wined3d: Make the ctx parameter to WineD3D_ReleaseFakeGLContext() const.
[wine] / dlls / wined3d / texture.c
1 /*
2  * Copyright 2002-2005 Jason Edmeades
3  * Copyright 2002-2005 Raphael Junqueira
4  * Copyright 2005 Oliver Stieber
5  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
6  * Copyright 2009-2011 Henri Verbeet for CodeWeavers
7  *
8  * This library is free software; you can redistribute it and/or
9  * modify it under the terms of the GNU Lesser General Public
10  * License as published by the Free Software Foundation; either
11  * version 2.1 of the License, or (at your option) any later version.
12  *
13  * This library is distributed in the hope that it will be useful,
14  * but WITHOUT ANY WARRANTY; without even the implied warranty of
15  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
16  * Lesser General Public License for more details.
17  *
18  * You should have received a copy of the GNU Lesser General Public
19  * License along with this library; if not, write to the Free Software
20  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21  */
22
23 #include "config.h"
24 #include "wined3d_private.h"
25
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
27
28 static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_texture_ops *texture_ops,
29         UINT layer_count, UINT level_count, WINED3DRESOURCETYPE resource_type, struct wined3d_device *device,
30         DWORD usage, const struct wined3d_format *format, WINED3DPOOL pool, void *parent,
31         const struct wined3d_parent_ops *parent_ops, const struct wined3d_resource_ops *resource_ops)
32 {
33     HRESULT hr;
34
35     hr = resource_init(&texture->resource, device, resource_type, format,
36             WINED3DMULTISAMPLE_NONE, 0, usage, pool, 0, 0, 0, 0,
37             parent, parent_ops, resource_ops);
38     if (FAILED(hr))
39     {
40         WARN("Failed to initialize resource, returning %#x\n", hr);
41         return hr;
42     }
43
44     texture->texture_ops = texture_ops;
45     texture->sub_resources = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
46             level_count * layer_count * sizeof(*texture->sub_resources));
47     if (!texture->sub_resources)
48     {
49         ERR("Failed to allocate sub-resource array.\n");
50         resource_cleanup(&texture->resource);
51         return E_OUTOFMEMORY;
52     }
53
54     texture->layer_count = layer_count;
55     texture->level_count = level_count;
56     texture->filter_type = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE;
57     texture->lod = 0;
58     texture->texture_rgb.dirty = TRUE;
59     texture->texture_srgb.dirty = TRUE;
60     texture->flags = WINED3D_TEXTURE_POW2_MAT_IDENT;
61
62     if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
63     {
64         texture->min_mip_lookup = minMipLookup;
65         texture->mag_lookup = magLookup;
66     }
67     else
68     {
69         texture->min_mip_lookup = minMipLookup_noFilter;
70         texture->mag_lookup = magLookup_noFilter;
71     }
72
73     return WINED3D_OK;
74 }
75
76 /* A GL context is provided by the caller */
77 static void gltexture_delete(struct gl_texture *tex)
78 {
79     ENTER_GL();
80     glDeleteTextures(1, &tex->name);
81     LEAVE_GL();
82     tex->name = 0;
83 }
84
85 static void wined3d_texture_unload(struct wined3d_texture *texture)
86 {
87     struct wined3d_device *device = texture->resource.device;
88     struct wined3d_context *context = NULL;
89
90     if (texture->texture_rgb.name || texture->texture_srgb.name)
91     {
92         context = context_acquire(device, NULL);
93     }
94
95     if (texture->texture_rgb.name)
96         gltexture_delete(&texture->texture_rgb);
97
98     if (texture->texture_srgb.name)
99         gltexture_delete(&texture->texture_srgb);
100
101     if (context) context_release(context);
102
103     wined3d_texture_set_dirty(texture, TRUE);
104
105     resource_unload(&texture->resource);
106 }
107
108 static void wined3d_texture_cleanup(struct wined3d_texture *texture)
109 {
110     UINT sub_count = texture->level_count * texture->layer_count;
111     UINT i;
112
113     TRACE("texture %p.\n", texture);
114
115     for (i = 0; i < sub_count; ++i)
116     {
117         struct wined3d_resource *sub_resource = texture->sub_resources[i];
118
119         if (sub_resource)
120             texture->texture_ops->texture_sub_resource_cleanup(sub_resource);
121     }
122
123     wined3d_texture_unload(texture);
124     HeapFree(GetProcessHeap(), 0, texture->sub_resources);
125     resource_cleanup(&texture->resource);
126 }
127
128 void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty)
129 {
130     texture->texture_rgb.dirty = dirty;
131     texture->texture_srgb.dirty = dirty;
132 }
133
134 /* Context activation is done by the caller. */
135 static HRESULT wined3d_texture_bind(struct wined3d_texture *texture,
136         const struct wined3d_gl_info *gl_info, 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, srgb %#x, set_surface_desc %p.\n", texture, 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, gl_info, srgb);
152     target = texture->target;
153
154     ENTER_GL();
155     /* Generate a texture name if we don't already have one. */
156     if (!gl_tex->name)
157     {
158         *set_surface_desc = TRUE;
159         glGenTextures(1, &gl_tex->name);
160         checkGLcall("glGenTextures");
161         TRACE("Generated texture %d.\n", gl_tex->name);
162         if (texture->resource.pool == WINED3DPOOL_DEFAULT)
163         {
164             /* Tell OpenGL to try and keep this texture in video ram (well mostly). */
165             GLclampf tmp = 0.9f;
