1306 lines
48 KiB
C
1306 lines
48 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 2007-2008 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 "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
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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, WINED3DRESOURCETYPE resource_type, IWineD3DDeviceImpl *device,
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DWORD usage, const struct wined3d_format *format, WINED3DPOOL pool, void *parent,
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const struct wined3d_parent_ops *parent_ops, const struct wined3d_resource_ops *resource_ops)
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{
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HRESULT hr;
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hr = resource_init(&texture->resource, device, resource_type, format,
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WINED3DMULTISAMPLE_NONE, 0, usage, pool, 0, 0, 0, 0,
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parent, parent_ops, resource_ops);
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if (FAILED(hr))
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{
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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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texture->baseTexture.texture_ops = texture_ops;
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texture->baseTexture.sub_resources = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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level_count * layer_count * sizeof(*texture->baseTexture.sub_resources));
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if (!texture->baseTexture.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->baseTexture.layer_count = layer_count;
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texture->baseTexture.level_count = level_count;
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texture->baseTexture.filterType = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE;
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texture->baseTexture.LOD = 0;
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texture->baseTexture.texture_rgb.dirty = TRUE;
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texture->baseTexture.texture_srgb.dirty = TRUE;
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texture->baseTexture.is_srgb = FALSE;
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texture->baseTexture.pow2Matrix_identity = TRUE;
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if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
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{
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texture->baseTexture.minMipLookup = minMipLookup;
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texture->baseTexture.magLookup = magLookup;
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}
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else
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{
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texture->baseTexture.minMipLookup = minMipLookup_noFilter;
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texture->baseTexture.magLookup = magLookup_noFilter;
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}
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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(struct gl_texture *tex)
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{
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ENTER_GL();
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glDeleteTextures(1, &tex->name);
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LEAVE_GL();
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tex->name = 0;
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}
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static void wined3d_texture_unload(struct wined3d_texture *texture)
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{
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IWineD3DDeviceImpl *device = texture->resource.device;
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struct wined3d_context *context = NULL;
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if (texture->baseTexture.texture_rgb.name || texture->baseTexture.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->baseTexture.texture_rgb.name)
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gltexture_delete(&texture->baseTexture.texture_rgb);
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if (texture->baseTexture.texture_srgb.name)
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gltexture_delete(&texture->baseTexture.texture_srgb);
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if (context) context_release(context);
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wined3d_texture_set_dirty(texture, TRUE);
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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->baseTexture.level_count * texture->baseTexture.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->baseTexture.sub_resources[i];
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if (sub_resource)
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texture->baseTexture.texture_ops->texture_sub_resource_cleanup(sub_resource);
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}
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wined3d_texture_unload(texture);
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HeapFree(GetProcessHeap(), 0, texture->baseTexture.sub_resources);
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resource_cleanup(&texture->resource);
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}
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void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty)
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{
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texture->baseTexture.texture_rgb.dirty = dirty;
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texture->baseTexture.texture_srgb.dirty = dirty;
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}
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/* Context activation is done by the caller. */
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static HRESULT wined3d_texture_bind(struct wined3d_texture *texture,
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const struct wined3d_gl_info *gl_info, BOOL srgb, BOOL *set_surface_desc)
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{
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struct gl_texture *gl_tex;
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BOOL new_texture = FALSE;
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HRESULT hr = WINED3D_OK;
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GLenum target;
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TRACE("texture %p, srgb %#x, set_surface_desc %p.\n", texture, srgb, set_surface_desc);
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texture->baseTexture.is_srgb = srgb; /* sRGB mode cache for preload() calls outside drawprim. */
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gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, srgb);
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target = texture->baseTexture.target;
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ENTER_GL();
