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 != D3DPOOL_MANAGED) {
157 return D3DERR_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 != D3DPOOL_MANAGED) {
173 return D3DERR_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, D3DTEXTUREFILTERTYPE FilterType) {
188 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
190 if (!(This->baseTexture.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
191 TRACE("(%p) : returning invalid call\n", This);
192 return D3DERR_INVALIDCALL;
194 This->baseTexture.filterType = FilterType;
195 TRACE("(%p) :\n", This);
199 D3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface) {
200 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
201 FIXME("(%p) : stub\n", This);
202 if (!(This->baseTexture.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
205 return This->baseTexture.filterType;
206 return D3DTEXF_LINEAR; /* default */
209 void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface) {
210 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
211 /* TODO: implement filters using GL_SGI_generate_mipmaps http://oss.sgi.com/projects/ogl-sample/registry/SGIS/generate_mipmap.txt */
212 FIXME("(%p) : stub\n", This);
216 /* Internal function, No d3d mapping */
217 BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL dirty) {
219 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
220 old = This->baseTexture.dirty;
221 This->baseTexture.dirty = dirty;
225 BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface) {
226 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
227 return This->baseTexture.dirty;
230 HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface) {
231 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
233 UINT textureDimensions;
234 BOOL isNewTexture = FALSE;
235 TRACE("(%p) : About to bind texture\n", This);
237 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
239 #if 0 /* TODO: context manager support */
240 IWineD3DContextManager_PushState(This->contextManager, textureDimensions, ENABLED, NOW /* make sure the state is applied now */);
242 glEnable(textureDimensions);
245 /* Generate a texture name if we don't already have one */
246 if (This->baseTexture.textureName == 0) {
247 glGenTextures(1, &This->baseTexture.textureName);
248 checkGLcall("glGenTextures");
249 TRACE("Generated texture %d\n", This->baseTexture.textureName);
250 if (This->resource.pool == D3DPOOL_DEFAULT) {
251 /* Tell opengl to try and keep this texture in video ram (well mostly) */
254 glPrioritizeTextures(1, &This->baseTexture.textureName, &tmp);
257 /* Initialise the state of the texture object
258 to the openGL defaults, not the directx defaults */
259 This->baseTexture.states[WINED3DTEXSTA_ADDRESSU] = D3DTADDRESS_WRAP;
260 This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = D3DTADDRESS_WRAP;
261 This->baseTexture.states[WINED3DTEXSTA_ADDRESSW] = D3DTADDRESS_WRAP;
262 This->baseTexture.states[WINED3DTEXSTA_BORDERCOLOR] = 0;
263 This->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = D3DTEXF_LINEAR;
264 This->baseTexture.states[WINED3DTEXSTA_MINFILTER] = D3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
265 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = D3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
266 This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
267 This->baseTexture.states[WINED3DTEXSTA_MAXANISOTROPY] = 0;
268 This->baseTexture.states[WINED3DTEXSTA_SRGBTEXTURE] = 0;
269 This->baseTexture.states[WINED3DTEXSTA_ELEMENTINDEX] = 0;
270 This->baseTexture.states[WINED3DTEXSTA_DMAPOFFSET] = 0;
271 This->baseTexture.states[WINED3DTEXSTA_TSSADDRESSW] = D3DTADDRESS_WRAP;
272 IWineD3DBaseTexture_SetDirty(iface, TRUE);
276 /* Bind the texture */
277 if (This->baseTexture.textureName != 0) {
278 /* Always need to reset the number of mipmap levels when rebinding as it is
279 a property of the active texture unit, and another texture may have set it
280 to a different value */
281 if (This->baseTexture.levels > 1) {
282 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
283 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1);
284 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)");
286 glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
288 glBindTexture(textureDimensions, This->baseTexture.textureName);
289 checkGLcall("glBindTexture");
291 /* For a new texture we have to set the textures levels after binding the texture,
