/* * 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_texture); WINE_DECLARE_DEBUG_CHANNEL(winediag); static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_texture_ops *texture_ops, UINT layer_count, UINT level_count, const struct wined3d_resource_desc *desc, DWORD surface_flags, struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops, const struct wined3d_resource_ops *resource_ops) { const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info, desc->format); HRESULT hr; TRACE("texture %p, texture_ops %p, layer_count %u, level_count %u, resource_type %s, format %s, " "multisample_type %#x, multisample_quality %#x, usage %s, pool %s, width %u, height %u, depth %u, " "surface_flags %#x, device %p, parent %p, parent_ops %p, resource_ops %p.\n", texture, texture_ops, layer_count, level_count, debug_d3dresourcetype(desc->resource_type), debug_d3dformat(desc->format), desc->multisample_type, desc->multisample_quality, debug_d3dusage(desc->usage), debug_d3dpool(desc->pool), desc->width, desc->height, desc->depth, surface_flags, device, parent, parent_ops, resource_ops); if ((format->flags & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BLOCKS_NO_VERIFY)) == WINED3DFMT_FLAG_BLOCKS) { UINT width_mask = format->block_width - 1; UINT height_mask = format->block_height - 1; if (desc->width & width_mask || desc->height & height_mask) return WINED3DERR_INVALIDCALL; } if (FAILED(hr = resource_init(&texture->resource, device, desc->resource_type, format, desc->multisample_type, desc->multisample_quality, desc->usage, desc->pool, desc->width, desc->height, desc->depth, 0, parent, parent_ops, resource_ops))) { static unsigned int once; if ((desc->format == WINED3DFMT_DXT1 || desc->format == WINED3DFMT_DXT2 || desc->format == WINED3DFMT_DXT3 || desc->format == WINED3DFMT_DXT4 || desc->format == WINED3DFMT_DXT5) && !(format->flags & WINED3DFMT_FLAG_TEXTURE) && !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); texture->texture_ops = texture_ops; texture->sub_resources = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, level_count * layer_count * sizeof(*texture->sub_resources)); if (!texture->sub_resources) { ERR("Failed to allocate sub-resource array.\n"); resource_cleanup(&texture->resource); return E_OUTOFMEMORY; } texture->layer_count = layer_count; texture->level_count = level_count; texture->filter_type = (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3D_TEXF_LINEAR : WINED3D_TEXF_NONE; texture->lod = 0; texture->flags = WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS; if (surface_flags & WINED3D_SURFACE_PIN_SYSMEM) texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM; if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) { texture->min_mip_lookup = minMipLookup; texture->mag_lookup = magLookup; } else { texture->min_mip_lookup = minMipLookup_noFilter; texture->mag_lookup = magLookup_noFilter; } return WINED3D_OK; } /* A GL context is provided by the caller */ static void gltexture_delete(const struct wined3d_gl_info *gl_info, struct gl_texture *tex) { gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex->name); tex->name = 0; } static void wined3d_texture_unload_gl_texture(struct wined3d_texture *texture) { struct wined3d_device *device = texture->resource.device; struct wined3d_context *context = NULL; if (texture->texture_rgb.name || texture->texture_srgb.name) { context = context_acquire(device, NULL); } if (texture->texture_rgb.name) gltexture_delete(context->gl_info, &texture->texture_rgb); if (texture->texture_srgb.name) gltexture_delete(context->gl_info, &texture->texture_srgb); if (context) context_release(context); wined3d_texture_set_dirty(texture); resource_unload(&texture->resource); } static void wined3d_texture_cleanup(struct wined3d_texture *texture) { UINT sub_count = texture->level_count * texture->layer_count; UINT i; TRACE("texture %p.\n", texture); for (i = 0; i < sub_count; ++i) { struct wined3d_resource *sub_resource = texture->sub_resources[i]; if (sub_resource) texture->texture_ops->texture_sub_resource_cleanup(sub_resource); } wined3d_texture_unload_gl_texture(texture); HeapFree(GetProcessHeap(), 0, texture->sub_resources); resource_cleanup(&texture->resource); } 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_texture_set_dirty(struct wined3d_texture *texture) { texture->flags &= ~(WINED3D_TEXTURE_RGB_VALID | WINED3D_TEXTURE_SRGB_VALID); } /* Context activation is done by the caller. */ void wined3d_texture_bind(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb) { const struct wined3d_gl_info *gl_info = context->gl_info; struct gl_texture *gl_tex; GLenum target; TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb); if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE]) srgb = FALSE; /* sRGB mode cache for preload() calls outside drawprim. */ if (srgb) texture->flags |= WINED3D_TEXTURE_IS_SRGB; else texture->flags &= ~WINED3D_TEXTURE_IS_SRGB; gl_tex = wined3d_texture_get_gl_texture(texture, srgb); target = texture->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; } if (texture->resource.pool == WINED3D_POOL_DEFAULT) { /* Tell OpenGL to try and keep this texture in video ram (well mostly). */ GLclampf tmp = 0.9f; gl_info->gl_ops.gl.p_glPrioritizeTextures(1, &gl_tex->name, &tmp); } /* Initialise the state of the texture object to the OpenGL defaults, not * the wined3d defaults. */ gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3D_TADDRESS_WRAP; gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3D_TADDRESS_WRAP; gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3D_TADDRESS_WRAP; gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0; gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3D_TEXF_LINEAR; gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3D_TEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */ gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3D_TEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */ gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0; gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1; if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]) gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = TRUE; else gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = srgb; gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE; wined3d_texture_set_dirty(texture); context_bind_texture(context, target, gl_tex->name); if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) { gl_info->gl_ops.gl.p_glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE); checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)"); } /* 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->level_count - 1); gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->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->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->states[WINED3DTEXSTA_ADDRESSU] = WINED3D_TADDRESS_CLAMP; gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3D_TADDRESS_CLAMP; gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3D_TEXF_POINT; gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3D_TEXF_POINT; gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3D_TEXF_NONE; } } /* Context activation is done by the caller. */ void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb) { DWORD active_sampler; /* 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. */ active_sampler = context->rev_tex_unit_map[context->active_texture]; if (active_sampler != WINED3D_UNMAPPED_STAGE) context_invalidate_state(context, STATE_SAMPLER(active_sampler)); wined3d_texture_bind(texture, context, srgb); } /* Context activation is done by the caller. */ static void apply_wrap(const struct wined3d_gl_info *gl_info, GLenum target, enum wined3d_texture_address d3d_wrap, GLenum param, BOOL cond_np2) { GLint gl_wrap; if (d3d_wrap < WINED3D_TADDRESS_WRAP || d3d_wrap > WINED3D_TADDRESS_MIRROR_ONCE) { FIXME("Unrecognized or unsupported texture address mode %#x.\n", d3d_wrap); return; } /* Cubemaps are always set to clamp, regardless of the sampler state. */ if (target == GL_TEXTURE_CUBE_MAP_ARB || (cond_np2 && d3d_wrap == WINED3D_TADDRESS_WRAP)) gl_wrap = GL_CLAMP_TO_EDGE; else gl_wrap = gl_info->wrap_lookup[d3d_wrap - WINED3D_TADDRESS_WRAP]; TRACE("Setting param %#x to %#x for target %#x.\n", param, gl_wrap, target); gl_info->gl_ops.gl.p_glTexParameteri(target, param, gl_wrap); checkGLcall("glTexParameteri(target, param, gl_wrap)"); } /* Context activation is done by the caller (state handler). */ void wined3d_texture_apply_state_changes(struct wined3d_texture *texture, const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1], const struct wined3d_gl_info *gl_info) { BOOL cond_np2 = texture->flags & WINED3D_TEXTURE_COND_NP2; GLenum target = texture->target; struct gl_texture *gl_tex; DWORD state; DWORD aniso; TRACE("texture %p, sampler_states %p.\n", texture, sampler_states); gl_tex = wined3d_texture_get_gl_texture(texture, texture->flags & WINED3D_TEXTURE_IS_SRGB); /* This function relies on the correct texture being bound and loaded. */ if (sampler_states[WINED3D_SAMP_ADDRESS_U] != gl_tex->states[WINED3DTEXSTA_ADDRESSU]) { state = sampler_states[WINED3D_SAMP_ADDRESS_U]; apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_S, cond_np2); gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state; } if (sampler_states[WINED3D_SAMP_ADDRESS_V] != gl_tex->states[WINED3DTEXSTA_ADDRESSV]) { state = sampler_states[WINED3D_SAMP_ADDRESS_V]; apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_T, cond_np2); gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state; } if (sampler_states[WINED3D_SAMP_ADDRESS_W] != gl_tex->states[WINED3DTEXSTA_ADDRESSW]) { state = sampler_states[WINED3D_SAMP_ADDRESS_W]; apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_R, cond_np2); gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state; } if (sampler_states[WINED3D_SAMP_BORDER_COLOR] != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR]) { float col[4]; state = sampler_states[WINED3D_SAMP_BORDER_COLOR]; D3DCOLORTOGLFLOAT4(state, col); TRACE("Setting border color for %#x to %#x.\n", target, state); gl_info->gl_ops.gl.p_glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &col[0]); checkGLcall("glTexParameterfv(..., GL_TEXTURE_BORDER_COLOR, ...)"); gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state; } if (sampler_states[WINED3D_SAMP_MAG_FILTER] != gl_tex->states[WINED3DTEXSTA_MAGFILTER]) { GLint gl_value; state = sampler_states[WINED3D_SAMP_MAG_FILTER]; if (state > WINED3D_TEXF_ANISOTROPIC) FIXME("Unrecognized or unsupported MAGFILTER* value %d.\n", state); gl_value = wined3d_gl_mag_filter(texture->mag_lookup, min(max(state, WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR)); TRACE("ValueMAG=%#x setting MAGFILTER to %#x.\n", state, gl_value); gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, gl_value); gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state; } if ((sampler_states[WINED3D_SAMP_MIN_FILTER] != gl_tex->states[WINED3DTEXSTA_MINFILTER] || sampler_states[WINED3D_SAMP_MIP_FILTER] != gl_tex->states[WINED3DTEXSTA_MIPFILTER] || sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL] != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL])) { GLint gl_value; gl_tex->states[WINED3DTEXSTA_MIPFILTER] = sampler_states[WINED3D_SAMP_MIP_FILTER]; gl_tex->states[WINED3DTEXSTA_MINFILTER] = sampler_states[WINED3D_SAMP_MIN_FILTER]; gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL]; if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3D_TEXF_ANISOTROPIC || gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3D_TEXF_ANISOTROPIC) { FIXME("Unrecognized or unsupported MIN_FILTER value %#x MIP_FILTER value %#x.\n", gl_tex->states[WINED3DTEXSTA_MINFILTER], gl_tex->states[WINED3DTEXSTA_MIPFILTER]); } gl_value = wined3d_gl_min_mip_filter(texture->min_mip_lookup, min(max(sampler_states[WINED3D_SAMP_MIN_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR), min(max(sampler_states[WINED3D_SAMP_MIP_FILTER], WINED3D_TEXF_NONE), WINED3D_TEXF_LINEAR)); TRACE("ValueMIN=%#x, ValueMIP=%#x, setting MINFILTER to %#x.\n", sampler_states[WINED3D_SAMP_MIN_FILTER], sampler_states[WINED3D_SAMP_MIP_FILTER], gl_value); gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, gl_value); checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ..."); if (!cond_np2) { if (gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3D_TEXF_NONE) gl_value = texture->lod; else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= texture->level_count) gl_value = texture->level_count - 1; else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < texture->lod) /* texture->lod is already clamped in the setter. */ gl_value = texture->lod; else gl_value = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL]; /* Note that WINED3D_SAMP_MAX_MIP_LEVEL specifies the largest mipmap * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest * mimap used (default 1000). So WINED3D_SAMP_MAX_MIP_LEVEL * corresponds to GL_TEXTURE_BASE_LEVEL. */ gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, gl_value); } } if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3D_TEXF_ANISOTROPIC && gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3D_TEXF_ANISOTROPIC && gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3D_TEXF_ANISOTROPIC) || cond_np2) aniso = 1; else aniso = sampler_states[WINED3D_SAMP_MAX_ANISOTROPY]; if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso) { if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) { gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso); checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)"); } else { WARN("Anisotropic filtering not supported.\n"); } gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso; } /* These should always be the same unless EXT_texture_sRGB_decode is supported. */ if (sampler_states[WINED3D_SAMP_SRGB_TEXTURE] != gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE]) { gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, sampler_states[WINED3D_SAMP_SRGB_TEXTURE] ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT); checkGLcall("glTexParameteri(GL_TEXTURE_SRGB_DECODE_EXT)"); gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = sampler_states[WINED3D_SAMP_SRGB_TEXTURE]; } if (!(texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW) != !gl_tex->states[WINED3DTEXSTA_SHADOW]) { if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW) { gl_info->gl_ops.gl.p_glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE); gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB); checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)"); gl_tex->states[WINED3DTEXSTA_SHADOW] = TRUE; } else { gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE); checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)"); gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE; } } } 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; } 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) { wined3d_texture_cleanup(texture); texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent); HeapFree(GetProcessHeap(), 0, texture); } return refcount; } struct wined3d_resource * CDECL wined3d_texture_get_resource(struct wined3d_texture *texture) { TRACE("texture %p.\n", texture); return &texture->resource; } /* 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_gl_info *gl_info = context->gl_info; DWORD flag; UINT i; TRACE("texture %p, srgb %#x.\n", texture, srgb); if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE]) srgb = FALSE; if (srgb) flag = WINED3D_TEXTURE_SRGB_VALID; else flag = WINED3D_TEXTURE_RGB_VALID; 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) { texture->texture_ops->texture_sub_resource_load(texture->sub_resources[i], context, srgb); } texture->flags |= flag; } void CDECL wined3d_texture_preload(struct wined3d_texture *texture) { struct wined3d_context *context; context = context_acquire(texture->resource.device, NULL); wined3d_texture_load(texture, context, texture->flags & WINED3D_TEXTURE_IS_SRGB); context_release(context); } void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture) { TRACE("texture %p.\n", texture); return texture->resource.parent; } DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod) { 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. */ if (texture->resource.pool != WINED3D_POOL_MANAGED) { TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture->resource.pool)); return 0; } if (lod >= texture->level_count) lod = texture->level_count - 1; if (texture->lod != lod) { texture->lod = lod; texture->texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U; texture->texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U; if (texture->resource.bind_count) device_invalidate_state(texture->resource.device, STATE_SAMPLER(texture->sampler)); } 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_autogen_filter_type(struct wined3d_texture *texture, enum wined3d_texture_filter_type filter_type) { FIXME("texture %p, filter_type %s stub!\n", texture, debug_d3dtexturefiltertype(filter_type)); if (!(texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) { WARN("Texture doesn't have AUTOGENMIPMAP usage.\n"); return WINED3DERR_INVALIDCALL; } texture->filter_type = filter_type; return WINED3D_OK; } enum wined3d_texture_filter_type CDECL wined3d_texture_get_autogen_filter_type(const struct wined3d_texture *texture) { TRACE("texture %p.\n", texture); return texture->filter_type; } HRESULT CDECL wined3d_texture_set_color_key(struct wined3d_texture *texture, DWORD flags, const struct wined3d_color_key *color_key) { TRACE("texture %p, flags %#x, color_key %p.\n", texture, flags, color_key); if (flags & WINEDDCKEY_COLORSPACE) { FIXME("Unhandled flags %#x.\n", flags); return WINED3DERR_INVALIDCALL; } if (color_key) { switch (flags & ~WINEDDCKEY_COLORSPACE) { case WINEDDCKEY_DESTBLT: texture->dst_blt_color_key = *color_key; texture->color_key_flags |= WINEDDSD_CKDESTBLT; break; case WINEDDCKEY_DESTOVERLAY: texture->dst_overlay_color_key = *color_key; texture->color_key_flags |= WINEDDSD_CKDESTOVERLAY; break; case WINEDDCKEY_SRCOVERLAY: texture->src_overlay_color_key = *color_key; texture->color_key_flags |= WINEDDSD_CKSRCOVERLAY; break; case WINEDDCKEY_SRCBLT: texture->src_blt_color_key = *color_key; texture->color_key_flags |= WINEDDSD_CKSRCBLT; break; } } else { switch (flags & ~WINEDDCKEY_COLORSPACE) { case WINEDDCKEY_DESTBLT: texture->color_key_flags &= ~WINEDDSD_CKDESTBLT; break; case WINEDDCKEY_DESTOVERLAY: texture->color_key_flags &= ~WINEDDSD_CKDESTOVERLAY; break; case WINEDDCKEY_SRCOVERLAY: texture->color_key_flags &= ~WINEDDSD_CKSRCOVERLAY; break; case WINEDDCKEY_SRCBLT: texture->color_key_flags &= ~WINEDDSD_CKSRCBLT; break; } } return WINED3D_OK; } 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_device *device = texture->resource.device; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; const struct wined3d_format *format = wined3d_get_format(gl_info, format_id); UINT resource_size = wined3d_format_calculate_size(format, device->surface_alignment, width, height, 1); struct wined3d_surface *surface; 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_type, mem, pitch); 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_VOLUME_TEXTURE) { WARN("Not supported on volume textures.