1 /*
2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2005 Oliver Stieber
5 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
6 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
7 *
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
12 *
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
17 *
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21 */
22
23 #include "config.h"
24 #include "wine/port.h"
25 #include "wined3d_private.h"
26
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
28 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
29 WINE_DECLARE_DEBUG_CHANNEL(winediag);
30
31 #define WINED3D_TEXTURE_DYNAMIC_MAP_THRESHOLD 50
32
wined3d_texture_use_pbo(const struct wined3d_texture * texture,const struct wined3d_gl_info * gl_info)33 static BOOL wined3d_texture_use_pbo(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
34 {
35 return !(texture->resource.access & WINED3D_RESOURCE_ACCESS_CPU)
36 && texture->resource.usage & WINED3DUSAGE_DYNAMIC
37 && gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]
38 && !texture->resource.format->conv_byte_count
39 && !(texture->flags & (WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_COND_NP2_EMULATED));
40 }
41
wined3d_texture_use_immutable_storage(const struct wined3d_texture * texture,const struct wined3d_gl_info * gl_info)42 static BOOL wined3d_texture_use_immutable_storage(const struct wined3d_texture *texture,
43 const struct wined3d_gl_info *gl_info)
44 {
45 /* We don't expect to create texture views for textures with height-scaled formats.
46 * Besides, ARB_texture_storage doesn't allow specifying exact sizes for all levels. */
47 return gl_info->supported[ARB_TEXTURE_STORAGE]
48 && !(texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE);
49 }
50
wined3d_texture_get_gl_buffer(const struct wined3d_texture * texture)51 GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture)
52 {
53 const struct wined3d_swapchain *swapchain = texture->swapchain;
54
55 TRACE("texture %p.\n", texture);
56
57 if (!swapchain)
58 {
59 ERR("Texture %p is not part of a swapchain.\n", texture);
60 return GL_NONE;
61 }
62
63 if (texture == swapchain->front_buffer)
64 {
65 TRACE("Returning GL_FRONT.\n");
66 return GL_FRONT;
67 }
68
69 if (texture == swapchain->back_buffers[0])
70 {
71 TRACE("Returning GL_BACK.\n");
72 return GL_BACK;
73 }
74
75 FIXME("Higher back buffer, returning GL_BACK.\n");
76 return GL_BACK;
77 }
78
wined3d_resource_access_from_location(DWORD location)79 static DWORD wined3d_resource_access_from_location(DWORD location)
80 {
81 switch (location)
82 {
83 case WINED3D_LOCATION_DISCARDED:
84 return 0;
85
86 case WINED3D_LOCATION_SYSMEM:
87 case WINED3D_LOCATION_USER_MEMORY:
88 return WINED3D_RESOURCE_ACCESS_CPU;
89
90 case WINED3D_LOCATION_BUFFER:
91 case WINED3D_LOCATION_DRAWABLE:
92 case WINED3D_LOCATION_TEXTURE_RGB:
93 case WINED3D_LOCATION_TEXTURE_SRGB:
94 case WINED3D_LOCATION_RB_MULTISAMPLE:
95 case WINED3D_LOCATION_RB_RESOLVED:
96 return WINED3D_RESOURCE_ACCESS_GPU;
97
98 default:
99 FIXME("Unhandled location %#x.\n", location);
100 return 0;
101 }
102 }
103
is_power_of_two(UINT x)104 static BOOL is_power_of_two(UINT x)
105 {
106 return (x != 0) && !(x & (x - 1));
107 }
108
wined3d_texture_evict_sysmem(struct wined3d_texture * texture)109 static void wined3d_texture_evict_sysmem(struct wined3d_texture *texture)
110 {
111 struct wined3d_texture_sub_resource *sub_resource;
112 unsigned int i, sub_count;
113
114 if (texture->flags & (WINED3D_TEXTURE_CONVERTED | WINED3D_TEXTURE_PIN_SYSMEM)
115 || texture->download_count > WINED3D_TEXTURE_DYNAMIC_MAP_THRESHOLD)
116 {
117 TRACE("Not evicting system memory for texture %p.\n", texture);
118 return;
119 }
120
121 TRACE("Evicting system memory for texture %p.\n", texture);
122
123 sub_count = texture->level_count * texture->layer_count;
124 for (i = 0; i < sub_count; ++i)
125 {
126 sub_resource = &texture->sub_resources[i];
127 if (sub_resource->locations == WINED3D_LOCATION_SYSMEM)
128 ERR("WINED3D_LOCATION_SYSMEM is the only location for sub-resource %u of texture %p.\n",
129 i, texture);
130 sub_resource->locations &= ~WINED3D_LOCATION_SYSMEM;
131 }
132 wined3d_resource_free_sysmem(&texture->resource);
133 }
134
wined3d_texture_validate_location(struct wined3d_texture * texture,unsigned int sub_resource_idx,DWORD location)135 void wined3d_texture_validate_location(struct wined3d_texture *texture,
136 unsigned int sub_resource_idx, DWORD location)
137 {
138 struct wined3d_texture_sub_resource *sub_resource;
139 DWORD previous_locations;
140
141 TRACE("texture %p, sub_resource_idx %u, location %s.\n",
142 texture, sub_resource_idx, wined3d_debug_location(location));
143
144 sub_resource = &texture->sub_resources[sub_resource_idx];
145 previous_locations = sub_resource->locations;
146 sub_resource->locations |= location;
147 if (previous_locations == WINED3D_LOCATION_SYSMEM && location != WINED3D_LOCATION_SYSMEM
148 && !--texture->sysmem_count)
149 wined3d_texture_evict_sysmem(texture);
150
151 TRACE("New locations flags are %s.\n", wined3d_debug_location(sub_resource->locations));
152 }
153
wined3d_texture_set_dirty(struct wined3d_texture * texture)154 static void wined3d_texture_set_dirty(struct wined3d_texture *texture)
155 {
156 texture->flags &= ~(WINED3D_TEXTURE_RGB_VALID | WINED3D_TEXTURE_SRGB_VALID);
157 }
158
wined3d_texture_invalidate_location(struct wined3d_texture * texture,unsigned int sub_resource_idx,DWORD location)159 void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
160 unsigned int sub_resource_idx, DWORD location)
161 {
162 struct wined3d_texture_sub_resource *sub_resource;
163 DWORD previous_locations;
164
165 TRACE("texture %p, sub_resource_idx %u, location %s.\n",
166 texture, sub_resource_idx, wined3d_debug_location(location));
167
168 if (location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
169 wined3d_texture_set_dirty(texture);
170
171 sub_resource = &texture->sub_resources[sub_resource_idx];
172 previous_locations = sub_resource->locations;
173 sub_resource->locations &= ~location;
174 if (previous_locations != WINED3D_LOCATION_SYSMEM && sub_resource->locations == WINED3D_LOCATION_SYSMEM)
175 ++texture->sysmem_count;
176
177 TRACE("New locations flags are %s.\n", wined3d_debug_location(sub_resource->locations));
178
179 if (!sub_resource->locations)
180 ERR("Sub-resource %u of texture %p does not have any up to date location.\n",
181 sub_resource_idx, texture);
182 }
183
wined3d_texture_copy_sysmem_location(struct wined3d_texture * texture,unsigned int sub_resource_idx,struct wined3d_context * context,DWORD location)184 static BOOL wined3d_texture_copy_sysmem_location(struct wined3d_texture *texture,
185 unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location)
186 {
187 unsigned int size = texture->sub_resources[sub_resource_idx].size;
188 struct wined3d_device *device = texture->resource.device;
189 const struct wined3d_gl_info *gl_info;
190 struct wined3d_bo_address dst, src;
191
192 if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location))
193 return FALSE;
194
195 wined3d_texture_get_memory(texture, sub_resource_idx, &dst, location);
196 wined3d_texture_get_memory(texture, sub_resource_idx, &src,
197 texture->sub_resources[sub_resource_idx].locations);
198
199 if (dst.buffer_object)
200 {
201 context = context_acquire(device, NULL, 0);
202 gl_info = context->gl_info;
203 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, dst.buffer_object));
204 GL_EXTCALL(glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, size, src.addr));
205 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
206 checkGLcall("PBO upload");
207 context_release(context);
208 return TRUE;
209 }
210
211 if (src.buffer_object)
212 {
213 context = context_acquire(device, NULL, 0);
214 gl_info = context->gl_info;
215 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, src.buffer_object));
216 GL_EXTCALL(glGetBufferSubData(GL_PIXEL_PACK_BUFFER, 0, size, dst.addr));
217 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
218 checkGLcall("PBO download");
219 context_release(context);
220 return TRUE;
221 }
222
223 memcpy(dst.addr, src.addr, size);
224 return TRUE;
225 }
226
227 /* Context activation is done by the caller. Context may be NULL in
228 * WINED3D_NO3D mode. */
wined3d_texture_load_location(struct wined3d_texture * texture,unsigned int sub_resource_idx,struct wined3d_context * context,DWORD location)229 BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
230 unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location)
231 {
232 static const DWORD sysmem_locations = WINED3D_LOCATION_SYSMEM | WINED3D_LOCATION_USER_MEMORY
233 | WINED3D_LOCATION_BUFFER;
234 DWORD current = texture->sub_resources[sub_resource_idx].locations;
235 BOOL ret;
236
237 TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n",
238 texture, sub_resource_idx, context, wined3d_debug_location(location));
239
240 TRACE("Current resource location %s.\n", wined3d_debug_location(current));
241
242 if (current & location)
243 {
244 TRACE("Location %s is already up to date.\n", wined3d_debug_location(location));
245 return TRUE;
246 }
247
248 if (WARN_ON(d3d))
249 {
250 DWORD required_access = wined3d_resource_access_from_location(location);
251 if ((texture->resource.access & required_access) != required_access)
252 WARN("Operation requires %#x access, but texture only has %#x.\n",
253 required_access, texture->resource.access);
254 }
255
256 if (current & WINED3D_LOCATION_DISCARDED)
257 {
258 TRACE("Sub-resource previously discarded, nothing to do.\n");
259 if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location))
260 return FALSE;
261 wined3d_texture_validate_location(texture, sub_resource_idx, location);
262 wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED);
263 return TRUE;
264 }
265
266 if (!current)
267 {
268 ERR("Sub-resource %u of texture %p does not have any up to date location.\n",
269 sub_resource_idx, texture);
270 wined3d_texture_validate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED);
271 return wined3d_texture_load_location(texture, sub_resource_idx, context, location);
272 }
273
274 if ((location & sysmem_locations) && (current & sysmem_locations))
275 ret = wined3d_texture_copy_sysmem_location(texture, sub_resource_idx, context, location);
276 else
277 ret = texture->texture_ops->texture_load_location(texture, sub_resource_idx, context, location);
278
279 if (ret)
280 wined3d_texture_validate_location(texture, sub_resource_idx, location);
281
282 return ret;
283 }
284
wined3d_texture_get_memory(struct wined3d_texture * texture,unsigned int sub_resource_idx,struct wined3d_bo_address * data,DWORD locations)285 void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx,
286 struct wined3d_bo_address *data, DWORD locations)
287 {
288 struct wined3d_texture_sub_resource *sub_resource;
289
290 TRACE("texture %p, sub_resource_idx %u, data %p, locations %s.\n",
291 texture, sub_resource_idx, data, wined3d_debug_location(locations));
292
293 sub_resource = &texture->sub_resources[sub_resource_idx];
294 if (locations & WINED3D_LOCATION_BUFFER)
295 {
296 data->addr = NULL;
297 #if !defined(STAGING_CSMT)
298 data->buffer_object = sub_resource->buffer_object;
299 #else /* STAGING_CSMT */
300 data->buffer_object = sub_resource->buffer->name;
301 #endif /* STAGING_CSMT */
302 return;
303 }
304 if (locations & WINED3D_LOCATION_USER_MEMORY)
305 {
306 data->addr = texture->user_memory;
307 data->buffer_object = 0;
308 return;
309 }
310 if (locations & WINED3D_LOCATION_SYSMEM)
311 {
312 data->addr = texture->resource.heap_memory;
313 data->addr += sub_resource->offset;
314 data->buffer_object = 0;
315 return;
316 }
317
318 ERR("Unexpected locations %s.\n", wined3d_debug_location(locations));
319 data->addr = NULL;
320 data->buffer_object = 0;
321 }
322
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)323 static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_texture_ops *texture_ops,
324 UINT layer_count, UINT level_count, const struct wined3d_resource_desc *desc, DWORD flags,
325 struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops,
326 const struct wined3d_resource_ops *resource_ops)
327 {
328 unsigned int i, j, size, offset = 0;
329 const struct wined3d_format *format;
330 HRESULT hr;
331
332 TRACE("texture %p, texture_ops %p, layer_count %u, level_count %u, resource_type %s, format %s, "
333 "multisample_type %#x, multisample_quality %#x, usage %s, access %s, width %u, height %u, depth %u, "
334 "flags %#x, device %p, parent %p, parent_ops %p, resource_ops %p.\n",
335 texture, texture_ops, layer_count, level_count, debug_d3dresourcetype(desc->resource_type),
336 debug_d3dformat(desc->format), desc->multisample_type, desc->multisample_quality,
337 debug_d3dusage(desc->usage), wined3d_debug_resource_access(desc->access),
338 desc->width, desc->height, desc->depth, flags, device, parent, parent_ops, resource_ops);
339
340 if (!desc->width || !desc->height || !desc->depth)
341 return WINED3DERR_INVALIDCALL;
342
343 format = wined3d_get_format(&device->adapter->gl_info, desc->format, desc->usage);
344
345 for (i = 0; i < layer_count; ++i)
346 {
347 for (j = 0; j < level_count; ++j)
348 {
349 unsigned int idx = i * level_count + j;
350
351 size = wined3d_format_calculate_size(format, device->surface_alignment,
352 max(1, desc->width >> j), max(1, desc->height >> j), max(1, desc->depth >> j));
353 texture->sub_resources[idx].offset = offset;
354 texture->sub_resources[idx].size = size;
355 offset += size;
356 }
357 offset = (offset + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1);
358 }
359
360 if (!offset)
361 return WINED3DERR_INVALIDCALL;
362
363 if (FAILED(hr = resource_init(&texture->resource, device, desc->resource_type, format,
364 desc->multisample_type, desc->multisample_quality, desc->usage, desc->access,
365 desc->width, desc->height, desc->depth, offset, parent, parent_ops, resource_ops)))
366 {
367 static unsigned int once;
368
369 /* DXTn 3D textures are not supported. Do not write the ERR for them. */
370 if ((desc->format == WINED3DFMT_DXT1 || desc->format == WINED3DFMT_DXT2 || desc->format == WINED3DFMT_DXT3
371 || desc->format == WINED3DFMT_DXT4 || desc->format == WINED3DFMT_DXT5)
372 && !(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE)
373 && desc->resource_type != WINED3D_RTYPE_TEXTURE_3D && !once++)
374 ERR_(winediag)("The application tried to create a DXTn texture, but the driver does not support them.\n");
375
376 WARN("Failed to initialize resource, returning %#x\n", hr);
377 return hr;
378 }
379 wined3d_resource_update_draw_binding(&texture->resource);
380 if ((flags & WINED3D_TEXTURE_CREATE_MAPPABLE) || desc->format == WINED3DFMT_D16_LOCKABLE)
381 texture->resource.access |= WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
382
383 texture->texture_ops = texture_ops;
384
385 texture->layer_count = layer_count;
386 texture->level_count = level_count;
387 texture->lod = 0;
388 texture->flags |= WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS;
389 if (flags & WINED3D_TEXTURE_CREATE_GET_DC_LENIENT)
390 texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_GET_DC_LENIENT;
391 if (flags & (WINED3D_TEXTURE_CREATE_GET_DC | WINED3D_TEXTURE_CREATE_GET_DC_LENIENT))
392 texture->flags |= WINED3D_TEXTURE_GET_DC;
393 if (flags & WINED3D_TEXTURE_CREATE_DISCARD)
394 texture->flags |= WINED3D_TEXTURE_DISCARD;
395 if (flags & WINED3D_TEXTURE_CREATE_GENERATE_MIPMAPS)
396 {
397 if (!(texture->resource.format_flags & WINED3DFMT_FLAG_GEN_MIPMAP))
398 WARN("Format doesn't support mipmaps generation, "
399 "ignoring WINED3D_TEXTURE_CREATE_GENERATE_MIPMAPS flag.\n");
400 else
401 texture->flags |= WINED3D_TEXTURE_GENERATE_MIPMAPS;
402 }
403
404 return WINED3D_OK;
405 }
406
407 /* Context activation is done by the caller. */
wined3d_texture_remove_buffer_object(struct wined3d_texture * texture,unsigned int sub_resource_idx,const struct wined3d_gl_info * gl_info)408 static void wined3d_texture_remove_buffer_object(struct wined3d_texture *texture,
409 #if !defined(STAGING_CSMT)
410 unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info)
411 {
412 GLuint *buffer_object = &texture->sub_resources[sub_resource_idx].buffer_object;
413
414 GL_EXTCALL(glDeleteBuffers(1, buffer_object));
415 checkGLcall("glDeleteBuffers");
416
417 TRACE("Deleted buffer object %u for texture %p, sub-resource %u.\n",
418 *buffer_object, texture, sub_resource_idx);
419
420 wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_BUFFER);
421 *buffer_object = 0;
422 #else /* STAGING_CSMT */
423 unsigned int sub_resource_idx, struct wined3d_context *context)
424 {
425 struct wined3d_gl_bo *buffer = texture->sub_resources[sub_resource_idx].buffer;
426 GLuint name = buffer->name;
427
428 wined3d_device_release_bo(texture->resource.device, buffer, context);
429 texture->sub_resources[sub_resource_idx].buffer = NULL;
430 wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_BUFFER);
431
432 TRACE("Deleted buffer object %u for texture %p, sub-resource %u.\n",
433 name, texture, sub_resource_idx);
434 #endif /* STAGING_CSMT */
435 }
436
437 static void wined3d_texture_update_map_binding(struct wined3d_texture *texture)
438 {
439 unsigned int sub_count = texture->level_count * texture->layer_count;
440 const struct wined3d_device *device = texture->resource.device;
441 DWORD map_binding = texture->update_map_binding;
442 struct wined3d_context *context = NULL;
443 unsigned int i;
444
445 if (device->d3d_initialized)
446 context = context_acquire(device, NULL, 0);
447
448 for (i = 0; i < sub_count; ++i)
449 {
450 if (texture->sub_resources[i].locations == texture->resource.map_binding
451 && !wined3d_texture_load_location(texture, i, context, map_binding))
452 ERR("Failed to load location %s.\n", wined3d_debug_location(map_binding));
453 if (texture->resource.map_binding == WINED3D_LOCATION_BUFFER)
454 #if !defined(STAGING_CSMT)
455 wined3d_texture_remove_buffer_object(texture, i, context->gl_info);
456 #else /* STAGING_CSMT */
457 wined3d_texture_remove_buffer_object(texture, i, context);
458 #endif /* STAGING_CSMT */
459 }
460
461 if (context)
462 context_release(context);
463
464 texture->resource.map_binding = map_binding;
465 texture->update_map_binding = 0;
466 }
467
468 void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding)
469 {
470 texture->update_map_binding = map_binding;
471 if (!texture->resource.map_count)
472 wined3d_texture_update_map_binding(texture);
473 }
474
475 /* A GL context is provided by the caller */
476 static void gltexture_delete(struct wined3d_device *device, const struct wined3d_gl_info *gl_info,
477 struct gl_texture *tex)
478 {
479 context_gl_resource_released(device, tex->name, FALSE);
480 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex->name);
481 tex->name = 0;
482 }
483
484 static unsigned int wined3d_texture_get_gl_sample_count(const struct wined3d_texture *texture)
485 {
486 const struct wined3d_format *format = texture->resource.format;
487
488 /* TODO: NVIDIA expose their Coverage Sample Anti-Aliasing (CSAA)
489 * feature through type == MULTISAMPLE_XX and quality != 0. This could
490 * be mapped to GL_NV_framebuffer_multisample_coverage.
