push edc49a132052b6e245fe2c0c0797f387fa16f3c6
[wine/hacks.git] / dlls / wined3d / basetexture.c
blob158650e214281b1f00e9d39c91d311cc5c5a8016
1 /*
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
24 #include "config.h"
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_cleanup(IWineD3DBaseTexture *iface)
32 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
33 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
35 TRACE("(%p) : textureName(%d)\n", This, This->baseTexture.textureName);
36 if (This->baseTexture.textureName != 0) {
37 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
38 ENTER_GL();
39 TRACE("(%p) : Deleting texture %d\n", This, This->baseTexture.textureName);
40 glDeleteTextures(1, &This->baseTexture.textureName);
41 LEAVE_GL();
44 resource_cleanup((IWineD3DResource *)iface);
47 void basetexture_unload(IWineD3DBaseTexture *iface)
49 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
50 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
52 if(This->baseTexture.textureName) {
53 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
54 ENTER_GL();
55 glDeleteTextures(1, &This->baseTexture.textureName);
56 This->baseTexture.textureName = 0;
57 LEAVE_GL();
59 This->baseTexture.dirty = TRUE;
62 /* There is no OpenGL equivalent of setLOD, getLOD. All they do anyway is prioritize texture loading
63 * so just pretend that they work unless something really needs a failure. */
64 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew)
66 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
68 if (This->resource.pool != WINED3DPOOL_MANAGED) {
69 return WINED3DERR_INVALIDCALL;
72 if(LODNew >= This->baseTexture.levels)
73 LODNew = This->baseTexture.levels - 1;
74 This->baseTexture.LOD = LODNew;
76 TRACE("(%p) : set bogus LOD to %d\n", This, This->baseTexture.LOD);
78 return This->baseTexture.LOD;
81 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface)
83 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
85 if (This->resource.pool != WINED3DPOOL_MANAGED) {
86 return WINED3DERR_INVALIDCALL;
89 TRACE("(%p) : returning %d\n", This, This->baseTexture.LOD);
91 return This->baseTexture.LOD;
94 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface)
96 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
97 TRACE("(%p) : returning %d\n", This, This->baseTexture.levels);
98 return This->baseTexture.levels;
101 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType)
103 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
104 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
105 UINT textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
107 if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
108 TRACE("(%p) : returning invalid call\n", This);
109 return WINED3DERR_INVALIDCALL;
111 if(This->baseTexture.filterType != FilterType) {
112 /* What about multithreading? Do we want all the context overhead just to set this value?
113 * Or should we delay the applying until the texture is used for drawing? For now, apply
114 * immediately.
116 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
117 ENTER_GL();
118 glBindTexture(textureDimensions, This->baseTexture.textureName);
119 checkGLcall("glBindTexture");
120 switch(FilterType) {
121 case WINED3DTEXF_NONE:
122 case WINED3DTEXF_POINT:
123 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST);
124 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
126 break;
127 case WINED3DTEXF_LINEAR:
128 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
129 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
131 break;
132 default:
133 WARN("Unexpected filter type %d, setting to GL_NICEST\n", FilterType);
134 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
135 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
137 LEAVE_GL();
139 This->baseTexture.filterType = FilterType;
140 TRACE("(%p) :\n", This);
141 return WINED3D_OK;
144 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface)
146 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
147 FIXME("(%p) : stub\n", This);
148 if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
149 return WINED3DTEXF_NONE;
151 return This->baseTexture.filterType;
154 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface)
156 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
157 /* TODO: implement filters using GL_SGI_generate_mipmaps http://oss.sgi.com/projects/ogl-sample/registry/SGIS/generate_mipmap.txt */
158 FIXME("(%p) : stub\n", This);
159 return ;
162 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty)
164 BOOL old;
165 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
166 old = This->baseTexture.dirty;
167 This->baseTexture.dirty = dirty;
168 return old;
171 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface)
173 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
174 return This->baseTexture.dirty;
177 HRESULT basetexture_bind(IWineD3DBaseTexture *iface)
