wined3d: Fix typo in checkGLcall.
[wine] / dlls / wined3d / basetexture.c
1 /*
2  * IWineD3DBaseTexture Implementation
3  *
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
9  *
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.
14  *
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.
19  *
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
23  */
24
25 #include "config.h"
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
29
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 *format, WINED3DPOOL pool, void *parent,
33         const struct wined3d_parent_ops *parent_ops)
34 {
35     HRESULT hr;
36
37     hr = resource_init((IWineD3DResource *)texture, resource_type, device,
38             size, usage, format, pool, parent, parent_ops);
39     if (FAILED(hr))
40     {
41         WARN("Failed to initialize resource, returning %#x\n", hr);
42         return hr;
43     }
44
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)
48     {
49         ERR("Failed to allocate sub-resource array.\n");
50         resource_cleanup((IWineD3DResource *)texture);
51         return E_OUTOFMEMORY;
52     }
53
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;
62
63     if (texture->resource.format->Flags & WINED3DFMT_FLAG_FILTERING)
64     {
65         texture->baseTexture.minMipLookup = minMipLookup;
66         texture->baseTexture.magLookup = magLookup;
67     }
68     else
69     {
70         texture->baseTexture.minMipLookup = minMipLookup_noFilter;
71         texture->baseTexture.magLookup = magLookup_noFilter;
72     }
73
74     return WINED3D_OK;
75 }
76
77 void basetexture_cleanup(IWineD3DBaseTexture *iface)
78 {
79     basetexture_unload(iface);
80     HeapFree(GetProcessHeap(), 0, ((IWineD3DBaseTextureImpl *)iface)->baseTexture.sub_resources);
81     resource_cleanup((IWineD3DResource *)iface);
82 }
83
84 IWineD3DResourceImpl *basetexture_get_sub_resource(IWineD3DBaseTextureImpl *texture, UINT layer, UINT level)
85 {
86     if (layer >= texture->baseTexture.layer_count)
87     {
88         WARN("layer %u >= layer_count %u.\n", layer, texture->baseTexture.layer_count);
89         return NULL;
90     }
91
92     if (level >= texture->baseTexture.level_count)
93     {
94         WARN("level %u >= level_count %u.\n", level, texture->baseTexture.level_count);
95         return NULL;
96     }
97
98     return texture->baseTexture.sub_resources[layer * texture->baseTexture.level_count + level];
99 }
100
101 /* A GL context is provided by the caller */
102 static void gltexture_delete(struct gl_texture *tex)
103 {
104     ENTER_GL();
105     glDeleteTextures(1, &tex->name);
106     LEAVE_GL();
107     tex->name = 0;
108 }
109
110 void basetexture_unload(IWineD3DBaseTexture *iface)
111 {
112     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
113     IWineD3DDeviceImpl *device = This->resource.device;
114     struct wined3d_context *context = NULL;
115
116     if (This->baseTexture.texture_rgb.name || This->baseTexture.texture_srgb.name)
117     {
118         context = context_acquire(device, NULL);
119     }
120
121     if(This->baseTexture.texture_rgb.name) {
122         gltexture_delete(&This->baseTexture.texture_rgb);
123     }
124     if(This->baseTexture.texture_srgb.name) {
125         gltexture_delete(&This->baseTexture.texture_srgb);
126     }
127
128     if (context) context_release(context);
129
130     This->baseTexture.texture_rgb.dirty = TRUE;
131     This->baseTexture.texture_srgb.dirty = TRUE;
132
133     resource_unload((IWineD3DResourceImpl *)This);
134 }
135
136 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew)
137 {
138     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
139     DWORD old = This->baseTexture.LOD;
140
141     /* The d3d9:texture test shows that SetLOD is ignored on non-managed
142      * textures. The call always returns 0, and GetLOD always returns 0
143      */
144     if (This->resource.pool != WINED3DPOOL_MANAGED) {
145         TRACE("Ignoring SetLOD on %s texture, returning 0\n", debug_d3dpool(This->resource.pool));
146         return 0;
147     }
148
149     if (LODNew >= This->baseTexture.level_count)
150         LODNew = This->baseTexture.level_count - 1;
151
152     if(This->baseTexture.LOD != LODNew) {
153         This->baseTexture.LOD = LODNew;
154
155         This->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
156         This->baseTexture.texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
157         if(This->baseTexture.bindCount) {
158             IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(This->baseTexture.sampler));
159         }
160     }
161
162     TRACE("(%p) : set LOD to %d\n", This, This->baseTexture.LOD);
163
164     return old;
165 }
166
167 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface)
168 {
169     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
170
171     TRACE("(%p) : returning %d\n", This, This->baseTexture.LOD);
172
173     return This->baseTexture.LOD;
174 }
175
176 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface)
177 {
178     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
179     TRACE("iface %p, returning %u.\n", iface, This->baseTexture.level_count);
180     return This->baseTexture.level_count;
181 }
182
183 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType)
184 {
185   IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
186   IWineD3DDeviceImpl *device = This->resource.device;
187   UINT textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
188
189   if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
190       TRACE("(%p) : returning invalid call\n", This);
191       return WINED3DERR_INVALIDCALL;
192   }
193   if(This->baseTexture.filterType != FilterType) {
194       /* What about multithreading? Do we want all the context overhead just to set this value?
