Sweden-Number/dlls/wined3d/texture.c

1351 lines
47 KiB
C

/*
* Copyright 2002-2005 Jason Edmeades
* Copyright 2002-2005 Raphael Junqueira
* Copyright 2005 Oliver Stieber
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
* Copyright 2009-2011 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_texture_ops *texture_ops,
UINT layer_count, UINT level_count, WINED3DRESOURCETYPE resource_type, struct wined3d_device *device,
DWORD usage, const struct wined3d_format *format, WINED3DPOOL pool, void *parent,
const struct wined3d_parent_ops *parent_ops, const struct wined3d_resource_ops *resource_ops)
{
HRESULT hr;
hr = resource_init(&texture->resource, device, resource_type, format,
WINED3D_MULTISAMPLE_NONE, 0, usage, pool, 0, 0, 0, 0,
parent, parent_ops, resource_ops);
if (FAILED(hr))
{
WARN("Failed to initialize resource, returning %#x\n", hr);
return hr;
}
texture->texture_ops = texture_ops;
texture->sub_resources = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
level_count * layer_count * sizeof(*texture->sub_resources));
if (!texture->sub_resources)
{
ERR("Failed to allocate sub-resource array.\n");
resource_cleanup(&texture->resource);
return E_OUTOFMEMORY;
}
texture->layer_count = layer_count;
texture->level_count = level_count;
texture->filter_type = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE;
texture->lod = 0;
texture->texture_rgb.dirty = TRUE;
texture->texture_srgb.dirty = TRUE;
texture->flags = WINED3D_TEXTURE_POW2_MAT_IDENT;
if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
{
texture->min_mip_lookup = minMipLookup;
texture->mag_lookup = magLookup;
}
else
{
texture->min_mip_lookup = minMipLookup_noFilter;
texture->mag_lookup = magLookup_noFilter;
}
return WINED3D_OK;
}
/* A GL context is provided by the caller */
static void gltexture_delete(struct gl_texture *tex)
{
ENTER_GL();
glDeleteTextures(1, &tex->name);
LEAVE_GL();
tex->name = 0;
}
static void wined3d_texture_unload(struct wined3d_texture *texture)
{
struct wined3d_device *device = texture->resource.device;
struct wined3d_context *context = NULL;
if (texture->texture_rgb.name || texture->texture_srgb.name)
{
context = context_acquire(device, NULL);
}
if (texture->texture_rgb.name)
gltexture_delete(&texture->texture_rgb);
if (texture->texture_srgb.name)
gltexture_delete(&texture->texture_srgb);
if (context) context_release(context);
wined3d_texture_set_dirty(texture, TRUE);
resource_unload(&texture->resource);
}
static void wined3d_texture_cleanup(struct wined3d_texture *texture)
{
UINT sub_count = texture->level_count * texture->layer_count;
UINT i;
TRACE("texture %p.\n", texture);
for (i = 0; i < sub_count; ++i)
{
struct wined3d_resource *sub_resource = texture->sub_resources[i];
if (sub_resource)
texture->texture_ops->texture_sub_resource_cleanup(sub_resource);
}
wined3d_texture_unload(texture);
HeapFree(GetProcessHeap(), 0, texture->sub_resources);
resource_cleanup(&texture->resource);
}
void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty)
{
texture->texture_rgb.dirty = dirty;
texture->texture_srgb.dirty = dirty;
}
/* Context activation is done by the caller. */
static HRESULT wined3d_texture_bind(struct wined3d_texture *texture,
struct wined3d_context *context, BOOL srgb, BOOL *set_surface_desc)
{
struct gl_texture *gl_tex;
BOOL new_texture = FALSE;
HRESULT hr = WINED3D_OK;
GLenum target;
TRACE("texture %p, context %p, srgb %#x, set_surface_desc %p.\n", texture, context, srgb, set_surface_desc);
/* sRGB mode cache for preload() calls outside drawprim. */
if (srgb)
texture->flags |= WINED3D_TEXTURE_IS_SRGB;
else
texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
gl_tex = wined3d_texture_get_gl_texture(texture, context->gl_info, srgb);
target = texture->target;
ENTER_GL();
/* Generate a texture name if we don't already have one. */
if (!gl_tex->name)
{
*set_surface_desc = TRUE;
glGenTextures(1, &gl_tex->name);
checkGLcall("glGenTextures");
TRACE("Generated texture %d.\n", gl_tex->name);
if (texture->resource.pool == WINED3DPOOL_DEFAULT)
{
/* Tell OpenGL to try and keep this texture in video ram (well mostly). */
GLclampf tmp = 0.9f;
glPrioritizeTextures(1, &gl_tex->name, &tmp);
}
/* Initialise the state of the texture object to the OpenGL defaults,
* not the D3D defaults. */
gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3D_TADDRESS_WRAP;
gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3D_TADDRESS_WRAP;
gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3D_TADDRESS_WRAP;
gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0;
gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = TRUE;
else
gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = srgb;
gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
wined3d_texture_set_dirty(texture, TRUE);
new_texture = TRUE;
if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)
{
/* This means double binding the texture at creation, but keeps
* the code simpler all in all, and the run-time path free from
* additional checks. */
context_bind_texture(context, target, gl_tex->name);
glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
}
}
else
{
*set_surface_desc = FALSE;
}
if (gl_tex->name)
{
context_bind_texture(context, target, gl_tex->name);
if (new_texture)
{
/* For a new texture we have to set the texture levels after
* binding the texture. Beware that texture rectangles do not
* support mipmapping, but set the maxmiplevel if we're relying
* on the partial GL_ARB_texture_non_power_of_two emulation with
* texture rectangles. (I.e., do not care about cond_np2 here,
* just look for GL_TEXTURE_RECTANGLE_ARB.) */
if (target != GL_TEXTURE_RECTANGLE_ARB)
{
TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->level_count - 1);
glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)");
}
if (target == GL_TEXTURE_CUBE_MAP_ARB)
{
/* Cubemaps are always set to clamp, regardless of the sampler state. */
glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
}
}
}
else
{
ERR("This texture doesn't have an OpenGL texture assigned to it.\n");
hr = WINED3DERR_INVALIDCALL;
}
LEAVE_GL();
return hr;
}
/* GL locking is done by the caller */
static void apply_wrap(const struct wined3d_gl_info *gl_info, GLenum target,
enum wined3d_texture_address d3d_wrap, GLenum param, BOOL cond_np2)
{
GLint gl_wrap;
if (d3d_wrap < WINED3D_TADDRESS_WRAP || d3d_wrap > WINED3D_TADDRESS_MIRROR_ONCE)
{
FIXME("Unrecognized or unsupported texture address mode %#x.\n", d3d_wrap);
return;
}
/* Cubemaps are always set to clamp, regardless of the sampler state. */
if (target == GL_TEXTURE_CUBE_MAP_ARB
|| (cond_np2 && d3d_wrap == WINED3D_TADDRESS_WRAP))
gl_wrap = GL_CLAMP_TO_EDGE;
else
gl_wrap = gl_info->wrap_lookup[d3d_wrap - WINED3D_TADDRESS_WRAP];
TRACE("Setting param %#x to %#x for target %#x.\n", param, gl_wrap, target);
glTexParameteri(target, param, gl_wrap);
checkGLcall("glTexParameteri(target, param, gl_wrap)");
}
/* GL locking is done by the caller (state handler) */
void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1],
const struct wined3d_gl_info *gl_info)
{
BOOL cond_np2 = texture->flags & WINED3D_TEXTURE_COND_NP2;
GLenum target = texture->target;
struct gl_texture *gl_tex;
DWORD state;
DWORD aniso;
TRACE("texture %p, sampler_states %p.\n", texture, sampler_states);
gl_tex = wined3d_texture_get_gl_texture(texture, gl_info,
texture->flags & WINED3D_TEXTURE_IS_SRGB);
/* This function relies on the correct texture being bound and loaded. */
if (sampler_states[WINED3D_SAMP_ADDRESS_U] != gl_tex->states[WINED3DTEXSTA_ADDRESSU])
{
state = sampler_states[WINED3D_SAMP_ADDRESS_U];
apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_S, cond_np2);
gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state;
}
if (sampler_states[WINED3D_SAMP_ADDRESS_V] != gl_tex->states[WINED3DTEXSTA_ADDRESSV])
{
state = sampler_states[WINED3D_SAMP_ADDRESS_V];
apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_T, cond_np2);
gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state;
}
if (sampler_states[WINED3D_SAMP_ADDRESS_W] != gl_tex->states[WINED3DTEXSTA_ADDRESSW])
{
state = sampler_states[WINED3D_SAMP_ADDRESS_W];
apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_R, cond_np2);
gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state;
}
if (sampler_states[WINED3D_SAMP_BORDER_COLOR] != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR])
{
float col[4];
state = sampler_states[WINED3D_SAMP_BORDER_COLOR];
D3DCOLORTOGLFLOAT4(state, col);
TRACE("Setting border color for %#x to %#x.\n", target, state);
glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &col[0]);
checkGLcall("glTexParameterfv(..., GL_TEXTURE_BORDER_COLOR, ...)");
gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state;
}
if (sampler_states[WINED3D_SAMP_MAG_FILTER] != gl_tex->states[WINED3DTEXSTA_MAGFILTER])
{
GLint gl_value;
state = sampler_states[WINED3D_SAMP_MAG_FILTER];
if (state > WINED3DTEXF_ANISOTROPIC)
FIXME("Unrecognized or unsupported MAGFILTER* value %d.\n", state);
gl_value = wined3d_gl_mag_filter(texture->mag_lookup,
min(max(state, WINED3DTEXF_POINT), WINED3DTEXF_LINEAR));
TRACE("ValueMAG=%#x setting MAGFILTER to %#x.\n", state, gl_value);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, gl_value);
gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state;
}
if ((sampler_states[WINED3D_SAMP_MIN_FILTER] != gl_tex->states[WINED3DTEXSTA_MINFILTER]
|| sampler_states[WINED3D_SAMP_MIP_FILTER] != gl_tex->states[WINED3DTEXSTA_MIPFILTER]
|| sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL] != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL]))
{
GLint gl_value;
gl_tex->states[WINED3DTEXSTA_MIPFILTER] = sampler_states[WINED3D_SAMP_MIP_FILTER];
gl_tex->states[WINED3DTEXSTA_MINFILTER] = sampler_states[WINED3D_SAMP_MIN_FILTER];
gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL];
if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC
|| gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_ANISOTROPIC)
{
FIXME("Unrecognized or unsupported MIN_FILTER value %#x MIP_FILTER value %#x.\n",
gl_tex->states[WINED3DTEXSTA_MINFILTER],
gl_tex->states[WINED3DTEXSTA_MIPFILTER]);
}
gl_value = wined3d_gl_min_mip_filter(texture->min_mip_lookup,
min(max(sampler_states[WINED3D_SAMP_MIN_FILTER], WINED3DTEXF_POINT), WINED3DTEXF_LINEAR),
min(max(sampler_states[WINED3D_SAMP_MIP_FILTER], WINED3DTEXF_NONE), WINED3DTEXF_LINEAR));
TRACE("ValueMIN=%#x, ValueMIP=%#x, setting MINFILTER to %#x.\n",
sampler_states[WINED3D_SAMP_MIN_FILTER],
sampler_states[WINED3D_SAMP_MIP_FILTER], gl_value);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, gl_value);
checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
if (!cond_np2)
{
if (gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE)
gl_value = texture->lod;
else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= texture->level_count)
gl_value = texture->level_count - 1;
else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < texture->lod)
/* texture->lod is already clamped in the setter. */
gl_value = texture->lod;
else
gl_value = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL];
/* Note that WINED3D_SAMP_MAX_MIP_LEVEL specifies the largest mipmap
* (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
* mimap used (default 1000). So WINED3D_SAMP_MAX_MIP_LEVEL
* corresponds to GL_TEXTURE_BASE_LEVEL. */
glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, gl_value);
}
}
if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_ANISOTROPIC
&& gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_ANISOTROPIC
&& gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_ANISOTROPIC)
|| cond_np2)
aniso = 1;
else
aniso = sampler_states[WINED3D_SAMP_MAX_ANISOTROPY];
if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
{
if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
{
glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
}
else
{
WARN("Anisotropic filtering not supported.\n");
}
gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
}
/* These should always be the same unless EXT_texture_sRGB_decode is supported. */
if (sampler_states[WINED3D_SAMP_SRGB_TEXTURE] != gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE])
{
glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
sampler_states[WINED3D_SAMP_SRGB_TEXTURE] ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
checkGLcall("glTexParameteri(GL_TEXTURE_SRGB_DECODE_EXT)");
gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = sampler_states[WINED3D_SAMP_SRGB_TEXTURE];
}
if (!(texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
!= !gl_tex->states[WINED3DTEXSTA_SHADOW])
{
if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
{
glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)");
gl_tex->states[WINED3DTEXSTA_SHADOW] = TRUE;
}
else
{
glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)");
gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
}
}
}
ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture)
{
ULONG refcount = InterlockedIncrement(&texture->resource.ref);
TRACE("%p increasing refcount to %u.\n", texture, refcount);
return refcount;
}
/* Do not call while under the GL lock. */
ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture)
{
ULONG refcount = InterlockedDecrement(&texture->resource.ref);
TRACE("%p decreasing refcount to %u.\n", texture, refcount);
if (!refcount)
{
wined3d_texture_cleanup(texture);
texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent);
HeapFree(GetProcessHeap(), 0, texture);
}
return refcount;
}
struct wined3d_resource * CDECL wined3d_texture_get_resource(struct wined3d_texture *texture)
{
TRACE("texture %p.\n", texture);
return &texture->resource;
}
DWORD CDECL wined3d_texture_set_priority(struct wined3d_texture *texture, DWORD priority)
{
return resource_set_priority(&texture->resource, priority);
}
