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source: vbox/trunk/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/basetexture.c@ 16477

Last change on this file since 16477 was 16477, checked in by vboxsync, 16 years ago

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1/*
2 * IWineD3DBaseTexture Implementation
3 *
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2004 Raphael Junqueira
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 *
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
13 *
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
18 *
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 */
23
24/*
25 * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
26 * other than GPL or LGPL is available it will apply instead, Sun elects to use only
27 * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
28 * a choice of LGPL license versions is made available with the language indicating
29 * that LGPLv2 or any later version may be used, or where a choice of which version
30 * of the LGPL is applied is otherwise unspecified.
31 */
32
33#include "config.h"
34#include "wined3d_private.h"
35
36WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
37#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
38
39void basetexture_cleanup(IWineD3DBaseTexture *iface)
40{
41 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
42 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
43
44 TRACE("(%p) : textureName(%d)\n", This, This->baseTexture.textureName);
45 if (This->baseTexture.textureName != 0) {
46 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
47 ENTER_GL();
48 TRACE("(%p) : Deleting texture %d\n", This, This->baseTexture.textureName);
49 glDeleteTextures(1, &This->baseTexture.textureName);
50 LEAVE_GL();
51 }
52
53 resource_cleanup((IWineD3DResource *)iface);
54}
55
56void basetexture_unload(IWineD3DBaseTexture *iface)
57{
58 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
59 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
60
61 if(This->baseTexture.textureName) {
62 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
63 ENTER_GL();
64 glDeleteTextures(1, &This->baseTexture.textureName);
65 This->baseTexture.textureName = 0;
66 LEAVE_GL();
67 }
68 This->baseTexture.dirty = TRUE;
69}
70
71/* There is no OpenGL equivalent of setLOD, getLOD. All they do anyway is prioritize texture loading
72 * so just pretend that they work unless something really needs a failure. */
73DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew)
74{
75 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
76
77 if (This->resource.pool != WINED3DPOOL_MANAGED) {
78 return WINED3DERR_INVALIDCALL;
79 }
80
81 if(LODNew >= This->baseTexture.levels)
82 LODNew = This->baseTexture.levels - 1;
83 This->baseTexture.LOD = LODNew;
84
85 TRACE("(%p) : set bogus LOD to %d\n", This, This->baseTexture.LOD);
86
87 return This->baseTexture.LOD;
88}
89
90DWORD basetexture_get_lod(IWineD3DBaseTexture *iface)
91{
92 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
93
94 if (This->resource.pool != WINED3DPOOL_MANAGED) {
95 return WINED3DERR_INVALIDCALL;
96 }
97
98 TRACE("(%p) : returning %d\n", This, This->baseTexture.LOD);
99
100 return This->baseTexture.LOD;
101}
102
103DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface)
104{
105 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
106 TRACE("(%p) : returning %d\n", This, This->baseTexture.levels);
107 return This->baseTexture.levels;
108}
109
110HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType)
111{
112 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
113 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
114 UINT textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
115
116 if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
117 TRACE("(%p) : returning invalid call\n", This);
118 return WINED3DERR_INVALIDCALL;
119 }
120 if(This->baseTexture.filterType != FilterType) {
121 /* What about multithreading? Do we want all the context overhead just to set this value?
122 * Or should we delay the applying until the texture is used for drawing? For now, apply
123 * immediately.
124 */
125 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
126 ENTER_GL();
127 glBindTexture(textureDimensions, This->baseTexture.textureName);
128 checkGLcall("glBindTexture");
129 switch(FilterType) {
130 case WINED3DTEXF_NONE:
131 case WINED3DTEXF_POINT:
132 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST);
133 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
134
135 break;
136 case WINED3DTEXF_LINEAR:
137 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
138 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
139
140 break;
141 default:
142 WARN("Unexpected filter type %d, setting to GL_NICEST\n", FilterType);
143 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
144 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
145 }
146 LEAVE_GL();
147 }
148 This->baseTexture.filterType = FilterType;
149 TRACE("(%p) :\n", This);
150 return WINED3D_OK;
151}
152
153WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface)
154{
155 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
156 FIXME("(%p) : stub\n", This);
157 if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
158 return WINED3DTEXF_NONE;
159 }
160 return This->baseTexture.filterType;
161}
162
163void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface)
