Sweden-Number/dlls/wined3d/basetexture.c

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/*
* IWineD3DBaseTexture Implementation
*
* Copyright 2002-2004 Jason Edmeades
* Copyright 2002-2004 Raphael Junqueira
* Copyright 2005 Oliver Stieber
* Copyright 2007-2008 Stefan Dösinger 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);
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
void basetexture_init(struct IWineD3DBaseTextureClass *texture, UINT levels, DWORD usage)
{
texture->levels = levels;
texture->filterType = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE;
texture->LOD = 0;
texture->dirty = TRUE;
texture->srgbDirty = TRUE;
texture->is_srgb = FALSE;
texture->pow2Matrix_identity = TRUE;
}
void basetexture_cleanup(IWineD3DBaseTexture *iface)
{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
TRACE("(%p) : textureName(%d)\n", This, This->baseTexture.textureName);
if (This->baseTexture.textureName != 0) {
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
TRACE("(%p) : Deleting texture %d\n", This, This->baseTexture.textureName);
glDeleteTextures(1, &This->baseTexture.textureName);
glDeleteTextures(1, &This->baseTexture.srgbTextureName);
LEAVE_GL();
}
resource_cleanup((IWineD3DResource *)iface);
}
void basetexture_unload(IWineD3DBaseTexture *iface)
{
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
if(This->baseTexture.textureName) {
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
glDeleteTextures(1, &This->baseTexture.textureName);
glDeleteTextures(1, &This->baseTexture.srgbTextureName);
This->baseTexture.textureName = 0;
This->baseTexture.srgbTextureName = 0;
LEAVE_GL();
}
This->baseTexture.dirty = TRUE;
This->baseTexture.srgbDirty = TRUE;
}
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/* There is no OpenGL equivalent of setLOD, getLOD. All they do anyway is prioritize texture loading
* so just pretend that they work unless something really needs a failure. */
DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew)
{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
if (This->resource.pool != WINED3DPOOL_MANAGED) {
return WINED3DERR_INVALIDCALL;
}
if(LODNew >= This->baseTexture.levels)
LODNew = This->baseTexture.levels - 1;
This->baseTexture.LOD = LODNew;
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TRACE("(%p) : set bogus LOD to %d\n", This, This->baseTexture.LOD);
return This->baseTexture.LOD;
}
DWORD basetexture_get_lod(IWineD3DBaseTexture *iface)
{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
if (This->resource.pool != WINED3DPOOL_MANAGED) {
return WINED3DERR_INVALIDCALL;
}
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TRACE("(%p) : returning %d\n", This, This->baseTexture.LOD);
return This->baseTexture.LOD;
}
DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface)
{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
TRACE("(%p) : returning %d\n", This, This->baseTexture.levels);
return This->baseTexture.levels;
}
HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType)
{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
UINT textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
TRACE("(%p) : returning invalid call\n", This);
return WINED3DERR_INVALIDCALL;
}
if(This->baseTexture.filterType != FilterType) {
/* What about multithreading? Do we want all the context overhead just to set this value?
* Or should we delay the applying until the texture is used for drawing? For now, apply
* immediately.
*/
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
glBindTexture(textureDimensions, This->baseTexture.textureName);
checkGLcall("glBindTexture");
switch(FilterType) {
case WINED3DTEXF_NONE:
case WINED3DTEXF_POINT:
glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST);
checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
break;
case WINED3DTEXF_LINEAR:
glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
break;
default:
WARN("Unexpected filter type %d, setting to GL_NICEST\n", FilterType);
glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
}
LEAVE_GL();
}
This->baseTexture.filterType = FilterType;
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TRACE("(%p) :\n", This);
return WINED3D_OK;
}
WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface)
{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
FIXME("(%p) : stub\n", This);
if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
return WINED3DTEXF_NONE;
}
return This->baseTexture.filterType;
}
void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface)
{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
/* TODO: implement filters using GL_SGI_generate_mipmaps http://oss.sgi.com/projects/ogl-sample/registry/SGIS/generate_mipmap.txt */
