wined3d: Evict system memory for complete textures.
[wine.git] / dlls / wined3d / texture.c
blob047e12df0a3ab6b33798d330bcb0443f43a74d03
1 /*
2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2005 Oliver Stieber
5 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
6 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 #include "config.h"
24 #include "wine/port.h"
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
28 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
29 WINE_DECLARE_DEBUG_CHANNEL(winediag);
31 #define WINED3D_TEXTURE_DYNAMIC_MAP_THRESHOLD 50
33 static BOOL wined3d_texture_use_pbo(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
35 return texture->resource.pool == WINED3D_POOL_DEFAULT
36 && texture->resource.access_flags & WINED3D_RESOURCE_ACCESS_CPU
37 && gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]
38 && !texture->resource.format->convert
39 && !(texture->flags & (WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_COND_NP2_EMULATED));
42 GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture)
44 const struct wined3d_swapchain *swapchain = texture->swapchain;
46 TRACE("texture %p.\n", texture);
48 if (!swapchain)
50 ERR("Texture %p is not part of a swapchain.\n", texture);
51 return GL_NONE;
54 if (swapchain->back_buffers && swapchain->back_buffers[0] == texture)
56 if (swapchain->render_to_fbo)
58 TRACE("Returning GL_COLOR_ATTACHMENT0.\n");
59 return GL_COLOR_ATTACHMENT0;
61 TRACE("Returning GL_BACK.\n");
62 return GL_BACK;
64 else if (texture == swapchain->front_buffer)
66 TRACE("Returning GL_FRONT.\n");
67 return GL_FRONT;
70 FIXME("Higher back buffer, returning GL_BACK.\n");
71 return GL_BACK;
74 static void wined3d_texture_evict_sysmem(struct wined3d_texture *texture)
76 struct wined3d_texture_sub_resource *sub_resource;
77 unsigned int i, sub_count;
79 if (texture->flags & (WINED3D_TEXTURE_CONVERTED | WINED3D_TEXTURE_PIN_SYSMEM)
80 || texture->download_count > WINED3D_TEXTURE_DYNAMIC_MAP_THRESHOLD)
82 TRACE("Not evicting system memory for texture %p.\n", texture);
83 return;
86 TRACE("Evicting system memory for texture %p.\n", texture);
88 sub_count = texture->level_count * texture->layer_count;
89 for (i = 0; i < sub_count; ++i)
91 sub_resource = &texture->sub_resources[i];
92 if (sub_resource->locations == WINED3D_LOCATION_SYSMEM)
93 ERR("WINED3D_LOCATION_SYSMEM is the only location for sub-resource %u of texture %p.\n",
94 i, texture);
95 sub_resource->locations &= ~WINED3D_LOCATION_SYSMEM;
96 wined3d_resource_free_sysmem(sub_resource->resource);
100 void wined3d_texture_validate_location(struct wined3d_texture *texture,
101 unsigned int sub_resource_idx, DWORD location)
103 struct wined3d_texture_sub_resource *sub_resource;
104 DWORD previous_locations;
106 TRACE("texture %p, sub_resource_idx %u, location %s.\n",
107 texture, sub_resource_idx, wined3d_debug_location(location));
109 sub_resource = &texture->sub_resources[sub_resource_idx];
110 previous_locations = sub_resource->locations;
111 sub_resource->locations |= location;
112 if (previous_locations == WINED3D_LOCATION_SYSMEM && location != WINED3D_LOCATION_SYSMEM
113 && !--texture->sysmem_count)
114 wined3d_texture_evict_sysmem(texture);
116 TRACE("New locations flags are %s.\n", wined3d_debug_location(sub_resource->locations));
119 void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
120 unsigned int sub_resource_idx, DWORD location)
122 struct wined3d_texture_sub_resource *sub_resource;
124 TRACE("texture %p, sub_resource_idx %u, location %s.\n",
125 texture, sub_resource_idx, wined3d_debug_location(location));
127 if (location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
128 wined3d_texture_set_dirty(texture);
130 sub_resource = &texture->sub_resources[sub_resource_idx];
131 sub_resource->locations &= ~location;
132 if (sub_resource->locations == WINED3D_LOCATION_SYSMEM)
133 ++texture->sysmem_count;
135 TRACE("New locations flags are %s.\n", wined3d_debug_location(sub_resource->locations));
137 if (!sub_resource->locations)
138 ERR("Sub-resource %u of texture %p does not have any up to date location.\n",
139 sub_resource_idx, texture);
142 /* Context activation is done by the caller. */
143 void *wined3d_texture_map_bo_address(const struct wined3d_bo_address *data, size_t size,
144 const struct wined3d_gl_info *gl_info, GLenum binding, DWORD flags)
146 BYTE *memory;
148 if (!data->buffer_object)
149 return data->addr;
151 GL_EXTCALL(glBindBuffer(binding, data->buffer_object));
153 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
155 GLbitfield map_flags = wined3d_resource_gl_map_flags(flags) & ~GL_MAP_FLUSH_EXPLICIT_BIT;
156 memory = GL_EXTCALL(glMapBufferRange(binding, (INT_PTR)data->addr, size, map_flags));
158 else
160 memory = GL_EXTCALL(glMapBuffer(binding, wined3d_resource_gl_legacy_map_flags(flags)));
161 memory += (INT_PTR)data->addr;
164 GL_EXTCALL(glBindBuffer(binding, 0));
165 checkGLcall("Map buffer object");
167 return memory;
170 /* Context activation is done by the caller. */
171 void wined3d_texture_unmap_bo_address(const struct wined3d_bo_address *data,
172 const struct wined3d_gl_info *gl_info, GLenum binding)
174 if (!data->buffer_object)
175 return;
177 GL_EXTCALL(glBindBuffer(binding, data->buffer_object));
178 GL_EXTCALL(glUnmapBuffer(binding));
179 GL_EXTCALL(glBindBuffer(binding, 0));
180 checkGLcall("Unmap buffer object");
183 void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx,
184 struct wined3d_bo_address *data, DWORD locations)
186 struct wined3d_texture_sub_resource *sub_resource;
188 TRACE("texture %p, sub_resource_idx %u, data %p, locations %s.\n",
189 texture, sub_resource_idx, data, wined3d_debug_location(locations));
191 sub_resource = &texture->sub_resources[sub_resource_idx];
192 if (locations & WINED3D_LOCATION_BUFFER)
194 data->addr = NULL;
195 data->buffer_object = sub_resource->buffer_object;
196 return;
198 if (locations & WINED3D_LOCATION_USER_MEMORY)
200 data->addr = texture->user_memory;
201 data->buffer_object = 0;
202 return;
204 if (locations & WINED3D_LOCATION_SYSMEM)
206 data->addr = sub_resource->resource->heap_memory;
207 data->buffer_object = 0;
208 return;
211 ERR("Unexpected locations %s.\n", wined3d_debug_location(locations));
212 data->addr = NULL;
213 data->buffer_object = 0;
216 static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_texture_ops *texture_ops,
217 UINT layer_count, UINT level_count, const struct wined3d_resource_desc *desc, DWORD flags,
218 struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops,
219 const struct wined3d_resource_ops *resource_ops)
221 const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info, desc->format);
222 HRESULT hr;
224 TRACE("texture %p, texture_ops %p, layer_count %u, level_count %u, resource_type %s, format %s, "
225 "multisample_type %#x, multisample_quality %#x, usage %s, pool %s, width %u, height %u, depth %u, "
226 "flags %#x, device %p, parent %p, parent_ops %p, resource_ops %p.\n",
227 texture, texture_ops, layer_count, level_count, debug_d3dresourcetype(desc->resource_type),
228 debug_d3dformat(desc->format), desc->multisample_type, desc->multisample_quality,
229 debug_d3dusage(desc->usage), debug_d3dpool(desc->pool), desc->width, desc->height, desc->depth,
230 flags, device, parent, parent_ops, resource_ops);
232 if (FAILED(hr = resource_init(&texture->resource, device, desc->resource_type, format,
233 desc->multisample_type, desc->multisample_quality, desc->usage, desc->pool,
234 desc->width, desc->height, desc->depth, 0, parent, parent_ops, resource_ops)))
236 static unsigned int once;
238 /* DXTn 3D textures are not supported. Do not write the ERR for them. */
239 if ((desc->format == WINED3DFMT_DXT1 || desc->format == WINED3DFMT_DXT2 || desc->format == WINED3DFMT_DXT3
240 || desc->format == WINED3DFMT_DXT4 || desc->format == WINED3DFMT_DXT5)
241 && !(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE)
242 && desc->resource_type != WINED3D_RTYPE_TEXTURE_3D && !once++)
243 ERR_(winediag)("The application tried to create a DXTn texture, but the driver does not support them.\n");
245 WARN("Failed to initialize resource, returning %#x\n", hr);
246 return hr;
248 wined3d_resource_update_draw_binding(&texture->resource);
249 if ((flags & WINED3D_TEXTURE_CREATE_MAPPABLE) || desc->format == WINED3DFMT_D16_LOCKABLE)
250 texture->resource.access_flags |= WINED3D_RESOURCE_ACCESS_CPU;
252 texture->texture_ops = texture_ops;
254 texture->layer_count = layer_count;
255 texture->level_count = level_count;
256 texture->filter_type = (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3D_TEXF_LINEAR : WINED3D_TEXF_NONE;
257 texture->lod = 0;
258 texture->flags |= WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS;
259 if (flags & WINED3D_TEXTURE_CREATE_GET_DC_LENIENT)
260 texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_GET_DC_LENIENT;
261 if (flags & WINED3D_TEXTURE_CREATE_DISCARD)
262 texture->flags |= WINED3D_TEXTURE_DISCARD;
264 return WINED3D_OK;
267 /* Context activation is done by the caller. */
268 static void wined3d_texture_remove_buffer_object(struct wined3d_texture *texture,
269 unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info)
271 GLuint *buffer_object;
273 buffer_object = &texture->sub_resources[sub_resource_idx].buffer_object;
274 GL_EXTCALL(glDeleteBuffers(1, buffer_object));
275 checkGLcall("glDeleteBuffers");
276 wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_BUFFER);
277 *buffer_object = 0;
279 TRACE("Deleted buffer object %u for texture %p, sub-resource %u.\n",
280 *buffer_object, texture, sub_resource_idx);
283 static void wined3d_texture_update_map_binding(struct wined3d_texture *texture)
285 unsigned int sub_count = texture->level_count * texture->layer_count;
286 const struct wined3d_device *device = texture->resource.device;
287 DWORD map_binding = texture->update_map_binding;
