Next try. This time I reverted most of my header changes and just needed to add some...
[reactos.git] / reactos / dll / directx / wine / wined3d / basetexture.c
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 #include "config.h"
25 #include "wined3d_private.h"
26
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
28 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
29
30 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
31 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
32 WINED3DPOOL pool, IUnknown *parent)
33 {
34 HRESULT hr;
35
36 hr = resource_init((IWineD3DResource *)texture, resource_type, device, size, usage, format_desc, pool, parent);
37 if (FAILED(hr))
38 {
39 WARN("Failed to initialize resource, returning %#x\n", hr);
40 return hr;
41 }
42
43 texture->baseTexture.levels = levels;
44 texture->baseTexture.filterType = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE;
45 texture->baseTexture.LOD = 0;
46 texture->baseTexture.dirty = TRUE;
47 texture->baseTexture.srgbDirty = TRUE;
48 texture->baseTexture.is_srgb = FALSE;
49 texture->baseTexture.pow2Matrix_identity = TRUE;
50
51 if (texture->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING)
52 {
53 texture->baseTexture.minMipLookup = minMipLookup;
54 texture->baseTexture.magLookup = magLookup;
55 }
56 else
57 {
58 texture->baseTexture.minMipLookup = minMipLookup_noFilter;
59 texture->baseTexture.magLookup = magLookup_noFilter;
60 }
61
62 return WINED3D_OK;
63 }
64
65 void basetexture_cleanup(IWineD3DBaseTexture *iface)
66 {
67 basetexture_unload(iface);
68 resource_cleanup((IWineD3DResource *)iface);
69 }
70
71 void basetexture_unload(IWineD3DBaseTexture *iface)
72 {
73 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
74 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
75
76 if(This->baseTexture.textureName) {
77 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
78 ENTER_GL();
79 glDeleteTextures(1, &This->baseTexture.textureName);
80 This->baseTexture.textureName = 0;
81 LEAVE_GL();
82 }
83
84 if(This->baseTexture.srgbTextureName) {
85 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
86 ENTER_GL();
87 glDeleteTextures(1, &This->baseTexture.srgbTextureName);
88 This->baseTexture.srgbTextureName = 0;
89 LEAVE_GL();
90 }
91 This->baseTexture.dirty = TRUE;
92 This->baseTexture.srgbDirty = TRUE;
93 }
94
95 /* There is no OpenGL equivalent of setLOD, getLOD. All they do anyway is prioritize texture loading
96 * so just pretend that they work unless something really needs a failure. */
97 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew)
98 {
99 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
100
101 if (This->resource.pool != WINED3DPOOL_MANAGED) {
102 return WINED3DERR_INVALIDCALL;
103 }
104
105 if(LODNew >= This->baseTexture.levels)
106 LODNew = This->baseTexture.levels - 1;
107 This->baseTexture.LOD = LODNew;
108
109 TRACE("(%p) : set bogus LOD to %d\n", This, This->baseTexture.LOD);
110
111 return This->baseTexture.LOD;
112 }
113
114 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface)
115 {
116 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
117
118 if (This->resource.pool != WINED3DPOOL_MANAGED) {
119 return WINED3DERR_INVALIDCALL;
120 }
121
122 TRACE("(%p) : returning %d\n", This, This->baseTexture.LOD);
123
124 return This->baseTexture.LOD;
125 }
126
127 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface)
128 {
129 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
130 TRACE("(%p) : returning %d\n", This, This->baseTexture.levels);
131 return This->baseTexture.levels;
132 }
133
134 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType)
135 {
136 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
137 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
138 UINT textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
139
140 if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
141 TRACE("(%p) : returning invalid call\n", This);
142 return WINED3DERR_INVALIDCALL;
143 }
144 if(This->baseTexture.filterType != FilterType) {
145 /* What about multithreading? Do we want all the context overhead just to set this value?
146 * Or should we delay the applying until the texture is used for drawing? For now, apply
147 * immediately.
