#include "wined3d_private.h"
-WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
+WINE_DEFAULT_DEBUG_CHANNEL(d3d);
+WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
WINE_DECLARE_DEBUG_CHANNEL(winediag);
+#define WINED3D_TEXTURE_DYNAMIC_MAP_THRESHOLD 50
+
+static BOOL wined3d_texture_use_pbo(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
+{
+ return texture->resource.pool == WINED3D_POOL_DEFAULT
+ && texture->resource.access_flags & WINED3D_RESOURCE_ACCESS_CPU
+ && gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]
+ && !texture->resource.format->convert
+ && !(texture->flags & (WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_COND_NP2_EMULATED));
+}
+
+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);
+}
+
+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 BOOL is_power_of_two(UINT x)
+{
+ return (x != 0) && !(x & (x - 1));
+}
+
+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_flags & required_access) != required_access)
+ WARN("Operation requires %#x access, but texture only has %#x.\n",
+ required_access, texture->resource.access_flags);
+ }
+
+ 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;
+#if !defined(STAGING_CSMT)
+ data->buffer_object = sub_resource->buffer_object;
+#else /* STAGING_CSMT */
+ data->buffer_object = sub_resource->buffer->name;
+#endif /* STAGING_CSMT */
+ 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;
+}
+
static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_texture_ops *texture_ops,
UINT layer_count, UINT level_count, const struct wined3d_resource_desc *desc, DWORD flags,
struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops,
const struct wined3d_resource_ops *resource_ops)
{
- const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info, desc->format);
+ unsigned int i, j, size, offset = 0;
+ const struct wined3d_format *format;
HRESULT hr;
TRACE("texture %p, texture_ops %p, layer_count %u, level_count %u, resource_type %s, format %s, "
debug_d3dusage(desc->usage), debug_d3dpool(desc->pool), desc->width, desc->height, desc->depth,
flags, device, parent, parent_ops, resource_ops);
+ if (!desc->width || !desc->height || !desc->depth)
+ return WINED3DERR_INVALIDCALL;
+
+ format = wined3d_get_format(&device->adapter->gl_info, desc->format, desc->usage);
+
+ 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->pool,
- desc->width, desc->height, desc->depth, 0, parent, parent_ops, resource_ops)))
+ desc->width, desc->height, desc->depth, offset, parent, parent_ops, resource_ops)))
{
static unsigned int once;
return hr;
}
wined3d_resource_update_draw_binding(&texture->resource);
+ if ((flags & WINED3D_TEXTURE_CREATE_MAPPABLE) || desc->format == WINED3DFMT_D16_LOCKABLE)
+ texture->resource.access_flags |= WINED3D_RESOURCE_ACCESS_CPU;
texture->texture_ops = texture_ops;
texture->level_count = level_count;
texture->filter_type = (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3D_TEXF_LINEAR : WINED3D_TEXF_NONE;
texture->lod = 0;
- texture->flags = WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS;
- if (flags & WINED3D_TEXTURE_CREATE_PIN_SYSMEM)
- texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM;
+ 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;
return WINED3D_OK;
}
+/* Context activation is done by the caller. */
+static void wined3d_texture_remove_buffer_object(struct wined3d_texture *texture,
+#if !defined(STAGING_CSMT)
+ 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;
+#else /* STAGING_CSMT */
+ unsigned int sub_resource_idx, struct wined3d_context *context)
+{
+ struct wined3d_gl_bo *buffer = texture->sub_resources[sub_resource_idx].buffer;
+ GLuint name = buffer->name;
+
+ wined3d_device_release_bo(texture->resource.device, buffer, context);
+ texture->sub_resources[sub_resource_idx].buffer = NULL;
+ wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_BUFFER);
+
+ TRACE("Deleted buffer object %u for texture %p, sub-resource %u.\n",
+ name, texture, sub_resource_idx);
+#endif /* STAGING_CSMT */
+}
+
+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)
+#if !defined(STAGING_CSMT)
+ wined3d_texture_remove_buffer_object(texture, i, context->gl_info);
+#else /* STAGING_CSMT */
+ wined3d_texture_remove_buffer_object(texture, i, context);
+#endif /* STAGING_CSMT */
+ }
+
+ 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(const struct wined3d_gl_info *gl_info, struct gl_texture *tex)
+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;
}
+/* Context activation is done by the caller. */
+/* The caller is responsible for binding the correct texture. */
+static void wined3d_texture_allocate_gl_mutable_storage(struct wined3d_texture *texture,
+ GLenum gl_internal_format, const struct wined3d_format *format,
+ const struct wined3d_gl_info *gl_info)
+{
+ unsigned int i, sub_call_count;
+
+ sub_call_count = texture->level_count;
+ if (texture->target != GL_TEXTURE_2D_ARRAY)
+ sub_call_count *= texture->layer_count;
+
+ for (i = 0; i < sub_call_count; ++i)
+ {
+ struct wined3d_surface *surface = texture->sub_resources[i].u.surface;
+ GLsizei width, height;
+
+ width = wined3d_texture_get_level_pow2_width(texture, surface->texture_level);
+ height = wined3d_texture_get_level_pow2_height(texture, surface->texture_level);
+ if (texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
+ {
+ height *= format->height_scale.numerator;
+ height /= format->height_scale.denominator;
+ }
+
+ TRACE("surface %p, target %#x, level %u, width %u, height %u.\n",
+ surface, surface->texture_target, surface->texture_level, width, height);
+
+ if (texture->target == GL_TEXTURE_2D_ARRAY)
+ {
+ GL_EXTCALL(glTexImage3D(surface->texture_target, surface->texture_level,
+ gl_internal_format, width, height, texture->layer_count, 0,
+ format->glFormat, format->glType, NULL));
+ checkGLcall("glTexImage3D");
+ }
+ else
+ {
+ gl_info->gl_ops.gl.p_glTexImage2D(surface->texture_target, surface->texture_level,
+ gl_internal_format, width, height, 0, format->glFormat, format->glType, NULL);
+ checkGLcall("glTexImage2D");
+ }
+ }
+}
+
+/* Context activation is done by the caller. */
+/* The caller is responsible for binding the correct texture. */
+static void wined3d_texture_allocate_gl_immutable_storage(struct wined3d_texture *texture,
+ GLenum gl_internal_format, const struct wined3d_gl_info *gl_info)
+{
+ GLsizei width = wined3d_texture_get_level_pow2_width(texture, 0);
+ GLsizei height = wined3d_texture_get_level_pow2_height(texture, 0);
+
+ if (texture->target == GL_TEXTURE_2D_ARRAY)
+ {
+ GL_EXTCALL(glTexStorage3D(texture->target, texture->level_count, gl_internal_format,
+ width, height, texture->layer_count));
+ checkGLcall("glTexStorage3D");
+ }
+ else
+ {
+ GL_EXTCALL(glTexStorage2D(texture->target, texture->level_count, gl_internal_format,
+ width, height));
+ checkGLcall("glTexStorage2D");
+ }
+}
+
static void wined3d_texture_unload_gl_texture(struct wined3d_texture *texture)
{
struct wined3d_device *device = texture->resource.device;
+ const struct wined3d_gl_info *gl_info = NULL;
struct wined3d_context *context = NULL;
- if (texture->texture_rgb.name || texture->texture_srgb.name)
+ if (texture->texture_rgb.name || texture->texture_srgb.name
+ || texture->rb_multisample || texture->rb_resolved)
{
- context = context_acquire(device, NULL);
+ context = context_acquire(device, NULL, 0);
+ gl_info = context->gl_info;
}
if (texture->texture_rgb.name)
- gltexture_delete(context->gl_info, &texture->texture_rgb);
+ gltexture_delete(device, context->gl_info, &texture->texture_rgb);
if (texture->texture_srgb.name)
- gltexture_delete(context->gl_info, &texture->texture_srgb);
+ gltexture_delete(device, context->gl_info, &texture->texture_srgb);
+
+ if (texture->rb_multisample)
+ {
+ TRACE("Deleting multisample renderbuffer %u.\n", texture->rb_multisample);
+ context_gl_resource_released(device, texture->rb_multisample, TRUE);
+ gl_info->fbo_ops.glDeleteRenderbuffers(1, &texture->rb_multisample);
+ texture->rb_multisample = 0;
+ }
+
+ if (texture->rb_resolved)
+ {
+ TRACE("Deleting resolved renderbuffer %u.\n", texture->rb_resolved);
+ context_gl_resource_released(device, texture->rb_resolved, TRUE);
+ gl_info->fbo_ops.glDeleteRenderbuffers(1, &texture->rb_resolved);
+ texture->rb_resolved = 0;
+ }
if (context) context_release(context);
resource_unload(&texture->resource);
}
-#if defined(STAGING_CSMT)
-void wined3d_texture_cleanup_cs(struct wined3d_texture *texture)
+static void wined3d_texture_sub_resources_destroyed(struct wined3d_texture *texture)
{
- wined3d_texture_unload_gl_texture(texture);
- HeapFree(GetProcessHeap(), 0, 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_cleanup(struct wined3d_texture *texture)
{
- UINT sub_count = texture->level_count * texture->layer_count;
- UINT i;
+ unsigned int sub_count = texture->level_count * texture->layer_count;
struct wined3d_device *device = texture->resource.device;
+ struct wined3d_context *context = NULL;
+#if !defined(STAGING_CSMT)
+ const struct wined3d_gl_info *gl_info;
+ GLuint buffer_object;
#else /* STAGING_CSMT */
-static void wined3d_texture_cleanup(struct wined3d_texture *texture)
-{
- UINT sub_count = texture->level_count * texture->layer_count;
- UINT i;
+ struct wined3d_gl_bo *buffer;
#endif /* STAGING_CSMT */
+ unsigned int i;
TRACE("texture %p.\n", texture);
for (i = 0; i < sub_count; ++i)
{
- struct wined3d_resource *sub_resource = texture->sub_resources[i].resource;
+#if !defined(STAGING_CSMT)
+ if (!(buffer_object = texture->sub_resources[i].buffer_object))
+ continue;
- if (sub_resource)
- texture->texture_ops->texture_sub_resource_cleanup(sub_resource);
- }
+ TRACE("Deleting buffer object %u.\n", buffer_object);
+#else /* STAGING_CSMT */
+ if (!(buffer = texture->sub_resources[i].buffer))
+ continue;
-#if defined(STAGING_CSMT)
- resource_cleanup(&texture->resource);
- wined3d_cs_emit_texture_cleanup(device->cs, texture);
+ TRACE("Deleting buffer object %u.\n", buffer->name);
+#endif /* STAGING_CSMT */
+
+ /* 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)
+#if !defined(STAGING_CSMT)
+ {
+ context = context_acquire(device, NULL, 0);
+ gl_info = context->gl_info;
+ }
+
+ GL_EXTCALL(glDeleteBuffers(1, &buffer_object));
#else /* STAGING_CSMT */
- wined3d_texture_unload_gl_texture(texture);
- resource_cleanup(&texture->resource);
+ context = context_acquire(device, NULL, 0);
+
+ wined3d_device_release_bo(device, buffer, context);
+ texture->sub_resources[i].buffer = NULL;
#endif /* STAGING_CSMT */
+ }
+ if (context)
+ context_release(context);
+
+ texture->texture_ops->texture_cleanup_sub_resources(texture);
+ wined3d_texture_unload_gl_texture(texture);
}
void wined3d_texture_set_swapchain(struct wined3d_texture *texture, struct wined3d_swapchain *swapchain)
wined3d_resource_update_draw_binding(&texture->resource);
}
-void wined3d_texture_set_dirty(struct wined3d_texture *texture)
-{
- texture->flags &= ~(WINED3D_TEXTURE_RGB_VALID | WINED3D_TEXTURE_SRGB_VALID);
-}
-
/* Context activation is done by the caller. */
void wined3d_texture_bind(struct wined3d_texture *texture,
struct wined3d_context *context, BOOL srgb)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
+ const struct wined3d_format *format = texture->resource.format;
+ const struct color_fixup_desc fixup = format->color_fixup;
struct gl_texture *gl_tex;
GLenum target;
TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
- if (!needs_separate_srgb_gl_texture(context))
+ if (!needs_separate_srgb_gl_texture(context, texture))
srgb = FALSE;
/* sRGB mode cache for preload() calls outside drawprim. */
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))
+ {
+ 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 */
+ };
+ struct
+ {
+ GLint x, y, z, w;
+ }
+ swizzle;
+
+ swizzle.x = swizzle_source[fixup.x_source];
+ swizzle.y = swizzle_source[fixup.y_source];
+ swizzle.z = swizzle_source[fixup.z_source];
+ swizzle.w = swizzle_source[fixup.w_source];
+ gl_info->gl_ops.gl.p_glTexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, &swizzle.x);