DWORD CDECL wined3d_texture_get_priority(const struct wined3d_texture *texture)
{
return resource_get_priority(&texture->resource);
}
/* Do not call while under the GL lock. */
void CDECL wined3d_texture_preload(struct wined3d_texture *texture)
{
texture->texture_ops->texture_preload(texture, SRGB_ANY);
}
void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture)
{
TRACE("texture %p.\n", texture);
return texture->resource.parent;
}
DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
{
DWORD old = texture->lod;
TRACE("texture %p, lod %u.\n", texture, lod);
/* The d3d9:texture test shows that SetLOD is ignored on non-managed
* textures. The call always returns 0, and GetLOD always returns 0. */
if (texture->resource.pool != WINED3DPOOL_MANAGED)
{
TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture->resource.pool));
return 0;
}
if (lod >= texture->level_count)
lod = texture->level_count - 1;
if (texture->lod != lod)
{
texture->lod = lod;
texture->texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
texture->texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
if (texture->bind_count)
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,
WINED3DTEXTUREFILTERTYPE filter_type)
{
FIXME("texture %p, filter_type %s stub!\n", texture, debug_d3dtexturefiltertype(filter_type));
if (!(texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP))
{
WARN("Texture doesn't have AUTOGENMIPMAP usage.\n");
return WINED3DERR_INVALIDCALL;
}
texture->filter_type = filter_type;
return WINED3D_OK;
}
WINED3DTEXTUREFILTERTYPE CDECL wined3d_texture_get_autogen_filter_type(const struct wined3d_texture *texture)
{
TRACE("texture %p.\n", texture);
return texture->filter_type;
}
void CDECL wined3d_texture_generate_mipmaps(struct wined3d_texture *texture)
{
/* TODO: Implement filters using GL_SGI_generate_mipmaps. */
FIXME("texture %p stub!\n", texture);
}
struct wined3d_resource * CDECL wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
UINT sub_resource_idx)
{
UINT sub_count = texture->level_count * texture->layer_count;
TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
if (sub_resource_idx >= sub_count)
{
WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
return NULL;
}
return texture->sub_resources[sub_resource_idx];
}
HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
UINT layer, const struct wined3d_box *dirty_region)
{
struct wined3d_resource *sub_resource;
TRACE("texture %p, layer %u, dirty_region %p.\n", texture, layer, dirty_region);
if (!(sub_resource = wined3d_texture_get_sub_resource(texture, layer * texture->level_count)))
{
WARN("Failed to get sub-resource.\n");
return WINED3DERR_INVALIDCALL;
}
wined3d_texture_set_dirty(texture, TRUE);
texture->texture_ops->texture_sub_resource_add_dirty_region(sub_resource, dirty_region);
return WINED3D_OK;
}
/* Context activation is done by the caller. */
static HRESULT texture2d_bind(struct wined3d_texture *texture,
struct wined3d_context *context, BOOL srgb)
{
BOOL set_gl_texture_desc;
HRESULT hr;
TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
hr = wined3d_texture_bind(texture, context, srgb, &set_gl_texture_desc);
if (set_gl_texture_desc && SUCCEEDED(hr))
{
UINT sub_count = texture->level_count * texture->layer_count;
BOOL srgb_tex = !context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
&& (texture->flags & WINED3D_TEXTURE_IS_SRGB);
struct gl_texture *gl_tex;
UINT i;
gl_tex = wined3d_texture_get_gl_texture(texture, context->gl_info, srgb_tex);
for (i = 0; i < sub_count; ++i)
{
struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]);
surface_set_texture_name(surface, gl_tex->name, srgb_tex);
}
/* Conditinal non power of two textures use a different clamping
* default. If we're using the GL_WINE_normalized_texrect partial
* driver emulation, we're dealing with a GL_TEXTURE_2D texture which
* has the address mode set to repeat - something that prevents us
* from hitting the accelerated codepath. Thus manually set the GL
* state. The same applies to filtering. Even if the texture has only
* one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
* fallback on macos. */
if (texture->flags & WINED3D_TEXTURE_COND_NP2)
{
GLenum target = texture->target;
ENTER_GL();
glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
LEAVE_GL();
gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3D_TADDRESS_CLAMP;
gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3D_TADDRESS_CLAMP;
gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
}
}
return hr;
}
static BOOL texture_srgb_mode(const struct wined3d_texture *texture, enum WINED3DSRGB srgb)
{
switch (srgb)
{
case SRGB_RGB:
