1473 lines
54 KiB
C
1473 lines
54 KiB
C
/*
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* Copyright 2002-2005 Jason Edmeades
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* Copyright 2002-2005 Raphael Junqueira
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* Copyright 2005 Oliver Stieber
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* Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
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* Copyright 2009-2011 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 "wine/port.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
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WINE_DECLARE_DEBUG_CHANNEL(winediag);
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static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_texture_ops *texture_ops,
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UINT layer_count, UINT level_count, const struct wined3d_resource_desc *desc, DWORD surface_flags,
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struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops,
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const struct wined3d_resource_ops *resource_ops)
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{
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const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info, desc->format);
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HRESULT hr;
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TRACE("texture %p, texture_ops %p, layer_count %u, level_count %u, resource_type %s, format %s, "
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"multisample_type %#x, multisample_quality %#x, usage %s, pool %s, width %u, height %u, depth %u, "
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"surface_flags %#x, device %p, parent %p, parent_ops %p, resource_ops %p.\n",
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texture, texture_ops, layer_count, level_count, debug_d3dresourcetype(desc->resource_type),
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debug_d3dformat(desc->format), desc->multisample_type, desc->multisample_quality,
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debug_d3dusage(desc->usage), debug_d3dpool(desc->pool), desc->width, desc->height, desc->depth,
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surface_flags, device, parent, parent_ops, resource_ops);
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if ((format->flags & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BLOCKS_NO_VERIFY)) == WINED3DFMT_FLAG_BLOCKS)
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{
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UINT width_mask = format->block_width - 1;
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UINT height_mask = format->block_height - 1;
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if (desc->width & width_mask || desc->height & height_mask)
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return WINED3DERR_INVALIDCALL;
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}
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if (FAILED(hr = resource_init(&texture->resource, device, desc->resource_type, format,
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desc->multisample_type, desc->multisample_quality, desc->usage, desc->pool,
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desc->width, desc->height, desc->depth, 0, parent, parent_ops, resource_ops)))
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{
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static unsigned int once;
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if ((desc->format == WINED3DFMT_DXT1 || desc->format == WINED3DFMT_DXT2 || desc->format == WINED3DFMT_DXT3
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|| desc->format == WINED3DFMT_DXT4 || desc->format == WINED3DFMT_DXT5)
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&& !(format->flags & WINED3DFMT_FLAG_TEXTURE) && !once++)
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ERR_(winediag)("The application tried to create a DXTn texture, but the driver does not support them.\n");
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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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wined3d_resource_update_draw_binding(&texture->resource);
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texture->texture_ops = texture_ops;
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texture->sub_resources = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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level_count * layer_count * sizeof(*texture->sub_resources));
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if (!texture->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->layer_count = layer_count;
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texture->level_count = level_count;
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texture->filter_type = (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3D_TEXF_LINEAR : WINED3D_TEXF_NONE;
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texture->lod = 0;
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texture->flags = WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS;
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if (surface_flags & WINED3D_SURFACE_PIN_SYSMEM)
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texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM;
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return WINED3D_OK;
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}
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/* A GL context is provided by the caller */
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static void gltexture_delete(const struct wined3d_gl_info *gl_info, struct gl_texture *tex)
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{
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gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex->name);
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tex->name = 0;
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}
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static void wined3d_texture_unload_gl_texture(struct wined3d_texture *texture)
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{
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struct wined3d_device *device = texture->resource.device;
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struct wined3d_context *context = NULL;
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if (texture->texture_rgb.name || texture->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->texture_rgb.name)
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gltexture_delete(context->gl_info, &texture->texture_rgb);
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if (texture->texture_srgb.name)
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gltexture_delete(context->gl_info, &texture->texture_srgb);
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if (context) context_release(context);
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wined3d_texture_set_dirty(texture);
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resource_unload(&texture->resource);
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}
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static void wined3d_texture_cleanup(struct wined3d_texture *texture)
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{
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UINT sub_count = texture->level_count * texture->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->sub_resources[i];
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if (sub_resource)
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texture->texture_ops->texture_sub_resource_cleanup(sub_resource);
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}
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wined3d_texture_unload_gl_texture(texture);
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HeapFree(GetProcessHeap(), 0, texture->sub_resources);
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resource_cleanup(&texture->resource);
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}
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void wined3d_texture_set_swapchain(struct wined3d_texture *texture, struct wined3d_swapchain *swapchain)
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{
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texture->swapchain = swapchain;
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wined3d_resource_update_draw_binding(&texture->resource);
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}
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void wined3d_texture_set_dirty(struct wined3d_texture *texture)
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{
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texture->flags &= ~(WINED3D_TEXTURE_RGB_VALID | WINED3D_TEXTURE_SRGB_VALID);
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}
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/* Context activation is done by the caller. */
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void wined3d_texture_bind(struct wined3d_texture *texture,
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struct wined3d_context *context, BOOL srgb)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct gl_texture *gl_tex;
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GLenum target;
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TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
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if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
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srgb = FALSE;
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/* sRGB mode cache for preload() calls outside drawprim. */
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if (srgb)
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texture->flags |= WINED3D_TEXTURE_IS_SRGB;
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else
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texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
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gl_tex = wined3d_texture_get_gl_texture(texture, srgb);
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target = texture->target;
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if (gl_tex->name)
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{
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context_bind_texture(context, target, gl_tex->name);
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return;
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}
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gl_info->gl_ops.gl.p_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 (!gl_tex->name)
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{
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ERR("Failed to generate a texture name.\n");
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return;
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}
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/* Initialise the state of the texture object to the OpenGL defaults, not
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* the wined3d defaults. */
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gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_WRAP;
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gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_WRAP;
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gl_tex->sampler_desc.address_w = WINED3D_TADDRESS_WRAP;
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memset(gl_tex->sampler_desc.border_color, 0, sizeof(gl_tex->sampler_desc.border_color));
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gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_LINEAR;
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gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
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gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
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gl_tex->sampler_desc.lod_bias = 0.0f;
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gl_tex->sampler_desc.min_lod = -1000.0f;
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gl_tex->sampler_desc.max_lod = 1000.0f;
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gl_tex->sampler_desc.max_anisotropy = 1;
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gl_tex->sampler_desc.compare = FALSE;
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gl_tex->sampler_desc.comparison_func = WINED3D_CMP_LESSEQUAL;
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if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
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gl_tex->sampler_desc.srgb_decode = TRUE;
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else
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gl_tex->sampler_desc.srgb_decode = srgb;
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gl_tex->base_level = 0;
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wined3d_texture_set_dirty(texture);
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context_bind_texture(context, target, gl_tex->name);
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if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)
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{
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gl_info->gl_ops.gl.p_glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
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checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
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}
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/* For a new texture we have to set the texture levels after binding the
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* texture. Beware that texture rectangles do not support mipmapping, but
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* set the maxmiplevel if we're relying on the partial
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* GL_ARB_texture_non_power_of_two emulation with texture rectangles.
