2 * IWineD3DBaseTexture Implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2004 Raphael Junqueira
6 * Copyright 2005 Oliver Stieber
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture
);
27 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
29 /* *******************************************
30 IWineD3DBaseTexture IUnknown parts follow
31 ******************************************* */
32 HRESULT WINAPI
IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture
*iface
, REFIID riid
, LPVOID
*ppobj
)
34 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
35 TRACE("(%p)->(%s,%p)\n",This
,debugstr_guid(riid
),ppobj
);
36 if (IsEqualGUID(riid
, &IID_IUnknown
)
37 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
38 || IsEqualGUID(riid
, &IID_IWineD3DResource
)
39 || IsEqualGUID(riid
, &IID_IWineD3DBaseTexture
)) {
40 IUnknown_AddRef(iface
);
48 ULONG WINAPI
IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture
*iface
) {
49 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
50 ULONG ref
= InterlockedIncrement(&This
->resource
.ref
);
52 TRACE("(%p) : AddRef increasing from %d\n", This
,ref
- 1);
56 ULONG WINAPI
IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture
*iface
) {
57 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
58 ULONG ref
= InterlockedDecrement(&This
->resource
.ref
);
59 TRACE("(%p) : Releasing from %d\n", This
, ref
+ 1);
61 IWineD3DBaseTextureImpl_CleanUp(iface
);
62 HeapFree(GetProcessHeap(), 0, This
);
68 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture
*iface
) {
69 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
70 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
72 TRACE("(%p) : textureName(%d)\n", This
, This
->baseTexture
.textureName
);
73 if (This
->baseTexture
.textureName
!= 0) {
74 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
76 TRACE("(%p) : Deleting texture %d\n", This
, This
->baseTexture
.textureName
);
77 glDeleteTextures(1, &This
->baseTexture
.textureName
);
80 IWineD3DResourceImpl_CleanUp((IWineD3DResource
*)iface
);
83 /* ****************************************************
84 IWineD3DBaseTexture IWineD3DResource parts follow
85 **************************************************** */
86 HRESULT WINAPI
IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture
*iface
, IWineD3DDevice
** ppDevice
) {
87 return IWineD3DResourceImpl_GetDevice((IWineD3DResource
*)iface
, ppDevice
);
90 HRESULT WINAPI
IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, CONST
void* pData
, DWORD SizeOfData
, DWORD Flags
) {
91 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource
*)iface
, refguid
, pData
, SizeOfData
, Flags
);
94 HRESULT WINAPI
IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, void* pData
, DWORD
* pSizeOfData
) {
95 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource
*)iface
, refguid
, pData
, pSizeOfData
);
98 HRESULT WINAPI
IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
) {
99 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource
*)iface
, refguid
);
102 DWORD WINAPI
IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture
*iface
, DWORD PriorityNew
) {
103 return IWineD3DResourceImpl_SetPriority((IWineD3DResource
*)iface
, PriorityNew
);
106 DWORD WINAPI
IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture
*iface
) {
107 return IWineD3DResourceImpl_GetPriority((IWineD3DResource
*)iface
);
110 void WINAPI
IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture
*iface
) {
111 IWineD3DResourceImpl_PreLoad((IWineD3DResource
*)iface
);
114 WINED3DRESOURCETYPE WINAPI
IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture
*iface
) {
115 return IWineD3DResourceImpl_GetType((IWineD3DResource
