| /* |
| * IWineD3DBaseTexture Implementation |
| * |
| * Copyright 2002-2004 Jason Edmeades |
| * Copyright 2002-2004 Raphael Junqueira |
| * Copyright 2005 Oliver Stieber |
| * Copyright 2007-2008 Stefan Dösinger for CodeWeavers |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| */ |
| |
| #include "config.h" |
| #include "wined3d_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture); |
| #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info |
| |
| HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type, |
| IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc, |
| WINED3DPOOL pool, IUnknown *parent) |
| { |
| HRESULT hr; |
| |
| hr = resource_init((IWineD3DResource *)texture, resource_type, device, size, usage, format_desc, pool, parent); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to initialize resource, returning %#x\n", hr); |
| return hr; |
| } |
| |
| texture->baseTexture.levels = levels; |
| texture->baseTexture.filterType = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE; |
| texture->baseTexture.LOD = 0; |
| texture->baseTexture.dirty = TRUE; |
| texture->baseTexture.srgbDirty = TRUE; |
| texture->baseTexture.is_srgb = FALSE; |
| texture->baseTexture.pow2Matrix_identity = TRUE; |
| |
| return WINED3D_OK; |
| } |
| |
| void basetexture_cleanup(IWineD3DBaseTexture *iface) |
| { |
| basetexture_unload(iface); |
| resource_cleanup((IWineD3DResource *)iface); |
| } |
| |
| void basetexture_unload(IWineD3DBaseTexture *iface) |
| { |
| IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; |
| IWineD3DDeviceImpl *device = This->resource.wineD3DDevice; |
| |
| if(This->baseTexture.textureName) { |
| ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD); |
| ENTER_GL(); |
| glDeleteTextures(1, &This->baseTexture.textureName); |
| This->baseTexture.textureName = 0; |
| LEAVE_GL(); |
| } |
| |
| if(This->baseTexture.srgbTextureName) { |
| ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD); |
| ENTER_GL(); |
| glDeleteTextures(1, &This->baseTexture.srgbTextureName); |
| This->baseTexture.srgbTextureName = 0; |
| LEAVE_GL(); |
| } |
| This->baseTexture.dirty = TRUE; |
| This->baseTexture.srgbDirty = TRUE; |
| } |
| |
| /* There is no OpenGL equivalent of setLOD, getLOD. All they do anyway is prioritize texture loading |
| * so just pretend that they work unless something really needs a failure. */ |
| DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew) |
| { |
| IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; |
| |
| if (This->resource.pool != WINED3DPOOL_MANAGED) { |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if(LODNew >= This->baseTexture.levels) |
| LODNew = This->baseTexture.levels - 1; |
| This->baseTexture.LOD = LODNew; |
| |
| TRACE("(%p) : set bogus LOD to %d\n", This, This->baseTexture.LOD); |
| |
| return This->baseTexture.LOD; |
| } |
| |
| DWORD basetexture_get_lod(IWineD3DBaseTexture *iface) |
| { |
| IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; |
| |
| if (This->resource.pool != WINED3DPOOL_MANAGED) { |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| TRACE("(%p) : returning %d\n", This, This->baseTexture.LOD); |
| |
| return This->baseTexture.LOD; |
| } |
| |
| DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface) |
| { |
| IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; |
| TRACE("(%p) : returning %d\n", This, This->baseTexture.levels); |
| return This->baseTexture.levels; |
| } |
| |
| HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) |
| { |
| IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; |
| IWineD3DDeviceImpl *device = This->resource.wineD3DDevice; |
| UINT textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface); |
| |
| if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) { |
| TRACE("(%p) : returning invalid call\n", This); |
| return WINED3DERR_INVALIDCALL; |
| } |
| if(This->baseTexture.filterType != FilterType) { |
| /* What about multithreading? Do we want all the context overhead just to set this value? |
| * Or should we delay the applying until the texture is used for drawing? For now, apply |
