Sync to trunk head (r47736)
[reactos.git] / dll / directx / wine / wined3d / texture.c
1 /*
2 * IWineD3DTexture implementation
3 *
4 * Copyright 2002-2005 Jason Edmeades
5 * Copyright 2002-2005 Raphael Junqueira
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2009 Henri Verbeet for CodeWeavers
9 *
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
14 *
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
19 *
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 */
24
25 #include "config.h"
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
29
30 static void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb)
31 {
32 /* Override the IWineD3DResource PreLoad method. */
33 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
34 IWineD3DDeviceImpl *device = This->resource.device;
35 struct wined3d_context *context = NULL;
36 unsigned int i;
37 BOOL srgb_mode;
38 BOOL *dirty;
39
40 TRACE("(%p) : About to load texture.\n", This);
41
42 switch (srgb)
43 {
44 case SRGB_RGB:
45 srgb_mode = FALSE;
46 break;
47
48 case SRGB_BOTH:
49 texture_internal_preload(iface, SRGB_RGB);
50 /* Fallthrough */
51
52 case SRGB_SRGB:
53 srgb_mode = TRUE;
54 break;
55
56 default:
57 srgb_mode = This->baseTexture.is_srgb;
58 break;
59 }
60 dirty = srgb_mode ? &This->baseTexture.texture_srgb.dirty : &This->baseTexture.texture_rgb.dirty;
61
62 if (!device->isInDraw)
63 {
64 /* context_acquire() sets isInDraw to TRUE when loading a pbuffer into a texture,
65 * thus no danger of recursive calls. */
66 context = context_acquire(device, NULL);
67 }
68
69 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
70 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
71 {
72 for (i = 0; i < This->baseTexture.level_count; ++i)
73 {
74 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
75 if (palette9_changed(surface))
76 {
77 TRACE("Reloading surface because the d3d8/9 palette was changed.\n");
78 /* TODO: This is not necessarily needed with hw palettized texture support. */
79 IWineD3DSurface_LoadLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, NULL);
80 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
81 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INTEXTURE, FALSE);
82 }
83 }
84 }
85
86 /* If the texture is marked dirty or the srgb sampler setting has changed
87 * since the last load then reload the surfaces. */
88 if (*dirty)
89 {
90 for (i = 0; i < This->baseTexture.level_count; ++i)
91 {
92 IWineD3DSurface_LoadTexture((IWineD3DSurface *)This->baseTexture.sub_resources[i], srgb_mode);
93 }
94 }
95 else
96 {
97 TRACE("(%p) Texture not dirty, nothing to do.\n", iface);
98 }
99
100 if (context) context_release(context);
101
102 /* No longer dirty. */
103 *dirty = FALSE;
104 }
105
106 static void texture_cleanup(IWineD3DTextureImpl *This)
107 {
108 unsigned int i;
109
110 TRACE("(%p) : Cleaning up\n", This);
111
112 for (i = 0; i < This->baseTexture.level_count; ++i)
113 {
114 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
115 if (surface)
116 {
117 /* Clean out the texture name we gave to the surface so that the
118 * surface doesn't try and release it */
119 surface_set_texture_name(surface, 0, TRUE);
120 surface_set_texture_name(surface, 0, FALSE);
121 surface_set_texture_target(surface, 0);
122 IWineD3DSurface_SetContainer((IWineD3DSurface *)surface, NULL);
123 IWineD3DSurface_Release((IWineD3DSurface *)surface);
124 }
125 }
126
127 TRACE("(%p) : Cleaning up base texture\n", This);
128 basetexture_cleanup((IWineD3DBaseTexture *)This);
129 }
130
131 /* *******************************************
132 IWineD3DTexture IUnknown parts follow
133 ******************************************* */
134
135 static HRESULT WINAPI IWineD3DTextureImpl_QueryInterface(IWineD3DTexture *iface, REFIID riid, LPVOID *ppobj)
136 {
137 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
138 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
139 if (IsEqualGUID(riid, &IID_IUnknown)
140 || IsEqualGUID(riid, &IID_IWineD3DBase)
141 || IsEqualGUID(riid, &IID_IWineD3DResource)
142 || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
143 || IsEqualGUID(riid, &IID_IWineD3DTexture)){
144 IUnknown_AddRef(iface);
145 *ppobj = This;
146 return WINED3D_OK;
147 }
148 *ppobj = NULL;
149 return E_NOINTERFACE;
150 }
151
152 static ULONG WINAPI IWineD3DTextureImpl_AddRef(IWineD3DTexture *iface) {
