wined3d: Use "gl_info" in some more places in context_create().
[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 levels, WINED3DRESOURCETYPE resource_type,
31         IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
32         WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
33 {
34     HRESULT hr;
35
36     hr = resource_init((IWineD3DResource *)texture, resource_type, device,
37             size, usage, format_desc, pool, parent, parent_ops);
38     if (FAILED(hr))
39     {
40         WARN("Failed to initialize resource, returning %#x\n", hr);
41         return hr;
42     }
43
44     texture->baseTexture.levels = levels;
45     texture->baseTexture.filterType = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE;
46     texture->baseTexture.LOD = 0;
47     texture->baseTexture.texture_rgb.dirty = TRUE;
48     texture->baseTexture.texture_srgb.dirty = TRUE;
49     texture->baseTexture.is_srgb = FALSE;
50     texture->baseTexture.pow2Matrix_identity = TRUE;
51
52     if (texture->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING)
53     {
54         texture->baseTexture.minMipLookup = minMipLookup;
55         texture->baseTexture.magLookup = magLookup;
56     }
57     else
58     {
59         texture->baseTexture.minMipLookup = minMipLookup_noFilter;
60         texture->baseTexture.magLookup = magLookup_noFilter;
61     }
62
63     return WINED3D_OK;
64 }
65
66 void basetexture_cleanup(IWineD3DBaseTexture *iface)
67 {
68     basetexture_unload(iface);
69     resource_cleanup((IWineD3DResource *)iface);
70 }
71
72 /* A GL context is provided by the caller */
73 static void gltexture_delete(struct gl_texture *tex)
74 {
75     ENTER_GL();
76     glDeleteTextures(1, &tex->name);
77     LEAVE_GL();
78     tex->name = 0;
79 }
80
81 void basetexture_unload(IWineD3DBaseTexture *iface)
82 {
83     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
84     IWineD3DDeviceImpl *device = This->resource.device;
85     struct wined3d_context *context = NULL;
86
87     if (This->baseTexture.texture_rgb.name || This->baseTexture.texture_srgb.name)
88     {
89         context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
90     }
91
92     if(This->baseTexture.texture_rgb.name) {
93         gltexture_delete(&This->baseTexture.texture_rgb);
94     }
95     if(This->baseTexture.texture_srgb.name) {
96         gltexture_delete(&This->baseTexture.texture_srgb);
97     }
98
99     if (context) context_release(context);
100
101     This->baseTexture.texture_rgb.dirty = TRUE;
102     This->baseTexture.texture_srgb.dirty = TRUE;
103 }
104
105 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew)
106 {
107     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
108     DWORD old = This->baseTexture.LOD;
109
110     /* The d3d9:texture test shows that SetLOD is ignored on non-managed
111      * textures. The call always returns 0, and GetLOD always returns 0
112      */
113     if (This->resource.pool != WINED3DPOOL_MANAGED) {
114         TRACE("Ignoring SetLOD on %s texture, returning 0\n", debug_d3dpool(This->resource.pool));
115         return 0;
116     }
117
118     if(LODNew >= This->baseTexture.levels)
119         LODNew = This->baseTexture.levels - 1;
120
121     if(This->baseTexture.LOD != LODNew) {
122         This->baseTexture.LOD = LODNew;
123
124         This->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
125         This->baseTexture.texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
126         if(This->baseTexture.bindCount) {
127             IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(This->baseTexture.sampler));
128         }
129     }
130
131     TRACE("(%p) : set LOD to %d\n", This, This->baseTexture.LOD);
132
133     return old;
134 }
135
136 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface)
137 {
138     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
139
140     TRACE("(%p) : returning %d\n", This, This->baseTexture.LOD);
141
142     return This->baseTexture.LOD;
143 }
144
145 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface)
146 {
147     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
148     TRACE("(%p) : returning %d\n", This, This->baseTexture.levels);
149     return This->baseTexture.levels;
150 }
151
152 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType)
153 {
154   IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
155   IWineD3DDeviceImpl *device = This->resource.device;
156   UINT textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
157
158   if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
159       TRACE("(%p) : returning invalid call\n", This);
160       return WINED3DERR_INVALIDCALL;
161   }
162   if(This->baseTexture.filterType != FilterType) {
163       /* What about multithreading? Do we want all the context overhead just to set this value?
