/* * Copyright 2002-2005 Jason Edmeades * Copyright 2002-2005 Raphael Junqueira * Copyright 2005 Oliver Stieber * Copyright 2007-2008 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 "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture); static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_texture_ops *texture_ops, UINT layer_count, UINT level_count, WINED3DRESOURCETYPE resource_type, struct wined3d_device *device, DWORD usage, const struct wined3d_format *format, WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops, const struct wined3d_resource_ops *resource_ops) { HRESULT hr; hr = resource_init(&texture->resource, device, resource_type, format, WINED3DMULTISAMPLE_NONE, 0, usage, pool, 0, 0, 0, 0, parent, parent_ops, resource_ops); if (FAILED(hr)) { WARN("Failed to initialize resource, returning %#x\n", hr); return hr; } 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 = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE; texture->lod = 0; texture->texture_rgb.dirty = TRUE; texture->texture_srgb.dirty = TRUE; texture->flags = WINED3D_TEXTURE_POW2_MAT_IDENT; 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(struct gl_texture *tex) { ENTER_GL(); glDeleteTextures(1, &tex->name); LEAVE_GL(); tex->name = 0; } static void wined3d_texture_unload(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(&texture->texture_rgb); if (texture->texture_srgb.name) gltexture_delete(&texture->texture_srgb); if (context) context_release(context); wined3d_texture_set_dirty(texture, TRUE); 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(texture); HeapFree(GetProcessHeap(), 0, texture->sub_resources); resource_cleanup(&texture->resource); } void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty) { texture->texture_rgb.dirty = dirty; texture->texture_srgb.dirty = dirty; } /* Context activation is done by the caller. */ static HRESULT wined3d_texture_bind(struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info, BOOL srgb, BOOL *set_surface_desc) { struct gl_texture *gl_tex; BOOL new_texture = FALSE; HRESULT hr = WINED3D_OK; GLenum target; TRACE("texture %p, srgb %#x, set_surface_desc %p.\n", texture, srgb, set_surface_desc); /* 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, gl_info, srgb); target = texture->target; ENTER_GL(); /* Generate a texture name if we don't already have one. */ if (!gl_tex->name) { *set_surface_desc = TRUE; glGenTextures(1, &gl_tex->name); checkGLcall("glGenTextures"); TRACE("Generated texture %d.\n", gl_tex->name); if (texture->resource.pool == WINED3DPOOL_DEFAULT) { /* Tell OpenGL to try and keep this texture in video ram (well mostly). */ GLclampf tmp = 0.9f; glPrioritizeTextures(1, &gl_tex->name, &tmp); } /* Initialise the state of the texture object to the OpenGL defaults, * not the D3D defaults. */ gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP; gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP; gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP; gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0; gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR; gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */ gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */ gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0; gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1; if (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, TRUE); new_texture = TRUE; if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) { /* This means double binding the texture at creation, but keeps * the code simpler all in all, and the run-time path free from * additional checks. */ glBindTexture(target, gl_tex->name); checkGLcall("glBindTexture"); glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE); checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)"); } } else { *set_surface_desc = FALSE; } if (gl_tex->name) { glBindTexture(target, gl_tex->name); checkGLcall("glBindTexture"); if (new_texture) { /* 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); 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. */ glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); } } } else { ERR("This texture doesn't have an OpenGL texture assigned to it.