153 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
154 TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
155 return InterlockedIncrement(&This->resource.ref);
156 }
157
158 static ULONG WINAPI IWineD3DTextureImpl_Release(IWineD3DTexture *iface) {
159 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
160 ULONG ref;
161 TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
162 ref = InterlockedDecrement(&This->resource.ref);
163 if (!ref)
164 {
165 texture_cleanup(This);
166 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
167 HeapFree(GetProcessHeap(), 0, This);
168 }
169 return ref;
170 }
171
172
173 /* ****************************************************
174 IWineD3DTexture IWineD3DResource parts follow
175 **************************************************** */
176 static HRESULT WINAPI IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
177 return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
178 }
179
180 static HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
181 return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
182 }
183
184 static HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) {
185 return resource_free_private_data((IWineD3DResource *)iface, refguid);
186 }
187
188 static DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) {
189 return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
190 }
191
192 static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
193 return resource_get_priority((IWineD3DResource *)iface);
194 }
195
196 static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
197 texture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
198 }
199
200 static void WINAPI IWineD3DTextureImpl_UnLoad(IWineD3DTexture *iface) {
201 unsigned int i;
202 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
203 TRACE("(%p)\n", This);
204
205 /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
206 * surface before, this one will be a NOP and vice versa. Unloading an unloaded
207 * surface is fine
208 */
209 for (i = 0; i < This->baseTexture.level_count; ++i)
210 {
211 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
212 IWineD3DSurface_UnLoad((IWineD3DSurface *)surface);
213 surface_set_texture_name(surface, 0, FALSE); /* Delete rgb name */
214 surface_set_texture_name(surface, 0, TRUE); /* delete srgb name */
215 }
216
217 basetexture_unload((IWineD3DBaseTexture *)iface);
218 }
219
220 static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
221 return resource_get_type((IWineD3DResource *)iface);
222 }
223
224 static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
225 return resource_get_parent((IWineD3DResource *)iface, pParent);
226 }
227
228 /* ******************************************************
229 IWineD3DTexture IWineD3DBaseTexture parts follow
230 ****************************************************** */
231 static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
232 return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
233 }
234
235 static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
236 return basetexture_get_lod((IWineD3DBaseTexture *)iface);
237 }
238
239 static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
240 return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
241 }
242
243 static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
244 return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
245 }
246
247 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
248 return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
249 }
250
251 static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
252 basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
253 }
254
255 /* Internal function, No d3d mapping */
256 static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
257 return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
258 }
259
260 static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
261 return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
262 }
263
264 /* Context activation is done by the caller. */
265 static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface, BOOL srgb) {
266 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
267 BOOL set_gl_texture_desc;
268 HRESULT hr;
269
270 TRACE("(%p) : relay to BaseTexture\n", This);
271
272 hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