*)iface
);
118 HRESULT WINAPI
IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture
*iface
, IUnknown
**pParent
) {
119 return IWineD3DResourceImpl_GetParent((IWineD3DResource
*)iface
, pParent
);
122 /* ******************************************************
123 IWineD3DBaseTexture IWineD3DBaseTexture parts follow
124 ****************************************************** */
126 /* There is no OpenGL equivilent of setLOD, getLOD, all they do it priortise testure loading
127 * so just pretend that they work unless something really needs a failure. */
128 DWORD WINAPI
IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture
*iface
, DWORD LODNew
) {
129 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
131 if (This
->resource
.pool
!= WINED3DPOOL_MANAGED
) {
132 return WINED3DERR_INVALIDCALL
;
135 if(LODNew
>= This
->baseTexture
.levels
)
136 LODNew
= This
->baseTexture
.levels
- 1;
137 This
->baseTexture
.LOD
= LODNew
;
139 TRACE("(%p) : set bogus LOD to %d\n", This
, This
->baseTexture
.LOD
);
141 return This
->baseTexture
.LOD
;
144 DWORD WINAPI
IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture
*iface
) {
145 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
147 if (This
->resource
.pool
!= WINED3DPOOL_MANAGED
) {
148 return WINED3DERR_INVALIDCALL
;
151 TRACE("(%p) : returning %d\n", This
, This
->baseTexture
.LOD
);
153 return This
->baseTexture
.LOD
;
156 DWORD WINAPI
IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture
*iface
) {
157 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
158 TRACE("(%p) : returning %d\n", This
, This
->baseTexture
.levels
);
159 return This
->baseTexture
.levels
;
162 HRESULT WINAPI
IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture
*iface
, WINED3DTEXTUREFILTERTYPE FilterType
) {
163 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
164 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
165 UINT textureDimensions
= IWineD3DBaseTexture_GetTextureDimensions(iface
);
167 if (!(This
->resource
.usage
& WINED3DUSAGE_AUTOGENMIPMAP
)) {
168 TRACE("(%p) : returning invalid call\n", This
);
169 return WINED3DERR_INVALIDCALL
;
171 if(This
->baseTexture
.filterType
!= FilterType
) {
172 /* What about multithreading? Do we want all the context overhead just to set this value?
173 * Or should we delay the applying until the texture is used for drawing? For now, apply
176 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
178 glBindTexture(textureDimensions
, This
->baseTexture
.textureName
);
179 checkGLcall("glBindTexture");
181 case WINED3DTEXF_NONE
:
182 case WINED3DTEXF_POINT
:
183 glTexParameteri(textureDimensions
, GL_GENERATE_MIPMAP_HINT_SGIS
, GL_FASTEST
);
184 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
186 case WINED3DTEXF_LINEAR
:
187 glTexParameteri(textureDimensions
, GL_GENERATE_MIPMAP_HINT_SGIS
, GL_NICEST
);
188 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
191 WARN("Unexpected filter type %d, setting to GL_NICEST\n", FilterType
);
192 glTexParameteri(textureDimensions
, GL_GENERATE_MIPMAP_HINT_SGIS
, GL_NICEST
);
193 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
197 This
->baseTexture
.filterType
= FilterType
;
198 TRACE("(%p) :\n", This
);
202 WINED3DTEXTUREFILTERTYPE WINAPI
IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture
*iface
) {
203 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
204 FIXME("(%p) : stub\n", This
);
205 if (!(This
->resource
.usage
& WINED3DUSAGE_AUTOGENMIPMAP
)) {
206 return WINED3DTEXF_NONE
;
208 return This
->baseTexture
.filterType
;
211 void WINAPI
IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture
*iface
) {
