From 5171a65d81a04e84747011477fadfdf9a94c1fb4 Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Wed, 3 Jun 2009 10:47:25 +0200 Subject: [PATCH] wined3d: Introduce texture_init() to handle most of the 2D texture initialization. --- dlls/wined3d/device.c | 151 +-------------------- dlls/wined3d/texture.c | 297 +++++++++++++++++++++++++++++++++-------- dlls/wined3d/wined3d_private.h | 4 +- 3 files changed, 248 insertions(+), 204 deletions(-) diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 5c95f32069c..75d4c9cfb0a 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -1083,73 +1083,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, WINED3DPOOL Pool, IWineD3DTexture **ppTexture, IUnknown *parent) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; - const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &This->adapter->gl_info); IWineD3DTextureImpl *object; - unsigned int i; - UINT tmpW; - UINT tmpH; HRESULT hr; - unsigned int pow2Width; - unsigned int pow2Height; TRACE("(%p) : Width %d, Height %d, Levels %d, Usage %#x\n", This, Width, Height, Levels, Usage); TRACE("Format %#x (%s), Pool %#x, ppTexture %p, parent %p\n", Format, debug_d3dformat(Format), Pool, ppTexture, parent); - /* 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", This); - return WINED3DERR_INVALIDCALL; - } - - /* Non-power2 support */ - if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) - { - pow2Width = Width; - pow2Height = Height; - } - else - { - /* Find the nearest pow2 match */ - pow2Width = pow2Height = 1; - while (pow2Width < Width) pow2Width <<= 1; - while (pow2Height < Height) pow2Height <<= 1; - - if (pow2Width != Width || pow2Height != 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 D3DERR_INVALIDCALL\n"); - return WINED3DERR_INVALIDCALL; - } - - if (Levels > 1) - { - WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL\n"); - return WINED3DERR_INVALIDCALL; - } - - Levels = 1; - } - else if (!Levels) - { - Levels = wined3d_log2i(max(Width, Height)) + 1; - TRACE("Calculated levels = %d\n", Levels); - } - object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { @@ -1159,103 +1099,20 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, } object->lpVtbl = &IWineD3DTexture_Vtbl; - hr = basetexture_init((IWineD3DBaseTextureImpl *)object, Levels, - WINED3DRTYPE_TEXTURE, This, 0, Usage, format_desc, Pool, parent); + + hr = texture_init(object, Width, Height, Levels, This, Usage, Format, Pool, parent); if (FAILED(hr)) { - WARN("Failed to initialize basetexture, returning %#x\n", hr); + WARN("Failed to initialize texture, returning %#x\n", hr); HeapFree(GetProcessHeap(), 0, object); *ppTexture = NULL; return hr; } - TRACE("(%p) : Created basetexture %p\n", This, object); - *ppTexture = (IWineD3DTexture *)object; - if (object->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING) - { - object->baseTexture.minMipLookup = minMipLookup; - object->baseTexture.magLookup = magLookup; - } else { - object->baseTexture.minMipLookup = minMipLookup_noFilter; - object->baseTexture.magLookup = magLookup_noFilter; - } - - /** FIXME: add support for real non-power-two if it's provided by the video card **/ - /* 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/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE - doesn't work in combination with ARB_TEXTURE_RECTANGLE. - */ - if(GL_SUPPORT(WINE_NORMALIZED_TEXRECT) && (Width != pow2Width || Height != pow2Height)) { - object->baseTexture.pow2Matrix[0] = 1.0; - object->baseTexture.pow2Matrix[5] = 1.0; - object->baseTexture.pow2Matrix[10] = 1.0; - object->baseTexture.pow2Matrix[15] = 1.0; - object->target = GL_TEXTURE_2D; - object->cond_np2 = TRUE; - object->baseTexture.minMipLookup = minMipLookup_noFilter; - } else if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE) && - (Width != pow2Width || Height != pow2Height) && - !