msxml3/mxnamespace: Implement declarePrefix() and getDeclaredPrefix().
[wine/multimedia.git] / dlls / wined3d / texture.c
blob31bb5b5cdca3dcfd156aaff4422dc4108759be3c
1 /*
2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2005 Oliver Stieber
5 * Copyright 2007-2008 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 "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
28 static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_texture_ops *texture_ops,
29 UINT layer_count, UINT level_count, WINED3DRESOURCETYPE resource_type, struct wined3d_device *device,
30 DWORD usage, const struct wined3d_format *format, WINED3DPOOL pool, void *parent,
31 const struct wined3d_parent_ops *parent_ops, const struct wined3d_resource_ops *resource_ops)
33 HRESULT hr;
35 hr = resource_init(&texture->resource, device, resource_type, format,
36 WINED3DMULTISAMPLE_NONE, 0, usage, pool, 0, 0, 0, 0,
37 parent, parent_ops, resource_ops);
38 if (FAILED(hr))
40 WARN("Failed to initialize resource, returning %#x\n", hr);
41 return hr;
44 texture->texture_ops = texture_ops;
45 texture->sub_resources = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
46 level_count * layer_count * sizeof(*texture->sub_resources));
47 if (!texture->sub_resources)
49 ERR("Failed to allocate sub-resource array.\n");
50 resource_cleanup(&texture->resource);
51 return E_OUTOFMEMORY;
54 texture->layer_count = layer_count;
55 texture->level_count = level_count;
56 texture->filter_type = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE;
57 texture->lod = 0;
58 texture->texture_rgb.dirty = TRUE;
59 texture->texture_srgb.dirty = TRUE;
60 texture->flags = WINED3D_TEXTURE_POW2_MAT_IDENT;
62 if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
64 texture->min_mip_lookup = minMipLookup;
65 texture->mag_lookup = magLookup;
67 else
69 texture->min_mip_lookup = minMipLookup_noFilter;
70 texture->mag_lookup = magLookup_noFilter;
73 return WINED3D_OK;
76 /* A GL context is provided by the caller */
77 static void gltexture_delete(struct gl_texture *tex)
79 ENTER_GL();
80 glDeleteTextures(1, &tex->name);
81 LEAVE_GL();
82 tex->name = 0;
85 static void wined3d_texture_unload(struct wined3d_texture *texture)
87 struct wined3d_device *device = texture->resource.device;
88 struct wined3d_context *context = NULL;
90 if (texture->texture_rgb.name || texture->texture_srgb.name)
92 context = context_acquire(device, NULL);
95 if (texture->texture_rgb.name)
96 gltexture_delete(&texture->texture_rgb);
98 if (texture->texture_srgb.name)
99 gltexture_delete(&texture->texture_srgb);
101 if (context) context_release(context);
103 wined3d_texture_set_dirty(texture, TRUE);
105 resource_unload(&texture->resource);
108 static void wined3d_texture_cleanup(struct wined3d_texture *texture)
110 UINT sub_count = texture->level_count * texture->layer_count;
111 UINT i;
113 TRACE("texture %p.\n", texture);
115 for (i = 0; i < sub_count; ++i)
117 struct wined3d_resource *sub_resource = texture->sub_resources[i];
119 if (sub_resource)
120 texture->texture_ops->texture_sub_resource_cleanup(sub_resource);
123 wined3d_texture_unload(texture);
124 HeapFree(GetProcessHeap(), 0, texture->sub_resources);
125 resource_cleanup(&texture->resource);
128 void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty)
130 texture->texture_rgb.dirty = dirty;
131 texture->texture_srgb.dirty = dirty;
134 /* Context activation is done by the caller. */
135 static HRESULT wined3d_texture_bind(struct wined3d_texture *texture,
136 const struct wined3d_gl_info *gl_info, BOOL srgb, BOOL *set_surface_desc)
138 struct gl_texture *gl_tex;
139 BOOL new_texture = FALSE;
140 HRESULT hr = WINED3D_OK;
141 GLenum target;
143 TRACE("texture %p, srgb %#x, set_surface_desc %p.\n", texture, srgb, set_surface_desc);
145 /* sRGB mode cache for preload() calls outside drawprim. */
146 if (srgb)
147 texture->flags |= WINED3D_TEXTURE_IS_SRGB;
148 else
149 texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
151 gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, srgb);
152 target = texture->target;
154 ENTER_GL();
155 /* Generate a texture name if we don't already have one. */
156 if (!gl_tex->name)
158 *set_surface_desc = TRUE;
159 glGenTextures(1, &gl_tex->name);
160 checkGLcall("glGenTextures");
161 TRACE("Generated texture %d.\n", gl_tex->name);
162 if (texture->resource.pool == WINED3DPOOL_DEFAULT)
164 /* Tell OpenGL to try and keep this texture in video ram (well mostly). */
165 GLclampf tmp = 0.9f;
166 glPrioritizeTextures(1, &gl_tex->name, &tmp);
168 /* Initialise the state of the texture object to the OpenGL defaults,
169 * not the D3D defaults. */
170 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP;
171 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP;
172 gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP;
173 gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0;
174 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
175 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
176 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
177 gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
178 gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
179 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
180 gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = TRUE;
181 else
182 gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = srgb;
