コード例 #1
0
ファイル: swapchain_gdi.c プロジェクト: mikekap/wine
static void WINAPI IWineGDISwapChainImpl_Destroy(IWineD3DSwapChain *iface)
{
    IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
    WINED3DDISPLAYMODE mode;

    TRACE("Destroying swapchain %p\n", iface);

    IWineD3DSwapChain_SetGammaRamp(iface, 0, &This->orig_gamma);

    /* release the ref to the front and back buffer parents */
    if (This->front_buffer)
    {
        surface_set_container(This->front_buffer, WINED3D_CONTAINER_NONE, NULL);
        if (IWineD3DSurface_Release((IWineD3DSurface *)This->front_buffer) > 0)
        {
            WARN("(%p) Something's still holding the front buffer\n",This);
        }
    }

    if (This->back_buffers)
    {
        UINT i;
        for (i = 0; i < This->presentParms.BackBufferCount; ++i)
        {
            surface_set_container(This->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
            if (IWineD3DSurface_Release((IWineD3DSurface *)This->back_buffers[i]))
            {
                WARN("(%p) Something's still holding the back buffer\n",This);
            }
        }
        HeapFree(GetProcessHeap(), 0, This->back_buffers);
    }

    /* Restore the screen resolution if we rendered in fullscreen
     * This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
     * this will be the original desktop resolution. In case of d3d7 this will be a NOP because ddraw sets the resolution
     * before starting up Direct3D, thus orig_width and orig_height will be equal to the modes in the presentation params
     */
    if (!This->presentParms.Windowed && This->presentParms.AutoRestoreDisplayMode)
    {
        mode.Width = This->orig_width;
        mode.Height = This->orig_height;
        mode.RefreshRate = 0;
        mode.Format = This->orig_fmt;
        IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)This->device, 0, &mode);
    }

    HeapFree(GetProcessHeap(), 0, This->context);
    HeapFree(GetProcessHeap(), 0, This);
}
コード例 #2
0
ファイル: texture.c プロジェクト: dvdhoo/wine
static void texture_cleanup(IWineD3DBaseTextureImpl *This)
{
    unsigned int i;

    TRACE("(%p) : Cleaning up\n", This);

    for (i = 0; i < This->baseTexture.level_count; ++i)
    {
        struct wined3d_resource *sub_resource = This->baseTexture.sub_resources[i];

        if (sub_resource)
        {
            IWineD3DSurfaceImpl *surface = surface_from_resource(sub_resource);

            /* Clean out the texture name we gave to the surface so that the
             * surface doesn't try and release it */
            surface_set_texture_name(surface, 0, TRUE);
            surface_set_texture_name(surface, 0, FALSE);
            surface_set_texture_target(surface, 0);
            surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
            IWineD3DSurface_Release((IWineD3DSurface *)surface);
        }
    }

    TRACE("(%p) : Cleaning up base texture\n", This);
    basetexture_cleanup((IWineD3DBaseTextureImpl *)This);
}
コード例 #3
0
ファイル: texture.c プロジェクト: Dimillian/wine
static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
{
    struct wined3d_surface *surface = surface_from_resource(sub_resource);

    surface_set_texture_target(surface, 0, 0);
    surface_set_container(surface, NULL);
    wined3d_surface_decref(surface);
}
コード例 #4
0
ファイル: texture.c プロジェクト: pombredanne/wine
static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
{
    struct wined3d_surface *surface = surface_from_resource(sub_resource);

    /* Clean out the texture name we gave to the surface so that the
     * surface doesn't try and release it. */
    surface_set_texture_name(surface, 0, TRUE);
    surface_set_texture_name(surface, 0, FALSE);
    surface_set_texture_target(surface, 0, 0);
    surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
    wined3d_surface_decref(surface);
}
コード例 #5
0
ファイル: swapchain.c プロジェクト: mgriepentrog/wine
/* Do not call while under the GL lock. */
static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, enum wined3d_surface_type surface_type,
        struct wined3d_device *device, struct wined3d_swapchain_desc *desc,
        void *parent, const struct wined3d_parent_ops *parent_ops)
{
    const struct wined3d_adapter *adapter = device->adapter;
    const struct wined3d_format *format;
    struct wined3d_display_mode mode;
    BOOL displaymode_set = FALSE;
    RECT client_rect;
    HWND window;
    HRESULT hr;
    UINT i;

