| /* |
| * Copyright 2002-2005 Jason Edmeades |
| * Copyright 2002-2005 Raphael Junqueira |
| * Copyright 2005 Oliver Stieber |
| * Copyright 2007-2009, 2013 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); |
| WINE_DECLARE_DEBUG_CHANNEL(d3d_perf); |
| WINE_DECLARE_DEBUG_CHANNEL(winediag); |
| |
| #define WINED3D_TEXTURE_DYNAMIC_MAP_THRESHOLD 50 |
| |
| static BOOL wined3d_texture_use_pbo(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info) |
| { |
| return texture->resource.pool == WINED3D_POOL_DEFAULT |
| && texture->resource.access_flags & WINED3D_RESOURCE_ACCESS_CPU |
| && gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] |
| && !texture->resource.format->convert |
| && !(texture->flags & (WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_COND_NP2_EMULATED)); |
| } |
| |
| static BOOL wined3d_texture_use_immutable_storage(const struct wined3d_texture *texture, |
| const struct wined3d_gl_info *gl_info) |
| { |
| /* We don't expect to create texture views for textures with height-scaled formats. |
| * Besides, ARB_texture_storage doesn't allow to specify exact sizes for all levels. */ |
| return gl_info->supported[ARB_TEXTURE_STORAGE] |
| && !(texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE); |
| } |
| |
| GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture) |
| { |
| const struct wined3d_swapchain *swapchain = texture->swapchain; |
| |
| TRACE("texture %p.\n", texture); |
| |
| if (!swapchain) |
| { |
| ERR("Texture %p is not part of a swapchain.\n", texture); |
| return GL_NONE; |
| } |
| |
| if (swapchain->back_buffers && swapchain->back_buffers[0] == texture) |
| { |
| if (swapchain->render_to_fbo) |
| { |
| TRACE("Returning GL_COLOR_ATTACHMENT0.\n"); |
| return GL_COLOR_ATTACHMENT0; |
| } |
| TRACE("Returning GL_BACK.\n"); |
| return GL_BACK; |
| } |
| else if (texture == swapchain->front_buffer) |
| { |
| TRACE("Returning GL_FRONT.\n"); |
| return GL_FRONT; |
| } |
| |
| FIXME("Higher back buffer, returning GL_BACK.\n"); |
| return GL_BACK; |
| } |
| |
| static void wined3d_texture_evict_sysmem(struct wined3d_texture *texture) |
| { |
| struct wined3d_texture_sub_resource *sub_resource; |
| unsigned int i, sub_count; |
| |
| if (texture->flags & (WINED3D_TEXTURE_CONVERTED | WINED3D_TEXTURE_PIN_SYSMEM) |
| || texture->download_count > WINED3D_TEXTURE_DYNAMIC_MAP_THRESHOLD) |
| { |
| TRACE("Not evicting system memory for texture %p.\n", texture); |
| return; |
| } |
| |
| TRACE("Evicting system memory for texture %p.\n", texture); |
| |
| sub_count = texture->level_count * texture->layer_count; |
| for (i = 0; i < sub_count; ++i) |
| { |
| sub_resource = &texture->sub_resources[i]; |
| if (sub_resource->locations == WINED3D_LOCATION_SYSMEM) |
| ERR("WINED3D_LOCATION_SYSMEM is the only location for sub-resource %u of texture %p.\n", |
| i, texture); |
| sub_resource->locations &= ~WINED3D_LOCATION_SYSMEM; |
| } |
| wined3d_resource_free_sysmem(&texture->resource); |
| } |
| |
| void wined3d_texture_validate_location(struct wined3d_texture *texture, |
| unsigned int sub_resource_idx, DWORD location) |
| { |
| struct wined3d_texture_sub_resource *sub_resource; |
| DWORD previous_locations; |
| |
| TRACE("texture %p, sub_resource_idx %u, location %s.\n", |
| texture, sub_resource_idx, wined3d_debug_location(location)); |
| |
| sub_resource = &texture->sub_resources[sub_resource_idx]; |
| previous_locations = sub_resource->locations; |
| sub_resource->locations |= location; |
| if (previous_locations == WINED3D_LOCATION_SYSMEM && location != WINED3D_LOCATION_SYSMEM |
| && !--texture->sysmem_count) |
| wined3d_texture_evict_sysmem(texture); |
| |
| TRACE("New locations flags are %s.\n", wined3d_debug_location(sub_resource->locations)); |
| } |
| |
| static void wined3d_texture_set_dirty(struct wined3d_texture *texture) |
| { |
| texture->flags &= ~(WINED3D_TEXTURE_RGB_VALID | WINED3D_TEXTURE_SRGB_VALID); |
| } |
| |
| void wined3d_texture_invalidate_location(struct wined3d_texture *texture, |
| unsigned int sub_resource_idx, DWORD location) |
| { |
| struct wined3d_texture_sub_resource *sub_resource; |
| |
| TRACE("texture %p, sub_resource_idx %u, location %s.\n", |
| texture, sub_resource_idx, wined3d_debug_location(location)); |
| |
| if (location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB)) |
| wined3d_texture_set_dirty(texture); |
| |
| sub_resource = &texture->sub_resources[sub_resource_idx]; |
| sub_resource->locations &= ~location; |
| if (sub_resource->locations == WINED3D_LOCATION_SYSMEM) |
| ++texture->sysmem_count; |
| |
| TRACE("New locations flags are %s.\n", wined3d_debug_location(sub_resource->locations)); |
| |
| if (!sub_resource->locations) |
| ERR("Sub-resource %u of texture %p does not have any up to date location.\n", |
| sub_resource_idx, texture); |
| } |
| |
| /* Context activation is done by the caller. */ |
| void *wined3d_texture_map_bo_address(const struct wined3d_bo_address *data, size_t size, |
| const struct wined3d_gl_info *gl_info, GLenum binding, DWORD flags) |
| { |
| BYTE *memory; |
| |
| if (!data->buffer_object) |
| return data->addr; |
| |
| GL_EXTCALL(glBindBuffer(binding, data->buffer_object)); |
| |
| if (gl_info->supported[ARB_MAP_BUFFER_RANGE]) |
| { |
| GLbitfield map_flags = wined3d_resource_gl_map_flags(flags) & ~GL_MAP_FLUSH_EXPLICIT_BIT; |
| memory = GL_EXTCALL(glMapBufferRange(binding, (INT_PTR)data->addr, size, map_flags)); |
| } |
| else |
| { |
| memory = GL_EXTCALL(glMapBuffer(binding, wined3d_resource_gl_legacy_map_flags(flags))); |
| memory += (INT_PTR)data->addr; |
| } |
| |
| GL_EXTCALL(glBindBuffer(binding, 0)); |
| checkGLcall("Map buffer object"); |
| |
| return memory; |
| } |
| |
| /* Context activation is done by the caller. */ |
| void wined3d_texture_unmap_bo_address(const struct wined3d_bo_address *data, |
| const struct wined3d_gl_info *gl_info, GLenum binding) |
| { |
| if (!data->buffer_object) |
| return; |
| |
| GL_EXTCALL(glBindBuffer(binding, data->buffer_object)); |
| GL_EXTCALL(glUnmapBuffer(binding)); |
| GL_EXTCALL(glBindBuffer(binding, 0)); |
| checkGLcall("Unmap buffer object"); |
| } |
| |
| void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx, |
| struct wined3d_bo_address *data, DWORD locations) |
| { |
| struct wined3d_texture_sub_resource *sub_resource; |
| |
| TRACE("texture %p, sub_resource_idx %u, data %p, locations %s.\n", |
| texture, sub_resource_idx, data, wined3d_debug_location(locations)); |
| |
| sub_resource = &texture->sub_resources[sub_resource_idx]; |
| if (locations & WINED3D_LOCATION_BUFFER) |
| { |
| data->addr = NULL; |
| data->buffer_object = sub_resource->buffer_object; |
| return; |
| } |
| if (locations & WINED3D_LOCATION_USER_MEMORY) |
| { |
| data->addr = texture->user_memory; |
| data->buffer_object = 0; |
| return; |
| } |
| if (locations & WINED3D_LOCATION_SYSMEM) |
| { |
| data->addr = texture->resource.heap_memory; |
| data->addr += sub_resource->offset; |
| data->buffer_object = 0; |
| return; |
| } |
| |
| ERR("Unexpected locations %s.\n", wined3d_debug_location(locations)); |
| data->addr = NULL; |
| data->buffer_object = 0; |
| } |
| |
| static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_texture_ops *texture_ops, |
| UINT layer_count, UINT level_count, const struct wined3d_resource_desc *desc, DWORD flags, |
| struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops, |
| const struct wined3d_resource_ops *resource_ops) |
| { |
| const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info, desc->format); |
| unsigned int i, j, size, offset = 0; |
| HRESULT hr; |
| |
| TRACE("texture %p, texture_ops %p, layer_count %u, level_count %u, resource_type %s, format %s, " |
| "multisample_type %#x, multisample_quality %#x, usage %s, pool %s, width %u, height %u, depth %u, " |
| "flags %#x, device %p, parent %p, parent_ops %p, resource_ops %p.\n", |
| texture, texture_ops, layer_count, level_count, debug_d3dresourcetype(desc->resource_type), |
| debug_d3dformat(desc->format), desc->multisample_type, desc->multisample_quality, |
| debug_d3dusage(desc->usage), debug_d3dpool(desc->pool), desc->width, desc->height, desc->depth, |
| flags, device, parent, parent_ops, resource_ops); |
| |
| if (!desc->width || !desc->height || !desc->depth) |
| return WINED3DERR_INVALIDCALL; |
| |
| for (i = 0; i < layer_count; ++i) |
| { |
| for (j = 0; j < level_count; ++j) |
| { |
| unsigned int idx = i * level_count + j; |
| |
| size = wined3d_format_calculate_size(format, device->surface_alignment, |
| max(1, desc->width >> j), max(1, desc->height >> j), max(1, desc->depth >> j)); |
| texture->sub_resources[idx].offset = offset; |
| texture->sub_resources[idx].size = size; |
| offset += size; |
| } |
| offset = (offset + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1); |
| } |
| |
| if (!offset) |
| return WINED3DERR_INVALIDCALL; |
| |
| if (FAILED(hr = resource_init(&texture->resource, device, desc->resource_type, format, |
| desc->multisample_type, desc->multisample_quality, desc->usage, desc->pool, |
| desc->width, desc->height, desc->depth, offset, parent, parent_ops, resource_ops))) |
| { |
| static unsigned int once; |
| |
| /* DXTn 3D textures are not supported. Do not write the ERR for them. */ |
| if ((desc->format == WINED3DFMT_DXT1 || desc->format == WINED3DFMT_DXT2 || desc->format == WINED3DFMT_DXT3 |
| || desc->format == WINED3DFMT_DXT4 || desc->format == WINED3DFMT_DXT5) |
| && !(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE) |
| && desc->resource_type != WINED3D_RTYPE_TEXTURE_3D && !once++) |
| ERR_(winediag)("The application tried to create a DXTn texture, but the driver does not support them.\n"); |
| |
| WARN("Failed to initialize resource, returning %#x\n", hr); |
| return hr; |
| } |
| wined3d_resource_update_draw_binding(&texture->resource); |
| if ((flags & WINED3D_TEXTURE_CREATE_MAPPABLE) || desc->format == WINED3DFMT_D16_LOCKABLE) |
| texture->resource.access_flags |= WINED3D_RESOURCE_ACCESS_CPU; |
| |
| texture->texture_ops = texture_ops; |
| |
| texture->layer_count = layer_count; |
| texture->level_count = level_count; |
| texture->filter_type = (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3D_TEXF_LINEAR : WINED3D_TEXF_NONE; |
| texture->lod = 0; |
| texture->flags |= WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS; |
| if (flags & WINED3D_TEXTURE_CREATE_GET_DC_LENIENT) |
| texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_GET_DC_LENIENT; |
| if (flags & WINED3D_TEXTURE_CREATE_DISCARD) |
| texture->flags |= WINED3D_TEXTURE_DISCARD; |
| |
| return WINED3D_OK; |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void wined3d_texture_remove_buffer_object(struct wined3d_texture *texture, |
| unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info) |
| { |
| GLuint *buffer_object; |
| |
| buffer_object = &texture->sub_resources[sub_resource_idx].buffer_object; |
| GL_EXTCALL(glDeleteBuffers(1, buffer_object)); |
| checkGLcall("glDeleteBuffers"); |
| wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_BUFFER); |
| *buffer_object = 0; |
| |
| TRACE("Deleted buffer object %u for texture %p, sub-resource %u.\n", |
