Beispiel #1
0
static void wined3d_sampler_init(struct wined3d_sampler *sampler, struct wined3d_device *device,
        const struct wined3d_sampler_desc *desc, void *parent)
{
    const struct wined3d_gl_info *gl_info;
    struct wined3d_context *context;

    sampler->refcount = 1;
    sampler->device = device;
    sampler->parent = parent;
    sampler->desc = *desc;

    context = context_acquire(device, NULL);
    gl_info = context->gl_info;

    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[EXT_TEXTURE_FILTER_ANISOTROPIC])
        GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_MAX_ANISOTROPY_EXT, 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);
}
Beispiel #2
0
/* GL locking is done by the caller (state handler) */
void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
        const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
        const struct wined3d_gl_info *gl_info)
{
    IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
    GLenum textureDimensions = This->baseTexture.target;
    DWORD state;
    BOOL cond_np2 = IWineD3DBaseTexture_IsCondNP2(iface);
    DWORD aniso;
    struct gl_texture *gl_tex;

    TRACE("iface %p, samplerStates %p\n", iface, samplerStates);

    if(This->baseTexture.is_srgb) {
        gl_tex = &This->baseTexture.texture_srgb;
    } else {
        gl_tex = &This->baseTexture.texture_rgb;
    }

    /* This function relies on the correct texture being bound and loaded. */

    if(samplerStates[WINED3DSAMP_ADDRESSU]      != gl_tex->states[WINED3DTEXSTA_ADDRESSU]) {
        state = samplerStates[WINED3DSAMP_ADDRESSU];
        apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_S, cond_np2);
        gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state;
    }

    if(samplerStates[WINED3DSAMP_ADDRESSV]      != gl_tex->states[WINED3DTEXSTA_ADDRESSV]) {
        state = samplerStates[WINED3DSAMP_ADDRESSV];
        apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_T, cond_np2);
        gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state;
    }

    if(samplerStates[WINED3DSAMP_ADDRESSW]      != gl_tex->states[WINED3DTEXSTA_ADDRESSW]) {
        state = samplerStates[WINED3DSAMP_ADDRESSW];
        apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_R, cond_np2);
        gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state;
    }

    if(samplerStates[WINED3DSAMP_BORDERCOLOR]   != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR]) {
        float col[4];

        state = samplerStates[WINED3DSAMP_BORDERCOLOR];
        D3DCOLORTOGLFLOAT4(state, col);
        TRACE("Setting border color for %u to %x\n", textureDimensions, state);
        glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
        checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
        gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state;
    }

    if(samplerStates[WINED3DSAMP_MAGFILTER]     != gl_tex->states[WINED3DTEXSTA_MAGFILTER]) {
        GLint glValue;
        state = samplerStates[WINED3DSAMP_MAGFILTER];
        if (state > WINED3DTEXF_ANISOTROPIC) {
            FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state);
        }

        glValue = wined3d_gl_mag_filter(This->baseTexture.magLookup,
                min(max(state, WINED3DTEXF_POINT), WINED3DTEXF_LINEAR));
        TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state, glValue);
        glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);

        gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state;
    }

    if((samplerStates[WINED3DSAMP_MINFILTER]     != gl_tex->states[WINED3DTEXSTA_MINFILTER] ||
        samplerStates[WINED3DSAMP_MIPFILTER]     != gl_tex->states[WINED3DTEXSTA_MIPFILTER] ||
        samplerStates[WINED3DSAMP_MAXMIPLEVEL]   != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL])) {
        GLint glValue;

        gl_tex->states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
        gl_tex->states[WINED3DTEXSTA_MINFILTER] = samplerStates[WINED3DSAMP_MINFILTER];
        gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = samplerStates[WINED3DSAMP_MAXMIPLEVEL];

        if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC
            || gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_ANISOTROPIC)
        {

            FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
                  gl_tex->states[WINED3DTEXSTA_MINFILTER],
                  gl_tex->states[WINED3DTEXSTA_MIPFILTER]);
        }
        glValue = wined3d_gl_min_mip_filter(This->baseTexture.minMipLookup,
                min(max(samplerStates[WINED3DSAMP_MINFILTER], WINED3DTEXF_POINT), WINED3DTEXF_LINEAR),
                min(max(samplerStates[WINED3DSAMP_MIPFILTER], WINED3DTEXF_NONE), WINED3DTEXF_LINEAR));

        TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
              samplerStates[WINED3DSAMP_MINFILTER],
              samplerStates[WINED3DSAMP_MIPFILTER], glValue);
        glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
        checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");

        if (!cond_np2)
        {
            if (gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE)
                glValue = This->baseTexture.LOD;
            else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= This->baseTexture.level_count)
                glValue = This->baseTexture.level_count - 1;
            else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < This->baseTexture.LOD)
                /* baseTexture.LOD is already clamped in the setter */
                glValue = This->baseTexture.LOD;
            else
                glValue = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL];

            /* Note that D3DSAMP_MAXMIPLEVEL specifies the biggest mipmap(default 0), while
             * GL_TEXTURE_MAX_LEVEL specifies the smallest mimap used(default 1000).
             * So D3DSAMP_MAXMIPLEVEL is the same as GL_TEXTURE_BASE_LEVEL.
             */
            glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, glValue);
        }
    }

    if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_ANISOTROPIC
         && gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_ANISOTROPIC
         && gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_ANISOTROPIC)
            || cond_np2)
    {
        aniso = 1;
    }
    else
    {
        aniso = samplerStates[WINED3DSAMP_MAXANISOTROPY];
    }

    if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
    {
        if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
        {
            glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
            checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
        }
        else
        {
            WARN("Anisotropic filtering not supported.\n");
        }
        gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
    }

    if (!(This->resource.format->Flags & WINED3DFMT_FLAG_SHADOW)
            != !gl_tex->states[WINED3DTEXSTA_SHADOW])
    {
        if (This->resource.format->Flags & WINED3DFMT_FLAG_SHADOW)
        {
            glTexParameteri(textureDimensions, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
            glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
            checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)");
            gl_tex->states[WINED3DTEXSTA_SHADOW] = TRUE;
        }
        else
        {
            glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
            checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)");
            gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
        }
    }
}
Beispiel #3
0
/* Context activation is done by the caller (state handler). */
void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
        const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1],
        const struct wined3d_gl_info *gl_info)
{
    BOOL cond_np2 = texture->flags & WINED3D_TEXTURE_COND_NP2;
    GLenum target = texture->target;
    struct gl_texture *gl_tex;
    DWORD state;
    DWORD aniso;

    TRACE("texture %p, sampler_states %p.\n", texture, sampler_states);

    gl_tex = wined3d_texture_get_gl_texture(texture, gl_info,
                                            texture->flags & WINED3D_TEXTURE_IS_SRGB);

    /* This function relies on the correct texture being bound and loaded. */

    if (sampler_states[WINED3D_SAMP_ADDRESS_U] != gl_tex->states[WINED3DTEXSTA_ADDRESSU])
    {
        state = sampler_states[WINED3D_SAMP_ADDRESS_U];
        apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_S, cond_np2);
        gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state;
    }

    if (sampler_states[WINED3D_SAMP_ADDRESS_V] != gl_tex->states[WINED3DTEXSTA_ADDRESSV])
    {
        state = sampler_states[WINED3D_SAMP_ADDRESS_V];
        apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_T, cond_np2);
        gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state;
    }

    if (sampler_states[WINED3D_SAMP_ADDRESS_W] != gl_tex->states[WINED3DTEXSTA_ADDRESSW])
    {
        state = sampler_states[WINED3D_SAMP_ADDRESS_W];
        apply_wrap(gl_info, target, state, GL_TEXTURE_WRAP_R, cond_np2);
        gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state;
    }

    if (sampler_states[WINED3D_SAMP_BORDER_COLOR] != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR])
    {
        float col[4];

        state = sampler_states[WINED3D_SAMP_BORDER_COLOR];
        D3DCOLORTOGLFLOAT4(state, col);
        TRACE("Setting border color for %#x to %#x.\n", target, state);
        gl_info->gl_ops.gl.p_glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, &col[0]);
        checkGLcall("glTexParameterfv(..., GL_TEXTURE_BORDER_COLOR, ...)");
        gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state;
    }

    if (sampler_states[WINED3D_SAMP_MAG_FILTER] != gl_tex->states[WINED3DTEXSTA_MAGFILTER])
    {
        GLint gl_value;

