xref: /reactos/dll/directx/wine/wined3d/texture.c (revision f2df3bf0)
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 struct wined3d_texture_idx
34 {
35     struct wined3d_texture *texture;
36     unsigned int sub_resource_idx;
37 };
38 
39 struct wined3d_rect_f
40 {
41     float l;
42     float t;
43     float r;
44     float b;
45 };
46 
47 static BOOL wined3d_texture_use_pbo(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
48 {
49     return !(texture->resource.access & WINED3D_RESOURCE_ACCESS_CPU)
50             && texture->resource.usage & WINED3DUSAGE_DYNAMIC
51             && gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]
52             && !texture->resource.format->conv_byte_count
53             && !(texture->flags & (WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_COND_NP2_EMULATED));
54 }
55 
56 static BOOL wined3d_texture_use_immutable_storage(const struct wined3d_texture *texture,
57         const struct wined3d_gl_info *gl_info)
58 {
59     /* We don't expect to create texture views for textures with height-scaled formats.
60      * Besides, ARB_texture_storage doesn't allow specifying exact sizes for all levels. */
61     return gl_info->supported[ARB_TEXTURE_STORAGE]
62             && !(texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE);
63 }
64 
65 /* Front buffer coordinates are always full screen coordinates, but our GL
66  * drawable is limited to the window's client area. The sysmem and texture
67  * copies do have the full screen size. Note that GL has a bottom-left
68  * origin, while D3D has a top-left origin. */
69 void wined3d_texture_translate_drawable_coords(const struct wined3d_texture *texture, HWND window, RECT *rect)
70 {
71     unsigned int drawable_height;
72     POINT offset = {0, 0};
73     RECT windowsize;
74 
75     if (!texture->swapchain)
76         return;
77 
78     if (texture == texture->swapchain->front_buffer)
79     {
80         ScreenToClient(window, &offset);
81         OffsetRect(rect, offset.x, offset.y);
82     }
83 
84     GetClientRect(window, &windowsize);
85     drawable_height = windowsize.bottom - windowsize.top;
86 
87     rect->top = drawable_height - rect->top;
88     rect->bottom = drawable_height - rect->bottom;
89 }
90 
91 GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture)
92 {
93     const struct wined3d_swapchain *swapchain = texture->swapchain;
94 
95     TRACE("texture %p.\n", texture);
96 
97     if (!swapchain)
98     {
99         ERR("Texture %p is not part of a swapchain.\n", texture);
100         return GL_NONE;
101     }
102 
103     if (texture == swapchain->front_buffer)
104     {
105         TRACE("Returning GL_FRONT.\n");
106         return GL_FRONT;
107     }
108 
109     if (texture == swapchain->back_buffers[0])
110     {
111         TRACE("Returning GL_BACK.\n");
112         return GL_BACK;
113     }
114 
115     FIXME("Higher back buffer, returning GL_BACK.\n");
116     return GL_BACK;
117 }
118 
119 static DWORD wined3d_resource_access_from_location(DWORD location)
120 {
121     switch (location)
122     {
123         case WINED3D_LOCATION_DISCARDED:
124             return 0;
125 
126         case WINED3D_LOCATION_SYSMEM:
127         case WINED3D_LOCATION_USER_MEMORY:
128             return WINED3D_RESOURCE_ACCESS_CPU;
129 
130         case WINED3D_LOCATION_BUFFER:
131         case WINED3D_LOCATION_DRAWABLE:
132         case WINED3D_LOCATION_TEXTURE_RGB:
133         case WINED3D_LOCATION_TEXTURE_SRGB:
134         case WINED3D_LOCATION_RB_MULTISAMPLE:
135         case WINED3D_LOCATION_RB_RESOLVED:
136             return WINED3D_RESOURCE_ACCESS_GPU;
137 
138         default:
139             FIXME("Unhandled location %#x.\n", location);
140             return 0;
141     }
142 }
143 
144 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct wined3d_rect_f *f)
145 {
146     f->l = ((r->left * 2.0f) / w) - 1.0f;
147     f->t = ((r->top * 2.0f) / h) - 1.0f;
148     f->r = ((r->right * 2.0f) / w) - 1.0f;
149     f->b = ((r->bottom * 2.0f) / h) - 1.0f;
150 }
151 
152 void texture2d_get_blt_info(const struct wined3d_texture *texture,
153         unsigned int sub_resource_idx, const RECT *rect, struct wined3d_blt_info *info)
154 {
155     struct wined3d_vec3 *coords = info->texcoords;
156     struct wined3d_rect_f f;
157     unsigned int level;
158     GLenum target;
159     GLsizei w, h;
160 
161     level = sub_resource_idx % texture->level_count;
162     w = wined3d_texture_get_level_pow2_width(texture, level);
163     h = wined3d_texture_get_level_pow2_height(texture, level);
164     target = wined3d_texture_get_sub_resource_target(texture, sub_resource_idx);
165 
166     switch (target)
167     {
168         default:
169             FIXME("Unsupported texture target %#x.\n", target);
170             /* Fall back to GL_TEXTURE_2D */
171         case GL_TEXTURE_2D:
172             info->bind_target = GL_TEXTURE_2D;
173             coords[0].x = (float)rect->left / w;
174             coords[0].y = (float)rect->top / h;
175             coords[0].z = 0.0f;
176 
177             coords[1].x = (float)rect->right / w;
178             coords[1].y = (float)rect->top / h;
179             coords[1].z = 0.0f;
180 
181             coords[2].x = (float)rect->left / w;
182             coords[2].y = (float)rect->bottom / h;
183             coords[2].z = 0.0f;
184 
185             coords[3].x = (float)rect->right / w;
186             coords[3].y = (float)rect->bottom / h;
187             coords[3].z = 0.0f;
188             break;
189 
190         case GL_TEXTURE_RECTANGLE_ARB:
191             info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
192             coords[0].x = rect->left;  coords[0].y = rect->top;    coords[0].z = 0.0f;
193             coords[1].x = rect->right; coords[1].y = rect->top;    coords[1].z = 0.0f;
194             coords[2].x = rect->left;  coords[2].y = rect->bottom; coords[2].z = 0.0f;
195             coords[3].x = rect->right; coords[3].y = rect->bottom; coords[3].z = 0.0f;
196             break;
197 
198         case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
199             info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
200             cube_coords_float(rect, w, h, &f);
201 
202             coords[0].x =  1.0f;   coords[0].y = -f.t;   coords[0].z = -f.l;
203             coords[1].x =  1.0f;   coords[1].y = -f.t;   coords[1].z = -f.r;
204             coords[2].x =  1.0f;   coords[2].y = -f.b;   coords[2].z = -f.l;
205             coords[3].x =  1.0f;   coords[3].y = -f.b;   coords[3].z = -f.r;
206             break;
207 
208         case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
209             info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
210             cube_coords_float(rect, w, h, &f);
211 
212             coords[0].x = -1.0f;   coords[0].y = -f.t;   coords[0].z = f.l;
213             coords[1].x = -1.0f;   coords[1].y = -f.t;   coords[1].z = f.r;
214             coords[2].x = -1.0f;   coords[2].y = -f.b;   coords[2].z = f.l;
215             coords[3].x = -1.0f;   coords[3].y = -f.b;   coords[3].z = f.r;
216             break;
217 
218         case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
219             info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
220             cube_coords_float(rect, w, h, &f);
221 
222             coords[0].x = f.l;   coords[0].y =  1.0f;   coords[0].z = f.t;
223             coords[1].x = f.r;   coords[1].y =  1.0f;   coords[1].z = f.t;
224             coords[2].x = f.l;   coords[2].y =  1.0f;   coords[2].z = f.b;
225             coords[3].x = f.r;   coords[3].y =  1.0f;   coords[3].z = f.b;
226             break;
227 
228         case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
229             info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
230             cube_coords_float(rect, w, h, &f);
231 
232             coords[0].x = f.l;   coords[0].y = -1.0f;   coords[0].z = -f.t;
233             coords[1].x = f.r;   coords[1].y = -1.0f;   coords[1].z = -f.t;
234             coords[2].x = f.l;   coords[2].y = -1.0f;   coords[2].z = -f.b;
235             coords[3].x = f.r;   coords[3].y = -1.0f;   coords[3].z = -f.b;
236             break;
237 
238         case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
239             info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
240             cube_coords_float(rect, w, h, &f);
241 
242             coords[0].x = f.l;   coords[0].y = -f.t;   coords[0].z =  1.0f;
243             coords[1].x = f.r;   coords[1].y = -f.t;   coords[1].z =  1.0f;
244             coords[2].x = f.l;   coords[2].y = -f.b;   coords[2].z =  1.0f;
245             coords[3].x = f.r;   coords[3].y = -f.b;   coords[3].z =  1.0f;
246             break;
247 
248         case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
249             info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
250             cube_coords_float(rect, w, h, &f);
251 
252             coords[0].x = -f.l;   coords[0].y = -f.t;   coords[0].z = -1.0f;
253             coords[1].x = -f.r;   coords[1].y = -f.t;   coords[1].z = -1.0f;
254             coords[2].x = -f.l;   coords[2].y = -f.b;   coords[2].z = -1.0f;
255             coords[3].x = -f.r;   coords[3].y = -f.b;   coords[3].z = -1.0f;
256             break;
257     }
258 }
259 
260 static void wined3d_texture_evict_sysmem(struct wined3d_texture *texture)
261 {
262     struct wined3d_texture_sub_resource *sub_resource;
263     unsigned int i, sub_count;
264 
265     if (texture->flags & (WINED3D_TEXTURE_CONVERTED | WINED3D_TEXTURE_PIN_SYSMEM)
266             || texture->download_count > WINED3D_TEXTURE_DYNAMIC_MAP_THRESHOLD)
267     {
268         TRACE("Not evicting system memory for texture %p.\n", texture);
269         return;
270     }
271 
272     TRACE("Evicting system memory for texture %p.\n", texture);
273 
274     sub_count = texture->level_count * texture->layer_count;
275     for (i = 0; i < sub_count; ++i)
276     {
277         sub_resource = &texture->sub_resources[i];
278         if (sub_resource->locations == WINED3D_LOCATION_SYSMEM)
279             ERR("WINED3D_LOCATION_SYSMEM is the only location for sub-resource %u of texture %p.\n",
280                     i, texture);
281         sub_resource->locations &= ~WINED3D_LOCATION_SYSMEM;
282     }
283     wined3d_resource_free_sysmem(&texture->resource);
284 }
285 
286 void wined3d_texture_validate_location(struct wined3d_texture *texture,
287         unsigned int sub_resource_idx, DWORD location)
288 {
289     struct wined3d_texture_sub_resource *sub_resource;
290     DWORD previous_locations;
291 
292     TRACE("texture %p, sub_resource_idx %u, location %s.\n",
293             texture, sub_resource_idx, wined3d_debug_location(location));
294 
295     sub_resource = &texture->sub_resources[sub_resource_idx];
296     previous_locations = sub_resource->locations;
297     sub_resource->locations |= location;
298     if (previous_locations == WINED3D_LOCATION_SYSMEM && location != WINED3D_LOCATION_SYSMEM
299             && !--texture->sysmem_count)
300         wined3d_texture_evict_sysmem(texture);
301 
302     TRACE("New locations flags are %s.\n", wined3d_debug_location(sub_resource->locations));
303 }
304 
305 static void wined3d_texture_set_dirty(struct wined3d_texture *texture)
306 {
307     texture->flags &= ~(WINED3D_TEXTURE_RGB_VALID | WINED3D_TEXTURE_SRGB_VALID);
308 }
309 
310 void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
311         unsigned int sub_resource_idx, DWORD location)
312 {
313     struct wined3d_texture_sub_resource *sub_resource;
314     DWORD previous_locations;
315 
316     TRACE("texture %p, sub_resource_idx %u, location %s.\n",
317             texture, sub_resource_idx, wined3d_debug_location(location));
318 
319     if (location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
320         wined3d_texture_set_dirty(texture);
321 
322     sub_resource = &texture->sub_resources[sub_resource_idx];
323     previous_locations = sub_resource->locations;
324     sub_resource->locations &= ~location;
325     if (previous_locations != WINED3D_LOCATION_SYSMEM && sub_resource->locations == WINED3D_LOCATION_SYSMEM)
326         ++texture->sysmem_count;
327 
328     TRACE("New locations flags are %s.\n", wined3d_debug_location(sub_resource->locations));
329 
330     if (!sub_resource->locations)
331         ERR("Sub-resource %u of texture %p does not have any up to date location.\n",
332                 sub_resource_idx, texture);
333 }
334 
335 static BOOL wined3d_texture_copy_sysmem_location(struct wined3d_texture *texture,
336         unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location)
337 {
338     unsigned int size = texture->sub_resources[sub_resource_idx].size;
339     struct wined3d_device *device = texture->resource.device;
340     const struct wined3d_gl_info *gl_info;
341     struct wined3d_bo_address dst, src;
342 
343     if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location))
344         return FALSE;
345 
346     wined3d_texture_get_memory(texture, sub_resource_idx, &dst, location);
347     wined3d_texture_get_memory(texture, sub_resource_idx, &src,
348             texture->sub_resources[sub_resource_idx].locations);
349 
350     if (dst.buffer_object)
351     {
352         context = context_acquire(device, NULL, 0);
353         gl_info = context->gl_info;
354         GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, dst.buffer_object));
355         GL_EXTCALL(glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, size, src.addr));
356         GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
357         checkGLcall("PBO upload");
358         context_release(context);
359         return TRUE;
360     }
361 
362     if (src.buffer_object)
363     {
364         context = context_acquire(device, NULL, 0);
365         gl_info = context->gl_info;
366         GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, src.buffer_object));
367         GL_EXTCALL(glGetBufferSubData(GL_PIXEL_PACK_BUFFER, 0, size, dst.addr));
368         GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
369         checkGLcall("PBO download");
370         context_release(context);
371         return TRUE;
372     }
373 
374     memcpy(dst.addr, src.addr, size);
375     return TRUE;
376 }
377 
378 /* Context activation is done by the caller. Context may be NULL in
379  * WINED3D_NO3D mode. */
380 BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
381         unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location)
382 {
383     static const DWORD sysmem_locations = WINED3D_LOCATION_SYSMEM | WINED3D_LOCATION_USER_MEMORY
384             | WINED3D_LOCATION_BUFFER;
385     DWORD current = texture->sub_resources[sub_resource_idx].locations;
386     BOOL ret;
387 
388     TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n",
389             texture, sub_resource_idx, context, wined3d_debug_location(location));
390 
391     TRACE("Current resource location %s.\n", wined3d_debug_location(current));
392 
393     if (current & location)
394     {
395         TRACE("Location %s is already up to date.\n", wined3d_debug_location(location));
396         return TRUE;
397     }
398 
399     if (WARN_ON(d3d))
400     {
401         DWORD required_access = wined3d_resource_access_from_location(location);
402         if ((texture->resource.access & required_access) != required_access)
403             WARN("Operation requires %#x access, but texture only has %#x.\n",
404                     required_access, texture->resource.access);
405     }
406 
407     if (current & WINED3D_LOCATION_DISCARDED)
408     {
409         TRACE("Sub-resource previously discarded, nothing to do.\n");
410         if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location))
411             return FALSE;
412         wined3d_texture_validate_location(texture, sub_resource_idx, location);
413         wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED);
414         return TRUE;
415     }
416 
417     if (!current)
418     {
419         ERR("Sub-resource %u of texture %p does not have any up to date location.\n",
420                 sub_resource_idx, texture);
421         wined3d_texture_validate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED);
422         return wined3d_texture_load_location(texture, sub_resource_idx, context, location);
423     }
424 
425     if ((location & sysmem_locations) && (current & sysmem_locations))
426         ret = wined3d_texture_copy_sysmem_location(texture, sub_resource_idx, context, location);
427     else
428         ret = texture->texture_ops->texture_load_location(texture, sub_resource_idx, context, location);
429 
430     if (ret)
431         wined3d_texture_validate_location(texture, sub_resource_idx, location);
432 
433     return ret;
434 }
435 
436 void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx,
437         struct wined3d_bo_address *data, DWORD locations)
438 {
439     struct wined3d_texture_sub_resource *sub_resource;
440 
441     TRACE("texture %p, sub_resource_idx %u, data %p, locations %s.\n",
442             texture, sub_resource_idx, data, wined3d_debug_location(locations));
443 
444     sub_resource = &texture->sub_resources[sub_resource_idx];
445     if (locations & WINED3D_LOCATION_BUFFER)
446     {
447         data->addr = NULL;
448         data->buffer_object = sub_resource->buffer_object;
449         return;
450     }
451     if (locations & WINED3D_LOCATION_USER_MEMORY)
452     {
453         data->addr = texture->user_memory;
454         data->buffer_object = 0;
455         return;
456     }
457     if (locations & WINED3D_LOCATION_SYSMEM)
458     {
459         data->addr = texture->resource.heap_memory;
460         data->addr += sub_resource->offset;
461         data->buffer_object = 0;
462         return;
463     }
464 
465     ERR("Unexpected locations %s.\n", wined3d_debug_location(locations));
466     data->addr = NULL;
467     data->buffer_object = 0;
468 }
469 
470 /* Context activation is done by the caller. */
471 static void wined3d_texture_remove_buffer_object(struct wined3d_texture *texture,
472         unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info)
473 {
474     GLuint *buffer_object = &texture->sub_resources[sub_resource_idx].buffer_object;
475 
476     GL_EXTCALL(glDeleteBuffers(1, buffer_object));
477     checkGLcall("glDeleteBuffers");
478 
479     TRACE("Deleted buffer object %u for texture %p, sub-resource %u.\n",
480             *buffer_object, texture, sub_resource_idx);
481 
482     wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_BUFFER);
483     *buffer_object = 0;
484 }
485 
486 static void wined3d_texture_update_map_binding(struct wined3d_texture *texture)
487 {
488     unsigned int sub_count = texture->level_count * texture->layer_count;
489     const struct wined3d_device *device = texture->resource.device;
490     DWORD map_binding = texture->update_map_binding;
491     struct wined3d_context *context = NULL;
492     unsigned int i;
493 
494     if (device->d3d_initialized)
495         context = context_acquire(device, NULL, 0);
496 
497     for (i = 0; i < sub_count; ++i)
498     {
499         if (texture->sub_resources[i].locations == texture->resource.map_binding
500                 && !wined3d_texture_load_location(texture, i, context, map_binding))
501             ERR("Failed to load location %s.\n", wined3d_debug_location(map_binding));
502         if (texture->resource.map_binding == WINED3D_LOCATION_BUFFER)
503             wined3d_texture_remove_buffer_object(texture, i, context->gl_info);
504     }
505 
506     if (context)
507         context_release(context);
508 
509     texture->resource.map_binding = map_binding;
510     texture->update_map_binding = 0;
511 }
512 
513 void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding)
514 {
515     texture->update_map_binding = map_binding;
516     if (!texture->resource.map_count)
517         wined3d_texture_update_map_binding(texture);
518 }
519 
520 /* A GL context is provided by the caller */
521 static void gltexture_delete(struct wined3d_device *device, const struct wined3d_gl_info *gl_info,
522         struct gl_texture *tex)
523 {
524     context_gl_resource_released(device, tex->name, FALSE);
525     gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex->name);
526     tex->name = 0;
527 }
528 
529 static unsigned int wined3d_texture_get_gl_sample_count(const struct wined3d_texture *texture)
530 {
531     const struct wined3d_format *format = texture->resource.format;
532 
533     /* TODO: NVIDIA expose their Coverage Sample Anti-Aliasing (CSAA)
534      * feature through type == MULTISAMPLE_XX and quality != 0. This could
535      * be mapped to GL_NV_framebuffer_multisample_coverage.
