wined3d: Retrieve the GL texture through a function.
[wine/multimedia.git] / dlls / wined3d / basetexture.c
blob09e9ff3a3c8c483a260c016f69a558778624ecbf
1 /*
2 * IWineD3DBaseTexture Implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2004 Raphael Junqueira
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "config.h"
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
30 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, const struct wined3d_texture_ops *texture_ops,
31 UINT layer_count, UINT level_count, WINED3DRESOURCETYPE resource_type, IWineD3DDeviceImpl *device,
32 DWORD usage, const struct wined3d_format *format, WINED3DPOOL pool, void *parent,
33 const struct wined3d_parent_ops *parent_ops, const struct wined3d_resource_ops *resource_ops)
35 HRESULT hr;
37 hr = resource_init(&texture->resource, resource_type, device,
38 0, usage, format, pool, parent, parent_ops, resource_ops);
39 if (FAILED(hr))
41 WARN("Failed to initialize resource, returning %#x\n", hr);
42 return hr;
45 texture->baseTexture.texture_ops = texture_ops;
46 texture->baseTexture.sub_resources = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
47 level_count * layer_count * sizeof(*texture->baseTexture.sub_resources));
48 if (!texture->baseTexture.sub_resources)
50 ERR("Failed to allocate sub-resource array.\n");
51 resource_cleanup(&texture->resource);
52 return E_OUTOFMEMORY;
55 texture->baseTexture.layer_count = layer_count;
56 texture->baseTexture.level_count = level_count;
57 texture->baseTexture.filterType = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE;
58 texture->baseTexture.LOD = 0;
59 texture->baseTexture.texture_rgb.dirty = TRUE;
60 texture->baseTexture.texture_srgb.dirty = TRUE;
61 texture->baseTexture.is_srgb = FALSE;
62 texture->baseTexture.pow2Matrix_identity = TRUE;
64 if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
66 texture->baseTexture.minMipLookup = minMipLookup;
67 texture->baseTexture.magLookup = magLookup;
69 else
71 texture->baseTexture.minMipLookup = minMipLookup_noFilter;
72 texture->baseTexture.magLookup = magLookup_noFilter;
75 return WINED3D_OK;
78 void basetexture_cleanup(IWineD3DBaseTextureImpl *texture)
80 basetexture_unload(texture);
81 HeapFree(GetProcessHeap(), 0, texture->baseTexture.sub_resources);
82 resource_cleanup(&texture->resource);
85 struct wined3d_resource *basetexture_get_sub_resource(IWineD3DBaseTextureImpl *texture, UINT sub_resource_idx)
87 UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
89 if (sub_resource_idx >= sub_count)
91 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
92 return NULL;
95 return texture->baseTexture.sub_resources[sub_resource_idx];
98 /* A GL context is provided by the caller */
99 static void gltexture_delete(struct gl_texture *tex)
101 ENTER_GL();
102 glDeleteTextures(1, &tex->name);
103 LEAVE_GL();
104 tex->name = 0;
107 void basetexture_unload(IWineD3DBaseTextureImpl *texture)
109 IWineD3DDeviceImpl *device = texture->resource.device;
110 struct wined3d_context *context = NULL;
112 if (texture->baseTexture.texture_rgb.name || texture->baseTexture.texture_srgb.name)
114 context = context_acquire(device, NULL);
117 if (texture->baseTexture.texture_rgb.name)
118 gltexture_delete(&texture->baseTexture.texture_rgb);
120 if (texture->baseTexture.texture_srgb.name)
121 gltexture_delete(&texture->baseTexture.texture_srgb);
123 if (context) context_release(context);
125 basetexture_set_dirty(texture, TRUE);
127 resource_unload(&texture->resource);
130 DWORD basetexture_set_lod(IWineD3DBaseTextureImpl *texture, DWORD lod)
132 DWORD old = texture->baseTexture.LOD;
134 TRACE("texture %p, lod %u.\n", texture, lod);
136 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
137 * textures. The call always returns 0, and GetLOD always returns 0. */
138 if (texture->resource.pool != WINED3DPOOL_MANAGED)
140 TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture->resource.pool));
141 return 0;
144 if (lod >= texture->baseTexture.level_count)
145 lod = texture->baseTexture.level_count - 1;
147 if (texture->baseTexture.LOD != lod)
149 texture->baseTexture.LOD = lod;
151 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
152 texture->baseTexture.texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
153 if (texture->baseTexture.bindCount)
154 IWineD3DDeviceImpl_MarkStateDirty(texture->resource.device, STATE_SAMPLER(texture->baseTexture.sampler));
157 return old;
160 DWORD basetexture_get_lod(IWineD3DBaseTextureImpl *texture)
162 TRACE("texture %p, returning %u.\n", texture, texture->baseTexture.LOD);
164 return texture->baseTexture.LOD;
167 DWORD basetexture_get_level_count(IWineD3DBaseTextureImpl *texture)