183 gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
184 wined3d_texture_set_dirty(texture, TRUE);
185 new_texture = TRUE;
187 if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)
189 /* This means double binding the texture at creation, but keeps
190 * the code simpler all in all, and the run-time path free from
191 * additional checks. */
192 glBindTexture(target, gl_tex->name);
193 checkGLcall("glBindTexture");
194 glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
195 checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
198 else
200 *set_surface_desc = FALSE;
203 if (gl_tex->name)
205 glBindTexture(target, gl_tex->name);
206 checkGLcall("glBindTexture");
207 if (new_texture)
209 /* For a new texture we have to set the texture levels after
210 * binding the texture. Beware that texture rectangles do not
211 * support mipmapping, but set the maxmiplevel if we're relying
212 * on the partial GL_ARB_texture_non_power_of_two emulation with
213 * texture rectangles. (I.e., do not care about cond_np2 here,
214 * just look for GL_TEXTURE_RECTANGLE_ARB.) */
215 if (target != GL_TEXTURE_RECTANGLE_ARB)
217 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->level_count - 1);
218 glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
219 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)");
221 if (target == GL_TEXTURE_CUBE_MAP_ARB)
223 /* Cubemaps are always set to clamp, regardless of the sampler state. */
224 glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
225 glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
226 glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
230 else
232 ERR("This texture doesn't have an OpenGL texture assigned to it.\n");
233 hr = WINED3DERR_INVALIDCALL;
236 LEAVE_GL();
237 return hr;
240 /* GL locking is done by the caller */
241 static void apply_wrap(const struct wined3d_gl_info *gl_info, GLenum target,
242 WINED3DTEXTUREADDRESS d3d_wrap, GLenum param, BOOL cond_np2)
244 GLint gl_wrap;
246 if (d3d_wrap < WINED3DTADDRESS_WRAP || d3d_wrap > WINED3DTADDRESS_MIRRORONCE)
248 FIXME("Unrecognized or unsupported WINED3DTEXTUREADDRESS %#x.\n", d3d_wrap);
249 return;
252 /* Cubemaps are always set to clamp, regardless of the sampler state. */
253 if (target == GL_TEXTURE_CUBE_MAP_ARB
254 || (cond_np2 && d3d_wrap == WINED3DTADDRESS_WRAP))
255 gl_wrap = GL_CLAMP_TO_EDGE;
256 else
257 gl_wrap = gl_info->wrap_lookup[d3d_wrap - WINED3DTADDRESS_WRAP];
259 TRACE("Setting param %#x to %#x for target %#x.\n", param, gl_wrap, target);
260 glTexParameteri(target, param, gl_wrap);
261 checkGLcall("glTexParameteri(target, param, gl_wrap)");
264 /* GL locking is done by the caller (state handler) */
265 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
266 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1],
267 const struct wined3d_gl_info *gl_info)
269 BOOL cond_np2 = texture->flags & WINED3D_TEXTURE_COND_NP2;
270 GLenum target = texture->target;
271 struct gl_texture *gl_tex;
272 DWORD state;
273 DWORD aniso;
275 TRACE("texture %p, sampler_states %p.\n", texture, sampler_states);
277 gl_tex = wined3d_texture_get_gl_texture(texture, gl_info,
278 texture->flags & WINED3D_TEXTURE_IS_SRGB);
280 /* This function relies on the correct texture being bound and loaded. */
282 if (sampler_states[WINED3DSAMP_ADDRESSU] != gl_tex->states[WINED3DTEXSTA_ADDRESSU])
284 state = sampler_states[WINED3DSAMP_ADDRESSU];
285 apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_S, cond_np2);
286 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state;
289 if (sampler_states[WINED3DSAMP_ADDRESSV] != gl_tex->states[WINED3DTEXSTA_ADDRESSV])
291 state = sampler_states[WINED3DSAMP_ADDRESSV];
292 apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_T, cond_np2);
293 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state;
296 if (sampler_states[WINED3DSAMP_ADDRESSW] != gl_tex->states[WINED3DTEXSTA_ADDRESSW])
298 state = sampler_states[WINED3DSAMP_ADDRESSW];
299 apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_R, cond_np2);
300 gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state;
303 if (sampler_states[WINED3DSAMP_BORDERCOLOR] != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR])
305 float col[4];
307 state = sampler_states[WINED3DSAMP_BORDERCOLOR];
308 D3DCOLORTOGLFLOAT4(state, col);
309 TRACE("Setting border color for %#x to %#x.\n", target, state);
310 glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &col[0]);
311 checkGLcall("glTexParameterfv(..., GL_TEXTURE_BORDER_COLOR, ...)");
312 gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state;
315 if (sampler_states[WINED3DSAMP_MAGFILTER] != gl_tex->states[WINED3DTEXSTA_MAGFILTER])
317 GLint gl_value;
319 state = sampler_states[WINED3DSAMP_MAGFILTER];
320 if (state > WINED3DTEXF_ANISOTROPIC)
321 FIXME("Unrecognized or unsupported MAGFILTER* value %d.\n", state);
323 gl_value = wined3d_gl_mag_filter(texture->mag_lookup,
324 min(max(state, WINED3DTEXF_POINT), WINED3DTEXF_LINEAR));
325 TRACE("ValueMAG=%#x setting MAGFILTER to %#x.\n", state, gl_value);
326 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, gl_value);
328 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state;
331 if ((sampler_states[WINED3DSAMP_MINFILTER] != gl_tex->states[WINED3DTEXSTA_MINFILTER]
332 || sampler_states[WINED3DSAMP_MIPFILTER] != gl_tex->states[WINED3DTEXSTA_MIPFILTER]
