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[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 "wined3d_private.h"
25
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
27
28 static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_texture_ops *texture_ops,
29         UINT layer_count, UINT level_count, WINED3DRESOURCETYPE resource_type, struct wined3d_device *device,
30         DWORD usage, const struct wined3d_format *format, WINED3DPOOL pool, void *parent,
31         const struct wined3d_parent_ops *parent_ops, const struct wined3d_resource_ops *resource_ops)
32 {
33     HRESULT hr;
34
35     hr = resource_init(&texture->resource, device, resource_type, format,
36             WINED3DMULTISAMPLE_NONE, 0, usage, pool, 0, 0, 0, 0,
37             parent, parent_ops, resource_ops);
38     if (FAILED(hr))
39     {
40         WARN("Failed to initialize resource, returning %#x\n", hr);
41         return hr;
42     }
43
44     texture->texture_ops = texture_ops;
45     texture->sub_resources = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
46             level_count * layer_count * sizeof(*texture->sub_resources));
47     if (!texture->sub_resources)
48     {
49         ERR("Failed to allocate sub-resource array.\n");
50         resource_cleanup(&texture->resource);
51         return E_OUTOFMEMORY;
52     }
53
54     texture->layer_count = layer_count;
55     texture->level_count = level_count;
56     texture->filter_type = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE;
57     texture->lod = 0;
58     texture->texture_rgb.dirty = TRUE;
59     texture->texture_srgb.dirty = TRUE;
60     texture->flags = WINED3D_TEXTURE_POW2_MAT_IDENT;
61
62     if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
63     {
64         texture->min_mip_lookup = minMipLookup;
65         texture->mag_lookup = magLookup;
66     }
67     else
68     {
69         texture->min_mip_lookup = minMipLookup_noFilter;
70         texture->mag_lookup = magLookup_noFilter;
71     }
72
73     return WINED3D_OK;
74 }
75
76 /* A GL context is provided by the caller */
77 static void gltexture_delete(struct gl_texture *tex)
78 {
79     ENTER_GL();
80     glDeleteTextures(1, &tex->name);
81     LEAVE_GL();
82     tex->name = 0;
83 }
84
85 static void wined3d_texture_unload(struct wined3d_texture *texture)
86 {
87     struct wined3d_device *device = texture->resource.device;
88     struct wined3d_context *context = NULL;
89
90     if (texture->texture_rgb.name || texture->texture_srgb.name)
91     {
92         context = context_acquire(device, NULL);
93     }
94
95     if (texture->texture_rgb.name)
96         gltexture_delete(&texture->texture_rgb);
97
98     if (texture->texture_srgb.name)
99         gltexture_delete(&texture->texture_srgb);
100
101     if (context) context_release(context);
102
103     wined3d_texture_set_dirty(texture, TRUE);
104
105     resource_unload(&texture->resource);
106 }
107
108 static void wined3d_texture_cleanup(struct wined3d_texture *texture)
109 {
110     UINT sub_count = texture->level_count * texture->layer_count;
111     UINT i;
112
113     TRACE("texture %p.\n", texture);
114
115     for (i = 0; i < sub_count; ++i)
116     {
117         struct wined3d_resource *sub_resource = texture->sub_resources[i];
118
119         if (sub_resource)
120             texture->texture_ops->texture_sub_resource_cleanup(sub_resource);
121     }
122
123     wined3d_texture_unload(texture);
124     HeapFree(GetProcessHeap(), 0, texture->sub_resources);
125     resource_cleanup(&texture->resource);
126 }
127
128 void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty)
129 {
130     texture->texture_rgb.dirty = dirty;
131     texture->texture_srgb.dirty = dirty;
132 }
133
134 /* Context activation is done by the caller. */
135 static HRESULT wined3d_texture_bind(struct wined3d_texture *texture,
136         struct wined3d_context *context, BOOL srgb, BOOL *set_surface_desc)
137 {
138     struct gl_texture *gl_tex;
139     BOOL new_texture = FALSE;
140     HRESULT hr = WINED3D_OK;
141     GLenum target;
142
143     TRACE("texture %p, context %p, srgb %#x, set_surface_desc %p.\n", texture, context, srgb, set_surface_desc);
144
145     /* sRGB mode cache for preload() calls outside drawprim. */
146     if (srgb)
147         texture->flags |= WINED3D_TEXTURE_IS_SRGB;
148     else
149         texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
150
151     gl_tex = wined3d_texture_get_gl_texture(texture, context->gl_info, srgb);
152     target = texture->target;
153
154     ENTER_GL();
155     /* Generate a texture name if we don't already have one. */
156     if (!gl_tex->name)
157     {
158         *set_surface_desc = TRUE;
159         glGenTextures(1, &gl_tex->name);
160         checkGLcall("glGenTextures");
161         TRACE("Generated texture %d.\n", gl_tex->name);
162         if (texture->resource.pool == WINED3DPOOL_DEFAULT)
163         {
164             /* Tell OpenGL to try and keep this texture in video ram (well mostly). */
