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source: vbox/trunk/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/texture.c@ 46545

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1/*
2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2005 Oliver Stieber
5 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
6 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
7 *
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
12 *
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
17 *
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21 */
22
23#include "config.h"
24#include "wine/port.h"
25#include "wined3d_private.h"
26
27#ifdef VBOX_WITH_WDDM
28# include "../../common/VBoxVideoTools.h"
29#endif
30
31WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
32
33static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_texture_ops *texture_ops,
34 UINT layer_count, UINT level_count, const struct wined3d_resource_desc *desc, struct wined3d_device *device,
35 void *parent, const struct wined3d_parent_ops *parent_ops, const struct wined3d_resource_ops *resource_ops
36#ifdef VBOX_WITH_WDDM
37 , HANDLE *shared_handle
38 , void **pavClientMem
39#endif
40 )
41{
42 const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info, desc->format);
43 HRESULT hr;
44
45 TRACE("texture %p, texture_ops %p, layer_count %u, level_count %u, resource_type %s, format %s, "
46 "multisample_type %#x, multisample_quality %#x, usage %s, pool %s, width %u, height %u, depth %u, "
47 "device %p, parent %p, parent_ops %p, resource_ops %p.\n",
48 texture, texture_ops, layer_count, level_count, debug_d3dresourcetype(desc->resource_type),
49 debug_d3dformat(desc->format), desc->multisample_type, desc->multisample_quality,
50 debug_d3dusage(desc->usage), debug_d3dpool(desc->pool), desc->width, desc->height, desc->depth,
51 device, parent, parent_ops, resource_ops);
52
53#ifdef VBOX_WITH_WDDM
54 if (FAILED(hr = resource_init(&texture->resource, device, desc->resource_type, format,
55 desc->multisample_type, desc->multisample_quality, desc->usage, desc->pool,
56 desc->width, desc->height, desc->depth, 0, parent, parent_ops, resource_ops,
57 shared_handle, pavClientMem ? pavClientMem[0] : NULL)))
58#else
59 if (FAILED(hr = resource_init(&texture->resource, device, desc->resource_type, format,
60 desc->multisample_type, desc->multisample_quality, desc->usage, desc->pool,
61 desc->width, desc->height, desc->depth, 0, parent, parent_ops, resource_ops)))
62#endif
63 {
64 WARN("Failed to initialize resource, returning %#x\n", hr);
65 return hr;
66 }
67
68 texture->texture_ops = texture_ops;
69 texture->sub_resources = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
70 level_count * layer_count * sizeof(*texture->sub_resources));
71 if (!texture->sub_resources)
72 {
73 ERR("Failed to allocate sub-resource array.\n");
74 resource_cleanup(&texture->resource);
75 return E_OUTOFMEMORY;
76 }
77
78 texture->layer_count = layer_count;
79 texture->level_count = level_count;
80 texture->filter_type = (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3D_TEXF_LINEAR : WINED3D_TEXF_NONE;
81 texture->lod = 0;
82 texture->texture_rgb.dirty = TRUE;
83 texture->texture_srgb.dirty = TRUE;
84 texture->flags = WINED3D_TEXTURE_POW2_MAT_IDENT;
85
86 if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
87 {
88 texture->min_mip_lookup = minMipLookup;
89 texture->mag_lookup = magLookup;
90 }
91 else
92 {
93 texture->min_mip_lookup = minMipLookup_noFilter;
94 texture->mag_lookup = magLookup_noFilter;
95 }
96
97 return WINED3D_OK;
98}
99
100/* A GL context is provided by the caller */
101static void gltexture_delete(const struct wined3d_gl_info *gl_info, struct gl_texture *tex)
102{
103#ifdef VBOX_WITH_WDDM
104 texture_gl_delete(tex->name);
105#else
106 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex->name);
107#endif
108 tex->name = 0;
109}
110
111static void wined3d_texture_unload(struct wined3d_texture *texture)
112{
113 struct wined3d_device *device = texture->resource.device;
114 struct wined3d_context *context = NULL;
115
116 if (texture->texture_rgb.name || texture->texture_srgb.name)
117 {
118 context = context_acquire(device, NULL);
119 }
120
121 if (texture->texture_rgb.name)
122 gltexture_delete(context->gl_info, &texture->texture_rgb);
123
124 if (texture->texture_srgb.name)
125 gltexture_delete(context->gl_info, &texture->texture_srgb);
126
127 if (context) context_release(context);
128
129 wined3d_texture_set_dirty(texture, TRUE);
130
131 resource_unload(&texture->resource);
132}
133
134static void wined3d_texture_cleanup(struct wined3d_texture *texture)
135{
136 UINT sub_count = texture->level_count * texture->layer_count;
137 UINT i;
138
139 TRACE("texture %p.\n", texture);
140
141 for (i = 0; i < sub_count; ++i)
142 {
143 struct wined3d_resource *sub_resource = texture->sub_resources[i];
144
145 if (sub_resource)
146 texture->texture_ops->texture_sub_resource_cleanup(sub_resource);
147 }
148
149 wined3d_texture_unload(texture);
150 HeapFree(GetProcessHeap(), 0, texture->sub_resources);
151 resource_cleanup(&texture->resource);
152}
153
154void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty)
155{
156 texture->texture_rgb.dirty = dirty;
157 texture->texture_srgb.dirty = dirty;
158}
159
160/* Context activation is done by the caller. */
161static HRESULT wined3d_texture_bind(struct wined3d_texture *texture,
162 struct wined3d_context *context, BOOL srgb, BOOL *set_surface_desc)
163{
164 const struct wined3d_gl_info *gl_info = context->gl_info;
165 struct gl_texture *gl_tex;
166 BOOL new_texture = FALSE;
167 HRESULT hr = WINED3D_OK;
168 GLenum target;
169
170 TRACE("texture %p, context %p, srgb %#x, set_surface_desc %p.\n", texture, context, srgb, set_surface_desc);
171
172 /* sRGB mode cache for preload() calls outside drawprim. */
173 if (srgb)
174 texture->flags |= WINED3D_TEXTURE_IS_SRGB;
175 else
176 texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
177
178 gl_tex = wined3d_texture_get_gl_texture(texture, context->gl_info, srgb);
179 target = texture->target;
180
181 /* Generate a texture name if we don't already have one. */
182 if (!gl_tex->name)
183 {
184#ifdef VBOX_WITH_WDDM
185 if (VBOXSHRC_IS_SHARED_OPENED(texture))
186 {
187 ERR("should not be here!");
188 gl_tex->name = (GLuint)VBOXSHRC_GET_SHAREHANDLE(texture);
189 pglChromiumParameteriCR(GL_RCUSAGE_TEXTURE_SET_CR, gl_tex->name);
190 TRACE("Assigned shared texture %d\n", gl_tex->name);
191 }
192 else
193#endif
194 {
195#ifdef VBOX_WITH_WDDM
196 new_texture = TRUE;
197#endif
198 *set_surface_desc = TRUE;
199 gl_info->gl_ops.gl.p_glGenTextures(1, &gl_tex->name);
200 checkGLcall("glGenTextures");
201 TRACE("Generated texture %d.\n", gl_tex->name);
202#ifdef VBOX_WITH_WDDM
203 if (VBOXSHRC_IS_SHARED(texture))
204 {
205 VBOXSHRC_SET_SHAREHANDLE(texture, gl_tex->name);
206 }
207#endif
208 }
209#ifndef VBOX
210 if (texture->resource.pool == WINED3D_POOL_DEFAULT)
211 {
212 /* Tell OpenGL to try and keep this texture in video ram (well mostly). */
213 GLclampf tmp = 0.9f;
214 gl_info->gl_ops.gl.p_glPrioritizeTextures(1, &gl_tex->name, &tmp);
215 }
216#else
217 /* chromium code on host fails to resolve texture name to texture obj,
218 * most likely because the texture does not get created until it is bound
219 * @todo: investigate */
220#endif
221 /* Initialise the state of the texture object to the OpenGL defaults,
222 * not the D3D defaults. */
223 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3D_TADDRESS_WRAP;
224 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3D_TADDRESS_WRAP;
225 gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3D_TADDRESS_WRAP;
226 gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0;
227 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3D_TEXF_LINEAR;
228 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3D_TEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
229 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3D_TEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
