ntdll: Make async i/o functions generate completion messages.
[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  *
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.
12  *
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.
17  *
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
21  */
22
23 #include "config.h"
24 #include "wined3d_private.h"
25
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
27 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
28
29 /* *******************************************
30    IWineD3DBaseTexture IUnknown parts follow
31    ******************************************* */
32 HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, LPVOID *ppobj)
33 {
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);
41         *ppobj = This;
42         return S_OK;
43     }
44     *ppobj = NULL;
45     return E_NOINTERFACE;
46 }
47
48 ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface) {
49     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
50     ULONG ref = InterlockedIncrement(&This->resource.ref);
51
52     TRACE("(%p) : AddRef increasing from %d\n", This,ref - 1);
53     return ref;
54 }
55
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);
60     if (ref == 0) {
61         IWineD3DBaseTextureImpl_CleanUp(iface);
62         HeapFree(GetProcessHeap(), 0, This);
63     }
64     return ref;
65 }
66
67 /* class static */
68 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface) {
69     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
70     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
71
72     TRACE("(%p) : textureName(%d)\n", This, This->baseTexture.textureName);
73     if (This->baseTexture.textureName != 0) {
74         ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
75         ENTER_GL();
76         TRACE("(%p) : Deleting texture %d\n", This, This->baseTexture.textureName);
77         glDeleteTextures(1, &This->baseTexture.textureName);
78         LEAVE_GL();
79     }
80     IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
81 }
82
83 /* ****************************************************
84    IWineD3DBaseTexture IWineD3DResource parts follow
85    **************************************************** */
86 HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice** ppDevice) {
87     return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
88 }
89
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);
92 }
93
94 HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
95     return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
96 }
97
98 HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid) {
99     return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
100 }
101
102 DWORD    WINAPI        IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew) {
103     return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
104 }
105
106 DWORD    WINAPI        IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface) {
107     return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
108 }
109
110 void     WINAPI        IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface) {
111     IWineD3DResourceImpl_PreLoad((IWineD3DResource *)iface);
112 }
113
114 WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface) {
115     return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
116 }
117
118 HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent) {
119     return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
120 }
121
122 /* ******************************************************
123    IWineD3DBaseTexture IWineD3DBaseTexture parts follow
124    ****************************************************** */
125
126 /* There is no OpenGL equivilent of setLOD, getLOD, all they do it priortise testure loading
127  * so just pretend that they work unless something really needs a failure. */
128 DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew) {
129     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
130
131     if (This->resource.pool != WINED3DPOOL_MANAGED) {
132         return  WINED3DERR_INVALIDCALL;
133     }
134
135     if(LODNew >= This->baseTexture.levels)
136         LODNew = This->baseTexture.levels - 1;
137      This->baseTexture.LOD = LODNew;
138
139     TRACE("(%p) : set bogus LOD to %d\n", This, This->baseTexture.LOD);
140
141     return This->baseTexture.LOD;
142 }
143
144 DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface) {
145     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
146
147     if (This->resource.pool != WINED3DPOOL_MANAGED) {
148         return  WINED3DERR_INVALIDCALL;
149     }
150
151     TRACE("(%p) : returning %d\n", This, This->baseTexture.LOD);
152
153     return This->baseTexture.LOD;
154 }
155
156 DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface) {
157     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
158     TRACE("(%p) : returning %d\n", This, This->baseTexture.levels);
159     return This->baseTexture.levels;
160 }
161
162 HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
163   IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
164   IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
165   UINT textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
166
167   if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
168       TRACE("(%p) : returning invalid call\n", This);
169       return WINED3DERR_INVALIDCALL;
170   }
171   if(This->baseTexture.filterType != FilterType) {
172       /* What about multithreading? Do we want all the context overhead just to set this value?
173        * Or should we delay the applying until the texture is used for drawing? For now, apply
174        * immediately.
