shlwapi: Update win32.api to fix the winapi_check warnings.
[wine/wine-gecko.git] / dlls / wined3d / basetexture.c
blob8df0b3e8bc35b1b3ec701941ca2a91a1a2b703ad
1 /*
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
23 #include "config.h"
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);
41 *ppobj = This;
42 return S_OK;
44 *ppobj = NULL;
45 return E_NOINTERFACE;
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);
53 return ref;
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);
60 if (ref == 0) {
61 IWineD3DBaseTextureImpl_CleanUp(iface);
62 HeapFree(GetProcessHeap(), 0, This);
64 return ref;
67 /* class static */
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);
75 ENTER_GL();
76 TRACE("(%p) : Deleting texture %d\n", This, This->baseTexture.textureName);
77 glDeleteTextures(1, &This->baseTexture.textureName);
78 LEAVE_GL();
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;
165 if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
166 TRACE("(%p) : returning invalid call\n", This);
167 return WINED3DERR_INVALIDCALL;
169 This->baseTexture.filterType = FilterType;
170 TRACE("(%p) :\n", This);
171 return WINED3D_OK;
174 WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface) {
175 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
176 FIXME("(%p) : stub\n", This);
177 if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
178 return WINED3DTEXF_NONE;
180 return This->baseTexture.filterType;
183 void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface) {
184 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
185 /* TODO: implement filters using GL_SGI_generate_mipmaps http://oss.sgi.com/projects/ogl-sample/registry/SGIS/generate_mipmap.txt */
186 FIXME("(%p) : stub\n", This);
187 return ;
190 /* Internal function, No d3d mapping */
191 BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL dirty) {
192 BOOL old;
193 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
194 old = This->baseTexture.dirty;
195 This->baseTexture.dirty = dirty;
196 return old;
199 BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface) {
200 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
201 return This->baseTexture.dirty;
204 HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface) {
205 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
206 HRESULT hr = WINED3D_OK;
207 UINT textureDimensions;
208 BOOL isNewTexture = FALSE;
209 TRACE("(%p) : About to bind texture\n", This);
211 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
212 ENTER_GL();
213 /* Generate a texture name if we don't already have one */
214 if (This->baseTexture.textureName == 0) {
215 glGenTextures(1, &This->baseTexture.textureName);
216 checkGLcall("glGenTextures");
217 TRACE("Generated texture %d\n", This->baseTexture.textureName);
218 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
219 /* Tell opengl to try and keep this texture in video ram (well mostly) */
220 GLclampf tmp;
221 tmp = 0.9f;
222 glPrioritizeTextures(1, &This->baseTexture.textureName, &tmp);
225 /* Initialise the state of the texture object
226 to the openGL defaults, not the directx defaults */
227 This->baseTexture.states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP;
228 This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP;
229 This->baseTexture.states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP;
230 This->baseTexture.states[WINED3DTEXSTA_BORDERCOLOR] = 0;
231 This->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
232 This->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
233 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
234 This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
235 This->baseTexture.states[WINED3DTEXSTA_MAXANISOTROPY] = 0;
236 This->baseTexture.states[WINED3DTEXSTA_SRGBTEXTURE] = 0;
237 This->baseTexture.states[WINED3DTEXSTA_ELEMENTINDEX] = 0;
238 This->baseTexture.states[WINED3DTEXSTA_DMAPOFFSET] = 0;
239 This->baseTexture.states[WINED3DTEXSTA_TSSADDRESSW] = WINED3DTADDRESS_WRAP;
240 IWineD3DBaseTexture_SetDirty(iface, TRUE);
241 isNewTexture = TRUE;
244 /* Bind the texture */
245 if (This->baseTexture.textureName != 0) {
246 glBindTexture(textureDimensions, This->baseTexture.textureName);
247 checkGLcall("glBindTexture");
248 if (isNewTexture) {
249 /* For a new texture we have to set the textures levels after binding the texture.
