2 * IWineD3DBaseTexture Implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2004 Raphael Junqueira
6 * Copyright 2005 Oliver Stieber
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.
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.
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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
27 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
29 static const Wined3dTextureStateMap textureObjectSamplerStates[] = {
30 {WINED3DSAMP_ADDRESSU, WINED3DSAMP_ADDRESSU},
31 {WINED3DSAMP_ADDRESSV, WINED3DSAMP_ADDRESSV},
32 {WINED3DSAMP_ADDRESSW, WINED3DSAMP_ADDRESSW},
33 /* NOTE: Sometimes it's a good idea to disable the setting of border colour, e.g. Axis and Allies */
34 {WINED3DSAMP_BORDERCOLOR, WINED3DFUNC_NOTSUPPORTED/* WINED3DSAMP_BORDERCOLOR */},
35 {WINED3DSAMP_MAGFILTER, WINED3DSAMP_MAGFILTER},
36 {WINED3DSAMP_MINFILTER, WINED3DSAMP_MINFILTER},
37 {WINED3DSAMP_MIPFILTER, WINED3DSAMP_MIPFILTER},
38 /* applies to the texture unit
39 WINED3DSAMP_MIPMAPLODBIAS, WINED3DSAMP_MIPMAPLODBIAS,
41 {WINED3DSAMP_MAXMIPLEVEL, WINED3DSAMP_MAXMIPLEVEL},
43 {WINED3DSAMP_MAXANISOTROPY, GL_SUPPORTED(EXT_TEXTURE_FILTER_ANISOTROPIC) ? WINED3DSAMP_MAXANISOTROPY : WINED3DFUNC_NOTSUPPORTED},
45 {WINED3DSAMP_MAXANISOTROPY, WINED3DSAMP_MAXANISOTROPY},
47 {WINED3DSAMP_SRGBTEXTURE, WINED3DFUNC_UNIMPLEMENTED},
48 {WINED3DSAMP_ELEMENTINDEX, WINED3DFUNC_UNIMPLEMENTED},
49 {WINED3DSAMP_DMAPOFFSET, WINED3DFUNC_UNIMPLEMENTED},
53 static const Wined3dTextureStateMap textureObjectTextureStates[] = {
54 {WINED3DTSS_ADDRESSW , WINED3DTSS_ADDRESSW},
58 /* *******************************************
59 IWineD3DBaseTexture IUnknown parts follow
60 ******************************************* */
61 HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, LPVOID *ppobj)
63 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
64 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
65 if (IsEqualGUID(riid, &IID_IUnknown)
66 || IsEqualGUID(riid, &IID_IWineD3DBase)
67 || IsEqualGUID(riid, &IID_IWineD3DResource)
68 || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)) {
69 IUnknown_AddRef(iface);
76 ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface) {
77 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
78 ULONG ref = InterlockedIncrement(&This->resource.ref);
80 TRACE("(%p) : AddRef increasing from %ld\n", This,ref - 1);
84 ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface) {
85 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
86 ULONG ref = InterlockedDecrement(&This->resource.ref);
87 TRACE("(%p) : Releasing from %ld\n", This, ref + 1);
89 IWineD3DBaseTextureImpl_CleanUp(iface);
90 HeapFree(GetProcessHeap(), 0, This);
96 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface) {
97 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
98 TRACE("(%p) : textureName(%d)\n", This, This->baseTexture.textureName);
99 if (This->baseTexture.textureName != 0) {
101 TRACE("(%p) : Deleting texture %d\n", This, This->baseTexture.textureName);
102 glDeleteTextures(1, &This->baseTexture.textureName);
105 IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
108 /* ****************************************************
109 IWineD3DBaseTexture IWineD3DResource parts follow
110 **************************************************** */
111 HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice** ppDevice) {
112 return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
115 HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
116 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
119 HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
120 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
123 HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid) {
124 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
127 DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew) {
128 return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
131 DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface) {
132 return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
135 void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface) {
136 return IWineD3DResourceImpl_PreLoad((IWineD3DResource *)iface);
139 WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface) {
140 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
143 HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent) {
144 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
147 /* ******************************************************
