Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- dlls/wined3d/arb_program_shader.c | 3 +- dlls/wined3d/context.c | 48 ++++++++--------- dlls/wined3d/cs.c | 4 +- dlls/wined3d/glsl_shader.c | 3 +- dlls/wined3d/sampler.c | 22 ++++---- dlls/wined3d/state.c | 10 ++-- dlls/wined3d/surface.c | 93 +++++++++++++++++---------------- dlls/wined3d/swapchain.c | 6 +-- dlls/wined3d/texture.c | 106 +++++++++++++++++++------------------- dlls/wined3d/view.c | 80 ++++++++++++++-------------- dlls/wined3d/wined3d_private.h | 67 ++++++++++++------------ 11 files changed, 227 insertions(+), 215 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index 67fd193a7bb..24f7e045fc5 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -7904,7 +7904,8 @@ static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bl arbfp_blit_set(arbfp_blitter, context, src_texture, src_sub_resource_idx, color_key);
/* Draw a textured quad */ - context_draw_textured_quad(context, src_texture, src_sub_resource_idx, src_rect, dst_rect, filter); + context_draw_textured_quad(context, wined3d_texture_gl(src_texture), + src_sub_resource_idx, src_rect, dst_rect, filter);
/* Leave the opengl state valid for blitting */ arbfp_blit_unset(context->gl_info); diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index 9027e94ed09..fbe3d941de8 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -472,11 +472,11 @@ static inline void context_set_fbo_key_for_render_target(const struct wined3d_co switch (location) { case WINED3D_LOCATION_TEXTURE_RGB: - key->objects[idx].object = wined3d_texture_get_texture_name(&texture_gl->t, context, FALSE); + key->objects[idx].object = wined3d_texture_gl_get_texture_name(texture_gl, context, FALSE); break;
case WINED3D_LOCATION_TEXTURE_SRGB: - key->objects[idx].object = wined3d_texture_get_texture_name(&texture_gl->t, context, TRUE); + key->objects[idx].object = wined3d_texture_gl_get_texture_name(texture_gl, context, TRUE); break;
case WINED3D_LOCATION_RB_MULTISAMPLE: @@ -1089,7 +1089,7 @@ void context_gl_resource_released(struct wined3d_device *device, context_enum_fbo_entries(device, name, rb_namespace, context_queue_fbo_entry_destruction); }
-void context_texture_update(struct wined3d_context *context, const struct wined3d_texture *texture) +void context_texture_update(struct wined3d_context *context, const struct wined3d_texture_gl *texture_gl) { const struct wined3d_gl_info *gl_info = context->gl_info; struct fbo_entry *entry = context->current_fbo; @@ -1099,10 +1099,10 @@ void context_texture_update(struct wined3d_context *context, const struct wined3
for (i = 0; i < gl_info->limits.buffers + 1; ++i) { - if (texture->texture_rgb.name == entry->key.objects[i].object - || texture->texture_srgb.name == entry->key.objects[i].object) + if (texture_gl->texture_rgb.name == entry->key.objects[i].object + || texture_gl->texture_srgb.name == entry->key.objects[i].object) { - TRACE("Updated texture %p is bound as attachment %u to the current FBO.\n", texture, i); + TRACE("Updated texture %p is bound as attachment %u to the current FBO.\n", texture_gl, i); context->rebind_fbo = TRUE; return; } @@ -3896,8 +3896,8 @@ static void context_bind_unordered_access_views(struct wined3d_context *context, } else if (view->resource->type != WINED3D_RTYPE_BUFFER) { - struct wined3d_texture *texture = texture_from_resource(view->resource); - texture_name = wined3d_texture_get_texture_name(texture, context, FALSE); + struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture_from_resource(view->resource)); + texture_name = wined3d_texture_gl_get_texture_name(texture_gl, context, FALSE); level = view->desc.u.texture.level_idx; } else @@ -4195,14 +4195,14 @@ static void context_setup_target(struct wined3d_context *context, && old_render_offscreen && (context->current_rt.texture != texture || context->current_rt.sub_resource_idx != sub_resource_idx)) { + struct wined3d_texture_gl *prev_texture = wined3d_texture_gl(context->current_rt.texture); unsigned int prev_sub_resource_idx = context->current_rt.sub_resource_idx; - struct wined3d_texture *prev_texture = context->current_rt.texture;
/* Read the back buffer of the old drawable into the destination texture. */ if (prev_texture->texture_srgb.name) - wined3d_texture_load(prev_texture, context, TRUE); - wined3d_texture_load(prev_texture, context, FALSE); - wined3d_texture_invalidate_location(prev_texture, prev_sub_resource_idx, WINED3D_LOCATION_DRAWABLE); + wined3d_texture_load(&prev_texture->t, context, TRUE); + wined3d_texture_load(&prev_texture->t, context, FALSE); + wined3d_texture_invalidate_location(&prev_texture->t, prev_sub_resource_idx, WINED3D_LOCATION_DRAWABLE); } }
@@ -5581,7 +5581,7 @@ static void apply_texture_blit_state(const struct wined3d_gl_info *gl_info, stru }
/* Context activation is done by the caller. */ -void context_draw_shaded_quad(struct wined3d_context *context, struct wined3d_texture *texture, +void context_draw_shaded_quad(struct wined3d_context *context, struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) { @@ -5596,11 +5596,11 @@ void context_draw_shaded_quad(struct wined3d_context *context, struct wined3d_te } quad[4];
- texture2d_get_blt_info(texture, sub_resource_idx, src_rect, &info); + texture2d_get_blt_info(&texture_gl->t, sub_resource_idx, src_rect, &info);
- level = sub_resource_idx % texture->level_count; - context_bind_texture(context, info.bind_target, texture->texture_rgb.name); - apply_texture_blit_state(gl_info, &texture->texture_rgb, info.bind_target, level, filter); + level = sub_resource_idx % texture_gl->t.level_count; + context_bind_texture(context, info.bind_target, texture_gl->texture_rgb.name); + apply_texture_blit_state(gl_info, &texture_gl->texture_rgb, info.bind_target, level, filter); gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level);
context_get_rt_size(context, &dst_size); @@ -5661,12 +5661,12 @@ void context_draw_shaded_quad(struct wined3d_context *context, struct wined3d_te } checkGLcall("draw");
- gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1); + gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1); context_bind_texture(context, info.bind_target, 0); }
/* Context activation is done by the caller. */ -void context_draw_textured_quad(struct wined3d_context *context, struct wined3d_texture *texture, +void context_draw_textured_quad(struct wined3d_context *context, struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) { @@ -5674,14 +5674,14 @@ void context_draw_textured_quad(struct wined3d_context *context, struct wined3d_ struct wined3d_blt_info info; unsigned int level;
- texture2d_get_blt_info(texture, sub_resource_idx, src_rect, &info); + texture2d_get_blt_info(&texture_gl->t, sub_resource_idx, src_rect, &info);
gl_info->gl_ops.gl.p_glEnable(info.bind_target); checkGLcall("glEnable(bind_target)");
- level = sub_resource_idx % texture->level_count; - context_bind_texture(context, info.bind_target, texture->texture_rgb.name); - apply_texture_blit_state(gl_info, &texture->texture_rgb, info.bind_target, level, filter); + level = sub_resource_idx % texture_gl->t.level_count; + context_bind_texture(context, info.bind_target, texture_gl->texture_rgb.name); + apply_texture_blit_state(gl_info, &texture_gl->texture_rgb, info.bind_target, level, filter); gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); checkGLcall("glTexEnvi"); @@ -5701,6 +5701,6 @@ void context_draw_textured_quad(struct wined3d_context *context, struct wined3d_ gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->bottom); gl_info->gl_ops.gl.p_glEnd();
- gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1); + gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1); context_bind_texture(context, info.bind_target, 0); } diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c index fc3e47e3298..9114f0344ab 100644 --- a/dlls/wined3d/cs.c +++ b/dlls/wined3d/cs.c @@ -2227,7 +2227,7 @@ static void wined3d_cs_exec_blt_sub_resource(struct wined3d_cs *cs, const void * wined3d_texture_get_pitch(src_texture, op->src_sub_resource_idx % src_texture->level_count, &row_pitch, &slice_pitch);
- wined3d_texture_bind_and_dirtify(dst_texture, context, FALSE); + wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(dst_texture), context, FALSE); wined3d_texture_upload_data(dst_texture, op->dst_sub_resource_idx, context, dst_texture->resource.format, &op->src_box, wined3d_const_bo_address(&addr), row_pitch, slice_pitch, op->dst_box.left, op->dst_box.top, op->dst_box.front, FALSE); @@ -2325,7 +2325,7 @@ static void wined3d_cs_exec_update_sub_resource(struct wined3d_cs *cs, const voi wined3d_texture_prepare_texture(texture, context, FALSE); else wined3d_texture_load_location(texture, op->sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB); - wined3d_texture_bind_and_dirtify(texture, context, FALSE); + wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, FALSE);
wined3d_box_set(&src_box, 0, 0, box->right - box->left, box->bottom - box->top, 0, box->back - box->front); wined3d_texture_upload_data(texture, op->sub_resource_idx, context, texture->resource.format, &src_box, diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 32f82d6c3d0..fc9730f64b9 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -13310,7 +13310,8 @@ static DWORD glsl_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bli default: break; } - context_draw_shaded_quad(context, src_texture, src_sub_resource_idx, src_rect, dst_rect, filter); + context_draw_shaded_quad(context, wined3d_texture_gl(src_texture), + src_sub_resource_idx, src_rect, dst_rect, filter); GL_EXTCALL(glUseProgram(0));
if (dst_texture->swapchain && (dst_texture->swapchain->front_buffer == dst_texture)) diff --git a/dlls/wined3d/sampler.c b/dlls/wined3d/sampler.c index 82fbe2c3be7..458a330774f 100644 --- a/dlls/wined3d/sampler.c +++ b/dlls/wined3d/sampler.c @@ -155,34 +155,34 @@ HRESULT CDECL wined3d_sampler_create(struct wined3d_device *device, const struct return WINED3D_OK; }
-static void texture_apply_base_level(struct wined3d_texture *texture, +static void texture_gl_apply_base_level(struct wined3d_texture_gl *texture_gl, const struct wined3d_sampler_desc *desc, const struct wined3d_gl_info *gl_info) { struct gl_texture *gl_tex; unsigned int base_level;
- if (texture->flags & WINED3D_TEXTURE_COND_NP2) + if (texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2) base_level = 0; else if (desc->mip_filter == WINED3D_TEXF_NONE) - base_level = texture->lod; + base_level = texture_gl->t.lod; else - base_level = min(max(desc->mip_base_level, texture->lod), texture->level_count - 1); + base_level = min(max(desc->mip_base_level, texture_gl->t.lod), texture_gl->t.level_count - 1);
- gl_tex = wined3d_texture_get_gl_texture(texture, texture->flags & WINED3D_TEXTURE_IS_SRGB); + gl_tex = wined3d_texture_gl_get_gl_texture(texture_gl, texture_gl->t.flags & WINED3D_TEXTURE_IS_SRGB); if (base_level != gl_tex->base_level) { /* Note that WINED3D_SAMP_MAX_MIP_LEVEL specifies the largest mipmap * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest * mipmap used (default 1000). So WINED3D_SAMP_MAX_MIP_LEVEL * corresponds to GL_TEXTURE_BASE_LEVEL. */ - gl_info->gl_ops.gl.p_glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, base_level); + gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->t.target, GL_TEXTURE_BASE_LEVEL, base_level); gl_tex->base_level = base_level; } }
/* This function relies on the correct texture being bound and loaded. */ void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit, - struct wined3d_texture *texture, const struct wined3d_context *context) + struct wined3d_texture_gl *texture_gl, const struct wined3d_context *context) { const struct wined3d_gl_info *gl_info = context->gl_info;
@@ -191,15 +191,15 @@ void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit, GL_EXTCALL(glBindSampler(unit, sampler->name)); checkGLcall("bind sampler"); } - else if (texture) + else if (texture_gl) { - wined3d_texture_apply_sampler_desc(texture, &sampler->desc, context); + wined3d_texture_gl_apply_sampler_desc(texture_gl, &sampler->desc, context); } else { ERR("Could not apply sampler state.\n"); }
- if (texture) - texture_apply_base_level(texture, &sampler->desc, gl_info); + if (texture_gl) + texture_gl_apply_base_level(texture_gl, &sampler->desc, gl_info); } diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index ab67c578901..7f3961b7465 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -3612,17 +3612,17 @@ static void sampler(struct wined3d_context *context, const struct wined3d_state
if (state->textures[sampler_idx]) { + struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(state->textures[sampler_idx]); BOOL srgb = state->sampler_states[sampler_idx][WINED3D_SAMP_SRGB_TEXTURE]; const DWORD *sampler_states = state->sampler_states[sampler_idx]; - struct wined3d_texture *texture = state->textures[sampler_idx]; struct wined3d_device *device = context->device; struct wined3d_sampler_desc desc; struct wined3d_sampler *sampler; struct wine_rb_entry *entry;
- wined3d_sampler_desc_from_sampler_states(&desc, context, sampler_states, texture); + wined3d_sampler_desc_from_sampler_states(&desc, context, sampler_states, &texture_gl->t);
- wined3d_texture_bind(texture, context, srgb); + wined3d_texture_gl_bind(texture_gl, context, srgb);
if ((entry = wine_rb_get(&device->samplers, &desc))) { @@ -3643,10 +3643,10 @@ static void sampler(struct wined3d_context *context, const struct wined3d_state } }
- wined3d_sampler_bind(sampler, mapped_stage, texture, context); + wined3d_sampler_bind(sampler, mapped_stage, texture_gl, context);
/* Trigger shader constant reloading (for NP2 texcoord fixup) */ - if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT)) + if (!(texture_gl->t.flags & WINED3D_TEXTURE_POW2_MAT_IDENT)) context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP; } else diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index 746599e58f5..02cd2c376c1 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -687,7 +687,7 @@ static struct wined3d_texture *surface_convert_format(struct wined3d_texture *sr TRACE("Using upload conversion.\n");
wined3d_texture_prepare_texture(dst_texture, context, FALSE); - wined3d_texture_bind_and_dirtify(dst_texture, context, FALSE); + wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(dst_texture), context, FALSE); wined3d_texture_upload_data(dst_texture, 0, context, src_format, &src_box, wined3d_const_bo_address(&src_data), src_row_pitch, src_slice_pitch, 0, 0, 0, FALSE);
@@ -855,7 +855,7 @@ void texture2d_load_fb_texture(struct wined3d_texture *texture, device_invalidate_state(device, STATE_FRAMEBUFFER);
wined3d_texture_prepare_texture(texture, context, srgb); - wined3d_texture_bind_and_dirtify(texture, context, srgb); + wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, srgb);
TRACE("Reading back offscreen render target %p, %u.\n", texture, sub_resource_idx);
