1 | /*
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2 | * IWineD3DBaseTexture Implementation
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3 | *
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4 | * Copyright 2002-2004 Jason Edmeades
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5 | * Copyright 2002-2004 Raphael Junqueira
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6 | * Copyright 2005 Oliver Stieber
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7 | * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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8 | * Copyright 2009 Henri Verbeet for CodeWeavers
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9 | *
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10 | * This library is free software; you can redistribute it and/or
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11 | * modify it under the terms of the GNU Lesser General Public
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12 | * License as published by the Free Software Foundation; either
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13 | * version 2.1 of the License, or (at your option) any later version.
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14 | *
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15 | * This library is distributed in the hope that it will be useful,
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16 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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17 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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18 | * Lesser General Public License for more details.
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19 | *
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20 | * You should have received a copy of the GNU Lesser General Public
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21 | * License along with this library; if not, write to the Free Software
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22 | * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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23 | */
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24 |
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25 | /*
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26 | * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
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27 | * other than GPL or LGPL is available it will apply instead, Sun elects to use only
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28 | * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
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29 | * a choice of LGPL license versions is made available with the language indicating
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30 | * that LGPLv2 or any later version may be used, or where a choice of which version
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31 | * of the LGPL is applied is otherwise unspecified.
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32 | */
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33 |
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34 | #include "config.h"
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35 | #include "wined3d_private.h"
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36 |
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37 | WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
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38 |
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39 | HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
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40 | IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
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41 | WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
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42 | #ifdef VBOX_WITH_WDDM
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43 | , HANDLE *shared_handle
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44 | , void *pvClientMem
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45 | #endif
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46 | )
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47 | {
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48 | HRESULT hr;
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49 |
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50 | hr = resource_init((IWineD3DResource *)texture, resource_type, device,
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51 | size, usage, format_desc, pool, parent, parent_ops
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52 | #ifdef VBOX_WITH_WDDM
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53 | , shared_handle, pvClientMem
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54 | #endif
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55 | );
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56 | if (FAILED(hr))
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57 | {
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58 | WARN("Failed to initialize resource, returning %#x\n", hr);
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59 | return hr;
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60 | }
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61 |
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62 | texture->baseTexture.levels = levels;
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63 | texture->baseTexture.filterType = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE;
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64 | texture->baseTexture.LOD = 0;
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65 | texture->baseTexture.texture_rgb.dirty = TRUE;
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66 | texture->baseTexture.texture_srgb.dirty = TRUE;
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67 | texture->baseTexture.is_srgb = FALSE;
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68 | texture->baseTexture.pow2Matrix_identity = TRUE;
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69 | #if defined(VBOX_WITH_WDDM) && defined(DEBUG_leo)
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70 | texture->baseTexture.t_mirror = TRUE;
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71 | #else
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72 | texture->baseTexture.t_mirror = FALSE;
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73 | #endif
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74 |
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75 | if (texture->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING)
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76 | {
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77 | texture->baseTexture.minMipLookup = minMipLookup;
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78 | texture->baseTexture.magLookup = magLookup;
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79 | }
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80 | else
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81 | {
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82 | texture->baseTexture.minMipLookup = minMipLookup_noFilter;
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83 | texture->baseTexture.magLookup = magLookup_noFilter;
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84 | }
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85 |
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86 | return WINED3D_OK;
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87 | }
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88 |
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89 | void basetexture_cleanup(IWineD3DBaseTexture *iface)
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90 | {
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91 | basetexture_unload(iface);
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92 | resource_cleanup((IWineD3DResource *)iface);
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93 | }
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94 |
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95 | /* A GL context is provided by the caller */
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96 | static void gltexture_delete(struct gl_texture *tex)
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97 | {
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98 | ENTER_GL();
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99 | glDeleteTextures(1, &tex->name);
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100 | LEAVE_GL();
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101 | tex->name = 0;
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102 | }
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103 |
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104 | void basetexture_unload(IWineD3DBaseTexture *iface)
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105 | {
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106 | IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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107 | IWineD3DDeviceImpl *device = This->resource.device;
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108 | struct wined3d_context *context = NULL;
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109 |
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110 | if (This->baseTexture.texture_rgb.name || This->baseTexture.texture_srgb.name)
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111 | {
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112 | context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
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113 | }
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114 |
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115 | if(This->baseTexture.texture_rgb.name) {
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116 | gltexture_delete(&This->baseTexture.texture_rgb);
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117 | }
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118 | if(This->baseTexture.texture_srgb.name) {
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119 | gltexture_delete(&This->baseTexture.texture_srgb);
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120 | }
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121 |
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122 | if (context) context_release(context);
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123 |
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124 | This->baseTexture.texture_rgb.dirty = TRUE;
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125 | This->baseTexture.texture_srgb.dirty = TRUE;
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126 | }
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127 |
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128 | DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew)
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129 | {
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130 | IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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131 | DWORD old = This->baseTexture.LOD;
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132 |
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133 | /* The d3d9:texture test shows that SetLOD is ignored on non-managed
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134 | * textures. The call always returns 0, and GetLOD always returns 0
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135 | */
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136 | if (This->resource.pool != WINED3DPOOL_MANAGED) {
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137 | TRACE("Ignoring SetLOD on %s texture, returning 0\n", debug_d3dpool(This->resource.pool));
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138 | return 0;
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139 | }
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140 |
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141 | if(LODNew >= This->baseTexture.levels)
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142 | LODNew = This->baseTexture.levels - 1;
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143 |
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144 | if(This->baseTexture.LOD != LODNew) {
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145 | This->baseTexture.LOD = LODNew;
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146 |
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147 | This->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
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148 | This->baseTexture.texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
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149 | if(This->baseTexture.bindCount) {
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150 | IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(This->baseTexture.sampler));
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151 | }
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152 | }
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153 |
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154 | TRACE("(%p) : set LOD to %d\n", This, This->baseTexture.LOD);
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155 |
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156 | return old;
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157 | }
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158 |
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159 | DWORD basetexture_get_lod(IWineD3DBaseTexture *iface)
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160 | {
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161 | IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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162 |
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163 | TRACE("(%p) : returning %d\n", This, This->baseTexture.LOD);
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164 |
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165 | return This->baseTexture.LOD;
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166 | }
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167 |
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168 | DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface)
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169 | {
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170 | IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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171 | TRACE("(%p) : returning %d\n", This, This->baseTexture.levels);
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172 | return This->baseTexture.levels;
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173 | }
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174 |
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175 | HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType)
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176 | {
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177 | IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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178 | IWineD3DDeviceImpl *device = This->resource.device;
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179 | UINT textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
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180 |
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181 | if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
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182 | TRACE("(%p) : returning invalid call\n", This);
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183 | return WINED3DERR_INVALIDCALL;
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184 | }
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185 | if(This->baseTexture.filterType != FilterType) {
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186 | /* What about multithreading? Do we want all the context overhead just to set this value?
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187 | * Or should we delay the applying until the texture is used for drawing? For now, apply
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188 | * immediately.
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189 | */
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190 | struct wined3d_context *context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
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191 |
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192 | ENTER_GL();
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193 | glBindTexture(textureDimensions, This->baseTexture.texture_rgb.name);
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194 | checkGLcall("glBindTexture");
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195 | switch(FilterType) {
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196 | case WINED3DTEXF_NONE:
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197 | case WINED3DTEXF_POINT:
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198 | glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST);
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199 | checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
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200 |
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201 | break;
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202 | case WINED3DTEXF_LINEAR:
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203 | glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
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204 | checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
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205 |
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206 | break;
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207 | default:
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208 | WARN("Unexpected filter type %d, setting to GL_NICEST\n", FilterType);
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209 | glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
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210 | checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
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211 | }
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212 | LEAVE_GL();
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213 |
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214 | context_release(context);
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215 | }
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216 | This->baseTexture.filterType = FilterType;
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217 | TRACE("(%p) :\n", This);
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218 | return WINED3D_OK;
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219 | }
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220 |
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221 | WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface)
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222 | {
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223 | IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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224 |
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225 | FIXME("(%p) : stub\n", This);
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226 |
