wined3d: Pass an IWineD3DBaseTextureImpl pointer to basetexture_set_lod().
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fa973b812d
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482a5fd030
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@ -127,33 +127,32 @@ void basetexture_unload(IWineD3DBaseTextureImpl *texture)
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resource_unload((IWineD3DResourceImpl *)texture);
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resource_unload((IWineD3DResourceImpl *)texture);
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}
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}
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DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew)
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DWORD basetexture_set_lod(IWineD3DBaseTextureImpl *texture, DWORD lod)
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{
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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DWORD old = texture->baseTexture.LOD;
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DWORD old = This->baseTexture.LOD;
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TRACE("texture %p, lod %u.\n", texture, lod);
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/* The d3d9:texture test shows that SetLOD is ignored on non-managed
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/* The d3d9:texture test shows that SetLOD is ignored on non-managed
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* textures. The call always returns 0, and GetLOD always returns 0
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* textures. The call always returns 0, and GetLOD always returns 0. */
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*/
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if (texture->resource.pool != WINED3DPOOL_MANAGED)
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if (This->resource.pool != WINED3DPOOL_MANAGED) {
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{
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TRACE("Ignoring SetLOD on %s texture, returning 0\n", debug_d3dpool(This->resource.pool));
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TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture->resource.pool));
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return 0;
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return 0;
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}
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}
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if (LODNew >= This->baseTexture.level_count)
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if (lod >= texture->baseTexture.level_count)
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LODNew = This->baseTexture.level_count - 1;
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lod = texture->baseTexture.level_count - 1;
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if(This->baseTexture.LOD != LODNew) {
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if (texture->baseTexture.LOD != lod)
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This->baseTexture.LOD = LODNew;
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{
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texture->baseTexture.LOD = lod;
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This->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
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texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
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This->baseTexture.texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
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texture->baseTexture.texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
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if(This->baseTexture.bindCount) {
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if (texture->baseTexture.bindCount)
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IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(This->baseTexture.sampler));
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IWineD3DDeviceImpl_MarkStateDirty(texture->resource.device, STATE_SAMPLER(texture->baseTexture.sampler));
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}
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}
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}
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TRACE("(%p) : set LOD to %d\n", This, This->baseTexture.LOD);
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return old;
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return old;
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}
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}
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@ -247,7 +247,7 @@ static void * WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *ifac
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IWineD3DCubeTexture IWineD3DBaseTexture parts follow
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IWineD3DCubeTexture IWineD3DBaseTexture parts follow
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****************************************************** */
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****************************************************** */
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static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
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static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
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return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
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return basetexture_set_lod((IWineD3DBaseTextureImpl *)iface, LODNew);
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}
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}
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static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
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static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
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@ -238,7 +238,7 @@ static void * WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface)
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IWineD3DTexture IWineD3DBaseTexture parts follow
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IWineD3DTexture IWineD3DBaseTexture parts follow
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****************************************************** */
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****************************************************** */
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static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
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static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
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return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
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return basetexture_set_lod((IWineD3DBaseTextureImpl *)iface, LODNew);
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}
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}
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static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
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static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
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@ -202,7 +202,7 @@ static void * WINAPI IWineD3DVolumeTextureImpl_GetParent(IWineD3DVolumeTexture *
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IWineD3DVolumeTexture IWineD3DBaseTexture parts follow
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IWineD3DVolumeTexture IWineD3DBaseTexture parts follow
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****************************************************** */
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****************************************************** */
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static DWORD WINAPI IWineD3DVolumeTextureImpl_SetLOD(IWineD3DVolumeTexture *iface, DWORD LODNew) {
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static DWORD WINAPI IWineD3DVolumeTextureImpl_SetLOD(IWineD3DVolumeTexture *iface, DWORD LODNew) {
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return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
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return basetexture_set_lod((IWineD3DBaseTextureImpl *)iface, LODNew);
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}
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}
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static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLOD(IWineD3DVolumeTexture *iface) {
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static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLOD(IWineD3DVolumeTexture *iface) {
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@ -1927,7 +1927,7 @@ HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT layer_count, UIN
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HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface,
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HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface,
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WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
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WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
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BOOL basetexture_set_dirty(IWineD3DBaseTextureImpl *texture, BOOL dirty) DECLSPEC_HIDDEN;
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BOOL basetexture_set_dirty(IWineD3DBaseTextureImpl *texture, BOOL dirty) DECLSPEC_HIDDEN;
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DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod) DECLSPEC_HIDDEN;
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DWORD basetexture_set_lod(IWineD3DBaseTextureImpl *texture, DWORD lod) DECLSPEC_HIDDEN;
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void basetexture_unload(IWineD3DBaseTextureImpl *texture) DECLSPEC_HIDDEN;
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void basetexture_unload(IWineD3DBaseTextureImpl *texture) DECLSPEC_HIDDEN;
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/*****************************************************************************
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/*****************************************************************************
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