2 * IWineD3DBaseTexture Implementation
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
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.
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.
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
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture
);
28 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
30 void basetexture_init(struct IWineD3DBaseTextureClass
*texture
, UINT levels
, DWORD usage
)
32 texture
->levels
= levels
;
33 texture
->filterType
= (usage
& WINED3DUSAGE_AUTOGENMIPMAP
) ? WINED3DTEXF_LINEAR
: WINED3DTEXF_NONE
;
35 texture
->dirty
= TRUE
;
36 texture
->srgbDirty
= TRUE
;
37 texture
->is_srgb
= FALSE
;
38 texture
->pow2Matrix_identity
= TRUE
;
41 void basetexture_cleanup(IWineD3DBaseTexture
*iface
)
43 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
44 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
46 TRACE("(%p) : textureName(%d)\n", This
, This
->baseTexture
.textureName
);
47 if (This
->baseTexture
.textureName
!= 0) {
48 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
50 TRACE("(%p) : Deleting texture %d\n", This
, This
->baseTexture
.textureName
);
51 glDeleteTextures(1, &This
->baseTexture
.textureName
);
52 glDeleteTextures(1, &This
->baseTexture
.srgbTextureName
);
56 resource_cleanup((IWineD3DResource
*)iface
);
59 void basetexture_unload(IWineD3DBaseTexture
*iface
)
61 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
62 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
64 if(This
->baseTexture
.textureName
) {
65 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
67 glDeleteTextures(1, &This
->baseTexture
.textureName
);
68 glDeleteTextures(1, &This
->baseTexture
.srgbTextureName
);
69 This
->baseTexture
.textureName
= 0;
70 This
->baseTexture
.srgbTextureName
= 0;
73 This
->baseTexture
.dirty
= TRUE
;
74 This
->baseTexture
.srgbDirty
= TRUE
;
77 /* There is no OpenGL equivalent of setLOD, getLOD. All they do anyway is prioritize texture loading
78 * so just pretend that they work unless something really needs a failure. */
79 DWORD
basetexture_set_lod(IWineD3DBaseTexture
*iface
, DWORD LODNew
)
81 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
83 if (This
->resource
.pool
!= WINED3DPOOL_MANAGED
) {
84 return WINED3DERR_INVALIDCALL
;
87 if(LODNew
>= This
->baseTexture
.levels
)
88 LODNew
= This
->baseTexture
.levels
- 1;
89 This
->baseTexture
.LOD
= LODNew
;
91 TRACE("(%p) : set bogus LOD to %d\n", This
, This
->baseTexture
.LOD
);
93 return This
->baseTexture
.LOD
;
96 DWORD
basetexture_get_lod(IWineD3DBaseTexture
*iface
)
98 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
100 if (This
->resource
.pool
!= WINED3DPOOL_MANAGED
) {
101 return WINED3DERR_INVALIDCALL
;
104 TRACE("(%p) : returning %d\n", This
, This
->baseTexture
.LOD
);
106 return This
->baseTexture
.LOD
;
109 DWORD
basetexture_get_level_count(IWineD3DBaseTexture
*iface
)
111 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
112 TRACE("(%p) : returning %d\n", This
, This
->baseTexture
.levels
);
113 return This
->baseTexture
.levels
;
116 HRESULT
basetexture_set_autogen_filter_type(IWineD3DBaseTexture
*iface
, WINED3DTEXTUREFILTERTYPE FilterType
)
118 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
119 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
120 UINT textureDimensions
= IWineD3DBaseTexture_GetTextureDimensions(iface
);
122 if (!(This
->resource
.usage
& WINED3DUSAGE_AUTOGENMIPMAP
)) {
123 TRACE("(%p) : returning invalid call\n", This
);
124 return WINED3DERR_INVALIDCALL
;
126 if(This
->baseTexture
.filterType
!= FilterType
) {
127 /* What about multithreading? Do we want all the context overhead just to set this value?
