makedep: Add support for multiple object file extensions.
[wine/wine-gecko.git] / dlls / wined3d / basetexture.c
blob25a47b0a3281638b7086e742f97a8e6d56d44385
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 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)
34 HRESULT hr;
36 hr = resource_init((IWineD3DResource *)texture, resource_type, device, size, usage, format_desc, pool, parent);
37 if (FAILED(hr))
39 WARN("Failed to initialize resource, returning %#x\n", hr);
40 return hr;
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;
51 return WINED3D_OK;
54 void basetexture_cleanup(IWineD3DBaseTexture *iface)
56 basetexture_unload(iface);
57 resource_cleanup((IWineD3DResource *)iface);
60 void basetexture_unload(IWineD3DBaseTexture *iface)
62 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
63 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
65 if(This->baseTexture.textureName) {
66 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
67 ENTER_GL();
68 glDeleteTextures(1, &This->baseTexture.textureName);
69 This->baseTexture.textureName = 0;
70 LEAVE_GL();
73 if(This->baseTexture.srgbTextureName) {
74 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
75 ENTER_GL();
76 glDeleteTextures(1, &This->baseTexture.srgbTextureName);
77 This->baseTexture.srgbTextureName = 0;
78 LEAVE_GL();
80 This->baseTexture.dirty = TRUE;
81 This->baseTexture.srgbDirty = TRUE;
84 /* There is no OpenGL equivalent of setLOD, getLOD. All they do anyway is prioritize texture loading
85 * so just pretend that they work unless something really needs a failure. */
86 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew)
88 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
90 if (This->resource.pool != WINED3DPOOL_MANAGED) {
91 return WINED3DERR_INVALIDCALL;
94 if(LODNew >= This->baseTexture.levels)
95 LODNew = This->baseTexture.levels - 1;
96 This->baseTexture.LOD = LODNew;
98 TRACE("(%p) : set bogus LOD to %d\n", This, This->baseTexture.LOD);
100 return This->baseTexture.LOD;
103 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface)
105 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
107 if (This->resource.pool != WINED3DPOOL_MANAGED) {
108 return WINED3DERR_INVALIDCALL;
111 TRACE("(%p) : returning %d\n", This, This->baseTexture.LOD);
113 return This->baseTexture.LOD;
116 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface)
118 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
119 TRACE("(%p) : returning %d\n", This, This->baseTexture.levels);
120 return This->baseTexture.levels;
123 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType)
125 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
126 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
127 UINT textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
129 if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
130 TRACE("(%p) : returning invalid call\n", This);
131 return WINED3DERR_INVALIDCALL;
133 if(This->baseTexture.filterType != FilterType) {
134 /* What about multithreading? Do we want all the context overhead just to set this value?
135 * Or should we delay the applying until the texture is used for drawing? For now, apply
136 * immediately.
138 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
139 ENTER_GL();
140 glBindTexture(textureDimensions, This->baseTexture.textureName);
141 checkGLcall("glBindTexture");
142 switch(FilterType) {
143 case WINED3DTEXF_NONE:
144 case WINED3DTEXF_POINT:
145 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST);
146 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
148 break;
149 case WINED3DTEXF_LINEAR:
150 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
151 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
153 break;
154 default:
155 WARN("Unexpected filter type %d, setting to GL_NICEST\n", FilterType);
156 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
157 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
159 LEAVE_GL();
161 This->baseTexture.filterType = FilterType;
162 TRACE("(%p) :\n", This);
163 return WINED3D_OK;
166 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface)
168 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
169 FIXME("(%p) : stub\n", This);
170 if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
171 return WINED3DTEXF_NONE;
173 return This->baseTexture.filterType;
176 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface)
178 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
179 /* TODO: implement filters using GL_SGI_generate_mipmaps http://oss.sgi.com/projects/ogl-sample/registry/SGIS/generate_mipmap.txt */
180 FIXME("(%p) : stub\n", This);
181 return ;
184 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty)
186 BOOL old;
187 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
188 old = This->baseTexture.dirty || This->baseTexture.srgbDirty;
189 This->baseTexture.dirty = dirty;
190 This->baseTexture.srgbDirty = dirty;
191 return old;
194 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface)
