wined3d: Use WINED3D_UNMAPPED_STAGE in some more places.
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7a0670392c
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b8078fc747
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@ -1513,9 +1513,10 @@ static inline void set_blit_dimension(UINT width, UINT height) {
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/* Context activation is done by the caller. */
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static inline void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context, UINT width, UINT height)
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{
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int i, sampler;
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int i;
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const struct StateEntry *StateTable = This->StateTable;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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DWORD sampler;
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TRACE("Setting up context %p for blitting\n", context);
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if(context->last_was_blit) {
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@ -1578,7 +1579,8 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
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if (sampler != -1) {
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if (sampler != WINED3D_UNMAPPED_STAGE)
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{
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if (sampler < MAX_TEXTURES) {
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Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
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}
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@ -1617,7 +1619,8 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context
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checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
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}
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if (sampler != -1) {
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if (sampler != WINED3D_UNMAPPED_STAGE)
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{
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if (sampler < MAX_TEXTURES) {
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Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
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Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
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@ -2113,8 +2113,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface,
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This->texUnitMap[state] = state;
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This->rev_tex_unit_map[state] = state;
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} else {
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This->texUnitMap[state] = -1;
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This->rev_tex_unit_map[state] = -1;
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This->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
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This->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
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}
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}
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@ -3635,18 +3635,21 @@ static inline void markTextureStagesDirty(IWineD3DDeviceImpl *This, DWORD stage)
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}
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}
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static void device_map_stage(IWineD3DDeviceImpl *This, int stage, int unit) {
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int i = This->rev_tex_unit_map[unit];
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int j = This->texUnitMap[stage];
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static void device_map_stage(IWineD3DDeviceImpl *This, DWORD stage, DWORD unit)
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{
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DWORD i = This->rev_tex_unit_map[unit];
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DWORD j = This->texUnitMap[stage];
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This->texUnitMap[stage] = unit;
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if (i != -1 && i != stage) {
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This->texUnitMap[i] = -1;
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if (i != WINED3D_UNMAPPED_STAGE && i != stage)
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{
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This->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
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}
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This->rev_tex_unit_map[unit] = stage;
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if (j != -1 && j != unit) {
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This->rev_tex_unit_map[j] = -1;
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if (j != WINED3D_UNMAPPED_STAGE && j != unit)
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{
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This->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
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}
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}
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@ -3740,14 +3743,12 @@ static void device_map_psamplers(IWineD3DDeviceImpl *This) {
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}
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static BOOL device_unit_free_for_vs(IWineD3DDeviceImpl *This, const DWORD *pshader_sampler_tokens,
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const DWORD *vshader_sampler_tokens, int unit)
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const DWORD *vshader_sampler_tokens, DWORD unit)
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{
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int current_mapping = This->rev_tex_unit_map[unit];
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DWORD current_mapping = This->rev_tex_unit_map[unit];
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if (current_mapping == -1) {
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/* Not currently used */
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return TRUE;
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}
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/* Not currently used */
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if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
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if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
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/* Used by a fragment sampler */
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@ -3781,7 +3782,7 @@ static void device_map_vsamplers(IWineD3DDeviceImpl *This, BOOL ps) {
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}
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for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
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int vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
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DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
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if (vshader_sampler_type[i])
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{
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if (This->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
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@ -5731,7 +5732,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
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int rowoffset = 0; /* how many bytes to add onto the end of a row to wraparound to the beginning of the next */
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const struct GlPixelFormatDesc *src_format_desc, *dst_format_desc;
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GLenum dummy;
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int sampler;
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DWORD sampler;
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int bpp;
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CONVERT_TYPES convert = NO_CONVERSION;
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@ -5871,7 +5872,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
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IWineD3DSurface_ModifyLocation(pDestinationSurface, SFLAG_INTEXTURE, TRUE);
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sampler = This->rev_tex_unit_map[0];
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if (sampler != -1) {
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if (sampler != WINED3D_UNMAPPED_STAGE)
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{
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(sampler));
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}
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@ -6680,7 +6682,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* i
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INT height = This->cursorHeight;
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INT width = This->cursorWidth;
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INT bpp = glDesc->byte_count;
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INT i, sampler;
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DWORD sampler;
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INT i;
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/* Reformat the texture memory (pitch and width can be
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* different) */
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@ -6702,7 +6705,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* i
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
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checkGLcall("glActiveTextureARB");
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sampler = This->rev_tex_unit_map[0];
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if (sampler != -1) {
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if (sampler != WINED3D_UNMAPPED_STAGE)
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{
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(sampler));
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}
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/* Create a new cursor texture */
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@ -164,7 +164,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_context
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for (textureNo = 0; textureNo < texture_stages; ++textureNo)
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{
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int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
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int texture_idx = This->texUnitMap[textureNo];
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DWORD texture_idx = This->texUnitMap[textureNo];
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if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0)
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{
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@ -174,7 +174,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_context
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if (!pixelShader && !This->stateBlock->textures[textureNo]) continue;
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if (texture_idx == -1) continue;
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if (texture_idx == WINED3D_UNMAPPED_STAGE) continue;
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if (coordIdx > 7)
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{
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@ -232,7 +232,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_context
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{
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int coord_idx;
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const void *ptr;
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int texture_idx;
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DWORD texture_idx;
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if (!(tmp_tex_mask & 1)) continue;
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@ -301,7 +301,7 @@ void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
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/* Context activation is done by the caller. */
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static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
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int active_sampler;
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DWORD active_sampler;
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/* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
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* Read the unit back instead of switching to 0, this avoids messing around with the state manager's
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@ -320,7 +320,8 @@ static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
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LEAVE_GL();
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active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
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if (active_sampler != -1) {
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if (active_sampler != WINED3D_UNMAPPED_STAGE)
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{
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IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
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}
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IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
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@ -30,7 +30,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
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static void volume_bind_and_dirtify(IWineD3DVolume *iface) {
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IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
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IWineD3DVolumeTexture *texture;
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int active_sampler;
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DWORD active_sampler;
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/* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
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* Read the unit back instead of switching to 0, this avoids messing around with the state manager's
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@ -53,7 +53,8 @@ static void volume_bind_and_dirtify(IWineD3DVolume *iface) {
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active_sampler = 0;
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}
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if (active_sampler != -1) {
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if (active_sampler != WINED3D_UNMAPPED_STAGE)
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{
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IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
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}
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