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/* Generate a texture name if we don't already have one. */
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if (!gl_tex->name)
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{
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*set_surface_desc = TRUE;
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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 (texture->resource.pool == WINED3DPOOL_DEFAULT)
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{
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/* Tell OpenGL to try and keep this texture in video ram (well mostly). */
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GLclampf tmp = 0.9f;
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glPrioritizeTextures(1, &gl_tex->name, &tmp);
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}
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/* Initialise the state of the texture object to the OpenGL defaults,
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* not the D3D defaults. */
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gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP;
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gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP;
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gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP;
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gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0;
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gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
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gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
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gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
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gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
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gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
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if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
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gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = TRUE;
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else
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gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = srgb;
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gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
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wined3d_texture_set_dirty(texture, TRUE);
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new_texture = TRUE;
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if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)
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{
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/* This means double binding the texture at creation, but keeps
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* the code simpler all in all, and the run-time path free from
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* additional checks. */
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glBindTexture(target, gl_tex->name);
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checkGLcall("glBindTexture");
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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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}
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else
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{
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*set_surface_desc = FALSE;
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}
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if (gl_tex->name)
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{
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glBindTexture(target, gl_tex->name);
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checkGLcall("glBindTexture");
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if (new_texture)
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{
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/* For a new texture we have to set the texture levels after
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* binding the texture. Beware that texture rectangles do not
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* support mipmapping, but set the maxmiplevel if we're relying
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* on the partial GL_ARB_texture_non_power_of_two emulation with
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* texture rectangles. (I.e., do not care about cond_np2 here,
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* just look for 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->baseTexture.level_count - 1);
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glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->baseTexture.level_count - 1);
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checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->baseTexture.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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glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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}
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}
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}
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else
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{
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ERR("This texture doesn't have an OpenGL texture assigned to it.\n");
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hr = WINED3DERR_INVALIDCALL;
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}
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LEAVE_GL();
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return hr;
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}
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/* GL locking is done by the caller */
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static void apply_wrap(const struct wined3d_gl_info *gl_info, GLenum target,
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WINED3DTEXTUREADDRESS d3d_wrap, GLenum param, BOOL cond_np2)
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{
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GLint gl_wrap;
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if (d3d_wrap < WINED3DTADDRESS_WRAP || d3d_wrap > WINED3DTADDRESS_MIRRORONCE)
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{
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FIXME("Unrecognized or unsupported WINED3DTEXTUREADDRESS %#x.\n", d3d_wrap);
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return;
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}
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/* Cubemaps are always set to clamp, regardless of the sampler state. */
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if (target == GL_TEXTURE_CUBE_MAP_ARB
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|| (cond_np2 && d3d_wrap == WINED3DTADDRESS_WRAP))
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gl_wrap = GL_CLAMP_TO_EDGE;
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else
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gl_wrap = gl_info->wrap_lookup[d3d_wrap - WINED3DTADDRESS_WRAP];