536      *
537      * AMD have a similar feature called Enhanced Quality Anti-Aliasing
538      * (EQAA), but it does not have an equivalent OpenGL extension. */
539 
540     /* We advertise as many WINED3D_MULTISAMPLE_NON_MASKABLE quality
541      * levels as the count of advertised multisample types for the texture
542      * format. */
543     if (texture->resource.multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE)
544     {
545         unsigned int i, count = 0;
546 
547         for (i = 0; i < sizeof(format->multisample_types) * CHAR_BIT; ++i)
548         {
549             if (format->multisample_types & 1u << i)
550             {
551                 if (texture->resource.multisample_quality == count++)
552                     break;
553             }
554         }
555         return i + 1;
556     }
557 
558     return texture->resource.multisample_type;
559 }
560 
561 /* Context activation is done by the caller. */
562 /* The caller is responsible for binding the correct texture. */
563 static void wined3d_texture_allocate_gl_mutable_storage(struct wined3d_texture *texture,
564         GLenum gl_internal_format, const struct wined3d_format *format,
565         const struct wined3d_gl_info *gl_info)
566 {
567     unsigned int level, level_count, layer, layer_count;
568     GLsizei width, height, depth;
569     GLenum target;
570 
571     level_count = texture->level_count;
572     if (texture->target == GL_TEXTURE_1D_ARRAY || texture->target == GL_TEXTURE_2D_ARRAY)
573         layer_count = 1;
574     else
575         layer_count = texture->layer_count;
576 
577     for (layer = 0; layer < layer_count; ++layer)
578     {
579         target = wined3d_texture_get_sub_resource_target(texture, layer * level_count);
580 
581         for (level = 0; level < level_count; ++level)
582         {
583             width = wined3d_texture_get_level_pow2_width(texture, level);
584             height = wined3d_texture_get_level_pow2_height(texture, level);
585             if (texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
586             {
587                 height *= format->height_scale.numerator;
588                 height /= format->height_scale.denominator;
589             }
590 
591             TRACE("texture %p, layer %u, level %u, target %#x, width %u, height %u.\n",
592                     texture, layer, level, target, width, height);
593 
594             if (target == GL_TEXTURE_3D || target == GL_TEXTURE_2D_ARRAY)
595             {
596                 depth = wined3d_texture_get_level_depth(texture, level);
597                 GL_EXTCALL(glTexImage3D(target, level, gl_internal_format, width, height,
598                         target == GL_TEXTURE_2D_ARRAY ? texture->layer_count : depth, 0,
599                         format->glFormat, format->glType, NULL));
600                 checkGLcall("glTexImage3D");
601             }
602             else if (target == GL_TEXTURE_1D)
603             {
604                 gl_info->gl_ops.gl.p_glTexImage1D(target, level, gl_internal_format,
605                         width, 0, format->glFormat, format->glType, NULL);
606             }
607             else
608             {
609                 gl_info->gl_ops.gl.p_glTexImage2D(target, level, gl_internal_format, width,
610                         target == GL_TEXTURE_1D_ARRAY ? texture->layer_count : height, 0,
611                         format->glFormat, format->glType, NULL);
612                 checkGLcall("glTexImage2D");
613             }
614         }
615     }
616 }
617 
618 /* Context activation is done by the caller. */
619 /* The caller is responsible for binding the correct texture. */
620 static void wined3d_texture_allocate_gl_immutable_storage(struct wined3d_texture *texture,
621         GLenum gl_internal_format, const struct wined3d_gl_info *gl_info)
622 {
623     unsigned int samples = wined3d_texture_get_gl_sample_count(texture);
624     GLsizei height = wined3d_texture_get_level_pow2_height(texture, 0);
625     GLsizei width = wined3d_texture_get_level_pow2_width(texture, 0);
626 
627     switch (texture->target)
628     {
629         case GL_TEXTURE_3D:
630             GL_EXTCALL(glTexStorage3D(texture->target, texture->level_count,
631                     gl_internal_format, width, height, wined3d_texture_get_level_depth(texture, 0)));
632             break;
633         case GL_TEXTURE_2D_ARRAY:
634             GL_EXTCALL(glTexStorage3D(texture->target, texture->level_count,
635                     gl_internal_format, width, height, texture->layer_count));
636             break;
637         case GL_TEXTURE_2D_MULTISAMPLE:
638             GL_EXTCALL(glTexStorage2DMultisample(texture->target, samples,
639                     gl_internal_format, width, height, GL_FALSE));
640             break;
641         case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
642             GL_EXTCALL(glTexStorage3DMultisample(texture->target, samples,
643                     gl_internal_format, width, height, texture->layer_count, GL_FALSE));
644             break;
645         case GL_TEXTURE_1D_ARRAY:
646             GL_EXTCALL(glTexStorage2D(texture->target, texture->level_count,
647                     gl_internal_format, width, texture->layer_count));
648             break;
649         case GL_TEXTURE_1D:
650             GL_EXTCALL(glTexStorage1D(texture->target, texture->level_count, gl_internal_format, width));
651             break;
652         default:
653             GL_EXTCALL(glTexStorage2D(texture->target, texture->level_count,
654                     gl_internal_format, width, height));
655             break;
656     }
657 
658     checkGLcall("allocate immutable storage");
659 }
660 
661 static void wined3d_texture_unload_gl_texture(struct wined3d_texture *texture)
662 {
663     struct wined3d_device *device = texture->resource.device;
664     const struct wined3d_gl_info *gl_info = NULL;
665     struct wined3d_context *context = NULL;
666 
667     if (texture->texture_rgb.name || texture->texture_srgb.name
668             || texture->rb_multisample || texture->rb_resolved)
669     {
670         context = context_acquire(device, NULL, 0);
671         gl_info = context->gl_info;
672     }
673 
674     if (texture->texture_rgb.name)
675         gltexture_delete(device, context->gl_info, &texture->texture_rgb);
676 
677     if (texture->texture_srgb.name)
678         gltexture_delete(device, context->gl_info, &texture->texture_srgb);
679 
680     if (texture->rb_multisample)
681     {
682         TRACE("Deleting multisample renderbuffer %u.\n", texture->rb_multisample);
683         context_gl_resource_released(device, texture->rb_multisample, TRUE);
684         gl_info->fbo_ops.glDeleteRenderbuffers(1, &texture->rb_multisample);
685         texture->rb_multisample = 0;
686     }
687 
688     if (texture->rb_resolved)
689     {
690         TRACE("Deleting resolved renderbuffer %u.\n", texture->rb_resolved);
691         context_gl_resource_released(device, texture->rb_resolved, TRUE);
692         gl_info->fbo_ops.glDeleteRenderbuffers(1, &texture->rb_resolved);
693         texture->rb_resolved = 0;
694     }
695 
696     if (context) context_release(context);
697 
698     wined3d_texture_set_dirty(texture);
699 
700     resource_unload(&texture->resource);
701 }
702 
703 static void wined3d_texture_sub_resources_destroyed(struct wined3d_texture *texture)
704 {
705     unsigned int sub_count = texture->level_count * texture->layer_count;
706     struct wined3d_texture_sub_resource *sub_resource;
707     unsigned int i;
708 
709     for (i = 0; i < sub_count; ++i)
710     {
711         sub_resource = &texture->sub_resources[i];
712         if (sub_resource->parent)
713         {
714             TRACE("sub-resource %u.\n", i);
715             sub_resource->parent_ops->wined3d_object_destroyed(sub_resource->parent);
716             sub_resource->parent = NULL;
717         }
718     }
719 }
720 
721 static void wined3d_texture_create_dc(void *object)
722 {
723     const struct wined3d_texture_idx *idx = object;
724     struct wined3d_context *context = NULL;
725     unsigned int sub_resource_idx, level;
726     const struct wined3d_format *format;
727     unsigned int row_pitch, slice_pitch;
728     struct wined3d_texture *texture;
729     struct wined3d_dc_info *dc_info;
730     struct wined3d_bo_address data;
731     D3DKMT_CREATEDCFROMMEMORY desc;
732     struct wined3d_device *device;
733     NTSTATUS status;
734 
735     TRACE("texture %p, sub_resource_idx %u.\n", idx->texture, idx->sub_resource_idx);
736 
737     texture = idx->texture;
738     sub_resource_idx = idx->sub_resource_idx;
739     level = sub_resource_idx % texture->level_count;
740     device = texture->resource.device;
741 
742     format = texture->resource.format;
743     if (!format->ddi_format)
744     {
745         WARN("Cannot create a DC for format %s.\n", debug_d3dformat(format->id));
746         return;
747     }
748 
749     if (!texture->dc_info)
750     {
751         unsigned int sub_count = texture->level_count * texture->layer_count;
752 
753         if (!(texture->dc_info = heap_calloc(sub_count, sizeof(*texture->dc_info))))
754         {
755             ERR("Failed to allocate DC info.\n");
756             return;
757         }
758     }
759 
760     if (device->d3d_initialized)
761         context = context_acquire(device, NULL, 0);
762 
763     wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding);
764     wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding);
765     wined3d_texture_get_pitch(texture, level, &row_pitch, &slice_pitch);
766     wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding);
767     desc.pMemory = context_map_bo_address(context, &data,
768             texture->sub_resources[sub_resource_idx].size,
769             GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READ | WINED3D_MAP_WRITE);
770 
771     if (context)
772         context_release(context);
773 
774     desc.Format = format->ddi_format;
775     desc.Width = wined3d_texture_get_level_width(texture, level);
776     desc.Height = wined3d_texture_get_level_height(texture, level);
777     desc.Pitch = row_pitch;
778     desc.hDeviceDc = CreateCompatibleDC(NULL);
779     desc.pColorTable = NULL;
780 
781     status = D3DKMTCreateDCFromMemory(&desc);
782     DeleteDC(desc.hDeviceDc);
783     if (status)
784     {
785         WARN("Failed to create DC, status %#x.\n", status);
786         return;
787     }
788 
789     dc_info = &texture->dc_info[sub_resource_idx];
790     dc_info->dc = desc.hDc;
791     dc_info->bitmap = desc.hBitmap;
792 
793     TRACE("Created DC %p, bitmap %p for texture %p, %u.\n", dc_info->dc, dc_info->bitmap, texture, sub_resource_idx);
794 }
795 
796 static void wined3d_texture_destroy_dc(void *object)
797 {
798     const struct wined3d_texture_idx *idx = object;
799     D3DKMT_DESTROYDCFROMMEMORY destroy_desc;
800     struct wined3d_context *context = NULL;
801     struct wined3d_texture *texture;
802     struct wined3d_dc_info *dc_info;
803     struct wined3d_bo_address data;
804     unsigned int sub_resource_idx;
805     struct wined3d_device *device;
806     NTSTATUS status;
807 
808     texture = idx->texture;
809     sub_resource_idx = idx->sub_resource_idx;
810     device = texture->resource.device;
811     dc_info = &texture->dc_info[sub_resource_idx];
812 
813     if (!dc_info->dc)
814     {
815         ERR("Sub-resource {%p, %u} has no DC.\n", texture, sub_resource_idx);
816         return;
817     }
818 
819     TRACE("dc %p, bitmap %p.\n", dc_info->dc, dc_info->bitmap);
820 
821     destroy_desc.hDc = dc_info->dc;
822     destroy_desc.hBitmap = dc_info->bitmap;
823     if ((status = D3DKMTDestroyDCFromMemory(&destroy_desc)))
824         ERR("Failed to destroy dc, status %#x.\n", status);
825     dc_info->dc = NULL;
826     dc_info->bitmap = NULL;
827 
828     if (device->d3d_initialized)
829         context = context_acquire(device, NULL, 0);
830 
831     wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding);
832     context_unmap_bo_address(context, &data, GL_PIXEL_UNPACK_BUFFER);
833 
834     if (context)
835         context_release(context);
836 }
837 
838 static void wined3d_texture_cleanup(struct wined3d_texture *texture)
839 {
840     unsigned int sub_count = texture->level_count * texture->layer_count;
841     struct wined3d_device *device = texture->resource.device;
842     struct wined3d_renderbuffer_entry *entry, *entry2;
843     const struct wined3d_gl_info *gl_info = NULL;
844     struct wined3d_context *context = NULL;
845     struct wined3d_dc_info *dc_info;
846     GLuint buffer_object;
847     unsigned int i;
848 
849     TRACE("texture %p.\n", texture);
850 
851     for (i = 0; i < sub_count; ++i)
852     {
853         if (!(buffer_object = texture->sub_resources[i].buffer_object))
854             continue;
855 
856         TRACE("Deleting buffer object %u.\n", buffer_object);
857 
858         /* We may not be able to get a context in wined3d_texture_cleanup() in
859          * general, but if a buffer object was previously created we can. */
860         if (!context)
861         {
862             context = context_acquire(device, NULL, 0);
863             gl_info = context->gl_info;
864         }
865 
866         GL_EXTCALL(glDeleteBuffers(1, &buffer_object));
867     }
868 
869     if (!context && !list_empty(&texture->renderbuffers))
870     {
871         context = context_acquire(device, NULL, 0);
872         gl_info = context->gl_info;
873     }
874 
875     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &texture->renderbuffers, struct wined3d_renderbuffer_entry, entry)
876     {
877         TRACE("Deleting renderbuffer %u.\n", entry->id);
878         context_gl_resource_released(device, entry->id, TRUE);
879         gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
880         heap_free(entry);
881     }
882 
883     if (context)
884         context_release(context);
885 
886     if ((dc_info = texture->dc_info))
887     {
888         for (i = 0; i < sub_count; ++i)
889         {
890             if (dc_info[i].dc)
891             {
892                 struct wined3d_texture_idx texture_idx = {texture, i};
893 
894                 wined3d_texture_destroy_dc(&texture_idx);
895             }
896         }
897         heap_free(dc_info);
898     }
899 
900     if (texture->overlay_info)
901     {
902         for (i = 0; i < sub_count; ++i)
903         {
904             struct wined3d_overlay_info *info = &texture->overlay_info[i];
905             struct wined3d_overlay_info *overlay, *cur;
906 
907             list_remove(&info->entry);
908             LIST_FOR_EACH_ENTRY_SAFE(overlay, cur, &info->overlays, struct wined3d_overlay_info, entry)
909             {
910                 list_remove(&overlay->entry);
911             }
912         }
913         heap_free(texture->overlay_info);
914     }
915     wined3d_texture_unload_gl_texture(texture);
916 }
917 
918 void wined3d_texture_set_swapchain(struct wined3d_texture *texture, struct wined3d_swapchain *swapchain)
919 {
920     texture->swapchain = swapchain;
921     wined3d_resource_update_draw_binding(&texture->resource);
922 }
923 
924 /* Context activation is done by the caller. */
925 void wined3d_texture_bind(struct wined3d_texture *texture,
926         struct wined3d_context *context, BOOL srgb)
927 {
928     const struct wined3d_gl_info *gl_info = context->gl_info;
929     const struct wined3d_format *format = texture->resource.format;
930     const struct color_fixup_desc fixup = format->color_fixup;
931     struct gl_texture *gl_tex;
932     GLenum target;
933 
934     TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
935 
936     if (!needs_separate_srgb_gl_texture(context, texture))
937         srgb = FALSE;
938 
939     /* sRGB mode cache for preload() calls outside drawprim. */
940     if (srgb)
941         texture->flags |= WINED3D_TEXTURE_IS_SRGB;
942     else
943         texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
944 
945     gl_tex = wined3d_texture_get_gl_texture(texture, srgb);
946     target = texture->target;
947 
948     if (gl_tex->name)
949     {
950         context_bind_texture(context, target, gl_tex->name);
951         return;
952     }
953 
954     gl_info->gl_ops.gl.p_glGenTextures(1, &gl_tex->name);
955     checkGLcall("glGenTextures");
956     TRACE("Generated texture %d.\n", gl_tex->name);
957 
958     if (!gl_tex->name)
959     {
960         ERR("Failed to generate a texture name.\n");
961         return;
962     }
963 
964     /* Initialise the state of the texture object to the OpenGL defaults, not
965      * the wined3d defaults. */
966     gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_WRAP;
967     gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_WRAP;
968     gl_tex->sampler_desc.address_w = WINED3D_TADDRESS_WRAP;
969     memset(gl_tex->sampler_desc.border_color, 0, sizeof(gl_tex->sampler_desc.border_color));
970     gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_LINEAR;
971     gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
972     gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
973     gl_tex->sampler_desc.lod_bias = 0.0f;
974     gl_tex->sampler_desc.min_lod = -1000.0f;
975     gl_tex->sampler_desc.max_lod = 1000.0f;
976     gl_tex->sampler_desc.max_anisotropy = 1;
977     gl_tex->sampler_desc.compare = FALSE;
978     gl_tex->sampler_desc.comparison_func = WINED3D_CMP_LESSEQUAL;
979     if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
980         gl_tex->sampler_desc.srgb_decode = TRUE;
981     else
982         gl_tex->sampler_desc.srgb_decode = srgb;
983     gl_tex->base_level = 0;
984     wined3d_texture_set_dirty(texture);
985 
986     context_bind_texture(context, target, gl_tex->name);
987 
988     /* For a new texture we have to set the texture levels after binding the
989      * texture. Beware that texture rectangles do not support mipmapping, but
990      * set the maxmiplevel if we're relying on the partial
991      * GL_ARB_texture_non_power_of_two emulation with texture rectangles.
