wined3d: Recognize the SM4 NULL register type.
[wine/multimedia.git] / dlls / wined3d / texture.c
blobce95567f547faf3cc4b52ff0e0fc259f8a6fcbf9
1 /*
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
25 #include "config.h"
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
30 /* Do not call while under the GL lock. */
31 static void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb)
33 /* Override the IWineD3DResource PreLoad method. */
34 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
35 IWineD3DDeviceImpl *device = This->resource.device;
36 struct wined3d_context *context = NULL;
37 unsigned int i;
38 BOOL srgb_mode;
39 BOOL *dirty;
41 TRACE("(%p) : About to load texture.\n", This);
43 switch (srgb)
45 case SRGB_RGB:
46 srgb_mode = FALSE;
47 break;
49 case SRGB_BOTH:
50 texture_internal_preload(iface, SRGB_RGB);
51 /* Fallthrough */
53 case SRGB_SRGB:
54 srgb_mode = TRUE;
55 break;
57 default:
58 srgb_mode = This->baseTexture.is_srgb;
59 break;
61 dirty = srgb_mode ? &This->baseTexture.texture_srgb.dirty : &This->baseTexture.texture_rgb.dirty;
63 if (!device->isInDraw)
65 /* context_acquire() sets isInDraw to TRUE when loading a pbuffer into a texture,
66 * thus no danger of recursive calls. */
67 context = context_acquire(device, NULL);
70 if (This->resource.format->id == WINED3DFMT_P8_UINT
71 || This->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
73 for (i = 0; i < This->baseTexture.level_count; ++i)
75 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
76 if (palette9_changed(surface))
78 TRACE("Reloading surface because the d3d8/9 palette was changed.\n");
79 /* TODO: This is not necessarily needed with hw palettized texture support. */
80 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
81 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
82 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
87 /* If the texture is marked dirty or the srgb sampler setting has changed
88 * since the last load then reload the surfaces. */
89 if (*dirty)
91 for (i = 0; i < This->baseTexture.level_count; ++i)
93 IWineD3DSurface_LoadTexture((IWineD3DSurface *)This->baseTexture.sub_resources[i], srgb_mode);
96 else
98 TRACE("(%p) Texture not dirty, nothing to do.\n", iface);
101 if (context) context_release(context);
103 /* No longer dirty. */
104 *dirty = FALSE;
107 static void texture_cleanup(IWineD3DTextureImpl *This)
109 unsigned int i;
111 TRACE("(%p) : Cleaning up\n", This);
113 for (i = 0; i < This->baseTexture.level_count; ++i)
115 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
116 if (surface)
118 /* Clean out the texture name we gave to the surface so that the
119 * surface doesn't try and release it */
120 surface_set_texture_name(surface, 0, TRUE);
121 surface_set_texture_name(surface, 0, FALSE);
122 surface_set_texture_target(surface, 0);
123 surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
124 IWineD3DSurface_Release((IWineD3DSurface *)surface);
128 TRACE("(%p) : Cleaning up base texture\n", This);
129 basetexture_cleanup((IWineD3DBaseTexture *)This);
132 /* *******************************************
133 IWineD3DTexture IUnknown parts follow
134 ******************************************* */
136 static HRESULT WINAPI IWineD3DTextureImpl_QueryInterface(IWineD3DTexture *iface, REFIID riid, LPVOID *ppobj)
138 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
139 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
140 if (IsEqualGUID(riid, &IID_IUnknown)
141 || IsEqualGUID(riid, &IID_IWineD3DBase)
142 || IsEqualGUID(riid, &IID_IWineD3DResource)
143 || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
144 || IsEqualGUID(riid, &IID_IWineD3DTexture)){
145 IUnknown_AddRef(iface);
146 *ppobj = This;
147 return WINED3D_OK;
149 *ppobj = NULL;
150 return E_NOINTERFACE;
153 static ULONG WINAPI IWineD3DTextureImpl_AddRef(IWineD3DTexture *iface) {
154 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
155 TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
156 return InterlockedIncrement(&This->resource.ref);
159 /* Do not call while under the GL lock. */
160 static ULONG WINAPI IWineD3DTextureImpl_Release(IWineD3DTexture *iface) {
161 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
162 ULONG ref;
163 TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
164 ref = InterlockedDecrement(&This->resource.ref);
165 if (!ref)
167 texture_cleanup(This);
168 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
169 HeapFree(GetProcessHeap(), 0, This);
171 return ref;
175 /* ****************************************************
176 IWineD3DTexture IWineD3DResource parts follow
177 **************************************************** */
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 /* Do not call while under the GL lock. */
199 static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
200 texture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
203 /* Do not call while under the GL lock. */
204 static void WINAPI IWineD3DTextureImpl_UnLoad(IWineD3DTexture *iface) {
205 unsigned int i;
206 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
207 TRACE("(%p)\n", This);
209 /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
