wined3d: Don't pass the texture stages to basetexture_apply_state_changes.
[wine.git] / dlls / wined3d / basetexture.c
blobe49ba21269b9400af552634593214c288b18dc88
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 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, UINT layer_count, UINT level_count,
31 WINED3DRESOURCETYPE resource_type, IWineD3DDeviceImpl *device, UINT size, DWORD usage,
32 const struct wined3d_format *format, WINED3DPOOL pool, void *parent,
33 const struct wined3d_parent_ops *parent_ops)
35 HRESULT hr;
37 hr = resource_init((IWineD3DResource *)texture, resource_type, device,
38 size, usage, format, pool, parent, parent_ops);
39 if (FAILED(hr))
41 WARN("Failed to initialize resource, returning %#x\n", hr);
42 return hr;
45 texture->baseTexture.sub_resources = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
46 level_count * layer_count * sizeof(*texture->baseTexture.sub_resources));
47 if (!texture->baseTexture.sub_resources)
49 ERR("Failed to allocate sub-resource array.\n");
50 resource_cleanup((IWineD3DResource *)texture);
51 return E_OUTOFMEMORY;
54 texture->baseTexture.layer_count = layer_count;
55 texture->baseTexture.level_count = level_count;
56 texture->baseTexture.filterType = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE;
57 texture->baseTexture.LOD = 0;
58 texture->baseTexture.texture_rgb.dirty = TRUE;
59 texture->baseTexture.texture_srgb.dirty = TRUE;
60 texture->baseTexture.is_srgb = FALSE;
61 texture->baseTexture.pow2Matrix_identity = TRUE;
63 if (texture->resource.format->Flags & WINED3DFMT_FLAG_FILTERING)
65 texture->baseTexture.minMipLookup = minMipLookup;
66 texture->baseTexture.magLookup = magLookup;
68 else
70 texture->baseTexture.minMipLookup = minMipLookup_noFilter;
71 texture->baseTexture.magLookup = magLookup_noFilter;
74 return WINED3D_OK;
77 void basetexture_cleanup(IWineD3DBaseTexture *iface)
79 basetexture_unload(iface);
80 HeapFree(GetProcessHeap(), 0, ((IWineD3DBaseTextureImpl *)iface)->baseTexture.sub_resources);
81 resource_cleanup((IWineD3DResource *)iface);
84 IWineD3DResourceImpl *basetexture_get_sub_resource(IWineD3DBaseTextureImpl *texture, UINT sub_resource_idx)
86 UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
88 if (sub_resource_idx >= sub_count)
90 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
91 return NULL;
94 return texture->baseTexture.sub_resources[sub_resource_idx];
97 /* A GL context is provided by the caller */
98 static void gltexture_delete(struct gl_texture *tex)
100 ENTER_GL();
101 glDeleteTextures(1, &tex->name);
102 LEAVE_GL();
103 tex->name = 0;
106 void basetexture_unload(IWineD3DBaseTexture *iface)
108 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
109 IWineD3DDeviceImpl *device = This->resource.device;
110 struct wined3d_context *context = NULL;
112 if (This->baseTexture.texture_rgb.name || This->baseTexture.texture_srgb.name)
114 context = context_acquire(device, NULL);
117 if(This->baseTexture.texture_rgb.name) {
118 gltexture_delete(&This->baseTexture.texture_rgb);
120 if(This->baseTexture.texture_srgb.name) {
121 gltexture_delete(&This->baseTexture.texture_srgb);
124 if (context) context_release(context);
126 This->baseTexture.texture_rgb.dirty = TRUE;
127 This->baseTexture.texture_srgb.dirty = TRUE;
129 resource_unload((IWineD3DResourceImpl *)This);
132 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew)
134 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
135 DWORD old = This->baseTexture.LOD;
137 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
138 * textures. The call always returns 0, and GetLOD always returns 0
140 if (This->resource.pool != WINED3DPOOL_MANAGED) {
141 TRACE("Ignoring SetLOD on %s texture, returning 0\n", debug_d3dpool(This->resource.pool));
142 return 0;
145 if (LODNew >= This->baseTexture.level_count)
146 LODNew = This->baseTexture.level_count - 1;
148 if(This->baseTexture.LOD != LODNew) {
149 This->baseTexture.LOD = LODNew;
151 This->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
152 This->baseTexture.texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
153 if(This->baseTexture.bindCount) {
154 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(This->baseTexture.sampler));
158 TRACE("(%p) : set LOD to %d\n", This, This->baseTexture.LOD);
160 return old;
163 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface)
165 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
167 TRACE("(%p) : returning %d\n", This, This->baseTexture.LOD);
169 return This->baseTexture.LOD;
172 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface)
174 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
175 TRACE("iface %p, returning %u.\n", iface, This->baseTexture.level_count);
176 return This->baseTexture.level_count;
179 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType)
181 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
182 IWineD3DDeviceImpl *device = This->resource.device;
183 GLenum textureDimensions = This->baseTexture.target;
185 if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
186 TRACE("(%p) : returning invalid call\n", This);
187 return WINED3DERR_INVALIDCALL;
189 if(This->baseTexture.filterType != FilterType) {
190 /* What about multithreading? Do we want all the context overhead just to set this value?