992      * (I.e., do not care about cond_np2 here, just look for
993      * GL_TEXTURE_RECTANGLE_ARB.) */
994     if (target != GL_TEXTURE_RECTANGLE_ARB)
995     {
996         TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->level_count - 1);
997         gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
998         checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)");
999     }
1000 
1001     if (target == GL_TEXTURE_CUBE_MAP_ARB)
1002     {
1003         /* Cubemaps are always set to clamp, regardless of the sampler state. */
1004         gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1005         gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1006         gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
1007     }
1008 
1009     if (texture->flags & WINED3D_TEXTURE_COND_NP2)
1010     {
1011         /* Conditinal non power of two textures use a different clamping
1012          * default. If we're using the GL_WINE_normalized_texrect partial
1013          * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
1014          * has the address mode set to repeat - something that prevents us
1015          * from hitting the accelerated codepath. Thus manually set the GL
1016          * state. The same applies to filtering. Even if the texture has only
1017          * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
1018          * fallback on macos. */
1019         gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1020         gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1021         gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1022         gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1023         checkGLcall("glTexParameteri");
1024         gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
1025         gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
1026         gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_POINT;
1027         gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT;
1028         gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_NONE;
1029     }
1030 
1031     if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] && gl_info->supported[ARB_DEPTH_TEXTURE])
1032     {
1033         gl_info->gl_ops.gl.p_glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);
1034         checkGLcall("glTexParameteri(GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY)");
1035     }
1036 
1037     if (!is_identity_fixup(fixup) && can_use_texture_swizzle(gl_info, format))
1038     {
1039         static const GLenum swizzle_source[] =
1040         {
1041             GL_ZERO,  /* CHANNEL_SOURCE_ZERO */
1042             GL_ONE,   /* CHANNEL_SOURCE_ONE */
1043             GL_RED,   /* CHANNEL_SOURCE_X */
1044             GL_GREEN, /* CHANNEL_SOURCE_Y */
1045             GL_BLUE,  /* CHANNEL_SOURCE_Z */
1046             GL_ALPHA, /* CHANNEL_SOURCE_W */
1047         };
1048         struct
1049         {
1050             GLint x, y, z, w;
1051         }
1052         swizzle;
1053 
1054         swizzle.x = swizzle_source[fixup.x_source];
1055         swizzle.y = swizzle_source[fixup.y_source];
1056         swizzle.z = swizzle_source[fixup.z_source];
1057         swizzle.w = swizzle_source[fixup.w_source];
1058         gl_info->gl_ops.gl.p_glTexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, &swizzle.x);
1059         checkGLcall("glTexParameteriv(GL_TEXTURE_SWIZZLE_RGBA)");
1060     }
1061 }
1062 
1063 /* Context activation is done by the caller. */
1064 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
1065         struct wined3d_context *context, BOOL srgb)
1066 {
1067     /* We don't need a specific texture unit, but after binding the texture
1068      * the current unit is dirty. Read the unit back instead of switching to
1069      * 0, this avoids messing around with the state manager's GL states. The
1070      * current texture unit should always be a valid one.
1071      *
1072      * To be more specific, this is tricky because we can implicitly be
1073      * called from sampler() in state.c. This means we can't touch anything
1074      * other than whatever happens to be the currently active texture, or we
1075      * would risk marking already applied sampler states dirty again. */
1076     if (context->active_texture < ARRAY_SIZE(context->rev_tex_unit_map))
1077     {
1078         DWORD active_sampler = context->rev_tex_unit_map[context->active_texture];
1079         if (active_sampler != WINED3D_UNMAPPED_STAGE)
1080             context_invalidate_state(context, STATE_SAMPLER(active_sampler));
1081     }
1082     /* FIXME: Ideally we'd only do this when touching a binding that's used by
1083      * a shader. */
1084     context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
1085     context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
1086 
1087     wined3d_texture_bind(texture, context, srgb);
1088 }
1089 
1090 /* Context activation is done by the caller (state handler). */
1091 /* This function relies on the correct texture being bound and loaded. */
1092 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
1093         const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context)
1094 {
1095     const struct wined3d_gl_info *gl_info = context->gl_info;
1096     GLenum target = texture->target;
1097     struct gl_texture *gl_tex;
1098     DWORD state;
1099 
1100     TRACE("texture %p, sampler_desc %p, context %p.\n", texture, sampler_desc, context);
1101 
1102     gl_tex = wined3d_texture_get_gl_texture(texture, texture->flags & WINED3D_TEXTURE_IS_SRGB);
1103 
1104     state = sampler_desc->address_u;
1105     if (state != gl_tex->sampler_desc.address_u)
1106     {
1107         gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S,
1108                 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
1109         gl_tex->sampler_desc.address_u = state;
1110     }
1111 
1112     state = sampler_desc->address_v;
1113     if (state != gl_tex->sampler_desc.address_v)
1114     {
1115         gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T,
1116                 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
1117         gl_tex->sampler_desc.address_v = state;
1118     }
1119 
1120     state = sampler_desc->address_w;
1121     if (state != gl_tex->sampler_desc.address_w)
1122     {
1123         gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R,
1124                 gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
1125         gl_tex->sampler_desc.address_w = state;
1126     }
1127 
1128     if (memcmp(gl_tex->sampler_desc.border_color, sampler_desc->border_color,
1129             sizeof(gl_tex->sampler_desc.border_color)))
1130     {
1131         gl_info->gl_ops.gl.p_glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &sampler_desc->border_color[0]);
1132         memcpy(gl_tex->sampler_desc.border_color, sampler_desc->border_color,
1133                 sizeof(gl_tex->sampler_desc.border_color));
1134     }
1135 
1136     state = sampler_desc->mag_filter;
1137     if (state != gl_tex->sampler_desc.mag_filter)
1138     {
1139         gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(state));
1140         gl_tex->sampler_desc.mag_filter = state;
1141     }
1142 
1143     if (sampler_desc->min_filter != gl_tex->sampler_desc.min_filter
1144             || sampler_desc->mip_filter != gl_tex->sampler_desc.mip_filter)
1145     {
1146         gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
1147                 wined3d_gl_min_mip_filter(sampler_desc->min_filter, sampler_desc->mip_filter));
1148         gl_tex->sampler_desc.min_filter = sampler_desc->min_filter;
1149         gl_tex->sampler_desc.mip_filter = sampler_desc->mip_filter;
1150     }
1151 
1152     state = sampler_desc->max_anisotropy;
1153     if (state != gl_tex->sampler_desc.max_anisotropy)
1154     {
1155         if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC])
1156             gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY, state);
1157         else
1158             WARN("Anisotropic filtering not supported.\n");
1159         gl_tex->sampler_desc.max_anisotropy = state;
1160     }
1161 
1162     if (!sampler_desc->srgb_decode != !gl_tex->sampler_desc.srgb_decode
1163             && (context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
1164             && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
1165     {
1166         gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
1167                 sampler_desc->srgb_decode ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
1168         gl_tex->sampler_desc.srgb_decode = sampler_desc->srgb_decode;
1169     }
1170 
1171     if (!sampler_desc->compare != !gl_tex->sampler_desc.compare)
1172     {
1173         if (sampler_desc->compare)
1174             gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
1175         else
1176             gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
1177         gl_tex->sampler_desc.compare = sampler_desc->compare;
1178     }
1179 
1180     checkGLcall("Texture parameter application");
1181 
1182     if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1183     {
1184         gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1185                 GL_TEXTURE_LOD_BIAS_EXT, sampler_desc->lod_bias);
1186         checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
1187     }
1188 }
1189 
1190 ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture)
1191 {
1192     ULONG refcount;
1193 
1194     TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
1195 
1196     if (texture->swapchain)
1197         return wined3d_swapchain_incref(texture->swapchain);
1198 
1199     refcount = InterlockedIncrement(&texture->resource.ref);
1200     TRACE("%p increasing refcount to %u.\n", texture, refcount);
1201 
1202     return refcount;
1203 }
1204 
1205 static void wined3d_texture_cleanup_sync(struct wined3d_texture *texture)
1206 {
1207     wined3d_texture_sub_resources_destroyed(texture);
1208     resource_cleanup(&texture->resource);
1209     wined3d_resource_wait_idle(&texture->resource);
1210     wined3d_texture_cleanup(texture);
1211 }
1212 
1213 static void wined3d_texture_destroy_object(void *object)
1214 {
1215     wined3d_texture_cleanup(object);
1216     heap_free(object);
1217 }
1218 
1219 ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture)
1220 {
1221     ULONG refcount;
1222 
1223     TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
1224 
1225     if (texture->swapchain)
1226         return wined3d_swapchain_decref(texture->swapchain);
1227 
1228     refcount = InterlockedDecrement(&texture->resource.ref);
1229     TRACE("%p decreasing refcount to %u.\n", texture, refcount);
1230 
1231     if (!refcount)
1232     {
1233         /* Wait for the texture to become idle if it's using user memory,
1234          * since the application is allowed to free that memory once the
1235          * texture is destroyed. Note that this implies that
1236          * wined3d_texture_destroy_object() can't access that memory either. */
1237         if (texture->user_memory)
1238             wined3d_resource_wait_idle(&texture->resource);
1239         wined3d_texture_sub_resources_destroyed(texture);
1240         texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent);
1241         resource_cleanup(&texture->resource);
1242         wined3d_cs_destroy_object(texture->resource.device->cs, wined3d_texture_destroy_object, texture);
1243     }
1244 
1245     return refcount;
1246 }
1247 
1248 struct wined3d_resource * CDECL wined3d_texture_get_resource(struct wined3d_texture *texture)
1249 {
1250     TRACE("texture %p.\n", texture);
1251 
1252     return &texture->resource;
1253 }
1254 
1255 static BOOL color_key_equal(const struct wined3d_color_key *c1, struct wined3d_color_key *c2)
1256 {
1257     return c1->color_space_low_value == c2->color_space_low_value
1258             && c1->color_space_high_value == c2->color_space_high_value;
1259 }
1260 
1261 /* Context activation is done by the caller */
1262 void wined3d_texture_load(struct wined3d_texture *texture,
1263         struct wined3d_context *context, BOOL srgb)
1264 {
1265     UINT sub_count = texture->level_count * texture->layer_count;
1266     const struct wined3d_d3d_info *d3d_info = context->d3d_info;
1267     DWORD flag;
1268     UINT i;
1269 
1270     TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
1271 
1272     if (!needs_separate_srgb_gl_texture(context, texture))
1273         srgb = FALSE;
1274 
1275     if (srgb)
1276         flag = WINED3D_TEXTURE_SRGB_VALID;
1277     else
1278         flag = WINED3D_TEXTURE_RGB_VALID;
1279 
1280     if (!d3d_info->shader_color_key
1281             && (!(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
1282             != !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
1283             || (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY
1284             && !color_key_equal(&texture->async.gl_color_key, &texture->async.src_blt_color_key))))
1285     {
1286         unsigned int sub_count = texture->level_count * texture->layer_count;
1287         unsigned int i;
1288 
1289         TRACE("Reloading because of color key value change.\n");
1290         for (i = 0; i < sub_count; i++)
1291         {
1292             if (!wined3d_texture_load_location(texture, i, context, texture->resource.map_binding))
1293                 ERR("Failed to load location %s.\n", wined3d_debug_location(texture->resource.map_binding));
1294             else
1295                 wined3d_texture_invalidate_location(texture, i, ~texture->resource.map_binding);
1296         }
1297 
1298         texture->async.gl_color_key = texture->async.src_blt_color_key;
1299     }
1300 
1301     if (texture->flags & flag)
1302     {
1303         TRACE("Texture %p not dirty, nothing to do.\n", texture);
1304         return;
1305     }
1306 
1307     /* Reload the surfaces if the texture is marked dirty. */
1308     for (i = 0; i < sub_count; ++i)
1309     {
1310         if (!wined3d_texture_load_location(texture, i, context,
1311                 srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB))
1312             ERR("Failed to load location (srgb %#x).\n", srgb);
1313     }
1314     texture->flags |= flag;
1315 }
1316 
1317 void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture)
1318 {
1319     TRACE("texture %p.\n", texture);
1320 
1321     return texture->resource.parent;
1322 }
1323 
1324 HRESULT wined3d_texture_check_box_dimensions(const struct wined3d_texture *texture,
1325         unsigned int level, const struct wined3d_box *box)
1326 {
1327     const struct wined3d_format *format = texture->resource.format;
1328     unsigned int width_mask, height_mask, width, height, depth;
1329 
1330     width = wined3d_texture_get_level_width(texture, level);
1331     height = wined3d_texture_get_level_height(texture, level);
1332     depth = wined3d_texture_get_level_depth(texture, level);
1333 
1334     if (box->left >= box->right || box->right > width
1335             || box->top >= box->bottom || box->bottom > height
1336             || box->front >= box->back || box->back > depth)
1337     {
1338         WARN("Box %s is invalid.\n", debug_box(box));
1339         return WINEDDERR_INVALIDRECT;
1340     }
1341 
1342     if (texture->resource.format_flags & WINED3DFMT_FLAG_BLOCKS)
1343     {
1344         /* This assumes power of two block sizes, but NPOT block sizes would
1345          * be silly anyway.
