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source: vbox/trunk/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/basetexture.c@ 22652

Last change on this file since 22652 was 22496, checked in by vboxsync, 15 years ago

crOpenGL: update wine to 1.1.27 and better fix for depthstencil surface refcounting

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1/*
2 * IWineD3DBaseTexture Implementation
3 *
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2004 Raphael Junqueira
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 *
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
13 *
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
18 *
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 */
23
24/*
25 * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
26 * other than GPL or LGPL is available it will apply instead, Sun elects to use only
27 * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
28 * a choice of LGPL license versions is made available with the language indicating
29 * that LGPLv2 or any later version may be used, or where a choice of which version
30 * of the LGPL is applied is otherwise unspecified.
31 */
32
33#include "config.h"
34#include "wined3d_private.h"
35
36WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
37#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
38
39HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
40 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
41 WINED3DPOOL pool, IUnknown *parent)
42{
43 HRESULT hr;
44
45 hr = resource_init((IWineD3DResource *)texture, resource_type, device, size, usage, format_desc, pool, parent);
46 if (FAILED(hr))
47 {
48 WARN("Failed to initialize resource, returning %#x\n", hr);
49 return hr;
50 }
51
52 texture->baseTexture.levels = levels;
53 texture->baseTexture.filterType = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE;
54 texture->baseTexture.LOD = 0;
55 texture->baseTexture.dirty = TRUE;
56 texture->baseTexture.srgbDirty = TRUE;
57 texture->baseTexture.is_srgb = FALSE;
58 texture->baseTexture.pow2Matrix_identity = TRUE;
59
60 if (texture->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING)
61 {
62 texture->baseTexture.minMipLookup = minMipLookup;
63 texture->baseTexture.magLookup = magLookup;
64 }
65 else
66 {
67 texture->baseTexture.minMipLookup = minMipLookup_noFilter;
68 texture->baseTexture.magLookup = magLookup_noFilter;
69 }
70
71 return WINED3D_OK;
72}
73
74void basetexture_cleanup(IWineD3DBaseTexture *iface)
75{
76 basetexture_unload(iface);
77 resource_cleanup((IWineD3DResource *)iface);
78}
79
80void basetexture_unload(IWineD3DBaseTexture *iface)
81{
82 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
83 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
84
85 if(This->baseTexture.textureName) {
86 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
87 ENTER_GL();
88 glDeleteTextures(1, &This->baseTexture.textureName);
89 This->baseTexture.textureName = 0;
90 LEAVE_GL();
91 }
92
93 if(This->baseTexture.srgbTextureName) {
94 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
95 ENTER_GL();
96 glDeleteTextures(1, &This->baseTexture.srgbTextureName);
97 This->baseTexture.srgbTextureName = 0;
98 LEAVE_GL();
99 }
100 This->baseTexture.dirty = TRUE;
101 This->baseTexture.srgbDirty = TRUE;
102}
103
104/* There is no OpenGL equivalent of setLOD, getLOD. All they do anyway is prioritize texture loading
105 * so just pretend that they work unless something really needs a failure. */
106DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew)
107{
108 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
109
110 if (This->resource.pool != WINED3DPOOL_MANAGED) {
111 return WINED3DERR_INVALIDCALL;
112 }
113
114 if(LODNew >= This->baseTexture.levels)
115 LODNew = This->baseTexture.levels - 1;
116 This->baseTexture.LOD = LODNew;
117
118 TRACE("(%p) : set bogus LOD to %d\n", This, This->baseTexture.LOD);
119
120 return This->baseTexture.LOD;
121}
122
123DWORD basetexture_get_lod(IWineD3DBaseTexture *iface)
124{
125 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
126
127 if (This->resource.pool != WINED3DPOOL_MANAGED) {
128 return WINED3DERR_INVALIDCALL;
129 }
130
131 TRACE("(%p) : returning %d\n", This, This->baseTexture.LOD);
132
133 return This->baseTexture.LOD;
134}
135
136DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface)
137{
138 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
139 TRACE("(%p) : returning %d\n", This, This->baseTexture.levels);
140 return This->baseTexture.levels;
141}
142
143HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType)
144{
145 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
146 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
147 UINT textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
148
149 if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
150 TRACE("(%p) : returning invalid call\n", This);
151 return WINED3DERR_INVALIDCALL;
152 }
153 if(This->baseTexture.filterType != FilterType) {
154 /* What about multithreading? Do we want all the context overhead just to set this value?