210 * surface before, this one will be a NOP and vice versa. Unloading an unloaded
211 * surface is fine
213 for (i = 0; i < This->baseTexture.level_count; ++i)
215 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
216 IWineD3DSurface_UnLoad((IWineD3DSurface *)surface);
217 surface_set_texture_name(surface, 0, FALSE); /* Delete rgb name */
218 surface_set_texture_name(surface, 0, TRUE); /* delete srgb name */
221 basetexture_unload((IWineD3DBaseTexture *)iface);
224 static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
225 return resource_get_type((IWineD3DResource *)iface);
228 static void * WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface)
230 TRACE("iface %p.\n", iface);
232 return ((IWineD3DTextureImpl *)iface)->resource.parent;
235 /* ******************************************************
236 IWineD3DTexture IWineD3DBaseTexture parts follow
237 ****************************************************** */
238 static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
239 return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
242 static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
243 return basetexture_get_lod((IWineD3DBaseTexture *)iface);
246 static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
247 return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
250 static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
251 return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
254 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
255 return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
258 static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
259 basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
262 /* Internal function, No d3d mapping */
263 static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
264 return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
267 static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
268 return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
271 /* Context activation is done by the caller. */
272 static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface, BOOL srgb) {
273 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
274 BOOL set_gl_texture_desc;
275 HRESULT hr;
277 TRACE("(%p) : relay to BaseTexture\n", This);
279 hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
280 if (set_gl_texture_desc && SUCCEEDED(hr)) {
281 UINT i;
282 struct gl_texture *gl_tex;
284 if(This->baseTexture.is_srgb) {
285 gl_tex = &This->baseTexture.texture_srgb;
286 } else {
287 gl_tex = &This->baseTexture.texture_rgb;
290 for (i = 0; i < This->baseTexture.level_count; ++i)
292 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
293 surface_set_texture_name(surface, gl_tex->name, This->baseTexture.is_srgb);
296 /* Conditinal non power of two textures use a different clamping
297 * default. If we're using the GL_WINE_normalized_texrect partial
298 * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
299 * has the address mode set to repeat - something that prevents us
300 * from hitting the accelerated codepath. Thus manually set the GL
301 * state. The same applies to filtering. Even if the texture has only
302 * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
303 * fallback on macos. */
304 if (IWineD3DBaseTexture_IsCondNP2(iface))
306 GLenum target = This->baseTexture.target;
308 ENTER_GL();
309 glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
310 checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
311 glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
312 checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
313 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
314 checkGLcall("glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
315 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
316 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
317 LEAVE_GL();
318 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_CLAMP;
319 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_CLAMP;
320 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
321 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
322 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
326 return hr;
329 static BOOL WINAPI IWineD3DTextureImpl_IsCondNP2(IWineD3DTexture *iface) {
330 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
331 TRACE("(%p)\n", This);
333 return This->cond_np2;
336 /* *******************************************
337 IWineD3DTexture IWineD3DTexture parts follow
338 ******************************************* */
339 static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT level, WINED3DSURFACE_DESC *desc)
341 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
342 IWineD3DSurface *surface;
344 TRACE("iface %p, level %u, desc %p.\n", iface, level, desc);
346 if (!(surface = (IWineD3DSurface *)basetexture_get_sub_resource(texture, 0, level)))
348 WARN("Failed to get sub-resource.\n");
349 return WINED3DERR_INVALIDCALL;
352 IWineD3DSurface_GetDesc(surface, desc);
354 return WINED3D_OK;
357 static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface,
358 UINT level, IWineD3DSurface **surface)
360 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
361 IWineD3DSurface *s;
