/* * Copyright 2002-2005 Jason Edmeades * Copyright 2002-2005 Raphael Junqueira * Copyright 2005 Oliver Stieber * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers * Copyright 2009-2011 Henri Verbeet for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include "wine/port.h" #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); WINE_DECLARE_DEBUG_CHANNEL(d3d_perf); WINE_DECLARE_DEBUG_CHANNEL(winediag); #define WINED3D_TEXTURE_DYNAMIC_MAP_THRESHOLD 50 struct wined3d_texture_idx { struct wined3d_texture *texture; unsigned int sub_resource_idx; }; struct wined3d_rect_f { float l; float t; float r; float b; }; static BOOL wined3d_texture_use_pbo(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info) { if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] || texture->resource.format->conv_byte_count || (texture->flags & (WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_COND_NP2_EMULATED))) return FALSE; /* Use a PBO for dynamic textures and read-only staging textures. */ return (!(texture->resource.access & WINED3D_RESOURCE_ACCESS_CPU) && texture->resource.usage & WINED3DUSAGE_DYNAMIC) || texture->resource.access == (WINED3D_RESOURCE_ACCESS_CPU | WINED3D_RESOURCE_ACCESS_MAP_R); } static BOOL wined3d_texture_use_immutable_storage(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info) { /* We don't expect to create texture views for textures with height-scaled formats. * Besides, ARB_texture_storage doesn't allow specifying exact sizes for all levels. */ return gl_info->supported[ARB_TEXTURE_STORAGE] && !(texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE); } /* Front buffer coordinates are always full screen coordinates, but our GL * drawable is limited to the window's client area. The sysmem and texture * copies do have the full screen size. Note that GL has a bottom-left * origin, while D3D has a top-left origin. */ void wined3d_texture_translate_drawable_coords(const struct wined3d_texture *texture, HWND window, RECT *rect) { unsigned int drawable_height; POINT offset = {0, 0}; RECT windowsize; if (!texture->swapchain) return; if (texture == texture->swapchain->front_buffer) { ScreenToClient(window, &offset); OffsetRect(rect, offset.x, offset.y); } GetClientRect(window, &windowsize); drawable_height = windowsize.bottom - windowsize.top; rect->top = drawable_height - rect->top; rect->bottom = drawable_height - rect->bottom; } GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture) { const struct wined3d_swapchain *swapchain = texture->swapchain; TRACE("texture %p.\n", texture); if (!swapchain) { ERR("Texture %p is not part of a swapchain.\n", texture); return GL_NONE; } if (texture == swapchain->front_buffer) { TRACE("Returning GL_FRONT.\n"); return GL_FRONT; } if (texture == swapchain->back_buffers[0]) { TRACE("Returning GL_BACK.\n"); return GL_BACK; } FIXME("Higher back buffer, returning GL_BACK.\n"); return GL_BACK; } static DWORD wined3d_resource_access_from_location(DWORD location) { switch (location) { case WINED3D_LOCATION_DISCARDED: return 0; case WINED3D_LOCATION_SYSMEM: case WINED3D_LOCATION_USER_MEMORY: return WINED3D_RESOURCE_ACCESS_CPU; case WINED3D_LOCATION_BUFFER: case WINED3D_LOCATION_DRAWABLE: case WINED3D_LOCATION_TEXTURE_RGB: case WINED3D_LOCATION_TEXTURE_SRGB: case WINED3D_LOCATION_RB_MULTISAMPLE: case WINED3D_LOCATION_RB_RESOLVED: return WINED3D_RESOURCE_ACCESS_GPU; default: FIXME("Unhandled location %#x.\n", location); return 0; } } static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct wined3d_rect_f *f) { f->l = ((r->left * 2.0f) / w) - 1.0f; f->t = ((r->top * 2.0f) / h) - 1.0f; f->r = ((r->right * 2.0f) / w) - 1.0f; f->b = ((r->bottom * 2.0f) / h) - 1.0f; } void texture2d_get_blt_info(const struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx, const RECT *rect, struct wined3d_blt_info *info) { struct wined3d_vec3 *coords = info->texcoords; struct wined3d_rect_f f; unsigned int level; GLenum target; GLsizei w, h; level = sub_resource_idx % texture_gl->t.level_count; w = wined3d_texture_get_level_pow2_width(&texture_gl->t, level); h = wined3d_texture_get_level_pow2_height(&texture_gl->t, level); target = wined3d_texture_gl_get_sub_resource_target(texture_gl, sub_resource_idx); switch (target) { default: FIXME("Unsupported texture target %#x.\n", target); /* Fall back to GL_TEXTURE_2D */ case GL_TEXTURE_2D: info->bind_target = GL_TEXTURE_2D; coords[0].x = (float)rect->left / w; coords[0].y = (float)rect->top / h; coords[0].z = 0.0f; coords[1].x = (float)rect->right / w; coords[1].y = (float)rect->top / h; coords[1].z = 0.0f; coords[2].x = (float)rect->left / w; coords[2].y = (float)rect->bottom / h; coords[2].z = 0.0f; coords[3].x = (float)rect->right / w; coords[3].y = (float)rect->bottom / h; coords[3].z = 0.0f; break; case GL_TEXTURE_RECTANGLE_ARB: info->bind_target = GL_TEXTURE_RECTANGLE_ARB; coords[0].x = rect->left; coords[0].y = rect->top; coords[0].z = 0.0f; coords[1].x = rect->right; coords[1].y = rect->top; coords[1].z = 0.0f; coords[2].x = rect->left; coords[2].y = rect->bottom; coords[2].z = 0.0f; coords[3].x = rect->right; coords[3].y = rect->bottom; coords[3].z = 0.0f; break; case GL_TEXTURE_CUBE_MAP_POSITIVE_X: info->bind_target = GL_TEXTURE_CUBE_MAP_ARB; cube_coords_float(rect, w, h, &f); coords[0].x = 1.0f; coords[0].y = -f.t; coords[0].z = -f.l; coords[1].x = 1.0f; coords[1].y = -f.t; coords[1].z = -f.r; coords[2].x = 1.0f; coords[2].y = -f.b; coords[2].z = -f.l; coords[3].x = 1.0f; coords[3].y = -f.b; coords[3].z = -f.r; break; case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: info->bind_target = GL_TEXTURE_CUBE_MAP_ARB; cube_coords_float(rect, w, h, &f); coords[0].x = -1.0f; coords[0].y = -f.t; coords[0].z = f.l; coords[1].x = -1.0f; coords[1].y = -f.t; coords[1].z = f.r; coords[2].x = -1.0f; coords[2].y = -f.b; coords[2].z = f.l; coords[3].x = -1.0f; coords[3].y = -f.b; coords[3].z = f.r; break; case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: info->bind_target = GL_TEXTURE_CUBE_MAP_ARB; cube_coords_float(rect, w, h, &f); coords[0].x = f.l; coords[0].y = 1.0f; coords[0].z = f.t; coords[1].x = f.r; coords[1].y = 1.0f; coords[1].z = f.t; coords[2].x = f.l; coords[2].y = 1.0f; coords[2].z = f.b; coords[3].x = f.r; coords[3].y = 1.0f; coords[3].z = f.b; break; case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: info->bind_target = GL_TEXTURE_CUBE_MAP_ARB; cube_coords_float(rect, w, h, &f); coords[0].x = f.l; coords[0].y = -1.0f; coords[0].z = -f.t; coords[1].x = f.r; coords[1].y = -1.0f; coords[1].z = -f.t; coords[2].x = f.l; coords[2].y = -1.0f; coords[2].z = -f.b; coords[3].x = f.r; coords[3].y = -1.0f; coords[3].z = -f.b; break; case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: info->bind_target = GL_TEXTURE_CUBE_MAP_ARB; cube_coords_float(rect, w, h, &f); coords[0].x = f.l; coords[0].y = -f.t; coords[0].z = 1.0f; coords[1].x = f.r; coords[1].y = -f.t; coords[1].z = 1.0f; coords[2].x = f.l; coords[2].y = -f.b; coords[2].z = 1.0f; coords[3].x = f.r; coords[3].y = -f.b; coords[3].z = 1.0f; break; case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: info->bind_target = GL_TEXTURE_CUBE_MAP_ARB; cube_coords_float(rect, w, h, &f); coords[0].x = -f.l; coords[0].y = -f.t; coords[0].z = -1.0f; coords[1].x = -f.r; coords[1].y = -f.t; coords[1].z = -1.0f; coords[2].x = -f.l; coords[2].y = -f.b; coords[2].z = -1.0f; coords[3].x = -f.r; coords[3].y = -f.b; coords[3].z = -1.0f; break; } } static void wined3d_texture_evict_sysmem(struct wined3d_texture *texture) { struct wined3d_texture_sub_resource *sub_resource; unsigned int i, sub_count; if (texture->flags & (WINED3D_TEXTURE_CONVERTED | WINED3D_TEXTURE_PIN_SYSMEM) || texture->download_count > WINED3D_TEXTURE_DYNAMIC_MAP_THRESHOLD) { TRACE("Not evicting system memory for texture %p.\n", texture); return; } TRACE("Evicting system memory for texture %p.\n", texture); sub_count = texture->level_count * texture->layer_count; for (i = 0; i < sub_count; ++i) { sub_resource = &texture->sub_resources[i]; if (sub_resource->locations == WINED3D_LOCATION_SYSMEM) ERR("WINED3D_LOCATION_SYSMEM is the only location for sub-resource %u of texture %p.\n", i, texture); sub_resource->locations &= ~WINED3D_LOCATION_SYSMEM; } wined3d_resource_free_sysmem(&texture->resource); } void wined3d_texture_validate_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, DWORD location) { struct wined3d_texture_sub_resource *sub_resource; DWORD previous_locations; TRACE("texture %p, sub_resource_idx %u, location %s.\n", texture, sub_resource_idx, wined3d_debug_location(location)); sub_resource = &texture->sub_resources[sub_resource_idx]; previous_locations = sub_resource->locations; sub_resource->locations |= location; if (previous_locations == WINED3D_LOCATION_SYSMEM && location != WINED3D_LOCATION_SYSMEM && !--texture->sysmem_count) wined3d_texture_evict_sysmem(texture); TRACE("New locations flags are %s.\n", wined3d_debug_location(sub_resource->locations)); } static void wined3d_texture_set_dirty(struct wined3d_texture *texture) { texture->flags &= ~(WINED3D_TEXTURE_RGB_VALID | WINED3D_TEXTURE_SRGB_VALID); } void wined3d_texture_invalidate_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, DWORD location) { struct wined3d_texture_sub_resource *sub_resource; DWORD previous_locations; TRACE("texture %p, sub_resource_idx %u, location %s.\n", texture, sub_resource_idx, wined3d_debug_location(location)); if (location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB)) wined3d_texture_set_dirty(texture); sub_resource = &texture->sub_resources[sub_resource_idx]; previous_locations = sub_resource->locations; sub_resource->locations &= ~location; if (previous_locations != WINED3D_LOCATION_SYSMEM && sub_resource->locations == WINED3D_LOCATION_SYSMEM) ++texture->sysmem_count; TRACE("New locations flags are %s.\n", wined3d_debug_location(sub_resource->locations)); if (!sub_resource->locations) ERR("Sub-resource %u of texture %p does not have any up to date location.\n", sub_resource_idx, texture); } static BOOL wined3d_texture_copy_sysmem_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) { unsigned int size = texture->sub_resources[sub_resource_idx].size; struct wined3d_device *device = texture->resource.device; const struct wined3d_gl_info *gl_info; struct wined3d_bo_address dst, src; if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location)) return FALSE; wined3d_texture_get_memory(texture, sub_resource_idx, &dst, location); wined3d_texture_get_memory(texture, sub_resource_idx, &src, texture->sub_resources[sub_resource_idx].locations); if (dst.buffer_object) { context = context_acquire(device, NULL, 0); gl_info = context->gl_info; GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, dst.buffer_object)); GL_EXTCALL(glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, size, src.addr)); GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0)); checkGLcall("PBO upload"); context_release(context); return TRUE; } if (src.buffer_object) { context = context_acquire(device, NULL, 0); gl_info = context->gl_info; GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, src.buffer_object)); GL_EXTCALL(glGetBufferSubData(GL_PIXEL_PACK_BUFFER, 0, size, dst.addr)); GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0)); checkGLcall("PBO download"); context_release(context); return TRUE; } memcpy(dst.addr, src.addr, size); return TRUE; } /* Context activation is done by the caller. Context may be NULL in * WINED3D_NO3D mode. */ BOOL wined3d_texture_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) { static const DWORD sysmem_locations = WINED3D_LOCATION_SYSMEM | WINED3D_LOCATION_USER_MEMORY | WINED3D_LOCATION_BUFFER; DWORD current = texture->sub_resources[sub_resource_idx].locations; BOOL ret; TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n", texture, sub_resource_idx, context, wined3d_debug_location(location)); TRACE("Current resource location %s.\n", wined3d_debug_location(current)); if (current & location) { TRACE("Location %s is already up to date.\n", wined3d_debug_location(location)); return TRUE; } if (WARN_ON(d3d)) { DWORD required_access = wined3d_resource_access_from_location(location); if ((texture->resource.access & required_access) != required_access) WARN("Operation requires %#x access, but texture only has %#x.\n", required_access, texture->resource.access); } if (current & WINED3D_LOCATION_DISCARDED) { TRACE("Sub-resource previously discarded, nothing to do.\n"); if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location)) return FALSE; wined3d_texture_validate_location(texture, sub_resource_idx, location); wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED); return TRUE; } if (!current) { ERR("Sub-resource %u of texture %p does not have any up to date location.\n", sub_resource_idx, texture); wined3d_texture_validate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED); return wined3d_texture_load_location(texture, sub_resource_idx, context, location); } if ((location & sysmem_locations) && (current & sysmem_locations)) ret = wined3d_texture_copy_sysmem_location(texture, sub_resource_idx, context, location); else ret = texture->texture_ops->texture_load_location(texture, sub_resource_idx, context, location); if (ret) wined3d_texture_validate_location(texture, sub_resource_idx, location); return ret; } void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_bo_address *data, DWORD locations) { struct wined3d_texture_sub_resource *sub_resource; TRACE("texture %p, sub_resource_idx %u, data %p, locations %s.\n", texture, sub_resource_idx, data, wined3d_debug_location(locations)); sub_resource = &texture->sub_resources[sub_resource_idx]; if (locations & WINED3D_LOCATION_BUFFER) { data->addr = NULL; data->buffer_object = sub_resource->buffer_object; return; } if (locations & WINED3D_LOCATION_USER_MEMORY) { data->addr = texture->user_memory; data->buffer_object = 0; return; } if (locations & WINED3D_LOCATION_SYSMEM) { data->addr = texture->resource.heap_memory; data->addr += sub_resource->offset; data->buffer_object = 0; return; } ERR("Unexpected locations %s.\n", wined3d_debug_location(locations)); data->addr = NULL; data->buffer_object = 0; } /* Context activation is done by the caller. */ static void wined3d_texture_remove_buffer_object(struct wined3d_texture *texture, unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info) { GLuint *buffer_object = &texture->sub_resources[sub_resource_idx].buffer_object; GL_EXTCALL(glDeleteBuffers(1, buffer_object)); checkGLcall("glDeleteBuffers"); TRACE("Deleted buffer object %u for texture %p, sub-resource %u.\n", *buffer_object, texture, sub_resource_idx); wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_BUFFER); *buffer_object = 0; } static void wined3d_texture_update_map_binding(struct wined3d_texture *texture) { unsigned int sub_count = texture->level_count * texture->layer_count; const struct wined3d_device *device = texture->resource.device; DWORD map_binding = texture->update_map_binding; struct wined3d_context *context = NULL; unsigned int i; if (device->d3d_initialized) context = context_acquire(device, NULL, 0); for (i = 0; i < sub_count; ++i) { if (texture->sub_resources[i].locations == texture->resource.map_binding && !wined3d_texture_load_location(texture, i, context, map_binding)) ERR("Failed to load location %s.