    if (desc->backbuffer_count > WINED3DPRESENT_BACK_BUFFER_MAX)
    {
        FIXME("The application requested %u back buffers, this is not supported.\n",
                desc->backbuffer_count);
        return WINED3DERR_INVALIDCALL;
    }

    if (desc->backbuffer_count > 1)
    {
        FIXME("The application requested more than one back buffer, this is not properly supported.\n"
                "Please configure the application to use double buffering (1 back buffer) if possible.\n");
    }

    switch (surface_type)
    {
        case WINED3D_SURFACE_TYPE_GDI:
            swapchain->swapchain_ops = &swapchain_gdi_ops;
            break;

        case WINED3D_SURFACE_TYPE_OPENGL:
            swapchain->swapchain_ops = &swapchain_gl_ops;
            break;

        default:
            ERR("Invalid surface type %#x.\n", surface_type);
            return WINED3DERR_INVALIDCALL;
    }

    window = desc->device_window ? desc->device_window : device->create_parms.focus_window;

    swapchain->device = device;
    swapchain->parent = parent;
    swapchain->parent_ops = parent_ops;
    swapchain->ref = 1;
    swapchain->win_handle = window;
    swapchain->device_window = window;

    wined3d_get_adapter_display_mode(device->wined3d, adapter->ordinal, &mode);
    swapchain->orig_width = mode.width;
    swapchain->orig_height = mode.height;
    swapchain->orig_fmt = mode.format_id;
    format = wined3d_get_format(&adapter->gl_info, mode.format_id);

    GetClientRect(window, &client_rect);
    if (desc->windowed
            && (!desc->backbuffer_width || !desc->backbuffer_height
            || desc->backbuffer_format == WINED3DFMT_UNKNOWN))
    {

        if (!desc->backbuffer_width)
        {
            desc->backbuffer_width = client_rect.right;
            TRACE("Updating width to %u.\n", desc->backbuffer_width);
        }

        if (!desc->backbuffer_height)
        {
            desc->backbuffer_height = client_rect.bottom;
            TRACE("Updating height to %u.\n", desc->backbuffer_height);
        }

        if (desc->backbuffer_format == WINED3DFMT_UNKNOWN)
        {
            desc->backbuffer_format = swapchain->orig_fmt;
            TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
        }
    }
    swapchain->desc = *desc;
    swapchain_update_render_to_fbo(swapchain);

    TRACE("Creating front buffer.\n");
    hr = device->device_parent->ops->create_rendertarget(device->device_parent, parent,
            swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
            swapchain->desc.backbuffer_format, swapchain->desc.multisample_type,
            swapchain->desc.multisample_quality, TRUE /* Lockable */,
            &swapchain->front_buffer);
    if (FAILED(hr))
    {
        WARN("Failed to create front buffer, hr %#x.\n", hr);
        goto err;
    }

    surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_SWAPCHAIN, swapchain);
    if (surface_type == WINED3D_SURFACE_TYPE_OPENGL)
        surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);

    /* MSDN says we're only allowed a single fullscreen swapchain per device,
     * so we should really check to see if there is a fullscreen swapchain
     * already. Does a single head count as full screen? */

    if (!desc->windowed)
    {
        struct wined3d_display_mode mode;

        /* Change the display settings */
        mode.width = desc->backbuffer_width;
        mode.height = desc->backbuffer_height;
        mode.format_id = desc->backbuffer_format;
        mode.refresh_rate = desc->refresh_rate;

        hr = wined3d_device_set_display_mode(device, 0, &mode);
        if (FAILED(hr))
        {
            WARN("Failed to set display mode, hr %#x.\n", hr);
            goto err;
        }
        displaymode_set = TRUE;
    }

    if (surface_type == WINED3D_SURFACE_TYPE_OPENGL)
    {
        static const enum wined3d_format_id formats[] =
        {
            WINED3DFMT_D24_UNORM_S8_UINT,
            WINED3DFMT_D32_UNORM,
            WINED3DFMT_R24_UNORM_X8_TYPELESS,
            WINED3DFMT_D16_UNORM,
            WINED3DFMT_S1_UINT_D15_UNORM
        };

        const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;

        swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
        if (!swapchain->context)
        {
            ERR("Failed to create the context array.\n");
            hr = E_OUTOFMEMORY;
            goto err;
        }
        swapchain->num_contexts = 1;

