wbemprox: Implement IWbemClassObject::Get.
[wine] / dlls / wined3d / texture.c
1 /*
2  * Copyright 2002-2005 Jason Edmeades
3  * Copyright 2002-2005 Raphael Junqueira
4  * Copyright 2005 Oliver Stieber
5  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
6  * Copyright 2009-2011 Henri Verbeet for CodeWeavers
7  *
8  * This library is free software; you can redistribute it and/or
9  * modify it under the terms of the GNU Lesser General Public
10  * License as published by the Free Software Foundation; either
11  * version 2.1 of the License, or (at your option) any later version.
12  *
13  * This library is distributed in the hope that it will be useful,
14  * but WITHOUT ANY WARRANTY; without even the implied warranty of
15  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
16  * Lesser General Public License for more details.
17  *
18  * You should have received a copy of the GNU Lesser General Public
19  * License along with this library; if not, write to the Free Software
20  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21  */
22
23 #include "config.h"
24 #include "wine/port.h"
25 #include "wined3d_private.h"
26
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
28
29 static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_texture_ops *texture_ops,
30         UINT layer_count, UINT level_count, enum wined3d_resource_type resource_type, struct wined3d_device *device,
31         DWORD usage, const struct wined3d_format *format, enum wined3d_pool pool, void *parent,
32         const struct wined3d_parent_ops *parent_ops, const struct wined3d_resource_ops *resource_ops)
33 {
34     HRESULT hr;
35
36     hr = resource_init(&texture->resource, device, resource_type, format,
37             WINED3D_MULTISAMPLE_NONE, 0, usage, pool, 0, 0, 0, 0,
38             parent, parent_ops, resource_ops);
39     if (FAILED(hr))
40     {
41         WARN("Failed to initialize resource, returning %#x\n", hr);
42         return hr;
43     }
44
45     texture->texture_ops = texture_ops;
46     texture->sub_resources = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
47             level_count * layer_count * sizeof(*texture->sub_resources));
48     if (!texture->sub_resources)
49     {
50         ERR("Failed to allocate sub-resource array.\n");
51         resource_cleanup(&texture->resource);
52         return E_OUTOFMEMORY;
53     }
54
55     texture->layer_count = layer_count;
56     texture->level_count = level_count;
57     texture->filter_type = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3D_TEXF_LINEAR : WINED3D_TEXF_NONE;
58     texture->lod = 0;
59     texture->texture_rgb.dirty = TRUE;
60     texture->texture_srgb.dirty = TRUE;
61     texture->flags = WINED3D_TEXTURE_POW2_MAT_IDENT;
62
63     if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
64     {
65         texture->min_mip_lookup = minMipLookup;
66         texture->mag_lookup = magLookup;
67     }
68     else
69     {
70         texture->min_mip_lookup = minMipLookup_noFilter;
71         texture->mag_lookup = magLookup_noFilter;
72     }
73
74     return WINED3D_OK;
75 }
76
77 /* A GL context is provided by the caller */
78 static void gltexture_delete(struct gl_texture *tex)
79 {
80     ENTER_GL();
81     glDeleteTextures(1, &tex->name);
82     LEAVE_GL();
83     tex->name = 0;
84 }
85
86 static void wined3d_texture_unload(struct wined3d_texture *texture)
87 {
88     struct wined3d_device *device = texture->resource.device;
89     struct wined3d_context *context = NULL;
90
91     if (texture->texture_rgb.name || texture->texture_srgb.name)
92     {
93         context = context_acquire(device, NULL);
94     }
95
96     if (texture->texture_rgb.name)
97         gltexture_delete(&texture->texture_rgb);
98
99     if (texture->texture_srgb.name)
100         gltexture_delete(&texture->texture_srgb);
101
102     if (context) context_release(context);
103
104     wined3d_texture_set_dirty(texture, TRUE);
105
106     resource_unload(&texture->resource);
107 }
108
109 static void wined3d_texture_cleanup(struct wined3d_texture *texture)
110 {
111     UINT sub_count = texture->level_count * texture->layer_count;
112     UINT i;
113
114     TRACE("texture %p.\n", texture);
115
116     for (i = 0; i < sub_count; ++i)
117     {
118         struct wined3d_resource *sub_resource = texture->sub_resources[i];
119
120         if (sub_resource)
121             texture->texture_ops->texture_sub_resource_cleanup(sub_resource);
122     }
123
124     wined3d_texture_unload(texture);
125     HeapFree(GetProcessHeap(), 0, texture->sub_resources);
126     resource_cleanup(&texture->resource);
127 }
128
129 void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty)
130 {
131     texture->texture_rgb.dirty = dirty;
132     texture->texture_srgb.dirty = dirty;
133 }
134
135 /* Context activation is done by the caller. */
136 static HRESULT wined3d_texture_bind(struct wined3d_texture *texture,
137         struct wined3d_context *context, BOOL srgb, BOOL *set_surface_desc)
138 {
139     struct gl_texture *gl_tex;
140     BOOL new_texture = FALSE;
141     HRESULT hr = WINED3D_OK;
142     GLenum target;
143
144     TRACE("texture %p, context %p, srgb %#x, set_surface_desc %p.\n", texture, context, srgb, set_surface_desc);
145
146     /* sRGB mode cache for preload() calls outside drawprim. */
147     if (srgb)
148         texture->flags |= WINED3D_TEXTURE_IS_SRGB;
149     else
150         texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
151
152     gl_tex = wined3d_texture_get_gl_texture(texture, context->gl_info, srgb);
153     target = texture->target;
154
155     ENTER_GL();
156     /* Generate a texture name if we don't already have one. */
157     if (!gl_tex->name)
158     {
159         *set_surface_desc = TRUE;
160         glGenTextures(1, &gl_tex->name);
161         checkGLcall("glGenTextures");
162         TRACE("Generated texture %d.\n", gl_tex->name);
163         if (texture->resource.pool == WINED3D_POOL_DEFAULT)
164         {
165             /* Tell OpenGL to try and keep this texture in video ram (well mostly). */
166             GLclampf tmp = 0.9f;
167             glPrioritizeTextures(1, &gl_tex->name, &tmp);
168         }
169         /* Initialise the state of the texture object to the OpenGL defaults,
170          * not the D3D defaults. */
171         gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3D_TADDRESS_WRAP;
172         gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3D_TADDRESS_WRAP;
173         gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3D_TADDRESS_WRAP;
174         gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0;
