
1179 else
1180 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
1181 gl_tex->sampler_desc.compare = sampler_desc->compare;
1184 checkGLcall("Texture parameter application");
1186 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1188 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1189 GL_TEXTURE_LOD_BIAS_EXT, sampler_desc->lod_bias);
1190 checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
1194 ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture)
1196 ULONG refcount;
1198 TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
1200 if (texture->swapchain)
1201 return wined3d_swapchain_incref(texture->swapchain);
1203 refcount = InterlockedIncrement(&texture->resource.ref);
1204 TRACE("%p increasing refcount to %u.\n", texture, refcount);
1206 return refcount;
1209 static void wined3d_texture_cleanup_sync(struct wined3d_texture *texture)
1211 wined3d_texture_sub_resources_destroyed(texture);
1212 resource_cleanup(&texture->resource);
1213 wined3d_resource_wait_idle(&texture->resource);
1214 wined3d_texture_cleanup(texture);
1217 static void wined3d_texture_destroy_object(void *object)
1219 wined3d_texture_cleanup(object);
1220 heap_free(object);
1223 ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture)
1225 ULONG refcount;
1227 TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
1229 if (texture->swapchain)
1230 return wined3d_swapchain_decref(texture->swapchain);
1232 refcount = InterlockedDecrement(&texture->resource.ref);
1233 TRACE("%p decreasing refcount to %u.\n", texture, refcount);
1235 if (!refcount)
1237 /* Wait for the texture to become idle if it's using user memory,
1238 * since the application is allowed to free that memory once the
1239 * texture is destroyed. Note that this implies that
1240 * wined3d_texture_destroy_object() can't access that memory either. */
1241 if (texture->user_memory)
1242 wined3d_resource_wait_idle(&texture->resource);
1243 wined3d_texture_sub_resources_destroyed(texture);
1244 texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent);
1245 resource_cleanup(&texture->resource);
1246 wined3d_cs_destroy_object(texture->resource.device->cs, wined3d_texture_destroy_object, texture);
1249 return refcount;
1252 struct wined3d_resource * CDECL wined3d_texture_get_resource(struct wined3d_texture *texture)
1254 TRACE("texture %p.\n", texture);
1256 return &texture->resource;
1259 static BOOL color_key_equal(const struct wined3d_color_key *c1, struct wined3d_color_key *c2)
1261 return c1->color_space_low_value == c2->color_space_low_value
1262 && c1->color_space_high_value == c2->color_space_high_value;
1265 /* Context activation is done by the caller */
1266 void wined3d_texture_load(struct wined3d_texture *texture,
1267 struct wined3d_context *context, BOOL srgb)
1269 UINT sub_count = texture->level_count * texture->layer_count;
1270 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
1271 DWORD flag;
1272 UINT i;
1274 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
1276 if (!needs_separate_srgb_gl_texture(context, texture))
1277 srgb = FALSE;
1279 if (srgb)
1280 flag = WINED3D_TEXTURE_SRGB_VALID;
1281 else
1282 flag = WINED3D_TEXTURE_RGB_VALID;
1284 if (!d3d_info->shader_color_key
1285 && (!(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
1286 != !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
1287 || (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY
1288 && !color_key_equal(&texture->async.gl_color_key, &texture->async.src_blt_color_key))))
1290 unsigned int sub_count = texture->level_count * texture->layer_count;
1291 unsigned int i;
1293 TRACE("Reloading because of color key value change.\n");
1294 for (i = 0; i < sub_count; i++)
1296 if (!wined3d_texture_load_location(texture, i, context, texture->resource.map_binding))
1297 ERR("Failed to load location %s.\n", wined3d_debug_location(texture->resource.map_binding));
1298 else
1299 wined3d_texture_invalidate_location(texture, i, ~texture->resource.map_binding);
1302 texture->async.gl_color_key = texture->async.src_blt_color_key;
1305 if (texture->flags & flag)
1307 TRACE("Texture %p not dirty, nothing to do.\n", texture);
1308 return;
1311 /* Reload the surfaces if the texture is marked dirty. */
1312 for (i = 0; i < sub_count; ++i)
1314 if (!wined3d_texture_load_location(texture, i, context,
1315 srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB))
1316 ERR("Failed to load location (srgb %#x).\n", srgb);
1318 texture->flags |= flag;
1321 void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture)
1323 TRACE("texture %p.\n", texture);
1325 return texture->resource.parent;
1328 HRESULT wined3d_texture_check_box_dimensions(const struct wined3d_texture *texture,
1329 unsigned int level, const struct wined3d_box *box)
1331 const struct wined3d_format *format = texture->resource.format;
1332 unsigned int width_mask, height_mask, width, height, depth;
1334 width = wined3d_texture_get_level_width(texture, level);
1335 height = wined3d_texture_get_level_height(texture, level);
1336 depth = wined3d_texture_get_level_depth(texture, level);
1338 if (box->left >= box->right || box->right > width
1339 || box->top >= box->bottom || box->bottom > height
1340 || box->front >= box->back || box->back > depth)
1342 WARN("Box %s is invalid.\n", debug_box(box));
1343 return WINEDDERR_INVALIDRECT;
1346 if (texture->resource.format_flags & WINED3DFMT_FLAG_BLOCKS)
1348 /* This assumes power of two block sizes, but NPOT block sizes would
1349 * be silly anyway.
1351 * This also assumes that the format's block depth is 1. */
1352 width_mask = format->block_width - 1;
1353 height_mask = format->block_height - 1;
1355 if ((box->left & width_mask) || (box->top & height_mask)
1356 || (box->right & width_mask && box->right != width)
1357 || (box->bottom & height_mask && box->bottom != height))
1359 WARN("Box %s is misaligned for %ux%u blocks.\n",
1360 debug_box(box), format->block_width, format->block_height);
1361 return WINED3DERR_INVALIDCALL;
1365 return WINED3D_OK;
1368 void CDECL wined3d_texture_get_pitch(const struct wined3d_texture *texture,
1369 unsigned int level, unsigned int *row_pitch, unsigned int *slice_pitch)
1371 const struct wined3d_resource *resource = &texture->resource;
1372 unsigned int width = wined3d_texture_get_level_width(texture, level);
1373 unsigned int height = wined3d_texture_get_level_height(texture, level);
1375 if (texture->row_pitch)
1377 *row_pitch = texture->row_pitch;
1378 *slice_pitch = texture->slice_pitch;
1379 return;
1382 wined3d_format_calculate_pitch(resource->format, resource->device->surface_alignment,
1383 width, height, row_pitch, slice_pitch);
1386 DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
1388 DWORD old = texture->lod;
1390 TRACE("texture %p, lod %u.\n", texture, lod);
1392 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
1393 * textures. The call always returns 0, and GetLOD always returns 0. */
1394 if (!wined3d_resource_access_is_managed(texture->resource.access))
1396 TRACE("Ignoring LOD on texture with resource access %s.\n",
1397 wined3d_debug_resource_access(texture->resource.access));
1398 return 0;
1401 if (lod >= texture->level_count)
1402 lod = texture->level_count - 1;
1404 if (texture->lod != lod)
1406 struct wined3d_device *device = texture->resource.device;
1408 wined3d_resource_wait_idle(&texture->resource);
1409 texture->lod = lod;
1411 texture->texture_rgb.base_level = ~0u;
1412 texture->texture_srgb.base_level = ~0u;
1413 if (texture->resource.bind_count)
1414 wined3d_cs_emit_set_sampler_state(device->cs, texture->sampler, WINED3D_SAMP_MAX_MIP_LEVEL,
1415 device->state.sampler_states[texture->sampler][WINED3D_SAMP_MAX_MIP_LEVEL]);
1418 return old;
1421 DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture)
1423 TRACE("texture %p, returning %u.\n", texture, texture->lod);
1425 return texture->lod;
1428 DWORD CDECL wined3d_texture_get_level_count(const struct wined3d_texture *texture)
1430 TRACE("texture %p, returning %u.\n", texture, texture->level_count);
1432 return texture->level_count;
1435 HRESULT CDECL wined3d_texture_set_color_key(struct wined3d_texture *texture,
1436 DWORD flags, const struct wined3d_color_key *color_key)
1438 struct wined3d_device *device = texture->resource.device;
1439 static const DWORD all_flags = WINED3D_CKEY_DST_BLT | WINED3D_CKEY_DST_OVERLAY
1440 | WINED3D_CKEY_SRC_BLT | WINED3D_CKEY_SRC_OVERLAY;
1442 TRACE("texture %p, flags %#x, color_key %p.\n", texture, flags, color_key);
1444 if (flags & ~all_flags)
1446 WARN("Invalid flags passed, returning WINED3DERR_INVALIDCALL.\n");
1447 return WINED3DERR_INVALIDCALL;
1450 wined3d_cs_emit_set_color_key(device->cs, texture, flags, color_key);
1452 return WINED3D_OK;
1455 /* In D3D the depth stencil dimensions have to be greater than or equal to the
1456 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
1457 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
1458 /* Context activation is done by the caller. */
1459 void wined3d_texture_set_compatible_renderbuffer(struct wined3d_texture *texture,
1460 struct wined3d_context *context, unsigned int level, const struct wined3d_rendertarget_info *rt)
1462 const struct wined3d_gl_info *gl_info = context->gl_info;
1463 struct wined3d_renderbuffer_entry *entry;
1464 unsigned int src_width, src_height;
1465 unsigned int width, height;
1466 GLuint renderbuffer = 0;
1468 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
1469 return;
1471 if (rt && rt->resource->format->id != WINED3DFMT_NULL)
1473 struct wined3d_texture *rt_texture;
1474 unsigned int rt_level;
1476 if (rt->resource->type == WINED3D_RTYPE_BUFFER)
1478 FIXME("Unsupported resource type %s.\n", debug_d3dresourcetype(rt->resource->type));
1479 return;
1481 rt_texture = wined3d_texture_from_resource(rt->resource);
1482 rt_level = rt->sub_resource_idx % rt_texture->level_count;
1484 width = wined3d_texture_get_level_pow2_width(rt_texture, rt_level);
1485 height = wined3d_texture_get_level_pow2_height(rt_texture, rt_level);
1487 else
1489 width = wined3d_texture_get_level_pow2_width(texture, level);
1490 height = wined3d_texture_get_level_pow2_height(texture, level);
1493 src_width = wined3d_texture_get_level_pow2_width(texture, level);
1494 src_height = wined3d_texture_get_level_pow2_height(texture, level);
1496 /* A depth stencil smaller than the render target is not valid */
1497 if (width > src_width || height > src_height)
1498 return;
1500 /* Remove any renderbuffer set if the sizes match */
1501 if (width == src_width && height == src_height)
1503 texture->current_renderbuffer = NULL;
1504 return;
1507 /* Look if we've already got a renderbuffer of the correct dimensions */
1508 LIST_FOR_EACH_ENTRY(entry, &texture->renderbuffers, struct wined3d_renderbuffer_entry, entry)
1510 if (entry->width == width && entry->height == height)
1512 renderbuffer = entry->id;
1513 texture->current_renderbuffer = entry;
1514 break;
1518 if (!renderbuffer)
1520 const struct wined3d_format_gl *format_gl;
1522 format_gl = wined3d_format_gl(texture->resource.format);
1523 gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
1524 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
1525 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format_gl->internal, width, height);
1527 entry = heap_alloc(sizeof(*entry));
1528 entry->width = width;
1529 entry->height = height;
1530 entry->id = renderbuffer;
1531 list_add_head(&texture->renderbuffers, &entry->entry);
1533 texture->current_renderbuffer = entry;
1536 checkGLcall("set compatible renderbuffer");
1539 HRESULT CDECL wined3d_texture_update_desc(struct wined3d_texture *texture, UINT width, UINT height,
1540 enum wined3d_format_id format_id, enum wined3d_multisample_type multisample_type,
1541 UINT multisample_quality, void *mem, UINT pitch)
1543 struct wined3d_texture_sub_resource *sub_resource;
1544 const struct wined3d_d3d_info *d3d_info;
1545 const struct wined3d_gl_info *gl_info;
1546 const struct wined3d_format *format;
1547 struct wined3d_device *device;
1548 unsigned int resource_size;
1549 DWORD valid_location = 0;
1550 BOOL create_dib = FALSE;
1552 TRACE("texture %p, width %u, height %u, format %s, multisample_type %#x, multisample_quality %u, "
1553 "mem %p, pitch %u.\n",
1554 texture, width, height, debug_d3dformat(format_id), multisample_type, multisample_quality, mem, pitch);
1556 device = texture->resource.device;
1557 gl_info = &device->adapter->gl_info;
1558 d3d_info = &device->adapter->d3d_info;
1559 format = wined3d_get_format(device->adapter, format_id, texture->resource.usage);
1560 resource_size = wined3d_format_calculate_size(format, device->surface_alignment, width, height, 1);
1562 if (!resource_size)
1563 return WINED3DERR_INVALIDCALL;
1565 if (texture->level_count * texture->layer_count > 1)
1567 WARN("Texture has multiple sub-resources, not supported.\n");
1568 return WINED3DERR_INVALIDCALL;
1571 if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
1573 WARN("Not supported on %s.\n", debug_d3dresourcetype(texture->resource.type));
1574 return WINED3DERR_INVALIDCALL;
1577 if (texture->resource.map_count)
1579 WARN("Texture is mapped.\n");
1580 return WINED3DERR_INVALIDCALL;
1583 /* We have no way of supporting a pitch that is not a multiple of the pixel
1584 * byte width short of uploading the texture row-by-row.
