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
;
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
);
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
);
190 /* Internal function, No d3d mapping */
191 BOOL WINAPI
IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture
*iface
, BOOL dirty
) {
193 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
194 old
= This
->baseTexture
.dirty
;
195 This
->baseTexture
.dirty
= dirty
;
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
);
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) */
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
);
244 /* Bind the texture */
245 if (This
->baseTexture
.textureName
!= 0) {
246 glBindTexture(textureDimensions
, This
->baseTexture
.textureName
);
247 checkGLcall("glBindTexture");
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
;
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
);
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 */);
285 glDisable(textureDimensions
);
292 UINT WINAPI
IWineD3DBaseTextureImpl_GetTextureDimensions(IWineD3DBaseTexture
*iface
){
293 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
294 FIXME("(%p) : This shouldn't be called\n", This
);
298 static inline GLenum
warpLookupType(WINED3DSAMPLERSTATETYPE 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
;
307 FIXME("Unexpected warp type %d\n", Type
);
312 static inline void apply_wrap(const GLint textureDimensions
, const DWORD state
, const GLint type
) {
315 if (state
< minLookup
[WINELOOKUP_WARPPARAM
] || state
> maxLookup
[WINELOOKUP_WARPPARAM
]) {
316 FIXME("Unrecognized or unsupported WINED3DTADDRESS_U value %d\n", state
);
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
;
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
;
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
]) {
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
]) {
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
]) {
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
) {
414 } else if(This
->baseTexture
.states
[WINED3DTEXSTA_MAXMIPLEVEL
] >= This
->baseTexture
.levels
) {
415 glValue
= This
->baseTexture
.levels
- 1;
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 ...");
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
=
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
,
460 IWineD3DBaseTextureImpl_BindTexture
,
461 IWineD3DBaseTextureImpl_UnBindTexture
,
462 IWineD3DBaseTextureImpl_GetTextureDimensions
,
463 IWineD3DBaseTextureImpl_ApplyStateChanges