/* * Copyright 2012, 2015 Henri Verbeet 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 "wine/port.h" #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); ULONG CDECL wined3d_sampler_incref(struct wined3d_sampler *sampler) { ULONG refcount = InterlockedIncrement(&sampler->refcount); TRACE("%p increasing refcount to %u.\n", sampler, refcount); return refcount; } static void wined3d_sampler_destroy_object(void *object) { struct wined3d_sampler *sampler = object; const struct wined3d_gl_info *gl_info; struct wined3d_context *context; if (sampler->name) { context = context_acquire(sampler->device, NULL, 0); gl_info = context->gl_info; GL_EXTCALL(glDeleteSamplers(1, &sampler->name)); context_release(context); } heap_free(sampler); } ULONG CDECL wined3d_sampler_decref(struct wined3d_sampler *sampler) { ULONG refcount = InterlockedDecrement(&sampler->refcount); TRACE("%p decreasing refcount to %u.\n", sampler, refcount); if (!refcount) { sampler->parent_ops->wined3d_object_destroyed(sampler->parent); wined3d_cs_destroy_object(sampler->device->cs, wined3d_sampler_destroy_object, sampler); } return refcount; } void * CDECL wined3d_sampler_get_parent(const struct wined3d_sampler *sampler) { TRACE("sampler %p.\n", sampler); return sampler->parent; } static void wined3d_sampler_cs_init(void *object) { struct wined3d_sampler *sampler = object; const struct wined3d_sampler_desc *desc; const struct wined3d_gl_info *gl_info; struct wined3d_context *context; context = context_acquire(sampler->device, NULL, 0); gl_info = context->gl_info; desc = &sampler->desc; GL_EXTCALL(glGenSamplers(1, &sampler->name)); GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_WRAP_S, gl_info->wrap_lookup[desc->address_u - WINED3D_TADDRESS_WRAP])); GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_WRAP_T, gl_info->wrap_lookup[desc->address_v - WINED3D_TADDRESS_WRAP])); GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_WRAP_R, gl_info->wrap_lookup[desc->address_w - WINED3D_TADDRESS_WRAP])); GL_EXTCALL(glSamplerParameterfv(sampler->name, GL_TEXTURE_BORDER_COLOR, &desc->border_color[0])); GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(desc->mag_filter))); GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_MIN_FILTER, wined3d_gl_min_mip_filter(desc->min_filter, desc->mip_filter))); GL_EXTCALL(glSamplerParameterf(sampler->name, GL_TEXTURE_LOD_BIAS, desc->lod_bias)); GL_EXTCALL(glSamplerParameterf(sampler->name, GL_TEXTURE_MIN_LOD, desc->min_lod)); GL_EXTCALL(glSamplerParameterf(sampler->name, GL_TEXTURE_MAX_LOD, desc->max_lod)); if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC]) GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_MAX_ANISOTROPY, desc->max_anisotropy)); if (desc->compare) GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE)); GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_COMPARE_FUNC, wined3d_gl_compare_func(desc->comparison_func))); if ((context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL) && gl_info->supported[EXT_TEXTURE_SRGB_DECODE] && !desc->srgb_decode) GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT)); checkGLcall("sampler creation"); TRACE("Created sampler %u.\n", sampler->name); context_release(context); } static void wined3d_sampler_init(struct wined3d_sampler *sampler, struct wined3d_device *device, const struct wined3d_sampler_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops) { sampler->refcount = 1; sampler->device = device; sampler->parent = parent; sampler->parent_ops = parent_ops; sampler->desc = *desc; if (device->adapter->gl_info.supported[ARB_SAMPLER_OBJECTS]) wined3d_cs_init_object(device->cs, wined3d_sampler_cs_init, sampler); } HRESULT CDECL wined3d_sampler_create(struct wined3d_device *device, const struct wined3d_sampler_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_sampler **sampler) { struct wined3d_sampler *object; TRACE("device %p, desc %p, parent %p, sampler %p.\n", device, desc, parent, sampler); if (desc->address_u < WINED3D_TADDRESS_WRAP || desc->address_u > WINED3D_TADDRESS_MIRROR_ONCE || desc->address_v < WINED3D_TADDRESS_WRAP || desc->address_v > WINED3D_TADDRESS_MIRROR_ONCE || desc->address_w < WINED3D_TADDRESS_WRAP || desc->address_w > WINED3D_TADDRESS_MIRROR_ONCE) return WINED3DERR_INVALIDCALL; if (desc->mag_filter < WINED3D_TEXF_POINT || desc->mag_filter > WINED3D_TEXF_LINEAR || desc->min_filter < WINED3D_TEXF_POINT || desc->min_filter > WINED3D_TEXF_LINEAR || desc->mip_filter > WINED3D_TEXF_LINEAR) return WINED3DERR_INVALIDCALL; if (!(object = heap_alloc_zero(sizeof(*object)))) return E_OUTOFMEMORY; wined3d_sampler_init(object, device, desc, parent, parent_ops); TRACE("Created sampler %p.\n", object); *sampler = object; return WINED3D_OK; } static void texture_gl_apply_base_level(struct wined3d_texture_gl *texture_gl, const struct wined3d_sampler_desc *desc, const struct wined3d_gl_info *gl_info) { struct gl_texture *gl_tex; unsigned int base_level; if (texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2) base_level = 0; else if (desc->mip_filter == WINED3D_TEXF_NONE) base_level = texture_gl->t.lod; else base_level = min(max(desc->mip_base_level, texture_gl->t.lod), texture_gl->t.level_count - 1); gl_tex = wined3d_texture_gl_get_gl_texture(texture_gl, texture_gl->t.flags & WINED3D_TEXTURE_IS_SRGB); if (base_level != gl_tex->base_level) { /* Note that WINED3D_SAMP_MAX_MIP_LEVEL specifies the largest mipmap * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest * mipmap used (default 1000). So WINED3D_SAMP_MAX_MIP_LEVEL * corresponds to GL_TEXTURE_BASE_LEVEL. */ gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->target, GL_TEXTURE_BASE_LEVEL, base_level); gl_tex->base_level = base_level; } } /* This function relies on the correct texture being bound and loaded. */ void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit, struct wined3d_texture_gl *texture_gl, const struct wined3d_context *context) { const struct wined3d_gl_info *gl_info = context->gl_info; if (gl_info->supported[ARB_SAMPLER_OBJECTS]) { GL_EXTCALL(glBindSampler(unit, sampler->name)); checkGLcall("bind sampler"); } else if (texture_gl) { wined3d_texture_gl_apply_sampler_desc(texture_gl, &sampler->desc, context); } else { ERR("Could not apply sampler state.\n"); } if (texture_gl) texture_gl_apply_base_level(texture_gl, &sampler->desc, gl_info); }