Commit 831a41ee authored by Zebediah Figura's avatar Zebediah Figura Committed by Alexandre Julliard

wined3d: Introduce a wined3d_state_get_ffp_texture() helper.

parent 1a1e2d90
......@@ -490,7 +490,7 @@ static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info
while (active)
{
i = wined3d_bit_scan(&active);
if (!(tex = state->textures[i]))
if (!(tex = wined3d_state_get_ffp_texture(state, i)))
{
ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
continue;
......@@ -6048,9 +6048,9 @@ static void alpha_test_arbfp(struct wined3d_context *context, const struct wined
static void color_key_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_texture *texture = wined3d_state_get_ffp_texture(state, 0);
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
const struct wined3d_texture *texture = state->textures[0];
struct wined3d_device *device = context->device;
struct wined3d_color float_key[2];
......
......@@ -1057,7 +1057,7 @@ static void set_tex_op_atifs(struct wined3d_context *context, const struct wined
if (mapped_stage != WINED3D_UNMAPPED_STAGE)
{
wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
texture_activate_dimensions(state->textures[i], gl_info);
texture_activate_dimensions(wined3d_state_get_ffp_texture(state, i), gl_info);
}
}
......
......@@ -4906,7 +4906,7 @@ static void draw_primitive_immediate_mode(struct wined3d_context_gl *context_gl,
continue;
}
if (!ps && !state->textures[texture_idx])
if (!ps && !wined3d_state_get_ffp_texture(state, texture_idx))
continue;
texture_unit = context_gl->tex_unit_map[texture_idx];
......
......@@ -1912,7 +1912,7 @@ static void wined3d_cs_exec_set_color_key(struct wined3d_cs *cs, const void *dat
break;
case WINED3D_CKEY_SRC_BLT:
if (texture == cs->state.textures[0])
if (texture == wined3d_state_get_ffp_texture(&cs->state, 0))
{
device_invalidate_state(cs->c.device, STATE_COLOR_KEY);
if (!(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
......@@ -1942,7 +1942,8 @@ static void wined3d_cs_exec_set_color_key(struct wined3d_cs *cs, const void *dat
break;
case WINED3D_CKEY_SRC_BLT:
if (texture == cs->state.textures[0] && texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
if (texture == wined3d_state_get_ffp_texture(&cs->state, 0)
&& texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
device_invalidate_state(cs->c.device, STATE_RENDER(WINED3D_RS_COLORKEYENABLE));
texture->async.color_key_flags &= ~WINED3D_CKEY_SRC_BLT;
......
......@@ -1299,7 +1299,7 @@ static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program *ps
for (i = 0; fixup; fixup >>= 1, ++i)
{
const struct wined3d_texture *tex = state->textures[i];
const struct wined3d_texture *tex = wined3d_state_get_ffp_texture(state, i);
unsigned char idx = ps->np2_fixup_info->idx[i];
if (!tex)
......@@ -1522,7 +1522,7 @@ static void shader_glsl_load_color_key_constant(const struct glsl_ps_program *ps
const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
{
struct wined3d_color float_key[2];
const struct wined3d_texture *texture = state->textures[0];
const struct wined3d_texture *texture = wined3d_state_get_ffp_texture(state, 0);
wined3d_format_get_float_color_key(texture->resource.format, &texture->async.src_blt_color_key, float_key);
GL_EXTCALL(glUniform4fv(ps->color_key_location, 2, &float_key[0].r));
......@@ -11842,7 +11842,7 @@ static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
DWORD sampler = state_id - STATE_SAMPLER(0);
const struct wined3d_texture *texture = state->textures[sampler];
const struct wined3d_texture *texture = wined3d_state_get_ffp_texture(state, sampler);
BOOL np2;
if (!texture)
......
......@@ -48,7 +48,7 @@ static void nvts_activate_dimensions(const struct wined3d_state *state,
context_gl->c.texShaderBumpMap &= ~(1u << stage);
}
if ((texture = state->textures[stage]))
if ((texture = wined3d_state_get_ffp_texture(state, stage)))
{
switch (wined3d_texture_gl(texture)->target)
{
......@@ -552,7 +552,7 @@ static void nvrc_colorop(struct wined3d_context *context, const struct wined3d_s
if (gl_info->supported[NV_TEXTURE_SHADER2])
nvts_activate_dimensions(state, stage, context_gl);
else
texture_activate_dimensions(state->textures[stage], gl_info);
texture_activate_dimensions(wined3d_state_get_ffp_texture(state, stage), gl_info);
}
}
......