230 gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
231 gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
232 if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
233 gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = TRUE;
234 else
235 gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = srgb;
236 gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
237 wined3d_texture_set_dirty(texture, TRUE);
238#ifndef VBOX_WITH_WDDM
239 new_texture = TRUE;
240#endif
241
242#ifdef VBOX_WITH_WDDM
243 if (new_texture
244 && texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)
245#else
246 if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)
247#endif
248 {
249 /* This means double binding the texture at creation, but keeps
250 * the code simpler all in all, and the run-time path free from
251 * additional checks. */
252 context_bind_texture(context, target, gl_tex->name);
253 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
254 checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
255 }
256 }
257 else
258 {
259 *set_surface_desc = FALSE;
260 }
261
262 if (gl_tex->name)
263 {
264 context_bind_texture(context, target, gl_tex->name);
265 if (new_texture)
266 {
267 /* For a new texture we have to set the texture levels after
268 * binding the texture. Beware that texture rectangles do not
269 * support mipmapping, but set the maxmiplevel if we're relying
270 * on the partial GL_ARB_texture_non_power_of_two emulation with
271 * texture rectangles. (I.e., do not care about cond_np2 here,
272 * just look for GL_TEXTURE_RECTANGLE_ARB.) */
273 if (target != GL_TEXTURE_RECTANGLE_ARB)
274 {
275 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->level_count - 1);
276 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
277 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)");
278 }
279 if (target == GL_TEXTURE_CUBE_MAP_ARB)
280 {
281 /* Cubemaps are always set to clamp, regardless of the sampler state. */
282 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
283 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
284 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
285 }
286 }
287 }
288 else
289 {
290 ERR("This texture doesn't have an OpenGL texture assigned to it.\n");
291 hr = WINED3DERR_INVALIDCALL;
292 }
293
294 return hr;
295}
296
297/* Context activation is done by the caller. */
298static void apply_wrap(const struct wined3d_gl_info *gl_info, GLenum target,
299 enum wined3d_texture_address d3d_wrap, GLenum param, BOOL cond_np2)
300{
301 GLint gl_wrap;
302
303 if (d3d_wrap < WINED3D_TADDRESS_WRAP || d3d_wrap > WINED3D_TADDRESS_MIRROR_ONCE)
304 {
305 FIXME("Unrecognized or unsupported texture address mode %#x.\n", d3d_wrap);
306 return;
307 }
308
309 /* Cubemaps are always set to clamp, regardless of the sampler state. */
310 if (target == GL_TEXTURE_CUBE_MAP_ARB
311 || (cond_np2 && d3d_wrap == WINED3D_TADDRESS_WRAP))
312 gl_wrap = GL_CLAMP_TO_EDGE;
313 else
314 gl_wrap = gl_info->wrap_lookup[d3d_wrap - WINED3D_TADDRESS_WRAP];
315
316 TRACE("Setting param %#x to %#x for target %#x.\n", param, gl_wrap, target);
317 gl_info->gl_ops.gl.p_glTexParameteri(target, param, gl_wrap);
318 checkGLcall("glTexParameteri(target, param, gl_wrap)");
319}
320
321/* Context activation is done by the caller (state handler). */
322void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
323 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1],
324 const struct wined3d_gl_info *gl_info)
325{
326 BOOL cond_np2 = texture->flags & WINED3D_TEXTURE_COND_NP2;
327 GLenum target = texture->target;
328 struct gl_texture *gl_tex;
329 DWORD state;
330 DWORD aniso;
331
332 TRACE("texture %p, sampler_states %p.\n", texture, sampler_states);
333
334 gl_tex = wined3d_texture_get_gl_texture(texture, gl_info,
335 texture->flags & WINED3D_TEXTURE_IS_SRGB);
336
337 /* This function relies on the correct texture being bound and loaded. */
338
339 if (sampler_states[WINED3D_SAMP_ADDRESS_U] != gl_tex->states[WINED3DTEXSTA_ADDRESSU])
340 {
341 state = sampler_states[WINED3D_SAMP_ADDRESS_U];
342 apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_S, cond_np2);
343 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state;
344 }
345
346 if (sampler_states[WINED3D_SAMP_ADDRESS_V] != gl_tex->states[WINED3DTEXSTA_ADDRESSV])
347 {
348 state = sampler_states[WINED3D_SAMP_ADDRESS_V];
349 apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_T, cond_np2);
350 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state;
351 }
352
353 if (sampler_states[WINED3D_SAMP_ADDRESS_W] != gl_tex->states[WINED3DTEXSTA_ADDRESSW])
354 {
355 state = sampler_states[WINED3D_SAMP_ADDRESS_W];
356 apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_R, cond_np2);
357 gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state;
358 }
359
360 if (sampler_states[WINED3D_SAMP_BORDER_COLOR] != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR])
361 {
362 float col[4];
363
364 state = sampler_states[WINED3D_SAMP_BORDER_COLOR];
365 D3DCOLORTOGLFLOAT4(state, col);
366 TRACE("Setting border color for %#x to %#x.\n", target, state);
367 gl_info->gl_ops.gl.p_glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &col[0]);
368 checkGLcall("glTexParameterfv(..., GL_TEXTURE_BORDER_COLOR, ...)");
369 gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state;
370 }
371
372 if (sampler_states[WINED3D_SAMP_MAG_FILTER] != gl_tex->states[WINED3DTEXSTA_MAGFILTER])
373 {
374 GLint gl_value;
375
376 state = sampler_states[WINED3D_SAMP_MAG_FILTER];
377 if (state > WINED3D_TEXF_ANISOTROPIC)
378 FIXME("Unrecognized or unsupported MAGFILTER* value %d.\n", state);
379
380 gl_value = wined3d_gl_mag_filter(texture->mag_lookup,
381 min(max(state, WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR));
382 TRACE("ValueMAG=%#x setting MAGFILTER to %#x.\n", state, gl_value);
383 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, gl_value);
384
385 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state;
386 }
387
388 if ((sampler_states[WINED3D_SAMP_MIN_FILTER] != gl_tex->states[WINED3DTEXSTA_MINFILTER]
389 || sampler_states[WINED3D_SAMP_MIP_FILTER] != gl_tex->states[WINED3DTEXSTA_MIPFILTER]
390 || sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL] != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL]))
391 {
392 GLint gl_value;
393
394 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = sampler_states[WINED3D_SAMP_MIP_FILTER];
395 gl_tex->states[WINED3DTEXSTA_MINFILTER] = sampler_states[WINED3D_SAMP_MIN_FILTER];
396 gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL];
397
398 if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3D_TEXF_ANISOTROPIC
399 || gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3D_TEXF_ANISOTROPIC)
400 {
401 FIXME("Unrecognized or unsupported MIN_FILTER value %#x MIP_FILTER value %#x.\n",
402 gl_tex->states[WINED3DTEXSTA_MINFILTER],
403 gl_tex->states[WINED3DTEXSTA_MIPFILTER]);
404 }
405 gl_value = wined3d_gl_min_mip_filter(texture->min_mip_lookup,
406 min(max(sampler_states[WINED3D_SAMP_MIN_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR),
407 min(max(sampler_states[WINED3D_SAMP_MIP_FILTER], WINED3D_TEXF_NONE), WINED3D_TEXF_LINEAR));
408
409 TRACE("ValueMIN=%#x, ValueMIP=%#x, setting MINFILTER to %#x.\n",
410 sampler_states[WINED3D_SAMP_MIN_FILTER],
411 sampler_states[WINED3D_SAMP_MIP_FILTER], gl_value);
412 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, gl_value);
413 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
414
415 if (!cond_np2)
416 {
417 if (gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3D_TEXF_NONE)
418 gl_value = texture->lod;
419 else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= texture->level_count)
420 gl_value = texture->level_count - 1;
421 else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < texture->lod)
422 /* texture->lod is already clamped in the setter. */
423 gl_value = texture->lod;
424 else
425 gl_value = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL];
