207 lines
7.9 KiB
C
207 lines
7.9 KiB
C
/*
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* Copyright 2012, 2015 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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*/
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#include "config.h"
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#include "wine/port.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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ULONG CDECL wined3d_sampler_incref(struct wined3d_sampler *sampler)
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{
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ULONG refcount = InterlockedIncrement(&sampler->refcount);
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TRACE("%p increasing refcount to %u.\n", sampler, refcount);
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return refcount;
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}
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static void wined3d_sampler_destroy_object(void *object)
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{
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struct wined3d_sampler *sampler = object;
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const struct wined3d_gl_info *gl_info;
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struct wined3d_context *context;
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if (sampler->name)
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{
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context = context_acquire(sampler->device, NULL, 0);
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gl_info = context->gl_info;
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GL_EXTCALL(glDeleteSamplers(1, &sampler->name));
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context_release(context);
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}
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heap_free(sampler);
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}
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ULONG CDECL wined3d_sampler_decref(struct wined3d_sampler *sampler)
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{
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ULONG refcount = InterlockedDecrement(&sampler->refcount);
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TRACE("%p decreasing refcount to %u.\n", sampler, refcount);
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if (!refcount)
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{
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sampler->parent_ops->wined3d_object_destroyed(sampler->parent);
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wined3d_cs_destroy_object(sampler->device->cs, wined3d_sampler_destroy_object, sampler);
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}
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return refcount;
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}
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void * CDECL wined3d_sampler_get_parent(const struct wined3d_sampler *sampler)
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{
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TRACE("sampler %p.\n", sampler);
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return sampler->parent;
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}
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static void wined3d_sampler_cs_init(void *object)
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{
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struct wined3d_sampler *sampler = object;
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const struct wined3d_sampler_desc *desc;
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const struct wined3d_gl_info *gl_info;
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struct wined3d_context *context;
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context = context_acquire(sampler->device, NULL, 0);
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gl_info = context->gl_info;
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desc = &sampler->desc;
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GL_EXTCALL(glGenSamplers(1, &sampler->name));
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GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_WRAP_S,
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gl_info->wrap_lookup[desc->address_u - WINED3D_TADDRESS_WRAP]));
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GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_WRAP_T,
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gl_info->wrap_lookup[desc->address_v - WINED3D_TADDRESS_WRAP]));
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GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_WRAP_R,
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gl_info->wrap_lookup[desc->address_w - WINED3D_TADDRESS_WRAP]));
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GL_EXTCALL(glSamplerParameterfv(sampler->name, GL_TEXTURE_BORDER_COLOR, &desc->border_color[0]));
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GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_MAG_FILTER,
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wined3d_gl_mag_filter(desc->mag_filter)));
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GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_MIN_FILTER,
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wined3d_gl_min_mip_filter(desc->min_filter, desc->mip_filter)));
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GL_EXTCALL(glSamplerParameterf(sampler->name, GL_TEXTURE_LOD_BIAS, desc->lod_bias));
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GL_EXTCALL(glSamplerParameterf(sampler->name, GL_TEXTURE_MIN_LOD, desc->min_lod));
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GL_EXTCALL(glSamplerParameterf(sampler->name, GL_TEXTURE_MAX_LOD, desc->max_lod));
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if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC])
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GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_MAX_ANISOTROPY, desc->max_anisotropy));
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if (desc->compare)
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GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE));
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GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_COMPARE_FUNC,
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wined3d_gl_compare_func(desc->comparison_func)));
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if ((context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
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&& gl_info->supported[EXT_TEXTURE_SRGB_DECODE] && !desc->srgb_decode)
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GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT));
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checkGLcall("sampler creation");
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TRACE("Created sampler %u.\n", sampler->name);
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context_release(context);
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}
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static void wined3d_sampler_init(struct wined3d_sampler *sampler, struct wined3d_device *device,
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const struct wined3d_sampler_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
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{
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sampler->refcount = 1;
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sampler->device = device;
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sampler->parent = parent;
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sampler->parent_ops = parent_ops;
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sampler->desc = *desc;
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if (device->adapter->gl_info.supported[ARB_SAMPLER_OBJECTS])
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wined3d_cs_init_object(device->cs, wined3d_sampler_cs_init, sampler);
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}
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HRESULT CDECL wined3d_sampler_create(struct wined3d_device *device, const struct wined3d_sampler_desc *desc,
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void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_sampler **sampler)
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{
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struct wined3d_sampler *object;
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TRACE("device %p, desc %p, parent %p, sampler %p.\n", device, desc, parent, sampler);
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if (desc->address_u < WINED3D_TADDRESS_WRAP || desc->address_u > WINED3D_TADDRESS_MIRROR_ONCE
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|| desc->address_v < WINED3D_TADDRESS_WRAP || desc->address_v > WINED3D_TADDRESS_MIRROR_ONCE
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|| desc->address_w < WINED3D_TADDRESS_WRAP || desc->address_w > WINED3D_TADDRESS_MIRROR_ONCE)
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return WINED3DERR_INVALIDCALL;
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if (desc->mag_filter < WINED3D_TEXF_POINT || desc->mag_filter > WINED3D_TEXF_LINEAR
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|| desc->min_filter < WINED3D_TEXF_POINT || desc->min_filter > WINED3D_TEXF_LINEAR
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|| desc->mip_filter > WINED3D_TEXF_LINEAR)
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return WINED3DERR_INVALIDCALL;
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if (!(object = heap_alloc_zero(sizeof(*object))))
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return E_OUTOFMEMORY;
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wined3d_sampler_init(object, device, desc, parent, parent_ops);
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TRACE("Created sampler %p.\n", object);
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*sampler = object;
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return WINED3D_OK;
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}
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static void texture_gl_apply_base_level(struct wined3d_texture_gl *texture_gl,
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const struct wined3d_sampler_desc *desc, const struct wined3d_gl_info *gl_info)
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{
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struct gl_texture *gl_tex;
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unsigned int base_level;
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if (texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2)
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base_level = 0;
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else if (desc->mip_filter == WINED3D_TEXF_NONE)
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base_level = texture_gl->t.lod;
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else
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base_level = min(max(desc->mip_base_level, texture_gl->t.lod), texture_gl->t.level_count - 1);
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gl_tex = wined3d_texture_gl_get_gl_texture(texture_gl, texture_gl->t.flags & WINED3D_TEXTURE_IS_SRGB);
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if (base_level != gl_tex->base_level)
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{
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/* Note that WINED3D_SAMP_MAX_MIP_LEVEL specifies the largest mipmap
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* (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
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* mipmap used (default 1000). So WINED3D_SAMP_MAX_MIP_LEVEL
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* corresponds to GL_TEXTURE_BASE_LEVEL. */
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gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->target, GL_TEXTURE_BASE_LEVEL, base_level);
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gl_tex->base_level = base_level;
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}
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}
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/* This function relies on the correct texture being bound and loaded. */
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void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit,
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struct wined3d_texture_gl *texture_gl, const struct wined3d_context *context)
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{
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const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
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const struct wined3d_gl_info *gl_info = context->gl_info;
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if (gl_info->supported[ARB_SAMPLER_OBJECTS])
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{
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GL_EXTCALL(glBindSampler(unit, sampler->name));
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checkGLcall("bind sampler");
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}
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else if (texture_gl)
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{
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wined3d_texture_gl_apply_sampler_desc(texture_gl, &sampler->desc, context_gl);
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}
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else
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{
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ERR("Could not apply sampler state.\n");
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}
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if (texture_gl)
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texture_gl_apply_base_level(texture_gl, &sampler->desc, gl_info);
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}
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