......@@ -2858,7 +2858,7 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
/* Treat unbound textures as 2D. The dummy texture will provide
* the proper sample value. The tex_types bitmap defaults to
* 2D because of the memset. */
if (!(texture = state->textures[i]))
if (!(texture = wined3d_state_get_ffp_texture(state, i)))
continue;
switch (wined3d_texture_gl(texture)->target)
......@@ -2900,7 +2900,7 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
break;
}
if ((texture = state->textures[i]))
if ((texture = wined3d_state_get_ffp_texture(state, i)))
{
/* Star Wars: The Old Republic uses mismatched samplers for rendering water. */
if (texture->resource.type == WINED3D_RTYPE_TEXTURE_2D
......@@ -2930,8 +2930,7 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
if (!shader->reg_maps.resource_info[i].type)
continue;
texture = state->textures[i];
if (!texture)
if (!(texture = wined3d_state_get_ffp_texture(state, i)))
{
args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
continue;
......
......@@ -808,6 +808,7 @@ static void blend_dbb(struct wined3d_context *context, const struct wined3d_stat
void state_alpha_test(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_texture *texture = wined3d_state_get_ffp_texture(state, 0);
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
int glParm = 0;
float ref;
......@@ -822,7 +823,7 @@ void state_alpha_test(struct wined3d_context *context, const struct wined3d_stat
* WINED3D_RS_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 (state->textures[0] && (state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
if (texture && (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
enable_ckey = TRUE;
if (enable_ckey || context->last_was_ckey)
......@@ -2062,7 +2063,7 @@ static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined
op = WINED3D_TOP_SELECT_ARG1;
}
if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
if (isAlpha && !wined3d_state_get_ffp_texture(state, Stage) && arg1 == WINED3DTA_TEXTURE)
{
get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
} else {
......@@ -3109,7 +3110,7 @@ static void tex_colorop(struct wined3d_context *context, const struct wined3d_st
/* The sampler will also activate the correct texture dimensions, so no
* need to do it here if the sampler for this stage is dirty. */
if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
texture_activate_dimensions(state->textures[stage], gl_info);
texture_activate_dimensions(wined3d_state_get_ffp_texture(state, stage), gl_info);
set_tex_op(gl_info, state, FALSE, stage,
state->texture_states[stage][WINED3D_TSS_COLOR_OP],
......@@ -3121,6 +3122,7 @@ static void tex_colorop(struct wined3d_context *context, const struct wined3d_st
void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
unsigned int stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
struct wined3d_texture *texture = wined3d_state_get_ffp_texture(state, 0);
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
......@@ -3144,9 +3146,9 @@ void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *st
arg2 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG2];
arg0 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG0];
if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !stage && state->textures[0])
if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !stage && texture)
{
struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(state->textures[0]);
struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture);
GLenum texture_dimensions = texture_gl->target;
if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
......@@ -3424,7 +3426,7 @@ static void tex_coordindex(struct wined3d_context *context, const struct wined3d
static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const DWORD sampler = state_id - STATE_SAMPLER(0);
const struct wined3d_texture *texture = state->textures[sampler];
const struct wined3d_texture *texture = wined3d_state_get_ffp_texture(state, sampler);
TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
......
......@@ -2478,7 +2478,7 @@ static void resolve_depth_buffer(struct wined3d_device *device)
struct wined3d_resource *dst_resource;
struct wined3d_texture *dst_texture;
if (!(dst_texture = state->textures[0]))
if (!(dst_texture = wined3d_state_get_ffp_texture(state, 0)))
return;
dst_resource = &dst_texture->resource;
if (!dst_resource->format->depth_size)
......
