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 void WINAPI
IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture
*iface
) {
115 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
116 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
118 if(This
->baseTexture
.textureName
) {
119 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
121 glDeleteTextures(1, &This
->baseTexture
.textureName
);
122 This
->baseTexture
.textureName
= 0;
125 This
->baseTexture
.dirty
= TRUE
;
128 WINED3DRESOURCETYPE WINAPI
IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture
*iface
) {
129 return IWineD3DResourceImpl_GetType((IWineD3DResource
*)iface
);
132 HRESULT WINAPI
IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture
*iface
, IUnknown
**pParent
) {
133 return IWineD3DResourceImpl_GetParent((IWineD3DResource
*)iface
, pParent
);
136 /* ******************************************************
137 IWineD3DBaseTexture IWineD3DBaseTexture parts follow
138 ****************************************************** */
140 /* There is no OpenGL equivalent of setLOD, getLOD. All they do anyway is prioritize texture loading
141 * so just pretend that they work unless something really needs a failure. */
142 DWORD WINAPI
IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture
*iface
, DWORD LODNew
) {
143 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
145 if (This
->resource
.pool
!= WINED3DPOOL_MANAGED
) {
146 return WINED3DERR_INVALIDCALL
;
149 if(LODNew
>= This
->baseTexture
.levels
)
150 LODNew
= This
->baseTexture
.levels
- 1;
151 This
->baseTexture
.LOD
= LODNew
;
153 TRACE("(%p) : set bogus LOD to %d\n", This
, This
->baseTexture
.LOD
);
155 return This
->baseTexture
.LOD
;
158 DWORD WINAPI
IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture
*iface
) {
159 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
161 if (This
->resource
.pool
!= WINED3DPOOL_MANAGED
) {
162 return WINED3DERR_INVALIDCALL
;
165 TRACE("(%p) : returning %d\n", This
, This
->baseTexture
.LOD
);
167 return This
->baseTexture
.LOD
;
170 DWORD WINAPI
IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture
*iface
) {
171 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
172 TRACE("(%p) : returning %d\n", This
, This
->baseTexture
.levels
);
173 return This
->baseTexture
.levels
;
176 HRESULT WINAPI
IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture
*iface
, WINED3DTEXTUREFILTERTYPE FilterType
) {
177 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
178 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
179 UINT textureDimensions
= IWineD3DBaseTexture_GetTextureDimensions(iface
);
181 if (!(This
->resource
.usage
& WINED3DUSAGE_AUTOGENMIPMAP
)) {
182 TRACE("(%p) : returning invalid call\n", This
);
183 return WINED3DERR_INVALIDCALL
;
185 if(This
->baseTexture
.filterType
!= FilterType
) {
186 /* What about multithreading? Do we want all the context overhead just to set this value?
187 * Or should we delay the applying until the texture is used for drawing? For now, apply
190 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
192 glBindTexture(textureDimensions
, This
->baseTexture
.textureName
);
193 checkGLcall("glBindTexture");
195 case WINED3DTEXF_NONE
:
196 case WINED3DTEXF_POINT
:
197 glTexParameteri(textureDimensions
, GL_GENERATE_MIPMAP_HINT_SGIS
, GL_FASTEST
);
198 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
200 case WINED3DTEXF_LINEAR
:
201 glTexParameteri(textureDimensions
, GL_GENERATE_MIPMAP_HINT_SGIS
, GL_NICEST
);
202 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
205 WARN("Unexpected filter type %d, setting to GL_NICEST\n", FilterType
);
206 glTexParameteri(textureDimensions
, GL_GENERATE_MIPMAP_HINT_SGIS
, GL_NICEST
);
207 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
211 This
->baseTexture
.filterType
= FilterType
;
212 TRACE("(%p) :\n", This
);
