1 /*
2 * Copyright 2012, 2015 Henri Verbeet for CodeWeavers
3 *
4 * This library is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU Lesser General Public
6 * License as published by the Free Software Foundation; either
7 * version 2.1 of the License, or (at your option) any later version.
8 *
9 * This library is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * Lesser General Public License for more details.
13 *
14 * You should have received a copy of the GNU Lesser General Public
15 * License along with this library; if not, write to the Free Software
16 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
17 *
18 */
19
20 #include "config.h"
21 #include "wine/port.h"
22
23 #include "wined3d_private.h"
24
25 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
26
wined3d_sampler_incref(struct wined3d_sampler * sampler)27 ULONG CDECL wined3d_sampler_incref(struct wined3d_sampler *sampler)
28 {
29 ULONG refcount = InterlockedIncrement(&sampler->refcount);
30
31 TRACE("%p increasing refcount to %u.\n", sampler, refcount);
32
33 return refcount;
34 }
35
wined3d_sampler_destroy_object(void * object)36 static void wined3d_sampler_destroy_object(void *object)
37 {
38 struct wined3d_sampler *sampler = object;
39 const struct wined3d_gl_info *gl_info;
40 struct wined3d_context *context;
41
42 if (sampler->name)
43 {
44 context = context_acquire(sampler->device, NULL, 0);
45 gl_info = context->gl_info;
46 GL_EXTCALL(glDeleteSamplers(1, &sampler->name));
47 context_release(context);
48 }
49
50 heap_free(sampler);
51 }
52
wined3d_sampler_decref(struct wined3d_sampler * sampler)53 ULONG CDECL wined3d_sampler_decref(struct wined3d_sampler *sampler)
54 {
55 ULONG refcount = InterlockedDecrement(&sampler->refcount);
56
57 TRACE("%p decreasing refcount to %u.\n", sampler, refcount);
58
59 if (!refcount)
60 {
61 sampler->parent_ops->wined3d_object_destroyed(sampler->parent);
62 wined3d_cs_destroy_object(sampler->device->cs, wined3d_sampler_destroy_object, sampler);
63 }
64
65 return refcount;
66 }
67
wined3d_sampler_get_parent(const struct wined3d_sampler * sampler)68 void * CDECL wined3d_sampler_get_parent(const struct wined3d_sampler *sampler)
69 {
70 TRACE("sampler %p.\n", sampler);
71
72 return sampler->parent;
73 }
74
wined3d_sampler_cs_init(void * object)75 static void wined3d_sampler_cs_init(void *object)
76 {
77 struct wined3d_sampler *sampler = object;
78 const struct wined3d_sampler_desc *desc;
79 const struct wined3d_gl_info *gl_info;
80 struct wined3d_context *context;
81
82 context = context_acquire(sampler->device, NULL, 0);
83 gl_info = context->gl_info;
84
85 desc = &sampler->desc;
86 GL_EXTCALL(glGenSamplers(1, &sampler->name));
87 GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_WRAP_S,
88 gl_info->wrap_lookup[desc->address_u - WINED3D_TADDRESS_WRAP]));
89 GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_WRAP_T,
90 gl_info->wrap_lookup[desc->address_v - WINED3D_TADDRESS_WRAP]));
91 GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_WRAP_R,
92 gl_info->wrap_lookup[desc->address_w - WINED3D_TADDRESS_WRAP]));
93 GL_EXTCALL(glSamplerParameterfv(sampler->name, GL_TEXTURE_BORDER_COLOR, &desc->border_color[0]));
94 GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_MAG_FILTER,
95 wined3d_gl_mag_filter(desc->mag_filter)));
96 GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_MIN_FILTER,
97 wined3d_gl_min_mip_filter(desc->min_filter, desc->mip_filter)));
98 GL_EXTCALL(glSamplerParameterf(sampler->name, GL_TEXTURE_LOD_BIAS, desc->lod_bias));
99 GL_EXTCALL(glSamplerParameterf(sampler->name, GL_TEXTURE_MIN_LOD, desc->min_lod));
100 GL_EXTCALL(glSamplerParameterf(sampler->name, GL_TEXTURE_MAX_LOD, desc->max_lod));
101 if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC])
102 GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_MAX_ANISOTROPY, desc->max_anisotropy));
103 if (desc->compare)
104 GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE));
105 GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_COMPARE_FUNC,
106 wined3d_gl_compare_func(desc->comparison_func)));
107 if ((context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
108 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE] && !desc->srgb_decode)
