2 * IWineD3DTexture implementation
4 * Copyright 2002-2005 Jason Edmeades
5 * Copyright 2002-2005 Raphael Junqueira
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2009 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture
);
30 static void texture_internal_preload(IWineD3DBaseTexture
*iface
, enum WINED3DSRGB srgb
)
32 /* Override the IWineD3DResource PreLoad method. */
33 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
34 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
35 struct wined3d_context
*context
= NULL
;
40 TRACE("(%p) : About to load texture.\n", This
);
49 texture_internal_preload(iface
, SRGB_RGB
);
57 srgb_mode
= This
->baseTexture
.is_srgb
;
60 dirty
= srgb_mode
? &This
->baseTexture
.texture_srgb
.dirty
: &This
->baseTexture
.texture_rgb
.dirty
;
62 if (!device
->isInDraw
)
64 /* context_acquire() sets isInDraw to TRUE when loading a pbuffer into a texture,
65 * thus no danger of recursive calls. */
66 context
= context_acquire(device
, NULL
, CTXUSAGE_RESOURCELOAD
);
69 if (This
->resource
.format_desc
->format
== WINED3DFMT_P8_UINT
70 || This
->resource
.format_desc
->format
== WINED3DFMT_P8_UINT_A8_UNORM
)
72 for (i
= 0; i
< This
->baseTexture
.levels
; ++i
)
74 if (palette9_changed((IWineD3DSurfaceImpl
*)This
->surfaces
[i
]))
76 TRACE("Reloading surface because the d3d8/9 palette was changed.\n");
77 /* TODO: This is not necessarily needed with hw palettized texture support. */
78 IWineD3DSurface_LoadLocation(This
->surfaces
[i
], SFLAG_INSYSMEM
, NULL
);
79 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
80 IWineD3DSurface_ModifyLocation(This
->surfaces
[i
], SFLAG_INTEXTURE
, FALSE
);
85 /* If the texture is marked dirty or the srgb sampler setting has changed
86 * since the last load then reload the surfaces. */
89 for (i
= 0; i
< This
->baseTexture
.levels
; ++i
)
91 IWineD3DSurface_LoadTexture(This
->surfaces
[i
], srgb_mode
);
96 TRACE("(%p) Texture not dirty, nothing to do.\n", iface
);
99 if (context
) context_release(context
);
101 /* No longer dirty. */
105 static void texture_cleanup(IWineD3DTextureImpl
*This
)
109 TRACE("(%p) : Cleaning up\n", This
);
111 for (i
= 0; i
< This
->baseTexture
.levels
; ++i
)
113 if (This
->surfaces
[i
])
115 /* Clean out the texture name we gave to the surface so that the
116 * surface doesn't try and release it */
117 surface_set_texture_name(This
->surfaces
[i
], 0, TRUE
);
118 surface_set_texture_name(This
->surfaces
[i
], 0, FALSE
);
119 surface_set_texture_target(This
->surfaces
[i
], 0);
120 IWineD3DSurface_SetContainer(This
->surfaces
[i
], 0);
121 IWineD3DSurface_Release(This
->surfaces
[i
]);
125 TRACE("(%p) : Cleaning up base texture\n", This
);
126 basetexture_cleanup((IWineD3DBaseTexture
*)This
);
129 /* *******************************************
130 IWineD3DTexture IUnknown parts follow
131 ******************************************* */
133 static HRESULT WINAPI
IWineD3DTextureImpl_QueryInterface(IWineD3DTexture
*iface
, REFIID riid
, LPVOID
*ppobj
)
135 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
136 TRACE("(%p)->(%s,%p)\n",This
,debugstr_guid(riid
),ppobj
);
137 if (IsEqualGUID(riid
