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
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.
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.
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
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
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, IWineD3DDeviceImpl *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)
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);
40 WARN("Failed to initialize resource, returning %#x\n", hr);
44 texture->baseTexture.texture_ops = texture_ops;
45 texture->baseTexture.sub_resources = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
46 level_count * layer_count * sizeof(*texture->baseTexture.sub_resources));
47 if (!texture->baseTexture.sub_resources)
49 ERR("Failed to allocate sub-resource array.\n");
50 resource_cleanup(&texture->resource);
54 texture->baseTexture.layer_count = layer_count;
55 texture->baseTexture.level_count = level_count;
56 texture->baseTexture.filterType = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE;
57 texture->baseTexture.LOD = 0;
58 texture->baseTexture.texture_rgb.dirty = TRUE;
59 texture->baseTexture.texture_srgb.dirty = TRUE;
60 texture->baseTexture.is_srgb = FALSE;
61 texture->baseTexture.pow2Matrix_identity = TRUE;
63 if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
65 texture->baseTexture.minMipLookup = minMipLookup;
66 texture->baseTexture.magLookup = magLookup;
70 texture->baseTexture.minMipLookup = minMipLookup_noFilter;
71 texture->baseTexture.magLookup = magLookup_noFilter;
77 /* A GL context is provided by the caller */
78 static void gltexture_delete(struct gl_texture *tex)
81 glDeleteTextures(1, &tex->name);
86 static void wined3d_texture_unload(struct wined3d_texture *texture)
88 IWineD3DDeviceImpl *device = texture->resource.device;
89 struct wined3d_context *context = NULL;
91 if (texture->baseTexture.texture_rgb.name || texture->baseTexture.texture_srgb.name)
93 context = context_acquire(device, NULL);
96 if (texture->baseTexture.texture_rgb.name)
97 gltexture_delete(&texture->baseTexture.texture_rgb);
99 if (texture->baseTexture.texture_srgb.name)
100 gltexture_delete(&texture->baseTexture.texture_srgb);
102 if (context) context_release(context);
104 wined3d_texture_set_dirty(texture, TRUE);
106 resource_unload(&texture->resource);
109 static void wined3d_texture_cleanup(struct wined3d_texture *texture)
111 UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
114 TRACE("texture %p.\n", texture);
116 for (i = 0; i < sub_count; ++i)
118 struct wined3d_resource *sub_resource = texture->baseTexture.sub_resources[i];
121 texture->baseTexture.texture_ops->texture_sub_resource_cleanup(sub_resource);
124 wined3d_texture_unload(texture);
125 HeapFree(GetProcessHeap(), 0, texture->baseTexture.sub_resources);
126 resource_cleanup(&texture->resource);
129 void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty)
131 texture->baseTexture.texture_rgb.dirty = dirty;
132 texture->baseTexture.texture_srgb.dirty = dirty;
135 /* Context activation is done by the caller. */
136 static HRESULT wined3d_texture_bind(struct wined3d_texture *texture,
137 const struct wined3d_gl_info *gl_info, BOOL srgb, BOOL *set_surface_desc)
139 struct gl_texture *gl_tex;
140 BOOL new_texture = FALSE;
141 HRESULT hr = WINED3D_OK;
144 TRACE("texture %p, srgb %#x, set_surface_desc %p.\n", texture, srgb, set_surface_desc);
146 texture->baseTexture.is_srgb = srgb; /* sRGB mode cache for preload() calls outside drawprim. */
147 gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, srgb);
148 target = texture->baseTexture.target;
151 /* Generate a texture name if we don't already have one. */
154 *set_surface_desc = TRUE;
155 glGenTextures(1, &gl_tex->name);
156 checkGLcall("glGenTextures");
157 TRACE("Generated texture %d.\n", gl_tex->name);
158 if (texture->resource.pool == WINED3DPOOL_DEFAULT)
160 /* Tell OpenGL to try and keep this texture in video ram (well mostly). */
162 glPrioritizeTextures(1, &gl_tex->name, &tmp);
164 /* Initialise the state of the texture object to the OpenGL defaults,
165 * not the D3D defaults. */
166 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP;
167 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP;
168 gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP;
169 gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0;
170 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
171 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
172 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
173 gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
174 gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
175 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
176 gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = TRUE;
178 gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = srgb;
179 gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
180 wined3d_texture_set_dirty(texture, TRUE);
183 if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)
185 /* This means double binding the texture at creation, but keeps
186 * the code simpler all in all, and the run-time path free from