1346          *
1347          * This also assumes that the format's block depth is 1. */
1348         width_mask = format->block_width - 1;
1349         height_mask = format->block_height - 1;
1350 
1351         if ((box->left & width_mask) || (box->top & height_mask)
1352                 || (box->right & width_mask && box->right != width)
1353                 || (box->bottom & height_mask && box->bottom != height))
1354         {
1355             WARN("Box %s is misaligned for %ux%u blocks.\n",
1356                     debug_box(box), format->block_width, format->block_height);
1357             return WINED3DERR_INVALIDCALL;
1358         }
1359     }
1360 
1361     return WINED3D_OK;
1362 }
1363 
1364 void CDECL wined3d_texture_get_pitch(const struct wined3d_texture *texture,
1365         unsigned int level, unsigned int *row_pitch, unsigned int *slice_pitch)
1366 {
1367     const struct wined3d_resource *resource = &texture->resource;
1368     unsigned int width = wined3d_texture_get_level_width(texture, level);
1369     unsigned int height = wined3d_texture_get_level_height(texture, level);
1370 
1371     if (texture->row_pitch)
1372     {
1373         *row_pitch = texture->row_pitch;
1374         *slice_pitch = texture->slice_pitch;
1375         return;
1376     }
1377 
1378     wined3d_format_calculate_pitch(resource->format, resource->device->surface_alignment,
1379             width, height, row_pitch, slice_pitch);
1380 }
1381 
1382 DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
1383 {
1384     DWORD old = texture->lod;
1385 
1386     TRACE("texture %p, lod %u.\n", texture, lod);
1387 
1388     /* The d3d9:texture test shows that SetLOD is ignored on non-managed
1389      * textures. The call always returns 0, and GetLOD always returns 0. */
1390     if (!wined3d_resource_access_is_managed(texture->resource.access))
1391     {
1392         TRACE("Ignoring LOD on texture with resource access %s.\n",
1393                 wined3d_debug_resource_access(texture->resource.access));
1394         return 0;
1395     }
1396 
1397     if (lod >= texture->level_count)
1398         lod = texture->level_count - 1;
1399 
1400     if (texture->lod != lod)
1401     {
1402         struct wined3d_device *device = texture->resource.device;
1403 
1404         wined3d_resource_wait_idle(&texture->resource);
1405         texture->lod = lod;
1406 
1407         texture->texture_rgb.base_level = ~0u;
1408         texture->texture_srgb.base_level = ~0u;
1409         if (texture->resource.bind_count)
1410             wined3d_cs_emit_set_sampler_state(device->cs, texture->sampler, WINED3D_SAMP_MAX_MIP_LEVEL,
1411                     device->state.sampler_states[texture->sampler][WINED3D_SAMP_MAX_MIP_LEVEL]);
1412     }
1413 
1414     return old;
1415 }
1416 
1417 DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture)
1418 {
1419     TRACE("texture %p, returning %u.\n", texture, texture->lod);
1420 
1421     return texture->lod;
1422 }
1423 
1424 DWORD CDECL wined3d_texture_get_level_count(const struct wined3d_texture *texture)
1425 {
1426     TRACE("texture %p, returning %u.\n", texture, texture->level_count);
1427 
1428     return texture->level_count;
1429 }
1430 
1431 HRESULT CDECL wined3d_texture_set_color_key(struct wined3d_texture *texture,
1432         DWORD flags, const struct wined3d_color_key *color_key)
1433 {
1434     struct wined3d_device *device = texture->resource.device;
1435     static const DWORD all_flags = WINED3D_CKEY_DST_BLT | WINED3D_CKEY_DST_OVERLAY
1436             | WINED3D_CKEY_SRC_BLT | WINED3D_CKEY_SRC_OVERLAY;
1437 
1438     TRACE("texture %p, flags %#x, color_key %p.\n", texture, flags, color_key);
1439 
1440     if (flags & ~all_flags)
1441     {
1442         WARN("Invalid flags passed, returning WINED3DERR_INVALIDCALL.\n");
1443         return WINED3DERR_INVALIDCALL;
1444     }
1445 
1446     wined3d_cs_emit_set_color_key(device->cs, texture, flags, color_key);
1447 
1448     return WINED3D_OK;
1449 }
1450 
1451 /* In D3D the depth stencil dimensions have to be greater than or equal to the
1452  * render target dimensions. With FBOs, the dimensions have to be an exact match. */
1453 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
1454 /* Context activation is done by the caller. */
1455 void wined3d_texture_set_compatible_renderbuffer(struct wined3d_texture *texture,
1456         unsigned int level, const struct wined3d_rendertarget_info *rt)
1457 {
1458     struct wined3d_renderbuffer_entry *entry;
1459     const struct wined3d_gl_info *gl_info;
1460     unsigned int src_width, src_height;
1461     unsigned int width, height;
1462     GLuint renderbuffer = 0;
1463 
1464     gl_info = &texture->resource.device->adapter->gl_info;
1465     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
1466         return;
1467 
1468     if (rt && rt->resource->format->id != WINED3DFMT_NULL)
1469     {
1470         struct wined3d_texture *rt_texture;
1471         unsigned int rt_level;
1472 
1473         if (rt->resource->type == WINED3D_RTYPE_BUFFER)
1474         {
1475             FIXME("Unsupported resource type %s.\n", debug_d3dresourcetype(rt->resource->type));
1476             return;
1477         }
1478         rt_texture = wined3d_texture_from_resource(rt->resource);
1479         rt_level = rt->sub_resource_idx % rt_texture->level_count;
1480 
1481         width = wined3d_texture_get_level_pow2_width(rt_texture, rt_level);
1482         height = wined3d_texture_get_level_pow2_height(rt_texture, rt_level);
1483     }
1484     else
1485     {
1486         width = wined3d_texture_get_level_pow2_width(texture, level);
1487         height = wined3d_texture_get_level_pow2_height(texture, level);
1488     }
1489 
1490     src_width = wined3d_texture_get_level_pow2_width(texture, level);
1491     src_height = wined3d_texture_get_level_pow2_height(texture, level);
1492 
1493     /* A depth stencil smaller than the render target is not valid */
1494     if (width > src_width || height > src_height)
1495         return;
1496 
1497     /* Remove any renderbuffer set if the sizes match */
1498     if (width == src_width && height == src_height)
1499     {
1500         texture->current_renderbuffer = NULL;
1501         return;
1502     }
1503 
1504     /* Look if we've already got a renderbuffer of the correct dimensions */
1505     LIST_FOR_EACH_ENTRY(entry, &texture->renderbuffers, struct wined3d_renderbuffer_entry, entry)
1506     {
1507         if (entry->width == width && entry->height == height)
1508         {
1509             renderbuffer = entry->id;
1510             texture->current_renderbuffer = entry;
1511             break;
1512         }
1513     }
1514 
1515     if (!renderbuffer)
1516     {
1517         gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
1518         gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
1519         gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
1520                 texture->resource.format->glInternal, width, height);
1521 
1522         entry = heap_alloc(sizeof(*entry));
1523         entry->width = width;
1524         entry->height = height;
1525         entry->id = renderbuffer;
1526         list_add_head(&texture->renderbuffers, &entry->entry);
1527 
1528         texture->current_renderbuffer = entry;
1529     }
1530 
1531     checkGLcall("set_compatible_renderbuffer");
1532 }
1533 
1534 HRESULT CDECL wined3d_texture_update_desc(struct wined3d_texture *texture, UINT width, UINT height,
1535         enum wined3d_format_id format_id, enum wined3d_multisample_type multisample_type,
1536         UINT multisample_quality, void *mem, UINT pitch)
1537 {
1538     struct wined3d_device *device = texture->resource.device;
1539     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1540     const struct wined3d_format *format = wined3d_get_format(gl_info, format_id, texture->resource.usage);
1541     UINT resource_size = wined3d_format_calculate_size(format, device->surface_alignment, width, height, 1);
1542     struct wined3d_texture_sub_resource *sub_resource;
1543     DWORD valid_location = 0;
1544     BOOL create_dib = FALSE;
1545 
1546     TRACE("texture %p, width %u, height %u, format %s, multisample_type %#x, multisample_quality %u, "
1547             "mem %p, pitch %u.\n",
1548             texture, width, height, debug_d3dformat(format_id), multisample_type, multisample_quality, mem, pitch);
1549 
1550     if (!resource_size)
1551         return WINED3DERR_INVALIDCALL;
1552 
1553     if (texture->level_count * texture->layer_count > 1)
1554     {
1555         WARN("Texture has multiple sub-resources, not supported.\n");
1556         return WINED3DERR_INVALIDCALL;
1557     }
1558 
1559     if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
1560     {
1561         WARN("Not supported on %s.\n", debug_d3dresourcetype(texture->resource.type));
1562         return WINED3DERR_INVALIDCALL;
1563     }
1564 
1565     if (texture->resource.map_count)
1566     {
1567         WARN("Texture is mapped.\n");
1568         return WINED3DERR_INVALIDCALL;
1569     }
1570 
1571     /* We have no way of supporting a pitch that is not a multiple of the pixel
1572      * byte width short of uploading the texture row-by-row.
1573      * Fortunately that's not an issue since D3D9Ex doesn't allow a custom pitch
1574      * for user-memory textures (it always expects packed data) while DirectDraw
1575      * requires a 4-byte aligned pitch and doesn't support texture formats
1576      * larger than 4 bytes per pixel nor any format using 3 bytes per pixel.
1577      * This check is here to verify that the assumption holds. */
1578     if (pitch % texture->resource.format->byte_count)
1579     {
1580         WARN("Pitch unsupported, not a multiple of the texture format byte width.\n");
1581         return WINED3DERR_INVALIDCALL;
1582     }
1583 
1584     if (device->d3d_initialized)
1585         wined3d_cs_emit_unload_resource(device->cs, &texture->resource);
1586     wined3d_resource_wait_idle(&texture->resource);
1587 
1588     sub_resource = &texture->sub_resources[0];
1589     if (texture->dc_info && texture->dc_info[0].dc)
1590     {
1591         struct wined3d_texture_idx texture_idx = {texture, 0};
1592 
1593         wined3d_cs_destroy_object(device->cs, wined3d_texture_destroy_dc, &texture_idx);
1594         device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
1595         create_dib = TRUE;
1596     }
1597 
1598     wined3d_resource_free_sysmem(&texture->resource);
1599 
1600     if ((texture->row_pitch = pitch))
1601         texture->slice_pitch = height * pitch;
1602     else
1603         /* User memory surfaces don't have the regular surface alignment. */
1604         wined3d_format_calculate_pitch(format, 1, width, height,
1605                 &texture->row_pitch, &texture->slice_pitch);
1606 
1607     texture->resource.format = format;
1608     texture->resource.multisample_type = multisample_type;
1609     texture->resource.multisample_quality = multisample_quality;
1610     texture->resource.width = width;
1611     texture->resource.height = height;
1612     texture->resource.size = texture->slice_pitch;
1613     sub_resource->size = texture->slice_pitch;
1614     sub_resource->locations = WINED3D_LOCATION_DISCARDED;
1615 
1616     if (multisample_type && gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
1617         texture->target = GL_TEXTURE_2D_MULTISAMPLE;
1618     else
1619         texture->target = GL_TEXTURE_2D;
1620 
1621     if (((width & (width - 1)) || (height & (height - 1))) && !gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]
1622             && !gl_info->supported[ARB_TEXTURE_RECTANGLE] && !gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
1623     {
1624         texture->flags |= WINED3D_TEXTURE_COND_NP2_EMULATED;
1625         texture->pow2_width = texture->pow2_height = 1;
1626         while (texture->pow2_width < width)
1627             texture->pow2_width <<= 1;
1628         while (texture->pow2_height < height)
1629             texture->pow2_height <<= 1;
1630     }
1631     else
1632     {
1633         texture->flags &= ~WINED3D_TEXTURE_COND_NP2_EMULATED;
1634         texture->pow2_width = width;
1635         texture->pow2_height = height;
1636     }
1637 
1638     if ((texture->user_memory = mem))
1639     {
1640         texture->resource.map_binding = WINED3D_LOCATION_USER_MEMORY;
1641         valid_location = WINED3D_LOCATION_USER_MEMORY;
1642     }
1643     else
1644     {
1645         wined3d_texture_prepare_location(texture, 0, NULL, WINED3D_LOCATION_SYSMEM);
1646         valid_location = WINED3D_LOCATION_SYSMEM;
1647     }
1648 
1649     /* The format might be changed to a format that needs conversion.
1650      * If the surface didn't use PBOs previously but could now, don't
1651      * change it - whatever made us not use PBOs might come back, e.g.
1652      * color keys. */
1653     if (texture->resource.map_binding == WINED3D_LOCATION_BUFFER && !wined3d_texture_use_pbo(texture, gl_info))
1654         texture->resource.map_binding = WINED3D_LOCATION_SYSMEM;
1655 
1656     wined3d_texture_validate_location(texture, 0, valid_location);
1657     wined3d_texture_invalidate_location(texture, 0, ~valid_location);
1658 
1659     if (create_dib)
1660     {
1661         struct wined3d_texture_idx texture_idx = {texture, 0};
1662 
1663         wined3d_cs_init_object(device->cs, wined3d_texture_create_dc, &texture_idx);
1664         device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
1665     }
1666 
1667     return WINED3D_OK;
1668 }
1669 
1670 /* Context activation is done by the caller. */
1671 static void wined3d_texture_prepare_buffer_object(struct wined3d_texture *texture,
1672         unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info)
1673 {
1674     struct wined3d_texture_sub_resource *sub_resource;
1675 
1676     sub_resource = &texture->sub_resources[sub_resource_idx];
1677     if (sub_resource->buffer_object)
1678         return;
1679 
1680     GL_EXTCALL(glGenBuffers(1, &sub_resource->buffer_object));
1681     GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, sub_resource->buffer_object));
1682     GL_EXTCALL(glBufferData(GL_PIXEL_UNPACK_BUFFER, sub_resource->size, NULL, GL_STREAM_DRAW));
1683     GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
1684     checkGLcall("Create buffer object");
1685 
1686     TRACE("Created buffer object %u for texture %p, sub-resource %u.\n",
1687             sub_resource->buffer_object, texture, sub_resource_idx);
1688 }
1689 
1690 static void wined3d_texture_force_reload(struct wined3d_texture *texture)
1691 {
1692     unsigned int sub_count = texture->level_count * texture->layer_count;
1693     unsigned int i;
1694 
1695     texture->flags &= ~(WINED3D_TEXTURE_RGB_ALLOCATED | WINED3D_TEXTURE_SRGB_ALLOCATED
1696             | WINED3D_TEXTURE_CONVERTED);
1697     texture->async.flags &= ~WINED3D_TEXTURE_ASYNC_COLOR_KEY;
1698     for (i = 0; i < sub_count; ++i)
1699     {
1700         wined3d_texture_invalidate_location(texture, i,
1701                 WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
1702     }
1703 }
1704 
1705 /* Context activation is done by the caller. */
1706 void wined3d_texture_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
1707 {
1708     DWORD alloc_flag = srgb ? WINED3D_TEXTURE_SRGB_ALLOCATED : WINED3D_TEXTURE_RGB_ALLOCATED;
1709     const struct wined3d_format *format = texture->resource.format;
1710     const struct wined3d_d3d_info *d3d_info = context->d3d_info;
1711     const struct wined3d_gl_info *gl_info = context->gl_info;
1712     const struct wined3d_color_key_conversion *conversion;
1713     GLenum internal;
1714 
1715     TRACE("texture %p, context %p, format %s.\n", texture, context, debug_d3dformat(format->id));
1716 
1717     if (!d3d_info->shader_color_key
1718             && !(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
1719             != !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
1720     {
1721         wined3d_texture_force_reload(texture);
1722 
1723         if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
1724             texture->async.flags |= WINED3D_TEXTURE_ASYNC_COLOR_KEY;
1725     }
1726 
1727     if (texture->flags & alloc_flag)
1728         return;
1729 
1730     if (format->conv_byte_count)
1731     {
1732         texture->flags |= WINED3D_TEXTURE_CONVERTED;
1733     }
1734     else if ((conversion = wined3d_format_get_color_key_conversion(texture, TRUE)))
1735     {
1736         texture->flags |= WINED3D_TEXTURE_CONVERTED;
1737         format = wined3d_get_format(gl_info, conversion->dst_format, texture->resource.usage);
1738         TRACE("Using format %s for color key conversion.\n", debug_d3dformat(format->id));
1739     }
1740 
1741     wined3d_texture_bind_and_dirtify(texture, context, srgb);
1742 
1743     if (srgb)
1744         internal = format->glGammaInternal;
1745     else if (texture->resource.usage & WINED3DUSAGE_RENDERTARGET
1746             && wined3d_resource_is_offscreen(&texture->resource))
1747         internal = format->rtInternal;
1748     else
1749         internal = format->glInternal;
1750 
1751     if (!internal)
1752         FIXME("No GL internal format for format %s.\n", debug_d3dformat(format->id));
1753 
1754     TRACE("internal %#x, format %#x, type %#x.\n", internal, format->glFormat, format->glType);
1755 
1756     if (wined3d_texture_use_immutable_storage(texture, gl_info))
1757         wined3d_texture_allocate_gl_immutable_storage(texture, internal, gl_info);
1758     else
1759         wined3d_texture_allocate_gl_mutable_storage(texture, internal, format, gl_info);
1760     texture->flags |= alloc_flag;
1761 }
1762 
1763 static void wined3d_texture_prepare_rb(struct wined3d_texture *texture,
1764         const struct wined3d_gl_info *gl_info, BOOL multisample)
1765 {
1766     const struct wined3d_format *format = texture->resource.format;
1767 
1768     if (multisample)
1769     {
1770         DWORD samples;
1771 
1772         if (texture->rb_multisample)
1773             return;
1774 
1775         samples = wined3d_texture_get_gl_sample_count(texture);
1776 
1777         gl_info->fbo_ops.glGenRenderbuffers(1, &texture->rb_multisample);
1778         gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, texture->rb_multisample);
1779         gl_info->fbo_ops.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples,
1780                 format->glInternal, texture->resource.width, texture->resource.height);
1781         checkGLcall("glRenderbufferStorageMultisample()");
1782         TRACE("Created multisample rb %u.\n", texture->rb_multisample);
1783     }
1784     else
1785     {
1786         if (texture->rb_resolved)
1787             return;
1788 
1789         gl_info->fbo_ops.glGenRenderbuffers(1, &texture->rb_resolved);
1790         gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, texture->rb_resolved);
1791         gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format->glInternal,
1792                 texture->resource.width, texture->resource.height);
1793         checkGLcall("glRenderbufferStorage()");
1794         TRACE("Created resolved rb %u.\n", texture->rb_resolved);
1795     }
1796 }
1797 
1798 /* Context activation is done by the caller. Context may be NULL in
1799  * WINED3D_NO3D mode. */
