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
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture
);
28 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
30 /* *******************************************
31 IWineD3DBaseTexture IUnknown parts follow
32 ******************************************* */
33 HRESULT WINAPI
IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture
*iface
, REFIID riid
, LPVOID
*ppobj
)
35 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
36 TRACE("(%p)->(%s,%p)\n",This
,debugstr_guid(riid
),ppobj
);
37 if (IsEqualGUID(riid
, &IID_IUnknown
)
38 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
39 || IsEqualGUID(riid
, &IID_IWineD3DResource
)
40 || IsEqualGUID(riid
, &IID_IWineD3DBaseTexture
)) {
41 IUnknown_AddRef(iface
);
49 ULONG WINAPI
IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture
*iface
) {
50 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
51 ULONG ref
= InterlockedIncrement(&This
->resource
.ref
);
53 TRACE("(%p) : AddRef increasing from %d\n", This
,ref
- 1);
57 ULONG WINAPI
IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture
*iface
) {
58 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
59 ULONG ref
= InterlockedDecrement(&This
->resource
.ref
);
60 TRACE("(%p) : Releasing from %d\n", This
, ref
+ 1);
62 IWineD3DBaseTextureImpl_CleanUp(iface
);
63 HeapFree(GetProcessHeap(), 0, This
);
69 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture
*iface
) {
70 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
71 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
73 TRACE("(%p) : textureName(%d)\n", This
, This
->baseTexture
.textureName
);
74 if (This
->baseTexture
.textureName
!= 0) {
75 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
77 TRACE("(%p) : Deleting texture %d\n", This
, This
->baseTexture
.textureName
);
78 glDeleteTextures(1, &This
->baseTexture
.textureName
);
81 IWineD3DResourceImpl_CleanUp((IWineD3DResource
*)iface
);
84 /* ****************************************************
85 IWineD3DBaseTexture IWineD3DResource parts follow
86 **************************************************** */
87 HRESULT WINAPI
IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture
*iface
, IWineD3DDevice
** ppDevice
) {
88 return IWineD3DResourceImpl_GetDevice((IWineD3DResource
*)iface
, ppDevice
);
91 HRESULT WINAPI
IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, CONST
void* pData
, DWORD SizeOfData
, DWORD Flags
) {
92 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource
*)iface
, refguid
, pData
, SizeOfData
, Flags
);
95 HRESULT WINAPI
IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, void* pData
, DWORD
* pSizeOfData
) {
96 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource
*)iface
, refguid
, pData
, pSizeOfData
);
99 HRESULT WINAPI
IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
) {
100 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource
*)iface
, refguid
);
103 DWORD WINAPI
IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture
*iface
, DWORD PriorityNew
) {
104 return IWineD3DResourceImpl_SetPriority((IWineD3DResource
*)iface
, PriorityNew
);
107 DWORD WINAPI
IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture
*iface
) {
108 return IWineD3DResourceImpl_GetPriority((IWineD3DResource
*)iface
);
111 void WINAPI
IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture
*iface
) {
112 IWineD3DResourceImpl_PreLoad((IWineD3DResource
*)iface
);
115 void WINAPI
IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture
*iface
) {
116 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
117 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
119 if(This
->baseTexture
.textureName
) {
120 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
