crypt32: Fix another test on Win9x.
[wine/wine-gecko.git] / dlls / wined3d / basetexture.c
blob834906482bbccee3030848b358597a7d617dd38f
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_init(struct IWineD3DBaseTextureClass *texture, UINT levels, DWORD usage)
32 texture->levels = levels;
33 texture->filterType = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE;
34 texture->LOD = 0;
35 texture->dirty = TRUE;
36 texture->srgbDirty = TRUE;
37 texture->is_srgb = FALSE;
40 void basetexture_cleanup(IWineD3DBaseTexture *iface)
42 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
43 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
45 TRACE("(%p) : textureName(%d)\n", This, This->baseTexture.textureName);
46 if (This->baseTexture.textureName != 0) {
47 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
48 ENTER_GL();
49 TRACE("(%p) : Deleting texture %d\n", This, This->baseTexture.textureName);
50 glDeleteTextures(1, &This->baseTexture.textureName);
51 glDeleteTextures(1, &This->baseTexture.srgbTextureName);
52 LEAVE_GL();
55 resource_cleanup((IWineD3DResource *)iface);
58 void basetexture_unload(IWineD3DBaseTexture *iface)
60 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
61 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
63 if(This->baseTexture.textureName) {
64 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
65 ENTER_GL();
66 glDeleteTextures(1, &This->baseTexture.textureName);
67 glDeleteTextures(1, &This->baseTexture.srgbTextureName);
68 This->baseTexture.textureName = 0;
69 This->baseTexture.srgbTextureName = 0;
70 LEAVE_GL();
72 This->baseTexture.dirty = TRUE;
73 This->baseTexture.srgbDirty = TRUE;
76 /* There is no OpenGL equivalent of setLOD, getLOD. All they do anyway is prioritize texture loading
77 * so just pretend that they work unless something really needs a failure. */
78 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew)
80 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
82 if (This->resource.pool != WINED3DPOOL_MANAGED) {
83 return WINED3DERR_INVALIDCALL;
86 if(LODNew >= This->baseTexture.levels)
87 LODNew = This->baseTexture.levels - 1;
88 This->baseTexture.LOD = LODNew;
90 TRACE("(%p) : set bogus LOD to %d\n", This, This->baseTexture.LOD);
92 return This->baseTexture.LOD;
95 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface)
97 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
99 if (This->resource.pool != WINED3DPOOL_MANAGED) {
100 return WINED3DERR_INVALIDCALL;
103 TRACE("(%p) : returning %d\n", This, This->baseTexture.LOD);
105 return This->baseTexture.LOD;
108 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface)
110 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
111 TRACE("(%p) : returning %d\n", This, This->baseTexture.levels);
112 return This->baseTexture.levels;
115 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType)
117 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
118 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
119 UINT textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
121 if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
122 TRACE("(%p) : returning invalid call\n", This);
123 return WINED3DERR_INVALIDCALL;
125 if(This->baseTexture.filterType != FilterType) {
126 /* What about multithreading? Do we want all the context overhead just to set this value?
127 * Or should we delay the applying until the texture is used for drawing? For now, apply
128 * immediately.
130 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
131 ENTER_GL();
132 glBindTexture(textureDimensions, This->baseTexture.textureName);
133 checkGLcall("glBindTexture");
134 switch(FilterType) {
135 case WINED3DTEXF_NONE:
136 case WINED3DTEXF_POINT:
137 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST);
138 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
140 break;
141 case WINED3DTEXF_LINEAR:
142 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
143 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
145 break;
146 default:
147 WARN("Unexpected filter type %d, setting to GL_NICEST\n", FilterType);
148 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
149 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
151 LEAVE_GL();
153 This->baseTexture.filterType = FilterType;
154 TRACE("(%p) :\n", This);
155 return WINED3D_OK;
158 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface)
160 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
161 FIXME("(%p) : stub\n", This);
162 if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
163 return WINED3DTEXF_NONE;
165 return This->baseTexture.filterType;
168 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface)
170 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
171 /* TODO: implement filters using GL_SGI_generate_mipmaps http://oss.sgi.com/projects/ogl-sample/registry/SGIS/generate_mipmap.txt */
172 FIXME("(%p) : stub\n", This);
173 return ;
176 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty)
178 BOOL old;
