2 * IWineD3DBaseTexture Implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2004 Raphael Junqueira
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
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.
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.
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
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
30 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT layer_count, UINT level_count,
31 WINED3DRESOURCETYPE resource_type, IWineD3DDeviceImpl *device, DWORD usage,
32 const struct wined3d_format *format, WINED3DPOOL pool, void *parent,
33 const struct wined3d_parent_ops *parent_ops)
37 hr = resource_init((IWineD3DResource *)texture, resource_type, device,
38 0, usage, format, pool, parent, parent_ops);
41 WARN("Failed to initialize resource, returning %#x\n", hr);
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)
49 ERR("Failed to allocate sub-resource array.\n");
50 resource_cleanup((IWineD3DResource *)texture);
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;
63 if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
65 texture->baseTexture.minMipLookup = minMipLookup;
66 texture->baseTexture.magLookup = magLookup;
70 texture->baseTexture.minMipLookup = minMipLookup_noFilter;
71 texture->baseTexture.magLookup = magLookup_noFilter;
77 void basetexture_cleanup(IWineD3DBaseTexture *iface)
79 basetexture_unload(iface);
80 HeapFree(GetProcessHeap(), 0, ((IWineD3DBaseTextureImpl *)iface)->baseTexture.sub_resources);
81 resource_cleanup((IWineD3DResource *)iface);
84 IWineD3DResourceImpl *basetexture_get_sub_resource(IWineD3DBaseTextureImpl *texture, UINT sub_resource_idx)
86 UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
88 if (sub_resource_idx >= sub_count)
90 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
94 return texture->baseTexture.sub_resources[sub_resource_idx];
97 /* A GL context is provided by the caller */
98 static void gltexture_delete(struct gl_texture *tex)
101 glDeleteTextures(1, &tex->name);
106 void basetexture_unload(IWineD3DBaseTexture *iface)
108 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
109 IWineD3DDeviceImpl *device = This->resource.device;
110 struct wined3d_context *context = NULL;
112 if (This->baseTexture.texture_rgb.name || This->baseTexture.texture_srgb.name)
114 context = context_acquire(device, NULL);
117 if(This->baseTexture.texture_rgb.name) {
118 gltexture_delete(&This->baseTexture.texture_rgb);
120 if(This->baseTexture.texture_srgb.name) {
121 gltexture_delete(&This->baseTexture.texture_srgb);
124 if (context) context_release(context);
126 This->baseTexture.texture_rgb.dirty = TRUE;
127 This->baseTexture.texture_srgb.dirty = TRUE;
129 resource_unload((IWineD3DResourceImpl *)This);
132 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew)
134 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
135 DWORD old = This->baseTexture.LOD;
137 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
138 * textures. The call always returns 0, and GetLOD always returns 0
140 if (This->resource.pool != WINED3DPOOL_MANAGED) {
141 TRACE("Ignoring SetLOD on %s texture, returning 0\n", debug_d3dpool(This->resource.pool));
145 if (LODNew >= This->baseTexture.level_count)
146 LODNew = This->baseTexture.level_count - 1;
148 if(This->baseTexture.LOD != LODNew) {
149 This->baseTexture.LOD = LODNew;
151 This->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
152 This->baseTexture.texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
153 if(This->baseTexture.bindCount) {
154 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(This->baseTexture.sampler));
158 TRACE("(%p) : set LOD to %d\n", This, This->baseTexture.LOD);
163 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface)
165 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
167 TRACE("(%p) : returning %d\n", This, This->baseTexture.LOD);
169 return This->baseTexture.LOD;
172 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface)
174 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
175 TRACE("iface %p, returning %u.\n", iface, This->baseTexture.level_count);
176 return This->baseTexture.level_count;
179 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType)
181 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
182 IWineD3DDeviceImpl *device = This->resource.device;
183 GLenum textureDimensions = This->baseTexture.target;
185 if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
186 TRACE("(%p) : returning invalid call\n", This);
187 return WINED3DERR_INVALIDCALL;
189 if(This->baseTexture.filterType != FilterType) {
190 /* What about multithreading? Do we want all the context overhead just to set this value?
