jscript: Use prototype for builtin Date properties.
[wine] / dlls / wined3d / texture.c
1 /*
2  * Copyright 2002-2005 Jason Edmeades
3  * Copyright 2002-2005 Raphael Junqueira
4  * Copyright 2005 Oliver Stieber
5  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
6  * Copyright 2009-2011 Henri Verbeet for CodeWeavers
7  *
8  * This library is free software; you can redistribute it and/or
9  * modify it under the terms of the GNU Lesser General Public
10  * License as published by the Free Software Foundation; either
11  * version 2.1 of the License, or (at your option) any later version.
12  *
13  * This library is distributed in the hope that it will be useful,
14  * but WITHOUT ANY WARRANTY; without even the implied warranty of
15  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
16  * Lesser General Public License for more details.
17  *
18  * You should have received a copy of the GNU Lesser General Public
19  * License along with this library; if not, write to the Free Software
20  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21  */
22
23 #include "config.h"
24 #include "wine/port.h"
25 #include "wined3d_private.h"
26
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
28
29 static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_texture_ops *texture_ops,
30         UINT layer_count, UINT level_count, enum wined3d_resource_type resource_type, struct wined3d_device *device,
31         DWORD usage, const struct wined3d_format *format, enum wined3d_pool pool, void *parent,
32         const struct wined3d_parent_ops *parent_ops, const struct wined3d_resource_ops *resource_ops)
33 {
34     HRESULT hr;
35
36     hr = resource_init(&texture->resource, device, resource_type, format,
37             WINED3D_MULTISAMPLE_NONE, 0, usage, pool, 0, 0, 0, 0,
38             parent, parent_ops, resource_ops);
39     if (FAILED(hr))
40     {
41         WARN("Failed to initialize resource, returning %#x\n", hr);
42         return hr;
43     }
44
45     texture->texture_ops = texture_ops;
46     texture->sub_resources = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
47             level_count * layer_count * sizeof(*texture->sub_resources));
48     if (!texture->sub_resources)
49     {
50         ERR("Failed to allocate sub-resource array.\n");
51         resource_cleanup(&texture->resource);
52         return E_OUTOFMEMORY;
53     }
54
55     texture->layer_count = layer_count;
56     texture->level_count = level_count;
57     texture->filter_type = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3D_TEXF_LINEAR : WINED3D_TEXF_NONE;
58     texture->lod = 0;
59     texture->texture_rgb.dirty = TRUE;
60     texture->texture_srgb.dirty = TRUE;
61     texture->flags = WINED3D_TEXTURE_POW2_MAT_IDENT;
62
63     if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
64     {
65         texture->min_mip_lookup = minMipLookup;
66         texture->mag_lookup = magLookup;
67     }
68     else
69     {
70         texture->min_mip_lookup = minMipLookup_noFilter;
71         texture->mag_lookup = magLookup_noFilter;
72     }
73
74     return WINED3D_OK;
75 }
76
77 /* A GL context is provided by the caller */
78 static void gltexture_delete(struct gl_texture *tex)
79 {
80     ENTER_GL();
81     glDeleteTextures(1, &tex->name);
82     LEAVE_GL();
83     tex->name = 0;
84 }
85
86 static void wined3d_texture_unload(struct wined3d_texture *texture)
87 {
88     struct wined3d_device *device = texture->resource.device;
89     struct wined3d_context *context = NULL;
90
91     if (texture->texture_rgb.name || texture->texture_srgb.name)
92     {
93         context = context_acquire(device, NULL);
94     }
95
96     if (texture->texture_rgb.name)
97         gltexture_delete(&texture->texture_rgb);
98
99     if (texture->texture_srgb.name)
100         gltexture_delete(&texture->texture_srgb);
101
102     if (context) context_release(context);
103
104     wined3d_texture_set_dirty(texture, TRUE);
105
106     resource_unload(&texture->resource);
107 }
108
109 static void wined3d_texture_cleanup(struct wined3d_texture *texture)
110 {
111     UINT sub_count = texture->level_count * texture->layer_count;
112     UINT i;
113
114     TRACE("texture %p.\n", texture);
115
116     for (i = 0; i < sub_count; ++i)
117     {
118         struct wined3d_resource *sub_resource = texture->sub_resources[i];
119
120         if (sub_resource)
121             texture->texture_ops->texture_sub_resource_cleanup(sub_resource);
122     }
123
124     wined3d_texture_unload(texture);
125     HeapFree(GetProcessHeap(), 0, texture->sub_resources);
126     resource_cleanup(&texture->resource);
127 }
128
129 void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty)
130 {
131     texture->texture_rgb.dirty = dirty;
132     texture->texture_srgb.dirty = dirty;
133 }
134
135 /* Context activation is done by the caller. */
136 static HRESULT wined3d_texture_bind(struct wined3d_texture *texture,
137         struct wined3d_context *context, BOOL srgb, BOOL *set_surface_desc)
138 {
139     struct gl_texture *gl_tex;
140     BOOL new_texture = FALSE;
141     HRESULT hr = WINED3D_OK;
142     GLenum target;
143
144     TRACE("texture %p, context %p, srgb %#x, set_surface_desc %p.\n", texture, context, srgb, set_surface_desc);
145
146     /* sRGB mode cache for preload() calls outside drawprim. */
147     if (srgb)
148         texture->flags |= WINED3D_TEXTURE_IS_SRGB;
149     else
150         texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
151
152     gl_tex = wined3d_texture_get_gl_texture(texture, context->gl_info, srgb);
153     target = texture->target;
154
155     ENTER_GL();
156     /* Generate a texture name if we don't already have one. */
157     if (!gl_tex->name)
158     {
159         *set_surface_desc = TRUE;
160         glGenTextures(1, &gl_tex->name);
161         checkGLcall("glGenTextures");
162         TRACE("Generated texture %d.\n", gl_tex->name);
163         if (texture->resource.pool == WINED3D_POOL_DEFAULT)
164         {
165             /* Tell OpenGL to try and keep this texture in video ram (well mostly). */
166             GLclampf tmp = 0.9f;
167             glPrioritizeTextures(1, &gl_tex->name, &tmp);
168         }
169         /* Initialise the state of the texture object to the OpenGL defaults,
170          * not the D3D defaults. */
171         gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3D_TADDRESS_WRAP;
172         gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3D_TADDRESS_WRAP;
173         gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3D_TADDRESS_WRAP;
174         gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0;