165             GLclampf tmp = 0.9f;
166             glPrioritizeTextures(1, &gl_tex->name, &tmp);
167         }
168         /* Initialise the state of the texture object to the OpenGL defaults,
169          * not the D3D defaults. */
170         gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP;
171         gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP;
172         gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP;
173         gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0;
174         gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
175         gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
176         gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
177         gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
178         gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
179         if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
180             gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = TRUE;
181         else
182             gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = srgb;
183         gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
184         wined3d_texture_set_dirty(texture, TRUE);
185         new_texture = TRUE;
186
187         if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)
188         {
189             /* This means double binding the texture at creation, but keeps
190              * the code simpler all in all, and the run-time path free from
191              * additional checks. */
192             context_bind_texture(context, target, gl_tex->name);
193             glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
194             checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
195         }
196     }
197     else
198     {
199         *set_surface_desc = FALSE;
200     }
201
202     if (gl_tex->name)
203     {
204         context_bind_texture(context, target, gl_tex->name);
205         if (new_texture)
206         {
207             /* For a new texture we have to set the texture levels after
208              * binding the texture. Beware that texture rectangles do not
209              * support mipmapping, but set the maxmiplevel if we're relying
210              * on the partial GL_ARB_texture_non_power_of_two emulation with
211              * texture rectangles. (I.e., do not care about cond_np2 here,
212              * just look for GL_TEXTURE_RECTANGLE_ARB.) */
213             if (target != GL_TEXTURE_RECTANGLE_ARB)
214             {
215                 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->level_count - 1);
216                 glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
217                 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)");
218             }
219             if (target == GL_TEXTURE_CUBE_MAP_ARB)
220             {
221                 /* Cubemaps are always set to clamp, regardless of the sampler state. */
222                 glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
223                 glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
224                 glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
225             }
226         }
227     }
228     else
229     {
230         ERR("This texture doesn't have an OpenGL texture assigned to it.\n");
231         hr = WINED3DERR_INVALIDCALL;
232     }
233
234     LEAVE_GL();
235     return hr;
236 }
237
238 /* GL locking is done by the caller */
239 static void apply_wrap(const struct wined3d_gl_info *gl_info, GLenum target,
240         WINED3DTEXTUREADDRESS d3d_wrap, GLenum param, BOOL cond_np2)
241 {
242     GLint gl_wrap;
243
244     if (d3d_wrap < WINED3DTADDRESS_WRAP || d3d_wrap > WINED3DTADDRESS_MIRRORONCE)
245     {
246         FIXME("Unrecognized or unsupported WINED3DTEXTUREADDRESS %#x.\n", d3d_wrap);
247         return;
248     }
249
250     /* Cubemaps are always set to clamp, regardless of the sampler state. */
251     if (target == GL_TEXTURE_CUBE_MAP_ARB
252             || (cond_np2 && d3d_wrap == WINED3DTADDRESS_WRAP))
253         gl_wrap = GL_CLAMP_TO_EDGE;
254     else
255         gl_wrap = gl_info->wrap_lookup[d3d_wrap - WINED3DTADDRESS_WRAP];
256
257     TRACE("Setting param %#x to %#x for target %#x.\n", param, gl_wrap, target);
258     glTexParameteri(target, param, gl_wrap);
259     checkGLcall("glTexParameteri(target, param, gl_wrap)");
260 }
261
262 /* GL locking is done by the caller (state handler) */
263 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
264         const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1],
265         const struct wined3d_gl_info *gl_info)
266 {
267     BOOL cond_np2 = texture->flags & WINED3D_TEXTURE_COND_NP2;
268     GLenum target = texture->target;
269     struct gl_texture *gl_tex;
270     DWORD state;
271     DWORD aniso;
272
273     TRACE("texture %p, sampler_states %p.\n", texture, sampler_states);
274
275     gl_tex = wined3d_texture_get_gl_texture(texture, gl_info,