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TRACE("Setting param %#x to %#x for target %#x.\n", param, gl_wrap, target);
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glTexParameteri(target, param, gl_wrap);
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checkGLcall("glTexParameteri(target, param, gl_wrap)");
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}
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/* GL locking is done by the caller (state handler) */
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void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
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const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1],
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const struct wined3d_gl_info *gl_info)
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{
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BOOL cond_np2 = texture->baseTexture.cond_np2;
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GLenum target = texture->baseTexture.target;
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struct gl_texture *gl_tex;
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DWORD state;
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DWORD aniso;
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TRACE("texture %p, sampler_states %p.\n", texture, sampler_states);
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gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, texture->baseTexture.is_srgb);
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/* This function relies on the correct texture being bound and loaded. */
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if (sampler_states[WINED3DSAMP_ADDRESSU] != gl_tex->states[WINED3DTEXSTA_ADDRESSU])
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{
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state = sampler_states[WINED3DSAMP_ADDRESSU];
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apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_S, cond_np2);
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gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state;
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}
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if (sampler_states[WINED3DSAMP_ADDRESSV] != gl_tex->states[WINED3DTEXSTA_ADDRESSV])
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{
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state = sampler_states[WINED3DSAMP_ADDRESSV];
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apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_T, cond_np2);
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gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state;
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}
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if (sampler_states[WINED3DSAMP_ADDRESSW] != gl_tex->states[WINED3DTEXSTA_ADDRESSW])
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{
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state = sampler_states[WINED3DSAMP_ADDRESSW];
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apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_R, cond_np2);
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gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state;
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}
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if (sampler_states[WINED3DSAMP_BORDERCOLOR] != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR])
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{
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float col[4];
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state = sampler_states[WINED3DSAMP_BORDERCOLOR];
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D3DCOLORTOGLFLOAT4(state, col);
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TRACE("Setting border color for %#x to %#x.\n", target, state);
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glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &col[0]);
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checkGLcall("glTexParameterfv(..., GL_TEXTURE_BORDER_COLOR, ...)");
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gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state;
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}
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if (sampler_states[WINED3DSAMP_MAGFILTER] != gl_tex->states[WINED3DTEXSTA_MAGFILTER])
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{
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GLint gl_value;
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state = sampler_states[WINED3DSAMP_MAGFILTER];
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if (state > WINED3DTEXF_ANISOTROPIC)
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FIXME("Unrecognized or unsupported MAGFILTER* value %d.\n", state);
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gl_value = wined3d_gl_mag_filter(texture->baseTexture.magLookup,
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min(max(state, WINED3DTEXF_POINT), WINED3DTEXF_LINEAR));
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TRACE("ValueMAG=%#x setting MAGFILTER to %#x.\n", state, gl_value);
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, gl_value);
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gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state;
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}
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if ((sampler_states[WINED3DSAMP_MINFILTER] != gl_tex->states[WINED3DTEXSTA_MINFILTER]
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|| sampler_states[WINED3DSAMP_MIPFILTER] != gl_tex->states[WINED3DTEXSTA_MIPFILTER]
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|| sampler_states[WINED3DSAMP_MAXMIPLEVEL] != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL]))
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{
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GLint gl_value;
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gl_tex->states[WINED3DTEXSTA_MIPFILTER] = sampler_states[WINED3DSAMP_MIPFILTER];
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gl_tex->states[WINED3DTEXSTA_MINFILTER] = sampler_states[WINED3DSAMP_MINFILTER];
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gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = sampler_states[WINED3DSAMP_MAXMIPLEVEL];
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if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC
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|| gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_ANISOTROPIC)
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{
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FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %#x D3DSAMP_MIPFILTER value %#x.\n",
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gl_tex->states[WINED3DTEXSTA_MINFILTER],
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gl_tex->states[WINED3DTEXSTA_MIPFILTER]);
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}
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gl_value = wined3d_gl_min_mip_filter(texture->baseTexture.minMipLookup,
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min(max(sampler_states[WINED3DSAMP_MINFILTER], WINED3DTEXF_POINT), WINED3DTEXF_LINEAR),
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min(max(sampler_states[WINED3DSAMP_MIPFILTER], WINED3DTEXF_NONE), WINED3DTEXF_LINEAR));