491 *
492 * AMD have a similar feature called Enhanced Quality Anti-Aliasing
493 * (EQAA), but it does not have an equivalent OpenGL extension. */
494
495 /* We advertise as many WINED3D_MULTISAMPLE_NON_MASKABLE quality
496 * levels as the count of advertised multisample types for the texture
497 * format. */
498 if (texture->resource.multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE)
499 {
500 unsigned int i, count = 0;
501
502 for (i = 0; i < sizeof(format->multisample_types) * CHAR_BIT; ++i)
503 {
504 if (format->multisample_types & 1u << i)
505 {
506 if (texture->resource.multisample_quality == count++)
507 break;
508 }
509 }
510 return i + 1;
511 }
512
513 return texture->resource.multisample_type;
514 }
515
516 /* Context activation is done by the caller. */
517 /* The caller is responsible for binding the correct texture. */
518 static void wined3d_texture_allocate_gl_mutable_storage(struct wined3d_texture *texture,
519 GLenum gl_internal_format, const struct wined3d_format *format,
520 const struct wined3d_gl_info *gl_info)
521 {
522 unsigned int level, level_count, layer, layer_count;
523 GLsizei width, height;
524 GLenum target;
525
526 level_count = texture->level_count;
527 layer_count = texture->target == GL_TEXTURE_2D_ARRAY ? 1 : texture->layer_count;
528
529 for (layer = 0; layer < layer_count; ++layer)
530 {
531 target = wined3d_texture_get_sub_resource_target(texture, layer * level_count);
532
533 for (level = 0; level < level_count; ++level)
534 {
535 width = wined3d_texture_get_level_pow2_width(texture, level);
536 height = wined3d_texture_get_level_pow2_height(texture, level);
537 if (texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
538 {
539 height *= format->height_scale.numerator;
540 height /= format->height_scale.denominator;
541 }
542
543 TRACE("texture %p, layer %u, level %u, target %#x, width %u, height %u.\n",
544 texture, layer, level, target, width, height);
545
546 if (texture->target == GL_TEXTURE_2D_ARRAY)
547 {
548 GL_EXTCALL(glTexImage3D(target, level, gl_internal_format, width, height,
549 texture->layer_count, 0, format->glFormat, format->glType, NULL));
550 checkGLcall("glTexImage3D");
551 }
552 else
553 {
554 gl_info->gl_ops.gl.p_glTexImage2D(target, level, gl_internal_format,
555 width, height, 0, format->glFormat, format->glType, NULL);
556 checkGLcall("glTexImage2D");
557 }
558 }
559 }
560 }
561
562 /* Context activation is done by the caller. */
563 /* The caller is responsible for binding the correct texture. */
564 static void wined3d_texture_allocate_gl_immutable_storage(struct wined3d_texture *texture,
565 GLenum gl_internal_format, const struct wined3d_gl_info *gl_info)
566 {
567 unsigned int samples = wined3d_texture_get_gl_sample_count(texture);
568 GLsizei height = wined3d_texture_get_level_pow2_height(texture, 0);
569 GLsizei width = wined3d_texture_get_level_pow2_width(texture, 0);
570
571 switch (texture->target)
572 {
573 case GL_TEXTURE_2D_ARRAY:
574 GL_EXTCALL(glTexStorage3D(texture->target, texture->level_count,
575 gl_internal_format, width, height, texture->layer_count));
576 break;
577 case GL_TEXTURE_2D_MULTISAMPLE:
578 GL_EXTCALL(glTexStorage2DMultisample(texture->target, samples,
579 gl_internal_format, width, height, GL_FALSE));
580 break;
581 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
582 GL_EXTCALL(glTexStorage3DMultisample(texture->target, samples,
583 gl_internal_format, width, height, texture->layer_count, GL_FALSE));
584 break;
585 default:
586 GL_EXTCALL(glTexStorage2D(texture->target, texture->level_count,
587 gl_internal_format, width, height));
588 break;
589 }
590
591 checkGLcall("allocate immutable storage");
592 }
593
594 static void wined3d_texture_unload_gl_texture(struct wined3d_texture *texture)
595 {
596 struct wined3d_device *device = texture->resource.device;
597 const struct wined3d_gl_info *gl_info = NULL;
598 struct wined3d_context *context = NULL;
599
600 if (texture->texture_rgb.name || texture->texture_srgb.name
601 || texture->rb_multisample || texture->rb_resolved)
602 {
603 context = context_acquire(device, NULL, 0);
604 gl_info = context->gl_info;
605 }
606
607 if (texture->texture_rgb.name)
608 gltexture_delete(device, context->gl_info, &texture->texture_rgb);
609
610 if (texture->texture_srgb.name)
611 gltexture_delete(device, context->gl_info, &texture->texture_srgb);
612
613 if (texture->rb_multisample)
614 {
615 TRACE("Deleting multisample renderbuffer %u.\n", texture->rb_multisample);
616 context_gl_resource_released(device, texture->rb_multisample, TRUE);
617 gl_info->fbo_ops.glDeleteRenderbuffers(1, &texture->rb_multisample);
618 texture->rb_multisample = 0;
619 }
620
621 if (texture->rb_resolved)
622 {
623 TRACE("Deleting resolved renderbuffer %u.\n", texture->rb_resolved);
624 context_gl_resource_released(device, texture->rb_resolved, TRUE);
625 gl_info->fbo_ops.glDeleteRenderbuffers(1, &texture->rb_resolved);
626 texture->rb_resolved = 0;
627 }
628
629 if (context) context_release(context);
630
631 wined3d_texture_set_dirty(texture);
632
633 resource_unload(&texture->resource);
634 }
635
636 static void wined3d_texture_sub_resources_destroyed(struct wined3d_texture *texture)
637 {
638 unsigned int sub_count = texture->level_count * texture->layer_count;
639 struct wined3d_texture_sub_resource *sub_resource;
640 unsigned int i;
641
642 for (i = 0; i < sub_count; ++i)
643 {
644 sub_resource = &texture->sub_resources[i];
645 if (sub_resource->parent)
646 {
647 TRACE("sub-resource %u.\n", i);
648 sub_resource->parent_ops->wined3d_object_destroyed(sub_resource->parent);
649 sub_resource->parent = NULL;
650 }
651 }
652 }
653
654 static void wined3d_texture_cleanup(struct wined3d_texture *texture)
655 {
656 unsigned int sub_count = texture->level_count * texture->layer_count;
657 struct wined3d_device *device = texture->resource.device;
658 struct wined3d_context *context = NULL;
659 #if !defined(STAGING_CSMT)
660 const struct wined3d_gl_info *gl_info;
661 GLuint buffer_object;
662 #else /* STAGING_CSMT */
663 struct wined3d_gl_bo *buffer;
664 #endif /* STAGING_CSMT */
665 unsigned int i;
666
667 TRACE("texture %p.\n", texture);
668
669 for (i = 0; i < sub_count; ++i)
670 {
671 #if !defined(STAGING_CSMT)
672 if (!(buffer_object = texture->sub_resources[i].buffer_object))
673 continue;
674
675 TRACE("Deleting buffer object %u.\n", buffer_object);
676 #else /* STAGING_CSMT */
677 if (!(buffer = texture->sub_resources[i].buffer))
678 continue;
679
680 TRACE("Deleting buffer object %u.\n", buffer->name);
681 #endif /* STAGING_CSMT */
682
683 /* We may not be able to get a context in wined3d_texture_cleanup() in
684 * general, but if a buffer object was previously created we can. */
685 if (!context)
686 #if !defined(STAGING_CSMT)
687 {
688 context = context_acquire(device, NULL, 0);
689 gl_info = context->gl_info;
690 }
691
692 GL_EXTCALL(glDeleteBuffers(1, &buffer_object));
693 #else /* STAGING_CSMT */
694 context = context_acquire(device, NULL, 0);
695
696 wined3d_device_release_bo(device, buffer, context);
697 texture->sub_resources[i].buffer = NULL;
698 #endif /* STAGING_CSMT */
699 }
700 if (context)
701 context_release(context);
702
703 texture->texture_ops->texture_cleanup_sub_resources(texture);
704 if (texture->overlay_info)
705 {
706 for (i = 0; i < sub_count; ++i)
707 {
708 struct wined3d_overlay_info *info = &texture->overlay_info[i];
709 struct wined3d_overlay_info *overlay, *cur;
710
711 list_remove(&info->entry);
712 LIST_FOR_EACH_ENTRY_SAFE(overlay, cur, &info->overlays, struct wined3d_overlay_info, entry)
713 {
714 list_remove(&overlay->entry);
715 }
716 }
717 heap_free(texture->overlay_info);
718 }
719 wined3d_texture_unload_gl_texture(texture);
720 }
721
722 void wined3d_texture_set_swapchain(struct wined3d_texture *texture, struct wined3d_swapchain *swapchain)
723 {
724 texture->swapchain = swapchain;
725 wined3d_resource_update_draw_binding(&texture->resource);
726 }
727
728 /* Context activation is done by the caller. */
729 void wined3d_texture_bind(struct wined3d_texture *texture,
730 struct wined3d_context *context, BOOL srgb)
731 {
732 const struct wined3d_gl_info *gl_info = context->gl_info;
733 const struct wined3d_format *format = texture->resource.format;
734 const struct color_fixup_desc fixup = format->color_fixup;
735 struct gl_texture *gl_tex;
736 GLenum target;
737
738 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
739
740 if (!needs_separate_srgb_gl_texture(context, texture))
741 srgb = FALSE;
742
743 /* sRGB mode cache for preload() calls outside drawprim. */
744 if (srgb)
745 texture->flags |= WINED3D_TEXTURE_IS_SRGB;
746 else
747 texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
748
749 gl_tex = wined3d_texture_get_gl_texture(texture, srgb);
750 target = texture->target;
751
752 if (gl_tex->name)
753 {
754 context_bind_texture(context, target, gl_tex->name);
755 return;
756 }
757
758 gl_info->gl_ops.gl.p_glGenTextures(1, &gl_tex->name);
759 checkGLcall("glGenTextures");
760 TRACE("Generated texture %d.\n", gl_tex->name);
761
762 if (!gl_tex->name)
763 {
764 ERR("Failed to generate a texture name.\n");
765 return;
766 }
767
768 /* Initialise the state of the texture object to the OpenGL defaults, not
769 * the wined3d defaults. */
770 gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_WRAP;
771 gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_WRAP;
772 gl_tex->sampler_desc.address_w = WINED3D_TADDRESS_WRAP;
773 memset(gl_tex->sampler_desc.border_color, 0, sizeof(gl_tex->sampler_desc.border_color));
774 gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_LINEAR;
775 gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
776 gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
777 gl_tex->sampler_desc.lod_bias = 0.0f;
778 gl_tex->sampler_desc.min_lod = -1000.0f;
779 gl_tex->sampler_desc.max_lod = 1000.0f;
780 gl_tex->sampler_desc.max_anisotropy = 1;
781 gl_tex->sampler_desc.compare = FALSE;
782 gl_tex->sampler_desc.comparison_func = WINED3D_CMP_LESSEQUAL;
783 if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
784 gl_tex->sampler_desc.srgb_decode = TRUE;
785 else
786 gl_tex->sampler_desc.srgb_decode = srgb;
787 gl_tex->base_level = 0;
788 wined3d_texture_set_dirty(texture);
789
790 context_bind_texture(context, target, gl_tex->name);
791
792 /* For a new texture we have to set the texture levels after binding the
793 * texture. Beware that texture rectangles do not support mipmapping, but
794 * set the maxmiplevel if we're relying on the partial
795 * GL_ARB_texture_non_power_of_two emulation with texture rectangles.
796 * (I.e., do not care about cond_np2 here, just look for
797 * GL_TEXTURE_RECTANGLE_ARB.) */
798 if (target != GL_TEXTURE_RECTANGLE_ARB)
799 {
800 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->level_count - 1);
801 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
802 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)");
803 }
804
805 if (target == GL_TEXTURE_CUBE_MAP_ARB)
806 {
807 /* Cubemaps are always set to clamp, regardless of the sampler state. */
808 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
809 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
810 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
811 }
812
813 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
814 {
815 /* Conditinal non power of two textures use a different clamping
816 * default. If we're using the GL_WINE_normalized_texrect partial
817 * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
818 * has the address mode set to repeat - something that prevents us
819 * from hitting the accelerated codepath. Thus manually set the GL
820 * state. The same applies to filtering. Even if the texture has only
821 * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
822 * fallback on macos. */
823 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
824 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
825 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
826 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
827 checkGLcall("glTexParameteri");
828 gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
829 gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
830 gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_POINT;
831 gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT;
832 gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_NONE;
833 }
834
835 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] && gl_info->supported[ARB_DEPTH_TEXTURE])
836 {
837 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);
838 checkGLcall("glTexParameteri(GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY)");
839 }
840
841 if (!is_identity_fixup(fixup) && can_use_texture_swizzle(gl_info, format))
842 {
843 static const GLenum swizzle_source[] =
844 {
845 GL_ZERO, /* CHANNEL_SOURCE_ZERO */
846 GL_ONE, /* CHANNEL_SOURCE_ONE */
847 GL_RED, /* CHANNEL_SOURCE_X */
848 GL_GREEN, /* CHANNEL_SOURCE_Y */
849 GL_BLUE, /* CHANNEL_SOURCE_Z */
850 GL_ALPHA, /* CHANNEL_SOURCE_W */
851 };
852 struct
853 {
854 GLint x, y, z, w;
855 }
856 swizzle;
857
858 swizzle.x = swizzle_source[fixup.x_source];
859 swizzle.y = swizzle_source[fixup.y_source];
860 swizzle.z = swizzle_source[fixup.z_source];
861 swizzle.w = swizzle_source[fixup.w_source];
862 gl_info->gl_ops.gl.p_glTexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, &swizzle.x);
863 checkGLcall("glTexParameteriv(GL_TEXTURE_SWIZZLE_RGBA)");
864 }
865 }
866
867 /* Context activation is done by the caller. */
868 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
869 struct wined3d_context *context, BOOL srgb)
870 {
871 /* We don't need a specific texture unit, but after binding the texture
872 * the current unit is dirty. Read the unit back instead of switching to
873 * 0, this avoids messing around with the state manager's GL states. The
874 * current texture unit should always be a valid one.