273 if (set_gl_texture_desc && SUCCEEDED(hr)) {
274 UINT i;
275 struct gl_texture *gl_tex;
276
277 if(This->baseTexture.is_srgb) {
278 gl_tex = &This->baseTexture.texture_srgb;
279 } else {
280 gl_tex = &This->baseTexture.texture_rgb;
281 }
282
283 for (i = 0; i < This->baseTexture.level_count; ++i)
284 {
285 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
286 surface_set_texture_name(surface, gl_tex->name, This->baseTexture.is_srgb);
287 }
288
289 /* Conditinal non power of two textures use a different clamping
290 * default. If we're using the GL_WINE_normalized_texrect partial
291 * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
292 * has the address mode set to repeat - something that prevents us
293 * from hitting the accelerated codepath. Thus manually set the GL
294 * state. The same applies to filtering. Even if the texture has only
295 * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
296 * fallback on macos. */
297 if(IWineD3DBaseTexture_IsCondNP2(iface)) {
298 ENTER_GL();
299 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
300 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
301 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
302 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
303 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
304 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
305 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
306 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
307 LEAVE_GL();
308 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_CLAMP;
309 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_CLAMP;
310 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
311 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
312 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
313 }
314 }
315
316 return hr;
317 }
318
319 static UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
320 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
321 TRACE("(%p)\n", This);
322
323 return This->target;
324 }
325
326 static BOOL WINAPI IWineD3DTextureImpl_IsCondNP2(IWineD3DTexture *iface) {
327 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
328 TRACE("(%p)\n", This);
329
330 return This->cond_np2;
331 }
332
333 /* *******************************************
334 IWineD3DTexture IWineD3DTexture parts follow
335 ******************************************* */
336 static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT level, WINED3DSURFACE_DESC *desc)
337 {
338 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
339 IWineD3DSurface *surface;
340
341 TRACE("iface %p, level %u, desc %p.\n", iface, level, desc);
342
343 if (!(surface = (IWineD3DSurface *)basetexture_get_sub_resource(texture, 0, level)))
344 {
345 WARN("Failed to get sub-resource.\n");
346 return WINED3DERR_INVALIDCALL;
347 }
348
349 return IWineD3DSurface_GetDesc(surface, desc);
350 }
351
352 static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface,
353 UINT level, IWineD3DSurface **surface)
354 {
355 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
356 IWineD3DSurface *s;
357
358 TRACE("iface %p, level %u, surface %p.\n", iface, level, surface);
359
360 if (!(s = (IWineD3DSurface *)basetexture_get_sub_resource(texture, 0, level)))
361 {
362 WARN("Failed to get sub-resource.\n");
363 return WINED3DERR_INVALIDCALL;
364 }
365
366 IWineD3DSurface_AddRef(s);
367 *surface = s;
368
369 TRACE("Returning surface %p.\n", *surface);
370
371 return WINED3D_OK;
372 }
373
374 static HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface,
375 UINT level, WINED3DLOCKED_RECT *locked_rect, const RECT *rect, DWORD flags)
376 {
377 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
378 IWineD3DSurface *surface;
379
380 TRACE("iface %p, level %u, locked_rect %p, rect %s, flags %#x.\n",
381 iface, level, locked_rect, wine_dbgstr_rect(rect), flags);
382
383 if (!(surface = (IWineD3DSurface *)basetexture_get_sub_resource(texture, 0, level)))
384 {
385 WARN("Failed to get sub-resource.\n");
386 return WINED3DERR_INVALIDCALL;
387 }
388
389 return IWineD3DSurface_LockRect(surface, locked_rect, rect, flags);
390 }
391
392 static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT level)
393 {
394 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
395 IWineD3DSurface *surface;
396
397 TRACE("iface %p, level %u.\n", iface, level);