426
427 /* Note that WINED3D_SAMP_MAX_MIP_LEVEL specifies the largest mipmap
428 * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
429 * mimap used (default 1000). So WINED3D_SAMP_MAX_MIP_LEVEL
430 * corresponds to GL_TEXTURE_BASE_LEVEL. */
431 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, gl_value);
432 }
433 }
434
435 if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3D_TEXF_ANISOTROPIC
436 && gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3D_TEXF_ANISOTROPIC
437 && gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3D_TEXF_ANISOTROPIC)
438 || cond_np2)
439 aniso = 1;
440 else
441 aniso = sampler_states[WINED3D_SAMP_MAX_ANISOTROPY];
442
443 if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
444 {
445 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
446 {
447 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
448 checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
449 }
450 else
451 {
452 WARN("Anisotropic filtering not supported.\n");
453 }
454 gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
455 }
456
457 /* These should always be the same unless EXT_texture_sRGB_decode is supported. */
458 if (sampler_states[WINED3D_SAMP_SRGB_TEXTURE] != gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE])
459 {
460 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
461 sampler_states[WINED3D_SAMP_SRGB_TEXTURE] ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
462 checkGLcall("glTexParameteri(GL_TEXTURE_SRGB_DECODE_EXT)");
463 gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = sampler_states[WINED3D_SAMP_SRGB_TEXTURE];
464 }
465
466 if (!(texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
467 != !gl_tex->states[WINED3DTEXSTA_SHADOW])
468 {
469 if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
470 {
471 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
472 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
473 checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)");
474 gl_tex->states[WINED3DTEXSTA_SHADOW] = TRUE;
475 }
476 else
477 {
478 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
479 checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)");
480 gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
481 }
482 }
483}
484
485ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture)
486{
487 ULONG refcount = InterlockedIncrement(&texture->resource.ref);
488
489 TRACE("%p increasing refcount to %u.\n", texture, refcount);
490
491 return refcount;
492}
493
494/* Do not call while under the GL lock. */
495ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture)
496{
497 ULONG refcount = InterlockedDecrement(&texture->resource.ref);
498
499 TRACE("%p decreasing refcount to %u.\n", texture, refcount);
500
501 if (!refcount)
502 {
503 wined3d_texture_cleanup(texture);
504 texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent);
505 HeapFree(GetProcessHeap(), 0, texture);
506 }
507
508 return refcount;
509}
510
511struct wined3d_resource * CDECL wined3d_texture_get_resource(struct wined3d_texture *texture)
512{
513 TRACE("texture %p.\n", texture);
514
515 return &texture->resource;
516}
517
518DWORD CDECL wined3d_texture_set_priority(struct wined3d_texture *texture, DWORD priority)
519{
520 return resource_set_priority(&texture->resource, priority);
521}
522
523DWORD CDECL wined3d_texture_get_priority(const struct wined3d_texture *texture)
524{
525 return resource_get_priority(&texture->resource);
526}
527
528/* Do not call while under the GL lock. */
529void CDECL wined3d_texture_preload(struct wined3d_texture *texture)
530{
531 texture->texture_ops->texture_preload(texture, SRGB_ANY);
532}
533
534void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture)
535{
536 TRACE("texture %p.\n", texture);
537
538 return texture->resource.parent;
539}
540
541DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
542{
543 DWORD old = texture->lod;
544
545 TRACE("texture %p, lod %u.\n", texture, lod);
546
547 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
548 * textures. The call always returns 0, and GetLOD always returns 0. */
549 if (texture->resource.pool != WINED3D_POOL_MANAGED)
550 {
551 TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture->resource.pool));
552 return 0;
553 }
554
555 if (lod >= texture->level_count)
556 lod = texture->level_count - 1;
557
558 if (texture->lod != lod)
559 {
560 texture->lod = lod;
561
562 texture->texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
563 texture->texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
564 if (texture->resource.bind_count)
565 device_invalidate_state(texture->resource.device, STATE_SAMPLER(texture->sampler));
566 }
567
568 return old;
569}
570
571DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture)
572{
573 TRACE("texture %p, returning %u.\n", texture, texture->lod);
574
575 return texture->lod;
576}
577
578DWORD CDECL wined3d_texture_get_level_count(const struct wined3d_texture *texture)
579{
580 TRACE("texture %p, returning %u.\n", texture, texture->level_count);
581
582 return texture->level_count;
583}
584
585HRESULT CDECL wined3d_texture_set_autogen_filter_type(struct wined3d_texture *texture,
586 enum wined3d_texture_filter_type filter_type)
587{
588 FIXME("texture %p, filter_type %s stub!\n", texture, debug_d3dtexturefiltertype(filter_type));
589
590 if (!(texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP))
591 {
592 WARN("Texture doesn't have AUTOGENMIPMAP usage.\n");
593 return WINED3DERR_INVALIDCALL;
594 }
595
596 texture->filter_type = filter_type;
597
598 return WINED3D_OK;
599}
600
601enum wined3d_texture_filter_type CDECL wined3d_texture_get_autogen_filter_type(const struct wined3d_texture *texture)
602{
603 TRACE("texture %p.\n", texture);
604
605 return texture->filter_type;
606}
607
608void CDECL wined3d_texture_generate_mipmaps(struct wined3d_texture *texture)
609{
610 /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
611 FIXME("texture %p stub!\n", texture);
612}
613
614struct wined3d_resource * CDECL wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
615 UINT sub_resource_idx)
616{
617 UINT sub_count = texture->level_count * texture->layer_count;
618
619 TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
620
621 if (sub_resource_idx >= sub_count)
622 {
623 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
624 return NULL;
625 }
626
627 return texture->sub_resources[sub_resource_idx];
628}
629
630HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
631 UINT layer, const struct wined3d_box *dirty_region)
632{
633 struct wined3d_resource *sub_resource;
634
635 TRACE("texture %p, layer %u, dirty_region %p.\n", texture, layer, dirty_region);
636
637 if (!(sub_resource = wined3d_texture_get_sub_resource(texture, layer * texture->level_count)))
638 {
639 WARN("Failed to get sub-resource.\n");
640 return WINED3DERR_INVALIDCALL;
641 }
642
643 wined3d_texture_set_dirty(texture, TRUE);
644 texture->texture_ops->texture_sub_resource_add_dirty_region(sub_resource, dirty_region);
645
646 return WINED3D_OK;
647}
648
649/* Context activation is done by the caller. */
650static HRESULT texture2d_bind(struct wined3d_texture *texture,
651 struct wined3d_context *context, BOOL srgb)
652{
653 const struct wined3d_gl_info *gl_info = context->gl_info;
654 BOOL set_gl_texture_desc;
655 HRESULT hr;
656
657 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
658
659 hr = wined3d_texture_bind(texture, context, srgb, &set_gl_texture_desc);
660 if (set_gl_texture_desc && SUCCEEDED(hr))
661 {
662 UINT sub_count = texture->level_count * texture->layer_count;
663 BOOL srgb_tex = !context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
664 && (texture->flags & WINED3D_TEXTURE_IS_SRGB);
665 struct gl_texture *gl_tex;
666 UINT i;
667
668 gl_tex = wined3d_texture_get_gl_texture(texture, context->gl_info, srgb_tex);
669
670 for (i = 0; i < sub_count; ++i)
671 {
672 struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]);
