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
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture
);
30 HRESULT
basetexture_init(IWineD3DBaseTextureImpl
*texture
, UINT levels
, WINED3DRESOURCETYPE resource_type
,
31 IWineD3DDeviceImpl
*device
, UINT size
, DWORD usage
, const struct GlPixelFormatDesc
*format_desc
,
32 WINED3DPOOL pool
, IUnknown
*parent
, const struct wined3d_parent_ops
*parent_ops
)
36 hr
= resource_init((IWineD3DResource
*)texture
, resource_type
, device
,
37 size
, usage
, format_desc
, pool
, parent
, parent_ops
);
40 WARN("Failed to initialize resource, returning %#x\n", hr
);
44 texture
->baseTexture
.levels
= levels
;
45 texture
->baseTexture
.filterType
= (usage
& WINED3DUSAGE_AUTOGENMIPMAP
) ? WINED3DTEXF_LINEAR
: WINED3DTEXF_NONE
;
46 texture
->baseTexture
.LOD
= 0;
47 texture
->baseTexture
.texture_rgb
.dirty
= TRUE
;
48 texture
->baseTexture
.texture_srgb
.dirty
= TRUE
;
49 texture
->baseTexture
.is_srgb
= FALSE
;
50 texture
->baseTexture
.pow2Matrix_identity
= TRUE
;
52 if (texture
->resource
.format_desc
->Flags
& WINED3DFMT_FLAG_FILTERING
)
54 texture
->baseTexture
.minMipLookup
= minMipLookup
;
55 texture
->baseTexture
.magLookup
= magLookup
;
59 texture
->baseTexture
.minMipLookup
= minMipLookup_noFilter
;
60 texture
->baseTexture
.magLookup
= magLookup_noFilter
;
66 void basetexture_cleanup(IWineD3DBaseTexture
*iface
)
68 basetexture_unload(iface
);
69 resource_cleanup((IWineD3DResource
*)iface
);
72 /* A GL context is provided by the caller */
73 static void gltexture_delete(struct gl_texture
*tex
)
76 glDeleteTextures(1, &tex
->name
);
81 void basetexture_unload(IWineD3DBaseTexture
*iface
)
83 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
84 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
85 struct wined3d_context
*context
= NULL
;
87 if (This
->baseTexture
.texture_rgb
.name
|| This
->baseTexture
.texture_srgb
.name
)
89 context
= context_acquire(device
, NULL
, CTXUSAGE_RESOURCELOAD
);
92 if(This
->baseTexture
.texture_rgb
.name
) {
93 gltexture_delete(&This
->baseTexture
.texture_rgb
);
95 if(This
->baseTexture
.texture_srgb
.name
) {
96 gltexture_delete(&This
->baseTexture
.texture_srgb
);
99 if (context
) context_release(context
);
101 This
->baseTexture
.texture_rgb
.dirty
= TRUE
;
102 This
->baseTexture
.texture_srgb
.dirty
= TRUE
;
105 DWORD
basetexture_set_lod(IWineD3DBaseTexture
*iface
, DWORD LODNew
)
107 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
108 DWORD old
= This
->baseTexture
.LOD
;
110 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
111 * textures. The call always returns 0, and GetLOD always returns 0
113 if (This
->resource
.pool
!= WINED3DPOOL_MANAGED
) {
114 TRACE("Ignoring SetLOD on %s texture, returning 0\n", debug_d3dpool(This
->resource
.pool
));
118 if(LODNew
>= This
->baseTexture
.levels
)
119 LODNew
= This
->baseTexture
.levels
- 1;
121 if(This
->baseTexture
.LOD
!= LODNew
) {
122 This
->baseTexture
.LOD
= LODNew
;
124 This
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MAXMIPLEVEL
] = ~0U;
125 This
->baseTexture
.texture_srgb
.states
[WINED3DTEXSTA_MAXMIPLEVEL
] = ~0U;
126 if(This
->baseTexture
.bindCount
) {
127 IWineD3DDeviceImpl_MarkStateDirty(This
->resource
.device
, STATE_SAMPLER(This
->baseTexture
.sampler
));
131 TRACE("(%p) : set LOD to %d\n", This
, This
->baseTexture
.LOD
);
136 DWORD
basetexture_get_lod(IWineD3DBaseTexture
*iface
)
138 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
140 TRACE("(%p) : returning %d\n", This
, This
->baseTexture
.LOD
);
142 return This
->baseTexture
.LOD
;
145 DWORD
basetexture_get_level_count(IWineD3DBaseTexture
*iface
)
147 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
148 TRACE("(%p) : returning %d\n", This
, This
->baseTexture
.levels
);
149 return This
->baseTexture
.levels
;
152 HRESULT
basetexture_set_autogen_filter_type(IWineD3DBaseTexture
*iface
, WINED3DTEXTUREFILTERTYPE FilterType
)
154 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
155 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
156 UINT textureDimensions
= IWineD3DBaseTexture_GetTextureDimensions(iface
);
158 if (!(This
->resource
.usage
& WINED3DUSAGE_AUTOGENMIPMAP
)) {
159 TRACE("(%p) : returning invalid call\n", This
);
160 return WINED3DERR_INVALIDCALL
;
162 if(This
->baseTexture
.filterType
!= FilterType
) {
163 /* What about multithreading? Do we want all the context overhead just to set this value?
