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 IWineD3DResourceImpl_UnLoad((IWineD3DResource *)iface);
118 WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface) {
119 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
122 HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent) {
123 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
126 /* ******************************************************
127 IWineD3DBaseTexture IWineD3DBaseTexture parts follow
128 ****************************************************** */
130 /* There is no OpenGL equivalent of setLOD, getLOD. All they do anyway is prioritize texture loading
131 * so just pretend that they work unless something really needs a failure. */
132 DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew) {
133 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
135 if (This->resource.pool != WINED3DPOOL_MANAGED) {
136 return WINED3DERR_INVALIDCALL;
139 if(LODNew >= This->baseTexture.levels)
140 LODNew = This->baseTexture.levels - 1;
141 This->baseTexture.LOD = LODNew;
143 TRACE("(%p) : set bogus LOD to %d\n", This, This->baseTexture.LOD);
145 return This->baseTexture.LOD;
148 DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface) {
149 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
151 if (This->resource.pool != WINED3DPOOL_MANAGED) {
152 return WINED3DERR_INVALIDCALL;
155 TRACE("(%p) : returning %d\n", This, This->baseTexture.LOD);
157 return This->baseTexture.LOD;
160 DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface) {
161 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
162 TRACE("(%p) : returning %d\n", This, This->baseTexture.levels);
163 return This->baseTexture.levels;
166 HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
167 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
168 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
169 UINT textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
171 if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
172 TRACE("(%p) : returning invalid call\n", This);
173 return WINED3DERR_INVALIDCALL;
175 if(This->baseTexture.filterType != FilterType) {
176 /* What about multithreading? Do we want all the context overhead just to set this value?
177 * Or should we delay the applying until the texture is used for drawing? For now, apply
180 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
182 glBindTexture(textureDimensions, This->baseTexture.textureName);
183 checkGLcall("glBindTexture");
185 case WINED3DTEXF_NONE:
186 case WINED3DTEXF_POINT:
187 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST);
188 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
190 case WINED3DTEXF_LINEAR:
191 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
192 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
195 WARN("Unexpected filter type %d, setting to GL_NICEST\n", FilterType);
196 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
197 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
201 This->baseTexture.filterType = FilterType;
202 TRACE("(%p) :\n", This);
206 WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface) {
207 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
208 FIXME("(%p) : stub\n", This);
209 if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
210 return WINED3DTEXF_NONE;
212 return This->baseTexture.filterType;
215 void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface) {
216 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
217 /* TODO: implement filters using GL_SGI_generate_mipmaps http://oss.sgi.com/projects/ogl-sample/registry/SGIS/generate_mipmap.txt */
218 FIXME("(%p) : stub\n", This);
222 /* Internal function, No d3d mapping */
223 BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL dirty) {
225 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
226 old = This->baseTexture.dirty;
227 This->baseTexture.dirty = dirty;
231 BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface) {
232 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
233 return This->baseTexture.dirty;
236 HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface) {
237 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
238 HRESULT hr = WINED3D_OK;
239 UINT textureDimensions;
240 BOOL isNewTexture = FALSE;
241 TRACE("(%p) : About to bind texture\n", This);
243 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
245 /* Generate a texture name if we don't already have one */
246 if (This->baseTexture.textureName == 0) {
247 glGenTextures(1, &This->baseTexture.textureName);
248 checkGLcall("glGenTextures");
249 TRACE("Generated texture %d\n", This->baseTexture.textureName);
250 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
251 /* Tell opengl to try and keep this texture in video ram (well mostly) */
254 glPrioritizeTextures(1, &This->baseTexture.textureName, &tmp);
257 /* Initialise the state of the texture object
258 to the openGL defaults, not the directx defaults */
259 This->baseTexture.states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP;
260 This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP;
261 This->baseTexture.states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP;
262 This->baseTexture.states[WINED3DTEXSTA_BORDERCOLOR] = 0;
263 This->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
264 This->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
265 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
266 This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
267 This->baseTexture.states[WINED3DTEXSTA_MAXANISOTROPY] = 0;
268 This->baseTexture.states[WINED3DTEXSTA_SRGBTEXTURE] = 0;
269 This->baseTexture.states[WINED3DTEXSTA_ELEMENTINDEX] = 0;
270 This->baseTexture.states[WINED3DTEXSTA_DMAPOFFSET] = 0;
271 This->baseTexture.states[WINED3DTEXSTA_TSSADDRESSW] = WINED3DTADDRESS_WRAP;
272 IWineD3DBaseTexture_SetDirty(iface, TRUE);
275 if(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) {
276 /* This means double binding the texture at creation, but keeps the code simpler all
277 * in all, and the run-time path free from additional checks
279 glBindTexture(textureDimensions, This->baseTexture.textureName);
280 checkGLcall("glBindTexture");
281 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
282 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
286 /* Bind the texture */
287 if (This->baseTexture.textureName != 0) {
288 glBindTexture(textureDimensions, This->baseTexture.textureName);
289 checkGLcall("glBindTexture");
291 /* For a new texture we have to set the textures levels after binding the texture.
