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 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
, UINT size
, DWORD usage
,
32 const struct wined3d_format_desc
*format_desc
, WINED3DPOOL pool
, IUnknown
*parent
,
33 const struct wined3d_parent_ops
*parent_ops
)
37 hr
= resource_init((IWineD3DResource
*)texture
, resource_type
, device
,
38 size
, usage
, format_desc
, 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_desc
->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(IWineD3DBaseTexture
*iface
)
79 basetexture_unload(iface
);
80 HeapFree(GetProcessHeap(), 0, ((IWineD3DBaseTextureImpl
*)iface
)->baseTexture
.sub_resources
);
81 resource_cleanup((IWineD3DResource
*)iface
);
84 IWineD3DResourceImpl
*basetexture_get_sub_resource(IWineD3DBaseTextureImpl
*texture
, UINT layer
, UINT level
)
86 if (layer
>= texture
->baseTexture
.layer_count
)
88 WARN("layer %u >= layer_count %u.\n", layer
, texture
->baseTexture
.layer_count
);
92 if (level
>= texture
->baseTexture
.level_count
)
94 WARN("level %u >= level_count %u.\n", level
, texture
->baseTexture
.level_count
);
98 return texture
->baseTexture
.sub_resources
[layer
* texture
->baseTexture
.level_count
+ level
];
101 /* A GL context is provided by the caller */
102 static void gltexture_delete(struct gl_texture
*tex
)
105 glDeleteTextures(1, &tex
->name
);
110 void basetexture_unload(IWineD3DBaseTexture
*iface
)
112 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
113 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
114 struct wined3d_context
*context
= NULL
;
116 if (This
->baseTexture
.texture_rgb
.name
|| This
->baseTexture
.texture_srgb
.name
)
118 context
= context_acquire(device
, NULL
);
121 if(This
->baseTexture
.texture_rgb
.name
) {
122 gltexture_delete(&This
->baseTexture
.texture_rgb
);
124 if(This
->baseTexture
.texture_srgb
.name
) {
125 gltexture_delete(&This
->baseTexture
.texture_srgb
);
128 if (context
) context_release(context
);
130 This
->baseTexture
.texture_rgb
.dirty
= TRUE
;
131 This
->baseTexture
.texture_srgb
.dirty
= TRUE
;
134 DWORD
basetexture_set_lod(IWineD3DBaseTexture
*iface
, DWORD LODNew
)
136 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
137 DWORD old
= This
->baseTexture
.LOD
;
139 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
140 * textures. The call always returns 0, and GetLOD always returns 0
142 if (This
->resource
.pool
!= WINED3DPOOL_MANAGED
) {
143 TRACE("Ignoring SetLOD on %s texture, returning 0\n", debug_d3dpool(This
->resource
.pool
));
147 if (LODNew
>= This
->baseTexture
.level_count
)
148 LODNew
= This
->baseTexture
.level_count
- 1;
150 if(This
->baseTexture
.LOD
!= LODNew
) {
151 This
->baseTexture
.LOD
= LODNew
;
153 This
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MAXMIPLEVEL
] = ~0U;
154 This
->baseTexture
.texture_srgb
.states
[WINED3DTEXSTA_MAXMIPLEVEL
] = ~0U;
155 if(This
->baseTexture
.bindCount
) {
156 IWineD3DDeviceImpl_MarkStateDirty(This
->resource
.device
, STATE_SAMPLER(This
->baseTexture
.sampler
));
160 TRACE("(%p) : set LOD to %d\n", This
, This
->baseTexture
.LOD
);
165 DWORD
basetexture_get_lod(IWineD3DBaseTexture
*iface
)
167 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
169 TRACE("(%p) : returning %d\n", This
, This
->baseTexture
.LOD
);
171 return This
->baseTexture
.LOD
;
174 DWORD
basetexture_get_level_count(IWineD3DBaseTexture
*iface
)
176 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
177 TRACE("iface %p, returning %u.\n", iface
, This
->baseTexture
.level_count
);
178 return This
->baseTexture
.level_count
;
181 HRESULT
basetexture_set_autogen_filter_type(IWineD3DBaseTexture
*iface
, WINED3DTEXTUREFILTERTYPE FilterType
)
183 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
184 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
185 UINT textureDimensions
= IWineD3DBaseTexture_GetTextureDimensions(iface
);
187 if (!(This
->resource
.usage
& WINED3DUSAGE_AUTOGENMIPMAP
)) {
188 TRACE("(%p) : returning invalid call\n", This
);
189 return WINED3DERR_INVALIDCALL
;
191 if(This
->baseTexture
.filterType
!= FilterType
) {
192 /* What about multithreading? Do we want all the context overhead just to set this value?