175         gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3D_TEXF_LINEAR;
176         gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3D_TEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
177         gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3D_TEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
178         gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
179         gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
180         if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
181             gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = TRUE;
182         else
183             gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = srgb;
184         gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
185         wined3d_texture_set_dirty(texture, TRUE);
186         new_texture = TRUE;
187
188         if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)
189         {
190             /* This means double binding the texture at creation, but keeps
191              * the code simpler all in all, and the run-time path free from
192              * additional checks. */
193             context_bind_texture(context, target, gl_tex->name);
194             glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
195             checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
196         }
197     }
198     else
199     {
200         *set_surface_desc = FALSE;
201     }
202
203     if (gl_tex->name)
204     {
205         context_bind_texture(context, target, gl_tex->name);
206         if (new_texture)
207         {
208             /* For a new texture we have to set the texture levels after
209              * binding the texture. Beware that texture rectangles do not
210              * support mipmapping, but set the maxmiplevel if we're relying
211              * on the partial GL_ARB_texture_non_power_of_two emulation with
212              * texture rectangles. (I.e., do not care about cond_np2 here,
213              * just look for GL_TEXTURE_RECTANGLE_ARB.) */
214             if (target != GL_TEXTURE_RECTANGLE_ARB)
215             {
216                 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->level_count - 1);
217                 glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
218                 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)");
219             }
220             if (target == GL_TEXTURE_CUBE_MAP_ARB)
221             {
222                 /* Cubemaps are always set to clamp, regardless of the sampler state. */
223                 glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
224                 glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
225                 glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
226             }
227         }
228     }
229     else
230     {
231         ERR("This texture doesn't have an OpenGL texture assigned to it.\n");
232         hr = WINED3DERR_INVALIDCALL;
233     }
234
235     LEAVE_GL();
236     return hr;
237 }
238
239 /* GL locking is done by the caller */
240 static void apply_wrap(const struct wined3d_gl_info *gl_info, GLenum target,
241         enum wined3d_texture_address d3d_wrap, GLenum param, BOOL cond_np2)
242 {
243     GLint gl_wrap;
244
245     if (d3d_wrap < WINED3D_TADDRESS_WRAP || d3d_wrap > WINED3D_TADDRESS_MIRROR_ONCE)
246     {
247         FIXME("Unrecognized or unsupported texture address mode %#x.\n", d3d_wrap);
248         return;
249     }
250
251     /* Cubemaps are always set to clamp, regardless of the sampler state. */
252     if (target == GL_TEXTURE_CUBE_MAP_ARB
253             || (cond_np2 && d3d_wrap == WINED3D_TADDRESS_WRAP))
254         gl_wrap = GL_CLAMP_TO_EDGE;
255     else
256         gl_wrap = gl_info->wrap_lookup[d3d_wrap - WINED3D_TADDRESS_WRAP];
257
258     TRACE("Setting param %#x to %#x for target %#x.\n", param, gl_wrap, target);
259     glTexParameteri(target, param, gl_wrap);
260     checkGLcall("glTexParameteri(target, param, gl_wrap)");
261 }
262
263 /* GL locking is done by the caller (state handler) */
264 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
265         const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1],
266         const struct wined3d_gl_info *gl_info)
267 {
268     BOOL cond_np2 = texture->flags & WINED3D_TEXTURE_COND_NP2;
269     GLenum target = texture->target;
270     struct gl_texture *gl_tex;
271     DWORD state;
272     DWORD aniso;
273
274     TRACE("texture %p, sampler_states %p.\n", texture, sampler_states);
275
276     gl_tex = wined3d_texture_get_gl_texture(texture, gl_info,
277             texture->flags & WINED3D_TEXTURE_IS_SRGB);
278
279     /* This function relies on the correct texture being bound and loaded. */
280
281     if (sampler_states[WINED3D_SAMP_ADDRESS_U] != gl_tex->states[WINED3DTEXSTA_ADDRESSU])
282     {
283         state = sampler_states[WINED3D_SAMP_ADDRESS_U];
284         apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_S, cond_np2);
285         gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state;
286     }
287
288     if (sampler_states[WINED3D_SAMP_ADDRESS_V] != gl_tex->states[WINED3DTEXSTA_ADDRESSV])
289     {
290         state = sampler_states[WINED3D_SAMP_ADDRESS_V];
291         apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_T, cond_np2);
292         gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state;
293     }
294
295     if (sampler_states[WINED3D_SAMP_ADDRESS_W] != gl_tex->states[WINED3DTEXSTA_ADDRESSW])
296     {
297         state = sampler_states[WINED3D_SAMP_ADDRESS_W];
298         apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_R, cond_np2);
299         gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state;
300     }
301
302     if (sampler_states[WINED3D_SAMP_BORDER_COLOR] != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR])
303     {
304         float col[4];
305
306         state = sampler_states[WINED3D_SAMP_BORDER_COLOR];
307         D3DCOLORTOGLFLOAT4(state, col);
308         TRACE("Setting border color for %#x to %#x.\n", target, state);
309         glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &col[0]);
310         checkGLcall("glTexParameterfv(..., GL_TEXTURE_BORDER_COLOR, ...)");
311         gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state;
312     }
313
314     if (sampler_states[WINED3D_SAMP_MAG_FILTER] != gl_tex->states[WINED3DTEXSTA_MAGFILTER])
315     {
316         GLint gl_value;
317
318         state = sampler_states[WINED3D_SAMP_MAG_FILTER];
319         if (state > WINED3D_TEXF_ANISOTROPIC)
320             FIXME("Unrecognized or unsupported MAGFILTER* value %d.\n", state);