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* (I.e., do not care about cond_np2 here, just look for
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* GL_TEXTURE_RECTANGLE_ARB.) */
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if (target != GL_TEXTURE_RECTANGLE_ARB)
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{
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TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->level_count - 1);
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gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
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checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)");
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}
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if (target == GL_TEXTURE_CUBE_MAP_ARB)
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{
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/* Cubemaps are always set to clamp, regardless of the sampler state. */
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gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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}
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if (texture->flags & WINED3D_TEXTURE_COND_NP2)
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{
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/* Conditinal non power of two textures use a different clamping
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* default. If we're using the GL_WINE_normalized_texrect partial
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* driver emulation, we're dealing with a GL_TEXTURE_2D texture which
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* has the address mode set to repeat - something that prevents us
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* from hitting the accelerated codepath. Thus manually set the GL
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* state. The same applies to filtering. Even if the texture has only
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* one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
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* fallback on macos. */
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gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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checkGLcall("glTexParameteri");
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gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
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gl_tex->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
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gl_tex->sampler_desc.mag_filter = WINED3D_TEXF_POINT;
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gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT;
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gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_NONE;
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}
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}
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/* Context activation is done by the caller. */
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void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
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struct wined3d_context *context, BOOL srgb)
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{
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DWORD active_sampler;
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/* We don't need a specific texture unit, but after binding the texture
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* the current unit is dirty. Read the unit back instead of switching to
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* 0, this avoids messing around with the state manager's GL states. The
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* current texture unit should always be a valid one.
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*
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* To be more specific, this is tricky because we can implicitly be
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* called from sampler() in state.c. This means we can't touch anything
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* other than whatever happens to be the currently active texture, or we
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* would risk marking already applied sampler states dirty again. */
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active_sampler = context->rev_tex_unit_map[context->active_texture];
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if (active_sampler != WINED3D_UNMAPPED_STAGE)
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context_invalidate_state(context, STATE_SAMPLER(active_sampler));
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wined3d_texture_bind(texture, context, srgb);
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}
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/* Context activation is done by the caller (state handler). */
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/* This function relies on the correct texture being bound and loaded. */
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void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
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const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_gl_info *gl_info)
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{
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GLenum target = texture->target;
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struct gl_texture *gl_tex;
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DWORD state;
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TRACE("texture %p, sampler_desc %p, gl_info %p.\n", texture, sampler_desc, gl_info);
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gl_tex = wined3d_texture_get_gl_texture(texture, texture->flags & WINED3D_TEXTURE_IS_SRGB);
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state = sampler_desc->address_u;
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if (state != gl_tex->sampler_desc.address_u)
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{
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gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S,
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gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
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gl_tex->sampler_desc.address_u = state;
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}
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state = sampler_desc->address_v;
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if (state != gl_tex->sampler_desc.address_v)
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{
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gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T,
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gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
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gl_tex->sampler_desc.address_v = state;
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}
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state = sampler_desc->address_w;
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if (state != gl_tex->sampler_desc.address_w)
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{