193 * Or should we delay the applying until the texture is used for drawing? For now, apply
196 struct wined3d_context
*context
= context_acquire(device
, NULL
);
199 glBindTexture(textureDimensions
, This
->baseTexture
.texture_rgb
.name
);
200 checkGLcall("glBindTexture");
202 case WINED3DTEXF_NONE
:
203 case WINED3DTEXF_POINT
:
204 glTexParameteri(textureDimensions
, GL_GENERATE_MIPMAP_HINT_SGIS
, GL_FASTEST
);
205 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
208 case WINED3DTEXF_LINEAR
:
209 glTexParameteri(textureDimensions
, GL_GENERATE_MIPMAP_HINT_SGIS
, GL_NICEST
);
210 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
214 WARN("Unexpected filter type %d, setting to GL_NICEST\n", FilterType
);
215 glTexParameteri(textureDimensions
, GL_GENERATE_MIPMAP_HINT_SGIS
, GL_NICEST
);
216 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
220 context_release(context
);
222 This
->baseTexture
.filterType
= FilterType
;
223 TRACE("(%p) :\n", This
);
227 WINED3DTEXTUREFILTERTYPE
basetexture_get_autogen_filter_type(IWineD3DBaseTexture
*iface
)
229 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
231 FIXME("(%p) : stub\n", This
);
233 return This
->baseTexture
.filterType
;
236 void basetexture_generate_mipmaps(IWineD3DBaseTexture
*iface
)
238 /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
239 FIXME("iface %p stub!\n", iface
);
242 BOOL
basetexture_set_dirty(IWineD3DBaseTexture
*iface
, BOOL dirty
)
245 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
246 old
= This
->baseTexture
.texture_rgb
.dirty
|| This
->baseTexture
.texture_srgb
.dirty
;
247 This
->baseTexture
.texture_rgb
.dirty
= dirty
;
248 This
->baseTexture
.texture_srgb
.dirty
= dirty
;
252 BOOL
basetexture_get_dirty(IWineD3DBaseTexture
*iface
)
254 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
255 return This
->baseTexture
.texture_rgb
.dirty
|| This
->baseTexture
.texture_srgb
.dirty
;
258 /* Context activation is done by the caller. */
259 HRESULT
basetexture_bind(IWineD3DBaseTexture
*iface
, BOOL srgb
, BOOL
*set_surface_desc
)
261 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
262 HRESULT hr
= WINED3D_OK
;
263 UINT textureDimensions
;
264 BOOL isNewTexture
= FALSE
;
265 struct gl_texture
*gl_tex
;
266 TRACE("(%p) : About to bind texture\n", This
);
268 This
->baseTexture
.is_srgb
= srgb
; /* SRGB mode cache for PreLoad calls outside drawprim */
270 gl_tex
= &This
->baseTexture
.texture_srgb
;
272 gl_tex
= &This
->baseTexture
.texture_rgb
;
275 textureDimensions
= IWineD3DBaseTexture_GetTextureDimensions(iface
);
277 /* Generate a texture name if we don't already have one */
278 if (gl_tex
->name
== 0) {
279 *set_surface_desc
= TRUE
;
280 glGenTextures(1, &gl_tex
->name
);
281 checkGLcall("glGenTextures");
282 TRACE("Generated texture %d\n", gl_tex
->name
);
283 if (This
->resource
.pool
== WINED3DPOOL_DEFAULT
) {
284 /* Tell opengl to try and keep this texture in video ram (well mostly) */
287 glPrioritizeTextures(1, &gl_tex
->name
, &tmp
);
290 /* Initialise the state of the texture object
291 to the openGL defaults, not the directx defaults */
292 gl_tex
->states
[WINED3DTEXSTA_ADDRESSU
] = WINED3DTADDRESS_WRAP
;
293 gl_tex
->states
[WINED3DTEXSTA_ADDRESSV
] = WINED3DTADDRESS_WRAP
;
294 gl_tex
->states
[WINED3DTEXSTA_ADDRESSW
] = WINED3DTADDRESS_WRAP
