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/*
* IWineD3DBaseTexture Implementation
*
* Copyright 2002 - 2004 Jason Edmeades
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* Copyright 2002 - 2004 Raphael Junqueira
* Copyright 2005 Oliver Stieber
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* Copyright 2007 - 2008 Stefan Dösinger for CodeWeavers
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*
* 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
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* Foundation , Inc . , 51 Franklin St , Fifth Floor , Boston , MA 02110 - 1301 , USA
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*/
# include "config.h"
# include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL ( d3d_texture ) ;
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# define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
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void IWineD3DBaseTextureImpl_CleanUp ( IWineD3DBaseTexture * iface ) {
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IWineD3DBaseTextureImpl * This = ( IWineD3DBaseTextureImpl * ) iface ;
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IWineD3DDeviceImpl * device = This - > resource . wineD3DDevice ;
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TRACE ( " (%p) : textureName(%d) \n " , This , This - > baseTexture . textureName ) ;
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if ( This - > baseTexture . textureName ! = 0 ) {
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ActivateContext ( device , device - > lastActiveRenderTarget , CTXUSAGE_RESOURCELOAD ) ;
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ENTER_GL ( ) ;
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TRACE ( " (%p) : Deleting texture %d \n " , This , This - > baseTexture . textureName ) ;
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glDeleteTextures ( 1 , & This - > baseTexture . textureName ) ;
LEAVE_GL ( ) ;
}
IWineD3DResourceImpl_CleanUp ( ( IWineD3DResource * ) iface ) ;
}
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void WINAPI IWineD3DBaseTextureImpl_UnLoad ( IWineD3DBaseTexture * iface ) {
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IWineD3DTextureImpl * This = ( IWineD3DTextureImpl * ) iface ;
IWineD3DDeviceImpl * device = This - > resource . wineD3DDevice ;
if ( This - > baseTexture . textureName ) {
ActivateContext ( device , device - > lastActiveRenderTarget , CTXUSAGE_RESOURCELOAD ) ;
ENTER_GL ( ) ;
glDeleteTextures ( 1 , & This - > baseTexture . textureName ) ;
This - > baseTexture . textureName = 0 ;
LEAVE_GL ( ) ;
}
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This - > baseTexture . dirty = TRUE ;
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}
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/* There is no OpenGL equivalent of setLOD, getLOD. All they do anyway is prioritize texture loading
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* so just pretend that they work unless something really needs a failure . */
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DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD ( IWineD3DBaseTexture * iface , DWORD LODNew ) {
IWineD3DBaseTextureImpl * This = ( IWineD3DBaseTextureImpl * ) iface ;
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if ( This - > resource . pool ! = WINED3DPOOL_MANAGED ) {
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return WINED3DERR_INVALIDCALL ;
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}
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if ( LODNew > = This - > baseTexture . levels )
LODNew = This - > baseTexture . levels - 1 ;
This - > baseTexture . LOD = LODNew ;
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TRACE ( " (%p) : set bogus LOD to %d \n " , This , This - > baseTexture . LOD ) ;
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return This - > baseTexture . LOD ;
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}
DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD ( IWineD3DBaseTexture * iface ) {
IWineD3DBaseTextureImpl * This = ( IWineD3DBaseTextureImpl * ) iface ;
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if ( This - > resource . pool ! = WINED3DPOOL_MANAGED ) {
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return WINED3DERR_INVALIDCALL ;
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}
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TRACE ( " (%p) : returning %d \n " , This , This - > baseTexture . LOD ) ;
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return This - > baseTexture . LOD ;
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}
DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount ( IWineD3DBaseTexture * iface ) {
IWineD3DBaseTextureImpl * This = ( IWineD3DBaseTextureImpl * ) iface ;
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TRACE ( " (%p) : returning %d \n " , This , This - > baseTexture . levels ) ;
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return This - > baseTexture . levels ;
}
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HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType ( IWineD3DBaseTexture * iface , WINED3DTEXTUREFILTERTYPE FilterType ) {
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IWineD3DBaseTextureImpl * This = ( IWineD3DBaseTextureImpl * ) iface ;
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IWineD3DDeviceImpl * device = This - > resource . wineD3DDevice ;
UINT textureDimensions = IWineD3DBaseTexture_GetTextureDimensions ( iface ) ;
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if ( ! ( This - > resource . usage & WINED3DUSAGE_AUTOGENMIPMAP ) ) {
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TRACE ( " (%p) : returning invalid call \n " , This ) ;
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return WINED3DERR_INVALIDCALL ;
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}
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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 .
