/* * 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 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, " "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, flags, device, parent, parent_ops, resource_ops); 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; /* 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); 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 (flags & WINED3D_TEXTURE_CREATE_PIN_SYSMEM) texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM; 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 (!needs_separate_srgb_gl_texture(context)) 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; } /* 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); 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->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)"); } } /* 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)); /* FIXME: Ideally we'd only do this when touching a binding that's used by * a shader. */ context_invalidate_state(context, STATE_SHADER_RESOURCE_BINDING); wined3d_texture_bind(texture, 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_apply_sampler_desc(struct wined3d_texture *texture, const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_gl_info *gl_info) { GLenum target = texture->target; struct gl_texture *gl_tex; DWORD state; TRACE("texture %p, sampler_desc %p, gl_info %p.\n", texture, sampler_desc, gl_info); gl_tex = wined3d_texture_get_gl_texture(texture, texture->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[EXT_TEXTURE_FILTER_ANISOTROPIC]) gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, state); else WARN("Anisotropic filtering not supported.\n"); gl_tex->sampler_desc.max_anisotropy = state; } /* These should always be the same unless EXT_texture_sRGB_decode is supported. */ if (!sampler_desc->srgb_decode != !gl_tex->sampler_desc.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; } 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; } 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)) 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++) texture->texture_ops->texture_sub_resource_add_dirty_region(texture->sub_resources[i], NULL); wined3d_texture_set_dirty(texture); 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) { 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.base_level = ~0u; texture->texture_srgb.base_level = ~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) { 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; } 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_TEXTURE_3D) { WARN("Not supported on 3D textures.\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; } 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; const struct wined3d_d3d_info *d3d_info = context->d3d_info; 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; 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); texture->async.flags &= ~WINED3D_TEXTURE_ASYNC_COLOR_KEY; 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(const 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 %s.\n", texture, layer, debug_box(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 HRESULT wined3d_texture_upload_data(struct wined3d_texture *texture, const struct wined3d_sub_resource_data *data) { unsigned int sub_count = texture->level_count * texture->layer_count; struct wined3d_context *context; unsigned int i; for (i = 0; i < sub_count; ++i) { if (!data[i].data) { WARN("Invalid sub-resource data specified for sub-resource %u.\n", i); return E_INVALIDARG; } } context = context_acquire(texture->resource.device, NULL); wined3d_texture_prepare_texture(texture, context, FALSE); wined3d_texture_bind_and_dirtify(texture, context, FALSE); for (i = 0; i < sub_count; ++i) { struct wined3d_resource *sub_resource = texture->sub_resources[i]; texture->texture_ops->texture_sub_resource_upload_data(sub_resource, context, &data[i]); texture->texture_ops->texture_sub_resource_validate_location(sub_resource, WINED3D_LOCATION_TEXTURE_RGB); texture->texture_ops->texture_sub_resource_invalidate_location(sub_resource, ~WINED3D_LOCATION_TEXTURE_RGB); } context_release(context); 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), context, 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); struct wined3d_context *context; surface_prepare_map_memory(surface); context = context_acquire(surface->resource.device, NULL); surface_load_location(surface, context, surface->resource.map_binding); context_release(context); 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); } static void texture2d_sub_resource_validate_location(struct wined3d_resource *sub_resource, DWORD location) { struct wined3d_surface *surface = surface_from_resource(sub_resource); surface_validate_location(surface, location); } static void texture2d_sub_resource_upload_data(struct wined3d_resource *sub_resource, const struct wined3d_context *context, const struct wined3d_sub_resource_data *data) { struct wined3d_surface *surface = surface_from_resource(sub_resource); static const POINT dst_point = {0, 0}; struct wined3d_const_bo_address addr; RECT src_rect; src_rect.left = 0; src_rect.top = 0; src_rect.right = surface->resource.width; src_rect.bottom = surface->resource.height; addr.buffer_object = 0; addr.addr = data->data; wined3d_surface_upload_data(surface, context->gl_info, surface->container->resource.format, &src_rect, data->row_pitch, &dst_point, FALSE, &addr); } /* 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, context %p, format %s.\n", texture, context, 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; if (texture->resource.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); gl_info->gl_ops.gl.p_glTexImage2D(surface->texture_target, surface->texture_level, internal, width, height, 0, format->glFormat, format->glType, NULL); checkGLcall("glTexImage2D"); } } 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_sub_resource_validate_location, texture2d_sub_resource_upload_data, 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 HRESULT texture2d_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) { struct wined3d_resource *sub_resource; if (!