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