288 struct wined3d_context *context = NULL;
289 unsigned int i;
291 if (device->d3d_initialized)
292 context = context_acquire(device, NULL);
294 for (i = 0; i < sub_count; ++i)
296 if (texture->sub_resources[i].locations == texture->resource.map_binding
297 && !texture->texture_ops->texture_load_location(texture, i, context, map_binding))
298 ERR("Failed to load location %s.\n", wined3d_debug_location(map_binding));
299 if (texture->resource.map_binding == WINED3D_LOCATION_BUFFER)
300 wined3d_texture_remove_buffer_object(texture, i, context->gl_info);
303 if (context)
304 context_release(context);
306 texture->resource.map_binding = map_binding;
307 texture->update_map_binding = 0;
310 void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding)
312 texture->update_map_binding = map_binding;
313 if (!texture->resource.map_count)
314 wined3d_texture_update_map_binding(texture);
317 /* A GL context is provided by the caller */
318 static void gltexture_delete(struct wined3d_device *device, const struct wined3d_gl_info *gl_info,
319 struct gl_texture *tex)
321 context_gl_resource_released(device, tex->name, FALSE);
322 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex->name);
323 tex->name = 0;
326 static void wined3d_texture_unload_gl_texture(struct wined3d_texture *texture)
328 struct wined3d_device *device = texture->resource.device;
329 const struct wined3d_gl_info *gl_info = NULL;
330 struct wined3d_context *context = NULL;
332 if (texture->texture_rgb.name || texture->texture_srgb.name
333 || texture->rb_multisample || texture->rb_resolved)
335 context = context_acquire(device, NULL);
336 gl_info = context->gl_info;
339 if (texture->texture_rgb.name)
340 gltexture_delete(device, context->gl_info, &texture->texture_rgb);
342 if (texture->texture_srgb.name)
343 gltexture_delete(device, context->gl_info, &texture->texture_srgb);
345 if (texture->rb_multisample)
347 TRACE("Deleting multisample renderbuffer %u.\n", texture->rb_multisample);
348 context_gl_resource_released(device, texture->rb_multisample, TRUE);
349 gl_info->fbo_ops.glDeleteRenderbuffers(1, &texture->rb_multisample);
352 if (texture->rb_resolved)
354 TRACE("Deleting resolved renderbuffer %u.\n", texture->rb_resolved);
355 context_gl_resource_released(device, texture->rb_resolved, TRUE);
356 gl_info->fbo_ops.glDeleteRenderbuffers(1, &texture->rb_resolved);
359 if (context) context_release(context);
361 wined3d_texture_set_dirty(texture);
363 resource_unload(&texture->resource);
366 static void wined3d_texture_cleanup(struct wined3d_texture *texture)
368 unsigned int sub_count = texture->level_count * texture->layer_count;
369 struct wined3d_device *device = texture->resource.device;
370 struct wined3d_context *context = NULL;
371 const struct wined3d_gl_info *gl_info;
372 GLuint buffer_object;
373 unsigned int i;
375 TRACE("texture %p.\n", texture);
377 for (i = 0; i < sub_count; ++i)
379 if (!(buffer_object = texture->sub_resources[i].buffer_object))
380 continue;
382 TRACE("Deleting buffer object %u.\n", buffer_object);
384 /* We may not be able to get a context in wined3d_texture_cleanup() in
385 * general, but if a buffer object was previously created we can. */
386 if (!context)
388 context = context_acquire(device, NULL);
389 gl_info = context->gl_info;
392 GL_EXTCALL(glDeleteBuffers(1, &buffer_object));
394 if (context)
395 context_release(context);
397 texture->texture_ops->texture_cleanup_sub_resources(texture);
398 wined3d_texture_unload_gl_texture(texture);
399 resource_cleanup(&texture->resource);
402 void wined3d_texture_set_swapchain(struct wined3d_texture *texture, struct wined3d_swapchain *swapchain)
404 texture->swapchain = swapchain;
405 wined3d_resource_update_draw_binding(&texture->resource);
408 void wined3d_texture_set_dirty(struct wined3d_texture *texture)
410 texture->flags &= ~(WINED3D_TEXTURE_RGB_VALID | WINED3D_TEXTURE_SRGB_VALID);
413 /* Context activation is done by the caller. */
414 void wined3d_texture_bind(struct wined3d_texture *texture,
415 struct wined3d_context *context, BOOL srgb)
417 const struct wined3d_gl_info *gl_info = context->gl_info;
418 const struct wined3d_format *format = texture->resource.format;
419 const struct color_fixup_desc fixup = format->color_fixup;
420 struct gl_texture *gl_tex;
421 GLenum target;
423 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
425 if (!needs_separate_srgb_gl_texture(context))
426 srgb = FALSE;
428 /* sRGB mode cache for preload() calls outside drawprim. */
429 if (srgb)
430 texture->flags |= WINED3D_TEXTURE_IS_SRGB;
431 else
432 texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
434 gl_tex = wined3d_texture_get_gl_texture(texture, srgb);
435 target = texture->target;
437 if (gl_tex->name)
439 context_bind_texture(context, target, gl_tex->name);
440 return;
443 gl_info->gl_ops.gl.p_glGenTextures(1, &gl_tex->name);
444 checkGLcall("glGenTextures");
445 TRACE("Generated texture %d.\n", gl_tex->name);
447 if (!gl_tex->name)
449 ERR("Failed to generate a texture name.\n");
450 return;
453 /* Initialise the state of the texture object to the OpenGL defaults, not
454 * the wined3d defaults. */
455 gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_WRAP;
456 gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_WRAP;
457 gl_tex->sampler_desc.address_w = WINED3D_TADDRESS_WRAP;
458 memset(gl_tex->sampler_desc.border_color, 0, sizeof(gl_tex->sampler_desc.border_color));
459 gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_LINEAR;
460 gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
461 gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
462 gl_tex->sampler_desc.lod_bias = 0.0f;
463 gl_tex->sampler_desc.min_lod = -1000.0f;
464 gl_tex->sampler_desc.max_lod = 1000.0f;
465 gl_tex->sampler_desc.max_anisotropy = 1;
466 gl_tex->sampler_desc.compare = FALSE;
467 gl_tex->sampler_desc.comparison_func = WINED3D_CMP_LESSEQUAL;
468 if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
469 gl_tex->sampler_desc.srgb_decode = TRUE;
470 else
471 gl_tex->sampler_desc.srgb_decode = srgb;
472 gl_tex->base_level = 0;
473 wined3d_texture_set_dirty(texture);
475 context_bind_texture(context, target, gl_tex->name);
477 if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)
479 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
480 checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
483 /* For a new texture we have to set the texture levels after binding the
484 * texture. Beware that texture rectangles do not support mipmapping, but
485 * set the maxmiplevel if we're relying on the partial
486 * GL_ARB_texture_non_power_of_two emulation with texture rectangles.
487 * (I.e., do not care about cond_np2 here, just look for
488 * GL_TEXTURE_RECTANGLE_ARB.) */
489 if (target != GL_TEXTURE_RECTANGLE_ARB)
491 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->level_count - 1);
492 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
493 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)");
496 if (target == GL_TEXTURE_CUBE_MAP_ARB)
498 /* Cubemaps are always set to clamp, regardless of the sampler state. */
499 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
500 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
501 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
504 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
506 /* Conditinal non power of two textures use a different clamping
507 * default. If we're using the GL_WINE_normalized_texrect partial
508 * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
509 * has the address mode set to repeat - something that prevents us
510 * from hitting the accelerated codepath. Thus manually set the GL
511 * state. The same applies to filtering. Even if the texture has only
512 * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
513 * fallback on macos. */
514 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
515 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
516 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
517 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
518 checkGLcall("glTexParameteri");
519 gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
520 gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
521 gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_POINT;
522 gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT;
523 gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_NONE;
526 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] && gl_info->supported[ARB_DEPTH_TEXTURE])
528 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);
529 checkGLcall("glTexParameteri(GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY)");
532 if (!is_identity_fixup(fixup) && can_use_texture_swizzle(gl_info, format))
534 static const GLenum swizzle_source[] =
536 GL_ZERO, /* CHANNEL_SOURCE_ZERO */
537 GL_ONE, /* CHANNEL_SOURCE_ONE */
538 GL_RED, /* CHANNEL_SOURCE_X */
539 GL_GREEN, /* CHANNEL_SOURCE_Y */
540 GL_BLUE, /* CHANNEL_SOURCE_Z */
541 GL_ALPHA, /* CHANNEL_SOURCE_W */
543 struct
545 GLint x, y, z, w;
547 swizzle;
549 swizzle.x = swizzle_source[fixup.x_source];
550 swizzle.y = swizzle_source[fixup.y_source];
551 swizzle.z = swizzle_source[fixup.z_source];
552 swizzle.w = swizzle_source[fixup.w_source];
553 gl_info->gl_ops.gl.p_glTexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, &swizzle.x);
554 checkGLcall("glTexParameteriv(GL_TEXTURE_SWIZZLE_RGBA)");
558 /* Context activation is done by the caller. */
559 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
560 struct wined3d_context *context, BOOL srgb)
562 DWORD active_sampler;
564 /* We don't need a specific texture unit, but after binding the texture
565 * the current unit is dirty. Read the unit back instead of switching to
566 * 0, this avoids messing around with the state manager's GL states. The
567 * current texture unit should always be a valid one.