276             texture->flags & WINED3D_TEXTURE_IS_SRGB);
277
278     /* This function relies on the correct texture being bound and loaded. */
279
280     if (sampler_states[WINED3DSAMP_ADDRESSU] != gl_tex->states[WINED3DTEXSTA_ADDRESSU])
281     {
282         state = sampler_states[WINED3DSAMP_ADDRESSU];
283         apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_S, cond_np2);
284         gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state;
285     }
286
287     if (sampler_states[WINED3DSAMP_ADDRESSV] != gl_tex->states[WINED3DTEXSTA_ADDRESSV])
288     {
289         state = sampler_states[WINED3DSAMP_ADDRESSV];
290         apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_T, cond_np2);
291         gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state;
292     }
293
294     if (sampler_states[WINED3DSAMP_ADDRESSW] != gl_tex->states[WINED3DTEXSTA_ADDRESSW])
295     {
296         state = sampler_states[WINED3DSAMP_ADDRESSW];
297         apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_R, cond_np2);
298         gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state;
299     }
300
301     if (sampler_states[WINED3DSAMP_BORDERCOLOR] != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR])
302     {
303         float col[4];
304
305         state = sampler_states[WINED3DSAMP_BORDERCOLOR];
306         D3DCOLORTOGLFLOAT4(state, col);
307         TRACE("Setting border color for %#x to %#x.\n", target, state);
308         glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &col[0]);
309         checkGLcall("glTexParameterfv(..., GL_TEXTURE_BORDER_COLOR, ...)");
310         gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state;
311     }
312
313     if (sampler_states[WINED3DSAMP_MAGFILTER] != gl_tex->states[WINED3DTEXSTA_MAGFILTER])
314     {
315         GLint gl_value;
316
317         state = sampler_states[WINED3DSAMP_MAGFILTER];
318         if (state > WINED3DTEXF_ANISOTROPIC)
319             FIXME("Unrecognized or unsupported MAGFILTER* value %d.\n", state);
320
321         gl_value = wined3d_gl_mag_filter(texture->mag_lookup,
322                 min(max(state, WINED3DTEXF_POINT), WINED3DTEXF_LINEAR));
323         TRACE("ValueMAG=%#x setting MAGFILTER to %#x.\n", state, gl_value);
324         glTexParameteri(target, GL_TEXTURE_MAG_FILTER, gl_value);
325
326         gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state;
327     }
328
329     if ((sampler_states[WINED3DSAMP_MINFILTER] != gl_tex->states[WINED3DTEXSTA_MINFILTER]
330             || sampler_states[WINED3DSAMP_MIPFILTER] != gl_tex->states[WINED3DTEXSTA_MIPFILTER]
331             || sampler_states[WINED3DSAMP_MAXMIPLEVEL] != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL]))
332     {
333         GLint gl_value;
334
335         gl_tex->states[WINED3DTEXSTA_MIPFILTER] = sampler_states[WINED3DSAMP_MIPFILTER];
336         gl_tex->states[WINED3DTEXSTA_MINFILTER] = sampler_states[WINED3DSAMP_MINFILTER];
337         gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = sampler_states[WINED3DSAMP_MAXMIPLEVEL];
338
339         if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC
340             || gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_ANISOTROPIC)
341         {
342             FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %#x D3DSAMP_MIPFILTER value %#x.\n",
343                   gl_tex->states[WINED3DTEXSTA_MINFILTER],
344                   gl_tex->states[WINED3DTEXSTA_MIPFILTER]);
345         }
346         gl_value = wined3d_gl_min_mip_filter(texture->min_mip_lookup,
347                 min(max(sampler_states[WINED3DSAMP_MINFILTER], WINED3DTEXF_POINT), WINED3DTEXF_LINEAR),
348                 min(max(sampler_states[WINED3DSAMP_MIPFILTER], WINED3DTEXF_NONE), WINED3DTEXF_LINEAR));
349
350         TRACE("ValueMIN=%#x, ValueMIP=%#x, setting MINFILTER to %#x.\n",
351               sampler_states[WINED3DSAMP_MINFILTER],
352               sampler_states[WINED3DSAMP_MIPFILTER], gl_value);
353         glTexParameteri(target, GL_TEXTURE_MIN_FILTER, gl_value);
354         checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
355
356         if (!cond_np2)
357         {
358             if (gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE)
359                 gl_value = texture->lod;
360             else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= texture->level_count)
361                 gl_value = texture->level_count - 1;
362             else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < texture->lod)
363                 /* texture->lod is already clamped in the setter. */
364                 gl_value = texture->lod;
365             else
366                 gl_value = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL];
367
368             /* Note that WINED3DSAMP_MAXMIPLEVEL specifies the largest mipmap
369              * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
370              * mimap used (default 1000). So WINED3DSAMP_MAXMIPLEVEL