292 * in theory this is all we should ever have to dom, but because ATI's drivers are broken we
293 * also need to set the texture dimensins before the texture is is set */
294 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
295 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1);
296 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)");
299 } else { /* this only happened if we've run out of openGL textures */
300 WARN("This texture doesn't have an openGL texture assigned to it\n");
301 hr = D3DERR_INVALIDCALL;
308 HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface) {
309 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
310 UINT textureDimensions;
312 TRACE("(%p) : About to bind texture\n", This);
313 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
317 glBindTexture(textureDimensions, 0);
318 #if 0 /* TODO: context manager support */
319 IWineD3DContextManager_PopState(This->contextManager, textureDimensions, ENABLED, NOW /* make sure the state is applied now */);
321 glDisable(textureDimensions);
328 UINT WINAPI IWineD3DBaseTextureImpl_GetTextureDimensions(IWineD3DBaseTexture *iface){
329 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
330 FIXME("(%p) : This shouldn't be called\n", This);
334 static inline GLenum warpLookupType(WINED3DSAMPLERSTATETYPE Type) {
336 case WINED3DSAMP_ADDRESSU:
337 return GL_TEXTURE_WRAP_S;
338 case WINED3DSAMP_ADDRESSV:
339 return GL_TEXTURE_WRAP_T;
340 case WINED3DSAMP_ADDRESSW:
341 return GL_TEXTURE_WRAP_R;
343 FIXME("Unexpected warp type %d\n", Type);
348 void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface,
349 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
350 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
351 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
353 DWORD *state = This->baseTexture.states;
354 GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
355 IWineD3DBaseTexture_PreLoad(iface);
356 /* run through a couple of loops and apply and states that are different */
357 /* this will reduce the number of texture state changes to an absolute minimum
358 for multi-parameter states we pickup the first one that changes, work out the correct values for the other states
359 and set all the states that we've just applied to their new values */
361 for (i = 0 ;textureObjectSamplerStates[i].state != -1; i++) {
362 if (*state != samplerStates[textureObjectSamplerStates[i].state]) {
363 /* apply the state */
364 TRACE("(%p) : Changing state %u from %ld to %ld\n", This, i, *state , samplerStates[textureObjectSamplerStates[i].state]);
365 switch (textureObjectSamplerStates[i].function) {
366 case WINED3DSAMP_ADDRESSU:
367 case WINED3DSAMP_ADDRESSV: /* fall through */
368 case WINED3DSAMP_ADDRESSW: /* fall through */
369 *state = samplerStates[textureObjectSamplerStates[i].state];
370 if (*state < minLookup[WINELOOKUP_WARPPARAM] || *state > maxLookup[WINELOOKUP_WARPPARAM]) {
371 FIXME("Unrecognized or unsupported D3DTADDRESS_* value %ld, state %d\n", *state, textureObjectSamplerStates[i].function);
373 GLint wrapParm = stateLookup[WINELOOKUP_WARPPARAM][*state - minLookup[WINELOOKUP_WARPPARAM]];
374 TRACE("Setting WRAP_R to %d for %x\n", wrapParm, textureDimensions);
375 glTexParameteri(textureDimensions, warpLookupType(textureObjectSamplerStates[i].function), wrapParm);
376 checkGLcall("glTexParameteri(..., GL_TEXTURE_WRAP_R, wrapParm)");
379 case WINED3DSAMP_BORDERCOLOR:
382 *state = samplerStates[textureObjectSamplerStates[i].state];
383 D3DCOLORTOGLFLOAT4(*state, col);
384 TRACE("Setting border color for %u to %lx\n", textureDimensions, *state);
385 glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
386 checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
389 case WINED3DSAMP_MAGFILTER:
392 *state = samplerStates[textureObjectSamplerStates[i].state];
393 if (*state < minLookup[WINELOOKUP_MAGFILTER] || *state > maxLookup[WINELOOKUP_MAGFILTER]) {
394 FIXME("Unrecognized or unsupported MAGFILTER* value %ld, state %d\n", *state, textureObjectSamplerStates[i].function);
396 glValue = stateLookup[WINELOOKUP_MAGFILTER][*state - minLookup[WINELOOKUP_MAGFILTER]];
397 TRACE("ValueMAG=%ld setting MAGFILTER to %x\n", *state, glValue);
398 glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
