wined3d: Get rid of the redundant texture_name and texture_name_srgb fields in struct wined3d_surface.
This commit is contained in:
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e64b19387b
commit
7e8897b7b8
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@ -146,7 +146,7 @@ static void context_attach_depth_stencil_fbo(struct wined3d_context *context,
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if (format_flags & WINED3DFMT_FLAG_DEPTH)
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{
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gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
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depth_stencil->texture_target, depth_stencil->texture_name,
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depth_stencil->texture_target, depth_stencil->container->texture_rgb.name,
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depth_stencil->texture_level);
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checkGLcall("glFramebufferTexture2D()");
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}
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@ -154,7 +154,7 @@ static void context_attach_depth_stencil_fbo(struct wined3d_context *context,
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if (format_flags & WINED3DFMT_FLAG_STENCIL)
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{
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gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
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depth_stencil->texture_target, depth_stencil->texture_name,
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depth_stencil->texture_target, depth_stencil->container->texture_rgb.name,
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depth_stencil->texture_level);
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checkGLcall("glFramebufferTexture2D()");
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}
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@ -2939,7 +2939,7 @@ static void context_setup_target(struct wined3d_context *context, struct wined3d
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&& old_render_offscreen && context->current_rt != target)
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{
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/* Read the back buffer of the old drawable into the destination texture. */
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if (context->current_rt->texture_name_srgb)
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if (context->current_rt->container->texture_srgb.name)
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surface_internal_preload(context->current_rt, context, SRGB_SRGB);
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surface_internal_preload(context->current_rt, context, SRGB_RGB);
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surface_invalidate_location(context->current_rt, SFLAG_INDRAWABLE);
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@ -42,9 +42,8 @@ static void surface_cleanup(struct wined3d_surface *surface)
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TRACE("surface %p.\n", surface);
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if (surface->texture_name || (surface->flags & SFLAG_PBO)
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|| surface->rb_multisample || surface->rb_resolved
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|| !list_empty(&surface->renderbuffers))
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if ((surface->flags & SFLAG_PBO) || surface->rb_multisample
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|| surface->rb_resolved || !list_empty(&surface->renderbuffers))
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{
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struct wined3d_renderbuffer_entry *entry, *entry2;
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const struct wined3d_gl_info *gl_info;
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@ -53,12 +52,6 @@ static void surface_cleanup(struct wined3d_surface *surface)
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context = context_acquire(surface->resource.device, NULL);
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gl_info = context->gl_info;
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if (surface->texture_name)
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{
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TRACE("Deleting texture %u.\n", surface->texture_name);
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gl_info->gl_ops.gl.p_glDeleteTextures(1, &surface->texture_name);
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}
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if (surface->flags & SFLAG_PBO)
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{
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TRACE("Deleting PBO %u.\n", surface->pbo);
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@ -341,7 +334,7 @@ void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3
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gl_info->gl_ops.gl.p_glEnable(info.bind_target);
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checkGLcall("glEnable(bind_target)");
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context_bind_texture(context, info.bind_target, src_surface->texture_name);
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context_bind_texture(context, info.bind_target, texture->texture_rgb.name);
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/* Filtering for StretchRect */
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gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER,
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@ -644,13 +637,13 @@ static void surface_release_client_storage(struct wined3d_surface *surface)
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struct wined3d_context *context = context_acquire(surface->resource.device, NULL);
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const struct wined3d_gl_info *gl_info = context->gl_info;
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if (surface->texture_name)
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if (surface->container->texture_rgb.name)
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{
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surface_bind_and_dirtify(surface, context, FALSE);
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gl_info->gl_ops.gl.p_glTexImage2D(surface->texture_target, surface->texture_level,
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GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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}
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if (surface->texture_name_srgb)
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if (surface->container->texture_srgb.name)
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{
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surface_bind_and_dirtify(surface, context, TRUE);
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gl_info->gl_ops.gl.p_glTexImage2D(surface->texture_target, surface->texture_level,
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@ -671,7 +664,6 @@ static HRESULT surface_private_setup(struct wined3d_surface *surface)
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TRACE("surface %p.\n", surface);
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surface->texture_name = 0;
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surface->texture_target = GL_TEXTURE_2D;
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/* Non-power2 support */
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@ -1642,18 +1634,6 @@ static const struct wined3d_surface_ops gdi_surface_ops =
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gdi_surface_unmap,
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};
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void surface_set_texture_name(struct wined3d_surface *surface, GLuint name, BOOL srgb)
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{
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TRACE("surface %p, name %u, srgb %#x.\n", surface, name, srgb);
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if (srgb)
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surface->texture_name_srgb = name;
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else
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surface->texture_name = name;
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surface_force_reload(surface);
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}
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void surface_set_texture_target(struct wined3d_surface *surface, GLenum target, GLint level)
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{
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TRACE("surface %p, target %#x.\n", surface, target);
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@ -4251,14 +4231,6 @@ void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back)
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{
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GLuint tmp;
