wined3d: Merge the texture implementations.
This commit is contained in:
parent
85f2348549
commit
87087f379f
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@ -5,11 +5,9 @@ IMPORTS = uuid user32 gdi32 advapi32
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C_SRCS = \
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arb_program_shader.c \
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ati_fragment_shader.c \
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basetexture.c \
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buffer.c \
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clipper.c \
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context.c \
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cubetexture.c \
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device.c \
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directx.c \
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drawprim.c \
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@ -35,7 +33,6 @@ C_SRCS = \
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vertexdeclaration.c \
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view.c \
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volume.c \
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volumetexture.c \
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wined3d_main.c
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RC_SRCS = version.rc
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@ -1,560 +0,0 @@
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/*
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* IWineD3DBaseTexture Implementation
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*
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* Copyright 2002-2004 Jason Edmeades
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* Copyright 2002-2004 Raphael Junqueira
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* Copyright 2005 Oliver Stieber
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* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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* Copyright 2009-2010 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
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HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, const struct wined3d_texture_ops *texture_ops,
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UINT layer_count, UINT level_count, WINED3DRESOURCETYPE resource_type, IWineD3DDeviceImpl *device,
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DWORD usage, const struct wined3d_format *format, WINED3DPOOL pool, void *parent,
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const struct wined3d_parent_ops *parent_ops, const struct wined3d_resource_ops *resource_ops)
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{
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HRESULT hr;
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hr = resource_init(&texture->resource, device, resource_type, format,
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WINED3DMULTISAMPLE_NONE, 0, usage, pool, 0, 0, 0, 0,
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parent, parent_ops, resource_ops);
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if (FAILED(hr))
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{
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WARN("Failed to initialize resource, returning %#x\n", hr);
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return hr;
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}
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texture->baseTexture.texture_ops = texture_ops;
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texture->baseTexture.sub_resources = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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level_count * layer_count * sizeof(*texture->baseTexture.sub_resources));
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if (!texture->baseTexture.sub_resources)
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{
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ERR("Failed to allocate sub-resource array.\n");
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resource_cleanup(&texture->resource);
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return E_OUTOFMEMORY;
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}
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texture->baseTexture.layer_count = layer_count;
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texture->baseTexture.level_count = level_count;
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texture->baseTexture.filterType = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE;
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texture->baseTexture.LOD = 0;
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texture->baseTexture.texture_rgb.dirty = TRUE;
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texture->baseTexture.texture_srgb.dirty = TRUE;
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texture->baseTexture.is_srgb = FALSE;
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texture->baseTexture.pow2Matrix_identity = TRUE;
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if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
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{
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texture->baseTexture.minMipLookup = minMipLookup;
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texture->baseTexture.magLookup = magLookup;
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}
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else
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{
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texture->baseTexture.minMipLookup = minMipLookup_noFilter;
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texture->baseTexture.magLookup = magLookup_noFilter;
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}
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return WINED3D_OK;
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}
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void basetexture_cleanup(IWineD3DBaseTextureImpl *texture)
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{
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UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
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UINT i;
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TRACE("texture %p.\n", texture);
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for (i = 0; i < sub_count; ++i)
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{
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struct wined3d_resource *sub_resource = texture->baseTexture.sub_resources[i];
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if (sub_resource)
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texture->baseTexture.texture_ops->texture_sub_resource_cleanup(sub_resource);
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}
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basetexture_unload(texture);
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HeapFree(GetProcessHeap(), 0, texture->baseTexture.sub_resources);
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resource_cleanup(&texture->resource);
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}
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struct wined3d_resource *basetexture_get_sub_resource(IWineD3DBaseTextureImpl *texture, UINT sub_resource_idx)
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{
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UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
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if (sub_resource_idx >= sub_count)
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{
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WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
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return NULL;
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}
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return texture->baseTexture.sub_resources[sub_resource_idx];
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}
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/* A GL context is provided by the caller */
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static void gltexture_delete(struct gl_texture *tex)
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{
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ENTER_GL();
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glDeleteTextures(1, &tex->name);
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LEAVE_GL();
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tex->name = 0;
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}
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void basetexture_unload(IWineD3DBaseTextureImpl *texture)
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{
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IWineD3DDeviceImpl *device = texture->resource.device;
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struct wined3d_context *context = NULL;
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if (texture->baseTexture.texture_rgb.name || texture->baseTexture.texture_srgb.name)
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{
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context = context_acquire(device, NULL);
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}
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if (texture->baseTexture.texture_rgb.name)
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gltexture_delete(&texture->baseTexture.texture_rgb);
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if (texture->baseTexture.texture_srgb.name)
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gltexture_delete(&texture->baseTexture.texture_srgb);
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if (context) context_release(context);
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basetexture_set_dirty(texture, TRUE);
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resource_unload(&texture->resource);
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}
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DWORD basetexture_set_lod(IWineD3DBaseTextureImpl *texture, DWORD lod)
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{
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DWORD old = texture->baseTexture.LOD;
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TRACE("texture %p, lod %u.\n", texture, lod);
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/* The d3d9:texture test shows that SetLOD is ignored on non-managed
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* textures. The call always returns 0, and GetLOD always returns 0. */
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if (texture->resource.pool != WINED3DPOOL_MANAGED)
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{
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TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture->resource.pool));
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return 0;
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}
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if (lod >= texture->baseTexture.level_count)
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lod = texture->baseTexture.level_count - 1;
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if (texture->baseTexture.LOD != lod)
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{
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texture->baseTexture.LOD = lod;
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texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
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texture->baseTexture.texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
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if (texture->baseTexture.bindCount)
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IWineD3DDeviceImpl_MarkStateDirty(texture->resource.device, STATE_SAMPLER(texture->baseTexture.sampler));
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}
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return old;
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}
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DWORD basetexture_get_lod(IWineD3DBaseTextureImpl *texture)
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{
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TRACE("texture %p, returning %u.\n", texture, texture->baseTexture.LOD);
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return texture->baseTexture.LOD;
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}
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DWORD basetexture_get_level_count(IWineD3DBaseTextureImpl *texture)
