wined3d: Remove oversize texture support.
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74bf524a99
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604caf0caa
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@ -719,11 +719,10 @@ static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal,
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if (gl_info->supported[APPLE_CLIENT_STORAGE])
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{
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if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
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if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
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/* In some cases we want to disable client storage.
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* SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
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* SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
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* SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
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* SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
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* allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
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*/
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@ -1419,7 +1418,7 @@ void surface_prepare_texture(IWineD3DSurfaceImpl *surface, BOOL srgb)
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if(convert != NO_CONVERSION) surface->Flags |= SFLAG_CONVERTED;
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else surface->Flags &= ~SFLAG_CONVERTED;
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if ((surface->Flags & SFLAG_NONPOW2) && !(surface->Flags & SFLAG_OVERSIZE))
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if (surface->Flags & SFLAG_NONPOW2)
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{
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width = surface->pow2Width;
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height = surface->pow2Height;
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@ -4420,9 +4419,14 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
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3: WARN and return WINED3DERR_NOTAVAILABLE;
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4: Create the surface, but allow it to be used only for DirectDraw Blts. Some apps(e.g. Swat 3) create textures with a Height of 16 and a Width > 3000 and blt 16x16 letter areas from them to the render target.
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*/
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WARN("(%p) Creating an oversized surface: %ux%u (texture is %ux%u)\n",
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This, This->pow2Width, This->pow2Height, This->currentDesc.Width, This->currentDesc.Height);
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This->Flags |= SFLAG_OVERSIZE;
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if(This->resource.pool == WINED3DPOOL_DEFAULT || This->resource.pool == WINED3DPOOL_MANAGED)
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{
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WARN("(%p) Unable to allocate a surface which exceeds the maximum OpenGL texture size\n", This);
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return WINED3DERR_NOTAVAILABLE;
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}
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/* We should never use this surface in combination with OpenGL! */
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TRACE("(%p) Creating an oversized surface: %ux%u\n", This, This->pow2Width, This->pow2Height);
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/* This will be initialized on the first blt */
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This->glRect.left = 0;
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@ -4430,8 +4434,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
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This->glRect.right = 0;
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This->glRect.bottom = 0;
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} else {
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/* Check this after the oversize check - do not make an oversized surface a texture_rectangle one.
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Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
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/* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
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is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
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doesn't work in combination with ARB_TEXTURE_RECTANGLE.
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*/
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@ -4446,8 +4449,6 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
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This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
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}
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/* No oversize, gl rect is the full texture size */
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This->Flags &= ~SFLAG_OVERSIZE;
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This->glRect.left = 0;
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This->glRect.top = 0;
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This->glRect.right = This->pow2Width;
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@ -5001,7 +5002,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
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glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
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LEAVE_GL();
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if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
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if (This->Flags & SFLAG_NONPOW2) {
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TRACE("non power of two support\n");
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if (mem || (This->Flags & SFLAG_PBO)) {
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surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
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@ -570,7 +570,7 @@ HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT
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/* Use the callback to create the texture surface. */
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hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_h, format_desc->format,
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usage, pool, i, WINED3DCUBEMAP_FACE_POSITIVE_X, &texture->surfaces[i]);
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if (FAILED(hr) || ((IWineD3DSurfaceImpl *)texture->surfaces[i])->Flags & SFLAG_OVERSIZE)
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if (FAILED(hr))
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{
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FIXME("Failed to create surface %p, hr %#x\n", texture, hr);
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texture->surfaces[i] = NULL;
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@ -2276,10 +2276,8 @@ DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
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*********************************************************************/
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BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4])
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{
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const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
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int x1 = Rect->left, x2 = Rect->right;
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int y1 = Rect->top, y2 = Rect->bottom;
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GLint maxSize = gl_info->limits.texture_size;
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TRACE("(%p)->(%d,%d)-(%d,%d)\n", This,
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Rect->left, Rect->top, Rect->right, Rect->bottom);
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@ -2294,8 +2292,6 @@ BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]
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y2 = Rect->top;
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}
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/* No oversized texture? This is easy */
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if(!(This->Flags & SFLAG_OVERSIZE)) {
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/* Which rect from the texture do I need? */
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if (This->texture_target == GL_TEXTURE_RECTANGLE_ARB)
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{
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@ -2309,93 +2305,6 @@ BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]
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glTexCoord[1] = (float) Rect->right / (float) This->pow2Width;
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glTexCoord[3] = (float) Rect->bottom / (float) This->pow2Height;
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}
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return TRUE;
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} else {
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/* Check if we can succeed at all */
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if( (x2 - x1) > maxSize ||
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(y2 - y1) > maxSize ) {
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TRACE("Requested rectangle is too large for gl\n");
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return FALSE;
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}
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/* A part of the texture has to be picked. First, check if
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* some texture part is loaded already, if yes try to re-use it.
