| /* | 
 |  * IWineD3DBaseTexture Implementation | 
 |  * | 
 |  * Copyright 2002-2004 Jason Edmeades | 
 |  * Copyright 2002-2004 Raphael Junqueira | 
 |  * Copyright 2005 Oliver Stieber | 
 |  * | 
 |  * This library is free software; you can redistribute it and/or | 
 |  * modify it under the terms of the GNU Lesser General Public | 
 |  * License as published by the Free Software Foundation; either | 
 |  * version 2.1 of the License, or (at your option) any later version. | 
 |  * | 
 |  * This library is distributed in the hope that it will be useful, | 
 |  * but WITHOUT ANY WARRANTY; without even the implied warranty of | 
 |  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU | 
 |  * Lesser General Public License for more details. | 
 |  * | 
 |  * You should have received a copy of the GNU Lesser General Public | 
 |  * License along with this library; if not, write to the Free Software | 
 |  * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA | 
 |  */ | 
 |  | 
 | #include "config.h" | 
 | #include "wined3d_private.h" | 
 |  | 
 | WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture); | 
 | #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info | 
 |  | 
 | static const Wined3dTextureStateMap textureObjectSamplerStates[]  = { | 
 |     {WINED3DSAMP_ADDRESSU,      WINED3DSAMP_ADDRESSU}, | 
 |     {WINED3DSAMP_ADDRESSV,      WINED3DSAMP_ADDRESSV}, | 
 |     {WINED3DSAMP_ADDRESSW,      WINED3DSAMP_ADDRESSW}, | 
 | /* NOTE: Sometimes it's a good idea to disable the setting of border colour, e.g. Axis and Allies */ | 
 |     {WINED3DSAMP_BORDERCOLOR,   WINED3DFUNC_NOTSUPPORTED/* WINED3DSAMP_BORDERCOLOR */}, | 
 |     {WINED3DSAMP_MAGFILTER,     WINED3DSAMP_MAGFILTER}, | 
 |     {WINED3DSAMP_MINFILTER,     WINED3DSAMP_MINFILTER}, | 
 |     {WINED3DSAMP_MIPFILTER,     WINED3DSAMP_MIPFILTER}, | 
 | /* applies to the texture unit | 
 |     WINED3DSAMP_MIPMAPLODBIAS, WINED3DSAMP_MIPMAPLODBIAS, | 
 | */ | 
 |     {WINED3DSAMP_MAXMIPLEVEL,   WINED3DSAMP_MAXMIPLEVEL}, | 
 | #if 0 | 
 |     {WINED3DSAMP_MAXANISOTROPY, GL_SUPPORTED(EXT_TEXTURE_FILTER_ANISOTROPIC) ? WINED3DSAMP_MAXANISOTROPY : WINED3DFUNC_NOTSUPPORTED}, | 
 | #else | 
 |     {WINED3DSAMP_MAXANISOTROPY, WINED3DSAMP_MAXANISOTROPY}, | 
 | #endif | 
 |     {WINED3DSAMP_SRGBTEXTURE,   WINED3DFUNC_UNIMPLEMENTED}, | 
 |     {WINED3DSAMP_ELEMENTINDEX,  WINED3DFUNC_UNIMPLEMENTED}, | 
 |     {WINED3DSAMP_DMAPOFFSET,    WINED3DFUNC_UNIMPLEMENTED}, | 
 |     {-1, 0} | 
 | }; | 
 |  | 
 | static const Wined3dTextureStateMap textureObjectTextureStates[] = { | 
 |     {WINED3DTSS_ADDRESSW , WINED3DTSS_ADDRESSW}, | 
 |     {-1, 0} | 
 | }; | 
 |  | 
 | /* ******************************************* | 
 |    IWineD3DBaseTexture IUnknown parts follow | 
 |    ******************************************* */ | 
 | HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, LPVOID *ppobj) | 
 | { | 
 |     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; | 
 |     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj); | 
 |     /* FIXME: This needs to extend an IWineD3DBaseObject */ | 
 |     if (IsEqualGUID(riid, &IID_IUnknown) | 
 |         || IsEqualGUID(riid, &IID_IWineD3DResource) | 
 |         || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)) { | 
 |         IUnknown_AddRef(iface); | 
 |         *ppobj = This; | 
 |         return D3D_OK; | 
 |     } | 
 |     return E_NOINTERFACE; | 
 | } | 
 |  | 
 | ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface) { | 
 |     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; | 
 |     ULONG ref = InterlockedIncrement(&This->resource.ref); | 
 |  | 
 |     TRACE("(%p) : AddRef increasing from %ld\n", This,ref - 1); | 
 |     return ref; | 
 | } | 
 |  | 
 | ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface) { | 
 |     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; | 
 |     ULONG ref = InterlockedDecrement(&This->resource.ref); | 
 |     TRACE("(%p) : Releasing from %ld\n", This, ref + 1); | 
 |     if (ref == 0) { | 
 |         IWineD3DBaseTextureImpl_CleanUp(iface); | 