\n", wined3d_debug_location(map_binding)); if (texture->resource.map_binding == WINED3D_LOCATION_BUFFER) wined3d_texture_remove_buffer_object(texture, i, context->gl_info); } if (context) context_release(context); texture->resource.map_binding = map_binding; texture->update_map_binding = 0; } void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding) { texture->update_map_binding = map_binding; if (!texture->resource.map_count) wined3d_texture_update_map_binding(texture); } /* A GL context is provided by the caller */ static void gltexture_delete(struct wined3d_device *device, const struct wined3d_gl_info *gl_info, struct gl_texture *tex) { context_gl_resource_released(device, tex->name, FALSE); gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex->name); tex->name = 0; } static unsigned int wined3d_texture_get_gl_sample_count(const struct wined3d_texture *texture) { const struct wined3d_format *format = texture->resource.format; /* TODO: NVIDIA expose their Coverage Sample Anti-Aliasing (CSAA) * feature through type == MULTISAMPLE_XX and quality != 0. This could * be mapped to GL_NV_framebuffer_multisample_coverage. * * AMD have a similar feature called Enhanced Quality Anti-Aliasing * (EQAA), but it does not have an equivalent OpenGL extension. */ /* We advertise as many WINED3D_MULTISAMPLE_NON_MASKABLE quality * levels as the count of advertised multisample types for the texture * format. */ if (texture->resource.multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE) { unsigned int i, count = 0; for (i = 0; i < sizeof(format->multisample_types) * CHAR_BIT; ++i) { if (format->multisample_types & 1u << i) { if (texture->resource.multisample_quality == count++) break; } } return i + 1; } return texture->resource.multisample_type; } /* Context activation is done by the caller. */ /* The caller is responsible for binding the correct texture. */ static void wined3d_texture_gl_allocate_mutable_storage(struct wined3d_texture_gl *texture_gl, GLenum gl_internal_format, const struct wined3d_format_gl *format, const struct wined3d_gl_info *gl_info) { unsigned int level, level_count, layer, layer_count; GLsizei width, height, depth; GLenum target; level_count = texture_gl->t.level_count; if (texture_gl->target == GL_TEXTURE_1D_ARRAY || texture_gl->target == GL_TEXTURE_2D_ARRAY) layer_count = 1; else layer_count = texture_gl->t.layer_count; for (layer = 0; layer < layer_count; ++layer) { target = wined3d_texture_gl_get_sub_resource_target(texture_gl, layer * level_count); for (level = 0; level < level_count; ++level) { width = wined3d_texture_get_level_pow2_width(&texture_gl->t, level); height = wined3d_texture_get_level_pow2_height(&texture_gl->t, level); if (texture_gl->t.resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE) { height *= format->f.height_scale.numerator; height /= format->f.height_scale.denominator; } TRACE("texture_gl %p, layer %u, level %u, target %#x, width %u, height %u.\n", texture_gl, layer, level, target, width, height); if (target == GL_TEXTURE_3D || target == GL_TEXTURE_2D_ARRAY) { depth = wined3d_texture_get_level_depth(&texture_gl->t, level); GL_EXTCALL(glTexImage3D(target, level, gl_internal_format, width, height, target == GL_TEXTURE_2D_ARRAY ? texture_gl->t.layer_count : depth, 0, format->format, format->type, NULL)); checkGLcall("glTexImage3D"); } else if (target == GL_TEXTURE_1D) { gl_info->gl_ops.gl.p_glTexImage1D(target, level, gl_internal_format, width, 0, format->format, format->type, NULL); } else { gl_info->gl_ops.gl.p_glTexImage2D(target, level, gl_internal_format, width, target == GL_TEXTURE_1D_ARRAY ? texture_gl->t.layer_count : height, 0, format->format, format->type, NULL); checkGLcall("glTexImage2D"); } } } } /* Context activation is done by the caller. */ /* The caller is responsible for binding the correct texture. */ static void wined3d_texture_gl_allocate_immutable_storage(struct wined3d_texture_gl *texture_gl, GLenum gl_internal_format, const struct wined3d_gl_info *gl_info) { unsigned int samples = wined3d_texture_get_gl_sample_count(&texture_gl->t); GLsizei height = wined3d_texture_get_level_pow2_height(&texture_gl->t, 0); GLsizei width = wined3d_texture_get_level_pow2_width(&texture_gl->t, 0); GLboolean standard_pattern = texture_gl->t.resource.multisample_type != WINED3D_MULTISAMPLE_NON_MASKABLE && texture_gl->t.resource.multisample_quality == WINED3D_STANDARD_MULTISAMPLE_PATTERN; switch (texture_gl->target) { case GL_TEXTURE_3D: GL_EXTCALL(glTexStorage3D(texture_gl->target, texture_gl->t.level_count, gl_internal_format, width, height, wined3d_texture_get_level_depth(&texture_gl->t, 0))); break; case GL_TEXTURE_2D_ARRAY: GL_EXTCALL(glTexStorage3D(texture_gl->target, texture_gl->t.level_count, gl_internal_format, width, height, texture_gl->t.layer_count)); break; case GL_TEXTURE_2D_MULTISAMPLE: GL_EXTCALL(glTexStorage2DMultisample(texture_gl->target, samples, gl_internal_format, width, height, standard_pattern)); break; case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: GL_EXTCALL(glTexStorage3DMultisample(texture_gl->target, samples, gl_internal_format, width, height, texture_gl->t.layer_count, standard_pattern)); break; case GL_TEXTURE_1D_ARRAY: GL_EXTCALL(glTexStorage2D(texture_gl->target, texture_gl->t.level_count, gl_internal_format, width, texture_gl->t.layer_count)); break; case GL_TEXTURE_1D: GL_EXTCALL(glTexStorage1D(texture_gl->target, texture_gl->t.level_count, gl_internal_format, width)); break; default: GL_EXTCALL(glTexStorage2D(texture_gl->target, texture_gl->t.level_count, gl_internal_format, width, height)); break; } checkGLcall("allocate immutable storage"); } static void wined3d_texture_gl_unload_texture(struct wined3d_texture_gl *texture_gl) { struct wined3d_device *device = texture_gl->t.resource.device; const struct wined3d_gl_info *gl_info = NULL; struct wined3d_context *context = NULL; if (texture_gl->texture_rgb.name || texture_gl->texture_srgb.name || texture_gl->rb_multisample || texture_gl->rb_resolved) { context = context_acquire(device, NULL, 0); gl_info = context->gl_info; } if (texture_gl->texture_rgb.name) gltexture_delete(device, context->gl_info, &texture_gl->texture_rgb); if (texture_gl->texture_srgb.name) gltexture_delete(device, context->gl_info, &texture_gl->texture_srgb); if (texture_gl->rb_multisample) { TRACE("Deleting multisample renderbuffer %u.\n", texture_gl->rb_multisample); context_gl_resource_released(device, texture_gl->rb_multisample, TRUE); gl_info->fbo_ops.glDeleteRenderbuffers(1, &texture_gl->rb_multisample); texture_gl->rb_multisample = 0; } if (texture_gl->rb_resolved) { TRACE("Deleting resolved renderbuffer %u.\n", texture_gl->rb_resolved); context_gl_resource_released(device, texture_gl->rb_resolved, TRUE); gl_info->fbo_ops.glDeleteRenderbuffers(1, &texture_gl->rb_resolved); texture_gl->rb_resolved = 0; } if (context) context_release(context); wined3d_texture_set_dirty(&texture_gl->t); resource_unload(&texture_gl->t.resource); } static void wined3d_texture_sub_resources_destroyed(struct wined3d_texture *texture) { unsigned int sub_count = texture->level_count * texture->layer_count; struct wined3d_texture_sub_resource *sub_resource; unsigned int i; for (i = 0; i < sub_count; ++i) { sub_resource = &texture->sub_resources[i]; if (sub_resource->parent) { TRACE("sub-resource %u.\n", i); sub_resource->parent_ops->wined3d_object_destroyed(sub_resource->parent); sub_resource->parent = NULL; } } } static void wined3d_texture_create_dc(void *object) { const struct wined3d_texture_idx *idx = object; struct wined3d_context *context = NULL; unsigned int sub_resource_idx, level; const struct wined3d_format *format; unsigned int row_pitch, slice_pitch; struct wined3d_texture *texture; struct wined3d_dc_info *dc_info; struct wined3d_bo_address data; D3DKMT_CREATEDCFROMMEMORY desc; struct wined3d_device *device; NTSTATUS status; TRACE("texture %p, sub_resource_idx %u.\n", idx->texture, idx->sub_resource_idx); texture = idx->texture; sub_resource_idx = idx->sub_resource_idx; level = sub_resource_idx % texture->level_count; device = texture->resource.device; format = texture->resource.format; if (!format->ddi_format) { WARN("Cannot create a DC for format %s.\n", debug_d3dformat(format->id)); return; } if (!texture->dc_info) { unsigned int sub_count = texture->level_count * texture->layer_count; if (!(texture->dc_info = heap_calloc(sub_count, sizeof(*texture->dc_info)))) { ERR("Failed to allocate DC info.\n"); return; } } if (device->d3d_initialized) context = context_acquire(device, NULL, 0); wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding); wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding); wined3d_texture_get_pitch(texture, level, &row_pitch, &slice_pitch); wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding); desc.pMemory = context_map_bo_address(context, &data, texture->sub_resources[sub_resource_idx].size, GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READ | WINED3D_MAP_WRITE); if (context) context_release(context); desc.Format = format->ddi_format; desc.Width = wined3d_texture_get_level_width(texture, level); desc.Height = wined3d_texture_get_level_height(texture, level); desc.Pitch = row_pitch; desc.hDeviceDc = CreateCompatibleDC(NULL); desc.pColorTable = NULL; status = D3DKMTCreateDCFromMemory(&desc); DeleteDC(desc.hDeviceDc); if (status) { WARN("Failed to create DC, status %#x.\n", status); return; } dc_info = &texture->dc_info[sub_resource_idx]; dc_info->dc = desc.hDc; dc_info->bitmap = desc.hBitmap; TRACE("Created DC %p, bitmap %p for texture %p, %u.\n", dc_info->dc, dc_info->bitmap, texture, sub_resource_idx); } static void wined3d_texture_destroy_dc(void *object) { const struct wined3d_texture_idx *idx = object; D3DKMT_DESTROYDCFROMMEMORY destroy_desc; struct wined3d_context *context = NULL; struct wined3d_texture *texture; struct wined3d_dc_info *dc_info; struct wined3d_bo_address data; unsigned int sub_resource_idx; struct wined3d_device *device; NTSTATUS status; texture = idx->texture; sub_resource_idx = idx->sub_resource_idx; device = texture->resource.device; dc_info = &texture->dc_info[sub_resource_idx]; if (!dc_info->dc) { ERR("Sub-resource {%p, %u} has no DC.\n", texture, sub_resource_idx); return; } TRACE("dc %p, bitmap %p.\n", dc_info->dc, dc_info->bitmap); destroy_desc.hDc = dc_info->dc; destroy_desc.hBitmap = dc_info->bitmap; if ((status = D3DKMTDestroyDCFromMemory(&destroy_desc))) ERR("Failed to destroy dc, status %#x.\n", status); dc_info->dc = NULL; dc_info->bitmap = NULL; if (device->d3d_initialized) context = context_acquire(device, NULL, 0); wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding); context_unmap_bo_address(context, &data, GL_PIXEL_UNPACK_BUFFER); if (context) context_release(context); } static void wined3d_texture_cleanup(struct wined3d_texture *texture) { unsigned int sub_count = texture->level_count * texture->layer_count; struct wined3d_device *device = texture->resource.device; const struct wined3d_gl_info *gl_info = NULL; struct wined3d_context *context = NULL; struct wined3d_dc_info *dc_info; GLuint buffer_object; unsigned int i; TRACE("texture %p.\n", texture); for (i = 0; i < sub_count; ++i) { if (!(buffer_object = texture->sub_resources[i].buffer_object)) continue; TRACE("Deleting buffer object %u.\n", buffer_object); /* We may not be able to get a context in wined3d_texture_cleanup() in * general, but if a buffer object was previously created we can. */ if (!context) { context = context_acquire(device, NULL, 0); gl_info = context->gl_info; } GL_EXTCALL(glDeleteBuffers(1, &buffer_object)); } if (context) context_release(context); if ((dc_info = texture->dc_info)) { for (i = 0; i < sub_count; ++i) { if (dc_info[i].dc) { struct wined3d_texture_idx texture_idx = {texture, i}; wined3d_texture_destroy_dc(&texture_idx); } } heap_free(dc_info); } if (texture->overlay_info) { for (i = 0; i < sub_count; ++i) { struct wined3d_overlay_info *info = &texture->overlay_info[i]; struct wined3d_overlay_info *overlay, *cur; list_remove(&info->entry); LIST_FOR_EACH_ENTRY_SAFE(overlay, cur, &info->overlays, struct wined3d_overlay_info, entry) { list_remove(&overlay->entry); } } heap_free(texture->overlay_info); } } static void wined3d_texture_gl_cleanup(struct wined3d_texture_gl *texture_gl) { struct wined3d_device *device = texture_gl->t.resource.device; struct wined3d_renderbuffer_entry *entry, *entry2; const struct wined3d_gl_info *gl_info; struct wined3d_context *context; if (!list_empty(&texture_gl->renderbuffers)) { context = context_acquire(device, NULL, 0); gl_info = context->gl_info; LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &texture_gl->renderbuffers, struct wined3d_renderbuffer_entry, entry) { TRACE("Deleting renderbuffer %u.\n", entry->id); context_gl_resource_released(device, entry->id, TRUE); gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id); heap_free(entry); } context_release(context); } wined3d_texture_cleanup(&texture_gl->t); wined3d_texture_gl_unload_texture(texture_gl); } void wined3d_texture_set_swapchain(struct wined3d_texture *texture, struct wined3d_swapchain *swapchain) { texture->swapchain = swapchain; wined3d_resource_update_draw_binding(&texture->resource); } void wined3d_gl_texture_swizzle_from_color_fixup(GLint swizzle[4], struct color_fixup_desc fixup) { static const GLenum swizzle_source[] = { GL_ZERO, /* CHANNEL_SOURCE_ZERO */ GL_ONE, /* CHANNEL_SOURCE_ONE */ GL_RED, /* CHANNEL_SOURCE_X */ GL_GREEN, /* CHANNEL_SOURCE_Y */ GL_BLUE, /* CHANNEL_SOURCE_Z */ GL_ALPHA, /* CHANNEL_SOURCE_W */ }; swizzle[0] = swizzle_source[fixup.x_source]; swizzle[1] = swizzle_source[fixup.y_source]; swizzle[2] = swizzle_source[fixup.z_source]; swizzle[3] = swizzle_source[fixup.w_source]; } /* Context activation is done by the caller. */ void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl, struct wined3d_context *context, BOOL srgb) { const struct wined3d_format *format = texture_gl->t.resource.format; const struct color_fixup_desc fixup = format->color_fixup; const struct wined3d_gl_info *gl_info = context->gl_info; struct gl_texture *gl_tex; GLenum target; TRACE("texture_gl %p, context %p, srgb %#x.\n", texture_gl, context, srgb); if (!needs_separate_srgb_gl_texture(context, &texture_gl->t)) srgb = FALSE; /* sRGB mode cache for preload() calls outside drawprim. */ if (srgb) texture_gl->t.flags |= WINED3D_TEXTURE_IS_SRGB; else texture_gl->t.flags &= ~WINED3D_TEXTURE_IS_SRGB; gl_tex = wined3d_texture_gl_get_gl_texture(texture_gl, srgb); target = texture_gl->target; if (gl_tex->name) { context_bind_texture(context, target, gl_tex->name); return; } gl_info->gl_ops.gl.p_glGenTextures(1, &gl_tex->name); checkGLcall("glGenTextures"); TRACE("Generated texture %d.\n", gl_tex->name); if (!gl_tex->name) { ERR("Failed to generate a texture name.