195        * Or should we delay the applying until the texture is used for drawing? For now, apply
196        * immediately.
197        */
198       struct wined3d_context *context = context_acquire(device, NULL);
199
200       ENTER_GL();
201       glBindTexture(textureDimensions, This->baseTexture.texture_rgb.name);
202       checkGLcall("glBindTexture");
203       switch(FilterType) {
204           case WINED3DTEXF_NONE:
205           case WINED3DTEXF_POINT:
206               glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST);
207               checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
208
209               break;
210           case WINED3DTEXF_LINEAR:
211               glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
212               checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
213
214               break;
215           default:
216               WARN("Unexpected filter type %d, setting to GL_NICEST\n", FilterType);
217               glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
218               checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
219       }
220       LEAVE_GL();
221
222       context_release(context);
223   }
224   This->baseTexture.filterType = FilterType;
225   TRACE("(%p) :\n", This);
226   return WINED3D_OK;
227 }
228
229 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface)
230 {
231     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
232
233     FIXME("(%p) : stub\n", This);
234
235     return This->baseTexture.filterType;
236 }
237
238 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface)
239 {
240     /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
241     FIXME("iface %p stub!\n", iface);
242 }
243
244 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty)
245 {
246     BOOL old;
247     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
248     old = This->baseTexture.texture_rgb.dirty || This->baseTexture.texture_srgb.dirty;
249     This->baseTexture.texture_rgb.dirty = dirty;
250     This->baseTexture.texture_srgb.dirty = dirty;
251     return old;
252 }
253
254 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface)
255 {
256     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
257     return This->baseTexture.texture_rgb.dirty || This->baseTexture.texture_srgb.dirty;
258 }
259
260 /* Context activation is done by the caller. */
261 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc)
262 {
263     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
264     HRESULT hr = WINED3D_OK;
265     UINT textureDimensions;
266     BOOL isNewTexture = FALSE;
267     struct gl_texture *gl_tex;
268     TRACE("(%p) : About to bind texture\n", This);
269
270     This->baseTexture.is_srgb = srgb; /* SRGB mode cache for PreLoad calls outside drawprim */
271     if(srgb) {
272         gl_tex = &This->baseTexture.texture_srgb;
273     } else {
274         gl_tex = &This->baseTexture.texture_rgb;
275     }
276
277     textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
278     ENTER_GL();
279     /* Generate a texture name if we don't already have one */
280     if (gl_tex->name == 0) {
281         *set_surface_desc = TRUE;
282         glGenTextures(1, &gl_tex->name);
283         checkGLcall("glGenTextures");
284         TRACE("Generated texture %d\n", gl_tex->name);
285         if (This->resource.pool == WINED3DPOOL_DEFAULT) {
286             /* Tell opengl to try and keep this texture in video ram (well mostly) */
287             GLclampf tmp;
288             tmp = 0.9f;
289             glPrioritizeTextures(1, &gl_tex->name, &tmp);
290
291         }
292         /* Initialise the state of the texture object
293         to the openGL defaults, not the directx defaults */
294         gl_tex->states[WINED3DTEXSTA_ADDRESSU]      = WINED3DTADDRESS_WRAP;
295         gl_tex->states[WINED3DTEXSTA_ADDRESSV]      = WINED3DTADDRESS_WRAP;
296         gl_tex->states[WINED3DTEXSTA_ADDRESSW]      = WINED3DTADDRESS_WRAP;
297         gl_tex->states[WINED3DTEXSTA_BORDERCOLOR]   = 0;
298         gl_tex->states[WINED3DTEXSTA_MAGFILTER]     = WINED3DTEXF_LINEAR;
299         gl_tex->states[WINED3DTEXSTA_MINFILTER]     = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
300         gl_tex->states[WINED3DTEXSTA_MIPFILTER]     = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
301         gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL]   = 0;
302         gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
303         gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE]   = 0;
304         gl_tex->states[WINED3DTEXSTA_SHADOW]        = FALSE;
305         IWineD3DBaseTexture_SetDirty(iface, TRUE);
306         isNewTexture = TRUE;
307
308         if(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) {
309             /* This means double binding the texture at creation, but keeps the code simpler all
310              * in all, and the run-time path free from additional checks
311              */
312             glBindTexture(textureDimensions, gl_tex->name);
313             checkGLcall("glBindTexture");
314             glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
315             checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
316         }
317     } else {
318         *set_surface_desc = FALSE;
319     }
320
321     /* Bind the texture */
322     if (gl_tex->name != 0) {
323         glBindTexture(textureDimensions, gl_tex->name);
324         checkGLcall("glBindTexture");
325         if (isNewTexture) {
326             /* For a new texture we have to set the textures levels after binding the texture.
