wine/dlls/wined3d/texture.c
Józef Kucia 57110d5bc2 wined3d: Introduce wined3d_cs_finish() helper.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2018-11-29 17:48:34 +01:00

3866 lines
149 KiB
C

/*
* Copyright 2002-2005 Jason Edmeades
* Copyright 2002-2005 Raphael Junqueira
* Copyright 2005 Oliver Stieber
* Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
* Copyright 2009-2011 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wine/port.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
WINE_DECLARE_DEBUG_CHANNEL(winediag);
#define WINED3D_TEXTURE_DYNAMIC_MAP_THRESHOLD 50
struct wined3d_texture_idx
{
struct wined3d_texture *texture;
unsigned int sub_resource_idx;
};
struct wined3d_rect_f
{
float l;
float t;
float r;
float b;
};
static BOOL wined3d_texture_use_pbo(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
{
if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]
|| texture->resource.format->conv_byte_count
|| (texture->flags & (WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_COND_NP2_EMULATED)))
return FALSE;
/* Use a PBO for dynamic textures and read-only staging textures. */
return (!(texture->resource.access & WINED3D_RESOURCE_ACCESS_CPU)
&& texture->resource.usage & WINED3DUSAGE_DYNAMIC)
|| texture->resource.access == (WINED3D_RESOURCE_ACCESS_CPU | WINED3D_RESOURCE_ACCESS_MAP_R);
}
static BOOL wined3d_texture_use_immutable_storage(const struct wined3d_texture *texture,
const struct wined3d_gl_info *gl_info)
{
/* We don't expect to create texture views for textures with height-scaled formats.
* Besides, ARB_texture_storage doesn't allow specifying exact sizes for all levels. */
return gl_info->supported[ARB_TEXTURE_STORAGE]
&& !(texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE);
}
/* Front buffer coordinates are always full screen coordinates, but our GL
* drawable is limited to the window's client area. The sysmem and texture
* copies do have the full screen size. Note that GL has a bottom-left
* origin, while D3D has a top-left origin. */
void wined3d_texture_translate_drawable_coords(const struct wined3d_texture *texture, HWND window, RECT *rect)
{
unsigned int drawable_height;
POINT offset = {0, 0};
RECT windowsize;
if (!texture->swapchain)
return;
if (texture == texture->swapchain->front_buffer)
{
ScreenToClient(window, &offset);
OffsetRect(rect, offset.x, offset.y);
}
GetClientRect(window, &windowsize);
drawable_height = windowsize.bottom - windowsize.top;
rect->top = drawable_height - rect->top;
rect->bottom = drawable_height - rect->bottom;
}
GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture)
{
const struct wined3d_swapchain *swapchain = texture->swapchain;
TRACE("texture %p.\n", texture);
if (!swapchain)
{
ERR("Texture %p is not part of a swapchain.\n", texture);
return GL_NONE;
}
if (texture == swapchain->front_buffer)
{
TRACE("Returning GL_FRONT.\n");
return GL_FRONT;
}
if (texture == swapchain->back_buffers[0])
{
TRACE("Returning GL_BACK.\n");
return GL_BACK;
}
FIXME("Higher back buffer, returning GL_BACK.\n");
return GL_BACK;
}
static DWORD wined3d_resource_access_from_location(DWORD location)
{
switch (location)
{
case WINED3D_LOCATION_DISCARDED:
return 0;
case WINED3D_LOCATION_SYSMEM:
case WINED3D_LOCATION_USER_MEMORY:
return WINED3D_RESOURCE_ACCESS_CPU;
case WINED3D_LOCATION_BUFFER:
case WINED3D_LOCATION_DRAWABLE:
case WINED3D_LOCATION_TEXTURE_RGB:
case WINED3D_LOCATION_TEXTURE_SRGB:
case WINED3D_LOCATION_RB_MULTISAMPLE:
case WINED3D_LOCATION_RB_RESOLVED:
return WINED3D_RESOURCE_ACCESS_GPU;
default:
FIXME("Unhandled location %#x.\n", location);
return 0;
}
}
static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct wined3d_rect_f *f)
{
f->l = ((r->left * 2.0f) / w) - 1.0f;
f->t = ((r->top * 2.0f) / h) - 1.0f;
f->r = ((r->right * 2.0f) / w) - 1.0f;
f->b = ((r->bottom * 2.0f) / h) - 1.0f;
}
void texture2d_get_blt_info(const struct wined3d_texture_gl *texture_gl,
unsigned int sub_resource_idx, const RECT *rect, struct wined3d_blt_info *info)
{
struct wined3d_vec3 *coords = info->texcoords;
struct wined3d_rect_f f;
unsigned int level;
GLenum target;
GLsizei w, h;
level = sub_resource_idx % texture_gl->t.level_count;
w = wined3d_texture_get_level_pow2_width(&texture_gl->t, level);
h = wined3d_texture_get_level_pow2_height(&texture_gl->t, level);
target = wined3d_texture_gl_get_sub_resource_target(texture_gl, sub_resource_idx);
switch (target)
{
default:
FIXME("Unsupported texture target %#x.\n", target);
/* Fall back to GL_TEXTURE_2D */
case GL_TEXTURE_2D:
info->bind_target = GL_TEXTURE_2D;
coords[0].x = (float)rect->left / w;
coords[0].y = (float)rect->top / h;
coords[0].z = 0.0f;
coords[1].x = (float)rect->right / w;
coords[1].y = (float)rect->top / h;
coords[1].z = 0.0f;
coords[2].x = (float)rect->left / w;
coords[2].y = (float)rect->bottom / h;
coords[2].z = 0.0f;
coords[3].x = (float)rect->right / w;
coords[3].y = (float)rect->bottom / h;
coords[3].z = 0.0f;
break;
case GL_TEXTURE_RECTANGLE_ARB:
info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
coords[0].x = rect->left; coords[0].y = rect->top; coords[0].z = 0.0f;
coords[1].x = rect->right; coords[1].y = rect->top; coords[1].z = 0.0f;
coords[2].x = rect->left; coords[2].y = rect->bottom; coords[2].z = 0.0f;
coords[3].x = rect->right; coords[3].y = rect->bottom; coords[3].z = 0.0f;
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
cube_coords_float(rect, w, h, &f);
coords[0].x = 1.0f; coords[0].y = -f.t; coords[0].z = -f.l;
coords[1].x = 1.0f; coords[1].y = -f.t; coords[1].z = -f.r;
coords[2].x = 1.0f; coords[2].y = -f.b; coords[2].z = -f.l;
coords[3].x = 1.0f; coords[3].y = -f.b; coords[3].z = -f.r;
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
cube_coords_float(rect, w, h, &f);
coords[0].x = -1.0f; coords[0].y = -f.t; coords[0].z = f.l;
coords[1].x = -1.0f; coords[1].y = -f.t; coords[1].z = f.r;
coords[2].x = -1.0f; coords[2].y = -f.b; coords[2].z = f.l;
coords[3].x = -1.0f; coords[3].y = -f.b; coords[3].z = f.r;
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
cube_coords_float(rect, w, h, &f);
coords[0].x = f.l; coords[0].y = 1.0f; coords[0].z = f.t;
coords[1].x = f.r; coords[1].y = 1.0f; coords[1].z = f.t;
coords[2].x = f.l; coords[2].y = 1.0f; coords[2].z = f.b;
coords[3].x = f.r; coords[3].y = 1.0f; coords[3].z = f.b;
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
cube_coords_float(rect, w, h, &f);
coords[0].x = f.l; coords[0].y = -1.0f; coords[0].z = -f.t;
coords[1].x = f.r; coords[1].y = -1.0f; coords[1].z = -f.t;
coords[2].x = f.l; coords[2].y = -1.0f; coords[2].z = -f.b;
coords[3].x = f.r; coords[3].y = -1.0f; coords[3].z = -f.b;
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
cube_coords_float(rect, w, h, &f);
coords[0].x = f.l; coords[0].y = -f.t; coords[0].z = 1.0f;
coords[1].x = f.r; coords[1].y = -f.t; coords[1].z = 1.0f;
coords[2].x = f.l; coords[2].y = -f.b; coords[2].z = 1.0f;
coords[3].x = f.r; coords[3].y = -f.b; coords[3].z = 1.0f;
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
cube_coords_float(rect, w, h, &f);
coords[0].x = -f.l; coords[0].y = -f.t; coords[0].z = -1.0f;
coords[1].x = -f.r; coords[1].y = -f.t; coords[1].z = -1.0f;
coords[2].x = -f.l; coords[2].y = -f.b; coords[2].z = -1.0f;
coords[3].x = -f.r; coords[3].y = -f.b; coords[3].z = -1.0f;
break;
}
}
static void wined3d_texture_evict_sysmem(struct wined3d_texture *texture)
{
struct wined3d_texture_sub_resource *sub_resource;
unsigned int i, sub_count;
if (texture->flags & (WINED3D_TEXTURE_CONVERTED | WINED3D_TEXTURE_PIN_SYSMEM)
|| texture->download_count > WINED3D_TEXTURE_DYNAMIC_MAP_THRESHOLD)
{
TRACE("Not evicting system memory for texture %p.\n", texture);
return;
}
TRACE("Evicting system memory for texture %p.\n", texture);
sub_count = texture->level_count * texture->layer_count;
for (i = 0; i < sub_count; ++i)
{
sub_resource = &texture->sub_resources[i];
if (sub_resource->locations == WINED3D_LOCATION_SYSMEM)
ERR("WINED3D_LOCATION_SYSMEM is the only location for sub-resource %u of texture %p.\n",
i, texture);
sub_resource->locations &= ~WINED3D_LOCATION_SYSMEM;
}
wined3d_resource_free_sysmem(&texture->resource);
}
void wined3d_texture_validate_location(struct wined3d_texture *texture,
unsigned int sub_resource_idx, DWORD location)
{
struct wined3d_texture_sub_resource *sub_resource;
DWORD previous_locations;
TRACE("texture %p, sub_resource_idx %u, location %s.\n",
texture, sub_resource_idx, wined3d_debug_location(location));
sub_resource = &texture->sub_resources[sub_resource_idx];
previous_locations = sub_resource->locations;
sub_resource->locations |= location;
if (previous_locations == WINED3D_LOCATION_SYSMEM && location != WINED3D_LOCATION_SYSMEM
&& !--texture->sysmem_count)
wined3d_texture_evict_sysmem(texture);
TRACE("New locations flags are %s.\n", wined3d_debug_location(sub_resource->locations));
}
static void wined3d_texture_set_dirty(struct wined3d_texture *texture)
{
texture->flags &= ~(WINED3D_TEXTURE_RGB_VALID | WINED3D_TEXTURE_SRGB_VALID);
}
void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
unsigned int sub_resource_idx, DWORD location)
{
struct wined3d_texture_sub_resource *sub_resource;
DWORD previous_locations;
TRACE("texture %p, sub_resource_idx %u, location %s.\n",
texture, sub_resource_idx, wined3d_debug_location(location));
if (location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
wined3d_texture_set_dirty(texture);
sub_resource = &texture->sub_resources[sub_resource_idx];
previous_locations = sub_resource->locations;
sub_resource->locations &= ~location;
if (previous_locations != WINED3D_LOCATION_SYSMEM && sub_resource->locations == WINED3D_LOCATION_SYSMEM)
++texture->sysmem_count;
TRACE("New locations flags are %s.\n", wined3d_debug_location(sub_resource->locations));
if (!sub_resource->locations)
ERR("Sub-resource %u of texture %p does not have any up to date location.\n",
sub_resource_idx, texture);
}
static BOOL wined3d_texture_copy_sysmem_location(struct wined3d_texture *texture,
unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location)
{
unsigned int size = texture->sub_resources[sub_resource_idx].size;
struct wined3d_device *device = texture->resource.device;
const struct wined3d_gl_info *gl_info;
struct wined3d_bo_address dst, src;
if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location))
return FALSE;
wined3d_texture_get_memory(texture, sub_resource_idx, &dst, location);
wined3d_texture_get_memory(texture, sub_resource_idx, &src,
texture->sub_resources[sub_resource_idx].locations);
if (dst.buffer_object)
{
context = context_acquire(device, NULL, 0);
gl_info = context->gl_info;
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, dst.buffer_object));
GL_EXTCALL(glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, size, src.addr));
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
checkGLcall("PBO upload");
context_release(context);
return TRUE;
}
if (src.buffer_object)
{
context = context_acquire(device, NULL, 0);
gl_info = context->gl_info;
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, src.buffer_object));
GL_EXTCALL(glGetBufferSubData(GL_PIXEL_PACK_BUFFER, 0, size, dst.addr));
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
checkGLcall("PBO download");
context_release(context);
return TRUE;
}
memcpy(dst.addr, src.addr, size);
return TRUE;
}
/* Context activation is done by the caller. Context may be NULL in
* WINED3D_NO3D mode. */
BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location)
{
static const DWORD sysmem_locations = WINED3D_LOCATION_SYSMEM | WINED3D_LOCATION_USER_MEMORY
| WINED3D_LOCATION_BUFFER;
DWORD current = texture->sub_resources[sub_resource_idx].locations;
BOOL ret;
TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n",
texture, sub_resource_idx, context, wined3d_debug_location(location));
TRACE("Current resource location %s.\n", wined3d_debug_location(current));
if (current & location)
{
TRACE("Location %s is already up to date.\n", wined3d_debug_location(location));
return TRUE;
}
if (WARN_ON(d3d))
{
DWORD required_access = wined3d_resource_access_from_location(location);
if ((texture->resource.access & required_access) != required_access)
WARN("Operation requires %#x access, but texture only has %#x.\n",
required_access, texture->resource.access);
}
if (current & WINED3D_LOCATION_DISCARDED)
{
TRACE("Sub-resource previously discarded, nothing to do.\n");
if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location))
return FALSE;
wined3d_texture_validate_location(texture, sub_resource_idx, location);
wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED);
return TRUE;
}
if (!current)
{
ERR("Sub-resource %u of texture %p does not have any up to date location.\n",
sub_resource_idx, texture);
wined3d_texture_validate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED);
return wined3d_texture_load_location(texture, sub_resource_idx, context, location);
}
if ((location & sysmem_locations) && (current & sysmem_locations))
ret = wined3d_texture_copy_sysmem_location(texture, sub_resource_idx, context, location);
else
ret = texture->texture_ops->texture_load_location(texture, sub_resource_idx, context, location);
if (ret)
wined3d_texture_validate_location(texture, sub_resource_idx, location);
return ret;
}
void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx,
struct wined3d_bo_address *data, DWORD locations)
{
struct wined3d_texture_sub_resource *sub_resource;
TRACE("texture %p, sub_resource_idx %u, data %p, locations %s.\n",
texture, sub_resource_idx, data, wined3d_debug_location(locations));
sub_resource = &texture->sub_resources[sub_resource_idx];
if (locations & WINED3D_LOCATION_BUFFER)
{
data->addr = NULL;
data->buffer_object = sub_resource->buffer_object;
return;
}
if (locations & WINED3D_LOCATION_USER_MEMORY)
{
data->addr = texture->user_memory;
data->buffer_object = 0;
return;
}
if (locations & WINED3D_LOCATION_SYSMEM)
{
data->addr = texture->resource.heap_memory;
data->addr += sub_resource->offset;
data->buffer_object = 0;
return;
}
ERR("Unexpected locations %s.\n", wined3d_debug_location(locations));
data->addr = NULL;
data->buffer_object = 0;
}
/* Context activation is done by the caller. */
static void wined3d_texture_remove_buffer_object(struct wined3d_texture *texture,
unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info)
{
GLuint *buffer_object = &texture->sub_resources[sub_resource_idx].buffer_object;
GL_EXTCALL(glDeleteBuffers(1, buffer_object));
checkGLcall("glDeleteBuffers");
TRACE("Deleted buffer object %u for texture %p, sub-resource %u.\n",
*buffer_object, texture, sub_resource_idx);
wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_BUFFER);
*buffer_object = 0;
}
static void wined3d_texture_update_map_binding(struct wined3d_texture *texture)
{
unsigned int sub_count = texture->level_count * texture->layer_count;
const struct wined3d_device *device = texture->resource.device;
DWORD map_binding = texture->update_map_binding;
struct wined3d_context *context = NULL;
unsigned int i;
if (device->d3d_initialized)
context = context_acquire(device, NULL, 0);
for (i = 0; i < sub_count; ++i)
{
if (texture->sub_resources[i].locations == texture->resource.map_binding
&& !wined3d_texture_load_location(texture, i, context, map_binding))
ERR("Failed to load location %s.\n", wined3d_debug_location(map_binding));
if (texture->resource.map_binding == WINED3D_LOCATION_BUFFER)
wined3d_texture_remove_buffer_object(texture, i, context->gl_info);
}
if (context)
context_release(context);
texture->resource.map_binding = map_binding;
texture->update_map_binding = 0;
}
void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding)
{
texture->update_map_binding = map_binding;
if (!texture->resource.map_count)
wined3d_texture_update_map_binding(texture);
}
/* A GL context is provided by the caller */
static void gltexture_delete(struct wined3d_device *device, const struct wined3d_gl_info *gl_info,
struct gl_texture *tex)
{
context_gl_resource_released(device, tex->name, FALSE);
gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex->name);
tex->name = 0;
}
static unsigned int wined3d_texture_get_gl_sample_count(const struct wined3d_texture *texture)
{
const struct wined3d_format *format = texture->resource.format;
/* TODO: NVIDIA expose their Coverage Sample Anti-Aliasing (CSAA)
* feature through type == MULTISAMPLE_XX and quality != 0. This could
* be mapped to GL_NV_framebuffer_multisample_coverage.
