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source: vbox/trunk/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/basetexture.c@ 28475

Last change on this file since 28475 was 28475, checked in by vboxsync, 15 years ago

crOpenGL: update to wine 1.1.43

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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 * Copyright 2009 Henri Verbeet for CodeWeavers
9 *
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
14 *
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
19 *
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 */
24
25/*
26 * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
27 * other than GPL or LGPL is available it will apply instead, Sun elects to use only
28 * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
29 * a choice of LGPL license versions is made available with the language indicating
30 * that LGPLv2 or any later version may be used, or where a choice of which version
31 * of the LGPL is applied is otherwise unspecified.
32 */
33
34#include "config.h"
35#include "wined3d_private.h"
36
37WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
38
39HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
40 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
41 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
42{
43 HRESULT hr;
44
45 hr = resource_init((IWineD3DResource *)texture, resource_type, device,
46 size, usage, format_desc, pool, parent, parent_ops);
47 if (FAILED(hr))
48 {
49 WARN("Failed to initialize resource, returning %#x\n", hr);
50 return hr;
51 }
52
53 texture->baseTexture.levels = levels;
54 texture->baseTexture.filterType = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE;
55 texture->baseTexture.LOD = 0;
56 texture->baseTexture.texture_rgb.dirty = TRUE;
57 texture->baseTexture.texture_srgb.dirty = TRUE;
58 texture->baseTexture.is_srgb = FALSE;
59 texture->baseTexture.pow2Matrix_identity = TRUE;
60
61 if (texture->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING)
62 {
63 texture->baseTexture.minMipLookup = minMipLookup;
64 texture->baseTexture.magLookup = magLookup;
65 }
66 else
67 {
68 texture->baseTexture.minMipLookup = minMipLookup_noFilter;
69 texture->baseTexture.magLookup = magLookup_noFilter;
70 }
71
72 return WINED3D_OK;
73}
74
75void basetexture_cleanup(IWineD3DBaseTexture *iface)
76{
77 basetexture_unload(iface);
78 resource_cleanup((IWineD3DResource *)iface);
79}
80
81/* A GL context is provided by the caller */
82static void gltexture_delete(struct gl_texture *tex)
83{
84 ENTER_GL();
85 glDeleteTextures(1, &tex->name);
86 LEAVE_GL();
87 tex->name = 0;
88}
89
90void basetexture_unload(IWineD3DBaseTexture *iface)
91{
92 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
93 IWineD3DDeviceImpl *device = This->resource.device;
94 struct wined3d_context *context = NULL;
95
96 if (This->baseTexture.texture_rgb.name || This->baseTexture.texture_srgb.name)
97 {
98 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
99 }
100
101 if(This->baseTexture.texture_rgb.name) {
102 gltexture_delete(&This->baseTexture.texture_rgb);
103 }
104 if(This->baseTexture.texture_srgb.name) {
105 gltexture_delete(&This->baseTexture.texture_srgb);
106 }
107
108 if (context) context_release(context);
109
110 This->baseTexture.texture_rgb.dirty = TRUE;
111 This->baseTexture.texture_srgb.dirty = TRUE;
112}
113
114DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew)
115{
116 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
117 DWORD old = This->baseTexture.LOD;
118
119 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
120 * textures. The call always returns 0, and GetLOD always returns 0
121 */
122 if (This->resource.pool != WINED3DPOOL_MANAGED) {
123 TRACE("Ignoring SetLOD on %s texture, returning 0\n", debug_d3dpool(This->resource.pool));
124 return 0;
125 }
126
127 if(LODNew >= This->baseTexture.levels)
128 LODNew = This->baseTexture.levels - 1;
129
130 if(This->baseTexture.LOD != LODNew) {
131 This->baseTexture.LOD = LODNew;
132
133 This->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
134 This->baseTexture.texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
135 if(This->baseTexture.bindCount) {
136 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(This->baseTexture.sampler));
137 }
138 }
139
140 TRACE("(%p) : set LOD to %d\n", This, This->baseTexture.LOD);
141
142 return old;
143}
144
145DWORD basetexture_get_lod(IWineD3DBaseTexture *iface)
146{
147 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
148
149 TRACE("(%p) : returning %d\n", This, This->baseTexture.LOD);
150
151 return This->baseTexture.LOD;
152}
153
154DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface)
155{
156 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
157 TRACE("(%p) : returning %d\n", This, This->baseTexture.levels);
158 return This->baseTexture.levels;
159}
160
161HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType)
162{
163 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
164 IWineD3DDeviceImpl *device = This->resource.device;
165 UINT textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
166
167 if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
168 TRACE("(%p) : returning invalid call\n", This);
169 return WINED3DERR_INVALIDCALL;
170 }
171 if(This->baseTexture.filterType != FilterType) {
172 /* What about multithreading? Do we want all the context overhead just to set this value?
