wined3d: Make wined3d_event_query_test() and resource_get_type() static.
[wine/wine-gecko.git] / dlls / wined3d / texture.c
blob3e7d2684f0bdb4515c4149d99f44de5707e8aa7d
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, IWineD3DDeviceImpl *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 IWineD3DDeviceImpl *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 HRESULT CDECL wined3d_texture_set_private_data(struct wined3d_texture *texture,
454 REFGUID guid, const void *data, DWORD data_size, DWORD flags)
456 return resource_set_private_data(&texture->resource, guid, data, data_size, flags);
459 HRESULT CDECL wined3d_texture_get_private_data(const struct wined3d_texture *texture,
460 REFGUID guid, void *data, DWORD *data_size)
462 return resource_get_private_data(&texture->resource, guid, data, data_size);
465 HRESULT CDECL wined3d_texture_free_private_data(struct wined3d_texture *texture, REFGUID guid)
467 return resource_free_private_data(&texture->resource, guid);
470 DWORD CDECL wined3d_texture_set_priority(struct wined3d_texture *texture, DWORD priority)
472 return resource_set_priority(&texture->resource, priority);
475 DWORD CDECL wined3d_texture_get_priority(const struct wined3d_texture *texture)
477 return resource_get_priority(&texture->resource);
480 /* Do not call while under the GL lock. */
481 void CDECL wined3d_texture_preload(struct wined3d_texture *texture)
483 texture->texture_ops->texture_preload(texture, SRGB_ANY);
486 WINED3DRESOURCETYPE CDECL wined3d_texture_get_type(const struct wined3d_texture *texture)
488 TRACE("texture %p.\n", texture);
490 return texture->resource.resourceType;
493 void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture)
495 TRACE("texture %p.\n", texture);
497 return texture->resource.parent;
500 DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
502 DWORD old = texture->lod;
504 TRACE("texture %p, lod %u.\n", texture, lod);
506 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
507 * textures. The call always returns 0, and GetLOD always returns 0. */
508 if (texture->resource.pool != WINED3DPOOL_MANAGED)
510 TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture->resource.pool));
511 return 0;
514 if (lod >= texture->level_count)
515 lod = texture->level_count - 1;
517 if (texture->lod != lod)
519 texture->lod = lod;
521 texture->texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
522 texture->texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
523 if (texture->bind_count)
524 IWineD3DDeviceImpl_MarkStateDirty(texture->resource.device, STATE_SAMPLER(texture->sampler));
527 return old;
530 DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture)
532 TRACE("texture %p, returning %u.\n", texture, texture->lod);
534 return texture->lod;
537 DWORD CDECL wined3d_texture_get_level_count(const struct wined3d_texture *texture)
539 TRACE("texture %p, returning %u.\n", texture, texture->level_count);
541 return texture->level_count;
544 HRESULT CDECL wined3d_texture_set_autogen_filter_type(struct wined3d_texture *texture,
545 WINED3DTEXTUREFILTERTYPE filter_type)
547 FIXME("texture %p, filter_type %s stub!\n", texture, debug_d3dtexturefiltertype(filter_type));
549 if (!(texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP))
551 WARN("Texture doesn't have AUTOGENMIPMAP usage.\n");
552 return WINED3DERR_INVALIDCALL;
555 texture->filter_type = filter_type;
557 return WINED3D_OK;
560 WINED3DTEXTUREFILTERTYPE CDECL wined3d_texture_get_autogen_filter_type(const struct wined3d_texture *texture)
562 TRACE("texture %p.\n", texture);
564 return texture->filter_type;
567 void CDECL wined3d_texture_generate_mipmaps(struct wined3d_texture *texture)
569 /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
570 FIXME("texture %p stub!\n", texture);
573 struct wined3d_resource * CDECL wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
574 UINT sub_resource_idx)
576 UINT sub_count = texture->level_count * texture->layer_count;
578 TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
580 if (sub_resource_idx >= sub_count)
582 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
583 return NULL;
