538 lines
21 KiB
C
538 lines
21 KiB
C
/*
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* IWineD3DBaseTexture Implementation
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*
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* Copyright 2002-2004 Jason Edmeades
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* Copyright 2002-2004 Raphael Junqueira
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* Copyright 2005 Oliver Stieber
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* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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* Copyright 2009 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* 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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*/
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#include "config.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
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HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT layer_count, UINT level_count,
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WINED3DRESOURCETYPE resource_type, IWineD3DDeviceImpl *device, UINT size, DWORD usage,
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const struct wined3d_format *format, WINED3DPOOL pool, void *parent,
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const struct wined3d_parent_ops *parent_ops)
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{
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HRESULT hr;
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hr = resource_init((IWineD3DResource *)texture, resource_type, device,
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size, usage, format, pool, parent, parent_ops);
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if (FAILED(hr))
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{
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WARN("Failed to initialize resource, returning %#x\n", hr);
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return hr;
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}
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texture->baseTexture.sub_resources = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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level_count * layer_count * sizeof(*texture->baseTexture.sub_resources));
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if (!texture->baseTexture.sub_resources)
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{
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ERR("Failed to allocate sub-resource array.\n");
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resource_cleanup((IWineD3DResource *)texture);
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return E_OUTOFMEMORY;
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}
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texture->baseTexture.layer_count = layer_count;
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texture->baseTexture.level_count = level_count;
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texture->baseTexture.filterType = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE;
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texture->baseTexture.LOD = 0;
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texture->baseTexture.texture_rgb.dirty = TRUE;
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texture->baseTexture.texture_srgb.dirty = TRUE;
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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->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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void basetexture_cleanup(IWineD3DBaseTexture *iface)
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{
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basetexture_unload(iface);
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HeapFree(GetProcessHeap(), 0, ((IWineD3DBaseTextureImpl *)iface)->baseTexture.sub_resources);
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resource_cleanup((IWineD3DResource *)iface);
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}
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IWineD3DResourceImpl *basetexture_get_sub_resource(IWineD3DBaseTextureImpl *texture, UINT sub_resource_idx)
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{
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UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
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if (sub_resource_idx >= sub_count)
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{
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WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
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return NULL;
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}
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return texture->baseTexture.sub_resources[sub_resource_idx];
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}
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/* A GL context is provided by the caller */
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static void gltexture_delete(struct gl_texture *tex)
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{
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ENTER_GL();
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glDeleteTextures(1, &tex->name);
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LEAVE_GL();
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tex->name = 0;
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}
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void basetexture_unload(IWineD3DBaseTexture *iface)
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{
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IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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IWineD3DDeviceImpl *device = This->resource.device;
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struct wined3d_context *context = NULL;
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if (This->baseTexture.texture_rgb.name || This->baseTexture.texture_srgb.name)
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{
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context = context_acquire(device, NULL);
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}
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if(This->baseTexture.texture_rgb.name) {
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gltexture_delete(&This->baseTexture.texture_rgb);
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}
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if(This->baseTexture.texture_srgb.name) {
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gltexture_delete(&This->baseTexture.texture_srgb);
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}
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if (context) context_release(context);
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This->baseTexture.texture_rgb.dirty = TRUE;
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This->baseTexture.texture_srgb.dirty = TRUE;
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resource_unload((IWineD3DResourceImpl *)This);
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}
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DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew)
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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DWORD old = This->baseTexture.LOD;
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/* The d3d9:texture test shows that SetLOD is ignored on non-managed
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* textures. The call always returns 0, and GetLOD always returns 0
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*/
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if (This->resource.pool != WINED3DPOOL_MANAGED) {
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TRACE("Ignoring SetLOD on %s texture, returning 0\n", debug_d3dpool(This->resource.pool));
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return 0;
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}
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if (LODNew >= This->baseTexture.level_count)
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LODNew = This->baseTexture.level_count - 1;
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if(This->baseTexture.LOD != LODNew) {
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This->baseTexture.LOD = LODNew;
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This->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
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This->baseTexture.texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
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if(This->baseTexture.bindCount) {
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IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(This->baseTexture.sampler));
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}
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}
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TRACE("(%p) : set LOD to %d\n", This, This->baseTexture.LOD);
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return old;
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}
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DWORD basetexture_get_lod(IWineD3DBaseTexture *iface)
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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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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}
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DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface)
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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TRACE("iface %p, returning %u.\n", iface, This->baseTexture.level_count);
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return This->baseTexture.level_count;
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}
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HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType)
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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IWineD3DDeviceImpl *device = This->resource.device;
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GLenum textureDimensions = This->baseTexture.target;
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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) {
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/* What about multithreading? Do we want all the context overhead just to set this value?
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* Or should we delay the applying until the texture is used for drawing? For now, apply
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* immediately.