191 * Or should we delay the applying until the texture is used for drawing? For now, apply
192 * immediately.
194 struct wined3d_context *context = context_acquire(device, NULL);
196 ENTER_GL();
197 glBindTexture(textureDimensions, This->baseTexture.texture_rgb.name);
198 checkGLcall("glBindTexture");
199 switch(FilterType) {
200 case WINED3DTEXF_NONE:
201 case WINED3DTEXF_POINT:
202 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST);
203 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
205 break;
206 case WINED3DTEXF_LINEAR:
207 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
208 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
210 break;
211 default:
212 WARN("Unexpected filter type %d, setting to GL_NICEST\n", FilterType);
213 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
214 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
216 LEAVE_GL();
218 context_release(context);
220 This->baseTexture.filterType = FilterType;
221 TRACE("(%p) :\n", This);
222 return WINED3D_OK;
225 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface)
227 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
229 FIXME("(%p) : stub\n", This);
231 return This->baseTexture.filterType;
234 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface)
236 /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
237 FIXME("iface %p stub!\n", iface);
240 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty)
242 BOOL old;
243 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
244 old = This->baseTexture.texture_rgb.dirty || This->baseTexture.texture_srgb.dirty;
245 This->baseTexture.texture_rgb.dirty = dirty;
246 This->baseTexture.texture_srgb.dirty = dirty;
247 return old;
250 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface)
252 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
253 return This->baseTexture.texture_rgb.dirty || This->baseTexture.texture_srgb.dirty;
256 /* Context activation is done by the caller. */
257 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc)
259 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
260 HRESULT hr = WINED3D_OK;
261 GLenum textureDimensions;
262 BOOL isNewTexture = FALSE;
263 struct gl_texture *gl_tex;
264 TRACE("(%p) : About to bind texture\n", This);
266 This->baseTexture.is_srgb = srgb; /* SRGB mode cache for PreLoad calls outside drawprim */
267 if(srgb) {
268 gl_tex = &This->baseTexture.texture_srgb;
269 } else {
270 gl_tex = &This->baseTexture.texture_rgb;
273 textureDimensions = This->baseTexture.target;
274 ENTER_GL();
275 /* Generate a texture name if we don't already have one */
276 if (!gl_tex->name)
278 *set_surface_desc = TRUE;
279 glGenTextures(1, &gl_tex->name);
280 checkGLcall("glGenTextures");
281 TRACE("Generated texture %d\n", gl_tex->name);
282 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
283 /* Tell opengl to try and keep this texture in video ram (well mostly) */
284 GLclampf tmp;
285 tmp = 0.9f;
286 glPrioritizeTextures(1, &gl_tex->name, &tmp);
289 /* Initialise the state of the texture object
290 to the openGL defaults, not the directx defaults */
291 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP;
292 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP;
293 gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP;
294 gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0;
295 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
296 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
297 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
298 gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
299 gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
300 gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = 0;
301 gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
302 IWineD3DBaseTexture_SetDirty(iface, TRUE);
303 isNewTexture = TRUE;
305 if(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) {
306 /* This means double binding the texture at creation, but keeps the code simpler all
307 * in all, and the run-time path free from additional checks
309 glBindTexture(textureDimensions, gl_tex->name);
310 checkGLcall("glBindTexture");
311 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
312 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
314 } else {
315 *set_surface_desc = FALSE;
318 /* Bind the texture */
319 if (gl_tex->name)
321 glBindTexture(textureDimensions, gl_tex->name);
322 checkGLcall("glBindTexture");
323 if (isNewTexture) {
324 /* For a new texture we have to set the textures levels after binding the texture.
325 * In theory this is all we should ever have to do, but because ATI's drivers are broken, we
326 * also need to set the texture dimensions before the texture is set
327 * Beware that texture rectangles do not support mipmapping, but set the maxmiplevel if we're
328 * relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles
329 * (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB)
331 if (textureDimensions != GL_TEXTURE_RECTANGLE_ARB)
333 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", This->baseTexture.level_count - 1);
334 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.level_count - 1);
335 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.level_count)");
337 if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
338 /* Cubemaps are always set to clamp, regardless of the sampler state. */
339 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
340 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
341 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
344 } else { /* this only happened if we've run out of openGL textures */
345 WARN("This texture doesn't have an openGL texture assigned to it\n");
346 hr = WINED3DERR_INVALIDCALL;
349 LEAVE_GL();
350 return hr;
353 /* GL locking is done by the caller */
354 static void apply_wrap(const struct wined3d_gl_info *gl_info, GLenum target,
355 WINED3DTEXTUREADDRESS d3d_wrap, GLenum param, BOOL cond_np2)
357 GLint gl_wrap;
359 if (d3d_wrap < WINED3DTADDRESS_WRAP || d3d_wrap > WINED3DTADDRESS_MIRRORONCE)
361 FIXME("Unrecognized or unsupported WINED3DTEXTUREADDRESS %#x.\n", d3d_wrap);
362 return;
365 if (target == GL_TEXTURE_CUBE_MAP_ARB
366 || (cond_np2 && d3d_wrap == WINED3DTADDRESS_WRAP))
368 /* Cubemaps are always set to clamp, regardless of the sampler state. */
369 gl_wrap = GL_CLAMP_TO_EDGE;
371 else
373 gl_wrap = gl_info->wrap_lookup[d3d_wrap - WINED3DTADDRESS_WRAP];
376 TRACE("Setting param %#x to %#x for target %#x.\n", param, gl_wrap, target);
377 glTexParameteri(target, param, gl_wrap);
378 checkGLcall("glTexParameteri(target, param, gl_wrap)");
381 /* GL locking is done by the caller (state handler) */
382 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
383 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
384 const struct wined3d_gl_info *gl_info)
386 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
387 GLenum textureDimensions = This->baseTexture.target;
388 DWORD state;
389 BOOL cond_np2 = IWineD3DBaseTexture_IsCondNP2(iface);
390 DWORD aniso;
391 struct gl_texture *gl_tex;
393 TRACE("iface %p, samplerStates %p\n", iface, samplerStates);
395 if(This->baseTexture.is_srgb) {
396 gl_tex = &This->baseTexture.texture_srgb;
397 } else {
398 gl_tex = &This->baseTexture.texture_rgb;
401 /* This function relies on the correct texture being bound and loaded. */
403 if(samplerStates[WINED3DSAMP_ADDRESSU] != gl_tex->states[WINED3DTEXSTA_ADDRESSU]) {
404 state = samplerStates[WINED3DSAMP_ADDRESSU];
405 apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_S, cond_np2);
406 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state;
409 if(samplerStates[WINED3DSAMP_ADDRESSV] != gl_tex->states[WINED3DTEXSTA_ADDRESSV]) {
410 state = samplerStates[WINED3DSAMP_ADDRESSV];
411 apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_T, cond_np2);
412 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state;
415 if(samplerStates[WINED3DSAMP_ADDRESSW] != gl_tex->states[WINED3DTEXSTA_ADDRESSW]) {
416 state = samplerStates[WINED3DSAMP_ADDRESSW];
417 apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_R, cond_np2);
418 gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state;
421 if(samplerStates[WINED3DSAMP_BORDERCOLOR] != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR]) {
422 float col[4];
424 state = samplerStates[WINED3DSAMP_BORDERCOLOR];
425 D3DCOLORTOGLFLOAT4(state, col);
426 TRACE("Setting border color for %u to %x\n", textureDimensions, state);
427 glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
428 checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
429 gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state;
