mirror of
https://github.com/reactos/wine.git
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565 lines
20 KiB
C
565 lines
20 KiB
C
/*
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* Copyright 2002-2005 Jason Edmeades
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* Copyright 2002-2005 Raphael Junqueira
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* Copyright 2005 Oliver Stieber
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* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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* Copyright 2009-2010 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
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/* Context activation is done by the caller. */
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static HRESULT texture_bind(IWineD3DBaseTextureImpl *texture,
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const struct wined3d_gl_info *gl_info, BOOL srgb)
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{
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BOOL set_gl_texture_desc;
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HRESULT hr;
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TRACE("texture %p, gl_info %p, srgb %#x.\n", texture, gl_info, srgb);
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hr = basetexture_bind(texture, gl_info, srgb, &set_gl_texture_desc);
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if (set_gl_texture_desc && SUCCEEDED(hr))
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{
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BOOL srgb_tex = !gl_info->supported[EXT_TEXTURE_SRGB_DECODE] && texture->baseTexture.is_srgb;
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struct gl_texture *gl_tex;
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UINT i;
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gl_tex = basetexture_get_gl_texture(texture, gl_info, srgb_tex);
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for (i = 0; i < texture->baseTexture.level_count; ++i)
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{
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IWineD3DSurfaceImpl *surface = surface_from_resource(texture->baseTexture.sub_resources[i]);
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surface_set_texture_name(surface, gl_tex->name, srgb_tex);
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}
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/* Conditinal non power of two textures use a different clamping
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* default. If we're using the GL_WINE_normalized_texrect partial
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* driver emulation, we're dealing with a GL_TEXTURE_2D texture which
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* has the address mode set to repeat - something that prevents us
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* from hitting the accelerated codepath. Thus manually set the GL
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* state. The same applies to filtering. Even if the texture has only
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* one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
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* fallback on macos. */
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if (IWineD3DBaseTexture_IsCondNP2((IWineD3DBaseTexture *)texture))
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{
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GLenum target = texture->baseTexture.target;
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ENTER_GL();
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glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
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glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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checkGLcall("glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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checkGLcall("glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
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LEAVE_GL();
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gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_CLAMP;
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gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_CLAMP;
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gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
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gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
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gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
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}
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}
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return hr;
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}
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/* Do not call while under the GL lock. */
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static void texture_preload(IWineD3DBaseTextureImpl *texture, enum WINED3DSRGB srgb)
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{
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IWineD3DDeviceImpl *device = texture->resource.device;
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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struct wined3d_context *context = NULL;
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struct gl_texture *gl_tex;
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unsigned int i;
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BOOL srgb_mode;
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TRACE("texture %p, srgb %#x.\n", texture, srgb);
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switch (srgb)
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{
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case SRGB_RGB:
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srgb_mode = FALSE;
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break;
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case SRGB_BOTH:
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texture_preload(texture, SRGB_RGB);
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/* Fallthrough */
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case SRGB_SRGB:
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srgb_mode = TRUE;
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break;
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default:
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srgb_mode = texture->baseTexture.is_srgb;
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break;
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}
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gl_tex = basetexture_get_gl_texture(texture, gl_info, srgb_mode);
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if (!device->isInDraw)
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{
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/* context_acquire() sets isInDraw to TRUE when loading a pbuffer into a texture,
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* thus no danger of recursive calls. */
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context = context_acquire(device, NULL);
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}
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if (texture->resource.format->id == WINED3DFMT_P8_UINT
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|| texture->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
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{
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for (i = 0; i < texture->baseTexture.level_count; ++i)
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{
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IWineD3DSurfaceImpl *surface = surface_from_resource(texture->baseTexture.sub_resources[i]);
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if (palette9_changed(surface))
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{
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TRACE("Reloading surface because the d3d8/9 palette was changed.\n");
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/* TODO: This is not necessarily needed with hw palettized texture support. */
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surface_load_location(surface, SFLAG_INSYSMEM, NULL);
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/* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
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surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
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}
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}
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}
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/* If the texture is marked dirty or the srgb sampler setting has changed
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* since the last load then reload the surfaces. */
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if (gl_tex->dirty)
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{
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for (i = 0; i < texture->baseTexture.level_count; ++i)
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{
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surface_load(surface_from_resource(texture->baseTexture.sub_resources[i]), srgb_mode);
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}
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}
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else
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{
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TRACE("Texture %p not dirty, nothing to do.\n", texture);
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}
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if (context) context_release(context);
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/* No longer dirty. */
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gl_tex->dirty = FALSE;
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}
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/* Do not call while under the GL lock. */