333 || sampler_states[WINED3DSAMP_MAXMIPLEVEL] != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL]))
335 GLint gl_value;
337 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = sampler_states[WINED3DSAMP_MIPFILTER];
338 gl_tex->states[WINED3DTEXSTA_MINFILTER] = sampler_states[WINED3DSAMP_MINFILTER];
339 gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = sampler_states[WINED3DSAMP_MAXMIPLEVEL];
341 if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC
342 || gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_ANISOTROPIC)
344 FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %#x D3DSAMP_MIPFILTER value %#x.\n",
345 gl_tex->states[WINED3DTEXSTA_MINFILTER],
346 gl_tex->states[WINED3DTEXSTA_MIPFILTER]);
348 gl_value = wined3d_gl_min_mip_filter(texture->min_mip_lookup,
349 min(max(sampler_states[WINED3DSAMP_MINFILTER], WINED3DTEXF_POINT), WINED3DTEXF_LINEAR),
350 min(max(sampler_states[WINED3DSAMP_MIPFILTER], WINED3DTEXF_NONE), WINED3DTEXF_LINEAR));
352 TRACE("ValueMIN=%#x, ValueMIP=%#x, setting MINFILTER to %#x.\n",
353 sampler_states[WINED3DSAMP_MINFILTER],
354 sampler_states[WINED3DSAMP_MIPFILTER], gl_value);
355 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, gl_value);
356 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
358 if (!cond_np2)
360 if (gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE)
361 gl_value = texture->lod;
362 else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= texture->level_count)
363 gl_value = texture->level_count - 1;
364 else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < texture->lod)
365 /* texture->lod is already clamped in the setter. */
366 gl_value = texture->lod;
367 else
368 gl_value = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL];
370 /* Note that WINED3DSAMP_MAXMIPLEVEL specifies the largest mipmap
371 * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
372 * mimap used (default 1000). So WINED3DSAMP_MAXMIPLEVEL
373 * corresponds to GL_TEXTURE_BASE_LEVEL. */
374 glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, gl_value);
378 if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_ANISOTROPIC
379 && gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_ANISOTROPIC
380 && gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_ANISOTROPIC)
381 || cond_np2)
382 aniso = 1;
383 else
384 aniso = sampler_states[WINED3DSAMP_MAXANISOTROPY];
386 if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
388 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
390 glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
391 checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
393 else
395 WARN("Anisotropic filtering not supported.\n");
397 gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
400 /* These should always be the same unless EXT_texture_sRGB_decode is supported. */
401 if (sampler_states[WINED3DSAMP_SRGBTEXTURE] != gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE])
403 glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
404 sampler_states[WINED3DSAMP_SRGBTEXTURE] ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
405 checkGLcall("glTexParameteri(GL_TEXTURE_SRGB_DECODE_EXT)");
408 if (!(texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
409 != !gl_tex->states[WINED3DTEXSTA_SHADOW])
411 if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
413 glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
414 glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
415 checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)");
416 gl_tex->states[WINED3DTEXSTA_SHADOW] = TRUE;
418 else
420 glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
421 checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)");
422 gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
427 ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture)
429 ULONG refcount = InterlockedIncrement(&texture->resource.ref);
431 TRACE("%p increasing refcount to %u.\n", texture, refcount);
433 return refcount;
436 /* Do not call while under the GL lock. */
437 ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture)
439 ULONG refcount = InterlockedDecrement(&texture->resource.ref);
441 TRACE("%p decreasing refcount to %u.\n", texture, refcount);
443 if (!refcount)
445 wined3d_texture_cleanup(texture);
446 texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent);
447 HeapFree(GetProcessHeap(), 0, texture);
450 return refcount;
453 struct wined3d_resource * CDECL wined3d_texture_get_resource(struct wined3d_texture *texture)
455 TRACE("texture %p.\n", texture);
457 return &texture->resource;
460 DWORD CDECL wined3d_texture_set_priority(struct wined3d_texture *texture, DWORD priority)
462 return resource_set_priority(&texture->resource, priority);
465 DWORD CDECL wined3d_texture_get_priority(const struct wined3d_texture *texture)
467 return resource_get_priority(&texture->resource);
470 /* Do not call while under the GL lock. */
471 void CDECL wined3d_texture_preload(struct wined3d_texture *texture)
473 texture->texture_ops->texture_preload(texture, SRGB_ANY);
476 void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture)
478 TRACE("texture %p.\n", texture);
480 return texture->resource.parent;
483 DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
485 DWORD old = texture->lod;
487 TRACE("texture %p, lod %u.\n", texture, lod);
