Commit b3defd4c authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Rename "wineD3DDevice" to "device".

parent bd9828a0
......@@ -537,7 +537,7 @@ static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
/* GL locking is done by the caller (state handler) */
static void shader_arb_load_constants(const struct wined3d_context *context, char usePixelShader, char useVertexShader)
{
IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
const struct wined3d_gl_info *gl_info = context->gl_info;
......@@ -567,7 +567,7 @@ static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT
/* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
* context. On a context switch the old context will be fully dirtified */
if (!context || ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice != This) return;
if (!context || ((IWineD3DSurfaceImpl *)context->surface)->resource.device != This) return;
memset(context->vshader_const_dirty + start, 1, sizeof(*context->vshader_const_dirty) * count);
This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count);
......@@ -580,7 +580,7 @@ static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT
/* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
* context. On a context switch the old context will be fully dirtified */
if (!context || ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice != This) return;
if (!context || ((IWineD3DSurfaceImpl *)context->surface)->resource.device != This) return;
memset(context->pshader_const_dirty + start, 1, sizeof(*context->pshader_const_dirty) * count);
This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count);
......@@ -4292,7 +4292,7 @@ static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IW
/* GL locking is done by the caller */
static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
{
IWineD3DDeviceImpl *This = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
IWineD3DDeviceImpl *This = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
struct shader_arb_priv *priv = This->shader_priv;
const struct wined3d_gl_info *gl_info = context->gl_info;
int i;
......@@ -5263,11 +5263,11 @@ static void arbfp_get_caps(WINED3DDEVTYPE devtype, const struct wined3d_gl_info
}
#undef GLINFO_LOCATION
#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
#define GLINFO_LOCATION stateblock->device->adapter->gl_info
static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
{
IWineD3DDeviceImpl *device = stateblock->device;
float col[4];
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
/* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
* application provided constants
......@@ -5287,8 +5287,8 @@ static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *statebloc
static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
{
IWineD3DDeviceImpl *device = stateblock->device;
float col[4];
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
/* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
* application provided constants
......@@ -5315,7 +5315,7 @@ static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateb
static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
{
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
IWineD3DDeviceImpl *device = stateblock->device;
float mat[2][2];
if (use_ps(stateblock))
......@@ -5352,7 +5352,7 @@ static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, s
static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
{
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
IWineD3DDeviceImpl *device = stateblock->device;
float param[4];
if (use_ps(stateblock))
......@@ -5873,7 +5873,7 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWi
static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
{
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
IWineD3DDeviceImpl *device = stateblock->device;
struct shader_arb_priv *priv = device->fragment_priv;
BOOL use_pshader = use_ps(stateblock);
BOOL use_vshader = use_vs(stateblock);
......
......@@ -798,10 +798,10 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], con
}
#undef GLINFO_LOCATION
#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
#define GLINFO_LOCATION stateblock->device->adapter->gl_info
static void set_tex_op_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
{
IWineD3DDeviceImpl *This = stateblock->wineD3DDevice;
IWineD3DDeviceImpl *This = stateblock->device;
const struct atifs_ffp_desc *desc;
struct ffp_frag_settings settings;
struct atifs_private_data *priv = This->fragment_priv;
......@@ -889,7 +889,7 @@ static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
static void atifs_apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
{
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
IWineD3DDeviceImpl *device = stateblock->device;
BOOL use_vshader = use_vs(stateblock);
context->last_was_pshader = use_ps(stateblock);
......
......@@ -81,7 +81,7 @@ static void gltexture_delete(struct gl_texture *tex)
void basetexture_unload(IWineD3DBaseTexture *iface)
{
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
IWineD3DDeviceImpl *device = This->resource.device;
struct wined3d_context *context = NULL;
if (This->baseTexture.texture_rgb.name || This->baseTexture.texture_srgb.name)
......@@ -124,7 +124,7 @@ DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew)
This->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
This->baseTexture.texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
if(This->baseTexture.bindCount) {
IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(This->baseTexture.sampler));
IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(This->baseTexture.sampler));
}
}
......@@ -152,7 +152,7 @@ DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface)
HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType)
{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
IWineD3DDeviceImpl *device = This->resource.device;
UINT textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
......@@ -477,7 +477,7 @@ void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
{
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
IWineD3DDeviceImpl *device = This->resource.device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
......