1585 * Fortunately that's not an issue since D3D9Ex doesn't allow a custom pitch
1586 * for user-memory textures (it always expects packed data) while DirectDraw
1587 * requires a 4-byte aligned pitch and doesn't support texture formats
1588 * larger than 4 bytes per pixel nor any format using 3 bytes per pixel.
1589 * This check is here to verify that the assumption holds. */
1590 if (pitch % texture->resource.format->byte_count)
1592 WARN("Pitch unsupported, not a multiple of the texture format byte width.\n");
1593 return WINED3DERR_INVALIDCALL;
1596 if (device->d3d_initialized)
1597 wined3d_cs_emit_unload_resource(device->cs, &texture->resource);
1598 wined3d_resource_wait_idle(&texture->resource);
1600 sub_resource = &texture->sub_resources[0];
1601 if (texture->dc_info && texture->dc_info[0].dc)
1603 struct wined3d_texture_idx texture_idx = {texture, 0};
1605 wined3d_cs_destroy_object(device->cs, wined3d_texture_destroy_dc, &texture_idx);
1606 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
1607 create_dib = TRUE;
1610 wined3d_resource_free_sysmem(&texture->resource);
1612 if ((texture->row_pitch = pitch))
1613 texture->slice_pitch = height * pitch;
1614 else
1615 /* User memory surfaces don't have the regular surface alignment. */
1616 wined3d_format_calculate_pitch(format, 1, width, height,
1617 &texture->row_pitch, &texture->slice_pitch);
1619 texture->resource.format = format;
1620 texture->resource.multisample_type = multisample_type;
1621 texture->resource.multisample_quality = multisample_quality;
1622 texture->resource.width = width;
1623 texture->resource.height = height;
1624 texture->resource.size = texture->slice_pitch;
1625 sub_resource->size = texture->slice_pitch;
1626 sub_resource->locations = WINED3D_LOCATION_DISCARDED;
1628 if (multisample_type && gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
1629 texture->target = GL_TEXTURE_2D_MULTISAMPLE;
1630 else
1631 texture->target = GL_TEXTURE_2D;
1633 if (((width & (width - 1)) || (height & (height - 1))) && !d3d_info->texture_npot
1634 && !d3d_info->texture_npot_conditional)
1636 texture->flags |= WINED3D_TEXTURE_COND_NP2_EMULATED;
1637 texture->pow2_width = texture->pow2_height = 1;
1638 while (texture->pow2_width < width)
1639 texture->pow2_width <<= 1;
1640 while (texture->pow2_height < height)
1641 texture->pow2_height <<= 1;
1643 else
1645 texture->flags &= ~WINED3D_TEXTURE_COND_NP2_EMULATED;
1646 texture->pow2_width = width;
1647 texture->pow2_height = height;
1650 if ((texture->user_memory = mem))
1652 texture->resource.map_binding = WINED3D_LOCATION_USER_MEMORY;
1653 valid_location = WINED3D_LOCATION_USER_MEMORY;
1655 else
1657 wined3d_texture_prepare_location(texture, 0, NULL, WINED3D_LOCATION_SYSMEM);
1658 valid_location = WINED3D_LOCATION_SYSMEM;
1661 /* The format might be changed to a format that needs conversion.
1662 * If the surface didn't use PBOs previously but could now, don't
1663 * change it - whatever made us not use PBOs might come back, e.g.
1664 * color keys. */
1665 if (texture->resource.map_binding == WINED3D_LOCATION_BUFFER && !wined3d_texture_use_pbo(texture, gl_info))
1666 texture->resource.map_binding = WINED3D_LOCATION_SYSMEM;
1668 wined3d_texture_validate_location(texture, 0, valid_location);
1669 wined3d_texture_invalidate_location(texture, 0, ~valid_location);
1671 if (create_dib)
1673 struct wined3d_texture_idx texture_idx = {texture, 0};
1675 wined3d_cs_init_object(device->cs, wined3d_texture_create_dc, &texture_idx);
1676 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
1679 return WINED3D_OK;
1682 /* Context activation is done by the caller. */
1683 static void wined3d_texture_prepare_buffer_object(struct wined3d_texture *texture,
1684 unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info)
1686 struct wined3d_texture_sub_resource *sub_resource;
1688 sub_resource = &texture->sub_resources[sub_resource_idx];
1689 if (sub_resource->buffer_object)
1690 return;
1692 GL_EXTCALL(glGenBuffers(1, &sub_resource->buffer_object));
1693 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, sub_resource->buffer_object));
1694 GL_EXTCALL(glBufferData(GL_PIXEL_UNPACK_BUFFER, sub_resource->size, NULL, GL_STREAM_DRAW));
1695 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
1696 checkGLcall("Create buffer object");
1698 TRACE("Created buffer object %u for texture %p, sub-resource %u.\n",
1699 sub_resource->buffer_object, texture, sub_resource_idx);
1702 static void wined3d_texture_force_reload(struct wined3d_texture *texture)
1704 unsigned int sub_count = texture->level_count * texture->layer_count;
1705 unsigned int i;
1707 texture->flags &= ~(WINED3D_TEXTURE_RGB_ALLOCATED | WINED3D_TEXTURE_SRGB_ALLOCATED
1708 | WINED3D_TEXTURE_CONVERTED);
1709 texture->async.flags &= ~WINED3D_TEXTURE_ASYNC_COLOR_KEY;
1710 for (i = 0; i < sub_count; ++i)
1712 wined3d_texture_invalidate_location(texture, i,
1713 WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
1717 /* Context activation is done by the caller. */
1718 void wined3d_texture_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
1720 DWORD alloc_flag = srgb ? WINED3D_TEXTURE_SRGB_ALLOCATED : WINED3D_TEXTURE_RGB_ALLOCATED;
1721 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
1722 const struct wined3d_gl_info *gl_info = context->gl_info;
1723 struct wined3d_resource *resource = &texture->resource;
1724 const struct wined3d_device *device = resource->device;
1725 const struct wined3d_format *format = resource->format;
1726 const struct wined3d_color_key_conversion *conversion;
1727 const struct wined3d_format_gl *format_gl;
1728 GLenum internal;
1730 TRACE("texture %p, context %p, format %s.\n", texture, context, debug_d3dformat(format->id));
1732 if (!d3d_info->shader_color_key
1733 && !(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
1734 != !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
1736 wined3d_texture_force_reload(texture);
1738 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
1739 texture->async.flags |= WINED3D_TEXTURE_ASYNC_COLOR_KEY;
1742 if (texture->flags & alloc_flag)
1743 return;
1745 if (resource->format_flags & WINED3DFMT_FLAG_DECOMPRESS)
1747 TRACE("WINED3DFMT_FLAG_DECOMPRESS set.\n");
1748 texture->flags |= WINED3D_TEXTURE_CONVERTED;
1749 format = wined3d_resource_get_decompress_format(resource);
1751 else if (format->conv_byte_count)
1753 texture->flags |= WINED3D_TEXTURE_CONVERTED;
1755 else if ((conversion = wined3d_format_get_color_key_conversion(texture, TRUE)))
1757 texture->flags |= WINED3D_TEXTURE_CONVERTED;
1758 format = wined3d_get_format(device->adapter, conversion->dst_format, resource->usage);
1759 TRACE("Using format %s for color key conversion.\n", debug_d3dformat(format->id));
1761 format_gl = wined3d_format_gl(format);
1763 wined3d_texture_bind_and_dirtify(texture, context, srgb);
1765 if (srgb)
1766 internal = format_gl->srgb_internal;
1767 else if (resource->usage & WINED3DUSAGE_RENDERTARGET && wined3d_resource_is_offscreen(resource))
1768 internal = format_gl->rt_internal;
1769 else
1770 internal = format_gl->internal;
1772 if (!internal)
1773 FIXME("No GL internal format for format %s.\n", debug_d3dformat(format->id));
1775 TRACE("internal %#x, format %#x, type %#x.\n", internal, format_gl->format, format_gl->type);
1777 if (wined3d_texture_use_immutable_storage(texture, gl_info))
1778 wined3d_texture_allocate_gl_immutable_storage(texture, internal, gl_info);
1779 else
1780 wined3d_texture_allocate_gl_mutable_storage(texture, internal, format_gl, gl_info);
1781 texture->flags |= alloc_flag;
1784 static void wined3d_texture_prepare_rb(struct wined3d_texture *texture,
1785 const struct wined3d_gl_info *gl_info, BOOL multisample)
1787 const struct wined3d_format_gl *format_gl;
1789 format_gl = wined3d_format_gl(texture->resource.format);
1790 if (multisample)
1792 DWORD samples;
1794 if (texture->rb_multisample)
1795 return;
1797 samples = wined3d_texture_get_gl_sample_count(texture);
1799 gl_info->fbo_ops.glGenRenderbuffers(1, &texture->rb_multisample);
1800 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, texture->rb_multisample);
1801 gl_info->fbo_ops.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples,
1802 format_gl->internal, texture->resource.width, texture->resource.height);
1803 checkGLcall("glRenderbufferStorageMultisample()");
1804 TRACE("Created multisample rb %u.\n", texture->rb_multisample);
1806 else
1808 if (texture->rb_resolved)
1809 return;
1811 gl_info->fbo_ops.glGenRenderbuffers(1, &texture->rb_resolved);
1812 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, texture->rb_resolved);
1813 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format_gl->internal,
1814 texture->resource.width, texture->resource.height);
1815 checkGLcall("glRenderbufferStorage()");
1816 TRACE("Created resolved rb %u.\n", texture->rb_resolved);
1820 /* Context activation is done by the caller. Context may be NULL in
1821 * WINED3D_NO3D mode. */
1822 BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1823 struct wined3d_context *context, DWORD location)
1825 switch (location)
1827 case WINED3D_LOCATION_SYSMEM:
1828 if (texture->resource.heap_memory)
1829 return TRUE;
1831 if (!wined3d_resource_allocate_sysmem(&texture->resource))
1832 return FALSE;
1833 return TRUE;
1835 case WINED3D_LOCATION_USER_MEMORY:
1836 if (!texture->user_memory)
1837 ERR("Map binding is set to WINED3D_LOCATION_USER_MEMORY but surface->user_memory is NULL.\n");
1838 return TRUE;
1840 case WINED3D_LOCATION_BUFFER:
1841 wined3d_texture_prepare_buffer_object(texture, sub_resource_idx, context->gl_info);
1842 return TRUE;
1844 case WINED3D_LOCATION_TEXTURE_RGB:
1845 wined3d_texture_prepare_texture(texture, context, FALSE);
1846 return TRUE;
1848 case WINED3D_LOCATION_TEXTURE_SRGB:
1849 wined3d_texture_prepare_texture(texture, context, TRUE);
1850 return TRUE;
1852 case WINED3D_LOCATION_DRAWABLE:
1853 if (!texture->swapchain && wined3d_settings.offscreen_rendering_mode != ORM_BACKBUFFER)
1854 ERR("Texture %p does not have a drawable.\n", texture);
1855 return TRUE;
1857 case WINED3D_LOCATION_RB_MULTISAMPLE:
1858 wined3d_texture_prepare_rb(texture, context->gl_info, TRUE);
1859 return TRUE;
1861 case WINED3D_LOCATION_RB_RESOLVED:
1862 wined3d_texture_prepare_rb(texture, context->gl_info, FALSE);
1863 return TRUE;
1865 default:
1866 ERR("Invalid location %s.\n", wined3d_debug_location(location));
1867 return FALSE;
1871 static struct wined3d_texture_sub_resource *wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
1872 unsigned int sub_resource_idx)
1874 UINT sub_count = texture->level_count * texture->layer_count;
1876 TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
1878 if (sub_resource_idx >= sub_count)
1880 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
1881 return NULL;
1884 return &texture->sub_resources[sub_resource_idx];
1887 HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
1888 UINT layer, const struct wined3d_box *dirty_region)
1890 TRACE("texture %p, layer %u, dirty_region %s.\n", texture, layer, debug_box(dirty_region));
1892 if (layer >= texture->layer_count)
1894 WARN("Invalid layer %u specified.\n", layer);
