/* * Copyright 2002-2005 Jason Edmeades * Copyright 2002-2005 Raphael Junqueira * Copyright 2005 Oliver Stieber * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers * Copyright 2009-2011 Henri Verbeet for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include "wine/port.h" #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); WINE_DECLARE_DEBUG_CHANNEL(d3d_perf); WINE_DECLARE_DEBUG_CHANNEL(winediag); static BOOL wined3d_texture_use_pbo(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info) { return texture->resource.pool == WINED3D_POOL_DEFAULT && texture->resource.access_flags & WINED3D_RESOURCE_ACCESS_CPU && gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && !texture->resource.format->convert && !(texture->flags & (WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_COND_NP2_EMULATED)); } GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture) { const struct wined3d_swapchain *swapchain = texture->swapchain; TRACE("texture %p.\n", texture); if (!swapchain) { ERR("Texture %p is not part of a swapchain.\n", texture); return GL_NONE; } if (swapchain->back_buffers && swapchain->back_buffers[0] == texture) { if (swapchain->render_to_fbo) { TRACE("Returning GL_COLOR_ATTACHMENT0.\n"); return GL_COLOR_ATTACHMENT0; } TRACE("Returning GL_BACK.\n"); return GL_BACK; } else if (texture == swapchain->front_buffer) { TRACE("Returning GL_FRONT.\n"); return GL_FRONT; } FIXME("Higher back buffer, returning GL_BACK.\n"); return GL_BACK; } void wined3d_texture_validate_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, DWORD location) { struct wined3d_texture_sub_resource *sub_resource; TRACE("texture %p, sub_resource_idx %u, location %s.\n", texture, sub_resource_idx, wined3d_debug_location(location)); sub_resource = &texture->sub_resources[sub_resource_idx]; sub_resource->locations |= location; TRACE("New locations flags are %s.\n", wined3d_debug_location(sub_resource->locations)); } void wined3d_texture_invalidate_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, DWORD location) { struct wined3d_texture_sub_resource *sub_resource; TRACE("texture %p, sub_resource_idx %u, location %s.\n", texture, sub_resource_idx, wined3d_debug_location(location)); if (location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB)) wined3d_texture_set_dirty(texture); sub_resource = &texture->sub_resources[sub_resource_idx]; sub_resource->locations &= ~location; TRACE("New locations flags are %s.\n", wined3d_debug_location(sub_resource->locations)); if (!sub_resource->locations) ERR("Sub-resource %u of texture %p does not have any up to date location.\n", sub_resource_idx, texture); } /* Context activation is done by the caller. */ void *wined3d_texture_map_bo_address(const struct wined3d_bo_address *data, size_t size, const struct wined3d_gl_info *gl_info, GLenum binding, DWORD flags) { BYTE *memory; if (!data->buffer_object) return data->addr; GL_EXTCALL(glBindBuffer(binding, data->buffer_object)); if (gl_info->supported[ARB_MAP_BUFFER_RANGE]) { GLbitfield map_flags = wined3d_resource_gl_map_flags(flags) & ~GL_MAP_FLUSH_EXPLICIT_BIT; memory = GL_EXTCALL(glMapBufferRange(binding, (INT_PTR)data->addr, size, map_flags)); } else { memory = GL_EXTCALL(glMapBuffer(binding, wined3d_resource_gl_legacy_map_flags(flags))); memory += (INT_PTR)data->addr; } GL_EXTCALL(glBindBuffer(binding, 0)); checkGLcall("Map buffer object"); return memory; } /* Context activation is done by the caller. */ void wined3d_texture_unmap_bo_address(const struct wined3d_bo_address *data, const struct wined3d_gl_info *gl_info, GLenum binding) { if (!data->buffer_object) return; GL_EXTCALL(glBindBuffer(binding, data->buffer_object)); GL_EXTCALL(glUnmapBuffer(binding)); GL_EXTCALL(glBindBuffer(binding, 0)); checkGLcall("Unmap buffer object"); } void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_bo_address *data, DWORD locations) { struct wined3d_texture_sub_resource *sub_resource; TRACE("texture %p, sub_resource_idx %u, data %p, locations %s.\n", texture, sub_resource_idx, data, wined3d_debug_location(locations)); sub_resource = &texture->sub_resources[sub_resource_idx]; if (locations & WINED3D_LOCATION_BUFFER) { data->addr = NULL; data->buffer_object = sub_resource->buffer_object; return; } if (locations & WINED3D_LOCATION_USER_MEMORY) { data->addr = texture->user_memory; data->buffer_object = 0; return; } if (locations & WINED3D_LOCATION_SYSMEM) { data->addr = sub_resource->resource->heap_memory; data->buffer_object = 0; return; } ERR("Unexpected locations %s.\n", wined3d_debug_location(locations)); data->addr = NULL; data->buffer_object = 0; } 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); if ((flags & WINED3D_TEXTURE_CREATE_MAPPABLE) || desc->format == WINED3DFMT_D16_LOCKABLE) texture->resource.access_flags |= WINED3D_RESOURCE_ACCESS_CPU; texture->texture_ops = texture_ops; 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_GET_DC_LENIENT) texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_GET_DC_LENIENT; if (flags & WINED3D_TEXTURE_CREATE_DISCARD) texture->flags |= WINED3D_TEXTURE_DISCARD; return WINED3D_OK; } /* Context activation is done by the caller. */ static void wined3d_texture_remove_buffer_object(struct wined3d_texture *texture, unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info) { GLuint *buffer_object; buffer_object = &texture->sub_resources[sub_resource_idx].buffer_object; GL_EXTCALL(glDeleteBuffers(1, buffer_object)); checkGLcall("glDeleteBuffers"); wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_BUFFER); *buffer_object = 0; TRACE("Deleted buffer object %u for texture %p, sub-resource %u.\n", *buffer_object, texture, sub_resource_idx); } static void wined3d_texture_update_map_binding(struct wined3d_texture *texture) { unsigned int sub_count = texture->level_count * texture->layer_count; const struct wined3d_device *device = texture->resource.device; DWORD map_binding = texture->update_map_binding; struct wined3d_context *context = NULL; unsigned int i; if (device->d3d_initialized) context = context_acquire(device, NULL); for (i = 0; i < sub_count; ++i) { if (texture->sub_resources[i].locations == texture->resource.map_binding && !texture->texture_ops->texture_load_location(texture, i, context, map_binding)) ERR("Failed to load location %s.