| /* |
| * Copyright 2002-2005 Jason Edmeades |
| * Copyright 2002-2005 Raphael Junqueira |
| * Copyright 2005 Oliver Stieber |
| * Copyright 2007-2008 Stefan Dösinger for CodeWeavers |
| * Copyright 2009-2011 Henri Verbeet for CodeWeavers |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| */ |
| |
| #include "config.h" |
| #include "wine/port.h" |
| #include "wined3d_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture); |
| |
| static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_texture_ops *texture_ops, |
| UINT layer_count, UINT level_count, enum wined3d_resource_type resource_type, struct wined3d_device *device, |
| DWORD usage, const struct wined3d_format *format, enum wined3d_pool pool, void *parent, |
| const struct wined3d_parent_ops *parent_ops, const struct wined3d_resource_ops *resource_ops) |
| { |
| HRESULT hr; |
| |
| hr = resource_init(&texture->resource, device, resource_type, format, |
| WINED3D_MULTISAMPLE_NONE, 0, usage, pool, 0, 0, 0, 0, |
| parent, parent_ops, resource_ops); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to initialize resource, returning %#x\n", hr); |
| return hr; |
| } |
| |
| texture->texture_ops = texture_ops; |
| texture->sub_resources = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, |
| level_count * layer_count * sizeof(*texture->sub_resources)); |
| if (!texture->sub_resources) |
| { |
| ERR("Failed to allocate sub-resource array.\n"); |
| resource_cleanup(&texture->resource); |
| return E_OUTOFMEMORY; |
| } |
| |
| texture->layer_count = layer_count; |
| texture->level_count = level_count; |
| texture->filter_type = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3D_TEXF_LINEAR : WINED3D_TEXF_NONE; |
| texture->lod = 0; |
| texture->texture_rgb.dirty = TRUE; |
| texture->texture_srgb.dirty = TRUE; |
| texture->flags = WINED3D_TEXTURE_POW2_MAT_IDENT; |
| |
| if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) |
| { |
| texture->min_mip_lookup = minMipLookup; |
| texture->mag_lookup = magLookup; |
| } |
| else |
| { |
| texture->min_mip_lookup = minMipLookup_noFilter; |
| texture->mag_lookup = magLookup_noFilter; |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| /* A GL context is provided by the caller */ |
| static void gltexture_delete(struct gl_texture *tex) |
| { |
| ENTER_GL(); |
| glDeleteTextures(1, &tex->name); |
| LEAVE_GL(); |
| tex->name = 0; |
| } |
| |
| static void wined3d_texture_unload(struct wined3d_texture *texture) |
| { |
| struct wined3d_device *device = texture->resource.device; |
| struct wined3d_context *context = NULL; |
| |
| if (texture->texture_rgb.name || texture->texture_srgb.name) |
| { |
| context = context_acquire(device, NULL); |
| } |
| |
| if (texture->texture_rgb.name) |
| gltexture_delete(&texture->texture_rgb); |
| |
| if (texture->texture_srgb.name) |
| gltexture_delete(&texture->texture_srgb); |
| |
| if (context) context_release(context); |
| |
| wined3d_texture_set_dirty(texture, TRUE); |
| |
| resource_unload(&texture->resource); |
| } |
| |
| static void wined3d_texture_cleanup(struct wined3d_texture *texture) |
| { |
| UINT sub_count = texture->level_count * texture->layer_count; |
| UINT i; |
| |
| TRACE("texture %p.\n", texture); |
| |
| for (i = 0; i < sub_count; ++i) |
| { |
| struct wined3d_resource *sub_resource = texture->sub_resources[i]; |
| |
| if (sub_resource) |
| texture->texture_ops->texture_sub_resource_cleanup(sub_resource); |
| } |
| |
| wined3d_texture_unload(texture); |
| HeapFree(GetProcessHeap(), 0, texture->sub_resources); |
| resource_cleanup(&texture->resource); |
| } |
| |
| void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty) |
| { |
| texture->texture_rgb.dirty = dirty; |
| texture->texture_srgb.dirty = dirty; |
| } |
| |
| /* Context activation is done by the caller. */ |
| static HRESULT wined3d_texture_bind(struct wined3d_texture *texture, |
| struct wined3d_context *context, BOOL srgb, BOOL *set_surface_desc) |
| { |
| struct gl_texture *gl_tex; |
| BOOL new_texture = FALSE; |
| HRESULT hr = WINED3D_OK; |
| GLenum target; |
| |
| TRACE("texture %p, context %p, srgb %#x, set_surface_desc %p.\n", texture, context, srgb, set_surface_desc); |
| |
| /* sRGB mode cache for preload() calls outside drawprim. */ |
| if (srgb) |
| texture->flags |= WINED3D_TEXTURE_IS_SRGB; |
| else |
| texture->flags &= ~WINED3D_TEXTURE_IS_SRGB; |
| |
| gl_tex = wined3d_texture_get_gl_texture(texture, context->gl_info, srgb); |
| target = texture->target; |
| |
| ENTER_GL(); |
| /* Generate a texture name if we don't already have one. */ |
| if (!gl_tex->name) |
| { |
| *set_surface_desc = TRUE; |
| glGenTextures(1, &gl_tex->name); |
| checkGLcall("glGenTextures"); |
| TRACE("Generated texture %d.\n", gl_tex->name); |
| if (texture->resource.pool == WINED3D_POOL_DEFAULT) |
| { |
| /* Tell OpenGL to try and keep this texture in video ram (well mostly). */ |
| GLclampf tmp = 0.9f; |
| glPrioritizeTextures(1, &gl_tex->name, &tmp); |
| } |
| /* Initialise the state of the texture object to the OpenGL defaults, |
| * not the D3D defaults. */ |
| gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3D_TADDRESS_WRAP; |
| gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3D_TADDRESS_WRAP; |
| gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3D_TADDRESS_WRAP; |
| gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0; |
| gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3D_TEXF_LINEAR; |
| gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3D_TEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */ |
| gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3D_TEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */ |
| gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0; |
| gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1; |
| if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]) |
| gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = TRUE; |
| else |
| gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = srgb; |
| gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE; |
| wined3d_texture_set_dirty(texture, TRUE); |
| new_texture = TRUE; |
| |
| if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) |
| { |
| /* This means double binding the texture at creation, but keeps |
| * the code simpler all in all, and the run-time path free from |
| * additional checks. */ |
| context_bind_texture(context, target, gl_tex->name); |
| glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE); |
| checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)"); |
| } |
| } |
| else |
| { |
| *set_surface_desc = FALSE; |
| } |
| |
| if (gl_tex->name) |
| { |
| context_bind_texture(context, target, gl_tex->name); |
| if (new_texture) |
| { |
| /* For a new texture we have to set the texture levels after |
| * binding the texture. Beware that texture rectangles do not |
| * support mipmapping, but set the maxmiplevel if we're relying |
| * on the partial GL_ARB_texture_non_power_of_two emulation with |
| * texture rectangles. (I.e., do not care about cond_np2 here, |
| * just look for GL_TEXTURE_RECTANGLE_ARB.) */ |
| if (target != GL_TEXTURE_RECTANGLE_ARB) |
| { |
| TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->level_count - 1); |
| glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1); |
| checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)"); |
| } |
| if (target == GL_TEXTURE_CUBE_MAP_ARB) |
| { |
| /* Cubemaps are always set to clamp, regardless of the sampler state. */ |
| glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); |
| } |
| } |
| } |
| else |
| { |
| ERR("This texture doesn't have an OpenGL texture assigned to it.\n"); |
| hr = WINED3DERR_INVALIDCALL; |
| } |
| |
| LEAVE_GL(); |
| return hr; |
| } |
| |
| /* GL locking is done by the caller */ |
| static void apply_wrap(const struct wined3d_gl_info *gl_info, GLenum target, |
| enum wined3d_texture_address d3d_wrap, GLenum param, BOOL cond_np2) |
| { |
| GLint gl_wrap; |
| |
| if (d3d_wrap < WINED3D_TADDRESS_WRAP || d3d_wrap > WINED3D_TADDRESS_MIRROR_ONCE) |
| { |
| FIXME("Unrecognized or unsupported texture address mode %#x.\n", d3d_wrap); |
| return; |
| } |
| |
| /* Cubemaps are always set to clamp, regardless of the sampler state. */ |
| if (target == GL_TEXTURE_CUBE_MAP_ARB |
| || (cond_np2 && d3d_wrap == WINED3D_TADDRESS_WRAP)) |
| gl_wrap = GL_CLAMP_TO_EDGE; |
| else |
| gl_wrap = gl_info->wrap_lookup[d3d_wrap - WINED3D_TADDRESS_WRAP]; |
| |
| TRACE("Setting param %#x to %#x for target %#x.\n", param, gl_wrap, target); |
| glTexParameteri(target, param, gl_wrap); |
| checkGLcall("glTexParameteri(target, param, gl_wrap)"); |
| } |
| |
| /* GL locking is done by the caller (state handler) */ |
| void wined3d_texture_apply_state_changes(struct wined3d_texture *texture, |
| const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1], |
| const struct wined3d_gl_info *gl_info) |
| { |
| BOOL cond_np2 = texture->flags & WINED3D_TEXTURE_COND_NP2; |
| GLenum target = texture->target; |
| struct gl_texture *gl_tex; |
| DWORD state; |
| DWORD aniso; |
| |
| TRACE("texture %p, sampler_states %p.\n", texture, sampler_states); |
| |
| gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, |
| texture->flags & WINED3D_TEXTURE_IS_SRGB); |
| |
| /* This function relies on the correct texture being bound and loaded. */ |
| |
| if (sampler_states[WINED3D_SAMP_ADDRESS_U] != gl_tex->states[WINED3DTEXSTA_ADDRESSU]) |
| { |
| state = sampler_states[WINED3D_SAMP_ADDRESS_U]; |
| apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_S, cond_np2); |
| gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state; |
| } |
| |
| if (sampler_states[WINED3D_SAMP_ADDRESS_V] != gl_tex->states[WINED3DTEXSTA_ADDRESSV]) |
| { |
| state = sampler_states[WINED3D_SAMP_ADDRESS_V]; |
| apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_T, cond_np2); |
| gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state; |
| } |
| |
| if (sampler_states[WINED3D_SAMP_ADDRESS_W] != gl_tex->states[WINED3DTEXSTA_ADDRESSW]) |
| { |
| state = sampler_states[WINED3D_SAMP_ADDRESS_W]; |
| apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_R, cond_np2); |
| gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state; |
| } |
| |
| if (sampler_states[WINED3D_SAMP_BORDER_COLOR] != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR]) |
| { |
| float col[4]; |
| |
| state = sampler_states[WINED3D_SAMP_BORDER_COLOR]; |
| D3DCOLORTOGLFLOAT4(state, col); |
| TRACE("Setting border color for %#x to %#x.\n", target, state); |
| glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &col[0]); |
| checkGLcall("glTexParameterfv(..., GL_TEXTURE_BORDER_COLOR, ...)"); |
| gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state; |
| } |
| |
| if (sampler_states[WINED3D_SAMP_MAG_FILTER] != gl_tex->states[WINED3DTEXSTA_MAGFILTER]) |
| { |
| GLint gl_value; |
| |
| state = sampler_states[WINED3D_SAMP_MAG_FILTER]; |
| if (state > WINED3D_TEXF_ANISOTROPIC) |
| FIXME("Unrecognized or unsupported MAGFILTER* value %d.\n", state); |
| |
| gl_value = wined3d_gl_mag_filter(texture->mag_lookup, |
| min(max(state, WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR)); |
