wined3d: Store the texture in a local variable in sampler_texmatrix().
Slightly improves readability.
This commit is contained in:
parent
5fff29cded
commit
c72c70d609
|
@ -2308,8 +2308,9 @@ static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock,
|
||||||
static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
||||||
BOOL texIsPow2 = FALSE;
|
BOOL texIsPow2 = FALSE;
|
||||||
DWORD sampler = state - STATE_SAMPLER(0);
|
DWORD sampler = state - STATE_SAMPLER(0);
|
||||||
|
IWineD3DBaseTexture *texture = stateblock->textures[sampler];
|
||||||
|
|
||||||
if(!stateblock->textures[sampler]) return;
|
if(!texture) return;
|
||||||
/* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
|
/* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
|
||||||
* IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
|
* IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
|
||||||
* scaling is reapplied or removed, the texture matrix has to be reapplied
|
* scaling is reapplied or removed, the texture matrix has to be reapplied
|
||||||
|
@ -2320,12 +2321,12 @@ static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, W
|
||||||
if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < MAX_TEXTURES) {
|
if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < MAX_TEXTURES) {
|
||||||
if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D ||
|
if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D ||
|
||||||
stateblock->textureDimensions[sampler] == GL_TEXTURE_RECTANGLE_ARB) {
|
stateblock->textureDimensions[sampler] == GL_TEXTURE_RECTANGLE_ARB) {
|
||||||
if(((IWineD3DTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[0] != 1.0 ||
|
if(((IWineD3DTextureImpl *)texture)->baseTexture.pow2Matrix[0] != 1.0 ||
|
||||||
((IWineD3DTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[5] != 1.0 ) {
|
((IWineD3DTextureImpl *)texture)->baseTexture.pow2Matrix[5] != 1.0 ) {
|
||||||
texIsPow2 = TRUE;
|
texIsPow2 = TRUE;
|
||||||
}
|
}
|
||||||
} else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
|
} else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
|
||||||
if(((IWineD3DCubeTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[0] != 1.0) {
|
if(((IWineD3DCubeTextureImpl *)texture)->baseTexture.pow2Matrix[0] != 1.0) {
|
||||||
texIsPow2 = TRUE;
|
texIsPow2 = TRUE;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue