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 2009-2010 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 layer_count
, UINT level_count
,
31 WINED3DRESOURCETYPE resource_type
, IWineD3DDeviceImpl
*device
, DWORD usage
,
32 const struct wined3d_format
*format
, WINED3DPOOL pool
, void *parent
,
33 const struct wined3d_parent_ops
*parent_ops
)
37 hr
= resource_init((IWineD3DResource
*)texture
, resource_type
, device
,
38 0, usage
, format
, pool
, parent
, parent_ops
);
41 WARN("Failed to initialize resource, returning %#x\n", 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
);
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
;
70 texture
->baseTexture
.minMipLookup
= minMipLookup_noFilter
;
71 texture
->baseTexture
.magLookup
= magLookup_noFilter
;
77 void basetexture_cleanup(IWineD3DBaseTextureImpl
*texture
)
79 basetexture_unload(texture
);
80 HeapFree(GetProcessHeap(), 0, texture
->baseTexture
.sub_resources
);
81 resource_cleanup((IWineD3DResource
*)texture
);
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
);
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
)
101 glDeleteTextures(1, &tex
->name
);
106 void basetexture_unload(IWineD3DBaseTextureImpl
*texture
)
108 IWineD3DDeviceImpl
*device
= texture
->resource
.device
;
109 struct wined3d_context
*context
= NULL
;
111 if (texture
->baseTexture
.texture_rgb
.name
|| texture
->baseTexture
.texture_srgb
.name
)
113 context
= context_acquire(device
, NULL
);
116 if (texture
->baseTexture
.texture_rgb
.name
)
117 gltexture_delete(&texture
->baseTexture
.texture_rgb
);
119 if (texture
->baseTexture
.texture_srgb
.name
)
120 gltexture_delete(&texture
->baseTexture
.texture_srgb
);
122 if (context
) context_release(context
);
124 texture
->baseTexture
.texture_rgb
.dirty
= TRUE
;
125 texture
->baseTexture
.texture_srgb
.dirty
= TRUE
;
127 resource_unload((IWineD3DResourceImpl
*)texture
);
130 DWORD
basetexture_set_lod(IWineD3DBaseTexture
*iface
, DWORD LODNew
)
132 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
133 DWORD old
= This
->baseTexture
.LOD
;
135 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
136 * textures. The call always returns 0, and GetLOD always returns 0
138 if (This
->resource
.pool
!= WINED3DPOOL_MANAGED
) {
139 TRACE("Ignoring SetLOD on %s texture, returning 0\n", debug_d3dpool(This
->resource
.pool
));
143 if (LODNew
>= This
->baseTexture
.level_count
)
144 LODNew
= This
->baseTexture
.level_count
- 1;
146 if(This
->baseTexture
.LOD
!= LODNew
) {
147 This
->baseTexture
.LOD
= LODNew
;
149 This
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MAXMIPLEVEL
] = ~0U;
150 This
->baseTexture
.texture_srgb
.states
[WINED3DTEXSTA_MAXMIPLEVEL
] = ~0U;
151 if(This
->baseTexture
.bindCount
) {
152 IWineD3DDeviceImpl_MarkStateDirty(This
->resource
.device
, STATE_SAMPLER(This
->baseTexture
.sampler
));
156 TRACE("(%p) : set LOD to %d\n", This
, This
->baseTexture
.LOD
);
161 DWORD
basetexture_get_lod(IWineD3DBaseTexture
*iface
)
163 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
165 TRACE("(%p) : returning %d\n", This
, This
->baseTexture
.LOD
);
167 return This
->baseTexture
.LOD
;
170 DWORD
basetexture_get_level_count(IWineD3DBaseTextureImpl
*texture
)
172 TRACE("texture %p, returning %u.\n", texture
, texture
->baseTexture
.level_count
);
173 return texture
->baseTexture
.level_count
;
176 HRESULT
basetexture_set_autogen_filter_type(IWineD3DBaseTexture
*iface
, WINED3DTEXTUREFILTERTYPE FilterType
)
178 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
179 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
180 GLenum textureDimensions
= This
->baseTexture
.target
;
182 if (!(This
->resource
.usage
& WINED3DUSAGE_AUTOGENMIPMAP
)) {
183 TRACE("(%p) : returning invalid call\n", This
);
184 return WINED3DERR_INVALIDCALL
;
186 if(This
->baseTexture
.filterType
!= FilterType
) {
187 /* What about multithreading? Do we want all the context overhead just to set this value?