187 * additional checks. */
188 glBindTexture(target, gl_tex->name);
189 checkGLcall("glBindTexture");
190 glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
191 checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
196 *set_surface_desc = FALSE;
201 glBindTexture(target, gl_tex->name);
202 checkGLcall("glBindTexture");
205 /* For a new texture we have to set the texture levels after
206 * binding the texture. Beware that texture rectangles do not
207 * support mipmapping, but set the maxmiplevel if we're relying
208 * on the partial GL_ARB_texture_non_power_of_two emulation with
209 * texture rectangles. (I.e., do not care about cond_np2 here,
210 * just look for GL_TEXTURE_RECTANGLE_ARB.) */
211 if (target != GL_TEXTURE_RECTANGLE_ARB)
213 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->baseTexture.level_count - 1);
214 glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->baseTexture.level_count - 1);
215 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->baseTexture.level_count)");
217 if (target == GL_TEXTURE_CUBE_MAP_ARB)
219 /* Cubemaps are always set to clamp, regardless of the sampler state. */
220 glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
221 glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
222 glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
228 ERR("This texture doesn't have an OpenGL texture assigned to it.\n");
229 hr = WINED3DERR_INVALIDCALL;
236 /* GL locking is done by the caller */
237 static void apply_wrap(const struct wined3d_gl_info *gl_info, GLenum target,
238 WINED3DTEXTUREADDRESS d3d_wrap, GLenum param, BOOL cond_np2)
242 if (d3d_wrap < WINED3DTADDRESS_WRAP || d3d_wrap > WINED3DTADDRESS_MIRRORONCE)
244 FIXME("Unrecognized or unsupported WINED3DTEXTUREADDRESS %#x.\n", d3d_wrap);
248 /* Cubemaps are always set to clamp, regardless of the sampler state. */
249 if (target == GL_TEXTURE_CUBE_MAP_ARB
250 || (cond_np2 && d3d_wrap == WINED3DTADDRESS_WRAP))
251 gl_wrap = GL_CLAMP_TO_EDGE;
253 gl_wrap = gl_info->wrap_lookup[d3d_wrap - WINED3DTADDRESS_WRAP];
255 TRACE("Setting param %#x to %#x for target %#x.\n", param, gl_wrap, target);
256 glTexParameteri(target, param, gl_wrap);
257 checkGLcall("glTexParameteri(target, param, gl_wrap)");
260 /* GL locking is done by the caller (state handler) */
261 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
262 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1],
263 const struct wined3d_gl_info *gl_info)
265 BOOL cond_np2 = texture->baseTexture.cond_np2;
266 GLenum target = texture->baseTexture.target;
267 struct gl_texture *gl_tex;
271 TRACE("texture %p, sampler_states %p.\n", texture, sampler_states);
273 gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, texture->baseTexture.is_srgb);
275 /* This function relies on the correct texture being bound and loaded. */
277 if (sampler_states[WINED3DSAMP_ADDRESSU] != gl_tex->states[WINED3DTEXSTA_ADDRESSU])
279 state = sampler_states[WINED3DSAMP_ADDRESSU];
280 apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_S, cond_np2);
281 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state;
284 if (sampler_states[WINED3DSAMP_ADDRESSV] != gl_tex->states[WINED3DTEXSTA_ADDRESSV])
286 state = sampler_states[WINED3DSAMP_ADDRESSV];
287 apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_T, cond_np2);
288 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state;
291 if (sampler_states[WINED3DSAMP_ADDRESSW] != gl_tex->states[WINED3DTEXSTA_ADDRESSW])
293 state = sampler_states[WINED3DSAMP_ADDRESSW];
294 apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_R, cond_np2);
295 gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state;
298 if (sampler_states[WINED3DSAMP_BORDERCOLOR] != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR])
302 state = sampler_states[WINED3DSAMP_BORDERCOLOR];
303 D3DCOLORTOGLFLOAT4(state, col);
304 TRACE("Setting border color for %#x to %#x.\n", target, state);
305 glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &col[0]);
306 checkGLcall("glTexParameterfv(..., GL_TEXTURE_BORDER_COLOR, ...)");
307 gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state;
310 if (sampler_states[WINED3DSAMP_MAGFILTER] != gl_tex->states[WINED3DTEXSTA_MAGFILTER])
314 state = sampler_states[WINED3DSAMP_MAGFILTER];
315 if (state > WINED3DTEXF_ANISOTROPIC)
316 FIXME("Unrecognized or unsupported MAGFILTER* value %d.\n", state);
318 gl_value = wined3d_gl_mag_filter(texture->baseTexture.magLookup,
319 min(max(state, WINED3DTEXF_POINT), WINED3DTEXF_LINEAR));
320 TRACE("ValueMAG=%#x setting MAGFILTER to %#x.\n", state, gl_value);
321 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, gl_value);
323 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state;
326 if ((sampler_states[WINED3DSAMP_MINFILTER] != gl_tex->states[WINED3DTEXSTA_MINFILTER]
327 || sampler_states[WINED3DSAMP_MIPFILTER] != gl_tex->states[WINED3DTEXSTA_MIPFILTER]
328 || sampler_states[WINED3DSAMP_MAXMIPLEVEL] != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL]))
332 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = sampler_states[WINED3DSAMP_MIPFILTER];