169 TRACE("texture %p, returning %u.\n", texture, texture->baseTexture.level_count);
170 return texture->baseTexture.level_count;
173 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTextureImpl *texture, WINED3DTEXTUREFILTERTYPE filter_type)
175 TRACE("texture %p, filter_type %s.\n", texture, debug_d3dtexturefiltertype(filter_type));
177 if (!(texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP))
179 WARN("Texture doesn't have AUTOGENMIPMAP usage.\n");
180 return WINED3DERR_INVALIDCALL;
183 if (texture->baseTexture.filterType != filter_type)
185 GLenum target = texture->baseTexture.target;
186 struct wined3d_context *context;
188 context = context_acquire(texture->resource.device, NULL);
190 ENTER_GL();
191 glBindTexture(target, texture->baseTexture.texture_rgb.name);
192 checkGLcall("glBindTexture");
193 switch (filter_type)
195 case WINED3DTEXF_NONE:
196 case WINED3DTEXF_POINT:
197 glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST);
198 checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
199 break;
201 case WINED3DTEXF_LINEAR:
202 glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
203 checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
204 break;
206 default:
207 WARN("Unexpected filter type %#x, setting to GL_NICEST.\n", filter_type);
208 glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
209 checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
210 break;
212 LEAVE_GL();
214 context_release(context);
216 texture->baseTexture.filterType = filter_type;
218 return WINED3D_OK;
221 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTextureImpl *texture)
223 TRACE("texture %p.\n", texture);
225 return texture->baseTexture.filterType;
228 void basetexture_generate_mipmaps(IWineD3DBaseTextureImpl *texture)
230 /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
231 FIXME("texture %p stub!\n", texture);
234 void basetexture_set_dirty(IWineD3DBaseTextureImpl *texture, BOOL dirty)
236 texture->baseTexture.texture_rgb.dirty = dirty;
237 texture->baseTexture.texture_srgb.dirty = dirty;
240 /* Context activation is done by the caller. */
241 HRESULT basetexture_bind(IWineD3DBaseTextureImpl *texture, BOOL srgb, BOOL *set_surface_desc)
243 HRESULT hr = WINED3D_OK;
244 GLenum textureDimensions;
245 BOOL isNewTexture = FALSE;
246 struct gl_texture *gl_tex;
248 TRACE("texture %p, srgb %#x, set_surface_desc %p.\n", texture, srgb, set_surface_desc);
250 texture->baseTexture.is_srgb = srgb; /* SRGB mode cache for PreLoad calls outside drawprim */
251 gl_tex = basetexture_get_gl_texture(texture, srgb);
253 textureDimensions = texture->baseTexture.target;
255 ENTER_GL();
256 /* Generate a texture name if we don't already have one */
257 if (!gl_tex->name)
259 *set_surface_desc = TRUE;
260 glGenTextures(1, &gl_tex->name);
261 checkGLcall("glGenTextures");
262 TRACE("Generated texture %d\n", gl_tex->name);
263 if (texture->resource.pool == WINED3DPOOL_DEFAULT)
265 /* Tell opengl to try and keep this texture in video ram (well mostly) */
266 GLclampf tmp;
267 tmp = 0.9f;
268 glPrioritizeTextures(1, &gl_tex->name, &tmp);
271 /* Initialise the state of the texture object
272 to the openGL defaults, not the directx defaults */
273 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP;
274 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP;
275 gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP;
276 gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0;
277 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
278 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
279 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
280 gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
281 gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
282 gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = 0;
283 gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
284 basetexture_set_dirty(texture, TRUE);
285 isNewTexture = TRUE;
287 if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)
289 /* This means double binding the texture at creation, but keeps the code simpler all
290 * in all, and the run-time path free from additional checks
292 glBindTexture(textureDimensions, gl_tex->name);
293 checkGLcall("glBindTexture");
294 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
295 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
297 } else {
298 *set_surface_desc = FALSE;
301 /* Bind the texture */
302 if (gl_tex->name)
304 glBindTexture(textureDimensions, gl_tex->name);
305 checkGLcall("glBindTexture");
306 if (isNewTexture) {
307 /* For a new texture we have to set the textures levels after binding the texture.