166             glPrioritizeTextures(1, &gl_tex->name, &tmp);
167         }
168         /* Initialise the state of the texture object to the OpenGL defaults,
169          * not the D3D defaults. */
170         gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP;
171         gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP;
172         gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP;
173         gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0;
174         gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
175         gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
176         gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
177         gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
178         gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
179         if (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             glBindTexture(target, gl_tex->name);
193             checkGLcall("glBindTexture");
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         glBindTexture(target, gl_tex->name);
206         checkGLcall("glBindTexture");
207         if (new_texture)
208         {
209             /* For a new texture we have to set the texture levels after
210              * binding the texture. Beware that texture rectangles do not
211              * support mipmapping, but set the maxmiplevel if we're relying
212              * on the partial GL_ARB_texture_non_power_of_two emulation with
213              * texture rectangles. (I.e., do not care about cond_np2 here,
214              * just look for GL_TEXTURE_RECTANGLE_ARB.) */
215             if (target != GL_TEXTURE_RECTANGLE_ARB)
216             {
217                 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->level_count - 1);
218                 glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
219                 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)");
220             }
221             if (target == GL_TEXTURE_CUBE_MAP_ARB)
222             {
223                 /* Cubemaps are always set to clamp, regardless of the sampler state. */
224                 glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
225                 glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
226                 glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
227             }
228         }
229     }
230     else
231     {
232         ERR("This texture doesn't have an OpenGL texture assigned to it.\n");
233         hr = WINED3DERR_INVALIDCALL;
234     }
235
236     LEAVE_GL();
237     return hr;
238 }
239
240 /* GL locking is done by the caller */
241 static void apply_wrap(const struct wined3d_gl_info *gl_info, GLenum target,
242         WINED3DTEXTUREADDRESS d3d_wrap, GLenum param, BOOL cond_np2)
243 {
244     GLint gl_wrap;
245
246     if (d3d_wrap < WINED3DTADDRESS_WRAP || d3d_wrap > WINED3DTADDRESS_MIRRORONCE)
247     {
248         FIXME("Unrecognized or unsupported WINED3DTEXTUREADDRESS %#x.\n", d3d_wrap);
249         return;
250     }
251
252     /* Cubemaps are always set to clamp, regardless of the sampler state. */
253     if (target == GL_TEXTURE_CUBE_MAP_ARB
254             || (cond_np2 && d3d_wrap == WINED3DTADDRESS_WRAP))
255         gl_wrap = GL_CLAMP_TO_EDGE;
256     else
257         gl_wrap = gl_info->wrap_lookup[d3d_wrap - WINED3DTADDRESS_WRAP];
258
259     TRACE("Setting param %#x to %#x for target %#x.\n", param, gl_wrap, target);
260     glTexParameteri(target, param, gl_wrap);
261     checkGLcall("glTexParameteri(target, param, gl_wrap)");
262 }
263
264 /* GL locking is done by the caller (state handler) */
265 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
266         const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1],
267         const struct wined3d_gl_info *gl_info)
268 {
269     BOOL cond_np2 = texture->flags & WINED3D_TEXTURE_COND_NP2;
270     GLenum target = texture->target;
271     struct gl_texture *gl_tex;
272     DWORD state;
273     DWORD aniso;
274
275     TRACE("texture %p, sampler_states %p.\n", texture, sampler_states);
276
277     gl_tex = wined3d_texture_get_gl_texture(texture, gl_info,
278             texture->flags & WINED3D_TEXTURE_IS_SRGB);
279
280     /* This function relies on the correct texture being bound and loaded. */
281
282     if (sampler_states[WINED3DSAMP_ADDRESSU] != gl_tex->states[WINED3DTEXSTA_ADDRESSU])
283     {
284         state = sampler_states[WINED3DSAMP_ADDRESSU];
285         apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_S, cond_np2);
286         gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state;
287     }
288
289     if (sampler_states[WINED3DSAMP_ADDRESSV] != gl_tex->states[WINED3DTEXSTA_ADDRESSV])
290     {
291         state = sampler_states[WINED3DSAMP_ADDRESSV];
292         apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_T, cond_np2);
293         gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state;
294     }
295
296     if (sampler_states[WINED3DSAMP_ADDRESSW] != gl_tex->states[WINED3DTEXSTA_ADDRESSW])
297     {
298         state = sampler_states[WINED3DSAMP_ADDRESSW];
299         apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_R, cond_np2);
300         gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state;
301     }
302
303     if (sampler_states[WINED3DSAMP_BORDERCOLOR] != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR])
304     {
305         float col[4];
306
307         state = sampler_states[WINED3DSAMP_BORDERCOLOR];
308         D3DCOLORTOGLFLOAT4(state, col);
309         TRACE("Setting border color for %#x to %#x.\n", target, state);
310         glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &col[0]);