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{
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TRACE("texture %p, returning %u.\n", texture, texture->baseTexture.level_count);
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return texture->baseTexture.level_count;
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}
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HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTextureImpl *texture, WINED3DTEXTUREFILTERTYPE filter_type)
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{
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TRACE("texture %p, filter_type %s.\n", texture, debug_d3dtexturefiltertype(filter_type));
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if (!(texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP))
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{
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WARN("Texture doesn't have AUTOGENMIPMAP usage.\n");
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return WINED3DERR_INVALIDCALL;
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}
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if (texture->baseTexture.filterType != filter_type)
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{
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GLenum target = texture->baseTexture.target;
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struct wined3d_context *context;
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context = context_acquire(texture->resource.device, NULL);
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ENTER_GL();
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glBindTexture(target, texture->baseTexture.texture_rgb.name);
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checkGLcall("glBindTexture");
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switch (filter_type)
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{
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case WINED3DTEXF_NONE:
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case WINED3DTEXF_POINT:
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glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST);
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checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
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break;
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case WINED3DTEXF_LINEAR:
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glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
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checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
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break;
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default:
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WARN("Unexpected filter type %#x, setting to GL_NICEST.\n", filter_type);
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glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
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checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
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break;
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}
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LEAVE_GL();
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context_release(context);
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}
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texture->baseTexture.filterType = filter_type;
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return WINED3D_OK;
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}
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WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTextureImpl *texture)
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{
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TRACE("texture %p.\n", texture);
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return texture->baseTexture.filterType;
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}
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void basetexture_generate_mipmaps(IWineD3DBaseTextureImpl *texture)
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{
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/* TODO: Implement filters using GL_SGI_generate_mipmaps. */
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FIXME("texture %p stub!\n", texture);
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}
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void basetexture_set_dirty(IWineD3DBaseTextureImpl *texture, BOOL dirty)
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{
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texture->baseTexture.texture_rgb.dirty = dirty;
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texture->baseTexture.texture_srgb.dirty = dirty;
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}
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/* Context activation is done by the caller. */
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HRESULT basetexture_bind(IWineD3DBaseTextureImpl *texture,
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const struct wined3d_gl_info *gl_info, BOOL srgb, BOOL *set_surface_desc)
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{
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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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struct gl_texture *gl_tex;
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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, gl_info, srgb);
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textureDimensions = texture->baseTexture.target;
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ENTER_GL();
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/* Generate a texture name if we don't already have one */
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if (!gl_tex->name)
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{
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*set_surface_desc = TRUE;
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glGenTextures(1, &gl_tex->name);
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checkGLcall("glGenTextures");
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TRACE("Generated texture %d\n", gl_tex->name);
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if (texture->resource.pool == WINED3DPOOL_DEFAULT)
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{
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/* Tell opengl to try and keep this texture in video ram (well mostly) */
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GLclampf tmp;
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tmp = 0.9f;
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glPrioritizeTextures(1, &gl_tex->name, &tmp);
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}
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/* Initialise the state of the texture object
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to the openGL defaults, not the directx defaults */
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gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP;
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gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP;
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gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP;
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gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0;
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gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
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gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
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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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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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if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)
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{
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/* This means double binding the texture at creation, but keeps the code simpler all
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* in all, and the run-time path free from additional checks
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*/
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glBindTexture(textureDimensions, gl_tex->name);
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checkGLcall("glBindTexture");
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glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
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checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
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}
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} else {
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*set_surface_desc = FALSE;
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}
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/* Bind the texture */
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if (gl_tex->name)
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{
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glBindTexture(textureDimensions, gl_tex->name);
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checkGLcall("glBindTexture");
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if (isNewTexture) {
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/* For a new texture we have to set the textures levels after binding the texture.
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* In theory this is all we should ever have to do, but because ATI's drivers are broken, we
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* also need to set the texture dimensions before the texture is set
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* Beware that texture rectangles do not support mipmapping, but set the maxmiplevel if we're
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* relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles
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* (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB)
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*/
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if (textureDimensions != GL_TEXTURE_RECTANGLE_ARB)
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{
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TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->baseTexture.level_count - 1);
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glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, texture->baseTexture.level_count - 1);
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checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, texture->baseTexture.level_count)");
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}
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if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
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/* Cubemaps are always set to clamp, regardless of the sampler state. */
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glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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}
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}
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} else { /* this only happened if we've run out of openGL textures */
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WARN("This texture doesn't have an openGL texture assigned to it\n");
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hr = WINED3DERR_INVALIDCALL;
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}
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LEAVE_GL();
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return hr;
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}
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HRESULT basetexture_add_dirty_region(IWineD3DBaseTextureImpl *texture,
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UINT layer, const WINED3DBOX *dirty_region)
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{
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struct wined3d_resource *sub_resource;
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TRACE("texture %p, layer %u, dirty_region %p.\n", texture, layer, dirty_region);
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if (!(sub_resource = basetexture_get_sub_resource(texture, layer * texture->baseTexture.level_count)))
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{
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WARN("Failed to get sub-resource.\n");
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return WINED3DERR_INVALIDCALL;
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}