164{
165 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
166 /* TODO: implement filters using GL_SGI_generate_mipmaps http://oss.sgi.com/projects/ogl-sample/registry/SGIS/generate_mipmap.txt */
167 FIXME("(%p) : stub\n", This);
168 return ;
169}
170
171BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty)
172{
173 BOOL old;
174 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
175 old = This->baseTexture.dirty;
176 This->baseTexture.dirty = dirty;
177 return old;
178}
179
180BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface)
181{
182 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
183 return This->baseTexture.dirty;
184}
185
186HRESULT basetexture_bind(IWineD3DBaseTexture *iface)
187{
188 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
189 HRESULT hr = WINED3D_OK;
190 UINT textureDimensions;
191 BOOL isNewTexture = FALSE;
192 TRACE("(%p) : About to bind texture\n", This);
193
194 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
195 ENTER_GL();
196 /* Generate a texture name if we don't already have one */
197 if (This->baseTexture.textureName == 0) {
198 glGenTextures(1, &This->baseTexture.textureName);
199 checkGLcall("glGenTextures");
200 TRACE("Generated texture %d\n", This->baseTexture.textureName);
201 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
202 /* Tell opengl to try and keep this texture in video ram (well mostly) */
203 GLclampf tmp;
204 tmp = 0.9f;
205 glPrioritizeTextures(1, &This->baseTexture.textureName, &tmp);
206
207 }
208 /* Initialise the state of the texture object
209 to the openGL defaults, not the directx defaults */
210 This->baseTexture.states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP;
211 This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP;
212 This->baseTexture.states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP;
213 This->baseTexture.states[WINED3DTEXSTA_BORDERCOLOR] = 0;
214 This->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
215 This->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
216 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
217 This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
218 This->baseTexture.states[WINED3DTEXSTA_MAXANISOTROPY] = 0;
219 This->baseTexture.states[WINED3DTEXSTA_SRGBTEXTURE] = 0;
220 This->baseTexture.states[WINED3DTEXSTA_ELEMENTINDEX] = 0;
221 This->baseTexture.states[WINED3DTEXSTA_DMAPOFFSET] = 0;
222 This->baseTexture.states[WINED3DTEXSTA_TSSADDRESSW] = WINED3DTADDRESS_WRAP;
223 IWineD3DBaseTexture_SetDirty(iface, TRUE);
224 isNewTexture = TRUE;
225
226 if(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) {
227 /* This means double binding the texture at creation, but keeps the code simpler all
228 * in all, and the run-time path free from additional checks
229 */
230 glBindTexture(textureDimensions, This->baseTexture.textureName);
231 checkGLcall("glBindTexture");
232 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
233 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
234 }
235 }
236
237 /* Bind the texture */
238 if (This->baseTexture.textureName != 0) {
239 glBindTexture(textureDimensions, This->baseTexture.textureName);
240 checkGLcall("glBindTexture");
241 if (isNewTexture) {
242 /* For a new texture we have to set the textures levels after binding the texture.
243 * In theory this is all we should ever have to do, but because ATI's drivers are broken, we
244 * also need to set the texture dimensions before the texture is set
245 * Beware that texture rectangles do not support mipmapping, but set the maxmiplevel if we're
246 * relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles
247 * (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB)
248 */
249 if(textureDimensions != GL_TEXTURE_RECTANGLE_ARB) {
250 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
251 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1);
252 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)");
253 }
254 if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
255 /* Cubemaps are always set to clamp, regardless of the sampler state. */
256 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
257 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
258 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
259 }
260 }
261
262 } else { /* this only happened if we've run out of openGL textures */
263 WARN("This texture doesn't have an openGL texture assigned to it\n");
264 hr = WINED3DERR_INVALIDCALL;
265 }
266
267 LEAVE_GL();
268 return hr;
269}
270
271static inline void apply_wrap(const GLint textureDimensions, const DWORD state, const GLint type,
272 BOOL cond_np2) {
273 GLint wrapParm;
274
275 if (state < minLookup[WINELOOKUP_WARPPARAM] || state > maxLookup[WINELOOKUP_WARPPARAM]) {
276 FIXME("Unrecognized or unsupported WINED3DTADDRESS_U value %d\n", state);
277 } else {
278 if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
279 /* Cubemaps are always set to clamp, regardless of the sampler state. */
280 wrapParm = GL_CLAMP_TO_EDGE;
281 } else if(cond_np2) {
282 if(state == WINED3DTADDRESS_WRAP) {
283 wrapParm = GL_CLAMP_TO_EDGE;
284 } else {
285 wrapParm = stateLookup[WINELOOKUP_WARPPARAM][state - minLookup[WINELOOKUP_WARPPARAM]];
286 }
287 } else {
288 wrapParm = stateLookup[WINELOOKUP_WARPPARAM][state - minLookup[WINELOOKUP_WARPPARAM]];
289 }
290 TRACE("Setting WRAP_S to %d for %x\n", wrapParm, textureDimensions);
