wine/dlls/wined3d/texture.c
Stefan Dösinger c088edeae7 wined3d: Use GL_ARB_texture_non_power_of_two emulation.
ATI cards prior to the radeon HD series did not have unconditional non
power of two support. So far we've used texture_rectangle for that, or
created a bigger power of two texture with padding. This had the
disadvantage that we had to correct the coordinates, which causes
extreme problems with shaders(doesn't work, pretty much).

Both the MacOS and the fglrx driver have support for
GL_ARB_texture_non_power_of_two, and run it on the hardware as long as
we stay within the texture_rectangle limitations. This allows us to
have conditional non power of two textures with normalized
coordinates. This patch adds an internal extension, and the code
creates a regular GL_TEXTURE_2D texture with NP2 size, but refuses
mipmapping, filtering and texture_rectangle incompatible
operations. This makes np2 textures work with shaders on fglrx and
macos.
2008-07-18 11:41:09 +02:00

390 lines
16 KiB
C

/*
* IWineD3DTexture implementation
*
* Copyright 2002-2005 Jason Edmeades
* Copyright 2002-2005 Raphael Junqueira
* Copyright 2005 Oliver Stieber
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
/* *******************************************
IWineD3DTexture IUnknown parts follow
******************************************* */
static HRESULT WINAPI IWineD3DTextureImpl_QueryInterface(IWineD3DTexture *iface, REFIID riid, LPVOID *ppobj)
{
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|| IsEqualGUID(riid, &IID_IWineD3DResource)
|| IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
|| IsEqualGUID(riid, &IID_IWineD3DTexture)){
IUnknown_AddRef(iface);
*ppobj = This;
return WINED3D_OK;
}
*ppobj = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI IWineD3DTextureImpl_AddRef(IWineD3DTexture *iface) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
return InterlockedIncrement(&This->resource.ref);
}
static ULONG WINAPI IWineD3DTextureImpl_Release(IWineD3DTexture *iface) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
ULONG ref;
TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
ref = InterlockedDecrement(&This->resource.ref);
if (ref == 0) {
IWineD3DTexture_Destroy(iface, D3DCB_DefaultDestroySurface);
}
return ref;
}
/* ****************************************************
IWineD3DTexture IWineD3DResource parts follow
**************************************************** */
static HRESULT WINAPI IWineD3DTextureImpl_GetDevice(IWineD3DTexture *iface, IWineD3DDevice** ppDevice) {
return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
}
static HRESULT WINAPI IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
}
static HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
}
static HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) {
return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
}
static DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) {
return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
}
static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
}
static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
/* Override the IWineD3DResource PreLoad method */
unsigned int i;
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
BOOL srgb_mode = This->baseTexture.is_srgb;
BOOL srgb_was_toggled = FALSE;
TRACE("(%p) : About to load texture\n", This);
if(!device->isInDraw) {
/* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture, thus no danger of
* recursive calls
*/
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
} else if (GL_SUPPORT(EXT_TEXTURE_SRGB) && This->baseTexture.bindCount > 0) {
srgb_mode = device->stateBlock->samplerState[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
srgb_was_toggled = This->baseTexture.is_srgb != srgb_mode;
This->baseTexture.is_srgb = srgb_mode;
}
IWineD3DTexture_BindTexture(iface);
if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
for (i = 0; i < This->baseTexture.levels; i++) {
if(palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[i])) {
TRACE("Reloading surface because the d3d8/9 palette was changed\n");
/* TODO: This is not necessarily needed with hw palettized texture support */
IWineD3DSurface_LoadLocation(This->surfaces[i], SFLAG_INSYSMEM, NULL);
/* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
IWineD3DSurface_ModifyLocation(This->surfaces[i], SFLAG_INTEXTURE, FALSE);
}
}
}
/* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
if (This->baseTexture.dirty) {
for (i = 0; i < This->baseTexture.levels; i++) {
IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
}
} else if (srgb_was_toggled) {
if (This->baseTexture.srgb_mode_change_count < 20)
++This->baseTexture.srgb_mode_change_count;
else
FIXME("Texture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This);
for (i = 0; i < This->baseTexture.levels; i++) {
IWineD3DSurface_AddDirtyRect(This->surfaces[i], NULL);
IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
}
} else {
TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
}
/* No longer dirty */
This->baseTexture.dirty = FALSE;
return ;
}
static void WINAPI IWineD3DTextureImpl_UnLoad(IWineD3DTexture *iface) {
unsigned int i;
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
TRACE("(%p)\n", This);
/* Unload all the surfaces and reset the texture name. If UnLoad was called on the
* surface before, this one will be a NOP and vice versa. Unloading an unloaded
* surface is fine
*/
for (i = 0; i < This->baseTexture.levels; i++) {
IWineD3DSurface_UnLoad(This->surfaces[i]);
IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], 0, IWineD3DTexture_GetTextureDimensions(iface));
}