\n"); return WINED3DERR_INVALIDCALL; } surface = surface_from_resource(texture->sub_resources[0]); if (surface->resource.map_count || (surface->flags & SFLAG_DCINUSE)) { WARN("Surface is mapped or the DC is in use.\n"); return WINED3DERR_INVALIDCALL; } if (device->d3d_initialized) texture->resource.resource_ops->resource_unload(&texture->resource); texture->resource.format = format; texture->resource.multisample_type = multisample_type; texture->resource.multisample_quality = multisample_quality; texture->resource.width = width; texture->resource.height = height; return wined3d_surface_update_desc(surface, gl_info, mem, pitch); } 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; if (texture->flags & alloc_flag) return; texture->texture_ops->texture_prepare_texture(texture, context, srgb); texture->flags |= alloc_flag; } 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); for (i = 0; i < sub_count; ++i) { texture->texture_ops->texture_sub_resource_invalidate_location(texture->sub_resources[i], WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB); } } void CDECL wined3d_texture_generate_mipmaps(struct wined3d_texture *texture) { /* TODO: Implement filters using GL_SGI_generate_mipmaps. */ FIXME("texture %p stub!\n", texture); } struct wined3d_resource * CDECL wined3d_texture_get_sub_resource(struct wined3d_texture *texture, UINT 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) { struct wined3d_resource *sub_resource; TRACE("texture %p, layer %u, dirty_region %p.\n", texture, layer, dirty_region); if (!(sub_resource = wined3d_texture_get_sub_resource(texture, layer * texture->level_count))) { WARN("Failed to get sub-resource.\n"); return WINED3DERR_INVALIDCALL; } texture->texture_ops->texture_sub_resource_add_dirty_region(sub_resource, dirty_region); return WINED3D_OK; } static void texture2d_sub_resource_load(struct wined3d_resource *sub_resource, struct wined3d_context *context, BOOL srgb) { surface_load(surface_from_resource(sub_resource), srgb); } static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource, const struct wined3d_box *dirty_region) { struct wined3d_surface *surface = surface_from_resource(sub_resource); surface_prepare_map_memory(surface); surface_load_location(surface, surface->resource.map_binding); surface_invalidate_location(surface, ~surface->resource.map_binding); } static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource) { struct wined3d_surface *surface = surface_from_resource(sub_resource); wined3d_surface_destroy(surface); } static void texture2d_sub_resource_invalidate_location(struct wined3d_resource *sub_resource, DWORD location) { struct wined3d_surface *surface = surface_from_resource(sub_resource); surface_invalidate_location(surface, location); } /* Context activation is done by the caller. */ static void texture2d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb) { UINT sub_count = texture->level_count * texture->layer_count; const struct wined3d_format *format = texture->resource.format; const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_color_key_conversion *conversion; GLenum internal; UINT i; TRACE("texture %p, format %s.\n", texture, debug_d3dformat(format->id)); if (format->convert) { 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(gl_info, conversion->dst_format); TRACE("Using format %s for color key conversion.\n", debug_d3dformat(format->id)); } wined3d_texture_bind_and_dirtify(texture, context, srgb); if (srgb) internal = format->glGammaInternal; else if (texture->resource.usage & WINED3DUSAGE_RENDERTARGET && wined3d_resource_is_offscreen(&texture->resource)) internal = format->rtInternal; else internal = format->glInternal; 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->glFormat, format->glType); for (i = 0; i < sub_count; ++i) { struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]); GLsizei height = surface->pow2Height; GLsizei width = surface->pow2Width; const BYTE *mem = NULL; if (format->flags & WINED3DFMT_FLAG_HEIGHT_SCALE) { height *= format->height_scale.numerator; height /= format->height_scale.denominator; } TRACE("surface %p, target %#x, level %d, width %d, height %d.