1800 BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1801         struct wined3d_context *context, DWORD location)
1802 {
1803     switch (location)
1804     {
1805         case WINED3D_LOCATION_SYSMEM:
1806             if (texture->resource.heap_memory)
1807                 return TRUE;
1808 
1809             if (!wined3d_resource_allocate_sysmem(&texture->resource))
1810                 return FALSE;
1811             return TRUE;
1812 
1813         case WINED3D_LOCATION_USER_MEMORY:
1814             if (!texture->user_memory)
1815                 ERR("Map binding is set to WINED3D_LOCATION_USER_MEMORY but surface->user_memory is NULL.\n");
1816             return TRUE;
1817 
1818         case WINED3D_LOCATION_BUFFER:
1819             wined3d_texture_prepare_buffer_object(texture, sub_resource_idx, context->gl_info);
1820             return TRUE;
1821 
1822         case WINED3D_LOCATION_TEXTURE_RGB:
1823             wined3d_texture_prepare_texture(texture, context, FALSE);
1824             return TRUE;
1825 
1826         case WINED3D_LOCATION_TEXTURE_SRGB:
1827             wined3d_texture_prepare_texture(texture, context, TRUE);
1828             return TRUE;
1829 
1830         case WINED3D_LOCATION_DRAWABLE:
1831             if (!texture->swapchain && wined3d_settings.offscreen_rendering_mode != ORM_BACKBUFFER)
1832                 ERR("Texture %p does not have a drawable.\n", texture);
1833             return TRUE;
1834 
1835         case WINED3D_LOCATION_RB_MULTISAMPLE:
1836             wined3d_texture_prepare_rb(texture, context->gl_info, TRUE);
1837             return TRUE;
1838 
1839         case WINED3D_LOCATION_RB_RESOLVED:
1840             wined3d_texture_prepare_rb(texture, context->gl_info, FALSE);
1841             return TRUE;
1842 
1843         default:
1844             ERR("Invalid location %s.\n", wined3d_debug_location(location));
1845             return FALSE;
1846     }
1847 }
1848 
1849 static struct wined3d_texture_sub_resource *wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
1850         unsigned int sub_resource_idx)
1851 {
1852     UINT sub_count = texture->level_count * texture->layer_count;
1853 
1854     TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
1855 
1856     if (sub_resource_idx >= sub_count)
1857     {
1858         WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
1859         return NULL;
1860     }
1861 
1862     return &texture->sub_resources[sub_resource_idx];
1863 }
1864 
1865 HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
1866         UINT layer, const struct wined3d_box *dirty_region)
1867 {
1868     TRACE("texture %p, layer %u, dirty_region %s.\n", texture, layer, debug_box(dirty_region));
1869 
1870     if (layer >= texture->layer_count)
1871     {
1872         WARN("Invalid layer %u specified.\n", layer);
1873         return WINED3DERR_INVALIDCALL;
1874     }
1875 
1876     if (dirty_region)
1877         WARN("Ignoring dirty_region %s.\n", debug_box(dirty_region));
1878 
1879     wined3d_cs_emit_add_dirty_texture_region(texture->resource.device->cs, texture, layer);
1880 
1881     return WINED3D_OK;
1882 }
1883 
1884 /* This call just uploads data, the caller is responsible for binding the
1885  * correct texture. */
1886 /* Context activation is done by the caller. */
1887 void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
1888         struct wined3d_context *context, const struct wined3d_format *format, const struct wined3d_box *src_box,
1889         const struct wined3d_const_bo_address *data, unsigned int src_row_pitch, unsigned int src_slice_pitch,
1890         unsigned int dst_x, unsigned int dst_y, unsigned int dst_z, BOOL srgb)
1891 {
1892     const struct wined3d_gl_info *gl_info = context->gl_info;
1893     unsigned int update_w = src_box->right - src_box->left;
1894     unsigned int update_h = src_box->bottom - src_box->top;
1895     unsigned int update_d = src_box->back - src_box->front;
1896     struct wined3d_bo_address bo;
1897     void *converted_mem = NULL;
1898     struct wined3d_format f;
1899     unsigned int level;
1900     GLenum target;
1901 
1902     TRACE("texture %p, sub_resource_idx %u, context %p, format %s, src_box %s, data {%#x:%p}, "
1903             "src_row_pitch %#x, src_slice_pitch %#x, dst_x %u, dst_y %u, dst_z %u, srgb %#x.\n",
1904             texture, sub_resource_idx, context, debug_d3dformat(format->id), debug_box(src_box),
1905             data->buffer_object, data->addr, src_row_pitch, src_slice_pitch, dst_x, dst_y, dst_z, srgb);
1906 
1907     if (texture->sub_resources[sub_resource_idx].map_count)
1908     {
1909         WARN("Uploading a texture that is currently mapped, setting WINED3D_TEXTURE_PIN_SYSMEM.\n");
1910         texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM;
1911     }
1912 
1913     if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
1914     {
1915         update_h *= format->height_scale.numerator;
1916         update_h /= format->height_scale.denominator;
1917     }
1918 
1919     target = wined3d_texture_get_sub_resource_target(texture, sub_resource_idx);
1920     level = sub_resource_idx % texture->level_count;
1921 
1922     switch (target)
1923     {
1924         case GL_TEXTURE_1D_ARRAY:
1925             dst_y = sub_resource_idx / texture->level_count;
1926             update_h = 1;
1927             break;
1928         case GL_TEXTURE_2D_ARRAY:
1929             dst_z = sub_resource_idx / texture->level_count;
1930             update_d = 1;
1931             break;
1932         case GL_TEXTURE_2D_MULTISAMPLE:
1933         case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
1934             FIXME("Not supported for multisample textures.\n");
1935             return;
1936     }
1937 
1938     bo.buffer_object = data->buffer_object;
1939     bo.addr = (BYTE *)data->addr + src_box->front * src_slice_pitch;
1940     if (texture->resource.format_flags & WINED3DFMT_FLAG_BLOCKS)
1941     {
1942         bo.addr += (src_box->top / format->block_height) * src_row_pitch;
1943         bo.addr += (src_box->left / format->block_width) * format->block_byte_count;
1944     }
1945     else
1946     {
1947         bo.addr += src_box->top * src_row_pitch;
1948         bo.addr += src_box->left * format->byte_count;
1949     }
1950 
1951     if (format->upload)
1952     {
1953         unsigned int dst_row_pitch, dst_slice_pitch;
1954         void *src_mem;
1955 
1956         if (texture->resource.format_flags & WINED3DFMT_FLAG_BLOCKS)
1957             ERR("Converting a block-based format.\n");
1958 
1959         f = *format;
1960         f.byte_count = format->conv_byte_count;
1961         format = &f;
1962 
1963         wined3d_format_calculate_pitch(format, 1, update_w, update_h, &dst_row_pitch, &dst_slice_pitch);
1964 
1965         if (!(converted_mem = heap_calloc(update_d, dst_slice_pitch)))
1966         {
1967             ERR("Failed to allocate upload buffer.\n");
1968             return;
1969         }
1970 
1971         src_mem = context_map_bo_address(context, &bo, src_slice_pitch,
1972                 GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READ);
1973         format->upload(src_mem, converted_mem, src_row_pitch, src_slice_pitch,
1974                 dst_row_pitch, dst_slice_pitch, update_w, update_h, update_d);
1975         context_unmap_bo_address(context, &bo, GL_PIXEL_UNPACK_BUFFER);
1976 
1977         bo.buffer_object = 0;
1978         bo.addr = converted_mem;
1979         src_row_pitch = dst_row_pitch;
1980         src_slice_pitch = dst_slice_pitch;
1981     }
1982 
1983     if (bo.buffer_object)
1984     {
1985         GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, bo.buffer_object));
1986         checkGLcall("glBindBuffer");
1987     }
1988 
1989     if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
1990     {
1991         unsigned int dst_row_pitch, dst_slice_pitch;
1992         const BYTE *addr = bo.addr;
1993         GLenum internal;
1994 
1995         if (srgb)
1996             internal = format->glGammaInternal;
1997         else if (texture->resource.usage & WINED3DUSAGE_RENDERTARGET
1998                 && wined3d_resource_is_offscreen(&texture->resource))
1999             internal = format->rtInternal;
2000         else
2001             internal = format->glInternal;
2002 
2003         wined3d_format_calculate_pitch(format, 1, update_w, update_h, &dst_row_pitch, &dst_slice_pitch);
2004 
2005         TRACE("Uploading compressed data, target %#x, level %u, x %u, y %u, z %u, "
2006                 "w %u, h %u, d %u, format %#x, image_size %#x, addr %p.\n",
2007                 target, level, dst_x, dst_y, dst_z, update_w, update_h,
2008                 update_d, internal, dst_slice_pitch, addr);
2009 
2010         if (target == GL_TEXTURE_1D)
2011         {
2012             GL_EXTCALL(glCompressedTexSubImage1D(target, level, dst_x,
2013                     update_w, internal, dst_row_pitch, addr));
2014         }
2015         else if (dst_row_pitch == src_row_pitch)
2016         {
2017             if (target == GL_TEXTURE_2D_ARRAY || target == GL_TEXTURE_3D)
2018             {
2019                 GL_EXTCALL(glCompressedTexSubImage3D(target, level, dst_x, dst_y, dst_z,
2020                         update_w, update_h, update_d, internal, dst_slice_pitch * update_d, addr));
2021             }
2022             else
2023             {
2024                 GL_EXTCALL(glCompressedTexSubImage2D(target, level, dst_x, dst_y,
2025                         update_w, update_h, internal, dst_slice_pitch, addr));
2026             }
2027         }
2028         else
2029         {
2030             unsigned int row_count = (update_h + format->block_height - 1) / format->block_height;
2031             unsigned int row, y, z;
2032 
2033             /* glCompressedTexSubImage2D() ignores pixel store state, so we
2034              * can't use the unpack row length like for glTexSubImage2D. */
2035             for (z = dst_z; z < dst_z + update_d; ++z)
2036             {
2037                 for (row = 0, y = dst_y; row < row_count; ++row)
2038                 {
2039                     if (target == GL_TEXTURE_2D_ARRAY || target == GL_TEXTURE_3D)
2040                     {
2041                         GL_EXTCALL(glCompressedTexSubImage3D(target, level, dst_x, y, z,
2042                                 update_w, format->block_height, 1, internal, dst_row_pitch, addr));
2043                     }
2044                     else
2045                     {
2046                         GL_EXTCALL(glCompressedTexSubImage2D(target, level, dst_x, y,
2047                                 update_w, format->block_height, internal, dst_row_pitch, addr));
2048                     }
2049 
2050                     y += format->block_height;
2051                     addr += src_row_pitch;
2052                 }
2053             }
2054         }
2055         checkGLcall("Upload compressed texture data");
2056     }
2057     else
2058     {
2059         TRACE("Uploading data, target %#x, level %u, x %u, y %u, z %u, "
2060                 "w %u, h %u, d %u, format %#x, type %#x, addr %p.\n",
2061                 target, level, dst_x, dst_y, dst_z, update_w, update_h,
2062                 update_d, format->glFormat, format->glType, bo.addr);
2063 
2064         gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ROW_LENGTH, src_row_pitch / format->byte_count);
2065         if (target == GL_TEXTURE_2D_ARRAY || target == GL_TEXTURE_3D)
2066         {
2067             GL_EXTCALL(glTexSubImage3D(target, level, dst_x, dst_y, dst_z,
2068                     update_w, update_h, update_d, format->glFormat, format->glType, bo.addr));
2069         }
2070         else if (target == GL_TEXTURE_1D)
2071         {
2072             gl_info->gl_ops.gl.p_glTexSubImage1D(target, level, dst_x,
2073                     update_w, format->glFormat, format->glType, bo.addr);
2074         }
2075         else
2076         {
2077             gl_info->gl_ops.gl.p_glTexSubImage2D(target, level, dst_x, dst_y,
2078                     update_w, update_h, format->glFormat, format->glType, bo.addr);
2079         }
2080         gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
2081         checkGLcall("Upload texture data");
2082     }
2083 
2084     if (bo.buffer_object)
2085     {
2086         GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
2087         checkGLcall("glBindBuffer");
2088     }
2089     heap_free(converted_mem);
2090 
2091     if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
2092     {
2093         struct wined3d_device *device = texture->resource.device;
2094         unsigned int i;
2095 
2096         for (i = 0; i < device->context_count; ++i)
2097         {
2098             context_texture_update(device->contexts[i], texture);
2099         }
2100     }
2101 }
2102 
2103 /* Context activation is done by the caller. Context may be NULL in ddraw-only mode. */
2104 static BOOL texture2d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2105         struct wined3d_context *context, DWORD location)
2106 {
2107     TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n",
2108             texture, sub_resource_idx, context, wined3d_debug_location(location));
2109 
2110     switch (location)
2111     {
2112         case WINED3D_LOCATION_USER_MEMORY:
2113         case WINED3D_LOCATION_SYSMEM:
2114         case WINED3D_LOCATION_BUFFER:
2115             return texture2d_load_sysmem(texture, sub_resource_idx, context, location);
2116 
2117         case WINED3D_LOCATION_DRAWABLE:
2118             return texture2d_load_drawable(texture, sub_resource_idx, context);
2119 
2120         case WINED3D_LOCATION_RB_RESOLVED:
2121         case WINED3D_LOCATION_RB_MULTISAMPLE:
2122             return texture2d_load_renderbuffer(texture, sub_resource_idx, context, location);
2123 
2124         case WINED3D_LOCATION_TEXTURE_RGB:
2125         case WINED3D_LOCATION_TEXTURE_SRGB:
2126             return texture2d_load_texture(texture, sub_resource_idx, context,
2127                     location == WINED3D_LOCATION_TEXTURE_SRGB);
2128 
2129         default:
2130             ERR("Don't know how to handle location %#x.\n", location);
2131             return FALSE;
2132     }
2133 }
2134 
2135 static const struct wined3d_texture_ops texture2d_ops =
2136 {
2137     texture2d_load_location,
2138 };
2139 
2140 struct wined3d_texture * __cdecl wined3d_texture_from_resource(struct wined3d_resource *resource)
2141 {
2142     return texture_from_resource(resource);
2143 }
2144 
2145 static ULONG texture_resource_incref(struct wined3d_resource *resource)
2146 {
2147     return wined3d_texture_incref(texture_from_resource(resource));
2148 }
2149 
2150 static ULONG texture_resource_decref(struct wined3d_resource *resource)
2151 {
2152     return wined3d_texture_decref(texture_from_resource(resource));
2153 }
2154 
2155 static void texture_resource_preload(struct wined3d_resource *resource)
2156 {
2157     struct wined3d_texture *texture = texture_from_resource(resource);
2158     struct wined3d_context *context;
2159 
2160     context = context_acquire(resource->device, NULL, 0);
2161     wined3d_texture_load(texture, context, texture->flags & WINED3D_TEXTURE_IS_SRGB);
2162     context_release(context);
2163 }
2164 
2165 static void wined3d_texture_unload(struct wined3d_resource *resource)
2166 {
2167     struct wined3d_texture *texture = texture_from_resource(resource);
2168     UINT sub_count = texture->level_count * texture->layer_count;
2169     struct wined3d_renderbuffer_entry *entry, *entry2;
2170     struct wined3d_device *device = resource->device;
2171     const struct wined3d_gl_info *gl_info;
2172     struct wined3d_context *context;
2173     UINT i;
2174 
2175     TRACE("texture %p.\n", texture);
2176 
2177     context = context_acquire(device, NULL, 0);
2178     gl_info = context->gl_info;
2179 
2180     for (i = 0; i < sub_count; ++i)
2181     {
2182         struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[i];
2183 
2184         if (resource->access & WINED3D_RESOURCE_ACCESS_CPU
2185                 && wined3d_texture_load_location(texture, i, context, resource->map_binding))
2186         {
2187             wined3d_texture_invalidate_location(texture, i, ~resource->map_binding);
2188         }
2189         else
2190         {
2191             /* We should only get here on device reset/teardown for implicit
2192              * resources. */
2193             if (resource->access & WINED3D_RESOURCE_ACCESS_CPU
2194                     || resource->type != WINED3D_RTYPE_TEXTURE_2D)
2195                 ERR("Discarding %s %p sub-resource %u with resource access %s.\n",
2196                         debug_d3dresourcetype(resource->type), resource, i,
2197                         wined3d_debug_resource_access(resource->access));
2198             wined3d_texture_validate_location(texture, i, WINED3D_LOCATION_DISCARDED);
2199             wined3d_texture_invalidate_location(texture, i, ~WINED3D_LOCATION_DISCARDED);
2200         }
2201 
2202         if (sub_resource->buffer_object)
2203             wined3d_texture_remove_buffer_object(texture, i, context->gl_info);
2204     }
2205 
2206     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &texture->renderbuffers, struct wined3d_renderbuffer_entry, entry)
2207     {
2208         context_gl_resource_released(device, entry->id, TRUE);
2209         gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
2210         list_remove(&entry->entry);
2211         heap_free(entry);
2212     }
2213     list_init(&texture->renderbuffers);
2214     texture->current_renderbuffer = NULL;
2215 
2216     context_release(context);
2217 
2218     wined3d_texture_force_reload(texture);
2219     wined3d_texture_unload_gl_texture(texture);
2220 }
2221 
2222 static HRESULT texture_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
2223         struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
2224 {
2225     const struct wined3d_format *format = resource->format;
2226     struct wined3d_texture_sub_resource *sub_resource;
2227     struct wined3d_device *device = resource->device;
2228     unsigned int fmt_flags = resource->format_flags;
2229     struct wined3d_context *context = NULL;
2230     struct wined3d_texture *texture;
2231     struct wined3d_bo_address data;
2232     unsigned int texture_level;
2233     BYTE *base_memory;
2234     BOOL ret;
2235 
2236     TRACE("resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n",
2237             resource, sub_resource_idx, map_desc, debug_box(box), flags);
2238 
2239     texture = texture_from_resource(resource);
2240     if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
2241         return E_INVALIDARG;
2242 
2243     texture_level = sub_resource_idx % texture->level_count;
2244     if (box && FAILED(wined3d_texture_check_box_dimensions(texture, texture_level, box)))
2245     {
2246         WARN("Map box is invalid.\n");
2247         if (((fmt_flags & WINED3DFMT_FLAG_BLOCKS) && !(resource->access & WINED3D_RESOURCE_ACCESS_CPU))
2248                 || resource->type != WINED3D_RTYPE_TEXTURE_2D)
2249             return WINED3DERR_INVALIDCALL;
2250     }
2251 
2252     if (texture->flags & WINED3D_TEXTURE_DC_IN_USE)
2253     {
2254         WARN("DC is in use.\n");
2255         return WINED3DERR_INVALIDCALL;
