Exemple #1
0
/* Context activation is done by the caller. */
static HRESULT WINAPI IWineD3DVolumeTextureImpl_BindTexture(IWineD3DVolumeTexture *iface, BOOL srgb)
{
    BOOL dummy;

    TRACE("iface %p, srgb %#x.\n", iface, srgb);

    return basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &dummy);
}
Exemple #2
0
/* Context activation is done by the caller. */
static HRESULT volumetexture_bind(IWineD3DBaseTextureImpl *texture,
        const struct wined3d_gl_info *gl_info, BOOL srgb)
{
    BOOL dummy;

    TRACE("texture %p, gl_info %p, srgb %#x.\n", texture, gl_info, srgb);

    return basetexture_bind(texture, gl_info, srgb, &dummy);
}
/* Context activation is done by the caller. */
static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface, BOOL srgb) {
    IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
    BOOL set_gl_texture_desc;
    HRESULT hr;

    TRACE("(%p) : relay to BaseTexture\n", This);

#ifdef VBOX_WITH_WDDM
    Assert(!VBOXSHRC_IS_DISABLED(This));
#endif

    hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
    if (set_gl_texture_desc && SUCCEEDED(hr)) {
        UINT i;
        struct gl_texture *gl_tex;

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

        for (i = 0; i < This->baseTexture.levels; ++i) {
            surface_set_texture_name(This->surfaces[i], gl_tex->name, This->baseTexture.is_srgb);
        }

        /* Conditinal non power of two textures use a different clamping default. If we're using the GL_WINE_normalized_texrect
         * partial driver emulation, we're dealing with a GL_TEXTURE_2D texture which has the address mode set to repeat - something
         * that prevents us from hitting the accelerated codepath. Thus manually set the GL state. The same applies to filtering.
         * Even if the texture has only one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW fallback on macos.
         */
        if(IWineD3DBaseTexture_IsCondNP2(iface)) {
#ifdef VBOX_WITH_WDDM
            if (!VBOXSHRC_IS_SHARED_OPENED(This))
#endif
            {
                ENTER_GL();
                glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
                checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
                glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
                checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
                glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
                checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
                glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
                checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
                LEAVE_GL();
            }
            gl_tex->states[WINED3DTEXSTA_ADDRESSU]      = WINED3DTADDRESS_CLAMP;
            gl_tex->states[WINED3DTEXSTA_ADDRESSV]      = WINED3DTADDRESS_CLAMP;
            gl_tex->states[WINED3DTEXSTA_MAGFILTER]     = WINED3DTEXF_POINT;
            gl_tex->states[WINED3DTEXSTA_MINFILTER]     = WINED3DTEXF_POINT;
            gl_tex->states[WINED3DTEXSTA_MIPFILTER]     = WINED3DTEXF_NONE;
        }
    }

    return hr;
}
Exemple #4
0
/* Context activation is done by the caller. */
static HRESULT texture_bind(IWineD3DBaseTextureImpl *texture, BOOL srgb)
{
    BOOL set_gl_texture_desc;
    HRESULT hr;

    TRACE("texture %p, srgb %#x.\n", texture, srgb);

    hr = basetexture_bind(texture, srgb, &set_gl_texture_desc);
    if (set_gl_texture_desc && SUCCEEDED(hr))
    {
        UINT i;
        struct gl_texture *gl_tex;

        if (texture->baseTexture.is_srgb)
            gl_tex = &texture->baseTexture.texture_srgb;
        else
            gl_tex = &texture->baseTexture.texture_rgb;

        for (i = 0; i < texture->baseTexture.level_count; ++i)
        {
            IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[i];
            surface_set_texture_name(surface, gl_tex->name, texture->baseTexture.is_srgb);
        }

        /* Conditinal non power of two textures use a different clamping
         * default. If we're using the GL_WINE_normalized_texrect partial
         * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
         * has the address mode set to repeat - something that prevents us
         * from hitting the accelerated codepath. Thus manually set the GL
         * state. The same applies to filtering. Even if the texture has only
         * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
         * fallback on macos. */
        if (IWineD3DBaseTexture_IsCondNP2((IWineD3DBaseTexture *)texture))
        {
            GLenum target = texture->baseTexture.target;

            ENTER_GL();
            glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
            checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
            glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
            checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
            glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
            checkGLcall("glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
            glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
            checkGLcall("glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
            LEAVE_GL();
            gl_tex->states[WINED3DTEXSTA_ADDRESSU]      = WINED3DTADDRESS_CLAMP;
            gl_tex->states[WINED3DTEXSTA_ADDRESSV]      = WINED3DTADDRESS_CLAMP;
            gl_tex->states[WINED3DTEXSTA_MAGFILTER]     = WINED3DTEXF_POINT;
            gl_tex->states[WINED3DTEXSTA_MINFILTER]     = WINED3DTEXF_POINT;
            gl_tex->states[WINED3DTEXSTA_MIPFILTER]     = WINED3DTEXF_NONE;
        }
    }

    return hr;
}