321
322         gl_value = wined3d_gl_mag_filter(texture->mag_lookup,
323                 min(max(state, WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR));
324         TRACE("ValueMAG=%#x setting MAGFILTER to %#x.\n", state, gl_value);
325         glTexParameteri(target, GL_TEXTURE_MAG_FILTER, gl_value);
326
327         gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state;
328     }
329
330     if ((sampler_states[WINED3D_SAMP_MIN_FILTER] != gl_tex->states[WINED3DTEXSTA_MINFILTER]
331             || sampler_states[WINED3D_SAMP_MIP_FILTER] != gl_tex->states[WINED3DTEXSTA_MIPFILTER]
332             || sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL] != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL]))
333     {
334         GLint gl_value;
335
336         gl_tex->states[WINED3DTEXSTA_MIPFILTER] = sampler_states[WINED3D_SAMP_MIP_FILTER];
337         gl_tex->states[WINED3DTEXSTA_MINFILTER] = sampler_states[WINED3D_SAMP_MIN_FILTER];
338         gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL];
339
340         if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3D_TEXF_ANISOTROPIC
341             || gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3D_TEXF_ANISOTROPIC)
342         {
343             FIXME("Unrecognized or unsupported MIN_FILTER value %#x MIP_FILTER value %#x.\n",
344                   gl_tex->states[WINED3DTEXSTA_MINFILTER],
345                   gl_tex->states[WINED3DTEXSTA_MIPFILTER]);
346         }
347         gl_value = wined3d_gl_min_mip_filter(texture->min_mip_lookup,
348                 min(max(sampler_states[WINED3D_SAMP_MIN_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR),
349                 min(max(sampler_states[WINED3D_SAMP_MIP_FILTER], WINED3D_TEXF_NONE), WINED3D_TEXF_LINEAR));
350
351         TRACE("ValueMIN=%#x, ValueMIP=%#x, setting MINFILTER to %#x.\n",
352               sampler_states[WINED3D_SAMP_MIN_FILTER],
353               sampler_states[WINED3D_SAMP_MIP_FILTER], gl_value);
354         glTexParameteri(target, GL_TEXTURE_MIN_FILTER, gl_value);
355         checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
356
357         if (!cond_np2)
358         {
359             if (gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3D_TEXF_NONE)
360                 gl_value = texture->lod;
361             else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= texture->level_count)
362                 gl_value = texture->level_count - 1;
363             else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < texture->lod)
364                 /* texture->lod is already clamped in the setter. */
365                 gl_value = texture->lod;
366             else
367                 gl_value = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL];
368
369             /* Note that WINED3D_SAMP_MAX_MIP_LEVEL specifies the largest mipmap
370              * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
371              * mimap used (default 1000). So WINED3D_SAMP_MAX_MIP_LEVEL
372              * corresponds to GL_TEXTURE_BASE_LEVEL. */
373             glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, gl_value);
374         }
375     }
376
377     if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3D_TEXF_ANISOTROPIC
378             && gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3D_TEXF_ANISOTROPIC
379             && gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3D_TEXF_ANISOTROPIC)
380             || cond_np2)
381         aniso = 1;
382     else
383         aniso = sampler_states[WINED3D_SAMP_MAX_ANISOTROPY];
384
385     if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
386     {
387         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
388         {
389             glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
390             checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
391         }
392         else
393         {
394             WARN("Anisotropic filtering not supported.\n");
395         }
396         gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
397     }
398
399     /* These should always be the same unless EXT_texture_sRGB_decode is supported. */
400     if (sampler_states[WINED3D_SAMP_SRGB_TEXTURE] != gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE])
401     {
402         glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
403                 sampler_states[WINED3D_SAMP_SRGB_TEXTURE] ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
404         checkGLcall("glTexParameteri(GL_TEXTURE_SRGB_DECODE_EXT)");
405         gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = sampler_states[WINED3D_SAMP_SRGB_TEXTURE];
406     }
407
408     if (!(texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
409             != !gl_tex->states[WINED3DTEXSTA_SHADOW])
410     {
411         if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
412         {
413             glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
414             glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
415             checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)");
416             gl_tex->states[WINED3DTEXSTA_SHADOW] = TRUE;
417         }
418         else
419         {
420             glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
421             checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)");
422             gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
423         }
424     }
425 }
426
427 ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture)
428 {
429     ULONG refcount = InterlockedIncrement(&texture->resource.ref);
430
431     TRACE("%p increasing refcount to %u.\n", texture, refcount);
432
433     return refcount;
434 }
435
436 /* Do not call while under the GL lock. */
437 ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture)
438 {
439     ULONG refcount = InterlockedDecrement(&texture->resource.ref);
440
441     TRACE("%p decreasing refcount to %u.\n", texture, refcount);
442
443     if (!refcount)
444     {
445         wined3d_texture_cleanup(texture);
446         texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent);
447         HeapFree(GetProcessHeap(), 0, texture);
448     }
449
450     return refcount;
451 }
452
453 struct wined3d_resource * CDECL wined3d_texture_get_resource(struct wined3d_texture *texture)
454 {
455     TRACE("texture %p.\n", texture);
456
457     return &texture->resource;
458 }
459
460 DWORD CDECL wined3d_texture_set_priority(struct wined3d_texture *texture, DWORD priority)
461 {
462     return resource_set_priority(&texture->resource, priority);
