wined3d: Introduce texture_init() to handle most of the 2D texture initialization.

oldstable
Henri Verbeet 2009-06-03 10:47:25 +02:00 committed by Alexandre Julliard
parent 2d83c1d7e3
commit 5171a65d81
3 changed files with 248 additions and 204 deletions

View File

@ -1083,73 +1083,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface,
WINED3DPOOL Pool, IWineD3DTexture **ppTexture, IUnknown *parent)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &This->adapter->gl_info);
IWineD3DTextureImpl *object;
unsigned int i;
UINT tmpW;
UINT tmpH;
HRESULT hr;
unsigned int pow2Width;
unsigned int pow2Height;
TRACE("(%p) : Width %d, Height %d, Levels %d, Usage %#x\n", This, Width, Height, Levels, Usage);
TRACE("Format %#x (%s), Pool %#x, ppTexture %p, parent %p\n",
Format, debug_d3dformat(Format), Pool, ppTexture, parent);
/* TODO: It should only be possible to create textures for formats
that are reported as supported */
if (WINED3DFMT_UNKNOWN >= Format) {
WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
return WINED3DERR_INVALIDCALL;
}
/* Non-power2 support */
if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO))
{
pow2Width = Width;
pow2Height = Height;
}
else
{
/* Find the nearest pow2 match */
pow2Width = pow2Height = 1;
while (pow2Width < Width) pow2Width <<= 1;
while (pow2Height < Height) pow2Height <<= 1;
if (pow2Width != Width || pow2Height != Height)
{
if (Levels > 1)
{
WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support\n");
return WINED3DERR_INVALIDCALL;
}
Levels = 1;
}
}
/* Calculate levels for mip mapping */
if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
{
if (!GL_SUPPORT(SGIS_GENERATE_MIPMAP))
{
WARN("No mipmap generation support, returning D3DERR_INVALIDCALL\n");
return WINED3DERR_INVALIDCALL;
}
if (Levels > 1)
{
WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL\n");
return WINED3DERR_INVALIDCALL;
}
Levels = 1;
}
else if (!Levels)
{
Levels = wined3d_log2i(max(Width, Height)) + 1;
TRACE("Calculated levels = %d\n", Levels);
}
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
@ -1159,103 +1099,20 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface,
}
object->lpVtbl = &IWineD3DTexture_Vtbl;
hr = basetexture_init((IWineD3DBaseTextureImpl *)object, Levels,
WINED3DRTYPE_TEXTURE, This, 0, Usage, format_desc, Pool, parent);
hr = texture_init(object, Width, Height, Levels, This, Usage, Format, Pool, parent);
if (FAILED(hr))
{
WARN("Failed to initialize basetexture, returning %#x\n", hr);
WARN("Failed to initialize texture, returning %#x\n", hr);
HeapFree(GetProcessHeap(), 0, object);
*ppTexture = NULL;
return hr;
}
TRACE("(%p) : Created basetexture %p\n", This, object);
*ppTexture = (IWineD3DTexture *)object;
if (object->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING)
{
object->baseTexture.minMipLookup = minMipLookup;
object->baseTexture.magLookup = magLookup;
} else {
object->baseTexture.minMipLookup = minMipLookup_noFilter;
object->baseTexture.magLookup = magLookup_noFilter;
}
TRACE("(%p) : Created texture %p\n", This, object);
/** FIXME: add support for real non-power-two if it's provided by the video card **/
/* 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/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
doesn't work in combination with ARB_TEXTURE_RECTANGLE.
*/
if(GL_SUPPORT(WINE_NORMALIZED_TEXRECT) && (Width != pow2Width || Height != pow2Height)) {
object->baseTexture.pow2Matrix[0] = 1.0;
object->baseTexture.pow2Matrix[5] = 1.0;
object->baseTexture.pow2Matrix[10] = 1.0;
object->baseTexture.pow2Matrix[15] = 1.0;
object->target = GL_TEXTURE_2D;
object->cond_np2 = TRUE;
object->baseTexture.minMipLookup = minMipLookup_noFilter;
} else if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE) &&
(Width != pow2Width || Height != pow2Height) &&
!((Format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE) && (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
{
if ((Width != 1) || (Height != 1)) {
object->baseTexture.pow2Matrix_identity = FALSE;
}
object->baseTexture.pow2Matrix[0] = (float)Width;
object->baseTexture.pow2Matrix[5] = (float)Height;
object->baseTexture.pow2Matrix[10] = 1.0;
object->baseTexture.pow2Matrix[15] = 1.0;
object->target = GL_TEXTURE_RECTANGLE_ARB;
object->cond_np2 = TRUE;
object->baseTexture.minMipLookup = minMipLookup_noFilter;
} else {
if ((Width != pow2Width) || (Height != pow2Height)) {
object->baseTexture.pow2Matrix_identity = FALSE;
object->baseTexture.pow2Matrix[0] = (((float)Width) / ((float)pow2Width));
object->baseTexture.pow2Matrix[5] = (((float)Height) / ((float)pow2Height));
} else {
object->baseTexture.pow2Matrix[0] = 1.0;
object->baseTexture.pow2Matrix[5] = 1.0;
}
object->baseTexture.pow2Matrix[10] = 1.0;
object->baseTexture.pow2Matrix[15] = 1.0;
object->target = GL_TEXTURE_2D;
object->cond_np2 = FALSE;
}
TRACE(" xf(%f) yf(%f)\n", object->baseTexture.pow2Matrix[0], object->baseTexture.pow2Matrix[5]);
/* Generate all the surfaces */
tmpW = Width;
tmpH = Height;
for (i = 0; i < object->baseTexture.levels; i++)
{
/* use the callback to create the texture surface */
hr = IWineD3DDeviceParent_CreateSurface(This->device_parent, parent, tmpW, tmpH, Format,
Usage, Pool, i, WINED3DCUBEMAP_FACE_POSITIVE_X, &object->surfaces[i]);
if (hr!= WINED3D_OK || ( (IWineD3DSurfaceImpl *) object->surfaces[i])->Flags & SFLAG_OVERSIZE) {
FIXME("Failed to create surface %p\n", object);
/* clean up */
object->surfaces[i] = NULL;
IWineD3DTexture_Release((IWineD3DTexture *)object);
*ppTexture = NULL;
return hr;
}
IWineD3DSurface_SetContainer(object->surfaces[i], (IWineD3DBase *)object);
TRACE("Created surface level %d @ %p\n", i, object->surfaces[i]);
surface_set_texture_target(object->surfaces[i], object->target);
/* calculate the next mipmap level */
tmpW = max(1, tmpW >> 1);
tmpH = max(1, tmpH >> 1);
}
object->baseTexture.internal_preload = texture_internal_preload;
TRACE("(%p) : Created texture %p\n", This, object);
return WINED3D_OK;
}