......@@ -29,7 +29,7 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
#define GLINFO_LOCATION This->resource.device->adapter->gl_info
#define VB_MAXDECLCHANGES 100 /* After that number we stop converting */
#define VB_RESETDECLCHANGE 1000 /* Reset the changecount after that number of draws */
......@@ -68,7 +68,7 @@ static void buffer_create_buffer_object(struct wined3d_buffer *This)
if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
{
IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
}
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
error = glGetError();
......@@ -148,7 +148,7 @@ static BOOL buffer_process_converted_attribute(struct wined3d_buffer *This,
DWORD attrib_size;
BOOL ret = FALSE;
unsigned int i;
DWORD offset = This->resource.wineD3DDevice->stateBlock->streamOffset[attrib->stream_idx];
DWORD offset = This->resource.device->stateBlock->streamOffset[attrib->stream_idx];
DWORD_PTR data;
/* Check for some valid situations which cause us pain. One is if the buffer is used for
......@@ -203,7 +203,7 @@ static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct win
DWORD *stride_this_run, BOOL *float16_used)
{
const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
IWineD3DDeviceImpl *device = This->resource.device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
BOOL ret = FALSE;
WINED3DFORMAT format;
......@@ -311,7 +311,7 @@ static UINT *find_conversion_shift(struct wined3d_buffer *This,
static BOOL buffer_find_decl(struct wined3d_buffer *This)
{
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
IWineD3DDeviceImpl *device = This->resource.device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
const struct wined3d_stream_info *si = &device->strided_streams;
UINT stride_this_run = 0;
......@@ -472,7 +472,7 @@ static void buffer_check_buffer_object_size(struct wined3d_buffer *This)
if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
{
IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
}
/* Rescue the data before resizing the buffer object if we do not have our backup copy */
......@@ -607,7 +607,7 @@ static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
if (This->buffer_object)
{
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
IWineD3DDeviceImpl *device = This->resource.device;
struct wined3d_context *context;
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
......@@ -687,7 +687,7 @@ static DWORD STDMETHODCALLTYPE buffer_GetPriority(IWineD3DBuffer *iface)
static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
{
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
IWineD3DDeviceImpl *device = This->resource.device;
UINT start = 0, end = 0, vertices;
struct wined3d_context *context;
BOOL decl_changed = FALSE;
......@@ -795,7 +795,7 @@ static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
{
IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
}
if (!This->conversion_map)
......@@ -957,12 +957,12 @@ static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset,
{
if(count == 1)
{
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
IWineD3DDeviceImpl *device = This->resource.device;
struct wined3d_context *context;
if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
{
IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
}
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
......@@ -1011,12 +1011,12 @@ static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
{
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
IWineD3DDeviceImpl *device = This->resource.device;
struct wined3d_context *context;
if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
{
IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
}
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
......
