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 /* 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
;
41 TRACE("(%p) : About to load texture.\n", This
);
50 texture_internal_preload(iface
, SRGB_RGB
);
58 srgb_mode
= This
->baseTexture
.is_srgb
;
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. */
91 for (i
= 0; i
< This
->baseTexture
.level_count
; ++i
)
93 IWineD3DSurface_LoadTexture((IWineD3DSurface
*)This
->baseTexture
.sub_resources
[i
], srgb_mode
);
98 TRACE("(%p) Texture not dirty, nothing to do.\n", iface
);
101 if (context
) context_release(context
);
103 /* No longer dirty. */
107 static void texture_cleanup(IWineD3DTextureImpl
*This
)
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
];
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
);
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
;
163 TRACE("(%p) : Releasing from %d\n", This
, This
->resource
.ref
);
164 ref
= InterlockedDecrement(&This
->resource
.ref
);
167 texture_cleanup(This
);
168 This
->resource
.parent_ops
->wined3d_object_destroyed(This
->resource
.parent
);
169 HeapFree(GetProcessHeap(), 0, This
);
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
) {
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
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
;
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
)) {
282 struct gl_texture
*gl_tex
;
284 if(This
->baseTexture
.is_srgb
) {
285 gl_tex
= &This
->baseTexture
.texture_srgb
;
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 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface
), GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
307 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
308 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface
), GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
309 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
310 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface
), GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
311 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
312 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface
), GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
313 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
315 gl_tex
->states
[WINED3DTEXSTA_ADDRESSU
] = WINED3DTADDRESS_CLAMP
;
316 gl_tex
->states
[WINED3DTEXSTA_ADDRESSV
] = WINED3DTADDRESS_CLAMP
;
317 gl_tex
->states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_POINT
;
318 gl_tex
->states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
;
319 gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_NONE
;
326 static UINT WINAPI
IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture
*iface
) {
327 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
328 TRACE("(%p)\n", This
);
333 static BOOL WINAPI
IWineD3DTextureImpl_IsCondNP2(IWineD3DTexture
*iface
) {
334 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
335 TRACE("(%p)\n", This
);
337 return This
->cond_np2
;
340 /* *******************************************
341 IWineD3DTexture IWineD3DTexture parts follow
342 ******************************************* */
343 static HRESULT WINAPI
IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture
*iface
, UINT level
, WINED3DSURFACE_DESC
*desc
)
345 IWineD3DBaseTextureImpl
*texture
= (IWineD3DBaseTextureImpl
*)iface
;
346 IWineD3DSurface
*surface
;
348 TRACE("iface %p, level %u, desc %p.\n", iface
, level
, desc
);
350 if (!(surface
= (IWineD3DSurface
*)basetexture_get_sub_resource(texture
, 0, level
)))
352 WARN("Failed to get sub-resource.\n");
353 return WINED3DERR_INVALIDCALL
;
356 IWineD3DSurface_GetDesc(surface
, desc
);
361 static HRESULT WINAPI
IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture
*iface
,
362 UINT level
, IWineD3DSurface
**surface
)
364 IWineD3DBaseTextureImpl
*texture
= (IWineD3DBaseTextureImpl
*)iface
;
367 TRACE("iface %p, level %u, surface %p.\n", iface
, level
, surface
);
369 if (!(s
= (IWineD3DSurface
*)basetexture_get_sub_resource(texture
, 0, level
)))
371 WARN("Failed to get sub-resource.\n");
372 return WINED3DERR_INVALIDCALL
;
375 IWineD3DSurface_AddRef(s
);
378 TRACE("Returning surface %p.\n", *surface
);
383 static HRESULT WINAPI
IWineD3DTextureImpl_LockRect(IWineD3DTexture
*iface
,
384 UINT level
, WINED3DLOCKED_RECT
*locked_rect
, const RECT
*rect
, DWORD flags
)
386 IWineD3DBaseTextureImpl
*texture
= (IWineD3DBaseTextureImpl
*)iface
;
387 IWineD3DSurface
*surface
;
389 TRACE("iface %p, level %u, locked_rect %p, rect %s, flags %#x.\n",
390 iface
, level