311         checkGLcall("glTexParameterfv(..., GL_TEXTURE_BORDER_COLOR, ...)");
312         gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state;
313     }
314
315     if (sampler_states[WINED3DSAMP_MAGFILTER] != gl_tex->states[WINED3DTEXSTA_MAGFILTER])
316     {
317         GLint gl_value;
318
319         state = sampler_states[WINED3DSAMP_MAGFILTER];
320         if (state > WINED3DTEXF_ANISOTROPIC)
321             FIXME("Unrecognized or unsupported MAGFILTER* value %d.\n", state);
322
323         gl_value = wined3d_gl_mag_filter(texture->mag_lookup,
324                 min(max(state, WINED3DTEXF_POINT), WINED3DTEXF_LINEAR));
325         TRACE("ValueMAG=%#x setting MAGFILTER to %#x.\n", state, gl_value);
326         glTexParameteri(target, GL_TEXTURE_MAG_FILTER, gl_value);
327
328         gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state;
329     }
330
331     if ((sampler_states[WINED3DSAMP_MINFILTER] != gl_tex->states[WINED3DTEXSTA_MINFILTER]
332             || sampler_states[WINED3DSAMP_MIPFILTER] != gl_tex->states[WINED3DTEXSTA_MIPFILTER]
333             || sampler_states[WINED3DSAMP_MAXMIPLEVEL] != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL]))
334     {
335         GLint gl_value;
336
337         gl_tex->states[WINED3DTEXSTA_MIPFILTER] = sampler_states[WINED3DSAMP_MIPFILTER];
338         gl_tex->states[WINED3DTEXSTA_MINFILTER] = sampler_states[WINED3DSAMP_MINFILTER];
339         gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = sampler_states[WINED3DSAMP_MAXMIPLEVEL];
340
341         if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC
342             || gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_ANISOTROPIC)
343         {
344             FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %#x D3DSAMP_MIPFILTER value %#x.\n",
345                   gl_tex->states[WINED3DTEXSTA_MINFILTER],
346                   gl_tex->states[WINED3DTEXSTA_MIPFILTER]);
347         }
348         gl_value = wined3d_gl_min_mip_filter(texture->min_mip_lookup,
349                 min(max(sampler_states[WINED3DSAMP_MINFILTER], WINED3DTEXF_POINT), WINED3DTEXF_LINEAR),
350                 min(max(sampler_states[WINED3DSAMP_MIPFILTER], WINED3DTEXF_NONE), WINED3DTEXF_LINEAR));
351
352         TRACE("ValueMIN=%#x, ValueMIP=%#x, setting MINFILTER to %#x.\n",
353               sampler_states[WINED3DSAMP_MINFILTER],
354               sampler_states[WINED3DSAMP_MIPFILTER], gl_value);
355         glTexParameteri(target, GL_TEXTURE_MIN_FILTER, gl_value);
356         checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
357
358         if (!cond_np2)
359         {
360             if (gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE)
361                 gl_value = texture->lod;
362             else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= texture->level_count)
363                 gl_value = texture->level_count - 1;
364             else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < texture->lod)
365                 /* texture->lod is already clamped in the setter. */
366                 gl_value = texture->lod;
367             else
368                 gl_value = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL];
369
370             /* Note that WINED3DSAMP_MAXMIPLEVEL specifies the largest mipmap
371              * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
372              * mimap used (default 1000). So WINED3DSAMP_MAXMIPLEVEL
373              * corresponds to GL_TEXTURE_BASE_LEVEL. */
374             glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, gl_value);
375         }
376     }
377
378     if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_ANISOTROPIC
379          && gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_ANISOTROPIC
380          && gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_ANISOTROPIC)
381             || cond_np2)
382         aniso = 1;
383     else
384         aniso = sampler_states[WINED3DSAMP_MAXANISOTROPY];
385
386     if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
387     {
388         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
389         {
390             glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
391             checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
392         }
393         else
394         {
395             WARN("Anisotropic filtering not supported.\n");
396         }
397         gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
398     }
399
400     /* These should always be the same unless EXT_texture_sRGB_decode is supported. */
401     if (sampler_states[WINED3DSAMP_SRGBTEXTURE] != gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE])
402     {
403         glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
404                 sampler_states[WINED3DSAMP_SRGBTEXTURE] ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
405         checkGLcall("glTexParameteri(GL_TEXTURE_SRGB_DECODE_EXT)");
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 != WINED3DPOOL_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->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         WINED3DTEXTUREFILTERTYPE 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 WINED3DTEXTUREFILTERTYPE 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 WINED3DBOX *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         const struct wined3d_gl_info *gl_info, BOOL srgb)
594 {
595     BOOL set_gl_texture_desc;
596     HRESULT hr;
597
598     TRACE("texture %p, gl_info %p, srgb %#x.\n", texture, gl_info, srgb);
599