......@@ -117,7 +117,7 @@ static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
static void context_apply_attachment_filter_states(IWineD3DSurface *surface, BOOL force_preload)
{
const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
IWineD3DDeviceImpl *device = surface_impl->resource.wineD3DDevice;
IWineD3DDeviceImpl *device = surface_impl->resource.device;
IWineD3DBaseTextureImpl *texture_impl;
BOOL update_minfilter = FALSE;
BOOL update_magfilter = FALSE;
......@@ -317,7 +317,7 @@ static void context_check_fbo_status(struct wined3d_context *context)
static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *context)
{
IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
const struct wined3d_gl_info *gl_info = context->gl_info;
struct fbo_entry *entry;
......@@ -334,7 +334,7 @@ static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *contex
/* GL locking is done by the caller */
static void context_reuse_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
{
IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
const struct wined3d_gl_info *gl_info = context->gl_info;
context_bind_fbo(context, GL_FRAMEBUFFER, &entry->id);
......@@ -363,7 +363,7 @@ static void context_destroy_fbo_entry(struct wined3d_context *context, struct fb
/* GL locking is done by the caller */
static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context)
{
IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
const struct wined3d_gl_info *gl_info = context->gl_info;
struct fbo_entry *entry;
......@@ -399,7 +399,7 @@ static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context)
/* GL locking is done by the caller */
static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
{
IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
const struct wined3d_gl_info *gl_info = context->gl_info;
unsigned int i;
......@@ -1869,7 +1869,7 @@ static inline struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWin
{
if (current_context
&& current_context->current_rt
&& ((IWineD3DSurfaceImpl *)current_context->surface)->resource.wineD3DDevice == This)
&& ((IWineD3DSurfaceImpl *)current_context->surface)->resource.device == This)
{
target = current_context->current_rt;
}
......@@ -1952,7 +1952,7 @@ retry:
{
/* Stay with the currently active context. */
if (current_context
&& ((IWineD3DSurfaceImpl *)current_context->surface)->resource.wineD3DDevice == This)
&& ((IWineD3DSurfaceImpl *)current_context->surface)->resource.device == This)
{
context = current_context;
}
......@@ -2057,7 +2057,7 @@ static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit
IWineD3DSwapChain *swapchain;
IWineD3DDeviceImpl *device;
device = ((IWineD3DSurfaceImpl *)rt)->resource.wineD3DDevice;
device = ((IWineD3DSurfaceImpl *)rt)->resource.device;
if (SUCCEEDED(IWineD3DSurface_GetContainer(rt, &IID_IWineD3DSwapChain, (void **)&swapchain)))
{
IWineD3DSwapChain_Release((IUnknown *)swapchain);
......
......@@ -31,7 +31,7 @@ static void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3
{
/* Override the IWineD3DResource Preload method. */
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
IWineD3DDeviceImpl *device = This->resource.device;
struct wined3d_context *context = NULL;
unsigned int i, j;
BOOL srgb_mode;
......
......@@ -881,7 +881,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINE
object->lpVtbl = vtable;
object->type = Type;
object->state = QUERY_CREATED;
object->wineD3DDevice = This;
object->device = This;
object->parent = parent;
object->ref = 1;
......@@ -1080,7 +1080,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateSwapChain(IWineD3DDevice *iface,
HeapFree(GetProcessHeap(), 0, object);
return WINED3DERR_INVALIDCALL;
}
object->wineD3DDevice = This;
object->device = This;
object->parent = parent;
object->ref = 1;
......@@ -1631,7 +1631,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DW
object->ref = 1;
object->Flags = Flags;
object->parent = Parent;
object->wineD3DDevice = This;
object->device = This;
object->palNumEntries = IWineD3DPaletteImpl_Size(Flags);
object->hpal = CreatePalette((const LOGPALETTE*)&(object->palVersion));
......@@ -6530,7 +6530,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice*
static HRESULT updateSurfaceDesc(IWineD3DSurfaceImpl *surface, const WINED3DPRESENT_PARAMETERS* pPresentationParameters)
{
IWineD3DDeviceImpl *device = surface->resource.wineD3DDevice;
IWineD3DDeviceImpl *device = surface->resource.device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
/* Reallocate proper memory for the front and back buffer and adjust their sizes */
......@@ -7380,7 +7380,7 @@ void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
void get_drawable_size_pbuffer(struct wined3d_context *context, UINT *width, UINT *height)
{
IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.wineD3DDevice;
IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.device;
/* The drawable size of a pbuffer render target is the current pbuffer size. */
*width = device->pbufferWidth;
*height = device->pbufferHeight;
......
......@@ -630,7 +630,7 @@ static void shader_glsl_load_np2fixup_constants(
static void shader_glsl_load_constants(const struct wined3d_context *context,
char usePixelShader, char useVertexShader)
{
IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
const struct wined3d_gl_info *gl_info = context->gl_info;
IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
struct shader_glsl_priv *priv = device->shader_priv;
......@@ -4315,7 +4315,7 @@ static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info,
/* GL locking is done by the caller */
static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
{
IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
const struct wined3d_gl_info *gl_info = context->gl_info;
struct shader_glsl_priv *priv = device->shader_priv;
GLhandleARB program_id = 0;
......