\n"); return; } /* Initialise the state of the texture object to the OpenGL defaults, not * the wined3d defaults. */ gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_WRAP; gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_WRAP; gl_tex->sampler_desc.address_w = WINED3D_TADDRESS_WRAP; memset(gl_tex->sampler_desc.border_color, 0, sizeof(gl_tex->sampler_desc.border_color)); gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_LINEAR; gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */ gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */ gl_tex->sampler_desc.lod_bias = 0.0f; gl_tex->sampler_desc.min_lod = -1000.0f; gl_tex->sampler_desc.max_lod = 1000.0f; gl_tex->sampler_desc.max_anisotropy = 1; gl_tex->sampler_desc.compare = FALSE; gl_tex->sampler_desc.comparison_func = WINED3D_CMP_LESSEQUAL; if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]) gl_tex->sampler_desc.srgb_decode = TRUE; else gl_tex->sampler_desc.srgb_decode = srgb; gl_tex->base_level = 0; wined3d_texture_set_dirty(&texture_gl->t); context_bind_texture(context, target, gl_tex->name); /* For a new texture we have to set the texture levels after binding the * texture. Beware that texture rectangles do not support mipmapping, but * set the maxmiplevel if we're relying on the partial * GL_ARB_texture_non_power_of_two emulation with texture rectangles. * (I.e., do not care about cond_np2 here, just look for * GL_TEXTURE_RECTANGLE_ARB.) */ if (target != GL_TEXTURE_RECTANGLE_ARB) { TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture_gl->t.level_count - 1); gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1); checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)"); } if (target == GL_TEXTURE_CUBE_MAP_ARB) { /* Cubemaps are always set to clamp, regardless of the sampler state. */ gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); } if (texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2) { /* Conditinal non power of two textures use a different clamping * default. If we're using the GL_WINE_normalized_texrect partial * driver emulation, we're dealing with a GL_TEXTURE_2D texture which * has the address mode set to repeat - something that prevents us * from hitting the accelerated codepath. Thus manually set the GL * state. The same applies to filtering. Even if the texture has only * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW * fallback on macos. */ gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); checkGLcall("glTexParameteri"); gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP; gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP; gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_POINT; gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT; gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_NONE; } if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] && gl_info->supported[ARB_DEPTH_TEXTURE]) { gl_info->gl_ops.gl.p_glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY); checkGLcall("glTexParameteri(GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY)"); } if (!is_identity_fixup(fixup) && can_use_texture_swizzle(gl_info, format)) { GLint swizzle[4]; wined3d_gl_texture_swizzle_from_color_fixup(swizzle, fixup); gl_info->gl_ops.gl.p_glTexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, swizzle); checkGLcall("set format swizzle"); } } /* Context activation is done by the caller. */ void wined3d_texture_gl_bind_and_dirtify(struct wined3d_texture_gl *texture_gl, struct wined3d_context *context, BOOL srgb) { /* We don't need a specific texture unit, but after binding the texture * the current unit is dirty. Read the unit back instead of switching to * 0, this avoids messing around with the state manager's GL states. The * current texture unit should always be a valid one. * * To be more specific, this is tricky because we can implicitly be * called from sampler() in state.c. This means we can't touch anything * other than whatever happens to be the currently active texture, or we * would risk marking already applied sampler states dirty again. */ if (context->active_texture < ARRAY_SIZE(context->rev_tex_unit_map)) { DWORD active_sampler = context->rev_tex_unit_map[context->active_texture]; if (active_sampler != WINED3D_UNMAPPED_STAGE) context_invalidate_state(context, STATE_SAMPLER(active_sampler)); } /* FIXME: Ideally we'd only do this when touching a binding that's used by * a shader. */ context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING); context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING); wined3d_texture_gl_bind(texture_gl, context, srgb); } /* Context activation is done by the caller (state handler). */ /* This function relies on the correct texture being bound and loaded. */ void wined3d_texture_gl_apply_sampler_desc(struct wined3d_texture_gl *texture_gl, const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context) { const struct wined3d_gl_info *gl_info = context->gl_info; GLenum target = texture_gl->target; struct gl_texture *gl_tex; DWORD state; TRACE("texture_gl %p, sampler_desc %p, context %p.\n", texture_gl, sampler_desc, context); gl_tex = wined3d_texture_gl_get_gl_texture(texture_gl, texture_gl->t.flags & WINED3D_TEXTURE_IS_SRGB); state = sampler_desc->address_u; if (state != gl_tex->sampler_desc.address_u) { gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]); gl_tex->sampler_desc.address_u = state; } state = sampler_desc->address_v; if (state != gl_tex->sampler_desc.address_v) { gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]); gl_tex->sampler_desc.address_v = state; } state = sampler_desc->address_w; if (state != gl_tex->sampler_desc.address_w) { gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R, gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]); gl_tex->sampler_desc.address_w = state; } if (memcmp(gl_tex->sampler_desc.border_color, sampler_desc->border_color, sizeof(gl_tex->sampler_desc.border_color))) { gl_info->gl_ops.gl.p_glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &sampler_desc->border_color[0]); memcpy(gl_tex->sampler_desc.border_color, sampler_desc->border_color, sizeof(gl_tex->sampler_desc.border_color)); } state = sampler_desc->mag_filter; if (state != gl_tex->sampler_desc.mag_filter) { gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(state)); gl_tex->sampler_desc.mag_filter = state; } if (sampler_desc->min_filter != gl_tex->sampler_desc.min_filter || sampler_desc->mip_filter != gl_tex->sampler_desc.mip_filter) { gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, wined3d_gl_min_mip_filter(sampler_desc->min_filter, sampler_desc->mip_filter)); gl_tex->sampler_desc.min_filter = sampler_desc->min_filter; gl_tex->sampler_desc.mip_filter = sampler_desc->mip_filter; } state = sampler_desc->max_anisotropy; if (state != gl_tex->sampler_desc.max_anisotropy) { if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC]) gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY, state); else WARN("Anisotropic filtering not supported.\n"); gl_tex->sampler_desc.max_anisotropy = state; } if (!sampler_desc->srgb_decode != !gl_tex->sampler_desc.srgb_decode && (context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL) && gl_info->supported[EXT_TEXTURE_SRGB_DECODE]) { gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, sampler_desc->srgb_decode ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT); gl_tex->sampler_desc.srgb_decode = sampler_desc->srgb_decode; } if (!sampler_desc->compare != !gl_tex->sampler_desc.compare) { if (sampler_desc->compare) gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB); else gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE); gl_tex->sampler_desc.compare = sampler_desc->compare; } checkGLcall("Texture parameter application"); if (gl_info->supported[EXT_TEXTURE_LOD_BIAS]) { gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, sampler_desc->lod_bias); checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)"); } } ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture) { ULONG refcount; TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain); if (texture->swapchain) return wined3d_swapchain_incref(texture->swapchain); refcount = InterlockedIncrement(&texture->resource.ref); TRACE("%p increasing refcount to %u.\n", texture, refcount); return refcount; } static void wined3d_texture_cleanup_sync(struct wined3d_texture *texture) { wined3d_texture_sub_resources_destroyed(texture); resource_cleanup(&texture->resource); wined3d_resource_wait_idle(&texture->resource); wined3d_texture_cleanup(texture); } static void wined3d_texture_destroy_object(void *object) { struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(object); wined3d_texture_gl_cleanup(texture_gl); heap_free(texture_gl); } ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture) { ULONG refcount; TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain); if (texture->swapchain) return wined3d_swapchain_decref(texture->swapchain); refcount = InterlockedDecrement(&texture->resource.ref); TRACE("%p decreasing refcount to %u.\n", texture, refcount); if (!refcount) { /* Wait for the texture to become idle if it's using user memory, * since the application is allowed to free that memory once the * texture is destroyed. Note that this implies that * wined3d_texture_destroy_object() can't access that memory either. */ if (texture->user_memory) wined3d_resource_wait_idle(&texture->resource); wined3d_texture_sub_resources_destroyed(texture); texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent); resource_cleanup(&texture->resource); wined3d_cs_destroy_object(texture->resource.device->cs, wined3d_texture_destroy_object, texture); } return refcount; } struct wined3d_resource * CDECL wined3d_texture_get_resource(struct wined3d_texture *texture) { TRACE("texture %p.\n", texture); return &texture->resource; } static BOOL color_key_equal(const struct wined3d_color_key *c1, struct wined3d_color_key *c2) { return c1->color_space_low_value == c2->color_space_low_value && c1->color_space_high_value == c2->color_space_high_value; } /* Context activation is done by the caller */ void wined3d_texture_load(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb) { UINT sub_count = texture->level_count * texture->layer_count; const struct wined3d_d3d_info *d3d_info = context->d3d_info; DWORD flag; UINT i; TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb); if (!needs_separate_srgb_gl_texture(context, texture)) srgb = FALSE; if (srgb) flag = WINED3D_TEXTURE_SRGB_VALID; else flag = WINED3D_TEXTURE_RGB_VALID; if (!d3d_info->shader_color_key && (!(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY) != !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT) || (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY && !color_key_equal(&texture->async.gl_color_key, &texture->async.src_blt_color_key)))) { unsigned int sub_count = texture->level_count * texture->layer_count; unsigned int i; TRACE("Reloading because of color key value change.\n"); for (i = 0; i < sub_count; i++) { if (!wined3d_texture_load_location(texture, i, context, texture->resource.map_binding)) ERR("Failed to load location %s.\n", wined3d_debug_location(texture->resource.map_binding)); else wined3d_texture_invalidate_location(texture, i, ~texture->resource.map_binding); } texture->async.gl_color_key = texture->async.src_blt_color_key; } if (texture->flags & flag) { TRACE("Texture %p not dirty, nothing to do.\n", texture); return; } /* Reload the surfaces if the texture is marked dirty. */ for (i = 0; i < sub_count; ++i) { if (!wined3d_texture_load_location(texture, i, context, srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB)) ERR("Failed to load location (srgb %#x).\n", srgb); } texture->flags |= flag; } void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture) { TRACE("texture %p.\n", texture); return texture->resource.parent; } HRESULT wined3d_texture_check_box_dimensions(const struct wined3d_texture *texture, unsigned int level, const struct wined3d_box *box) { const struct wined3d_format *format = texture->resource.format; unsigned int width_mask, height_mask, width, height, depth; width = wined3d_texture_get_level_width(texture, level); height = wined3d_texture_get_level_height(texture, level); depth = wined3d_texture_get_level_depth(texture, level); if (box->left >= box->right || box->right > width || box->top >= box->bottom || box->bottom > height || box->front >= box->back || box->back > depth) { WARN("Box %s is invalid.\n", debug_box(box)); return WINEDDERR_INVALIDRECT; } if (texture->resource.format_flags & WINED3DFMT_FLAG_BLOCKS) { /* This assumes power of two block sizes, but NPOT block sizes would * be silly anyway. * * This also assumes that the format's block depth is 1. */ width_mask = format->block_width - 1; height_mask = format->block_height - 1; if ((box->left & width_mask) || (box->top & height_mask) || (box->right & width_mask && box->right != width) || (box->bottom & height_mask && box->bottom != height)) { WARN("Box %s is misaligned for %ux%u blocks.\n", debug_box(box), format->block_width, format->block_height); return WINED3DERR_INVALIDCALL; } } return WINED3D_OK; } void CDECL wined3d_texture_get_pitch(const struct wined3d_texture *texture, unsigned int level, unsigned int *row_pitch, unsigned int *slice_pitch) { const struct wined3d_resource *resource = &texture->resource; unsigned int width = wined3d_texture_get_level_width(texture, level); unsigned int height = wined3d_texture_get_level_height(texture, level); if (texture->row_pitch) { *row_pitch = texture->row_pitch; *slice_pitch = texture->slice_pitch; return; } wined3d_format_calculate_pitch(resource->format, resource->device->surface_alignment, width, height, row_pitch, slice_pitch); } DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod) { struct wined3d_resource *resource; DWORD old = texture->lod; TRACE("texture %p, lod %u.\n", texture, lod); /* The d3d9:texture test shows that SetLOD is ignored on non-managed * textures. The call always returns 0, and GetLOD always returns 0. */ resource = &texture->resource; if (!wined3d_resource_access_is_managed(resource->access)) { TRACE("Ignoring LOD on texture with resource access %s.\n", wined3d_debug_resource_access(resource->access)); return 0; } if (lod >= texture->level_count) lod = texture->level_count - 1; if (texture->lod != lod) { struct wined3d_device *device = resource->device; wined3d_resource_wait_idle(resource); texture->lod = lod; wined3d_texture_gl(texture)->texture_rgb.base_level = ~0u; wined3d_texture_gl(texture)->texture_srgb.base_level = ~0u; if (resource->bind_count) wined3d_cs_emit_set_sampler_state(device->cs, texture->sampler, WINED3D_SAMP_MAX_MIP_LEVEL, device->state.sampler_states[texture->sampler][WINED3D_SAMP_MAX_MIP_LEVEL]); } return old; } DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture) { TRACE("texture %p, returning %u.\n", texture, texture->lod); return texture->lod; } DWORD CDECL wined3d_texture_get_level_count(const struct wined3d_texture *texture) { TRACE("texture %p, returning %u.\n", texture, texture->level_count); return texture->level_count; } HRESULT CDECL wined3d_texture_set_color_key(struct wined3d_texture *texture, DWORD flags, const struct wined3d_color_key *color_key) { struct wined3d_device *device = texture->resource.device; static const DWORD all_flags = WINED3D_CKEY_DST_BLT | WINED3D_CKEY_DST_OVERLAY | WINED3D_CKEY_SRC_BLT | WINED3D_CKEY_SRC_OVERLAY; TRACE("texture %p, flags %#x, color_key %p.\n", texture, flags, color_key); if (flags & ~all_flags) { WARN("Invalid flags passed, returning WINED3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } wined3d_cs_emit_set_color_key(device->cs, texture, flags, color_key); return WINED3D_OK; } /* In D3D the depth stencil dimensions have to be greater than or equal to the * render target dimensions. With FBOs, the dimensions have to be an exact match. */ /* TODO: We should synchronize the renderbuffer's content with the texture's content. */ /* Context activation is done by the caller. */ void wined3d_texture_gl_set_compatible_renderbuffer(struct wined3d_texture_gl *texture_gl, struct wined3d_context *context, unsigned int level, const struct wined3d_rendertarget_info *rt) { const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_renderbuffer_entry *entry; unsigned int src_width, src_height; unsigned int width, height; GLuint renderbuffer = 0; if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]) return; if (rt && rt->resource->format->id != WINED3DFMT_NULL) { struct wined3d_texture *rt_texture; unsigned int rt_level; if (rt->resource->type == WINED3D_RTYPE_BUFFER) { FIXME("Unsupported resource type %s.