175        */
176       ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
177       ENTER_GL();
178       glBindTexture(textureDimensions, This->baseTexture.textureName);
179       checkGLcall("glBindTexture");
180       switch(FilterType) {
181           case WINED3DTEXF_NONE:
182           case WINED3DTEXF_POINT:
183               glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST);
184               checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
185
186           case WINED3DTEXF_LINEAR:
187               glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
188               checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
189
190           default:
191               WARN("Unexpected filter type %d, setting to GL_NICEST\n", FilterType);
192               glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
193               checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
194       }
195       LEAVE_GL();
196   }
197   This->baseTexture.filterType = FilterType;
198   TRACE("(%p) :\n", This);
199   return WINED3D_OK;
200 }
201
202 WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface) {
203   IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
204   FIXME("(%p) : stub\n", This);
205   if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
206      return WINED3DTEXF_NONE;
207   }
208   return This->baseTexture.filterType;
209 }
210
211 void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface) {
212   IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
213   /* TODO: implement filters using GL_SGI_generate_mipmaps http://oss.sgi.com/projects/ogl-sample/registry/SGIS/generate_mipmap.txt */
214   FIXME("(%p) : stub\n", This);
215   return ;
216 }
217
218 /* Internal function, No d3d mapping */
219 BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL dirty) {
220     BOOL old;
221     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
222     old = This->baseTexture.dirty;
223     This->baseTexture.dirty = dirty;
224     return old;
225 }
226
227 BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface) {
228     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
229     return This->baseTexture.dirty;
230 }
231
232 HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface) {
233     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
234     HRESULT hr = WINED3D_OK;
235     UINT textureDimensions;
236     BOOL isNewTexture = FALSE;
237     TRACE("(%p) : About to bind texture\n", This);
238
239     textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
240     ENTER_GL();
241     /* Generate a texture name if we don't already have one */
242     if (This->baseTexture.textureName == 0) {
243         glGenTextures(1, &This->baseTexture.textureName);
244         checkGLcall("glGenTextures");
245         TRACE("Generated texture %d\n", This->baseTexture.textureName);
246         if (This->resource.pool == WINED3DPOOL_DEFAULT) {
247             /* Tell opengl to try and keep this texture in video ram (well mostly) */
248             GLclampf tmp;
249             tmp = 0.9f;
250             glPrioritizeTextures(1, &This->baseTexture.textureName, &tmp);
251
252         }
253         /* Initialise the state of the texture object
254         to the openGL defaults, not the directx defaults */
255         This->baseTexture.states[WINED3DTEXSTA_ADDRESSU]      = WINED3DTADDRESS_WRAP;
256         This->baseTexture.states[WINED3DTEXSTA_ADDRESSV]      = WINED3DTADDRESS_WRAP;
257         This->baseTexture.states[WINED3DTEXSTA_ADDRESSW]      = WINED3DTADDRESS_WRAP;
258         This->baseTexture.states[WINED3DTEXSTA_BORDERCOLOR]   = 0;
259         This->baseTexture.states[WINED3DTEXSTA_MAGFILTER]     = WINED3DTEXF_LINEAR;
260         This->baseTexture.states[WINED3DTEXSTA_MINFILTER]     = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
261         This->baseTexture.states[WINED3DTEXSTA_MIPFILTER]     = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
262         This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL]   = 0;
263         This->baseTexture.states[WINED3DTEXSTA_MAXANISOTROPY] = 0;
264         This->baseTexture.states[WINED3DTEXSTA_SRGBTEXTURE]   = 0;
265         This->baseTexture.states[WINED3DTEXSTA_ELEMENTINDEX]  = 0;
266         This->baseTexture.states[WINED3DTEXSTA_DMAPOFFSET]    = 0;
267         This->baseTexture.states[WINED3DTEXSTA_TSSADDRESSW]   = WINED3DTADDRESS_WRAP;
268         IWineD3DBaseTexture_SetDirty(iface, TRUE);
269         isNewTexture = TRUE;
270
271         if(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) {
272             /* This means double binding the texture at creation, but keeps the code simpler all
273              * in all, and the run-time path free from additional checks
274              */
275             glBindTexture(textureDimensions, This->baseTexture.textureName);
276             checkGLcall("glBindTexture");
277             glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
278             checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
279         }
280     }
281
282     /* Bind the texture */
283     if (This->baseTexture.textureName != 0) {
284         glBindTexture(textureDimensions, This->baseTexture.textureName);
285         checkGLcall("glBindTexture");
286         if (isNewTexture) {
287             /* For a new texture we have to set the textures levels after binding the texture.
