2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2005 Oliver Stieber
5 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
6 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
28 static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_texture_ops *texture_ops,
29 UINT layer_count, UINT level_count, WINED3DRESOURCETYPE resource_type, 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)
35 hr = resource_init(&texture->resource, device, resource_type, format,
36 WINED3DMULTISAMPLE_NONE, 0, usage, pool, 0, 0, 0, 0,
37 parent, parent_ops, resource_ops);
40 WARN("Failed to initialize resource, returning %#x\n", hr);
44 texture->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)
49 ERR("Failed to allocate sub-resource array.\n");
50 resource_cleanup(&texture->resource);
54 texture->layer_count = layer_count;
55 texture->level_count = level_count;
56 texture->filter_type = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE;
58 texture->texture_rgb.dirty = TRUE;
59 texture->texture_srgb.dirty = TRUE;
60 texture->flags = WINED3D_TEXTURE_POW2_MAT_IDENT;
62 if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
64 texture->min_mip_lookup = minMipLookup;
65 texture->mag_lookup = magLookup;
69 texture->min_mip_lookup = minMipLookup_noFilter;
70 texture->mag_lookup = magLookup_noFilter;
76 /* A GL context is provided by the caller */
77 static void gltexture_delete(struct gl_texture *tex)
80 glDeleteTextures(1, &tex->name);
85 static void wined3d_texture_unload(struct wined3d_texture *texture)
87 struct wined3d_device *device = texture->resource.device;
88 struct wined3d_context *context = NULL;
90 if (texture->texture_rgb.name || texture->texture_srgb.name)
92 context = context_acquire(device, NULL);
95 if (texture->texture_rgb.name)
96 gltexture_delete(&texture->texture_rgb);
98 if (texture->texture_srgb.name)
99 gltexture_delete(&texture->texture_srgb);
101 if (context) context_release(context);
103 wined3d_texture_set_dirty(texture, TRUE);
105 resource_unload(&texture->resource);
108 static void wined3d_texture_cleanup(struct wined3d_texture *texture)
110 UINT sub_count = texture->level_count * texture->layer_count;
113 TRACE("texture %p.\n", texture);
115 for (i = 0; i < sub_count; ++i)
117 struct wined3d_resource *sub_resource = texture->sub_resources[i];
120 texture->texture_ops->texture_sub_resource_cleanup(sub_resource);
123 wined3d_texture_unload(texture);
124 HeapFree(GetProcessHeap(), 0, texture->sub_resources);
125 resource_cleanup(&texture->resource);
128 void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty)
130 texture->texture_rgb.dirty = dirty;
131 texture->texture_srgb.dirty = dirty;
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)
138 struct gl_texture *gl_tex;
139 BOOL new_texture = FALSE;
140 HRESULT hr = WINED3D_OK;
143 TRACE("texture %p, context %p, srgb %#x, set_surface_desc %p.\n", texture, context, srgb, set_surface_desc);
145 /* sRGB mode cache for preload() calls outside drawprim. */
147 texture->flags |= WINED3D_TEXTURE_IS_SRGB;
149 texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
151 gl_tex = wined3d_texture_get_gl_texture(texture, context->gl_info, srgb);
152 target = texture->target;
155 /* Generate a texture name if we don't already have one. */
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)
164 /* Tell OpenGL to try and keep this texture in video ram (well mostly). */
166 glPrioritizeTextures(1, &gl_tex->name, &tmp);
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 (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
180 gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = TRUE;
182 gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = srgb;
183 gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
184 wined3d_texture_set_dirty(texture, TRUE);
187 if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)
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)");
199 *set_surface_desc = FALSE;
204 context_bind_texture(context, target, gl_tex->name);
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)
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)");
219 if (target == GL_TEXTURE_CUBE_MAP_ARB)
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);
230 ERR("This texture doesn't have an OpenGL texture assigned to it.\n");
231 hr = WINED3DERR_INVALIDCALL;
238 /* GL locking is done by the caller */
239 static void apply_wrap(const struct wined3d_gl_info *gl_info, GLenum target,
240 WINED3DTEXTUREADDRESS d3d_wrap, GLenum param, BOOL cond_np2)
244 if (d3d_wrap < WINED3DTADDRESS_WRAP || d3d_wrap > WINED3DTADDRESS_MIRRORONCE)