333 gl_tex->states[WINED3DTEXSTA_MINFILTER] = sampler_states[WINED3DSAMP_MINFILTER];
334 gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = sampler_states[WINED3DSAMP_MAXMIPLEVEL];
336 if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC
337 || gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_ANISOTROPIC)
339 FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %#x D3DSAMP_MIPFILTER value %#x.\n",
340 gl_tex->states[WINED3DTEXSTA_MINFILTER],
341 gl_tex->states[WINED3DTEXSTA_MIPFILTER]);
343 gl_value = wined3d_gl_min_mip_filter(texture->baseTexture.minMipLookup,
344 min(max(sampler_states[WINED3DSAMP_MINFILTER], WINED3DTEXF_POINT), WINED3DTEXF_LINEAR),
345 min(max(sampler_states[WINED3DSAMP_MIPFILTER], WINED3DTEXF_NONE), WINED3DTEXF_LINEAR));
347 TRACE("ValueMIN=%#x, ValueMIP=%#x, setting MINFILTER to %#x.\n",
348 sampler_states[WINED3DSAMP_MINFILTER],
349 sampler_states[WINED3DSAMP_MIPFILTER], gl_value);
350 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, gl_value);
351 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
355 if (gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE)
356 gl_value = texture->baseTexture.LOD;
357 else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= texture->baseTexture.level_count)
358 gl_value = texture->baseTexture.level_count - 1;
359 else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < texture->baseTexture.LOD)
360 /* baseTexture.LOD is already clamped in the setter. */
361 gl_value = texture->baseTexture.LOD;
363 gl_value = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL];
365 /* Note that WINED3DSAMP_MAXMIPLEVEL specifies the largest mipmap
366 * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
367 * mimap used (default 1000). So WINED3DSAMP_MAXMIPLEVEL
368 * corresponds to GL_TEXTURE_BASE_LEVEL. */
369 glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, gl_value);
373 if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_ANISOTROPIC
374 && gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_ANISOTROPIC
375 && gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_ANISOTROPIC)
379 aniso = sampler_states[WINED3DSAMP_MAXANISOTROPY];
381 if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
383 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
385 glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
386 checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
390 WARN("Anisotropic filtering not supported.\n");
392 gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
395 /* These should always be the same unless EXT_texture_sRGB_decode is supported. */
396 if (sampler_states[WINED3DSAMP_SRGBTEXTURE] != gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE])
398 glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
399 sampler_states[WINED3DSAMP_SRGBTEXTURE] ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
400 checkGLcall("glTexParameteri(GL_TEXTURE_SRGB_DECODE_EXT)");
403 if (!(texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
404 != !gl_tex->states[WINED3DTEXSTA_SHADOW])
406 if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
408 glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
409 glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
410 checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)");
411 gl_tex->states[WINED3DTEXSTA_SHADOW] = TRUE;
415 glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
416 checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)");
417 gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
422 ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture)
424 ULONG refcount = InterlockedIncrement(&texture->resource.ref);
426 TRACE("%p increasing refcount to %u.\n", texture, refcount);
431 /* Do not call while under the GL lock. */
432 ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture)
434 ULONG refcount = InterlockedDecrement(&texture->resource.ref);
436 TRACE("%p decreasing refcount to %u.\n", texture, refcount);
440 wined3d_texture_cleanup(texture);
441 texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent);
442 HeapFree(GetProcessHeap(), 0, texture);
448 HRESULT CDECL wined3d_texture_set_private_data(struct wined3d_texture *texture,
449 REFGUID guid, const void *data, DWORD data_size, DWORD flags)
451 return resource_set_private_data(&texture->resource, guid, data, data_size, flags);
454 HRESULT CDECL wined3d_texture_get_private_data(const struct wined3d_texture *texture,
455 REFGUID guid, void *data, DWORD *data_size)
457 return resource_get_private_data(&texture->resource, guid, data, data_size);
460 HRESULT CDECL wined3d_texture_free_private_data(struct wined3d_texture *texture, REFGUID guid)
462 return resource_free_private_data(&texture->resource, guid);
465 DWORD CDECL wined3d_texture_set_priority(struct wined3d_texture *texture, DWORD priority)
467 return resource_set_priority(&texture->resource, priority);
470 DWORD CDECL wined3d_texture_get_priority(const struct wined3d_texture *texture)
472 return resource_get_priority(&texture->resource);
475 /* Do not call while under the GL lock. */
476 void CDECL wined3d_texture_preload(struct wined3d_texture *texture)
478 texture->baseTexture.texture_ops->texture_preload(texture, SRGB_ANY);