148 */
149 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
150 ENTER_GL();
151 glBindTexture(textureDimensions, This->baseTexture.textureName);
152 checkGLcall("glBindTexture");
153 switch(FilterType) {
154 case WINED3DTEXF_NONE:
155 case WINED3DTEXF_POINT:
156 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST);
157 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
158
159 break;
160 case WINED3DTEXF_LINEAR:
161 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
162 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
163
164 break;
165 default:
166 WARN("Unexpected filter type %d, setting to GL_NICEST\n", FilterType);
167 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
168 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
169 }
170 LEAVE_GL();
171 }
172 This->baseTexture.filterType = FilterType;
173 TRACE("(%p) :\n", This);
174 return WINED3D_OK;
175 }
176
177 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface)
178 {
179 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
180
181 FIXME("(%p) : stub\n", This);
182
183 return This->baseTexture.filterType;
184 }
185
186 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface)
187 {
188 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
189 /* TODO: implement filters using GL_SGI_generate_mipmaps http://oss.sgi.com/projects/ogl-sample/registry/SGIS/generate_mipmap.txt */
190 FIXME("(%p) : stub\n", This);
191 return ;
192 }
193
194 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty)
195 {
196 BOOL old;
197 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
198 old = This->baseTexture.dirty || This->baseTexture.srgbDirty;
199 This->baseTexture.dirty = dirty;
200 This->baseTexture.srgbDirty = dirty;
201 return old;
202 }
203
204 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface)
205 {
206 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
207 return This->baseTexture.dirty || This->baseTexture.srgbDirty;
208 }
209
210 /* Context activation is done by the caller. */
211 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc)
212 {
213 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
214 HRESULT hr = WINED3D_OK;
215 UINT textureDimensions;
216 BOOL isNewTexture = FALSE;
217 GLuint *texture;
218 DWORD *states;
219 TRACE("(%p) : About to bind texture\n", This);
220
221 This->baseTexture.is_srgb = srgb; /* SRGB mode cache for PreLoad calls outside drawprim */
222 if(srgb) {
223 texture = &This->baseTexture.srgbTextureName;
224 states = This->baseTexture.srgbstates;
225 } else {
226 texture = &This->baseTexture.textureName;
227 states = This->baseTexture.states;
228 }
229
230 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
231 ENTER_GL();
232 /* Generate a texture name if we don't already have one */
233 if (*texture == 0) {
234 *set_surface_desc = TRUE;
235 glGenTextures(1, texture);
236 checkGLcall("glGenTextures");
237 TRACE("Generated texture %d\n", *texture);
238 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
239 /* Tell opengl to try and keep this texture in video ram (well mostly) */
240 GLclampf tmp;
241 tmp = 0.9f;
242 glPrioritizeTextures(1, texture, &tmp);
243
244 }
245 /* Initialise the state of the texture object
246 to the openGL defaults, not the directx defaults */
247 states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP;
248 states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP;
249 states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP;
250 states[WINED3DTEXSTA_BORDERCOLOR] = 0;
251 states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
252 states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
253 states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
254 states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
255 states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
256 states[WINED3DTEXSTA_SRGBTEXTURE] = 0;
257 states[WINED3DTEXSTA_ELEMENTINDEX] = 0;
258 states[WINED3DTEXSTA_DMAPOFFSET] = 0;
259 states[WINED3DTEXSTA_TSSADDRESSW] = WINED3DTADDRESS_WRAP;
260 IWineD3DBaseTexture_SetDirty(iface, TRUE);
261 isNewTexture = TRUE;
262
263 if(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) {
264 /* This means double binding the texture at creation, but keeps the code simpler all
265 * in all, and the run-time path free from additional checks
266 */
267 glBindTexture(textureDimensions, *texture);
268 checkGLcall("glBindTexture");
269 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
270 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
271 }
272 } else {
273 *set_surface_desc = FALSE;
274 }
275
276 /* Bind the texture */
277 if (*texture != 0) {
278 glBindTexture(textureDimensions, *texture);
279 checkGLcall("glBindTexture");
280 if (isNewTexture) {
281 /* For a new texture we have to set the textures levels after binding the texture.
282 * In theory this is all we should ever have to do, but because ATI's drivers are broken, we
283 * also need to set the texture dimensions before the texture is set
284 * Beware that texture rectangles do not support mipmapping, but set the maxmiplevel if we're
285 * relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles
286 * (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB)
287 */
288 if(textureDimensions != GL_TEXTURE_RECTANGLE_ARB) {
289 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
290 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1);
291 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)");
292 }
293 if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
294 /* Cubemaps are always set to clamp, regardless of the sampler state. */
295 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
296 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
297 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
298 }
299 }
300 } else { /* this only happened if we've run out of openGL textures */
301 WARN("This texture doesn't have an openGL texture assigned to it\n");
302 hr = WINED3DERR_INVALIDCALL;
303 }
304
305 LEAVE_GL();
306 return hr;
307 }
308
309 /* GL locking is done by the caller */
310 static inline void apply_wrap(const GLint textureDimensions, const DWORD state, const GLint type,
311 BOOL cond_np2) {
312 GLint wrapParm;
313
314 if (state < minLookup[WINELOOKUP_WARPPARAM] || state > maxLookup[WINELOOKUP_WARPPARAM]) {
315 FIXME("Unrecognized or unsupported WINED3DTADDRESS_U value %d\n", state);
316 } else {
317 if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
318 /* Cubemaps are always set to clamp, regardless of the sampler state. */
319 wrapParm = GL_CLAMP_TO_EDGE;
320 } else if(cond_np2) {
321 if(state == WINED3DTADDRESS_WRAP) {
322 wrapParm = GL_CLAMP_TO_EDGE;
323 } else {
324 wrapParm = stateLookup[WINELOOKUP_WARPPARAM][state - minLookup[WINELOOKUP_WARPPARAM]];
325 }
326 } else {
327 wrapParm = stateLookup[WINELOOKUP_WARPPARAM][state - minLookup[WINELOOKUP_WARPPARAM]];
328 }
329 TRACE("Setting WRAP_S to %d for %x\n", wrapParm, textureDimensions);
330 glTexParameteri(textureDimensions, type, wrapParm);
331 checkGLcall("glTexParameteri(..., type, wrapParm)");
332 }
333 }
334
335 /* GL locking is done by the caller (state handler) */
336 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
337 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
338 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1])
339 {
340 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
341 DWORD state, *states;
342 GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
343 BOOL cond_np2 = IWineD3DBaseTexture_IsCondNP2(iface);
344 DWORD aniso;
345
346 TRACE("iface %p, textureStates %p, samplerStates %p\n", iface, textureStates, samplerStates);
347
348 if(This->baseTexture.is_srgb) {
349 states = This->baseTexture.srgbstates;
350 } else {
351 states = This->baseTexture.states;
352 }
353
354 /* This function relies on the correct texture being bound and loaded. */
355
356 if(samplerStates[WINED3DSAMP_ADDRESSU] != states[WINED3DTEXSTA_ADDRESSU]) {
357 state = samplerStates[WINED3DSAMP_ADDRESSU];
358 apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_S, cond_np2);
359 states[WINED3DTEXSTA_ADDRESSU] = state;
360 }
361
362 if(samplerStates[WINED3DSAMP_ADDRESSV] != states[WINED3DTEXSTA_ADDRESSV]) {
363 state = samplerStates[WINED3DSAMP_ADDRESSV];
364 apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_T, cond_np2);
365 states[WINED3DTEXSTA_ADDRESSV] = state;
366 }
367
368 if(samplerStates[WINED3DSAMP_ADDRESSW] != states[WINED3DTEXSTA_ADDRESSW]) {
