wined3d: Add newer ATI/AMD cards vendor recognition.
[wine] / dlls / wined3d / texture.c
1 /*
2  * IWineD3DTexture implementation
3  *
4  * Copyright 2002-2005 Jason Edmeades
5  * Copyright 2002-2005 Raphael Junqueira
6  * Copyright 2005 Oliver Stieber
7  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8  * Copyright 2009 Henri Verbeet for CodeWeavers
9  *
10  * This library is free software; you can redistribute it and/or
11  * modify it under the terms of the GNU Lesser General Public
12  * License as published by the Free Software Foundation; either
13  * version 2.1 of the License, or (at your option) any later version.
14  *
15  * This library is distributed in the hope that it will be useful,
16  * but WITHOUT ANY WARRANTY; without even the implied warranty of
17  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
18  * Lesser General Public License for more details.
19  *
20  * You should have received a copy of the GNU Lesser General Public
21  * License along with this library; if not, write to the Free Software
22  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23  */
24
25 #include "config.h"
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
29
30 static void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb)
31 {
32     /* Override the IWineD3DResource PreLoad method. */
33     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
34     IWineD3DDeviceImpl *device = This->resource.device;
35     struct wined3d_context *context = NULL;
36     unsigned int i;
37     BOOL srgb_mode;
38     BOOL *dirty;
39
40     TRACE("(%p) : About to load texture.\n", This);
41
42     switch (srgb)
43     {
44         case SRGB_RGB:
45             srgb_mode = FALSE;
46             break;
47
48         case SRGB_BOTH:
49             texture_internal_preload(iface, SRGB_RGB);
50             /* Fallthrough */
51
52         case SRGB_SRGB:
53             srgb_mode = TRUE;
54             break;
55
56         default:
57             srgb_mode = This->baseTexture.is_srgb;
58             break;
59     }
60     dirty = srgb_mode ? &This->baseTexture.texture_srgb.dirty : &This->baseTexture.texture_rgb.dirty;
61
62     if (!device->isInDraw)
63     {
64         /* context_acquire() sets isInDraw to TRUE when loading a pbuffer into a texture,
65          * thus no danger of recursive calls. */
66         context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
67     }
68
69     if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
70             || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
71     {
72         for (i = 0; i < This->baseTexture.levels; ++i)
73         {
74             if (palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[i]))
75             {
76                 TRACE("Reloading surface because the d3d8/9 palette was changed.\n");
77                 /* TODO: This is not necessarily needed with hw palettized texture support. */
78                 IWineD3DSurface_LoadLocation(This->surfaces[i], SFLAG_INSYSMEM, NULL);
79                 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
80                 IWineD3DSurface_ModifyLocation(This->surfaces[i], SFLAG_INTEXTURE, FALSE);
81             }
82         }
83     }
84
85     /* If the texture is marked dirty or the srgb sampler setting has changed
86      * since the last load then reload the surfaces. */
87     if (*dirty)
88     {
89         for (i = 0; i < This->baseTexture.levels; ++i)
90         {
91             IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
92         }
93     }
94     else
95     {
96         TRACE("(%p) Texture not dirty, nothing to do.\n", iface);
97     }
98
99     if (context) context_release(context);
100
101     /* No longer dirty. */
102     *dirty = FALSE;
103 }
104
105 static void texture_cleanup(IWineD3DTextureImpl *This)
106 {
107     unsigned int i;
108
109     TRACE("(%p) : Cleaning up\n", This);
110
111     for (i = 0; i < This->baseTexture.levels; ++i)
112     {
113         if (This->surfaces[i])
114         {
115             /* Clean out the texture name we gave to the surface so that the
116              * surface doesn't try and release it */
117             surface_set_texture_name(This->surfaces[i], 0, TRUE);
118             surface_set_texture_name(This->surfaces[i], 0, FALSE);
119             surface_set_texture_target(This->surfaces[i], 0);
120             IWineD3DSurface_SetContainer(This->surfaces[i], 0);
121             IWineD3DSurface_Release(This->surfaces[i]);
122         }
123     }
124
125     TRACE("(%p) : Cleaning up base texture\n", This);
126     basetexture_cleanup((IWineD3DBaseTexture *)This);
127 }
128
129 /* *******************************************
130    IWineD3DTexture IUnknown parts follow
131    ******************************************* */
132
133 static HRESULT WINAPI IWineD3DTextureImpl_QueryInterface(IWineD3DTexture *iface, REFIID riid, LPVOID *ppobj)
134 {
135     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
136     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
137     if (IsEqualGUID(riid, &IID_IUnknown)
138         || IsEqualGUID(riid, &IID_IWineD3DBase)
139         || IsEqualGUID(riid, &IID_IWineD3DResource)
140         || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
141         || IsEqualGUID(riid, &IID_IWineD3DTexture)){
142         IUnknown_AddRef(iface);
143         *ppobj = This;
144         return WINED3D_OK;
145     }
146     *ppobj = NULL;
147     return E_NOINTERFACE;
148 }
149
