Sweden-Number/dlls/wined3d/basetexture.c

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/*
* IWineD3DBaseTexture Implementation
*
* Copyright 2002-2004 Jason Edmeades
* Copyright 2002-2004 Raphael Junqueira
* Copyright 2005 Oliver Stieber
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
* Copyright 2009-2010 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT layer_count, UINT level_count,
WINED3DRESOURCETYPE resource_type, IWineD3DDeviceImpl *device, UINT size, DWORD usage,
const struct wined3d_format *format, WINED3DPOOL pool, void *parent,
const struct wined3d_parent_ops *parent_ops)
{
HRESULT hr;
hr = resource_init((IWineD3DResource *)texture, resource_type, device,
size, usage, format, pool, parent, parent_ops);
if (FAILED(hr))
{
WARN("Failed to initialize resource, returning %#x\n", hr);
return hr;
}
texture->baseTexture.sub_resources = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
level_count * layer_count * sizeof(*texture->baseTexture.sub_resources));
if (!texture->baseTexture.sub_resources)
{
ERR("Failed to allocate sub-resource array.\n");
resource_cleanup((IWineD3DResource *)texture);
return E_OUTOFMEMORY;
}
texture->baseTexture.layer_count = layer_count;
texture->baseTexture.level_count = level_count;
texture->baseTexture.filterType = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE;
texture->baseTexture.LOD = 0;
texture->baseTexture.texture_rgb.dirty = TRUE;
texture->baseTexture.texture_srgb.dirty = TRUE;
texture->baseTexture.is_srgb = FALSE;
texture->baseTexture.pow2Matrix_identity = TRUE;
if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
{
texture->baseTexture.minMipLookup = minMipLookup;
texture->baseTexture.magLookup = magLookup;
}
else
{
texture->baseTexture.minMipLookup = minMipLookup_noFilter;
texture->baseTexture.magLookup = magLookup_noFilter;
}
return WINED3D_OK;
}
void basetexture_cleanup(IWineD3DBaseTexture *iface)
{
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basetexture_unload(iface);
HeapFree(GetProcessHeap(), 0, ((IWineD3DBaseTextureImpl *)iface)->baseTexture.sub_resources);
resource_cleanup((IWineD3DResource *)iface);
}
IWineD3DResourceImpl *basetexture_get_sub_resource(IWineD3DBaseTextureImpl *texture, UINT sub_resource_idx)
{
UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
if (sub_resource_idx >= sub_count)
{
WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
return NULL;
}
return texture->baseTexture.sub_resources[sub_resource_idx];
}
/* A GL context is provided by the caller */
static void gltexture_delete(struct gl_texture *tex)
{
ENTER_GL();
glDeleteTextures(1, &tex->name);
LEAVE_GL();
tex->name = 0;
}
void basetexture_unload(IWineD3DBaseTexture *iface)
{
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.device;
struct wined3d_context *context = NULL;
if (This->baseTexture.texture_rgb.name || This->baseTexture.texture_srgb.name)
{
context = context_acquire(device, NULL);
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}
if(This->baseTexture.texture_rgb.name) {
gltexture_delete(&This->baseTexture.texture_rgb);
}
if(This->baseTexture.texture_srgb.name) {
gltexture_delete(&This->baseTexture.texture_srgb);
}
if (context) context_release(context);
This->baseTexture.texture_rgb.dirty = TRUE;
This->baseTexture.texture_srgb.dirty = TRUE;
resource_unload((IWineD3DResourceImpl *)This);
}
DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew)
{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
DWORD old = This->baseTexture.LOD;
/* The d3d9:texture test shows that SetLOD is ignored on non-managed
* textures. The call always returns 0, and GetLOD always returns 0
*/
if (This->resource.pool != WINED3DPOOL_MANAGED) {
TRACE("Ignoring SetLOD on %s texture, returning 0\n", debug_d3dpool(This->resource.pool));
return 0;
}
if (LODNew >= This->baseTexture.level_count)
LODNew = This->baseTexture.level_count - 1;
if(This->baseTexture.LOD != LODNew) {
This->baseTexture.LOD = LODNew;
This->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
This->baseTexture.texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
if(This->baseTexture.bindCount) {
IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(This->baseTexture.sampler));
}
}
TRACE("(%p) : set LOD to %d\n", This, This->baseTexture.LOD);
return old;
}
DWORD basetexture_get_lod(IWineD3DBaseTexture *iface)
{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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TRACE("(%p) : returning %d\n", This, This->baseTexture.LOD);
return This->baseTexture.LOD;
}
DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface)
{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
TRACE("iface %p, returning %u.\n", iface, This->baseTexture.level_count);
return This->baseTexture.level_count;
}
HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType)
{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.device;
GLenum textureDimensions = This->baseTexture.target;
if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
TRACE("(%p) : returning invalid call\n", This);
return WINED3DERR_INVALIDCALL;
}
if(This->baseTexture.filterType != FilterType) {
/* What about multithreading? Do we want all the context overhead just to set this value?
* Or should we delay the applying until the texture is used for drawing? For now, apply
* immediately.