175         gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3D_TEXF_LINEAR;
176         gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3D_TEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
177         gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3D_TEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
178         gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
179         gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
180         if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
181             gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = TRUE;
182         else
183             gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = srgb;
184         gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
185         wined3d_texture_set_dirty(texture, TRUE);
186         new_texture = TRUE;
187
188         if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)
189         {
190             /* This means double binding the texture at creation, but keeps
191              * the code simpler all in all, and the run-time path free from
192              * additional checks. */
193             context_bind_texture(context, target, gl_tex->name);
194             glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
195             checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
196         }
197     }
198     else
199     {
200         *set_surface_desc = FALSE;
201     }
202
203     if (gl_tex->name)
204     {
205         context_bind_texture(context, target, gl_tex->name);
206         if (new_texture)
207         {
208             /* For a new texture we have to set the texture levels after
209              * binding the texture. Beware that texture rectangles do not
210              * support mipmapping, but set the maxmiplevel if we're relying
211              * on the partial GL_ARB_texture_non_power_of_two emulation with
212              * texture rectangles. (I.e., do not care about cond_np2 here,
213              * just look for GL_TEXTURE_RECTANGLE_ARB.) */
214             if (target != GL_TEXTURE_RECTANGLE_ARB)
215             {
216                 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->level_count - 1);
217                 glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
218                 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)");
219             }
220             if (target == GL_TEXTURE_CUBE_MAP_ARB)
221             {
222                 /* Cubemaps are always set to clamp, regardless of the sampler state. */
223                 glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
224                 glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
225                 glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
226             }
227         }
228     }
229     else
230     {
231         ERR("This texture doesn't have an OpenGL texture assigned to it.\n");
232         hr = WINED3DERR_INVALIDCALL;
233     }
234
235     LEAVE_GL();
236     return hr;
237 }
238
239 /* GL locking is done by the caller */
240 static void apply_wrap(const struct wined3d_gl_info *gl_info, GLenum target,
241         enum wined3d_texture_address d3d_wrap, GLenum param, BOOL cond_np2)
242 {
243     GLint gl_wrap;
244
245     if (d3d_wrap < WINED3D_TADDRESS_WRAP || d3d_wrap > WINED3D_TADDRESS_MIRROR_ONCE)
246     {
247         FIXME("Unrecognized or unsupported texture address mode %#x.\n", d3d_wrap);
248         return;
249     }
250
251     /* Cubemaps are always set to clamp, regardless of the sampler state. */
252     if (target == GL_TEXTURE_CUBE_MAP_ARB
253             || (cond_np2 && d3d_wrap == WINED3D_TADDRESS_WRAP))
254         gl_wrap = GL_CLAMP_TO_EDGE;
255     else
256         gl_wrap = gl_info->wrap_lookup[d3d_wrap - WINED3D_TADDRESS_WRAP];
257
258     TRACE("Setting param %#x to %#x for target %#x.\n", param, gl_wrap, target);
259     glTexParameteri(target, param, gl_wrap);
260     checkGLcall("glTexParameteri(target, param, gl_wrap)");
261 }
262
263 /* GL locking is done by the caller (state handler) */
264 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
265         const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1],
266         const struct wined3d_gl_info *gl_info)
267 {
268     BOOL cond_np2 = texture->flags & WINED3D_TEXTURE_COND_NP2;
269     GLenum target = texture->target;
270     struct gl_texture *gl_tex;
271     DWORD state;
272     DWORD aniso;
273
274     TRACE("texture %p, sampler_states %p.\n", texture, sampler_states);
275
276     gl_tex = wined3d_texture_get_gl_texture(texture, gl_info,
277             texture->flags & WINED3D_TEXTURE_IS_SRGB);
278
279     /* This function relies on the correct texture being bound and loaded. */
280
281     if (sampler_states[WINED3D_SAMP_ADDRESS_U] != gl_tex->states[WINED3DTEXSTA_ADDRESSU])
282     {
283         state = sampler_states[WINED3D_SAMP_ADDRESS_U];
284         apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_S, cond_np2);
285         gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state;
286     }
287
288     if (sampler_states[WINED3D_SAMP_ADDRESS_V] != gl_tex->states[WINED3DTEXSTA_ADDRESSV])
289     {
290         state = sampler_states[WINED3D_SAMP_ADDRESS_V];
291         apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_T, cond_np2);
292         gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state;
293     }
294
295     if (sampler_states[WINED3D_SAMP_ADDRESS_W] != gl_tex->states[WINED3DTEXSTA_ADDRESSW])
296     {
297         state = sampler_states[WINED3D_SAMP_ADDRESS_W];
298         apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_R, cond_np2);
299         gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state;
300     }
301
302     if (sampler_states[WINED3D_SAMP_BORDER_COLOR] != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR])
303     {
304         float col[4];
305
306         state = sampler_states[WINED3D_SAMP_BORDER_COLOR];
307         D3DCOLORTOGLFLOAT4(state, col);
308         TRACE("Setting border color for %#x to %#x.\n", target, state);
309         glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &col[0]);
310         checkGLcall("glTexParameterfv(..., GL_TEXTURE_BORDER_COLOR, ...)");
311         gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state;
312     }
313
314     if (sampler_states[WINED3D_SAMP_MAG_FILTER] != gl_tex->states[WINED3DTEXSTA_MAGFILTER])
315     {
316         GLint gl_value;
317
318         state = sampler_states[WINED3D_SAMP_MAG_FILTER];
319         if (state > WINED3D_TEXF_ANISOTROPIC)