+ checkGLcall("glTexParameteriv(GL_TEXTURE_SWIZZLE_RGBA)");
+ }
}
/* Context activation is done by the caller. */
void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
struct wined3d_context *context, BOOL srgb)
{
- DWORD active_sampler;
-
/* 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
* 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. */
- active_sampler = context->rev_tex_unit_map[context->active_texture];
- if (active_sampler != WINED3D_UNMAPPED_STAGE)
- context_invalidate_state(context, STATE_SAMPLER(active_sampler));
+ 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_state(context, STATE_SHADER_RESOURCE_BINDING);
+ context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
+ context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
wined3d_texture_bind(texture, context, srgb);
}
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)
+{
+ wined3d_texture_cleanup(object);
+ HeapFree(GetProcessHeap(), 0, object);
+}
+
ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture)
{
ULONG refcount;
if (!refcount)
{
-#if defined(STAGING_CSMT)
- void *parent = texture->resource.parent;
- const struct wined3d_parent_ops *parent_ops = texture->resource.parent_ops;
- wined3d_texture_cleanup(texture);
- parent_ops->wined3d_object_destroyed(parent);
-#else /* STAGING_CSMT */
- wined3d_texture_cleanup(texture);
+ /* 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);
- HeapFree(GetProcessHeap(), 0, texture);
-#endif /* STAGING_CSMT */
+ resource_cleanup(&texture->resource);
+ wined3d_cs_destroy_object(texture->resource.device->cs, wined3d_texture_destroy_object, texture);
}
return refcount;
TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
- if (!needs_separate_srgb_gl_texture(context))
+ if (!needs_separate_srgb_gl_texture(context, texture))
srgb = FALSE;
if (srgb)
TRACE("Reloading because of color key value change.\n");
for (i = 0; i < sub_count; i++)
- texture->texture_ops->texture_sub_resource_add_dirty_region(texture->sub_resources[i].resource, NULL);
- wined3d_texture_set_dirty(texture);
+ {
+ 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;
}
/* Reload the surfaces if the texture is marked dirty. */
for (i = 0; i < sub_count; ++i)
{
- texture->texture_ops->texture_sub_resource_load(texture->sub_resources[i].resource, context, srgb);
+ 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_preload(struct wined3d_texture *texture)
-{
-#if defined(STAGING_CSMT)
- const struct wined3d_device *device = texture->resource.device;
- wined3d_cs_emit_texture_preload(device->cs, texture);
-#else /* STAGING_CSMT */
- struct wined3d_context *context;
- context = context_acquire(texture->resource.device, NULL);
- wined3d_texture_load(texture, context, texture->flags & WINED3D_TEXTURE_IS_SRGB);
- context_release(context);
-#endif /* STAGING_CSMT */
-}
-
void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture)
{
TRACE("texture %p.\n", texture);
return texture->resource.parent;
}
-void CDECL wined3d_texture_get_pitch(const struct wined3d_texture *texture,
- unsigned int level, unsigned int *row_pitch, unsigned int *slice_pitch)
+HRESULT wined3d_texture_check_box_dimensions(const struct wined3d_texture *texture,
+ unsigned int level, const struct wined3d_box *box)
{
- const struct wined3d_resource *resource = &texture->resource;
-#if defined(STAGING_CSMT)
- const struct wined3d_format *format = resource->format;
- unsigned int alignment = resource->device->surface_alignment;
- unsigned int width = max(1, texture->resource.width >> level);
- unsigned int height = max(1, texture->resource.height >> level);
+ const struct wined3d_format *format = texture->resource.format;
+ unsigned int width_mask, height_mask, width, height, depth;
- if (texture->row_pitch)
- {
- *row_pitch = texture->row_pitch;
- *slice_pitch = *row_pitch * height;
- return;
- }
+ 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 (resource->format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
- {
- unsigned int row_block_count = (width + format->block_width - 1) / format->block_width;
- unsigned int slice_block_count = (height + format->block_height - 1) / format->block_height;
- *row_pitch = row_block_count * format->block_byte_count;
- *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
- *slice_pitch = *row_pitch * slice_block_count;
- }
- else
+ if (box->left >= box->right || box->right > width
+ || box->top >= box->bottom || box->bottom > height
+ || box->front >= box->back || box->back > depth)
{
- *row_pitch = format->byte_count * width; /* Bytes / row */
- *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
- *slice_pitch = *row_pitch * height;
+ WARN("Box %s is invalid.\n", debug_box(box));
+ return WINEDDERR_INVALIDRECT;
}
- if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
+ if (texture->resource.format_flags & WINED3DFMT_FLAG_BLOCKS)
{
- /* The D3D format requirements make sure that the resulting format is an integer again */
- *slice_pitch *= format->height_scale.numerator;
- *slice_pitch /= format->height_scale.denominator;
+ /* 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;
+ }
}
-#else /* STAGING_CSMT */
- unsigned int width = max(1, texture->resource.width >> level);
- unsigned int height = max(1, texture->resource.height >> level);
+
+ 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)
{
wined3d_format_calculate_pitch(resource->format, resource->device->surface_alignment,
width, height, row_pitch, slice_pitch);
-#endif /* STAGING_CSMT */
}
DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
if (texture->lod != lod)
{
-#if defined(STAGING_CSMT)
- if (wined3d_settings.cs_multithreaded)
- {
- struct wined3d_device *device = texture->resource.device;
- FIXME("Waiting for cs.\n");
- device->cs->ops->finish(device->cs);
- }
+ struct wined3d_device *device = texture->resource.device;
-#endif /* STAGING_CSMT */
+ wined3d_resource_wait_idle(&texture->resource);
texture->lod = lod;
texture->texture_rgb.base_level = ~0u;
texture->texture_srgb.base_level = ~0u;
if (texture->resource.bind_count)
- device_invalidate_state(texture->resource.device, STATE_SAMPLER(texture->sampler));
+ 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;
return WINED3D_OK;
}
+static void texture2d_create_dc(void *object)
+{
+ struct wined3d_surface *surface = object;
+ struct wined3d_context *context = NULL;
+ const struct wined3d_format *format;
+ unsigned int row_pitch, slice_pitch;
+ struct wined3d_texture *texture;
+ struct wined3d_bo_address data;
+ D3DKMT_CREATEDCFROMMEMORY desc;
+ unsigned int sub_resource_idx;
+ struct wined3d_device *device;
+ NTSTATUS status;
+
+ TRACE("surface %p.\n", surface);
+
+ texture = surface->container;
+ sub_resource_idx = surface_get_sub_resource_idx(surface);
+ 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 (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, surface->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, 0);
+
+ if (context)
+ context_release(context);
+
+ desc.Format = format->ddi_format;
+ desc.Width = wined3d_texture_get_level_width(texture, surface->texture_level);
+ desc.Height = wined3d_texture_get_level_height(texture, surface->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;
+ }
+
+ surface->dc = desc.hDc;
+ surface->bitmap = desc.hBitmap;
+
+ TRACE("Created DC %p, bitmap %p for surface %p.\n", surface->dc, surface->bitmap, surface);
+}
+
+static void texture2d_destroy_dc(void *object)
+{
+ struct wined3d_surface *surface = object;
+ D3DKMT_DESTROYDCFROMMEMORY destroy_desc;
+ struct wined3d_context *context = NULL;
+ struct wined3d_texture *texture;
+ struct wined3d_bo_address data;
+ unsigned int sub_resource_idx;
+ struct wined3d_device *device;
+ NTSTATUS status;
+
+ texture = surface->container;
+ sub_resource_idx = surface_get_sub_resource_idx(surface);
+ device = texture->resource.device;
+
+ if (!surface->dc)
+ {
+ ERR("Surface %p has no DC.\n", surface);
+ return;
+ }
+
+ TRACE("dc %p, bitmap %p.\n", surface->dc, surface->bitmap);
+
+ destroy_desc.hDc = surface->dc;
+ destroy_desc.hBitmap = surface->bitmap;
+ if ((status = D3DKMTDestroyDCFromMemory(&destroy_desc)))
+ ERR("Failed to destroy dc, status %#x.\n", status);
+ surface->dc = NULL;
+ surface->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);
+}
+
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_device *device = texture->resource.device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
- const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
+ const struct wined3d_format *format = wined3d_get_format(gl_info, format_id, texture->resource.usage);
UINT resource_size = wined3d_format_calculate_size(format, device->surface_alignment, width, height, 1);
+ struct wined3d_texture_sub_resource *sub_resource;
struct wined3d_surface *surface;
+ 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_type, mem, pitch);
+ texture, width, height, debug_d3dformat(format_id), multisample_type, multisample_quality, mem, pitch);
if (!resource_size)
return WINED3DERR_INVALIDCALL;
return WINED3DERR_INVALIDCALL;
}
+ if (texture->resource.type == WINED3D_RTYPE_TEXTURE_1D)
+ {
+ FIXME("Not yet supported for 1D textures.\n");
+ 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
return WINED3DERR_INVALIDCALL;
}
- surface = surface_from_resource(texture->sub_resources[0].resource);
- if (surface->resource.map_count || (surface->flags & SFLAG_DCINUSE))
- {
- WARN("Surface is mapped or the DC is in use.\n");
- return WINED3DERR_INVALIDCALL;
- }
-
if (device->d3d_initialized)
-#if defined(STAGING_CSMT)
+ wined3d_cs_emit_unload_resource(device->cs, &texture->resource);
+ wined3d_resource_wait_idle(&texture->resource);
+
+ sub_resource = &texture->sub_resources[0];
+ surface = sub_resource->u.surface;
+ if (surface->dc)
{
- wined3d_cs_emit_evict_resource(device->cs, &surface->resource);
- device->cs->ops->finish(device->cs);
+ wined3d_cs_destroy_object(device->cs, texture2d_destroy_dc, surface);
+ device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
+ create_dib = TRUE;
}
-#else /* STAGING_CSMT */
- texture->resource.resource_ops->resource_unload(&texture->resource);
-#endif /* STAGING_CSMT */
+
+ 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 defined(STAGING_CSMT)
- texture->row_pitch = pitch;
-
- texture->flags &= ~WINED3D_TEXTURE_COND_NP2_EMULATED;
- if (((width & (width - 1)) || (height & (height - 1))) && !gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]
+ if ((!is_power_of_two(width) || !is_power_of_two(height)) && !gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]
&& !gl_info->supported[ARB_TEXTURE_RECTANGLE] && !gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
+ {
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;
+ }
- return wined3d_surface_update_desc(surface, gl_info, mem, pitch);
-#else /* STAGING_CSMT */
- texture->user_memory = mem;
- if ((texture->row_pitch = pitch))
- texture->slice_pitch = height * pitch;
+ if ((texture->user_memory = mem))
+ {
+ texture->resource.map_binding = WINED3D_LOCATION_USER_MEMORY;
+ valid_location = WINED3D_LOCATION_USER_MEMORY;
+ }
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);
+ {
+ wined3d_texture_prepare_location(texture, 0, NULL, WINED3D_LOCATION_SYSMEM);
+ valid_location = WINED3D_LOCATION_SYSMEM;
+ }
- texture->flags &= ~WINED3D_TEXTURE_COND_NP2_EMULATED;
- if (((width & (width - 1)) || (height & (height - 1))) && !gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]
- && !gl_info->supported[ARB_TEXTURE_RECTANGLE] && !gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
- texture->flags |= WINED3D_TEXTURE_COND_NP2_EMULATED;
+ /* 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)
+ {
+ wined3d_cs_init_object(device->cs, texture2d_create_dc, surface);
+ device->cs->ops->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,
+#if !defined(STAGING_CSMT)
+ unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info)
+#else /* STAGING_CSMT */
+ unsigned int sub_resource_idx, struct wined3d_context *context)
+#endif /* STAGING_CSMT */
+{
