mirror of
https://github.com/reactos/wine.git
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403 lines
18 KiB
C
403 lines
18 KiB
C
/*
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* IWineD3DBaseTexture Implementation
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*
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* Copyright 2002-2004 Jason Edmeades
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* Copyright 2002-2004 Raphael Junqueira
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* Copyright 2005 Oliver Stieber
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* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
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#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
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void basetexture_init(struct IWineD3DBaseTextureClass *texture, UINT levels, DWORD usage)
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{
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texture->levels = levels;
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texture->filterType = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE;
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texture->LOD = 0;
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texture->dirty = TRUE;
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texture->is_srgb = FALSE;
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texture->srgb_mode_change_count = 0;
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}
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void basetexture_cleanup(IWineD3DBaseTexture *iface)
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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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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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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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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resource_cleanup((IWineD3DResource *)iface);
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}
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void basetexture_unload(IWineD3DBaseTexture *iface)
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{
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IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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if(This->baseTexture.textureName) {
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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glDeleteTextures(1, &This->baseTexture.textureName);
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This->baseTexture.textureName = 0;
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LEAVE_GL();
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}
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This->baseTexture.dirty = TRUE;
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}
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/* There is no OpenGL equivalent of setLOD, getLOD. All they do anyway is prioritize texture loading
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* so just pretend that they work unless something really needs a failure. */
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DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew)
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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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 basetexture_get_lod(IWineD3DBaseTexture *iface)
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{
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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 basetexture_get_level_count(IWineD3DBaseTexture *iface)
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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TRACE("(%p) : returning %d\n", This, This->baseTexture.levels);
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return This->baseTexture.levels;
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}
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HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType)
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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UINT textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
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if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
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TRACE("(%p) : returning invalid call\n", This);
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return WINED3DERR_INVALIDCALL;
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}
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if(This->baseTexture.filterType != FilterType) {
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/* What about multithreading? Do we want all the context overhead just to set this value?
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* Or should we delay the applying until the texture is used for drawing? For now, apply
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* immediately.
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*/
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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glBindTexture(textureDimensions, This->baseTexture.textureName);
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checkGLcall("glBindTexture");
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switch(FilterType) {
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case WINED3DTEXF_NONE:
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case WINED3DTEXF_POINT:
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glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST);
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checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
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break;
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case WINED3DTEXF_LINEAR:
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glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
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checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
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break;
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default:
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WARN("Unexpected filter type %d, setting to GL_NICEST\n", FilterType);
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glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
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checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
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}
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LEAVE_GL();
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}
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This->baseTexture.filterType = FilterType;
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TRACE("(%p) :\n", This);
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return WINED3D_OK;
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}
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WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface)
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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FIXME("(%p) : stub\n", This);
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if (!(This->resource.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 basetexture_generate_mipmaps(IWineD3DBaseTexture *iface)
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{
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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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BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty)
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{
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BOOL old;
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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old = This->baseTexture.dirty;
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This->baseTexture.dirty = dirty;
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return old;
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}
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BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface)
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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return This->baseTexture.dirty;
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}
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HRESULT basetexture_bind(IWineD3DBaseTexture *iface)
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{
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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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/* 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] = WINED3DTADDRESS_WRAP;
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This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP;
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This->baseTexture.states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_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] = WINED3DTADDRESS_WRAP;
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IWineD3DBaseTexture_SetDirty(iface, TRUE);
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isNewTexture = TRUE;
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if(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) {
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/* This means double binding the texture at creation, but keeps the code simpler all
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* in all, and the run-time path free from additional checks
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*/
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glBindTexture(textureDimensions, This->baseTexture.textureName);
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checkGLcall("glBindTexture");
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glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
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checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
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}
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}
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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 do, but because ATI's drivers are broken, we
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* also need to set the texture dimensions before the texture is set
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* Beware that texture rectangles do not support mipmapping, but set the maxmiplevel if we're
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* relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles
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* (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB)
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*/
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if(textureDimensions != GL_TEXTURE_RECTANGLE_ARB) {
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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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if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
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/* Cubemaps are always set to clamp, regardless of the sampler state. */