FIXME("(%p) : stub\n", This);
return ;
}
BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty)
{
BOOL old;
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
old = This->baseTexture.dirty || This->baseTexture.srgbDirty;
This->baseTexture.dirty = dirty;
This->baseTexture.srgbDirty = dirty;
return old;
}
BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface)
{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
return This->baseTexture.dirty || This->baseTexture.srgbDirty;
}
HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc)
{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
HRESULT hr = WINED3D_OK;
UINT textureDimensions;
BOOL isNewTexture = FALSE;
GLuint *texture;
DWORD *states;
TRACE("(%p) : About to bind texture\n", This);
This->baseTexture.is_srgb = srgb; /* SRGB mode cache for PreLoad calls outside drawprim */
if(srgb) {
texture = &This->baseTexture.srgbTextureName;
states = This->baseTexture.srgbstates;
} else {
texture = &This->baseTexture.textureName;
states = This->baseTexture.states;
}
textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
ENTER_GL();
/* Generate a texture name if we don't already have one */
if (*texture == 0) {
*set_surface_desc = TRUE;
glGenTextures(1, texture);
checkGLcall("glGenTextures");
TRACE("Generated texture %d\n", *texture);
if (This->resource.pool == WINED3DPOOL_DEFAULT) {
/* Tell opengl to try and keep this texture in video ram (well mostly) */
GLclampf tmp;
tmp = 0.9f;
glPrioritizeTextures(1, texture, &tmp);
}
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/* Initialise the state of the texture object
to the openGL defaults, not the directx defaults */
states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP;
states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP;
states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP;
states[WINED3DTEXSTA_BORDERCOLOR] = 0;
states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
states[WINED3DTEXSTA_MAXANISOTROPY] = 0;
states[WINED3DTEXSTA_SRGBTEXTURE] = 0;
states[WINED3DTEXSTA_ELEMENTINDEX] = 0;
states[WINED3DTEXSTA_DMAPOFFSET] = 0;
states[WINED3DTEXSTA_TSSADDRESSW] = WINED3DTADDRESS_WRAP;
IWineD3DBaseTexture_SetDirty(iface, TRUE);
isNewTexture = TRUE;
if(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) {
/* This means double binding the texture at creation, but keeps the code simpler all
* in all, and the run-time path free from additional checks
*/
glBindTexture(textureDimensions, *texture);
checkGLcall("glBindTexture");
glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
}
} else {
*set_surface_desc = FALSE;
}
/* Bind the texture */
if (*texture != 0) {
glBindTexture(textureDimensions, *texture);
checkGLcall("glBindTexture");
if (isNewTexture) {
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/* For a new texture we have to set the textures levels after binding the texture.
* In theory this is all we should ever have to do, but because ATI's drivers are broken, we
* also need to set the texture dimensions before the texture is set
* Beware that texture rectangles do not support mipmapping, but set the maxmiplevel if we're
* relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles
* (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB)
*/
if(textureDimensions != GL_TEXTURE_RECTANGLE_ARB) {
TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1);
checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)");
}
if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
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/* Cubemaps are always set to clamp, regardless of the sampler state. */
glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
}
}
} else { /* this only happened if we've run out of openGL textures */
WARN("This texture doesn't have an openGL texture assigned to it\n");
hr = WINED3DERR_INVALIDCALL;
}
LEAVE_GL();
return hr;
}
/* GL locking is done by the caller */
static inline void apply_wrap(const GLint textureDimensions, const DWORD state, const GLint type,
BOOL cond_np2) {
GLint wrapParm;
if (state < minLookup[WINELOOKUP_WARPPARAM] || state > maxLookup[WINELOOKUP_WARPPARAM]) {
FIXME("Unrecognized or unsupported WINED3DTADDRESS_U value %d\n", state);
} else {
if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
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/* Cubemaps are always set to clamp, regardless of the sampler state. */
wrapParm = GL_CLAMP_TO_EDGE;
} else if(cond_np2) {
if(state == WINED3DTADDRESS_WRAP) {
wrapParm = GL_CLAMP_TO_EDGE;
} else {
wrapParm = stateLookup[WINELOOKUP_WARPPARAM][state - minLookup[WINELOOKUP_WARPPARAM]];
}
} else {
wrapParm = stateLookup[WINELOOKUP_WARPPARAM][state - minLookup[WINELOOKUP_WARPPARAM]];
}