return FALSE;
case SRGB_SRGB:
return TRUE;
default:
return texture->flags & WINED3D_TEXTURE_IS_SRGB;
}
}
/* Do not call while under the GL lock. */
static void texture2d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb)
{
UINT sub_count = texture->level_count * texture->layer_count;
struct wined3d_device *device = texture->resource.device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
struct wined3d_context *context = NULL;
struct gl_texture *gl_tex;
BOOL srgb_mode;
UINT i;
TRACE("texture %p, srgb %#x.\n", texture, srgb);
srgb_mode = texture_srgb_mode(texture, srgb);
gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, srgb_mode);
if (!device->isInDraw)
{
/* No danger of recursive calls, context_acquire() sets isInDraw to TRUE
* when loading offscreen render targets into the texture. */
context = context_acquire(device, NULL);
}
if (gl_tex->dirty)
{
/* Reload the surfaces if the texture is marked dirty. */
for (i = 0; i < sub_count; ++i)
{
surface_load(surface_from_resource(texture->sub_resources[i]), srgb_mode);
}
}
else
{
TRACE("Texture %p not dirty, nothing to do.\n", texture);
}
/* No longer dirty. */
gl_tex->dirty = FALSE;
if (context) context_release(context);
}
static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
const struct wined3d_box *dirty_region)
{
surface_add_dirty_rect(surface_from_resource(sub_resource), dirty_region);
}
static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
{
struct wined3d_surface *surface = surface_from_resource(sub_resource);
/* Clean out the texture name we gave to the surface so that the
* surface doesn't try and release it. */
surface_set_texture_name(surface, 0, TRUE);
surface_set_texture_name(surface, 0, FALSE);
surface_set_texture_target(surface, 0);
surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
wined3d_surface_decref(surface);
}
/* Do not call while under the GL lock. */
static void texture2d_unload(struct wined3d_resource *resource)
{
struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
UINT sub_count = texture->level_count * texture->layer_count;
UINT i;
TRACE("texture %p.\n", texture);
for (i = 0; i < sub_count; ++i)
{
struct wined3d_resource *sub_resource = texture->sub_resources[i];
struct wined3d_surface *surface = surface_from_resource(sub_resource);
sub_resource->resource_ops->resource_unload(sub_resource);
surface_set_texture_name(surface, 0, FALSE); /* Delete RGB name */
surface_set_texture_name(surface, 0, TRUE); /* Delete sRGB name */
}
wined3d_texture_unload(texture);
}
static const struct wined3d_texture_ops texture2d_ops =
{
texture2d_bind,
texture2d_preload,
texture2d_sub_resource_add_dirty_region,
texture2d_sub_resource_cleanup,
};
static const struct wined3d_resource_ops texture2d_resource_ops =
{
texture2d_unload,
};
static HRESULT cubetexture_init(struct wined3d_texture *texture, UINT edge_length, UINT levels,
struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
void *parent, const struct wined3d_parent_ops *parent_ops)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
UINT pow2_edge_length;
unsigned int i, j;
UINT tmp_w;
HRESULT hr;
/* TODO: It should only be possible to create textures for formats
* that are reported as supported. */
if (WINED3DFMT_UNKNOWN >= format_id)
{
WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
return WINED3DERR_INVALIDCALL;
}
if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && pool != WINED3DPOOL_SCRATCH)
{
WARN("(%p) : Tried to create not supported cube texture.\n", texture);
return WINED3DERR_INVALIDCALL;
}
/* Calculate levels for mip mapping */
if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
{
if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
{
WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
if (levels > 1)
{
WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
levels = 1;
}
else if (!levels)
{
levels = wined3d_log2i(edge_length) + 1;
TRACE("Calculated levels = %u.\n", levels);
}
hr = wined3d_texture_init(texture, &texture2d_ops, 6, levels,
WINED3DRTYPE_CUBETEXTURE, device, usage, format, pool,
parent, parent_ops, &texture2d_resource_ops);
if (FAILED(hr))
{
WARN("Failed to initialize texture, returning %#x\n", hr);
return hr;
}
/* Find the nearest pow2 match. */
pow2_edge_length = 1;
while (pow2_edge_length < edge_length) pow2_edge_length <<= 1;
if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || (edge_length == pow2_edge_length))
{
/* Precalculated scaling for 'faked' non power of two texture coords. */
texture->pow2_matrix[0] = 1.0f;
texture->pow2_matrix[5] = 1.0f;
texture->pow2_matrix[10] = 1.0f;
texture->pow2_matrix[15] = 1.0f;