\n"); hr = WINED3DERR_INVALIDCALL; } LEAVE_GL(); return hr; } /* GL locking is done by the caller */ static void apply_wrap(const struct wined3d_gl_info *gl_info, GLenum target, WINED3DTEXTUREADDRESS d3d_wrap, GLenum param, BOOL cond_np2) { GLint gl_wrap; if (d3d_wrap < WINED3DTADDRESS_WRAP || d3d_wrap > WINED3DTADDRESS_MIRRORONCE) { FIXME("Unrecognized or unsupported WINED3DTEXTUREADDRESS %#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 == WINED3DTADDRESS_WRAP)) gl_wrap = GL_CLAMP_TO_EDGE; else gl_wrap = gl_info->wrap_lookup[d3d_wrap - WINED3DTADDRESS_WRAP]; TRACE("Setting param %#x to %#x for target %#x.\n", param, gl_wrap, target); glTexParameteri(target, param, gl_wrap); checkGLcall("glTexParameteri(target, param, gl_wrap)"); } /* GL locking 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, gl_info, texture->flags & WINED3D_TEXTURE_IS_SRGB); /* This function relies on the correct texture being bound and loaded. */ if (sampler_states[WINED3DSAMP_ADDRESSU] != gl_tex->states[WINED3DTEXSTA_ADDRESSU]) { state = sampler_states[WINED3DSAMP_ADDRESSU]; apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_S, cond_np2); gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state; } if (sampler_states[WINED3DSAMP_ADDRESSV] != gl_tex->states[WINED3DTEXSTA_ADDRESSV]) { state = sampler_states[WINED3DSAMP_ADDRESSV]; apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_T, cond_np2); gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state; } if (sampler_states[WINED3DSAMP_ADDRESSW] != gl_tex->states[WINED3DTEXSTA_ADDRESSW]) { state = sampler_states[WINED3DSAMP_ADDRESSW]; apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_R, cond_np2); gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state; } if (sampler_states[WINED3DSAMP_BORDERCOLOR] != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR]) { float col[4]; state = sampler_states[WINED3DSAMP_BORDERCOLOR]; D3DCOLORTOGLFLOAT4(state, col); TRACE("Setting border color for %#x to %#x.\n", target, state); glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &col[0]); checkGLcall("glTexParameterfv(..., GL_TEXTURE_BORDER_COLOR, ...)"); gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state; } if (sampler_states[WINED3DSAMP_MAGFILTER] != gl_tex->states[WINED3DTEXSTA_MAGFILTER]) { GLint gl_value; state = sampler_states[WINED3DSAMP_MAGFILTER]; if (state > WINED3DTEXF_ANISOTROPIC) FIXME("Unrecognized or unsupported MAGFILTER* value %d.\n", state); gl_value = wined3d_gl_mag_filter(texture->mag_lookup, min(max(state, WINED3DTEXF_POINT), WINED3DTEXF_LINEAR)); TRACE("ValueMAG=%#x setting MAGFILTER to %#x.\n", state, gl_value); glTexParameteri(target, GL_TEXTURE_MAG_FILTER, gl_value); gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state; } if ((sampler_states[WINED3DSAMP_MINFILTER] != gl_tex->states[WINED3DTEXSTA_MINFILTER] || sampler_states[WINED3DSAMP_MIPFILTER] != gl_tex->states[WINED3DTEXSTA_MIPFILTER] || sampler_states[WINED3DSAMP_MAXMIPLEVEL] != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL])) { GLint gl_value; gl_tex->states[WINED3DTEXSTA_MIPFILTER] = sampler_states[WINED3DSAMP_MIPFILTER]; gl_tex->states[WINED3DTEXSTA_MINFILTER] = sampler_states[WINED3DSAMP_MINFILTER]; gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = sampler_states[WINED3DSAMP_MAXMIPLEVEL]; if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC || gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_ANISOTROPIC) { FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %#x D3DSAMP_MIPFILTER 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[WINED3DSAMP_MINFILTER], WINED3DTEXF_POINT), WINED3DTEXF_LINEAR), min(max(sampler_states[WINED3DSAMP_MIPFILTER], WINED3DTEXF_NONE), WINED3DTEXF_LINEAR)); TRACE("ValueMIN=%#x, ValueMIP=%#x, setting MINFILTER to %#x.\n", sampler_states[WINED3DSAMP_MINFILTER], sampler_states[WINED3DSAMP_MIPFILTER], gl_value); glTexParameteri(target, GL_TEXTURE_MIN_FILTER, gl_value); checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ..."); if (!cond_np2) { if (gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_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 WINED3DSAMP_MAXMIPLEVEL specifies the largest mipmap * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest * mimap used (default 1000). So WINED3DSAMP_MAXMIPLEVEL * corresponds to GL_TEXTURE_BASE_LEVEL. */ glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, gl_value); } } if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_ANISOTROPIC && gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_ANISOTROPIC && gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_ANISOTROPIC) || cond_np2) aniso = 1; else aniso = sampler_states[WINED3DSAMP_MAXANISOTROPY]; if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso) { if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) { 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[WINED3DSAMP_SRGBTEXTURE] != gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE]) { glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, sampler_states[WINED3DSAMP_SRGBTEXTURE] ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT); checkGLcall("glTexParameteri(GL_TEXTURE_SRGB_DECODE_EXT)"); } if (!(texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW) != !gl_tex->states[WINED3DTEXSTA_SHADOW]) { if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW) { glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE); 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 { 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 = InterlockedIncrement(&texture->resource.ref); TRACE("%p increasing refcount to %u.\n", texture, refcount); return refcount; } /* Do not call while under the GL lock. */ ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture) { ULONG 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; } HRESULT CDECL wined3d_texture_set_private_data(struct wined3d_texture *texture, REFGUID guid, const void *data, DWORD data_size, DWORD flags) { return resource_set_private_data(&texture->resource, guid, data, data_size, flags); } HRESULT CDECL wined3d_texture_get_private_data(const struct wined3d_texture *texture, REFGUID guid, void *data, DWORD *data_size) { return resource_get_private_data(&texture->resource, guid, data, data_size); } HRESULT CDECL wined3d_texture_free_private_data(struct wined3d_texture *texture, REFGUID guid) { return resource_free_private_data(&texture->resource, guid); } DWORD CDECL wined3d_texture_set_priority(struct wined3d_texture *texture, DWORD priority) { return resource_set_priority(&texture->resource, priority); } DWORD CDECL wined3d_texture_get_priority(const struct wined3d_texture *texture) { return resource_get_priority(&texture->resource); } /* Do not call while under the GL lock. */ void CDECL wined3d_texture_preload(struct wined3d_texture *texture) { texture->texture_ops->texture_preload(texture, SRGB_ANY); } WINED3DRESOURCETYPE CDECL wined3d_texture_get_type(const struct wined3d_texture *texture) { TRACE("texture %p.\n", texture); return texture->resource.resourceType; } 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 != WINED3DPOOL_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->bind_count) IWineD3DDeviceImpl_MarkStateDirty(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, WINED3DTEXTUREFILTERTYPE 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; } WINED3DTEXTUREFILTERTYPE CDECL wined3d_texture_get_autogen_filter_type(const struct wined3d_texture *texture) { TRACE("texture %p.\n", texture); return texture->filter_type; } 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 WINED3DBOX *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; } wined3d_texture_set_dirty(texture, TRUE); texture->texture_ops->texture_sub_resource_add_dirty_region(sub_resource, dirty_region); return WINED3D_OK; } /* Context activation is done by the caller. */ static HRESULT texture2d_bind(struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info, BOOL srgb) { BOOL set_gl_texture_desc; HRESULT hr; TRACE("texture %p, gl_info %p, srgb %#x.\n", texture, gl_info, srgb); hr = wined3d_texture_bind(texture, gl_info, srgb, &set_gl_texture_desc); if (set_gl_texture_desc && SUCCEEDED(hr)) { UINT sub_count = texture->level_count * texture->layer_count; BOOL srgb_tex = !gl_info->supported[EXT_TEXTURE_SRGB_DECODE] && (texture->flags & WINED3D_TEXTURE_IS_SRGB); struct gl_texture *gl_tex; UINT i; gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, srgb_tex); for (i = 0; i < sub_count; ++i) { struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]); surface_set_texture_name(surface, gl_tex->name, srgb_tex); } /* 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. */ if (texture->flags & WINED3D_TEXTURE_COND_NP2) { GLenum target = texture->target; ENTER_GL(); glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)"); glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)"); glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); checkGLcall("glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)"); glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); checkGLcall("glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST)"); LEAVE_GL(); gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_CLAMP; gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_CLAMP; gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT; gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE; } } return hr; } /* Do not call while under the GL lock. */ static void texture2d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb) { UINT sub_count = texture->level_count * texture->layer_count; struct wined3d_device *device = texture->resource.device; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; struct wined3d_context *context = NULL; struct gl_texture *gl_tex; BOOL srgb_mode; UINT i; TRACE("texture %p, srgb %#x.\n", texture, srgb); switch (srgb) { case SRGB_RGB: srgb_mode = FALSE; break; case SRGB_BOTH: texture2d_preload(texture, SRGB_RGB); /* Fallthrough */ case SRGB_SRGB: srgb_mode = TRUE; break; default: srgb_mode = texture->flags & WINED3D_TEXTURE_IS_SRGB; break; } gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, srgb_mode); if (!device->isInDraw) { /* No danger of recursive calls, context_acquire() sets isInDraw to TRUE * when loading offscreen render targets into the texture. */ context = context_acquire(device, NULL); } if (texture->resource.format->id == WINED3DFMT_P8_UINT || texture->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM) { for (i = 0; i < sub_count; ++i) { struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]); if (palette9_changed(surface)) { TRACE("Reloading surface %p because the d3d8/9 palette was changed.\n", surface); /* TODO: This is not necessarily needed with hw palettized texture support. */ surface_load_location(surface, SFLAG_INSYSMEM, NULL); /* Make sure the texture is reloaded because of the palette * change, this kills performance though :( */ surface_modify_location(surface, SFLAG_INTEXTURE, FALSE); } } } if (gl_tex->dirty) { /* Reload the surfaces if the texture is marked dirty. */ for (i = 0; i < sub_count; ++i) { surface_load(surface_from_resource(texture->sub_resources[i]), srgb_mode); } } else { TRACE("Texture %p not dirty, nothing to do.\n", texture); } /* No longer dirty. */ gl_tex->dirty = FALSE; if (context) context_release(context); } static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource, const WINED3DBOX *dirty_region) { surface_add_dirty_rect(surface_from_resource(sub_resource), dirty_region); } static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource) { struct wined3d_surface *surface = surface_from_resource(sub_resource); /* Clean out the texture name we gave to the surface so that the * surface doesn't try and release it. */ surface_set_texture_name(surface, 0, TRUE); surface_set_texture_name(surface, 0, FALSE); surface_set_texture_target(surface, 0); surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL); wined3d_surface_decref(surface); } /* Do not call while under the GL lock. */ static void texture2d_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]; struct wined3d_surface *surface = surface_from_resource(sub_resource); sub_resource->resource_ops->resource_unload(sub_resource); surface_set_texture_name(surface, 0, FALSE); /* Delete RGB name */ surface_set_texture_name(surface, 0, TRUE); /* Delete sRGB name */ } wined3d_texture_unload(texture); } static const struct wined3d_texture_ops texture2d_ops = { texture2d_bind, texture2d_preload, texture2d_sub_resource_add_dirty_region, texture2d_sub_resource_cleanup, }; static const struct wined3d_resource_ops texture2d_resource_ops = { texture2d_unload, }; static HRESULT cubetexture_init(struct wined3d_texture *texture, UINT edge_length, UINT levels, struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; const struct wined3d_format *format = wined3d_get_format(gl_info, format_id); UINT pow2_edge_length; unsigned int i, j; UINT tmp_w; HRESULT hr; /* TODO: It should only be possible to create textures for formats * that are reported as supported. */ if (WINED3DFMT_UNKNOWN >= format_id) { 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] && pool != WINED3DPOOL_SCRATCH) { WARN("(%p) : Tried to create not supported cube texture.