246 FIXME("Unrecognized or unsupported WINED3DTEXTUREADDRESS %#x.\n", d3d_wrap);
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 == WINED3DTADDRESS_WRAP))
253 gl_wrap = GL_CLAMP_TO_EDGE;
255 gl_wrap = gl_info->wrap_lookup[d3d_wrap - WINED3DTADDRESS_WRAP];
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)");
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)
267 BOOL cond_np2 = texture->flags & WINED3D_TEXTURE_COND_NP2;
268 GLenum target = texture->target;
269 struct gl_texture *gl_tex;
273 TRACE("texture %p, sampler_states %p.\n", texture, sampler_states);
275 gl_tex = wined3d_texture_get_gl_texture(texture, gl_info,
276 texture->flags & WINED3D_TEXTURE_IS_SRGB);
278 /* This function relies on the correct texture being bound and loaded. */
280 if (sampler_states[WINED3DSAMP_ADDRESSU] != gl_tex->states[WINED3DTEXSTA_ADDRESSU])
282 state = sampler_states[WINED3DSAMP_ADDRESSU];
283 apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_S, cond_np2);
284 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state;
287 if (sampler_states[WINED3DSAMP_ADDRESSV] != gl_tex->states[WINED3DTEXSTA_ADDRESSV])
289 state = sampler_states[WINED3DSAMP_ADDRESSV];
290 apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_T, cond_np2);
291 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state;
294 if (sampler_states[WINED3DSAMP_ADDRESSW] != gl_tex->states[WINED3DTEXSTA_ADDRESSW])
296 state = sampler_states[WINED3DSAMP_ADDRESSW];
297 apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_R, cond_np2);
298 gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state;
301 if (sampler_states[WINED3DSAMP_BORDERCOLOR] != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR])
305 state = sampler_states[WINED3DSAMP_BORDERCOLOR];
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;
313 if (sampler_states[WINED3DSAMP_MAGFILTER] != gl_tex->states[WINED3DTEXSTA_MAGFILTER])
317 state = sampler_states[WINED3DSAMP_MAGFILTER];
318 if (state > WINED3DTEXF_ANISOTROPIC)
319 FIXME("Unrecognized or unsupported MAGFILTER* value %d.\n", state);
321 gl_value = wined3d_gl_mag_filter(texture->mag_lookup,
322 min(max(state, WINED3DTEXF_POINT), WINED3DTEXF_LINEAR));
323 TRACE("ValueMAG=%#x setting MAGFILTER to %#x.\n", state, gl_value);
324 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, gl_value);
326 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state;
329 if ((sampler_states[WINED3DSAMP_MINFILTER] != gl_tex->states[WINED3DTEXSTA_MINFILTER]
330 || sampler_states[WINED3DSAMP_MIPFILTER] != gl_tex->states[WINED3DTEXSTA_MIPFILTER]
331 || sampler_states[WINED3DSAMP_MAXMIPLEVEL] != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL]))
335 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = sampler_states[WINED3DSAMP_MIPFILTER];
336 gl_tex->states[WINED3DTEXSTA_MINFILTER] = sampler_states[WINED3DSAMP_MINFILTER];
337 gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = sampler_states[WINED3DSAMP_MAXMIPLEVEL];
339 if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC
340 || gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_ANISOTROPIC)
342 FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %#x D3DSAMP_MIPFILTER value %#x.\n",
343 gl_tex->states[WINED3DTEXSTA_MINFILTER],
344 gl_tex->states[WINED3DTEXSTA_MIPFILTER]);
346 gl_value = wined3d_gl_min_mip_filter(texture->min_mip_lookup,
347 min(max(sampler_states[WINED3DSAMP_MINFILTER], WINED3DTEXF_POINT), WINED3DTEXF_LINEAR),
348 min(max(sampler_states[WINED3DSAMP_MIPFILTER], WINED3DTEXF_NONE), WINED3DTEXF_LINEAR));
350 TRACE("ValueMIN=%#x, ValueMIP=%#x, setting MINFILTER to %#x.\n",
351 sampler_states[WINED3DSAMP_MINFILTER],
352 sampler_states[WINED3DSAMP_MIPFILTER], gl_value);
353 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, gl_value);
354 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
358 if (gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_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;
366 gl_value = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL];
368 /* Note that WINED3DSAMP_MAXMIPLEVEL specifies the largest mipmap
369 * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
370 * mimap used (default 1000). So WINED3DSAMP_MAXMIPLEVEL
371 * corresponds to GL_TEXTURE_BASE_LEVEL. */
372 glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, gl_value);
376 if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_ANISOTROPIC
377 && gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_ANISOTROPIC
378 && gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_ANISOTROPIC)
382 aniso = sampler_states[WINED3DSAMP_MAXANISOTROPY];