\n", wined3d_debug_location(map_binding)); if (texture->resource.map_binding == WINED3D_LOCATION_BUFFER) wined3d_texture_remove_buffer_object(texture, i, context->gl_info); } if (context) context_release(context); texture->resource.map_binding = map_binding; texture->update_map_binding = 0; } void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding) { texture->update_map_binding = map_binding; if (!texture->resource.map_count) wined3d_texture_update_map_binding(texture); } /* A GL context is provided by the caller */ static void gltexture_delete(struct wined3d_device *device, const struct wined3d_gl_info *gl_info, struct gl_texture *tex) { context_gl_resource_released(device, tex->name, FALSE); gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex->name); tex->name = 0; } static void wined3d_texture_unload_gl_texture(struct wined3d_texture *texture) { struct wined3d_device *device = texture->resource.device; const struct wined3d_gl_info *gl_info = NULL; struct wined3d_context *context = NULL; if (texture->texture_rgb.name || texture->texture_srgb.name || texture->rb_multisample || texture->rb_resolved) { context = context_acquire(device, NULL); gl_info = context->gl_info; } if (texture->texture_rgb.name) gltexture_delete(device, context->gl_info, &texture->texture_rgb); if (texture->texture_srgb.name) gltexture_delete(device, context->gl_info, &texture->texture_srgb); if (texture->rb_multisample) { TRACE("Deleting multisample renderbuffer %u.\n", texture->rb_multisample); context_gl_resource_released(device, texture->rb_multisample, TRUE); gl_info->fbo_ops.glDeleteRenderbuffers(1, &texture->rb_multisample); } if (texture->rb_resolved) { TRACE("Deleting resolved renderbuffer %u.\n", texture->rb_resolved); context_gl_resource_released(device, texture->rb_resolved, TRUE); gl_info->fbo_ops.glDeleteRenderbuffers(1, &texture->rb_resolved); } if (context) context_release(context); wined3d_texture_set_dirty(texture); resource_unload(&texture->resource); } static void wined3d_texture_cleanup(struct wined3d_texture *texture) { unsigned int sub_count = texture->level_count * texture->layer_count; struct wined3d_device *device = texture->resource.device; struct wined3d_context *context = NULL; const struct wined3d_gl_info *gl_info; GLuint buffer_object; unsigned int i; TRACE("texture %p.\n", texture); for (i = 0; i < sub_count; ++i) { if (!(buffer_object = texture->sub_resources[i].buffer_object)) continue; TRACE("Deleting buffer object %u.\n", buffer_object); /* We may not be able to get a context in wined3d_texture_cleanup() in * general, but if a buffer object was previously created we can. */ if (!context) { context = context_acquire(device, NULL); gl_info = context->gl_info; } GL_EXTCALL(glDeleteBuffers(1, &buffer_object)); } if (context) context_release(context); texture->texture_ops->texture_cleanup_sub_resources(texture); wined3d_texture_unload_gl_texture(texture); 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; const struct wined3d_format *format = texture->resource.format; const struct color_fixup_desc fixup = format->color_fixup; 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)"); } if (!is_identity_fixup(fixup) && can_use_texture_swizzle(gl_info, format)) { static const GLenum swizzle_source[] = { GL_ZERO, /* CHANNEL_SOURCE_ZERO */ GL_ONE, /* CHANNEL_SOURCE_ONE */ GL_RED, /* CHANNEL_SOURCE_X */ GL_GREEN, /* CHANNEL_SOURCE_Y */ GL_BLUE, /* CHANNEL_SOURCE_Z */ GL_ALPHA, /* CHANNEL_SOURCE_W */ }; struct { GLint x, y, z, w; } swizzle; swizzle.x = swizzle_source[fixup.x_source]; swizzle.y = swizzle_source[fixup.y_source]; swizzle.z = swizzle_source[fixup.z_source]; swizzle.w = swizzle_source[fixup.w_source]; gl_info->gl_ops.gl.p_glTexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, &swizzle.x); checkGLcall("glTexParameteriv(GL_TEXTURE_SWIZZLE_RGBA)"); } } /* 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_context *context) { const struct wined3d_gl_info *gl_info = context->gl_info; GLenum target = texture->target; struct gl_texture *gl_tex; DWORD state; TRACE("texture %p, sampler_desc %p, context %p.\n", texture, sampler_desc, context); 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; } if (!sampler_desc->srgb_decode != !gl_tex->sampler_desc.srgb_decode && (context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL) && gl_info->supported[EXT_TEXTURE_SRGB_DECODE]) { gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, sampler_desc->srgb_decode ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT); gl_tex->sampler_desc.srgb_decode = sampler_desc->srgb_decode; } if (!sampler_desc->compare != !gl_tex->sampler_desc.compare) { if (sampler_desc->compare) gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB); else gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE); gl_tex->sampler_desc.compare = sampler_desc->compare; } checkGLcall("Texture parameter application"); if (gl_info->supported[EXT_TEXTURE_LOD_BIAS]) { gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, sampler_desc->lod_bias); checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)"); } } ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture) { ULONG refcount; TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain); if (texture->swapchain) return wined3d_swapchain_incref(texture->swapchain); refcount = InterlockedIncrement(&texture->resource.ref); TRACE("%p increasing refcount to %u.\n", texture, refcount); return refcount; } 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++) { if (!texture->texture_ops->texture_load_location(texture, i, context, texture->resource.map_binding)) ERR("Failed to load location %s.\n", wined3d_debug_location(texture->resource.map_binding)); else wined3d_texture_invalidate_location(texture, i, ~texture->resource.map_binding); } texture->async.gl_color_key = texture->async.src_blt_color_key; } if (texture->flags & flag) { TRACE("Texture %p not dirty, nothing to do.\n", texture); return; } /* Reload the surfaces if the texture is marked dirty. */ for (i = 0; i < sub_count; ++i) { if (!texture->texture_ops->texture_load_location(texture, i, context, srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB)) ERR("Failed to load location (srgb %#x).\n", srgb); } texture->flags |= flag; } void CDECL wined3d_texture_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; } static BOOL wined3d_texture_check_box_dimensions(const struct wined3d_texture *texture, unsigned int level, const struct wined3d_box *box) { if (box->left >= box->right || box->top >= box->bottom || box->front >= box->back) return FALSE; if (box->right > wined3d_texture_get_level_width(texture, level) || box->bottom > wined3d_texture_get_level_height(texture, level) || box->back > wined3d_texture_get_level_depth(texture, level)) return FALSE; return TRUE; } void CDECL wined3d_texture_get_pitch(const struct wined3d_texture *texture, unsigned int level, unsigned int *row_pitch, unsigned int *slice_pitch) { const struct wined3d_resource *resource = &texture->resource; unsigned int width = wined3d_texture_get_level_width(texture, level); unsigned int height = wined3d_texture_get_level_height(texture, level); if (texture->row_pitch) { *row_pitch = texture->row_pitch; *slice_pitch = texture->slice_pitch; return; } wined3d_format_calculate_pitch(resource->format, resource->device->surface_alignment, width, height, row_pitch, slice_pitch); } DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod) { 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_texture_sub_resource *sub_resource; struct wined3d_surface *surface; DWORD valid_location = 0; BOOL create_dib = FALSE; TRACE("texture %p, width %u, height %u, format %s, multisample_type %#x, multisample_quality %u, " "mem %p, pitch %u.