173 * Or should we delay the applying until the texture is used for drawing? For now, apply
174 * immediately.
175 */
176 struct wined3d_context *context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
177
178 ENTER_GL();
179 glBindTexture(textureDimensions, This->baseTexture.texture_rgb.name);
180 checkGLcall("glBindTexture");
181 switch(FilterType) {
182 case WINED3DTEXF_NONE:
183 case WINED3DTEXF_POINT:
184 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST);
185 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
186
187 break;
188 case WINED3DTEXF_LINEAR:
189 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
190 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
191
192 break;
193 default:
194 WARN("Unexpected filter type %d, setting to GL_NICEST\n", FilterType);
195 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
196 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
197 }
198 LEAVE_GL();
199
200 context_release(context);
201 }
202 This->baseTexture.filterType = FilterType;
203 TRACE("(%p) :\n", This);
204 return WINED3D_OK;
205}
206
207WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface)
208{
209 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
210
211 FIXME("(%p) : stub\n", This);
212
213 return This->baseTexture.filterType;
214}
215
216void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface)
217{
218 /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
219 FIXME("iface %p stub!\n", iface);
220}
221
222BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty)
223{
224 BOOL old;
225 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
226 old = This->baseTexture.texture_rgb.dirty || This->baseTexture.texture_srgb.dirty;
227 This->baseTexture.texture_rgb.dirty = dirty;
228 This->baseTexture.texture_srgb.dirty = dirty;
229 return old;
230}
231
232BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface)
233{
234 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
235 return This->baseTexture.texture_rgb.dirty || This->baseTexture.texture_srgb.dirty;
236}
237
238/* Context activation is done by the caller. */
239HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc)
240{
241 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
242 HRESULT hr = WINED3D_OK;
243 UINT textureDimensions;
244 BOOL isNewTexture = FALSE;
245 struct gl_texture *gl_tex;
246 TRACE("(%p) : About to bind texture\n", This);
247
248 This->baseTexture.is_srgb = srgb; /* SRGB mode cache for PreLoad calls outside drawprim */
249 if(srgb) {
250 gl_tex = &This->baseTexture.texture_srgb;
251 } else {
252 gl_tex = &This->baseTexture.texture_rgb;
253 }
254
255 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
256 ENTER_GL();
257 /* Generate a texture name if we don't already have one */
258 if (gl_tex->name == 0) {
259 *set_surface_desc = TRUE;
260 glGenTextures(1, &gl_tex->name);
261 checkGLcall("glGenTextures");
262 TRACE("Generated texture %d\n", gl_tex->name);
263 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
264 /* Tell opengl to try and keep this texture in video ram (well mostly) */
265 GLclampf tmp;
266 tmp = 0.9f;
267 glPrioritizeTextures(1, &gl_tex->name, &tmp);
268
269 }
270 /* Initialise the state of the texture object
271 to the openGL defaults, not the directx defaults */
272 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP;
273 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP;
274 gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP;
275 gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0;
276 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
277 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
278 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
279 gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
280 gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
281 gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = 0;
282 gl_tex->states[WINED3DTEXSTA_ELEMENTINDEX] = 0;
283 gl_tex->states[WINED3DTEXSTA_DMAPOFFSET] = 0;
284 gl_tex->states[WINED3DTEXSTA_TSSADDRESSW] = WINED3DTADDRESS_WRAP;
285 IWineD3DBaseTexture_SetDirty(iface, TRUE);
286 isNewTexture = TRUE;
287
288 if(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) {
289 /* This means double binding the texture at creation, but keeps the code simpler all
290 * in all, and the run-time path free from additional checks
291 */
292 glBindTexture(textureDimensions, gl_tex->name);
293 checkGLcall("glBindTexture");
294 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
295 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
296 }
297 } else {
298 *set_surface_desc = FALSE;
299 }
300
301 /* Bind the texture */
302 if (gl_tex->name != 0) {
303 glBindTexture(textureDimensions, gl_tex->name);
304 checkGLcall("glBindTexture");
305 if (isNewTexture) {
306 /* For a new texture we have to set the textures levels after binding the texture.