| *buffer_object, texture, sub_resource_idx); |
| } |
| |
| static void wined3d_texture_update_map_binding(struct wined3d_texture *texture) |
| { |
| unsigned int sub_count = texture->level_count * texture->layer_count; |
| const struct wined3d_device *device = texture->resource.device; |
| DWORD map_binding = texture->update_map_binding; |
| struct wined3d_context *context = NULL; |
| unsigned int i; |
| |
| if (device->d3d_initialized) |
| context = context_acquire(device, NULL); |
| |
| for (i = 0; i < sub_count; ++i) |
| { |
| if (texture->sub_resources[i].locations == texture->resource.map_binding |
| && !texture->texture_ops->texture_load_location(texture, i, context, map_binding)) |
| ERR("Failed to load location %s.\n", wined3d_debug_location(map_binding)); |
| if (texture->resource.map_binding == WINED3D_LOCATION_BUFFER) |
| wined3d_texture_remove_buffer_object(texture, i, context->gl_info); |
| } |
| |
| if (context) |
| context_release(context); |
| |
| texture->resource.map_binding = map_binding; |
| texture->update_map_binding = 0; |
| } |
| |
| void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding) |
| { |
| texture->update_map_binding = map_binding; |
| if (!texture->resource.map_count) |
| wined3d_texture_update_map_binding(texture); |
| } |
| |
| /* A GL context is provided by the caller */ |
| static void gltexture_delete(struct wined3d_device *device, const struct wined3d_gl_info *gl_info, |
| struct gl_texture *tex) |
| { |
| context_gl_resource_released(device, tex->name, FALSE); |
| gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex->name); |
| tex->name = 0; |
| } |
| |
| /* Context activation is done by the caller. */ |
| /* The caller is responsible for binding the correct texture. */ |
| static void wined3d_texture_allocate_gl_mutable_storage(struct wined3d_texture *texture, |
| GLenum gl_internal_format, const struct wined3d_format *format, |
| const struct wined3d_gl_info *gl_info) |
| { |
| unsigned int i, sub_call_count; |
| |
| sub_call_count = texture->level_count; |
| if (texture->target != GL_TEXTURE_2D_ARRAY) |
| sub_call_count *= texture->layer_count; |
| |
| for (i = 0; i < sub_call_count; ++i) |
| { |
| struct wined3d_surface *surface = texture->sub_resources[i].u.surface; |
| GLsizei width, height; |
| |
| width = wined3d_texture_get_level_pow2_width(texture, surface->texture_level); |
| height = wined3d_texture_get_level_pow2_height(texture, surface->texture_level); |
| if (texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE) |
| { |
| height *= format->height_scale.numerator; |
| height /= format->height_scale.denominator; |
| } |
| |
| TRACE("surface %p, target %#x, level %u, width %u, height %u.\n", |
| surface, surface->texture_target, surface->texture_level, width, height); |
| |
| if (texture->target == GL_TEXTURE_2D_ARRAY) |
| { |
| GL_EXTCALL(glTexImage3D(surface->texture_target, surface->texture_level, |
| gl_internal_format, width, height, texture->layer_count, 0, |
| format->glFormat, format->glType, NULL)); |
| checkGLcall("glTexImage3D"); |
| } |
| else |
| { |
| gl_info->gl_ops.gl.p_glTexImage2D(surface->texture_target, surface->texture_level, |
| gl_internal_format, width, height, 0, format->glFormat, format->glType, NULL); |
| checkGLcall("glTexImage2D"); |
| } |
| } |
| } |
| |
| /* Context activation is done by the caller. */ |
| /* The caller is responsible for binding the correct texture. */ |
| static void wined3d_texture_allocate_gl_immutable_storage(struct wined3d_texture *texture, |
| GLenum gl_internal_format, const struct wined3d_gl_info *gl_info) |
| { |
| GLsizei width = wined3d_texture_get_level_pow2_width(texture, 0); |
| GLsizei height = wined3d_texture_get_level_pow2_height(texture, 0); |
| |
| if (texture->target == GL_TEXTURE_2D_ARRAY) |
| { |
| GL_EXTCALL(glTexStorage3D(texture->target, texture->level_count, gl_internal_format, |
| width, height, texture->layer_count)); |
| checkGLcall("glTexStorage3D"); |
| } |
| else |
| { |
| GL_EXTCALL(glTexStorage2D(texture->target, texture->level_count, gl_internal_format, |
| width, height)); |
| checkGLcall("glTexStorage2D"); |
| } |
| } |
| |
| static void wined3d_texture_unload_gl_texture(struct wined3d_texture *texture) |
| { |
| struct wined3d_device *device = texture->resource.device; |
| const struct wined3d_gl_info *gl_info = NULL; |
| struct wined3d_context *context = NULL; |
| |
| if (texture->texture_rgb.name || texture->texture_srgb.name |
| || texture->rb_multisample || texture->rb_resolved) |
| { |
| context = context_acquire(device, NULL); |
| gl_info = context->gl_info; |
| } |
| |
| if (texture->texture_rgb.name) |
| gltexture_delete(device, context->gl_info, &texture->texture_rgb); |
| |
| if (texture->texture_srgb.name) |
| gltexture_delete(device, context->gl_info, &texture->texture_srgb); |
| |
| if (texture->rb_multisample) |
| { |
| TRACE("Deleting multisample renderbuffer %u.\n", texture->rb_multisample); |
| context_gl_resource_released(device, texture->rb_multisample, TRUE); |
| gl_info->fbo_ops.glDeleteRenderbuffers(1, &texture->rb_multisample); |
| texture->rb_multisample = 0; |
| } |
| |
| if (texture->rb_resolved) |
| { |
| TRACE("Deleting resolved renderbuffer %u.\n", texture->rb_resolved); |
| context_gl_resource_released(device, texture->rb_resolved, TRUE); |
| gl_info->fbo_ops.glDeleteRenderbuffers(1, &texture->rb_resolved); |
| texture->rb_resolved = 0; |
| } |
| |
| if (context) context_release(context); |
| |
| wined3d_texture_set_dirty(texture); |
| |
| resource_unload(&texture->resource); |
| } |
| |
| static void wined3d_texture_cleanup(struct wined3d_texture *texture) |
| { |
| unsigned int sub_count = texture->level_count * texture->layer_count; |
| struct wined3d_device *device = texture->resource.device; |
| struct wined3d_context *context = NULL; |
| const struct wined3d_gl_info *gl_info; |
| GLuint buffer_object; |
| unsigned int i; |
| |
| TRACE("texture %p.\n", texture); |
| |
| for (i = 0; i < sub_count; ++i) |
| { |
| if (!(buffer_object = texture->sub_resources[i].buffer_object)) |
| continue; |
| |
| TRACE("Deleting buffer object %u.\n", buffer_object); |
| |
| /* We may not be able to get a context in wined3d_texture_cleanup() in |
| * general, but if a buffer object was previously created we can. */ |
| if (!context) |
| { |
| context = context_acquire(device, NULL); |
| gl_info = context->gl_info; |
| } |
| |
| GL_EXTCALL(glDeleteBuffers(1, &buffer_object)); |
| } |
| if (context) |
| context_release(context); |
| |
| texture->texture_ops->texture_cleanup_sub_resources(texture); |
| wined3d_texture_unload_gl_texture(texture); |
| resource_cleanup(&texture->resource); |
| } |
| |
| void wined3d_texture_set_swapchain(struct wined3d_texture *texture, struct wined3d_swapchain *swapchain) |
| { |
| texture->swapchain = swapchain; |
| wined3d_resource_update_draw_binding(&texture->resource); |
| } |
| |
| /* Context activation is done by the caller. */ |
| void wined3d_texture_bind(struct wined3d_texture *texture, |
| struct wined3d_context *context, BOOL srgb) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| const struct wined3d_format *format = texture->resource.format; |
| const struct color_fixup_desc fixup = format->color_fixup; |
| struct gl_texture *gl_tex; |
| GLenum target; |
| |
| TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb); |
| |
| if (!needs_separate_srgb_gl_texture(context)) |
| srgb = FALSE; |
| |
| /* 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, srgb); |
| target = texture->target; |
| |
| if (gl_tex->name) |
| { |
| context_bind_texture(context, target, gl_tex->name); |
| return; |
| } |
| |
| gl_info->gl_ops.gl.p_glGenTextures(1, &gl_tex->name); |
| checkGLcall("glGenTextures"); |
| TRACE("Generated texture %d.\n", gl_tex->name); |
| |
| if (!gl_tex->name) |
| { |
| ERR("Failed to generate a texture name.\n"); |
| return; |
| } |
| |
| /* Initialise the state of the texture object to the OpenGL defaults, not |
| * the wined3d defaults. */ |
| gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_WRAP; |
| gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_WRAP; |
| gl_tex->sampler_desc.address_w = WINED3D_TADDRESS_WRAP; |
| memset(gl_tex->sampler_desc.border_color, 0, sizeof(gl_tex->sampler_desc.border_color)); |
| gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_LINEAR; |
| gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */ |
| gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */ |
| gl_tex->sampler_desc.lod_bias = 0.0f; |
| gl_tex->sampler_desc.min_lod = -1000.0f; |
| gl_tex->sampler_desc.max_lod = 1000.0f; |
| gl_tex->sampler_desc.max_anisotropy = 1; |
| gl_tex->sampler_desc.compare = FALSE; |
| gl_tex->sampler_desc.comparison_func = WINED3D_CMP_LESSEQUAL; |
| if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]) |
| gl_tex->sampler_desc.srgb_decode = TRUE; |
| else |
| gl_tex->sampler_desc.srgb_decode = srgb; |
| gl_tex->base_level = 0; |
| wined3d_texture_set_dirty(texture); |
| |
| context_bind_texture(context, target, gl_tex->name); |
| |
| if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) |
| { |
| gl_info->gl_ops.gl.p_glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE); |
| checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)"); |
| } |
| |
| /* 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); |
| gl_info->gl_ops.gl.p_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. */ |
| gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); |
| } |
| |
| if (texture->flags & WINED3D_TEXTURE_COND_NP2) |
| { |
| /* 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. */ |
| gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| checkGLcall("glTexParameteri"); |
| gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP; |
| gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP; |
| gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_POINT; |
| gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT; |
| gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_NONE; |
| } |
| |
| if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] && gl_info->supported[ARB_DEPTH_TEXTURE]) |
| { |
| gl_info->gl_ops.gl.p_glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY); |
| checkGLcall("glTexParameteri(GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY)"); |
| } |
| |
| if (!is_identity_fixup(fixup) && can_use_texture_swizzle(gl_info, format)) |
| { |
| static const GLenum swizzle_source[] = |
| { |
| GL_ZERO, /* CHANNEL_SOURCE_ZERO */ |
| GL_ONE, /* CHANNEL_SOURCE_ONE */ |
| GL_RED, /* CHANNEL_SOURCE_X */ |
| GL_GREEN, /* CHANNEL_SOURCE_Y */ |
| GL_BLUE, /* CHANNEL_SOURCE_Z */ |
| GL_ALPHA, /* CHANNEL_SOURCE_W */ |
| }; |
| struct |
| { |
| GLint x, y, z, w; |
| } |
| swizzle; |
| |
| swizzle.x = swizzle_source[fixup.x_source]; |
| swizzle.y = swizzle_source[fixup.y_source]; |
| swizzle.z = swizzle_source[fixup.z_source]; |
| swizzle.w = swizzle_source[fixup.w_source]; |
| gl_info->gl_ops.gl.p_glTexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, &swizzle.x); |
| checkGLcall("glTexParameteriv(GL_TEXTURE_SWIZZLE_RGBA)"); |
| } |
| } |
| |
