wined3d: Simply pass an IWineD3DSurfaceImpl pointer to context_apply_attachment_filter_states().
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@ -114,15 +114,15 @@ static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
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}
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/* GL locking is done by the caller */
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static void context_apply_attachment_filter_states(IWineD3DSurface *surface)
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static void context_apply_attachment_filter_states(IWineD3DSurfaceImpl *surface)
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{
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IWineD3DBaseTextureImpl *texture_impl;
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/* Update base texture states array */
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if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
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if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
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&IID_IWineD3DBaseTexture, (void **)&texture_impl)))
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{
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IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
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IWineD3DDeviceImpl *device = surface_impl->resource.device;
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IWineD3DDeviceImpl *device = surface->resource.device;
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BOOL update_minfilter = FALSE;
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BOOL update_magfilter = FALSE;
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@ -153,7 +153,7 @@ static void context_apply_attachment_filter_states(IWineD3DSurface *surface)
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GLenum target, bind_target;
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GLint old_binding;
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target = surface_impl->texture_target;
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target = surface->texture_target;
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if (target == GL_TEXTURE_2D)
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{
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bind_target = GL_TEXTURE_2D;
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@ -170,7 +170,7 @@ static void context_apply_attachment_filter_states(IWineD3DSurface *surface)
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glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
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}
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glBindTexture(bind_target, surface_impl->texture_name);
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glBindTexture(bind_target, surface->texture_name);
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if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glBindTexture(bind_target, old_binding);
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@ -212,7 +212,7 @@ void context_attach_depth_stencil_fbo(struct wined3d_context *context,
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else
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{
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surface_prepare_texture(depth_stencil_impl, gl_info, FALSE);
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context_apply_attachment_filter_states(depth_stencil);
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context_apply_attachment_filter_states(depth_stencil_impl);
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if (format_flags & WINED3DFMT_FLAG_DEPTH)
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{
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@ -265,7 +265,7 @@ void context_attach_surface_fbo(const struct wined3d_context *context,
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if (surface)
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{
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surface_prepare_texture(surface_impl, gl_info, FALSE);
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context_apply_attachment_filter_states(surface);
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context_apply_attachment_filter_states(surface_impl);
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gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, surface_impl->texture_target,
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surface_impl->texture_name, surface_impl->texture_level);
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@ -436,10 +436,10 @@ static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_
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for (i = 0; i < gl_info->limits.buffers; ++i)
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{
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if (device->render_targets[i])
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context_apply_attachment_filter_states(device->render_targets[i]);
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context_apply_attachment_filter_states((IWineD3DSurfaceImpl *)device->render_targets[i]);
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}
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if (device->stencilBufferTarget)
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context_apply_attachment_filter_states(device->stencilBufferTarget);
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context_apply_attachment_filter_states((IWineD3DSurfaceImpl *)device->stencilBufferTarget);
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}
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for (i = 0; i < gl_info->limits.buffers; ++i)
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