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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
27 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->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);
77 ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface) {
78 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
79 ULONG ref = InterlockedIncrement(&This->resource.ref);
81 TRACE("(%p) : AddRef increasing from %d\n", This,ref - 1);
85 ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface) {
86 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
87 ULONG ref = InterlockedDecrement(&This->resource.ref);
88 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
90 IWineD3DBaseTextureImpl_CleanUp(iface);
91 HeapFree(GetProcessHeap(), 0, This);
97 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface) {
98 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
99 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
101 TRACE("(%p) : textureName(%d)\n", This, This->baseTexture.textureName);
102 if (This->baseTexture.textureName != 0) {
104 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
105 TRACE("(%p) : Deleting texture %d\n", This, This->baseTexture.textureName);
106 glDeleteTextures(1, &This->baseTexture.textureName);
109 IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
112 /* ****************************************************
113 IWineD3DBaseTexture IWineD3DResource parts follow
114 **************************************************** */
115 HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice** ppDevice) {
116 return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
119 HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
120 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
123 HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
124 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
127 HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid) {
128 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
131 DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew) {
132 return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
135 DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface) {
136 return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
139 void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface) {
140 IWineD3DResourceImpl_PreLoad((IWineD3DResource *)iface);
143 WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface) {
144 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
147 HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent) {
148 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
151 /* ******************************************************
152 IWineD3DBaseTexture IWineD3DBaseTexture parts follow
153 ****************************************************** */
155 /* There is no OpenGL equivilent of setLOD, getLOD, all they do it priortise testure loading
156 * so just pretend that they work unless something really needs a failure. */
157 DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew) {
158 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
160 if (This->resource.pool != WINED3DPOOL_MANAGED) {
161 return WINED3DERR_INVALIDCALL;
164 if(LODNew >= This->baseTexture.levels)
165 LODNew = This->baseTexture.levels - 1;
166 This->baseTexture.LOD = LODNew;
168 TRACE("(%p) : set bogus LOD to %d\n", This, This->baseTexture.LOD);
170 return This->baseTexture.LOD;
173 DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface) {
174 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
176 if (This->resource.pool != WINED3DPOOL_MANAGED) {
177 return WINED3DERR_INVALIDCALL;
180 TRACE("(%p) : returning %d\n", This, This->baseTexture.LOD);
182 return This->baseTexture.LOD;
185 DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface) {
186 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
187 TRACE("(%p) : returning %d\n", This, This->baseTexture.levels);
188 return This->baseTexture.levels;
191 HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
192 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
194 if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
195 TRACE("(%p) : returning invalid call\n", This);
196 return WINED3DERR_INVALIDCALL;
198 This->baseTexture.filterType = FilterType;
199 TRACE("(%p) :\n", This);
203 WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface) {
204 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
205 FIXME("(%p) : stub\n", This);
206 if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
207 return WINED3DTEXF_NONE;
209 return This->baseTexture.filterType;
212 void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface) {
213 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
214 /* TODO: implement filters using GL_SGI_generate_mipmaps http://oss.sgi.com/projects/ogl-sample/registry/SGIS/generate_mipmap.txt */
215 FIXME("(%p) : stub\n", This);
219 /* Internal function, No d3d mapping */
220 BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL dirty) {
222 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
223 old = This->baseTexture.dirty;
224 This->baseTexture.dirty = dirty;
228 BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface) {
229 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
230 return This->baseTexture.dirty;
233 HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface) {
234 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
235 HRESULT hr = WINED3D_OK;
236 UINT textureDimensions;
237 BOOL isNewTexture = FALSE;
238 TRACE("(%p) : About to bind texture\n", This);
240 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
242 /* Generate a texture name if we don't already have one */
243 if (This->baseTexture.textureName == 0) {
244 glGenTextures(1, &This->baseTexture.textureName);
245 checkGLcall("glGenTextures");
246 TRACE("Generated texture %d\n", This->baseTexture.textureName);
247 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
248 /* Tell opengl to try and keep this texture in video ram (well mostly) */
251 glPrioritizeTextures(1, &This->baseTexture.textureName, &tmp);
254 /* Initialise the state of the texture object
255 to the openGL defaults, not the directx defaults */
256 This->baseTexture.states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP;
257 This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP;
258 This->baseTexture.states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP;
259 This->baseTexture.states[WINED3DTEXSTA_BORDERCOLOR] = 0;
260 This->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
261 This->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
262 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
263 This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
264 This->baseTexture.states[WINED3DTEXSTA_MAXANISOTROPY] = 0;
265 This->baseTexture.states[WINED3DTEXSTA_SRGBTEXTURE] = 0;
266 This->baseTexture.states[WINED3DTEXSTA_ELEMENTINDEX] = 0;
267 This->baseTexture.states[WINED3DTEXSTA_DMAPOFFSET] = 0;
268 This->baseTexture.states[WINED3DTEXSTA_TSSADDRESSW] = WINED3DTADDRESS_WRAP;
269 IWineD3DBaseTexture_SetDirty(iface, TRUE);
273 /* Bind the texture */
274 if (This->baseTexture.textureName != 0) {
275 glBindTexture(textureDimensions, This->baseTexture.textureName);
276 checkGLcall("glBindTexture");
278 /* For a new texture we have to set the textures levels after binding the texture.