| /* Context activation is done by the caller. */ |
| void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture, |
| struct wined3d_context *context, BOOL srgb) |
| { |
| DWORD active_sampler; |
| |
| /* We don't need a specific texture unit, but after binding the texture |
| * the current unit is dirty. Read the unit back instead of switching to |
| * 0, this avoids messing around with the state manager's GL states. The |
| * current texture unit should always be a valid one. |
| * |
| * To be more specific, this is tricky because we can implicitly be |
| * called from sampler() in state.c. This means we can't touch anything |
| * other than whatever happens to be the currently active texture, or we |
| * would risk marking already applied sampler states dirty again. */ |
| active_sampler = context->rev_tex_unit_map[context->active_texture]; |
| if (active_sampler != WINED3D_UNMAPPED_STAGE) |
| context_invalidate_state(context, STATE_SAMPLER(active_sampler)); |
| /* FIXME: Ideally we'd only do this when touching a binding that's used by |
| * a shader. */ |
| context_invalidate_state(context, STATE_SHADER_RESOURCE_BINDING); |
| |
| wined3d_texture_bind(texture, context, srgb); |
| } |
| |
| /* Context activation is done by the caller (state handler). */ |
| /* This function relies on the correct texture being bound and loaded. */ |
| void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture, |
| const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| GLenum target = texture->target; |
| struct gl_texture *gl_tex; |
| DWORD state; |
| |
| TRACE("texture %p, sampler_desc %p, context %p.\n", texture, sampler_desc, context); |
| |
| gl_tex = wined3d_texture_get_gl_texture(texture, texture->flags & WINED3D_TEXTURE_IS_SRGB); |
| |
| state = sampler_desc->address_u; |
| if (state != gl_tex->sampler_desc.address_u) |
| { |
| gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, |
| gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]); |
| gl_tex->sampler_desc.address_u = state; |
| } |
| |
| state = sampler_desc->address_v; |
| if (state != gl_tex->sampler_desc.address_v) |
| { |
| gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, |
| gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]); |
| gl_tex->sampler_desc.address_v = state; |
| } |
| |
| state = sampler_desc->address_w; |
| if (state != gl_tex->sampler_desc.address_w) |
| { |
| gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R, |
| gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]); |
| gl_tex->sampler_desc.address_w = state; |
| } |
| |
| if (memcmp(gl_tex->sampler_desc.border_color, sampler_desc->border_color, |
| sizeof(gl_tex->sampler_desc.border_color))) |
| { |
| gl_info->gl_ops.gl.p_glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &sampler_desc->border_color[0]); |
| memcpy(gl_tex->sampler_desc.border_color, sampler_desc->border_color, |
| sizeof(gl_tex->sampler_desc.border_color)); |
| } |
| |
| state = sampler_desc->mag_filter; |
| if (state != gl_tex->sampler_desc.mag_filter) |
| { |
| gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(state)); |
| gl_tex->sampler_desc.mag_filter = state; |
| } |
| |
| if (sampler_desc->min_filter != gl_tex->sampler_desc.min_filter |
| || sampler_desc->mip_filter != gl_tex->sampler_desc.mip_filter) |
| { |
| gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, |
| wined3d_gl_min_mip_filter(sampler_desc->min_filter, sampler_desc->mip_filter)); |
| gl_tex->sampler_desc.min_filter = sampler_desc->min_filter; |
| gl_tex->sampler_desc.mip_filter = sampler_desc->mip_filter; |
| } |
| |
| state = sampler_desc->max_anisotropy; |
| if (state != gl_tex->sampler_desc.max_anisotropy) |
| { |
| if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) |
| gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, state); |
| else |
| WARN("Anisotropic filtering not supported.\n"); |
| gl_tex->sampler_desc.max_anisotropy = state; |
| } |
| |
| if (!sampler_desc->srgb_decode != !gl_tex->sampler_desc.srgb_decode |
| && (context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL) |
| && gl_info->supported[EXT_TEXTURE_SRGB_DECODE]) |
| { |
| gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, |
| sampler_desc->srgb_decode ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT); |
| gl_tex->sampler_desc.srgb_decode = sampler_desc->srgb_decode; |
| } |
| |
| if (!sampler_desc->compare != !gl_tex->sampler_desc.compare) |
| { |
| if (sampler_desc->compare) |
| gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB); |
| else |
| gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE); |
| gl_tex->sampler_desc.compare = sampler_desc->compare; |
| } |
| |
| checkGLcall("Texture parameter application"); |
| |
| if (gl_info->supported[EXT_TEXTURE_LOD_BIAS]) |
| { |
| gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, |
| GL_TEXTURE_LOD_BIAS_EXT, sampler_desc->lod_bias); |
| checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)"); |
| } |
| } |
| |
| ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture) |
| { |
| ULONG refcount; |
| |
| TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain); |
| |
| if (texture->swapchain) |
| return wined3d_swapchain_incref(texture->swapchain); |
| |
| refcount = InterlockedIncrement(&texture->resource.ref); |
| TRACE("%p increasing refcount to %u.\n", texture, refcount); |
| |
| return refcount; |
| } |
| |
| ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture) |
| { |
| ULONG refcount; |
| |
| TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain); |
| |
| if (texture->swapchain) |
| return wined3d_swapchain_decref(texture->swapchain); |
| |
| 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; |
| } |
| |
| static BOOL color_key_equal(const struct wined3d_color_key *c1, struct wined3d_color_key *c2) |
| { |
| return c1->color_space_low_value == c2->color_space_low_value |
| && c1->color_space_high_value == c2->color_space_high_value; |
| } |
| |
| /* Context activation is done by the caller */ |
| void wined3d_texture_load(struct wined3d_texture *texture, |
| struct wined3d_context *context, BOOL srgb) |
| { |
| UINT sub_count = texture->level_count * texture->layer_count; |
| const struct wined3d_d3d_info *d3d_info = context->d3d_info; |
| DWORD flag; |
| UINT i; |
| |
| TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb); |
| |
| if (!needs_separate_srgb_gl_texture(context)) |
| srgb = FALSE; |
| |
| if (srgb) |
| flag = WINED3D_TEXTURE_SRGB_VALID; |
| else |
| flag = WINED3D_TEXTURE_RGB_VALID; |
| |
| if (!d3d_info->shader_color_key |
| && (!(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY) |
| != !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT) |
| || (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY |
| && !color_key_equal(&texture->async.gl_color_key, &texture->async.src_blt_color_key)))) |
| { |
| unsigned int sub_count = texture->level_count * texture->layer_count; |
| unsigned int i; |
| |
| TRACE("Reloading because of color key value change.\n"); |
| for (i = 0; i < sub_count; i++) |
| { |
| if (!texture->texture_ops->texture_load_location(texture, i, context, texture->resource.map_binding)) |
| ERR("Failed to load location %s.\n", wined3d_debug_location(texture->resource.map_binding)); |
| else |
| wined3d_texture_invalidate_location(texture, i, ~texture->resource.map_binding); |
| } |
| |
| texture->async.gl_color_key = texture->async.src_blt_color_key; |
| } |
| |
| if (texture->flags & flag) |
| { |
| TRACE("Texture %p not dirty, nothing to do.\n", texture); |
| return; |
| } |
| |
| /* Reload the surfaces if the texture is marked dirty. */ |
| for (i = 0; i < sub_count; ++i) |
| { |
| if (!texture->texture_ops->texture_load_location(texture, i, context, |
| srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB)) |
| ERR("Failed to load location (srgb %#x).\n", srgb); |
| } |
| texture->flags |= flag; |
| } |
| |
| void CDECL wined3d_texture_preload(struct wined3d_texture *texture) |
| { |
| struct wined3d_context *context; |
| context = context_acquire(texture->resource.device, NULL); |
| wined3d_texture_load(texture, context, texture->flags & WINED3D_TEXTURE_IS_SRGB); |
| context_release(context); |
| } |
| |
| void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture) |
| { |
| TRACE("texture %p.\n", texture); |
| |
| return texture->resource.parent; |
| } |
| |
| static BOOL wined3d_texture_check_box_dimensions(const struct wined3d_texture *texture, |
| unsigned int level, const struct wined3d_box *box) |
| { |
| if (box->left >= box->right |
| || box->top >= box->bottom |
| || box->front >= box->back) |
| return FALSE; |
| |
| if (box->right > wined3d_texture_get_level_width(texture, level) |
| || box->bottom > wined3d_texture_get_level_height(texture, level) |
| || box->back > wined3d_texture_get_level_depth(texture, level)) |
| return FALSE; |
| |
| return TRUE; |
| } |
| |
| void CDECL wined3d_texture_get_pitch(const struct wined3d_texture *texture, |
| unsigned int level, unsigned int *row_pitch, unsigned int *slice_pitch) |
| { |
| const struct wined3d_resource *resource = &texture->resource; |
| unsigned int width = wined3d_texture_get_level_width(texture, level); |
| unsigned int height = wined3d_texture_get_level_height(texture, level); |
| |
| if (texture->row_pitch) |
| { |
| *row_pitch = texture->row_pitch; |
| *slice_pitch = texture->slice_pitch; |
| return; |
| } |
| |
| wined3d_format_calculate_pitch(resource->format, resource->device->surface_alignment, |
| width, height, row_pitch, slice_pitch); |
| } |
| |
| 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.base_level = ~0u; |
| texture->texture_srgb.base_level = ~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; |
| } |
| |
| HRESULT CDECL wined3d_texture_set_color_key(struct wined3d_texture *texture, |
| DWORD flags, const struct wined3d_color_key *color_key) |
| { |
| struct wined3d_device *device = texture->resource.device; |
| static const DWORD all_flags = WINED3D_CKEY_DST_BLT | WINED3D_CKEY_DST_OVERLAY |
| | WINED3D_CKEY_SRC_BLT | WINED3D_CKEY_SRC_OVERLAY; |
| |
| TRACE("texture %p, flags %#x, color_key %p.\n", texture, flags, color_key); |
| |
| if (flags & ~all_flags) |
| { |
| WARN("Invalid flags passed, returning WINED3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| wined3d_cs_emit_set_color_key(device->cs, texture, flags, color_key); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_texture_update_desc(struct wined3d_texture *texture, UINT width, UINT height, |
| enum wined3d_format_id format_id, enum wined3d_multisample_type multisample_type, |
| UINT multisample_quality, void *mem, UINT pitch) |
| { |
| struct wined3d_device *device = texture->resource.device; |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| const struct wined3d_format *format = wined3d_get_format(gl_info, format_id); |
| UINT resource_size = wined3d_format_calculate_size(format, device->surface_alignment, width, height, 1); |
| struct wined3d_texture_sub_resource *sub_resource; |
| struct wined3d_surface *surface; |
| DWORD valid_location = 0; |
| BOOL create_dib = FALSE; |
| |
