wined3d: Store a struct wined3d_sampler_desc in struct gl_texture.

Instead of a enum wined3d_texture_state array.
This commit is contained in:
Henri Verbeet 2015-01-15 17:19:04 +01:00 committed by Alexandre Julliard
parent 4b480f5519
commit 86e99abb12
3 changed files with 69 additions and 83 deletions

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@ -343,10 +343,10 @@ void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3
/* We changed the filtering settings on the texture. Inform the
* container about this to get the filters reset properly next draw. */
texture->texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3D_TEXF_POINT;
texture->texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3D_TEXF_POINT;
texture->texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3D_TEXF_NONE;
texture->texture_rgb.states[WINED3DTEXSTA_SRGBTEXTURE] = FALSE;
texture->texture_rgb.sampler_desc.mag_filter = WINED3D_TEXF_POINT;
texture->texture_rgb.sampler_desc.min_filter = WINED3D_TEXF_POINT;
texture->texture_rgb.sampler_desc.mip_filter = WINED3D_TEXF_NONE;
texture->texture_rgb.sampler_desc.srgb_decode = FALSE;
}
/* Works correctly only for <= 4 bpp formats. */

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@ -207,20 +207,24 @@ void wined3d_texture_bind(struct wined3d_texture *texture,
/* Initialise the state of the texture object to the OpenGL defaults, not
* the wined3d defaults. */
gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3D_TADDRESS_WRAP;
gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3D_TADDRESS_WRAP;
gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3D_TADDRESS_WRAP;
gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0;
gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3D_TEXF_LINEAR;
gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3D_TEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3D_TEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_WRAP;
gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_WRAP;
gl_tex->sampler_desc.address_w = WINED3D_TADDRESS_WRAP;
memset(gl_tex->sampler_desc.border_color, 0, sizeof(gl_tex->sampler_desc.border_color));
gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_LINEAR;
gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
gl_tex->sampler_desc.lod_bias = 0.0f;
gl_tex->sampler_desc.min_lod = -1000.0f;
gl_tex->sampler_desc.max_lod = 1000.0f;
gl_tex->sampler_desc.max_anisotropy = 1;
gl_tex->sampler_desc.compare = FALSE;
gl_tex->sampler_desc.comparison_func = WINED3D_CMP_LESSEQUAL;
if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = TRUE;
gl_tex->sampler_desc.srgb_decode = TRUE;
else
gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = srgb;
gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
gl_tex->sampler_desc.srgb_decode = srgb;
gl_tex->base_level = 0;
wined3d_texture_set_dirty(texture);
context_bind_texture(context, target, gl_tex->name);
@ -267,11 +271,11 @@ void wined3d_texture_bind(struct wined3d_texture *texture,
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri");
gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3D_TADDRESS_CLAMP;
gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3D_TADDRESS_CLAMP;
gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3D_TEXF_POINT;
gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3D_TEXF_POINT;
gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3D_TEXF_NONE;
gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_POINT;
gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT;
gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_NONE;
}
}
@ -329,6 +333,7 @@ void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
BOOL cond_np2 = texture->flags & WINED3D_TEXTURE_COND_NP2;
GLenum target = texture->target;
struct gl_texture *gl_tex;
float border_color[4];
DWORD state;
DWORD aniso;
@ -338,40 +343,38 @@ void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
/* This function relies on the correct texture being bound and loaded. */
if (sampler_states[WINED3D_SAMP_ADDRESS_U] != gl_tex->states[WINED3DTEXSTA_ADDRESSU])
if (sampler_states[WINED3D_SAMP_ADDRESS_U] != gl_tex->sampler_desc.address_u)
{
state = sampler_states[WINED3D_SAMP_ADDRESS_U];
apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_S, cond_np2);
gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state;
gl_tex->sampler_desc.address_u = state;
}
if (sampler_states[WINED3D_SAMP_ADDRESS_V] != gl_tex->states[WINED3DTEXSTA_ADDRESSV])
if (sampler_states[WINED3D_SAMP_ADDRESS_V] != gl_tex->sampler_desc.address_v)
{
state = sampler_states[WINED3D_SAMP_ADDRESS_V];
apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_T, cond_np2);
gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state;
gl_tex->sampler_desc.address_v = state;
}
if (sampler_states[WINED3D_SAMP_ADDRESS_W] != gl_tex->states[WINED3DTEXSTA_ADDRESSW])
if (sampler_states[WINED3D_SAMP_ADDRESS_W] != gl_tex->sampler_desc.address_w)
{
state = sampler_states[WINED3D_SAMP_ADDRESS_W];
apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_R, cond_np2);
gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state;
gl_tex->sampler_desc.address_w = state;
}
if (sampler_states[WINED3D_SAMP_BORDER_COLOR] != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR])
D3DCOLORTOGLFLOAT4(sampler_states[WINED3D_SAMP_BORDER_COLOR], border_color);
if (memcmp(gl_tex->sampler_desc.border_color, border_color, sizeof(gl_tex->sampler_desc.border_color)))
{
float col[4];
state = sampler_states[WINED3D_SAMP_BORDER_COLOR];
D3DCOLORTOGLFLOAT4(state, col);
TRACE("Setting border color for %#x to %#x.\n", target, state);
gl_info->gl_ops.gl.p_glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &col[0]);
TRACE("Setting border color for %#x to {%.8e, %.8e, %.8e, %.8e}.\n",
target, border_color[0], border_color[1], border_color[2], border_color[3]);
gl_info->gl_ops.gl.p_glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &border_color[0]);
checkGLcall("glTexParameterfv(..., GL_TEXTURE_BORDER_COLOR, ...)");
gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state;
memcpy(gl_tex->sampler_desc.border_color, border_color, sizeof(gl_tex->sampler_desc.border_color));
}
if (sampler_states[WINED3D_SAMP_MAG_FILTER] != gl_tex->states[WINED3DTEXSTA_MAGFILTER])
if (sampler_states[WINED3D_SAMP_MAG_FILTER] != gl_tex->sampler_desc.mag_filter)
{
GLint gl_value;
@ -384,26 +387,24 @@ void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
TRACE("ValueMAG=%#x setting MAGFILTER to %#x.\n", state, gl_value);
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, gl_value);
gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state;
gl_tex->sampler_desc.mag_filter = state;
}
if ((sampler_states[WINED3D_SAMP_MIN_FILTER] != gl_tex->states[WINED3DTEXSTA_MINFILTER]
|| sampler_states[WINED3D_SAMP_MIP_FILTER] != gl_tex->states[WINED3DTEXSTA_MIPFILTER]
|| sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL] != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL]))
if (sampler_states[WINED3D_SAMP_MIN_FILTER] != gl_tex->sampler_desc.min_filter
|| sampler_states[WINED3D_SAMP_MIP_FILTER] != gl_tex->sampler_desc.mip_filter
|| sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL] != gl_tex->base_level)
{
GLint gl_value;
gl_tex->states[WINED3DTEXSTA_MIPFILTER] = sampler_states[WINED3D_SAMP_MIP_FILTER];
gl_tex->states[WINED3DTEXSTA_MINFILTER] = sampler_states[WINED3D_SAMP_MIN_FILTER];
gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL];
gl_tex->sampler_desc.mip_filter = sampler_states[WINED3D_SAMP_MIP_FILTER];
gl_tex->sampler_desc.min_filter = sampler_states[WINED3D_SAMP_MIN_FILTER];
gl_tex->base_level = sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL];
if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3D_TEXF_ANISOTROPIC
|| gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3D_TEXF_ANISOTROPIC)
{
if (gl_tex->sampler_desc.min_filter > WINED3D_TEXF_ANISOTROPIC
|| gl_tex->sampler_desc.mip_filter > WINED3D_TEXF_ANISOTROPIC)
FIXME("Unrecognized or unsupported MIN_FILTER value %#x MIP_FILTER value %#x.\n",
gl_tex->states[WINED3DTEXSTA_MINFILTER],
gl_tex->states[WINED3DTEXSTA_MIPFILTER]);
}
gl_tex->sampler_desc.min_filter, gl_tex->sampler_desc.mip_filter);
gl_value = wined3d_gl_min_mip_filter(texture->min_mip_lookup,
min(max(sampler_states[WINED3D_SAMP_MIN_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR),
min(max(sampler_states[WINED3D_SAMP_MIP_FILTER], WINED3D_TEXF_NONE), WINED3D_TEXF_LINEAR));