*/
ActivateContext ( device , device - > lastActiveRenderTarget , CTXUSAGE_RESOURCELOAD ) ;
ENTER_GL ( ) ;
glBindTexture ( textureDimensions , This - > baseTexture . textureName ) ;
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) " ) ;
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break ;
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case WINED3DTEXF_LINEAR :
glTexParameteri ( textureDimensions , GL_GENERATE_MIPMAP_HINT_SGIS , GL_NICEST ) ;
checkGLcall ( " glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST) " ) ;
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break ;
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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 ( ) ;
}
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This - > baseTexture . filterType = FilterType ;
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TRACE ( " (%p) : \n " , This ) ;
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return WINED3D_OK ;
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}
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WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType ( IWineD3DBaseTexture * iface ) {
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IWineD3DBaseTextureImpl * This = ( IWineD3DBaseTextureImpl * ) iface ;
FIXME ( " (%p) : stub \n " , This ) ;
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if ( ! ( This - > resource . usage & WINED3DUSAGE_AUTOGENMIPMAP ) ) {
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return WINED3DTEXF_NONE ;
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}
return This - > baseTexture . filterType ;
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}
void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels ( IWineD3DBaseTexture * iface ) {
IWineD3DBaseTextureImpl * This = ( IWineD3DBaseTextureImpl * ) iface ;
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/* TODO: implement filters using GL_SGI_generate_mipmaps http://oss.sgi.com/projects/ogl-sample/registry/SGIS/generate_mipmap.txt */
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FIXME ( " (%p) : stub \n " , This ) ;
return ;
}
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BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty ( IWineD3DBaseTexture * iface , BOOL dirty ) {
BOOL old ;
IWineD3DBaseTextureImpl * This = ( IWineD3DBaseTextureImpl * ) iface ;
old = This - > baseTexture . dirty ;
This - > baseTexture . dirty = dirty ;
return old ;
}
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BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty ( IWineD3DBaseTexture * iface ) {
IWineD3DBaseTextureImpl * This = ( IWineD3DBaseTextureImpl * ) iface ;
return This - > baseTexture . dirty ;
}
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HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture ( IWineD3DBaseTexture * iface ) {
IWineD3DBaseTextureImpl * This = ( IWineD3DBaseTextureImpl * ) iface ;
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HRESULT hr = WINED3D_OK ;
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UINT textureDimensions ;
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BOOL isNewTexture = FALSE ;
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TRACE ( " (%p) : About to bind texture \n " , This ) ;
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textureDimensions = IWineD3DBaseTexture_GetTextureDimensions ( iface ) ;
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ENTER_GL ( ) ;
/* Generate a texture name if we don't already have one */
if ( This - > baseTexture . textureName = = 0 ) {
glGenTextures ( 1 , & This - > baseTexture . textureName ) ;
checkGLcall ( " glGenTextures " ) ;
TRACE ( " Generated texture %d \n " , This - > baseTexture . textureName ) ;
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if ( This - > resource . pool = = WINED3DPOOL_DEFAULT ) {
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/* Tell opengl to try and keep this texture in video ram (well mostly) */
GLclampf tmp ;
tmp = 0.9f ;
glPrioritizeTextures ( 1 , & This - > baseTexture . textureName , & tmp ) ;