;
295 gl_tex
->states
[WINED3DTEXSTA_BORDERCOLOR
] = 0;
296 gl_tex
->states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_LINEAR
;
297 gl_tex
->states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
; /* GL_NEAREST_MIPMAP_LINEAR */
298 gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_LINEAR
; /* GL_NEAREST_MIPMAP_LINEAR */
299 gl_tex
->states
[WINED3DTEXSTA_MAXMIPLEVEL
] = 0;
300 gl_tex
->states
[WINED3DTEXSTA_MAXANISOTROPY
] = 1;
301 gl_tex
->states
[WINED3DTEXSTA_SRGBTEXTURE
] = 0;
302 gl_tex
->states
[WINED3DTEXSTA_SHADOW
] = FALSE
;
303 IWineD3DBaseTexture_SetDirty(iface
, TRUE
);
306 if(This
->resource
.usage
& WINED3DUSAGE_AUTOGENMIPMAP
) {
307 /* This means double binding the texture at creation, but keeps the code simpler all
308 * in all, and the run-time path free from additional checks
310 glBindTexture(textureDimensions
, gl_tex
->name
);
311 checkGLcall("glBindTexture");
312 glTexParameteri(textureDimensions
, GL_GENERATE_MIPMAP_SGIS
, GL_TRUE
);
313 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
316 *set_surface_desc
= FALSE
;
319 /* Bind the texture */
320 if (gl_tex
->name
!= 0) {
321 glBindTexture(textureDimensions
, gl_tex
->name
);
322 checkGLcall("glBindTexture");
324 /* For a new texture we have to set the textures levels after binding the texture.
325 * In theory this is all we should ever have to do, but because ATI's drivers are broken, we
326 * also need to set the texture dimensions before the texture is set
327 * Beware that texture rectangles do not support mipmapping, but set the maxmiplevel if we're
328 * relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles
329 * (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB)
331 if (textureDimensions
!= GL_TEXTURE_RECTANGLE_ARB
)
333 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", This
->baseTexture
.level_count
- 1);
334 glTexParameteri(textureDimensions
, GL_TEXTURE_MAX_LEVEL
, This
->baseTexture
.level_count
- 1);
335 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.level_count)");
337 if(textureDimensions
==GL_TEXTURE_CUBE_MAP_ARB
) {
338 /* Cubemaps are always set to clamp, regardless of the sampler state. */
339 glTexParameteri(textureDimensions
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
340 glTexParameteri(textureDimensions
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
341 glTexParameteri(textureDimensions
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
344 } else { /* this only happened if we've run out of openGL textures */
345 WARN("This texture doesn't have an openGL texture assigned to it\n");
346 hr
= WINED3DERR_INVALIDCALL
;
353 /* GL locking is done by the caller */
354 static void apply_wrap(const struct wined3d_gl_info
*gl_info
, GLenum target
,
355 WINED3DTEXTUREADDRESS d3d_wrap
, GLenum param
, BOOL cond_np2
)
359 if (d3d_wrap
< WINED3DTADDRESS_WRAP
|| d3d_wrap
> WINED3DTADDRESS_MIRRORONCE
)
361 FIXME("Unrecognized or unsupported WINED3DTEXTUREADDRESS %#x.\n", d3d_wrap
);
365 if (target
== GL_TEXTURE_CUBE_MAP_ARB
366 || (cond_np2
&& d3d_wrap
== WINED3DTADDRESS_WRAP
))
368 /* Cubemaps are always set to clamp, regardless of the sampler state. */
369 gl_wrap
= GL_CLAMP_TO_EDGE
;
373 gl_wrap
= gl_info
->wrap_lookup
[d3d_wrap
- WINED3DTADDRESS_WRAP
];
376 TRACE("Setting param %#x to %#x for target %#x.\n", param