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gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R,
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gl_info->wrap_lookup[state - WINED3D_TADDRESS_WRAP]);
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gl_tex->sampler_desc.address_w = state;
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}
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if (memcmp(gl_tex->sampler_desc.border_color, sampler_desc->border_color,
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sizeof(gl_tex->sampler_desc.border_color)))
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{
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gl_info->gl_ops.gl.p_glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &sampler_desc->border_color[0]);
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memcpy(gl_tex->sampler_desc.border_color, sampler_desc->border_color,
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sizeof(gl_tex->sampler_desc.border_color));
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}
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state = sampler_desc->mag_filter;
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if (state != gl_tex->sampler_desc.mag_filter)
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{
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gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(state));
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gl_tex->sampler_desc.mag_filter = state;
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}
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if (sampler_desc->min_filter != gl_tex->sampler_desc.min_filter
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|| sampler_desc->mip_filter != gl_tex->sampler_desc.mip_filter)
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{
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gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
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wined3d_gl_min_mip_filter(sampler_desc->min_filter, sampler_desc->mip_filter));
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gl_tex->sampler_desc.min_filter = sampler_desc->min_filter;
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gl_tex->sampler_desc.mip_filter = sampler_desc->mip_filter;
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}
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state = sampler_desc->max_anisotropy;
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if (state != gl_tex->sampler_desc.max_anisotropy)
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{
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if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
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gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, state);
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else
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WARN("Anisotropic filtering not supported.\n");
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gl_tex->sampler_desc.max_anisotropy = state;
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}
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/* These should always be the same unless EXT_texture_sRGB_decode is supported. */
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if (!sampler_desc->srgb_decode != !gl_tex->sampler_desc.srgb_decode)
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{
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gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
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sampler_desc->srgb_decode ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
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gl_tex->sampler_desc.srgb_decode = sampler_desc->srgb_decode;
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}
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if (!sampler_desc->compare != !gl_tex->sampler_desc.compare)
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{
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if (sampler_desc->compare)
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{
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gl_info->gl_ops.gl.p_glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
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gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
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}
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else
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{
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gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
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}
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gl_tex->sampler_desc.compare = sampler_desc->compare;
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}
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checkGLcall("Texture parameter application");
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if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
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{
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gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
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GL_TEXTURE_LOD_BIAS_EXT, sampler_desc->lod_bias);
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checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
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}
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}
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ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture)
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{
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ULONG refcount;
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TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
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if (texture->swapchain)
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return wined3d_swapchain_incref(texture->swapchain);
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refcount = InterlockedIncrement(&texture->resource.ref);
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TRACE("%p increasing refcount to %u.\n", texture, refcount);
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return refcount;
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}
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|
ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture)
|
|
{
|
|
ULONG refcount;
|
|
|
|
TRACE("texture %p, swapchain %p.\n", texture, texture->swapchain);
|
|
|
|
if (texture->swapchain)
|
|
return wined3d_swapchain_decref(texture->swapchain);
|
|
|
|
refcount = InterlockedDecrement(&texture->resource.ref);
|
|
TRACE("%p decreasing refcount to %u.\n", texture, refcount);
|
|
|
|
if (!refcount)
|
|
{
|
|
wined3d_texture_cleanup(texture);
|
|
texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent);
|
|
HeapFree(GetProcessHeap(), 0, texture);
|
|
}
|
|
|
|
return refcount;
|
|
}
|
|
|
|
struct wined3d_resource * CDECL wined3d_texture_get_resource(struct wined3d_texture *texture)
|
|
{
|
|
TRACE("texture %p.\n", texture);
|
|
|
|
return &texture->resource;
|
|
}
|
|
|
|
static BOOL color_key_equal(const struct wined3d_color_key *c1, struct wined3d_color_key *c2)
|
|
{
|
|
return c1->color_space_low_value == c2->color_space_low_value
|
|
&& c1->color_space_high_value == c2->color_space_high_value;
|
|
}
|
|
|
|
/* Context activation is done by the caller */
|
|