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basetexture_set_dirty(texture, TRUE);
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texture->baseTexture.texture_ops->texture_sub_resource_add_dirty_region(sub_resource, dirty_region);
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return WINED3D_OK;
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}
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/* GL locking is done by the caller */
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static void apply_wrap(const struct wined3d_gl_info *gl_info, GLenum target,
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WINED3DTEXTUREADDRESS d3d_wrap, GLenum param, BOOL cond_np2)
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{
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GLint gl_wrap;
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if (d3d_wrap < WINED3DTADDRESS_WRAP || d3d_wrap > WINED3DTADDRESS_MIRRORONCE)
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{
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FIXME("Unrecognized or unsupported WINED3DTEXTUREADDRESS %#x.\n", d3d_wrap);
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return;
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}
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if (target == GL_TEXTURE_CUBE_MAP_ARB
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|| (cond_np2 && d3d_wrap == WINED3DTADDRESS_WRAP))
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{
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/* Cubemaps are always set to clamp, regardless of the sampler state. */
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gl_wrap = GL_CLAMP_TO_EDGE;
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}
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else
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{
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gl_wrap = gl_info->wrap_lookup[d3d_wrap - WINED3DTADDRESS_WRAP];
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}
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TRACE("Setting param %#x to %#x for target %#x.\n", param, gl_wrap, target);
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glTexParameteri(target, param, gl_wrap);
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checkGLcall("glTexParameteri(target, param, gl_wrap)");
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}
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/* GL locking is done by the caller (state handler) */
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void basetexture_apply_state_changes(IWineD3DBaseTextureImpl *texture,
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const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
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const struct wined3d_gl_info *gl_info)
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{
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BOOL cond_np2 = texture->baseTexture.cond_np2;
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||||
GLenum textureDimensions = texture->baseTexture.target;
|
||||
DWORD state;
|
||||
DWORD aniso;
|
||||
struct gl_texture *gl_tex;
|
||||
|
||||
TRACE("texture %p, samplerStates %p\n", texture, samplerStates);
|
||||
|
||||
gl_tex = basetexture_get_gl_texture(texture, gl_info, texture->baseTexture.is_srgb);
|
||||
|
||||
/* This function relies on the correct texture being bound and loaded. */
|
||||
|
||||
if(samplerStates[WINED3DSAMP_ADDRESSU] != gl_tex->states[WINED3DTEXSTA_ADDRESSU]) {
|
||||
state = samplerStates[WINED3DSAMP_ADDRESSU];
|
||||
apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_S, cond_np2);
|
||||
gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state;
|
||||
}
|
||||
|
||||
if(samplerStates[WINED3DSAMP_ADDRESSV] != gl_tex->states[WINED3DTEXSTA_ADDRESSV]) {
|
||||
state = samplerStates[WINED3DSAMP_ADDRESSV];
|
||||
apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_T, cond_np2);
|
||||
gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state;
|
||||
}
|
||||
|
||||
if(samplerStates[WINED3DSAMP_ADDRESSW] != gl_tex->states[WINED3DTEXSTA_ADDRESSW]) {
|
||||
state = samplerStates[WINED3DSAMP_ADDRESSW];
|
||||
apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_R, cond_np2);
|
||||
gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state;
|
||||
}
|
||||
|
||||
if(samplerStates[WINED3DSAMP_BORDERCOLOR] != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR]) {
|
||||
float col[4];
|
||||
|
||||
state = samplerStates[WINED3DSAMP_BORDERCOLOR];
|
||||
D3DCOLORTOGLFLOAT4(state, col);
|
||||
TRACE("Setting border color for %u to %x\n", textureDimensions, state);
|
||||
glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
|
||||
checkGLcall("glTexParameterfv(..., GL_TEXTURE_BORDER_COLOR, ...)");
|
||||
gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state;
|
||||
}
|
||||
|
||||
if(samplerStates[WINED3DSAMP_MAGFILTER] != gl_tex->states[WINED3DTEXSTA_MAGFILTER]) {
|
||||
GLint glValue;
|
||||
state = samplerStates[WINED3DSAMP_MAGFILTER];
|
||||
if (state > WINED3DTEXF_ANISOTROPIC) {
|
||||
FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state);
|
||||
}
|
||||
|
||||
glValue = wined3d_gl_mag_filter(texture->baseTexture.magLookup,
|
||||
min(max(state, WINED3DTEXF_POINT), WINED3DTEXF_LINEAR));
|
||||
TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state, glValue);
|
||||
glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
|
||||
|
||||
gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state;
|
||||
}
|
||||
|
||||
if((samplerStates[WINED3DSAMP_MINFILTER] != gl_tex->states[WINED3DTEXSTA_MINFILTER] ||
|
||||
samplerStates[WINED3DSAMP_MIPFILTER] != gl_tex->states[WINED3DTEXSTA_MIPFILTER] ||
|
||||
samplerStates[WINED3DSAMP_MAXMIPLEVEL] != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL])) {
|
||||
GLint glValue;
|
||||
|
||||
gl_tex->states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
|
||||
gl_tex->states[WINED3DTEXSTA_MINFILTER] = samplerStates[WINED3DSAMP_MINFILTER];
|
||||
gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = samplerStates[WINED3DSAMP_MAXMIPLEVEL];
|
||||
|
||||
if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC
|
||||
|| gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_ANISOTROPIC)
|
||||
{
|
||||
|
||||
FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
|
||||
gl_tex->states[WINED3DTEXSTA_MINFILTER],
|
||||
gl_tex->states[WINED3DTEXSTA_MIPFILTER]);
|
||||
}
|
||||
glValue = wined3d_gl_min_mip_filter(texture->baseTexture.minMipLookup,
|
||||
min(max(samplerStates[WINED3DSAMP_MINFILTER], WINED3DTEXF_POINT), WINED3DTEXF_LINEAR),
|
||||
min(max(samplerStates[WINED3DSAMP_MIPFILTER], WINED3DTEXF_NONE), WINED3DTEXF_LINEAR));
|
||||
|
||||
TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
|
||||
samplerStates[WINED3DSAMP_MINFILTER],
|
||||
samplerStates[WINED3DSAMP_MIPFILTER], glValue);
|
||||
glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
|
||||
checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
|
||||
|
||||
if (!cond_np2)
|
||||
{
|
||||
if (gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE)
|
||||
glValue = texture->baseTexture.LOD;
|
||||
else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= texture->baseTexture.level_count)
|
||||
glValue = texture->baseTexture.level_count - 1;
|
||||
else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < texture->baseTexture.LOD)
|
||||
/* baseTexture.LOD is already clamped in the setter */
|
||||
glValue = texture->baseTexture.LOD;
|
||||
else
|
||||
glValue = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL];
|
||||
|
||||
/* Note that D3DSAMP_MAXMIPLEVEL specifies the biggest mipmap(default 0), while
|
||||
* GL_TEXTURE_MAX_LEVEL specifies the smallest mimap used(default 1000).
|
||||
* So D3DSAMP_MAXMIPLEVEL is the same as GL_TEXTURE_BASE_LEVEL.
|
||||
*/
|
||||
glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, glValue);
|
||||
}
|
||||
}
|
||||
|
||||
if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_ANISOTROPIC
|
||||
&& gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_ANISOTROPIC
|
||||
&& gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_ANISOTROPIC)
|
||||
|| cond_np2)
|
||||
{
|
||||
aniso = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
aniso = samplerStates[WINED3DSAMP_MAXANISOTROPY];
|
||||
}
|
||||
|
||||
if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
|
||||
{
|
||||
if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
|
||||
{
|
||||
glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
|
||||
checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
|
||||
}
|
||||
else
|
||||
{
|
||||
WARN("Anisotropic filtering not supported.\n");
|
||||
}
|
||||
gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
|
||||
}
|
||||
|
||||
/* These should always be the same unless EXT_texture_sRGB_decode is supported. */
|
||||
if (samplerStates[WINED3DSAMP_SRGBTEXTURE] != gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE])
|
||||
{
|
||||
glTexParameteri(textureDimensions, GL_TEXTURE_SRGB_DECODE_EXT,
|
||||
samplerStates[WINED3DSAMP_SRGBTEXTURE] ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
|
||||
checkGLcall("glTexParameteri(GL_TEXTURE_SRGB_DECODE_EXT)");
|
||||
}
|
||||
|
||||
if (!(texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
|
||||
!= !gl_tex->states[WINED3DTEXSTA_SHADOW])
|
||||
{
|
||||
if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
|
||||
{
|
||||
glTexParameteri(textureDimensions, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
|
||||
glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
|
||||
checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)");
|
||||
gl_tex->states[WINED3DTEXSTA_SHADOW] = TRUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
|
||||
checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)");
|
||||
gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,469 +0,0 @@
|
|||
/*
|
||||
* Copyright 2002-2005 Jason Edmeades
|
||||
* Copyright 2002-2005 Raphael Junqueira
|
||||
* Copyright 2005 Oliver Stieber
|
||||
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
|
||||
* Copyright 2009-2010 Henri Verbeet for CodeWeavers
|
||||
*
|
||||
* This library is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU Lesser General Public
|
||||
* License as published by the Free Software Foundation; either
|
||||
* version 2.1 of the License, or (at your option) any later version.
|
||||
*
|
||||
* This library is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* Lesser General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU Lesser General Public
|
||||
* License along with this library; if not, write to the Free Software
|
||||
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
|
||||
*/
|
||||
|
||||
#include "config.h"
|
||||
#include "wined3d_private.h"
|
||||
|
||||
WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
|
||||
|
||||
/* Context activation is done by the caller. */
|
||||
static HRESULT cubetexture_bind(IWineD3DBaseTextureImpl *texture,
|
||||
const struct wined3d_gl_info *gl_info, BOOL srgb)
|
||||
{
|
||||
BOOL set_gl_texture_desc;
|
||||
HRESULT hr;
|
||||
|
||||
TRACE("texture %p, gl_info %p, srgb %#x.\n", texture, gl_info, srgb);
|
||||
|
||||
hr = basetexture_bind(texture, gl_info, srgb, &set_gl_texture_desc);
|
||||
if (set_gl_texture_desc && SUCCEEDED(hr))
|
||||
{
|
||||
UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
|
||||
BOOL srgb_tex = !gl_info->supported[EXT_TEXTURE_SRGB_DECODE] && texture->baseTexture.is_srgb;
|
||||
GLuint name = srgb_tex ? texture->baseTexture.texture_srgb.name : texture->baseTexture.texture_rgb.name;
|
||||
UINT i;
|
||||
|
||||
for (i = 0; i < sub_count; ++i)
|
||||
{
|
||||
IWineD3DSurfaceImpl *surface = surface_from_resource(texture->baseTexture.sub_resources[i]);
|
||||
surface_set_texture_name(surface, name, srgb_tex);
|
||||
}
|
||||
}
|
||||
|
||||
return hr;
|
||||
}
|
||||
|
||||
/* Do not call while under the GL lock. */
|
||||
static void cubetexture_preload(IWineD3DBaseTextureImpl *texture, enum WINED3DSRGB srgb)
|
||||
{
|
||||
UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
|
||||
IWineD3DDeviceImpl *device = texture->resource.device;
|
||||
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
||||
struct wined3d_context *context = NULL;
|
||||
struct gl_texture *gl_tex;
|
||||
BOOL srgb_mode;
|
||||
UINT i;
|
||||
|
||||
TRACE("texture %p, srgb %#x.\n", texture, srgb);
|
||||
|
||||
switch (srgb)
|
||||
{
|
||||
case SRGB_RGB:
|
||||
srgb_mode = FALSE;
|
||||
break;
|
||||
|
||||
case SRGB_BOTH:
|
||||
cubetexture_preload(texture, SRGB_RGB);
|
||||
/* Fallthrough */
|
||||
|
||||
case SRGB_SRGB:
|
||||
srgb_mode = TRUE;
|
||||
break;
|
||||
|
||||
default:
|
||||
srgb_mode = texture->baseTexture.is_srgb;
|
||||
break;
|
||||
}
|
||||
|
||||
gl_tex = basetexture_get_gl_texture(texture, gl_info, srgb_mode);
|
||||
|
||||
/* We only have to activate a context for gl when we're not drawing.
