wined3d: Use EXT_texture_sRGB_decode to avoid sRGB texture duplication.
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@ -240,6 +240,7 @@ void basetexture_set_dirty(IWineD3DBaseTextureImpl *texture, BOOL dirty)
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/* Context activation is done by the caller. */
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HRESULT basetexture_bind(IWineD3DBaseTextureImpl *texture, BOOL srgb, BOOL *set_surface_desc)
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{
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const struct wined3d_gl_info *gl_info = &texture->resource.device->adapter->gl_info;
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HRESULT hr = WINED3D_OK;
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GLenum textureDimensions;
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BOOL isNewTexture = FALSE;
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@ -248,7 +249,7 @@ HRESULT basetexture_bind(IWineD3DBaseTextureImpl *texture, BOOL srgb, BOOL *set_
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TRACE("texture %p, srgb %#x, set_surface_desc %p.\n", texture, srgb, set_surface_desc);
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texture->baseTexture.is_srgb = srgb; /* SRGB mode cache for PreLoad calls outside drawprim */
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gl_tex = basetexture_get_gl_texture(texture, srgb);
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gl_tex = basetexture_get_gl_texture(texture, gl_info, srgb);
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textureDimensions = texture->baseTexture.target;
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@ -279,7 +280,10 @@ HRESULT basetexture_bind(IWineD3DBaseTextureImpl *texture, BOOL srgb, BOOL *set_
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gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
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gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
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gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
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gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = 0;
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if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
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gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = TRUE;
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else
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gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = srgb;
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gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
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basetexture_set_dirty(texture, TRUE);
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isNewTexture = TRUE;
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@ -374,7 +378,7 @@ void basetexture_apply_state_changes(IWineD3DBaseTextureImpl *texture,
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TRACE("texture %p, samplerStates %p\n", texture, samplerStates);
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gl_tex = basetexture_get_gl_texture(texture, texture->baseTexture.is_srgb);
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gl_tex = basetexture_get_gl_texture(texture, gl_info, texture->baseTexture.is_srgb);
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/* This function relies on the correct texture being bound and loaded. */
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@ -495,6 +499,14 @@ void basetexture_apply_state_changes(IWineD3DBaseTextureImpl *texture,
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gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
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}
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/* These should always be the same unless EXT_texture_sRGB_decode is supported. */
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if (samplerStates[WINED3DSAMP_SRGBTEXTURE] != gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE])
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{
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glTexParameteri(textureDimensions, GL_TEXTURE_SRGB_DECODE_EXT,
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samplerStates[WINED3DSAMP_SRGBTEXTURE] ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
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checkGLcall("glTexParameteri(GL_TEXTURE_SRGB_DECODE_EXT)");
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}
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if (!(texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
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!= !gl_tex->states[WINED3DTEXSTA_SHADOW])
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{
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@ -112,7 +112,8 @@ static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
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}
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/* GL locking is done by the caller */
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static void context_apply_attachment_filter_states(IWineD3DSurfaceImpl *surface, DWORD location)
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static void context_apply_attachment_filter_states(const struct wined3d_context *context,
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IWineD3DSurfaceImpl *surface, DWORD location)
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{
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/* Update base texture states array */
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if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
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@ -127,7 +128,8 @@ static void context_apply_attachment_filter_states(IWineD3DSurfaceImpl *surface,
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{
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case SFLAG_INTEXTURE:
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case SFLAG_INSRGBTEX:
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gl_tex = basetexture_get_gl_texture(texture, location == SFLAG_INSRGBTEX);
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gl_tex = basetexture_get_gl_texture(texture,
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context->gl_info, location == SFLAG_INSRGBTEX);
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break;
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default:
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@ -219,7 +221,7 @@ void context_attach_depth_stencil_fbo(struct wined3d_context *context,
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else
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{
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surface_prepare_texture(depth_stencil, gl_info, FALSE);
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context_apply_attachment_filter_states(depth_stencil, SFLAG_INTEXTURE);
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context_apply_attachment_filter_states(context, depth_stencil, SFLAG_INTEXTURE);
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if (format_flags & WINED3DFMT_FLAG_DEPTH)
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{
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@ -278,9 +280,9 @@ static void context_attach_surface_fbo(const struct wined3d_context *context,
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case SFLAG_INSRGBTEX:
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srgb = location == SFLAG_INSRGBTEX;
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surface_prepare_texture(surface, gl_info, srgb);
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context_apply_attachment_filter_states(surface, location);
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context_apply_attachment_filter_states(context, surface, location);
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gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