128 * Or should we delay the applying until the texture is used for drawing? For now, apply
131 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
133 glBindTexture(textureDimensions
, This
->baseTexture
.textureName
);
134 checkGLcall("glBindTexture");
136 case WINED3DTEXF_NONE
:
137 case WINED3DTEXF_POINT
:
138 glTexParameteri(textureDimensions
, GL_GENERATE_MIPMAP_HINT_SGIS
, GL_FASTEST
);
139 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
142 case WINED3DTEXF_LINEAR
:
143 glTexParameteri(textureDimensions
, GL_GENERATE_MIPMAP_HINT_SGIS
, GL_NICEST
);
144 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
148 WARN("Unexpected filter type %d, setting to GL_NICEST\n", FilterType
);
149 glTexParameteri(textureDimensions
, GL_GENERATE_MIPMAP_HINT_SGIS
, GL_NICEST
);
150 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
154 This
->baseTexture
.filterType
= FilterType
;
155 TRACE("(%p) :\n", This
);
159 WINED3DTEXTUREFILTERTYPE
basetexture_get_autogen_filter_type(IWineD3DBaseTexture
*iface
)
161 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
162 FIXME("(%p) : stub\n", This
);
163 if (!(This
->resource
.usage
& WINED3DUSAGE_AUTOGENMIPMAP
)) {
164 return WINED3DTEXF_NONE
;
166 return This
->baseTexture
.filterType
;
169 void basetexture_generate_mipmaps(IWineD3DBaseTexture
*iface
)
171 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
172 /* TODO: implement filters using GL_SGI_generate_mipmaps http://oss.sgi.com/projects/ogl-sample/registry/SGIS/generate_mipmap.txt */
173 FIXME("(%p) : stub\n", This
);
177 BOOL
basetexture_set_dirty(IWineD3DBaseTexture
*iface
, BOOL dirty
)
180 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
181 old
= This
->baseTexture
.dirty
|| This
->baseTexture
.srgbDirty
;
182 This
->baseTexture
.dirty
= dirty
;
183 This
->baseTexture
.srgbDirty
= dirty
;
187 BOOL
basetexture_get_dirty(IWineD3DBaseTexture
*iface
)
189 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
190 return This
->baseTexture
.dirty
|| This
->baseTexture
.srgbDirty
;
193 HRESULT
basetexture_bind(IWineD3DBaseTexture
*iface
, BOOL srgb
, BOOL
*set_surface_desc
)
195 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
196 HRESULT hr
= WINED3D_OK
;
197 UINT textureDimensions
;
198 BOOL isNewTexture
= FALSE
;
201 TRACE("(%p) : About to bind texture\n", This
);
203 This
->baseTexture
.is_srgb
= srgb
; /* SRGB mode cache for PreLoad calls outside drawprim */
205 texture
= &This
->baseTexture
.srgbTextureName
;
206 states
= This
->baseTexture
.srgbstates
;
208 texture
= &This
->baseTexture
.textureName
;
209 states
= This
->baseTexture
.states
;
212 textureDimensions
= IWineD3DBaseTexture_GetTextureDimensions(iface
);
214 /* Generate a texture name if we don't already have one */
216 *set_surface_desc
= TRUE
;
217 glGenTextures(1, texture
);
218 checkGLcall("glGenTextures");
219 TRACE("Generated texture %d\n", *texture
);
220 if (This
->resource
.pool
== WINED3DPOOL_DEFAULT
) {
221 /* Tell opengl to try and keep this texture in video ram (well mostly) */
224 glPrioritizeTextures(1, texture
, &tmp
);
227 /* Initialise the state of the texture object
228 to the openGL defaults, not the directx defaults */
229 states
[WINED3DTEXSTA_ADDRESSU
] = WINED3DTADDRESS_WRAP
;
230 states
[WINED3DTEXSTA_ADDRESSV
] = WINED3DTADDRESS_WRAP
;
231 states
[WINED3DTEXSTA_ADDRESSW
] = WINED3DTADDRESS_WRAP
;
232 states
[WINED3DTEXSTA_BORDERCOLOR
] = 0;
233 states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_LINEAR
;
234 states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
; /* GL_NEAREST_MIPMAP_LINEAR */
235 states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_LINEAR
; /* GL_NEAREST_MIPMAP_LINEAR */
236 states
[WINED3DTEXSTA_MAXMIPLEVEL
] = 0;
237 states
[WINED3DTEXSTA_MAXANISOTROPY
] = 0;
238 states
[WINED3DTEXSTA_SRGBTEXTURE
] = 0;
239 states
[WINED3DTEXSTA_ELEMENTINDEX
] = 0;
240 states
[WINED3DTEXSTA_DMAPOFFSET
] = 0;
241 states
[WINED3DTEXSTA_TSSADDRESSW
] = WINED3DTADDRESS_WRAP
;
242 IWineD3DBaseTexture_SetDirty(iface
, TRUE
);
245 if(This
->resource
.usage
& WINED3DUSAGE_AUTOGENMIPMAP
) {
246 /* This means double binding the texture at creation, but keeps the code simpler all
247 * in all, and the run-time path free from additional checks
249 glBindTexture(textureDimensions
, *texture
);
250 checkGLcall("glBindTexture");
251 glTexParameteri(textureDimensions
, GL_GENERATE_MIPMAP_SGIS
, GL_TRUE
);
252 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
255 *set_surface_desc
= FALSE
;
258 /* Bind the texture */
260 glBindTexture(textureDimensions
, *texture
);
261 checkGLcall("glBindTexture");
263 /* For a new texture we have to set the textures levels after binding the texture.