......@@ -28,7 +28,7 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
#define GLINFO_LOCATION stateblock->device->adapter->gl_info
/* GL locking for state handlers is done by the caller. */
......@@ -458,8 +458,8 @@ void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEX
static void nvrc_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
{
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
DWORD mapped_stage = stateblock->device->texUnitMap[stage];
const struct wined3d_gl_info *gl_info = context->gl_info;
TRACE("Setting color op for stage %d\n", stage);
......@@ -533,7 +533,7 @@ static void nvrc_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
}
/* Set the texture combiners */
set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
set_tex_op_nvrc((IWineD3DDevice *)stateblock->device, FALSE, stage,
stateblock->textureState[stage][WINED3DTSS_COLOROP],
stateblock->textureState[stage][WINED3DTSS_COLORARG1],
stateblock->textureState[stage][WINED3DTSS_COLORARG2],
......@@ -562,7 +562,7 @@ static void nvrc_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
static void nvts_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
{
DWORD sampler = state - STATE_SAMPLER(0);
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
/* No need to enable / disable anything here for unused samplers. The tex_colorop
* handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
......@@ -578,7 +578,7 @@ static void nvts_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
static void nvts_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
{
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage + 1];
DWORD mapped_stage = stateblock->device->texUnitMap[stage + 1];
float mat[2][2];
/* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
......
......@@ -151,7 +151,8 @@ static HRESULT WINAPI IWineD3DPaletteImpl_SetEntries(IWineD3DPalette *iface,
/* If the palette is attached to the render target, update all render targets */
LIST_FOR_EACH_ENTRY(res, &This->wineD3DDevice->resources, IWineD3DResourceImpl, resource.resource_list_entry) {
LIST_FOR_EACH_ENTRY(res, &This->device->resources, IWineD3DResourceImpl, resource.resource_list_entry)
{
if(IWineD3DResource_GetType((IWineD3DResource *) res) == WINED3DRTYPE_SURFACE) {
IWineD3DSurfaceImpl *impl = (IWineD3DSurfaceImpl *) res;
if(impl->palette == This)
......
......@@ -31,7 +31,7 @@
*/
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
#define GLINFO_LOCATION This->device->adapter->gl_info
/* *******************************************
IWineD3DQuery IUnknown parts follow
......@@ -263,7 +263,7 @@ static HRESULT WINAPI IWineD3DQueryImpl_GetData(IWineD3DQuery* iface, void* pDa
static HRESULT WINAPI IWineD3DOcclusionQueryImpl_GetData(IWineD3DQuery* iface, void* pData, DWORD dwSize, DWORD dwGetDataFlags) {
IWineD3DQueryImpl *This = (IWineD3DQueryImpl *) iface;
struct wined3d_occlusion_query *query = This->extendedData;
IWineD3DDeviceImpl *device = This->wineD3DDevice;
IWineD3DDeviceImpl *device = This->device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
struct wined3d_context *context;
DWORD* data = pData;
......@@ -304,7 +304,7 @@ static HRESULT WINAPI IWineD3DOcclusionQueryImpl_GetData(IWineD3DQuery* iface,
return S_OK;
}
context = context_acquire(This->wineD3DDevice, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This->device, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
......@@ -362,7 +362,7 @@ static HRESULT WINAPI IWineD3DEventQueryImpl_GetData(IWineD3DQuery* iface, void
return S_OK;
}
context = context_acquire(This->wineD3DDevice, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This->device, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
......@@ -472,17 +472,17 @@ static HRESULT WINAPI IWineD3DEventQueryImpl_Issue(IWineD3DQuery* iface, DWORD
if (query->context->tid != GetCurrentThreadId())
{
context_free_event_query(query);