\n", texture, width, height, debug_d3dformat(format_id), multisample_type, multisample_quality, mem, pitch); 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; } if (texture->resource.map_count) { WARN("Texture is mapped.\n"); return WINED3DERR_INVALIDCALL; } /* We have no way of supporting a pitch that is not a multiple of the pixel * byte width short of uploading the texture row-by-row. * Fortunately that's not an issue since D3D9Ex doesn't allow a custom pitch * for user-memory textures (it always expects packed data) while DirectDraw * requires a 4-byte aligned pitch and doesn't support texture formats * larger than 4 bytes per pixel nor any format using 3 bytes per pixel. * This check is here to verify that the assumption holds. */ if (pitch % texture->resource.format->byte_count) { WARN("Pitch unsupported, not a multiple of the texture format byte width.\n"); return WINED3DERR_INVALIDCALL; } if (device->d3d_initialized) texture->resource.resource_ops->resource_unload(&texture->resource); sub_resource = &texture->sub_resources[0]; surface = sub_resource->u.surface; if (surface->dc) { wined3d_surface_destroy_dc(surface); create_dib = TRUE; } wined3d_resource_free_sysmem(sub_resource->resource); if ((texture->row_pitch = pitch)) texture->slice_pitch = height * pitch; else /* User memory surfaces don't have the regular surface alignment. */ wined3d_format_calculate_pitch(format, 1, width, height, &texture->row_pitch, &texture->slice_pitch); texture->resource.format = format; texture->resource.multisample_type = multisample_type; texture->resource.multisample_quality = multisample_quality; texture->resource.width = width; texture->resource.height = height; sub_resource->resource->format = format; sub_resource->resource->multisample_type = multisample_type; sub_resource->resource->multisample_quality = multisample_quality; sub_resource->resource->width = width; sub_resource->resource->height = height; sub_resource->resource->size = texture->slice_pitch; if (((width & (width - 1)) || (height & (height - 1))) && !gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && !gl_info->supported[ARB_TEXTURE_RECTANGLE] && !gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT]) { texture->flags |= WINED3D_TEXTURE_COND_NP2_EMULATED; texture->pow2_width = texture->pow2_height = 1; while (texture->pow2_width < width) texture->pow2_width <<= 1; while (texture->pow2_height < height) texture->pow2_height <<= 1; } else { texture->flags &= ~WINED3D_TEXTURE_COND_NP2_EMULATED; texture->pow2_width = width; texture->pow2_height = height; } surface->pow2Width = texture->pow2_width; surface->pow2Height = texture->pow2_height; sub_resource->locations = 0; if ((texture->user_memory = mem)) { texture->resource.map_binding = WINED3D_LOCATION_USER_MEMORY; valid_location = WINED3D_LOCATION_USER_MEMORY; } else { wined3d_surface_prepare(surface, NULL, WINED3D_LOCATION_SYSMEM); valid_location = WINED3D_LOCATION_SYSMEM; } /* The format might be changed to a format that needs conversion. * If the surface didn't use PBOs previously but could now, don't * change it - whatever made us not use PBOs might come back, e.g. * color keys. */ if (texture->resource.map_binding == WINED3D_LOCATION_BUFFER && !wined3d_texture_use_pbo(texture, gl_info)) texture->resource.map_binding = WINED3D_LOCATION_SYSMEM; wined3d_texture_validate_location(texture, 0, valid_location); if (create_dib) wined3d_surface_create_dc(surface); return WINED3D_OK; } /* Context activation is done by the caller. */ static void wined3d_texture_prepare_buffer_object(struct wined3d_texture *texture, unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info) { GLuint *buffer_object; buffer_object = &texture->sub_resources[sub_resource_idx].buffer_object; if (*buffer_object) return; GL_EXTCALL(glGenBuffers(1, buffer_object)); GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, *buffer_object)); GL_EXTCALL(glBufferData(GL_PIXEL_UNPACK_BUFFER, texture->sub_resources[sub_resource_idx].resource->size, NULL, GL_STREAM_DRAW)); GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0)); checkGLcall("Create buffer object"); TRACE("Created buffer object %u for texture %p, sub-resource %u.\n", *buffer_object, texture, sub_resource_idx); } static void wined3d_texture_force_reload(struct wined3d_texture *texture) { unsigned int sub_count = texture->level_count * texture->layer_count; unsigned int i; texture->flags &= ~(WINED3D_TEXTURE_RGB_ALLOCATED | WINED3D_TEXTURE_SRGB_ALLOCATED | WINED3D_TEXTURE_CONVERTED); texture->async.flags &= ~WINED3D_TEXTURE_ASYNC_COLOR_KEY; for (i = 0; i < sub_count; ++i) { wined3d_texture_invalidate_location(texture, i, WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB); } } 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; } static void wined3d_texture_prepare_rb(struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info, BOOL multisample) { const struct wined3d_format *format = texture->resource.format; if (multisample) { DWORD samples; if (texture->rb_multisample) return; /* TODO: NVIDIA expose their Coverage Sample Anti-Aliasing (CSAA) * feature through type == MULTISAMPLE_XX and quality != 0. This could * be mapped to GL_NV_framebuffer_multisample_coverage. * * AMD have a similar feature called Enhanced Quality Anti-Aliasing * (EQAA), but it does not have an equivalent OpenGL extension. */ /* We advertise as many WINED3D_MULTISAMPLE_NON_MASKABLE quality * levels as the count of advertised multisample types for the texture * format. */ if (texture->resource.multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE) { unsigned int i, count = 0; for (i = 0; i < sizeof(format->multisample_types) * 8; ++i) { if (format->multisample_types & 1u << i) { if (texture->resource.multisample_quality == count++) break; } } samples = i + 1; } else { samples = texture->resource.multisample_type; } gl_info->fbo_ops.glGenRenderbuffers(1, &texture->rb_multisample); gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, texture->rb_multisample); gl_info->fbo_ops.