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 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)
36 hr = resource_init((IWineD3DResource *)texture, resource_type, device, size, usage, format_desc, pool, parent);
39 WARN("Failed to initialize resource, returning %#x\n", 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;
54 void basetexture_cleanup(IWineD3DBaseTexture *iface)
56 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
57 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
59 TRACE("(%p) : textureName(%d)\n", This, This->baseTexture.textureName);
60 if (This->baseTexture.textureName != 0) {
61 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
63 TRACE("(%p) : Deleting texture %d\n", This, This->baseTexture.textureName);
64 glDeleteTextures(1, &This->baseTexture.textureName);
65 glDeleteTextures(1, &This->baseTexture.srgbTextureName);
69 resource_cleanup((IWineD3DResource *)iface);
72 void basetexture_unload(IWineD3DBaseTexture *iface)
74 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
75 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
77 if(This->baseTexture.textureName) {
78 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
80 glDeleteTextures(1, &This->baseTexture.textureName);
81 glDeleteTextures(1, &This->baseTexture.srgbTextureName);
82 This->baseTexture.textureName = 0;
83 This->baseTexture.srgbTextureName = 0;
86 This->baseTexture.dirty = TRUE;
87 This->baseTexture.srgbDirty = TRUE;
90 /* There is no OpenGL equivalent of setLOD, getLOD. All they do anyway is prioritize texture loading
91 * so just pretend that they work unless something really needs a failure. */
92 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew)
94 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
96 if (This->resource.pool != WINED3DPOOL_MANAGED) {
97 return WINED3DERR_INVALIDCALL;
100 if(LODNew >= This->baseTexture.levels)
101 LODNew = This->baseTexture.levels - 1;
102 This->baseTexture.LOD = LODNew;
104 TRACE("(%p) : set bogus LOD to %d\n", This, This->baseTexture.LOD);
106 return This->baseTexture.LOD;
109 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface)
111 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
113 if (This->resource.pool != WINED3DPOOL_MANAGED) {
114 return WINED3DERR_INVALIDCALL;
117 TRACE("(%p) : returning %d\n", This, This->baseTexture.LOD);
119 return This->baseTexture.LOD;
122 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface)
124 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
125 TRACE("(%p) : returning %d\n", This, This->baseTexture.levels);
126 return This->baseTexture.levels;
129 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType)
131 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
132 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
133 UINT textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
135 if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
136 TRACE("(%p) : returning invalid call\n", This);
137 return WINED3DERR_INVALIDCALL;
139 if(This->baseTexture.filterType != FilterType) {
140 /* What about multithreading? Do we want all the context overhead just to set this value?
141 * Or should we delay the applying until the texture is used for drawing? For now, apply
144 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
146 glBindTexture(textureDimensions, This->baseTexture.textureName);
147 checkGLcall("glBindTexture");
149 case WINED3DTEXF_NONE:
150 case WINED3DTEXF_POINT:
151 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST);
152 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
155 case WINED3DTEXF_LINEAR:
156 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
157 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
161 WARN("Unexpected filter type %d, setting to GL_NICEST\n", FilterType);
162 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
163 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
167 This->baseTexture.filterType = FilterType;
168 TRACE("(%p) :\n", This);
172 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface)
174 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
175 FIXME("(%p) : stub\n", This);
176 if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
177 return WINED3DTEXF_NONE;
179 return This->baseTexture.filterType;
182 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface)
184 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
185 /* TODO: implement filters using GL_SGI_generate_mipmaps http://oss.sgi.com/projects/ogl-sample/registry/SGIS/generate_mipmap.txt */
186 FIXME("(%p) : stub\n", This);
190 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty)
193 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
194 old = This->baseTexture.dirty || This->baseTexture.srgbDirty;
195 This->baseTexture.dirty = dirty;