148 IWineD3DBaseTexture IWineD3DBaseTexture parts follow
149 ****************************************************** */
151 /* There is no OpenGL equivilent of setLOD, getLOD, all they do it priortise testure loading
152 * so just pretend that they work unless something really needs a failure. */
153 DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew) {
154 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
156 if (This->resource.pool != WINED3DPOOL_MANAGED) {
157 return WINED3DERR_INVALIDCALL;
160 if(LODNew >= This->baseTexture.levels)
161 LODNew = This->baseTexture.levels - 1;
162 This->baseTexture.LOD = LODNew;
164 TRACE("(%p) : set bogus LOD to %d\n", This, This->baseTexture.LOD);
166 return This->baseTexture.LOD;
169 DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface) {
170 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
172 if (This->resource.pool != WINED3DPOOL_MANAGED) {
173 return WINED3DERR_INVALIDCALL;
176 TRACE("(%p) : returning %d\n", This, This->baseTexture.LOD);
178 return This->baseTexture.LOD;
181 DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface) {
182 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
183 TRACE("(%p) : returning %d\n", This, This->baseTexture.levels);
184 return This->baseTexture.levels;
187 HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
188 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
190 if (!(This->baseTexture.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
191 TRACE("(%p) : returning invalid call\n", This);
192 return WINED3DERR_INVALIDCALL;
194 This->baseTexture.filterType = FilterType;
195 TRACE("(%p) :\n", This);
199 WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface) {
200 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
201 FIXME("(%p) : stub\n", This);
202 if (!(This->baseTexture.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
203 return WINED3DTEXF_NONE;
205 return This->baseTexture.filterType;
208 void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface) {
209 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
210 /* TODO: implement filters using GL_SGI_generate_mipmaps http://oss.sgi.com/projects/ogl-sample/registry/SGIS/generate_mipmap.txt */
211 FIXME("(%p) : stub\n", This);
215 /* Internal function, No d3d mapping */
216 BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL dirty) {
218 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
219 old = This->baseTexture.dirty;
220 This->baseTexture.dirty = dirty;
224 BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface) {
225 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
226 return This->baseTexture.dirty;
229 HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface) {
230 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
231 HRESULT hr = WINED3D_OK;
232 UINT textureDimensions;
233 BOOL isNewTexture = FALSE;
234 TRACE("(%p) : About to bind texture\n", This);
236 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
238 #if 0 /* TODO: context manager support */
239 IWineD3DContextManager_PushState(This->contextManager, textureDimensions, ENABLED, NOW /* make sure the state is applied now */);
241 glEnable(textureDimensions);
244 /* Generate a texture name if we don't already have one */
245 if (This->baseTexture.textureName == 0) {
246 glGenTextures(1, &This->baseTexture.textureName);
247 checkGLcall("glGenTextures");
248 TRACE("Generated texture %d\n", This->baseTexture.textureName);
249 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
250 /* Tell opengl to try and keep this texture in video ram (well mostly) */
253 glPrioritizeTextures(1, &This->baseTexture.textureName, &tmp);
256 /* Initialise the state of the texture object
257 to the openGL defaults, not the directx defaults */
258 This->baseTexture.states[WINED3DTEXSTA_ADDRESSU] = D3DTADDRESS_WRAP;
259 This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = D3DTADDRESS_WRAP;
260 This->baseTexture.states[WINED3DTEXSTA_ADDRESSW] = D3DTADDRESS_WRAP;
261 This->baseTexture.states[WINED3DTEXSTA_BORDERCOLOR] = 0;
262 This->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
263 This->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
264 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
265 This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
266 This->baseTexture.states[WINED3DTEXSTA_MAXANISOTROPY] = 0;
267 This->baseTexture.states[WINED3DTEXSTA_SRGBTEXTURE] = 0;
268 This->baseTexture.states[WINED3DTEXSTA_ELEMENTINDEX] = 0;
269 This->baseTexture.states[WINED3DTEXSTA_DMAPOFFSET] = 0;