| TRACE("texture %p, width %u, height %u, format %s, multisample_type %#x, multisample_quality %u, " |
| "mem %p, pitch %u.\n", |
| texture, width, height, debug_d3dformat(format_id), multisample_type, multisample_quality, mem, pitch); |
| |
| if (!resource_size) |
| return WINED3DERR_INVALIDCALL; |
| |
| if (texture->level_count * texture->layer_count > 1) |
| { |
| WARN("Texture has multiple sub-resources, not supported.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (texture->resource.type == WINED3D_RTYPE_TEXTURE_3D) |
| { |
| WARN("Not supported on 3D textures.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (texture->resource.map_count) |
| { |
| WARN("Texture is mapped.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| /* We have no way of supporting a pitch that is not a multiple of the pixel |
| * byte width short of uploading the texture row-by-row. |
| * Fortunately that's not an issue since D3D9Ex doesn't allow a custom pitch |
| * for user-memory textures (it always expects packed data) while DirectDraw |
| * requires a 4-byte aligned pitch and doesn't support texture formats |
| * larger than 4 bytes per pixel nor any format using 3 bytes per pixel. |
| * This check is here to verify that the assumption holds. */ |
| if (pitch % texture->resource.format->byte_count) |
| { |
| WARN("Pitch unsupported, not a multiple of the texture format byte width.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (device->d3d_initialized) |
| texture->resource.resource_ops->resource_unload(&texture->resource); |
| |
| sub_resource = &texture->sub_resources[0]; |
| surface = sub_resource->u.surface; |
| if (surface->dc) |
| { |
| wined3d_surface_destroy_dc(surface); |
| create_dib = TRUE; |
| } |
| |
| wined3d_resource_free_sysmem(&texture->resource); |
| |
| if ((texture->row_pitch = pitch)) |
| texture->slice_pitch = height * pitch; |
| else |
| /* User memory surfaces don't have the regular surface alignment. */ |
| wined3d_format_calculate_pitch(format, 1, width, height, |
| &texture->row_pitch, &texture->slice_pitch); |
| |
| texture->resource.format = format; |
| texture->resource.multisample_type = multisample_type; |
| texture->resource.multisample_quality = multisample_quality; |
| texture->resource.width = width; |
| texture->resource.height = height; |
| texture->resource.size = texture->slice_pitch; |
| sub_resource->size = texture->slice_pitch; |
| sub_resource->locations = WINED3D_LOCATION_DISCARDED; |
| |
| if (((width & (width - 1)) || (height & (height - 1))) && !gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] |
| && !gl_info->supported[ARB_TEXTURE_RECTANGLE] && !gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT]) |
| { |
| texture->flags |= WINED3D_TEXTURE_COND_NP2_EMULATED; |
| texture->pow2_width = texture->pow2_height = 1; |
| while (texture->pow2_width < width) |
| texture->pow2_width <<= 1; |
| while (texture->pow2_height < height) |
| texture->pow2_height <<= 1; |
| } |
| else |
| { |
| texture->flags &= ~WINED3D_TEXTURE_COND_NP2_EMULATED; |
| texture->pow2_width = width; |
| texture->pow2_height = height; |
| } |
| |
| if ((texture->user_memory = mem)) |
| { |
| texture->resource.map_binding = WINED3D_LOCATION_USER_MEMORY; |
| valid_location = WINED3D_LOCATION_USER_MEMORY; |
| } |
| else |
| { |
| wined3d_texture_prepare_location(texture, 0, NULL, WINED3D_LOCATION_SYSMEM); |
| valid_location = WINED3D_LOCATION_SYSMEM; |
| } |
| |
| /* The format might be changed to a format that needs conversion. |
| * If the surface didn't use PBOs previously but could now, don't |
| * change it - whatever made us not use PBOs might come back, e.g. |
| * color keys. */ |
| if (texture->resource.map_binding == WINED3D_LOCATION_BUFFER && !wined3d_texture_use_pbo(texture, gl_info)) |
| texture->resource.map_binding = WINED3D_LOCATION_SYSMEM; |
| |
| wined3d_texture_validate_location(texture, 0, valid_location); |
| wined3d_texture_invalidate_location(texture, 0, ~valid_location); |
| |
| if (create_dib) |
| wined3d_surface_create_dc(surface); |
| |
| return WINED3D_OK; |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void wined3d_texture_prepare_buffer_object(struct wined3d_texture *texture, |
| unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info) |
| { |
| struct wined3d_texture_sub_resource *sub_resource; |
| |
| sub_resource = &texture->sub_resources[sub_resource_idx]; |
| if (sub_resource->buffer_object) |
| return; |
| |
| GL_EXTCALL(glGenBuffers(1, &sub_resource->buffer_object)); |
| GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, sub_resource->buffer_object)); |
| GL_EXTCALL(glBufferData(GL_PIXEL_UNPACK_BUFFER, sub_resource->size, NULL, GL_STREAM_DRAW)); |
| GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0)); |
| checkGLcall("Create buffer object"); |
| |
| TRACE("Created buffer object %u for texture %p, sub-resource %u.\n", |
| sub_resource->buffer_object, texture, sub_resource_idx); |
| } |
| |
| static void wined3d_texture_force_reload(struct wined3d_texture *texture) |
| { |
| unsigned int sub_count = texture->level_count * texture->layer_count; |
| unsigned int i; |
| |
| texture->flags &= ~(WINED3D_TEXTURE_RGB_ALLOCATED | WINED3D_TEXTURE_SRGB_ALLOCATED |
| | WINED3D_TEXTURE_CONVERTED); |
| texture->async.flags &= ~WINED3D_TEXTURE_ASYNC_COLOR_KEY; |
| for (i = 0; i < sub_count; ++i) |
| { |
| wined3d_texture_invalidate_location(texture, i, |
| WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB); |
| } |
| } |
| |
| void wined3d_texture_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb) |
| { |
| DWORD alloc_flag = srgb ? WINED3D_TEXTURE_SRGB_ALLOCATED : WINED3D_TEXTURE_RGB_ALLOCATED; |
| const struct wined3d_d3d_info *d3d_info = context->d3d_info; |
| |
| if (!d3d_info->shader_color_key |
| && !(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY) |
| != !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)) |
| { |
| wined3d_texture_force_reload(texture); |
| |
| if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT) |
| texture->async.flags |= WINED3D_TEXTURE_ASYNC_COLOR_KEY; |
| } |
| |
| if (texture->flags & alloc_flag) |
| return; |
| |
| texture->texture_ops->texture_prepare_texture(texture, context, srgb); |
| texture->flags |= alloc_flag; |
| } |
| |
| static void wined3d_texture_prepare_rb(struct wined3d_texture *texture, |
| const struct wined3d_gl_info *gl_info, BOOL multisample) |
| { |
| const struct wined3d_format *format = texture->resource.format; |
| |
| if (multisample) |
| { |
| DWORD samples; |
| |
| if (texture->rb_multisample) |
| return; |
| |
| /* TODO: NVIDIA expose their Coverage Sample Anti-Aliasing (CSAA) |
| * feature through type == MULTISAMPLE_XX and quality != 0. This could |
| * be mapped to GL_NV_framebuffer_multisample_coverage. |
| * |
| * AMD have a similar feature called Enhanced Quality Anti-Aliasing |
| * (EQAA), but it does not have an equivalent OpenGL extension. */ |
| |
| /* We advertise as many WINED3D_MULTISAMPLE_NON_MASKABLE quality |
| * levels as the count of advertised multisample types for the texture |
| * format. */ |
| if (texture->resource.multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE) |
| { |
| unsigned int i, count = 0; |
| |
| for (i = 0; i < sizeof(format->multisample_types) * 8; ++i) |
| { |
| if (format->multisample_types & 1u << i) |
| { |
| if (texture->resource.multisample_quality == count++) |
| break; |
| } |
| } |
| samples = i + 1; |
| } |
| else |
| { |
| samples = texture->resource.multisample_type; |
| } |
| |
| gl_info->fbo_ops.glGenRenderbuffers(1, &texture->rb_multisample); |
| gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, texture->rb_multisample); |
| gl_info->fbo_ops.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, |
| format->glInternal, texture->resource.width, texture->resource.height); |
| checkGLcall("glRenderbufferStorageMultisample()"); |
| TRACE("Created multisample rb %u.\n", texture->rb_multisample); |
| } |
| else |
| { |
| if (texture->rb_resolved) |
| return; |
| |
| gl_info->fbo_ops.glGenRenderbuffers(1, &texture->rb_resolved); |
| gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, texture->rb_resolved); |
| gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format->glInternal, |
| texture->resource.width, texture->resource.height); |
| checkGLcall("glRenderbufferStorage()"); |
| TRACE("Created resolved rb %u.\n", texture->rb_resolved); |
| } |
| } |
| |
| /* Context activation is done by the caller. Context may be NULL in |
| * WINED3D_NO3D mode. */ |
| BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, |
| struct wined3d_context *context, DWORD location) |
| { |
| switch (location) |
| { |
| case WINED3D_LOCATION_SYSMEM: |
| if (texture->resource.heap_memory) |
| return TRUE; |
| |
| if (!wined3d_resource_allocate_sysmem(&texture->resource)) |
| { |
| ERR("Failed to allocate system memory.\n"); |
| return FALSE; |
| } |
| return TRUE; |
| |
| case WINED3D_LOCATION_USER_MEMORY: |
| if (!texture->user_memory) |
| ERR("Map binding is set to WINED3D_LOCATION_USER_MEMORY but surface->user_memory is NULL.\n"); |
| return TRUE; |
| |
| case WINED3D_LOCATION_BUFFER: |
| wined3d_texture_prepare_buffer_object(texture, sub_resource_idx, context->gl_info); |
| return TRUE; |
| |
| case WINED3D_LOCATION_TEXTURE_RGB: |
| wined3d_texture_prepare_texture(texture, context, FALSE); |
| return TRUE; |
| |
| case WINED3D_LOCATION_TEXTURE_SRGB: |
| wined3d_texture_prepare_texture(texture, context, TRUE); |
| return TRUE; |
| |
| case WINED3D_LOCATION_DRAWABLE: |
| if (!texture->swapchain) |
| ERR("Texture %p does not have a drawable.\n", texture); |
| return TRUE; |
| |
| case WINED3D_LOCATION_RB_MULTISAMPLE: |
| wined3d_texture_prepare_rb(texture, context->gl_info, TRUE); |
| return TRUE; |
| |
| case WINED3D_LOCATION_RB_RESOLVED: |
| wined3d_texture_prepare_rb(texture, context->gl_info, FALSE); |
| return TRUE; |
| |
| default: |
| ERR("Invalid location %s.\n", wined3d_debug_location(location)); |
| return FALSE; |
| } |
| } |
| |
| 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_texture_sub_resource *wined3d_texture_get_sub_resource(struct wined3d_texture *texture, |
| unsigned int 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_context *context; |
| unsigned int sub_resource_idx; |
| |
| TRACE("texture %p, layer %u, dirty_region %s.\n", texture, layer, debug_box(dirty_region)); |
| |
| if (layer >= texture->layer_count) |
| { |
| WARN("Invalid layer %u specified.\n", layer); |
| return WINED3DERR_INVALIDCALL; |
| } |
| sub_resource_idx = layer * texture->level_count; |
| |
| if (dirty_region) |
| FIXME("Ignoring dirty_region %s.\n", debug_box(dirty_region)); |
| |
| context = context_acquire(texture->resource.device, NULL); |
| if (!texture->texture_ops->texture_load_location(texture, sub_resource_idx, |
| context, texture->resource.map_binding)) |
| { |
| ERR("Failed to load location %s.\n", wined3d_debug_location(texture->resource.map_binding)); |
| context_release(context); |
| return E_OUTOFMEMORY; |
| } |
| wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding); |
| context_release(context); |
| |
| return WINED3D_OK; |
| } |
| |