196 This->baseTexture.srgbDirty = dirty;
200 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface)
202 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
203 return This->baseTexture.dirty || This->baseTexture.srgbDirty;
206 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc)
208 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
209 HRESULT hr = WINED3D_OK;
210 UINT textureDimensions;
211 BOOL isNewTexture = FALSE;
214 TRACE("(%p) : About to bind texture\n", This);
216 This->baseTexture.is_srgb = srgb; /* SRGB mode cache for PreLoad calls outside drawprim */
218 texture = &This->baseTexture.srgbTextureName;
219 states = This->baseTexture.srgbstates;
221 texture = &This->baseTexture.textureName;
222 states = This->baseTexture.states;
225 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
227 /* Generate a texture name if we don't already have one */
229 *set_surface_desc = TRUE;
230 glGenTextures(1, texture);
231 checkGLcall("glGenTextures");
232 TRACE("Generated texture %d\n", *texture);
233 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
234 /* Tell opengl to try and keep this texture in video ram (well mostly) */
237 glPrioritizeTextures(1, texture, &tmp);
240 /* Initialise the state of the texture object
241 to the openGL defaults, not the directx defaults */
242 states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP;
243 states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP;
244 states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP;
245 states[WINED3DTEXSTA_BORDERCOLOR] = 0;
246 states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
247 states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
248 states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
249 states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
250 states[WINED3DTEXSTA_MAXANISOTROPY] = 0;
251 states[WINED3DTEXSTA_SRGBTEXTURE] = 0;
252 states[WINED3DTEXSTA_ELEMENTINDEX] = 0;
253 states[WINED3DTEXSTA_DMAPOFFSET] = 0;
254 states[WINED3DTEXSTA_TSSADDRESSW] = WINED3DTADDRESS_WRAP;
255 IWineD3DBaseTexture_SetDirty(iface, TRUE);
258 if(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) {
259 /* This means double binding the texture at creation, but keeps the code simpler all
260 * in all, and the run-time path free from additional checks
262 glBindTexture(textureDimensions, *texture);
263 checkGLcall("glBindTexture");
264 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
265 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
268 *set_surface_desc = FALSE;
271 /* Bind the texture */
273 glBindTexture(textureDimensions, *texture);
274 checkGLcall("glBindTexture");
276 /* For a new texture we have to set the textures levels after binding the texture.
277 * In theory this is all we should ever have to do, but because ATI's drivers are broken, we
278 * also need to set the texture dimensions before the texture is set
279 * Beware that texture rectangles do not support mipmapping, but set the maxmiplevel if we're
280 * relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles
281 * (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB)
283 if(textureDimensions != GL_TEXTURE_RECTANGLE_ARB) {
284 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
285 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1);
286 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)");
288 if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
289 /* Cubemaps are always set to clamp, regardless of the sampler state. */
290 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
291 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
292 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
295 } else { /* this only happened if we've run out of openGL textures */
296 WARN("This texture doesn't have an openGL texture assigned to it\n");
297 hr = WINED3DERR_INVALIDCALL;
304 /* GL locking is done by the caller */
305 static inline void apply_wrap(const GLint textureDimensions, const DWORD state, const GLint type,
309 if (state < minLookup[WINELOOKUP_WARPPARAM] || state > maxLookup[WINELOOKUP_WARPPARAM]) {
310 FIXME("Unrecognized or unsupported WINED3DTADDRESS_U value %d\n", state);
312 if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
313 /* Cubemaps are always set to clamp, regardless of the sampler state. */
314 wrapParm = GL_CLAMP_TO_EDGE;
315 } else if(cond_np2) {
316 if(state == WINED3DTADDRESS_WRAP) {
317 wrapParm = GL_CLAMP_TO_EDGE;
319 wrapParm = stateLookup[WINELOOKUP_WARPPARAM][state - minLookup[WINELOOKUP_WARPPARAM]];
322 wrapParm = stateLookup[WINELOOKUP_WARPPARAM][state - minLookup[WINELOOKUP_WARPPARAM]];
324 TRACE("Setting WRAP_S to %d for %x\n", wrapParm, textureDimensions);
325 glTexParameteri(textureDimensions, type, wrapParm);