481 WINED3DRESOURCETYPE CDECL wined3d_texture_get_type(const struct wined3d_texture *texture)
483 TRACE("texture %p.\n", texture);
485 return texture->resource.resourceType;
488 void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture)
490 TRACE("texture %p.\n", texture);
492 return texture->resource.parent;
495 DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
497 DWORD old = texture->baseTexture.LOD;
499 TRACE("texture %p, lod %u.\n", texture, lod);
501 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
502 * textures. The call always returns 0, and GetLOD always returns 0. */
503 if (texture->resource.pool != WINED3DPOOL_MANAGED)
505 TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture->resource.pool));
509 if (lod >= texture->baseTexture.level_count)
510 lod = texture->baseTexture.level_count - 1;
512 if (texture->baseTexture.LOD != lod)
514 texture->baseTexture.LOD = lod;
516 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
517 texture->baseTexture.texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
518 if (texture->baseTexture.bindCount)
519 IWineD3DDeviceImpl_MarkStateDirty(texture->resource.device, STATE_SAMPLER(texture->baseTexture.sampler));
525 DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture)
527 TRACE("texture %p, returning %u.\n", texture, texture->baseTexture.LOD);
529 return texture->baseTexture.LOD;
532 DWORD CDECL wined3d_texture_get_level_count(const struct wined3d_texture *texture)
534 TRACE("texture %p, returning %u.\n", texture, texture->baseTexture.level_count);
536 return texture->baseTexture.level_count;
539 HRESULT CDECL wined3d_texture_set_autogen_filter_type(struct wined3d_texture *texture,
540 WINED3DTEXTUREFILTERTYPE filter_type)
542 TRACE("texture %p, filter_type %s.\n", texture, debug_d3dtexturefiltertype(filter_type));
544 if (!(texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP))
546 WARN("Texture doesn't have AUTOGENMIPMAP usage.\n");
547 return WINED3DERR_INVALIDCALL;
550 if (texture->baseTexture.filterType != filter_type)
552 GLenum target = texture->baseTexture.target;
553 struct wined3d_context *context;
555 context = context_acquire(texture->resource.device, NULL);
558 glBindTexture(target, texture->baseTexture.texture_rgb.name);
559 checkGLcall("glBindTexture");
562 case WINED3DTEXF_NONE:
563 case WINED3DTEXF_POINT:
564 glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST);
565 checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
568 case WINED3DTEXF_LINEAR:
569 glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
570 checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
574 WARN("Unexpected filter type %#x, setting to GL_NICEST.\n", filter_type);
575 glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
576 checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
581 context_release(context);
583 texture->baseTexture.filterType = filter_type;
588 WINED3DTEXTUREFILTERTYPE CDECL wined3d_texture_get_autogen_filter_type(const struct wined3d_texture *texture)
590 TRACE("texture %p.\n", texture);
592 return texture->baseTexture.filterType;
595 void CDECL wined3d_texture_generate_mipmaps(struct wined3d_texture *texture)
597 /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
598 FIXME("texture %p stub!\n", texture);
601 struct wined3d_resource * CDECL wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
602 UINT sub_resource_idx)
604 UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
606 TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
608 if (sub_resource_idx >= sub_count)
610 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
614 return texture->baseTexture.sub_resources[sub_resource_idx];
617 HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
618 UINT layer, const WINED3DBOX *dirty_region)
620 struct wined3d_resource *sub_resource;
622 TRACE("texture %p, layer %u, dirty_region %p.\n", texture, layer, dirty_region);
624 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, layer * texture->baseTexture.level_count)))
626 WARN("Failed to get sub-resource.\n");
627 return WINED3DERR_INVALIDCALL;
630 wined3d_texture_set_dirty(texture, TRUE);
631 texture->baseTexture.texture_ops->texture_sub_resource_add_dirty_region(sub_resource, dirty_region);
636 /* Context activation is done by the caller. */
637 static HRESULT texture2d_bind(struct wined3d_texture *texture,
638 const struct wined3d_gl_info *gl_info, BOOL srgb)
640 BOOL set_gl_texture_desc;
643 TRACE("texture %p, gl_info %p, srgb %#x.\n", texture, gl_info, srgb);
645 hr = wined3d_texture_bind(texture, gl_info, srgb, &set_gl_texture_desc);
646 if (set_gl_texture_desc && SUCCEEDED(hr))
648 UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
649 BOOL srgb_tex = !gl_info->supported[EXT_TEXTURE_SRGB_DECODE] && texture->baseTexture.is_srgb;
650 struct gl_texture *gl_tex;
653 gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, srgb_tex);
655 for (i = 0; i < sub_count; ++i)
657 IWineD3DSurfaceImpl *surface = surface_from_resource(texture->baseTexture.sub_resources[i]);
658 surface_set_texture_name(surface, gl_tex->name, srgb_tex);
661 /* Conditinal non power of two textures use a different clamping