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TRACE("ValueMIN=%#x, ValueMIP=%#x, setting MINFILTER to %#x.\n",
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sampler_states[WINED3DSAMP_MINFILTER],
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sampler_states[WINED3DSAMP_MIPFILTER], gl_value);
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, gl_value);
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checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
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if (!cond_np2)
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{
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if (gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE)
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gl_value = texture->baseTexture.LOD;
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else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= texture->baseTexture.level_count)
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gl_value = texture->baseTexture.level_count - 1;
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else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < texture->baseTexture.LOD)
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/* baseTexture.LOD is already clamped in the setter. */
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gl_value = texture->baseTexture.LOD;
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else
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gl_value = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL];
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/* Note that WINED3DSAMP_MAXMIPLEVEL specifies the largest mipmap
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* (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
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* mimap used (default 1000). So WINED3DSAMP_MAXMIPLEVEL
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* corresponds to GL_TEXTURE_BASE_LEVEL. */
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glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, gl_value);
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}
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}
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if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_ANISOTROPIC
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&& gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_ANISOTROPIC
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&& gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_ANISOTROPIC)
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|| cond_np2)
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aniso = 1;
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else
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aniso = sampler_states[WINED3DSAMP_MAXANISOTROPY];
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if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
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{
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if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
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{
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glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
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checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
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}
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else
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{
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WARN("Anisotropic filtering not supported.\n");
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}
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gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
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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_states[WINED3DSAMP_SRGBTEXTURE] != gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE])
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{
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glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
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sampler_states[WINED3DSAMP_SRGBTEXTURE] ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
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checkGLcall("glTexParameteri(GL_TEXTURE_SRGB_DECODE_EXT)");
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}
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if (!(texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
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!= !gl_tex->states[WINED3DTEXSTA_SHADOW])
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{
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if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
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{
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glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
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glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
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checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)");
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gl_tex->states[WINED3DTEXSTA_SHADOW] = TRUE;
|
|
}
|
|
else
|
|
{
|
|
glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
|
|
checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)");
|
|
gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
|
|
}
|
|
}
|
|
}
|
|
|
|
ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture)
|
|
{
|
|
ULONG refcount = InterlockedIncrement(&texture->resource.ref);
|
|
|
|
TRACE("%p increasing refcount to %u.\n", texture, refcount);
|
|
|
|
return refcount;
|
|
}
|
|
|
|
/* Do not call while under the GL lock. */
|
|
ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture)
|
|
{
|
|
ULONG 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;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_texture_set_private_data(struct wined3d_texture *texture,
|
|
REFGUID guid, const void *data, DWORD data_size, DWORD flags)
|
|
{
|
|
return resource_set_private_data(&texture->resource, guid, data, data_size, flags);
|
|
}
|
|
|
|
HRESULT CDECL wined3d_texture_get_private_data(const struct wined3d_texture *texture,
|
|
REFGUID guid, void *data, DWORD *data_size)
|
|
{
|
|
return resource_get_private_data(&texture->resource, guid, data, data_size);
|
|
}
|
|
|
|
HRESULT CDECL wined3d_texture_free_private_data(struct wined3d_texture *texture, REFGUID guid)
|
|
{
|
|
return resource_free_private_data(&texture->resource, guid);
|
|
}
|
|
|
|
DWORD CDECL wined3d_texture_set_priority(struct wined3d_texture *texture, DWORD priority)
|
|
{
|
|
return resource_set_priority(&texture->resource, priority);
|
|
}
|
|
|
|
DWORD CDECL wined3d_texture_get_priority(const struct wined3d_texture *texture)
|
|
{
|
|
return resource_get_priority(&texture->resource);
|
|
}
|
|
|
|
/* Do not call while under the GL lock. */
|
|
void CDECL wined3d_texture_preload(struct wined3d_texture *texture)
|
|
{
|
|
texture->baseTexture.texture_ops->texture_preload(texture, SRGB_ANY);
|
|
}
|
|
|
|
WINED3DRESOURCETYPE CDECL wined3d_texture_get_type(const struct wined3d_texture *texture)
|
|
{
|
|
TRACE("texture %p.\n", texture);
|
|
|
|
return texture->resource.resourceType;
|
|
}
|
|
|
|
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->baseTexture.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 != WINED3DPOOL_MANAGED)
