wined3d: Implement MRTs in ARB.
[wine] / dlls / wined3d / basetexture.c
1 /*
2  * IWineD3DBaseTexture Implementation
3  *
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
8  *
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.
13  *
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.
18  *
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
22  */
23
24 #include "config.h"
25 #include "wined3d_private.h"
26
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
28 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
29
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)
33 {
34     HRESULT hr;
35
36     hr = resource_init((IWineD3DResource *)texture, resource_type, device, size, usage, format_desc, pool, parent);
37     if (FAILED(hr))
38     {
39         WARN("Failed to initialize resource, returning %#x\n", hr);
40         return hr;
41     }
42
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;
50
51     return WINED3D_OK;
52 }
53
54 void basetexture_cleanup(IWineD3DBaseTexture *iface)
55 {
56     basetexture_unload(iface);
57     resource_cleanup((IWineD3DResource *)iface);
58 }
59
60 void basetexture_unload(IWineD3DBaseTexture *iface)
61 {
62     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
63     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
64
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();
71     }
72
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();
79     }
80     This->baseTexture.dirty = TRUE;
81     This->baseTexture.srgbDirty = TRUE;
82 }
83
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)
87 {
88     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
89
90     if (This->resource.pool != WINED3DPOOL_MANAGED) {
91         return  WINED3DERR_INVALIDCALL;
92     }
93
94     if(LODNew >= This->baseTexture.levels)
95         LODNew = This->baseTexture.levels - 1;
96      This->baseTexture.LOD = LODNew;
97
98     TRACE("(%p) : set bogus LOD to %d\n", This, This->baseTexture.LOD);
99
100     return This->baseTexture.LOD;
101 }
102
103 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface)
104 {
105     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
106
107     if (This->resource.pool != WINED3DPOOL_MANAGED) {
108         return  WINED3DERR_INVALIDCALL;
109     }
110
111     TRACE("(%p) : returning %d\n", This, This->baseTexture.LOD);
112
113     return This->baseTexture.LOD;
114 }
115
116 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface)
117 {
118     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
119     TRACE("(%p) : returning %d\n", This, This->baseTexture.levels);
120     return This->baseTexture.levels;
121 }
122
123 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType)
124 {
125   IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
126   IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
127   UINT textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
128
129   if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
130       TRACE("(%p) : returning invalid call\n", This);
131       return WINED3DERR_INVALIDCALL;
132   }
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.
137        */
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)");
147
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)");
152
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)");
158       }
159       LEAVE_GL();
160   }
161   This->baseTexture.filterType = FilterType;
162   TRACE("(%p) :\n", This);
163   return WINED3D_OK;
164 }
165
166 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface)
167 {
168   IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
169   FIXME("(%p) : stub\n", This);
170   if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
171      return WINED3DTEXF_NONE;
172   }
173   return This->baseTexture.filterType;
174 }
175
176 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface)
177 {
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 ;
182 }
183
184 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty)
185 {
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;
192 }
193
194 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface)
195 {
196     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
197     return This->baseTexture.dirty || This->baseTexture.srgbDirty;
198 }
199
200 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc)
201 {
202     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
203     HRESULT hr = WINED3D_OK;
204     UINT textureDimensions;
205     BOOL isNewTexture = FALSE;
206     GLuint *texture;
207     DWORD *states;
208     TRACE("(%p) : About to bind texture\n", This);
209
210     This->baseTexture.is_srgb = srgb; /* SRGB mode cache for PreLoad calls outside drawprim */
211     if(srgb) {
212         texture = &This->baseTexture.srgbTextureName;
213         states = This->baseTexture.srgbstates;
214     } else {
215         texture = &This->baseTexture.textureName;
216         states = This->baseTexture.states;
217     }
218
219     textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
220     ENTER_GL();
221     /* Generate a texture name if we don't already have one */
222     if (*texture == 0) {
223         *set_surface_desc = TRUE;
224         glGenTextures(1, texture);
225         checkGLcall("glGenTextures");
226         TRACE("Generated texture %d\n", *texture);
227         if (This->resource.pool == WINED3DPOOL_DEFAULT) {
