wined3d: Track GL texture states in a separate structure.

This commit is contained in:
Stefan Dösinger 2009-09-19 14:59:27 +02:00 committed by Alexandre Julliard
parent 1c93ab1ee0
commit 5b5e3bd0d2
8 changed files with 118 additions and 110 deletions

View File

@ -45,8 +45,8 @@ HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DR
texture->baseTexture.levels = levels;
texture->baseTexture.filterType = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE;
texture->baseTexture.LOD = 0;
texture->baseTexture.dirty = TRUE;
texture->baseTexture.srgbDirty = TRUE;
texture->baseTexture.texture_rgb.dirty = TRUE;
texture->baseTexture.texture_srgb.dirty = TRUE;
texture->baseTexture.is_srgb = FALSE;
texture->baseTexture.pow2Matrix_identity = TRUE;
@ -75,23 +75,23 @@ void basetexture_unload(IWineD3DBaseTexture *iface)
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
if(This->baseTexture.textureName) {
if(This->baseTexture.texture_rgb.name) {
ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
glDeleteTextures(1, &This->baseTexture.textureName);
This->baseTexture.textureName = 0;
glDeleteTextures(1, &This->baseTexture.texture_rgb.name);
This->baseTexture.texture_rgb.name = 0;
LEAVE_GL();
}
if(This->baseTexture.srgbTextureName) {
if(This->baseTexture.texture_srgb.name) {
ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
glDeleteTextures(1, &This->baseTexture.srgbTextureName);
This->baseTexture.srgbTextureName = 0;
glDeleteTextures(1, &This->baseTexture.texture_srgb.name);
This->baseTexture.texture_srgb.name = 0;
LEAVE_GL();
}
This->baseTexture.dirty = TRUE;
This->baseTexture.srgbDirty = TRUE;
This->baseTexture.texture_rgb.dirty = TRUE;
This->baseTexture.texture_srgb.dirty = TRUE;
}
DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew)
@ -113,8 +113,8 @@ DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew)
if(This->baseTexture.LOD != LODNew) {
This->baseTexture.LOD = LODNew;
This->baseTexture.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
This->baseTexture.srgbstates[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
This->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
This->baseTexture.texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
if(This->baseTexture.bindCount) {
IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(This->baseTexture.sampler));
}
@ -158,7 +158,7 @@ HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DT
*/
ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
glBindTexture(textureDimensions, This->baseTexture.textureName);
glBindTexture(textureDimensions, This->baseTexture.texture_rgb.name);
checkGLcall("glBindTexture");
switch(FilterType) {
case WINED3DTEXF_NONE:
@ -205,16 +205,16 @@ BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty)
{
BOOL old;
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
old = This->baseTexture.dirty || This->baseTexture.srgbDirty;
This->baseTexture.dirty = dirty;
This->baseTexture.srgbDirty = dirty;
old = This->baseTexture.texture_rgb.dirty || This->baseTexture.texture_srgb.dirty;
This->baseTexture.texture_rgb.dirty = dirty;
This->baseTexture.texture_srgb.dirty = dirty;
return old;
}
BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface)
{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
return This->baseTexture.dirty || This->baseTexture.srgbDirty;
return This->baseTexture.texture_rgb.dirty || This->baseTexture.texture_srgb.dirty;
}
/* Context activation is done by the caller. */
@ -224,49 +224,46 @@ HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surfac
HRESULT hr = WINED3D_OK;
UINT textureDimensions;
BOOL isNewTexture = FALSE;
GLuint *texture;
DWORD *states;
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) {
texture = &This->baseTexture.srgbTextureName;
states = This->baseTexture.srgbstates;
gl_tex = &This->baseTexture.texture_srgb;
} else {
texture = &This->baseTexture.textureName;
states = This->baseTexture.states;
gl_tex = &This->baseTexture.texture_rgb;
}
textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
ENTER_GL();
/* Generate a texture name if we don't already have one */
if (*texture == 0) {
if (gl_tex->name == 0) {
*set_surface_desc = TRUE;
glGenTextures(1, texture);
glGenTextures(1, &gl_tex->name);
checkGLcall("glGenTextures");