371              * corresponds to GL_TEXTURE_BASE_LEVEL. */
372             glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, gl_value);
373         }
374     }
375
376     if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_ANISOTROPIC
377          && gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_ANISOTROPIC
378          && gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_ANISOTROPIC)
379             || cond_np2)
380         aniso = 1;
381     else
382         aniso = sampler_states[WINED3DSAMP_MAXANISOTROPY];
383
384     if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
385     {
386         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
387         {
388             glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
389             checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
390         }
391         else
392         {
393             WARN("Anisotropic filtering not supported.\n");
394         }
395         gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
396     }
397
398     /* These should always be the same unless EXT_texture_sRGB_decode is supported. */
399     if (sampler_states[WINED3DSAMP_SRGBTEXTURE] != gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE])
400     {
401         glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
402                 sampler_states[WINED3DSAMP_SRGBTEXTURE] ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
403         checkGLcall("glTexParameteri(GL_TEXTURE_SRGB_DECODE_EXT)");
404     }
405
406     if (!(texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
407             != !gl_tex->states[WINED3DTEXSTA_SHADOW])
408     {
409         if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
410         {
411             glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
412             glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
413             checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)");
414             gl_tex->states[WINED3DTEXSTA_SHADOW] = TRUE;
415         }
416         else
417         {
418             glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
419             checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)");
420             gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
421         }
422     }
423 }
424
425 ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture)
426 {
427     ULONG refcount = InterlockedIncrement(&texture->resource.ref);
428
429     TRACE("%p increasing refcount to %u.\n", texture, refcount);
430
431     return refcount;
432 }
433
434 /* Do not call while under the GL lock. */
435 ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture)
436 {
437     ULONG refcount = InterlockedDecrement(&texture->resource.ref);
438
439     TRACE("%p decreasing refcount to %u.\n", texture, refcount);
440
441     if (!refcount)
442     {
443         wined3d_texture_cleanup(texture);
444         texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent);
445         HeapFree(GetProcessHeap(), 0, texture);
446     }
447
448     return refcount;
449 }
450
451 struct wined3d_resource * CDECL wined3d_texture_get_resource(struct wined3d_texture *texture)
452 {
453     TRACE("texture %p.\n", texture);
454
455     return &texture->resource;
456 }
457
458 DWORD CDECL wined3d_texture_set_priority(struct wined3d_texture *texture, DWORD priority)
459 {
460     return resource_set_priority(&texture->resource, priority);
461 }
462
463 DWORD CDECL wined3d_texture_get_priority(const struct wined3d_texture *texture)
464 {
465     return resource_get_priority(&texture->resource);
466 }
467
468 /* Do not call while under the GL lock. */
469 void CDECL wined3d_texture_preload(struct wined3d_texture *texture)
470 {
471     texture->texture_ops->texture_preload(texture, SRGB_ANY);
472 }
473
474 void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture)
475 {
476     TRACE("texture %p.\n", texture);
477
478     return texture->resource.parent;
479 }
480
481 DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
482 {
483     DWORD old = texture->lod;
484
485     TRACE("texture %p, lod %u.\n", texture, lod);
486
487     /* The d3d9:texture test shows that SetLOD is ignored on non-managed
488      * textures. The call always returns 0, and GetLOD always returns 0. */
489     if (texture->resource.pool != WINED3DPOOL_MANAGED)
490     {
491         TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture->resource.pool));
492         return 0;
493     }
494
495     if (lod >= texture->level_count)
496         lod = texture->level_count - 1;
497
498     if (texture->lod != lod)
499     {
500         texture->lod = lod;
501
502         texture->texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
503         texture->texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
504         if (texture->bind_count)
505             device_invalidate_state(texture->resource.device, STATE_SAMPLER(texture->sampler));
506     }
507
508     return old;
509 }
510
