wined3d: Pass a wined3d_resource_desc structure to wined3d_texture_create_cube().
[wine/multimedia.git] / dlls / wined3d / texture.c
blobe8482c30a317fa36d7eb98244f0df3b6c4072545
1 /*
2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2005 Oliver Stieber
5 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
6 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 #include "config.h"
24 #include "wine/port.h"
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
29 static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_texture_ops *texture_ops,
30 UINT layer_count, UINT level_count, const struct wined3d_resource_desc *desc, struct wined3d_device *device,
31 void *parent, const struct wined3d_parent_ops *parent_ops, const struct wined3d_resource_ops *resource_ops)
33 const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info, desc->format);
34 HRESULT hr;
36 TRACE("texture %p, texture_ops %p, layer_count %u, level_count %u, resource_type %s, format %s, "
37 "multisample_type %#x, multisample_quality %#x, usage %s, pool %s, width %u, height %u, depth %u, "
38 "device %p, parent %p, parent_ops %p, resource_ops %p.\n",
39 texture, texture_ops, layer_count, level_count, debug_d3dresourcetype(desc->resource_type),
40 debug_d3dformat(desc->format), desc->multisample_type, desc->multisample_quality,
41 debug_d3dusage(desc->usage), debug_d3dpool(desc->pool), desc->width, desc->height, desc->depth,
42 device, parent, parent_ops, resource_ops);
44 if (FAILED(hr = resource_init(&texture->resource, device, desc->resource_type, format,
45 desc->multisample_type, desc->multisample_quality, desc->usage, desc->pool,
46 desc->width, desc->height, desc->depth, 0, parent, parent_ops, resource_ops)))
48 WARN("Failed to initialize resource, returning %#x\n", hr);
49 return hr;
52 texture->texture_ops = texture_ops;
53 texture->sub_resources = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
54 level_count * layer_count * sizeof(*texture->sub_resources));
55 if (!texture->sub_resources)
57 ERR("Failed to allocate sub-resource array.\n");
58 resource_cleanup(&texture->resource);
59 return E_OUTOFMEMORY;
62 texture->layer_count = layer_count;
63 texture->level_count = level_count;
64 texture->filter_type = (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3D_TEXF_LINEAR : WINED3D_TEXF_NONE;
65 texture->lod = 0;
66 texture->texture_rgb.dirty = TRUE;
67 texture->texture_srgb.dirty = TRUE;
68 texture->flags = WINED3D_TEXTURE_POW2_MAT_IDENT;
70 if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
72 texture->min_mip_lookup = minMipLookup;
73 texture->mag_lookup = magLookup;
75 else
77 texture->min_mip_lookup = minMipLookup_noFilter;
78 texture->mag_lookup = magLookup_noFilter;
81 return WINED3D_OK;
84 /* A GL context is provided by the caller */
85 static void gltexture_delete(const struct wined3d_gl_info *gl_info, struct gl_texture *tex)
87 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex->name);
88 tex->name = 0;
91 static void wined3d_texture_unload(struct wined3d_texture *texture)
93 struct wined3d_device *device = texture->resource.device;
94 struct wined3d_context *context = NULL;
96 if (texture->texture_rgb.name || texture->texture_srgb.name)
98 context = context_acquire(device, NULL);
101 if (texture->texture_rgb.name)
102 gltexture_delete(context->gl_info, &texture->texture_rgb);
104 if (texture->texture_srgb.name)
105 gltexture_delete(context->gl_info, &texture->texture_srgb);
107 if (context) context_release(context);
109 wined3d_texture_set_dirty(texture, TRUE);
111 resource_unload(&texture->resource);
114 static void wined3d_texture_cleanup(struct wined3d_texture *texture)
116 UINT sub_count = texture->level_count * texture->layer_count;
117 UINT i;
119 TRACE("texture %p.\n", texture);
121 for (i = 0; i < sub_count; ++i)
123 struct wined3d_resource *sub_resource = texture->sub_resources[i];
125 if (sub_resource)
126 texture->texture_ops->texture_sub_resource_cleanup(sub_resource);
129 wined3d_texture_unload(texture);
130 HeapFree(GetProcessHeap(), 0, texture->sub_resources);
131 resource_cleanup(&texture->resource);
134 void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty)
136 texture->texture_rgb.dirty = dirty;
137 texture->texture_srgb.dirty = dirty;
140 /* Context activation is done by the caller. */
141 static HRESULT wined3d_texture_bind(struct wined3d_texture *texture,
142 struct wined3d_context *context, BOOL srgb, BOOL *set_surface_desc)
144 const struct wined3d_gl_info *gl_info = context->gl_info;
145 struct gl_texture *gl_tex;
146 BOOL new_texture = FALSE;
147 HRESULT hr = WINED3D_OK;
148 GLenum target;
150 TRACE("texture %p, context %p, srgb %#x, set_surface_desc %p.\n", texture, context, srgb, set_surface_desc);
152 /* sRGB mode cache for preload() calls outside drawprim. */
153 if (srgb)
154 texture->flags |= WINED3D_TEXTURE_IS_SRGB;
155 else
156 texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
158 gl_tex = wined3d_texture_get_gl_texture(texture, context->gl_info, srgb);
159 target = texture->target;
161 /* Generate a texture name if we don't already have one. */
162 if (!gl_tex->name)
164 *set_surface_desc = TRUE;
165 gl_info->gl_ops.gl.p_glGenTextures(1, &gl_tex->name);
166 checkGLcall("glGenTextures");
167 TRACE("Generated texture %d.\n", gl_tex->name);
168 if (texture->resource.pool == WINED3D_POOL_DEFAULT)
170 /* Tell OpenGL to try and keep this texture in video ram (well mostly). */
171 GLclampf tmp = 0.9f;