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tmp = back->texture_name;
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back->texture_name = front->texture_name;
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front->texture_name = tmp;
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tmp = back->texture_name_srgb;
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back->texture_name_srgb = front->texture_name_srgb;
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front->texture_name_srgb = tmp;
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tmp = back->rb_multisample;
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back->rb_multisample = front->rb_multisample;
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front->rb_multisample = tmp;
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@ -4306,7 +4278,7 @@ static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struc
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surface_internal_preload(dst_surface, context, SRGB_RGB);
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/* Bind the target texture */
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context_bind_texture(context, dst_surface->container->target, dst_surface->texture_name);
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context_bind_texture(context, dst_surface->container->target, dst_surface->container->texture_rgb.name);
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if (surface_is_offscreen(src_surface))
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{
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TRACE("Reading from an offscreen target\n");
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@ -4415,7 +4387,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
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src_offscreen = surface_is_offscreen(src_surface);
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noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
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if (!noBackBufferBackup && !src_surface->texture_name)
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if (!noBackBufferBackup && !src_surface->container->texture_rgb.name)
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{
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/* Get it a description */
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surface_internal_preload(src_surface, context, SRGB_RGB);
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@ -4448,7 +4420,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
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* we are reading from the back buffer, the backup can be used as source texture
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*/
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texture_target = src_surface->texture_target;
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context_bind_texture(context, texture_target, src_surface->texture_name);
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context_bind_texture(context, texture_target, src_surface->container->texture_rgb.name);
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gl_info->gl_ops.gl.p_glEnable(texture_target);
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checkGLcall("glEnable(texture_target)");
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@ -4492,7 +4464,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
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if (!src_surface->swapchain || src_surface == src_surface->swapchain->back_buffers[0])
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{
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src = backup ? backup : src_surface->texture_name;
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src = backup ? backup : src_surface->container->texture_rgb.name;
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}
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else
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{
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@ -4584,7 +4556,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
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}
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/* Now read the stretched and upside down image into the destination texture */
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context_bind_texture(context, texture_target, dst_surface->texture_name);
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context_bind_texture(context, texture_target, dst_surface->container->texture_rgb.name);
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gl_info->gl_ops.gl.p_glCopyTexSubImage2D(texture_target,
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0,
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dst_rect.left, dst_rect.top, /* xoffset, yoffset */
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@ -4613,7 +4585,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
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gl_info->gl_ops.gl.p_glEnable(src_surface->texture_target);
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texture_target = src_surface->texture_target;
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}
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context_bind_texture(context, src_surface->texture_target, src_surface->texture_name);
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context_bind_texture(context, src_surface->texture_target, src_surface->container->texture_rgb.name);
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}
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gl_info->gl_ops.gl.p_glBegin(GL_QUADS);
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@ -4639,7 +4611,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
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checkGLcall("glDisable(texture_target)");
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/* Cleanup */
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if (src != src_surface->texture_name && src != backup)
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if (src != src_surface->container->texture_rgb.name && src != backup)
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{
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gl_info->gl_ops.gl.p_glDeleteTextures(1, &src);
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checkGLcall("glDeleteTextures(1, &src)");
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@ -5174,7 +5146,7 @@ void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_co
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context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
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context->swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
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surface_depth_blt(surface, context, surface->texture_name,
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surface_depth_blt(surface, context, surface->container->texture_rgb.name,
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0, surface->pow2Height - h, w, h, surface->texture_target);
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checkGLcall("depth_blt");
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@ -352,7 +352,7 @@ static void swapchain_blit(const struct wined3d_swapchain *swapchain,
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gl_filter = GL_NEAREST;
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context_apply_fbo_state_blit(context2, GL_FRAMEBUFFER, swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
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context_bind_texture(context2, backbuffer->texture_target, backbuffer->texture_name);
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context_bind_texture(context2, backbuffer->texture_target, backbuffer->container->texture_rgb.name);
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/* Set up the texture. The surface is not in a wined3d_texture
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* container, so there are no D3D texture settings to dirtify. */
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@ -610,21 +610,12 @@ static HRESULT texture2d_bind(struct wined3d_texture *texture,
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TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
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hr = wined3d_texture_bind(texture, context, srgb, &set_gl_texture_desc);
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if (set_gl_texture_desc && SUCCEEDED(hr))
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if (SUCCEEDED(hr = wined3d_texture_bind(texture, context, srgb, &set_gl_texture_desc))
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&& set_gl_texture_desc && (texture->flags & WINED3D_TEXTURE_COND_NP2))
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{
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UINT sub_count = texture->level_count * texture->layer_count;
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BOOL srgb_tex = texture->flags & WINED3D_TEXTURE_IS_SRGB;
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struct gl_texture *gl_tex;