216 WINED3DTEXTUREFILTERTYPE WINAPI
IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture
*iface
) {
217 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
218 FIXME("(%p) : stub\n", This
);
219 if (!(This
->resource
.usage
& WINED3DUSAGE_AUTOGENMIPMAP
)) {
220 return WINED3DTEXF_NONE
;
222 return This
->baseTexture
.filterType
;
225 void WINAPI
IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture
*iface
) {
226 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
227 /* TODO: implement filters using GL_SGI_generate_mipmaps http://oss.sgi.com/projects/ogl-sample/registry/SGIS/generate_mipmap.txt */
228 FIXME("(%p) : stub\n", This
);
232 /* Internal function, No d3d mapping */
233 BOOL WINAPI
IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture
*iface
, BOOL dirty
) {
235 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
236 old
= This
->baseTexture
.dirty
;
237 This
->baseTexture
.dirty
= dirty
;
241 BOOL WINAPI
IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture
*iface
) {
242 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
243 return This
->baseTexture
.dirty
;
246 HRESULT WINAPI
IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture
*iface
) {
247 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
248 HRESULT hr
= WINED3D_OK
;
249 UINT textureDimensions
;
250 BOOL isNewTexture
= FALSE
;
251 TRACE("(%p) : About to bind texture\n", This
);
253 textureDimensions
= IWineD3DBaseTexture_GetTextureDimensions(iface
);
255 /* Generate a texture name if we don't already have one */
256 if (This
->baseTexture
.textureName
== 0) {
257 glGenTextures(1, &This
->baseTexture
.textureName
);
258 checkGLcall("glGenTextures");
259 TRACE("Generated texture %d\n", This
->baseTexture
.textureName
);
260 if (This
->resource
.pool
== WINED3DPOOL_DEFAULT
) {
261 /* Tell opengl to try and keep this texture in video ram (well mostly) */
264 glPrioritizeTextures(1, &This
->baseTexture
.textureName
, &tmp
);
267 /* Initialise the state of the texture object
268 to the openGL defaults, not the directx defaults */
269 This
->baseTexture
.states
[WINED3DTEXSTA_ADDRESSU
] = WINED3DTADDRESS_WRAP
;
270 This
->baseTexture
.states
[WINED3DTEXSTA_ADDRESSV
] = WINED3DTADDRESS_WRAP
;
271 This
->baseTexture
.states
[WINED3DTEXSTA_ADDRESSW
] = WINED3DTADDRESS_WRAP
;
272 This
->baseTexture
.states
[WINED3DTEXSTA_BORDERCOLOR
] = 0;
273 This
->baseTexture
.states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_LINEAR
;
274 This
->baseTexture
.states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
; /* GL_NEAREST_MIPMAP_LINEAR */
275 This
->baseTexture
.states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_LINEAR
; /* GL_NEAREST_MIPMAP_LINEAR */
276 This
->baseTexture
.states
[WINED3DTEXSTA_MAXMIPLEVEL
] = 0;
277 This
->baseTexture
.states
[WINED3DTEXSTA_MAXANISOTROPY
] = 0;
278 This
->baseTexture
.states
[WINED3DTEXSTA_SRGBTEXTURE
] = 0;
279 This
->baseTexture
.states
[WINED3DTEXSTA_ELEMENTINDEX
] = 0;
280 This
->baseTexture
.states
[WINED3DTEXSTA_DMAPOFFSET
] = 0;
281 This
->baseTexture
.states
[WINED3DTEXSTA_TSSADDRESSW
] = WINED3DTADDRESS_WRAP
;
282 IWineD3DBaseTexture_SetDirty(iface
, TRUE
);
285 if(This
->resource
.usage
& WINED3DUSAGE_AUTOGENMIPMAP
) {
286 /* This means double binding the texture at creation, but keeps the code simpler all
287 * in all, and the run-time path free from additional checks
289 glBindTexture(textureDimensions
, This
->baseTexture
.textureName
);
290 checkGLcall("glBindTexture");
291 glTexParameteri(textureDimensions
, GL_GENERATE_MIPMAP_SGIS
, GL_TRUE
);
292 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
296 /* Bind the texture */
297 if (This
->baseTexture
.textureName
!= 0) {
298 glBindTexture(textureDimensions
, This
->baseTexture
.textureName
);
299 checkGLcall("glBindTexture");
301 /* For a new texture we have to set the textures levels after binding the texture.