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*/
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struct wined3d_context *context = context_acquire(device, NULL);
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ENTER_GL();
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glBindTexture(textureDimensions, This->baseTexture.texture_rgb.name);
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checkGLcall("glBindTexture");
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switch(FilterType) {
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case WINED3DTEXF_NONE:
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case WINED3DTEXF_POINT:
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glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST);
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checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
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break;
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case WINED3DTEXF_LINEAR:
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glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
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checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
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break;
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default:
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WARN("Unexpected filter type %d, setting to GL_NICEST\n", FilterType);
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glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
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checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
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}
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LEAVE_GL();
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context_release(context);
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}
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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 basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface)
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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FIXME("(%p) : stub\n", This);
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return This->baseTexture.filterType;
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}
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void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface)
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{
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/* TODO: Implement filters using GL_SGI_generate_mipmaps. */
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FIXME("iface %p stub!\n", iface);
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}
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BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty)
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{
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BOOL old;
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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old = This->baseTexture.texture_rgb.dirty || This->baseTexture.texture_srgb.dirty;
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This->baseTexture.texture_rgb.dirty = dirty;
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This->baseTexture.texture_srgb.dirty = dirty;
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return old;
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}
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BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface)
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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return This->baseTexture.texture_rgb.dirty || This->baseTexture.texture_srgb.dirty;
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}
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/* Context activation is done by the caller. */
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HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc)
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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HRESULT hr = WINED3D_OK;
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GLenum textureDimensions;
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BOOL isNewTexture = FALSE;
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struct gl_texture *gl_tex;
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TRACE("(%p) : About to bind texture\n", This);
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This->baseTexture.is_srgb = srgb; /* SRGB mode cache for PreLoad calls outside drawprim */
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if(srgb) {
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gl_tex = &This->baseTexture.texture_srgb;
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} else {
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gl_tex = &This->baseTexture.texture_rgb;
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}
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textureDimensions = This->baseTexture.target;
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ENTER_GL();
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/* Generate a texture name if we don't already have one */
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if (!gl_tex->name)
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{
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*set_surface_desc = TRUE;
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glGenTextures(1, &gl_tex->name);
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checkGLcall("glGenTextures");
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TRACE("Generated texture %d\n", gl_tex->name);
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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) */
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GLclampf tmp;
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tmp = 0.9f;
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glPrioritizeTextures(1, &gl_tex->name, &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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gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP;
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gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP;
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gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP;
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gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0;
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gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
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gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
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gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
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gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
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gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
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gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = 0;
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gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
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IWineD3DBaseTexture_SetDirty(iface, TRUE);
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isNewTexture = TRUE;
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if(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) {
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/* This means double binding the texture at creation, but keeps the code simpler all
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* in all, and the run-time path free from additional checks
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*/
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glBindTexture(textureDimensions, gl_tex->name);
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checkGLcall("glBindTexture");
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glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
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checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
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}
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} else {
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*set_surface_desc = FALSE;
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}
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/* Bind the texture */
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if (gl_tex->name)
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{
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glBindTexture(textureDimensions, gl_tex->name);
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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
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* 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
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* relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles
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* (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB)
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*/
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if (textureDimensions != GL_TEXTURE_RECTANGLE_ARB)
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{
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TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", This->baseTexture.level_count - 1);
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glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.level_count - 1);
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checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.level_count)");
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}
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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);
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glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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}
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}
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} else { /* this only happened if we've run out of openGL textures */
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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();
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return hr;
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}
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/* GL locking is done by the caller */
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static void apply_wrap(const struct wined3d_gl_info *gl_info, GLenum target,
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WINED3DTEXTUREADDRESS d3d_wrap, GLenum param, BOOL cond_np2)
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{
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GLint gl_wrap;
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if (d3d_wrap < WINED3DTADDRESS_WRAP || d3d_wrap > WINED3DTADDRESS_MIRRORONCE)
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{
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FIXME("Unrecognized or unsupported WINED3DTEXTUREADDRESS %#x.\n", d3d_wrap);
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return;
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}
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if (target == GL_TEXTURE_CUBE_MAP_ARB
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|| (cond_np2 && d3d_wrap == WINED3DTADDRESS_WRAP))
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{
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/* Cubemaps are always set to clamp, regardless of the sampler state. */
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gl_wrap = GL_CLAMP_TO_EDGE;
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}
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else
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{
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gl_wrap = gl_info->wrap_lookup[d3d_wrap - WINED3DTADDRESS_WRAP];
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}
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TRACE("Setting param %#x to %#x for target %#x.\n", param, gl_wrap, target);
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glTexParameteri(target, param, gl_wrap);
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checkGLcall("glTexParameteri(target, param, gl_wrap)");
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}
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/* GL locking is done by the caller (state handler) */
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void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
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const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
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const struct wined3d_gl_info *gl_info)
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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GLenum textureDimensions = This->baseTexture.target;
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DWORD state;
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BOOL cond_np2 = IWineD3DBaseTexture_IsCondNP2(iface);
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DWORD aniso;
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struct gl_texture *gl_tex;
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TRACE("iface %p, samplerStates %p\n", iface, samplerStates);
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if(This->baseTexture.is_srgb) {
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gl_tex = &This->baseTexture.texture_srgb;
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} else {
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gl_tex = &This->baseTexture.texture_rgb;
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}
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/* This function relies on the correct texture being bound and loaded. */
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if(samplerStates[WINED3DSAMP_ADDRESSU] != gl_tex->states[WINED3DTEXSTA_ADDRESSU]) {
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state = samplerStates[WINED3DSAMP_ADDRESSU];
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apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_S, cond_np2);
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gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state;
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}
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if(samplerStates[WINED3DSAMP_ADDRESSV] != gl_tex->states[WINED3DTEXSTA_ADDRESSV]) {
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state = samplerStates[WINED3DSAMP_ADDRESSV];
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apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_T, cond_np2);
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gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state;
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}
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if(samplerStates[WINED3DSAMP_ADDRESSW] != gl_tex->states[WINED3DTEXSTA_ADDRESSW]) {
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state = samplerStates[WINED3DSAMP_ADDRESSW];
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apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_R, cond_np2);
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gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state;
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}
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if(samplerStates[WINED3DSAMP_BORDERCOLOR] != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR]) {
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float col[4];
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state = samplerStates[WINED3DSAMP_BORDERCOLOR];
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D3DCOLORTOGLFLOAT4(state, col);
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TRACE("Setting border color for %u to %x\n", textureDimensions, state);
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glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
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checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
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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);
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|