172 gl_info->gl_ops.gl.p_glPrioritizeTextures(1, &gl_tex->name, &tmp);
174 /* Initialise the state of the texture object to the OpenGL defaults,
175 * not the D3D defaults. */
176 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3D_TADDRESS_WRAP;
177 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3D_TADDRESS_WRAP;
178 gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3D_TADDRESS_WRAP;
179 gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0;
180 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3D_TEXF_LINEAR;
181 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3D_TEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
182 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3D_TEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
183 gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
184 gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
185 if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
186 gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = TRUE;
187 else
188 gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = srgb;
189 gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
190 wined3d_texture_set_dirty(texture, TRUE);
191 new_texture = TRUE;
193 if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)
195 /* This means double binding the texture at creation, but keeps
196 * the code simpler all in all, and the run-time path free from
197 * additional checks. */
198 context_bind_texture(context, target, gl_tex->name);
199 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
200 checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
203 else
205 *set_surface_desc = FALSE;
208 if (gl_tex->name)
210 context_bind_texture(context, target, gl_tex->name);
211 if (new_texture)
213 /* For a new texture we have to set the texture levels after
214 * binding the texture. Beware that texture rectangles do not
215 * support mipmapping, but set the maxmiplevel if we're relying
216 * on the partial GL_ARB_texture_non_power_of_two emulation with
217 * texture rectangles. (I.e., do not care about cond_np2 here,
218 * just look for GL_TEXTURE_RECTANGLE_ARB.) */
219 if (target != GL_TEXTURE_RECTANGLE_ARB)
221 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->level_count - 1);
222 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
223 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)");
225 if (target == GL_TEXTURE_CUBE_MAP_ARB)
227 /* Cubemaps are always set to clamp, regardless of the sampler state. */
228 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
229 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
230 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
234 else
236 ERR("This texture doesn't have an OpenGL texture assigned to it.\n");
237 hr = WINED3DERR_INVALIDCALL;
240 return hr;
243 /* Context activation is done by the caller. */
244 static void apply_wrap(const struct wined3d_gl_info *gl_info, GLenum target,
245 enum wined3d_texture_address d3d_wrap, GLenum param, BOOL cond_np2)
247 GLint gl_wrap;
249 if (d3d_wrap < WINED3D_TADDRESS_WRAP || d3d_wrap > WINED3D_TADDRESS_MIRROR_ONCE)
251 FIXME("Unrecognized or unsupported texture address mode %#x.\n", d3d_wrap);
252 return;
255 /* Cubemaps are always set to clamp, regardless of the sampler state. */
256 if (target == GL_TEXTURE_CUBE_MAP_ARB
257 || (cond_np2 && d3d_wrap == WINED3D_TADDRESS_WRAP))
258 gl_wrap = GL_CLAMP_TO_EDGE;
259 else
260 gl_wrap = gl_info->wrap_lookup[d3d_wrap - WINED3D_TADDRESS_WRAP];
262 TRACE("Setting param %#x to %#x for target %#x.\n", param, gl_wrap, target);
263 gl_info->gl_ops.gl.p_glTexParameteri(target, param, gl_wrap);
264 checkGLcall("glTexParameteri(target, param, gl_wrap)");
267 /* Context activation is done by the caller (state handler). */
268 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
269 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1],
270 const struct wined3d_gl_info *gl_info)
272 BOOL cond_np2 = texture->flags & WINED3D_TEXTURE_COND_NP2;
273 GLenum target = texture->target;
274 struct gl_texture *gl_tex;
275 DWORD state;
276 DWORD aniso;
278 TRACE("texture %p, sampler_states %p.\n", texture, sampler_states);
280 gl_tex = wined3d_texture_get_gl_texture(texture, gl_info,
281 texture->flags & WINED3D_TEXTURE_IS_SRGB);
283 /* This function relies on the correct texture being bound and loaded. */
285 if (sampler_states[WINED3D_SAMP_ADDRESS_U] != gl_tex->states[WINED3DTEXSTA_ADDRESSU])
287 state = sampler_states[WINED3D_SAMP_ADDRESS_U];
288 apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_S, cond_np2);
289 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state;
292 if (sampler_states[WINED3D_SAMP_ADDRESS_V] != gl_tex->states[WINED3DTEXSTA_ADDRESSV])
294 state = sampler_states[WINED3D_SAMP_ADDRESS_V];
295 apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_T, cond_np2);
296 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state;
299 if (sampler_states[WINED3D_SAMP_ADDRESS_W] != gl_tex->states[WINED3DTEXSTA_ADDRESSW])
301 state = sampler_states[WINED3D_SAMP_ADDRESS_W];
302 apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_R, cond_np2);
303 gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state;
306 if (sampler_states[WINED3D_SAMP_BORDER_COLOR] != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR])
308 float col[4];
310 state = sampler_states[WINED3D_SAMP_BORDER_COLOR];
311 D3DCOLORTOGLFLOAT4(state, col);
312 TRACE("Setting border color for %#x to %#x.\n", target, state);
313 gl_info->gl_ops.gl.p_glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &col[0]);
