Module: wine Branch: master Commit: 5b77a2f90b3710f8ad5e03938d698bef43c94629 URL: http://source.winehq.org/git/wine.git/?a=commit;h=5b77a2f90b3710f8ad5e03938d...
Author: Stefan Dösinger stefan@codeweavers.com Date: Wed Aug 13 12:55:53 2008 -0500
wined3d: Override the default filter of conditional np2 textures.
---
dlls/wined3d/texture.c | 12 ++++++++++-- 1 files changed, 10 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c index 35dfcae..bd83541 100644 --- a/dlls/wined3d/texture.c +++ b/dlls/wined3d/texture.c @@ -229,17 +229,25 @@ static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) { } /* Conditinal non power of two textures use a different clamping default. If we're using the GL_WINE_normalized_texrect * partial driver emulation, we're dealing with a GL_TEXTURE_2D texture which has the address mode set to repeat - something - * that prevents us from hitting the accelerated codepath. Thus manually set the GL state + * that prevents us from hitting the accelerated codepath. Thus manually set the GL state. The same applies to filtering. + * Even if the texture has only one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW fallback on macos. */ if(IWineD3DBaseTexture_IsCondNP2(iface)) { ENTER_GL(); glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)"); glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)"); + checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)"); + glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MIN_FILTER, GL_NEAREST); + checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)"); + glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MAG_FILTER, GL_NEAREST); + checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)"); LEAVE_GL(); This->baseTexture.states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_CLAMP; This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_CLAMP; + This->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT; + This->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; + This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE; } }