270 This->baseTexture.states[WINED3DTEXSTA_TSSADDRESSW] = D3DTADDRESS_WRAP;
271 IWineD3DBaseTexture_SetDirty(iface, TRUE);
275 /* Bind the texture */
276 if (This->baseTexture.textureName != 0) {
277 glBindTexture(textureDimensions, This->baseTexture.textureName);
278 checkGLcall("glBindTexture");
280 /* For a new texture we have to set the textures levels after binding the texture,
281 * in theory this is all we should ever have to dom, but because ATI's drivers are broken we
282 * also need to set the texture dimensins before the texture is is set */
283 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
284 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1);
285 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)");
288 } else { /* this only happened if we've run out of openGL textures */
289 WARN("This texture doesn't have an openGL texture assigned to it\n");
290 hr = WINED3DERR_INVALIDCALL;
297 HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface) {
298 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
299 UINT textureDimensions;
301 TRACE("(%p) : About to bind texture\n", This);
302 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
306 glBindTexture(textureDimensions, 0);
307 #if 0 /* TODO: context manager support */
308 IWineD3DContextManager_PopState(This->contextManager, textureDimensions, ENABLED, NOW /* make sure the state is applied now */);
310 glDisable(textureDimensions);
317 UINT WINAPI IWineD3DBaseTextureImpl_GetTextureDimensions(IWineD3DBaseTexture *iface){
318 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
319 FIXME("(%p) : This shouldn't be called\n", This);
323 static inline GLenum warpLookupType(WINED3DSAMPLERSTATETYPE Type) {
325 case WINED3DSAMP_ADDRESSU:
326 return GL_TEXTURE_WRAP_S;
327 case WINED3DSAMP_ADDRESSV:
328 return GL_TEXTURE_WRAP_T;
329 case WINED3DSAMP_ADDRESSW:
330 return GL_TEXTURE_WRAP_R;
332 FIXME("Unexpected warp type %d\n", Type);
337 void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface,
338 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
339 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
340 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
342 DWORD *state = This->baseTexture.states;
343 GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
344 IWineD3DBaseTexture_PreLoad(iface);
345 /* run through a couple of loops and apply and states that are different */
346 /* this will reduce the number of texture state changes to an absolute minimum
347 for multi-parameter states we pickup the first one that changes, work out the correct values for the other states
348 and set all the states that we've just applied to their new values */
350 for (i = 0 ;textureObjectSamplerStates[i].state != -1; i++) {
351 if (*state != samplerStates[textureObjectSamplerStates[i].state]) {
352 /* apply the state */
353 TRACE("(%p) : Changing state %u from %ld to %ld\n", This, i, *state , samplerStates[textureObjectSamplerStates[i].state]);
354 switch (textureObjectSamplerStates[i].function) {
355 case WINED3DSAMP_ADDRESSU:
356 case WINED3DSAMP_ADDRESSV: /* fall through */
357 case WINED3DSAMP_ADDRESSW: /* fall through */
358 *state = samplerStates[textureObjectSamplerStates[i].state];
359 if (*state < minLookup[WINELOOKUP_WARPPARAM] || *state > maxLookup[WINELOOKUP_WARPPARAM]) {
360 FIXME("Unrecognized or unsupported D3DTADDRESS_* value %ld, state %d\n", *state, textureObjectSamplerStates[i].function);
362 GLint wrapParm = stateLookup[WINELOOKUP_WARPPARAM][*state - minLookup[WINELOOKUP_WARPPARAM]];
363 TRACE("Setting WRAP_R to %d for %x\n", wrapParm, textureDimensions);
364 glTexParameteri(textureDimensions, warpLookupType(textureObjectSamplerStates[i].function), wrapParm);
365 checkGLcall("glTexParameteri(..., GL_TEXTURE_WRAP_R, wrapParm)");
368 case WINED3DSAMP_BORDERCOLOR:
371 *state = samplerStates[textureObjectSamplerStates[i].state];
372 D3DCOLORTOGLFLOAT4(*state, col);
373 TRACE("Setting border color for %u to %lx\n", textureDimensions, *state);
374 glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
375 checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
378 case WINED3DSAMP_MAGFILTER:
381 *state = samplerStates[textureObjectSamplerStates[i].state];
382 if (*state < minLookup[WINELOOKUP_MAGFILTER] || *state > maxLookup[WINELOOKUP_MAGFILTER]) {
383 FIXME("Unrecognized or unsupported MAGFILTER* value %ld, state %d\n", *state, textureObjectSamplerStates[i].function);
385 glValue = stateLookup[WINELOOKUP_MAGFILTER][*state - minLookup[WINELOOKUP_MAGFILTER]];
