/* * IWineD3DTexture implementation * * 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 texture_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)) { BOOL srgb_tex = !gl_info->supported[EXT_TEXTURE_SRGB_DECODE] && texture->baseTexture.is_srgb; struct gl_texture *gl_tex; UINT i; gl_tex = basetexture_get_gl_texture(texture, gl_info, srgb_tex); for (i = 0; i < texture->baseTexture.level_count; ++i) { IWineD3DSurfaceImpl *surface = surface_from_resource(texture->baseTexture.sub_resources[i]); surface_set_texture_name(surface, gl_tex->name, srgb_tex); } /* Conditinal non power of two textures use a different clamping * default. If we're using the GL_WINE_normalized_texrect partial * driver emulation, we're dealing with a GL_TEXTURE_2D texture which * has the address mode set to repeat - something that prevents us * from hitting the accelerated codepath. Thus manually set the GL * state. The same applies to filtering. Even if the texture has only * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW * fallback on macos. */ if (IWineD3DBaseTexture_IsCondNP2((IWineD3DBaseTexture *)texture)) { GLenum target = texture->baseTexture.target; ENTER_GL(); glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)"); glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)"); glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); checkGLcall("glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)"); glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); checkGLcall("glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST)"); LEAVE_GL(); gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_CLAMP; gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_CLAMP; gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT; gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE; } } return hr; } /* Do not call while under the GL lock. */ static void texture_preload(IWineD3DBaseTextureImpl *texture, enum WINED3DSRGB srgb) { 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; unsigned int i; BOOL srgb_mode; TRACE("texture %p, srgb %#x.\n", texture, srgb); switch (srgb) { case SRGB_RGB: srgb_mode = FALSE; break; case SRGB_BOTH: texture_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); if (!device->isInDraw) { /* context_acquire() sets isInDraw to TRUE when loading a pbuffer into a texture, * thus no danger of recursive calls. */ 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 < texture->baseTexture.level_count; ++i) { IWineD3DSurfaceImpl *surface = surface_from_resource(texture->baseTexture.sub_resources[i]); if (palette9_changed(surface)) { TRACE("Reloading surface because the d3d8/9 palette was changed.\n"); /* 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 < texture->baseTexture.level_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); } if (context) context_release(context); /* No longer dirty. */ gl_tex->dirty = FALSE; } /* Do not call while under the GL lock. */ static void texture_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]; IWineD3DSurfaceImpl *surface = surface_from_resource(sub_resource); sub_resource->resource_ops->resource_unload(sub_resource); surface_set_texture_name(surface, 0, FALSE); /* Delete rgb name */ surface_set_texture_name(surface, 0, TRUE); /* delete srgb name */ } basetexture_unload(texture); } static const struct wined3d_texture_ops texture_ops = { texture_bind, texture_preload, }; static const struct wined3d_resource_ops texture_resource_ops = { texture_unload, }; static void texture_cleanup(IWineD3DTextureImpl *This) { unsigned int i; TRACE("(%p) : Cleaning up\n", This); for (i = 0; i < This->baseTexture.level_count; ++i) { struct wined3d_resource *sub_resource = This->baseTexture.sub_resources[i]; if (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); } } TRACE("(%p) : Cleaning up base texture\n", This); basetexture_cleanup((IWineD3DBaseTextureImpl *)This); } /* ******************************************* IWineD3DTexture IUnknown parts follow ******************************************* */ static HRESULT WINAPI IWineD3DTextureImpl_QueryInterface(IWineD3DTexture *iface, REFIID riid, LPVOID *ppobj) { IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)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) || IsEqualGUID(riid, &IID_IWineD3DTexture)){ IUnknown_AddRef(iface); *ppobj = This; return WINED3D_OK; } *ppobj = NULL; return E_NOINTERFACE; } static ULONG WINAPI IWineD3DTextureImpl_AddRef(IWineD3DTexture *iface) { IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)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 IWineD3DTextureImpl_Release(IWineD3DTexture *iface) { IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; ULONG ref; TRACE("(%p) : Releasing from %d\n", This, This->resource.ref); ref = InterlockedDecrement(&This->resource.ref); if (!ref) { texture_cleanup(This); This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent); HeapFree(GetProcessHeap(), 0, This); } return ref; } /* **************************************************** IWineD3DTexture IWineD3DResource parts follow **************************************************** */ static HRESULT WINAPI IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture *iface, REFGUID riid, const void *data, DWORD data_size, DWORD flags) { return resource_set_private_data(&((IWineD3DTextureImpl *)iface)->resource, riid, data, data_size, flags); } static HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID guid, void *data, DWORD *data_size) { return resource_get_private_data(&((IWineD3DTextureImpl *)iface)->resource, guid, data, data_size); } static HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) { return resource_free_private_data(&((IWineD3DTextureImpl *)iface)->resource, refguid); } static DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD priority) { return resource_set_priority(&((IWineD3DTextureImpl *)iface)->resource, priority); } static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) { return resource_get_priority(&((IWineD3DTextureImpl *)iface)->resource); } /* Do not call while under the GL lock. */ static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) { texture_preload((IWineD3DBaseTextureImpl *)iface, SRGB_ANY); } static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) { return resource_get_type(&((IWineD3DTextureImpl *)iface)->resource); } static void * WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface) { TRACE("iface %p.\n", iface); return ((IWineD3DTextureImpl *)iface)->resource.parent; } /* ****************************************************** IWineD3DTexture IWineD3DBaseTexture parts follow ****************************************************** */ static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) { return basetexture_set_lod((IWineD3DBaseTextureImpl *)iface, LODNew); } static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) { return basetexture_get_lod((IWineD3DBaseTextureImpl *)iface); } static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) { return basetexture_get_level_count((IWineD3DBaseTextureImpl *)iface); } static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) { return basetexture_set_autogen_filter_type((IWineD3DBaseTextureImpl *)iface, FilterType); } static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) { return basetexture_get_autogen_filter_type((IWineD3DBaseTextureImpl *)iface); } static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) { basetexture_generate_mipmaps((IWineD3DBaseTextureImpl *)iface); } static BOOL WINAPI IWineD3DTextureImpl_IsCondNP2(IWineD3DTexture *iface) { IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; TRACE("(%p)\n", This); return This->cond_np2; } static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT sub_resource_idx, WINED3DSURFACE_DESC *desc) { IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface; struct wined3d_resource *sub_resource; TRACE("iface %p, sub_resource_idx %u, desc %p.\n", iface, sub_resource_idx, desc); if (!(sub_resource = basetexture_get_sub_resource(texture, sub_resource_idx))) { WARN("Failed to get sub-resource.\n"); return WINED3DERR_INVALIDCALL; } IWineD3DSurface_GetDesc((IWineD3DSurface *)surface_from_resource(sub_resource), desc); return WINED3D_OK; } static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT sub_resource_idx, IWineD3DSurface **surface) { IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface; struct wined3d_resource *sub_resource; TRACE("iface %p, sub_resource_idx %u, surface %p.\n", iface, sub_resource_idx, surface); if (!(sub_resource = basetexture_get_sub_resource(texture, sub_resource_idx))) { WARN("Failed to get sub-resource.\n"); return WINED3DERR_INVALIDCALL; } *surface = (IWineD3DSurface *)surface_from_resource(sub_resource); IWineD3DSurface_AddRef(*surface); TRACE("Returning surface %p.\n", *surface); return WINED3D_OK; } static HRESULT WINAPI IWineD3DTextureImpl_Map(IWineD3DTexture *iface, UINT sub_resource_idx, WINED3DLOCKED_RECT *locked_rect, const RECT *rect, DWORD flags) { IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface; struct wined3d_resource *sub_resource; TRACE("iface %p, sub_resource_idx %u, locked_rect %p, rect %s, flags %#x.\n", iface, sub_resource_idx, locked_rect, wine_dbgstr_rect(rect), flags); if (!(sub_resource = basetexture_get_sub_resource(texture, sub_resource_idx))) { WARN("Failed to get sub-resource.\n"); return WINED3DERR_INVALIDCALL; } return IWineD3DSurface_Map((IWineD3DSurface *)surface_from_resource(sub_resource), locked_rect, rect, flags); } static HRESULT WINAPI IWineD3DTextureImpl_Unmap(IWineD3DTexture *iface, UINT sub_resource_idx) { IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface; struct wined3d_resource *sub_resource; TRACE("iface %p, sub_resource_idx %u.\n", iface, sub_resource_idx); if (!(sub_resource = basetexture_get_sub_resource(texture, sub_resource_idx))) { WARN("Failed to get sub-resource.\n"); return WINED3DERR_INVALIDCALL; } return IWineD3DSurface_Unmap((IWineD3DSurface *)surface_from_resource(sub_resource)); } static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, const RECT *dirty_rect) { IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface; struct wined3d_resource *sub_resource; TRACE("iface %p, dirty_rect %s.\n", iface, wine_dbgstr_rect(dirty_rect)); if (!(sub_resource = basetexture_get_sub_resource(texture, 0))) { WARN("Failed to get sub-resource.