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, format->glInternal, texture->resource.width, texture->resource.height); checkGLcall("glRenderbufferStorageMultisample()"); TRACE("Created multisample rb %u.\n", texture->rb_multisample); } else { if (texture->rb_resolved) return; gl_info->fbo_ops.glGenRenderbuffers(1, &texture->rb_resolved); gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, texture->rb_resolved); gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format->glInternal, texture->resource.width, texture->resource.height); checkGLcall("glRenderbufferStorage()"); TRACE("Created resolved rb %u.\n", texture->rb_resolved); } } /* Context activation is done by the caller. Context may be NULL in * WINED3D_NO3D mode. */ BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) { switch (location) { case WINED3D_LOCATION_SYSMEM: if (texture->sub_resources[sub_resource_idx].resource->heap_memory) return TRUE; if (!wined3d_resource_allocate_sysmem(texture->sub_resources[sub_resource_idx].resource)) { ERR("Failed to allocate system memory.\n"); return FALSE; } return TRUE; case WINED3D_LOCATION_USER_MEMORY: if (!texture->user_memory) ERR("Map binding is set to WINED3D_LOCATION_USER_MEMORY but surface->user_memory is NULL.\n"); return TRUE; case WINED3D_LOCATION_BUFFER: wined3d_texture_prepare_buffer_object(texture, sub_resource_idx, context->gl_info); return TRUE; case WINED3D_LOCATION_TEXTURE_RGB: wined3d_texture_prepare_texture(texture, context, FALSE); return TRUE; case WINED3D_LOCATION_TEXTURE_SRGB: wined3d_texture_prepare_texture(texture, context, TRUE); return TRUE; case WINED3D_LOCATION_DRAWABLE: if (!texture->swapchain) ERR("Texture %p does not have a drawable.\n", texture); return TRUE; case WINED3D_LOCATION_RB_MULTISAMPLE: wined3d_texture_prepare_rb(texture, context->gl_info, TRUE); return TRUE; case WINED3D_LOCATION_RB_RESOLVED: wined3d_texture_prepare_rb(texture, context->gl_info, FALSE); return TRUE; default: ERR("Invalid location %s.\n", wined3d_debug_location(location)); return FALSE; } } 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_texture_sub_resource *wined3d_texture_get_sub_resource(struct wined3d_texture *texture, unsigned int sub_resource_idx) { UINT sub_count = texture->level_count * texture->layer_count; TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx); if (sub_resource_idx >= sub_count) { WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count); return NULL; } return &texture->sub_resources[sub_resource_idx]; } HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture, UINT layer, const struct wined3d_box *dirty_region) { struct wined3d_context *context; unsigned int sub_resource_idx; TRACE("texture %p, layer %u, dirty_region %s.\n", texture, layer, debug_box(dirty_region)); if (layer >= texture->layer_count) { WARN("Invalid layer %u specified.\n", layer); return WINED3DERR_INVALIDCALL; } sub_resource_idx = layer * texture->level_count; if (dirty_region) FIXME("Ignoring dirty_region %s.\n", debug_box(dirty_region)); context = context_acquire(texture->resource.device, NULL); if (!texture->texture_ops->texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding)) { ERR("Failed to load location %s.\n", wined3d_debug_location(texture->resource.map_binding)); context_release(context); return E_OUTOFMEMORY; } wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding); context_release(context); 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) { texture->texture_ops->texture_upload_data(texture, i, context, &data[i]); wined3d_texture_validate_location(texture, i, WINED3D_LOCATION_TEXTURE_RGB); wined3d_texture_invalidate_location(texture, i, ~WINED3D_LOCATION_TEXTURE_RGB); } context_release(context); return WINED3D_OK; } static void texture2d_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx, const struct wined3d_context *context, const struct wined3d_sub_resource_data *data) { static const POINT dst_point = {0, 0}; struct wined3d_const_bo_address addr; unsigned int texture_level; RECT src_rect; texture_level = sub_resource_idx % texture->level_count; SetRect(&src_rect, 0, 0, wined3d_texture_get_level_width(texture, texture_level), wined3d_texture_get_level_height(texture, texture_level)); addr.buffer_object = 0; addr.addr = data->data; wined3d_surface_upload_data(texture->sub_resources[sub_resource_idx].u.surface, context->gl_info, texture->resource.format, &src_rect, data->row_pitch, &dst_point, FALSE, &addr); } static BOOL texture2d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) { return SUCCEEDED(surface_load_location(texture->sub_resources[sub_resource_idx].u.surface, context, location)); } /* Context activation is done by the caller. */ static void texture2d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb) { UINT sub_count = texture->level_count * texture->layer_count; const struct wined3d_format *format = texture->resource.format; const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_color_key_conversion *conversion; GLenum internal; UINT i; TRACE("texture %p, 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 = texture->sub_resources[i].u.surface; 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 void texture2d_cleanup_sub_resources(struct wined3d_texture *texture) { unsigned int sub_count = texture->level_count * texture->layer_count; struct wined3d_surface *surface; unsigned int i; for (i = 0; i < sub_count; ++i) { if ((surface = texture->sub_resources[i].u.surface)) { TRACE("surface %p.\n", surface); wined3d_surface_cleanup(surface); surface->resource.parent_ops->wined3d_object_destroyed(surface->resource.parent); } } HeapFree(GetProcessHeap(), 0, texture->sub_resources[0].u.surface); } static const struct wined3d_texture_ops texture2d_ops = { texture2d_upload_data, texture2d_load_location, texture2d_prepare_texture, texture2d_cleanup_sub_resources, }; 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; struct wined3d_device *device = resource->device; const struct wined3d_gl_info *gl_info; struct wined3d_context *context; UINT i; TRACE("texture %p.\n", texture); context = context_acquire(device, NULL); gl_info = context->gl_info; for (i = 0; i < sub_count; ++i) { struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[i]; if (resource->pool != WINED3D_POOL_DEFAULT && texture->texture_ops->texture_load_location(texture, i, context, resource->map_binding)) { wined3d_texture_invalidate_location(texture, i, ~resource->map_binding); } else { /* We should only get here on device reset/teardown for implicit * resources. */ if (resource->pool != WINED3D_POOL_DEFAULT || resource->type != WINED3D_RTYPE_TEXTURE_2D) ERR("Discarding %s %p sub-resource %u in the %s pool.