212 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
213 /* TODO: implement filters using GL_SGI_generate_mipmaps http://oss.sgi.com/projects/ogl-sample/registry/SGIS/generate_mipmap.txt */
214 FIXME("(%p) : stub\n", This
);
218 /* Internal function, No d3d mapping */
219 BOOL WINAPI
IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture
*iface
, BOOL dirty
) {
221 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
222 old
= This
->baseTexture
.dirty
;
223 This
->baseTexture
.dirty
= dirty
;
227 BOOL WINAPI
IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture
*iface
) {
228 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
229 return This
->baseTexture
.dirty
;
232 HRESULT WINAPI
IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture
*iface
) {
233 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
234 HRESULT hr
= WINED3D_OK
;
235 UINT textureDimensions
;
236 BOOL isNewTexture
= FALSE
;
237 TRACE("(%p) : About to bind texture\n", This
);
239 textureDimensions
= IWineD3DBaseTexture_GetTextureDimensions(iface
);
241 /* Generate a texture name if we don't already have one */
242 if (This
->baseTexture
.textureName
== 0) {
243 glGenTextures(1, &This
->baseTexture
.textureName
);
244 checkGLcall("glGenTextures");
245 TRACE("Generated texture %d\n", This
->baseTexture
.textureName
);
246 if (This
->resource
.pool
== WINED3DPOOL_DEFAULT
) {
247 /* Tell opengl to try and keep this texture in video ram (well mostly) */
250 glPrioritizeTextures(1, &This
->baseTexture
.textureName
, &tmp
);
253 /* Initialise the state of the texture object
254 to the openGL defaults, not the directx defaults */
255 This
->baseTexture
.states
[WINED3DTEXSTA_ADDRESSU
] = WINED3DTADDRESS_WRAP
;
256 This
->baseTexture
.states
[WINED3DTEXSTA_ADDRESSV
] = WINED3DTADDRESS_WRAP
;
257 This
->baseTexture
.states
[WINED3DTEXSTA_ADDRESSW
] = WINED3DTADDRESS_WRAP
;
258 This
->baseTexture
.states
[WINED3DTEXSTA_BORDERCOLOR
] = 0;
259 This
->baseTexture
.states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_LINEAR
;
260 This
->baseTexture
.states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
; /* GL_NEAREST_MIPMAP_LINEAR */
261 This
->baseTexture
.states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_LINEAR
; /* GL_NEAREST_MIPMAP_LINEAR */
262 This
->baseTexture
.states
[WINED3DTEXSTA_MAXMIPLEVEL
] = 0;
263 This
->baseTexture
.states
[WINED3DTEXSTA_MAXANISOTROPY
] = 0;
264 This
->baseTexture
.states
[WINED3DTEXSTA_SRGBTEXTURE
] = 0;
265 This
->baseTexture
.states
[WINED3DTEXSTA_ELEMENTINDEX
] = 0;
266 This
->baseTexture
.states
[WINED3DTEXSTA_DMAPOFFSET
] = 0;
267 This
->baseTexture
.states
[WINED3DTEXSTA_TSSADDRESSW
] = WINED3DTADDRESS_WRAP
;
268 IWineD3DBaseTexture_SetDirty(iface
, TRUE
);
271 if(This
->resource
.usage
& WINED3DUSAGE_AUTOGENMIPMAP
) {
272 /* This means double binding the texture at creation, but keeps the code simpler all
273 * in all, and the run-time path free from additional checks
275 glBindTexture(textureDimensions
, This
->baseTexture
.textureName
);
276 checkGLcall("glBindTexture");
277 glTexParameteri(textureDimensions
, GL_GENERATE_MIPMAP_SGIS
, GL_TRUE
);
278 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
282 /* Bind the texture */
283 if (This
->baseTexture
.textureName
!= 0) {
284 glBindTexture(textureDimensions
, This
->baseTexture
.textureName
);
285 checkGLcall("glBindTexture");
287 /* For a new texture we have to set the textures levels after binding the texture.
288 * In theory this is all we should ever have to do, but because ATI's drivers are broken, we
289 * also need to set the texture dimensions before the texture is set
290 * Beware that texture rectangles do not support mipmapping.