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static void texture_unload(struct wined3d_resource *resource)
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{
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IWineD3DBaseTextureImpl *texture = basetexture_from_resource(resource);
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unsigned int i;
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TRACE("texture %p.\n", texture);
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for (i = 0; i < texture->baseTexture.level_count; ++i)
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{
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struct wined3d_resource *sub_resource = texture->baseTexture.sub_resources[i];
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IWineD3DSurfaceImpl *surface = surface_from_resource(sub_resource);
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sub_resource->resource_ops->resource_unload(sub_resource);
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surface_set_texture_name(surface, 0, FALSE); /* Delete rgb name */
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surface_set_texture_name(surface, 0, TRUE); /* delete srgb name */
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}
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basetexture_unload(texture);
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}
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static const struct wined3d_texture_ops texture_ops =
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{
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texture_bind,
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texture_preload,
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};
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static const struct wined3d_resource_ops texture_resource_ops =
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{
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texture_unload,
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};
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static void texture_cleanup(IWineD3DTextureImpl *This)
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{
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unsigned int i;
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TRACE("(%p) : Cleaning up\n", This);
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for (i = 0; i < This->baseTexture.level_count; ++i)
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{
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struct wined3d_resource *sub_resource = This->baseTexture.sub_resources[i];
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if (sub_resource)
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{
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IWineD3DSurfaceImpl *surface = surface_from_resource(sub_resource);
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/* Clean out the texture name we gave to the surface so that the
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* surface doesn't try and release it */
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surface_set_texture_name(surface, 0, TRUE);
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surface_set_texture_name(surface, 0, FALSE);
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surface_set_texture_target(surface, 0);
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surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
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IWineD3DSurface_Release((IWineD3DSurface *)surface);
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}
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}
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TRACE("(%p) : Cleaning up base texture\n", This);
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basetexture_cleanup((IWineD3DBaseTextureImpl *)This);
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}
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static HRESULT WINAPI IWineD3DTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, LPVOID *ppobj)
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{
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IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IWineD3DBase)
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|| IsEqualGUID(riid, &IID_IWineD3DResource)
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|| IsEqualGUID(riid, &IID_IWineD3DBaseTexture))
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{
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IUnknown_AddRef(iface);
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*ppobj = This;
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return WINED3D_OK;
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}
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*ppobj = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI IWineD3DTextureImpl_AddRef(IWineD3DBaseTexture *iface)
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{
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IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
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return InterlockedIncrement(&This->resource.ref);
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}
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/* Do not call while under the GL lock. */
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static ULONG WINAPI IWineD3DTextureImpl_Release(IWineD3DBaseTexture *iface)
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{
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IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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ULONG ref;
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TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
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ref = InterlockedDecrement(&This->resource.ref);
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if (!ref)
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{
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texture_cleanup(This);
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This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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}
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static HRESULT WINAPI IWineD3DTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface,
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REFGUID riid, const void *data, DWORD data_size, DWORD flags)
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{
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return resource_set_private_data(&((IWineD3DTextureImpl *)iface)->resource, riid, data, data_size, flags);
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}
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static HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface,
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REFGUID guid, void *data, DWORD *data_size)
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{
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return resource_get_private_data(&((IWineD3DTextureImpl *)iface)->resource, guid, data, data_size);
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}
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static HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid)
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{
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return resource_free_private_data(&((IWineD3DTextureImpl *)iface)->resource, refguid);
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}
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static DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD priority)
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{
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return resource_set_priority(&((IWineD3DTextureImpl *)iface)->resource, priority);
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}
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static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DBaseTexture *iface)
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{
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return resource_get_priority(&((IWineD3DTextureImpl *)iface)->resource);
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}
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/* Do not call while under the GL lock. */
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static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DBaseTexture *iface)
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{
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texture_preload((IWineD3DBaseTextureImpl *)iface, SRGB_ANY);
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}
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static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DBaseTexture *iface)
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{
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return resource_get_type(&((IWineD3DTextureImpl *)iface)->resource);
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}
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static void * WINAPI IWineD3DTextureImpl_GetParent(IWineD3DBaseTexture *iface)
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{
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TRACE("iface %p.\n", iface);
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return ((IWineD3DTextureImpl *)iface)->resource.parent;
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}
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static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew)
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{
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return basetexture_set_lod((IWineD3DBaseTextureImpl *)iface, LODNew);
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}
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static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DBaseTexture *iface)
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{
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return basetexture_get_lod((IWineD3DBaseTextureImpl *)iface);
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}