327              * In theory this is all we should ever have to do, but because ATI's drivers are broken, we
328              * also need to set the texture dimensions before the texture is set
329              * Beware that texture rectangles do not support mipmapping, but set the maxmiplevel if we're
330              * relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles
331              * (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB)
332              */
333             if (textureDimensions != GL_TEXTURE_RECTANGLE_ARB)
334             {
335                 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", This->baseTexture.level_count - 1);
336                 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.level_count - 1);
337                 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.level_count)");
338             }
339             if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
340                 /* Cubemaps are always set to clamp, regardless of the sampler state. */
341                 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
342                 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
343                 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
344             }
345         }
346     } else { /* this only happened if we've run out of openGL textures */
347         WARN("This texture doesn't have an openGL texture assigned to it\n");
348         hr =  WINED3DERR_INVALIDCALL;
349     }
350
351     LEAVE_GL();
352     return hr;
353 }
354
355 /* GL locking is done by the caller */
356 static void apply_wrap(const struct wined3d_gl_info *gl_info, GLenum target,
357         WINED3DTEXTUREADDRESS d3d_wrap, GLenum param, BOOL cond_np2)
358 {
359     GLint gl_wrap;
360
361     if (d3d_wrap < WINED3DTADDRESS_WRAP || d3d_wrap > WINED3DTADDRESS_MIRRORONCE)
362     {
363         FIXME("Unrecognized or unsupported WINED3DTEXTUREADDRESS %#x.\n", d3d_wrap);
364         return;
365     }
366
367     if (target == GL_TEXTURE_CUBE_MAP_ARB
368             || (cond_np2 && d3d_wrap == WINED3DTADDRESS_WRAP))
369     {
370         /* Cubemaps are always set to clamp, regardless of the sampler state. */
371         gl_wrap = GL_CLAMP_TO_EDGE;
372     }
373     else
374     {
375         gl_wrap = gl_info->wrap_lookup[d3d_wrap - WINED3DTADDRESS_WRAP];
376     }
377
378     TRACE("Setting param %#x to %#x for target %#x.\n", param, gl_wrap, target);
379     glTexParameteri(target, param, gl_wrap);
380     checkGLcall("glTexParameteri(target, param, gl_wrap)");
381 }
382
383 /* GL locking is done by the caller (state handler) */
384 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
385         const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
386         const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
387         const struct wined3d_gl_info *gl_info)
388 {
389     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
390     DWORD state;
391     GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
392     BOOL cond_np2 = IWineD3DBaseTexture_IsCondNP2(iface);
393     DWORD aniso;
394     struct gl_texture *gl_tex;
395
396     TRACE("iface %p, textureStates %p, samplerStates %p\n", iface, textureStates, samplerStates);
397
398     if(This->baseTexture.is_srgb) {
399         gl_tex = &This->baseTexture.texture_srgb;
400     } else {
401         gl_tex = &This->baseTexture.texture_rgb;
402     }
403
404     /* This function relies on the correct texture being bound and loaded. */
405
406     if(samplerStates[WINED3DSAMP_ADDRESSU]      != gl_tex->states[WINED3DTEXSTA_ADDRESSU]) {
407         state = samplerStates[WINED3DSAMP_ADDRESSU];
408         apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_S, cond_np2);
409         gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state;
410     }
411
412     if(samplerStates[WINED3DSAMP_ADDRESSV]      != gl_tex->states[WINED3DTEXSTA_ADDRESSV]) {
413         state = samplerStates[WINED3DSAMP_ADDRESSV];
414         apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_T, cond_np2);
415         gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state;
416     }
417
418     if(samplerStates[WINED3DSAMP_ADDRESSW]      != gl_tex->states[WINED3DTEXSTA_ADDRESSW]) {
419         state = samplerStates[WINED3DSAMP_ADDRESSW];
420         apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_R, cond_np2);
421         gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state;
422     }
423
424     if(samplerStates[WINED3DSAMP_BORDERCOLOR]   != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR]) {
425         float col[4];
426
427         state = samplerStates[WINED3DSAMP_BORDERCOLOR];
428         D3DCOLORTOGLFLOAT4(state, col);
429         TRACE("Setting border color for %u to %x\n", textureDimensions, state);
430         glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
431         checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
432         gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state;
433     }
434
435     if(samplerStates[WINED3DSAMP_MAGFILTER]     != gl_tex->states[WINED3DTEXSTA_MAGFILTER]) {