150 static ULONG WINAPI IWineD3DTextureImpl_AddRef(IWineD3DTexture *iface) {
151     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
152     TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
153     return InterlockedIncrement(&This->resource.ref);
154 }
155
156 static ULONG WINAPI IWineD3DTextureImpl_Release(IWineD3DTexture *iface) {
157     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
158     ULONG ref;
159     TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
160     ref = InterlockedDecrement(&This->resource.ref);
161     if (!ref)
162     {
163         texture_cleanup(This);
164         This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
165         HeapFree(GetProcessHeap(), 0, This);
166     }
167     return ref;
168 }
169
170
171 /* ****************************************************
172    IWineD3DTexture IWineD3DResource parts follow
173    **************************************************** */
174 static HRESULT WINAPI IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
175     return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
176 }
177
178 static HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
179     return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
180 }
181
182 static HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) {
183     return resource_free_private_data((IWineD3DResource *)iface, refguid);
184 }
185
186 static DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) {
187     return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
188 }
189
190 static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
191     return resource_get_priority((IWineD3DResource *)iface);
192 }
193
194 static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
195     texture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
196 }
197
198 static void WINAPI IWineD3DTextureImpl_UnLoad(IWineD3DTexture *iface) {
199     unsigned int i;
200     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
201     TRACE("(%p)\n", This);
202
203     /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
204      * surface before, this one will be a NOP and vice versa. Unloading an unloaded
205      * surface is fine
206      */
207     for (i = 0; i < This->baseTexture.levels; i++) {
208         IWineD3DSurface_UnLoad(This->surfaces[i]);
209         surface_set_texture_name(This->surfaces[i], 0, FALSE); /* Delete rgb name */
210         surface_set_texture_name(This->surfaces[i], 0, TRUE); /* delete srgb name */
211     }
212
213     basetexture_unload((IWineD3DBaseTexture *)iface);
214 }
215
216 static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
217     return resource_get_type((IWineD3DResource *)iface);
218 }
219
220 static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
221     return resource_get_parent((IWineD3DResource *)iface, pParent);
222 }
223
224 /* ******************************************************
225    IWineD3DTexture IWineD3DBaseTexture parts follow
226    ****************************************************** */
227 static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
228     return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
229 }
230
231 static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
232     return basetexture_get_lod((IWineD3DBaseTexture *)iface);
233 }
234
235 static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
236     return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
237 }
238
239 static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
240   return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
241 }
242
243 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
244   return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
245 }
246
247 static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
248     basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
249 }
250
251 /* Internal function, No d3d mapping */
252 static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
253     return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
254 }
255
256 static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
257     return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
258 }
259
260 /* Context activation is done by the caller. */
261 static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface, BOOL srgb) {
262     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
263     BOOL set_gl_texture_desc;
264     HRESULT hr;
265
266     TRACE("(%p) : relay to BaseTexture\n", This);
267
268     hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
269     if (set_gl_texture_desc && SUCCEEDED(hr)) {
270         UINT i;
271         struct gl_texture *gl_tex;
272
273         if(This->baseTexture.is_srgb) {
274             gl_tex = &This->baseTexture.texture_srgb;
275         } else {
276             gl_tex = &This->baseTexture.texture_rgb;
277         }
278
279         for (i = 0; i < This->baseTexture.levels; ++i) {
280             surface_set_texture_name(This->surfaces[i], gl_tex->name, This->baseTexture.is_srgb);
281         }
282         /* Conditinal non power of two textures use a different clamping default. If we're using the GL_WINE_normalized_texrect
283          * partial driver emulation, we're dealing with a GL_TEXTURE_2D texture which has the address mode set to repeat - something
284          * that prevents us from hitting the accelerated codepath. Thus manually set the GL state. The same applies to filtering.