| static HRESULT wined3d_texture_upload_data(struct wined3d_texture *texture, |
| const struct wined3d_sub_resource_data *data) |
| { |
| unsigned int sub_count = texture->level_count * texture->layer_count; |
| struct wined3d_context *context; |
| unsigned int i; |
| |
| for (i = 0; i < sub_count; ++i) |
| { |
| if (!data[i].data) |
| { |
| WARN("Invalid sub-resource data specified for sub-resource %u.\n", i); |
| return E_INVALIDARG; |
| } |
| } |
| |
| context = context_acquire(texture->resource.device, NULL); |
| |
| wined3d_texture_prepare_texture(texture, context, FALSE); |
| wined3d_texture_bind_and_dirtify(texture, context, FALSE); |
| |
| for (i = 0; i < sub_count; ++i) |
| { |
| texture->texture_ops->texture_upload_data(texture, i, context, &data[i]); |
| wined3d_texture_validate_location(texture, i, WINED3D_LOCATION_TEXTURE_RGB); |
| wined3d_texture_invalidate_location(texture, i, ~WINED3D_LOCATION_TEXTURE_RGB); |
| } |
| |
| context_release(context); |
| |
| return WINED3D_OK; |
| } |
| |
| static void texture2d_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx, |
| const struct wined3d_context *context, const struct wined3d_sub_resource_data *data) |
| { |
| static const POINT dst_point = {0, 0}; |
| struct wined3d_const_bo_address addr; |
| unsigned int texture_level; |
| RECT src_rect; |
| |
| texture_level = sub_resource_idx % texture->level_count; |
| SetRect(&src_rect, 0, 0, wined3d_texture_get_level_width(texture, texture_level), |
| wined3d_texture_get_level_height(texture, texture_level)); |
| |
| addr.buffer_object = 0; |
| addr.addr = data->data; |
| |
| wined3d_surface_upload_data(texture->sub_resources[sub_resource_idx].u.surface, context->gl_info, |
| texture->resource.format, &src_rect, data->row_pitch, &dst_point, FALSE, &addr); |
| } |
| |
| static BOOL texture2d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, |
| struct wined3d_context *context, DWORD location) |
| { |
| return SUCCEEDED(surface_load_location(texture->sub_resources[sub_resource_idx].u.surface, context, location)); |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void texture2d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb) |
| { |
| const struct wined3d_format *format = texture->resource.format; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| const struct wined3d_color_key_conversion *conversion; |
| GLenum internal; |
| |
| TRACE("texture %p, context %p, format %s.\n", texture, context, debug_d3dformat(format->id)); |
| |
| if (format->convert) |
| { |
| texture->flags |= WINED3D_TEXTURE_CONVERTED; |
| } |
| else if ((conversion = wined3d_format_get_color_key_conversion(texture, TRUE))) |
| { |
| texture->flags |= WINED3D_TEXTURE_CONVERTED; |
| format = wined3d_get_format(gl_info, conversion->dst_format); |
| TRACE("Using format %s for color key conversion.\n", debug_d3dformat(format->id)); |
| } |
| |
| wined3d_texture_bind_and_dirtify(texture, context, srgb); |
| |
| if (srgb) |
| internal = format->glGammaInternal; |
| else if (texture->resource.usage & WINED3DUSAGE_RENDERTARGET |
| && wined3d_resource_is_offscreen(&texture->resource)) |
| internal = format->rtInternal; |
| else |
| internal = format->glInternal; |
| |
| if (!internal) |
| FIXME("No GL internal format for format %s.\n", debug_d3dformat(format->id)); |
| |
| TRACE("internal %#x, format %#x, type %#x.\n", internal, format->glFormat, format->glType); |
| |
| if (wined3d_texture_use_immutable_storage(texture, gl_info)) |
| wined3d_texture_allocate_gl_immutable_storage(texture, internal, gl_info); |
| else |
| wined3d_texture_allocate_gl_mutable_storage(texture, internal, format, gl_info); |
| } |
| |
| static void texture2d_cleanup_sub_resources(struct wined3d_texture *texture) |
| { |
| unsigned int sub_count = texture->level_count * texture->layer_count; |
| struct wined3d_device *device = texture->resource.device; |
| struct wined3d_texture_sub_resource *sub_resource; |
| struct wined3d_renderbuffer_entry *entry, *entry2; |
| const struct wined3d_gl_info *gl_info = NULL; |
| struct wined3d_context *context = NULL; |
| struct wined3d_surface *overlay, *cur; |
| struct wined3d_surface *surface; |
| unsigned int i; |
| |
| for (i = 0; i < sub_count; ++i) |
| { |
| sub_resource = &texture->sub_resources[i]; |
| if (!(surface = sub_resource->u.surface)) |
| continue; |
| |
| TRACE("surface %p.\n", surface); |
| |
| if (!context && !list_empty(&surface->renderbuffers)) |
| { |
| context = context_acquire(device, NULL); |
| gl_info = context->gl_info; |
| } |
| |
| LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry) |
| { |
| TRACE("Deleting renderbuffer %u.\n", entry->id); |
| context_gl_resource_released(device, entry->id, TRUE); |
| gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id); |
| HeapFree(GetProcessHeap(), 0, entry); |
| } |
| |
| if (surface->dc) |
| wined3d_surface_destroy_dc(surface); |
| |
| if (surface->overlay_dest) |
| list_remove(&surface->overlay_entry); |
| |
| LIST_FOR_EACH_ENTRY_SAFE(overlay, cur, &surface->overlays, struct wined3d_surface, overlay_entry) |
| { |
| list_remove(&overlay->overlay_entry); |
| overlay->overlay_dest = NULL; |
| } |
| |
| sub_resource->parent_ops->wined3d_object_destroyed(sub_resource->parent); |
| } |
| if (context) |
| context_release(context); |
| HeapFree(GetProcessHeap(), 0, texture->sub_resources[0].u.surface); |
| } |
| |
| static const struct wined3d_texture_ops texture2d_ops = |
| { |
| texture2d_upload_data, |
| texture2d_load_location, |
| texture2d_prepare_texture, |
| texture2d_cleanup_sub_resources, |
| }; |
| |
| struct wined3d_texture * __cdecl wined3d_texture_from_resource(struct wined3d_resource *resource) |
| { |
| return texture_from_resource(resource); |
| } |
| |
| static ULONG texture_resource_incref(struct wined3d_resource *resource) |
| { |
| return wined3d_texture_incref(texture_from_resource(resource)); |
| } |
| |
| static ULONG texture_resource_decref(struct wined3d_resource *resource) |
| { |
| return wined3d_texture_decref(texture_from_resource(resource)); |
| } |
| |
| static void wined3d_texture_unload(struct wined3d_resource *resource) |
| { |
| struct wined3d_texture *texture = texture_from_resource(resource); |
| UINT sub_count = texture->level_count * texture->layer_count; |
| struct wined3d_device *device = resource->device; |
| const struct wined3d_gl_info *gl_info; |
| struct wined3d_context *context; |
| UINT i; |
| |
| TRACE("texture %p.\n", texture); |
| |
| context = context_acquire(device, NULL); |
| gl_info = context->gl_info; |
| |
| for (i = 0; i < sub_count; ++i) |
| { |
| struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[i]; |
| |
| if (resource->pool != WINED3D_POOL_DEFAULT |
| && texture->texture_ops->texture_load_location(texture, i, context, resource->map_binding)) |
| { |
| wined3d_texture_invalidate_location(texture, i, ~resource->map_binding); |
| } |
| else |
| { |
| /* We should only get here on device reset/teardown for implicit |
| * resources. */ |
| if (resource->pool != WINED3D_POOL_DEFAULT || resource->type != WINED3D_RTYPE_TEXTURE_2D) |
| ERR("Discarding %s %p sub-resource %u in the %s pool.\n", debug_d3dresourcetype(resource->type), |
| resource, i, debug_d3dpool(resource->pool)); |
| wined3d_texture_validate_location(texture, i, WINED3D_LOCATION_DISCARDED); |
| wined3d_texture_invalidate_location(texture, i, ~WINED3D_LOCATION_DISCARDED); |
| } |
| |
| if (sub_resource->buffer_object) |
| wined3d_texture_remove_buffer_object(texture, i, context->gl_info); |
| |
| if (resource->type == WINED3D_RTYPE_TEXTURE_2D) |
| { |
| struct wined3d_surface *surface = sub_resource->u.surface; |
| struct wined3d_renderbuffer_entry *entry, *entry2; |
| |
| LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry) |
| { |
| context_gl_resource_released(device, entry->id, TRUE); |
| gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id); |
| list_remove(&entry->entry); |
| HeapFree(GetProcessHeap(), 0, entry); |
| } |
| list_init(&surface->renderbuffers); |
| surface->current_renderbuffer = NULL; |
| } |
| } |
| |
| context_release(context); |
| |
| wined3d_texture_force_reload(texture); |
| wined3d_texture_unload_gl_texture(texture); |
| } |
| |
| static HRESULT texture_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx, |
| struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags) |
| { |
| const struct wined3d_format *format = resource->format; |
| struct wined3d_texture_sub_resource *sub_resource; |
| struct wined3d_device *device = resource->device; |
| unsigned int fmt_flags = resource->format_flags; |
| const struct wined3d_gl_info *gl_info = NULL; |
| struct wined3d_context *context = NULL; |
| struct wined3d_texture *texture; |
| struct wined3d_bo_address data; |
| unsigned int texture_level; |
| BYTE *base_memory; |
| BOOL ret; |
| |
| TRACE("resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n", |
| resource, sub_resource_idx, map_desc, debug_box(box), flags); |
| |
| texture = texture_from_resource(resource); |
| if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx))) |
| return E_INVALIDARG; |
| |
| texture_level = sub_resource_idx % texture->level_count; |
| if (box && !wined3d_texture_check_box_dimensions(texture, texture_level, box)) |
| { |
| WARN("Map box is invalid.\n"); |
| if (resource->type != WINED3D_RTYPE_TEXTURE_2D) |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if ((fmt_flags & WINED3DFMT_FLAG_BLOCKS) && box |
| && !wined3d_texture_check_block_align(texture, texture_level, box)) |
| { |
| WARN("Map box %s is misaligned for %ux%u blocks.\n", |
| debug_box(box), format->block_width, format->block_height); |
| if (resource->type != WINED3D_RTYPE_TEXTURE_2D || resource->pool == WINED3D_POOL_DEFAULT) |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (!(resource->access_flags & WINED3D_RESOURCE_ACCESS_CPU)) |
| { |
| WARN("Trying to map unmappable texture.\n"); |
| if (resource->type != WINED3D_RTYPE_TEXTURE_2D) |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (texture->flags & WINED3D_TEXTURE_DC_IN_USE) |
| { |
| WARN("DC is in use.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (sub_resource->map_count) |
| { |
| WARN("Sub-resource is already mapped.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| flags = wined3d_resource_sanitize_map_flags(resource, flags); |
| |
| if (device->d3d_initialized) |
| { |
| context = context_acquire(device, NULL); |
| gl_info = context->gl_info; |
| } |
| |
| if (flags & WINED3D_MAP_DISCARD) |
| { |
| TRACE("WINED3D_MAP_DISCARD flag passed, marking %s as up to date.\n", |
| wined3d_debug_location(texture->resource.map_binding)); |
| if ((ret = wined3d_texture_prepare_location(texture, sub_resource_idx, |
| context, texture->resource.map_binding))) |
| wined3d_texture_validate_location(texture, sub_resource_idx, texture->resource.map_binding); |
| } |
| else |
| { |
| if (resource->usage & WINED3DUSAGE_DYNAMIC) |
| WARN_(d3d_perf)("Mapping a dynamic texture without WINED3D_MAP_DISCARD.\n"); |
| ret = texture->texture_ops->texture_load_location(texture, |
| sub_resource_idx, context, texture->resource.map_binding); |
| } |
| |
| if (!ret) |
| { |