@@ -878,11 +878,11 @@ void texture2d_load_fb_texture(struct wined3d_texture *texture,
/* Does a direct frame buffer -> texture copy. Stretching is done with single * pixel copy calls. */ -static void fb_copy_to_texture_direct(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, - const RECT *dst_rect_in, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, +static void fb_copy_to_texture_direct(struct wined3d_texture_gl *dst_texture, unsigned int dst_sub_resource_idx, + const RECT *dst_rect_in, struct wined3d_texture_gl *src_texture, unsigned int src_sub_resource_idx, const RECT *src_rect, enum wined3d_texture_filter_type filter) { - struct wined3d_device *device = dst_texture->resource.device; + struct wined3d_device *device = dst_texture->t.resource.device; unsigned int src_height, src_level, dst_level; const struct wined3d_gl_info *gl_info; float xrel, yrel; @@ -901,14 +901,14 @@ static void fb_copy_to_texture_direct(struct wined3d_texture *dst_texture, unsig upsidedown = TRUE; }
- context = context_acquire(device, src_texture, src_sub_resource_idx); + context = context_acquire(device, &src_texture->t, src_sub_resource_idx); gl_info = context->gl_info; context_apply_blit_state(context, device); - wined3d_texture_load(dst_texture, context, FALSE); + wined3d_texture_load(&dst_texture->t, context, FALSE);
/* Bind the target texture */ - context_bind_texture(context, dst_texture->target, dst_texture->texture_rgb.name); - if (wined3d_resource_is_offscreen(&src_texture->resource)) + context_bind_texture(context, dst_texture->t.target, dst_texture->texture_rgb.name); + if (wined3d_resource_is_offscreen(&src_texture->t.resource)) { TRACE("Reading from an offscreen target\n"); upsidedown = !upsidedown; @@ -916,7 +916,7 @@ static void fb_copy_to_texture_direct(struct wined3d_texture *dst_texture, unsig } else { - gl_info->gl_ops.gl.p_glReadBuffer(wined3d_texture_get_gl_buffer(src_texture)); + gl_info->gl_ops.gl.p_glReadBuffer(wined3d_texture_get_gl_buffer(&src_texture->t)); } checkGLcall("glReadBuffer");
@@ -936,11 +936,11 @@ static void fb_copy_to_texture_direct(struct wined3d_texture *dst_texture, unsig ERR("Texture filtering not supported in direct blit\n"); }
- src_level = src_sub_resource_idx % src_texture->level_count; - dst_level = dst_sub_resource_idx % dst_texture->level_count; + src_level = src_sub_resource_idx % src_texture->t.level_count; + dst_level = dst_sub_resource_idx % dst_texture->t.level_count;
- src_height = wined3d_texture_get_level_height(src_texture, src_level); - dst_target = wined3d_texture_get_sub_resource_target(dst_texture, dst_sub_resource_idx); + src_height = wined3d_texture_get_level_height(&src_texture->t, src_level); + dst_target = wined3d_texture_get_sub_resource_target(&dst_texture->t, dst_sub_resource_idx); if (upsidedown && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps)) && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps))) @@ -990,17 +990,17 @@ static void fb_copy_to_texture_direct(struct wined3d_texture *dst_texture, unsig
/* The texture is now most up to date - If the surface is a render target * and has a drawable, this path is never entered. */ - wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB); - wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB); + wined3d_texture_validate_location(&dst_texture->t, dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB); + wined3d_texture_invalidate_location(&dst_texture->t, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB); }
/* Uses the hardware to stretch and flip the image */ -static void fb_copy_to_texture_hwstretch(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, - const RECT *dst_rect_in, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, +static void fb_copy_to_texture_hwstretch(struct wined3d_texture_gl *dst_texture, unsigned int dst_sub_resource_idx, + const RECT *dst_rect_in, struct wined3d_texture_gl *src_texture, unsigned int src_sub_resource_idx, const RECT *src_rect, enum wined3d_texture_filter_type filter) { unsigned int src_width, src_height, src_pow2_width, src_pow2_height, src_level; - struct wined3d_device *device = dst_texture->resource.device; + struct wined3d_device *device = dst_texture->t.resource.device; GLenum src_target, dst_target, texture_target; GLuint src, backup = 0; float left, right, top, bottom; /* Texture coordinates */ @@ -1015,28 +1015,28 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_texture *dst_texture, un
TRACE("Using hwstretch blit\n");
- src_target = wined3d_texture_get_sub_resource_target(src_texture, src_sub_resource_idx); - dst_target = wined3d_texture_get_sub_resource_target(dst_texture, dst_sub_resource_idx); + src_target = wined3d_texture_get_sub_resource_target(&src_texture->t, src_sub_resource_idx); + dst_target = wined3d_texture_get_sub_resource_target(&dst_texture->t, dst_sub_resource_idx);
/* Activate the Proper context for reading from the source surface, set it up for blitting */ - context = context_acquire(device, src_texture, src_sub_resource_idx); + context = context_acquire(device, &src_texture->t, src_sub_resource_idx); gl_info = context->gl_info; context_apply_ffp_blit_state(context, device); - wined3d_texture_load(dst_texture, context, FALSE); + wined3d_texture_load(&dst_texture->t, context, FALSE);
offscreen_buffer = context_get_offscreen_gl_buffer(context); - src_level = src_sub_resource_idx % src_texture->level_count; - src_width = wined3d_texture_get_level_width(src_texture, src_level); - src_height = wined3d_texture_get_level_height(src_texture, src_level); - src_pow2_width = wined3d_texture_get_level_pow2_width(src_texture, src_level); - src_pow2_height = wined3d_texture_get_level_pow2_height(src_texture, src_level); + src_level = src_sub_resource_idx % src_texture->t.level_count; + src_width = wined3d_texture_get_level_width(&src_texture->t, src_level); + src_height = wined3d_texture_get_level_height(&src_texture->t, src_level); + src_pow2_width = wined3d_texture_get_level_pow2_width(&src_texture->t, src_level); + src_pow2_height = wined3d_texture_get_level_pow2_height(&src_texture->t, src_level);
- src_offscreen = wined3d_resource_is_offscreen(&src_texture->resource); + src_offscreen = wined3d_resource_is_offscreen(&src_texture->t.resource); noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO; if (!noBackBufferBackup && !src_texture->texture_rgb.name) { /* Get it a description */ - wined3d_texture_load(src_texture, context, FALSE); + wined3d_texture_load(&src_texture->t, context, FALSE); }
/* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring. @@ -1071,7 +1071,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_texture *dst_texture, un checkGLcall("glEnable(texture_target)");
/* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */ - src_texture->sub_resources[src_sub_resource_idx].locations &= ~WINED3D_LOCATION_TEXTURE_RGB; + src_texture->t.sub_resources[src_sub_resource_idx].locations &= ~WINED3D_LOCATION_TEXTURE_RGB; }
/* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag @@ -1092,7 +1092,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_texture *dst_texture, un } else { - gl_info->gl_ops.gl.p_glReadBuffer(wined3d_texture_get_gl_buffer(src_texture)); + gl_info->gl_ops.gl.p_glReadBuffer(wined3d_texture_get_gl_buffer(&src_texture->t)); }
/* TODO: Only back up the part that will be overwritten */ @@ -1107,7 +1107,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_texture *dst_texture, un wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE)); checkGLcall("glTexParameteri");