View File

@ -25,7 +25,80 @@
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
#define GLINFO_LOCATION (*gl_info)
static void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb)
{
/* Override the IWineD3DResource PreLoad method. */
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
unsigned int i;
BOOL srgb_mode;
BOOL *dirty;
TRACE("(%p) : About to load texture.\n", This);
switch (srgb)
{
case SRGB_RGB:
srgb_mode = FALSE;
break;
case SRGB_BOTH:
texture_internal_preload(iface, SRGB_RGB);
/* Fallthrough */
case SRGB_SRGB:
srgb_mode = TRUE;
break;
default:
srgb_mode = This->baseTexture.is_srgb;
break;
}
dirty = srgb_mode ? &This->baseTexture.srgbDirty : &This->baseTexture.dirty;
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);
}
if (This->resource.format_desc->format == WINED3DFMT_P8
|| This->resource.format_desc->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 (*dirty)
{
for (i = 0; i < This->baseTexture.levels; ++i)
{
IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
}
}
else
{
TRACE("(%p) Texture not dirty, nothing to do.\n", iface);
}
/* No longer dirty. */
*dirty = FALSE;
}
static void texture_cleanup(IWineD3DTextureImpl *This, D3DCB_DESTROYSURFACEFN surface_destroy_cb)
{
@ -51,9 +124,176 @@ static void texture_cleanup(IWineD3DTextureImpl *This, D3DCB_DESTROYSURFACEFN su
basetexture_cleanup((IWineD3DBaseTexture *)This);
}
HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent)
{
const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, gl_info);
UINT pow2_width, pow2_height;
UINT tmp_w, tmp_h;
unsigned int i;
HRESULT hr;
/* TODO: It should only be possible to create textures for formats
* that are reported as supported. */
if (WINED3DFMT_UNKNOWN >= format)
{
WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
return WINED3DERR_INVALIDCALL;
}
/* Non-power2 support. */
if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO))
{
pow2_width = width;
pow2_height = height;
}
else
{
/* Find the nearest pow2 match. */
pow2_width = pow2_height = 1;
while (pow2_width < width) pow2_width <<= 1;
while (pow2_height < height) pow2_height <<= 1;
if (pow2_width != width || pow2_height != height)
{
if (levels > 1)
{
WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support.\n");
return WINED3DERR_INVALIDCALL;
}
levels = 1;
}
}
/* Calculate levels for mip mapping. */
if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
{
if (!GL_SUPPORT(SGIS_GENERATE_MIPMAP))
{
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);
}
hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, levels,
WINED3DRTYPE_TEXTURE, device, 0, usage, format_desc, pool, parent);
if (FAILED(hr))
{
WARN("Failed to initialize basetexture, returning %#x.\n", hr);
return hr;
}
if (texture->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING)
{
texture->baseTexture.minMipLookup = minMipLookup;
texture->baseTexture.magLookup = magLookup;
}
else
{
texture->baseTexture.minMipLookup = minMipLookup_noFilter;
texture->baseTexture.magLookup = magLookup_noFilter;
}
/* 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/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
* doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
if (GL_SUPPORT(WINE_NORMALIZED_TEXRECT) && (width != pow2_width || height != pow2_height))
{
texture->baseTexture.pow2Matrix[0] = 1.0;
texture->baseTexture.pow2Matrix[5] = 1.0;
texture->baseTexture.pow2Matrix[10] = 1.0;
texture->baseTexture.pow2Matrix[15] = 1.0;
texture->target = GL_TEXTURE_2D;
texture->cond_np2 = TRUE;
texture->baseTexture.minMipLookup = minMipLookup_noFilter;
}
else if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE) && (width != pow2_width || height != pow2_height)