1895 return WINED3DERR_INVALIDCALL;
1898 if (dirty_region)
1899 FIXME("Ignoring dirty_region %s.\n", debug_box(dirty_region));
1901 wined3d_cs_emit_add_dirty_texture_region(texture->resource.device->cs, texture, layer);
1903 return WINED3D_OK;
1906 /* This call just uploads data, the caller is responsible for binding the
1907 * correct texture. */
1908 /* Context activation is done by the caller. */
1909 void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1910 struct wined3d_context *context, const struct wined3d_format *format, const struct wined3d_box *src_box,
1911 const struct wined3d_const_bo_address *data, unsigned int src_row_pitch, unsigned int src_slice_pitch,
1912 unsigned int dst_x, unsigned int dst_y, unsigned int dst_z, BOOL srgb)
1914 const struct wined3d_gl_info *gl_info = context->gl_info;
1915 unsigned int update_w = src_box->right - src_box->left;
1916 unsigned int update_h = src_box->bottom - src_box->top;
1917 unsigned int update_d = src_box->back - src_box->front;
1918 const struct wined3d_format_gl *format_gl;
1919 struct wined3d_bo_address bo;
1920 void *converted_mem = NULL;
1921 struct wined3d_format_gl f;
1922 unsigned int level;
1923 BOOL decompress;
1924 GLenum target;
1926 TRACE("texture %p, sub_resource_idx %u, context %p, format %s, src_box %s, data {%#x:%p}, "
1927 "src_row_pitch %#x, src_slice_pitch %#x, dst_x %u, dst_y %u, dst_z %u, srgb %#x.\n",
1928 texture, sub_resource_idx, context, debug_d3dformat(format->id), debug_box(src_box),
1929 data->buffer_object, data->addr, src_row_pitch, src_slice_pitch, dst_x, dst_y, dst_z, srgb);
1931 if (texture->sub_resources[sub_resource_idx].map_count)
1933 WARN("Uploading a texture that is currently mapped, setting WINED3D_TEXTURE_PIN_SYSMEM.\n");
1934 texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM;
1937 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
1939 update_h *= format->height_scale.numerator;
1940 update_h /= format->height_scale.denominator;
1943 target = wined3d_texture_get_sub_resource_target(texture, sub_resource_idx);
1944 level = sub_resource_idx % texture->level_count;
1946 switch (target)
1948 case GL_TEXTURE_1D_ARRAY:
1949 dst_y = sub_resource_idx / texture->level_count;
1950 update_h = 1;
1951 break;
1952 case GL_TEXTURE_2D_ARRAY:
1953 dst_z = sub_resource_idx / texture->level_count;
1954 update_d = 1;
1955 break;
1956 case GL_TEXTURE_2D_MULTISAMPLE:
1957 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
1958 FIXME("Not supported for multisample textures.\n");
1959 return;
1962 bo.buffer_object = data->buffer_object;
1963 bo.addr = (BYTE *)data->addr + src_box->front * src_slice_pitch;
1964 if (texture->resource.format_flags & WINED3DFMT_FLAG_BLOCKS)
1966 bo.addr += (src_box->top / format->block_height) * src_row_pitch;
1967 bo.addr += (src_box->left / format->block_width) * format->block_byte_count;
1969 else
1971 bo.addr += src_box->top * src_row_pitch;
1972 bo.addr += src_box->left * format->byte_count;
1975 decompress = texture->resource.format_flags & WINED3DFMT_FLAG_DECOMPRESS;
1976 if (format->upload || decompress)
1978 const struct wined3d_format *compressed_format = format;
1979 unsigned int dst_row_pitch, dst_slice_pitch;
1980 void *src_mem;
1982 if (decompress)
1984 format = wined3d_resource_get_decompress_format(&texture->resource);
1986 else
1988 if (texture->resource.format_flags & WINED3DFMT_FLAG_BLOCKS)
1989 ERR("Converting a block-based format.\n");
1991 f = *wined3d_format_gl(format);
1992 f.f.byte_count = format->conv_byte_count;
1993 format = &f.f;
1996 wined3d_format_calculate_pitch(format, 1, update_w, update_h, &dst_row_pitch, &dst_slice_pitch);
1998 /* Note that uploading 3D textures may require quite some address
1999 * space; it may make sense to upload them per-slice instead. */
2000 if (!(converted_mem = heap_calloc(update_d, dst_slice_pitch)))
2002 ERR("Failed to allocate upload buffer.\n");
2003 return;
2006 src_mem = context_map_bo_address(context, &bo, src_slice_pitch,
2007 GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READ);
2008 if (decompress)
2009 compressed_format->decompress(src_mem, converted_mem, src_row_pitch, src_slice_pitch,
2010 dst_row_pitch, dst_slice_pitch, update_w, update_h, update_d);
2011 else
2012 format->upload(src_mem, converted_mem, src_row_pitch, src_slice_pitch,
2013 dst_row_pitch, dst_slice_pitch, update_w, update_h, update_d);
2014 context_unmap_bo_address(context, &bo, GL_PIXEL_UNPACK_BUFFER);
2016 bo.buffer_object = 0;
2017 bo.addr = converted_mem;
2018 src_row_pitch = dst_row_pitch;
2019 src_slice_pitch = dst_slice_pitch;
2022 if (bo.buffer_object)
2024 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, bo.buffer_object));
2025 checkGLcall("glBindBuffer");
2028 format_gl = wined3d_format_gl(format);
2029 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
2031 unsigned int dst_row_pitch, dst_slice_pitch;
2032 const BYTE *addr = bo.addr;
2033 GLenum internal;
2035 if (srgb)
2036 internal = format_gl->srgb_internal;
2037 else if (texture->resource.usage & WINED3DUSAGE_RENDERTARGET
2038 && wined3d_resource_is_offscreen(&texture->resource))
2039 internal = format_gl->rt_internal;
2040 else
2041 internal = format_gl->internal;
2043 wined3d_format_calculate_pitch(format, 1, update_w, update_h, &dst_row_pitch, &dst_slice_pitch);
2045 TRACE("Uploading compressed data, target %#x, level %u, x %u, y %u, z %u, "
2046 "w %u, h %u, d %u, format %#x, image_size %#x, addr %p.\n",
2047 target, level, dst_x, dst_y, dst_z, update_w, update_h,
2048 update_d, internal, dst_slice_pitch, addr);
2050 if (target == GL_TEXTURE_1D)
2052 GL_EXTCALL(glCompressedTexSubImage1D(target, level, dst_x,
2053 update_w, internal, dst_row_pitch, addr));
2055 else if (dst_row_pitch == src_row_pitch)
2057 if (target == GL_TEXTURE_2D_ARRAY || target == GL_TEXTURE_3D)
2059 GL_EXTCALL(glCompressedTexSubImage3D(target, level, dst_x, dst_y, dst_z,
2060 update_w, update_h, update_d, internal, dst_slice_pitch * update_d, addr));
2062 else
2064 GL_EXTCALL(glCompressedTexSubImage2D(target, level, dst_x, dst_y,
2065 update_w, update_h, internal, dst_slice_pitch, addr));
2068 else
2070 unsigned int row_count = (update_h + format->block_height - 1) / format->block_height;
2071 unsigned int row, y, z;
2073 /* glCompressedTexSubImage2D() ignores pixel store state, so we
2074 * can't use the unpack row length like for glTexSubImage2D. */
2075 for (z = dst_z; z < dst_z + update_d; ++z)
2077 for (row = 0, y = dst_y; row < row_count; ++row)
2079 if (target == GL_TEXTURE_2D_ARRAY || target == GL_TEXTURE_3D)
2081 GL_EXTCALL(glCompressedTexSubImage3D(target, level, dst_x, y, z,
2082 update_w, format->block_height, 1, internal, dst_row_pitch, addr));
2084 else
2086 GL_EXTCALL(glCompressedTexSubImage2D(target, level, dst_x, y,
2087 update_w, format->block_height, internal, dst_row_pitch, addr));
2090 y += format->block_height;
2091 addr += src_row_pitch;
2095 checkGLcall("Upload compressed texture data");
2097 else
2099 TRACE("Uploading data, target %#x, level %u, x %u, y %u, z %u, "
2100 "w %u, h %u, d %u, format %#x, type %#x, addr %p.\n",
2101 target, level, dst_x, dst_y, dst_z, update_w, update_h,
2102 update_d, format_gl->format, format_gl->type, bo.addr);
2104 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ROW_LENGTH, src_row_pitch / format->byte_count);
2105 if (target == GL_TEXTURE_2D_ARRAY || target == GL_TEXTURE_3D)
2107 GL_EXTCALL(glTexSubImage3D(target, level, dst_x, dst_y, dst_z,
2108 update_w, update_h, update_d, format_gl->format, format_gl->type, bo.addr));
2110 else if (target == GL_TEXTURE_1D)
2112 gl_info->gl_ops.gl.p_glTexSubImage1D(target, level, dst_x,
2113 update_w, format_gl->format, format_gl->type, bo.addr);
2115 else
2117 gl_info->gl_ops.gl.p_glTexSubImage2D(target, level, dst_x, dst_y,
2118 update_w, update_h, format_gl->format, format_gl->type, bo.addr);
2120 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
2121 checkGLcall("Upload texture data");
2124 if (bo.buffer_object)
2126 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
2127 checkGLcall("glBindBuffer");
2129 heap_free(converted_mem);
2131 if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
2133 struct wined3d_device *device = texture->resource.device;
2134 unsigned int i;
2136 for (i = 0; i < device->context_count; ++i)
2138 context_texture_update(device->contexts[i], texture);
2143 static void texture2d_download_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2144 struct wined3d_context *context, const struct wined3d_bo_address *data)
2146 const struct wined3d_gl_info *gl_info = context->gl_info;
2147 struct wined3d_texture_sub_resource *sub_resource;
2148 unsigned int dst_row_pitch, dst_slice_pitch;
2149 unsigned int src_row_pitch, src_slice_pitch;
2150 const struct wined3d_format_gl *format_gl;
2151 BYTE *temporary_mem = NULL;
2152 unsigned int level;
2153 GLenum target;
2154 void *mem;
2156 format_gl = wined3d_format_gl(texture->resource.format);
2158 /* Only support read back of converted P8 textures. */
2159 if (texture->flags & WINED3D_TEXTURE_CONVERTED && format_gl->f.id != WINED3DFMT_P8_UINT && !format_gl->f.download)
2161 ERR("Trying to read back converted texture %p, %u with format %s.\n",
2162 texture, sub_resource_idx, debug_d3dformat(format_gl->f.id));
2163 return;
2166 sub_resource = &texture->sub_resources[sub_resource_idx];
2167 target = wined3d_texture_get_sub_resource_target(texture, sub_resource_idx);
2168 level = sub_resource_idx % texture->level_count;
2170 if (target == GL_TEXTURE_2D_ARRAY)
2172 if (format_gl->f.download)
2174 FIXME("Reading back converted array texture %p is not supported.\n", texture);
2175 return;
2178 /* NP2 emulation is not allowed on array textures. */
2179 if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
2180 ERR("Array texture %p uses NP2 emulation.\n", texture);
2182 WARN_(d3d_perf)("Downloading all miplevel layers to get the data for a single sub-resource.\n");
2184 if (!(temporary_mem = heap_calloc(texture->layer_count, sub_resource->size)))
2186 ERR("Out of memory.\n");
2187 return;
2191 if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
2193 if (format_gl->f.download)
2195 FIXME("Reading back converted texture %p with NP2 emulation is not supported.\n", texture);
2196 return;
2199 wined3d_texture_get_pitch(texture, level, &dst_row_pitch, &dst_slice_pitch);
2200 wined3d_format_calculate_pitch(&format_gl->f, texture->resource.device->surface_alignment,
2201 wined3d_texture_get_level_pow2_width(texture, level),
2202 wined3d_texture_get_level_pow2_height(texture, level),
2203 &src_row_pitch, &src_slice_pitch);
2204 if (!(temporary_mem = heap_alloc(src_slice_pitch)))
2206 ERR("Out of memory.\n");
2207 return;
2210 if (data->buffer_object)
2211 ERR("NP2 emulated texture uses PBO unexpectedly.\n");
2212 if (texture->resource.format_flags & WINED3DFMT_FLAG_COMPRESSED)
2213 ERR("Unexpected compressed format for NP2 emulated texture.\n");
2216 if (format_gl->f.download)
2218 struct wined3d_format f;
2220 if (data->buffer_object)
2221 ERR("Converted texture %p uses PBO unexpectedly.\n", texture);