179 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
180 HRESULT hr = WINED3D_OK;
181 UINT textureDimensions;
182 BOOL isNewTexture = FALSE;
183 TRACE("(%p) : About to bind texture\n", This);
185 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
186 ENTER_GL();
187 /* Generate a texture name if we don't already have one */
188 if (This->baseTexture.textureName == 0) {
189 glGenTextures(1, &This->baseTexture.textureName);
190 checkGLcall("glGenTextures");
191 TRACE("Generated texture %d\n", This->baseTexture.textureName);
192 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
193 /* Tell opengl to try and keep this texture in video ram (well mostly) */
194 GLclampf tmp;
195 tmp = 0.9f;
196 glPrioritizeTextures(1, &This->baseTexture.textureName, &tmp);
199 /* Initialise the state of the texture object
200 to the openGL defaults, not the directx defaults */
201 This->baseTexture.states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP;
202 This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP;
203 This->baseTexture.states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP;
204 This->baseTexture.states[WINED3DTEXSTA_BORDERCOLOR] = 0;
205 This->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
206 This->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
207 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
208 This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
209 This->baseTexture.states[WINED3DTEXSTA_MAXANISOTROPY] = 0;
210 This->baseTexture.states[WINED3DTEXSTA_SRGBTEXTURE] = 0;
211 This->baseTexture.states[WINED3DTEXSTA_ELEMENTINDEX] = 0;
212 This->baseTexture.states[WINED3DTEXSTA_DMAPOFFSET] = 0;
213 This->baseTexture.states[WINED3DTEXSTA_TSSADDRESSW] = WINED3DTADDRESS_WRAP;
214 IWineD3DBaseTexture_SetDirty(iface, TRUE);
215 isNewTexture = TRUE;
217 if(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) {
218 /* This means double binding the texture at creation, but keeps the code simpler all
219 * in all, and the run-time path free from additional checks
221 glBindTexture(textureDimensions, This->baseTexture.textureName);
222 checkGLcall("glBindTexture");
223 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
224 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
228 /* Bind the texture */
229 if (This->baseTexture.textureName != 0) {
230 glBindTexture(textureDimensions, This->baseTexture.textureName);
231 checkGLcall("glBindTexture");
232 if (isNewTexture) {
233 /* For a new texture we have to set the textures levels after binding the texture.
234 * In theory this is all we should ever have to do, but because ATI's drivers are broken, we
235 * also need to set the texture dimensions before the texture is set
236 * Beware that texture rectangles do not support mipmapping, but set the maxmiplevel if we're
237 * relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles
238 * (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB)
240 if(textureDimensions != GL_TEXTURE_RECTANGLE_ARB) {
241 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
242 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1);
243 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)");
245 if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
246 /* Cubemaps are always set to clamp, regardless of the sampler state. */
247 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
248 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
249 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
253 } else { /* this only happened if we've run out of openGL textures */
254 WARN("This texture doesn't have an openGL texture assigned to it\n");
255 hr = WINED3DERR_INVALIDCALL;
258 LEAVE_GL();
259 return hr;
262 static inline void apply_wrap(const GLint textureDimensions, const DWORD state, const GLint type,
263 BOOL cond_np2) {
264 GLint wrapParm;
266 if (state < minLookup[WINELOOKUP_WARPPARAM] || state > maxLookup[WINELOOKUP_WARPPARAM]) {
267 FIXME("Unrecognized or unsupported WINED3DTADDRESS_U value %d\n", state);
268 } else {
269 if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
270 /* Cubemaps are always set to clamp, regardless of the sampler state. */
271 wrapParm = GL_CLAMP_TO_EDGE;
272 } else if(cond_np2) {
273 if(state == WINED3DTADDRESS_WRAP) {
274 wrapParm = GL_CLAMP_TO_EDGE;
275 } else {
276 wrapParm = stateLookup[WINELOOKUP_WARPPARAM][state - minLookup[WINELOOKUP_WARPPARAM]];
278 } else {
279 wrapParm = stateLookup[WINELOOKUP_WARPPARAM][state - minLookup[WINELOOKUP_WARPPARAM]];
281 TRACE("Setting WRAP_S to %d for %x\n", wrapParm, textureDimensions);
282 glTexParameteri(textureDimensions, type, wrapParm);
283 checkGLcall("glTexParameteri(..., type, wrapParm)");
287 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
288 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
289 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1])