320             FIXME("Unrecognized or unsupported MAGFILTER* value %d.\n", state);
321
322         gl_value = wined3d_gl_mag_filter(texture->mag_lookup,
323                 min(max(state, WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR));
324         TRACE("ValueMAG=%#x setting MAGFILTER to %#x.\n", state, gl_value);
325         glTexParameteri(target, GL_TEXTURE_MAG_FILTER, gl_value);
326
327         gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state;
328     }
329
330     if ((sampler_states[WINED3D_SAMP_MIN_FILTER] != gl_tex->states[WINED3DTEXSTA_MINFILTER]
331             || sampler_states[WINED3D_SAMP_MIP_FILTER] != gl_tex->states[WINED3DTEXSTA_MIPFILTER]
332             || sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL] != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL]))
333     {
334         GLint gl_value;
335
336         gl_tex->states[WINED3DTEXSTA_MIPFILTER] = sampler_states[WINED3D_SAMP_MIP_FILTER];
337         gl_tex->states[WINED3DTEXSTA_MINFILTER] = sampler_states[WINED3D_SAMP_MIN_FILTER];
338         gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL];
339
340         if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3D_TEXF_ANISOTROPIC
341             || gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3D_TEXF_ANISOTROPIC)
342         {
343             FIXME("Unrecognized or unsupported MIN_FILTER value %#x MIP_FILTER value %#x.\n",
344                   gl_tex->states[WINED3DTEXSTA_MINFILTER],
345                   gl_tex->states[WINED3DTEXSTA_MIPFILTER]);
346         }
347         gl_value = wined3d_gl_min_mip_filter(texture->min_mip_lookup,
348                 min(max(sampler_states[WINED3D_SAMP_MIN_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR),
349                 min(max(sampler_states[WINED3D_SAMP_MIP_FILTER], WINED3D_TEXF_NONE), WINED3D_TEXF_LINEAR));
350
351         TRACE("ValueMIN=%#x, ValueMIP=%#x, setting MINFILTER to %#x.\n",
352               sampler_states[WINED3D_SAMP_MIN_FILTER],
353               sampler_states[WINED3D_SAMP_MIP_FILTER], gl_value);
354         glTexParameteri(target, GL_TEXTURE_MIN_FILTER, gl_value);
355         checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
356
357         if (!cond_np2)
358         {
359             if (gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3D_TEXF_NONE)
360                 gl_value = texture->lod;
361             else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= texture->level_count)
362                 gl_value = texture->level_count - 1;
363             else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < texture->lod)
364                 /* texture->lod is already clamped in the setter. */
365                 gl_value = texture->lod;
366             else
367                 gl_value = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL];
368
369             /* Note that WINED3D_SAMP_MAX_MIP_LEVEL specifies the largest mipmap
370              * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
371              * mimap used (default 1000). So WINED3D_SAMP_MAX_MIP_LEVEL
372              * corresponds to GL_TEXTURE_BASE_LEVEL. */
373             glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, gl_value);
374         }
375     }
376
377     if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3D_TEXF_ANISOTROPIC
378             && gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3D_TEXF_ANISOTROPIC
379             && gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3D_TEXF_ANISOTROPIC)
380             || cond_np2)
381         aniso = 1;
382     else
383         aniso = sampler_states[WINED3D_SAMP_MAX_ANISOTROPY];
384
385     if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
386     {
387         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
388         {
389             glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
390             checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
391         }
392         else
393         {
394             WARN("Anisotropic filtering not supported.\n");
395         }
396         gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
397     }
398
399     /* These should always be the same unless EXT_texture_sRGB_decode is supported. */
400     if (sampler_states[WINED3D_SAMP_SRGB_TEXTURE] != gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE])
401     {
402         glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
403                 sampler_states[WINED3D_SAMP_SRGB_TEXTURE] ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
404         checkGLcall("glTexParameteri(GL_TEXTURE_SRGB_DECODE_EXT)");
405         gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = sampler_states[WINED3D_SAMP_SRGB_TEXTURE];
406     }
407
408     if (!(texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
409             != !gl_tex->states[WINED3DTEXSTA_SHADOW])
410     {
411         if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
412         {
413             glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
414             glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
415             checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)");
416             gl_tex->states[WINED3DTEXSTA_SHADOW] = TRUE;
417         }
418         else
419         {
420             glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
421             checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)");
422             gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
423         }
424     }
425 }
426
427 ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture)
428 {
429     ULONG refcount = InterlockedIncrement(&texture->resource.ref);
430
431     TRACE("%p increasing refcount to %u.\n", texture, refcount);
432
433     return refcount;
434 }
435
436 /* Do not call while under the GL lock. */
437 ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture)
438 {
439     ULONG refcount = InterlockedDecrement(&texture->resource.ref);
440
441     TRACE("%p decreasing refcount to %u.\n", texture, refcount);
442
443     if (!refcount)
444     {
445         wined3d_texture_cleanup(texture);
446         texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent);
447         HeapFree(GetProcessHeap(), 0, texture);
448     }
449
450     return refcount;
451 }
452
453 struct wined3d_resource * CDECL wined3d_texture_get_resource(struct wined3d_texture *texture)
454 {
455     TRACE("texture %p.\n", texture);
456
457     return &texture->resource;
458 }
459
460 DWORD CDECL wined3d_texture_set_priority(struct wined3d_texture *texture, DWORD priority)
461 {
462     return resource_set_priority(&texture->resource, priority);