, &IID_IUnknown
)
138 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
139 || IsEqualGUID(riid
, &IID_IWineD3DResource
)
140 || IsEqualGUID(riid
, &IID_IWineD3DBaseTexture
)
141 || IsEqualGUID(riid
, &IID_IWineD3DTexture
)){
142 IUnknown_AddRef(iface
);
147 return E_NOINTERFACE
;
150 static ULONG WINAPI
IWineD3DTextureImpl_AddRef(IWineD3DTexture
*iface
) {
151 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
152 TRACE("(%p) : AddRef increasing from %d\n", This
, This
->resource
.ref
);
153 return InterlockedIncrement(&This
->resource
.ref
);
156 static ULONG WINAPI
IWineD3DTextureImpl_Release(IWineD3DTexture
*iface
) {
157 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
159 TRACE("(%p) : Releasing from %d\n", This
, This
->resource
.ref
);
160 ref
= InterlockedDecrement(&This
->resource
.ref
);
163 texture_cleanup(This
);
164 This
->resource
.parent_ops
->wined3d_object_destroyed(This
->resource
.parent
);
165 HeapFree(GetProcessHeap(), 0, This
);
171 /* ****************************************************
172 IWineD3DTexture IWineD3DResource parts follow
173 **************************************************** */
174 static HRESULT WINAPI
IWineD3DTextureImpl_GetDevice(IWineD3DTexture
*iface
, IWineD3DDevice
** ppDevice
) {
175 return resource_get_device((IWineD3DResource
*)iface
, ppDevice
);
178 static HRESULT WINAPI
IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture
*iface
, REFGUID refguid
, CONST
void* pData
, DWORD SizeOfData
, DWORD Flags
) {
179 return resource_set_private_data((IWineD3DResource
*)iface
, refguid
, pData
, SizeOfData
, Flags
);
182 static HRESULT WINAPI
IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture
*iface
, REFGUID refguid
, void* pData
, DWORD
* pSizeOfData
) {
183 return resource_get_private_data((IWineD3DResource
*)iface
, refguid
, pData
, pSizeOfData
);
186 static HRESULT WINAPI
IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture
*iface
, REFGUID refguid
) {
187 return resource_free_private_data((IWineD3DResource
*)iface
, refguid
);
190 static DWORD WINAPI
IWineD3DTextureImpl_SetPriority(IWineD3DTexture
*iface
, DWORD PriorityNew
) {
191 return resource_set_priority((IWineD3DResource
*)iface
, PriorityNew
);
194 static DWORD WINAPI
IWineD3DTextureImpl_GetPriority(IWineD3DTexture
*iface
) {
195 return resource_get_priority((IWineD3DResource
*)iface
);
198 static void WINAPI
IWineD3DTextureImpl_PreLoad(IWineD3DTexture
*iface
) {
199 texture_internal_preload((IWineD3DBaseTexture
*) iface
, SRGB_ANY
);
202 static void WINAPI
IWineD3DTextureImpl_UnLoad(IWineD3DTexture
*iface
) {
204 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
205 TRACE("(%p)\n", This
);
207 /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
208 * surface before, this one will be a NOP and vice versa. Unloading an unloaded
211 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
212 IWineD3DSurface_UnLoad(This
->surfaces
[i
]);
213 surface_set_texture_name(This
->surfaces
[i
], 0, FALSE
); /* Delete rgb name */
214 surface_set_texture_name(This
->surfaces
[i
], 0, TRUE
); /* delete srgb name */
217 basetexture_unload((IWineD3DBaseTexture