\n", texture); return WINED3DERR_INVALIDCALL; } /* Calculate levels for mip mapping */ if (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("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } levels = 1; } else if (!levels) { levels = wined3d_log2i(edge_length) + 1; TRACE("Calculated levels = %u.\n", levels); } hr = wined3d_texture_init(texture, &texture2d_ops, 6, levels, WINED3DRTYPE_CUBETEXTURE, device, usage, format, pool, parent, parent_ops, &texture2d_resource_ops); if (FAILED(hr)) { WARN("Failed to initialize texture, returning %#x\n", hr); return hr; } /* Find the nearest pow2 match. */ pow2_edge_length = 1; while (pow2_edge_length < edge_length) pow2_edge_length <<= 1; if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || (edge_length == pow2_edge_length)) { /* Precalculated scaling for 'faked' non power of two texture coords. */ texture->pow2_matrix[0] = 1.0f; texture->pow2_matrix[5] = 1.0f; texture->pow2_matrix[10] = 1.0f; texture->pow2_matrix[15] = 1.0f; } else { /* Precalculated scaling for 'faked' non power of two texture coords. */ texture->pow2_matrix[0] = ((float)edge_length) / ((float)pow2_edge_length); texture->pow2_matrix[5] = ((float)edge_length) / ((float)pow2_edge_length); texture->pow2_matrix[10] = ((float)edge_length) / ((float)pow2_edge_length); texture->pow2_matrix[15] = 1.0f; texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT; } texture->target = GL_TEXTURE_CUBE_MAP_ARB; /* Generate all the surfaces. */ tmp_w = edge_length; 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; hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_w, format_id, usage, pool, i /* Level */, j, &surface); if (FAILED(hr)) { FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr); wined3d_texture_cleanup(texture); return hr; } surface_set_container(surface, WINED3D_CONTAINER_TEXTURE, texture); surface_set_texture_target(surface, cube_targets[j]); texture->sub_resources[idx] = &surface->resource; TRACE("Created surface level %u @ %p.\n", i, surface); } tmp_w = max(1, tmp_w >> 1); } return WINED3D_OK; } static HRESULT texture_init(struct wined3d_texture *texture, UINT width, UINT height, UINT levels, struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; const struct wined3d_format *format = wined3d_get_format(gl_info, format_id); UINT pow2_width, pow2_height; UINT tmp_w, tmp_h; unsigned int i; HRESULT hr; /* TODO: It should only be possible to create textures for formats * that are reported as supported. */ if (WINED3DFMT_UNKNOWN >= format_id) { 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 = width; pow2_height = height; } else { /* Find the nearest pow2 match. */ pow2_width = pow2_height = 1; while (pow2_width < width) pow2_width <<= 1; while (pow2_height < height) pow2_height <<= 1; if (pow2_width != width || pow2_height != height) { if (levels > 1) { WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support.\n"); return WINED3DERR_INVALIDCALL; } levels = 1; } } /* Calculate levels for mip mapping. */ if (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("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } levels = 1; } else if (!levels) { levels = wined3d_log2i(max(width, height)) + 1; TRACE("Calculated levels = %u.\n", levels); } hr = wined3d_texture_init(texture, &texture2d_ops, 1, levels, WINED3DRTYPE_TEXTURE, device, usage, format, pool, parent, parent_ops, &texture2d_resource_ops); if (FAILED(hr)) { WARN("Failed to initialize texture, returning %#x.\n", hr); return hr; } /* Precalculated scaling for 'faked' non power of two texture coords. * Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE * is used in combination with texture uploads (RTL_READTEX). The reason is that EXT_PALETTED_TEXTURE * doesn't work in combination with ARB_TEXTURE_RECTANGLE. */ if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] && (width != pow2_width || 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] && (width != pow2_width || height != pow2_height) && !