662 * default. If we're using the GL_WINE_normalized_texrect partial
663 * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
664 * has the address mode set to repeat - something that prevents us
665 * from hitting the accelerated codepath. Thus manually set the GL
666 * state. The same applies to filtering. Even if the texture has only
667 * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
668 * fallback on macos. */
669 if (texture->baseTexture.cond_np2)
671 GLenum target = texture->baseTexture.target;
674 glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
675 checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
676 glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
677 checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
678 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
679 checkGLcall("glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
680 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
681 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
683 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_CLAMP;
684 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_CLAMP;
685 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
686 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
687 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
694 /* Do not call while under the GL lock. */
695 static void texture2d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb)
697 UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
698 IWineD3DDeviceImpl *device = texture->resource.device;
699 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
700 struct wined3d_context *context = NULL;
701 struct gl_texture *gl_tex;
705 TRACE("texture %p, srgb %#x.\n", texture, srgb);
714 texture2d_preload(texture, SRGB_RGB);
721 srgb_mode = texture->baseTexture.is_srgb;
725 gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, srgb_mode);
727 if (!device->isInDraw)
729 /* No danger of recursive calls, context_acquire() sets isInDraw to TRUE
730 * when loading offscreen render targets into the texture. */
731 context = context_acquire(device, NULL);
734 if (texture->resource.format->id == WINED3DFMT_P8_UINT
735 || texture->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
737 for (i = 0; i < sub_count; ++i)
739 IWineD3DSurfaceImpl *surface = surface_from_resource(texture->baseTexture.sub_resources[i]);
741 if (palette9_changed(surface))
743 TRACE("Reloading surface %p because the d3d8/9 palette was changed.\n", surface);
744 /* TODO: This is not necessarily needed with hw palettized texture support. */
745 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
746 /* Make sure the texture is reloaded because of the palette
747 * change, this kills performance though :( */
748 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
755 /* Reload the surfaces if the texture is marked dirty. */
756 for (i = 0; i < sub_count; ++i)
758 surface_load(surface_from_resource(texture->baseTexture.sub_resources[i]), srgb_mode);
763 TRACE("Texture %p not dirty, nothing to do.\n", texture);
766 /* No longer dirty. */
767 gl_tex->dirty = FALSE;
769 if (context) context_release(context);
772 static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
773 const WINED3DBOX *dirty_region)
775 surface_add_dirty_rect(surface_from_resource(sub_resource), dirty_region);
778 static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
780 IWineD3DSurfaceImpl *surface = surface_from_resource(sub_resource);
782 /* Clean out the texture name we gave to the surface so that the
783 * surface doesn't try and release it. */
784 surface_set_texture_name(surface, 0, TRUE);
785 surface_set_texture_name(surface, 0, FALSE);
786 surface_set_texture_target(surface, 0);
787 surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
788 IWineD3DSurface_Release((IWineD3DSurface *)surface);
791 /* Do not call while under the GL lock. */
792 static void texture2d_unload(struct wined3d_resource *resource)
794 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
795 UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
798 TRACE("texture %p.\n", texture);
800 for (i = 0; i < sub_count; ++i)
802 struct wined3d_resource *sub_resource = texture->baseTexture.sub_resources[i];
803 IWineD3DSurfaceImpl *surface = surface_from_resource(sub_resource);
805 sub_resource->resource_ops->resource_unload(sub_resource);
806 surface_set_texture_name(surface, 0, FALSE); /* Delete RGB name */
807 surface_set_texture_name(surface, 0, TRUE); /* Delete sRGB name */
810 wined3d_texture_unload(texture);
813 static const struct wined3d_texture_ops texture2d_ops =
817 texture2d_sub_resource_add_dirty_region,
818 texture2d_sub_resource_cleanup,
821 static const struct wined3d_resource_ops texture2d_resource_ops =
826 HRESULT cubetexture_init(struct wined3d_texture *texture, UINT edge_length, UINT levels,
827 IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
828 void *parent, const struct wined3d_parent_ops *parent_ops)
830 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
831 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
832 UINT pow2_edge_length;