314 checkGLcall("glTexParameterfv(..., GL_TEXTURE_BORDER_COLOR, ...)");
315 gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state;
318 if (sampler_states[WINED3D_SAMP_MAG_FILTER] != gl_tex->states[WINED3DTEXSTA_MAGFILTER])
320 GLint gl_value;
322 state = sampler_states[WINED3D_SAMP_MAG_FILTER];
323 if (state > WINED3D_TEXF_ANISOTROPIC)
324 FIXME("Unrecognized or unsupported MAGFILTER* value %d.\n", state);
326 gl_value = wined3d_gl_mag_filter(texture->mag_lookup,
327 min(max(state, WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR));
328 TRACE("ValueMAG=%#x setting MAGFILTER to %#x.\n", state, gl_value);
329 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, gl_value);
331 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state;
334 if ((sampler_states[WINED3D_SAMP_MIN_FILTER] != gl_tex->states[WINED3DTEXSTA_MINFILTER]
335 || sampler_states[WINED3D_SAMP_MIP_FILTER] != gl_tex->states[WINED3DTEXSTA_MIPFILTER]
336 || sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL] != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL]))
338 GLint gl_value;
340 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = sampler_states[WINED3D_SAMP_MIP_FILTER];
341 gl_tex->states[WINED3DTEXSTA_MINFILTER] = sampler_states[WINED3D_SAMP_MIN_FILTER];
342 gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL];
344 if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3D_TEXF_ANISOTROPIC
345 || gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3D_TEXF_ANISOTROPIC)
347 FIXME("Unrecognized or unsupported MIN_FILTER value %#x MIP_FILTER value %#x.\n",
348 gl_tex->states[WINED3DTEXSTA_MINFILTER],
349 gl_tex->states[WINED3DTEXSTA_MIPFILTER]);
351 gl_value = wined3d_gl_min_mip_filter(texture->min_mip_lookup,
352 min(max(sampler_states[WINED3D_SAMP_MIN_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR),
353 min(max(sampler_states[WINED3D_SAMP_MIP_FILTER], WINED3D_TEXF_NONE), WINED3D_TEXF_LINEAR));
355 TRACE("ValueMIN=%#x, ValueMIP=%#x, setting MINFILTER to %#x.\n",
356 sampler_states[WINED3D_SAMP_MIN_FILTER],
357 sampler_states[WINED3D_SAMP_MIP_FILTER], gl_value);
358 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, gl_value);
359 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
361 if (!cond_np2)
363 if (gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3D_TEXF_NONE)
364 gl_value = texture->lod;
365 else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= texture->level_count)
366 gl_value = texture->level_count - 1;
367 else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < texture->lod)
368 /* texture->lod is already clamped in the setter. */
369 gl_value = texture->lod;
370 else
371 gl_value = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL];
373 /* Note that WINED3D_SAMP_MAX_MIP_LEVEL specifies the largest mipmap
374 * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
375 * mimap used (default 1000). So WINED3D_SAMP_MAX_MIP_LEVEL
376 * corresponds to GL_TEXTURE_BASE_LEVEL. */
377 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, gl_value);
381 if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3D_TEXF_ANISOTROPIC
382 && gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3D_TEXF_ANISOTROPIC
383 && gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3D_TEXF_ANISOTROPIC)
384 || cond_np2)
385 aniso = 1;
386 else
387 aniso = sampler_states[WINED3D_SAMP_MAX_ANISOTROPY];
389 if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
391 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
393 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
394 checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
396 else
398 WARN("Anisotropic filtering not supported.\n");
400 gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
403 /* These should always be the same unless EXT_texture_sRGB_decode is supported. */
404 if (sampler_states[WINED3D_SAMP_SRGB_TEXTURE] != gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE])
406 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
407 sampler_states[WINED3D_SAMP_SRGB_TEXTURE] ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
408 checkGLcall("glTexParameteri(GL_TEXTURE_SRGB_DECODE_EXT)");
409 gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = sampler_states[WINED3D_SAMP_SRGB_TEXTURE];
412 if (!(texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
413 != !gl_tex->states[WINED3DTEXSTA_SHADOW])
415 if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
417 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
418 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
419 checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)");
420 gl_tex->states[WINED3DTEXSTA_SHADOW] = TRUE;
422 else
424 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
425 checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)");
426 gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
431 ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture)
433 ULONG refcount = InterlockedIncrement(&texture->resource.ref);
435 TRACE("%p increasing refcount to %u.\n", texture, refcount);
437 return refcount;
440 /* Do not call while under the GL lock. */
441 ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture)
443 ULONG refcount = InterlockedDecrement(&texture->resource.ref);
445 TRACE("%p decreasing refcount to %u.\n", texture, refcount);
447 if (!refcount)
449 wined3d_texture_cleanup(texture);
450 texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent);