|
||||
* In most cases PreLoad will be called during draw and a context was
|
||||
* activated at the beginning of drawPrimitive. */
|
||||
if (!device->isInDraw)
|
||||
{
|
||||
/* No danger of recursive calls, context_acquire() sets isInDraw to true
|
||||
* when loading offscreen render targets into their texture. */
|
||||
context = context_acquire(device, NULL);
|
||||
}
|
||||
|
||||
if (texture->resource.format->id == WINED3DFMT_P8_UINT
|
||||
|| texture->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
|
||||
{
|
||||
for (i = 0; i < sub_count; ++i)
|
||||
{
|
||||
IWineD3DSurfaceImpl *surface = surface_from_resource(texture->baseTexture.sub_resources[i]);
|
||||
|
||||
if (palette9_changed(surface))
|
||||
{
|
||||
TRACE("Reloading surface %p because the d3d8/9 palette was changed.\n", surface);
|
||||
/* TODO: This is not necessarily needed with hw palettized texture support. */
|
||||
surface_load_location(surface, SFLAG_INSYSMEM, NULL);
|
||||
/* Make sure the texture is reloaded because of the palette change,
|
||||
* this kills performance though :( */
|
||||
surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* If the texture is marked dirty or the srgb sampler setting has changed
|
||||
* since the last load then reload the surfaces. */
|
||||
if (gl_tex->dirty)
|
||||
{
|
||||
for (i = 0; i < sub_count; ++i)
|
||||
{
|
||||
surface_load(surface_from_resource(texture->baseTexture.sub_resources[i]), srgb_mode);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
TRACE("Texture %p not dirty, nothing to do.\n" , texture);
|
||||
}
|
||||
|
||||
/* No longer dirty. */
|
||||
gl_tex->dirty = FALSE;
|
||||
|
||||
if (context) context_release(context);
|
||||
}
|
||||
|
||||
static void cubetexture_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
|
||||
const WINED3DBOX *dirty_region)
|
||||
{
|
||||
surface_add_dirty_rect(surface_from_resource(sub_resource), dirty_region);
|
||||
}
|
||||
|
||||
static void cubetexture_sub_resource_cleanup(struct wined3d_resource *sub_resource)
|
||||
{
|
||||
IWineD3DSurfaceImpl *surface = surface_from_resource(sub_resource);
|
||||
|
||||
/* Clean out the texture name we gave to the surface so that the
|
||||
* surface doesn't try and release it. */
|
||||
surface_set_texture_name(surface, 0, TRUE);
|
||||
surface_set_texture_name(surface, 0, FALSE);
|
||||
surface_set_texture_target(surface, 0);
|
||||
surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
|
||||
IWineD3DSurface_Release((IWineD3DSurface *)surface);
|
||||
}
|
||||
|
||||
/* Do not call while under the GL lock. */
|
||||
static void cubetexture_unload(struct wined3d_resource *resource)
|
||||
{
|
||||
IWineD3DBaseTextureImpl *texture = basetexture_from_resource(resource);
|
||||
UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
|
||||
UINT i;
|
||||
|
||||
TRACE("texture %p.\n", texture);
|
||||
|
||||
for (i = 0; i < sub_count; ++i)
|
||||
{
|
||||
struct wined3d_resource *sub_resource = texture->baseTexture.sub_resources[i];
|
||||
IWineD3DSurfaceImpl *surface = surface_from_resource(sub_resource);
|
||||
|
||||
sub_resource->resource_ops->resource_unload(sub_resource);
|
||||
surface_set_texture_name(surface, 0, TRUE);
|
||||
surface_set_texture_name(surface, 0, FALSE);
|
||||
}
|
||||
|
||||
basetexture_unload(texture);
|
||||
}
|
||||
|
||||
static const struct wined3d_texture_ops cubetexture_ops =
|
||||
{
|
||||
cubetexture_bind,
|
||||
cubetexture_preload,
|
||||
cubetexture_sub_resource_add_dirty_region,
|
||||
cubetexture_sub_resource_cleanup,
|
||||
};
|
||||
|
||||
static const struct wined3d_resource_ops cubetexture_resource_ops =
|
||||
{
|
||||
cubetexture_unload,
|
||||
};
|
||||
|
||||
static HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, LPVOID *ppobj)
|
||||
{
|
||||
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
|
||||
TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
|
||||
if (IsEqualGUID(riid, &IID_IUnknown)
|
||||
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|
||||
|| IsEqualGUID(riid, &IID_IWineD3DResource)
|
||||
|| IsEqualGUID(riid, &IID_IWineD3DBaseTexture))
|
||||
{
|
||||
IUnknown_AddRef(iface);
|
||||
*ppobj = This;
|
||||
return S_OK;
|
||||
}
|
||||
*ppobj = NULL;
|
||||
return E_NOINTERFACE;
|
||||
}
|
||||
|
||||
static ULONG WINAPI IWineD3DCubeTextureImpl_AddRef(IWineD3DBaseTexture *iface)
|
||||
{
|
||||
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
|
||||
TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
|
||||
return InterlockedIncrement(&This->resource.ref);
|
||||
}
|
||||
|
||||
/* Do not call while under the GL lock. */
|
||||
static ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DBaseTexture *iface)
|
||||
{
|
||||
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
|
||||
ULONG ref;
|
||||
TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
|
||||
ref = InterlockedDecrement(&This->resource.ref);
|
||||
if (!ref)
|
||||
{
|
||||
basetexture_cleanup(This);
|
||||
This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
|
||||
HeapFree(GetProcessHeap(), 0, This);
|
||||
}
|
||||
return ref;
|
||||
}
|
||||
|
||||
static HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface,
|
||||
REFGUID riid, const void *data, DWORD data_size, DWORD flags)
|
||||
{
|
||||
return resource_set_private_data(&((IWineD3DBaseTextureImpl *)iface)->resource, riid, data, data_size, flags);
|
||||
}
|
||||
|
||||
static HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface,
|
||||
REFGUID guid, void *data, DWORD *data_size)
|
||||
{
|
||||
return resource_get_private_data(&((IWineD3DBaseTextureImpl *)iface)->resource, guid, data, data_size);
|
||||
}
|
||||
|
||||
static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid)
|
||||
{
|
||||
return resource_free_private_data(&((IWineD3DBaseTextureImpl *)iface)->resource, refguid);
|
||||
}
|
||||
|
||||
static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD priority)
|
||||
{
|
||||
return resource_set_priority(&((IWineD3DBaseTextureImpl *)iface)->resource, priority);
|
||||
}
|
||||
|
||||
static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DBaseTexture *iface)
|
||||
{
|
||||