((Format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE) && (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX))) - { - if ((Width != 1) || (Height != 1)) { - object->baseTexture.pow2Matrix_identity = FALSE; - } - - object->baseTexture.pow2Matrix[0] = (float)Width; - object->baseTexture.pow2Matrix[5] = (float)Height; - object->baseTexture.pow2Matrix[10] = 1.0; - object->baseTexture.pow2Matrix[15] = 1.0; - object->target = GL_TEXTURE_RECTANGLE_ARB; - object->cond_np2 = TRUE; - object->baseTexture.minMipLookup = minMipLookup_noFilter; - } else { - if ((Width != pow2Width) || (Height != pow2Height)) { - object->baseTexture.pow2Matrix_identity = FALSE; - object->baseTexture.pow2Matrix[0] = (((float)Width) / ((float)pow2Width)); - object->baseTexture.pow2Matrix[5] = (((float)Height) / ((float)pow2Height)); - } else { - object->baseTexture.pow2Matrix[0] = 1.0; - object->baseTexture.pow2Matrix[5] = 1.0; - } - - object->baseTexture.pow2Matrix[10] = 1.0; - object->baseTexture.pow2Matrix[15] = 1.0; - object->target = GL_TEXTURE_2D; - object->cond_np2 = FALSE; - } - TRACE(" xf(%f) yf(%f)\n", object->baseTexture.pow2Matrix[0], object->baseTexture.pow2Matrix[5]); - - /* Generate all the surfaces */ - tmpW = Width; - tmpH = Height; - for (i = 0; i < object->baseTexture.levels; i++) - { - /* use the callback to create the texture surface */ - hr = IWineD3DDeviceParent_CreateSurface(This->device_parent, parent, tmpW, tmpH, Format, - Usage, Pool, i, WINED3DCUBEMAP_FACE_POSITIVE_X, &object->surfaces[i]); - if (hr!= WINED3D_OK || ( (IWineD3DSurfaceImpl *) object->surfaces[i])->Flags & SFLAG_OVERSIZE) { - FIXME("Failed to create surface %p\n", object); - /* clean up */ - object->surfaces[i] = NULL; - IWineD3DTexture_Release((IWineD3DTexture *)object); - - *ppTexture = NULL; - return hr; - } - - IWineD3DSurface_SetContainer(object->surfaces[i], (IWineD3DBase *)object); - TRACE("Created surface level %d @ %p\n", i, object->surfaces[i]); - surface_set_texture_target(object->surfaces[i], object->target); - /* calculate the next mipmap level */ - tmpW = max(1, tmpW >> 1); - tmpH = max(1, tmpH >> 1); - } - object->baseTexture.internal_preload = texture_internal_preload; + TRACE("(%p) : Created texture %p\n", This, object); - TRACE("(%p) : Created texture %p\n", This, object); return WINED3D_OK; } diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c index 5e50e26a469..05e29bb77de 100644 --- a/dlls/wined3d/texture.c +++ b/dlls/wined3d/texture.c @@ -25,7 +25,80 @@ #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, 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; +} static void texture_cleanup(IWineD3DTextureImpl *This, D3DCB_DESTROYSURFACEFN surface_destroy_cb) { @@ -51,9 +124,176 @@ static void texture_cleanup(IWineD3DTextureImpl *This, D3DCB_DESTROYSURFACEFN su 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 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; + } + + if (texture->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING) + { + texture->baseTexture.minMipLookup = minMipLookup; + texture->baseTexture.magLookup = magLookup; + } + else + { + texture->baseTexture.minMipLookup = minMipLookup_noFilter; + texture->baseTexture.magLookup = magLookup_noFilter; + } + + /* 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/RTL_TEXTEX). 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] = 1.0; + texture->baseTexture.pow2Matrix[5] = 1.0; + texture->baseTexture.pow2Matrix[10] = 1.0; + texture->baseTexture.pow2Matrix[15] = 1.0; + 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 + || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX))) + { + 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] = 1.0; + texture->baseTexture.pow2Matrix[15] = 1.0; + texture->target = GL_TEXTURE_RECTANGLE_ARB; + texture->cond_np2 = TRUE; + 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] = 1.0; + texture->baseTexture.pow2Matrix[5] = 1.0; + } + + texture->baseTexture.pow2Matrix[10] = 1.0; + texture->baseTexture.pow2Matrix[15] = 1.0; + 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; @@ -116,61 +356,6 @@ static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *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); } diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 42c769cfbda..a3bb0ce2356 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -1712,7 +1712,6 @@ typedef struct IWineD3DBaseTextureClass void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb); } IWineD3DBaseTextureClass; -void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb); void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb); void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb); void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb); @@ -1767,6 +1766,9 @@ typedef struct IWineD3DTextureImpl extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl; +HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels, + IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent); + /***************************************************************************** * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl) */ -- 2.11.4.GIT