2223 WARN_(d3d_perf)("Downloading converted texture %p, %u with format %s.\n",
2224 texture, sub_resource_idx, debug_d3dformat(format_gl->f.id));
2226 f = format_gl->f;
2227 f.byte_count = format_gl->f.conv_byte_count;
2228 wined3d_texture_get_pitch(texture, level, &dst_row_pitch, &dst_slice_pitch);
2229 wined3d_format_calculate_pitch(&f, texture->resource.device->surface_alignment,
2230 wined3d_texture_get_level_width(texture, level),
2231 wined3d_texture_get_level_height(texture, level),
2232 &src_row_pitch, &src_slice_pitch);
2234 if (!(temporary_mem = heap_alloc(src_slice_pitch)))
2236 ERR("Failed to allocate memory.\n");
2237 return;
2241 if (temporary_mem)
2243 mem = temporary_mem;
2245 else if (data->buffer_object)
2247 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data->buffer_object));
2248 checkGLcall("glBindBuffer");
2249 mem = data->addr;
2251 else
2253 mem = data->addr;
2256 if (texture->resource.format_flags & WINED3DFMT_FLAG_COMPRESSED)
2258 TRACE("Downloading compressed texture %p, %u, level %u, format %#x, type %#x, data %p.\n",
2259 texture, sub_resource_idx, level, format_gl->format, format_gl->type, mem);
2261 GL_EXTCALL(glGetCompressedTexImage(target, level, mem));
2262 checkGLcall("glGetCompressedTexImage");
2264 else
2266 TRACE("Downloading texture %p, %u, level %u, format %#x, type %#x, data %p.\n",
2267 texture, sub_resource_idx, level, format_gl->format, format_gl->type, mem);
2269 gl_info->gl_ops.gl.p_glGetTexImage(target, level, format_gl->format, format_gl->type, mem);
2270 checkGLcall("glGetTexImage");
2273 if (format_gl->f.download)
2275 format_gl->f.download(mem, data->addr, src_row_pitch, src_slice_pitch, dst_row_pitch, dst_slice_pitch,
2276 wined3d_texture_get_level_width(texture, level),
2277 wined3d_texture_get_level_height(texture, level), 1);
2279 else if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
2281 const BYTE *src_data;
2282 unsigned int h, y;
2283 BYTE *dst_data;
2284 /* Some games (e.g. Warhammer 40,000) don't properly handle texture
2285 * pitches, preventing us from using the texture pitch to box NPOT
2286 * textures. Instead, we repack the texture's CPU copy so that its
2287 * pitch equals bpp * width instead of bpp * pow2width.
2289 * Instead of boxing the texture:
2291 * │<── texture width ──>│ pow2 width ──>│
2292 * ├─────────────────────┼───────────────┼─
2293 * │111111111111111111111│ │ʌ
2294 * │222222222222222222222│ ││
2295 * │333333333333333333333│ padding │texture height
2296 * │444444444444444444444│ ││
2297 * │555555555555555555555│ │v
2298 * ├─────────────────────┘ ├─
2299 * │ │pow2 height
2300 * │ padding padding ││
2301 * │ │v
2302 * └─────────────────────────────────────┴─
2304 * we're repacking the data to the expected texture width
2306 * │<── texture width ──>│ pow2 width ──>│
2307 * ├─────────────────────┴───────────────┼─
2308 * │1111111111111111111112222222222222222│ʌ
2309 * │2222233333333333333333333344444444444││
2310 * │4444444444555555555555555555555 │texture height
2311 * │ ││
2312 * │ padding padding │v
2313 * │ ├─
2314 * │ │pow2 height
2315 * │ padding padding ││
2316 * │ │v
2317 * └─────────────────────────────────────┴─
2319 * == is the same as
2321 * │<── texture width ──>│
2322 * ├─────────────────────┼─
2323 * │111111111111111111111│ʌ
2324 * │222222222222222222222││
2325 * │333333333333333333333│texture height
2326 * │444444444444444444444││
2327 * │555555555555555555555│v
2328 * └─────────────────────┴─
2330 * This also means that any references to surface memory should work
2331 * with the data as if it were a standard texture with a NPOT width
2332 * instead of a texture boxed up to be a power-of-two texture. */
2333 src_data = mem;
2334 dst_data = data->addr;
2335 TRACE("Repacking the surface data from pitch %u to pitch %u.\n", src_row_pitch, dst_row_pitch);
2336 h = wined3d_texture_get_level_height(texture, level);
2337 for (y = 0; y < h; ++y)
2339 memcpy(dst_data, src_data, dst_row_pitch);
2340 src_data += src_row_pitch;
2341 dst_data += dst_row_pitch;
2344 else if (temporary_mem)
2346 unsigned int layer = sub_resource_idx / texture->level_count;
2347 void *src_data = temporary_mem + layer * sub_resource->size;
2348 if (data->buffer_object)
2350 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data->buffer_object));
2351 checkGLcall("glBindBuffer");
2352 GL_EXTCALL(glBufferSubData(GL_PIXEL_PACK_BUFFER, 0, sub_resource->size, src_data));
2353 checkGLcall("glBufferSubData");
2355 else
2357 memcpy(data->addr, src_data, sub_resource->size);
2361 if (data->buffer_object)
2363 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
2364 checkGLcall("glBindBuffer");
2367 heap_free(temporary_mem);
2370 /* This call just downloads data, the caller is responsible for binding the
2371 * correct texture. Partial downloads are not supported. */
2372 /* Context activation is done by the caller. */
2373 void wined3d_texture_download_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2374 struct wined3d_context *context, const struct wined3d_bo_address *data)
2376 const struct wined3d_gl_info *gl_info = context->gl_info;
2377 const struct wined3d_format_gl *format_gl;
2378 unsigned int level;
2379 GLenum target;
2381 format_gl = wined3d_format_gl(texture->resource.format);
2382 target = wined3d_texture_get_sub_resource_target(texture, sub_resource_idx);
2383 level = sub_resource_idx % texture->level_count;
2385 if (texture->resource.type == WINED3D_RTYPE_TEXTURE_2D
2386 && (target == GL_TEXTURE_2D_ARRAY || format_gl->f.conv_byte_count
2387 || texture->flags & (WINED3D_TEXTURE_CONVERTED | WINED3D_TEXTURE_COND_NP2_EMULATED)))
2389 /* 2D-specific special cases. */
2390 texture2d_download_data(texture, sub_resource_idx, context, data);
2391 return;
2394 if (format_gl->f.conv_byte_count)
2396 FIXME("Attempting to download a converted texture, type %s format %s.\n",
2397 debug_d3dresourcetype(texture->resource.type),
2398 debug_d3dformat(format_gl->f.id));
2399 return;
2402 if (data->buffer_object)
2404 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data->buffer_object));
2405 checkGLcall("glBindBuffer");
2408 if (texture->resource.format_flags & WINED3DFMT_FLAG_COMPRESSED)
2410 TRACE("Downloading compressed texture %p, %u, level %u, format %#x, type %#x, data %p.\n",
2411 texture, sub_resource_idx, level, format_gl->format, format_gl->type, data->addr);
2413 GL_EXTCALL(glGetCompressedTexImage(target, level, data->addr));
2414 checkGLcall("glGetCompressedTexImage");
2416 else
2418 TRACE("Downloading texture %p, %u, level %u, format %#x, type %#x, data %p.\n",
2419 texture, sub_resource_idx, level, format_gl->format, format_gl->type, data->addr);
2421 gl_info->gl_ops.gl.p_glGetTexImage(target, level, format_gl->format, format_gl->type, data->addr);
2422 checkGLcall("glGetTexImage");
2425 if (data->buffer_object)
2427 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
2428 checkGLcall("glBindBuffer");
2432 /* Context activation is done by the caller. Context may be NULL in ddraw-only mode. */
2433 static BOOL texture2d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2434 struct wined3d_context *context, DWORD location)
2436 TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n",
2437 texture, sub_resource_idx, context, wined3d_debug_location(location));
2439 switch (location)
2441 case WINED3D_LOCATION_USER_MEMORY:
2442 case WINED3D_LOCATION_SYSMEM:
2443 case WINED3D_LOCATION_BUFFER:
2444 return texture2d_load_sysmem(texture, sub_resource_idx, context, location);
2446 case WINED3D_LOCATION_DRAWABLE:
2447 return texture2d_load_drawable(texture, sub_resource_idx, context);
2449 case WINED3D_LOCATION_RB_RESOLVED:
2450 case WINED3D_LOCATION_RB_MULTISAMPLE:
2451 return texture2d_load_renderbuffer(texture, sub_resource_idx, context, location);
2453 case WINED3D_LOCATION_TEXTURE_RGB:
2454 case WINED3D_LOCATION_TEXTURE_SRGB:
2455 return texture2d_load_texture(texture, sub_resource_idx, context,
2456 location == WINED3D_LOCATION_TEXTURE_SRGB);
2458 default:
2459 ERR("Don't know how to handle location %#x.\n", location);
2460 return FALSE;
2464 static const struct wined3d_texture_ops texture2d_ops =
2466 texture2d_load_location,
2469 struct wined3d_texture * __cdecl wined3d_texture_from_resource(struct wined3d_resource *resource)
2471 return texture_from_resource(resource);
2474 static ULONG texture_resource_incref(struct wined3d_resource *resource)
2476 return wined3d_texture_incref(texture_from_resource(resource));
2479 static ULONG texture_resource_decref(struct wined3d_resource *resource)
2481 return wined3d_texture_decref(texture_from_resource(resource));
2484 static void texture_resource_preload(struct wined3d_resource *resource)
2486 struct wined3d_texture *texture = texture_from_resource(resource);
2487 struct wined3d_context *context;
2489 context = context_acquire(resource->device, NULL, 0);
2490 wined3d_texture_load(texture, context, texture->flags & WINED3D_TEXTURE_IS_SRGB);
2491 context_release(context);
2494 static void wined3d_texture_unload(struct wined3d_resource *resource)
2496 struct wined3d_texture *texture = texture_from_resource(resource);
2497 UINT sub_count = texture->level_count * texture->layer_count;
2498 struct wined3d_renderbuffer_entry *entry, *entry2;
2499 struct wined3d_device *device = resource->device;
2500 const struct wined3d_gl_info *gl_info;
2501 struct wined3d_context *context;
2502 UINT i;
2504 TRACE("texture %p.\n", texture);
2506 context = context_acquire(device, NULL, 0);
2507 gl_info = context->gl_info;
2509 for (i = 0; i < sub_count; ++i)
2511 struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[i];
2513 if (resource->access & WINED3D_RESOURCE_ACCESS_CPU
2514 && wined3d_texture_load_location(texture, i, context, resource->map_binding))
2516 wined3d_texture_invalidate_location(texture, i, ~resource->map_binding);
2518 else
2520 /* We should only get here on device reset/teardown for implicit
2521 * resources. */
2522 if (resource->access & WINED3D_RESOURCE_ACCESS_CPU
2523 || resource->type != WINED3D_RTYPE_TEXTURE_2D)
2524 ERR("Discarding %s %p sub-resource %u with resource access %s.\n",
2525 debug_d3dresourcetype(resource->type), resource, i,
2526 wined3d_debug_resource_access(resource->access));
2527 wined3d_texture_validate_location(texture, i, WINED3D_LOCATION_DISCARDED);
2528 wined3d_texture_invalidate_location(texture, i, ~WINED3D_LOCATION_DISCARDED);
2531 if (sub_resource->buffer_object)
2532 wined3d_texture_remove_buffer_object(texture, i, context->gl_info);
2535 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &texture->renderbuffers, struct wined3d_renderbuffer_entry, entry)
2537 context_gl_resource_released(device, entry->id, TRUE);
2538 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
2539 list_remove(&entry->entry);
2540 heap_free(entry);
2542 list_init(&texture->renderbuffers);
2543 texture->current_renderbuffer = NULL;
2545 context_release(context);
2547 wined3d_texture_force_reload(texture);
2548 wined3d_texture_unload_gl_texture(texture);
2551 static HRESULT texture_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
2552 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