return resource_get_priority(&((IWineD3DBaseTextureImpl *)iface)->resource);
|
||||
}
|
||||
|
||||
/* Do not call while under the GL lock. */
|
||||
static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DBaseTexture *iface)
|
||||
{
|
||||
cubetexture_preload((IWineD3DBaseTextureImpl *)iface, SRGB_ANY);
|
||||
}
|
||||
|
||||
static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DBaseTexture *iface)
|
||||
{
|
||||
return resource_get_type(&((IWineD3DBaseTextureImpl *)iface)->resource);
|
||||
}
|
||||
|
||||
static void * WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DBaseTexture *iface)
|
||||
{
|
||||
TRACE("iface %p.\n", iface);
|
||||
|
||||
return ((IWineD3DBaseTextureImpl *)iface)->resource.parent;
|
||||
}
|
||||
|
||||
static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew)
|
||||
{
|
||||
return basetexture_set_lod((IWineD3DBaseTextureImpl *)iface, LODNew);
|
||||
}
|
||||
|
||||
static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DBaseTexture *iface)
|
||||
{
|
||||
return basetexture_get_lod((IWineD3DBaseTextureImpl *)iface);
|
||||
}
|
||||
|
||||
static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface)
|
||||
{
|
||||
return basetexture_get_level_count((IWineD3DBaseTextureImpl *)iface);
|
||||
}
|
||||
|
||||
static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface,
|
||||
WINED3DTEXTUREFILTERTYPE FilterType)
|
||||
{
|
||||
return basetexture_set_autogen_filter_type((IWineD3DBaseTextureImpl *)iface, FilterType);
|
||||
}
|
||||
|
||||
static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface)
|
||||
{
|
||||
return basetexture_get_autogen_filter_type((IWineD3DBaseTextureImpl *)iface);
|
||||
}
|
||||
|
||||
static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface)
|
||||
{
|
||||
basetexture_generate_mipmaps((IWineD3DBaseTextureImpl *)iface);
|
||||
}
|
||||
|
||||
static struct wined3d_resource * WINAPI IWineD3DCubeTextureImpl_GetSubResource(IWineD3DBaseTexture *iface,
|
||||
UINT sub_resource_idx)
|
||||
{
|
||||
IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
|
||||
|
||||
TRACE("iface %p, sub_resource_idx %u.\n", iface, sub_resource_idx);
|
||||
|
||||
return basetexture_get_sub_resource(texture, sub_resource_idx);
|
||||
}
|
||||
|
||||
static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRegion(IWineD3DBaseTexture *iface,
|
||||
UINT layer, const WINED3DBOX *dirty_region)
|
||||
{
|
||||
return basetexture_add_dirty_region((IWineD3DBaseTextureImpl *)iface, layer, dirty_region);
|
||||
}
|
||||
|
||||
static const IWineD3DBaseTextureVtbl IWineD3DCubeTexture_Vtbl =
|
||||
{
|
||||
/* IUnknown */
|
||||
IWineD3DCubeTextureImpl_QueryInterface,
|
||||
IWineD3DCubeTextureImpl_AddRef,
|
||||
IWineD3DCubeTextureImpl_Release,
|
||||
/* IWineD3DResource */
|
||||
IWineD3DCubeTextureImpl_GetParent,
|
||||
IWineD3DCubeTextureImpl_SetPrivateData,
|
||||
IWineD3DCubeTextureImpl_GetPrivateData,
|
||||
IWineD3DCubeTextureImpl_FreePrivateData,
|
||||
IWineD3DCubeTextureImpl_SetPriority,
|
||||
IWineD3DCubeTextureImpl_GetPriority,
|
||||
IWineD3DCubeTextureImpl_PreLoad,
|
||||
IWineD3DCubeTextureImpl_GetType,
|
||||
/* IWineD3DBaseTexture */
|
||||
IWineD3DCubeTextureImpl_SetLOD,
|
||||
IWineD3DCubeTextureImpl_GetLOD,
|
||||
IWineD3DCubeTextureImpl_GetLevelCount,
|
||||
IWineD3DCubeTextureImpl_SetAutoGenFilterType,
|
||||
IWineD3DCubeTextureImpl_GetAutoGenFilterType,
|
||||
IWineD3DCubeTextureImpl_GenerateMipSubLevels,
|
||||
IWineD3DCubeTextureImpl_GetSubResource,
|
||||
IWineD3DCubeTextureImpl_AddDirtyRegion,
|
||||
};
|
||||
|
||||
HRESULT cubetexture_init(IWineD3DBaseTextureImpl *texture, UINT edge_length, UINT levels,
|
||||
IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
|
||||
void *parent, const struct wined3d_parent_ops *parent_ops)
|
||||
{
|
||||
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
||||
const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
|
||||
UINT pow2_edge_length;
|
||||
unsigned int i, j;
|
||||
UINT tmp_w;
|
||||
HRESULT hr;
|
||||
|
||||
/* TODO: It should only be possible to create textures for formats
|
||||
* that are reported as supported. */
|
||||
if (WINED3DFMT_UNKNOWN >= format_id)
|
||||
{
|
||||
WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
|
||||
return WINED3DERR_INVALIDCALL;
|
||||
}
|
||||
|
||||
if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && pool != WINED3DPOOL_SCRATCH)
|
||||
{
|
||||
WARN("(%p) : Tried to create not supported cube texture.\n", texture);
|
||||
return WINED3DERR_INVALIDCALL;
|
||||
}
|
||||
|
||||
/* Calculate levels for mip mapping */
|
||||
if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
|
||||
{
|
||||
if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
|
||||
{
|
||||
WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
|
||||
return WINED3DERR_INVALIDCALL;
|
||||
}
|
||||
|
||||
if (levels > 1)
|
||||
{
|
||||
WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
|
||||
return WINED3DERR_INVALIDCALL;
|
||||
}
|
||||
|
||||
levels = 1;
|
||||
}
|
||||
else if (!levels)
|
||||
{
|
||||
levels = wined3d_log2i(edge_length) + 1;
|
||||
TRACE("Calculated levels = %u.\n", levels);
|
||||
}
|
||||
|
||||
texture->lpVtbl = &IWineD3DCubeTexture_Vtbl;
|
||||
|
||||
hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, &cubetexture_ops,
|
||||
6, levels, WINED3DRTYPE_CUBETEXTURE, device, usage, format, pool,
|
||||
parent, parent_ops, &cubetexture_resource_ops);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
WARN("Failed to initialize basetexture, returning %#x\n", hr);
|
||||
return hr;
|
||||
}
|
||||
|
||||
/* Find the nearest pow2 match. */
|
||||
pow2_edge_length = 1;
|
||||
while (pow2_edge_length < edge_length) pow2_edge_length <<= 1;
|
||||
|
||||
if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || (edge_length == pow2_edge_length))
|
||||
{
|
||||
/* Precalculated scaling for 'faked' non power of two texture coords. */
|
||||
texture->baseTexture.pow2Matrix[0] = 1.0f;
|
||||
texture->baseTexture.pow2Matrix[5] = 1.0f;
|
||||
texture->baseTexture.pow2Matrix[10] = 1.0f;
|
||||
texture->baseTexture.pow2Matrix[15] = 1.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