2256     }
2257 
2258     if (sub_resource->map_count)
2259     {
2260         WARN("Sub-resource is already mapped.\n");
2261         return WINED3DERR_INVALIDCALL;
2262     }
2263 
2264     if (device->d3d_initialized)
2265         context = context_acquire(device, NULL, 0);
2266 
2267     if (flags & WINED3D_MAP_DISCARD)
2268     {
2269         TRACE("WINED3D_MAP_DISCARD flag passed, marking %s as up to date.\n",
2270                 wined3d_debug_location(resource->map_binding));
2271         if ((ret = wined3d_texture_prepare_location(texture, sub_resource_idx, context, resource->map_binding)))
2272             wined3d_texture_validate_location(texture, sub_resource_idx, resource->map_binding);
2273     }
2274     else
2275     {
2276         if (resource->usage & WINED3DUSAGE_DYNAMIC)
2277             WARN_(d3d_perf)("Mapping a dynamic texture without WINED3D_MAP_DISCARD.\n");
2278         ret = wined3d_texture_load_location(texture, sub_resource_idx, context, resource->map_binding);
2279     }
2280 
2281     if (!ret)
2282     {
2283         ERR("Failed to prepare location.\n");
2284         context_release(context);
2285         return E_OUTOFMEMORY;
2286     }
2287 
2288     if (flags & WINED3D_MAP_WRITE
2289             && (!(flags & WINED3D_MAP_NO_DIRTY_UPDATE) || (resource->usage & WINED3DUSAGE_DYNAMIC)))
2290         wined3d_texture_invalidate_location(texture, sub_resource_idx, ~resource->map_binding);
2291 
2292     wined3d_texture_get_memory(texture, sub_resource_idx, &data, resource->map_binding);
2293     base_memory = context_map_bo_address(context, &data, sub_resource->size, GL_PIXEL_UNPACK_BUFFER, flags);
2294     TRACE("Base memory pointer %p.\n", base_memory);
2295 
2296     if (context)
2297         context_release(context);
2298 
2299     if (fmt_flags & WINED3DFMT_FLAG_BROKEN_PITCH)
2300     {
2301         map_desc->row_pitch = wined3d_texture_get_level_width(texture, texture_level) * format->byte_count;
2302         map_desc->slice_pitch = wined3d_texture_get_level_height(texture, texture_level) * map_desc->row_pitch;
2303     }
2304     else
2305     {
2306         wined3d_texture_get_pitch(texture, texture_level, &map_desc->row_pitch, &map_desc->slice_pitch);
2307     }
2308 
2309     if (!box)
2310     {
2311         map_desc->data = base_memory;
2312     }
2313     else
2314     {
2315         if ((fmt_flags & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_BLOCKS)
2316         {
2317             /* Compressed textures are block based, so calculate the offset of
2318              * the block that contains the top-left pixel of the mapped box. */
2319             map_desc->data = base_memory
2320                     + (box->front * map_desc->slice_pitch)
2321                     + ((box->top / format->block_height) * map_desc->row_pitch)
2322                     + ((box->left / format->block_width) * format->block_byte_count);
2323         }
2324         else
2325         {
2326             map_desc->data = base_memory
2327                     + (box->front * map_desc->slice_pitch)
2328                     + (box->top * map_desc->row_pitch)
2329                     + (box->left * format->byte_count);
2330         }
2331     }
2332 
2333     if (texture->swapchain && texture->swapchain->front_buffer == texture)
2334     {
2335         RECT *r = &texture->swapchain->front_buffer_update;
2336 
2337         if (!box)
2338             SetRect(r, 0, 0, resource->width, resource->height);
2339         else
2340             SetRect(r, box->left, box->top, box->right, box->bottom);
2341         TRACE("Mapped front buffer %s.\n", wine_dbgstr_rect(r));
2342     }
2343 
2344     ++resource->map_count;
2345     ++sub_resource->map_count;
2346 
2347     TRACE("Returning memory %p, row pitch %u, slice pitch %u.\n",
2348             map_desc->data, map_desc->row_pitch, map_desc->slice_pitch);
2349 
2350     return WINED3D_OK;
2351 }
2352 
2353 static HRESULT texture_resource_sub_resource_map_info(struct wined3d_resource *resource, unsigned int sub_resource_idx,
2354         struct wined3d_map_info *info, DWORD flags)
2355 {
2356     const struct wined3d_format *format = resource->format;
2357     struct wined3d_texture_sub_resource *sub_resource;
2358     unsigned int fmt_flags = resource->format_flags;
2359     struct wined3d_texture *texture;
2360     unsigned int texture_level;
2361 
2362     texture = texture_from_resource(resource);
2363     if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
2364         return E_INVALIDARG;
2365 
2366     texture_level = sub_resource_idx % texture->level_count;
2367 
2368     if (fmt_flags & WINED3DFMT_FLAG_BROKEN_PITCH)
2369     {
2370         info->row_pitch = wined3d_texture_get_level_width(texture, texture_level) * format->byte_count;
2371         info->slice_pitch = wined3d_texture_get_level_height(texture, texture_level) * info->row_pitch;
2372     }
2373     else
2374     {
2375         wined3d_texture_get_pitch(texture, texture_level, &info->row_pitch, &info->slice_pitch);
2376     }
2377 
2378     info->size = info->slice_pitch * wined3d_texture_get_level_depth(texture, texture_level);
2379 
2380     return WINED3D_OK;
2381 }
2382 
2383 static HRESULT texture_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
2384 {
2385     struct wined3d_texture_sub_resource *sub_resource;
2386     struct wined3d_device *device = resource->device;
2387     struct wined3d_context *context = NULL;
2388     struct wined3d_texture *texture;
2389     struct wined3d_bo_address data;
2390 
2391     TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx);
2392 
2393     texture = texture_from_resource(resource);
2394     if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
2395         return E_INVALIDARG;
2396 
2397     if (!sub_resource->map_count)
2398     {
2399         WARN("Trying to unmap unmapped sub-resource.\n");
2400         if (texture->flags & WINED3D_TEXTURE_DC_IN_USE)
2401             return WINED3D_OK;
2402         return WINEDDERR_NOTLOCKED;
2403     }
2404 
2405     if (device->d3d_initialized)
2406         context = context_acquire(device, NULL, 0);
2407 
2408     wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding);
2409     context_unmap_bo_address(context, &data, GL_PIXEL_UNPACK_BUFFER);
2410 
2411     if (context)
2412         context_release(context);
2413 
2414     if (texture->swapchain && texture->swapchain->front_buffer == texture)
2415     {
2416         if (!(sub_resource->locations & (WINED3D_LOCATION_DRAWABLE | WINED3D_LOCATION_TEXTURE_RGB)))
2417             texture->swapchain->swapchain_ops->swapchain_frontbuffer_updated(texture->swapchain);
2418     }
2419 
2420     --sub_resource->map_count;
2421     if (!--resource->map_count && texture->update_map_binding)
2422         wined3d_texture_update_map_binding(texture);
2423 
2424     return WINED3D_OK;
2425 }
2426 
2427 static const struct wined3d_resource_ops texture_resource_ops =
2428 {
2429     texture_resource_incref,
2430     texture_resource_decref,
2431     texture_resource_preload,
2432     wined3d_texture_unload,
2433     texture_resource_sub_resource_map,
2434     texture_resource_sub_resource_map_info,
2435     texture_resource_sub_resource_unmap,
2436 };
2437 
2438 /* Context activation is done by the caller. */
2439 static void texture1d_download_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2440         const struct wined3d_context *context, const struct wined3d_bo_address *data)
2441 {
2442     const struct wined3d_format *format = texture->resource.format;
2443     const struct wined3d_gl_info *gl_info = context->gl_info;
2444 
2445     if (format->conv_byte_count)
2446     {
2447         FIXME("Attempting to download a converted texture, format %s.\n",
2448                 debug_d3dformat(format->id));
2449         return;
2450     }
2451 
2452     if (data->buffer_object)
2453     {
2454         GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data->buffer_object));
2455         checkGLcall("glBindBuffer");
2456     }
2457 
2458     gl_info->gl_ops.gl.p_glGetTexImage(texture->target, sub_resource_idx,
2459             format->glFormat, format->glType, data->addr);
2460     checkGLcall("glGetTexImage");
2461 
2462     if (data->buffer_object)
2463     {
2464         GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
2465         checkGLcall("glBindBuffer");
2466     }
2467 }
2468 
2469 /* Context activation is done by the caller. */
2470 static BOOL texture1d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2471         struct wined3d_context *context, DWORD location)
2472 {
2473     struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
2474     unsigned int row_pitch, slice_pitch;
2475 
2476     TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n",
2477             texture, sub_resource_idx, context, wined3d_debug_location(location));
2478 
2479     if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location))
2480         return FALSE;
2481 
2482     switch (location)
2483     {
2484         case WINED3D_LOCATION_TEXTURE_RGB:
2485         case WINED3D_LOCATION_TEXTURE_SRGB:
2486             if (sub_resource->locations & WINED3D_LOCATION_SYSMEM)
2487             {
2488                 struct wined3d_const_bo_address data = {0, texture->resource.heap_memory};
2489                 struct wined3d_box src_box;
2490 
2491                 data.addr += sub_resource->offset;
2492                 wined3d_texture_bind_and_dirtify(texture, context,
2493                         location == WINED3D_LOCATION_TEXTURE_SRGB);
2494                 wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
2495                 wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box);
2496                 wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format,
2497                         &src_box, &data, row_pitch, slice_pitch, 0, 0, 0, FALSE);
2498             }
2499             else if (sub_resource->locations & WINED3D_LOCATION_BUFFER)
2500             {
2501                 struct wined3d_const_bo_address data = {sub_resource->buffer_object, NULL};
2502                 struct wined3d_box src_box;
2503 
2504                 wined3d_texture_bind_and_dirtify(texture, context,
2505                         location == WINED3D_LOCATION_TEXTURE_SRGB);
2506                 wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
2507                 wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box);
2508                 wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format,
2509                         &src_box, &data, row_pitch, slice_pitch, 0, 0, 0, FALSE);
2510             }
2511             else
2512             {
2513                 FIXME("Implement texture loading from %s.\n", wined3d_debug_location(sub_resource->locations));
2514                 return FALSE;
2515             }
2516             break;
2517 
2518         case WINED3D_LOCATION_SYSMEM:
2519             if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
2520             {
2521                 struct wined3d_bo_address data = {0, texture->resource.heap_memory};
2522 
2523                 data.addr += sub_resource->offset;
2524                 if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
2525                     wined3d_texture_bind_and_dirtify(texture, context, FALSE);
2526                 else
2527                     wined3d_texture_bind_and_dirtify(texture, context, TRUE);
2528 
2529                 texture1d_download_data(texture, sub_resource_idx, context, &data);
2530                 ++texture->download_count;
2531             }
2532             else
2533             {
2534                 FIXME("Implement WINED3D_LOCATION_SYSMEM loading from %s.\n",
2535                         wined3d_debug_location(sub_resource->locations));
2536                 return FALSE;
2537             }
2538             break;
2539 
2540         case WINED3D_LOCATION_BUFFER:
2541             if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
2542             {
2543                 struct wined3d_bo_address data = {sub_resource->buffer_object, NULL};
2544 
2545                 if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
2546                     wined3d_texture_bind_and_dirtify(texture, context, FALSE);
2547                 else
2548                     wined3d_texture_bind_and_dirtify(texture, context, TRUE);
2549 
2550                 texture1d_download_data(texture, sub_resource_idx, context, &data);
2551             }
2552             else
2553             {
2554                 FIXME("Implement WINED3D_LOCATION_BUFFER loading from %s.\n",
2555                         wined3d_debug_location(sub_resource->locations));
2556                 return FALSE;
2557             }
2558             break;
2559 
2560         default:
2561             FIXME("Implement %s loading from %s.\n", wined3d_debug_location(location),
2562                     wined3d_debug_location(sub_resource->locations));
2563             return FALSE;
2564     }
2565 
2566     return TRUE;
2567 }
2568 
2569 static const struct wined3d_texture_ops texture1d_ops =
2570 {
2571     texture1d_load_location,
2572 };
2573 
2574 static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
2575         unsigned int layer_count, unsigned int level_count, DWORD flags, struct wined3d_device *device,
2576         void *parent, const struct wined3d_parent_ops *parent_ops, const struct wined3d_texture_ops *texture_ops)
2577 {
2578     struct wined3d_device_parent *device_parent = device->device_parent;
2579     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2580     unsigned int sub_count, i, j, size, offset = 0;
2581     unsigned int pow2_width, pow2_height;
2582     const struct wined3d_format *format;
2583     HRESULT hr;
2584 
2585     TRACE("texture %p, resource_type %s, format %s, multisample_type %#x, multisample_quality %#x, "
2586             "usage %s, access %s, width %u, height %u, depth %u, layer_count %u, level_count %u, "
2587             "flags %#x, device %p, parent %p, parent_ops %p, texture_ops %p.\n",
2588             texture, debug_d3dresourcetype(desc->resource_type), debug_d3dformat(desc->format),
2589             desc->multisample_type, desc->multisample_quality, debug_d3dusage(desc->usage),
2590             wined3d_debug_resource_access(desc->access), desc->width, desc->height, desc->depth,
2591             layer_count, level_count, flags, device, parent, parent_ops, texture_ops);
2592 
2593     if (!desc->width || !desc->height || !desc->depth)
2594         return WINED3DERR_INVALIDCALL;
2595 
2596     if (desc->resource_type == WINED3D_RTYPE_TEXTURE_3D)
2597     {
2598         if (layer_count != 1)
2599         {
2600             ERR("Invalid layer count for volume texture.\n");
2601             return E_INVALIDARG;
2602         }
2603 
2604         if (!gl_info->supported[EXT_TEXTURE3D])
2605         {
2606             WARN("OpenGL implementation does not support 3D textures.\n");
2607             return WINED3DERR_INVALIDCALL;
2608         }
2609     }
2610 
2611     if (!(desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP) && layer_count > 1
2612             && !gl_info->supported[EXT_TEXTURE_ARRAY])
2613     {
2614         WARN("OpenGL implementation does not support array textures.\n");
2615         return WINED3DERR_INVALIDCALL;
2616     }
2617 
2618     /* TODO: It should only be possible to create textures for formats
2619      * that are reported as supported. */
2620     if (WINED3DFMT_UNKNOWN >= desc->format)
2621     {
2622         WARN("Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n");
2623         return WINED3DERR_INVALIDCALL;
2624     }
2625 
2626     if (desc->usage & WINED3DUSAGE_DYNAMIC && (wined3d_resource_access_is_managed(desc->access)
2627             || desc->usage & WINED3DUSAGE_SCRATCH))
2628     {
2629         WARN("Attempted to create a dynamic texture with access %s and usage %s.\n",
2630                 wined3d_debug_resource_access(desc->access), debug_d3dusage(desc->usage));
2631         return WINED3DERR_INVALIDCALL;
2632     }
2633 
2634     if (!(desc->usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))
2635             && (flags & WINED3D_TEXTURE_CREATE_MAPPABLE))
2636         WARN("Creating a mappable texture that doesn't specify dynamic usage.\n");
2637     if (desc->usage & WINED3DUSAGE_RENDERTARGET && desc->access & WINED3D_RESOURCE_ACCESS_CPU)
2638         FIXME("Trying to create a CPU accessible render target.\n");
2639 
2640     pow2_width = desc->width;
2641     pow2_height = desc->height;
2642     if (((desc->width & (desc->width - 1)) || (desc->height & (desc->height - 1)) || (desc->depth & (desc->depth - 1)))
2643             && !gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2644     {
2645         /* level_count == 0 returns an error as well. */
2646         if (level_count != 1 || layer_count != 1 || desc->resource_type == WINED3D_RTYPE_TEXTURE_3D)
2647         {
2648             if (!(desc->usage & WINED3DUSAGE_SCRATCH))
2649             {
2650                 WARN("Attempted to create a mipmapped/cube/array/volume NPOT "
2651                         "texture without unconditional NPOT support.\n");
2652                 return WINED3DERR_INVALIDCALL;
2653             }
2654 
2655             WARN("Creating a scratch mipmapped/cube/array NPOT texture despite lack of HW support.\n");
2656         }
2657         texture->flags |= WINED3D_TEXTURE_COND_NP2;
2658 
2659         if (desc->resource_type != WINED3D_RTYPE_TEXTURE_3D && !gl_info->supported[ARB_TEXTURE_RECTANGLE]
2660                 && !gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
2661         {
2662             const struct wined3d_format *format = wined3d_get_format(gl_info, desc->format, desc->usage);
2663 
2664             /* TODO: Add support for non-power-of-two compressed textures. */
2665             if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D]
2666                     & (WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_HEIGHT_SCALE))
2667             {
2668                 FIXME("Compressed or height scaled non-power-of-two (%ux%u) textures are not supported.\n",
2669                         desc->width, desc->height);
2670                 return WINED3DERR_NOTAVAILABLE;
2671             }
2672 
2673             /* Find the nearest pow2 match. */
2674             pow2_width = pow2_height = 1;
2675             while (pow2_width < desc->width)
2676                 pow2_width <<= 1;
2677             while (pow2_height < desc->height)
2678                 pow2_height <<= 1;
2679             texture->flags |= WINED3D_TEXTURE_COND_NP2_EMULATED;
2680         }
2681     }
2682     texture->pow2_width = pow2_width;
2683     texture->pow2_height = pow2_height;
2684 
2685     if ((pow2_width > gl_info->limits.texture_size || pow2_height > gl_info->limits.texture_size)
2686             && (desc->usage & WINED3DUSAGE_TEXTURE))
2687     {
2688         /* One of four options:
2689          * 1: Do the same as we do with NPOT and scale the texture. (Any
2690          *    texture ops would require the texture to be scaled which is
2691          *    potentially slow.)
2692          * 2: Set the texture to the maximum size (bad idea).
2693          * 3: WARN and return WINED3DERR_NOTAVAILABLE.