308 * In theory this is all we should ever have to do, but because ATI's drivers are broken, we
309 * also need to set the texture dimensions before the texture is set
310 * Beware that texture rectangles do not support mipmapping, but set the maxmiplevel if we're
311 * relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles
312 * (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB)
314 if (textureDimensions != GL_TEXTURE_RECTANGLE_ARB)
316 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->baseTexture.level_count - 1);
317 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, texture->baseTexture.level_count - 1);
318 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, texture->baseTexture.level_count)");
320 if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
321 /* Cubemaps are always set to clamp, regardless of the sampler state. */
322 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
323 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
324 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
327 } else { /* this only happened if we've run out of openGL textures */
328 WARN("This texture doesn't have an openGL texture assigned to it\n");
329 hr = WINED3DERR_INVALIDCALL;
332 LEAVE_GL();
333 return hr;
336 /* GL locking is done by the caller */
337 static void apply_wrap(const struct wined3d_gl_info *gl_info, GLenum target,
338 WINED3DTEXTUREADDRESS d3d_wrap, GLenum param, BOOL cond_np2)
340 GLint gl_wrap;
342 if (d3d_wrap < WINED3DTADDRESS_WRAP || d3d_wrap > WINED3DTADDRESS_MIRRORONCE)
344 FIXME("Unrecognized or unsupported WINED3DTEXTUREADDRESS %#x.\n", d3d_wrap);
345 return;
348 if (target == GL_TEXTURE_CUBE_MAP_ARB
349 || (cond_np2 && d3d_wrap == WINED3DTADDRESS_WRAP))
351 /* Cubemaps are always set to clamp, regardless of the sampler state. */
352 gl_wrap = GL_CLAMP_TO_EDGE;
354 else
356 gl_wrap = gl_info->wrap_lookup[d3d_wrap - WINED3DTADDRESS_WRAP];
359 TRACE("Setting param %#x to %#x for target %#x.\n", param, gl_wrap, target);
360 glTexParameteri(target, param, gl_wrap);
361 checkGLcall("glTexParameteri(target, param, gl_wrap)");
364 /* GL locking is done by the caller (state handler) */
365 void basetexture_apply_state_changes(IWineD3DBaseTextureImpl *texture,
366 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
367 const struct wined3d_gl_info *gl_info)
369 BOOL cond_np2 = IWineD3DBaseTexture_IsCondNP2((IWineD3DBaseTexture *)texture);
370 GLenum textureDimensions = texture->baseTexture.target;
371 DWORD state;
372 DWORD aniso;
373 struct gl_texture *gl_tex;
375 TRACE("texture %p, samplerStates %p\n", texture, samplerStates);
377 gl_tex = basetexture_get_gl_texture(texture, texture->baseTexture.is_srgb);
379 /* This function relies on the correct texture being bound and loaded. */
381 if(samplerStates[WINED3DSAMP_ADDRESSU] != gl_tex->states[WINED3DTEXSTA_ADDRESSU]) {
382 state = samplerStates[WINED3DSAMP_ADDRESSU];
383 apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_S, cond_np2);
384 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state;
387 if(samplerStates[WINED3DSAMP_ADDRESSV] != gl_tex->states[WINED3DTEXSTA_ADDRESSV]) {
388 state = samplerStates[WINED3DSAMP_ADDRESSV];
389 apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_T, cond_np2);
390 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state;
393 if(samplerStates[WINED3DSAMP_ADDRESSW] != gl_tex->states[WINED3DTEXSTA_ADDRESSW]) {
394 state = samplerStates[WINED3DSAMP_ADDRESSW];
395 apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_R, cond_np2);
396 gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state;
399 if(samplerStates[WINED3DSAMP_BORDERCOLOR] != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR]) {
400 float col[4];
402 state = samplerStates[WINED3DSAMP_BORDERCOLOR];
403 D3DCOLORTOGLFLOAT4(state, col);
404 TRACE("Setting border color for %u to %x\n", textureDimensions, state);
405 glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
406 checkGLcall("glTexParameterfv(..., GL_TEXTURE_BORDER_COLOR, ...)");
407 gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state;