TRACE("Generated texture %d\n", *texture);
TRACE("Generated texture %d\n", gl_tex->name);
if (This->resource.pool == WINED3DPOOL_DEFAULT) {
/* Tell opengl to try and keep this texture in video ram (well mostly) */
GLclampf tmp;
tmp = 0.9f;
glPrioritizeTextures(1, texture, &tmp);
glPrioritizeTextures(1, &gl_tex->name, &tmp);
}
/* Initialise the state of the texture object
to the openGL defaults, not the directx defaults */
states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP;
states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP;
states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP;
states[WINED3DTEXSTA_BORDERCOLOR] = 0;
states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
states[WINED3DTEXSTA_SRGBTEXTURE] = 0;
states[WINED3DTEXSTA_ELEMENTINDEX] = 0;
states[WINED3DTEXSTA_DMAPOFFSET] = 0;
states[WINED3DTEXSTA_TSSADDRESSW] = WINED3DTADDRESS_WRAP;
gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP;
gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP;
gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP;
gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0;
gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = 0;
gl_tex->states[WINED3DTEXSTA_ELEMENTINDEX] = 0;
gl_tex->states[WINED3DTEXSTA_DMAPOFFSET] = 0;
gl_tex->states[WINED3DTEXSTA_TSSADDRESSW] = WINED3DTADDRESS_WRAP;
IWineD3DBaseTexture_SetDirty(iface, TRUE);
isNewTexture = TRUE;
@ -274,7 +271,7 @@ HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surfac
/* 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
*/
glBindTexture(textureDimensions, *texture);
glBindTexture(textureDimensions, gl_tex->name);
checkGLcall("glBindTexture");
glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
@ -284,8 +281,8 @@ HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surfac
}
/* Bind the texture */
if (*texture != 0) {
glBindTexture(textureDimensions, *texture);
if (gl_tex->name != 0) {
glBindTexture(textureDimensions, gl_tex->name);
checkGLcall("glBindTexture");
if (isNewTexture) {
/* For a new texture we have to set the textures levels after binding the texture.
@ -348,40 +345,41 @@ void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1])
{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
DWORD state, *states;
DWORD state;
GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
BOOL cond_np2 = IWineD3DBaseTexture_IsCondNP2(iface);
DWORD aniso;
struct gl_texture *gl_tex;
TRACE("iface %p, textureStates %p, samplerStates %p\n", iface, textureStates, samplerStates);
if(This->baseTexture.is_srgb) {
states = This->baseTexture.srgbstates;
gl_tex = &This->baseTexture.texture_srgb;
} else {
states = This->baseTexture.states;
gl_tex = &This->baseTexture.texture_rgb;
}
/* This function relies on the correct texture being bound and loaded. */
if(samplerStates[WINED3DSAMP_ADDRESSU] != states[WINED3DTEXSTA_ADDRESSU]) {
if(samplerStates[WINED3DSAMP_ADDRESSU] != gl_tex->states[WINED3DTEXSTA_ADDRESSU]) {
state = samplerStates[WINED3DSAMP_ADDRESSU];
apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_S, cond_np2);
states[WINED3DTEXSTA_ADDRESSU] = state;
gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state;
}
if(samplerStates[WINED3DSAMP_ADDRESSV] != states[WINED3DTEXSTA_ADDRESSV]) {
if(samplerStates[WINED3DSAMP_ADDRESSV] != gl_tex->states[WINED3DTEXSTA_ADDRESSV]) {
state = samplerStates[WINED3DSAMP_ADDRESSV];
apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_T, cond_np2);
states[WINED3DTEXSTA_ADDRESSV] = state;
gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state;
}
if(samplerStates[WINED3DSAMP_ADDRESSW] != states[WINED3DTEXSTA_ADDRESSW]) {
if(samplerStates[WINED3DSAMP_ADDRESSW] != gl_tex->states[WINED3DTEXSTA_ADDRESSW]) {
state = samplerStates[WINED3DSAMP_ADDRESSW];
apply_wrap(textureDimensions, state, GL_TEXTURE_WRAP_R, cond_np2);
states[WINED3DTEXSTA_ADDRESSW] = state;
gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state;
}
if(samplerStates[WINED3DSAMP_BORDERCOLOR] != states[WINED3DTEXSTA_BORDERCOLOR]) {
if(samplerStates[WINED3DSAMP_BORDERCOLOR] != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR]) {
float col[4];
state = samplerStates[WINED3DSAMP_BORDERCOLOR];
@ -389,10 +387,10 @@ void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
TRACE("Setting border color for %u to %x\n", textureDimensions, state);
glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
states[WINED3DTEXSTA_BORDERCOLOR] = state;
gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state;
}
if(samplerStates[WINED3DSAMP_MAGFILTER] != states[WINED3DTEXSTA_MAGFILTER]) {
if(samplerStates[WINED3DSAMP_MAGFILTER] != gl_tex->states[WINED3DTEXSTA_MAGFILTER]) {
GLint glValue;
state = samplerStates[WINED3DSAMP_MAGFILTER];
if (state > WINED3DTEXF_ANISOTROPIC) {
@ -404,25 +402,25 @@ void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state, glValue);
glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
states[WINED3DTEXSTA_MAGFILTER] = state;
gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state;
}
if((samplerStates[WINED3DSAMP_MINFILTER] != states[WINED3DTEXSTA_MINFILTER] ||
samplerStates[WINED3DSAMP_MIPFILTER] != states[WINED3DTEXSTA_MIPFILTER] ||
samplerStates[WINED3DSAMP_MAXMIPLEVEL] != states[WINED3DTEXSTA_MAXMIPLEVEL])) {
if((samplerStates[WINED3DSAMP_MINFILTER] != gl_tex->states[WINED3DTEXSTA_MINFILTER] ||
samplerStates[WINED3DSAMP_MIPFILTER] != gl_tex->states[WINED3DTEXSTA_MIPFILTER] ||
samplerStates[WINED3DSAMP_MAXMIPLEVEL] != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL])) {
GLint glValue;
states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
states[WINED3DTEXSTA_MINFILTER] = samplerStates[WINED3DSAMP_MINFILTER];
states[WINED3DTEXSTA_MAXMIPLEVEL] = samplerStates[WINED3DSAMP_MAXMIPLEVEL];
gl_tex->states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
gl_tex->states[WINED3DTEXSTA_MINFILTER] = samplerStates[WINED3DSAMP_MINFILTER];
gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = samplerStates[WINED3DSAMP_MAXMIPLEVEL];
if (states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC
|| states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_ANISOTROPIC)
if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC
|| gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_ANISOTROPIC)
{
FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
states[WINED3DTEXSTA_MINFILTER],
states[WINED3DTEXSTA_MIPFILTER]);
gl_tex->states[WINED3DTEXSTA_MINFILTER],
gl_tex->states[WINED3DTEXSTA_MIPFILTER]);
}
glValue = wined3d_gl_min_mip_filter(This->baseTexture.minMipLookup,
min(max(samplerStates[WINED3DSAMP_MINFILTER], WINED3DTEXF_POINT), WINED3DTEXF_LINEAR),
@ -435,15 +433,15 @@ void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
if(!cond_np2) {
if(states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE) {
if(gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE) {
glValue = This->baseTexture.LOD;
} else if(states[WINED3DTEXSTA_MAXMIPLEVEL] >= This->baseTexture.levels) {
} else if(gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= This->baseTexture.levels) {
glValue = This->baseTexture.levels - 1;
} else if(states[WINED3DTEXSTA_MAXMIPLEVEL] < This->baseTexture.LOD) {
} else if(gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < This->baseTexture.LOD) {
/* baseTexture.LOD is already clamped in the setter */
glValue = This->baseTexture.LOD;
} else {
glValue = states[WINED3DTEXSTA_MAXMIPLEVEL];
glValue = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL];
}
/* Note that D3DSAMP_MAXMIPLEVEL specifies the biggest mipmap(default 0), while
* GL_TEXTURE_MAX_LEVEL specifies the smallest mimap used(default 1000).
@ -453,9 +451,9 @@ void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
}
}
if ((states[WINED3DSAMP_MAGFILTER] != WINED3DTEXF_ANISOTROPIC
&& states[WINED3DSAMP_MINFILTER] != WINED3DTEXF_ANISOTROPIC
&& states[WINED3DSAMP_MIPFILTER] != WINED3DTEXF_ANISOTROPIC)
if ((gl_tex->states[WINED3DSAMP_MAGFILTER] != WINED3DTEXF_ANISOTROPIC
&& gl_tex->states[WINED3DSAMP_MINFILTER] != WINED3DTEXF_ANISOTROPIC
&& gl_tex->states[WINED3DSAMP_MIPFILTER] != WINED3DTEXF_ANISOTROPIC)
|| cond_np2)
{
aniso = 1;
@ -465,7 +463,7 @@ void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
aniso = samplerStates[WINED3DSAMP_MAXANISOTROPY];
}
if (states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
{
if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC))
{
@ -476,6 +474,6 @@ void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
{
WARN("Anisotropic filtering not supported.\n");
}
states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
}
}