569 * To be more specific, this is tricky because we can implicitly be
570 * called from sampler() in state.c. This means we can't touch anything
571 * other than whatever happens to be the currently active texture, or we
572 * would risk marking already applied sampler states dirty again. */
573 active_sampler = context->rev_tex_unit_map[context->active_texture];
574 if (active_sampler != WINED3D_UNMAPPED_STAGE)
575 context_invalidate_state(context, STATE_SAMPLER(active_sampler));
576 /* FIXME: Ideally we'd only do this when touching a binding that's used by
577 * a shader. */
578 context_invalidate_state(context, STATE_SHADER_RESOURCE_BINDING);
580 wined3d_texture_bind(texture, context, srgb);
583 /* Context activation is done by the caller (state handler). */
584 /* This function relies on the correct texture being bound and loaded. */
585 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
586 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context)
588 const struct wined3d_gl_info *gl_info = context->gl_info;
589 GLenum target = texture->target;
590 struct gl_texture *gl_tex;
591 DWORD state;
593 TRACE("texture %p, sampler_desc %p, context %p.\n", texture, sampler_desc, context);
595 gl_tex = wined3d_texture_get_gl_texture(texture, texture->flags & WINED3D_TEXTURE_IS_SRGB);
597 state = sampler_desc->address_u;
598 if (state != gl_tex->sampler_desc.address_u)
600 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S,
601 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
602 gl_tex->sampler_desc.address_u = state;
605 state = sampler_desc->address_v;
606 if (state != gl_tex->sampler_desc.address_v)
608 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T,
609 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
610 gl_tex->sampler_desc.address_v = state;
613 state = sampler_desc->address_w;
614 if (state != gl_tex->sampler_desc.address_w)
616 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R,
617 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
618 gl_tex->sampler_desc.address_w = state;
621 if (memcmp(gl_tex->sampler_desc.border_color, sampler_desc->border_color,
622 sizeof(gl_tex->sampler_desc.border_color)))
624 gl_info->gl_ops.gl.p_glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &sampler_desc->border_color[0]);
625 memcpy(gl_tex->sampler_desc.border_color, sampler_desc->border_color,
626 sizeof(gl_tex->sampler_desc.border_color));
629 state = sampler_desc->mag_filter;
630 if (state != gl_tex->sampler_desc.mag_filter)
632 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(state));
633 gl_tex->sampler_desc.mag_filter = state;
636 if (sampler_desc->min_filter != gl_tex->sampler_desc.min_filter
637 || sampler_desc->mip_filter != gl_tex->sampler_desc.mip_filter)
639 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
640 wined3d_gl_min_mip_filter(sampler_desc->min_filter, sampler_desc->mip_filter));
641 gl_tex->sampler_desc.min_filter = sampler_desc->min_filter;
642 gl_tex->sampler_desc.mip_filter = sampler_desc->mip_filter;
645 state = sampler_desc->max_anisotropy;
646 if (state != gl_tex->sampler_desc.max_anisotropy)
648 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
649 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, state);
650 else
651 WARN("Anisotropic filtering not supported.\n");
652 gl_tex->sampler_desc.max_anisotropy = state;
655 if (!sampler_desc->srgb_decode != !gl_tex->sampler_desc.srgb_decode
656 && (context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
657 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
659 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
660 sampler_desc->srgb_decode ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
661 gl_tex->sampler_desc.srgb_decode = sampler_desc->srgb_decode;
664 if (!sampler_desc->compare != !gl_tex->sampler_desc.compare)
666 if (sampler_desc->compare)
667 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
668 else
669 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
670 gl_tex->sampler_desc.compare = sampler_desc->compare;
673 checkGLcall("Texture parameter application");
675 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
677 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
678 GL_TEXTURE_LOD_BIAS_EXT, sampler_desc->lod_bias);
679 checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
683 ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture)
685 ULONG refcount;
687 TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
689 if (texture->swapchain)
690 return wined3d_swapchain_incref(texture->swapchain);
692 refcount = InterlockedIncrement(&texture->resource.ref);
693 TRACE("%p increasing refcount to %u.\n", texture, refcount);
695 return refcount;
698 ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture)
700 ULONG refcount;
702 TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
704 if (texture->swapchain)
705 return wined3d_swapchain_decref(texture->swapchain);
707 refcount = InterlockedDecrement(&texture->resource.ref);
708 TRACE("%p decreasing refcount to %u.\n", texture, refcount);
710 if (!refcount)
712 wined3d_texture_cleanup(texture);
713 texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent);
714 HeapFree(GetProcessHeap(), 0, texture);
717 return refcount;
720 struct wined3d_resource * CDECL wined3d_texture_get_resource(struct wined3d_texture *texture)
722 TRACE("texture %p.\n", texture);
724 return &texture->resource;
727 static BOOL color_key_equal(const struct wined3d_color_key *c1, struct wined3d_color_key *c2)
729 return c1->color_space_low_value == c2->color_space_low_value
730 && c1->color_space_high_value == c2->color_space_high_value;
733 /* Context activation is done by the caller */
734 void wined3d_texture_load(struct wined3d_texture *texture,
735 struct wined3d_context *context, BOOL srgb)
737 UINT sub_count = texture->level_count * texture->layer_count;
738 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
739 DWORD flag;
740 UINT i;
742 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
744 if (!needs_separate_srgb_gl_texture(context))
745 srgb = FALSE;
747 if (srgb)
748 flag = WINED3D_TEXTURE_SRGB_VALID;
749 else
750 flag = WINED3D_TEXTURE_RGB_VALID;
752 if (!d3d_info->shader_color_key
753 && (!(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
754 != !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
755 || (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY
756 && !color_key_equal(&texture->async.gl_color_key, &texture->async.src_blt_color_key))))
758 unsigned int sub_count = texture->level_count * texture->layer_count;
759 unsigned int i;
761 TRACE("Reloading because of color key value change.\n");
762 for (i = 0; i < sub_count; i++)
764 if (!texture->texture_ops->texture_load_location(texture, i, context, texture->resource.map_binding))
765 ERR("Failed to load location %s.\n", wined3d_debug_location(texture->resource.map_binding));
766 else
767 wined3d_texture_invalidate_location(texture, i, ~texture->resource.map_binding);
770 texture->async.gl_color_key = texture->async.src_blt_color_key;
773 if (texture->flags & flag)
775 TRACE("Texture %p not dirty, nothing to do.\n", texture);
776 return;
779 /* Reload the surfaces if the texture is marked dirty. */
780 for (i = 0; i < sub_count; ++i)
782 if (!texture->texture_ops->texture_load_location(texture, i, context,
783 srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB))
784 ERR("Failed to load location (srgb %#x).\n", srgb);
786 texture->flags |= flag;
789 void CDECL wined3d_texture_preload(struct wined3d_texture *texture)
791 struct wined3d_context *context;
792 context = context_acquire(texture->resource.device, NULL);
793 wined3d_texture_load(texture, context, texture->flags & WINED3D_TEXTURE_IS_SRGB);
794 context_release(context);
797 void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture)
799 TRACE("texture %p.\n", texture);
801 return texture->resource.parent;
804 static BOOL wined3d_texture_check_box_dimensions(const struct wined3d_texture *texture,
805 unsigned int level, const struct wined3d_box *box)
807 if (box->left >= box->right
808 || box->top >= box->bottom
809 || box->front >= box->back)
810 return FALSE;
812 if (box->right > wined3d_texture_get_level_width(texture, level)
813 || box->bottom > wined3d_texture_get_level_height(texture, level)
814 || box->back > wined3d_texture_get_level_depth(texture, level))
815 return FALSE;
817 return TRUE;
820 void CDECL wined3d_texture_get_pitch(const struct wined3d_texture *texture,
821 unsigned int level, unsigned int *row_pitch, unsigned int *slice_pitch)
823 const struct wined3d_resource *resource = &texture->resource;
824 unsigned int width = wined3d_texture_get_level_width(texture, level);
825 unsigned int height = wined3d_texture_get_level_height(texture, level);
827 if (texture->row_pitch)
829 *row_pitch = texture->row_pitch;
830 *slice_pitch = texture->slice_pitch;
831 return;
834 wined3d_format_calculate_pitch(resource->format, resource->device->surface_alignment,
835 width, height, row_pitch, slice_pitch);
838 DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
840 DWORD old = texture->lod;
842 TRACE("texture %p, lod %u.\n", texture, lod);
844 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
845 * textures. The call always returns 0, and GetLOD always returns 0. */
846 if (texture->resource.pool != WINED3D_POOL_MANAGED)
848 TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture->resource.pool));
849 return 0;
852 if (lod >= texture->level_count)
853 lod = texture->level_count - 1;
855 if (texture->lod != lod)
857 texture->lod = lod;
859 texture->texture_rgb.base_level = ~0u;
860 texture->texture_srgb.base_level = ~0u;
861 if (texture->resource.bind_count)
862 device_invalidate_state(texture->resource.device, STATE_SAMPLER(texture->sampler));
865 return old;
868 DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture)
870 TRACE("texture %p, returning %u.\n", texture, texture->lod);
872 return texture->lod;
875 DWORD CDECL wined3d_texture_get_level_count(const struct wined3d_texture *texture)
877 TRACE("texture %p, returning %u.\n", texture, texture->level_count);
879 return texture->level_count;
882 HRESULT CDECL wined3d_texture_set_autogen_filter_type(struct wined3d_texture *texture,
883 enum wined3d_texture_filter_type filter_type)
885 FIXME("texture %p, filter_type %s stub!\n", texture, debug_d3dtexturefiltertype(filter_type));
887 if (!(texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP))
889 WARN("Texture doesn't have AUTOGENMIPMAP usage.\n");
890 return WINED3DERR_INVALIDCALL;
893 texture->filter_type = filter_type;
895 return WINED3D_OK;
898 enum wined3d_texture_filter_type CDECL wined3d_texture_get_autogen_filter_type(const struct wined3d_texture *texture)
900 TRACE("texture %p.\n", texture);
902 return texture->filter_type;
905 HRESULT CDECL wined3d_texture_set_color_key(struct wined3d_texture *texture,
906 DWORD flags, const struct wined3d_color_key *color_key)
908 struct wined3d_device *device = texture->resource.device;
909 static const DWORD all_flags = WINED3D_CKEY_DST_BLT | WINED3D_CKEY_DST_OVERLAY
910 | WINED3D_CKEY_SRC_BLT | WINED3D_CKEY_SRC_OVERLAY;
912 TRACE("texture %p, flags %#x, color_key %p.\n", texture, flags, color_key);
914 if (flags & ~all_flags)
916 WARN("Invalid flags passed, returning WINED3DERR_INVALIDCALL.\n");
917 return WINED3DERR_INVALIDCALL;
920 wined3d_cs_emit_set_color_key(device->cs, texture, flags, color_key);
922 return WINED3D_OK;
925 HRESULT CDECL wined3d_texture_update_desc(struct wined3d_texture *texture, UINT width, UINT height,
926 enum wined3d_format_id format_id, enum wined3d_multisample_type multisample_type,
927 UINT multisample_quality, void *mem, UINT pitch)
929 struct wined3d_device *device = texture->resource.device;
930 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
931 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
932 UINT resource_size = wined3d_format_calculate_size(format, device->surface_alignment, width, height, 1);
933 struct wined3d_texture_sub_resource *sub_resource;
934 struct wined3d_surface *surface;
935 DWORD valid_location = 0;
936 BOOL create_dib = FALSE;
938 TRACE("texture %p, width %u, height %u, format %s, multisample_type %#x, multisample_quality %u, "
939 "mem %p, pitch %u.\n",
940 texture, width, height, debug_d3dformat(format_id), multisample_type, multisample_quality, mem, pitch);
942 if (!resource_size)
943 return WINED3DERR_INVALIDCALL;
945 if (texture->level_count * texture->layer_count > 1)
947 WARN("Texture has multiple sub-resources, not supported.\n");
948 return WINED3DERR_INVALIDCALL;
951 if (texture->resource.type == WINED3D_RTYPE_TEXTURE_3D)
953 WARN("Not supported on 3D textures.\n");
954 return WINED3DERR_INVALIDCALL;
957 if (texture->resource.map_count)
959 WARN("Texture is mapped.\n");
960 return WINED3DERR_INVALIDCALL;
963 /* We have no way of supporting a pitch that is not a multiple of the pixel
964 * byte width short of uploading the texture row-by-row.
965 * Fortunately that's not an issue since D3D9Ex doesn't allow a custom pitch
966 * for user-memory textures (it always expects packed data) while DirectDraw
967 * requires a 4-byte aligned pitch and doesn't support texture formats
968 * larger than 4 bytes per pixel nor any format using 3 bytes per pixel.