/* Precalculated scaling for 'faked' non power of two texture coords. */
|
||||
texture->baseTexture.pow2Matrix[0] = ((float)edge_length) / ((float)pow2_edge_length);
|
||||
texture->baseTexture.pow2Matrix[5] = ((float)edge_length) / ((float)pow2_edge_length);
|
||||
texture->baseTexture.pow2Matrix[10] = ((float)edge_length) / ((float)pow2_edge_length);
|
||||
texture->baseTexture.pow2Matrix[15] = 1.0f;
|
||||
texture->baseTexture.pow2Matrix_identity = FALSE;
|
||||
}
|
||||
texture->baseTexture.target = GL_TEXTURE_CUBE_MAP_ARB;
|
||||
|
||||
/* Generate all the surfaces. */
|
||||
tmp_w = edge_length;
|
||||
for (i = 0; i < texture->baseTexture.level_count; ++i)
|
||||
{
|
||||
/* Create the 6 faces. */
|
||||
for (j = 0; j < 6; ++j)
|
||||
{
|
||||
static const GLenum cube_targets[6] =
|
||||
{
|
||||
GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
|
||||
GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
|
||||
GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
|
||||
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
|
||||
GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
|
||||
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
|
||||
};
|
||||
UINT idx = j * texture->baseTexture.level_count + i;
|
||||
IWineD3DSurface *surface;
|
||||
|
||||
hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_w,
|
||||
format_id, usage, pool, i /* Level */, j, &surface);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
|
||||
basetexture_cleanup(texture);
|
||||
return hr;
|
||||
}
|
||||
|
||||
surface_set_container((IWineD3DSurfaceImpl *)surface, WINED3D_CONTAINER_TEXTURE, texture);
|
||||
surface_set_texture_target((IWineD3DSurfaceImpl *)surface, cube_targets[j]);
|
||||
texture->baseTexture.sub_resources[idx] = &((IWineD3DSurfaceImpl *)surface)->resource;
|
||||
TRACE("Created surface level %u @ %p.\n", i, surface);
|
||||
}
|
||||
tmp_w = max(1, tmp_w >> 1);
|
||||
}
|
||||
|
||||
return WINED3D_OK;
|
||||
}
|
File diff suppressed because it is too large
Load Diff
|
@ -1,383 +0,0 @@
|
|||
/*
|
||||
* Copyright 2002-2005 Jason Edmeades
|
||||
* Copyright 2002-2005 Raphael Junqueira
|
||||
* Copyright 2005 Oliver Stieber
|
||||
* Copyright 2009-2010 Henri Verbeet for CodeWeavers
|
||||
*
|
||||
* This library is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU Lesser General Public
|
||||
* License as published by the Free Software Foundation; either
|
||||
* version 2.1 of the License, or (at your option) any later version.
|
||||
*
|
||||
* This library is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* Lesser General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU Lesser General Public
|
||||
* License along with this library; if not, write to the Free Software
|
||||
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
|
||||
*/
|
||||
|
||||
#include "config.h"
|
||||
#include "wined3d_private.h"
|
||||
|
||||
WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
|
||||
|
||||
/* Context activation is done by the caller. */
|
||||
static HRESULT volumetexture_bind(IWineD3DBaseTextureImpl *texture,
|
||||
const struct wined3d_gl_info *gl_info, BOOL srgb)
|
||||
{
|
||||
BOOL dummy;
|
||||
|
||||
TRACE("texture %p, gl_info %p, srgb %#x.\n", texture, gl_info, srgb);
|
||||
|
||||
return basetexture_bind(texture, gl_info, srgb, &dummy);
|
||||
}
|
||||
|
||||
/* Do not call while under the GL lock. */
|
||||
static void volumetexture_preload(IWineD3DBaseTextureImpl *texture, enum WINED3DSRGB srgb)
|
||||
{
|
||||
IWineD3DDeviceImpl *device = texture->resource.device;
|
||||
struct wined3d_context *context = NULL;
|
||||
BOOL srgb_mode = texture->baseTexture.is_srgb;
|
||||
BOOL srgb_was_toggled = FALSE;
|
||||
unsigned int i;
|
||||
|
||||
TRACE("texture %p, srgb %#x.\n", texture, srgb);
|
||||
|
||||
if (!device->isInDraw) context = context_acquire(device, NULL);
|
||||
else if (texture->baseTexture.bindCount > 0)
|
||||
{
|
||||
srgb_mode = device->stateBlock->state.sampler_states[texture->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
|
||||
srgb_was_toggled = texture->baseTexture.is_srgb != srgb_mode;
|
||||
texture->baseTexture.is_srgb = srgb_mode;
|
||||
}
|
||||
|
||||
/* If the texture is marked dirty or the srgb sampler setting has changed
|
||||
* since the last load then reload the volumes. */
|
||||
if (texture->baseTexture.texture_rgb.dirty)
|
||||
{
|
||||
for (i = 0; i < texture->baseTexture.level_count; ++i)
|
||||
{
|
||||
volume_load(volume_from_resource(texture->baseTexture.sub_resources[i]), i, srgb_mode);
|
||||
}
|
||||
}
|
||||
else if (srgb_was_toggled)
|
||||
{
|
||||
for (i = 0; i < texture->baseTexture.level_count; ++i)
|
||||
{
|
||||
IWineD3DVolumeImpl *volume = volume_from_resource(texture->baseTexture.sub_resources[i]);
|
||||
volume_add_dirty_box(volume, NULL);
|
||||
volume_load(volume, i, srgb_mode);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
TRACE("Texture %p not dirty, nothing to do.\n", texture);
|
||||
}
|
||||
|
||||
if (context) context_release(context);
|
||||
|
||||
/* No longer dirty */
|
||||
texture->baseTexture.texture_rgb.dirty = FALSE;
|
||||
}
|
||||
|
||||
static void volumetexture_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
|
||||
const WINED3DBOX *dirty_region)
|
||||
{
|
||||
volume_add_dirty_box(volume_from_resource(sub_resource), dirty_region);
|
||||
}
|
||||
|
||||
static void volumetexture_sub_resource_cleanup(struct wined3d_resource *sub_resource)
|
||||
{
|
||||
IWineD3DVolumeImpl *volume = volume_from_resource(sub_resource);
|
||||
|
||||
/* Cleanup the container. */
|
||||
volume_set_container(volume, NULL);
|
||||
IWineD3DVolume_Release((IWineD3DVolume *)volume);
|
||||
}
|
||||
|
||||
/* Do not call while under the GL lock. */
|
||||
static void volumetexture_unload(struct wined3d_resource *resource)
|
||||
{
|
||||
IWineD3DBaseTextureImpl *texture = basetexture_from_resource(resource);
|
||||
unsigned int i;
|
||||
|
||||
TRACE("texture %p.\n", texture);
|
||||
|
||||
for (i = 0; i < texture->baseTexture.level_count; ++i)
|
||||
{
|
||||
struct wined3d_resource *sub_resource = texture->baseTexture.sub_resources[i];
|
||||
