502 lines
23 KiB
C
502 lines
23 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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*
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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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 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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#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
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static const Wined3dTextureStateMap textureObjectSamplerStates[] = {
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{WINED3DSAMP_ADDRESSU, WINED3DSAMP_ADDRESSU},
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{WINED3DSAMP_ADDRESSV, WINED3DSAMP_ADDRESSV},
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{WINED3DSAMP_ADDRESSW, WINED3DSAMP_ADDRESSW},
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/* NOTE: Sometimes it's a good idea to disable the setting of border colour, e.g. Axis and Allies */
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{WINED3DSAMP_BORDERCOLOR, WINED3DFUNC_NOTSUPPORTED/* WINED3DSAMP_BORDERCOLOR */},
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{WINED3DSAMP_MAGFILTER, WINED3DSAMP_MAGFILTER},
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{WINED3DSAMP_MINFILTER, WINED3DSAMP_MINFILTER},
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{WINED3DSAMP_MIPFILTER, WINED3DSAMP_MIPFILTER},
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/* applies to the texture unit
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WINED3DSAMP_MIPMAPLODBIAS, WINED3DSAMP_MIPMAPLODBIAS,
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*/
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{WINED3DSAMP_MAXMIPLEVEL, WINED3DSAMP_MAXMIPLEVEL},
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#if 0
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{WINED3DSAMP_MAXANISOTROPY, GL_SUPPORTED(EXT_TEXTURE_FILTER_ANISOTROPIC) ? WINED3DSAMP_MAXANISOTROPY : WINED3DFUNC_NOTSUPPORTED},
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#else
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{WINED3DSAMP_MAXANISOTROPY, WINED3DSAMP_MAXANISOTROPY},
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#endif
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{WINED3DSAMP_SRGBTEXTURE, WINED3DFUNC_UNIMPLEMENTED},
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{WINED3DSAMP_ELEMENTINDEX, WINED3DFUNC_UNIMPLEMENTED},
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{WINED3DSAMP_DMAPOFFSET, WINED3DFUNC_UNIMPLEMENTED},
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{-1, 0}
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};
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static const Wined3dTextureStateMap textureObjectTextureStates[] = {
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{WINED3DTSS_ADDRESSW , WINED3DTSS_ADDRESSW},
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{-1, 0}
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};
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/* *******************************************
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IWineD3DBaseTexture IUnknown parts follow
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******************************************* */
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HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, LPVOID *ppobj)
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IWineD3DBase)
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|| IsEqualGUID(riid, &IID_IWineD3DResource)
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|| IsEqualGUID(riid, &IID_IWineD3DBaseTexture)) {
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IUnknown_AddRef(iface);
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*ppobj = This;
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return S_OK;
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}
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*ppobj = NULL;
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return E_NOINTERFACE;
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}
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ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface) {
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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ULONG ref = InterlockedIncrement(&This->resource.ref);
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TRACE("(%p) : AddRef increasing from %ld\n", This,ref - 1);
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return ref;
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}
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ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface) {
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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ULONG ref = InterlockedDecrement(&This->resource.ref);
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TRACE("(%p) : Releasing from %ld\n", This, ref + 1);
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if (ref == 0) {
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IWineD3DBaseTextureImpl_CleanUp(iface);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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}
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/* class static */
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void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface) {
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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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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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);
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LEAVE_GL();
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}
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IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
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}
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/* ****************************************************
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IWineD3DBaseTexture IWineD3DResource parts follow
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**************************************************** */
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HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice** ppDevice) {
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return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
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}
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HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
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return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
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}
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HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
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return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
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}
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HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid) {
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return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
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}
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DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew) {
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return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
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}
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DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface) {
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return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
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}
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void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface) {
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return IWineD3DResourceImpl_PreLoad((IWineD3DResource *)iface);
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}
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WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface) {
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return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
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}
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HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent) {
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return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
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}
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/* ******************************************************
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IWineD3DBaseTexture IWineD3DBaseTexture parts follow
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****************************************************** */
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/* There is no OpenGL equivilent of setLOD, getLOD, all they do it priortise testure 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) {
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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)
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LODNew = This->baseTexture.levels - 1;
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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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}
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DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface) {
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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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}
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DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface) {
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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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}
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HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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if (!(This->baseTexture.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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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;
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FIXME("(%p) : stub\n", This);
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if (!(This->baseTexture.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
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return WINED3DTEXF_NONE;
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}
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return This->baseTexture.filterType;
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}
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void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface) {
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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);
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return ;
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}
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/* Internal function, No d3d mapping */
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BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL dirty) {
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BOOL old;
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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old = This->baseTexture.dirty;
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This->baseTexture.dirty = dirty;
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return old;
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}
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BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface) {
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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return This->baseTexture.dirty;
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}
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HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface) {
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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();
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#if 0 /* TODO: context manager support */
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IWineD3DContextManager_PushState(This->contextManager, textureDimensions, ENABLED, NOW /* make sure the state is applied now */);
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#else
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glEnable(textureDimensions);
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#endif
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/* Generate a texture name if we don't already have one */
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if (This->baseTexture.textureName == 0) {
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glGenTextures(1, &This->baseTexture.textureName);
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checkGLcall("glGenTextures");
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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) */
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GLclampf tmp;
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tmp = 0.9f;
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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] = D3DTADDRESS_WRAP;
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This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = D3DTADDRESS_WRAP;
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This->baseTexture.states[WINED3DTEXSTA_ADDRESSW] = D3DTADDRESS_WRAP;
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This->baseTexture.states[WINED3DTEXSTA_BORDERCOLOR] = 0;
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This->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