285          * Even if the texture has only one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW fallback on macos.
286          */
287         if(IWineD3DBaseTexture_IsCondNP2(iface)) {
288             ENTER_GL();
289             glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
290             checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
291             glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
292             checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
293             glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
294             checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
295             glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
296             checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
297             LEAVE_GL();
298             gl_tex->states[WINED3DTEXSTA_ADDRESSU]      = WINED3DTADDRESS_CLAMP;
299             gl_tex->states[WINED3DTEXSTA_ADDRESSV]      = WINED3DTADDRESS_CLAMP;
300             gl_tex->states[WINED3DTEXSTA_MAGFILTER]     = WINED3DTEXF_POINT;
301             gl_tex->states[WINED3DTEXSTA_MINFILTER]     = WINED3DTEXF_POINT;
302             gl_tex->states[WINED3DTEXSTA_MIPFILTER]     = WINED3DTEXF_NONE;
303         }
304     }
305
306     return hr;
307 }
308
309 static UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
310     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
311     TRACE("(%p)\n", This);
312
313     return This->target;
314 }
315
316 static BOOL WINAPI IWineD3DTextureImpl_IsCondNP2(IWineD3DTexture *iface) {
317     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
318     TRACE("(%p)\n", This);
319
320     return This->cond_np2;
321 }
322
323 /* *******************************************
324    IWineD3DTexture IWineD3DTexture parts follow
325    ******************************************* */
326 static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
327     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
328
329     if (Level < This->baseTexture.levels) {
330         TRACE("(%p) Level (%d)\n", This, Level);
331         return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
332     }
333     WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
334     return WINED3DERR_INVALIDCALL;
335 }
336
337 static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
338     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
339     HRESULT hr = WINED3DERR_INVALIDCALL;
340
341     if (Level < This->baseTexture.levels) {
342         *ppSurfaceLevel = This->surfaces[Level];
343         IWineD3DSurface_AddRef(This->surfaces[Level]);
344         hr = WINED3D_OK;
345         TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
346     }
347     if (WINED3D_OK != hr) {
348         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
349         *ppSurfaceLevel = NULL; /* Just to be on the safe side.. */
350     }
351     return hr;
352 }
353
354 static HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, WINED3DLOCKED_RECT *pLockedRect,
355                                             CONST RECT *pRect, DWORD Flags) {
356     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
357     HRESULT hr = WINED3DERR_INVALIDCALL;
358
359     if (Level < This->baseTexture.levels) {
360         hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
361     }
362     if (WINED3D_OK == hr) {
363         TRACE("(%p) Level (%d) success\n", This, Level);
364     } else {
365         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
366     }
367
368     return hr;
369 }
370
371 static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
372    IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
373     HRESULT hr = WINED3DERR_INVALIDCALL;
374
375     if (Level < This->baseTexture.levels) {
376         hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
377     }
378     if ( WINED3D_OK == hr) {
379         TRACE("(%p) Level (%d) success\n", This, Level);
380     } else {
381         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
382     }
383     return hr;
384 }
385
386 static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
387     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
388     This->baseTexture.texture_rgb.dirty = TRUE;