188 * Or should we delay the applying until the texture is used for drawing? For now, apply
191 struct wined3d_context
*context
= context_acquire(device
, NULL
);
194 glBindTexture(textureDimensions
, This
->baseTexture
.texture_rgb
.name
);
195 checkGLcall("glBindTexture");
197 case WINED3DTEXF_NONE
:
198 case WINED3DTEXF_POINT
:
199 glTexParameteri(textureDimensions
, GL_GENERATE_MIPMAP_HINT_SGIS
, GL_FASTEST
);
200 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
203 case WINED3DTEXF_LINEAR
:
204 glTexParameteri(textureDimensions
, GL_GENERATE_MIPMAP_HINT_SGIS
, GL_NICEST
);
205 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
209 WARN("Unexpected filter type %d, setting to GL_NICEST\n", FilterType
);
210 glTexParameteri(textureDimensions
, GL_GENERATE_MIPMAP_HINT_SGIS
, GL_NICEST
);
211 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
215 context_release(context
);
217 This
->baseTexture
.filterType
= FilterType
;
218 TRACE("(%p) :\n", This
);
222 WINED3DTEXTUREFILTERTYPE
basetexture_get_autogen_filter_type(IWineD3DBaseTexture
*iface
)
224 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
226 FIXME("(%p) : stub\n", This
);
228 return This
->baseTexture
.filterType
;
231 void basetexture_generate_mipmaps(IWineD3DBaseTexture
*iface
)
233 /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
234 FIXME("iface %p stub!\n", iface
);
237 BOOL
basetexture_set_dirty(IWineD3DBaseTextureImpl
*texture
, BOOL dirty
)
241 old
= texture
->baseTexture
.texture_rgb
.dirty
|| texture
->baseTexture
.texture_srgb
.dirty
;
242 texture
->baseTexture
.texture_rgb
.dirty
= dirty
;
243 texture
->baseTexture
.texture_srgb
.dirty
= dirty
;
248 /* Context activation is done by the caller. */
249 HRESULT
basetexture_bind(IWineD3DBaseTexture
*iface
, BOOL srgb
, BOOL
*set_surface_desc
)
251 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
252 HRESULT hr
= WINED3D_OK
;
253 GLenum textureDimensions
;
254 BOOL isNewTexture
= FALSE
;
255 struct gl_texture
*gl_tex
;
256 TRACE("(%p) : About to bind texture\n", This
);
258 This
->baseTexture
.is_srgb
= srgb
; /* SRGB mode cache for PreLoad calls outside drawprim */
260 gl_tex
= &This
->baseTexture
.texture_srgb
;
262 gl_tex
= &This
->baseTexture
.texture_rgb
;
265 textureDimensions
= This
->baseTexture
.target
;
267 /* Generate a texture name if we don't already have one */
270 *set_surface_desc
= TRUE
;
271 glGenTextures(1, &gl_tex
->name
);
272 checkGLcall("glGenTextures");
273 TRACE("Generated texture %d\n", gl_tex
->name
);
274 if (This
->resource
.pool
== WINED3DPOOL_DEFAULT
) {
275 /* Tell opengl to try and keep this texture in video ram (well mostly) */
278 glPrioritizeTextures(1, &gl_tex
->name
, &tmp
);
281 /* Initialise the state of the texture object
282 to the openGL defaults, not the directx defaults */
283 gl_tex
->states
[WINED3DTEXSTA_ADDRESSU
] = WINED3DTADDRESS_WRAP
;
284 gl_tex
->states
[WINED3DTEXSTA_ADDRESSV
] = WINED3DTADDRESS_WRAP
;
285 gl_tex
->states
[WINED3DTEXSTA_ADDRESSW
] = WINED3DTADDRESS_WRAP
;
286 gl_tex
->states
[WINED3DTEXSTA_BORDERCOLOR
] = 0;
287 gl_tex
->states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_LINEAR
;
288 gl_tex