489 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
490 * textures. The call always returns 0, and GetLOD always returns 0. */
491 if (texture->resource.pool != WINED3DPOOL_MANAGED)
493 TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture->resource.pool));
494 return 0;
497 if (lod >= texture->level_count)
498 lod = texture->level_count - 1;
500 if (texture->lod != lod)
502 texture->lod = lod;
504 texture->texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
505 texture->texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
506 if (texture->bind_count)
507 device_invalidate_state(texture->resource.device, STATE_SAMPLER(texture->sampler));
510 return old;
513 DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture)
515 TRACE("texture %p, returning %u.\n", texture, texture->lod);
517 return texture->lod;
520 DWORD CDECL wined3d_texture_get_level_count(const struct wined3d_texture *texture)
522 TRACE("texture %p, returning %u.\n", texture, texture->level_count);
524 return texture->level_count;
527 HRESULT CDECL wined3d_texture_set_autogen_filter_type(struct wined3d_texture *texture,
528 WINED3DTEXTUREFILTERTYPE filter_type)
530 FIXME("texture %p, filter_type %s stub!\n", texture, debug_d3dtexturefiltertype(filter_type));
532 if (!(texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP))
534 WARN("Texture doesn't have AUTOGENMIPMAP usage.\n");
535 return WINED3DERR_INVALIDCALL;
538 texture->filter_type = filter_type;
540 return WINED3D_OK;
543 WINED3DTEXTUREFILTERTYPE CDECL wined3d_texture_get_autogen_filter_type(const struct wined3d_texture *texture)
545 TRACE("texture %p.\n", texture);
547 return texture->filter_type;
550 void CDECL wined3d_texture_generate_mipmaps(struct wined3d_texture *texture)
552 /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
553 FIXME("texture %p stub!\n", texture);
556 struct wined3d_resource * CDECL wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
557 UINT sub_resource_idx)
559 UINT sub_count = texture->level_count * texture->layer_count;
561 TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
563 if (sub_resource_idx >= sub_count)
565 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
566 return NULL;
569 return texture->sub_resources[sub_resource_idx];
572 HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
573 UINT layer, const WINED3DBOX *dirty_region)
575 struct wined3d_resource *sub_resource;
577 TRACE("texture %p, layer %u, dirty_region %p.\n", texture, layer, dirty_region);
579 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, layer * texture->level_count)))
581 WARN("Failed to get sub-resource.\n");
582 return WINED3DERR_INVALIDCALL;
585 wined3d_texture_set_dirty(texture, TRUE);
586 texture->texture_ops->texture_sub_resource_add_dirty_region(sub_resource, dirty_region);
588 return WINED3D_OK;
591 /* Context activation is done by the caller. */
592 static HRESULT texture2d_bind(struct wined3d_texture *texture,
593 const struct wined3d_gl_info *gl_info, BOOL srgb)
595 BOOL set_gl_texture_desc;
596 HRESULT hr;
598 TRACE("texture %p, gl_info %p, srgb %#x.\n", texture, gl_info, srgb);
600 hr = wined3d_texture_bind(texture, gl_info, srgb, &set_gl_texture_desc);
601 if (set_gl_texture_desc && SUCCEEDED(hr))
603 UINT sub_count = texture->level_count * texture->layer_count;
604 BOOL srgb_tex = !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
605 && (texture->flags & WINED3D_TEXTURE_IS_SRGB);
606 struct gl_texture *gl_tex;
607 UINT i;
609 gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, srgb_tex);
611 for (i = 0; i < sub_count; ++i)
613 struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]);
614 surface_set_texture_name(surface, gl_tex->name, srgb_tex);
617 /* Conditinal non power of two textures use a different clamping
618 * default. If we're using the GL_WINE_normalized_texrect partial
619 * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
620 * has the address mode set to repeat - something that prevents us
621 * from hitting the accelerated codepath. Thus manually set the GL
622 * state. The same applies to filtering. Even if the texture has only
623 * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
624 * fallback on macos. */
625 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
627 GLenum target = texture->target;
629 ENTER_GL();
630 glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
631 checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
632 glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
633 checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
634 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
635 checkGLcall("glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
636 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
637 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
638 LEAVE_GL();
639 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_CLAMP;
640 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_CLAMP;
641 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
642 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
643 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
647 return hr;
650 static BOOL texture_srgb_mode(const struct wined3d_texture *texture, enum WINED3DSRGB srgb)
652 switch (srgb)
654 case SRGB_RGB:
655 return FALSE;
657 case SRGB_SRGB:
658 return TRUE;
660 default:
661 return texture->flags & WINED3D_TEXTURE_IS_SRGB;
665 /* Do not call while under the GL lock. */
666 static void texture2d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb)
668 UINT sub_count = texture->level_count * texture->layer_count;
669 struct wined3d_device *device = texture->resource.device;
670 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
671 struct wined3d_context *context = NULL;
672 struct gl_texture *gl_tex;
673 BOOL srgb_mode;
674 UINT i;
676 TRACE("texture %p, srgb %#x.\n", texture, srgb);
678 srgb_mode = texture_srgb_mode(texture, srgb);
679 gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, srgb_mode);
681 if (!device->isInDraw)
683 /* No danger of recursive calls, context_acquire() sets isInDraw to TRUE
684 * when loading offscreen render targets into the texture. */
685 context = context_acquire(device, NULL);
688 if (texture->resource.format->id == WINED3DFMT_P8_UINT
689 || texture->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
691 for (i = 0; i < sub_count; ++i)
693 struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]);
695 if (palette9_changed(surface))
697 TRACE("Reloading surface %p because the d3d8/9 palette was changed.\n", surface);
698 /* TODO: This is not necessarily needed with hw palettized texture support. */
699 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
700 /* Make sure the texture is reloaded because of the palette
701 * change, this kills performance though :( */
702 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
707 if (gl_tex->dirty)
709 /* Reload the surfaces if the texture is marked dirty. */
710 for (i = 0; i < sub_count; ++i)
712 surface_load(surface_from_resource(texture->sub_resources[i]), srgb_mode);
715 else
717 TRACE("Texture %p not dirty, nothing to do.\n", texture);
720 /* No longer dirty. */
721 gl_tex->dirty = FALSE;
723 if (context) context_release(context);
726 static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
727 const WINED3DBOX *dirty_region)
729 surface_add_dirty_rect(surface_from_resource(sub_resource), dirty_region);
732 static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
734 struct wined3d_surface *surface = surface_from_resource(sub_resource);
736 /* Clean out the texture name we gave to the surface so that the
737 * surface doesn't try and release it. */
738 surface_set_texture_name(surface, 0, TRUE);
739 surface_set_texture_name(surface, 0, FALSE);
740 surface_set_texture_target(surface, 0);
741 surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
742 wined3d_surface_decref(surface);
745 /* Do not call while under the GL lock. */
746 static void texture2d_unload(struct wined3d_resource *resource)
748 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
749 UINT sub_count = texture->level_count * texture->layer_count;
750 UINT i;
752 TRACE("texture %p.\n", texture);
754 for (i = 0; i < sub_count; ++i)
756 struct wined3d_resource *sub_resource = texture->sub_resources[i];
757 struct wined3d_surface *surface = surface_from_resource(sub_resource);
759 sub_resource->resource_ops->resource_unload(sub_resource);
760 surface_set_texture_name(surface, 0, FALSE); /* Delete RGB name */
761 surface_set_texture_name(surface, 0, TRUE); /* Delete sRGB name */
764 wined3d_texture_unload(texture);
767 static const struct wined3d_texture_ops texture2d_ops =
769 texture2d_bind,
770 texture2d_preload,
771 texture2d_sub_resource_add_dirty_region,
772 texture2d_sub_resource_cleanup,
775 static const struct wined3d_resource_ops texture2d_resource_ops =
777 texture2d_unload,
780 static HRESULT cubetexture_init(struct wined3d_texture *texture, UINT edge_length, UINT levels,
781 struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
782 void *parent, const struct wined3d_parent_ops *parent_ops)
784 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
785 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
786 UINT pow2_edge_length;
787 unsigned int i, j;
788 UINT tmp_w;
789 HRESULT hr;
791 /* TODO: It should only be possible to create textures for formats
792 * that are reported as supported. */
793 if (WINED3DFMT_UNKNOWN >= format_id)
795 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
796 return WINED3DERR_INVALIDCALL;
799 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && pool != WINED3DPOOL_SCRATCH)
801 WARN("(%p) : Tried to create not supported cube texture.\n", texture);
802 return WINED3DERR_INVALIDCALL;
805 /* Calculate levels for mip mapping */
806 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
808 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
810 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
811 return WINED3DERR_INVALIDCALL;
814 if (levels > 1)
816 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
817 return WINED3DERR_INVALIDCALL;
820 levels = 1;
822 else if (!levels)
824 levels = wined3d_log2i(edge_length) + 1;
825 TRACE("Calculated levels = %u.\n", levels);
828 hr = wined3d_texture_init(texture, &texture2d_ops, 6, levels,
829 WINED3DRTYPE_CUBETEXTURE, device, usage, format, pool,
830 parent, parent_ops, &texture2d_resource_ops);
831 if (FAILED(hr))
833 WARN("Failed to initialize texture, returning %#x\n", hr);
834 return hr;
837 /* Find the nearest pow2 match. */
838 pow2_edge_length = 1;
839 while (pow2_edge_length < edge_length) pow2_edge_length <<= 1;