384 if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
386 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
388 glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
389 checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
393 WARN("Anisotropic filtering not supported.\n");
395 gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
398 /* These should always be the same unless EXT_texture_sRGB_decode is supported. */
399 if (sampler_states[WINED3DSAMP_SRGBTEXTURE] != gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE])
401 glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
402 sampler_states[WINED3DSAMP_SRGBTEXTURE] ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
403 checkGLcall("glTexParameteri(GL_TEXTURE_SRGB_DECODE_EXT)");
406 if (!(texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
407 != !gl_tex->states[WINED3DTEXSTA_SHADOW])
409 if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
411 glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
412 glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
413 checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)");
414 gl_tex->states[WINED3DTEXSTA_SHADOW] = TRUE;
418 glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
419 checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)");
420 gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
425 ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture)
427 ULONG refcount = InterlockedIncrement(&texture->resource.ref);
429 TRACE("%p increasing refcount to %u.\n", texture, refcount);
434 /* Do not call while under the GL lock. */
435 ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture)
437 ULONG refcount = InterlockedDecrement(&texture->resource.ref);
439 TRACE("%p decreasing refcount to %u.\n", texture, refcount);
443 wined3d_texture_cleanup(texture);
444 texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent);
445 HeapFree(GetProcessHeap(), 0, texture);
451 struct wined3d_resource * CDECL wined3d_texture_get_resource(struct wined3d_texture *texture)
453 TRACE("texture %p.\n", texture);
455 return &texture->resource;
458 DWORD CDECL wined3d_texture_set_priority(struct wined3d_texture *texture, DWORD priority)
460 return resource_set_priority(&texture->resource, priority);
463 DWORD CDECL wined3d_texture_get_priority(const struct wined3d_texture *texture)
465 return resource_get_priority(&texture->resource);
468 /* Do not call while under the GL lock. */
469 void CDECL wined3d_texture_preload(struct wined3d_texture *texture)
471 texture->texture_ops->texture_preload(texture, SRGB_ANY);
474 void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture)
476 TRACE("texture %p.\n", texture);
478 return texture->resource.parent;
481 DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
483 DWORD old = texture->lod;
485 TRACE("texture %p, lod %u.\n", texture, lod);
487 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
488 * textures. The call always returns 0, and GetLOD always returns 0. */
489 if (texture->resource.pool != WINED3DPOOL_MANAGED)
491 TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture->resource.pool));
495 if (lod >= texture->level_count)
496 lod = texture->level_count - 1;
498 if (texture->lod != lod)
502 texture->texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
503 texture->texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
504 if (texture->bind_count)
505 device_invalidate_state(texture->resource.device, STATE_SAMPLER(texture->sampler));
511 DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture)
513 TRACE("texture %p, returning %u.\n", texture, texture->lod);
518 DWORD CDECL wined3d_texture_get_level_count(const struct wined3d_texture *texture)
520 TRACE("texture %p, returning %u.\n", texture, texture->level_count);
522 return texture->level_count;
525 HRESULT CDECL wined3d_texture_set_autogen_filter_type(struct wined3d_texture *texture,
526 WINED3DTEXTUREFILTERTYPE filter_type)
528 FIXME("texture %p, filter_type %s stub!\n", texture, debug_d3dtexturefiltertype(filter_type));
530 if (!(texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP))
532 WARN("Texture doesn't have AUTOGENMIPMAP usage.\n");
533 return WINED3DERR_INVALIDCALL;
536 texture->filter_type = filter_type;
541 WINED3DTEXTUREFILTERTYPE CDECL wined3d_texture_get_autogen_filter_type(const struct wined3d_texture *texture)
543 TRACE("texture %p.\n", texture);
545 return texture->filter_type;
548 void CDECL wined3d_texture_generate_mipmaps(struct wined3d_texture *texture)
550 /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
551 FIXME("texture %p stub!\n", texture);