\n", surface, surface->texture_target, surface->texture_level, width, height); if (gl_info->supported[APPLE_CLIENT_STORAGE]) { if (surface->flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION) || texture->flags & WINED3D_TEXTURE_CONVERTED || !surface->resource.heap_memory) { /* In some cases we want to disable client storage. * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues... * WINED3D_TEXTURE_CONVERTED: The conversion destination memory is freed after loading the surface * heap_memory == NULL: Not defined in the extension. Seems to disable client storage effectively */ surface->flags &= ~SFLAG_CLIENT; } else { surface->flags |= SFLAG_CLIENT; mem = surface->resource.heap_memory; gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE); checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)"); } } if (format->flags & WINED3DFMT_FLAG_COMPRESSED && mem) { GL_EXTCALL(glCompressedTexImage2DARB(surface->texture_target, surface->texture_level, internal, width, height, 0, surface->resource.size, mem)); checkGLcall("glCompressedTexImage2DARB"); } else { gl_info->gl_ops.gl.p_glTexImage2D(surface->texture_target, surface->texture_level, internal, width, height, 0, format->glFormat, format->glType, mem); checkGLcall("glTexImage2D"); } if (mem) { gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE); checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)"); } } } static const struct wined3d_texture_ops texture2d_ops = { texture2d_sub_resource_load, texture2d_sub_resource_add_dirty_region, texture2d_sub_resource_cleanup, texture2d_sub_resource_invalidate_location, texture2d_prepare_texture, }; static ULONG texture_resource_incref(struct wined3d_resource *resource) { return wined3d_texture_incref(wined3d_texture_from_resource(resource)); } static ULONG texture_resource_decref(struct wined3d_resource *resource) { return wined3d_texture_decref(wined3d_texture_from_resource(resource)); } static void wined3d_texture_unload(struct wined3d_resource *resource) { struct wined3d_texture *texture = wined3d_texture_from_resource(resource); UINT sub_count = texture->level_count * texture->layer_count; UINT i; TRACE("texture %p.\n", texture); for (i = 0; i < sub_count; ++i) { struct wined3d_resource *sub_resource = texture->sub_resources[i]; sub_resource->resource_ops->resource_unload(sub_resource); } wined3d_texture_force_reload(texture); wined3d_texture_unload_gl_texture(texture); } static const struct wined3d_resource_ops texture_resource_ops = { texture_resource_incref, texture_resource_decref, wined3d_texture_unload, }; static HRESULT cubetexture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc, UINT levels, DWORD surface_flags, struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; struct wined3d_resource_desc surface_desc; unsigned int i, j; HRESULT hr; /* TODO: It should only be possible to create textures for formats * that are reported as supported. */ if (WINED3DFMT_UNKNOWN >= desc->format) { WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture); return WINED3DERR_INVALIDCALL; } if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && desc->pool != WINED3D_POOL_SCRATCH) { WARN("(%p) : Tried to create not supported cube texture.\n", texture); return WINED3DERR_INVALIDCALL; } /* Calculate levels for mip mapping */ if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP) { if (!gl_info->supported[SGIS_GENERATE_MIPMAP]) { WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } if (levels != 1) { WARN("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning D3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } } if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) { UINT pow2_edge_length = 1; while (pow2_edge_length < desc->width) pow2_edge_length <<= 1; if (desc->width != pow2_edge_length) { if (desc->pool == WINED3D_POOL_SCRATCH) { /* SCRATCH textures cannot be used for texturing */ WARN("Creating a scratch NPOT cube texture despite lack of HW support.\n"); } else { WARN("Attempted to create a NPOT cube texture (edge length %u) without GL support.\n", desc->width); return WINED3DERR_INVALIDCALL; } } } if (FAILED(hr = wined3d_texture_init(texture, &texture2d_ops, 6, levels, desc, surface_flags, device, parent, parent_ops, &texture_resource_ops))) { WARN("Failed to initialize texture, returning %#x\n", hr); return hr; } texture->pow2_matrix[0] = 1.0f; texture->pow2_matrix[5] = 1.0f; texture->pow2_matrix[10] = 1.0f; texture->pow2_matrix[15] = 1.0f; texture->target = GL_TEXTURE_CUBE_MAP_ARB; /* Generate all the surfaces. */ surface_desc = *desc; surface_desc.resource_type = WINED3D_RTYPE_SURFACE; for (i = 0; i < texture->level_count; ++i) { /* Create the 6 faces. */ for (j = 0; j < 6; ++j) { static const GLenum cube_targets[6] = { GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, }; UINT idx = j * texture->level_count + i; struct wined3d_surface *surface; if (FAILED(hr = wined3d_surface_create(texture, &surface_desc, cube_targets[j], i, j, surface_flags, &surface))) { WARN("Failed to create surface, hr %#x.\n", hr); wined3d_texture_cleanup(texture); return hr; } texture->sub_resources[idx] = &surface->resource; TRACE("Created surface level %u @ %p.