wine/dlls/wined3d/texture.c

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/*
* IWineD3DTexture implementation
*
* Copyright 2002-2005 Jason Edmeades
* Copyright 2002-2005 Raphael Junqueira
* Copyright 2005 Oliver Stieber
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
* Copyright 2009 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
/* Do not call while under the GL lock. */
static void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb)
{
/* Override the IWineD3DResource PreLoad method. */
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.device;
struct wined3d_context *context = NULL;
unsigned int i;
BOOL srgb_mode;
BOOL *dirty;
TRACE("(%p) : About to load texture.\n", This);
switch (srgb)
{
case SRGB_RGB:
srgb_mode = FALSE;
break;
case SRGB_BOTH:
texture_internal_preload(iface, SRGB_RGB);
/* Fallthrough */
case SRGB_SRGB:
srgb_mode = TRUE;
break;
default:
srgb_mode = This->baseTexture.is_srgb;
break;
}
dirty = srgb_mode ? &This->baseTexture.texture_srgb.dirty : &This->baseTexture.texture_rgb.dirty;
if (!device->isInDraw)
{
/* context_acquire() sets isInDraw to TRUE when loading a pbuffer into a texture,
* thus no danger of recursive calls. */
context = context_acquire(device, NULL);
}
if (This->resource.format->id == WINED3DFMT_P8_UINT
|| This->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
{
for (i = 0; i < This->baseTexture.level_count; ++i)
{
IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
if (palette9_changed(surface))
{
TRACE("Reloading surface because the d3d8/9 palette was changed.\n");
/* TODO: This is not necessarily needed with hw palettized texture support. */
surface_load_location(surface, SFLAG_INSYSMEM, NULL);
/* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
}
}
}
/* If the texture is marked dirty or the srgb sampler setting has changed
* since the last load then reload the surfaces. */
if (*dirty)
{
for (i = 0; i < This->baseTexture.level_count; ++i)
{
IWineD3DSurface_LoadTexture((IWineD3DSurface *)This->baseTexture.sub_resources[i], srgb_mode);
}
}
else
{
TRACE("(%p) Texture not dirty, nothing to do.\n", iface);
}
if (context) context_release(context);
/* No longer dirty. */
*dirty = FALSE;
}
static void texture_cleanup(IWineD3DTextureImpl *This)
{
unsigned int i;
TRACE("(%p) : Cleaning up\n", This);
for (i = 0; i < This->baseTexture.level_count; ++i)
{
IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
if (surface)
{
/* Clean out the texture name we gave to the surface so that the
* surface doesn't try and release it */
surface_set_texture_name(surface, 0, TRUE);
surface_set_texture_name(surface, 0, FALSE);
surface_set_texture_target(surface, 0);
surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
IWineD3DSurface_Release((IWineD3DSurface *)surface);
}
}
TRACE("(%p) : Cleaning up base texture\n", This);
basetexture_cleanup((IWineD3DBaseTexture *)This);
}
/* *******************************************
IWineD3DTexture IUnknown parts follow
******************************************* */
static HRESULT WINAPI IWineD3DTextureImpl_QueryInterface(IWineD3DTexture *iface, REFIID riid, LPVOID *ppobj)
{
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IWineD3DBase)
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|| IsEqualGUID(riid, &IID_IWineD3DResource)
|| IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
|| IsEqualGUID(riid, &IID_IWineD3DTexture)){
IUnknown_AddRef(iface);
*ppobj = This;
return WINED3D_OK;
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}
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*ppobj = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI IWineD3DTextureImpl_AddRef(IWineD3DTexture *iface) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
return InterlockedIncrement(&This->resource.ref);
}
/* Do not call while under the GL lock. */
static ULONG WINAPI IWineD3DTextureImpl_Release(IWineD3DTexture *iface) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
ULONG ref;
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TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
ref = InterlockedDecrement(&This->resource.ref);
if (!ref)
{
texture_cleanup(This);
This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
/* ****************************************************
IWineD3DTexture IWineD3DResource parts follow
**************************************************** */
static HRESULT WINAPI IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
}
static HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
}
static HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) {
return resource_free_private_data((IWineD3DResource *)iface, refguid);
}
static DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) {
return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
}
static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
return resource_get_priority((IWineD3DResource *)iface);
}
/* Do not call while under the GL lock. */
static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
texture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
}
/* Do not call while under the GL lock. */
static void WINAPI IWineD3DTextureImpl_UnLoad(IWineD3DTexture *iface) {
unsigned int i;
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
TRACE("(%p)\n", This);
/* Unload all the surfaces and reset the texture name. If UnLoad was called on the
* surface before, this one will be a NOP and vice versa. Unloading an unloaded
* surface is fine
*/
for (i = 0; i < This->baseTexture.level_count; ++i)
{
IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
IWineD3DSurface_UnLoad((IWineD3DSurface *)surface);
surface_set_texture_name(surface, 0, FALSE); /* Delete rgb name */
surface_set_texture_name(surface, 0, TRUE); /* delete srgb name */
}
basetexture_unload((IWineD3DBaseTexture *)iface);
}
static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
return resource_get_type((IWineD3DResource *)iface);
}
static void * WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface)
{
TRACE("iface %p.\n", iface);
return ((IWineD3DTextureImpl *)iface)->resource.parent;
}
/* ******************************************************
IWineD3DTexture IWineD3DBaseTexture parts follow
****************************************************** */
static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
}
static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
return basetexture_get_lod((IWineD3DBaseTexture *)iface);
}
static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
}
static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
}
static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
}
static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
}
/* Internal function, No d3d mapping */
static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
}
static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
}
/* Context activation is done by the caller. */
static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface, BOOL srgb) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
BOOL set_gl_texture_desc;
HRESULT hr;
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TRACE("(%p) : relay to BaseTexture\n", This);
hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
if (set_gl_texture_desc && SUCCEEDED(hr)) {
UINT i;
struct gl_texture *gl_tex;
if(This->baseTexture.is_srgb) {
gl_tex = &This->baseTexture.texture_srgb;
} else {
gl_tex = &This->baseTexture.texture_rgb;
}
for (i = 0; i < This->baseTexture.level_count; ++i)
{
IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
surface_set_texture_name(surface, gl_tex->name, This->baseTexture.is_srgb);
}
/* Conditinal non power of two textures use a different clamping
* default. If we're using the GL_WINE_normalized_texrect partial
* driver emulation, we're dealing with a GL_TEXTURE_2D texture which
* has the address mode set to repeat - something that prevents us
* from hitting the accelerated codepath. Thus manually set the GL
* state. The same applies to filtering. Even if the texture has only
* one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
* fallback on macos. */
if (IWineD3DBaseTexture_IsCondNP2(iface))
{
GLenum target = This->baseTexture.target;
ENTER_GL();
glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
LEAVE_GL();
gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_CLAMP;
gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_CLAMP;
gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
}
}
return hr;
}
static BOOL WINAPI IWineD3DTextureImpl_IsCondNP2(IWineD3DTexture *iface) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
TRACE("(%p)\n", This);
return This->cond_np2;
}
/* *******************************************
IWineD3DTexture IWineD3DTexture parts follow
******************************************* */
static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT level, WINED3DSURFACE_DESC *desc)
{
IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
IWineD3DSurface *surface;
TRACE("iface %p, level %u, desc %p.\n", iface, level, desc);
if (!(surface = (IWineD3DSurface *)basetexture_get_sub_resource(texture, 0, level)))
{
WARN("Failed to get sub-resource.\n");
return WINED3DERR_INVALIDCALL;
}
IWineD3DSurface_GetDesc(surface, desc);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface,
UINT level, IWineD3DSurface **surface)
{
IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
IWineD3DSurface *s;
TRACE("iface %p, level %u, surface %p.\n", iface, level, surface);
if (!(s = (IWineD3DSurface *)basetexture_get_sub_resource(texture, 0, level)))
{
WARN("Failed to get sub-resource.\n");
return WINED3DERR_INVALIDCALL;
}
IWineD3DSurface_AddRef(s);
*surface = s;
TRACE("Returning surface %p.\n", *surface);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface,
UINT level, WINED3DLOCKED_RECT *locked_rect, const RECT *rect, DWORD flags)
{
IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
IWineD3DSurface *surface;
TRACE("iface %p, level %u, locked_rect %p, rect %s, flags %#x.\n",
iface, level, locked_rect, wine_dbgstr_rect(rect), flags);
if (!(surface = (IWineD3DSurface *)basetexture_get_sub_resource(texture, 0, level)))
{
WARN("Failed to get sub-resource.\n");
return WINED3DERR_INVALIDCALL;
}
return IWineD3DSurface_LockRect(surface, locked_rect, rect, flags);
}
static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT level)
{
IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
IWineD3DSurface *surface;
TRACE("iface %p, level %u.\n", iface, level);
if (!(surface = (IWineD3DSurface *)basetexture_get_sub_resource(texture, 0, level)))
{
WARN("Failed to get sub-resource.\n");
return WINED3DERR_INVALIDCALL;
}
return IWineD3DSurface_UnlockRect(surface);
}
static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, const RECT *dirty_rect)
{
IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
IWineD3DSurfaceImpl *surface;
TRACE("iface %p, dirty_rect %s.\n", iface, wine_dbgstr_rect(dirty_rect));
if (!(surface = (IWineD3DSurfaceImpl *)basetexture_get_sub_resource(texture, 0, 0)))
{
WARN("Failed to get sub-resource.\n");
return WINED3DERR_INVALIDCALL;
}
texture->baseTexture.texture_rgb.dirty = TRUE;
texture->baseTexture.texture_srgb.dirty = TRUE;
surface_add_dirty_rect(surface, dirty_rect);
return WINED3D_OK;
}
static const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
{
/* IUnknown */
IWineD3DTextureImpl_QueryInterface,
IWineD3DTextureImpl_AddRef,
IWineD3DTextureImpl_Release,
/* IWineD3DResource */
IWineD3DTextureImpl_GetParent,
IWineD3DTextureImpl_SetPrivateData,
IWineD3DTextureImpl_GetPrivateData,
IWineD3DTextureImpl_FreePrivateData,
IWineD3DTextureImpl_SetPriority,
IWineD3DTextureImpl_GetPriority,
IWineD3DTextureImpl_PreLoad,
IWineD3DTextureImpl_UnLoad,
IWineD3DTextureImpl_GetType,
/* IWineD3DBaseTexture */
IWineD3DTextureImpl_SetLOD,
IWineD3DTextureImpl_GetLOD,
IWineD3DTextureImpl_GetLevelCount,
IWineD3DTextureImpl_SetAutoGenFilterType,
IWineD3DTextureImpl_GetAutoGenFilterType,
IWineD3DTextureImpl_GenerateMipSubLevels,
IWineD3DTextureImpl_SetDirty,
IWineD3DTextureImpl_GetDirty,
IWineD3DTextureImpl_BindTexture,
IWineD3DTextureImpl_IsCondNP2,
/* IWineD3DTexture */
IWineD3DTextureImpl_GetLevelDesc,
IWineD3DTextureImpl_GetSurfaceLevel,
IWineD3DTextureImpl_LockRect,
IWineD3DTextureImpl_UnlockRect,
IWineD3DTextureImpl_AddDirtyRect
};
HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
void *parent, const struct wined3d_parent_ops *parent_ops)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
UINT pow2_width, pow2_height;
UINT tmp_w, tmp_h;
unsigned int i;
HRESULT hr;
/* TODO: It should only be possible to create textures for formats
* that are reported as supported. */
if (WINED3DFMT_UNKNOWN >= format_id)
{
WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
return WINED3DERR_INVALIDCALL;
}
/* Non-power2 support. */
if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
{
pow2_width = width;
pow2_height = height;
}
else
{
/* Find the nearest pow2 match. */
pow2_width = pow2_height = 1;
while (pow2_width < width) pow2_width <<= 1;
while (pow2_height < height) pow2_height <<= 1;
if (pow2_width != width || pow2_height != height)
{
if (levels > 1)
{
WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support.\n");
return WINED3DERR_INVALIDCALL;
}
levels = 1;
}
}
/* Calculate levels for mip mapping. */
if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
{
if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
{
WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
if (levels > 1)
{
WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
levels = 1;
}
else if (!levels)
{
levels = wined3d_log2i(max(width, height)) + 1;
TRACE("Calculated levels = %u.\n", levels);
}
texture->lpVtbl = &IWineD3DTexture_Vtbl;
hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, 1, levels,
WINED3DRTYPE_TEXTURE, device, 0, usage, format, pool, parent, parent_ops);
if (FAILED(hr))
{
WARN("Failed to initialize basetexture, returning %#x.\n", hr);
return hr;
}
/* Precalculated scaling for 'faked' non power of two texture coords.
* Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
* is used in combination with texture uploads (RTL_READTEX). The reason is that EXT_PALETTED_TEXTURE
* doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] && (width != pow2_width || height != pow2_height))
{
texture->baseTexture.pow2Matrix[0] = 1.0f;
texture->baseTexture.pow2Matrix[5] = 1.0f;
texture->baseTexture.pow2Matrix[10] = 1.0f;
texture->baseTexture.pow2Matrix[15] = 1.0f;
texture->baseTexture.target = GL_TEXTURE_2D;
texture->cond_np2 = TRUE;
texture->baseTexture.minMipLookup = minMipLookup_noFilter;
}
else if (gl_info->supported[ARB_TEXTURE_RECTANGLE] && (width != pow2_width || height != pow2_height)
&& !(format->id == WINED3DFMT_P8_UINT && gl_info->supported[EXT_PALETTED_TEXTURE]
&& wined3d_settings.rendertargetlock_mode == RTL_READTEX))
{
if ((width != 1) || (height != 1)) texture->baseTexture.pow2Matrix_identity = FALSE;
texture->baseTexture.pow2Matrix[0] = (float)width;
texture->baseTexture.pow2Matrix[5] = (float)height;
texture->baseTexture.pow2Matrix[10] = 1.0f;
texture->baseTexture.pow2Matrix[15] = 1.0f;
texture->baseTexture.target = GL_TEXTURE_RECTANGLE_ARB;
texture->cond_np2 = TRUE;
if(texture->resource.format->Flags & WINED3DFMT_FLAG_FILTERING)
{
texture->baseTexture.minMipLookup = minMipLookup_noMip;
}
else
{
texture->baseTexture.minMipLookup = minMipLookup_noFilter;
}
}
else
{
if ((width != pow2_width) || (height != pow2_height))
{
texture->baseTexture.pow2Matrix_identity = FALSE;
texture->baseTexture.pow2Matrix[0] = (((float)width) / ((float)pow2_width));
texture->baseTexture.pow2Matrix[5] = (((float)height) / ((float)pow2_height));
}
else
{
texture->baseTexture.pow2Matrix[0] = 1.0f;
texture->baseTexture.pow2Matrix[5] = 1.0f;
}
texture->baseTexture.pow2Matrix[10] = 1.0f;
texture->baseTexture.pow2Matrix[15] = 1.0f;
texture->baseTexture.target = GL_TEXTURE_2D;
texture->cond_np2 = FALSE;
}
TRACE("xf(%f) yf(%f)\n", texture->baseTexture.pow2Matrix[0], texture->baseTexture.pow2Matrix[5]);
/* Generate all the surfaces. */
tmp_w = width;
tmp_h = height;
for (i = 0; i < texture->baseTexture.level_count; ++i)
{
IWineD3DSurface *surface;
/* Use the callback to create the texture surface. */
hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_h,
format->id, usage, pool, i, 0, &surface);
if (FAILED(hr))
{
FIXME("Failed to create surface %p, hr %#x\n", texture, hr);
texture_cleanup(texture);
return hr;
}
surface_set_container((IWineD3DSurfaceImpl *)surface, WINED3D_CONTAINER_TEXTURE, (IWineD3DBase *)texture);
surface_set_texture_target((IWineD3DSurfaceImpl *)surface, texture->baseTexture.target);
texture->baseTexture.sub_resources[i] = (IWineD3DResourceImpl *)surface;
TRACE("Created surface level %u @ %p.\n", i, surface);
/* Calculate the next mipmap level. */
tmp_w = max(1, tmp_w >> 1);
tmp_h = max(1, tmp_h >> 1);
}
texture->baseTexture.internal_preload = texture_internal_preload;
return WINED3D_OK;
}