600     hr = wined3d_texture_bind(texture, gl_info, 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 = !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, 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]      = WINED3DTADDRESS_CLAMP;
640             gl_tex->states[WINED3DTEXSTA_ADDRESSV]      = WINED3DTADDRESS_CLAMP;
641             gl_tex->states[WINED3DTEXSTA_MAGFILTER]     = WINED3DTEXF_POINT;
642             gl_tex->states[WINED3DTEXSTA_MINFILTER]     = WINED3DTEXF_POINT;
643             gl_tex->states[WINED3DTEXSTA_MIPFILTER]     = WINED3DTEXF_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 (texture->resource.format->id == WINED3DFMT_P8_UINT
689             || texture->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
690     {
691         for (i = 0; i < sub_count; ++i)
692         {
693             struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]);
694
695             if (palette9_changed(surface))
696             {
697                 TRACE("Reloading surface %p because the d3d8/9 palette was changed.\n", surface);
698                 /* TODO: This is not necessarily needed with hw palettized texture support. */
699                 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
700                 /* Make sure the texture is reloaded because of the palette
701                  * change, this kills performance though :( */
702                 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
703             }
704         }
705     }
706
707     if (gl_tex->dirty)
708     {
709         /* Reload the surfaces if the texture is marked dirty. */
710         for (i = 0; i < sub_count; ++i)
711         {
712             surface_load(surface_from_resource(texture->sub_resources[i]), srgb_mode);
713         }
714     }
715     else
716     {
717         TRACE("Texture %p not dirty, nothing to do.\n", texture);
718     }
719
720     /* No longer dirty. */
721     gl_tex->dirty = FALSE;
722
723     if (context) context_release(context);
724 }
725
726 static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
727         const WINED3DBOX *dirty_region)
728 {
729     surface_add_dirty_rect(surface_from_resource(sub_resource), dirty_region);
730 }
731
732 static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
733 {
734     struct wined3d_surface *surface = surface_from_resource(sub_resource);
735
736     /* Clean out the texture name we gave to the surface so that the
737      * surface doesn't try and release it. */
738     surface_set_texture_name(surface, 0, TRUE);
739     surface_set_texture_name(surface, 0, FALSE);
740     surface_set_texture_target(surface, 0);
741     surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
742     wined3d_surface_decref(surface);
743 }
744
745 /* Do not call while under the GL lock. */
746 static void texture2d_unload(struct wined3d_resource *resource)
747 {
748     struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
749     UINT sub_count = texture->level_count * texture->layer_count;
750     UINT i;
751
752     TRACE("texture %p.\n", texture);
753
754     for (i = 0; i < sub_count; ++i)
755     {
756         struct wined3d_resource *sub_resource = texture->sub_resources[i];
757         struct wined3d_surface *surface = surface_from_resource(sub_resource);
758
759         sub_resource->resource_ops->resource_unload(sub_resource);
760         surface_set_texture_name(surface, 0, FALSE); /* Delete RGB name */
761         surface_set_texture_name(surface, 0, TRUE); /* Delete sRGB name */
762     }
763
764     wined3d_texture_unload(texture);
765 }
766
767 static const struct wined3d_texture_ops texture2d_ops =
768 {
769     texture2d_bind,
770     texture2d_preload,
771     texture2d_sub_resource_add_dirty_region,
772     texture2d_sub_resource_cleanup,
773 };
774
775 static const struct wined3d_resource_ops texture2d_resource_ops =
776 {
777     texture2d_unload,
778 };
779
780 static HRESULT cubetexture_init(struct wined3d_texture *texture, UINT edge_length, UINT levels,
781         struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
782         void *parent, const struct wined3d_parent_ops *parent_ops)
783 {
784     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
785     const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
786     UINT pow2_edge_length;
787     unsigned int i, j;
788     UINT tmp_w;
789     HRESULT hr;
790
791     /* TODO: It should only be possible to create textures for formats
792      * that are reported as supported. */
793     if (WINED3DFMT_UNKNOWN >= format_id)
794     {
795         WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
796         return WINED3DERR_INVALIDCALL;
797     }
798
799     if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && pool != WINED3DPOOL_SCRATCH)
800     {
801         WARN("(%p) : Tried to create not supported cube texture.\n", texture);
802         return WINED3DERR_INVALIDCALL;
803     }
804
805     /* Calculate levels for mip mapping */
806     if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
807     {
808         if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
809         {
810             WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
811             return WINED3DERR_INVALIDCALL;
812         }
813
814         if (levels > 1)
815         {
816             WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
817             return WINED3DERR_INVALIDCALL;
818         }
819
820         levels = 1;
821     }
822     else if (!levels)
823     {
824         levels = wined3d_log2i(edge_length) + 1;
825         TRACE("Calculated levels = %u.\n", levels);
826     }
827
828     hr = wined3d_texture_init(texture, &texture2d_ops, 6, levels,
829             WINED3DRTYPE_CUBETEXTURE, device, usage, format, pool,