432 if(samplerStates[WINED3DSAMP_MAGFILTER] != gl_tex->states[WINED3DTEXSTA_MAGFILTER]) {
433 GLint glValue;
434 state = samplerStates[WINED3DSAMP_MAGFILTER];
435 if (state > WINED3DTEXF_ANISOTROPIC) {
436 FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state);
439 glValue = wined3d_gl_mag_filter(This->baseTexture.magLookup,
440 min(max(state, WINED3DTEXF_POINT), WINED3DTEXF_LINEAR));
441 TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state, glValue);
442 glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
444 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state;
447 if((samplerStates[WINED3DSAMP_MINFILTER] != gl_tex->states[WINED3DTEXSTA_MINFILTER] ||
448 samplerStates[WINED3DSAMP_MIPFILTER] != gl_tex->states[WINED3DTEXSTA_MIPFILTER] ||
449 samplerStates[WINED3DSAMP_MAXMIPLEVEL] != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL])) {
450 GLint glValue;
452 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
453 gl_tex->states[WINED3DTEXSTA_MINFILTER] = samplerStates[WINED3DSAMP_MINFILTER];
454 gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = samplerStates[WINED3DSAMP_MAXMIPLEVEL];
456 if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC
457 || gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_ANISOTROPIC)
460 FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
461 gl_tex->states[WINED3DTEXSTA_MINFILTER],
462 gl_tex->states[WINED3DTEXSTA_MIPFILTER]);
464 glValue = wined3d_gl_min_mip_filter(This->baseTexture.minMipLookup,
465 min(max(samplerStates[WINED3DSAMP_MINFILTER], WINED3DTEXF_POINT), WINED3DTEXF_LINEAR),
466 min(max(samplerStates[WINED3DSAMP_MIPFILTER], WINED3DTEXF_NONE), WINED3DTEXF_LINEAR));
468 TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
469 samplerStates[WINED3DSAMP_MINFILTER],
470 samplerStates[WINED3DSAMP_MIPFILTER], glValue);
471 glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
472 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
474 if (!cond_np2)
476 if (gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE)
477 glValue = This->baseTexture.LOD;
478 else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= This->baseTexture.level_count)
479 glValue = This->baseTexture.level_count - 1;
480 else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < This->baseTexture.LOD)
481 /* baseTexture.LOD is already clamped in the setter */
482 glValue = This->baseTexture.LOD;
483 else
484 glValue = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL];
486 /* Note that D3DSAMP_MAXMIPLEVEL specifies the biggest mipmap(default 0), while
487 * GL_TEXTURE_MAX_LEVEL specifies the smallest mimap used(default 1000).
488 * So D3DSAMP_MAXMIPLEVEL is the same as GL_TEXTURE_BASE_LEVEL.
490 glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, glValue);
494 if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_ANISOTROPIC
495 && gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_ANISOTROPIC
496 && gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_ANISOTROPIC)
497 || cond_np2)
499 aniso = 1;
501 else
503 aniso = samplerStates[WINED3DSAMP_MAXANISOTROPY];
506 if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
508 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
510 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
511 checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
513 else
515 WARN("Anisotropic filtering not supported.\n");
517 gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
520 if (!(This->resource.format->Flags & WINED3DFMT_FLAG_SHADOW)
521 != !gl_tex->states[WINED3DTEXSTA_SHADOW])
523 if (This->resource.format->Flags & WINED3DFMT_FLAG_SHADOW)
525 glTexParameteri(textureDimensions, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
526 glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
527 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)");
528 gl_tex->states[WINED3DTEXSTA_SHADOW] = TRUE;
530 else
532 glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
533 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)");
534 gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;