+ struct wined3d_texture_sub_resource *sub_resource;
+
+ sub_resource = &texture->sub_resources[sub_resource_idx];
+#if !defined(STAGING_CSMT)
+ 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);
+#else /* STAGING_CSMT */
+ if (sub_resource->buffer)
+ return;
- return wined3d_surface_update_desc(surface, gl_info);
+ sub_resource->buffer = wined3d_device_get_bo(texture->resource.device,
+ sub_resource->size, GL_STREAM_DRAW, GL_PIXEL_UNPACK_BUFFER, context);
+
+ TRACE("Created buffer object %u for texture %p, sub-resource %u.\n",
+ sub_resource->buffer->name, texture, sub_resource_idx);
#endif /* STAGING_CSMT */
}
+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);
+ }
+}
+
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;
texture->flags |= alloc_flag;
}
-void wined3d_texture_force_reload(struct wined3d_texture *texture)
+static void wined3d_texture_prepare_rb(struct wined3d_texture *texture,
+ const struct wined3d_gl_info *gl_info, BOOL multisample)
{
- unsigned int sub_count = texture->level_count * texture->layer_count;
- unsigned int i;
+ const struct wined3d_format *format = texture->resource.format;
- 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)
+ if (multisample)
{
- texture->texture_ops->texture_sub_resource_invalidate_location(texture->sub_resources[i].resource,
- WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
+ DWORD samples;
+
+ if (texture->rb_multisample)
+ return;
+
+ /* 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) * 8; ++i)
+ {
+ if (format->multisample_types & 1u << i)
+ {
+ if (texture->resource.multisample_quality == count++)
+ break;
+ }
+ }
+ samples = i + 1;
+ }
+ else
+ {
+ samples = texture->resource.multisample_type;
+ }
+
+ gl_info->fbo_ops.glGenRenderbuffers(1, &texture->rb_multisample);
+ gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, texture->rb_multisample);
+ gl_info->fbo_ops.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples,
+ format->glInternal, texture->resource.width, texture->resource.height);
+ checkGLcall("glRenderbufferStorageMultisample()");
+ TRACE("Created multisample rb %u.\n", texture->rb_multisample);
+ }
+ else
+ {
+ if (texture->rb_resolved)
+ return;
+
+ gl_info->fbo_ops.glGenRenderbuffers(1, &texture->rb_resolved);
+ gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, texture->rb_resolved);
+ gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format->glInternal,
+ texture->resource.width, texture->resource.height);
+ checkGLcall("glRenderbufferStorage()");
+ TRACE("Created resolved rb %u.\n", texture->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))
+ {
+ ERR("Failed to allocate system memory.\n");
+ 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:
+#if !defined(STAGING_CSMT)
+ wined3d_texture_prepare_buffer_object(texture, sub_resource_idx, context->gl_info);
+#else /* STAGING_CSMT */
+ wined3d_texture_prepare_buffer_object(texture, sub_resource_idx, context);
+#endif /* STAGING_CSMT */
+ 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_prepare_rb(texture, context->gl_info, TRUE);
+ return TRUE;
+
+ case WINED3D_LOCATION_RB_RESOLVED:
+ wined3d_texture_prepare_rb(texture, context->gl_info, FALSE);
+ return TRUE;
+
+ default:
+ ERR("Invalid location %s.\n", wined3d_debug_location(location));
+ return FALSE;
}
}
FIXME("texture %p stub!\n", texture);
}
-struct wined3d_resource * CDECL wined3d_texture_get_sub_resource(const struct wined3d_texture *texture,
- UINT sub_resource_idx)
+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;
return NULL;
}
- return texture->sub_resources[sub_resource_idx].resource;
+ 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)
{
- struct wined3d_resource *sub_resource;
-
TRACE("texture %p, layer %u, dirty_region %s.\n", texture, layer, debug_box(dirty_region));
- if (!(sub_resource = wined3d_texture_get_sub_resource(texture, layer * texture->level_count)))
+ if (layer >= texture->layer_count)
{
- WARN("Failed to get sub-resource.\n");
+ WARN("Invalid layer %u specified.\n", layer);
return WINED3DERR_INVALIDCALL;
}
- texture->texture_ops->texture_sub_resource_add_dirty_region(sub_resource, dirty_region);
+ if (dirty_region)
+ WARN("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;
}
-static HRESULT wined3d_texture_upload_data(struct wined3d_texture *texture,
- const struct wined3d_sub_resource_data *data)
+void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
+ const struct wined3d_context *context, const struct wined3d_box *box,
+ const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch)
{
- unsigned int sub_count = texture->level_count * texture->layer_count;
- struct wined3d_context *context;
- unsigned int i;
+ texture->texture_ops->texture_upload_data(texture, sub_resource_idx,
+ context, box, data, row_pitch, slice_pitch);
+}
- for (i = 0; i < sub_count; ++i)
+
+/* This call just uploads data, the caller is responsible for binding the
+ * correct texture. */
+/* Context activation is done by the caller. */
+static void texture1d_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
+ const struct wined3d_context *context, const struct wined3d_box *box, const struct wined3d_const_bo_address *data,
+ unsigned int row_pitch, unsigned int slice_pitch)
+{
+ struct wined3d_surface *surface = texture->sub_resources[sub_resource_idx].u.surface;
+ const struct wined3d_format *format = texture->resource.format;
+ unsigned int level = sub_resource_idx % texture->level_count;
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ const void *mem = data->addr;
+ void *converted_mem = NULL;
+ unsigned int width, x, update_w;
+
+ TRACE("texture %p, sub_resource_idx %u, context %p, box %p, data {%#x:%p}, row_pitch %#x, slice_pitch %#x.\n",
+ texture, sub_resource_idx, context, box, data->buffer_object, data->addr, row_pitch, slice_pitch);
+
+ width = wined3d_texture_get_level_width(texture, level);
+
+ if (!box)
{
- if (!data[i].data)
- {
- WARN("Invalid sub-resource data specified for sub-resource %u.\n", i);
- return E_INVALIDARG;
- }
+ x = 0;
+ update_w = width;
+ }
+ else
+ {
+ x = box->left;
+ update_w = box->right - box->left;
}
- context = context_acquire(texture->resource.device, NULL);
+ if (format->convert)
+ {
+ unsigned int dst_row_pitch;
- wined3d_texture_prepare_texture(texture, context, FALSE);
- wined3d_texture_bind_and_dirtify(texture, context, FALSE);
+ if (data->buffer_object)
+ ERR("Loading a converted texture from a PBO.\n");
+ if (texture->resource.format_flags & WINED3DFMT_FLAG_BLOCKS)
+ ERR("Converting a block-based format.\n");
- for (i = 0; i < sub_count; ++i)
- {
- struct wined3d_resource *sub_resource = texture->sub_resources[i].resource;
+ dst_row_pitch = update_w * format->conv_byte_count;
- texture->texture_ops->texture_sub_resource_upload_data(sub_resource, context, &data[i]);
- texture->texture_ops->texture_sub_resource_validate_location(sub_resource, WINED3D_LOCATION_TEXTURE_RGB);
- texture->texture_ops->texture_sub_resource_invalidate_location(sub_resource, ~WINED3D_LOCATION_TEXTURE_RGB);
+ converted_mem = HeapAlloc(GetProcessHeap(), 0, dst_row_pitch);
+ format->convert(data->addr, converted_mem, row_pitch, slice_pitch, dst_row_pitch, dst_row_pitch, update_w, 1, 1);
+ mem = converted_mem;
}
- context_release(context);
-
- return WINED3D_OK;
-}
+ if (data->buffer_object)
+ {
+ GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, data->buffer_object));
+ checkGLcall("glBindBuffer");
+ }
-static void texture2d_sub_resource_load(struct wined3d_resource *sub_resource,
- struct wined3d_context *context, BOOL srgb)
-{
- surface_load(surface_from_resource(sub_resource), context, srgb);
-}
+ if (surface->texture_target == GL_TEXTURE_1D_ARRAY)
+ {
+ gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ROW_LENGTH, row_pitch / format->byte_count);
-static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
- const struct wined3d_box *dirty_region)
-{
- struct wined3d_surface *surface = surface_from_resource(sub_resource);
- struct wined3d_context *context;
+ gl_info->gl_ops.gl.p_glTexSubImage2D(surface->texture_target, level, x, surface->texture_layer, update_w, 1, format->glFormat, format->glType, mem);
+ checkGLcall("glTexSubImage2D");
-#if defined(STAGING_CSMT)
- context = context_acquire(surface->resource.device, NULL);
- wined3d_resource_prepare_map_memory(&surface->resource, context);
- wined3d_resource_load_location(&surface->resource, context, surface->resource.map_binding);
- context_release(context);
- wined3d_resource_invalidate_location(&surface->resource, ~surface->resource.map_binding);
-#else /* STAGING_CSMT */
- surface_prepare_map_memory(surface);
- context = context_acquire(surface->resource.device, NULL);
- surface_load_location(surface, context, surface->resource.map_binding);
- context_release(context);
- surface_invalidate_location(surface, ~surface->resource.map_binding);
-#endif /* STAGING_CSMT */
+ gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+ }
+ else
+ {
+ gl_info->gl_ops.gl.p_glTexSubImage1D(surface->texture_target, level, x, update_w, format->glFormat, format->glType, mem);
+ checkGLcall("glTexSubImage1D");
+ }
+
+ if (data->buffer_object)
+ {
+ GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
+ checkGLcall("glBindBuffer");
+ }
+
+ HeapFree(GetProcessHeap(), 0, converted_mem);
}
-static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
+/* Context activation is done by the caller. */
+static void texture1d_download_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
+ const struct wined3d_context *context, const struct wined3d_bo_address *data)
{
- struct wined3d_surface *surface = surface_from_resource(sub_resource);
+ struct wined3d_surface *surface = texture->sub_resources[sub_resource_idx].u.surface;
+ const struct wined3d_format *format = texture->resource.format;
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ struct wined3d_texture_sub_resource *sub_resource;
+ BYTE *temporary_mem = NULL;
+ void *mem;
+
+ sub_resource = &texture->sub_resources[sub_resource_idx];
+
+ if (format->convert)
+ {
+ FIXME("Attempting to download a converted 1d texture, format %s.\n",
+ debug_d3dformat(format->id));
+ return;
+ }
+
+ if (surface->texture_target == GL_TEXTURE_1D_ARRAY)
+ {
+ WARN_(d3d_perf)("Downloading all miplevel layers to get the surface data for a single sub-resource.\n");
+
+ if (!(temporary_mem = wined3d_calloc(texture->layer_count, sub_resource->size)))
+ {
+ ERR("Out of memory.\n");
+ return;
+ }
+
+ 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;
+
+ gl_info->gl_ops.gl.p_glGetTexImage(surface->texture_target, sub_resource_idx,
+ format->glFormat, format->glType, mem);
+ checkGLcall("glGetTexImage");
- wined3d_surface_destroy(surface);
+ if (temporary_mem)
+ {
+ void *src_data = temporary_mem + surface->texture_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");
+ }
+
+ HeapFree(GetProcessHeap(), 0, temporary_mem);
}
-static void texture2d_sub_resource_invalidate_location(struct wined3d_resource *sub_resource, DWORD location)
+/* Context activation is done by the caller. */
+static void texture1d_srgb_transfer(struct wined3d_texture *texture, unsigned int sub_resource_idx,
+ struct wined3d_context *context, BOOL dest_is_srgb)
{
-#if defined(STAGING_CSMT)
- wined3d_resource_invalidate_location(sub_resource, location);
+ struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
+ unsigned int row_pitch, slice_pitch;
+ struct wined3d_bo_address data;
+
+ WARN_(d3d_perf)("Performing slow rgb/srgb 1d texture transfer.\n");
+ data.buffer_object = 0;
+ if (!(data.addr = HeapAlloc(GetProcessHeap(), 0, sub_resource->size)))
+ return;
+
+ wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
+ wined3d_texture_bind_and_dirtify(texture, context, !dest_is_srgb);
+ texture1d_download_data(texture, sub_resource_idx, context, &data);
+ wined3d_texture_bind_and_dirtify(texture, context, dest_is_srgb);
+ texture1d_upload_data(texture, sub_resource_idx, context, NULL,
+ wined3d_const_bo_address(&data), row_pitch, slice_pitch);
+
+ HeapFree(GetProcessHeap(), 0, data.addr);