389     This->baseTexture.texture_srgb.dirty = TRUE;
390     TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
391     surface_add_dirty_rect(This->surfaces[0], pDirtyRect);
392
393     return WINED3D_OK;
394 }
395
396 static const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
397 {
398     /* IUnknown */
399     IWineD3DTextureImpl_QueryInterface,
400     IWineD3DTextureImpl_AddRef,
401     IWineD3DTextureImpl_Release,
402     /* IWineD3DResource */
403     IWineD3DTextureImpl_GetParent,
404     IWineD3DTextureImpl_SetPrivateData,
405     IWineD3DTextureImpl_GetPrivateData,
406     IWineD3DTextureImpl_FreePrivateData,
407     IWineD3DTextureImpl_SetPriority,
408     IWineD3DTextureImpl_GetPriority,
409     IWineD3DTextureImpl_PreLoad,
410     IWineD3DTextureImpl_UnLoad,
411     IWineD3DTextureImpl_GetType,
412     /* IWineD3DBaseTexture */
413     IWineD3DTextureImpl_SetLOD,
414     IWineD3DTextureImpl_GetLOD,
415     IWineD3DTextureImpl_GetLevelCount,
416     IWineD3DTextureImpl_SetAutoGenFilterType,
417     IWineD3DTextureImpl_GetAutoGenFilterType,
418     IWineD3DTextureImpl_GenerateMipSubLevels,
419     IWineD3DTextureImpl_SetDirty,
420     IWineD3DTextureImpl_GetDirty,
421     IWineD3DTextureImpl_BindTexture,
422     IWineD3DTextureImpl_GetTextureDimensions,
423     IWineD3DTextureImpl_IsCondNP2,
424     /* IWineD3DTexture */
425     IWineD3DTextureImpl_GetLevelDesc,
426     IWineD3DTextureImpl_GetSurfaceLevel,
427     IWineD3DTextureImpl_LockRect,
428     IWineD3DTextureImpl_UnlockRect,
429     IWineD3DTextureImpl_AddDirtyRect
430 };
431
432 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
433         IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
434         IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
435 {
436     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
437     const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, gl_info);
438     UINT pow2_width, pow2_height;
439     UINT tmp_w, tmp_h;
440     unsigned int i;
441     HRESULT hr;
442
443     /* TODO: It should only be possible to create textures for formats
444      * that are reported as supported. */
445     if (WINED3DFMT_UNKNOWN >= format)
446     {
447         WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
448         return WINED3DERR_INVALIDCALL;
449     }
450
451     /* Non-power2 support. */
452     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
453     {
454         pow2_width = width;
455         pow2_height = height;
456     }
457     else
458     {
459         /* Find the nearest pow2 match. */
460         pow2_width = pow2_height = 1;
461         while (pow2_width < width) pow2_width <<= 1;
462         while (pow2_height < height) pow2_height <<= 1;
463
464         if (pow2_width != width || pow2_height != height)
465         {
466             if (levels > 1)
467             {
468                 WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support.\n");
469                 return WINED3DERR_INVALIDCALL;
470             }
471             levels = 1;
472         }
473     }
474
475     /* Calculate levels for mip mapping. */
476     if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
477     {
478         if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
479         {
480             WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
481             return WINED3DERR_INVALIDCALL;
482         }
483
484         if (levels > 1)
485         {
486             WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n");
487             return WINED3DERR_INVALIDCALL;
488         }
489
490         levels = 1;
491     }
492     else if (!levels)
493     {
494         levels = wined3d_log2i(max(width, height)) + 1;
495         TRACE("Calculated levels = %u.\n", levels);
496     }
497
498     texture->lpVtbl = &IWineD3DTexture_Vtbl;
499
500     hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, levels, WINED3DRTYPE_TEXTURE,
501             device, 0, usage, format_desc, pool, parent, parent_ops);
502     if (FAILED(hr))
503     {
504         WARN("Failed to initialize basetexture, returning %#x.\n", hr);
505         return hr;
506     }
507
508     /* Precalculated scaling for 'faked' non power of two texture coords.