| TRACE("ValueMAG=%#x setting MAGFILTER to %#x.\n", state, gl_value); |
| glTexParameteri(target, GL_TEXTURE_MAG_FILTER, gl_value); |
| |
| gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state; |
| } |
| |
| if ((sampler_states[WINED3D_SAMP_MIN_FILTER] != gl_tex->states[WINED3DTEXSTA_MINFILTER] |
| || sampler_states[WINED3D_SAMP_MIP_FILTER] != gl_tex->states[WINED3DTEXSTA_MIPFILTER] |
| || sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL] != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL])) |
| { |
| GLint gl_value; |
| |
| gl_tex->states[WINED3DTEXSTA_MIPFILTER] = sampler_states[WINED3D_SAMP_MIP_FILTER]; |
| gl_tex->states[WINED3DTEXSTA_MINFILTER] = sampler_states[WINED3D_SAMP_MIN_FILTER]; |
| gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL]; |
| |
| if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3D_TEXF_ANISOTROPIC |
| || gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3D_TEXF_ANISOTROPIC) |
| { |
| FIXME("Unrecognized or unsupported MIN_FILTER value %#x MIP_FILTER value %#x.\n", |
| gl_tex->states[WINED3DTEXSTA_MINFILTER], |
| gl_tex->states[WINED3DTEXSTA_MIPFILTER]); |
| } |
| gl_value = wined3d_gl_min_mip_filter(texture->min_mip_lookup, |
| min(max(sampler_states[WINED3D_SAMP_MIN_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR), |
| min(max(sampler_states[WINED3D_SAMP_MIP_FILTER], WINED3D_TEXF_NONE), WINED3D_TEXF_LINEAR)); |
| |
| TRACE("ValueMIN=%#x, ValueMIP=%#x, setting MINFILTER to %#x.\n", |
| sampler_states[WINED3D_SAMP_MIN_FILTER], |
| sampler_states[WINED3D_SAMP_MIP_FILTER], gl_value); |
| glTexParameteri(target, GL_TEXTURE_MIN_FILTER, gl_value); |
| checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ..."); |
| |
| if (!cond_np2) |
| { |
| if (gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3D_TEXF_NONE) |
| gl_value = texture->lod; |
| else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= texture->level_count) |
| gl_value = texture->level_count - 1; |
| else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < texture->lod) |
| /* texture->lod is already clamped in the setter. */ |
| gl_value = texture->lod; |
| else |
| gl_value = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL]; |
| |
| /* Note that WINED3D_SAMP_MAX_MIP_LEVEL specifies the largest mipmap |
| * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest |
| * mimap used (default 1000). So WINED3D_SAMP_MAX_MIP_LEVEL |
| * corresponds to GL_TEXTURE_BASE_LEVEL. */ |
| glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, gl_value); |
| } |
| } |
| |
| if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3D_TEXF_ANISOTROPIC |
| && gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3D_TEXF_ANISOTROPIC |
| && gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3D_TEXF_ANISOTROPIC) |
| || cond_np2) |
| aniso = 1; |
| else |
| aniso = sampler_states[WINED3D_SAMP_MAX_ANISOTROPY]; |
| |
| if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso) |
| { |
| if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) |
| { |
| glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso); |
| checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)"); |
| } |
| else |
| { |
| WARN("Anisotropic filtering not supported.\n"); |
| } |
| gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso; |
| } |
| |
| /* These should always be the same unless EXT_texture_sRGB_decode is supported. */ |
| if (sampler_states[WINED3D_SAMP_SRGB_TEXTURE] != gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE]) |
| { |
| glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, |
| sampler_states[WINED3D_SAMP_SRGB_TEXTURE] ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT); |
| checkGLcall("glTexParameteri(GL_TEXTURE_SRGB_DECODE_EXT)"); |
| gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = sampler_states[WINED3D_SAMP_SRGB_TEXTURE]; |
| } |
| |
| if (!(texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW) |
| != !gl_tex->states[WINED3DTEXSTA_SHADOW]) |
| { |
| if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW) |
| { |
| glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE); |
| glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB); |
| checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)"); |
| gl_tex->states[WINED3DTEXSTA_SHADOW] = TRUE; |
| } |
| else |
| { |
| glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE); |
| checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)"); |
| gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE; |
| } |
| } |
| } |
| |
| ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture) |
| { |
| ULONG refcount = InterlockedIncrement(&texture->resource.ref); |
| |
| TRACE("%p increasing refcount to %u.\n", texture, refcount); |
| |
| return refcount; |
| } |
| |
| /* Do not call while under the GL lock. */ |
| ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture) |
| { |
| ULONG refcount = InterlockedDecrement(&texture->resource.ref); |
| |
| TRACE("%p decreasing refcount to %u.\n", texture, refcount); |
| |
| if (!refcount) |
| { |
| wined3d_texture_cleanup(texture); |
| texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent); |
| HeapFree(GetProcessHeap(), 0, texture); |
| } |
| |
| return refcount; |
| } |
| |
| struct wined3d_resource * CDECL wined3d_texture_get_resource(struct wined3d_texture *texture) |
| { |
| TRACE("texture %p.\n", texture); |
| |
| return &texture->resource; |
| } |
| |
| DWORD CDECL wined3d_texture_set_priority(struct wined3d_texture *texture, DWORD priority) |
| { |
| return resource_set_priority(&texture->resource, priority); |