}
-static void texture2d_sub_resource_validate_location(struct wined3d_resource *sub_resource, DWORD location)
+/* 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)
{
- wined3d_resource_validate_location(sub_resource, location);
+ struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
+ DWORD required_access = wined3d_resource_access_from_location(location);
+ 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));
+
+ TRACE("Current resource location %s.\n", wined3d_debug_location(sub_resource->locations));
+
+ if ((sub_resource->locations & location) == location)
+ {
+ TRACE("Location(s) already up to date.\n");
+ return TRUE;
+ }
+
+ if ((texture->resource.access_flags & required_access) != required_access)
+ {
+ ERR("Operation requires %#x access, but 1d texture only has %#x.\n",
+ required_access, texture->resource.access_flags);
+ return FALSE;
+ }
+
+ if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location))
+ return FALSE;
+
+ if (sub_resource->locations & WINED3D_LOCATION_DISCARDED)
+ {
+ TRACE("1d texture previously discarded, nothing to do.\n");
+ wined3d_texture_validate_location(texture, sub_resource_idx, location);
+ wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED);
+ goto done;
+ }
+
+ 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};
+ data.addr += sub_resource->offset;
+ wined3d_texture_bind_and_dirtify(texture, context, location == WINED3D_LOCATION_TEXTURE_SRGB);
+ wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
+ texture1d_upload_data(texture, sub_resource_idx, context, NULL, &data, row_pitch, slice_pitch);
+ }
+ else if (sub_resource->locations & WINED3D_LOCATION_BUFFER)
+ {
+#if !defined(STAGING_CSMT)
+ struct wined3d_const_bo_address data = {sub_resource->buffer_object, NULL};
#else /* STAGING_CSMT */
- struct wined3d_surface *surface = surface_from_resource(sub_resource);
+ struct wined3d_const_bo_address data = {sub_resource->buffer->name, NULL};
+#endif /* STAGING_CSMT */
+ wined3d_texture_bind_and_dirtify(texture, context, location == WINED3D_LOCATION_TEXTURE_SRGB);
+ wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
+ texture1d_upload_data(texture, sub_resource_idx, context, NULL, &data, row_pitch, slice_pitch);
+ }
+ else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
+ {
+ texture1d_srgb_transfer(texture, sub_resource_idx, context, TRUE);
+ }
+ else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_SRGB)
+ {
+ texture1d_srgb_transfer(texture, sub_resource_idx, context, FALSE);
+ }
+ else
+ {
+ FIXME("Implement 1d 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_bind_and_dirtify(texture, context, FALSE);
+ else
+ wined3d_texture_bind_and_dirtify(texture, context, TRUE);
+
+ texture1d_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;
- surface_invalidate_location(surface, location);
+ case WINED3D_LOCATION_BUFFER:
+ if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
+ {
+#if !defined(STAGING_CSMT)
+ struct wined3d_bo_address data = {sub_resource->buffer_object, NULL};
+#else /* STAGING_CSMT */
+ struct wined3d_bo_address data = {sub_resource->buffer->name, NULL};
+#endif /* STAGING_CSMT */
+
+ if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
+ wined3d_texture_bind_and_dirtify(texture, context, FALSE);
+ else
+ wined3d_texture_bind_and_dirtify(texture, context, TRUE);
+
+ texture1d_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;
+ }
+
+done:
+ wined3d_texture_validate_location(texture, sub_resource_idx, location);
+
+ return TRUE;
}
-static void texture2d_sub_resource_validate_location(struct wined3d_resource *sub_resource, DWORD location)
+static void texture1d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
{
- struct wined3d_surface *surface = surface_from_resource(sub_resource);
+ const struct wined3d_format *format = texture->resource.format;
+ unsigned int sub_count = texture->level_count * texture->layer_count;
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ unsigned int width;
+ GLenum internal;
- surface_validate_location(surface, location);
-#endif /* STAGING_CSMT */
+ wined3d_texture_bind_and_dirtify(texture, context, srgb);
+
+ if (srgb)
+ internal = format->glGammaInternal;
+ else if (texture->resource.usage & WINED3DUSAGE_RENDERTARGET
+ && wined3d_resource_is_offscreen(&texture->resource))
+ internal = format->rtInternal;
+ else
+ internal = format->glInternal;
+
+ if (wined3d_texture_use_immutable_storage(texture, gl_info))
+ {
+ width = wined3d_texture_get_level_width(texture, 0);
+
+ if (texture->target == GL_TEXTURE_1D_ARRAY)
+ {
+ GL_EXTCALL(glTexStorage2D(texture->target, texture->level_count, internal, width, texture->layer_count));
+ checkGLcall("glTexStorage2D");
+ }
+ else
+ {
+ GL_EXTCALL(glTexStorage1D(texture->target, texture->level_count, internal, width));
+ checkGLcall("glTexStorage1D");
+ }
+ }
+ else
+ {
+ unsigned int i;
+
+ for (i = 0; i < sub_count; ++i)
+ {
+ struct wined3d_surface *surface = texture->sub_resources[i].u.surface;
+ width = wined3d_texture_get_level_width(texture, surface->texture_level);
+
+ if (texture->target == GL_TEXTURE_1D_ARRAY)
+ {
+ gl_info->gl_ops.gl.p_glTexImage2D(surface->texture_target, surface->texture_level,
+ internal, width, texture->layer_count, 0, format->glFormat, format->glType, NULL);
+ checkGLcall("glTexImage2D");
+ }
+ else
+ {
+ gl_info->gl_ops.gl.p_glTexImage1D(surface->texture_target, surface->texture_level,
+ internal, width, 0, format->glFormat, format->glType, NULL);
+ checkGLcall("glTexImage1D");
+ }
+ }
+ }
}
-static void texture2d_sub_resource_upload_data(struct wined3d_resource *sub_resource,
- const struct wined3d_context *context, const struct wined3d_sub_resource_data *data)
+static void texture1d_cleanup_sub_resources(struct wined3d_texture *texture)
+{
+}
+
+static const struct wined3d_texture_ops texture1d_ops =
+{
+ texture1d_upload_data,
+ texture1d_load_location,
+ texture1d_prepare_texture,
+ texture1d_cleanup_sub_resources,
+};
+
+static void texture2d_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
+ const struct wined3d_context *context, const struct wined3d_box *box,
+ const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch)
{
- struct wined3d_surface *surface = surface_from_resource(sub_resource);
- static const POINT dst_point = {0, 0};
- struct wined3d_const_bo_address addr;
+ unsigned int texture_level;
+ POINT dst_point;
RECT src_rect;
src_rect.left = 0;
src_rect.top = 0;
- src_rect.right = surface->resource.width;
- src_rect.bottom = surface->resource.height;
+ if (box)
+ {
+ dst_point.x = box->left;
+ dst_point.y = box->top;
+ src_rect.right = box->right - box->left;
+ src_rect.bottom = box->bottom - box->top;
+ }
+ else
+ {
+ dst_point.x = dst_point.y = 0;
+ texture_level = sub_resource_idx % texture->level_count;
+ src_rect.right = wined3d_texture_get_level_width(texture, texture_level);
+ src_rect.bottom = wined3d_texture_get_level_height(texture, texture_level);
+ }
- addr.buffer_object = 0;
- addr.addr = data->data;
+ wined3d_surface_upload_data(texture->sub_resources[sub_resource_idx].u.surface, context->gl_info,
+ texture->resource.format, &src_rect, row_pitch, &dst_point, FALSE, data);
+}
- wined3d_surface_upload_data(surface, context->gl_info, surface->container->resource.format,
- &src_rect, data->row_pitch, &dst_point, FALSE, &addr);
+static BOOL texture2d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
+ struct wined3d_context *context, DWORD location)
+{
+ return surface_load_location(texture->sub_resources[sub_resource_idx].u.surface, context, location);
}
/* Context activation is done by the caller. */
static void texture2d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
{
- UINT sub_count = texture->level_count * texture->layer_count;
const struct wined3d_format *format = texture->resource.format;
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_color_key_conversion *conversion;
GLenum internal;
- UINT i;
TRACE("texture %p, context %p, format %s.\n", texture, context, debug_d3dformat(format->id));
else if ((conversion = wined3d_format_get_color_key_conversion(texture, TRUE)))
{
texture->flags |= WINED3D_TEXTURE_CONVERTED;
- format = wined3d_get_format(gl_info, conversion->dst_format);
+ format = wined3d_get_format(gl_info, conversion->dst_format, texture->resource.usage);
TRACE("Using format %s for color key conversion.\n", debug_d3dformat(format->id));
}
TRACE("internal %#x, format %#x, type %#x.\n", internal, format->glFormat, format->glType);
+ if (wined3d_texture_use_immutable_storage(texture, gl_info))
+ wined3d_texture_allocate_gl_immutable_storage(texture, internal, gl_info);
+ else
+ wined3d_texture_allocate_gl_mutable_storage(texture, internal, format, gl_info);
+}
+
+static void texture2d_cleanup_sub_resources(struct wined3d_texture *texture)
+{
+ unsigned int sub_count = texture->level_count * texture->layer_count;
+ struct wined3d_device *device = texture->resource.device;
+ struct wined3d_texture_sub_resource *sub_resource;
+ struct wined3d_renderbuffer_entry *entry, *entry2;
+ const struct wined3d_gl_info *gl_info = NULL;
+ struct wined3d_context *context = NULL;
+ struct wined3d_surface *overlay, *cur;
+ struct wined3d_surface *surface;
+ unsigned int i;
+
for (i = 0; i < sub_count; ++i)
{
- struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i].resource);
- GLsizei height = surface->pow2Height;
- GLsizei width = surface->pow2Width;
+ sub_resource = &texture->sub_resources[i];
+ if (!(surface = sub_resource->u.surface))
+ continue;
- if (texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
+ TRACE("surface %p.\n", surface);
+
+ if (!context && !list_empty(&surface->renderbuffers))
{
- height *= format->height_scale.numerator;
- height /= format->height_scale.denominator;
+ context = context_acquire(device, NULL, 0);
+ gl_info = context->gl_info;
}
- TRACE("surface %p, target %#x, level %d, width %d, height %d.\n",
- surface, surface->texture_target, surface->texture_level, width, height);
+ LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->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);
+ HeapFree(GetProcessHeap(), 0, entry);
+ }
+
+ if (surface->dc)
+ texture2d_destroy_dc(surface);
- gl_info->gl_ops.gl.p_glTexImage2D(surface->texture_target, surface->texture_level,
- internal, width, height, 0, format->glFormat, format->glType, NULL);
- checkGLcall("glTexImage2D");
+ if (surface->overlay_dest)
+ list_remove(&surface->overlay_entry);
+
+ LIST_FOR_EACH_ENTRY_SAFE(overlay, cur, &surface->overlays, struct wined3d_surface, overlay_entry)
+ {
+ list_remove(&overlay->overlay_entry);
+ overlay->overlay_dest = NULL;
+ }
}
+ if (context)
+ context_release(context);
+ HeapFree(GetProcessHeap(), 0, texture->sub_resources[0].u.surface);
}
static const struct wined3d_texture_ops texture2d_ops =
{
- texture2d_sub_resource_load,
- texture2d_sub_resource_add_dirty_region,
- texture2d_sub_resource_cleanup,
- texture2d_sub_resource_invalidate_location,
- texture2d_sub_resource_validate_location,
- texture2d_sub_resource_upload_data,
+ texture2d_upload_data,
+ texture2d_load_location,
texture2d_prepare_texture,
+ texture2d_cleanup_sub_resources,
};
+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(wined3d_texture_from_resource(resource));
+ return wined3d_texture_incref(texture_from_resource(resource));
}
static ULONG texture_resource_decref(struct wined3d_resource *resource)
{
- return wined3d_texture_decref(wined3d_texture_from_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_unload(struct wined3d_resource *resource)
{
- struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
+ struct wined3d_texture *texture = texture_from_resource(resource);
UINT sub_count = texture->level_count * texture->layer_count;
+ struct wined3d_device *device = resource->device;
+ const struct wined3d_gl_info *gl_info;
+ struct wined3d_context *context;
UINT i;
TRACE("texture %p.\n", texture);
+ context = context_acquire(device, NULL, 0);
+ gl_info = context->gl_info;
+
for (i = 0; i < sub_count; ++i)
{
