wined3d: Pass an IWineD3DBaseTextureImpl pointer to basetexture_bind().
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bf108ac872
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@ -243,23 +243,23 @@ BOOL basetexture_set_dirty(IWineD3DBaseTextureImpl *texture, BOOL dirty)
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}
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/* Context activation is done by the caller. */
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HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc)
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HRESULT basetexture_bind(IWineD3DBaseTextureImpl *texture, BOOL srgb, BOOL *set_surface_desc)
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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HRESULT hr = WINED3D_OK;
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GLenum textureDimensions;
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BOOL isNewTexture = FALSE;
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struct gl_texture *gl_tex;
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TRACE("(%p) : About to bind texture\n", This);
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This->baseTexture.is_srgb = srgb; /* SRGB mode cache for PreLoad calls outside drawprim */
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if(srgb) {
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gl_tex = &This->baseTexture.texture_srgb;
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} else {
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gl_tex = &This->baseTexture.texture_rgb;
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}
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TRACE("texture %p, srgb %#x, set_surface_desc %p.\n", texture, srgb, set_surface_desc);
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texture->baseTexture.is_srgb = srgb; /* SRGB mode cache for PreLoad calls outside drawprim */
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if (srgb)
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gl_tex = &texture->baseTexture.texture_srgb;
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else
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gl_tex = &texture->baseTexture.texture_rgb;
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textureDimensions = texture->baseTexture.target;
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textureDimensions = This->baseTexture.target;
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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 (!gl_tex->name)
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@ -268,7 +268,8 @@ HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surfac
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glGenTextures(1, &gl_tex->name);
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checkGLcall("glGenTextures");
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TRACE("Generated texture %d\n", gl_tex->name);
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if (This->resource.pool == WINED3DPOOL_DEFAULT) {
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if (texture->resource.pool == WINED3DPOOL_DEFAULT)
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{
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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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@ -288,10 +289,11 @@ HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surfac
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gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
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gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = 0;
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gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
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basetexture_set_dirty(This, TRUE);
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basetexture_set_dirty(texture, TRUE);
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isNewTexture = TRUE;
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if(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) {
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if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)
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{
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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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@ -319,9 +321,9 @@ HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surfac
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*/
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if (textureDimensions != GL_TEXTURE_RECTANGLE_ARB)
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{
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TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", This->baseTexture.level_count - 1);
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glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.level_count - 1);
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checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.level_count)");
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TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->baseTexture.level_count - 1);
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glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, texture->baseTexture.level_count - 1);
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checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, texture->baseTexture.level_count)");
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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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@ -283,7 +283,7 @@ static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *i
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TRACE("(%p) : relay to BaseTexture\n", This);
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hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
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hr = basetexture_bind((IWineD3DBaseTextureImpl *)iface, srgb, &set_gl_texture_desc);
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if (set_gl_texture_desc && SUCCEEDED(hr))
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{
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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
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TRACE("(%p) : relay to BaseTexture\n", This);
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hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
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hr = basetexture_bind((IWineD3DBaseTextureImpl *)iface, srgb, &set_gl_texture_desc);
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if (set_gl_texture_desc && SUCCEEDED(hr)) {
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UINT i;
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struct gl_texture *gl_tex;
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@ -237,7 +237,7 @@ static HRESULT WINAPI IWineD3DVolumeTextureImpl_BindTexture(IWineD3DVolumeTextur
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TRACE("iface %p, srgb %#x.\n", iface, srgb);
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return basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &dummy);
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return basetexture_bind((IWineD3DBaseTextureImpl *)iface, srgb, &dummy);
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}
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static BOOL WINAPI IWineD3DVolumeTextureImpl_IsCondNP2(IWineD3DVolumeTexture *iface)
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@ -1912,7 +1912,7 @@ typedef struct IWineD3DBaseTextureImpl
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void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
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const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
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const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
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HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
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HRESULT basetexture_bind(IWineD3DBaseTextureImpl *texture, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
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void basetexture_cleanup(IWineD3DBaseTextureImpl *texture) DECLSPEC_HIDDEN;
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void basetexture_generate_mipmaps(IWineD3DBaseTextureImpl *texture) DECLSPEC_HIDDEN;
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WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTextureImpl *texture) DECLSPEC_HIDDEN;
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