398
399 if (!(surface = (IWineD3DSurface *)basetexture_get_sub_resource(texture, 0, level)))
400 {
401 WARN("Failed to get sub-resource.\n");
402 return WINED3DERR_INVALIDCALL;
403 }
404
405 return IWineD3DSurface_UnlockRect(surface);
406 }
407
408 static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, const RECT *dirty_rect)
409 {
410 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
411 IWineD3DSurfaceImpl *surface;
412
413 TRACE("iface %p, dirty_rect %s.\n", iface, wine_dbgstr_rect(dirty_rect));
414
415 if (!(surface = (IWineD3DSurfaceImpl *)basetexture_get_sub_resource(texture, 0, 0)))
416 {
417 WARN("Failed to get sub-resource.\n");
418 return WINED3DERR_INVALIDCALL;
419 }
420
421 texture->baseTexture.texture_rgb.dirty = TRUE;
422 texture->baseTexture.texture_srgb.dirty = TRUE;
423 surface_add_dirty_rect(surface, dirty_rect);
424
425 return WINED3D_OK;
426 }
427
428 static const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
429 {
430 /* IUnknown */
431 IWineD3DTextureImpl_QueryInterface,
432 IWineD3DTextureImpl_AddRef,
433 IWineD3DTextureImpl_Release,
434 /* IWineD3DResource */
435 IWineD3DTextureImpl_GetParent,
436 IWineD3DTextureImpl_SetPrivateData,
437 IWineD3DTextureImpl_GetPrivateData,
438 IWineD3DTextureImpl_FreePrivateData,
439 IWineD3DTextureImpl_SetPriority,
440 IWineD3DTextureImpl_GetPriority,
441 IWineD3DTextureImpl_PreLoad,
442 IWineD3DTextureImpl_UnLoad,
443 IWineD3DTextureImpl_GetType,
444 /* IWineD3DBaseTexture */
445 IWineD3DTextureImpl_SetLOD,
446 IWineD3DTextureImpl_GetLOD,
447 IWineD3DTextureImpl_GetLevelCount,
448 IWineD3DTextureImpl_SetAutoGenFilterType,
449 IWineD3DTextureImpl_GetAutoGenFilterType,
450 IWineD3DTextureImpl_GenerateMipSubLevels,
451 IWineD3DTextureImpl_SetDirty,
452 IWineD3DTextureImpl_GetDirty,
453 IWineD3DTextureImpl_BindTexture,
454 IWineD3DTextureImpl_GetTextureDimensions,
455 IWineD3DTextureImpl_IsCondNP2,
456 /* IWineD3DTexture */
457 IWineD3DTextureImpl_GetLevelDesc,
458 IWineD3DTextureImpl_GetSurfaceLevel,
459 IWineD3DTextureImpl_LockRect,
460 IWineD3DTextureImpl_UnlockRect,
461 IWineD3DTextureImpl_AddDirtyRect
462 };
463
464 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
465 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
466 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
467 {
468 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
469 const struct wined3d_format_desc *format_desc = getFormatDescEntry(format, gl_info);
470 UINT pow2_width, pow2_height;
471 UINT tmp_w, tmp_h;
472 unsigned int i;
473 HRESULT hr;
474
475 /* TODO: It should only be possible to create textures for formats
476 * that are reported as supported. */
477 if (WINED3DFMT_UNKNOWN >= format)
478 {
479 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
480 return WINED3DERR_INVALIDCALL;
481 }
482
483 /* Non-power2 support. */
484 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
485 {
486 pow2_width = width;
487 pow2_height = height;
488 }
489 else
490 {
491 /* Find the nearest pow2 match. */
492 pow2_width = pow2_height = 1;
493 while (pow2_width < width) pow2_width <<= 1;
494 while (pow2_height < height) pow2_height <<= 1;
495
496 if (pow2_width != width || pow2_height != height)
497 {
498 if (levels > 1)
499 {
500 WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support.\n");
501 return WINED3DERR_INVALIDCALL;
502 }
503 levels = 1;
504 }
505 }
506
507 /* Calculate levels for mip mapping. */
508 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
509 {
510 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
511 {
512 WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
513 return WINED3DERR_INVALIDCALL;
514 }
515
516 if (levels > 1)
517 {
518 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n");
519 return WINED3DERR_INVALIDCALL;
520 }
521
522 levels = 1;
523 }
524 else if (!levels)
525 {
526 levels = wined3d_log2i(max(width, height)) + 1;
527 TRACE("Calculated levels = %u.\n", levels);
528 }
529
530 texture->lpVtbl = &IWineD3DTexture_Vtbl;
531
532 hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, 1, levels,
533 WINED3DRTYPE_TEXTURE, device, 0, usage, format_desc, pool, parent, parent_ops);
534 if (FAILED(hr))
535 {
536 WARN("Failed to initialize basetexture, returning %#x.\n", hr);
537 return hr;
538 }
539
540 /* Precalculated scaling for 'faked' non power of two texture coords.