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surface->texture_target, surface_get_texture_name(surface, srgb),
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surface->texture_target, surface_get_texture_name(surface, gl_info, srgb),
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surface->texture_level);
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break;
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@ -457,10 +459,10 @@ static void context_apply_fbo_entry(struct wined3d_context *context, GLenum targ
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for (i = 0; i < gl_info->limits.buffers; ++i)
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{
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if (entry->render_targets[i])
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context_apply_attachment_filter_states(entry->render_targets[i], entry->location);
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context_apply_attachment_filter_states(context, entry->render_targets[i], entry->location);
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}
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if (entry->depth_stencil)
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context_apply_attachment_filter_states(entry->depth_stencil, SFLAG_INTEXTURE);
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context_apply_attachment_filter_states(context, entry->depth_stencil, SFLAG_INTEXTURE);
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}
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}
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@ -39,16 +39,15 @@ static HRESULT cubetexture_bind(IWineD3DBaseTextureImpl *texture, BOOL srgb)
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if (set_gl_texture_desc && SUCCEEDED(hr))
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{
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UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
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const struct wined3d_gl_info *gl_info = &texture->resource.device->adapter->gl_info;
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BOOL srgb_tex = !gl_info->supported[EXT_TEXTURE_SRGB_DECODE] && texture->baseTexture.is_srgb;
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GLuint name = srgb_tex ? texture->baseTexture.texture_srgb.name : texture->baseTexture.texture_rgb.name;
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UINT i;
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for (i = 0; i < sub_count; ++i)
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{
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IWineD3DSurfaceImpl *surface = surface_from_resource(texture->baseTexture.sub_resources[i]);
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if (texture->baseTexture.is_srgb)
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surface_set_texture_name(surface, texture->baseTexture.texture_srgb.name, TRUE);
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else
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surface_set_texture_name(surface, texture->baseTexture.texture_rgb.name, FALSE);
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surface_set_texture_name(surface, name, srgb_tex);
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}
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}
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@ -60,6 +59,7 @@ static void cubetexture_preload(IWineD3DBaseTextureImpl *texture, enum WINED3DSR
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{
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UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
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IWineD3DDeviceImpl *device = texture->resource.device;
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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struct wined3d_context *context = NULL;
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struct gl_texture *gl_tex;
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BOOL srgb_mode;
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@ -86,7 +86,7 @@ static void cubetexture_preload(IWineD3DBaseTextureImpl *texture, enum WINED3DSR
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break;
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}
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gl_tex = basetexture_get_gl_texture(texture, srgb_mode);
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gl_tex = basetexture_get_gl_texture(texture, gl_info, srgb_mode);
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/* We only have to activate a context for gl when we're not drawing.
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* In most cases PreLoad will be called during draw and a context was
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@ -4283,6 +4283,7 @@ void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_conte
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void surface_modify_location(IWineD3DSurfaceImpl *surface, DWORD flag, BOOL persistent)
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{
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const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
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IWineD3DSurfaceImpl *overlay;
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TRACE("surface %p, location %s, persistent %#x.\n",
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@ -4301,6 +4302,12 @@ void surface_modify_location(IWineD3DSurfaceImpl *surface, DWORD flag, BOOL pers
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}
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}
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if (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)
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&& gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
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{
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flag |= (SFLAG_INTEXTURE | SFLAG_INSRGBTEX);
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}
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if (persistent)
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{
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if (((surface->flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE))
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@ -4388,6 +4395,11 @@ HRESULT surface_load_location(IWineD3DSurfaceImpl *surface, DWORD flag, const RE
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}
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}
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if (flag == SFLAG_INSRGBTEX && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
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{
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flag = SFLAG_INTEXTURE;
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}
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if (surface->flags & flag)
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{
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TRACE("Location already up to date\n");
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@ -4648,6 +4660,12 @@ HRESULT surface_load_location(IWineD3DSurfaceImpl *surface, DWORD flag, const RE
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surface->flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
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}
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if (surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)
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&& gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
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{
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surface->flags |= (SFLAG_INTEXTURE | SFLAG_INSRGBTEX);
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}
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return WINED3D_OK;
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}