830             parent, parent_ops, &texture2d_resource_ops);
831     if (FAILED(hr))
832     {
833         WARN("Failed to initialize texture, returning %#x\n", hr);
834         return hr;
835     }
836
837     /* Find the nearest pow2 match. */
838     pow2_edge_length = 1;
839     while (pow2_edge_length < edge_length) pow2_edge_length <<= 1;
840
841     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || (edge_length == pow2_edge_length))
842     {
843         /* Precalculated scaling for 'faked' non power of two texture coords. */
844         texture->pow2_matrix[0] = 1.0f;
845         texture->pow2_matrix[5] = 1.0f;
846         texture->pow2_matrix[10] = 1.0f;
847         texture->pow2_matrix[15] = 1.0f;
848     }
849     else
850     {
851         /* Precalculated scaling for 'faked' non power of two texture coords. */
852         texture->pow2_matrix[0] = ((float)edge_length) / ((float)pow2_edge_length);
853         texture->pow2_matrix[5] = ((float)edge_length) / ((float)pow2_edge_length);
854         texture->pow2_matrix[10] = ((float)edge_length) / ((float)pow2_edge_length);
855         texture->pow2_matrix[15] = 1.0f;
856         texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
857     }
858     texture->target = GL_TEXTURE_CUBE_MAP_ARB;
859
860     /* Generate all the surfaces. */
861     tmp_w = edge_length;
862     for (i = 0; i < texture->level_count; ++i)
863     {
864         /* Create the 6 faces. */
865         for (j = 0; j < 6; ++j)
866         {
867             static const GLenum cube_targets[6] =
868             {
869                 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
870                 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
871                 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
872                 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
873                 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
874                 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
875             };
876             UINT idx = j * texture->level_count + i;
877             struct wined3d_surface *surface;
878
879             hr = device->device_parent->ops->create_surface(device->device_parent, parent, tmp_w, tmp_w,
880                     format_id, usage, pool, i /* Level */, j, &surface);
881             if (FAILED(hr))
882             {
883                 FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
884                 wined3d_texture_cleanup(texture);
885                 return hr;
886             }
887
888             surface_set_container(surface, WINED3D_CONTAINER_TEXTURE, texture);
889             surface_set_texture_target(surface, cube_targets[j]);
890             texture->sub_resources[idx] = &surface->resource;
891             TRACE("Created surface level %u @ %p.\n", i, surface);
892         }
893         tmp_w = max(1, tmp_w >> 1);
894     }
895
896     return WINED3D_OK;
897 }
898
899 static HRESULT texture_init(struct wined3d_texture *texture, UINT width, UINT height, UINT levels,
900         struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
901         void *parent, const struct wined3d_parent_ops *parent_ops)
902 {
903     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
904     const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
905     UINT pow2_width, pow2_height;
906     UINT tmp_w, tmp_h;
907     unsigned int i;
908     HRESULT hr;
909
910     /* TODO: It should only be possible to create textures for formats
911      * that are reported as supported. */
912     if (WINED3DFMT_UNKNOWN >= format_id)
913     {
914         WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
915         return WINED3DERR_INVALIDCALL;
916     }
917
918     /* Non-power2 support. */
919     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
920     {
921         pow2_width = width;
922         pow2_height = height;
923     }
924     else
925     {
926         /* Find the nearest pow2 match. */
927         pow2_width = pow2_height = 1;
928         while (pow2_width < width) pow2_width <<= 1;
929         while (pow2_height < height) pow2_height <<= 1;
930
931         if (pow2_width != width || pow2_height != height)
932         {
933             if (levels > 1)
934             {
935                 WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support.\n");
936                 return WINED3DERR_INVALIDCALL;
937             }
938             levels = 1;
939         }
940     }
941
942     /* Calculate levels for mip mapping. */
943     if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
944     {
945         if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
946         {
947             WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
948             return WINED3DERR_INVALIDCALL;
949         }
950
951         if (levels > 1)
952         {
953             WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n");
954             return WINED3DERR_INVALIDCALL;
955         }
956
957         levels = 1;
958     }
959     else if (!levels)
960     {
961         levels = wined3d_log2i(max(width, height)) + 1;
962         TRACE("Calculated levels = %u.\n", levels);
963     }
964
965     hr = wined3d_texture_init(texture, &texture2d_ops, 1, levels,
966             WINED3DRTYPE_TEXTURE, device, usage, format, pool,
967             parent, parent_ops, &texture2d_resource_ops);
968     if (FAILED(hr))
969     {
970         WARN("Failed to initialize texture, returning %#x.\n", hr);
971         return hr;
972     }
973
974     /* Precalculated scaling for 'faked' non power of two texture coords.