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glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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}
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}
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} else { /* this only happened if we've run out of openGL textures */
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WARN("This texture doesn't have an openGL texture assigned to it\n");
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hr = WINED3DERR_INVALIDCALL;
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}
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LEAVE_GL();
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return hr;
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}
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static inline void apply_wrap(const GLint textureDimensions, const DWORD state, const GLint type,
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BOOL cond_np2) {
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GLint wrapParm;
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if (state < minLookup[WINELOOKUP_WARPPARAM] || state > maxLookup[WINELOOKUP_WARPPARAM]) {
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FIXME("Unrecognized or unsupported WINED3DTADDRESS_U value %d\n", state);
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} else {
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if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
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/* Cubemaps are always set to clamp, regardless of the sampler state. */
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wrapParm = GL_CLAMP_TO_EDGE;
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} else if(cond_np2) {
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if(state == WINED3DTADDRESS_WRAP) {
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wrapParm = GL_CLAMP_TO_EDGE;
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} else {
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wrapParm = stateLookup[WINELOOKUP_WARPPARAM][state - minLookup[WINELOOKUP_WARPPARAM]];
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}
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} else {
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wrapParm = stateLookup[WINELOOKUP_WARPPARAM][state - minLookup[WINELOOKUP_WARPPARAM]];
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}
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TRACE("Setting WRAP_S to %d for %x\n", wrapParm, textureDimensions);
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glTexParameteri(textureDimensions, type, wrapParm);
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checkGLcall("glTexParameteri(..., type, wrapParm)");
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}
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}
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void basetexture_apply_state_changes(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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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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DWORD state;
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GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
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BOOL cond_np2 = IWineD3DBaseTexture_IsCondNP2(iface);
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/* ApplyStateChanges relies on the correct texture being bound and loaded. */
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if(samplerStates[WINED3DSAMP_ADDRESSU] != This->baseTexture.states[WINED3DTEXSTA_ADDRESSU]) {
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state = samplerStates[WINED3DSAMP_ADDRESSU];
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apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_S, cond_np2);
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This->baseTexture.states[WINED3DTEXSTA_ADDRESSU] = state;
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}
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if(samplerStates[WINED3DSAMP_ADDRESSV] != This->baseTexture.states[WINED3DTEXSTA_ADDRESSV]) {
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state = samplerStates[WINED3DSAMP_ADDRESSV];
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apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_T, cond_np2);
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This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = state;
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}
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if(samplerStates[WINED3DSAMP_ADDRESSW] != This->baseTexture.states[WINED3DTEXSTA_ADDRESSW]) {
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state = samplerStates[WINED3DSAMP_ADDRESSW];
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apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_R, cond_np2);
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This->baseTexture.states[WINED3DTEXSTA_ADDRESSW] = state;
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}
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if(samplerStates[WINED3DSAMP_BORDERCOLOR] != This->baseTexture.states[WINED3DTEXSTA_BORDERCOLOR]) {
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float col[4];
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state = samplerStates[WINED3DSAMP_BORDERCOLOR];
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D3DCOLORTOGLFLOAT4(state, col);
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TRACE("Setting border color for %u to %x\n", textureDimensions, state);
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glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
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checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
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This->baseTexture.states[WINED3DTEXSTA_BORDERCOLOR] = state;
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}
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if(samplerStates[WINED3DSAMP_MAGFILTER] != This->baseTexture.states[WINED3DTEXSTA_MAGFILTER]) {
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GLint glValue;
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state = samplerStates[WINED3DSAMP_MAGFILTER];
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if (state > WINED3DTEXF_ANISOTROPIC) {
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FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state);
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} else {
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glValue = This->baseTexture.magLookup[state - WINED3DTEXF_NONE];
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TRACE("ValueMAG=%d 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 Anisotropic filtering state when we change the mag filter to WINED3DTEXF_ANISOTROPIC (this seems a bit weird, check the documentation to see how it should be switched off. */
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if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && WINED3DTEXF_ANISOTROPIC == state &&
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!cond_np2) {
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glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, samplerStates[WINED3DSAMP_MAXANISOTROPY]);
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}
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This->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = state;
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}
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}
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if((samplerStates[WINED3DSAMP_MINFILTER] != This->baseTexture.states[WINED3DTEXSTA_MINFILTER] ||
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samplerStates[WINED3DSAMP_MIPFILTER] != This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] ||
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samplerStates[WINED3DSAMP_MAXMIPLEVEL] != This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL])) {
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GLint glValue;
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This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
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This->baseTexture.states[WINED3DTEXSTA_MINFILTER] = samplerStates[WINED3DSAMP_MINFILTER];
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This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL] = samplerStates[WINED3DSAMP_MAXMIPLEVEL];
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if (This->baseTexture.states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC ||
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This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_LINEAR)
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{
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FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
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This->baseTexture.states[WINED3DTEXSTA_MINFILTER],
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This->baseTexture.states[WINED3DTEXSTA_MIPFILTER]);
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}
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glValue = This->baseTexture.minMipLookup
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[min(max(samplerStates[WINED3DSAMP_MINFILTER],WINED3DTEXF_NONE), WINED3DTEXF_ANISOTROPIC)]
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.mip[min(max(samplerStates[WINED3DSAMP_MIPFILTER],WINED3DTEXF_NONE), WINED3DTEXF_LINEAR)];
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TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
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samplerStates[WINED3DSAMP_MINFILTER],
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samplerStates[WINED3DSAMP_MIPFILTER], glValue);
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glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
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checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
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if(!cond_np2) {
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if(This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE) {
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glValue = 0;
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} else if(This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL] >= This->baseTexture.levels) {
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glValue = This->baseTexture.levels - 1;
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} else {
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|
glValue = This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL];
|
|
}
|
|
glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, glValue);
|
|
}
|
|
}
|
|
|
|
if(samplerStates[WINED3DSAMP_MAXANISOTROPY] != This->baseTexture.states[WINED3DTEXSTA_MAXANISOTROPY]) {
|
|
if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && !cond_np2) {
|
|
glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, samplerStates[WINED3DSAMP_MAXANISOTROPY]);
|
|
checkGLcall("glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT ...");
|
|
} else {
|
|
WARN("Unsupported in local OpenGL implementation: glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT\n");
|
|
}
|
|
This->baseTexture.states[WINED3DTEXSTA_MAXANISOTROPY] = samplerStates[WINED3DSAMP_MAXANISOTROPY];
|
|
}
|
|
}
|