969 * This check is here to verify that the assumption holds. */
970 if (pitch % texture->resource.format->byte_count)
972 WARN("Pitch unsupported, not a multiple of the texture format byte width.\n");
973 return WINED3DERR_INVALIDCALL;
976 if (device->d3d_initialized)
977 texture->resource.resource_ops->resource_unload(&texture->resource);
979 sub_resource = &texture->sub_resources[0];
980 surface = sub_resource->u.surface;
981 if (surface->dc)
983 wined3d_surface_destroy_dc(surface);
984 create_dib = TRUE;
987 wined3d_resource_free_sysmem(sub_resource->resource);
989 if ((texture->row_pitch = pitch))
990 texture->slice_pitch = height * pitch;
991 else
992 /* User memory surfaces don't have the regular surface alignment. */
993 wined3d_format_calculate_pitch(format, 1, width, height,
994 &texture->row_pitch, &texture->slice_pitch);
996 texture->resource.format = format;
997 texture->resource.multisample_type = multisample_type;
998 texture->resource.multisample_quality = multisample_quality;
999 texture->resource.width = width;
1000 texture->resource.height = height;
1002 sub_resource->resource->format = format;
1003 sub_resource->resource->multisample_type = multisample_type;
1004 sub_resource->resource->multisample_quality = multisample_quality;
1005 sub_resource->resource->width = width;
1006 sub_resource->resource->height = height;
1007 sub_resource->resource->size = texture->slice_pitch;
1008 sub_resource->locations = WINED3D_LOCATION_DISCARDED;
1010 if (((width & (width - 1)) || (height & (height - 1))) && !gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]
1011 && !gl_info->supported[ARB_TEXTURE_RECTANGLE] && !gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
1013 texture->flags |= WINED3D_TEXTURE_COND_NP2_EMULATED;
1014 texture->pow2_width = texture->pow2_height = 1;
1015 while (texture->pow2_width < width)
1016 texture->pow2_width <<= 1;
1017 while (texture->pow2_height < height)
1018 texture->pow2_height <<= 1;
1020 else
1022 texture->flags &= ~WINED3D_TEXTURE_COND_NP2_EMULATED;
1023 texture->pow2_width = width;
1024 texture->pow2_height = height;
1027 if ((texture->user_memory = mem))
1029 texture->resource.map_binding = WINED3D_LOCATION_USER_MEMORY;
1030 valid_location = WINED3D_LOCATION_USER_MEMORY;
1032 else
1034 wined3d_surface_prepare(surface, NULL, WINED3D_LOCATION_SYSMEM);
1035 valid_location = WINED3D_LOCATION_SYSMEM;
1038 /* The format might be changed to a format that needs conversion.
1039 * If the surface didn't use PBOs previously but could now, don't
1040 * change it - whatever made us not use PBOs might come back, e.g.
1041 * color keys. */
1042 if (texture->resource.map_binding == WINED3D_LOCATION_BUFFER && !wined3d_texture_use_pbo(texture, gl_info))
1043 texture->resource.map_binding = WINED3D_LOCATION_SYSMEM;
1045 wined3d_texture_validate_location(texture, 0, valid_location);
1046 wined3d_texture_invalidate_location(texture, 0, ~valid_location);
1048 if (create_dib)
1049 wined3d_surface_create_dc(surface);
1051 return WINED3D_OK;
1054 /* Context activation is done by the caller. */
1055 static void wined3d_texture_prepare_buffer_object(struct wined3d_texture *texture,
1056 unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info)
1058 GLuint *buffer_object;
1060 buffer_object = &texture->sub_resources[sub_resource_idx].buffer_object;
1061 if (*buffer_object)
1062 return;
1064 GL_EXTCALL(glGenBuffers(1, buffer_object));
1065 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, *buffer_object));
1066 GL_EXTCALL(glBufferData(GL_PIXEL_UNPACK_BUFFER,
1067 texture->sub_resources[sub_resource_idx].resource->size, NULL, GL_STREAM_DRAW));
1068 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
1069 checkGLcall("Create buffer object");
1071 TRACE("Created buffer object %u for texture %p, sub-resource %u.\n",
1072 *buffer_object, texture, sub_resource_idx);
1075 static void wined3d_texture_force_reload(struct wined3d_texture *texture)
1077 unsigned int sub_count = texture->level_count * texture->layer_count;
1078 unsigned int i;
1080 texture->flags &= ~(WINED3D_TEXTURE_RGB_ALLOCATED | WINED3D_TEXTURE_SRGB_ALLOCATED
1081 | WINED3D_TEXTURE_CONVERTED);
1082 texture->async.flags &= ~WINED3D_TEXTURE_ASYNC_COLOR_KEY;
1083 for (i = 0; i < sub_count; ++i)
1085 wined3d_texture_invalidate_location(texture, i,
1086 WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
1090 void wined3d_texture_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
1092 DWORD alloc_flag = srgb ? WINED3D_TEXTURE_SRGB_ALLOCATED : WINED3D_TEXTURE_RGB_ALLOCATED;
1093 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
1095 if (!d3d_info->shader_color_key
1096 && !(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
1097 != !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
1099 wined3d_texture_force_reload(texture);
1101 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
1102 texture->async.flags |= WINED3D_TEXTURE_ASYNC_COLOR_KEY;
1105 if (texture->flags & alloc_flag)
1106 return;
1108 texture->texture_ops->texture_prepare_texture(texture, context, srgb);
1109 texture->flags |= alloc_flag;
1112 static void wined3d_texture_prepare_rb(struct wined3d_texture *texture,
1113 const struct wined3d_gl_info *gl_info, BOOL multisample)
1115 const struct wined3d_format *format = texture->resource.format;
1117 if (multisample)
1119 DWORD samples;
1121 if (texture->rb_multisample)
1122 return;
1124 /* TODO: NVIDIA expose their Coverage Sample Anti-Aliasing (CSAA)
1125 * feature through type == MULTISAMPLE_XX and quality != 0. This could
1126 * be mapped to GL_NV_framebuffer_multisample_coverage.
1128 * AMD have a similar feature called Enhanced Quality Anti-Aliasing
1129 * (EQAA), but it does not have an equivalent OpenGL extension. */
1131 /* We advertise as many WINED3D_MULTISAMPLE_NON_MASKABLE quality
1132 * levels as the count of advertised multisample types for the texture
1133 * format. */
1134 if (texture->resource.multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE)
1136 unsigned int i, count = 0;
1138 for (i = 0; i < sizeof(format->multisample_types) * 8; ++i)
1140 if (format->multisample_types & 1u << i)
1142 if (texture->resource.multisample_quality == count++)
1143 break;
1146 samples = i + 1;
1148 else
1150 samples = texture->resource.multisample_type;
1153 gl_info->fbo_ops.glGenRenderbuffers(1, &texture->rb_multisample);
1154 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, texture->rb_multisample);
1155 gl_info->fbo_ops.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples,
1156 format->glInternal, texture->resource.width, texture->resource.height);
1157 checkGLcall("glRenderbufferStorageMultisample()");
1158 TRACE("Created multisample rb %u.\n", texture->rb_multisample);
1160 else
1162 if (texture->rb_resolved)
1163 return;
1165 gl_info->fbo_ops.glGenRenderbuffers(1, &texture->rb_resolved);
1166 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, texture->rb_resolved);
1167 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format->glInternal,
1168 texture->resource.width, texture->resource.height);
1169 checkGLcall("glRenderbufferStorage()");
1170 TRACE("Created resolved rb %u.\n", texture->rb_resolved);
1174 /* Context activation is done by the caller. Context may be NULL in
1175 * WINED3D_NO3D mode. */
1176 BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1177 struct wined3d_context *context, DWORD location)
1179 switch (location)
1181 case WINED3D_LOCATION_SYSMEM:
1182 if (texture->sub_resources[sub_resource_idx].resource->heap_memory)
1183 return TRUE;
1185 if (!wined3d_resource_allocate_sysmem(texture->sub_resources[sub_resource_idx].resource))
1187 ERR("Failed to allocate system memory.\n");
1188 return FALSE;
1190 return TRUE;
1192 case WINED3D_LOCATION_USER_MEMORY:
1193 if (!texture->user_memory)
1194 ERR("Map binding is set to WINED3D_LOCATION_USER_MEMORY but surface->user_memory is NULL.\n");
1195 return TRUE;
1197 case WINED3D_LOCATION_BUFFER:
1198 wined3d_texture_prepare_buffer_object(texture, sub_resource_idx, context->gl_info);
1199 return TRUE;
1201 case WINED3D_LOCATION_TEXTURE_RGB:
1202 wined3d_texture_prepare_texture(texture, context, FALSE);
1203 return TRUE;
1205 case WINED3D_LOCATION_TEXTURE_SRGB:
1206 wined3d_texture_prepare_texture(texture, context, TRUE);
1207 return TRUE;
1209 case WINED3D_LOCATION_DRAWABLE:
1210 if (!texture->swapchain)
1211 ERR("Texture %p does not have a drawable.\n", texture);
1212 return TRUE;
1214 case WINED3D_LOCATION_RB_MULTISAMPLE:
1215 wined3d_texture_prepare_rb(texture, context->gl_info, TRUE);
1216 return TRUE;
1218 case WINED3D_LOCATION_RB_RESOLVED:
1219 wined3d_texture_prepare_rb(texture, context->gl_info, FALSE);
1220 return TRUE;
1222 default:
1223 ERR("Invalid location %s.\n", wined3d_debug_location(location));
1224 return FALSE;
1228 void CDECL wined3d_texture_generate_mipmaps(struct wined3d_texture *texture)
1230 /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
1231 FIXME("texture %p stub!\n", texture);
1234 struct wined3d_texture_sub_resource *wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
1235 unsigned int sub_resource_idx)
1237 UINT sub_count = texture->level_count * texture->layer_count;
1239 TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
1241 if (sub_resource_idx >= sub_count)
1243 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
1244 return NULL;
1247 return &texture->sub_resources[sub_resource_idx];
1250 HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
1251 UINT layer, const struct wined3d_box *dirty_region)
1253 struct wined3d_context *context;
1254 unsigned int sub_resource_idx;
1256 TRACE("texture %p, layer %u, dirty_region %s.\n", texture, layer, debug_box(dirty_region));
1258 if (layer >= texture->layer_count)
1260 WARN("Invalid layer %u specified.\n", layer);
1261 return WINED3DERR_INVALIDCALL;
1263 sub_resource_idx = layer * texture->level_count;
1265 if (dirty_region)
1266 FIXME("Ignoring dirty_region %s.\n", debug_box(dirty_region));
1268 context = context_acquire(texture->resource.device, NULL);
1269 if (!texture->texture_ops->texture_load_location(texture, sub_resource_idx,
1270 context, texture->resource.map_binding))
1272 ERR("Failed to load location %s.\n", wined3d_debug_location(texture->resource.map_binding));
1273 context_release(context);
1274 return E_OUTOFMEMORY;
1276 wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding);
1277 context_release(context);
1279 return WINED3D_OK;
1282 static HRESULT wined3d_texture_upload_data(struct wined3d_texture *texture,
1283 const struct wined3d_sub_resource_data *data)
1285 unsigned int sub_count = texture->level_count * texture->layer_count;
1286 struct wined3d_context *context;
1287 unsigned int i;
1289 for (i = 0; i < sub_count; ++i)
1291 if (!data[i].data)
1293 WARN("Invalid sub-resource data specified for sub-resource %u.\n", i);