511 DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture)
512 {
513     TRACE("texture %p, returning %u.\n", texture, texture->lod);
514
515     return texture->lod;
516 }
517
518 DWORD CDECL wined3d_texture_get_level_count(const struct wined3d_texture *texture)
519 {
520     TRACE("texture %p, returning %u.\n", texture, texture->level_count);
521
522     return texture->level_count;
523 }
524
525 HRESULT CDECL wined3d_texture_set_autogen_filter_type(struct wined3d_texture *texture,
526         WINED3DTEXTUREFILTERTYPE filter_type)
527 {
528     FIXME("texture %p, filter_type %s stub!\n", texture, debug_d3dtexturefiltertype(filter_type));
529
530     if (!(texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP))
531     {
532         WARN("Texture doesn't have AUTOGENMIPMAP usage.\n");
533         return WINED3DERR_INVALIDCALL;
534     }
535
536     texture->filter_type = filter_type;
537
538     return WINED3D_OK;
539 }
540
541 WINED3DTEXTUREFILTERTYPE CDECL wined3d_texture_get_autogen_filter_type(const struct wined3d_texture *texture)
542 {
543     TRACE("texture %p.\n", texture);
544
545     return texture->filter_type;
546 }
547
548 void CDECL wined3d_texture_generate_mipmaps(struct wined3d_texture *texture)
549 {
550     /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
551     FIXME("texture %p stub!\n", texture);
552 }
553
554 struct wined3d_resource * CDECL wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
555         UINT sub_resource_idx)
556 {
557     UINT sub_count = texture->level_count * texture->layer_count;
558
559     TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
560
561     if (sub_resource_idx >= sub_count)
562     {
563         WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
564         return NULL;
565     }
566
567     return texture->sub_resources[sub_resource_idx];
568 }
569
570 HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
571         UINT layer, const WINED3DBOX *dirty_region)
572 {
573     struct wined3d_resource *sub_resource;
574
575     TRACE("texture %p, layer %u, dirty_region %p.\n", texture, layer, dirty_region);
576
577     if (!(sub_resource = wined3d_texture_get_sub_resource(texture, layer * texture->level_count)))
578     {
579         WARN("Failed to get sub-resource.\n");
580         return WINED3DERR_INVALIDCALL;
581     }
582
583     wined3d_texture_set_dirty(texture, TRUE);
584     texture->texture_ops->texture_sub_resource_add_dirty_region(sub_resource, dirty_region);
585
586     return WINED3D_OK;
587 }
588
589 /* Context activation is done by the caller. */
590 static HRESULT texture2d_bind(struct wined3d_texture *texture,
591         struct wined3d_context *context, BOOL srgb)
592 {
593     BOOL set_gl_texture_desc;
594     HRESULT hr;
595
596     TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
597
598     hr = wined3d_texture_bind(texture, context, srgb, &set_gl_texture_desc);
599     if (set_gl_texture_desc && SUCCEEDED(hr))
600     {
601         UINT sub_count = texture->level_count * texture->layer_count;
602         BOOL srgb_tex = !context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
603                 && (texture->flags & WINED3D_TEXTURE_IS_SRGB);
604         struct gl_texture *gl_tex;
605         UINT i;
606
607         gl_tex = wined3d_texture_get_gl_texture(texture, context->gl_info, srgb_tex);
608
609         for (i = 0; i < sub_count; ++i)
610         {
611             struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]);
612             surface_set_texture_name(surface, gl_tex->name, srgb_tex);
613         }
614
615         /* Conditinal non power of two textures use a different clamping
616          * default. If we're using the GL_WINE_normalized_texrect partial
617          * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
618          * has the address mode set to repeat - something that prevents us
619          * from hitting the accelerated codepath. Thus manually set the GL
620          * state. The same applies to filtering. Even if the texture has only
621          * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
622          * fallback on macos. */
623         if (texture->flags & WINED3D_TEXTURE_COND_NP2)
624         {
625             GLenum target = texture->target;
626
627             ENTER_GL();
628             glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
629             checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
630             glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
631             checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
632             glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
633             checkGLcall("glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
634             glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
635             checkGLcall("glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
636             LEAVE_GL();
637             gl_tex->states[WINED3DTEXSTA_ADDRESSU]      = WINED3DTADDRESS_CLAMP;