554 struct wined3d_resource * CDECL wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
555 UINT sub_resource_idx)
557 UINT sub_count = texture->level_count * texture->layer_count;
559 TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
561 if (sub_resource_idx >= sub_count)
563 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
567 return texture->sub_resources[sub_resource_idx];
570 HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
571 UINT layer, const WINED3DBOX *dirty_region)
573 struct wined3d_resource *sub_resource;
575 TRACE("texture %p, layer %u, dirty_region %p.\n", texture, layer, dirty_region);
577 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, layer * texture->level_count)))
579 WARN("Failed to get sub-resource.\n");
580 return WINED3DERR_INVALIDCALL;
583 wined3d_texture_set_dirty(texture, TRUE);
584 texture->texture_ops->texture_sub_resource_add_dirty_region(sub_resource, dirty_region);
589 /* Context activation is done by the caller. */
590 static HRESULT texture2d_bind(struct wined3d_texture *texture,
591 struct wined3d_context *context, BOOL srgb)
593 BOOL set_gl_texture_desc;
596 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
598 hr = wined3d_texture_bind(texture, context, srgb, &set_gl_texture_desc);
599 if (set_gl_texture_desc && SUCCEEDED(hr))
601 UINT sub_count = texture->level_count * texture->layer_count;
602 BOOL srgb_tex = !context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
603 && (texture->flags & WINED3D_TEXTURE_IS_SRGB);
604 struct gl_texture *gl_tex;
607 gl_tex = wined3d_texture_get_gl_texture(texture, context->gl_info, srgb_tex);
609 for (i = 0; i < sub_count; ++i)
611 struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]);
612 surface_set_texture_name(surface, gl_tex->name, srgb_tex);
615 /* Conditinal non power of two textures use a different clamping
616 * default. If we're using the GL_WINE_normalized_texrect partial
617 * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
618 * has the address mode set to repeat - something that prevents us
619 * from hitting the accelerated codepath. Thus manually set the GL
620 * state. The same applies to filtering. Even if the texture has only
621 * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
622 * fallback on macos. */
623 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
625 GLenum target = texture->target;
628 glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
629 checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
630 glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
631 checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
632 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
633 checkGLcall("glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
634 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
635 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
637 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_CLAMP;
638 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_CLAMP;
639 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
640 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
641 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
648 static BOOL texture_srgb_mode(const struct wined3d_texture *texture, enum WINED3DSRGB srgb)
659 return texture->flags & WINED3D_TEXTURE_IS_SRGB;
663 /* Do not call while under the GL lock. */
664 static void texture2d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb)
666 UINT sub_count = texture->level_count * texture->layer_count;
667 struct wined3d_device *device = texture->resource.device;
668 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
669 struct wined3d_context *context = NULL;
670 struct gl_texture *gl_tex;
674 TRACE("texture %p, srgb %#x.\n", texture, srgb);
676 srgb_mode = texture_srgb_mode(texture, srgb);
677 gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, srgb_mode);
679 if (!device->isInDraw)
681 /* No danger of recursive calls, context_acquire() sets isInDraw to TRUE
682 * when loading offscreen render targets into the texture. */
683 context = context_acquire(device, NULL);
686 if (texture->resource.format->id == WINED3DFMT_P8_UINT
687 || texture->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
689 for (i = 0; i < sub_count; ++i)
691 struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]);
693 if (palette9_changed(surface))
695 TRACE("Reloading surface %p because the d3d8/9 palette was changed.\n", surface);
696 /* TODO: This is not necessarily needed with hw palettized texture support. */
697 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