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This->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
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This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
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This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
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This->baseTexture.states[WINED3DTEXSTA_MAXANISOTROPY] = 0;
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This->baseTexture.states[WINED3DTEXSTA_SRGBTEXTURE] = 0;
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This->baseTexture.states[WINED3DTEXSTA_ELEMENTINDEX] = 0;
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This->baseTexture.states[WINED3DTEXSTA_DMAPOFFSET] = 0;
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This->baseTexture.states[WINED3DTEXSTA_TSSADDRESSW] = D3DTADDRESS_WRAP;
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IWineD3DBaseTexture_SetDirty(iface, TRUE);
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isNewTexture = TRUE;
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}
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/* Bind the texture */
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if (This->baseTexture.textureName != 0) {
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glBindTexture(textureDimensions, This->baseTexture.textureName);
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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 dom, but because ATI's drivers are broken we
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* also need to set the texture dimensins before the texture is is set */
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TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
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glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1);
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checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)");
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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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HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface) {
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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UINT textureDimensions;
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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();
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glBindTexture(textureDimensions, 0);
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#if 0 /* TODO: context manager support */
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IWineD3DContextManager_PopState(This->contextManager, textureDimensions, ENABLED, NOW /* make sure the state is applied now */);
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#else
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glDisable(textureDimensions);
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#endif
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LEAVE_GL();
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return WINED3D_OK;
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}
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UINT WINAPI IWineD3DBaseTextureImpl_GetTextureDimensions(IWineD3DBaseTexture *iface){
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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FIXME("(%p) : This shouldn't be called\n", This);
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return WINED3D_OK;
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}
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static inline GLenum warpLookupType(WINED3DSAMPLERSTATETYPE Type) {
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switch(Type) {
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case WINED3DSAMP_ADDRESSU:
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return GL_TEXTURE_WRAP_S;
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case WINED3DSAMP_ADDRESSV:
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return GL_TEXTURE_WRAP_T;
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case WINED3DSAMP_ADDRESSW:
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return GL_TEXTURE_WRAP_R;
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default:
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FIXME("Unexpected warp type %d\n", Type);
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return 0;
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}
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}
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void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface,
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const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
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const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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int i;
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DWORD *state = This->baseTexture.states;
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GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
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IWineD3DBaseTexture_PreLoad(iface);
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/* run through a couple of loops and apply and states that are different */
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/* this will reduce the number of texture state changes to an absolute minimum
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for multi-parameter states we pickup the first one that changes, work out the correct values for the other states
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and set all the states that we've just applied to their new values */
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for (i = 0 ;textureObjectSamplerStates[i].state != -1; i++) {
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if (*state != samplerStates[textureObjectSamplerStates[i].state]) {
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/* apply the state */
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TRACE("(%p) : Changing state %u from %ld to %ld\n", This, i, *state , samplerStates[textureObjectSamplerStates[i].state]);
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switch (textureObjectSamplerStates[i].function) {
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case WINED3DSAMP_ADDRESSU:
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case WINED3DSAMP_ADDRESSV: /* fall through */
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case WINED3DSAMP_ADDRESSW: /* fall through */
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*state = samplerStates[textureObjectSamplerStates[i].state];
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if (*state < minLookup[WINELOOKUP_WARPPARAM] || *state > maxLookup[WINELOOKUP_WARPPARAM]) {
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FIXME("Unrecognized or unsupported D3DTADDRESS_* value %ld, state %d\n", *state, textureObjectSamplerStates[i].function);
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} else {