451 HeapFree(GetProcessHeap(), 0, texture);
454 return refcount;
457 struct wined3d_resource * CDECL wined3d_texture_get_resource(struct wined3d_texture *texture)
459 TRACE("texture %p.\n", texture);
461 return &texture->resource;
464 DWORD CDECL wined3d_texture_set_priority(struct wined3d_texture *texture, DWORD priority)
466 return resource_set_priority(&texture->resource, priority);
469 DWORD CDECL wined3d_texture_get_priority(const struct wined3d_texture *texture)
471 return resource_get_priority(&texture->resource);
474 /* Do not call while under the GL lock. */
475 void CDECL wined3d_texture_preload(struct wined3d_texture *texture)
477 texture->texture_ops->texture_preload(texture, SRGB_ANY);
480 void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture)
482 TRACE("texture %p.\n", texture);
484 return texture->resource.parent;
487 DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
489 DWORD old = texture->lod;
491 TRACE("texture %p, lod %u.\n", texture, lod);
493 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
494 * textures. The call always returns 0, and GetLOD always returns 0. */
495 if (texture->resource.pool != WINED3D_POOL_MANAGED)
497 TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture->resource.pool));
498 return 0;
501 if (lod >= texture->level_count)
502 lod = texture->level_count - 1;
504 if (texture->lod != lod)
506 texture->lod = lod;
508 texture->texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
509 texture->texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
510 if (texture->resource.bind_count)
511 device_invalidate_state(texture->resource.device, STATE_SAMPLER(texture->sampler));
514 return old;
517 DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture)
519 TRACE("texture %p, returning %u.\n", texture, texture->lod);
521 return texture->lod;
524 DWORD CDECL wined3d_texture_get_level_count(const struct wined3d_texture *texture)
526 TRACE("texture %p, returning %u.\n", texture, texture->level_count);
528 return texture->level_count;
531 HRESULT CDECL wined3d_texture_set_autogen_filter_type(struct wined3d_texture *texture,
532 enum wined3d_texture_filter_type filter_type)
534 FIXME("texture %p, filter_type %s stub!\n", texture, debug_d3dtexturefiltertype(filter_type));
536 if (!(texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP))
538 WARN("Texture doesn't have AUTOGENMIPMAP usage.\n");
539 return WINED3DERR_INVALIDCALL;
542 texture->filter_type = filter_type;
544 return WINED3D_OK;
547 enum wined3d_texture_filter_type CDECL wined3d_texture_get_autogen_filter_type(const struct wined3d_texture *texture)
549 TRACE("texture %p.\n", texture);
551 return texture->filter_type;
554 void CDECL wined3d_texture_generate_mipmaps(struct wined3d_texture *texture)
556 /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
557 FIXME("texture %p stub!\n", texture);
560 struct wined3d_resource * CDECL wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
561 UINT sub_resource_idx)
563 UINT sub_count = texture->level_count * texture->layer_count;
565 TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
567 if (sub_resource_idx >= sub_count)
569 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
570 return NULL;
573 return texture->sub_resources[sub_resource_idx];
576 HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
577 UINT layer, const struct wined3d_box *dirty_region)
579 struct wined3d_resource *sub_resource;
581 TRACE("texture %p, layer %u, dirty_region %p.\n", texture, layer, dirty_region);
583 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, layer * texture->level_count)))
585 WARN("Failed to get sub-resource.\n");
586 return WINED3DERR_INVALIDCALL;
589 wined3d_texture_set_dirty(texture, TRUE);
590 texture->texture_ops->texture_sub_resource_add_dirty_region(sub_resource, dirty_region);
592 return WINED3D_OK;
595 /* Context activation is done by the caller. */
596 static HRESULT texture2d_bind(struct wined3d_texture *texture,
597 struct wined3d_context *context, BOOL srgb)
599 const struct wined3d_gl_info *gl_info = context->gl_info;
600 BOOL set_gl_texture_desc;
601 HRESULT hr;
603 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
605 hr = wined3d_texture_bind(texture, context, srgb, &set_gl_texture_desc);
606 if (set_gl_texture_desc && SUCCEEDED(hr))
608 UINT sub_count = texture->level_count * texture->layer_count;
609 BOOL srgb_tex = !context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
610 && (texture->flags & WINED3D_TEXTURE_IS_SRGB);
611 struct gl_texture *gl_tex;
612 UINT i;
614 gl_tex = wined3d_texture_get_gl_texture(texture, context->gl_info, srgb_tex);
616 for (i = 0; i < sub_count; ++i)
618 struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]);
619 surface_set_texture_name(surface, gl_tex->name, srgb_tex);
622 /* Conditinal non power of two textures use a different clamping
623 * default. If we're using the GL_WINE_normalized_texrect partial
624 * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
625 * has the address mode set to repeat - something that prevents us
626 * from hitting the accelerated codepath. Thus manually set the GL
627 * state. The same applies to filtering. Even if the texture has only
628 * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
629 * fallback on macos. */
630 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
632 GLenum target = texture->target;
634 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
635 checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