463 }
464
465 DWORD CDECL wined3d_texture_get_priority(const struct wined3d_texture *texture)
466 {
467     return resource_get_priority(&texture->resource);
468 }
469
470 /* Do not call while under the GL lock. */
471 void CDECL wined3d_texture_preload(struct wined3d_texture *texture)
472 {
473     texture->texture_ops->texture_preload(texture, SRGB_ANY);
474 }
475
476 void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture)
477 {
478     TRACE("texture %p.\n", texture);
479
480     return texture->resource.parent;
481 }
482
483 DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
484 {
485     DWORD old = texture->lod;
486
487     TRACE("texture %p, lod %u.\n", texture, lod);
488
489     /* The d3d9:texture test shows that SetLOD is ignored on non-managed
490      * textures. The call always returns 0, and GetLOD always returns 0. */
491     if (texture->resource.pool != WINED3D_POOL_MANAGED)
492     {
493         TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture->resource.pool));
494         return 0;
495     }
496
497     if (lod >= texture->level_count)
498         lod = texture->level_count - 1;
499
500     if (texture->lod != lod)
501     {
502         texture->lod = lod;
503
504         texture->texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
505         texture->texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
506         if (texture->resource.bind_count)
507             device_invalidate_state(texture->resource.device, STATE_SAMPLER(texture->sampler));
508     }
509
510     return old;
511 }
512
513 DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture)
514 {
515     TRACE("texture %p, returning %u.\n", texture, texture->lod);
516
517     return texture->lod;
518 }
519
520 DWORD CDECL wined3d_texture_get_level_count(const struct wined3d_texture *texture)
521 {
522     TRACE("texture %p, returning %u.\n", texture, texture->level_count);
523
524     return texture->level_count;
525 }
526
527 HRESULT CDECL wined3d_texture_set_autogen_filter_type(struct wined3d_texture *texture,
528         enum wined3d_texture_filter_type filter_type)
529 {
530     FIXME("texture %p, filter_type %s stub!\n", texture, debug_d3dtexturefiltertype(filter_type));
531
532     if (!(texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP))
533     {
534         WARN("Texture doesn't have AUTOGENMIPMAP usage.\n");
535         return WINED3DERR_INVALIDCALL;
536     }
537
538     texture->filter_type = filter_type;
539
540     return WINED3D_OK;
541 }
542
543 enum wined3d_texture_filter_type CDECL wined3d_texture_get_autogen_filter_type(const struct wined3d_texture *texture)
544 {
545     TRACE("texture %p.\n", texture);
546
547     return texture->filter_type;
548 }
549
550 void CDECL wined3d_texture_generate_mipmaps(struct wined3d_texture *texture)
551 {
552     /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
553     FIXME("texture %p stub!\n", texture);
554 }
555
556 struct wined3d_resource * CDECL wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
557         UINT sub_resource_idx)
558 {
559     UINT sub_count = texture->level_count * texture->layer_count;
560
561     TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
562
563     if (sub_resource_idx >= sub_count)
564     {
565         WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
566         return NULL;
567     }
568
569     return texture->sub_resources[sub_resource_idx];
570 }
571
572 HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
573         UINT layer, const struct wined3d_box *dirty_region)
574 {
575     struct wined3d_resource *sub_resource;
576
577     TRACE("texture %p, layer %u, dirty_region %p.\n", texture, layer, dirty_region);
578
579     if (!(sub_resource = wined3d_texture_get_sub_resource(texture, layer * texture->level_count)))
580     {
581         WARN("Failed to get sub-resource.\n");
582         return WINED3DERR_INVALIDCALL;
583     }
584
585     wined3d_texture_set_dirty(texture, TRUE);
586     texture->texture_ops->texture_sub_resource_add_dirty_region(sub_resource, dirty_region);
587
588     return WINED3D_OK;
589 }
590
591 /* Context activation is done by the caller. */
592 static HRESULT texture2d_bind(struct wined3d_texture *texture,
593         struct wined3d_context *context, BOOL srgb)
594 {
595     BOOL set_gl_texture_desc;
596     HRESULT hr;
597
598     TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
599
600     hr = wined3d_texture_bind(texture, context, srgb, &set_gl_texture_desc);
601     if (set_gl_texture_desc && SUCCEEDED(hr))
602     {
603         UINT sub_count = texture->level_count * texture->layer_count;
604         BOOL srgb_tex = !context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
605                 && (texture->flags & WINED3D_TEXTURE_IS_SRGB);
606         struct gl_texture *gl_tex;
607         UINT i;
608
609         gl_tex = wined3d_texture_get_gl_texture(texture, context->gl_info, srgb_tex);
610
611         for (i = 0; i < sub_count; ++i)
612         {
613             struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]);
614             surface_set_texture_name(surface, gl_tex->name, srgb_tex);
615         }
616
617         /* Conditinal non power of two textures use a different clamping
618          * default. If we're using the GL_WINE_normalized_texrect partial
619          * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
620          * has the address mode set to repeat - something that prevents us
621          * from hitting the accelerated codepath. Thus manually set the GL
622          * state. The same applies to filtering. Even if the texture has only
623          * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
624          * fallback on macos. */
625         if (texture->flags & WINED3D_TEXTURE_COND_NP2)
626         {
627             GLenum target = texture->target;
628
629             ENTER_GL();
630             glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
631             checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
632             glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
633             checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
634             glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
635             checkGLcall("glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
636             glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
637             checkGLcall("glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
638             LEAVE_GL();
639             gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3D_TADDRESS_CLAMP;