*/
struct wined3d_context *context = context_acquire(device, NULL);
ENTER_GL();
glBindTexture(textureDimensions, This->baseTexture.texture_rgb.name);
checkGLcall("glBindTexture");
switch(FilterType) {
case WINED3DTEXF_NONE:
case WINED3DTEXF_POINT:
glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST);
checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
break;
case WINED3DTEXF_LINEAR:
glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
break;
default:
WARN("Unexpected filter type %d, setting to GL_NICEST\n", FilterType);
glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
}
LEAVE_GL();
context_release(context);
}
This->baseTexture.filterType = FilterType;
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TRACE("(%p) :\n", This);
return WINED3D_OK;
}
WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface)
{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
FIXME("(%p) : stub\n", This);
return This->baseTexture.filterType;
}
void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface)
{
/* TODO: Implement filters using GL_SGI_generate_mipmaps. */
FIXME("iface %p stub!\n", iface);
}
BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty)
{
BOOL old;
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
old = This->baseTexture.texture_rgb.dirty || This->baseTexture.texture_srgb.dirty;
This->baseTexture.texture_rgb.dirty = dirty;
This->baseTexture.texture_srgb.dirty = dirty;
return old;
}
BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface)
{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
return This->baseTexture.texture_rgb.dirty || This->baseTexture.texture_srgb.dirty;
}
/* Context activation is done by the caller. */
HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc)
{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
HRESULT hr = WINED3D_OK;
GLenum textureDimensions;
BOOL isNewTexture = FALSE;
struct gl_texture *gl_tex;
TRACE("(%p) : About to bind texture\n", This);
This->baseTexture.is_srgb = srgb; /* SRGB mode cache for PreLoad calls outside drawprim */
if(srgb) {
gl_tex = &This->baseTexture.texture_srgb;
} else {
gl_tex = &This->baseTexture.texture_rgb;
}
textureDimensions = This->baseTexture.target;
ENTER_GL();
/* Generate a texture name if we don't already have one */
if (!gl_tex->name)
{
*set_surface_desc = TRUE;
glGenTextures(1, &gl_tex->name);
checkGLcall("glGenTextures");
TRACE("Generated texture %d\n", gl_tex->name);
if (This->resource.pool == WINED3DPOOL_DEFAULT) {
/* Tell opengl to try and keep this texture in video ram (well mostly) */
GLclampf tmp;
tmp = 0.9f;
glPrioritizeTextures(1, &gl_tex->name, &tmp);
}
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/* Initialise the state of the texture object
to the openGL defaults, not the directx defaults */
gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP;
gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP;
gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP;
gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0;
gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = 0;
gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
IWineD3DBaseTexture_SetDirty(iface, TRUE);
isNewTexture = TRUE;
if(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) {
/* This means double binding the texture at creation, but keeps the code simpler all
* in all, and the run-time path free from additional checks
*/
glBindTexture(textureDimensions, gl_tex->name);
checkGLcall("glBindTexture");
glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
}
} else {
*set_surface_desc = FALSE;
}
/* Bind the texture */
if (gl_tex->name)
{
glBindTexture(textureDimensions, gl_tex->name);
checkGLcall("glBindTexture");
if (isNewTexture) {
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/* For a new texture we have to set the textures levels after binding the texture.
* In theory this is all we should ever have to do, but because ATI's drivers are broken, we
* also need to set the texture dimensions before the texture is set
* Beware that texture rectangles do not support mipmapping, but set the maxmiplevel if we're
* relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles
* (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB)
*/
if (textureDimensions != GL_TEXTURE_RECTANGLE_ARB)
{
TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", This->baseTexture.level_count - 1);
glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.level_count - 1);
checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.level_count)");
}
if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
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/* Cubemaps are always set to clamp, regardless of the sampler state. */
glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
}
}
} else { /* this only happened if we've run out of openGL textures */
WARN("This texture doesn't have an openGL texture assigned to it\n");
hr = WINED3DERR_INVALIDCALL;
}
LEAVE_GL();
return hr;
}
/* GL locking is done by the caller */
static void apply_wrap(const struct wined3d_gl_info *gl_info, GLenum target,
WINED3DTEXTUREADDRESS d3d_wrap, GLenum param, BOOL cond_np2)
{
GLint gl_wrap;
if (d3d_wrap < WINED3DTADDRESS_WRAP || d3d_wrap > WINED3DTADDRESS_MIRRORONCE)
{
FIXME("Unrecognized or unsupported WINED3DTEXTUREADDRESS %#x.\n", d3d_wrap);
return;
}
if (target == GL_TEXTURE_CUBE_MAP_ARB
|| (cond_np2 && d3d_wrap == WINED3DTADDRESS_WRAP))
{
/* Cubemaps are always set to clamp, regardless of the sampler state. */
gl_wrap = GL_CLAMP_TO_EDGE;
}
else
{
gl_wrap = gl_info->wrap_lookup[d3d_wrap - WINED3DTADDRESS_WRAP];
}