636 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
637 checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
638 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
639 checkGLcall("glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
640 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
641 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
642 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3D_TADDRESS_CLAMP;
643 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3D_TADDRESS_CLAMP;
644 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3D_TEXF_POINT;
645 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3D_TEXF_POINT;
646 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3D_TEXF_NONE;
650 return hr;
653 static BOOL texture_srgb_mode(const struct wined3d_texture *texture, enum WINED3DSRGB srgb)
655 switch (srgb)
657 case SRGB_RGB:
658 return FALSE;
660 case SRGB_SRGB:
661 return TRUE;
663 default:
664 return texture->flags & WINED3D_TEXTURE_IS_SRGB;
668 /* Do not call while under the GL lock. */
669 static void texture2d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb)
671 UINT sub_count = texture->level_count * texture->layer_count;
672 struct wined3d_device *device = texture->resource.device;
673 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
674 struct wined3d_context *context = NULL;
675 struct gl_texture *gl_tex;
676 BOOL srgb_mode;
677 UINT i;
679 TRACE("texture %p, srgb %#x.\n", texture, srgb);
681 srgb_mode = texture_srgb_mode(texture, srgb);
682 gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, srgb_mode);
684 if (!device->isInDraw)
686 /* No danger of recursive calls, context_acquire() sets isInDraw to TRUE
687 * when loading offscreen render targets into the texture. */
688 context = context_acquire(device, NULL);
691 if (gl_tex->dirty)
693 /* Reload the surfaces if the texture is marked dirty. */
694 for (i = 0; i < sub_count; ++i)
696 surface_load(surface_from_resource(texture->sub_resources[i]), srgb_mode);
699 else
701 TRACE("Texture %p not dirty, nothing to do.\n", texture);
704 /* No longer dirty. */
705 gl_tex->dirty = FALSE;
707 if (context) context_release(context);
710 static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
711 const struct wined3d_box *dirty_region)
713 surface_add_dirty_rect(surface_from_resource(sub_resource), dirty_region);
716 static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
718 struct wined3d_surface *surface = surface_from_resource(sub_resource);
720 /* Clean out the texture name we gave to the surface so that the
721 * surface doesn't try and release it. */
722 surface_set_texture_name(surface, 0, TRUE);
723 surface_set_texture_name(surface, 0, FALSE);
724 surface_set_texture_target(surface, 0, 0);
725 surface_set_container(surface, NULL);
726 wined3d_surface_decref(surface);
729 /* Do not call while under the GL lock. */
730 static void texture2d_unload(struct wined3d_resource *resource)
732 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
733 UINT sub_count = texture->level_count * texture->layer_count;
734 UINT i;
736 TRACE("texture %p.\n", texture);
738 for (i = 0; i < sub_count; ++i)
740 struct wined3d_resource *sub_resource = texture->sub_resources[i];
741 struct wined3d_surface *surface = surface_from_resource(sub_resource);
743 sub_resource->resource_ops->resource_unload(sub_resource);
744 surface_set_texture_name(surface, 0, FALSE); /* Delete RGB name */
745 surface_set_texture_name(surface, 0, TRUE); /* Delete sRGB name */
748 wined3d_texture_unload(texture);
751 static const struct wined3d_texture_ops texture2d_ops =
753 texture2d_bind,
754 texture2d_preload,
755 texture2d_sub_resource_add_dirty_region,
756 texture2d_sub_resource_cleanup,
759 static const struct wined3d_resource_ops texture2d_resource_ops =
761 texture2d_unload,
764 static HRESULT cubetexture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
765 UINT levels, struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops)
767 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
768 struct wined3d_resource_desc surface_desc;
769 unsigned int i, j;
770 HRESULT hr;
772 /* TODO: It should only be possible to create textures for formats
773 * that are reported as supported. */
774 if (WINED3DFMT_UNKNOWN >= desc->format)
776 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
777 return WINED3DERR_INVALIDCALL;
780 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && desc->pool != WINED3D_POOL_SCRATCH)
782 WARN("(%p) : Tried to create not supported cube texture.\n", texture);
783 return WINED3DERR_INVALIDCALL;
786 /* Calculate levels for mip mapping */
787 if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
789 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
791 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
792 return WINED3DERR_INVALIDCALL;
795 if (levels > 1)
797 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
798 return WINED3DERR_INVALIDCALL;
801 levels = 1;
803 else if (!levels)
805 levels = wined3d_log2i(desc->width) + 1;
806 TRACE("Calculated levels = %u.\n", levels);
809 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
811 UINT pow2_edge_length = 1;
812 while (pow2_edge_length < desc->width)
813 pow2_edge_length <<= 1;
815 if (desc->width != pow2_edge_length)
817 if (desc->pool == WINED3D_POOL_SCRATCH)
819 /* SCRATCH textures cannot be used for texturing */
820 WARN("Creating a scratch NPOT cube texture despite lack of HW support.\n");
822 else