\n", debug_d3dresourcetype(rt->resource->type)); return; } rt_texture = wined3d_texture_from_resource(rt->resource); rt_level = rt->sub_resource_idx % rt_texture->level_count; width = wined3d_texture_get_level_pow2_width(rt_texture, rt_level); height = wined3d_texture_get_level_pow2_height(rt_texture, rt_level); } else { width = wined3d_texture_get_level_pow2_width(&texture_gl->t, level); height = wined3d_texture_get_level_pow2_height(&texture_gl->t, level); } src_width = wined3d_texture_get_level_pow2_width(&texture_gl->t, level); src_height = wined3d_texture_get_level_pow2_height(&texture_gl->t, level); /* A depth stencil smaller than the render target is not valid */ if (width > src_width || height > src_height) return; /* Remove any renderbuffer set if the sizes match */ if (width == src_width && height == src_height) { texture_gl->current_renderbuffer = NULL; return; } /* Look if we've already got a renderbuffer of the correct dimensions */ LIST_FOR_EACH_ENTRY(entry, &texture_gl->renderbuffers, struct wined3d_renderbuffer_entry, entry) { if (entry->width == width && entry->height == height) { renderbuffer = entry->id; texture_gl->current_renderbuffer = entry; break; } } if (!renderbuffer) { const struct wined3d_format_gl *format_gl; format_gl = wined3d_format_gl(texture_gl->t.resource.format); gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer); gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer); gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format_gl->internal, width, height); entry = heap_alloc(sizeof(*entry)); entry->width = width; entry->height = height; entry->id = renderbuffer; list_add_head(&texture_gl->renderbuffers, &entry->entry); texture_gl->current_renderbuffer = entry; } checkGLcall("set compatible renderbuffer"); } HRESULT CDECL wined3d_texture_update_desc(struct wined3d_texture *texture, UINT width, UINT height, enum wined3d_format_id format_id, enum wined3d_multisample_type multisample_type, UINT multisample_quality, void *mem, UINT pitch) { struct wined3d_texture_sub_resource *sub_resource; const struct wined3d_d3d_info *d3d_info; const struct wined3d_gl_info *gl_info; const struct wined3d_format *format; struct wined3d_device *device; unsigned int resource_size; DWORD valid_location = 0; BOOL create_dib = FALSE; TRACE("texture %p, width %u, height %u, format %s, multisample_type %#x, multisample_quality %u, " "mem %p, pitch %u.\n", texture, width, height, debug_d3dformat(format_id), multisample_type, multisample_quality, mem, pitch); device = texture->resource.device; gl_info = &device->adapter->gl_info; d3d_info = &device->adapter->d3d_info; format = wined3d_get_format(device->adapter, format_id, texture->resource.bind_flags); resource_size = wined3d_format_calculate_size(format, device->surface_alignment, width, height, 1); if (!resource_size) return WINED3DERR_INVALIDCALL; if (texture->level_count * texture->layer_count > 1) { WARN("Texture has multiple sub-resources, not supported.\n"); return WINED3DERR_INVALIDCALL; } if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D) { WARN("Not supported on %s.\n", debug_d3dresourcetype(texture->resource.type)); return WINED3DERR_INVALIDCALL; } if (texture->resource.map_count) { WARN("Texture is mapped.\n"); return WINED3DERR_INVALIDCALL; } /* We have no way of supporting a pitch that is not a multiple of the pixel * byte width short of uploading the texture row-by-row. * Fortunately that's not an issue since D3D9Ex doesn't allow a custom pitch * for user-memory textures (it always expects packed data) while DirectDraw * requires a 4-byte aligned pitch and doesn't support texture formats * larger than 4 bytes per pixel nor any format using 3 bytes per pixel. * This check is here to verify that the assumption holds. */ if (pitch % texture->resource.format->byte_count) { WARN("Pitch unsupported, not a multiple of the texture format byte width.\n"); return WINED3DERR_INVALIDCALL; } if (device->d3d_initialized) wined3d_cs_emit_unload_resource(device->cs, &texture->resource); wined3d_resource_wait_idle(&texture->resource); sub_resource = &texture->sub_resources[0]; if (texture->dc_info && texture->dc_info[0].dc) { struct wined3d_texture_idx texture_idx = {texture, 0}; wined3d_cs_destroy_object(device->cs, wined3d_texture_destroy_dc, &texture_idx); device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT); create_dib = TRUE; } wined3d_resource_free_sysmem(&texture->resource); if ((texture->row_pitch = pitch)) texture->slice_pitch = height * pitch; else /* User memory surfaces don't have the regular surface alignment. */ wined3d_format_calculate_pitch(format, 1, width, height, &texture->row_pitch, &texture->slice_pitch); texture->resource.format = format; texture->resource.multisample_type = multisample_type; texture->resource.multisample_quality = multisample_quality; texture->resource.width = width; texture->resource.height = height; texture->resource.size = texture->slice_pitch; sub_resource->size = texture->slice_pitch; sub_resource->locations = WINED3D_LOCATION_DISCARDED; if (multisample_type && gl_info->supported[ARB_TEXTURE_MULTISAMPLE]) wined3d_texture_gl(texture)->target = GL_TEXTURE_2D_MULTISAMPLE; else wined3d_texture_gl(texture)->target = GL_TEXTURE_2D; if (((width & (width - 1)) || (height & (height - 1))) && !d3d_info->texture_npot && !d3d_info->texture_npot_conditional) { texture->flags |= WINED3D_TEXTURE_COND_NP2_EMULATED; texture->pow2_width = texture->pow2_height = 1; while (texture->pow2_width < width) texture->pow2_width <<= 1; while (texture->pow2_height < height) texture->pow2_height <<= 1; } else { texture->flags &= ~WINED3D_TEXTURE_COND_NP2_EMULATED; texture->pow2_width = width; texture->pow2_height = height; } if ((texture->user_memory = mem)) { texture->resource.map_binding = WINED3D_LOCATION_USER_MEMORY; valid_location = WINED3D_LOCATION_USER_MEMORY; } else { wined3d_texture_prepare_location(texture, 0, NULL, WINED3D_LOCATION_SYSMEM); valid_location = WINED3D_LOCATION_SYSMEM; } /* The format might be changed to a format that needs conversion. * If the surface didn't use PBOs previously but could now, don't * change it - whatever made us not use PBOs might come back, e.g. * color keys. */ if (texture->resource.map_binding == WINED3D_LOCATION_BUFFER && !wined3d_texture_use_pbo(texture, gl_info)) texture->resource.map_binding = WINED3D_LOCATION_SYSMEM; wined3d_texture_validate_location(texture, 0, valid_location); wined3d_texture_invalidate_location(texture, 0, ~valid_location); if (create_dib) { struct wined3d_texture_idx texture_idx = {texture, 0}; wined3d_cs_init_object(device->cs, wined3d_texture_create_dc, &texture_idx); device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT); } return WINED3D_OK; } /* Context activation is done by the caller. */ static void wined3d_texture_prepare_buffer_object(struct wined3d_texture *texture, unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info) { struct wined3d_texture_sub_resource *sub_resource; sub_resource = &texture->sub_resources[sub_resource_idx]; if (sub_resource->buffer_object) return; GL_EXTCALL(glGenBuffers(1, &sub_resource->buffer_object)); GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, sub_resource->buffer_object)); GL_EXTCALL(glBufferData(GL_PIXEL_UNPACK_BUFFER, sub_resource->size, NULL, GL_STREAM_DRAW)); GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0)); checkGLcall("Create buffer object"); TRACE("Created buffer object %u for texture %p, sub-resource %u.\n", sub_resource->buffer_object, texture, sub_resource_idx); } static void wined3d_texture_force_reload(struct wined3d_texture *texture) { unsigned int sub_count = texture->level_count * texture->layer_count; unsigned int i; texture->flags &= ~(WINED3D_TEXTURE_RGB_ALLOCATED | WINED3D_TEXTURE_SRGB_ALLOCATED | WINED3D_TEXTURE_CONVERTED); texture->async.flags &= ~WINED3D_TEXTURE_ASYNC_COLOR_KEY; for (i = 0; i < sub_count; ++i) { wined3d_texture_invalidate_location(texture, i, WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB); } } /* Context activation is done by the caller. */ void wined3d_texture_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb) { DWORD alloc_flag = srgb ? WINED3D_TEXTURE_SRGB_ALLOCATED : WINED3D_TEXTURE_RGB_ALLOCATED; const struct wined3d_d3d_info *d3d_info = context->d3d_info; const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_resource *resource = &texture->resource; const struct wined3d_device *device = resource->device; const struct wined3d_format *format = resource->format; const struct wined3d_color_key_conversion *conversion; const struct wined3d_format_gl *format_gl; GLenum internal; TRACE("texture %p, context %p, format %s.\n", texture, context, debug_d3dformat(format->id)); if (!d3d_info->shader_color_key && !(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY) != !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)) { wined3d_texture_force_reload(texture); if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT) texture->async.flags |= WINED3D_TEXTURE_ASYNC_COLOR_KEY; } if (texture->flags & alloc_flag) return; if (resource->format_flags & WINED3DFMT_FLAG_DECOMPRESS) { TRACE("WINED3DFMT_FLAG_DECOMPRESS set.\n"); texture->flags |= WINED3D_TEXTURE_CONVERTED; format = wined3d_resource_get_decompress_format(resource); } else if (format->conv_byte_count) { texture->flags |= WINED3D_TEXTURE_CONVERTED; } else if ((conversion = wined3d_format_get_color_key_conversion(texture, TRUE))) { texture->flags |= WINED3D_TEXTURE_CONVERTED; format = wined3d_get_format(device->adapter, conversion->dst_format, resource->bind_flags); TRACE("Using format %s for color key conversion.\n", debug_d3dformat(format->id)); } format_gl = wined3d_format_gl(format); wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, srgb); if (srgb) internal = format_gl->srgb_internal; else if (resource->usage & WINED3DUSAGE_RENDERTARGET && wined3d_resource_is_offscreen(resource)) internal = format_gl->rt_internal; else internal = format_gl->internal; if (!internal) FIXME("No GL internal format for format %s.\n", debug_d3dformat(format->id)); TRACE("internal %#x, format %#x, type %#x.\n", internal, format_gl->format, format_gl->type); if (wined3d_texture_use_immutable_storage(texture, gl_info)) wined3d_texture_gl_allocate_immutable_storage(wined3d_texture_gl(texture), internal, gl_info); else wined3d_texture_gl_allocate_mutable_storage(wined3d_texture_gl(texture), internal, format_gl, gl_info); texture->flags |= alloc_flag; } static void wined3d_texture_gl_prepare_rb(struct wined3d_texture_gl *texture_gl, const struct wined3d_gl_info *gl_info, BOOL multisample) { const struct wined3d_format_gl *format_gl; format_gl = wined3d_format_gl(texture_gl->t.resource.format); if (multisample) { DWORD samples; if (texture_gl->rb_multisample) return; samples = wined3d_texture_get_gl_sample_count(&texture_gl->t); gl_info->fbo_ops.glGenRenderbuffers(1, &texture_gl->rb_multisample); gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, texture_gl->rb_multisample); gl_info->fbo_ops.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, format_gl->internal, texture_gl->t.resource.width, texture_gl->t.resource.height); checkGLcall("glRenderbufferStorageMultisample()"); TRACE("Created multisample rb %u.\n", texture_gl->rb_multisample); } else { if (texture_gl->rb_resolved) return; gl_info->fbo_ops.glGenRenderbuffers(1, &texture_gl->rb_resolved); gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, texture_gl->rb_resolved); gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format_gl->internal, texture_gl->t.resource.width, texture_gl->t.resource.height); checkGLcall("glRenderbufferStorage()"); TRACE("Created resolved rb %u.\n", texture_gl->rb_resolved); } } /* Context activation is done by the caller. Context may be NULL in * WINED3D_NO3D mode. */ BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) { switch (location) { case WINED3D_LOCATION_SYSMEM: if (texture->resource.heap_memory) return TRUE; if (!wined3d_resource_allocate_sysmem(&texture->resource)) return FALSE; return TRUE; case WINED3D_LOCATION_USER_MEMORY: if (!texture->user_memory) ERR("Map binding is set to WINED3D_LOCATION_USER_MEMORY but surface->user_memory is NULL.\n"); return TRUE; case WINED3D_LOCATION_BUFFER: wined3d_texture_prepare_buffer_object(texture, sub_resource_idx, context->gl_info); return TRUE; case WINED3D_LOCATION_TEXTURE_RGB: wined3d_texture_prepare_texture(texture, context, FALSE); return TRUE; case WINED3D_LOCATION_TEXTURE_SRGB: wined3d_texture_prepare_texture(texture, context, TRUE); return TRUE; case WINED3D_LOCATION_DRAWABLE: if (!texture->swapchain && wined3d_settings.offscreen_rendering_mode != ORM_BACKBUFFER) ERR("Texture %p does not have a drawable.\n", texture); return TRUE; case WINED3D_LOCATION_RB_MULTISAMPLE: wined3d_texture_gl_prepare_rb(wined3d_texture_gl(texture), context->gl_info, TRUE); return TRUE; case WINED3D_LOCATION_RB_RESOLVED: wined3d_texture_gl_prepare_rb(wined3d_texture_gl(texture), context->gl_info, FALSE); return TRUE; default: ERR("Invalid location %s.\n", wined3d_debug_location(location)); return FALSE; } } static struct wined3d_texture_sub_resource *wined3d_texture_get_sub_resource(struct wined3d_texture *texture, unsigned int sub_resource_idx) { UINT sub_count = texture->level_count * texture->layer_count; TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx); if (sub_resource_idx >= sub_count) { WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count); return NULL; } return &texture->sub_resources[sub_resource_idx]; } HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture, UINT layer, const struct wined3d_box *dirty_region) { TRACE("texture %p, layer %u, dirty_region %s.\n", texture, layer, debug_box(dirty_region)); if (layer >= texture->layer_count) { WARN("Invalid layer %u specified.\n", layer); return WINED3DERR_INVALIDCALL; } if (dirty_region) FIXME("Ignoring dirty_region %s.\n", debug_box(dirty_region)); wined3d_cs_emit_add_dirty_texture_region(texture->resource.device->cs, texture, layer); return WINED3D_OK; } /* This call just uploads data, the caller is responsible for binding the * correct texture. */ /* Context activation is done by the caller. */ void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, const struct wined3d_format *format, const struct wined3d_box *src_box, const struct wined3d_const_bo_address *data, unsigned int src_row_pitch, unsigned int src_slice_pitch, unsigned int dst_x, unsigned int dst_y, unsigned int dst_z, BOOL srgb) { const struct wined3d_gl_info *gl_info = context->gl_info; unsigned int update_w = src_box->right - src_box->left; unsigned int update_h = src_box->bottom - src_box->top; unsigned int update_d = src_box->back - src_box->front; const struct wined3d_format_gl *format_gl; struct wined3d_bo_address bo; void *converted_mem = NULL; struct wined3d_format_gl f; unsigned int level; BOOL decompress; GLenum target; TRACE("texture %p, sub_resource_idx %u, context %p, format %s, src_box %s, data %s, " "src_row_pitch %#x, src_slice_pitch %#x, dst_x %u, dst_y %u, dst_z %u, srgb %#x.