(format->id == WINED3DFMT_P8_UINT && gl_info->supported[EXT_PALETTED_TEXTURE] && wined3d_settings.rendertargetlock_mode == RTL_READTEX)) { if (width != 1 || height != 1) texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT; texture->pow2_matrix[0] = (float)width; texture->pow2_matrix[5] = (float)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; if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) texture->min_mip_lookup = minMipLookup_noMip; else texture->min_mip_lookup = minMipLookup_noFilter; } else { if ((width != pow2_width) || (height != pow2_height)) { texture->pow2_matrix[0] = (((float)width) / ((float)pow2_width)); texture->pow2_matrix[5] = (((float)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. */ tmp_w = width; tmp_h = height; for (i = 0; i < texture->level_count; ++i) { struct wined3d_surface *surface; /* Use the callback to create the texture surface. */ hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_h, format->id, usage, pool, i, 0, &surface); if (FAILED(hr)) { FIXME("Failed to create surface %p, hr %#x\n", texture, hr); wined3d_texture_cleanup(texture); return hr; } surface_set_container(surface, WINED3D_CONTAINER_TEXTURE, texture); surface_set_texture_target(surface, texture->target); texture->sub_resources[i] = &surface->resource; TRACE("Created surface level %u @ %p.\n", i, surface); /* Calculate the next mipmap level. */ tmp_w = max(1, tmp_w >> 1); tmp_h = max(1, tmp_h >> 1); } return WINED3D_OK; } /* Context activation is done by the caller. */ static HRESULT texture3d_bind(struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info, BOOL srgb) { BOOL dummy; TRACE("texture %p, gl_info %p, srgb %#x.\n", texture, gl_info, srgb); return wined3d_texture_bind(texture, gl_info, srgb, &dummy); } /* Do not call while under the GL lock. */ static void texture3d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb) { struct wined3d_device *device = texture->resource.device; struct wined3d_context *context = NULL; BOOL srgb_was_toggled = FALSE; unsigned int i; TRACE("texture %p, srgb %#x.\n", texture, srgb); if (!device->isInDraw) context = context_acquire(device, NULL); else if (texture->bind_count > 0) { BOOL texture_srgb = texture->flags & WINED3D_TEXTURE_IS_SRGB; BOOL sampler_srgb = device->stateBlock->state.sampler_states[texture->sampler][WINED3DSAMP_SRGBTEXTURE]; srgb_was_toggled = !texture_srgb != !sampler_srgb; if (srgb_was_toggled) { if (sampler_srgb) texture->flags |= WINED3D_TEXTURE_IS_SRGB; else texture->flags &= ~WINED3D_TEXTURE_IS_SRGB; } } /* If the texture is marked dirty or the sRGB sampler setting has changed * since the last load then reload the volumes. */ if (texture->texture_rgb.dirty) { for (i = 0; i < texture->level_count; ++i) { volume_load(volume_from_resource(texture->sub_resources[i]), i, texture->flags & WINED3D_TEXTURE_IS_SRGB); } } else if (srgb_was_toggled) { for (i = 0; i < texture->level_count; ++i) { struct wined3d_volume *volume = volume_from_resource(texture->sub_resources[i]); volume_add_dirty_box(volume, NULL); volume_load(volume, i, texture->flags & WINED3D_TEXTURE_IS_SRGB); } } else { TRACE("Texture %p not dirty, nothing to do.\n", texture); } if (context) context_release(context); /* No longer dirty */ texture->texture_rgb.dirty = FALSE; } static void texture3d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource, const WINED3DBOX *dirty_region) { volume_add_dirty_box(volume_from_resource(sub_resource), dirty_region); } static void texture3d_sub_resource_cleanup(struct wined3d_resource *sub_resource) { struct wined3d_volume *volume = volume_from_resource(sub_resource); /* Cleanup the container. */ volume_set_container(volume, NULL); wined3d_volume_decref(volume); } /* Do not call while under the GL lock. */ static void texture3d_unload(struct wined3d_resource *resource) { struct wined3d_texture *texture = wined3d_texture_from_resource(resource); UINT i; TRACE("texture %p.\n", texture); for (i = 0; i < texture->level_count; ++i) { struct wined3d_resource *sub_resource = texture->sub_resources[i]; sub_resource->resource_ops->resource_unload(sub_resource); } wined3d_texture_unload(texture); } static const struct wined3d_texture_ops texture3d_ops = { texture3d_bind, texture3d_preload, texture3d_sub_resource_add_dirty_region, texture3d_sub_resource_cleanup, }; static const struct wined3d_resource_ops texture3d_resource_ops = { texture3d_unload, }; static HRESULT volumetexture_init(struct wined3d_texture *texture, UINT width, UINT height, UINT depth, UINT levels, struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; const struct wined3d_format *format = wined3d_get_format(gl_info, format_id); UINT tmp_w, tmp_h, tmp_d; unsigned int i; HRESULT hr; /* TODO: It should only be possible to create textures for formats * that are reported as supported. */ if (WINED3DFMT_UNKNOWN >= format_id) { 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 (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("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } levels = 1; } else if (!levels) { levels = wined3d_log2i(max(max(width, height), depth)) + 1; TRACE("Calculated levels = %u.