363 TRACE("iface %p, level %u, surface %p.\n", iface, level, surface);
365 if (!(s = (IWineD3DSurface *)basetexture_get_sub_resource(texture, 0, level)))
367 WARN("Failed to get sub-resource.\n");
368 return WINED3DERR_INVALIDCALL;
371 IWineD3DSurface_AddRef(s);
372 *surface = s;
374 TRACE("Returning surface %p.\n", *surface);
376 return WINED3D_OK;
379 static HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface,
380 UINT level, WINED3DLOCKED_RECT *locked_rect, const RECT *rect, DWORD flags)
382 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
383 IWineD3DSurface *surface;
385 TRACE("iface %p, level %u, locked_rect %p, rect %s, flags %#x.\n",
386 iface, level, locked_rect, wine_dbgstr_rect(rect), flags);
388 if (!(surface = (IWineD3DSurface *)basetexture_get_sub_resource(texture, 0, level)))
390 WARN("Failed to get sub-resource.\n");
391 return WINED3DERR_INVALIDCALL;
394 return IWineD3DSurface_LockRect(surface, locked_rect, rect, flags);
397 static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT level)
399 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
400 IWineD3DSurface *surface;
402 TRACE("iface %p, level %u.\n", iface, level);
404 if (!(surface = (IWineD3DSurface *)basetexture_get_sub_resource(texture, 0, level)))
406 WARN("Failed to get sub-resource.\n");
407 return WINED3DERR_INVALIDCALL;
410 return IWineD3DSurface_UnlockRect(surface);
413 static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, const RECT *dirty_rect)
415 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
416 IWineD3DSurfaceImpl *surface;
418 TRACE("iface %p, dirty_rect %s.\n", iface, wine_dbgstr_rect(dirty_rect));
420 if (!(surface = (IWineD3DSurfaceImpl *)basetexture_get_sub_resource(texture, 0, 0)))
422 WARN("Failed to get sub-resource.\n");
423 return WINED3DERR_INVALIDCALL;
426 texture->baseTexture.texture_rgb.dirty = TRUE;
427 texture->baseTexture.texture_srgb.dirty = TRUE;
428 surface_add_dirty_rect(surface, dirty_rect);
430 return WINED3D_OK;
433 static const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
435 /* IUnknown */
436 IWineD3DTextureImpl_QueryInterface,
437 IWineD3DTextureImpl_AddRef,
438 IWineD3DTextureImpl_Release,
439 /* IWineD3DResource */
440 IWineD3DTextureImpl_GetParent,
441 IWineD3DTextureImpl_SetPrivateData,
442 IWineD3DTextureImpl_GetPrivateData,
443 IWineD3DTextureImpl_FreePrivateData,
444 IWineD3DTextureImpl_SetPriority,
445 IWineD3DTextureImpl_GetPriority,
446 IWineD3DTextureImpl_PreLoad,
447 IWineD3DTextureImpl_UnLoad,
448 IWineD3DTextureImpl_GetType,
449 /* IWineD3DBaseTexture */
450 IWineD3DTextureImpl_SetLOD,
451 IWineD3DTextureImpl_GetLOD,
452 IWineD3DTextureImpl_GetLevelCount,
453 IWineD3DTextureImpl_SetAutoGenFilterType,
454 IWineD3DTextureImpl_GetAutoGenFilterType,
455 IWineD3DTextureImpl_GenerateMipSubLevels,
456 IWineD3DTextureImpl_SetDirty,
457 IWineD3DTextureImpl_GetDirty,
458 IWineD3DTextureImpl_BindTexture,
459 IWineD3DTextureImpl_IsCondNP2,
460 /* IWineD3DTexture */
461 IWineD3DTextureImpl_GetLevelDesc,
462 IWineD3DTextureImpl_GetSurfaceLevel,
463 IWineD3DTextureImpl_LockRect,
464 IWineD3DTextureImpl_UnlockRect,
465 IWineD3DTextureImpl_AddDirtyRect
468 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
469 IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
470 void *parent, const struct wined3d_parent_ops *parent_ops)
472 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
473 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
474 UINT pow2_width, pow2_height;
475 UINT tmp_w, tmp_h;
476 unsigned int i;
477 HRESULT hr;
479 /* TODO: It should only be possible to create textures for formats
480 * that are reported as supported. */
481 if (WINED3DFMT_UNKNOWN >= format_id)
483 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
484 return WINED3DERR_INVALIDCALL;
487 /* Non-power2 support. */
488 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
490 pow2_width = width;
491 pow2_height = height;
493 else
495 /* Find the nearest pow2 match. */
496 pow2_width = pow2_height = 1;
497 while (pow2_width < width) pow2_width <<= 1;
498 while (pow2_height < height) pow2_height <<= 1;
500 if (pow2_width != width || pow2_height != height)
502 if (levels > 1)
504 WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support.\n");
505 return WINED3DERR_INVALIDCALL;
507 levels = 1;
511 /* Calculate levels for mip mapping. */
512 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
514 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
516 WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
517 return WINED3DERR_INVALIDCALL;
520 if (levels > 1)
522 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n");
523 return WINED3DERR_INVALIDCALL;
526 levels = 1;
528 else if (!levels)
530 levels = wined3d_log2i(max(width, height)) + 1;
531 TRACE("Calculated levels = %u.\n", levels);
534 texture->lpVtbl = &IWineD3DTexture_Vtbl;
536 hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, 1, levels,
537 WINED3DRTYPE_TEXTURE, device, 0, usage, format, pool, parent, parent_ops);
538 if (FAILED(hr))
540 WARN("Failed to initialize basetexture, returning %#x.\n", hr);
541 return hr;
544 /* Precalculated scaling for 'faked' non power of two texture coords.