context = context_acquire(This->wineD3DDevice, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This->device, NULL, CTXUSAGE_RESOURCELOAD);
context_alloc_event_query(context, query);
}
else
{
context = context_acquire(This->wineD3DDevice, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This->device, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
}
}
else
{
context = context_acquire(This->wineD3DDevice, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This->device, NULL, CTXUSAGE_RESOURCELOAD);
context_alloc_event_query(context, query);
}
......@@ -520,7 +520,7 @@ static HRESULT WINAPI IWineD3DEventQueryImpl_Issue(IWineD3DQuery* iface, DWORD
static HRESULT WINAPI IWineD3DOcclusionQueryImpl_Issue(IWineD3DQuery* iface, DWORD dwIssueFlags) {
IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
IWineD3DDeviceImpl *device = This->wineD3DDevice;
IWineD3DDeviceImpl *device = This->device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
if (gl_info->supported[ARB_OCCLUSION_QUERY])
......@@ -538,12 +538,12 @@ static HRESULT WINAPI IWineD3DOcclusionQueryImpl_Issue(IWineD3DQuery* iface, D
FIXME("Wrong thread, can't restart query.\n");
context_free_occlusion_query(query);
context = context_acquire(This->wineD3DDevice, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This->device, NULL, CTXUSAGE_RESOURCELOAD);
context_alloc_occlusion_query(context, query);
}
else
{
context = context_acquire(This->wineD3DDevice, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This->device, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
GL_EXTCALL(glEndQueryARB(GL_SAMPLES_PASSED_ARB));
......@@ -554,7 +554,7 @@ static HRESULT WINAPI IWineD3DOcclusionQueryImpl_Issue(IWineD3DQuery* iface, D
else
{
if (query->context) context_free_occlusion_query(query);
context = context_acquire(This->wineD3DDevice, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This->device, NULL, CTXUSAGE_RESOURCELOAD);
context_alloc_occlusion_query(context, query);
}
......@@ -578,7 +578,7 @@ static HRESULT WINAPI IWineD3DOcclusionQueryImpl_Issue(IWineD3DQuery* iface, D
}
else
{
context = context_acquire(This->wineD3DDevice, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
context = context_acquire(This->device, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
GL_EXTCALL(glEndQueryARB(GL_SAMPLES_PASSED_ARB));
......
......@@ -33,7 +33,7 @@ HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type
{
struct IWineD3DResourceClass *resource = &((IWineD3DResourceImpl *)iface)->resource;
resource->wineD3DDevice = device;
resource->device = device;
resource->parent = parent;
resource->resourceType = resource_type;
resource->ref = 1;
......@@ -87,7 +87,7 @@ void resource_cleanup(IWineD3DResource *iface)
TRACE("(%p) Cleaning up resource\n", This);
if (This->resource.pool == WINED3DPOOL_DEFAULT) {
TRACE("Decrementing device memory pool by %u\n", This->resource.size);
WineD3DAdapterChangeGLRam(This->resource.wineD3DDevice, -This->resource.size);
WineD3DAdapterChangeGLRam(This->resource.device, -This->resource.size);
}
LIST_FOR_EACH_SAFE(e1, e2, &This->resource.privateData) {
......@@ -102,7 +102,7 @@ void resource_cleanup(IWineD3DResource *iface)
This->resource.allocatedMemory = 0;
This->resource.heapMemory = 0;
if (This->resource.wineD3DDevice) device_resource_released(This->resource.wineD3DDevice, iface);
if (This->resource.device) device_resource_released(This->resource.device, iface);
}
static PrivateData* resource_find_private_data(IWineD3DResourceImpl *This, REFGUID tag)
......@@ -179,7 +179,7 @@ HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID refguid, void
if (data->flags & WINED3DSPD_IUNKNOWN) {
*(LPUNKNOWN *)pData = data->ptr.object;
if (((IWineD3DImpl *)This->resource.wineD3DDevice->wined3d)->dxVersion != 7)
if (((IWineD3DImpl *)This->resource.device->wined3d)->dxVersion != 7)
{
/* D3D8 and D3D9 addref the private data, DDraw does not. This can't be handled in
* ddraw because it doesn't know if the pointer returned is an IUnknown * or just a
......