975      * Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
976      * is used in combination with texture uploads (RTL_READTEX). The reason is that EXT_PALETTED_TEXTURE
977      * doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
978     if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] && (width != pow2_width || height != pow2_height))
979     {
980         texture->pow2_matrix[0] = 1.0f;
981         texture->pow2_matrix[5] = 1.0f;
982         texture->pow2_matrix[10] = 1.0f;
983         texture->pow2_matrix[15] = 1.0f;
984         texture->target = GL_TEXTURE_2D;
985         texture->flags |= WINED3D_TEXTURE_COND_NP2;
986         texture->min_mip_lookup = minMipLookup_noFilter;
987     }
988     else if (gl_info->supported[ARB_TEXTURE_RECTANGLE] && (width != pow2_width || height != pow2_height)
989             && !(format->id == WINED3DFMT_P8_UINT && gl_info->supported[EXT_PALETTED_TEXTURE]
990             && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
991     {
992         if (width != 1 || height != 1)
993             texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
994
995         texture->pow2_matrix[0] = (float)width;
996         texture->pow2_matrix[5] = (float)height;
997         texture->pow2_matrix[10] = 1.0f;
998         texture->pow2_matrix[15] = 1.0f;
999         texture->target = GL_TEXTURE_RECTANGLE_ARB;
1000         texture->flags |= WINED3D_TEXTURE_COND_NP2;
1001
1002         if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
1003             texture->min_mip_lookup = minMipLookup_noMip;
1004         else
1005             texture->min_mip_lookup = minMipLookup_noFilter;
1006     }
1007     else
1008     {
1009         if ((width != pow2_width) || (height != pow2_height))
1010         {
1011             texture->pow2_matrix[0] = (((float)width) / ((float)pow2_width));
1012             texture->pow2_matrix[5] = (((float)height) / ((float)pow2_height));
1013             texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
1014         }
1015         else
1016         {
1017             texture->pow2_matrix[0] = 1.0f;
1018             texture->pow2_matrix[5] = 1.0f;
1019         }
1020
1021         texture->pow2_matrix[10] = 1.0f;
1022         texture->pow2_matrix[15] = 1.0f;
1023         texture->target = GL_TEXTURE_2D;
1024     }
1025     TRACE("xf(%f) yf(%f)\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
1026
1027     /* Generate all the surfaces. */
1028     tmp_w = width;
1029     tmp_h = height;
1030     for (i = 0; i < texture->level_count; ++i)
1031     {
1032         struct wined3d_surface *surface;
1033
1034         /* Use the callback to create the texture surface. */
1035         hr = device->device_parent->ops->create_surface(device->device_parent, parent, tmp_w, tmp_h,
1036                 format->id, usage, pool, i, 0, &surface);
1037         if (FAILED(hr))
1038         {
1039             FIXME("Failed to create surface %p, hr %#x\n", texture, hr);
1040             wined3d_texture_cleanup(texture);
1041             return hr;
1042         }
1043
1044         surface_set_container(surface, WINED3D_CONTAINER_TEXTURE, texture);
1045         surface_set_texture_target(surface, texture->target);
1046         texture->sub_resources[i] = &surface->resource;
1047         TRACE("Created surface level %u @ %p.\n", i, surface);
1048         /* Calculate the next mipmap level. */
1049         tmp_w = max(1, tmp_w >> 1);
1050         tmp_h = max(1, tmp_h >> 1);
1051     }
1052
1053     return WINED3D_OK;
1054 }
1055
1056 /* Context activation is done by the caller. */
1057 static HRESULT texture3d_bind(struct wined3d_texture *texture,
1058         const struct wined3d_gl_info *gl_info, BOOL srgb)
1059 {
1060     BOOL dummy;
1061
1062     TRACE("texture %p, gl_info %p, srgb %#x.\n", texture, gl_info, srgb);
1063
1064     return wined3d_texture_bind(texture, gl_info, srgb, &dummy);
1065 }
1066
1067 /* Do not call while under the GL lock. */
1068 static void texture3d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb)
1069 {
1070     struct wined3d_device *device = texture->resource.device;
1071     struct wined3d_context *context = NULL;
1072     BOOL srgb_was_toggled = FALSE;
1073     unsigned int i;
1074
1075     TRACE("texture %p, srgb %#x.\n", texture, srgb);
1076
1077     if (!device->isInDraw)
1078         context = context_acquire(device, NULL);
1079     else if (texture->bind_count > 0)
1080     {
1081         BOOL texture_srgb = texture->flags & WINED3D_TEXTURE_IS_SRGB;
1082         BOOL sampler_srgb = texture_srgb_mode(texture, srgb);
1083         srgb_was_toggled = !texture_srgb != !sampler_srgb;
1084
1085         if (srgb_was_toggled)
1086         {
1087             if (sampler_srgb)
1088                 texture->flags |= WINED3D_TEXTURE_IS_SRGB;
1089             else
1090                 texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
1091         }
1092     }
1093