*
* AMD have a similar feature called Enhanced Quality Anti-Aliasing
* (EQAA), but it does not have an equivalent OpenGL extension. */
/* We advertise as many WINED3D_MULTISAMPLE_NON_MASKABLE quality
* levels as the count of advertised multisample types for the texture
* format. */
if (texture->resource.multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE)
{
unsigned int i, count = 0;
for (i = 0; i < sizeof(format->multisample_types) * CHAR_BIT; ++i)
{
if (format->multisample_types & 1u << i)
{
if (texture->resource.multisample_quality == count++)
break;
}
}
return i + 1;
}
return texture->resource.multisample_type;
}
/* Context activation is done by the caller. */
/* The caller is responsible for binding the correct texture. */
static void wined3d_texture_gl_allocate_mutable_storage(struct wined3d_texture_gl *texture_gl,
GLenum gl_internal_format, const struct wined3d_format_gl *format,
const struct wined3d_gl_info *gl_info)
{
unsigned int level, level_count, layer, layer_count;
GLsizei width, height, depth;
GLenum target;
level_count = texture_gl->t.level_count;
if (texture_gl->target == GL_TEXTURE_1D_ARRAY || texture_gl->target == GL_TEXTURE_2D_ARRAY)
layer_count = 1;
else
layer_count = texture_gl->t.layer_count;
for (layer = 0; layer < layer_count; ++layer)
{
target = wined3d_texture_gl_get_sub_resource_target(texture_gl, layer * level_count);
for (level = 0; level < level_count; ++level)
{
width = wined3d_texture_get_level_pow2_width(&texture_gl->t, level);
height = wined3d_texture_get_level_pow2_height(&texture_gl->t, level);
if (texture_gl->t.resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
{
height *= format->f.height_scale.numerator;
height /= format->f.height_scale.denominator;
}
TRACE("texture_gl %p, layer %u, level %u, target %#x, width %u, height %u.\n",
texture_gl, layer, level, target, width, height);
if (target == GL_TEXTURE_3D || target == GL_TEXTURE_2D_ARRAY)
{
depth = wined3d_texture_get_level_depth(&texture_gl->t, level);
GL_EXTCALL(glTexImage3D(target, level, gl_internal_format, width, height,
target == GL_TEXTURE_2D_ARRAY ? texture_gl->t.layer_count : depth, 0,
format->format, format->type, NULL));
checkGLcall("glTexImage3D");
}
else if (target == GL_TEXTURE_1D)
{
gl_info->gl_ops.gl.p_glTexImage1D(target, level, gl_internal_format,
width, 0, format->format, format->type, NULL);
}
else
{
gl_info->gl_ops.gl.p_glTexImage2D(target, level, gl_internal_format, width,
target == GL_TEXTURE_1D_ARRAY ? texture_gl->t.layer_count : height, 0,
format->format, format->type, NULL);
checkGLcall("glTexImage2D");
}
}
}
}
/* Context activation is done by the caller. */
/* The caller is responsible for binding the correct texture. */
static void wined3d_texture_gl_allocate_immutable_storage(struct wined3d_texture_gl *texture_gl,
GLenum gl_internal_format, const struct wined3d_gl_info *gl_info)
{
unsigned int samples = wined3d_texture_get_gl_sample_count(&texture_gl->t);
GLsizei height = wined3d_texture_get_level_pow2_height(&texture_gl->t, 0);
GLsizei width = wined3d_texture_get_level_pow2_width(&texture_gl->t, 0);
GLboolean standard_pattern = texture_gl->t.resource.multisample_type != WINED3D_MULTISAMPLE_NON_MASKABLE
&& texture_gl->t.resource.multisample_quality == WINED3D_STANDARD_MULTISAMPLE_PATTERN;
switch (texture_gl->target)
{
case GL_TEXTURE_3D:
GL_EXTCALL(glTexStorage3D(texture_gl->target, texture_gl->t.level_count,
gl_internal_format, width, height, wined3d_texture_get_level_depth(&texture_gl->t, 0)));
break;
case GL_TEXTURE_2D_ARRAY:
GL_EXTCALL(glTexStorage3D(texture_gl->target, texture_gl->t.level_count,
gl_internal_format, width, height, texture_gl->t.layer_count));
break;
case GL_TEXTURE_2D_MULTISAMPLE:
GL_EXTCALL(glTexStorage2DMultisample(texture_gl->target, samples,
gl_internal_format, width, height, standard_pattern));
break;
case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
GL_EXTCALL(glTexStorage3DMultisample(texture_gl->target, samples,
gl_internal_format, width, height, texture_gl->t.layer_count, standard_pattern));
break;
case GL_TEXTURE_1D_ARRAY:
GL_EXTCALL(glTexStorage2D(texture_gl->target, texture_gl->t.level_count,
gl_internal_format, width, texture_gl->t.layer_count));
break;
case GL_TEXTURE_1D:
GL_EXTCALL(glTexStorage1D(texture_gl->target, texture_gl->t.level_count, gl_internal_format, width));
break;
default:
GL_EXTCALL(glTexStorage2D(texture_gl->target, texture_gl->t.level_count,
gl_internal_format, width, height));
break;
}
checkGLcall("allocate immutable storage");
}
static void wined3d_texture_gl_unload_texture(struct wined3d_texture_gl *texture_gl)
{
struct wined3d_device *device = texture_gl->t.resource.device;
const struct wined3d_gl_info *gl_info = NULL;
struct wined3d_context *context = NULL;
if (texture_gl->texture_rgb.name || texture_gl->texture_srgb.name
|| texture_gl->rb_multisample || texture_gl->rb_resolved)
{
context = context_acquire(device, NULL, 0);
gl_info = context->gl_info;
}
if (texture_gl->texture_rgb.name)
gltexture_delete(device, context->gl_info, &texture_gl->texture_rgb);
if (texture_gl->texture_srgb.name)
gltexture_delete(device, context->gl_info, &texture_gl->texture_srgb);
if (texture_gl->rb_multisample)
{
TRACE("Deleting multisample renderbuffer %u.\n", texture_gl->rb_multisample);
context_gl_resource_released(device, texture_gl->rb_multisample, TRUE);
gl_info->fbo_ops.glDeleteRenderbuffers(1, &texture_gl->rb_multisample);
texture_gl->rb_multisample = 0;
}
if (texture_gl->rb_resolved)
{
TRACE("Deleting resolved renderbuffer %u.\n", texture_gl->rb_resolved);
context_gl_resource_released(device, texture_gl->rb_resolved, TRUE);
gl_info->fbo_ops.glDeleteRenderbuffers(1, &texture_gl->rb_resolved);
texture_gl->rb_resolved = 0;
}
if (context) context_release(context);
wined3d_texture_set_dirty(&texture_gl->t);
resource_unload(&texture_gl->t.resource);
}
static void wined3d_texture_sub_resources_destroyed(struct wined3d_texture *texture)
{
unsigned int sub_count = texture->level_count * texture->layer_count;
struct wined3d_texture_sub_resource *sub_resource;
unsigned int i;
for (i = 0; i < sub_count; ++i)
{
sub_resource = &texture->sub_resources[i];
if (sub_resource->parent)
{
TRACE("sub-resource %u.\n", i);
sub_resource->parent_ops->wined3d_object_destroyed(sub_resource->parent);
sub_resource->parent = NULL;
}
}
}
static void wined3d_texture_create_dc(void *object)
{
const struct wined3d_texture_idx *idx = object;
struct wined3d_context *context = NULL;
unsigned int sub_resource_idx, level;
const struct wined3d_format *format;
unsigned int row_pitch, slice_pitch;
struct wined3d_texture *texture;
struct wined3d_dc_info *dc_info;
struct wined3d_bo_address data;
D3DKMT_CREATEDCFROMMEMORY desc;
struct wined3d_device *device;
NTSTATUS status;
TRACE("texture %p, sub_resource_idx %u.\n", idx->texture, idx->sub_resource_idx);
texture = idx->texture;
sub_resource_idx = idx->sub_resource_idx;
level = sub_resource_idx % texture->level_count;
device = texture->resource.device;
format = texture->resource.format;
if (!format->ddi_format)
{
WARN("Cannot create a DC for format %s.\n", debug_d3dformat(format->id));
return;
}
if (!texture->dc_info)
{
unsigned int sub_count = texture->level_count * texture->layer_count;
if (!(texture->dc_info = heap_calloc(sub_count, sizeof(*texture->dc_info))))
{
ERR("Failed to allocate DC info.\n");
return;
}
}
if (device->d3d_initialized)
context = context_acquire(device, NULL, 0);
wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding);
wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding);
wined3d_texture_get_pitch(texture, level, &row_pitch, &slice_pitch);
wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding);
desc.pMemory = context_map_bo_address(context, &data,
texture->sub_resources[sub_resource_idx].size,
GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READ | WINED3D_MAP_WRITE);
if (context)
context_release(context);
desc.Format = format->ddi_format;
desc.Width = wined3d_texture_get_level_width(texture, level);
desc.Height = wined3d_texture_get_level_height(texture, level);
desc.Pitch = row_pitch;
desc.hDeviceDc = CreateCompatibleDC(NULL);
desc.pColorTable = NULL;
status = D3DKMTCreateDCFromMemory(&desc);
DeleteDC(desc.hDeviceDc);
if (status)
{
WARN("Failed to create DC, status %#x.\n", status);
return;
}
dc_info = &texture->dc_info[sub_resource_idx];
dc_info->dc = desc.hDc;
dc_info->bitmap = desc.hBitmap;
TRACE("Created DC %p, bitmap %p for texture %p, %u.\n", dc_info->dc, dc_info->bitmap, texture, sub_resource_idx);
}
static void wined3d_texture_destroy_dc(void *object)
{
const struct wined3d_texture_idx *idx = object;
D3DKMT_DESTROYDCFROMMEMORY destroy_desc;
struct wined3d_context *context = NULL;
struct wined3d_texture *texture;
struct wined3d_dc_info *dc_info;
struct wined3d_bo_address data;
unsigned int sub_resource_idx;
struct wined3d_device *device;
NTSTATUS status;
texture = idx->texture;
sub_resource_idx = idx->sub_resource_idx;
device = texture->resource.device;
dc_info = &texture->dc_info[sub_resource_idx];
if (!dc_info->dc)
{
ERR("Sub-resource {%p, %u} has no DC.\n", texture, sub_resource_idx);
return;
}
TRACE("dc %p, bitmap %p.\n", dc_info->dc, dc_info->bitmap);
destroy_desc.hDc = dc_info->dc;
destroy_desc.hBitmap = dc_info->bitmap;
if ((status = D3DKMTDestroyDCFromMemory(&destroy_desc)))
ERR("Failed to destroy dc, status %#x.\n", status);
dc_info->dc = NULL;
dc_info->bitmap = NULL;
if (device->d3d_initialized)
context = context_acquire(device, NULL, 0);
wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding);
context_unmap_bo_address(context, &data, GL_PIXEL_UNPACK_BUFFER);
if (context)
context_release(context);
}
static void wined3d_texture_cleanup(struct wined3d_texture *texture)
{
unsigned int sub_count = texture->level_count * texture->layer_count;
struct wined3d_device *device = texture->resource.device;
const struct wined3d_gl_info *gl_info = NULL;
struct wined3d_context *context = NULL;
struct wined3d_dc_info *dc_info;
GLuint buffer_object;
unsigned int i;
TRACE("texture %p.\n", texture);
for (i = 0; i < sub_count; ++i)
{
if (!(buffer_object = texture->sub_resources[i].buffer_object))
continue;
TRACE("Deleting buffer object %u.\n", buffer_object);
/* We may not be able to get a context in wined3d_texture_cleanup() in
* general, but if a buffer object was previously created we can. */
if (!context)
{
context = context_acquire(device, NULL, 0);
gl_info = context->gl_info;
}
GL_EXTCALL(glDeleteBuffers(1, &buffer_object));
}
if (context)
context_release(context);
if ((dc_info = texture->dc_info))
{
for (i = 0; i < sub_count; ++i)
{
if (dc_info[i].dc)
{
struct wined3d_texture_idx texture_idx = {texture, i};
wined3d_texture_destroy_dc(&texture_idx);
}
}
heap_free(dc_info);
}
if (texture->overlay_info)
{
for (i = 0; i < sub_count; ++i)
{
struct wined3d_overlay_info *info = &texture->overlay_info[i];
struct wined3d_overlay_info *overlay, *cur;
list_remove(&info->entry);
LIST_FOR_EACH_ENTRY_SAFE(overlay, cur, &info->overlays, struct wined3d_overlay_info, entry)
{
list_remove(&overlay->entry);
}
}
heap_free(texture->overlay_info);
}
}
static void wined3d_texture_gl_cleanup(struct wined3d_texture_gl *texture_gl)
{
struct wined3d_device *device = texture_gl->t.resource.device;
struct wined3d_renderbuffer_entry *entry, *entry2;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
if (!list_empty(&texture_gl->renderbuffers))
{
context = context_acquire(device, NULL, 0);
gl_info = context->gl_info;
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &texture_gl->renderbuffers, struct wined3d_renderbuffer_entry, entry)
{
TRACE("Deleting renderbuffer %u.\n", entry->id);
context_gl_resource_released(device, entry->id, TRUE);
gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
heap_free(entry);
}
context_release(context);
}
wined3d_texture_cleanup(&texture_gl->t);
wined3d_texture_gl_unload_texture(texture_gl);
}
void wined3d_texture_set_swapchain(struct wined3d_texture *texture, struct wined3d_swapchain *swapchain)
{
texture->swapchain = swapchain;
wined3d_resource_update_draw_binding(&texture->resource);
}
void wined3d_gl_texture_swizzle_from_color_fixup(GLint swizzle[4], struct color_fixup_desc fixup)
{
static const GLenum swizzle_source[] =
{
GL_ZERO, /* CHANNEL_SOURCE_ZERO */
GL_ONE, /* CHANNEL_SOURCE_ONE */
GL_RED, /* CHANNEL_SOURCE_X */
GL_GREEN, /* CHANNEL_SOURCE_Y */
GL_BLUE, /* CHANNEL_SOURCE_Z */
GL_ALPHA, /* CHANNEL_SOURCE_W */
};
swizzle[0] = swizzle_source[fixup.x_source];
swizzle[1] = swizzle_source[fixup.y_source];
swizzle[2] = swizzle_source[fixup.z_source];
swizzle[3] = swizzle_source[fixup.w_source];
}
/* Context activation is done by the caller. */
void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
struct wined3d_context *context, BOOL srgb)
{
const struct wined3d_format *format = texture_gl->t.resource.format;
const struct color_fixup_desc fixup = format->color_fixup;
const struct wined3d_gl_info *gl_info = context->gl_info;
struct gl_texture *gl_tex;
GLenum target;
TRACE("texture_gl %p, context %p, srgb %#x.\n", texture_gl, context, srgb);
if (!needs_separate_srgb_gl_texture(context, &texture_gl->t))
srgb = FALSE;
/* sRGB mode cache for preload() calls outside drawprim. */
if (srgb)
texture_gl->t.flags |= WINED3D_TEXTURE_IS_SRGB;
else
texture_gl->t.flags &= ~WINED3D_TEXTURE_IS_SRGB;
gl_tex = wined3d_texture_gl_get_gl_texture(texture_gl, srgb);
target = texture_gl->target;
if (gl_tex->name)
{
context_bind_texture(context, target, gl_tex->name);
return;
}
gl_info->gl_ops.gl.p_glGenTextures(1, &gl_tex->name);
checkGLcall("glGenTextures");
TRACE("Generated texture %d.\n", gl_tex->name);
if (!gl_tex->name)
{
ERR("Failed to generate a texture name.\n");
return;
}
/* Initialise the state of the texture object to the OpenGL defaults, not
* the wined3d defaults. */
gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_WRAP;
gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_WRAP;
gl_tex->sampler_desc.address_w = WINED3D_TADDRESS_WRAP;
memset(gl_tex->sampler_desc.border_color, 0, sizeof(gl_tex->sampler_desc.border_color));
gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_LINEAR;
gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
gl_tex->sampler_desc.lod_bias = 0.0f;
gl_tex->sampler_desc.min_lod = -1000.0f;
gl_tex->sampler_desc.max_lod = 1000.0f;
gl_tex->sampler_desc.max_anisotropy = 1;
gl_tex->sampler_desc.compare = FALSE;
gl_tex->sampler_desc.comparison_func = WINED3D_CMP_LESSEQUAL;
if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
gl_tex->sampler_desc.srgb_decode = TRUE;
else
gl_tex->sampler_desc.srgb_decode = srgb;
gl_tex->base_level = 0;
wined3d_texture_set_dirty(&texture_gl->t);
context_bind_texture(context, target, gl_tex->name);
/* For a new texture we have to set the texture levels after binding the
* texture. Beware that texture rectangles do not support mipmapping, but
* set the maxmiplevel if we're relying on the partial
* GL_ARB_texture_non_power_of_two emulation with texture rectangles.