326 checkGLcall("glTexParameteri(..., type, wrapParm)");
330 /* GL locking is done by the caller (state handler) */
331 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
332 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
333 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1])
335 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
336 DWORD state, *states;
337 GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
338 BOOL cond_np2 = IWineD3DBaseTexture_IsCondNP2(iface);
340 TRACE("iface %p, textureStates %p, samplerStates %p\n", iface, textureStates, samplerStates);
342 if(This->baseTexture.is_srgb) {
343 states = This->baseTexture.srgbstates;
345 states = This->baseTexture.states;
348 /* This function relies on the correct texture being bound and loaded. */
350 if(samplerStates[WINED3DSAMP_ADDRESSU] != states[WINED3DTEXSTA_ADDRESSU]) {
351 state = samplerStates[WINED3DSAMP_ADDRESSU];
352 apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_S, cond_np2);
353 states[WINED3DTEXSTA_ADDRESSU] = state;
356 if(samplerStates[WINED3DSAMP_ADDRESSV] != states[WINED3DTEXSTA_ADDRESSV]) {
357 state = samplerStates[WINED3DSAMP_ADDRESSV];
358 apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_T, cond_np2);
359 states[WINED3DTEXSTA_ADDRESSV] = state;
362 if(samplerStates[WINED3DSAMP_ADDRESSW] != states[WINED3DTEXSTA_ADDRESSW]) {
363 state = samplerStates[WINED3DSAMP_ADDRESSW];
364 apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_R, cond_np2);
365 states[WINED3DTEXSTA_ADDRESSW] = state;
368 if(samplerStates[WINED3DSAMP_BORDERCOLOR] != states[WINED3DTEXSTA_BORDERCOLOR]) {
371 state = samplerStates[WINED3DSAMP_BORDERCOLOR];
372 D3DCOLORTOGLFLOAT4(state, col);
373 TRACE("Setting border color for %u to %x\n", textureDimensions, state);
374 glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
375 checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
376 states[WINED3DTEXSTA_BORDERCOLOR] = state;
379 if(samplerStates[WINED3DSAMP_MAGFILTER] != states[WINED3DTEXSTA_MAGFILTER]) {
381 state = samplerStates[WINED3DSAMP_MAGFILTER];
382 if (state > WINED3DTEXF_ANISOTROPIC) {
383 FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state);
385 glValue = This->baseTexture.magLookup[state - WINED3DTEXF_NONE];
386 TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state, glValue);
387 glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
388 /* 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. */
389 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && WINED3DTEXF_ANISOTROPIC == state &&
391 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, samplerStates[WINED3DSAMP_MAXANISOTROPY]);
393 states[WINED3DTEXSTA_MAGFILTER] = state;
397 if((samplerStates[WINED3DSAMP_MINFILTER] != states[WINED3DTEXSTA_MINFILTER] ||
398 samplerStates[WINED3DSAMP_MIPFILTER] != states[WINED3DTEXSTA_MIPFILTER] ||
399 samplerStates[WINED3DSAMP_MAXMIPLEVEL] != states[WINED3DTEXSTA_MAXMIPLEVEL])) {
402 states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
403 states[WINED3DTEXSTA_MINFILTER] = samplerStates[WINED3DSAMP_MINFILTER];
404 states[WINED3DTEXSTA_MAXMIPLEVEL] = samplerStates[WINED3DSAMP_MAXMIPLEVEL];
406 if (states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC ||
407 states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_LINEAR)
410 FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
411 states[WINED3DTEXSTA_MINFILTER],
412 states[WINED3DTEXSTA_MIPFILTER]);
414 glValue = This->baseTexture.minMipLookup
415 [min(max(samplerStates[WINED3DSAMP_MINFILTER],WINED3DTEXF_NONE), WINED3DTEXF_ANISOTROPIC)]
416 .mip[min(max(samplerStates[WINED3DSAMP_MIPFILTER],WINED3DTEXF_NONE), WINED3DTEXF_LINEAR)];
418 TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
419 samplerStates[WINED3DSAMP_MINFILTER],
420 samplerStates[WINED3DSAMP_MIPFILTER], glValue);
421 glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
422 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
425 if(states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE) {
427 } else if(states[WINED3DTEXSTA_MAXMIPLEVEL] >= This->baseTexture.levels) {
428 glValue = This->baseTexture.levels - 1;
430 glValue = states[WINED3DTEXSTA_MAXMIPLEVEL];
432 glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, glValue);
436 if(samplerStates[WINED3DSAMP_MAXANISOTROPY] != states[WINED3DTEXSTA_MAXANISOTROPY]) {
437 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && !cond_np2) {
438 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, samplerStates[WINED3DSAMP_MAXANISOTROPY]);
439 checkGLcall("glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT ...");
441 WARN("Unsupported in local OpenGL implementation: glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT\n");
443 states[WINED3DTEXSTA_MAXANISOTROPY] = samplerStates[WINED3DSAMP_MAXANISOTROPY];