......@@ -193,7 +193,7 @@ static const DWORD vertex_states_sampler[] =
*/
static HRESULT stateblock_allocate_shader_constants(IWineD3DStateBlockImpl *object)
{
IWineD3DDeviceImpl *device = object->wineD3DDevice;
IWineD3DDeviceImpl *device = object->device;
/* Allocate space for floating point constants */
object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
......@@ -329,7 +329,7 @@ static void stateblock_savedstates_set_vertex(SAVEDSTATES *states, const DWORD n
void stateblock_init_contained_states(IWineD3DStateBlockImpl *stateblock)
{
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
IWineD3DDeviceImpl *device = stateblock->device;
unsigned int i, j;
for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
......@@ -583,7 +583,7 @@ static void record_lights(IWineD3DStateBlockImpl *This, const IWineD3DStateBlock
static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
{
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
IWineD3DStateBlockImpl *targetStateBlock = This->device->stateBlock;
unsigned int i;
DWORD map;
......@@ -720,7 +720,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
if (This->changed.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl
&& (This->blockType != WINED3DSBT_RECORDED
|| ((IWineD3DImpl *)This->wineD3DDevice->wined3d)->dxVersion != 9))
|| ((IWineD3DImpl *)This->device->wined3d)->dxVersion != 9))
{
TRACE("Updating vertex declaration from %p to %p.\n", This->vertexDecl, targetStateBlock->vertexDecl);
......@@ -878,7 +878,7 @@ static void apply_lights(IWineD3DDevice *pDevice, const IWineD3DStateBlockImpl *
static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
{
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
IWineD3DDevice *pDevice = (IWineD3DDevice *)This->wineD3DDevice;
IWineD3DDevice *pDevice = (IWineD3DDevice *)This->device;
unsigned int i;
DWORD map;
......@@ -961,8 +961,8 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
if (This->changed.primitive_type)
{
This->wineD3DDevice->updateStateBlock->changed.primitive_type = TRUE;
This->wineD3DDevice->updateStateBlock->gl_primitive_type = This->gl_primitive_type;
This->device->updateStateBlock->changed.primitive_type = TRUE;
This->device->updateStateBlock->gl_primitive_type = This->gl_primitive_type;
}
if (This->changed.indices)
......@@ -1028,12 +1028,12 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
IWineD3DDevice_SetClipPlane(pDevice, i, clip);
}
This->wineD3DDevice->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
This->device->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
for (i = 0; i < MAX_TEXTURES - 1; ++i)
{
if (This->wineD3DDevice->stateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
if (This->device->stateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
{
This->wineD3DDevice->stateBlock->lowest_disabled_stage = i;
This->device->stateBlock->lowest_disabled_stage = i;
break;
}
}
......@@ -1044,9 +1044,9 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
IWineD3DDevice *device = (IWineD3DDevice *)This->device;
IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
const struct wined3d_gl_info *gl_info = &This->wineD3DDevice->adapter->gl_info;
const struct wined3d_gl_info *gl_info = &ThisDevice->adapter->gl_info;
union {
WINED3DLINEPATTERN lp;
DWORD d;
......@@ -1063,7 +1063,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
/* Note this may have a large overhead but it should only be executed
once, in order to initialize the complete state of the device and
all opengl equivalents */
TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, This->wineD3DDevice);
TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, ThisDevice);
/* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
This->blockType = WINED3DSBT_INIT;
......@@ -1323,7 +1323,7 @@ HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *
stateblock->lpVtbl = &IWineD3DStateBlock_Vtbl;
stateblock->ref = 1;
stateblock->wineD3DDevice = device;
stateblock->device = device;
stateblock->blockType = type;
for (i = 0; i < LIGHTMAP_SIZE; i++)
......