void wined3d_texture_load(struct wined3d_texture *texture,
|
|
struct wined3d_context *context, BOOL srgb)
|
|
{
|
|
UINT sub_count = texture->level_count * texture->layer_count;
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
|
|
DWORD flag;
|
|
UINT i;
|
|
|
|
TRACE("texture %p, srgb %#x.\n", texture, srgb);
|
|
|
|
if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
|
|
srgb = FALSE;
|
|
|
|
if (srgb)
|
|
flag = WINED3D_TEXTURE_SRGB_VALID;
|
|
else
|
|
flag = WINED3D_TEXTURE_RGB_VALID;
|
|
|
|
if (!d3d_info->shader_color_key
|
|
&& (!(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
|
|
!= !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
|
|
|| (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY
|
|
&& !color_key_equal(&texture->async.gl_color_key, &texture->async.src_blt_color_key))))
|
|
{
|
|
unsigned int sub_count = texture->level_count * texture->layer_count;
|
|
unsigned int i;
|
|
|
|
TRACE("Reloading because of color key value change.\n");
|
|
for (i = 0; i < sub_count; i++)
|
|
texture->texture_ops->texture_sub_resource_add_dirty_region(texture->sub_resources[i], NULL);
|
|
wined3d_texture_set_dirty(texture);
|
|
|
|
texture->async.gl_color_key = texture->async.src_blt_color_key;
|
|
}
|
|
|
|
if (texture->flags & flag)
|
|
{
|
|
TRACE("Texture %p not dirty, nothing to do.\n", texture);
|
|
return;
|
|
}
|
|
|
|
/* Reload the surfaces if the texture is marked dirty. */
|
|
for (i = 0; i < sub_count; ++i)
|
|
{
|
|
texture->texture_ops->texture_sub_resource_load(texture->sub_resources[i], context, srgb);
|
|
}
|
|
texture->flags |= flag;
|
|
}
|
|
|
|
void CDECL wined3d_texture_preload(struct wined3d_texture *texture)
|
|
{
|
|
struct wined3d_context *context;
|
|
context = context_acquire(texture->resource.device, NULL);
|
|
wined3d_texture_load(texture, context, texture->flags & WINED3D_TEXTURE_IS_SRGB);
|
|
context_release(context);
|
|
}
|
|
|
|
void * CDECL wined3d_texture_get_parent(const struct wined3d_texture *texture)
|
|
{
|
|
TRACE("texture %p.\n", texture);
|
|
|
|
return texture->resource.parent;
|
|
}
|
|
|
|
DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
|
|
{
|
|
DWORD old = texture->lod;
|
|
|
|
TRACE("texture %p, lod %u.\n", texture, 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 (texture->resource.pool != WINED3D_POOL_MANAGED)
|
|
{
|
|
TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture->resource.pool));
|
|
return 0;
|
|
}
|
|
|
|
if (lod >= texture->level_count)
|
|
lod = texture->level_count - 1;
|
|
|
|
if (texture->lod != lod)
|
|
{
|
|
texture->lod = lod;
|
|
|
|
texture->texture_rgb.base_level = ~0u;
|
|
texture->texture_srgb.base_level = ~0u;
|
|
if (texture->resource.bind_count)
|
|
device_invalidate_state(texture->resource.device, STATE_SAMPLER(texture->sampler));
|
|
}
|
|
|
|
return old;
|
|
}
|
|
|
|
DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture)
|
|
{
|
|
TRACE("texture %p, returning %u.\n", texture, texture->lod);
|
|
|
|
return texture->lod;
|
|
}
|
|
|
|
DWORD CDECL wined3d_texture_get_level_count(const struct wined3d_texture *texture)
|
|
{
|
|
TRACE("texture %p, returning %u.\n", texture, texture->level_count);
|
|
|
|
return texture->level_count;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_texture_set_autogen_filter_type(struct wined3d_texture *texture,
|
|
enum wined3d_texture_filter_type filter_type)
|
|
{
|
|
FIXME("texture %p, filter_type %s stub!\n", texture, debug_d3dtexturefiltertype(filter_type));
|
|
|
|
if (!(texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP))
|
|
{
|
|
WARN("Texture doesn't have AUTOGENMIPMAP usage.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
texture->filter_type = filter_type;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
enum wined3d_texture_filter_type CDECL wined3d_texture_get_autogen_filter_type(const struct wined3d_texture *texture)
|
|
{
|
|
TRACE("texture %p.\n", texture);
|
|
|
|
return texture->filter_type;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_texture_set_color_key(struct wined3d_texture *texture,
|
|
DWORD flags, const struct wined3d_color_key *color_key)
|
|
{
|
|
struct wined3d_device *device = texture->resource.device;
|
|
static const DWORD all_flags = WINED3D_CKEY_COLORSPACE | WINED3D_CKEY_DST_BLT
|
|
| WINED3D_CKEY_DST_OVERLAY | WINED3D_CKEY_SRC_BLT | WINED3D_CKEY_SRC_OVERLAY;
|
|
|
|
TRACE("texture %p, flags %#x, color_key %p.\n", texture, flags, color_key);
|
|
|
|
if (flags & ~all_flags)
|
|
{
|
|
WARN("Invalid flags passed, returning WINED3DERR_INVALIDCALL.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (flags & WINED3D_CKEY_COLORSPACE)
|
|
{
|
|
FIXME("Unhandled flags %#x.\n", flags);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
wined3d_cs_emit_set_color_key(device->cs, texture, flags, color_key);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_texture_update_desc(struct wined3d_texture *texture, UINT width, UINT height,
|
|
enum wined3d_format_id format_id, enum wined3d_multisample_type multisample_type,
|
|
UINT multisample_quality, void *mem, UINT pitch)
|
|
{
|
|
struct wined3d_device *device = texture->resource.device;
|
|
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
|
const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
|
|
UINT resource_size = wined3d_format_calculate_size(format, device->surface_alignment, width, height, 1);
|
|
struct wined3d_surface *surface;
|
|
|
|
TRACE("texture %p, width %u, height %u, format %s, multisample_type %#x, multisample_quality %u, "
|
|
"mem %p, pitch %u.\n",
|
|
texture, width, height, debug_d3dformat(format_id), multisample_type, multisample_type, mem, pitch);
|
|
|
|
if (!resource_size)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
if (texture->level_count * texture->layer_count > 1)
|
|
{
|
|
WARN("Texture has multiple sub-resources, not supported.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (texture->resource.type == WINED3D_RTYPE_VOLUME_TEXTURE)
|
|
{
|
|
WARN("Not supported on volume textures.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* We have no way of supporting a pitch that is not a multiple of the pixel
|
|
* byte width short of uploading the texture row-by-row.
|
|
* Fortunately that's not an issue since D3D9Ex doesn't allow a custom pitch
|
|
* for user-memory textures (it always expects packed data) while DirectDraw
|
|
* requires a 4-byte aligned pitch and doesn't support texture formats
|
|
* larger than 4 bytes per pixel nor any format using 3 bytes per pixel.
|
|
* This check is here to verify that the assumption holds. */
|
|
if (pitch % texture->resource.format->byte_count)
|
|
{
|
|
WARN("Pitch unsupported, not a multiple of the texture format byte width.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
surface = surface_from_resource(texture->sub_resources[0]);
|
|
if (surface->resource.map_count || (surface->flags & SFLAG_DCINUSE))
|
|
{
|
|
WARN("Surface is mapped or the DC is in use.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (device->d3d_initialized)
|
|
texture->resource.resource_ops->resource_unload(&texture->resource);
|
|
|
|
texture->resource.format = format;
|
|
texture->resource.multisample_type = multisample_type;
|
|
texture->resource.multisample_quality = multisample_quality;
|
|
texture->resource.width = width;
|
|
texture->resource.height = height;
|
|
|
|
return wined3d_surface_update_desc(surface, gl_info, mem, pitch);
|
|
}
|
|
|
|
void wined3d_texture_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
|
|
{
|
|
DWORD alloc_flag = srgb ? WINED3D_TEXTURE_SRGB_ALLOCATED : WINED3D_TEXTURE_RGB_ALLOCATED;
|
|