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@ -38,18 +38,17 @@ static HRESULT texture_bind(IWineD3DBaseTextureImpl *texture, BOOL srgb)
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hr = basetexture_bind(texture, srgb, &set_gl_texture_desc);
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if (set_gl_texture_desc && SUCCEEDED(hr))
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{
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UINT i;
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const struct wined3d_gl_info *gl_info = &texture->resource.device->adapter->gl_info;
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BOOL srgb_tex = !gl_info->supported[EXT_TEXTURE_SRGB_DECODE] && texture->baseTexture.is_srgb;
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struct gl_texture *gl_tex;
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UINT i;
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if (texture->baseTexture.is_srgb)
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gl_tex = &texture->baseTexture.texture_srgb;
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else
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gl_tex = &texture->baseTexture.texture_rgb;
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gl_tex = basetexture_get_gl_texture(texture, gl_info, srgb_tex);
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for (i = 0; i < texture->baseTexture.level_count; ++i)
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{
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IWineD3DSurfaceImpl *surface = surface_from_resource(texture->baseTexture.sub_resources[i]);
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surface_set_texture_name(surface, gl_tex->name, texture->baseTexture.is_srgb);
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surface_set_texture_name(surface, gl_tex->name, srgb_tex);
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}
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/* Conditinal non power of two textures use a different clamping
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@ -89,6 +88,7 @@ static HRESULT texture_bind(IWineD3DBaseTextureImpl *texture, BOOL srgb)
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static void texture_preload(IWineD3DBaseTextureImpl *texture, enum WINED3DSRGB srgb)
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{
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IWineD3DDeviceImpl *device = texture->resource.device;
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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struct wined3d_context *context = NULL;
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struct gl_texture *gl_tex;
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unsigned int i;
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@ -115,7 +115,7 @@ static void texture_preload(IWineD3DBaseTextureImpl *texture, enum WINED3DSRGB s
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break;
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}
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gl_tex = basetexture_get_gl_texture(texture, srgb_mode);
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gl_tex = basetexture_get_gl_texture(texture, gl_info, srgb_mode);
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if (!device->isInDraw)
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{
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@ -1197,12 +1197,18 @@ static BOOL init_format_texture_info(struct wined3d_gl_info *gl_info)
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format->flags |= format_texture_info[i].flags;
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format->heightscale = 1.0f;
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/* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
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if (!gl_info->supported[EXT_TEXTURE_SRGB]
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&& format->glGammaInternal != format->glInternal)
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if (format->glGammaInternal != format->glInternal)
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{
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format->glGammaInternal = format->glInternal;
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format->flags &= ~(WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
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/* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
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if (!gl_info->supported[EXT_TEXTURE_SRGB])
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{
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format->glGammaInternal = format->glInternal;
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format->flags &= ~(WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
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}
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else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
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{
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format->glInternal = format->glGammaInternal;
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}
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}
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/* Texture conversion stuff */
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@ -1908,9 +1908,12 @@ static inline IWineD3DBaseTextureImpl *basetexture_from_resource(struct wined3d_
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return CONTAINING_RECORD(resource, IWineD3DBaseTextureImpl, resource);
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}
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static inline struct gl_texture *basetexture_get_gl_texture(IWineD3DBaseTextureImpl *texture, BOOL srgb)
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static inline struct gl_texture *basetexture_get_gl_texture(IWineD3DBaseTextureImpl *texture,
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const struct wined3d_gl_info *gl_info, BOOL srgb)
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{
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return srgb ? &texture->baseTexture.texture_srgb : &texture->baseTexture.texture_rgb;
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return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
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? &texture->baseTexture.texture_srgb
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: &texture->baseTexture.texture_rgb;
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}
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void basetexture_apply_state_changes(IWineD3DBaseTextureImpl *texture,
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@ -2160,9 +2163,11 @@ static inline IWineD3DSurfaceImpl *surface_from_resource(struct wined3d_resource
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return CONTAINING_RECORD(resource, IWineD3DSurfaceImpl, resource);
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}
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static inline GLuint surface_get_texture_name(IWineD3DSurfaceImpl *surface, BOOL srgb)
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static inline GLuint surface_get_texture_name(IWineD3DSurfaceImpl *surface,
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const struct wined3d_gl_info *gl_info, BOOL srgb)
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{
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return srgb ? surface->texture_name_srgb : surface->texture_name;
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return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
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? surface->texture_name_srgb : surface->texture_name;
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}
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void surface_add_dirty_rect(IWineD3DSurfaceImpl *surface, const RECT *dirty_rect) DECLSPEC_HIDDEN;
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