wined3d: Clean up sampler usage in UpdateSurface.

UpdateSurface has to modify one gl texture unit to bind the texture to
load.  To restore the correct properties for drawing gl texture unit 0
is activated and dirtified.
This commit is contained in:
Stefan Dösinger 2007-02-20 22:44:45 +01:00 committed by Alexandre Julliard
parent e935600ebc
commit 6d66347cf9
1 changed files with 9 additions and 14 deletions

View File

@ -4701,8 +4701,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
int offset = 0; int offset = 0;
int rowoffset = 0; /* how many bytes to add onto the end of a row to wraparound to the beginning of the next */ int rowoffset = 0; /* how many bytes to add onto the end of a row to wraparound to the beginning of the next */
glDescriptor *glDescription = NULL; glDescriptor *glDescription = NULL;
GLenum textureDimensions = GL_TEXTURE_2D;
IWineD3DBaseTexture *baseTexture;
WINED3DSURFACE_DESC winedesc; WINED3DSURFACE_DESC winedesc;
@ -4736,13 +4734,17 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc); IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
} }
ENTER_GL();
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
checkGLcall("glActiveTextureARB");
}
/* Make sure the surface is loaded and up to date */ /* Make sure the surface is loaded and up to date */
IWineD3DSurface_PreLoad(pDestinationSurface); IWineD3DSurface_PreLoad(pDestinationSurface);
IWineD3DSurface_GetGlDesc(pDestinationSurface, &glDescription); IWineD3DSurface_GetGlDesc(pDestinationSurface, &glDescription);
ENTER_GL();
/* this needs to be done in lines if the sourceRect != the sourceWidth */ /* this needs to be done in lines if the sourceRect != the sourceWidth */
srcWidth = pSourceRect ? pSourceRect->right - pSourceRect->left : srcSurfaceWidth; srcWidth = pSourceRect ? pSourceRect->right - pSourceRect->left : srcSurfaceWidth;
srcHeight = pSourceRect ? pSourceRect->top - pSourceRect->bottom : srcSurfaceHeight; srcHeight = pSourceRect ? pSourceRect->top - pSourceRect->bottom : srcSurfaceHeight;
@ -4847,19 +4849,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
} }
} }
checkGLcall("glTexSubImage2D"); checkGLcall("glTexSubImage2D");
((IWineD3DSurfaceImpl *)pDestinationSurface)->Flags |= SFLAG_GLDIRTY;
/* I only need to look up baseTexture here, so it may be a good idea to hava a GL_TARGET ->
* GL_DIMENSIONS lookup, or maybe store the dimensions on the surface (but that's making the
* surface bigger than it needs to be hmm.. */
if (WINED3D_OK == IWineD3DSurface_GetContainer(pDestinationSurface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)) {
textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(baseTexture);
IWineD3DBaseTexture_Release(baseTexture);
}
glDisable(textureDimensions); /* This needs to be managed better.... */
LEAVE_GL(); LEAVE_GL();
((IWineD3DSurfaceImpl *)pDestinationSurface)->Flags |= SFLAG_GLDIRTY;
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(0));
return WINED3D_OK; return WINED3D_OK;
} }