302 * In theory this is all we should ever have to do, but because ATI's drivers are broken, we
303 * also need to set the texture dimensions before the texture is set
304 * Beware that texture rectangles do not support mipmapping.
306 if(textureDimensions
!= GL_TEXTURE_RECTANGLE_ARB
) {
307 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This
->baseTexture
.levels
- 1);
308 glTexParameteri(textureDimensions
, GL_TEXTURE_MAX_LEVEL
, This
->baseTexture
.levels
- 1);
309 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)");
311 if(textureDimensions
==GL_TEXTURE_CUBE_MAP_ARB
) {
312 /* Cubemaps are always set to clamp, regardless of the sampler state. */
313 glTexParameteri(textureDimensions
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
314 glTexParameteri(textureDimensions
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
315 glTexParameteri(textureDimensions
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
319 } else { /* this only happened if we've run out of openGL textures */
320 WARN("This texture doesn't have an openGL texture assigned to it\n");
321 hr
= WINED3DERR_INVALIDCALL
;
328 HRESULT WINAPI
IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture
*iface
) {
329 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
330 UINT textureDimensions
;
332 TRACE("(%p) : About to bind texture\n", This
);
333 textureDimensions
= IWineD3DBaseTexture_GetTextureDimensions(iface
);
337 glBindTexture(textureDimensions
, 0);
338 #if 0 /* TODO: context manager support */
339 IWineD3DContextManager_PopState(This
->contextManager
, textureDimensions
, ENABLED
, NOW
/* make sure the state is applied now */);
341 glDisable(textureDimensions
);
348 UINT WINAPI
IWineD3DBaseTextureImpl_GetTextureDimensions(IWineD3DBaseTexture
*iface
){
349 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
350 FIXME("(%p) : This shouldn't be called\n", This
);
354 static inline GLenum
warpLookupType(WINED3DSAMPLERSTATETYPE Type
) {
356 case WINED3DSAMP_ADDRESSU
:
357 return GL_TEXTURE_WRAP_S
;
358 case WINED3DSAMP_ADDRESSV
:
359 return GL_TEXTURE_WRAP_T
;
360 case WINED3DSAMP_ADDRESSW
:
361 return GL_TEXTURE_WRAP_R
;
363 FIXME("Unexpected warp type %d\n", Type
);
368 static inline void apply_wrap(const GLint textureDimensions
, const DWORD state
, const GLint type
) {
371 if (state
< minLookup
[WINELOOKUP_WARPPARAM
] || state
> maxLookup
[WINELOOKUP_WARPPARAM
]) {
372 FIXME("Unrecognized or unsupported WINED3DTADDRESS_U value %d\n", state
);
374 if(textureDimensions
==GL_TEXTURE_CUBE_MAP_ARB
) {
375 /* Cubemaps are always set to clamp, regardless of the sampler state. */
376 wrapParm
= GL_CLAMP_TO_EDGE
;
377 } else if(textureDimensions
==GL_TEXTURE_RECTANGLE_ARB
) {
378 if(state
== WINED3DTADDRESS_WRAP
) {
379 wrapParm
= GL_CLAMP_TO_EDGE
;
381 wrapParm
= stateLookup
[WINELOOKUP_WARPPARAM
][state
- minLookup
[WINELOOKUP_WARPPARAM
]];
384 wrapParm
= stateLookup
[WINELOOKUP_WARPPARAM
][state
- minLookup
[WINELOOKUP_WARPPARAM
]];
386 TRACE("Setting WRAP_S to %d for %x\n", wrapParm
, textureDimensions
);
387 glTexParameteri(textureDimensions
, type
, wrapParm