875 *
876 * To be more specific, this is tricky because we can implicitly be
877 * called from sampler() in state.c. This means we can't touch anything
878 * other than whatever happens to be the currently active texture, or we
879 * would risk marking already applied sampler states dirty again. */
880 if (context->active_texture < ARRAY_SIZE(context->rev_tex_unit_map))
881 {
882 DWORD active_sampler = context->rev_tex_unit_map[context->active_texture];
883 if (active_sampler != WINED3D_UNMAPPED_STAGE)
884 context_invalidate_state(context, STATE_SAMPLER(active_sampler));
885 }
886 /* FIXME: Ideally we'd only do this when touching a binding that's used by
887 * a shader. */
888 context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
889 context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
890
891 wined3d_texture_bind(texture, context, srgb);
892 }
893
894 /* Context activation is done by the caller (state handler). */
895 /* This function relies on the correct texture being bound and loaded. */
896 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
897 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context)
898 {
899 const struct wined3d_gl_info *gl_info = context->gl_info;
900 GLenum target = texture->target;
901 struct gl_texture *gl_tex;
902 DWORD state;
903
904 TRACE("texture %p, sampler_desc %p, context %p.\n", texture, sampler_desc, context);
905
906 gl_tex = wined3d_texture_get_gl_texture(texture, texture->flags & WINED3D_TEXTURE_IS_SRGB);
907
908 state = sampler_desc->address_u;
909 if (state != gl_tex->sampler_desc.address_u)
910 {
911 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S,
912 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
913 gl_tex->sampler_desc.address_u = state;
914 }
915
916 state = sampler_desc->address_v;
917 if (state != gl_tex->sampler_desc.address_v)
918 {
919 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T,
920 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
921 gl_tex->sampler_desc.address_v = state;
922 }
923
924 state = sampler_desc->address_w;
925 if (state != gl_tex->sampler_desc.address_w)
926 {
927 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R,
928 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
929 gl_tex->sampler_desc.address_w = state;
930 }
931
932 if (memcmp(gl_tex->sampler_desc.border_color, sampler_desc->border_color,
933 sizeof(gl_tex->sampler_desc.border_color)))
934 {
935 gl_info->gl_ops.gl.p_glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &sampler_desc->border_color[0]);
936 memcpy(gl_tex->sampler_desc.border_color, sampler_desc->border_color,
937 sizeof(gl_tex->sampler_desc.border_color));
938 }
939
940 state = sampler_desc->mag_filter;
941 if (state != gl_tex->sampler_desc.mag_filter)
942 {
943 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(state));
944 gl_tex->sampler_desc.mag_filter = state;
945 }
946
947 if (sampler_desc->min_filter != gl_tex->sampler_desc.min_filter
948 || sampler_desc->mip_filter != gl_tex->sampler_desc.mip_filter)
949 {
950 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
951 wined3d_gl_min_mip_filter(sampler_desc->min_filter, sampler_desc->mip_filter));
952 gl_tex->sampler_desc.min_filter = sampler_desc->min_filter;
953 gl_tex->sampler_desc.mip_filter = sampler_desc->mip_filter;
954 }
955
956 state = sampler_desc->max_anisotropy;
957 if (state != gl_tex->sampler_desc.max_anisotropy)
958 {
959 if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC])
960 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY, state);
961 else
962 WARN("Anisotropic filtering not supported.\n");
963 gl_tex->sampler_desc.max_anisotropy = state;
964 }
965
966 if (!sampler_desc->srgb_decode != !gl_tex->sampler_desc.srgb_decode
967 && (context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
968 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
969 {
970 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
971 sampler_desc->srgb_decode ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
972 gl_tex->sampler_desc.srgb_decode = sampler_desc->srgb_decode;
973 }
974
975 if (!sampler_desc->compare != !gl_tex->sampler_desc.compare)
976 {
977 if (sampler_desc->compare)
978 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
979 else
980 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
981 gl_tex->sampler_desc.compare = sampler_desc->compare;
982 }
983
984 checkGLcall("Texture parameter application");
985
986 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
987 {
988 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
989 GL_TEXTURE_LOD_BIAS_EXT, sampler_desc->lod_bias);
990 checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
991 }
992 }
993
994 ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture)
995 {
996 ULONG refcount;
997
998 TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
999
1000 if (texture->swapchain)
1001 return wined3d_swapchain_incref(texture->swapchain);
1002
1003 refcount = InterlockedIncrement(&texture->resource.ref);
1004 TRACE("%p increasing refcount to %u.\n", texture, refcount);
1005
1006 return refcount;
1007 }
1008
1009 static void wined3d_texture_cleanup_sync(struct wined3d_texture *texture)
1010 {
1011 wined3d_texture_sub_resources_destroyed(texture);
1012 resource_cleanup(&texture->resource);
1013 wined3d_resource_wait_idle(&texture->resource);
1014 wined3d_texture_cleanup(texture);
1015 }
1016
1017 static void wined3d_texture_destroy_object(void *object)
1018 {
1019 wined3d_texture_cleanup(object);
1020 heap_free(object);
1021 }
1022
1023 ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture)
1024 {
1025 ULONG refcount;
1026
1027 TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
1028
1029 if (texture->swapchain)
1030 return wined3d_swapchain_decref(texture->swapchain);
1031
1032 refcount = InterlockedDecrement(&texture->resource.ref);
1033 TRACE("%p decreasing refcount to %u.\n", texture, refcount);
1034
1035 if (!refcount)
1036 {
1037 /* Wait for the texture to become idle if it's using user memory,
1038 * since the application is allowed to free that memory once the
1039 * texture is destroyed. Note that this implies that
1040 * wined3d_texture_destroy_object() can't access that memory either. */
1041 if (texture->user_memory)
1042 wined3d_resource_wait_idle(&texture->resource);
1043 wined3d_texture_sub_resources_destroyed(texture);
1044 texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent);
1045 resource_cleanup(&texture->resource);
1046 wined3d_cs_destroy_object(texture->resource.device->cs, wined3d_texture_destroy_object, texture);
1047 }
1048
1049 return refcount;
1050 }
1051
1052 struct wined3d_resource * CDECL wined3d_texture_get_resource(struct wined3d_texture *texture)
1053 {
1054 TRACE("texture %p.\n", texture);
1055
1056 return &texture->resource;
1057 }
1058
1059 static BOOL color_key_equal(const struct wined3d_color_key *c1, struct wined3d_color_key *c2)
1060 {
1061 return c1->color_space_low_value == c2->color_space_low_value
1062 && c1->color_space_high_value == c2->color_space_high_value;
1063 }
1064
1065 /* Context activation is done by the caller */
1066 void wined3d_texture_load(struct wined3d_texture *texture,
1067 struct wined3d_context *context, BOOL srgb)
1068 {
1069 UINT sub_count = texture->level_count * texture->layer_count;
1070 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
1071 DWORD flag;
1072 UINT i;
1073
1074 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
1075
1076 if (!needs_separate_srgb_gl_texture(context, texture))
1077 srgb = FALSE;
1078
1079 if (srgb)
1080 flag = WINED3D_TEXTURE_SRGB_VALID;
1081 else
1082 flag = WINED3D_TEXTURE_RGB_VALID;
1083
1084 if (!d3d_info->shader_color_key
1085 && (!(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
1086 != !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
1087 || (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY
1088 && !color_key_equal(&texture->async.gl_color_key, &texture->async.src_blt_color_key))))
1089 {
1090 unsigned int sub_count = texture->level_count * texture->layer_count;
1091 unsigned int i;
1092
1093 TRACE("Reloading because of color key value change.\n");
1094 for (i = 0; i < sub_count; i++)
1095 {
1096 if (!wined3d_texture_load_location(texture, i, context, texture->resource.map_binding))
1097 ERR("Failed to load location %s.\n", wined3d_debug_location(texture->resource.map_binding));
1098 else
1099 wined3d_texture_invalidate_location(texture, i, ~texture->resource.map_binding);
1100 }
1101
1102 texture->async.gl_color_key = texture->async.src_blt_color_key;
1103 }
1104
1105 if (texture->flags & flag)
1106 {
1107 TRACE("Texture %p not dirty, nothing to do.\n", texture);
1108 return;
1109 }
1110
1111 /* Reload the surfaces if the texture is marked dirty. */
1112 for (i = 0; i < sub_count; ++i)
1113 {
1114 if (!wined3d_texture_load_location(texture, i, context,
1115 srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB))
1116 ERR("Failed to load location (srgb %#x).\n", srgb);
1117 }
1118 texture->flags |= flag;
1119 }
1120
1121 void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture)
1122 {
1123 TRACE("texture %p.\n", texture);
1124
1125 return texture->resource.parent;
1126 }
1127
1128 HRESULT wined3d_texture_check_box_dimensions(const struct wined3d_texture *texture,
1129 unsigned int level, const struct wined3d_box *box)
1130 {
1131 const struct wined3d_format *format = texture->resource.format;
1132 unsigned int width_mask, height_mask, width, height, depth;
1133
1134 width = wined3d_texture_get_level_width(texture, level);
1135 height = wined3d_texture_get_level_height(texture, level);
1136 depth = wined3d_texture_get_level_depth(texture, level);
1137
1138 if (box->left >= box->right || box->right > width
1139 || box->top >= box->bottom || box->bottom > height
1140 || box->front >= box->back || box->back > depth)
1141 {
1142 WARN("Box %s is invalid.\n", debug_box(box));
1143 return WINEDDERR_INVALIDRECT;
1144 }
1145
1146 if (texture->resource.format_flags & WINED3DFMT_FLAG_BLOCKS)
1147 {
1148 /* This assumes power of two block sizes, but NPOT block sizes would
1149 * be silly anyway.
1150 *
1151 * This also assumes that the format's block depth is 1. */
1152 width_mask = format->block_width - 1;
1153 height_mask = format->block_height - 1;
1154
1155 if ((box->left & width_mask) || (box->top & height_mask)
1156 || (box->right & width_mask && box->right != width)
1157 || (box->bottom & height_mask && box->bottom != height))
1158 {
1159 WARN("Box %s is misaligned for %ux%u blocks.\n",
1160 debug_box(box), format->block_width, format->block_height);
1161 return WINED3DERR_INVALIDCALL;
1162 }
1163 }
1164
1165 return WINED3D_OK;
1166 }
1167
1168 void CDECL wined3d_texture_get_pitch(const struct wined3d_texture *texture,
1169 unsigned int level, unsigned int *row_pitch, unsigned int *slice_pitch)
1170 {
1171 const struct wined3d_resource *resource = &texture->resource;
1172 unsigned int width = wined3d_texture_get_level_width(texture, level);
1173 unsigned int height = wined3d_texture_get_level_height(texture, level);
1174
1175 if (texture->row_pitch)
1176 {
1177 *row_pitch = texture->row_pitch;
1178 *slice_pitch = texture->slice_pitch;
1179 return;
1180 }
1181
1182 wined3d_format_calculate_pitch(resource->format, resource->device->surface_alignment,
1183 width, height, row_pitch, slice_pitch);
1184 }
1185
1186 DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
1187 {
1188 DWORD old = texture->lod;
1189
1190 TRACE("texture %p, lod %u.\n", texture, lod);
1191
1192 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
1193 * textures. The call always returns 0, and GetLOD always returns 0. */
1194 if (!wined3d_resource_access_is_managed(texture->resource.access))
1195 {
1196 TRACE("Ignoring LOD on texture with resource access %s.\n",
1197 wined3d_debug_resource_access(texture->resource.access));
1198 return 0;
1199 }
1200
1201 if (lod >= texture->level_count)
1202 lod = texture->level_count - 1;
1203
1204 if (texture->lod != lod)
1205 {
1206 struct wined3d_device *device = texture->resource.device;
1207
1208 wined3d_resource_wait_idle(&texture->resource);
1209 texture->lod = lod;
1210
1211 texture->texture_rgb.base_level = ~0u;
1212 texture->texture_srgb.base_level = ~0u;
1213 if (texture->resource.bind_count)
1214 wined3d_cs_emit_set_sampler_state(device->cs, texture->sampler, WINED3D_SAMP_MAX_MIP_LEVEL,
1215 device->state.sampler_states[texture->sampler][WINED3D_SAMP_MAX_MIP_LEVEL]);
1216 }
1217
1218 return old;
1219 }
1220
1221 DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture)
1222 {
1223 TRACE("texture %p, returning %u.\n", texture, texture->lod);
1224
1225 return texture->lod;
1226 }
1227
1228 DWORD CDECL wined3d_texture_get_level_count(const struct wined3d_texture *texture)
1229 {
1230 TRACE("texture %p, returning %u.\n", texture, texture->level_count);
1231
1232 return texture->level_count;
1233 }
1234
1235 HRESULT CDECL wined3d_texture_set_color_key(struct wined3d_texture *texture,
1236 DWORD flags, const struct wined3d_color_key *color_key)
1237 {
1238 struct wined3d_device *device = texture->resource.device;
1239 static const DWORD all_flags = WINED3D_CKEY_DST_BLT | WINED3D_CKEY_DST_OVERLAY
1240 | WINED3D_CKEY_SRC_BLT | WINED3D_CKEY_SRC_OVERLAY;
1241
1242 TRACE("texture %p, flags %#x, color_key %p.\n", texture, flags, color_key);
1243
1244 if (flags & ~all_flags)
1245 {
1246 WARN("Invalid flags passed, returning WINED3DERR_INVALIDCALL.\n");
1247 return WINED3DERR_INVALIDCALL;
1248 }
1249
1250 wined3d_cs_emit_set_color_key(device->cs, texture, flags, color_key);
1251
1252 return WINED3D_OK;
1253 }
1254
1255 static void texture2d_create_dc(void *object)
1256 {
1257 struct wined3d_surface *surface = object;
1258 struct wined3d_context *context = NULL;
1259 const struct wined3d_format *format;
1260 unsigned int row_pitch, slice_pitch;
1261 struct wined3d_texture *texture;
1262 struct wined3d_bo_address data;
1263 D3DKMT_CREATEDCFROMMEMORY desc;
1264 unsigned int sub_resource_idx;
1265 struct wined3d_device *device;
1266 NTSTATUS status;
1267
1268 TRACE("surface %p.\n", surface);
1269
1270 texture = surface->container;
1271 sub_resource_idx = surface_get_sub_resource_idx(surface);
1272 device = texture->resource.device;
1273
1274 format = texture->resource.format;
1275 if (!format->ddi_format)
1276 {
1277 WARN("Cannot create a DC for format %s.\n", debug_d3dformat(format->id));
1278 return;
1279 }
1280
1281 if (device->d3d_initialized)
1282 context = context_acquire(device, NULL, 0);
1283
1284 wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding);
1285 wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding);
1286 wined3d_texture_get_pitch(texture, surface->texture_level, &row_pitch, &slice_pitch);
1287 wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding);
1288 desc.pMemory = context_map_bo_address(context, &data,
1289 texture->sub_resources[sub_resource_idx].size,
1290 GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READ | WINED3D_MAP_WRITE);
1291
1292 if (context)
1293 context_release(context);
1294
1295 desc.Format = format->ddi_format;
1296 desc.Width = wined3d_texture_get_level_width(texture, surface->texture_level);
1297 desc.Height = wined3d_texture_get_level_height(texture, surface->texture_level);
1298 desc.Pitch = row_pitch;
1299 desc.hDeviceDc = CreateCompatibleDC(NULL);
1300 desc.pColorTable = NULL;
1301
1302 status = D3DKMTCreateDCFromMemory(&desc);
1303 DeleteDC(desc.hDeviceDc);
1304 if (status)
1305 {
1306 WARN("Failed to create DC, status %#x.\n", status);
1307 return;
1308 }
1309
1310 surface->dc = desc.hDc;
1311 surface->bitmap = desc.hBitmap;
1312
1313 TRACE("Created DC %p, bitmap %p for surface %p.\n", surface->dc, surface->bitmap, surface);
1314 }
1315
1316 static void texture2d_destroy_dc(void *object)
1317 {
1318 struct wined3d_surface *surface = object;
1319 D3DKMT_DESTROYDCFROMMEMORY destroy_desc;
1320 struct wined3d_context *context = NULL;
1321 struct wined3d_texture *texture;
1322 struct wined3d_bo_address data;
1323 unsigned int sub_resource_idx;
1324 struct wined3d_device *device;
1325 NTSTATUS status;
1326
1327 texture = surface->container;
1328 sub_resource_idx = surface_get_sub_resource_idx(surface);
1329 device = texture->resource.device;
1330
1331 if (!surface->dc)
1332 {
1333 ERR("Surface %p has no DC.\n", surface);
1334 return;
1335 }
1336
1337 TRACE("dc %p, bitmap %p.\n", surface->dc, surface->bitmap);
1338
1339 destroy_desc.hDc = surface->dc;
1340 destroy_desc.hBitmap = surface->bitmap;
1341 if ((status = D3DKMTDestroyDCFromMemory(&destroy_desc)))
1342 ERR("Failed to destroy dc, status %#x.\n", status);
1343 surface->dc = NULL;
1344 surface->bitmap = NULL;
1345
1346 if (device->d3d_initialized)
1347 context = context_acquire(device, NULL, 0);
1348
1349 wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding);
1350 context_unmap_bo_address(context, &data, GL_PIXEL_UNPACK_BUFFER);
1351
1352 if (context)
1353 context_release(context);
1354 }
1355
1356 HRESULT CDECL wined3d_texture_update_desc(struct wined3d_texture *texture, UINT width, UINT height,
1357 enum wined3d_format_id format_id, enum wined3d_multisample_type multisample_type,
1358 UINT multisample_quality, void *mem, UINT pitch)
1359 {
1360 struct wined3d_device *device = texture->resource.device;
1361 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1362 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id, texture->resource.usage);
1363 UINT resource_size = wined3d_format_calculate_size(format, device->surface_alignment, width, height, 1);
1364 struct wined3d_texture_sub_resource *sub_resource;
1365 struct wined3d_surface *surface;
1366 DWORD valid_location = 0;
1367 BOOL create_dib = FALSE;
1368
1369 TRACE("texture %p, width %u, height %u, format %s, multisample_type %#x, multisample_quality %u, "
1370 "mem %p, pitch %u.\n",
1371 texture, width, height, debug_d3dformat(format_id), multisample_type, multisample_quality, mem, pitch);
1372
1373 if (!resource_size)
1374 return WINED3DERR_INVALIDCALL;
1375
1376 if (texture->level_count * texture->layer_count > 1)
1377 {
1378 WARN("Texture has multiple sub-resources, not supported.\n");
1379 return WINED3DERR_INVALIDCALL;
1380 }
1381
1382 if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
1383 {
1384 WARN("Not supported on %s.\n", debug_d3dresourcetype(texture->resource.type));
1385 return WINED3DERR_INVALIDCALL;
1386 }
1387
1388 if (texture->resource.type == WINED3D_RTYPE_TEXTURE_1D)
1389 {
1390 FIXME("Not yet supported for 1D textures.\n");
1391 return WINED3DERR_INVALIDCALL;
1392 }
1393
1394 if (texture->resource.map_count)
1395 {
1396 WARN("Texture is mapped.\n");
1397 return WINED3DERR_INVALIDCALL;
1398 }
1399
1400 /* We have no way of supporting a pitch that is not a multiple of the pixel
1401 * byte width short of uploading the texture row-by-row.
1402 * Fortunately that's not an issue since D3D9Ex doesn't allow a custom pitch
1403 * for user-memory textures (it always expects packed data) while DirectDraw
1404 * requires a 4-byte aligned pitch and doesn't support texture formats
1405 * larger than 4 bytes per pixel nor any format using 3 bytes per pixel.
