VirtualBox

source: vbox/trunk/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/basetexture.c@ 42971

Last change on this file since 42971 was 41109, checked in by vboxsync, 13 years ago

crOpenGL,wined3d,wddm: second part of fixing resource leakage, basics for cr commands submission from r0 miniport driver (for r0 visible region reporting, WPF 3D rendering fixes w/o Aero, etc.)

  • Property svn:eol-style set to native
File size: 21.7 KB
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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 * Copyright 2009 Henri Verbeet for CodeWeavers
9 *
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
14 *
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
19 *
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 */
24
25/*
26 * Oracle LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
27 * other than GPL or LGPL is available it will apply instead, Oracle elects to use only
28 * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
29 * a choice of LGPL license versions is made available with the language indicating
30 * that LGPLv2 or any later version may be used, or where a choice of which version
31 * of the LGPL is applied is otherwise unspecified.
32 */
33
34#include "config.h"
35#include "wined3d_private.h"
36
37#define GLINFO_LOCATION (This->resource.device->adapter->gl_info)
38
39WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
40
41HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
42 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
43 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
44#ifdef VBOX_WITH_WDDM
45 , HANDLE *shared_handle
46 , void **pavClientMem
47#endif
48 )
49{
50 HRESULT hr;
51
52 if (levels > MAX_MIP_LEVELS)
53 {
54 WARN("Too many texture levels %d", levels);
55 return WINED3DERR_INVALIDCALL;
56 }
57
58 hr = resource_init((IWineD3DResource *)texture, resource_type, device,
59 size, usage, format_desc, pool, parent, parent_ops
60#ifdef VBOX_WITH_WDDM
61 , shared_handle, pavClientMem ? pavClientMem[0] : NULL /* <- @todo: should be always NULL ? */
62#endif
63 );
64 if (FAILED(hr))
65 {
66 WARN("Failed to initialize resource, returning %#x\n", hr);
67 return hr;
68 }
69
70 texture->baseTexture.levels = levels;
71 texture->baseTexture.filterType = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE;
72 texture->baseTexture.LOD = 0;
73 texture->baseTexture.texture_rgb.dirty = TRUE;
74 texture->baseTexture.texture_srgb.dirty = TRUE;
75 texture->baseTexture.is_srgb = FALSE;
76 texture->baseTexture.pow2Matrix_identity = TRUE;
77#if defined(VBOX_WITH_WDDM) && defined(DEBUG_leo)
78 texture->baseTexture.t_mirror = FALSE;
79#else
80 texture->baseTexture.t_mirror = FALSE;
81#endif
82
83 if (texture->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING)
84 {
85 texture->baseTexture.minMipLookup = minMipLookup;
86 texture->baseTexture.magLookup = magLookup;
87 }
88 else
89 {
90 texture->baseTexture.minMipLookup = minMipLookup_noFilter;
91 texture->baseTexture.magLookup = magLookup_noFilter;
92 }
93
94 return WINED3D_OK;
95}
96
97void basetexture_cleanup(IWineD3DBaseTexture *iface)
98{
99 basetexture_unload(iface);
100 resource_cleanup((IWineD3DResource *)iface);
101}
102
103/* A GL context is provided by the caller */
104static void gltexture_delete(IWineD3DTextureImpl *This, struct gl_texture *tex)
105{
106 ENTER_GL();
107 texture_gl_delete(This, tex->name);
108 LEAVE_GL();
109 tex->name = 0;
110}
111
112void basetexture_unload(IWineD3DBaseTexture *iface)
113{
114 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
115 IWineD3DDeviceImpl *device = This->resource.device;
116 struct wined3d_context *context = NULL;
117 if (This->baseTexture.texture_rgb.name || This->baseTexture.texture_srgb.name)
118 {
119 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
120 }
121
122 if(This->baseTexture.texture_rgb.name) {
123 gltexture_delete(This, &This->baseTexture.texture_rgb);
124 }
125 if(This->baseTexture.texture_srgb.name) {
126 gltexture_delete(This, &This->baseTexture.texture_srgb);
127 }
128
129 if (context) context_release(context);
130
131 This->baseTexture.texture_rgb.dirty = TRUE;
132 This->baseTexture.texture_srgb.dirty = TRUE;
133}
134
135DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew)
136{
137 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
138 DWORD old = This->baseTexture.LOD;
139
140 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
141 * textures. The call always returns 0, and GetLOD always returns 0
142 */
143 if (This->resource.pool != WINED3DPOOL_MANAGED) {
144 TRACE("Ignoring SetLOD on %s texture, returning 0\n", debug_d3dpool(This->resource.pool));
145 return 0;
146 }
147
148 if(LODNew >= This->baseTexture.levels)
149 LODNew = This->baseTexture.levels - 1;
150
151 if(This->baseTexture.LOD != LODNew) {
152 This->baseTexture.LOD = LODNew;
153
154 This->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
155 This->baseTexture.texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
156 if(This->baseTexture.bindCount) {
157 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(This->baseTexture.sampler));
158 }
159 }
160
161 TRACE("(%p) : set LOD to %d\n", This, This->baseTexture.LOD);
162
163 return old;
164}
165
166DWORD basetexture_get_lod(IWineD3DBaseTexture *iface)
167{
168 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
169
170 TRACE("(%p) : returning %d\n", This, This->baseTexture.LOD);
171
172 return This->baseTexture.LOD;
173}
174
175DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface)
176{
177 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
178 TRACE("(%p) : returning %d\n", This, This->baseTexture.levels);
179 return This->baseTexture.levels;
180}
181
182HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType)
183{
184 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
185 IWineD3DDeviceImpl *device = This->resource.device;
186 UINT textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
187
188 if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
189 TRACE("(%p) : returning invalid call\n", This);
190 return WINED3DERR_INVALIDCALL;
191 }
192 if(This->baseTexture.filterType != FilterType) {
193 /* What about multithreading? Do we want all the context overhead just to set this value?