\n", i, surface); } surface_desc.width = max(1, surface_desc.width >> 1); surface_desc.height = surface_desc.width; } return WINED3D_OK; } static HRESULT texture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc, UINT levels, DWORD surface_flags, struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; struct wined3d_resource_desc surface_desc; UINT pow2_width, pow2_height; unsigned int i; HRESULT hr; /* TODO: It should only be possible to create textures for formats * that are reported as supported. */ if (WINED3DFMT_UNKNOWN >= desc->format) { WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture); return WINED3DERR_INVALIDCALL; } /* Non-power2 support. */ if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) { pow2_width = desc->width; pow2_height = desc->height; } else { /* 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; if (pow2_width != desc->width || pow2_height != desc->height) { /* levels == 0 returns an error as well */ if (levels != 1) { if (desc->pool == WINED3D_POOL_SCRATCH) { WARN("Creating a scratch mipmapped NPOT texture despite lack of HW support.\n"); } else { WARN("Attempted to create a mipmapped NPOT texture without unconditional NPOT support.\n"); return WINED3DERR_INVALIDCALL; } } } } /* Calculate levels for mip mapping. */ if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP) { if (!gl_info->supported[SGIS_GENERATE_MIPMAP]) { WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } if (levels != 1) { WARN("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning WINED3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } } if (FAILED(hr = wined3d_texture_init(texture, &texture2d_ops, 1, levels, desc, surface_flags, device, parent, parent_ops, &texture_resource_ops))) { WARN("Failed to initialize texture, returning %#x.\n", hr); return hr; } /* Precalculated scaling for 'faked' non power of two texture coords. */ if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] && (desc->width != pow2_width || desc->height != pow2_height)) { texture->pow2_matrix[0] = 1.0f; texture->pow2_matrix[5] = 1.0f; texture->pow2_matrix[10] = 1.0f; texture->pow2_matrix[15] = 1.0f; texture->target = GL_TEXTURE_2D; texture->flags |= WINED3D_TEXTURE_COND_NP2; texture->min_mip_lookup = minMipLookup_noFilter; } else if (gl_info->supported[ARB_TEXTURE_RECTANGLE] && (desc->width != pow2_width || desc->height != pow2_height)) { texture->pow2_matrix[0] = (float)desc->width; texture->pow2_matrix[5] = (float)desc->height; texture->pow2_matrix[10] = 1.0f; texture->pow2_matrix[15] = 1.0f; texture->target = GL_TEXTURE_RECTANGLE_ARB; texture->flags |= WINED3D_TEXTURE_COND_NP2; texture->flags &= ~(WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS); if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) texture->min_mip_lookup = minMipLookup_noMip; else texture->min_mip_lookup = minMipLookup_noFilter; } else { if ((desc->width != pow2_width) || (desc->height != pow2_height)) { 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; texture->target = GL_TEXTURE_2D; } TRACE("xf(%f) yf(%f)\n", texture->pow2_matrix[0], texture->pow2_matrix[5]); /* Generate all the surfaces. */ surface_desc = *desc; surface_desc.resource_type = WINED3D_RTYPE_SURFACE; for (i = 0; i < texture->level_count; ++i) { struct wined3d_surface *surface; if (FAILED(hr = wined3d_surface_create(texture, &surface_desc, texture->target, i, 0, surface_flags, &surface))) { WARN("Failed to create surface, hr %#x.\n", hr); wined3d_texture_cleanup(texture); return hr; } texture->sub_resources[i] = &surface->resource; TRACE("Created surface level %u @ %p.\n", i, surface); /* Calculate the next mipmap level. */ surface_desc.width = max(1, surface_desc.width >> 1); surface_desc.height = max(1, surface_desc.height >> 1); } return WINED3D_OK; } static void texture3d_sub_resource_load(struct wined3d_resource *sub_resource, struct wined3d_context *context, BOOL srgb) { wined3d_volume_load(volume_from_resource(sub_resource), context, srgb); } static void texture3d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource, const struct wined3d_box *dirty_region) { wined3d_texture_set_dirty(volume_from_resource(sub_resource)->container); } static void texture3d_sub_resource_cleanup(struct wined3d_resource *sub_resource) { struct wined3d_volume *volume = volume_from_resource(sub_resource); wined3d_volume_destroy(volume); } static void texture3d_sub_resource_invalidate_location(struct wined3d_resource *sub_resource, DWORD location) { struct wined3d_volume *volume = volume_from_resource(sub_resource); wined3d_volume_invalidate_location(volume, location); } static void texture3d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb) { unsigned int sub_count = texture->level_count * texture->layer_count; const struct wined3d_format *format = texture->resource.format; const struct wined3d_gl_info *gl_info = context->gl_info; unsigned int i; wined3d_texture_bind_and_dirtify(texture, context, srgb); for (i = 0; i < sub_count; ++i) { struct wined3d_volume *volume = volume_from_resource(texture->sub_resources[i]); void *mem = NULL; if (gl_info->supported[APPLE_CLIENT_STORAGE] && !format->convert && volume_prepare_system_memory(volume)) { TRACE("Enabling GL_UNPACK_CLIENT_STORAGE_APPLE for volume %p\n", volume); gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE); checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)"); mem = volume->resource.heap_memory; volume->flags |= WINED3D_VFLAG_CLIENT_STORAGE; } GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, volume->texture_level, srgb ? format->glGammaInternal : format->glInternal, volume->resource.width, volume->resource.height, volume->resource.depth, 0, format->glFormat, format->glType, mem)); checkGLcall("glTexImage3D"); if (mem) { gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE); checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)"); } } } static const struct wined3d_texture_ops texture3d_ops = { texture3d_sub_resource_load, texture3d_sub_resource_add_dirty_region, texture3d_sub_resource_cleanup, texture3d_sub_resource_invalidate_location, texture3d_prepare_texture, }; static HRESULT volumetexture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc, UINT levels, struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; struct wined3d_resource_desc volume_desc; unsigned int i; HRESULT hr; /* TODO: It should only be possible to create textures for formats * that are reported as supported. */ if (WINED3DFMT_UNKNOWN >= desc->format) { WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture); return WINED3DERR_INVALIDCALL; } if (!gl_info->supported[EXT_TEXTURE3D]) { WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture); return WINED3DERR_INVALIDCALL; } /* Calculate levels for mip mapping. */ if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP) { if (!gl_info->supported[SGIS_GENERATE_MIPMAP]) { WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } if (levels != 1) { WARN("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning D3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } } if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) { UINT pow2_w, pow2_h, pow2_d; pow2_w = 1; while (pow2_w < desc->width) pow2_w <<= 1; pow2_h = 1; while (pow2_h < desc->height) pow2_h <<= 1; pow2_d = 1; while (pow2_d < desc->depth) pow2_d <<= 1; if (pow2_w != desc->width || pow2_h != desc->height || pow2_d != desc->depth) { if (desc->pool == WINED3D_POOL_SCRATCH) { WARN("Creating a scratch NPOT volume texture despite lack of HW support.\n"); } else { WARN("Attempted to create a NPOT volume texture (%u, %u, %u) without GL support.\n", desc->width, desc->height, desc->depth); return WINED3DERR_INVALIDCALL; } } } if (FAILED(hr = wined3d_texture_init(texture, &texture3d_ops, 1, levels, desc, 0, device, parent, parent_ops, &texture_resource_ops))) { WARN("Failed to initialize texture, returning %#x.\n", hr); return hr; } texture->pow2_matrix[0] = 1.0f; texture->pow2_matrix[5] = 1.0f; texture->pow2_matrix[10] = 1.0f; texture->pow2_matrix[15] = 1.0f; texture->target = GL_TEXTURE_3D; /* Generate all the surfaces. */ volume_desc = *desc; volume_desc.resource_type = WINED3D_RTYPE_VOLUME; for (i = 0; i < texture->level_count; ++i) { struct wined3d_volume *volume; if (FAILED(hr = wined3d_volume_create(texture, &volume_desc, i, &volume))) { ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr); wined3d_texture_cleanup(texture); return hr; } texture->sub_resources[i] = &volume->resource; /* Calculate the next mipmap level. */ volume_desc.width = max(1, volume_desc.width >> 1); volume_desc.height = max(1, volume_desc.height >> 1); volume_desc.depth = max(1, volume_desc.depth >> 1); } return WINED3D_OK; } HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct wined3d_resource_desc *desc, UINT level_count, DWORD surface_flags, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture) { struct wined3d_texture *object; HRESULT hr; TRACE("device %p, desc %p, level_count %u, surface_flags %#x, parent %p, parent_ops %p, texture %p.\n", device, desc, level_count, surface_flags, parent, parent_ops, texture); if (!level_count) { WARN("Invalid level count.\n"); return WINED3DERR_INVALIDCALL; } if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)))) return E_OUTOFMEMORY; switch (desc->resource_type) { case WINED3D_RTYPE_TEXTURE: hr = texture_init(object, desc, level_count, surface_flags, device, parent, parent_ops); break; case WINED3D_RTYPE_VOLUME_TEXTURE: hr = volumetexture_init(object, desc, level_count, device, parent, parent_ops); break; case WINED3D_RTYPE_CUBE_TEXTURE: hr = cubetexture_init(object, desc, level_count, surface_flags, device, parent, parent_ops); break; default: ERR("Invalid resource type %s.\n", debug_d3dresourcetype(desc->resource_type)); hr = WINED3DERR_INVALIDCALL; break; } if (FAILED(hr)) { WARN("Failed to initialize texture, returning %#x.\n", hr); HeapFree(GetProcessHeap(), 0, object); return hr; } TRACE("Created texture %p.\n", object); *texture = object; return WINED3D_OK; }