2554 const struct wined3d_format *format = resource->format;
2555 struct wined3d_texture_sub_resource *sub_resource;
2556 struct wined3d_device *device = resource->device;
2557 unsigned int fmt_flags = resource->format_flags;
2558 struct wined3d_context *context = NULL;
2559 struct wined3d_texture *texture;
2560 struct wined3d_bo_address data;
2561 unsigned int texture_level;
2562 BYTE *base_memory;
2563 BOOL ret;
2565 TRACE("resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n",
2566 resource, sub_resource_idx, map_desc, debug_box(box), flags);
2568 texture = texture_from_resource(resource);
2569 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
2570 return E_INVALIDARG;
2572 texture_level = sub_resource_idx % texture->level_count;
2573 if (box && FAILED(wined3d_texture_check_box_dimensions(texture, texture_level, box)))
2575 WARN("Map box is invalid.\n");
2576 if (((fmt_flags & WINED3DFMT_FLAG_BLOCKS) && !(resource->access & WINED3D_RESOURCE_ACCESS_CPU))
2577 || resource->type != WINED3D_RTYPE_TEXTURE_2D)
2578 return WINED3DERR_INVALIDCALL;
2581 if (texture->flags & WINED3D_TEXTURE_DC_IN_USE)
2583 WARN("DC is in use.\n");
2584 return WINED3DERR_INVALIDCALL;
2587 if (sub_resource->map_count)
2589 WARN("Sub-resource is already mapped.\n");
2590 return WINED3DERR_INVALIDCALL;
2593 if (device->d3d_initialized)
2594 context = context_acquire(device, NULL, 0);
2596 if (flags & WINED3D_MAP_DISCARD)
2598 TRACE("WINED3D_MAP_DISCARD flag passed, marking %s as up to date.\n",
2599 wined3d_debug_location(resource->map_binding));
2600 if ((ret = wined3d_texture_prepare_location(texture, sub_resource_idx, context, resource->map_binding)))
2601 wined3d_texture_validate_location(texture, sub_resource_idx, resource->map_binding);
2603 else
2605 if (resource->usage & WINED3DUSAGE_DYNAMIC)
2606 WARN_(d3d_perf)("Mapping a dynamic texture without WINED3D_MAP_DISCARD.\n");
2607 ret = wined3d_texture_load_location(texture, sub_resource_idx, context, resource->map_binding);
2610 if (!ret)
2612 ERR("Failed to prepare location.\n");
2613 context_release(context);
2614 return E_OUTOFMEMORY;
2617 if (flags & WINED3D_MAP_WRITE
2618 && (!(flags & WINED3D_MAP_NO_DIRTY_UPDATE) || (resource->usage & WINED3DUSAGE_DYNAMIC)))
2619 wined3d_texture_invalidate_location(texture, sub_resource_idx, ~resource->map_binding);
2621 wined3d_texture_get_memory(texture, sub_resource_idx, &data, resource->map_binding);
2622 base_memory = context_map_bo_address(context, &data, sub_resource->size, GL_PIXEL_UNPACK_BUFFER, flags);
2623 TRACE("Base memory pointer %p.\n", base_memory);
2625 if (context)
2626 context_release(context);
2628 if (fmt_flags & WINED3DFMT_FLAG_BROKEN_PITCH)
2630 map_desc->row_pitch = wined3d_texture_get_level_width(texture, texture_level) * format->byte_count;
2631 map_desc->slice_pitch = wined3d_texture_get_level_height(texture, texture_level) * map_desc->row_pitch;
2633 else
2635 wined3d_texture_get_pitch(texture, texture_level, &map_desc->row_pitch, &map_desc->slice_pitch);
2638 if (!box)
2640 map_desc->data = base_memory;
2642 else
2644 if ((fmt_flags & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_BLOCKS)
2646 /* Compressed textures are block based, so calculate the offset of
2647 * the block that contains the top-left pixel of the mapped box. */
2648 map_desc->data = base_memory
2649 + (box->front * map_desc->slice_pitch)
2650 + ((box->top / format->block_height) * map_desc->row_pitch)
2651 + ((box->left / format->block_width) * format->block_byte_count);
2653 else
2655 map_desc->data = base_memory
2656 + (box->front * map_desc->slice_pitch)
2657 + (box->top * map_desc->row_pitch)
2658 + (box->left * format->byte_count);
2662 if (texture->swapchain && texture->swapchain->front_buffer == texture)
2664 RECT *r = &texture->swapchain->front_buffer_update;
2666 if (!box)
2667 SetRect(r, 0, 0, resource->width, resource->height);
2668 else
2669 SetRect(r, box->left, box->top, box->right, box->bottom);
2670 TRACE("Mapped front buffer %s.\n", wine_dbgstr_rect(r));
2673 ++resource->map_count;
2674 ++sub_resource->map_count;
2676 TRACE("Returning memory %p, row pitch %u, slice pitch %u.\n",
2677 map_desc->data, map_desc->row_pitch, map_desc->slice_pitch);
2679 return WINED3D_OK;
2682 static HRESULT texture_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
2684 struct wined3d_texture_sub_resource *sub_resource;
2685 struct wined3d_device *device = resource->device;
2686 struct wined3d_context *context = NULL;
2687 struct wined3d_texture *texture;
2688 struct wined3d_bo_address data;
2690 TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx);
2692 texture = texture_from_resource(resource);
2693 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
2694 return E_INVALIDARG;
2696 if (!sub_resource->map_count)
2698 WARN("Trying to unmap unmapped sub-resource.\n");
2699 if (texture->flags & WINED3D_TEXTURE_DC_IN_USE)
2700 return WINED3D_OK;
2701 return WINEDDERR_NOTLOCKED;
2704 if (device->d3d_initialized)
2705 context = context_acquire(device, NULL, 0);
2707 wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding);
2708 context_unmap_bo_address(context, &data, GL_PIXEL_UNPACK_BUFFER);
2710 if (context)
2711 context_release(context);
2713 if (texture->swapchain && texture->swapchain->front_buffer == texture)
2715 if (!(sub_resource->locations & (WINED3D_LOCATION_DRAWABLE | WINED3D_LOCATION_TEXTURE_RGB)))
2716 texture->swapchain->swapchain_ops->swapchain_frontbuffer_updated(texture->swapchain);
2719 --sub_resource->map_count;
2720 if (!--resource->map_count && texture->update_map_binding)
2721 wined3d_texture_update_map_binding(texture);
2723 return WINED3D_OK;
2726 static const struct wined3d_resource_ops texture_resource_ops =
2728 texture_resource_incref,
2729 texture_resource_decref,
2730 texture_resource_preload,
2731 wined3d_texture_unload,
2732 texture_resource_sub_resource_map,
2733 texture_resource_sub_resource_unmap,
2736 /* Context activation is done by the caller. */
2737 static BOOL texture1d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2738 struct wined3d_context *context, DWORD location)
2740 struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
2741 unsigned int row_pitch, slice_pitch;
2743 TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n",
2744 texture, sub_resource_idx, context, wined3d_debug_location(location));
2746 if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location))
2747 return FALSE;
2749 switch (location)
2751 case WINED3D_LOCATION_TEXTURE_RGB:
2752 case WINED3D_LOCATION_TEXTURE_SRGB:
2753 if (sub_resource->locations & WINED3D_LOCATION_SYSMEM)
2755 struct wined3d_const_bo_address data = {0, texture->resource.heap_memory};
2756 struct wined3d_box src_box;
2758 data.addr += sub_resource->offset;
2759 wined3d_texture_bind_and_dirtify(texture, context,
2760 location == WINED3D_LOCATION_TEXTURE_SRGB);
2761 wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
2762 wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box);
2763 wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format,
2764 &src_box, &data, row_pitch, slice_pitch, 0, 0, 0, FALSE);
2766 else if (sub_resource->locations & WINED3D_LOCATION_BUFFER)
2768 struct wined3d_const_bo_address data = {sub_resource->buffer_object, NULL};
2769 struct wined3d_box src_box;
2771 wined3d_texture_bind_and_dirtify(texture, context,
2772 location == WINED3D_LOCATION_TEXTURE_SRGB);
2773 wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
2774 wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box);
2775 wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format,
2776 &src_box, &data, row_pitch, slice_pitch, 0, 0, 0, FALSE);
2778 else
2780 FIXME("Implement texture loading from %s.\n", wined3d_debug_location(sub_resource->locations));
2781 return FALSE;
2783 break;
2785 case WINED3D_LOCATION_SYSMEM:
2786 if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
2788 struct wined3d_bo_address data = {0, texture->resource.heap_memory};
2790 data.addr += sub_resource->offset;
2791 if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
2792 wined3d_texture_bind_and_dirtify(texture, context, FALSE);
2793 else
2794 wined3d_texture_bind_and_dirtify(texture, context, TRUE);
2796 wined3d_texture_download_data(texture, sub_resource_idx, context, &data);
2797 ++texture->download_count;
2799 else
2801 FIXME("Implement WINED3D_LOCATION_SYSMEM loading from %s.\n",
2802 wined3d_debug_location(sub_resource->locations));
2803 return FALSE;
2805 break;
2807 case WINED3D_LOCATION_BUFFER:
2808 if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
2810 struct wined3d_bo_address data = {sub_resource->buffer_object, NULL};
2812 if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
2813 wined3d_texture_bind_and_dirtify(texture, context, FALSE);
2814 else
2815 wined3d_texture_bind_and_dirtify(texture, context, TRUE);
2817 wined3d_texture_download_data(texture, sub_resource_idx, context, &data);
2819 else
2821 FIXME("Implement WINED3D_LOCATION_BUFFER loading from %s.\n",
2822 wined3d_debug_location(sub_resource->locations));
2823 return FALSE;
2825 break;
2827 default:
2828 FIXME("Implement %s loading from %s.\n", wined3d_debug_location(location),
2829 wined3d_debug_location(sub_resource->locations));
2830 return FALSE;
2833 return TRUE;
2836 static const struct wined3d_texture_ops texture1d_ops =
2838 texture1d_load_location,
2841 static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
2842 unsigned int layer_count, unsigned int level_count, DWORD flags, struct wined3d_device *device,
2843 void *parent, const struct wined3d_parent_ops *parent_ops, const struct wined3d_texture_ops *texture_ops)
2845 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2846 struct wined3d_device_parent *device_parent = device->device_parent;
2847 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2848 unsigned int sub_count, i, j, size, offset = 0;
2849 unsigned int pow2_width, pow2_height;
2850 const struct wined3d_format *format;
2851 HRESULT hr;
2853 TRACE("texture %p, resource_type %s, format %s, multisample_type %#x, multisample_quality %#x, "
2854 "usage %s, access %s, width %u, height %u, depth %u, layer_count %u, level_count %u, "
2855 "flags %#x, device %p, parent %p, parent_ops %p, texture_ops %p.\n",
2856 texture, debug_d3dresourcetype(desc->resource_type), debug_d3dformat(desc->format),
2857 desc->multisample_type, desc->multisample_quality, debug_d3dusage(desc->usage),
2858 wined3d_debug_resource_access(desc->access), desc->width, desc->height, desc->depth,
2859 layer_count, level_count, flags, device, parent, parent_ops, texture_ops);
2861 if (!desc->width || !desc->height || !desc->depth)
2862 return WINED3DERR_INVALIDCALL;
2864 if (desc->resource_type == WINED3D_RTYPE_TEXTURE_3D)
2866 if (layer_count != 1)
2868 ERR("Invalid layer count for volume texture.\n");
2869 return E_INVALIDARG;
2872 if (!gl_info->supported[EXT_TEXTURE3D])
2874 WARN("OpenGL implementation does not support 3D textures.\n");
2875 return WINED3DERR_INVALIDCALL;
2879 if (!(desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP) && layer_count > 1
2880 && !gl_info->supported[EXT_TEXTURE_ARRAY])