| * immediately. |
| */ |
| ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD); |
| ENTER_GL(); |
| glBindTexture(textureDimensions, This->baseTexture.textureName); |
| checkGLcall("glBindTexture"); |
| switch(FilterType) { |
| case WINED3DTEXF_NONE: |
| case WINED3DTEXF_POINT: |
| glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST); |
| checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)"); |
| |
| break; |
| case WINED3DTEXF_LINEAR: |
| glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST); |
| checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)"); |
| |
| break; |
| default: |
| WARN("Unexpected filter type %d, setting to GL_NICEST\n", FilterType); |
| glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST); |
| checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)"); |
| } |
| LEAVE_GL(); |
| } |
| This->baseTexture.filterType = FilterType; |
| TRACE("(%p) :\n", This); |
| return WINED3D_OK; |
| } |
| |
| WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface) |
| { |
| IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; |
| FIXME("(%p) : stub\n", This); |
| if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) { |
| return WINED3DTEXF_NONE; |
| } |
| return This->baseTexture.filterType; |
| } |
| |
| void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface) |
| { |
| IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; |
| /* TODO: implement filters using GL_SGI_generate_mipmaps http://oss.sgi.com/projects/ogl-sample/registry/SGIS/generate_mipmap.txt */ |
| FIXME("(%p) : stub\n", This); |
| return ; |
| } |
| |
| BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty) |
| { |
| BOOL old; |
| IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; |
| old = This->baseTexture.dirty || This->baseTexture.srgbDirty; |
| This->baseTexture.dirty = dirty; |
| This->baseTexture.srgbDirty = dirty; |
| return old; |
| } |
| |
| BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface) |
| { |
| IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; |
| return This->baseTexture.dirty || This->baseTexture.srgbDirty; |
| } |
| |
| HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc) |
| { |
| IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; |
| HRESULT hr = WINED3D_OK; |
| UINT textureDimensions; |
| BOOL isNewTexture = FALSE; |
| GLuint *texture; |
| DWORD *states; |
| TRACE("(%p) : About to bind texture\n", This); |
| |
| This->baseTexture.is_srgb = srgb; /* SRGB mode cache for PreLoad calls outside drawprim */ |
| if(srgb) { |
| texture = &This->baseTexture.srgbTextureName; |
| states = This->baseTexture.srgbstates; |
| } else { |
| texture = &This->baseTexture.textureName; |
| states = This->baseTexture.states; |
| } |
| |
| textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface); |
| ENTER_GL(); |
| /* Generate a texture name if we don't already have one */ |
| if (*texture == 0) { |
| *set_surface_desc = TRUE; |
| glGenTextures(1, texture); |
| checkGLcall("glGenTextures"); |
| TRACE("Generated texture %d\n", *texture); |
| if (This->resource.pool == WINED3DPOOL_DEFAULT) { |
| /* Tell opengl to try and keep this texture in video ram (well mostly) */ |
| GLclampf tmp; |
| tmp = 0.9f; |
| glPrioritizeTextures(1, texture, &tmp); |
| |
| } |
| /* Initialise the state of the texture object |
| to the openGL defaults, not the directx defaults */ |
| states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP; |
| states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP; |
| states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP; |
| states[WINED3DTEXSTA_BORDERCOLOR] = 0; |
| states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR; |
| states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */ |
| states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */ |
| states[WINED3DTEXSTA_MAXMIPLEVEL] = 0; |
| states[WINED3DTEXSTA_MAXANISOTROPY] = 0; |
| states[WINED3DTEXSTA_SRGBTEXTURE] = 0; |
| states[WINED3DTEXSTA_ELEMENTINDEX] = 0; |
| states[WINED3DTEXSTA_DMAPOFFSET] = 0; |
| states[WINED3DTEXSTA_TSSADDRESSW] = WINED3DTADDRESS_WRAP; |
| IWineD3DBaseTexture_SetDirty(iface, TRUE); |
