/* * IWineD3DBaseTexture Implementation * * Copyright 2002-2004 Jason Edmeades * Copyright 2002-2004 Raphael Junqueira * Copyright 2005 Oliver Stieber * Copyright 2007-2008 Stefan Dösinger for CodeWeavers * Copyright 2009 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); HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type, IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc, WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) { HRESULT hr; hr = resource_init((IWineD3DResource *)texture, resource_type, device, size, usage, format_desc, pool, parent, parent_ops); if (FAILED(hr)) { WARN("Failed to initialize resource, returning %#x\n", hr); return hr; } texture->baseTexture.levels = levels; texture->baseTexture.filterType = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE; texture->baseTexture.LOD = 0; texture->baseTexture.texture_rgb.dirty = TRUE; texture->baseTexture.texture_srgb.dirty = TRUE; texture->baseTexture.is_srgb = FALSE; texture->baseTexture.pow2Matrix_identity = TRUE; if (texture->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING) { texture->baseTexture.minMipLookup = minMipLookup; texture->baseTexture.magLookup = magLookup; } else { texture->baseTexture.minMipLookup = minMipLookup_noFilter; texture->baseTexture.magLookup = magLookup_noFilter; } return WINED3D_OK; } void basetexture_cleanup(IWineD3DBaseTexture *iface) { basetexture_unload(iface); resource_cleanup((IWineD3DResource *)iface); } /* A GL context is provided by the caller */ static void gltexture_delete(struct gl_texture *tex) { ENTER_GL(); glDeleteTextures(1, &tex->name); LEAVE_GL(); tex->name = 0; } void basetexture_unload(IWineD3DBaseTexture *iface) { IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; IWineD3DDeviceImpl *device = This->resource.device; struct wined3d_context *context = NULL; if (This->baseTexture.texture_rgb.name || This->baseTexture.texture_srgb.name) { context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD); } if(This->baseTexture.texture_rgb.name) { gltexture_delete(&This->baseTexture.texture_rgb); } if(This->baseTexture.texture_srgb.name) { gltexture_delete(&This->baseTexture.texture_srgb); } if (context) context_release(context); This->baseTexture.texture_rgb.dirty = TRUE; This->baseTexture.texture_srgb.dirty = TRUE; } DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew) { IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; DWORD old = This->baseTexture.LOD; /* The d3d9:texture test shows that SetLOD is ignored on non-managed * textures. The call always returns 0, and GetLOD always returns 0 */ if (This->resource.pool != WINED3DPOOL_MANAGED) { TRACE("Ignoring SetLOD on %s texture, returning 0\n", debug_d3dpool(This->resource.pool)); return 0; } if(LODNew >= This->baseTexture.levels) LODNew = This->baseTexture.levels - 1; if(This->baseTexture.LOD != LODNew) { This->baseTexture.LOD = LODNew; This->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U; This->baseTexture.texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U; if(This->baseTexture.bindCount) { IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(This->baseTexture.sampler)); } } TRACE("(%p) : set LOD to %d\n", This, This->baseTexture.LOD); return old; } DWORD basetexture_get_lod(IWineD3DBaseTexture *iface) { IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; TRACE("(%p) : returning %d\n", This, This->baseTexture.LOD); return This->baseTexture.LOD; } DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface) { IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; TRACE("(%p) : returning %d\n", This, This->baseTexture.levels); return This->baseTexture.levels; } HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) { IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; IWineD3DDeviceImpl *device = This->resource.device; UINT textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface); if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) { TRACE("(%p) : returning invalid call\n", This); return WINED3DERR_INVALIDCALL; } if(This->baseTexture.filterType != FilterType) { /* What about multithreading? Do we want all the context overhead just to set this value? * Or should we delay the applying until the texture is used for drawing? For now, apply * immediately. */ struct wined3d_context *context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD); ENTER_GL(); glBindTexture(textureDimensions, This->baseTexture.texture_rgb.name); checkGLcall("glBindTexture"); switch(FilterType) { case WINED3DTEXF_NONE: case WINED3DTEXF_POINT: glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST); checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)"); break; case WINED3DTEXF_LINEAR: glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST); checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)"); break; default: WARN("Unexpected filter type %d, setting to GL_NICEST\n", FilterType); glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST); checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)"); } LEAVE_GL(); context_release(context); } This->baseTexture.filterType = FilterType; TRACE("(%p) :\n", This); return WINED3D_OK; } WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface) { IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; FIXME("(%p) : stub\n", This); return This->baseTexture.filterType; } void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface) { /* TODO: Implement filters using GL_SGI_generate_mipmaps. */ FIXME("iface %p stub!