* (I.e., do not care about cond_np2 here, just look for
* GL_TEXTURE_RECTANGLE_ARB.) */
if (target != GL_TEXTURE_RECTANGLE_ARB)
{
TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture_gl->t.level_count - 1);
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1);
checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)");
}
if (target == GL_TEXTURE_CUBE_MAP_ARB)
{
/* Cubemaps are always set to clamp, regardless of the sampler state. */
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
}
if (texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2)
{
/* Conditinal non power of two textures use a different clamping
* default. If we're using the GL_WINE_normalized_texrect partial
* driver emulation, we're dealing with a GL_TEXTURE_2D texture which
* has the address mode set to repeat - something that prevents us
* from hitting the accelerated codepath. Thus manually set the GL
* state. The same applies to filtering. Even if the texture has only
* one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
* fallback on macos. */
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri");
gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_POINT;
gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT;
gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_NONE;
}
if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] && gl_info->supported[ARB_DEPTH_TEXTURE])
{
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);
checkGLcall("glTexParameteri(GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY)");
}
if (!is_identity_fixup(fixup) && can_use_texture_swizzle(gl_info, format))
{
GLint swizzle[4];
wined3d_gl_texture_swizzle_from_color_fixup(swizzle, fixup);
gl_info->gl_ops.gl.p_glTexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
checkGLcall("set format swizzle");
}
}
/* Context activation is done by the caller. */
void wined3d_texture_gl_bind_and_dirtify(struct wined3d_texture_gl *texture_gl,
struct wined3d_context *context, BOOL srgb)
{
/* We don't need a specific texture unit, but after binding the texture
* the current unit is dirty. Read the unit back instead of switching to
* 0, this avoids messing around with the state manager's GL states. The
* current texture unit should always be a valid one.
*
* To be more specific, this is tricky because we can implicitly be
* called from sampler() in state.c. This means we can't touch anything
* other than whatever happens to be the currently active texture, or we
* would risk marking already applied sampler states dirty again. */
if (context->active_texture < ARRAY_SIZE(context->rev_tex_unit_map))
{
DWORD active_sampler = context->rev_tex_unit_map[context->active_texture];
if (active_sampler != WINED3D_UNMAPPED_STAGE)
context_invalidate_state(context, STATE_SAMPLER(active_sampler));
}
/* FIXME: Ideally we'd only do this when touching a binding that's used by
* a shader. */
context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
wined3d_texture_gl_bind(texture_gl, context, srgb);
}
/* Context activation is done by the caller (state handler). */
/* This function relies on the correct texture being bound and loaded. */
void wined3d_texture_gl_apply_sampler_desc(struct wined3d_texture_gl *texture_gl,
const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
GLenum target = texture_gl->target;
struct gl_texture *gl_tex;
DWORD state;
TRACE("texture_gl %p, sampler_desc %p, context %p.\n", texture_gl, sampler_desc, context);
gl_tex = wined3d_texture_gl_get_gl_texture(texture_gl, texture_gl->t.flags & WINED3D_TEXTURE_IS_SRGB);
state = sampler_desc->address_u;
if (state != gl_tex->sampler_desc.address_u)
{
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S,
gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
gl_tex->sampler_desc.address_u = state;
}
state = sampler_desc->address_v;
if (state != gl_tex->sampler_desc.address_v)
{
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T,
gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
gl_tex->sampler_desc.address_v = state;
}
state = sampler_desc->address_w;
if (state != gl_tex->sampler_desc.address_w)
{
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R,
gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
gl_tex->sampler_desc.address_w = state;
}
if (memcmp(gl_tex->sampler_desc.border_color, sampler_desc->border_color,
sizeof(gl_tex->sampler_desc.border_color)))
{
gl_info->gl_ops.gl.p_glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &sampler_desc->border_color[0]);
memcpy(gl_tex->sampler_desc.border_color, sampler_desc->border_color,
sizeof(gl_tex->sampler_desc.border_color));
}
state = sampler_desc->mag_filter;
if (state != gl_tex->sampler_desc.mag_filter)
{
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(state));
gl_tex->sampler_desc.mag_filter = state;
}
if (sampler_desc->min_filter != gl_tex->sampler_desc.min_filter
|| sampler_desc->mip_filter != gl_tex->sampler_desc.mip_filter)
{
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
wined3d_gl_min_mip_filter(sampler_desc->min_filter, sampler_desc->mip_filter));
gl_tex->sampler_desc.min_filter = sampler_desc->min_filter;
gl_tex->sampler_desc.mip_filter = sampler_desc->mip_filter;
}
state = sampler_desc->max_anisotropy;
if (state != gl_tex->sampler_desc.max_anisotropy)
{
if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC])
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY, state);
else
WARN("Anisotropic filtering not supported.\n");
gl_tex->sampler_desc.max_anisotropy = state;
}
if (!sampler_desc->srgb_decode != !gl_tex->sampler_desc.srgb_decode
&& (context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
&& gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
{
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
sampler_desc->srgb_decode ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
gl_tex->sampler_desc.srgb_decode = sampler_desc->srgb_decode;
}
if (!sampler_desc->compare != !gl_tex->sampler_desc.compare)
{
if (sampler_desc->compare)
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
else
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
gl_tex->sampler_desc.compare = sampler_desc->compare;
}
checkGLcall("Texture parameter application");
if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
{
gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
GL_TEXTURE_LOD_BIAS_EXT, sampler_desc->lod_bias);
checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
}
}
ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture)
{
ULONG refcount;
TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
if (texture->swapchain)
return wined3d_swapchain_incref(texture->swapchain);
refcount = InterlockedIncrement(&texture->resource.ref);
TRACE("%p increasing refcount to %u.\n", texture, refcount);
return refcount;
}
static void wined3d_texture_cleanup_sync(struct wined3d_texture *texture)
{
wined3d_texture_sub_resources_destroyed(texture);
resource_cleanup(&texture->resource);
wined3d_resource_wait_idle(&texture->resource);
wined3d_texture_cleanup(texture);
}
static void wined3d_texture_destroy_object(void *object)
{
struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(object);
wined3d_texture_gl_cleanup(texture_gl);
heap_free(texture_gl);
}
ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture)
{
ULONG refcount;
TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
if (texture->swapchain)
return wined3d_swapchain_decref(texture->swapchain);
refcount = InterlockedDecrement(&texture->resource.ref);
TRACE("%p decreasing refcount to %u.\n", texture, refcount);
if (!refcount)
{
/* Wait for the texture to become idle if it's using user memory,
* since the application is allowed to free that memory once the
* texture is destroyed. Note that this implies that
* wined3d_texture_destroy_object() can't access that memory either. */
if (texture->user_memory)
wined3d_resource_wait_idle(&texture->resource);
wined3d_texture_sub_resources_destroyed(texture);
texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent);
resource_cleanup(&texture->resource);
wined3d_cs_destroy_object(texture->resource.device->cs, wined3d_texture_destroy_object, texture);
}
return refcount;
}
struct wined3d_resource * CDECL wined3d_texture_get_resource(struct wined3d_texture *texture)
{
TRACE("texture %p.\n", texture);
return &texture->resource;
}
static BOOL color_key_equal(const struct wined3d_color_key *c1, struct wined3d_color_key *c2)
{
return c1->color_space_low_value == c2->color_space_low_value
&& c1->color_space_high_value == c2->color_space_high_value;
}
/* Context activation is done by the caller */
void wined3d_texture_load(struct wined3d_texture *texture,
struct wined3d_context *context, BOOL srgb)
{
UINT sub_count = texture->level_count * texture->layer_count;
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
DWORD flag;
UINT i;
TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
if (!needs_separate_srgb_gl_texture(context, texture))
srgb = FALSE;
if (srgb)
flag = WINED3D_TEXTURE_SRGB_VALID;
else
flag = WINED3D_TEXTURE_RGB_VALID;
if (!d3d_info->shader_color_key
&& (!(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
!= !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
|| (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY
&& !color_key_equal(&texture->async.gl_color_key, &texture->async.src_blt_color_key))))
{
unsigned int sub_count = texture->level_count * texture->layer_count;
unsigned int i;
TRACE("Reloading because of color key value change.\n");
for (i = 0; i < sub_count; i++)
{
if (!wined3d_texture_load_location(texture, i, context, texture->resource.map_binding))
ERR("Failed to load location %s.\n", wined3d_debug_location(texture->resource.map_binding));
else
wined3d_texture_invalidate_location(texture, i, ~texture->resource.map_binding);
}
texture->async.gl_color_key = texture->async.src_blt_color_key;
}
if (texture->flags & flag)
{
TRACE("Texture %p not dirty, nothing to do.\n", texture);
return;
}
/* Reload the surfaces if the texture is marked dirty. */
for (i = 0; i < sub_count; ++i)
{
if (!wined3d_texture_load_location(texture, i, context,
srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB))
ERR("Failed to load location (srgb %#x).\n", srgb);
}
texture->flags |= flag;
}
void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture)
{
TRACE("texture %p.\n", texture);
return texture->resource.parent;
}
HRESULT wined3d_texture_check_box_dimensions(const struct wined3d_texture *texture,
unsigned int level, const struct wined3d_box *box)
{
const struct wined3d_format *format = texture->resource.format;
unsigned int width_mask, height_mask, width, height, depth;
width = wined3d_texture_get_level_width(texture, level);
height = wined3d_texture_get_level_height(texture, level);
depth = wined3d_texture_get_level_depth(texture, level);
if (box->left >= box->right || box->right > width
|| box->top >= box->bottom || box->bottom > height
|| box->front >= box->back || box->back > depth)
{
WARN("Box %s is invalid.\n", debug_box(box));
return WINEDDERR_INVALIDRECT;
}
if (texture->resource.format_flags & WINED3DFMT_FLAG_BLOCKS)
{
/* This assumes power of two block sizes, but NPOT block sizes would
* be silly anyway.
*
* This also assumes that the format's block depth is 1. */
width_mask = format->block_width - 1;
height_mask = format->block_height - 1;
if ((box->left & width_mask) || (box->top & height_mask)
|| (box->right & width_mask && box->right != width)
|| (box->bottom & height_mask && box->bottom != height))
{
WARN("Box %s is misaligned for %ux%u blocks.\n",
debug_box(box), format->block_width, format->block_height);
return WINED3DERR_INVALIDCALL;
}
}
return WINED3D_OK;
}
void CDECL wined3d_texture_get_pitch(const struct wined3d_texture *texture,
unsigned int level, unsigned int *row_pitch, unsigned int *slice_pitch)
{
const struct wined3d_resource *resource = &texture->resource;
unsigned int width = wined3d_texture_get_level_width(texture, level);
unsigned int height = wined3d_texture_get_level_height(texture, level);
if (texture->row_pitch)
{
*row_pitch = texture->row_pitch;
*slice_pitch = texture->slice_pitch;
return;
}
wined3d_format_calculate_pitch(resource->format, resource->device->surface_alignment,
width, height, row_pitch, slice_pitch);
}
DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
{
struct wined3d_resource *resource;
DWORD old = texture->lod;
TRACE("texture %p, lod %u.\n", texture, lod);
/* The d3d9:texture test shows that SetLOD is ignored on non-managed
* textures. The call always returns 0, and GetLOD always returns 0. */
resource = &texture->resource;
if (!wined3d_resource_access_is_managed(resource->access))
{
TRACE("Ignoring LOD on texture with resource access %s.\n",
wined3d_debug_resource_access(resource->access));
return 0;
}
if (lod >= texture->level_count)
lod = texture->level_count - 1;
if (texture->lod != lod)
{
struct wined3d_device *device = resource->device;
wined3d_resource_wait_idle(resource);
texture->lod = lod;
wined3d_texture_gl(texture)->texture_rgb.base_level = ~0u;
wined3d_texture_gl(texture)->texture_srgb.base_level = ~0u;
if (resource->bind_count)
wined3d_cs_emit_set_sampler_state(device->cs, texture->sampler, WINED3D_SAMP_MAX_MIP_LEVEL,
device->state.sampler_states[texture->sampler][WINED3D_SAMP_MAX_MIP_LEVEL]);
}
return old;
}
DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture)
{
TRACE("texture %p, returning %u.\n", texture, texture->lod);
return texture->lod;
}
DWORD CDECL wined3d_texture_get_level_count(const struct wined3d_texture *texture)
{
TRACE("texture %p, returning %u.\n", texture, texture->level_count);
return texture->level_count;
}
HRESULT CDECL wined3d_texture_set_color_key(struct wined3d_texture *texture,
DWORD flags, const struct wined3d_color_key *color_key)
{
struct wined3d_device *device = texture->resource.device;
static const DWORD all_flags = WINED3D_CKEY_DST_BLT | WINED3D_CKEY_DST_OVERLAY
| WINED3D_CKEY_SRC_BLT | WINED3D_CKEY_SRC_OVERLAY;
TRACE("texture %p, flags %#x, color_key %p.\n", texture, flags, color_key);
if (flags & ~all_flags)
{
WARN("Invalid flags passed, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
wined3d_cs_emit_set_color_key(device->cs, texture, flags, color_key);
return WINED3D_OK;
}
/* In D3D the depth stencil dimensions have to be greater than or equal to the
* render target dimensions. With FBOs, the dimensions have to be an exact match. */
/* TODO: We should synchronize the renderbuffer's content with the texture's content. */
/* Context activation is done by the caller. */
void wined3d_texture_gl_set_compatible_renderbuffer(struct wined3d_texture_gl *texture_gl,
struct wined3d_context *context, unsigned int level, const struct wined3d_rendertarget_info *rt)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_renderbuffer_entry *entry;
unsigned int src_width, src_height;
unsigned int width, height;
GLuint renderbuffer = 0;
if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
return;
if (rt && rt->resource->format->id != WINED3DFMT_NULL)
{
struct wined3d_texture *rt_texture;
unsigned int rt_level;
if (rt->resource->type == WINED3D_RTYPE_BUFFER)
{
FIXME("Unsupported resource type %s.\n", debug_d3dresourcetype(rt->resource->type));
return;
}
rt_texture = wined3d_texture_from_resource(rt->resource);
rt_level = rt->sub_resource_idx % rt_texture->level_count;
width = wined3d_texture_get_level_pow2_width(rt_texture, rt_level);
height = wined3d_texture_get_level_pow2_height(rt_texture, rt_level);
}
else
{
width = wined3d_texture_get_level_pow2_width(&texture_gl->t, level);
height = wined3d_texture_get_level_pow2_height(&texture_gl->t, level);
}
src_width = wined3d_texture_get_level_pow2_width(&texture_gl->t, level);
src_height = wined3d_texture_get_level_pow2_height(&texture_gl->t, level);
/* A depth stencil smaller than the render target is not valid */
if (width > src_width || height > src_height)
return;
/* Remove any renderbuffer set if the sizes match */
if (width == src_width && height == src_height)
{
texture_gl->current_renderbuffer = NULL;
return;
}
/* Look if we've already got a renderbuffer of the correct dimensions */
LIST_FOR_EACH_ENTRY(entry, &texture_gl->renderbuffers, struct wined3d_renderbuffer_entry, entry)
{
if (entry->width == width && entry->height == height)
{
renderbuffer = entry->id;
texture_gl->current_renderbuffer = entry;
break;
}
}
if (!renderbuffer)
{
const struct wined3d_format_gl *format_gl;
format_gl = wined3d_format_gl(texture_gl->t.resource.format);
gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format_gl->internal, width, height);
entry = heap_alloc(sizeof(*entry));
entry->width = width;
entry->height = height;
entry->id = renderbuffer;
list_add_head(&texture_gl->renderbuffers, &entry->entry);
texture_gl->current_renderbuffer = entry;
}
checkGLcall("set compatible renderbuffer");
}
HRESULT CDECL wined3d_texture_update_desc(struct wined3d_texture *texture, UINT width, UINT height,
enum wined3d_format_id format_id, enum wined3d_multisample_type multisample_type,
UINT multisample_quality, void *mem, UINT pitch)
{
struct wined3d_texture_sub_resource *sub_resource;
const struct wined3d_d3d_info *d3d_info;
const struct wined3d_gl_info *gl_info;
const struct wined3d_format *format;
struct wined3d_device *device;
unsigned int resource_size;
DWORD valid_location = 0;
BOOL create_dib = FALSE;
TRACE("texture %p, width %u, height %u, format %s, multisample_type %#x, multisample_quality %u, "
"mem %p, pitch %u.\n",
texture, width, height, debug_d3dformat(format_id), multisample_type, multisample_quality, mem, pitch);
device = texture->resource.device;
gl_info = &device->adapter->gl_info;
d3d_info = &device->adapter->d3d_info;
format = wined3d_get_format(device->adapter, format_id, texture->resource.bind_flags);
resource_size = wined3d_format_calculate_size(format, device->surface_alignment, width, height, 1);
if (!resource_size)
return WINED3DERR_INVALIDCALL;
if (texture->level_count * texture->layer_count > 1)
{
WARN("Texture has multiple sub-resources, not supported.\n");
return WINED3DERR_INVALIDCALL;
}
if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
{
WARN("Not supported on %s.\n", debug_d3dresourcetype(texture->resource.type));
return WINED3DERR_INVALIDCALL;
}
if (texture->resource.map_count)
{
WARN("Texture is mapped.\n");
return WINED3DERR_INVALIDCALL;
}
/* We have no way of supporting a pitch that is not a multiple of the pixel
* byte width short of uploading the texture row-by-row.