1094     /* If the texture is marked dirty or the sRGB sampler setting has changed
1095      * since the last load then reload the volumes. */
1096     if (texture->texture_rgb.dirty)
1097     {
1098         for (i = 0; i < texture->level_count; ++i)
1099         {
1100             volume_load(volume_from_resource(texture->sub_resources[i]), i,
1101                     texture->flags & WINED3D_TEXTURE_IS_SRGB);
1102         }
1103     }
1104     else if (srgb_was_toggled)
1105     {
1106         for (i = 0; i < texture->level_count; ++i)
1107         {
1108             struct wined3d_volume *volume = volume_from_resource(texture->sub_resources[i]);
1109             volume_add_dirty_box(volume, NULL);
1110             volume_load(volume, i, texture->flags & WINED3D_TEXTURE_IS_SRGB);
1111         }
1112     }
1113     else
1114     {
1115         TRACE("Texture %p not dirty, nothing to do.\n", texture);
1116     }
1117
1118     if (context)
1119         context_release(context);
1120
1121     /* No longer dirty */
1122     texture->texture_rgb.dirty = FALSE;
1123 }
1124
1125 static void texture3d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
1126         const WINED3DBOX *dirty_region)
1127 {
1128     volume_add_dirty_box(volume_from_resource(sub_resource), dirty_region);
1129 }
1130
1131 static void texture3d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
1132 {
1133     struct wined3d_volume *volume = volume_from_resource(sub_resource);
1134
1135     /* Cleanup the container. */
1136     volume_set_container(volume, NULL);
1137     wined3d_volume_decref(volume);
1138 }
1139
1140 /* Do not call while under the GL lock. */
1141 static void texture3d_unload(struct wined3d_resource *resource)
1142 {
1143     struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
1144     UINT i;
1145
1146     TRACE("texture %p.\n", texture);
1147
1148     for (i = 0; i < texture->level_count; ++i)
1149     {
1150         struct wined3d_resource *sub_resource = texture->sub_resources[i];
1151         sub_resource->resource_ops->resource_unload(sub_resource);
1152     }
1153
1154     wined3d_texture_unload(texture);
1155 }
1156
1157 static const struct wined3d_texture_ops texture3d_ops =
1158 {
1159     texture3d_bind,
1160     texture3d_preload,
1161     texture3d_sub_resource_add_dirty_region,
1162     texture3d_sub_resource_cleanup,
1163 };
1164
1165 static const struct wined3d_resource_ops texture3d_resource_ops =
1166 {
1167     texture3d_unload,
1168 };
1169
1170 static HRESULT volumetexture_init(struct wined3d_texture *texture, UINT width, UINT height,
1171         UINT depth, UINT levels, struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id,
1172         WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops)
1173 {
1174     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1175     const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
1176     UINT tmp_w, tmp_h, tmp_d;
1177     unsigned int i;
1178     HRESULT hr;
1179
1180     /* TODO: It should only be possible to create textures for formats
1181      * that are reported as supported. */
1182     if (WINED3DFMT_UNKNOWN >= format_id)
1183     {
1184         WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
1185         return WINED3DERR_INVALIDCALL;
1186     }
1187
1188     if (!gl_info->supported[EXT_TEXTURE3D])
1189     {
1190         WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
1191         return WINED3DERR_INVALIDCALL;
1192     }
1193
1194     /* Calculate levels for mip mapping. */
1195     if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
1196     {
1197         if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
1198         {
1199             WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
1200             return WINED3DERR_INVALIDCALL;
1201         }
1202
1203         if (levels > 1)
1204         {
1205             WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
1206             return WINED3DERR_INVALIDCALL;
1207         }
1208
1209         levels = 1;
1210     }
1211     else if (!levels)
1212     {
1213         levels = wined3d_log2i(max(max(width, height), depth)) + 1;
1214         TRACE("Calculated levels = %u.\n", levels);
1215     }
1216
1217     hr = wined3d_texture_init(texture, &texture3d_ops, 1, levels,
1218             WINED3DRTYPE_VOLUMETEXTURE, device, usage, format, pool,
1219             parent, parent_ops, &texture3d_resource_ops);
1220     if (FAILED(hr))
1221     {
1222         WARN("Failed to initialize texture, returning %#x.\n", hr);
1223         return hr;
1224     }
1225
1226     /* Is NP2 support for volumes needed? */
1227     texture->pow2_matrix[0] = 1.0f;
1228     texture->pow2_matrix[5] = 1.0f;
1229     texture->pow2_matrix[10] = 1.0f;
1230     texture->pow2_matrix[15] = 1.0f;
1231     texture->target = GL_TEXTURE_3D;
1232
1233     /* Generate all the surfaces. */
1234     tmp_w = width;
1235     tmp_h = height;
1236     tmp_d = depth;
1237
1238     for (i = 0; i < texture->level_count; ++i)