2882 WARN("OpenGL implementation does not support array textures.\n");
2883 return WINED3DERR_INVALIDCALL;
2886 /* TODO: It should only be possible to create textures for formats
2887 * that are reported as supported. */
2888 if (WINED3DFMT_UNKNOWN >= desc->format)
2890 WARN("Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n");
2891 return WINED3DERR_INVALIDCALL;
2893 format = wined3d_get_format(device->adapter, desc->format, desc->usage);
2895 if (desc->usage & WINED3DUSAGE_DYNAMIC && (wined3d_resource_access_is_managed(desc->access)
2896 || desc->usage & WINED3DUSAGE_SCRATCH))
2898 WARN("Attempted to create a dynamic texture with access %s and usage %s.\n",
2899 wined3d_debug_resource_access(desc->access), debug_d3dusage(desc->usage));
2900 return WINED3DERR_INVALIDCALL;
2903 if (!(desc->usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))
2904 && (flags & WINED3D_TEXTURE_CREATE_MAPPABLE))
2905 WARN("Creating a mappable texture that doesn't specify dynamic usage.\n");
2906 if (desc->usage & WINED3DUSAGE_RENDERTARGET && desc->access & WINED3D_RESOURCE_ACCESS_CPU)
2907 FIXME("Trying to create a CPU accessible render target.\n");
2909 pow2_width = desc->width;
2910 pow2_height = desc->height;
2911 if (((desc->width & (desc->width - 1)) || (desc->height & (desc->height - 1)) || (desc->depth & (desc->depth - 1)))
2912 && !d3d_info->texture_npot)
2914 /* level_count == 0 returns an error as well. */
2915 if (level_count != 1 || layer_count != 1 || desc->resource_type == WINED3D_RTYPE_TEXTURE_3D)
2917 if (!(desc->usage & WINED3DUSAGE_SCRATCH))
2919 WARN("Attempted to create a mipmapped/cube/array/volume NPOT "
2920 "texture without unconditional NPOT support.\n");
2921 return WINED3DERR_INVALIDCALL;
2924 WARN("Creating a scratch mipmapped/cube/array NPOT texture despite lack of HW support.\n");
2926 texture->flags |= WINED3D_TEXTURE_COND_NP2;
2928 if (desc->resource_type != WINED3D_RTYPE_TEXTURE_3D && !d3d_info->texture_npot_conditional)
2930 /* TODO: Add support for non-power-of-two compressed textures. */
2931 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D]
2932 & (WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_HEIGHT_SCALE))
2934 FIXME("Compressed or height scaled non-power-of-two (%ux%u) textures are not supported.\n",
2935 desc->width, desc->height);
2936 return WINED3DERR_NOTAVAILABLE;
2939 /* Find the nearest pow2 match. */
2940 pow2_width = pow2_height = 1;
2941 while (pow2_width < desc->width)
2942 pow2_width <<= 1;
2943 while (pow2_height < desc->height)
2944 pow2_height <<= 1;
2945 texture->flags |= WINED3D_TEXTURE_COND_NP2_EMULATED;
2948 texture->pow2_width = pow2_width;
2949 texture->pow2_height = pow2_height;
2951 if ((pow2_width > d3d_info->limits.texture_size || pow2_height > d3d_info->limits.texture_size)
2952 && (desc->usage & WINED3DUSAGE_TEXTURE))
2954 /* One of four options:
2955 * 1: Do the same as we do with NPOT and scale the texture. (Any
2956 * texture ops would require the texture to be scaled which is
2957 * potentially slow.)
2958 * 2: Set the texture to the maximum size (bad idea).
2959 * 3: WARN and return WINED3DERR_NOTAVAILABLE.
2960 * 4: Create the surface, but allow it to be used only for DirectDraw
2961 * Blts. Some apps (e.g. Swat 3) create textures with a height of
2962 * 16 and a width > 3000 and blt 16x16 letter areas from them to
2963 * the render target. */
2964 if (desc->access & WINED3D_RESOURCE_ACCESS_GPU)
2966 WARN("Dimensions (%ux%u) exceed the maximum texture size.\n", pow2_width, pow2_height);
2967 return WINED3DERR_NOTAVAILABLE;
2970 /* We should never use this surface in combination with OpenGL. */
2971 TRACE("Creating an oversized (%ux%u) surface.\n", pow2_width, pow2_height);
2974 for (i = 0; i < layer_count; ++i)
2976 for (j = 0; j < level_count; ++j)
2978 unsigned int idx = i * level_count + j;
2980 size = wined3d_format_calculate_size(format, device->surface_alignment,
2981 max(1, desc->width >> j), max(1, desc->height >> j), max(1, desc->depth >> j));
2982 texture->sub_resources[idx].offset = offset;
2983 texture->sub_resources[idx].size = size;
2984 offset += size;
2986 offset = (offset + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1);
2989 if (!offset)
2990 return WINED3DERR_INVALIDCALL;
2992 if (FAILED(hr = resource_init(&texture->resource, device, desc->resource_type, format,
2993 desc->multisample_type, desc->multisample_quality, desc->usage, desc->access,
2994 desc->width, desc->height, desc->depth, offset, parent, parent_ops, &texture_resource_ops)))
2996 static unsigned int once;
2998 /* DXTn 3D textures are not supported. Do not write the ERR for them. */
2999 if ((desc->format == WINED3DFMT_DXT1 || desc->format == WINED3DFMT_DXT2 || desc->format == WINED3DFMT_DXT3
3000 || desc->format == WINED3DFMT_DXT4 || desc->format == WINED3DFMT_DXT5)
3001 && !(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE)
3002 && desc->resource_type != WINED3D_RTYPE_TEXTURE_3D && !once++)
3003 ERR_(winediag)("The application tried to create a DXTn texture, but the driver does not support them.\n");
3005 WARN("Failed to initialize resource, returning %#x\n", hr);
3006 return hr;
3008 wined3d_resource_update_draw_binding(&texture->resource);
3009 if ((flags & WINED3D_TEXTURE_CREATE_MAPPABLE) || desc->format == WINED3DFMT_D16_LOCKABLE)
3010 texture->resource.access |= WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
3012 texture->texture_ops = texture_ops;
3014 texture->layer_count = layer_count;
3015 texture->level_count = level_count;
3016 texture->lod = 0;
3017 texture->flags |= WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS;
3018 if (flags & WINED3D_TEXTURE_CREATE_GET_DC_LENIENT)
3019 texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_GET_DC_LENIENT;
3020 if (flags & (WINED3D_TEXTURE_CREATE_GET_DC | WINED3D_TEXTURE_CREATE_GET_DC_LENIENT))
3021 texture->flags |= WINED3D_TEXTURE_GET_DC;
3022 if (flags & WINED3D_TEXTURE_CREATE_DISCARD)
3023 texture->flags |= WINED3D_TEXTURE_DISCARD;
3024 if (flags & WINED3D_TEXTURE_CREATE_GENERATE_MIPMAPS)
3026 if (!(texture->resource.format_flags & WINED3DFMT_FLAG_GEN_MIPMAP))
3027 WARN("Format doesn't support mipmaps generation, "
3028 "ignoring WINED3D_TEXTURE_CREATE_GENERATE_MIPMAPS flag.\n");
3029 else
3030 texture->flags |= WINED3D_TEXTURE_GENERATE_MIPMAPS;
3033 list_init(&texture->renderbuffers);
3035 switch (desc->resource_type)
3037 case WINED3D_RTYPE_TEXTURE_1D:
3038 if (layer_count > 1)
3039 texture->target = GL_TEXTURE_1D_ARRAY;
3040 else
3041 texture->target = GL_TEXTURE_1D;
3042 break;
3044 case WINED3D_RTYPE_TEXTURE_2D:
3045 if (desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP)
3047 texture->target = GL_TEXTURE_CUBE_MAP_ARB;
3049 else if (desc->multisample_type && gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
3051 if (layer_count > 1)
3052 texture->target = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
3053 else
3054 texture->target = GL_TEXTURE_2D_MULTISAMPLE;
3056 else
3058 if (layer_count > 1)
3059 texture->target = GL_TEXTURE_2D_ARRAY;
3060 else
3061 texture->target = GL_TEXTURE_2D;
3063 break;
3065 case WINED3D_RTYPE_TEXTURE_3D:
3066 texture->target = GL_TEXTURE_3D;
3067 break;
3069 default:
3070 ERR("Invalid resource type %s.\n", debug_d3dresourcetype(desc->resource_type));
3071 wined3d_texture_cleanup_sync(texture);
3072 return WINED3DERR_INVALIDCALL;
3075 /* Precalculated scaling for 'faked' non power of two texture coords. */
3076 if (texture->resource.gl_type == WINED3D_GL_RES_TYPE_TEX_RECT)
3078 texture->pow2_matrix[0] = (float)desc->width;
3079 texture->pow2_matrix[5] = (float)desc->height;
3080 texture->flags &= ~(WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS);
3081 texture->target = GL_TEXTURE_RECTANGLE_ARB;
3083 else if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
3085 texture->pow2_matrix[0] = (((float)desc->width) / ((float)pow2_width));
3086 texture->pow2_matrix[5] = (((float)desc->height) / ((float)pow2_height));
3087 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
3089 else
3091 texture->pow2_matrix[0] = 1.0f;
3092 texture->pow2_matrix[5] = 1.0f;
3094 texture->pow2_matrix[10] = 1.0f;
3095 texture->pow2_matrix[15] = 1.0f;
3096 TRACE("x scale %.8e, y scale %.8e.\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
3098 if (wined3d_texture_use_pbo(texture, gl_info))
3099 texture->resource.map_binding = WINED3D_LOCATION_BUFFER;
3101 if (desc->resource_type != WINED3D_RTYPE_TEXTURE_3D
3102 || !wined3d_texture_use_pbo(texture, gl_info))
3104 if (!wined3d_resource_allocate_sysmem(&texture->resource))
3106 wined3d_texture_cleanup_sync(texture);
3107 return E_OUTOFMEMORY;
3111 sub_count = level_count * layer_count;
3112 if (sub_count / layer_count != level_count)
3114 wined3d_texture_cleanup_sync(texture);
3115 return E_OUTOFMEMORY;
3118 if (desc->usage & WINED3DUSAGE_OVERLAY)
3120 if (!(texture->overlay_info = heap_calloc(sub_count, sizeof(*texture->overlay_info))))
3122 wined3d_texture_cleanup_sync(texture);
3123 return E_OUTOFMEMORY;
3126 for (i = 0; i < sub_count; ++i)
3128 list_init(&texture->overlay_info[i].entry);
3129 list_init(&texture->overlay_info[i].overlays);
3133 /* Generate all sub-resources. */
3134 for (i = 0; i < sub_count; ++i)
3136 struct wined3d_texture_sub_resource *sub_resource;
3138 sub_resource = &texture->sub_resources[i];
3139 sub_resource->locations = WINED3D_LOCATION_DISCARDED;
3140 if (desc->resource_type != WINED3D_RTYPE_TEXTURE_3D)
3142 wined3d_texture_validate_location(texture, i, WINED3D_LOCATION_SYSMEM);
3143 wined3d_texture_invalidate_location(texture, i, ~WINED3D_LOCATION_SYSMEM);
3146 if (FAILED(hr = device_parent->ops->texture_sub_resource_created(device_parent,
3147 desc->resource_type, texture, i, &sub_resource->parent, &sub_resource->parent_ops)))
3149 WARN("Failed to create sub-resource parent, hr %#x.\n", hr);
3150 sub_resource->parent = NULL;
3151 wined3d_texture_cleanup_sync(texture);
3152 return hr;
3155 TRACE("parent %p, parent_ops %p.\n", sub_resource->parent, sub_resource->parent_ops);
3157 TRACE("Created sub-resource %u (level %u, layer %u).\n",
3158 i, i % texture->level_count, i / texture->level_count);
3160 if (desc->usage & WINED3DUSAGE_OWNDC)
3162 struct wined3d_texture_idx texture_idx = {texture, i};
3164 wined3d_cs_init_object(device->cs, wined3d_texture_create_dc, &texture_idx);
3165 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
3166 if (!texture->dc_info || !texture->dc_info[i].dc)
3168 wined3d_texture_cleanup_sync(texture);
3169 return WINED3DERR_INVALIDCALL;
3174 return WINED3D_OK;
3177 /* Context activation is done by the caller. */
3178 static void texture3d_srgb_transfer(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3179 struct wined3d_context *context, BOOL dest_is_srgb)
3181 struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
3182 unsigned int row_pitch, slice_pitch;
3183 struct wined3d_bo_address data;
3184 struct wined3d_box src_box;
3186 /* Optimisations are possible, but the effort should be put into either
3187 * implementing EXT_SRGB_DECODE in the driver or finding out why we
3188 * picked the wrong copy for the original upload and fixing that.