228             /* Tell opengl to try and keep this texture in video ram (well mostly) */
229             GLclampf tmp;
230             tmp = 0.9f;
231             glPrioritizeTextures(1, texture, &tmp);
232
233         }
234         /* Initialise the state of the texture object
235         to the openGL defaults, not the directx defaults */
236         states[WINED3DTEXSTA_ADDRESSU]      = WINED3DTADDRESS_WRAP;
237         states[WINED3DTEXSTA_ADDRESSV]      = WINED3DTADDRESS_WRAP;
238         states[WINED3DTEXSTA_ADDRESSW]      = WINED3DTADDRESS_WRAP;
239         states[WINED3DTEXSTA_BORDERCOLOR]   = 0;
240         states[WINED3DTEXSTA_MAGFILTER]     = WINED3DTEXF_LINEAR;
241         states[WINED3DTEXSTA_MINFILTER]     = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
242         states[WINED3DTEXSTA_MIPFILTER]     = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
243         states[WINED3DTEXSTA_MAXMIPLEVEL]   = 0;
244         states[WINED3DTEXSTA_MAXANISOTROPY] = 0;
245         states[WINED3DTEXSTA_SRGBTEXTURE]   = 0;
246         states[WINED3DTEXSTA_ELEMENTINDEX]  = 0;
247         states[WINED3DTEXSTA_DMAPOFFSET]    = 0;
248         states[WINED3DTEXSTA_TSSADDRESSW]   = WINED3DTADDRESS_WRAP;
249         IWineD3DBaseTexture_SetDirty(iface, TRUE);
250         isNewTexture = TRUE;
251
252         if(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) {
253             /* This means double binding the texture at creation, but keeps the code simpler all
254              * in all, and the run-time path free from additional checks
255              */
256             glBindTexture(textureDimensions, *texture);
257             checkGLcall("glBindTexture");
258             glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
259             checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
260         }
261     } else {
262         *set_surface_desc = FALSE;
263     }
264
265     /* Bind the texture */
266     if (*texture != 0) {
267         glBindTexture(textureDimensions, *texture);
268         checkGLcall("glBindTexture");
269         if (isNewTexture) {
270             /* For a new texture we have to set the textures levels after binding the texture.
271              * In theory this is all we should ever have to do, but because ATI's drivers are broken, we
272              * also need to set the texture dimensions before the texture is set
273              * Beware that texture rectangles do not support mipmapping, but set the maxmiplevel if we're
274              * relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles
275              * (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB)
276              */
277             if(textureDimensions != GL_TEXTURE_RECTANGLE_ARB) {
278                 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
279                 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1);
280                 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)");
281             }
282             if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
283                 /* Cubemaps are always set to clamp, regardless of the sampler state. */
284                 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
285                 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
286                 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
287             }
288         }
289     } else { /* this only happened if we've run out of openGL textures */
290         WARN("This texture doesn't have an openGL texture assigned to it\n");
291         hr =  WINED3DERR_INVALIDCALL;
292     }
293
294     LEAVE_GL();
295     return hr;
296 }
297
298 /* GL locking is done by the caller */
299 static inline void apply_wrap(const GLint textureDimensions, const DWORD state, const GLint type,
300                               BOOL cond_np2) {
301     GLint wrapParm;
302
303     if (state < minLookup[WINELOOKUP_WARPPARAM] || state > maxLookup[WINELOOKUP_WARPPARAM]) {
304         FIXME("Unrecognized or unsupported WINED3DTADDRESS_U value %d\n", state);
305     } else {
306         if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
307             /* Cubemaps are always set to clamp, regardless of the sampler state. */
308             wrapParm = GL_CLAMP_TO_EDGE;
309         } else if(cond_np2) {
310             if(state == WINED3DTADDRESS_WRAP) {
311                 wrapParm = GL_CLAMP_TO_EDGE;
312             } else {
313                 wrapParm = stateLookup[WINELOOKUP_WARPPARAM][state - minLookup[WINELOOKUP_WARPPARAM]];
314             }
315         } else {
316             wrapParm = stateLookup[WINELOOKUP_WARPPARAM][state - minLookup[WINELOOKUP_WARPPARAM]];
317         }
318         TRACE("Setting WRAP_S to %d for %x\n", wrapParm, textureDimensions);
319         glTexParameteri(textureDimensions, type, wrapParm);
320         checkGLcall("glTexParameteri(..., type, wrapParm)");
321     }
322 }
323
324 /* GL locking is done by the caller (state handler) */
325 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
326         const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
327         const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1])
328 {
329     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
330     DWORD state, *states;
331     GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
332     BOOL cond_np2 = IWineD3DBaseTexture_IsCondNP2(iface);
333
