wined3d: Introduce a separate structure for OpenGL device information.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1745,7 +1745,7 @@ static int context_choose_pixel_format(const struct wined3d_device *device, HDC
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/* Context activation is done by the caller. */
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void context_bind_dummy_textures(const struct wined3d_context *context)
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{
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const struct wined3d_dummy_textures *textures = &context->device->dummy_textures;
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const struct wined3d_dummy_textures *textures = &wined3d_device_gl(context->device)->dummy_textures;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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unsigned int i;
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@ -2286,7 +2286,7 @@ BOOL wined3d_adapter_gl_create_context(struct wined3d_context *context,
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/* If this happens to be the first context for the device, dummy textures
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* are not created yet. In that case, they will be created (and bound) by
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* create_dummy_textures right after this context is initialized. */
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if (device->dummy_textures.tex_2d)
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if (wined3d_device_gl(device)->dummy_textures.tex_2d)
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context_bind_dummy_textures(context);
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/* Initialise all rectangles to avoid resetting unused ones later. */
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@ -2520,7 +2520,7 @@ void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint nam
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void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name)
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{
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const struct wined3d_dummy_textures *textures = &context->device->dummy_textures;
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const struct wined3d_dummy_textures *textures = &wined3d_device_gl(context->device)->dummy_textures;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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DWORD unit = context->active_texture;
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DWORD old_texture_type = context->texture_type[unit];
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@ -523,7 +523,7 @@ ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
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wined3d_decref(device->wined3d);
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device->wined3d = NULL;
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heap_free(device);
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heap_free(wined3d_device_gl(device));
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TRACE("Freed device %p.\n", device);
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}
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@ -610,7 +610,7 @@ out:
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/* Context activation is done by the caller. */
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static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
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{
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struct wined3d_dummy_textures *textures = &device->dummy_textures;
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struct wined3d_dummy_textures *textures = &wined3d_device_gl(device)->dummy_textures;
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const struct wined3d_d3d_info *d3d_info = context->d3d_info;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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unsigned int i;
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@ -744,7 +744,7 @@ static void create_dummy_textures(struct wined3d_device *device, struct wined3d_
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/* Context activation is done by the caller. */
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static void destroy_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
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{
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struct wined3d_dummy_textures *dummy_textures = &device->dummy_textures;
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struct wined3d_dummy_textures *dummy_textures = &wined3d_device_gl(device)->dummy_textures;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
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@ -2419,7 +2419,7 @@ HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, unsigned int adapte
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const enum wined3d_feature_level *feature_levels, unsigned int feature_level_count,
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struct wined3d_device_parent *device_parent, struct wined3d_device **device)
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{
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struct wined3d_device *object;
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struct wined3d_device_gl *device_gl;
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HRESULT hr;
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TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, "
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@ -2430,20 +2430,20 @@ HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, unsigned int adapte
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if (adapter_idx >= wined3d->adapter_count)
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return WINED3DERR_INVALIDCALL;
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if (!(object = heap_alloc_zero(sizeof(*object))))
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if (!(device_gl = heap_alloc_zero(sizeof(*device_gl))))
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return E_OUTOFMEMORY;
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if (FAILED(hr = device_init(object, wined3d, adapter_idx,
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if (FAILED(hr = device_init(&device_gl->d, wined3d, adapter_idx,
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device_type, focus_window, flags, surface_alignment,
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feature_levels, feature_level_count, device_parent)))
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{
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WARN("Failed to initialize device, hr %#x.\n", hr);
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heap_free(object);
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heap_free(device_gl);
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return hr;
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}
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TRACE("Created device %p.\n", object);
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*device = object;
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TRACE("Created device %p.\n", device_gl);
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*device = &device_gl->d;
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device_parent->ops->wined3d_device_created(device_parent, *device);
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@ -3029,9 +3029,6 @@ struct wined3d_device
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/* The Wine logo texture */
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struct wined3d_texture *logo_texture;
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/* Textures for when no other textures are mapped */
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struct wined3d_dummy_textures dummy_textures;
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/* Default sampler used to emulate the direct resource access without using wined3d_sampler */
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struct wined3d_sampler *default_sampler;
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struct wined3d_sampler *null_sampler;
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@ -3059,6 +3056,19 @@ void device_resource_add(struct wined3d_device *device, struct wined3d_resource
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void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
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void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
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struct wined3d_device_gl
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{
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struct wined3d_device d;
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/* Textures for when no other textures are bound. */
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struct wined3d_dummy_textures dummy_textures;
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};
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static inline struct wined3d_device_gl *wined3d_device_gl(struct wined3d_device *device)
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{
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return CONTAINING_RECORD(device, struct wined3d_device_gl, d);
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}
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static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
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{
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DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
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