122 glDeleteTextures(1, &This
->baseTexture
.textureName
);
123 This
->baseTexture
.textureName
= 0;
126 This
->baseTexture
.dirty
= TRUE
;
129 WINED3DRESOURCETYPE WINAPI
IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture
*iface
) {
130 return IWineD3DResourceImpl_GetType((IWineD3DResource
*)iface
);
133 HRESULT WINAPI
IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture
*iface
, IUnknown
**pParent
) {
134 return IWineD3DResourceImpl_GetParent((IWineD3DResource
*)iface
, pParent
);
137 /* ******************************************************
138 IWineD3DBaseTexture IWineD3DBaseTexture parts follow
139 ****************************************************** */
141 /* There is no OpenGL equivalent of setLOD, getLOD. All they do anyway is prioritize texture loading
142 * so just pretend that they work unless something really needs a failure. */
143 DWORD WINAPI
IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture
*iface
, DWORD LODNew
) {
144 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
146 if (This
->resource
.pool
!= WINED3DPOOL_MANAGED
) {
147 return WINED3DERR_INVALIDCALL
;
150 if(LODNew
>= This
->baseTexture
.levels
)
151 LODNew
= This
->baseTexture
.levels
- 1;
152 This
->baseTexture
.LOD
= LODNew
;
154 TRACE("(%p) : set bogus LOD to %d\n", This
, This
->baseTexture
.LOD
);
156 return This
->baseTexture
.LOD
;
159 DWORD WINAPI
IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture
*iface
) {
160 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
162 if (This
->resource
.pool
!= WINED3DPOOL_MANAGED
) {
163 return WINED3DERR_INVALIDCALL
;
166 TRACE("(%p) : returning %d\n", This
, This
->baseTexture
.LOD
);
168 return This
->baseTexture
.LOD
;
171 DWORD WINAPI
IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture
*iface
) {
172 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
173 TRACE("(%p) : returning %d\n", This
, This
->baseTexture
.levels
);
174 return This
->baseTexture
.levels
;
177 HRESULT WINAPI
IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture
*iface
, WINED3DTEXTUREFILTERTYPE FilterType
) {
178 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
179 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
180 UINT textureDimensions
= IWineD3DBaseTexture_GetTextureDimensions(iface
);
182 if (!(This
->resource
.usage
& WINED3DUSAGE_AUTOGENMIPMAP
)) {
183 TRACE("(%p) : returning invalid call\n", This
);
184 return WINED3DERR_INVALIDCALL
;
186 if(This
->baseTexture
.filterType
!= FilterType
) {
187 /* What about multithreading? Do we want all the context overhead just to set this value?
188 * Or should we delay the applying until the texture is used for drawing? For now, apply
191 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
193 glBindTexture(textureDimensions
, This
->baseTexture
.textureName
);
194 checkGLcall("glBindTexture");
196 case WINED3DTEXF_NONE
:
197 case WINED3DTEXF_POINT
:
198 glTexParameteri(textureDimensions
, GL_GENERATE_MIPMAP_HINT_SGIS
, GL_FASTEST
);
199 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
202 case WINED3DTEXF_LINEAR
:
203 glTexParameteri(textureDimensions
, GL_GENERATE_MIPMAP_HINT_SGIS
, GL_NICEST
);
204 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
208 WARN("Unexpected filter type %d, setting to GL_NICEST\n", FilterType
);
209 glTexParameteri(textureDimensions
, GL_GENERATE_MIPMAP_HINT_SGIS
, GL_NICEST
);
210 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
214 This
->baseTexture
.filterType
= FilterType
;
215 TRACE("(%p) :\n", This
);
219 WINED3DTEXTUREFILTERTYPE WINAPI
IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture
*iface
) {
220 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
221 FIXME("(%p) : stub\n", This
);
