From 5b5e3bd0d2a777609a5f3cfe4cd4feb6c7b34f53 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Stefan=20D=C3=B6singer?= Date: Sat, 19 Sep 2009 14:59:27 +0200 Subject: [PATCH] wined3d: Track GL texture states in a separate structure. --- dlls/wined3d/basetexture.c | 148 ++++++++++++++++----------------- dlls/wined3d/context.c | 12 +-- dlls/wined3d/cubetexture.c | 10 +-- dlls/wined3d/surface.c | 6 +- dlls/wined3d/texture.c | 30 ++++--- dlls/wined3d/volume.c | 3 +- dlls/wined3d/volumetexture.c | 7 +- dlls/wined3d/wined3d_private.h | 12 ++- 8 files changed, 118 insertions(+), 110 deletions(-) diff --git a/dlls/wined3d/basetexture.c b/dlls/wined3d/basetexture.c index e9876a2c826..38427b5a4e4 100644 --- a/dlls/wined3d/basetexture.c +++ b/dlls/wined3d/basetexture.c @@ -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; } } diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index 935a92bc856..a474ded08e3 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -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; } diff --git a/dlls/wined3d/cubetexture.c b/dlls/wined3d/cubetexture.c index 2ff84e3cb24..f7b55b7c6bc 100644 --- a/dlls/wined3d/cubetexture.c +++ b/dlls/wined3d/cubetexture.c @@ -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); diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index 920e7598018..4e4ac335b35 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -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); } } diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c index 22a88a43fb4..3ef401f823e 100644 --- a/dlls/wined3d/texture.c +++ b/dlls/wined3d/texture.c @@ -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); diff --git a/dlls/wined3d/volume.c b/dlls/wined3d/volume.c index 6cf8b6614a5..b428e3296db 100644 --- a/dlls/wined3d/volume.c +++ b/dlls/wined3d/volume.c @@ -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); } diff --git a/dlls/wined3d/volumetexture.c b/dlls/wined3d/volumetexture.c index 88efeb5b38c..446b94a1817 100644 --- a/dlls/wined3d/volumetexture.c +++ b/dlls/wined3d/volumetexture.c @@ -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); diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 51b0dbb6ef8..95ca035882f 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -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;