399 /* We need to reset the Aniotropic filtering state when we change the mag filter to D3DTEXF_ANISOTROPIC (this seems a bit weird, check the documentataion to see how it should be switched off. */
400 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && D3DTEXF_ANISOTROPIC == *state) {
401 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, samplerStates[WINED3DSAMP_MAXANISOTROPY]);
406 case WINED3DSAMP_MINFILTER:
407 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
408 case WINED3DSAMP_MIPFILTER: /* fall through */
411 *state = samplerStates[textureObjectSamplerStates[i].state];
412 if (This->baseTexture.states[WINED3DTEXSTA_MINFILTER] < D3DTEXF_NONE ||
413 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] < D3DTEXF_NONE ||
414 This->baseTexture.states[WINED3DTEXSTA_MINFILTER] > D3DTEXF_ANISOTROPIC ||
415 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] > D3DTEXF_LINEAR)
418 FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %ld, state %d D3DSAMP_MIPFILTER value %ld, state %d\n",
419 This->baseTexture.states[WINED3DTEXSTA_MINFILTER],
420 textureObjectSamplerStates[WINED3DTEXSTA_MINFILTER].function,
421 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER],
422 textureObjectSamplerStates[WINED3DTEXSTA_MIPFILTER].function);
424 glValue = minMipLookup[min(max(This->baseTexture.states[WINED3DTEXSTA_MINFILTER],D3DTEXF_NONE), D3DTEXF_ANISOTROPIC)]
425 [min(max(This->baseTexture.states[WINED3DTEXSTA_MIPFILTER],D3DTEXF_NONE), D3DTEXF_LINEAR)];
427 TRACE("ValueMIN=%ld, ValueMIP=%ld, setting MINFILTER to %x\n",
428 This->baseTexture.states[WINED3DTEXSTA_MINFILTER],
429 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER], glValue);
430 glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
431 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
434 case WINED3DSAMP_MAXMIPLEVEL:
435 *state = samplerStates[textureObjectSamplerStates[i].state];
437 * Not really the same, but the more apprioprate than nothing
439 glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, *state);
441 case WINED3DSAMP_MAXANISOTROPY:
442 *state = samplerStates[textureObjectSamplerStates[i].state];
443 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, *state);
444 checkGLcall("glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT ...");
446 case WINED3DFUNC_UNIMPLEMENTED: /* unimplemented */
447 TRACE("(%p) : stub\n", This);
448 *state = samplerStates[textureObjectSamplerStates[i].state];
450 case WINED3DFUNC_NOTSUPPORTED: /* nop */
451 TRACE("(%p) : %s function is not supported by this opengl implementation\n", This, "unknown" /* TODO: replace with debug_blah... */);
452 *state = samplerStates[textureObjectSamplerStates[i].state];
459 for(i = 0 ;textureObjectTextureStates[i].state != - 1; i++) {
460 if(*state != textureStates[textureObjectTextureStates[i].state] ) {
461 /* apply the state */
462 *state = textureStates[textureObjectTextureStates[i].state];
463 switch (textureObjectTextureStates[i].function) {
464 case WINED3DTSS_ADDRESSW:
465 /* I'm not sure what to do if this is set as well as ADDRESSW on the sampler, how do they interact together? */
467 case WINED3DFUNC_UNIMPLEMENTED: /* unimplemented */
468 TRACE("(%p) : stub\n", This);
470 case WINED3DFUNC_NOTSUPPORTED: /* nop */
471 TRACE("(%p) : function no supported by this opengl implementation\n", This);
480 static const IWineD3DBaseTextureVtbl IWineD3DBaseTexture_Vtbl =
483 IWineD3DBaseTextureImpl_QueryInterface,
484 IWineD3DBaseTextureImpl_AddRef,
485 IWineD3DBaseTextureImpl_Release,
486 /* IWineD3DResource */
487 IWineD3DBaseTextureImpl_GetParent,
488 IWineD3DBaseTextureImpl_GetDevice,
489 IWineD3DBaseTextureImpl_SetPrivateData,
490 IWineD3DBaseTextureImpl_GetPrivateData,
491 IWineD3DBaseTextureImpl_FreePrivateData,
492 IWineD3DBaseTextureImpl_SetPriority,
493 IWineD3DBaseTextureImpl_GetPriority,
494 IWineD3DBaseTextureImpl_PreLoad,
495 IWineD3DBaseTextureImpl_GetType,
496 /*IWineD3DBaseTexture*/
497 IWineD3DBaseTextureImpl_SetLOD,
498 IWineD3DBaseTextureImpl_GetLOD,
499 IWineD3DBaseTextureImpl_GetLevelCount,
500 IWineD3DBaseTextureImpl_SetAutoGenFilterType,
501 IWineD3DBaseTextureImpl_GetAutoGenFilterType,
502 IWineD3DBaseTextureImpl_GenerateMipSubLevels,
503 IWineD3DBaseTextureImpl_SetDirty,
504 IWineD3DBaseTextureImpl_GetDirty,
506 IWineD3DBaseTextureImpl_BindTexture,
507 IWineD3DBaseTextureImpl_UnBindTexture,
508 IWineD3DBaseTextureImpl_GetTextureDimensions,
509 IWineD3DBaseTextureImpl_ApplyStateChanges