wined3d: Use dummy textures for all the texture targets.
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0386b44bad
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7c6bd2f287
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@ -1252,6 +1252,40 @@ static int context_choose_pixel_format(struct wined3d_device *device, HDC hdc,
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return iPixelFormat;
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}
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/* GL locking is done by the caller */
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static void bind_dummy_textures(const struct wined3d_device *device, struct wined3d_context *context)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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unsigned int i, count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
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for (i = 0; i < count; ++i)
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{
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
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checkGLcall("glActiveTextureARB");
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glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[i]);
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checkGLcall("glBindTexture");
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if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
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{
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
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checkGLcall("glBindTexture");
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}
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if (gl_info->supported[EXT_TEXTURE3D])
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{
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glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
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checkGLcall("glBindTexture");
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}
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if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
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{
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glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
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checkGLcall("glBindTexture");
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}
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}
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}
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/* Do not call while under the GL lock. */
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struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
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struct wined3d_surface *target, const struct wined3d_format *ds_format)
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@ -1564,6 +1598,12 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
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}
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device->frag_pipe->enable_extension(TRUE);
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/* If this happens to be the first context for the device, dummy textures
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* are not created yet. In that case, they will be created (and bound) by
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* create_dummy_textures right after this context is initialized. */
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if (device->dummyTextureName[0])
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bind_dummy_textures(device, ret);
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LEAVE_GL();
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TRACE("Created context %p.\n", ret);
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@ -1911,12 +1951,50 @@ void context_active_texture(struct wined3d_context *context, const struct wined3
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void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name)
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{
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glBindTexture(target, name);
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checkGLcall("glBindTexture");
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DWORD unit = context->active_texture;
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DWORD old_texture_type = context->texture_type[unit];
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if (name)
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context->texture_type[context->active_texture] = target;
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{
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glBindTexture(target, name);
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checkGLcall("glBindTexture");
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}
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else
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context->texture_type[context->active_texture] = GL_NONE;
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{
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target = GL_NONE;
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}
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if (old_texture_type != target)
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{
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const struct wined3d_device *device = context->swapchain->device;
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switch (old_texture_type)
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{
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case GL_NONE:
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/* nothing to do */
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break;
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case GL_TEXTURE_2D:
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glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[unit]);
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checkGLcall("glBindTexture");
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break;
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case GL_TEXTURE_RECTANGLE_ARB:
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[unit]);
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checkGLcall("glBindTexture");
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break;
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case GL_TEXTURE_CUBE_MAP:
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glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[unit]);
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checkGLcall("glBindTexture");
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break;
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case GL_TEXTURE_3D:
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glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[unit]);
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checkGLcall("glBindTexture");
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break;
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default:
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ERR("Unexpected texture target %#x\n", old_texture_type);
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}
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context->texture_type[unit] = target;
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}
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}
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static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen)
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@ -970,7 +970,7 @@ out:
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static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
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{
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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unsigned int i;
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unsigned int i, j, count;
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/* Under DirectX you can sample even if no texture is bound, whereas
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* OpenGL will only allow that when a valid texture is bound.
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* We emulate this by creating dummy textures and binding them
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@ -984,25 +984,65 @@ static void create_dummy_textures(struct wined3d_device *device, struct wined3d_
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checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
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}
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for (i = 0; i < gl_info->limits.textures; ++i)
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count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
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for (i = 0; i < count; ++i)
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{
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DWORD color = 0x000000ff;
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/* Make appropriate texture active */
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context_active_texture(context, gl_info, i);
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/* Generate an opengl texture name */
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glGenTextures(1, &device->dummyTextureName[i]);
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checkGLcall("glGenTextures");
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TRACE("Dummy Texture %d given name %d.\n", i, device->dummyTextureName[i]);
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TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummyTextureName[i]);
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/* Generate a dummy 2d texture (not using 1d because they cause many
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* DRI drivers fall back to sw) */
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glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[i]);
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checkGLcall("glBindTexture");
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
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checkGLcall("glTexImage2D");
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if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
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{
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glGenTextures(1, &device->dummy_texture_rect[i]);
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checkGLcall("glGenTextures");
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TRACE("Dummy rectangle texture %u given name %u.\n", i, device->dummy_texture_rect[i]);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
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checkGLcall("glBindTexture");
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
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checkGLcall("glTexImage2D");
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}
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if (gl_info->supported[EXT_TEXTURE3D])
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{
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glGenTextures(1, &device->dummy_texture_3d[i]);
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checkGLcall("glGenTextures");
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TRACE("Dummy 3D texture %u given name %u.\n", i, device->dummy_texture_3d[i]);
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glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
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checkGLcall("glBindTexture");
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GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
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checkGLcall("glTexImage3D");
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}
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if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
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{
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glGenTextures(1, &device->dummy_texture_cube[i]);
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checkGLcall("glGenTextures");
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TRACE("Dummy cube texture %u given name %u.\n", i, device->dummy_texture_cube[i]);
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glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
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checkGLcall("glBindTexture");
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for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++j)
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{
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glTexImage2D(j, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
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checkGLcall("glTexImage2D");
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}
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}
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}
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if (gl_info->supported[APPLE_CLIENT_STORAGE])
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@ -1018,11 +1058,34 @@ static void create_dummy_textures(struct wined3d_device *device, struct wined3d_
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/* Context activation is done by the caller. */
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static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
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{
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unsigned int count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
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ENTER_GL();
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glDeleteTextures(gl_info->limits.textures, device->dummyTextureName);
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checkGLcall("glDeleteTextures(gl_info->limits.textures, device->dummyTextureName)");
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if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
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{
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glDeleteTextures(count, device->dummy_texture_cube);
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checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
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}
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if (gl_info->supported[EXT_TEXTURE3D])
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{
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glDeleteTextures(count, device->dummy_texture_3d);
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checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
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}
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if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
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{
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glDeleteTextures(count, device->dummy_texture_rect);
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checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
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}
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glDeleteTextures(count, device->dummyTextureName);
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checkGLcall("glDeleteTextures(count, device->dummyTextureName)");
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LEAVE_GL();
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memset(device->dummy_texture_cube, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_cube));
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memset(device->dummy_texture_3d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_3d));
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memset(device->dummy_texture_rect, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_rect));
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memset(device->dummyTextureName, 0, gl_info->limits.textures * sizeof(*device->dummyTextureName));
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}
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@ -3566,7 +3566,7 @@ static void sampler(struct wined3d_context *context, const struct wined3d_state
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if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
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device->shader_backend->shader_load_np2fixup_constants(device->shader_priv, gl_info, state);
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}
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else if (mapped_stage < gl_info->limits.textures)
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else
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{
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if (sampler < state->lowest_disabled_stage)
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{
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@ -3578,7 +3578,7 @@ static void sampler(struct wined3d_context *context, const struct wined3d_state
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state_alpha(context, state, WINED3DRS_COLORKEYENABLE);
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}
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} /* Otherwise tex_colorop disables the stage */
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context_bind_texture(context, GL_TEXTURE_2D, device->dummyTextureName[sampler]);
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context_bind_texture(context, GL_NONE, 0);
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}
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}
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@ -1722,7 +1722,10 @@ struct wined3d_device
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struct wined3d_surface *logo_surface;
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/* Textures for when no other textures are mapped */
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UINT dummyTextureName[MAX_TEXTURES];
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UINT dummyTextureName[MAX_COMBINED_SAMPLERS];
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UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
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UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
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UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
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/* DirectDraw stuff */
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DWORD ddraw_width, ddraw_height;
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