wined3d: Make minMipLookup_noFilter and magLookup_noFilter const.
Note that minMipLookup and magLookup aren't particularly safe to use, they're global arrays initialized from IWineD3DImpl_FillGLCaps(). The same goes for the other global dynamic lookup tables.
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@ -426,7 +426,7 @@ void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface
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if (state > WINED3DTEXF_ANISOTROPIC) {
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FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state);
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} else {
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glValue = (*This->baseTexture.magLookup)[state - WINED3DTEXF_NONE];
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glValue = This->baseTexture.magLookup[state - WINED3DTEXF_NONE];
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TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state, glValue);
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glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
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/* We need to reset the Anisotropic filtering state when we change the mag filter to WINED3DTEXF_ANISOTROPIC (this seems a bit weird, check the documentation to see how it should be switched off. */
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@ -455,9 +455,9 @@ void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface
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This->baseTexture.states[WINED3DTEXSTA_MINFILTER],
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This->baseTexture.states[WINED3DTEXSTA_MIPFILTER]);
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}
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glValue = (*This->baseTexture.minMipLookup)
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glValue = This->baseTexture.minMipLookup
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[min(max(samplerStates[WINED3DSAMP_MINFILTER],WINED3DTEXF_NONE), WINED3DTEXF_ANISOTROPIC)]
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[min(max(samplerStates[WINED3DSAMP_MIPFILTER],WINED3DTEXF_NONE), WINED3DTEXF_LINEAR)];
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.mip[min(max(samplerStates[WINED3DSAMP_MIPFILTER],WINED3DTEXF_NONE), WINED3DTEXF_LINEAR)];
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TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
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samplerStates[WINED3DSAMP_MINFILTER],
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@ -779,11 +779,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, U
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object->height = Height;
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if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING) {
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object->baseTexture.minMipLookup = &minMipLookup;
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object->baseTexture.magLookup = &magLookup;
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object->baseTexture.minMipLookup = minMipLookup;
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object->baseTexture.magLookup = magLookup;
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} else {
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object->baseTexture.minMipLookup = &minMipLookup_noFilter;
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object->baseTexture.magLookup = &magLookup_noFilter;
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object->baseTexture.minMipLookup = minMipLookup_noFilter;
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object->baseTexture.magLookup = magLookup_noFilter;
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}
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/** Non-power2 support **/
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@ -821,7 +821,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, U
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object->baseTexture.pow2Matrix[15] = 1.0;
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object->target = GL_TEXTURE_2D;
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object->cond_np2 = TRUE;
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object->baseTexture.minMipLookup = &minMipLookup_noFilter;
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object->baseTexture.minMipLookup = minMipLookup_noFilter;
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} else if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE) &&
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(Width != pow2Width || Height != pow2Height) &&
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!((Format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE) && (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
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@ -832,7 +832,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, U
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object->baseTexture.pow2Matrix[15] = 1.0;
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object->target = GL_TEXTURE_RECTANGLE_ARB;
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object->cond_np2 = TRUE;
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object->baseTexture.minMipLookup = &minMipLookup_noFilter;
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object->baseTexture.minMipLookup = minMipLookup_noFilter;
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} else {
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object->baseTexture.pow2Matrix[0] = (((float)Width) / ((float)pow2Width));
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object->baseTexture.pow2Matrix[5] = (((float)Height) / ((float)pow2Height));
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@ -943,11 +943,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *ifa
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object->baseTexture.pow2Matrix[15] = 1.0;
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if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING) {
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object->baseTexture.minMipLookup = &minMipLookup;
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object->baseTexture.magLookup = &magLookup;
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object->baseTexture.minMipLookup = minMipLookup;
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object->baseTexture.magLookup = magLookup;
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} else {
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object->baseTexture.minMipLookup = &minMipLookup_noFilter;
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object->baseTexture.magLookup = &magLookup_noFilter;
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object->baseTexture.minMipLookup = minMipLookup_noFilter;
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object->baseTexture.magLookup = magLookup_noFilter;
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}
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/* Calculate levels for mip mapping */
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@ -1098,11 +1098,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface
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}
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if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING) {
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object->baseTexture.minMipLookup = &minMipLookup;
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object->baseTexture.magLookup = &magLookup;
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object->baseTexture.minMipLookup = minMipLookup;
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object->baseTexture.magLookup = magLookup;
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} else {
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object->baseTexture.minMipLookup = &minMipLookup_noFilter;
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object->baseTexture.magLookup = &magLookup_noFilter;
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object->baseTexture.minMipLookup = minMipLookup_noFilter;
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object->baseTexture.magLookup = magLookup_noFilter;
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}
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/* Calculate levels for mip mapping */
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@ -158,16 +158,18 @@ int minLookup[MAX_LOOKUPS];
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int maxLookup[MAX_LOOKUPS];
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DWORD *stateLookup[MAX_LOOKUPS];
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DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
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DWORD minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1] = {
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{GL_NEAREST, GL_NEAREST, GL_NEAREST},
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{GL_NEAREST, GL_NEAREST, GL_NEAREST},
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{GL_NEAREST, GL_NEAREST, GL_NEAREST},
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{GL_NEAREST, GL_NEAREST, GL_NEAREST},