194 * Or should we delay the applying until the texture is used for drawing? For now, apply
195 * immediately.
196 */
197 struct wined3d_context *context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
198
199 ENTER_GL();
200 glBindTexture(textureDimensions, This->baseTexture.texture_rgb.name);
201 checkGLcall("glBindTexture");
202 switch(FilterType) {
203 case WINED3DTEXF_NONE:
204 case WINED3DTEXF_POINT:
205 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST);
206 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
207
208 break;
209 case WINED3DTEXF_LINEAR:
210 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
211 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
212
213 break;
214 default:
215 WARN("Unexpected filter type %d, setting to GL_NICEST\n", FilterType);
216 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
217 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
218 }
219 LEAVE_GL();
220
221 context_release(context);
222 }
223 This->baseTexture.filterType = FilterType;
224 TRACE("(%p) :\n", This);
225 return WINED3D_OK;
226}
227
228WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface)
229{
230 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
231
232 FIXME("(%p) : stub\n", This);
233
234 return This->baseTexture.filterType;
235}
236
237void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface)
238{
239 /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
240 FIXME("iface %p stub!\n", iface);
241}
242
243BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty)
244{
245 BOOL old;
246 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
247 old = This->baseTexture.texture_rgb.dirty || This->baseTexture.texture_srgb.dirty;
248 This->baseTexture.texture_rgb.dirty = dirty;
249 This->baseTexture.texture_srgb.dirty = dirty;
250 return old;
251}
252
253BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface)
254{
255 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
256 return This->baseTexture.texture_rgb.dirty || This->baseTexture.texture_srgb.dirty;
257}
258
259void basetexture_state_init(IWineD3DBaseTexture *iface, struct gl_texture *gl_tex)
260{
261 /* Initialise the state of the texture object
262 to the openGL defaults, not the directx defaults */
263 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP;
264 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP;
265 gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP;
266 gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0;
267 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
268 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
269 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
270 gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
271 gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
272 gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = 0;
273 gl_tex->states[WINED3DTEXSTA_ELEMENTINDEX] = 0;
274 gl_tex->states[WINED3DTEXSTA_DMAPOFFSET] = 0;
275 gl_tex->states[WINED3DTEXSTA_TSSADDRESSW] = WINED3DTADDRESS_WRAP;
276 IWineD3DBaseTexture_SetDirty(iface, TRUE);
277}
278
279/* Context activation is done by the caller. */
280HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc)
281{
282 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
283 HRESULT hr = WINED3D_OK;
284 UINT textureDimensions;
285 BOOL isNewTexture = FALSE;
286 struct gl_texture *gl_tex;
287 TRACE("(%p) : About to bind texture\n", This);
288
289 This->baseTexture.is_srgb = srgb; /* SRGB mode cache for PreLoad calls outside drawprim */
290 if(srgb) {
291 gl_tex = &This->baseTexture.texture_srgb;
292 } else {
293 gl_tex = &This->baseTexture.texture_rgb;
294 }
295
296 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
297 ENTER_GL();
298 /* Generate a texture name if we don't already have one */
299 if (gl_tex->name == 0) {
300 *set_surface_desc = TRUE;
301#ifdef VBOX_WITH_WDDM
302 if (VBOXSHRC_IS_SHARED_OPENED(This))
303 {
304 ERR("should not be here!");
305 gl_tex->name = (GLuint)VBOXSHRC_GET_SHAREHANDLE(This);
306 GL_EXTCALL(glChromiumParameteriCR(GL_RCUSAGE_TEXTURE_SET_CR, gl_tex->name));
307 TRACE("Assigned shared texture %d\n", gl_tex->name);
308 }
309 else
310#endif
311 {
312 isNewTexture = TRUE;
313 glGenTextures(1, &gl_tex->name);
314 checkGLcall("glGenTextures");
315 TRACE("Generated texture %d\n", gl_tex->name);
316#ifdef VBOX_WITH_WDDM
317 if (VBOXSHRC_IS_SHARED(This))
318 {
319 VBOXSHRC_SET_SHAREHANDLE(This, gl_tex->name);
320 }
321#endif
322 }
323#ifndef VBOX_WITH_WDDM
324 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
325 /* Tell opengl to try and keep this texture in video ram (well mostly) */