638             gl_tex->states[WINED3DTEXSTA_ADDRESSV]      = WINED3DTADDRESS_CLAMP;
639             gl_tex->states[WINED3DTEXSTA_MAGFILTER]     = WINED3DTEXF_POINT;
640             gl_tex->states[WINED3DTEXSTA_MINFILTER]     = WINED3DTEXF_POINT;
641             gl_tex->states[WINED3DTEXSTA_MIPFILTER]     = WINED3DTEXF_NONE;
642         }
643     }
644
645     return hr;
646 }
647
648 static BOOL texture_srgb_mode(const struct wined3d_texture *texture, enum WINED3DSRGB srgb)
649 {
650     switch (srgb)
651     {
652         case SRGB_RGB:
653             return FALSE;
654
655         case SRGB_SRGB:
656             return TRUE;
657
658         default:
659             return texture->flags & WINED3D_TEXTURE_IS_SRGB;
660     }
661 }
662
663 /* Do not call while under the GL lock. */
664 static void texture2d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb)
665 {
666     UINT sub_count = texture->level_count * texture->layer_count;
667     struct wined3d_device *device = texture->resource.device;
668     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
669     struct wined3d_context *context = NULL;
670     struct gl_texture *gl_tex;
671     BOOL srgb_mode;
672     UINT i;
673
674     TRACE("texture %p, srgb %#x.\n", texture, srgb);
675
676     srgb_mode = texture_srgb_mode(texture, srgb);
677     gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, srgb_mode);
678
679     if (!device->isInDraw)
680     {
681         /* No danger of recursive calls, context_acquire() sets isInDraw to TRUE
682          * when loading offscreen render targets into the texture. */
683         context = context_acquire(device, NULL);
684     }
685
686     if (gl_tex->dirty)
687     {
688         /* Reload the surfaces if the texture is marked dirty. */
689         for (i = 0; i < sub_count; ++i)
690         {
691             surface_load(surface_from_resource(texture->sub_resources[i]), srgb_mode);
692         }
693     }
694     else
695     {
696         TRACE("Texture %p not dirty, nothing to do.\n", texture);
697     }
698
699     /* No longer dirty. */
700     gl_tex->dirty = FALSE;
701
702     if (context) context_release(context);
703 }
704
705 static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
706         const WINED3DBOX *dirty_region)
707 {
708     surface_add_dirty_rect(surface_from_resource(sub_resource), dirty_region);
709 }
710
711 static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
712 {
713     struct wined3d_surface *surface = surface_from_resource(sub_resource);
714
715     /* Clean out the texture name we gave to the surface so that the
716      * surface doesn't try and release it. */
717     surface_set_texture_name(surface, 0, TRUE);
718     surface_set_texture_name(surface, 0, FALSE);
719     surface_set_texture_target(surface, 0);
720     surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
721     wined3d_surface_decref(surface);
722 }
723
724 /* Do not call while under the GL lock. */
725 static void texture2d_unload(struct wined3d_resource *resource)
726 {
727     struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
728     UINT sub_count = texture->level_count * texture->layer_count;
729     UINT i;
730
731     TRACE("texture %p.\n", texture);
732
733     for (i = 0; i < sub_count; ++i)
734     {
735         struct wined3d_resource *sub_resource = texture->sub_resources[i];
736         struct wined3d_surface *surface = surface_from_resource(sub_resource);
737
738         sub_resource->resource_ops->resource_unload(sub_resource);
739         surface_set_texture_name(surface, 0, FALSE); /* Delete RGB name */
740         surface_set_texture_name(surface, 0, TRUE); /* Delete sRGB name */
741     }
742
743     wined3d_texture_unload(texture);
744 }
745
746 static const struct wined3d_texture_ops texture2d_ops =
747 {
748     texture2d_bind,
749     texture2d_preload,
750     texture2d_sub_resource_add_dirty_region,
751     texture2d_sub_resource_cleanup,
752 };
753
754 static const struct wined3d_resource_ops texture2d_resource_ops =
755 {
756     texture2d_unload,
757 };
758
759 static HRESULT cubetexture_init(struct wined3d_texture *texture, UINT edge_length, UINT levels,
760         struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
761         void *parent, const struct wined3d_parent_ops *parent_ops)
762 {
763     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
764     const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
765     UINT pow2_edge_length;
766     unsigned int i, j;
767     UINT tmp_w;
768     HRESULT hr;
769
770     /* TODO: It should only be possible to create textures for formats
771      * that are reported as supported. */
772     if (WINED3DFMT_UNKNOWN >= format_id)
773     {
774         WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
775         return WINED3DERR_INVALIDCALL;
776     }
777
778     if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && pool != WINED3DPOOL_SCRATCH)
779     {
