wined3d: Simply pass an IWineD3DSurfaceImpl pointer to context_apply_attachment_filter_states().

This commit is contained in:
Henri Verbeet 2010-04-15 19:21:24 +02:00 committed by Alexandre Julliard
parent bc2850a587
commit 870b3cb40b
1 changed files with 10 additions and 10 deletions

View File

@ -114,15 +114,15 @@ static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
}
/* GL locking is done by the caller */
static void context_apply_attachment_filter_states(IWineD3DSurface *surface)
static void context_apply_attachment_filter_states(IWineD3DSurfaceImpl *surface)
{
IWineD3DBaseTextureImpl *texture_impl;
/* Update base texture states array */
if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
&IID_IWineD3DBaseTexture, (void **)&texture_impl)))
{
IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
IWineD3DDeviceImpl *device = surface_impl->resource.device;
IWineD3DDeviceImpl *device = surface->resource.device;
BOOL update_minfilter = FALSE;
BOOL update_magfilter = FALSE;
@ -153,7 +153,7 @@ static void context_apply_attachment_filter_states(IWineD3DSurface *surface)
GLenum target, bind_target;
GLint old_binding;
target = surface_impl->texture_target;
target = surface->texture_target;
if (target == GL_TEXTURE_2D)
{
bind_target = GL_TEXTURE_2D;
@ -170,7 +170,7 @@ static void context_apply_attachment_filter_states(IWineD3DSurface *surface)
glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
}
glBindTexture(bind_target, surface_impl->texture_name);
glBindTexture(bind_target, surface->texture_name);
if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(bind_target, old_binding);
@ -212,7 +212,7 @@ void context_attach_depth_stencil_fbo(struct wined3d_context *context,
else
{
surface_prepare_texture(depth_stencil_impl, gl_info, FALSE);
context_apply_attachment_filter_states(depth_stencil);
context_apply_attachment_filter_states(depth_stencil_impl);
if (format_flags & WINED3DFMT_FLAG_DEPTH)
{
@ -265,7 +265,7 @@ void context_attach_surface_fbo(const struct wined3d_context *context,
if (surface)
{
surface_prepare_texture(surface_impl, gl_info, FALSE);
context_apply_attachment_filter_states(surface);
context_apply_attachment_filter_states(surface_impl);
gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, surface_impl->texture_target,
surface_impl->texture_name, surface_impl->texture_level);
@ -436,10 +436,10 @@ static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_
for (i = 0; i < gl_info->limits.buffers; ++i)
{
if (device->render_targets[i])
context_apply_attachment_filter_states(device->render_targets[i]);
context_apply_attachment_filter_states((IWineD3DSurfaceImpl *)device->render_targets[i]);
}
if (device->stencilBufferTarget)
context_apply_attachment_filter_states(device->stencilBufferTarget);
context_apply_attachment_filter_states((IWineD3DSurfaceImpl *)device->stencilBufferTarget);
}
for (i = 0; i < gl_info->limits.buffers; ++i)