164 * Or should we delay the applying until the texture is used for drawing? For now, apply
167 struct wined3d_context
*context
= context_acquire(device
, NULL
, CTXUSAGE_RESOURCELOAD
);
170 glBindTexture(textureDimensions
, This
->baseTexture
.texture_rgb
.name
);
171 checkGLcall("glBindTexture");
173 case WINED3DTEXF_NONE
:
174 case WINED3DTEXF_POINT
:
175 glTexParameteri(textureDimensions
, GL_GENERATE_MIPMAP_HINT_SGIS
, GL_FASTEST
);
176 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
179 case WINED3DTEXF_LINEAR
:
180 glTexParameteri(textureDimensions
, GL_GENERATE_MIPMAP_HINT_SGIS
, GL_NICEST
);
181 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
185 WARN("Unexpected filter type %d, setting to GL_NICEST\n", FilterType
);
186 glTexParameteri(textureDimensions
, GL_GENERATE_MIPMAP_HINT_SGIS
, GL_NICEST
);
187 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
191 context_release(context
);
193 This
->baseTexture
.filterType
= FilterType
;
194 TRACE("(%p) :\n", This
);
198 WINED3DTEXTUREFILTERTYPE
basetexture_get_autogen_filter_type(IWineD3DBaseTexture
*iface
)
200 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
202 FIXME("(%p) : stub\n", This
);
204 return This
->baseTexture
.filterType
;
207 void basetexture_generate_mipmaps(IWineD3DBaseTexture
*iface
)
209 /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
210 FIXME("iface %p stub!\n", iface
);
213 BOOL
basetexture_set_dirty(IWineD3DBaseTexture
*iface
, BOOL dirty
)
216 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
217 old
= This
->baseTexture
.texture_rgb
.dirty
|| This
->baseTexture
.texture_srgb
.dirty
;
218 This
->baseTexture
.texture_rgb
.dirty
= dirty
;
219 This
->baseTexture
.texture_srgb
.dirty
= dirty
;
223 BOOL
basetexture_get_dirty(IWineD3DBaseTexture
*iface
)
225 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
226 return This
->baseTexture
.texture_rgb
.dirty
|| This
->baseTexture
.texture_srgb
.dirty
;
229 /* Context activation is done by the caller. */
230 HRESULT
basetexture_bind(IWineD3DBaseTexture
*iface
, BOOL srgb
, BOOL
*set_surface_desc
)
232 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
233 HRESULT hr
= WINED3D_OK
;
234 UINT textureDimensions
;
235 BOOL isNewTexture
= FALSE
;
236 struct gl_texture
*gl_tex
;
237 TRACE("(%p) : About to bind texture\n", This
);
239 This
->baseTexture
.is_srgb
= srgb
; /* SRGB mode cache for PreLoad calls outside drawprim */
241 gl_tex
= &This
->baseTexture
.texture_srgb
;
243 gl_tex
= &This
->baseTexture
.texture_rgb
;
246 textureDimensions
= IWineD3DBaseTexture_GetTextureDimensions(iface
);
248 /* Generate a texture name if we don't already have one */
249 if (gl_tex
->name
== 0) {
250 *set_surface_desc
= TRUE
;
251 glGenTextures(1, &gl_tex
->name
);
252 checkGLcall("glGenTextures");
253 TRACE("Generated texture %d\n", gl_tex
->name
);
254 if (This
->resource
.pool
== WINED3DPOOL_DEFAULT
) {
255 /* Tell opengl to try and keep this texture in video ram (well mostly) */
258 glPrioritizeTextures(1, &gl_tex
->name
, &tmp
);
261 /* Initialise the state of the texture object
262 to the openGL defaults, not the directx defaults */
263 gl_tex
->states
[WINED3DTEXSTA_ADDRESSU