3190 * Also keep in mind that we want to avoid using resource.heap_memory
3191 * for DEFAULT pool surfaces. */
3192 WARN_(d3d_perf)("Performing slow rgb/srgb volume transfer.\n");
3193 data.buffer_object = 0;
3194 if (!(data.addr = heap_alloc(sub_resource->size)))
3195 return;
3197 wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
3198 wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box);
3199 wined3d_texture_bind_and_dirtify(texture, context, !dest_is_srgb);
3200 wined3d_texture_download_data(texture, sub_resource_idx, context, &data);
3201 wined3d_texture_bind_and_dirtify(texture, context, dest_is_srgb);
3202 wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format,
3203 &src_box, wined3d_const_bo_address(&data), row_pitch, slice_pitch, 0, 0, 0, FALSE);
3205 heap_free(data.addr);
3208 /* Context activation is done by the caller. */
3209 static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3210 struct wined3d_context *context, DWORD location)
3212 struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
3213 unsigned int row_pitch, slice_pitch;
3215 if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location))
3216 return FALSE;
3218 switch (location)
3220 case WINED3D_LOCATION_TEXTURE_RGB:
3221 case WINED3D_LOCATION_TEXTURE_SRGB:
3222 if (sub_resource->locations & WINED3D_LOCATION_SYSMEM)
3224 struct wined3d_const_bo_address data = {0, texture->resource.heap_memory};
3225 struct wined3d_box src_box;
3227 data.addr += sub_resource->offset;
3228 wined3d_texture_bind_and_dirtify(texture, context,
3229 location == WINED3D_LOCATION_TEXTURE_SRGB);
3230 wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
3231 wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box);
3232 wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format,
3233 &src_box, &data, row_pitch, slice_pitch, 0, 0, 0, FALSE);
3235 else if (sub_resource->locations & WINED3D_LOCATION_BUFFER)
3237 struct wined3d_const_bo_address data = {sub_resource->buffer_object, NULL};
3238 struct wined3d_box src_box;
3240 wined3d_texture_bind_and_dirtify(texture, context,
3241 location == WINED3D_LOCATION_TEXTURE_SRGB);
3242 wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
3243 wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box);
3244 wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format,
3245 &src_box, &data, row_pitch, slice_pitch, 0, 0, 0, FALSE);
3247 else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
3249 texture3d_srgb_transfer(texture, sub_resource_idx, context, TRUE);
3251 else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_SRGB)
3253 texture3d_srgb_transfer(texture, sub_resource_idx, context, FALSE);
3255 else
3257 FIXME("Implement texture loading from %s.\n", wined3d_debug_location(sub_resource->locations));
3258 return FALSE;
3260 break;
3262 case WINED3D_LOCATION_SYSMEM:
3263 if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
3265 struct wined3d_bo_address data = {0, texture->resource.heap_memory};
3267 data.addr += sub_resource->offset;
3268 if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
3269 wined3d_texture_bind_and_dirtify(texture, context, FALSE);
3270 else
3271 wined3d_texture_bind_and_dirtify(texture, context, TRUE);
3273 wined3d_texture_download_data(texture, sub_resource_idx, context, &data);
3274 ++texture->download_count;
3276 else
3278 FIXME("Implement WINED3D_LOCATION_SYSMEM loading from %s.\n",
3279 wined3d_debug_location(sub_resource->locations));
3280 return FALSE;
3282 break;
3284 case WINED3D_LOCATION_BUFFER:
3285 if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
3287 struct wined3d_bo_address data = {sub_resource->buffer_object, NULL};
3289 if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
3290 wined3d_texture_bind_and_dirtify(texture, context, FALSE);
3291 else
3292 wined3d_texture_bind_and_dirtify(texture, context, TRUE);
3294 wined3d_texture_download_data(texture, sub_resource_idx, context, &data);
3296 else
3298 FIXME("Implement WINED3D_LOCATION_BUFFER loading from %s.\n",
3299 wined3d_debug_location(sub_resource->locations));
3300 return FALSE;
3302 break;
3304 default:
3305 FIXME("Implement %s loading from %s.\n", wined3d_debug_location(location),
3306 wined3d_debug_location(sub_resource->locations));
3307 return FALSE;
3310 return TRUE;
3313 static const struct wined3d_texture_ops texture3d_ops =
3315 texture3d_load_location,
3318 HRESULT CDECL wined3d_texture_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
3319 const RECT *dst_rect, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
3320 const RECT *src_rect, DWORD flags, const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter)
3322 struct wined3d_box src_box = {src_rect->left, src_rect->top, src_rect->right, src_rect->bottom, 0, 1};
3323 struct wined3d_box dst_box = {dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, 0, 1};
3324 unsigned int dst_format_flags, src_format_flags = 0;
3325 HRESULT hr;
3327 TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_rect %s, src_texture %p, "
3328 "src_sub_resource_idx %u, src_rect %s, flags %#x, fx %p, filter %s.\n",
3329 dst_texture, dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), src_texture,
3330 src_sub_resource_idx, wine_dbgstr_rect(src_rect), flags, fx, debug_d3dtexturefiltertype(filter));
3332 if (dst_sub_resource_idx >= dst_texture->level_count * dst_texture->layer_count
3333 || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
3334 return WINED3DERR_INVALIDCALL;
3336 if (src_sub_resource_idx >= src_texture->level_count * src_texture->layer_count
3337 || src_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
3338 return WINED3DERR_INVALIDCALL;
3340 dst_format_flags = dst_texture->resource.format_flags;
3341 if (FAILED(hr = wined3d_texture_check_box_dimensions(dst_texture,
3342 dst_sub_resource_idx % dst_texture->level_count, &dst_box)))
3343 return hr;
3345 src_format_flags = src_texture->resource.format_flags;
3346 if (FAILED(hr = wined3d_texture_check_box_dimensions(src_texture,
3347 src_sub_resource_idx % src_texture->level_count, &src_box)))
3348 return hr;
3350 if (dst_texture->sub_resources[dst_sub_resource_idx].map_count
3351 || src_texture->sub_resources[src_sub_resource_idx].map_count)
3353 WARN("Sub-resource is busy, returning WINEDDERR_SURFACEBUSY.\n");
3354 return WINEDDERR_SURFACEBUSY;
3357 if ((src_format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3358 != (dst_format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3360 WARN("Rejecting depth/stencil blit between incompatible formats.\n");
3361 return WINED3DERR_INVALIDCALL;
3364 if (dst_texture->resource.device != src_texture->resource.device)
3366 FIXME("Rejecting cross-device blit.\n");
3367 return E_NOTIMPL;
3370 wined3d_cs_emit_blt_sub_resource(dst_texture->resource.device->cs, &dst_texture->resource, dst_sub_resource_idx,
3371 &dst_box, &src_texture->resource, src_sub_resource_idx, &src_box, flags, fx, filter);
3373 return WINED3D_OK;
3376 HRESULT CDECL wined3d_texture_get_overlay_position(const struct wined3d_texture *texture,
3377 unsigned int sub_resource_idx, LONG *x, LONG *y)
3379 struct wined3d_overlay_info *overlay;
3381 TRACE("texture %p, sub_resource_idx %u, x %p, y %p.\n", texture, sub_resource_idx, x, y);
3383 if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY)
3384 || sub_resource_idx >= texture->level_count * texture->layer_count)
3386 WARN("Invalid sub-resource specified.\n");
3387 return WINEDDERR_NOTAOVERLAYSURFACE;
3390 overlay = &texture->overlay_info[sub_resource_idx];
3391 if (!overlay->dst_texture)
3393 TRACE("Overlay not visible.\n");
3394 *x = 0;
3395 *y = 0;
3396 return WINEDDERR_OVERLAYNOTVISIBLE;
3399 *x = overlay->dst_rect.left;
3400 *y = overlay->dst_rect.top;
3402 TRACE("Returning position %d, %d.\n", *x, *y);
3404 return WINED3D_OK;
3407 HRESULT CDECL wined3d_texture_set_overlay_position(struct wined3d_texture *texture,
3408 unsigned int sub_resource_idx, LONG x, LONG y)
3410 struct wined3d_overlay_info *overlay;
3411 LONG w, h;
3413 TRACE("texture %p, sub_resource_idx %u, x %d, y %d.\n", texture, sub_resource_idx, x, y);
3415 if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY)
3416 || sub_resource_idx >= texture->level_count * texture->layer_count)
3418 WARN("Invalid sub-resource specified.\n");
3419 return WINEDDERR_NOTAOVERLAYSURFACE;
3422 overlay = &texture->overlay_info[sub_resource_idx];
3423 w = overlay->dst_rect.right - overlay->dst_rect.left;
3424 h = overlay->dst_rect.bottom - overlay->dst_rect.top;
3425 SetRect(&overlay->dst_rect, x, y, x + w, y + h);
3427 return WINED3D_OK;
3430 HRESULT CDECL wined3d_texture_update_overlay(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3431 const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
3432 const RECT *dst_rect, DWORD flags)
3434 struct wined3d_overlay_info *overlay;
3435 unsigned int level, dst_level;
3437 TRACE("texture %p, sub_resource_idx %u, src_rect %s, dst_texture %p, "
3438 "dst_sub_resource_idx %u, dst_rect %s, flags %#x.\n",
3439 texture, sub_resource_idx, wine_dbgstr_rect(src_rect), dst_texture,
3440 dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), flags);
3442 if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
3443 || sub_resource_idx >= texture->level_count * texture->layer_count)
3445 WARN("Invalid sub-resource specified.\n");
3446 return WINEDDERR_NOTAOVERLAYSURFACE;
3449 if (!dst_texture || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
3450 || dst_sub_resource_idx >= dst_texture->level_count * dst_texture->layer_count)
3452 WARN("Invalid destination sub-resource specified.\n");
3453 return WINED3DERR_INVALIDCALL;
3456 overlay = &texture->overlay_info[sub_resource_idx];
3458 level = sub_resource_idx % texture->level_count;
3459 if (src_rect)
3460 overlay->src_rect = *src_rect;
3461 else
3462 SetRect(&overlay->src_rect, 0, 0,
3463 wined3d_texture_get_level_width(texture, level),
3464 wined3d_texture_get_level_height(texture, level));
3466 dst_level = dst_sub_resource_idx % dst_texture->level_count;
3467 if (dst_rect)
3468 overlay->dst_rect = *dst_rect;
3469 else
3470 SetRect(&overlay->dst_rect, 0, 0,
3471 wined3d_texture_get_level_width(dst_texture, dst_level),
3472 wined3d_texture_get_level_height(dst_texture, dst_level));
3474 if (overlay->dst_texture && (overlay->dst_texture != dst_texture
3475 || overlay->dst_sub_resource_idx != dst_sub_resource_idx || flags & WINEDDOVER_HIDE))
3477 overlay->dst_texture = NULL;
3478 list_remove(&overlay->entry);
3481 if (flags & WINEDDOVER_SHOW)
3483 if (overlay->dst_texture != dst_texture || overlay->dst_sub_resource_idx != dst_sub_resource_idx)
3485 overlay->dst_texture = dst_texture;
3486 overlay->dst_sub_resource_idx = dst_sub_resource_idx;
3487 list_add_tail(&texture->overlay_info[dst_sub_resource_idx].overlays, &overlay->entry);
3490 else if (flags & WINEDDOVER_HIDE)
3492 /* Tests show that the rectangles are erased on hide. */
3493 SetRectEmpty(&overlay->src_rect);
3494 SetRectEmpty(&overlay->dst_rect);
3495 overlay->dst_texture = NULL;
3498 return WINED3D_OK;
3501 void * CDECL wined3d_texture_get_sub_resource_parent(struct wined3d_texture *texture, unsigned int sub_resource_idx)
3503 unsigned int sub_count = texture->level_count * texture->layer_count;
3505 TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
3507 if (sub_resource_idx >= sub_count)
3509 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
3510 return NULL;
3513 return texture->sub_resources[sub_resource_idx].parent;
