wined3d: Document GL context dependencies.
[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 /* Context activation is done by the caller. */
201 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc)
202 {
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);
210
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;
218     }
219
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);
233
234         }
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;
252
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
256              */
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)");
261         }
262     } else {
263         *set_surface_desc = FALSE;
264     }
265
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)
277              */
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)");
282             }
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);
288             }
289         }
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;
293     }
294
295     LEAVE_GL();
296     return hr;
297 }
298
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;
303
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]];
315             }
316         } else {
317             wrapParm = stateLookup[WINELOOKUP_WARPPARAM][state - minLookup[WINELOOKUP_WARPPARAM]];
318         }
319         TRACE("Setting WRAP_S to %d for %x\n", wrapParm, textureDimensions);
320         glTexParameteri(textureDimensions, type, wrapParm);
321         checkGLcall("glTexParameteri(..., type, wrapParm)");
322     }
323 }
324
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])
329 {
330     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
331     DWORD state, *states;
332     GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
333     BOOL cond_np2 = IWineD3DBaseTexture_IsCondNP2(iface);
334
335     TRACE("iface %p, textureStates %p, samplerStates %p\n", iface, textureStates, samplerStates);
336
337     if(This->baseTexture.is_srgb) {
338         states = This->baseTexture.srgbstates;
339     } else {
340         states = This->baseTexture.states;
341     }
342
343     /* This function relies on the correct texture being bound and loaded. */
344
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;
349     }
350
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;
355     }
356
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;
361     }
362
363     if(samplerStates[WINED3DSAMP_BORDERCOLOR]   != states[WINED3DTEXSTA_BORDERCOLOR]) {
364         float col[4];
365
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;
372     }
373
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]);
387             }
388             states[WINED3DTEXSTA_MAGFILTER] = state;
389         }
390     }
391
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;
396
397         states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
398         states[WINED3DTEXSTA_MINFILTER] = samplerStates[WINED3DSAMP_MINFILTER];
399         states[WINED3DTEXSTA_MAXMIPLEVEL] = samplerStates[WINED3DSAMP_MAXMIPLEVEL];
400
401         if (states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC ||
402             states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_LINEAR)
403         {
404
405             FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
406                   states[WINED3DTEXSTA_MINFILTER],
407                   states[WINED3DTEXSTA_MIPFILTER]);
408         }
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)];
412
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, ...");
418
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];
426             }
427             glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, glValue);
428         }
429     }
430
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");
437         }
438         states[WINED3DTEXSTA_MAXANISOTROPY] = samplerStates[WINED3DSAMP_MAXANISOTROPY];
439     }
440 }