|
|
{
|
|
TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture->resource.pool));
|
|
return 0;
|
|
}
|
|
|
|
if (lod >= texture->baseTexture.level_count)
|
|
lod = texture->baseTexture.level_count - 1;
|
|
|
|
if (texture->baseTexture.LOD != lod)
|
|
{
|
|
texture->baseTexture.LOD = lod;
|
|
|
|
texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
|
|
texture->baseTexture.texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
|
|
if (texture->baseTexture.bindCount)
|
|
IWineD3DDeviceImpl_MarkStateDirty(texture->resource.device, STATE_SAMPLER(texture->baseTexture.sampler));
|
|
}
|
|
|
|
return old;
|
|
}
|
|
|
|
DWORD CDECL wined3d_texture_get_lod(const struct wined3d_texture *texture)
|
|
{
|
|
TRACE("texture %p, returning %u.\n", texture, texture->baseTexture.LOD);
|
|
|
|
return texture->baseTexture.LOD;
|
|
}
|
|
|
|
DWORD CDECL wined3d_texture_get_level_count(const struct wined3d_texture *texture)
|
|
{
|
|
TRACE("texture %p, returning %u.\n", texture, texture->baseTexture.level_count);
|
|
|
|
return texture->baseTexture.level_count;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_texture_set_autogen_filter_type(struct wined3d_texture *texture,
|
|
WINED3DTEXTUREFILTERTYPE filter_type)
|
|
{
|
|
TRACE("texture %p, filter_type %s.\n", texture, debug_d3dtexturefiltertype(filter_type));
|
|
|
|
if (!(texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP))
|
|
{
|
|
WARN("Texture doesn't have AUTOGENMIPMAP usage.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (texture->baseTexture.filterType != filter_type)
|
|
{
|
|
GLenum target = texture->baseTexture.target;
|
|
struct wined3d_context *context;
|
|
|
|
context = context_acquire(texture->resource.device, NULL);
|
|
|
|
ENTER_GL();
|
|
glBindTexture(target, texture->baseTexture.texture_rgb.name);
|
|
checkGLcall("glBindTexture");
|
|
switch (filter_type)
|
|
{
|
|
case WINED3DTEXF_NONE:
|
|
case WINED3DTEXF_POINT:
|
|
glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST);
|
|
checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
|
|
break;
|
|
|
|
case WINED3DTEXF_LINEAR:
|
|
glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
|
|
checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
|
|
break;
|
|
|
|
default:
|
|
WARN("Unexpected filter type %#x, setting to GL_NICEST.\n", filter_type);
|
|
glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
|
|
checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
|
|
break;
|
|
}
|
|
LEAVE_GL();
|
|
|
|
context_release(context);
|
|
}
|
|
texture->baseTexture.filterType = filter_type;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
WINED3DTEXTUREFILTERTYPE CDECL wined3d_texture_get_autogen_filter_type(const struct wined3d_texture *texture)
|
|
{
|
|
TRACE("texture %p.\n", texture);
|
|
|
|
return texture->baseTexture.filterType;
|
|
}
|
|
|
|
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->baseTexture.level_count * texture->baseTexture.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->baseTexture.sub_resources[sub_resource_idx];
|
|
}
|
|
|
|
HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
|
|
UINT layer, const WINED3DBOX *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->baseTexture.level_count)))
|
|
{
|
|
WARN("Failed to get sub-resource.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
wined3d_texture_set_dirty(texture, TRUE);
|
|
texture->baseTexture.texture_ops->texture_sub_resource_add_dirty_region(sub_resource, dirty_region);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static HRESULT texture2d_bind(struct wined3d_texture *texture,
|
|
const struct wined3d_gl_info *gl_info, BOOL srgb)
|
|
{
|
|
BOOL set_gl_texture_desc;
|
|
HRESULT hr;
|
|
|
|
TRACE("texture %p, gl_info %p, srgb %#x.\n", texture, gl_info, srgb);
|
|
|
|
hr = wined3d_texture_bind(texture, gl_info, srgb, &set_gl_texture_desc);
|
|
if (set_gl_texture_desc && SUCCEEDED(hr))
|
|
{
|
|
UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
|
|
BOOL srgb_tex = !gl_info->supported[EXT_TEXTURE_SRGB_DECODE] && texture->baseTexture.is_srgb;
|
|
struct gl_texture *gl_tex;
|
|
UINT i;
|
|
|
|
gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, srgb_tex);
|
|
|
|
for (i = 0; i < sub_count; ++i)
|
|
{
|
|
IWineD3DSurfaceImpl *surface = surface_from_resource(texture->baseTexture.sub_resources[i]);
|
|
surface_set_texture_name(surface, gl_tex->name, srgb_tex);
|
|
}
|
|
|
|
/* Conditinal non power of two textures use a different clamping
|
|
* default. If we're using the GL_WINE_normalized_texrect partial
|
|
* driver emulation, we're dealing with a GL_TEXTURE_2D texture which
|
|
* has the address mode set to repeat - something that prevents us
|
|
* from hitting the accelerated codepath. Thus manually set the GL
|
|
* state. The same applies to filtering. Even if the texture has only
|
|
* one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
|
|
* fallback on macos. */
|
|
if (texture->baseTexture.cond_np2)
|
|
{
|
|
GLenum target = texture->baseTexture.target;
|
|
|
|
ENTER_GL();
|
|
glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
|
|
glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
|
|
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
checkGLcall("glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
|
|
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
checkGLcall("glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
|
|
LEAVE_GL();
|
|
gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_CLAMP;
|
|
gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_CLAMP;
|
|
gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
|
|
gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
|
|
gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
|
|
}
|
|
}
|
|
|
|
return hr;
|
|
}
|
|
|
|
/* Do not call while under the GL lock. */
|
|
static void texture2d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb)
|
|
{
|
|
UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
|
|
IWineD3DDeviceImpl *device = texture->resource.device;
|
|
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
|
struct wined3d_context *context = NULL;
|
|
struct gl_texture *gl_tex;
|
|
BOOL srgb_mode;
|
|
UINT i;
|
|
|
|
TRACE("texture %p, srgb %#x.\n", texture, srgb);
|
|
|
|
switch (srgb)
|
|
{
|
|
case SRGB_RGB:
|
|
srgb_mode = FALSE;
|
|
break;
|
|
|
|
case SRGB_BOTH:
|
|
texture2d_preload(texture, SRGB_RGB);
|
|
/* Fallthrough */
|
|
case SRGB_SRGB:
|
|
srgb_mode = TRUE;
|
|
break;
|
|
|
|
default:
|
|
srgb_mode = texture->baseTexture.is_srgb;
|
|
break;
|
|
}
|
|
|
|
gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, srgb_mode);
|
|
|
|
if (!device->isInDraw)
|
|
{
|
|
/* No danger of recursive calls, context_acquire() sets isInDraw to TRUE
|
|
* when loading offscreen render targets into the texture. */
|
|
context = context_acquire(device, NULL);
|
|
}
|
|
|
|
if (texture->resource.format->id == WINED3DFMT_P8_UINT
|
|
|| texture->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
|
|
{
|
|
for (i = 0; i < sub_count; ++i)
|
|
{
|
|
IWineD3DSurfaceImpl *surface = surface_from_resource(texture->baseTexture.sub_resources[i]);
|
|
|
|
if (palette9_changed(surface))
|
|
{
|
|
TRACE("Reloading surface %p because the d3d8/9 palette was changed.\n", surface);
|
|
/* TODO: This is not necessarily needed with hw palettized texture support. */
|
|
surface_load_location(surface, SFLAG_INSYSMEM, NULL);
|
|
/* Make sure the texture is reloaded because of the palette
|
|
* change, this kills performance though :( */
|
|
surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (gl_tex->dirty)