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}
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/* Initialise the state of the texture object
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to the openGL defaults , not the directx defaults */
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This - > baseTexture . states [ WINED3DTEXSTA_ADDRESSU ] = WINED3DTADDRESS_WRAP ;
This - > baseTexture . states [ WINED3DTEXSTA_ADDRESSV ] = WINED3DTADDRESS_WRAP ;
This - > baseTexture . states [ WINED3DTEXSTA_ADDRESSW ] = WINED3DTADDRESS_WRAP ;
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This - > baseTexture . states [ WINED3DTEXSTA_BORDERCOLOR ] = 0 ;
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This - > baseTexture . states [ WINED3DTEXSTA_MAGFILTER ] = WINED3DTEXF_LINEAR ;
This - > baseTexture . states [ WINED3DTEXSTA_MINFILTER ] = WINED3DTEXF_POINT ; /* GL_NEAREST_MIPMAP_LINEAR */
This - > baseTexture . states [ WINED3DTEXSTA_MIPFILTER ] = WINED3DTEXF_LINEAR ; /* GL_NEAREST_MIPMAP_LINEAR */
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This - > baseTexture . states [ WINED3DTEXSTA_MAXMIPLEVEL ] = 0 ;
This - > baseTexture . states [ WINED3DTEXSTA_MAXANISOTROPY ] = 0 ;
This - > baseTexture . states [ WINED3DTEXSTA_SRGBTEXTURE ] = 0 ;
This - > baseTexture . states [ WINED3DTEXSTA_ELEMENTINDEX ] = 0 ;
This - > baseTexture . states [ WINED3DTEXSTA_DMAPOFFSET ] = 0 ;
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This - > baseTexture . states [ WINED3DTEXSTA_TSSADDRESSW ] = WINED3DTADDRESS_WRAP ;
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IWineD3DBaseTexture_SetDirty ( iface , TRUE ) ;
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isNewTexture = TRUE ;
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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 , This - > baseTexture . textureName ) ;
checkGLcall ( " glBindTexture " ) ;
glTexParameteri ( textureDimensions , GL_GENERATE_MIPMAP_SGIS , GL_TRUE ) ;
checkGLcall ( " glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE) " ) ;
}
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}
/* Bind the texture */
if ( This - > baseTexture . textureName ! = 0 ) {
glBindTexture ( textureDimensions , This - > baseTexture . textureName ) ;
checkGLcall ( " glBindTexture " ) ;
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if ( isNewTexture ) {
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/* For a new texture we have to set the textures levels after binding the texture.
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* 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
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* 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 )
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*/
if ( textureDimensions ! = GL_TEXTURE_RECTANGLE_ARB ) {
TRACE ( " Setting GL_TEXTURE_MAX_LEVEL to %d \n " , This - > baseTexture . levels - 1 ) ;
glTexParameteri ( textureDimensions , GL_TEXTURE_MAX_LEVEL , This - > baseTexture . levels - 1 ) ;
checkGLcall ( " glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels) " ) ;
}
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if ( textureDimensions = = GL_TEXTURE_CUBE_MAP_ARB ) {
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/* Cubemaps are always set to clamp, regardless of the sampler state. */
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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 ) ;
}
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}
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} 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 " ) ;
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hr = WINED3DERR_INVALIDCALL ;
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}
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LEAVE_GL ( ) ;
return hr ;
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}
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static inline void apply_wrap ( const GLint textureDimensions , const DWORD state , const GLint type ,
BOOL cond_np2 ) {