, gl_wrap
, target
);
377 glTexParameteri(target
, param
, gl_wrap
);
378 checkGLcall("glTexParameteri(target, param, gl_wrap)");
381 /* GL locking is done by the caller (state handler) */
382 void basetexture_apply_state_changes(IWineD3DBaseTexture
*iface
,
383 const DWORD textureStates
[WINED3D_HIGHEST_TEXTURE_STATE
+ 1],
384 const DWORD samplerStates
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1],
385 const struct wined3d_gl_info
*gl_info
)
387 IWineD3DBaseTextureImpl
*This
= (IWineD3DBaseTextureImpl
*)iface
;
389 GLint textureDimensions
= IWineD3DBaseTexture_GetTextureDimensions(iface
);
390 BOOL cond_np2
= IWineD3DBaseTexture_IsCondNP2(iface
);
392 struct gl_texture
*gl_tex
;
394 TRACE("iface %p, textureStates %p, samplerStates %p\n", iface
, textureStates
, samplerStates
);
396 if(This
->baseTexture
.is_srgb
) {
397 gl_tex
= &This
->baseTexture
.texture_srgb
;
399 gl_tex
= &This
->baseTexture
.texture_rgb
;
402 /* This function relies on the correct texture being bound and loaded. */
404 if(samplerStates
[WINED3DSAMP_ADDRESSU
] != gl_tex
->states
[WINED3DTEXSTA_ADDRESSU
]) {
405 state
= samplerStates
[WINED3DSAMP_ADDRESSU
];
406 apply_wrap(gl_info
, textureDimensions
, state
, GL_TEXTURE_WRAP_S
, cond_np2
);
407 gl_tex
->states
[WINED3DTEXSTA_ADDRESSU
] = state
;
410 if(samplerStates
[WINED3DSAMP_ADDRESSV
] != gl_tex
->states
[WINED3DTEXSTA_ADDRESSV
]) {
411 state
= samplerStates
[WINED3DSAMP_ADDRESSV
];
412 apply_wrap(gl_info
, textureDimensions
, state
, GL_TEXTURE_WRAP_T
, cond_np2
);
413 gl_tex
->states
[WINED3DTEXSTA_ADDRESSV
] = state
;
416 if(samplerStates
[WINED3DSAMP_ADDRESSW
] != gl_tex
->states
[WINED3DTEXSTA_ADDRESSW
]) {
417 state
= samplerStates
[WINED3DSAMP_ADDRESSW
];
418 apply_wrap(gl_info
, textureDimensions
, state
, GL_TEXTURE_WRAP_R
, cond_np2
);
419 gl_tex
->states
[WINED3DTEXSTA_ADDRESSW
] = state
;
422 if(samplerStates
[WINED3DSAMP_BORDERCOLOR
] != gl_tex
->states
[WINED3DTEXSTA_BORDERCOLOR
]) {
425 state
= samplerStates
[WINED3DSAMP_BORDERCOLOR
];
426 D3DCOLORTOGLFLOAT4(state
, col
);
427 TRACE("Setting border color for %u to %x\n", textureDimensions
, state
);
428 glTexParameterfv(textureDimensions
, GL_TEXTURE_BORDER_COLOR
, &col
[0]);
429 checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
430 gl_tex
->states
[WINED3DTEXSTA_BORDERCOLOR
] = state
;
433 if(samplerStates
[WINED3DSAMP_MAGFILTER
] != gl_tex
->states
[WINED3DTEXSTA_MAGFILTER
]) {
435 state
= samplerStates
[WINED3DSAMP_MAGFILTER
];
436 if (state
> WINED3DTEXF_ANISOTROPIC
) {
437 FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state
);
440 glValue
= wined3d_gl_mag_filter(This
->baseTexture
.magLookup
,
441 min(max(state
, WINED3DTEXF_POINT
), WINED3DTEXF_LINEAR
));
442 TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state
, glValue
);
443 glTexParameteri(textureDimensions
, GL_TEXTURE_MAG_FILTER
, glValue
);
445 gl_tex
->states
[WINED3DTEXSTA_MAGFILTER
] = state
;
448 if((samplerStates
[WINED3DSAMP_MINFILTER
] != gl_tex
->states
[WINED3DTEXSTA_MINFILTER
] ||
449 samplerStates
[WINED3DSAMP_MIPFILTER
] != gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] ||
450 samplerStates
[WINED3DSAMP_MAXMIPLEVEL
] != gl_tex
->states
[WINED3DTEXSTA_MAXMIPLEVEL
])) {
453 gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] = samplerStates