292 if(textureDimensions
!= GL_TEXTURE_RECTANGLE_ARB
) {
293 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This
->baseTexture
.levels
- 1);
294 glTexParameteri(textureDimensions
, GL_TEXTURE_MAX_LEVEL
, This
->baseTexture
.levels
- 1);
295 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)");
297 if(textureDimensions
==GL_TEXTURE_CUBE_MAP_ARB
) {
298 /* Cubemaps are always set to clamp, regardeless of the sampler state. */
299 glTexParameteri(textureDimensions
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
300 glTexParameteri(textureDimensions
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
301 glTexParameteri(textureDimensions
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
305 } else { /* this only happened if we've run out of openGL textures */
306 WARN("This texture doesn't have an openGL texture assigned to it\n");
307 hr
= WINED3DERR_INVALIDCALL
;
314 HRESULT WINAPI
IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture
*iface
) {
315 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
316 UINT textureDimensions
;
318 TRACE("(%p) : About to bind texture\n", This
);
319 textureDimensions
= IWineD3DBaseTexture_GetTextureDimensions(iface
);
323 glBindTexture(textureDimensions
, 0);
324 #if 0 /* TODO: context manager support */
325 IWineD3DContextManager_PopState(This
->contextManager
, textureDimensions
, ENABLED
, NOW
/* make sure the state is applied now */);
327 glDisable(textureDimensions
);
334 UINT WINAPI
IWineD3DBaseTextureImpl_GetTextureDimensions(IWineD3DBaseTexture
*iface
){
335 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
336 FIXME("(%p) : This shouldn't be called\n", This
);
340 static inline GLenum
warpLookupType(WINED3DSAMPLERSTATETYPE Type
) {
342 case WINED3DSAMP_ADDRESSU
:
343 return GL_TEXTURE_WRAP_S
;
344 case WINED3DSAMP_ADDRESSV
:
345 return GL_TEXTURE_WRAP_T
;
346 case WINED3DSAMP_ADDRESSW
:
347 return GL_TEXTURE_WRAP_R
;
349 FIXME("Unexpected warp type %d\n", Type
);
354 static inline void apply_wrap(const GLint textureDimensions
, const DWORD state
, const GLint type
) {
357 if (state
< minLookup
[WINELOOKUP_WARPPARAM
] || state
> maxLookup
[WINELOOKUP_WARPPARAM
]) {
358 FIXME("Unrecognized or unsupported WINED3DTADDRESS_U value %d\n", state
);
360 if(textureDimensions
==GL_TEXTURE_CUBE_MAP_ARB
) {
361 /* Cubemaps are always set to clamp, regardeless of the sampler state. */
362 wrapParm
= GL_CLAMP_TO_EDGE
;
364 wrapParm
= stateLookup
[WINELOOKUP_WARPPARAM
][state
- minLookup
[WINELOOKUP_WARPPARAM
]];
366 TRACE("Setting WRAP_S to %d for %x\n", wrapParm
, textureDimensions
);
367 glTexParameteri(textureDimensions
, type
, wrapParm
);
368 checkGLcall("glTexParameteri(..., type, wrapParm)");
372 void WINAPI
IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture
*iface
,
373 const DWORD textureStates
[WINED3D_HIGHEST_TEXTURE_STATE
+ 1],
374 const DWORD samplerStates
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1]) {
375 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
377 GLint textureDimensions