\n", debug_d3dresourcetype(resource->type), resource, i, debug_d3dpool(resource->pool)); wined3d_texture_validate_location(texture, i, WINED3D_LOCATION_DISCARDED); wined3d_texture_invalidate_location(texture, i, ~WINED3D_LOCATION_DISCARDED); } if (sub_resource->buffer_object) wined3d_texture_remove_buffer_object(texture, i, context->gl_info); if (resource->type == WINED3D_RTYPE_TEXTURE_2D) { struct wined3d_surface *surface = sub_resource->u.surface; struct wined3d_renderbuffer_entry *entry, *entry2; LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry) { context_gl_resource_released(device, entry->id, TRUE); gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id); list_remove(&entry->entry); HeapFree(GetProcessHeap(), 0, entry); } list_init(&surface->renderbuffers); surface->current_renderbuffer = NULL; } resource_unload(sub_resource->resource); } context_release(context); wined3d_texture_force_reload(texture); wined3d_texture_unload_gl_texture(texture); } static HRESULT texture_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx, struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags) { const struct wined3d_format *format = resource->format; struct wined3d_texture_sub_resource *sub_resource; struct wined3d_device *device = resource->device; unsigned int fmt_flags = resource->format_flags; const struct wined3d_gl_info *gl_info = NULL; struct wined3d_context *context = NULL; struct wined3d_texture *texture; struct wined3d_bo_address data; unsigned int texture_level; BYTE *base_memory; BOOL ret; TRACE("resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n", resource, sub_resource_idx, map_desc, debug_box(box), flags); texture = wined3d_texture_from_resource(resource); if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx))) return E_INVALIDARG; texture_level = sub_resource_idx % texture->level_count; if (box && !wined3d_texture_check_box_dimensions(texture, texture_level, box)) { WARN("Map box is invalid.\n"); if (resource->type != WINED3D_RTYPE_TEXTURE_2D) return WINED3DERR_INVALIDCALL; } if ((fmt_flags & WINED3DFMT_FLAG_BLOCKS) && box && !wined3d_texture_check_block_align(texture, texture_level, box)) { WARN("Map box %s is misaligned for %ux%u blocks.\n", debug_box(box), format->block_width, format->block_height); if (resource->type != WINED3D_RTYPE_TEXTURE_2D || resource->pool == WINED3D_POOL_DEFAULT) return WINED3DERR_INVALIDCALL; } if (!(resource->access_flags & WINED3D_RESOURCE_ACCESS_CPU)) { WARN("Trying to map unmappable texture.\n"); if (resource->type != WINED3D_RTYPE_TEXTURE_2D) return WINED3DERR_INVALIDCALL; } if (texture->flags & WINED3D_TEXTURE_DC_IN_USE) { WARN("DC is in use.\n"); return WINED3DERR_INVALIDCALL; } if (sub_resource->map_count) { WARN("Sub-resource is already mapped.\n"); return WINED3DERR_INVALIDCALL; } flags = wined3d_resource_sanitize_map_flags(resource, flags); if (device->d3d_initialized) { context = context_acquire(device, NULL); gl_info = context->gl_info; } if (flags & WINED3D_MAP_DISCARD) { TRACE("WINED3D_MAP_DISCARD flag passed, marking %s as up to date.\n", wined3d_debug_location(texture->resource.map_binding)); if ((ret = wined3d_texture_prepare_location(texture, sub_resource_idx, context, texture->resource.map_binding))) wined3d_texture_validate_location(texture, sub_resource_idx, texture->resource.map_binding); } else { if (resource->usage & WINED3DUSAGE_DYNAMIC) WARN_(d3d_perf)("Mapping a dynamic texture without WINED3D_MAP_DISCARD.\n"); ret = texture->texture_ops->texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding); } if (!ret) { ERR("Failed to prepare location.\n"); context_release(context); return E_OUTOFMEMORY; } if (!(flags & (WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY))) wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding); wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding); base_memory = wined3d_texture_map_bo_address(&data, sub_resource->resource->size, gl_info, GL_PIXEL_UNPACK_BUFFER, flags); TRACE("Base memory pointer %p.\n", base_memory); if (context) context_release(context); if (fmt_flags & WINED3DFMT_FLAG_BROKEN_PITCH) { map_desc->row_pitch = wined3d_texture_get_level_width(texture, texture_level) * format->byte_count; map_desc->slice_pitch = wined3d_texture_get_level_height(texture, texture_level) * map_desc->row_pitch; } else { wined3d_texture_get_pitch(texture, texture_level, &map_desc->row_pitch, &map_desc->slice_pitch); } if (!box) { map_desc->data = base_memory; } else { if ((fmt_flags & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_BLOCKS) { /* Compressed textures are block based, so calculate the offset of * the block that contains the top-left pixel of the mapped box. */ map_desc->data = base_memory + (box->front * map_desc->slice_pitch) + ((box->top / format->block_height) * map_desc->row_pitch) + ((box->left / format->block_width) * format->block_byte_count); } else { map_desc->data = base_memory + (box->front * map_desc->slice_pitch) + (box->top * map_desc->row_pitch) + (box->left * format->byte_count); } } if (texture->swapchain && texture->swapchain->front_buffer == texture) { RECT *r = &texture->swapchain->front_buffer_update; if (!box) SetRect(r, 0, 0, resource->width, resource->height); else SetRect(r, box->left, box->top, box->right, box->bottom); TRACE("Mapped front buffer %s.\n", wine_dbgstr_rect(r)); } ++resource->map_count; ++sub_resource->map_count; TRACE("Returning memory %p, row pitch %u, slice pitch %u.\n", map_desc->data, map_desc->row_pitch, map_desc->slice_pitch); return WINED3D_OK; } static HRESULT texture_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx) { struct wined3d_texture_sub_resource *sub_resource; struct wined3d_device *device = resource->device; const struct wined3d_gl_info *gl_info = NULL; struct wined3d_context *context = NULL; struct wined3d_texture *texture; struct wined3d_bo_address data; TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx); texture = wined3d_texture_from_resource(resource); if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx))) return E_INVALIDARG; if (!sub_resource->map_count) { WARN("Trying to unmap unmapped sub-resource.\n"); if (texture->flags & WINED3D_TEXTURE_DC_IN_USE) return WINED3D_OK; return WINEDDERR_NOTLOCKED; } if (device->d3d_initialized) { context = context_acquire(device, NULL); gl_info = context->gl_info; } wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding); wined3d_texture_unmap_bo_address(&data, gl_info, GL_PIXEL_UNPACK_BUFFER); if (context) context_release(context); if (texture->swapchain && texture->swapchain->front_buffer == texture) { if (!(sub_resource->locations & (WINED3D_LOCATION_DRAWABLE | WINED3D_LOCATION_TEXTURE_RGB))) texture->swapchain->swapchain_ops->swapchain_frontbuffer_updated(texture->swapchain); } else if (resource->format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) { FIXME("Depth / stencil buffer locking is not implemented.