}
else
{
/* Precalculated scaling for 'faked' non power of two texture coords. */
texture->pow2_matrix[0] = ((float)edge_length) / ((float)pow2_edge_length);
texture->pow2_matrix[5] = ((float)edge_length) / ((float)pow2_edge_length);
texture->pow2_matrix[10] = ((float)edge_length) / ((float)pow2_edge_length);
texture->pow2_matrix[15] = 1.0f;
texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
}
texture->target = GL_TEXTURE_CUBE_MAP_ARB;
/* Generate all the surfaces. */
tmp_w = edge_length;
for (i = 0; i < texture->level_count; ++i)
{
/* Create the 6 faces. */
for (j = 0; j < 6; ++j)
{
static const GLenum cube_targets[6] =
{
GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
};
UINT idx = j * texture->level_count + i;
struct wined3d_surface *surface;
hr = device->device_parent->ops->create_surface(device->device_parent, parent, tmp_w, tmp_w,
format_id, usage, pool, i /* Level */, j, &surface);
if (FAILED(hr))
{
FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
wined3d_texture_cleanup(texture);
return hr;
}
surface_set_container(surface, WINED3D_CONTAINER_TEXTURE, texture);
surface_set_texture_target(surface, cube_targets[j]);
texture->sub_resources[idx] = &surface->resource;
TRACE("Created surface level %u @ %p.\n", i, surface);
}
tmp_w = max(1, tmp_w >> 1);
}
return WINED3D_OK;
}
static HRESULT texture_init(struct wined3d_texture *texture, UINT width, UINT height, UINT levels,
struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
void *parent, const struct wined3d_parent_ops *parent_ops)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
UINT pow2_width, pow2_height;
UINT tmp_w, tmp_h;
unsigned int i;
HRESULT hr;
/* TODO: It should only be possible to create textures for formats
* that are reported as supported. */
if (WINED3DFMT_UNKNOWN >= format_id)
{
WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
return WINED3DERR_INVALIDCALL;
}
/* Non-power2 support. */
if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
{
pow2_width = width;
pow2_height = height;
}
else
{
/* Find the nearest pow2 match. */
pow2_width = pow2_height = 1;
while (pow2_width < width) pow2_width <<= 1;
while (pow2_height < height) pow2_height <<= 1;
if (pow2_width != width || pow2_height != height)
{
if (levels > 1)
{
WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support.\n");
return WINED3DERR_INVALIDCALL;
}
levels = 1;
}
}
/* Calculate levels for mip mapping. */
if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
{
if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
{
WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
if (levels > 1)
{
WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
levels = 1;
}
else if (!levels)
{
levels = wined3d_log2i(max(width, height)) + 1;
TRACE("Calculated levels = %u.\n", levels);
}
hr = wined3d_texture_init(texture, &texture2d_ops, 1, levels,
WINED3DRTYPE_TEXTURE, device, usage, format, pool,
parent, parent_ops, &texture2d_resource_ops);
if (FAILED(hr))
{
WARN("Failed to initialize texture, returning %#x.\n", hr);
return hr;
}
/* Precalculated scaling for 'faked' non power of two texture coords.
* Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
* is used in combination with texture uploads (RTL_READTEX). The reason is that EXT_PALETTED_TEXTURE
* doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] && (width != pow2_width || height != pow2_height))
{
texture->pow2_matrix[0] = 1.0f;
texture->pow2_matrix[5] = 1.0f;
texture->pow2_matrix[10] = 1.0f;
texture->pow2_matrix[15] = 1.0f;
texture->target = GL_TEXTURE_2D;
texture->flags |= WINED3D_TEXTURE_COND_NP2;
texture->min_mip_lookup = minMipLookup_noFilter;
}
else if (gl_info->supported[ARB_TEXTURE_RECTANGLE] && (width != pow2_width || height != pow2_height)
&& !(format->id == WINED3DFMT_P8_UINT && gl_info->supported[EXT_PALETTED_TEXTURE]
&& wined3d_settings.rendertargetlock_mode == RTL_READTEX))
{
if (width != 1 || height != 1)
texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
texture->pow2_matrix[0] = (float)width;
texture->pow2_matrix[5] = (float)height;
texture->pow2_matrix[10] = 1.0f;
texture->pow2_matrix[15] = 1.0f;
texture->target = GL_TEXTURE_RECTANGLE_ARB;
texture->flags |= WINED3D_TEXTURE_COND_NP2;
if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
texture->min_mip_lookup = minMipLookup_noMip;
else
texture->min_mip_lookup = minMipLookup_noFilter;
}
else
{
if ((width != pow2_width) || (height != pow2_height))
{
texture->pow2_matrix[0] = (((float)width) / ((float)pow2_width));
texture->pow2_matrix[5] = (((float)height) / ((float)pow2_height));
texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