155 * Or should we delay the applying until the texture is used for drawing? For now, apply
156 * immediately.
157 */
158 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
159 ENTER_GL();
160 glBindTexture(textureDimensions, This->baseTexture.textureName);
161 checkGLcall("glBindTexture");
162 switch(FilterType) {
163 case WINED3DTEXF_NONE:
164 case WINED3DTEXF_POINT:
165 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST);
166 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
167
168 break;
169 case WINED3DTEXF_LINEAR:
170 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
171 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
172
173 break;
174 default:
175 WARN("Unexpected filter type %d, setting to GL_NICEST\n", FilterType);
176 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
177 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
178 }
179 LEAVE_GL();
180 }
181 This->baseTexture.filterType = FilterType;
182 TRACE("(%p) :\n", This);
183 return WINED3D_OK;
184}
185
186WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface)
187{
188 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
189
190 FIXME("(%p) : stub\n", This);
191
192 return This->baseTexture.filterType;
193}
194
195void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface)
196{
197 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
198 /* TODO: implement filters using GL_SGI_generate_mipmaps http://oss.sgi.com/projects/ogl-sample/registry/SGIS/generate_mipmap.txt */
199 FIXME("(%p) : stub\n", This);
200 return ;
201}
202
203BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty)
204{
205 BOOL old;
206 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
207 old = This->baseTexture.dirty || This->baseTexture.srgbDirty;
208 This->baseTexture.dirty = dirty;
209 This->baseTexture.srgbDirty = dirty;
210 return old;
211}
212
213BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface)
214{
215 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
216 return This->baseTexture.dirty || This->baseTexture.srgbDirty;
217}
218
219/* Context activation is done by the caller. */
220HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc)
221{
222 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
223 HRESULT hr = WINED3D_OK;
224 UINT textureDimensions;
225 BOOL isNewTexture = FALSE;
226 GLuint *texture;
227 DWORD *states;
228 TRACE("(%p) : About to bind texture\n", This);
229
230 This->baseTexture.is_srgb = srgb; /* SRGB mode cache for PreLoad calls outside drawprim */
231 if(srgb) {
232 texture = &This->baseTexture.srgbTextureName;
233 states = This->baseTexture.srgbstates;
234 } else {
235 texture = &This->baseTexture.textureName;
236 states = This->baseTexture.states;
237 }
238
239 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
240 ENTER_GL();
241 /* Generate a texture name if we don't already have one */
242 if (*texture == 0) {
243 *set_surface_desc = TRUE;
244 glGenTextures(1, texture);
245 checkGLcall("glGenTextures");
246 TRACE("Generated texture %d\n", *texture);
247 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
248 /* Tell opengl to try and keep this texture in video ram (well mostly) */
249 GLclampf tmp;
250 tmp = 0.9f;
251 glPrioritizeTextures(1, texture, &tmp);
252
253 }
254 /* Initialise the state of the texture object
255 to the openGL defaults, not the directx defaults */
256 states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP;
257 states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP;
258 states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP;
259 states[WINED3DTEXSTA_BORDERCOLOR] = 0;
260 states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
261 states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
262 states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
263 states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
264 states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
265 states[WINED3DTEXSTA_SRGBTEXTURE] = 0;
266 states[WINED3DTEXSTA_ELEMENTINDEX] = 0;
267 states[WINED3DTEXSTA_DMAPOFFSET] = 0;
268 states[WINED3DTEXSTA_TSSADDRESSW] = WINED3DTADDRESS_WRAP;
269 IWineD3DBaseTexture_SetDirty(iface, TRUE);
270 isNewTexture = TRUE;
271
272 if(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) {
273 /* This means double binding the texture at creation, but keeps the code simpler all
274 * in all, and the run-time path free from additional checks
275 */
276 glBindTexture(textureDimensions, *texture);
277 checkGLcall("glBindTexture");
278 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
279 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
280 }
281 } else {
282 *set_surface_desc = FALSE;
283 }
284
285 /* Bind the texture */
286 if (*texture != 0) {
287 glBindTexture(textureDimensions, *texture);
288 checkGLcall("glBindTexture");
289 if (isNewTexture) {
290 /* For a new texture we have to set the textures levels after binding the texture.
291 * In theory this is all we should ever have to do, but because ATI's drivers are broken, we
292 * also need to set the texture dimensions before the texture is set
293 * Beware that texture rectangles do not support mipmapping, but set the maxmiplevel if we're
294 * relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles
295 * (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB)
296 */
297 if(textureDimensions != GL_TEXTURE_RECTANGLE_ARB) {
298 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
299 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1);
300 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)");
301 }
302 if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
303 /* Cubemaps are always set to clamp, regardless of the sampler state. */
304 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
305 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
306 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
307 }
308 }
309 } else { /* this only happened if we've run out of openGL textures */
310 WARN("This texture doesn't have an openGL texture assigned to it\n");
311 hr = WINED3DERR_INVALIDCALL;
312 }
313
314 LEAVE_GL();
315 return hr;
316}
317
318/* GL locking is done by the caller */
319static inline void apply_wrap(const GLint textureDimensions, const DWORD state, const GLint type,
320 BOOL cond_np2) {
321 GLint wrapParm;
322
323 if (state < minLookup[WINELOOKUP_WARPPARAM] || state > maxLookup[WINELOOKUP_WARPPARAM]) {
324 FIXME("Unrecognized or unsupported WINED3DTADDRESS_U value %d\n", state);
325 } else {
326 if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
327 /* Cubemaps are always set to clamp, regardless of the sampler state. */
328 wrapParm = GL_CLAMP_TO_EDGE;
329 } else if(cond_np2) {
330 if(state == WINED3DTADDRESS_WRAP) {
331 wrapParm = GL_CLAMP_TO_EDGE;
332 } else {
333 wrapParm = stateLookup[WINELOOKUP_WARPPARAM][state - minLookup[WINELOOKUP_WARPPARAM]];
334 }
335 } else {
336 wrapParm = stateLookup[WINELOOKUP_WARPPARAM][state - minLookup[WINELOOKUP_WARPPARAM]];
337 }
338 TRACE("Setting WRAP_S to %d for %x\n", wrapParm, textureDimensions);
339 glTexParameteri(textureDimensions, type, wrapParm);
340 checkGLcall("glTexParameteri(..., type, wrapParm)");
341 }
342}
343
344/* GL locking is done by the caller (state handler) */
345void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
346 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
347 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1])
348{
349 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
350 DWORD state, *states;
351 GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
352 BOOL cond_np2 = IWineD3DBaseTexture_IsCondNP2(iface);
353 DWORD aniso;
354
355 TRACE("iface %p, textureStates %p, samplerStates %p\n", iface, textureStates, samplerStates);
356
357 if(This->baseTexture.is_srgb) {
358 states = This->baseTexture.srgbstates;
359 } else {
360 states = This->baseTexture.states;
361 }
362
363 /* This function relies on the correct texture being bound and loaded. */
364
365 if(samplerStates[WINED3DSAMP_ADDRESSU] != states[WINED3DTEXSTA_ADDRESSU]) {
366 state = samplerStates[WINED3DSAMP_ADDRESSU];
367 apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_S, cond_np2);
368 states[WINED3DTEXSTA_ADDRESSU] = state;
369 }
370
371 if(samplerStates[WINED3DSAMP_ADDRESSV] != states[WINED3DTEXSTA_ADDRESSV]) {
372 state = samplerStates[WINED3DSAMP_ADDRESSV];
373 apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_T, cond_np2);
374 states[WINED3DTEXSTA_ADDRESSV] = state;
375 }
376
377 if(samplerStates[WINED3DSAMP_ADDRESSW] != states[WINED3DTEXSTA_ADDRESSW]) {
378 state = samplerStates[WINED3DSAMP_ADDRESSW];