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UINT i;
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gl_tex = wined3d_texture_get_gl_texture(texture, srgb_tex);
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for (i = 0; i < sub_count; ++i)
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{
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struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]);
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surface_set_texture_name(surface, gl_tex->name, srgb_tex);
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}
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struct gl_texture *gl_tex = wined3d_texture_get_gl_texture(texture,
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texture->flags & WINED3D_TEXTURE_IS_SRGB);
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GLenum target = texture->target;
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/* Conditinal non power of two textures use a different clamping
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* default. If we're using the GL_WINE_normalized_texrect partial
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@ -634,24 +625,19 @@ static HRESULT texture2d_bind(struct wined3d_texture *texture,
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* state. The same applies to filtering. Even if the texture has only
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* one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
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* fallback on macos. */
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if (texture->flags & WINED3D_TEXTURE_COND_NP2)
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{
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GLenum target = texture->target;
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gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
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gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
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gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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checkGLcall("glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
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gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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checkGLcall("glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
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gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3D_TADDRESS_CLAMP;
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gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3D_TADDRESS_CLAMP;
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gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3D_TEXF_POINT;
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gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3D_TEXF_POINT;
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gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3D_TEXF_NONE;
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}
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gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
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gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
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gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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checkGLcall("glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
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gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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checkGLcall("glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
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gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3D_TADDRESS_CLAMP;
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gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3D_TADDRESS_CLAMP;
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gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3D_TEXF_POINT;
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gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3D_TEXF_POINT;
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gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3D_TEXF_NONE;
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}
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return hr;
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@ -717,10 +703,6 @@ static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource
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{
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struct wined3d_surface *surface = surface_from_resource(sub_resource);
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/* Clean out the texture name we gave to the surface so that the
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* surface doesn't try and release it. */
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surface_set_texture_name(surface, 0, TRUE);
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surface_set_texture_name(surface, 0, FALSE);
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surface_set_texture_target(surface, 0, 0);
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surface_set_container(surface, NULL);
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wined3d_surface_decref(surface);
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@ -737,11 +719,8 @@ static void texture2d_unload(struct wined3d_resource *resource)
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for (i = 0; i < sub_count; ++i)
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{
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struct wined3d_resource *sub_resource = texture->sub_resources[i];
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struct wined3d_surface *surface = surface_from_resource(sub_resource);
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sub_resource->resource_ops->resource_unload(sub_resource);
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surface_set_texture_name(surface, 0, FALSE); /* Delete RGB name */
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surface_set_texture_name(surface, 0, TRUE); /* Delete sRGB name */
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}
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wined3d_texture_unload(texture);
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@ -2198,8 +2198,6 @@ struct wined3d_surface
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GLuint pbo;
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GLuint rb_multisample;
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GLuint rb_resolved;
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GLuint texture_name;
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GLuint texture_name_srgb;
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GLint texture_level;
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GLenum texture_target;
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@ -2241,7 +2239,7 @@ static inline GLuint surface_get_texture_name(const struct wined3d_surface *surf
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const struct wined3d_gl_info *gl_info, BOOL srgb)
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{
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return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
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? surface->texture_name_srgb : surface->texture_name;
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? surface->container->texture_srgb.name : surface->container->texture_rgb.name;
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}
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void surface_add_dirty_rect(struct wined3d_surface *surface, const struct wined3d_box *dirty_rect) DECLSPEC_HIDDEN;
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@ -2266,7 +2264,6 @@ void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
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const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
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void surface_set_container(struct wined3d_surface *surface, struct wined3d_texture *container) DECLSPEC_HIDDEN;
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void surface_set_swapchain(struct wined3d_surface *surface, struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
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void surface_set_texture_name(struct wined3d_surface *surface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
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void surface_set_texture_target(struct wined3d_surface *surface, GLenum target, GLint level) DECLSPEC_HIDDEN;
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void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
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void surface_update_draw_binding(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
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