\n"); } --sub_resource->map_count; if (!--resource->map_count && texture->update_map_binding) wined3d_texture_update_map_binding(texture); return WINED3D_OK; } static const struct wined3d_resource_ops texture_resource_ops = { texture_resource_incref, texture_resource_decref, wined3d_texture_unload, texture_resource_sub_resource_map, texture_resource_sub_resource_unmap, }; static HRESULT texture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc, unsigned int layer_count, unsigned int level_count, DWORD flags, struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops) { struct wined3d_device_parent *device_parent = device->device_parent; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; struct wined3d_resource_desc surface_desc; struct wined3d_surface *surfaces; 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; } if (desc->usage & WINED3DUSAGE_DYNAMIC && desc->pool == WINED3D_POOL_MANAGED) FIXME("Trying to create a managed texture with dynamic usage.\n"); if (!(desc->usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)) && (flags & WINED3D_TEXTURE_CREATE_MAPPABLE)) WARN("Creating a mappable texture in the default pool that doesn't specify dynamic usage.\n"); if (desc->usage & WINED3DUSAGE_RENDERTARGET && desc->pool != WINED3D_POOL_DEFAULT) FIXME("Trying to create a render target that isn't in the default pool.\n"); pow2_width = desc->width; pow2_height = desc->height; if (((desc->width & (desc->width - 1)) || (desc->height & (desc->height - 1))) && !gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) { /* level_count == 0 returns an error as well. */ if (level_count != 1 || desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP) { if (desc->pool != WINED3D_POOL_SCRATCH) { WARN("Attempted to create a mipmapped/cube NPOT texture without unconditional NPOT support.\n"); return WINED3DERR_INVALIDCALL; } WARN("Creating a scratch mipmapped/cube NPOT texture despite lack of HW support.\n"); } texture->flags |= WINED3D_TEXTURE_COND_NP2; if (!gl_info->supported[ARB_TEXTURE_RECTANGLE] && !gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT]) { const struct wined3d_format *format = wined3d_get_format(gl_info, desc->format); /* TODO: Add support for non-power-of-two compressed textures. */ if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_HEIGHT_SCALE)) { FIXME("Compressed or height scaled non-power-of-two (%ux%u) textures are not supported.\n", desc->width, desc->height); return WINED3DERR_NOTAVAILABLE; } /* Find the nearest pow2 match. */ pow2_width = pow2_height = 1; while (pow2_width < desc->width) pow2_width <<= 1; while (pow2_height < desc->height) pow2_height <<= 1; texture->flags |= WINED3D_TEXTURE_COND_NP2_EMULATED; } } texture->pow2_width = pow2_width; texture->pow2_height = pow2_height; if ((pow2_width > gl_info->limits.texture_size || pow2_height > gl_info->limits.texture_size) && (desc->usage & WINED3DUSAGE_TEXTURE)) { /* One of four options: * 1: Do the same as we do with NPOT and scale the texture. (Any * texture ops would require the texture to be scaled which is * potentially slow.) * 2: Set the texture to the maximum size (bad idea). * 3: WARN and return WINED3DERR_NOTAVAILABLE. * 4: Create the surface, but allow it to be used only for DirectDraw * Blts. Some apps (e.g. Swat 3) create textures with a height of * 16 and a width > 3000 and blt 16x16 letter areas from them to * the render target. */ if (desc->pool == WINED3D_POOL_DEFAULT || desc->pool == WINED3D_POOL_MANAGED) { WARN("Dimensions (%ux%u) exceed the maximum texture size.\n", pow2_width, pow2_height); return WINED3DERR_NOTAVAILABLE; } /* We should never use this surface in combination with OpenGL. */ TRACE("Creating an oversized (%ux%u) surface.\n", pow2_width, pow2_height); } /* 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, &texture_resource_ops))) { WARN("Failed to initialize texture, returning %#x.\n", hr); return hr; } /* Precalculated scaling for 'faked' non power of two texture coords. */ if (texture->resource.gl_type == WINED3D_GL_RES_TYPE_TEX_RECT) { texture->pow2_matrix[0] = (float)desc->width; texture->pow2_matrix[5] = (float)desc->height; texture->flags &= ~(WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS); texture->target = GL_TEXTURE_RECTANGLE_ARB; } else { if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED) { texture->pow2_matrix[0] = (((float)desc->width) / ((float)pow2_width)); texture->pow2_matrix[5] = (((float)desc->height) / ((float)pow2_height)); texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT; } else { texture->pow2_matrix[0] = 1.0f; texture->pow2_matrix[5] = 1.0f; } if (desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP) texture->target = GL_TEXTURE_CUBE_MAP_ARB; else texture->target = GL_TEXTURE_2D; } texture->pow2_matrix[10] = 1.0f; texture->pow2_matrix[15] = 1.0f; TRACE("x scale %.8e, y scale %.8e.\n", texture->pow2_matrix[0], texture->pow2_matrix[5]); if (wined3d_texture_use_pbo(texture, gl_info)) texture->resource.map_binding = WINED3D_LOCATION_BUFFER; if (!(surfaces = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*surfaces) * level_count * layer_count))) { wined3d_texture_cleanup(texture); return E_OUTOFMEMORY; } /* 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; surface = &surfaces[idx]; if (FAILED(hr = wined3d_surface_init(surface, texture, &surface_desc, target, i, j))) { WARN("Failed to initialize surface, returning %#x.\n", hr); wined3d_texture_cleanup(texture); if (!idx) HeapFree(GetProcessHeap(), 0, surfaces); return hr; } if (FAILED(hr = device_parent->ops->surface_created(device_parent, texture, idx, &parent, &parent_ops))) { WARN("Failed to create surface parent, hr %#x.\n", hr); wined3d_surface_cleanup(surface); wined3d_texture_cleanup(texture); return hr; } TRACE("parent %p, parent_ops %p.\n", parent, parent_ops); surface->resource.parent = parent; surface->resource.parent_ops = parent_ops; texture->sub_resources[idx].resource = &surface->resource; texture->sub_resources[idx].u.surface = surface; TRACE("Created surface level %u, layer %u @ %p.