* Fortunately that's not an issue since D3D9Ex doesn't allow a custom pitch
* for user-memory textures (it always expects packed data) while DirectDraw
* requires a 4-byte aligned pitch and doesn't support texture formats
* larger than 4 bytes per pixel nor any format using 3 bytes per pixel.
* This check is here to verify that the assumption holds. */
if (pitch % texture->resource.format->byte_count)
{
WARN("Pitch unsupported, not a multiple of the texture format byte width.\n");
return WINED3DERR_INVALIDCALL;
}
if (device->d3d_initialized)
wined3d_cs_emit_unload_resource(device->cs, &texture->resource);
wined3d_resource_wait_idle(&texture->resource);
sub_resource = &texture->sub_resources[0];
if (texture->dc_info && texture->dc_info[0].dc)
{
struct wined3d_texture_idx texture_idx = {texture, 0};
wined3d_cs_destroy_object(device->cs, wined3d_texture_destroy_dc, &texture_idx);
wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
create_dib = TRUE;
}
wined3d_resource_free_sysmem(&texture->resource);
if ((texture->row_pitch = pitch))
texture->slice_pitch = height * pitch;
else
/* User memory surfaces don't have the regular surface alignment. */
wined3d_format_calculate_pitch(format, 1, width, height,
&texture->row_pitch, &texture->slice_pitch);
texture->resource.format = format;
texture->resource.multisample_type = multisample_type;
texture->resource.multisample_quality = multisample_quality;
texture->resource.width = width;
texture->resource.height = height;
texture->resource.size = texture->slice_pitch;
sub_resource->size = texture->slice_pitch;
sub_resource->locations = WINED3D_LOCATION_DISCARDED;
if (multisample_type && gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
wined3d_texture_gl(texture)->target = GL_TEXTURE_2D_MULTISAMPLE;
else
wined3d_texture_gl(texture)->target = GL_TEXTURE_2D;
if (((width & (width - 1)) || (height & (height - 1))) && !d3d_info->texture_npot
&& !d3d_info->texture_npot_conditional)
{
texture->flags |= WINED3D_TEXTURE_COND_NP2_EMULATED;
texture->pow2_width = texture->pow2_height = 1;
while (texture->pow2_width < width)
texture->pow2_width <<= 1;
while (texture->pow2_height < height)
texture->pow2_height <<= 1;
}
else
{
texture->flags &= ~WINED3D_TEXTURE_COND_NP2_EMULATED;
texture->pow2_width = width;
texture->pow2_height = height;
}
if ((texture->user_memory = mem))
{
texture->resource.map_binding = WINED3D_LOCATION_USER_MEMORY;
valid_location = WINED3D_LOCATION_USER_MEMORY;
}
else
{
wined3d_texture_prepare_location(texture, 0, NULL, WINED3D_LOCATION_SYSMEM);
valid_location = WINED3D_LOCATION_SYSMEM;
}
/* The format might be changed to a format that needs conversion.
* If the surface didn't use PBOs previously but could now, don't
* change it - whatever made us not use PBOs might come back, e.g.
* color keys. */
if (texture->resource.map_binding == WINED3D_LOCATION_BUFFER && !wined3d_texture_use_pbo(texture, gl_info))
texture->resource.map_binding = WINED3D_LOCATION_SYSMEM;
wined3d_texture_validate_location(texture, 0, valid_location);
wined3d_texture_invalidate_location(texture, 0, ~valid_location);
if (create_dib)
{
struct wined3d_texture_idx texture_idx = {texture, 0};
wined3d_cs_init_object(device->cs, wined3d_texture_create_dc, &texture_idx);
wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
}
return WINED3D_OK;
}
/* Context activation is done by the caller. */
static void wined3d_texture_prepare_buffer_object(struct wined3d_texture *texture,
unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info)
{
struct wined3d_texture_sub_resource *sub_resource;
sub_resource = &texture->sub_resources[sub_resource_idx];
if (sub_resource->buffer_object)
return;
GL_EXTCALL(glGenBuffers(1, &sub_resource->buffer_object));
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, sub_resource->buffer_object));
GL_EXTCALL(glBufferData(GL_PIXEL_UNPACK_BUFFER, sub_resource->size, NULL, GL_STREAM_DRAW));
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
checkGLcall("Create buffer object");
TRACE("Created buffer object %u for texture %p, sub-resource %u.\n",
sub_resource->buffer_object, texture, sub_resource_idx);
}
static void wined3d_texture_force_reload(struct wined3d_texture *texture)
{
unsigned int sub_count = texture->level_count * texture->layer_count;
unsigned int i;
texture->flags &= ~(WINED3D_TEXTURE_RGB_ALLOCATED | WINED3D_TEXTURE_SRGB_ALLOCATED
| WINED3D_TEXTURE_CONVERTED);
texture->async.flags &= ~WINED3D_TEXTURE_ASYNC_COLOR_KEY;
for (i = 0; i < sub_count; ++i)
{
wined3d_texture_invalidate_location(texture, i,
WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
}
}
/* Context activation is done by the caller. */
void wined3d_texture_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
{
DWORD alloc_flag = srgb ? WINED3D_TEXTURE_SRGB_ALLOCATED : WINED3D_TEXTURE_RGB_ALLOCATED;
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_resource *resource = &texture->resource;
const struct wined3d_device *device = resource->device;
const struct wined3d_format *format = resource->format;
const struct wined3d_color_key_conversion *conversion;
const struct wined3d_format_gl *format_gl;
GLenum internal;
TRACE("texture %p, context %p, format %s.\n", texture, context, debug_d3dformat(format->id));
if (!d3d_info->shader_color_key
&& !(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
!= !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
{
wined3d_texture_force_reload(texture);
if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
texture->async.flags |= WINED3D_TEXTURE_ASYNC_COLOR_KEY;
}
if (texture->flags & alloc_flag)
return;
if (resource->format_flags & WINED3DFMT_FLAG_DECOMPRESS)
{
TRACE("WINED3DFMT_FLAG_DECOMPRESS set.\n");
texture->flags |= WINED3D_TEXTURE_CONVERTED;
format = wined3d_resource_get_decompress_format(resource);
}
else if (format->conv_byte_count)
{
texture->flags |= WINED3D_TEXTURE_CONVERTED;
}
else if ((conversion = wined3d_format_get_color_key_conversion(texture, TRUE)))
{
texture->flags |= WINED3D_TEXTURE_CONVERTED;
format = wined3d_get_format(device->adapter, conversion->dst_format, resource->bind_flags);
TRACE("Using format %s for color key conversion.\n", debug_d3dformat(format->id));
}
format_gl = wined3d_format_gl(format);
wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, srgb);
if (srgb)
internal = format_gl->srgb_internal;
else if (resource->bind_flags & WINED3D_BIND_RENDER_TARGET && wined3d_resource_is_offscreen(resource))
internal = format_gl->rt_internal;
else
internal = format_gl->internal;
if (!internal)
FIXME("No GL internal format for format %s.\n", debug_d3dformat(format->id));
TRACE("internal %#x, format %#x, type %#x.\n", internal, format_gl->format, format_gl->type);
if (wined3d_texture_use_immutable_storage(texture, gl_info))
wined3d_texture_gl_allocate_immutable_storage(wined3d_texture_gl(texture), internal, gl_info);
else
wined3d_texture_gl_allocate_mutable_storage(wined3d_texture_gl(texture), internal, format_gl, gl_info);
texture->flags |= alloc_flag;
}
static void wined3d_texture_gl_prepare_rb(struct wined3d_texture_gl *texture_gl,
const struct wined3d_gl_info *gl_info, BOOL multisample)
{
const struct wined3d_format_gl *format_gl;
format_gl = wined3d_format_gl(texture_gl->t.resource.format);
if (multisample)
{
DWORD samples;
if (texture_gl->rb_multisample)
return;
samples = wined3d_texture_get_gl_sample_count(&texture_gl->t);
gl_info->fbo_ops.glGenRenderbuffers(1, &texture_gl->rb_multisample);
gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, texture_gl->rb_multisample);
gl_info->fbo_ops.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples,
format_gl->internal, texture_gl->t.resource.width, texture_gl->t.resource.height);
checkGLcall("glRenderbufferStorageMultisample()");
TRACE("Created multisample rb %u.\n", texture_gl->rb_multisample);
}
else
{
if (texture_gl->rb_resolved)
return;
gl_info->fbo_ops.glGenRenderbuffers(1, &texture_gl->rb_resolved);
gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, texture_gl->rb_resolved);
gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format_gl->internal,
texture_gl->t.resource.width, texture_gl->t.resource.height);
checkGLcall("glRenderbufferStorage()");
TRACE("Created resolved rb %u.\n", texture_gl->rb_resolved);
}
}
/* Context activation is done by the caller. Context may be NULL in
* WINED3D_NO3D mode. */
BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
struct wined3d_context *context, DWORD location)
{
switch (location)
{
case WINED3D_LOCATION_SYSMEM:
if (texture->resource.heap_memory)
return TRUE;
if (!wined3d_resource_allocate_sysmem(&texture->resource))
return FALSE;
return TRUE;
case WINED3D_LOCATION_USER_MEMORY:
if (!texture->user_memory)
ERR("Map binding is set to WINED3D_LOCATION_USER_MEMORY but surface->user_memory is NULL.\n");
return TRUE;
case WINED3D_LOCATION_BUFFER:
wined3d_texture_prepare_buffer_object(texture, sub_resource_idx, context->gl_info);
return TRUE;
case WINED3D_LOCATION_TEXTURE_RGB:
wined3d_texture_prepare_texture(texture, context, FALSE);
return TRUE;
case WINED3D_LOCATION_TEXTURE_SRGB:
wined3d_texture_prepare_texture(texture, context, TRUE);
return TRUE;
case WINED3D_LOCATION_DRAWABLE:
if (!texture->swapchain && wined3d_settings.offscreen_rendering_mode != ORM_BACKBUFFER)
ERR("Texture %p does not have a drawable.\n", texture);
return TRUE;
case WINED3D_LOCATION_RB_MULTISAMPLE:
wined3d_texture_gl_prepare_rb(wined3d_texture_gl(texture), context->gl_info, TRUE);
return TRUE;
case WINED3D_LOCATION_RB_RESOLVED:
wined3d_texture_gl_prepare_rb(wined3d_texture_gl(texture), context->gl_info, FALSE);
return TRUE;
default:
ERR("Invalid location %s.\n", wined3d_debug_location(location));
return FALSE;
}
}
static struct wined3d_texture_sub_resource *wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
unsigned int sub_resource_idx)
{
UINT sub_count = texture->level_count * texture->layer_count;
TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
if (sub_resource_idx >= sub_count)
{
WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
return NULL;
}
return &texture->sub_resources[sub_resource_idx];
}
HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
UINT layer, const struct wined3d_box *dirty_region)
{
TRACE("texture %p, layer %u, dirty_region %s.\n", texture, layer, debug_box(dirty_region));
if (layer >= texture->layer_count)
{
WARN("Invalid layer %u specified.\n", layer);
return WINED3DERR_INVALIDCALL;
}
if (dirty_region)
FIXME("Ignoring dirty_region %s.\n", debug_box(dirty_region));
wined3d_cs_emit_add_dirty_texture_region(texture->resource.device->cs, texture, layer);
return WINED3D_OK;
}
/* This call just uploads data, the caller is responsible for binding the
* correct texture. */
/* Context activation is done by the caller. */
void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
struct wined3d_context *context, const struct wined3d_format *format, const struct wined3d_box *src_box,
const struct wined3d_const_bo_address *data, unsigned int src_row_pitch, unsigned int src_slice_pitch,
unsigned int dst_x, unsigned int dst_y, unsigned int dst_z, BOOL srgb)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
unsigned int update_w = src_box->right - src_box->left;
unsigned int update_h = src_box->bottom - src_box->top;
unsigned int update_d = src_box->back - src_box->front;
const struct wined3d_format_gl *format_gl;