......@@ -5611,7 +5611,7 @@ BOOL is_invalid_op(const struct wined3d_state *state, int stage,
{
if (op == WINED3D_TOP_DISABLE)
return FALSE;
if (state->textures[stage])
if (wined3d_state_get_ffp_texture(state, stage))
return FALSE;
if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
......@@ -5847,13 +5847,14 @@ static void compute_texture_matrix(const struct wined3d_matrix *matrix, uint32_t
}
void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
unsigned int tex, struct wined3d_matrix *mat)
const unsigned int tex, struct wined3d_matrix *mat)
{
const struct wined3d_device *device = context->device;
BOOL generated = (state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
!= WINED3DTSS_TCI_PASSTHRU;
unsigned int coord_idx = min(state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff],
WINED3D_MAX_FFP_TEXTURES - 1);
struct wined3d_texture *texture = wined3d_state_get_ffp_texture(state, tex);
compute_texture_matrix(&state->transforms[WINED3D_TS_TEXTURE0 + tex],
state->texture_states[tex][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
......@@ -5863,7 +5864,7 @@ void get_texture_matrix(const struct wined3d_context *context, const struct wine
: WINED3DFMT_UNKNOWN,
device->shader_backend->shader_has_ffp_proj_control(device->shader_priv), mat);
if ((context->lastWasPow2Texture & (1u << tex)) && state->textures[tex])
if ((context->lastWasPow2Texture & (1u << tex)) && texture)
{
if (generated)
FIXME("Non-power-of-two texture being used with generated texture coords.\n");
......@@ -5872,7 +5873,7 @@ void get_texture_matrix(const struct wined3d_context *context, const struct wine
if (!use_ps(state))
{
TRACE("Non-power-of-two texture matrix multiply fixup.\n");
multiply_matrix(mat, mat, (struct wined3d_matrix *)state->textures[tex]->pow2_matrix);
multiply_matrix(mat, mat, (struct wined3d_matrix *)texture->pow2_matrix);
}
}
}
......@@ -6408,13 +6409,12 @@ void wined3d_ffp_get_fs_settings(const struct wined3d_context *context, const st
DWORD ttff;
DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
struct wined3d_texture *texture;
settings->padding = 0;
for (i = 0; i < d3d_info->ffp_fragment_caps.max_blend_stages; ++i)
{
struct wined3d_texture *texture;
settings->op[i].padding = 0;
if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
{
......@@ -6430,7 +6430,7 @@ void wined3d_ffp_get_fs_settings(const struct wined3d_context *context, const st
break;
}
if ((texture = state->textures[i]))
if ((texture = wined3d_state_get_ffp_texture(state, i)))
{
if (can_use_texture_swizzle(d3d_info, texture->resource.format))
settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
......@@ -6498,11 +6498,10 @@ void wined3d_ffp_get_fs_settings(const struct wined3d_context *context, const st
aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] : ARG_UNUSED;
}
if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
if (!i && texture && state->render_states[WINED3D_RS_COLORKEYENABLE])
{
GLenum texture_dimensions;
texture = state->textures[0];
texture_dimensions = wined3d_texture_gl(texture)->target;
if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
......@@ -6630,8 +6629,9 @@ void wined3d_ffp_get_fs_settings(const struct wined3d_context *context, const st
settings->emul_clipplanes = 1;
}
if (state->render_states[WINED3D_RS_COLORKEYENABLE] && state->textures[0]
&& state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT
texture = wined3d_state_get_ffp_texture(state, 0);
if (state->render_states[WINED3D_RS_COLORKEYENABLE]
&& texture && (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
&& settings->op[0].cop != WINED3D_TOP_DISABLE)
settings->color_key_enabled = 1;
else
......@@ -6811,7 +6811,7 @@ void sampler_texdim(struct wined3d_context *context, const struct wined3d_state
if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
return;
texture_activate_dimensions(state->textures[sampler], context_gl->gl_info);
texture_activate_dimensions(wined3d_state_get_ffp_texture(state, sampler), context_gl->gl_info);
}
int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
......
......@@ -3936,6 +3936,12 @@ struct wined3d_shader_resource_view
void wined3d_shader_resource_view_cleanup(struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
static inline struct wined3d_texture *wined3d_state_get_ffp_texture(const struct wined3d_state *state, unsigned int idx)
{
assert(idx <= WINED3D_MAX_FFP_TEXTURES);
return state->textures[idx];
}
struct wined3d_unordered_access_view
{
LONG refcount;
......
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