307 * In theory this is all we should ever have to do, but because ATI's drivers are broken, we
308 * also need to set the texture dimensions before the texture is set
309 * Beware that texture rectangles do not support mipmapping, but set the maxmiplevel if we're
310 * relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles
311 * (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB)
312 */
313 if(textureDimensions != GL_TEXTURE_RECTANGLE_ARB) {
314 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
315 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1);
316 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)");
317 }
318 if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
319 /* Cubemaps are always set to clamp, regardless of the sampler state. */
320 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
321 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
322 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
323 }
324 }
325 } else { /* this only happened if we've run out of openGL textures */
326 WARN("This texture doesn't have an openGL texture assigned to it\n");
327 hr = WINED3DERR_INVALIDCALL;
328 }
329
330 LEAVE_GL();
331 return hr;
332}
333
334/* GL locking is done by the caller */
335static void apply_wrap(const struct wined3d_gl_info *gl_info, GLenum target,
336 WINED3DTEXTUREADDRESS d3d_wrap, GLenum param, BOOL cond_np2)
337{
338 GLint gl_wrap;
339
340 if (d3d_wrap < WINED3DTADDRESS_WRAP || d3d_wrap > WINED3DTADDRESS_MIRRORONCE)
341 {
342 FIXME("Unrecognized or unsupported WINED3DTEXTUREADDRESS %#x.\n", d3d_wrap);
343 return;
344 }
345
346 if (target == GL_TEXTURE_CUBE_MAP_ARB
347 || (cond_np2 && d3d_wrap == WINED3DTADDRESS_WRAP))
348 {
349 /* Cubemaps are always set to clamp, regardless of the sampler state. */
350 gl_wrap = GL_CLAMP_TO_EDGE;
351 }
352 else
353 {
354 gl_wrap = gl_info->wrap_lookup[d3d_wrap - WINED3DTADDRESS_WRAP];
355 }
356
357 TRACE("Setting param %#x to %#x for target %#x.\n", param, gl_wrap, target);
358 glTexParameteri(target, param, gl_wrap);
359 checkGLcall("glTexParameteri(target, param, gl_wrap)");
360}
361
362/* GL locking is done by the caller (state handler) */
363void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
364 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
365 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
366 const struct wined3d_gl_info *gl_info)
367{
368 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
369 DWORD state;
370 GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
371 BOOL cond_np2 = IWineD3DBaseTexture_IsCondNP2(iface);
372 DWORD aniso;
373 struct gl_texture *gl_tex;
374
375 TRACE("iface %p, textureStates %p, samplerStates %p\n", iface, textureStates, samplerStates);
376
377 if(This->baseTexture.is_srgb) {
378 gl_tex = &This->baseTexture.texture_srgb;
379 } else {
380 gl_tex = &This->baseTexture.texture_rgb;
381 }
382
383 /* This function relies on the correct texture being bound and loaded. */
384
385 if(samplerStates[WINED3DSAMP_ADDRESSU] != gl_tex->states[WINED3DTEXSTA_ADDRESSU]) {
386 state = samplerStates[WINED3DSAMP_ADDRESSU];
387 apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_S, cond_np2);
388 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state;
389 }
390
391 if(samplerStates[WINED3DSAMP_ADDRESSV] != gl_tex->states[WINED3DTEXSTA_ADDRESSV]) {
392 state = samplerStates[WINED3DSAMP_ADDRESSV];
393 apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_T, cond_np2);
394 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state;
395 }
396
397 if(samplerStates[WINED3DSAMP_ADDRESSW] != gl_tex->states[WINED3DTEXSTA_ADDRESSW]) {
398 state = samplerStates[WINED3DSAMP_ADDRESSW];
399 apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_R, cond_np2);
400 gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state;
401 }
402
403 if(samplerStates[WINED3DSAMP_BORDERCOLOR] != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR]) {
404 float col[4];
405
406 state = samplerStates[WINED3DSAMP_BORDERCOLOR];