\n", texture, sub_resource_idx, context, debug_d3dformat(format->id), debug_box(src_box), debug_const_bo_address(data), src_row_pitch, src_slice_pitch, dst_x, dst_y, dst_z, srgb); if (texture->sub_resources[sub_resource_idx].map_count) { WARN("Uploading a texture that is currently mapped, setting WINED3D_TEXTURE_PIN_SYSMEM.\n"); texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM; } if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE) { update_h *= format->height_scale.numerator; update_h /= format->height_scale.denominator; } target = wined3d_texture_gl_get_sub_resource_target(wined3d_texture_gl(texture), sub_resource_idx); level = sub_resource_idx % texture->level_count; switch (target) { case GL_TEXTURE_1D_ARRAY: dst_y = sub_resource_idx / texture->level_count; update_h = 1; break; case GL_TEXTURE_2D_ARRAY: dst_z = sub_resource_idx / texture->level_count; update_d = 1; break; case GL_TEXTURE_2D_MULTISAMPLE: case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: FIXME("Not supported for multisample textures.\n"); return; } bo.buffer_object = data->buffer_object; bo.addr = (BYTE *)data->addr + src_box->front * src_slice_pitch; if (texture->resource.format_flags & WINED3DFMT_FLAG_BLOCKS) { bo.addr += (src_box->top / format->block_height) * src_row_pitch; bo.addr += (src_box->left / format->block_width) * format->block_byte_count; } else { bo.addr += src_box->top * src_row_pitch; bo.addr += src_box->left * format->byte_count; } decompress = texture->resource.format_flags & WINED3DFMT_FLAG_DECOMPRESS; if (format->upload || decompress) { const struct wined3d_format *compressed_format = format; unsigned int dst_row_pitch, dst_slice_pitch; void *src_mem; if (decompress) { format = wined3d_resource_get_decompress_format(&texture->resource); } else { if (texture->resource.format_flags & WINED3DFMT_FLAG_BLOCKS) ERR("Converting a block-based format.\n"); f = *wined3d_format_gl(format); f.f.byte_count = format->conv_byte_count; format = &f.f; } wined3d_format_calculate_pitch(format, 1, update_w, update_h, &dst_row_pitch, &dst_slice_pitch); /* Note that uploading 3D textures may require quite some address * space; it may make sense to upload them per-slice instead. */ if (!(converted_mem = heap_calloc(update_d, dst_slice_pitch))) { ERR("Failed to allocate upload buffer.\n"); return; } src_mem = context_map_bo_address(context, &bo, src_slice_pitch, GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READ); if (decompress) compressed_format->decompress(src_mem, converted_mem, src_row_pitch, src_slice_pitch, dst_row_pitch, dst_slice_pitch, update_w, update_h, update_d); else format->upload(src_mem, converted_mem, src_row_pitch, src_slice_pitch, dst_row_pitch, dst_slice_pitch, update_w, update_h, update_d); context_unmap_bo_address(context, &bo, GL_PIXEL_UNPACK_BUFFER); bo.buffer_object = 0; bo.addr = converted_mem; src_row_pitch = dst_row_pitch; src_slice_pitch = dst_slice_pitch; } if (bo.buffer_object) { GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, bo.buffer_object)); checkGLcall("glBindBuffer"); } format_gl = wined3d_format_gl(format); if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED) { unsigned int dst_row_pitch, dst_slice_pitch; const BYTE *addr = bo.addr; GLenum internal; if (srgb) internal = format_gl->srgb_internal; else if (texture->resource.usage & WINED3DUSAGE_RENDERTARGET && wined3d_resource_is_offscreen(&texture->resource)) internal = format_gl->rt_internal; else internal = format_gl->internal; wined3d_format_calculate_pitch(format, 1, update_w, update_h, &dst_row_pitch, &dst_slice_pitch); TRACE("Uploading compressed data, target %#x, level %u, x %u, y %u, z %u, " "w %u, h %u, d %u, format %#x, image_size %#x, addr %p.\n", target, level, dst_x, dst_y, dst_z, update_w, update_h, update_d, internal, dst_slice_pitch, addr); if (target == GL_TEXTURE_1D) { GL_EXTCALL(glCompressedTexSubImage1D(target, level, dst_x, update_w, internal, dst_row_pitch, addr)); } else if (dst_row_pitch == src_row_pitch) { if (target == GL_TEXTURE_2D_ARRAY || target == GL_TEXTURE_3D) { GL_EXTCALL(glCompressedTexSubImage3D(target, level, dst_x, dst_y, dst_z, update_w, update_h, update_d, internal, dst_slice_pitch * update_d, addr)); } else { GL_EXTCALL(glCompressedTexSubImage2D(target, level, dst_x, dst_y, update_w, update_h, internal, dst_slice_pitch, addr)); } } else { unsigned int row_count = (update_h + format->block_height - 1) / format->block_height; unsigned int row, y, z; /* glCompressedTexSubImage2D() ignores pixel store state, so we * can't use the unpack row length like for glTexSubImage2D. */ for (z = dst_z; z < dst_z + update_d; ++z) { for (row = 0, y = dst_y; row < row_count; ++row) { if (target == GL_TEXTURE_2D_ARRAY || target == GL_TEXTURE_3D) { GL_EXTCALL(glCompressedTexSubImage3D(target, level, dst_x, y, z, update_w, format->block_height, 1, internal, dst_row_pitch, addr)); } else { GL_EXTCALL(glCompressedTexSubImage2D(target, level, dst_x, y, update_w, format->block_height, internal, dst_row_pitch, addr)); } y += format->block_height; addr += src_row_pitch; } } } checkGLcall("Upload compressed texture data"); } else { TRACE("Uploading data, target %#x, level %u, x %u, y %u, z %u, " "w %u, h %u, d %u, format %#x, type %#x, addr %p.\n", target, level, dst_x, dst_y, dst_z, update_w, update_h, update_d, format_gl->format, format_gl->type, bo.addr); gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ROW_LENGTH, src_row_pitch / format->byte_count); if (target == GL_TEXTURE_2D_ARRAY || target == GL_TEXTURE_3D) { GL_EXTCALL(glTexSubImage3D(target, level, dst_x, dst_y, dst_z, update_w, update_h, update_d, format_gl->format, format_gl->type, bo.addr)); } else if (target == GL_TEXTURE_1D) { gl_info->gl_ops.gl.p_glTexSubImage1D(target, level, dst_x, update_w, format_gl->format, format_gl->type, bo.addr); } else { gl_info->gl_ops.gl.p_glTexSubImage2D(target, level, dst_x, dst_y, update_w, update_h, format_gl->format, format_gl->type, bo.addr); } gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); checkGLcall("Upload texture data"); } if (bo.buffer_object) { GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0)); checkGLcall("glBindBuffer"); } heap_free(converted_mem); if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE) { struct wined3d_device *device = texture->resource.device; unsigned int i; for (i = 0; i < device->context_count; ++i) { context_texture_update(device->contexts[i], wined3d_texture_gl(texture)); } } } static void texture2d_download_data(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, const struct wined3d_bo_address *data) { const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_texture_sub_resource *sub_resource; unsigned int dst_row_pitch, dst_slice_pitch; unsigned int src_row_pitch, src_slice_pitch; const struct wined3d_format_gl *format_gl; BYTE *temporary_mem = NULL; unsigned int level; GLenum target; void *mem; format_gl = wined3d_format_gl(texture->resource.format); /* Only support read back of converted P8 textures. */ if (texture->flags & WINED3D_TEXTURE_CONVERTED && format_gl->f.id != WINED3DFMT_P8_UINT && !format_gl->f.download) { ERR("Trying to read back converted texture %p, %u with format %s.\n", texture, sub_resource_idx, debug_d3dformat(format_gl->f.id)); return; } sub_resource = &texture->sub_resources[sub_resource_idx]; target = wined3d_texture_gl_get_sub_resource_target(wined3d_texture_gl(texture), sub_resource_idx); level = sub_resource_idx % texture->level_count; if (target == GL_TEXTURE_2D_ARRAY) { if (format_gl->f.download) { FIXME("Reading back converted array texture %p is not supported.\n", texture); return; } /* NP2 emulation is not allowed on array textures. */ if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED) ERR("Array texture %p uses NP2 emulation.\n", texture); WARN_(d3d_perf)("Downloading all miplevel layers to get the data for a single sub-resource.\n"); if (!(temporary_mem = heap_calloc(texture->layer_count, sub_resource->size))) { ERR("Out of memory.\n"); return; } } if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED) { if (format_gl->f.download) { FIXME("Reading back converted texture %p with NP2 emulation is not supported.\n", texture); return; } wined3d_texture_get_pitch(texture, level, &dst_row_pitch, &dst_slice_pitch); wined3d_format_calculate_pitch(&format_gl->f, texture->resource.device->surface_alignment, wined3d_texture_get_level_pow2_width(texture, level), wined3d_texture_get_level_pow2_height(texture, level), &src_row_pitch, &src_slice_pitch); if (!(temporary_mem = heap_alloc(src_slice_pitch))) { ERR("Out of memory.\n"); return; } if (data->buffer_object) ERR("NP2 emulated texture uses PBO unexpectedly.\n"); if (texture->resource.format_flags & WINED3DFMT_FLAG_COMPRESSED) ERR("Unexpected compressed format for NP2 emulated texture.\n"); } if (format_gl->f.download) { struct wined3d_format f; if (data->buffer_object) ERR("Converted texture %p uses PBO unexpectedly.\n", texture); WARN_(d3d_perf)("Downloading converted texture %p, %u with format %s.\n", texture, sub_resource_idx, debug_d3dformat(format_gl->f.id)); f = format_gl->f; f.byte_count = format_gl->f.conv_byte_count; wined3d_texture_get_pitch(texture, level, &dst_row_pitch, &dst_slice_pitch); wined3d_format_calculate_pitch(&f, texture->resource.device->surface_alignment, wined3d_texture_get_level_width(texture, level), wined3d_texture_get_level_height(texture, level), &src_row_pitch, &src_slice_pitch); if (!(temporary_mem = heap_alloc(src_slice_pitch))) { ERR("Failed to allocate memory.\n"); return; } } if (temporary_mem) { mem = temporary_mem; } else if (data->buffer_object) { GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data->buffer_object)); checkGLcall("glBindBuffer"); mem = data->addr; } else { mem = data->addr; } if (texture->resource.format_flags & WINED3DFMT_FLAG_COMPRESSED) { TRACE("Downloading compressed texture %p, %u, level %u, format %#x, type %#x, data %p.\n", texture, sub_resource_idx, level, format_gl->format, format_gl->type, mem); GL_EXTCALL(glGetCompressedTexImage(target, level, mem)); checkGLcall("glGetCompressedTexImage"); } else { TRACE("Downloading texture %p, %u, level %u, format %#x, type %#x, data %p.\n", texture, sub_resource_idx, level, format_gl->format, format_gl->type, mem); gl_info->gl_ops.gl.p_glGetTexImage(target, level, format_gl->format, format_gl->type, mem); checkGLcall("glGetTexImage"); } if (format_gl->f.download) { format_gl->f.download(mem, data->addr, src_row_pitch, src_slice_pitch, dst_row_pitch, dst_slice_pitch, wined3d_texture_get_level_width(texture, level), wined3d_texture_get_level_height(texture, level), 1); } else if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED) { const BYTE *src_data; unsigned int h, y; BYTE *dst_data; /* Some games (e.g. Warhammer 40,000) don't properly handle texture * pitches, preventing us from using the texture pitch to box NPOT * textures. Instead, we repack the texture's CPU copy so that its * pitch equals bpp * width instead of bpp * pow2width. * * Instead of boxing the texture: * * │<── texture width ──>│ pow2 width ──>│ * ├─────────────────────┼───────────────┼─ * │111111111111111111111│ │ʌ * │222222222222222222222│ ││ * │333333333333333333333│ padding │texture height * │444444444444444444444│ ││ * │555555555555555555555│ │v * ├─────────────────────┘ ├─ * │ │pow2 height * │ padding padding ││ * │ │v * └─────────────────────────────────────┴─ * * we're repacking the data to the expected texture width * * │<── texture width ──>│ pow2 width ──>│ * ├─────────────────────┴───────────────┼─ * │1111111111111111111112222222222222222│ʌ * │2222233333333333333333333344444444444││ * │4444444444555555555555555555555 │texture height * │ ││ * │ padding padding │v * │ ├─ * │ │pow2 height * │ padding padding ││ * │ │v * └─────────────────────────────────────┴─ * * == is the same as * * │<── texture width ──>│ * ├─────────────────────┼─ * │111111111111111111111│ʌ * │222222222222222222222││ * │333333333333333333333│texture height * │444444444444444444444││ * │555555555555555555555│v * └─────────────────────┴─ * * This also means that any references to surface memory should work * with the data as if it were a standard texture with a NPOT width * instead of a texture boxed up to be a power-of-two texture. */ src_data = mem; dst_data = data->addr; TRACE("Repacking the surface data from pitch %u to pitch %u.\n", src_row_pitch, dst_row_pitch); h = wined3d_texture_get_level_height(texture, level); for (y = 0; y < h; ++y) { memcpy(dst_data, src_data, dst_row_pitch); src_data += src_row_pitch; dst_data += dst_row_pitch; } } else if (temporary_mem) { unsigned int layer = sub_resource_idx / texture->level_count; void *src_data = temporary_mem + layer * sub_resource->size; if (data->buffer_object) { GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data->buffer_object)); checkGLcall("glBindBuffer"); GL_EXTCALL(glBufferSubData(GL_PIXEL_PACK_BUFFER, 0, sub_resource->size, src_data)); checkGLcall("glBufferSubData"); } else { memcpy(data->addr, src_data, sub_resource->size); } } if (data->buffer_object) { GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0)); checkGLcall("glBindBuffer"); } heap_free(temporary_mem); } /* This call just downloads data, the caller is responsible for binding the * correct texture. Partial downloads are not supported. */ /* Context activation is done by the caller. */ void wined3d_texture_download_data(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, const struct wined3d_bo_address *data) { const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_format_gl *format_gl; unsigned int level; GLenum target; format_gl = wined3d_format_gl(texture->resource.format); target = wined3d_texture_gl_get_sub_resource_target(wined3d_texture_gl(texture), sub_resource_idx); level = sub_resource_idx % texture->level_count; if (texture->resource.type == WINED3D_RTYPE_TEXTURE_2D && (target == GL_TEXTURE_2D_ARRAY || format_gl->f.conv_byte_count || texture->flags & (WINED3D_TEXTURE_CONVERTED | WINED3D_TEXTURE_COND_NP2_EMULATED))) { /* 2D-specific special cases. */ texture2d_download_data(texture, sub_resource_idx, context, data); return; } if (format_gl->f.conv_byte_count) { FIXME("Attempting to download a converted texture, type %s format %s.\n", debug_d3dresourcetype(texture->resource.type), debug_d3dformat(format_gl->f.id)); return; } if (data->buffer_object) { GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data->buffer_object)); checkGLcall("glBindBuffer"); } if (texture->resource.format_flags & WINED3DFMT_FLAG_COMPRESSED) { TRACE("Downloading compressed texture %p, %u, level %u, format %#x, type %#x, data %p.\n", texture, sub_resource_idx, level, format_gl->format, format_gl->type, data->addr); GL_EXTCALL(glGetCompressedTexImage(target, level, data->addr)); checkGLcall("glGetCompressedTexImage"); } else { TRACE("Downloading texture %p, %u, level %u, format %#x, type %#x, data %p.\n", texture, sub_resource_idx, level, format_gl->format, format_gl->type, data->addr); gl_info->gl_ops.gl.p_glGetTexImage(target, level, format_gl->format, format_gl->type, data->addr); checkGLcall("glGetTexImage"); } if (data->buffer_object) { GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0)); checkGLcall("glBindBuffer"); } } /* Context activation is done by the caller. Context may be NULL in ddraw-only mode. */ static BOOL texture2d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) { TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n", texture, sub_resource_idx, context, wined3d_debug_location(location)); switch (location) { case WINED3D_LOCATION_USER_MEMORY: case WINED3D_LOCATION_SYSMEM: case WINED3D_LOCATION_BUFFER: return texture2d_load_sysmem(texture, sub_resource_idx, context, location); case WINED3D_LOCATION_DRAWABLE: return texture2d_load_drawable(texture, sub_resource_idx, context); case WINED3D_LOCATION_RB_RESOLVED: case WINED3D_LOCATION_RB_MULTISAMPLE: return texture2d_load_renderbuffer(texture, sub_resource_idx, context, location); case WINED3D_LOCATION_TEXTURE_RGB: case WINED3D_LOCATION_TEXTURE_SRGB: return texture2d_load_texture(texture, sub_resource_idx, context, location == WINED3D_LOCATION_TEXTURE_SRGB); default: ERR("Don't know how to handle location %#x.