109 GL_EXTCALL(glSamplerParameteri(sampler->name, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT));
110 checkGLcall("sampler creation");
111
112 TRACE("Created sampler %u.\n", sampler->name);
113
114 context_release(context);
115 }
116
wined3d_sampler_init(struct wined3d_sampler * sampler,struct wined3d_device * device,const struct wined3d_sampler_desc * desc,void * parent,const struct wined3d_parent_ops * parent_ops)117 static void wined3d_sampler_init(struct wined3d_sampler *sampler, struct wined3d_device *device,
118 const struct wined3d_sampler_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
119 {
120 sampler->refcount = 1;
121 sampler->device = device;
122 sampler->parent = parent;
123 sampler->parent_ops = parent_ops;
124 sampler->desc = *desc;
125
126 if (device->adapter->gl_info.supported[ARB_SAMPLER_OBJECTS])
127 wined3d_cs_init_object(device->cs, wined3d_sampler_cs_init, sampler);
128 }
129
wined3d_sampler_create(struct wined3d_device * device,const struct wined3d_sampler_desc * desc,void * parent,const struct wined3d_parent_ops * parent_ops,struct wined3d_sampler ** sampler)130 HRESULT CDECL wined3d_sampler_create(struct wined3d_device *device, const struct wined3d_sampler_desc *desc,
131 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_sampler **sampler)
132 {
133 struct wined3d_sampler *object;
134
135 TRACE("device %p, desc %p, parent %p, sampler %p.\n", device, desc, parent, sampler);
136
137 if (desc->address_u < WINED3D_TADDRESS_WRAP || desc->address_u > WINED3D_TADDRESS_MIRROR_ONCE
138 || desc->address_v < WINED3D_TADDRESS_WRAP || desc->address_v > WINED3D_TADDRESS_MIRROR_ONCE
139 || desc->address_w < WINED3D_TADDRESS_WRAP || desc->address_w > WINED3D_TADDRESS_MIRROR_ONCE)
140 return WINED3DERR_INVALIDCALL;
141
142 if (desc->mag_filter < WINED3D_TEXF_POINT || desc->mag_filter > WINED3D_TEXF_LINEAR
143 || desc->min_filter < WINED3D_TEXF_POINT || desc->min_filter > WINED3D_TEXF_LINEAR
144 || desc->mip_filter > WINED3D_TEXF_LINEAR)
145 return WINED3DERR_INVALIDCALL;
146
147 if (!(object = heap_alloc_zero(sizeof(*object))))
148 return E_OUTOFMEMORY;
149
150 wined3d_sampler_init(object, device, desc, parent, parent_ops);
151
152 TRACE("Created sampler %p.\n", object);
153 *sampler = object;
154
155 return WINED3D_OK;
156 }
157
texture_apply_base_level(struct wined3d_texture * texture,const struct wined3d_sampler_desc * desc,const struct wined3d_gl_info * gl_info)158 static void texture_apply_base_level(struct wined3d_texture *texture,
159 const struct wined3d_sampler_desc *desc, const struct wined3d_gl_info *gl_info)
160 {
161 struct gl_texture *gl_tex;
162 unsigned int base_level;
163
164 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
165 base_level = 0;
166 else if (desc->mip_filter == WINED3D_TEXF_NONE)
167 base_level = texture->lod;
168 else
169 base_level = min(max(desc->mip_base_level, texture->lod), texture->level_count - 1);
170
171 gl_tex = wined3d_texture_get_gl_texture(texture, texture->flags & WINED3D_TEXTURE_IS_SRGB);
172 if (base_level != gl_tex->base_level)
173 {
174 /* Note that WINED3D_SAMP_MAX_MIP_LEVEL specifies the largest mipmap
175 * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
176 * mipmap used (default 1000). So WINED3D_SAMP_MAX_MIP_LEVEL
177 * corresponds to GL_TEXTURE_BASE_LEVEL. */
178 gl_info->gl_ops.gl.p_glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, base_level);
179 gl_tex->base_level = base_level;
180 }
181 }
182
183 /* This function relies on the correct texture being bound and loaded. */
wined3d_sampler_bind(struct wined3d_sampler * sampler,unsigned int unit,struct wined3d_texture * texture,const struct wined3d_context * context)184 void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit,
185 struct wined3d_texture *texture, const struct wined3d_context *context)
186 {
187 const struct wined3d_gl_info *gl_info = context->gl_info;
188
189 if (gl_info->supported[ARB_SAMPLER_OBJECTS])
190 {
191 GL_EXTCALL(glBindSampler(unit, sampler->name));
192 checkGLcall("bind sampler");
193 }
194 else if (texture)
195 {
196 wined3d_texture_apply_sampler_desc(texture, &sampler->desc, context);
197 }
198 else
199 {
200 ERR("Could not apply sampler state.\n");
201 }
202
203 if (texture)
204 texture_apply_base_level(texture, &sampler->desc, gl_info);
205 }
206