);
388 checkGLcall("glTexParameteri(..., type, wrapParm)");
392 void WINAPI
IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture
*iface
,
393 const DWORD textureStates
[WINED3D_HIGHEST_TEXTURE_STATE
+ 1],
394 const DWORD samplerStates
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1]) {
395 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
397 GLint textureDimensions
= IWineD3DBaseTexture_GetTextureDimensions(iface
);
399 IWineD3DBaseTexture_PreLoad(iface
);
401 if(samplerStates
[WINED3DSAMP_ADDRESSU
] != This
->baseTexture
.states
[WINED3DTEXSTA_ADDRESSU
]) {
402 state
= samplerStates
[WINED3DSAMP_ADDRESSU
];
403 apply_wrap(textureDimensions
, state
, GL_TEXTURE_WRAP_S
);
404 This
->baseTexture
.states
[WINED3DTEXSTA_ADDRESSU
] = state
;
407 if(samplerStates
[WINED3DSAMP_ADDRESSV
] != This
->baseTexture
.states
[WINED3DTEXSTA_ADDRESSV
]) {
408 state
= samplerStates
[WINED3DSAMP_ADDRESSV
];
409 apply_wrap(textureDimensions
, state
, GL_TEXTURE_WRAP_T
);
410 This
->baseTexture
.states
[WINED3DTEXSTA_ADDRESSV
] = state
;
413 if(samplerStates
[WINED3DSAMP_ADDRESSW
] != This
->baseTexture
.states
[WINED3DTEXSTA_ADDRESSW
]) {
414 state
= samplerStates
[WINED3DSAMP_ADDRESSW
];
415 apply_wrap(textureDimensions
, state
, GL_TEXTURE_WRAP_R
);
416 This
->baseTexture
.states
[WINED3DTEXSTA_ADDRESSW
] = state
;
419 if(samplerStates
[WINED3DSAMP_BORDERCOLOR
] != This
->baseTexture
.states
[WINED3DTEXSTA_BORDERCOLOR
]) {
422 state
= samplerStates
[WINED3DSAMP_BORDERCOLOR
];
423 D3DCOLORTOGLFLOAT4(state
, col
);
424 TRACE("Setting border color for %u to %x\n", textureDimensions
, state
);
425 glTexParameterfv(textureDimensions
, GL_TEXTURE_BORDER_COLOR
, &col
[0]);
426 checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
427 This
->baseTexture
.states
[WINED3DTEXSTA_BORDERCOLOR
] = state
;
430 if(samplerStates
[WINED3DSAMP_MAGFILTER
] != This
->baseTexture
.states
[WINED3DTEXSTA_MAGFILTER
]) {
432 state
= samplerStates
[WINED3DSAMP_MAGFILTER
];
433 if (state
< minLookup
[WINELOOKUP_MAGFILTER
] || state
> maxLookup
[WINELOOKUP_MAGFILTER
]) {
434 FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state
);
436 glValue
= stateLookup
[WINELOOKUP_MAGFILTER
][state
- minLookup
[WINELOOKUP_MAGFILTER
]];
437 TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state
, glValue
);
438 glTexParameteri(textureDimensions
, GL_TEXTURE_MAG_FILTER
, glValue
);
439 /* 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. */
440 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC
) && WINED3DTEXF_ANISOTROPIC
== state
&&
441 textureDimensions
!= GL_TEXTURE_RECTANGLE_ARB
) {
442 glTexParameteri(textureDimensions
, GL_TEXTURE_MAX_ANISOTROPY_EXT
, samplerStates
[WINED3DSAMP_MAXANISOTROPY
]);
444 This
->baseTexture
.states
[WINED3DTEXSTA_MAGFILTER
] = state
;
447 if(textureDimensions
!= GL_TEXTURE_RECTANGLE_ARB
&&
448 (samplerStates
[WINED3DSAMP_MINFILTER
] != This
->baseTexture
.states
[WINED3DTEXSTA_MINFILTER
] ||
449 samplerStates
[WINED3DSAMP_MIPFILTER
] != This
->baseTexture
.states
[WINED3DTEXSTA_MIPFILTER
] ||
450 samplerStates
[WINED3DSAMP_MAXMIPLEVEL