struct wined3d_bo_address bo;
void *converted_mem = NULL;
struct wined3d_format_gl f;
unsigned int level;
BOOL decompress;
GLenum target;
TRACE("texture %p, sub_resource_idx %u, context %p, format %s, src_box %s, data %s, "
"src_row_pitch %#x, src_slice_pitch %#x, dst_x %u, dst_y %u, dst_z %u, srgb %#x.\n",
texture, sub_resource_idx, context, debug_d3dformat(format->id), debug_box(src_box),
debug_const_bo_address(data), src_row_pitch, src_slice_pitch, dst_x, dst_y, dst_z, srgb);
if (texture->sub_resources[sub_resource_idx].map_count)
{
WARN("Uploading a texture that is currently mapped, setting WINED3D_TEXTURE_PIN_SYSMEM.\n");
texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM;
}
if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
{
update_h *= format->height_scale.numerator;
update_h /= format->height_scale.denominator;
}
target = wined3d_texture_gl_get_sub_resource_target(wined3d_texture_gl(texture), sub_resource_idx);
level = sub_resource_idx % texture->level_count;
switch (target)
{
case GL_TEXTURE_1D_ARRAY:
dst_y = sub_resource_idx / texture->level_count;
update_h = 1;
break;
case GL_TEXTURE_2D_ARRAY:
dst_z = sub_resource_idx / texture->level_count;
update_d = 1;
break;
case GL_TEXTURE_2D_MULTISAMPLE:
case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
FIXME("Not supported for multisample textures.\n");
return;
}
bo.buffer_object = data->buffer_object;
bo.addr = (BYTE *)data->addr + src_box->front * src_slice_pitch;
if (texture->resource.format_flags & WINED3DFMT_FLAG_BLOCKS)
{
bo.addr += (src_box->top / format->block_height) * src_row_pitch;
bo.addr += (src_box->left / format->block_width) * format->block_byte_count;
}
else
{
bo.addr += src_box->top * src_row_pitch;
bo.addr += src_box->left * format->byte_count;
}
decompress = texture->resource.format_flags & WINED3DFMT_FLAG_DECOMPRESS;
if (format->upload || decompress)
{
const struct wined3d_format *compressed_format = format;
unsigned int dst_row_pitch, dst_slice_pitch;
void *src_mem;
if (decompress)
{
format = wined3d_resource_get_decompress_format(&texture->resource);
}
else
{
if (texture->resource.format_flags & WINED3DFMT_FLAG_BLOCKS)
ERR("Converting a block-based format.\n");
f = *wined3d_format_gl(format);
f.f.byte_count = format->conv_byte_count;
format = &f.f;
}
wined3d_format_calculate_pitch(format, 1, update_w, update_h, &dst_row_pitch, &dst_slice_pitch);
/* Note that uploading 3D textures may require quite some address
* space; it may make sense to upload them per-slice instead. */
if (!(converted_mem = heap_calloc(update_d, dst_slice_pitch)))
{
ERR("Failed to allocate upload buffer.\n");
return;
}
src_mem = context_map_bo_address(context, &bo, src_slice_pitch,
GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READ);
if (decompress)
compressed_format->decompress(src_mem, converted_mem, src_row_pitch, src_slice_pitch,
dst_row_pitch, dst_slice_pitch, update_w, update_h, update_d);
else
format->upload(src_mem, converted_mem, src_row_pitch, src_slice_pitch,
dst_row_pitch, dst_slice_pitch, update_w, update_h, update_d);
context_unmap_bo_address(context, &bo, GL_PIXEL_UNPACK_BUFFER);
bo.buffer_object = 0;
bo.addr = converted_mem;
src_row_pitch = dst_row_pitch;
src_slice_pitch = dst_slice_pitch;
}
if (bo.buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, bo.buffer_object));
checkGLcall("glBindBuffer");
}
format_gl = wined3d_format_gl(format);
if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
{
unsigned int dst_row_pitch, dst_slice_pitch;
const BYTE *addr = bo.addr;
GLenum internal;
if (srgb)
internal = format_gl->srgb_internal;
else if (texture->resource.bind_flags & WINED3D_BIND_RENDER_TARGET
&& wined3d_resource_is_offscreen(&texture->resource))
internal = format_gl->rt_internal;
else
internal = format_gl->internal;
wined3d_format_calculate_pitch(format, 1, update_w, update_h, &dst_row_pitch, &dst_slice_pitch);
TRACE("Uploading compressed data, target %#x, level %u, x %u, y %u, z %u, "
"w %u, h %u, d %u, format %#x, image_size %#x, addr %p.\n",
target, level, dst_x, dst_y, dst_z, update_w, update_h,
update_d, internal, dst_slice_pitch, addr);
if (target == GL_TEXTURE_1D)
{
GL_EXTCALL(glCompressedTexSubImage1D(target, level, dst_x,
update_w, internal, dst_row_pitch, addr));
}
else if (dst_row_pitch == src_row_pitch)
{
if (target == GL_TEXTURE_2D_ARRAY || target == GL_TEXTURE_3D)
{
GL_EXTCALL(glCompressedTexSubImage3D(target, level, dst_x, dst_y, dst_z,
update_w, update_h, update_d, internal, dst_slice_pitch * update_d, addr));
}
else
{
GL_EXTCALL(glCompressedTexSubImage2D(target, level, dst_x, dst_y,
update_w, update_h, internal, dst_slice_pitch, addr));
}
}
else
{
unsigned int row_count = (update_h + format->block_height - 1) / format->block_height;
unsigned int row, y, z;
/* glCompressedTexSubImage2D() ignores pixel store state, so we
* can't use the unpack row length like for glTexSubImage2D. */
for (z = dst_z; z < dst_z + update_d; ++z)
{
for (row = 0, y = dst_y; row < row_count; ++row)
{
if (target == GL_TEXTURE_2D_ARRAY || target == GL_TEXTURE_3D)
{
GL_EXTCALL(glCompressedTexSubImage3D(target, level, dst_x, y, z,
update_w, format->block_height, 1, internal, dst_row_pitch, addr));
}
else
{
GL_EXTCALL(glCompressedTexSubImage2D(target, level, dst_x, y,
update_w, format->block_height, internal, dst_row_pitch, addr));
}
y += format->block_height;
addr += src_row_pitch;
}
}
}
checkGLcall("Upload compressed texture data");
}
else
{
TRACE("Uploading data, target %#x, level %u, x %u, y %u, z %u, "
"w %u, h %u, d %u, format %#x, type %#x, addr %p.\n",
target, level, dst_x, dst_y, dst_z, update_w, update_h,
update_d, format_gl->format, format_gl->type, bo.addr);
gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ROW_LENGTH, src_row_pitch / format->byte_count);
if (target == GL_TEXTURE_2D_ARRAY || target == GL_TEXTURE_3D)
{
GL_EXTCALL(glTexSubImage3D(target, level, dst_x, dst_y, dst_z,
update_w, update_h, update_d, format_gl->format, format_gl->type, bo.addr));
}
else if (target == GL_TEXTURE_1D)
{
gl_info->gl_ops.gl.p_glTexSubImage1D(target, level, dst_x,
update_w, format_gl->format, format_gl->type, bo.addr);
}
else
{
gl_info->gl_ops.gl.p_glTexSubImage2D(target, level, dst_x, dst_y,
update_w, update_h, format_gl->format, format_gl->type, bo.addr);
}
gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
checkGLcall("Upload texture data");
}
if (bo.buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
checkGLcall("glBindBuffer");
}
heap_free(converted_mem);
if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
{
struct wined3d_device *device = texture->resource.device;
unsigned int i;
for (i = 0; i < device->context_count; ++i)
{
context_texture_update(device->contexts[i], wined3d_texture_gl(texture));
}
}
}
static void texture_download_data_slow_path(struct wined3d_texture *texture, unsigned int sub_resource_idx,
struct wined3d_context *context, const struct wined3d_bo_address *data)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_texture_sub_resource *sub_resource;
unsigned int dst_row_pitch, dst_slice_pitch;
unsigned int src_row_pitch, src_slice_pitch;
const struct wined3d_format_gl *format_gl;
BYTE *temporary_mem = NULL;
unsigned int level;
GLenum target;
void *mem;
format_gl = wined3d_format_gl(texture->resource.format);
/* Only support read back of converted P8 textures. */
if (texture->flags & WINED3D_TEXTURE_CONVERTED && format_gl->f.id != WINED3DFMT_P8_UINT && !format_gl->f.download)
{
ERR("Trying to read back converted texture %p, %u with format %s.\n",
texture, sub_resource_idx, debug_d3dformat(format_gl->f.id));
return;
}
sub_resource = &texture->sub_resources[sub_resource_idx];
target = wined3d_texture_gl_get_sub_resource_target(wined3d_texture_gl(texture), sub_resource_idx);
level = sub_resource_idx % texture->level_count;
if (target == GL_TEXTURE_1D_ARRAY || target == GL_TEXTURE_2D_ARRAY)
{
if (format_gl->f.download)
{
FIXME("Reading back converted array texture %p is not supported.\n", texture);
return;
}
/* NP2 emulation is not allowed on array textures. */
if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
ERR("Array texture %p uses NP2 emulation.\n", texture);
WARN_(d3d_perf)("Downloading all miplevel layers to get the data for a single sub-resource.\n");
if (!(temporary_mem = heap_calloc(texture->layer_count, sub_resource->size)))
{
ERR("Out of memory.\n");
return;
}
}
if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
{
if (format_gl->f.download)
{
FIXME("Reading back converted texture %p with NP2 emulation is not supported.\n", texture);
return;
}
wined3d_texture_get_pitch(texture, level, &dst_row_pitch, &dst_slice_pitch);
wined3d_format_calculate_pitch(&format_gl->f, texture->resource.device->surface_alignment,
wined3d_texture_get_level_pow2_width(texture, level),
wined3d_texture_get_level_pow2_height(texture, level),
&src_row_pitch, &src_slice_pitch);
if (!(temporary_mem = heap_alloc(src_slice_pitch)))
{
ERR("Out of memory.\n");
return;
}
if (data->buffer_object)
ERR("NP2 emulated texture uses PBO unexpectedly.\n");
if (texture->resource.format_flags & WINED3DFMT_FLAG_COMPRESSED)
ERR("Unexpected compressed format for NP2 emulated texture.\n");
}
if (format_gl->f.download)
{
struct wined3d_format f;
if (data->buffer_object)
ERR("Converted texture %p uses PBO unexpectedly.\n", texture);
WARN_(d3d_perf)("Downloading converted texture %p, %u with format %s.\n",
texture, sub_resource_idx, debug_d3dformat(format_gl->f.id));
f = format_gl->f;
f.byte_count = format_gl->f.conv_byte_count;
wined3d_texture_get_pitch(texture, level, &dst_row_pitch, &dst_slice_pitch);
wined3d_format_calculate_pitch(&f, texture->resource.device->surface_alignment,
wined3d_texture_get_level_width(texture, level),
wined3d_texture_get_level_height(texture, level),
&src_row_pitch, &src_slice_pitch);
if (!(temporary_mem = heap_alloc(src_slice_pitch)))
{
ERR("Failed to allocate memory.\n");
return;
}
}
if (temporary_mem)
{
mem = temporary_mem;
}
else if (data->buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data->buffer_object));
checkGLcall("glBindBuffer");
mem = data->addr;
}
else
{
mem = data->addr;
}
if (texture->resource.format_flags & WINED3DFMT_FLAG_COMPRESSED)
{
TRACE("Downloading compressed texture %p, %u, level %u, format %#x, type %#x, data %p.\n",
texture, sub_resource_idx, level, format_gl->format, format_gl->type, mem);
GL_EXTCALL(glGetCompressedTexImage(target, level, mem));
checkGLcall("glGetCompressedTexImage");
}
else
{
TRACE("Downloading texture %p, %u, level %u, format %#x, type %#x, data %p.\n",
texture, sub_resource_idx, level, format_gl->format, format_gl->type, mem);
gl_info->gl_ops.gl.p_glGetTexImage(target, level, format_gl->format, format_gl->type, mem);
checkGLcall("glGetTexImage");
}
if (format_gl->f.download)
{
format_gl->f.download(mem, data->addr, src_row_pitch, src_slice_pitch, dst_row_pitch, dst_slice_pitch,
wined3d_texture_get_level_width(texture, level),
wined3d_texture_get_level_height(texture, level), 1);
}
else if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
{
const BYTE *src_data;
unsigned int h, y;
BYTE *dst_data;
/* Some games (e.g. Warhammer 40,000) don't properly handle texture
* pitches, preventing us from using the texture pitch to box NPOT
* textures. Instead, we repack the texture's CPU copy so that its
* pitch equals bpp * width instead of bpp * pow2width.
