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
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
28 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
30 /* *******************************************
31 IWineD3DBaseTexture IUnknown parts follow
32 ******************************************* */
33 HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, LPVOID *ppobj)
35 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
36 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
37 if (IsEqualGUID(riid, &IID_IUnknown)
38 || IsEqualGUID(riid, &IID_IWineD3DBase)
39 || IsEqualGUID(riid, &IID_IWineD3DResource)
40 || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)) {
41 IUnknown_AddRef(iface);
49 ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface) {
50 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
51 ULONG ref = InterlockedIncrement(&This->resource.ref);
53 TRACE("(%p) : AddRef increasing from %d\n", This,ref - 1);
57 ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface) {
58 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
59 ULONG ref = InterlockedDecrement(&This->resource.ref);
60 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
62 IWineD3DBaseTextureImpl_CleanUp(iface);
63 HeapFree(GetProcessHeap(), 0, This);
69 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface) {
70 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
71 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
73 TRACE("(%p) : textureName(%d)\n", This, This->baseTexture.textureName);
74 if (This->baseTexture.textureName != 0) {
75 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
77 TRACE("(%p) : Deleting texture %d\n", This, This->baseTexture.textureName);
78 glDeleteTextures(1, &This->baseTexture.textureName);
81 IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
84 /* ****************************************************
85 IWineD3DBaseTexture IWineD3DResource parts follow
86 **************************************************** */
87 HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice** ppDevice) {
88 return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
91 HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
92 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
95 HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
96 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
99 HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid) {
100 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
103 DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew) {
104 return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
107 DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface) {
108 return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
111 void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface) {
112 IWineD3DResourceImpl_PreLoad((IWineD3DResource *)iface);
115 void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface) {
116 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
117 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
119 if(This->baseTexture.textureName) {
120 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
122 glDeleteTextures(1, &This->baseTexture.textureName);
123 This->baseTexture.textureName = 0;
126 This->baseTexture.dirty = TRUE;
129 WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface) {
130 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
133 HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent) {
134 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
137 /* ******************************************************
138 IWineD3DBaseTexture IWineD3DBaseTexture parts follow
139 ****************************************************** */
141 /* There is no OpenGL equivalent of setLOD, getLOD. All they do anyway is prioritize texture loading
142 * so just pretend that they work unless something really needs a failure. */
143 DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew) {
144 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
146 if (This->resource.pool != WINED3DPOOL_MANAGED) {
147 return WINED3DERR_INVALIDCALL;
150 if(LODNew >= This->baseTexture.levels)
151 LODNew = This->baseTexture.levels - 1;
152 This->baseTexture.LOD = LODNew;
154 TRACE("(%p) : set bogus LOD to %d\n", This, This->baseTexture.LOD);
156 return This->baseTexture.LOD;
159 DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface) {
160 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
162 if (This->resource.pool != WINED3DPOOL_MANAGED) {
163 return WINED3DERR_INVALIDCALL;