673 surface_set_texture_name(surface, gl_tex->name, srgb_tex);
674 }
675
676 /* Conditinal non power of two textures use a different clamping
677 * default. If we're using the GL_WINE_normalized_texrect partial
678 * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
679 * has the address mode set to repeat - something that prevents us
680 * from hitting the accelerated codepath. Thus manually set the GL
681 * state. The same applies to filtering. Even if the texture has only
682 * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
683 * fallback on macos. */
684 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
685 {
686#ifdef VBOX_WITH_WDDM
687 Assert(!VBOXSHRC_IS_SHARED_OPENED(texture));
688 if (!VBOXSHRC_IS_SHARED_OPENED(texture))
689#endif
690 {
691 GLenum target = texture->target;
692
693 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
694 checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
695 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
696 checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
697 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
698 checkGLcall("glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
699 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
700 checkGLcall("glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
701 }
702 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3D_TADDRESS_CLAMP;
703 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3D_TADDRESS_CLAMP;
704 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3D_TEXF_POINT;
705 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3D_TEXF_POINT;
706 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3D_TEXF_NONE;
707 }
708 }
709
710 return hr;
711}
712
713static BOOL texture_srgb_mode(const struct wined3d_texture *texture, enum WINED3DSRGB srgb)
714{
715 switch (srgb)
716 {
717 case SRGB_RGB:
718 return FALSE;
719
720 case SRGB_SRGB:
721 return TRUE;
722
723 default:
724 return texture->flags & WINED3D_TEXTURE_IS_SRGB;
725 }
726}
727
728/* Do not call while under the GL lock. */
729static void texture2d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb)
730{
731 UINT sub_count = texture->level_count * texture->layer_count;
732 struct wined3d_device *device = texture->resource.device;
733 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
734 struct wined3d_context *context = NULL;
735 struct gl_texture *gl_tex;
736 BOOL srgb_mode;
737 UINT i;
738
739 TRACE("texture %p, srgb %#x.\n", texture, srgb);
740
741 srgb_mode = texture_srgb_mode(texture, srgb);
742 gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, srgb_mode);
743
744 if (!device->isInDraw)
745 {
746 /* No danger of recursive calls, context_acquire() sets isInDraw to TRUE
747 * when loading offscreen render targets into the texture. */
748 context = context_acquire(device, NULL);
749 }
750
751 if (gl_tex->dirty)
752 {
753 /* Reload the surfaces if the texture is marked dirty. */
754 for (i = 0; i < sub_count; ++i)
755 {
756 surface_load(surface_from_resource(texture->sub_resources[i]), srgb_mode);
757 }
758 }
759 else
760 {
761 TRACE("Texture %p not dirty, nothing to do.\n", texture);
762 }
763
764 /* No longer dirty. */
765 gl_tex->dirty = FALSE;
766
767 if (context) context_release(context);
768}
769
770static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
771 const struct wined3d_box *dirty_region)
772{
773 surface_add_dirty_rect(surface_from_resource(sub_resource), dirty_region);
774}
775
776static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
777{
778 struct wined3d_surface *surface = surface_from_resource(sub_resource);
779
780 /* Clean out the texture name we gave to the surface so that the
781 * surface doesn't try and release it. */
782 surface_set_texture_name(surface, 0, TRUE);
783 surface_set_texture_name(surface, 0, FALSE);
784 surface_set_texture_target(surface, 0, 0);
785 surface_set_container(surface, NULL);
786 wined3d_surface_decref(surface);
787}
788
789/* Do not call while under the GL lock. */
790static void texture2d_unload(struct wined3d_resource *resource)
791{
792 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
793 UINT sub_count = texture->level_count * texture->layer_count;
794 UINT i;
795
796 TRACE("texture %p.\n", texture);
797
798 for (i = 0; i < sub_count; ++i)
799 {
800 struct wined3d_resource *sub_resource = texture->sub_resources[i];
801 struct wined3d_surface *surface = surface_from_resource(sub_resource);
802
803 sub_resource->resource_ops->resource_unload(sub_resource);
804 surface_set_texture_name(surface, 0, FALSE); /* Delete RGB name */
805 surface_set_texture_name(surface, 0, TRUE); /* Delete sRGB name */
806 }
807
808 wined3d_texture_unload(texture);
809}
810
811static const struct wined3d_texture_ops texture2d_ops =
812{
813 texture2d_bind,
814 texture2d_preload,
815 texture2d_sub_resource_add_dirty_region,
816 texture2d_sub_resource_cleanup,
817};
818
819static const struct wined3d_resource_ops texture2d_resource_ops =
820{
821 texture2d_unload,
822};
823
824static HRESULT cubetexture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
825 UINT levels, DWORD surface_flags, struct wined3d_device *device, void *parent,
826 const struct wined3d_parent_ops *parent_ops
827#ifdef VBOX_WITH_WDDM
828 , HANDLE *shared_handle
829 , void **pavClientMem
830#endif
831 )
832{
833 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
834 struct wined3d_resource_desc surface_desc;
835 unsigned int i, j;
836 HRESULT hr;
837
838 /* TODO: It should only be possible to create textures for formats
839 * that are reported as supported. */
840 if (WINED3DFMT_UNKNOWN >= desc->format)
841 {
842 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
843 return WINED3DERR_INVALIDCALL;
844 }
845
846 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && desc->pool != WINED3D_POOL_SCRATCH)
847 {
848 WARN("(%p) : Tried to create not supported cube texture.\n", texture);
849 return WINED3DERR_INVALIDCALL;
850 }
851
852 /* Calculate levels for mip mapping */
853 if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
854 {
855 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
856 {
857 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
858 return WINED3DERR_INVALIDCALL;
859 }
860
861 if (levels > 1)
862 {
863 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
864 return WINED3DERR_INVALIDCALL;
865 }
866
867 levels = 1;
868 }
869 else if (!levels)
870 {
871 levels = wined3d_log2i(desc->width) + 1;
872 TRACE("Calculated levels = %u.\n", levels);
873 }
874
875 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
876 {
877 UINT pow2_edge_length = 1;
878 while (pow2_edge_length < desc->width)
879 pow2_edge_length <<= 1;
880
881 if (desc->width != pow2_edge_length)
882 {
883 if (desc->pool == WINED3D_POOL_SCRATCH)
884 {
885 /* SCRATCH textures cannot be used for texturing */
886 WARN("Creating a scratch NPOT cube texture despite lack of HW support.\n");
887 }
888 else
889 {
890 WARN("Attempted to create a NPOT cube texture (edge length %u) without GL support.\n", desc->width);
891 return WINED3DERR_INVALIDCALL;
892 }
893 }
894 }
895
896#ifdef VBOX_WITH_WDDM
897 if (FAILED(hr = wined3d_texture_init(texture, &texture2d_ops, 6, levels,
898 desc, device, parent, parent_ops, &texture2d_resource_ops,
899 shared_handle, pavClientMem)))
900#else
901 if (FAILED(hr = wined3d_texture_init(texture, &texture2d_ops, 6, levels,
902 desc, device, parent, parent_ops, &texture2d_resource_ops)))
903#endif
904 {
905 WARN("Failed to initialize texture, returning %#x\n", hr);
906 return hr;
907 }
908
909 texture->pow2_matrix[0] = 1.0f;
910 texture->pow2_matrix[5] = 1.0f;
911 texture->pow2_matrix[10] = 1.0f;
912 texture->pow2_matrix[15] = 1.0f;
913 texture->target = GL_TEXTURE_CUBE_MAP_ARB;
914
915 /* Generate all the surfaces. */
916 surface_desc = *desc;
917 surface_desc.resource_type = WINED3D_RTYPE_SURFACE;
918 for (i = 0; i < texture->level_count; ++i)
919 {
920 /* Create the 6 faces. */
921 for (j = 0; j < 6; ++j)
922 {
923 static const GLenum cube_targets[6] =
924 {
925 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
926 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
927 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
928 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
929 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
930 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
931 };
932 UINT idx = j * texture->level_count + i;
933 struct wined3d_surface *surface;
934
935
936#ifdef VBOX_WITH_WDDM
937 if (FAILED(hr = device->device_parent->ops->create_texture_surface(device->device_parent,
938 parent, &surface_desc, idx, surface_flags, &surface
939 ,NULL, pavClientMem ? pavClientMem[i * 6 + j] : NULL
940 )))
941#else
942 if (FAILED(hr = device->device_parent->ops->create_texture_surface(device->device_parent,
943 parent, &surface_desc, idx, surface_flags, &surface)))
944#endif
945 {
946 FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
947 wined3d_texture_cleanup(texture);
948 return hr;
949 }
950
951 surface_set_container(surface, texture);
952 surface_set_texture_target(surface, cube_targets[j], i);
953 texture->sub_resources[idx] = &surface->resource;
954 TRACE("Created surface level %u @ %p.\n", i, surface);
955 }
956 surface_desc.width = max(1, surface_desc.width >> 1);
957 surface_desc.height = surface_desc.width;
958 }
959
960#ifdef VBOX_WITH_WDDM
961 if (VBOXSHRC_IS_SHARED(texture))
962 {
963 Assert(shared_handle);
964 for (i = 0; i < texture->level_count; ++i)
965 {
966 for (j = 0; j < 6; ++j)
967 {
968 UINT idx = j * texture->level_count + i;
969 VBOXSHRC_COPY_SHAREDATA(surface_from_resource(texture->sub_resources[idx]), texture);
970 }
971 }
972#ifdef DEBUG
973 for (i = 0; i < texture->level_count; ++i)
974 {
975 for (j = 0; j < 6; ++j)
976 {
977 UINT idx = j * texture->level_count + i;
978 Assert(!surface_from_resource(texture->sub_resources[idx])->texture_name);
979 }
980 }
981#endif
982
983 if (!VBOXSHRC_IS_SHARED_OPENED(texture))
984 {
985 for (i = 0; i < texture->level_count; ++i)
986 {
987 for (j = 0; j < 6; ++j)
988 {
989 UINT idx = j * texture->level_count + i;
990 struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[idx]);
991 surface_load_location(surface, SFLAG_INTEXTURE, NULL);
992 }
993 }
994
995 Assert(!(*shared_handle));
996 *shared_handle = VBOXSHRC_GET_SHAREHANDLE(texture);
997 }
998 else
999 {
1000 struct wined3d_context *context = NULL;
1001 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1002 struct gl_texture *gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, FALSE);
1003 texture->texture_rgb.name = (GLuint)VBOXSHRC_GET_SHAREHANDLE(texture);
1004 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3D_TADDRESS_WRAP;
1005 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3D_TADDRESS_WRAP;
1006 gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3D_TADDRESS_WRAP;
1007 gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0;
1008 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3D_TEXF_LINEAR;
1009 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3D_TEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
1010 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3D_TEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
1011 gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
1012 gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
1013 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
1014 gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = TRUE;
1015 else
1016 gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = FALSE;
1017 gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
1018 wined3d_texture_set_dirty(texture, TRUE);
1019
1020 context = context_acquire(device, NULL);
1021 pglChromiumParameteriCR(GL_RCUSAGE_TEXTURE_SET_CR, (GLuint)VBOXSHRC_GET_SHAREHANDLE(texture));
1022 context_release(context);
1023
1024 for (i = 0; i < texture->level_count; ++i)
1025 {
1026 for (j = 0; j < 6; ++j)
1027 {
1028 UINT idx = j * texture->level_count + i;
1029 struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[idx]);
1030 surface_setup_location_onopen(surface);
1031 Assert(*shared_handle);
1032 Assert(*shared_handle == VBOXSHRC_GET_SHAREHANDLE(texture));
1033 }
1034 }
1035 }
1036#ifdef DEBUG
1037 for (i = 0; i < texture->level_count; ++i)
1038 {
1039 for (j = 0; j < 6; ++j)
1040 {
1041 UINT idx = j * texture->level_count + i;
1042 Assert((GLuint)(*shared_handle) == surface_from_resource(texture->sub_resources[idx])->texture_name);
1043 }
1044 }
1045#endif
1046
1047#ifdef DEBUG
1048 for (i = 0; i < texture->level_count; ++i)
1049 {
1050 for (j = 0; j < 6; ++j)
1051 {
1052 UINT idx = j * texture->level_count + i;
1053 Assert((GLuint)(*shared_handle) == surface_from_resource(texture->sub_resources[idx])->texture_name);
1054 }
1055 }
1056#endif
1057
1058 Assert(!device->isInDraw);
1059
1060 /* flush to ensure the texture is allocated/referenced before it is used/released by another
1061 * process opening/creating it */
1062 Assert(device->context_count == 1);
1063 pVBoxFlushToHost(device->contexts[0]->glCtx);
1064 }
1065 else
1066 {
1067 Assert(!shared_handle);
1068 }
1069#endif
1070
1071 return WINED3D_OK;
1072}
1073
1074static HRESULT texture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
1075 UINT levels, DWORD surface_flags, struct wined3d_device *device, void *parent,
1076 const struct wined3d_parent_ops *parent_ops
1077#ifdef VBOX_WITH_WDDM
1078 , HANDLE *shared_handle
1079 , void **pavClientMem
1080#endif
1081 )
1082{
1083 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1084 struct wined3d_resource_desc surface_desc;
1085 UINT pow2_width, pow2_height;
1086 unsigned int i;
1087 HRESULT hr;
1088
1089 /* TODO: It should only be possible to create textures for formats
1090 * that are reported as supported. */
1091 if (WINED3DFMT_UNKNOWN >= desc->format)
1092 {
1093 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
1094 return WINED3DERR_INVALIDCALL;
1095 }
1096
1097 /* Non-power2 support. */
1098 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1099 {
1100 pow2_width = desc->width;
1101 pow2_height = desc->height;
1102 }
1103 else
1104 {
1105 /* Find the nearest pow2 match. */
1106 pow2_width = pow2_height = 1;
1107 while (pow2_width < desc->width)
1108 pow2_width <<= 1;
1109 while (pow2_height < desc->height)
1110 pow2_height <<= 1;
1111
1112 if (pow2_width != desc->width || pow2_height != desc->height)
1113 {
1114 /* levels == 0 returns an error as well */
1115 if (levels != 1)
1116 {
1117 if (desc->pool == WINED3D_POOL_SCRATCH)
1118 {
1119 WARN("Creating a scratch mipmapped NPOT texture despite lack of HW support.\n");
1120 }
1121 else
1122 {
1123 WARN("Attempted to create a mipmapped NPOT texture without unconditional NPOT support.\n");
1124 return WINED3DERR_INVALIDCALL;
1125 }
1126 }
1127 }
1128 }
1129
1130 /* Calculate levels for mip mapping. */
1131 if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
1132 {
1133 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
1134 {
1135 WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
1136 return WINED3DERR_INVALIDCALL;
1137 }
1138
1139 if (levels > 1)
1140 {
1141 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n");
1142 return WINED3DERR_INVALIDCALL;
1143 }
1144
1145 levels = 1;
1146 }
1147 else if (!levels)
1148 {
1149 levels = wined3d_log2i(max(desc->width, desc->height)) + 1;
1150 TRACE("Calculated levels = %u.\n", levels);
1151 }
1152
1153#ifdef VBOX_WITH_WDDM
1154 if (FAILED(hr = wined3d_texture_init(texture, &texture2d_ops, 1, levels,
1155 desc, device, parent, parent_ops, &texture2d_resource_ops,
1156 shared_handle, pavClientMem)))
1157#else
1158 if (FAILED(hr = wined3d_texture_init(texture, &texture2d_ops, 1, levels,
1159 desc, device, parent, parent_ops, &texture2d_resource_ops)))
1160#endif
1161 {
1162 WARN("Failed to initialize texture, returning %#x.\n", hr);
1163 return hr;
1164 }
1165
1166 /* Precalculated scaling for 'faked' non power of two texture coords.