| } |
| |
| DWORD CDECL wined3d_texture_get_priority(const struct wined3d_texture *texture) |
| { |
| return resource_get_priority(&texture->resource); |
| } |
| |
| /* Do not call while under the GL lock. */ |
| void CDECL wined3d_texture_preload(struct wined3d_texture *texture) |
| { |
| texture->texture_ops->texture_preload(texture, SRGB_ANY); |
| } |
| |
| void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture) |
| { |
| TRACE("texture %p.\n", texture); |
| |
| return texture->resource.parent; |
| } |
| |
| DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod) |
| { |
| DWORD old = texture->lod; |
| |
| TRACE("texture %p, lod %u.\n", texture, lod); |
| |
| /* The d3d9:texture test shows that SetLOD is ignored on non-managed |
| * textures. The call always returns 0, and GetLOD always returns 0. */ |
| if (texture->resource.pool != WINED3D_POOL_MANAGED) |
| { |
| TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture->resource.pool)); |
| return 0; |
| } |
| |
| if (lod >= texture->level_count) |
| lod = texture->level_count - 1; |
| |
| if (texture->lod != lod) |
| { |
| texture->lod = lod; |
| |
| texture->texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U; |
| texture->texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U; |
| if (texture->resource.bind_count) |
| device_invalidate_state(texture->resource.device, STATE_SAMPLER(texture->sampler)); |
| } |
| |
| return old; |
| } |
| |
| DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture) |
| { |
| TRACE("texture %p, returning %u.\n", texture, texture->lod); |
| |
| return texture->lod; |
| } |
| |
| DWORD CDECL wined3d_texture_get_level_count(const struct wined3d_texture *texture) |
| { |
| TRACE("texture %p, returning %u.\n", texture, texture->level_count); |
| |
| return texture->level_count; |
| } |
| |
| HRESULT CDECL wined3d_texture_set_autogen_filter_type(struct wined3d_texture *texture, |
| enum wined3d_texture_filter_type filter_type) |
| { |
| FIXME("texture %p, filter_type %s stub!\n", texture, debug_d3dtexturefiltertype(filter_type)); |
| |
| if (!(texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) |
| { |
| WARN("Texture doesn't have AUTOGENMIPMAP usage.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| texture->filter_type = filter_type; |
| |
| return WINED3D_OK; |
| } |
| |
| enum wined3d_texture_filter_type CDECL wined3d_texture_get_autogen_filter_type(const struct wined3d_texture *texture) |
| { |
| TRACE("texture %p.\n", texture); |
| |
| return texture->filter_type; |
| } |
| |
| void CDECL wined3d_texture_generate_mipmaps(struct wined3d_texture *texture) |
| { |
| /* TODO: Implement filters using GL_SGI_generate_mipmaps. */ |
| FIXME("texture %p stub!\n", texture); |
| } |
| |
| struct wined3d_resource * CDECL wined3d_texture_get_sub_resource(struct wined3d_texture *texture, |
| UINT sub_resource_idx) |
| { |
| UINT sub_count = texture->level_count * texture->layer_count; |
| |
| TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx); |
| |
| if (sub_resource_idx >= sub_count) |
| { |
| WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count); |
| return NULL; |
| } |
| |
| return texture->sub_resources[sub_resource_idx]; |
| } |
| |
| HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture, |
| UINT layer, const struct wined3d_box *dirty_region) |
| { |
| struct wined3d_resource *sub_resource; |
| |
| TRACE("texture %p, layer %u, dirty_region %p.\n", texture, layer, dirty_region); |
| |
| if (!(sub_resource = wined3d_texture_get_sub_resource(texture, layer * texture->level_count))) |
| { |
| WARN("Failed to get sub-resource.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| wined3d_texture_set_dirty(texture, TRUE); |
| texture->texture_ops->texture_sub_resource_add_dirty_region(sub_resource, dirty_region); |
| |
| return WINED3D_OK; |
| } |
| |
| /* Context activation is done by the caller. */ |
| static HRESULT texture2d_bind(struct wined3d_texture *texture, |
| struct wined3d_context *context, BOOL srgb) |
| { |
| BOOL set_gl_texture_desc; |
| HRESULT hr; |
| |
| TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb); |
| |
| hr = wined3d_texture_bind(texture, context, srgb, &set_gl_texture_desc); |
| if (set_gl_texture_desc && SUCCEEDED(hr)) |
| { |
| UINT sub_count = texture->level_count * texture->layer_count; |
| BOOL srgb_tex = !context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE] |
| && (texture->flags & WINED3D_TEXTURE_IS_SRGB); |
| struct gl_texture *gl_tex; |
| UINT i; |
| |
| gl_tex = wined3d_texture_get_gl_texture(texture, context->gl_info, srgb_tex); |
| |
| for (i = 0; i < sub_count; ++i) |
| { |
| struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]); |
| surface_set_texture_name(surface, gl_tex->name, srgb_tex); |
| } |
| |
| /* Conditinal non power of two textures use a different clamping |
| * default. If we're using the GL_WINE_normalized_texrect partial |
| * driver emulation, we're dealing with a GL_TEXTURE_2D texture which |
| * has the address mode set to repeat - something that prevents us |
| * from hitting the accelerated codepath. Thus manually set the GL |
| * state. The same applies to filtering. Even if the texture has only |
| * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW |
| * fallback on macos. */ |
| if (texture->flags & WINED3D_TEXTURE_COND_NP2) |
| { |
| GLenum target = texture->target; |
| |
| ENTER_GL(); |
| glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)"); |
| glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)"); |
| glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| checkGLcall("glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)"); |
| glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| checkGLcall("glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST)"); |
| LEAVE_GL(); |
| gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3D_TADDRESS_CLAMP; |
| gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3D_TADDRESS_CLAMP; |
| gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3D_TEXF_POINT; |
| gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3D_TEXF_POINT; |
| gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3D_TEXF_NONE; |
| } |
| } |
| |
| return hr; |
| } |
| |
| static BOOL texture_srgb_mode(const struct wined3d_texture *texture, enum WINED3DSRGB srgb) |
| { |
| switch (srgb) |
| { |
| case SRGB_RGB: |
| return FALSE; |
| |
| case SRGB_SRGB: |
| return TRUE; |
| |
| default: |
| return texture->flags & WINED3D_TEXTURE_IS_SRGB; |
| } |
| } |
| |
| /* Do not call while under the GL lock. */ |
| static void texture2d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb) |
| { |
| UINT sub_count = texture->level_count * texture->layer_count; |
| struct wined3d_device *device = texture->resource.device; |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| struct wined3d_context *context = NULL; |
| struct gl_texture *gl_tex; |
| BOOL srgb_mode; |
| UINT i; |
| |
| TRACE("texture %p, srgb %#x.\n", texture, srgb); |
| |
| srgb_mode = texture_srgb_mode(texture, srgb); |
| gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, srgb_mode); |
| |
| if (!device->isInDraw) |
| { |
| /* No danger of recursive calls, context_acquire() sets isInDraw to TRUE |
| * when loading offscreen render targets into the texture. */ |
| context = context_acquire(device, NULL); |
| } |
| |
| if (gl_tex->dirty) |
| { |
| /* Reload the surfaces if the texture is marked dirty. */ |
| for (i = 0; i < sub_count; ++i) |
| { |
| surface_load(surface_from_resource(texture->sub_resources[i]), srgb_mode); |
| } |
| } |
| else |
| { |
| TRACE("Texture %p not dirty, nothing to do.\n", texture); |
| } |
| |
| /* No longer dirty. */ |
| gl_tex->dirty = FALSE; |
| |
| if (context) context_release(context); |
| } |
| |
| static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource, |
| const struct wined3d_box *dirty_region) |
| { |
| surface_add_dirty_rect(surface_from_resource(sub_resource), dirty_region); |
| } |
| |
| static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource) |
| { |
| struct wined3d_surface *surface = surface_from_resource(sub_resource); |
| |
| /* Clean out the texture name we gave to the surface so that the |
| * surface doesn't try and release it. */ |
| surface_set_texture_name(surface, 0, TRUE); |
| surface_set_texture_name(surface, 0, FALSE); |
| surface_set_texture_target(surface, 0); |
| surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL); |
| wined3d_surface_decref(surface); |
| } |
| |
| /* Do not call while under the GL lock. */ |
| static void texture2d_unload(struct wined3d_resource *resource) |
| { |
| struct wined3d_texture *texture = wined3d_texture_from_resource(resource); |
| UINT sub_count = texture->level_count * texture->layer_count; |
| UINT i; |
| |
| TRACE("texture %p.\n", texture); |
| |
| for (i = 0; i < sub_count; ++i) |
| { |
| struct wined3d_resource *sub_resource = texture->sub_resources[i]; |
| struct wined3d_surface *surface = surface_from_resource(sub_resource); |
| |
| sub_resource->resource_ops->resource_unload(sub_resource); |
| surface_set_texture_name(surface, 0, FALSE); /* Delete RGB name */ |
| surface_set_texture_name(surface, 0, TRUE); /* Delete sRGB name */ |
| } |
| |
| wined3d_texture_unload(texture); |
| } |
| |
| static const struct wined3d_texture_ops texture2d_ops = |
| { |
| texture2d_bind, |
| texture2d_preload, |
| texture2d_sub_resource_add_dirty_region, |
| texture2d_sub_resource_cleanup, |
| }; |
| |
| static const struct wined3d_resource_ops texture2d_resource_ops = |
| { |
| texture2d_unload, |
| }; |
| |
| static HRESULT cubetexture_init(struct wined3d_texture *texture, UINT edge_length, UINT levels, |
| struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, |
| void *parent, const struct wined3d_parent_ops *parent_ops) |
| { |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| const struct wined3d_format *format = wined3d_get_format(gl_info, format_id); |
| UINT pow2_edge_length; |
| unsigned int i, j; |
| UINT tmp_w; |
| HRESULT hr; |
| |
| /* TODO: It should only be possible to create textures for formats |
| * that are reported as supported. */ |
| if (WINED3DFMT_UNKNOWN >= format_id) |
| { |
| WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && pool != WINED3D_POOL_SCRATCH) |
| { |
| WARN("(%p) : Tried to create not supported cube texture.\n", texture); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| /* Calculate levels for mip mapping */ |
| if (usage & WINED3DUSAGE_AUTOGENMIPMAP) |
| { |
| if (!gl_info->supported[SGIS_GENERATE_MIPMAP]) |
| { |
| WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (levels > 1) |
| { |
| WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| levels = 1; |
| } |
| else if (!levels) |
| { |
| levels = wined3d_log2i(edge_length) + 1; |
| TRACE("Calculated levels = %u.\n", levels); |
| } |
| |
| hr = wined3d_texture_init(texture, &texture2d_ops, 6, levels, |
| WINED3D_RTYPE_CUBE_TEXTURE, device, usage, format, pool, |
| parent, parent_ops, &texture2d_resource_ops); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to initialize texture, returning %#x\n", hr); |
| return hr; |
| } |