698 /* Make sure the texture is reloaded because of the palette
699 * change, this kills performance though :( */
700 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
707 /* Reload the surfaces if the texture is marked dirty. */
708 for (i = 0; i < sub_count; ++i)
710 surface_load(surface_from_resource(texture->sub_resources[i]), srgb_mode);
715 TRACE("Texture %p not dirty, nothing to do.\n", texture);
718 /* No longer dirty. */
719 gl_tex->dirty = FALSE;
721 if (context) context_release(context);
724 static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
725 const WINED3DBOX *dirty_region)
727 surface_add_dirty_rect(surface_from_resource(sub_resource), dirty_region);
730 static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
732 struct wined3d_surface *surface = surface_from_resource(sub_resource);
734 /* Clean out the texture name we gave to the surface so that the
735 * surface doesn't try and release it. */
736 surface_set_texture_name(surface, 0, TRUE);
737 surface_set_texture_name(surface, 0, FALSE);
738 surface_set_texture_target(surface, 0);
739 surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
740 wined3d_surface_decref(surface);
743 /* Do not call while under the GL lock. */
744 static void texture2d_unload(struct wined3d_resource *resource)
746 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
747 UINT sub_count = texture->level_count * texture->layer_count;
750 TRACE("texture %p.\n", texture);
752 for (i = 0; i < sub_count; ++i)
754 struct wined3d_resource *sub_resource = texture->sub_resources[i];
755 struct wined3d_surface *surface = surface_from_resource(sub_resource);
757 sub_resource->resource_ops->resource_unload(sub_resource);
758 surface_set_texture_name(surface, 0, FALSE); /* Delete RGB name */
759 surface_set_texture_name(surface, 0, TRUE); /* Delete sRGB name */
762 wined3d_texture_unload(texture);
765 static const struct wined3d_texture_ops texture2d_ops =
769 texture2d_sub_resource_add_dirty_region,
770 texture2d_sub_resource_cleanup,
773 static const struct wined3d_resource_ops texture2d_resource_ops =
778 static HRESULT cubetexture_init(struct wined3d_texture *texture, UINT edge_length, UINT levels,
779 struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
780 void *parent, const struct wined3d_parent_ops *parent_ops)
782 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
783 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
784 UINT pow2_edge_length;
789 /* TODO: It should only be possible to create textures for formats
790 * that are reported as supported. */
791 if (WINED3DFMT_UNKNOWN >= format_id)
793 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
794 return WINED3DERR_INVALIDCALL;
797 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && pool != WINED3DPOOL_SCRATCH)
799 WARN("(%p) : Tried to create not supported cube texture.\n", texture);
800 return WINED3DERR_INVALIDCALL;
803 /* Calculate levels for mip mapping */
804 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
806 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
808 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
809 return WINED3DERR_INVALIDCALL;
814 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
815 return WINED3DERR_INVALIDCALL;
822 levels = wined3d_log2i(edge_length) + 1;
823 TRACE("Calculated levels = %u.\n", levels);
826 hr = wined3d_texture_init(texture, &texture2d_ops, 6, levels,
827 WINED3DRTYPE_CUBETEXTURE, device, usage, format, pool,
828 parent, parent_ops, &texture2d_resource_ops);
831 WARN("Failed to initialize texture, returning %#x\n", hr);
835 /* Find the nearest pow2 match. */
836 pow2_edge_length = 1;
837 while (pow2_edge_length < edge_length) pow2_edge_length <<= 1;
839 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || (edge_length == pow2_edge_length))
841 /* Precalculated scaling for 'faked' non power of two texture coords. */
842 texture->pow2_matrix[0] = 1.0f;
843 texture->pow2_matrix[5] = 1.0f;
844 texture->pow2_matrix[10] = 1.0f;
845 texture->pow2_matrix[15] = 1.0f;
849 /* Precalculated scaling for 'faked' non power of two texture coords. */
850 texture->pow2_matrix[0] = ((float)edge_length) / ((float)pow2_edge_length);
851 texture->pow2_matrix[5] = ((float)edge_length) / ((float)pow2_edge_length);
852 texture->pow2_matrix[10] = ((float)edge_length) / ((float)pow2_edge_length);
853 texture->pow2_matrix[15] = 1.0f;
854 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
856 texture->target = GL_TEXTURE_CUBE_MAP_ARB;
858 /* Generate all the surfaces. */
860 for (i = 0; i < texture->level_count; ++i)
862 /* Create the 6 faces. */
863 for (j = 0; j < 6; ++j)