379 apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_R, cond_np2);
380 states[WINED3DTEXSTA_ADDRESSW] = state;
381 }
382
383 if(samplerStates[WINED3DSAMP_BORDERCOLOR] != states[WINED3DTEXSTA_BORDERCOLOR]) {
384 float col[4];
385
386 state = samplerStates[WINED3DSAMP_BORDERCOLOR];
387 D3DCOLORTOGLFLOAT4(state, col);
388 TRACE("Setting border color for %u to %x\n", textureDimensions, state);
389 glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
390 checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
391 states[WINED3DTEXSTA_BORDERCOLOR] = state;
392 }
393
394 if(samplerStates[WINED3DSAMP_MAGFILTER] != states[WINED3DTEXSTA_MAGFILTER]) {
395 GLint glValue;
396 state = samplerStates[WINED3DSAMP_MAGFILTER];
397 if (state > WINED3DTEXF_ANISOTROPIC) {
398 FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state);
399 }
400
401 glValue = wined3d_gl_mag_filter(This->baseTexture.magLookup,
402 min(max(state, WINED3DTEXF_POINT), WINED3DTEXF_LINEAR));
403 TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state, glValue);
404 glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
405
406 states[WINED3DTEXSTA_MAGFILTER] = state;
407 }
408
409 if((samplerStates[WINED3DSAMP_MINFILTER] != states[WINED3DTEXSTA_MINFILTER] ||
410 samplerStates[WINED3DSAMP_MIPFILTER] != states[WINED3DTEXSTA_MIPFILTER] ||
411 samplerStates[WINED3DSAMP_MAXMIPLEVEL] != states[WINED3DTEXSTA_MAXMIPLEVEL])) {
412 GLint glValue;
413
414 states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
415 states[WINED3DTEXSTA_MINFILTER] = samplerStates[WINED3DSAMP_MINFILTER];
416 states[WINED3DTEXSTA_MAXMIPLEVEL] = samplerStates[WINED3DSAMP_MAXMIPLEVEL];
417
418 if (states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC
419 || states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_ANISOTROPIC)
420 {
421
422 FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
423 states[WINED3DTEXSTA_MINFILTER],
424 states[WINED3DTEXSTA_MIPFILTER]);
425 }
426 glValue = wined3d_gl_min_mip_filter(This->baseTexture.minMipLookup,
427 min(max(samplerStates[WINED3DSAMP_MINFILTER], WINED3DTEXF_POINT), WINED3DTEXF_LINEAR),
428 min(max(samplerStates[WINED3DSAMP_MIPFILTER], WINED3DTEXF_NONE), WINED3DTEXF_LINEAR));
429
430 TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
431 samplerStates[WINED3DSAMP_MINFILTER],
432 samplerStates[WINED3DSAMP_MIPFILTER], glValue);
433 glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
434 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
435
436 if(!cond_np2) {
437 if(states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE) {
438 glValue = 0;
439 } else if(states[WINED3DTEXSTA_MAXMIPLEVEL] >= This->baseTexture.levels) {
440 glValue = This->baseTexture.levels - 1;
441 } else {
442 glValue = states[WINED3DTEXSTA_MAXMIPLEVEL];
443 }
444 glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, glValue);
445 }
446 }
447
448 if ((states[WINED3DSAMP_MAGFILTER] != WINED3DTEXF_ANISOTROPIC
449 && states[WINED3DSAMP_MINFILTER] != WINED3DTEXF_ANISOTROPIC
450 && states[WINED3DSAMP_MIPFILTER] != WINED3DTEXF_ANISOTROPIC)
451 || cond_np2)
452 {
453 aniso = 1;
454 }
455 else
456 {
457 aniso = samplerStates[WINED3DSAMP_MAXANISOTROPY];
458 }
459
460 if (states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
461 {
462 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC))
463 {
464 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
465 checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
466 }
467 else
468 {
469 WARN("Anisotropic filtering not supported.\n");
470 }
471 states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
472 }
473}
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