279 * In theory this is all we should ever have to do, but because ATI's drivers are broken, we
280 * also need to set the texture dimensions before the texture is set */
281 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
282 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1);
283 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)");
284 if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
285 /* Cubemaps are always set to clamp, regardeless of the sampler state. */
286 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
287 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
288 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
292 } else { /* this only happened if we've run out of openGL textures */
293 WARN("This texture doesn't have an openGL texture assigned to it\n");
294 hr = WINED3DERR_INVALIDCALL;
301 HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface) {
302 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
303 UINT textureDimensions;
305 TRACE("(%p) : About to bind texture\n", This);
306 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
310 glBindTexture(textureDimensions, 0);
311 #if 0 /* TODO: context manager support */
312 IWineD3DContextManager_PopState(This->contextManager, textureDimensions, ENABLED, NOW /* make sure the state is applied now */);
314 glDisable(textureDimensions);
321 UINT WINAPI IWineD3DBaseTextureImpl_GetTextureDimensions(IWineD3DBaseTexture *iface){
322 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
323 FIXME("(%p) : This shouldn't be called\n", This);
327 static inline GLenum warpLookupType(WINED3DSAMPLERSTATETYPE Type) {
329 case WINED3DSAMP_ADDRESSU:
330 return GL_TEXTURE_WRAP_S;
331 case WINED3DSAMP_ADDRESSV:
332 return GL_TEXTURE_WRAP_T;
333 case WINED3DSAMP_ADDRESSW:
334 return GL_TEXTURE_WRAP_R;
336 FIXME("Unexpected warp type %d\n", Type);
341 void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface,
342 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
343 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
344 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
346 DWORD *state = This->baseTexture.states;
347 GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
348 IWineD3DBaseTexture_PreLoad(iface);
349 /* run through a couple of loops and apply and states that are different */
350 /* this will reduce the number of texture state changes to an absolute minimum
351 for multi-parameter states we pickup the first one that changes, work out the correct values for the other states
352 and set all the states that we've just applied to their new values */
354 for (i = 0 ;textureObjectSamplerStates[i].state != -1; i++) {
355 if (*state != samplerStates[textureObjectSamplerStates[i].state]) {
356 /* apply the state */
357 TRACE("(%p) : Changing state %u from %d to %d\n", This, i, *state , samplerStates[textureObjectSamplerStates[i].state]);
358 switch (textureObjectSamplerStates[i].function) {
359 case WINED3DSAMP_ADDRESSU:
360 case WINED3DSAMP_ADDRESSV: /* fall through */
361 case WINED3DSAMP_ADDRESSW: /* fall through */
362 *state = samplerStates[textureObjectSamplerStates[i].state];
363 if (*state < minLookup[WINELOOKUP_WARPPARAM] || *state > maxLookup[WINELOOKUP_WARPPARAM]) {
364 FIXME("Unrecognized or unsupported WINED3DTADDRESS_* value %d, state %d\n", *state, textureObjectSamplerStates[i].function);
367 if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
368 /* Cubemaps are always set to clamp, regardeless of the sampler state. */
369 wrapParm = GL_CLAMP_TO_EDGE;
371 wrapParm = stateLookup[WINELOOKUP_WARPPARAM][*state - minLookup[WINELOOKUP_WARPPARAM]];
373 TRACE("Setting WRAP_R to %d for %x\n", wrapParm, textureDimensions);
374 glTexParameteri(textureDimensions, warpLookupType(textureObjectSamplerStates[i].function), wrapParm);
375 checkGLcall("glTexParameteri(..., GL_TEXTURE_WRAP_R, wrapParm)");
378 case WINED3DSAMP_BORDERCOLOR:
381 *state = samplerStates[textureObjectSamplerStates[i].state];
382 D3DCOLORTOGLFLOAT4(*state, col);
383 TRACE("Setting border color for %u to %x\n", textureDimensions, *state);
384 glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
385 checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
388 case WINED3DSAMP_MAGFILTER:
391 *state = samplerStates[textureObjectSamplerStates[i].state];