1406 * This check is here to verify that the assumption holds. */
1407 if (pitch % texture->resource.format->byte_count)
1408 {
1409 WARN("Pitch unsupported, not a multiple of the texture format byte width.\n");
1410 return WINED3DERR_INVALIDCALL;
1411 }
1412
1413 if (device->d3d_initialized)
1414 wined3d_cs_emit_unload_resource(device->cs, &texture->resource);
1415 wined3d_resource_wait_idle(&texture->resource);
1416
1417 sub_resource = &texture->sub_resources[0];
1418 surface = sub_resource->u.surface;
1419 if (surface->dc)
1420 {
1421 wined3d_cs_destroy_object(device->cs, texture2d_destroy_dc, surface);
1422 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
1423 create_dib = TRUE;
1424 }
1425
1426 wined3d_resource_free_sysmem(&texture->resource);
1427
1428 if ((texture->row_pitch = pitch))
1429 texture->slice_pitch = height * pitch;
1430 else
1431 /* User memory surfaces don't have the regular surface alignment. */
1432 wined3d_format_calculate_pitch(format, 1, width, height,
1433 &texture->row_pitch, &texture->slice_pitch);
1434
1435 texture->resource.format = format;
1436 texture->resource.multisample_type = multisample_type;
1437 texture->resource.multisample_quality = multisample_quality;
1438 texture->resource.width = width;
1439 texture->resource.height = height;
1440 texture->resource.size = texture->slice_pitch;
1441 sub_resource->size = texture->slice_pitch;
1442 sub_resource->locations = WINED3D_LOCATION_DISCARDED;
1443
1444 if (multisample_type && gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
1445 texture->target = GL_TEXTURE_2D_MULTISAMPLE;
1446 else
1447 texture->target = GL_TEXTURE_2D;
1448
1449 if ((!is_power_of_two(width) || !is_power_of_two(height)) && !gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]
1450 && !gl_info->supported[ARB_TEXTURE_RECTANGLE] && !gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
1451 {
1452 texture->flags |= WINED3D_TEXTURE_COND_NP2_EMULATED;
1453 texture->pow2_width = texture->pow2_height = 1;
1454 while (texture->pow2_width < width)
1455 texture->pow2_width <<= 1;
1456 while (texture->pow2_height < height)
1457 texture->pow2_height <<= 1;
1458 }
1459 else
1460 {
1461 texture->flags &= ~WINED3D_TEXTURE_COND_NP2_EMULATED;
1462 texture->pow2_width = width;
1463 texture->pow2_height = height;
1464 }
1465
1466 if ((texture->user_memory = mem))
1467 {
1468 texture->resource.map_binding = WINED3D_LOCATION_USER_MEMORY;
1469 valid_location = WINED3D_LOCATION_USER_MEMORY;
1470 }
1471 else
1472 {
1473 wined3d_texture_prepare_location(texture, 0, NULL, WINED3D_LOCATION_SYSMEM);
1474 valid_location = WINED3D_LOCATION_SYSMEM;
1475 }
1476
1477 /* The format might be changed to a format that needs conversion.
1478 * If the surface didn't use PBOs previously but could now, don't
1479 * change it - whatever made us not use PBOs might come back, e.g.
1480 * color keys. */
1481 if (texture->resource.map_binding == WINED3D_LOCATION_BUFFER && !wined3d_texture_use_pbo(texture, gl_info))
1482 texture->resource.map_binding = WINED3D_LOCATION_SYSMEM;
1483
1484 wined3d_texture_validate_location(texture, 0, valid_location);
1485 wined3d_texture_invalidate_location(texture, 0, ~valid_location);
1486
1487 if (create_dib)
1488 {
1489 wined3d_cs_init_object(device->cs, texture2d_create_dc, surface);
1490 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
1491 }
1492
1493 return WINED3D_OK;
1494 }
1495
1496 /* Context activation is done by the caller. */
1497 static void wined3d_texture_prepare_buffer_object(struct wined3d_texture *texture,
1498 #if !defined(STAGING_CSMT)
1499 unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info)
1500 #else /* STAGING_CSMT */
1501 unsigned int sub_resource_idx, struct wined3d_context *context)
1502 #endif /* STAGING_CSMT */
1503 {
1504 struct wined3d_texture_sub_resource *sub_resource;
1505
1506 sub_resource = &texture->sub_resources[sub_resource_idx];
1507 #if !defined(STAGING_CSMT)
1508 if (sub_resource->buffer_object)
1509 return;
1510
1511 GL_EXTCALL(glGenBuffers(1, &sub_resource->buffer_object));
1512 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, sub_resource->buffer_object));
1513 GL_EXTCALL(glBufferData(GL_PIXEL_UNPACK_BUFFER, sub_resource->size, NULL, GL_STREAM_DRAW));
1514 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
1515 checkGLcall("Create buffer object");
1516
1517 TRACE("Created buffer object %u for texture %p, sub-resource %u.\n",
1518 sub_resource->buffer_object, texture, sub_resource_idx);
1519 #else /* STAGING_CSMT */
1520 if (sub_resource->buffer)
1521 return;
1522
1523 sub_resource->buffer = wined3d_device_get_bo(texture->resource.device,
1524 sub_resource->size, GL_STREAM_DRAW, GL_PIXEL_UNPACK_BUFFER, context);
1525
1526 TRACE("Created buffer object %u for texture %p, sub-resource %u.\n",
1527 sub_resource->buffer->name, texture, sub_resource_idx);
1528 #endif /* STAGING_CSMT */
1529 }
1530
1531 static void wined3d_texture_force_reload(struct wined3d_texture *texture)
1532 {
1533 unsigned int sub_count = texture->level_count * texture->layer_count;
1534 unsigned int i;
1535
1536 texture->flags &= ~(WINED3D_TEXTURE_RGB_ALLOCATED | WINED3D_TEXTURE_SRGB_ALLOCATED
1537 | WINED3D_TEXTURE_CONVERTED);
1538 texture->async.flags &= ~WINED3D_TEXTURE_ASYNC_COLOR_KEY;
1539 for (i = 0; i < sub_count; ++i)
1540 {
1541 wined3d_texture_invalidate_location(texture, i,
1542 WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
1543 }
1544 }
1545
1546 void wined3d_texture_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
1547 {
1548 DWORD alloc_flag = srgb ? WINED3D_TEXTURE_SRGB_ALLOCATED : WINED3D_TEXTURE_RGB_ALLOCATED;
1549 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
1550
1551 if (!d3d_info->shader_color_key
1552 && !(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
1553 != !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
1554 {
1555 wined3d_texture_force_reload(texture);
1556
1557 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
1558 texture->async.flags |= WINED3D_TEXTURE_ASYNC_COLOR_KEY;
1559 }
1560
1561 if (texture->flags & alloc_flag)
1562 return;
1563
1564 texture->texture_ops->texture_prepare_texture(texture, context, srgb);
1565 texture->flags |= alloc_flag;
1566 }
1567
1568 static void wined3d_texture_prepare_rb(struct wined3d_texture *texture,
1569 const struct wined3d_gl_info *gl_info, BOOL multisample)
1570 {
1571 const struct wined3d_format *format = texture->resource.format;
1572
1573 if (multisample)
1574 {
1575 DWORD samples;
1576
1577 if (texture->rb_multisample)
1578 return;
1579
1580 samples = wined3d_texture_get_gl_sample_count(texture);
1581
1582 gl_info->fbo_ops.glGenRenderbuffers(1, &texture->rb_multisample);
1583 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, texture->rb_multisample);
1584 gl_info->fbo_ops.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples,
1585 format->glInternal, texture->resource.width, texture->resource.height);
1586 checkGLcall("glRenderbufferStorageMultisample()");
1587 TRACE("Created multisample rb %u.\n", texture->rb_multisample);
1588 }
1589 else
1590 {
1591 if (texture->rb_resolved)
1592 return;
1593
1594 gl_info->fbo_ops.glGenRenderbuffers(1, &texture->rb_resolved);
1595 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, texture->rb_resolved);
1596 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format->glInternal,
1597 texture->resource.width, texture->resource.height);
1598 checkGLcall("glRenderbufferStorage()");
1599 TRACE("Created resolved rb %u.\n", texture->rb_resolved);
1600 }
1601 }
1602
1603 /* Context activation is done by the caller. Context may be NULL in
1604 * WINED3D_NO3D mode. */
1605 BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1606 struct wined3d_context *context, DWORD location)
1607 {
1608 switch (location)
1609 {
1610 case WINED3D_LOCATION_SYSMEM:
1611 if (texture->resource.heap_memory)
1612 return TRUE;
1613
1614 if (!wined3d_resource_allocate_sysmem(&texture->resource))
1615 {
1616 ERR("Failed to allocate system memory.\n");
1617 return FALSE;
1618 }
1619 return TRUE;
1620
1621 case WINED3D_LOCATION_USER_MEMORY:
1622 if (!texture->user_memory)
1623 ERR("Map binding is set to WINED3D_LOCATION_USER_MEMORY but surface->user_memory is NULL.\n");
1624 return TRUE;
1625
1626 case WINED3D_LOCATION_BUFFER:
1627 #if !defined(STAGING_CSMT)
1628 wined3d_texture_prepare_buffer_object(texture, sub_resource_idx, context->gl_info);
1629 #else /* STAGING_CSMT */
1630 wined3d_texture_prepare_buffer_object(texture, sub_resource_idx, context);
1631 #endif /* STAGING_CSMT */
1632 return TRUE;
1633
1634 case WINED3D_LOCATION_TEXTURE_RGB:
1635 wined3d_texture_prepare_texture(texture, context, FALSE);
1636 return TRUE;
1637
1638 case WINED3D_LOCATION_TEXTURE_SRGB:
1639 wined3d_texture_prepare_texture(texture, context, TRUE);
1640 return TRUE;
1641
1642 case WINED3D_LOCATION_DRAWABLE:
1643 if (!texture->swapchain && wined3d_settings.offscreen_rendering_mode != ORM_BACKBUFFER)
1644 ERR("Texture %p does not have a drawable.\n", texture);
1645 return TRUE;
1646
1647 case WINED3D_LOCATION_RB_MULTISAMPLE:
1648 wined3d_texture_prepare_rb(texture, context->gl_info, TRUE);
1649 return TRUE;
1650
1651 case WINED3D_LOCATION_RB_RESOLVED:
1652 wined3d_texture_prepare_rb(texture, context->gl_info, FALSE);
1653 return TRUE;
1654
1655 default:
1656 ERR("Invalid location %s.\n", wined3d_debug_location(location));
1657 return FALSE;
1658 }
1659 }
1660
1661 static struct wined3d_texture_sub_resource *wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
1662 unsigned int sub_resource_idx)
1663 {
1664 UINT sub_count = texture->level_count * texture->layer_count;
1665
1666 TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
1667
1668 if (sub_resource_idx >= sub_count)
1669 {
1670 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
1671 return NULL;
1672 }
1673
1674 return &texture->sub_resources[sub_resource_idx];
1675 }
1676
1677 HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
1678 UINT layer, const struct wined3d_box *dirty_region)
1679 {
1680 TRACE("texture %p, layer %u, dirty_region %s.\n", texture, layer, debug_box(dirty_region));
1681
1682 if (layer >= texture->layer_count)
1683 {
1684 WARN("Invalid layer %u specified.\n", layer);
1685 return WINED3DERR_INVALIDCALL;
1686 }
1687
1688 if (dirty_region)
1689 WARN("Ignoring dirty_region %s.\n", debug_box(dirty_region));
1690
1691 wined3d_cs_emit_add_dirty_texture_region(texture->resource.device->cs, texture, layer);
1692
1693 return WINED3D_OK;
1694 }
1695
1696 void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1697 const struct wined3d_context *context, const struct wined3d_box *box,
1698 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch)
1699 {
1700 texture->texture_ops->texture_upload_data(texture, sub_resource_idx,
1701 context, box, data, row_pitch, slice_pitch);
1702 }
1703
1704
1705 /* This call just uploads data, the caller is responsible for binding the
1706 * correct texture. */
1707 /* Context activation is done by the caller. */
1708 static void texture1d_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1709 const struct wined3d_context *context, const struct wined3d_box *box, const struct wined3d_const_bo_address *data,
1710 unsigned int row_pitch, unsigned int slice_pitch)
1711 {
1712 struct wined3d_surface *surface = texture->sub_resources[sub_resource_idx].u.surface;
1713 const struct wined3d_format *format = texture->resource.format;
1714 unsigned int level = sub_resource_idx % texture->level_count;
1715 const struct wined3d_gl_info *gl_info = context->gl_info;
1716 const void *mem = data->addr;
1717 void *converted_mem = NULL;
1718 unsigned int width, x, update_w;
1719 GLenum target;
1720
1721 TRACE("texture %p, sub_resource_idx %u, context %p, box %p, data {%#x:%p}, row_pitch %#x, slice_pitch %#x.\n",
1722 texture, sub_resource_idx, context, box, data->buffer_object, data->addr, row_pitch, slice_pitch);
1723
1724 width = wined3d_texture_get_level_width(texture, level);
1725
1726 if (!box)
1727 {
1728 x = 0;
1729 update_w = width;
1730 }
1731 else
1732 {
1733 x = box->left;
1734 update_w = box->right - box->left;
1735 }
1736
1737 if (format->upload)
1738 {
1739 unsigned int dst_row_pitch;
1740
1741 if (data->buffer_object)
1742 ERR("Loading a converted texture from a PBO.\n");
1743 if (texture->resource.format_flags & WINED3DFMT_FLAG_BLOCKS)
1744 ERR("Converting a block-based format.\n");
1745
1746 dst_row_pitch = update_w * format->conv_byte_count;
1747
1748 converted_mem = HeapAlloc(GetProcessHeap(), 0, dst_row_pitch);
1749 format->upload(data->addr, converted_mem, row_pitch, slice_pitch, dst_row_pitch, dst_row_pitch, update_w, 1, 1);
1750 mem = converted_mem;
1751 }
1752
1753 if (data->buffer_object)
1754 {
1755 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, data->buffer_object));
1756 checkGLcall("glBindBuffer");
1757 }
1758
1759 target = wined3d_texture_get_sub_resource_target(texture, sub_resource_idx);
1760 if (target == GL_TEXTURE_1D_ARRAY)
1761 {
1762 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ROW_LENGTH, row_pitch / format->byte_count);
1763
1764 gl_info->gl_ops.gl.p_glTexSubImage2D(target, level, x, surface->texture_layer, update_w, 1, format->glFormat, format->glType, mem);
1765 checkGLcall("glTexSubImage2D");
1766
1767 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1768 }
1769 else
1770 {
1771 gl_info->gl_ops.gl.p_glTexSubImage1D(target, level, x, update_w, format->glFormat, format->glType, mem);
1772 checkGLcall("glTexSubImage1D");
1773 }
1774
1775 if (data->buffer_object)
1776 {
1777 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
1778 checkGLcall("glBindBuffer");
1779 }
1780
1781 HeapFree(GetProcessHeap(), 0, converted_mem);
1782 }
1783
1784 /* Context activation is done by the caller. */
1785 static void texture1d_download_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1786 const struct wined3d_context *context, const struct wined3d_bo_address *data)
1787 {
1788 struct wined3d_surface *surface = texture->sub_resources[sub_resource_idx].u.surface;
1789 const struct wined3d_format *format = texture->resource.format;
1790 const struct wined3d_gl_info *gl_info = context->gl_info;
1791 struct wined3d_texture_sub_resource *sub_resource;
1792 BYTE *temporary_mem = NULL;
1793 void *mem;
1794 GLenum target;
1795
1796 sub_resource = &texture->sub_resources[sub_resource_idx];
1797
1798 if (format->conv_byte_count)
1799 {
1800 FIXME("Attempting to download a converted 1d texture, format %s.\n",
1801 debug_d3dformat(format->id));
1802 return;
1803 }
1804
1805 target = wined3d_texture_get_sub_resource_target(texture, sub_resource_idx);
1806 if (target == GL_TEXTURE_1D_ARRAY)
1807 {
1808 WARN_(d3d_perf)("Downloading all miplevel layers to get the surface data for a single sub-resource.\n");
1809
1810 if (!(temporary_mem = heap_calloc(texture->layer_count, sub_resource->size)))
1811 {
1812 ERR("Out of memory.\n");
1813 return;
1814 }
1815
1816 mem = temporary_mem;
1817 }
1818 else if (data->buffer_object)
1819 {
1820 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data->buffer_object));
1821 checkGLcall("glBindBuffer");
1822 mem = data->addr;
1823 }
1824 else
1825 mem = data->addr;
1826
1827 gl_info->gl_ops.gl.p_glGetTexImage(target, sub_resource_idx,
1828 format->glFormat, format->glType, mem);
1829 checkGLcall("glGetTexImage");
1830
1831 if (temporary_mem)
1832 {
1833 void *src_data = temporary_mem + surface->texture_layer * sub_resource->size;
1834 if (data->buffer_object)
1835 {
1836 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data->buffer_object));
1837 checkGLcall("glBindBuffer");
1838 GL_EXTCALL(glBufferSubData(GL_PIXEL_PACK_BUFFER, 0, sub_resource->size, src_data));
1839 checkGLcall("glBufferSubData");
1840 }
1841 else
1842 {
1843 memcpy(data->addr, src_data, sub_resource->size);
1844 }
1845 }
1846
1847 if (data->buffer_object)