| |
| /* Find the nearest pow2 match. */ |
| pow2_edge_length = 1; |
| while (pow2_edge_length < edge_length) pow2_edge_length <<= 1; |
| |
| if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || (edge_length == pow2_edge_length)) |
| { |
| /* Precalculated scaling for 'faked' non power of two texture coords. */ |
| texture->pow2_matrix[0] = 1.0f; |
| texture->pow2_matrix[5] = 1.0f; |
| texture->pow2_matrix[10] = 1.0f; |
| texture->pow2_matrix[15] = 1.0f; |
| } |
| else |
| { |
| /* Precalculated scaling for 'faked' non power of two texture coords. */ |
| texture->pow2_matrix[0] = ((float)edge_length) / ((float)pow2_edge_length); |
| texture->pow2_matrix[5] = ((float)edge_length) / ((float)pow2_edge_length); |
| texture->pow2_matrix[10] = ((float)edge_length) / ((float)pow2_edge_length); |
| texture->pow2_matrix[15] = 1.0f; |
| texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT; |
| } |
| texture->target = GL_TEXTURE_CUBE_MAP_ARB; |
| |
| /* Generate all the surfaces. */ |
| tmp_w = edge_length; |
| for (i = 0; i < texture->level_count; ++i) |
| { |
| /* Create the 6 faces. */ |
| for (j = 0; j < 6; ++j) |
| { |
| static const GLenum cube_targets[6] = |
| { |
| GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, |
| GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, |
| GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, |
| GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, |
| GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, |
| GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, |
| }; |
| UINT idx = j * texture->level_count + i; |
| struct wined3d_surface *surface; |
| |
| if (FAILED(hr = device->device_parent->ops->create_texture_surface(device->device_parent, parent, |
| tmp_w, tmp_w, format_id, usage, pool, i /* Level */, j, &surface))) |
| { |
| FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr); |
| wined3d_texture_cleanup(texture); |
| return hr; |
| } |
| |
| surface_set_container(surface, WINED3D_CONTAINER_TEXTURE, texture); |
| surface_set_texture_target(surface, cube_targets[j]); |
| texture->sub_resources[idx] = &surface->resource; |
| TRACE("Created surface level %u @ %p.\n", i, surface); |
| } |
| tmp_w = max(1, tmp_w >> 1); |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| static HRESULT texture_init(struct wined3d_texture *texture, UINT width, UINT height, UINT levels, |
| struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, |
| void *parent, const struct wined3d_parent_ops *parent_ops) |
| { |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| const struct wined3d_format *format = wined3d_get_format(gl_info, format_id); |
| UINT pow2_width, pow2_height; |
| UINT tmp_w, tmp_h; |
| unsigned int i; |
| HRESULT hr; |
| |
| /* TODO: It should only be possible to create textures for formats |
| * that are reported as supported. */ |
| if (WINED3DFMT_UNKNOWN >= format_id) |
| { |
| WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| /* Non-power2 support. */ |
| if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) |
| { |
| pow2_width = width; |
| pow2_height = height; |
| } |
| else |
| { |
| /* Find the nearest pow2 match. */ |
| pow2_width = pow2_height = 1; |
| while (pow2_width < width) pow2_width <<= 1; |
| while (pow2_height < height) pow2_height <<= 1; |
| |
| if (pow2_width != width || pow2_height != height) |
| { |
| if (levels > 1) |
| { |
| WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| levels = 1; |
| } |
| } |
| |
| /* Calculate levels for mip mapping. */ |
| if (usage & WINED3DUSAGE_AUTOGENMIPMAP) |
| { |
| if (!gl_info->supported[SGIS_GENERATE_MIPMAP]) |
| { |
| WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (levels > 1) |
| { |
| WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| levels = 1; |
| } |
| else if (!levels) |
| { |
| levels = wined3d_log2i(max(width, height)) + 1; |
| TRACE("Calculated levels = %u.\n", levels); |
| } |
| |
| hr = wined3d_texture_init(texture, &texture2d_ops, 1, levels, |
| WINED3D_RTYPE_TEXTURE, device, usage, format, pool, |
| parent, parent_ops, &texture2d_resource_ops); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to initialize texture, returning %#x.\n", hr); |
| return hr; |
| } |
| |
| /* Precalculated scaling for 'faked' non power of two texture coords. |
| * Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE |
| * is used in combination with texture uploads (RTL_READTEX). The reason is that EXT_PALETTED_TEXTURE |
| * doesn't work in combination with ARB_TEXTURE_RECTANGLE. */ |
| if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] && (width != pow2_width || height != pow2_height)) |
| { |
| texture->pow2_matrix[0] = 1.0f; |
| texture->pow2_matrix[5] = 1.0f; |
| texture->pow2_matrix[10] = 1.0f; |
| texture->pow2_matrix[15] = 1.0f; |
| texture->target = GL_TEXTURE_2D; |
| texture->flags |= WINED3D_TEXTURE_COND_NP2; |
| texture->min_mip_lookup = minMipLookup_noFilter; |
| } |
| else if (gl_info->supported[ARB_TEXTURE_RECTANGLE] && (width != pow2_width || height != pow2_height) |
| && !(format->id == WINED3DFMT_P8_UINT && gl_info->supported[EXT_PALETTED_TEXTURE] |
| && wined3d_settings.rendertargetlock_mode == RTL_READTEX)) |
| { |
| if (width != 1 || height != 1) |
| texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT; |
| |
| texture->pow2_matrix[0] = (float)width; |
| texture->pow2_matrix[5] = (float)height; |
| texture->pow2_matrix[10] = 1.0f; |
| texture->pow2_matrix[15] = 1.0f; |
| texture->target = GL_TEXTURE_RECTANGLE_ARB; |
| texture->flags |= WINED3D_TEXTURE_COND_NP2; |
| |
