wined3d: Rename dummyTextureName variable.
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@ -1263,7 +1263,7 @@ static void bind_dummy_textures(const struct wined3d_device *device, struct wine
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
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checkGLcall("glActiveTextureARB");
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glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[i]);
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glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
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checkGLcall("glBindTexture");
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if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
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@ -1601,7 +1601,7 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
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/* If this happens to be the first context for the device, dummy textures
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* are not created yet. In that case, they will be created (and bound) by
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* create_dummy_textures right after this context is initialized. */
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if (device->dummyTextureName[0])
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if (device->dummy_texture_2d[0])
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bind_dummy_textures(device, ret);
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LEAVE_GL();
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@ -1974,7 +1974,7 @@ void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint
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/* nothing to do */
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break;
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case GL_TEXTURE_2D:
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glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[unit]);
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glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[unit]);
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checkGLcall("glBindTexture");
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break;
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case GL_TEXTURE_RECTANGLE_ARB:
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@ -992,11 +992,11 @@ static void create_dummy_textures(struct wined3d_device *device, struct wined3d_
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/* Make appropriate texture active */
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context_active_texture(context, gl_info, i);
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glGenTextures(1, &device->dummyTextureName[i]);
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glGenTextures(1, &device->dummy_texture_2d[i]);
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checkGLcall("glGenTextures");
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TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummyTextureName[i]);
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TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummy_texture_2d[i]);
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glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[i]);
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glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
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checkGLcall("glBindTexture");
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
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@ -1079,14 +1079,14 @@ static void destroy_dummy_textures(struct wined3d_device *device, const struct w
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checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
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}
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glDeleteTextures(count, device->dummyTextureName);
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checkGLcall("glDeleteTextures(count, device->dummyTextureName)");
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glDeleteTextures(count, device->dummy_texture_2d);
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checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
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LEAVE_GL();
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memset(device->dummy_texture_cube, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_cube));
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memset(device->dummy_texture_3d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_3d));
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memset(device->dummy_texture_rect, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_rect));
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memset(device->dummyTextureName, 0, gl_info->limits.textures * sizeof(*device->dummyTextureName));
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memset(device->dummy_texture_2d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_2d));
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}
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static LONG fullscreen_style(LONG style)
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@ -1722,7 +1722,7 @@ struct wined3d_device
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struct wined3d_surface *logo_surface;
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/* Textures for when no other textures are mapped */
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UINT dummyTextureName[MAX_COMBINED_SAMPLERS];
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UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS];
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UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
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UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
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UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
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