 |         HeapFree(GetProcessHeap(), 0, This); | 
 |     } | 
 |     return ref; | 
 | } | 
 |  | 
 | /* class static */ | 
 | void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface) { | 
 |     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; | 
 |     TRACE("(%p) : textureName(%d)\n", This, This->baseTexture.textureName); | 
 |     if (This->baseTexture.textureName != 0) { | 
 |         ENTER_GL(); | 
 |         TRACE("(%p) : Deleting texture %d\n", This, This->baseTexture.textureName); | 
 |         glDeleteTextures(1, &This->baseTexture.textureName); | 
 |         LEAVE_GL(); | 
 |     } | 
 |     IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface); | 
 | } | 
 |  | 
 | /* **************************************************** | 
 |    IWineD3DBaseTexture IWineD3DResource parts follow | 
 |    **************************************************** */ | 
 | HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice** ppDevice) { | 
 |     return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice); | 
 | } | 
 |  | 
 | HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { | 
 |     return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags); | 
 | } | 
 |  | 
 | HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { | 
 |     return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData); | 
 | } | 
 |  | 
 | HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid) { | 
 |     return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid); | 
 | } | 
 |  | 
 | DWORD    WINAPI        IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew) { | 
 |     return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew); | 
 | } | 
 |  | 
 | DWORD    WINAPI        IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface) { | 
 |     return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface); | 
 | } | 
 |  | 
 | void     WINAPI        IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface) { | 
 |     return IWineD3DResourceImpl_PreLoad((IWineD3DResource *)iface); | 
 | } | 
 |  | 
 | D3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface) { | 
 |     return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface); | 
 | } | 
 |  | 
 | HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent) { | 
 |     return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent); | 
 | } | 
 |  | 
 | /* ****************************************************** | 
 |    IWineD3DBaseTexture IWineD3DBaseTexture parts follow | 
 |    ****************************************************** */ | 
 |  | 
 | /* There is no OpenGL equivilent of setLOD, getLOD, all they do it priortise testure loading | 
 |  * so just pretend that they work unless something really needs a failure. */ | 
 | DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew) { | 
 |     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; | 
 |  | 
 |     if (This->resource.pool != D3DPOOL_MANAGED) { | 
 |         return  D3DERR_INVALIDCALL; | 
 |     } | 
 |  | 
 |     if(LODNew >= This->baseTexture.levels) | 
 |         LODNew = This->baseTexture.levels - 1; | 
 |      This->baseTexture.LOD = LODNew; | 
 |  | 
 |     TRACE("(%p) : set bogus LOD to %d \n", This, This->baseTexture.LOD); | 
 |  | 
 |     return This->baseTexture.LOD; | 
 | } | 
 |  | 
 | DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface) { | 
 |     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; | 
 |  | 
 |     if (This->resource.pool != D3DPOOL_MANAGED) { | 
 |         return  D3DERR_INVALIDCALL; | 
 |     } | 
 |  | 
 |     TRACE("(%p) : returning %d \n", This, This->baseTexture.LOD); | 
 |  | 
 |     return This->baseTexture.LOD; | 
 | } | 
 |  | 
 | DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface) { | 
 |     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; | 
 |     TRACE("(%p) : returning %d\n", This, This->baseTexture.levels); | 
 |     return This->baseTexture.levels; | 
 | } | 
 |  | 
 | HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, D3DTEXTUREFILTERTYPE FilterType) { | 
 |   IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; | 