1294 return E_INVALIDARG;
1298 context = context_acquire(texture->resource.device, NULL);
1300 wined3d_texture_prepare_texture(texture, context, FALSE);
1301 wined3d_texture_bind_and_dirtify(texture, context, FALSE);
1303 for (i = 0; i < sub_count; ++i)
1305 texture->texture_ops->texture_upload_data(texture, i, context, &data[i]);
1306 wined3d_texture_validate_location(texture, i, WINED3D_LOCATION_TEXTURE_RGB);
1307 wined3d_texture_invalidate_location(texture, i, ~WINED3D_LOCATION_TEXTURE_RGB);
1310 context_release(context);
1312 return WINED3D_OK;
1315 static void texture2d_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1316 const struct wined3d_context *context, const struct wined3d_sub_resource_data *data)
1318 static const POINT dst_point = {0, 0};
1319 struct wined3d_const_bo_address addr;
1320 unsigned int texture_level;
1321 RECT src_rect;
1323 texture_level = sub_resource_idx % texture->level_count;
1324 SetRect(&src_rect, 0, 0, wined3d_texture_get_level_width(texture, texture_level),
1325 wined3d_texture_get_level_height(texture, texture_level));
1327 addr.buffer_object = 0;
1328 addr.addr = data->data;
1330 wined3d_surface_upload_data(texture->sub_resources[sub_resource_idx].u.surface, context->gl_info,
1331 texture->resource.format, &src_rect, data->row_pitch, &dst_point, FALSE, &addr);
1334 static BOOL texture2d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1335 struct wined3d_context *context, DWORD location)
1337 return SUCCEEDED(surface_load_location(texture->sub_resources[sub_resource_idx].u.surface, context, location));
1340 /* Context activation is done by the caller. */
1341 static void texture2d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
1343 UINT sub_count = texture->level_count * texture->layer_count;
1344 const struct wined3d_format *format = texture->resource.format;
1345 const struct wined3d_gl_info *gl_info = context->gl_info;
1346 const struct wined3d_color_key_conversion *conversion;
1347 GLenum internal;
1348 UINT i;
1350 TRACE("texture %p, context %p, format %s.\n", texture, context, debug_d3dformat(format->id));
1352 if (format->convert)
1354 texture->flags |= WINED3D_TEXTURE_CONVERTED;
1356 else if ((conversion = wined3d_format_get_color_key_conversion(texture, TRUE)))
1358 texture->flags |= WINED3D_TEXTURE_CONVERTED;
1359 format = wined3d_get_format(gl_info, conversion->dst_format);
1360 TRACE("Using format %s for color key conversion.\n", debug_d3dformat(format->id));
1363 wined3d_texture_bind_and_dirtify(texture, context, srgb);
1365 if (srgb)
1366 internal = format->glGammaInternal;
1367 else if (texture->resource.usage & WINED3DUSAGE_RENDERTARGET
1368 && wined3d_resource_is_offscreen(&texture->resource))
1369 internal = format->rtInternal;
1370 else
1371 internal = format->glInternal;
1373 if (!internal)
1374 FIXME("No GL internal format for format %s.\n", debug_d3dformat(format->id));
1376 TRACE("internal %#x, format %#x, type %#x.\n", internal, format->glFormat, format->glType);
1378 for (i = 0; i < sub_count; ++i)
1380 struct wined3d_surface *surface = texture->sub_resources[i].u.surface;
1381 GLsizei width, height;
1383 width = wined3d_texture_get_level_pow2_width(texture, surface->texture_level);
1384 height = wined3d_texture_get_level_pow2_height(texture, surface->texture_level);
1385 if (texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
1387 height *= format->height_scale.numerator;
1388 height /= format->height_scale.denominator;
1391 TRACE("surface %p, target %#x, level %d, width %d, height %d.\n",
1392 surface, surface->texture_target, surface->texture_level, width, height);
1394 gl_info->gl_ops.gl.p_glTexImage2D(surface->texture_target, surface->texture_level,
1395 internal, width, height, 0, format->glFormat, format->glType, NULL);
1396 checkGLcall("glTexImage2D");
1400 static void texture2d_cleanup_sub_resources(struct wined3d_texture *texture)
1402 unsigned int sub_count = texture->level_count * texture->layer_count;
1403 struct wined3d_surface *surface;
1404 unsigned int i;
1406 for (i = 0; i < sub_count; ++i)
1408 if ((surface = texture->sub_resources[i].u.surface))
1410 TRACE("surface %p.\n", surface);
1412 wined3d_surface_cleanup(surface);
1413 surface->resource.parent_ops->wined3d_object_destroyed(surface->resource.parent);
1416 HeapFree(GetProcessHeap(), 0, texture->sub_resources[0].u.surface);
1419 static const struct wined3d_texture_ops texture2d_ops =
1421 texture2d_upload_data,
1422 texture2d_load_location,
1423 texture2d_prepare_texture,
1424 texture2d_cleanup_sub_resources,
1427 static ULONG texture_resource_incref(struct wined3d_resource *resource)
1429 return wined3d_texture_incref(wined3d_texture_from_resource(resource));
1432 static ULONG texture_resource_decref(struct wined3d_resource *resource)
1434 return wined3d_texture_decref(wined3d_texture_from_resource(resource));
1437 static void wined3d_texture_unload(struct wined3d_resource *resource)
1439 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
1440 UINT sub_count = texture->level_count * texture->layer_count;
1441 struct wined3d_device *device = resource->device;
1442 const struct wined3d_gl_info *gl_info;
1443 struct wined3d_context *context;
1444 UINT i;
1446 TRACE("texture %p.\n", texture);
1448 context = context_acquire(device, NULL);
1449 gl_info = context->gl_info;
1451 for (i = 0; i < sub_count; ++i)
1453 struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[i];
1455 if (resource->pool != WINED3D_POOL_DEFAULT
1456 && texture->texture_ops->texture_load_location(texture, i, context, resource->map_binding))
1458 wined3d_texture_invalidate_location(texture, i, ~resource->map_binding);
1460 else
1462 /* We should only get here on device reset/teardown for implicit
1463 * resources. */
1464 if (resource->pool != WINED3D_POOL_DEFAULT || resource->type != WINED3D_RTYPE_TEXTURE_2D)
1465 ERR("Discarding %s %p sub-resource %u in the %s pool.\n", debug_d3dresourcetype(resource->type),
1466 resource, i, debug_d3dpool(resource->pool));
1467 wined3d_texture_validate_location(texture, i, WINED3D_LOCATION_DISCARDED);
1468 wined3d_texture_invalidate_location(texture, i, ~WINED3D_LOCATION_DISCARDED);
1471 if (sub_resource->buffer_object)
1472 wined3d_texture_remove_buffer_object(texture, i, context->gl_info);
1474 if (resource->type == WINED3D_RTYPE_TEXTURE_2D)
1476 struct wined3d_surface *surface = sub_resource->u.surface;
1477 struct wined3d_renderbuffer_entry *entry, *entry2;
1479 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
1481 context_gl_resource_released(device, entry->id, TRUE);
1482 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
1483 list_remove(&entry->entry);
1484 HeapFree(GetProcessHeap(), 0, entry);
1486 list_init(&surface->renderbuffers);
1487 surface->current_renderbuffer = NULL;
1490 resource_unload(sub_resource->resource);
1493 context_release(context);
1495 wined3d_texture_force_reload(texture);
1496 wined3d_texture_unload_gl_texture(texture);
1499 static HRESULT texture_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
1500 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
1502 const struct wined3d_format *format = resource->format;
1503 struct wined3d_texture_sub_resource *sub_resource;
1504 struct wined3d_device *device = resource->device;
1505 unsigned int fmt_flags = resource->format_flags;
1506 const struct wined3d_gl_info *gl_info = NULL;
1507 struct wined3d_context *context = NULL;
1508 struct wined3d_texture *texture;
1509 struct wined3d_bo_address data;
1510 unsigned int texture_level;
1511 BYTE *base_memory;
1512 BOOL ret;
1514 TRACE("resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n",
1515 resource, sub_resource_idx, map_desc, debug_box(box), flags);
1517 texture = wined3d_texture_from_resource(resource);
1518 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
1519 return E_INVALIDARG;
1521 texture_level = sub_resource_idx % texture->level_count;
1522 if (box && !wined3d_texture_check_box_dimensions(texture, texture_level, box))
1524 WARN("Map box is invalid.\n");
1525 if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
1526 return WINED3DERR_INVALIDCALL;
1529 if ((fmt_flags & WINED3DFMT_FLAG_BLOCKS) && box
1530 && !wined3d_texture_check_block_align(texture, texture_level, box))
1532 WARN("Map box %s is misaligned for %ux%u blocks.\n",
1533 debug_box(box), format->block_width, format->block_height);
1534 if (resource->type != WINED3D_RTYPE_TEXTURE_2D || resource->pool == WINED3D_POOL_DEFAULT)
1535 return WINED3DERR_INVALIDCALL;
1538 if (!(resource->access_flags & WINED3D_RESOURCE_ACCESS_CPU))
1540 WARN("Trying to map unmappable texture.\n");
1541 if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
1542 return WINED3DERR_INVALIDCALL;
1545 if (texture->flags & WINED3D_TEXTURE_DC_IN_USE)
1547 WARN("DC is in use.\n");
1548 return WINED3DERR_INVALIDCALL;
1551 if (sub_resource->map_count)
1553 WARN("Sub-resource is already mapped.\n");
1554 return WINED3DERR_INVALIDCALL;
1557 flags = wined3d_resource_sanitize_map_flags(resource, flags);
1559 if (device->d3d_initialized)
1561 context = context_acquire(device, NULL);
1562 gl_info = context->gl_info;
1565 if (flags & WINED3D_MAP_DISCARD)
1567 TRACE("WINED3D_MAP_DISCARD flag passed, marking %s as up to date.\n",
1568 wined3d_debug_location(texture->resource.map_binding));
1569 if ((ret = wined3d_texture_prepare_location(texture, sub_resource_idx,
1570 context, texture->resource.map_binding)))
1571 wined3d_texture_validate_location(texture, sub_resource_idx, texture->resource.map_binding);
1573 else
1575 if (resource->usage & WINED3DUSAGE_DYNAMIC)
1576 WARN_(d3d_perf)("Mapping a dynamic texture without WINED3D_MAP_DISCARD.\n");
1577 ret = texture->texture_ops->texture_load_location(texture,
1578 sub_resource_idx, context, texture->resource.map_binding);
1581 if (!ret)
1583 ERR("Failed to prepare location.\n");
1584 context_release(context);
1585 return E_OUTOFMEMORY;
1588 if (!(flags & (WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY)))
1589 wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding);
1591 wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding);
1592 base_memory = wined3d_texture_map_bo_address(&data, sub_resource->resource->size,
1593 gl_info, GL_PIXEL_UNPACK_BUFFER, flags);
1594 TRACE("Base memory pointer %p.\n", base_memory);
1596 if (context)
1597 context_release(context);
1599 if (fmt_flags & WINED3DFMT_FLAG_BROKEN_PITCH)
1601 map_desc->row_pitch = wined3d_texture_get_level_width(texture, texture_level) * format->byte_count;
1602 map_desc->slice_pitch = wined3d_texture_get_level_height(texture, texture_level) * map_desc->row_pitch;
1604 else
1606 wined3d_texture_get_pitch(texture, texture_level, &map_desc->row_pitch, &map_desc->slice_pitch);
1609 if (!box)
1611 map_desc->data = base_memory;
1613 else