392 if (*state < minLookup[WINELOOKUP_MAGFILTER] || *state > maxLookup[WINELOOKUP_MAGFILTER]) {
393 FIXME("Unrecognized or unsupported MAGFILTER* value %d, state %d\n", *state, textureObjectSamplerStates[i].function);
395 glValue = stateLookup[WINELOOKUP_MAGFILTER][*state - minLookup[WINELOOKUP_MAGFILTER]];
396 TRACE("ValueMAG=%d setting MAGFILTER to %x\n", *state, glValue);
397 glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
398 /* 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. */
399 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && WINED3DTEXF_ANISOTROPIC == *state) {
400 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, samplerStates[WINED3DSAMP_MAXANISOTROPY]);
405 case WINED3DSAMP_MINFILTER:
406 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
407 case WINED3DSAMP_MIPFILTER: /* fall through */
410 *state = samplerStates[textureObjectSamplerStates[i].state];
411 if (This->baseTexture.states[WINED3DTEXSTA_MINFILTER] < WINED3DTEXF_NONE ||
412 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] < WINED3DTEXF_NONE ||
413 This->baseTexture.states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC ||
414 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_LINEAR)
417 FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d, state %d D3DSAMP_MIPFILTER value %d, state %d\n",
418 This->baseTexture.states[WINED3DTEXSTA_MINFILTER],
419 textureObjectSamplerStates[WINED3DTEXSTA_MINFILTER].function,
420 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER],
421 textureObjectSamplerStates[WINED3DTEXSTA_MIPFILTER].function);
423 glValue = minMipLookup[min(max(This->baseTexture.states[WINED3DTEXSTA_MINFILTER],WINED3DTEXF_NONE), WINED3DTEXF_ANISOTROPIC)]
424 [min(max(This->baseTexture.states[WINED3DTEXSTA_MIPFILTER],WINED3DTEXF_NONE), WINED3DTEXF_LINEAR)];
426 TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
427 This->baseTexture.states[WINED3DTEXSTA_MINFILTER],
428 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER], glValue);
429 glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
430 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
433 case WINED3DSAMP_MAXMIPLEVEL:
434 *state = samplerStates[textureObjectSamplerStates[i].state];
436 * Not really the same, but the more apprioprate than nothing
438 glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, *state);
440 case WINED3DSAMP_MAXANISOTROPY:
441 *state = samplerStates[textureObjectSamplerStates[i].state];
442 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
443 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, *state);
444 checkGLcall("glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT ...");
446 WARN("Unsupported in local OpenGL implementation: glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT\n");
449 case WINED3DFUNC_UNIMPLEMENTED: /* unimplemented */
450 TRACE("(%p) : stub\n", This);
451 *state = samplerStates[textureObjectSamplerStates[i].state];
453 case WINED3DFUNC_NOTSUPPORTED: /* nop */
454 TRACE("(%p) : %s function is not supported by this opengl implementation\n", This, "unknown" /* TODO: replace with debug_blah... */);
455 *state = samplerStates[textureObjectSamplerStates[i].state];
464 static const IWineD3DBaseTextureVtbl IWineD3DBaseTexture_Vtbl =
467 IWineD3DBaseTextureImpl_QueryInterface,
468 IWineD3DBaseTextureImpl_AddRef,
469 IWineD3DBaseTextureImpl_Release,
470 /* IWineD3DResource */
471 IWineD3DBaseTextureImpl_GetParent,
472 IWineD3DBaseTextureImpl_GetDevice,
473 IWineD3DBaseTextureImpl_SetPrivateData,
474 IWineD3DBaseTextureImpl_GetPrivateData,
475 IWineD3DBaseTextureImpl_FreePrivateData,
476 IWineD3DBaseTextureImpl_SetPriority,
477 IWineD3DBaseTextureImpl_GetPriority,
478 IWineD3DBaseTextureImpl_PreLoad,
479 IWineD3DBaseTextureImpl_GetType,
480 /*IWineD3DBaseTexture*/
481 IWineD3DBaseTextureImpl_SetLOD,
482 IWineD3DBaseTextureImpl_GetLOD,
483 IWineD3DBaseTextureImpl_GetLevelCount,
484 IWineD3DBaseTextureImpl_SetAutoGenFilterType,
485 IWineD3DBaseTextureImpl_GetAutoGenFilterType,
486 IWineD3DBaseTextureImpl_GenerateMipSubLevels,
487 IWineD3DBaseTextureImpl_SetDirty,
488 IWineD3DBaseTextureImpl_GetDirty,
490 IWineD3DBaseTextureImpl_BindTexture,
491 IWineD3DBaseTextureImpl_UnBindTexture,
492 IWineD3DBaseTextureImpl_GetTextureDimensions,
493 IWineD3DBaseTextureImpl_ApplyStateChanges