xref: /reactos/dll/directx/wine/wined3d/texture.c (revision 81cffd76)
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