- struct wined3d_resource *sub_resource = texture->sub_resources[i].resource;
+ struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[i];
+
+ if (resource->pool != WINED3D_POOL_DEFAULT
+ && wined3d_texture_load_location(texture, i, context, resource->map_binding))
+ {
+ wined3d_texture_invalidate_location(texture, i, ~resource->map_binding);
+ }
+ else
+ {
+ /* We should only get here on device reset/teardown for implicit
+ * resources. */
+ if (resource->pool != WINED3D_POOL_DEFAULT || resource->type != WINED3D_RTYPE_TEXTURE_2D)
+ ERR("Discarding %s %p sub-resource %u in the %s pool.\n", debug_d3dresourcetype(resource->type),
+ resource, i, debug_d3dpool(resource->pool));
+ wined3d_texture_validate_location(texture, i, WINED3D_LOCATION_DISCARDED);
+ wined3d_texture_invalidate_location(texture, i, ~WINED3D_LOCATION_DISCARDED);
+ }
+
+#if !defined(STAGING_CSMT)
+ if (sub_resource->buffer_object)
+ wined3d_texture_remove_buffer_object(texture, i, context->gl_info);
+#else /* STAGING_CSMT */
+ if (sub_resource->buffer)
+ wined3d_texture_remove_buffer_object(texture, i, context);
+#endif /* STAGING_CSMT */
+
+ if (resource->type == WINED3D_RTYPE_TEXTURE_2D)
+ {
+ struct wined3d_surface *surface = sub_resource->u.surface;
+ struct wined3d_renderbuffer_entry *entry, *entry2;
- sub_resource->resource_ops->resource_unload(sub_resource);
+ LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->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);
+ HeapFree(GetProcessHeap(), 0, entry);
+ }
+ list_init(&surface->renderbuffers);
+ surface->current_renderbuffer = NULL;
+ }
}
+ context_release(context);
+
wined3d_texture_force_reload(texture);
wined3d_texture_unload_gl_texture(texture);
}
-static HRESULT texture2d_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
+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)
{
- struct wined3d_resource *sub_resource;
+ 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);
- if (!(sub_resource = wined3d_texture_get_sub_resource(wined3d_texture_from_resource(resource), sub_resource_idx)))
+ texture = texture_from_resource(resource);
+ if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
return E_INVALIDARG;
- return wined3d_surface_map(surface_from_resource(sub_resource), map_desc, box, flags);
+ 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->pool == WINED3D_POOL_DEFAULT)
+ || resource->type != WINED3D_RTYPE_TEXTURE_2D)
+ return WINED3DERR_INVALIDCALL;
+ }
+
+ if (!(resource->access_flags & WINED3D_RESOURCE_ACCESS_CPU))
+ {
+ WARN("Trying to map unmappable texture.\n");
+ if (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_READONLY)
+ && (!(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 texture2d_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
+static HRESULT texture_resource_sub_resource_map_info(struct wined3d_resource *resource, unsigned int sub_resource_idx,
+ struct wined3d_map_info *info, DWORD flags)
{
- struct wined3d_resource *sub_resource;
+ const struct wined3d_format *format = resource->format;
+ struct wined3d_texture_sub_resource *sub_resource;
+ unsigned int fmt_flags = resource->format_flags;
+ struct wined3d_texture *texture;
+ unsigned int texture_level;
- if (!(sub_resource = wined3d_texture_get_sub_resource(wined3d_texture_from_resource(resource), sub_resource_idx)))
+ texture = texture_from_resource(resource);
+ if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
return E_INVALIDARG;
- return wined3d_surface_unmap(surface_from_resource(sub_resource));
-}
+ texture_level = sub_resource_idx % texture->level_count;
-#if defined(STAGING_CSMT)
-static void wined3d_texture_load_location_invalidated(struct wined3d_resource *resource, DWORD location)
-{
- ERR("Should not be called on textures.\n");
+ if (fmt_flags & WINED3DFMT_FLAG_BROKEN_PITCH)
+ {
+ info->row_pitch = wined3d_texture_get_level_width(texture, texture_level) * format->byte_count;
+ info->slice_pitch = wined3d_texture_get_level_height(texture, texture_level) * info->row_pitch;
+ }
+ else
+ {
+ wined3d_texture_get_pitch(texture, texture_level, &info->row_pitch, &info->slice_pitch);
+ }
+
+ info->size = info->slice_pitch * wined3d_texture_get_level_depth(texture, texture_level);
+
+ return WINED3D_OK;
}
-/* Context activation is done by the caller. */
-static void wined3d_texture_load_location(struct wined3d_resource *resource,
- struct wined3d_context *context, DWORD location)
+static HRESULT texture_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
{
- ERR("Should not be called on textures.\n");
+ 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;
}
-#endif /* STAGING_CSMT */
-static const struct wined3d_resource_ops texture2d_resource_ops =
+static const struct wined3d_resource_ops texture_resource_ops =
{
texture_resource_incref,
texture_resource_decref,
+ texture_resource_preload,
wined3d_texture_unload,
- texture2d_resource_sub_resource_map,
- texture2d_resource_sub_resource_unmap,
-#if defined(STAGING_CSMT)
- wined3d_texture_load_location_invalidated,
- wined3d_texture_load_location,
-#endif /* STAGING_CSMT */
+ texture_resource_sub_resource_map,
+ texture_resource_sub_resource_map_info,
+ texture_resource_sub_resource_unmap,
};
-static HRESULT 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)
+static HRESULT texture1d_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
+ UINT layer_count, UINT level_count, struct wined3d_device *device, void *parent,
+ const struct wined3d_parent_ops *parent_ops)
{
+ struct wined3d_device_parent *device_parent = device->device_parent;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
- struct wined3d_resource_desc surface_desc;
- UINT pow2_width, pow2_height;
+ struct wined3d_surface *surfaces;
unsigned int i, j;
HRESULT hr;
+ if (layer_count > 1 && !gl_info->supported[EXT_TEXTURE_ARRAY])
+ {
+ WARN("OpenGL implementation does not support array textures.\n");
+ return WINED3DERR_INVALIDCALL;
+ }
+
/* TODO: It should only be possible to create textures for formats
* that are reported as supported. */
if (WINED3DFMT_UNKNOWN >= desc->format)
{
WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
-#if defined(STAGING_CSMT)
- HeapFree(GetProcessHeap(), 0, texture);
-#endif /* STAGING_CSMT */
return WINED3DERR_INVALIDCALL;
}
- /* Non-power2 support. */
- if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
+ if (desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP)
{
- pow2_width = desc->width;
- pow2_height = desc->height;
+ WARN("1d textures can not be used for cube mapping, returning D3DERR_INVALIDCALL.\n");
+ return WINED3DERR_INVALIDCALL;
}
- else
+
+ if (desc->usage & WINED3DUSAGE_DYNAMIC && (desc->pool == WINED3D_POOL_MANAGED
+ || desc->pool == WINED3D_POOL_SCRATCH))
{
- /* 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;
+ WARN("Attempted to create a DYNAMIC texture in pool %s.\n", debug_d3dpool(desc->pool));
+ return WINED3DERR_INVALIDCALL;
+ }
- if (pow2_width != desc->width || pow2_height != desc->height)
+ if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && !is_power_of_two(desc->width))
+ {
+ if (desc->pool == WINED3D_POOL_SCRATCH)
{
- /* level_count == 0 returns an error as well */
- if (level_count != 1 || desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP)
- {
- if (desc->pool == WINED3D_POOL_SCRATCH)
- {
- WARN("Creating a scratch mipmapped/cube NPOT texture despite lack of HW support.\n");
- }
- else
- {
- WARN("Attempted to create a mipmapped/cube NPOT texture without unconditional NPOT support.\n");
-#if defined(STAGING_CSMT)
- HeapFree(GetProcessHeap(), 0, texture);
-#endif /* STAGING_CSMT */
- return WINED3DERR_INVALIDCALL;
- }
- }
+ WARN("Creating a scratch NPOT 1d texture despite lack of HW support.\n");
+ }
+ else
+ {
+ WARN("Attempted to create a NPOT 1d texture (%u, %u, %u) without GL support.\n",
+ desc->width, desc->height, desc->depth);
+ return WINED3DERR_INVALIDCALL;
}
}
- /* Calculate levels for mip mapping. */
if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
{
if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
{
WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
-#if defined(STAGING_CSMT)
- HeapFree(GetProcessHeap(), 0, texture);
return WINED3DERR_INVALIDCALL;
}
if (level_count != 1)
{
WARN("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning WINED3DERR_INVALIDCALL.\n");
- HeapFree(GetProcessHeap(), 0, texture);
-#else /* STAGING_CSMT */
+ return WINED3DERR_INVALIDCALL;
+ }
+ }
+
+ if (FAILED(hr = wined3d_texture_init(texture, &texture1d_ops, layer_count, level_count, desc,
+ 0, device, parent, parent_ops, &texture_resource_ops)))
+ {
+ WARN("Failed to initialize texture, returning %#x.\n", hr);
+ return hr;
+ }
+
+ texture->pow2_matrix[0] = 1.0f;
+ texture->pow2_matrix[5] = 1.0f;
+ texture->pow2_matrix[10] = 1.0f;
+ texture->pow2_matrix[15] = 1.0f;
+ texture->target = (layer_count > 1) ? GL_TEXTURE_1D_ARRAY : GL_TEXTURE_1D;
+
+ if (wined3d_texture_use_pbo(texture, gl_info))
+ {
+ wined3d_resource_free_sysmem(&texture->resource);
+ texture->resource.map_binding = WINED3D_LOCATION_BUFFER;
+ }
+
+ if (level_count > ~(SIZE_T)0 / layer_count
+ || !(surfaces = wined3d_calloc(level_count * layer_count, sizeof(*surfaces))))
+ {
+ wined3d_texture_cleanup_sync(texture);
+ return E_OUTOFMEMORY;
+ }
+
+ /* Generate all the surfaces. */
+ for (i = 0; i < texture->level_count; ++i)
+ {
+ for (j = 0; j < texture->layer_count; ++j)
+ {
+ struct wined3d_texture_sub_resource *sub_resource;
+ unsigned int idx = j * texture->level_count + i;
+ struct wined3d_surface *surface;
+
+ surface = &surfaces[idx];
+ surface->container = texture;
+ surface->texture_target = texture->target;
+ surface->texture_level = i;
+ surface->texture_layer = j;
+ list_init(&surface->renderbuffers);
+ list_init(&surface->overlays);
+
+ sub_resource = &texture->sub_resources[idx];
+ sub_resource->locations = WINED3D_LOCATION_DISCARDED;
+ sub_resource->u.surface = surface;
+
+ if (FAILED(hr = device_parent->ops->surface_created(device_parent,
+ texture, idx, &sub_resource->parent, &sub_resource->parent_ops)))
+ {
+ WARN("Failed to create texture1d parent, hr %#x.\n", hr);
+ sub_resource->parent = NULL;
+ wined3d_texture_cleanup_sync(texture);
+ return hr;
+ }
+
+ TRACE("parent %p, parent_ops %p.\n", parent, parent_ops);
+
+ TRACE("Created 1d texture surface level %u, layer %u @ %p.\n", i, j, surface);
+ }
+ }
+
+ return WINED3D_OK;
+}
+
+static HRESULT 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)
+{
+ struct wined3d_device_parent *device_parent = device->device_parent;
+ const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
+ struct wined3d_surface *surfaces;
+ UINT pow2_width, pow2_height;
+ unsigned int i, j;
+ HRESULT hr;
+
+ 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;
+ }
+
+ /* TODO: It should only be possible to create textures for formats
+ * that are reported as supported. */
+ if (WINED3DFMT_UNKNOWN >= desc->format)
+ {
+ WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
+ return WINED3DERR_INVALIDCALL;
+ }
+
+ if (desc->usage & WINED3DUSAGE_DYNAMIC && desc->pool == WINED3D_POOL_MANAGED)
+ FIXME("Trying to create a managed texture with dynamic usage.\n");
+ if (!(desc->usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))
+ && (flags & WINED3D_TEXTURE_CREATE_MAPPABLE))
+ WARN("Creating a mappable texture in the default pool that doesn't specify dynamic usage.\n");
+ if (desc->usage & WINED3DUSAGE_RENDERTARGET && desc->pool != WINED3D_POOL_DEFAULT)
+ FIXME("Trying to create a render target that isn't in the default pool.\n");
+
+ pow2_width = desc->width;
+ pow2_height = desc->height;
+ if (((desc->width & (desc->width - 1)) || (desc->height & (desc->height - 1)))
+ && !gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
+ {
+ /* level_count == 0 returns an error as well. */
+ if (level_count != 1 || layer_count != 1)
+ {
+ if (desc->pool != WINED3D_POOL_SCRATCH)
+ {
+ WARN("Attempted to create a mipmapped/cube/array 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 (!gl_info->supported[ARB_TEXTURE_RECTANGLE] && !gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