[WINED3DSAMP_MIPFILTER
];
454 gl_tex
->states
[WINED3DTEXSTA_MINFILTER
] = samplerStates
[WINED3DSAMP_MINFILTER
];
455 gl_tex
->states
[WINED3DTEXSTA_MAXMIPLEVEL
] = samplerStates
[WINED3DSAMP_MAXMIPLEVEL
];
457 if (gl_tex
->states
[WINED3DTEXSTA_MINFILTER
] > WINED3DTEXF_ANISOTROPIC
458 || gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] > WINED3DTEXF_ANISOTROPIC
)
461 FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
462 gl_tex
->states
[WINED3DTEXSTA_MINFILTER
],
463 gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
]);
465 glValue
= wined3d_gl_min_mip_filter(This
->baseTexture
.minMipLookup
,
466 min(max(samplerStates
[WINED3DSAMP_MINFILTER
], WINED3DTEXF_POINT
), WINED3DTEXF_LINEAR
),
467 min(max(samplerStates
[WINED3DSAMP_MIPFILTER
], WINED3DTEXF_NONE
), WINED3DTEXF_LINEAR
));
469 TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
470 samplerStates
[WINED3DSAMP_MINFILTER
],
471 samplerStates
[WINED3DSAMP_MIPFILTER
], glValue
);
472 glTexParameteri(textureDimensions
, GL_TEXTURE_MIN_FILTER
, glValue
);
473 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
477 if (gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] == WINED3DTEXF_NONE
)
478 glValue
= This
->baseTexture
.LOD
;
479 else if (gl_tex
->states
[WINED3DTEXSTA_MAXMIPLEVEL
] >= This
->baseTexture
.level_count
)
480 glValue
= This
->baseTexture
.level_count
- 1;
481 else if (gl_tex
->states
[WINED3DTEXSTA_MAXMIPLEVEL
] < This
->baseTexture
.LOD
)
482 /* baseTexture.LOD is already clamped in the setter */
483 glValue
= This
->baseTexture
.LOD
;
485 glValue
= gl_tex
->states
[WINED3DTEXSTA_MAXMIPLEVEL
];
487 /* Note that D3DSAMP_MAXMIPLEVEL specifies the biggest mipmap(default 0), while
488 * GL_TEXTURE_MAX_LEVEL specifies the smallest mimap used(default 1000).
489 * So D3DSAMP_MAXMIPLEVEL is the same as GL_TEXTURE_BASE_LEVEL.
491 glTexParameteri(textureDimensions
, GL_TEXTURE_BASE_LEVEL
, glValue
);
495 if ((gl_tex
->states
[WINED3DTEXSTA_MAGFILTER
] != WINED3DTEXF_ANISOTROPIC
496 && gl_tex
->states
[WINED3DTEXSTA_MINFILTER
] != WINED3DTEXF_ANISOTROPIC
497 && gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] != WINED3DTEXF_ANISOTROPIC
)
504 aniso
= samplerStates
[WINED3DSAMP_MAXANISOTROPY
];
507 if (gl_tex
->states
[WINED3DTEXSTA_MAXANISOTROPY
] != aniso
)
509 if (gl_info
->supported
[EXT_TEXTURE_FILTER_ANISOTROPIC
])
511 glTexParameteri(textureDimensions
, GL_TEXTURE_MAX_ANISOTROPY_EXT
, aniso
);
512 checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
516 WARN("Anisotropic filtering not supported.\n");
518 gl_tex
->states
[WINED3DTEXSTA_MAXANISOTROPY
] = aniso
;
521 if (!(This
->resource
.format_desc
->Flags
& WINED3DFMT_FLAG_SHADOW
)
522 != !gl_tex
->states
[WINED3DTEXSTA_SHADOW
])
524 if (This
->resource
.format_desc
->Flags
& WINED3DFMT_FLAG_SHADOW
)
526 glTexParameteri(textureDimensions
, GL_DEPTH_TEXTURE_MODE_ARB
, GL_LUMINANCE
);
527 glTexParameteri(textureDimensions
, GL_TEXTURE_COMPARE_MODE_ARB
, GL_COMPARE_R_TO_TEXTURE_ARB
);
528 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)");
529 gl_tex
->states
[WINED3DTEXSTA_SHADOW
] = TRUE
;
533 glTexParameteri(textureDimensions
, GL_TEXTURE_COMPARE_MODE_ARB
, GL_NONE
);
534 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)");
535 gl_tex
->states
[WINED3DTEXSTA_SHADOW
] = FALSE
;