*
* Instead of boxing the texture:
*
* │<── texture width ──>│ pow2 width ──>│
* ├─────────────────────┼───────────────┼─
* │111111111111111111111│ │ʌ
* │222222222222222222222│ ││
* │333333333333333333333│ padding │texture height
* │444444444444444444444│ ││
* │555555555555555555555│ │v
* ├─────────────────────┘ ├─
* │ │pow2 height
* │ padding padding ││
* │ │v
* └─────────────────────────────────────┴─
*
* we're repacking the data to the expected texture width
*
* │<── texture width ──>│ pow2 width ──>│
* ├─────────────────────┴───────────────┼─
* │1111111111111111111112222222222222222│ʌ
* │2222233333333333333333333344444444444││
* │4444444444555555555555555555555 │texture height
* │ ││
* │ padding padding │v
* │ ├─
* │ │pow2 height
* │ padding padding ││
* │ │v
* └─────────────────────────────────────┴─
*
* == is the same as
*
* │<── texture width ──>│
* ├─────────────────────┼─
* │111111111111111111111│ʌ
* │222222222222222222222││
* │333333333333333333333│texture height
* │444444444444444444444││
* │555555555555555555555│v
* └─────────────────────┴─
*
* This also means that any references to surface memory should work
* with the data as if it were a standard texture with a NPOT width
* instead of a texture boxed up to be a power-of-two texture. */
src_data = mem;
dst_data = data->addr;
TRACE("Repacking the surface data from pitch %u to pitch %u.\n", src_row_pitch, dst_row_pitch);
h = wined3d_texture_get_level_height(texture, level);
for (y = 0; y < h; ++y)
{
memcpy(dst_data, src_data, dst_row_pitch);
src_data += src_row_pitch;
dst_data += dst_row_pitch;
}
}
else if (temporary_mem)
{
unsigned int layer = sub_resource_idx / texture->level_count;
void *src_data = temporary_mem + layer * sub_resource->size;
if (data->buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data->buffer_object));
checkGLcall("glBindBuffer");
GL_EXTCALL(glBufferSubData(GL_PIXEL_PACK_BUFFER, 0, sub_resource->size, src_data));
checkGLcall("glBufferSubData");
}
else
{
memcpy(data->addr, src_data, sub_resource->size);
}
}
if (data->buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
checkGLcall("glBindBuffer");
}
heap_free(temporary_mem);
}
/* This call just downloads data, the caller is responsible for binding the
* correct texture. Partial downloads are not supported. */
/* Context activation is done by the caller. */
void wined3d_texture_download_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
struct wined3d_context *context, const struct wined3d_bo_address *data)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_format_gl *format_gl;
unsigned int level;
GLenum target;
format_gl = wined3d_format_gl(texture->resource.format);
target = wined3d_texture_gl_get_sub_resource_target(wined3d_texture_gl(texture), sub_resource_idx);
level = sub_resource_idx % texture->level_count;
if ((texture->resource.type == WINED3D_RTYPE_TEXTURE_2D
&& (target == GL_TEXTURE_2D_ARRAY || format_gl->f.conv_byte_count
|| texture->flags & (WINED3D_TEXTURE_CONVERTED | WINED3D_TEXTURE_COND_NP2_EMULATED)))
|| target == GL_TEXTURE_1D_ARRAY)
{
texture_download_data_slow_path(texture, sub_resource_idx, context, data);
return;
}
if (format_gl->f.conv_byte_count)
{
FIXME("Attempting to download a converted texture, type %s format %s.\n",
debug_d3dresourcetype(texture->resource.type),
debug_d3dformat(format_gl->f.id));
return;
}
if (data->buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data->buffer_object));
checkGLcall("glBindBuffer");
}
if (texture->resource.format_flags & WINED3DFMT_FLAG_COMPRESSED)
{
TRACE("Downloading compressed texture %p, %u, level %u, format %#x, type %#x, data %p.\n",
texture, sub_resource_idx, level, format_gl->format, format_gl->type, data->addr);
GL_EXTCALL(glGetCompressedTexImage(target, level, data->addr));
checkGLcall("glGetCompressedTexImage");
}
else
{
TRACE("Downloading texture %p, %u, level %u, format %#x, type %#x, data %p.\n",
texture, sub_resource_idx, level, format_gl->format, format_gl->type, data->addr);
gl_info->gl_ops.gl.p_glGetTexImage(target, level, format_gl->format, format_gl->type, data->addr);
checkGLcall("glGetTexImage");
}
if (data->buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
checkGLcall("glBindBuffer");
}
}
/* Context activation is done by the caller. Context may be NULL in ddraw-only mode. */
static BOOL texture2d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
struct wined3d_context *context, DWORD location)
{
TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n",
texture, sub_resource_idx, context, wined3d_debug_location(location));
switch (location)
{
case WINED3D_LOCATION_USER_MEMORY:
case WINED3D_LOCATION_SYSMEM:
case WINED3D_LOCATION_BUFFER:
return texture2d_load_sysmem(texture, sub_resource_idx, context, location);
case WINED3D_LOCATION_DRAWABLE:
return texture2d_load_drawable(texture, sub_resource_idx, context);
case WINED3D_LOCATION_RB_RESOLVED:
case WINED3D_LOCATION_RB_MULTISAMPLE:
return texture2d_load_renderbuffer(texture, sub_resource_idx, context, location);
case WINED3D_LOCATION_TEXTURE_RGB:
case WINED3D_LOCATION_TEXTURE_SRGB:
return texture2d_load_texture(texture, sub_resource_idx, context,
location == WINED3D_LOCATION_TEXTURE_SRGB);
default:
ERR("Don't know how to handle location %#x.\n", location);
return FALSE;
}
}
static const struct wined3d_texture_ops texture2d_ops =
{
texture2d_load_location,
};
struct wined3d_texture * __cdecl wined3d_texture_from_resource(struct wined3d_resource *resource)
{
return texture_from_resource(resource);
}
static ULONG texture_resource_incref(struct wined3d_resource *resource)
{
return wined3d_texture_incref(texture_from_resource(resource));
}
static ULONG texture_resource_decref(struct wined3d_resource *resource)
{
return wined3d_texture_decref(texture_from_resource(resource));
}
static void texture_resource_preload(struct wined3d_resource *resource)
{
struct wined3d_texture *texture = texture_from_resource(resource);
struct wined3d_context *context;
context = context_acquire(resource->device, NULL, 0);
wined3d_texture_load(texture, context, texture->flags & WINED3D_TEXTURE_IS_SRGB);
context_release(context);
}
static void wined3d_texture_gl_unload(struct wined3d_resource *resource)
{
struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture_from_resource(resource));
UINT sub_count = texture_gl->t.level_count * texture_gl->t.layer_count;
struct wined3d_renderbuffer_entry *entry, *entry2;
struct wined3d_device *device = resource->device;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
UINT i;
TRACE("texture_gl %p.\n", texture_gl);
context = context_acquire(device, NULL, 0);
gl_info = context->gl_info;
for (i = 0; i < sub_count; ++i)
{
struct wined3d_texture_sub_resource *sub_resource = &texture_gl->t.sub_resources[i];
if (resource->access & WINED3D_RESOURCE_ACCESS_CPU
&& wined3d_texture_load_location(&texture_gl->t, i, context, resource->map_binding))
{
wined3d_texture_invalidate_location(&texture_gl->t, i, ~resource->map_binding);
}
else
{
/* We should only get here on device reset/teardown for implicit
* resources. */
if (resource->access & WINED3D_RESOURCE_ACCESS_CPU
|| resource->type != WINED3D_RTYPE_TEXTURE_2D)
ERR("Discarding %s %p sub-resource %u with resource access %s.\n",
debug_d3dresourcetype(resource->type), resource, i,
wined3d_debug_resource_access(resource->access));
wined3d_texture_validate_location(&texture_gl->t, i, WINED3D_LOCATION_DISCARDED);
wined3d_texture_invalidate_location(&texture_gl->t, i, ~WINED3D_LOCATION_DISCARDED);
}
if (sub_resource->buffer_object)
wined3d_texture_remove_buffer_object(&texture_gl->t, i, context->gl_info);
}
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &texture_gl->renderbuffers, struct wined3d_renderbuffer_entry, entry)
{
context_gl_resource_released(device, entry->id, TRUE);
gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
list_remove(&entry->entry);
heap_free(entry);
}
list_init(&texture_gl->renderbuffers);
texture_gl->current_renderbuffer = NULL;
context_release(context);
wined3d_texture_force_reload(&texture_gl->t);
wined3d_texture_gl_unload_texture(texture_gl);
}
static HRESULT texture_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
{
const struct wined3d_format *format = resource->format;
struct wined3d_texture_sub_resource *sub_resource;
struct wined3d_device *device = resource->device;
unsigned int fmt_flags = resource->format_flags;
struct wined3d_context *context = NULL;
struct wined3d_texture *texture;
struct wined3d_bo_address data;
unsigned int texture_level;
BYTE *base_memory;
BOOL ret;
TRACE("resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n",
resource, sub_resource_idx, map_desc, debug_box(box), flags);
texture = texture_from_resource(resource);
if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
return E_INVALIDARG;
texture_level = sub_resource_idx % texture->level_count;
if (box && FAILED(wined3d_texture_check_box_dimensions(texture, texture_level, box)))
{
WARN("Map box is invalid.\n");
if (((fmt_flags & WINED3DFMT_FLAG_BLOCKS) && !(resource->access & WINED3D_RESOURCE_ACCESS_CPU))
|| resource->type != WINED3D_RTYPE_TEXTURE_2D)
return WINED3DERR_INVALIDCALL;
}
if (texture->flags & WINED3D_TEXTURE_DC_IN_USE)
{
WARN("DC is in use.\n");
return WINED3DERR_INVALIDCALL;
}
if (sub_resource->map_count)
{
WARN("Sub-resource is already mapped.\n");
return WINED3DERR_INVALIDCALL;
}
if (device->d3d_initialized)
context = context_acquire(device, NULL, 0);
if (flags & WINED3D_MAP_DISCARD)
{
TRACE("WINED3D_MAP_DISCARD flag passed, marking %s as up to date.\n",
wined3d_debug_location(resource->map_binding));
if ((ret = wined3d_texture_prepare_location(texture, sub_resource_idx, context, resource->map_binding)))
wined3d_texture_validate_location(texture, sub_resource_idx, resource->map_binding);
}
else
{
if (resource->usage & WINED3DUSAGE_DYNAMIC)
WARN_(d3d_perf)("Mapping a dynamic texture without WINED3D_MAP_DISCARD.\n");
ret = wined3d_texture_load_location(texture, sub_resource_idx, context, resource->map_binding);
}
if (!ret)
{
ERR("Failed to prepare location.\n");
context_release(context);
return E_OUTOFMEMORY;
}
if (flags & WINED3D_MAP_WRITE
&& (!(flags & WINED3D_MAP_NO_DIRTY_UPDATE) || (resource->usage & WINED3DUSAGE_DYNAMIC)))
wined3d_texture_invalidate_location(texture, sub_resource_idx, ~resource->map_binding);
wined3d_texture_get_memory(texture, sub_resource_idx, &data, resource->map_binding);
base_memory = context_map_bo_address(context, &data, sub_resource->size, GL_PIXEL_UNPACK_BUFFER, flags);
TRACE("Base memory pointer %p.\n", base_memory);
if (context)
context_release(context);
if (fmt_flags & WINED3DFMT_FLAG_BROKEN_PITCH)
{
map_desc->row_pitch = wined3d_texture_get_level_width(texture, texture_level) * format->byte_count;
map_desc->slice_pitch = wined3d_texture_get_level_height(texture, texture_level) * map_desc->row_pitch;
}
else
{
wined3d_texture_get_pitch(texture, texture_level, &map_desc->row_pitch, &map_desc->slice_pitch);
}
if (!box)
{
map_desc->data = base_memory;
}
else
{
if ((fmt_flags & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_BLOCKS)
{
/* Compressed textures are block based, so calculate the offset of
* the block that contains the top-left pixel of the mapped box. */
map_desc->data = base_memory
+ (box->front * map_desc->slice_pitch)
+ ((box->top / format->block_height) * map_desc->row_pitch)
+ ((box->left / format->block_width) * format->block_byte_count);
}
else
{
map_desc->data = base_memory
+ (box->front * map_desc->slice_pitch)
+ (box->top * map_desc->row_pitch)
+ (box->left * format->byte_count);
}
}
if (texture->swapchain && texture->swapchain->front_buffer == texture)
{
RECT *r = &texture->swapchain->front_buffer_update;
if (!box)
SetRect(r, 0, 0, resource->width, resource->height);
else
SetRect(r, box->left, box->top, box->right, box->bottom);
TRACE("Mapped front buffer %s.\n", wine_dbgstr_rect(r));
}
++resource->map_count;
++sub_resource->map_count;
TRACE("Returning memory %p, row pitch %u, slice pitch %u.\n",
map_desc->data, map_desc->row_pitch, map_desc->slice_pitch);
return WINED3D_OK;
}
static HRESULT texture_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
{
struct wined3d_texture_sub_resource *sub_resource;
struct wined3d_device *device = resource->device;
struct wined3d_context *context = NULL;
struct wined3d_texture *texture;
struct wined3d_bo_address data;
TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx);
texture = texture_from_resource(resource);
if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
return E_INVALIDARG;
if (!sub_resource->map_count)
{
WARN("Trying to unmap unmapped sub-resource.\n");
if (texture->flags & WINED3D_TEXTURE_DC_IN_USE)
return WINED3D_OK;
return WINEDDERR_NOTLOCKED;
}
if (device->d3d_initialized)
context = context_acquire(device, NULL, 0);
wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding);
context_unmap_bo_address(context, &data, GL_PIXEL_UNPACK_BUFFER);
if (context)
context_release(context);
if (texture->swapchain && texture->swapchain->front_buffer == texture)
{
if (!(sub_resource->locations & (WINED3D_LOCATION_DRAWABLE | WINED3D_LOCATION_TEXTURE_RGB)))
texture->swapchain->swapchain_ops->swapchain_frontbuffer_updated(texture->swapchain);
}
--sub_resource->map_count;
if (!--resource->map_count && texture->update_map_binding)
wined3d_texture_update_map_binding(texture);
return WINED3D_OK;
}
static const struct wined3d_resource_ops texture_resource_ops =
{
texture_resource_incref,
texture_resource_decref,
texture_resource_preload,
wined3d_texture_gl_unload,
texture_resource_sub_resource_map,
texture_resource_sub_resource_unmap,
};
/* Context activation is done by the caller. */
static BOOL texture1d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
struct wined3d_context *context, DWORD location)
{
struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
unsigned int row_pitch, slice_pitch;
TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n",
texture, sub_resource_idx, context, wined3d_debug_location(location));
if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location))
return FALSE;
switch (location)
{
case WINED3D_LOCATION_TEXTURE_RGB:
case WINED3D_LOCATION_TEXTURE_SRGB:
if (sub_resource->locations & WINED3D_LOCATION_SYSMEM)
{
struct wined3d_const_bo_address data = {0, texture->resource.heap_memory};
struct wined3d_box src_box;
data.addr += sub_resource->offset;
wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture),
context, location == WINED3D_LOCATION_TEXTURE_SRGB);
wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box);
wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format,
&src_box, &data, row_pitch, slice_pitch, 0, 0, 0, FALSE);
}
else if (sub_resource->locations & WINED3D_LOCATION_BUFFER)
{
struct wined3d_const_bo_address data = {sub_resource->buffer_object, NULL};
struct wined3d_box src_box;
wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context,
location == WINED3D_LOCATION_TEXTURE_SRGB);
wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box);
wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format,
&src_box, &data, row_pitch, slice_pitch, 0, 0, 0, FALSE);
}
else
{
FIXME("Implement texture loading from %s.\n", wined3d_debug_location(sub_resource->locations));
return FALSE;
}
break;
case WINED3D_LOCATION_SYSMEM:
if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
{
struct wined3d_bo_address data = {0, texture->resource.heap_memory};
data.addr += sub_resource->offset;
if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, FALSE);
else
wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, TRUE);
wined3d_texture_download_data(texture, sub_resource_idx, context, &data);
++texture->download_count;
}
else
{
FIXME("Implement WINED3D_LOCATION_SYSMEM loading from %s.\n",
wined3d_debug_location(sub_resource->locations));
return FALSE;
}
break;
case WINED3D_LOCATION_BUFFER:
if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
{
struct wined3d_bo_address data = {sub_resource->buffer_object, NULL};
if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, FALSE);
else
wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, TRUE);
wined3d_texture_download_data(texture, sub_resource_idx, context, &data);
}
else
{
FIXME("Implement WINED3D_LOCATION_BUFFER loading from %s.\n",
wined3d_debug_location(sub_resource->locations));
return FALSE;
}
break;
default:
FIXME("Implement %s loading from %s.\n", wined3d_debug_location(location),
wined3d_debug_location(sub_resource->locations));
return FALSE;
}
return TRUE;
}
static const struct wined3d_texture_ops texture1d_ops =
{
texture1d_load_location,
};
static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
unsigned int layer_count, unsigned int level_count, DWORD flags, struct wined3d_device *device,
void *parent, const struct wined3d_parent_ops *parent_ops, void *sub_resources,
const struct wined3d_texture_ops *texture_ops)
{
const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
struct wined3d_device_parent *device_parent = device->device_parent;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
unsigned int sub_count, i, j, size, offset = 0;
unsigned int pow2_width, pow2_height;
const struct wined3d_format *format;
HRESULT hr;
TRACE("texture %p, resource_type %s, format %s, multisample_type %#x, multisample_quality %#x, "
"usage %s, access %s, width %u, height %u, depth %u, layer_count %u, level_count %u, "
"flags %#x, device %p, parent %p, parent_ops %p, sub_resources %p, texture_ops %p.\n",
texture, debug_d3dresourcetype(desc->resource_type), debug_d3dformat(desc->format),
desc->multisample_type, desc->multisample_quality, debug_d3dusage(desc->usage),
wined3d_debug_resource_access(desc->access), desc->width, desc->height, desc->depth,
layer_count, level_count, flags, device, parent, parent_ops, sub_resources, texture_ops);
if (!desc->width || !desc->height || !desc->depth)
return WINED3DERR_INVALIDCALL;
if (desc->resource_type == WINED3D_RTYPE_TEXTURE_3D && layer_count != 1)
{
ERR("Invalid layer count for volume texture.\n");
return E_INVALIDARG;
}
texture->sub_resources = sub_resources;
/* TODO: It should only be possible to create textures for formats
* that are reported as supported. */
if (WINED3DFMT_UNKNOWN >= desc->format)
{
WARN("Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n");
return WINED3DERR_INVALIDCALL;
}
format = wined3d_get_format(device->adapter, desc->format, desc->bind_flags);
if (desc->usage & WINED3DUSAGE_DYNAMIC && (wined3d_resource_access_is_managed(desc->access)
|| desc->usage & WINED3DUSAGE_SCRATCH))
{
WARN("Attempted to create a dynamic texture with access %s and usage %s.\n",
wined3d_debug_resource_access(desc->access), debug_d3dusage(desc->usage));
return WINED3DERR_INVALIDCALL;
}
pow2_width = desc->width;
pow2_height = desc->height;
if (((desc->width & (desc->width - 1)) || (desc->height & (desc->height - 1)) || (desc->depth & (desc->depth - 1)))
&& !d3d_info->texture_npot)
{
/* level_count == 0 returns an error as well. */
if (level_count != 1 || layer_count != 1 || desc->resource_type == WINED3D_RTYPE_TEXTURE_3D)
{
if (!(desc->usage & WINED3DUSAGE_SCRATCH))
{
WARN("Attempted to create a mipmapped/cube/array/volume NPOT "
"texture without unconditional NPOT support.\n");
return WINED3DERR_INVALIDCALL;
}
WARN("Creating a scratch mipmapped/cube/array NPOT texture despite lack of HW support.\n");
}
texture->flags |= WINED3D_TEXTURE_COND_NP2;
if (desc->resource_type != WINED3D_RTYPE_TEXTURE_3D && !d3d_info->texture_npot_conditional)
{
/* TODO: Add support for non-power-of-two compressed textures. */
if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D]
& (WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_HEIGHT_SCALE))
{
FIXME("Compressed or height scaled non-power-of-two (%ux%u) textures are not supported.\n",
desc->width, desc->height);
return WINED3DERR_NOTAVAILABLE;
}
/* Find the nearest pow2 match. */
pow2_width = pow2_height = 1;
while (pow2_width < desc->width)
pow2_width <<= 1;
while (pow2_height < desc->height)
pow2_height <<= 1;
texture->flags |= WINED3D_TEXTURE_COND_NP2_EMULATED;
}
}
texture->pow2_width = pow2_width;
texture->pow2_height = pow2_height;
if ((pow2_width > d3d_info->limits.texture_size || pow2_height > d3d_info->limits.texture_size)
&& (desc->bind_flags & WINED3D_BIND_SHADER_RESOURCE))
{
/* One of four options:
* 1: Do the same as we do with NPOT and scale the texture. (Any
* texture ops would require the texture to be scaled which is
* potentially slow.)
* 2: Set the texture to the maximum size (bad idea).
* 3: WARN and return WINED3DERR_NOTAVAILABLE.
* 4: Create the surface, but allow it to be used only for DirectDraw
* Blts. Some apps (e.g. Swat 3) create textures with a height of
* 16 and a width > 3000 and blt 16x16 letter areas from them to
* the render target. */
if (desc->access & WINED3D_RESOURCE_ACCESS_GPU)
{
WARN("Dimensions (%ux%u) exceed the maximum texture size.\n", pow2_width, pow2_height);
return WINED3DERR_NOTAVAILABLE;
}
/* We should never use this surface in combination with OpenGL. */
TRACE("Creating an oversized (%ux%u) surface.\n", pow2_width, pow2_height);
}
for (i = 0; i < layer_count; ++i)
{
for (j = 0; j < level_count; ++j)
{
unsigned int idx = i * level_count + j;
size = wined3d_format_calculate_size(format, device->surface_alignment,
max(1, desc->width >> j), max(1, desc->height >> j), max(1, desc->depth >> j));
texture->sub_resources[idx].offset = offset;
texture->sub_resources[idx].size = size;
offset += size;
}
offset = (offset + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1);
}
if (!offset)
return WINED3DERR_INVALIDCALL;
if (FAILED(hr = resource_init(&texture->resource, device, desc->resource_type, format,
desc->multisample_type, desc->multisample_quality, desc->usage, desc->bind_flags, desc->access,
desc->width, desc->height, desc->depth, offset, parent, parent_ops, &texture_resource_ops)))
{
static unsigned int once;
/* DXTn 3D textures are not supported. Do not write the ERR for them. */
if ((desc->format == WINED3DFMT_DXT1 || desc->format == WINED3DFMT_DXT2 || desc->format == WINED3DFMT_DXT3
|| desc->format == WINED3DFMT_DXT4 || desc->format == WINED3DFMT_DXT5)
&& !(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE)
&& desc->resource_type != WINED3D_RTYPE_TEXTURE_3D && !once++)
ERR_(winediag)("The application tried to create a DXTn texture, but the driver does not support them.\n");
WARN("Failed to initialize resource, returning %#x\n", hr);
return hr;
}
wined3d_resource_update_draw_binding(&texture->resource);
texture->texture_ops = texture_ops;
texture->layer_count = layer_count;
texture->level_count = level_count;
texture->lod = 0;
texture->flags |= WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS;
if (flags & WINED3D_TEXTURE_CREATE_GET_DC_LENIENT)
texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_GET_DC_LENIENT;
if (flags & (WINED3D_TEXTURE_CREATE_GET_DC | WINED3D_TEXTURE_CREATE_GET_DC_LENIENT))
texture->flags |= WINED3D_TEXTURE_GET_DC;
if (flags & WINED3D_TEXTURE_CREATE_DISCARD)
texture->flags |= WINED3D_TEXTURE_DISCARD;
if (flags & WINED3D_TEXTURE_CREATE_GENERATE_MIPMAPS)
{
if (!(texture->resource.format_flags & WINED3DFMT_FLAG_GEN_MIPMAP))
WARN("Format doesn't support mipmaps generation, "
"ignoring WINED3D_TEXTURE_CREATE_GENERATE_MIPMAPS flag.\n");
else
texture->flags |= WINED3D_TEXTURE_GENERATE_MIPMAPS;
}
/* Precalculated scaling for 'faked' non power of two texture coords. */
if (texture->resource.gl_type == WINED3D_GL_RES_TYPE_TEX_RECT)
{
texture->pow2_matrix[0] = (float)desc->width;
texture->pow2_matrix[5] = (float)desc->height;
texture->flags &= ~(WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS);
}
else if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
{
texture->pow2_matrix[0] = (((float)desc->width) / ((float)pow2_width));
texture->pow2_matrix[5] = (((float)desc->height) / ((float)pow2_height));
texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
}
else
{
texture->pow2_matrix[0] = 1.0f;
texture->pow2_matrix[5] = 1.0f;
}
texture->pow2_matrix[10] = 1.0f;
texture->pow2_matrix[15] = 1.0f;
TRACE("x scale %.8e, y scale %.8e.\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
if (wined3d_texture_use_pbo(texture, gl_info))
texture->resource.map_binding = WINED3D_LOCATION_BUFFER;
if (desc->resource_type != WINED3D_RTYPE_TEXTURE_3D
|| !wined3d_texture_use_pbo(texture, gl_info))
{
if (!wined3d_resource_allocate_sysmem(&texture->resource))
{
wined3d_texture_cleanup_sync(texture);
return E_OUTOFMEMORY;
}
}
sub_count = level_count * layer_count;
if (sub_count / layer_count != level_count)
{
wined3d_texture_cleanup_sync(texture);
return E_OUTOFMEMORY;
}
if (desc->usage & WINED3DUSAGE_OVERLAY)
{
if (!(texture->overlay_info = heap_calloc(sub_count, sizeof(*texture->overlay_info))))
{
wined3d_texture_cleanup_sync(texture);
return E_OUTOFMEMORY;
}
for (i = 0; i < sub_count; ++i)
{
list_init(&texture->overlay_info[i].entry);
list_init(&texture->overlay_info[i].overlays);
}
}
/* Generate all sub-resources. */
for (i = 0; i < sub_count; ++i)
{
struct wined3d_texture_sub_resource *sub_resource;
sub_resource = &texture->sub_resources[i];
sub_resource->locations = WINED3D_LOCATION_DISCARDED;
if (desc->resource_type != WINED3D_RTYPE_TEXTURE_3D)
{
wined3d_texture_validate_location(texture, i, WINED3D_LOCATION_SYSMEM);
wined3d_texture_invalidate_location(texture, i, ~WINED3D_LOCATION_SYSMEM);
}
if (FAILED(hr = device_parent->ops->texture_sub_resource_created(device_parent,
desc->resource_type, texture, i, &sub_resource->parent, &sub_resource->parent_ops)))
{
WARN("Failed to create sub-resource parent, hr %#x.\n", hr);
sub_resource->parent = NULL;
wined3d_texture_cleanup_sync(texture);
return hr;
}
TRACE("parent %p, parent_ops %p.\n", sub_resource->parent, sub_resource->parent_ops);
TRACE("Created sub-resource %u (level %u, layer %u).\n",
i, i % texture->level_count, i / texture->level_count);
if (desc->usage & WINED3DUSAGE_OWNDC)
{
struct wined3d_texture_idx texture_idx = {texture, i};
wined3d_cs_init_object(device->cs, wined3d_texture_create_dc, &texture_idx);
wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
if (!texture->dc_info || !texture->dc_info[i].dc)
{
wined3d_texture_cleanup_sync(texture);
return WINED3DERR_INVALIDCALL;
}
}
}
return WINED3D_OK;
}
/* Context activation is done by the caller. */
static void texture3d_srgb_transfer(struct wined3d_texture *texture, unsigned int sub_resource_idx,
struct wined3d_context *context, BOOL dest_is_srgb)
{
struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
unsigned int row_pitch, slice_pitch;
struct wined3d_bo_address data;
struct wined3d_box src_box;
/* Optimisations are possible, but the effort should be put into either
* implementing EXT_SRGB_DECODE in the driver or finding out why we
* picked the wrong copy for the original upload and fixing that.
*
* Also keep in mind that we want to avoid using resource.heap_memory
* for DEFAULT pool surfaces. */
WARN_(d3d_perf)("Performing slow rgb/srgb volume transfer.\n");
data.buffer_object = 0;
if (!(data.addr = heap_alloc(sub_resource->size)))
return;
wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box);
wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, !dest_is_srgb);
wined3d_texture_download_data(texture, sub_resource_idx, context, &data);
wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, dest_is_srgb);
wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format,
&src_box, wined3d_const_bo_address(&data), row_pitch, slice_pitch, 0, 0, 0, FALSE);
heap_free(data.addr);
}
/* Context activation is done by the caller. */
static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
struct wined3d_context *context, DWORD location)
{
struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
unsigned int row_pitch, slice_pitch;
if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location))
return FALSE;
switch (location)
{
case WINED3D_LOCATION_TEXTURE_RGB:
case WINED3D_LOCATION_TEXTURE_SRGB:
if (sub_resource->locations & WINED3D_LOCATION_SYSMEM)
{
struct wined3d_const_bo_address data = {0, texture->resource.heap_memory};
struct wined3d_box src_box;
data.addr += sub_resource->offset;
wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture),
context, location == WINED3D_LOCATION_TEXTURE_SRGB);
wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box);
wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format,
&src_box, &data, row_pitch, slice_pitch, 0, 0, 0, FALSE);
}
else if (sub_resource->locations & WINED3D_LOCATION_BUFFER)
{
struct wined3d_const_bo_address data = {sub_resource->buffer_object, NULL};
struct wined3d_box src_box;
wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture),
context, location == WINED3D_LOCATION_TEXTURE_SRGB);
wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box);
wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format,
&src_box, &data, row_pitch, slice_pitch, 0, 0, 0, FALSE);
}
else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
{
texture3d_srgb_transfer(texture, sub_resource_idx, context, TRUE);
}
else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_SRGB)
{
texture3d_srgb_transfer(texture, sub_resource_idx, context, FALSE);
}
else
{
FIXME("Implement texture loading from %s.\n", wined3d_debug_location(sub_resource->locations));
return FALSE;
}
break;
case WINED3D_LOCATION_SYSMEM:
if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
{
struct wined3d_bo_address data = {0, texture->resource.heap_memory};
data.addr += sub_resource->offset;
if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, FALSE);
else
wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, TRUE);
wined3d_texture_download_data(texture, sub_resource_idx, context, &data);
++texture->download_count;
}
else
{
FIXME("Implement WINED3D_LOCATION_SYSMEM loading from %s.\n",
wined3d_debug_location(sub_resource->locations));
return FALSE;
}
break;
case WINED3D_LOCATION_BUFFER:
if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
{
struct wined3d_bo_address data = {sub_resource->buffer_object, NULL};
if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, FALSE);
else
wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, TRUE);
wined3d_texture_download_data(texture, sub_resource_idx, context, &data);
}
else
{
FIXME("Implement WINED3D_LOCATION_BUFFER loading from %s.\n",
wined3d_debug_location(sub_resource->locations));
return FALSE;
}
break;
default:
FIXME("Implement %s loading from %s.\n", wined3d_debug_location(location),
wined3d_debug_location(sub_resource->locations));
return FALSE;
}
return TRUE;
}
static const struct wined3d_texture_ops texture3d_ops =
{
texture3d_load_location,
};
HRESULT CDECL wined3d_texture_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
const RECT *dst_rect, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
const RECT *src_rect, DWORD flags, const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter)
{
struct wined3d_box src_box = {src_rect->left, src_rect->top, src_rect->right, src_rect->bottom, 0, 1};
struct wined3d_box dst_box = {dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, 0, 1};
unsigned int dst_format_flags, src_format_flags = 0;
HRESULT hr;
TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_rect %s, src_texture %p, "
"src_sub_resource_idx %u, src_rect %s, flags %#x, fx %p, filter %s.\n",
dst_texture, dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), src_texture,
src_sub_resource_idx, wine_dbgstr_rect(src_rect), flags, fx, debug_d3dtexturefiltertype(filter));
if (dst_sub_resource_idx >= dst_texture->level_count * dst_texture->layer_count
|| dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
return WINED3DERR_INVALIDCALL;
if (src_sub_resource_idx >= src_texture->level_count * src_texture->layer_count
|| src_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
return WINED3DERR_INVALIDCALL;
dst_format_flags = dst_texture->resource.format_flags;
if (FAILED(hr = wined3d_texture_check_box_dimensions(dst_texture,
dst_sub_resource_idx % dst_texture->level_count, &dst_box)))
return hr;
src_format_flags = src_texture->resource.format_flags;
if (FAILED(hr = wined3d_texture_check_box_dimensions(src_texture,
src_sub_resource_idx % src_texture->level_count, &src_box)))
return hr;
if (dst_texture->sub_resources[dst_sub_resource_idx].map_count
|| src_texture->sub_resources[src_sub_resource_idx].map_count)
{
WARN("Sub-resource is busy, returning WINEDDERR_SURFACEBUSY.\n");
return WINEDDERR_SURFACEBUSY;
}
if ((src_format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
!= (dst_format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
{
WARN("Rejecting depth/stencil blit between incompatible formats.\n");
return WINED3DERR_INVALIDCALL;
}
if (dst_texture->resource.device != src_texture->resource.device)
{
FIXME("Rejecting cross-device blit.\n");
return E_NOTIMPL;
}
wined3d_cs_emit_blt_sub_resource(dst_texture->resource.device->cs, &dst_texture->resource, dst_sub_resource_idx,
&dst_box, &src_texture->resource, src_sub_resource_idx, &src_box, flags, fx, filter);
return WINED3D_OK;
}
HRESULT CDECL wined3d_texture_get_overlay_position(const struct wined3d_texture *texture,
unsigned int sub_resource_idx, LONG *x, LONG *y)
{
struct wined3d_overlay_info *overlay;
TRACE("texture %p, sub_resource_idx %u, x %p, y %p.\n", texture, sub_resource_idx, x, y);
if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY)
|| sub_resource_idx >= texture->level_count * texture->layer_count)
{
WARN("Invalid sub-resource specified.\n");
return WINEDDERR_NOTAOVERLAYSURFACE;
}
overlay = &texture->overlay_info[sub_resource_idx];
if (!overlay->dst_texture)
{
TRACE("Overlay not visible.\n");
*x = 0;
*y = 0;
return WINEDDERR_OVERLAYNOTVISIBLE;
}
*x = overlay->dst_rect.left;
*y = overlay->dst_rect.top;
TRACE("Returning position %d, %d.\n", *x, *y);
return WINED3D_OK;
}
HRESULT CDECL wined3d_texture_set_overlay_position(struct wined3d_texture *texture,
unsigned int sub_resource_idx, LONG x, LONG y)
{
struct wined3d_overlay_info *overlay;
LONG w, h;
TRACE("texture %p, sub_resource_idx %u, x %d, y %d.\n", texture, sub_resource_idx, x, y);
if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY)
|| sub_resource_idx >= texture->level_count * texture->layer_count)
{
WARN("Invalid sub-resource specified.\n");
return WINEDDERR_NOTAOVERLAYSURFACE;
}
overlay = &texture->overlay_info[sub_resource_idx];
w = overlay->dst_rect.right - overlay->dst_rect.left;
h = overlay->dst_rect.bottom - overlay->dst_rect.top;
SetRect(&overlay->dst_rect, x, y, x + w, y + h);
return WINED3D_OK;
}
HRESULT CDECL wined3d_texture_update_overlay(struct wined3d_texture *texture, unsigned int sub_resource_idx,
const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
const RECT *dst_rect, DWORD flags)
{
struct wined3d_overlay_info *overlay;
unsigned int level, dst_level;
TRACE("texture %p, sub_resource_idx %u, src_rect %s, dst_texture %p, "
"dst_sub_resource_idx %u, dst_rect %s, flags %#x.\n",
texture, sub_resource_idx, wine_dbgstr_rect(src_rect), dst_texture,
dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), flags);
if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
|| sub_resource_idx >= texture->level_count * texture->layer_count)
{
WARN("Invalid sub-resource specified.\n");
return WINEDDERR_NOTAOVERLAYSURFACE;
}
if (!dst_texture || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
|| dst_sub_resource_idx >= dst_texture->level_count * dst_texture->layer_count)