- if (!src_texture->swapchain || src_texture == src_texture->swapchain->back_buffers[0]) + if (!src_texture->t.swapchain || &src_texture->t == src_texture->t.swapchain->back_buffers[0]) { src = backup ? backup : src_texture->texture_rgb.name; } @@ -1159,7 +1159,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_texture *dst_texture, un bottom = src_height - src_rect->top; }
- if (src_texture->flags & WINED3D_TEXTURE_NORMALIZED_COORDS) + if (src_texture->t.flags & WINED3D_TEXTURE_NORMALIZED_COORDS) { left /= src_pow2_width; right /= src_pow2_width; @@ -1271,8 +1271,8 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_texture *dst_texture, un
/* The texture is now most up to date - If the surface is a render target * and has a drawable, this path is never entered. */ - wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB); - wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB); + wined3d_texture_validate_location(&dst_texture->t, dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB); + wined3d_texture_invalidate_location(&dst_texture->t, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB); }
static HRESULT wined3d_texture_blt_special(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, @@ -1395,14 +1395,14 @@ static HRESULT wined3d_texture_blt_special(struct wined3d_texture *dst_texture, || dst_rect->bottom - dst_rect->top > src_height) { TRACE("No stretching in x direction, using direct framebuffer -> texture copy.\n"); - fb_copy_to_texture_direct(dst_texture, dst_sub_resource_idx, dst_rect, - src_texture, src_sub_resource_idx, src_rect, filter); + fb_copy_to_texture_direct(wined3d_texture_gl(dst_texture), dst_sub_resource_idx, dst_rect, + wined3d_texture_gl(src_texture), src_sub_resource_idx, src_rect, filter); } else { TRACE("Using hardware stretching to flip / stretch the texture.\n"); - fb_copy_to_texture_hwstretch(dst_texture, dst_sub_resource_idx, dst_rect, - src_texture, src_sub_resource_idx, src_rect, filter); + fb_copy_to_texture_hwstretch(wined3d_texture_gl(dst_texture), dst_sub_resource_idx, dst_rect, + wined3d_texture_gl(src_texture), src_sub_resource_idx, src_rect, filter); }
return WINED3D_OK; @@ -1438,7 +1438,7 @@ BOOL texture2d_load_sysmem(struct wined3d_texture *texture, unsigned int sub_res if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB)) { struct wined3d_bo_address data; - wined3d_texture_bind_and_dirtify(texture, context, + wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, !(sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)); wined3d_texture_get_memory(texture, sub_resource_idx, &data, dst_location); wined3d_texture_download_data(texture, sub_resource_idx, context, &data); @@ -1605,7 +1605,7 @@ BOOL texture2d_load_texture(struct wined3d_texture *texture, unsigned int sub_re }
wined3d_texture_prepare_texture(texture, context, srgb); - wined3d_texture_bind_and_dirtify(texture, context, srgb); + wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, srgb); wined3d_texture_get_pitch(texture, level, &src_row_pitch, &src_slice_pitch);
format = texture->resource.format; @@ -1879,7 +1879,8 @@ static DWORD raw_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB; if (!wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, location)) ERR("Failed to load the source sub-resource into %s.\n", wined3d_debug_location(location)); - src_name = wined3d_texture_get_texture_name(src_texture, context, location == WINED3D_LOCATION_TEXTURE_SRGB); + src_name = wined3d_texture_gl_get_texture_name(wined3d_texture_gl(src_texture), + context, location == WINED3D_LOCATION_TEXTURE_SRGB);
location = dst_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB); if (!location) @@ -1895,7 +1896,8 @@ static DWORD raw_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit if (!wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, location)) ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(location)); } - dst_name = wined3d_texture_get_texture_name(dst_texture, context, location == WINED3D_LOCATION_TEXTURE_SRGB); + dst_name = wined3d_texture_gl_get_texture_name(wined3d_texture_gl(dst_texture), + context, location == WINED3D_LOCATION_TEXTURE_SRGB);
GL_EXTCALL(glCopyImageSubData(src_name, src_texture->target, src_level, src_rect->left, src_rect->top, src_layer, dst_name, dst_texture->target, dst_level, @@ -2218,7 +2220,8 @@ static DWORD ffp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit checkGLcall("glAlphaFunc"); }
- context_draw_textured_quad(context, src_texture, src_sub_resource_idx, src_rect, dst_rect, filter); + context_draw_textured_quad(context, wined3d_texture_gl(src_texture), + src_sub_resource_idx, src_rect, dst_rect, filter);
if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST || color_key) { diff --git a/dlls/wined3d/swapchain.c b/dlls/wined3d/swapchain.c index 1f0fd108362..8de88714d10 100644 --- a/dlls/wined3d/swapchain.c +++ b/dlls/wined3d/swapchain.c @@ -356,7 +356,7 @@ static void wined3d_swapchain_gl_rotate(struct wined3d_swapchain *swapchain, str texture_prev = wined3d_texture_gl(swapchain->back_buffers[0]);
/* Back buffer 0 is already in the draw binding. */ - tex0 = texture_prev->t.texture_rgb; + tex0 = texture_prev->texture_rgb; rb0 = texture_prev->rb_multisample; locations0 = texture_prev->t.sub_resources[0].locations;
@@ -368,7 +368,7 @@ static void wined3d_swapchain_gl_rotate(struct wined3d_swapchain *swapchain, str if (!(sub_resource->locations & supported_locations)) wined3d_texture_load_location(&texture->t, 0, context, texture->t.resource.draw_binding);
- texture_prev->t.texture_rgb = texture->t.texture_rgb; + texture_prev->texture_rgb = texture->texture_rgb; texture_prev->rb_multisample = texture->rb_multisample;
wined3d_texture_validate_location(&texture_prev->t, 0, sub_resource->locations & supported_locations); @@ -377,7 +377,7 @@ static void wined3d_swapchain_gl_rotate(struct wined3d_swapchain *swapchain, str texture_prev = texture; }
- texture_prev->t.texture_rgb = tex0; + texture_prev->texture_rgb = tex0; texture_prev->rb_multisample = rb0;
wined3d_texture_validate_location(&texture_prev->t, 0, locations0 & supported_locations); diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c index 42bae136a53..f1a2498f777 100644 --- a/dlls/wined3d/texture.c +++ b/dlls/wined3d/texture.c @@ -670,18 +670,18 @@ static void wined3d_texture_gl_unload_texture(struct wined3d_texture_gl *texture const struct wined3d_gl_info *gl_info = NULL; struct wined3d_context *context = NULL;
- if (texture_gl->t.texture_rgb.name || texture_gl->t.texture_srgb.name + if (texture_gl->texture_rgb.name || texture_gl->texture_srgb.name || texture_gl->rb_multisample || texture_gl->rb_resolved) { context = context_acquire(device, NULL, 0); gl_info = context->gl_info; }
- if (texture_gl->t.texture_rgb.name) - gltexture_delete(device, context->gl_info, &texture_gl->t.texture_rgb); + if (texture_gl->texture_rgb.name) + gltexture_delete(device, context->gl_info, &texture_gl->texture_rgb);
- if (texture_gl->t.texture_srgb.name) - gltexture_delete(device, context->gl_info, &texture_gl->t.texture_srgb); + if (texture_gl->texture_srgb.name) + gltexture_delete(device, context->gl_info, &texture_gl->texture_srgb);
if (texture_gl->rb_multisample) { @@ -957,28 +957,28 @@ void wined3d_gl_texture_swizzle_from_color_fixup(GLint swizzle[4], struct color_ }