865 static const GLenum cube_targets[6] =
867 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
868 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
869 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
870 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
871 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
872 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
874 UINT idx = j * texture->level_count + i;
875 struct wined3d_surface *surface;
877 hr = device->device_parent->ops->create_surface(device->device_parent, parent, tmp_w, tmp_w,
878 format_id, usage, pool, i /* Level */, j, &surface);
881 FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
882 wined3d_texture_cleanup(texture);
886 surface_set_container(surface, WINED3D_CONTAINER_TEXTURE, texture);
887 surface_set_texture_target(surface, cube_targets[j]);
888 texture->sub_resources[idx] = &surface->resource;
889 TRACE("Created surface level %u @ %p.\n", i, surface);
891 tmp_w = max(1, tmp_w >> 1);
897 static HRESULT texture_init(struct wined3d_texture *texture, UINT width, UINT height, UINT levels,
898 struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
899 void *parent, const struct wined3d_parent_ops *parent_ops)
901 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
902 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
903 UINT pow2_width, pow2_height;
908 /* TODO: It should only be possible to create textures for formats
909 * that are reported as supported. */
910 if (WINED3DFMT_UNKNOWN >= format_id)
912 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
913 return WINED3DERR_INVALIDCALL;
916 /* Non-power2 support. */
917 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
920 pow2_height = height;
924 /* Find the nearest pow2 match. */
925 pow2_width = pow2_height = 1;
926 while (pow2_width < width) pow2_width <<= 1;
927 while (pow2_height < height) pow2_height <<= 1;
929 if (pow2_width != width || pow2_height != height)
933 WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support.\n");
934 return WINED3DERR_INVALIDCALL;
940 /* Calculate levels for mip mapping. */
941 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
943 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
945 WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
946 return WINED3DERR_INVALIDCALL;
951 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n");
952 return WINED3DERR_INVALIDCALL;
959 levels = wined3d_log2i(max(width, height)) + 1;
960 TRACE("Calculated levels = %u.\n", levels);
963 hr = wined3d_texture_init(texture, &texture2d_ops, 1, levels,
964 WINED3DRTYPE_TEXTURE, device, usage, format, pool,
965 parent, parent_ops, &texture2d_resource_ops);
968 WARN("Failed to initialize texture, returning %#x.\n", hr);
972 /* Precalculated scaling for 'faked' non power of two texture coords.
973 * Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
974 * is used in combination with texture uploads (RTL_READTEX). The reason is that EXT_PALETTED_TEXTURE
975 * doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
976 if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] && (width != pow2_width || height != pow2_height))
978 texture->pow2_matrix[0] = 1.0f;
979 texture->pow2_matrix[5] = 1.0f;
980 texture->pow2_matrix[10] = 1.0f;
981 texture->pow2_matrix[15] = 1.0f;
982 texture->target = GL_TEXTURE_2D;
983 texture->flags |= WINED3D_TEXTURE_COND_NP2;
984 texture->min_mip_lookup = minMipLookup_noFilter;
986 else if (gl_info->supported[ARB_TEXTURE_RECTANGLE] && (width != pow2_width || height != pow2_height)
987 && !(format->id == WINED3DFMT_P8_UINT && gl_info->supported[EXT_PALETTED_TEXTURE]
988 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
990 if (width != 1 || height != 1)
991 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
993 texture->pow2_matrix[0] = (float)width;
994 texture->pow2_matrix[5] = (float)height;
995 texture->pow2_matrix[10] = 1.0f;
996 texture->pow2_matrix[15] = 1.0f;
997 texture->target = GL_TEXTURE_RECTANGLE_ARB;
998 texture->flags |= WINED3D_TEXTURE_COND_NP2;
1000 if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
1001 texture->min_mip_lookup = minMipLookup_noMip;
1003 texture->min_mip_lookup = minMipLookup_noFilter;
1007 if ((width != pow2_width) || (height != pow2_height))
1009 texture->pow2_matrix[0] = (((float)width) / ((float)pow2_width));
1010 texture->pow2_matrix[5] = (((float)height) / ((float)pow2_height));
1011 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
1015 texture->pow2_matrix[0] = 1.0f;
1016 texture->pow2_matrix[5] = 1.0f;
1019 texture->pow2_matrix[10] = 1.0f;