*)iface
);
220 static WINED3DRESOURCETYPE WINAPI
IWineD3DTextureImpl_GetType(IWineD3DTexture
*iface
) {
221 return resource_get_type((IWineD3DResource
*)iface
);
224 static HRESULT WINAPI
IWineD3DTextureImpl_GetParent(IWineD3DTexture
*iface
, IUnknown
**pParent
) {
225 return resource_get_parent((IWineD3DResource
*)iface
, pParent
);
228 /* ******************************************************
229 IWineD3DTexture IWineD3DBaseTexture parts follow
230 ****************************************************** */
231 static DWORD WINAPI
IWineD3DTextureImpl_SetLOD(IWineD3DTexture
*iface
, DWORD LODNew
) {
232 return basetexture_set_lod((IWineD3DBaseTexture
*)iface
, LODNew
);
235 static DWORD WINAPI
IWineD3DTextureImpl_GetLOD(IWineD3DTexture
*iface
) {
236 return basetexture_get_lod((IWineD3DBaseTexture
*)iface
);
239 static DWORD WINAPI
IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture
*iface
) {
240 return basetexture_get_level_count((IWineD3DBaseTexture
*)iface
);
243 static HRESULT WINAPI
IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture
*iface
, WINED3DTEXTUREFILTERTYPE FilterType
) {
244 return basetexture_set_autogen_filter_type((IWineD3DBaseTexture
*)iface
, FilterType
);
247 static WINED3DTEXTUREFILTERTYPE WINAPI
IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture
*iface
) {
248 return basetexture_get_autogen_filter_type((IWineD3DBaseTexture
*)iface
);
251 static void WINAPI
IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture
*iface
) {
252 basetexture_generate_mipmaps((IWineD3DBaseTexture
*)iface
);
255 /* Internal function, No d3d mapping */
256 static BOOL WINAPI
IWineD3DTextureImpl_SetDirty(IWineD3DTexture
*iface
, BOOL dirty
) {
257 return basetexture_set_dirty((IWineD3DBaseTexture
*)iface
, dirty
);
260 static BOOL WINAPI
IWineD3DTextureImpl_GetDirty(IWineD3DTexture
*iface
) {
261 return basetexture_get_dirty((IWineD3DBaseTexture
*)iface
);
264 /* Context activation is done by the caller. */
265 static HRESULT WINAPI
IWineD3DTextureImpl_BindTexture(IWineD3DTexture
*iface
, BOOL srgb
) {
266 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
267 BOOL set_gl_texture_desc
;
270 TRACE("(%p) : relay to BaseTexture\n", This
);
272 hr
= basetexture_bind((IWineD3DBaseTexture
*)iface
, srgb
, &set_gl_texture_desc
);
273 if (set_gl_texture_desc
&& SUCCEEDED(hr
)) {
275 struct gl_texture
*gl_tex
;
277 if(This
->baseTexture
.is_srgb
) {
278 gl_tex
= &This
->baseTexture
.texture_srgb
;
280 gl_tex
= &This
->baseTexture
.texture_rgb
;
283 for (i
= 0; i
< This
->baseTexture
.levels
; ++i
) {
284 surface_set_texture_name(This
->surfaces
[i
], gl_tex
->name
, This
->baseTexture
.is_srgb
);
286 /* Conditinal non power of two textures use a different clamping default. If we're using the GL_WINE_normalized_texrect
287 * partial driver emulation, we're dealing with a GL_TEXTURE_2D texture which has the address mode set to repeat - something
288 * that prevents us from hitting the accelerated codepath. Thus manually set the GL state. The same applies to filtering.
289 * Even if the texture has only one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW fallback on macos.