250 * In theory this is all we should ever have to do, but because ATI's drivers are broken, we
251 * also need to set the texture dimensions before the texture is set */
252 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
253 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1);
254 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)");
255 if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
256 /* Cubemaps are always set to clamp, regardeless of the sampler state. */
257 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
258 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
259 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
263 } else { /* this only happened if we've run out of openGL textures */
264 WARN("This texture doesn't have an openGL texture assigned to it\n");
265 hr = WINED3DERR_INVALIDCALL;
268 LEAVE_GL();
269 return hr;
272 HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface) {
273 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
274 UINT textureDimensions;
276 TRACE("(%p) : About to bind texture\n", This);
277 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
279 ENTER_GL();
281 glBindTexture(textureDimensions, 0);
282 #if 0 /* TODO: context manager support */
283 IWineD3DContextManager_PopState(This->contextManager, textureDimensions, ENABLED, NOW /* make sure the state is applied now */);
284 #else
285 glDisable(textureDimensions);
286 #endif
288 LEAVE_GL();
289 return WINED3D_OK;
292 UINT WINAPI IWineD3DBaseTextureImpl_GetTextureDimensions(IWineD3DBaseTexture *iface){
293 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
294 FIXME("(%p) : This shouldn't be called\n", This);
295 return WINED3D_OK;
298 static inline GLenum warpLookupType(WINED3DSAMPLERSTATETYPE Type) {
299 switch(Type) {
300 case WINED3DSAMP_ADDRESSU:
301 return GL_TEXTURE_WRAP_S;
302 case WINED3DSAMP_ADDRESSV:
303 return GL_TEXTURE_WRAP_T;
304 case WINED3DSAMP_ADDRESSW:
305 return GL_TEXTURE_WRAP_R;
306 default:
307 FIXME("Unexpected warp type %d\n", Type);
308 return 0;
312 static inline void apply_wrap(const GLint textureDimensions, const DWORD state, const GLint type) {
313 GLint wrapParm;
315 if (state < minLookup[WINELOOKUP_WARPPARAM] || state > maxLookup[WINELOOKUP_WARPPARAM]) {
316 FIXME("Unrecognized or unsupported WINED3DTADDRESS_U value %d\n", state);
317 } else {
318 if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
319 /* Cubemaps are always set to clamp, regardeless of the sampler state. */
320 wrapParm = GL_CLAMP_TO_EDGE;
321 } else {
322 wrapParm = stateLookup[WINELOOKUP_WARPPARAM][state - minLookup[WINELOOKUP_WARPPARAM]];
324 TRACE("Setting WRAP_S to %d for %x\n", wrapParm, textureDimensions);
325 glTexParameteri(textureDimensions, type, wrapParm);
326 checkGLcall("glTexParameteri(..., type, wrapParm)");
330 void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface,
331 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
332 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
333 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
334 DWORD state;
335 GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
337 IWineD3DBaseTexture_PreLoad(iface);
339 if(samplerStates[WINED3DSAMP_ADDRESSU] != This->baseTexture.states[WINED3DTEXSTA_ADDRESSU]) {
340 state = samplerStates[WINED3DSAMP_ADDRESSU];
341 apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_S);
342 This->baseTexture.states[WINED3DTEXSTA_ADDRESSU] = state;
345 if(samplerStates[WINED3DSAMP_ADDRESSV] != This->baseTexture.states[WINED3DTEXSTA_ADDRESSV]) {
346 state = samplerStates[WINED3DSAMP_ADDRESSV];
347 apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_T);
348 This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = state;
351 if(samplerStates[WINED3DSAMP_ADDRESSW] != This->baseTexture.states[WINED3DTEXSTA_ADDRESSW]) {
352 state = samplerStates[WINED3DSAMP_ADDRESSW];
353 apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_R);
354 This->baseTexture.states[WINED3DTEXSTA_ADDRESSW] = state;
357 if(samplerStates[WINED3DSAMP_BORDERCOLOR] != This->baseTexture.states[WINED3DTEXSTA_BORDERCOLOR]) {
358 float col[4];
360 state = samplerStates[WINED3DSAMP_BORDERCOLOR];
361 D3DCOLORTOGLFLOAT4(state, col);
362 TRACE("Setting border color for %u to %x\n", textureDimensions, state);
363 glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
364 checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
365 This->baseTexture.states[WINED3DTEXSTA_BORDERCOLOR] = state;
368 if(samplerStates[WINED3DSAMP_MAGFILTER] != This->baseTexture.states[WINED3DTEXSTA_MAGFILTER]) {