640             gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3D_TADDRESS_CLAMP;
641             gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3D_TEXF_POINT;
642             gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3D_TEXF_POINT;
643             gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3D_TEXF_NONE;
644         }
645     }
646
647     return hr;
648 }
649
650 static BOOL texture_srgb_mode(const struct wined3d_texture *texture, enum WINED3DSRGB srgb)
651 {
652     switch (srgb)
653     {
654         case SRGB_RGB:
655             return FALSE;
656
657         case SRGB_SRGB:
658             return TRUE;
659
660         default:
661             return texture->flags & WINED3D_TEXTURE_IS_SRGB;
662     }
663 }
664
665 /* Do not call while under the GL lock. */
666 static void texture2d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb)
667 {
668     UINT sub_count = texture->level_count * texture->layer_count;
669     struct wined3d_device *device = texture->resource.device;
670     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
671     struct wined3d_context *context = NULL;
672     struct gl_texture *gl_tex;
673     BOOL srgb_mode;
674     UINT i;
675
676     TRACE("texture %p, srgb %#x.\n", texture, srgb);
677
678     srgb_mode = texture_srgb_mode(texture, srgb);
679     gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, srgb_mode);
680
681     if (!device->isInDraw)
682     {
683         /* No danger of recursive calls, context_acquire() sets isInDraw to TRUE
684          * when loading offscreen render targets into the texture. */
685         context = context_acquire(device, NULL);
686     }
687
688     if (gl_tex->dirty)
689     {
690         /* Reload the surfaces if the texture is marked dirty. */
691         for (i = 0; i < sub_count; ++i)
692         {
693             surface_load(surface_from_resource(texture->sub_resources[i]), srgb_mode);
694         }
695     }
696     else
697     {
698         TRACE("Texture %p not dirty, nothing to do.\n", texture);
699     }
700
701     /* No longer dirty. */
702     gl_tex->dirty = FALSE;
703
704     if (context) context_release(context);
705 }
706
707 static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
708         const struct wined3d_box *dirty_region)
709 {
710     surface_add_dirty_rect(surface_from_resource(sub_resource), dirty_region);
711 }
712
713 static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
714 {
715     struct wined3d_surface *surface = surface_from_resource(sub_resource);
716
717     /* Clean out the texture name we gave to the surface so that the
718      * surface doesn't try and release it. */
719     surface_set_texture_name(surface, 0, TRUE);
720     surface_set_texture_name(surface, 0, FALSE);
721     surface_set_texture_target(surface, 0);
722     surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
723     wined3d_surface_decref(surface);
724 }
725
726 /* Do not call while under the GL lock. */
727 static void texture2d_unload(struct wined3d_resource *resource)
728 {
729     struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
730     UINT sub_count = texture->level_count * texture->layer_count;
731     UINT i;
732
733     TRACE("texture %p.\n", texture);
734
735     for (i = 0; i < sub_count; ++i)
736     {
737         struct wined3d_resource *sub_resource = texture->sub_resources[i];
738         struct wined3d_surface *surface = surface_from_resource(sub_resource);
739
740         sub_resource->resource_ops->resource_unload(sub_resource);
741         surface_set_texture_name(surface, 0, FALSE); /* Delete RGB name */
742         surface_set_texture_name(surface, 0, TRUE); /* Delete sRGB name */
743     }
744
745     wined3d_texture_unload(texture);
746 }
747
748 static const struct wined3d_texture_ops texture2d_ops =
749 {
750     texture2d_bind,
751     texture2d_preload,
752     texture2d_sub_resource_add_dirty_region,
753     texture2d_sub_resource_cleanup,
754 };
755
756 static const struct wined3d_resource_ops texture2d_resource_ops =
757 {
758     texture2d_unload,
759 };
760
761 static HRESULT cubetexture_init(struct wined3d_texture *texture, UINT edge_length, UINT levels,
762         struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool,
763         void *parent, const struct wined3d_parent_ops *parent_ops)
764 {
765     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
766     const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
767     UINT pow2_edge_length;
768     unsigned int i, j;
769     UINT tmp_w;
770     HRESULT hr;
771
772     /* TODO: It should only be possible to create textures for formats
773      * that are reported as supported. */
774     if (WINED3DFMT_UNKNOWN >= format_id)
775     {
776         WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
777         return WINED3DERR_INVALIDCALL;
778     }
779
780     if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && pool != WINED3D_POOL_SCRATCH)
781     {
782         WARN("(%p) : Tried to create not supported cube texture.\n", texture);
783         return WINED3DERR_INVALIDCALL;
784     }
785
786     /* Calculate levels for mip mapping */
787     if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
788     {
789         if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
790         {
791             WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
792             return WINED3DERR_INVALIDCALL;
793         }
794
795         if (levels > 1)
796         {
797             WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
798             return WINED3DERR_INVALIDCALL;
799         }
800
801         levels = 1;
802     }
803     else if (!levels)
804     {
805         levels = wined3d_log2i(edge_length) + 1;
806         TRACE("Calculated levels = %u.\n", levels);
807     }
808
809     hr = wined3d_texture_init(texture, &texture2d_ops, 6, levels,
810             WINED3D_RTYPE_CUBE_TEXTURE, device, usage, format, pool,
811             parent, parent_ops, &texture2d_resource_ops);
812     if (FAILED(hr))
813     {
814         WARN("Failed to initialize texture, returning %#x\n", hr);
815         return hr;
816     }
817
818     /* Find the nearest pow2 match. */
819     pow2_edge_length = 1;
820     while (pow2_edge_length < edge_length) pow2_edge_length <<= 1;
821
822     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || (edge_length == pow2_edge_length))
823     {
824         /* Precalculated scaling for 'faked' non power of two texture coords. */
825         texture->pow2_matrix[0] = 1.0f;
826         texture->pow2_matrix[5] = 1.0f;