334     TRACE("iface %p, textureStates %p, samplerStates %p\n", iface, textureStates, samplerStates);
335
336     if(This->baseTexture.is_srgb) {
337         states = This->baseTexture.srgbstates;
338     } else {
339         states = This->baseTexture.states;
340     }
341
342     /* This function relies on the correct texture being bound and loaded. */
343
344     if(samplerStates[WINED3DSAMP_ADDRESSU]      != states[WINED3DTEXSTA_ADDRESSU]) {
345         state = samplerStates[WINED3DSAMP_ADDRESSU];
346         apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_S, cond_np2);
347         states[WINED3DTEXSTA_ADDRESSU] = state;
348     }
349
350     if(samplerStates[WINED3DSAMP_ADDRESSV]      != states[WINED3DTEXSTA_ADDRESSV]) {
351         state = samplerStates[WINED3DSAMP_ADDRESSV];
352         apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_T, cond_np2);
353         states[WINED3DTEXSTA_ADDRESSV] = state;
354     }
355
356     if(samplerStates[WINED3DSAMP_ADDRESSW]      != states[WINED3DTEXSTA_ADDRESSW]) {
357         state = samplerStates[WINED3DSAMP_ADDRESSW];
358         apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_R, cond_np2);
359         states[WINED3DTEXSTA_ADDRESSW] = state;
360     }
361
362     if(samplerStates[WINED3DSAMP_BORDERCOLOR]   != states[WINED3DTEXSTA_BORDERCOLOR]) {
363         float col[4];
364
365         state = samplerStates[WINED3DSAMP_BORDERCOLOR];
366         D3DCOLORTOGLFLOAT4(state, col);
367         TRACE("Setting border color for %u to %x\n", textureDimensions, state);
368         glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
369         checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
370         states[WINED3DTEXSTA_BORDERCOLOR] = state;
371     }
372
373     if(samplerStates[WINED3DSAMP_MAGFILTER]     != states[WINED3DTEXSTA_MAGFILTER]) {
374         GLint glValue;
375         state = samplerStates[WINED3DSAMP_MAGFILTER];
376         if (state > WINED3DTEXF_ANISOTROPIC) {
377             FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state);
378         } else {
379             glValue = This->baseTexture.magLookup[state - WINED3DTEXF_NONE];
380             TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state, glValue);
381             glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
382             /* 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. */
383             if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && WINED3DTEXF_ANISOTROPIC == state &&
384                 !cond_np2) {
385                 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, samplerStates[WINED3DSAMP_MAXANISOTROPY]);
386             }
387             states[WINED3DTEXSTA_MAGFILTER] = state;
388         }
389     }
390
391     if((samplerStates[WINED3DSAMP_MINFILTER]     != states[WINED3DTEXSTA_MINFILTER] ||
392         samplerStates[WINED3DSAMP_MIPFILTER]     != states[WINED3DTEXSTA_MIPFILTER] ||
393         samplerStates[WINED3DSAMP_MAXMIPLEVEL]   != states[WINED3DTEXSTA_MAXMIPLEVEL])) {
394         GLint glValue;
395
396         states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
397         states[WINED3DTEXSTA_MINFILTER] = samplerStates[WINED3DSAMP_MINFILTER];
398         states[WINED3DTEXSTA_MAXMIPLEVEL] = samplerStates[WINED3DSAMP_MAXMIPLEVEL];
399
400         if (states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC ||
401             states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_LINEAR)
402         {
403
404             FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
405                   states[WINED3DTEXSTA_MINFILTER],
406                   states[WINED3DTEXSTA_MIPFILTER]);
407         }
408         glValue = This->baseTexture.minMipLookup
409                 [min(max(samplerStates[WINED3DSAMP_MINFILTER],WINED3DTEXF_NONE), WINED3DTEXF_ANISOTROPIC)]
410                 .mip[min(max(samplerStates[WINED3DSAMP_MIPFILTER],WINED3DTEXF_NONE), WINED3DTEXF_LINEAR)];
411
412         TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
413               samplerStates[WINED3DSAMP_MINFILTER],
414               samplerStates[WINED3DSAMP_MIPFILTER], glValue);
415         glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
416         checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
417
418         if(!cond_np2) {
419             if(states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE) {
420                 glValue = 0;
421             } else if(states[WINED3DTEXSTA_MAXMIPLEVEL] >= This->baseTexture.levels) {
422                 glValue = This->baseTexture.levels - 1;
423             } else {
424                 glValue = states[WINED3DTEXSTA_MAXMIPLEVEL];
425             }
426             glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, glValue);
427         }
428     }
429
430     if(samplerStates[WINED3DSAMP_MAXANISOTROPY] != states[WINED3DTEXSTA_MAXANISOTROPY]) {
431         if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && !cond_np2) {
432             glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, samplerStates[WINED3DSAMP_MAXANISOTROPY]);
433             checkGLcall("glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT ...");
434         } else {
435             WARN("Unsupported in local OpenGL implementation: glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT\n");
436         }
437         states[WINED3DTEXSTA_MAXANISOTROPY] = samplerStates[WINED3DSAMP_MAXANISOTROPY];
438     }
439 }