Exemplo n.º 1
0
void basetexture_unload(IWineD3DBaseTexture *iface)
{
    IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
    IWineD3DDeviceImpl *device = This->resource.device;

#ifdef VBOX_WITH_WDDM
    if (VBOXSHRC_IS_SHARED_OPENED(This))
    {
        This->baseTexture.texture_rgb.name = 0;
        This->baseTexture.texture_srgb.name = 0;
    }
    else
#endif
    {
        struct wined3d_context *context = NULL;
        if (This->baseTexture.texture_rgb.name || This->baseTexture.texture_srgb.name)
        {
            context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
        }

        if(This->baseTexture.texture_rgb.name) {
            gltexture_delete(&This->baseTexture.texture_rgb);
        }
        if(This->baseTexture.texture_srgb.name) {
            gltexture_delete(&This->baseTexture.texture_srgb);
        }

        if (context) context_release(context);
    }

    This->baseTexture.texture_rgb.dirty = TRUE;
    This->baseTexture.texture_srgb.dirty = TRUE;
}
Exemplo n.º 2
0
/* 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;
}
Exemplo n.º 3
0
/* Context activation is done by the caller. */
HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc)
{
    IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
    HRESULT hr = WINED3D_OK;
    UINT textureDimensions;
    BOOL isNewTexture = FALSE;
    struct gl_texture *gl_tex;
    TRACE("(%p) : About to bind texture\n", This);

    This->baseTexture.is_srgb = srgb; /* SRGB mode cache for PreLoad calls outside drawprim */
    if(srgb) {
        gl_tex = &This->baseTexture.texture_srgb;
    } else {
        gl_tex = &This->baseTexture.texture_rgb;
    }

    textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
    ENTER_GL();
    /* Generate a texture name if we don't already have one */
    if (gl_tex->name == 0) {
        *set_surface_desc = TRUE;
#ifdef VBOX_WITH_WDDM
        if (VBOXSHRC_IS_SHARED_OPENED(This))
        {
            gl_tex->name = VBOXSHRC_GET_SHAREHANDLE(This);
        }
        else
#endif
        {
            glGenTextures(1, &gl_tex->name);
#ifdef VBOX_WITH_WDDM
            if (VBOXSHRC_IS_SHARED(This))
            {
                VBOXSHRC_SET_SHAREHANDLE(This, gl_tex->name);
            }
#endif
        }
        checkGLcall("glGenTextures");
        TRACE("Generated texture %d\n", gl_tex->name);
        if (This->resource.pool == WINED3DPOOL_DEFAULT) {
            /* Tell opengl to try and keep this texture in video ram (well mostly) */
            GLclampf tmp;
            tmp = 0.9f;
            glPrioritizeTextures(1, &gl_tex->name, &tmp);

        }
        /* Initialise the state of the texture object
        to the openGL defaults, not the directx defaults */
        gl_tex->states[WINED3DTEXSTA_ADDRESSU]      = WINED3DTADDRESS_WRAP;
        gl_tex->states[WINED3DTEXSTA_ADDRESSV]      = WINED3DTADDRESS_WRAP;
        gl_tex->states[WINED3DTEXSTA_ADDRESSW]      = WINED3DTADDRESS_WRAP;
        gl_tex->states[WINED3DTEXSTA_BORDERCOLOR]   = 0;
        gl_tex->states[WINED3DTEXSTA_MAGFILTER]     = WINED3DTEXF_LINEAR;
        gl_tex->states[WINED3DTEXSTA_MINFILTER]     = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
        gl_tex->states[WINED3DTEXSTA_MIPFILTER]     = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
        gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL]   = 0;
        gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
        gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE]   = 0;
        gl_tex->states[WINED3DTEXSTA_ELEMENTINDEX]  = 0;
        gl_tex->states[WINED3DTEXSTA_DMAPOFFSET]    = 0;
        gl_tex->states[WINED3DTEXSTA_TSSADDRESSW]   = WINED3DTADDRESS_WRAP;
        IWineD3DBaseTexture_SetDirty(iface, TRUE);
        isNewTexture = TRUE;

        if(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) {
            /* This means double binding the texture at creation, but keeps the code simpler all
             * in all, and the run-time path free from additional checks
             */
            glBindTexture(textureDimensions, gl_tex->name);
            checkGLcall("glBindTexture");
            glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
            checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
        }
    } else {
        *set_surface_desc = FALSE;
    }

    /* Bind the texture */
    if (gl_tex->name != 0) {
        glBindTexture(textureDimensions, gl_tex->name);
        checkGLcall("glBindTexture");
        if (isNewTexture) {
            /* For a new texture we have to set the textures levels after binding the texture.
             * In theory this is all we should ever have to do, but because ATI's drivers are broken, we
             * also need to set the texture dimensions before the texture is set
             * Beware that texture rectangles do not support mipmapping, but set the maxmiplevel if we're
             * relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles
             * (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB)
             */
            if(textureDimensions != GL_TEXTURE_RECTANGLE_ARB) {
                TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
                glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1);
                checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)");
            }
            if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
                /* Cubemaps are always set to clamp, regardless of the sampler state. */
                glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
                glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
                glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
            }
        }
    } else { /* this only happened if we've run out of openGL textures */
        WARN("This texture doesn't have an openGL texture assigned to it\n");
        hr =  WINED3DERR_INVALIDCALL;
    }