436         GLint glValue;
437         state = samplerStates[WINED3DSAMP_MAGFILTER];
438         if (state > WINED3DTEXF_ANISOTROPIC) {
439             FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state);
440         }
441
442         glValue = wined3d_gl_mag_filter(This->baseTexture.magLookup,
443                 min(max(state, WINED3DTEXF_POINT), WINED3DTEXF_LINEAR));
444         TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state, glValue);
445         glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
446
447         gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state;
448     }
449
450     if((samplerStates[WINED3DSAMP_MINFILTER]     != gl_tex->states[WINED3DTEXSTA_MINFILTER] ||
451         samplerStates[WINED3DSAMP_MIPFILTER]     != gl_tex->states[WINED3DTEXSTA_MIPFILTER] ||
452         samplerStates[WINED3DSAMP_MAXMIPLEVEL]   != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL])) {
453         GLint glValue;
454
455         gl_tex->states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
456         gl_tex->states[WINED3DTEXSTA_MINFILTER] = samplerStates[WINED3DSAMP_MINFILTER];
457         gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = samplerStates[WINED3DSAMP_MAXMIPLEVEL];
458
459         if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC
460             || gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_ANISOTROPIC)
461         {
462
463             FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
464                   gl_tex->states[WINED3DTEXSTA_MINFILTER],
465                   gl_tex->states[WINED3DTEXSTA_MIPFILTER]);
466         }
467         glValue = wined3d_gl_min_mip_filter(This->baseTexture.minMipLookup,
468                 min(max(samplerStates[WINED3DSAMP_MINFILTER], WINED3DTEXF_POINT), WINED3DTEXF_LINEAR),
469                 min(max(samplerStates[WINED3DSAMP_MIPFILTER], WINED3DTEXF_NONE), WINED3DTEXF_LINEAR));
470
471         TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
472               samplerStates[WINED3DSAMP_MINFILTER],
473               samplerStates[WINED3DSAMP_MIPFILTER], glValue);
474         glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
475         checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
476
477         if (!cond_np2)
478         {
479             if (gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE)
480                 glValue = This->baseTexture.LOD;
481             else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= This->baseTexture.level_count)
482                 glValue = This->baseTexture.level_count - 1;
483             else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < This->baseTexture.LOD)
484                 /* baseTexture.LOD is already clamped in the setter */
485                 glValue = This->baseTexture.LOD;
486             else
487                 glValue = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL];
488
489             /* Note that D3DSAMP_MAXMIPLEVEL specifies the biggest mipmap(default 0), while
490              * GL_TEXTURE_MAX_LEVEL specifies the smallest mimap used(default 1000).
491              * So D3DSAMP_MAXMIPLEVEL is the same as GL_TEXTURE_BASE_LEVEL.
492              */
493             glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, glValue);
494         }
495     }
496
497     if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_ANISOTROPIC
498          && gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_ANISOTROPIC
499          && gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_ANISOTROPIC)
500             || cond_np2)
501     {
502         aniso = 1;
503     }
504     else
505     {
506         aniso = samplerStates[WINED3DSAMP_MAXANISOTROPY];
507     }
508
509     if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
510     {
511         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
512         {
513             glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
514             checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
515         }
516         else
517         {
518             WARN("Anisotropic filtering not supported.\n");
519         }
520         gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
521     }
522
523     if (!(This->resource.format->Flags & WINED3DFMT_FLAG_SHADOW)
524             != !gl_tex->states[WINED3DTEXSTA_SHADOW])
525     {
526         if (This->resource.format->Flags & WINED3DFMT_FLAG_SHADOW)
527         {
528             glTexParameteri(textureDimensions, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
529             glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
530             checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)");
531             gl_tex->states[WINED3DTEXSTA_SHADOW] = TRUE;
532         }
533         else
534         {
535             glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
536             checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)");
537             gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
538         }
539     }
540 }