196 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
197 return This->baseTexture.dirty || This->baseTexture.srgbDirty;
200 /* Context activation is done by the caller. */
201 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc)
203 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
204 HRESULT hr = WINED3D_OK;
205 UINT textureDimensions;
206 BOOL isNewTexture = FALSE;
207 GLuint *texture;
208 DWORD *states;
209 TRACE("(%p) : About to bind texture\n", This);
211 This->baseTexture.is_srgb = srgb; /* SRGB mode cache for PreLoad calls outside drawprim */
212 if(srgb) {
213 texture = &This->baseTexture.srgbTextureName;
214 states = This->baseTexture.srgbstates;
215 } else {
216 texture = &This->baseTexture.textureName;
217 states = This->baseTexture.states;
220 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
221 ENTER_GL();
222 /* Generate a texture name if we don't already have one */
223 if (*texture == 0) {
224 *set_surface_desc = TRUE;
225 glGenTextures(1, texture);
226 checkGLcall("glGenTextures");
227 TRACE("Generated texture %d\n", *texture);
228 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
229 /* Tell opengl to try and keep this texture in video ram (well mostly) */
230 GLclampf tmp;
231 tmp = 0.9f;
232 glPrioritizeTextures(1, texture, &tmp);
235 /* Initialise the state of the texture object
236 to the openGL defaults, not the directx defaults */
237 states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP;
238 states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP;
239 states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP;
240 states[WINED3DTEXSTA_BORDERCOLOR] = 0;
241 states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
242 states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
243 states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
244 states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
245 states[WINED3DTEXSTA_MAXANISOTROPY] = 0;
246 states[WINED3DTEXSTA_SRGBTEXTURE] = 0;
247 states[WINED3DTEXSTA_ELEMENTINDEX] = 0;
248 states[WINED3DTEXSTA_DMAPOFFSET] = 0;
249 states[WINED3DTEXSTA_TSSADDRESSW] = WINED3DTADDRESS_WRAP;
250 IWineD3DBaseTexture_SetDirty(iface, TRUE);
251 isNewTexture = TRUE;
253 if(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) {
254 /* This means double binding the texture at creation, but keeps the code simpler all
255 * in all, and the run-time path free from additional checks
257 glBindTexture(textureDimensions, *texture);
258 checkGLcall("glBindTexture");
259 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
260 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
262 } else {
263 *set_surface_desc = FALSE;
266 /* Bind the texture */
267 if (*texture != 0) {
268 glBindTexture(textureDimensions, *texture);
269 checkGLcall("glBindTexture");
270 if (isNewTexture) {
271 /* For a new texture we have to set the textures levels after binding the texture.
272 * In theory this is all we should ever have to do, but because ATI's drivers are broken, we
273 * also need to set the texture dimensions before the texture is set
274 * Beware that texture rectangles do not support mipmapping, but set the maxmiplevel if we're
275 * relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles
276 * (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB)
278 if(textureDimensions != GL_TEXTURE_RECTANGLE_ARB) {
279 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
280 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1);
281 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)");
283 if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
284 /* Cubemaps are always set to clamp, regardless of the sampler state. */
285 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
286 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
287 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
290 } else { /* this only happened if we've run out of openGL textures */
291 WARN("This texture doesn't have an openGL texture assigned to it\n");
292 hr = WINED3DERR_INVALIDCALL;
295 LEAVE_GL();
296 return hr;
299 /* GL locking is done by the caller */
300 static inline void apply_wrap(const GLint textureDimensions, const DWORD state, const GLint type,
301 BOOL cond_np2) {
302 GLint wrapParm;
304 if (state < minLookup[WINELOOKUP_WARPPARAM] || state > maxLookup[WINELOOKUP_WARPPARAM]) {
305 FIXME("Unrecognized or unsupported WINED3DTADDRESS_U value %d\n", state);
306 } else {
307 if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
308 /* Cubemaps are always set to clamp, regardless of the sampler state. */
309 wrapParm = GL_CLAMP_TO_EDGE;
310 } else if(cond_np2) {
311 if(state == WINED3DTADDRESS_WRAP) {
312 wrapParm = GL_CLAMP_TO_EDGE;
313 } else {
314 wrapParm = stateLookup[WINELOOKUP_WARPPARAM][state - minLookup[WINELOOKUP_WARPPARAM]];
316 } else {
317 wrapParm = stateLookup[WINELOOKUP_WARPPARAM][state - minLookup[WINELOOKUP_WARPPARAM]];
319 TRACE("Setting WRAP_S to %d for %x\n", wrapParm, textureDimensions);