326 GLclampf tmp;
327 tmp = 0.9f;
328 glPrioritizeTextures(1, &gl_tex->name, &tmp);
329
330 }
331#else
332 /* chromium code on host fails to resolve texture name to texture obj for some reason
333 * @todo: investigate */
334#endif
335 /* Initialise the state of the texture object
336 to the openGL defaults, not the directx defaults */
337 basetexture_state_init(iface, gl_tex);
338
339 if(isNewTexture
340 && This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) {
341 /* This means double binding the texture at creation, but keeps the code simpler all
342 * in all, and the run-time path free from additional checks
343 */
344 glBindTexture(textureDimensions, gl_tex->name);
345 checkGLcall("glBindTexture");
346 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
347 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
348 }
349 } else {
350 *set_surface_desc = FALSE;
351 }
352
353 /* Bind the texture */
354 if (gl_tex->name != 0) {
355 glBindTexture(textureDimensions, gl_tex->name);
356 checkGLcall("glBindTexture");
357 if (isNewTexture) {
358 /* For a new texture we have to set the textures levels after binding the texture.
359 * In theory this is all we should ever have to do, but because ATI's drivers are broken, we
360 * also need to set the texture dimensions before the texture is set
361 * Beware that texture rectangles do not support mipmapping, but set the maxmiplevel if we're
362 * relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles
363 * (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB)
364 */
365 if(textureDimensions != GL_TEXTURE_RECTANGLE_ARB) {
366 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
367 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1);
368 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)");
369 }
370 if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
371 /* Cubemaps are always set to clamp, regardless of the sampler state. */
372 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
373 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
374 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
375 }
376 }
377 } else { /* this only happened if we've run out of openGL textures */
378 WARN("This texture doesn't have an openGL texture assigned to it\n");
379 hr = WINED3DERR_INVALIDCALL;
380 }
381
382 LEAVE_GL();
383 return hr;
384}
385
386/* GL locking is done by the caller */
387static void apply_wrap(const struct wined3d_gl_info *gl_info, GLenum target,
388 WINED3DTEXTUREADDRESS d3d_wrap, GLenum param, BOOL cond_np2)
389{
390 GLint gl_wrap;
391
392 if (d3d_wrap < WINED3DTADDRESS_WRAP || d3d_wrap > WINED3DTADDRESS_MIRRORONCE)
393 {
394 FIXME("Unrecognized or unsupported WINED3DTEXTUREADDRESS %#x.\n", d3d_wrap);
395 return;
396 }
397
398 if (target == GL_TEXTURE_CUBE_MAP_ARB
399 || (cond_np2 && d3d_wrap == WINED3DTADDRESS_WRAP))
400 {
401 /* Cubemaps are always set to clamp, regardless of the sampler state. */
402 gl_wrap = GL_CLAMP_TO_EDGE;
403 }
404 else
405 {
406 gl_wrap = gl_info->wrap_lookup[d3d_wrap - WINED3DTADDRESS_WRAP];
407 }
408
409 TRACE("Setting param %#x to %#x for target %#x.\n", param, gl_wrap, target);
410 glTexParameteri(target, param, gl_wrap);
411 checkGLcall("glTexParameteri(target, param, gl_wrap)");
412}
413
414/* GL locking is done by the caller (state handler) */
415void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
416 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
417 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
418 const struct wined3d_gl_info *gl_info)
419{
420 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
421 DWORD state;
422 GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
423 BOOL cond_np2 = IWineD3DBaseTexture_IsCondNP2(iface);
424 DWORD aniso;
425 struct gl_texture *gl_tex;
426
427 TRACE("iface %p, textureStates %p, samplerStates %p\n", iface, textureStates, samplerStates);
428
429 if(This->baseTexture.is_srgb) {
430 gl_tex = &This->baseTexture.texture_srgb;
431 } else {
432 gl_tex = &This->baseTexture.texture_rgb;
433 }
434
435 /* This function relies on the correct texture being bound and loaded. */
436
437 if(samplerStates[WINED3DSAMP_ADDRESSU] != gl_tex->states[WINED3DTEXSTA_ADDRESSU]) {
438 state = samplerStates[WINED3DSAMP_ADDRESSU];
439 apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_S, cond_np2);
440 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state;
441 }
442
443 if(samplerStates[WINED3DSAMP_ADDRESSV] != gl_tex->states[WINED3DTEXSTA_ADDRESSV]) {
444 state = samplerStates[WINED3DSAMP_ADDRESSV];
