xref: /reactos/dll/directx/wine/wined3d/sampler.c (revision 50cf16b3)
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 
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 
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 
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 
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 
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 
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 
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 
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. */
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