\n", location); return FALSE; } } static const struct wined3d_texture_ops texture2d_ops = { texture2d_load_location, }; struct wined3d_texture * __cdecl wined3d_texture_from_resource(struct wined3d_resource *resource) { return texture_from_resource(resource); } static ULONG texture_resource_incref(struct wined3d_resource *resource) { return wined3d_texture_incref(texture_from_resource(resource)); } static ULONG texture_resource_decref(struct wined3d_resource *resource) { return wined3d_texture_decref(texture_from_resource(resource)); } static void texture_resource_preload(struct wined3d_resource *resource) { struct wined3d_texture *texture = texture_from_resource(resource); struct wined3d_context *context; context = context_acquire(resource->device, NULL, 0); wined3d_texture_load(texture, context, texture->flags & WINED3D_TEXTURE_IS_SRGB); context_release(context); } static void wined3d_texture_gl_unload(struct wined3d_resource *resource) { struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture_from_resource(resource)); UINT sub_count = texture_gl->t.level_count * texture_gl->t.layer_count; struct wined3d_renderbuffer_entry *entry, *entry2; struct wined3d_device *device = resource->device; const struct wined3d_gl_info *gl_info; struct wined3d_context *context; UINT i; TRACE("texture_gl %p.\n", texture_gl); context = context_acquire(device, NULL, 0); gl_info = context->gl_info; for (i = 0; i < sub_count; ++i) { struct wined3d_texture_sub_resource *sub_resource = &texture_gl->t.sub_resources[i]; if (resource->access & WINED3D_RESOURCE_ACCESS_CPU && wined3d_texture_load_location(&texture_gl->t, i, context, resource->map_binding)) { wined3d_texture_invalidate_location(&texture_gl->t, i, ~resource->map_binding); } else { /* We should only get here on device reset/teardown for implicit * resources. */ if (resource->access & WINED3D_RESOURCE_ACCESS_CPU || resource->type != WINED3D_RTYPE_TEXTURE_2D) ERR("Discarding %s %p sub-resource %u with resource access %s.\n", debug_d3dresourcetype(resource->type), resource, i, wined3d_debug_resource_access(resource->access)); wined3d_texture_validate_location(&texture_gl->t, i, WINED3D_LOCATION_DISCARDED); wined3d_texture_invalidate_location(&texture_gl->t, i, ~WINED3D_LOCATION_DISCARDED); } if (sub_resource->buffer_object) wined3d_texture_remove_buffer_object(&texture_gl->t, i, context->gl_info); } LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &texture_gl->renderbuffers, struct wined3d_renderbuffer_entry, entry) { context_gl_resource_released(device, entry->id, TRUE); gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id); list_remove(&entry->entry); heap_free(entry); } list_init(&texture_gl->renderbuffers); texture_gl->current_renderbuffer = NULL; context_release(context); wined3d_texture_force_reload(&texture_gl->t); wined3d_texture_gl_unload_texture(texture_gl); } static HRESULT texture_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx, struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags) { const struct wined3d_format *format = resource->format; struct wined3d_texture_sub_resource *sub_resource; struct wined3d_device *device = resource->device; unsigned int fmt_flags = resource->format_flags; struct wined3d_context *context = NULL; struct wined3d_texture *texture; struct wined3d_bo_address data; unsigned int texture_level; BYTE *base_memory; BOOL ret; TRACE("resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n", resource, sub_resource_idx, map_desc, debug_box(box), flags); texture = texture_from_resource(resource); if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx))) return E_INVALIDARG; texture_level = sub_resource_idx % texture->level_count; if (box && FAILED(wined3d_texture_check_box_dimensions(texture, texture_level, box))) { WARN("Map box is invalid.\n"); if (((fmt_flags & WINED3DFMT_FLAG_BLOCKS) && !(resource->access & WINED3D_RESOURCE_ACCESS_CPU)) || resource->type != WINED3D_RTYPE_TEXTURE_2D) return WINED3DERR_INVALIDCALL; } if (texture->flags & WINED3D_TEXTURE_DC_IN_USE) { WARN("DC is in use.\n"); return WINED3DERR_INVALIDCALL; } if (sub_resource->map_count) { WARN("Sub-resource is already mapped.\n"); return WINED3DERR_INVALIDCALL; } if (device->d3d_initialized) context = context_acquire(device, NULL, 0); if (flags & WINED3D_MAP_DISCARD) { TRACE("WINED3D_MAP_DISCARD flag passed, marking %s as up to date.\n", wined3d_debug_location(resource->map_binding)); if ((ret = wined3d_texture_prepare_location(texture, sub_resource_idx, context, resource->map_binding))) wined3d_texture_validate_location(texture, sub_resource_idx, resource->map_binding); } else { if (resource->usage & WINED3DUSAGE_DYNAMIC) WARN_(d3d_perf)("Mapping a dynamic texture without WINED3D_MAP_DISCARD.\n"); ret = wined3d_texture_load_location(texture, sub_resource_idx, context, resource->map_binding); } if (!ret) { ERR("Failed to prepare location.\n"); context_release(context); return E_OUTOFMEMORY; } if (flags & WINED3D_MAP_WRITE && (!(flags & WINED3D_MAP_NO_DIRTY_UPDATE) || (resource->usage & WINED3DUSAGE_DYNAMIC))) wined3d_texture_invalidate_location(texture, sub_resource_idx, ~resource->map_binding); wined3d_texture_get_memory(texture, sub_resource_idx, &data, resource->map_binding); base_memory = context_map_bo_address(context, &data, sub_resource->size, GL_PIXEL_UNPACK_BUFFER, flags); TRACE("Base memory pointer %p.\n", base_memory); if (context) context_release(context); if (fmt_flags & WINED3DFMT_FLAG_BROKEN_PITCH) { map_desc->row_pitch = wined3d_texture_get_level_width(texture, texture_level) * format->byte_count; map_desc->slice_pitch = wined3d_texture_get_level_height(texture, texture_level) * map_desc->row_pitch; } else { wined3d_texture_get_pitch(texture, texture_level, &map_desc->row_pitch, &map_desc->slice_pitch); } if (!box) { map_desc->data = base_memory; } else { if ((fmt_flags & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_BLOCKS) { /* Compressed textures are block based, so calculate the offset of * the block that contains the top-left pixel of the mapped box. */ map_desc->data = base_memory + (box->front * map_desc->slice_pitch) + ((box->top / format->block_height) * map_desc->row_pitch) + ((box->left / format->block_width) * format->block_byte_count); } else { map_desc->data = base_memory + (box->front * map_desc->slice_pitch) + (box->top * map_desc->row_pitch) + (box->left * format->byte_count); } } if (texture->swapchain && texture->swapchain->front_buffer == texture) { RECT *r = &texture->swapchain->front_buffer_update; if (!box) SetRect(r, 0, 0, resource->width, resource->height); else SetRect(r, box->left, box->top, box->right, box->bottom); TRACE("Mapped front buffer %s.\n", wine_dbgstr_rect(r)); } ++resource->map_count; ++sub_resource->map_count; TRACE("Returning memory %p, row pitch %u, slice pitch %u.\n", map_desc->data, map_desc->row_pitch, map_desc->slice_pitch); return WINED3D_OK; } static HRESULT texture_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx) { struct wined3d_texture_sub_resource *sub_resource; struct wined3d_device *device = resource->device; struct wined3d_context *context = NULL; struct wined3d_texture *texture; struct wined3d_bo_address data; TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx); texture = texture_from_resource(resource); if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx))) return E_INVALIDARG; if (!sub_resource->map_count) { WARN("Trying to unmap unmapped sub-resource.\n"); if (texture->flags & WINED3D_TEXTURE_DC_IN_USE) return WINED3D_OK; return WINEDDERR_NOTLOCKED; } if (device->d3d_initialized) context = context_acquire(device, NULL, 0); wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding); context_unmap_bo_address(context, &data, GL_PIXEL_UNPACK_BUFFER); if (context) context_release(context); if (texture->swapchain && texture->swapchain->front_buffer == texture) { if (!(sub_resource->locations & (WINED3D_LOCATION_DRAWABLE | WINED3D_LOCATION_TEXTURE_RGB))) texture->swapchain->swapchain_ops->swapchain_frontbuffer_updated(texture->swapchain); } --sub_resource->map_count; if (!--resource->map_count && texture->update_map_binding) wined3d_texture_update_map_binding(texture); return WINED3D_OK; } static const struct wined3d_resource_ops texture_resource_ops = { texture_resource_incref, texture_resource_decref, texture_resource_preload, wined3d_texture_gl_unload, texture_resource_sub_resource_map, texture_resource_sub_resource_unmap, }; /* Context activation is done by the caller. */ static BOOL texture1d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) { struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx]; unsigned int row_pitch, slice_pitch; TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n", texture, sub_resource_idx, context, wined3d_debug_location(location)); if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location)) return FALSE; switch (location) { case WINED3D_LOCATION_TEXTURE_RGB: case WINED3D_LOCATION_TEXTURE_SRGB: if (sub_resource->locations & WINED3D_LOCATION_SYSMEM) { struct wined3d_const_bo_address data = {0, texture->resource.heap_memory}; struct wined3d_box src_box; data.addr += sub_resource->offset; wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, location == WINED3D_LOCATION_TEXTURE_SRGB); wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch); wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box); wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format, &src_box, &data, row_pitch, slice_pitch, 0, 0, 0, FALSE); } else if (sub_resource->locations & WINED3D_LOCATION_BUFFER) { struct wined3d_const_bo_address data = {sub_resource->buffer_object, NULL}; struct wined3d_box src_box; wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, location == WINED3D_LOCATION_TEXTURE_SRGB); wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch); wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box); wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format, &src_box, &data, row_pitch, slice_pitch, 0, 0, 0, FALSE); } else { FIXME("Implement texture loading from %s.\n", wined3d_debug_location(sub_resource->locations)); return FALSE; } break; case WINED3D_LOCATION_SYSMEM: if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB)) { struct wined3d_bo_address data = {0, texture->resource.heap_memory}; data.addr += sub_resource->offset; if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB) wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, FALSE); else wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, TRUE); wined3d_texture_download_data(texture, sub_resource_idx, context, &data); ++texture->download_count; } else { FIXME("Implement WINED3D_LOCATION_SYSMEM loading from %s.\n", wined3d_debug_location(sub_resource->locations)); return FALSE; } break; case WINED3D_LOCATION_BUFFER: if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB)) { struct wined3d_bo_address data = {sub_resource->buffer_object, NULL}; if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB) wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, FALSE); else wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, TRUE); wined3d_texture_download_data(texture, sub_resource_idx, context, &data); } else { FIXME("Implement WINED3D_LOCATION_BUFFER loading from %s.\n", wined3d_debug_location(sub_resource->locations)); return FALSE; } break; default: FIXME("Implement %s loading from %s.\n", wined3d_debug_location(location), wined3d_debug_location(sub_resource->locations)); return FALSE; } return TRUE; } static const struct wined3d_texture_ops texture1d_ops = { texture1d_load_location, }; static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc, unsigned int layer_count, unsigned int level_count, DWORD flags, struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops, void *sub_resources, const struct wined3d_texture_ops *texture_ops) { const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info; struct wined3d_device_parent *device_parent = device->device_parent; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; unsigned int sub_count, i, j, size, offset = 0; unsigned int pow2_width, pow2_height; const struct wined3d_format *format; HRESULT hr; TRACE("texture %p, resource_type %s, format %s, multisample_type %#x, multisample_quality %#x, " "usage %s, access %s, width %u, height %u, depth %u, layer_count %u, level_count %u, " "flags %#x, device %p, parent %p, parent_ops %p, sub_resources %p, texture_ops %p.\n", texture, debug_d3dresourcetype(desc->resource_type), debug_d3dformat(desc->format), desc->multisample_type, desc->multisample_quality, debug_d3dusage(desc->usage), wined3d_debug_resource_access(desc->access), desc->width, desc->height, desc->depth, layer_count, level_count, flags, device, parent, parent_ops, sub_resources, texture_ops); if (!desc->width || !desc->height || !desc->depth) return WINED3DERR_INVALIDCALL; if (desc->resource_type == WINED3D_RTYPE_TEXTURE_3D && layer_count != 1) { ERR("Invalid layer count for volume texture.\n"); return E_INVALIDARG; } texture->sub_resources = sub_resources; /* TODO: It should only be possible to create textures for formats * that are reported as supported. */ if (WINED3DFMT_UNKNOWN >= desc->format) { WARN("Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n"); return WINED3DERR_INVALIDCALL; } format = wined3d_get_format(device->adapter, desc->format, desc->bind_flags); if (desc->usage & WINED3DUSAGE_DYNAMIC && (wined3d_resource_access_is_managed(desc->access) || desc->usage & WINED3DUSAGE_SCRATCH)) { WARN("Attempted to create a dynamic texture with access %s and usage %s.\n", wined3d_debug_resource_access(desc->access), debug_d3dusage(desc->usage)); return WINED3DERR_INVALIDCALL; } if (!(desc->usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)) && (flags & WINED3D_TEXTURE_CREATE_MAPPABLE)) WARN("Creating a mappable texture that doesn't specify dynamic usage.\n"); if (desc->usage & WINED3DUSAGE_RENDERTARGET && desc->access & WINED3D_RESOURCE_ACCESS_CPU) FIXME("Trying to create a CPU accessible render target.\n"); pow2_width = desc->width; pow2_height = desc->height; if (((desc->width & (desc->width - 1)) || (desc->height & (desc->height - 1)) || (desc->depth & (desc->depth - 1))) && !d3d_info->texture_npot) { /* level_count == 0 returns an error as well. */ if (level_count != 1 || layer_count != 1 || desc->resource_type == WINED3D_RTYPE_TEXTURE_3D) { if (!(desc->usage & WINED3DUSAGE_SCRATCH)) { WARN("Attempted to create a mipmapped/cube/array/volume NPOT " "texture without unconditional NPOT support.\n"); return WINED3DERR_INVALIDCALL; } WARN("Creating a scratch mipmapped/cube/array NPOT texture despite lack of HW support.\n"); } texture->flags |= WINED3D_TEXTURE_COND_NP2; if (desc->resource_type != WINED3D_RTYPE_TEXTURE_3D && !d3d_info->texture_npot_conditional) { /* TODO: Add support for non-power-of-two compressed textures. */ if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_HEIGHT_SCALE)) { FIXME("Compressed or height scaled non-power-of-two (%ux%u) textures are not supported.