164        * Or should we delay the applying until the texture is used for drawing? For now, apply
165        * immediately.
166        */
167       struct wined3d_context *context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
168
169       ENTER_GL();
170       glBindTexture(textureDimensions, This->baseTexture.texture_rgb.name);
171       checkGLcall("glBindTexture");
172       switch(FilterType) {
173           case WINED3DTEXF_NONE:
174           case WINED3DTEXF_POINT:
175               glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST);
176               checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
177
178               break;
179           case WINED3DTEXF_LINEAR:
180               glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
181               checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
182
183               break;
184           default:
185               WARN("Unexpected filter type %d, setting to GL_NICEST\n", FilterType);
186               glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
187               checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
188       }
189       LEAVE_GL();
190
191       context_release(context);
192   }
193   This->baseTexture.filterType = FilterType;
194   TRACE("(%p) :\n", This);
195   return WINED3D_OK;
196 }
197
198 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface)
199 {
200     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
201
202     FIXME("(%p) : stub\n", This);
203
204     return This->baseTexture.filterType;
205 }
206
207 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface)
208 {
209     /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
210     FIXME("iface %p stub!\n", iface);
211 }
212
213 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty)
214 {
215     BOOL old;
216     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
217     old = This->baseTexture.texture_rgb.dirty || This->baseTexture.texture_srgb.dirty;
218     This->baseTexture.texture_rgb.dirty = dirty;
219     This->baseTexture.texture_srgb.dirty = dirty;
220     return old;
221 }
222
223 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface)
224 {
225     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
226     return This->baseTexture.texture_rgb.dirty || This->baseTexture.texture_srgb.dirty;
227 }
228
229 /* Context activation is done by the caller. */
230 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc)
231 {
232     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
233     HRESULT hr = WINED3D_OK;
234     UINT textureDimensions;
235     BOOL isNewTexture = FALSE;
236     struct gl_texture *gl_tex;
237     TRACE("(%p) : About to bind texture\n", This);
238
239     This->baseTexture.is_srgb = srgb; /* SRGB mode cache for PreLoad calls outside drawprim */
240     if(srgb) {
241         gl_tex = &This->baseTexture.texture_srgb;
242     } else {
243         gl_tex = &This->baseTexture.texture_rgb;
244     }
245
246     textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
247     ENTER_GL();
248     /* Generate a texture name if we don't already have one */
249     if (gl_tex->name == 0) {
250         *set_surface_desc = TRUE;
251         glGenTextures(1, &gl_tex->name);
252         checkGLcall("glGenTextures");
253         TRACE("Generated texture %d\n", gl_tex->name);
254         if (This->resource.pool == WINED3DPOOL_DEFAULT) {
255             /* Tell opengl to try and keep this texture in video ram (well mostly) */
256             GLclampf tmp;
257             tmp = 0.9f;
258             glPrioritizeTextures(1, &gl_tex->name, &tmp);
259
260         }
261         /* Initialise the state of the texture object
262         to the openGL defaults, not the directx defaults */
263         gl_tex->states[WINED3DTEXSTA_ADDRESSU]      = WINED3DTADDRESS_WRAP;
264         gl_tex->states[WINED3DTEXSTA_ADDRESSV]      = WINED3DTADDRESS_WRAP;
265         gl_tex->states[WINED3DTEXSTA_ADDRESSW]      = WINED3DTADDRESS_WRAP;
266         gl_tex->states[WINED3DTEXSTA_BORDERCOLOR]   = 0;
267         gl_tex->states[WINED3DTEXSTA_MAGFILTER]     = WINED3DTEXF_LINEAR;
268         gl_tex->states[WINED3DTEXSTA_MINFILTER]     = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
269         gl_tex->states[WINED3DTEXSTA_MIPFILTER]     = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
270         gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL]   = 0;
271         gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
272         gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE]   = 0;
273         gl_tex->states[WINED3DTEXSTA_ELEMENTINDEX]  = 0;
274         gl_tex->states[WINED3DTEXSTA_DMAPOFFSET]    = 0;
275         gl_tex->states[WINED3DTEXSTA_TSSADDRESSW]   = WINED3DTADDRESS_WRAP;
276         IWineD3DBaseTexture_SetDirty(iface, TRUE);
277         isNewTexture = TRUE;
278
279         if(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) {
280             /* This means double binding the texture at creation, but keeps the code simpler all
281              * in all, and the run-time path free from additional checks
282              */
283             glBindTexture(textureDimensions, gl_tex->name);
284             checkGLcall("glBindTexture");
285             glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
286             checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
287         }
288     } else {
289         *set_surface_desc = FALSE;
290     }
291
292     /* Bind the texture */
293     if (gl_tex->name != 0) {
294         glBindTexture(textureDimensions, gl_tex->name);
295         checkGLcall("glBindTexture");
296         if (isNewTexture) {
297             /* For a new texture we have to set the textures levels after binding the texture.