......@@ -162,11 +162,8 @@ HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFI
}
/* Standalone surfaces return the device as container. */
if (This->container) {
container = This->container;
} else {
container = (IWineD3DBase *)This->resource.wineD3DDevice;
}
if (This->container) container = This->container;
else container = (IWineD3DBase *)This->resource.device;
TRACE("Relaying to QueryInterface\n");
return IUnknown_QueryInterface(container, riid, ppContainer);
......@@ -342,7 +339,7 @@ DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface) {
}
else
{
unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
unsigned char alignment = This->resource.device->surface_alignment;
ret = This->resource.format_desc->byte_count * This->currentDesc.Width; /* Bytes / row */
ret = (ret + alignment - 1) & ~(alignment - 1);
}
......@@ -507,7 +504,7 @@ HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWin
HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format,
&This->resource.wineD3DDevice->adapter->gl_info);
&This->resource.device->adapter->gl_info);
if (This->resource.format_desc->format != WINED3DFMT_UNKNOWN)
{
......@@ -517,7 +514,7 @@ HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3D
TRACE("(%p) : Setting texture format to (%d,%s)\n", This, format, debug_d3dformat(format));
This->resource.size = surface_calculate_size(format_desc, This->resource.wineD3DDevice->surface_alignment,
This->resource.size = surface_calculate_size(format_desc, This->resource.device->surface_alignment,
This->pow2Width, This->pow2Height);
This->Flags |= (WINED3DFMT_D16_LOCKABLE == format) ? SFLAG_LOCKABLE : 0;
......@@ -793,7 +790,7 @@ static IWineD3DSurfaceImpl *surface_convert_format(IWineD3DSurfaceImpl *source,
return NULL;
}
IWineD3DDevice_CreateSurface((IWineD3DDevice *)source->resource.wineD3DDevice, source->currentDesc.Width,
IWineD3DDevice_CreateSurface((IWineD3DDevice *)source->resource.device, source->currentDesc.Width,
source->currentDesc.Height, to_fmt, TRUE /* lockable */, TRUE /* discard */, 0 /* level */, &ret,
0 /* usage */, WINED3DPOOL_SCRATCH, WINED3DMULTISAMPLE_NONE /* TODO: Multisampled conversion */,
0 /* MultiSampleQuality */, IWineD3DSurface_GetImplType((IWineD3DSurface *) source),
......
......@@ -429,7 +429,7 @@ static HRESULT WINAPI IWineGDISurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHD
} else {
IWineD3DSurfaceImpl *dds_primary;
IWineD3DSwapChainImpl *swapchain;
swapchain = (IWineD3DSwapChainImpl *)This->resource.wineD3DDevice->swapchains[0];
swapchain = (IWineD3DSwapChainImpl *)This->resource.device->swapchains[0];
dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
if (dds_primary && dds_primary->palette)
pal = dds_primary->palette->palents;
......
......@@ -139,7 +139,7 @@ HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface
HRESULT hr;
TRACE("(%p)->(%p): Calling GetAdapterDisplayMode\n", This, pMode);
hr = IWineD3D_GetAdapterDisplayMode(This->wineD3DDevice->wined3d, This->wineD3DDevice->adapter->ordinal, pMode);
hr = IWineD3D_GetAdapterDisplayMode(This->device->wined3d, This->device->adapter->ordinal, pMode);
TRACE("(%p) : returning w(%d) h(%d) rr(%d) fmt(%u,%s)\n", This, pMode->Width, pMode->Height, pMode->RefreshRate,
pMode->Format, debug_d3dformat(pMode->Format));
......@@ -149,7 +149,7 @@ HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface
HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice) {
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
*ppDevice = (IWineD3DDevice *) This->wineD3DDevice;
*ppDevice = (IWineD3DDevice *)This->device;
/* Note Calling this method will increase the internal reference count
on the IDirect3DDevice9 interface. */
......
......@@ -67,7 +67,7 @@ static void WINAPI IWineGDISwapChainImpl_Destroy(IWineD3DSwapChain *iface)
mode.Height = This->orig_height;
mode.RefreshRate = 0;
mode.Format = This->orig_fmt;
IWineD3DDevice_SetDisplayMode((IWineD3DDevice *) This->wineD3DDevice, 0, &mode);
IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)This->device, 0, &mode);
}
HeapFree(GetProcessHeap(), 0, This->context);
......
......@@ -31,7 +31,7 @@ static void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRG
{
/* Override the IWineD3DResource PreLoad method. */
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
IWineD3DDeviceImpl *device = This->resource.device;
struct wined3d_context *context = NULL;
unsigned int i;
BOOL srgb_mode;
......
......@@ -2227,7 +2227,7 @@ DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
*********************************************************************/
BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4])
{
const struct wined3d_gl_info *gl_info = &This->resource.wineD3DDevice->adapter->gl_info;
const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
int x1 = Rect->left, x2 = Rect->right;
int y1 = Rect->top, y2 = Rect->bottom;
GLint maxSize = gl_info->limits.texture_size;
......@@ -2386,7 +2386,7 @@ void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_setting
unsigned int i;
DWORD ttff;
DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
IWineD3DDeviceImpl *device = stateblock->device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
for (i = 0; i < gl_info->limits.texture_stages; ++i)
......@@ -2703,7 +2703,7 @@ void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock
void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
{
DWORD sampler = state - STATE_SAMPLER(0);
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
/* No need to enable / disable anything here for unused samplers. The tex_colorop
* handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
......