, locked_rect
, wine_dbgstr_rect(rect
), flags
);
392 if (!(surface
= (IWineD3DSurface
*)basetexture_get_sub_resource(texture
, 0, level
)))
394 WARN("Failed to get sub-resource.\n");
395 return WINED3DERR_INVALIDCALL
;
398 return IWineD3DSurface_LockRect(surface
, locked_rect
, rect
, flags
);
401 static HRESULT WINAPI
IWineD3DTextureImpl_UnlockRect(IWineD3DTexture
*iface
, UINT level
)
403 IWineD3DBaseTextureImpl
*texture
= (IWineD3DBaseTextureImpl
*)iface
;
404 IWineD3DSurface
*surface
;
406 TRACE("iface %p, level %u.\n", iface
, level
);
408 if (!(surface
= (IWineD3DSurface
*)basetexture_get_sub_resource(texture
, 0, level
)))
410 WARN("Failed to get sub-resource.\n");
411 return WINED3DERR_INVALIDCALL
;
414 return IWineD3DSurface_UnlockRect(surface
);
417 static HRESULT WINAPI
IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture
*iface
, const RECT
*dirty_rect
)
419 IWineD3DBaseTextureImpl
*texture
= (IWineD3DBaseTextureImpl
*)iface
;
420 IWineD3DSurfaceImpl
*surface
;
422 TRACE("iface %p, dirty_rect %s.\n", iface
, wine_dbgstr_rect(dirty_rect
));
424 if (!(surface
= (IWineD3DSurfaceImpl
*)basetexture_get_sub_resource(texture
, 0, 0)))
426 WARN("Failed to get sub-resource.\n");
427 return WINED3DERR_INVALIDCALL
;
430 texture
->baseTexture
.texture_rgb
.dirty
= TRUE
;
431 texture
->baseTexture
.texture_srgb
.dirty
= TRUE
;
432 surface_add_dirty_rect(surface
, dirty_rect
);
437 static const IWineD3DTextureVtbl IWineD3DTexture_Vtbl
=
440 IWineD3DTextureImpl_QueryInterface
,
441 IWineD3DTextureImpl_AddRef
,
442 IWineD3DTextureImpl_Release
,
443 /* IWineD3DResource */
444 IWineD3DTextureImpl_GetParent
,
445 IWineD3DTextureImpl_SetPrivateData
,
446 IWineD3DTextureImpl_GetPrivateData
,
447 IWineD3DTextureImpl_FreePrivateData
,
448 IWineD3DTextureImpl_SetPriority
,
449 IWineD3DTextureImpl_GetPriority
,
450 IWineD3DTextureImpl_PreLoad
,
451 IWineD3DTextureImpl_UnLoad
,
452 IWineD3DTextureImpl_GetType
,
453 /* IWineD3DBaseTexture */
454 IWineD3DTextureImpl_SetLOD
,
455 IWineD3DTextureImpl_GetLOD
,
456 IWineD3DTextureImpl_GetLevelCount
,
457 IWineD3DTextureImpl_SetAutoGenFilterType
,
458 IWineD3DTextureImpl_GetAutoGenFilterType
,
459 IWineD3DTextureImpl_GenerateMipSubLevels
,
460 IWineD3DTextureImpl_SetDirty
,
461 IWineD3DTextureImpl_GetDirty
,
462 IWineD3DTextureImpl_BindTexture
,
463 IWineD3DTextureImpl_GetTextureDimensions
,
464 IWineD3DTextureImpl_IsCondNP2
,
465 /* IWineD3DTexture */
466 IWineD3DTextureImpl_GetLevelDesc
,
467 IWineD3DTextureImpl_GetSurfaceLevel
,
468 IWineD3DTextureImpl_LockRect
,
469 IWineD3DTextureImpl_UnlockRect
,
470 IWineD3DTextureImpl_AddDirtyRect
473 HRESULT
texture_init(IWineD3DTextureImpl
*texture
, UINT width
, UINT height
, UINT levels
,
474 IWineD3DDeviceImpl
*device
, DWORD usage
, enum wined3d_format_id format_id
, WINED3DPOOL pool
,
475 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
477 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
478 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, format_id
);
479 UINT pow2_width
, pow2_height
;
484 /* TODO: It should only be possible to create textures for formats
485 * that are reported as supported. */
486 if (WINED3DFMT_UNKNOWN
>= format_id
)
488 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture
);
489 return WINED3DERR_INVALIDCALL
;
492 /* Non-power2 support. */
493 if (gl_info
->supported
[ARB_TEXTURE_NON_POWER_OF_TWO
])
496 pow2_height
= height
;
500 /* Find the nearest pow2 match. */
501 pow2_width
= pow2_height
= 1;
502 while (pow2_width
< width
) pow2_width
<<= 1;
503 while (pow2_height
< height
) pow2_height
<<= 1;
505 if (pow2_width
!= width
|| pow2_height
!= height
)
509 WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support.\n");
510 return WINED3DERR_INVALIDCALL
;
516 /* Calculate levels for mip mapping. */
517 if (usage
& WINED3DUSAGE_AUTOGENMIPMAP
)
519 if (!gl_info
->supported
[SGIS_GENERATE_MIPMAP
])
521 WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
522 return WINED3DERR_INVALIDCALL
;
527 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n");
528 return WINED3DERR_INVALIDCALL
;
535 levels
= wined3d_log2i(max(width
, height
)) + 1;
536 TRACE("Calculated levels = %u.\n", levels
);
539 texture
->lpVtbl
= &IWineD3DTexture_Vtbl
;
541 hr
= basetexture_init((IWineD3DBaseTextureImpl
*)texture
, 1, levels
,
542 WINED3DRTYPE_TEXTURE
, device
, 0, usage
, format
, pool
, parent
, parent_ops
);
545 WARN("Failed to initialize basetexture, returning %#x.\n", hr
);
549 /* Precalculated scaling for 'faked' non power of two texture coords.