545 * Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
546 * is used in combination with texture uploads (RTL_READTEX). The reason is that EXT_PALETTED_TEXTURE
547 * doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
548 if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] && (width != pow2_width || height != pow2_height))
550 texture->baseTexture.pow2Matrix[0] = 1.0f;
551 texture->baseTexture.pow2Matrix[5] = 1.0f;
552 texture->baseTexture.pow2Matrix[10] = 1.0f;
553 texture->baseTexture.pow2Matrix[15] = 1.0f;
554 texture->baseTexture.target = GL_TEXTURE_2D;
555 texture->cond_np2 = TRUE;
556 texture->baseTexture.minMipLookup = minMipLookup_noFilter;
558 else if (gl_info->supported[ARB_TEXTURE_RECTANGLE] && (width != pow2_width || height != pow2_height)
559 && !(format->id == WINED3DFMT_P8_UINT && gl_info->supported[EXT_PALETTED_TEXTURE]
560 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
562 if ((width != 1) || (height != 1)) texture->baseTexture.pow2Matrix_identity = FALSE;
564 texture->baseTexture.pow2Matrix[0] = (float)width;
565 texture->baseTexture.pow2Matrix[5] = (float)height;
566 texture->baseTexture.pow2Matrix[10] = 1.0f;
567 texture->baseTexture.pow2Matrix[15] = 1.0f;
568 texture->baseTexture.target = GL_TEXTURE_RECTANGLE_ARB;
569 texture->cond_np2 = TRUE;
571 if(texture->resource.format->Flags & WINED3DFMT_FLAG_FILTERING)
573 texture->baseTexture.minMipLookup = minMipLookup_noMip;
575 else
577 texture->baseTexture.minMipLookup = minMipLookup_noFilter;
580 else
582 if ((width != pow2_width) || (height != pow2_height))
584 texture->baseTexture.pow2Matrix_identity = FALSE;
585 texture->baseTexture.pow2Matrix[0] = (((float)width) / ((float)pow2_width));
586 texture->baseTexture.pow2Matrix[5] = (((float)height) / ((float)pow2_height));
588 else
590 texture->baseTexture.pow2Matrix[0] = 1.0f;
591 texture->baseTexture.pow2Matrix[5] = 1.0f;
594 texture->baseTexture.pow2Matrix[10] = 1.0f;
595 texture->baseTexture.pow2Matrix[15] = 1.0f;
596 texture->baseTexture.target = GL_TEXTURE_2D;
597 texture->cond_np2 = FALSE;
599 TRACE("xf(%f) yf(%f)\n", texture->baseTexture.pow2Matrix[0], texture->baseTexture.pow2Matrix[5]);
601 /* Generate all the surfaces. */
602 tmp_w = width;
603 tmp_h = height;
604 for (i = 0; i < texture->baseTexture.level_count; ++i)
606 IWineD3DSurface *surface;
608 /* Use the callback to create the texture surface. */
609 hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_h,
610 format->id, usage, pool, i, 0, &surface);
611 if (FAILED(hr))
613 FIXME("Failed to create surface %p, hr %#x\n", texture, hr);
614 texture_cleanup(texture);
615 return hr;
618 surface_set_container((IWineD3DSurfaceImpl *)surface, WINED3D_CONTAINER_TEXTURE, (IWineD3DBase *)texture);
619 surface_set_texture_target((IWineD3DSurfaceImpl *)surface, texture->baseTexture.target);
620 texture->baseTexture.sub_resources[i] = (IWineD3DResourceImpl *)surface;
621 TRACE("Created surface level %u @ %p.\n", i, surface);
622 /* Calculate the next mipmap level. */
623 tmp_w = max(1, tmp_w >> 1);
624 tmp_h = max(1, tmp_h >> 1);
626 texture->baseTexture.internal_preload = texture_internal_preload;
628 return WINED3D_OK;