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static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface)
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{
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return basetexture_get_level_count((IWineD3DBaseTextureImpl *)iface);
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}
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static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface,
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WINED3DTEXTUREFILTERTYPE FilterType)
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{
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return basetexture_set_autogen_filter_type((IWineD3DBaseTextureImpl *)iface, FilterType);
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}
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static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface)
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{
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return basetexture_get_autogen_filter_type((IWineD3DBaseTextureImpl *)iface);
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}
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static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface)
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{
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basetexture_generate_mipmaps((IWineD3DBaseTextureImpl *)iface);
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}
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static BOOL WINAPI IWineD3DTextureImpl_IsCondNP2(IWineD3DBaseTexture *iface)
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{
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IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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TRACE("(%p)\n", This);
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return This->cond_np2;
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}
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static struct wined3d_resource * WINAPI IWineD3DTextureImpl_GetSubResource(IWineD3DBaseTexture *iface,
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UINT sub_resource_idx)
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{
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IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
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TRACE("iface %p, sub_resource_idx %u.\n", iface, sub_resource_idx);
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return basetexture_get_sub_resource(texture, sub_resource_idx);
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}
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static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRegion(IWineD3DBaseTexture *iface,
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UINT layer, const WINED3DBOX *dirty_region)
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{
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IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
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struct wined3d_resource *sub_resource;
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TRACE("iface %p, layer %u, dirty_region %p.\n", iface, layer, dirty_region);
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if (!(sub_resource = basetexture_get_sub_resource(texture, layer * texture->baseTexture.level_count)))
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{
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WARN("Failed to get sub-resource.\n");
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return WINED3DERR_INVALIDCALL;
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}
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basetexture_set_dirty(texture, TRUE);
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surface_add_dirty_rect(surface_from_resource(sub_resource), dirty_region);
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return WINED3D_OK;
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}
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static const IWineD3DBaseTextureVtbl IWineD3DTexture_Vtbl =
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{
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/* IUnknown */
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IWineD3DTextureImpl_QueryInterface,
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IWineD3DTextureImpl_AddRef,
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IWineD3DTextureImpl_Release,
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/* IWineD3DResource */
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IWineD3DTextureImpl_GetParent,
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IWineD3DTextureImpl_SetPrivateData,
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IWineD3DTextureImpl_GetPrivateData,
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IWineD3DTextureImpl_FreePrivateData,
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IWineD3DTextureImpl_SetPriority,
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IWineD3DTextureImpl_GetPriority,
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IWineD3DTextureImpl_PreLoad,
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IWineD3DTextureImpl_GetType,
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/* IWineD3DBaseTexture */
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IWineD3DTextureImpl_SetLOD,
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IWineD3DTextureImpl_GetLOD,
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IWineD3DTextureImpl_GetLevelCount,
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IWineD3DTextureImpl_SetAutoGenFilterType,
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IWineD3DTextureImpl_GetAutoGenFilterType,
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IWineD3DTextureImpl_GenerateMipSubLevels,
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IWineD3DTextureImpl_IsCondNP2,
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IWineD3DTextureImpl_GetSubResource,
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IWineD3DTextureImpl_AddDirtyRegion,
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};
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HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
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IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
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void *parent, const struct wined3d_parent_ops *parent_ops)
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{
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
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UINT pow2_width, pow2_height;
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UINT tmp_w, tmp_h;
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unsigned int i;
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HRESULT hr;
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/* TODO: It should only be possible to create textures for formats
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* that are reported as supported. */
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if (WINED3DFMT_UNKNOWN >= format_id)
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{
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WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
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return WINED3DERR_INVALIDCALL;
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}
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/* Non-power2 support. */
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if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
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{
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pow2_width = width;
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pow2_height = height;
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}
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else
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{
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/* Find the nearest pow2 match. */
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pow2_width = pow2_height = 1;
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while (pow2_width < width) pow2_width <<= 1;
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while (pow2_height < height) pow2_height <<= 1;
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if (pow2_width != width || pow2_height != height)
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{
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if (levels > 1)
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{
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WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support.\n");
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return WINED3DERR_INVALIDCALL;
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}
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levels = 1;
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}
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}
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/* Calculate levels for mip mapping. */
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if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
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{
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if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
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{
|
|
WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (levels > 1)
|
|
{
|
|
WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
levels = 1;
|
|
}
|
|
else if (!levels)
|
|
{
|
|
levels = wined3d_log2i(max(width, height)) + 1;
|
|
TRACE("Calculated levels = %u.\n", levels);
|
|
}
|
|
|
|
texture->lpVtbl = &IWineD3DTexture_Vtbl;
|
|
|
|
hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, &texture_ops,
|
|
1, levels, WINED3DRTYPE_TEXTURE, device, usage, format, pool,
|
|
parent, parent_ops, &texture_resource_ops);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to initialize basetexture, returning %#x.\n", hr);
|
|
return hr;
|
|
}
|
|
|
|
/* Precalculated scaling for 'faked' non power of two texture coords.
