wined3d: Use WINED3D_UNMAPPED_STAGE in some more places.

This commit is contained in:
Henri Verbeet 2009-08-17 09:39:07 +02:00 committed by Alexandre Julliard
parent 7a0670392c
commit b8078fc747
5 changed files with 39 additions and 30 deletions

View File

@ -1513,9 +1513,10 @@ static inline void set_blit_dimension(UINT width, UINT height) {
/* Context activation is done by the caller. */ /* Context activation is done by the caller. */
static inline void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context, UINT width, UINT height) static inline void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context, UINT width, UINT height)
{ {
int i, sampler; int i;
const struct StateEntry *StateTable = This->StateTable; const struct StateEntry *StateTable = This->StateTable;
const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_gl_info *gl_info = context->gl_info;
DWORD sampler;
TRACE("Setting up context %p for blitting\n", context); TRACE("Setting up context %p for blitting\n", context);
if(context->last_was_blit) { if(context->last_was_blit) {
@ -1578,7 +1579,8 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);"); checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
if (sampler != -1) { if (sampler != WINED3D_UNMAPPED_STAGE)
{
if (sampler < MAX_TEXTURES) { if (sampler < MAX_TEXTURES) {
Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable); Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
} }
@ -1617,7 +1619,8 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context
checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ..."); checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
} }
if (sampler != -1) { if (sampler != WINED3D_UNMAPPED_STAGE)
{
if (sampler < MAX_TEXTURES) { if (sampler < MAX_TEXTURES) {
Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable); Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable); Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);

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@ -2113,8 +2113,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface,
This->texUnitMap[state] = state; This->texUnitMap[state] = state;
This->rev_tex_unit_map[state] = state; This->rev_tex_unit_map[state] = state;
} else { } else {
This->texUnitMap[state] = -1; This->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
This->rev_tex_unit_map[state] = -1; This->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
} }
} }
@ -3635,18 +3635,21 @@ static inline void markTextureStagesDirty(IWineD3DDeviceImpl *This, DWORD stage)
} }
} }
static void device_map_stage(IWineD3DDeviceImpl *This, int stage, int unit) { static void device_map_stage(IWineD3DDeviceImpl *This, DWORD stage, DWORD unit)
int i = This->rev_tex_unit_map[unit]; {
int j = This->texUnitMap[stage]; DWORD i = This->rev_tex_unit_map[unit];
DWORD j = This->texUnitMap[stage];
This->texUnitMap[stage] = unit; This->texUnitMap[stage] = unit;
if (i != -1 && i != stage) { if (i != WINED3D_UNMAPPED_STAGE && i != stage)
This->texUnitMap[i] = -1; {
This->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
} }
This->rev_tex_unit_map[unit] = stage; This->rev_tex_unit_map[unit] = stage;
if (j != -1 && j != unit) { if (j != WINED3D_UNMAPPED_STAGE && j != unit)
This->rev_tex_unit_map[j] = -1; {
This->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
} }
} }
@ -3740,14 +3743,12 @@ static void device_map_psamplers(IWineD3DDeviceImpl *This) {
} }
static BOOL device_unit_free_for_vs(IWineD3DDeviceImpl *This, const DWORD *pshader_sampler_tokens, static BOOL device_unit_free_for_vs(IWineD3DDeviceImpl *This, const DWORD *pshader_sampler_tokens,
const DWORD *vshader_sampler_tokens, int unit) const DWORD *vshader_sampler_tokens, DWORD unit)
{ {
int current_mapping = This->rev_tex_unit_map[unit]; DWORD current_mapping = This->rev_tex_unit_map[unit];
if (current_mapping == -1) { /* Not currently used */
/* Not currently used */ if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
return TRUE;
}
if (current_mapping < MAX_FRAGMENT_SAMPLERS) { if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
/* Used by a fragment sampler */ /* Used by a fragment sampler */
@ -3781,7 +3782,7 @@ static void device_map_vsamplers(IWineD3DDeviceImpl *This, BOOL ps) {
} }
for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) { for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
int vsampler_idx = i + MAX_FRAGMENT_SAMPLERS; DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
if (vshader_sampler_type[i]) if (vshader_sampler_type[i])
{ {
if (This->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE) if (This->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
@ -5731,7 +5732,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
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 */
const struct GlPixelFormatDesc *src_format_desc, *dst_format_desc; const struct GlPixelFormatDesc *src_format_desc, *dst_format_desc;
GLenum dummy; GLenum dummy;
int sampler; DWORD sampler;
int bpp; int bpp;
CONVERT_TYPES convert = NO_CONVERSION; CONVERT_TYPES convert = NO_CONVERSION;
@ -5871,7 +5872,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
IWineD3DSurface_ModifyLocation(pDestinationSurface, SFLAG_INTEXTURE, TRUE); IWineD3DSurface_ModifyLocation(pDestinationSurface, SFLAG_INTEXTURE, TRUE);
sampler = This->rev_tex_unit_map[0]; sampler = This->rev_tex_unit_map[0];
if (sampler != -1) { if (sampler != WINED3D_UNMAPPED_STAGE)
{
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(sampler)); IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(sampler));
} }
@ -6680,7 +6682,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* i
INT height = This->cursorHeight; INT height = This->cursorHeight;
INT width = This->cursorWidth; INT width = This->cursorWidth;
INT bpp = glDesc->byte_count; INT bpp = glDesc->byte_count;
INT i, sampler; DWORD sampler;
INT i;
/* Reformat the texture memory (pitch and width can be /* Reformat the texture memory (pitch and width can be
* different) */ * different) */
@ -6702,7 +6705,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* i
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB)); GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
checkGLcall("glActiveTextureARB"); checkGLcall("glActiveTextureARB");
sampler = This->rev_tex_unit_map[0]; sampler = This->rev_tex_unit_map[0];
if (sampler != -1) { if (sampler != WINED3D_UNMAPPED_STAGE)
{
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(sampler)); IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(sampler));
} }
/* Create a new cursor texture */ /* Create a new cursor texture */

