Sweden-Number/dlls/wined3d/texture.c

1543 lines
56 KiB
C

/*
* 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 (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
srgb = FALSE;
/* sRGB mode cache for preload() calls outside drawprim. */
if (srgb)
texture->flags |= WINED3D_TEXTURE_IS_SRGB;
else
texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
gl_tex = wined3d_texture_get_gl_texture(texture, srgb);
target = texture->target;
if (gl_tex->name)
{
context_bind_texture(context, target, gl_tex->name);
return;
}
gl_info->gl_ops.gl.p_glGenTextures(1, &gl_tex->name);
checkGLcall("glGenTextures");
TRACE("Generated texture %d.\n", gl_tex->name);
if (!gl_tex->name)
{
ERR("Failed to generate a texture name.\n");
return;
}
/* 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_gl_info *gl_info = context->gl_info;
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 (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
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_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;
}