|
|
{
|
|
/* Reload the surfaces if the texture is marked dirty. */
|
|
for (i = 0; i < sub_count; ++i)
|
|
{
|
|
surface_load(surface_from_resource(texture->baseTexture.sub_resources[i]), srgb_mode);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TRACE("Texture %p not dirty, nothing to do.\n", texture);
|
|
}
|
|
|
|
/* No longer dirty. */
|
|
gl_tex->dirty = FALSE;
|
|
|
|
if (context) context_release(context);
|
|
}
|
|
|
|
static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
|
|
const WINED3DBOX *dirty_region)
|
|
{
|
|
surface_add_dirty_rect(surface_from_resource(sub_resource), dirty_region);
|
|
}
|
|
|
|
static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
|
|
{
|
|
IWineD3DSurfaceImpl *surface = surface_from_resource(sub_resource);
|
|
|
|
/* Clean out the texture name we gave to the surface so that the
|
|
* surface doesn't try and release it. */
|
|
surface_set_texture_name(surface, 0, TRUE);
|
|
surface_set_texture_name(surface, 0, FALSE);
|
|
surface_set_texture_target(surface, 0);
|
|
surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
|
|
IWineD3DSurface_Release((IWineD3DSurface *)surface);
|
|
}
|
|
|
|
/* Do not call while under the GL lock. */
|
|
static void texture2d_unload(struct wined3d_resource *resource)
|
|
{
|
|
struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
|
|
UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
|
|
UINT i;
|
|
|
|
TRACE("texture %p.\n", texture);
|
|
|
|
for (i = 0; i < sub_count; ++i)
|
|
{
|
|
struct wined3d_resource *sub_resource = texture->baseTexture.sub_resources[i];
|
|
IWineD3DSurfaceImpl *surface = surface_from_resource(sub_resource);
|
|
|
|
sub_resource->resource_ops->resource_unload(sub_resource);
|
|
surface_set_texture_name(surface, 0, FALSE); /* Delete RGB name */
|
|
surface_set_texture_name(surface, 0, TRUE); /* Delete sRGB name */
|
|
}
|
|
|
|
wined3d_texture_unload(texture);
|
|
}
|
|
|
|
static const struct wined3d_texture_ops texture2d_ops =
|
|
{
|
|
texture2d_bind,
|
|
texture2d_preload,
|
|
texture2d_sub_resource_add_dirty_region,
|
|
texture2d_sub_resource_cleanup,
|
|
};
|
|
|
|
static const struct wined3d_resource_ops texture2d_resource_ops =
|
|
{
|
|
texture2d_unload,
|
|
};
|
|
|
|
HRESULT cubetexture_init(struct wined3d_texture *texture, UINT edge_length, UINT levels,
|
|
IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
|
|
void *parent, const struct wined3d_parent_ops *parent_ops)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
|
const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
|
|
UINT pow2_edge_length;
|
|
unsigned int i, j;
|
|
UINT tmp_w;
|
|
HRESULT hr;
|
|
|
|
/* TODO: It should only be possible to create textures for formats
|
|
* that are reported as supported. */
|
|
if (WINED3DFMT_UNKNOWN >= format_id)
|
|
{
|
|
WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && pool != WINED3DPOOL_SCRATCH)
|
|
{
|
|
WARN("(%p) : Tried to create not supported cube texture.\n", texture);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* Calculate levels for mip mapping */
|
|
if (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("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
levels = 1;
|
|
}
|
|
else if (!levels)
|
|
{
|
|
levels = wined3d_log2i(edge_length) + 1;
|
|
TRACE("Calculated levels = %u.\n", levels);
|
|
}
|
|
|
|
hr = wined3d_texture_init(texture, &texture2d_ops, 6, levels,
|
|
WINED3DRTYPE_CUBETEXTURE, device, usage, format, pool,
|
|
parent, parent_ops, &texture2d_resource_ops);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to initialize texture, returning %#x\n", hr);
|
|
return hr;
|
|
}
|
|
|
|
/* Find the nearest pow2 match. */
|
|
pow2_edge_length = 1;
|
|
while (pow2_edge_length < edge_length) pow2_edge_length <<= 1;
|
|
|
|
if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || (edge_length == pow2_edge_length))
|
|
{
|
|
/* Precalculated scaling for 'faked' non power of two texture coords. */
|
|
texture->baseTexture.pow2Matrix[0] = 1.0f;
|
|
texture->baseTexture.pow2Matrix[5] = 1.0f;
|
|
texture->baseTexture.pow2Matrix[10] = 1.0f;
|
|
texture->baseTexture.pow2Matrix[15] = 1.0f;
|
|
}
|
|
else
|
|
{
|
|
/* Precalculated scaling for 'faked' non power of two texture coords. */
|
|
texture->baseTexture.pow2Matrix[0] = ((float)edge_length) / ((float)pow2_edge_length);
|
|
texture->baseTexture.pow2Matrix[5] = ((float)edge_length) / ((float)pow2_edge_length);
|
|
texture->baseTexture.pow2Matrix[10] = ((float)edge_length) / ((float)pow2_edge_length);
|
|
texture->baseTexture.pow2Matrix[15] = 1.0f;
|
|
texture->baseTexture.pow2Matrix_identity = FALSE;
|
|
}
|
|
texture->baseTexture.target = GL_TEXTURE_CUBE_MAP_ARB;
|
|
|
|
/* Generate all the surfaces. */
|
|
tmp_w = edge_length;
|
|
for (i = 0; i < texture->baseTexture.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->baseTexture.level_count + i;
|
|
IWineD3DSurface *surface;
|
|
|
|
hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_w,
|
|
format_id, usage, pool, i /* Level */, j, &surface);
|
|
if (FAILED(hr))
|
|
{
|
|
FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
|
|
wined3d_texture_cleanup(texture);
|
|
return hr;
|
|
}
|
|
|
|
surface_set_container((IWineD3DSurfaceImpl *)surface, WINED3D_CONTAINER_TEXTURE, texture);
|
|
surface_set_texture_target((IWineD3DSurfaceImpl *)surface, cube_targets[j]);
|
|
texture->baseTexture.sub_resources[idx] = &((IWineD3DSurfaceImpl *)surface)->resource;
|
|
TRACE("Created surface level %u @ %p.\n", i, surface);
|
|
}
|
|
tmp_w = max(1, tmp_w >> 1);
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT texture_init(struct wined3d_texture *texture, UINT width, UINT height, UINT levels,
|
|
IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
|
|
void *parent, const struct wined3d_parent_ops *parent_ops)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
|
const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
|
|
UINT pow2_width, pow2_height;
|
|
UINT tmp_w, tmp_h;
|
|
unsigned int i;
|
|
HRESULT hr;
|
|
|
|
/* TODO: It should only be possible to create textures for formats
|
|
* that are reported as supported. */
|
|
if (WINED3DFMT_UNKNOWN >= format_id)
|
|
{
|
|
WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* Non-power2 support. */
|
|
if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
|
|
{
|
|
pow2_width = width;
|
|
pow2_height = height;
|
|
}
|
|
else
|
|
{
|
|
/* Find the nearest pow2 match. */
|
|
pow2_width = pow2_height = 1;
|
|
while (pow2_width < width) pow2_width <<= 1;
|
|
while (pow2_height < height) pow2_height <<= 1;
|
|
|
|
if (pow2_width != width || pow2_height != height)
|
|
{
|
|
if (levels > 1)
|
|
{
|
|
WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
levels = 1;
|
|
}
|
|
}
|
|
|
|
/* Calculate levels for mip mapping. */
|
|
if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
|
|
{
|
|
if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
|
|
{
|
|
WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (levels > 1)
|
|
{
|
|
WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
levels = 1;
|
|
}
|
|
else if (!levels)
|
|
{
|
|
levels = wined3d_log2i(max(width, height)) + 1;
|
|
TRACE("Calculated levels = %u.\n", levels);
|
|
}
|
|
|
|
hr = wined3d_texture_init(texture, &texture2d_ops, 1, levels,
|
|
WINED3DRTYPE_TEXTURE, device, usage, format, pool,
|
|
parent, parent_ops, &texture2d_resource_ops);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to initialize texture, returning %#x.\n", hr);
|
|
return hr;
|
|
}
|
|
|
|
/* Precalculated scaling for 'faked' non power of two texture coords.