463 }
464
465 DWORD CDECL wined3d_texture_get_priority(const struct wined3d_texture *texture)
466 {
467     return resource_get_priority(&texture->resource);
468 }
469
470 /* Do not call while under the GL lock. */
471 void CDECL wined3d_texture_preload(struct wined3d_texture *texture)
472 {
473     texture->texture_ops->texture_preload(texture, SRGB_ANY);
474 }
475
476 void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture)
477 {
478     TRACE("texture %p.\n", texture);
479
480     return texture->resource.parent;
481 }
482
483 DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
484 {
485     DWORD old = texture->lod;
486
487     TRACE("texture %p, lod %u.\n", texture, lod);
488
489     /* The d3d9:texture test shows that SetLOD is ignored on non-managed
490      * textures. The call always returns 0, and GetLOD always returns 0. */
491     if (texture->resource.pool != WINED3D_POOL_MANAGED)
492     {
493         TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture->resource.pool));
494         return 0;
495     }
496
497     if (lod >= texture->level_count)
498         lod = texture->level_count - 1;
499
500     if (texture->lod != lod)
501     {
502         texture->lod = lod;
503
504         texture->texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
505         texture->texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
506         if (texture->resource.bind_count)
507             device_invalidate_state(texture->resource.device, STATE_SAMPLER(texture->sampler));
508     }
509
510     return old;
511 }
512
513 DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture)
514 {
515     TRACE("texture %p, returning %u.\n", texture, texture->lod);
516
517     return texture->lod;
518 }
519
520 DWORD CDECL wined3d_texture_get_level_count(const struct wined3d_texture *texture)
521 {
522     TRACE("texture %p, returning %u.\n", texture, texture->level_count);
523
524     return texture->level_count;
525 }
526
527 HRESULT CDECL wined3d_texture_set_autogen_filter_type(struct wined3d_texture *texture,
528         enum wined3d_texture_filter_type filter_type)
529 {
530     FIXME("texture %p, filter_type %s stub!\n", texture, debug_d3dtexturefiltertype(filter_type));
531
532     if (!(texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP))
533     {
534         WARN("Texture doesn't have AUTOGENMIPMAP usage.\n");
535         return WINED3DERR_INVALIDCALL;
536     }
537
538     texture->filter_type = filter_type;
539
540     return WINED3D_OK;
541 }
542
543 enum wined3d_texture_filter_type CDECL wined3d_texture_get_autogen_filter_type(const struct wined3d_texture *texture)
544 {
545     TRACE("texture %p.\n", texture);
546
547     return texture->filter_type;
548 }
549
550 void CDECL wined3d_texture_generate_mipmaps(struct wined3d_texture *texture)
551 {
552     /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
553     FIXME("texture %p stub!\n", texture);
554 }
555
556 struct wined3d_resource * CDECL wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
557         UINT sub_resource_idx)
558 {
559     UINT sub_count = texture->level_count * texture->layer_count;
560
561     TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
562
563     if (sub_resource_idx >= sub_count)
564     {
565         WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
566         return NULL;
567     }
568
569     return texture->sub_resources[sub_resource_idx];
570 }
571
572 HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
573         UINT layer, const struct wined3d_box *dirty_region)
574 {
575     struct wined3d_resource *sub_resource;
576
577     TRACE("texture %p, layer %u, dirty_region %p.\n", texture, layer, dirty_region);
578
579     if (!(sub_resource = wined3d_texture_get_sub_resource(texture, layer * texture->level_count)))
580     {
581         WARN("Failed to get sub-resource.\n");
582         return WINED3DERR_INVALIDCALL;
583     }
584
585     wined3d_texture_set_dirty(texture, TRUE);
586     texture->texture_ops->texture_sub_resource_add_dirty_region(sub_resource, dirty_region);
587
588     return WINED3D_OK;
589 }
590
591 /* Context activation is done by the caller. */
592 static HRESULT texture2d_bind(struct wined3d_texture *texture,
593         struct wined3d_context *context, BOOL srgb)
594 {
595     BOOL set_gl_texture_desc;
596     HRESULT hr;
597
598     TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
599
600     hr = wined3d_texture_bind(texture, context, srgb, &set_gl_texture_desc);
601     if (set_gl_texture_desc && SUCCEEDED(hr))
602     {
603         UINT sub_count = texture->level_count * texture->layer_count;
604         BOOL srgb_tex = !context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
605                 && (texture->flags & WINED3D_TEXTURE_IS_SRGB);
606         struct gl_texture *gl_tex;
607         UINT i;
608
609         gl_tex = wined3d_texture_get_gl_texture(texture, context->gl_info, srgb_tex);
610
611         for (i = 0; i < sub_count; ++i)
612         {
613             struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]);
614             surface_set_texture_name(surface, gl_tex->name, srgb_tex);
615         }
616
617         /* Conditinal non power of two textures use a different clamping
618          * default. If we're using the GL_WINE_normalized_texrect partial
619          * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
620          * has the address mode set to repeat - something that prevents us
621          * from hitting the accelerated codepath. Thus manually set the GL
622          * state. The same applies to filtering. Even if the texture has only
623          * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
624          * fallback on macos. */
625         if (texture->flags & WINED3D_TEXTURE_COND_NP2)
626         {
627             GLenum target = texture->target;
628
629             ENTER_GL();
630             glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
631             checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
632             glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
633             checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
634             glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
635             checkGLcall("glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
636             glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
637             checkGLcall("glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
638             LEAVE_GL();
639             gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3D_TADDRESS_CLAMP;
