Commit eb5bfad1 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Get rid of the IWineD3DBaseTexture typedefs.

parent fd8e18bd
......@@ -492,7 +492,7 @@ static void shader_arb_load_np2fixup_constants(void *shader_priv,
for (i = 0; active; active >>= 1, ++i)
{
const IWineD3DBaseTextureImpl *tex = state->textures[i];
const struct wined3d_texture *tex = state->textures[i];
const unsigned char idx = fixup->super.idx[i];
GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
......@@ -1325,7 +1325,7 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD
{
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
IWineD3DBaseTextureImpl *texture;
const struct wined3d_texture *texture;
const char *tex_type;
BOOL np2_fixup = FALSE;
struct IWineD3DBaseShaderImpl *shader = ins->ctx->shader;
......
......@@ -118,7 +118,7 @@ static void context_apply_attachment_filter_states(const struct wined3d_context
/* Update base texture states array */
if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
{
IWineD3DBaseTextureImpl *texture = surface->container.u.texture;
struct wined3d_texture *texture = surface->container.u.texture;
IWineD3DDeviceImpl *device = surface->resource.device;
BOOL update_minfilter = FALSE;
BOOL update_magfilter = FALSE;
......
......@@ -701,7 +701,7 @@ static void shader_glsl_load_np2fixup_constants(void *shader_priv,
for (i = 0; fixup; fixup >>= 1, ++i)
{
const IWineD3DBaseTextureImpl *tex = state->textures[i];
const struct wined3d_texture *tex = state->textures[i];
const unsigned char idx = prog->np2Fixup_info->idx[i];
GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
......@@ -1051,7 +1051,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
{
if (reg_maps->sampler_type[i])
{
IWineD3DBaseTextureImpl *texture;
const struct wined3d_texture *texture;
switch (reg_maps->sampler_type[i])
{
......@@ -3029,7 +3029,7 @@ static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
ins->ctx->reg_maps->shader_version.minor);
glsl_sample_function_t sample_function;
IWineD3DBaseTextureImpl *texture;
const struct wined3d_texture *texture;
DWORD sample_flags = 0;
DWORD sampler_idx;
DWORD mask = 0, swizzle;
......@@ -3122,7 +3122,7 @@ static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
DWORD sampler_idx;
DWORD swizzle = ins->src[1].swizzle;
IWineD3DBaseTextureImpl *texture;
const struct wined3d_texture *texture;
if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4])
{
......@@ -3155,7 +3155,7 @@ static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
DWORD sampler_idx;
DWORD swizzle = ins->src[1].swizzle;
IWineD3DBaseTextureImpl *texture;
const struct wined3d_texture *texture;
sampler_idx = ins->src[1].reg.idx;
texture = device->stateBlock->state.textures[sampler_idx];
......
......@@ -2063,7 +2063,7 @@ void find_ps_compile_args(const struct wined3d_state *state,
IWineD3DPixelShaderImpl *shader, struct ps_compile_args *args)
{
IWineD3DDeviceImpl *device = shader->baseShader.device;
IWineD3DBaseTextureImpl *texture;
const struct wined3d_texture *texture;
UINT i;
memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
......@@ -2313,7 +2313,7 @@ HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *de
return WINED3D_OK;
}
void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps, IWineD3DBaseTextureImpl * const *textures)
void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps, struct wined3d_texture * const *textures)
{
WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type;
unsigned int i;
......
