예제 #1
0
파일: view.c 프로젝트: Moteesh/reactos
/* Context activation is done by the caller. */
static void shader_resource_view_bind_and_dirtify(struct wined3d_shader_resource_view *view,
        struct wined3d_context *context)
{
    if (context->active_texture < ARRAY_SIZE(context->rev_tex_unit_map))
    {
        DWORD active_sampler = context->rev_tex_unit_map[context->active_texture];
        if (active_sampler != WINED3D_UNMAPPED_STAGE)
            context_invalidate_state(context, STATE_SAMPLER(active_sampler));
    }
    /* FIXME: Ideally we'd only do this when touching a binding that's used by
     * a shader. */
    context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
    context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);

    context_bind_texture(context, view->gl_view.target, view->gl_view.name);
}
예제 #2
0
파일: texture.c 프로젝트: alexwgo/wine
/* Context activation is done by the caller. */
void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
        struct wined3d_context *context, BOOL srgb)
{
    DWORD active_sampler;

    /* We don't need a specific texture unit, but after binding the texture
     * the current unit is dirty. Read the unit back instead of switching to
     * 0, this avoids messing around with the state manager's GL states. The
     * current texture unit should always be a valid one.
     *
     * To be more specific, this is tricky because we can implicitly be
     * called from sampler() in state.c. This means we can't touch anything
     * other than whatever happens to be the currently active texture, or we
     * would risk marking already applied sampler states dirty again. */
    active_sampler = context->rev_tex_unit_map[context->active_texture];
    if (active_sampler != WINED3D_UNMAPPED_STAGE)
        context_invalidate_state(context, STATE_SAMPLER(active_sampler));

    wined3d_texture_bind(texture, context, srgb);
}
예제 #3
0
파일: view.c 프로젝트: Moteesh/reactos
static void create_buffer_texture(struct wined3d_gl_view *view, struct wined3d_context *context,
        struct wined3d_buffer *buffer, const struct wined3d_format *view_format,
        unsigned int offset, unsigned int size)
{
    const struct wined3d_gl_info *gl_info = context->gl_info;

    if (!gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
    {
        FIXME("OpenGL implementation does not support buffer textures.\n");
        return;
    }

    if ((offset & (gl_info->limits.texture_buffer_offset_alignment - 1)))
    {
        FIXME("Buffer offset %u is not %u byte aligned.\n",
                offset, gl_info->limits.texture_buffer_offset_alignment);
        return;
    }

    wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);

    view->target = GL_TEXTURE_BUFFER;
    gl_info->gl_ops.gl.p_glGenTextures(1, &view->name);

    context_bind_texture(context, GL_TEXTURE_BUFFER, view->name);
    if (gl_info->supported[ARB_TEXTURE_BUFFER_RANGE])
    {
        GL_EXTCALL(glTexBufferRange(GL_TEXTURE_BUFFER, view_format->glInternal,
                buffer->buffer_object, offset, size));
    }
    else
    {
        if (offset || size != buffer->resource.size)
            FIXME("OpenGL implementation does not support ARB_texture_buffer_range.\n");
        GL_EXTCALL(glTexBuffer(GL_TEXTURE_BUFFER, view_format->glInternal, buffer->buffer_object));
    }
    checkGLcall("Create buffer texture");

    context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
    context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
}
예제 #4
0
/* A GL context is provided by the caller */
static void swapchain_blit(const struct wined3d_swapchain *swapchain,
        struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect)
{
    struct wined3d_surface *backbuffer = swapchain->back_buffers[0];
    UINT src_w = src_rect->right - src_rect->left;
    UINT src_h = src_rect->bottom - src_rect->top;
    GLenum gl_filter;
    const struct wined3d_gl_info *gl_info = context->gl_info;
    RECT win_rect;
    UINT win_h;

    TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
            swapchain, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));

    if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
        gl_filter = GL_NEAREST;
    else
        gl_filter = GL_LINEAR;

    GetClientRect(swapchain->win_handle, &win_rect);
    win_h = win_rect.bottom - win_rect.top;

    if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format->color_fixup))
    {
        DWORD location = SFLAG_INTEXTURE;

        if (backbuffer->resource.multisample_type)
        {
            location = SFLAG_INRB_RESOLVED;
            surface_load_location(backbuffer, location, NULL);
        }

        ENTER_GL();
        context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL, location);
        glReadBuffer(GL_COLOR_ATTACHMENT0);
        context_check_fbo_status(context, GL_READ_FRAMEBUFFER);

        context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
        context_set_draw_buffer(context, GL_BACK);
        context_invalidate_state(context, STATE_FRAMEBUFFER);

        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
        context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
        context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
        context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
        context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));

        glDisable(GL_SCISSOR_TEST);
        context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));