292 * In theory this is all we should ever have to do, but because ATI's drivers are broken, we
293 * also need to set the texture dimensions before the texture is set
294 * Beware that texture rectangles do not support mipmapping.
296 if(textureDimensions != GL_TEXTURE_RECTANGLE_ARB) {
297 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
298 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1);
299 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)");
301 if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
302 /* Cubemaps are always set to clamp, regardless of the sampler state. */
303 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
304 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
305 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
309 } else { /* this only happened if we've run out of openGL textures */
310 WARN("This texture doesn't have an openGL texture assigned to it\n");
311 hr = WINED3DERR_INVALIDCALL;
318 HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface) {
319 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
320 UINT textureDimensions;
322 TRACE("(%p) : About to bind texture\n", This);
323 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
327 glBindTexture(textureDimensions, 0);
328 #if 0 /* TODO: context manager support */
329 IWineD3DContextManager_PopState(This->contextManager, textureDimensions, ENABLED, NOW /* make sure the state is applied now */);
331 glDisable(textureDimensions);
338 UINT WINAPI IWineD3DBaseTextureImpl_GetTextureDimensions(IWineD3DBaseTexture *iface){
339 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
340 FIXME("(%p) : This shouldn't be called\n", This);
344 static inline GLenum warpLookupType(WINED3DSAMPLERSTATETYPE Type) {
346 case WINED3DSAMP_ADDRESSU:
347 return GL_TEXTURE_WRAP_S;
348 case WINED3DSAMP_ADDRESSV:
349 return GL_TEXTURE_WRAP_T;
350 case WINED3DSAMP_ADDRESSW:
351 return GL_TEXTURE_WRAP_R;
353 FIXME("Unexpected warp type %d\n", Type);
358 static inline void apply_wrap(const GLint textureDimensions, const DWORD state, const GLint type) {
361 if (state < minLookup[WINELOOKUP_WARPPARAM] || state > maxLookup[WINELOOKUP_WARPPARAM]) {
362 FIXME("Unrecognized or unsupported WINED3DTADDRESS_U value %d\n", state);
364 if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
365 /* Cubemaps are always set to clamp, regardless of the sampler state. */
366 wrapParm = GL_CLAMP_TO_EDGE;
368 wrapParm = stateLookup[WINELOOKUP_WARPPARAM][state - minLookup[WINELOOKUP_WARPPARAM]];
370 TRACE("Setting WRAP_S to %d for %x\n", wrapParm, textureDimensions);
371 glTexParameteri(textureDimensions, type, wrapParm);
372 checkGLcall("glTexParameteri(..., type, wrapParm)");
376 void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface,
377 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
378 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
379 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
381 GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
383 IWineD3DBaseTexture_PreLoad(iface);
385 if(samplerStates[WINED3DSAMP_ADDRESSU] != This->baseTexture.states[WINED3DTEXSTA_ADDRESSU]) {
386 state = samplerStates[WINED3DSAMP_ADDRESSU];
387 apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_S);
388 This->baseTexture.states[WINED3DTEXSTA_ADDRESSU] = state;
391 if(samplerStates[WINED3DSAMP_ADDRESSV] != This->baseTexture.states[WINED3DTEXSTA_ADDRESSV]) {
392 state = samplerStates[WINED3DSAMP_ADDRESSV];
393 apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_T);
394 This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = state;
397 if(samplerStates[WINED3DSAMP_ADDRESSW] != This->baseTexture.states[WINED3DTEXSTA_ADDRESSW]) {
398 state = samplerStates[WINED3DSAMP_ADDRESSW];
399 apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_R);
400 This->baseTexture.states[WINED3DTEXSTA_ADDRESSW] = state;
403 if(samplerStates[WINED3DSAMP_BORDERCOLOR] != This->baseTexture.states[WINED3DTEXSTA_BORDERCOLOR]) {
406 state = samplerStates[WINED3DSAMP_BORDERCOLOR];
407 D3DCOLORTOGLFLOAT4(state, col);
408 TRACE("Setting border color for %u to %x\n", textureDimensions, state);
409 glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
410 checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
411 This->baseTexture.states[WINED3DTEXSTA_BORDERCOLOR] = state;
414 if(samplerStates[WINED3DSAMP_MAGFILTER] != This->baseTexture.states[WINED3DTEXSTA_MAGFILTER]) {
