#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
-#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
+
+#define GLINFO_LOCATION (*gl_info)
+
+static void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb)
+{
+ /* Override the IWineD3DResource PreLoad method. */
+ IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
+ IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+ unsigned int i;
+ BOOL srgb_mode;
+ BOOL *dirty;
+
+ TRACE("(%p) : About to load texture.\n", This);
+
+ switch (srgb)
+ {
+ case SRGB_RGB:
+ srgb_mode = FALSE;
+ break;
+
+ case SRGB_BOTH:
+ texture_internal_preload(iface, SRGB_RGB);
+ /* Fallthrough */
+
+ case SRGB_SRGB:
+ srgb_mode = TRUE;
+ break;
+
+ default:
+ srgb_mode = This->baseTexture.is_srgb;
+ break;
+ }
+ dirty = srgb_mode ? &This->baseTexture.srgbDirty : &This->baseTexture.dirty;
+
+ if (!device->isInDraw)
+ {
+ /* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture,
+ * thus no danger of recursive calls. */
+ ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
+ }
+
+ if (This->resource.format_desc->format == WINED3DFMT_P8
+ || This->resource.format_desc->format == WINED3DFMT_A8P8)
+ {
+ for (i = 0; i < This->baseTexture.levels; ++i)
+ {
+ if (palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[i]))
+ {
+ TRACE("Reloading surface because the d3d8/9 palette was changed.\n");
+ /* TODO: This is not necessarily needed with hw palettized texture support. */
+ IWineD3DSurface_LoadLocation(This->surfaces[i], SFLAG_INSYSMEM, NULL);
+ /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
+ IWineD3DSurface_ModifyLocation(This->surfaces[i], SFLAG_INTEXTURE, FALSE);
+ }
+ }
+ }
+
+ /* If the texture is marked dirty or the srgb sampler setting has changed
+ * since the last load then reload the surfaces. */
+ if (*dirty)
+ {
+ for (i = 0; i < This->baseTexture.levels; ++i)
+ {
+ IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
+ }
+ }
+ else
+ {
+ TRACE("(%p) Texture not dirty, nothing to do.\n", iface);
+ }
+
+ /* No longer dirty. */
+ *dirty = FALSE;
+}
+
+static void texture_cleanup(IWineD3DTextureImpl *This, D3DCB_DESTROYSURFACEFN surface_destroy_cb)
+{
+ unsigned int i;
+
+ TRACE("(%p) : Cleaning up\n", This);
+
+ for (i = 0; i < This->baseTexture.levels; ++i)
+ {
+ if (This->surfaces[i])
+ {
+ /* Clean out the texture name we gave to the surface so that the
+ * surface doesn't try and release it */
+ surface_set_texture_name(This->surfaces[i], 0, TRUE);
+ surface_set_texture_name(This->surfaces[i], 0, FALSE);
+ surface_set_texture_target(This->surfaces[i], 0);
+ IWineD3DSurface_SetContainer(This->surfaces[i], 0);
+ surface_destroy_cb(This->surfaces[i]);
+ }
+ }
+
+ TRACE("(%p) : Cleaning up base texture\n", This);
+ basetexture_cleanup((IWineD3DBaseTexture *)This);
+}
+
+HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
+ IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent)
+{
+ const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
+ const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, gl_info);
+ UINT pow2_width, pow2_height;
+ UINT tmp_w, tmp_h;
+ unsigned int i;
+ HRESULT hr;
+
+ /* TODO: It should only be possible to create textures for formats
+ * that are reported as supported. */
+ if (WINED3DFMT_UNKNOWN >= format)
+ {
+ WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
+ return WINED3DERR_INVALIDCALL;
+ }
+
+ /* Non-power2 support. */
+ if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO))
+ {
+ pow2_width = width;
+ pow2_height = height;
+ }
+ else
+ {
+ /* Find the nearest pow2 match. */
+ pow2_width = pow2_height = 1;
+ while (pow2_width < width) pow2_width <<= 1;
+ while (pow2_height < height) pow2_height <<= 1;
+
+ if (pow2_width != width || pow2_height != height)
+ {
+ if (levels > 1)
+ {
+ WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support.\n");
+ return WINED3DERR_INVALIDCALL;
+ }
+ levels = 1;
+ }
+ }
+
+ /* Calculate levels for mip mapping. */
+ if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
+ {
+ if (!GL_SUPPORT(SGIS_GENERATE_MIPMAP))
+ {
+ WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
+ return WINED3DERR_INVALIDCALL;
+ }
+
+ if (levels > 1)
+ {
+ WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n");
+ return WINED3DERR_INVALIDCALL;
+ }
+
+ levels = 1;
+ }
+ else if (!levels)
+ {
+ levels = wined3d_log2i(max(width, height)) + 1;
+ TRACE("Calculated levels = %u.\n", levels);
+ }
+
+ hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, levels,
+ WINED3DRTYPE_TEXTURE, device, 0, usage, format_desc, pool, parent);
+ if (FAILED(hr))
+ {
+ WARN("Failed to initialize basetexture, returning %#x.\n", hr);
+ return hr;
+ }
+
+ /* Precalculated scaling for 'faked' non power of two texture coords.
+ * Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
+ * is used in combination with texture uploads (RTL_READTEX). The reason is that EXT_PALETTED_TEXTURE
+ * doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
+ if (GL_SUPPORT(WINE_NORMALIZED_TEXRECT) && (width != pow2_width || height != pow2_height))
+ {
+ texture->baseTexture.pow2Matrix[0] = 1.0f;
+ texture->baseTexture.pow2Matrix[5] = 1.0f;
+ texture->baseTexture.pow2Matrix[10] = 1.0f;
+ texture->baseTexture.pow2Matrix[15] = 1.0f;
+ texture->target = GL_TEXTURE_2D;
+ texture->cond_np2 = TRUE;
+ texture->baseTexture.minMipLookup = minMipLookup_noFilter;
+ }
+ else if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE) && (width != pow2_width || height != pow2_height)
+ && !((format_desc->format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE)
+ && (wined3d_settings.rendertargetlock_mode == RTL_READTEX)))
+ {
+ if ((width != 1) || (height != 1)) texture->baseTexture.pow2Matrix_identity = FALSE;
+
+ texture->baseTexture.pow2Matrix[0] = (float)width;
+ texture->baseTexture.pow2Matrix[5] = (float)height;
+ texture->baseTexture.pow2Matrix[10] = 1.0f;
+ texture->baseTexture.pow2Matrix[15] = 1.0f;
+ texture->target = GL_TEXTURE_RECTANGLE_ARB;
+ texture->cond_np2 = TRUE;
+
+ if(texture->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING)
+ {
+ texture->baseTexture.minMipLookup = minMipLookup_noMip;
+ }
+ else
+ {
+ texture->baseTexture.minMipLookup = minMipLookup_noFilter;
+ }
+ }
+ else
+ {
+ if ((width != pow2_width) || (height != pow2_height))
+ {
+ texture->baseTexture.pow2Matrix_identity = FALSE;
+ texture->baseTexture.pow2Matrix[0] = (((float)width) / ((float)pow2_width));
+ texture->baseTexture.pow2Matrix[5] = (((float)height) / ((float)pow2_height));
+ }
+ else
+ {
+ texture->baseTexture.pow2Matrix[0] = 1.0f;
+ texture->baseTexture.pow2Matrix[5] = 1.0f;
+ }
+
+ texture->baseTexture.pow2Matrix[10] = 1.0f;
+ texture->baseTexture.pow2Matrix[15] = 1.0f;
+ texture->target = GL_TEXTURE_2D;
+ texture->cond_np2 = FALSE;
+ }
+ TRACE("xf(%f) yf(%f)\n", texture->baseTexture.pow2Matrix[0], texture->baseTexture.pow2Matrix[5]);
+
+ /* Generate all the surfaces. */
+ tmp_w = width;
+ tmp_h = height;
+ for (i = 0; i < texture->baseTexture.levels; ++i)
+ {
+ /* Use the callback to create the texture surface. */
+ hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_h, format_desc->format,
+ usage, pool, i, WINED3DCUBEMAP_FACE_POSITIVE_X, &texture->surfaces[i]);
+ if (FAILED(hr) || ((IWineD3DSurfaceImpl *)texture->surfaces[i])->Flags & SFLAG_OVERSIZE)
+ {
+ FIXME("Failed to create surface %p, hr %#x\n", texture, hr);
+ texture->surfaces[i] = NULL;
+ texture_cleanup(texture, D3DCB_DefaultDestroySurface);
+ return hr;
+ }
+
+ IWineD3DSurface_SetContainer(texture->surfaces[i], (IWineD3DBase *)texture);
+ TRACE("Created surface level %u @ %p.\n", i, texture->surfaces[i]);
+ surface_set_texture_target(texture->surfaces[i], texture->target);
+ /* Calculate the next mipmap level. */
+ tmp_w = max(1, tmp_w >> 1);
+ tmp_h = max(1, tmp_h >> 1);
+ }
+ texture->baseTexture.internal_preload = texture_internal_preload;
+
+ return WINED3D_OK;
+}
+
+#undef GLINFO_LOCATION
/* *******************************************
IWineD3DTexture IUnknown parts follow
******************************************* */
+
+#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
+
static HRESULT WINAPI IWineD3DTextureImpl_QueryInterface(IWineD3DTexture *iface, REFIID riid, LPVOID *ppobj)
{
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
return resource_get_priority((IWineD3DResource *)iface);
}
-void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb) {