550 * Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
551 * is used in combination with texture uploads (RTL_READTEX). The reason is that EXT_PALETTED_TEXTURE
552 * doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
553 if (gl_info
->supported
[WINED3D_GL_NORMALIZED_TEXRECT
] && (width
!= pow2_width
|| height
!= pow2_height
))
555 texture
->baseTexture
.pow2Matrix
[0] = 1.0f
;
556 texture
->baseTexture
.pow2Matrix
[5] = 1.0f
;
557 texture
->baseTexture
.pow2Matrix
[10] = 1.0f
;
558 texture
->baseTexture
.pow2Matrix
[15] = 1.0f
;
559 texture
->target
= GL_TEXTURE_2D
;
560 texture
->cond_np2
= TRUE
;
561 texture
->baseTexture
.minMipLookup
= minMipLookup_noFilter
;
563 else if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
] && (width
!= pow2_width
|| height
!= pow2_height
)
564 && !(format
->id
== WINED3DFMT_P8_UINT
&& gl_info
->supported
[EXT_PALETTED_TEXTURE
]
565 && wined3d_settings
.rendertargetlock_mode
== RTL_READTEX
))
567 if ((width
!= 1) || (height
!= 1)) texture
->baseTexture
.pow2Matrix_identity
= FALSE
;
569 texture
->baseTexture
.pow2Matrix
[0] = (float)width
;
570 texture
->baseTexture
.pow2Matrix
[5] = (float)height
;
571 texture
->baseTexture
.pow2Matrix
[10] = 1.0f
;
572 texture
->baseTexture
.pow2Matrix
[15] = 1.0f
;
573 texture
->target
= GL_TEXTURE_RECTANGLE_ARB
;
574 texture
->cond_np2
= TRUE
;
576 if(texture
->resource
.format
->Flags
& WINED3DFMT_FLAG_FILTERING
)
578 texture
->baseTexture
.minMipLookup
= minMipLookup_noMip
;
582 texture
->baseTexture
.minMipLookup
= minMipLookup_noFilter
;
587 if ((width
!= pow2_width
) || (height
!= pow2_height
))
589 texture
->baseTexture
.pow2Matrix_identity
= FALSE
;
590 texture
->baseTexture
.pow2Matrix
[0] = (((float)width
) / ((float)pow2_width
));
591 texture
->baseTexture
.pow2Matrix
[5] = (((float)height
) / ((float)pow2_height
));
595 texture
->baseTexture
.pow2Matrix
[0] = 1.0f
;
596 texture
->baseTexture
.pow2Matrix
[5] = 1.0f
;
599 texture
->baseTexture
.pow2Matrix
[10] = 1.0f
;
600 texture
->baseTexture
.pow2Matrix
[15] = 1.0f
;
601 texture
->target
= GL_TEXTURE_2D
;
602 texture
->cond_np2
= FALSE
;
604 TRACE("xf(%f) yf(%f)\n", texture
->baseTexture
.pow2Matrix
[0], texture
->baseTexture
.pow2Matrix
[5]);
606 /* Generate all the surfaces. */
609 for (i
= 0; i
< texture
->baseTexture
.level_count
; ++i
)
611 IWineD3DSurface
*surface
;
613 /* Use the callback to create the texture surface. */
614 hr
= IWineD3DDeviceParent_CreateSurface(device
->device_parent
, parent
, tmp_w
, tmp_h
,
615 format
->id
, usage
, pool
, i
, 0, &surface
);
618 FIXME("Failed to create surface %p, hr %#x\n", texture
, hr
);
619 texture_cleanup(texture
);
623 surface_set_container((IWineD3DSurfaceImpl
*)surface
, WINED3D_CONTAINER_TEXTURE
, (IWineD3DBase
*)texture
);
624 surface_set_texture_target((IWineD3DSurfaceImpl
*)surface
, texture
->target
);
625 texture
->baseTexture
.sub_resources
[i
] = (IWineD3DResourceImpl
*)surface
;
626 TRACE("Created surface level %u @ %p.\n", i
, surface
);
627 /* Calculate the next mipmap level. */
628 tmp_w
= max(1, tmp_w
>> 1);
629 tmp_h
= max(1, tmp_h
>> 1);
631 texture
->baseTexture
.internal_preload
= texture_internal_preload
;