824 WARN("Attempted to create a NPOT cube texture (edge length %u) without GL support.\n", desc->width);
825 return WINED3DERR_INVALIDCALL;
830 if (FAILED(hr = wined3d_texture_init(texture, &texture2d_ops, 6, levels,
831 desc, device, parent, parent_ops, &texture2d_resource_ops)))
833 WARN("Failed to initialize texture, returning %#x\n", hr);
834 return hr;
837 texture->pow2_matrix[0] = 1.0f;
838 texture->pow2_matrix[5] = 1.0f;
839 texture->pow2_matrix[10] = 1.0f;
840 texture->pow2_matrix[15] = 1.0f;
841 texture->target = GL_TEXTURE_CUBE_MAP_ARB;
843 /* Generate all the surfaces. */
844 surface_desc = *desc;
845 surface_desc.resource_type = WINED3D_RTYPE_SURFACE;
846 for (i = 0; i < texture->level_count; ++i)
848 /* Create the 6 faces. */
849 for (j = 0; j < 6; ++j)
851 static const GLenum cube_targets[6] =
853 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
854 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
855 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
856 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
857 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
858 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
860 UINT idx = j * texture->level_count + i;
861 struct wined3d_surface *surface;
863 if (FAILED(hr = device->device_parent->ops->create_texture_surface(device->device_parent,
864 parent, &surface_desc, idx, &surface)))
866 FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
867 wined3d_texture_cleanup(texture);
868 return hr;
871 surface_set_container(surface, texture);
872 surface_set_texture_target(surface, cube_targets[j], i);
873 texture->sub_resources[idx] = &surface->resource;
874 TRACE("Created surface level %u @ %p.\n", i, surface);
876 surface_desc.width = max(1, surface_desc.width >> 1);
877 surface_desc.height = surface_desc.width;
880 return WINED3D_OK;
883 static HRESULT texture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
884 UINT levels, struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops)
886 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
887 struct wined3d_resource_desc surface_desc;
888 UINT pow2_width, pow2_height;
889 unsigned int i;
890 HRESULT hr;
892 /* TODO: It should only be possible to create textures for formats
893 * that are reported as supported. */
894 if (WINED3DFMT_UNKNOWN >= desc->format)
896 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
897 return WINED3DERR_INVALIDCALL;
900 /* Non-power2 support. */
901 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
903 pow2_width = desc->width;
904 pow2_height = desc->height;
906 else
908 /* Find the nearest pow2 match. */
909 pow2_width = pow2_height = 1;
910 while (pow2_width < desc->width)
911 pow2_width <<= 1;
912 while (pow2_height < desc->height)
913 pow2_height <<= 1;
915 if (pow2_width != desc->width || pow2_height != desc->height)
917 /* levels == 0 returns an error as well */
918 if (levels != 1)
920 if (desc->pool == WINED3D_POOL_SCRATCH)
922 WARN("Creating a scratch mipmapped NPOT texture despite lack of HW support.\n");
924 else
926 WARN("Attempted to create a mipmapped NPOT texture without unconditional NPOT support.\n");
927 return WINED3DERR_INVALIDCALL;
933 /* Calculate levels for mip mapping. */
934 if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
936 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
938 WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
939 return WINED3DERR_INVALIDCALL;
942 if (levels > 1)
944 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n");
945 return WINED3DERR_INVALIDCALL;
948 levels = 1;
950 else if (!levels)
952 levels = wined3d_log2i(max(desc->width, desc->height)) + 1;
953 TRACE("Calculated levels = %u.\n", levels);
956 if (FAILED(hr = wined3d_texture_init(texture, &texture2d_ops, 1, levels,
957 desc, device, parent, parent_ops, &texture2d_resource_ops)))
959 WARN("Failed to initialize texture, returning %#x.\n", hr);
960 return hr;
963 /* Precalculated scaling for 'faked' non power of two texture coords.
964 * Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
965 * is used in combination with texture uploads (RTL_READTEX). The reason is that EXT_PALETTED_TEXTURE
966 * doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
967 if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT]
968 && (desc->width != pow2_width || desc->height != pow2_height))
970 texture->pow2_matrix[0] = 1.0f;
971 texture->pow2_matrix[5] = 1.0f;
972 texture->pow2_matrix[10] = 1.0f;
973 texture->pow2_matrix[15] = 1.0f;
974 texture->target = GL_TEXTURE_2D;
975 texture->flags |= WINED3D_TEXTURE_COND_NP2;
976 texture->min_mip_lookup = minMipLookup_noFilter;
978 else if (gl_info->supported[ARB_TEXTURE_RECTANGLE] && (desc->width != pow2_width || desc->height != pow2_height)
979 && !(desc->format == WINED3DFMT_P8_UINT && gl_info->supported[EXT_PALETTED_TEXTURE]
980 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
982 texture->pow2_matrix[0] = (float)desc->width;
983 texture->pow2_matrix[5] = (float)desc->height;
984 texture->pow2_matrix[10] = 1.0f;
985 texture->pow2_matrix[15] = 1.0f;
986 texture->target = GL_TEXTURE_RECTANGLE_ARB;
987 texture->flags |= WINED3D_TEXTURE_COND_NP2;
988 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
990 if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
991 texture->min_mip_lookup = minMipLookup_noMip;
992 else
993 texture->min_mip_lookup = minMipLookup_noFilter;
995 else
997 if ((desc->width != pow2_width) || (desc->height != pow2_height))