1848 {
1849 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
1850 checkGLcall("glBindBuffer");
1851 }
1852
1853 HeapFree(GetProcessHeap(), 0, temporary_mem);
1854 }
1855
1856 /* Context activation is done by the caller. */
1857 static void texture1d_srgb_transfer(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1858 struct wined3d_context *context, BOOL dest_is_srgb)
1859 {
1860 struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
1861 unsigned int row_pitch, slice_pitch;
1862 struct wined3d_bo_address data;
1863
1864 WARN_(d3d_perf)("Performing slow rgb/srgb 1d texture transfer.\n");
1865 data.buffer_object = 0;
1866 if (!(data.addr = HeapAlloc(GetProcessHeap(), 0, sub_resource->size)))
1867 return;
1868
1869 wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
1870 wined3d_texture_bind_and_dirtify(texture, context, !dest_is_srgb);
1871 texture1d_download_data(texture, sub_resource_idx, context, &data);
1872 wined3d_texture_bind_and_dirtify(texture, context, dest_is_srgb);
1873 texture1d_upload_data(texture, sub_resource_idx, context, NULL,
1874 wined3d_const_bo_address(&data), row_pitch, slice_pitch);
1875
1876 HeapFree(GetProcessHeap(), 0, data.addr);
1877 }
1878
1879 /* Context activation is done by the caller. */
1880 static BOOL texture1d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1881 struct wined3d_context *context, DWORD location)
1882 {
1883 struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
1884 DWORD required_access = wined3d_resource_access_from_location(location);
1885 unsigned int row_pitch, slice_pitch;
1886
1887 TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n",
1888 texture, sub_resource_idx, context, wined3d_debug_location(location));
1889
1890 TRACE("Current resource location %s.\n", wined3d_debug_location(sub_resource->locations));
1891
1892 if ((sub_resource->locations & location) == location)
1893 {
1894 TRACE("Location(s) already up to date.\n");
1895 return TRUE;
1896 }
1897
1898 if ((texture->resource.access & required_access) != required_access)
1899 {
1900 ERR("Operation requires %#x access, but 1d texture only has %#x.\n",
1901 required_access, texture->resource.access);
1902 return FALSE;
1903 }
1904
1905 if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location))
1906 return FALSE;
1907
1908 if (sub_resource->locations & WINED3D_LOCATION_DISCARDED)
1909 {
1910 TRACE("1d texture previously discarded, nothing to do.\n");
1911 wined3d_texture_validate_location(texture, sub_resource_idx, location);
1912 wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED);
1913 goto done;
1914 }
1915
1916 switch (location)
1917 {
1918 case WINED3D_LOCATION_TEXTURE_RGB:
1919 case WINED3D_LOCATION_TEXTURE_SRGB:
1920 if (sub_resource->locations & WINED3D_LOCATION_SYSMEM)
1921 {
1922 struct wined3d_const_bo_address data = {0, texture->resource.heap_memory};
1923 data.addr += sub_resource->offset;
1924 wined3d_texture_bind_and_dirtify(texture, context, location == WINED3D_LOCATION_TEXTURE_SRGB);
1925 wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
1926 texture1d_upload_data(texture, sub_resource_idx, context, NULL, &data, row_pitch, slice_pitch);
1927 }
1928 else if (sub_resource->locations & WINED3D_LOCATION_BUFFER)
1929 {
1930 #if !defined(STAGING_CSMT)
1931 struct wined3d_const_bo_address data = {sub_resource->buffer_object, NULL};
1932 #else /* STAGING_CSMT */
1933 struct wined3d_const_bo_address data = {sub_resource->buffer->name, NULL};
1934 #endif /* STAGING_CSMT */
1935 wined3d_texture_bind_and_dirtify(texture, context, location == WINED3D_LOCATION_TEXTURE_SRGB);
1936 wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
1937 texture1d_upload_data(texture, sub_resource_idx, context, NULL, &data, row_pitch, slice_pitch);
1938 }
1939 else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
1940 {
1941 texture1d_srgb_transfer(texture, sub_resource_idx, context, TRUE);
1942 }
1943 else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_SRGB)
1944 {
1945 texture1d_srgb_transfer(texture, sub_resource_idx, context, FALSE);
1946 }
1947 else
1948 {
1949 FIXME("Implement 1d texture loading from %s.\n", wined3d_debug_location(sub_resource->locations));
1950 return FALSE;
1951 }
1952 break;
1953
1954 case WINED3D_LOCATION_SYSMEM:
1955 if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
1956 {
1957 struct wined3d_bo_address data = {0, texture->resource.heap_memory};
1958
1959 data.addr += sub_resource->offset;
1960 if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
1961 wined3d_texture_bind_and_dirtify(texture, context, FALSE);
1962 else
1963 wined3d_texture_bind_and_dirtify(texture, context, TRUE);
1964
1965 texture1d_download_data(texture, sub_resource_idx, context, &data);
1966 ++texture->download_count;
1967 }
1968 else
1969 {
1970 FIXME("Implement WINED3D_LOCATION_SYSMEM loading from %s.\n",
1971 wined3d_debug_location(sub_resource->locations));
1972 return FALSE;
1973 }
1974 break;
1975
1976 case WINED3D_LOCATION_BUFFER:
1977 if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
1978 {
1979 #if !defined(STAGING_CSMT)
1980 struct wined3d_bo_address data = {sub_resource->buffer_object, NULL};
1981 #else /* STAGING_CSMT */
1982 struct wined3d_bo_address data = {sub_resource->buffer->name, NULL};
1983 #endif /* STAGING_CSMT */
1984
1985 if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
1986 wined3d_texture_bind_and_dirtify(texture, context, FALSE);
1987 else
1988 wined3d_texture_bind_and_dirtify(texture, context, TRUE);
1989
1990 texture1d_download_data(texture, sub_resource_idx, context, &data);
1991 }
1992 else
1993 {
1994 FIXME("Implement WINED3D_LOCATION_BUFFER loading from %s.\n",
1995 wined3d_debug_location(sub_resource->locations));
1996 return FALSE;
1997 }
1998 break;
1999
2000 default:
2001 FIXME("Implement %s loading from %s.\n", wined3d_debug_location(location),
2002 wined3d_debug_location(sub_resource->locations));
2003 return FALSE;
2004 }
2005
2006 done:
2007 wined3d_texture_validate_location(texture, sub_resource_idx, location);
2008
2009 return TRUE;
2010 }
2011
2012 static void texture1d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
2013 {
2014 const struct wined3d_format *format = texture->resource.format;
2015 unsigned int sub_count = texture->level_count * texture->layer_count;
2016 const struct wined3d_gl_info *gl_info = context->gl_info;
2017 unsigned int width;
2018 GLenum internal;
2019
2020 wined3d_texture_bind_and_dirtify(texture, context, srgb);
2021
2022 if (srgb)
2023 internal = format->glGammaInternal;
2024 else if (texture->resource.usage & WINED3DUSAGE_RENDERTARGET
2025 && wined3d_resource_is_offscreen(&texture->resource))
2026 internal = format->rtInternal;
2027 else
2028 internal = format->glInternal;
2029
2030 if (wined3d_texture_use_immutable_storage(texture, gl_info))
2031 {
2032 width = wined3d_texture_get_level_width(texture, 0);
2033
2034 if (texture->target == GL_TEXTURE_1D_ARRAY)
2035 {
2036 GL_EXTCALL(glTexStorage2D(texture->target, texture->level_count, internal, width, texture->layer_count));
2037 checkGLcall("glTexStorage2D");
2038 }
2039 else
2040 {
2041 GL_EXTCALL(glTexStorage1D(texture->target, texture->level_count, internal, width));
2042 checkGLcall("glTexStorage1D");
2043 }
2044 }
2045 else
2046 {
2047 unsigned int i;
2048
2049 for (i = 0; i < sub_count; ++i)
2050 {
2051 GLenum target;
2052 struct wined3d_surface *surface = texture->sub_resources[i].u.surface;
2053 width = wined3d_texture_get_level_width(texture, surface->texture_level);
2054 target = wined3d_texture_get_sub_resource_target(texture, i);
2055
2056 if (texture->target == GL_TEXTURE_1D_ARRAY)
2057 {
2058 gl_info->gl_ops.gl.p_glTexImage2D(target, surface->texture_level,
2059 internal, width, texture->layer_count, 0, format->glFormat, format->glType, NULL);
2060 checkGLcall("glTexImage2D");
2061 }
2062 else
2063 {
2064 gl_info->gl_ops.gl.p_glTexImage1D(target, surface->texture_level,
2065 internal, width, 0, format->glFormat, format->glType, NULL);
2066 checkGLcall("glTexImage1D");
2067 }
2068 }
2069 }
2070 }
2071
2072 static void texture1d_cleanup_sub_resources(struct wined3d_texture *texture)
2073 {
2074 }
2075
2076 static const struct wined3d_texture_ops texture1d_ops =
2077 {
2078 texture1d_upload_data,
2079 texture1d_load_location,
2080 texture1d_prepare_texture,
2081 texture1d_cleanup_sub_resources,
2082 };
2083
2084 static void texture2d_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2085 const struct wined3d_context *context, const struct wined3d_box *box,
2086 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch)
2087 {
2088 unsigned int texture_level;
2089 POINT dst_point;
2090 RECT src_rect;
2091
2092 src_rect.left = 0;
2093 src_rect.top = 0;
2094 if (box)
2095 {
2096 dst_point.x = box->left;
2097 dst_point.y = box->top;
2098 src_rect.right = box->right - box->left;
2099 src_rect.bottom = box->bottom - box->top;
2100 }
2101 else
2102 {
2103 dst_point.x = dst_point.y = 0;
2104 texture_level = sub_resource_idx % texture->level_count;
2105 src_rect.right = wined3d_texture_get_level_width(texture, texture_level);
2106 src_rect.bottom = wined3d_texture_get_level_height(texture, texture_level);
2107 }
2108
2109 wined3d_surface_upload_data(texture->sub_resources[sub_resource_idx].u.surface, context->gl_info,
2110 texture->resource.format, &src_rect, row_pitch, &dst_point, FALSE, data);
2111 }
2112
2113 static BOOL texture2d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2114 struct wined3d_context *context, DWORD location)
2115 {
2116 return surface_load_location(texture->sub_resources[sub_resource_idx].u.surface, context, location);
2117 }
2118
2119 /* Context activation is done by the caller. */
2120 static void texture2d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
2121 {
2122 const struct wined3d_format *format = texture->resource.format;
2123 const struct wined3d_gl_info *gl_info = context->gl_info;
2124 const struct wined3d_color_key_conversion *conversion;
2125 GLenum internal;
2126
2127 TRACE("texture %p, context %p, format %s.\n", texture, context, debug_d3dformat(format->id));
2128
2129 if (format->conv_byte_count)
2130 {
2131 texture->flags |= WINED3D_TEXTURE_CONVERTED;
2132 }
2133 else if ((conversion = wined3d_format_get_color_key_conversion(texture, TRUE)))
2134 {
2135 texture->flags |= WINED3D_TEXTURE_CONVERTED;
2136 format = wined3d_get_format(gl_info, conversion->dst_format, texture->resource.usage);
2137 TRACE("Using format %s for color key conversion.\n", debug_d3dformat(format->id));
2138 }
2139
2140 wined3d_texture_bind_and_dirtify(texture, context, srgb);
2141
2142 if (srgb)
2143 internal = format->glGammaInternal;
2144 else if (texture->resource.usage & WINED3DUSAGE_RENDERTARGET
2145 && wined3d_resource_is_offscreen(&texture->resource))
2146 internal = format->rtInternal;
2147 else
2148 internal = format->glInternal;
2149
2150 if (!internal)
2151 FIXME("No GL internal format for format %s.\n", debug_d3dformat(format->id));
2152
2153 TRACE("internal %#x, format %#x, type %#x.\n", internal, format->glFormat, format->glType);
2154
2155 if (wined3d_texture_use_immutable_storage(texture, gl_info))
2156 wined3d_texture_allocate_gl_immutable_storage(texture, internal, gl_info);
2157 else
2158 wined3d_texture_allocate_gl_mutable_storage(texture, internal, format, gl_info);
2159 }
2160
2161 static void texture2d_cleanup_sub_resources(struct wined3d_texture *texture)
2162 {
2163 unsigned int sub_count = texture->level_count * texture->layer_count;
2164 struct wined3d_device *device = texture->resource.device;
2165 struct wined3d_texture_sub_resource *sub_resource;
2166 struct wined3d_renderbuffer_entry *entry, *entry2;
2167 const struct wined3d_gl_info *gl_info = NULL;
2168 struct wined3d_context *context = NULL;
2169 struct wined3d_surface *surface;
2170 unsigned int i;
2171
2172 for (i = 0; i < sub_count; ++i)
2173 {
2174 sub_resource = &texture->sub_resources[i];
2175 if (!(surface = sub_resource->u.surface))
2176 continue;
2177
2178 TRACE("surface %p.\n", surface);
2179
2180 if (!context && !list_empty(&surface->renderbuffers))
2181 {
2182 context = context_acquire(device, NULL, 0);
2183 gl_info = context->gl_info;
2184 }
2185
2186 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
2187 {
2188 TRACE("Deleting renderbuffer %u.\n", entry->id);
2189 context_gl_resource_released(device, entry->id, TRUE);
2190 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
2191 heap_free(entry);
2192 }
2193
2194 if (surface->dc)
2195 texture2d_destroy_dc(surface);
2196 }
2197 if (context)
2198 context_release(context);
2199 heap_free(texture->sub_resources[0].u.surface);
2200 }
2201
2202 static const struct wined3d_texture_ops texture2d_ops =
2203 {
2204 texture2d_upload_data,
2205 texture2d_load_location,
2206 texture2d_prepare_texture,
2207 texture2d_cleanup_sub_resources,
2208 };
2209
2210 struct wined3d_texture * __cdecl wined3d_texture_from_resource(struct wined3d_resource *resource)
2211 {
2212 return texture_from_resource(resource);
2213 }
2214
2215 static ULONG texture_resource_incref(struct wined3d_resource *resource)
2216 {
2217 return wined3d_texture_incref(texture_from_resource(resource));
2218 }
2219
2220 static ULONG texture_resource_decref(struct wined3d_resource *resource)
2221 {
2222 return wined3d_texture_decref(texture_from_resource(resource));
2223 }
2224
2225 static void texture_resource_preload(struct wined3d_resource *resource)
2226 {
2227 struct wined3d_texture *texture = texture_from_resource(resource);
2228 struct wined3d_context *context;
2229
2230 context = context_acquire(resource->device, NULL, 0);
2231 wined3d_texture_load(texture, context, texture->flags & WINED3D_TEXTURE_IS_SRGB);
2232 context_release(context);
2233 }
2234
2235 static void wined3d_texture_unload(struct wined3d_resource *resource)
2236 {
2237 struct wined3d_texture *texture = texture_from_resource(resource);
2238 UINT sub_count = texture->level_count * texture->layer_count;
2239 struct wined3d_device *device = resource->device;
2240 const struct wined3d_gl_info *gl_info;
2241 struct wined3d_context *context;
2242 UINT i;
2243
2244 TRACE("texture %p.\n", texture);
2245
2246 context = context_acquire(device, NULL, 0);
2247 gl_info = context->gl_info;
2248
2249 for (i = 0; i < sub_count; ++i)
2250 {
2251 struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[i];
2252
2253 if (resource->access & WINED3D_RESOURCE_ACCESS_CPU
2254 && wined3d_texture_load_location(texture, i, context, resource->map_binding))
2255 {
2256 wined3d_texture_invalidate_location(texture, i, ~resource->map_binding);
2257 }
2258 else
2259 {
2260 /* We should only get here on device reset/teardown for implicit
2261 * resources. */
2262 if (resource->access & WINED3D_RESOURCE_ACCESS_CPU
2263 || resource->type != WINED3D_RTYPE_TEXTURE_2D)
2264 ERR("Discarding %s %p sub-resource %u with resource access %s.\n",
2265 debug_d3dresourcetype(resource->type), resource, i,
2266 wined3d_debug_resource_access(resource->access));
2267 wined3d_texture_validate_location(texture, i, WINED3D_LOCATION_DISCARDED);
2268 wined3d_texture_invalidate_location(texture, i, ~WINED3D_LOCATION_DISCARDED);
2269 }
2270
2271 #if !defined(STAGING_CSMT)
2272 if (sub_resource->buffer_object)
2273 wined3d_texture_remove_buffer_object(texture, i, context->gl_info);
2274 #else /* STAGING_CSMT */
2275 if (sub_resource->buffer)
2276 wined3d_texture_remove_buffer_object(texture, i, context);
2277 #endif /* STAGING_CSMT */
2278
2279 if (resource->type == WINED3D_RTYPE_TEXTURE_2D)
2280 {
2281 struct wined3d_surface *surface = sub_resource->u.surface;
2282 struct wined3d_renderbuffer_entry *entry, *entry2;
2283
2284 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
2285 {
2286 context_gl_resource_released(device, entry->id, TRUE);
2287 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