        /* Note that the texture is upside down */
        gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
                dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,
                GL_COLOR_BUFFER_BIT, gl_filter);
        checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
        LEAVE_GL();
    }
    else
    {
        struct wined3d_device *device = swapchain->device;
        struct wined3d_context *context2;
        float tex_left = src_rect->left;
        float tex_top = src_rect->top;
        float tex_right = src_rect->right;
        float tex_bottom = src_rect->bottom;

        context2 = context_acquire(device, swapchain->back_buffers[0]);
        context_apply_blit_state(context2, device);

        if (backbuffer->flags & SFLAG_NORMCOORD)
        {
            tex_left /= src_w;
            tex_right /= src_w;
            tex_top /= src_h;
            tex_bottom /= src_h;
        }

        if (is_complex_fixup(backbuffer->resource.format->color_fixup))
            gl_filter = GL_NEAREST;

        ENTER_GL();
        context_apply_fbo_state_blit(context2, GL_FRAMEBUFFER, swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);

        /* Set up the texture. The surface is not in a wined3d_texture
         * container, so there are no D3D texture settings to dirtify. */
        device->blitter->set_shader(device->blit_priv, context2, backbuffer);
        glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
        glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);

        context_set_draw_buffer(context, GL_BACK);

        /* Set the viewport to the destination rectandle, disable any projection
         * transformation set up by context_apply_blit_state(), and draw a
         * (-1,-1)-(1,1) quad.
         *
         * Back up viewport and matrix to avoid breaking last_was_blit
         *
         * Note that context_apply_blit_state() set up viewport and ortho to
         * match the surface size - we want the GL drawable(=window) size. */
        glPushAttrib(GL_VIEWPORT_BIT);
        glViewport(dst_rect->left, win_h - dst_rect->bottom, dst_rect->right, win_h - dst_rect->top);
        glMatrixMode(GL_PROJECTION);
        glPushMatrix();
        glLoadIdentity();

        glBegin(GL_QUADS);
            /* bottom left */
            glTexCoord2f(tex_left, tex_bottom);
            glVertex2i(-1, -1);

            /* top left */
            glTexCoord2f(tex_left, tex_top);
            glVertex2i(-1, 1);

            /* top right */
            glTexCoord2f(tex_right, tex_top);
            glVertex2i(1, 1);

            /* bottom right */
            glTexCoord2f(tex_right, tex_bottom);
            glVertex2i(1, -1);
        glEnd();

        glPopMatrix();
        glPopAttrib();

        device->blitter->unset_shader(context->gl_info);
        checkGLcall("Swapchain present blit(manual)\n");
        LEAVE_GL();

        context_release(context2);
    }
}
예제 #5
0
파일: view.c 프로젝트: Moteesh/reactos
static void create_texture_view(struct wined3d_gl_view *view, GLenum view_target,
        const struct wined3d_view_desc *desc, struct wined3d_texture *texture,
        const struct wined3d_format *view_format)
{
    const struct wined3d_gl_info *gl_info;
    unsigned int layer_idx, layer_count;
    struct wined3d_context *context;
    GLuint texture_name;

    view->target = view_target;

    context = context_acquire(texture->resource.device, NULL, 0);
    gl_info = context->gl_info;

    if (!gl_info->supported[ARB_TEXTURE_VIEW])
    {
        context_release(context);
        FIXME("OpenGL implementation does not support texture views.\n");
        return;
    }

    wined3d_texture_prepare_texture(texture, context, FALSE);
    texture_name = wined3d_texture_get_texture_name(texture, context, FALSE);

    layer_idx = desc->u.texture.layer_idx;
    layer_count = desc->u.texture.layer_count;
    if (view_target == GL_TEXTURE_3D && (layer_idx || layer_count != 1))
    {
        FIXME("Depth slice (%u-%u) not supported.\n", layer_idx, layer_count);
        layer_idx = 0;
        layer_count = 1;
    }

    gl_info->gl_ops.gl.p_glGenTextures(1, &view->name);
    GL_EXTCALL(glTextureView(view->name, view->target, texture_name, view_format->glInternal,
            desc->u.texture.level_idx, desc->u.texture.level_count,
            layer_idx, layer_count));
    checkGLcall("Create texture view");

    if (is_stencil_view_format(view_format))
    {
        static const GLint swizzle[] = {GL_ZERO, GL_RED, GL_ZERO, GL_ZERO};

        if (!gl_info->supported[ARB_STENCIL_TEXTURING])
        {
            context_release(context);
            FIXME("OpenGL implementation does not support stencil texturing.\n");
            return;
        }

        context_bind_texture(context, view->target, view->name);
        gl_info->gl_ops.gl.p_glTexParameteriv(view->target, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
        gl_info->gl_ops.gl.p_glTexParameteri(view->target, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_STENCIL_INDEX);
        checkGLcall("Initialize stencil view");

        context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
        context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
    }

    context_release(context);
}