837 /* TODO: It should only be possible to create textures for formats
838 * that are reported as supported. */
839 if (WINED3DFMT_UNKNOWN >= format_id)
841 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
842 return WINED3DERR_INVALIDCALL;
845 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && pool != WINED3DPOOL_SCRATCH)
847 WARN("(%p) : Tried to create not supported cube texture.\n", texture);
848 return WINED3DERR_INVALIDCALL;
851 /* Calculate levels for mip mapping */
852 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
854 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
856 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
857 return WINED3DERR_INVALIDCALL;
862 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
863 return WINED3DERR_INVALIDCALL;
870 levels = wined3d_log2i(edge_length) + 1;
871 TRACE("Calculated levels = %u.\n", levels);
874 hr = wined3d_texture_init(texture, &texture2d_ops, 6, levels,
875 WINED3DRTYPE_CUBETEXTURE, device, usage, format, pool,
876 parent, parent_ops, &texture2d_resource_ops);
879 WARN("Failed to initialize texture, returning %#x\n", hr);
883 /* Find the nearest pow2 match. */
884 pow2_edge_length = 1;
885 while (pow2_edge_length < edge_length) pow2_edge_length <<= 1;
887 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || (edge_length == pow2_edge_length))
889 /* Precalculated scaling for 'faked' non power of two texture coords. */
890 texture->baseTexture.pow2Matrix[0] = 1.0f;
891 texture->baseTexture.pow2Matrix[5] = 1.0f;
892 texture->baseTexture.pow2Matrix[10] = 1.0f;
893 texture->baseTexture.pow2Matrix[15] = 1.0f;
897 /* Precalculated scaling for 'faked' non power of two texture coords. */
898 texture->baseTexture.pow2Matrix[0] = ((float)edge_length) / ((float)pow2_edge_length);
899 texture->baseTexture.pow2Matrix[5] = ((float)edge_length) / ((float)pow2_edge_length);
900 texture->baseTexture.pow2Matrix[10] = ((float)edge_length) / ((float)pow2_edge_length);
901 texture->baseTexture.pow2Matrix[15] = 1.0f;
902 texture->baseTexture.pow2Matrix_identity = FALSE;
904 texture->baseTexture.target = GL_TEXTURE_CUBE_MAP_ARB;
906 /* Generate all the surfaces. */
908 for (i = 0; i < texture->baseTexture.level_count; ++i)
910 /* Create the 6 faces. */
911 for (j = 0; j < 6; ++j)
913 static const GLenum cube_targets[6] =
915 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
916 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
917 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
918 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
919 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
920 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
922 UINT idx = j * texture->baseTexture.level_count + i;
923 IWineD3DSurface *surface;
925 hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_w,
926 format_id, usage, pool, i /* Level */, j, &surface);
929 FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
930 wined3d_texture_cleanup(texture);
934 surface_set_container((IWineD3DSurfaceImpl *)surface, WINED3D_CONTAINER_TEXTURE, texture);
935 surface_set_texture_target((IWineD3DSurfaceImpl *)surface, cube_targets[j]);
936 texture->baseTexture.sub_resources[idx] = &((IWineD3DSurfaceImpl *)surface)->resource;
937 TRACE("Created surface level %u @ %p.\n", i, surface);
939 tmp_w = max(1, tmp_w >> 1);
945 HRESULT texture_init(struct wined3d_texture *texture, UINT width, UINT height, UINT levels,
946 IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
947 void *parent, const struct wined3d_parent_ops *parent_ops)
949 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
950 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
951 UINT pow2_width, pow2_height;
956 /* TODO: It should only be possible to create textures for formats
957 * that are reported as supported. */
958 if (WINED3DFMT_UNKNOWN >= format_id)
960 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
961 return WINED3DERR_INVALIDCALL;
964 /* Non-power2 support. */
965 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
968 pow2_height = height;
972 /* Find the nearest pow2 match. */
973 pow2_width = pow2_height = 1;
974 while (pow2_width < width) pow2_width <<= 1;
975 while (pow2_height < height) pow2_height <<= 1;
977 if (pow2_width != width || pow2_height != height)
981 WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support.\n");
982 return WINED3DERR_INVALIDCALL;
988 /* Calculate levels for mip mapping. */
989 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
991 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
993 WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
994 return WINED3DERR_INVALIDCALL;
999 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n");
1000 return WINED3DERR_INVALIDCALL;
1007 levels = wined3d_log2i(max(width, height)) + 1;
1008 TRACE("Calculated levels = %u.\n", levels);
1011 hr = wined3d_texture_init(texture, &texture2d_ops, 1, levels,
1012 WINED3DRTYPE_TEXTURE, device, usage, format, pool,
1013 parent, parent_ops, &texture2d_resource_ops);
1016 WARN("Failed to initialize texture, returning %#x.\n", hr);
1020 /* Precalculated scaling for 'faked' non power of two texture coords.