IWineD3DBaseTextureImpl_UnLoad((IWineD3DBaseTexture *) iface);
}
static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
}
static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
}
/* ******************************************************
IWineD3DTexture IWineD3DBaseTexture parts follow
****************************************************** */
static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
}
static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
}
static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
}
static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
}
static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
}
static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
}
/* Internal function, No d3d mapping */
static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
}
static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
}
static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
BOOL set_gl_texture_desc = This->baseTexture.textureName == 0;
HRESULT hr;
TRACE("(%p) : relay to BaseTexture\n", This);
hr = IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
if (set_gl_texture_desc && SUCCEEDED(hr)) {
UINT i;
for (i = 0; i < This->baseTexture.levels; ++i) {
IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
}
}
return hr;
}
static HRESULT WINAPI IWineD3DTextureImpl_UnBindTexture(IWineD3DTexture *iface) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
TRACE("(%p) : relay to BaseTexture\n", This);
return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
}
static UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
TRACE("(%p)\n", This);
return This->target;
}
static BOOL WINAPI IWineD3DTextureImpl_IsCondNP2(IWineD3DTexture *iface) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
TRACE("(%p)\n", This);
return This->cond_np2;
}
static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
TRACE("(%p) : relay to BaseTexture\n", iface);
IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
}
/* *******************************************
IWineD3DTexture IWineD3DTexture parts follow
******************************************* */
static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
int i;
TRACE("(%p) : Cleaning up\n",This);
for (i = 0; i < This->baseTexture.levels; i++) {
if (This->surfaces[i] != NULL) {
/* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], 0, 0);
IWineD3DSurface_SetContainer(This->surfaces[i], 0);
D3DCB_DestroySurface(This->surfaces[i]);
}
}
TRACE("(%p) : cleaning up base texture\n", This);
IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *)iface);
/* free the object */
HeapFree(GetProcessHeap(), 0, This);
}
static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
if (Level < This->baseTexture.levels) {
TRACE("(%p) Level (%d)\n", This, Level);
return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
}
FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
return WINED3DERR_INVALIDCALL;
}
static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
HRESULT hr = WINED3DERR_INVALIDCALL;
if (Level < This->baseTexture.levels) {
*ppSurfaceLevel = This->surfaces[Level];
IWineD3DSurface_AddRef(This->surfaces[Level]);
hr = WINED3D_OK;
TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
}
if (WINED3D_OK != hr) {
WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
*ppSurfaceLevel = NULL; /* Just to be on the safe side.. */
}
return hr;
}
static HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, WINED3DLOCKED_RECT *pLockedRect,
CONST RECT *pRect, DWORD Flags) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
HRESULT hr = WINED3DERR_INVALIDCALL;
if (Level < This->baseTexture.levels) {
hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
}
if (WINED3D_OK == hr) {
TRACE("(%p) Level (%d) success\n", This, Level);
} else {
WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
}
return hr;
}
static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
HRESULT hr = WINED3DERR_INVALIDCALL;
if (Level < This->baseTexture.levels) {
hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
}
if ( WINED3D_OK == hr) {
TRACE("(%p) Level (%d) success\n", This, Level);
} else {
WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
}
return hr;
}
static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
This->baseTexture.dirty = TRUE;
TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
return IWineD3DSurface_AddDirtyRect(This->surfaces[0], pDirtyRect);
}
const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
{
/* IUnknown */
IWineD3DTextureImpl_QueryInterface,
IWineD3DTextureImpl_AddRef,
IWineD3DTextureImpl_Release,
/* IWineD3DResource */
IWineD3DTextureImpl_GetParent,
IWineD3DTextureImpl_GetDevice,
IWineD3DTextureImpl_SetPrivateData,
IWineD3DTextureImpl_GetPrivateData,
IWineD3DTextureImpl_FreePrivateData,
IWineD3DTextureImpl_SetPriority,
IWineD3DTextureImpl_GetPriority,
IWineD3DTextureImpl_PreLoad,
IWineD3DTextureImpl_UnLoad,
IWineD3DTextureImpl_GetType,
/* IWineD3DBaseTexture */
IWineD3DTextureImpl_SetLOD,
IWineD3DTextureImpl_GetLOD,
IWineD3DTextureImpl_GetLevelCount,
IWineD3DTextureImpl_SetAutoGenFilterType,
IWineD3DTextureImpl_GetAutoGenFilterType,
IWineD3DTextureImpl_GenerateMipSubLevels,
IWineD3DTextureImpl_SetDirty,
IWineD3DTextureImpl_GetDirty,
IWineD3DTextureImpl_BindTexture,
IWineD3DTextureImpl_UnBindTexture,
IWineD3DTextureImpl_GetTextureDimensions,
IWineD3DTextureImpl_IsCondNP2,
IWineD3DTextureImpl_ApplyStateChanges,
/* IWineD3DTexture */
IWineD3DTextureImpl_Destroy,
IWineD3DTextureImpl_GetLevelDesc,
IWineD3DTextureImpl_GetSurfaceLevel,
IWineD3DTextureImpl_LockRect,
IWineD3DTextureImpl_UnlockRect,
IWineD3DTextureImpl_AddDirtyRect
};