/* Context activation is done by the caller. */ -void wined3d_texture_bind(struct wined3d_texture *texture, +void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl, struct wined3d_context *context, BOOL srgb) { - const struct wined3d_gl_info *gl_info = context->gl_info; - const struct wined3d_format *format = texture->resource.format; + const struct wined3d_format *format = texture_gl->t.resource.format; const struct color_fixup_desc fixup = format->color_fixup; + const struct wined3d_gl_info *gl_info = context->gl_info; struct gl_texture *gl_tex; GLenum target;
- TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb); + TRACE("texture_gl %p, context %p, srgb %#x.\n", texture_gl, context, srgb);
- if (!needs_separate_srgb_gl_texture(context, texture)) + if (!needs_separate_srgb_gl_texture(context, &texture_gl->t)) srgb = FALSE;
/* sRGB mode cache for preload() calls outside drawprim. */ if (srgb) - texture->flags |= WINED3D_TEXTURE_IS_SRGB; + texture_gl->t.flags |= WINED3D_TEXTURE_IS_SRGB; else - texture->flags &= ~WINED3D_TEXTURE_IS_SRGB; + texture_gl->t.flags &= ~WINED3D_TEXTURE_IS_SRGB;
- gl_tex = wined3d_texture_get_gl_texture(texture, srgb); - target = texture->target; + gl_tex = wined3d_texture_gl_get_gl_texture(texture_gl, srgb); + target = texture_gl->t.target;
if (gl_tex->name) { @@ -1016,7 +1016,7 @@ void wined3d_texture_bind(struct wined3d_texture *texture, else gl_tex->sampler_desc.srgb_decode = srgb; gl_tex->base_level = 0; - wined3d_texture_set_dirty(texture); + wined3d_texture_set_dirty(&texture_gl->t);
context_bind_texture(context, target, gl_tex->name);
@@ -1028,8 +1028,8 @@ void wined3d_texture_bind(struct wined3d_texture *texture, * GL_TEXTURE_RECTANGLE_ARB.) */ if (target != GL_TEXTURE_RECTANGLE_ARB) { - TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->level_count - 1); - gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1); + TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture_gl->t.level_count - 1); + gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1); checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)"); }
@@ -1041,7 +1041,7 @@ void wined3d_texture_bind(struct wined3d_texture *texture, gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); }
- if (texture->flags & WINED3D_TEXTURE_COND_NP2) + if (texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2) { /* Conditinal non power of two textures use a different clamping * default. If we're using the GL_WINE_normalized_texrect partial @@ -1080,7 +1080,7 @@ void wined3d_texture_bind(struct wined3d_texture *texture, }
/* Context activation is done by the caller. */ -void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture, +void wined3d_texture_gl_bind_and_dirtify(struct wined3d_texture_gl *texture_gl, struct wined3d_context *context, BOOL srgb) { /* We don't need a specific texture unit, but after binding the texture @@ -1103,22 +1103,22 @@ void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture, context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING); context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
- wined3d_texture_bind(texture, context, srgb); + wined3d_texture_gl_bind(texture_gl, context, srgb); }
/* Context activation is done by the caller (state handler). */ /* This function relies on the correct texture being bound and loaded. */ -void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture, +void wined3d_texture_gl_apply_sampler_desc(struct wined3d_texture_gl *texture_gl, const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context) { const struct wined3d_gl_info *gl_info = context->gl_info; - GLenum target = texture->target; + GLenum target = texture_gl->t.target; struct gl_texture *gl_tex; DWORD state;
- TRACE("texture %p, sampler_desc %p, context %p.\n", texture, sampler_desc, context); + TRACE("texture_gl %p, sampler_desc %p, context %p.\n", texture_gl, sampler_desc, context);
- gl_tex = wined3d_texture_get_gl_texture(texture, texture->flags & WINED3D_TEXTURE_IS_SRGB); + gl_tex = wined3d_texture_gl_get_gl_texture(texture_gl, texture_gl->t.flags & WINED3D_TEXTURE_IS_SRGB);
state = sampler_desc->address_u; if (state != gl_tex->sampler_desc.address_u) @@ -1402,16 +1402,18 @@ void CDECL wined3d_texture_get_pitch(const struct wined3d_texture *texture,
DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod) { + struct wined3d_resource *resource; DWORD old = texture->lod;
TRACE("texture %p, lod %u.\n", texture, lod);
/* The d3d9:texture test shows that SetLOD is ignored on non-managed * textures. The call always returns 0, and GetLOD always returns 0. */ - if (!wined3d_resource_access_is_managed(texture->resource.access)) + resource = &texture->resource; + if (!wined3d_resource_access_is_managed(resource->access)) { TRACE("Ignoring LOD on texture with resource access %s.\n", - wined3d_debug_resource_access(texture->resource.access)); + wined3d_debug_resource_access(resource->access)); return 0; }
@@ -1420,14 +1422,14 @@ DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
if (texture->lod != lod) { - struct wined3d_device *device = texture->resource.device; + struct wined3d_device *device = resource->device;
- wined3d_resource_wait_idle(&texture->resource); + wined3d_resource_wait_idle(resource); texture->lod = lod;
- texture->texture_rgb.base_level = ~0u; - texture->texture_srgb.base_level = ~0u; - if (texture->resource.bind_count) + wined3d_texture_gl(texture)->texture_rgb.base_level = ~0u; + wined3d_texture_gl(texture)->texture_srgb.base_level = ~0u; + if (resource->bind_count) wined3d_cs_emit_set_sampler_state(device->cs, texture->sampler, WINED3D_SAMP_MAX_MIP_LEVEL, device->state.sampler_states[texture->sampler][WINED3D_SAMP_MAX_MIP_LEVEL]); } @@ -1777,7 +1779,7 @@ void wined3d_texture_prepare_texture(struct wined3d_texture *texture, struct win } format_gl = wined3d_format_gl(format);
- wined3d_texture_bind_and_dirtify(texture, context, srgb); + wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, srgb);
if (srgb) internal = format_gl->srgb_internal; @@ -2152,7 +2154,7 @@ void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int s
for (i = 0; i < device->context_count; ++i) { - context_texture_update(device->contexts[i], texture); + context_texture_update(device->contexts[i], wined3d_texture_gl(texture)); } } } @@ -2773,8 +2775,8 @@ static BOOL texture1d_load_location(struct wined3d_texture *texture, unsigned in struct wined3d_box src_box;
data.addr += sub_resource->offset; - wined3d_texture_bind_and_dirtify(texture, context, - location == WINED3D_LOCATION_TEXTURE_SRGB); + wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), + context, location == WINED3D_LOCATION_TEXTURE_SRGB); wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch); wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box); wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format, @@ -2785,7 +2787,7 @@ static BOOL texture1d_load_location(struct wined3d_texture *texture, unsigned in struct wined3d_const_bo_address data = {sub_resource->buffer_object, NULL}; struct wined3d_box src_box;
- wined3d_texture_bind_and_dirtify(texture, context, + wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, location == WINED3D_LOCATION_TEXTURE_SRGB); wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch); wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box); @@ -2806,9 +2808,9 @@ static BOOL texture1d_load_location(struct wined3d_texture *texture, unsigned in