166 TRACE("(%p) : returning %d\n", This, This->baseTexture.LOD);
168 return This->baseTexture.LOD;
171 DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface) {
172 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
173 TRACE("(%p) : returning %d\n", This, This->baseTexture.levels);
174 return This->baseTexture.levels;
177 HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
178 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
179 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
180 UINT textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
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 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
193 glBindTexture(textureDimensions, This->baseTexture.textureName);
194 checkGLcall("glBindTexture");
196 case WINED3DTEXF_NONE:
197 case WINED3DTEXF_POINT:
198 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST);
199 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
202 case WINED3DTEXF_LINEAR:
203 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
204 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
208 WARN("Unexpected filter type %d, setting to GL_NICEST\n", FilterType);
209 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
210 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
214 This->baseTexture.filterType = FilterType;
215 TRACE("(%p) :\n", This);
219 WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface) {
220 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
221 FIXME("(%p) : stub\n", This);
222 if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
223 return WINED3DTEXF_NONE;
225 return This->baseTexture.filterType;
228 void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface) {
229 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
230 /* TODO: implement filters using GL_SGI_generate_mipmaps http://oss.sgi.com/projects/ogl-sample/registry/SGIS/generate_mipmap.txt */
231 FIXME("(%p) : stub\n", This);
235 /* Internal function, No d3d mapping */
236 BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL dirty) {
238 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
239 old = This->baseTexture.dirty;
240 This->baseTexture.dirty = dirty;
244 BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface) {
245 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
246 return This->baseTexture.dirty;
249 HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface) {
250 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
251 HRESULT hr = WINED3D_OK;
252 UINT textureDimensions;
253 BOOL isNewTexture = FALSE;
254 TRACE("(%p) : About to bind texture\n", This);
256 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
258 /* Generate a texture name if we don't already have one */
259 if (This->baseTexture.textureName == 0) {
260 glGenTextures(1, &This->baseTexture.textureName);
261 checkGLcall("glGenTextures");
262 TRACE("Generated texture %d\n", This->baseTexture.textureName);
263 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
264 /* Tell opengl to try and keep this texture in video ram (well mostly) */
267 glPrioritizeTextures(1, &This->baseTexture.textureName, &tmp);
270 /* Initialise the state of the texture object
271 to the openGL defaults, not the directx defaults */
272 This->baseTexture.states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP;
273 This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP;
274 This->baseTexture.states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP;
275 This->baseTexture.states[WINED3DTEXSTA_BORDERCOLOR] = 0;
276 This->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
277 This->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
278 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
279 This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
280 This->baseTexture.states[WINED3DTEXSTA_MAXANISOTROPY] = 0;
281 This->baseTexture.states[WINED3DTEXSTA_SRGBTEXTURE] = 0;
282 This->baseTexture.states[WINED3DTEXSTA_ELEMENTINDEX] = 0;
283 This->baseTexture.states[WINED3DTEXSTA_DMAPOFFSET] = 0;
284 This->baseTexture.states[WINED3DTEXSTA_TSSADDRESSW] = WINED3DTADDRESS_WRAP;
285 IWineD3DBaseTexture_SetDirty(iface, TRUE);
288 if(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) {
289 /* This means double binding the texture at creation, but keeps the code simpler all
290 * in all, and the run-time path free from additional checks
292 glBindTexture(textureDimensions, This->baseTexture.textureName);
293 checkGLcall("glBindTexture");
294 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