View File

@ -125,17 +125,17 @@ static void context_apply_attachment_filter_states(IWineD3DSurface *surface, BOO
/* Update base texture states array */
if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
{
if (texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
|| texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
|| texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
{
texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
update_minfilter = TRUE;
}
if (texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
{
texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
update_magfilter = TRUE;
}

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@ -56,7 +56,7 @@ static void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3
srgb_mode = This->baseTexture.is_srgb;
break;
}
dirty = srgb_mode ? &This->baseTexture.srgbDirty : &This->baseTexture.dirty;
dirty = srgb_mode ? &This->baseTexture.texture_srgb.dirty : &This->baseTexture.texture_rgb.dirty;
TRACE("(%p) : About to load texture: dirtified(%u).\n", This, *dirty);
@ -293,9 +293,9 @@ static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *i
for (i = 0; i < This->baseTexture.levels; ++i) {
for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j) {
if(This->baseTexture.is_srgb) {
surface_set_texture_name(This->surfaces[j][i], This->baseTexture.srgbTextureName, TRUE);
surface_set_texture_name(This->surfaces[j][i], This->baseTexture.texture_srgb.name, TRUE);
} else {
surface_set_texture_name(This->surfaces[j][i], This->baseTexture.textureName, FALSE);
surface_set_texture_name(This->surfaces[j][i], This->baseTexture.texture_rgb.name, FALSE);
}
}
}
@ -387,8 +387,8 @@ static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *if
static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
HRESULT hr = WINED3DERR_INVALIDCALL;
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
This->baseTexture.dirty = TRUE;
This->baseTexture.srgbDirty = TRUE;
This->baseTexture.texture_rgb.dirty = TRUE;
This->baseTexture.texture_srgb.dirty = TRUE;
TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
if (FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
surface_add_dirty_rect(This->surfaces[FaceType][0], pDirtyRect);

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@ -4696,9 +4696,9 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
*/
if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DBaseTexture, (void **) &texture)))
{
((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
((IWineD3DBaseTextureImpl *) texture)->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
((IWineD3DBaseTextureImpl *) texture)->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
((IWineD3DBaseTextureImpl *) texture)->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
IWineD3DBaseTexture_Release(texture);
}
}