......@@ -206,7 +206,7 @@ HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWine
declaration->ref = 1;
declaration->parent = parent;
declaration->parent_ops = parent_ops;
declaration->wineD3DDevice = device;
declaration->device = device;
declaration->elements = HeapAlloc(GetProcessHeap(), 0, sizeof(*declaration->elements) * element_count);
if (!declaration->elements)
{
......
......@@ -25,12 +25,12 @@
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
#define GLINFO_LOCATION This->resource.device->adapter->gl_info
/* Context activation is done by the caller. */
static void volume_bind_and_dirtify(IWineD3DVolume *iface) {
IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
const struct wined3d_gl_info *gl_info = &This->resource.wineD3DDevice->adapter->gl_info;
const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
IWineD3DVolumeTexture *texture;
DWORD active_sampler;
......@@ -51,14 +51,14 @@ static void volume_bind_and_dirtify(IWineD3DVolume *iface) {
ENTER_GL();
glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
LEAVE_GL();
active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
} else {
active_sampler = 0;
}
if (active_sampler != WINED3D_UNMAPPED_STAGE)
{
IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
}
if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DVolumeTexture, (void **)&texture))) {
......
......@@ -30,7 +30,7 @@ static void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINE
{
/* Override the IWineD3DResource Preload method. */
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
IWineD3DDeviceImpl *device = This->resource.device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
struct wined3d_context *context = NULL;
BOOL srgb_mode = This->baseTexture.is_srgb;
......
......@@ -1631,7 +1631,7 @@ typedef struct IWineD3DResourceClass
/* WineD3DResource Information */
IUnknown *parent;
WINED3DRESOURCETYPE resourceType;
IWineD3DDeviceImpl *wineD3DDevice;
IWineD3DDeviceImpl *device;
WINED3DPOOL pool;
UINT size;
DWORD usage;
......@@ -2133,7 +2133,7 @@ typedef struct IWineD3DVertexDeclarationImpl {
IUnknown *parent;
const struct wined3d_parent_ops *parent_ops;
IWineD3DDeviceImpl *wineD3DDevice;
IWineD3DDeviceImpl *device;
struct wined3d_vertex_declaration_element *elements;
UINT element_count;
......@@ -2193,7 +2193,7 @@ struct IWineD3DStateBlockImpl
LONG ref; /* Note: Ref counting not required */
/* IWineD3DStateBlock information */
IWineD3DDeviceImpl *wineD3DDevice;
IWineD3DDeviceImpl *device;
WINED3DSTATEBLOCKTYPE blockType;
/* Array indicating whether things have been set or changed */
......@@ -2313,7 +2313,7 @@ typedef struct IWineD3DQueryImpl
LONG ref; /* Note: Ref counting not required */
IUnknown *parent;
IWineD3DDeviceImpl *wineD3DDevice;
IWineD3DDeviceImpl *device;
/* IWineD3DQuery fields */
enum query_state state;
......@@ -2401,7 +2401,7 @@ typedef struct IWineD3DSwapChainImpl
LONG ref; /* Note: Ref counting not required */
IUnknown *parent;
IWineD3DDeviceImpl *wineD3DDevice;
IWineD3DDeviceImpl *device;
/* IWineD3DSwapChain fields */
IWineD3DSurface **backBuffer;
......@@ -2790,7 +2790,7 @@ struct IWineD3DPaletteImpl {
LONG ref;
IUnknown *parent;
IWineD3DDeviceImpl *wineD3DDevice;
IWineD3DDeviceImpl *device;
/* IWineD3DPalette */
HPALETTE hpal;
......@@ -2866,13 +2866,12 @@ static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
* style strided data. */
return (stateblock->vertexShader
&& !((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->position_transformed
&& stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
&& stateblock->device->vs_selected_mode != SHADER_NONE);
}
static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
{
return (stateblock->pixelShader
&& stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
return (stateblock->pixelShader && stateblock->device->ps_selected_mode != SHADER_NONE);
}
void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface,
......
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