advapi32: Constify some variables.
[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_desc *format_desc, WINED3DPOOL pool, IUnknown *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_desc, 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_desc->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
134 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew)
135 {
136     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
137     DWORD old = This->baseTexture.LOD;
138
139     /* The d3d9:texture test shows that SetLOD is ignored on non-managed
140      * textures. The call always returns 0, and GetLOD always returns 0
141      */
142     if (This->resource.pool != WINED3DPOOL_MANAGED) {
143         TRACE("Ignoring SetLOD on %s texture, returning 0\n", debug_d3dpool(This->resource.pool));
144         return 0;
145     }
146
147     if (LODNew >= This->baseTexture.level_count)
148         LODNew = This->baseTexture.level_count - 1;
149
150     if(This->baseTexture.LOD != LODNew) {
151         This->baseTexture.LOD = LODNew;
152
153         This->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
154         This->baseTexture.texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
155         if(This->baseTexture.bindCount) {
156             IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(This->baseTexture.sampler));
157         }
158     }
159
160     TRACE("(%p) : set LOD to %d\n", This, This->baseTexture.LOD);
161
162     return old;
163 }
164
165 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface)
166 {
167     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
168
169     TRACE("(%p) : returning %d\n", This, This->baseTexture.LOD);
170
171     return This->baseTexture.LOD;
172 }
173
174 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface)
175 {
176     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
177     TRACE("iface %p, returning %u.\n", iface, This->baseTexture.level_count);
178     return This->baseTexture.level_count;
179 }
180
181 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType)
182 {
183   IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
184   IWineD3DDeviceImpl *device = This->resource.device;
185   UINT textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
186
187   if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
188       TRACE("(%p) : returning invalid call\n", This);
189       return WINED3DERR_INVALIDCALL;
190   }
191   if(This->baseTexture.filterType != FilterType) {
192       /* What about multithreading? Do we want all the context overhead just to set this value?
193        * Or should we delay the applying until the texture is used for drawing? For now, apply
194        * immediately.
195        */
196       struct wined3d_context *context = context_acquire(device, NULL);
197
198       ENTER_GL();
199       glBindTexture(textureDimensions, This->baseTexture.texture_rgb.name);
200       checkGLcall("glBindTexture");
201       switch(FilterType) {
202           case WINED3DTEXF_NONE:
203           case WINED3DTEXF_POINT:
204               glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST);
205               checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
206
207               break;
208           case WINED3DTEXF_LINEAR:
209               glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
210               checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
211
212               break;
213           default:
214               WARN("Unexpected filter type %d, setting to GL_NICEST\n", FilterType);
215               glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
216               checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
217       }
218       LEAVE_GL();
219
220       context_release(context);
221   }
222   This->baseTexture.filterType = FilterType;
223   TRACE("(%p) :\n", This);
224   return WINED3D_OK;
225 }
226
227 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface)
228 {
229     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
230
231     FIXME("(%p) : stub\n", This);
232
233     return This->baseTexture.filterType;
234 }
235
236 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface)
237 {
238     /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
239     FIXME("iface %p stub!\n", iface);
240 }
241
242 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty)
243 {
244     BOOL old;
245     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
246     old = This->baseTexture.texture_rgb.dirty || This->baseTexture.texture_srgb.dirty;
247     This->baseTexture.texture_rgb.dirty = dirty;
248     This->baseTexture.texture_srgb.dirty = dirty;
249     return old;
250 }
251
252 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface)
253 {
254     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
255     return This->baseTexture.texture_rgb.dirty || This->baseTexture.texture_srgb.dirty;
256 }
257
258 /* Context activation is done by the caller. */
259 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc)
260 {
261     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
262     HRESULT hr = WINED3D_OK;
263     UINT textureDimensions;
264     BOOL isNewTexture = FALSE;
265     struct gl_texture *gl_tex;
266     TRACE("(%p) : About to bind texture\n", This);
267
268     This->baseTexture.is_srgb = srgb; /* SRGB mode cache for PreLoad calls outside drawprim */
269     if(srgb) {
270         gl_tex = &This->baseTexture.texture_srgb;
271     } else {
272         gl_tex = &This->baseTexture.texture_rgb;
273     }
274
275     textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
276     ENTER_GL();
277     /* Generate a texture name if we don't already have one */
278     if (gl_tex->name == 0) {
279         *set_surface_desc = TRUE;
280         glGenTextures(1, &gl_tex->name);
281         checkGLcall("glGenTextures");
282         TRACE("Generated texture %d\n", gl_tex->name);
283         if (This->resource.pool == WINED3DPOOL_DEFAULT) {
284             /* Tell opengl to try and keep this texture in video ram (well mostly) */
285             GLclampf tmp;
286             tmp = 0.9f;