] = WINED3DTADDRESS_WRAP
;
264 gl_tex
->states
[WINED3DTEXSTA_ADDRESSV
] = WINED3DTADDRESS_WRAP
;
265 gl_tex
->states
[WINED3DTEXSTA_ADDRESSW
] = WINED3DTADDRESS_WRAP
;
266 gl_tex
->states
[WINED3DTEXSTA_BORDERCOLOR
] = 0;
267 gl_tex
->states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_LINEAR
;
268 gl_tex
->states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
; /* GL_NEAREST_MIPMAP_LINEAR */
269 gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_LINEAR
; /* GL_NEAREST_MIPMAP_LINEAR */
270 gl_tex
->states
[WINED3DTEXSTA_MAXMIPLEVEL
] = 0;
271 gl_tex
->states
[WINED3DTEXSTA_MAXANISOTROPY
] = 1;
272 gl_tex
->states
[WINED3DTEXSTA_SRGBTEXTURE
] = 0;
273 gl_tex
->states
[WINED3DTEXSTA_ELEMENTINDEX
] = 0;
274 gl_tex
->states
[WINED3DTEXSTA_DMAPOFFSET
] = 0;
275 gl_tex
->states
[WINED3DTEXSTA_TSSADDRESSW
] = WINED3DTADDRESS_WRAP
;
276 IWineD3DBaseTexture_SetDirty(iface
, TRUE
);
279 if(This
->resource
.usage
& WINED3DUSAGE_AUTOGENMIPMAP
) {
280 /* This means double binding the texture at creation, but keeps the code simpler all
281 * in all, and the run-time path free from additional checks
283 glBindTexture(textureDimensions
, gl_tex
->name
);
284 checkGLcall("glBindTexture");
285 glTexParameteri(textureDimensions
, GL_GENERATE_MIPMAP_SGIS
, GL_TRUE
);
286 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
289 *set_surface_desc
= FALSE
;
292 /* Bind the texture */
293 if (gl_tex
->name
!= 0) {
294 glBindTexture(textureDimensions
, gl_tex
->name
);
295 checkGLcall("glBindTexture");
297 /* For a new texture we have to set the textures levels after binding the texture.
298 * In theory this is all we should ever have to do, but because ATI's drivers are broken, we
299 * also need to set the texture dimensions before the texture is set
300 * Beware that texture rectangles do not support mipmapping, but set the maxmiplevel if we're
301 * relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles
302 * (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB)
304 if(textureDimensions
!= GL_TEXTURE_RECTANGLE_ARB
) {
305 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This
->baseTexture
.levels
- 1);
306 glTexParameteri(textureDimensions
, GL_TEXTURE_MAX_LEVEL
, This
->baseTexture
.levels
- 1);
307 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)");
309 if(textureDimensions
==GL_TEXTURE_CUBE_MAP_ARB
) {
310 /* Cubemaps are always set to clamp, regardless of the sampler state. */
311 glTexParameteri(textureDimensions
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
312 glTexParameteri(textureDimensions
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
313 glTexParameteri(textureDimensions
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
316 } else { /* this only happened if we've run out of openGL textures */
317 WARN("This texture doesn't have an openGL texture assigned to it\n");
318 hr
= WINED3DERR_INVALIDCALL
;
325 /* GL locking is done by the caller */
326 static void apply_wrap(const struct wined3d_gl_info
*gl_info
, GLenum target
,
327 WINED3DTEXTUREADDRESS d3d_wrap
, GLenum param
, BOOL cond_np2
)
331 if (d3d_wrap
< WINED3DTADDRESS_WRAP
|| d3d_wrap
> WINED3DTADDRESS_MIRRORONCE