sub_resource->resource_ops->resource_unload(sub_resource);
|
||||
}
|
||||
|
||||
basetexture_unload(texture);
|
||||
}
|
||||
|
||||
static const struct wined3d_texture_ops volumetexture_ops =
|
||||
{
|
||||
volumetexture_bind,
|
||||
volumetexture_preload,
|
||||
volumetexture_sub_resource_add_dirty_region,
|
||||
volumetexture_sub_resource_cleanup,
|
||||
};
|
||||
|
||||
static const struct wined3d_resource_ops volumetexture_resource_ops =
|
||||
{
|
||||
volumetexture_unload,
|
||||
};
|
||||
|
||||
static HRESULT WINAPI IWineD3DVolumeTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, LPVOID *ppobj)
|
||||
{
|
||||
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
|
||||
TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
|
||||
if (IsEqualGUID(riid, &IID_IUnknown)
|
||||
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|
||||
|| IsEqualGUID(riid, &IID_IWineD3DResource)
|
||||
|| IsEqualGUID(riid, &IID_IWineD3DBaseTexture))
|
||||
{
|
||||
IUnknown_AddRef(iface);
|
||||
*ppobj = This;
|
||||
return S_OK;
|
||||
}
|
||||
*ppobj = NULL;
|
||||
return E_NOINTERFACE;
|
||||
}
|
||||
|
||||
static ULONG WINAPI IWineD3DVolumeTextureImpl_AddRef(IWineD3DBaseTexture *iface)
|
||||
{
|
||||
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
|
||||
TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
|
||||
return InterlockedIncrement(&This->resource.ref);
|
||||
}
|
||||
|
||||
/* Do not call while under the GL lock. */
|
||||
static ULONG WINAPI IWineD3DVolumeTextureImpl_Release(IWineD3DBaseTexture *iface)
|
||||
{
|
||||
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
|
||||
ULONG ref;
|
||||
TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
|
||||
ref = InterlockedDecrement(&This->resource.ref);
|
||||
if (!ref)
|
||||
{
|
||||
basetexture_cleanup(This);
|
||||
This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
|
||||
HeapFree(GetProcessHeap(), 0, This);
|
||||
}
|
||||
return ref;
|
||||
}
|
||||
|
||||
static HRESULT WINAPI IWineD3DVolumeTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface,
|
||||
REFGUID riid, const void *data, DWORD data_size, DWORD flags)
|
||||
{
|
||||
return resource_set_private_data(&((IWineD3DBaseTextureImpl *)iface)->resource, riid, data, data_size, flags);
|
||||
}
|
||||
|
||||
static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface,
|
||||
REFGUID guid, void *data, DWORD *data_size)
|
||||
{
|
||||
return resource_get_private_data(&((IWineD3DBaseTextureImpl *)iface)->resource, guid, data, data_size);
|
||||
}
|
||||
|
||||
static HRESULT WINAPI IWineD3DVolumeTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid)
|
||||
{
|
||||
return resource_free_private_data(&((IWineD3DBaseTextureImpl *)iface)->resource, refguid);
|
||||
}
|
||||
|
||||
static DWORD WINAPI IWineD3DVolumeTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD priority)
|
||||
{
|
||||
return resource_set_priority(&((IWineD3DBaseTextureImpl *)iface)->resource, priority);
|
||||
}
|
||||
|
||||
static DWORD WINAPI IWineD3DVolumeTextureImpl_GetPriority(IWineD3DBaseTexture *iface)
|
||||
{
|
||||
return resource_get_priority(&((IWineD3DBaseTextureImpl *)iface)->resource);
|
||||
}
|
||||
|
||||
static void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DBaseTexture *iface)
|
||||
{
|
||||
volumetexture_preload((IWineD3DBaseTextureImpl *)iface, SRGB_ANY);
|
||||
}
|
||||
|
||||
static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeTextureImpl_GetType(IWineD3DBaseTexture *iface)
|
||||
{
|
||||
return resource_get_type(&((IWineD3DBaseTextureImpl *)iface)->resource);
|
||||
}
|
||||
|
||||
static void * WINAPI IWineD3DVolumeTextureImpl_GetParent(IWineD3DBaseTexture *iface)
|
||||
{
|
||||
TRACE("iface %p\n", iface);
|
||||
|
||||
return ((IWineD3DBaseTextureImpl *)iface)->resource.parent;
|
||||
}
|
||||
|
||||
static DWORD WINAPI IWineD3DVolumeTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew)
|
||||
{
|
||||
return basetexture_set_lod((IWineD3DBaseTextureImpl *)iface, LODNew);
|
||||
}
|
||||
|
||||
static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLOD(IWineD3DBaseTexture *iface)
|
||||
{
|
||||
return basetexture_get_lod((IWineD3DBaseTextureImpl *)iface);
|
||||
}
|
||||
|
||||
static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface)
|
||||
{
|
||||
return basetexture_get_level_count((IWineD3DBaseTextureImpl *)iface);
|
||||
}
|
||||
|
||||
static HRESULT WINAPI IWineD3DVolumeTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface,
|
||||
WINED3DTEXTUREFILTERTYPE FilterType)
|
||||
{
|
||||
return basetexture_set_autogen_filter_type((IWineD3DBaseTextureImpl *)iface, FilterType);
|
||||
}
|
||||
|
||||
static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DVolumeTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface)
|
||||
{
|
||||
return basetexture_get_autogen_filter_type((IWineD3DBaseTextureImpl *)iface);
|
||||
}
|
||||
|
||||
static void WINAPI IWineD3DVolumeTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface)
|
||||
{
|
||||
basetexture_generate_mipmaps((IWineD3DBaseTextureImpl *)iface);
|
||||
}
|
||||
|
||||
static struct wined3d_resource * WINAPI IWineD3DVolumeTextureImpl_GetSubResource(IWineD3DBaseTexture *iface,
|
||||
UINT sub_resource_idx)
|
||||
{
|
||||
IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
|
||||
|
||||
TRACE("iface %p, sub_resource_idx %u.\n", iface, sub_resource_idx);
|
||||
|
||||
return basetexture_get_sub_resource(texture, sub_resource_idx);
|
||||
}
|
||||
|
||||
static HRESULT WINAPI IWineD3DVolumeTextureImpl_AddDirtyRegion(IWineD3DBaseTexture *iface,
|
||||
UINT layer, const WINED3DBOX *dirty_region)
|
||||
{
|
||||
return basetexture_add_dirty_region((IWineD3DBaseTextureImpl *)iface, layer, dirty_region);
|
||||
}
|
||||
|
||||
static const IWineD3DBaseTextureVtbl IWineD3DVolumeTexture_Vtbl =
|
||||
{
|
||||
/* IUnknown */
|
||||
IWineD3DVolumeTextureImpl_QueryInterface,
|
||||
IWineD3DVolumeTextureImpl_AddRef,
|
||||
IWineD3DVolumeTextureImpl_Release,
|
||||
/* resource */
|
||||
IWineD3DVolumeTextureImpl_GetParent,
|
||||
IWineD3DVolumeTextureImpl_SetPrivateData,
|
||||
IWineD3DVolumeTextureImpl_GetPrivateData,
|
||||