509      * Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
510      * is used in combination with texture uploads (RTL_READTEX). The reason is that EXT_PALETTED_TEXTURE
511      * doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
512     if (gl_info->supported[WINE_NORMALIZED_TEXRECT] && (width != pow2_width || height != pow2_height))
513     {
514         texture->baseTexture.pow2Matrix[0] = 1.0f;
515         texture->baseTexture.pow2Matrix[5] = 1.0f;
516         texture->baseTexture.pow2Matrix[10] = 1.0f;
517         texture->baseTexture.pow2Matrix[15] = 1.0f;
518         texture->target = GL_TEXTURE_2D;
519         texture->cond_np2 = TRUE;
520         texture->baseTexture.minMipLookup = minMipLookup_noFilter;
521     }
522     else if (gl_info->supported[ARB_TEXTURE_RECTANGLE] && (width != pow2_width || height != pow2_height)
523             && !(format_desc->format == WINED3DFMT_P8_UINT && gl_info->supported[EXT_PALETTED_TEXTURE]
524             && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
525     {
526         if ((width != 1) || (height != 1)) texture->baseTexture.pow2Matrix_identity = FALSE;
527
528         texture->baseTexture.pow2Matrix[0] = (float)width;
529         texture->baseTexture.pow2Matrix[5] = (float)height;
530         texture->baseTexture.pow2Matrix[10] = 1.0f;
531         texture->baseTexture.pow2Matrix[15] = 1.0f;
532         texture->target = GL_TEXTURE_RECTANGLE_ARB;
533         texture->cond_np2 = TRUE;
534
535         if(texture->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING)
536         {
537             texture->baseTexture.minMipLookup = minMipLookup_noMip;
538         }
539         else
540         {
541             texture->baseTexture.minMipLookup = minMipLookup_noFilter;
542         }
543     }
544     else
545     {
546         if ((width != pow2_width) || (height != pow2_height))
547         {
548             texture->baseTexture.pow2Matrix_identity = FALSE;
549             texture->baseTexture.pow2Matrix[0] = (((float)width) / ((float)pow2_width));
550             texture->baseTexture.pow2Matrix[5] = (((float)height) / ((float)pow2_height));
551         }
552         else
553         {
554             texture->baseTexture.pow2Matrix[0] = 1.0f;
555             texture->baseTexture.pow2Matrix[5] = 1.0f;
556         }
557
558         texture->baseTexture.pow2Matrix[10] = 1.0f;
559         texture->baseTexture.pow2Matrix[15] = 1.0f;
560         texture->target = GL_TEXTURE_2D;
561         texture->cond_np2 = FALSE;
562     }
563     TRACE("xf(%f) yf(%f)\n", texture->baseTexture.pow2Matrix[0], texture->baseTexture.pow2Matrix[5]);
564
565     /* Generate all the surfaces. */
566     tmp_w = width;
567     tmp_h = height;
568     for (i = 0; i < texture->baseTexture.levels; ++i)
569     {
570         /* Use the callback to create the texture surface. */
571         hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_h, format_desc->format,
572                 usage, pool, i, WINED3DCUBEMAP_FACE_POSITIVE_X, &texture->surfaces[i]);
573         if (FAILED(hr) || ((IWineD3DSurfaceImpl *)texture->surfaces[i])->Flags & SFLAG_OVERSIZE)
574         {
575             FIXME("Failed to create surface %p, hr %#x\n", texture, hr);
576             texture->surfaces[i] = NULL;
577             texture_cleanup(texture);
578             return hr;
579         }
580
581         IWineD3DSurface_SetContainer(texture->surfaces[i], (IWineD3DBase *)texture);
582         TRACE("Created surface level %u @ %p.\n", i, texture->surfaces[i]);
583         surface_set_texture_target(texture->surfaces[i], texture->target);
584         /* Calculate the next mipmap level. */
585         tmp_w = max(1, tmp_w >> 1);
586         tmp_h = max(1, tmp_h >> 1);
587     }
588     texture->baseTexture.internal_preload = texture_internal_preload;
589
590     return WINED3D_OK;
591 }