827         texture->pow2_matrix[10] = 1.0f;
828         texture->pow2_matrix[15] = 1.0f;
829     }
830     else
831     {
832         /* Precalculated scaling for 'faked' non power of two texture coords. */
833         texture->pow2_matrix[0] = ((float)edge_length) / ((float)pow2_edge_length);
834         texture->pow2_matrix[5] = ((float)edge_length) / ((float)pow2_edge_length);
835         texture->pow2_matrix[10] = ((float)edge_length) / ((float)pow2_edge_length);
836         texture->pow2_matrix[15] = 1.0f;
837         texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
838     }
839     texture->target = GL_TEXTURE_CUBE_MAP_ARB;
840
841     /* Generate all the surfaces. */
842     tmp_w = edge_length;
843     for (i = 0; i < texture->level_count; ++i)
844     {
845         /* Create the 6 faces. */
846         for (j = 0; j < 6; ++j)
847         {
848             static const GLenum cube_targets[6] =
849             {
850                 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
851                 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
852                 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
853                 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
854                 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
855                 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
856             };
857             UINT idx = j * texture->level_count + i;
858             struct wined3d_surface *surface;
859
860             if (FAILED(hr = device->device_parent->ops->create_texture_surface(device->device_parent, parent,
861                     tmp_w, tmp_w, format_id, usage, pool, i /* Level */, j, &surface)))
862             {
863                 FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
864                 wined3d_texture_cleanup(texture);
865                 return hr;
866             }
867
868             surface_set_container(surface, WINED3D_CONTAINER_TEXTURE, texture);
869             surface_set_texture_target(surface, cube_targets[j]);
870             texture->sub_resources[idx] = &surface->resource;
871             TRACE("Created surface level %u @ %p.\n", i, surface);
872         }
873         tmp_w = max(1, tmp_w >> 1);
874     }
875
876     return WINED3D_OK;
877 }
878
879 static HRESULT texture_init(struct wined3d_texture *texture, UINT width, UINT height, UINT levels,
880         struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool,
881         void *parent, const struct wined3d_parent_ops *parent_ops)
882 {
883     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
884     const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
885     UINT pow2_width, pow2_height;
886     UINT tmp_w, tmp_h;
887     unsigned int i;
888     HRESULT hr;
889
890     /* TODO: It should only be possible to create textures for formats
891      * that are reported as supported. */
892     if (WINED3DFMT_UNKNOWN >= format_id)
893     {
894         WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
895         return WINED3DERR_INVALIDCALL;
896     }
897
898     /* Non-power2 support. */
899     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
900     {
901         pow2_width = width;
902         pow2_height = height;
903     }
904     else
905     {
906         /* Find the nearest pow2 match. */
907         pow2_width = pow2_height = 1;
908         while (pow2_width < width) pow2_width <<= 1;
909         while (pow2_height < height) pow2_height <<= 1;
910
911         if (pow2_width != width || pow2_height != height)
912         {
913             if (levels > 1)
914             {
915                 WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support.\n");
916                 return WINED3DERR_INVALIDCALL;
917             }
918             levels = 1;
919         }
920     }
921
922     /* Calculate levels for mip mapping. */
923     if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
924     {
925         if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
926         {
927             WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
928             return WINED3DERR_INVALIDCALL;
929         }
930
931         if (levels > 1)
932         {
933             WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n");
934             return WINED3DERR_INVALIDCALL;
935         }
936
937         levels = 1;
938     }
939     else if (!levels)
940     {
941         levels = wined3d_log2i(max(width, height)) + 1;
942         TRACE("Calculated levels = %u.\n", levels);
943     }
944
945     hr = wined3d_texture_init(texture, &texture2d_ops, 1, levels,
946             WINED3D_RTYPE_TEXTURE, device, usage, format, pool,
947             parent, parent_ops, &texture2d_resource_ops);
948     if (FAILED(hr))
949     {
950         WARN("Failed to initialize texture, returning %#x.\n", hr);
951         return hr;
952     }
953
954     /* Precalculated scaling for 'faked' non power of two texture coords.
955      * Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
956      * is used in combination with texture uploads (RTL_READTEX). The reason is that EXT_PALETTED_TEXTURE
957      * doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
958     if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] && (width != pow2_width || height != pow2_height))
959     {
960         texture->pow2_matrix[0] = 1.0f;
961         texture->pow2_matrix[5] = 1.0f;
962         texture->pow2_matrix[10] = 1.0f;
963         texture->pow2_matrix[15] = 1.0f;
964         texture->target = GL_TEXTURE_2D;
965         texture->flags |= WINED3D_TEXTURE_COND_NP2;
966         texture->min_mip_lookup = minMipLookup_noFilter;
967     }
968     else if (gl_info->supported[ARB_TEXTURE_RECTANGLE] && (width != pow2_width || height != pow2_height)
969             && !(format->id == WINED3DFMT_P8_UINT && gl_info->supported[EXT_PALETTED_TEXTURE]
970             && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
971     {
972         if (width != 1 || height != 1)
973             texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
974
975         texture->pow2_matrix[0] = (float)width;
976         texture->pow2_matrix[5] = (float)height;
977         texture->pow2_matrix[10] = 1.0f;
978         texture->pow2_matrix[15] = 1.0f;
979         texture->target = GL_TEXTURE_RECTANGLE_ARB;
980         texture->flags |= WINED3D_TEXTURE_COND_NP2;
981
982         if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
983             texture->min_mip_lookup = minMipLookup_noMip;
984         else
985             texture->min_mip_lookup = minMipLookup_noFilter;