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* If the texture is dirty, or the part can't be used,
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* re-position the part to load
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*/
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if(This->Flags & SFLAG_INTEXTURE) {
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if(This->glRect.left <= x1 && This->glRect.right >= x2 &&
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This->glRect.top <= y1 && This->glRect.bottom >= x2 ) {
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/* Ok, the rectangle is ok, re-use it */
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TRACE("Using existing gl Texture\n");
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} else {
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/* Rectangle is not ok, dirtify the texture to reload it */
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TRACE("Dirtifying texture to force reload\n");
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This->Flags &= ~SFLAG_INTEXTURE;
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}
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}
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/* Now if we are dirty(no else if!) */
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if(!(This->Flags & SFLAG_INTEXTURE)) {
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/* Set the new rectangle. Use the following strategy:
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* 1) Use as big textures as possible.
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* 2) Place the texture part in the way that the requested
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* part is in the middle of the texture(well, almost)
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* 3) If the texture is moved over the edges of the
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* surface, replace it nicely
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* 4) If the coord is not limiting the texture size,
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* use the whole size
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*/
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if((This->pow2Width) > maxSize) {
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This->glRect.left = x1 - maxSize / 2;
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if(This->glRect.left < 0) {
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This->glRect.left = 0;
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}
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This->glRect.right = This->glRect.left + maxSize;
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if(This->glRect.right > This->currentDesc.Width) {
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This->glRect.right = This->currentDesc.Width;
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This->glRect.left = This->glRect.right - maxSize;
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}
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} else {
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This->glRect.left = 0;
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This->glRect.right = This->pow2Width;
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}
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if (This->pow2Height > maxSize)
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{
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This->glRect.top = x1 - gl_info->limits.texture_size / 2;
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if(This->glRect.top < 0) This->glRect.top = 0;
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This->glRect.bottom = This->glRect.left + maxSize;
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if(This->glRect.bottom > This->currentDesc.Height) {
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This->glRect.bottom = This->currentDesc.Height;
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This->glRect.top = This->glRect.bottom - maxSize;
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}
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} else {
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This->glRect.top = 0;
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This->glRect.bottom = This->pow2Height;
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}
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TRACE("(%p): Using rect (%d,%d)-(%d,%d)\n", This,
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This->glRect.left, This->glRect.top, This->glRect.right, This->glRect.bottom);
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}
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/* Re-calculate the rect to draw */
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Rect->left -= This->glRect.left;
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Rect->right -= This->glRect.left;
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Rect->top -= This->glRect.top;
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Rect->bottom -= This->glRect.top;
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/* Get the gl coordinates. The gl rectangle is a power of 2, eigher the max size,
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* or the pow2Width / pow2Height of the surface.
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*
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* Can never be GL_TEXTURE_RECTANGLE_ARB because oversized surfaces are always set up
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* as regular GL_TEXTURE_2D.
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*/
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glTexCoord[0] = (float) Rect->left / (float) (This->glRect.right - This->glRect.left);
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glTexCoord[2] = (float) Rect->top / (float) (This->glRect.bottom - This->glRect.top);
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glTexCoord[1] = (float) Rect->right / (float) (This->glRect.right - This->glRect.left);
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glTexCoord[3] = (float) Rect->bottom / (float) (This->glRect.bottom - This->glRect.top);
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}
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return TRUE;
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}
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@ -2159,7 +2159,6 @@ void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *h
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void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) DECLSPEC_HIDDEN;
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/* Surface flags: */
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#define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
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#define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
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#define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
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#define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
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@ -2186,7 +2185,6 @@ void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) DECLSPE
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#define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
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/* In some conditions the surface memory must not be freed:
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* SFLAG_OVERSIZE: Not all data can be kept in GL
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* SFLAG_CONVERTED: Converting the data back would take too long
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* SFLAG_DIBSECTION: The dib code manages the memory
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* SFLAG_LOCKED: The app requires access to the surface data
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@ -2194,8 +2192,7 @@ void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) DECLSPE
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* SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
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* SFLAG_CLIENT: OpenGL uses our memory as backup
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*/
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#define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
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SFLAG_CONVERTED | \
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#define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
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SFLAG_DIBSECTION | \
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SFLAG_LOCKED | \
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SFLAG_DYNLOCK | \
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