[PATCH v2 3/9] wined3d: Implement handling of GL_TEXTURE_1D.
Sven Hesse
shesse at codeweavers.com
Wed Jan 3 09:18:34 CST 2018
Signed-off-by: Sven Hesse <shesse at codeweavers.com>
---
dlls/wined3d/context.c | 21 ++++++++++++++++++++-
dlls/wined3d/device.c | 26 ++++++++++++++++++++++++++
dlls/wined3d/glsl_shader.c | 7 +++++++
dlls/wined3d/utils.c | 28 ++++++++++++++++++++++++++++
dlls/wined3d/wined3d_private.h | 2 ++
5 files changed, 83 insertions(+), 1 deletion(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 53f177980d..e654f24d60 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -139,7 +139,8 @@ static void context_attach_gl_texture_fbo(struct wined3d_context *context,
gl_info->fbo_ops.glFramebufferTexture(fbo_target, attachment,
resource->object, resource->level);
}
- else if (resource->target == GL_TEXTURE_2D_ARRAY || resource->target == GL_TEXTURE_3D)
+ else if (resource->target == GL_TEXTURE_1D_ARRAY || resource->target == GL_TEXTURE_2D_ARRAY
+ || resource->target == GL_TEXTURE_3D)
{
if (!gl_info->fbo_ops.glFramebufferTextureLayer)
{
@@ -150,6 +151,12 @@ static void context_attach_gl_texture_fbo(struct wined3d_context *context,
gl_info->fbo_ops.glFramebufferTextureLayer(fbo_target, attachment,
resource->object, resource->level, resource->layer);
}
+ else if (resource->target == GL_TEXTURE_1D)
+ {
+ gl_info->fbo_ops.glFramebufferTexture1D(fbo_target, attachment,
+ resource->target, resource->object, resource->level);
+ checkGLcall("glFramebufferTexture1D()");
+ }
else
{
gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment,
@@ -1709,6 +1716,7 @@ void context_bind_dummy_textures(const struct wined3d_device *device, const stru
GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + i));
checkGLcall("glActiveTexture");
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, device->dummy_textures.tex_1d);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_textures.tex_2d);
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
@@ -1724,7 +1732,10 @@ void context_bind_dummy_textures(const struct wined3d_device *device, const stru
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, device->dummy_textures.tex_cube_array);
if (gl_info->supported[EXT_TEXTURE_ARRAY])
+ {
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, device->dummy_textures.tex_1d_array);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, device->dummy_textures.tex_2d_array);
+ }
if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, device->dummy_textures.tex_buffer);
@@ -2705,6 +2716,14 @@ void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint
case GL_NONE:
/* nothing to do */
break;
+ case GL_TEXTURE_1D:
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, device->dummy_textures.tex_1d);
+ checkGLcall("glBindTexture");
+ break;
+ case GL_TEXTURE_1D_ARRAY:
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, device->dummy_textures.tex_1d_array);
+ checkGLcall("glBindTexture");
+ break;
case GL_TEXTURE_2D:
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_textures.tex_2d);
checkGLcall("glBindTexture");
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 2b7d515af4..c26fe4f4f2 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -620,6 +620,17 @@ static void create_dummy_textures(struct wined3d_device *device, struct wined3d_
* to each texture stage when the currently set D3D texture is NULL. */
context_active_texture(context, gl_info, 0);
+ gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_1d);
+ checkGLcall("glGenTextures");
+ TRACE("Dummy 1D texture given name %u.\n", device->dummy_textures.tex_1d);
+
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, device->dummy_textures.tex_1d);
+ checkGLcall("glBindTexture");
+
+ gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA8, 1, 0,
+ GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
+ checkGLcall("glTexImage1D");
+
gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_2d);
checkGLcall("glGenTextures");
TRACE("Dummy 2D texture given name %u.\n", device->dummy_textures.tex_2d);
@@ -696,6 +707,17 @@ static void create_dummy_textures(struct wined3d_device *device, struct wined3d_
if (gl_info->supported[EXT_TEXTURE_ARRAY])
{
+ gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_1d_array);
+ checkGLcall("glGenTextures");
+ TRACE("Dummy 1D array texture given name %u.\n", device->dummy_textures.tex_1d_array);
+
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, device->dummy_textures.tex_1d_array);
+ checkGLcall("glBindTexture");
+
+ gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_1D_ARRAY, 0, GL_RGBA8, 1, 1, 0,
+ GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
+ checkGLcall("glTexImage2D");
+
gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_2d_array);
checkGLcall("glGenTextures");
TRACE("Dummy 2D array texture given name %u.\n", device->dummy_textures.tex_2d_array);
@@ -743,7 +765,10 @@ static void destroy_dummy_textures(struct wined3d_device *device, struct wined3d
gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_buffer);
if (gl_info->supported[EXT_TEXTURE_ARRAY])
+ {
+ gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_1d_array);
gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_2d_array);
+ }
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_cube_array);
@@ -757,6 +782,7 @@ static void destroy_dummy_textures(struct wined3d_device *device, struct wined3d
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_rect);
+ gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_1d);
gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_2d);
checkGLcall("Delete dummy textures");
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index e18a99f066..9c5f6ef77c 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -2577,6 +2577,13 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
sampler_type = "samplerCube";
break;
+ case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY:
+ if (shadow_sampler)
+ sampler_type = "sampler1DArrayShadow";
+ else
+ sampler_type = "sampler1DArray";
+ break;
+
case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY:
if (shadow_sampler)
sampler_type = "sampler2DArrayShadow";
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index daf7e7cba6..13a60f9e97 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -5705,7 +5705,27 @@ void texture_activate_dimensions(const struct wined3d_texture *texture, const st
{
switch (texture->target)
{
+ case GL_TEXTURE_1D:
+ gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
+ checkGLcall("glDisable(GL_TEXTURE_2D)");
+ gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
+ checkGLcall("glDisable(GL_TEXTURE_3D)");
+ if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
+ {
+ gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
+ }
+ if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
+ {
+ gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
+ checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
+ }
+ gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_1D);
+ checkGLcall("glEnable(GL_TEXTURE_1D)");
+ break;
case GL_TEXTURE_2D:
+ gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_1D);
+ checkGLcall("glDisable(GL_TEXTURE_1D)");
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable(GL_TEXTURE_3D)");
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
@@ -5722,6 +5742,8 @@ void texture_activate_dimensions(const struct wined3d_texture *texture, const st
checkGLcall("glEnable(GL_TEXTURE_2D)");
break;
case GL_TEXTURE_RECTANGLE_ARB:
+ gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_1D);
+ checkGLcall("glDisable(GL_TEXTURE_1D)");
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
@@ -5745,12 +5767,16 @@ void texture_activate_dimensions(const struct wined3d_texture *texture, const st
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
+ gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_1D);
+ checkGLcall("glDisable(GL_TEXTURE_1D)");
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_3D);
checkGLcall("glEnable(GL_TEXTURE_3D)");
break;
case GL_TEXTURE_CUBE_MAP_ARB:
+ gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_1D);
+ checkGLcall("glDisable(GL_TEXTURE_1D)");
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
@@ -5767,6 +5793,8 @@ void texture_activate_dimensions(const struct wined3d_texture *texture, const st
}
else
{
+ gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_1D);
+ checkGLcall("glDisable(GL_TEXTURE_1D)");
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
checkGLcall("glEnable(GL_TEXTURE_2D)");
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 20f53aa9e9..e7c4b2742d 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2919,11 +2919,13 @@ struct wined3d_device
/* Textures for when no other textures are mapped */
struct
{
+ GLuint tex_1d;
GLuint tex_2d;
GLuint tex_rect;
GLuint tex_3d;
GLuint tex_cube;
GLuint tex_cube_array;
+ GLuint tex_1d_array;
GLuint tex_2d_array;
GLuint tex_buffer;
} dummy_textures;
--
2.15.1
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