] != This
->baseTexture
.states
[WINED3DTEXSTA_MAXMIPLEVEL
])) {
453 This
->baseTexture
.states
[WINED3DTEXSTA_MIPFILTER
] = samplerStates
[WINED3DSAMP_MIPFILTER
];
454 This
->baseTexture
.states
[WINED3DTEXSTA_MINFILTER
] = samplerStates
[WINED3DSAMP_MINFILTER
];
455 This
->baseTexture
.states
[WINED3DTEXSTA_MAXMIPLEVEL
] = samplerStates
[WINED3DSAMP_MAXMIPLEVEL
];
457 if (This
->baseTexture
.states
[WINED3DTEXSTA_MINFILTER
] > WINED3DTEXF_ANISOTROPIC
||
458 This
->baseTexture
.states
[WINED3DTEXSTA_MIPFILTER
] > WINED3DTEXF_LINEAR
)
461 FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
462 This
->baseTexture
.states
[WINED3DTEXSTA_MINFILTER
],
463 This
->baseTexture
.states
[WINED3DTEXSTA_MIPFILTER
]);
465 glValue
= minMipLookup
[min(max(samplerStates
[WINED3DSAMP_MINFILTER
],WINED3DTEXF_NONE
), WINED3DTEXF_ANISOTROPIC
)]
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(This
->baseTexture
.states
[WINED3DTEXSTA_MIPFILTER
] == WINED3DTEXF_NONE
) {
476 } else if(This
->baseTexture
.states
[WINED3DTEXSTA_MAXMIPLEVEL
] >= This
->baseTexture
.levels
) {
477 glValue
= This
->baseTexture
.levels
- 1;
479 glValue
= This
->baseTexture
.states
[WINED3DTEXSTA_MAXMIPLEVEL
];
481 glTexParameteri(textureDimensions
, GL_TEXTURE_BASE_LEVEL
, glValue
);
484 if(samplerStates
[WINED3DSAMP_MAXANISOTROPY
] != This
->baseTexture
.states
[WINED3DTEXSTA_MAXANISOTROPY
]) {
485 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC
) && textureDimensions
!= GL_TEXTURE_RECTANGLE_ARB
) {
486 glTexParameteri(textureDimensions
, GL_TEXTURE_MAX_ANISOTROPY_EXT
, samplerStates
[WINED3DSAMP_MAXANISOTROPY
]);
487 checkGLcall("glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT ...");
489 WARN("Unsupported in local OpenGL implementation: glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT\n");
491 This
->baseTexture
.states
[WINED3DTEXSTA_MAXANISOTROPY
] = samplerStates
[WINED3DSAMP_MAXANISOTROPY
];
496 static const IWineD3DBaseTextureVtbl IWineD3DBaseTexture_Vtbl
=
499 IWineD3DBaseTextureImpl_QueryInterface
,
500 IWineD3DBaseTextureImpl_AddRef
,
501 IWineD3DBaseTextureImpl_Release
,
502 /* IWineD3DResource */
503 IWineD3DBaseTextureImpl_GetParent
,
504 IWineD3DBaseTextureImpl_GetDevice
,
505 IWineD3DBaseTextureImpl_SetPrivateData
,
506 IWineD3DBaseTextureImpl_GetPrivateData
,
507 IWineD3DBaseTextureImpl_FreePrivateData
,
508 IWineD3DBaseTextureImpl_SetPriority
,
509 IWineD3DBaseTextureImpl_GetPriority
,
510 IWineD3DBaseTextureImpl_PreLoad
,
511 IWineD3DBaseTextureImpl_UnLoad
,
512 IWineD3DBaseTextureImpl_GetType
,
513 /*IWineD3DBaseTexture*/
514 IWineD3DBaseTextureImpl_SetLOD
,
515 IWineD3DBaseTextureImpl_GetLOD
,
516 IWineD3DBaseTextureImpl_GetLevelCount
,
517 IWineD3DBaseTextureImpl_SetAutoGenFilterType
,
518 IWineD3DBaseTextureImpl_GetAutoGenFilterType
,
519 IWineD3DBaseTextureImpl_GenerateMipSubLevels
,
520 IWineD3DBaseTextureImpl_SetDirty
,
521 IWineD3DBaseTextureImpl_GetDirty
,
523 IWineD3DBaseTextureImpl_BindTexture
,
524 IWineD3DBaseTextureImpl_UnBindTexture
,
525 IWineD3DBaseTextureImpl_GetTextureDimensions
,
526 IWineD3DBaseTextureImpl_ApplyStateChanges