Move sampler state setting to the Renderer
Trac #21727
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1336 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/build_angle.gypi b/src/build_angle.gypi
index 1287d9d..5b94850 100644
--- a/src/build_angle.gypi
+++ b/src/build_angle.gypi
@@ -230,6 +230,7 @@
'libGLESv2/Context.h',
'libGLESv2/D3DConstantTable.cpp',
'libGLESv2/D3DConstantTable.h',
+ 'libGLESv2/EnumTypes.h',
'libGLESv2/Fence.cpp',
'libGLESv2/Fence.h',
'libGLESv2/Float16ToFloat32.cpp',
diff --git a/src/libGLESv2/Context.cpp b/src/libGLESv2/Context.cpp
index d11ca66..cd3f7dd 100644
--- a/src/libGLESv2/Context.cpp
+++ b/src/libGLESv2/Context.cpp
@@ -277,7 +277,7 @@
mMaxCubeTextureDimension = std::min(mMaxTextureDimension, (int)gl::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE);
mMaxRenderbufferDimension = mMaxTextureDimension;
mMaxTextureLevel = log2(mMaxTextureDimension) + 1;
- mMaxTextureAnisotropy = mRenderer->getTextureFilterAnisotropySupport();
+ mMaxTextureAnisotropy = mRenderer->getTextureMaxAnisotropy();
TRACE("MaxTextureDimension=%d, MaxCubeTextureDimension=%d, MaxRenderbufferDimension=%d, MaxTextureLevel=%d, MaxTextureAnisotropy=%f",
mMaxTextureDimension, mMaxCubeTextureDimension, mMaxRenderbufferDimension, mMaxTextureLevel, mMaxTextureAnisotropy);
@@ -317,7 +317,7 @@
mSupportsLuminanceTextures = mRenderer->getLuminanceTextureSupport();
mSupportsLuminanceAlphaTextures = mRenderer->getLuminanceAlphaTextureSupport();
mSupportsDepthTextures = mRenderer->getDepthTextureSupport();
- mSupportsTextureFilterAnisotropy = mMaxTextureAnisotropy >= 2.0f;
+ mSupportsTextureFilterAnisotropy = mRenderer->getTextureFilterAnisotropySupport();
mSupports32bitIndices = mDeviceCaps.MaxVertexIndex >= (1 << 16);
@@ -2441,20 +2441,7 @@
SamplerState samplerState;
texture->getSamplerState(&samplerState);
- mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, es2dx::ConvertTextureWrap(samplerState.wrapS));
- mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, es2dx::ConvertTextureWrap(samplerState.wrapT));
-
- mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, es2dx::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy));
- D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
- es2dx::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, samplerState.maxAnisotropy);
- mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
- mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
- mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, samplerState.lodOffset);
-
- if (supportsTextureFilterAnisotropy())
- {
- mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy);
- }
+ mRenderer->setSamplerState(type, samplerIndex, samplerState);
}
if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyImages())
diff --git a/src/libGLESv2/EnumTypes.h b/src/libGLESv2/EnumTypes.h
new file mode 100644
index 0000000..c554523
--- /dev/null
+++ b/src/libGLESv2/EnumTypes.h
@@ -0,0 +1,32 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// EnumTypes.h : Defines a variety of enum types that are used throughout libGLESv2
+
+#ifndef LIBGLESV2_ENUMTYPES_H_
+#define LIBGLESV2_ENUMTYPES_H_
+
+namespace gl
+{
+
+enum TextureType
+{
+ TEXTURE_2D,
+ TEXTURE_CUBE,
+
+ TEXTURE_TYPE_COUNT,
+ TEXTURE_UNKNOWN
+};
+
+enum SamplerType
+{
+ SAMPLER_PIXEL,
+ SAMPLER_VERTEX
+};
+
+}
+
+#endif // LIBGLESV2_ENUMTYPES_H_
diff --git a/src/libGLESv2/ResourceManager.h b/src/libGLESv2/ResourceManager.h
index ae4f1b0..3c9c568 100644
--- a/src/libGLESv2/ResourceManager.h
+++ b/src/libGLESv2/ResourceManager.h
@@ -20,6 +20,7 @@
#endif
#include "common/angleutils.h"
+#include "libGLESv2/EnumTypes.h"
#include "libGLESv2/HandleAllocator.h"
namespace gl
@@ -30,21 +31,6 @@
class Texture;
class Renderbuffer;
-enum TextureType
-{
- TEXTURE_2D,
- TEXTURE_CUBE,
-
- TEXTURE_TYPE_COUNT,
- TEXTURE_UNKNOWN
-};
-
-enum SamplerType
-{
- SAMPLER_PIXEL,
- SAMPLER_VERTEX
-};
-
class ResourceManager
{
public:
diff --git a/src/libGLESv2/libGLESv2.vcxproj b/src/libGLESv2/libGLESv2.vcxproj
index 3e45606..4374bdb 100644
--- a/src/libGLESv2/libGLESv2.vcxproj
+++ b/src/libGLESv2/libGLESv2.vcxproj
@@ -259,6 +259,7 @@
<ClInclude Include="Buffer.h" />
<ClInclude Include="Context.h" />
<ClInclude Include="D3DConstantTable.h" />
+ <ClInclude Include="EnumTypes.h" />
<ClInclude Include="Fence.h" />
<ClInclude Include="Framebuffer.h" />
<ClInclude Include="..\..\include\GLES2\gl2.h" />
diff --git a/src/libGLESv2/renderer/Renderer.cpp b/src/libGLESv2/renderer/Renderer.cpp
index baacc80..a6b75d7 100644
--- a/src/libGLESv2/renderer/Renderer.cpp
+++ b/src/libGLESv2/renderer/Renderer.cpp
@@ -168,6 +168,9 @@
!(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) &&
!(getComparableOSVersion() < versionWindowsVista && mAdapterIdentifier.VendorId == VENDOR_ID_AMD);
+ // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec
+ mSupportsTextureFilterAnisotropy = ((mDeviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) && (mDeviceCaps.MaxAnisotropy >= 2));
+
static const TCHAR windowName[] = TEXT("AngleHiddenWindow");
static const TCHAR className[] = TEXT("STATIC");
@@ -357,6 +360,27 @@
return mPixelShaderCache.create(function, length);
}
+
+void Renderer::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
+{
+ int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
+ int d3dSampler = index + d3dSamplerOffset;
+
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, es2dx::ConvertTextureWrap(samplerState.wrapS));
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, es2dx::ConvertTextureWrap(samplerState.wrapT));
+
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, es2dx::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy));
+ D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
+ es2dx::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, samplerState.maxAnisotropy);
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, samplerState.lodOffset);
+ if (mSupportsTextureFilterAnisotropy)
+ {
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy);
+ }
+}
+
void Renderer::releaseDeviceResources()
{
while (!mEventQueryPool.empty())
@@ -610,10 +634,14 @@
return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8));
}
-float Renderer::getTextureFilterAnisotropySupport() const
+bool Renderer::getTextureFilterAnisotropySupport() const
{
- // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec
- if ((mDeviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) && (mDeviceCaps.MaxAnisotropy >= 2))
+ return mSupportsTextureFilterAnisotropy;
+}
+
+float Renderer::getTextureMaxAnisotropy() const
+{
+ if (mSupportsTextureFilterAnisotropy)
{
return mDeviceCaps.MaxAnisotropy;
}
diff --git a/src/libGLESv2/renderer/Renderer.h b/src/libGLESv2/renderer/Renderer.h
index 70cf76f..d0eefd7 100644
--- a/src/libGLESv2/renderer/Renderer.h
+++ b/src/libGLESv2/renderer/Renderer.h
@@ -23,6 +23,8 @@
#include "common/angleutils.h"
#include "libGLESv2/renderer/ShaderCache.h"
+#include "libGLESv2/EnumTypes.h"
+#include "libGLESv2/Texture.h"
const int versionWindowsVista = MAKEWORD(0x00, 0x06);
const int versionWindows7 = MAKEWORD(0x01, 0x06);
@@ -78,6 +80,7 @@
virtual void applyRenderTargets();
virtual void applyState();
#endif
+ virtual void setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler);
// lost device
virtual void markDeviceLost();
@@ -108,7 +111,8 @@
virtual bool getDepthTextureSupport() const;
virtual bool getOcclusionQuerySupport() const;
virtual bool getInstancingSupport() const;
- virtual float getTextureFilterAnisotropySupport() const;
+ virtual bool getTextureFilterAnisotropySupport() const;
+ virtual float getTextureMaxAnisotropy() const;
virtual bool getShareHandleSupport() const;
virtual D3DPOOL getBufferPool(DWORD usage) const;
@@ -140,6 +144,7 @@
bool mSceneStarted;
bool mSupportsNonPower2Textures;
+ bool mSupportsTextureFilterAnisotropy;
// A pool of event queries that are currently unused.
std::vector<IDirect3DQuery9*> mEventQueryPool;