Commit 5b5e3bd0 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Track GL texture states in a separate structure.

parent 1c93ab1e
......@@ -125,17 +125,17 @@ static void context_apply_attachment_filter_states(IWineD3DSurface *surface, BOO
/* Update base texture states array */
if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
{
if (texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
|| texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
|| texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
{
texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
update_minfilter = TRUE;
}
if (texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
{
texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
update_magfilter = TRUE;
}
......
......@@ -56,7 +56,7 @@ static void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3
srgb_mode = This->baseTexture.is_srgb;
break;
}
dirty = srgb_mode ? &This->baseTexture.srgbDirty : &This->baseTexture.dirty;
dirty = srgb_mode ? &This->baseTexture.texture_srgb.dirty : &This->baseTexture.texture_rgb.dirty;
TRACE("(%p) : About to load texture: dirtified(%u).\n", This, *dirty);
......@@ -293,9 +293,9 @@ static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *i
for (i = 0; i < This->baseTexture.levels; ++i) {
for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j) {
if(This->baseTexture.is_srgb) {
surface_set_texture_name(This->surfaces[j][i], This->baseTexture.srgbTextureName, TRUE);
surface_set_texture_name(This->surfaces[j][i], This->baseTexture.texture_srgb.name, TRUE);
} else {
surface_set_texture_name(This->surfaces[j][i], This->baseTexture.textureName, FALSE);
surface_set_texture_name(This->surfaces[j][i], This->baseTexture.texture_rgb.name, FALSE);
}
}
}
......@@ -387,8 +387,8 @@ static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *if
static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
HRESULT hr = WINED3DERR_INVALIDCALL;
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
This->baseTexture.dirty = TRUE;
This->baseTexture.srgbDirty = TRUE;
This->baseTexture.texture_rgb.dirty = TRUE;
This->baseTexture.texture_srgb.dirty = TRUE;
TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
if (FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
surface_add_dirty_rect(This->surfaces[FaceType][0], pDirtyRect);
......
......@@ -4696,9 +4696,9 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
*/
if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DBaseTexture, (void **) &texture)))
{
((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
((IWineD3DBaseTextureImpl *) texture)->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
((IWineD3DBaseTextureImpl *) texture)->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
((IWineD3DBaseTextureImpl *) texture)->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
IWineD3DBaseTexture_Release(texture);
}
}
......
......@@ -58,7 +58,7 @@ static void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRG
srgb_mode = This->baseTexture.is_srgb;
break;
}
dirty = srgb_mode ? &This->baseTexture.srgbDirty : &This->baseTexture.dirty;
dirty = srgb_mode ? &This->baseTexture.texture_srgb.dirty : &This->baseTexture.texture_rgb.dirty;
if (!device->isInDraw)
{
......@@ -275,12 +275,16 @@ static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface, BO
hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
if (set_gl_texture_desc && SUCCEEDED(hr)) {
UINT i;
struct gl_texture *gl_tex;
if(This->baseTexture.is_srgb) {
gl_tex = &This->baseTexture.texture_srgb;
} else {
gl_tex = &This->baseTexture.texture_rgb;
}
for (i = 0; i < This->baseTexture.levels; ++i) {
if(This->baseTexture.is_srgb) {
surface_set_texture_name(This->surfaces[i], This->baseTexture.srgbTextureName, TRUE);
} else {
surface_set_texture_name(This->surfaces[i], This->baseTexture.textureName, FALSE);
}
surface_set_texture_name(This->surfaces[i], gl_tex->name, This->baseTexture.is_srgb);
}
/* Conditinal non power of two textures use a different clamping default. If we're using the GL_WINE_normalized_texrect
* partial driver emulation, we're dealing with a GL_TEXTURE_2D texture which has the address mode set to repeat - something
......@@ -298,11 +302,11 @@ static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface, BO
glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
LEAVE_GL();
This->baseTexture.states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_CLAMP;
This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_CLAMP;
This->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
This->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_CLAMP;
gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_CLAMP;
gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
}
}
......@@ -388,8 +392,8 @@ static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UIN
static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
This->baseTexture.dirty = TRUE;
This->baseTexture.srgbDirty = TRUE;
This->baseTexture.texture_rgb.dirty = TRUE;
This->baseTexture.texture_srgb.dirty = TRUE;
TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
surface_add_dirty_rect(This->surfaces[0], pDirtyRect);
......
......@@ -266,7 +266,8 @@ static HRESULT WINAPI IWineD3DVolumeImpl_LockBox(IWineD3DVolume *iface, WINED3DL
if (containerType == WINED3DRTYPE_VOLUMETEXTURE) {
IWineD3DBaseTextureImpl* pTexture = (IWineD3DBaseTextureImpl*) cont;
pTexture->baseTexture.dirty = TRUE;
pTexture->baseTexture.texture_rgb.dirty = TRUE;
pTexture->baseTexture.texture_srgb.dirty = TRUE;
} else {
FIXME("Set dirty on container type %d\n", containerType);
}
......
......@@ -53,7 +53,7 @@ static void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINE
/* If the texture is marked dirty or the srgb sampler setting has changed
* since the last load then reload the volumes. */
if (This->baseTexture.dirty)
if (This->baseTexture.texture_rgb.dirty)
{
for (i = 0; i < This->baseTexture.levels; ++i)
{
......@@ -74,7 +74,7 @@ static void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINE
}
/* No longer dirty */
This->baseTexture.dirty = FALSE;
This->baseTexture.texture_rgb.dirty = FALSE;
}
static void volumetexture_cleanup(IWineD3DVolumeTextureImpl *This)
......@@ -312,7 +312,8 @@ static HRESULT WINAPI IWineD3DVolumeTextureImpl_UnlockBox(IWineD3DVolumeTexture
static HRESULT WINAPI IWineD3DVolumeTextureImpl_AddDirtyBox(IWineD3DVolumeTexture *iface, CONST WINED3DBOX* pDirtyBox) {
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
This->baseTexture.dirty = TRUE;
This->baseTexture.texture_rgb.dirty = TRUE;
This->baseTexture.texture_srgb.dirty = TRUE;
TRACE("(%p) : dirtyfication of volume Level (0)\n", This);
volume_add_dirty_box(This->volumes[0], pDirtyBox);
......
......@@ -1756,16 +1756,20 @@ enum WINED3DSRGB
SRGB_BOTH = 3, /* Loads both textures */
};
struct gl_texture
{
DWORD states[MAX_WINETEXTURESTATES];
BOOL dirty;
GLuint name;
};
/*****************************************************************************
* IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
*/
typedef struct IWineD3DBaseTextureClass
{
DWORD states[MAX_WINETEXTURESTATES];
DWORD srgbstates[MAX_WINETEXTURESTATES];
struct gl_texture texture_rgb, texture_srgb;
UINT levels;
BOOL dirty, srgbDirty;
UINT textureName, srgbTextureName;
float pow2Matrix[16];
UINT LOD;
WINED3DTEXTUREFILTERTYPE filterType;
......
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