2694          * 4: Create the surface, but allow it to be used only for DirectDraw
2695          *    Blts. Some apps (e.g. Swat 3) create textures with a height of
2696          *    16 and a width > 3000 and blt 16x16 letter areas from them to
2697          *    the render target. */
2698         if (desc->access & WINED3D_RESOURCE_ACCESS_GPU)
2699         {
2700             WARN("Dimensions (%ux%u) exceed the maximum texture size.\n", pow2_width, pow2_height);
2701             return WINED3DERR_NOTAVAILABLE;
2702         }
2703 
2704         /* We should never use this surface in combination with OpenGL. */
2705         TRACE("Creating an oversized (%ux%u) surface.\n", pow2_width, pow2_height);
2706     }
2707 
2708     format = wined3d_get_format(&device->adapter->gl_info, desc->format, desc->usage);
2709     for (i = 0; i < layer_count; ++i)
2710     {
2711         for (j = 0; j < level_count; ++j)
2712         {
2713             unsigned int idx = i * level_count + j;
2714 
2715             size = wined3d_format_calculate_size(format, device->surface_alignment,
2716                     max(1, desc->width >> j), max(1, desc->height >> j), max(1, desc->depth >> j));
2717             texture->sub_resources[idx].offset = offset;
2718             texture->sub_resources[idx].size = size;
2719             offset += size;
2720         }
2721         offset = (offset + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1);
2722     }
2723 
2724     if (!offset)
2725         return WINED3DERR_INVALIDCALL;
2726 
2727     if (FAILED(hr = resource_init(&texture->resource, device, desc->resource_type, format,
2728             desc->multisample_type, desc->multisample_quality, desc->usage, desc->access,
2729             desc->width, desc->height, desc->depth, offset, parent, parent_ops, &texture_resource_ops)))
2730     {
2731         static unsigned int once;
2732 
2733         /* DXTn 3D textures are not supported. Do not write the ERR for them. */
2734         if ((desc->format == WINED3DFMT_DXT1 || desc->format == WINED3DFMT_DXT2 || desc->format == WINED3DFMT_DXT3
2735                 || desc->format == WINED3DFMT_DXT4 || desc->format == WINED3DFMT_DXT5)
2736                 && !(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE)
2737                 && desc->resource_type != WINED3D_RTYPE_TEXTURE_3D && !once++)
2738             ERR_(winediag)("The application tried to create a DXTn texture, but the driver does not support them.\n");
2739 
2740         WARN("Failed to initialize resource, returning %#x\n", hr);
2741         return hr;
2742     }
2743     wined3d_resource_update_draw_binding(&texture->resource);
2744     if ((flags & WINED3D_TEXTURE_CREATE_MAPPABLE) || desc->format == WINED3DFMT_D16_LOCKABLE)
2745         texture->resource.access |= WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
2746 
2747     texture->texture_ops = texture_ops;
2748 
2749     texture->layer_count = layer_count;
2750     texture->level_count = level_count;
2751     texture->lod = 0;
2752     texture->flags |= WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS;
2753     if (flags & WINED3D_TEXTURE_CREATE_GET_DC_LENIENT)
2754         texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_GET_DC_LENIENT;
2755     if (flags & (WINED3D_TEXTURE_CREATE_GET_DC | WINED3D_TEXTURE_CREATE_GET_DC_LENIENT))
2756         texture->flags |= WINED3D_TEXTURE_GET_DC;
2757     if (flags & WINED3D_TEXTURE_CREATE_DISCARD)
2758         texture->flags |= WINED3D_TEXTURE_DISCARD;
2759     if (flags & WINED3D_TEXTURE_CREATE_GENERATE_MIPMAPS)
2760     {
2761         if (!(texture->resource.format_flags & WINED3DFMT_FLAG_GEN_MIPMAP))
2762             WARN("Format doesn't support mipmaps generation, "
2763                     "ignoring WINED3D_TEXTURE_CREATE_GENERATE_MIPMAPS flag.\n");
2764         else
2765             texture->flags |= WINED3D_TEXTURE_GENERATE_MIPMAPS;
2766     }
2767 
2768     list_init(&texture->renderbuffers);
2769 
2770     switch (desc->resource_type)
2771     {
2772         case WINED3D_RTYPE_TEXTURE_1D:
2773             if (layer_count > 1)
2774                 texture->target = GL_TEXTURE_1D_ARRAY;
2775             else
2776                 texture->target = GL_TEXTURE_1D;
2777             break;
2778 
2779         case WINED3D_RTYPE_TEXTURE_2D:
2780             if (desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP)
2781             {
2782                 texture->target = GL_TEXTURE_CUBE_MAP_ARB;
2783             }
2784             else if (desc->multisample_type && gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
2785             {
2786                 if (layer_count > 1)
2787                     texture->target = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
2788                 else
2789                     texture->target = GL_TEXTURE_2D_MULTISAMPLE;
2790             }
2791             else
2792             {
2793                 if (layer_count > 1)
2794                     texture->target = GL_TEXTURE_2D_ARRAY;
2795                 else
2796                     texture->target = GL_TEXTURE_2D;
2797             }
2798             break;
2799 
2800         case WINED3D_RTYPE_TEXTURE_3D:
2801             texture->target = GL_TEXTURE_3D;
2802             break;
2803 
2804         default:
2805             ERR("Invalid resource type %s.\n", debug_d3dresourcetype(desc->resource_type));
2806             wined3d_texture_cleanup_sync(texture);
2807             return WINED3DERR_INVALIDCALL;
2808     }
2809 
2810     /* Precalculated scaling for 'faked' non power of two texture coords. */
2811     if (texture->resource.gl_type == WINED3D_GL_RES_TYPE_TEX_RECT)
2812     {
2813         texture->pow2_matrix[0] = (float)desc->width;
2814         texture->pow2_matrix[5] = (float)desc->height;
2815         texture->flags &= ~(WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS);
2816         texture->target = GL_TEXTURE_RECTANGLE_ARB;
2817     }
2818     else if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
2819     {
2820         texture->pow2_matrix[0] = (((float)desc->width) / ((float)pow2_width));
2821         texture->pow2_matrix[5] = (((float)desc->height) / ((float)pow2_height));
2822         texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
2823     }
2824     else
2825     {
2826         texture->pow2_matrix[0] = 1.0f;
2827         texture->pow2_matrix[5] = 1.0f;
2828     }
2829     texture->pow2_matrix[10] = 1.0f;
2830     texture->pow2_matrix[15] = 1.0f;
2831     TRACE("x scale %.8e, y scale %.8e.\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
2832 
2833     if (wined3d_texture_use_pbo(texture, gl_info))
2834         texture->resource.map_binding = WINED3D_LOCATION_BUFFER;
2835 
2836     if ((desc->resource_type != WINED3D_RTYPE_TEXTURE_3D
2837             && !(texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL))
2838             || !wined3d_texture_use_pbo(texture, gl_info))
2839     {
2840         if (!wined3d_resource_allocate_sysmem(&texture->resource))
2841         {
2842             wined3d_texture_cleanup_sync(texture);
2843             return E_OUTOFMEMORY;
2844         }
2845     }
2846 
2847     sub_count = level_count * layer_count;
2848     if (sub_count / layer_count != level_count)
2849     {
2850         wined3d_texture_cleanup_sync(texture);
2851         return E_OUTOFMEMORY;
2852     }
2853 
2854     if (desc->usage & WINED3DUSAGE_OVERLAY)
2855     {
2856         if (!(texture->overlay_info = heap_calloc(sub_count, sizeof(*texture->overlay_info))))
2857         {
2858             wined3d_texture_cleanup_sync(texture);
2859             return E_OUTOFMEMORY;
2860         }
2861 
2862         for (i = 0; i < sub_count; ++i)
2863         {
2864             list_init(&texture->overlay_info[i].entry);
2865             list_init(&texture->overlay_info[i].overlays);
2866         }
2867     }
2868 
2869     /* Generate all sub-resources. */
2870     for (i = 0; i < sub_count; ++i)
2871     {
2872         struct wined3d_texture_sub_resource *sub_resource;
2873 
2874         sub_resource = &texture->sub_resources[i];
2875         sub_resource->locations = WINED3D_LOCATION_DISCARDED;
2876         if (desc->resource_type != WINED3D_RTYPE_TEXTURE_3D
2877                 && !(texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL))
2878         {
2879             wined3d_texture_validate_location(texture, i, WINED3D_LOCATION_SYSMEM);
2880             wined3d_texture_invalidate_location(texture, i, ~WINED3D_LOCATION_SYSMEM);
2881         }
2882 
2883         if (FAILED(hr = device_parent->ops->texture_sub_resource_created(device_parent,
2884                 desc->resource_type, texture, i, &sub_resource->parent, &sub_resource->parent_ops)))
2885         {
2886             WARN("Failed to create sub-resource parent, hr %#x.\n", hr);
2887             sub_resource->parent = NULL;
2888             wined3d_texture_cleanup_sync(texture);
2889             return hr;
2890         }
2891 
2892         TRACE("parent %p, parent_ops %p.\n", sub_resource->parent, sub_resource->parent_ops);
2893 
2894         TRACE("Created sub-resource %u (level %u, layer %u).\n",
2895                 i, i % texture->level_count, i / texture->level_count);
2896 
2897         if ((desc->usage & WINED3DUSAGE_OWNDC) || (device->wined3d->flags & WINED3D_NO3D))
2898         {
2899             struct wined3d_texture_idx texture_idx = {texture, i};
2900 
2901             wined3d_cs_init_object(device->cs, wined3d_texture_create_dc, &texture_idx);
2902             device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
2903             if (!texture->dc_info || !texture->dc_info[i].dc)
2904             {
2905                 wined3d_texture_cleanup_sync(texture);
2906                 return WINED3DERR_INVALIDCALL;
2907             }
2908         }
2909     }
2910 
2911     return WINED3D_OK;
2912 }
2913 
2914 /* Context activation is done by the caller. */
2915 static void texture3d_download_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2916         const struct wined3d_context *context, const struct wined3d_bo_address *data)
2917 {
2918     const struct wined3d_format *format = texture->resource.format;
2919     const struct wined3d_gl_info *gl_info = context->gl_info;
2920 
2921     if (format->conv_byte_count)
2922     {
2923         FIXME("Attempting to download a converted volume, format %s.\n",
2924                 debug_d3dformat(format->id));
2925         return;
2926     }
2927 
2928     if (data->buffer_object)
2929     {
2930         GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data->buffer_object));
2931         checkGLcall("glBindBuffer");
2932     }
2933 
2934     gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_3D, sub_resource_idx,
2935             format->glFormat, format->glType, data->addr);
2936     checkGLcall("glGetTexImage");
2937 
2938     if (data->buffer_object)
2939     {
2940         GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
2941         checkGLcall("glBindBuffer");
2942     }
2943 
2944 }
2945 
2946 /* Context activation is done by the caller. */
2947 static void texture3d_srgb_transfer(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2948         struct wined3d_context *context, BOOL dest_is_srgb)
2949 {
2950     struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
2951     unsigned int row_pitch, slice_pitch;
2952     struct wined3d_bo_address data;
2953     struct wined3d_box src_box;
2954 
2955     /* Optimisations are possible, but the effort should be put into either
2956      * implementing EXT_SRGB_DECODE in the driver or finding out why we
2957      * picked the wrong copy for the original upload and fixing that.
2958      *
2959      * Also keep in mind that we want to avoid using resource.heap_memory
2960      * for DEFAULT pool surfaces. */
2961     WARN_(d3d_perf)("Performing slow rgb/srgb volume transfer.\n");
2962     data.buffer_object = 0;
2963     if (!(data.addr = heap_alloc(sub_resource->size)))
2964         return;
2965 
2966     wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
2967     wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box);
2968     wined3d_texture_bind_and_dirtify(texture, context, !dest_is_srgb);
2969     texture3d_download_data(texture, sub_resource_idx, context, &data);
2970     wined3d_texture_bind_and_dirtify(texture, context, dest_is_srgb);
2971     wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format,
2972             &src_box, wined3d_const_bo_address(&data), row_pitch, slice_pitch, 0, 0, 0, FALSE);
2973 
2974     heap_free(data.addr);
2975 }
2976 
2977 /* Context activation is done by the caller. */
2978 static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2979         struct wined3d_context *context, DWORD location)
2980 {
2981     struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
2982     unsigned int row_pitch, slice_pitch;
2983 
2984     if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location))
2985         return FALSE;
2986 
2987     switch (location)
2988     {
2989         case WINED3D_LOCATION_TEXTURE_RGB:
2990         case WINED3D_LOCATION_TEXTURE_SRGB:
2991             if (sub_resource->locations & WINED3D_LOCATION_SYSMEM)
2992             {
2993                 struct wined3d_const_bo_address data = {0, texture->resource.heap_memory};
2994                 struct wined3d_box src_box;
2995 
2996                 data.addr += sub_resource->offset;
2997                 wined3d_texture_bind_and_dirtify(texture, context,
2998                         location == WINED3D_LOCATION_TEXTURE_SRGB);
2999                 wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
3000                 wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box);
3001                 wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format,
3002                         &src_box, &data, row_pitch, slice_pitch, 0, 0, 0, FALSE);
3003             }
3004             else if (sub_resource->locations & WINED3D_LOCATION_BUFFER)
3005             {
3006                 struct wined3d_const_bo_address data = {sub_resource->buffer_object, NULL};
3007                 struct wined3d_box src_box;
3008 
3009                 wined3d_texture_bind_and_dirtify(texture, context,
3010                         location == WINED3D_LOCATION_TEXTURE_SRGB);
3011                 wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
3012                 wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box);
3013                 wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format,
3014                         &src_box, &data, row_pitch, slice_pitch, 0, 0, 0, FALSE);
3015             }
3016             else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
3017             {
3018                 texture3d_srgb_transfer(texture, sub_resource_idx, context, TRUE);
3019             }
3020             else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_SRGB)
3021             {
3022                 texture3d_srgb_transfer(texture, sub_resource_idx, context, FALSE);
3023             }
3024             else
3025             {
3026                 FIXME("Implement texture loading from %s.\n", wined3d_debug_location(sub_resource->locations));
3027                 return FALSE;
3028             }
3029             break;
3030 
3031         case WINED3D_LOCATION_SYSMEM:
3032             if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
3033             {
3034                 struct wined3d_bo_address data = {0, texture->resource.heap_memory};
3035 
3036                 data.addr += sub_resource->offset;
3037                 if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
3038                     wined3d_texture_bind_and_dirtify(texture, context, FALSE);
3039                 else
3040                     wined3d_texture_bind_and_dirtify(texture, context, TRUE);
3041 
3042                 texture3d_download_data(texture, sub_resource_idx, context, &data);
3043                 ++texture->download_count;
3044             }
3045             else
3046             {
3047                 FIXME("Implement WINED3D_LOCATION_SYSMEM loading from %s.\n",
3048                         wined3d_debug_location(sub_resource->locations));
3049                 return FALSE;
3050             }
3051             break;
3052 
3053         case WINED3D_LOCATION_BUFFER:
3054             if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
3055             {
3056                 struct wined3d_bo_address data = {sub_resource->buffer_object, NULL};
3057 
3058                 if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
3059                     wined3d_texture_bind_and_dirtify(texture, context, FALSE);
3060                 else
3061                     wined3d_texture_bind_and_dirtify(texture, context, TRUE);
3062 
3063                 texture3d_download_data(texture, sub_resource_idx, context, &data);
3064             }
3065             else
3066             {
3067                 FIXME("Implement WINED3D_LOCATION_BUFFER loading from %s.\n",
3068                         wined3d_debug_location(sub_resource->locations));
3069                 return FALSE;
3070             }
3071             break;
3072 
3073         default:
3074             FIXME("Implement %s loading from %s.\n", wined3d_debug_location(location),
3075                     wined3d_debug_location(sub_resource->locations));
3076             return FALSE;
3077     }
3078 
3079     return TRUE;
3080 }
3081 
3082 static const struct wined3d_texture_ops texture3d_ops =
3083 {
3084     texture3d_load_location,
3085 };
3086 
3087 HRESULT CDECL wined3d_texture_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
3088         const RECT *dst_rect, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
3089         const RECT *src_rect, DWORD flags, const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter)
3090 {
3091     struct wined3d_box src_box = {src_rect->left, src_rect->top, src_rect->right, src_rect->bottom, 0, 1};
3092     struct wined3d_box dst_box = {dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, 0, 1};
3093     unsigned int dst_format_flags, src_format_flags = 0;
3094     HRESULT hr;
3095 
3096     TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_rect %s, src_texture %p, "
3097             "src_sub_resource_idx %u, src_rect %s, flags %#x, fx %p, filter %s.\n",
3098             dst_texture, dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), src_texture,
3099             src_sub_resource_idx, wine_dbgstr_rect(src_rect), flags, fx, debug_d3dtexturefiltertype(filter));
3100 
3101     if (dst_sub_resource_idx >= dst_texture->level_count * dst_texture->layer_count
3102             || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
3103         return WINED3DERR_INVALIDCALL;
3104 
3105     if (src_sub_resource_idx >= src_texture->level_count * src_texture->layer_count
3106             || src_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
3107         return WINED3DERR_INVALIDCALL;
3108 
3109     dst_format_flags = dst_texture->resource.format_flags;
3110     if (FAILED(hr = wined3d_texture_check_box_dimensions(dst_texture,
3111             dst_sub_resource_idx % dst_texture->level_count, &dst_box)))
3112         return hr;
3113 