-
- /* Override the IWineD3DResource PreLoad method */
- unsigned int i;
- IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
- IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
- BOOL srgb_mode;
- BOOL *dirty;
-
- TRACE("(%p) : About to load texture\n", This);
-
- switch(srgb) {
- case SRGB_RGB: srgb_mode = FALSE; break;
- case SRGB_BOTH: texture_internal_preload(iface, SRGB_RGB);
- case SRGB_SRGB: srgb_mode = TRUE; break;
- /* DONTKNOW, and shut up the compiler */
- default: srgb_mode = This->baseTexture.is_srgb; break;
- }
- dirty = srgb_mode ? &This->baseTexture.srgbDirty : &This->baseTexture.dirty;
-
- if(!device->isInDraw) {
- /* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture, thus no danger of
- * recursive calls
- */
- ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
- }
-
- if (This->resource.format_desc->format == WINED3DFMT_P8
- || This->resource.format_desc->format == WINED3DFMT_A8P8)
- {
- for (i = 0; i < This->baseTexture.levels; i++) {
- if(palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[i])) {
- TRACE("Reloading surface because the d3d8/9 palette was changed\n");
- /* TODO: This is not necessarily needed with hw palettized texture support */
- IWineD3DSurface_LoadLocation(This->surfaces[i], SFLAG_INSYSMEM, NULL);
- /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
- IWineD3DSurface_ModifyLocation(This->surfaces[i], SFLAG_INTEXTURE, FALSE);
- }
- }
- }
- /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
- if (*dirty) {
- for (i = 0; i < This->baseTexture.levels; i++) {
- IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
- }
- } else {
- TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
- }
-
- /* No longer dirty */
- *dirty = FALSE;
-
- return ;
-}
-
static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
texture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
}
return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
}
+/* Context activation is done by the caller. */
static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface, BOOL srgb) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
BOOL set_gl_texture_desc;
return This->cond_np2;
}
-static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
- const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
- const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
- TRACE("(%p) : relay to BaseTexture\n", iface);
- basetexture_apply_state_changes((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
-}
-
/* *******************************************
IWineD3DTexture IWineD3DTexture parts follow
******************************************* */
static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
- unsigned int i;
- TRACE("(%p) : Cleaning up\n",This);
- for (i = 0; i < This->baseTexture.levels; i++) {
- if (This->surfaces[i] != NULL) {
- /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
- surface_set_texture_name(This->surfaces[i], 0, TRUE);
- surface_set_texture_name(This->surfaces[i], 0, FALSE);
- surface_set_texture_target(This->surfaces[i], 0);
- IWineD3DSurface_SetContainer(This->surfaces[i], 0);
- D3DCB_DestroySurface(This->surfaces[i]);
- }
- }
- TRACE("(%p) : cleaning up base texture\n", This);
- basetexture_cleanup((IWineD3DBaseTexture *)iface);
+ texture_cleanup(This, D3DCB_DestroySurface);
/* free the object */
HeapFree(GetProcessHeap(), 0, This);
}
IWineD3DTextureImpl_BindTexture,
IWineD3DTextureImpl_GetTextureDimensions,
IWineD3DTextureImpl_IsCondNP2,
- IWineD3DTextureImpl_ApplyStateChanges,
/* IWineD3DTexture */
IWineD3DTextureImpl_Destroy,
IWineD3DTextureImpl_GetLevelDesc,