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@ -164,7 +164,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_context
for (textureNo = 0; textureNo < texture_stages; ++textureNo) for (textureNo = 0; textureNo < texture_stages; ++textureNo)
{ {
int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX]; int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
int texture_idx = This->texUnitMap[textureNo]; DWORD texture_idx = This->texUnitMap[textureNo];
if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0)
{ {
@ -174,7 +174,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_context
if (!pixelShader && !This->stateBlock->textures[textureNo]) continue; if (!pixelShader && !This->stateBlock->textures[textureNo]) continue;
if (texture_idx == -1) continue; if (texture_idx == WINED3D_UNMAPPED_STAGE) continue;
if (coordIdx > 7) if (coordIdx > 7)
{ {
@ -232,7 +232,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_context
{ {
int coord_idx; int coord_idx;
const void *ptr; const void *ptr;
int texture_idx; DWORD texture_idx;
if (!(tmp_tex_mask & 1)) continue; if (!(tmp_tex_mask & 1)) continue;

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@ -301,7 +301,7 @@ void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
/* Context activation is done by the caller. */ /* Context activation is done by the caller. */
static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) { static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
int active_sampler; DWORD active_sampler;
/* We don't need a specific texture unit, but after binding the texture the current unit is dirty. /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
* Read the unit back instead of switching to 0, this avoids messing around with the state manager's * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
@ -320,7 +320,8 @@ static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
LEAVE_GL(); LEAVE_GL();
active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB]; active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
if (active_sampler != -1) { if (active_sampler != WINED3D_UNMAPPED_STAGE)
{
IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler)); IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
} }
IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb); IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);

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@ -30,7 +30,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
static void volume_bind_and_dirtify(IWineD3DVolume *iface) { static void volume_bind_and_dirtify(IWineD3DVolume *iface) {
IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface; IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
IWineD3DVolumeTexture *texture; IWineD3DVolumeTexture *texture;
int active_sampler; DWORD active_sampler;
/* We don't need a specific texture unit, but after binding the texture the current unit is dirty. /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
* Read the unit back instead of switching to 0, this avoids messing around with the state manager's * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
@ -53,7 +53,8 @@ static void volume_bind_and_dirtify(IWineD3DVolume *iface) {
active_sampler = 0; active_sampler = 0;
} }
if (active_sampler != -1) { if (active_sampler != WINED3D_UNMAPPED_STAGE)
{
IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler)); IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
} }