wined3d: Get rid of the WINED3DSRGB enum.
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7427b72250
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f6b5dc246a
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@ -7469,7 +7469,7 @@ HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
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src_rect.bottom = src_surface->resource.height - src_rect.bottom;
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}
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else
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wined3d_texture_load(src_surface->container, context, SRGB_RGB);
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wined3d_texture_load(src_surface->container, context, FALSE);
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context_apply_blit_state(context, device);
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@ -2124,7 +2124,7 @@ void context_apply_blit_state(struct wined3d_context *context, const struct wine
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if (context->render_offscreen)
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{
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wined3d_texture_load(rt->container, context, SRGB_RGB);
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wined3d_texture_load(rt->container, context, FALSE);
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context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, rt, NULL, rt->draw_binding);
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if (rt->resource.format->id != WINED3DFMT_NULL)
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@ -2791,13 +2791,11 @@ static void context_preload_texture(struct wined3d_context *context,
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const struct wined3d_state *state, unsigned int idx)
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{
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struct wined3d_texture *texture;
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enum WINED3DSRGB srgb;
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if (!(texture = state->textures[idx]))
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return;
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srgb = state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE] ? SRGB_SRGB : SRGB_RGB;
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wined3d_texture_load(texture, context, srgb);
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wined3d_texture_load(texture, context, state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE]);
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}
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/* Context activation is done by the caller. */
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@ -2942,8 +2940,8 @@ static void context_setup_target(struct wined3d_context *context, struct wined3d
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/* Read the back buffer of the old drawable into the destination texture. */
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if (texture->texture_srgb.name)
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wined3d_texture_load(texture, context, SRGB_SRGB);
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wined3d_texture_load(texture, context, SRGB_RGB);
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wined3d_texture_load(texture, context, TRUE);
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wined3d_texture_load(texture, context, FALSE);
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surface_invalidate_location(context->current_rt, SFLAG_INDRAWABLE);
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}
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}
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@ -3402,7 +3402,7 @@ HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
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/* Make sure that the destination texture is loaded. */
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context = context_acquire(device, NULL);
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wined3d_texture_load(dst_texture, context, SRGB_RGB);
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wined3d_texture_load(dst_texture, context, FALSE);
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context_release(context);
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/* Update every surface level of the texture. */
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@ -4085,7 +4085,7 @@ static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struc
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context = context_acquire(device, src_surface);
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gl_info = context->gl_info;
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context_apply_blit_state(context, device);
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wined3d_texture_load(dst_surface->container, context, SRGB_RGB);
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wined3d_texture_load(dst_surface->container, context, FALSE);
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/* Bind the target texture */
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context_bind_texture(context, dst_surface->container->target, dst_surface->container->texture_rgb.name);
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@ -4193,14 +4193,14 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
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context = context_acquire(device, src_surface);
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gl_info = context->gl_info;
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context_apply_blit_state(context, device);
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wined3d_texture_load(dst_surface->container, context, SRGB_RGB);
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wined3d_texture_load(dst_surface->container, context, FALSE);
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src_offscreen = surface_is_offscreen(src_surface);
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noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
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if (!noBackBufferBackup && !src_surface->container->texture_rgb.name)
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{
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/* Get it a description */
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wined3d_texture_load(src_surface->container, context, SRGB_RGB);
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wined3d_texture_load(src_surface->container, context, FALSE);
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}
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/* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
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@ -4489,7 +4489,7 @@ static void surface_blt_to_drawable(const struct wined3d_device *device,
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/* Make sure the surface is up-to-date. This should probably use
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* surface_load_location() and worry about the destination surface too,
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* unless we're overwriting it completely. */
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wined3d_texture_load(src_surface->container, context, SRGB_RGB);
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wined3d_texture_load(src_surface->container, context, FALSE);
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/* Activate the destination context, set it up for blitting */
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context_apply_blit_state(context, device);
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@ -510,35 +510,19 @@ DWORD CDECL wined3d_texture_get_priority(const struct wined3d_texture *texture)
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/* Context activation is done by the caller */
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void wined3d_texture_load(struct wined3d_texture *texture,
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struct wined3d_context *context, enum WINED3DSRGB srgb)
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struct wined3d_context *context, BOOL srgb)
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{
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UINT sub_count = texture->level_count * texture->layer_count;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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BOOL srgb_mode;
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DWORD flag;
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UINT i;
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TRACE("texture %p, srgb %#x.\n", texture, srgb);
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if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
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srgb = SRGB_RGB;
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srgb = FALSE;
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switch (srgb)
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{
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case SRGB_RGB:
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srgb_mode = FALSE;
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break;
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case SRGB_SRGB:
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srgb_mode = TRUE;
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break;
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default:
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srgb_mode = texture->flags & WINED3D_TEXTURE_IS_SRGB;
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break;
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}
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if (srgb_mode)
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if (srgb)
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flag = WINED3D_TEXTURE_SRGB_VALID;
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else
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flag = WINED3D_TEXTURE_RGB_VALID;
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@ -552,7 +536,7 @@ void wined3d_texture_load(struct wined3d_texture *texture,
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/* Reload the surfaces if the texture is marked dirty. */
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for (i = 0; i < sub_count; ++i)
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{
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texture->texture_ops->texture_sub_resource_load(texture->sub_resources[i], context, srgb_mode);
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texture->texture_ops->texture_sub_resource_load(texture->sub_resources[i], context, srgb);
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}
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texture->flags |= flag;
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}
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@ -561,7 +545,7 @@ void CDECL wined3d_texture_preload(struct wined3d_texture *texture)
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{
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struct wined3d_context *context;
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context = context_acquire(texture->resource.device, NULL);
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wined3d_texture_load(texture, context, SRGB_ANY);
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wined3d_texture_load(texture, context, texture->flags & WINED3D_TEXTURE_IS_SRGB);
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context_release(context);
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}
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@ -2043,13 +2043,6 @@ enum wined3d_texture_state
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MAX_WINETEXTURESTATES = 11,
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};
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enum WINED3DSRGB
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{
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SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
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SRGB_RGB = 1, /* Loads the rgb texture */
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SRGB_SRGB = 2, /* Loads the srgb texture */
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};
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struct gl_texture
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{
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DWORD states[MAX_WINETEXTURESTATES];
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@ -2108,7 +2101,7 @@ void wined3d_texture_bind(struct wined3d_texture *texture,
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void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
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struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
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void wined3d_texture_load(struct wined3d_texture *texture,
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struct wined3d_context *context, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
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struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
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void wined3d_texture_set_dirty(struct wined3d_texture *texture) DECLSPEC_HIDDEN;
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#define WINED3D_VFLAG_ALLOCATED 0x00000001
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