data.addr += sub_resource->offset; if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB) - wined3d_texture_bind_and_dirtify(texture, context, FALSE); + wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, FALSE); else - wined3d_texture_bind_and_dirtify(texture, context, TRUE); + wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, TRUE);
wined3d_texture_download_data(texture, sub_resource_idx, context, &data); ++texture->download_count; @@ -2827,9 +2829,9 @@ static BOOL texture1d_load_location(struct wined3d_texture *texture, unsigned in struct wined3d_bo_address data = {sub_resource->buffer_object, NULL};
if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB) - wined3d_texture_bind_and_dirtify(texture, context, FALSE); + wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, FALSE); else - wined3d_texture_bind_and_dirtify(texture, context, TRUE); + wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, TRUE);
wined3d_texture_download_data(texture, sub_resource_idx, context, &data); } @@ -3214,9 +3216,9 @@ static void texture3d_srgb_transfer(struct wined3d_texture *texture, unsigned in
wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch); wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box); - wined3d_texture_bind_and_dirtify(texture, context, !dest_is_srgb); + wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, !dest_is_srgb); wined3d_texture_download_data(texture, sub_resource_idx, context, &data); - wined3d_texture_bind_and_dirtify(texture, context, dest_is_srgb); + wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, dest_is_srgb); wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format, &src_box, wined3d_const_bo_address(&data), row_pitch, slice_pitch, 0, 0, 0, FALSE);
@@ -3243,8 +3245,8 @@ static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned in struct wined3d_box src_box;
data.addr += sub_resource->offset; - wined3d_texture_bind_and_dirtify(texture, context, - location == WINED3D_LOCATION_TEXTURE_SRGB); + wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), + context, location == WINED3D_LOCATION_TEXTURE_SRGB); wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch); wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box); wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format, @@ -3255,8 +3257,8 @@ static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned in struct wined3d_const_bo_address data = {sub_resource->buffer_object, NULL}; struct wined3d_box src_box;
- wined3d_texture_bind_and_dirtify(texture, context, - location == WINED3D_LOCATION_TEXTURE_SRGB); + wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), + context, location == WINED3D_LOCATION_TEXTURE_SRGB); wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch); wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box); wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format, @@ -3284,9 +3286,9 @@ static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned in
data.addr += sub_resource->offset; if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB) - wined3d_texture_bind_and_dirtify(texture, context, FALSE); + wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, FALSE); else - wined3d_texture_bind_and_dirtify(texture, context, TRUE); + wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, TRUE);
wined3d_texture_download_data(texture, sub_resource_idx, context, &data); ++texture->download_count; @@ -3305,9 +3307,9 @@ static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned in struct wined3d_bo_address data = {sub_resource->buffer_object, NULL};
if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB) - wined3d_texture_bind_and_dirtify(texture, context, FALSE); + wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, FALSE); else - wined3d_texture_bind_and_dirtify(texture, context, TRUE); + wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, TRUE);
wined3d_texture_download_data(texture, sub_resource_idx, context, &data); } @@ -3843,7 +3845,7 @@ void wined3d_texture_upload_from_texture(struct wined3d_texture *dst_texture, un wined3d_texture_prepare_texture(dst_texture, context, FALSE); else wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB); - wined3d_texture_bind_and_dirtify(dst_texture, context, FALSE); + wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(dst_texture), context, FALSE);
src_level = src_sub_resource_idx % src_texture->level_count; wined3d_texture_get_memory(src_texture, src_sub_resource_idx, &data, @@ -3871,7 +3873,7 @@ void wined3d_texture_download_from_texture(struct wined3d_texture *dst_texture,
wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location); wined3d_texture_get_memory(dst_texture, dst_sub_resource_idx, &data, dst_location); - wined3d_texture_bind_and_dirtify(src_texture, context, + wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(src_texture), context, !(src_texture->sub_resources[src_sub_resource_idx].locations & WINED3D_LOCATION_TEXTURE_RGB)); wined3d_texture_download_data(src_texture, src_sub_resource_idx, context, &data);
diff --git a/dlls/wined3d/view.c b/dlls/wined3d/view.c index 618b7454ed1..3b579a25f0f 100644 --- a/dlls/wined3d/view.c +++ b/dlls/wined3d/view.c @@ -166,7 +166,7 @@ static const struct wined3d_format *validate_resource_view(const struct wined3d_ }
static void create_texture_view(struct wined3d_gl_view *view, GLenum view_target, - const struct wined3d_view_desc *desc, struct wined3d_texture *texture, + const struct wined3d_view_desc *desc, struct wined3d_texture_gl *texture_gl, const struct wined3d_format *view_format) { const struct wined3d_format_gl *view_format_gl; @@ -178,7 +178,7 @@ static void create_texture_view(struct wined3d_gl_view *view, GLenum view_target view_format_gl = wined3d_format_gl(view_format); view->target = view_target;
- context = context_acquire(texture->resource.device, NULL, 0); + context = context_acquire(texture_gl->t.resource.device, NULL, 0); gl_info = context->gl_info;
if (!gl_info->supported[ARB_TEXTURE_VIEW]) @@ -188,15 +188,15 @@ static void create_texture_view(struct wined3d_gl_view *view, GLenum view_target return; }
- wined3d_texture_prepare_texture(texture, context, FALSE); - texture_name = wined3d_texture_get_texture_name(texture, context, FALSE); + wined3d_texture_prepare_texture(&texture_gl->t, context, FALSE); + texture_name = wined3d_texture_gl_get_texture_name(texture_gl, context, FALSE);
level_idx = desc->u.texture.level_idx; layer_idx = desc->u.texture.layer_idx; layer_count = desc->u.texture.layer_count; if (view_target == GL_TEXTURE_3D) { - if (layer_idx || layer_count != wined3d_texture_get_level_depth(texture, level_idx)) + if (layer_idx || layer_count != wined3d_texture_get_level_depth(&texture_gl->t, level_idx)) FIXME("Depth slice (%u-%u) not supported.\n", layer_idx, layer_count); layer_idx = 0; layer_count = 1; @@ -537,13 +537,13 @@ static void wined3d_render_target_view_cs_init(void *object) } else { - struct wined3d_texture *texture = texture_from_resource(resource); + struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture_from_resource(resource)); unsigned int depth_or_layer_count;
if (resource->type == WINED3D_RTYPE_TEXTURE_3D) - depth_or_layer_count = wined3d_texture_get_level_depth(texture, desc->u.texture.level_idx); + depth_or_layer_count = wined3d_texture_get_level_depth(&texture_gl->t, desc->u.texture.level_idx); else - depth_or_layer_count = texture->layer_count; + depth_or_layer_count = texture_gl->t.layer_count;