(sub_resource = wined3d_texture_get_sub_resource(wined3d_texture_from_resource(resource), sub_resource_idx))) return E_INVALIDARG; return wined3d_surface_map(surface_from_resource(sub_resource), map_desc, box, flags); } static HRESULT texture2d_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx) { struct wined3d_resource *sub_resource; if (!(sub_resource = wined3d_texture_get_sub_resource(wined3d_texture_from_resource(resource), sub_resource_idx))) return E_INVALIDARG; return wined3d_surface_unmap(surface_from_resource(sub_resource)); } static const struct wined3d_resource_ops texture2d_resource_ops = { texture_resource_incref, texture_resource_decref, wined3d_texture_unload, texture2d_resource_sub_resource_map, texture2d_resource_sub_resource_unmap, }; static HRESULT texture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc, UINT level_count, DWORD flags, struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops) { unsigned int layer_count = desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP ? 6 : 1; 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, 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; } /* 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) { /* level_count == 0 returns an error as well */ if (level_count != 1 || desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP) { if (desc->pool == WINED3D_POOL_SCRATCH) { WARN("Creating a scratch mipmapped/cube NPOT texture despite lack of HW support.\n"); } else { WARN("Attempted to create a mipmapped/cube 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 (level_count != 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, layer_count, level_count, desc, flags, device, parent, parent_ops, &texture2d_resource_ops))) { WARN("Failed to initialize texture, returning %#x.\n", hr); return hr; } /* 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->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); } else { if (desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP) texture->target = GL_TEXTURE_CUBE_MAP_ARB; else texture->target = GL_TEXTURE_2D; if (desc->width == pow2_width && desc->height == pow2_height) { texture->pow2_matrix[0] = 1.0f; texture->pow2_matrix[5] = 1.0f; } else if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT]) { texture->pow2_matrix[0] = 1.0f; texture->pow2_matrix[5] = 1.0f; texture->flags |= WINED3D_TEXTURE_COND_NP2; } else { 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; } texture->pow2_matrix[10] = 1.0f; texture->pow2_matrix[15] = 1.0f; } 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) { for (j = 0; j < texture->layer_count; ++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, }; GLenum target = desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP ? cube_targets[j] : texture->target; unsigned int idx = j * texture->level_count + i; struct wined3d_surface *surface; if (FAILED(hr = wined3d_surface_create(texture, &surface_desc, target, i, j, 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); } /* 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_sub_resource_validate_location(struct wined3d_resource *sub_resource, DWORD location) { struct wined3d_volume *volume = volume_from_resource(sub_resource); wined3d_volume_validate_location(volume, location); } static void texture3d_sub_resource_upload_data(struct wined3d_resource *sub_resource, const struct wined3d_context *context, const struct wined3d_sub_resource_data *data) { struct wined3d_volume *volume = volume_from_resource(sub_resource); struct wined3d_const_bo_address addr; unsigned int row_pitch, slice_pitch; wined3d_volume_get_pitch(volume, &row_pitch, &slice_pitch); if (row_pitch != data->row_pitch || slice_pitch != data->slice_pitch) FIXME("Ignoring row/slice pitch (%u/%u).\n", data->row_pitch, data->slice_pitch); addr.buffer_object = 0; addr.addr = data->data; wined3d_volume_upload_data(volume, context, &addr); } 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]); GL_EXTCALL(glTexImage3D(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, NULL)); checkGLcall("glTexImage3D"); } } 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_sub_resource_validate_location, texture3d_sub_resource_upload_data, texture3d_prepare_texture, }; static HRESULT texture3d_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) { struct wined3d_resource *sub_resource; if (!(sub_resource = wined3d_texture_get_sub_resource(wined3d_texture_from_resource(resource), sub_resource_idx))) return E_INVALIDARG; return wined3d_volume_map(volume_from_resource(sub_resource), map_desc, box, flags); } static HRESULT texture3d_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx) { struct wined3d_resource *sub_resource; if (!(sub_resource = wined3d_texture_get_sub_resource(wined3d_texture_from_resource(resource), sub_resource_idx))) return E_INVALIDARG; return wined3d_volume_unmap(volume_from_resource(sub_resource)); } static const struct wined3d_resource_ops texture3d_resource_ops = { texture_resource_incref, texture_resource_decref, wined3d_texture_unload, texture3d_resource_sub_resource_map, texture3d_resource_sub_resource_unmap, }; 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, &texture3d_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_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 WINEDDBLTFX *fx, enum wined3d_texture_filter_type filter) { struct wined3d_resource *dst_resource, *src_resource = NULL; 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_resource = wined3d_texture_get_sub_resource(dst_texture, dst_sub_resource_idx)) || dst_resource->type != WINED3D_RTYPE_SURFACE) return WINED3DERR_INVALIDCALL; if (src_texture) { if (!