3114     src_format_flags = src_texture->resource.format_flags;
3115     if (FAILED(hr = wined3d_texture_check_box_dimensions(src_texture,
3116             src_sub_resource_idx % src_texture->level_count, &src_box)))
3117         return hr;
3118 
3119     if (dst_texture->sub_resources[dst_sub_resource_idx].map_count
3120             || src_texture->sub_resources[src_sub_resource_idx].map_count)
3121     {
3122         WARN("Sub-resource is busy, returning WINEDDERR_SURFACEBUSY.\n");
3123         return WINEDDERR_SURFACEBUSY;
3124     }
3125 
3126     if ((src_format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3127             != (dst_format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3128     {
3129         WARN("Rejecting depth/stencil blit between incompatible formats.\n");
3130         return WINED3DERR_INVALIDCALL;
3131     }
3132 
3133     wined3d_cs_emit_blt_sub_resource(dst_texture->resource.device->cs, &dst_texture->resource, dst_sub_resource_idx,
3134             &dst_box, &src_texture->resource, src_sub_resource_idx, &src_box, flags, fx, filter);
3135 
3136     return WINED3D_OK;
3137 }
3138 
3139 HRESULT CDECL wined3d_texture_get_overlay_position(const struct wined3d_texture *texture,
3140         unsigned int sub_resource_idx, LONG *x, LONG *y)
3141 {
3142     struct wined3d_overlay_info *overlay;
3143 
3144     TRACE("texture %p, sub_resource_idx %u, x %p, y %p.\n", texture, sub_resource_idx, x, y);
3145 
3146     if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY)
3147             || sub_resource_idx >= texture->level_count * texture->layer_count)
3148     {
3149         WARN("Invalid sub-resource specified.\n");
3150         return WINEDDERR_NOTAOVERLAYSURFACE;
3151     }
3152 
3153     overlay = &texture->overlay_info[sub_resource_idx];
3154     if (!overlay->dst_texture)
3155     {
3156         TRACE("Overlay not visible.\n");
3157         *x = 0;
3158         *y = 0;
3159         return WINEDDERR_OVERLAYNOTVISIBLE;
3160     }
3161 
3162     *x = overlay->dst_rect.left;
3163     *y = overlay->dst_rect.top;
3164 
3165     TRACE("Returning position %d, %d.\n", *x, *y);
3166 
3167     return WINED3D_OK;
3168 }
3169 
3170 HRESULT CDECL wined3d_texture_set_overlay_position(struct wined3d_texture *texture,
3171         unsigned int sub_resource_idx, LONG x, LONG y)
3172 {
3173     struct wined3d_overlay_info *overlay;
3174     LONG w, h;
3175 
3176     TRACE("texture %p, sub_resource_idx %u, x %d, y %d.\n", texture, sub_resource_idx, x, y);
3177 
3178     if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY)
3179             || sub_resource_idx >= texture->level_count * texture->layer_count)
3180     {
3181         WARN("Invalid sub-resource specified.\n");
3182         return WINEDDERR_NOTAOVERLAYSURFACE;
3183     }
3184 
3185     overlay = &texture->overlay_info[sub_resource_idx];
3186     w = overlay->dst_rect.right - overlay->dst_rect.left;
3187     h = overlay->dst_rect.bottom - overlay->dst_rect.top;
3188     SetRect(&overlay->dst_rect, x, y, x + w, y + h);
3189 
3190     return WINED3D_OK;
3191 }
3192 
3193 HRESULT CDECL wined3d_texture_update_overlay(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3194         const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
3195         const RECT *dst_rect, DWORD flags)
3196 {
3197     struct wined3d_overlay_info *overlay;
3198     unsigned int level, dst_level;
3199 
3200     TRACE("texture %p, sub_resource_idx %u, src_rect %s, dst_texture %p, "
3201             "dst_sub_resource_idx %u, dst_rect %s, flags %#x.\n",
3202             texture, sub_resource_idx, wine_dbgstr_rect(src_rect), dst_texture,
3203             dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), flags);
3204 
3205     if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
3206             || sub_resource_idx >= texture->level_count * texture->layer_count)
3207     {
3208         WARN("Invalid sub-resource specified.\n");
3209         return WINEDDERR_NOTAOVERLAYSURFACE;
3210     }
3211 
3212     if (!dst_texture || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
3213             || dst_sub_resource_idx >= dst_texture->level_count * dst_texture->layer_count)
3214     {
3215         WARN("Invalid destination sub-resource specified.\n");
3216         return WINED3DERR_INVALIDCALL;
3217     }
3218 
3219     overlay = &texture->overlay_info[sub_resource_idx];
3220 
3221     level = sub_resource_idx % texture->level_count;
3222     if (src_rect)
3223         overlay->src_rect = *src_rect;
3224     else
3225         SetRect(&overlay->src_rect, 0, 0,
3226                 wined3d_texture_get_level_width(texture, level),
3227                 wined3d_texture_get_level_height(texture, level));
3228 
3229     dst_level = dst_sub_resource_idx % dst_texture->level_count;
3230     if (dst_rect)
3231         overlay->dst_rect = *dst_rect;
3232     else
3233         SetRect(&overlay->dst_rect, 0, 0,
3234                 wined3d_texture_get_level_width(dst_texture, dst_level),
3235                 wined3d_texture_get_level_height(dst_texture, dst_level));
3236 
3237     if (overlay->dst_texture && (overlay->dst_texture != dst_texture
3238             || overlay->dst_sub_resource_idx != dst_sub_resource_idx || flags & WINEDDOVER_HIDE))
3239     {
3240         overlay->dst_texture = NULL;
3241         list_remove(&overlay->entry);
3242     }
3243 
3244     if (flags & WINEDDOVER_SHOW)
3245     {
3246         if (overlay->dst_texture != dst_texture || overlay->dst_sub_resource_idx != dst_sub_resource_idx)
3247         {
3248             overlay->dst_texture = dst_texture;
3249             overlay->dst_sub_resource_idx = dst_sub_resource_idx;
3250             list_add_tail(&texture->overlay_info[dst_sub_resource_idx].overlays, &overlay->entry);
3251         }
3252     }
3253     else if (flags & WINEDDOVER_HIDE)
3254     {
3255         /* Tests show that the rectangles are erased on hide. */
3256         SetRectEmpty(&overlay->src_rect);
3257         SetRectEmpty(&overlay->dst_rect);
3258         overlay->dst_texture = NULL;
3259     }
3260 
3261     return WINED3D_OK;
3262 }
3263 
3264 void * CDECL wined3d_texture_get_sub_resource_parent(struct wined3d_texture *texture, unsigned int sub_resource_idx)
3265 {
3266     unsigned int sub_count = texture->level_count * texture->layer_count;
3267 
3268     TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
3269 
3270     if (sub_resource_idx >= sub_count)
3271     {
3272         WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
3273         return NULL;
3274     }
3275 
3276     return texture->sub_resources[sub_resource_idx].parent;
3277 }
3278 
3279 void CDECL wined3d_texture_set_sub_resource_parent(struct wined3d_texture *texture,
3280         unsigned int sub_resource_idx, void *parent)
3281 {
3282     unsigned int sub_count = texture->level_count * texture->layer_count;
3283 
3284     TRACE("texture %p, sub_resource_idx %u, parent %p.\n", texture, sub_resource_idx, parent);
3285 
3286     if (sub_resource_idx >= sub_count)
3287     {
3288         WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
3289         return;
3290     }
3291 
3292     texture->sub_resources[sub_resource_idx].parent = parent;
3293 }
3294 
3295 HRESULT CDECL wined3d_texture_get_sub_resource_desc(const struct wined3d_texture *texture,
3296         unsigned int sub_resource_idx, struct wined3d_sub_resource_desc *desc)
3297 {
3298     unsigned int sub_count = texture->level_count * texture->layer_count;
3299     const struct wined3d_resource *resource;
3300     unsigned int level_idx;
3301 
3302     TRACE("texture %p, sub_resource_idx %u, desc %p.\n", texture, sub_resource_idx, desc);
3303 
3304     if (sub_resource_idx >= sub_count)
3305     {
3306         WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
3307         return WINED3DERR_INVALIDCALL;
3308     }
3309 
3310     resource = &texture->resource;
3311     desc->format = resource->format->id;
3312     desc->multisample_type = resource->multisample_type;
3313     desc->multisample_quality = resource->multisample_quality;
3314     desc->usage = resource->usage;
3315     desc->access = resource->access;
3316 
3317     level_idx = sub_resource_idx % texture->level_count;
3318     desc->width = wined3d_texture_get_level_width(texture, level_idx);
3319     desc->height = wined3d_texture_get_level_height(texture, level_idx);
3320     desc->depth = wined3d_texture_get_level_depth(texture, level_idx);
3321     desc->size = texture->sub_resources[sub_resource_idx].size;
3322 
3323     return WINED3D_OK;
3324 }
3325 
3326 HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct wined3d_resource_desc *desc,
3327         UINT layer_count, UINT level_count, DWORD flags, const struct wined3d_sub_resource_data *data,
3328         void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
3329 {
3330     const struct wined3d_texture_ops *texture_ops;
3331     struct wined3d_texture *object;
3332     HRESULT hr;
3333 
3334     TRACE("device %p, desc %p, layer_count %u, level_count %u, flags %#x, data %p, "
3335             "parent %p, parent_ops %p, texture %p.\n",
3336             device, desc, layer_count, level_count, flags, data, parent, parent_ops, texture);
3337 
3338     if (!layer_count)
3339     {
3340         WARN("Invalid layer count.\n");
3341         return E_INVALIDARG;
3342     }
3343     if ((desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP) && layer_count != 6)
3344     {
3345         ERR("Invalid layer count %u for legacy cubemap.\n", layer_count);
3346         layer_count = 6;
3347     }
3348 
3349     if (!level_count)
3350     {
3351         WARN("Invalid level count.\n");
3352         return WINED3DERR_INVALIDCALL;
3353     }
3354 
3355     if (desc->multisample_type != WINED3D_MULTISAMPLE_NONE)
3356     {
3357         const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info,
3358                 desc->format, desc->usage);
3359 
3360         if (desc->multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE
3361                 && desc->multisample_quality >= wined3d_popcount(format->multisample_types))
3362         {
3363             WARN("Unsupported quality level %u requested for WINED3D_MULTISAMPLE_NON_MASKABLE.\n",
3364                     desc->multisample_quality);
3365             return WINED3DERR_NOTAVAILABLE;
3366         }
3367         if (desc->multisample_type != WINED3D_MULTISAMPLE_NON_MASKABLE
3368                 && (!(format->multisample_types & 1u << (desc->multisample_type - 1))
3369                 || desc->multisample_quality))
3370         {
3371             WARN("Unsupported multisample type %u quality %u requested.\n", desc->multisample_type,
3372                     desc->multisample_quality);
3373             return WINED3DERR_NOTAVAILABLE;
3374         }
3375     }
3376 
3377     switch (desc->resource_type)
3378     {
3379         case WINED3D_RTYPE_TEXTURE_1D:
3380             texture_ops = &texture1d_ops;
3381             break;
3382         case WINED3D_RTYPE_TEXTURE_2D:
3383             texture_ops = &texture2d_ops;
3384             break;
3385         case WINED3D_RTYPE_TEXTURE_3D:
3386             texture_ops = &texture3d_ops;
3387             break;
3388         default:
3389             ERR("Invalid resource type %s.\n", debug_d3dresourcetype(desc->resource_type));
3390             return WINED3DERR_INVALIDCALL;
3391     }
3392 
3393     if (!(object = heap_alloc_zero(FIELD_OFFSET(struct wined3d_texture,
3394             sub_resources[level_count * layer_count]))))
3395         return E_OUTOFMEMORY;
3396 
3397     if (FAILED(hr = wined3d_texture_init(object, desc, layer_count,
3398             level_count, flags, device, parent, parent_ops, texture_ops)))
3399     {
3400         WARN("Failed to initialize texture, returning %#x.\n", hr);
3401         heap_free(object);
3402         return hr;
3403     }
3404 
3405     /* FIXME: We'd like to avoid ever allocating system memory for the texture
3406      * in this case. */
3407     if (data)
3408     {
3409         unsigned int sub_count = level_count * layer_count;
3410         unsigned int i;
3411 
3412         for (i = 0; i < sub_count; ++i)
3413         {
3414             if (!data[i].data)
3415             {
3416                 WARN("Invalid sub-resource data specified for sub-resource %u.\n", i);
3417                 wined3d_texture_cleanup_sync(object);
3418                 heap_free(object);
3419                 return E_INVALIDARG;
3420             }
3421         }
3422 
3423         for (i = 0; i < sub_count; ++i)
3424         {
3425             wined3d_device_update_sub_resource(device, &object->resource,
3426                     i, NULL, data[i].data, data[i].row_pitch, data[i].slice_pitch, 0);
3427         }
3428     }
3429 
3430     TRACE("Created texture %p.\n", object);
3431     *texture = object;
3432 
3433     return WINED3D_OK;
3434 }
3435 
3436 HRESULT CDECL wined3d_texture_get_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC *dc)
3437 {
3438     struct wined3d_device *device = texture->resource.device;
3439     struct wined3d_texture_sub_resource *sub_resource;
3440     struct wined3d_dc_info *dc_info;
3441 
3442     TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture, sub_resource_idx, dc);
3443 
3444     if (!(texture->flags & WINED3D_TEXTURE_GET_DC))
3445     {
3446         WARN("Texture does not support GetDC\n");
3447         /* Don't touch the DC */
3448         return WINED3DERR_INVALIDCALL;
3449     }
3450 
3451     if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
3452         return WINED3DERR_INVALIDCALL;
3453 
3454     if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
3455     {
3456         WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type));
3457         return WINED3DERR_INVALIDCALL;
3458     }
3459 
3460     if (texture->resource.map_count && !(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT))
3461         return WINED3DERR_INVALIDCALL;
3462 
3463     if (!(dc_info = texture->dc_info) || !dc_info[sub_resource_idx].dc)
3464     {
3465         struct wined3d_texture_idx texture_idx = {texture, sub_resource_idx};
3466 
3467         wined3d_cs_init_object(device->cs, wined3d_texture_create_dc, &texture_idx);
3468         device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
3469         if (!(dc_info = texture->dc_info) || !dc_info[sub_resource_idx].dc)
3470             return WINED3DERR_INVALIDCALL;
3471     }
3472 
3473     if (!(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT))
3474         texture->flags |= WINED3D_TEXTURE_DC_IN_USE;
3475     ++texture->resource.map_count;
3476     ++sub_resource->map_count;
3477 
3478     *dc = dc_info[sub_resource_idx].dc;
3479     TRACE("Returning dc %p.\n", *dc);
3480 
3481     return WINED3D_OK;
3482 }
3483 
3484 HRESULT CDECL wined3d_texture_release_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC dc)
3485 {
3486     struct wined3d_device *device = texture->resource.device;
3487     struct wined3d_texture_sub_resource *sub_resource;
3488     struct wined3d_dc_info *dc_info;
3489 
3490     TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture, sub_resource_idx, dc);
3491 
3492     if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
3493         return WINED3DERR_INVALIDCALL;
3494 
3495     if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
3496     {
3497         WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type));
3498         return WINED3DERR_INVALIDCALL;
3499     }
3500 
3501     if (!(texture->flags & (WINED3D_TEXTURE_GET_DC_LENIENT | WINED3D_TEXTURE_DC_IN_USE)))
3502         return WINED3DERR_INVALIDCALL;
3503 
3504     if (!(dc_info = texture->dc_info) || dc_info[sub_resource_idx].dc != dc)
3505     {
3506         WARN("Application tries to release invalid DC %p, sub-resource DC is %p.\n",
3507                 dc, dc_info ? dc_info[sub_resource_idx].dc : NULL);
3508         return WINED3DERR_INVALIDCALL;
3509     }
3510 
3511     if (!(texture->resource.usage & WINED3DUSAGE_OWNDC) && !(device->wined3d->flags & WINED3D_NO3D))
3512     {
3513         struct wined3d_texture_idx texture_idx = {texture, sub_resource_idx};
3514 
3515         wined3d_cs_destroy_object(device->cs, wined3d_texture_destroy_dc, &texture_idx);
3516         device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
3517     }
3518 
3519     --sub_resource->map_count;
3520     if (!--texture->resource.map_count && texture->update_map_binding)
3521         wined3d_texture_update_map_binding(texture);
3522     if (!(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT))
3523         texture->flags &= ~WINED3D_TEXTURE_DC_IN_USE;
3524 
3525     return WINED3D_OK;
3526 }
3527 
3528 void wined3d_texture_upload_from_texture(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
3529         unsigned int dst_x, unsigned int dst_y, unsigned int dst_z, struct wined3d_texture *src_texture,
3530         unsigned int src_sub_resource_idx, const struct wined3d_box *src_box)
3531 {
3532     unsigned int src_row_pitch, src_slice_pitch;
3533     unsigned int update_w, update_h, update_d;
3534     unsigned int src_level, dst_level;
3535     struct wined3d_context *context;
3536     struct wined3d_bo_address data;
3537 
3538     TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
3539             "src_texture %p, src_sub_resource_idx %u, src_box %s.\n",
3540             dst_texture, dst_sub_resource_idx, dst_x, dst_y, dst_z,
3541             src_texture, src_sub_resource_idx, debug_box(src_box));
3542 
3543     context = context_acquire(dst_texture->resource.device, NULL, 0);
3544 
3545     /* Only load the sub-resource for partial updates. For newly allocated
3546      * textures the texture wouldn't be the current location, and we'd upload
3547      * zeroes just to overwrite them again. */
3548     update_w = src_box->right - src_box->left;
3549     update_h = src_box->bottom - src_box->top;
3550     update_d = src_box->back - src_box->front;
3551     dst_level = dst_sub_resource_idx % dst_texture->level_count;
3552     if (update_w == wined3d_texture_get_level_width(dst_texture, dst_level)
3553             && update_h == wined3d_texture_get_level_height(dst_texture, dst_level)
3554             && update_d == wined3d_texture_get_level_depth(dst_texture, dst_level))
3555         wined3d_texture_prepare_texture(dst_texture, context, FALSE);
3556     else
3557         wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);
3558     wined3d_texture_bind_and_dirtify(dst_texture, context, FALSE);
3559 
3560     src_level = src_sub_resource_idx % src_texture->level_count;
3561     wined3d_texture_get_memory(src_texture, src_sub_resource_idx, &data,
3562             src_texture->sub_resources[src_sub_resource_idx].locations);
3563     wined3d_texture_get_pitch(src_texture, src_level, &src_row_pitch, &src_slice_pitch);
3564 
3565     wined3d_texture_upload_data(dst_texture, dst_sub_resource_idx, context, src_texture->resource.format,
3566             src_box, wined3d_const_bo_address(&data), src_row_pitch, src_slice_pitch, dst_x, dst_y, dst_z, FALSE);
3567 
3568     context_release(context);
3569 
3570     wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
3571     wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
3572 }
3573