 |  | 
 |   if (!(This->baseTexture.usage & D3DUSAGE_AUTOGENMIPMAP)) { | 
 |       TRACE("(%p) : returning invalid call\n", This); | 
 |       return D3DERR_INVALIDCALL; | 
 |   } | 
 |   This->baseTexture.filterType = FilterType; | 
 |   TRACE("(%p) : \n", This); | 
 |   return D3D_OK; | 
 | } | 
 |  | 
 | D3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface) { | 
 |   IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; | 
 |   FIXME("(%p) : stub\n", This); | 
 |   if (!(This->baseTexture.usage & D3DUSAGE_AUTOGENMIPMAP)) { | 
 |      return D3DTEXF_NONE; | 
 |   } | 
 |   return This->baseTexture.filterType; | 
 |   return D3DTEXF_LINEAR; /* default */ | 
 | } | 
 |  | 
 | void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface) { | 
 |   IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; | 
 |   /* TODO: implement filters using GL_SGI_generate_mipmaps http://oss.sgi.com/projects/ogl-sample/registry/SGIS/generate_mipmap.txt */ | 
 |   FIXME("(%p) : stub\n", This); | 
 |   return ; | 
 | } | 
 |  | 
 | /* Internal function, No d3d mapping */ | 
 | BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL dirty) { | 
 |     BOOL old; | 
 |     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; | 
 |     old = This->baseTexture.dirty; | 
 |     This->baseTexture.dirty = dirty; | 
 |     return old; | 
 | } | 
 |  | 
 | BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface) { | 
 |     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; | 
 |     return This->baseTexture.dirty; | 
 | } | 
 |  | 
 | HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface) { | 
 |     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; | 
 |     HRESULT hr = D3D_OK; | 
 |     UINT textureDimensions; | 
 |     BOOL isNewTexture = FALSE; | 
 |     TRACE("(%p) : About to bind texture\n", This); | 
 |  | 
 |     textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface); | 
 |     ENTER_GL(); | 
 | #if 0 /* TODO: context manager support */ | 
 |      IWineD3DContextManager_PushState(This->contextManager, textureDimensions, ENABLED, NOW /* make sure the state is applied now */); | 
 | #else | 
 |     glEnable(textureDimensions); | 
 | #endif | 
 |  | 
 |     /* Generate a texture name if we don't already have one */ | 
 |     if (This->baseTexture.textureName == 0) { | 
 |         glGenTextures(1, &This->baseTexture.textureName); | 
 |         checkGLcall("glGenTextures"); | 
 |         TRACE("Generated texture %d\n", This->baseTexture.textureName); | 
 |         if (This->resource.pool == D3DPOOL_DEFAULT) { | 
 |             /* Tell opengl to try and keep this texture in video ram (well mostly) */ | 
 |             GLclampf tmp; | 
 |             tmp = 0.9f; | 
 |             glPrioritizeTextures(1, &This->baseTexture.textureName, &tmp); | 
 |  | 
 |         } | 
 |         /* Initilise the state of the texture object | 
 |         to the openGL defaults, not the directx defaults */ | 
 |         This->baseTexture.states[WINED3DTEXSTA_ADDRESSU]      = D3DTADDRESS_WRAP; | 
 |         This->baseTexture.states[WINED3DTEXSTA_ADDRESSV]      = D3DTADDRESS_WRAP; | 
 |         This->baseTexture.states[WINED3DTEXSTA_ADDRESSW]      = D3DTADDRESS_WRAP; | 
 |         This->baseTexture.states[WINED3DTEXSTA_BORDERCOLOR]   = 0; | 
 |         This->baseTexture.states[WINED3DTEXSTA_MAGFILTER]     = D3DTEXF_LINEAR; | 
 |         This->baseTexture.states[WINED3DTEXSTA_MINFILTER]     = D3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */ | 
 |         This->baseTexture.states[WINED3DTEXSTA_MIPFILTER]     = D3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */ | 
 |         This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL]   = 0; | 
 |         This->baseTexture.states[WINED3DTEXSTA_MAXANISOTROPY] = 0; | 
 |         This->baseTexture.states[WINED3DTEXSTA_SRGBTEXTURE]   = 0; | 
 |         This->baseTexture.states[WINED3DTEXSTA_ELEMENTINDEX]  = 0; | 
 |         This->baseTexture.states[WINED3DTEXSTA_DMAPOFFSET]    = 0; | 
 |         This->baseTexture.states[WINED3DTEXSTA_TSSADDRESSW]   = D3DTADDRESS_WRAP; | 