1167 * Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
1168 * is used in combination with texture uploads (RTL_READTEX). The reason is that EXT_PALETTED_TEXTURE
1169 * doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
1170 if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT]
1171 && (desc->width != pow2_width || desc->height != pow2_height))
1172 {
1173 texture->pow2_matrix[0] = 1.0f;
1174 texture->pow2_matrix[5] = 1.0f;
1175 texture->pow2_matrix[10] = 1.0f;
1176 texture->pow2_matrix[15] = 1.0f;
1177 texture->target = GL_TEXTURE_2D;
1178 texture->flags |= WINED3D_TEXTURE_COND_NP2;
1179 texture->min_mip_lookup = minMipLookup_noFilter;
1180 }
1181 else if (gl_info->supported[ARB_TEXTURE_RECTANGLE] && (desc->width != pow2_width || desc->height != pow2_height)
1182 && !(desc->format == WINED3DFMT_P8_UINT && gl_info->supported[EXT_PALETTED_TEXTURE]
1183 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
1184 {
1185 texture->pow2_matrix[0] = (float)desc->width;
1186 texture->pow2_matrix[5] = (float)desc->height;
1187 texture->pow2_matrix[10] = 1.0f;
1188 texture->pow2_matrix[15] = 1.0f;
1189 texture->target = GL_TEXTURE_RECTANGLE_ARB;
1190 texture->flags |= WINED3D_TEXTURE_COND_NP2;
1191 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
1192
1193 if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
1194 texture->min_mip_lookup = minMipLookup_noMip;
1195 else
1196 texture->min_mip_lookup = minMipLookup_noFilter;
1197 }
1198 else
1199 {
1200 if ((desc->width != pow2_width) || (desc->height != pow2_height))
1201 {
1202 texture->pow2_matrix[0] = (((float)desc->width) / ((float)pow2_width));
1203 texture->pow2_matrix[5] = (((float)desc->height) / ((float)pow2_height));
1204 texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
1205 }
1206 else
1207 {
1208 texture->pow2_matrix[0] = 1.0f;
1209 texture->pow2_matrix[5] = 1.0f;
1210 }
1211
1212 texture->pow2_matrix[10] = 1.0f;
1213 texture->pow2_matrix[15] = 1.0f;
1214 texture->target = GL_TEXTURE_2D;
1215 }
1216 TRACE("xf(%f) yf(%f)\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
1217
1218 /* Generate all the surfaces. */
1219 surface_desc = *desc;
1220 surface_desc.resource_type = WINED3D_RTYPE_SURFACE;
1221 for (i = 0; i < texture->level_count; ++i)
1222 {
1223 struct wined3d_surface *surface;
1224
1225 /* Use the callback to create the texture surface. */
1226#ifdef VBOX_WITH_WDDM
1227 if (FAILED(hr = device->device_parent->ops->create_texture_surface(device->device_parent,
1228 parent, &surface_desc, i, surface_flags, &surface
1229 , NULL /* <- we first create a surface in an average "non-shared" fashion and initialize its share properties later (see below)
1230 * this is done this way because the surface does not have its parent (texture) setup properly
1231 * thus we can not initialize texture at this stage */
1232 , pavClientMem ? pavClientMem[i] : NULL
1233 )))
1234#else
1235 if (FAILED(hr = device->device_parent->ops->create_texture_surface(device->device_parent,
1236 parent, &surface_desc, i, surface_flags, &surface)))
1237#endif
1238 {
1239 FIXME("Failed to create surface %p, hr %#x\n", texture, hr);
1240 wined3d_texture_cleanup(texture);
1241 return hr;
1242 }
1243
1244 surface_set_container(surface, texture);
1245 surface_set_texture_target(surface, texture->target, i);
1246 texture->sub_resources[i] = &surface->resource;
1247 TRACE("Created surface level %u @ %p.\n", i, surface);
1248 /* Calculate the next mipmap level. */
1249 surface_desc.width = max(1, surface_desc.width >> 1);
1250 surface_desc.height = max(1, surface_desc.height >> 1);
1251 }
1252
1253#ifdef VBOX_WITH_WDDM
1254 if (VBOXSHRC_IS_SHARED(texture))
1255 {
1256 Assert(shared_handle);
1257 for (i = 0; i < texture->level_count; ++i)
1258 {
1259 VBOXSHRC_COPY_SHAREDATA(surface_from_resource(texture->sub_resources[i]), texture);
1260 }
1261#ifdef DEBUG
1262 for (i = 0; i < texture->level_count; ++i)
1263 {
1264 Assert(!surface_from_resource(texture->sub_resources[i])->texture_name);
1265 }
1266#endif
1267 if (!VBOXSHRC_IS_SHARED_OPENED(texture))
1268 {
1269 for (i = 0; i < texture->level_count; ++i)
1270 {
1271 struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]);
1272 surface_load_location(surface, SFLAG_INTEXTURE, NULL);
1273 }
1274
1275 Assert(!(*shared_handle));
1276 *shared_handle = VBOXSHRC_GET_SHAREHANDLE(texture);
1277 }
1278 else
1279 {
1280 struct wined3d_context *context = NULL;
1281 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1282 struct gl_texture *gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, FALSE);
1283 texture->texture_rgb.name = (GLuint)VBOXSHRC_GET_SHAREHANDLE(texture);
1284 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3D_TADDRESS_WRAP;
1285 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3D_TADDRESS_WRAP;
1286 gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3D_TADDRESS_WRAP;
1287 gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0;
1288 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3D_TEXF_LINEAR;
1289 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3D_TEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
1290 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3D_TEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
1291 gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
1292 gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
1293 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
1294 gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = TRUE;
1295 else
1296 gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = FALSE;
1297 gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
1298 wined3d_texture_set_dirty(texture, TRUE);
1299 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
1300 {
1301 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3D_TADDRESS_CLAMP;
1302 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3D_TADDRESS_CLAMP;
1303 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3D_TEXF_POINT;
1304 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3D_TEXF_POINT;
1305 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3D_TEXF_NONE;
1306 }
1307
1308 context = context_acquire(device, NULL);
1309 pglChromiumParameteriCR(GL_RCUSAGE_TEXTURE_SET_CR, (GLuint)VBOXSHRC_GET_SHAREHANDLE(texture));
1310 context_release(context);
1311
1312 for (i = 0; i < texture->level_count; ++i)
1313 {
1314 struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]);
1315 surface_setup_location_onopen(surface);
1316 Assert(*shared_handle);
1317 Assert(*shared_handle == VBOXSHRC_GET_SHAREHANDLE(texture));
1318 }
1319 }
1320
1321#ifdef DEBUG
1322 for (i = 0; i < texture->level_count; ++i)
1323 {