291 if(IWineD3DBaseTexture_IsCondNP2(iface
)) {
293 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface
), GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
294 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
295 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface
), GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
296 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
297 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface
), GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
298 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
299 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface
), GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
300 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
302 gl_tex
->states
[WINED3DTEXSTA_ADDRESSU
] = WINED3DTADDRESS_CLAMP
;
303 gl_tex
->states
[WINED3DTEXSTA_ADDRESSV
] = WINED3DTADDRESS_CLAMP
;
304 gl_tex
->states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_POINT
;
305 gl_tex
->states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
;
306 gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_NONE
;
313 static UINT WINAPI
IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture
*iface
) {
314 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
315 TRACE("(%p)\n", This
);
320 static BOOL WINAPI
IWineD3DTextureImpl_IsCondNP2(IWineD3DTexture
*iface
) {
321 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
322 TRACE("(%p)\n", This
);
324 return This
->cond_np2
;
327 /* *******************************************
328 IWineD3DTexture IWineD3DTexture parts follow
329 ******************************************* */
330 static HRESULT WINAPI
IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture
*iface
, UINT Level
, WINED3DSURFACE_DESC
* pDesc
) {
331 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
333 if (Level
< This
->baseTexture
.levels
) {
334 TRACE("(%p) Level (%d)\n", This
, Level
);
335 return IWineD3DSurface_GetDesc(This
->surfaces
[Level
], pDesc
);
337 WARN("(%p) level(%d) overflow Levels(%d)\n", This
, Level
, This
->baseTexture
.levels
);
338 return WINED3DERR_INVALIDCALL
;
341 static HRESULT WINAPI
IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture
*iface
, UINT Level
, IWineD3DSurface
** ppSurfaceLevel
) {
342 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
343 HRESULT hr
= WINED3DERR_INVALIDCALL
;
345 if (Level
< This
->baseTexture
.levels
) {
346 *ppSurfaceLevel
= This
->surfaces
[Level
];
347 IWineD3DSurface_AddRef(This
->surfaces
[Level
]);
349 TRACE("(%p) : returning %p for level %d\n", This
, *ppSurfaceLevel
, Level
);
351 if (WINED3D_OK
!= hr
) {
352 WARN("(%p) level(%d) overflow Levels(%d)\n", This
, Level
, This
->baseTexture
.levels
);
353 *ppSurfaceLevel
= NULL
; /* Just to be on the safe side.. */
358 static HRESULT WINAPI
IWineD3DTextureImpl_LockRect(IWineD3DTexture
*iface
, UINT Level
, WINED3DLOCKED_RECT
*pLockedRect
,
359 CONST RECT
*pRect
, DWORD Flags
) {
360 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
361 HRESULT hr
= WINED3DERR_INVALIDCALL
;
363 if (Level
< This
->baseTexture
.levels
) {
364 hr
= IWineD3DSurface_LockRect(This
->surfaces
[Level
], pLockedRect
, pRect
, Flags
);
366 if (WINED3D_OK
== hr
) {
367 TRACE("(%p) Level (%d) success\n", This
, Level
);
369 WARN("(%p) level(%d) overflow Levels(%d)\n", This
, Level
, This
->baseTexture
.levels
);
375 static HRESULT WINAPI
IWineD3DTextureImpl_UnlockRect(IWineD3DTexture
*iface
, UINT Level
) {
376 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
377 HRESULT hr
= WINED3DERR_INVALIDCALL
;
379 if (Level
< This
->baseTexture
.levels
) {
380 hr
= IWineD3DSurface_UnlockRect(This
->surfaces
[Level
]);
382 if ( WINED3D_OK
== hr
) {