841 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || (edge_length == pow2_edge_length))
843 /* Precalculated scaling for 'faked' non power of two texture coords. */
844 texture->pow2_matrix[0] = 1.0f;
845 texture->pow2_matrix[5] = 1.0f;
846 texture->pow2_matrix[10] = 1.0f;
847 texture->pow2_matrix[15] = 1.0f;
849 else
851 /* Precalculated scaling for 'faked' non power of two texture coords. */
852 texture->pow2_matrix[0] = ((float)edge_length) / ((float)pow2_edge_length);
853 texture->pow2_matrix[5] = ((float)edge_length) / ((float)pow2_edge_length);
854 texture->pow2_matrix[10] = ((float)edge_length) / ((float)pow2_edge_length);
855 texture->pow2_matrix[15] = 1.0f;
856 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
858 texture->target = GL_TEXTURE_CUBE_MAP_ARB;
860 /* Generate all the surfaces. */
861 tmp_w = edge_length;
862 for (i = 0; i < texture->level_count; ++i)
864 /* Create the 6 faces. */
865 for (j = 0; j < 6; ++j)
867 static const GLenum cube_targets[6] =
869 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
870 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
871 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
872 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
873 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
874 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
876 UINT idx = j * texture->level_count + i;
877 struct wined3d_surface *surface;
879 hr = device->device_parent->ops->create_surface(device->device_parent, parent, tmp_w, tmp_w,
880 format_id, usage, pool, i /* Level */, j, &surface);
881 if (FAILED(hr))
883 FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
884 wined3d_texture_cleanup(texture);
885 return hr;
888 surface_set_container(surface, WINED3D_CONTAINER_TEXTURE, texture);
889 surface_set_texture_target(surface, cube_targets[j]);
890 texture->sub_resources[idx] = &surface->resource;
891 TRACE("Created surface level %u @ %p.\n", i, surface);
893 tmp_w = max(1, tmp_w >> 1);
896 return WINED3D_OK;
899 static HRESULT texture_init(struct wined3d_texture *texture, UINT width, UINT height, UINT levels,
900 struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
901 void *parent, const struct wined3d_parent_ops *parent_ops)
903 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
904 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
905 UINT pow2_width, pow2_height;
906 UINT tmp_w, tmp_h;
907 unsigned int i;
908 HRESULT hr;
910 /* TODO: It should only be possible to create textures for formats
911 * that are reported as supported. */
912 if (WINED3DFMT_UNKNOWN >= format_id)
914 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
915 return WINED3DERR_INVALIDCALL;
918 /* Non-power2 support. */
919 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
921 pow2_width = width;
922 pow2_height = height;
924 else
926 /* Find the nearest pow2 match. */
927 pow2_width = pow2_height = 1;
928 while (pow2_width < width) pow2_width <<= 1;
929 while (pow2_height < height) pow2_height <<= 1;
931 if (pow2_width != width || pow2_height != height)
933 if (levels > 1)
935 WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support.\n");
936 return WINED3DERR_INVALIDCALL;
938 levels = 1;
942 /* Calculate levels for mip mapping. */
943 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
945 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
947 WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
948 return WINED3DERR_INVALIDCALL;
951 if (levels > 1)
953 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n");
954 return WINED3DERR_INVALIDCALL;
957 levels = 1;
959 else if (!levels)
961 levels = wined3d_log2i(max(width, height)) + 1;
962 TRACE("Calculated levels = %u.\n", levels);
965 hr = wined3d_texture_init(texture, &texture2d_ops, 1, levels,
966 WINED3DRTYPE_TEXTURE, device, usage, format, pool,
967 parent, parent_ops, &texture2d_resource_ops);
968 if (FAILED(hr))
970 WARN("Failed to initialize texture, returning %#x.\n", hr);
971 return hr;
974 /* Precalculated scaling for 'faked' non power of two texture coords.
975 * Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
976 * is used in combination with texture uploads (RTL_READTEX). The reason is that EXT_PALETTED_TEXTURE
977 * doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
978 if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] && (width != pow2_width || height != pow2_height))
980 texture->pow2_matrix[0] = 1.0f;
981 texture->pow2_matrix[5] = 1.0f;
982 texture->pow2_matrix[10] = 1.0f;
983 texture->pow2_matrix[15] = 1.0f;
984 texture->target = GL_TEXTURE_2D;
985 texture->flags |= WINED3D_TEXTURE_COND_NP2;
986 texture->min_mip_lookup = minMipLookup_noFilter;
988 else if (gl_info->supported[ARB_TEXTURE_RECTANGLE] && (width != pow2_width || height != pow2_height)
989 && !(format->id == WINED3DFMT_P8_UINT && gl_info->supported[EXT_PALETTED_TEXTURE]
990 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
992 if (width != 1 || height != 1)
993 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
995 texture->pow2_matrix[0] = (float)width;
996 texture->pow2_matrix[5] = (float)height;
997 texture->pow2_matrix[10] = 1.0f;
998 texture->pow2_matrix[15] = 1.0f;
999 texture->target = GL_TEXTURE_RECTANGLE_ARB;
1000 texture->flags |= WINED3D_TEXTURE_COND_NP2;
1002 if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
1003 texture->min_mip_lookup = minMipLookup_noMip;