2288 list_remove(&entry->entry);
2289 heap_free(entry);
2290 }
2291 list_init(&surface->renderbuffers);
2292 surface->current_renderbuffer = NULL;
2293 }
2294 }
2295
2296 context_release(context);
2297
2298 wined3d_texture_force_reload(texture);
2299 wined3d_texture_unload_gl_texture(texture);
2300 }
2301
2302 static HRESULT texture_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
2303 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
2304 {
2305 const struct wined3d_format *format = resource->format;
2306 struct wined3d_texture_sub_resource *sub_resource;
2307 struct wined3d_device *device = resource->device;
2308 unsigned int fmt_flags = resource->format_flags;
2309 struct wined3d_context *context = NULL;
2310 struct wined3d_texture *texture;
2311 struct wined3d_bo_address data;
2312 unsigned int texture_level;
2313 BYTE *base_memory;
2314 BOOL ret;
2315
2316 TRACE("resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n",
2317 resource, sub_resource_idx, map_desc, debug_box(box), flags);
2318
2319 texture = texture_from_resource(resource);
2320 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
2321 return E_INVALIDARG;
2322
2323 texture_level = sub_resource_idx % texture->level_count;
2324 if (box && FAILED(wined3d_texture_check_box_dimensions(texture, texture_level, box)))
2325 {
2326 WARN("Map box is invalid.\n");
2327 if (((fmt_flags & WINED3DFMT_FLAG_BLOCKS) && !(resource->access & WINED3D_RESOURCE_ACCESS_CPU))
2328 || resource->type != WINED3D_RTYPE_TEXTURE_2D)
2329 return WINED3DERR_INVALIDCALL;
2330 }
2331
2332 if (texture->flags & WINED3D_TEXTURE_DC_IN_USE)
2333 {
2334 WARN("DC is in use.\n");
2335 return WINED3DERR_INVALIDCALL;
2336 }
2337
2338 if (sub_resource->map_count)
2339 {
2340 WARN("Sub-resource is already mapped.\n");
2341 return WINED3DERR_INVALIDCALL;
2342 }
2343
2344 if (device->d3d_initialized)
2345 context = context_acquire(device, NULL, 0);
2346
2347 if (flags & WINED3D_MAP_DISCARD)
2348 {
2349 TRACE("WINED3D_MAP_DISCARD flag passed, marking %s as up to date.\n",
2350 wined3d_debug_location(resource->map_binding));
2351 if ((ret = wined3d_texture_prepare_location(texture, sub_resource_idx, context, resource->map_binding)))
2352 wined3d_texture_validate_location(texture, sub_resource_idx, resource->map_binding);
2353 }
2354 else
2355 {
2356 if (resource->usage & WINED3DUSAGE_DYNAMIC)
2357 WARN_(d3d_perf)("Mapping a dynamic texture without WINED3D_MAP_DISCARD.\n");
2358 ret = wined3d_texture_load_location(texture, sub_resource_idx, context, resource->map_binding);
2359 }
2360
2361 if (!ret)
2362 {
2363 ERR("Failed to prepare location.\n");
2364 context_release(context);
2365 return E_OUTOFMEMORY;
2366 }
2367
2368 if (flags & WINED3D_MAP_WRITE
2369 && (!(flags & WINED3D_MAP_NO_DIRTY_UPDATE) || (resource->usage & WINED3DUSAGE_DYNAMIC)))
2370 wined3d_texture_invalidate_location(texture, sub_resource_idx, ~resource->map_binding);
2371
2372 wined3d_texture_get_memory(texture, sub_resource_idx, &data, resource->map_binding);
2373 base_memory = context_map_bo_address(context, &data, sub_resource->size, GL_PIXEL_UNPACK_BUFFER, flags);
2374 TRACE("Base memory pointer %p.\n", base_memory);
2375
2376 if (context)
2377 context_release(context);
2378
2379 if (fmt_flags & WINED3DFMT_FLAG_BROKEN_PITCH)
2380 {
2381 map_desc->row_pitch = wined3d_texture_get_level_width(texture, texture_level) * format->byte_count;
2382 map_desc->slice_pitch = wined3d_texture_get_level_height(texture, texture_level) * map_desc->row_pitch;
2383 }
2384 else
2385 {
2386 wined3d_texture_get_pitch(texture, texture_level, &map_desc->row_pitch, &map_desc->slice_pitch);
2387 }
2388
2389 if (!box)
2390 {
2391 map_desc->data = base_memory;
2392 }
2393 else
2394 {
2395 if ((fmt_flags & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_BLOCKS)
2396 {
2397 /* Compressed textures are block based, so calculate the offset of
2398 * the block that contains the top-left pixel of the mapped box. */
2399 map_desc->data = base_memory
2400 + (box->front * map_desc->slice_pitch)
2401 + ((box->top / format->block_height) * map_desc->row_pitch)
2402 + ((box->left / format->block_width) * format->block_byte_count);
2403 }
2404 else
2405 {
2406 map_desc->data = base_memory
2407 + (box->front * map_desc->slice_pitch)
2408 + (box->top * map_desc->row_pitch)
2409 + (box->left * format->byte_count);
2410 }
2411 }
2412
2413 if (texture->swapchain && texture->swapchain->front_buffer == texture)
2414 {
2415 RECT *r = &texture->swapchain->front_buffer_update;
2416
2417 if (!box)
2418 SetRect(r, 0, 0, resource->width, resource->height);
2419 else
2420 SetRect(r, box->left, box->top, box->right, box->bottom);
2421 TRACE("Mapped front buffer %s.\n", wine_dbgstr_rect(r));
2422 }
2423
2424 ++resource->map_count;
2425 ++sub_resource->map_count;
2426
2427 TRACE("Returning memory %p, row pitch %u, slice pitch %u.\n",
2428 map_desc->data, map_desc->row_pitch, map_desc->slice_pitch);
2429
2430 return WINED3D_OK;
2431 }
2432
2433 static HRESULT texture_resource_sub_resource_map_info(struct wined3d_resource *resource, unsigned int sub_resource_idx,
2434 struct wined3d_map_info *info, DWORD flags)
2435 {
2436 const struct wined3d_format *format = resource->format;
2437 struct wined3d_texture_sub_resource *sub_resource;
2438 unsigned int fmt_flags = resource->format_flags;
2439 struct wined3d_texture *texture;
2440 unsigned int texture_level;
2441
2442 texture = texture_from_resource(resource);
2443 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
2444 return E_INVALIDARG;
2445
2446 texture_level = sub_resource_idx % texture->level_count;
2447
2448 if (fmt_flags & WINED3DFMT_FLAG_BROKEN_PITCH)
2449 {
2450 info->row_pitch = wined3d_texture_get_level_width(texture, texture_level) * format->byte_count;
2451 info->slice_pitch = wined3d_texture_get_level_height(texture, texture_level) * info->row_pitch;
2452 }
2453 else
2454 {
2455 wined3d_texture_get_pitch(texture, texture_level, &info->row_pitch, &info->slice_pitch);
2456 }
2457
2458 info->size = info->slice_pitch * wined3d_texture_get_level_depth(texture, texture_level);
2459
2460 return WINED3D_OK;
2461 }
2462
2463 static HRESULT texture_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
2464 {
2465 struct wined3d_texture_sub_resource *sub_resource;
2466 struct wined3d_device *device = resource->device;
2467 struct wined3d_context *context = NULL;
2468 struct wined3d_texture *texture;
2469 struct wined3d_bo_address data;
2470
2471 TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx);
2472
2473 texture = texture_from_resource(resource);
2474 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
2475 return E_INVALIDARG;
2476
2477 if (!sub_resource->map_count)
2478 {
2479 WARN("Trying to unmap unmapped sub-resource.\n");
2480 if (texture->flags & WINED3D_TEXTURE_DC_IN_USE)
2481 return WINED3D_OK;
2482 return WINEDDERR_NOTLOCKED;
2483 }
2484
2485 if (device->d3d_initialized)
2486 context = context_acquire(device, NULL, 0);
2487
2488 wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding);
2489 context_unmap_bo_address(context, &data, GL_PIXEL_UNPACK_BUFFER);
2490
2491 if (context)
2492 context_release(context);
2493
2494 if (texture->swapchain && texture->swapchain->front_buffer == texture)
2495 {
2496 if (!(sub_resource->locations & (WINED3D_LOCATION_DRAWABLE | WINED3D_LOCATION_TEXTURE_RGB)))
2497 texture->swapchain->swapchain_ops->swapchain_frontbuffer_updated(texture->swapchain);
2498 }
2499
2500 --sub_resource->map_count;
2501 if (!--resource->map_count && texture->update_map_binding)
2502 wined3d_texture_update_map_binding(texture);
2503
2504 return WINED3D_OK;
2505 }
2506
2507 static const struct wined3d_resource_ops texture_resource_ops =
2508 {
2509 texture_resource_incref,
2510 texture_resource_decref,
2511 texture_resource_preload,
2512 wined3d_texture_unload,
2513 texture_resource_sub_resource_map,
2514 texture_resource_sub_resource_map_info,
2515 texture_resource_sub_resource_unmap,
2516 };
2517
2518 static HRESULT texture1d_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
2519 UINT layer_count, UINT level_count, struct wined3d_device *device, void *parent,
2520 const struct wined3d_parent_ops *parent_ops)
2521 {
2522 struct wined3d_device_parent *device_parent = device->device_parent;
2523 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2524 struct wined3d_surface *surfaces;
2525 unsigned int i, j;
2526 HRESULT hr;
2527
2528 if (layer_count > 1 && !gl_info->supported[EXT_TEXTURE_ARRAY])
2529 {
2530 WARN("OpenGL implementation does not support array textures.\n");
2531 return WINED3DERR_INVALIDCALL;
2532 }
2533
2534 /* TODO: It should only be possible to create textures for formats
2535 * that are reported as supported. */
2536 if (WINED3DFMT_UNKNOWN >= desc->format)
2537 {
2538 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
2539 return WINED3DERR_INVALIDCALL;
2540 }
2541
2542 if (desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP)
2543 {
2544 WARN("1d textures can not be used for cube mapping, returning D3DERR_INVALIDCALL.\n");
2545 return WINED3DERR_INVALIDCALL;
2546 }
2547
2548 if ((desc->usage & WINED3DUSAGE_DYNAMIC && wined3d_resource_access_is_managed(desc->access))
2549 || (desc->usage & WINED3DUSAGE_SCRATCH))
2550 {
2551 WARN("Attempted to create a DYNAMIC texture in pool %s.\n", wined3d_debug_resource_access(desc->access));
2552 return WINED3DERR_INVALIDCALL;
2553 }
2554
2555 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && !is_power_of_two(desc->width))
2556 {
2557 if (desc->usage & WINED3DUSAGE_SCRATCH)
2558 {
2559 WARN("Creating a scratch NPOT 1d texture despite lack of HW support.\n");
2560 }
2561 else
2562 {
2563 WARN("Attempted to create a NPOT 1d texture (%u, %u, %u) without GL support.\n",
2564 desc->width, desc->height, desc->depth);
2565 return WINED3DERR_INVALIDCALL;
2566 }
2567 }
2568
2569 if (desc->usage & WINED3DUSAGE_QUERY_GENMIPMAP)
2570 {
2571 if (level_count != 1)
2572 {
2573 WARN("WINED3DUSAGE_QUERY_GENMIPMAP is set, and level count != 1, returning WINED3DERR_INVALIDCALL.\n");
2574 return WINED3DERR_INVALIDCALL;
2575 }
2576 }
2577
2578 if (FAILED(hr = wined3d_texture_init(texture, &texture1d_ops, layer_count, level_count, desc,
2579 0, device, parent, parent_ops, &texture_resource_ops)))
2580 {
2581 WARN("Failed to initialize texture, returning %#x.\n", hr);
2582 return hr;
2583 }
2584
2585 texture->pow2_matrix[0] = 1.0f;
2586 texture->pow2_matrix[5] = 1.0f;
2587 texture->pow2_matrix[10] = 1.0f;
2588 texture->pow2_matrix[15] = 1.0f;
2589 texture->target = (layer_count > 1) ? GL_TEXTURE_1D_ARRAY : GL_TEXTURE_1D;
2590
2591 if (wined3d_texture_use_pbo(texture, gl_info))
2592 {
2593 wined3d_resource_free_sysmem(&texture->resource);
2594 texture->resource.map_binding = WINED3D_LOCATION_BUFFER;
2595 }
2596
2597 if (level_count > ~(SIZE_T)0 / layer_count
2598 || !(surfaces = heap_calloc(level_count * layer_count, sizeof(*surfaces))))
2599 {
2600 wined3d_texture_cleanup_sync(texture);
2601 return E_OUTOFMEMORY;
2602 }
2603
2604 /* Generate all the surfaces. */
2605 for (i = 0; i < texture->level_count; ++i)
2606 {
2607 for (j = 0; j < texture->layer_count; ++j)
2608 {
2609 struct wined3d_texture_sub_resource *sub_resource;
2610 unsigned int idx = j * texture->level_count + i;
2611 struct wined3d_surface *surface;
2612
2613 surface = &surfaces[idx];
2614 surface->container = texture;
2615 surface->texture_level = i;
2616 surface->texture_layer = j;
2617 list_init(&surface->renderbuffers);
2618
2619 sub_resource = &texture->sub_resources[idx];
2620 sub_resource->locations = WINED3D_LOCATION_DISCARDED;
2621 sub_resource->u.surface = surface;
2622
2623 if (FAILED(hr = device_parent->ops->surface_created(device_parent,
2624 texture, idx, &sub_resource->parent, &sub_resource->parent_ops)))
2625 {
2626 WARN("Failed to create texture1d parent, hr %#x.\n", hr);
2627 sub_resource->parent = NULL;
2628 wined3d_texture_cleanup_sync(texture);
2629 return hr;
2630 }
2631
2632 TRACE("parent %p, parent_ops %p.\n", parent, parent_ops);
2633
2634 TRACE("Created 1d texture surface level %u, layer %u @ %p.\n", i, j, surface);
2635 }
2636 }
2637
2638 return WINED3D_OK;
2639 }
2640
2641 static HRESULT texture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
2642 unsigned int layer_count, unsigned int level_count, DWORD flags, struct wined3d_device *device,
2643 void *parent, const struct wined3d_parent_ops *parent_ops)
2644 {
2645 struct wined3d_device_parent *device_parent = device->device_parent;
2646 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2647 struct wined3d_surface *surfaces;
2648 UINT pow2_width, pow2_height;
2649 unsigned int i, j, sub_count;
2650 HRESULT hr;
2651
2652 if (!(desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP) && layer_count > 1
2653 && !gl_info->supported[EXT_TEXTURE_ARRAY])
2654 {
2655 WARN("OpenGL implementation does not support array textures.\n");
2656 return WINED3DERR_INVALIDCALL;
2657 }
2658
2659 /* TODO: It should only be possible to create textures for formats
2660 * that are reported as supported. */
2661 if (WINED3DFMT_UNKNOWN >= desc->format)
2662 {
2663 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
2664 return WINED3DERR_INVALIDCALL;
2665 }
2666
2667 if (desc->usage & WINED3DUSAGE_DYNAMIC && wined3d_resource_access_is_managed(desc->access))
2668 FIXME("Trying to create a managed texture with dynamic usage.\n");
2669 if (!(desc->usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))
2670 && (flags & WINED3D_TEXTURE_CREATE_MAPPABLE))
2671 WARN("Creating a mappable texture that doesn't specify dynamic usage.\n");
2672 if (desc->usage & WINED3DUSAGE_RENDERTARGET && desc->access & WINED3D_RESOURCE_ACCESS_CPU)
2673 FIXME("Trying to create a CPU accessible render target.\n");
2674
2675 pow2_width = desc->width;
2676 pow2_height = desc->height;
2677 if (((desc->width & (desc->width - 1)) || (desc->height & (desc->height - 1)))
2678 && !gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2679 {
2680 /* level_count == 0 returns an error as well. */
2681 if (level_count != 1 || layer_count != 1)
2682 {
2683 if (!(desc->usage & WINED3DUSAGE_SCRATCH))
2684 {
2685 WARN("Attempted to create a mipmapped/cube/array NPOT texture without unconditional NPOT support.\n");
2686 return WINED3DERR_INVALIDCALL;
2687 }
2688
2689 WARN("Creating a scratch mipmapped/cube/array NPOT texture despite lack of HW support.\n");
2690 }
2691 texture->flags |= WINED3D_TEXTURE_COND_NP2;
2692
2693 if (!gl_info->supported[ARB_TEXTURE_RECTANGLE] && !gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
2694 {
2695 const struct wined3d_format *format = wined3d_get_format(gl_info, desc->format, desc->usage);
2696
2697 /* TODO: Add support for non-power-of-two compressed textures. */
2698 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D]
2699 & (WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_HEIGHT_SCALE))
2700 {
2701 FIXME("Compressed or height scaled non-power-of-two (%ux%u) textures are not supported.\n",
2702 desc->width, desc->height);
2703 return WINED3DERR_NOTAVAILABLE;
2704 }
2705
2706 /* Find the nearest pow2 match. */
2707 pow2_width = pow2_height = 1;
2708 while (pow2_width < desc->width)
2709 pow2_width <<= 1;
2710 while (pow2_height < desc->height)
2711 pow2_height <<= 1;
2712 texture->flags |= WINED3D_TEXTURE_COND_NP2_EMULATED;
2713 }
2714 }
2715 texture->pow2_width = pow2_width;
2716 texture->pow2_height = pow2_height;
2717
2718 if ((pow2_width > gl_info->limits.texture_size || pow2_height > gl_info->limits.texture_size)
2719 && (desc->usage & WINED3DUSAGE_TEXTURE))
2720 {
2721 /* One of four options:
2722 * 1: Do the same as we do with NPOT and scale the texture. (Any
2723 * texture ops would require the texture to be scaled which is
2724 * potentially slow.)
2725 * 2: Set the texture to the maximum size (bad idea).
2726 * 3: WARN and return WINED3DERR_NOTAVAILABLE.