if (resource->format->id != view->format->id || (view->layer_count != 1 && view->layer_count != depth_or_layer_count)) @@ -558,13 +558,13 @@ static void wined3d_render_target_view_cs_init(void *object) debug_d3dformat(resource->format->id), debug_d3dformat(view->format->id)); return; } - if (texture->swapchain && texture->swapchain->desc.backbuffer_count > 1) + if (texture_gl->t.swapchain && texture_gl->t.swapchain->desc.backbuffer_count > 1) { FIXME("Swapchain views not supported.\n"); return; }
- create_texture_view(&view->gl_view, texture->target, desc, texture, view->format); + create_texture_view(&view->gl_view, texture_gl->t.target, desc, texture_gl, view->format); } } } @@ -742,32 +742,32 @@ static void wined3d_shader_resource_view_cs_init(void *object) } else { - struct wined3d_texture *texture = texture_from_resource(resource); + struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture_from_resource(resource)); GLenum resource_class, view_class;
resource_class = wined3d_format_gl(resource->format)->view_class; view_class = wined3d_format_gl(view_format)->view_class; - view_target = get_texture_view_target(gl_info, desc, texture); + view_target = get_texture_view_target(gl_info, desc, &texture_gl->t);
- if (resource->format->id == view_format->id && texture->target == view_target - && !desc->u.texture.level_idx && desc->u.texture.level_count == texture->level_count - && !desc->u.texture.layer_idx && desc->u.texture.layer_count == texture->layer_count + if (resource->format->id == view_format->id && texture_gl->t.target == view_target + && !desc->u.texture.level_idx && desc->u.texture.level_count == texture_gl->t.level_count + && !desc->u.texture.layer_idx && desc->u.texture.layer_count == texture_gl->t.layer_count && !is_stencil_view_format(view_format)) { TRACE("Creating identity shader resource view.\n"); } - else if (texture->swapchain && texture->swapchain->desc.backbuffer_count > 1) + else if (texture_gl->t.swapchain && texture_gl->t.swapchain->desc.backbuffer_count > 1) { FIXME("Swapchain shader resource views not supported.\n"); } else if (resource->format->typeless_id == view_format->typeless_id && resource_class == view_class) { - create_texture_view(&view->gl_view, view_target, desc, texture, view_format); + create_texture_view(&view->gl_view, view_target, desc, texture_gl, view_format); } else if (wined3d_format_is_depth_view(resource->format->id, view_format->id)) { - create_texture_view(&view->gl_view, view_target, desc, texture, resource->format); + create_texture_view(&view->gl_view, view_target, desc, texture_gl, resource->format); } else { @@ -826,7 +826,7 @@ void wined3d_shader_resource_view_bind(struct wined3d_shader_resource_view *view unsigned int unit, struct wined3d_sampler *sampler, struct wined3d_context *context) { const struct wined3d_gl_info *gl_info = context->gl_info; - struct wined3d_texture *texture; + struct wined3d_texture_gl *texture_gl;
context_active_texture(context, gl_info, unit);
@@ -843,9 +843,9 @@ void wined3d_shader_resource_view_bind(struct wined3d_shader_resource_view *view return; }
- texture = wined3d_texture_from_resource(view->resource); - wined3d_texture_bind(texture, context, FALSE); - wined3d_sampler_bind(sampler, unit, texture, context); + texture_gl = wined3d_texture_gl(wined3d_texture_from_resource(view->resource)); + wined3d_texture_gl_bind(texture_gl, context, FALSE); + wined3d_sampler_bind(sampler, unit, texture_gl, context); }
/* Context activation is done by the caller. */ @@ -868,9 +868,9 @@ static void shader_resource_view_bind_and_dirtify(struct wined3d_shader_resource
void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *view) { - struct wined3d_texture *texture = texture_from_resource(view->resource); unsigned int i, j, layer_count, level_count, base_level, max_level; const struct wined3d_gl_info *gl_info; + struct wined3d_texture_gl *texture_gl; struct wined3d_context *context; struct gl_texture *gl_tex; DWORD location; @@ -885,10 +885,11 @@ void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view * base_level = view->desc.u.texture.level_idx; max_level = base_level + level_count - 1;
- srgb = !!(texture->flags & WINED3D_TEXTURE_IS_SRGB); + texture_gl = wined3d_texture_gl(texture_from_resource(view->resource)); + srgb = !!(texture_gl->t.flags & WINED3D_TEXTURE_IS_SRGB); location = srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB; for (i = 0; i < layer_count; ++i) - wined3d_texture_load_location(texture, i * level_count + base_level, context, location); + wined3d_texture_load_location(&texture_gl->t, i * level_count + base_level, context, location);
if (view->gl_view.name) { @@ -896,37 +897,38 @@ void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view * } else { - wined3d_texture_bind_and_dirtify(texture, context, srgb); - gl_info->gl_ops.gl.p_glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, base_level); - gl_info->gl_ops.gl.p_glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, max_level); + wined3d_texture_gl_bind_and_dirtify(texture_gl, context, srgb); + gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->t.target, GL_TEXTURE_BASE_LEVEL, base_level); + gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->t.target, GL_TEXTURE_MAX_LEVEL, max_level); }
if (gl_info->supported[ARB_SAMPLER_OBJECTS]) GL_EXTCALL(glBindSampler(context->active_texture, 0)); - gl_tex = wined3d_texture_get_gl_texture(texture, srgb); + gl_tex = wined3d_texture_gl_get_gl_texture(texture_gl, srgb); if (context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL) { - gl_info->gl_ops.gl.p_glTexParameteri(texture->target, GL_TEXTURE_SRGB_DECODE_EXT, + gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->t.target, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT); gl_tex->sampler_desc.srgb_decode = FALSE; }
- gl_info->fbo_ops.glGenerateMipmap(texture->target); + gl_info->fbo_ops.glGenerateMipmap(texture_gl->t.target); checkGLcall("glGenerateMipMap()");
for (i = 0; i < layer_count; ++i) { for (j = base_level + 1; j <= max_level; ++j) { - wined3d_texture_validate_location(texture, i * level_count + j, location); - wined3d_texture_invalidate_location(texture, i * level_count + j, ~location); + wined3d_texture_validate_location(&texture_gl->t, i * level_count + j, location); + wined3d_texture_invalidate_location(&texture_gl->t, i * level_count + j, ~location); } }
if (!view->gl_view.name) { gl_tex->base_level = base_level; - gl_info->gl_ops.gl.p_glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1); + gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->t.target, + GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1); }
context_release(context); @@ -1129,18 +1131,18 @@ static void wined3d_unordered_access_view_cs_init(void *object) } else { - struct wined3d_texture *texture = texture_from_resource(resource); + struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture_from_resource(resource)); unsigned int depth_or_layer_count;
if (resource->type == WINED3D_RTYPE_TEXTURE_3D) - depth_or_layer_count = wined3d_texture_get_level_depth(texture, desc->u.texture.level_idx); + depth_or_layer_count = wined3d_texture_get_level_depth(&texture_gl->t, desc->u.texture.level_idx); else - depth_or_layer_count = texture->layer_count; + depth_or_layer_count = texture_gl->t.layer_count;