298              * In theory this is all we should ever have to do, but because ATI's drivers are broken, we
299              * also need to set the texture dimensions before the texture is set
300              * Beware that texture rectangles do not support mipmapping, but set the maxmiplevel if we're
301              * relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles
302              * (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB)
303              */
304             if(textureDimensions != GL_TEXTURE_RECTANGLE_ARB) {
305                 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
306                 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1);
307                 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)");
308             }
309             if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
310                 /* Cubemaps are always set to clamp, regardless of the sampler state. */
311                 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
312                 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
313                 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
314             }
315         }
316     } else { /* this only happened if we've run out of openGL textures */
317         WARN("This texture doesn't have an openGL texture assigned to it\n");
318         hr =  WINED3DERR_INVALIDCALL;
319     }
320
321     LEAVE_GL();
322     return hr;
323 }
324
325 /* GL locking is done by the caller */
326 static void apply_wrap(const struct wined3d_gl_info *gl_info, GLenum target,
327         WINED3DTEXTUREADDRESS d3d_wrap, GLenum param, BOOL cond_np2)
328 {
329     GLint gl_wrap;
330
331     if (d3d_wrap < WINED3DTADDRESS_WRAP || d3d_wrap > WINED3DTADDRESS_MIRRORONCE)
332     {
333         FIXME("Unrecognized or unsupported WINED3DTEXTUREADDRESS %#x.\n", d3d_wrap);
334         return;
335     }
336
337     if (target == GL_TEXTURE_CUBE_MAP_ARB
338             || (cond_np2 && d3d_wrap == WINED3DTADDRESS_WRAP))
339     {
340         /* Cubemaps are always set to clamp, regardless of the sampler state. */
341         gl_wrap = GL_CLAMP_TO_EDGE;
342     }
343     else
344     {
345         gl_wrap = gl_info->wrap_lookup[d3d_wrap - WINED3DTADDRESS_WRAP];
346     }
347
348     TRACE("Setting param %#x to %#x for target %#x.\n", param, gl_wrap, target);
349     glTexParameteri(target, param, gl_wrap);
350     checkGLcall("glTexParameteri(target, param, gl_wrap)");
351 }
352
353 /* GL locking is done by the caller (state handler) */
354 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
355         const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
356         const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
357         const struct wined3d_gl_info *gl_info)
358 {
359     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
360     DWORD state;
361     GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
362     BOOL cond_np2 = IWineD3DBaseTexture_IsCondNP2(iface);
363     DWORD aniso;
364     struct gl_texture *gl_tex;
365
366     TRACE("iface %p, textureStates %p, samplerStates %p\n", iface, textureStates, samplerStates);
367
368     if(This->baseTexture.is_srgb) {
369         gl_tex = &This->baseTexture.texture_srgb;
370     } else {
371         gl_tex = &This->baseTexture.texture_rgb;
372     }
373
374     /* This function relies on the correct texture being bound and loaded. */
375
376     if(samplerStates[WINED3DSAMP_ADDRESSU]      != gl_tex->states[WINED3DTEXSTA_ADDRESSU]) {
377         state = samplerStates[WINED3DSAMP_ADDRESSU];
378         apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_S, cond_np2);
379         gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state;
380     }
381
382     if(samplerStates[WINED3DSAMP_ADDRESSV]      != gl_tex->states[WINED3DTEXSTA_ADDRESSV]) {
383         state = samplerStates[WINED3DSAMP_ADDRESSV];
384         apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_T, cond_np2);
385         gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state;
386     }
387
388     if(samplerStates[WINED3DSAMP_ADDRESSW]      != gl_tex->states[WINED3DTEXSTA_ADDRESSW]) {
389         state = samplerStates[WINED3DSAMP_ADDRESSW];
390         apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_R, cond_np2);
391         gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state;
392     }
393
394     if(samplerStates[WINED3DSAMP_BORDERCOLOR]   != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR]) {
395         float col[4];
396
397         state = samplerStates[WINED3DSAMP_BORDERCOLOR];
398         D3DCOLORTOGLFLOAT4(state, col);