416 state = samplerStates[WINED3DSAMP_MAGFILTER];
417 if (state < minLookup[WINELOOKUP_MAGFILTER] || state > maxLookup[WINELOOKUP_MAGFILTER]) {
418 FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state);
420 glValue = stateLookup[WINELOOKUP_MAGFILTER][state - minLookup[WINELOOKUP_MAGFILTER]];
421 TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state, glValue);
422 glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
423 /* 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. */
424 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && WINED3DTEXF_ANISOTROPIC == state &&
425 textureDimensions != GL_TEXTURE_RECTANGLE_ARB) {
426 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, samplerStates[WINED3DSAMP_MAXANISOTROPY]);
428 This->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = state;
431 if(textureDimensions != GL_TEXTURE_RECTANGLE_ARB &&
432 (samplerStates[WINED3DSAMP_MINFILTER] != This->baseTexture.states[WINED3DTEXSTA_MINFILTER] ||
433 samplerStates[WINED3DSAMP_MIPFILTER] != This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] ||
434 samplerStates[WINED3DSAMP_MAXMIPLEVEL] != This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL])) {
437 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
438 This->baseTexture.states[WINED3DTEXSTA_MINFILTER] = samplerStates[WINED3DSAMP_MINFILTER];
439 This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL] = samplerStates[WINED3DSAMP_MAXMIPLEVEL];
441 if (This->baseTexture.states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC ||
442 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_LINEAR)
445 FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
446 This->baseTexture.states[WINED3DTEXSTA_MINFILTER],
447 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER]);
449 glValue = minMipLookup[min(max(samplerStates[WINED3DSAMP_MINFILTER],WINED3DTEXF_NONE), WINED3DTEXF_ANISOTROPIC)]
450 [min(max(samplerStates[WINED3DSAMP_MIPFILTER],WINED3DTEXF_NONE), WINED3DTEXF_LINEAR)];
452 TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
453 samplerStates[WINED3DSAMP_MINFILTER],
454 samplerStates[WINED3DSAMP_MIPFILTER], glValue);
455 glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
456 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
458 if(This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE) {
460 } else if(This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL] >= This->baseTexture.levels) {
461 glValue = This->baseTexture.levels - 1;
463 glValue = This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL];
465 glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, glValue);
468 if(samplerStates[WINED3DSAMP_MAXANISOTROPY] != This->baseTexture.states[WINED3DTEXSTA_MAXANISOTROPY]) {
469 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && textureDimensions != GL_TEXTURE_RECTANGLE_ARB) {
470 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, samplerStates[WINED3DSAMP_MAXANISOTROPY]);
471 checkGLcall("glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT ...");
473 WARN("Unsupported in local OpenGL implementation: glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT\n");
475 This->baseTexture.states[WINED3DTEXSTA_MAXANISOTROPY] = samplerStates[WINED3DSAMP_MAXANISOTROPY];
480 static const IWineD3DBaseTextureVtbl IWineD3DBaseTexture_Vtbl =
483 IWineD3DBaseTextureImpl_QueryInterface,
484 IWineD3DBaseTextureImpl_AddRef,
485 IWineD3DBaseTextureImpl_Release,
486 /* IWineD3DResource */
487 IWineD3DBaseTextureImpl_GetParent,
488 IWineD3DBaseTextureImpl_GetDevice,
489 IWineD3DBaseTextureImpl_SetPrivateData,
490 IWineD3DBaseTextureImpl_GetPrivateData,
491 IWineD3DBaseTextureImpl_FreePrivateData,
492 IWineD3DBaseTextureImpl_SetPriority,
493 IWineD3DBaseTextureImpl_GetPriority,
494 IWineD3DBaseTextureImpl_PreLoad,
495 IWineD3DBaseTextureImpl_UnLoad,
496 IWineD3DBaseTextureImpl_GetType,
497 /*IWineD3DBaseTexture*/
498 IWineD3DBaseTextureImpl_SetLOD,
499 IWineD3DBaseTextureImpl_GetLOD,
500 IWineD3DBaseTextureImpl_GetLevelCount,
501 IWineD3DBaseTextureImpl_SetAutoGenFilterType,
502 IWineD3DBaseTextureImpl_GetAutoGenFilterType,
503 IWineD3DBaseTextureImpl_GenerateMipSubLevels,
504 IWineD3DBaseTextureImpl_SetDirty,
505 IWineD3DBaseTextureImpl_GetDirty,
507 IWineD3DBaseTextureImpl_BindTexture,
508 IWineD3DBaseTextureImpl_UnBindTexture,
509 IWineD3DBaseTextureImpl_GetTextureDimensions,
510 IWineD3DBaseTextureImpl_ApplyStateChanges