295 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
299 /* Bind the texture */
300 if (This->baseTexture.textureName != 0) {
301 glBindTexture(textureDimensions, This->baseTexture.textureName);
302 checkGLcall("glBindTexture");
304 /* For a new texture we have to set the textures levels after binding the texture.
305 * In theory this is all we should ever have to do, but because ATI's drivers are broken, we
306 * also need to set the texture dimensions before the texture is set
307 * Beware that texture rectangles do not support mipmapping, but set the maxmiplevel if we're
308 * relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles
309 * (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB)
311 if(textureDimensions != GL_TEXTURE_RECTANGLE_ARB) {
312 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
313 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1);
314 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)");
316 if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
317 /* Cubemaps are always set to clamp, regardless of the sampler state. */
318 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
319 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
320 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
324 } else { /* this only happened if we've run out of openGL textures */
325 WARN("This texture doesn't have an openGL texture assigned to it\n");
326 hr = WINED3DERR_INVALIDCALL;
333 UINT WINAPI IWineD3DBaseTextureImpl_GetTextureDimensions(IWineD3DBaseTexture *iface){
334 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
335 FIXME("(%p) : This shouldn't be called\n", This);
339 BOOL WINAPI IWineD3DBaseTextureImpl_IsCondNP2(IWineD3DBaseTexture *iface){
340 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
341 FIXME("(%p) : This shouldn't be called\n", This);
345 static inline GLenum warpLookupType(WINED3DSAMPLERSTATETYPE Type) {
347 case WINED3DSAMP_ADDRESSU:
348 return GL_TEXTURE_WRAP_S;
349 case WINED3DSAMP_ADDRESSV:
350 return GL_TEXTURE_WRAP_T;
351 case WINED3DSAMP_ADDRESSW:
352 return GL_TEXTURE_WRAP_R;
354 FIXME("Unexpected warp type %d\n", Type);
359 static inline void apply_wrap(const GLint textureDimensions, const DWORD state, const GLint type,
363 if (state < minLookup[WINELOOKUP_WARPPARAM] || state > maxLookup[WINELOOKUP_WARPPARAM]) {
364 FIXME("Unrecognized or unsupported WINED3DTADDRESS_U value %d\n", state);
366 if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
367 /* Cubemaps are always set to clamp, regardless of the sampler state. */
368 wrapParm = GL_CLAMP_TO_EDGE;
369 } else if(cond_np2) {
370 if(state == WINED3DTADDRESS_WRAP) {
371 wrapParm = GL_CLAMP_TO_EDGE;
373 wrapParm = stateLookup[WINELOOKUP_WARPPARAM][state - minLookup[WINELOOKUP_WARPPARAM]];
376 wrapParm = stateLookup[WINELOOKUP_WARPPARAM][state - minLookup[WINELOOKUP_WARPPARAM]];
378 TRACE("Setting WRAP_S to %d for %x\n", wrapParm, textureDimensions);
379 glTexParameteri(textureDimensions, type, wrapParm);
380 checkGLcall("glTexParameteri(..., type, wrapParm)");
384 void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface,
385 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
386 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
387 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
389 GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
390 BOOL cond_np2 = IWineD3DBaseTexture_IsCondNP2(iface);
392 /* ApplyStateChanges relies on the correct texture being bound and loaded. */
394 if(samplerStates[WINED3DSAMP_ADDRESSU] != This->baseTexture.states[WINED3DTEXSTA_ADDRESSU]) {
395 state = samplerStates[WINED3DSAMP_ADDRESSU];
396 apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_S, cond_np2);
397 This->baseTexture.states[WINED3DTEXSTA_ADDRESSU] = state;
400 if(samplerStates[WINED3DSAMP_ADDRESSV] != This->baseTexture.states[WINED3DTEXSTA_ADDRESSV]) {
401 state = samplerStates[WINED3DSAMP_ADDRESSV];
402 apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_T, cond_np2);
403 This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = state;
406 if(samplerStates[WINED3DSAMP_ADDRESSW] != This->baseTexture.states[WINED3DTEXSTA_ADDRESSW]) {
407 state = samplerStates[WINED3DSAMP_ADDRESSW];
408 apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_R, cond_np2);
409 This->baseTexture.states[WINED3DTEXSTA_ADDRESSW] = state;
412 if(samplerStates[WINED3DSAMP_BORDERCOLOR] != This->baseTexture.states[WINED3DTEXSTA_BORDERCOLOR]) {
415 state = samplerStates[WINED3DSAMP_BORDERCOLOR];
416 D3DCOLORTOGLFLOAT4(state, col);