->states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
; /* GL_NEAREST_MIPMAP_LINEAR */
289 gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_LINEAR
; /* GL_NEAREST_MIPMAP_LINEAR */
290 gl_tex
->states
[WINED3DTEXSTA_MAXMIPLEVEL
] = 0;
291 gl_tex
->states
[WINED3DTEXSTA_MAXANISOTROPY
] = 1;
292 gl_tex
->states
[WINED3DTEXSTA_SRGBTEXTURE
] = 0;
293 gl_tex
->states
[WINED3DTEXSTA_SHADOW
] = FALSE
;
294 basetexture_set_dirty(This
, TRUE
);
297 if(This
->resource
.usage
& WINED3DUSAGE_AUTOGENMIPMAP
) {
298 /* This means double binding the texture at creation, but keeps the code simpler all
299 * in all, and the run-time path free from additional checks
301 glBindTexture(textureDimensions
, gl_tex
->name
);
302 checkGLcall("glBindTexture");
303 glTexParameteri(textureDimensions
, GL_GENERATE_MIPMAP_SGIS
, GL_TRUE
);
304 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
307 *set_surface_desc
= FALSE
;
310 /* Bind the texture */
313 glBindTexture(textureDimensions
, gl_tex
->name
);
314 checkGLcall("glBindTexture");
316 /* For a new texture we have to set the textures levels after binding the texture.
317 * In theory this is all we should ever have to do, but because ATI's drivers are broken, we
318 * also need to set the texture dimensions before the texture is set
319 * Beware that texture rectangles do not support mipmapping, but set the maxmiplevel if we're
320 * relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles
321 * (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB)
323 if (textureDimensions
!= GL_TEXTURE_RECTANGLE_ARB
)
325 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", This
->baseTexture
.level_count
- 1);
326 glTexParameteri(textureDimensions
, GL_TEXTURE_MAX_LEVEL
, This
->baseTexture
.level_count
- 1);
327 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.level_count)");
329 if(textureDimensions
==GL_TEXTURE_CUBE_MAP_ARB
) {
330 /* Cubemaps are always set to clamp, regardless of the sampler state. */
331 glTexParameteri(textureDimensions
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
332 glTexParameteri(textureDimensions
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
333 glTexParameteri(textureDimensions
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
336 } else { /* this only happened if we've run out of openGL textures */
337 WARN("This texture doesn't have an openGL texture assigned to it\n");
338 hr
= WINED3DERR_INVALIDCALL
;
345 /* GL locking is done by the caller */
346 static void apply_wrap(const struct wined3d_gl_info
*gl_info
, GLenum target
,
347 WINED3DTEXTUREADDRESS d3d_wrap
, GLenum param
, BOOL cond_np2
)
351 if (d3d_wrap
< WINED3DTADDRESS_WRAP
|| d3d_wrap
> WINED3DTADDRESS_MIRRORONCE
)
353 FIXME("Unrecognized or unsupported WINED3DTEXTUREADDRESS %#x.\n", d3d_wrap
);
357 if (target
== GL_TEXTURE_CUBE_MAP_ARB
358 || (cond_np2
&& d3d_wrap
== WINED3DTADDRESS_WRAP
))
360 /* Cubemaps are always set to clamp, regardless of the sampler state. */
361 gl_wrap
= GL_CLAMP_TO_EDGE
;
365 gl_wrap
= gl_info
->wrap_lookup
[d3d_wrap
- WINED3DTADDRESS_WRAP
];
368 TRACE("Setting param %#x to %#x for target %#x.\n", param
, gl_wrap
, target
);
369 glTexParameteri(target
, param
, gl_wrap
);
