diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index 21d19a647b6..9b47d7af750 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -503,8 +503,8 @@ static void shader_arb_load_np2fixup_constants( for (i = 0; active; active >>= 1, ++i) { const unsigned char idx = fixup->super.idx[i]; - const IWineD3DTextureImpl* const tex = (const IWineD3DTextureImpl*) stateBlock->textures[i]; - GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4]; + const IWineD3DBaseTextureImpl *tex = stateBlock->state.textures[i]; + GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4]; if (!(active & 1)) continue; @@ -1326,6 +1326,7 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD { struct wined3d_shader_buffer *buffer = ins->ctx->buffer; DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx]; + IWineD3DBaseTextureImpl *texture; const char *tex_type; BOOL np2_fixup = FALSE; IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader; @@ -1343,9 +1344,8 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD break; case WINED3DSTT_2D: - if (device->stateBlock->textures[sampler_idx] - && ((IWineD3DBaseTextureImpl *)device->stateBlock->textures[sampler_idx])->baseTexture.target - == GL_TEXTURE_RECTANGLE_ARB) + texture = device->stateBlock->state.textures[sampler_idx]; + if (texture && texture->baseTexture.target == GL_TEXTURE_RECTANGLE_ARB) { tex_type = "RECT"; } else { @@ -4229,6 +4229,7 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct /* GL locking is done by the caller */ static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args) { + IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device; UINT i; DWORD new_size; struct arb_ps_compiled_shader *new_array; @@ -4238,7 +4239,6 @@ static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl * if (!shader->baseShader.backend_data) { - IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; struct shader_arb_priv *priv = device->shader_priv; @@ -4293,7 +4293,7 @@ static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl * shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args; pixelshader_update_samplers(&shader->baseShader.reg_maps, - ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures); + (IWineD3DBaseTexture **)device->stateBlock->state.textures); if (!shader_buffer_init(&buffer)) { diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 7c962477931..7bf601b7905 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -458,7 +458,7 @@ static void device_preload_texture(IWineD3DStateBlockImpl *stateblock, unsigned IWineD3DBaseTextureImpl *texture; enum WINED3DSRGB srgb; - if (!(texture = (IWineD3DBaseTextureImpl *)stateblock->textures[idx])) return; + if (!(texture = stateblock->state.textures[idx])) return; srgb = stateblock->state.sampler_states[idx][WINED3DSAMP_SRGBTEXTURE] ? SRGB_SRGB : SRGB_RGB; texture->baseTexture.internal_preload((IWineD3DBaseTexture *)texture, srgb); } @@ -4319,7 +4319,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS); /* Windows accepts overflowing this array... we do not. */ - if (stage >= sizeof(This->stateBlock->textures) / sizeof(*This->stateBlock->textures)) + if (stage >= sizeof(This->stateBlock->state.textures) / sizeof(*This->stateBlock->state.textures)) { WARN("Ignoring invalid stage %u.\n", stage); return WINED3D_OK; @@ -4334,7 +4334,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, This->updateStateBlock->changed.textures |= 1 << stage; - prev = This->updateStateBlock->textures[stage]; + prev = (IWineD3DBaseTexture *)This->updateStateBlock->state.textures[stage]; TRACE("Previous texture %p.\n", prev); if (texture == prev) @@ -4344,7 +4344,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, } TRACE("Setting new texture to %p.\n", texture); - This->updateStateBlock->textures[stage] = texture; + This->updateStateBlock->state.textures[stage] = (IWineD3DBaseTextureImpl *)texture; if (This->isRecordingState) { @@ -4401,7 +4401,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, TRACE("Searching for other stages the texture is bound to.\n"); for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) { - if (This->updateStateBlock->textures[i] == prev) + if (This->updateStateBlock->state.textures[i] == t) { TRACE("Texture is also bound to stage %u.