......@@ -498,7 +498,7 @@ static void state_alpha(DWORD state, struct wined3d_stateblock *stateblock, stru
*/
if (stateblock->state.textures[0])
{
IWineD3DBaseTextureImpl *texture = stateblock->state.textures[0];
struct wined3d_texture *texture = stateblock->state.textures[0];
GLenum texture_dimensions = texture->baseTexture.target;
if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
......@@ -3191,7 +3191,7 @@ void tex_alphaop(DWORD state, struct wined3d_stateblock *stateblock, struct wine
if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && !stage && stateblock->state.textures[0])
{
IWineD3DBaseTextureImpl *texture = stateblock->state.textures[0];
struct wined3d_texture *texture = stateblock->state.textures[0];
GLenum texture_dimensions = texture->baseTexture.target;
if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
......@@ -3586,7 +3586,7 @@ static void tex_bumpenvlscale(DWORD state, struct wined3d_stateblock *stateblock
static void sampler_texmatrix(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
const DWORD sampler = state - STATE_SAMPLER(0);
IWineD3DBaseTextureImpl *texture = stateblock->state.textures[sampler];
struct wined3d_texture *texture = stateblock->state.textures[sampler];
TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
......@@ -3643,7 +3643,7 @@ static void sampler(DWORD state_id, struct wined3d_stateblock *stateblock, struc
if (state->textures[sampler])
{
IWineD3DBaseTextureImpl *texture = state->textures[sampler];
struct wined3d_texture *texture = state->textures[sampler];
BOOL srgb = state->sampler_states[sampler][WINED3DSAMP_SRGBTEXTURE];
texture->baseTexture.texture_ops->texture_bind(texture, gl_info, srgb);
......
......@@ -1033,7 +1033,7 @@ HRESULT CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblo
if (!(map & 1)) continue;
stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
IWineD3DDevice_SetTexture(device, stage, (IWineD3DBaseTexture *)stateblock->state.textures[i]);
IWineD3DDevice_SetTexture(device, stage, stateblock->state.textures[i]);
}
map = stateblock->changed.clipplane;
......
......@@ -326,7 +326,7 @@ void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
* container about this to get the filters reset properly next draw. */
if (src_surface->container.type == WINED3D_CONTAINER_TEXTURE)
{
IWineD3DBaseTextureImpl *texture = src_surface->container.u.texture;
struct wined3d_texture *texture = src_surface->container.u.texture;
texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
......@@ -697,7 +697,7 @@ void surface_bind(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl
if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
{
IWineD3DBaseTextureImpl *texture = surface->container.u.texture;
struct wined3d_texture *texture = surface->container.u.texture;
TRACE("Passing to container (%p).\n", texture);
texture->baseTexture.texture_ops->texture_bind(texture, gl_info, srgb);
......@@ -1362,7 +1362,7 @@ void surface_internal_preload(IWineD3DSurfaceImpl *surface, enum WINED3DSRGB srg
if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
{
IWineD3DBaseTextureImpl *texture = surface->container.u.texture;
struct wined3d_texture *texture = surface->container.u.texture;
TRACE("Passing to container (%p).\n", texture);
texture->baseTexture.texture_ops->texture_preload(texture, srgb);
......@@ -1751,7 +1751,7 @@ void surface_prepare_texture(IWineD3DSurfaceImpl *surface, const struct wined3d_
{
if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
{
IWineD3DBaseTextureImpl *texture = surface->container.u.texture;
struct wined3d_texture *texture = surface->container.u.texture;
UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
UINT i;
......
......@@ -2777,7 +2777,8 @@ void gen_ffp_frag_op(struct wined3d_stateblock *stateblock, struct ffp_frag_sett
for (i = 0; i < gl_info->limits.texture_stages; ++i)
{
IWineD3DBaseTextureImpl *texture;
const struct wined3d_texture *texture;
settings->op[i].padding = 0;
if (stateblock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
{
......@@ -2859,8 +2860,10 @@ void gen_ffp_frag_op(struct wined3d_stateblock *stateblock, struct ffp_frag_sett
if (!i && stateblock->state.textures[0] && stateblock->state.render_states[WINED3DRS_COLORKEYENABLE])
{
IWineD3DBaseTextureImpl *texture = stateblock->state.textures[0];
GLenum texture_dimensions = texture->baseTexture.target;
GLenum texture_dimensions;
texture = stateblock->state.textures[0];
texture_dimensions = texture->baseTexture.target;
if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
{
......@@ -3025,7 +3028,7 @@ void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *des
* Requires the caller to activate the correct unit before
*/
/* GL locking is done by the caller (state handler) */
void texture_activate_dimensions(IWineD3DBaseTextureImpl *texture, const struct wined3d_gl_info *gl_info)
void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
{
if (texture)
{
......
