Commit 26db0be1 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Cleanup IWineD3DDeviceImpl_SetTexture() a bit.

parent f6bf2190
......@@ -4429,108 +4429,113 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *if
/*****
* Get / Set Texture
*****/
static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture* pTexture) {
static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface,
DWORD stage, IWineD3DBaseTexture *texture)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DBaseTexture *oldTexture;
IWineD3DBaseTexture *prev;
TRACE("(%p) : Stage %#x, Texture %p\n", This, Stage, pTexture);
TRACE("iface %p, stage %u, texture %p.\n", iface, stage, texture);
if (Stage >= WINED3DVERTEXTEXTURESAMPLER0 && Stage <= WINED3DVERTEXTEXTURESAMPLER3) {
Stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
}
if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
if (Stage >= sizeof(This->stateBlock->textures)/sizeof(This->stateBlock->textures[0])) {
ERR("Current stage overflows textures array (stage %d)\n", Stage);
return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
/* Windows accepts overflowing this array... we do not. */
if (stage >= sizeof(This->stateBlock->textures) / sizeof(*This->stateBlock->textures))
{
WARN("Ignoring invalid stage %u.\n", stage);
return WINED3D_OK;
}
oldTexture = This->updateStateBlock->textures[Stage];
/* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH */
if (pTexture && ((IWineD3DTextureImpl*)pTexture)->resource.pool == WINED3DPOOL_SCRATCH)
if (texture && ((IWineD3DTextureImpl *)texture)->resource.pool == WINED3DPOOL_SCRATCH)
{
WARN("(%p) Attempt to set scratch texture rejected\n", pTexture);
WARN("Rejecting attempt to set scratch texture.\n");
return WINED3DERR_INVALIDCALL;
}
TRACE("GL_LIMITS %d\n",GL_LIMITS(sampler_stages));
TRACE("(%p) : oldtexture(%p)\n", This,oldTexture);
This->updateStateBlock->changed.textures |= 1 << Stage;
TRACE("(%p) : setting new texture to %p\n", This, pTexture);
This->updateStateBlock->textures[Stage] = pTexture;
This->updateStateBlock->changed.textures |= 1 << stage;
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
if (pTexture) IWineD3DBaseTexture_AddRef(pTexture);
if (oldTexture) IWineD3DBaseTexture_Release(oldTexture);
prev = This->updateStateBlock->textures[stage];
TRACE("Previous texture %p.\n", prev);
if (texture == prev)
{
TRACE("App is setting the same texture again, nothing to do.\n");
return WINED3D_OK;
}
if(oldTexture == pTexture) {
TRACE("App is setting the same texture again, nothing to do\n");
TRACE("Setting new texture to %p.\n", texture);
This->updateStateBlock->textures[stage] = texture;
if (This->isRecordingState)
{
TRACE("Recording... not performing anything\n");
if (texture) IWineD3DBaseTexture_AddRef(texture);
if (prev) IWineD3DBaseTexture_Release(prev);
return WINED3D_OK;
}
/** NOTE: MSDN says that setTexture increases the reference count,
* and that the application must set the texture back to null (or have a leaky application),
* This means we should pass the refcount up to the parent
*******************************/
if (NULL != This->updateStateBlock->textures[Stage]) {
IWineD3DBaseTextureImpl *new = (IWineD3DBaseTextureImpl *) This->updateStateBlock->textures[Stage];
ULONG bindCount = InterlockedIncrement(&new->baseTexture.bindCount);
UINT dimensions = IWineD3DBaseTexture_GetTextureDimensions(pTexture);
if (texture)
{
IWineD3DBaseTextureImpl *t = (IWineD3DBaseTextureImpl *)texture;
LONG bind_count = InterlockedIncrement(&t->baseTexture.bindCount);
UINT dimensions = IWineD3DBaseTexture_GetTextureDimensions(texture);
IWineD3DBaseTexture_AddRef(This->updateStateBlock->textures[Stage]);
IWineD3DBaseTexture_AddRef(texture);
if (!oldTexture || dimensions != IWineD3DBaseTexture_GetTextureDimensions(oldTexture))
if (!prev || dimensions != IWineD3DBaseTexture_GetTextureDimensions(prev))
{
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
}
if(oldTexture == NULL && Stage < MAX_TEXTURES) {
/* The source arguments for color and alpha ops have different meanings when a NULL texture is bound,
* so the COLOROP and ALPHAOP have to be dirtified.
*/
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_COLOROP));
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_ALPHAOP));
}
if(bindCount == 1) {
new->baseTexture.sampler = Stage;
if (!prev && stage < MAX_TEXTURES)
{
/* The source arguments for color and alpha ops have different
* meanings when a NULL texture is bound, so the COLOROP and
* ALPHAOP have to be dirtified. */
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
}
/* More than one assignment? Doesn't matter, we only need one gl texture unit to use for uploading */
if (bind_count == 1) t->baseTexture.sampler = stage;
}
if (NULL != oldTexture) {
IWineD3DBaseTextureImpl *old = (IWineD3DBaseTextureImpl *) oldTexture;
LONG bindCount = InterlockedDecrement(&old->baseTexture.bindCount);
if (prev)
{
IWineD3DBaseTextureImpl *t = (IWineD3DBaseTextureImpl *)prev;
LONG bind_count = InterlockedDecrement(&t->baseTexture.bindCount);
IWineD3DBaseTexture_Release(prev);
IWineD3DBaseTexture_Release(oldTexture);
if(pTexture == NULL && Stage < MAX_TEXTURES) {
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_COLOROP));
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_ALPHAOP));
if (!texture && stage < MAX_TEXTURES)
{
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
}
if(bindCount && old->baseTexture.sampler == Stage) {
int i;
/* Have to do a search for the other sampler(s) where the texture is bound to
* Shouldn't happen as long as apps bind a texture only to one stage
*/
TRACE("Searcing for other sampler / stage id where the texture is bound to\n");
for(i = 0; i < MAX_COMBINED_SAMPLERS; i++) {
if(This->updateStateBlock->textures[i] == oldTexture) {
old->baseTexture.sampler = i;
if (bind_count && t->baseTexture.sampler == stage)
{
unsigned int i;
/* Search for other stages the texture is bound to. Shouldn't
* happen if applications bind textures to a single stage only. */
TRACE("Searching for other stages the texture is bound to.\n");
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
{
if (This->updateStateBlock->textures[i] == prev)
{
TRACE("Texture is also bound to stage %u.\n", i);
t->baseTexture.sampler = i;
break;
}
}
}
}
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Stage));
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(stage));
return WINED3D_OK;
}
......
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