Commit 52c5abb3 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Move the "active_texture" field from struct wined3d_context to struct wined3d_context_gl.

parent 899e4c7a
...@@ -2520,7 +2520,7 @@ void wined3d_context_gl_active_texture(struct wined3d_context_gl *context_gl, ...@@ -2520,7 +2520,7 @@ void wined3d_context_gl_active_texture(struct wined3d_context_gl *context_gl,
{ {
GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + unit)); GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + unit));
checkGLcall("glActiveTexture"); checkGLcall("glActiveTexture");
context_gl->c.active_texture = unit; context_gl->active_texture = unit;
} }
void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name) void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name)
...@@ -2545,7 +2545,7 @@ void wined3d_context_gl_bind_texture(struct wined3d_context_gl *context_gl, GLen ...@@ -2545,7 +2545,7 @@ void wined3d_context_gl_bind_texture(struct wined3d_context_gl *context_gl, GLen
else else
target = GL_NONE; target = GL_NONE;
unit = context_gl->c.active_texture; unit = context_gl->active_texture;
old_texture_type = context_gl->texture_type[unit]; old_texture_type = context_gl->texture_type[unit];
if (old_texture_type != target) if (old_texture_type != target)
{ {
......
...@@ -1061,9 +1061,9 @@ void wined3d_texture_gl_bind_and_dirtify(struct wined3d_texture_gl *texture_gl, ...@@ -1061,9 +1061,9 @@ void wined3d_texture_gl_bind_and_dirtify(struct wined3d_texture_gl *texture_gl,
* called from sampler() in state.c. This means we can't touch anything * called from sampler() in state.c. This means we can't touch anything
* other than whatever happens to be the currently active texture, or we * other than whatever happens to be the currently active texture, or we
* would risk marking already applied sampler states dirty again. */ * would risk marking already applied sampler states dirty again. */
if (context_gl->c.active_texture < ARRAY_SIZE(context_gl->rev_tex_unit_map)) if (context_gl->active_texture < ARRAY_SIZE(context_gl->rev_tex_unit_map))
{ {
unsigned int active_sampler = context_gl->rev_tex_unit_map[context_gl->c.active_texture]; unsigned int active_sampler = context_gl->rev_tex_unit_map[context_gl->active_texture];
if (active_sampler != WINED3D_UNMAPPED_STAGE) if (active_sampler != WINED3D_UNMAPPED_STAGE)
context_invalidate_state(&context_gl->c, STATE_SAMPLER(active_sampler)); context_invalidate_state(&context_gl->c, STATE_SAMPLER(active_sampler));
} }
......
...@@ -858,9 +858,9 @@ void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl ...@@ -858,9 +858,9 @@ void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl
static void shader_resource_view_gl_bind_and_dirtify(struct wined3d_shader_resource_view_gl *view_gl, static void shader_resource_view_gl_bind_and_dirtify(struct wined3d_shader_resource_view_gl *view_gl,
struct wined3d_context_gl *context_gl) struct wined3d_context_gl *context_gl)
{ {
if (context_gl->c.active_texture < ARRAY_SIZE(context_gl->rev_tex_unit_map)) if (context_gl->active_texture < ARRAY_SIZE(context_gl->rev_tex_unit_map))
{ {
unsigned int active_sampler = context_gl->rev_tex_unit_map[context_gl->c.active_texture]; unsigned int active_sampler = context_gl->rev_tex_unit_map[context_gl->active_texture];
if (active_sampler != WINED3D_UNMAPPED_STAGE) if (active_sampler != WINED3D_UNMAPPED_STAGE)
context_invalidate_state(&context_gl->c, STATE_SAMPLER(active_sampler)); context_invalidate_state(&context_gl->c, STATE_SAMPLER(active_sampler));
} }
...@@ -912,7 +912,7 @@ void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view * ...@@ -912,7 +912,7 @@ void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *
} }
if (gl_info->supported[ARB_SAMPLER_OBJECTS]) if (gl_info->supported[ARB_SAMPLER_OBJECTS])
GL_EXTCALL(glBindSampler(context->active_texture, 0)); GL_EXTCALL(glBindSampler(context_gl->active_texture, 0));
gl_tex = wined3d_texture_gl_get_gl_texture(texture_gl, srgb); gl_tex = wined3d_texture_gl_get_gl_texture(texture_gl, srgb);
if (context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL) if (context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
{ {
......
...@@ -1946,7 +1946,6 @@ struct wined3d_context ...@@ -1946,7 +1946,6 @@ struct wined3d_context
GLenum untracked_materials[2]; GLenum untracked_materials[2];
UINT blit_w, blit_h; UINT blit_w, blit_h;
enum fogsource fog_source; enum fogsource fog_source;
DWORD active_texture;
UINT instance_count; UINT instance_count;
...@@ -1983,6 +1982,8 @@ struct wined3d_context_gl ...@@ -1983,6 +1982,8 @@ struct wined3d_context_gl
uint32_t default_attrib_value_set; uint32_t default_attrib_value_set;
unsigned int active_texture;
GLenum *texture_type; GLenum *texture_type;
/* The WGL context. */ /* The WGL context. */
......
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