= IWineD3DBaseTexture_GetTextureDimensions(iface
);
379 IWineD3DBaseTexture_PreLoad(iface
);
381 if(samplerStates
[WINED3DSAMP_ADDRESSU
] != This
->baseTexture
.states
[WINED3DTEXSTA_ADDRESSU
]) {
382 state
= samplerStates
[WINED3DSAMP_ADDRESSU
];
383 apply_wrap(textureDimensions
, state
, GL_TEXTURE_WRAP_S
);
384 This
->baseTexture
.states
[WINED3DTEXSTA_ADDRESSU
] = state
;
387 if(samplerStates
[WINED3DSAMP_ADDRESSV
] != This
->baseTexture
.states
[WINED3DTEXSTA_ADDRESSV
]) {
388 state
= samplerStates
[WINED3DSAMP_ADDRESSV
];
389 apply_wrap(textureDimensions
, state
, GL_TEXTURE_WRAP_T
);
390 This
->baseTexture
.states
[WINED3DTEXSTA_ADDRESSV
] = state
;
393 if(samplerStates
[WINED3DSAMP_ADDRESSW
] != This
->baseTexture
.states
[WINED3DTEXSTA_ADDRESSW
]) {
394 state
= samplerStates
[WINED3DSAMP_ADDRESSW
];
395 apply_wrap(textureDimensions
, state
, GL_TEXTURE_WRAP_R
);
396 This
->baseTexture
.states
[WINED3DTEXSTA_ADDRESSW
] = state
;
399 if(samplerStates
[WINED3DSAMP_BORDERCOLOR
] != This
->baseTexture
.states
[WINED3DTEXSTA_BORDERCOLOR
]) {
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("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
407 This
->baseTexture
.states
[WINED3DTEXSTA_BORDERCOLOR
] = state
;
410 if(samplerStates
[WINED3DSAMP_MAGFILTER
] != This
->baseTexture
.states
[WINED3DTEXSTA_MAGFILTER
]) {
412 state
= samplerStates
[WINED3DSAMP_MAGFILTER
];
413 if (state
< minLookup
[WINELOOKUP_MAGFILTER
] || state
> maxLookup
[WINELOOKUP_MAGFILTER
]) {
414 FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state
);
416 glValue
= stateLookup
[WINELOOKUP_MAGFILTER
][state
- minLookup
[WINELOOKUP_MAGFILTER
]];
417 TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state
, glValue
);
418 glTexParameteri(textureDimensions
, GL_TEXTURE_MAG_FILTER
, glValue
);
419 /* We need to reset the Aniotropic filtering state when we change the mag filter to WINED3DTEXF_ANISOTROPIC (this seems a bit weird, check the documentataion to see how it should be switched off. */
420 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC
) && WINED3DTEXF_ANISOTROPIC
== state
&&
421 textureDimensions
!= GL_TEXTURE_RECTANGLE_ARB
) {
422 glTexParameteri(textureDimensions
, GL_TEXTURE_MAX_ANISOTROPY_EXT
, samplerStates
[WINED3DSAMP_MAXANISOTROPY
]);
424 This
->baseTexture
.states
[WINED3DTEXSTA_MAGFILTER
] = state
;
427 if(textureDimensions
!= GL_TEXTURE_RECTANGLE_ARB
&&
428 (samplerStates
[WINED3DSAMP_MINFILTER
] != This
->baseTexture
.states
[WINED3DTEXSTA_MINFILTER
] ||
429 samplerStates
[WINED3DSAMP_MIPFILTER
] != This
->baseTexture
.states
[WINED3DTEXSTA_MIPFILTER
] ||
430 samplerStates
[WINED3DSAMP_MAXMIPLEVEL
] != This
->baseTexture
.states
[WINED3DTEXSTA_MAXMIPLEVEL
])) {
433 This
->baseTexture
.states
[WINED3DTEXSTA_MIPFILTER
] = samplerStates
[WINED3DSAMP_MIPFILTER
];
434 This
->baseTexture
.states
[WINED3DTEXSTA_MINFILTER
] = samplerStates
[WINED3DSAMP_MINFILTER
];
435 This
->baseTexture
.states
[WINED3DTEXSTA_MAXMIPLEVEL
] = samplerStates
[WINED3DSAMP_MAXMIPLEVEL
];