\n", iface); } BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty) { BOOL old; IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; old = This->baseTexture.texture_rgb.dirty || This->baseTexture.texture_srgb.dirty; This->baseTexture.texture_rgb.dirty = dirty; This->baseTexture.texture_srgb.dirty = dirty; return old; } BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface) { IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; return This->baseTexture.texture_rgb.dirty || This->baseTexture.texture_srgb.dirty; } /* Context activation is done by the caller. */ HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc) { IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; HRESULT hr = WINED3D_OK; UINT textureDimensions; BOOL isNewTexture = FALSE; struct gl_texture *gl_tex; TRACE("(%p) : About to bind texture\n", This); This->baseTexture.is_srgb = srgb; /* SRGB mode cache for PreLoad calls outside drawprim */ if(srgb) { gl_tex = &This->baseTexture.texture_srgb; } else { gl_tex = &This->baseTexture.texture_rgb; } textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface); ENTER_GL(); /* Generate a texture name if we don't already have one */ if (gl_tex->name == 0) { *set_surface_desc = TRUE; glGenTextures(1, &gl_tex->name); checkGLcall("glGenTextures"); TRACE("Generated texture %d\n", gl_tex->name); if (This->resource.pool == WINED3DPOOL_DEFAULT) { /* Tell opengl to try and keep this texture in video ram (well mostly) */ GLclampf tmp; tmp = 0.9f; glPrioritizeTextures(1, &gl_tex->name, &tmp); } /* Initialise the state of the texture object to the openGL defaults, not the directx defaults */ gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP; gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP; gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP; gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0; gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR; gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */ gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */ gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0; gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1; gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = 0; gl_tex->states[WINED3DTEXSTA_ELEMENTINDEX] = 0; gl_tex->states[WINED3DTEXSTA_DMAPOFFSET] = 0; gl_tex->states[WINED3DTEXSTA_TSSADDRESSW] = WINED3DTADDRESS_WRAP; IWineD3DBaseTexture_SetDirty(iface, TRUE); isNewTexture = TRUE; if(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) { /* This means double binding the texture at creation, but keeps the code simpler all * in all, and the run-time path free from additional checks */ glBindTexture(textureDimensions, gl_tex->name); checkGLcall("glBindTexture"); glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE); checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)"); } } else { *set_surface_desc = FALSE; } /* Bind the texture */ if (gl_tex->name != 0) { glBindTexture(textureDimensions, gl_tex->name); checkGLcall("glBindTexture"); if (isNewTexture) { /* For a new texture we have to set the textures levels after binding the texture. * In theory this is all we should ever have to do, but because ATI's drivers are broken, we * also need to set the texture dimensions before the texture is set * Beware that texture rectangles do not support mipmapping, but set the maxmiplevel if we're * relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles * (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB) */ if(textureDimensions != GL_TEXTURE_RECTANGLE_ARB) { TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1); glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1); checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)"); } if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) { /* Cubemaps are always set to clamp, regardless of the sampler state. */ glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); } } } else { /* this only happened if we've run out of openGL textures */ WARN("This texture doesn't have an openGL texture assigned to it\n"); hr = WINED3DERR_INVALIDCALL; } LEAVE_GL(); return hr; } /* GL locking is done by the caller */ static void apply_wrap(const struct wined3d_gl_info *gl_info, GLenum target, WINED3DTEXTUREADDRESS d3d_wrap, GLenum param, BOOL cond_np2) { GLint gl_wrap; if (d3d_wrap < WINED3DTADDRESS_WRAP || d3d_wrap > WINED3DTADDRESS_MIRRORONCE) { FIXME("Unrecognized or unsupported WINED3DTEXTUREADDRESS %#x.\n", d3d_wrap); return; } if (target == GL_TEXTURE_CUBE_MAP_ARB || (cond_np2 && d3d_wrap == WINED3DTADDRESS_WRAP)) { /* Cubemaps are always set to clamp, regardless of the sampler state. */ gl_wrap = GL_CLAMP_TO_EDGE; } else { gl_wrap = gl_info->wrap_lookup[d3d_wrap - WINED3DTADDRESS_WRAP]; } TRACE("Setting param %#x to %#x for target %#x.\n", param, gl_wrap, target); glTexParameteri(target, param, gl_wrap); checkGLcall("glTexParameteri(target, param, gl_wrap)"); } /* GL locking is done by the caller (state handler) */ void basetexture_apply_state_changes(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1], const struct wined3d_gl_info *gl_info) { IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; DWORD state; GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface); BOOL cond_np2 = IWineD3DBaseTexture_IsCondNP2(iface); DWORD aniso; struct gl_texture *gl_tex; TRACE("iface %p, textureStates %p, samplerStates %p\n", iface, textureStates, samplerStates); if(This->baseTexture.is_srgb) { gl_tex = &This->baseTexture.texture_srgb; } else { gl_tex = &This->baseTexture.texture_rgb; } /* 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("glTexParameteri(..., 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(This->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(This->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 = This->baseTexture.LOD; } else if(gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= This->baseTexture.levels) { glValue = This->baseTexture.levels - 1; } else if(gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < This->baseTexture.LOD) { /* baseTexture.LOD is already clamped in the setter */ glValue = This->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; } }