291 glTexParameteri(textureDimensions, type, wrapParm);
292 checkGLcall("glTexParameteri(..., type, wrapParm)");
293 }
294}
295
296void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
297 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
298 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1])
299{
300 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
301 DWORD state;
302 GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
303 BOOL cond_np2 = IWineD3DBaseTexture_IsCondNP2(iface);
304
305 /* ApplyStateChanges relies on the correct texture being bound and loaded. */
306
307 if(samplerStates[WINED3DSAMP_ADDRESSU] != This->baseTexture.states[WINED3DTEXSTA_ADDRESSU]) {
308 state = samplerStates[WINED3DSAMP_ADDRESSU];
309 apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_S, cond_np2);
310 This->baseTexture.states[WINED3DTEXSTA_ADDRESSU] = state;
311 }
312
313 if(samplerStates[WINED3DSAMP_ADDRESSV] != This->baseTexture.states[WINED3DTEXSTA_ADDRESSV]) {
314 state = samplerStates[WINED3DSAMP_ADDRESSV];
315 apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_T, cond_np2);
316 This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = state;
317 }
318
319 if(samplerStates[WINED3DSAMP_ADDRESSW] != This->baseTexture.states[WINED3DTEXSTA_ADDRESSW]) {
320 state = samplerStates[WINED3DSAMP_ADDRESSW];
321 apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_R, cond_np2);
322 This->baseTexture.states[WINED3DTEXSTA_ADDRESSW] = state;
323 }
324
325 if(samplerStates[WINED3DSAMP_BORDERCOLOR] != This->baseTexture.states[WINED3DTEXSTA_BORDERCOLOR]) {
326 float col[4];
327
328 state = samplerStates[WINED3DSAMP_BORDERCOLOR];
329 D3DCOLORTOGLFLOAT4(state, col);
330 TRACE("Setting border color for %u to %x\n", textureDimensions, state);
331 glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
332 checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
333 This->baseTexture.states[WINED3DTEXSTA_BORDERCOLOR] = state;
334 }
335
336 if(samplerStates[WINED3DSAMP_MAGFILTER] != This->baseTexture.states[WINED3DTEXSTA_MAGFILTER]) {
337 GLint glValue;
338 state = samplerStates[WINED3DSAMP_MAGFILTER];
339 if (state > WINED3DTEXF_ANISOTROPIC) {
340 FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state);
341 } else {
342 glValue = This->baseTexture.magLookup[state - WINED3DTEXF_NONE];
343 TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state, glValue);
344 glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
345 /* 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. */
346 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && WINED3DTEXF_ANISOTROPIC == state &&
347 !cond_np2) {
348 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, samplerStates[WINED3DSAMP_MAXANISOTROPY]);
349 }
350 This->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = state;
351 }
352 }
353
354 if((samplerStates[WINED3DSAMP_MINFILTER] != This->baseTexture.states[WINED3DTEXSTA_MINFILTER] ||
355 samplerStates[WINED3DSAMP_MIPFILTER] != This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] ||
356 samplerStates[WINED3DSAMP_MAXMIPLEVEL] != This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL])) {
357 GLint glValue;
358
359 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
360 This->baseTexture.states[WINED3DTEXSTA_MINFILTER] = samplerStates[WINED3DSAMP_MINFILTER];
361 This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL] = samplerStates[WINED3DSAMP_MAXMIPLEVEL];
362
363 if (This->baseTexture.states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC ||
364 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_LINEAR)
365 {
366
367 FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
368 This->baseTexture.states[WINED3DTEXSTA_MINFILTER],
369 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER]);
370 }
371 glValue = This->baseTexture.minMipLookup
372 [min(max(samplerStates[WINED3DSAMP_MINFILTER],WINED3DTEXF_NONE), WINED3DTEXF_ANISOTROPIC)]
373 .mip[min(max(samplerStates[WINED3DSAMP_MIPFILTER],WINED3DTEXF_NONE), WINED3DTEXF_LINEAR)];
374
375 TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
376 samplerStates[WINED3DSAMP_MINFILTER],
377 samplerStates[WINED3DSAMP_MIPFILTER], glValue);
378 glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
379 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
380
381 if(!cond_np2) {
382 if(This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE) {
383 glValue = 0;
384 } else if(This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL] >= This->baseTexture.levels) {
385 glValue = This->baseTexture.levels - 1;
386 } else {
387 glValue = This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL];
388 }
389 glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, glValue);
390 }
391 }
392
393 if(samplerStates[WINED3DSAMP_MAXANISOTROPY] != This->baseTexture.states[WINED3DTEXSTA_MAXANISOTROPY]) {
394 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && !cond_np2) {
395 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, samplerStates[WINED3DSAMP_MAXANISOTROPY]);
396 checkGLcall("glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT ...");
397 } else {
398 WARN("Unsupported in local OpenGL implementation: glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT\n");
399 }
400 This->baseTexture.states[WINED3DTEXSTA_MAXANISOTROPY] = samplerStates[WINED3DSAMP_MAXANISOTROPY];
401 }
402}
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