wined3d: Validate (2D) texture dimensions in texture_init().

Instead of for each surface individually.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2016-03-21 17:40:11 +01:00 committed by Alexandre Julliard
parent 2d00f77f30
commit ab53ef0651
2 changed files with 61 additions and 75 deletions

View File

@ -557,30 +557,6 @@ static HRESULT surface_private_setup(struct wined3d_surface *surface)
}
}
if ((surface->pow2Width > gl_info->limits.texture_size || surface->pow2Height > gl_info->limits.texture_size)
&& (texture->resource.usage & WINED3DUSAGE_TEXTURE))
{
/* One of three options:
* 1: Do the same as we do with NPOT and scale the texture, (any
* texture ops would require the texture to be scaled which is
* potentially slow)
* 2: Set the texture to the maximum size (bad idea).
* 3: WARN and return WINED3DERR_NOTAVAILABLE;
* 4: Create the surface, but allow it to be used only for DirectDraw
* Blts. Some apps (e.g. Swat 3) create textures with a Height of
* 16 and a Width > 3000 and blt 16x16 letter areas from them to
* the render target. */
if (texture->resource.pool == WINED3D_POOL_DEFAULT || texture->resource.pool == WINED3D_POOL_MANAGED)
{
WARN("Unable to allocate a surface which exceeds the maximum OpenGL texture size.\n");
return WINED3DERR_NOTAVAILABLE;
}
/* We should never use this surface in combination with OpenGL! */
TRACE("Creating an oversized surface: %ux%u.\n",
surface->pow2Width, surface->pow2Height);
}
if (texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
surface->locations = WINED3D_LOCATION_DISCARDED;

View File

@ -79,7 +79,7 @@ static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struc
texture->level_count = level_count;
texture->filter_type = (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3D_TEXF_LINEAR : WINED3D_TEXF_NONE;
texture->lod = 0;
texture->flags = WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS;
texture->flags |= WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS;
if (flags & WINED3D_TEXTURE_CREATE_PIN_SYSMEM)
texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM;
@ -1403,37 +1403,57 @@ static HRESULT texture_init(struct wined3d_texture *texture, const struct wined3
return WINED3DERR_INVALIDCALL;
}
/* Non-power2 support. */
if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
pow2_width = desc->width;
pow2_height = desc->height;
if (((desc->width & (desc->width - 1)) || (desc->height & (desc->height - 1)))
&& !gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
{
pow2_width = desc->width;
pow2_height = desc->height;
}
else
{
/* Find the nearest pow2 match. */
pow2_width = pow2_height = 1;
while (pow2_width < desc->width)
pow2_width <<= 1;
while (pow2_height < desc->height)
pow2_height <<= 1;
if (pow2_width != desc->width || pow2_height != desc->height)
/* level_count == 0 returns an error as well. */
if (level_count != 1 || desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP)
{
/* level_count == 0 returns an error as well */
if (level_count != 1 || desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP)
if (desc->pool != WINED3D_POOL_SCRATCH)
{
if (desc->pool == WINED3D_POOL_SCRATCH)
{
WARN("Creating a scratch mipmapped/cube NPOT texture despite lack of HW support.\n");
}
else
{
WARN("Attempted to create a mipmapped/cube NPOT texture without unconditional NPOT support.\n");
return WINED3DERR_INVALIDCALL;
}
WARN("Attempted to create a mipmapped/cube NPOT texture without unconditional NPOT support.\n");
return WINED3DERR_INVALIDCALL;
}
WARN("Creating a scratch mipmapped/cube NPOT texture despite lack of HW support.\n");
}
texture->flags |= WINED3D_TEXTURE_COND_NP2;
if (!gl_info->supported[ARB_TEXTURE_RECTANGLE] && !gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
{
/* Find the nearest pow2 match. */
pow2_width = pow2_height = 1;
while (pow2_width < desc->width)
pow2_width <<= 1;
while (pow2_height < desc->height)
pow2_height <<= 1;
texture->flags |= WINED3D_TEXTURE_COND_NP2_EMULATED;
}
}
if ((pow2_width > gl_info->limits.texture_size || pow2_height > gl_info->limits.texture_size)
&& (desc->usage & WINED3DUSAGE_TEXTURE))
{
/* One of four options:
* 1: Do the same as we do with NPOT and scale the texture. (Any
* texture ops would require the texture to be scaled which is
* potentially slow.)
* 2: Set the texture to the maximum size (bad idea).
* 3: WARN and return WINED3DERR_NOTAVAILABLE.
* 4: Create the surface, but allow it to be used only for DirectDraw
* Blts. Some apps (e.g. Swat 3) create textures with a height of
* 16 and a width > 3000 and blt 16x16 letter areas from them to
* the render target. */
if (desc->pool == WINED3D_POOL_DEFAULT || desc->pool == WINED3D_POOL_MANAGED)
{
WARN("Dimensions (%ux%u) exceed the maximum texture size.\n", pow2_width, pow2_height);
return WINED3DERR_NOTAVAILABLE;
}
/* We should never use this surface in combination with OpenGL. */
TRACE("Creating an oversized (%ux%u) surface.\n", pow2_width, pow2_height);
}
/* Calculate levels for mip mapping. */
@ -1464,40 +1484,30 @@ static HRESULT texture_init(struct wined3d_texture *texture, const struct wined3
{
texture->pow2_matrix[0] = (float)desc->width;
texture->pow2_matrix[5] = (float)desc->height;
texture->pow2_matrix[10] = 1.0f;
texture->pow2_matrix[15] = 1.0f;
texture->target = GL_TEXTURE_RECTANGLE_ARB;
texture->flags |= WINED3D_TEXTURE_COND_NP2;
texture->flags &= ~(WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS);
texture->target = GL_TEXTURE_RECTANGLE_ARB;
}
else
{
if (desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP)
texture->target = GL_TEXTURE_CUBE_MAP_ARB;
else
texture->target = GL_TEXTURE_2D;
if (desc->width == pow2_width && desc->height == pow2_height)
{
texture->pow2_matrix[0] = 1.0f;
texture->pow2_matrix[5] = 1.0f;
}
else if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
{
texture->pow2_matrix[0] = 1.0f;
texture->pow2_matrix[5] = 1.0f;
texture->flags |= WINED3D_TEXTURE_COND_NP2;
}
else
if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
{
texture->pow2_matrix[0] = (((float)desc->width) / ((float)pow2_width));
texture->pow2_matrix[5] = (((float)desc->height) / ((float)pow2_height));
texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
texture->flags |= WINED3D_TEXTURE_COND_NP2_EMULATED;
}
texture->pow2_matrix[10] = 1.0f;
texture->pow2_matrix[15] = 1.0f;
else
{
texture->pow2_matrix[0] = 1.0f;
texture->pow2_matrix[5] = 1.0f;
}
if (desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP)
texture->target = GL_TEXTURE_CUBE_MAP_ARB;
else
texture->target = GL_TEXTURE_2D;
}
TRACE("xf(%f) yf(%f)\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
texture->pow2_matrix[10] = 1.0f;
texture->pow2_matrix[15] = 1.0f;
TRACE("x scale %.8e, y scale %.8e.\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
if (!(surfaces = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*surfaces) * level_count * layer_count)))
{