\n"); return WINED3DERR_INVALIDCALL; } basetexture_set_dirty(texture, TRUE); surface_add_dirty_rect(surface_from_resource(sub_resource), dirty_rect); return WINED3D_OK; } static const IWineD3DTextureVtbl IWineD3DTexture_Vtbl = { /* IUnknown */ IWineD3DTextureImpl_QueryInterface, IWineD3DTextureImpl_AddRef, IWineD3DTextureImpl_Release, /* IWineD3DResource */ IWineD3DTextureImpl_GetParent, IWineD3DTextureImpl_SetPrivateData, IWineD3DTextureImpl_GetPrivateData, IWineD3DTextureImpl_FreePrivateData, IWineD3DTextureImpl_SetPriority, IWineD3DTextureImpl_GetPriority, IWineD3DTextureImpl_PreLoad, IWineD3DTextureImpl_GetType, /* IWineD3DBaseTexture */ IWineD3DTextureImpl_SetLOD, IWineD3DTextureImpl_GetLOD, IWineD3DTextureImpl_GetLevelCount, IWineD3DTextureImpl_SetAutoGenFilterType, IWineD3DTextureImpl_GetAutoGenFilterType, IWineD3DTextureImpl_GenerateMipSubLevels, IWineD3DTextureImpl_IsCondNP2, /* IWineD3DTexture */ IWineD3DTextureImpl_GetLevelDesc, IWineD3DTextureImpl_GetSurfaceLevel, IWineD3DTextureImpl_Map, IWineD3DTextureImpl_Unmap, IWineD3DTextureImpl_AddDirtyRect }; HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, 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_width, pow2_height; UINT tmp_w, tmp_h; 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; } /* Non-power2 support. */ if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) { pow2_width = width; pow2_height = height; } else { /* Find the nearest pow2 match. */ pow2_width = pow2_height = 1; while (pow2_width < width) pow2_width <<= 1; while (pow2_height < height) pow2_height <<= 1; if (pow2_width != width || pow2_height != height) { if (levels > 1) { WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support.\n"); return WINED3DERR_INVALIDCALL; } levels = 1; } } /* Calculate levels for mip mapping. */ if (usage & WINED3DUSAGE_AUTOGENMIPMAP) { if (!gl_info->supported[SGIS_GENERATE_MIPMAP]) { WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } if (levels > 1) { WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } levels = 1; } else if (!levels) { levels = wined3d_log2i(max(width, height)) + 1; TRACE("Calculated levels = %u.\n", levels); } texture->lpVtbl = &IWineD3DTexture_Vtbl; hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, &texture_ops, 1, levels, WINED3DRTYPE_TEXTURE, device, usage, format, pool, parent, parent_ops, &texture_resource_ops); if (FAILED(hr)) { WARN("Failed to initialize basetexture, returning %#x.\n", hr); return hr; } /* Precalculated scaling for 'faked' non power of two texture coords. * Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE * is used in combination with texture uploads (RTL_READTEX). The reason is that EXT_PALETTED_TEXTURE * doesn't work in combination with ARB_TEXTURE_RECTANGLE. */ if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] && (width != pow2_width || height != pow2_height)) { 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_2D; texture->cond_np2 = TRUE; texture->baseTexture.minMipLookup = minMipLookup_noFilter; } else if (gl_info->supported[ARB_TEXTURE_RECTANGLE] && (width != pow2_width || height != pow2_height) && !(format->id == WINED3DFMT_P8_UINT && gl_info->supported[EXT_PALETTED_TEXTURE] && wined3d_settings.rendertargetlock_mode == RTL_READTEX)) { if ((width != 1) || (height != 1)) texture->baseTexture.pow2Matrix_identity = FALSE; texture->baseTexture.pow2Matrix[0] = (float)width; texture->baseTexture.pow2Matrix[5] = (float)height; texture->baseTexture.pow2Matrix[10] = 1.0f; texture->baseTexture.pow2Matrix[15] = 1.0f; texture->baseTexture.target = GL_TEXTURE_RECTANGLE_ARB; texture->cond_np2 = TRUE; if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) { texture->baseTexture.minMipLookup = minMipLookup_noMip; } else { texture->baseTexture.minMipLookup = minMipLookup_noFilter; } } else { if ((width != pow2_width) || (height != pow2_height)) { texture->baseTexture.pow2Matrix_identity = FALSE; texture->baseTexture.pow2Matrix[0] = (((float)width) / ((float)pow2_width)); texture->baseTexture.pow2Matrix[5] = (((float)height) / ((float)pow2_height)); } else { 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_2D; texture->cond_np2 = FALSE; } TRACE("xf(%f) yf(%f)\n", texture->baseTexture.pow2Matrix[0], texture->baseTexture.pow2Matrix[5]); /* Generate all the surfaces. */ tmp_w = width; tmp_h = height; for (i = 0; i < texture->baseTexture.level_count; ++i) { IWineD3DSurface *surface; /* Use the callback to create the texture surface. */ hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_h, format->id, usage, pool, i, 0, &surface); if (FAILED(hr)) { FIXME("Failed to create surface %p, hr %#x\n", texture, hr); texture_cleanup(texture); return hr; } surface_set_container((IWineD3DSurfaceImpl *)surface, WINED3D_CONTAINER_TEXTURE, (IWineD3DBase *)texture); surface_set_texture_target((IWineD3DSurfaceImpl *)surface, texture->baseTexture.target); texture->baseTexture.sub_resources[i] = &((IWineD3DSurfaceImpl *)surface)->resource; TRACE("Created surface level %u @ %p.\n", i, surface); /* Calculate the next mipmap level. */ tmp_w = max(1, tmp_w >> 1); tmp_h = max(1, tmp_h >> 1); } return WINED3D_OK; }