        /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
         * You are able to add a depth + stencil surface at a later stage when you need it.
         * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
         * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
         * context, need torecreate shaders, textures and other resources.
         *
         * The context manager already takes care of the state problem and for the other tasks code from Reset
         * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
         * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
         * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
         * issue needs to be fixed. */
        for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
        {
            swapchain->ds_format = wined3d_get_format(gl_info, formats[i]);
            swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
            if (swapchain->context[0]) break;
            TRACE("Depth stencil format %s is not supported, trying next format\n",
                  debug_d3dformat(formats[i]));
        }

        if (!swapchain->context[0])
        {
            WARN("Failed to create context.\n");
            hr = WINED3DERR_NOTAVAILABLE;
            goto err;
        }

        if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
                && (!desc->enable_auto_depth_stencil
                || swapchain->desc.auto_depth_stencil_format != swapchain->ds_format->id))
        {
            FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
        }
        context_release(swapchain->context[0]);
    }

    if (swapchain->desc.backbuffer_count > 0)
    {
        swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
                sizeof(*swapchain->back_buffers) * swapchain->desc.backbuffer_count);
        if (!swapchain->back_buffers)
        {
            ERR("Failed to allocate backbuffer array memory.\n");
            hr = E_OUTOFMEMORY;
            goto err;
        }

        for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
        {
            TRACE("Creating back buffer %u.\n", i);
            hr = device->device_parent->ops->create_rendertarget(device->device_parent, parent,
                    swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
                    swapchain->desc.backbuffer_format, swapchain->desc.multisample_type,
                    swapchain->desc.multisample_quality, TRUE /* Lockable */,
                    &swapchain->back_buffers[i]);
            if (FAILED(hr))
            {
                WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
                goto err;
            }

            surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_SWAPCHAIN, swapchain);
        }
    }

    /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
    if (desc->enable_auto_depth_stencil && surface_type == WINED3D_SURFACE_TYPE_OPENGL)
    {
        TRACE("Creating depth/stencil buffer.\n");
        if (!device->auto_depth_stencil)
        {
            hr = device->device_parent->ops->create_depth_stencil(device->device_parent,
                    swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
                    swapchain->desc.auto_depth_stencil_format, swapchain->desc.multisample_type,
                    swapchain->desc.multisample_quality, FALSE /* FIXME: Discard */,
                    &device->auto_depth_stencil);
            if (FAILED(hr))
            {
                WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
                goto err;
            }

            surface_set_container(device->auto_depth_stencil, WINED3D_CONTAINER_NONE, NULL);
        }
    }

    wined3d_swapchain_get_gamma_ramp(swapchain, &swapchain->orig_gamma);

    return WINED3D_OK;

err:
    if (displaymode_set)
    {
        DEVMODEW devmode;

        ClipCursor(NULL);

        /* Change the display settings */
        memset(&devmode, 0, sizeof(devmode));
        devmode.dmSize = sizeof(devmode);
        devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
        devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
        devmode.dmPelsWidth = swapchain->orig_width;
        devmode.dmPelsHeight = swapchain->orig_height;
        ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
    }

    if (swapchain->back_buffers)
    {
        for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
        {
            if (swapchain->back_buffers[i])
            {
                surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
                wined3d_surface_decref(swapchain->back_buffers[i]);
            }
        }
        HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
    }

    if (swapchain->context)
    {
        if (swapchain->context[0])
        {
            context_release(swapchain->context[0]);
            context_destroy(device, swapchain->context[0]);
            swapchain->num_contexts = 0;
        }
        HeapFree(GetProcessHeap(), 0, swapchain->context);
    }

    if (swapchain->front_buffer)
    {
        surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL);
        wined3d_surface_decref(swapchain->front_buffer);
    }

    return hr;
}
コード例 #6
0
ファイル: swapchain.c プロジェクト: mgriepentrog/wine
/* Do not call while under the GL lock. */
static void swapchain_cleanup(struct wined3d_swapchain *swapchain)
{
    struct wined3d_display_mode mode;
    UINT i;

    TRACE("Destroying swapchain %p.\n", swapchain);

    wined3d_swapchain_set_gamma_ramp(swapchain, 0, &swapchain->orig_gamma);