383 TRACE("(%p) Level (%d) success\n", This
, Level
);
385 WARN("(%p) level(%d) overflow Levels(%d)\n", This
, Level
, This
->baseTexture
.levels
);
390 static HRESULT WINAPI
IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture
*iface
, CONST RECT
* pDirtyRect
) {
391 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
392 This
->baseTexture
.texture_rgb
.dirty
= TRUE
;
393 This
->baseTexture
.texture_srgb
.dirty
= TRUE
;
394 TRACE("(%p) : dirtyfication of surface Level (0)\n", This
);
395 surface_add_dirty_rect(This
->surfaces
[0], pDirtyRect
);
400 static const IWineD3DTextureVtbl IWineD3DTexture_Vtbl
=
403 IWineD3DTextureImpl_QueryInterface
,
404 IWineD3DTextureImpl_AddRef
,
405 IWineD3DTextureImpl_Release
,
406 /* IWineD3DResource */
407 IWineD3DTextureImpl_GetParent
,
408 IWineD3DTextureImpl_GetDevice
,
409 IWineD3DTextureImpl_SetPrivateData
,
410 IWineD3DTextureImpl_GetPrivateData
,
411 IWineD3DTextureImpl_FreePrivateData
,
412 IWineD3DTextureImpl_SetPriority
,
413 IWineD3DTextureImpl_GetPriority
,
414 IWineD3DTextureImpl_PreLoad
,
415 IWineD3DTextureImpl_UnLoad
,
416 IWineD3DTextureImpl_GetType
,
417 /* IWineD3DBaseTexture */
418 IWineD3DTextureImpl_SetLOD
,
419 IWineD3DTextureImpl_GetLOD
,
420 IWineD3DTextureImpl_GetLevelCount
,
421 IWineD3DTextureImpl_SetAutoGenFilterType
,
422 IWineD3DTextureImpl_GetAutoGenFilterType
,
423 IWineD3DTextureImpl_GenerateMipSubLevels
,
424 IWineD3DTextureImpl_SetDirty
,
425 IWineD3DTextureImpl_GetDirty
,
426 IWineD3DTextureImpl_BindTexture
,
427 IWineD3DTextureImpl_GetTextureDimensions
,
428 IWineD3DTextureImpl_IsCondNP2
,
429 /* IWineD3DTexture */
430 IWineD3DTextureImpl_GetLevelDesc
,
431 IWineD3DTextureImpl_GetSurfaceLevel
,
432 IWineD3DTextureImpl_LockRect
,
433 IWineD3DTextureImpl_UnlockRect
,
434 IWineD3DTextureImpl_AddDirtyRect
437 HRESULT
texture_init(IWineD3DTextureImpl
*texture
, UINT width
, UINT height
, UINT levels
,
438 IWineD3DDeviceImpl
*device
, DWORD usage
, WINED3DFORMAT format
, WINED3DPOOL pool
,
439 IUnknown
*parent
, const struct wined3d_parent_ops
*parent_ops
)
441 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
442 const struct GlPixelFormatDesc
*format_desc
= getFormatDescEntry(format
, gl_info
);
443 UINT pow2_width
, pow2_height
;
448 /* TODO: It should only be possible to create textures for formats
449 * that are reported as supported. */
450 if (WINED3DFMT_UNKNOWN
>= format
)
452 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture
);
453 return WINED3DERR_INVALIDCALL
;
456 /* Non-power2 support. */
457 if (gl_info
->supported
[ARB_TEXTURE_NON_POWER_OF_TWO
])
460 pow2_height
= height
;
464 /* Find the nearest pow2 match. */
465 pow2_width
= pow2_height
= 1;
466 while (pow2_width
< width
) pow2_width
<<= 1;
467 while (pow2_height
< height
) pow2_height
<<= 1;
469 if (pow2_width
!= width
|| pow2_height
!= height
)
473 WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support.\n");
474 return WINED3DERR_INVALIDCALL
;
480 /* Calculate levels for mip mapping. */
481 if (usage
& WINED3DUSAGE_AUTOGENMIPMAP
)
483 if (!gl_info
->supported
[SGIS_GENERATE_MIPMAP
])
485 WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
486 return WINED3DERR_INVALIDCALL
;
491 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n");
492 return WINED3DERR_INVALIDCALL
;
499 levels
= wined3d_log2i(max(width
, height
)) + 1;
500 TRACE("Calculated levels = %u.\n", levels
);
503 texture
->lpVtbl
= &IWineD3DTexture_Vtbl
;
505 hr
= basetexture_init((IWineD3DBaseTextureImpl
*)texture
, levels
, WINED3DRTYPE_TEXTURE
,
506 device
, 0, usage
, format_desc
, pool
, parent
, parent_ops
);
509 WARN("Failed to initialize basetexture, returning %#x.\n", hr
);
513 /* Precalculated scaling for 'faked' non power of two texture coords.