TRACE("Setting param %#x to %#x for target %#x.\n", param, gl_wrap, target);
glTexParameteri(target, param, gl_wrap);
checkGLcall("glTexParameteri(target, param, gl_wrap)");
}
/* GL locking is done by the caller (state handler) */
void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
const struct wined3d_gl_info *gl_info)
{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
GLenum textureDimensions = This->baseTexture.target;
DWORD state;
BOOL cond_np2 = IWineD3DBaseTexture_IsCondNP2(iface);
DWORD aniso;
struct gl_texture *gl_tex;
TRACE("iface %p, samplerStates %p\n", iface, samplerStates);
if(This->baseTexture.is_srgb) {
gl_tex = &This->baseTexture.texture_srgb;
} else {
gl_tex = &This->baseTexture.texture_rgb;
}
/* This function relies on the correct texture being bound and loaded. */
if(samplerStates[WINED3DSAMP_ADDRESSU] != gl_tex->states[WINED3DTEXSTA_ADDRESSU]) {
state = samplerStates[WINED3DSAMP_ADDRESSU];
apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_S, cond_np2);
gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state;
}
if(samplerStates[WINED3DSAMP_ADDRESSV] != gl_tex->states[WINED3DTEXSTA_ADDRESSV]) {
state = samplerStates[WINED3DSAMP_ADDRESSV];
apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_T, cond_np2);
gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state;
}
if(samplerStates[WINED3DSAMP_ADDRESSW] != gl_tex->states[WINED3DTEXSTA_ADDRESSW]) {
state = samplerStates[WINED3DSAMP_ADDRESSW];
apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_R, cond_np2);
gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state;
}
if(samplerStates[WINED3DSAMP_BORDERCOLOR] != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR]) {
float col[4];
state = samplerStates[WINED3DSAMP_BORDERCOLOR];
D3DCOLORTOGLFLOAT4(state, col);
TRACE("Setting border color for %u to %x\n", textureDimensions, state);
glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
checkGLcall("glTexParameterfv(..., GL_TEXTURE_BORDER_COLOR, ...)");
gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state;
}
if(samplerStates[WINED3DSAMP_MAGFILTER] != gl_tex->states[WINED3DTEXSTA_MAGFILTER]) {
GLint glValue;
state = samplerStates[WINED3DSAMP_MAGFILTER];
if (state > WINED3DTEXF_ANISOTROPIC) {
FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state);
}
glValue = wined3d_gl_mag_filter(This->baseTexture.magLookup,
min(max(state, WINED3DTEXF_POINT), WINED3DTEXF_LINEAR));
TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state, glValue);
glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state;
}
if((samplerStates[WINED3DSAMP_MINFILTER] != gl_tex->states[WINED3DTEXSTA_MINFILTER] ||
samplerStates[WINED3DSAMP_MIPFILTER] != gl_tex->states[WINED3DTEXSTA_MIPFILTER] ||
samplerStates[WINED3DSAMP_MAXMIPLEVEL] != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL])) {
GLint glValue;
gl_tex->states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
gl_tex->states[WINED3DTEXSTA_MINFILTER] = samplerStates[WINED3DSAMP_MINFILTER];
gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = samplerStates[WINED3DSAMP_MAXMIPLEVEL];
if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC
|| gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_ANISOTROPIC)
{
FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
gl_tex->states[WINED3DTEXSTA_MINFILTER],
gl_tex->states[WINED3DTEXSTA_MIPFILTER]);
}
glValue = wined3d_gl_min_mip_filter(This->baseTexture.minMipLookup,
min(max(samplerStates[WINED3DSAMP_MINFILTER], WINED3DTEXF_POINT), WINED3DTEXF_LINEAR),
min(max(samplerStates[WINED3DSAMP_MIPFILTER], WINED3DTEXF_NONE), WINED3DTEXF_LINEAR));
TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
samplerStates[WINED3DSAMP_MINFILTER],
samplerStates[WINED3DSAMP_MIPFILTER], glValue);
glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
if (!cond_np2)
{
if (gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE)
glValue = This->baseTexture.LOD;
else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= This->baseTexture.level_count)
glValue = This->baseTexture.level_count - 1;
else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < This->baseTexture.LOD)
/* baseTexture.LOD is already clamped in the setter */
glValue = This->baseTexture.LOD;
else
glValue = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL];
/* Note that D3DSAMP_MAXMIPLEVEL specifies the biggest mipmap(default 0), while
* GL_TEXTURE_MAX_LEVEL specifies the smallest mimap used(default 1000).
* So D3DSAMP_MAXMIPLEVEL is the same as GL_TEXTURE_BASE_LEVEL.
*/
glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, glValue);
}
}
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if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_ANISOTROPIC
&& gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_ANISOTROPIC
&& gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_ANISOTROPIC)
|| cond_np2)
{
aniso = 1;
}
else
{
aniso = samplerStates[WINED3DSAMP_MAXANISOTROPY];
}
if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
{
if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
{
glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
}
else
{
WARN("Anisotropic filtering not supported.\n");
}
gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
}
if (!(This->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
!= !gl_tex->states[WINED3DTEXSTA_SHADOW])
{
if (This->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
{
glTexParameteri(textureDimensions, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)");
gl_tex->states[WINED3DTEXSTA_SHADOW] = TRUE;
}
else
{
glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)");
gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
}
}
}