191 * Or should we delay the applying until the texture is used for drawing? For now, apply
194 struct wined3d_context *context = context_acquire(device, NULL);
197 glBindTexture(textureDimensions, This->baseTexture.texture_rgb.name);
198 checkGLcall("glBindTexture");
200 case WINED3DTEXF_NONE:
201 case WINED3DTEXF_POINT:
202 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST);
203 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
206 case WINED3DTEXF_LINEAR:
207 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
208 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
212 WARN("Unexpected filter type %d, setting to GL_NICEST\n", FilterType);
213 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
214 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
218 context_release(context);
220 This->baseTexture.filterType = FilterType;
221 TRACE("(%p) :\n", This);
225 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface)
227 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
229 FIXME("(%p) : stub\n", This);
231 return This->baseTexture.filterType;
234 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface)
236 /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
237 FIXME("iface %p stub!\n", iface);
240 BOOL basetexture_set_dirty(IWineD3DBaseTextureImpl *texture, BOOL dirty)
244 old = texture->baseTexture.texture_rgb.dirty || texture->baseTexture.texture_srgb.dirty;
245 texture->baseTexture.texture_rgb.dirty = dirty;
246 texture->baseTexture.texture_srgb.dirty = dirty;
251 /* Context activation is done by the caller. */
252 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc)
254 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
255 HRESULT hr = WINED3D_OK;
256 GLenum textureDimensions;
257 BOOL isNewTexture = FALSE;
258 struct gl_texture *gl_tex;
259 TRACE("(%p) : About to bind texture\n", This);
261 This->baseTexture.is_srgb = srgb; /* SRGB mode cache for PreLoad calls outside drawprim */
263 gl_tex = &This->baseTexture.texture_srgb;
265 gl_tex = &This->baseTexture.texture_rgb;
268 textureDimensions = This->baseTexture.target;
270 /* Generate a texture name if we don't already have one */
273 *set_surface_desc = TRUE;
274 glGenTextures(1, &gl_tex->name);
275 checkGLcall("glGenTextures");
276 TRACE("Generated texture %d\n", gl_tex->name);
277 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
278 /* Tell opengl to try and keep this texture in video ram (well mostly) */
281 glPrioritizeTextures(1, &gl_tex->name, &tmp);
284 /* Initialise the state of the texture object
285 to the openGL defaults, not the directx defaults */
286 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP;
287 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP;
288 gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP;
289 gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0;
290 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
291 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
292 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
293 gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
294 gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
295 gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = 0;
296 gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
297 basetexture_set_dirty(This, TRUE);
300 if(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) {
301 /* This means double binding the texture at creation, but keeps the code simpler all
302 * in all, and the run-time path free from additional checks
304 glBindTexture(textureDimensions, gl_tex->name);
305 checkGLcall("glBindTexture");
306 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
307 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
310 *set_surface_desc = FALSE;
313 /* Bind the texture */
316 glBindTexture(textureDimensions, gl_tex->name);
317 checkGLcall("glBindTexture");
319 /* For a new texture we have to set the textures levels after binding the texture.
320 * In theory this is all we should ever have to do, but because ATI's drivers are broken, we
321 * also need to set the texture dimensions before the texture is set
322 * Beware that texture rectangles do not support mipmapping, but set the maxmiplevel if we're
323 * relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles
324 * (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB)
326 if (textureDimensions != GL_TEXTURE_RECTANGLE_ARB)
328 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", This->baseTexture.level_count - 1);
329 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.level_count - 1);
330 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.level_count)");
332 if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
333 /* Cubemaps are always set to clamp, regardless of the sampler state. */
334 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
335 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
336 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
339 } else { /* this only happened if we've run out of openGL textures */
340 WARN("This texture doesn't have an openGL texture assigned to it\n");
341 hr = WINED3DERR_INVALIDCALL;
348 /* GL locking is done by the caller */
349 static void apply_wrap(const struct wined3d_gl_info *gl_info, GLenum target,
350 WINED3DTEXTUREADDRESS d3d_wrap, GLenum param, BOOL cond_np2)
354 if (d3d_wrap < WINED3DTADDRESS_WRAP || d3d_wrap > WINED3DTADDRESS_MIRRORONCE)
356 FIXME("Unrecognized or unsupported WINED3DTEXTUREADDRESS %#x.\n", d3d_wrap);
360 if (target == GL_TEXTURE_CUBE_MAP_ARB
361 || (cond_np2 && d3d_wrap == WINED3DTADDRESS_WRAP))
363 /* Cubemaps are always set to clamp, regardless of the sampler state. */
364 gl_wrap = GL_CLAMP_TO_EDGE;
368 gl_wrap = gl_info->wrap_lookup[d3d_wrap - WINED3DTADDRESS_WRAP];
371 TRACE("Setting param %#x to %#x for target %#x.\n", param, gl_wrap, target);
372 glTexParameteri(target, param, gl_wrap);
373 checkGLcall("glTexParameteri(target, param, gl_wrap)");