586 return texture->sub_resources[sub_resource_idx];
589 HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
590 UINT layer, const WINED3DBOX *dirty_region)
592 struct wined3d_resource *sub_resource;
594 TRACE("texture %p, layer %u, dirty_region %p.\n", texture, layer, dirty_region);
596 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, layer * texture->level_count)))
598 WARN("Failed to get sub-resource.\n");
599 return WINED3DERR_INVALIDCALL;
602 wined3d_texture_set_dirty(texture, TRUE);
603 texture->texture_ops->texture_sub_resource_add_dirty_region(sub_resource, dirty_region);
605 return WINED3D_OK;
608 /* Context activation is done by the caller. */
609 static HRESULT texture2d_bind(struct wined3d_texture *texture,
610 const struct wined3d_gl_info *gl_info, BOOL srgb)
612 BOOL set_gl_texture_desc;
613 HRESULT hr;
615 TRACE("texture %p, gl_info %p, srgb %#x.\n", texture, gl_info, srgb);
617 hr = wined3d_texture_bind(texture, gl_info, srgb, &set_gl_texture_desc);
618 if (set_gl_texture_desc && SUCCEEDED(hr))
620 UINT sub_count = texture->level_count * texture->layer_count;
621 BOOL srgb_tex = !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
622 && (texture->flags & WINED3D_TEXTURE_IS_SRGB);
623 struct gl_texture *gl_tex;
624 UINT i;
626 gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, srgb_tex);
628 for (i = 0; i < sub_count; ++i)
630 struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]);
631 surface_set_texture_name(surface, gl_tex->name, srgb_tex);
634 /* Conditinal non power of two textures use a different clamping
635 * default. If we're using the GL_WINE_normalized_texrect partial
636 * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
637 * has the address mode set to repeat - something that prevents us
638 * from hitting the accelerated codepath. Thus manually set the GL
639 * state. The same applies to filtering. Even if the texture has only
640 * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
641 * fallback on macos. */
642 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
644 GLenum target = texture->target;
646 ENTER_GL();
647 glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
648 checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
649 glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
650 checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
651 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
652 checkGLcall("glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
653 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
654 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
655 LEAVE_GL();
656 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_CLAMP;
657 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_CLAMP;
658 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
659 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
660 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
664 return hr;
667 /* Do not call while under the GL lock. */
668 static void texture2d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb)
670 UINT sub_count = texture->level_count * texture->layer_count;
671 IWineD3DDeviceImpl *device = texture->resource.device;
672 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
673 struct wined3d_context *context = NULL;
674 struct gl_texture *gl_tex;
675 BOOL srgb_mode;
676 UINT i;
678 TRACE("texture %p, srgb %#x.\n", texture, srgb);
680 switch (srgb)
682 case SRGB_RGB:
683 srgb_mode = FALSE;
684 break;
686 case SRGB_BOTH:
687 texture2d_preload(texture, SRGB_RGB);
688 /* Fallthrough */
689 case SRGB_SRGB:
690 srgb_mode = TRUE;
691 break;
693 default:
694 srgb_mode = texture->flags & WINED3D_TEXTURE_IS_SRGB;
695 break;
698 gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, srgb_mode);
700 if (!device->isInDraw)
702 /* No danger of recursive calls, context_acquire() sets isInDraw to TRUE
703 * when loading offscreen render targets into the texture. */
704 context = context_acquire(device, NULL);
707 if (texture->resource.format->id == WINED3DFMT_P8_UINT
708 || texture->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
710 for (i = 0; i < sub_count; ++i)