780         WARN("(%p) : Tried to create not supported cube texture.\n", texture);
781         return WINED3DERR_INVALIDCALL;
782     }
783
784     /* Calculate levels for mip mapping */
785     if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
786     {
787         if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
788         {
789             WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
790             return WINED3DERR_INVALIDCALL;
791         }
792
793         if (levels > 1)
794         {
795             WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
796             return WINED3DERR_INVALIDCALL;
797         }
798
799         levels = 1;
800     }
801     else if (!levels)
802     {
803         levels = wined3d_log2i(edge_length) + 1;
804         TRACE("Calculated levels = %u.\n", levels);
805     }
806
807     hr = wined3d_texture_init(texture, &texture2d_ops, 6, levels,
808             WINED3DRTYPE_CUBETEXTURE, device, usage, format, pool,
809             parent, parent_ops, &texture2d_resource_ops);
810     if (FAILED(hr))
811     {
812         WARN("Failed to initialize texture, returning %#x\n", hr);
813         return hr;
814     }
815
816     /* Find the nearest pow2 match. */
817     pow2_edge_length = 1;
818     while (pow2_edge_length < edge_length) pow2_edge_length <<= 1;
819
820     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || (edge_length == pow2_edge_length))
821     {
822         /* Precalculated scaling for 'faked' non power of two texture coords. */
823         texture->pow2_matrix[0] = 1.0f;
824         texture->pow2_matrix[5] = 1.0f;
825         texture->pow2_matrix[10] = 1.0f;
826         texture->pow2_matrix[15] = 1.0f;
827     }
828     else
829     {
830         /* Precalculated scaling for 'faked' non power of two texture coords. */
831         texture->pow2_matrix[0] = ((float)edge_length) / ((float)pow2_edge_length);
832         texture->pow2_matrix[5] = ((float)edge_length) / ((float)pow2_edge_length);
833         texture->pow2_matrix[10] = ((float)edge_length) / ((float)pow2_edge_length);
834         texture->pow2_matrix[15] = 1.0f;
835         texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
836     }
837     texture->target = GL_TEXTURE_CUBE_MAP_ARB;
838
839     /* Generate all the surfaces. */
840     tmp_w = edge_length;
841     for (i = 0; i < texture->level_count; ++i)
842     {
843         /* Create the 6 faces. */
844         for (j = 0; j < 6; ++j)
845         {
846             static const GLenum cube_targets[6] =
847             {
848                 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
849                 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
850                 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
851                 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
852                 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
853                 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
854             };
855             UINT idx = j * texture->level_count + i;
856             struct wined3d_surface *surface;
857
858             hr = device->device_parent->ops->create_surface(device->device_parent, parent, tmp_w, tmp_w,
859                     format_id, usage, pool, i /* Level */, j, &surface);
860             if (FAILED(hr))
861             {
862                 FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
863                 wined3d_texture_cleanup(texture);
864                 return hr;
865             }
866
867             surface_set_container(surface, WINED3D_CONTAINER_TEXTURE, texture);
868             surface_set_texture_target(surface, cube_targets[j]);
869             texture->sub_resources[idx] = &surface->resource;
870             TRACE("Created surface level %u @ %p.\n", i, surface);
871         }
872         tmp_w = max(1, tmp_w >> 1);
873     }
874
875     return WINED3D_OK;
876 }
877
878 static HRESULT texture_init(struct wined3d_texture *texture, UINT width, UINT height, UINT levels,
879         struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
880         void *parent, const struct wined3d_parent_ops *parent_ops)
881 {
882     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
883     const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
884     UINT pow2_width, pow2_height;
885     UINT tmp_w, tmp_h;
886     unsigned int i;
887     HRESULT hr;
888
889     /* TODO: It should only be possible to create textures for formats
890      * that are reported as supported. */
891     if (WINED3DFMT_UNKNOWN >= format_id)
892     {
893         WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
894         return WINED3DERR_INVALIDCALL;
895     }
896
897     /* Non-power2 support. */
898     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
899     {
900         pow2_width = width;
901         pow2_height = height;
902     }
903     else
904     {
905         /* Find the nearest pow2 match. */
906         pow2_width = pow2_height = 1;