1615 if ((fmt_flags & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_BLOCKS)
1617 /* Compressed textures are block based, so calculate the offset of
1618 * the block that contains the top-left pixel of the mapped box. */
1619 map_desc->data = base_memory
1620 + (box->front * map_desc->slice_pitch)
1621 + ((box->top / format->block_height) * map_desc->row_pitch)
1622 + ((box->left / format->block_width) * format->block_byte_count);
1624 else
1626 map_desc->data = base_memory
1627 + (box->front * map_desc->slice_pitch)
1628 + (box->top * map_desc->row_pitch)
1629 + (box->left * format->byte_count);
1633 if (texture->swapchain && texture->swapchain->front_buffer == texture)
1635 RECT *r = &texture->swapchain->front_buffer_update;
1637 if (!box)
1638 SetRect(r, 0, 0, resource->width, resource->height);
1639 else
1640 SetRect(r, box->left, box->top, box->right, box->bottom);
1641 TRACE("Mapped front buffer %s.\n", wine_dbgstr_rect(r));
1644 ++resource->map_count;
1645 ++sub_resource->map_count;
1647 TRACE("Returning memory %p, row pitch %u, slice pitch %u.\n",
1648 map_desc->data, map_desc->row_pitch, map_desc->slice_pitch);
1650 return WINED3D_OK;
1653 static HRESULT texture_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
1655 struct wined3d_texture_sub_resource *sub_resource;
1656 struct wined3d_device *device = resource->device;
1657 const struct wined3d_gl_info *gl_info = NULL;
1658 struct wined3d_context *context = NULL;
1659 struct wined3d_texture *texture;
1660 struct wined3d_bo_address data;
1662 TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx);
1664 texture = wined3d_texture_from_resource(resource);
1665 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
1666 return E_INVALIDARG;
1668 if (!sub_resource->map_count)
1670 WARN("Trying to unmap unmapped sub-resource.\n");
1671 if (texture->flags & WINED3D_TEXTURE_DC_IN_USE)
1672 return WINED3D_OK;
1673 return WINEDDERR_NOTLOCKED;
1676 if (device->d3d_initialized)
1678 context = context_acquire(device, NULL);
1679 gl_info = context->gl_info;
1682 wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding);
1683 wined3d_texture_unmap_bo_address(&data, gl_info, GL_PIXEL_UNPACK_BUFFER);
1685 if (context)
1686 context_release(context);
1688 if (texture->swapchain && texture->swapchain->front_buffer == texture)
1690 if (!(sub_resource->locations & (WINED3D_LOCATION_DRAWABLE | WINED3D_LOCATION_TEXTURE_RGB)))
1691 texture->swapchain->swapchain_ops->swapchain_frontbuffer_updated(texture->swapchain);
1693 else if (resource->format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1695 FIXME("Depth / stencil buffer locking is not implemented.\n");
1698 --sub_resource->map_count;
1699 if (!--resource->map_count && texture->update_map_binding)
1700 wined3d_texture_update_map_binding(texture);
1702 return WINED3D_OK;
1705 static const struct wined3d_resource_ops texture_resource_ops =
1707 texture_resource_incref,
1708 texture_resource_decref,
1709 wined3d_texture_unload,
1710 texture_resource_sub_resource_map,
1711 texture_resource_sub_resource_unmap,
1714 static HRESULT texture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
1715 unsigned int layer_count, unsigned int level_count, DWORD flags, struct wined3d_device *device,
1716 void *parent, const struct wined3d_parent_ops *parent_ops)
1718 struct wined3d_device_parent *device_parent = device->device_parent;
1719 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1720 struct wined3d_resource_desc surface_desc;
1721 struct wined3d_surface *surfaces;
1722 UINT pow2_width, pow2_height;
1723 unsigned int i, j;
1724 HRESULT hr;
1726 /* TODO: It should only be possible to create textures for formats
1727 * that are reported as supported. */
1728 if (WINED3DFMT_UNKNOWN >= desc->format)
1730 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
1731 return WINED3DERR_INVALIDCALL;
1734 if (desc->usage & WINED3DUSAGE_DYNAMIC && desc->pool == WINED3D_POOL_MANAGED)
1735 FIXME("Trying to create a managed texture with dynamic usage.\n");
1736 if (!(desc->usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))
1737 && (flags & WINED3D_TEXTURE_CREATE_MAPPABLE))
1738 WARN("Creating a mappable texture in the default pool that doesn't specify dynamic usage.\n");
1739 if (desc->usage & WINED3DUSAGE_RENDERTARGET && desc->pool != WINED3D_POOL_DEFAULT)
1740 FIXME("Trying to create a render target that isn't in the default pool.\n");
1742 pow2_width = desc->width;
1743 pow2_height = desc->height;
1744 if (((desc->width & (desc->width - 1)) || (desc->height & (desc->height - 1)))
1745 && !gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1747 /* level_count == 0 returns an error as well. */
1748 if (level_count != 1 || desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP)
1750 if (desc->pool != WINED3D_POOL_SCRATCH)
1752 WARN("Attempted to create a mipmapped/cube NPOT texture without unconditional NPOT support.\n");
1753 return WINED3DERR_INVALIDCALL;
1756 WARN("Creating a scratch mipmapped/cube NPOT texture despite lack of HW support.\n");
1758 texture->flags |= WINED3D_TEXTURE_COND_NP2;
1760 if (!gl_info->supported[ARB_TEXTURE_RECTANGLE] && !gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
1762 const struct wined3d_format *format = wined3d_get_format(gl_info, desc->format);
1764 /* TODO: Add support for non-power-of-two compressed textures. */
1765 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D]
1766 & (WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_HEIGHT_SCALE))
1768 FIXME("Compressed or height scaled non-power-of-two (%ux%u) textures are not supported.\n",
1769 desc->width, desc->height);
1770 return WINED3DERR_NOTAVAILABLE;
1773 /* Find the nearest pow2 match. */
1774 pow2_width = pow2_height = 1;
1775 while (pow2_width < desc->width)
1776 pow2_width <<= 1;
1777 while (pow2_height < desc->height)
1778 pow2_height <<= 1;
1779 texture->flags |= WINED3D_TEXTURE_COND_NP2_EMULATED;
1782 texture->pow2_width = pow2_width;
1783 texture->pow2_height = pow2_height;
1785 if ((pow2_width > gl_info->limits.texture_size || pow2_height > gl_info->limits.texture_size)
1786 && (desc->usage & WINED3DUSAGE_TEXTURE))
1788 /* One of four options:
1789 * 1: Do the same as we do with NPOT and scale the texture. (Any
1790 * texture ops would require the texture to be scaled which is
1791 * potentially slow.)
1792 * 2: Set the texture to the maximum size (bad idea).
1793 * 3: WARN and return WINED3DERR_NOTAVAILABLE.
1794 * 4: Create the surface, but allow it to be used only for DirectDraw
1795 * Blts. Some apps (e.g. Swat 3) create textures with a height of
1796 * 16 and a width > 3000 and blt 16x16 letter areas from them to
1797 * the render target. */
1798 if (desc->pool == WINED3D_POOL_DEFAULT || desc->pool == WINED3D_POOL_MANAGED)
1800 WARN("Dimensions (%ux%u) exceed the maximum texture size.\n", pow2_width, pow2_height);
1801 return WINED3DERR_NOTAVAILABLE;
1804 /* We should never use this surface in combination with OpenGL. */
1805 TRACE("Creating an oversized (%ux%u) surface.\n", pow2_width, pow2_height);
1808 /* Calculate levels for mip mapping. */
1809 if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
1811 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
1813 WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
1814 return WINED3DERR_INVALIDCALL;
1817 if (level_count != 1)
1819 WARN("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning WINED3DERR_INVALIDCALL.\n");
1820 return WINED3DERR_INVALIDCALL;
1824 if (FAILED(hr = wined3d_texture_init(texture, &texture2d_ops, layer_count, level_count, desc,
1825 flags, device, parent, parent_ops, &texture_resource_ops)))
1827 WARN("Failed to initialize texture, returning %#x.\n", hr);
1828 return hr;
1831 /* Precalculated scaling for 'faked' non power of two texture coords. */
1832 if (texture->resource.gl_type == WINED3D_GL_RES_TYPE_TEX_RECT)
1834 texture->pow2_matrix[0] = (float)desc->width;
1835 texture->pow2_matrix[5] = (float)desc->height;
1836 texture->flags &= ~(WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS);
1837 texture->target = GL_TEXTURE_RECTANGLE_ARB;
1839 else
1841 if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
1843 texture->pow2_matrix[0] = (((float)desc->width) / ((float)pow2_width));
1844 texture->pow2_matrix[5] = (((float)desc->height) / ((float)pow2_height));
1845 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
1847 else
1849 texture->pow2_matrix[0] = 1.0f;
1850 texture->pow2_matrix[5] = 1.0f;
1852 if (desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP)
1853 texture->target = GL_TEXTURE_CUBE_MAP_ARB;
1854 else
1855 texture->target = GL_TEXTURE_2D;
1857 texture->pow2_matrix[10] = 1.0f;
1858 texture->pow2_matrix[15] = 1.0f;
1859 TRACE("x scale %.8e, y scale %.8e.\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
1861 if (wined3d_texture_use_pbo(texture, gl_info))
1862 texture->resource.map_binding = WINED3D_LOCATION_BUFFER;
1864 if (!(surfaces = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*surfaces) * level_count * layer_count)))
1866 wined3d_texture_cleanup(texture);
1867 return E_OUTOFMEMORY;
1870 /* Generate all the surfaces. */
1871 surface_desc = *desc;
1872 surface_desc.resource_type = WINED3D_RTYPE_SURFACE;
1873 for (i = 0; i < texture->level_count; ++i)
1875 for (j = 0; j < texture->layer_count; ++j)
1877 static const GLenum cube_targets[6] =
1879 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
1880 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
1881 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
1882 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
1883 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
1884 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
1886 GLenum target = desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP ? cube_targets[j] : texture->target;
1887 struct wined3d_texture_sub_resource *sub_resource;
1888 unsigned int idx = j * texture->level_count + i;
1889 struct wined3d_surface *surface;
1891 surface = &surfaces[idx];
1892 if (FAILED(hr = wined3d_surface_init(surface, texture, &surface_desc, target, i, j)))
1894 WARN("Failed to initialize surface, returning %#x.\n", hr);
1895 wined3d_texture_cleanup(texture);
1896 if (!idx)
1897 HeapFree(GetProcessHeap(), 0, surfaces);
1898 return hr;
1901 sub_resource = &texture->sub_resources[idx];
1902 sub_resource->locations = WINED3D_LOCATION_DISCARDED;
1903 sub_resource->resource = &surface->resource;
1904 sub_resource->u.surface = surface;
1905 if (!(texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL))
1907 wined3d_texture_validate_location(texture, idx, WINED3D_LOCATION_SYSMEM);
1908 wined3d_texture_invalidate_location(texture, idx, ~WINED3D_LOCATION_SYSMEM);
1911 if (FAILED(hr = device_parent->ops->surface_created(device_parent,
1912 texture, idx, &parent, &parent_ops)))
1914 WARN("Failed to create surface parent, hr %#x.\n", hr);