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227 | return This->baseTexture.filterType;
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228 | }
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229 |
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230 | void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface)
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231 | {
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232 | /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
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233 | FIXME("iface %p stub!\n", iface);
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234 | }
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235 |
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236 | BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty)
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237 | {
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238 | BOOL old;
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239 | IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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240 | old = This->baseTexture.texture_rgb.dirty || This->baseTexture.texture_srgb.dirty;
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241 | This->baseTexture.texture_rgb.dirty = dirty;
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242 | This->baseTexture.texture_srgb.dirty = dirty;
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243 | return old;
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244 | }
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245 |
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246 | BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface)
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247 | {
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248 | IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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249 | return This->baseTexture.texture_rgb.dirty || This->baseTexture.texture_srgb.dirty;
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250 | }
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251 |
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252 | /* Context activation is done by the caller. */
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253 | HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc)
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254 | {
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255 | IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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256 | HRESULT hr = WINED3D_OK;
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257 | UINT textureDimensions;
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258 | BOOL isNewTexture = FALSE;
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259 | struct gl_texture *gl_tex;
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260 | TRACE("(%p) : About to bind texture\n", This);
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261 |
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262 | This->baseTexture.is_srgb = srgb; /* SRGB mode cache for PreLoad calls outside drawprim */
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263 | if(srgb) {
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264 | gl_tex = &This->baseTexture.texture_srgb;
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265 | } else {
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266 | gl_tex = &This->baseTexture.texture_rgb;
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267 | }
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268 |
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269 | textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
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270 | ENTER_GL();
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271 | /* Generate a texture name if we don't already have one */
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272 | if (gl_tex->name == 0) {
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273 | *set_surface_desc = TRUE;
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274 | #ifdef VBOX_WITH_WDDM
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275 | if (VBOXSHRC_IS_SHARED_OPENED(This))
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276 | {
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277 | gl_tex->name = VBOXSHRC_GET_SHAREHANDLE(This);
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278 | }
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279 | else
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280 | #endif
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281 | {
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282 | glGenTextures(1, &gl_tex->name);
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283 | #ifdef VBOX_WITH_WDDM
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284 | if (VBOXSHRC_IS_SHARED(This))
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285 | {
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286 | VBOXSHRC_SET_SHAREHANDLE(This, gl_tex->name);
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287 | }
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288 | #endif
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289 | }
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290 | checkGLcall("glGenTextures");
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291 | TRACE("Generated texture %d\n", gl_tex->name);
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292 | if (This->resource.pool == WINED3DPOOL_DEFAULT) {
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293 | /* Tell opengl to try and keep this texture in video ram (well mostly) */
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294 | GLclampf tmp;
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295 | tmp = 0.9f;
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296 | glPrioritizeTextures(1, &gl_tex->name, &tmp);
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297 |
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298 | }
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299 | /* Initialise the state of the texture object
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300 | to the openGL defaults, not the directx defaults */
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301 | gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP;
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302 | gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP;
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303 | gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP;
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304 | gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0;
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305 | gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
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306 | gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
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307 | gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
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308 | gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
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309 | gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
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310 | gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = 0;
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311 | gl_tex->states[WINED3DTEXSTA_ELEMENTINDEX] = 0;
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312 | gl_tex->states[WINED3DTEXSTA_DMAPOFFSET] = 0;
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313 | gl_tex->states[WINED3DTEXSTA_TSSADDRESSW] = WINED3DTADDRESS_WRAP;
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314 | IWineD3DBaseTexture_SetDirty(iface, TRUE);
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315 | isNewTexture = TRUE;
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316 |
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317 | if(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) {
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318 | /* This means double binding the texture at creation, but keeps the code simpler all
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319 | * in all, and the run-time path free from additional checks
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320 | */
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321 | glBindTexture(textureDimensions, gl_tex->name);
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322 | checkGLcall("glBindTexture");
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323 | glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
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324 | checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
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325 | }
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326 | } else {
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327 | *set_surface_desc = FALSE;
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328 | }
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329 |
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330 | /* Bind the texture */
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331 | if (gl_tex->name != 0) {
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332 | glBindTexture(textureDimensions, gl_tex->name);
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333 | checkGLcall("glBindTexture");
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334 | if (isNewTexture) {
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335 | /* For a new texture we have to set the textures levels after binding the texture.