640             gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3D_TADDRESS_CLAMP;
641             gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3D_TEXF_POINT;
642             gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3D_TEXF_POINT;
643             gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3D_TEXF_NONE;
644         }
645     }
646
647     return hr;
648 }
649
650 static BOOL texture_srgb_mode(const struct wined3d_texture *texture, enum WINED3DSRGB srgb)
651 {
652     switch (srgb)
653     {
654         case SRGB_RGB:
655             return FALSE;
656
657         case SRGB_SRGB:
658             return TRUE;
659
660         default:
661             return texture->flags & WINED3D_TEXTURE_IS_SRGB;
662     }
663 }
664
665 /* Do not call while under the GL lock. */
666 static void texture2d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb)
667 {
668     UINT sub_count = texture->level_count * texture->layer_count;
669     struct wined3d_device *device = texture->resource.device;
670     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
671     struct wined3d_context *context = NULL;
672     struct gl_texture *gl_tex;
673     BOOL srgb_mode;
674     UINT i;
675
676     TRACE("texture %p, srgb %#x.\n", texture, srgb);
677
678     srgb_mode = texture_srgb_mode(texture, srgb);
679     gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, srgb_mode);
680
681     if (!device->isInDraw)
682     {
683         /* No danger of recursive calls, context_acquire() sets isInDraw to TRUE
684          * when loading offscreen render targets into the texture. */
685         context = context_acquire(device, NULL);
686     }
687
688     if (gl_tex->dirty)
689     {
690         /* Reload the surfaces if the texture is marked dirty. */
691         for (i = 0; i < sub_count; ++i)
692         {
693             surface_load(surface_from_resource(texture->sub_resources[i]), srgb_mode);
694         }
695     }
696     else
697     {
698         TRACE("Texture %p not dirty, nothing to do.\n", texture);
699     }
700
701     /* No longer dirty. */
702     gl_tex->dirty = FALSE;
703
704     if (context) context_release(context);
705 }
706
707 static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
708         const struct wined3d_box *dirty_region)
709 {
710     surface_add_dirty_rect(surface_from_resource(sub_resource), dirty_region);
711 }
712
713 static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
714 {
715     struct wined3d_surface *surface = surface_from_resource(sub_resource);
716
717     /* Clean out the texture name we gave to the surface so that the
718      * surface doesn't try and release it. */
719     surface_set_texture_name(surface, 0, TRUE);
720     surface_set_texture_name(surface, 0, FALSE);
721     surface_set_texture_target(surface, 0);
722     surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
723     wined3d_surface_decref(surface);
724 }
725
726 /* Do not call while under the GL lock. */
727 static void texture2d_unload(struct wined3d_resource *resource)
728 {
729     struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
730     UINT sub_count = texture->level_count * texture->layer_count;
731     UINT i;
732
733     TRACE("texture %p.\n", texture);
734
735     for (i = 0; i < sub_count; ++i)
736     {
737         struct wined3d_resource *sub_resource = texture->sub_resources[i];
738         struct wined3d_surface *surface = surface_from_resource(sub_resource);
739
740         sub_resource->resource_ops->resource_unload(sub_resource);
741         surface_set_texture_name(surface, 0, FALSE); /* Delete RGB name */
742         surface_set_texture_name(surface, 0, TRUE); /* Delete sRGB name */
743     }
744
745     wined3d_texture_unload(texture);
746 }
747
748 static const struct wined3d_texture_ops texture2d_ops =
749 {
750     texture2d_bind,
751     texture2d_preload,
752     texture2d_sub_resource_add_dirty_region,
753     texture2d_sub_resource_cleanup,
754 };
755
756 static const struct wined3d_resource_ops texture2d_resource_ops =
757 {
758     texture2d_unload,
759 };
760
761 static HRESULT cubetexture_init(struct wined3d_texture *texture, UINT edge_length, UINT levels,
762         struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool,
763         void *parent, const struct wined3d_parent_ops *parent_ops)
764 {
765     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
766     const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
767     UINT pow2_edge_length;
768     unsigned int i, j;
769     UINT tmp_w;
770     HRESULT hr;
771
772     /* TODO: It should only be possible to create textures for formats
773      * that are reported as supported. */
774     if (WINED3DFMT_UNKNOWN >= format_id)
775     {
776         WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
777         return WINED3DERR_INVALIDCALL;
778     }
779
780     if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && pool != WINED3D_POOL_SCRATCH)
781     {
782         WARN("(%p) : Tried to create not supported cube texture.\n", texture);
783         return WINED3DERR_INVALIDCALL;
784     }
785
786     /* Calculate levels for mip mapping */
787     if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
788     {
789         if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
790         {
791             WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
792             return WINED3DERR_INVALIDCALL;
793         }
794
795         if (levels > 1)
796         {
797             WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
798             return WINED3DERR_INVALIDCALL;
799         }
800
801         levels = 1;
802     }
803     else if (!levels)
804     {
805         levels = wined3d_log2i(edge_length) + 1;
806         TRACE("Calculated levels = %u.\n", levels);
807     }
808
809     hr = wined3d_texture_init(texture, &texture2d_ops, 6, levels,
810             WINED3D_RTYPE_CUBE_TEXTURE, device, usage, format, pool,
811             parent, parent_ops, &texture2d_resource_ops);
812     if (FAILED(hr))
813     {
814         WARN("Failed to initialize texture, returning %#x\n", hr);
815         return hr;
816     }
817
818     /* Find the nearest pow2 match. */
819     pow2_edge_length = 1;
820     while (pow2_edge_length < edge_length) pow2_edge_length <<= 1;
821
822     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || (edge_length == pow2_edge_length))
823     {
824         /* Precalculated scaling for 'faked' non power of two texture coords. */
825         texture->pow2_matrix[0] = 1.0f;
826         texture->pow2_matrix[5] = 1.0f;
827         texture->pow2_matrix[10] = 1.0f;