        state = sampler_states[WINED3D_SAMP_MAG_FILTER];
        if (state > WINED3D_TEXF_ANISOTROPIC)
            FIXME("Unrecognized or unsupported MAGFILTER* value %d.\n", state);

        gl_value = wined3d_gl_mag_filter(texture->mag_lookup,
                                         min(max(state, WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR));
        TRACE("ValueMAG=%#x setting MAGFILTER to %#x.\n", state, gl_value);
        gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, gl_value);

        gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state;
    }

    if ((sampler_states[WINED3D_SAMP_MIN_FILTER] != gl_tex->states[WINED3DTEXSTA_MINFILTER]
            || sampler_states[WINED3D_SAMP_MIP_FILTER] != gl_tex->states[WINED3DTEXSTA_MIPFILTER]
            || sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL] != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL]))
    {
        GLint gl_value;

        gl_tex->states[WINED3DTEXSTA_MIPFILTER] = sampler_states[WINED3D_SAMP_MIP_FILTER];
        gl_tex->states[WINED3DTEXSTA_MINFILTER] = sampler_states[WINED3D_SAMP_MIN_FILTER];
        gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL];

        if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3D_TEXF_ANISOTROPIC
                || gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3D_TEXF_ANISOTROPIC)
        {
            FIXME("Unrecognized or unsupported MIN_FILTER value %#x MIP_FILTER value %#x.\n",
                  gl_tex->states[WINED3DTEXSTA_MINFILTER],
                  gl_tex->states[WINED3DTEXSTA_MIPFILTER]);
        }
        gl_value = wined3d_gl_min_mip_filter(texture->min_mip_lookup,
                                             min(max(sampler_states[WINED3D_SAMP_MIN_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR),
                                             min(max(sampler_states[WINED3D_SAMP_MIP_FILTER], WINED3D_TEXF_NONE), WINED3D_TEXF_LINEAR));

        TRACE("ValueMIN=%#x, ValueMIP=%#x, setting MINFILTER to %#x.\n",
              sampler_states[WINED3D_SAMP_MIN_FILTER],
              sampler_states[WINED3D_SAMP_MIP_FILTER], gl_value);
        gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, gl_value);
        checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");

        if (!cond_np2)
        {
            if (gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3D_TEXF_NONE)
                gl_value = texture->lod;
            else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= texture->level_count)
                gl_value = texture->level_count - 1;
            else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < texture->lod)
                /* texture->lod is already clamped in the setter. */
                gl_value = texture->lod;
            else
                gl_value = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL];

            /* Note that WINED3D_SAMP_MAX_MIP_LEVEL specifies the largest mipmap
             * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
             * mimap used (default 1000). So WINED3D_SAMP_MAX_MIP_LEVEL
             * corresponds to GL_TEXTURE_BASE_LEVEL. */
            gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, gl_value);
        }
    }

    if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3D_TEXF_ANISOTROPIC
            && gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3D_TEXF_ANISOTROPIC
            && gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3D_TEXF_ANISOTROPIC)
            || cond_np2)
        aniso = 1;
    else
        aniso = sampler_states[WINED3D_SAMP_MAX_ANISOTROPY];

    if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
    {
        if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
        {
            gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
            checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
        }
        else
        {
            WARN("Anisotropic filtering not supported.\n");
        }
        gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
    }

    /* These should always be the same unless EXT_texture_sRGB_decode is supported. */
    if (sampler_states[WINED3D_SAMP_SRGB_TEXTURE] != gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE])
    {
        gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
                                             sampler_states[WINED3D_SAMP_SRGB_TEXTURE] ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
        checkGLcall("glTexParameteri(GL_TEXTURE_SRGB_DECODE_EXT)");
        gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = sampler_states[WINED3D_SAMP_SRGB_TEXTURE];
    }

    if (!(texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
            != !gl_tex->states[WINED3DTEXSTA_SHADOW])
    {
        if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
        {
            gl_info->gl_ops.gl.p_glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
            gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
            checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)");
            gl_tex->states[WINED3DTEXSTA_SHADOW] = TRUE;
        }
        else
        {
            gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
            checkGLcall("glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)");
            gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
        }
    }
}