1020 texture->pow2_matrix[15] = 1.0f;
1021 texture->target = GL_TEXTURE_2D;
1023 TRACE("xf(%f) yf(%f)\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
1025 /* Generate all the surfaces. */
1028 for (i = 0; i < texture->level_count; ++i)
1030 struct wined3d_surface *surface;
1032 /* Use the callback to create the texture surface. */
1033 hr = device->device_parent->ops->create_surface(device->device_parent, parent, tmp_w, tmp_h,
1034 format->id, usage, pool, i, 0, &surface);
1037 FIXME("Failed to create surface %p, hr %#x\n", texture, hr);
1038 wined3d_texture_cleanup(texture);
1042 surface_set_container(surface, WINED3D_CONTAINER_TEXTURE, texture);
1043 surface_set_texture_target(surface, texture->target);
1044 texture->sub_resources[i] = &surface->resource;
1045 TRACE("Created surface level %u @ %p.\n", i, surface);
1046 /* Calculate the next mipmap level. */
1047 tmp_w = max(1, tmp_w >> 1);
1048 tmp_h = max(1, tmp_h >> 1);
1054 /* Context activation is done by the caller. */
1055 static HRESULT texture3d_bind(struct wined3d_texture *texture,
1056 struct wined3d_context *context, BOOL srgb)
1060 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
1062 return wined3d_texture_bind(texture, context, srgb, &dummy);
1065 /* Do not call while under the GL lock. */
1066 static void texture3d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb)
1068 struct wined3d_device *device = texture->resource.device;
1069 struct wined3d_context *context;
1070 BOOL srgb_was_toggled = FALSE;
1073 TRACE("texture %p, srgb %#x.\n", texture, srgb);
1075 /* TODO: Use already acquired context when possible. */
1076 context = context_acquire(device, NULL);
1077 if (texture->bind_count > 0)
1079 BOOL texture_srgb = texture->flags & WINED3D_TEXTURE_IS_SRGB;
1080 BOOL sampler_srgb = texture_srgb_mode(texture, srgb);
1081 srgb_was_toggled = !texture_srgb != !sampler_srgb;
1083 if (srgb_was_toggled)
1086 texture->flags |= WINED3D_TEXTURE_IS_SRGB;
1088 texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
1092 /* If the texture is marked dirty or the sRGB sampler setting has changed
1093 * since the last load then reload the volumes. */
1094 if (texture->texture_rgb.dirty)
1096 for (i = 0; i < texture->level_count; ++i)
1098 volume_load(volume_from_resource(texture->sub_resources[i]), context, i,
1099 texture->flags & WINED3D_TEXTURE_IS_SRGB);
1102 else if (srgb_was_toggled)
1104 for (i = 0; i < texture->level_count; ++i)
1106 struct wined3d_volume *volume = volume_from_resource(texture->sub_resources[i]);
1107 volume_add_dirty_box(volume, NULL);
1108 volume_load(volume, context, i, texture->flags & WINED3D_TEXTURE_IS_SRGB);
1113 TRACE("Texture %p not dirty, nothing to do.\n", texture);
1116 context_release(context);
1118 /* No longer dirty */
1119 texture->texture_rgb.dirty = FALSE;
1122 static void texture3d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
1123 const WINED3DBOX *dirty_region)
1125 volume_add_dirty_box(volume_from_resource(sub_resource), dirty_region);
1128 static void texture3d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
1130 struct wined3d_volume *volume = volume_from_resource(sub_resource);
1132 /* Cleanup the container. */
1133 volume_set_container(volume, NULL);
1134 wined3d_volume_decref(volume);
1137 /* Do not call while under the GL lock. */
1138 static void texture3d_unload(struct wined3d_resource *resource)
1140 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
1143 TRACE("texture %p.\n", texture);
1145 for (i = 0; i < texture->level_count; ++i)
1147 struct wined3d_resource *sub_resource = texture->sub_resources[i];
1148 sub_resource->resource_ops->resource_unload(sub_resource);
1151 wined3d_texture_unload(texture);
1154 static const struct wined3d_texture_ops texture3d_ops =
1158 texture3d_sub_resource_add_dirty_region,
1159 texture3d_sub_resource_cleanup,
1162 static const struct wined3d_resource_ops texture3d_resource_ops =
1167 static HRESULT volumetexture_init(struct wined3d_texture *texture, UINT width, UINT height,
1168 UINT depth, UINT levels, struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id,
1169 WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops)
1171 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1172 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
1173 UINT tmp_w, tmp_h, tmp_d;
1177 /* TODO: It should only be possible to create textures for formats
1178 * that are reported as supported. */
1179 if (WINED3DFMT_UNKNOWN >= format_id)
1181 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
1182 return WINED3DERR_INVALIDCALL;
1185 if (!gl_info->supported[EXT_TEXTURE3D])