1004 else
1005 texture->min_mip_lookup = minMipLookup_noFilter;
1007 else
1009 if ((width != pow2_width) || (height != pow2_height))
1011 texture->pow2_matrix[0] = (((float)width) / ((float)pow2_width));
1012 texture->pow2_matrix[5] = (((float)height) / ((float)pow2_height));
1013 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
1015 else
1017 texture->pow2_matrix[0] = 1.0f;
1018 texture->pow2_matrix[5] = 1.0f;
1021 texture->pow2_matrix[10] = 1.0f;
1022 texture->pow2_matrix[15] = 1.0f;
1023 texture->target = GL_TEXTURE_2D;
1025 TRACE("xf(%f) yf(%f)\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
1027 /* Generate all the surfaces. */
1028 tmp_w = width;
1029 tmp_h = height;
1030 for (i = 0; i < texture->level_count; ++i)
1032 struct wined3d_surface *surface;
1034 /* Use the callback to create the texture surface. */
1035 hr = device->device_parent->ops->create_surface(device->device_parent, parent, tmp_w, tmp_h,
1036 format->id, usage, pool, i, 0, &surface);
1037 if (FAILED(hr))
1039 FIXME("Failed to create surface %p, hr %#x\n", texture, hr);
1040 wined3d_texture_cleanup(texture);
1041 return hr;
1044 surface_set_container(surface, WINED3D_CONTAINER_TEXTURE, texture);
1045 surface_set_texture_target(surface, texture->target);
1046 texture->sub_resources[i] = &surface->resource;
1047 TRACE("Created surface level %u @ %p.\n", i, surface);
1048 /* Calculate the next mipmap level. */
1049 tmp_w = max(1, tmp_w >> 1);
1050 tmp_h = max(1, tmp_h >> 1);
1053 return WINED3D_OK;
1056 /* Context activation is done by the caller. */
1057 static HRESULT texture3d_bind(struct wined3d_texture *texture,
1058 const struct wined3d_gl_info *gl_info, BOOL srgb)
1060 BOOL dummy;
1062 TRACE("texture %p, gl_info %p, srgb %#x.\n", texture, gl_info, srgb);
1064 return wined3d_texture_bind(texture, gl_info, srgb, &dummy);
1067 /* Do not call while under the GL lock. */
1068 static void texture3d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb)
1070 struct wined3d_device *device = texture->resource.device;
1071 struct wined3d_context *context = NULL;
1072 BOOL srgb_was_toggled = FALSE;
1073 unsigned int i;
1075 TRACE("texture %p, srgb %#x.\n", texture, srgb);
1077 if (!device->isInDraw)
1078 context = context_acquire(device, NULL);
1079 else if (texture->bind_count > 0)
1081 BOOL texture_srgb = texture->flags & WINED3D_TEXTURE_IS_SRGB;
1082 BOOL sampler_srgb = texture_srgb_mode(texture, srgb);
1083 srgb_was_toggled = !texture_srgb != !sampler_srgb;
1085 if (srgb_was_toggled)
1087 if (sampler_srgb)
1088 texture->flags |= WINED3D_TEXTURE_IS_SRGB;
1089 else
1090 texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
1094 /* If the texture is marked dirty or the sRGB sampler setting has changed
1095 * since the last load then reload the volumes. */
1096 if (texture->texture_rgb.dirty)
1098 for (i = 0; i < texture->level_count; ++i)
1100 volume_load(volume_from_resource(texture->sub_resources[i]), i,
1101 texture->flags & WINED3D_TEXTURE_IS_SRGB);
1104 else if (srgb_was_toggled)
1106 for (i = 0; i < texture->level_count; ++i)
1108 struct wined3d_volume *volume = volume_from_resource(texture->sub_resources[i]);
1109 volume_add_dirty_box(volume, NULL);
1110 volume_load(volume, i, texture->flags & WINED3D_TEXTURE_IS_SRGB);
1113 else
1115 TRACE("Texture %p not dirty, nothing to do.\n", texture);
1118 if (context)
1119 context_release(context);
1121 /* No longer dirty */
1122 texture->texture_rgb.dirty = FALSE;
1125 static void texture3d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
1126 const WINED3DBOX *dirty_region)
1128 volume_add_dirty_box(volume_from_resource(sub_resource), dirty_region);
1131 static void texture3d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
1133 struct wined3d_volume *volume = volume_from_resource(sub_resource);
1135 /* Cleanup the container. */
1136 volume_set_container(volume, NULL);
1137 wined3d_volume_decref(volume);
1140 /* Do not call while under the GL lock. */
1141 static void texture3d_unload(struct wined3d_resource *resource)
1143 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
1144 UINT i;
1146 TRACE("texture %p.\n", texture);
1148 for (i = 0; i < texture->level_count; ++i)
1150 struct wined3d_resource *sub_resource = texture->sub_resources[i];
1151 sub_resource->resource_ops->resource_unload(sub_resource);
1154 wined3d_texture_unload(texture);
1157 static const struct wined3d_texture_ops texture3d_ops =
1159 texture3d_bind,
1160 texture3d_preload,
1161 texture3d_sub_resource_add_dirty_region,
1162 texture3d_sub_resource_cleanup,
1165 static const struct wined3d_resource_ops texture3d_resource_ops =
1167 texture3d_unload,
1170 static HRESULT volumetexture_init(struct wined3d_texture *texture, UINT width, UINT height,
1171 UINT depth, UINT levels, struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id,
1172 WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops)
1174 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1175 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
1176 UINT tmp_w, tmp_h, tmp_d;
1177 unsigned int i;
1178 HRESULT hr;
1180 /* TODO: It should only be possible to create textures for formats
1181 * that are reported as supported. */
1182 if (WINED3DFMT_UNKNOWN >= format_id)
1184 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
1185 return WINED3DERR_INVALIDCALL;