986     }
987     else
988     {
989         if ((width != pow2_width) || (height != pow2_height))
990         {
991             texture->pow2_matrix[0] = (((float)width) / ((float)pow2_width));
992             texture->pow2_matrix[5] = (((float)height) / ((float)pow2_height));
993             texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
994         }
995         else
996         {
997             texture->pow2_matrix[0] = 1.0f;
998             texture->pow2_matrix[5] = 1.0f;
999         }
1000
1001         texture->pow2_matrix[10] = 1.0f;
1002         texture->pow2_matrix[15] = 1.0f;
1003         texture->target = GL_TEXTURE_2D;
1004     }
1005     TRACE("xf(%f) yf(%f)\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
1006
1007     /* Generate all the surfaces. */
1008     tmp_w = width;
1009     tmp_h = height;
1010     for (i = 0; i < texture->level_count; ++i)
1011     {
1012         struct wined3d_surface *surface;
1013
1014         /* Use the callback to create the texture surface. */
1015         if (FAILED(hr = device->device_parent->ops->create_texture_surface(device->device_parent, parent,
1016                 tmp_w, tmp_h, format->id, usage, pool, i, 0, &surface)))
1017         {
1018             FIXME("Failed to create surface %p, hr %#x\n", texture, hr);
1019             wined3d_texture_cleanup(texture);
1020             return hr;
1021         }
1022
1023         surface_set_container(surface, WINED3D_CONTAINER_TEXTURE, texture);
1024         surface_set_texture_target(surface, texture->target);
1025         texture->sub_resources[i] = &surface->resource;
1026         TRACE("Created surface level %u @ %p.\n", i, surface);
1027         /* Calculate the next mipmap level. */
1028         tmp_w = max(1, tmp_w >> 1);
1029         tmp_h = max(1, tmp_h >> 1);
1030     }
1031
1032     return WINED3D_OK;
1033 }
1034
1035 /* Context activation is done by the caller. */
1036 static HRESULT texture3d_bind(struct wined3d_texture *texture,
1037         struct wined3d_context *context, BOOL srgb)
1038 {
1039     BOOL dummy;
1040
1041     TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
1042
1043     return wined3d_texture_bind(texture, context, srgb, &dummy);
1044 }
1045
1046 /* Do not call while under the GL lock. */
1047 static void texture3d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb)
1048 {
1049     struct wined3d_device *device = texture->resource.device;
1050     struct wined3d_context *context;
1051     BOOL srgb_was_toggled = FALSE;
1052     unsigned int i;
1053
1054     TRACE("texture %p, srgb %#x.\n", texture, srgb);
1055
1056     /* TODO: Use already acquired context when possible. */
1057     context = context_acquire(device, NULL);
1058     if (texture->resource.bind_count > 0)
1059     {
1060         BOOL texture_srgb = texture->flags & WINED3D_TEXTURE_IS_SRGB;
1061         BOOL sampler_srgb = texture_srgb_mode(texture, srgb);
1062         srgb_was_toggled = !texture_srgb != !sampler_srgb;
1063
1064         if (srgb_was_toggled)
1065         {
1066             if (sampler_srgb)
1067                 texture->flags |= WINED3D_TEXTURE_IS_SRGB;
1068             else
1069                 texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
1070         }
1071     }
1072
1073     /* If the texture is marked dirty or the sRGB sampler setting has changed
1074      * since the last load then reload the volumes. */
1075     if (texture->texture_rgb.dirty)
1076     {
1077         for (i = 0; i < texture->level_count; ++i)
1078         {
1079             volume_load(volume_from_resource(texture->sub_resources[i]), context, i,
1080                     texture->flags & WINED3D_TEXTURE_IS_SRGB);
1081         }
1082     }
1083     else if (srgb_was_toggled)
1084     {
1085         for (i = 0; i < texture->level_count; ++i)
1086         {
1087             struct wined3d_volume *volume = volume_from_resource(texture->sub_resources[i]);
1088             volume_add_dirty_box(volume, NULL);
1089             volume_load(volume, context, i, texture->flags & WINED3D_TEXTURE_IS_SRGB);
1090         }
1091     }
1092     else
1093     {
1094         TRACE("Texture %p not dirty, nothing to do.\n", texture);
1095     }
1096
1097     context_release(context);
1098
1099     /* No longer dirty */
1100     texture->texture_rgb.dirty = FALSE;
1101 }
1102
1103 static void texture3d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
1104         const struct wined3d_box *dirty_region)
1105 {
1106     volume_add_dirty_box(volume_from_resource(sub_resource), dirty_region);
1107 }
1108
1109 static void texture3d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
1110 {
1111     struct wined3d_volume *volume = volume_from_resource(sub_resource);
1112
1113     /* Cleanup the container. */
1114     volume_set_container(volume, NULL);
1115     wined3d_volume_decref(volume);
1116 }
1117
1118 /* Do not call while under the GL lock. */
1119 static void texture3d_unload(struct wined3d_resource *resource)
1120 {
1121     struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
1122     UINT i;
1123
1124     TRACE("texture %p.\n", texture);
1125
1126     for (i = 0; i < texture->level_count; ++i)
1127     {
1128         struct wined3d_resource *sub_resource = texture->sub_resources[i];
1129         sub_resource->resource_ops->resource_unload(sub_resource);
1130     }
1131
1132     wined3d_texture_unload(texture);
1133 }
1134
1135 static const struct wined3d_texture_ops texture3d_ops =
1136 {
1137     texture3d_bind,
1138     texture3d_preload,
1139     texture3d_sub_resource_add_dirty_region,
1140     texture3d_sub_resource_cleanup,
1141 };
1142
1143 static const struct wined3d_resource_ops texture3d_resource_ops =
1144 {
1145     texture3d_unload,
1146 };
1147
1148 static HRESULT volumetexture_init(struct wined3d_texture *texture, UINT width, UINT height,
1149         UINT depth, UINT levels, struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id,
1150         enum wined3d_pool pool, void *parent, const struct wined3d_parent_ops *parent_ops)
1151 {
1152     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1153     const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
1154     UINT tmp_w, tmp_h, tmp_d;
1155     unsigned int i;
1156     HRESULT hr;
1157
1158     /* TODO: It should only be possible to create textures for formats
1159      * that are reported as supported. */
1160     if (WINED3DFMT_UNKNOWN >= format_id)
1161     {
1162         WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
1163         return WINED3DERR_INVALIDCALL;
1164     }
1165
1166     if (!gl_info->supported[EXT_TEXTURE3D])
1167     {
