wined3d: Pass an IWineD3DBaseTextureImpl pointer to basetexture_bind().

This commit is contained in:
Henri Verbeet 2011-01-03 18:51:39 +01:00 committed by Alexandre Julliard
parent bf108ac872
commit 32779a2232
5 changed files with 22 additions and 20 deletions

View File

@ -243,23 +243,23 @@ BOOL basetexture_set_dirty(IWineD3DBaseTextureImpl *texture, BOOL dirty)
}
/* Context activation is done by the caller. */
HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc)
HRESULT basetexture_bind(IWineD3DBaseTextureImpl *texture, BOOL srgb, BOOL *set_surface_desc)
{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
HRESULT hr = WINED3D_OK;
GLenum textureDimensions;
BOOL isNewTexture = FALSE;
struct gl_texture *gl_tex;
TRACE("(%p) : About to bind texture\n", This);
This->baseTexture.is_srgb = srgb; /* SRGB mode cache for PreLoad calls outside drawprim */
if(srgb) {
gl_tex = &This->baseTexture.texture_srgb;
} else {
gl_tex = &This->baseTexture.texture_rgb;
}
TRACE("texture %p, srgb %#x, set_surface_desc %p.\n", texture, srgb, set_surface_desc);
texture->baseTexture.is_srgb = srgb; /* SRGB mode cache for PreLoad calls outside drawprim */
if (srgb)
gl_tex = &texture->baseTexture.texture_srgb;
else
gl_tex = &texture->baseTexture.texture_rgb;
textureDimensions = texture->baseTexture.target;
textureDimensions = This->baseTexture.target;
ENTER_GL();
/* Generate a texture name if we don't already have one */
if (!gl_tex->name)
@ -268,7 +268,8 @@ HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surfac
glGenTextures(1, &gl_tex->name);
checkGLcall("glGenTextures");
TRACE("Generated texture %d\n", gl_tex->name);
if (This->resource.pool == WINED3DPOOL_DEFAULT) {
if (texture->resource.pool == WINED3DPOOL_DEFAULT)
{
/* Tell opengl to try and keep this texture in video ram (well mostly) */
GLclampf tmp;
tmp = 0.9f;
@ -288,10 +289,11 @@ HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surfac
gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = 0;
gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
basetexture_set_dirty(This, TRUE);
basetexture_set_dirty(texture, TRUE);
isNewTexture = TRUE;
if(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) {
if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)
{
/* This means double binding the texture at creation, but keeps the code simpler all
* in all, and the run-time path free from additional checks
*/
@ -319,9 +321,9 @@ HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surfac
*/
if (textureDimensions != GL_TEXTURE_RECTANGLE_ARB)
{
TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", This->baseTexture.level_count - 1);
glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.level_count - 1);
checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.level_count)");
TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->baseTexture.level_count - 1);
glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, texture->baseTexture.level_count - 1);
checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, texture->baseTexture.level_count)");
}
if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
/* Cubemaps are always set to clamp, regardless of the sampler state. */

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@ -283,7 +283,7 @@ static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *i
TRACE("(%p) : relay to BaseTexture\n", This);
hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
hr = basetexture_bind((IWineD3DBaseTextureImpl *)iface, srgb, &set_gl_texture_desc);
if (set_gl_texture_desc && SUCCEEDED(hr))
{
UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;

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@ -274,7 +274,7 @@ static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface, BO
TRACE("(%p) : relay to BaseTexture\n", This);
hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
hr = basetexture_bind((IWineD3DBaseTextureImpl *)iface, srgb, &set_gl_texture_desc);
if (set_gl_texture_desc && SUCCEEDED(hr)) {
UINT i;
struct gl_texture *gl_tex;

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@ -237,7 +237,7 @@ static HRESULT WINAPI IWineD3DVolumeTextureImpl_BindTexture(IWineD3DVolumeTextur
TRACE("iface %p, srgb %#x.\n", iface, srgb);
return basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &dummy);
return basetexture_bind((IWineD3DBaseTextureImpl *)iface, srgb, &dummy);
}
static BOOL WINAPI IWineD3DVolumeTextureImpl_IsCondNP2(IWineD3DVolumeTexture *iface)

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@ -1912,7 +1912,7 @@ typedef struct IWineD3DBaseTextureImpl
void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
HRESULT basetexture_bind(IWineD3DBaseTextureImpl *texture, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
void basetexture_cleanup(IWineD3DBaseTextureImpl *texture) DECLSPEC_HIDDEN;
void basetexture_generate_mipmaps(IWineD3DBaseTextureImpl *texture) DECLSPEC_HIDDEN;
WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTextureImpl *texture) DECLSPEC_HIDDEN;