179 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
180 old = This->baseTexture.dirty || This->baseTexture.srgbDirty;
181 This->baseTexture.dirty = dirty;
182 This->baseTexture.srgbDirty = dirty;
183 return old;
186 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface)
188 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
189 return This->baseTexture.dirty || This->baseTexture.srgbDirty;
192 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc)
194 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
195 HRESULT hr = WINED3D_OK;
196 UINT textureDimensions;
197 BOOL isNewTexture = FALSE;
198 GLuint *texture;
199 DWORD *states;
200 TRACE("(%p) : About to bind texture\n", This);
202 This->baseTexture.is_srgb = srgb; /* SRGB mode cache for PreLoad calls outside drawprim */
203 if(srgb) {
204 texture = &This->baseTexture.srgbTextureName;
205 states = This->baseTexture.srgbstates;
206 } else {
207 texture = &This->baseTexture.textureName;
208 states = This->baseTexture.states;
211 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
212 ENTER_GL();
213 /* Generate a texture name if we don't already have one */
214 if (*texture == 0) {
215 *set_surface_desc = TRUE;
216 glGenTextures(1, texture);
217 checkGLcall("glGenTextures");
218 TRACE("Generated texture %d\n", *texture);
219 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
220 /* Tell opengl to try and keep this texture in video ram (well mostly) */
221 GLclampf tmp;
222 tmp = 0.9f;
223 glPrioritizeTextures(1, texture, &tmp);
226 /* Initialise the state of the texture object
227 to the openGL defaults, not the directx defaults */
228 states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP;
229 states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP;
230 states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP;
231 states[WINED3DTEXSTA_BORDERCOLOR] = 0;
232 states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
233 states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
234 states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
235 states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
236 states[WINED3DTEXSTA_MAXANISOTROPY] = 0;
237 states[WINED3DTEXSTA_SRGBTEXTURE] = 0;
238 states[WINED3DTEXSTA_ELEMENTINDEX] = 0;
239 states[WINED3DTEXSTA_DMAPOFFSET] = 0;
240 states[WINED3DTEXSTA_TSSADDRESSW] = WINED3DTADDRESS_WRAP;
241 IWineD3DBaseTexture_SetDirty(iface, TRUE);
242 isNewTexture = TRUE;
244 if(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) {
245 /* This means double binding the texture at creation, but keeps the code simpler all
246 * in all, and the run-time path free from additional checks
248 glBindTexture(textureDimensions, *texture);
249 checkGLcall("glBindTexture");
250 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
251 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
253 } else {
254 *set_surface_desc = FALSE;
257 /* Bind the texture */
258 if (*texture != 0) {
259 glBindTexture(textureDimensions, *texture);
260 checkGLcall("glBindTexture");
261 if (isNewTexture) {
262 /* For a new texture we have to set the textures levels after binding the texture.
263 * In theory this is all we should ever have to do, but because ATI's drivers are broken, we
264 * also need to set the texture dimensions before the texture is set
265 * Beware that texture rectangles do not support mipmapping, but set the maxmiplevel if we're
266 * relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles
267 * (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB)
269 if(textureDimensions != GL_TEXTURE_RECTANGLE_ARB) {
270 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
271 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1);
272 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)");
274 if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
275 /* Cubemaps are always set to clamp, regardless of the sampler state. */
276 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
277 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
278 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
281 } else { /* this only happened if we've run out of openGL textures */
282 WARN("This texture doesn't have an openGL texture assigned to it\n");
283 hr = WINED3DERR_INVALIDCALL;
286 LEAVE_GL();
287 return hr;
290 static inline void apply_wrap(const GLint textureDimensions, const DWORD state, const GLint type,
291 BOOL cond_np2) {
292 GLint wrapParm;
294 if (state < minLookup[WINELOOKUP_WARPPARAM] || state > maxLookup[WINELOOKUP_WARPPARAM]) {
295 FIXME("Unrecognized or unsupported WINED3DTADDRESS_U value %d\n", state);
296 } else {
297 if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
298 /* Cubemaps are always set to clamp, regardless of the sampler state. */
299 wrapParm = GL_CLAMP_TO_EDGE;
300 } else if(cond_np2) {
301 if(state == WINED3DTADDRESS_WRAP) {
302 wrapParm = GL_CLAMP_TO_EDGE;
303 } else {
304 wrapParm = stateLookup[WINELOOKUP_WARPPARAM][state - minLookup[WINELOOKUP_WARPPARAM]];
306 } else {