1187 WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
1188 return WINED3DERR_INVALIDCALL;
1191 /* Calculate levels for mip mapping. */
1192 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
1194 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
1196 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
1197 return WINED3DERR_INVALIDCALL;
1202 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
1203 return WINED3DERR_INVALIDCALL;
1210 levels = wined3d_log2i(max(max(width, height), depth)) + 1;
1211 TRACE("Calculated levels = %u.\n", levels);
1214 hr = wined3d_texture_init(texture, &texture3d_ops, 1, levels,
1215 WINED3DRTYPE_VOLUMETEXTURE, device, usage, format, pool,
1216 parent, parent_ops, &texture3d_resource_ops);
1219 WARN("Failed to initialize texture, returning %#x.\n", hr);
1223 /* Is NP2 support for volumes needed? */
1224 texture->pow2_matrix[0] = 1.0f;
1225 texture->pow2_matrix[5] = 1.0f;
1226 texture->pow2_matrix[10] = 1.0f;
1227 texture->pow2_matrix[15] = 1.0f;
1228 texture->target = GL_TEXTURE_3D;
1230 /* Generate all the surfaces. */
1235 for (i = 0; i < texture->level_count; ++i)
1237 struct wined3d_volume *volume;
1239 /* Create the volume. */
1240 hr = device->device_parent->ops->create_volume(device->device_parent, parent,
1241 tmp_w, tmp_h, tmp_d, format_id, pool, usage, &volume);
1244 ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr);
1245 wined3d_texture_cleanup(texture);
1249 /* Set its container to this texture. */
1250 volume_set_container(volume, texture);
1251 texture->sub_resources[i] = &volume->resource;
1253 /* Calculate the next mipmap level. */
1254 tmp_w = max(1, tmp_w >> 1);
1255 tmp_h = max(1, tmp_h >> 1);
1256 tmp_d = max(1, tmp_d >> 1);
1262 HRESULT CDECL wined3d_texture_create_2d(struct wined3d_device *device, UINT width, UINT height,
1263 UINT level_count, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, void *parent,
1264 const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
1266 struct wined3d_texture *object;
1269 TRACE("device %p, width %u, height %u, level_count %u, usage %#x\n",
1270 device, width, height, level_count, usage);
1271 TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n",
1272 debug_d3dformat(format_id), pool, parent, parent_ops, texture);
1274 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1277 ERR("Out of memory.\n");
1279 return WINED3DERR_OUTOFVIDEOMEMORY;
1282 hr = texture_init(object, width, height, level_count,
1283 device, usage, format_id, pool, parent, parent_ops);
1286 WARN("Failed to initialize texture, returning %#x.\n", hr);
1287 HeapFree(GetProcessHeap(), 0, object);
1292 TRACE("Created texture %p.\n", object);
1298 HRESULT CDECL wined3d_texture_create_3d(struct wined3d_device *device, UINT width, UINT height, UINT depth,
1299 UINT level_count, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, void *parent,
1300 const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
1302 struct wined3d_texture *object;
1305 TRACE("device %p, width %u, height %u, depth %u, level_count %u, usage %#x\n",
1306 device, width, height, depth, level_count, usage);
1307 TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n",
1308 debug_d3dformat(format_id), pool, parent, parent_ops, texture);
1310 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1313 ERR("Out of memory\n");
1315 return WINED3DERR_OUTOFVIDEOMEMORY;
1318 hr = volumetexture_init(object, width, height, depth, level_count,
1319 device, usage, format_id, pool, parent, parent_ops);
1322 WARN("Failed to initialize volumetexture, returning %#x\n", hr);
1323 HeapFree(GetProcessHeap(), 0, object);
1328 TRACE("Created texture %p.\n", object);
1334 HRESULT CDECL wined3d_texture_create_cube(struct wined3d_device *device, UINT edge_length,
1335 UINT level_count, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, void *parent,
1336 const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
1338 struct wined3d_texture *object;
1341 TRACE("device %p, edge_length %u, level_count %u, usage %#x\n",
1342 device, edge_length, level_count, usage);
1343 TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n",
1344 debug_d3dformat(format_id), pool, parent, parent_ops, texture);
1346 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1349 ERR("Out of memory\n");
1351 return WINED3DERR_OUTOFVIDEOMEMORY;
1354 hr = cubetexture_init(object, edge_length, level_count,
1355 device, usage, format_id, pool, parent, parent_ops);
1358 WARN("Failed to initialize cubetexture, returning %#x\n", hr);
1359 HeapFree(GetProcessHeap(), 0, object);
1364 TRACE("Created texture %p.\n", object);