|
|
* Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
|
|
* is used in combination with texture uploads (RTL_READTEX). The reason is that EXT_PALETTED_TEXTURE
|
|
* doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
|
|
if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] && (width != pow2_width || height != pow2_height))
|
|
{
|
|
texture->baseTexture.pow2Matrix[0] = 1.0f;
|
|
texture->baseTexture.pow2Matrix[5] = 1.0f;
|
|
texture->baseTexture.pow2Matrix[10] = 1.0f;
|
|
texture->baseTexture.pow2Matrix[15] = 1.0f;
|
|
texture->baseTexture.target = GL_TEXTURE_2D;
|
|
texture->baseTexture.cond_np2 = TRUE;
|
|
texture->baseTexture.minMipLookup = minMipLookup_noFilter;
|
|
}
|
|
else if (gl_info->supported[ARB_TEXTURE_RECTANGLE] && (width != pow2_width || height != pow2_height)
|
|
&& !(format->id == WINED3DFMT_P8_UINT && gl_info->supported[EXT_PALETTED_TEXTURE]
|
|
&& wined3d_settings.rendertargetlock_mode == RTL_READTEX))
|
|
{
|
|
if ((width != 1) || (height != 1)) texture->baseTexture.pow2Matrix_identity = FALSE;
|
|
|
|
texture->baseTexture.pow2Matrix[0] = (float)width;
|
|
texture->baseTexture.pow2Matrix[5] = (float)height;
|
|
texture->baseTexture.pow2Matrix[10] = 1.0f;
|
|
texture->baseTexture.pow2Matrix[15] = 1.0f;
|
|
texture->baseTexture.target = GL_TEXTURE_RECTANGLE_ARB;
|
|
texture->baseTexture.cond_np2 = TRUE;
|
|
|
|
if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
|
|
{
|
|
texture->baseTexture.minMipLookup = minMipLookup_noMip;
|
|
}
|
|
else
|
|
{
|
|
texture->baseTexture.minMipLookup = minMipLookup_noFilter;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ((width != pow2_width) || (height != pow2_height))
|
|
{
|
|
texture->baseTexture.pow2Matrix_identity = FALSE;
|
|
texture->baseTexture.pow2Matrix[0] = (((float)width) / ((float)pow2_width));
|
|
texture->baseTexture.pow2Matrix[5] = (((float)height) / ((float)pow2_height));
|
|
}
|
|
else
|
|
{
|
|
texture->baseTexture.pow2Matrix[0] = 1.0f;
|
|
texture->baseTexture.pow2Matrix[5] = 1.0f;
|
|
}
|
|
|
|
texture->baseTexture.pow2Matrix[10] = 1.0f;
|
|
texture->baseTexture.pow2Matrix[15] = 1.0f;
|
|
texture->baseTexture.target = GL_TEXTURE_2D;
|
|
texture->baseTexture.cond_np2 = FALSE;
|
|
}
|
|
TRACE("xf(%f) yf(%f)\n", texture->baseTexture.pow2Matrix[0], texture->baseTexture.pow2Matrix[5]);
|
|
|
|
/* Generate all the surfaces. */
|
|
tmp_w = width;
|
|
tmp_h = height;
|
|
for (i = 0; i < texture->baseTexture.level_count; ++i)
|
|
{
|
|
IWineD3DSurface *surface;
|
|
|
|
/* Use the callback to create the texture surface. */
|
|
hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_h,
|
|
format->id, usage, pool, i, 0, &surface);
|
|
if (FAILED(hr))
|
|
{
|
|
FIXME("Failed to create surface %p, hr %#x\n", texture, hr);
|
|
wined3d_texture_cleanup(texture);
|
|
return hr;
|
|
}
|
|
|
|
surface_set_container((IWineD3DSurfaceImpl *)surface, WINED3D_CONTAINER_TEXTURE, texture);
|
|
surface_set_texture_target((IWineD3DSurfaceImpl *)surface, texture->baseTexture.target);
|
|
texture->baseTexture.sub_resources[i] = &((IWineD3DSurfaceImpl *)surface)->resource;
|
|
TRACE("Created surface level %u @ %p.\n", i, surface);
|
|
/* Calculate the next mipmap level. */
|
|
tmp_w = max(1, tmp_w >> 1);
|
|
tmp_h = max(1, tmp_h >> 1);
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static HRESULT texture3d_bind(struct wined3d_texture *texture,
|
|
const struct wined3d_gl_info *gl_info, BOOL srgb)
|
|
{
|
|
BOOL dummy;
|
|
|
|
TRACE("texture %p, gl_info %p, srgb %#x.\n", texture, gl_info, srgb);
|
|
|
|
return wined3d_texture_bind(texture, gl_info, srgb, &dummy);
|
|
}
|
|
|
|
/* Do not call while under the GL lock. */
|
|
static void texture3d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb)
|
|
{
|
|
IWineD3DDeviceImpl *device = texture->resource.device;
|
|
struct wined3d_context *context = NULL;
|
|
BOOL srgb_mode = texture->baseTexture.is_srgb;
|
|
BOOL srgb_was_toggled = FALSE;
|
|
unsigned int i;
|
|
|
|
TRACE("texture %p, srgb %#x.\n", texture, srgb);
|
|
|
|
if (!device->isInDraw)
|
|
context = context_acquire(device, NULL);
|
|
else if (texture->baseTexture.bindCount > 0)
|
|
{
|
|
srgb_mode = device->stateBlock->state.sampler_states[texture->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
|
|
srgb_was_toggled = texture->baseTexture.is_srgb != srgb_mode;
|
|
texture->baseTexture.is_srgb = srgb_mode;
|
|
}
|
|
|
|
/* If the texture is marked dirty or the sRGB sampler setting has changed
|
|