    /* Release the swapchain's draw buffers. Make sure swapchain->back_buffers[0]
     * is the last buffer to be destroyed, FindContext() depends on that. */
    if (swapchain->front_buffer)
    {
        surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL);
        if (wined3d_surface_decref(swapchain->front_buffer))
            WARN("Something's still holding the front buffer (%p).\n", swapchain->front_buffer);
        swapchain->front_buffer = NULL;
    }

    if (swapchain->back_buffers)
    {
        i = swapchain->desc.backbuffer_count;

        while (i--)
        {
            surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
            if (wined3d_surface_decref(swapchain->back_buffers[i]))
                WARN("Something's still holding back buffer %u (%p).\n", i, swapchain->back_buffers[i]);
        }
        HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
        swapchain->back_buffers = NULL;
    }

    for (i = 0; i < swapchain->num_contexts; ++i)
    {
        context_destroy(swapchain->device, swapchain->context[i]);
    }
    HeapFree(GetProcessHeap(), 0, swapchain->context);

    /* Restore the screen resolution if we rendered in fullscreen.
     * This will restore the screen resolution to what it was before creating
     * the swapchain. In case of d3d8 and d3d9 this will be the original
     * desktop resolution. In case of d3d7 this will be a NOP because ddraw
     * sets the resolution before starting up Direct3D, thus orig_width and
     * orig_height will be equal to the modes in the presentation params. */
    if (!swapchain->desc.windowed && swapchain->desc.auto_restore_display_mode)
    {
        mode.width = swapchain->orig_width;
        mode.height = swapchain->orig_height;
        mode.refresh_rate = 0;
        mode.format_id = swapchain->orig_fmt;
        wined3d_device_set_display_mode(swapchain->device, 0, &mode);
    }

    if (swapchain->backup_dc)
    {
        TRACE("Destroying backup wined3d window %p, dc %p.\n", swapchain->backup_wnd, swapchain->backup_dc);

        ReleaseDC(swapchain->backup_wnd, swapchain->backup_dc);
        DestroyWindow(swapchain->backup_wnd);
    }
}
コード例 #7
0
ファイル: texture.c プロジェクト: dvdhoo/wine
HRESULT texture_init(IWineD3DBaseTextureImpl *texture, UINT width, UINT height, UINT levels,
                     IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
                     void *parent, const struct wined3d_parent_ops *parent_ops)
{
    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
    const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
    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_id)
    {
        WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
        return WINED3DERR_INVALIDCALL;
    }

    /* Non-power2 support. */
    if (gl_info->supported[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_info->supported[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);
    }

    texture->lpVtbl = &IWineD3DTexture_Vtbl;

    hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, &texture_ops,
                          1, levels, WINED3DRTYPE_TEXTURE, device, usage, format, pool,
                          parent, parent_ops, &texture_resource_ops);
    if (FAILED(hr))
    {
        WARN("Failed to initialize basetexture, returning %#x.\n", hr);
        return hr;
    }

    /* 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). The reason is that EXT_PALETTED_TEXTURE
     * doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
    if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] && (width != pow2_width || height != pow2_height))
    {
        texture->baseTexture.pow2Matrix[0] = 1.0f;
        texture->baseTexture.pow2Matrix[5] = 1.0f;
        texture->baseTexture.pow2Matrix[10] = 1.0f;
        texture->baseTexture.pow2Matrix[15] = 1.0f;
        texture->baseTexture.target = GL_TEXTURE_2D;
        texture->baseTexture.cond_np2 = TRUE;
        texture->baseTexture.minMipLookup = minMipLookup_noFilter;
    }
    else if (gl_info->supported[ARB_TEXTURE_RECTANGLE] && (width != pow2_width || height != pow2_height)
             && !(format->id == WINED3DFMT_P8_UINT && gl_info->supported[EXT_PALETTED_TEXTURE]
                  && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
    {
        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] = 1.0f;
        texture->baseTexture.pow2Matrix[15] = 1.0f;
        texture->baseTexture.target = GL_TEXTURE_RECTANGLE_ARB;
        texture->baseTexture.cond_np2 = TRUE;

        if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
        {
            texture->baseTexture.minMipLookup = minMipLookup_noMip;
        }
        else
        {
            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] = 1.0f;
            texture->baseTexture.pow2Matrix[5] = 1.0f;
        }

        texture->baseTexture.pow2Matrix[10] = 1.0f;
        texture->baseTexture.pow2Matrix[15] = 1.0f;
        texture->baseTexture.target = GL_TEXTURE_2D;
        texture->baseTexture.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.level_count; ++i)
    {
        IWineD3DSurface *surface;