\n", i); t->baseTexture.sampler = i; @@ -4425,12 +4425,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS); } - if (Stage >= sizeof(This->stateBlock->textures)/sizeof(This->stateBlock->textures[0])) { + if (Stage >= sizeof(This->stateBlock->state.textures) / sizeof(*This->stateBlock->state.textures)) + { ERR("Current stage overflows textures array (stage %d)\n", Stage); return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */ } - *ppTexture=This->stateBlock->textures[Stage]; + *ppTexture = (IWineD3DBaseTexture *)This->stateBlock->state.textures[Stage]; if (*ppTexture) IWineD3DBaseTexture_AddRef(*ppTexture); @@ -5068,7 +5069,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, return WINED3DERR_UNSUPPORTEDTEXTUREFILTER; } - texture = (IWineD3DBaseTextureImpl *) This->stateBlock->textures[i]; + texture = This->stateBlock->state.textures[i]; if (!texture || texture->resource.format->Flags & WINED3DFMT_FLAG_FILTERING) continue; if (This->stateBlock->state.sampler_states[i][WINED3DSAMP_MAGFILTER] != WINED3DTEXF_POINT) @@ -5102,7 +5103,7 @@ static void dirtify_p8_texture_samplers(IWineD3DDeviceImpl *device) for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) { - IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl*)device->stateBlock->textures[i]; + IWineD3DBaseTextureImpl *texture = device->stateBlock->state.textures[i]; if (texture && (texture->resource.format->id == WINED3DFMT_P8_UINT || texture->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)) { @@ -6593,19 +6594,19 @@ void device_resource_released(IWineD3DDeviceImpl *device, IWineD3DResource *reso case WINED3DRTYPE_VOLUMETEXTURE: for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) { - if (device->stateBlock && device->stateBlock->textures[i] == (IWineD3DBaseTexture *)resource) + if (device->stateBlock && device->stateBlock->state.textures[i] == (IWineD3DBaseTextureImpl *)resource) { ERR("Texture %p is still in use by stateblock %p, stage %u.\n", resource, device->stateBlock, i); - device->stateBlock->textures[i] = NULL; + device->stateBlock->state.textures[i] = NULL; } if (device->updateStateBlock != device->stateBlock - && device->updateStateBlock->textures[i] == (IWineD3DBaseTexture *)resource) + && device->updateStateBlock->state.textures[i] == (IWineD3DBaseTextureImpl *)resource) { ERR("Texture %p is still in use by stateblock %p, stage %u.\n", resource, device->updateStateBlock, i); - device->updateStateBlock->textures[i] = NULL; + device->updateStateBlock->state.textures[i] = NULL; } } break; diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c index 011837f691b..28b3cb641be 100644 --- a/dlls/wined3d/drawprim.c +++ b/dlls/wined3d/drawprim.c @@ -178,7 +178,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_context continue; } - if (!pixelShader && !This->stateBlock->textures[textureNo]) continue; + if (!pixelShader && !This->stateBlock->state.textures[textureNo]) continue; if (texture_idx == WINED3D_UNMAPPED_STAGE) continue; diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index f61523334b3..23821628002 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -708,8 +708,8 @@ static void shader_glsl_load_np2fixup_constants( for (i = 0; fixup; fixup >>= 1, ++i) { const unsigned char idx = prog->np2Fixup_info->idx[i]; - const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i]; - GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4]; + const IWineD3DBaseTextureImpl *tex = stateBlock->state.textures[i]; + GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4]; if (!tex) { @@ -1050,6 +1050,8 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont for (i = 0; i < This->baseShader.limits.sampler; i++) { if (reg_maps->sampler_type[i]) { + IWineD3DBaseTextureImpl *texture; + switch (reg_maps->sampler_type[i]) { case WINED3DSTT_1D: @@ -1059,20 +1061,17 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i); break; case WINED3DSTT_2D: + texture = device->stateBlock->state.textures[i]; if (pshader && ps_args->shadow & (1 << i)) { - if (device->stateBlock->textures[i] - && ((IWineD3DBaseTextureImpl *)device->stateBlock->textures[i])->baseTexture.target - == GL_TEXTURE_RECTANGLE_ARB) + if (texture && texture->baseTexture.target == GL_TEXTURE_RECTANGLE_ARB) shader_addline(buffer, "uniform sampler2DRectShadow %csampler%u;\n", prefix, i); else shader_addline(buffer, "uniform sampler2DShadow %csampler%u;\n", prefix, i); } else { - if (device->stateBlock->textures[i] - && ((IWineD3DBaseTextureImpl *)device->stateBlock->textures[i])->baseTexture.target - == GL_TEXTURE_RECTANGLE_ARB) + if (texture && texture->baseTexture.target == GL_TEXTURE_RECTANGLE_ARB) shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i); else shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i); @@ -3017,6 +3016,7 @@ static void shader_glsl_tex(const struct wined3d_shader_instruction *ins) DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major, ins->ctx->reg_maps->shader_version.minor); glsl_sample_function_t sample_function; + IWineD3DBaseTextureImpl *texture; DWORD sample_flags = 0; DWORD sampler_idx; DWORD mask = 0, swizzle; @@ -3025,6 +3025,7 @@ static void shader_glsl_tex(const struct wined3d_shader_instruction *ins) * 2.0+: Use provided sampler source. */ if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx; else sampler_idx = ins->src[1].reg.idx; + texture = deviceImpl->stateBlock->state.textures[sampler_idx]; if (shader_version < WINED3D_SHADER_VERSION(1,4)) { @@ -3063,12 +3064,8 @@ static void shader_glsl_tex(const struct wined3d_shader_instruction *ins) } } - if (deviceImpl->stateBlock->textures[sampler_idx] - && ((IWineD3DBaseTextureImpl *)deviceImpl->stateBlock->textures[sampler_idx])->baseTexture.target - == GL_TEXTURE_RECTANGLE_ARB) - { + if (texture && texture->baseTexture.target == GL_TEXTURE_RECTANGLE_ARB) sample_flags |= WINED3D_GLSL_SAMPLE_RECT; - } shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function); mask |= sample_function.coord_mask; @@ -3110,6 +3107,7 @@ static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins) DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD; DWORD sampler_idx; DWORD swizzle = ins->src[1].swizzle; + IWineD3DBaseTextureImpl *texture; if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]) { @@ -3119,9 +3117,8 @@ static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins) } sampler_idx = ins->src[1].reg.idx; - if (deviceImpl->stateBlock->textures[sampler_idx] - && ((IWineD3DBaseTextureImpl *)deviceImpl->stateBlock->textures[sampler_idx])->baseTexture.target - == GL_TEXTURE_RECTANGLE_ARB) + texture = deviceImpl->stateBlock->state.textures[sampler_idx]; + if (texture && texture->baseTexture.target == GL_TEXTURE_RECTANGLE_ARB) sample_flags |= WINED3D_GLSL_SAMPLE_RECT; shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function); @@ -3143,11 +3140,11 @@ static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins) DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD; DWORD sampler_idx; DWORD swizzle = ins->src[1].swizzle; + IWineD3DBaseTextureImpl *texture; sampler_idx = ins->src[1].reg.idx; - if (deviceImpl->stateBlock->textures[sampler_idx] - && ((IWineD3DBaseTextureImpl *)deviceImpl->stateBlock->textures[sampler_idx])->baseTexture.target - == GL_TEXTURE_RECTANGLE_ARB) + texture = deviceImpl->stateBlock->state.textures[sampler_idx]; + if (texture && texture->baseTexture.target == GL_TEXTURE_RECTANGLE_ARB) sample_flags |= WINED3D_GLSL_SAMPLE_RECT; shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function); @@ -4131,6 +4128,7 @@ static GLhandleARB find_glsl_pshader(const struct wined3d_context *context, struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info) { + struct wined3d_state *state = &((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->state; UINT i; DWORD new_size; struct glsl_ps_compiled_shader *new_array; @@ -4187,8 +4185,7 @@ static GLhandleARB find_glsl_pshader(const struct wined3d_context *context, memset(&shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup, 0, sizeof(struct ps_np2fixup_info)); if (args->np2_fixup) np2fixup = &shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup; - pixelshader_update_samplers(&shader->baseShader.reg_maps, - ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures); + pixelshader_update_samplers(&shader->baseShader.reg_maps, (IWineD3DBaseTexture **)state->textures); shader_buffer_clear(buffer); ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup); diff --git a/dlls/wined3d/nvidia_texture_shader.c b/dlls/wined3d/nvidia_texture_shader.c index 1cb8b841851..380986a019d 100644 --- a/dlls/wined3d/nvidia_texture_shader.c +++ b/dlls/wined3d/nvidia_texture_shader.c @@ -43,9 +43,9 @@ static void nvts_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateb context->texShaderBumpMap &= ~(1 << stage); } - if (stateblock->textures[stage]) + if (stateblock->state.textures[stage]) { - switch (((IWineD3DBaseTextureImpl *)stateblock->textures[stage])->baseTexture.target) + switch (stateblock->state.textures[stage]->baseTexture.target) { case GL_TEXTURE_2D: glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D); diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c index ba728d41c62..9077ef8d6d5 100644 --- a/dlls/wined3d/shader.c +++ b/dlls/wined3d/shader.c @@ -2086,7 +2086,7 @@ void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) { if (!shader->baseShader.reg_maps.sampler_type[i]) continue; - texture = (IWineD3DBaseTextureImpl *)stateblock->textures[i]; + texture = stateblock->state.textures[i]; if (!texture) { args->color_fixup[i] = COLOR_FIXUP_IDENTITY; diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index 0b5bc3ebb42..5aac3870efb 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -496,13 +496,13 @@ static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha * in case it finds some texture+colorkeyenable combination which needs extra care. */ - if (stateblock->textures[0]) + if (stateblock->state.textures[0]) { - GLenum texture_dimensions = ((IWineD3DBaseTextureImpl *)stateblock->textures[0])->baseTexture.target; + IWineD3DBaseTextureImpl *texture = stateblock->state.textures[0]; + GLenum texture_dimensions = texture->baseTexture.target; if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB) { - IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)stateblock->textures[0]; IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[0]; if (surf->CKeyFlags & WINEDDSD_CKSRCBLT) @@ -2111,7 +2111,7 @@ static void set_tex_op(const struct wined3d_context *context, IWineD3DDevice *if op = WINED3DTOP_SELECTARG1; } - if (isAlpha && !This->stateBlock->textures[Stage] && arg1 == WINED3DTA_TEXTURE) + if (isAlpha && !This->stateBlock->state.textures[Stage] && arg1 == WINED3DTA_TEXTURE) { get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1); } else { @@ -3184,9 +3184,9 @@ void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d arg2 = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAARG2]; arg0 = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAARG0]; - if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && !stage && stateblock->textures[0]) + if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && !stage && stateblock->state.textures[0]) { - IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)stateblock->textures[0]; + IWineD3DBaseTextureImpl *texture = stateblock->state.textures[0]; GLenum texture_dimensions = texture->baseTexture.target; if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB) @@ -3292,7 +3292,7 @@ static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, s stateblock->device->frag_pipe->ffp_proj_control); /* The sampler applying function calls us if this changes */ - if ((context->lastWasPow2Texture & (1 << texUnit)) && stateblock->textures[texUnit]) + if ((context->lastWasPow2Texture & (1 << texUnit)) && stateblock->state.textures[texUnit]) { if(generated) { FIXME("Non-power2 texture being used with generated texture coords\n"); @@ -3301,7 +3301,7 @@ static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, s fixed-function-pipeline fixup via pow2Matrix when no PS is used. */ if (!use_ps(stateblock)) { TRACE("Non power two matrix multiply fixup\n"); - glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix); + glMultMatrixf(stateblock->state.textures[texUnit]->baseTexture.pow2Matrix); } } } @@ -3579,7 +3579,7 @@ static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, s static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) { const DWORD sampler = state - STATE_SAMPLER(0); - IWineD3DBaseTexture *texture = stateblock->textures[sampler]; + IWineD3DBaseTextureImpl *texture = stateblock->state.textures[sampler]; TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context); @@ -3592,7 +3592,7 @@ static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, s * misc pipeline */ if(sampler < MAX_TEXTURES) { - const BOOL texIsPow2 = !((IWineD3DBaseTextureImpl *)texture)->baseTexture.pow2Matrix_identity; + const BOOL texIsPow2 = !texture->baseTexture.pow2Matrix_identity; if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler))) { @@ -3632,12 +3632,13 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wine GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage)); checkGLcall("glActiveTextureARB"); - if (stateblock->textures[sampler]) + if (stateblock->state.textures[sampler]) { + IWineD3DBaseTexture *texture = (IWineD3DBaseTexture *)stateblock->state.textures[sampler]; BOOL srgb = stateblock->state.sampler_states[sampler][WINED3DSAMP_SRGBTEXTURE]; - IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler]; - IWineD3DBaseTexture_BindTexture(stateblock->textures[sampler], srgb); - basetexture_apply_state_changes(stateblock->textures[sampler], + + IWineD3DBaseTexture_BindTexture(texture, srgb); + basetexture_apply_state_changes(texture, stateblock->state.texture_states[sampler], stateblock->state.sampler_states[sampler], gl_info); @@ -3662,7 +3663,7 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wine } /* Trigger shader constant reloading (for NP2 texcoord fixup) */ - if (!tex_impl->baseTexture.pow2Matrix_identity) + if (!stateblock->state.textures[sampler]->baseTexture.pow2Matrix_identity) { IWineD3DDeviceImpl *d3ddevice = stateblock->device; d3ddevice->shader_backend->shader_load_np2fixup_constants( diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c index 41fca5a5b82..c06e14bc027 100644 --- a/dlls/wined3d/stateblock.c +++ b/dlls/wined3d/stateblock.c @@ -496,7 +496,8 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) { for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) { - if (This->textures[counter]) IWineD3DBaseTexture_Release(This->textures[counter]); + if (This->state.textures[counter]) + IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)This->state.textures[counter]); } for (counter = 0; counter < MAX_STREAMS; ++counter) @@ -840,11 +841,14 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface) { if (!