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
|
|
|
|
if (!d3d_info->shader_color_key
|
|
&& !(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
|
|
!= !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
|
|
{
|
|
wined3d_texture_force_reload(texture);
|
|
|
|
if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
|
|
texture->async.flags |= WINED3D_TEXTURE_ASYNC_COLOR_KEY;
|
|
}
|
|
|
|
if (texture->flags & alloc_flag)
|
|
return;
|
|
|
|
texture->texture_ops->texture_prepare_texture(texture, context, srgb);
|
|
texture->flags |= alloc_flag;
|
|
}
|
|
|
|
void wined3d_texture_force_reload(struct wined3d_texture *texture)
|
|
{
|
|
unsigned int sub_count = texture->level_count * texture->layer_count;
|
|
unsigned int i;
|
|
|
|
texture->flags &= ~(WINED3D_TEXTURE_RGB_ALLOCATED | WINED3D_TEXTURE_SRGB_ALLOCATED
|
|
| WINED3D_TEXTURE_CONVERTED);
|
|
texture->async.flags &= ~WINED3D_TEXTURE_ASYNC_COLOR_KEY;
|
|
for (i = 0; i < sub_count; ++i)
|
|
{
|
|
texture->texture_ops->texture_sub_resource_invalidate_location(texture->sub_resources[i],
|
|
WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
|
|
}
|
|
}
|
|
|
|
void CDECL wined3d_texture_generate_mipmaps(struct wined3d_texture *texture)
|
|
{
|
|
/* TODO: Implement filters using GL_SGI_generate_mipmaps. */
|
|
FIXME("texture %p stub!\n", texture);
|
|
}
|
|
|
|
struct wined3d_resource * CDECL wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
|
|
UINT sub_resource_idx)
|
|
{
|
|
UINT sub_count = texture->level_count * texture->layer_count;
|
|
|
|
TRACE("texture %p, sub_resource_idx %u.\n", texture, sub_resource_idx);
|
|
|
|
if (sub_resource_idx >= sub_count)
|
|
{
|
|
WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
|
|
return NULL;
|
|
}
|
|
|
|
return texture->sub_resources[sub_resource_idx];
|
|
}
|
|
|
|
HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
|
|
UINT layer, const struct wined3d_box *dirty_region)
|
|
{
|
|
struct wined3d_resource *sub_resource;
|
|
|
|
TRACE("texture %p, layer %u, dirty_region %p.\n", texture, layer, dirty_region);
|
|
|
|
if (!(sub_resource = wined3d_texture_get_sub_resource(texture, layer * texture->level_count)))
|
|
{
|
|
WARN("Failed to get sub-resource.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
texture->texture_ops->texture_sub_resource_add_dirty_region(sub_resource, dirty_region);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static void wined3d_texture_upload_data(struct wined3d_texture *texture, const struct wined3d_sub_resource_data *data)
|
|
{
|
|
unsigned int sub_count = texture->level_count * texture->layer_count;
|
|
struct wined3d_context *context;
|
|
unsigned int i;
|
|
|
|
context = context_acquire(texture->resource.device, NULL);
|
|
|
|
wined3d_texture_prepare_texture(texture, context, FALSE);
|
|
wined3d_texture_bind_and_dirtify(texture, context, FALSE);
|
|
|
|
for (i = 0; i < sub_count; ++i)
|
|
{
|
|
struct wined3d_resource *sub_resource = texture->sub_resources[i];
|
|
|
|
texture->texture_ops->texture_sub_resource_upload_data(sub_resource, context, &data[i]);
|
|
texture->texture_ops->texture_sub_resource_validate_location(sub_resource, WINED3D_LOCATION_TEXTURE_RGB);
|
|
texture->texture_ops->texture_sub_resource_invalidate_location(sub_resource, ~WINED3D_LOCATION_TEXTURE_RGB);
|
|
}
|
|
|
|
context_release(context);
|
|
}
|
|
|
|
static void texture2d_sub_resource_load(struct wined3d_resource *sub_resource,
|
|
struct wined3d_context *context, BOOL srgb)
|
|
{
|
|
surface_load(surface_from_resource(sub_resource), srgb);
|
|
}
|
|
|
|
static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
|
|
const struct wined3d_box *dirty_region)
|
|
{
|
|
struct wined3d_surface *surface = surface_from_resource(sub_resource);
|
|
|
|
surface_prepare_map_memory(surface);
|
|
surface_load_location(surface, surface->resource.map_binding);
|
|
surface_invalidate_location(surface, ~surface->resource.map_binding);
|
|
}
|
|
|
|
static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
|
|
{
|
|
struct wined3d_surface *surface = surface_from_resource(sub_resource);
|
|
|
|
wined3d_surface_destroy(surface);
|
|
}
|
|
|
|
static void texture2d_sub_resource_invalidate_location(struct wined3d_resource *sub_resource, DWORD location)
|
|
{
|
|
struct wined3d_surface *surface = surface_from_resource(sub_resource);
|
|
|
|
surface_invalidate_location(surface, location);
|
|
}
|
|
|
|
static void texture2d_sub_resource_validate_location(struct wined3d_resource *sub_resource, DWORD location)
|
|
{
|
|
struct wined3d_surface *surface = surface_from_resource(sub_resource);
|
|
|
|
surface_validate_location(surface, location);
|
|
}
|
|
|
|
static void texture2d_sub_resource_upload_data(struct wined3d_resource *sub_resource,
|
|
const struct wined3d_context *context, const struct wined3d_sub_resource_data *data)
|
|
{
|
|
struct wined3d_surface *surface = surface_from_resource(sub_resource);
|
|
static const POINT dst_point = {0, 0};
|
|
struct wined3d_const_bo_address addr;
|
|
RECT src_rect;
|
|
|
|
src_rect.left = 0;
|
|
src_rect.top = 0;
|
|
src_rect.right = surface->resource.width;
|
|
src_rect.bottom = surface->resource.height;
|
|
|
|
addr.buffer_object = 0;
|
|
addr.addr = data->data;
|
|
|
|
wined3d_surface_upload_data(surface, context->gl_info, surface->container->resource.format,
|
|
&src_rect, data->row_pitch, &dst_point, FALSE, &addr);
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static void texture2d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
|
|
{
|
|
UINT sub_count = texture->level_count * texture->layer_count;
|
|
const struct wined3d_format *format = texture->resource.format;
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
const struct wined3d_color_key_conversion *conversion;
|
|
GLenum internal;
|
|
UINT i;
|
|
|
|
TRACE("texture %p, format %s.\n", texture, debug_d3dformat(format->id));
|
|
|
|
if (format->convert)
|
|
{
|
|
texture->flags |= WINED3D_TEXTURE_CONVERTED;
|
|
}
|
|
else if ((conversion = wined3d_format_get_color_key_conversion(texture, TRUE)))
|
|
{
|
|
texture->flags |= WINED3D_TEXTURE_CONVERTED;
|
|
format = wined3d_get_format(gl_info, conversion->dst_format);
|
|
TRACE("Using format %s for color key conversion.\n", debug_d3dformat(format->id));
|
|
}
|
|
|
|
wined3d_texture_bind_and_dirtify(texture, context, srgb);
|
|
|
|
if (srgb)
|
|
internal = format->glGammaInternal;
|
|
else if (texture->resource.usage & WINED3DUSAGE_RENDERTARGET
|
|
&& wined3d_resource_is_offscreen(&texture->resource))
|
|
internal = format->rtInternal;
|
|
else
|
|
internal = format->glInternal;
|
|
|
|
if (!internal)
|
|
FIXME("No GL internal format for format %s.\n", debug_d3dformat(format->id));
|
|
|
|
TRACE("internal %#x, format %#x, type %#x.\n", internal, format->glFormat, format->glType);
|
|
|
|
for (i = 0; i < sub_count; ++i)
|
|
{
|
|
struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]);
|
|
GLsizei height = surface->pow2Height;
|
|
GLsizei width = surface->pow2Width;
|
|
const BYTE *mem = NULL;
|
|
|
|
if (texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
|
|
{
|
|
height *= format->height_scale.numerator;
|
|
height /= format->height_scale.denominator;
|
|
}
|
|
|
|
TRACE("surface %p, target %#x, level %d, width %d, height %d.\n",
|
|
surface, surface->texture_target, surface->texture_level, width, height);
|
|
|
|
if (gl_info->supported[APPLE_CLIENT_STORAGE])
|
|
{
|
|
if (surface->flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION)
|
|
|| texture->flags & WINED3D_TEXTURE_CONVERTED
|
|
|| !surface->resource.heap_memory)
|
|
{
|
|
/* In some cases we want to disable client storage.