376 /* GL locking is done by the caller (state handler) */
377 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
378 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
379 const struct wined3d_gl_info *gl_info)
381 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
382 GLenum textureDimensions = This->baseTexture.target;
384 BOOL cond_np2 = IWineD3DBaseTexture_IsCondNP2(iface);
386 struct gl_texture *gl_tex;
388 TRACE("iface %p, samplerStates %p\n", iface, samplerStates);
390 if(This->baseTexture.is_srgb) {
391 gl_tex = &This->baseTexture.texture_srgb;
393 gl_tex = &This->baseTexture.texture_rgb;
396 /* This function relies on the correct texture being bound and loaded. */
398 if(samplerStates[WINED3DSAMP_ADDRESSU] != gl_tex->states[WINED3DTEXSTA_ADDRESSU]) {
399 state = samplerStates[WINED3DSAMP_ADDRESSU];
400 apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_S, cond_np2);
401 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state;
404 if(samplerStates[WINED3DSAMP_ADDRESSV] != gl_tex->states[WINED3DTEXSTA_ADDRESSV]) {
405 state = samplerStates[WINED3DSAMP_ADDRESSV];
406 apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_T, cond_np2);
407 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state;
410 if(samplerStates[WINED3DSAMP_ADDRESSW] != gl_tex->states[WINED3DTEXSTA_ADDRESSW]) {
411 state = samplerStates[WINED3DSAMP_ADDRESSW];
412 apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_R, cond_np2);
413 gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state;
416 if(samplerStates[WINED3DSAMP_BORDERCOLOR] != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR]) {
419 state = samplerStates[WINED3DSAMP_BORDERCOLOR];
420 D3DCOLORTOGLFLOAT4(state, col);
421 TRACE("Setting border color for %u to %x\n", textureDimensions, state);
422 glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
423 checkGLcall("glTexParameterfv(..., GL_TEXTURE_BORDER_COLOR, ...)");
424 gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state;
427 if(samplerStates[WINED3DSAMP_MAGFILTER] != gl_tex->states[WINED3DTEXSTA_MAGFILTER]) {
429 state = samplerStates[WINED3DSAMP_MAGFILTER];
430 if (state > WINED3DTEXF_ANISOTROPIC) {
431 FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state);
434 glValue = wined3d_gl_mag_filter(This->baseTexture.magLookup,
435 min(max(state, WINED3DTEXF_POINT), WINED3DTEXF_LINEAR));
436 TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state, glValue);
437 glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
439 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state;
442 if((samplerStates[WINED3DSAMP_MINFILTER] != gl_tex->states[WINED3DTEXSTA_MINFILTER] ||
443 samplerStates[WINED3DSAMP_MIPFILTER] != gl_tex->states[WINED3DTEXSTA_MIPFILTER] ||
444 samplerStates[WINED3DSAMP_MAXMIPLEVEL] != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL])) {
447 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
448 gl_tex->states[WINED3DTEXSTA_MINFILTER] = samplerStates[WINED3DSAMP_MINFILTER];
449 gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = samplerStates[WINED3DSAMP_MAXMIPLEVEL];
451 if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC
452 || gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_ANISOTROPIC)
455 FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
456 gl_tex->states[WINED3DTEXSTA_MINFILTER],
457 gl_tex->states[WINED3DTEXSTA_MIPFILTER]);
459 glValue = wined3d_gl_min_mip_filter(This->baseTexture.minMipLookup,
460 min(max(samplerStates[WINED3DSAMP_MINFILTER], WINED3DTEXF_POINT), WINED3DTEXF_LINEAR),
461 min(max(samplerStates[WINED3DSAMP_MIPFILTER], WINED3DTEXF_NONE), WINED3DTEXF_LINEAR));
463 TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
464 samplerStates[WINED3DSAMP_MINFILTER],
465 samplerStates[WINED3DSAMP_MIPFILTER], glValue);
466 glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
467 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
471 if (gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE)
472 glValue = This->baseTexture.LOD;
473 else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= This->baseTexture.level_count)
474 glValue = This->baseTexture.level_count - 1;
475 else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < This->baseTexture.LOD)
476 /* baseTexture.LOD is already clamped in the setter */
477 glValue = This->baseTexture.LOD;
479 glValue = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL];
481 /* Note that D3DSAMP_MAXMIPLEVEL specifies the biggest mipmap(default 0), while
482 * GL_TEXTURE_MAX_LEVEL specifies the smallest mimap used(default 1000).
483 * So D3DSAMP_MAXMIPLEVEL is the same as GL_TEXTURE_BASE_LEVEL.
485 glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, glValue);
489 if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_ANISOTROPIC
490 && gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_ANISOTROPIC
491 && gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_ANISOTROPIC)
498 aniso = samplerStates[WINED3DSAMP_MAXANISOTROPY];
501 if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
503 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
505 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
506 checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
510 WARN("Anisotropic filtering not supported.\n");
512 gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
515 if (!(This->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
516 != !gl_tex->states[WINED3DTEXSTA_SHADOW])
518 if (This->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
520 glTexParameteri(textureDimensions, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
521 glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
522 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)");
523 gl_tex->states[WINED3DTEXSTA_SHADOW] = TRUE;
527 glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
528 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)");
529 gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;