| if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) |
| texture->min_mip_lookup = minMipLookup_noMip; |
| else |
| texture->min_mip_lookup = minMipLookup_noFilter; |
| } |
| else |
| { |
| if ((width != pow2_width) || (height != pow2_height)) |
| { |
| texture->pow2_matrix[0] = (((float)width) / ((float)pow2_width)); |
| texture->pow2_matrix[5] = (((float)height) / ((float)pow2_height)); |
| texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT; |
| } |
| else |
| { |
| texture->pow2_matrix[0] = 1.0f; |
| texture->pow2_matrix[5] = 1.0f; |
| } |
| |
| texture->pow2_matrix[10] = 1.0f; |
| texture->pow2_matrix[15] = 1.0f; |
| texture->target = GL_TEXTURE_2D; |
| } |
| TRACE("xf(%f) yf(%f)\n", texture->pow2_matrix[0], texture->pow2_matrix[5]); |
| |
| /* Generate all the surfaces. */ |
| tmp_w = width; |
| tmp_h = height; |
| for (i = 0; i < texture->level_count; ++i) |
| { |
| struct wined3d_surface *surface; |
| |
| /* Use the callback to create the texture surface. */ |
| if (FAILED(hr = device->device_parent->ops->create_texture_surface(device->device_parent, parent, |
| tmp_w, tmp_h, format->id, usage, pool, i, 0, &surface))) |
| { |
| FIXME("Failed to create surface %p, hr %#x\n", texture, hr); |
| wined3d_texture_cleanup(texture); |
| return hr; |
| } |
| |
| surface_set_container(surface, WINED3D_CONTAINER_TEXTURE, texture); |
| surface_set_texture_target(surface, texture->target); |
| texture->sub_resources[i] = &surface->resource; |
| TRACE("Created surface level %u @ %p.\n", i, surface); |
| /* Calculate the next mipmap level. */ |
| tmp_w = max(1, tmp_w >> 1); |
| tmp_h = max(1, tmp_h >> 1); |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| /* Context activation is done by the caller. */ |
| static HRESULT texture3d_bind(struct wined3d_texture *texture, |
| struct wined3d_context *context, BOOL srgb) |
| { |
| BOOL dummy; |
| |
| TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb); |
| |
| return wined3d_texture_bind(texture, context, srgb, &dummy); |
| } |
| |
| /* Do not call while under the GL lock. */ |
| static void texture3d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb) |
| { |
| struct wined3d_device *device = texture->resource.device; |
| struct wined3d_context *context; |
| BOOL srgb_was_toggled = FALSE; |
| unsigned int i; |
| |
| TRACE("texture %p, srgb %#x.\n", texture, srgb); |
| |
| /* TODO: Use already acquired context when possible. */ |
| context = context_acquire(device, NULL); |
| if (texture->resource.bind_count > 0) |
| { |
| BOOL texture_srgb = texture->flags & WINED3D_TEXTURE_IS_SRGB; |
| BOOL sampler_srgb = texture_srgb_mode(texture, srgb); |
| srgb_was_toggled = !texture_srgb != !sampler_srgb; |
| |
| if (srgb_was_toggled) |
| { |
| if (sampler_srgb) |
| texture->flags |= WINED3D_TEXTURE_IS_SRGB; |
| else |
| texture->flags &= ~WINED3D_TEXTURE_IS_SRGB; |
| } |
| } |
| |
| /* If the texture is marked dirty or the sRGB sampler setting has changed |
| * since the last load then reload the volumes. */ |
| if (texture->texture_rgb.dirty) |
| { |
| for (i = 0; i < texture->level_count; ++i) |
| { |
| volume_load(volume_from_resource(texture->sub_resources[i]), context, i, |
| texture->flags & WINED3D_TEXTURE_IS_SRGB); |
| } |
| } |
| else if (srgb_was_toggled) |
| { |
| for (i = 0; i < texture->level_count; ++i) |
| { |
| struct wined3d_volume *volume = volume_from_resource(texture->sub_resources[i]); |
| volume_add_dirty_box(volume, NULL); |
| volume_load(volume, context, i, texture->flags & WINED3D_TEXTURE_IS_SRGB); |
| } |
| } |
| else |
| { |
| TRACE("Texture %p not dirty, nothing to do.\n", texture); |
| } |
| |
| context_release(context); |
| |
| /* No longer dirty */ |
| texture->texture_rgb.dirty = FALSE; |
| } |
| |
| static void texture3d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource, |
| const struct wined3d_box *dirty_region) |
| { |
| volume_add_dirty_box(volume_from_resource(sub_resource), dirty_region); |
| } |
| |
| static void texture3d_sub_resource_cleanup(struct wined3d_resource *sub_resource) |
| { |
| struct wined3d_volume *volume = volume_from_resource(sub_resource); |
| |
| /* Cleanup the container. */ |
| volume_set_container(volume, NULL); |
| wined3d_volume_decref(volume); |
| } |
| |
| /* Do not call while under the GL lock. */ |
| static void texture3d_unload(struct wined3d_resource *resource) |
| { |
| struct wined3d_texture *texture = wined3d_texture_from_resource(resource); |
| UINT i; |
| |
| TRACE("texture %p.\n", texture); |
| |
| for (i = 0; i < texture->level_count; ++i) |
| { |
| struct wined3d_resource *sub_resource = texture->sub_resources[i]; |
| sub_resource->resource_ops->resource_unload(sub_resource); |
| } |
| |
| wined3d_texture_unload(texture); |
| } |
| |
| static const struct wined3d_texture_ops texture3d_ops = |
| { |
| texture3d_bind, |
| texture3d_preload, |
| texture3d_sub_resource_add_dirty_region, |
| texture3d_sub_resource_cleanup, |
| }; |
| |
| static const struct wined3d_resource_ops texture3d_resource_ops = |
| { |
| texture3d_unload, |
| }; |
| |
| static HRESULT volumetexture_init(struct wined3d_texture *texture, UINT width, UINT height, |
| UINT depth, UINT levels, struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id, |
| enum wined3d_pool pool, void *parent, const struct wined3d_parent_ops *parent_ops) |
| { |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| const struct wined3d_format *format = wined3d_get_format(gl_info, format_id); |
| UINT tmp_w, tmp_h, tmp_d; |
| unsigned int i; |
| HRESULT hr; |
| |
| /* TODO: It should only be possible to create textures for formats |