712 struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]);
714 if (palette9_changed(surface))
716 TRACE("Reloading surface %p because the d3d8/9 palette was changed.\n", surface);
717 /* TODO: This is not necessarily needed with hw palettized texture support. */
718 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
719 /* Make sure the texture is reloaded because of the palette
720 * change, this kills performance though :( */
721 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
726 if (gl_tex->dirty)
728 /* Reload the surfaces if the texture is marked dirty. */
729 for (i = 0; i < sub_count; ++i)
731 surface_load(surface_from_resource(texture->sub_resources[i]), srgb_mode);
734 else
736 TRACE("Texture %p not dirty, nothing to do.\n", texture);
739 /* No longer dirty. */
740 gl_tex->dirty = FALSE;
742 if (context) context_release(context);
745 static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
746 const WINED3DBOX *dirty_region)
748 surface_add_dirty_rect(surface_from_resource(sub_resource), dirty_region);
751 static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
753 struct wined3d_surface *surface = surface_from_resource(sub_resource);
755 /* Clean out the texture name we gave to the surface so that the
756 * surface doesn't try and release it. */
757 surface_set_texture_name(surface, 0, TRUE);
758 surface_set_texture_name(surface, 0, FALSE);
759 surface_set_texture_target(surface, 0);
760 surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
761 wined3d_surface_decref(surface);
764 /* Do not call while under the GL lock. */
765 static void texture2d_unload(struct wined3d_resource *resource)
767 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
768 UINT sub_count = texture->level_count * texture->layer_count;
769 UINT i;
771 TRACE("texture %p.\n", texture);
773 for (i = 0; i < sub_count; ++i)
775 struct wined3d_resource *sub_resource = texture->sub_resources[i];
776 struct wined3d_surface *surface = surface_from_resource(sub_resource);
778 sub_resource->resource_ops->resource_unload(sub_resource);
779 surface_set_texture_name(surface, 0, FALSE); /* Delete RGB name */
780 surface_set_texture_name(surface, 0, TRUE); /* Delete sRGB name */
783 wined3d_texture_unload(texture);
786 static const struct wined3d_texture_ops texture2d_ops =
788 texture2d_bind,
789 texture2d_preload,
790 texture2d_sub_resource_add_dirty_region,
791 texture2d_sub_resource_cleanup,
794 static const struct wined3d_resource_ops texture2d_resource_ops =
796 texture2d_unload,
799 HRESULT cubetexture_init(struct wined3d_texture *texture, UINT edge_length, UINT levels,
800 IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
801 void *parent, const struct wined3d_parent_ops *parent_ops)
803 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
804 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
805 UINT pow2_edge_length;
806 unsigned int i, j;
807 UINT tmp_w;
808 HRESULT hr;
810 /* TODO: It should only be possible to create textures for formats
811 * that are reported as supported. */
812 if (WINED3DFMT_UNKNOWN >= format_id)
814 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
815 return WINED3DERR_INVALIDCALL;
818 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && pool != WINED3DPOOL_SCRATCH)
820 WARN("(%p) : Tried to create not supported cube texture.\n", texture);
821 return WINED3DERR_INVALIDCALL;
824 /* Calculate levels for mip mapping */
825 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
827 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
829 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
830 return WINED3DERR_INVALIDCALL;
833 if (levels > 1)
835 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
836 return WINED3DERR_INVALIDCALL;
839 levels = 1;
841 else if (!levels)
843 levels = wined3d_log2i(edge_length) + 1;
844 TRACE("Calculated levels = %u.\n", levels);
847 hr = wined3d_texture_init(texture, &texture2d_ops, 6, levels,
848 WINED3DRTYPE_CUBETEXTURE, device, usage, format, pool,
849 parent, parent_ops, &texture2d_resource_ops);
850 if (FAILED(hr))
852 WARN("Failed to initialize texture, returning %#x\n", hr);
853 return hr;