828         texture->pow2_matrix[15] = 1.0f;
829     }
830     else
831     {
832         /* Precalculated scaling for 'faked' non power of two texture coords. */
833         texture->pow2_matrix[0] = ((float)edge_length) / ((float)pow2_edge_length);
834         texture->pow2_matrix[5] = ((float)edge_length) / ((float)pow2_edge_length);
835         texture->pow2_matrix[10] = ((float)edge_length) / ((float)pow2_edge_length);
836         texture->pow2_matrix[15] = 1.0f;
837         texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
838     }
839     texture->target = GL_TEXTURE_CUBE_MAP_ARB;
840
841     /* Generate all the surfaces. */
842     tmp_w = edge_length;
843     for (i = 0; i < texture->level_count; ++i)
844     {
845         /* Create the 6 faces. */
846         for (j = 0; j < 6; ++j)
847         {
848             static const GLenum cube_targets[6] =
849             {
850                 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
851                 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
852                 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
853                 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
854                 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
855                 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
856             };
857             UINT idx = j * texture->level_count + i;
858             struct wined3d_surface *surface;
859
860             hr = device->device_parent->ops->create_surface(device->device_parent, parent, tmp_w, tmp_w,
861                     format_id, usage, pool, i /* Level */, j, &surface);
862             if (FAILED(hr))
863             {
864                 FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
865                 wined3d_texture_cleanup(texture);
866                 return hr;
867             }
868
869             surface_set_container(surface, WINED3D_CONTAINER_TEXTURE, texture);
870             surface_set_texture_target(surface, cube_targets[j]);
871             texture->sub_resources[idx] = &surface->resource;
872             TRACE("Created surface level %u @ %p.\n", i, surface);
873         }
874         tmp_w = max(1, tmp_w >> 1);
875     }
876
877     return WINED3D_OK;
878 }
879
880 static HRESULT texture_init(struct wined3d_texture *texture, UINT width, UINT height, UINT levels,
881         struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool,
882         void *parent, const struct wined3d_parent_ops *parent_ops)
883 {
884     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
885     const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
886     UINT pow2_width, pow2_height;
887     UINT tmp_w, tmp_h;
888     unsigned int i;
889     HRESULT hr;
890
891     /* TODO: It should only be possible to create textures for formats
892      * that are reported as supported. */
893     if (WINED3DFMT_UNKNOWN >= format_id)
894     {
895         WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
896         return WINED3DERR_INVALIDCALL;
897     }
898
899     /* Non-power2 support. */
900     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
901     {
902         pow2_width = width;
903         pow2_height = height;
904     }
905     else
906     {
907         /* Find the nearest pow2 match. */
908         pow2_width = pow2_height = 1;
909         while (pow2_width < width) pow2_width <<= 1;
910         while (pow2_height < height) pow2_height <<= 1;
911
912         if (pow2_width != width || pow2_height != height)
913         {
914             if (levels > 1)
915             {
916                 WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support.\n");
917                 return WINED3DERR_INVALIDCALL;
918             }
919             levels = 1;
920         }
921     }
922
923     /* Calculate levels for mip mapping. */
924     if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
925     {
926         if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
927         {
928             WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
929             return WINED3DERR_INVALIDCALL;
930         }
931
932         if (levels > 1)
933         {
934             WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n");
935             return WINED3DERR_INVALIDCALL;
936         }
937
938         levels = 1;
939     }
940     else if (!levels)
941     {
942         levels = wined3d_log2i(max(width, height)) + 1;
943         TRACE("Calculated levels = %u.\n", levels);
944     }
945
946     hr = wined3d_texture_init(texture, &texture2d_ops, 1, levels,
947             WINED3D_RTYPE_TEXTURE, device, usage, format, pool,
948             parent, parent_ops, &texture2d_resource_ops);
949     if (FAILED(hr))
950     {
951         WARN("Failed to initialize texture, returning %#x.\n", hr);
952         return hr;
953     }
954
955     /* Precalculated scaling for 'faked' non power of two texture coords.
956      * Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
957      * is used in combination with texture uploads (RTL_READTEX). The reason is that EXT_PALETTED_TEXTURE
958      * doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
959     if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] && (width != pow2_width || height != pow2_height))
960     {
961         texture->pow2_matrix[0] = 1.0f;
962         texture->pow2_matrix[5] = 1.0f;
963         texture->pow2_matrix[10] = 1.0f;
964         texture->pow2_matrix[15] = 1.0f;
965         texture->target = GL_TEXTURE_2D;
966         texture->flags |= WINED3D_TEXTURE_COND_NP2;
967         texture->min_mip_lookup = minMipLookup_noFilter;
968     }
969     else if (gl_info->supported[ARB_TEXTURE_RECTANGLE] && (width != pow2_width || height != pow2_height)
970             && !(format->id == WINED3DFMT_P8_UINT && gl_info->supported[EXT_PALETTED_TEXTURE]
971             && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
972     {
973         if (width != 1 || height != 1)
974             texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
975
976         texture->pow2_matrix[0] = (float)width;
977         texture->pow2_matrix[5] = (float)height;
978         texture->pow2_matrix[10] = 1.0f;
979         texture->pow2_matrix[15] = 1.0f;
980         texture->target = GL_TEXTURE_RECTANGLE_ARB;
981         texture->flags |= WINED3D_TEXTURE_COND_NP2;
982
983         if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
984             texture->min_mip_lookup = minMipLookup_noMip;
985         else
986             texture->min_mip_lookup = minMipLookup_noFilter;
987     }
