Commit 5171a65d authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Introduce texture_init() to handle most of the 2D texture initialization.

parent 2d83c1d7
......@@ -1083,73 +1083,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface,
WINED3DPOOL Pool, IWineD3DTexture **ppTexture, IUnknown *parent)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &This->adapter->gl_info);
IWineD3DTextureImpl *object;
unsigned int i;
UINT tmpW;
UINT tmpH;
HRESULT hr;
unsigned int pow2Width;
unsigned int pow2Height;
TRACE("(%p) : Width %d, Height %d, Levels %d, Usage %#x\n", This, Width, Height, Levels, Usage);
TRACE("Format %#x (%s), Pool %#x, ppTexture %p, parent %p\n",
Format, debug_d3dformat(Format), Pool, ppTexture, parent);
/* 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", This);
return WINED3DERR_INVALIDCALL;
}
/* Non-power2 support */
if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO))
{
pow2Width = Width;
pow2Height = Height;
}
else
{
/* Find the nearest pow2 match */
pow2Width = pow2Height = 1;
while (pow2Width < Width) pow2Width <<= 1;
while (pow2Height < Height) pow2Height <<= 1;
if (pow2Width != Width || pow2Height != 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_SUPPORT(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(max(Width, Height)) + 1;
TRACE("Calculated levels = %d\n", Levels);
}
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
......@@ -1159,103 +1099,20 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface,
}
object->lpVtbl = &IWineD3DTexture_Vtbl;
hr = basetexture_init((IWineD3DBaseTextureImpl *)object, Levels,
WINED3DRTYPE_TEXTURE, This, 0, Usage, format_desc, Pool, parent);
hr = texture_init(object, Width, Height, Levels, This, Usage, Format, Pool, parent);
if (FAILED(hr))
{
WARN("Failed to initialize basetexture, returning %#x\n", hr);
WARN("Failed to initialize texture, returning %#x\n", hr);
HeapFree(GetProcessHeap(), 0, object);
*ppTexture = NULL;
return hr;
}
TRACE("(%p) : Created basetexture %p\n", This, object);
*ppTexture = (IWineD3DTexture *)object;
if (object->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING)
{
object->baseTexture.minMipLookup = minMipLookup;
object->baseTexture.magLookup = magLookup;
} else {
object->baseTexture.minMipLookup = minMipLookup_noFilter;
object->baseTexture.magLookup = magLookup_noFilter;
}
/** FIXME: add support for real non-power-two if it's provided by the video card **/
/* 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/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
doesn't work in combination with ARB_TEXTURE_RECTANGLE.
*/
if(GL_SUPPORT(WINE_NORMALIZED_TEXRECT) && (Width != pow2Width || Height != pow2Height)) {
object->baseTexture.pow2Matrix[0] = 1.0;
object->baseTexture.pow2Matrix[5] = 1.0;
object->baseTexture.pow2Matrix[10] = 1.0;
object->baseTexture.pow2Matrix[15] = 1.0;
object->target = GL_TEXTURE_2D;
object->cond_np2 = TRUE;
object->baseTexture.minMipLookup = minMipLookup_noFilter;
} else if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE) &&
(Width != pow2Width || Height != pow2Height) &&
!((Format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE) && (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
{
if ((Width != 1) || (Height != 1)) {
object->baseTexture.pow2Matrix_identity = FALSE;
}
object->baseTexture.pow2Matrix[0] = (float)Width;
object->baseTexture.pow2Matrix[5] = (float)Height;
object->baseTexture.pow2Matrix[10] = 1.0;
object->baseTexture.pow2Matrix[15] = 1.0;
object->target = GL_TEXTURE_RECTANGLE_ARB;
object->cond_np2 = TRUE;
object->baseTexture.minMipLookup = minMipLookup_noFilter;
} else {
if ((Width != pow2Width) || (Height != pow2Height)) {
object->baseTexture.pow2Matrix_identity = FALSE;
object->baseTexture.pow2Matrix[0] = (((float)Width) / ((float)pow2Width));
object->baseTexture.pow2Matrix[5] = (((float)Height) / ((float)pow2Height));
} else {
object->baseTexture.pow2Matrix[0] = 1.0;
object->baseTexture.pow2Matrix[5] = 1.0;
}
object->baseTexture.pow2Matrix[10] = 1.0;
object->baseTexture.pow2Matrix[15] = 1.0;
object->target = GL_TEXTURE_2D;
object->cond_np2 = FALSE;
}
TRACE(" xf(%f) yf(%f)\n", object->baseTexture.pow2Matrix[0], object->baseTexture.pow2Matrix[5]);
/* Generate all the surfaces */
tmpW = Width;
tmpH = Height;
for (i = 0; i < object->baseTexture.levels; i++)
{
/* use the callback to create the texture surface */
hr = IWineD3DDeviceParent_CreateSurface(This->device_parent, parent, tmpW, tmpH, Format,
Usage, Pool, i, WINED3DCUBEMAP_FACE_POSITIVE_X, &object->surfaces[i]);
if (hr!= WINED3D_OK || ( (IWineD3DSurfaceImpl *) object->surfaces[i])->Flags & SFLAG_OVERSIZE) {
FIXME("Failed to create surface %p\n", object);
/* clean up */
object->surfaces[i] = NULL;
IWineD3DTexture_Release((IWineD3DTexture *)object);
*ppTexture = NULL;
return hr;
}
IWineD3DSurface_SetContainer(object->surfaces[i], (IWineD3DBase *)object);
TRACE("Created surface level %d @ %p\n", i, object->surfaces[i]);
surface_set_texture_target(object->surfaces[i], object->target);
/* calculate the next mipmap level */
tmpW = max(1, tmpW >> 1);
tmpH = max(1, tmpH >> 1);
}
object->baseTexture.internal_preload = texture_internal_preload;
TRACE("(%p) : Created texture %p\n", This, object);
TRACE("(%p) : Created texture %p\n", This, object);
return WINED3D_OK;
}
......
......@@ -1712,7 +1712,6 @@ typedef struct IWineD3DBaseTextureClass
void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
} IWineD3DBaseTextureClass;
void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
......@@ -1767,6 +1766,9 @@ typedef struct IWineD3DTextureImpl
extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
/*****************************************************************************
* IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
*/
......
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