3516 void CDECL wined3d_texture_set_sub_resource_parent(struct wined3d_texture *texture,
3517 unsigned int sub_resource_idx, void *parent)
3519 unsigned int sub_count = texture->level_count * texture->layer_count;
3521 TRACE("texture %p, sub_resource_idx %u, parent %p.\n", texture, sub_resource_idx, parent);
3523 if (sub_resource_idx >= sub_count)
3525 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
3526 return;
3529 texture->sub_resources[sub_resource_idx].parent = parent;
3532 HRESULT CDECL wined3d_texture_get_sub_resource_desc(const struct wined3d_texture *texture,
3533 unsigned int sub_resource_idx, struct wined3d_sub_resource_desc *desc)
3535 unsigned int sub_count = texture->level_count * texture->layer_count;
3536 const struct wined3d_resource *resource;
3537 unsigned int level_idx;
3539 TRACE("texture %p, sub_resource_idx %u, desc %p.\n", texture, sub_resource_idx, desc);
3541 if (sub_resource_idx >= sub_count)
3543 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
3544 return WINED3DERR_INVALIDCALL;
3547 resource = &texture->resource;
3548 desc->format = resource->format->id;
3549 desc->multisample_type = resource->multisample_type;
3550 desc->multisample_quality = resource->multisample_quality;
3551 desc->usage = resource->usage;
3552 desc->access = resource->access;
3554 level_idx = sub_resource_idx % texture->level_count;
3555 desc->width = wined3d_texture_get_level_width(texture, level_idx);
3556 desc->height = wined3d_texture_get_level_height(texture, level_idx);
3557 desc->depth = wined3d_texture_get_level_depth(texture, level_idx);
3558 desc->size = texture->sub_resources[sub_resource_idx].size;
3560 return WINED3D_OK;
3563 HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct wined3d_resource_desc *desc,
3564 UINT layer_count, UINT level_count, DWORD flags, const struct wined3d_sub_resource_data *data,
3565 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
3567 const struct wined3d_texture_ops *texture_ops;
3568 struct wined3d_texture *object;
3569 HRESULT hr;
3571 TRACE("device %p, desc %p, layer_count %u, level_count %u, flags %#x, data %p, "
3572 "parent %p, parent_ops %p, texture %p.\n",
3573 device, desc, layer_count, level_count, flags, data, parent, parent_ops, texture);
3575 if (!layer_count)
3577 WARN("Invalid layer count.\n");
3578 return E_INVALIDARG;
3580 if ((desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP) && layer_count != 6)
3582 ERR("Invalid layer count %u for legacy cubemap.\n", layer_count);
3583 layer_count = 6;
3586 if (!level_count)
3588 WARN("Invalid level count.\n");
3589 return WINED3DERR_INVALIDCALL;
3592 if (desc->multisample_type != WINED3D_MULTISAMPLE_NONE)
3594 const struct wined3d_format *format = wined3d_get_format(device->adapter, desc->format, desc->usage);
3596 if (desc->multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE
3597 && desc->multisample_quality >= wined3d_popcount(format->multisample_types))
3599 WARN("Unsupported quality level %u requested for WINED3D_MULTISAMPLE_NON_MASKABLE.\n",
3600 desc->multisample_quality);
3601 return WINED3DERR_NOTAVAILABLE;
3603 if (desc->multisample_type != WINED3D_MULTISAMPLE_NON_MASKABLE
3604 && (!(format->multisample_types & 1u << (desc->multisample_type - 1))
3605 || desc->multisample_quality))
3607 WARN("Unsupported multisample type %u quality %u requested.\n", desc->multisample_type,
3608 desc->multisample_quality);
3609 return WINED3DERR_NOTAVAILABLE;
3613 switch (desc->resource_type)
3615 case WINED3D_RTYPE_TEXTURE_1D:
3616 texture_ops = &texture1d_ops;
3617 break;
3618 case WINED3D_RTYPE_TEXTURE_2D:
3619 texture_ops = &texture2d_ops;
3620 break;
3621 case WINED3D_RTYPE_TEXTURE_3D:
3622 texture_ops = &texture3d_ops;
3623 break;
3624 default:
3625 ERR("Invalid resource type %s.\n", debug_d3dresourcetype(desc->resource_type));
3626 return WINED3DERR_INVALIDCALL;
3629 if (!(object = heap_alloc_zero(FIELD_OFFSET(struct wined3d_texture,
3630 sub_resources[level_count * layer_count]))))
3631 return E_OUTOFMEMORY;
3633 if (FAILED(hr = wined3d_texture_init(object, desc, layer_count,
3634 level_count, flags, device, parent, parent_ops, texture_ops)))
3636 WARN("Failed to initialize texture, returning %#x.\n", hr);
3637 heap_free(object);
3638 return hr;
3641 /* FIXME: We'd like to avoid ever allocating system memory for the texture
3642 * in this case. */
3643 if (data)
3645 unsigned int sub_count = level_count * layer_count;
3646 unsigned int i;
3648 for (i = 0; i < sub_count; ++i)
3650 if (!data[i].data)
3652 WARN("Invalid sub-resource data specified for sub-resource %u.\n", i);
3653 wined3d_texture_cleanup_sync(object);
3654 heap_free(object);
3655 return E_INVALIDARG;
3659 for (i = 0; i < sub_count; ++i)
3661 wined3d_device_update_sub_resource(device, &object->resource,
3662 i, NULL, data[i].data, data[i].row_pitch, data[i].slice_pitch, 0);
3666 TRACE("Created texture %p.\n", object);
3667 *texture = object;
3669 return WINED3D_OK;
3672 HRESULT CDECL wined3d_texture_get_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC *dc)
3674 struct wined3d_device *device = texture->resource.device;
3675 struct wined3d_texture_sub_resource *sub_resource;
3676 struct wined3d_dc_info *dc_info;
3678 TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture, sub_resource_idx, dc);
3680 if (!(texture->flags & WINED3D_TEXTURE_GET_DC))
3682 WARN("Texture does not support GetDC\n");
3683 /* Don't touch the DC */
3684 return WINED3DERR_INVALIDCALL;
3687 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
3688 return WINED3DERR_INVALIDCALL;
3690 if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
3692 WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type));
3693 return WINED3DERR_INVALIDCALL;
3696 if (texture->resource.map_count && !(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT))
3697 return WINED3DERR_INVALIDCALL;
3699 if (!(dc_info = texture->dc_info) || !dc_info[sub_resource_idx].dc)
3701 struct wined3d_texture_idx texture_idx = {texture, sub_resource_idx};
3703 wined3d_cs_init_object(device->cs, wined3d_texture_create_dc, &texture_idx);
3704 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
3705 if (!(dc_info = texture->dc_info) || !dc_info[sub_resource_idx].dc)
3706 return WINED3DERR_INVALIDCALL;
3709 if (!(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT))
3710 texture->flags |= WINED3D_TEXTURE_DC_IN_USE;
3711 ++texture->resource.map_count;
3712 ++sub_resource->map_count;
3714 *dc = dc_info[sub_resource_idx].dc;
3715 TRACE("Returning dc %p.\n", *dc);
3717 return WINED3D_OK;
3720 HRESULT CDECL wined3d_texture_release_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC dc)
3722 struct wined3d_device *device = texture->resource.device;
3723 struct wined3d_texture_sub_resource *sub_resource;
3724 struct wined3d_dc_info *dc_info;
3726 TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture, sub_resource_idx, dc);
3728 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
3729 return WINED3DERR_INVALIDCALL;
3731 if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
3733 WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type));
3734 return WINED3DERR_INVALIDCALL;
3737 if (!(texture->flags & (WINED3D_TEXTURE_GET_DC_LENIENT | WINED3D_TEXTURE_DC_IN_USE)))
3738 return WINED3DERR_INVALIDCALL;
3740 if (!(dc_info = texture->dc_info) || dc_info[sub_resource_idx].dc != dc)
3742 WARN("Application tries to release invalid DC %p, sub-resource DC is %p.\n",
3743 dc, dc_info ? dc_info[sub_resource_idx].dc : NULL);
3744 return WINED3DERR_INVALIDCALL;
3747 if (!(texture->resource.usage & WINED3DUSAGE_OWNDC))
3749 struct wined3d_texture_idx texture_idx = {texture, sub_resource_idx};
3751 wined3d_cs_destroy_object(device->cs, wined3d_texture_destroy_dc, &texture_idx);
3752 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
3755 --sub_resource->map_count;
3756 if (!--texture->resource.map_count && texture->update_map_binding)
3757 wined3d_texture_update_map_binding(texture);
3758 if (!(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT))
3759 texture->flags &= ~WINED3D_TEXTURE_DC_IN_USE;
3761 return WINED3D_OK;
3764 void wined3d_texture_upload_from_texture(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
3765 unsigned int dst_x, unsigned int dst_y, unsigned int dst_z, struct wined3d_texture *src_texture,
3766 unsigned int src_sub_resource_idx, const struct wined3d_box *src_box)
3768 unsigned int src_row_pitch, src_slice_pitch;
3769 unsigned int update_w, update_h, update_d;
3770 unsigned int src_level, dst_level;
3771 struct wined3d_context *context;
3772 struct wined3d_bo_address data;
3774 TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
3775 "src_texture %p, src_sub_resource_idx %u, src_box %s.\n",
3776 dst_texture, dst_sub_resource_idx, dst_x, dst_y, dst_z,
3777 src_texture, src_sub_resource_idx, debug_box(src_box));
3779 context = context_acquire(dst_texture->resource.device, NULL, 0);
3781 /* Only load the sub-resource for partial updates. For newly allocated
3782 * textures the texture wouldn't be the current location, and we'd upload
3783 * zeroes just to overwrite them again. */
3784 update_w = src_box->right - src_box->left;
3785 update_h = src_box->bottom - src_box->top;
3786 update_d = src_box->back - src_box->front;
3787 dst_level = dst_sub_resource_idx % dst_texture->level_count;
3788 if (update_w == wined3d_texture_get_level_width(dst_texture, dst_level)
3789 && update_h == wined3d_texture_get_level_height(dst_texture, dst_level)
3790 && update_d == wined3d_texture_get_level_depth(dst_texture, dst_level))
3791 wined3d_texture_prepare_texture(dst_texture, context, FALSE);
3792 else
3793 wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);
3794 wined3d_texture_bind_and_dirtify(dst_texture, context, FALSE);
3796 src_level = src_sub_resource_idx % src_texture->level_count;
3797 wined3d_texture_get_memory(src_texture, src_sub_resource_idx, &data,
3798 src_texture->sub_resources[src_sub_resource_idx].locations);
3799 wined3d_texture_get_pitch(src_texture, src_level, &src_row_pitch, &src_slice_pitch);
3801 wined3d_texture_upload_data(dst_texture, dst_sub_resource_idx, context, src_texture->resource.format,
3802 src_box, wined3d_const_bo_address(&data), src_row_pitch, src_slice_pitch, dst_x, dst_y, dst_z, FALSE);
3804 context_release(context);
3806 wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
3807 wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
3810 /* Partial downloads are not supported. */
3811 void wined3d_texture_download_from_texture(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
3812 struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx)
3814 struct wined3d_context *context;
3815 struct wined3d_bo_address data;
3816 DWORD dst_location = dst_texture->resource.map_binding;
3818 context = context_acquire(src_texture->resource.device, NULL, 0);
3820 wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location);
3821 wined3d_texture_get_memory(dst_texture, dst_sub_resource_idx, &data, dst_location);
3822 wined3d_texture_bind_and_dirtify(src_texture, context,
3823 !(src_texture->sub_resources[src_sub_resource_idx].locations & WINED3D_LOCATION_TEXTURE_RGB));
3824 wined3d_texture_download_data(src_texture, src_sub_resource_idx, context, &data);
3826 context_release(context);
3828 wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, dst_location);
3829 wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~dst_location);