485 lines
20 KiB
C
485 lines
20 KiB
C
/*
|
|
* 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 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);
|
|
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
|
|
|
|
HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
|
|
IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
|
|
WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
|
|
{
|
|
HRESULT hr;
|
|
|
|
hr = resource_init((IWineD3DResource *)texture, resource_type, device,
|
|
size, usage, format_desc, pool, parent, parent_ops);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to initialize resource, returning %#x\n", hr);
|
|
return hr;
|
|
}
|
|
|
|
texture->baseTexture.levels = levels;
|
|
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_desc->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)
|
|
{
|
|
basetexture_unload(iface);
|
|
resource_cleanup((IWineD3DResource *)iface);
|
|
}
|
|
|
|
/* 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.wineD3DDevice;
|
|
|
|
if(This->baseTexture.texture_rgb.name ||
|
|
This->baseTexture.texture_srgb.name) {
|
|
ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
|
|
}
|
|
|
|
if(This->baseTexture.texture_rgb.name) {
|
|
gltexture_delete(&This->baseTexture.texture_rgb);
|
|
}
|
|
if(This->baseTexture.texture_srgb.name) {
|
|
gltexture_delete(&This->baseTexture.texture_srgb);
|
|
}
|
|
This->baseTexture.texture_rgb.dirty = TRUE;
|
|
This->baseTexture.texture_srgb.dirty = TRUE;
|
|
}
|
|
|
|
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.levels)
|
|
LODNew = This->baseTexture.levels - 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.wineD3DDevice, 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;
|
|
|
|
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("(%p) : returning %d\n", This, This->baseTexture.levels);
|
|
return This->baseTexture.levels;
|
|
}
|
|
|
|
HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType)
|
|
{
|
|
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
|
|
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
|
UINT textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
|
|
|
|
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.
|
|
*/
|
|
ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
|
|
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();
|
|
}
|
|
This->baseTexture.filterType = FilterType;
|
|
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)
|
|
{
|
|
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
|
|
/* TODO: implement filters using GL_SGI_generate_mipmaps http://oss.sgi.com/projects/ogl-sample/registry/SGIS/generate_mipmap.txt */
|
|
FIXME("(%p) : stub\n", This);
|
|
return ;
|
|
}
|
|
|
|
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;
|
|
UINT 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 = IWineD3DBaseTexture_GetTextureDimensions(iface);
|
|
ENTER_GL();
|
|
/* Generate a texture name if we don't already have one */
|
|
if (gl_tex->name == 0) {
|
|
*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);
|
|
|
|
}
|
|
/* 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_ELEMENTINDEX] = 0;
|
|
gl_tex->states[WINED3DTEXSTA_DMAPOFFSET] = 0;
|
|
gl_tex->states[WINED3DTEXSTA_TSSADDRESSW] = WINED3DTADDRESS_WRAP;
|
|
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 != 0) {
|
|
glBindTexture(textureDimensions, gl_tex->name);
|
|
checkGLcall("glBindTexture");
|
|
if (isNewTexture) {
|
|
/* 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 %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)");
|
|
}
|
|
if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
|
|
/* 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 inline void apply_wrap(const GLint textureDimensions, const DWORD state, const GLint type,
|
|
BOOL cond_np2) {
|
|
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) {
|
|
/* Cubemaps are always set to clamp, regardless of the sampler state. */
|
|
wrapParm = GL_CLAMP_TO_EDGE;
|
|
} else if(cond_np2) {
|
|
if(state == WINED3DTADDRESS_WRAP) {
|
|
wrapParm = GL_CLAMP_TO_EDGE;
|
|
} else {
|
|
wrapParm = stateLookup[WINELOOKUP_WARPPARAM][state - minLookup[WINELOOKUP_WARPPARAM]];
|
|
}
|
|
} 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)");
|
|
}
|
|
}
|
|
|
|
/* GL locking is done by the caller (state handler) */
|
|
void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
|
|
const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
|
|
const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1])
|
|
{
|
|
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
|
|
DWORD state;
|
|
GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
|
|
BOOL cond_np2 = IWineD3DBaseTexture_IsCondNP2(iface);
|
|
DWORD aniso;
|
|
struct gl_texture *gl_tex;
|
|
|
|
TRACE("iface %p, textureStates %p, samplerStates %p\n", iface, textureStates, 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(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(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(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("glTexParameteri(..., 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.levels) {
|
|
glValue = This->baseTexture.levels - 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_SUPPORT(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;
|
|
}
|
|
}
|