222 if (!(This
->resource
.usage
& WINED3DUSAGE_AUTOGENMIPMAP
)) {
223 return WINED3DTEXF_NONE
;
225 return This
->baseTexture
.filterType
;
228 void WINAPI
IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture
*iface
) {
229 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
230 /* TODO: implement filters using GL_SGI_generate_mipmaps http://oss.sgi.com/projects/ogl-sample/registry/SGIS/generate_mipmap.txt */
231 FIXME("(%p) : stub\n", This
);
235 /* Internal function, No d3d mapping */
236 BOOL WINAPI
IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture
*iface
, BOOL dirty
) {
238 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
239 old
= This
->baseTexture
.dirty
;
240 This
->baseTexture
.dirty
= dirty
;
244 BOOL WINAPI
IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture
*iface
) {
245 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
246 return This
->baseTexture
.dirty
;
249 HRESULT WINAPI
IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture
*iface
) {
250 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
251 HRESULT hr
= WINED3D_OK
;
252 UINT textureDimensions
;
253 BOOL isNewTexture
= FALSE
;
254 TRACE("(%p) : About to bind texture\n", This
);
256 textureDimensions
= IWineD3DBaseTexture_GetTextureDimensions(iface
);
258 /* Generate a texture name if we don't already have one */
259 if (This
->baseTexture
.textureName
== 0) {
260 glGenTextures(1, &This
->baseTexture
.textureName
);
261 checkGLcall("glGenTextures");
262 TRACE("Generated texture %d\n", This
->baseTexture
.textureName
);
263 if (This
->resource
.pool
== WINED3DPOOL_DEFAULT
) {
264 /* Tell opengl to try and keep this texture in video ram (well mostly) */
267 glPrioritizeTextures(1, &This
->baseTexture
.textureName
, &tmp
);
270 /* Initialise the state of the texture object
271 to the openGL defaults, not the directx defaults */
272 This
->baseTexture
.states
[WINED3DTEXSTA_ADDRESSU
] = WINED3DTADDRESS_WRAP
;
273 This
->baseTexture
.states
[WINED3DTEXSTA_ADDRESSV
] = WINED3DTADDRESS_WRAP
;
274 This
->baseTexture
.states
[WINED3DTEXSTA_ADDRESSW
] = WINED3DTADDRESS_WRAP
;
275 This
->baseTexture
.states
[WINED3DTEXSTA_BORDERCOLOR
] = 0;
276 This
->baseTexture
.states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_LINEAR
;
277 This
->baseTexture
.states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
; /* GL_NEAREST_MIPMAP_LINEAR */
278 This
->baseTexture
.states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_LINEAR
; /* GL_NEAREST_MIPMAP_LINEAR */
279 This
->baseTexture
.states
[WINED3DTEXSTA_MAXMIPLEVEL
] = 0;
280 This
->baseTexture
.states
[WINED3DTEXSTA_MAXANISOTROPY
] = 0;
281 This
->baseTexture
.states
[WINED3DTEXSTA_SRGBTEXTURE
] = 0;
282 This
->baseTexture
.states
[WINED3DTEXSTA_ELEMENTINDEX
] = 0;
283 This
->baseTexture
.states
[WINED3DTEXSTA_DMAPOFFSET
] = 0;
284 This
->baseTexture
.states
[WINED3DTEXSTA_TSSADDRESSW
] = WINED3DTADDRESS_WRAP
;
285 IWineD3DBaseTexture_SetDirty(iface
, TRUE
);
288 if(This
->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
, This
->baseTexture
.textureName
);
293 checkGLcall("glBindTexture");
294 glTexParameteri(textureDimensions
, GL_GENERATE_MIPMAP_SGIS
, GL_TRUE
);
295 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
299 /* Bind the texture */
300 if (This
->baseTexture
.textureName
!= 0) {
301 glBindTexture(textureDimensions
, This
->baseTexture
.textureName
);
302 checkGLcall("glBindTexture");
304 /* For a new texture we have to set the textures levels after binding the texture.
305 * In theory this is all we should ever have to do, but because ATI's drivers are broken, we
306 * also need to set the texture dimensions before the texture is set
307 * Beware that texture rectangles do not support mipmapping.
