wined3d: Pass a wined3d_context_gl structure to context_map_stage().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2019-05-09 23:38:19 +04:30 committed by Alexandre Julliard
parent 9be7995448
commit be7f65dfdc
1 changed files with 14 additions and 11 deletions

View File

@ -3224,19 +3224,19 @@ void context_state_fb(struct wined3d_context *context, const struct wined3d_stat
context->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR; context->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
} }
static void context_map_stage(struct wined3d_context *context, DWORD stage, DWORD unit) static void wined3d_context_gl_map_stage(struct wined3d_context_gl *context_gl, unsigned int stage, unsigned int unit)
{ {
DWORD i = context->rev_tex_unit_map[unit]; unsigned int i = context_gl->c.rev_tex_unit_map[unit];
DWORD j = context->tex_unit_map[stage]; unsigned int j = context_gl->c.tex_unit_map[stage];
TRACE("Mapping stage %u to unit %u.\n", stage, unit); TRACE("Mapping stage %u to unit %u.\n", stage, unit);
context->tex_unit_map[stage] = unit; context_gl->c.tex_unit_map[stage] = unit;
if (i != WINED3D_UNMAPPED_STAGE && i != stage) if (i != WINED3D_UNMAPPED_STAGE && i != stage)
context->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE; context_gl->c.tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
context->rev_tex_unit_map[unit] = stage; context_gl->c.rev_tex_unit_map[unit] = stage;
if (j != WINED3D_UNMAPPED_STAGE && j != unit) if (j != WINED3D_UNMAPPED_STAGE && j != unit)
context->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE; context_gl->c.rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
} }
static void context_invalidate_texture_stage(struct wined3d_context *context, DWORD stage) static void context_invalidate_texture_stage(struct wined3d_context *context, DWORD stage)
@ -3304,6 +3304,7 @@ static void context_update_fixed_function_usage_map(struct wined3d_context *cont
static void context_map_fixed_function_samplers(struct wined3d_context *context, static void context_map_fixed_function_samplers(struct wined3d_context *context,
const struct wined3d_state *state) const struct wined3d_state *state)
{ {
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
const struct wined3d_d3d_info *d3d_info = context->d3d_info; const struct wined3d_d3d_info *d3d_info = context->d3d_info;
unsigned int i, tex; unsigned int i, tex;
WORD ffu_map; WORD ffu_map;
@ -3320,7 +3321,7 @@ static void context_map_fixed_function_samplers(struct wined3d_context *context,
if (context->tex_unit_map[i] != i) if (context->tex_unit_map[i] != i)
{ {
context_map_stage(context, i, i); wined3d_context_gl_map_stage(context_gl, i, i);
context_invalidate_state(context, STATE_SAMPLER(i)); context_invalidate_state(context, STATE_SAMPLER(i));
context_invalidate_texture_stage(context, i); context_invalidate_texture_stage(context, i);
} }
@ -3337,7 +3338,7 @@ static void context_map_fixed_function_samplers(struct wined3d_context *context,
if (context->tex_unit_map[i] != tex) if (context->tex_unit_map[i] != tex)
{ {
context_map_stage(context, i, tex); wined3d_context_gl_map_stage(context_gl, i, tex);
context_invalidate_state(context, STATE_SAMPLER(i)); context_invalidate_state(context, STATE_SAMPLER(i));
context_invalidate_texture_stage(context, i); context_invalidate_texture_stage(context, i);
} }
@ -3348,6 +3349,7 @@ static void context_map_fixed_function_samplers(struct wined3d_context *context,
static void context_map_psamplers(struct wined3d_context *context, const struct wined3d_state *state) static void context_map_psamplers(struct wined3d_context *context, const struct wined3d_state *state)
{ {
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
const struct wined3d_d3d_info *d3d_info = context->d3d_info; const struct wined3d_d3d_info *d3d_info = context->d3d_info;
const struct wined3d_shader_resource_info *resource_info = const struct wined3d_shader_resource_info *resource_info =
state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info; state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
@ -3357,7 +3359,7 @@ static void context_map_psamplers(struct wined3d_context *context, const struct
{ {
if (resource_info[i].type && context->tex_unit_map[i] != i) if (resource_info[i].type && context->tex_unit_map[i] != i)
{ {
context_map_stage(context, i, i); wined3d_context_gl_map_stage(context_gl, i, i);
context_invalidate_state(context, STATE_SAMPLER(i)); context_invalidate_state(context, STATE_SAMPLER(i));
if (i < d3d_info->limits.ffp_blend_stages) if (i < d3d_info->limits.ffp_blend_stages)
context_invalidate_texture_stage(context, i); context_invalidate_texture_stage(context, i);
@ -3395,6 +3397,7 @@ static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, cons
{ {
const struct wined3d_shader_resource_info *vs_resource_info = const struct wined3d_shader_resource_info *vs_resource_info =
state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info; state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info;
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
const struct wined3d_shader_resource_info *ps_resource_info = NULL; const struct wined3d_shader_resource_info *ps_resource_info = NULL;
const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_gl_info *gl_info = context->gl_info;
int start = min(WINED3D_MAX_COMBINED_SAMPLERS, gl_info->limits.graphics_samplers) - 1; int start = min(WINED3D_MAX_COMBINED_SAMPLERS, gl_info->limits.graphics_samplers) - 1;
@ -3417,7 +3420,7 @@ static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, cons
{ {
if (context->tex_unit_map[vsampler_idx] != start) if (context->tex_unit_map[vsampler_idx] != start)
{ {
context_map_stage(context, vsampler_idx, start); wined3d_context_gl_map_stage(context_gl, vsampler_idx, start);
context_invalidate_state(context, STATE_SAMPLER(vsampler_idx)); context_invalidate_state(context, STATE_SAMPLER(vsampler_idx));
} }