410 if(samplerStates[WINED3DSAMP_MAGFILTER] != gl_tex->states[WINED3DTEXSTA_MAGFILTER]) {
411 GLint glValue;
412 state = samplerStates[WINED3DSAMP_MAGFILTER];
413 if (state > WINED3DTEXF_ANISOTROPIC) {
414 FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state);
417 glValue = wined3d_gl_mag_filter(texture->baseTexture.magLookup,
418 min(max(state, WINED3DTEXF_POINT), WINED3DTEXF_LINEAR));
419 TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state, glValue);
420 glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
422 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state;
425 if((samplerStates[WINED3DSAMP_MINFILTER] != gl_tex->states[WINED3DTEXSTA_MINFILTER] ||
426 samplerStates[WINED3DSAMP_MIPFILTER] != gl_tex->states[WINED3DTEXSTA_MIPFILTER] ||
427 samplerStates[WINED3DSAMP_MAXMIPLEVEL] != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL])) {
428 GLint glValue;
430 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
431 gl_tex->states[WINED3DTEXSTA_MINFILTER] = samplerStates[WINED3DSAMP_MINFILTER];
432 gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = samplerStates[WINED3DSAMP_MAXMIPLEVEL];
434 if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC
435 || gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_ANISOTROPIC)
438 FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
439 gl_tex->states[WINED3DTEXSTA_MINFILTER],
440 gl_tex->states[WINED3DTEXSTA_MIPFILTER]);
442 glValue = wined3d_gl_min_mip_filter(texture->baseTexture.minMipLookup,
443 min(max(samplerStates[WINED3DSAMP_MINFILTER], WINED3DTEXF_POINT), WINED3DTEXF_LINEAR),
444 min(max(samplerStates[WINED3DSAMP_MIPFILTER], WINED3DTEXF_NONE), WINED3DTEXF_LINEAR));
446 TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
447 samplerStates[WINED3DSAMP_MINFILTER],
448 samplerStates[WINED3DSAMP_MIPFILTER], glValue);
449 glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
450 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
452 if (!cond_np2)
454 if (gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE)
455 glValue = texture->baseTexture.LOD;
456 else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= texture->baseTexture.level_count)
457 glValue = texture->baseTexture.level_count - 1;
458 else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < texture->baseTexture.LOD)
459 /* baseTexture.LOD is already clamped in the setter */
460 glValue = texture->baseTexture.LOD;
461 else
462 glValue = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL];
464 /* Note that D3DSAMP_MAXMIPLEVEL specifies the biggest mipmap(default 0), while
465 * GL_TEXTURE_MAX_LEVEL specifies the smallest mimap used(default 1000).
466 * So D3DSAMP_MAXMIPLEVEL is the same as GL_TEXTURE_BASE_LEVEL.
468 glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, glValue);
472 if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_ANISOTROPIC
473 && gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_ANISOTROPIC
474 && gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_ANISOTROPIC)
475 || cond_np2)
477 aniso = 1;
479 else
481 aniso = samplerStates[WINED3DSAMP_MAXANISOTROPY];
484 if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
486 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
488 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
489 checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
491 else
493 WARN("Anisotropic filtering not supported.\n");
495 gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
498 if (!(texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
499 != !gl_tex->states[WINED3DTEXSTA_SHADOW])
501 if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
503 glTexParameteri(textureDimensions, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
504 glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
505 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)");
506 gl_tex->states[WINED3DTEXSTA_SHADOW] = TRUE;
508 else
510 glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
511 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)");
512 gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;