386 TRACE("ValueMAG=%ld setting MAGFILTER to %x\n", *state, glValue);
387 glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
388 /* 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. */
389 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && WINED3DTEXF_ANISOTROPIC == *state) {
390 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, samplerStates[WINED3DSAMP_MAXANISOTROPY]);
395 case WINED3DSAMP_MINFILTER:
396 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
397 case WINED3DSAMP_MIPFILTER: /* fall through */
400 *state = samplerStates[textureObjectSamplerStates[i].state];
401 if (This->baseTexture.states[WINED3DTEXSTA_MINFILTER] < WINED3DTEXF_NONE ||
402 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] < WINED3DTEXF_NONE ||
403 This->baseTexture.states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC ||
404 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_LINEAR)
407 FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %ld, state %d D3DSAMP_MIPFILTER value %ld, state %d\n",
408 This->baseTexture.states[WINED3DTEXSTA_MINFILTER],
409 textureObjectSamplerStates[WINED3DTEXSTA_MINFILTER].function,
410 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER],
411 textureObjectSamplerStates[WINED3DTEXSTA_MIPFILTER].function);
413 glValue = minMipLookup[min(max(This->baseTexture.states[WINED3DTEXSTA_MINFILTER],WINED3DTEXF_NONE), WINED3DTEXF_ANISOTROPIC)]
414 [min(max(This->baseTexture.states[WINED3DTEXSTA_MIPFILTER],WINED3DTEXF_NONE), WINED3DTEXF_LINEAR)];
416 TRACE("ValueMIN=%ld, ValueMIP=%ld, setting MINFILTER to %x\n",
417 This->baseTexture.states[WINED3DTEXSTA_MINFILTER],
418 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER], glValue);
419 glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
420 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
423 case WINED3DSAMP_MAXMIPLEVEL:
424 *state = samplerStates[textureObjectSamplerStates[i].state];
426 * Not really the same, but the more apprioprate than nothing
428 glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, *state);
430 case WINED3DSAMP_MAXANISOTROPY:
431 *state = samplerStates[textureObjectSamplerStates[i].state];
432 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, *state);
433 checkGLcall("glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT ...");
435 case WINED3DFUNC_UNIMPLEMENTED: /* unimplemented */
436 TRACE("(%p) : stub\n", This);
437 *state = samplerStates[textureObjectSamplerStates[i].state];
439 case WINED3DFUNC_NOTSUPPORTED: /* nop */
440 TRACE("(%p) : %s function is not supported by this opengl implementation\n", This, "unknown" /* TODO: replace with debug_blah... */);
441 *state = samplerStates[textureObjectSamplerStates[i].state];
448 for(i = 0 ;textureObjectTextureStates[i].state != - 1; i++) {
449 if(*state != textureStates[textureObjectTextureStates[i].state] ) {
450 /* apply the state */
451 *state = textureStates[textureObjectTextureStates[i].state];
452 switch (textureObjectTextureStates[i].function) {
453 case WINED3DTSS_ADDRESSW:
454 /* I'm not sure what to do if this is set as well as ADDRESSW on the sampler, how do they interact together? */
456 case WINED3DFUNC_UNIMPLEMENTED: /* unimplemented */
457 TRACE("(%p) : stub\n", This);
459 case WINED3DFUNC_NOTSUPPORTED: /* nop */
460 TRACE("(%p) : function no supported by this opengl implementation\n", This);
469 static const IWineD3DBaseTextureVtbl IWineD3DBaseTexture_Vtbl =
472 IWineD3DBaseTextureImpl_QueryInterface,
473 IWineD3DBaseTextureImpl_AddRef,
474 IWineD3DBaseTextureImpl_Release,
475 /* IWineD3DResource */
476 IWineD3DBaseTextureImpl_GetParent,
477 IWineD3DBaseTextureImpl_GetDevice,
478 IWineD3DBaseTextureImpl_SetPrivateData,
479 IWineD3DBaseTextureImpl_GetPrivateData,
480 IWineD3DBaseTextureImpl_FreePrivateData,
481 IWineD3DBaseTextureImpl_SetPriority,
482 IWineD3DBaseTextureImpl_GetPriority,
483 IWineD3DBaseTextureImpl_PreLoad,
484 IWineD3DBaseTextureImpl_GetType,
485 /*IWineD3DBaseTexture*/
486 IWineD3DBaseTextureImpl_SetLOD,
487 IWineD3DBaseTextureImpl_GetLOD,
488 IWineD3DBaseTextureImpl_GetLevelCount,
489 IWineD3DBaseTextureImpl_SetAutoGenFilterType,
490 IWineD3DBaseTextureImpl_GetAutoGenFilterType,
491 IWineD3DBaseTextureImpl_GenerateMipSubLevels,
492 IWineD3DBaseTextureImpl_SetDirty,
493 IWineD3DBaseTextureImpl_GetDirty,
495 IWineD3DBaseTextureImpl_BindTexture,
496 IWineD3DBaseTextureImpl_UnBindTexture,
497 IWineD3DBaseTextureImpl_GetTextureDimensions,
498 IWineD3DBaseTextureImpl_ApplyStateChanges