|
|
* SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
|
|
* SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
|
|
* WINED3D_TEXTURE_CONVERTED: The conversion destination memory is freed after loading the surface
|
|
* heap_memory == NULL: Not defined in the extension. Seems to disable client storage effectively
|
|
*/
|
|
surface->flags &= ~SFLAG_CLIENT;
|
|
}
|
|
else
|
|
{
|
|
surface->flags |= SFLAG_CLIENT;
|
|
mem = surface->resource.heap_memory;
|
|
|
|
gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
|
|
checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
|
|
}
|
|
}
|
|
|
|
if (texture->resource.format_flags & WINED3DFMT_FLAG_COMPRESSED && mem)
|
|
{
|
|
GL_EXTCALL(glCompressedTexImage2D(surface->texture_target, surface->texture_level,
|
|
internal, width, height, 0, surface->resource.size, mem));
|
|
checkGLcall("glCompressedTexImage2D");
|
|
}
|
|
else
|
|
{
|
|
gl_info->gl_ops.gl.p_glTexImage2D(surface->texture_target, surface->texture_level,
|
|
internal, width, height, 0, format->glFormat, format->glType, mem);
|
|
checkGLcall("glTexImage2D");
|
|
}
|
|
|
|
if (mem)
|
|
{
|
|
gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
|
|
checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
|
|
}
|
|
}
|
|
}
|
|
|
|
static const struct wined3d_texture_ops texture2d_ops =
|
|
{
|
|
texture2d_sub_resource_load,
|
|
texture2d_sub_resource_add_dirty_region,
|
|
texture2d_sub_resource_cleanup,
|
|
texture2d_sub_resource_invalidate_location,
|
|
texture2d_sub_resource_validate_location,
|
|
texture2d_sub_resource_upload_data,
|
|
texture2d_prepare_texture,
|
|
};
|
|
|
|
static ULONG texture_resource_incref(struct wined3d_resource *resource)
|
|
{
|
|
return wined3d_texture_incref(wined3d_texture_from_resource(resource));
|
|
}
|
|
|
|
static ULONG texture_resource_decref(struct wined3d_resource *resource)
|
|
{
|
|
return wined3d_texture_decref(wined3d_texture_from_resource(resource));
|
|
}
|
|
|
|
static void wined3d_texture_unload(struct wined3d_resource *resource)
|
|
{
|
|
struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
|
|
UINT sub_count = texture->level_count * texture->layer_count;
|
|
UINT i;
|
|
|
|
TRACE("texture %p.\n", texture);
|
|
|
|
for (i = 0; i < sub_count; ++i)
|
|
{
|
|
struct wined3d_resource *sub_resource = texture->sub_resources[i];
|
|
|
|
sub_resource->resource_ops->resource_unload(sub_resource);
|
|
}
|
|
|
|
wined3d_texture_force_reload(texture);
|
|
wined3d_texture_unload_gl_texture(texture);
|
|
}
|
|
|
|
static const struct wined3d_resource_ops texture_resource_ops =
|
|
{
|
|
texture_resource_incref,
|
|
texture_resource_decref,
|
|
wined3d_texture_unload,
|
|
};
|
|
|
|
static HRESULT cubetexture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
|
|
UINT levels, DWORD surface_flags, struct wined3d_device *device, void *parent,
|
|
const struct wined3d_parent_ops *parent_ops)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
|
struct wined3d_resource_desc surface_desc;
|
|
unsigned int i, j;
|
|
HRESULT hr;
|
|
|
|
/* TODO: It should only be possible to create textures for formats
|
|
* that are reported as supported. */
|
|
if (WINED3DFMT_UNKNOWN >= desc->format)
|
|
{
|
|
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] && desc->pool != WINED3D_POOL_SCRATCH)
|
|
{
|
|
WARN("(%p) : Tried to create not supported cube texture.\n", texture);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* Calculate levels for mip mapping */
|
|
if (desc->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("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning D3DERR_INVALIDCALL.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
}
|
|
|
|
if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
|
|
{
|
|
UINT pow2_edge_length = 1;
|
|
while (pow2_edge_length < desc->width)
|
|
pow2_edge_length <<= 1;
|
|
|
|
if (desc->width != pow2_edge_length)
|
|
{
|
|
if (desc->pool == WINED3D_POOL_SCRATCH)
|
|
{
|
|
/* SCRATCH textures cannot be used for texturing */
|
|
WARN("Creating a scratch NPOT cube texture despite lack of HW support.\n");
|
|
}
|
|
else
|
|
{
|
|
WARN("Attempted to create a NPOT cube texture (edge length %u) without GL support.\n", desc->width);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (FAILED(hr = wined3d_texture_init(texture, &texture2d_ops, 6, levels, desc,
|
|
surface_flags, device, parent, parent_ops, &texture_resource_ops)))
|
|
{
|
|
WARN("Failed to initialize texture, returning %#x\n", hr);
|
|
return hr;
|
|
}
|
|
|
|
texture->pow2_matrix[0] = 1.0f;
|
|
texture->pow2_matrix[5] = 1.0f;
|
|
texture->pow2_matrix[10] = 1.0f;
|
|
texture->pow2_matrix[15] = 1.0f;
|
|
texture->target = GL_TEXTURE_CUBE_MAP_ARB;
|
|
|
|
/* Generate all the surfaces. */
|
|
surface_desc = *desc;
|
|
surface_desc.resource_type = WINED3D_RTYPE_SURFACE;
|
|
for (i = 0; i < texture->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->level_count + i;
|
|
struct wined3d_surface *surface;
|
|
|
|
if (FAILED(hr = wined3d_surface_create(texture, &surface_desc,
|
|
cube_targets[j], i, j, surface_flags, &surface)))
|
|
{
|
|
WARN("Failed to create surface, hr %#x.\n", hr);
|
|
wined3d_texture_cleanup(texture);
|
|
return hr;
|
|
}
|
|
|
|
texture->sub_resources[idx] = &surface->resource;
|
|
TRACE("Created surface level %u @ %p.\n", i, surface);
|
|
}
|
|
surface_desc.width = max(1, surface_desc.width >> 1);
|
|
surface_desc.height = surface_desc.width;
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT texture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
|
|