287             glPrioritizeTextures(1, &gl_tex->name, &tmp);
288
289         }
290         /* Initialise the state of the texture object
291         to the openGL defaults, not the directx defaults */
292         gl_tex->states[WINED3DTEXSTA_ADDRESSU]      = WINED3DTADDRESS_WRAP;
293         gl_tex->states[WINED3DTEXSTA_ADDRESSV]      = WINED3DTADDRESS_WRAP;
294         gl_tex->states[WINED3DTEXSTA_ADDRESSW]      = WINED3DTADDRESS_WRAP;
295         gl_tex->states[WINED3DTEXSTA_BORDERCOLOR]   = 0;
296         gl_tex->states[WINED3DTEXSTA_MAGFILTER]     = WINED3DTEXF_LINEAR;
297         gl_tex->states[WINED3DTEXSTA_MINFILTER]     = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
298         gl_tex->states[WINED3DTEXSTA_MIPFILTER]     = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
299         gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL]   = 0;
300         gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
301         gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE]   = 0;
302         gl_tex->states[WINED3DTEXSTA_SHADOW]        = FALSE;
303         IWineD3DBaseTexture_SetDirty(iface, TRUE);
304         isNewTexture = TRUE;
305
306         if(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) {
307             /* This means double binding the texture at creation, but keeps the code simpler all
308              * in all, and the run-time path free from additional checks
309              */
310             glBindTexture(textureDimensions, gl_tex->name);
311             checkGLcall("glBindTexture");
312             glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
313             checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
314         }
315     } else {
316         *set_surface_desc = FALSE;
317     }
318
319     /* Bind the texture */
320     if (gl_tex->name != 0) {
321         glBindTexture(textureDimensions, gl_tex->name);
322         checkGLcall("glBindTexture");
323         if (isNewTexture) {
324             /* For a new texture we have to set the textures levels after binding the texture.
325              * In theory this is all we should ever have to do, but because ATI's drivers are broken, we
326              * also need to set the texture dimensions before the texture is set
327              * Beware that texture rectangles do not support mipmapping, but set the maxmiplevel if we're
328              * relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles
329              * (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB)
330              */
331             if (textureDimensions != GL_TEXTURE_RECTANGLE_ARB)
332             {
333                 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", This->baseTexture.level_count - 1);
334                 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.level_count - 1);
335                 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.level_count)");
336             }
337             if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
338                 /* Cubemaps are always set to clamp, regardless of the sampler state. */
339                 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
340                 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
341                 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
342             }
343         }
344     } else { /* this only happened if we've run out of openGL textures */
345         WARN("This texture doesn't have an openGL texture assigned to it\n");
346         hr =  WINED3DERR_INVALIDCALL;
347     }
348
349     LEAVE_GL();
350     return hr;
351 }
352
353 /* GL locking is done by the caller */
354 static void apply_wrap(const struct wined3d_gl_info *gl_info, GLenum target,
355         WINED3DTEXTUREADDRESS d3d_wrap, GLenum param, BOOL cond_np2)
356 {
357     GLint gl_wrap;
358
359     if (d3d_wrap < WINED3DTADDRESS_WRAP || d3d_wrap > WINED3DTADDRESS_MIRRORONCE)
360     {
361         FIXME("Unrecognized or unsupported WINED3DTEXTUREADDRESS %#x.\n", d3d_wrap);
362         return;
363     }
364
365     if (target == GL_TEXTURE_CUBE_MAP_ARB
366             || (cond_np2 && d3d_wrap == WINED3DTADDRESS_WRAP))
367     {
368         /* Cubemaps are always set to clamp, regardless of the sampler state. */
369         gl_wrap = GL_CLAMP_TO_EDGE;
370     }
371     else
372     {
373         gl_wrap = gl_info->wrap_lookup[d3d_wrap - WINED3DTADDRESS_WRAP];
374     }
375
376     TRACE("Setting param %#x to %#x for target %#x.\n", param, gl_wrap, target);
377     glTexParameteri(target, param, gl_wrap);
378     checkGLcall("glTexParameteri(target, param, gl_wrap)");
379 }
380
381 /* GL locking is done by the caller (state handler) */
382 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
383         const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
384         const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
385         const struct wined3d_gl_info *gl_info)
386 {
387     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
388     DWORD state;
389     GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
390     BOOL cond_np2 = IWineD3DBaseTexture_IsCondNP2(iface);
391     DWORD aniso;
392     struct gl_texture *gl_tex;
393
394     TRACE("iface %p, textureStates %p, samplerStates %p\n", iface, textureStates, samplerStates);
395
396     if(This->baseTexture.is_srgb) {
397         gl_tex = &This->baseTexture.texture_srgb;
398     } else {
399         gl_tex = &This->baseTexture.texture_rgb;
400     }
401
402     /* This function relies on the correct texture being bound and loaded. */
403
404     if(samplerStates[WINED3DSAMP_ADDRESSU]      != gl_tex->states[WINED3DTEXSTA_ADDRESSU]) {
405         state = samplerStates[WINED3DSAMP_ADDRESSU];
406         apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_S, cond_np2);
407         gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state;
408     }
409
410     if(samplerStates[WINED3DSAMP_ADDRESSV]      != gl_tex->states[WINED3DTEXSTA_ADDRESSV]) {
411         state = samplerStates[WINED3DSAMP_ADDRESSV];
412         apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_T, cond_np2);