{
WARN("Invalid destination sub-resource specified.\n");
return WINED3DERR_INVALIDCALL;
}
overlay = &texture->overlay_info[sub_resource_idx];
level = sub_resource_idx % texture->level_count;
if (src_rect)
overlay->src_rect = *src_rect;
else
SetRect(&overlay->src_rect, 0, 0,
wined3d_texture_get_level_width(texture, level),
wined3d_texture_get_level_height(texture, level));
dst_level = dst_sub_resource_idx % dst_texture->level_count;
if (dst_rect)
overlay->dst_rect = *dst_rect;
else
SetRect(&overlay->dst_rect, 0, 0,
wined3d_texture_get_level_width(dst_texture, dst_level),
wined3d_texture_get_level_height(dst_texture, dst_level));
if (overlay->dst_texture && (overlay->dst_texture != dst_texture
|| overlay->dst_sub_resource_idx != dst_sub_resource_idx || flags & WINEDDOVER_HIDE))
{
overlay->dst_texture = NULL;
list_remove(&overlay->entry);
}
if (flags & WINEDDOVER_SHOW)
{
if (overlay->dst_texture != dst_texture || overlay->dst_sub_resource_idx != dst_sub_resource_idx)
{
overlay->dst_texture = dst_texture;
overlay->dst_sub_resource_idx = dst_sub_resource_idx;
list_add_tail(&texture->overlay_info[dst_sub_resource_idx].overlays, &overlay->entry);
}
}
else if (flags & WINEDDOVER_HIDE)
{
/* Tests show that the rectangles are erased on hide. */
SetRectEmpty(&overlay->src_rect);
SetRectEmpty(&overlay->dst_rect);
overlay->dst_texture = NULL;
}
return WINED3D_OK;
}
void * CDECL wined3d_texture_get_sub_resource_parent(struct wined3d_texture *texture, unsigned int sub_resource_idx)
{
unsigned int sub_count = texture->level_count * texture->layer_count;
TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
if (sub_resource_idx >= sub_count)
{
WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
return NULL;
}
return texture->sub_resources[sub_resource_idx].parent;
}
void CDECL wined3d_texture_set_sub_resource_parent(struct wined3d_texture *texture,
unsigned int sub_resource_idx, void *parent)
{
unsigned int sub_count = texture->level_count * texture->layer_count;
TRACE("texture %p, sub_resource_idx %u, parent %p.\n", texture, sub_resource_idx, parent);
if (sub_resource_idx >= sub_count)
{
WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
return;
}
texture->sub_resources[sub_resource_idx].parent = parent;
}
HRESULT CDECL wined3d_texture_get_sub_resource_desc(const struct wined3d_texture *texture,
unsigned int sub_resource_idx, struct wined3d_sub_resource_desc *desc)
{
unsigned int sub_count = texture->level_count * texture->layer_count;
const struct wined3d_resource *resource;
unsigned int level_idx;
TRACE("texture %p, sub_resource_idx %u, desc %p.\n", texture, sub_resource_idx, desc);
if (sub_resource_idx >= sub_count)
{
WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
return WINED3DERR_INVALIDCALL;
}
resource = &texture->resource;
desc->format = resource->format->id;
desc->multisample_type = resource->multisample_type;
desc->multisample_quality = resource->multisample_quality;
desc->usage = resource->usage;
desc->bind_flags = resource->bind_flags;
desc->access = resource->access;
level_idx = sub_resource_idx % texture->level_count;
desc->width = wined3d_texture_get_level_width(texture, level_idx);
desc->height = wined3d_texture_get_level_height(texture, level_idx);
desc->depth = wined3d_texture_get_level_depth(texture, level_idx);
desc->size = texture->sub_resources[sub_resource_idx].size;
return WINED3D_OK;
}
static void *wined3d_texture_allocate_object_memory(SIZE_T s, SIZE_T level_count, SIZE_T layer_count)
{
struct wined3d_texture *t;
if (level_count > ((~(SIZE_T)0 - s) / sizeof(*t->sub_resources)) / layer_count)
return NULL;
return heap_alloc_zero(s + level_count * layer_count * sizeof(*t->sub_resources));
}
static HRESULT wined3d_texture_gl_init(struct wined3d_texture_gl *texture_gl, struct wined3d_device *device,
const struct wined3d_resource_desc *desc, unsigned int layer_count, unsigned int level_count,
DWORD flags, void *parent, const struct wined3d_parent_ops *parent_ops, void *sub_resources)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
const struct wined3d_texture_ops *texture_ops;
HRESULT hr;
TRACE("texture_gl %p, device %p, desc %p, layer_count %u, level_count %u, "
"flags %#x, parent %p, parent_ops %p, sub_resources %p.\n",
texture_gl, device, desc, layer_count, level_count,
flags, parent, parent_ops, sub_resources);
if (!(desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP) && layer_count > 1
&& !gl_info->supported[EXT_TEXTURE_ARRAY])
{
WARN("OpenGL implementation does not support array textures.\n");
return WINED3DERR_INVALIDCALL;
}
switch (desc->resource_type)
{
case WINED3D_RTYPE_TEXTURE_1D:
texture_ops = &texture1d_ops;
if (layer_count > 1)
texture_gl->target = GL_TEXTURE_1D_ARRAY;
else
texture_gl->target = GL_TEXTURE_1D;
break;
case WINED3D_RTYPE_TEXTURE_2D:
texture_ops = &texture2d_ops;
if (desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP)
{
texture_gl->target = GL_TEXTURE_CUBE_MAP_ARB;
}
else if (desc->multisample_type && gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
{
if (layer_count > 1)
texture_gl->target = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
else
texture_gl->target = GL_TEXTURE_2D_MULTISAMPLE;
}
else
{
if (layer_count > 1)
texture_gl->target = GL_TEXTURE_2D_ARRAY;
else
texture_gl->target = GL_TEXTURE_2D;
}
break;
case WINED3D_RTYPE_TEXTURE_3D:
if (!gl_info->supported[EXT_TEXTURE3D])
{
WARN("OpenGL implementation does not support 3D textures.\n");
return WINED3DERR_INVALIDCALL;
}
texture_ops = &texture3d_ops;
texture_gl->target = GL_TEXTURE_3D;
break;
default:
ERR("Invalid resource type %s.\n", debug_d3dresourcetype(desc->resource_type));
return WINED3DERR_INVALIDCALL;
}
list_init(&texture_gl->renderbuffers);
if (FAILED(hr = wined3d_texture_init(&texture_gl->t, desc, layer_count, level_count,
flags, device, parent, parent_ops, sub_resources, texture_ops)))
return hr;
if (texture_gl->t.resource.gl_type == WINED3D_GL_RES_TYPE_TEX_RECT)
texture_gl->target = GL_TEXTURE_RECTANGLE_ARB;
return WINED3D_OK;
}
HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct wined3d_resource_desc *desc,
UINT layer_count, UINT level_count, DWORD flags, const struct wined3d_sub_resource_data *data,
void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
{
unsigned int sub_count = level_count * layer_count;
struct wined3d_texture_gl *object;
unsigned int i;
HRESULT hr;
TRACE("device %p, desc %p, layer_count %u, level_count %u, flags %#x, data %p, "
"parent %p, parent_ops %p, texture %p.\n",
device, desc, layer_count, level_count, flags, data, parent, parent_ops, texture);
if (!layer_count)
{
WARN("Invalid layer count.\n");
return E_INVALIDARG;
}
if ((desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP) && layer_count != 6)
{
ERR("Invalid layer count %u for legacy cubemap.\n", layer_count);
layer_count = 6;
}
if (!level_count)
{
WARN("Invalid level count.\n");
return WINED3DERR_INVALIDCALL;
}
if (desc->multisample_type != WINED3D_MULTISAMPLE_NONE)
{
const struct wined3d_format *format = wined3d_get_format(device->adapter, desc->format, desc->bind_flags);
if (desc->multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE
&& desc->multisample_quality >= wined3d_popcount(format->multisample_types))
{
WARN("Unsupported quality level %u requested for WINED3D_MULTISAMPLE_NON_MASKABLE.\n",
desc->multisample_quality);
return WINED3DERR_NOTAVAILABLE;
}
if (desc->multisample_type != WINED3D_MULTISAMPLE_NON_MASKABLE
&& (!(format->multisample_types & 1u << (desc->multisample_type - 1))
|| (desc->multisample_quality && desc->multisample_quality != WINED3D_STANDARD_MULTISAMPLE_PATTERN)))
{
WARN("Unsupported multisample type %u quality %u requested.\n", desc->multisample_type,
desc->multisample_quality);
return WINED3DERR_NOTAVAILABLE;
}
}
if (data)
{
for (i = 0; i < sub_count; ++i)
{
if (data[i].data)
continue;
WARN("Invalid sub-resource data specified for sub-resource %u.\n", i);
return E_INVALIDARG;
}
}
if (!(object = wined3d_texture_allocate_object_memory(sizeof(*object), level_count, layer_count)))
return E_OUTOFMEMORY;
if (FAILED(hr = wined3d_texture_gl_init(object, device, desc, layer_count,
level_count, flags, parent, parent_ops, &object[1])))
{
WARN("Failed to initialize texture, returning %#x.\n", hr);
heap_free(object);
return hr;
}
/* FIXME: We'd like to avoid ever allocating system memory for the texture
* in this case. */
if (data)
{
unsigned int level, width, height, depth;
struct wined3d_box box;
for (i = 0; i < sub_count; ++i)
{
level = i % object->t.level_count;
width = wined3d_texture_get_level_width(&object->t, level);
height = wined3d_texture_get_level_height(&object->t, level);
depth = wined3d_texture_get_level_depth(&object->t, level);
wined3d_box_set(&box, 0, 0, width, height, 0, depth);
wined3d_cs_emit_update_sub_resource(device->cs, &object->t.resource,
i, &box, data[i].data, data[i].row_pitch, data[i].slice_pitch);
}
}
TRACE("Created texture %p.\n", object);
*texture = &object->t;
return WINED3D_OK;
}
HRESULT CDECL wined3d_texture_get_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC *dc)
{
struct wined3d_device *device = texture->resource.device;
struct wined3d_texture_sub_resource *sub_resource;
struct wined3d_dc_info *dc_info;
TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture, sub_resource_idx, dc);
if (!(texture->flags & WINED3D_TEXTURE_GET_DC))
{
WARN("Texture does not support GetDC\n");
/* Don't touch the DC */
return WINED3DERR_INVALIDCALL;
}
if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
return WINED3DERR_INVALIDCALL;
if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
{
WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type));
return WINED3DERR_INVALIDCALL;
}
if (texture->resource.map_count && !(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT))
return WINED3DERR_INVALIDCALL;
if (!(dc_info = texture->dc_info) || !dc_info[sub_resource_idx].dc)
{
struct wined3d_texture_idx texture_idx = {texture, sub_resource_idx};
wined3d_cs_init_object(device->cs, wined3d_texture_create_dc, &texture_idx);
wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
if (!(dc_info = texture->dc_info) || !dc_info[sub_resource_idx].dc)
return WINED3DERR_INVALIDCALL;
}
if (!(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT))
texture->flags |= WINED3D_TEXTURE_DC_IN_USE;
++texture->resource.map_count;
++sub_resource->map_count;
*dc = dc_info[sub_resource_idx].dc;
TRACE("Returning dc %p.\n", *dc);
return WINED3D_OK;
}
HRESULT CDECL wined3d_texture_release_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC dc)
{
struct wined3d_device *device = texture->resource.device;
struct wined3d_texture_sub_resource *sub_resource;
struct wined3d_dc_info *dc_info;
TRACE("texture %p, sub_resource_idx %u, dc %p.\n", texture, sub_resource_idx, dc);
if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
return WINED3DERR_INVALIDCALL;
if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
{
WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type));
return WINED3DERR_INVALIDCALL;
}
if (!(texture->flags & (WINED3D_TEXTURE_GET_DC_LENIENT | WINED3D_TEXTURE_DC_IN_USE)))
return WINED3DERR_INVALIDCALL;
if (!(dc_info = texture->dc_info) || dc_info[sub_resource_idx].dc != dc)
{
WARN("Application tries to release invalid DC %p, sub-resource DC is %p.\n",
dc, dc_info ? dc_info[sub_resource_idx].dc : NULL);
return WINED3DERR_INVALIDCALL;
}
if (!(texture->resource.usage & WINED3DUSAGE_OWNDC))
{
struct wined3d_texture_idx texture_idx = {texture, sub_resource_idx};
wined3d_cs_destroy_object(device->cs, wined3d_texture_destroy_dc, &texture_idx);
wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
}
--sub_resource->map_count;
if (!--texture->resource.map_count && texture->update_map_binding)
wined3d_texture_update_map_binding(texture);
if (!(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT))
texture->flags &= ~WINED3D_TEXTURE_DC_IN_USE;
return WINED3D_OK;
}
void wined3d_texture_upload_from_texture(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
unsigned int dst_x, unsigned int dst_y, unsigned int dst_z, struct wined3d_texture *src_texture,
unsigned int src_sub_resource_idx, const struct wined3d_box *src_box)
{
unsigned int src_row_pitch, src_slice_pitch;
unsigned int update_w, update_h, update_d;
unsigned int src_level, dst_level;
struct wined3d_context *context;
struct wined3d_bo_address data;
TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
"src_texture %p, src_sub_resource_idx %u, src_box %s.\n",
dst_texture, dst_sub_resource_idx, dst_x, dst_y, dst_z,
src_texture, src_sub_resource_idx, debug_box(src_box));
context = context_acquire(dst_texture->resource.device, NULL, 0);
/* Only load the sub-resource for partial updates. For newly allocated
* textures the texture wouldn't be the current location, and we'd upload
* zeroes just to overwrite them again. */
update_w = src_box->right - src_box->left;
update_h = src_box->bottom - src_box->top;
update_d = src_box->back - src_box->front;
dst_level = dst_sub_resource_idx % dst_texture->level_count;
if (update_w == wined3d_texture_get_level_width(dst_texture, dst_level)
&& update_h == wined3d_texture_get_level_height(dst_texture, dst_level)
&& update_d == wined3d_texture_get_level_depth(dst_texture, dst_level))
wined3d_texture_prepare_texture(dst_texture, context, FALSE);
else
wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);
wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(dst_texture), context, FALSE);
src_level = src_sub_resource_idx % src_texture->level_count;
wined3d_texture_get_memory(src_texture, src_sub_resource_idx, &data,
src_texture->sub_resources[src_sub_resource_idx].locations);
wined3d_texture_get_pitch(src_texture, src_level, &src_row_pitch, &src_slice_pitch);
wined3d_texture_upload_data(dst_texture, dst_sub_resource_idx, context, src_texture->resource.format,
src_box, wined3d_const_bo_address(&data), src_row_pitch, src_slice_pitch, dst_x, dst_y, dst_z, FALSE);
context_release(context);
wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
}
/* Partial downloads are not supported. */
void wined3d_texture_download_from_texture(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx)
{
struct wined3d_context *context;
struct wined3d_bo_address data;
DWORD dst_location = dst_texture->resource.map_binding;
context = context_acquire(src_texture->resource.device, NULL, 0);
wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location);
wined3d_texture_get_memory(dst_texture, dst_sub_resource_idx, &data, dst_location);
wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(src_texture), context,
!(src_texture->sub_resources[src_sub_resource_idx].locations & WINED3D_LOCATION_TEXTURE_RGB));
wined3d_texture_download_data(src_texture, src_sub_resource_idx, context, &data);
context_release(context);
wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, dst_location);
wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~dst_location);
}