999 texture->pow2_matrix[0] = (((float)desc->width) / ((float)pow2_width));
1000 texture->pow2_matrix[5] = (((float)desc->height) / ((float)pow2_height));
1001 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
1003 else
1005 texture->pow2_matrix[0] = 1.0f;
1006 texture->pow2_matrix[5] = 1.0f;
1009 texture->pow2_matrix[10] = 1.0f;
1010 texture->pow2_matrix[15] = 1.0f;
1011 texture->target = GL_TEXTURE_2D;
1013 TRACE("xf(%f) yf(%f)\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
1015 /* Generate all the surfaces. */
1016 surface_desc = *desc;
1017 surface_desc.resource_type = WINED3D_RTYPE_SURFACE;
1018 for (i = 0; i < texture->level_count; ++i)
1020 struct wined3d_surface *surface;
1022 /* Use the callback to create the texture surface. */
1023 if (FAILED(hr = device->device_parent->ops->create_texture_surface(device->device_parent,
1024 parent, &surface_desc, i, &surface)))
1026 FIXME("Failed to create surface %p, hr %#x\n", texture, hr);
1027 wined3d_texture_cleanup(texture);
1028 return hr;
1031 surface_set_container(surface, texture);
1032 surface_set_texture_target(surface, texture->target, i);
1033 texture->sub_resources[i] = &surface->resource;
1034 TRACE("Created surface level %u @ %p.\n", i, surface);
1035 /* Calculate the next mipmap level. */
1036 surface_desc.width = max(1, surface_desc.width >> 1);
1037 surface_desc.height = max(1, surface_desc.height >> 1);
1040 return WINED3D_OK;
1043 /* Context activation is done by the caller. */
1044 static HRESULT texture3d_bind(struct wined3d_texture *texture,
1045 struct wined3d_context *context, BOOL srgb)
1047 BOOL dummy;
1049 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
1051 return wined3d_texture_bind(texture, context, srgb, &dummy);
1054 /* Do not call while under the GL lock. */
1055 static void texture3d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb)
1057 struct wined3d_device *device = texture->resource.device;
1058 struct wined3d_context *context;
1059 BOOL srgb_was_toggled = FALSE;
1060 unsigned int i;
1062 TRACE("texture %p, srgb %#x.\n", texture, srgb);
1064 /* TODO: Use already acquired context when possible. */
1065 context = context_acquire(device, NULL);
1066 if (texture->resource.bind_count > 0)
1068 BOOL texture_srgb = texture->flags & WINED3D_TEXTURE_IS_SRGB;
1069 BOOL sampler_srgb = texture_srgb_mode(texture, srgb);
1070 srgb_was_toggled = !texture_srgb != !sampler_srgb;
1072 if (srgb_was_toggled)
1074 if (sampler_srgb)
1075 texture->flags |= WINED3D_TEXTURE_IS_SRGB;
1076 else
1077 texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
1081 /* If the texture is marked dirty or the sRGB sampler setting has changed
1082 * since the last load then reload the volumes. */
1083 if (texture->texture_rgb.dirty)
1085 for (i = 0; i < texture->level_count; ++i)
1087 volume_load(volume_from_resource(texture->sub_resources[i]), context, i,
1088 texture->flags & WINED3D_TEXTURE_IS_SRGB);
1091 else if (srgb_was_toggled)
1093 for (i = 0; i < texture->level_count; ++i)
1095 struct wined3d_volume *volume = volume_from_resource(texture->sub_resources[i]);
1096 volume_add_dirty_box(volume, NULL);
1097 volume_load(volume, context, i, texture->flags & WINED3D_TEXTURE_IS_SRGB);
1100 else
1102 TRACE("Texture %p not dirty, nothing to do.\n", texture);
1105 context_release(context);
1107 /* No longer dirty */
1108 texture->texture_rgb.dirty = FALSE;
1111 static void texture3d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
1112 const struct wined3d_box *dirty_region)
1114 volume_add_dirty_box(volume_from_resource(sub_resource), dirty_region);
1117 static void texture3d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
1119 struct wined3d_volume *volume = volume_from_resource(sub_resource);
1121 /* Cleanup the container. */
1122 volume_set_container(volume, NULL);
1123 wined3d_volume_decref(volume);
1126 /* Do not call while under the GL lock. */
1127 static void texture3d_unload(struct wined3d_resource *resource)
1129 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
1130 UINT i;
1132 TRACE("texture %p.\n", texture);
1134 for (i = 0; i < texture->level_count; ++i)
1136 struct wined3d_resource *sub_resource = texture->sub_resources[i];
1137 sub_resource->resource_ops->resource_unload(sub_resource);
1140 wined3d_texture_unload(texture);
1143 static const struct wined3d_texture_ops texture3d_ops =
1145 texture3d_bind,
1146 texture3d_preload,
1147 texture3d_sub_resource_add_dirty_region,
1148 texture3d_sub_resource_cleanup,
1151 static const struct wined3d_resource_ops texture3d_resource_ops =
1153 texture3d_unload,
1156 static HRESULT volumetexture_init(struct wined3d_texture *texture, UINT width, UINT height,
1157 UINT depth, UINT levels, struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id,
1158 enum wined3d_pool pool, void *parent, const struct wined3d_parent_ops *parent_ops)
1160 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1161 struct wined3d_resource_desc desc;
1162 UINT tmp_w, tmp_h, tmp_d;
1163 unsigned int i;
1164 HRESULT hr;
1166 /* TODO: It should only be possible to create textures for formats
1167 * that are reported as supported. */
1168 if (WINED3DFMT_UNKNOWN >= format_id)
1170 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
1171 return WINED3DERR_INVALIDCALL;
1174 if (!gl_info->supported[EXT_TEXTURE3D])
1176 WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
1177 return WINED3DERR_INVALIDCALL;
1180 /* Calculate levels for mip mapping. */
1181 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