(map & 1)) continue; - TRACE("Updating texture %u to %p (was %p).\n", i, targetStateBlock->textures[i], This->textures[i]); + TRACE("Updating texture %u to %p (was %p).\n", + i, targetStateBlock->state.textures[i], This->state.textures[i]); - if (targetStateBlock->textures[i]) IWineD3DBaseTexture_AddRef(targetStateBlock->textures[i]); - if (This->textures[i]) IWineD3DBaseTexture_Release(This->textures[i]); - This->textures[i] = targetStateBlock->textures[i]; + if (targetStateBlock->state.textures[i]) + IWineD3DBaseTexture_AddRef((IWineD3DBaseTexture *)targetStateBlock->state.textures[i]); + if (This->state.textures[i]) + IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)This->state.textures[i]); + This->state.textures[i] = targetStateBlock->state.textures[i]; } for (i = 0; i < This->num_contained_sampler_states; ++i) @@ -1029,7 +1033,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface) if (!(map & 1)) continue; stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS; - IWineD3DDevice_SetTexture(device, stage, This->textures[i]); + IWineD3DDevice_SetTexture(device, stage, (IWineD3DBaseTexture *)This->state.textures[i]); } map = This->changed.clipplane; @@ -1280,7 +1284,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat { /* Note: This avoids calling SetTexture, so pretend it has been called */ This->changed.textures |= 1 << i; - This->textures[i] = NULL; + This->state.textures[i] = NULL; } /* check the return values, because the GetBackBuffer call isn't valid for ddraw */ diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c index 6f535a7e55c..994c1e2423d 100644 --- a/dlls/wined3d/utils.c +++ b/dlls/wined3d/utils.c @@ -2368,7 +2368,7 @@ GLenum CompareFunc(DWORD func) { BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3) { if (op == WINED3DTOP_DISABLE) return FALSE; - if (This->stateBlock->textures[stage]) return FALSE; + if (This->stateBlock->state.textures[stage]) return FALSE; if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE && op != WINED3DTOP_SELECTARG2) return TRUE; @@ -2745,8 +2745,7 @@ void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_setting break; } - texture = (IWineD3DBaseTextureImpl *) stateblock->textures[i]; - if (texture) + if ((texture = stateblock->state.textures[i])) { settings->op[i].color_fixup = texture->resource.format->color_fixup; if (ignore_textype) @@ -2809,9 +2808,9 @@ void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_setting aarg0 = (args[aop] & ARG0) ? stateblock->state.texture_states[i][WINED3DTSS_ALPHAARG0] : ARG_UNUSED; } - if (!i && stateblock->textures[0] && stateblock->state.render_states[WINED3DRS_COLORKEYENABLE]) + if (!i && stateblock->state.textures[0] && stateblock->state.render_states[WINED3DRS_COLORKEYENABLE]) { - IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)stateblock->textures[0]; + IWineD3DBaseTextureImpl *texture = stateblock->state.textures[0]; GLenum texture_dimensions = texture->baseTexture.target; if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB) @@ -2980,9 +2979,9 @@ void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock { const struct wined3d_gl_info *gl_info = context->gl_info; - if (stateblock->textures[stage]) + if (stateblock->state.textures[stage]) { - switch (((IWineD3DBaseTextureImpl *)stateblock->textures[stage])->baseTexture.target) + switch (stateblock->state.textures[stage]->baseTexture.target) { case GL_TEXTURE_2D: glDisable(GL_TEXTURE_3D); diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index d542de05de6..c54be902792 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -2349,7 +2349,7 @@ struct wined3d_stream_state struct wined3d_state { - /* Sampler States */ + IWineD3DBaseTextureImpl *textures[MAX_COMBINED_SAMPLERS]; DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1]; DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1]; DWORD lowest_disabled_stage; @@ -2417,9 +2417,6 @@ struct IWineD3DStateBlockImpl INT pixelShaderConstantI[MAX_CONST_I * 4]; float *pixelShaderConstantF; - /* Texture */ - IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS]; - /* Contained state management */ DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1]; unsigned int num_contained_render_states;