@ -416,15 +417,15 @@ void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
if (!cond_np2)
{
if (gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3D_TEXF_NONE)
if (gl_tex->sampler_desc.mip_filter == WINED3D_TEXF_NONE)
gl_value = texture->lod;
else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= texture->level_count)
else if (gl_tex->base_level >= texture->level_count)
gl_value = texture->level_count - 1;
else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < texture->lod)
else if (gl_tex->base_level < texture->lod)
/* texture->lod is already clamped in the setter. */
gl_value = texture->lod;
else
gl_value = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL];
gl_value = gl_tex->base_level;
/* Note that WINED3D_SAMP_MAX_MIP_LEVEL specifies the largest mipmap
* (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
@ -434,15 +435,15 @@ void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
}
}
if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3D_TEXF_ANISOTROPIC
&& gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3D_TEXF_ANISOTROPIC
&& gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3D_TEXF_ANISOTROPIC)
if ((gl_tex->sampler_desc.mag_filter != WINED3D_TEXF_ANISOTROPIC
&& gl_tex->sampler_desc.min_filter != WINED3D_TEXF_ANISOTROPIC
&& gl_tex->sampler_desc.mip_filter != WINED3D_TEXF_ANISOTROPIC)
|| cond_np2)
aniso = 1;
else
aniso = sampler_states[WINED3D_SAMP_MAX_ANISOTROPY];
if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
if (gl_tex->sampler_desc.max_anisotropy != aniso)
{
if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
{
@ -453,33 +454,33 @@ void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
{
WARN("Anisotropic filtering not supported.\n");
}
gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
gl_tex->sampler_desc.max_anisotropy = aniso;
}
/* These should always be the same unless EXT_texture_sRGB_decode is supported. */
if (sampler_states[WINED3D_SAMP_SRGB_TEXTURE] != gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE])
if (!sampler_states[WINED3D_SAMP_SRGB_TEXTURE] != !gl_tex->sampler_desc.srgb_decode)
{
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
sampler_states[WINED3D_SAMP_SRGB_TEXTURE] ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
checkGLcall("glTexParameteri(GL_TEXTURE_SRGB_DECODE_EXT)");
gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = sampler_states[WINED3D_SAMP_SRGB_TEXTURE];
gl_tex->sampler_desc.srgb_decode = sampler_states[WINED3D_SAMP_SRGB_TEXTURE];
}
if (!(texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
!= !gl_tex->states[WINED3DTEXSTA_SHADOW])
!= !gl_tex->sampler_desc.compare)
{
if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
{
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)");
gl_tex->states[WINED3DTEXSTA_SHADOW] = TRUE;
gl_tex->sampler_desc.compare = TRUE;
}
else
{
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)");
gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
gl_tex->sampler_desc.compare = FALSE;
}
}
}
@ -597,8 +598,8 @@ DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
{
texture->lod = lod;
texture->texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
texture->texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
texture->texture_rgb.base_level = ~0u;
texture->texture_srgb.base_level = ~0u;
if (texture->resource.bind_count)
device_invalidate_state(texture->resource.device, STATE_SAMPLER(texture->sampler));
}

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@ -2127,25 +2127,10 @@ void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DEC
/* Tests show that the start address of resources is 32 byte aligned */
#define RESOURCE_ALIGNMENT 16
enum wined3d_texture_state
{
WINED3DTEXSTA_ADDRESSU = 0,
WINED3DTEXSTA_ADDRESSV = 1,
WINED3DTEXSTA_ADDRESSW = 2,
WINED3DTEXSTA_BORDERCOLOR = 3,
WINED3DTEXSTA_MAGFILTER = 4,
WINED3DTEXSTA_MINFILTER = 5,
WINED3DTEXSTA_MIPFILTER = 6,
WINED3DTEXSTA_MAXMIPLEVEL = 7,
WINED3DTEXSTA_MAXANISOTROPY = 8,
WINED3DTEXSTA_SRGBTEXTURE = 9,
WINED3DTEXSTA_SHADOW = 10,
MAX_WINETEXTURESTATES = 11,
};
struct gl_texture
{
DWORD states[MAX_WINETEXTURESTATES];
struct wined3d_sampler_desc sampler_desc;
unsigned int base_level;
GLuint name;
};