\n", levels); } hr = wined3d_texture_init(texture, &texture3d_ops, 1, levels, WINED3DRTYPE_VOLUMETEXTURE, device, usage, format, pool, parent, parent_ops, &texture3d_resource_ops); if (FAILED(hr)) { WARN("Failed to initialize texture, returning %#x.\n", hr); return hr; } /* Is NP2 support for volumes needed? */ 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. */ tmp_w = width; tmp_h = height; tmp_d = depth; for (i = 0; i < texture->level_count; ++i) { struct wined3d_volume *volume; /* Create the volume. */ hr = IWineD3DDeviceParent_CreateVolume(device->device_parent, parent, tmp_w, tmp_h, tmp_d, format_id, pool, usage, &volume); if (FAILED(hr)) { ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr); wined3d_texture_cleanup(texture); return hr; } /* Set its container to this texture. */ volume_set_container(volume, texture); texture->sub_resources[i] = &volume->resource; /* Calculate the next mipmap level. */ tmp_w = max(1, tmp_w >> 1); tmp_h = max(1, tmp_h >> 1); tmp_d = max(1, tmp_d >> 1); } return WINED3D_OK; } HRESULT CDECL wined3d_texture_create_2d(struct wined3d_device *device, UINT width, UINT height, UINT level_count, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture) { struct wined3d_texture *object; HRESULT hr; TRACE("device %p, width %u, height %u, level_count %u, usage %#x\n", device, width, height, level_count, usage); TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n", debug_d3dformat(format_id), pool, parent, parent_ops, texture); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Out of memory.\n"); *texture = NULL; return WINED3DERR_OUTOFVIDEOMEMORY; } hr = texture_init(object, width, height, level_count, device, usage, format_id, pool, parent, parent_ops); if (FAILED(hr)) { WARN("Failed to initialize texture, returning %#x.\n", hr); HeapFree(GetProcessHeap(), 0, object); *texture = NULL; return hr; } TRACE("Created texture %p.\n", object); *texture = object; return WINED3D_OK; } HRESULT CDECL wined3d_texture_create_3d(struct wined3d_device *device, UINT width, UINT height, UINT depth, UINT level_count, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture) { struct wined3d_texture *object; HRESULT hr; TRACE("device %p, width %u, height %u, depth %u, level_count %u, usage %#x\n", device, width, height, depth, level_count, usage); TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n", debug_d3dformat(format_id), pool, parent, parent_ops, texture); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Out of memory\n"); *texture = NULL; return WINED3DERR_OUTOFVIDEOMEMORY; } hr = volumetexture_init(object, width, height, depth, level_count, device, usage, format_id, pool, parent, parent_ops); if (FAILED(hr)) { WARN("Failed to initialize volumetexture, returning %#x\n", hr); HeapFree(GetProcessHeap(), 0, object); *texture = NULL; return hr; } TRACE("Created texture %p.\n", object); *texture = object; return WINED3D_OK; } HRESULT CDECL wined3d_texture_create_cube(struct wined3d_device *device, UINT edge_length, UINT level_count, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture) { struct wined3d_texture *object; HRESULT hr; TRACE("device %p, edge_length %u, level_count %u, usage %#x\n", device, edge_length, level_count, usage); TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n", debug_d3dformat(format_id), pool, parent, parent_ops, texture); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Out of memory\n"); *texture = NULL; return WINED3DERR_OUTOFVIDEOMEMORY; } hr = cubetexture_init(object, edge_length, level_count, device, usage, format_id, pool, parent, parent_ops); if (FAILED(hr)) { WARN("Failed to initialize cubetexture, returning %#x\n", hr); HeapFree(GetProcessHeap(), 0, object); *texture = NULL; return hr; } TRACE("Created texture %p.\n", object); *texture = object; return WINED3D_OK; }