UINT levels, DWORD surface_flags, struct wined3d_device *device, void *parent,
|
|
const struct wined3d_parent_ops *parent_ops)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
|
struct wined3d_resource_desc surface_desc;
|
|
UINT pow2_width, pow2_height;
|
|
unsigned int i;
|
|
HRESULT hr;
|
|
|
|
/* TODO: It should only be possible to create textures for formats
|
|
* that are reported as supported. */
|
|
if (WINED3DFMT_UNKNOWN >= desc->format)
|
|
{
|
|
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 = 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)
|
|
{
|
|
/* levels == 0 returns an error as well */
|
|
if (levels != 1)
|
|
{
|
|
if (desc->pool == WINED3D_POOL_SCRATCH)
|
|
{
|
|
WARN("Creating a scratch mipmapped NPOT texture despite lack of HW support.\n");
|
|
}
|
|
else
|
|
{
|
|
WARN("Attempted to create a mipmapped NPOT texture without unconditional NPOT support.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Calculate levels for mip mapping. */
|
|
if (desc->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("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning WINED3DERR_INVALIDCALL.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
}
|
|
|
|
if (FAILED(hr = wined3d_texture_init(texture, &texture2d_ops, 1, levels, desc,
|
|
surface_flags, device, parent, parent_ops, &texture_resource_ops)))
|
|
{
|
|
WARN("Failed to initialize texture, returning %#x.\n", hr);
|
|
return hr;
|
|
}
|
|
|
|
/* Precalculated scaling for 'faked' non power of two texture coords. */
|
|
if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT]
|
|
&& (desc->width != pow2_width || desc->height != pow2_height))
|
|
{
|
|
texture->pow2_matrix[0] = 1.0f;
|
|
texture->pow2_matrix[5] = 1.0f;
|
|
texture->pow2_matrix[10] = 1.0f;
|
|
texture->pow2_matrix[15] = 1.0f;
|
|
texture->target = GL_TEXTURE_2D;
|
|
texture->flags |= WINED3D_TEXTURE_COND_NP2;
|
|
}
|
|
else if (gl_info->supported[ARB_TEXTURE_RECTANGLE]
|
|
&& (desc->width != pow2_width || desc->height != pow2_height))
|
|
{
|
|
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);
|
|
}
|
|
else
|
|
{
|
|
if ((desc->width != pow2_width) || (desc->height != pow2_height))
|
|
{
|
|
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;
|
|
}
|
|
else
|
|
{
|
|
texture->pow2_matrix[0] = 1.0f;
|
|
texture->pow2_matrix[5] = 1.0f;
|
|
}
|
|
|
|
texture->pow2_matrix[10] = 1.0f;
|
|
texture->pow2_matrix[15] = 1.0f;
|
|
texture->target = GL_TEXTURE_2D;
|
|
}
|
|
TRACE("xf(%f) yf(%f)\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
|
|
|
|
/* Generate all the surfaces. */
|
|
surface_desc = *desc;
|
|
surface_desc.resource_type = WINED3D_RTYPE_SURFACE;
|
|
for (i = 0; i < texture->level_count; ++i)
|
|
{
|
|
struct wined3d_surface *surface;
|
|
|
|
if (FAILED(hr = wined3d_surface_create(texture, &surface_desc,
|
|
texture->target, i, 0, surface_flags, &surface)))
|
|
{
|
|
WARN("Failed to create surface, hr %#x.\n", hr);
|
|
wined3d_texture_cleanup(texture);
|
|
return hr;
|
|
}
|
|
|
|
texture->sub_resources[i] = &surface->resource;
|
|
TRACE("Created surface level %u @ %p.\n", i, surface);
|
|
/* Calculate the next mipmap level. */
|
|
surface_desc.width = max(1, surface_desc.width >> 1);
|
|
surface_desc.height = max(1, surface_desc.height >> 1);
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static void texture3d_sub_resource_load(struct wined3d_resource *sub_resource,
|
|
struct wined3d_context *context, BOOL srgb)
|
|
{
|
|
wined3d_volume_load(volume_from_resource(sub_resource), context, srgb);
|
|
}
|
|
|
|
static void texture3d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
|
|
const struct wined3d_box *dirty_region)
|
|
{
|
|
wined3d_texture_set_dirty(volume_from_resource(sub_resource)->container);
|
|
}
|
|
|
|
static void texture3d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
|
|
{
|
|
struct wined3d_volume *volume = volume_from_resource(sub_resource);
|
|
|
|
wined3d_volume_destroy(volume);
|
|
}
|
|
|
|
static void texture3d_sub_resource_invalidate_location(struct wined3d_resource *sub_resource, DWORD location)
|
|
{
|
|
struct wined3d_volume *volume = volume_from_resource(sub_resource);
|
|
|
|
wined3d_volume_invalidate_location(volume, location);
|
|
}
|
|
|
|
static void texture3d_sub_resource_validate_location(struct wined3d_resource *sub_resource, DWORD location)
|
|
{
|
|
struct wined3d_volume *volume = volume_from_resource(sub_resource);
|
|
|
|
wined3d_volume_validate_location(volume, location);
|
|
}
|
|
|
|
static void texture3d_sub_resource_upload_data(struct wined3d_resource *sub_resource,
|
|
const struct wined3d_context *context, const struct wined3d_sub_resource_data *data)
|
|
{
|
|
struct wined3d_volume *volume = volume_from_resource(sub_resource);
|
|
struct wined3d_const_bo_address addr;
|
|
unsigned int row_pitch, slice_pitch;
|
|
|
|
wined3d_volume_get_pitch(volume, &row_pitch, &slice_pitch);
|
|
if (row_pitch != data->row_pitch || slice_pitch != data->slice_pitch)
|
|
FIXME("Ignoring row/slice pitch (%u/%u).\n", data->row_pitch, data->slice_pitch);
|
|
|
|
addr.buffer_object = 0;
|
|
addr.addr = data->data;
|
|
|
|
wined3d_volume_upload_data(volume, context, &addr);
|
|
}
|
|
|
|
static void texture3d_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
|
|
{
|
|
unsigned int sub_count = texture->level_count * texture->layer_count;
|
|
const struct wined3d_format *format = texture->resource.format;
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
unsigned int i;
|
|
|
|
wined3d_texture_bind_and_dirtify(texture, context, srgb);
|
|
|
|
for (i = 0; i < sub_count; ++i)