 |         IWineD3DBaseTexture_SetDirty(iface, TRUE); | 
 |         isNewTexture = TRUE; | 
 |     } | 
 |  | 
 |     /* Bind the texture */ | 
 |     if (This->baseTexture.textureName != 0) { | 
 |         /* Always need to reset the number of mipmap levels when rebinding as it is | 
 |         a property of the active texture unit, and another texture may have set it | 
 |         to a different value                                                       */ | 
 |         if (This->baseTexture.levels > 1) { | 
 |             TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1); | 
 |             glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1); | 
 |             checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)"); | 
 |         } else { | 
 |            glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | 
 |         } | 
 |         glBindTexture(textureDimensions, This->baseTexture.textureName); | 
 |         checkGLcall("glBindTexture"); | 
 |         if (isNewTexture) { | 
 |             /* For a new texture we have to set the textures levels after binding the texture, | 
 |             * in theory this is all we should ever have to dom, but because ATI's drivers are broken we | 
 |             * also need to set the texture dimensins before the texture is is set */ | 
 |             TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1); | 
 |             glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1); | 
 |             checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)"); | 
 |         } else { | 
 |             TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1); | 
 |             glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1); | 
 |             checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)"); | 
 | 	} | 
 | 		 | 
 |     } else { /* this only happened if we've run out of openGL textures */ | 
 |         WARN("This texture doesn't have an openGL texture assigned to it\n"); | 
 |         hr =  D3DERR_INVALIDCALL; | 
 |     } | 
 |  | 
 |     LEAVE_GL(); | 
 |     return hr; | 
 | } | 
 |  | 
 | HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface) { | 
 |     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; | 
 |     UINT textureDimensions; | 
 |  | 
 |     TRACE("(%p) : About to bind texture\n", This); | 
 |     textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface); | 
 |  | 
 |     ENTER_GL(); | 
 |  | 
 |     glBindTexture(textureDimensions, 0); | 
 | #if 0 /* TODO: context manager support */ | 
 |      IWineD3DContextManager_PopState(This->contextManager, textureDimensions, ENABLED, NOW /* make sure the state is applied now */); | 
 | #else | 
 |     glDisable(textureDimensions); | 
 | #endif | 
 |  | 
 |     LEAVE_GL(); | 
 |     return D3D_OK; | 
 | } | 
 |  | 
 | UINT WINAPI IWineD3DBaseTextureImpl_GetTextureDimensions(IWineD3DBaseTexture *iface){ | 
 |     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; | 
 |     FIXME("(%p) : This shouldn't be called\n", This); | 
 |     return D3D_OK; | 
 | } | 
 |  | 
 | static inline GLenum warpLookupType(WINED3DSAMPLERSTATETYPE Type) { | 
 |     switch(Type) { | 
 |     case WINED3DSAMP_ADDRESSU: | 
 |         return GL_TEXTURE_WRAP_S; | 
 |     case WINED3DSAMP_ADDRESSV: | 
 |         return GL_TEXTURE_WRAP_T; | 
 |     case WINED3DSAMP_ADDRESSW: | 
 |         return GL_TEXTURE_WRAP_R; | 
 |     default: | 
 |         FIXME("Unexpected warp type %d\n", Type); | 
 |         return 0; | 
 |     } | 
 | } | 
 |  | 
 | void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, | 
 |                                     const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], | 
 |                                     const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) { | 
 |     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; | 
 |     int i; | 
 |     DWORD *state = This->baseTexture.states; | 
 |     GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface); | 
 |     IWineD3DBaseTexture_PreLoad(iface); | 