| ERR("Failed to prepare location.\n"); |
| context_release(context); |
| return E_OUTOFMEMORY; |
| } |
| |
| if (!(flags & (WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY))) |
| wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding); |
| |
| wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding); |
| base_memory = wined3d_texture_map_bo_address(&data, sub_resource->size, |
| gl_info, GL_PIXEL_UNPACK_BUFFER, flags); |
| TRACE("Base memory pointer %p.\n", base_memory); |
| |
| if (context) |
| context_release(context); |
| |
| if (fmt_flags & WINED3DFMT_FLAG_BROKEN_PITCH) |
| { |
| map_desc->row_pitch = wined3d_texture_get_level_width(texture, texture_level) * format->byte_count; |
| map_desc->slice_pitch = wined3d_texture_get_level_height(texture, texture_level) * map_desc->row_pitch; |
| } |
| else |
| { |
| wined3d_texture_get_pitch(texture, texture_level, &map_desc->row_pitch, &map_desc->slice_pitch); |
| } |
| |
| if (!box) |
| { |
| map_desc->data = base_memory; |
| } |
| else |
| { |
| if ((fmt_flags & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_BLOCKS) |
| { |
| /* Compressed textures are block based, so calculate the offset of |
| * the block that contains the top-left pixel of the mapped box. */ |
| map_desc->data = base_memory |
| + (box->front * map_desc->slice_pitch) |
| + ((box->top / format->block_height) * map_desc->row_pitch) |
| + ((box->left / format->block_width) * format->block_byte_count); |
| } |
| else |
| { |
| map_desc->data = base_memory |
| + (box->front * map_desc->slice_pitch) |
| + (box->top * map_desc->row_pitch) |
| + (box->left * format->byte_count); |
| } |
| } |
| |
| if (texture->swapchain && texture->swapchain->front_buffer == texture) |
| { |
| RECT *r = &texture->swapchain->front_buffer_update; |
| |
| if (!box) |
| SetRect(r, 0, 0, resource->width, resource->height); |
| else |
| SetRect(r, box->left, box->top, box->right, box->bottom); |
| TRACE("Mapped front buffer %s.\n", wine_dbgstr_rect(r)); |
| } |
| |
| ++resource->map_count; |
| ++sub_resource->map_count; |
| |
| TRACE("Returning memory %p, row pitch %u, slice pitch %u.\n", |
| map_desc->data, map_desc->row_pitch, map_desc->slice_pitch); |
| |
| return WINED3D_OK; |
| } |
| |
| static HRESULT texture_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx) |
| { |
| struct wined3d_texture_sub_resource *sub_resource; |
| struct wined3d_device *device = resource->device; |
| const struct wined3d_gl_info *gl_info = NULL; |
| struct wined3d_context *context = NULL; |
| struct wined3d_texture *texture; |
| struct wined3d_bo_address data; |
| |
| TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx); |
| |
| texture = texture_from_resource(resource); |
| if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx))) |
| return E_INVALIDARG; |
| |
| if (!sub_resource->map_count) |
| { |
| WARN("Trying to unmap unmapped sub-resource.\n"); |
| if (texture->flags & WINED3D_TEXTURE_DC_IN_USE) |
| return WINED3D_OK; |
| return WINEDDERR_NOTLOCKED; |
| } |
| |
| if (device->d3d_initialized) |
| { |
| context = context_acquire(device, NULL); |
| gl_info = context->gl_info; |
| } |
| |
| wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding); |
| wined3d_texture_unmap_bo_address(&data, gl_info, GL_PIXEL_UNPACK_BUFFER); |
| |
| if (context) |
| context_release(context); |
| |
| if (texture->swapchain && texture->swapchain->front_buffer == texture) |
| { |
| if (!(sub_resource->locations & (WINED3D_LOCATION_DRAWABLE | WINED3D_LOCATION_TEXTURE_RGB))) |
| texture->swapchain->swapchain_ops->swapchain_frontbuffer_updated(texture->swapchain); |
| } |
| else if (resource->format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) |
| { |
| FIXME("Depth / stencil buffer locking is not implemented.\n"); |
| } |
| |
| --sub_resource->map_count; |
| if (!--resource->map_count && texture->update_map_binding) |
| wined3d_texture_update_map_binding(texture); |
| |
| return WINED3D_OK; |
| } |
| |
| static const struct wined3d_resource_ops texture_resource_ops = |
| { |
| texture_resource_incref, |
| texture_resource_decref, |
| wined3d_texture_unload, |
| texture_resource_sub_resource_map, |
| texture_resource_sub_resource_unmap, |
| }; |
| |
| static HRESULT texture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc, |
| unsigned int layer_count, unsigned int level_count, DWORD flags, struct wined3d_device *device, |
| void *parent, const struct wined3d_parent_ops *parent_ops) |
| { |
| struct wined3d_device_parent *device_parent = device->device_parent; |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| struct wined3d_surface *surfaces; |
| UINT pow2_width, pow2_height; |
| unsigned int i, j; |
| HRESULT hr; |
| |
| if (!(desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP) && layer_count > 1 |
| && !gl_info->supported[EXT_TEXTURE_ARRAY]) |
| { |
| WARN("OpenGL implementation does not support array textures.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| /* TODO: It should only be possible to create textures for formats |
| * that are reported as supported. */ |
| if (WINED3DFMT_UNKNOWN >= desc->format) |
| { |
| WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (desc->usage & WINED3DUSAGE_DYNAMIC && desc->pool == WINED3D_POOL_MANAGED) |
| FIXME("Trying to create a managed texture with dynamic usage.\n"); |
| if (!(desc->usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)) |
| && (flags & WINED3D_TEXTURE_CREATE_MAPPABLE)) |
| WARN("Creating a mappable texture in the default pool that doesn't specify dynamic usage.\n"); |
| if (desc->usage & WINED3DUSAGE_RENDERTARGET && desc->pool != WINED3D_POOL_DEFAULT) |
| FIXME("Trying to create a render target that isn't in the default pool.\n"); |
| |
| pow2_width = desc->width; |
| pow2_height = desc->height; |
| if (((desc->width & (desc->width - 1)) || (desc->height & (desc->height - 1))) |
| && !gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) |
| { |
| /* level_count == 0 returns an error as well. */ |
| if (level_count != 1 || layer_count != 1) |
| { |
| if (desc->pool != WINED3D_POOL_SCRATCH) |
| { |
| WARN("Attempted to create a mipmapped/cube/array NPOT texture without unconditional NPOT support.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| WARN("Creating a scratch mipmapped/cube/array NPOT texture despite lack of HW support.\n"); |
| } |
| texture->flags |= WINED3D_TEXTURE_COND_NP2; |
| |
| if (!gl_info->supported[ARB_TEXTURE_RECTANGLE] && !gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT]) |
| { |
| const struct wined3d_format *format = wined3d_get_format(gl_info, desc->format); |
| |
| /* TODO: Add support for non-power-of-two compressed textures. */ |
| if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] |
| & (WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_HEIGHT_SCALE)) |
| { |
| FIXME("Compressed or height scaled non-power-of-two (%ux%u) textures are not supported.\n", |
| desc->width, desc->height); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| |
| /* Find the nearest pow2 match. */ |
| pow2_width = pow2_height = 1; |
| while (pow2_width < desc->width) |
| pow2_width <<= 1; |
| while (pow2_height < desc->height) |
| pow2_height <<= 1; |
| texture->flags |= WINED3D_TEXTURE_COND_NP2_EMULATED; |
| } |
| } |
| texture->pow2_width = pow2_width; |
| texture->pow2_height = pow2_height; |
| |
| if ((pow2_width > gl_info->limits.texture_size || pow2_height > gl_info->limits.texture_size) |
| && (desc->usage & WINED3DUSAGE_TEXTURE)) |
| { |
| /* One of four options: |
| * 1: Do the same as we do with NPOT and scale the texture. (Any |
| * texture ops would require the texture to be scaled which is |
| * potentially slow.) |
| * 2: Set the texture to the maximum size (bad idea). |
| * 3: WARN and return WINED3DERR_NOTAVAILABLE. |
| * 4: Create the surface, but allow it to be used only for DirectDraw |
| * Blts. Some apps (e.g. Swat 3) create textures with a height of |
| * 16 and a width > 3000 and blt 16x16 letter areas from them to |
| * the render target. */ |
| if (desc->pool == WINED3D_POOL_DEFAULT || desc->pool == WINED3D_POOL_MANAGED) |
| { |
| WARN("Dimensions (%ux%u) exceed the maximum texture size.\n", pow2_width, pow2_height); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| |
| /* We should never use this surface in combination with OpenGL. */ |
| TRACE("Creating an oversized (%ux%u) surface.\n", pow2_width, pow2_height); |
| } |
| |
| /* Calculate levels for mip mapping. */ |
| if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP) |
| { |
| if (!gl_info->supported[SGIS_GENERATE_MIPMAP]) |
| { |
| WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (level_count != 1) |
| { |
| WARN("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning WINED3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| } |
| |
| if (FAILED(hr = wined3d_texture_init(texture, &texture2d_ops, layer_count, level_count, desc, |
| flags, device, parent, parent_ops, &texture_resource_ops))) |
| { |
| WARN("Failed to initialize texture, returning %#x.\n", hr); |
| return hr; |
| } |
| |
| /* Precalculated scaling for 'faked' non power of two texture coords. */ |
| if (texture->resource.gl_type == WINED3D_GL_RES_TYPE_TEX_RECT) |
| { |
| texture->pow2_matrix[0] = (float)desc->width; |
| texture->pow2_matrix[5] = (float)desc->height; |
| texture->flags &= ~(WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS); |
| texture->target = GL_TEXTURE_RECTANGLE_ARB; |
| } |
| else |
| { |
| if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED) |
| { |
| texture->pow2_matrix[0] = (((float)desc->width) / ((float)pow2_width)); |
| texture->pow2_matrix[5] = (((float)desc->height) / ((float)pow2_height)); |
| texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT; |
| } |
| else |
| { |
| texture->pow2_matrix[0] = 1.0f; |
| texture->pow2_matrix[5] = 1.0f; |
| } |
| if (desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP) |
| texture->target = GL_TEXTURE_CUBE_MAP_ARB; |
| else if (layer_count > 1) |
| texture->target = GL_TEXTURE_2D_ARRAY; |
| else |
| texture->target = GL_TEXTURE_2D; |
| } |
| texture->pow2_matrix[10] = 1.0f; |
| texture->pow2_matrix[15] = 1.0f; |
| TRACE("x scale %.8e, y scale %.8e.\n", texture->pow2_matrix[0], texture->pow2_matrix[5]); |
| |
| if (wined3d_texture_use_pbo(texture, gl_info)) |
| texture->resource.map_binding = WINED3D_LOCATION_BUFFER; |
| |
| if (level_count > ~(SIZE_T)0 / layer_count |
| || !(surfaces = wined3d_calloc(level_count * layer_count, sizeof(*surfaces)))) |
| { |
| wined3d_texture_cleanup(texture); |
| return E_OUTOFMEMORY; |
| } |
| |
| /* Generate all the surfaces. */ |
| for (i = 0; i < texture->level_count; ++i) |
| { |
| for (j = 0; j < texture->layer_count; ++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, |
| }; |
| struct wined3d_texture_sub_resource *sub_resource; |
| unsigned int idx = j * texture->level_count + i; |
| struct wined3d_surface *surface; |
| |
| surface = &surfaces[idx]; |
| surface->container = texture; |
| surface->texture_target = desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP ? cube_targets[j] : texture->target; |
| surface->texture_level = i; |
