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 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 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 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 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 } 103 104 static BOOL is_power_of_two(UINT x) 105 { 106 return (x != 0) && !(x & (x - 1)); 107 } 108 109 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 } 134 135 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 } 153 154 static void wined3d_texture_set_dirty(struct wined3d_texture *texture) 155 { 156 texture->flags &= ~(WINED3D_TEXTURE_RGB_VALID | WINED3D_TEXTURE_SRGB_VALID); 157 } 158 159 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 } 183 184 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. */ 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 } 284 285 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 } 322 323 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. */ 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