Commit b8078fc7 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Use WINED3D_UNMAPPED_STAGE in some more places.

parent 7a067039
......@@ -1513,9 +1513,10 @@ static inline void set_blit_dimension(UINT width, UINT height) {
/* Context activation is done by the caller. */
static inline void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context, UINT width, UINT height)
{
int i, sampler;
int i;
const struct StateEntry *StateTable = This->StateTable;
const struct wined3d_gl_info *gl_info = context->gl_info;
DWORD sampler;
TRACE("Setting up context %p for blitting\n", context);
if(context->last_was_blit) {
......@@ -1578,7 +1579,8 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
if (sampler != -1) {
if (sampler != WINED3D_UNMAPPED_STAGE)
{
if (sampler < MAX_TEXTURES) {
Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
}
......@@ -1617,7 +1619,8 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context
checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
}
if (sampler != -1) {
if (sampler != WINED3D_UNMAPPED_STAGE)
{
if (sampler < MAX_TEXTURES) {
Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
......
......@@ -2113,8 +2113,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface,
This->texUnitMap[state] = state;
This->rev_tex_unit_map[state] = state;
} else {
This->texUnitMap[state] = -1;
This->rev_tex_unit_map[state] = -1;
This->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
This->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
}
}
......@@ -3635,18 +3635,21 @@ static inline void markTextureStagesDirty(IWineD3DDeviceImpl *This, DWORD stage)
}
}
static void device_map_stage(IWineD3DDeviceImpl *This, int stage, int unit) {
int i = This->rev_tex_unit_map[unit];
int j = This->texUnitMap[stage];
static void device_map_stage(IWineD3DDeviceImpl *This, DWORD stage, DWORD unit)
{
DWORD i = This->rev_tex_unit_map[unit];
DWORD j = This->texUnitMap[stage];
This->texUnitMap[stage] = unit;
if (i != -1 && i != stage) {
This->texUnitMap[i] = -1;
if (i != WINED3D_UNMAPPED_STAGE && i != stage)
{
This->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
}
This->rev_tex_unit_map[unit] = stage;
if (j != -1 && j != unit) {
This->rev_tex_unit_map[j] = -1;
if (j != WINED3D_UNMAPPED_STAGE && j != unit)
{
This->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
}
}
......@@ -3740,14 +3743,12 @@ static void device_map_psamplers(IWineD3DDeviceImpl *This) {
}
static BOOL device_unit_free_for_vs(IWineD3DDeviceImpl *This, const DWORD *pshader_sampler_tokens,
const DWORD *vshader_sampler_tokens, int unit)
const DWORD *vshader_sampler_tokens, DWORD unit)
{
int current_mapping = This->rev_tex_unit_map[unit];
DWORD current_mapping = This->rev_tex_unit_map[unit];
if (current_mapping == -1) {
/* Not currently used */
return TRUE;
}
/* Not currently used */
if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
/* Used by a fragment sampler */
......@@ -3781,7 +3782,7 @@ static void device_map_vsamplers(IWineD3DDeviceImpl *This, BOOL ps) {
}
for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
int vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
if (vshader_sampler_type[i])
{
if (This->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
......@@ -5731,7 +5732,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
int rowoffset = 0; /* how many bytes to add onto the end of a row to wraparound to the beginning of the next */
const struct GlPixelFormatDesc *src_format_desc, *dst_format_desc;
GLenum dummy;
int sampler;
DWORD sampler;
int bpp;
CONVERT_TYPES convert = NO_CONVERSION;
......@@ -5871,7 +5872,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
IWineD3DSurface_ModifyLocation(pDestinationSurface, SFLAG_INTEXTURE, TRUE);
sampler = This->rev_tex_unit_map[0];
if (sampler != -1) {
if (sampler != WINED3D_UNMAPPED_STAGE)
{
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(sampler));
}
......@@ -6680,7 +6682,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* i
INT height = This->cursorHeight;
INT width = This->cursorWidth;
INT bpp = glDesc->byte_count;
INT i, sampler;
DWORD sampler;
INT i;
/* Reformat the texture memory (pitch and width can be
* different) */
......@@ -6702,7 +6705,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* i
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
checkGLcall("glActiveTextureARB");
sampler = This->rev_tex_unit_map[0];
if (sampler != -1) {
if (sampler != WINED3D_UNMAPPED_STAGE)
{
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(sampler));
}
/* Create a new cursor texture */
......
......@@ -164,7 +164,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_context
for (textureNo = 0; textureNo < texture_stages; ++textureNo)
{
int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
int texture_idx = This->texUnitMap[textureNo];
DWORD texture_idx = This->texUnitMap[textureNo];
if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0)
{
......@@ -174,7 +174,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_context
if (!pixelShader && !This->stateBlock->textures[textureNo]) continue;
if (texture_idx == -1) continue;
if (texture_idx == WINED3D_UNMAPPED_STAGE) continue;
if (coordIdx > 7)
{
......@@ -232,7 +232,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_context
{
int coord_idx;
const void *ptr;
int texture_idx;
DWORD texture_idx;
if (!(tmp_tex_mask & 1)) continue;
......
......@@ -301,7 +301,7 @@ void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
/* Context activation is done by the caller. */
static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
int active_sampler;
DWORD active_sampler;
/* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
* Read the unit back instead of switching to 0, this avoids messing around with the state manager's
......@@ -320,7 +320,8 @@ static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
LEAVE_GL();
active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
if (active_sampler != -1) {
if (active_sampler != WINED3D_UNMAPPED_STAGE)
{
IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
}
IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
......
......@@ -30,7 +30,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
static void volume_bind_and_dirtify(IWineD3DVolume *iface) {
IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
IWineD3DVolumeTexture *texture;
int active_sampler;
DWORD active_sampler;
/* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
* Read the unit back instead of switching to 0, this avoids messing around with the state manager's
......@@ -53,7 +53,8 @@ static void volume_bind_and_dirtify(IWineD3DVolume *iface) {
active_sampler = 0;
}
if (active_sampler != -1) {
if (active_sampler != WINED3D_UNMAPPED_STAGE)
{
IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
}
......
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