1324 Assert((GLuint)(*shared_handle) == surface_from_resource(texture->sub_resources[i])->texture_name);
1325 }
1326#endif
1327
1328 Assert(!device->isInDraw);
1329
1330 /* flush to ensure the texture is allocated/referenced before it is used/released by another
1331 * process opening/creating it */
1332 Assert(device->context_count == 1);
1333 pVBoxFlushToHost(device->contexts[0]->glCtx);
1334 }
1335 else
1336 {
1337 Assert(!shared_handle);
1338 }
1339#endif
1340
1341 return WINED3D_OK;
1342}
1343
1344/* Context activation is done by the caller. */
1345static HRESULT texture3d_bind(struct wined3d_texture *texture,
1346 struct wined3d_context *context, BOOL srgb)
1347{
1348 BOOL dummy;
1349
1350 TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
1351
1352 return wined3d_texture_bind(texture, context, srgb, &dummy);
1353}
1354
1355/* Do not call while under the GL lock. */
1356static void texture3d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb)
1357{
1358 struct wined3d_device *device = texture->resource.device;
1359 struct wined3d_context *context;
1360 BOOL srgb_was_toggled = FALSE;
1361 unsigned int i;
1362
1363 TRACE("texture %p, srgb %#x.\n", texture, srgb);
1364
1365 /* TODO: Use already acquired context when possible. */
1366 context = context_acquire(device, NULL);
1367 if (texture->resource.bind_count > 0)
1368 {
1369 BOOL texture_srgb = texture->flags & WINED3D_TEXTURE_IS_SRGB;
1370 BOOL sampler_srgb = texture_srgb_mode(texture, srgb);
1371 srgb_was_toggled = !texture_srgb != !sampler_srgb;
1372
1373 if (srgb_was_toggled)
1374 {
1375 if (sampler_srgb)
1376 texture->flags |= WINED3D_TEXTURE_IS_SRGB;
1377 else
1378 texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
1379 }
1380 }
1381
1382 /* If the texture is marked dirty or the sRGB sampler setting has changed
1383 * since the last load then reload the volumes. */
1384 if (texture->texture_rgb.dirty)
1385 {
1386 for (i = 0; i < texture->level_count; ++i)
1387 {
1388 volume_load(volume_from_resource(texture->sub_resources[i]), context, i,
1389 texture->flags & WINED3D_TEXTURE_IS_SRGB);
1390 }
1391 }
1392 else if (srgb_was_toggled)
1393 {
1394 for (i = 0; i < texture->level_count; ++i)
1395 {
1396 struct wined3d_volume *volume = volume_from_resource(texture->sub_resources[i]);
1397 volume_add_dirty_box(volume, NULL);
1398 volume_load(volume, context, i, texture->flags & WINED3D_TEXTURE_IS_SRGB);
1399 }
1400 }
1401 else
1402 {
1403 TRACE("Texture %p not dirty, nothing to do.\n", texture);
1404 }
1405
1406 context_release(context);
1407
1408 /* No longer dirty */
1409 texture->texture_rgb.dirty = FALSE;
1410}
1411
1412static void texture3d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
1413 const struct wined3d_box *dirty_region)
1414{
1415 volume_add_dirty_box(volume_from_resource(sub_resource), dirty_region);
1416}
1417
1418static void texture3d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
1419{
1420 struct wined3d_volume *volume = volume_from_resource(sub_resource);
1421
1422 /* Cleanup the container. */
1423 volume_set_container(volume, NULL);
1424 wined3d_volume_decref(volume);
1425}
1426
1427/* Do not call while under the GL lock. */
1428static void texture3d_unload(struct wined3d_resource *resource)
1429{
1430 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
1431 UINT i;
1432
1433 TRACE("texture %p.\n", texture);
1434
1435 for (i = 0; i < texture->level_count; ++i)
1436 {
1437 struct wined3d_resource *sub_resource = texture->sub_resources[i];
1438 sub_resource->resource_ops->resource_unload(sub_resource);
1439 }
1440
1441 wined3d_texture_unload(texture);
1442}
1443
1444static const struct wined3d_texture_ops texture3d_ops =
1445{
1446 texture3d_bind,
1447 texture3d_preload,
1448 texture3d_sub_resource_add_dirty_region,
1449 texture3d_sub_resource_cleanup,
1450};
1451
1452static const struct wined3d_resource_ops texture3d_resource_ops =
1453{
1454 texture3d_unload,
1455};
1456
1457
1458static HRESULT volumetexture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
1459 UINT levels, struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops
1460#ifdef VBOX_WITH_WDDM
1461 , HANDLE *shared_handle
1462 , void **pavClientMem
1463#endif
1464 )
1465{
1466 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1467 UINT tmp_w, tmp_h, tmp_d;
1468 unsigned int i;
1469 HRESULT hr;
1470
1471#ifdef VBOX_WITH_WDDM
1472 if (shared_handle)
1473 {
1474 ERR("shared handle support for volume textures not impemented yet, ignoring!");
1475 }
1476#endif
1477
1478 /* TODO: It should only be possible to create textures for formats
1479 * that are reported as supported. */
1480 if (WINED3DFMT_UNKNOWN >= desc->format)
1481 {
1482 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
1483 return WINED3DERR_INVALIDCALL;
1484 }
1485
1486 if (!gl_info->supported[EXT_TEXTURE3D])
1487 {
1488 WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
1489 return WINED3DERR_INVALIDCALL;
1490 }
1491
1492 /* Calculate levels for mip mapping. */
1493 if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
1494 {
1495 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
1496 {
1497 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
1498 return WINED3DERR_INVALIDCALL;
1499 }
1500
1501 if (levels > 1)
1502 {
1503 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
1504 return WINED3DERR_INVALIDCALL;
1505 }
1506
1507 levels = 1;
1508 }
1509 else if (!levels)
1510 {
1511 levels = wined3d_log2i(max(max(desc->width, desc->height), desc->depth)) + 1;
1512 TRACE("Calculated levels = %u.\n", levels);
1513 }
1514
1515 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1516 {
1517 UINT pow2_w, pow2_h, pow2_d;
1518 pow2_w = 1;
1519 while (pow2_w < desc->width)
1520 pow2_w <<= 1;
1521 pow2_h = 1;
1522 while (pow2_h < desc->height)
1523 pow2_h <<= 1;
1524 pow2_d = 1;
1525 while (pow2_d < desc->depth)
1526 pow2_d <<= 1;
1527
1528 if (pow2_w != desc->width || pow2_h != desc->height || pow2_d != desc->depth)
1529 {
1530 if (desc->pool == WINED3D_POOL_SCRATCH)
1531 {
1532 WARN("Creating a scratch NPOT volume texture despite lack of HW support.\n");
1533 }
1534 else
1535 {
1536 WARN("Attempted to create a NPOT volume texture (%u, %u, %u) without GL support.\n",
1537 desc->width, desc->height, desc->depth);
1538 return WINED3DERR_INVALIDCALL;
1539 }
1540 }
1541 }
1542
1543#ifdef VBOX_WITH_WDDM
1544 if (FAILED(hr = wined3d_texture_init(texture, &texture3d_ops, 1, levels,
1545 desc, device, parent, parent_ops, &texture3d_resource_ops
1546 , shared_handle, pavClientMem)))
1547#else
1548 if (FAILED(hr = wined3d_texture_init(texture, &texture3d_ops, 1, levels,
1549 desc, device, parent, parent_ops, &texture3d_resource_ops)))
1550#endif
1551 {