1021 * Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
1022 * is used in combination with texture uploads (RTL_READTEX). The reason is that EXT_PALETTED_TEXTURE
1023 * doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
1024 if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] && (width != pow2_width || height != pow2_height))
1026 texture->baseTexture.pow2Matrix[0] = 1.0f;
1027 texture->baseTexture.pow2Matrix[5] = 1.0f;
1028 texture->baseTexture.pow2Matrix[10] = 1.0f;
1029 texture->baseTexture.pow2Matrix[15] = 1.0f;
1030 texture->baseTexture.target = GL_TEXTURE_2D;
1031 texture->baseTexture.cond_np2 = TRUE;
1032 texture->baseTexture.minMipLookup = minMipLookup_noFilter;
1034 else if (gl_info->supported[ARB_TEXTURE_RECTANGLE] && (width != pow2_width || height != pow2_height)
1035 && !(format->id == WINED3DFMT_P8_UINT && gl_info->supported[EXT_PALETTED_TEXTURE]
1036 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
1038 if ((width != 1) || (height != 1)) texture->baseTexture.pow2Matrix_identity = FALSE;
1040 texture->baseTexture.pow2Matrix[0] = (float)width;
1041 texture->baseTexture.pow2Matrix[5] = (float)height;
1042 texture->baseTexture.pow2Matrix[10] = 1.0f;
1043 texture->baseTexture.pow2Matrix[15] = 1.0f;
1044 texture->baseTexture.target = GL_TEXTURE_RECTANGLE_ARB;
1045 texture->baseTexture.cond_np2 = TRUE;
1047 if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
1049 texture->baseTexture.minMipLookup = minMipLookup_noMip;
1053 texture->baseTexture.minMipLookup = minMipLookup_noFilter;
1058 if ((width != pow2_width) || (height != pow2_height))
1060 texture->baseTexture.pow2Matrix_identity = FALSE;
1061 texture->baseTexture.pow2Matrix[0] = (((float)width) / ((float)pow2_width));
1062 texture->baseTexture.pow2Matrix[5] = (((float)height) / ((float)pow2_height));
1066 texture->baseTexture.pow2Matrix[0] = 1.0f;
1067 texture->baseTexture.pow2Matrix[5] = 1.0f;
1070 texture->baseTexture.pow2Matrix[10] = 1.0f;
1071 texture->baseTexture.pow2Matrix[15] = 1.0f;
1072 texture->baseTexture.target = GL_TEXTURE_2D;
1073 texture->baseTexture.cond_np2 = FALSE;
1075 TRACE("xf(%f) yf(%f)\n", texture->baseTexture.pow2Matrix[0], texture->baseTexture.pow2Matrix[5]);
1077 /* Generate all the surfaces. */
1080 for (i = 0; i < texture->baseTexture.level_count; ++i)
1082 IWineD3DSurface *surface;
1084 /* Use the callback to create the texture surface. */
1085 hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_h,
1086 format->id, usage, pool, i, 0, &surface);
1089 FIXME("Failed to create surface %p, hr %#x\n", texture, hr);
1090 wined3d_texture_cleanup(texture);
1094 surface_set_container((IWineD3DSurfaceImpl *)surface, WINED3D_CONTAINER_TEXTURE, texture);
1095 surface_set_texture_target((IWineD3DSurfaceImpl *)surface, texture->baseTexture.target);
1096 texture->baseTexture.sub_resources[i] = &((IWineD3DSurfaceImpl *)surface)->resource;
1097 TRACE("Created surface level %u @ %p.\n", i, surface);
1098 /* Calculate the next mipmap level. */
1099 tmp_w = max(1, tmp_w >> 1);
1100 tmp_h = max(1, tmp_h >> 1);
1106 /* Context activation is done by the caller. */
1107 static HRESULT texture3d_bind(struct wined3d_texture *texture,
1108 const struct wined3d_gl_info *gl_info, BOOL srgb)
1112 TRACE("texture %p, gl_info %p, srgb %#x.\n", texture, gl_info, srgb);
1114 return wined3d_texture_bind(texture, gl_info, srgb, &dummy);
1117 /* Do not call while under the GL lock. */
1118 static void texture3d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb)
1120 IWineD3DDeviceImpl *device = texture->resource.device;
1121 struct wined3d_context *context = NULL;
1122 BOOL srgb_mode = texture->baseTexture.is_srgb;
1123 BOOL srgb_was_toggled = FALSE;
1126 TRACE("texture %p, srgb %#x.\n", texture, srgb);
1128 if (!device->isInDraw)
1129 context = context_acquire(device, NULL);
1130 else if (texture->baseTexture.bindCount > 0)
1132 srgb_mode = device->stateBlock->state.sampler_states[texture->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
1133 srgb_was_toggled = texture->baseTexture.is_srgb != srgb_mode;
1134 texture->baseTexture.is_srgb = srgb_mode;
1137 /* If the texture is marked dirty or the sRGB sampler setting has changed
1138 * since the last load then reload the volumes. */