}
else
{
texture->pow2_matrix[0] = 1.0f;
texture->pow2_matrix[5] = 1.0f;
}
texture->pow2_matrix[10] = 1.0f;
texture->pow2_matrix[15] = 1.0f;
texture->target = GL_TEXTURE_2D;
}
TRACE("xf(%f) yf(%f)\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
/* Generate all the surfaces. */
tmp_w = width;
tmp_h = height;
for (i = 0; i < texture->level_count; ++i)
{
struct wined3d_surface *surface;
/* Use the callback to create the texture surface. */
hr = device->device_parent->ops->create_surface(device->device_parent, parent, tmp_w, tmp_h,
format->id, usage, pool, i, 0, &surface);
if (FAILED(hr))
{
FIXME("Failed to create surface %p, hr %#x\n", texture, hr);
wined3d_texture_cleanup(texture);
return hr;
}
surface_set_container(surface, WINED3D_CONTAINER_TEXTURE, texture);
surface_set_texture_target(surface, texture->target);
texture->sub_resources[i] = &surface->resource;
TRACE("Created surface level %u @ %p.\n", i, surface);
/* Calculate the next mipmap level. */
tmp_w = max(1, tmp_w >> 1);
tmp_h = max(1, tmp_h >> 1);
}
return WINED3D_OK;
}
/* Context activation is done by the caller. */
static HRESULT texture3d_bind(struct wined3d_texture *texture,
struct wined3d_context *context, BOOL srgb)
{
BOOL dummy;
TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
return wined3d_texture_bind(texture, context, srgb, &dummy);
}
/* Do not call while under the GL lock. */
static void texture3d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb)
{
struct wined3d_device *device = texture->resource.device;
struct wined3d_context *context;
BOOL srgb_was_toggled = FALSE;
unsigned int i;
TRACE("texture %p, srgb %#x.\n", texture, srgb);
/* TODO: Use already acquired context when possible. */
context = context_acquire(device, NULL);
if (texture->bind_count > 0)
{
BOOL texture_srgb = texture->flags & WINED3D_TEXTURE_IS_SRGB;
BOOL sampler_srgb = texture_srgb_mode(texture, srgb);
srgb_was_toggled = !texture_srgb != !sampler_srgb;
if (srgb_was_toggled)
{
if (sampler_srgb)
texture->flags |= WINED3D_TEXTURE_IS_SRGB;
else
texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
}
}
/* If the texture is marked dirty or the sRGB sampler setting has changed
* since the last load then reload the volumes. */
if (texture->texture_rgb.dirty)
{
for (i = 0; i < texture->level_count; ++i)
{
volume_load(volume_from_resource(texture->sub_resources[i]), context, i,
texture->flags & WINED3D_TEXTURE_IS_SRGB);
}
}
else if (srgb_was_toggled)
{
for (i = 0; i < texture->level_count; ++i)
{
struct wined3d_volume *volume = volume_from_resource(texture->sub_resources[i]);
volume_add_dirty_box(volume, NULL);
volume_load(volume, context, i, texture->flags & WINED3D_TEXTURE_IS_SRGB);
}
}
else
{
TRACE("Texture %p not dirty, nothing to do.\n", texture);
}
context_release(context);
/* No longer dirty */
texture->texture_rgb.dirty = FALSE;
}
static void texture3d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
const struct wined3d_box *dirty_region)
{
volume_add_dirty_box(volume_from_resource(sub_resource), dirty_region);
}
static void texture3d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
{
struct wined3d_volume *volume = volume_from_resource(sub_resource);
/* Cleanup the container. */
volume_set_container(volume, NULL);
wined3d_volume_decref(volume);
}
/* Do not call while under the GL lock. */
static void texture3d_unload(struct wined3d_resource *resource)
{
struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
UINT i;
TRACE("texture %p.\n", texture);
for (i = 0; i < texture->level_count; ++i)
{
struct wined3d_resource *sub_resource = texture->sub_resources[i];
sub_resource->resource_ops->resource_unload(sub_resource);
}
wined3d_texture_unload(texture);
}
static const struct wined3d_texture_ops texture3d_ops =
{
texture3d_bind,
texture3d_preload,
texture3d_sub_resource_add_dirty_region,
texture3d_sub_resource_cleanup,
};
static const struct wined3d_resource_ops texture3d_resource_ops =
{
texture3d_unload,
};
static HRESULT volumetexture_init(struct wined3d_texture *texture, UINT width, UINT height,
UINT depth, UINT levels, struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id,
WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
UINT tmp_w, tmp_h, tmp_d;
unsigned int i;
HRESULT hr;
/* TODO: It should only be possible to create textures for formats
* that are reported as supported. */
if (WINED3DFMT_UNKNOWN >= format_id)
{
WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
return WINED3DERR_INVALIDCALL;
}
if (!gl_info->supported[EXT_TEXTURE3D])
{
WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
return WINED3DERR_INVALIDCALL;