| * that are reported as supported. */ |
| if (WINED3DFMT_UNKNOWN >= format_id) |
| { |
| WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (!gl_info->supported[EXT_TEXTURE3D]) |
| { |
| WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| /* Calculate levels for mip mapping. */ |
| if (usage & WINED3DUSAGE_AUTOGENMIPMAP) |
| { |
| if (!gl_info->supported[SGIS_GENERATE_MIPMAP]) |
| { |
| WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (levels > 1) |
| { |
| WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| levels = 1; |
| } |
| else if (!levels) |
| { |
| levels = wined3d_log2i(max(max(width, height), depth)) + 1; |
| TRACE("Calculated levels = %u.\n", levels); |
| } |
| |
| hr = wined3d_texture_init(texture, &texture3d_ops, 1, levels, |
| WINED3D_RTYPE_VOLUME_TEXTURE, device, usage, format, pool, |
| parent, parent_ops, &texture3d_resource_ops); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to initialize texture, returning %#x.\n", hr); |
| return hr; |
| } |
| |
| /* Is NP2 support for volumes needed? */ |
| texture->pow2_matrix[0] = 1.0f; |
| texture->pow2_matrix[5] = 1.0f; |
| texture->pow2_matrix[10] = 1.0f; |
| texture->pow2_matrix[15] = 1.0f; |
| texture->target = GL_TEXTURE_3D; |
| |
| /* Generate all the surfaces. */ |
| tmp_w = width; |
| tmp_h = height; |
| tmp_d = depth; |
| |
| for (i = 0; i < texture->level_count; ++i) |
| { |
| struct wined3d_volume *volume; |
| |
| /* Create the volume. */ |
| hr = device->device_parent->ops->create_volume(device->device_parent, parent, |
| tmp_w, tmp_h, tmp_d, format_id, pool, usage, &volume); |
| if (FAILED(hr)) |
| { |
| ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr); |
| wined3d_texture_cleanup(texture); |
| return hr; |
| } |
| |
| /* Set its container to this texture. */ |
| volume_set_container(volume, texture); |
| texture->sub_resources[i] = &volume->resource; |
| |
| /* Calculate the next mipmap level. */ |
| tmp_w = max(1, tmp_w >> 1); |
| tmp_h = max(1, tmp_h >> 1); |
| tmp_d = max(1, tmp_d >> 1); |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_texture_create_2d(struct wined3d_device *device, UINT width, UINT height, |
| UINT level_count, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, void *parent, |
| const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture) |
| { |
| struct wined3d_texture *object; |
| HRESULT hr; |
| |
| TRACE("device %p, width %u, height %u, level_count %u, usage %#x\n", |
| device, width, height, level_count, usage); |
| TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n", |
| debug_d3dformat(format_id), pool, parent, parent_ops, texture); |
| |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); |
| if (!object) |
| { |
| ERR("Out of memory.\n"); |
| *texture = NULL; |
| return WINED3DERR_OUTOFVIDEOMEMORY; |
| } |
| |
| hr = texture_init(object, width, height, level_count, |
| device, usage, format_id, pool, parent, parent_ops); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to initialize texture, returning %#x.\n", hr); |
| HeapFree(GetProcessHeap(), 0, object); |
| *texture = NULL; |
| return hr; |
| } |
| |
| TRACE("Created texture %p.\n", object); |
| *texture = object; |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_texture_create_3d(struct wined3d_device *device, UINT width, UINT height, UINT depth, |
| UINT level_count, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, void *parent, |
| const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture) |
| { |
| struct wined3d_texture *object; |
| HRESULT hr; |
| |
| TRACE("device %p, width %u, height %u, depth %u, level_count %u, usage %#x\n", |
| device, width, height, depth, level_count, usage); |
| TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n", |
| debug_d3dformat(format_id), pool, parent, parent_ops, texture); |
| |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); |
| if (!object) |
| { |
| ERR("Out of memory\n"); |
| *texture = NULL; |
| return WINED3DERR_OUTOFVIDEOMEMORY; |
| } |
| |
| hr = volumetexture_init(object, width, height, depth, level_count, |
| device, usage, format_id, pool, parent, parent_ops); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to initialize volumetexture, returning %#x\n", hr); |
| HeapFree(GetProcessHeap(), 0, object); |
| *texture = NULL; |
| return hr; |
| } |
| |
| TRACE("Created texture %p.\n", object); |
| *texture = object; |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_texture_create_cube(struct wined3d_device *device, UINT edge_length, |
| UINT level_count, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, void *parent, |
| const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture) |
| { |
| struct wined3d_texture *object; |
| HRESULT hr; |
| |
| TRACE("device %p, edge_length %u, level_count %u, usage %#x\n", |
| device, edge_length, level_count, usage); |
| TRACE("format %s, pool %#x, parent %p, parent_ops %p, texture %p.\n", |
| debug_d3dformat(format_id), pool, parent, parent_ops, texture); |
| |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); |
| if (!object) |
| { |
| ERR("Out of memory\n"); |
| *texture = NULL; |
| return WINED3DERR_OUTOFVIDEOMEMORY; |
| } |
| |
| hr = cubetexture_init(object, edge_length, level_count, |
| device, usage, format_id, pool, parent, parent_ops); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to initialize cubetexture, returning %#x\n", hr); |
| HeapFree(GetProcessHeap(), 0, object); |
| *texture = NULL; |
| return hr; |
| } |
| |
| TRACE("Created texture %p.\n", object); |
| *texture = object; |
| |
| return WINED3D_OK; |
| } |