1552 WARN("Failed to initialize texture, returning %#x.\n", hr);
1553 return hr;
1554 }
1555
1556 texture->pow2_matrix[0] = 1.0f;
1557 texture->pow2_matrix[5] = 1.0f;
1558 texture->pow2_matrix[10] = 1.0f;
1559 texture->pow2_matrix[15] = 1.0f;
1560 texture->target = GL_TEXTURE_3D;
1561
1562 /* Generate all the surfaces. */
1563 tmp_w = desc->width;
1564 tmp_h = desc->height;
1565 tmp_d = desc->depth;
1566
1567 for (i = 0; i < texture->level_count; ++i)
1568 {
1569 struct wined3d_volume *volume;
1570
1571 /* Create the volume. */
1572 hr = device->device_parent->ops->create_volume(device->device_parent, parent,
1573 tmp_w, tmp_h, tmp_d, desc->format, desc->pool, desc->usage, &volume
1574#ifdef VBOX_WITH_WDDM
1575 , shared_handle
1576 , pavClientMem
1577#endif
1578 );
1579 if (FAILED(hr))
1580 {
1581 ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr);
1582 wined3d_texture_cleanup(texture);
1583 return hr;
1584 }
1585
1586 /* Set its container to this texture. */
1587 volume_set_container(volume, texture);
1588 texture->sub_resources[i] = &volume->resource;
1589
1590 /* Calculate the next mipmap level. */
1591 tmp_w = max(1, tmp_w >> 1);
1592 tmp_h = max(1, tmp_h >> 1);
1593 tmp_d = max(1, tmp_d >> 1);
1594 }
1595
1596 return WINED3D_OK;
1597}
1598
1599HRESULT CDECL wined3d_texture_create_2d(struct wined3d_device *device, const struct wined3d_resource_desc *desc,
1600 UINT level_count, DWORD surface_flags, void *parent, const struct wined3d_parent_ops *parent_ops,
1601 struct wined3d_texture **texture
1602#ifdef VBOX_WITH_WDDM
1603 , HANDLE *shared_handle
1604 , void **pavClientMem
1605#endif
1606 )
1607{
1608 struct wined3d_texture *object;
1609 HRESULT hr;
1610
1611 TRACE("device %p, desc %p, level_count %u, surface_flags %#x, parent %p, parent_ops %p, texture %p.\n",
1612 device, desc, level_count, surface_flags, parent, parent_ops, texture);
1613
1614 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1615 if (!object)
1616 {
1617 *texture = NULL;
1618 return WINED3DERR_OUTOFVIDEOMEMORY;
1619 }
1620
1621#ifdef VBOX_WITH_WDDM
1622 if (FAILED(hr = texture_init(object, desc, level_count, surface_flags, device, parent, parent_ops
1623 , shared_handle, pavClientMem)))
1624#else
1625 if (FAILED(hr = texture_init(object, desc, level_count, surface_flags, device, parent, parent_ops)))
1626#endif
1627 {
1628 WARN("Failed to initialize texture, returning %#x.\n", hr);
1629 HeapFree(GetProcessHeap(), 0, object);
1630 *texture = NULL;
1631 return hr;
1632 }
1633
1634 TRACE("Created texture %p.\n", object);
1635 *texture = object;
1636
1637 return WINED3D_OK;
1638}
1639
1640HRESULT CDECL wined3d_texture_create_3d(struct wined3d_device *device, const struct wined3d_resource_desc *desc,
1641 UINT level_count, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture
1642#ifdef VBOX_WITH_WDDM
1643 , HANDLE *shared_handle
1644 , void **pavClientMem
1645#endif
1646 )
1647{
1648 struct wined3d_texture *object;
1649 HRESULT hr;
1650
1651 TRACE("device %p, desc %p, level_count %u, parent %p, parent_ops %p, texture %p.\n",
1652 device, desc, level_count, parent, parent_ops, texture);
1653
1654 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1655 if (!object)
1656 {
1657 *texture = NULL;
1658 return WINED3DERR_OUTOFVIDEOMEMORY;
1659 }
1660
1661#ifdef VBOX_WITH_WDDM
1662 if (FAILED(hr = volumetexture_init(object, desc, level_count, device, parent, parent_ops
1663 , shared_handle, pavClientMem)))
1664#else
1665 if (FAILED(hr = volumetexture_init(object, desc, level_count, device, parent, parent_ops)))
1666#endif
1667 {
1668 WARN("Failed to initialize volumetexture, returning %#x\n", hr);
1669 HeapFree(GetProcessHeap(), 0, object);
1670 *texture = NULL;
1671 return hr;
1672 }
1673
1674 TRACE("Created texture %p.\n", object);
1675 *texture = object;
1676
1677 return WINED3D_OK;
1678}
1679
1680HRESULT CDECL wined3d_texture_create_cube(struct wined3d_device *device, const struct wined3d_resource_desc *desc,
1681 UINT level_count, DWORD surface_flags, void *parent, const struct wined3d_parent_ops *parent_ops,
1682 struct wined3d_texture **texture
1683#ifdef VBOX_WITH_WDDM
1684 , HANDLE *shared_handle
1685 , void **pavClientMem
1686#endif
1687 )
1688{
1689 struct wined3d_texture *object;
1690 HRESULT hr;
1691
1692 TRACE("device %p, desc %p, level_count %u, surface_flags %#x, parent %p, parent_ops %p, texture %p.\n",
1693 device, desc, level_count, surface_flags, parent, parent_ops, texture);
1694
1695 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1696 if (!object)
1697 {
1698 *texture = NULL;
1699 return WINED3DERR_OUTOFVIDEOMEMORY;
1700 }
1701
1702#ifdef VBOX_WITH_WDDM
1703 if (FAILED(hr = cubetexture_init(object, desc, level_count, surface_flags, device, parent, parent_ops
1704 , shared_handle, pavClientMem)))
1705#else
1706 if (FAILED(hr = cubetexture_init(object, desc, level_count, surface_flags, device, parent, parent_ops)))
1707#endif
1708 {
1709 WARN("Failed to initialize cubetexture, returning %#x\n", hr);
1710 HeapFree(GetProcessHeap(), 0, object);
1711 *texture = NULL;
1712 return hr;
1713 }
1714
1715 TRACE("Created texture %p.\n", object);
1716 *texture = object;
1717
1718 return WINED3D_OK;
1719}
1720
1721#ifdef VBOX_WITH_WDDM
1722HRESULT CDECL wined3d_device_blt_voltex(struct wined3d_device *device, struct wined3d_texture *src, struct wined3d_texture *dst,
1723 const struct wined3d_box *pSrcBoxArg, const VBOXPOINT3D *pDstPoin3D)
1724{
1725 unsigned int level_count, i;
1726 struct wined3d_volume *src_volume;
1727 struct wined3d_volume *dst_volume;
1728 HRESULT hr = S_OK;
1729
1730 level_count = src->level_count;
1731 if (dst->level_count != level_count)
1732 {
1733 ERR("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
1734 return WINED3DERR_INVALIDCALL;
1735 }
1736
1737 for (i = 0; i < level_count; ++i)
1738 {
1739 struct wined3d_box SrcBox, *pSrcBox;
1740 VBOXPOINT3D DstPoint, *pDstPoint;
1741
1742 if (pSrcBoxArg)
1743 {
1744 vboxWddmBoxDivided((VBOXBOX3D*)&SrcBox, (VBOXBOX3D*)pSrcBoxArg, i + 1, true);
1745 pSrcBox = &SrcBox;
1746 }
1747 else
1748 {
1749 pSrcBox = NULL;
1750 }
1751
1752 if (pDstPoin3D)
1753 {
1754 vboxWddmPoint3DDivided(&DstPoint, pDstPoin3D, i + 1, true);
1755 pDstPoint = &DstPoint;
1756 }
1757 else
1758 {
1759 pDstPoint = NULL;
1760 }
1761
1762 src_volume = volume_from_resource(src->sub_resources[i]);
1763 dst_volume = volume_from_resource(dst->sub_resources[i]);
1764 hr = wined3d_device_blt_vol(device, src_volume, dst_volume, pSrcBox, pDstPoint);
1765 if (FAILED(hr))
1766 {
1767 ERR("wined3d_device_blt_vol failed, hr %#x.\n", hr);
1768 return hr;
1769 }
1770 }
1771
1772 return hr;
1773}
1774#endif
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