wined3d: Convert some BOOLs to bitfields in struct WineD3DContext.
Also happens to fill two 3 byte holes.
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@ -3068,7 +3068,8 @@ static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, W
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stateblock->wineD3DDevice->frag_pipe->ffp_proj_control);
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/* The sampler applying function calls us if this changes */
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if(context->lastWasPow2Texture[texUnit] && stateblock->textures[texUnit]) {
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if ((context->lastWasPow2Texture & (1 << texUnit)) && stateblock->textures[texUnit])
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{
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if(generated) {
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FIXME("Non-power2 texture being used with generated texture coords\n");
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}
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@ -3358,8 +3359,10 @@ static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, W
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}
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}
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if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
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context->lastWasPow2Texture[sampler] = texIsPow2;
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if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
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{
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if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler;
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else context->lastWasPow2Texture &= ~(1 << sampler);
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transform_texture(STATE_TEXTURESTAGE(stateblock->wineD3DDevice->texUnitMap[sampler], WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
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}
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}
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@ -801,21 +801,26 @@ struct WineD3DContext {
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DWORD tid; /* Thread ID which owns this context at the moment */
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/* Stores some information about the context state for optimization */
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BOOL draw_buffer_dirty;
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BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
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BOOL last_was_pshader;
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BOOL last_was_vshader;
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BOOL last_was_foggy_shader;
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BOOL namedArraysLoaded, numberedArraysLoaded;
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WORD draw_buffer_dirty : 1;
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WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
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WORD last_was_pshader : 1;
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WORD last_was_vshader : 1;
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WORD last_was_foggy_shader : 1;
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WORD namedArraysLoaded : 1;
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WORD numberedArraysLoaded : 1;
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WORD last_was_blit : 1;
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WORD last_was_ckey : 1;
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WORD fog_coord : 1;
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WORD isPBuffer : 1;
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WORD fog_enabled : 1;
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WORD num_untracked_materials : 2; /* Max value 2 */
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WORD padding : 2;
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BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
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BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
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DWORD numbered_array_mask;
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BOOL lastWasPow2Texture[MAX_TEXTURES];
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GLenum tracking_parm; /* Which source is tracking current colour */
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unsigned char num_untracked_materials;
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GLenum untracked_materials[2];
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BOOL last_was_blit, last_was_ckey;
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UINT blit_w, blit_h;
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char texShaderBumpMap;
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BOOL fog_coord;
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char *vshader_const_dirty, *pshader_const_dirty;
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@ -824,7 +829,6 @@ struct WineD3DContext {
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HWND win_handle;
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HDC hdc;
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HPBUFFERARB pbuffer;
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BOOL isPBuffer;
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GLint aux_buffers;
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/* FBOs */
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@ -834,7 +838,6 @@ struct WineD3DContext {
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GLuint dst_fbo;
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/* Extension emulation */
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BOOL fog_enabled;
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GLint gl_fog_source;
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GLfloat fog_coord_value;
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GLfloat color[4], fogstart, fogend, fogcolor[4];
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