wined3d: Move texture filter lookup table initialization to basetexture_init().
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@ -48,6 +48,17 @@ HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DR
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texture->baseTexture.is_srgb = FALSE;
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texture->baseTexture.pow2Matrix_identity = TRUE;
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if (texture->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING)
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{
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texture->baseTexture.minMipLookup = minMipLookup;
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texture->baseTexture.magLookup = magLookup;
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}
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else
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{
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texture->baseTexture.minMipLookup = minMipLookup_noFilter;
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texture->baseTexture.magLookup = magLookup_noFilter;
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}
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return WINED3D_OK;
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}
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@ -192,17 +192,6 @@ HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UIN
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return hr;
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}
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if (texture->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING)
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{
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texture->baseTexture.minMipLookup = minMipLookup;
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texture->baseTexture.magLookup = magLookup;
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}
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else
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{
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texture->baseTexture.minMipLookup = minMipLookup_noFilter;
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texture->baseTexture.magLookup = magLookup_noFilter;
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}
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/* Find the nearest pow2 match. */
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pow2_edge_length = 1;
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while (pow2_edge_length < edge_length) pow2_edge_length <<= 1;
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@ -197,17 +197,6 @@ HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT
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return hr;
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}
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if (texture->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING)
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{
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texture->baseTexture.minMipLookup = minMipLookup;
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texture->baseTexture.magLookup = magLookup;
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}
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else
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{
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texture->baseTexture.minMipLookup = minMipLookup_noFilter;
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texture->baseTexture.magLookup = magLookup_noFilter;
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}
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/* Precalculated scaling for 'faked' non power of two texture coords.
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* Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
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* is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
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@ -150,17 +150,6 @@ HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT
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return hr;
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}
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if (texture->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING)
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{
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texture->baseTexture.minMipLookup = minMipLookup;
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texture->baseTexture.magLookup = magLookup;
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}
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else
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{
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texture->baseTexture.minMipLookup = minMipLookup_noFilter;
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texture->baseTexture.magLookup = magLookup_noFilter;
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}
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/* Is NP2 support for volumes needed? */
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texture->baseTexture.pow2Matrix[0] = 1.0f;
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texture->baseTexture.pow2Matrix[5] = 1.0f;
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