1139 if (texture->baseTexture.texture_rgb.dirty)
1141 for (i = 0; i < texture->baseTexture.level_count; ++i)
1143 volume_load(volume_from_resource(texture->baseTexture.sub_resources[i]), i, srgb_mode);
1146 else if (srgb_was_toggled)
1148 for (i = 0; i < texture->baseTexture.level_count; ++i)
1150 IWineD3DVolumeImpl *volume = volume_from_resource(texture->baseTexture.sub_resources[i]);
1151 volume_add_dirty_box(volume, NULL);
1152 volume_load(volume, i, srgb_mode);
1157 TRACE("Texture %p not dirty, nothing to do.\n", texture);
1161 context_release(context);
1163 /* No longer dirty */
1164 texture->baseTexture.texture_rgb.dirty = FALSE;
1167 static void texture3d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
1168 const WINED3DBOX *dirty_region)
1170 volume_add_dirty_box(volume_from_resource(sub_resource), dirty_region);
1173 static void texture3d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
1175 IWineD3DVolumeImpl *volume = volume_from_resource(sub_resource);
1177 /* Cleanup the container. */
1178 volume_set_container(volume, NULL);
1179 IWineD3DVolume_Release((IWineD3DVolume *)volume);
1182 /* Do not call while under the GL lock. */
1183 static void texture3d_unload(struct wined3d_resource *resource)
1185 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
1188 TRACE("texture %p.\n", texture);
1190 for (i = 0; i < texture->baseTexture.level_count; ++i)
1192 struct wined3d_resource *sub_resource = texture->baseTexture.sub_resources[i];
1193 sub_resource->resource_ops->resource_unload(sub_resource);
1196 wined3d_texture_unload(texture);
1199 static const struct wined3d_texture_ops texture3d_ops =
1203 texture3d_sub_resource_add_dirty_region,
1204 texture3d_sub_resource_cleanup,
1207 static const struct wined3d_resource_ops texture3d_resource_ops =
1212 HRESULT volumetexture_init(struct wined3d_texture *texture, UINT width, UINT height,
1213 UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id,
1214 WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops)
1216 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1217 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
1218 UINT tmp_w, tmp_h, tmp_d;
1222 /* TODO: It should only be possible to create textures for formats
1223 * that are reported as supported. */
1224 if (WINED3DFMT_UNKNOWN >= format_id)
1226 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
1227 return WINED3DERR_INVALIDCALL;
1230 if (!gl_info->supported[EXT_TEXTURE3D])
1232 WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
1233 return WINED3DERR_INVALIDCALL;
1236 /* Calculate levels for mip mapping. */
1237 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
1239 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
1241 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
1242 return WINED3DERR_INVALIDCALL;
1247 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
1248 return WINED3DERR_INVALIDCALL;
1255 levels = wined3d_log2i(max(max(width, height), depth)) + 1;
1256 TRACE("Calculated levels = %u.\n", levels);
1259 hr = wined3d_texture_init(texture, &texture3d_ops, 1, levels,
1260 WINED3DRTYPE_VOLUMETEXTURE, device, usage, format, pool,
1261 parent, parent_ops, &texture3d_resource_ops);
1264 WARN("Failed to initialize texture, returning %#x.\n", hr);
1268 /* Is NP2 support for volumes needed? */
1269 texture->baseTexture.pow2Matrix[0] = 1.0f;
1270 texture->baseTexture.pow2Matrix[5] = 1.0f;
1271 texture->baseTexture.pow2Matrix[10] = 1.0f;
1272 texture->baseTexture.pow2Matrix[15] = 1.0f;
1273 texture->baseTexture.target = GL_TEXTURE_3D;
1275 /* Generate all the surfaces. */
1280 for (i = 0; i < texture->baseTexture.level_count; ++i)
1282 IWineD3DVolume *volume;
1284 /* Create the volume. */
1285 hr = IWineD3DDeviceParent_CreateVolume(device->device_parent, parent,
1286 tmp_w, tmp_h, tmp_d, format_id, pool, usage, &volume);
1289 ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr);
1290 wined3d_texture_cleanup(texture);
1294 /* Set its container to this texture. */
1295 volume_set_container((IWineD3DVolumeImpl *)volume, texture);
1296 texture->baseTexture.sub_resources[i] = &((IWineD3DVolumeImpl *)volume)->resource;
1298 /* Calculate the next mipmap level. */
1299 tmp_w = max(1, tmp_w >> 1);
1300 tmp_h = max(1, tmp_h >> 1);
1301 tmp_d = max(1, tmp_d >> 1);