        /* Use the callback to create the texture surface. */
        hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_h,
                                                format->id, usage, pool, i, 0, &surface);
        if (FAILED(hr))
        {
            FIXME("Failed to create surface %p, hr %#x\n", texture, hr);
            texture_cleanup(texture);
            return hr;
        }

        surface_set_container((IWineD3DSurfaceImpl *)surface, WINED3D_CONTAINER_TEXTURE, (IWineD3DBase *)texture);
        surface_set_texture_target((IWineD3DSurfaceImpl *)surface, texture->baseTexture.target);
        texture->baseTexture.sub_resources[i] = &((IWineD3DSurfaceImpl *)surface)->resource;
        TRACE("Created surface level %u @ %p.\n", i, surface);
        /* Calculate the next mipmap level. */
        tmp_w = max(1, tmp_w >> 1);
        tmp_h = max(1, tmp_h >> 1);
    }

    return WINED3D_OK;
}
コード例 #8
0
ファイル: texture.c プロジェクト: pombredanne/wine
static HRESULT cubetexture_init(struct wined3d_texture *texture, UINT edge_length, UINT levels,
                                struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool,
                                void *parent, const struct wined3d_parent_ops *parent_ops)
{
    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
    const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
    UINT pow2_edge_length;
    unsigned int i, j;
    UINT tmp_w;
    HRESULT hr;

    /* TODO: It should only be possible to create textures for formats
     * that are reported as supported. */
    if (WINED3DFMT_UNKNOWN >= format_id)
    {
        WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
        return WINED3DERR_INVALIDCALL;
    }

    if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && pool != WINED3D_POOL_SCRATCH)
    {
        WARN("(%p) : Tried to create not supported cube texture.\n", texture);
        return WINED3DERR_INVALIDCALL;
    }

    /* Calculate levels for mip mapping */
    if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
    {
        if (!gl_info->supported[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(edge_length) + 1;
        TRACE("Calculated levels = %u.\n", levels);
    }

    hr = wined3d_texture_init(texture, &texture2d_ops, 6, levels,
                              WINED3D_RTYPE_CUBE_TEXTURE, device, usage, format, pool,
                              parent, parent_ops, &texture2d_resource_ops);
    if (FAILED(hr))
    {
        WARN("Failed to initialize texture, returning %#x\n", hr);
        return hr;
    }

    /* Find the nearest pow2 match. */
    pow2_edge_length = 1;
    while (pow2_edge_length < edge_length) pow2_edge_length <<= 1;

    if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || (edge_length == pow2_edge_length))
    {
        /* Precalculated scaling for 'faked' non power of two texture coords. */
        texture->pow2_matrix[0] = 1.0f;
        texture->pow2_matrix[5] = 1.0f;
        texture->pow2_matrix[10] = 1.0f;
        texture->pow2_matrix[15] = 1.0f;
    }
    else
    {
        /* Precalculated scaling for 'faked' non power of two texture coords. */
        texture->pow2_matrix[0] = ((float)edge_length) / ((float)pow2_edge_length);
        texture->pow2_matrix[5] = ((float)edge_length) / ((float)pow2_edge_length);
        texture->pow2_matrix[10] = ((float)edge_length) / ((float)pow2_edge_length);
        texture->pow2_matrix[15] = 1.0f;
        texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
    }
    texture->target = GL_TEXTURE_CUBE_MAP_ARB;

    /* Generate all the surfaces. */
    tmp_w = edge_length;
    for (i = 0; i < texture->level_count; ++i)
    {
        /* Create the 6 faces. */
        for (j = 0; j < 6; ++j)
        {
            static const GLenum cube_targets[6] =
            {
                GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
                GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
                GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
                GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
                GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
                GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
            };
            UINT idx = j * texture->level_count + i;
            struct wined3d_surface *surface;

            if (FAILED(hr = device->device_parent->ops->create_texture_surface(device->device_parent,
                            parent, tmp_w, tmp_w, format_id, usage, pool, idx, &surface)))
            {
                FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
                wined3d_texture_cleanup(texture);
                return hr;
            }

            surface_set_container(surface, WINED3D_CONTAINER_TEXTURE, texture);
            surface_set_texture_target(surface, cube_targets[j], i);
            texture->sub_resources[idx] = &surface->resource;
            TRACE("Created surface level %u @ %p.\n", i, surface);
        }
        tmp_w = max(1, tmp_w >> 1);
    }

    return WINED3D_OK;
}