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GLint wrapParm ;
if ( state < minLookup [ WINELOOKUP_WARPPARAM ] | | state > maxLookup [ WINELOOKUP_WARPPARAM ] ) {
FIXME ( " Unrecognized or unsupported WINED3DTADDRESS_U value %d \n " , state ) ;
} else {
if ( textureDimensions = = GL_TEXTURE_CUBE_MAP_ARB ) {
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/* Cubemaps are always set to clamp, regardless of the sampler state. */
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wrapParm = GL_CLAMP_TO_EDGE ;
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} else if ( cond_np2 ) {
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if ( state = = WINED3DTADDRESS_WRAP ) {
wrapParm = GL_CLAMP_TO_EDGE ;
} else {
wrapParm = stateLookup [ WINELOOKUP_WARPPARAM ] [ state - minLookup [ WINELOOKUP_WARPPARAM ] ] ;
}
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} else {
wrapParm = stateLookup [ WINELOOKUP_WARPPARAM ] [ state - minLookup [ WINELOOKUP_WARPPARAM ] ] ;
}
TRACE ( " Setting WRAP_S to %d for %x \n " , wrapParm , textureDimensions ) ;
glTexParameteri ( textureDimensions , type , wrapParm ) ;
checkGLcall ( " glTexParameteri(..., type, wrapParm) " ) ;
}
}
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void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges ( IWineD3DBaseTexture * iface ,
const DWORD textureStates [ WINED3D_HIGHEST_TEXTURE_STATE + 1 ] ,
const DWORD samplerStates [ WINED3D_HIGHEST_SAMPLER_STATE + 1 ] ) {
IWineD3DBaseTextureImpl * This = ( IWineD3DBaseTextureImpl * ) iface ;
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DWORD state ;
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GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions ( iface ) ;
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BOOL cond_np2 = IWineD3DBaseTexture_IsCondNP2 ( iface ) ;
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/* ApplyStateChanges relies on the correct texture being bound and loaded. */
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if ( samplerStates [ WINED3DSAMP_ADDRESSU ] ! = This - > baseTexture . states [ WINED3DTEXSTA_ADDRESSU ] ) {
state = samplerStates [ WINED3DSAMP_ADDRESSU ] ;
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apply_wrap ( textureDimensions , state , GL_TEXTURE_WRAP_S , cond_np2 ) ;
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This - > baseTexture . states [ WINED3DTEXSTA_ADDRESSU ] = state ;
}
if ( samplerStates [ WINED3DSAMP_ADDRESSV ] ! = This - > baseTexture . states [ WINED3DTEXSTA_ADDRESSV ] ) {
state = samplerStates [ WINED3DSAMP_ADDRESSV ] ;
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apply_wrap ( textureDimensions , state , GL_TEXTURE_WRAP_T , cond_np2 ) ;
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This - > baseTexture . states [ WINED3DTEXSTA_ADDRESSV ] = state ;
}
if ( samplerStates [ WINED3DSAMP_ADDRESSW ] ! = This - > baseTexture . states [ WINED3DTEXSTA_ADDRESSW ] ) {
state = samplerStates [ WINED3DSAMP_ADDRESSW ] ;
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apply_wrap ( textureDimensions , state , GL_TEXTURE_WRAP_R , cond_np2 ) ;
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This - > baseTexture . states [ WINED3DTEXSTA_ADDRESSW ] = state ;
}
if ( samplerStates [ WINED3DSAMP_BORDERCOLOR ] ! = This - > baseTexture . 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 ( " glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...) " ) ;
This - > baseTexture . states [ WINED3DTEXSTA_BORDERCOLOR ] = state ;
}
if ( samplerStates [ WINED3DSAMP_MAGFILTER ] ! = This - > baseTexture . states [ WINED3DTEXSTA_MAGFILTER ] ) {
GLint glValue ;
state = samplerStates [ WINED3DSAMP_MAGFILTER ] ;
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if ( state > WINED3DTEXF_ANISOTROPIC ) {
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FIXME ( " Unrecognized or unsupported MAGFILTER* value %d \n " , state ) ;
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} else {
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glValue = This - > baseTexture . magLookup [ state - WINED3DTEXF_NONE ] ;