1188 if (!gl_info->supported[EXT_TEXTURE3D])
1190 WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
1191 return WINED3DERR_INVALIDCALL;
1194 /* Calculate levels for mip mapping. */
1195 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
1197 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
1199 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
1200 return WINED3DERR_INVALIDCALL;
1203 if (levels > 1)
1205 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
1206 return WINED3DERR_INVALIDCALL;
1209 levels = 1;
1211 else if (!levels)
1213 levels = wined3d_log2i(max(max(width, height), depth)) + 1;
1214 TRACE("Calculated levels = %u.\n", levels);
1217 hr = wined3d_texture_init(texture, &texture3d_ops, 1, levels,
1218 WINED3DRTYPE_VOLUMETEXTURE, device, usage, format, pool,
1219 parent, parent_ops, &texture3d_resource_ops);
1220 if (FAILED(hr))
1222 WARN("Failed to initialize texture, returning %#x.\n", hr);
1223 return hr;
1226 /* Is NP2 support for volumes needed? */
1227 texture->pow2_matrix[0] = 1.0f;
1228 texture->pow2_matrix[5] = 1.0f;
1229 texture->pow2_matrix[10] = 1.0f;
1230 texture->pow2_matrix[15] = 1.0f;
1231 texture->target = GL_TEXTURE_3D;
1233 /* Generate all the surfaces. */
1234 tmp_w = width;
1235 tmp_h = height;
1236 tmp_d = depth;
1238 for (i = 0; i < texture->level_count; ++i)
1240 struct wined3d_volume *volume;
1242 /* Create the volume. */
1243 hr = device->device_parent->ops->create_volume(device->device_parent, parent,
1244 tmp_w, tmp_h, tmp_d, format_id, pool, usage, &volume);
1245 if (FAILED(hr))
1247 ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr);
1248 wined3d_texture_cleanup(texture);
1249 return hr;
1252 /* Set its container to this texture. */
1253 volume_set_container(volume, texture);
1254 texture->sub_resources[i] = &volume->resource;
1256 /* Calculate the next mipmap level. */
1257 tmp_w = max(1, tmp_w >> 1);
1258 tmp_h = max(1, tmp_h >> 1);
1259 tmp_d = max(1, tmp_d >> 1);
1262 return WINED3D_OK;
1265 HRESULT CDECL wined3d_texture_create_2d(struct wined3d_device *device, UINT width, UINT height,
1266 UINT level_count, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, void *parent,
1267 const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
1269 struct wined3d_texture *object;
1270 HRESULT hr;
1272 TRACE("device %p, width %u, height %u, level_count %u, usage %#x\n",
1273 device, width, height, level_count, usage);
1274 TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n",
1275 debug_d3dformat(format_id), pool, parent, parent_ops, texture);
1277 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1278 if (!object)
1280 ERR("Out of memory.\n");
1281 *texture = NULL;
1282 return WINED3DERR_OUTOFVIDEOMEMORY;
1285 hr = texture_init(object, width, height, level_count,
1286 device, usage, format_id, pool, parent, parent_ops);
1287 if (FAILED(hr))
1289 WARN("Failed to initialize texture, returning %#x.\n", hr);
1290 HeapFree(GetProcessHeap(), 0, object);
1291 *texture = NULL;
1292 return hr;
1295 TRACE("Created texture %p.\n", object);
1296 *texture = object;
1298 return WINED3D_OK;
1301 HRESULT CDECL wined3d_texture_create_3d(struct wined3d_device *device, UINT width, UINT height, UINT depth,
1302 UINT level_count, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, void *parent,
1303 const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
1305 struct wined3d_texture *object;
1306 HRESULT hr;
1308 TRACE("device %p, width %u, height %u, depth %u, level_count %u, usage %#x\n",
1309 device, width, height, depth, level_count, usage);
1310 TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n",
1311 debug_d3dformat(format_id), pool, parent, parent_ops, texture);
1313 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1314 if (!object)
1316 ERR("Out of memory\n");
1317 *texture = NULL;
1318 return WINED3DERR_OUTOFVIDEOMEMORY;
1321 hr = volumetexture_init(object, width, height, depth, level_count,
1322 device, usage, format_id, pool, parent, parent_ops);
1323 if (FAILED(hr))
1325 WARN("Failed to initialize volumetexture, returning %#x\n", hr);
1326 HeapFree(GetProcessHeap(), 0, object);
1327 *texture = NULL;
1328 return hr;
1331 TRACE("Created texture %p.\n", object);
1332 *texture = object;
1334 return WINED3D_OK;
1337 HRESULT CDECL wined3d_texture_create_cube(struct wined3d_device *device, UINT edge_length,
1338 UINT level_count, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, void *parent,
1339 const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
1341 struct wined3d_texture *object;
1342 HRESULT hr;
1344 TRACE("device %p, edge_length %u, level_count %u, usage %#x\n",
1345 device, edge_length, level_count, usage);
1346 TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n",
1347 debug_d3dformat(format_id), pool, parent, parent_ops, texture);
1349 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1350 if (!object)
1352 ERR("Out of memory\n");
1353 *texture = NULL;
1354 return WINED3DERR_OUTOFVIDEOMEMORY;
1357 hr = cubetexture_init(object, edge_length, level_count,
1358 device, usage, format_id, pool, parent, parent_ops);
1359 if (FAILED(hr))
1361 WARN("Failed to initialize cubetexture, returning %#x\n", hr);
1362 HeapFree(GetProcessHeap(), 0, object);
1363 *texture = NULL;
1364 return hr;
1367 TRACE("Created texture %p.\n", object);
1368 *texture = object;
1370 return WINED3D_OK;