\n", desc->width, desc->height); return WINED3DERR_NOTAVAILABLE; } /* Find the nearest pow2 match. */ pow2_width = pow2_height = 1; while (pow2_width < desc->width) pow2_width <<= 1; while (pow2_height < desc->height) pow2_height <<= 1; texture->flags |= WINED3D_TEXTURE_COND_NP2_EMULATED; } } texture->pow2_width = pow2_width; texture->pow2_height = pow2_height; if ((pow2_width > d3d_info->limits.texture_size || pow2_height > d3d_info->limits.texture_size) && (desc->usage & WINED3DUSAGE_TEXTURE)) { /* One of four options: * 1: Do the same as we do with NPOT and scale the texture. (Any * texture ops would require the texture to be scaled which is * potentially slow.) * 2: Set the texture to the maximum size (bad idea). * 3: WARN and return WINED3DERR_NOTAVAILABLE. * 4: Create the surface, but allow it to be used only for DirectDraw * Blts. Some apps (e.g. Swat 3) create textures with a height of * 16 and a width > 3000 and blt 16x16 letter areas from them to * the render target. */ if (desc->access & WINED3D_RESOURCE_ACCESS_GPU) { WARN("Dimensions (%ux%u) exceed the maximum texture size.\n", pow2_width, pow2_height); return WINED3DERR_NOTAVAILABLE; } /* We should never use this surface in combination with OpenGL. */ TRACE("Creating an oversized (%ux%u) surface.\n", pow2_width, pow2_height); } for (i = 0; i < layer_count; ++i) { for (j = 0; j < level_count; ++j) { unsigned int idx = i * level_count + j; size = wined3d_format_calculate_size(format, device->surface_alignment, max(1, desc->width >> j), max(1, desc->height >> j), max(1, desc->depth >> j)); texture->sub_resources[idx].offset = offset; texture->sub_resources[idx].size = size; offset += size; } offset = (offset + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1); } if (!offset) return WINED3DERR_INVALIDCALL; if (FAILED(hr = resource_init(&texture->resource, device, desc->resource_type, format, desc->multisample_type, desc->multisample_quality, desc->usage, desc->bind_flags, desc->access, desc->width, desc->height, desc->depth, offset, parent, parent_ops, &texture_resource_ops))) { static unsigned int once; /* DXTn 3D textures are not supported. Do not write the ERR for them. */ if ((desc->format == WINED3DFMT_DXT1 || desc->format == WINED3DFMT_DXT2 || desc->format == WINED3DFMT_DXT3 || desc->format == WINED3DFMT_DXT4 || desc->format == WINED3DFMT_DXT5) && !(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE) && desc->resource_type != WINED3D_RTYPE_TEXTURE_3D && !once++) ERR_(winediag)("The application tried to create a DXTn texture, but the driver does not support them.\n"); WARN("Failed to initialize resource, returning %#x\n", hr); return hr; } wined3d_resource_update_draw_binding(&texture->resource); if ((flags & WINED3D_TEXTURE_CREATE_MAPPABLE) || desc->format == WINED3DFMT_D16_LOCKABLE) texture->resource.access |= WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W; texture->texture_ops = texture_ops; texture->layer_count = layer_count; texture->level_count = level_count; texture->lod = 0; texture->flags |= WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS; if (flags & WINED3D_TEXTURE_CREATE_GET_DC_LENIENT) texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_GET_DC_LENIENT; if (flags & (WINED3D_TEXTURE_CREATE_GET_DC | WINED3D_TEXTURE_CREATE_GET_DC_LENIENT)) texture->flags |= WINED3D_TEXTURE_GET_DC; if (flags & WINED3D_TEXTURE_CREATE_DISCARD) texture->flags |= WINED3D_TEXTURE_DISCARD; if (flags & WINED3D_TEXTURE_CREATE_GENERATE_MIPMAPS) { if (!(texture->resource.format_flags & WINED3DFMT_FLAG_GEN_MIPMAP)) WARN("Format doesn't support mipmaps generation, " "ignoring WINED3D_TEXTURE_CREATE_GENERATE_MIPMAPS flag.\n"); else texture->flags |= WINED3D_TEXTURE_GENERATE_MIPMAPS; } /* Precalculated scaling for 'faked' non power of two texture coords. */ if (texture->resource.gl_type == WINED3D_GL_RES_TYPE_TEX_RECT) { texture->pow2_matrix[0] = (float)desc->width; texture->pow2_matrix[5] = (float)desc->height; texture->flags &= ~(WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS); } else if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED) { texture->pow2_matrix[0] = (((float)desc->width) / ((float)pow2_width)); texture->pow2_matrix[5] = (((float)desc->height) / ((float)pow2_height)); texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT; } else { texture->pow2_matrix[0] = 1.0f; texture->pow2_matrix[5] = 1.0f; } texture->pow2_matrix[10] = 1.0f; texture->pow2_matrix[15] = 1.0f; TRACE("x scale %.8e, y scale %.8e.\n", texture->pow2_matrix[0], texture->pow2_matrix[5]); if (wined3d_texture_use_pbo(texture, gl_info)) texture->resource.map_binding = WINED3D_LOCATION_BUFFER; if (desc->resource_type != WINED3D_RTYPE_TEXTURE_3D || !wined3d_texture_use_pbo(texture, gl_info)) { if (!wined3d_resource_allocate_sysmem(&texture->resource)) { wined3d_texture_cleanup_sync(texture); return E_OUTOFMEMORY; } } sub_count = level_count * layer_count; if (sub_count / layer_count != level_count) { wined3d_texture_cleanup_sync(texture); return E_OUTOFMEMORY; } if (desc->usage & WINED3DUSAGE_OVERLAY) { if (!(texture->overlay_info = heap_calloc(sub_count, sizeof(*texture->overlay_info)))) { wined3d_texture_cleanup_sync(texture); return E_OUTOFMEMORY; } for (i = 0; i < sub_count; ++i) { list_init(&texture->overlay_info[i].entry); list_init(&texture->overlay_info[i].overlays); } } /* Generate all sub-resources. */ for (i = 0; i < sub_count; ++i) { struct wined3d_texture_sub_resource *sub_resource; sub_resource = &texture->sub_resources[i]; sub_resource->locations = WINED3D_LOCATION_DISCARDED; if (desc->resource_type != WINED3D_RTYPE_TEXTURE_3D) { wined3d_texture_validate_location(texture, i, WINED3D_LOCATION_SYSMEM); wined3d_texture_invalidate_location(texture, i, ~WINED3D_LOCATION_SYSMEM); } if (FAILED(hr = device_parent->ops->texture_sub_resource_created(device_parent, desc->resource_type, texture, i, &sub_resource->parent, &sub_resource->parent_ops))) { WARN("Failed to create sub-resource parent, hr %#x.\n", hr); sub_resource->parent = NULL; wined3d_texture_cleanup_sync(texture); return hr; } TRACE("parent %p, parent_ops %p.\n", sub_resource->parent, sub_resource->parent_ops); TRACE("Created sub-resource %u (level %u, layer %u).\n", i, i % texture->level_count, i / texture->level_count); if (desc->usage & WINED3DUSAGE_OWNDC) { struct wined3d_texture_idx texture_idx = {texture, i}; wined3d_cs_init_object(device->cs, wined3d_texture_create_dc, &texture_idx); device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT); if (!texture->dc_info || !texture->dc_info[i].dc) { wined3d_texture_cleanup_sync(texture); return WINED3DERR_INVALIDCALL; } } } return WINED3D_OK; } /* Context activation is done by the caller. */ static void texture3d_srgb_transfer(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, BOOL dest_is_srgb) { struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx]; unsigned int row_pitch, slice_pitch; struct wined3d_bo_address data; struct wined3d_box src_box; /* Optimisations are possible, but the effort should be put into either * implementing EXT_SRGB_DECODE in the driver or finding out why we * picked the wrong copy for the original upload and fixing that. * * Also keep in mind that we want to avoid using resource.heap_memory * for DEFAULT pool surfaces. */ WARN_(d3d_perf)("Performing slow rgb/srgb volume transfer.\n"); data.buffer_object = 0; if (!(data.addr = heap_alloc(sub_resource->size))) return; wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch); wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box); wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, !dest_is_srgb); wined3d_texture_download_data(texture, sub_resource_idx, context, &data); wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, dest_is_srgb); wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format, &src_box, wined3d_const_bo_address(&data), row_pitch, slice_pitch, 0, 0, 0, FALSE); heap_free(data.addr); } /* Context activation is done by the caller. */ static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) { struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx]; unsigned int row_pitch, slice_pitch; if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location)) return FALSE; switch (location) { case WINED3D_LOCATION_TEXTURE_RGB: case WINED3D_LOCATION_TEXTURE_SRGB: if (sub_resource->locations & WINED3D_LOCATION_SYSMEM) { struct wined3d_const_bo_address data = {0, texture->resource.heap_memory}; struct wined3d_box src_box; data.addr += sub_resource->offset; wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, location == WINED3D_LOCATION_TEXTURE_SRGB); wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch); wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box); wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format, &src_box, &data, row_pitch, slice_pitch, 0, 0, 0, FALSE); } else if (sub_resource->locations & WINED3D_LOCATION_BUFFER) { struct wined3d_const_bo_address data = {sub_resource->buffer_object, NULL}; struct wined3d_box src_box; wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, location == WINED3D_LOCATION_TEXTURE_SRGB); wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch); wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box); wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format, &src_box, &data, row_pitch, slice_pitch, 0, 0, 0, FALSE); } else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB) { texture3d_srgb_transfer(texture, sub_resource_idx, context, TRUE); } else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_SRGB) { texture3d_srgb_transfer(texture, sub_resource_idx, context, FALSE); } else { FIXME("Implement texture loading from %s.\n", wined3d_debug_location(sub_resource->locations)); return FALSE; } break; case WINED3D_LOCATION_SYSMEM: if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB)) { struct wined3d_bo_address data = {0, texture->resource.heap_memory}; data.addr += sub_resource->offset; if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB) wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, FALSE); else wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, TRUE); wined3d_texture_download_data(texture, sub_resource_idx, context, &data); ++texture->download_count; } else { FIXME("Implement WINED3D_LOCATION_SYSMEM loading from %s.\n", wined3d_debug_location(sub_resource->locations)); return FALSE; } break; case WINED3D_LOCATION_BUFFER: if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB)) { struct wined3d_bo_address data = {sub_resource->buffer_object, NULL}; if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB) wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, FALSE); else wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, TRUE); wined3d_texture_download_data(texture, sub_resource_idx, context, &data); } else { FIXME("Implement WINED3D_LOCATION_BUFFER loading from %s.\n", wined3d_debug_location(sub_resource->locations)); return FALSE; } break; default: FIXME("Implement %s loading from %s.\n", wined3d_debug_location(location), wined3d_debug_location(sub_resource->locations)); return FALSE; } return TRUE; } static const struct wined3d_texture_ops texture3d_ops = { texture3d_load_location, }; HRESULT CDECL wined3d_texture_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, const RECT *dst_rect, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, const RECT *src_rect, DWORD flags, const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter) { struct wined3d_box src_box = {src_rect->left, src_rect->top, src_rect->right, src_rect->bottom, 0, 1}; struct wined3d_box dst_box = {dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, 0, 1}; unsigned int dst_format_flags, src_format_flags = 0; HRESULT hr; TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_rect %s, src_texture %p, " "src_sub_resource_idx %u, src_rect %s, flags %#x, fx %p, filter %s.\n", dst_texture, dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), src_texture, src_sub_resource_idx, wine_dbgstr_rect(src_rect), flags, fx, debug_d3dtexturefiltertype(filter)); if (dst_sub_resource_idx >= dst_texture->level_count * dst_texture->layer_count || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D) return WINED3DERR_INVALIDCALL; if (src_sub_resource_idx >= src_texture->level_count * src_texture->layer_count || src_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D) return WINED3DERR_INVALIDCALL; dst_format_flags = dst_texture->resource.format_flags; if (FAILED(hr = wined3d_texture_check_box_dimensions(dst_texture, dst_sub_resource_idx % dst_texture->level_count, &dst_box))) return hr; src_format_flags = src_texture->resource.format_flags; if (FAILED(hr = wined3d_texture_check_box_dimensions(src_texture, src_sub_resource_idx % src_texture->level_count, &src_box))) return hr; if (dst_texture->sub_resources[dst_sub_resource_idx].map_count || src_texture->sub_resources[src_sub_resource_idx].map_count) { WARN("Sub-resource is busy, returning WINEDDERR_SURFACEBUSY.\n"); return WINEDDERR_SURFACEBUSY; } if ((src_format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) != (dst_format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) { WARN("Rejecting depth/stencil blit between incompatible formats.\n"); return WINED3DERR_INVALIDCALL; } if (dst_texture->resource.device != src_texture->resource.device) { FIXME("Rejecting cross-device blit.\n"); return E_NOTIMPL; } wined3d_cs_emit_blt_sub_resource(dst_texture->resource.device->cs, &dst_texture->resource, dst_sub_resource_idx, &dst_box, &src_texture->resource, src_sub_resource_idx, &src_box, flags, fx, filter); return WINED3D_OK; } HRESULT CDECL wined3d_texture_get_overlay_position(const struct wined3d_texture *texture, unsigned int sub_resource_idx, LONG *x, LONG *y) { struct wined3d_overlay_info *overlay; TRACE("texture %p, sub_resource_idx %u, x %p, y %p.\n", texture, sub_resource_idx, x, y); if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || sub_resource_idx >= texture->level_count * texture->layer_count) { WARN("Invalid sub-resource specified.\n"); return WINEDDERR_NOTAOVERLAYSURFACE; } overlay = &texture->overlay_info[sub_resource_idx]; if (!overlay->dst_texture) { TRACE("Overlay not visible.\n"); *x = 0; *y = 0; return WINEDDERR_OVERLAYNOTVISIBLE; } *x = overlay->dst_rect.left; *y = overlay->dst_rect.top; TRACE("Returning position %d, %d.\n", *x, *y); return WINED3D_OK; } HRESULT CDECL wined3d_texture_set_overlay_position(struct wined3d_texture *texture, unsigned int sub_resource_idx, LONG x, LONG y) { struct wined3d_overlay_info *overlay; LONG w, h; TRACE("texture %p, sub_resource_idx %u, x %d, y %d.\n", texture, sub_resource_idx, x, y); if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || sub_resource_idx >= texture->level_count * texture->layer_count) { WARN("Invalid sub-resource specified.\n"); return WINEDDERR_NOTAOVERLAYSURFACE; } overlay = &texture->overlay_info[sub_resource_idx]; w = overlay->dst_rect.right - overlay->dst_rect.left; h = overlay->dst_rect.bottom - overlay->dst_rect.top; SetRect(&overlay->dst_rect, x, y, x + w, y + h); return WINED3D_OK; } HRESULT CDECL wined3d_texture_update_overlay(struct wined3d_texture *texture, unsigned int sub_resource_idx, const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, const RECT *dst_rect, DWORD flags) { struct wined3d_overlay_info *overlay; unsigned int level, dst_level; TRACE("texture %p, sub_resource_idx %u, src_rect %s, dst_texture %p, " "dst_sub_resource_idx %u, dst_rect %s, flags %#x.