)
333 FIXME("Unrecognized or unsupported WINED3DTEXTUREADDRESS %#x.\n", d3d_wrap
);
337 if (target
== GL_TEXTURE_CUBE_MAP_ARB
338 || (cond_np2
&& d3d_wrap
== WINED3DTADDRESS_WRAP
))
340 /* Cubemaps are always set to clamp, regardless of the sampler state. */
341 gl_wrap
= GL_CLAMP_TO_EDGE
;
345 gl_wrap
= gl_info
->wrap_lookup
[d3d_wrap
- WINED3DTADDRESS_WRAP
];
348 TRACE("Setting param %#x to %#x for target %#x.\n", param
, gl_wrap
, target
);
349 glTexParameteri(target
, param
, gl_wrap
);
350 checkGLcall("glTexParameteri(target, param, gl_wrap)");
353 /* GL locking is done by the caller (state handler) */
354 void basetexture_apply_state_changes(IWineD3DBaseTexture
*iface
,
355 const DWORD textureStates
[WINED3D_HIGHEST_TEXTURE_STATE
+ 1],
356 const DWORD samplerStates
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1],
357 const struct wined3d_gl_info
*gl_info
)
359 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
361 GLint textureDimensions
= IWineD3DBaseTexture_GetTextureDimensions(iface
);
362 BOOL cond_np2
= IWineD3DBaseTexture_IsCondNP2(iface
);
364 struct gl_texture
*gl_tex
;
366 TRACE("iface %p, textureStates %p, samplerStates %p\n", iface
, textureStates
, samplerStates
);
368 if(This
->baseTexture
.is_srgb
) {
369 gl_tex
= &This
->baseTexture
.texture_srgb
;
371 gl_tex
= &This
->baseTexture
.texture_rgb
;
374 /* This function relies on the correct texture being bound and loaded. */
376 if(samplerStates
[WINED3DSAMP_ADDRESSU
] != gl_tex
->states
[WINED3DTEXSTA_ADDRESSU
]) {
377 state
= samplerStates
[WINED3DSAMP_ADDRESSU
];
378 apply_wrap(gl_info
, textureDimensions
, state
, GL_TEXTURE_WRAP_S
, cond_np2
);
379 gl_tex
->states
[WINED3DTEXSTA_ADDRESSU
] = state
;
382 if(samplerStates
[WINED3DSAMP_ADDRESSV
] != gl_tex
->states
[WINED3DTEXSTA_ADDRESSV
]) {
383 state
= samplerStates
[WINED3DSAMP_ADDRESSV
];
384 apply_wrap(gl_info
, textureDimensions
, state
, GL_TEXTURE_WRAP_T
, cond_np2
);
385 gl_tex
->states
[WINED3DTEXSTA_ADDRESSV
] = state
;
388 if(samplerStates
[WINED3DSAMP_ADDRESSW
] != gl_tex
->states
[WINED3DTEXSTA_ADDRESSW
]) {
389 state
= samplerStates
[WINED3DSAMP_ADDRESSW
];
390 apply_wrap(gl_info
, textureDimensions
, state
, GL_TEXTURE_WRAP_R
, cond_np2
);
391 gl_tex
->states
[WINED3DTEXSTA_ADDRESSW
] = state
;
394 if(samplerStates
[WINED3DSAMP_BORDERCOLOR
] != gl_tex
->states
[WINED3DTEXSTA_BORDERCOLOR
]) {
397 state
= samplerStates
[WINED3DSAMP_BORDERCOLOR
];
398 D3DCOLORTOGLFLOAT4(state
, col
);
399 TRACE("Setting border color for %u to %x\n", textureDimensions
, state
);
400 glTexParameterfv(textureDimensions
, GL_TEXTURE_BORDER_COLOR
, &col
[0]);
401 checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
402 gl_tex
->states
[WINED3DTEXSTA_BORDERCOLOR
] = state
;
405 if(samplerStates
[WINED3DSAMP_MAGFILTER
] != gl_tex
->states
[WINED3DTEXSTA_MAGFILTER
]) {
407 state
= samplerStates
[WINED3DSAMP_MAGFILTER
];
408 if (state
> WINED3DTEXF_ANISOTROPIC
) {
409 FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state
);
412 glValue
= wined3d_gl_mag_filter(This
->baseTexture
.magLookup
,
413 min(max(state
, WINED3DTEXF_POINT
), WINED3DTEXF_LINEAR
));