369 state = samplerStates[WINED3DSAMP_ADDRESSW];
370 apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_R, cond_np2);
371 states[WINED3DTEXSTA_ADDRESSW] = state;
372 }
373
374 if(samplerStates[WINED3DSAMP_BORDERCOLOR] != states[WINED3DTEXSTA_BORDERCOLOR]) {
375 float col[4];
376
377 state = samplerStates[WINED3DSAMP_BORDERCOLOR];
378 D3DCOLORTOGLFLOAT4(state, col);
379 TRACE("Setting border color for %u to %x\n", textureDimensions, state);
380 glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
381 checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
382 states[WINED3DTEXSTA_BORDERCOLOR] = state;
383 }
384
385 if(samplerStates[WINED3DSAMP_MAGFILTER] != states[WINED3DTEXSTA_MAGFILTER]) {
386 GLint glValue;
387 state = samplerStates[WINED3DSAMP_MAGFILTER];
388 if (state > WINED3DTEXF_ANISOTROPIC) {
389 FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state);
390 }
391
392 glValue = wined3d_gl_mag_filter(This->baseTexture.magLookup,
393 min(max(state, WINED3DTEXF_POINT), WINED3DTEXF_LINEAR));
394 TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state, glValue);
395 glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
396
397 states[WINED3DTEXSTA_MAGFILTER] = state;
398 }
399
400 if((samplerStates[WINED3DSAMP_MINFILTER] != states[WINED3DTEXSTA_MINFILTER] ||
401 samplerStates[WINED3DSAMP_MIPFILTER] != states[WINED3DTEXSTA_MIPFILTER] ||
402 samplerStates[WINED3DSAMP_MAXMIPLEVEL] != states[WINED3DTEXSTA_MAXMIPLEVEL])) {
403 GLint glValue;
404
405 states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
406 states[WINED3DTEXSTA_MINFILTER] = samplerStates[WINED3DSAMP_MINFILTER];
407 states[WINED3DTEXSTA_MAXMIPLEVEL] = samplerStates[WINED3DSAMP_MAXMIPLEVEL];
408
409 if (states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC
410 || states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_ANISOTROPIC)
411 {
412
413 FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
414 states[WINED3DTEXSTA_MINFILTER],
415 states[WINED3DTEXSTA_MIPFILTER]);
416 }
417 glValue = wined3d_gl_min_mip_filter(This->baseTexture.minMipLookup,
418 min(max(samplerStates[WINED3DSAMP_MINFILTER], WINED3DTEXF_POINT), WINED3DTEXF_LINEAR),
419 min(max(samplerStates[WINED3DSAMP_MIPFILTER], WINED3DTEXF_NONE), WINED3DTEXF_LINEAR));
420
421 TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
422 samplerStates[WINED3DSAMP_MINFILTER],
423 samplerStates[WINED3DSAMP_MIPFILTER], glValue);
424 glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
425 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
426
427 if(!cond_np2) {
428 if(states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE) {
429 glValue = 0;
430 } else if(states[WINED3DTEXSTA_MAXMIPLEVEL] >= This->baseTexture.levels) {
431 glValue = This->baseTexture.levels - 1;
432 } else {
433 glValue = states[WINED3DTEXSTA_MAXMIPLEVEL];
434 }
435 glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, glValue);
436 }
437 }
438
439 if ((states[WINED3DSAMP_MAGFILTER] != WINED3DTEXF_ANISOTROPIC
440 && states[WINED3DSAMP_MINFILTER] != WINED3DTEXF_ANISOTROPIC
441 && states[WINED3DSAMP_MIPFILTER] != WINED3DTEXF_ANISOTROPIC)
442 || cond_np2)
443 {
444 aniso = 1;
445 }
446 else
447 {
448 aniso = samplerStates[WINED3DSAMP_MAXANISOTROPY];
449 }
450
451 if (states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
452 {
453 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC))
454 {
455 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
456 checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
457 }
458 else
459 {
460 WARN("Anisotropic filtering not supported.\n");
461 }
462 states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
463 }
464 }