856 /* Find the nearest pow2 match. */
857 pow2_edge_length = 1;
858 while (pow2_edge_length < edge_length) pow2_edge_length <<= 1;
860 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || (edge_length == pow2_edge_length))
862 /* Precalculated scaling for 'faked' non power of two texture coords. */
863 texture->pow2_matrix[0] = 1.0f;
864 texture->pow2_matrix[5] = 1.0f;
865 texture->pow2_matrix[10] = 1.0f;
866 texture->pow2_matrix[15] = 1.0f;
868 else
870 /* Precalculated scaling for 'faked' non power of two texture coords. */
871 texture->pow2_matrix[0] = ((float)edge_length) / ((float)pow2_edge_length);
872 texture->pow2_matrix[5] = ((float)edge_length) / ((float)pow2_edge_length);
873 texture->pow2_matrix[10] = ((float)edge_length) / ((float)pow2_edge_length);
874 texture->pow2_matrix[15] = 1.0f;
875 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
877 texture->target = GL_TEXTURE_CUBE_MAP_ARB;
879 /* Generate all the surfaces. */
880 tmp_w = edge_length;
881 for (i = 0; i < texture->level_count; ++i)
883 /* Create the 6 faces. */
884 for (j = 0; j < 6; ++j)
886 static const GLenum cube_targets[6] =
888 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
889 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
890 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
891 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
892 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
893 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
895 UINT idx = j * texture->level_count + i;
896 struct wined3d_surface *surface;
898 hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_w,
899 format_id, usage, pool, i /* Level */, j, &surface);
900 if (FAILED(hr))
902 FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
903 wined3d_texture_cleanup(texture);
904 return hr;
907 surface_set_container(surface, WINED3D_CONTAINER_TEXTURE, texture);
908 surface_set_texture_target(surface, cube_targets[j]);
909 texture->sub_resources[idx] = &surface->resource;
910 TRACE("Created surface level %u @ %p.\n", i, surface);
912 tmp_w = max(1, tmp_w >> 1);
915 return WINED3D_OK;
918 HRESULT texture_init(struct wined3d_texture *texture, UINT width, UINT height, UINT levels,
919 IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
920 void *parent, const struct wined3d_parent_ops *parent_ops)
922 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
923 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
924 UINT pow2_width, pow2_height;
925 UINT tmp_w, tmp_h;
926 unsigned int i;
927 HRESULT hr;
929 /* TODO: It should only be possible to create textures for formats
930 * that are reported as supported. */
931 if (WINED3DFMT_UNKNOWN >= format_id)
933 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
934 return WINED3DERR_INVALIDCALL;
937 /* Non-power2 support. */
938 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
940 pow2_width = width;
941 pow2_height = height;
943 else
945 /* Find the nearest pow2 match. */
946 pow2_width = pow2_height = 1;
947 while (pow2_width < width) pow2_width <<= 1;
948 while (pow2_height < height) pow2_height <<= 1;
950 if (pow2_width != width || pow2_height != height)
952 if (levels > 1)
954 WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support.\n");
955 return WINED3DERR_INVALIDCALL;
957 levels = 1;
961 /* Calculate levels for mip mapping. */
962 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
964 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
966 WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
967 return WINED3DERR_INVALIDCALL;
970 if (levels > 1)
972 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n");
973 return WINED3DERR_INVALIDCALL;
976 levels = 1;
978 else if (!levels)
980 levels = wined3d_log2i(max(width, height)) + 1;
981 TRACE("Calculated levels = %u.\n", levels);
984 hr = wined3d_texture_init(texture, &texture2d_ops, 1, levels,
985 WINED3DRTYPE_TEXTURE, device, usage, format, pool,
986 parent, parent_ops, &texture2d_resource_ops);
987 if (FAILED(hr))
989 WARN("Failed to initialize texture, returning %#x.\n", hr);
990 return hr;
993 /* Precalculated scaling for 'faked' non power of two texture coords.
