wined3d: Store a struct wined3d_sampler_desc in struct gl_texture.
Instead of a enum wined3d_texture_state array.
This commit is contained in:
parent
4b480f5519
commit
86e99abb12
|
@ -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. */
|
||||
|
|
|
@ -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));
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in New Issue