}
/* Calculate levels for mip mapping. */
if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
{
if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
{
WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
if (levels > 1)
{
WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
levels = 1;
}
else if (!levels)
{
levels = wined3d_log2i(max(max(width, height), depth)) + 1;
TRACE("Calculated levels = %u.\n", levels);
}
hr = wined3d_texture_init(texture, &texture3d_ops, 1, levels,
WINED3DRTYPE_VOLUMETEXTURE, device, usage, format, pool,
parent, parent_ops, &texture3d_resource_ops);
if (FAILED(hr))
{
WARN("Failed to initialize texture, returning %#x.\n", hr);
return hr;
}
/* Is NP2 support for volumes needed? */
texture->pow2_matrix[0] = 1.0f;
texture->pow2_matrix[5] = 1.0f;
texture->pow2_matrix[10] = 1.0f;
texture->pow2_matrix[15] = 1.0f;
texture->target = GL_TEXTURE_3D;
/* Generate all the surfaces. */
tmp_w = width;
tmp_h = height;
tmp_d = depth;
for (i = 0; i < texture->level_count; ++i)
{
struct wined3d_volume *volume;
/* Create the volume. */
hr = device->device_parent->ops->create_volume(device->device_parent, parent,
tmp_w, tmp_h, tmp_d, format_id, pool, usage, &volume);
if (FAILED(hr))
{
ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr);
wined3d_texture_cleanup(texture);
return hr;
}
/* Set its container to this texture. */
volume_set_container(volume, texture);
texture->sub_resources[i] = &volume->resource;
/* Calculate the next mipmap level. */
tmp_w = max(1, tmp_w >> 1);
tmp_h = max(1, tmp_h >> 1);
tmp_d = max(1, tmp_d >> 1);
}
return WINED3D_OK;
}
HRESULT CDECL wined3d_texture_create_2d(struct wined3d_device *device, UINT width, UINT height,
UINT level_count, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, void *parent,
const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
{
struct wined3d_texture *object;
HRESULT hr;
TRACE("device %p, width %u, height %u, level_count %u, usage %#x\n",
device, width, height, level_count, usage);
TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n",
debug_d3dformat(format_id), pool, parent, parent_ops, texture);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Out of memory.\n");
*texture = NULL;
return WINED3DERR_OUTOFVIDEOMEMORY;
}
hr = texture_init(object, width, height, level_count,
device, usage, format_id, pool, parent, parent_ops);
if (FAILED(hr))
{
WARN("Failed to initialize texture, returning %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
*texture = NULL;
return hr;
}
TRACE("Created texture %p.\n", object);
*texture = object;
return WINED3D_OK;
}
HRESULT CDECL wined3d_texture_create_3d(struct wined3d_device *device, UINT width, UINT height, UINT depth,
UINT level_count, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, void *parent,
const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
{
struct wined3d_texture *object;
HRESULT hr;
TRACE("device %p, width %u, height %u, depth %u, level_count %u, usage %#x\n",
device, width, height, depth, level_count, usage);
TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n",
debug_d3dformat(format_id), pool, parent, parent_ops, texture);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Out of memory\n");
*texture = NULL;
return WINED3DERR_OUTOFVIDEOMEMORY;
}
hr = volumetexture_init(object, width, height, depth, level_count,
device, usage, format_id, pool, parent, parent_ops);
if (FAILED(hr))
{
WARN("Failed to initialize volumetexture, returning %#x\n", hr);
HeapFree(GetProcessHeap(), 0, object);
*texture = NULL;
return hr;
}
TRACE("Created texture %p.\n", object);
*texture = object;
return WINED3D_OK;
}
HRESULT CDECL wined3d_texture_create_cube(struct wined3d_device *device, UINT edge_length,
UINT level_count, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, void *parent,
const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
{
struct wined3d_texture *object;
HRESULT hr;
TRACE("device %p, edge_length %u, level_count %u, usage %#x\n",
device, edge_length, level_count, usage);
TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n",
debug_d3dformat(format_id), pool, parent, parent_ops, texture);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Out of memory\n");
*texture = NULL;
return WINED3DERR_OUTOFVIDEOMEMORY;
}
hr = cubetexture_init(object, edge_length, level_count,
device, usage, format_id, pool, parent, parent_ops);
if (FAILED(hr))
{
WARN("Failed to initialize cubetexture, returning %#x\n", hr);
HeapFree(GetProcessHeap(), 0, object);
*texture = NULL;
return hr;
}
TRACE("Created texture %p.\n", object);
*texture = object;
return WINED3D_OK;
}