\n", i, j, surface); if (((desc->usage & WINED3DUSAGE_OWNDC) || (device->wined3d->flags & WINED3D_NO3D)) && FAILED(hr = wined3d_surface_create_dc(surface))) { wined3d_texture_cleanup(texture); return hr; } } /* 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_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx, const struct wined3d_context *context, const struct wined3d_sub_resource_data *data) { struct wined3d_const_bo_address addr; unsigned int row_pitch, slice_pitch; wined3d_texture_get_pitch(texture, sub_resource_idx, &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(texture->sub_resources[sub_resource_idx].u.volume, context, &addr); } static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) { return wined3d_volume_load_location(texture->sub_resources[sub_resource_idx].u.volume, context, location); } static void texture3d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb) { unsigned int sub_count = texture->level_count * texture->layer_count; const struct wined3d_format *format = texture->resource.format; const struct wined3d_gl_info *gl_info = context->gl_info; unsigned int i; wined3d_texture_bind_and_dirtify(texture, context, srgb); for (i = 0; i < sub_count; ++i) { struct wined3d_volume *volume = texture->sub_resources[i].u.volume; GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, volume->texture_level, srgb ? format->glGammaInternal : format->glInternal, wined3d_texture_get_level_width(texture, volume->texture_level), wined3d_texture_get_level_height(texture, volume->texture_level), wined3d_texture_get_level_depth(texture, volume->texture_level), 0, format->glFormat, format->glType, NULL)); checkGLcall("glTexImage3D"); } } static void texture3d_cleanup_sub_resources(struct wined3d_texture *texture) { unsigned int sub_count = texture->level_count * texture->layer_count; struct wined3d_volume *volume; unsigned int i; for (i = 0; i < sub_count; ++i) { if ((volume = texture->sub_resources[i].u.volume)) { TRACE("volume %p.\n", volume); wined3d_volume_cleanup(volume); volume->resource.parent_ops->wined3d_object_destroyed(volume->resource.parent); } } HeapFree(GetProcessHeap(), 0, texture->sub_resources[0].u.volume); } static const struct wined3d_texture_ops texture3d_ops = { texture3d_upload_data, texture3d_load_location, texture3d_prepare_texture, texture3d_cleanup_sub_resources, }; BOOL wined3d_texture_check_block_align(const struct wined3d_texture *texture, unsigned int level, const struct wined3d_box *box) { const struct wined3d_format *format = texture->resource.format; unsigned int height = wined3d_texture_get_level_height(texture, level); unsigned int width = wined3d_texture_get_level_width(texture, level); unsigned int width_mask, height_mask; if ((box->left >= box->right) || (box->top >= box->bottom) || (box->right > width) || (box->bottom > height)) return FALSE; /* This assumes power of two block sizes, but NPOT block sizes would be * silly anyway. * * This also assumes that the format's block depth is 1. */ width_mask = format->block_width - 1; height_mask = format->block_height - 1; if ((box->left & width_mask) || (box->top & height_mask) || (box->right & width_mask && box->right != width) || (box->bottom & height_mask && box->bottom != height)) return FALSE; return TRUE; } 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) { struct wined3d_device_parent *device_parent = device->device_parent; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; struct wined3d_resource_desc volume_desc; struct wined3d_volume *volumes; 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 (desc->usage & WINED3DUSAGE_DYNAMIC && (desc->pool == WINED3D_POOL_MANAGED || desc->pool == WINED3D_POOL_SCRATCH)) { WARN("Attempted to create a DYNAMIC texture in pool %s.\n", debug_d3dpool(desc->pool)); return WINED3DERR_INVALIDCALL; } if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) { UINT pow2_w, pow2_h, pow2_d; pow2_w = 1; while (pow2_w < desc->width) pow2_w <<= 1; pow2_h = 1; while (pow2_h < desc->height) pow2_h <<= 1; pow2_d = 1; while (pow2_d < desc->depth) pow2_d <<= 1; if (pow2_w != desc->width || pow2_h != desc->height || pow2_d != desc->depth) { if (desc->pool == WINED3D_POOL_SCRATCH) { WARN("Creating a scratch NPOT volume texture despite lack of HW support.\n"); } else { WARN("Attempted to create a NPOT volume texture (%u, %u, %u) without GL support.\n", desc->width, desc->height, desc->depth); return WINED3DERR_INVALIDCALL; } } } if (FAILED(hr = wined3d_texture_init(texture, &texture3d_ops, 1, levels, desc, 0, device, parent, parent_ops, &texture_resource_ops))) { WARN("Failed to initialize texture, returning %#x.\n", hr); return hr; } texture->pow2_matrix[0] = 1.0f; texture->pow2_matrix[5] = 1.0f; texture->pow2_matrix[10] = 1.0f; texture->pow2_matrix[15] = 1.0f; texture->target = GL_TEXTURE_3D; if (wined3d_texture_use_pbo(texture, gl_info)) texture->resource.map_binding = WINED3D_LOCATION_BUFFER; if (!(volumes = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*volumes) * levels))) { wined3d_texture_cleanup(texture); return E_OUTOFMEMORY; } /* 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; volume = &volumes[i]; if (FAILED(hr = wined3d_volume_init(volume, texture, &volume_desc, i))) { WARN("Failed to initialize volume, returning %#x.\n", hr); wined3d_texture_cleanup(texture); if (!i) HeapFree(GetProcessHeap(), 0, volumes); return hr; } if (FAILED(hr = device_parent->ops->volume_created(device_parent, texture, i, &parent, &parent_ops))) { WARN("Failed to create volume parent, hr %#x.\n", hr); wined3d_volume_cleanup(volume); wined3d_texture_cleanup(texture); return hr; } TRACE("parent %p, parent_ops %p.\n", parent, parent_ops); volume->resource.parent = parent; volume->resource.parent_ops = parent_ops; texture->sub_resources[i].resource = &volume->resource; texture->sub_resources[i].u.volume = volume; TRACE("Created volume level %u @ %p.\n", i, volume); /* 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 struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter) { struct wined3d_texture_sub_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_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D) return WINED3DERR_INVALIDCALL; if (src_texture) { if (!(src_resource = wined3d_texture_get_sub_resource(src_texture, src_sub_resource_idx)) || src_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D) return WINED3DERR_INVALIDCALL; } return wined3d_surface_blt(dst_resource->u.surface, dst_rect, src_resource ? src_resource->u.surface : 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_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_idx >= texture->level_count * texture->layer_count) { WARN("Invalid sub-resource specified.\n"); return WINEDDERR_NOTAOVERLAYSURFACE; } surface = texture->sub_resources[sub_resource_idx].u.surface; 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_texture_sub_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 = sub_resource->u.surface; 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_update_overlay(struct wined3d_texture *texture, unsigned int sub_resource_idx, const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, const RECT *dst_rect, DWORD flags) { struct wined3d_texture_sub_resource *sub_resource, *dst_sub_resource; struct wined3d_surface *surface, *dst_surface; TRACE("texture %p, sub_resource_idx %u, src_rect %s, dst_texture %p, " "dst_sub_resource_idx %u, dst_rect %s, flags %#x.