2727 * 4: Create the surface, but allow it to be used only for DirectDraw
2728 * Blts. Some apps (e.g. Swat 3) create textures with a height of
2729 * 16 and a width > 3000 and blt 16x16 letter areas from them to
2730 * the render target. */
2731 if (desc->access & WINED3D_RESOURCE_ACCESS_GPU)
2732 {
2733 WARN("Dimensions (%ux%u) exceed the maximum texture size.\n", pow2_width, pow2_height);
2734 return WINED3DERR_NOTAVAILABLE;
2735 }
2736
2737 /* We should never use this surface in combination with OpenGL. */
2738 TRACE("Creating an oversized (%ux%u) surface.\n", pow2_width, pow2_height);
2739 }
2740
2741 if (FAILED(hr = wined3d_texture_init(texture, &texture2d_ops, layer_count, level_count, desc,
2742 flags, device, parent, parent_ops, &texture_resource_ops)))
2743 {
2744 WARN("Failed to initialize texture, returning %#x.\n", hr);
2745 return hr;
2746 }
2747
2748 /* Precalculated scaling for 'faked' non power of two texture coords. */
2749 if (texture->resource.gl_type == WINED3D_GL_RES_TYPE_TEX_RECT)
2750 {
2751 texture->pow2_matrix[0] = (float)desc->width;
2752 texture->pow2_matrix[5] = (float)desc->height;
2753 texture->flags &= ~(WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS);
2754 texture->target = GL_TEXTURE_RECTANGLE_ARB;
2755 }
2756 else
2757 {
2758 if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
2759 {
2760 texture->pow2_matrix[0] = (((float)desc->width) / ((float)pow2_width));
2761 texture->pow2_matrix[5] = (((float)desc->height) / ((float)pow2_height));
2762 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
2763 }
2764 else
2765 {
2766 texture->pow2_matrix[0] = 1.0f;
2767 texture->pow2_matrix[5] = 1.0f;
2768 }
2769 if (desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP)
2770 {
2771 texture->target = GL_TEXTURE_CUBE_MAP_ARB;
2772 }
2773 else if (desc->multisample_type && gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
2774 {
2775 if (layer_count > 1)
2776 texture->target = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
2777 else
2778 texture->target = GL_TEXTURE_2D_MULTISAMPLE;
2779 }
2780 else
2781 {
2782 if (layer_count > 1)
2783 texture->target = GL_TEXTURE_2D_ARRAY;
2784 else
2785 texture->target = GL_TEXTURE_2D;
2786 }
2787 }
2788 texture->pow2_matrix[10] = 1.0f;
2789 texture->pow2_matrix[15] = 1.0f;
2790 TRACE("x scale %.8e, y scale %.8e.\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
2791
2792 if (wined3d_texture_use_pbo(texture, gl_info))
2793 texture->resource.map_binding = WINED3D_LOCATION_BUFFER;
2794
2795 sub_count = level_count * layer_count;
2796 if (sub_count / layer_count != level_count
2797 || !(surfaces = heap_calloc(sub_count, sizeof(*surfaces))))
2798 {
2799 wined3d_texture_cleanup_sync(texture);
2800 return E_OUTOFMEMORY;
2801 }
2802
2803 if (desc->usage & WINED3DUSAGE_OVERLAY)
2804 {
2805 if (!(texture->overlay_info = heap_calloc(sub_count, sizeof(*texture->overlay_info))))
2806 {
2807 heap_free(surfaces);
2808 wined3d_texture_cleanup_sync(texture);
2809 return E_OUTOFMEMORY;
2810 }
2811
2812 for (i = 0; i < sub_count; ++i)
2813 {
2814 list_init(&texture->overlay_info[i].entry);
2815 list_init(&texture->overlay_info[i].overlays);
2816 }
2817 }
2818
2819 /* Generate all the surfaces. */
2820 for (i = 0; i < texture->level_count; ++i)
2821 {
2822 for (j = 0; j < texture->layer_count; ++j)
2823 {
2824 struct wined3d_texture_sub_resource *sub_resource;
2825 unsigned int idx = j * texture->level_count + i;
2826 struct wined3d_surface *surface;
2827
2828 surface = &surfaces[idx];
2829 surface->container = texture;
2830 surface->texture_level = i;
2831 surface->texture_layer = j;
2832 list_init(&surface->renderbuffers);
2833
2834 sub_resource = &texture->sub_resources[idx];
2835 sub_resource->locations = WINED3D_LOCATION_DISCARDED;
2836 sub_resource->u.surface = surface;
2837 if (!(texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL))
2838 {
2839 wined3d_texture_validate_location(texture, idx, WINED3D_LOCATION_SYSMEM);
2840 wined3d_texture_invalidate_location(texture, idx, ~WINED3D_LOCATION_SYSMEM);
2841 }
2842
2843 if (FAILED(hr = device_parent->ops->surface_created(device_parent,
2844 texture, idx, &sub_resource->parent, &sub_resource->parent_ops)))
2845 {
2846 WARN("Failed to create surface parent, hr %#x.\n", hr);
2847 sub_resource->parent = NULL;
2848 wined3d_texture_cleanup_sync(texture);
2849 return hr;
2850 }
2851
2852 TRACE("parent %p, parent_ops %p.\n", sub_resource->parent, sub_resource->parent_ops);
2853
2854 TRACE("Created surface level %u, layer %u @ %p.\n", i, j, surface);
2855
2856 if ((desc->usage & WINED3DUSAGE_OWNDC) || (device->wined3d->flags & WINED3D_NO3D))
2857 {
2858 wined3d_cs_init_object(device->cs, texture2d_create_dc, surface);
2859 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
2860 if (!surface->dc)
2861 {
2862 wined3d_texture_cleanup_sync(texture);
2863 return WINED3DERR_INVALIDCALL;
2864 }
2865 }
2866 }
2867 }
2868
2869 return WINED3D_OK;
2870 }
2871
2872 /* This call just uploads data, the caller is responsible for binding the
2873 * correct texture. */
2874 /* Context activation is done by the caller. */
2875 static void texture3d_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2876 const struct wined3d_context *context, const struct wined3d_box *box,
2877 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch)
2878 {
2879 const struct wined3d_format *format = texture->resource.format;
2880 unsigned int level = sub_resource_idx % texture->level_count;
2881 const struct wined3d_gl_info *gl_info = context->gl_info;
2882 unsigned int x, y, z, update_w, update_h, update_d;
2883 unsigned int dst_row_pitch, dst_slice_pitch;
2884 unsigned int width, height, depth;
2885 const void *mem = data->addr;
2886 void *converted_mem = NULL;
2887
2888 TRACE("texture %p, sub_resource_idx %u, context %p, box %s, data {%#x:%p}, row_pitch %#x, slice_pitch %#x.\n",
2889 texture, sub_resource_idx, context, debug_box(box),
2890 data->buffer_object, data->addr, row_pitch, slice_pitch);
2891
2892 width = wined3d_texture_get_level_width(texture, level);
2893 height = wined3d_texture_get_level_height(texture, level);
2894 depth = wined3d_texture_get_level_depth(texture, level);
2895
2896 if (!box)
2897 {
2898 x = y = z = 0;
2899 update_w = width;
2900 update_h = height;
2901 update_d = depth;
2902 }
2903 else
2904 {
2905 x = box->left;
2906 y = box->top;
2907 z = box->front;
2908 update_w = box->right - box->left;
2909 update_h = box->bottom - box->top;
2910 update_d = box->back - box->front;
2911 }
2912
2913 if (format->conv_byte_count)
2914 {
2915 if (data->buffer_object)
2916 ERR("Loading a converted texture from a PBO.\n");
2917 if (texture->resource.format_flags & WINED3DFMT_FLAG_BLOCKS)
2918 ERR("Converting a block-based format.\n");
2919
2920 dst_row_pitch = update_w * format->conv_byte_count;
2921 dst_slice_pitch = dst_row_pitch * update_h;
2922
2923 converted_mem = heap_calloc(update_d, dst_slice_pitch);
2924 format->upload(data->addr, converted_mem, row_pitch, slice_pitch,
2925 dst_row_pitch, dst_slice_pitch, update_w, update_h, update_d);
2926 mem = converted_mem;
2927 }
2928 else
2929 {
2930 wined3d_texture_get_pitch(texture, sub_resource_idx, &dst_row_pitch, &dst_slice_pitch);
2931 if (row_pitch != dst_row_pitch || slice_pitch != dst_slice_pitch)
2932 FIXME("Ignoring row/slice pitch (%u/%u).\n", row_pitch, slice_pitch);
2933 }
2934
2935 if (data->buffer_object)
2936 {
2937 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, data->buffer_object));
2938 checkGLcall("glBindBuffer");
2939 }
2940
2941 GL_EXTCALL(glTexSubImage3D(GL_TEXTURE_3D, level, x, y, z,
2942 update_w, update_h, update_d, format->glFormat, format->glType, mem));
2943 checkGLcall("glTexSubImage3D");
2944
2945 if (data->buffer_object)
2946 {
2947 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
2948 checkGLcall("glBindBuffer");
2949 }
2950
2951 heap_free(converted_mem);
2952 }
2953
2954 /* Context activation is done by the caller. */
2955 static void texture3d_download_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2956 const struct wined3d_context *context, const struct wined3d_bo_address *data)
2957 {
2958 const struct wined3d_format *format = texture->resource.format;
2959 const struct wined3d_gl_info *gl_info = context->gl_info;
2960
2961 if (format->conv_byte_count)
2962 {
2963 FIXME("Attempting to download a converted volume, format %s.\n",
2964 debug_d3dformat(format->id));
2965 return;
2966 }
2967
2968 if (data->buffer_object)
2969 {
2970 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data->buffer_object));
2971 checkGLcall("glBindBuffer");
2972 }
2973
2974 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_3D, sub_resource_idx,
2975 format->glFormat, format->glType, data->addr);
2976 checkGLcall("glGetTexImage");
2977
2978 if (data->buffer_object)
2979 {
2980 GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
2981 checkGLcall("glBindBuffer");
2982 }
2983
2984 }
2985
2986 /* Context activation is done by the caller. */
2987 static void texture3d_srgb_transfer(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2988 struct wined3d_context *context, BOOL dest_is_srgb)
2989 {
2990 struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
2991 unsigned int row_pitch, slice_pitch;
2992 struct wined3d_bo_address data;
2993
2994 /* Optimisations are possible, but the effort should be put into either
2995 * implementing EXT_SRGB_DECODE in the driver or finding out why we
2996 * picked the wrong copy for the original upload and fixing that.
2997 *
2998 * Also keep in mind that we want to avoid using resource.heap_memory
2999 * for DEFAULT pool surfaces. */
3000 WARN_(d3d_perf)("Performing slow rgb/srgb volume transfer.\n");
3001 data.buffer_object = 0;
3002 if (!(data.addr = heap_alloc(sub_resource->size)))
3003 return;
3004
3005 wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
3006 wined3d_texture_bind_and_dirtify(texture, context, !dest_is_srgb);
3007 texture3d_download_data(texture, sub_resource_idx, context, &data);
3008 wined3d_texture_bind_and_dirtify(texture, context, dest_is_srgb);
3009 texture3d_upload_data(texture, sub_resource_idx, context,
3010 NULL, wined3d_const_bo_address(&data), row_pitch, slice_pitch);
3011
3012 heap_free(data.addr);
3013 }
3014
3015 /* Context activation is done by the caller. */
3016 static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3017 struct wined3d_context *context, DWORD location)
3018 {
3019 struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
3020 unsigned int row_pitch, slice_pitch;
3021
3022 if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location))
3023 return FALSE;
3024
3025 switch (location)
3026 {
3027 case WINED3D_LOCATION_TEXTURE_RGB:
3028 case WINED3D_LOCATION_TEXTURE_SRGB:
3029 if (sub_resource->locations & WINED3D_LOCATION_SYSMEM)
3030 {
3031 struct wined3d_const_bo_address data = {0, texture->resource.heap_memory};
3032 data.addr += sub_resource->offset;
3033 wined3d_texture_bind_and_dirtify(texture, context,
3034 location == WINED3D_LOCATION_TEXTURE_SRGB);
3035 wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
3036 texture3d_upload_data(texture, sub_resource_idx, context, NULL, &data, row_pitch, slice_pitch);
3037 }
3038 else if (sub_resource->locations & WINED3D_LOCATION_BUFFER)
3039 {
3040 #if !defined(STAGING_CSMT)
3041 struct wined3d_const_bo_address data = {sub_resource->buffer_object, NULL};
3042 #else /* STAGING_CSMT */
3043 struct wined3d_const_bo_address data = {sub_resource->buffer->name, NULL};
3044 #endif /* STAGING_CSMT */
3045 wined3d_texture_bind_and_dirtify(texture, context,
3046 location == WINED3D_LOCATION_TEXTURE_SRGB);
3047 wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
3048 texture3d_upload_data(texture, sub_resource_idx, context, NULL, &data, row_pitch, slice_pitch);
3049 }
3050 else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
3051 {
3052 texture3d_srgb_transfer(texture, sub_resource_idx, context, TRUE);
3053 }
3054 else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_SRGB)
3055 {
3056 texture3d_srgb_transfer(texture, sub_resource_idx, context, FALSE);
3057 }
3058 else
3059 {
3060 FIXME("Implement texture loading from %s.\n", wined3d_debug_location(sub_resource->locations));
3061 return FALSE;
3062 }
3063 break;
3064
3065 case WINED3D_LOCATION_SYSMEM:
3066 if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
3067 {
3068 struct wined3d_bo_address data = {0, texture->resource.heap_memory};
3069
3070 data.addr += sub_resource->offset;
3071 if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
3072 wined3d_texture_bind_and_dirtify(texture, context, FALSE);
3073 else
3074 wined3d_texture_bind_and_dirtify(texture, context, TRUE);
3075
3076 texture3d_download_data(texture, sub_resource_idx, context, &data);
3077 ++texture->download_count;
3078 }
3079 else
3080 {
3081 FIXME("Implement WINED3D_LOCATION_SYSMEM loading from %s.\n",
3082 wined3d_debug_location(sub_resource->locations));
3083 return FALSE;
3084 }
3085 break;
3086
3087 case WINED3D_LOCATION_BUFFER:
3088 if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
3089 {
3090 #if !defined(STAGING_CSMT)
3091 struct wined3d_bo_address data = {sub_resource->buffer_object, NULL};
3092 #else /* STAGING_CSMT */
3093 struct wined3d_bo_address data = {sub_resource->buffer->name, NULL};
3094 #endif /* STAGING_CSMT */
3095
3096 if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
3097 wined3d_texture_bind_and_dirtify(texture, context, FALSE);
3098 else
3099 wined3d_texture_bind_and_dirtify(texture, context, TRUE);
3100
3101 texture3d_download_data(texture, sub_resource_idx, context, &data);
3102 }
3103 else
3104 {
3105 FIXME("Implement WINED3D_LOCATION_BUFFER loading from %s.\n",
3106 wined3d_debug_location(sub_resource->locations));
3107 return FALSE;
3108 }
3109 break;
3110
3111 default:
3112 FIXME("Implement %s loading from %s.\n", wined3d_debug_location(location),
3113 wined3d_debug_location(sub_resource->locations));
3114 return FALSE;
3115 }
3116
3117 return TRUE;
3118 }
3119
3120 static void texture3d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
3121 {
3122 const struct wined3d_format *format = texture->resource.format;
3123 GLenum internal = srgb ? format->glGammaInternal : format->glInternal;
3124 unsigned int sub_count = texture->level_count * texture->layer_count;
3125 const struct wined3d_gl_info *gl_info = context->gl_info;
3126 unsigned int i;
3127
3128 wined3d_texture_bind_and_dirtify(texture, context, srgb);
3129
3130 if (wined3d_texture_use_immutable_storage(texture, gl_info))
3131 {
3132 GL_EXTCALL(glTexStorage3D(GL_TEXTURE_3D, texture->level_count, internal,
3133 wined3d_texture_get_level_width(texture, 0),
3134 wined3d_texture_get_level_height(texture, 0),
3135 wined3d_texture_get_level_depth(texture, 0)));
3136 checkGLcall("glTexStorage3D");
3137 }
3138 else
3139 {
3140 for (i = 0; i < sub_count; ++i)
3141 {
3142 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, i, internal,
3143 wined3d_texture_get_level_width(texture, i),
3144 wined3d_texture_get_level_height(texture, i),
3145 wined3d_texture_get_level_depth(texture, i),
3146 0, format->glFormat, format->glType, NULL));
3147 checkGLcall("glTexImage3D");
3148 }
3149 }
3150 }
3151
3152 static void texture3d_cleanup_sub_resources(struct wined3d_texture *texture)
3153 {
3154 }
3155
3156 static const struct wined3d_texture_ops texture3d_ops =
3157 {
3158 texture3d_upload_data,
3159 texture3d_load_location,
3160 texture3d_prepare_texture,
3161 texture3d_cleanup_sub_resources,
3162 };
3163
3164 static HRESULT volumetexture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
3165 UINT layer_count, UINT level_count, DWORD flags, struct wined3d_device *device, void *parent,
3166 const struct wined3d_parent_ops *parent_ops)
3167 {
3168 struct wined3d_device_parent *device_parent = device->device_parent;
3169 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3170 unsigned int i;
3171 HRESULT hr;
3172
3173 if (layer_count != 1)
3174 {
3175 ERR("Invalid layer count for volume texture.\n");
3176 return E_INVALIDARG;
3177 }
3178
3179 /* TODO: It should only be possible to create textures for formats
3180 * that are reported as supported. */
3181 if (WINED3DFMT_UNKNOWN >= desc->format)
3182 {
3183 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
3184 return WINED3DERR_INVALIDCALL;
3185 }
3186
3187 if (!gl_info->supported[EXT_TEXTURE3D])
3188 {
3189 WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
3190 return WINED3DERR_INVALIDCALL;
3191 }
3192
3193 if (desc->usage & WINED3DUSAGE_DYNAMIC && (wined3d_resource_access_is_managed(desc->access)
3194 || desc->usage & WINED3DUSAGE_SCRATCH))
3195 {
3196 WARN("Attempted to create a DYNAMIC texture with access %s.\n",
3197 wined3d_debug_resource_access(desc->access));
3198 return WINED3DERR_INVALIDCALL;
3199 }
3200
3201 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
3202 {
3203 if (!is_power_of_two(desc->width) || !is_power_of_two(desc->height) || !is_power_of_two(desc->depth))
3204 {
3205 if (desc->usage & WINED3DUSAGE_SCRATCH)
3206 {
3207 WARN("Creating a scratch NPOT volume texture despite lack of HW support.\n");
3208 }
3209 else
3210 {
3211 WARN("Attempted to create a NPOT volume texture (%u, %u, %u) without GL support.\n",
3212 desc->width, desc->height, desc->depth);
3213 return WINED3DERR_INVALIDCALL;
3214 }
3215 }
3216 }
3217
3218 if (FAILED(hr = wined3d_texture_init(texture, &texture3d_ops, 1, level_count, desc,