264 * In theory this is all we should ever have to do, but because ATI's drivers are broken, we
265 * also need to set the texture dimensions before the texture is set
266 * Beware that texture rectangles do not support mipmapping, but set the maxmiplevel if we're
267 * relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles
268 * (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB)
270 if(textureDimensions
!= GL_TEXTURE_RECTANGLE_ARB
) {
271 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This
->baseTexture
.levels
- 1);
272 glTexParameteri(textureDimensions
, GL_TEXTURE_MAX_LEVEL
, This
->baseTexture
.levels
- 1);
273 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)");
275 if(textureDimensions
==GL_TEXTURE_CUBE_MAP_ARB
) {
276 /* Cubemaps are always set to clamp, regardless of the sampler state. */
277 glTexParameteri(textureDimensions
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
278 glTexParameteri(textureDimensions
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
279 glTexParameteri(textureDimensions
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
282 } else { /* this only happened if we've run out of openGL textures */
283 WARN("This texture doesn't have an openGL texture assigned to it\n");
284 hr
= WINED3DERR_INVALIDCALL
;
291 static inline void apply_wrap(const GLint textureDimensions
, const DWORD state
, const GLint type
,
295 if (state
< minLookup
[WINELOOKUP_WARPPARAM
] || state
> maxLookup
[WINELOOKUP_WARPPARAM
]) {
296 FIXME("Unrecognized or unsupported WINED3DTADDRESS_U value %d\n", state
);
298 if(textureDimensions
==GL_TEXTURE_CUBE_MAP_ARB
) {
299 /* Cubemaps are always set to clamp, regardless of the sampler state. */
300 wrapParm
= GL_CLAMP_TO_EDGE
;
301 } else if(cond_np2
) {
302 if(state
== WINED3DTADDRESS_WRAP
) {
303 wrapParm
= GL_CLAMP_TO_EDGE
;
305 wrapParm
= stateLookup
[WINELOOKUP_WARPPARAM
][state
- minLookup
[WINELOOKUP_WARPPARAM
]];
308 wrapParm
= stateLookup
[WINELOOKUP_WARPPARAM
][state
- minLookup
[WINELOOKUP_WARPPARAM
]];
310 TRACE("Setting WRAP_S to %d for %x\n", wrapParm
, textureDimensions
);
311 glTexParameteri(textureDimensions
, type
, wrapParm
);
312 checkGLcall("glTexParameteri(..., type, wrapParm)");
316 void basetexture_apply_state_changes(IWineD3DBaseTexture
*iface
,
317 const DWORD textureStates
[WINED3D_HIGHEST_TEXTURE_STATE
+ 1],
318 const DWORD samplerStates
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1])
320 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
321 DWORD state
, *states
;
322 GLint textureDimensions
= IWineD3DBaseTexture_GetTextureDimensions(iface
);
323 BOOL cond_np2
= IWineD3DBaseTexture_IsCondNP2(iface
);
325 if(This
->baseTexture
.is_srgb
) {
326 states
= This
->baseTexture
.srgbstates
;
328 states
= This
->baseTexture
.states
;
331 /* ApplyStateChanges relies on the correct texture being bound and loaded. */
333 if(samplerStates
[WINED3DSAMP_ADDRESSU
] != states
[WINED3DTEXSTA_ADDRESSU
]) {
334 state
= samplerStates
[WINED3DSAMP_ADDRESSU
];
335 apply_wrap(textureDimensions
, state
, GL_TEXTURE_WRAP_S
, cond_np2
);
336 states
[WINED3DTEXSTA_ADDRESSU
] = state
;
339 if(samplerStates
[WINED3DSAMP_ADDRESSV
] != states
[WINED3DTEXSTA_ADDRESSV
]) {
340 state
= samplerStates
[WINED3DSAMP_ADDRESSV
];
341 apply_wrap(textureDimensions
, state
, GL_TEXTURE_WRAP_T
, cond_np2
);
342 states
[WINED3DTEXSTA_ADDRESSV
] = state
;
345 if(samplerStates
[WINED3DSAMP_ADDRESSW
] != states
[WINED3DTEXSTA_ADDRESSW
]) {
346 state
= samplerStates
[WINED3DSAMP_ADDRESSW
];
347 apply_wrap(textureDimensions
, state
, GL_TEXTURE_WRAP_R
, cond_np2
);
348 states