514 * Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
515 * is used in combination with texture uploads (RTL_READTEX). The reason is that EXT_PALETTED_TEXTURE
516 * doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
517 if (gl_info
->supported
[WINE_NORMALIZED_TEXRECT
] && (width
!= pow2_width
|| height
!= pow2_height
))
519 texture
->baseTexture
.pow2Matrix
[0] = 1.0f
;
520 texture
->baseTexture
.pow2Matrix
[5] = 1.0f
;
521 texture
->baseTexture
.pow2Matrix
[10] = 1.0f
;
522 texture
->baseTexture
.pow2Matrix
[15] = 1.0f
;
523 texture
->target
= GL_TEXTURE_2D
;
524 texture
->cond_np2
= TRUE
;
525 texture
->baseTexture
.minMipLookup
= minMipLookup_noFilter
;
527 else if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
] && (width
!= pow2_width
|| height
!= pow2_height
)
528 && !(format_desc
->format
== WINED3DFMT_P8_UINT
&& gl_info
->supported
[EXT_PALETTED_TEXTURE
]
529 && wined3d_settings
.rendertargetlock_mode
== RTL_READTEX
))
531 if ((width
!= 1) || (height
!= 1)) texture
->baseTexture
.pow2Matrix_identity
= FALSE
;
533 texture
->baseTexture
.pow2Matrix
[0] = (float)width
;
534 texture
->baseTexture
.pow2Matrix
[5] = (float)height
;
535 texture
->baseTexture
.pow2Matrix
[10] = 1.0f
;
536 texture
->baseTexture
.pow2Matrix
[15] = 1.0f
;
537 texture
->target
= GL_TEXTURE_RECTANGLE_ARB
;
538 texture
->cond_np2
= TRUE
;
540 if(texture
->resource
.format_desc
->Flags
& WINED3DFMT_FLAG_FILTERING
)
542 texture
->baseTexture
.minMipLookup
= minMipLookup_noMip
;
546 texture
->baseTexture
.minMipLookup
= minMipLookup_noFilter
;
551 if ((width
!= pow2_width
) || (height
!= pow2_height
))
553 texture
->baseTexture
.pow2Matrix_identity
= FALSE
;
554 texture
->baseTexture
.pow2Matrix
[0] = (((float)width
) / ((float)pow2_width
));
555 texture
->baseTexture
.pow2Matrix
[5] = (((float)height
) / ((float)pow2_height
));
559 texture
->baseTexture
.pow2Matrix
[0] = 1.0f
;
560 texture
->baseTexture
.pow2Matrix
[5] = 1.0f
;
563 texture
->baseTexture
.pow2Matrix
[10] = 1.0f
;
564 texture
->baseTexture
.pow2Matrix
[15] = 1.0f
;
565 texture
->target
= GL_TEXTURE_2D
;
566 texture
->cond_np2
= FALSE
;
568 TRACE("xf(%f) yf(%f)\n", texture
->baseTexture
.pow2Matrix
[0], texture
->baseTexture
.pow2Matrix
[5]);
570 /* Generate all the surfaces. */
573 for (i
= 0; i
< texture
->baseTexture
.levels
; ++i
)
575 /* Use the callback to create the texture surface. */
576 hr
= IWineD3DDeviceParent_CreateSurface(device
->device_parent
, parent
, tmp_w
, tmp_h
, format_desc
->format
,
577 usage
, pool
, i
, WINED3DCUBEMAP_FACE_POSITIVE_X
, &texture
->surfaces
[i
]);
578 if (FAILED(hr
) || ((IWineD3DSurfaceImpl
*)texture
->surfaces
[i
])->Flags
& SFLAG_OVERSIZE
)
580 FIXME("Failed to create surface %p, hr %#x\n", texture
, hr
);
581 texture
->surfaces
[i
] = NULL
;
582 texture_cleanup(texture
);
586 IWineD3DSurface_SetContainer(texture
->surfaces
[i
], (IWineD3DBase
*)texture
);
587 TRACE("Created surface level %u @ %p.\n", i
, texture
->surfaces
[i
]);
588 surface_set_texture_target(texture
->surfaces
[i
], texture
->target
);
589 /* Calculate the next mipmap level. */
590 tmp_w
= max(1, tmp_w
>> 1);
591 tmp_h
= max(1, tmp_h
>> 1);
593 texture
->baseTexture
.internal_preload
= texture_internal_preload
;