291 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
292 DWORD state;
293 GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
294 BOOL cond_np2 = IWineD3DBaseTexture_IsCondNP2(iface);
296 /* ApplyStateChanges relies on the correct texture being bound and loaded. */
298 if(samplerStates[WINED3DSAMP_ADDRESSU] != This->baseTexture.states[WINED3DTEXSTA_ADDRESSU]) {
299 state = samplerStates[WINED3DSAMP_ADDRESSU];
300 apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_S, cond_np2);
301 This->baseTexture.states[WINED3DTEXSTA_ADDRESSU] = state;
304 if(samplerStates[WINED3DSAMP_ADDRESSV] != This->baseTexture.states[WINED3DTEXSTA_ADDRESSV]) {
305 state = samplerStates[WINED3DSAMP_ADDRESSV];
306 apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_T, cond_np2);
307 This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = state;
310 if(samplerStates[WINED3DSAMP_ADDRESSW] != This->baseTexture.states[WINED3DTEXSTA_ADDRESSW]) {
311 state = samplerStates[WINED3DSAMP_ADDRESSW];
312 apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_R, cond_np2);
313 This->baseTexture.states[WINED3DTEXSTA_ADDRESSW] = state;
316 if(samplerStates[WINED3DSAMP_BORDERCOLOR] != This->baseTexture.states[WINED3DTEXSTA_BORDERCOLOR]) {
317 float col[4];
319 state = samplerStates[WINED3DSAMP_BORDERCOLOR];
320 D3DCOLORTOGLFLOAT4(state, col);
321 TRACE("Setting border color for %u to %x\n", textureDimensions, state);
322 glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
323 checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
324 This->baseTexture.states[WINED3DTEXSTA_BORDERCOLOR] = state;
327 if(samplerStates[WINED3DSAMP_MAGFILTER] != This->baseTexture.states[WINED3DTEXSTA_MAGFILTER]) {
328 GLint glValue;
329 state = samplerStates[WINED3DSAMP_MAGFILTER];
330 if (state > WINED3DTEXF_ANISOTROPIC) {
331 FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state);
332 } else {
333 glValue = This->baseTexture.magLookup[state - WINED3DTEXF_NONE];
334 TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state, glValue);
335 glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
336 /* 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. */
337 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && WINED3DTEXF_ANISOTROPIC == state &&
338 !cond_np2) {
339 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, samplerStates[WINED3DSAMP_MAXANISOTROPY]);
341 This->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = state;
345 if((samplerStates[WINED3DSAMP_MINFILTER] != This->baseTexture.states[WINED3DTEXSTA_MINFILTER] ||
346 samplerStates[WINED3DSAMP_MIPFILTER] != This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] ||
347 samplerStates[WINED3DSAMP_MAXMIPLEVEL] != This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL])) {
348 GLint glValue;
350 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
351 This->baseTexture.states[WINED3DTEXSTA_MINFILTER] = samplerStates[WINED3DSAMP_MINFILTER];
352 This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL] = samplerStates[WINED3DSAMP_MAXMIPLEVEL];
354 if (This->baseTexture.states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC ||
355 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_LINEAR)
358 FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
359 This->baseTexture.states[WINED3DTEXSTA_MINFILTER],
360 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER]);
362 glValue = This->baseTexture.minMipLookup
363 [min(max(samplerStates[WINED3DSAMP_MINFILTER],WINED3DTEXF_NONE), WINED3DTEXF_ANISOTROPIC)]
364 .mip[min(max(samplerStates[WINED3DSAMP_MIPFILTER],WINED3DTEXF_NONE), WINED3DTEXF_LINEAR)];
366 TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
367 samplerStates[WINED3DSAMP_MINFILTER],
368 samplerStates[WINED3DSAMP_MIPFILTER], glValue);
369 glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
370 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
372 if(!cond_np2) {
373 if(This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE) {
374 glValue = 0;
375 } else if(This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL] >= This->baseTexture.levels) {
376 glValue = This->baseTexture.levels - 1;
377 } else {
378 glValue = This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL];
380 glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, glValue);
384 if(samplerStates[WINED3DSAMP_MAXANISOTROPY] != This->baseTexture.states[WINED3DTEXSTA_MAXANISOTROPY]) {
385 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && !cond_np2) {
386 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, samplerStates[WINED3DSAMP_MAXANISOTROPY]);
387 checkGLcall("glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT ...");
388 } else {
389 WARN("Unsupported in local OpenGL implementation: glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT\n");
391 This->baseTexture.states[WINED3DTEXSTA_MAXANISOTROPY] = samplerStates[WINED3DSAMP_MAXANISOTROPY];