370 checkGLcall("glTexParameteri(target, param, gl_wrap)");
373 /* GL locking is done by the caller (state handler) */
374 void basetexture_apply_state_changes(IWineD3DBaseTexture
*iface
,
375 const DWORD samplerStates
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1],
376 const struct wined3d_gl_info
*gl_info
)
378 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
379 GLenum textureDimensions
= This
->baseTexture
.target
;
381 BOOL cond_np2
= IWineD3DBaseTexture_IsCondNP2(iface
);
383 struct gl_texture
*gl_tex
;
385 TRACE("iface %p, samplerStates %p\n", iface
, samplerStates
);
387 if(This
->baseTexture
.is_srgb
) {
388 gl_tex
= &This
->baseTexture
.texture_srgb
;
390 gl_tex
= &This
->baseTexture
.texture_rgb
;
393 /* This function relies on the correct texture being bound and loaded. */
395 if(samplerStates
[WINED3DSAMP_ADDRESSU
] != gl_tex
->states
[WINED3DTEXSTA_ADDRESSU
]) {
396 state
= samplerStates
[WINED3DSAMP_ADDRESSU
];
397 apply_wrap(gl_info
, textureDimensions
, state
, GL_TEXTURE_WRAP_S
, cond_np2
);
398 gl_tex
->states
[WINED3DTEXSTA_ADDRESSU
] = state
;
401 if(samplerStates
[WINED3DSAMP_ADDRESSV
] != gl_tex
->states
[WINED3DTEXSTA_ADDRESSV
]) {
402 state
= samplerStates
[WINED3DSAMP_ADDRESSV
];
403 apply_wrap(gl_info
, textureDimensions
, state
, GL_TEXTURE_WRAP_T
, cond_np2
);
404 gl_tex
->states
[WINED3DTEXSTA_ADDRESSV
] = state
;
407 if(samplerStates
[WINED3DSAMP_ADDRESSW
] != gl_tex
->states
[WINED3DTEXSTA_ADDRESSW
]) {
408 state
= samplerStates
[WINED3DSAMP_ADDRESSW
];
409 apply_wrap(gl_info
, textureDimensions
, state
, GL_TEXTURE_WRAP_R
, cond_np2
);
410 gl_tex
->states
[WINED3DTEXSTA_ADDRESSW
] = state
;
413 if(samplerStates
[WINED3DSAMP_BORDERCOLOR
] != gl_tex
->states
[WINED3DTEXSTA_BORDERCOLOR
]) {
416 state
= samplerStates
[WINED3DSAMP_BORDERCOLOR
];
417 D3DCOLORTOGLFLOAT4(state
, col
);
418 TRACE("Setting border color for %u to %x\n", textureDimensions
, state
);
419 glTexParameterfv(textureDimensions
, GL_TEXTURE_BORDER_COLOR
, &col
[0]);
420 checkGLcall("glTexParameterfv(..., GL_TEXTURE_BORDER_COLOR, ...)");
421 gl_tex
->states
[WINED3DTEXSTA_BORDERCOLOR
] = state
;
424 if(samplerStates
[WINED3DSAMP_MAGFILTER
] != gl_tex
->states
[WINED3DTEXSTA_MAGFILTER
]) {
426 state
= samplerStates
[WINED3DSAMP_MAGFILTER
];
427 if (state
> WINED3DTEXF_ANISOTROPIC
) {
428 FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state
);
431 glValue
= wined3d_gl_mag_filter(This
->baseTexture
.magLookup
,
432 min(max(state
, WINED3DTEXF_POINT
), WINED3DTEXF_LINEAR
));
433 TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state
, glValue
);
434 glTexParameteri(textureDimensions
, GL_TEXTURE_MAG_FILTER
, glValue
);
436 gl_tex
->states
[WINED3DTEXSTA_MAGFILTER
] = state
;
439 if((samplerStates
[WINED3DSAMP_MINFILTER
] != gl_tex
->states
[WINED3DTEXSTA_MINFILTER
] ||
440 samplerStates
[WINED3DSAMP_MIPFILTER
] != gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] ||
441 samplerStates
[WINED3DSAMP_MAXMIPLEVEL
] != gl_tex
->states
[WINED3DTEXSTA_MAXMIPLEVEL
])) {
444 gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] = samplerStates
[WINED3DSAMP_MIPFILTER
];
445 gl_tex
->states
[WINED3DTEXSTA_MINFILTER
] = samplerStates