309 if(textureDimensions
!= GL_TEXTURE_RECTANGLE_ARB
) {
310 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This
->baseTexture
.levels
- 1);
311 glTexParameteri(textureDimensions
, GL_TEXTURE_MAX_LEVEL
, This
->baseTexture
.levels
- 1);
312 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)");
314 if(textureDimensions
==GL_TEXTURE_CUBE_MAP_ARB
) {
315 /* Cubemaps are always set to clamp, regardless of the sampler state. */
316 glTexParameteri(textureDimensions
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
317 glTexParameteri(textureDimensions
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
318 glTexParameteri(textureDimensions
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
322 } else { /* this only happened if we've run out of openGL textures */
323 WARN("This texture doesn't have an openGL texture assigned to it\n");
324 hr
= WINED3DERR_INVALIDCALL
;
331 HRESULT WINAPI
IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture
*iface
) {
332 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
333 UINT textureDimensions
;
335 TRACE("(%p) : About to bind texture\n", This
);
336 textureDimensions
= IWineD3DBaseTexture_GetTextureDimensions(iface
);
340 glBindTexture(textureDimensions
, 0);
341 #if 0 /* TODO: context manager support */
342 IWineD3DContextManager_PopState(This
->contextManager
, textureDimensions
, ENABLED
, NOW
/* make sure the state is applied now */);
344 glDisable(textureDimensions
);
351 UINT WINAPI
IWineD3DBaseTextureImpl_GetTextureDimensions(IWineD3DBaseTexture
*iface
){
352 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
353 FIXME("(%p) : This shouldn't be called\n", This
);
357 static inline GLenum
warpLookupType(WINED3DSAMPLERSTATETYPE Type
) {
359 case WINED3DSAMP_ADDRESSU
:
360 return GL_TEXTURE_WRAP_S
;
361 case WINED3DSAMP_ADDRESSV
:
362 return GL_TEXTURE_WRAP_T
;
363 case WINED3DSAMP_ADDRESSW
:
364 return GL_TEXTURE_WRAP_R
;
366 FIXME("Unexpected warp type %d\n", Type
);
371 static inline void apply_wrap(const GLint textureDimensions
, const DWORD state
, const GLint type
) {
374 if (state
< minLookup
[WINELOOKUP_WARPPARAM
] || state
> maxLookup
[WINELOOKUP_WARPPARAM
]) {
375 FIXME("Unrecognized or unsupported WINED3DTADDRESS_U value %d\n", state
);
377 if(textureDimensions
==GL_TEXTURE_CUBE_MAP_ARB
) {
378 /* Cubemaps are always set to clamp, regardless of the sampler state. */
379 wrapParm
= GL_CLAMP_TO_EDGE
;
380 } else if(textureDimensions
==GL_TEXTURE_RECTANGLE_ARB
) {
381 if(state
== WINED3DTADDRESS_WRAP
) {
382 wrapParm
= GL_CLAMP_TO_EDGE
;
384 wrapParm
= stateLookup
[WINELOOKUP_WARPPARAM
][state
- minLookup
[WINELOOKUP_WARPPARAM
]];
387 wrapParm
= stateLookup
[WINELOOKUP_WARPPARAM
][state
- minLookup
[WINELOOKUP_WARPPARAM
]];
389 TRACE("Setting WRAP_S to %d for %x\n", wrapParm
, textureDimensions
);
390 glTexParameteri(textureDimensions
, type
, wrapParm
);
391 checkGLcall("glTexParameteri(..., type, wrapParm)");
395 void WINAPI
IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture
*iface
,
396 const DWORD textureStates
[WINED3D_HIGHEST_TEXTURE_STATE
+ 1],
397 const DWORD samplerStates
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1]) {