907         while (pow2_width < width) pow2_width <<= 1;
908         while (pow2_height < height) pow2_height <<= 1;
909
910         if (pow2_width != width || pow2_height != height)
911         {
912             if (levels > 1)
913             {
914                 WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support.\n");
915                 return WINED3DERR_INVALIDCALL;
916             }
917             levels = 1;
918         }
919     }
920
921     /* Calculate levels for mip mapping. */
922     if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
923     {
924         if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
925         {
926             WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
927             return WINED3DERR_INVALIDCALL;
928         }
929
930         if (levels > 1)
931         {
932             WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n");
933             return WINED3DERR_INVALIDCALL;
934         }
935
936         levels = 1;
937     }
938     else if (!levels)
939     {
940         levels = wined3d_log2i(max(width, height)) + 1;
941         TRACE("Calculated levels = %u.\n", levels);
942     }
943
944     hr = wined3d_texture_init(texture, &texture2d_ops, 1, levels,
945             WINED3DRTYPE_TEXTURE, device, usage, format, pool,
946             parent, parent_ops, &texture2d_resource_ops);
947     if (FAILED(hr))
948     {
949         WARN("Failed to initialize texture, returning %#x.\n", hr);
950         return hr;
951     }
952
953     /* Precalculated scaling for 'faked' non power of two texture coords.
954      * Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
955      * is used in combination with texture uploads (RTL_READTEX). The reason is that EXT_PALETTED_TEXTURE
956      * doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
957     if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] && (width != pow2_width || height != pow2_height))
958     {
959         texture->pow2_matrix[0] = 1.0f;
960         texture->pow2_matrix[5] = 1.0f;
961         texture->pow2_matrix[10] = 1.0f;
962         texture->pow2_matrix[15] = 1.0f;
963         texture->target = GL_TEXTURE_2D;
964         texture->flags |= WINED3D_TEXTURE_COND_NP2;
965         texture->min_mip_lookup = minMipLookup_noFilter;
966     }
967     else if (gl_info->supported[ARB_TEXTURE_RECTANGLE] && (width != pow2_width || height != pow2_height)
968             && !(format->id == WINED3DFMT_P8_UINT && gl_info->supported[EXT_PALETTED_TEXTURE]
969             && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
970     {
971         if (width != 1 || height != 1)
972             texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
973
974         texture->pow2_matrix[0] = (float)width;
975         texture->pow2_matrix[5] = (float)height;
976         texture->pow2_matrix[10] = 1.0f;
977         texture->pow2_matrix[15] = 1.0f;
978         texture->target = GL_TEXTURE_RECTANGLE_ARB;
979         texture->flags |= WINED3D_TEXTURE_COND_NP2;
980
981         if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
982             texture->min_mip_lookup = minMipLookup_noMip;
983         else
984             texture->min_mip_lookup = minMipLookup_noFilter;
985     }
986     else
987     {
988         if ((width != pow2_width) || (height != pow2_height))
989         {
990             texture->pow2_matrix[0] = (((float)width) / ((float)pow2_width));
991             texture->pow2_matrix[5] = (((float)height) / ((float)pow2_height));
992             texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
993         }
994         else
995         {
996             texture->pow2_matrix[0] = 1.0f;
997             texture->pow2_matrix[5] = 1.0f;
998         }
999
1000         texture->pow2_matrix[10] = 1.0f;
1001         texture->pow2_matrix[15] = 1.0f;
1002         texture->target = GL_TEXTURE_2D;
1003     }
1004     TRACE("xf(%f) yf(%f)\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
1005
1006     /* Generate all the surfaces. */
1007     tmp_w = width;
1008     tmp_h = height;
1009     for (i = 0; i < texture->level_count; ++i)
1010     {
1011         struct wined3d_surface *surface;
1012
1013         /* Use the callback to create the texture surface. */
1014         hr = device->device_parent->ops->create_surface(device->device_parent, parent, tmp_w, tmp_h,
1015                 format->id, usage, pool, i, 0, &surface);
1016         if (FAILED(hr))
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->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 WINED3DBOX *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         WINED3DPOOL 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             WINED3DRTYPE_VOLUMETEXTURE, 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, WINED3DPOOL 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, WINED3DPOOL 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, WINED3DPOOL 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 }