[WINED3DSAMP_MINFILTER
];
446 gl_tex
->states
[WINED3DTEXSTA_MAXMIPLEVEL
] = samplerStates
[WINED3DSAMP_MAXMIPLEVEL
];
448 if (gl_tex
->states
[WINED3DTEXSTA_MINFILTER
] > WINED3DTEXF_ANISOTROPIC
449 || gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] > WINED3DTEXF_ANISOTROPIC
)
452 FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
453 gl_tex
->states
[WINED3DTEXSTA_MINFILTER
],
454 gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
]);
456 glValue
= wined3d_gl_min_mip_filter(This
->baseTexture
.minMipLookup
,
457 min(max(samplerStates
[WINED3DSAMP_MINFILTER
], WINED3DTEXF_POINT
), WINED3DTEXF_LINEAR
),
458 min(max(samplerStates
[WINED3DSAMP_MIPFILTER
], WINED3DTEXF_NONE
), WINED3DTEXF_LINEAR
));
460 TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
461 samplerStates
[WINED3DSAMP_MINFILTER
],
462 samplerStates
[WINED3DSAMP_MIPFILTER
], glValue
);
463 glTexParameteri(textureDimensions
, GL_TEXTURE_MIN_FILTER
, glValue
);
464 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
468 if (gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] == WINED3DTEXF_NONE
)
469 glValue
= This
->baseTexture
.LOD
;
470 else if (gl_tex
->states
[WINED3DTEXSTA_MAXMIPLEVEL
] >= This
->baseTexture
.level_count
)
471 glValue
= This
->baseTexture
.level_count
- 1;
472 else if (gl_tex
->states
[WINED3DTEXSTA_MAXMIPLEVEL
] < This
->baseTexture
.LOD
)
473 /* baseTexture.LOD is already clamped in the setter */
474 glValue
= This
->baseTexture
.LOD
;
476 glValue
= gl_tex
->states
[WINED3DTEXSTA_MAXMIPLEVEL
];
478 /* Note that D3DSAMP_MAXMIPLEVEL specifies the biggest mipmap(default 0), while
479 * GL_TEXTURE_MAX_LEVEL specifies the smallest mimap used(default 1000).
480 * So D3DSAMP_MAXMIPLEVEL is the same as GL_TEXTURE_BASE_LEVEL.
482 glTexParameteri(textureDimensions
, GL_TEXTURE_BASE_LEVEL
, glValue
);
486 if ((gl_tex
->states
[WINED3DTEXSTA_MAGFILTER
] != WINED3DTEXF_ANISOTROPIC
487 && gl_tex
->states
[WINED3DTEXSTA_MINFILTER
] != WINED3DTEXF_ANISOTROPIC
488 && gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] != WINED3DTEXF_ANISOTROPIC
)
495 aniso
= samplerStates
[WINED3DSAMP_MAXANISOTROPY
];
498 if (gl_tex
->states
[WINED3DTEXSTA_MAXANISOTROPY
] != aniso
)
500 if (gl_info
->supported
[EXT_TEXTURE_FILTER_ANISOTROPIC
])
502 glTexParameteri(textureDimensions
, GL_TEXTURE_MAX_ANISOTROPY_EXT
, aniso
);
503 checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
507 WARN("Anisotropic filtering not supported.\n");
509 gl_tex
->states
[WINED3DTEXSTA_MAXANISOTROPY
] = aniso
;
512 if (!(This
->resource
.format
->flags
& WINED3DFMT_FLAG_SHADOW
)
513 != !gl_tex
->states
[WINED3DTEXSTA_SHADOW
])
515 if (This
->resource
.format
->flags
& WINED3DFMT_FLAG_SHADOW
)
517 glTexParameteri(textureDimensions
, GL_DEPTH_TEXTURE_MODE_ARB
, GL_LUMINANCE
);
518 glTexParameteri(textureDimensions
, GL_TEXTURE_COMPARE_MODE_ARB
, GL_COMPARE_R_TO_TEXTURE_ARB
);
519 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)");
520 gl_tex
->states
[WINED3DTEXSTA_SHADOW
] = TRUE
;
524 glTexParameteri(textureDimensions
, GL_TEXTURE_COMPARE_MODE_ARB
, GL_NONE
);
525 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)");
526 gl_tex
->states
[WINED3DTEXSTA_SHADOW
] = FALSE
;