wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_set_texture_target().
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@ -126,7 +126,7 @@ static void cubetexture_cleanup(IWineD3DCubeTextureImpl *This)
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* surface doesn't try and release it. */
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surface_set_texture_name(surface, 0, TRUE);
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surface_set_texture_name(surface, 0, FALSE);
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surface_set_texture_target((IWineD3DSurface *)surface, 0);
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surface_set_texture_target(surface, 0);
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IWineD3DSurface_SetContainer((IWineD3DSurface *)surface, NULL);
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IWineD3DSurface_Release((IWineD3DSurface *)surface);
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}
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@ -559,7 +559,7 @@ HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UIN
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}
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IWineD3DSurface_SetContainer(surface, (IWineD3DBase *)texture);
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surface_set_texture_target(surface, cube_targets[j]);
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surface_set_texture_target((IWineD3DSurfaceImpl *)surface, cube_targets[j]);
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texture->baseTexture.sub_resources[idx] = (IWineD3DResourceImpl *)surface;
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TRACE("Created surface level %u @ %p.\n", i, surface);
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}
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@ -499,25 +499,23 @@ void surface_set_texture_name(IWineD3DSurfaceImpl *surface, GLuint new_name, BOO
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surface_force_reload(surface);
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}
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void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
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void surface_set_texture_target(IWineD3DSurfaceImpl *surface, GLenum target)
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{
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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TRACE("surface %p, target %#x.\n", surface, target);
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TRACE("(%p) : setting target %#x\n", This, target);
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if (This->texture_target != target)
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if (surface->texture_target != target)
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{
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if (target == GL_TEXTURE_RECTANGLE_ARB)
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{
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This->Flags &= ~SFLAG_NORMCOORD;
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surface->Flags &= ~SFLAG_NORMCOORD;
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}
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else if (This->texture_target == GL_TEXTURE_RECTANGLE_ARB)
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else if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
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{
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This->Flags |= SFLAG_NORMCOORD;
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surface->Flags |= SFLAG_NORMCOORD;
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}
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}
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This->texture_target = target;
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surface_force_reload(This);
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surface->texture_target = target;
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surface_force_reload(surface);
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}
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/* Context activation is done by the caller. */
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@ -118,7 +118,7 @@ static void texture_cleanup(IWineD3DTextureImpl *This)
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* surface doesn't try and release it */
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surface_set_texture_name(surface, 0, TRUE);
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surface_set_texture_name(surface, 0, FALSE);
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surface_set_texture_target((IWineD3DSurface *)surface, 0);
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surface_set_texture_target(surface, 0);
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IWineD3DSurface_SetContainer((IWineD3DSurface *)surface, NULL);
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IWineD3DSurface_Release((IWineD3DSurface *)surface);
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}
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@ -612,7 +612,7 @@ HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT
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}
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IWineD3DSurface_SetContainer(surface, (IWineD3DBase *)texture);
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surface_set_texture_target(surface, texture->target);
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surface_set_texture_target((IWineD3DSurfaceImpl *)surface, texture->target);
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texture->baseTexture.sub_resources[i] = (IWineD3DResourceImpl *)surface;
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TRACE("Created surface level %u @ %p.\n", i, surface);
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/* Calculate the next mipmap level. */
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@ -2681,7 +2681,7 @@ void surface_modify_ds_location(IWineD3DSurfaceImpl *surface, DWORD location) DE
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void surface_set_compatible_renderbuffer(IWineD3DSurfaceImpl *surface,
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unsigned int width, unsigned int height) DECLSPEC_HIDDEN;
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void surface_set_texture_name(IWineD3DSurfaceImpl *surface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
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void surface_set_texture_target(IWineD3DSurface *iface, GLenum target) DECLSPEC_HIDDEN;
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void surface_set_texture_target(IWineD3DSurfaceImpl *surface, GLenum target) DECLSPEC_HIDDEN;
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BOOL getColorBits(const struct wined3d_format_desc *format_desc,
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short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) DECLSPEC_HIDDEN;
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