369 GLint glValue;
370 state = samplerStates[WINED3DSAMP_MAGFILTER];
371 if (state < minLookup[WINELOOKUP_MAGFILTER] || state > maxLookup[WINELOOKUP_MAGFILTER]) {
372 FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state);
374 glValue = stateLookup[WINELOOKUP_MAGFILTER][state - minLookup[WINELOOKUP_MAGFILTER]];
375 TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state, glValue);
376 glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
377 /* 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. */
378 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && WINED3DTEXF_ANISOTROPIC == state) {
379 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, samplerStates[WINED3DSAMP_MAXANISOTROPY]);
381 This->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = state;
384 if(samplerStates[WINED3DSAMP_MINFILTER] != This->baseTexture.states[WINED3DTEXSTA_MINFILTER] ||
385 samplerStates[WINED3DSAMP_MIPFILTER] != This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] ||
386 samplerStates[WINED3DSAMP_MAXMIPLEVEL] != This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL]) {
387 GLint glValue;
389 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
390 This->baseTexture.states[WINED3DTEXSTA_MINFILTER] = samplerStates[WINED3DSAMP_MINFILTER];
391 This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL] = samplerStates[WINED3DSAMP_MAXMIPLEVEL];
393 if (This->baseTexture.states[WINED3DTEXSTA_MINFILTER] < WINED3DTEXF_NONE ||
394 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] < WINED3DTEXF_NONE ||
395 This->baseTexture.states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC ||
396 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_LINEAR)
399 FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
400 This->baseTexture.states[WINED3DTEXSTA_MINFILTER],
401 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER]);
403 glValue = minMipLookup[min(max(samplerStates[WINED3DSAMP_MINFILTER],WINED3DTEXF_NONE), WINED3DTEXF_ANISOTROPIC)]
404 [min(max(samplerStates[WINED3DSAMP_MIPFILTER],WINED3DTEXF_NONE), WINED3DTEXF_LINEAR)];
406 TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
407 samplerStates[WINED3DSAMP_MINFILTER],
408 samplerStates[WINED3DSAMP_MIPFILTER], glValue);
409 glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
410 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
412 if(This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE) {
413 glValue = 0;
414 } else if(This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL] >= This->baseTexture.levels) {
415 glValue = This->baseTexture.levels - 1;
416 } else {
417 glValue = This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL];
419 glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, glValue);
422 if(samplerStates[WINED3DSAMP_MAXANISOTROPY] != This->baseTexture.states[WINED3DTEXSTA_MAXANISOTROPY]) {
423 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
424 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, samplerStates[WINED3DSAMP_MAXANISOTROPY]);
425 checkGLcall("glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT ...");
426 } else {
427 WARN("Unsupported in local OpenGL implementation: glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT\n");
429 This->baseTexture.states[WINED3DTEXSTA_MAXANISOTROPY] = samplerStates[WINED3DSAMP_MAXANISOTROPY];
434 static const IWineD3DBaseTextureVtbl IWineD3DBaseTexture_Vtbl =
436 /* IUnknown */
437 IWineD3DBaseTextureImpl_QueryInterface,
438 IWineD3DBaseTextureImpl_AddRef,
439 IWineD3DBaseTextureImpl_Release,
440 /* IWineD3DResource */
441 IWineD3DBaseTextureImpl_GetParent,
442 IWineD3DBaseTextureImpl_GetDevice,
443 IWineD3DBaseTextureImpl_SetPrivateData,
444 IWineD3DBaseTextureImpl_GetPrivateData,
445 IWineD3DBaseTextureImpl_FreePrivateData,
446 IWineD3DBaseTextureImpl_SetPriority,
447 IWineD3DBaseTextureImpl_GetPriority,
448 IWineD3DBaseTextureImpl_PreLoad,
449 IWineD3DBaseTextureImpl_GetType,
450 /*IWineD3DBaseTexture*/
451 IWineD3DBaseTextureImpl_SetLOD,
452 IWineD3DBaseTextureImpl_GetLOD,
453 IWineD3DBaseTextureImpl_GetLevelCount,
454 IWineD3DBaseTextureImpl_SetAutoGenFilterType,
455 IWineD3DBaseTextureImpl_GetAutoGenFilterType,
456 IWineD3DBaseTextureImpl_GenerateMipSubLevels,
457 IWineD3DBaseTextureImpl_SetDirty,
458 IWineD3DBaseTextureImpl_GetDirty,
459 /* internal */
460 IWineD3DBaseTextureImpl_BindTexture,
461 IWineD3DBaseTextureImpl_UnBindTexture,
462 IWineD3DBaseTextureImpl_GetTextureDimensions,
463 IWineD3DBaseTextureImpl_ApplyStateChanges