288             * In theory this is all we should ever have to do, but because ATI's drivers are broken, we
289             * also need to set the texture dimensions before the texture is set */
290             TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
291             glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1);
292             checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)");
293             if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
294                 /* Cubemaps are always set to clamp, regardeless of the sampler state. */
295                 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
296                 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
297                 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
298             }
299         }
300                 
301     } else { /* this only happened if we've run out of openGL textures */
302         WARN("This texture doesn't have an openGL texture assigned to it\n");
303         hr =  WINED3DERR_INVALIDCALL;
304     }
305
306     LEAVE_GL();
307     return hr;
308 }
309
310 HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface) {
311     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
312     UINT textureDimensions;
313
314     TRACE("(%p) : About to bind texture\n", This);
315     textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
316
317     ENTER_GL();
318
319     glBindTexture(textureDimensions, 0);
320 #if 0 /* TODO: context manager support */
321      IWineD3DContextManager_PopState(This->contextManager, textureDimensions, ENABLED, NOW /* make sure the state is applied now */);
322 #else
323     glDisable(textureDimensions);
324 #endif
325
326     LEAVE_GL();
327     return WINED3D_OK;
328 }
329
330 UINT WINAPI IWineD3DBaseTextureImpl_GetTextureDimensions(IWineD3DBaseTexture *iface){
331     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
332     FIXME("(%p) : This shouldn't be called\n", This);
333     return WINED3D_OK;
334 }
335
336 static inline GLenum warpLookupType(WINED3DSAMPLERSTATETYPE Type) {
337     switch(Type) {
338     case WINED3DSAMP_ADDRESSU:
339         return GL_TEXTURE_WRAP_S;
340     case WINED3DSAMP_ADDRESSV:
341         return GL_TEXTURE_WRAP_T;
342     case WINED3DSAMP_ADDRESSW:
343         return GL_TEXTURE_WRAP_R;
344     default:
345         FIXME("Unexpected warp type %d\n", Type);
346         return 0;
347     }
348 }
349
350 static inline void apply_wrap(const GLint textureDimensions, const DWORD state, const GLint type) {
351     GLint wrapParm;
352
353     if (state < minLookup[WINELOOKUP_WARPPARAM] || state > maxLookup[WINELOOKUP_WARPPARAM]) {
354         FIXME("Unrecognized or unsupported WINED3DTADDRESS_U value %d\n", state);
355     } else {
356         if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
357             /* Cubemaps are always set to clamp, regardeless of the sampler state. */
358             wrapParm = GL_CLAMP_TO_EDGE;
359         } else {
360             wrapParm = stateLookup[WINELOOKUP_WARPPARAM][state - minLookup[WINELOOKUP_WARPPARAM]];
361         }
362         TRACE("Setting WRAP_S to %d for %x\n", wrapParm, textureDimensions);
363         glTexParameteri(textureDimensions, type, wrapParm);
364         checkGLcall("glTexParameteri(..., type, wrapParm)");
365     }
366 }
367
368 void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface,
369                                     const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
370                                     const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
371     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
372     DWORD state;
373     GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
374
375     IWineD3DBaseTexture_PreLoad(iface);
376
377     if(samplerStates[WINED3DSAMP_ADDRESSU]      != This->baseTexture.states[WINED3DTEXSTA_ADDRESSU]) {
378         state = samplerStates[WINED3DSAMP_ADDRESSU];
379         apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_S);
380         This->baseTexture.states[WINED3DTEXSTA_ADDRESSU] = state;
381     }
382
383     if(samplerStates[WINED3DSAMP_ADDRESSV]      != This->baseTexture.states[WINED3DTEXSTA_ADDRESSV]) {
384         state = samplerStates[WINED3DSAMP_ADDRESSV];
385         apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_T);
386         This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = state;
387     }
388
389     if(samplerStates[WINED3DSAMP_ADDRESSW]      != This->baseTexture.states[WINED3DTEXSTA_ADDRESSW]) {
390         state = samplerStates[WINED3DSAMP_ADDRESSW];
391         apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_R);
392         This->baseTexture.states[WINED3DTEXSTA_ADDRESSW] = state;
393     }
394
395     if(samplerStates[WINED3DSAMP_BORDERCOLOR]   != This->baseTexture.states[WINED3DTEXSTA_BORDERCOLOR]) {
396         float col[4];
397
398         state = samplerStates[WINED3DSAMP_BORDERCOLOR];
399         D3DCOLORTOGLFLOAT4(state, col);
400         TRACE("Setting border color for %u to %x\n", textureDimensions, state);
401         glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
402         checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
403         This->baseTexture.states[WINED3DTEXSTA_BORDERCOLOR] = state;
404     }
405
406     if(samplerStates[WINED3DSAMP_MAGFILTER]     != This->baseTexture.states[WINED3DTEXSTA_MAGFILTER]) {