&& !((format_desc->format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE)
&& (wined3d_settings.rendertargetlock_mode == RTL_READTEX
|| wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
{
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] = 1.0;
texture->baseTexture.pow2Matrix[15] = 1.0;
texture->target = GL_TEXTURE_RECTANGLE_ARB;
texture->cond_np2 = TRUE;
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] = 1.0;
texture->baseTexture.pow2Matrix[5] = 1.0;
}
texture->baseTexture.pow2Matrix[10] = 1.0;
texture->baseTexture.pow2Matrix[15] = 1.0;
texture->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.levels; ++i)
{
/* Use the callback to create the texture surface. */
hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_h, format_desc->format,
usage, pool, i, WINED3DCUBEMAP_FACE_POSITIVE_X, &texture->surfaces[i]);
if (FAILED(hr) || ((IWineD3DSurfaceImpl *)texture->surfaces[i])->Flags & SFLAG_OVERSIZE)
{
FIXME("Failed to create surface %p, hr %#x\n", texture, hr);
texture->surfaces[i] = NULL;
texture_cleanup(texture, D3DCB_DefaultDestroySurface);
return hr;
}
IWineD3DSurface_SetContainer(texture->surfaces[i], (IWineD3DBase *)texture);
TRACE("Created surface level %u @ %p.\n", i, texture->surfaces[i]);
surface_set_texture_target(texture->surfaces[i], texture->target);
/* Calculate the next mipmap level. */
tmp_w = max(1, tmp_w >> 1);
tmp_h = max(1, tmp_h >> 1);
}
texture->baseTexture.internal_preload = texture_internal_preload;
return WINED3D_OK;
}
#undef GLINFO_LOCATION
/* *******************************************
IWineD3DTexture IUnknown parts follow
******************************************* */
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
static HRESULT WINAPI IWineD3DTextureImpl_QueryInterface(IWineD3DTexture *iface, REFIID riid, LPVOID *ppobj)
{
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
@ -116,61 +356,6 @@ static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
return resource_get_priority((IWineD3DResource *)iface);
}
void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb) {
/* Override the IWineD3DResource PreLoad method */
unsigned int i;
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
BOOL srgb_mode;
BOOL *dirty;
TRACE("(%p) : About to load texture\n", This);
switch(srgb) {
case SRGB_RGB: srgb_mode = FALSE; break;
case SRGB_BOTH: texture_internal_preload(iface, SRGB_RGB);
case SRGB_SRGB: srgb_mode = TRUE; break;
/* DONTKNOW, and shut up the compiler */
default: srgb_mode = This->baseTexture.is_srgb; break;
}
dirty = srgb_mode ? &This->baseTexture.srgbDirty : &This->baseTexture.dirty;
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);
}
if (This->resource.format_desc->format == WINED3DFMT_P8
|| This->resource.format_desc->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 (*dirty) {
for (i = 0; i < This->baseTexture.levels; i++) {
IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
}
} else {
TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
}
/* No longer dirty */
*dirty = FALSE;
return ;
}
static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
texture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
}

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@ -1712,7 +1712,6 @@ typedef struct IWineD3DBaseTextureClass
void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
} IWineD3DBaseTextureClass;
void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
@ -1767,6 +1766,9 @@ typedef struct IWineD3DTextureImpl
extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
/*****************************************************************************
* IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
*/