| isNewTexture = TRUE; |
| |
| if(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) { |
| /* This means double binding the texture at creation, but keeps the code simpler all |
| * in all, and the run-time path free from additional checks |
| */ |
| glBindTexture(textureDimensions, *texture); |
| checkGLcall("glBindTexture"); |
| glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE); |
| checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)"); |
| } |
| } else { |
| *set_surface_desc = FALSE; |
| } |
| |
| /* Bind the texture */ |
| if (*texture != 0) { |
| glBindTexture(textureDimensions, *texture); |
| checkGLcall("glBindTexture"); |
| if (isNewTexture) { |
| /* For a new texture we have to set the textures levels after binding the texture. |
| * In theory this is all we should ever have to do, but because ATI's drivers are broken, we |
| * also need to set the texture dimensions before the texture is set |
| * Beware that texture rectangles do not support mipmapping, but set the maxmiplevel if we're |
| * relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles |
| * (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB) |
| */ |
| if(textureDimensions != GL_TEXTURE_RECTANGLE_ARB) { |
| TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1); |
| glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1); |
| checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)"); |
| } |
| if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) { |
| /* Cubemaps are always set to clamp, regardless of the sampler state. */ |
| glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); |
| } |
| } |
| } else { /* this only happened if we've run out of openGL textures */ |
| WARN("This texture doesn't have an openGL texture assigned to it\n"); |
| hr = WINED3DERR_INVALIDCALL; |
| } |
| |
| LEAVE_GL(); |
| return hr; |
| } |
| |
| /* GL locking is done by the caller */ |
| static inline void apply_wrap(const GLint textureDimensions, const DWORD state, const GLint type, |
| BOOL cond_np2) { |
| GLint wrapParm; |
| |
| if (state < minLookup[WINELOOKUP_WARPPARAM] || state > maxLookup[WINELOOKUP_WARPPARAM]) { |
| FIXME("Unrecognized or unsupported WINED3DTADDRESS_U value %d\n", state); |
| } else { |
| if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) { |
| /* Cubemaps are always set to clamp, regardless of the sampler state. */ |
| wrapParm = GL_CLAMP_TO_EDGE; |
| } else if(cond_np2) { |
| if(state == WINED3DTADDRESS_WRAP) { |
| wrapParm = GL_CLAMP_TO_EDGE; |
| } else { |
| wrapParm = stateLookup[WINELOOKUP_WARPPARAM][state - minLookup[WINELOOKUP_WARPPARAM]]; |
| } |
| } else { |
| wrapParm = stateLookup[WINELOOKUP_WARPPARAM][state - minLookup[WINELOOKUP_WARPPARAM]]; |
| } |
| TRACE("Setting WRAP_S to %d for %x\n", wrapParm, textureDimensions); |
| glTexParameteri(textureDimensions, type, wrapParm); |
| checkGLcall("glTexParameteri(..., type, wrapParm)"); |
| } |
| } |
| |
| /* GL locking is done by the caller (state handler) */ |
| void basetexture_apply_state_changes(IWineD3DBaseTexture *iface, |
| const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], |
| const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) |
| { |
| IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; |
| DWORD state, *states; |
| GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface); |
| BOOL cond_np2 = IWineD3DBaseTexture_IsCondNP2(iface); |
| |
| TRACE("iface %p, textureStates %p, samplerStates %p\n", iface, textureStates, samplerStates); |
| |
| if(This->baseTexture.is_srgb) { |
| states = This->baseTexture.srgbstates; |
| } else { |
| states = This->baseTexture.states; |
| } |
| |
| /* This function relies on the correct texture being bound and loaded. */ |
| |
| if(samplerStates[WINED3DSAMP_ADDRESSU] != states[WINED3DTEXSTA_ADDRESSU]) { |
| state = samplerStates[WINED3DSAMP_ADDRESSU]; |
| apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_S, cond_np2); |
| states[WINED3DTEXSTA_ADDRESSU] = state; |
| } |
| |
| if(samplerStates[WINED3DSAMP_ADDRESSV] != states[WINED3DTEXSTA_ADDRESSV]) { |
| state = samplerStates[WINED3DSAMP_ADDRESSV]; |
| apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_T, cond_np2); |
| states[WINED3DTEXSTA_ADDRESSV] = state; |
| } |
| |
| if(samplerStates[WINED3DSAMP_ADDRESSW] != states[WINED3DTEXSTA_ADDRESSW]) { |
| state = samplerStates[WINED3DSAMP_ADDRESSW]; |
| apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_R, cond_np2); |
| states[WINED3DTEXSTA_ADDRESSW] = state; |
| } |
| |
| if(samplerStates[WINED3DSAMP_BORDERCOLOR] != states[WINED3DTEXSTA_BORDERCOLOR]) { |
| float col[4]; |
| |
| state = samplerStates[WINED3DSAMP_BORDERCOLOR]; |
| D3DCOLORTOGLFLOAT4(state, col); |
| TRACE("Setting border color for %u to %x\n", textureDimensions, state); |
| glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]); |
| checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)"); |
| states[WINED3DTEXSTA_BORDERCOLOR] = state; |
| } |
| |
| if(samplerStates[WINED3DSAMP_MAGFILTER] != states[WINED3DTEXSTA_MAGFILTER]) { |
| GLint glValue; |
| state = samplerStates[WINED3DSAMP_MAGFILTER]; |
| if (state > WINED3DTEXF_ANISOTROPIC) { |
| FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state); |
| } else { |
| glValue = This->baseTexture.magLookup[state - WINED3DTEXF_NONE]; |
| TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state, glValue); |
| glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue); |
| /* We need to reset the Anisotropic filtering state when we change the mag filter to WINED3DTEXF_ANISOTROPIC (this seems a bit weird, check the documentation to see how it should be switched off. */ |
| if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && WINED3DTEXF_ANISOTROPIC == state && |
| !cond_np2) { |
| glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, samplerStates[WINED3DSAMP_MAXANISOTROPY]); |
| } |
| states[WINED3DTEXSTA_MAGFILTER] = state; |
| } |
| } |
| |
| if((samplerStates[WINED3DSAMP_MINFILTER] != states[WINED3DTEXSTA_MINFILTER] || |
| samplerStates[WINED3DSAMP_MIPFILTER] != states[WINED3DTEXSTA_MIPFILTER] || |
| samplerStates[WINED3DSAMP_MAXMIPLEVEL] != states[WINED3DTEXSTA_MAXMIPLEVEL])) { |
| GLint glValue; |
| |
| states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER]; |
| states[WINED3DTEXSTA_MINFILTER] = samplerStates[WINED3DSAMP_MINFILTER]; |
| states[WINED3DTEXSTA_MAXMIPLEVEL] = samplerStates[WINED3DSAMP_MAXMIPLEVEL]; |
| |
| if (states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC || |
| states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_LINEAR) |
| { |
| |
| FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n", |
| states[WINED3DTEXSTA_MINFILTER], |
| states[WINED3DTEXSTA_MIPFILTER]); |
| } |
| glValue = This->baseTexture.minMipLookup |
| [min(max(samplerStates[WINED3DSAMP_MINFILTER],WINED3DTEXF_NONE), WINED3DTEXF_ANISOTROPIC)] |
| .mip[min(max(samplerStates[WINED3DSAMP_MIPFILTER],WINED3DTEXF_NONE), WINED3DTEXF_LINEAR)]; |
| |
| TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n", |
| samplerStates[WINED3DSAMP_MINFILTER], |
| samplerStates[WINED3DSAMP_MIPFILTER], glValue); |
| glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue); |
| checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ..."); |
| |
| if(!cond_np2) { |
| if(states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE) { |
| glValue = 0; |
| } else if(states[WINED3DTEXSTA_MAXMIPLEVEL] >= This->baseTexture.levels) { |
| glValue = This->baseTexture.levels - 1; |
| } else { |
| glValue = states[WINED3DTEXSTA_MAXMIPLEVEL]; |
| } |
| glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, glValue); |
| } |
| } |
| |
| if(samplerStates[WINED3DSAMP_MAXANISOTROPY] != states[WINED3DTEXSTA_MAXANISOTROPY]) { |
| if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && !cond_np2) { |
| glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, samplerStates[WINED3DSAMP_MAXANISOTROPY]); |
| checkGLcall("glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT ..."); |
| } else { |
| WARN("Unsupported in local OpenGL implementation: glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT\n"); |
| } |
| states[WINED3DTEXSTA_MAXANISOTROPY] = samplerStates[WINED3DSAMP_MAXANISOTROPY]; |
| } |
| } |