407 D3DCOLORTOGLFLOAT4(state, col);
408 TRACE("Setting border color for %u to %x\n", textureDimensions, state);
409 glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
410 checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
411 gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state;
412 }
413
414 if(samplerStates[WINED3DSAMP_MAGFILTER] != gl_tex->states[WINED3DTEXSTA_MAGFILTER]) {
415 GLint glValue;
416 state = samplerStates[WINED3DSAMP_MAGFILTER];
417 if (state > WINED3DTEXF_ANISOTROPIC) {
418 FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state);
419 }
420
421 glValue = wined3d_gl_mag_filter(This->baseTexture.magLookup,
422 min(max(state, WINED3DTEXF_POINT), WINED3DTEXF_LINEAR));
423 TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state, glValue);
424 glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
425
426 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state;
427 }
428
429 if((samplerStates[WINED3DSAMP_MINFILTER] != gl_tex->states[WINED3DTEXSTA_MINFILTER] ||
430 samplerStates[WINED3DSAMP_MIPFILTER] != gl_tex->states[WINED3DTEXSTA_MIPFILTER] ||
431 samplerStates[WINED3DSAMP_MAXMIPLEVEL] != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL])) {
432 GLint glValue;
433
434 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
435 gl_tex->states[WINED3DTEXSTA_MINFILTER] = samplerStates[WINED3DSAMP_MINFILTER];
436 gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = samplerStates[WINED3DSAMP_MAXMIPLEVEL];
437
438 if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC
439 || gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_ANISOTROPIC)
440 {
441
442 FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
443 gl_tex->states[WINED3DTEXSTA_MINFILTER],
444 gl_tex->states[WINED3DTEXSTA_MIPFILTER]);
445 }
446 glValue = wined3d_gl_min_mip_filter(This->baseTexture.minMipLookup,
447 min(max(samplerStates[WINED3DSAMP_MINFILTER], WINED3DTEXF_POINT), WINED3DTEXF_LINEAR),
448 min(max(samplerStates[WINED3DSAMP_MIPFILTER], WINED3DTEXF_NONE), WINED3DTEXF_LINEAR));
449
450 TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
451 samplerStates[WINED3DSAMP_MINFILTER],
452 samplerStates[WINED3DSAMP_MIPFILTER], glValue);
453 glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
454 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
455
456 if(!cond_np2) {
457 if(gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE) {
458 glValue = This->baseTexture.LOD;
459 } else if(gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= This->baseTexture.levels) {
460 glValue = This->baseTexture.levels - 1;
461 } else if(gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < This->baseTexture.LOD) {
462 /* baseTexture.LOD is already clamped in the setter */
463 glValue = This->baseTexture.LOD;
464 } else {
465 glValue = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL];
466 }
467 /* Note that D3DSAMP_MAXMIPLEVEL specifies the biggest mipmap(default 0), while
468 * GL_TEXTURE_MAX_LEVEL specifies the smallest mimap used(default 1000).
469 * So D3DSAMP_MAXMIPLEVEL is the same as GL_TEXTURE_BASE_LEVEL.
470 */
471 glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, glValue);
472 }
473 }
474
475 if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_ANISOTROPIC
476 && gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_ANISOTROPIC
477 && gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_ANISOTROPIC)
478 || cond_np2)
479 {
480 aniso = 1;
481 }
482 else
483 {
484 aniso = samplerStates[WINED3DSAMP_MAXANISOTROPY];
485 }
486
487 if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
488 {
489 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
490 {
491 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
492 checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
493 }
494 else
495 {
496 WARN("Anisotropic filtering not supported.\n");
497 }
498 gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
499 }
500}
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