988     else
989     {
990         if ((width != pow2_width) || (height != pow2_height))
991         {
992             texture->pow2_matrix[0] = (((float)width) / ((float)pow2_width));
993             texture->pow2_matrix[5] = (((float)height) / ((float)pow2_height));
994             texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
995         }
996         else
997         {
998             texture->pow2_matrix[0] = 1.0f;
999             texture->pow2_matrix[5] = 1.0f;
1000         }
1001
1002         texture->pow2_matrix[10] = 1.0f;
1003         texture->pow2_matrix[15] = 1.0f;
1004         texture->target = GL_TEXTURE_2D;
1005     }
1006     TRACE("xf(%f) yf(%f)\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
1007
1008     /* Generate all the surfaces. */
1009     tmp_w = width;
1010     tmp_h = height;
1011     for (i = 0; i < texture->level_count; ++i)
1012     {
1013         struct wined3d_surface *surface;
1014
1015         /* Use the callback to create the texture surface. */
1016         hr = device->device_parent->ops->create_surface(device->device_parent, parent, tmp_w, tmp_h,
1017                 format->id, usage, pool, i, 0, &surface);
1018         if (FAILED(hr))
1019         {
1020             FIXME("Failed to create surface %p, hr %#x\n", texture, hr);
1021             wined3d_texture_cleanup(texture);
1022             return hr;
1023         }
1024
1025         surface_set_container(surface, WINED3D_CONTAINER_TEXTURE, texture);
1026         surface_set_texture_target(surface, texture->target);
1027         texture->sub_resources[i] = &surface->resource;
1028         TRACE("Created surface level %u @ %p.\n", i, surface);
1029         /* Calculate the next mipmap level. */
1030         tmp_w = max(1, tmp_w >> 1);
1031         tmp_h = max(1, tmp_h >> 1);
1032     }
1033
1034     return WINED3D_OK;
1035 }
1036
1037 /* Context activation is done by the caller. */
1038 static HRESULT texture3d_bind(struct wined3d_texture *texture,
1039         struct wined3d_context *context, BOOL srgb)
1040 {
1041     BOOL dummy;
1042
1043     TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
1044
1045     return wined3d_texture_bind(texture, context, srgb, &dummy);
1046 }
1047
1048 /* Do not call while under the GL lock. */
1049 static void texture3d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb)
1050 {
1051     struct wined3d_device *device = texture->resource.device;
1052     struct wined3d_context *context;
1053     BOOL srgb_was_toggled = FALSE;
1054     unsigned int i;
1055
1056     TRACE("texture %p, srgb %#x.\n", texture, srgb);
1057
1058     /* TODO: Use already acquired context when possible. */
1059     context = context_acquire(device, NULL);
1060     if (texture->resource.bind_count > 0)
1061     {
1062         BOOL texture_srgb = texture->flags & WINED3D_TEXTURE_IS_SRGB;
1063         BOOL sampler_srgb = texture_srgb_mode(texture, srgb);
1064         srgb_was_toggled = !texture_srgb != !sampler_srgb;
1065
1066         if (srgb_was_toggled)
1067         {
1068             if (sampler_srgb)
1069                 texture->flags |= WINED3D_TEXTURE_IS_SRGB;
1070             else
1071                 texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
1072         }
1073     }
1074
1075     /* If the texture is marked dirty or the sRGB sampler setting has changed
1076      * since the last load then reload the volumes. */
1077     if (texture->texture_rgb.dirty)
1078     {
1079         for (i = 0; i < texture->level_count; ++i)
1080         {
1081             volume_load(volume_from_resource(texture->sub_resources[i]), context, i,
1082                     texture->flags & WINED3D_TEXTURE_IS_SRGB);
1083         }
1084     }
1085     else if (srgb_was_toggled)
1086     {
1087         for (i = 0; i < texture->level_count; ++i)
1088         {
1089             struct wined3d_volume *volume = volume_from_resource(texture->sub_resources[i]);
1090             volume_add_dirty_box(volume, NULL);
1091             volume_load(volume, context, i, texture->flags & WINED3D_TEXTURE_IS_SRGB);
1092         }
1093     }
1094     else
1095     {
1096         TRACE("Texture %p not dirty, nothing to do.\n", texture);
1097     }
1098
1099     context_release(context);
1100
1101     /* No longer dirty */
1102     texture->texture_rgb.dirty = FALSE;
1103 }
1104
1105 static void texture3d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
1106         const struct wined3d_box *dirty_region)
1107 {
1108     volume_add_dirty_box(volume_from_resource(sub_resource), dirty_region);
1109 }
1110
1111 static void texture3d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
1112 {
1113     struct wined3d_volume *volume = volume_from_resource(sub_resource);
1114
1115     /* Cleanup the container. */
1116     volume_set_container(volume, NULL);
1117     wined3d_volume_decref(volume);
1118 }
1119
1120 /* Do not call while under the GL lock. */
1121 static void texture3d_unload(struct wined3d_resource *resource)
1122 {
1123     struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
1124     UINT i;
1125
1126     TRACE("texture %p.\n", texture);
1127
1128     for (i = 0; i < texture->level_count; ++i)
1129     {
1130         struct wined3d_resource *sub_resource = texture->sub_resources[i];
1131         sub_resource->resource_ops->resource_unload(sub_resource);
1132     }
1133
1134     wined3d_texture_unload(texture);
1135 }
1136
1137 static const struct wined3d_texture_ops texture3d_ops =
1138 {
1139     texture3d_bind,
1140     texture3d_preload,
1141     texture3d_sub_resource_add_dirty_region,
1142     texture3d_sub_resource_cleanup,
1143 };
1144
1145 static const struct wined3d_resource_ops texture3d_resource_ops =
1146 {
1147     texture3d_unload,
1148 };
1149
1150 static HRESULT volumetexture_init(struct wined3d_texture *texture, UINT width, UINT height,
1151         UINT depth, UINT levels, struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id,
1152         enum wined3d_pool pool, void *parent, const struct wined3d_parent_ops *parent_ops)
1153 {
1154     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1155     const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
1156     UINT tmp_w, tmp_h, tmp_d;
1157     unsigned int i;
1158     HRESULT hr;
1159
1160     /* TODO: It should only be possible to create textures for formats
1161      * that are reported as supported. */
1162     if (WINED3DFMT_UNKNOWN >= format_id)
1163     {
1164         WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
1165         return WINED3DERR_INVALIDCALL;
1166     }
1167
1168     if (!gl_info->supported[EXT_TEXTURE3D])