307 wrapParm = stateLookup[WINELOOKUP_WARPPARAM][state - minLookup[WINELOOKUP_WARPPARAM]];
309 TRACE("Setting WRAP_S to %d for %x\n", wrapParm, textureDimensions);
310 glTexParameteri(textureDimensions, type, wrapParm);
311 checkGLcall("glTexParameteri(..., type, wrapParm)");
315 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
316 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
317 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1])
319 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
320 DWORD state, *states;
321 GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
322 BOOL cond_np2 = IWineD3DBaseTexture_IsCondNP2(iface);
324 if(This->baseTexture.is_srgb) {
325 states = This->baseTexture.srgbstates;
326 } else {
327 states = This->baseTexture.states;
330 /* ApplyStateChanges relies on the correct texture being bound and loaded. */
332 if(samplerStates[WINED3DSAMP_ADDRESSU] != states[WINED3DTEXSTA_ADDRESSU]) {
333 state = samplerStates[WINED3DSAMP_ADDRESSU];
334 apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_S, cond_np2);
335 states[WINED3DTEXSTA_ADDRESSU] = state;
338 if(samplerStates[WINED3DSAMP_ADDRESSV] != states[WINED3DTEXSTA_ADDRESSV]) {
339 state = samplerStates[WINED3DSAMP_ADDRESSV];
340 apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_T, cond_np2);
341 states[WINED3DTEXSTA_ADDRESSV] = state;
344 if(samplerStates[WINED3DSAMP_ADDRESSW] != states[WINED3DTEXSTA_ADDRESSW]) {
345 state = samplerStates[WINED3DSAMP_ADDRESSW];
346 apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_R, cond_np2);
347 states[WINED3DTEXSTA_ADDRESSW] = state;
350 if(samplerStates[WINED3DSAMP_BORDERCOLOR] != states[WINED3DTEXSTA_BORDERCOLOR]) {
351 float col[4];
353 state = samplerStates[WINED3DSAMP_BORDERCOLOR];
354 D3DCOLORTOGLFLOAT4(state, col);
355 TRACE("Setting border color for %u to %x\n", textureDimensions, state);
356 glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
357 checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
358 states[WINED3DTEXSTA_BORDERCOLOR] = state;
361 if(samplerStates[WINED3DSAMP_MAGFILTER] != states[WINED3DTEXSTA_MAGFILTER]) {
362 GLint glValue;
363 state = samplerStates[WINED3DSAMP_MAGFILTER];
364 if (state > WINED3DTEXF_ANISOTROPIC) {
365 FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state);
366 } else {
367 glValue = This->baseTexture.magLookup[state - WINED3DTEXF_NONE];
368 TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state, glValue);
369 glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
370 /* 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. */
371 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && WINED3DTEXF_ANISOTROPIC == state &&
372 !cond_np2) {
373 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, samplerStates[WINED3DSAMP_MAXANISOTROPY]);
375 states[WINED3DTEXSTA_MAGFILTER] = state;
379 if((samplerStates[WINED3DSAMP_MINFILTER] != states[WINED3DTEXSTA_MINFILTER] ||
380 samplerStates[WINED3DSAMP_MIPFILTER] != states[WINED3DTEXSTA_MIPFILTER] ||
381 samplerStates[WINED3DSAMP_MAXMIPLEVEL] != states[WINED3DTEXSTA_MAXMIPLEVEL])) {
382 GLint glValue;
384 states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
385 states[WINED3DTEXSTA_MINFILTER] = samplerStates[WINED3DSAMP_MINFILTER];
386 states[WINED3DTEXSTA_MAXMIPLEVEL] = samplerStates[WINED3DSAMP_MAXMIPLEVEL];
388 if (states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC ||
389 states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_LINEAR)
392 FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
393 states[WINED3DTEXSTA_MINFILTER],
394 states[WINED3DTEXSTA_MIPFILTER]);
396 glValue = This->baseTexture.minMipLookup
397 [min(max(samplerStates[WINED3DSAMP_MINFILTER],WINED3DTEXF_NONE), WINED3DTEXF_ANISOTROPIC)]
398 .mip[min(max(samplerStates[WINED3DSAMP_MIPFILTER],WINED3DTEXF_NONE), WINED3DTEXF_LINEAR)];
400 TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
401 samplerStates[WINED3DSAMP_MINFILTER],
402 samplerStates[WINED3DSAMP_MIPFILTER], glValue);
403 glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
404 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
406 if(!cond_np2) {
407 if(states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE) {
408 glValue = 0;
409 } else if(states[WINED3DTEXSTA_MAXMIPLEVEL] >= This->baseTexture.levels) {
410 glValue = This->baseTexture.levels - 1;
411 } else {
412 glValue = states[WINED3DTEXSTA_MAXMIPLEVEL];
414 glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, glValue);
418 if(samplerStates[WINED3DSAMP_MAXANISOTROPY] != states[WINED3DTEXSTA_MAXANISOTROPY]) {
419 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && !cond_np2) {
420 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, samplerStates[WINED3DSAMP_MAXANISOTROPY]);
421 checkGLcall("glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT ...");
422 } else {
423 WARN("Unsupported in local OpenGL implementation: glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT\n");
425 states[WINED3DTEXSTA_MAXANISOTROPY] = samplerStates[WINED3DSAMP_MAXANISOTROPY];