......@@ -29,7 +29,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
/* Context activation is done by the caller. */
static void volume_bind_and_dirtify(struct IWineD3DVolumeImpl *volume, const struct wined3d_gl_info *gl_info)
{
IWineD3DBaseTextureImpl *container = (IWineD3DBaseTextureImpl *)volume->container;
struct wined3d_texture *container = volume->container;
DWORD active_sampler;
/* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
......
......@@ -55,8 +55,6 @@
typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
typedef struct IWineD3DSwapChainImpl IWineD3DSwapChainImpl;
typedef struct wined3d_texture IWineD3DBaseTextureImpl;
typedef struct wined3d_texture IWineD3DBaseTexture;
struct IWineD3DBaseShaderImpl;
/* Texture format fixups */
......@@ -1850,10 +1848,6 @@ void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
/* Tests show that the start address of resources is 32 byte aligned */
#define RESOURCE_ALIGNMENT 16
/*****************************************************************************
* IWineD3DBaseTexture D3D- > openGL state map lookups
*/
typedef enum winetexturestates {
WINED3DTEXSTA_ADDRESSU = 0,
WINED3DTEXSTA_ADDRESSV = 1,
......@@ -1922,7 +1916,7 @@ struct wined3d_texture
static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
{
return CONTAINING_RECORD(resource, IWineD3DBaseTextureImpl, resource);
return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
}
static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
......@@ -1933,20 +1927,20 @@ static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_t
: &texture->baseTexture.texture_rgb;
}
void wined3d_texture_apply_state_changes(IWineD3DBaseTextureImpl *texture,
void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
void wined3d_texture_set_dirty(IWineD3DBaseTextureImpl *texture, BOOL dirty) DECLSPEC_HIDDEN;
void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty) DECLSPEC_HIDDEN;
HRESULT cubetexture_init(IWineD3DBaseTextureImpl *texture, UINT edge_length, UINT levels,
HRESULT cubetexture_init(struct wined3d_texture *texture, UINT edge_length, UINT levels,
IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
HRESULT texture_init(IWineD3DBaseTextureImpl *texture, UINT width, UINT height, UINT levels,
HRESULT texture_init(struct wined3d_texture *texture, UINT width, UINT height, UINT levels,
IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
HRESULT volumetexture_init(IWineD3DBaseTextureImpl *texture, UINT width, UINT height,
HRESULT volumetexture_init(struct wined3d_texture *texture, UINT width, UINT height,
UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id,
WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
......@@ -2356,7 +2350,7 @@ struct wined3d_state
INT ps_consts_i[MAX_CONST_I * 4];
float *ps_consts_f;
IWineD3DBaseTextureImpl *textures[MAX_COMBINED_SAMPLERS];
struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
DWORD lowest_disabled_stage;
......@@ -2632,7 +2626,7 @@ void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d
INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
BOOL transformed, enum wined3d_format_id coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
void texture_activate_dimensions(IWineD3DBaseTextureImpl *texture,
void texture_activate_dimensions(const struct wined3d_texture *texture,
const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
void sampler_texdim(DWORD state, struct wined3d_stateblock *stateblock,
struct wined3d_context *context) DECLSPEC_HIDDEN;
......@@ -2897,7 +2891,7 @@ HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *de
const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps,
IWineD3DBaseTextureImpl * const *textures) DECLSPEC_HIDDEN;
struct wined3d_texture * const *textures) DECLSPEC_HIDDEN;
void find_ps_compile_args(const struct wined3d_state *state,
IWineD3DPixelShaderImpl *shader, struct ps_compile_args *args) DECLSPEC_HIDDEN;
......
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