[WINED3DTEXSTA_ADDRESSW
] = state
;
351 if(samplerStates
[WINED3DSAMP_BORDERCOLOR
] != states
[WINED3DTEXSTA_BORDERCOLOR
]) {
354 state
= samplerStates
[WINED3DSAMP_BORDERCOLOR
];
355 D3DCOLORTOGLFLOAT4(state
, col
);
356 TRACE("Setting border color for %u to %x\n", textureDimensions
, state
);
357 glTexParameterfv(textureDimensions
, GL_TEXTURE_BORDER_COLOR
, &col
[0]);
358 checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
359 states
[WINED3DTEXSTA_BORDERCOLOR
] = state
;
362 if(samplerStates
[WINED3DSAMP_MAGFILTER
] != states
[WINED3DTEXSTA_MAGFILTER
]) {
364 state
= samplerStates
[WINED3DSAMP_MAGFILTER
];
365 if (state
> WINED3DTEXF_ANISOTROPIC
) {
366 FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state
);
368 glValue
= This
->baseTexture
.magLookup
[state
- WINED3DTEXF_NONE
];
369 TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state
, glValue
);
370 glTexParameteri(textureDimensions
, GL_TEXTURE_MAG_FILTER
, glValue
);
371 /* We need to reset the Anisotropic filtering state when we change the mag filter to WINED3DTEXF_ANISOTROPIC (this seems a bit weird, check the documentation to see how it should be switched off. */
372 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC
) && WINED3DTEXF_ANISOTROPIC
== state
&&
374 glTexParameteri(textureDimensions
, GL_TEXTURE_MAX_ANISOTROPY_EXT
, samplerStates
[WINED3DSAMP_MAXANISOTROPY
]);
376 states
[WINED3DTEXSTA_MAGFILTER
] = state
;
380 if((samplerStates
[WINED3DSAMP_MINFILTER
] != states
[WINED3DTEXSTA_MINFILTER
] ||
381 samplerStates
[WINED3DSAMP_MIPFILTER
] != states
[WINED3DTEXSTA_MIPFILTER
] ||
382 samplerStates
[WINED3DSAMP_MAXMIPLEVEL
] != states
[WINED3DTEXSTA_MAXMIPLEVEL
])) {
385 states
[WINED3DTEXSTA_MIPFILTER
] = samplerStates
[WINED3DSAMP_MIPFILTER
];
386 states
[WINED3DTEXSTA_MINFILTER
] = samplerStates
[WINED3DSAMP_MINFILTER
];
387 states
[WINED3DTEXSTA_MAXMIPLEVEL
] = samplerStates
[WINED3DSAMP_MAXMIPLEVEL
];
389 if (states
[WINED3DTEXSTA_MINFILTER
] > WINED3DTEXF_ANISOTROPIC
||
390 states
[WINED3DTEXSTA_MIPFILTER
] > WINED3DTEXF_LINEAR
)
393 FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
394 states
[WINED3DTEXSTA_MINFILTER
],
395 states
[WINED3DTEXSTA_MIPFILTER
]);
397 glValue
= This
->baseTexture
.minMipLookup
398 [min(max(samplerStates
[WINED3DSAMP_MINFILTER
],WINED3DTEXF_NONE
), WINED3DTEXF_ANISOTROPIC
)]
399 .mip
[min(max(samplerStates
[WINED3DSAMP_MIPFILTER
],WINED3DTEXF_NONE
), WINED3DTEXF_LINEAR
)];
401 TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
402 samplerStates
[WINED3DSAMP_MINFILTER
],
403 samplerStates
[WINED3DSAMP_MIPFILTER
], glValue
);
404 glTexParameteri(textureDimensions
, GL_TEXTURE_MIN_FILTER
, glValue
);
405 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
408 if(states
[WINED3DTEXSTA_MIPFILTER
] == WINED3DTEXF_NONE
) {
410 } else if(states
[WINED3DTEXSTA_MAXMIPLEVEL
] >= This
->baseTexture
.levels
) {
411 glValue
= This
->baseTexture
.levels
- 1;
413 glValue
= states
[WINED3DTEXSTA_MAXMIPLEVEL
];
415 glTexParameteri(textureDimensions
, GL_TEXTURE_BASE_LEVEL
, glValue
);
419 if(samplerStates
[WINED3DSAMP_MAXANISOTROPY
] != states
[WINED3DTEXSTA_MAXANISOTROPY
]) {
420 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC
) && !cond_np2
) {
421 glTexParameteri(textureDimensions
, GL_TEXTURE_MAX_ANISOTROPY_EXT
, samplerStates
[WINED3DSAMP_MAXANISOTROPY
]);
422 checkGLcall("glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT ...");
424 WARN("Unsupported in local OpenGL implementation: glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT\n");
426 states
[WINED3DTEXSTA_MAXANISOTROPY
] = samplerStates
[WINED3DSAMP_MAXANISOTROPY
];