\n", texture, sub_resource_idx, wine_dbgstr_rect(src_rect), dst_texture, dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), flags); if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D || !(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx))) { WARN("Invalid sub-resource specified.\n"); return WINEDDERR_NOTAOVERLAYSURFACE; } if (!dst_texture || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D || !(dst_sub_resource = wined3d_texture_get_sub_resource(dst_texture, dst_sub_resource_idx))) { WARN("Invalid destination sub-resource specified.\n"); return WINED3DERR_INVALIDCALL; } surface = sub_resource->u.surface; if (src_rect) surface->overlay_srcrect = *src_rect; else SetRect(&surface->overlay_srcrect, 0, 0, wined3d_texture_get_level_width(texture, surface->texture_level), wined3d_texture_get_level_height(texture, surface->texture_level)); dst_surface = dst_sub_resource->u.surface; if (dst_rect) surface->overlay_destrect = *dst_rect; else SetRect(&surface->overlay_destrect, 0, 0, wined3d_texture_get_level_width(dst_texture, dst_surface->texture_level), wined3d_texture_get_level_height(dst_texture, dst_surface->texture_level)); if (surface->overlay_dest && (surface->overlay_dest != dst_surface || flags & WINEDDOVER_HIDE)) { surface->overlay_dest = NULL; list_remove(&surface->overlay_entry); } if (flags & WINEDDOVER_SHOW) { if (surface->overlay_dest != dst_surface) { surface->overlay_dest = dst_surface; list_add_tail(&dst_surface->overlays, &surface->overlay_entry); } } else if (flags & WINEDDOVER_HIDE) { /* Tests show that the rectangles are erased on hide. */ SetRectEmpty(&surface->overlay_srcrect); SetRectEmpty(&surface->overlay_destrect); surface->overlay_dest = NULL; } return WINED3D_OK; } void * CDECL wined3d_texture_get_sub_resource_parent(struct wined3d_texture *texture, unsigned int sub_resource_idx) { unsigned int sub_count = texture->level_count * texture->layer_count; TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx); if (sub_resource_idx >= sub_count) { WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count); return NULL; } return texture->sub_resources[sub_resource_idx].resource->parent; } void CDECL wined3d_texture_set_sub_resource_parent(struct wined3d_texture *texture, unsigned int sub_resource_idx, void *parent) { unsigned int sub_count = texture->level_count * texture->layer_count; TRACE("texture %p, sub_resource_idx %u, parent %p.\n", texture, sub_resource_idx, parent); if (sub_resource_idx >= sub_count) { WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count); return; } texture->sub_resources[sub_resource_idx].resource->parent = parent; } HRESULT CDECL wined3d_texture_get_sub_resource_desc(const struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_sub_resource_desc *desc) { unsigned int sub_count = texture->level_count * texture->layer_count; const struct wined3d_resource *resource; unsigned int level_idx; TRACE("texture %p, sub_resource_idx %u, desc %p.\n", texture, sub_resource_idx, desc); if (sub_resource_idx >= sub_count) { WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count); return WINED3DERR_INVALIDCALL; } resource = &texture->resource; desc->format = resource->format->id; desc->multisample_type = resource->multisample_type; desc->multisample_quality = resource->multisample_quality; desc->usage = resource->usage; desc->pool = resource->pool; level_idx = sub_resource_idx % texture->level_count; desc->width = wined3d_texture_get_level_width(texture, level_idx); desc->height = wined3d_texture_get_level_height(texture, level_idx); desc->depth = wined3d_texture_get_level_depth(texture, level_idx); desc->size = texture->sub_resources[sub_resource_idx].resource->size; 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) { unsigned int layer_count = desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP ? 6 : 1; 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, FIELD_OFFSET(struct wined3d_texture, sub_resources[level_count * layer_count])))) return E_OUTOFMEMORY; switch (desc->resource_type) { case WINED3D_RTYPE_TEXTURE_2D: hr = texture_init(object, desc, layer_count, 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_texture_sub_resource *sub_resource; struct wined3d_context *context = NULL; struct wined3d_surface *surface; HRESULT hr = WINED3D_OK; TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture, sub_resource_idx, dc); if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx))) return WINED3DERR_INVALIDCALL; if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D) { WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type)); return WINED3DERR_INVALIDCALL; } surface = sub_resource->u.surface; if (texture->resource.map_count && !(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT)) return WINED3DERR_INVALIDCALL; if (device->d3d_initialized) context = context_acquire(device, NULL); surface_load_location(surface, context, texture->resource.map_binding); wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding); if (!surface->dc) hr = wined3d_surface_create_dc(surface); if (context) context_release(context); if (FAILED(hr)) return WINED3DERR_INVALIDCALL; if (!(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT)) texture->flags |= WINED3D_TEXTURE_DC_IN_USE; ++texture->resource.map_count; ++sub_resource->map_count; *dc = surface->dc; TRACE("Returning dc %p.\n", *dc); return hr; } HRESULT CDECL wined3d_texture_release_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC dc) { struct wined3d_device *device = texture->resource.device; struct wined3d_texture_sub_resource *sub_resource; struct wined3d_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 (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D) { WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type)); return WINED3DERR_INVALIDCALL; } surface = sub_resource->u.surface; if (!(texture->flags & (WINED3D_TEXTURE_GET_DC_LENIENT | WINED3D_TEXTURE_DC_IN_USE))) return WINED3DERR_INVALIDCALL; if (surface->dc != dc) { WARN("Application tries to release invalid DC %p, surface DC is %p.\n", dc, surface->dc); return WINED3DERR_INVALIDCALL; } if (!(texture->resource.usage & WINED3DUSAGE_OWNDC) && !(device->wined3d->flags & WINED3D_NO3D)) wined3d_surface_destroy_dc(surface); --sub_resource->map_count; if (!--texture->resource.map_count && texture->update_map_binding) wined3d_texture_update_map_binding(texture); if (!(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT)) texture->flags &= ~WINED3D_TEXTURE_DC_IN_USE; return WINED3D_OK; }