541 * Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
542 * is used in combination with texture uploads (RTL_READTEX). The reason is that EXT_PALETTED_TEXTURE
543 * doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
544 if (gl_info->supported[WINE_NORMALIZED_TEXRECT] && (width != pow2_width || height != pow2_height))
545 {
546 texture->baseTexture.pow2Matrix[0] = 1.0f;
547 texture->baseTexture.pow2Matrix[5] = 1.0f;
548 texture->baseTexture.pow2Matrix[10] = 1.0f;
549 texture->baseTexture.pow2Matrix[15] = 1.0f;
550 texture->target = GL_TEXTURE_2D;
551 texture->cond_np2 = TRUE;
552 texture->baseTexture.minMipLookup = minMipLookup_noFilter;
553 }
554 else if (gl_info->supported[ARB_TEXTURE_RECTANGLE] && (width != pow2_width || height != pow2_height)
555 && !(format_desc->format == WINED3DFMT_P8_UINT && gl_info->supported[EXT_PALETTED_TEXTURE]
556 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
557 {
558 if ((width != 1) || (height != 1)) texture->baseTexture.pow2Matrix_identity = FALSE;
559
560 texture->baseTexture.pow2Matrix[0] = (float)width;
561 texture->baseTexture.pow2Matrix[5] = (float)height;
562 texture->baseTexture.pow2Matrix[10] = 1.0f;
563 texture->baseTexture.pow2Matrix[15] = 1.0f;
564 texture->target = GL_TEXTURE_RECTANGLE_ARB;
565 texture->cond_np2 = TRUE;
566
567 if(texture->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING)
568 {
569 texture->baseTexture.minMipLookup = minMipLookup_noMip;
570 }
571 else
572 {
573 texture->baseTexture.minMipLookup = minMipLookup_noFilter;
574 }
575 }
576 else
577 {
578 if ((width != pow2_width) || (height != pow2_height))
579 {
580 texture->baseTexture.pow2Matrix_identity = FALSE;
581 texture->baseTexture.pow2Matrix[0] = (((float)width) / ((float)pow2_width));
582 texture->baseTexture.pow2Matrix[5] = (((float)height) / ((float)pow2_height));
583 }
584 else
585 {
586 texture->baseTexture.pow2Matrix[0] = 1.0f;
587 texture->baseTexture.pow2Matrix[5] = 1.0f;
588 }
589
590 texture->baseTexture.pow2Matrix[10] = 1.0f;
591 texture->baseTexture.pow2Matrix[15] = 1.0f;
592 texture->target = GL_TEXTURE_2D;
593 texture->cond_np2 = FALSE;
594 }
595 TRACE("xf(%f) yf(%f)\n", texture->baseTexture.pow2Matrix[0], texture->baseTexture.pow2Matrix[5]);
596
597 /* Generate all the surfaces. */
598 tmp_w = width;
599 tmp_h = height;
600 for (i = 0; i < texture->baseTexture.level_count; ++i)
601 {
602 IWineD3DSurface *surface;
603
604 /* Use the callback to create the texture surface. */
605 hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_h, format_desc->format,
606 usage, pool, i, 0, &surface);
607 if (FAILED(hr))
608 {
609 FIXME("Failed to create surface %p, hr %#x\n", texture, hr);
610 texture_cleanup(texture);
611 return hr;
612 }
613
614 IWineD3DSurface_SetContainer(surface, (IWineD3DBase *)texture);
615 surface_set_texture_target((IWineD3DSurfaceImpl *)surface, texture->target);
616 texture->baseTexture.sub_resources[i] = (IWineD3DResourceImpl *)surface;
617 TRACE("Created surface level %u @ %p.\n", i, surface);
618 /* Calculate the next mipmap level. */
619 tmp_w = max(1, tmp_w >> 1);
620 tmp_h = max(1, tmp_h >> 1);
621 }
622 texture->baseTexture.internal_preload = texture_internal_preload;
623
624 return WINED3D_OK;
625 }