994 * Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
995 * is used in combination with texture uploads (RTL_READTEX). The reason is that EXT_PALETTED_TEXTURE
996 * doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
997 if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] && (width != pow2_width || height != pow2_height))
999 texture->pow2_matrix[0] = 1.0f;
1000 texture->pow2_matrix[5] = 1.0f;
1001 texture->pow2_matrix[10] = 1.0f;
1002 texture->pow2_matrix[15] = 1.0f;
1003 texture->target = GL_TEXTURE_2D;
1004 texture->flags |= WINED3D_TEXTURE_COND_NP2;
1005 texture->min_mip_lookup = minMipLookup_noFilter;
1007 else if (gl_info->supported[ARB_TEXTURE_RECTANGLE] && (width != pow2_width || height != pow2_height)
1008 && !(format->id == WINED3DFMT_P8_UINT && gl_info->supported[EXT_PALETTED_TEXTURE]
1009 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
1011 if (width != 1 || height != 1)
1012 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
1014 texture->pow2_matrix[0] = (float)width;
1015 texture->pow2_matrix[5] = (float)height;
1016 texture->pow2_matrix[10] = 1.0f;
1017 texture->pow2_matrix[15] = 1.0f;
1018 texture->target = GL_TEXTURE_RECTANGLE_ARB;
1019 texture->flags |= WINED3D_TEXTURE_COND_NP2;
1021 if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
1022 texture->min_mip_lookup = minMipLookup_noMip;
1023 else
1024 texture->min_mip_lookup = minMipLookup_noFilter;
1026 else
1028 if ((width != pow2_width) || (height != pow2_height))
1030 texture->pow2_matrix[0] = (((float)width) / ((float)pow2_width));
1031 texture->pow2_matrix[5] = (((float)height) / ((float)pow2_height));
1032 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
1034 else
1036 texture->pow2_matrix[0] = 1.0f;
1037 texture->pow2_matrix[5] = 1.0f;
1040 texture->pow2_matrix[10] = 1.0f;
1041 texture->pow2_matrix[15] = 1.0f;
1042 texture->target = GL_TEXTURE_2D;
1044 TRACE("xf(%f) yf(%f)\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
1046 /* Generate all the surfaces. */
1047 tmp_w = width;
1048 tmp_h = height;
1049 for (i = 0; i < texture->level_count; ++i)
1051 struct wined3d_surface *surface;
1053 /* Use the callback to create the texture surface. */
1054 hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_h,
1055 format->id, usage, pool, i, 0, &surface);
1056 if (FAILED(hr))
1058 FIXME("Failed to create surface %p, hr %#x\n", texture, hr);
1059 wined3d_texture_cleanup(texture);
1060 return hr;
1063 surface_set_container(surface, WINED3D_CONTAINER_TEXTURE, texture);
1064 surface_set_texture_target(surface, texture->target);
1065 texture->sub_resources[i] = &surface->resource;
1066 TRACE("Created surface level %u @ %p.\n", i, surface);
1067 /* Calculate the next mipmap level. */
1068 tmp_w = max(1, tmp_w >> 1);
1069 tmp_h = max(1, tmp_h >> 1);
1072 return WINED3D_OK;
1075 /* Context activation is done by the caller. */
1076 static HRESULT texture3d_bind(struct wined3d_texture *texture,
1077 const struct wined3d_gl_info *gl_info, BOOL srgb)
1079 BOOL dummy;
1081 TRACE("texture %p, gl_info %p, srgb %#x.\n", texture, gl_info, srgb);
1083 return wined3d_texture_bind(texture, gl_info, srgb, &dummy);
1086 /* Do not call while under the GL lock. */
1087 static void texture3d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb)
1089 IWineD3DDeviceImpl *device = texture->resource.device;
1090 struct wined3d_context *context = NULL;
1091 BOOL srgb_was_toggled = FALSE;
1092 unsigned int i;
1094 TRACE("texture %p, srgb %#x.\n", texture, srgb);
1096 if (!device->isInDraw)
1097 context = context_acquire(device, NULL);
1098 else if (texture->bind_count > 0)
1100 BOOL texture_srgb = texture->flags & WINED3D_TEXTURE_IS_SRGB;
1101 BOOL sampler_srgb = device->stateBlock->state.sampler_states[texture->sampler][WINED3DSAMP_SRGBTEXTURE];
1102 srgb_was_toggled = !texture_srgb != !sampler_srgb;
1104 if (srgb_was_toggled)
1106 if (sampler_srgb)