399         TRACE("Setting border color for %u to %x\n", textureDimensions, state);
400         glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
401         checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
402         gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state;
403     }
404
405     if(samplerStates[WINED3DSAMP_MAGFILTER]     != gl_tex->states[WINED3DTEXSTA_MAGFILTER]) {
406         GLint glValue;
407         state = samplerStates[WINED3DSAMP_MAGFILTER];
408         if (state > WINED3DTEXF_ANISOTROPIC) {
409             FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state);
410         }
411
412         glValue = wined3d_gl_mag_filter(This->baseTexture.magLookup,
413                 min(max(state, WINED3DTEXF_POINT), WINED3DTEXF_LINEAR));
414         TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state, glValue);
415         glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
416
417         gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state;
418     }
419
420     if((samplerStates[WINED3DSAMP_MINFILTER]     != gl_tex->states[WINED3DTEXSTA_MINFILTER] ||
421         samplerStates[WINED3DSAMP_MIPFILTER]     != gl_tex->states[WINED3DTEXSTA_MIPFILTER] ||
422         samplerStates[WINED3DSAMP_MAXMIPLEVEL]   != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL])) {
423         GLint glValue;
424
425         gl_tex->states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
426         gl_tex->states[WINED3DTEXSTA_MINFILTER] = samplerStates[WINED3DSAMP_MINFILTER];
427         gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = samplerStates[WINED3DSAMP_MAXMIPLEVEL];
428
429         if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC
430             || gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_ANISOTROPIC)
431         {
432
433             FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
434                   gl_tex->states[WINED3DTEXSTA_MINFILTER],
435                   gl_tex->states[WINED3DTEXSTA_MIPFILTER]);
436         }
437         glValue = wined3d_gl_min_mip_filter(This->baseTexture.minMipLookup,
438                 min(max(samplerStates[WINED3DSAMP_MINFILTER], WINED3DTEXF_POINT), WINED3DTEXF_LINEAR),
439                 min(max(samplerStates[WINED3DSAMP_MIPFILTER], WINED3DTEXF_NONE), WINED3DTEXF_LINEAR));
440
441         TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
442               samplerStates[WINED3DSAMP_MINFILTER],
443               samplerStates[WINED3DSAMP_MIPFILTER], glValue);
444         glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
445         checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
446
447         if(!cond_np2) {
448             if(gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE) {
449                 glValue = This->baseTexture.LOD;
450             } else if(gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= This->baseTexture.levels) {
451                 glValue = This->baseTexture.levels - 1;
452             } else if(gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < This->baseTexture.LOD) {
453                 /* baseTexture.LOD is already clamped in the setter */
454                 glValue = This->baseTexture.LOD;
455             } else {
456                 glValue = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL];
457             }
458             /* Note that D3DSAMP_MAXMIPLEVEL specifies the biggest mipmap(default 0), while
459              * GL_TEXTURE_MAX_LEVEL specifies the smallest mimap used(default 1000).
460              * So D3DSAMP_MAXMIPLEVEL is the same as GL_TEXTURE_BASE_LEVEL.
461              */
462             glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, glValue);
463         }
464     }
465
466     if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_ANISOTROPIC
467          && gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_ANISOTROPIC
468          && gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_ANISOTROPIC)
469             || cond_np2)
470     {
471         aniso = 1;
472     }
473     else
474     {
475         aniso = samplerStates[WINED3DSAMP_MAXANISOTROPY];
476     }
477
478     if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
479     {
480         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
481         {
482             glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
483             checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
484         }
485         else
486         {
487             WARN("Anisotropic filtering not supported.\n");
488         }
489         gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
490     }
491 }