| surface->texture_layer = j; |
| list_init(&surface->renderbuffers); |
| list_init(&surface->overlays); |
| |
| sub_resource = &texture->sub_resources[idx]; |
| sub_resource->locations = WINED3D_LOCATION_DISCARDED; |
| sub_resource->u.surface = surface; |
| if (!(texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)) |
| { |
| wined3d_texture_validate_location(texture, idx, WINED3D_LOCATION_SYSMEM); |
| wined3d_texture_invalidate_location(texture, idx, ~WINED3D_LOCATION_SYSMEM); |
| } |
| |
| if (FAILED(hr = device_parent->ops->surface_created(device_parent, |
| texture, idx, &sub_resource->parent, &sub_resource->parent_ops))) |
| { |
| WARN("Failed to create surface parent, hr %#x.\n", hr); |
| wined3d_texture_cleanup(texture); |
| return hr; |
| } |
| |
| TRACE("parent %p, parent_ops %p.\n", sub_resource->parent, sub_resource->parent_ops); |
| |
| TRACE("Created surface level %u, layer %u @ %p.\n", i, j, surface); |
| |
| if (((desc->usage & WINED3DUSAGE_OWNDC) || (device->wined3d->flags & WINED3D_NO3D)) |
| && FAILED(hr = wined3d_surface_create_dc(surface))) |
| { |
| wined3d_texture_cleanup(texture); |
| return hr; |
| } |
| } |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| static void texture3d_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx, |
| const struct wined3d_context *context, const struct wined3d_sub_resource_data *data) |
| { |
| struct wined3d_const_bo_address addr; |
| unsigned int row_pitch, slice_pitch; |
| |
| wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch); |
| if (row_pitch != data->row_pitch || slice_pitch != data->slice_pitch) |
| FIXME("Ignoring row/slice pitch (%u/%u).\n", data->row_pitch, data->slice_pitch); |
| |
| addr.buffer_object = 0; |
| addr.addr = data->data; |
| |
| wined3d_volume_upload_data(texture, sub_resource_idx, context, &addr); |
| } |
| |
| static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, |
| struct wined3d_context *context, DWORD location) |
| { |
| return wined3d_volume_load_location(texture->sub_resources[sub_resource_idx].u.volume, context, location); |
| } |
| |
| static void texture3d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb) |
| { |
| const struct wined3d_format *format = texture->resource.format; |
| GLenum internal = srgb ? format->glGammaInternal : format->glInternal; |
| unsigned int sub_count = texture->level_count * texture->layer_count; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| unsigned int i; |
| |
| wined3d_texture_bind_and_dirtify(texture, context, srgb); |
| |
| if (wined3d_texture_use_immutable_storage(texture, gl_info)) |
| { |
| GL_EXTCALL(glTexStorage3D(GL_TEXTURE_3D, texture->level_count, internal, |
| wined3d_texture_get_level_width(texture, 0), |
| wined3d_texture_get_level_height(texture, 0), |
| wined3d_texture_get_level_depth(texture, 0))); |
| checkGLcall("glTexStorage3D"); |
| } |
| else |
| { |
| for (i = 0; i < sub_count; ++i) |
| { |
| struct wined3d_volume *volume = texture->sub_resources[i].u.volume; |
| |
| GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, volume->texture_level, internal, |
| wined3d_texture_get_level_width(texture, volume->texture_level), |
| wined3d_texture_get_level_height(texture, volume->texture_level), |
| wined3d_texture_get_level_depth(texture, volume->texture_level), |
| 0, format->glFormat, format->glType, NULL)); |
| checkGLcall("glTexImage3D"); |
| } |
| } |
| } |
| |
| static void texture3d_cleanup_sub_resources(struct wined3d_texture *texture) |
| { |
| unsigned int sub_count = texture->level_count * texture->layer_count; |
| struct wined3d_texture_sub_resource *sub_resource; |
| struct wined3d_volume *volume; |
| unsigned int i; |
| |
| for (i = 0; i < sub_count; ++i) |
| { |
| sub_resource = &texture->sub_resources[i]; |
| if ((volume = sub_resource->u.volume)) |
| { |
| TRACE("volume %p.\n", volume); |
| |
| sub_resource->parent_ops->wined3d_object_destroyed(sub_resource->parent); |
| } |
| } |
| HeapFree(GetProcessHeap(), 0, texture->sub_resources[0].u.volume); |
| } |
| |
| static const struct wined3d_texture_ops texture3d_ops = |
| { |
| texture3d_upload_data, |
| texture3d_load_location, |
| texture3d_prepare_texture, |
| texture3d_cleanup_sub_resources, |
| }; |
| |
| BOOL wined3d_texture_check_block_align(const struct wined3d_texture *texture, |
| unsigned int level, const struct wined3d_box *box) |
| { |
| const struct wined3d_format *format = texture->resource.format; |
| unsigned int height = wined3d_texture_get_level_height(texture, level); |
| unsigned int width = wined3d_texture_get_level_width(texture, level); |
| unsigned int width_mask, height_mask; |
| |
| if ((box->left >= box->right) |
| || (box->top >= box->bottom) |
| || (box->right > width) |
| || (box->bottom > height)) |
| return FALSE; |
| |
| /* This assumes power of two block sizes, but NPOT block sizes would be |
| * silly anyway. |
| * |
| * This also assumes that the format's block depth is 1. */ |
| width_mask = format->block_width - 1; |
| height_mask = format->block_height - 1; |
| |
| if ((box->left & width_mask) || (box->top & height_mask) |
| || (box->right & width_mask && box->right != width) |
| || (box->bottom & height_mask && box->bottom != height)) |
| return FALSE; |
| |
| return TRUE; |
| } |
| |
| static HRESULT volumetexture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc, |
| UINT layer_count, UINT level_count, struct wined3d_device *device, void *parent, |
| const struct wined3d_parent_ops *parent_ops) |
| { |
| struct wined3d_device_parent *device_parent = device->device_parent; |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| struct wined3d_volume *volumes; |
| unsigned int i; |
| HRESULT hr; |
| |
| if (layer_count != 1) |
| { |
| ERR("Invalid layer count for volume texture.\n"); |
| return E_INVALIDARG; |
| } |
| |
| /* TODO: It should only be possible to create textures for formats |
| * that are reported as supported. */ |
| if (WINED3DFMT_UNKNOWN >= desc->format) |
| { |
| 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 (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP) |
| { |
| if (!gl_info->supported[SGIS_GENERATE_MIPMAP]) |
| { |
| WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (level_count != 1) |
| { |
| WARN("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning D3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| } |
| |
| if (desc->usage & WINED3DUSAGE_DYNAMIC && (desc->pool == WINED3D_POOL_MANAGED |
| || desc->pool == WINED3D_POOL_SCRATCH)) |
| { |
| WARN("Attempted to create a DYNAMIC texture in pool %s.\n", debug_d3dpool(desc->pool)); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) |
| { |
| UINT pow2_w, pow2_h, pow2_d; |
| pow2_w = 1; |
| while (pow2_w < desc->width) |
| pow2_w <<= 1; |
| pow2_h = 1; |
| while (pow2_h < desc->height) |
| pow2_h <<= 1; |
| pow2_d = 1; |
| while (pow2_d < desc->depth) |
| pow2_d <<= 1; |
| |
| if (pow2_w != desc->width || pow2_h != desc->height || pow2_d != desc->depth) |
| { |
| if (desc->pool == WINED3D_POOL_SCRATCH) |
| { |
| WARN("Creating a scratch NPOT volume texture despite lack of HW support.\n"); |
| } |
| else |
| { |
| WARN("Attempted to create a NPOT volume texture (%u, %u, %u) without GL support.\n", |
| desc->width, desc->height, desc->depth); |
| return WINED3DERR_INVALIDCALL; |
| } |
| } |
| } |
| |
| if (FAILED(hr = wined3d_texture_init(texture, &texture3d_ops, 1, level_count, desc, |
| 0, device, parent, parent_ops, &texture_resource_ops))) |
| { |
| WARN("Failed to initialize texture, returning %#x.\n", hr); |
| return hr; |
| } |
| |
| 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; |
| |
| if (wined3d_texture_use_pbo(texture, gl_info)) |
| { |
| wined3d_resource_free_sysmem(&texture->resource); |
| texture->resource.map_binding = WINED3D_LOCATION_BUFFER; |
| } |
| |
| if (!(volumes = wined3d_calloc(level_count, sizeof(*volumes)))) |
| { |
| wined3d_texture_cleanup(texture); |
| return E_OUTOFMEMORY; |
| } |
| |
| /* Generate all the surfaces. */ |
| for (i = 0; i < texture->level_count; ++i) |
| { |
| struct wined3d_texture_sub_resource *sub_resource; |
| struct wined3d_volume *volume; |
| |
| volume = &volumes[i]; |
| volume->container = texture; |
| volume->texture_level = i; |
| |
| sub_resource = &texture->sub_resources[i]; |
| sub_resource->locations = WINED3D_LOCATION_DISCARDED; |
| sub_resource->u.volume = volume; |
| |
| if (FAILED(hr = device_parent->ops->volume_created(device_parent, |
| texture, i, &sub_resource->parent, &sub_resource->parent_ops))) |
| { |
| WARN("Failed to create volume parent, hr %#x.\n", hr); |
| wined3d_texture_cleanup(texture); |
| return hr; |
| } |
| |
| TRACE("parent %p, parent_ops %p.\n", parent, parent_ops); |
| |
| TRACE("Created volume level %u @ %p.\n", i, volume); |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_texture_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, |
| const RECT *dst_rect, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, |
| const RECT *src_rect, DWORD flags, const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter) |
| { |
| struct wined3d_texture_sub_resource *dst_resource, *src_resource = NULL; |
| |
| TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_rect %s, src_texture %p, " |
| "src_sub_resource_idx %u, src_rect %s, flags %#x, fx %p, filter %s.\n", |
| dst_texture, dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), src_texture, |
| src_sub_resource_idx, wine_dbgstr_rect(src_rect), flags, fx, debug_d3dtexturefiltertype(filter)); |
| |
| if (!(dst_resource = wined3d_texture_get_sub_resource(dst_texture, dst_sub_resource_idx)) |
| || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D) |
| return WINED3DERR_INVALIDCALL; |
| |
| if (src_texture) |
| { |
| if (!(src_resource = wined3d_texture_get_sub_resource(src_texture, src_sub_resource_idx)) |
| || src_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D) |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| return wined3d_surface_blt(dst_resource->u.surface, dst_rect, |
| src_resource ? src_resource->u.surface : NULL, src_rect, flags, fx, filter); |
| } |
| |
| HRESULT CDECL wined3d_texture_get_overlay_position(const struct wined3d_texture *texture, |
| unsigned int sub_resource_idx, LONG *x, LONG *y) |
| { |
| struct wined3d_surface *surface; |
| |
| TRACE("texture %p, sub_resource_idx %u, x %p, y %p.\n", texture, sub_resource_idx, x, y); |
| |
| if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D |
| || sub_resource_idx >= texture->level_count * texture->layer_count) |
| { |
| WARN("Invalid sub-resource specified.\n"); |
| return WINEDDERR_NOTAOVERLAYSURFACE; |
| } |
| |
| surface = texture->sub_resources[sub_resource_idx].u.surface; |
| if (!surface->overlay_dest) |
| { |
| TRACE("Overlay not visible.\n"); |
| *x = 0; |
| *y = 0; |
| return WINEDDERR_OVERLAYNOTVISIBLE; |
| } |
| |
| *x = surface->overlay_destrect.left; |
| *y = surface->overlay_destrect.top; |
| |
| TRACE("Returning position %d, %d.\n", *x, *y); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_texture_set_overlay_position(struct wined3d_texture *texture, |
| unsigned int sub_resource_idx, LONG x, LONG y) |