437 if (This
->baseTexture
.states
[WINED3DTEXSTA_MINFILTER
] > WINED3DTEXF_ANISOTROPIC
||
438 This
->baseTexture
.states
[WINED3DTEXSTA_MIPFILTER
] > WINED3DTEXF_LINEAR
)
441 FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
442 This
->baseTexture
.states
[WINED3DTEXSTA_MINFILTER
],
443 This
->baseTexture
.states
[WINED3DTEXSTA_MIPFILTER
]);
445 glValue
= minMipLookup
[min(max(samplerStates
[WINED3DSAMP_MINFILTER
],WINED3DTEXF_NONE
), WINED3DTEXF_ANISOTROPIC
)]
446 [min(max(samplerStates
[WINED3DSAMP_MIPFILTER
],WINED3DTEXF_NONE
), WINED3DTEXF_LINEAR
)];
448 TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
449 samplerStates
[WINED3DSAMP_MINFILTER
],
450 samplerStates
[WINED3DSAMP_MIPFILTER
], glValue
);
451 glTexParameteri(textureDimensions
, GL_TEXTURE_MIN_FILTER
, glValue
);
452 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
454 if(This
->baseTexture
.states
[WINED3DTEXSTA_MIPFILTER
] == WINED3DTEXF_NONE
) {
456 } else if(This
->baseTexture
.states
[WINED3DTEXSTA_MAXMIPLEVEL
] >= This
->baseTexture
.levels
) {
457 glValue
= This
->baseTexture
.levels
- 1;
459 glValue
= This
->baseTexture
.states
[WINED3DTEXSTA_MAXMIPLEVEL
];
461 glTexParameteri(textureDimensions
, GL_TEXTURE_BASE_LEVEL
, glValue
);
464 if(samplerStates
[WINED3DSAMP_MAXANISOTROPY
] != This
->baseTexture
.states
[WINED3DTEXSTA_MAXANISOTROPY
]) {
465 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC
) && textureDimensions
!= GL_TEXTURE_RECTANGLE_ARB
) {
466 glTexParameteri(textureDimensions
, GL_TEXTURE_MAX_ANISOTROPY_EXT
, samplerStates
[WINED3DSAMP_MAXANISOTROPY
]);
467 checkGLcall("glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT ...");
469 WARN("Unsupported in local OpenGL implementation: glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT\n");
471 This
->baseTexture
.states
[WINED3DTEXSTA_MAXANISOTROPY
] = samplerStates
[WINED3DSAMP_MAXANISOTROPY
];
476 static const IWineD3DBaseTextureVtbl IWineD3DBaseTexture_Vtbl
=
479 IWineD3DBaseTextureImpl_QueryInterface
,
480 IWineD3DBaseTextureImpl_AddRef
,
481 IWineD3DBaseTextureImpl_Release
,
482 /* IWineD3DResource */
483 IWineD3DBaseTextureImpl_GetParent
,
484 IWineD3DBaseTextureImpl_GetDevice
,
485 IWineD3DBaseTextureImpl_SetPrivateData
,
486 IWineD3DBaseTextureImpl_GetPrivateData
,
487 IWineD3DBaseTextureImpl_FreePrivateData
,
488 IWineD3DBaseTextureImpl_SetPriority
,
489 IWineD3DBaseTextureImpl_GetPriority
,
490 IWineD3DBaseTextureImpl_PreLoad
,
491 IWineD3DBaseTextureImpl_GetType
,
492 /*IWineD3DBaseTexture*/
493 IWineD3DBaseTextureImpl_SetLOD
,
494 IWineD3DBaseTextureImpl_GetLOD
,
495 IWineD3DBaseTextureImpl_GetLevelCount
,
496 IWineD3DBaseTextureImpl_SetAutoGenFilterType
,
497 IWineD3DBaseTextureImpl_GetAutoGenFilterType
,
498 IWineD3DBaseTextureImpl_GenerateMipSubLevels
,
499 IWineD3DBaseTextureImpl_SetDirty
,
500 IWineD3DBaseTextureImpl_GetDirty
,
502 IWineD3DBaseTextureImpl_BindTexture
,
503 IWineD3DBaseTextureImpl_UnBindTexture
,
504 IWineD3DBaseTextureImpl_GetTextureDimensions
,
505 IWineD3DBaseTextureImpl_ApplyStateChanges