414 TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state
, glValue
);
415 glTexParameteri(textureDimensions
, GL_TEXTURE_MAG_FILTER
, glValue
);
417 gl_tex
->states
[WINED3DTEXSTA_MAGFILTER
] = state
;
420 if((samplerStates
[WINED3DSAMP_MINFILTER
] != gl_tex
->states
[WINED3DTEXSTA_MINFILTER
] ||
421 samplerStates
[WINED3DSAMP_MIPFILTER
] != gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] ||
422 samplerStates
[WINED3DSAMP_MAXMIPLEVEL
] != gl_tex
->states
[WINED3DTEXSTA_MAXMIPLEVEL
])) {
425 gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] = samplerStates
[WINED3DSAMP_MIPFILTER
];
426 gl_tex
->states
[WINED3DTEXSTA_MINFILTER
] = samplerStates
[WINED3DSAMP_MINFILTER
];
427 gl_tex
->states
[WINED3DTEXSTA_MAXMIPLEVEL
] = samplerStates
[WINED3DSAMP_MAXMIPLEVEL
];
429 if (gl_tex
->states
[WINED3DTEXSTA_MINFILTER
] > WINED3DTEXF_ANISOTROPIC
430 || gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] > WINED3DTEXF_ANISOTROPIC
)
433 FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
434 gl_tex
->states
[WINED3DTEXSTA_MINFILTER
],
435 gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
]);
437 glValue
= wined3d_gl_min_mip_filter(This
->baseTexture
.minMipLookup
,
438 min(max(samplerStates
[WINED3DSAMP_MINFILTER
], WINED3DTEXF_POINT
), WINED3DTEXF_LINEAR
),
439 min(max(samplerStates
[WINED3DSAMP_MIPFILTER
], WINED3DTEXF_NONE
), WINED3DTEXF_LINEAR
));
441 TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
442 samplerStates
[WINED3DSAMP_MINFILTER
],
443 samplerStates
[WINED3DSAMP_MIPFILTER
], glValue
);
444 glTexParameteri(textureDimensions
, GL_TEXTURE_MIN_FILTER
, glValue
);
445 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
448 if(gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] == WINED3DTEXF_NONE
) {
449 glValue
= This
->baseTexture
.LOD
;
450 } else if(gl_tex
->states
[WINED3DTEXSTA_MAXMIPLEVEL
] >= This
->baseTexture
.levels
) {
451 glValue
= This
->baseTexture
.levels
- 1;
452 } else if(gl_tex
->states
[WINED3DTEXSTA_MAXMIPLEVEL
] < This
->baseTexture
.LOD
) {
453 /* baseTexture.LOD is already clamped in the setter */
454 glValue
= This
->baseTexture
.LOD
;
456 glValue
= gl_tex
->states
[WINED3DTEXSTA_MAXMIPLEVEL
];
458 /* Note that D3DSAMP_MAXMIPLEVEL specifies the biggest mipmap(default 0), while
459 * GL_TEXTURE_MAX_LEVEL specifies the smallest mimap used(default 1000).
460 * So D3DSAMP_MAXMIPLEVEL is the same as GL_TEXTURE_BASE_LEVEL.
462 glTexParameteri(textureDimensions
, GL_TEXTURE_BASE_LEVEL
, glValue
);
466 if ((gl_tex
->states
[WINED3DTEXSTA_MAGFILTER
] != WINED3DTEXF_ANISOTROPIC
467 && gl_tex
->states
[WINED3DTEXSTA_MINFILTER
] != WINED3DTEXF_ANISOTROPIC
468 && gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] != WINED3DTEXF_ANISOTROPIC
)
475 aniso
= samplerStates
[WINED3DSAMP_MAXANISOTROPY
];
478 if (gl_tex
->states
[WINED3DTEXSTA_MAXANISOTROPY
] != aniso
)
480 if (gl_info
->supported
[EXT_TEXTURE_FILTER_ANISOTROPIC
])
482 glTexParameteri(textureDimensions
, GL_TEXTURE_MAX_ANISOTROPY_EXT
, aniso
);
483 checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
487 WARN("Anisotropic filtering not supported.\n");
489 gl_tex
->states
[WINED3DTEXSTA_MAXANISOTROPY
] = aniso
;