417 TRACE("Setting border color for %u to %x\n", textureDimensions, state);
418 glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
419 checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
420 This->baseTexture.states[WINED3DTEXSTA_BORDERCOLOR] = state;
423 if(samplerStates[WINED3DSAMP_MAGFILTER] != This->baseTexture.states[WINED3DTEXSTA_MAGFILTER]) {
425 state = samplerStates[WINED3DSAMP_MAGFILTER];
426 if (state > WINED3DTEXF_ANISOTROPIC) {
427 FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state);
429 glValue = (*This->baseTexture.magLookup)[state - WINED3DTEXF_NONE];
430 TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state, glValue);
431 glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
432 /* 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. */
433 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && WINED3DTEXF_ANISOTROPIC == state &&
435 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, samplerStates[WINED3DSAMP_MAXANISOTROPY]);
437 This->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = state;
441 if((samplerStates[WINED3DSAMP_MINFILTER] != This->baseTexture.states[WINED3DTEXSTA_MINFILTER] ||
442 samplerStates[WINED3DSAMP_MIPFILTER] != This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] ||
443 samplerStates[WINED3DSAMP_MAXMIPLEVEL] != This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL])) {
446 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
447 This->baseTexture.states[WINED3DTEXSTA_MINFILTER] = samplerStates[WINED3DSAMP_MINFILTER];
448 This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL] = samplerStates[WINED3DSAMP_MAXMIPLEVEL];
450 if (This->baseTexture.states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC ||
451 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_LINEAR)
454 FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
455 This->baseTexture.states[WINED3DTEXSTA_MINFILTER],
456 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER]);
458 glValue = (*This->baseTexture.minMipLookup)
459 [min(max(samplerStates[WINED3DSAMP_MINFILTER],WINED3DTEXF_NONE), WINED3DTEXF_ANISOTROPIC)]
460 [min(max(samplerStates[WINED3DSAMP_MIPFILTER],WINED3DTEXF_NONE), WINED3DTEXF_LINEAR)];
462 TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
463 samplerStates[WINED3DSAMP_MINFILTER],
464 samplerStates[WINED3DSAMP_MIPFILTER], glValue);
465 glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
466 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
469 if(This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE) {
471 } else if(This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL] >= This->baseTexture.levels) {
472 glValue = This->baseTexture.levels - 1;
474 glValue = This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL];
476 glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, glValue);
480 if(samplerStates[WINED3DSAMP_MAXANISOTROPY] != This->baseTexture.states[WINED3DTEXSTA_MAXANISOTROPY]) {
481 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && !cond_np2) {
482 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, samplerStates[WINED3DSAMP_MAXANISOTROPY]);
483 checkGLcall("glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT ...");
485 WARN("Unsupported in local OpenGL implementation: glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT\n");
487 This->baseTexture.states[WINED3DTEXSTA_MAXANISOTROPY] = samplerStates[WINED3DSAMP_MAXANISOTROPY];
492 static const IWineD3DBaseTextureVtbl IWineD3DBaseTexture_Vtbl =
495 IWineD3DBaseTextureImpl_QueryInterface,
496 IWineD3DBaseTextureImpl_AddRef,
497 IWineD3DBaseTextureImpl_Release,
498 /* IWineD3DResource */
499 IWineD3DBaseTextureImpl_GetParent,
500 IWineD3DBaseTextureImpl_GetDevice,
501 IWineD3DBaseTextureImpl_SetPrivateData,
502 IWineD3DBaseTextureImpl_GetPrivateData,
503 IWineD3DBaseTextureImpl_FreePrivateData,
504 IWineD3DBaseTextureImpl_SetPriority,
505 IWineD3DBaseTextureImpl_GetPriority,
506 IWineD3DBaseTextureImpl_PreLoad,
507 IWineD3DBaseTextureImpl_UnLoad,
508 IWineD3DBaseTextureImpl_GetType,
509 /*IWineD3DBaseTexture*/
510 IWineD3DBaseTextureImpl_SetLOD,
511 IWineD3DBaseTextureImpl_GetLOD,
512 IWineD3DBaseTextureImpl_GetLevelCount,
513 IWineD3DBaseTextureImpl_SetAutoGenFilterType,
514 IWineD3DBaseTextureImpl_GetAutoGenFilterType,
515 IWineD3DBaseTextureImpl_GenerateMipSubLevels,
516 IWineD3DBaseTextureImpl_SetDirty,
517 IWineD3DBaseTextureImpl_GetDirty,
519 IWineD3DBaseTextureImpl_BindTexture,
520 IWineD3DBaseTextureImpl_GetTextureDimensions,
521 IWineD3DBaseTextureImpl_IsCondNP2,
522 IWineD3DBaseTextureImpl_ApplyStateChanges