if (desc->u.texture.layer_idx || desc->u.texture.layer_count != depth_or_layer_count) { - create_texture_view(&view->gl_view, get_texture_view_target(gl_info, desc, texture), - desc, texture, view->format); + create_texture_view(&view->gl_view, get_texture_view_target(gl_info, desc, &texture_gl->t), + desc, texture_gl, view->format); } } } diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index e4cd7d39984..861c6475420 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -72,6 +72,12 @@ #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100 #define WINED3D_QUIRK_BROKEN_ARB_FOG 0x00000200
+struct fragment_pipeline; +struct wined3d_context; +struct wined3d_state; +struct wined3d_texture_gl; +struct wined3d_vertex_pipe_ops; + enum wined3d_ffp_idx { WINED3D_FFP_POSITION = 0, @@ -1392,11 +1398,6 @@ struct gs_compile_args DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE]; };
-struct wined3d_context; -struct wined3d_state; -struct fragment_pipeline; -struct wined3d_vertex_pipe_ops; - struct wined3d_shader_backend_ops { void (*shader_handle_instruction)(const struct wined3d_shader_instruction *); @@ -2166,10 +2167,10 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, stru const struct wined3d_format *ds_format) DECLSPEC_HIDDEN; HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN; void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN; -void context_draw_shaded_quad(struct wined3d_context *context, struct wined3d_texture *texture, +void context_draw_shaded_quad(struct wined3d_context *context, struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN; -void context_draw_textured_quad(struct wined3d_context *context, struct wined3d_texture *texture, +void context_draw_textured_quad(struct wined3d_context *context, struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN; void context_enable_clip_distances(struct wined3d_context *context, unsigned int mask) DECLSPEC_HIDDEN; @@ -2202,7 +2203,8 @@ void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; -void context_texture_update(struct wined3d_context *context, const struct wined3d_texture *texture) DECLSPEC_HIDDEN; +void context_texture_update(struct wined3d_context *context, + const struct wined3d_texture_gl *texture_gl) DECLSPEC_HIDDEN; void context_unload_tex_coords(const struct wined3d_context *context) DECLSPEC_HIDDEN; void context_unmap_bo_address(struct wined3d_context *context, const struct wined3d_bo_address *data, GLenum binding) DECLSPEC_HIDDEN; @@ -3169,13 +3171,6 @@ void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DEC #define RESOURCE_ALIGNMENT 16 #define WINED3D_CONSTANT_BUFFER_ALIGNMENT 16
-struct gl_texture -{ - struct wined3d_sampler_desc sampler_desc; - unsigned int base_level; - GLuint name; -}; - struct wined3d_blt_info { GLenum bind_target; @@ -3211,7 +3206,6 @@ struct wined3d_texture { struct wined3d_resource resource; const struct wined3d_texture_ops *texture_ops; - struct gl_texture texture_rgb, texture_srgb; struct wined3d_swapchain *swapchain; unsigned int pow2_width; unsigned int pow2_height; @@ -3296,12 +3290,6 @@ static inline GLenum wined3d_texture_get_sub_resource_target(const struct wined3 ? cube_targets[sub_resource_idx / texture->level_count] : texture->target; }
-static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture, - BOOL srgb) -{ - return srgb ? &texture->texture_srgb : &texture->texture_rgb; -} - static inline unsigned int wined3d_texture_get_level_width(const struct wined3d_texture *texture, unsigned int level) { @@ -3358,12 +3346,6 @@ BOOL texture2d_load_sysmem(struct wined3d_texture *texture, unsigned int sub_res BOOL texture2d_load_texture(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
-void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture, - const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context) DECLSPEC_HIDDEN; -void wined3d_texture_bind(struct wined3d_texture *texture, - struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN; -void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture, - struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN; HRESULT wined3d_texture_check_box_dimensions(const struct wined3d_texture *texture, unsigned int level, const struct wined3d_box *box) DECLSPEC_HIDDEN; void wined3d_texture_download_data(struct wined3d_texture *texture, unsigned int sub_resource_idx, @@ -3400,10 +3382,19 @@ void wined3d_texture_validate_location(struct wined3d_texture *texture,
void wined3d_gl_texture_swizzle_from_color_fixup(GLint swizzle[4], struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
+struct gl_texture +{ + struct wined3d_sampler_desc sampler_desc; + unsigned int base_level; + GLuint name; +}; + struct wined3d_texture_gl { struct wined3d_texture t;
+ struct gl_texture texture_rgb, texture_srgb; + GLuint rb_multisample; GLuint rb_resolved;
@@ -3416,6 +3407,18 @@ static inline struct wined3d_texture_gl *wined3d_texture_gl(struct wined3d_textu return CONTAINING_RECORD(texture, struct wined3d_texture_gl, t); }
+static inline struct gl_texture *wined3d_texture_gl_get_gl_texture(struct wined3d_texture_gl *texture_gl, + BOOL srgb) +{ + return srgb ? &texture_gl->texture_srgb : &texture_gl->texture_rgb; +} + +void wined3d_texture_gl_apply_sampler_desc(struct wined3d_texture_gl *texture_gl, + const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context) DECLSPEC_HIDDEN; +void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl, + struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN; +void wined3d_texture_gl_bind_and_dirtify(struct wined3d_texture_gl *texture_gl, + struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN; void wined3d_texture_gl_set_compatible_renderbuffer(struct wined3d_texture_gl *texture_gl, struct wined3d_context *context, unsigned int level, const struct wined3d_rendertarget_info *rt) DECLSPEC_HIDDEN; @@ -3476,7 +3479,7 @@ struct wined3d_sampler };
void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit, - struct wined3d_texture *texture, const struct wined3d_context *context) DECLSPEC_HIDDEN; + struct wined3d_texture_gl *texture_gl, const struct wined3d_context *context) DECLSPEC_HIDDEN;
struct wined3d_vertex_declaration_element { @@ -4506,11 +4509,11 @@ static inline BOOL needs_srgb_write(const struct wined3d_context *context, && fb->render_targets[0] && fb->render_targets[0]->format_flags & WINED3DFMT_FLAG_SRGB_WRITE; }
-static inline GLuint wined3d_texture_get_texture_name(const struct wined3d_texture *texture, +static inline GLuint wined3d_texture_gl_get_texture_name(const struct wined3d_texture_gl *texture_gl, const struct wined3d_context *context, BOOL srgb) { - return srgb && needs_separate_srgb_gl_texture(context, texture) - ? texture->texture_srgb.name : texture->texture_rgb.name; + return srgb && needs_separate_srgb_gl_texture(context, &texture_gl->t) + ? texture_gl->texture_srgb.name : texture_gl->texture_rgb.name; }
static inline BOOL can_use_texture_swizzle(const struct wined3d_gl_info *gl_info, const struct wined3d_format *format)
Hi,
While running your changed tests on Windows, I think I found new failures. Being a bot and all I'm not very good at pattern recognition, so I might be wrong, but could you please double-check?
Full results can be found at: https://testbot.winehq.org/JobDetails.pl?Key=43661
Your paranoid android.
=== debian9 (build log) ===
Global symbol "$Running" requires explicit package name (did you forget to declare "my $Running"?) at ../bin/build/WineTest.pl line 87.
=== debian9 (build log) ===
Global symbol "$Running" requires explicit package name (did you forget to declare "my $Running"?) at ../bin/build/WineTest.pl line 87.