445 apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_T, cond_np2);
446 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state;
447 }
448
449 if(samplerStates[WINED3DSAMP_ADDRESSW] != gl_tex->states[WINED3DTEXSTA_ADDRESSW]) {
450 state = samplerStates[WINED3DSAMP_ADDRESSW];
451 apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_R, cond_np2);
452 gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state;
453 }
454
455 if(samplerStates[WINED3DSAMP_BORDERCOLOR] != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR]) {
456 float col[4];
457
458 state = samplerStates[WINED3DSAMP_BORDERCOLOR];
459 D3DCOLORTOGLFLOAT4(state, col);
460 TRACE("Setting border color for %u to %x\n", textureDimensions, state);
461 glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
462 checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
463 gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state;
464 }
465
466 if(samplerStates[WINED3DSAMP_MAGFILTER] != gl_tex->states[WINED3DTEXSTA_MAGFILTER]) {
467 GLint glValue;
468 state = samplerStates[WINED3DSAMP_MAGFILTER];
469 if (state > WINED3DTEXF_ANISOTROPIC) {
470 FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state);
471 }
472
473 glValue = wined3d_gl_mag_filter(This->baseTexture.magLookup,
474 min(max(state, WINED3DTEXF_POINT), WINED3DTEXF_LINEAR));
475 TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state, glValue);
476 glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
477
478 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state;
479 }
480
481 if((samplerStates[WINED3DSAMP_MINFILTER] != gl_tex->states[WINED3DTEXSTA_MINFILTER] ||
482 samplerStates[WINED3DSAMP_MIPFILTER] != gl_tex->states[WINED3DTEXSTA_MIPFILTER] ||
483 samplerStates[WINED3DSAMP_MAXMIPLEVEL] != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL])) {
484 GLint glValue;
485
486 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
487 gl_tex->states[WINED3DTEXSTA_MINFILTER] = samplerStates[WINED3DSAMP_MINFILTER];
488 gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = samplerStates[WINED3DSAMP_MAXMIPLEVEL];
489
490 if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC
491 || gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_ANISOTROPIC)
492 {
493
494 FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
495 gl_tex->states[WINED3DTEXSTA_MINFILTER],
496 gl_tex->states[WINED3DTEXSTA_MIPFILTER]);
497 }
498 glValue = wined3d_gl_min_mip_filter(This->baseTexture.minMipLookup,
499 min(max(samplerStates[WINED3DSAMP_MINFILTER], WINED3DTEXF_POINT), WINED3DTEXF_LINEAR),
500 min(max(samplerStates[WINED3DSAMP_MIPFILTER], WINED3DTEXF_NONE), WINED3DTEXF_LINEAR));
501
502 TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
503 samplerStates[WINED3DSAMP_MINFILTER],
504 samplerStates[WINED3DSAMP_MIPFILTER], glValue);
505 glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
506 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
507
508 if(!cond_np2) {
509 if(gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE) {
510 glValue = This->baseTexture.LOD;
511 } else if(gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= This->baseTexture.levels) {
512 glValue = This->baseTexture.levels - 1;
513 } else if(gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < This->baseTexture.LOD) {
514 /* baseTexture.LOD is already clamped in the setter */
515 glValue = This->baseTexture.LOD;
516 } else {
517 glValue = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL];
518 }
519 /* Note that D3DSAMP_MAXMIPLEVEL specifies the biggest mipmap(default 0), while
520 * GL_TEXTURE_MAX_LEVEL specifies the smallest mimap used(default 1000).
521 * So D3DSAMP_MAXMIPLEVEL is the same as GL_TEXTURE_BASE_LEVEL.
522 */
523 glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, glValue);
524 }
525 }
526
527 if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_ANISOTROPIC
528 && gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_ANISOTROPIC
529 && gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_ANISOTROPIC)
530 || cond_np2)
531 {
532 aniso = 1;
533 }
534 else
535 {
536 aniso = samplerStates[WINED3DSAMP_MAXANISOTROPY];
537 }
538
539 if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
540 {
541 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
542 {
543 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
544 checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
545 }
546 else
547 {
548 WARN("Anisotropic filtering not supported.\n");
549 }
550 gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
551 }
552}
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