(src_resource = wined3d_texture_get_sub_resource(src_texture, src_sub_resource_idx)) || src_resource->type != WINED3D_RTYPE_SURFACE) return WINED3DERR_INVALIDCALL; } return wined3d_surface_blt(surface_from_resource(dst_resource), dst_rect, src_resource ? surface_from_resource(src_resource) : NULL, src_rect, flags, fx, filter); } HRESULT CDECL wined3d_texture_get_overlay_position(const struct wined3d_texture *texture, unsigned int sub_resource_idx, LONG *x, LONG *y) { struct wined3d_resource *sub_resource; struct wined3d_surface *surface; TRACE("texture %p, sub_resource_idx %u, x %p, y %p.\n", texture, sub_resource_idx, x, y); if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D || !(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx))) { WARN("Invalid sub-resource specified.\n"); return WINEDDERR_NOTAOVERLAYSURFACE; } surface = surface_from_resource(sub_resource); if (!surface->overlay_dest) { TRACE("Overlay not visible.\n"); *x = 0; *y = 0; return WINEDDERR_OVERLAYNOTVISIBLE; } *x = surface->overlay_destrect.left; *y = surface->overlay_destrect.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_resource *sub_resource; struct wined3d_surface *surface; 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) || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D || !(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx))) { WARN("Invalid sub-resource specified.\n"); return WINEDDERR_NOTAOVERLAYSURFACE; } surface = surface_from_resource(sub_resource); w = surface->overlay_destrect.right - surface->overlay_destrect.left; h = surface->overlay_destrect.bottom - surface->overlay_destrect.top; surface->overlay_destrect.left = x; surface->overlay_destrect.top = y; surface->overlay_destrect.right = x + w; surface->overlay_destrect.bottom = y + h; return WINED3D_OK; } HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct wined3d_resource_desc *desc, 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) { struct wined3d_texture *object; HRESULT hr; TRACE("device %p, desc %p, level_count %u, flags %#x, data %p, parent %p, parent_ops %p, texture %p.\n", device, desc, level_count, flags, data, parent, parent_ops, texture); 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->gl_info, desc->format); 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)) { WARN("Unsupported multisample type %u quality %u requested.\n", desc->multisample_type, desc->multisample_quality); return WINED3DERR_NOTAVAILABLE; } } if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)))) return E_OUTOFMEMORY; switch (desc->resource_type) { case WINED3D_RTYPE_TEXTURE_2D: hr = texture_init(object, desc, level_count, flags, device, parent, parent_ops); break; case WINED3D_RTYPE_TEXTURE_3D: hr = volumetexture_init(object, desc, level_count, 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; } /* FIXME: We'd like to avoid ever allocating system memory for the texture * in this case. */ if (data && FAILED(hr = wined3d_texture_upload_data(object, data))) { wined3d_texture_cleanup(object); HeapFree(GetProcessHeap(), 0, object); return hr; } TRACE("Created texture %p.\n", object); *texture = object; 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_context *context = NULL; struct wined3d_resource *sub_resource; struct wined3d_surface *surface; HRESULT hr; 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 (sub_resource->type != WINED3D_RTYPE_SURFACE) { WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type)); return WINED3DERR_INVALIDCALL; } surface = surface_from_resource(sub_resource); /* Give more detailed info for ddraw. */ if (surface->flags & SFLAG_DCINUSE) return WINEDDERR_DCALREADYCREATED; /* Can't GetDC if the surface is locked. */ if (surface->resource.map_count) return WINED3DERR_INVALIDCALL; if (device->d3d_initialized) context = context_acquire(device, NULL); /* Create a DIB section if there isn't a dc yet. */ if (!surface->hDC) { if (FAILED(hr = surface_create_dib_section(surface))) { if (context) context_release(context); return WINED3DERR_INVALIDCALL; } if (!(surface->resource.map_binding == WINED3D_LOCATION_USER_MEMORY || surface->container->flags & WINED3D_TEXTURE_PIN_SYSMEM || surface->pbo)) surface->resource.map_binding = WINED3D_LOCATION_DIB; } surface_load_location(surface, context, WINED3D_LOCATION_DIB); surface_invalidate_location(surface, ~WINED3D_LOCATION_DIB); if (context) context_release(context); surface->flags |= SFLAG_DCINUSE; surface->resource.map_count++; *dc = surface->hDC; 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_context *context = NULL; struct wined3d_resource *sub_resource; struct wined3d_surface *surface; 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 (sub_resource->type != WINED3D_RTYPE_SURFACE) { WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type)); return WINED3DERR_INVALIDCALL; } surface = surface_from_resource(sub_resource); if (!(surface->flags & SFLAG_DCINUSE)) return WINEDDERR_NODC; if (surface->hDC != dc) { WARN("Application tries to release invalid DC %p, surface DC is %p.\n", dc, surface->hDC); return WINEDDERR_NODC; } surface->resource.map_count--; surface->flags &= ~SFLAG_DCINUSE; if (surface->resource.map_binding == WINED3D_LOCATION_USER_MEMORY || (surface->container->flags & WINED3D_TEXTURE_PIN_SYSMEM && surface->resource.map_binding != WINED3D_LOCATION_DIB)) { /* The game Salammbo modifies the surface contents without mapping the surface between * a GetDC/ReleaseDC operation and flipping the surface. If the DIB remains the active * copy and is copied to the screen, this update, which draws the mouse pointer, is lost. * Do not only copy the DIB to the map location, but also make sure the map location is * copied back to the DIB in the next getdc call. * * The same consideration applies to user memory surfaces. */ if (device->d3d_initialized) context = context_acquire(device, NULL); surface_load_location(surface, context, surface->resource.map_binding); surface_invalidate_location(surface, WINED3D_LOCATION_DIB); if (context) context_release(context); } return WINED3D_OK; }