1169     {
1170         WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
1171         return WINED3DERR_INVALIDCALL;
1172     }
1173
1174     /* Calculate levels for mip mapping. */
1175     if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
1176     {
1177         if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
1178         {
1179             WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
1180             return WINED3DERR_INVALIDCALL;
1181         }
1182
1183         if (levels > 1)
1184         {
1185             WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
1186             return WINED3DERR_INVALIDCALL;
1187         }
1188
1189         levels = 1;
1190     }
1191     else if (!levels)
1192     {
1193         levels = wined3d_log2i(max(max(width, height), depth)) + 1;
1194         TRACE("Calculated levels = %u.\n", levels);
1195     }
1196
1197     hr = wined3d_texture_init(texture, &texture3d_ops, 1, levels,
1198             WINED3D_RTYPE_VOLUME_TEXTURE, device, usage, format, pool,
1199             parent, parent_ops, &texture3d_resource_ops);
1200     if (FAILED(hr))
1201     {
1202         WARN("Failed to initialize texture, returning %#x.\n", hr);
1203         return hr;
1204     }
1205
1206     /* Is NP2 support for volumes needed? */
1207     texture->pow2_matrix[0] = 1.0f;
1208     texture->pow2_matrix[5] = 1.0f;
1209     texture->pow2_matrix[10] = 1.0f;
1210     texture->pow2_matrix[15] = 1.0f;
1211     texture->target = GL_TEXTURE_3D;
1212
1213     /* Generate all the surfaces. */
1214     tmp_w = width;
1215     tmp_h = height;
1216     tmp_d = depth;
1217
1218     for (i = 0; i < texture->level_count; ++i)
1219     {
1220         struct wined3d_volume *volume;
1221
1222         /* Create the volume. */
1223         hr = device->device_parent->ops->create_volume(device->device_parent, parent,
1224                 tmp_w, tmp_h, tmp_d, format_id, pool, usage, &volume);
1225         if (FAILED(hr))
1226         {
1227             ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr);
1228             wined3d_texture_cleanup(texture);
1229             return hr;
1230         }
1231
1232         /* Set its container to this texture. */
1233         volume_set_container(volume, texture);
1234         texture->sub_resources[i] = &volume->resource;
1235
1236         /* Calculate the next mipmap level. */
1237         tmp_w = max(1, tmp_w >> 1);
1238         tmp_h = max(1, tmp_h >> 1);
1239         tmp_d = max(1, tmp_d >> 1);
1240     }
1241
1242     return WINED3D_OK;
1243 }
1244
1245 HRESULT CDECL wined3d_texture_create_2d(struct wined3d_device *device, UINT width, UINT height,
1246         UINT level_count, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, void *parent,
1247         const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
1248 {
1249     struct wined3d_texture *object;
1250     HRESULT hr;
1251
1252     TRACE("device %p, width %u, height %u, level_count %u, usage %#x\n",
1253             device, width, height, level_count, usage);
1254     TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n",
1255             debug_d3dformat(format_id), pool, parent, parent_ops, texture);
1256
1257     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1258     if (!object)
1259     {
1260         ERR("Out of memory.\n");
1261         *texture = NULL;
1262         return WINED3DERR_OUTOFVIDEOMEMORY;
1263     }
1264
1265     hr = texture_init(object, width, height, level_count,
1266             device, usage, format_id, pool, parent, parent_ops);
1267     if (FAILED(hr))
1268     {
1269         WARN("Failed to initialize texture, returning %#x.\n", hr);
1270         HeapFree(GetProcessHeap(), 0, object);
1271         *texture = NULL;
1272         return hr;
1273     }
1274
1275     TRACE("Created texture %p.\n", object);
1276     *texture = object;
1277
1278     return WINED3D_OK;
1279 }
1280
1281 HRESULT CDECL wined3d_texture_create_3d(struct wined3d_device *device, UINT width, UINT height, UINT depth,
1282         UINT level_count, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, void *parent,
1283         const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
1284 {
1285     struct wined3d_texture *object;
1286     HRESULT hr;
1287
1288     TRACE("device %p, width %u, height %u, depth %u, level_count %u, usage %#x\n",
1289             device, width, height, depth, level_count, usage);
1290     TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n",
1291             debug_d3dformat(format_id), pool, parent, parent_ops, texture);
1292
1293     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1294     if (!object)
1295     {
1296         ERR("Out of memory\n");
1297         *texture = NULL;
1298         return WINED3DERR_OUTOFVIDEOMEMORY;
1299     }
1300
1301     hr = volumetexture_init(object, width, height, depth, level_count,
1302             device, usage, format_id, pool, parent, parent_ops);
1303     if (FAILED(hr))
1304     {
1305         WARN("Failed to initialize volumetexture, returning %#x\n", hr);
1306         HeapFree(GetProcessHeap(), 0, object);
1307         *texture = NULL;
1308         return hr;
1309     }
1310
1311     TRACE("Created texture %p.\n", object);
1312     *texture = object;
1313
1314     return WINED3D_OK;
1315 }
1316
1317 HRESULT CDECL wined3d_texture_create_cube(struct wined3d_device *device, UINT edge_length,
1318         UINT level_count, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, void *parent,
1319         const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
1320 {
1321     struct wined3d_texture *object;
1322     HRESULT hr;
1323
1324     TRACE("device %p, edge_length %u, level_count %u, usage %#x\n",
1325             device, edge_length, level_count, usage);
1326     TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n",
1327             debug_d3dformat(format_id), pool, parent, parent_ops, texture);
1328
1329     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1330     if (!object)
1331     {
1332         ERR("Out of memory\n");
1333         *texture = NULL;
1334         return WINED3DERR_OUTOFVIDEOMEMORY;
1335     }
1336
1337     hr = cubetexture_init(object, edge_length, level_count,
1338             device, usage, format_id, pool, parent, parent_ops);
1339     if (FAILED(hr))
1340     {
1341         WARN("Failed to initialize cubetexture, returning %#x\n", hr);
1342         HeapFree(GetProcessHeap(), 0, object);
1343         *texture = NULL;
1344         return hr;
1345     }
1346
1347     TRACE("Created texture %p.\n", object);
1348     *texture = object;
1349
1350     return WINED3D_OK;
1351 }