413         gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state;
414     }
415
416     if(samplerStates[WINED3DSAMP_ADDRESSW]      != gl_tex->states[WINED3DTEXSTA_ADDRESSW]) {
417         state = samplerStates[WINED3DSAMP_ADDRESSW];
418         apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_R, cond_np2);
419         gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state;
420     }
421
422     if(samplerStates[WINED3DSAMP_BORDERCOLOR]   != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR]) {
423         float col[4];
424
425         state = samplerStates[WINED3DSAMP_BORDERCOLOR];
426         D3DCOLORTOGLFLOAT4(state, col);
427         TRACE("Setting border color for %u to %x\n", textureDimensions, state);
428         glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
429         checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
430         gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state;
431     }
432
433     if(samplerStates[WINED3DSAMP_MAGFILTER]     != gl_tex->states[WINED3DTEXSTA_MAGFILTER]) {
434         GLint glValue;
435         state = samplerStates[WINED3DSAMP_MAGFILTER];
436         if (state > WINED3DTEXF_ANISOTROPIC) {
437             FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state);
438         }
439
440         glValue = wined3d_gl_mag_filter(This->baseTexture.magLookup,
441                 min(max(state, WINED3DTEXF_POINT), WINED3DTEXF_LINEAR));
442         TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state, glValue);
443         glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
444
445         gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state;
446     }
447
448     if((samplerStates[WINED3DSAMP_MINFILTER]     != gl_tex->states[WINED3DTEXSTA_MINFILTER] ||
449         samplerStates[WINED3DSAMP_MIPFILTER]     != gl_tex->states[WINED3DTEXSTA_MIPFILTER] ||
450         samplerStates[WINED3DSAMP_MAXMIPLEVEL]   != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL])) {
451         GLint glValue;
452
453         gl_tex->states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
454         gl_tex->states[WINED3DTEXSTA_MINFILTER] = samplerStates[WINED3DSAMP_MINFILTER];
455         gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = samplerStates[WINED3DSAMP_MAXMIPLEVEL];
456
457         if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC
458             || gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_ANISOTROPIC)
459         {
460
461             FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
462                   gl_tex->states[WINED3DTEXSTA_MINFILTER],
463                   gl_tex->states[WINED3DTEXSTA_MIPFILTER]);
464         }
465         glValue = wined3d_gl_min_mip_filter(This->baseTexture.minMipLookup,
466                 min(max(samplerStates[WINED3DSAMP_MINFILTER], WINED3DTEXF_POINT), WINED3DTEXF_LINEAR),
467                 min(max(samplerStates[WINED3DSAMP_MIPFILTER], WINED3DTEXF_NONE), WINED3DTEXF_LINEAR));
468
469         TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
470               samplerStates[WINED3DSAMP_MINFILTER],
471               samplerStates[WINED3DSAMP_MIPFILTER], glValue);
472         glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
473         checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
474
475         if (!cond_np2)
476         {
477             if (gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE)
478                 glValue = This->baseTexture.LOD;
479             else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= This->baseTexture.level_count)
480                 glValue = This->baseTexture.level_count - 1;
481             else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < This->baseTexture.LOD)
482                 /* baseTexture.LOD is already clamped in the setter */
483                 glValue = This->baseTexture.LOD;
484             else
485                 glValue = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL];
486
487             /* Note that D3DSAMP_MAXMIPLEVEL specifies the biggest mipmap(default 0), while
488              * GL_TEXTURE_MAX_LEVEL specifies the smallest mimap used(default 1000).
489              * So D3DSAMP_MAXMIPLEVEL is the same as GL_TEXTURE_BASE_LEVEL.
490              */
491             glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, glValue);
492         }
493     }
494
495     if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_ANISOTROPIC
496          && gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_ANISOTROPIC
497          && gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_ANISOTROPIC)
498             || cond_np2)
499     {
500         aniso = 1;
501     }
502     else
503     {
504         aniso = samplerStates[WINED3DSAMP_MAXANISOTROPY];
505     }
506
507     if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
508     {
509         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
510         {
511             glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
512             checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
513         }
514         else
515         {
516             WARN("Anisotropic filtering not supported.\n");
517         }
518         gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
519     }
520
521     if (!(This->resource.format_desc->Flags & WINED3DFMT_FLAG_SHADOW)
522             != !gl_tex->states[WINED3DTEXSTA_SHADOW])
523     {
524         if (This->resource.format_desc->Flags & WINED3DFMT_FLAG_SHADOW)
525         {
526             glTexParameteri(textureDimensions, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
527             glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
528             checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)");
529             gl_tex->states[WINED3DTEXSTA_SHADOW] = TRUE;
530         }
531         else
532         {
533             glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
534             checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)");
535             gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
536         }
537     }
538 }