398 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
400 GLint textureDimensions
= IWineD3DBaseTexture_GetTextureDimensions(iface
);
402 IWineD3DBaseTexture_PreLoad(iface
);
404 if(samplerStates
[WINED3DSAMP_ADDRESSU
] != This
->baseTexture
.states
[WINED3DTEXSTA_ADDRESSU
]) {
405 state
= samplerStates
[WINED3DSAMP_ADDRESSU
];
406 apply_wrap(textureDimensions
, state
, GL_TEXTURE_WRAP_S
);
407 This
->baseTexture
.states
[WINED3DTEXSTA_ADDRESSU
] = state
;
410 if(samplerStates
[WINED3DSAMP_ADDRESSV
] != This
->baseTexture
.states
[WINED3DTEXSTA_ADDRESSV
]) {
411 state
= samplerStates
[WINED3DSAMP_ADDRESSV
];
412 apply_wrap(textureDimensions
, state
, GL_TEXTURE_WRAP_T
);
413 This
->baseTexture
.states
[WINED3DTEXSTA_ADDRESSV
] = state
;
416 if(samplerStates
[WINED3DSAMP_ADDRESSW
] != This
->baseTexture
.states
[WINED3DTEXSTA_ADDRESSW
]) {
417 state
= samplerStates
[WINED3DSAMP_ADDRESSW
];
418 apply_wrap(textureDimensions
, state
, GL_TEXTURE_WRAP_R
);
419 This
->baseTexture
.states
[WINED3DTEXSTA_ADDRESSW
] = state
;
422 if(samplerStates
[WINED3DSAMP_BORDERCOLOR
] != This
->baseTexture
.states
[WINED3DTEXSTA_BORDERCOLOR
]) {
425 state
= samplerStates
[WINED3DSAMP_BORDERCOLOR
];
426 D3DCOLORTOGLFLOAT4(state
, col
);
427 TRACE("Setting border color for %u to %x\n", textureDimensions
, state
);
428 glTexParameterfv(textureDimensions
, GL_TEXTURE_BORDER_COLOR
, &col
[0]);
429 checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
430 This
->baseTexture
.states
[WINED3DTEXSTA_BORDERCOLOR
] = state
;
433 if(samplerStates
[WINED3DSAMP_MAGFILTER
] != This
->baseTexture
.states
[WINED3DTEXSTA_MAGFILTER
]) {
435 state
= samplerStates
[WINED3DSAMP_MAGFILTER
];
436 if (state
> WINED3DTEXF_ANISOTROPIC
) {
437 FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state
);
439 glValue
= (*This
->baseTexture
.magLookup
)[state
- WINED3DTEXF_NONE
];
440 TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state
, glValue
);
441 glTexParameteri(textureDimensions
, GL_TEXTURE_MAG_FILTER
, glValue
);
442 /* We need to reset the Anisotropic filtering state when we change the mag filter to WINED3DTEXF_ANISOTROPIC (this seems a bit weird, check the documentation to see how it should be switched off. */
443 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC
) && WINED3DTEXF_ANISOTROPIC
== state
&&
444 textureDimensions
!= GL_TEXTURE_RECTANGLE_ARB
) {
445 glTexParameteri(textureDimensions
, GL_TEXTURE_MAX_ANISOTROPY_EXT
, samplerStates
[WINED3DSAMP_MAXANISOTROPY
]);
447 This
->baseTexture
.states
[WINED3DTEXSTA_MAGFILTER
] = state
;
451 if(textureDimensions
!= GL_TEXTURE_RECTANGLE_ARB
&&
452 (samplerStates
[WINED3DSAMP_MINFILTER
] != This
->baseTexture
.states
[WINED3DTEXSTA_MINFILTER
] ||
453 samplerStates
[WINED3DSAMP_MIPFILTER
] != This
->baseTexture
.states
[WINED3DTEXSTA_MIPFILTER
] ||
454 samplerStates
[WINED3DSAMP_MAXMIPLEVEL
] != This
->baseTexture
.states
[WINED3DTEXSTA_MAXMIPLEVEL
])) {
457 This
->baseTexture
.states
[WINED3DTEXSTA_MIPFILTER
] = samplerStates
[WINED3DSAMP_MIPFILTER
];
458 This
->baseTexture
.states
[WINED3DTEXSTA_MINFILTER
] = samplerStates
[WINED3DSAMP_MINFILTER
];
459 This
->baseTexture
.states