+ {
+ const struct wined3d_format *format = wined3d_get_format(gl_info, desc->format, desc->usage);
+
+ /* 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 > gl_info->limits.texture_size || pow2_height > gl_info->limits.texture_size)
+ && (desc->usage & WINED3DUSAGE_TEXTURE))
+ {
+ /* 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->pool == WINED3D_POOL_DEFAULT || desc->pool == WINED3D_POOL_MANAGED)
+ {
+ 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);
+ }
+
+ /* Calculate levels for mip mapping. */
+ if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
+ {
+ if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
+ {
+ WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
if (level_count != 1)
{
WARN("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning WINED3DERR_INVALIDCALL.\n");
-#endif /* STAGING_CSMT */
return WINED3DERR_INVALIDCALL;
}
}
if (FAILED(hr = wined3d_texture_init(texture, &texture2d_ops, layer_count, level_count, desc,
- flags, device, parent, parent_ops, &texture2d_resource_ops)))
+ flags, device, parent, parent_ops, &texture_resource_ops)))
{
WARN("Failed to initialize texture, returning %#x.\n", hr);
-#if defined(STAGING_CSMT)
- HeapFree(GetProcessHeap(), 0, texture);
-#endif /* STAGING_CSMT */
return hr;
}
{
texture->pow2_matrix[0] = (float)desc->width;
texture->pow2_matrix[5] = (float)desc->height;
- texture->pow2_matrix[10] = 1.0f;
- texture->pow2_matrix[15] = 1.0f;
- texture->target = GL_TEXTURE_RECTANGLE_ARB;
- texture->flags |= WINED3D_TEXTURE_COND_NP2;
texture->flags &= ~(WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS);
+ texture->target = GL_TEXTURE_RECTANGLE_ARB;
}
else
{
- if (desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP)
- texture->target = GL_TEXTURE_CUBE_MAP_ARB;
- else
- texture->target = GL_TEXTURE_2D;
- if (desc->width == pow2_width && desc->height == pow2_height)
+ if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
{
- texture->pow2_matrix[0] = 1.0f;
- texture->pow2_matrix[5] = 1.0f;
+ 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 if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
+ else
{
texture->pow2_matrix[0] = 1.0f;
texture->pow2_matrix[5] = 1.0f;
- texture->flags |= WINED3D_TEXTURE_COND_NP2;
}
+ if (desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP)
+ texture->target = GL_TEXTURE_CUBE_MAP_ARB;
+ else if (layer_count > 1)
+ texture->target = GL_TEXTURE_2D_ARRAY;
else
- {
- 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;
- texture->flags |= WINED3D_TEXTURE_COND_NP2_EMULATED;
- }
- texture->pow2_matrix[10] = 1.0f;
- texture->pow2_matrix[15] = 1.0f;
+ texture->target = GL_TEXTURE_2D;
+ }
+ 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 (level_count > ~(SIZE_T)0 / layer_count
+ || !(surfaces = wined3d_calloc(level_count * layer_count, sizeof(*surfaces))))
+ {
+ wined3d_texture_cleanup_sync(texture);
+ return E_OUTOFMEMORY;
}
- TRACE("xf(%f) yf(%f)\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
/* Generate all the surfaces. */
- surface_desc = *desc;
- surface_desc.resource_type = WINED3D_RTYPE_SURFACE;
for (i = 0; i < texture->level_count; ++i)
{
for (j = 0; j < texture->layer_count; ++j)
GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
};
- GLenum target = desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP ? cube_targets[j] : texture->target;
+ struct wined3d_texture_sub_resource *sub_resource;
unsigned int idx = j * texture->level_count + i;
struct wined3d_surface *surface;
- if (FAILED(hr = wined3d_surface_create(texture, &surface_desc,
- target, i, j, flags, &surface)))
+ surface = &surfaces[idx];
+ surface->container = texture;
+ surface->texture_target = desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP ? cube_targets[j] : texture->target;
+ surface->texture_level = i;
+ surface->texture_layer = j;
+ list_init(&surface->renderbuffers);
+ list_init(&surface->overlays);
+
+ sub_resource = &texture->sub_resources[idx];
+ sub_resource->locations = WINED3D_LOCATION_DISCARDED;
+ sub_resource->u.surface = surface;
+ if (!(texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL))
+ {
+ wined3d_texture_validate_location(texture, idx, WINED3D_LOCATION_SYSMEM);
+ wined3d_texture_invalidate_location(texture, idx, ~WINED3D_LOCATION_SYSMEM);
+ }
+
+ if (FAILED(hr = device_parent->ops->surface_created(device_parent,
+ texture, idx, &sub_resource->parent, &sub_resource->parent_ops)))
{
- WARN("Failed to create surface, hr %#x.\n", hr);
- wined3d_texture_cleanup(texture);
+ WARN("Failed to create surface parent, hr %#x.\n", hr);
+ sub_resource->parent = NULL;
+ wined3d_texture_cleanup_sync(texture);
return hr;
}
- texture->sub_resources[idx].resource = &surface->resource;
- TRACE("Created surface level %u @ %p.\n", i, surface);
- }
- /* Calculate the next mipmap level. */
- surface_desc.width = max(1, surface_desc.width >> 1);
- surface_desc.height = max(1, surface_desc.height >> 1);
+ TRACE("parent %p, parent_ops %p.\n", sub_resource->parent, sub_resource->parent_ops);
+
+ TRACE("Created surface level %u, layer %u @ %p.\n", i, j, surface);
+
+ if ((desc->usage & WINED3DUSAGE_OWNDC) || (device->wined3d->flags & WINED3D_NO3D))
+ {
+ wined3d_cs_init_object(device->cs, texture2d_create_dc, surface);
+ device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
+ if (!surface->dc)
+ {
+ wined3d_texture_cleanup_sync(texture);
+ return WINED3DERR_INVALIDCALL;
+ }
+ }
+ }
+ }
+
+ return WINED3D_OK;
+}
+
+/* This call just uploads data, the caller is responsible for binding the
+ * correct texture. */
+/* Context activation is done by the caller. */
+static void texture3d_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
+ const struct wined3d_context *context, const struct wined3d_box *box,
+ const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch)
+{
+ const struct wined3d_format *format = texture->resource.format;
+ unsigned int level = sub_resource_idx % texture->level_count;
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ unsigned int x, y, z, update_w, update_h, update_d;
+ unsigned int dst_row_pitch, dst_slice_pitch;
+ unsigned int width, height, depth;
+ const void *mem = data->addr;
+ void *converted_mem = NULL;
+
+ TRACE("texture %p, sub_resource_idx %u, context %p, box %s, data {%#x:%p}, row_pitch %#x, slice_pitch %#x.\n",
+ texture, sub_resource_idx, context, debug_box(box),
+ data->buffer_object, data->addr, row_pitch, slice_pitch);
+
+ 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)
+ {
+ x = y = z = 0;
+ update_w = width;
+ update_h = height;
+ update_d = depth;
+ }
+ else
+ {
+ x = box->left;
+ y = box->top;
+ z = box->front;
+ update_w = box->right - box->left;
+ update_h = box->bottom - box->top;
+ update_d = box->back - box->front;
+ }
+
+ if (format->convert)
+ {
+ if (data->buffer_object)
+ ERR("Loading a converted texture from a PBO.\n");
+ if (texture->resource.format_flags & WINED3DFMT_FLAG_BLOCKS)
+ ERR("Converting a block-based format.\n");
+
+ dst_row_pitch = update_w * format->conv_byte_count;
+ dst_slice_pitch = dst_row_pitch * update_h;
+
+ converted_mem = wined3d_calloc(update_d, dst_slice_pitch);
+ format->convert(data->addr, converted_mem, row_pitch, slice_pitch,
+ dst_row_pitch, dst_slice_pitch, update_w, update_h, update_d);
+ mem = converted_mem;
+ }
+ else
+ {
+ wined3d_texture_get_pitch(texture, sub_resource_idx, &dst_row_pitch, &dst_slice_pitch);
+ if (row_pitch != dst_row_pitch || slice_pitch != dst_slice_pitch)
+ FIXME("Ignoring row/slice pitch (%u/%u).\n", row_pitch, slice_pitch);
+ }
+
+ if (data->buffer_object)
+ {
+ GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, data->buffer_object));
+ checkGLcall("glBindBuffer");
}
- return WINED3D_OK;
-}
+ GL_EXTCALL(glTexSubImage3D(GL_TEXTURE_3D, level, x, y, z,
+ update_w, update_h, update_d, format->glFormat, format->glType, mem));
+ checkGLcall("glTexSubImage3D");
-static void texture3d_sub_resource_load(struct wined3d_resource *sub_resource,
- struct wined3d_context *context, BOOL srgb)
-{
- wined3d_volume_load(volume_from_resource(sub_resource), context, srgb);
-}
+ if (data->buffer_object)
+ {
+ GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
+ checkGLcall("glBindBuffer");
+ }
-static void texture3d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
- const struct wined3d_box *dirty_region)
-{
- wined3d_texture_set_dirty(volume_from_resource(sub_resource)->container);
+ HeapFree(GetProcessHeap(), 0, converted_mem);
}
-static void texture3d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
+/* Context activation is done by the caller. */
+static void texture3d_download_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
+ const struct wined3d_context *context, const struct wined3d_bo_address *data)
{
- struct wined3d_volume *volume = volume_from_resource(sub_resource);
-
- wined3d_volume_destroy(volume);
-}
+ const struct wined3d_format *format = texture->resource.format;
+ const struct wined3d_gl_info *gl_info = context->gl_info;
-static void texture3d_sub_resource_invalidate_location(struct wined3d_resource *sub_resource, DWORD location)
-{
-#if defined(STAGING_CSMT)
- wined3d_resource_invalidate_location(sub_resource, location);
-}
+ if (format->convert)
+ {
+ FIXME("Attempting to download a converted volume, format %s.\n",
+ debug_d3dformat(format->id));
+ return;
+ }
-static void texture3d_sub_resource_validate_location(struct wined3d_resource *sub_resource, DWORD location)
-{
- wined3d_resource_validate_location(sub_resource, location);
-#else /* STAGING_CSMT */
- struct wined3d_volume *volume = volume_from_resource(sub_resource);
+ if (data->buffer_object)
+ {
+ GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data->buffer_object));
+ checkGLcall("glBindBuffer");
+ }
- wined3d_volume_invalidate_location(volume, location);
-}
+ gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_3D, sub_resource_idx,
+ format->glFormat, format->glType, data->addr);
+ checkGLcall("glGetTexImage");
-static void texture3d_sub_resource_validate_location(struct wined3d_resource *sub_resource, DWORD location)
-{
- struct wined3d_volume *volume = volume_from_resource(sub_resource);
+ if (data->buffer_object)
+ {
+ GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
+ checkGLcall("glBindBuffer");
+ }
- wined3d_volume_validate_location(volume, location);
-#endif /* STAGING_CSMT */
}
-static void texture3d_sub_resource_upload_data(struct wined3d_resource *sub_resource,
- const struct wined3d_context *context, const struct wined3d_sub_resource_data *data)
+/* 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_volume *volume = volume_from_resource(sub_resource);
- struct wined3d_const_bo_address addr;
+ struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
unsigned int row_pitch, slice_pitch;
+ struct wined3d_bo_address data;
-#if defined(STAGING_CSMT)
- wined3d_resource_get_pitch(sub_resource, &row_pitch, &slice_pitch);
-#else /* STAGING_CSMT */
- wined3d_texture_get_pitch(volume->container, volume->texture_level, &row_pitch, &slice_pitch);
-#endif /* STAGING_CSMT */
- if (row_pitch != data->row_pitch || slice_pitch != data->slice_pitch)
- FIXME("Ignoring row/slice pitch (%u/%u).\n", data->row_pitch, data->slice_pitch);
+ /* 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 = HeapAlloc(GetProcessHeap(), 0, sub_resource->size)))
+ return;
- addr.buffer_object = 0;
- addr.addr = data->data;
+ wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
+ wined3d_texture_bind_and_dirtify(texture, context, !dest_is_srgb);
+ texture3d_download_data(texture, sub_resource_idx, context, &data);
+ wined3d_texture_bind_and_dirtify(texture, context, dest_is_srgb);
+ texture3d_upload_data(texture, sub_resource_idx, context,
+ NULL, wined3d_const_bo_address(&data), row_pitch, slice_pitch);
- wined3d_volume_upload_data(volume, context, &addr);
+ HeapFree(GetProcessHeap(), 0, data.addr);
}
-static void texture3d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
+/* 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)