3219 flags, device, parent, parent_ops, &texture_resource_ops)))
3220 {
3221 WARN("Failed to initialize texture, returning %#x.\n", hr);
3222 return hr;
3223 }
3224
3225 texture->pow2_matrix[0] = 1.0f;
3226 texture->pow2_matrix[5] = 1.0f;
3227 texture->pow2_matrix[10] = 1.0f;
3228 texture->pow2_matrix[15] = 1.0f;
3229 texture->target = GL_TEXTURE_3D;
3230
3231 if (wined3d_texture_use_pbo(texture, gl_info))
3232 {
3233 wined3d_resource_free_sysmem(&texture->resource);
3234 texture->resource.map_binding = WINED3D_LOCATION_BUFFER;
3235 }
3236
3237 /* Generate all the sub resources. */
3238 for (i = 0; i < texture->level_count; ++i)
3239 {
3240 struct wined3d_texture_sub_resource *sub_resource;
3241
3242 sub_resource = &texture->sub_resources[i];
3243 sub_resource->locations = WINED3D_LOCATION_DISCARDED;
3244
3245 if (FAILED(hr = device_parent->ops->volume_created(device_parent,
3246 texture, i, &sub_resource->parent, &sub_resource->parent_ops)))
3247 {
3248 WARN("Failed to create volume parent, hr %#x.\n", hr);
3249 sub_resource->parent = NULL;
3250 wined3d_texture_cleanup_sync(texture);
3251 return hr;
3252 }
3253
3254 TRACE("parent %p, parent_ops %p.\n", parent, parent_ops);
3255
3256 TRACE("Created volume level %u.\n", i);
3257 }
3258
3259 return WINED3D_OK;
3260 }
3261
3262 HRESULT CDECL wined3d_texture_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
3263 const RECT *dst_rect, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
3264 const RECT *src_rect, DWORD flags, const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter)
3265 {
3266 struct wined3d_box src_box = {src_rect->left, src_rect->top, src_rect->right, src_rect->bottom, 0, 1};
3267 struct wined3d_box dst_box = {dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, 0, 1};
3268 unsigned int dst_format_flags, src_format_flags = 0;
3269 HRESULT hr;
3270
3271 TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_rect %s, src_texture %p, "
3272 "src_sub_resource_idx %u, src_rect %s, flags %#x, fx %p, filter %s.\n",
3273 dst_texture, dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), src_texture,
3274 src_sub_resource_idx, wine_dbgstr_rect(src_rect), flags, fx, debug_d3dtexturefiltertype(filter));
3275
3276 if (dst_sub_resource_idx >= dst_texture->level_count * dst_texture->layer_count
3277 || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
3278 return WINED3DERR_INVALIDCALL;
3279
3280 if (src_sub_resource_idx >= src_texture->level_count * src_texture->layer_count
3281 || src_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
3282 return WINED3DERR_INVALIDCALL;
3283
3284 dst_format_flags = dst_texture->resource.format_flags;
3285 if (FAILED(hr = wined3d_texture_check_box_dimensions(dst_texture,
3286 dst_sub_resource_idx % dst_texture->level_count, &dst_box)))
3287 return hr;
3288
3289 src_format_flags = src_texture->resource.format_flags;
3290 if (FAILED(hr = wined3d_texture_check_box_dimensions(src_texture,
3291 src_sub_resource_idx % src_texture->level_count, &src_box)))
3292 return hr;
3293
3294 if (dst_texture->sub_resources[dst_sub_resource_idx].map_count
3295 || src_texture->sub_resources[src_sub_resource_idx].map_count)
3296 {
3297 #if !defined(STAGING_CSMT)
3298 WARN("Sub-resource is busy, returning WINEDDERR_SURFACEBUSY.\n");
3299 return WINEDDERR_SURFACEBUSY;
3300 #else /* STAGING_CSMT */
3301 struct wined3d_device *device = dst_texture->resource.device;
3302 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
3303 if (dst_texture->sub_resources[dst_sub_resource_idx].map_count
3304 || (src_texture && src_texture->sub_resources[src_sub_resource_idx].map_count))
3305 {
3306 WARN("Sub-resource is busy, returning WINEDDERR_SURFACEBUSY.\n");
3307 return WINEDDERR_SURFACEBUSY;
3308 }
3309 #endif /* STAGING_CSMT */
3310 }
3311
3312 if ((src_format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3313 != (dst_format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3314 {
3315 WARN("Rejecting depth/stencil blit between incompatible formats.\n");
3316 return WINED3DERR_INVALIDCALL;
3317 }
3318
3319 wined3d_cs_emit_blt_sub_resource(dst_texture->resource.device->cs, &dst_texture->resource, dst_sub_resource_idx,
3320 &dst_box, &src_texture->resource, src_sub_resource_idx, &src_box, flags, fx, filter);
3321
3322 return WINED3D_OK;
3323 }
3324
3325 HRESULT CDECL wined3d_texture_get_overlay_position(const struct wined3d_texture *texture,
3326 unsigned int sub_resource_idx, LONG *x, LONG *y)
3327 {
3328 struct wined3d_overlay_info *overlay;
3329
3330 TRACE("texture %p, sub_resource_idx %u, x %p, y %p.\n", texture, sub_resource_idx, x, y);
3331
3332 if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY)
3333 || sub_resource_idx >= texture->level_count * texture->layer_count)
3334 {
3335 WARN("Invalid sub-resource specified.\n");
3336 return WINEDDERR_NOTAOVERLAYSURFACE;
3337 }
3338
3339 overlay = &texture->overlay_info[sub_resource_idx];
3340 if (!overlay->dst)
3341 {
3342 TRACE("Overlay not visible.\n");
3343 *x = 0;
3344 *y = 0;
3345 return WINEDDERR_OVERLAYNOTVISIBLE;
3346 }
3347
3348 *x = overlay->dst_rect.left;
3349 *y = overlay->dst_rect.top;
3350
3351 TRACE("Returning position %d, %d.\n", *x, *y);
3352
3353 return WINED3D_OK;
3354 }
3355
3356 HRESULT CDECL wined3d_texture_set_overlay_position(struct wined3d_texture *texture,
3357 unsigned int sub_resource_idx, LONG x, LONG y)
3358 {
3359 struct wined3d_overlay_info *overlay;
3360 LONG w, h;
3361
3362 TRACE("texture %p, sub_resource_idx %u, x %d, y %d.\n", texture, sub_resource_idx, x, y);
3363
3364 if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY)
3365 || sub_resource_idx >= texture->level_count * texture->layer_count)
3366 {
3367 WARN("Invalid sub-resource specified.\n");
3368 return WINEDDERR_NOTAOVERLAYSURFACE;
3369 }
3370
3371 overlay = &texture->overlay_info[sub_resource_idx];
3372 w = overlay->dst_rect.right - overlay->dst_rect.left;
3373 h = overlay->dst_rect.bottom - overlay->dst_rect.top;
3374 SetRect(&overlay->dst_rect, x, y, x + w, y + h);
3375
3376 return WINED3D_OK;
3377 }
3378
3379 HRESULT CDECL wined3d_texture_update_overlay(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3380 const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
3381 const RECT *dst_rect, DWORD flags)
3382 {
3383 struct wined3d_texture_sub_resource *sub_resource, *dst_sub_resource;
3384 struct wined3d_surface *surface, *dst_surface;
3385 struct wined3d_overlay_info *overlay;
3386
3387 TRACE("texture %p, sub_resource_idx %u, src_rect %s, dst_texture %p, "
3388 "dst_sub_resource_idx %u, dst_rect %s, flags %#x.\n",
3389 texture, sub_resource_idx, wine_dbgstr_rect(src_rect), dst_texture,
3390 dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), flags);
3391
3392 if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
3393 || !(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
3394 {
3395 WARN("Invalid sub-resource specified.\n");
3396 return WINEDDERR_NOTAOVERLAYSURFACE;
3397 }
3398
3399 if (!dst_texture || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
3400 || !(dst_sub_resource = wined3d_texture_get_sub_resource(dst_texture, dst_sub_resource_idx)))
3401 {
3402 WARN("Invalid destination sub-resource specified.\n");
3403 return WINED3DERR_INVALIDCALL;
3404 }
3405
3406 overlay = &texture->overlay_info[sub_resource_idx];
3407
3408 surface = sub_resource->u.surface;
3409 if (src_rect)
3410 overlay->src_rect = *src_rect;
3411 else
3412 SetRect(&overlay->src_rect, 0, 0,
3413 wined3d_texture_get_level_width(texture, surface->texture_level),
3414 wined3d_texture_get_level_height(texture, surface->texture_level));
3415
3416 dst_surface = dst_sub_resource->u.surface;
3417 if (dst_rect)
3418 overlay->dst_rect = *dst_rect;
3419 else
3420 SetRect(&overlay->dst_rect, 0, 0,
3421 wined3d_texture_get_level_width(dst_texture, dst_surface->texture_level),
3422 wined3d_texture_get_level_height(dst_texture, dst_surface->texture_level));
3423
3424 if (overlay->dst && (overlay->dst != dst_surface || flags & WINEDDOVER_HIDE))
3425 {
3426 overlay->dst = NULL;
3427 list_remove(&overlay->entry);
3428 }
3429
3430 if (flags & WINEDDOVER_SHOW)
3431 {
3432 if (overlay->dst != dst_surface)
3433 {
3434 overlay->dst = dst_surface;
3435 list_add_tail(&texture->overlay_info[dst_sub_resource_idx].overlays, &overlay->entry);
3436 }
3437 }
3438 else if (flags & WINEDDOVER_HIDE)
3439 {
3440 /* Tests show that the rectangles are erased on hide. */
3441 SetRectEmpty(&overlay->src_rect);
3442 SetRectEmpty(&overlay->dst_rect);
3443 overlay->dst = NULL;
3444 }
3445
3446 return WINED3D_OK;
3447 }
3448
3449 void * CDECL wined3d_texture_get_sub_resource_parent(struct wined3d_texture *texture, unsigned int sub_resource_idx)
3450 {
3451 unsigned int sub_count = texture->level_count * texture->layer_count;
3452
3453 TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
3454
3455 if (sub_resource_idx >= sub_count)
3456 {
3457 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
3458 return NULL;
3459 }
3460
3461 return texture->sub_resources[sub_resource_idx].parent;
3462 }
3463
3464 void CDECL wined3d_texture_set_sub_resource_parent(struct wined3d_texture *texture,
3465 unsigned int sub_resource_idx, void *parent)
3466 {
3467 unsigned int sub_count = texture->level_count * texture->layer_count;
3468
3469 TRACE("texture %p, sub_resource_idx %u, parent %p.\n", texture, sub_resource_idx, parent);
3470
3471 if (sub_resource_idx >= sub_count)
3472 {
3473 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
3474 return;
3475 }
3476
3477 texture->sub_resources[sub_resource_idx].parent = parent;
3478 }
3479
3480 HRESULT CDECL wined3d_texture_get_sub_resource_desc(const struct wined3d_texture *texture,
3481 unsigned int sub_resource_idx, struct wined3d_sub_resource_desc *desc)
3482 {
3483 unsigned int sub_count = texture->level_count * texture->layer_count;
3484 const struct wined3d_resource *resource;
3485 unsigned int level_idx;
3486
3487 TRACE("texture %p, sub_resource_idx %u, desc %p.\n", texture, sub_resource_idx, desc);
3488
3489 if (sub_resource_idx >= sub_count)
3490 {
3491 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
3492 return WINED3DERR_INVALIDCALL;
3493 }
3494
3495 resource = &texture->resource;
3496 desc->format = resource->format->id;
3497 desc->multisample_type = resource->multisample_type;
3498 desc->multisample_quality = resource->multisample_quality;
3499 desc->usage = resource->usage;
3500 desc->access = resource->access;
3501
3502 level_idx = sub_resource_idx % texture->level_count;
3503 desc->width = wined3d_texture_get_level_width(texture, level_idx);
3504 desc->height = wined3d_texture_get_level_height(texture, level_idx);
3505 desc->depth = wined3d_texture_get_level_depth(texture, level_idx);
3506 desc->size = texture->sub_resources[sub_resource_idx].size;
3507
3508 return WINED3D_OK;
3509 }
3510
3511 HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct wined3d_resource_desc *desc,
3512 UINT layer_count, UINT level_count, DWORD flags, const struct wined3d_sub_resource_data *data,
3513 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
3514 {
3515 struct wined3d_texture *object;
3516 HRESULT hr;
3517
3518 TRACE("device %p, desc %p, layer_count %u, level_count %u, flags %#x, data %p, "
3519 "parent %p, parent_ops %p, texture %p.\n",
3520 device, desc, layer_count, level_count, flags, data, parent, parent_ops, texture);
3521
3522 if (!layer_count)
3523 {
3524 WARN("Invalid layer count.\n");
3525 return E_INVALIDARG;
3526 }
3527 if ((desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP) && layer_count != 6)
3528 {
3529 ERR("Invalid layer count %u for legacy cubemap.\n", layer_count);
3530 layer_count = 6;
3531 }
3532
3533 if (!level_count)
3534 {
3535 WARN("Invalid level count.\n");
3536 return WINED3DERR_INVALIDCALL;
3537 }
3538
3539 if (desc->multisample_type != WINED3D_MULTISAMPLE_NONE)
3540 {
3541 const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info,
3542 desc->format, desc->usage);
3543
3544 if (desc->multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE
3545 && desc->multisample_quality >= wined3d_popcount(format->multisample_types))
3546 {
3547 WARN("Unsupported quality level %u requested for WINED3D_MULTISAMPLE_NON_MASKABLE.\n",
3548 desc->multisample_quality);
3549 return WINED3DERR_NOTAVAILABLE;
3550 }
3551 if (desc->multisample_type != WINED3D_MULTISAMPLE_NON_MASKABLE
3552 && (!(format->multisample_types & 1u << (desc->multisample_type - 1))
3553 || desc->multisample_quality))
3554 {
3555 WARN("Unsupported multisample type %u quality %u requested.\n", desc->multisample_type,
3556 desc->multisample_quality);
3557 return WINED3DERR_NOTAVAILABLE;
3558 }
3559 }
3560
3561 if (!(object = heap_alloc_zero(FIELD_OFFSET(struct wined3d_texture,
3562 sub_resources[level_count * layer_count]))))
3563 return E_OUTOFMEMORY;
3564
3565 switch (desc->resource_type)
3566 {
3567 case WINED3D_RTYPE_TEXTURE_1D:
3568 hr = texture1d_init(object, desc, layer_count, level_count, device, parent, parent_ops);
3569 break;
3570
3571 case WINED3D_RTYPE_TEXTURE_2D:
3572 hr = texture_init(object, desc, layer_count, level_count, flags, device, parent, parent_ops);
3573 break;
3574
3575 case WINED3D_RTYPE_TEXTURE_3D:
3576 hr = volumetexture_init(object, desc, layer_count, level_count, flags, device, parent, parent_ops);
3577 break;
3578
3579 default:
3580 ERR("Invalid resource type %s.\n", debug_d3dresourcetype(desc->resource_type));
3581 hr = WINED3DERR_INVALIDCALL;
3582 break;
3583 }
3584
3585 if (FAILED(hr))
3586 {
3587 WARN("Failed to initialize texture, returning %#x.\n", hr);
3588 heap_free(object);
3589 return hr;
3590 }
3591
3592 /* FIXME: We'd like to avoid ever allocating system memory for the texture
3593 * in this case. */
3594 if (data)
3595 {
3596 unsigned int sub_count = level_count * layer_count;
3597 unsigned int i;
3598
3599 for (i = 0; i < sub_count; ++i)
3600 {
3601 if (!data[i].data)
3602 {
3603 WARN("Invalid sub-resource data specified for sub-resource %u.\n", i);
3604 wined3d_texture_cleanup_sync(object);
3605 heap_free(object);
3606 return E_INVALIDARG;
3607 }
3608 }
3609
3610 for (i = 0; i < sub_count; ++i)
3611 {
3612 wined3d_device_update_sub_resource(device, &object->resource,
3613 i, NULL, data[i].data, data[i].row_pitch, data[i].slice_pitch);
3614 }
3615 }
3616
3617 TRACE("Created texture %p.\n", object);
3618 *texture = object;
3619
3620 return WINED3D_OK;
3621 }
3622
3623 HRESULT CDECL wined3d_texture_get_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC *dc)
3624 {
3625 struct wined3d_device *device = texture->resource.device;
3626 struct wined3d_texture_sub_resource *sub_resource;
3627 struct wined3d_surface *surface;
3628
3629 TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture, sub_resource_idx, dc);
3630
3631 if (!(texture->flags & WINED3D_TEXTURE_GET_DC))
3632 {
3633 WARN("Texture does not support GetDC\n");
3634 /* Don't touch the DC */
3635 return WINED3DERR_INVALIDCALL;
3636 }
3637
3638 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
3639 return WINED3DERR_INVALIDCALL;
3640
3641 if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
3642 {
3643 WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type));
3644 return WINED3DERR_INVALIDCALL;
3645 }
3646
3647 surface = sub_resource->u.surface;
3648
3649 if (texture->resource.map_count && !(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT))
3650 return WINED3DERR_INVALIDCALL;
3651
3652 if (!surface->dc)
3653 {
3654 wined3d_cs_init_object(device->cs, texture2d_create_dc, surface);
3655 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
3656 }
3657 if (!surface->dc)
3658 return WINED3DERR_INVALIDCALL;
3659
3660 if (!(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT))
3661 texture->flags |= WINED3D_TEXTURE_DC_IN_USE;
3662 ++texture->resource.map_count;
3663 ++sub_resource->map_count;
3664
3665 *dc = surface->dc;
3666 TRACE("Returning dc %p.\n", *dc);
3667
3668 return WINED3D_OK;
3669 }
3670
3671 HRESULT CDECL wined3d_texture_release_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC dc)
3672 {
3673 struct wined3d_device *device = texture->resource.device;
3674 struct wined3d_texture_sub_resource *sub_resource;
3675 struct wined3d_surface *surface;
3676
3677 TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture, sub_resource_idx, dc);
3678
3679 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
3680 return WINED3DERR_INVALIDCALL;
3681
3682 if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
3683 {
3684 WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type));
3685 return WINED3DERR_INVALIDCALL;
3686 }
3687
3688 surface = sub_resource->u.surface;
3689
3690 if (!(texture->flags & (WINED3D_TEXTURE_GET_DC_LENIENT | WINED3D_TEXTURE_DC_IN_USE)))
3691 return WINED3DERR_INVALIDCALL;
3692
3693 if (surface->dc != dc)
3694 {
3695 WARN("Application tries to release invalid DC %p, surface DC is %p.\n", dc, surface->dc);
3696 return WINED3DERR_INVALIDCALL;
3697 }
3698
3699 if (!(texture->resource.usage & WINED3DUSAGE_OWNDC) && !(device->wined3d->flags & WINED3D_NO3D))
3700 {
3701 wined3d_cs_destroy_object(device->cs, texture2d_destroy_dc, surface);
3702 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
3703 }
3704
3705 --sub_resource->map_count;
3706 if (!--texture->resource.map_count && texture->update_map_binding)
3707 wined3d_texture_update_map_binding(texture);
3708 if (!(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT))
3709 texture->flags &= ~WINED3D_TEXTURE_DC_IN_USE;
3710
3711 return WINED3D_OK;
3712 }
3713