1915 wined3d_surface_cleanup(surface);
1916 wined3d_texture_cleanup(texture);
1917 return hr;
1920 TRACE("parent %p, parent_ops %p.\n", parent, parent_ops);
1922 surface->resource.parent = parent;
1923 surface->resource.parent_ops = parent_ops;
1924 TRACE("Created surface level %u, layer %u @ %p.\n", i, j, surface);
1926 if (((desc->usage & WINED3DUSAGE_OWNDC) || (device->wined3d->flags & WINED3D_NO3D))
1927 && FAILED(hr = wined3d_surface_create_dc(surface)))
1929 wined3d_texture_cleanup(texture);
1930 return hr;
1933 /* Calculate the next mipmap level. */
1934 surface_desc.width = max(1, surface_desc.width >> 1);
1935 surface_desc.height = max(1, surface_desc.height >> 1);
1938 return WINED3D_OK;
1941 static void texture3d_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1942 const struct wined3d_context *context, const struct wined3d_sub_resource_data *data)
1944 struct wined3d_const_bo_address addr;
1945 unsigned int row_pitch, slice_pitch;
1947 wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
1948 if (row_pitch != data->row_pitch || slice_pitch != data->slice_pitch)
1949 FIXME("Ignoring row/slice pitch (%u/%u).\n", data->row_pitch, data->slice_pitch);
1951 addr.buffer_object = 0;
1952 addr.addr = data->data;
1954 wined3d_volume_upload_data(texture->sub_resources[sub_resource_idx].u.volume, context, &addr);
1957 static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1958 struct wined3d_context *context, DWORD location)
1960 return wined3d_volume_load_location(texture->sub_resources[sub_resource_idx].u.volume, context, location);
1963 static void texture3d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
1965 unsigned int sub_count = texture->level_count * texture->layer_count;
1966 const struct wined3d_format *format = texture->resource.format;
1967 const struct wined3d_gl_info *gl_info = context->gl_info;
1968 unsigned int i;
1970 wined3d_texture_bind_and_dirtify(texture, context, srgb);
1972 for (i = 0; i < sub_count; ++i)
1974 struct wined3d_volume *volume = texture->sub_resources[i].u.volume;
1976 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, volume->texture_level,
1977 srgb ? format->glGammaInternal : format->glInternal,
1978 wined3d_texture_get_level_width(texture, volume->texture_level),
1979 wined3d_texture_get_level_height(texture, volume->texture_level),
1980 wined3d_texture_get_level_depth(texture, volume->texture_level),
1981 0, format->glFormat, format->glType, NULL));
1982 checkGLcall("glTexImage3D");
1986 static void texture3d_cleanup_sub_resources(struct wined3d_texture *texture)
1988 unsigned int sub_count = texture->level_count * texture->layer_count;
1989 struct wined3d_volume *volume;
1990 unsigned int i;
1992 for (i = 0; i < sub_count; ++i)
1994 if ((volume = texture->sub_resources[i].u.volume))
1996 TRACE("volume %p.\n", volume);
1998 wined3d_volume_cleanup(volume);
1999 volume->resource.parent_ops->wined3d_object_destroyed(volume->resource.parent);
2002 HeapFree(GetProcessHeap(), 0, texture->sub_resources[0].u.volume);
2005 static const struct wined3d_texture_ops texture3d_ops =
2007 texture3d_upload_data,
2008 texture3d_load_location,
2009 texture3d_prepare_texture,
2010 texture3d_cleanup_sub_resources,
2013 BOOL wined3d_texture_check_block_align(const struct wined3d_texture *texture,
2014 unsigned int level, const struct wined3d_box *box)
2016 const struct wined3d_format *format = texture->resource.format;
2017 unsigned int height = wined3d_texture_get_level_height(texture, level);
2018 unsigned int width = wined3d_texture_get_level_width(texture, level);
2019 unsigned int width_mask, height_mask;
2021 if ((box->left >= box->right)
2022 || (box->top >= box->bottom)
2023 || (box->right > width)
2024 || (box->bottom > height))
2025 return FALSE;
2027 /* This assumes power of two block sizes, but NPOT block sizes would be
2028 * silly anyway.
2030 * This also assumes that the format's block depth is 1. */
2031 width_mask = format->block_width - 1;
2032 height_mask = format->block_height - 1;
2034 if ((box->left & width_mask) || (box->top & height_mask)
2035 || (box->right & width_mask && box->right != width)
2036 || (box->bottom & height_mask && box->bottom != height))
2037 return FALSE;
2039 return TRUE;
2042 static HRESULT volumetexture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
2043 UINT levels, struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops)
2045 struct wined3d_device_parent *device_parent = device->device_parent;
2046 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2047 struct wined3d_resource_desc volume_desc;
2048 struct wined3d_volume *volumes;
2049 unsigned int i;
2050 HRESULT hr;
2052 /* TODO: It should only be possible to create textures for formats
2053 * that are reported as supported. */
2054 if (WINED3DFMT_UNKNOWN >= desc->format)
2056 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
2057 return WINED3DERR_INVALIDCALL;
2060 if (!gl_info->supported[EXT_TEXTURE3D])
2062 WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
2063 return WINED3DERR_INVALIDCALL;
2066 /* Calculate levels for mip mapping. */
2067 if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
2069 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
2071 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
2072 return WINED3DERR_INVALIDCALL;
2075 if (levels != 1)
2077 WARN("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning D3DERR_INVALIDCALL.\n");
2078 return WINED3DERR_INVALIDCALL;
2082 if (desc->usage & WINED3DUSAGE_DYNAMIC && (desc->pool == WINED3D_POOL_MANAGED
2083 || desc->pool == WINED3D_POOL_SCRATCH))
2085 WARN("Attempted to create a DYNAMIC texture in pool %s.\n", debug_d3dpool(desc->pool));
2086 return WINED3DERR_INVALIDCALL;
2089 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2091 UINT pow2_w, pow2_h, pow2_d;
2092 pow2_w = 1;
2093 while (pow2_w < desc->width)
2094 pow2_w <<= 1;
2095 pow2_h = 1;
2096 while (pow2_h < desc->height)
2097 pow2_h <<= 1;
2098 pow2_d = 1;
2099 while (pow2_d < desc->depth)
2100 pow2_d <<= 1;
2102 if (pow2_w != desc->width || pow2_h != desc->height || pow2_d != desc->depth)
2104 if (desc->pool == WINED3D_POOL_SCRATCH)
2106 WARN("Creating a scratch NPOT volume texture despite lack of HW support.\n");
2108 else
2110 WARN("Attempted to create a NPOT volume texture (%u, %u, %u) without GL support.\n",
2111 desc->width, desc->height, desc->depth);
2112 return WINED3DERR_INVALIDCALL;
2117 if (FAILED(hr = wined3d_texture_init(texture, &texture3d_ops, 1, levels, desc,
2118 0, device, parent, parent_ops, &texture_resource_ops)))
2120 WARN("Failed to initialize texture, returning %#x.\n", hr);
2121 return hr;
2124 texture->pow2_matrix[0] = 1.0f;
2125 texture->pow2_matrix[5] = 1.0f;
2126 texture->pow2_matrix[10] = 1.0f;
2127 texture->pow2_matrix[15] = 1.0f;
2128 texture->target = GL_TEXTURE_3D;
2130 if (wined3d_texture_use_pbo(texture, gl_info))
2131 texture->resource.map_binding = WINED3D_LOCATION_BUFFER;
2133 if (!(volumes = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*volumes) * levels)))
2135 wined3d_texture_cleanup(texture);
2136 return E_OUTOFMEMORY;
2139 /* Generate all the surfaces. */
2140 volume_desc = *desc;
2141 volume_desc.resource_type = WINED3D_RTYPE_VOLUME;
2142 for (i = 0; i < texture->level_count; ++i)
2144 struct wined3d_texture_sub_resource *sub_resource;
2145 struct wined3d_volume *volume;
2147 volume = &volumes[i];
2148 if (FAILED(hr = wined3d_volume_init(volume, texture, &volume_desc, i)))
2150 WARN("Failed to initialize volume, returning %#x.\n", hr);
2151 wined3d_texture_cleanup(texture);
2152 if (!i)
2153 HeapFree(GetProcessHeap(), 0, volumes);
2154 return hr;
2157 sub_resource = &texture->sub_resources[i];
2158 sub_resource->locations = WINED3D_LOCATION_DISCARDED;
2159 sub_resource->resource = &volume->resource;
2160 sub_resource->u.volume = volume;
2162 if (FAILED(hr = device_parent->ops->volume_created(device_parent,
2163 texture, i, &parent, &parent_ops)))
2165 WARN("Failed to create volume parent, hr %#x.\n", hr);
2166 wined3d_volume_cleanup(volume);
2167 wined3d_texture_cleanup(texture);
2168 return hr;
2171 TRACE("parent %p, parent_ops %p.\n", parent, parent_ops);
2173 volume->resource.parent = parent;
2174 volume->resource.parent_ops = parent_ops;
2175 TRACE("Created volume level %u @ %p.\n", i, volume);
2177 /* Calculate the next mipmap level. */
2178 volume_desc.width = max(1, volume_desc.width >> 1);
2179 volume_desc.height = max(1, volume_desc.height >> 1);
2180 volume_desc.depth = max(1, volume_desc.depth >> 1);
2183 return WINED3D_OK;
2186 HRESULT CDECL wined3d_texture_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
2187 const RECT *dst_rect, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
2188 const RECT *src_rect, DWORD flags, const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter)
2190 struct wined3d_texture_sub_resource *dst_resource, *src_resource = NULL;
2192 TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_rect %s, src_texture %p, "
2193 "src_sub_resource_idx %u, src_rect %s, flags %#x, fx %p, filter %s.\n",
2194 dst_texture, dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), src_texture,
2195 src_sub_resource_idx, wine_dbgstr_rect(src_rect), flags, fx, debug_d3dtexturefiltertype(filter));
2197 if (!(dst_resource = wined3d_texture_get_sub_resource(dst_texture, dst_sub_resource_idx))
2198 || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
2199 return WINED3DERR_INVALIDCALL;
2201 if (src_texture)
2203 if (!(src_resource = wined3d_texture_get_sub_resource(src_texture, src_sub_resource_idx))
2204 || src_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
2205 return WINED3DERR_INVALIDCALL;
2208 return wined3d_surface_blt(dst_resource->u.surface, dst_rect,
2209 src_resource ? src_resource->u.surface : NULL, src_rect, flags, fx, filter);
2212 HRESULT CDECL wined3d_texture_get_overlay_position(const struct wined3d_texture *texture,
2213 unsigned int sub_resource_idx, LONG *x, LONG *y)
2215 struct wined3d_surface *surface;
2217 TRACE("texture %p, sub_resource_idx %u, x %p, y %p.\n", texture, sub_resource_idx, x, y);
2219 if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
2220 || sub_resource_idx >= texture->level_count * texture->layer_count)
2222 WARN("Invalid sub-resource specified.\n");
2223 return WINEDDERR_NOTAOVERLAYSURFACE;
2226 surface = texture->sub_resources[sub_resource_idx].u.surface;
2227 if (!surface->overlay_dest)
2229 TRACE("Overlay not visible.\n");
2230 *x = 0;
2231 *y = 0;
2232 return WINEDDERR_OVERLAYNOTVISIBLE;
2235 *x = surface->overlay_destrect.left;
2236 *y = surface->overlay_destrect.top;
2238 TRACE("Returning position %d, %d.\n", *x, *y);
2240 return WINED3D_OK;
2243 HRESULT CDECL wined3d_texture_set_overlay_position(struct wined3d_texture *texture,
2244 unsigned int sub_resource_idx, LONG x, LONG y)