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struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
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const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
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{
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{{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
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{{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
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{{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
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{{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
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};
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DWORD magLookup[WINED3DTEXF_ANISOTROPIC + 1];
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DWORD magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] = {
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GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
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const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
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{
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GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
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};
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@ -1367,19 +1369,21 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
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gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
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minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
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minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
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minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
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minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
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minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
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minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
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minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
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minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
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minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
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minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
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GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
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minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
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minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
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minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_NONE] = GL_LINEAR;
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minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_POINT] = GL_LINEAR;
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minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_LINEAR] = GL_LINEAR;
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minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_NONE] = GL_NEAREST;
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minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
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minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
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minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_NONE] = GL_LINEAR;
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minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
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minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
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minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_NONE]
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= gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
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minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_POINT]
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= gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
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minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_LINEAR]
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= gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
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/* TODO: config lookups */
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@ -2990,7 +2990,7 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
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magLookup[Filter - WINED3DTEXF_NONE]);
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checkGLcall("glTexParameteri");
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glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
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minMipLookup[Filter][WINED3DTEXF_NONE]);
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minMipLookup[Filter].mip[WINED3DTEXF_NONE]);
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checkGLcall("glTexParameteri");
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if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
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@ -3530,7 +3530,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
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magLookup[Filter - WINED3DTEXF_NONE]);
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checkGLcall("glTexParameteri");
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glTexParameteri(Src->glDescription.target, GL_TEXTURE_MIN_FILTER,
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minMipLookup[Filter][WINED3DTEXF_NONE]);
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minMipLookup[Filter].mip[WINED3DTEXF_NONE]);
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checkGLcall("glTexParameteri");
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glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP);
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@ -111,13 +111,18 @@ extern int minLookup[MAX_LOOKUPS];
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extern int maxLookup[MAX_LOOKUPS];
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extern DWORD *stateLookup[MAX_LOOKUPS];
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typedef DWORD magLookup_t[WINED3DTEXF_ANISOTROPIC + 1];
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extern magLookup_t magLookup;
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extern magLookup_t magLookup_noFilter;
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struct min_lookup
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{
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GLenum mip[WINED3DTEXF_LINEAR + 1];
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};
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typedef DWORD minMipLookup_t[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
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extern minMipLookup_t minMipLookup;
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extern minMipLookup_t minMipLookup_noFilter;
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struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
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const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
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GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
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const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
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extern const struct filter_lookup filter_lookup_nofilter;
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extern struct filter_lookup filter_lookup;
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void init_type_lookup(WineD3D_GL_Info *gl_info);
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#define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
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@ -1229,8 +1234,8 @@ typedef struct IWineD3DBaseTextureClass
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UINT srgb_mode_change_count;
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WINED3DFORMAT shader_conversion_group;
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float pow2Matrix[16];
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minMipLookup_t *minMipLookup;
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magLookup_t *magLookup;
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const struct min_lookup *minMipLookup;
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const GLenum *magLookup;
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} IWineD3DBaseTextureClass;
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typedef struct IWineD3DBaseTextureImpl
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