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336 | * In theory this is all we should ever have to do, but because ATI's drivers are broken, we
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337 | * also need to set the texture dimensions before the texture is set
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338 | * Beware that texture rectangles do not support mipmapping, but set the maxmiplevel if we're
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339 | * relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles
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340 | * (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB)
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341 | */
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342 | if(textureDimensions != GL_TEXTURE_RECTANGLE_ARB) {
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343 | TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
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344 | glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1);
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345 | checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)");
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346 | }
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347 | if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
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348 | /* Cubemaps are always set to clamp, regardless of the sampler state. */
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349 | glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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350 | glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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351 | glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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352 | }
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353 | }
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354 | } else { /* this only happened if we've run out of openGL textures */
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355 | WARN("This texture doesn't have an openGL texture assigned to it\n");
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356 | hr = WINED3DERR_INVALIDCALL;
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357 | }
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358 |
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359 | LEAVE_GL();
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360 | return hr;
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361 | }
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362 |
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363 | /* GL locking is done by the caller */
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364 | static void apply_wrap(const struct wined3d_gl_info *gl_info, GLenum target,
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365 | WINED3DTEXTUREADDRESS d3d_wrap, GLenum param, BOOL cond_np2)
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366 | {
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367 | GLint gl_wrap;
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368 |
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369 | if (d3d_wrap < WINED3DTADDRESS_WRAP || d3d_wrap > WINED3DTADDRESS_MIRRORONCE)
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370 | {
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371 | FIXME("Unrecognized or unsupported WINED3DTEXTUREADDRESS %#x.\n", d3d_wrap);
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372 | return;
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373 | }
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374 |
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375 | if (target == GL_TEXTURE_CUBE_MAP_ARB
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376 | || (cond_np2 && d3d_wrap == WINED3DTADDRESS_WRAP))
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377 | {
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378 | /* Cubemaps are always set to clamp, regardless of the sampler state. */
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379 | gl_wrap = GL_CLAMP_TO_EDGE;
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380 | }
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381 | else
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382 | {
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383 | gl_wrap = gl_info->wrap_lookup[d3d_wrap - WINED3DTADDRESS_WRAP];
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384 | }
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385 |
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386 | TRACE("Setting param %#x to %#x for target %#x.\n", param, gl_wrap, target);
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387 | glTexParameteri(target, param, gl_wrap);
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388 | checkGLcall("glTexParameteri(target, param, gl_wrap)");
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389 | }
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390 |
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391 | /* GL locking is done by the caller (state handler) */
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392 | void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
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393 | const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
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394 | const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
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395 | const struct wined3d_gl_info *gl_info)
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396 | {
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397 | IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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398 | DWORD state;
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399 | GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
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400 | BOOL cond_np2 = IWineD3DBaseTexture_IsCondNP2(iface);
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401 | DWORD aniso;
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402 | struct gl_texture *gl_tex;
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403 |
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404 | TRACE("iface %p, textureStates %p, samplerStates %p\n", iface, textureStates, samplerStates);
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405 |
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406 | if(This->baseTexture.is_srgb) {
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407 | gl_tex = &This->baseTexture.texture_srgb;
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408 | } else {
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409 | gl_tex = &This->baseTexture.texture_rgb;
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410 | }
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411 |
|
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412 | /* This function relies on the correct texture being bound and loaded. */
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413 |
|
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414 | if(samplerStates[WINED3DSAMP_ADDRESSU] != gl_tex->states[WINED3DTEXSTA_ADDRESSU]) {
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415 | state = samplerStates[WINED3DSAMP_ADDRESSU];
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416 | apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_S, cond_np2);
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417 | gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state;
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418 | }
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419 |
|
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420 | if(samplerStates[WINED3DSAMP_ADDRESSV] != gl_tex->states[WINED3DTEXSTA_ADDRESSV]) {
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421 | state = samplerStates[WINED3DSAMP_ADDRESSV];
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422 | apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_T, cond_np2);
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423 | gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state;
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424 | }
|
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425 |
|
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426 | if(samplerStates[WINED3DSAMP_ADDRESSW] != gl_tex->states[WINED3DTEXSTA_ADDRESSW]) {
|
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427 | state = samplerStates[WINED3DSAMP_ADDRESSW];
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428 | apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_R, cond_np2);
|
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429 | gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state;
|
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430 | }
|
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431 |
|
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432 | if(samplerStates[WINED3DSAMP_BORDERCOLOR] != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR]) {
|
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433 | float col[4];
|
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434 |
|
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435 | state = samplerStates[WINED3DSAMP_BORDERCOLOR];
|
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436 | D3DCOLORTOGLFLOAT4(state, col);
|
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437 | TRACE("Setting border color for %u to %x\n", textureDimensions, state);
|
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438 | glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
|
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439 | checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
|
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440 | gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state;
|
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441 | }
|
---|
442 |
|
---|
443 | if(samplerStates[WINED3DSAMP_MAGFILTER] != gl_tex->states[WINED3DTEXSTA_MAGFILTER]) {
|
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444 | GLint glValue;
|
---|
445 | state = samplerStates[WINED3DSAMP_MAGFILTER];
|
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446 | if (state > WINED3DTEXF_ANISOTROPIC) {
|
---|
447 | FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state);
|
---|
448 | }
|
---|
449 |
|
---|
450 | glValue = wined3d_gl_mag_filter(This->baseTexture.magLookup,
|
---|
451 | min(max(state, WINED3DTEXF_POINT), WINED3DTEXF_LINEAR));
|
---|
452 | TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state, glValue);
|
---|
453 | glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
|
---|
454 |
|
---|
455 | gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state;
|
---|
456 | }
|
---|
457 |
|
---|
458 | if((samplerStates[WINED3DSAMP_MINFILTER] != gl_tex->states[WINED3DTEXSTA_MINFILTER] ||
|
---|
459 | samplerStates[WINED3DSAMP_MIPFILTER] != gl_tex->states[WINED3DTEXSTA_MIPFILTER] ||
|
---|
460 | samplerStates[WINED3DSAMP_MAXMIPLEVEL] != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL])) {
|
---|
461 | GLint glValue;
|
---|
462 |
|
---|
463 | gl_tex->states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
|
---|
464 | gl_tex->states[WINED3DTEXSTA_MINFILTER] = samplerStates[WINED3DSAMP_MINFILTER];
|
---|
465 | gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = samplerStates[WINED3DSAMP_MAXMIPLEVEL];
|
---|
466 |
|
---|
467 | if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC
|
---|
468 | || gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_ANISOTROPIC)
|
---|
469 | {
|
---|
470 |
|
---|
471 | FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
|
---|
472 | gl_tex->states[WINED3DTEXSTA_MINFILTER],
|
---|
473 | gl_tex->states[WINED3DTEXSTA_MIPFILTER]);
|
---|
474 | }
|
---|
475 | glValue = wined3d_gl_min_mip_filter(This->baseTexture.minMipLookup,
|
---|
476 | min(max(samplerStates[WINED3DSAMP_MINFILTER], WINED3DTEXF_POINT), WINED3DTEXF_LINEAR),
|
---|
477 | min(max(samplerStates[WINED3DSAMP_MIPFILTER], WINED3DTEXF_NONE), WINED3DTEXF_LINEAR));
|
---|
478 |
|
---|
479 | TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
|
---|
480 | samplerStates[WINED3DSAMP_MINFILTER],
|
---|
481 | samplerStates[WINED3DSAMP_MIPFILTER], glValue);
|
---|
482 | glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
|
---|
483 | checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
|
---|
484 |
|
---|
485 | if(!cond_np2) {
|
---|
486 | if(gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE) {
|
---|
487 | glValue = This->baseTexture.LOD;
|
---|
488 | } else if(gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= This->baseTexture.levels) {
|
---|
489 | glValue = This->baseTexture.levels - 1;
|
---|
490 | } else if(gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < This->baseTexture.LOD) {
|
---|
491 | /* baseTexture.LOD is already clamped in the setter */
|
---|
492 | glValue = This->baseTexture.LOD;
|
---|
493 | } else {
|
---|
494 | glValue = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL];
|
---|
495 | }
|
---|
496 | /* Note that D3DSAMP_MAXMIPLEVEL specifies the biggest mipmap(default 0), while
|
---|
497 | * GL_TEXTURE_MAX_LEVEL specifies the smallest mimap used(default 1000).
|
---|
498 | * So D3DSAMP_MAXMIPLEVEL is the same as GL_TEXTURE_BASE_LEVEL.
|
---|
499 | */
|
---|
500 | glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, glValue);
|
---|
501 | }
|
---|
502 | }
|
---|
503 |
|
---|
504 | if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_ANISOTROPIC
|
---|
505 | && gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_ANISOTROPIC
|
---|
506 | && gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_ANISOTROPIC)
|
---|
507 | || cond_np2)
|
---|
508 | {
|
---|
509 | aniso = 1;
|
---|
510 | }
|
---|
511 | else
|
---|
512 | {
|
---|
513 | aniso = samplerStates[WINED3DSAMP_MAXANISOTROPY];
|
---|
514 | }
|
---|
515 |
|
---|
516 | if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
|
---|
517 | {
|
---|
518 | if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
|
---|
519 | {
|
---|
520 | glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
|
---|
521 | checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
|
---|
522 | }
|
---|
523 | else
|
---|
524 | {
|
---|
525 | WARN("Anisotropic filtering not supported.\n");
|
---|
526 | }
|
---|
527 | gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
|
---|
528 | }
|
---|
529 | }
|
---|