|
|
* Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
|
|
* is used in combination with texture uploads (RTL_READTEX). The reason is that EXT_PALETTED_TEXTURE
|
|
* doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
|
|
if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] && (width != pow2_width || height != pow2_height))
|
|
{
|
|
texture->baseTexture.pow2Matrix[0] = 1.0f;
|
|
texture->baseTexture.pow2Matrix[5] = 1.0f;
|
|
texture->baseTexture.pow2Matrix[10] = 1.0f;
|
|
texture->baseTexture.pow2Matrix[15] = 1.0f;
|
|
texture->baseTexture.target = GL_TEXTURE_2D;
|
|
texture->cond_np2 = TRUE;
|
|
texture->baseTexture.minMipLookup = minMipLookup_noFilter;
|
|
}
|
|
else if (gl_info->supported[ARB_TEXTURE_RECTANGLE] && (width != pow2_width || height != pow2_height)
|
|
&& !(format->id == WINED3DFMT_P8_UINT && gl_info->supported[EXT_PALETTED_TEXTURE]
|
|
&& wined3d_settings.rendertargetlock_mode == RTL_READTEX))
|
|
{
|
|
if ((width != 1) || (height != 1)) texture->baseTexture.pow2Matrix_identity = FALSE;
|
|
|
|
texture->baseTexture.pow2Matrix[0] = (float)width;
|
|
texture->baseTexture.pow2Matrix[5] = (float)height;
|
|
texture->baseTexture.pow2Matrix[10] = 1.0f;
|
|
texture->baseTexture.pow2Matrix[15] = 1.0f;
|
|
texture->baseTexture.target = GL_TEXTURE_RECTANGLE_ARB;
|
|
texture->cond_np2 = TRUE;
|
|
|
|
if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
|
|
{
|
|
texture->baseTexture.minMipLookup = minMipLookup_noMip;
|
|
}
|
|
else
|
|
{
|
|
texture->baseTexture.minMipLookup = minMipLookup_noFilter;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ((width != pow2_width) || (height != pow2_height))
|
|
{
|
|
texture->baseTexture.pow2Matrix_identity = FALSE;
|
|
texture->baseTexture.pow2Matrix[0] = (((float)width) / ((float)pow2_width));
|
|
texture->baseTexture.pow2Matrix[5] = (((float)height) / ((float)pow2_height));
|
|
}
|
|
else
|
|
{
|
|
texture->baseTexture.pow2Matrix[0] = 1.0f;
|
|
texture->baseTexture.pow2Matrix[5] = 1.0f;
|
|
}
|
|
|
|
texture->baseTexture.pow2Matrix[10] = 1.0f;
|
|
texture->baseTexture.pow2Matrix[15] = 1.0f;
|
|
texture->baseTexture.target = GL_TEXTURE_2D;
|
|
texture->cond_np2 = FALSE;
|
|
}
|
|
TRACE("xf(%f) yf(%f)\n", texture->baseTexture.pow2Matrix[0], texture->baseTexture.pow2Matrix[5]);
|
|
|
|
/* Generate all the surfaces. */
|
|
tmp_w = width;
|
|
tmp_h = height;
|
|
for (i = 0; i < texture->baseTexture.level_count; ++i)
|
|
{
|
|
IWineD3DSurface *surface;
|
|
|
|
/* Use the callback to create the texture surface. */
|
|
hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_h,
|
|
format->id, usage, pool, i, 0, &surface);
|
|
if (FAILED(hr))
|
|
{
|
|
FIXME("Failed to create surface %p, hr %#x\n", texture, hr);
|
|
texture_cleanup(texture);
|
|
return hr;
|
|
}
|
|
|
|
surface_set_container((IWineD3DSurfaceImpl *)surface, WINED3D_CONTAINER_TEXTURE, (IWineD3DBase *)texture);
|
|
surface_set_texture_target((IWineD3DSurfaceImpl *)surface, texture->baseTexture.target);
|
|
texture->baseTexture.sub_resources[i] = &((IWineD3DSurfaceImpl *)surface)->resource;
|
|
TRACE("Created surface level %u @ %p.\n", i, surface);
|
|
/* Calculate the next mipmap level. */
|
|
tmp_w = max(1, tmp_w >> 1);
|
|
tmp_h = max(1, tmp_h >> 1);
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|