IWineD3DVolumeTextureImpl_FreePrivateData,
|
||||
IWineD3DVolumeTextureImpl_SetPriority,
|
||||
IWineD3DVolumeTextureImpl_GetPriority,
|
||||
IWineD3DVolumeTextureImpl_PreLoad,
|
||||
IWineD3DVolumeTextureImpl_GetType,
|
||||
/* BaseTexture */
|
||||
IWineD3DVolumeTextureImpl_SetLOD,
|
||||
IWineD3DVolumeTextureImpl_GetLOD,
|
||||
IWineD3DVolumeTextureImpl_GetLevelCount,
|
||||
IWineD3DVolumeTextureImpl_SetAutoGenFilterType,
|
||||
IWineD3DVolumeTextureImpl_GetAutoGenFilterType,
|
||||
IWineD3DVolumeTextureImpl_GenerateMipSubLevels,
|
||||
IWineD3DVolumeTextureImpl_GetSubResource,
|
||||
IWineD3DVolumeTextureImpl_AddDirtyRegion,
|
||||
};
|
||||
|
||||
HRESULT volumetexture_init(IWineD3DBaseTextureImpl *texture, UINT width, UINT height,
|
||||
UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id,
|
||||
WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops)
|
||||
{
|
||||
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
||||
const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
|
||||
UINT tmp_w, tmp_h, tmp_d;
|
||||
unsigned int i;
|
||||
HRESULT hr;
|
||||
|
||||
/* TODO: It should only be possible to create textures for formats
|
||||
* that are reported as supported. */
|
||||
if (WINED3DFMT_UNKNOWN >= format_id)
|
||||
{
|
||||
WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
|
||||
return WINED3DERR_INVALIDCALL;
|
||||
}
|
||||
|
||||
if (!gl_info->supported[EXT_TEXTURE3D])
|
||||
{
|
||||
WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
|
||||
return WINED3DERR_INVALIDCALL;
|
||||
}
|
||||
|
||||
/* Calculate levels for mip mapping. */
|
||||
if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
|
||||
{
|
||||
if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
|
||||
{
|
||||
WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
|
||||
return WINED3DERR_INVALIDCALL;
|
||||
}
|
||||
|
||||
if (levels > 1)
|
||||
{
|
||||
WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
|
||||
return WINED3DERR_INVALIDCALL;
|
||||
}
|
||||
|
||||
levels = 1;
|
||||
}
|
||||
else if (!levels)
|
||||
{
|
||||
levels = wined3d_log2i(max(max(width, height), depth)) + 1;
|
||||
TRACE("Calculated levels = %u.\n", levels);
|
||||
}
|
||||
|
||||
texture->lpVtbl = &IWineD3DVolumeTexture_Vtbl;
|
||||
|
||||
hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, &volumetexture_ops,
|
||||
1, levels, WINED3DRTYPE_VOLUMETEXTURE, device, usage, format, pool,
|
||||
parent, parent_ops, &volumetexture_resource_ops);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
WARN("Failed to initialize basetexture, returning %#x.\n", hr);
|
||||
return hr;
|
||||
}
|
||||
|
||||
/* Is NP2 support for volumes needed? */
|
||||
texture->baseTexture.pow2Matrix[0] = 1.0f;
|
||||
texture->baseTexture.pow2Matrix[5] = 1.0f;
|
||||
texture->baseTexture.pow2Matrix[10] = 1.0f;
|
||||
texture->baseTexture.pow2Matrix[15] = 1.0f;
|
||||
texture->baseTexture.target = GL_TEXTURE_3D;
|
||||
|
||||
/* Generate all the surfaces. */
|
||||
tmp_w = width;
|
||||
tmp_h = height;
|
||||
tmp_d = depth;
|
||||
|
||||
for (i = 0; i < texture->baseTexture.level_count; ++i)
|
||||
{
|
||||
IWineD3DVolume *volume;
|
||||
|
||||
/* Create the volume. */
|
||||
hr = IWineD3DDeviceParent_CreateVolume(device->device_parent, parent,
|
||||
tmp_w, tmp_h, tmp_d, format_id, pool, usage, &volume);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr);
|
||||
basetexture_cleanup(texture);
|
||||
return hr;
|
||||
}
|
||||
|
||||
/* Set its container to this texture. */
|
||||
volume_set_container((IWineD3DVolumeImpl *)volume, texture);
|
||||
texture->baseTexture.sub_resources[i] = &((IWineD3DVolumeImpl *)volume)->resource;
|
||||
|
||||
/* Calculate the next mipmap level. */
|
||||
tmp_w = max(1, tmp_w >> 1);
|
||||
tmp_h = max(1, tmp_h >> 1);
|
||||
tmp_d = max(1, tmp_d >> 1);
|
||||
}
|
||||
|
||||
return WINED3D_OK;
|
||||
}
|
|
@ -1935,29 +1935,12 @@ static inline struct gl_texture *basetexture_get_gl_texture(IWineD3DBaseTextureI
|
|||
: &texture->baseTexture.texture_rgb;
|
||||
}
|
||||
|
||||
HRESULT basetexture_add_dirty_region(IWineD3DBaseTextureImpl *texture,
|
||||
UINT layer, const WINED3DBOX *dirty_region) DECLSPEC_HIDDEN;
|
||||
void basetexture_apply_state_changes(IWineD3DBaseTextureImpl *texture,
|
||||
const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
|
||||
const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
|
||||
HRESULT basetexture_bind(IWineD3DBaseTextureImpl *texture,
|
||||
const struct wined3d_gl_info *gl_info, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
|
||||
void basetexture_cleanup(IWineD3DBaseTextureImpl *texture) DECLSPEC_HIDDEN;
|
||||
void basetexture_generate_mipmaps(IWineD3DBaseTextureImpl *texture) DECLSPEC_HIDDEN;
|
||||
WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTextureImpl *texture) DECLSPEC_HIDDEN;
|
||||
DWORD basetexture_get_level_count(IWineD3DBaseTextureImpl *texture) DECLSPEC_HIDDEN;
|
||||
DWORD basetexture_get_lod(IWineD3DBaseTextureImpl *texture) DECLSPEC_HIDDEN;
|
||||
struct wined3d_resource *basetexture_get_sub_resource(IWineD3DBaseTextureImpl *texture,
|
||||
UINT sub_resource_idx) DECLSPEC_HIDDEN;
|
||||
HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, const struct wined3d_texture_ops *texture_ops,
|
||||
UINT layer_count, UINT level_count, WINED3DRESOURCETYPE resource_type, IWineD3DDeviceImpl *device,
|
||||
DWORD usage, const struct wined3d_format *format, WINED3DPOOL pool, void *parent,
|
||||
const struct wined3d_parent_ops *parent_ops, const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
|
||||
HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTextureImpl *texture,
|
||||
WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
|
||||
void basetexture_set_dirty(IWineD3DBaseTextureImpl *texture, BOOL dirty) DECLSPEC_HIDDEN;
|
||||
DWORD basetexture_set_lod(IWineD3DBaseTextureImpl *texture, DWORD lod) DECLSPEC_HIDDEN;
|
||||
void basetexture_unload(IWineD3DBaseTextureImpl *texture) DECLSPEC_HIDDEN;
|
||||
|
||||
HRESULT cubetexture_init(IWineD3DBaseTextureImpl *texture, UINT edge_length, UINT levels,
|
||||
IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
|
||||
|
|
Loading…
Reference in New Issue