{
- unsigned int sub_count = texture->level_count * texture->layer_count;
- const struct wined3d_format *format = texture->resource.format;
- const struct wined3d_gl_info *gl_info = context->gl_info;
- unsigned int i;
+ struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
+ unsigned int row_pitch, slice_pitch;
- wined3d_texture_bind_and_dirtify(texture, context, srgb);
+ if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location))
+ return FALSE;
- for (i = 0; i < sub_count; ++i)
+ switch (location)
{
- struct wined3d_volume *volume = volume_from_resource(texture->sub_resources[i].resource);
+ 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};
+ data.addr += sub_resource->offset;
+ wined3d_texture_bind_and_dirtify(texture, context,
+ location == WINED3D_LOCATION_TEXTURE_SRGB);
+ wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
+ texture3d_upload_data(texture, sub_resource_idx, context, NULL, &data, row_pitch, slice_pitch);
+ }
+ else if (sub_resource->locations & WINED3D_LOCATION_BUFFER)
+ {
+#if !defined(STAGING_CSMT)
+ struct wined3d_const_bo_address data = {sub_resource->buffer_object, NULL};
+#else /* STAGING_CSMT */
+ struct wined3d_const_bo_address data = {sub_resource->buffer->name, NULL};
+#endif /* STAGING_CSMT */
+ wined3d_texture_bind_and_dirtify(texture, context,
+ location == WINED3D_LOCATION_TEXTURE_SRGB);
+ wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
+ texture3d_upload_data(texture, sub_resource_idx, context, NULL, &data, row_pitch, slice_pitch);
+ }
+ 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;
- GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, volume->texture_level,
- srgb ? format->glGammaInternal : format->glInternal,
- volume->resource.width, volume->resource.height, volume->resource.depth,
- 0, format->glFormat, format->glType, NULL));
- checkGLcall("glTexImage3D");
- }
-}
+ 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};
-static const struct wined3d_texture_ops texture3d_ops =
-{
- texture3d_sub_resource_load,
- texture3d_sub_resource_add_dirty_region,
- texture3d_sub_resource_cleanup,
- texture3d_sub_resource_invalidate_location,
- texture3d_sub_resource_validate_location,
- texture3d_sub_resource_upload_data,
- texture3d_prepare_texture,
-};
+ data.addr += sub_resource->offset;
+ if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
+ wined3d_texture_bind_and_dirtify(texture, context, FALSE);
+ else
+ wined3d_texture_bind_and_dirtify(texture, context, TRUE);
+
+ texture3d_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))
+ {
#if !defined(STAGING_CSMT)
-BOOL wined3d_texture_check_block_align(const struct wined3d_texture *texture,
- unsigned int level, const struct wined3d_box *box)
-{
- const struct wined3d_format *format = texture->resource.format;
- unsigned int height = max(1, texture->resource.height >> level);
- unsigned int width = max(1, texture->resource.width >> level);
- unsigned int width_mask, height_mask;
-
- if ((box->left >= box->right)
- || (box->top >= box->bottom)
- || (box->right > width)
- || (box->bottom > height))
- return FALSE;
+ struct wined3d_bo_address data = {sub_resource->buffer_object, NULL};
+#else /* STAGING_CSMT */
+ struct wined3d_bo_address data = {sub_resource->buffer->name, NULL};
+#endif /* STAGING_CSMT */
- /* 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 (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
+ wined3d_texture_bind_and_dirtify(texture, context, FALSE);
+ else
+ wined3d_texture_bind_and_dirtify(texture, context, TRUE);
- if ((box->left & width_mask) || (box->top & height_mask)
- || (box->right & width_mask && box->right != width)
- || (box->bottom & height_mask && box->bottom != height))
- return FALSE;
+ texture3d_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;
}
-#endif /* STAGING_CSMT */
-static HRESULT texture3d_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)
+static void texture3d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
{
- struct wined3d_resource *sub_resource;
+ const struct wined3d_format *format = texture->resource.format;
+ GLenum internal = srgb ? format->glGammaInternal : format->glInternal;
+ unsigned int sub_count = texture->level_count * texture->layer_count;
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ unsigned int i;
- if (!(sub_resource = wined3d_texture_get_sub_resource(wined3d_texture_from_resource(resource), sub_resource_idx)))
- return E_INVALIDARG;
+ wined3d_texture_bind_and_dirtify(texture, context, srgb);
- return wined3d_volume_map(volume_from_resource(sub_resource), map_desc, box, flags);
+ if (wined3d_texture_use_immutable_storage(texture, gl_info))
+ {
+ GL_EXTCALL(glTexStorage3D(GL_TEXTURE_3D, texture->level_count, internal,
+ wined3d_texture_get_level_width(texture, 0),
+ wined3d_texture_get_level_height(texture, 0),
+ wined3d_texture_get_level_depth(texture, 0)));
+ checkGLcall("glTexStorage3D");
+ }
+ else
+ {
+ for (i = 0; i < sub_count; ++i)
+ {
+ GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, i, internal,
+ wined3d_texture_get_level_width(texture, i),
+ wined3d_texture_get_level_height(texture, i),
+ wined3d_texture_get_level_depth(texture, i),
+ 0, format->glFormat, format->glType, NULL));
+ checkGLcall("glTexImage3D");
+ }
+ }
}
-static HRESULT texture3d_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
+static void texture3d_cleanup_sub_resources(struct wined3d_texture *texture)
{
- struct wined3d_resource *sub_resource;
-
- if (!(sub_resource = wined3d_texture_get_sub_resource(wined3d_texture_from_resource(resource), sub_resource_idx)))
- return E_INVALIDARG;
-
- return wined3d_volume_unmap(volume_from_resource(sub_resource));
}
-static const struct wined3d_resource_ops texture3d_resource_ops =
+static const struct wined3d_texture_ops texture3d_ops =
{
- texture_resource_incref,
- texture_resource_decref,
- wined3d_texture_unload,
- texture3d_resource_sub_resource_map,
- texture3d_resource_sub_resource_unmap,
+ texture3d_upload_data,
+ texture3d_load_location,
+ texture3d_prepare_texture,
+ texture3d_cleanup_sub_resources,
};
static HRESULT volumetexture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
- UINT levels, struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops)
+ UINT layer_count, UINT level_count, struct wined3d_device *device, void *parent,
+ const struct wined3d_parent_ops *parent_ops)
{
+ struct wined3d_device_parent *device_parent = device->device_parent;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
- struct wined3d_resource_desc volume_desc;
unsigned int i;
HRESULT hr;
+ if (layer_count != 1)
+ {
+ ERR("Invalid layer count for volume texture.\n");
+ return E_INVALIDARG;
+ }
+
/* TODO: It should only be possible to create textures for formats
* that are reported as supported. */
if (WINED3DFMT_UNKNOWN >= desc->format)
{
WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
-#if defined(STAGING_CSMT)
- HeapFree(GetProcessHeap(), 0, texture);
- return WINED3DERR_INVALIDCALL;
- }
-
- if (!gl_info->supported[EXT_TEXTURE3D])
- {
- WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
- HeapFree(GetProcessHeap(), 0, texture);
-#else /* STAGING_CSMT */
return WINED3DERR_INVALIDCALL;
}
if (!gl_info->supported[EXT_TEXTURE3D])
{
WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
-#endif /* STAGING_CSMT */
return WINED3DERR_INVALIDCALL;
}
if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
{
WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
-#if defined(STAGING_CSMT)
- HeapFree(GetProcessHeap(), 0, texture);
return WINED3DERR_INVALIDCALL;
}
- if (levels != 1)
+ if (level_count != 1)
{
WARN("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning D3DERR_INVALIDCALL.\n");
- HeapFree(GetProcessHeap(), 0, texture);
-#else /* STAGING_CSMT */
return WINED3DERR_INVALIDCALL;
}
+ }
- if (levels != 1)
- {
- WARN("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning D3DERR_INVALIDCALL.\n");
-#endif /* STAGING_CSMT */
- return WINED3DERR_INVALIDCALL;
- }
+ if (desc->usage & WINED3DUSAGE_DYNAMIC && (desc->pool == WINED3D_POOL_MANAGED
+ || desc->pool == WINED3D_POOL_SCRATCH))
+ {
+ WARN("Attempted to create a DYNAMIC texture in pool %s.\n", debug_d3dpool(desc->pool));
+ return WINED3DERR_INVALIDCALL;
}
if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
{
- UINT pow2_w, pow2_h, pow2_d;
- pow2_w = 1;
- while (pow2_w < desc->width)
- pow2_w <<= 1;
- pow2_h = 1;
- while (pow2_h < desc->height)
- pow2_h <<= 1;
- pow2_d = 1;
- while (pow2_d < desc->depth)
- pow2_d <<= 1;
-
- if (pow2_w != desc->width || pow2_h != desc->height || pow2_d != desc->depth)
+ if (!is_power_of_two(desc->width) || !is_power_of_two(desc->height) || !is_power_of_two(desc->depth))
{
if (desc->pool == WINED3D_POOL_SCRATCH)
{
{
WARN("Attempted to create a NPOT volume texture (%u, %u, %u) without GL support.\n",
desc->width, desc->height, desc->depth);
-#if defined(STAGING_CSMT)
- HeapFree(GetProcessHeap(), 0, texture);
-#endif /* STAGING_CSMT */
return WINED3DERR_INVALIDCALL;
}
}
}
- if (FAILED(hr = wined3d_texture_init(texture, &texture3d_ops, 1, levels, desc,
- 0, device, parent, parent_ops, &texture3d_resource_ops)))
+ if (FAILED(hr = wined3d_texture_init(texture, &texture3d_ops, 1, level_count, desc,
+ 0, device, parent, parent_ops, &texture_resource_ops)))
{
WARN("Failed to initialize texture, returning %#x.\n", hr);
-#if defined(STAGING_CSMT)
- HeapFree(GetProcessHeap(), 0, texture);
-#endif /* STAGING_CSMT */
return hr;
}
texture->pow2_matrix[15] = 1.0f;
texture->target = GL_TEXTURE_3D;
+ if (wined3d_texture_use_pbo(texture, gl_info))
+ {
+ wined3d_resource_free_sysmem(&texture->resource);
+ texture->resource.map_binding = WINED3D_LOCATION_BUFFER;
+ }
+
/* Generate all the surfaces. */
- volume_desc = *desc;
- volume_desc.resource_type = WINED3D_RTYPE_VOLUME;
for (i = 0; i < texture->level_count; ++i)
{
- struct wined3d_volume *volume;
+ struct wined3d_texture_sub_resource *sub_resource;
+
+ sub_resource = &texture->sub_resources[i];
+ sub_resource->locations = WINED3D_LOCATION_DISCARDED;
- if (FAILED(hr = wined3d_volume_create(texture, &volume_desc, i, &volume)))
+ if (FAILED(hr = device_parent->ops->volume_created(device_parent,
+ texture, i, &sub_resource->parent, &sub_resource->parent_ops)))
{
- ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr);
- wined3d_texture_cleanup(texture);
+ WARN("Failed to create volume parent, hr %#x.\n", hr);
+ sub_resource->parent = NULL;
+ wined3d_texture_cleanup_sync(texture);
return hr;
}
- texture->sub_resources[i].resource = &volume->resource;
+ TRACE("parent %p, parent_ops %p.\n", parent, parent_ops);
- /* Calculate the next mipmap level. */
- volume_desc.width = max(1, volume_desc.width >> 1);
- volume_desc.height = max(1, volume_desc.height >> 1);
- volume_desc.depth = max(1, volume_desc.depth >> 1);
+ TRACE("Created volume level %u.\n", i);
}
return WINED3D_OK;
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_resource *dst_resource, *src_resource = NULL;
+ 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_resource = wined3d_texture_get_sub_resource(dst_texture, dst_sub_resource_idx))
- || dst_resource->type != WINED3D_RTYPE_SURFACE)
+ 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;
- if (src_texture)
+ 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)
{
- if (!(src_resource = wined3d_texture_get_sub_resource(src_texture, src_sub_resource_idx))
- || src_resource->type != WINED3D_RTYPE_SURFACE)
- return WINED3DERR_INVALIDCALL;
+#if !defined(STAGING_CSMT)
+ WARN("Sub-resource is busy, returning WINEDDERR_SURFACEBUSY.\n");
+ return WINEDDERR_SURFACEBUSY;
+#else /* STAGING_CSMT */
+ struct wined3d_device *device = dst_texture->resource.device;
+ device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
+ if (dst_texture->sub_resources[dst_sub_resource_idx].map_count
+ || (src_texture && src_texture->sub_resources[src_sub_resource_idx].map_count))
+ {
+ WARN("Sub-resource is busy, returning WINEDDERR_SURFACEBUSY.\n");
+ return WINEDDERR_SURFACEBUSY;
+ }
+#endif /* STAGING_CSMT */