TRACE("Setting WRAP_S to %d for %x\n", wrapParm, textureDimensions);
glTexParameteri(textureDimensions, type, wrapParm);
checkGLcall("glTexParameteri(..., type, wrapParm)");
}
}
/* GL locking is done by the caller (state handler) */
void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1])
{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
DWORD state, *states;
GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
BOOL cond_np2 = IWineD3DBaseTexture_IsCondNP2(iface);
TRACE("iface %p, textureStates %p, samplerStates %p\n", iface, textureStates, samplerStates);
if(This->baseTexture.is_srgb) {
states = This->baseTexture.srgbstates;
} else {
states = This->baseTexture.states;
}
/* This function relies on the correct texture being bound and loaded. */
if(samplerStates[WINED3DSAMP_ADDRESSU] != states[WINED3DTEXSTA_ADDRESSU]) {
state = samplerStates[WINED3DSAMP_ADDRESSU];
apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_S, cond_np2);
states[WINED3DTEXSTA_ADDRESSU] = state;
}
if(samplerStates[WINED3DSAMP_ADDRESSV] != states[WINED3DTEXSTA_ADDRESSV]) {
state = samplerStates[WINED3DSAMP_ADDRESSV];
apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_T, cond_np2);
states[WINED3DTEXSTA_ADDRESSV] = state;
}
if(samplerStates[WINED3DSAMP_ADDRESSW] != states[WINED3DTEXSTA_ADDRESSW]) {
state = samplerStates[WINED3DSAMP_ADDRESSW];
apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_R, cond_np2);
states[WINED3DTEXSTA_ADDRESSW] = state;
}
if(samplerStates[WINED3DSAMP_BORDERCOLOR] != states[WINED3DTEXSTA_BORDERCOLOR]) {
float col[4];
state = samplerStates[WINED3DSAMP_BORDERCOLOR];
D3DCOLORTOGLFLOAT4(state, col);
TRACE("Setting border color for %u to %x\n", textureDimensions, state);
glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
states[WINED3DTEXSTA_BORDERCOLOR] = state;
}
if(samplerStates[WINED3DSAMP_MAGFILTER] != states[WINED3DTEXSTA_MAGFILTER]) {
GLint glValue;
state = samplerStates[WINED3DSAMP_MAGFILTER];
if (state > WINED3DTEXF_ANISOTROPIC) {
FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state);
} else {
glValue = This->baseTexture.magLookup[state - WINED3DTEXF_NONE];
TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state, glValue);
glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
/* We need to reset the Anisotropic filtering state when we change the mag filter to WINED3DTEXF_ANISOTROPIC (this seems a bit weird, check the documentation to see how it should be switched off. */
if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && WINED3DTEXF_ANISOTROPIC == state &&
!cond_np2) {
glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, samplerStates[WINED3DSAMP_MAXANISOTROPY]);
}
states[WINED3DTEXSTA_MAGFILTER] = state;
}
}
if((samplerStates[WINED3DSAMP_MINFILTER] != states[WINED3DTEXSTA_MINFILTER] ||
samplerStates[WINED3DSAMP_MIPFILTER] != states[WINED3DTEXSTA_MIPFILTER] ||
samplerStates[WINED3DSAMP_MAXMIPLEVEL] != states[WINED3DTEXSTA_MAXMIPLEVEL])) {
GLint glValue;
states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
states[WINED3DTEXSTA_MINFILTER] = samplerStates[WINED3DSAMP_MINFILTER];
states[WINED3DTEXSTA_MAXMIPLEVEL] = samplerStates[WINED3DSAMP_MAXMIPLEVEL];
if (states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC ||
states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_LINEAR)
{
FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
states[WINED3DTEXSTA_MINFILTER],
states[WINED3DTEXSTA_MIPFILTER]);
}
glValue = This->baseTexture.minMipLookup
[min(max(samplerStates[WINED3DSAMP_MINFILTER],WINED3DTEXF_NONE), WINED3DTEXF_ANISOTROPIC)]
.mip[min(max(samplerStates[WINED3DSAMP_MIPFILTER],WINED3DTEXF_NONE), WINED3DTEXF_LINEAR)];
TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
samplerStates[WINED3DSAMP_MINFILTER],
samplerStates[WINED3DSAMP_MIPFILTER], glValue);
glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
if(!cond_np2) {
if(states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE) {
glValue = 0;
} else if(states[WINED3DTEXSTA_MAXMIPLEVEL] >= This->baseTexture.levels) {
glValue = This->baseTexture.levels - 1;
} else {
glValue = states[WINED3DTEXSTA_MAXMIPLEVEL];
}
glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, glValue);
}
}
if(samplerStates[WINED3DSAMP_MAXANISOTROPY] != states[WINED3DTEXSTA_MAXANISOTROPY]) {
if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && !cond_np2) {
glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, samplerStates[WINED3DSAMP_MAXANISOTROPY]);
checkGLcall("glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT ...");
} else {
WARN("Unsupported in local OpenGL implementation: glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT\n");
}
states[WINED3DTEXSTA_MAXANISOTROPY] = samplerStates[WINED3DSAMP_MAXANISOTROPY];
}
}