* since the last load then reload the volumes. */
|
|
if (texture->baseTexture.texture_rgb.dirty)
|
|
{
|
|
for (i = 0; i < texture->baseTexture.level_count; ++i)
|
|
{
|
|
volume_load(volume_from_resource(texture->baseTexture.sub_resources[i]), i, srgb_mode);
|
|
}
|
|
}
|
|
else if (srgb_was_toggled)
|
|
{
|
|
for (i = 0; i < texture->baseTexture.level_count; ++i)
|
|
{
|
|
IWineD3DVolumeImpl *volume = volume_from_resource(texture->baseTexture.sub_resources[i]);
|
|
volume_add_dirty_box(volume, NULL);
|
|
volume_load(volume, i, srgb_mode);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TRACE("Texture %p not dirty, nothing to do.\n", texture);
|
|
}
|
|
|
|
if (context)
|
|
context_release(context);
|
|
|
|
/* No longer dirty */
|
|
texture->baseTexture.texture_rgb.dirty = FALSE;
|
|
}
|
|
|
|
static void texture3d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
|
|
const WINED3DBOX *dirty_region)
|
|
{
|
|
volume_add_dirty_box(volume_from_resource(sub_resource), dirty_region);
|
|
}
|
|
|
|
static void texture3d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
|
|
{
|
|
IWineD3DVolumeImpl *volume = volume_from_resource(sub_resource);
|
|
|
|
/* Cleanup the container. */
|
|
volume_set_container(volume, NULL);
|
|
IWineD3DVolume_Release((IWineD3DVolume *)volume);
|
|
}
|
|
|
|
/* Do not call while under the GL lock. */
|
|
static void texture3d_unload(struct wined3d_resource *resource)
|
|
{
|
|
struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
|
|
UINT i;
|
|
|
|
TRACE("texture %p.\n", texture);
|
|
|
|
for (i = 0; i < texture->baseTexture.level_count; ++i)
|
|
{
|
|
struct wined3d_resource *sub_resource = texture->baseTexture.sub_resources[i];
|
|
sub_resource->resource_ops->resource_unload(sub_resource);
|
|
}
|
|
|
|
wined3d_texture_unload(texture);
|
|
}
|
|
|
|
static const struct wined3d_texture_ops texture3d_ops =
|
|
{
|
|
texture3d_bind,
|
|
texture3d_preload,
|
|
texture3d_sub_resource_add_dirty_region,
|
|
texture3d_sub_resource_cleanup,
|
|
};
|
|
|
|
static const struct wined3d_resource_ops texture3d_resource_ops =
|
|
{
|
|
texture3d_unload,
|
|
};
|
|
|
|
HRESULT volumetexture_init(struct wined3d_texture *texture, UINT width, UINT height,
|
|
UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id,
|
|
WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
|
const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
|
|
UINT tmp_w, tmp_h, tmp_d;
|
|
unsigned int i;
|
|
HRESULT hr;
|
|
|
|
/* TODO: It should only be possible to create textures for formats
|
|
* that are reported as supported. */
|
|
if (WINED3DFMT_UNKNOWN >= format_id)
|
|
{
|
|
WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
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 (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("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
levels = 1;
|
|
}
|
|
else if (!levels)
|
|
{
|
|
levels = wined3d_log2i(max(max(width, height), depth)) + 1;
|
|
TRACE("Calculated levels = %u.\n", levels);
|
|
}
|
|
|
|
hr = wined3d_texture_init(texture, &texture3d_ops, 1, levels,
|
|
WINED3DRTYPE_VOLUMETEXTURE, device, usage, format, pool,
|
|
parent, parent_ops, &texture3d_resource_ops);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to initialize texture, returning %#x.\n", hr);
|
|
return hr;
|
|
}
|
|
|
|
/* Is NP2 support for volumes needed? */
|
|
texture->baseTexture.pow2Matrix[0] = 1.0f;
|
|
texture->baseTexture.pow2Matrix[5] = 1.0f;
|
|
texture->baseTexture.pow2Matrix[10] = 1.0f;
|
|
texture->baseTexture.pow2Matrix[15] = 1.0f;
|
|
texture->baseTexture.target = GL_TEXTURE_3D;
|
|
|
|
/* Generate all the surfaces. */
|
|
tmp_w = width;
|
|
tmp_h = height;
|
|
tmp_d = depth;
|
|
|
|
for (i = 0; i < texture->baseTexture.level_count; ++i)
|
|
{
|
|
IWineD3DVolume *volume;
|
|
|
|
/* Create the volume. */
|
|
hr = IWineD3DDeviceParent_CreateVolume(device->device_parent, parent,
|
|
tmp_w, tmp_h, tmp_d, format_id, pool, usage, &volume);
|
|
if (FAILED(hr))
|
|
{
|
|
ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr);
|
|
wined3d_texture_cleanup(texture);
|
|
return hr;
|
|
}
|
|
|
|
/* Set its container to this texture. */
|
|
volume_set_container((IWineD3DVolumeImpl *)volume, texture);
|
|
texture->baseTexture.sub_resources[i] = &((IWineD3DVolumeImpl *)volume)->resource;
|
|
|
|
/* Calculate the next mipmap level. */
|
|
tmp_w = max(1, tmp_w >> 1);
|
|
tmp_h = max(1, tmp_h >> 1);
|
|
tmp_d = max(1, tmp_d >> 1);
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|