1107 texture->flags |= WINED3D_TEXTURE_IS_SRGB;
1108 else
1109 texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
1113 /* If the texture is marked dirty or the sRGB sampler setting has changed
1114 * since the last load then reload the volumes. */
1115 if (texture->texture_rgb.dirty)
1117 for (i = 0; i < texture->level_count; ++i)
1119 volume_load(volume_from_resource(texture->sub_resources[i]), i,
1120 texture->flags & WINED3D_TEXTURE_IS_SRGB);
1123 else if (srgb_was_toggled)
1125 for (i = 0; i < texture->level_count; ++i)
1127 struct wined3d_volume *volume = volume_from_resource(texture->sub_resources[i]);
1128 volume_add_dirty_box(volume, NULL);
1129 volume_load(volume, i, texture->flags & WINED3D_TEXTURE_IS_SRGB);
1132 else
1134 TRACE("Texture %p not dirty, nothing to do.\n", texture);
1137 if (context)
1138 context_release(context);
1140 /* No longer dirty */
1141 texture->texture_rgb.dirty = FALSE;
1144 static void texture3d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
1145 const WINED3DBOX *dirty_region)
1147 volume_add_dirty_box(volume_from_resource(sub_resource), dirty_region);
1150 static void texture3d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
1152 struct wined3d_volume *volume = volume_from_resource(sub_resource);
1154 /* Cleanup the container. */
1155 volume_set_container(volume, NULL);
1156 wined3d_volume_decref(volume);
1159 /* Do not call while under the GL lock. */
1160 static void texture3d_unload(struct wined3d_resource *resource)
1162 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
1163 UINT i;
1165 TRACE("texture %p.\n", texture);
1167 for (i = 0; i < texture->level_count; ++i)
1169 struct wined3d_resource *sub_resource = texture->sub_resources[i];
1170 sub_resource->resource_ops->resource_unload(sub_resource);
1173 wined3d_texture_unload(texture);
1176 static const struct wined3d_texture_ops texture3d_ops =
1178 texture3d_bind,
1179 texture3d_preload,
1180 texture3d_sub_resource_add_dirty_region,
1181 texture3d_sub_resource_cleanup,
1184 static const struct wined3d_resource_ops texture3d_resource_ops =
1186 texture3d_unload,
1189 HRESULT volumetexture_init(struct wined3d_texture *texture, UINT width, UINT height,
1190 UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id,
1191 WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops)
1193 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1194 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
1195 UINT tmp_w, tmp_h, tmp_d;
1196 unsigned int i;
1197 HRESULT hr;
1199 /* TODO: It should only be possible to create textures for formats
1200 * that are reported as supported. */
1201 if (WINED3DFMT_UNKNOWN >= format_id)
1203 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
1204 return WINED3DERR_INVALIDCALL;
1207 if (!gl_info->supported[EXT_TEXTURE3D])
1209 WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
1210 return WINED3DERR_INVALIDCALL;
1213 /* Calculate levels for mip mapping. */
1214 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
1216 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
1218 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
1219 return WINED3DERR_INVALIDCALL;
1222 if (levels > 1)
1224 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
1225 return WINED3DERR_INVALIDCALL;
1228 levels = 1;
1230 else if (!levels)
1232 levels = wined3d_log2i(max(max(width, height), depth)) + 1;
1233 TRACE("Calculated levels = %u.\n", levels);
1236 hr = wined3d_texture_init(texture, &texture3d_ops, 1, levels,
1237 WINED3DRTYPE_VOLUMETEXTURE, device, usage, format, pool,
1238 parent, parent_ops, &texture3d_resource_ops);
1239 if (FAILED(hr))
1241 WARN("Failed to initialize texture, returning %#x.\n", hr);
1242 return hr;
1245 /* Is NP2 support for volumes needed? */
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 = IWineD3DDeviceParent_CreateVolume(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;