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GLint wrapParm = stateLookup[WINELOOKUP_WARPPARAM][*state - minLookup[WINELOOKUP_WARPPARAM]];
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TRACE("Setting WRAP_R to %d for %x\n", wrapParm, textureDimensions);
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glTexParameteri(textureDimensions, warpLookupType(textureObjectSamplerStates[i].function), wrapParm);
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checkGLcall("glTexParameteri(..., GL_TEXTURE_WRAP_R, wrapParm)");
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}
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break;
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case WINED3DSAMP_BORDERCOLOR:
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{
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float col[4];
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*state = samplerStates[textureObjectSamplerStates[i].state];
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D3DCOLORTOGLFLOAT4(*state, col);
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TRACE("Setting border color for %u to %lx\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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}
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break;
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case WINED3DSAMP_MAGFILTER:
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{
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GLint glValue;
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*state = samplerStates[textureObjectSamplerStates[i].state];
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if (*state < minLookup[WINELOOKUP_MAGFILTER] || *state > maxLookup[WINELOOKUP_MAGFILTER]) {
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FIXME("Unrecognized or unsupported MAGFILTER* value %ld, state %d\n", *state, textureObjectSamplerStates[i].function);
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}
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glValue = stateLookup[WINELOOKUP_MAGFILTER][*state - minLookup[WINELOOKUP_MAGFILTER]];
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TRACE("ValueMAG=%ld setting MAGFILTER to %x\n", *state, glValue);
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glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
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|
/* We need to reset the Aniotropic filtering state when we change the mag filter to WINED3DTEXF_ANISOTROPIC (this seems a bit weird, check the documentataion to see how it should be switched off. */
|
|
if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && WINED3DTEXF_ANISOTROPIC == *state) {
|
|
glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, samplerStates[WINED3DSAMP_MAXANISOTROPY]);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case WINED3DSAMP_MINFILTER:
|
|
This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
|
|
case WINED3DSAMP_MIPFILTER: /* fall through */
|
|
{
|
|
GLint glValue;
|
|
*state = samplerStates[textureObjectSamplerStates[i].state];
|
|
if (This->baseTexture.states[WINED3DTEXSTA_MINFILTER] < WINED3DTEXF_NONE ||
|
|
This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] < WINED3DTEXF_NONE ||
|
|
This->baseTexture.states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC ||
|
|
This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_LINEAR)
|
|
{
|
|
|
|
FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %ld, state %d D3DSAMP_MIPFILTER value %ld, state %d\n",
|
|
This->baseTexture.states[WINED3DTEXSTA_MINFILTER],
|
|
textureObjectSamplerStates[WINED3DTEXSTA_MINFILTER].function,
|
|
This->baseTexture.states[WINED3DTEXSTA_MIPFILTER],
|
|
textureObjectSamplerStates[WINED3DTEXSTA_MIPFILTER].function);
|
|
}
|
|
glValue = minMipLookup[min(max(This->baseTexture.states[WINED3DTEXSTA_MINFILTER],WINED3DTEXF_NONE), WINED3DTEXF_ANISOTROPIC)]
|
|
[min(max(This->baseTexture.states[WINED3DTEXSTA_MIPFILTER],WINED3DTEXF_NONE), WINED3DTEXF_LINEAR)];
|
|
|
|
TRACE("ValueMIN=%ld, ValueMIP=%ld, setting MINFILTER to %x\n",
|
|
This->baseTexture.states[WINED3DTEXSTA_MINFILTER],
|
|
This->baseTexture.states[WINED3DTEXSTA_MIPFILTER], glValue);
|
|
glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
|
|
checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
|
|
}
|
|
break;
|
|
case WINED3DSAMP_MAXMIPLEVEL:
|
|
*state = samplerStates[textureObjectSamplerStates[i].state];
|
|
/**
|
|
* Not really the same, but the more apprioprate than nothing
|
|
*/
|
|
glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, *state);
|
|
break;
|
|
case WINED3DSAMP_MAXANISOTROPY:
|
|
*state = samplerStates[textureObjectSamplerStates[i].state];
|
|
glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, *state);
|
|
checkGLcall("glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT ...");
|
|
break;
|
|
case WINED3DFUNC_UNIMPLEMENTED: /* unimplemented */
|
|
TRACE("(%p) : stub\n", This);
|
|
*state = samplerStates[textureObjectSamplerStates[i].state];
|
|
break;
|
|
case WINED3DFUNC_NOTSUPPORTED: /* nop */
|
|
TRACE("(%p) : %s function is not supported by this opengl implementation\n", This, "unknown" /* TODO: replace with debug_blah... */);
|
|
*state = samplerStates[textureObjectSamplerStates[i].state];
|
|
break;
|
|
}
|
|
}
|
|
state++;
|
|
}
|
|
|
|
for(i = 0 ;textureObjectTextureStates[i].state != - 1; i++) {
|
|
if(*state != textureStates[textureObjectTextureStates[i].state] ) {
|
|
/* apply the state */
|
|
*state = textureStates[textureObjectTextureStates[i].state];
|
|
switch (textureObjectTextureStates[i].function) {
|
|
case WINED3DTSS_ADDRESSW:
|
|
/* I'm not sure what to do if this is set as well as ADDRESSW on the sampler, how do they interact together? */
|
|
break;
|
|
case WINED3DFUNC_UNIMPLEMENTED: /* unimplemented */
|
|
TRACE("(%p) : stub\n", This);
|
|
break;
|
|
case WINED3DFUNC_NOTSUPPORTED: /* nop */
|
|
TRACE("(%p) : function no supported by this opengl implementation\n", This);
|
|
break;
|
|
}
|
|
}
|
|
state++;
|
|
}
|
|
}
|
|
|
|
|
|
static const IWineD3DBaseTextureVtbl IWineD3DBaseTexture_Vtbl =
|
|
{
|
|
/* IUnknown */
|
|
IWineD3DBaseTextureImpl_QueryInterface,
|
|
IWineD3DBaseTextureImpl_AddRef,
|
|
IWineD3DBaseTextureImpl_Release,
|
|
/* IWineD3DResource */
|
|
IWineD3DBaseTextureImpl_GetParent,
|
|
IWineD3DBaseTextureImpl_GetDevice,
|
|
IWineD3DBaseTextureImpl_SetPrivateData,
|
|
IWineD3DBaseTextureImpl_GetPrivateData,
|
|
IWineD3DBaseTextureImpl_FreePrivateData,
|
|
IWineD3DBaseTextureImpl_SetPriority,
|
|
IWineD3DBaseTextureImpl_GetPriority,
|
|
IWineD3DBaseTextureImpl_PreLoad,
|
|
IWineD3DBaseTextureImpl_GetType,
|
|
/*IWineD3DBaseTexture*/
|
|
IWineD3DBaseTextureImpl_SetLOD,
|
|
IWineD3DBaseTextureImpl_GetLOD,
|
|
IWineD3DBaseTextureImpl_GetLevelCount,
|
|
IWineD3DBaseTextureImpl_SetAutoGenFilterType,
|
|
IWineD3DBaseTextureImpl_GetAutoGenFilterType,
|
|
IWineD3DBaseTextureImpl_GenerateMipSubLevels,
|
|
IWineD3DBaseTextureImpl_SetDirty,
|
|
IWineD3DBaseTextureImpl_GetDirty,
|
|
/* internal */
|
|
IWineD3DBaseTextureImpl_BindTexture,
|
|
IWineD3DBaseTextureImpl_UnBindTexture,
|
|
IWineD3DBaseTextureImpl_GetTextureDimensions,
|
|
IWineD3DBaseTextureImpl_ApplyStateChanges
|
|
|
|
};
|