    LEAVE_GL();
    return hr;
}
Exemplo n.º 4
0
HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
        IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
        IUnknown *parent, const struct wined3d_parent_ops *parent_ops
#ifdef VBOX_WITH_WDDM
        , HANDLE *shared_handle
        , void **pavClientMem
#endif
        )
{
    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
    const struct wined3d_format_desc *format_desc = getFormatDescEntry(format, gl_info);
    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)
    {
        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, levels, WINED3DRTYPE_TEXTURE,
            device, 0, usage, format_desc, pool, parent, parent_ops
#ifdef VBOX_WITH_WDDM
            , shared_handle, pavClientMem
#endif
        );
    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[WINE_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->target = GL_TEXTURE_2D;
        texture->cond_np2 = TRUE;
        texture->baseTexture.minMipLookup = minMipLookup_noFilter;
    }
    else if (gl_info->supported[ARB_TEXTURE_RECTANGLE] && (width != pow2_width || height != pow2_height)
            && !(format_desc->format == 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->target = GL_TEXTURE_RECTANGLE_ARB;
        texture->cond_np2 = TRUE;

        if(texture->resource.format_desc->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->target = GL_TEXTURE_2D;
        texture->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.levels; ++i)
    {
#ifdef VBOX_WITH_WDDM
        /* Use the callback to create the texture surface. */
        hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_h, format_desc->format,
                usage, pool, i, WINED3DCUBEMAP_FACE_POSITIVE_X, &texture->surfaces[i]
                , NULL /* <- we first create a surface in an everage "non-shared" fashion and initialize its share properties later (see below)
                        * this is done this way because the surface does not have its parent (texture) setup properly
                        * thus we can not initialize texture at this stage */
                , pavClientMem ? pavClientMem[i] : NULL);

#else
        /* Use the callback to create the texture surface. */
        hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_h, format_desc->format,
                usage, pool, i, WINED3DCUBEMAP_FACE_POSITIVE_X, &texture->surfaces[i]);
#endif

        if (FAILED(hr))
        {
            FIXME("Failed to create surface %p, hr %#x\n", texture, hr);
            texture->surfaces[i] = NULL;
            texture_cleanup(texture);
            return hr;
        }

        IWineD3DSurface_SetContainer(texture->surfaces[i], (IWineD3DBase *)texture);
        TRACE("Created surface level %u @ %p.\n", i, texture->surfaces[i]);
        surface_set_texture_target(texture->surfaces[i], texture->target);
        /* Calculate the next mipmap level. */
        tmp_w = max(1, tmp_w >> 1);
        tmp_h = max(1, tmp_h >> 1);
    }
    texture->baseTexture.internal_preload = texture_internal_preload;

#ifdef VBOX_WITH_WDDM
    if (VBOXSHRC_IS_SHARED(texture))
    {
        Assert(shared_handle);
        for (i = 0; i < texture->baseTexture.levels; ++i)
        {
            VBOXSHRC_COPY_SHAREDATA((IWineD3DSurfaceImpl*)texture->surfaces[i], texture);
        }
#ifdef DEBUG
        for (i = 0; i < texture->baseTexture.levels; ++i)
        {
            Assert(!((IWineD3DSurfaceImpl*)texture->surfaces[i])->texture_name);
        }
#endif
        for (i = 0; i < texture->baseTexture.levels; ++i)
        {
            if (!VBOXSHRC_IS_SHARED_OPENED(texture))
            {
                IWineD3DSurface_LoadLocation(texture->surfaces[i], SFLAG_INTEXTURE, NULL);
                Assert(!(*shared_handle));
                *shared_handle = VBOXSHRC_GET_SHAREHANDLE(texture);
            }
            else
            {
                surface_setup_location_onopen((IWineD3DSurfaceImpl*)texture->surfaces[i]);
                Assert(*shared_handle);
                Assert(*shared_handle == VBOXSHRC_GET_SHAREHANDLE(texture));
            }
        }
#ifdef DEBUG
        for (i = 0; i < texture->baseTexture.levels; ++i)
        {
            Assert((GLuint)(*shared_handle) == ((IWineD3DSurfaceImpl*)texture->surfaces[i])->texture_name);
        }
#endif

        if (!VBOXSHRC_IS_SHARED_OPENED(texture))
        {
            struct wined3d_context * context;

            Assert(!device->isInDraw);

            /* flush to ensure the texture is allocated before it is used by another
             * process opening it */
            context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
            if (context->valid)
            {
                wglFlush();
            }
            else
            {
                ERR("invalid context!");
            }
            context_release(context);
        }
    }
    else
    {
        Assert(!shared_handle);
    }
#endif

    return WINED3D_OK;
}