|
|
{
|
|
struct wined3d_volume *volume = volume_from_resource(texture->sub_resources[i]);
|
|
void *mem = NULL;
|
|
|
|
if (gl_info->supported[APPLE_CLIENT_STORAGE] && !format->convert
|
|
&& volume_prepare_system_memory(volume))
|
|
{
|
|
TRACE("Enabling GL_UNPACK_CLIENT_STORAGE_APPLE for volume %p\n", volume);
|
|
gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
|
|
checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
|
|
mem = volume->resource.heap_memory;
|
|
volume->flags |= WINED3D_VFLAG_CLIENT_STORAGE;
|
|
}
|
|
|
|
GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, volume->texture_level,
|
|
srgb ? format->glGammaInternal : format->glInternal,
|
|
volume->resource.width, volume->resource.height, volume->resource.depth,
|
|
0, format->glFormat, format->glType, mem));
|
|
checkGLcall("glTexImage3D");
|
|
|
|
if (mem)
|
|
{
|
|
gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
|
|
checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
|
|
}
|
|
}
|
|
}
|
|
|
|
static const struct wined3d_texture_ops texture3d_ops =
|
|
{
|
|
texture3d_sub_resource_load,
|
|
texture3d_sub_resource_add_dirty_region,
|
|
texture3d_sub_resource_cleanup,
|
|
texture3d_sub_resource_invalidate_location,
|
|
texture3d_sub_resource_validate_location,
|
|
texture3d_sub_resource_upload_data,
|
|
texture3d_prepare_texture,
|
|
};
|
|
|
|
static HRESULT volumetexture_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
|
|
UINT levels, struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
|
struct wined3d_resource_desc volume_desc;
|
|
unsigned int i;
|
|
HRESULT hr;
|
|
|
|
/* TODO: It should only be possible to create textures for formats
|
|
* that are reported as supported. */
|
|
if (WINED3DFMT_UNKNOWN >= desc->format)
|
|
{
|
|
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 (desc->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("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning D3DERR_INVALIDCALL.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
}
|
|
|
|
if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
|
|
{
|
|
UINT pow2_w, pow2_h, pow2_d;
|
|
pow2_w = 1;
|
|
while (pow2_w < desc->width)
|
|
pow2_w <<= 1;
|
|
pow2_h = 1;
|
|
while (pow2_h < desc->height)
|
|
pow2_h <<= 1;
|
|
pow2_d = 1;
|
|
while (pow2_d < desc->depth)
|
|
pow2_d <<= 1;
|
|
|
|
if (pow2_w != desc->width || pow2_h != desc->height || pow2_d != desc->depth)
|
|
{
|
|
if (desc->pool == WINED3D_POOL_SCRATCH)
|
|
{
|
|
WARN("Creating a scratch NPOT volume texture despite lack of HW support.\n");
|
|
}
|
|
else
|
|
{
|
|
WARN("Attempted to create a NPOT volume texture (%u, %u, %u) without GL support.\n",
|
|
desc->width, desc->height, desc->depth);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (FAILED(hr = wined3d_texture_init(texture, &texture3d_ops, 1, levels, desc,
|
|
0, device, parent, parent_ops, &texture_resource_ops)))
|
|
{
|
|
WARN("Failed to initialize texture, returning %#x.\n", hr);
|
|
return hr;
|
|
}
|
|
|
|
texture->pow2_matrix[0] = 1.0f;
|
|
texture->pow2_matrix[5] = 1.0f;
|
|
texture->pow2_matrix[10] = 1.0f;
|
|
texture->pow2_matrix[15] = 1.0f;
|
|
texture->target = GL_TEXTURE_3D;
|
|
|
|
/* Generate all the surfaces. */
|
|
volume_desc = *desc;
|
|
volume_desc.resource_type = WINED3D_RTYPE_VOLUME;
|
|
for (i = 0; i < texture->level_count; ++i)
|
|
{
|
|
struct wined3d_volume *volume;
|
|
|
|
if (FAILED(hr = wined3d_volume_create(texture, &volume_desc, i, &volume)))
|
|
{
|
|
ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr);
|
|
wined3d_texture_cleanup(texture);
|
|
return hr;
|
|
}
|
|
|
|
texture->sub_resources[i] = &volume->resource;
|
|
|
|
/* Calculate the next mipmap level. */
|
|
volume_desc.width = max(1, volume_desc.width >> 1);
|
|
volume_desc.height = max(1, volume_desc.height >> 1);
|
|
volume_desc.depth = max(1, volume_desc.depth >> 1);
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct wined3d_resource_desc *desc,
|
|
UINT level_count, DWORD surface_flags, const struct wined3d_sub_resource_data *data, void *parent,
|
|
const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
|
|
{
|
|
struct wined3d_texture *object;
|
|
HRESULT hr;
|
|
|
|
TRACE("device %p, desc %p, level_count %u, surface_flags %#x, data %p, parent %p, parent_ops %p, texture %p.\n",
|
|
device, desc, level_count, surface_flags, data, parent, parent_ops, texture);
|
|
|
|
if (!level_count)
|
|
{
|
|
WARN("Invalid level count.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
|
|
return E_OUTOFMEMORY;
|
|
|
|
switch (desc->resource_type)
|
|
{
|
|
case WINED3D_RTYPE_TEXTURE:
|
|
hr = texture_init(object, desc, level_count, surface_flags, device, parent, parent_ops);
|
|
break;
|
|
|
|
case WINED3D_RTYPE_VOLUME_TEXTURE:
|
|
hr = volumetexture_init(object, desc, level_count, device, parent, parent_ops);
|
|
break;
|
|
|
|
case WINED3D_RTYPE_CUBE_TEXTURE:
|
|
hr = cubetexture_init(object, desc, level_count, surface_flags, device, parent, parent_ops);
|
|
break;
|
|
|
|
default:
|
|
ERR("Invalid resource type %s.\n", debug_d3dresourcetype(desc->resource_type));
|
|
hr = WINED3DERR_INVALIDCALL;
|
|
break;
|
|
}
|
|
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to initialize texture, returning %#x.\n", hr);
|
|
HeapFree(GetProcessHeap(), 0, object);
|
|
return hr;
|
|
}
|
|
|
|
/* FIXME: We'd like to avoid ever allocating system memory for the texture
|
|
* in this case. */
|
|
if (data)
|
|
wined3d_texture_upload_data(object, data);
|
|
|
|
TRACE("Created texture %p.\n", object);
|
|
*texture = object;
|
|
|
|
return WINED3D_OK;
|
|
}
|