1239     {
1240         struct wined3d_volume *volume;
1241
1242         /* Create the volume. */
1243         hr = device->device_parent->ops->create_volume(device->device_parent, parent,
1244                 tmp_w, tmp_h, tmp_d, format_id, pool, usage, &volume);
1245         if (FAILED(hr))
1246         {
1247             ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr);
1248             wined3d_texture_cleanup(texture);
1249             return hr;
1250         }
1251
1252         /* Set its container to this texture. */
1253         volume_set_container(volume, texture);
1254         texture->sub_resources[i] = &volume->resource;
1255
1256         /* Calculate the next mipmap level. */
1257         tmp_w = max(1, tmp_w >> 1);
1258         tmp_h = max(1, tmp_h >> 1);
1259         tmp_d = max(1, tmp_d >> 1);
1260     }
1261
1262     return WINED3D_OK;
1263 }
1264
1265 HRESULT CDECL wined3d_texture_create_2d(struct wined3d_device *device, UINT width, UINT height,
1266         UINT level_count, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, void *parent,
1267         const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
1268 {
1269     struct wined3d_texture *object;
1270     HRESULT hr;
1271
1272     TRACE("device %p, width %u, height %u, level_count %u, usage %#x\n",
1273             device, width, height, level_count, usage);
1274     TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n",
1275             debug_d3dformat(format_id), pool, parent, parent_ops, texture);
1276
1277     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1278     if (!object)
1279     {
1280         ERR("Out of memory.\n");
1281         *texture = NULL;
1282         return WINED3DERR_OUTOFVIDEOMEMORY;
1283     }
1284
1285     hr = texture_init(object, width, height, level_count,
1286             device, usage, format_id, pool, parent, parent_ops);
1287     if (FAILED(hr))
1288     {
1289         WARN("Failed to initialize texture, returning %#x.\n", hr);
1290         HeapFree(GetProcessHeap(), 0, object);
1291         *texture = NULL;
1292         return hr;
1293     }
1294
1295     TRACE("Created texture %p.\n", object);
1296     *texture = object;
1297
1298     return WINED3D_OK;
1299 }
1300
1301 HRESULT CDECL wined3d_texture_create_3d(struct wined3d_device *device, UINT width, UINT height, UINT depth,
1302         UINT level_count, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, void *parent,
1303         const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
1304 {
1305     struct wined3d_texture *object;
1306     HRESULT hr;
1307
1308     TRACE("device %p, width %u, height %u, depth %u, level_count %u, usage %#x\n",
1309             device, width, height, depth, level_count, usage);
1310     TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n",
1311             debug_d3dformat(format_id), pool, parent, parent_ops, texture);
1312
1313     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1314     if (!object)
1315     {
1316         ERR("Out of memory\n");
1317         *texture = NULL;
1318         return WINED3DERR_OUTOFVIDEOMEMORY;
1319     }
1320
1321     hr = volumetexture_init(object, width, height, depth, level_count,
1322             device, usage, format_id, pool, parent, parent_ops);
1323     if (FAILED(hr))
1324     {
1325         WARN("Failed to initialize volumetexture, returning %#x\n", hr);
1326         HeapFree(GetProcessHeap(), 0, object);
1327         *texture = NULL;
1328         return hr;
1329     }
1330
1331     TRACE("Created texture %p.\n", object);
1332     *texture = object;
1333
1334     return WINED3D_OK;
1335 }
1336
1337 HRESULT CDECL wined3d_texture_create_cube(struct wined3d_device *device, UINT edge_length,
1338         UINT level_count, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, void *parent,
1339         const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
1340 {
1341     struct wined3d_texture *object;
1342     HRESULT hr;
1343
1344     TRACE("device %p, edge_length %u, level_count %u, usage %#x\n",
1345             device, edge_length, level_count, usage);
1346     TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n",
1347             debug_d3dformat(format_id), pool, parent, parent_ops, texture);
1348
1349     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1350     if (!object)
1351     {
1352         ERR("Out of memory\n");
1353         *texture = NULL;
1354         return WINED3DERR_OUTOFVIDEOMEMORY;
1355     }
1356
1357     hr = cubetexture_init(object, edge_length, level_count,
1358             device, usage, format_id, pool, parent, parent_ops);
1359     if (FAILED(hr))
1360     {
1361         WARN("Failed to initialize cubetexture, returning %#x\n", hr);
1362         HeapFree(GetProcessHeap(), 0, object);
1363         *texture = NULL;
1364         return hr;
1365     }
1366
1367     TRACE("Created texture %p.\n", object);
1368     *texture = object;
1369
1370     return WINED3D_OK;
1371 }