| { |
| struct wined3d_texture_sub_resource *sub_resource; |
| struct wined3d_surface *surface; |
| LONG w, h; |
| |
| TRACE("texture %p, sub_resource_idx %u, x %d, y %d.\n", texture, sub_resource_idx, x, y); |
| |
| if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D |
| || !(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx))) |
| { |
| WARN("Invalid sub-resource specified.\n"); |
| return WINEDDERR_NOTAOVERLAYSURFACE; |
| } |
| |
| surface = sub_resource->u.surface; |
| w = surface->overlay_destrect.right - surface->overlay_destrect.left; |
| h = surface->overlay_destrect.bottom - surface->overlay_destrect.top; |
| surface->overlay_destrect.left = x; |
| surface->overlay_destrect.top = y; |
| surface->overlay_destrect.right = x + w; |
| surface->overlay_destrect.bottom = y + h; |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_texture_update_overlay(struct wined3d_texture *texture, unsigned int sub_resource_idx, |
| const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, |
| const RECT *dst_rect, DWORD flags) |
| { |
| struct wined3d_texture_sub_resource *sub_resource, *dst_sub_resource; |
| struct wined3d_surface *surface, *dst_surface; |
| |
| TRACE("texture %p, sub_resource_idx %u, src_rect %s, dst_texture %p, " |
| "dst_sub_resource_idx %u, dst_rect %s, flags %#x.\n", |
| texture, sub_resource_idx, wine_dbgstr_rect(src_rect), dst_texture, |
| dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), flags); |
| |
| if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D |
| || !(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx))) |
| { |
| WARN("Invalid sub-resource specified.\n"); |
| return WINEDDERR_NOTAOVERLAYSURFACE; |
| } |
| |
| if (!dst_texture || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D |
| || !(dst_sub_resource = wined3d_texture_get_sub_resource(dst_texture, dst_sub_resource_idx))) |
| { |
| WARN("Invalid destination sub-resource specified.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| surface = sub_resource->u.surface; |
| if (src_rect) |
| surface->overlay_srcrect = *src_rect; |
| else |
| SetRect(&surface->overlay_srcrect, 0, 0, |
| wined3d_texture_get_level_width(texture, surface->texture_level), |
| wined3d_texture_get_level_height(texture, surface->texture_level)); |
| |
| dst_surface = dst_sub_resource->u.surface; |
| if (dst_rect) |
| surface->overlay_destrect = *dst_rect; |
| else |
| SetRect(&surface->overlay_destrect, 0, 0, |
| wined3d_texture_get_level_width(dst_texture, dst_surface->texture_level), |
| wined3d_texture_get_level_height(dst_texture, dst_surface->texture_level)); |
| |
| if (surface->overlay_dest && (surface->overlay_dest != dst_surface || flags & WINEDDOVER_HIDE)) |
| { |
| surface->overlay_dest = NULL; |
| list_remove(&surface->overlay_entry); |
| } |
| |
| if (flags & WINEDDOVER_SHOW) |
| { |
| if (surface->overlay_dest != dst_surface) |
| { |
| surface->overlay_dest = dst_surface; |
| list_add_tail(&dst_surface->overlays, &surface->overlay_entry); |
| } |
| } |
| else if (flags & WINEDDOVER_HIDE) |
| { |
| /* Tests show that the rectangles are erased on hide. */ |
| SetRectEmpty(&surface->overlay_srcrect); |
| SetRectEmpty(&surface->overlay_destrect); |
| surface->overlay_dest = NULL; |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| void * CDECL wined3d_texture_get_sub_resource_parent(struct wined3d_texture *texture, unsigned int sub_resource_idx) |
| { |
| unsigned int 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].parent; |
| } |
| |
| void CDECL wined3d_texture_set_sub_resource_parent(struct wined3d_texture *texture, |
| unsigned int sub_resource_idx, void *parent) |
| { |
| unsigned int sub_count = texture->level_count * texture->layer_count; |
| |
| TRACE("texture %p, sub_resource_idx %u, parent %p.\n", texture, sub_resource_idx, parent); |
| |
| if (sub_resource_idx >= sub_count) |
| { |
| WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count); |
| return; |
| } |
| |
| texture->sub_resources[sub_resource_idx].parent = parent; |
| } |
| |
| HRESULT CDECL wined3d_texture_get_sub_resource_desc(const struct wined3d_texture *texture, |
| unsigned int sub_resource_idx, struct wined3d_sub_resource_desc *desc) |
| { |
| unsigned int sub_count = texture->level_count * texture->layer_count; |
| const struct wined3d_resource *resource; |
| unsigned int level_idx; |
| |
| TRACE("texture %p, sub_resource_idx %u, desc %p.\n", texture, sub_resource_idx, desc); |
| |
| if (sub_resource_idx >= sub_count) |
| { |
| WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| resource = &texture->resource; |
| desc->format = resource->format->id; |
| desc->multisample_type = resource->multisample_type; |
| desc->multisample_quality = resource->multisample_quality; |
| desc->usage = resource->usage; |
| desc->pool = resource->pool; |
| |
| level_idx = sub_resource_idx % texture->level_count; |
| desc->width = wined3d_texture_get_level_width(texture, level_idx); |
| desc->height = wined3d_texture_get_level_height(texture, level_idx); |
| desc->depth = wined3d_texture_get_level_depth(texture, level_idx); |
| desc->size = texture->sub_resources[sub_resource_idx].size; |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct wined3d_resource_desc *desc, |
| UINT layer_count, UINT level_count, DWORD flags, const struct wined3d_sub_resource_data *data, |
| void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture) |
| { |
| struct wined3d_texture *object; |
| HRESULT hr; |
| |
| TRACE("device %p, desc %p, layer_count %u, level_count %u, flags %#x, data %p, " |
| "parent %p, parent_ops %p, texture %p.\n", |
| device, desc, layer_count, level_count, flags, data, parent, parent_ops, texture); |
| |
| if (!layer_count) |
| { |
| WARN("Invalid layer count.\n"); |
| return E_INVALIDARG; |
| } |
| if ((desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP) && layer_count != 6) |
| { |
| ERR("Invalid layer count %u for legacy cubemap.\n", layer_count); |
| layer_count = 6; |
| } |
| |
| if (!level_count) |
| { |
| WARN("Invalid level count.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (desc->multisample_type != WINED3D_MULTISAMPLE_NONE) |
| { |
| const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info, desc->format); |
| |
| if (desc->multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE |
| && desc->multisample_quality >= wined3d_popcount(format->multisample_types)) |
| { |
| WARN("Unsupported quality level %u requested for WINED3D_MULTISAMPLE_NON_MASKABLE.\n", |
| desc->multisample_quality); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| if (desc->multisample_type != WINED3D_MULTISAMPLE_NON_MASKABLE |
| && (!(format->multisample_types & 1u << (desc->multisample_type - 1)) |
| || desc->multisample_quality)) |
| { |
| WARN("Unsupported multisample type %u quality %u requested.\n", desc->multisample_type, |
| desc->multisample_quality); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } |
| |
| if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, |
| FIELD_OFFSET(struct wined3d_texture, sub_resources[level_count * layer_count])))) |
| return E_OUTOFMEMORY; |
| |
| switch (desc->resource_type) |
| { |
| case WINED3D_RTYPE_TEXTURE_2D: |
| hr = texture_init(object, desc, layer_count, level_count, flags, device, parent, parent_ops); |
| break; |
| |
| case WINED3D_RTYPE_TEXTURE_3D: |
| hr = volumetexture_init(object, desc, layer_count, level_count, device, parent, parent_ops); |
| break; |
| |
| default: |
| ERR("Invalid resource type %s.\n", debug_d3dresourcetype(desc->resource_type)); |
| hr = WINED3DERR_INVALIDCALL; |
| break; |
| } |
| |
| if (FAILED(hr)) |
| { |
| WARN("Failed to initialize texture, returning %#x.\n", hr); |
| HeapFree(GetProcessHeap(), 0, object); |
| return hr; |
| } |
| |
| /* FIXME: We'd like to avoid ever allocating system memory for the texture |
| * in this case. */ |
| if (data && FAILED(hr = wined3d_texture_upload_data(object, data))) |
| { |
| wined3d_texture_cleanup(object); |
| HeapFree(GetProcessHeap(), 0, object); |
| return hr; |
| } |
| |
| TRACE("Created texture %p.\n", object); |
| *texture = object; |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_texture_get_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC *dc) |
| { |
| struct wined3d_device *device = texture->resource.device; |
| struct wined3d_texture_sub_resource *sub_resource; |
| struct wined3d_context *context = NULL; |
| struct wined3d_surface *surface; |
| HRESULT hr = WINED3D_OK; |
| |
| TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture, sub_resource_idx, dc); |
| |
| if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx))) |
| return WINED3DERR_INVALIDCALL; |
| |
| if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D) |
| { |
| WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type)); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| surface = sub_resource->u.surface; |
| |
| if (texture->resource.map_count && !(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT)) |
| return WINED3DERR_INVALIDCALL; |
| |
| if (device->d3d_initialized) |
| context = context_acquire(device, NULL); |
| |
| surface_load_location(surface, context, texture->resource.map_binding); |
| wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding); |
| |
| if (!surface->dc) |
| hr = wined3d_surface_create_dc(surface); |
| if (context) |
| context_release(context); |
| if (FAILED(hr)) |
| return WINED3DERR_INVALIDCALL; |
| |
| if (!(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT)) |
| texture->flags |= WINED3D_TEXTURE_DC_IN_USE; |
| ++texture->resource.map_count; |
| ++sub_resource->map_count; |
| |
| *dc = surface->dc; |
| TRACE("Returning dc %p.\n", *dc); |
| |
| return hr; |
| } |
| |
| HRESULT CDECL wined3d_texture_release_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC dc) |
| { |
| struct wined3d_device *device = texture->resource.device; |
| struct wined3d_texture_sub_resource *sub_resource; |
| struct wined3d_surface *surface; |
| |
| TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture, sub_resource_idx, dc); |
| |
| if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx))) |
| return WINED3DERR_INVALIDCALL; |
| |
| if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D) |
| { |
| WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type)); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| surface = sub_resource->u.surface; |
| |
| if (!(texture->flags & (WINED3D_TEXTURE_GET_DC_LENIENT | WINED3D_TEXTURE_DC_IN_USE))) |
| return WINED3DERR_INVALIDCALL; |
| |
| if (surface->dc != dc) |
| { |
| WARN("Application tries to release invalid DC %p, surface DC is %p.\n", dc, surface->dc); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (!(texture->resource.usage & WINED3DUSAGE_OWNDC) && !(device->wined3d->flags & WINED3D_NO3D)) |
| wined3d_surface_destroy_dc(surface); |
| |
| --sub_resource->map_count; |
| if (!--texture->resource.map_count && texture->update_map_binding) |
| wined3d_texture_update_map_binding(texture); |
| if (!(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT)) |
| texture->flags &= ~WINED3D_TEXTURE_DC_IN_USE; |
| |
| return WINED3D_OK; |
| } |