1168         WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
1169         return WINED3DERR_INVALIDCALL;
1170     }
1171
1172     /* Calculate levels for mip mapping. */
1173     if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
1174     {
1175         if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
1176         {
1177             WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
1178             return WINED3DERR_INVALIDCALL;
1179         }
1180
1181         if (levels > 1)
1182         {
1183             WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
1184             return WINED3DERR_INVALIDCALL;
1185         }
1186
1187         levels = 1;
1188     }
1189     else if (!levels)
1190     {
1191         levels = wined3d_log2i(max(max(width, height), depth)) + 1;
1192         TRACE("Calculated levels = %u.\n", levels);
1193     }
1194
1195     hr = wined3d_texture_init(texture, &texture3d_ops, 1, levels,
1196             WINED3D_RTYPE_VOLUME_TEXTURE, device, usage, format, pool,
1197             parent, parent_ops, &texture3d_resource_ops);
1198     if (FAILED(hr))
1199     {
1200         WARN("Failed to initialize texture, returning %#x.\n", hr);
1201         return hr;
1202     }
1203
1204     /* Is NP2 support for volumes needed? */
1205     texture->pow2_matrix[0] = 1.0f;
1206     texture->pow2_matrix[5] = 1.0f;
1207     texture->pow2_matrix[10] = 1.0f;
1208     texture->pow2_matrix[15] = 1.0f;
1209     texture->target = GL_TEXTURE_3D;
1210
1211     /* Generate all the surfaces. */
1212     tmp_w = width;
1213     tmp_h = height;
1214     tmp_d = depth;
1215
1216     for (i = 0; i < texture->level_count; ++i)
1217     {
1218         struct wined3d_volume *volume;
1219
1220         /* Create the volume. */
1221         hr = device->device_parent->ops->create_volume(device->device_parent, parent,
1222                 tmp_w, tmp_h, tmp_d, format_id, pool, usage, &volume);
1223         if (FAILED(hr))
1224         {
1225             ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr);
1226             wined3d_texture_cleanup(texture);
1227             return hr;
1228         }
1229
1230         /* Set its container to this texture. */
1231         volume_set_container(volume, texture);
1232         texture->sub_resources[i] = &volume->resource;
1233
1234         /* Calculate the next mipmap level. */
1235         tmp_w = max(1, tmp_w >> 1);
1236         tmp_h = max(1, tmp_h >> 1);
1237         tmp_d = max(1, tmp_d >> 1);
1238     }
1239
1240     return WINED3D_OK;
1241 }
1242
1243 HRESULT CDECL wined3d_texture_create_2d(struct wined3d_device *device, UINT width, UINT height,
1244         UINT level_count, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, void *parent,
1245         const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
1246 {
1247     struct wined3d_texture *object;
1248     HRESULT hr;
1249
1250     TRACE("device %p, width %u, height %u, level_count %u, usage %#x\n",
1251             device, width, height, level_count, usage);
1252     TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n",
1253             debug_d3dformat(format_id), pool, parent, parent_ops, texture);
1254
1255     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1256     if (!object)
1257     {
1258         ERR("Out of memory.\n");
1259         *texture = NULL;
1260         return WINED3DERR_OUTOFVIDEOMEMORY;
1261     }
1262
1263     hr = texture_init(object, width, height, level_count,
1264             device, usage, format_id, pool, parent, parent_ops);
1265     if (FAILED(hr))
1266     {
1267         WARN("Failed to initialize texture, returning %#x.\n", hr);
1268         HeapFree(GetProcessHeap(), 0, object);
1269         *texture = NULL;
1270         return hr;
1271     }
1272
1273     TRACE("Created texture %p.\n", object);
1274     *texture = object;
1275
1276     return WINED3D_OK;
1277 }
1278
1279 HRESULT CDECL wined3d_texture_create_3d(struct wined3d_device *device, UINT width, UINT height, UINT depth,
1280         UINT level_count, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, void *parent,
1281         const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
1282 {
1283     struct wined3d_texture *object;
1284     HRESULT hr;
1285
1286     TRACE("device %p, width %u, height %u, depth %u, level_count %u, usage %#x\n",
1287             device, width, height, depth, level_count, usage);
1288     TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n",
1289             debug_d3dformat(format_id), pool, parent, parent_ops, texture);
1290
1291     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1292     if (!object)
1293     {
1294         ERR("Out of memory\n");
1295         *texture = NULL;
1296         return WINED3DERR_OUTOFVIDEOMEMORY;
1297     }
1298
1299     hr = volumetexture_init(object, width, height, depth, level_count,
1300             device, usage, format_id, pool, parent, parent_ops);
1301     if (FAILED(hr))
1302     {
1303         WARN("Failed to initialize volumetexture, returning %#x\n", hr);
1304         HeapFree(GetProcessHeap(), 0, object);
1305         *texture = NULL;
1306         return hr;
1307     }
1308
1309     TRACE("Created texture %p.\n", object);
1310     *texture = object;
1311
1312     return WINED3D_OK;
1313 }
1314
1315 HRESULT CDECL wined3d_texture_create_cube(struct wined3d_device *device, UINT edge_length,
1316         UINT level_count, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, void *parent,
1317         const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
1318 {
1319     struct wined3d_texture *object;
1320     HRESULT hr;
1321
1322     TRACE("device %p, edge_length %u, level_count %u, usage %#x\n",
1323             device, edge_length, level_count, usage);
1324     TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n",
1325             debug_d3dformat(format_id), pool, parent, parent_ops, texture);
1326
1327     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1328     if (!object)
1329     {
1330         ERR("Out of memory\n");
1331         *texture = NULL;
1332         return WINED3DERR_OUTOFVIDEOMEMORY;
1333     }
1334
1335     hr = cubetexture_init(object, edge_length, level_count,
1336             device, usage, format_id, pool, parent, parent_ops);
1337     if (FAILED(hr))
1338     {
1339         WARN("Failed to initialize cubetexture, returning %#x\n", hr);
1340         HeapFree(GetProcessHeap(), 0, object);
1341         *texture = NULL;
1342         return hr;
1343     }
1344
1345     TRACE("Created texture %p.\n", object);
1346     *texture = object;
1347
1348     return WINED3D_OK;
1349 }