\n", texture, sub_resource_idx, wine_dbgstr_rect(src_rect), dst_texture, dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), flags); if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D || sub_resource_idx >= texture->level_count * texture->layer_count) { WARN("Invalid sub-resource specified.\n"); return WINEDDERR_NOTAOVERLAYSURFACE; } if (!dst_texture || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D || dst_sub_resource_idx >= dst_texture->level_count * dst_texture->layer_count) { WARN("Invalid destination sub-resource specified.\n"); return WINED3DERR_INVALIDCALL; } overlay = &texture->overlay_info[sub_resource_idx]; level = sub_resource_idx % texture->level_count; if (src_rect) overlay->src_rect = *src_rect; else SetRect(&overlay->src_rect, 0, 0, wined3d_texture_get_level_width(texture, level), wined3d_texture_get_level_height(texture, level)); dst_level = dst_sub_resource_idx % dst_texture->level_count; if (dst_rect) overlay->dst_rect = *dst_rect; else SetRect(&overlay->dst_rect, 0, 0, wined3d_texture_get_level_width(dst_texture, dst_level), wined3d_texture_get_level_height(dst_texture, dst_level)); if (overlay->dst_texture && (overlay->dst_texture != dst_texture || overlay->dst_sub_resource_idx != dst_sub_resource_idx || flags & WINEDDOVER_HIDE)) { overlay->dst_texture = NULL; list_remove(&overlay->entry); } if (flags & WINEDDOVER_SHOW) { if (overlay->dst_texture != dst_texture || overlay->dst_sub_resource_idx != dst_sub_resource_idx) { overlay->dst_texture = dst_texture; overlay->dst_sub_resource_idx = dst_sub_resource_idx; list_add_tail(&texture->overlay_info[dst_sub_resource_idx].overlays, &overlay->entry); } } else if (flags & WINEDDOVER_HIDE) { /* Tests show that the rectangles are erased on hide. */ SetRectEmpty(&overlay->src_rect); SetRectEmpty(&overlay->dst_rect); overlay->dst_texture = NULL; } return WINED3D_OK; } void * CDECL wined3d_texture_get_sub_resource_parent(struct wined3d_texture *texture, unsigned int sub_resource_idx) { unsigned int sub_count = texture->level_count * texture->layer_count; TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx); if (sub_resource_idx >= sub_count) { WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count); return NULL; } return texture->sub_resources[sub_resource_idx].parent; } void CDECL wined3d_texture_set_sub_resource_parent(struct wined3d_texture *texture, unsigned int sub_resource_idx, void *parent) { unsigned int sub_count = texture->level_count * texture->layer_count; TRACE("texture %p, sub_resource_idx %u, parent %p.\n", texture, sub_resource_idx, parent); if (sub_resource_idx >= sub_count) { WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count); return; } texture->sub_resources[sub_resource_idx].parent = parent; } HRESULT CDECL wined3d_texture_get_sub_resource_desc(const struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_sub_resource_desc *desc) { unsigned int sub_count = texture->level_count * texture->layer_count; const struct wined3d_resource *resource; unsigned int level_idx; TRACE("texture %p, sub_resource_idx %u, desc %p.\n", texture, sub_resource_idx, desc); if (sub_resource_idx >= sub_count) { WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count); return WINED3DERR_INVALIDCALL; } resource = &texture->resource; desc->format = resource->format->id; desc->multisample_type = resource->multisample_type; desc->multisample_quality = resource->multisample_quality; desc->usage = resource->usage; desc->bind_flags = resource->bind_flags; desc->access = resource->access; level_idx = sub_resource_idx % texture->level_count; desc->width = wined3d_texture_get_level_width(texture, level_idx); desc->height = wined3d_texture_get_level_height(texture, level_idx); desc->depth = wined3d_texture_get_level_depth(texture, level_idx); desc->size = texture->sub_resources[sub_resource_idx].size; return WINED3D_OK; } static void *wined3d_texture_allocate_object_memory(SIZE_T s, SIZE_T level_count, SIZE_T layer_count) { struct wined3d_texture *t; if (level_count > ((~(SIZE_T)0 - s) / sizeof(*t->sub_resources)) / layer_count) return NULL; return heap_alloc_zero(s + level_count * layer_count * sizeof(*t->sub_resources)); } static HRESULT wined3d_texture_gl_init(struct wined3d_texture_gl *texture_gl, struct wined3d_device *device, const struct wined3d_resource_desc *desc, unsigned int layer_count, unsigned int level_count, DWORD flags, void *parent, const struct wined3d_parent_ops *parent_ops, void *sub_resources) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; const struct wined3d_texture_ops *texture_ops; HRESULT hr; TRACE("texture_gl %p, device %p, desc %p, layer_count %u, level_count %u, " "flags %#x, parent %p, parent_ops %p, sub_resources %p.\n", texture_gl, device, desc, layer_count, level_count, flags, parent, parent_ops, sub_resources); if (!(desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP) && layer_count > 1 && !gl_info->supported[EXT_TEXTURE_ARRAY]) { WARN("OpenGL implementation does not support array textures.\n"); return WINED3DERR_INVALIDCALL; } switch (desc->resource_type) { case WINED3D_RTYPE_TEXTURE_1D: texture_ops = &texture1d_ops; if (layer_count > 1) texture_gl->target = GL_TEXTURE_1D_ARRAY; else texture_gl->target = GL_TEXTURE_1D; break; case WINED3D_RTYPE_TEXTURE_2D: texture_ops = &texture2d_ops; if (desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP) { texture_gl->target = GL_TEXTURE_CUBE_MAP_ARB; } else if (desc->multisample_type && gl_info->supported[ARB_TEXTURE_MULTISAMPLE]) { if (layer_count > 1) texture_gl->target = GL_TEXTURE_2D_MULTISAMPLE_ARRAY; else texture_gl->target = GL_TEXTURE_2D_MULTISAMPLE; } else { if (layer_count > 1) texture_gl->target = GL_TEXTURE_2D_ARRAY; else texture_gl->target = GL_TEXTURE_2D; } break; case WINED3D_RTYPE_TEXTURE_3D: if (!gl_info->supported[EXT_TEXTURE3D]) { WARN("OpenGL implementation does not support 3D textures.\n"); return WINED3DERR_INVALIDCALL; } texture_ops = &texture3d_ops; texture_gl->target = GL_TEXTURE_3D; break; default: ERR("Invalid resource type %s.\n", debug_d3dresourcetype(desc->resource_type)); return WINED3DERR_INVALIDCALL; } list_init(&texture_gl->renderbuffers); if (FAILED(hr = wined3d_texture_init(&texture_gl->t, desc, layer_count, level_count, flags, device, parent, parent_ops, sub_resources, texture_ops))) return hr; if (texture_gl->t.resource.gl_type == WINED3D_GL_RES_TYPE_TEX_RECT) texture_gl->target = GL_TEXTURE_RECTANGLE_ARB; return WINED3D_OK; } HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct wined3d_resource_desc *desc, UINT layer_count, UINT level_count, DWORD flags, const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture) { unsigned int sub_count = level_count * layer_count; struct wined3d_texture_gl *object; unsigned int i; HRESULT hr; TRACE("device %p, desc %p, layer_count %u, level_count %u, flags %#x, data %p, " "parent %p, parent_ops %p, texture %p.\n", device, desc, layer_count, level_count, flags, data, parent, parent_ops, texture); if (!layer_count) { WARN("Invalid layer count.\n"); return E_INVALIDARG; } if ((desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP) && layer_count != 6) { ERR("Invalid layer count %u for legacy cubemap.\n", layer_count); layer_count = 6; } if (!level_count) { WARN("Invalid level count.\n"); return WINED3DERR_INVALIDCALL; } if (desc->multisample_type != WINED3D_MULTISAMPLE_NONE) { const struct wined3d_format *format = wined3d_get_format(device->adapter, desc->format, desc->bind_flags); if (desc->multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE && desc->multisample_quality >= wined3d_popcount(format->multisample_types)) { WARN("Unsupported quality level %u requested for WINED3D_MULTISAMPLE_NON_MASKABLE.\n", desc->multisample_quality); return WINED3DERR_NOTAVAILABLE; } if (desc->multisample_type != WINED3D_MULTISAMPLE_NON_MASKABLE && (!(format->multisample_types & 1u << (desc->multisample_type - 1)) || (desc->multisample_quality && desc->multisample_quality != WINED3D_STANDARD_MULTISAMPLE_PATTERN))) { WARN("Unsupported multisample type %u quality %u requested.\n", desc->multisample_type, desc->multisample_quality); return WINED3DERR_NOTAVAILABLE; } } if (data) { for (i = 0; i < sub_count; ++i) { if (data[i].data) continue; WARN("Invalid sub-resource data specified for sub-resource %u.\n", i); return E_INVALIDARG; } } if (!(object = wined3d_texture_allocate_object_memory(sizeof(*object), level_count, layer_count))) return E_OUTOFMEMORY; if (FAILED(hr = wined3d_texture_gl_init(object, device, desc, layer_count, level_count, flags, parent, parent_ops, &object[1]))) { WARN("Failed to initialize texture, returning %#x.\n", hr); heap_free(object); return hr; } /* FIXME: We'd like to avoid ever allocating system memory for the texture * in this case. */ if (data) { unsigned int level, width, height, depth; struct wined3d_box box; for (i = 0; i < sub_count; ++i) { level = i % object->t.level_count; width = wined3d_texture_get_level_width(&object->t, level); height = wined3d_texture_get_level_height(&object->t, level); depth = wined3d_texture_get_level_depth(&object->t, level); wined3d_box_set(&box, 0, 0, width, height, 0, depth); wined3d_cs_emit_update_sub_resource(device->cs, &object->t.resource, i, &box, data[i].data, data[i].row_pitch, data[i].slice_pitch); } } TRACE("Created texture %p.\n", object); *texture = &object->t; return WINED3D_OK; } HRESULT CDECL wined3d_texture_get_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC *dc) { struct wined3d_device *device = texture->resource.device; struct wined3d_texture_sub_resource *sub_resource; struct wined3d_dc_info *dc_info; TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture, sub_resource_idx, dc); if (!(texture->flags & WINED3D_TEXTURE_GET_DC)) { WARN("Texture does not support GetDC\n"); /* Don't touch the DC */ return WINED3DERR_INVALIDCALL; } if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx))) return WINED3DERR_INVALIDCALL; if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D) { WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type)); return WINED3DERR_INVALIDCALL; } if (texture->resource.map_count && !(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT)) return WINED3DERR_INVALIDCALL; if (!(dc_info = texture->dc_info) || !dc_info[sub_resource_idx].dc) { struct wined3d_texture_idx texture_idx = {texture, sub_resource_idx}; wined3d_cs_init_object(device->cs, wined3d_texture_create_dc, &texture_idx); device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT); if (!(dc_info = texture->dc_info) || !dc_info[sub_resource_idx].dc) return WINED3DERR_INVALIDCALL; } if (!(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT)) texture->flags |= WINED3D_TEXTURE_DC_IN_USE; ++texture->resource.map_count; ++sub_resource->map_count; *dc = dc_info[sub_resource_idx].dc; TRACE("Returning dc %p.\n", *dc); return WINED3D_OK; } HRESULT CDECL wined3d_texture_release_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC dc) { struct wined3d_device *device = texture->resource.device; struct wined3d_texture_sub_resource *sub_resource; struct wined3d_dc_info *dc_info; TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture, sub_resource_idx, dc); if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx))) return WINED3DERR_INVALIDCALL; if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D) { WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type)); return WINED3DERR_INVALIDCALL; } if (!(texture->flags & (WINED3D_TEXTURE_GET_DC_LENIENT | WINED3D_TEXTURE_DC_IN_USE))) return WINED3DERR_INVALIDCALL; if (!(dc_info = texture->dc_info) || dc_info[sub_resource_idx].dc != dc) { WARN("Application tries to release invalid DC %p, sub-resource DC is %p.\n", dc, dc_info ? dc_info[sub_resource_idx].dc : NULL); return WINED3DERR_INVALIDCALL; } if (!(texture->resource.usage & WINED3DUSAGE_OWNDC)) { struct wined3d_texture_idx texture_idx = {texture, sub_resource_idx}; wined3d_cs_destroy_object(device->cs, wined3d_texture_destroy_dc, &texture_idx); device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT); } --sub_resource->map_count; if (!--texture->resource.map_count && texture->update_map_binding) wined3d_texture_update_map_binding(texture); if (!(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT)) texture->flags &= ~WINED3D_TEXTURE_DC_IN_USE; return WINED3D_OK; } void wined3d_texture_upload_from_texture(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, unsigned int dst_x, unsigned int dst_y, unsigned int dst_z, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, const struct wined3d_box *src_box) { unsigned int src_row_pitch, src_slice_pitch; unsigned int update_w, update_h, update_d; unsigned int src_level, dst_level; struct wined3d_context *context; struct wined3d_bo_address data; TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, " "src_texture %p, src_sub_resource_idx %u, src_box %s.\n", dst_texture, dst_sub_resource_idx, dst_x, dst_y, dst_z, src_texture, src_sub_resource_idx, debug_box(src_box)); context = context_acquire(dst_texture->resource.device, NULL, 0); /* Only load the sub-resource for partial updates. For newly allocated * textures the texture wouldn't be the current location, and we'd upload * zeroes just to overwrite them again. */ update_w = src_box->right - src_box->left; update_h = src_box->bottom - src_box->top; update_d = src_box->back - src_box->front; dst_level = dst_sub_resource_idx % dst_texture->level_count; if (update_w == wined3d_texture_get_level_width(dst_texture, dst_level) && update_h == wined3d_texture_get_level_height(dst_texture, dst_level) && update_d == wined3d_texture_get_level_depth(dst_texture, dst_level)) wined3d_texture_prepare_texture(dst_texture, context, FALSE); else wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB); wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(dst_texture), context, FALSE); src_level = src_sub_resource_idx % src_texture->level_count; wined3d_texture_get_memory(src_texture, src_sub_resource_idx, &data, src_texture->sub_resources[src_sub_resource_idx].locations); wined3d_texture_get_pitch(src_texture, src_level, &src_row_pitch, &src_slice_pitch); wined3d_texture_upload_data(dst_texture, dst_sub_resource_idx, context, src_texture->resource.format, src_box, wined3d_const_bo_address(&data), src_row_pitch, src_slice_pitch, dst_x, dst_y, dst_z, FALSE); context_release(context); wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB); wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB); } /* Partial downloads are not supported. */ void wined3d_texture_download_from_texture(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx) { struct wined3d_context *context; struct wined3d_bo_address data; DWORD dst_location = dst_texture->resource.map_binding; context = context_acquire(src_texture->resource.device, NULL, 0); wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location); wined3d_texture_get_memory(dst_texture, dst_sub_resource_idx, &data, dst_location); wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(src_texture), context, !(src_texture->sub_resources[src_sub_resource_idx].locations & WINED3D_LOCATION_TEXTURE_RGB)); wined3d_texture_download_data(src_texture, src_sub_resource_idx, context, &data); context_release(context); wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, dst_location); wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~dst_location); }