407         GLint glValue;
408         state = samplerStates[WINED3DSAMP_MAGFILTER];
409         if (state < minLookup[WINELOOKUP_MAGFILTER] || state > maxLookup[WINELOOKUP_MAGFILTER]) {
410             FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state);
411         }
412         glValue = stateLookup[WINELOOKUP_MAGFILTER][state - minLookup[WINELOOKUP_MAGFILTER]];
413         TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state, glValue);
414         glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
415         /* We need to reset the Aniotropic filtering state when we change the mag filter to WINED3DTEXF_ANISOTROPIC (this seems a bit weird, check the documentataion to see how it should be switched off. */
416         if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && WINED3DTEXF_ANISOTROPIC == state) {
417             glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, samplerStates[WINED3DSAMP_MAXANISOTROPY]);
418         }
419         This->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = state;
420     }
421
422     if(samplerStates[WINED3DSAMP_MINFILTER]     != This->baseTexture.states[WINED3DTEXSTA_MINFILTER] ||
423        samplerStates[WINED3DSAMP_MIPFILTER]     != This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] ||
424        samplerStates[WINED3DSAMP_MAXMIPLEVEL]   != This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL]) {
425         GLint glValue;
426
427         This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
428         This->baseTexture.states[WINED3DTEXSTA_MINFILTER] = samplerStates[WINED3DSAMP_MINFILTER];
429         This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL] = samplerStates[WINED3DSAMP_MAXMIPLEVEL];
430
431         if (This->baseTexture.states[WINED3DTEXSTA_MINFILTER] < WINED3DTEXF_NONE ||
432             This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] < WINED3DTEXF_NONE ||
433             This->baseTexture.states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC ||
434             This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_LINEAR)
435         {
436
437             FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
438                   This->baseTexture.states[WINED3DTEXSTA_MINFILTER],
439                   This->baseTexture.states[WINED3DTEXSTA_MIPFILTER]);
440         }
441         glValue = minMipLookup[min(max(samplerStates[WINED3DSAMP_MINFILTER],WINED3DTEXF_NONE), WINED3DTEXF_ANISOTROPIC)]
442                 [min(max(samplerStates[WINED3DSAMP_MIPFILTER],WINED3DTEXF_NONE), WINED3DTEXF_LINEAR)];
443
444         TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
445               samplerStates[WINED3DSAMP_MINFILTER],
446               samplerStates[WINED3DSAMP_MIPFILTER], glValue);
447         glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
448         checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
449
450         if(This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE) {
451             glValue = 0;
452         } else if(This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL] >= This->baseTexture.levels) {
453             glValue = This->baseTexture.levels - 1;
454         } else {
455             glValue = This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL];
456         }
457         glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, glValue);
458     }
459
460     if(samplerStates[WINED3DSAMP_MAXANISOTROPY] != This->baseTexture.states[WINED3DTEXSTA_MAXANISOTROPY]) {
461         if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
462             glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, samplerStates[WINED3DSAMP_MAXANISOTROPY]);
463             checkGLcall("glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT ...");
464         } else {
465             WARN("Unsupported in local OpenGL implementation: glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT\n");
466         }
467         This->baseTexture.states[WINED3DTEXSTA_MAXANISOTROPY] = samplerStates[WINED3DSAMP_MAXANISOTROPY];
468     }
469 }
470
471
472 static const IWineD3DBaseTextureVtbl IWineD3DBaseTexture_Vtbl =
473 {
474     /* IUnknown */
475     IWineD3DBaseTextureImpl_QueryInterface,
476     IWineD3DBaseTextureImpl_AddRef,
477     IWineD3DBaseTextureImpl_Release,
478     /* IWineD3DResource */
479     IWineD3DBaseTextureImpl_GetParent,
480     IWineD3DBaseTextureImpl_GetDevice,
481     IWineD3DBaseTextureImpl_SetPrivateData,
482     IWineD3DBaseTextureImpl_GetPrivateData,
483     IWineD3DBaseTextureImpl_FreePrivateData,
484     IWineD3DBaseTextureImpl_SetPriority,
485     IWineD3DBaseTextureImpl_GetPriority,
486     IWineD3DBaseTextureImpl_PreLoad,
487     IWineD3DBaseTextureImpl_GetType,
488     /*IWineD3DBaseTexture*/
489     IWineD3DBaseTextureImpl_SetLOD,
490     IWineD3DBaseTextureImpl_GetLOD,
491     IWineD3DBaseTextureImpl_GetLevelCount,
492     IWineD3DBaseTextureImpl_SetAutoGenFilterType,
493     IWineD3DBaseTextureImpl_GetAutoGenFilterType,
494     IWineD3DBaseTextureImpl_GenerateMipSubLevels,
495     IWineD3DBaseTextureImpl_SetDirty,
496     IWineD3DBaseTextureImpl_GetDirty,
497     /* internal */
498     IWineD3DBaseTextureImpl_BindTexture,
499     IWineD3DBaseTextureImpl_UnBindTexture,
500     IWineD3DBaseTextureImpl_GetTextureDimensions,
501     IWineD3DBaseTextureImpl_ApplyStateChanges
502
503 };