[WINED3DTEXSTA_MAXMIPLEVEL
] = samplerStates
[WINED3DSAMP_MAXMIPLEVEL
];
461 if (This
->baseTexture
.states
[WINED3DTEXSTA_MINFILTER
] > WINED3DTEXF_ANISOTROPIC
||
462 This
->baseTexture
.states
[WINED3DTEXSTA_MIPFILTER
] > WINED3DTEXF_LINEAR
)
465 FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
466 This
->baseTexture
.states
[WINED3DTEXSTA_MINFILTER
],
467 This
->baseTexture
.states
[WINED3DTEXSTA_MIPFILTER
]);
469 glValue
= (*This
->baseTexture
.minMipLookup
)
470 [min(max(samplerStates
[WINED3DSAMP_MINFILTER
],WINED3DTEXF_NONE
), WINED3DTEXF_ANISOTROPIC
)]
471 [min(max(samplerStates
[WINED3DSAMP_MIPFILTER
],WINED3DTEXF_NONE
), WINED3DTEXF_LINEAR
)];
473 TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
474 samplerStates
[WINED3DSAMP_MINFILTER
],
475 samplerStates
[WINED3DSAMP_MIPFILTER
], glValue
);
476 glTexParameteri(textureDimensions
, GL_TEXTURE_MIN_FILTER
, glValue
);
477 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
479 if(This
->baseTexture
.states
[WINED3DTEXSTA_MIPFILTER
] == WINED3DTEXF_NONE
) {
481 } else if(This
->baseTexture
.states
[WINED3DTEXSTA_MAXMIPLEVEL
] >= This
->baseTexture
.levels
) {
482 glValue
= This
->baseTexture
.levels
- 1;
484 glValue
= This
->baseTexture
.states
[WINED3DTEXSTA_MAXMIPLEVEL
];
486 glTexParameteri(textureDimensions
, GL_TEXTURE_BASE_LEVEL
, glValue
);
489 if(samplerStates
[WINED3DSAMP_MAXANISOTROPY
] != This
->baseTexture
.states
[WINED3DTEXSTA_MAXANISOTROPY
]) {
490 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC
) && textureDimensions
!= GL_TEXTURE_RECTANGLE_ARB
) {
491 glTexParameteri(textureDimensions
, GL_TEXTURE_MAX_ANISOTROPY_EXT
, samplerStates
[WINED3DSAMP_MAXANISOTROPY
]);
492 checkGLcall("glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT ...");
494 WARN("Unsupported in local OpenGL implementation: glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT\n");
496 This
->baseTexture
.states
[WINED3DTEXSTA_MAXANISOTROPY
] = samplerStates
[WINED3DSAMP_MAXANISOTROPY
];
501 static const IWineD3DBaseTextureVtbl IWineD3DBaseTexture_Vtbl
=
504 IWineD3DBaseTextureImpl_QueryInterface
,
505 IWineD3DBaseTextureImpl_AddRef
,
506 IWineD3DBaseTextureImpl_Release
,
507 /* IWineD3DResource */
508 IWineD3DBaseTextureImpl_GetParent
,
509 IWineD3DBaseTextureImpl_GetDevice
,
510 IWineD3DBaseTextureImpl_SetPrivateData
,
511 IWineD3DBaseTextureImpl_GetPrivateData
,
512 IWineD3DBaseTextureImpl_FreePrivateData
,
513 IWineD3DBaseTextureImpl_SetPriority
,
514 IWineD3DBaseTextureImpl_GetPriority
,
515 IWineD3DBaseTextureImpl_PreLoad
,
516 IWineD3DBaseTextureImpl_UnLoad
,
517 IWineD3DBaseTextureImpl_GetType
,
518 /*IWineD3DBaseTexture*/
519 IWineD3DBaseTextureImpl_SetLOD
,
520 IWineD3DBaseTextureImpl_GetLOD
,
521 IWineD3DBaseTextureImpl_GetLevelCount
,
522 IWineD3DBaseTextureImpl_SetAutoGenFilterType
,
523 IWineD3DBaseTextureImpl_GetAutoGenFilterType
,
524 IWineD3DBaseTextureImpl_GenerateMipSubLevels
,
525 IWineD3DBaseTextureImpl_SetDirty
,
526 IWineD3DBaseTextureImpl_GetDirty
,
528 IWineD3DBaseTextureImpl_BindTexture
,
529 IWineD3DBaseTextureImpl_UnBindTexture
,
530 IWineD3DBaseTextureImpl_GetTextureDimensions
,
531 IWineD3DBaseTextureImpl_ApplyStateChanges