1183 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
1185 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
1186 return WINED3DERR_INVALIDCALL;
1189 if (levels > 1)
1191 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
1192 return WINED3DERR_INVALIDCALL;
1195 levels = 1;
1197 else if (!levels)
1199 levels = wined3d_log2i(max(max(width, height), depth)) + 1;
1200 TRACE("Calculated levels = %u.\n", levels);
1203 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1205 UINT pow2_w, pow2_h, pow2_d;
1206 pow2_w = 1;
1207 while (pow2_w < width) pow2_w <<= 1;
1208 pow2_h = 1;
1209 while (pow2_h < height) pow2_h <<= 1;
1210 pow2_d = 1;
1211 while (pow2_d < depth) pow2_d <<= 1;
1213 if (pow2_w != width || pow2_h != height || pow2_d != depth)
1215 if (pool == WINED3D_POOL_SCRATCH)
1217 WARN("Creating a scratch NPOT volume texture despite lack of HW support.\n");
1219 else
1221 WARN("Attempted to create a NPOT volume texture (%u,%u,%u) without GL support.\n",
1222 width, height, depth);
1223 return WINED3DERR_INVALIDCALL;
1228 desc.resource_type = WINED3D_RTYPE_VOLUME_TEXTURE;
1229 desc.format = format_id;
1230 desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
1231 desc.multisample_quality = 0;
1232 desc.usage = usage;
1233 desc.pool = pool;
1234 desc.width = width;
1235 desc.height = height;
1236 desc.depth = depth;
1237 desc.size = 0;
1239 if (FAILED(hr = wined3d_texture_init(texture, &texture3d_ops, 1, levels,
1240 &desc, device, parent, parent_ops, &texture3d_resource_ops)))
1242 WARN("Failed to initialize texture, returning %#x.\n", hr);
1243 return hr;
1246 texture->pow2_matrix[0] = 1.0f;
1247 texture->pow2_matrix[5] = 1.0f;
1248 texture->pow2_matrix[10] = 1.0f;
1249 texture->pow2_matrix[15] = 1.0f;
1250 texture->target = GL_TEXTURE_3D;
1252 /* Generate all the surfaces. */
1253 tmp_w = width;
1254 tmp_h = height;
1255 tmp_d = depth;
1257 for (i = 0; i < texture->level_count; ++i)
1259 struct wined3d_volume *volume;
1261 /* Create the volume. */
1262 hr = device->device_parent->ops->create_volume(device->device_parent, parent,
1263 tmp_w, tmp_h, tmp_d, format_id, pool, usage, &volume);
1264 if (FAILED(hr))
1266 ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr);
1267 wined3d_texture_cleanup(texture);
1268 return hr;
1271 /* Set its container to this texture. */
1272 volume_set_container(volume, texture);
1273 texture->sub_resources[i] = &volume->resource;
1275 /* Calculate the next mipmap level. */
1276 tmp_w = max(1, tmp_w >> 1);
1277 tmp_h = max(1, tmp_h >> 1);
1278 tmp_d = max(1, tmp_d >> 1);
1281 return WINED3D_OK;
1284 HRESULT CDECL wined3d_texture_create_2d(struct wined3d_device *device, const struct wined3d_resource_desc *desc,
1285 UINT level_count, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
1287 struct wined3d_texture *object;
1288 HRESULT hr;
1290 TRACE("device %p, desc %p, level_count %u, parent %p, parent_ops %p, texture %p.\n",
1291 device, desc, level_count, parent, parent_ops, texture);
1293 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1294 if (!object)
1296 *texture = NULL;
1297 return WINED3DERR_OUTOFVIDEOMEMORY;
1300 if (FAILED(hr = texture_init(object, desc, level_count, device, parent, parent_ops)))
1302 WARN("Failed to initialize texture, returning %#x.\n", hr);
1303 HeapFree(GetProcessHeap(), 0, object);
1304 *texture = NULL;
1305 return hr;
1308 TRACE("Created texture %p.\n", object);
1309 *texture = object;
1311 return WINED3D_OK;
1314 HRESULT CDECL wined3d_texture_create_3d(struct wined3d_device *device, UINT width, UINT height, UINT depth,
1315 UINT level_count, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, void *parent,
1316 const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
1318 struct wined3d_texture *object;
1319 HRESULT hr;
1321 TRACE("device %p, width %u, height %u, depth %u, level_count %u, usage %#x\n",
1322 device, width, height, depth, level_count, usage);
1323 TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n",
1324 debug_d3dformat(format_id), pool, parent, parent_ops, texture);
1326 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1327 if (!object)
1329 *texture = NULL;
1330 return WINED3DERR_OUTOFVIDEOMEMORY;
1333 hr = volumetexture_init(object, width, height, depth, level_count,
1334 device, usage, format_id, pool, parent, parent_ops);
1335 if (FAILED(hr))
1337 WARN("Failed to initialize volumetexture, returning %#x\n", hr);
1338 HeapFree(GetProcessHeap(), 0, object);
1339 *texture = NULL;
1340 return hr;
1343 TRACE("Created texture %p.\n", object);
1344 *texture = object;
1346 return WINED3D_OK;
1349 HRESULT CDECL wined3d_texture_create_cube(struct wined3d_device *device, const struct wined3d_resource_desc *desc,
1350 UINT level_count, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
1352 struct wined3d_texture *object;
1353 HRESULT hr;
1355 TRACE("device %p, desc %p, level_count %u, parent %p, parent_ops %p, texture %p.\n",
1356 device, desc, level_count, parent, parent_ops, texture);
1358 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1359 if (!object)
1361 *texture = NULL;
1362 return WINED3DERR_OUTOFVIDEOMEMORY;
1365 if (FAILED(hr = cubetexture_init(object, desc, level_count, device, parent, parent_ops)))
1367 WARN("Failed to initialize cubetexture, returning %#x\n", hr);
1368 HeapFree(GetProcessHeap(), 0, object);
1369 *texture = NULL;
1370 return hr;
1373 TRACE("Created texture %p.\n", object);
1374 *texture = object;
1376 return WINED3D_OK;