320 glTexParameteri(textureDimensions, type, wrapParm);
321 checkGLcall("glTexParameteri(..., type, wrapParm)");
325 /* GL locking is done by the caller (state handler) */
326 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
327 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
328 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1])
330 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
331 DWORD state, *states;
332 GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
333 BOOL cond_np2 = IWineD3DBaseTexture_IsCondNP2(iface);
335 TRACE("iface %p, textureStates %p, samplerStates %p\n", iface, textureStates, samplerStates);
337 if(This->baseTexture.is_srgb) {
338 states = This->baseTexture.srgbstates;
339 } else {
340 states = This->baseTexture.states;
343 /* This function relies on the correct texture being bound and loaded. */
345 if(samplerStates[WINED3DSAMP_ADDRESSU] != states[WINED3DTEXSTA_ADDRESSU]) {
346 state = samplerStates[WINED3DSAMP_ADDRESSU];
347 apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_S, cond_np2);
348 states[WINED3DTEXSTA_ADDRESSU] = state;
351 if(samplerStates[WINED3DSAMP_ADDRESSV] != states[WINED3DTEXSTA_ADDRESSV]) {
352 state = samplerStates[WINED3DSAMP_ADDRESSV];
353 apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_T, cond_np2);
354 states[WINED3DTEXSTA_ADDRESSV] = state;
357 if(samplerStates[WINED3DSAMP_ADDRESSW] != states[WINED3DTEXSTA_ADDRESSW]) {
358 state = samplerStates[WINED3DSAMP_ADDRESSW];
359 apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_R, cond_np2);
360 states[WINED3DTEXSTA_ADDRESSW] = state;
363 if(samplerStates[WINED3DSAMP_BORDERCOLOR] != states[WINED3DTEXSTA_BORDERCOLOR]) {
364 float col[4];
366 state = samplerStates[WINED3DSAMP_BORDERCOLOR];
367 D3DCOLORTOGLFLOAT4(state, col);
368 TRACE("Setting border color for %u to %x\n", textureDimensions, state);
369 glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
370 checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
371 states[WINED3DTEXSTA_BORDERCOLOR] = state;
374 if(samplerStates[WINED3DSAMP_MAGFILTER] != states[WINED3DTEXSTA_MAGFILTER]) {
375 GLint glValue;
376 state = samplerStates[WINED3DSAMP_MAGFILTER];
377 if (state > WINED3DTEXF_ANISOTROPIC) {
378 FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state);
379 } else {
380 glValue = This->baseTexture.magLookup[state - WINED3DTEXF_NONE];
381 TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state, glValue);
382 glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
383 /* 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. */
384 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && WINED3DTEXF_ANISOTROPIC == state &&
385 !cond_np2) {
386 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, samplerStates[WINED3DSAMP_MAXANISOTROPY]);
388 states[WINED3DTEXSTA_MAGFILTER] = state;
392 if((samplerStates[WINED3DSAMP_MINFILTER] != states[WINED3DTEXSTA_MINFILTER] ||
393 samplerStates[WINED3DSAMP_MIPFILTER] != states[WINED3DTEXSTA_MIPFILTER] ||
394 samplerStates[WINED3DSAMP_MAXMIPLEVEL] != states[WINED3DTEXSTA_MAXMIPLEVEL])) {
395 GLint glValue;
397 states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
398 states[WINED3DTEXSTA_MINFILTER] = samplerStates[WINED3DSAMP_MINFILTER];
399 states[WINED3DTEXSTA_MAXMIPLEVEL] = samplerStates[WINED3DSAMP_MAXMIPLEVEL];
401 if (states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC ||
402 states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_LINEAR)
405 FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
406 states[WINED3DTEXSTA_MINFILTER],
407 states[WINED3DTEXSTA_MIPFILTER]);
409 glValue = This->baseTexture.minMipLookup
410 [min(max(samplerStates[WINED3DSAMP_MINFILTER],WINED3DTEXF_NONE), WINED3DTEXF_ANISOTROPIC)]
411 .mip[min(max(samplerStates[WINED3DSAMP_MIPFILTER],WINED3DTEXF_NONE), WINED3DTEXF_LINEAR)];
413 TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
414 samplerStates[WINED3DSAMP_MINFILTER],
415 samplerStates[WINED3DSAMP_MIPFILTER], glValue);
416 glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
417 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
419 if(!cond_np2) {
420 if(states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE) {
421 glValue = 0;
422 } else if(states[WINED3DTEXSTA_MAXMIPLEVEL] >= This->baseTexture.levels) {
423 glValue = This->baseTexture.levels - 1;
424 } else {
425 glValue = states[WINED3DTEXSTA_MAXMIPLEVEL];
427 glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, glValue);
431 if(samplerStates[WINED3DSAMP_MAXANISOTROPY] != states[WINED3DTEXSTA_MAXANISOTROPY]) {
432 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && !cond_np2) {
433 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, samplerStates[WINED3DSAMP_MAXANISOTROPY]);
434 checkGLcall("glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT ...");
435 } else {
436 WARN("Unsupported in local OpenGL implementation: glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT\n");
438 states[WINED3DTEXSTA_MAXANISOTROPY] = samplerStates[WINED3DSAMP_MAXANISOTROPY];