 |     /* run through a couple of loops and apply and states that are different */ | 
 |     /* this will reduce the number of texture state changes to an absolute minimum | 
 |     for multi-parameter states we  pickup the first one that changes, work out the correct values for the other states | 
 |     and set all the states that we've just applied to their new values */ | 
 |  | 
 |     for (i = 0 ;textureObjectSamplerStates[i].state != -1; i++) { | 
 |         if (*state != samplerStates[textureObjectSamplerStates[i].state]) { | 
 |             /* apply the state */ | 
 |             TRACE("(%p) : Changing state %u from %ld to %ld \n",This, i, *state , samplerStates[textureObjectSamplerStates[i].state]); | 
 |             switch (textureObjectSamplerStates[i].function) { | 
 |             case WINED3DSAMP_ADDRESSU: | 
 |             case WINED3DSAMP_ADDRESSV: /* fall through */ | 
 |             case WINED3DSAMP_ADDRESSW: /* fall through */ | 
 |                 *state = samplerStates[textureObjectSamplerStates[i].state]; | 
 |                 if (*state < minLookup[WINELOOKUP_WARPPARAM] || *state > maxLookup[WINELOOKUP_WARPPARAM]) { | 
 |                     FIXME("Unrecognized or unsupported D3DTADDRESS_* value %ld, state %d\n", *state, textureObjectSamplerStates[i].function); | 
 |                 } else { | 
 |                     GLint wrapParm = stateLookup[WINELOOKUP_WARPPARAM][*state - minLookup[WINELOOKUP_WARPPARAM]]; | 
 |                     TRACE("Setting WRAP_R to %d for %x\n", wrapParm, textureDimensions); | 
 |                     glTexParameteri(textureDimensions, warpLookupType(textureObjectSamplerStates[i].function), wrapParm); | 
 |                     checkGLcall("glTexParameteri(..., GL_TEXTURE_WRAP_R, wrapParm)"); | 
 |                 } | 
 |             break; | 
 |             case WINED3DSAMP_BORDERCOLOR: | 
 |             { | 
 |                 float col[4]; | 
 |                 *state = samplerStates[textureObjectSamplerStates[i].state]; | 
 |                 D3DCOLORTOGLFLOAT4(*state, col); | 
 |                 TRACE("Setting border color for %u to %lx\n", textureDimensions, *state); | 
 |                 glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]); | 
 |                 checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)"); | 
 |             } | 
 |             break; | 
 |             case WINED3DSAMP_MAGFILTER: | 
 |                 { | 
 |                     GLint glValue; | 
 |                     *state = samplerStates[textureObjectSamplerStates[i].state]; | 
 |                     if (*state < minLookup[WINELOOKUP_MAGFILTER] || *state > maxLookup[WINELOOKUP_MAGFILTER]) { | 
 |                         FIXME("Unrecognized or unsupported MAGFILTER* value %ld, state %d\n", *state, textureObjectSamplerStates[i].function); | 
 |                     } | 
 |                     glValue = stateLookup[WINELOOKUP_MAGFILTER][*state - minLookup[WINELOOKUP_MAGFILTER]]; | 
 |                     TRACE("ValueMAG=%ld setting MAGFILTER to %x\n", *state, glValue); | 
 |                     glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue); | 
 |                 /* We need to reset the Aniotropic filtering state when we change the mag filter to D3DTEXF_ANISOTROPIC (this seems a bit weird, check the documentataion to see how it should be switched off. */ | 
 |                     if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && D3DTEXF_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] < D3DTEXF_NONE || | 
 |                         This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] < D3DTEXF_NONE || | 
 |                         This->baseTexture.states[WINED3DTEXSTA_MINFILTER] > D3DTEXF_ANISOTROPIC || | 
 |                         This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] > D3DTEXF_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],D3DTEXF_NONE), D3DTEXF_ANISOTROPIC)] | 
 |                                                 [min(max(This->baseTexture.states[WINED3DTEXSTA_MIPFILTER],D3DTEXF_NONE), D3DTEXF_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 | 
 |  | 
 | }; |