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@ -58,7 +58,7 @@ static void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRG
srgb_mode = This->baseTexture.is_srgb;
break;
}
dirty = srgb_mode ? &This->baseTexture.srgbDirty : &This->baseTexture.dirty;
dirty = srgb_mode ? &This->baseTexture.texture_srgb.dirty : &This->baseTexture.texture_rgb.dirty;
if (!device->isInDraw)
{
@ -275,12 +275,16 @@ static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface, BO
hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
if (set_gl_texture_desc && SUCCEEDED(hr)) {
UINT i;
struct gl_texture *gl_tex;
if(This->baseTexture.is_srgb) {
gl_tex = &This->baseTexture.texture_srgb;
} else {
gl_tex = &This->baseTexture.texture_rgb;
}
for (i = 0; i < This->baseTexture.levels; ++i) {
if(This->baseTexture.is_srgb) {
surface_set_texture_name(This->surfaces[i], This->baseTexture.srgbTextureName, TRUE);
} else {
surface_set_texture_name(This->surfaces[i], This->baseTexture.textureName, FALSE);
}
surface_set_texture_name(This->surfaces[i], gl_tex->name, This->baseTexture.is_srgb);
}
/* Conditinal non power of two textures use a different clamping default. If we're using the GL_WINE_normalized_texrect
* partial driver emulation, we're dealing with a GL_TEXTURE_2D texture which has the address mode set to repeat - something
@ -298,11 +302,11 @@ static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface, BO
glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
LEAVE_GL();
This->baseTexture.states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_CLAMP;
This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_CLAMP;
This->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
This->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_CLAMP;
gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_CLAMP;
gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
}
}
@ -388,8 +392,8 @@ static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UIN
static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
This->baseTexture.dirty = TRUE;
This->baseTexture.srgbDirty = TRUE;
This->baseTexture.texture_rgb.dirty = TRUE;
This->baseTexture.texture_srgb.dirty = TRUE;
TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
surface_add_dirty_rect(This->surfaces[0], pDirtyRect);

View File

@ -266,7 +266,8 @@ static HRESULT WINAPI IWineD3DVolumeImpl_LockBox(IWineD3DVolume *iface, WINED3DL
if (containerType == WINED3DRTYPE_VOLUMETEXTURE) {
IWineD3DBaseTextureImpl* pTexture = (IWineD3DBaseTextureImpl*) cont;
pTexture->baseTexture.dirty = TRUE;
pTexture->baseTexture.texture_rgb.dirty = TRUE;
pTexture->baseTexture.texture_srgb.dirty = TRUE;
} else {
FIXME("Set dirty on container type %d\n", containerType);
}

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@ -53,7 +53,7 @@ static void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINE
/* If the texture is marked dirty or the srgb sampler setting has changed
* since the last load then reload the volumes. */
if (This->baseTexture.dirty)
if (This->baseTexture.texture_rgb.dirty)
{
for (i = 0; i < This->baseTexture.levels; ++i)
{
@ -74,7 +74,7 @@ static void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINE
}
/* No longer dirty */
This->baseTexture.dirty = FALSE;
This->baseTexture.texture_rgb.dirty = FALSE;
}
static void volumetexture_cleanup(IWineD3DVolumeTextureImpl *This)
@ -312,7 +312,8 @@ static HRESULT WINAPI IWineD3DVolumeTextureImpl_UnlockBox(IWineD3DVolumeTexture
static HRESULT WINAPI IWineD3DVolumeTextureImpl_AddDirtyBox(IWineD3DVolumeTexture *iface, CONST WINED3DBOX* pDirtyBox) {
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
This->baseTexture.dirty = TRUE;
This->baseTexture.texture_rgb.dirty = TRUE;
This->baseTexture.texture_srgb.dirty = TRUE;
TRACE("(%p) : dirtyfication of volume Level (0)\n", This);
volume_add_dirty_box(This->volumes[0], pDirtyBox);

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@ -1756,16 +1756,20 @@ enum WINED3DSRGB
SRGB_BOTH = 3, /* Loads both textures */
};
struct gl_texture
{
DWORD states[MAX_WINETEXTURESTATES];
BOOL dirty;
GLuint name;
};
/*****************************************************************************
* IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
*/
typedef struct IWineD3DBaseTextureClass
{
DWORD states[MAX_WINETEXTURESTATES];
DWORD srgbstates[MAX_WINETEXTURESTATES];
struct gl_texture texture_rgb, texture_srgb;
UINT levels;
BOOL dirty, srgbDirty;
UINT textureName, srgbTextureName;
float pow2Matrix[16];
UINT LOD;
WINED3DTEXTUREFILTERTYPE filterType;