+ }
+
+ 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;
}
- return wined3d_surface_blt(surface_from_resource(dst_resource), dst_rect,
- src_resource ? surface_from_resource(src_resource) : NULL, src_rect, flags, fx, filter);
+ 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_resource *sub_resource;
struct wined3d_surface *surface;
TRACE("texture %p, sub_resource_idx %u, x %p, y %p.\n", texture, sub_resource_idx, x, y);
if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
- || !(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
+ || sub_resource_idx >= texture->level_count * texture->layer_count)
{
WARN("Invalid sub-resource specified.\n");
return WINEDDERR_NOTAOVERLAYSURFACE;
}
- surface = surface_from_resource(sub_resource);
+ surface = texture->sub_resources[sub_resource_idx].u.surface;
if (!surface->overlay_dest)
{
TRACE("Overlay not visible.\n");
HRESULT CDECL wined3d_texture_set_overlay_position(struct wined3d_texture *texture,
unsigned int sub_resource_idx, LONG x, LONG y)
{
- struct wined3d_resource *sub_resource;
+ struct wined3d_texture_sub_resource *sub_resource;
struct wined3d_surface *surface;
LONG w, h;
return WINEDDERR_NOTAOVERLAYSURFACE;
}
- surface = surface_from_resource(sub_resource);
+ surface = sub_resource->u.surface;
w = surface->overlay_destrect.right - surface->overlay_destrect.left;
h = surface->overlay_destrect.bottom - surface->overlay_destrect.top;
- surface->overlay_destrect.left = x;
- surface->overlay_destrect.top = y;
- surface->overlay_destrect.right = x + w;
- surface->overlay_destrect.bottom = y + h;
+ SetRect(&surface->overlay_destrect, x, y, x + w, y + h);
return WINED3D_OK;
}
const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
const RECT *dst_rect, DWORD flags)
{
- struct wined3d_resource *sub_resource, *dst_sub_resource;
+ struct wined3d_texture_sub_resource *sub_resource, *dst_sub_resource;
struct wined3d_surface *surface, *dst_surface;
TRACE("texture %p, sub_resource_idx %u, src_rect %s, dst_texture %p, "
return WINED3DERR_INVALIDCALL;
}
- surface = surface_from_resource(sub_resource);
+ surface = sub_resource->u.surface;
if (src_rect)
surface->overlay_srcrect = *src_rect;
else
- SetRect(&surface->overlay_srcrect, 0, 0, surface->resource.width, surface->resource.height);
+ SetRect(&surface->overlay_srcrect, 0, 0,
+ wined3d_texture_get_level_width(texture, surface->texture_level),
+ wined3d_texture_get_level_height(texture, surface->texture_level));
- dst_surface = surface_from_resource(dst_sub_resource);
+ dst_surface = dst_sub_resource->u.surface;
if (dst_rect)
surface->overlay_destrect = *dst_rect;
else
- SetRect(&surface->overlay_destrect, 0, 0, dst_surface->resource.width, dst_surface->resource.height);
+ SetRect(&surface->overlay_destrect, 0, 0,
+ wined3d_texture_get_level_width(dst_texture, dst_surface->texture_level),
+ wined3d_texture_get_level_height(dst_texture, dst_surface->texture_level));
if (surface->overlay_dest && (surface->overlay_dest != dst_surface || flags & WINEDDOVER_HIDE))
{
else if (flags & WINEDDOVER_HIDE)
{
/* Tests show that the rectangles are erased on hide. */
- surface->overlay_srcrect.left = 0; surface->overlay_srcrect.top = 0;
- surface->overlay_srcrect.right = 0; surface->overlay_srcrect.bottom = 0;
- surface->overlay_destrect.left = 0; surface->overlay_destrect.top = 0;
- surface->overlay_destrect.right = 0; surface->overlay_destrect.bottom = 0;
+ SetRectEmpty(&surface->overlay_srcrect);
+ SetRectEmpty(&surface->overlay_destrect);
surface->overlay_dest = NULL;
}
return NULL;
}
- return texture->sub_resources[sub_resource_idx].resource->parent;
+ 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->pool = resource->pool;
+
+ 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;
}
HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct wined3d_resource_desc *desc,
- 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)
+ 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 layer_count = desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP ? 6 : 1;
struct wined3d_texture *object;
HRESULT hr;
- TRACE("device %p, desc %p, level_count %u, flags %#x, data %p, parent %p, parent_ops %p, texture %p.\n",
- device, desc, level_count, flags, data, parent, parent_ops, texture);
+ 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)
{
if (desc->multisample_type != WINED3D_MULTISAMPLE_NONE)
{
- const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info, desc->format);
+ const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info,
+ desc->format, desc->usage);
if (desc->multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE
&& desc->multisample_quality >= wined3d_popcount(format->multisample_types))
switch (desc->resource_type)
{
+ case WINED3D_RTYPE_TEXTURE_1D:
+ hr = texture1d_init(object, desc, layer_count, level_count, device, parent, parent_ops);
+ break;
+
case WINED3D_RTYPE_TEXTURE_2D:
hr = texture_init(object, desc, layer_count, level_count, flags, device, parent, parent_ops);
break;
case WINED3D_RTYPE_TEXTURE_3D:
- hr = volumetexture_init(object, desc, level_count, device, parent, parent_ops);
+ hr = volumetexture_init(object, desc, layer_count, level_count, device, parent, parent_ops);
break;
default:
if (FAILED(hr))
{
WARN("Failed to initialize texture, returning %#x.\n", hr);
-#if !defined(STAGING_CSMT)
HeapFree(GetProcessHeap(), 0, object);
-#endif /* STAGING_CSMT */
return hr;
}
/* FIXME: We'd like to avoid ever allocating system memory for the texture
* in this case. */
- if (data && FAILED(hr = wined3d_texture_upload_data(object, data)))
+ if (data)
{
- wined3d_texture_cleanup(object);
- HeapFree(GetProcessHeap(), 0, object);
- return hr;
+ unsigned int sub_count = level_count * layer_count;
+ unsigned int i;
+
+ for (i = 0; i < sub_count; ++i)
+ {
+ if (!data[i].data)
+ {
+ WARN("Invalid sub-resource data specified for sub-resource %u.\n", i);
+ wined3d_texture_cleanup_sync(object);
+ HeapFree(GetProcessHeap(), 0, object);
+ return E_INVALIDARG;
+ }
+ }
+
+ for (i = 0; i < sub_count; ++i)
+ {
+ wined3d_device_update_sub_resource(device, &object->resource,
+ i, NULL, data[i].data, data[i].row_pitch, data[i].slice_pitch);
+ }
}
TRACE("Created texture %p.\n", object);
HRESULT CDECL wined3d_texture_get_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC *dc)
{
struct wined3d_device *device = texture->resource.device;
-#if defined(STAGING_CSMT)
- struct wined3d_resource *sub_resource;
- struct wined3d_surface *surface;
-#else /* STAGING_CSMT */
- struct wined3d_context *context = NULL;
- struct wined3d_resource *sub_resource;
+ struct wined3d_texture_sub_resource *sub_resource;
struct wined3d_surface *surface;
- HRESULT hr;
-#endif /* STAGING_CSMT */
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 (sub_resource->type != WINED3D_RTYPE_SURFACE)
+ if (!(texture->flags & WINED3D_TEXTURE_GET_DC))
{
- WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type));
+ WARN("Texture does not support GetDC\n");
+ /* Don't touch the DC */
return WINED3DERR_INVALIDCALL;
}
- surface = surface_from_resource(sub_resource);
+ if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
+ return WINED3DERR_INVALIDCALL;
-#if defined(STAGING_CSMT)
- if (!(surface->container->resource.format_flags & WINED3DFMT_FLAG_GETDC))
+ if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
{
- WARN("Cannot use GetDC on a %s surface.\n", debug_d3dformat(surface->resource.format->id));
+ WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type));
return WINED3DERR_INVALIDCALL;
}
-#endif /* STAGING_CSMT */
- /* Give more detailed info for ddraw. */
- if (surface->flags & SFLAG_DCINUSE)
- return WINEDDERR_DCALREADYCREATED;
+ surface = sub_resource->u.surface;
- /* Can't GetDC if the surface is locked. */
- if (surface->resource.map_count)
+ if (texture->resource.map_count && !(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT))
return WINED3DERR_INVALIDCALL;
-#if defined(STAGING_CSMT)
- surface->flags |= SFLAG_DCINUSE;
- surface->resource.map_count++;
- wined3d_cs_emit_getdc(device->cs, surface);
- *dc = surface->hDC;
- TRACE("Returning dc %p.\n", *dc);
-
- return *dc ? WINED3D_OK : WINED3DERR_INVALIDCALL;
-}
-
-HRESULT CDECL wined3d_texture_release_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC dc)
-{
- struct wined3d_device *device = texture->resource.device;
-#else /* STAGING_CSMT */
- if (device->d3d_initialized)
- context = context_acquire(device, NULL);
-
- /* Create a DIB section if there isn't a dc yet. */
- if (!surface->hDC)
+ if (!surface->dc)
{
- if (FAILED(hr = surface_create_dib_section(surface)))
- {
- if (context)
- context_release(context);
- return WINED3DERR_INVALIDCALL;
- }
- if (!(surface->resource.map_binding == WINED3D_LOCATION_USER_MEMORY
- || surface->container->flags & WINED3D_TEXTURE_PIN_SYSMEM
- || surface->pbo))
- surface->resource.map_binding = WINED3D_LOCATION_DIB;
+ wined3d_cs_init_object(device->cs, texture2d_create_dc, surface);
+ device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
}
+ if (!surface->dc)
+ return WINED3DERR_INVALIDCALL;
- surface_load_location(surface, context, WINED3D_LOCATION_DIB);
- surface_invalidate_location(surface, ~WINED3D_LOCATION_DIB);
-
- if (context)
- context_release(context);
-
- surface->flags |= SFLAG_DCINUSE;
- surface->resource.map_count++;
+ if (!(texture->flags & WINED3D_TEXTURE_GET_DC_LENIENT))
+ texture->flags |= WINED3D_TEXTURE_DC_IN_USE;
+ ++texture->resource.map_count;
+ ++sub_resource->map_count;
- *dc = surface->hDC;
+ *dc = surface->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_context *context = NULL;
-#endif /* STAGING_CSMT */
- struct wined3d_resource *sub_resource;
+ struct wined3d_texture_sub_resource *sub_resource;
struct wined3d_surface *surface;
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 (sub_resource->type != WINED3D_RTYPE_SURFACE)
+ if (texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
{
WARN("Not supported on %s resources.\n", debug_d3dresourcetype(texture->resource.type));
return WINED3DERR_INVALIDCALL;
}
- surface = surface_from_resource(sub_resource);
+ surface = sub_resource->u.surface;
- if (!(surface->flags & SFLAG_DCINUSE))
- return WINEDDERR_NODC;
+ if (!(texture->flags & (WINED3D_TEXTURE_GET_DC_LENIENT | WINED3D_TEXTURE_DC_IN_USE)))
+ return WINED3DERR_INVALIDCALL;
- if (surface->hDC != dc)
+ if (surface->dc != dc)
{
- WARN("Application tries to release invalid DC %p, surface DC is %p.\n",
- dc, surface->hDC);
- return WINEDDERR_NODC;
+ WARN("Application tries to release invalid DC %p, surface DC is %p.\n", dc, surface->dc);
+ return WINED3DERR_INVALIDCALL;
}
- surface->resource.map_count--;
- surface->flags &= ~SFLAG_DCINUSE;
-
-#if defined(STAGING_CSMT)
- wined3d_cs_emit_releasedc(device->cs, surface);
-#else /* STAGING_CSMT */
- if (surface->resource.map_binding == WINED3D_LOCATION_USER_MEMORY
- || (surface->container->flags & WINED3D_TEXTURE_PIN_SYSMEM
- && surface->resource.map_binding != WINED3D_LOCATION_DIB))
- {
- /* The game Salammbo modifies the surface contents without mapping the surface between
- * a GetDC/ReleaseDC operation and flipping the surface. If the DIB remains the active
- * copy and is copied to the screen, this update, which draws the mouse pointer, is lost.
- * Do not only copy the DIB to the map location, but also make sure the map location is
- * copied back to the DIB in the next getdc call.
- *
- * The same consideration applies to user memory surfaces. */
-
- if (device->d3d_initialized)
- context = context_acquire(device, NULL);
-
- surface_load_location(surface, context, surface->resource.map_binding);
- surface_invalidate_location(surface, WINED3D_LOCATION_DIB);
- if (context)
- context_release(context);
+ if (!(texture->resource.usage & WINED3DUSAGE_OWNDC) && !(device->wined3d->flags & WINED3D_NO3D))
+ {
+ wined3d_cs_destroy_object(device->cs, texture2d_destroy_dc, surface);
+ device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
}
-#endif /* STAGING_CSMT */
+
+ --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;
}