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TRACE ( " ValueMAG=%d setting MAGFILTER to %x \n " , state , glValue ) ;
glTexParameteri ( textureDimensions , GL_TEXTURE_MAG_FILTER , glValue ) ;
/* We need to reset the Anisotropic filtering state when we change the mag filter to WINED3DTEXF_ANISOTROPIC (this seems a bit weird, check the documentation to see how it should be switched off. */
if ( GL_SUPPORT ( EXT_TEXTURE_FILTER_ANISOTROPIC ) & & WINED3DTEXF_ANISOTROPIC = = state & &
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! cond_np2 ) {
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glTexParameteri ( textureDimensions , GL_TEXTURE_MAX_ANISOTROPY_EXT , samplerStates [ WINED3DSAMP_MAXANISOTROPY ] ) ;
}
This - > baseTexture . states [ WINED3DTEXSTA_MAGFILTER ] = state ;
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}
}
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if ( ( samplerStates [ WINED3DSAMP_MINFILTER ] ! = This - > baseTexture . states [ WINED3DTEXSTA_MINFILTER ] | |
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samplerStates [ WINED3DSAMP_MIPFILTER ] ! = This - > baseTexture . states [ WINED3DTEXSTA_MIPFILTER ] | |
samplerStates [ WINED3DSAMP_MAXMIPLEVEL ] ! = This - > baseTexture . states [ WINED3DTEXSTA_MAXMIPLEVEL ] ) ) {
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GLint glValue ;
This - > baseTexture . states [ WINED3DTEXSTA_MIPFILTER ] = samplerStates [ WINED3DSAMP_MIPFILTER ] ;
This - > baseTexture . states [ WINED3DTEXSTA_MINFILTER ] = samplerStates [ WINED3DSAMP_MINFILTER ] ;
This - > baseTexture . states [ WINED3DTEXSTA_MAXMIPLEVEL ] = samplerStates [ WINED3DSAMP_MAXMIPLEVEL ] ;
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if ( This - > baseTexture . states [ WINED3DTEXSTA_MINFILTER ] > WINED3DTEXF_ANISOTROPIC | |
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This - > baseTexture . states [ WINED3DTEXSTA_MIPFILTER ] > WINED3DTEXF_LINEAR )
{
FIXME ( " Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d \n " ,
This - > baseTexture . states [ WINED3DTEXSTA_MINFILTER ] ,
This - > baseTexture . states [ WINED3DTEXSTA_MIPFILTER ] ) ;
}
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glValue = This - > baseTexture . minMipLookup
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[ min ( max ( samplerStates [ WINED3DSAMP_MINFILTER ] , WINED3DTEXF_NONE ) , WINED3DTEXF_ANISOTROPIC ) ]
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. mip [ min ( max ( samplerStates [ WINED3DSAMP_MIPFILTER ] , WINED3DTEXF_NONE ) , WINED3DTEXF_LINEAR ) ] ;
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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, ... " ) ;
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if ( ! cond_np2 ) {
if ( This - > baseTexture . states [ WINED3DTEXSTA_MIPFILTER ] = = WINED3DTEXF_NONE ) {
glValue = 0 ;
} else if ( This - > baseTexture . states [ WINED3DTEXSTA_MAXMIPLEVEL ] > = This - > baseTexture . levels ) {
glValue = This - > baseTexture . levels - 1 ;
} else {
glValue = This - > baseTexture . states [ WINED3DTEXSTA_MAXMIPLEVEL ] ;
}
glTexParameteri ( textureDimensions , GL_TEXTURE_BASE_LEVEL , glValue ) ;
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}
}
if ( samplerStates [ WINED3DSAMP_MAXANISOTROPY ] ! = This - > baseTexture . states [ WINED3DTEXSTA_MAXANISOTROPY ] ) {
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if ( GL_SUPPORT ( EXT_TEXTURE_FILTER_ANISOTROPIC ) & & ! cond_np2 ) {
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glTexParameteri ( textureDimensions , GL_TEXTURE_MAX_ANISOTROPY_EXT , samplerStates [ WINED3DSAMP_MAXANISOTROPY ] ) ;
checkGLcall ( " glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT ... " ) ;
} else {
WARN ( " Unsupported in local OpenGL implementation: glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT \n " ) ;
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}
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This - > baseTexture . states [ WINED3DTEXSTA_MAXANISOTROPY ] = samplerStates [ WINED3DSAMP_MAXANISOTROPY ] ;
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}
}