2246 struct wined3d_texture_sub_resource *sub_resource;
2247 struct wined3d_surface *surface;
2248 LONG w, h;
2250 TRACE("texture %p, sub_resource_idx %u, x %d, y %d.\n", texture, sub_resource_idx, x, y);
2252 if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
2253 || !(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
2255 WARN("Invalid sub-resource specified.\n");
2256 return WINEDDERR_NOTAOVERLAYSURFACE;
2259 surface = sub_resource->u.surface;
2260 w = surface->overlay_destrect.right - surface->overlay_destrect.left;
2261 h = surface->overlay_destrect.bottom - surface->overlay_destrect.top;
2262 surface->overlay_destrect.left = x;
2263 surface->overlay_destrect.top = y;
2264 surface->overlay_destrect.right = x + w;
2265 surface->overlay_destrect.bottom = y + h;
2267 return WINED3D_OK;
2270 HRESULT CDECL wined3d_texture_update_overlay(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2271 const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
2272 const RECT *dst_rect, DWORD flags)
2274 struct wined3d_texture_sub_resource *sub_resource, *dst_sub_resource;
2275 struct wined3d_surface *surface, *dst_surface;
2277 TRACE("texture %p, sub_resource_idx %u, src_rect %s, dst_texture %p, "
2278 "dst_sub_resource_idx %u, dst_rect %s, flags %#x.\n",
2279 texture, sub_resource_idx, wine_dbgstr_rect(src_rect), dst_texture,
2280 dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), flags);
2282 if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
2283 || !(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
2285 WARN("Invalid sub-resource specified.\n");
2286 return WINEDDERR_NOTAOVERLAYSURFACE;
2289 if (!dst_texture || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
2290 || !(dst_sub_resource = wined3d_texture_get_sub_resource(dst_texture, dst_sub_resource_idx)))
2292 WARN("Invalid destination sub-resource specified.\n");
2293 return WINED3DERR_INVALIDCALL;
2296 surface = sub_resource->u.surface;
2297 if (src_rect)
2298 surface->overlay_srcrect = *src_rect;
2299 else
2300 SetRect(&surface->overlay_srcrect, 0, 0,
2301 wined3d_texture_get_level_width(texture, surface->texture_level),
2302 wined3d_texture_get_level_height(texture, surface->texture_level));
2304 dst_surface = dst_sub_resource->u.surface;
2305 if (dst_rect)
2306 surface->overlay_destrect = *dst_rect;
2307 else
2308 SetRect(&surface->overlay_destrect, 0, 0,
2309 wined3d_texture_get_level_width(dst_texture, dst_surface->texture_level),
2310 wined3d_texture_get_level_height(dst_texture, dst_surface->texture_level));
2312 if (surface->overlay_dest && (surface->overlay_dest != dst_surface || flags & WINEDDOVER_HIDE))
2314 surface->overlay_dest = NULL;
2315 list_remove(&surface->overlay_entry);
2318 if (flags & WINEDDOVER_SHOW)
2320 if (surface->overlay_dest != dst_surface)
2322 surface->overlay_dest = dst_surface;
2323 list_add_tail(&dst_surface->overlays, &surface->overlay_entry);
2326 else if (flags & WINEDDOVER_HIDE)
2328 /* Tests show that the rectangles are erased on hide. */
2329 SetRectEmpty(&surface->overlay_srcrect);
2330 SetRectEmpty(&surface->overlay_destrect);
2331 surface->overlay_dest = NULL;
2334 return WINED3D_OK;
2337 void * CDECL wined3d_texture_get_sub_resource_parent(struct wined3d_texture *texture, unsigned int sub_resource_idx)
2339 unsigned int sub_count = texture->level_count * texture->layer_count;
2341 TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
2343 if (sub_resource_idx >= sub_count)
2345 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
2346 return NULL;
2349 return texture->sub_resources[sub_resource_idx].resource->parent;
2352 void CDECL wined3d_texture_set_sub_resource_parent(struct wined3d_texture *texture,
2353 unsigned int sub_resource_idx, void *parent)
2355 unsigned int sub_count = texture->level_count * texture->layer_count;
2357 TRACE("texture %p, sub_resource_idx %u, parent %p.\n", texture, sub_resource_idx, parent);
2359 if (sub_resource_idx >= sub_count)
2361 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
2362 return;
2365 texture->sub_resources[sub_resource_idx].resource->parent = parent;
2368 HRESULT CDECL wined3d_texture_get_sub_resource_desc(const struct wined3d_texture *texture,
2369 unsigned int sub_resource_idx, struct wined3d_sub_resource_desc *desc)
2371 unsigned int sub_count = texture->level_count * texture->layer_count;
2372 const struct wined3d_resource *resource;
2373 unsigned int level_idx;
2375 TRACE("texture %p, sub_resource_idx %u, desc %p.\n", texture, sub_resource_idx, desc);
2377 if (sub_resource_idx >= sub_count)
2379 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
2380 return WINED3DERR_INVALIDCALL;
2383 resource = &texture->resource;
2384 desc->format = resource->format->id;
2385 desc->multisample_type = resource->multisample_type;
2386 desc->multisample_quality = resource->multisample_quality;
2387 desc->usage = resource->usage;
2388 desc->pool = resource->pool;
2390 level_idx = sub_resource_idx % texture->level_count;
2391 desc->width = wined3d_texture_get_level_width(texture, level_idx);
2392 desc->height = wined3d_texture_get_level_height(texture, level_idx);
2393 desc->depth = wined3d_texture_get_level_depth(texture, level_idx);
2394 desc->size = texture->sub_resources[sub_resource_idx].resource->size;
2396 return WINED3D_OK;
2399 HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct wined3d_resource_desc *desc,
2400 UINT level_count, DWORD flags, const struct wined3d_sub_resource_data *data, void *parent,
2401 const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
2403 unsigned int layer_count = desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP ? 6 : 1;
2404 struct wined3d_texture *object;
2405 HRESULT hr;
2407 TRACE("device %p, desc %p, level_count %u, flags %#x, data %p, parent %p, parent_ops %p, texture %p.\n",
2408 device, desc, level_count, flags, data, parent, parent_ops, texture);
2410 if (!level_count)
2412 WARN("Invalid level count.\n");
2413 return WINED3DERR_INVALIDCALL;
2416 if (desc->multisample_type != WINED3D_MULTISAMPLE_NONE)
2418 const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info, desc->format);
2420 if (desc->multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE
2421 && desc->multisample_quality >= wined3d_popcount(format->multisample_types))
2423 WARN("Unsupported quality level %u requested for WINED3D_MULTISAMPLE_NON_MASKABLE.\n",
2424 desc->multisample_quality);
2425 return WINED3DERR_NOTAVAILABLE;
2427 if (desc->multisample_type != WINED3D_MULTISAMPLE_NON_MASKABLE
2428 && (!(format->multisample_types & 1u << (desc->multisample_type - 1))
2429 || desc->multisample_quality))
2431 WARN("Unsupported multisample type %u quality %u requested.\n", desc->multisample_type,
2432 desc->multisample_quality);
2433 return WINED3DERR_NOTAVAILABLE;
2437 if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
2438 FIELD_OFFSET(struct wined3d_texture, sub_resources[level_count * layer_count]))))
2439 return E_OUTOFMEMORY;
2441 switch (desc->resource_type)
2443 case WINED3D_RTYPE_TEXTURE_2D:
2444 hr = texture_init(object, desc, layer_count, level_count, flags, device, parent, parent_ops);
2445 break;
2447 case WINED3D_RTYPE_TEXTURE_3D:
2448 hr = volumetexture_init(object, desc, level_count, device, parent, parent_ops);
2449 break;
2451 default:
2452 ERR("Invalid resource type %s.\n", debug_d3dresourcetype(desc->resource_type));
2453 hr = WINED3DERR_INVALIDCALL;
2454 break;
2457 if (FAILED(hr))
2459 WARN("Failed to initialize texture, returning %#x.\n", hr);
2460 HeapFree(GetProcessHeap(), 0, object);
2461 return hr;
2464 /* FIXME: We'd like to avoid ever allocating system memory for the texture
2465 * in this case. */
2466 if (data && FAILED(hr = wined3d_texture_upload_data(object, data)))
2468 wined3d_texture_cleanup(object);
2469 HeapFree(GetProcessHeap(), 0, object);
2470 return hr;
2473 TRACE("Created texture %p.\n", object);
2474 *texture = object;
2476 return WINED3D_OK;
2479 HRESULT CDECL wined3d_texture_get_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC *dc)
2481 struct wined3d_device *device = texture->resource.device;
2482 struct wined3d_texture_sub_resource *sub_resource;
2483 struct wined3d_context *context = NULL;
2484 struct wined3d_surface *surface;
2485 HRESULT hr = WINED3D_OK;
2487 TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture, sub_resource_idx, dc);
2489 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
2490 return WINED3DERR_INVALIDCALL;
2492 if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
2494 WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type));
2495 return WINED3DERR_INVALIDCALL;
2498 surface = sub_resource->u.surface;
2500 if (texture->resource.map_count && !(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT))
2501 return WINED3DERR_INVALIDCALL;
2503 if (device->d3d_initialized)
2504 context = context_acquire(device, NULL);
2506 surface_load_location(surface, context, texture->resource.map_binding);
2507 wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding);
2509 if (!surface->dc)
2510 hr = wined3d_surface_create_dc(surface);
2511 if (context)
2512 context_release(context);
2513 if (FAILED(hr))
2514 return WINED3DERR_INVALIDCALL;
2516 if (!(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT))
2517 texture->flags |= WINED3D_TEXTURE_DC_IN_USE;
2518 ++texture->resource.map_count;
2519 ++sub_resource->map_count;
2521 *dc = surface->dc;
2522 TRACE("Returning dc %p.\n", *dc);
2524 return hr;
2527 HRESULT CDECL wined3d_texture_release_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC dc)
2529 struct wined3d_device *device = texture->resource.device;
2530 struct wined3d_texture_sub_resource *sub_resource;
2531 struct wined3d_surface *surface;
2533 TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture, sub_resource_idx, dc);
2535 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
2536 return WINED3DERR_INVALIDCALL;
2538 if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
2540 WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type));
2541 return WINED3DERR_INVALIDCALL;
2544 surface = sub_resource->u.surface;
2546 if (!(texture->flags & (WINED3D_TEXTURE_GET_DC_LENIENT | WINED3D_TEXTURE_DC_IN_USE)))
2547 return WINED3DERR_INVALIDCALL;
2549 if (surface->dc != dc)
2551 WARN("Application tries to release invalid DC %p, surface DC is %p.\n", dc, surface->dc);
2552 return WINED3DERR_INVALIDCALL;
2555 if (!(texture->resource.usage & WINED3DUSAGE_OWNDC) && !(device->wined3d->flags & WINED3D_NO3D))
2556 wined3d_surface_destroy_dc(surface);
2558 --sub_resource->map_count;
2559 if (!--texture->resource.map_count && texture->update_map_binding)
2560 wined3d_texture_update_map_binding(texture);
2561 if (!(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT))
2562 texture->flags &= ~WINED3D_TEXTURE_DC_IN_USE;
2564 return WINED3D_OK;