wined3d: Move the "target" field from struct wined3d_texture to struct wined3d_texture_gl.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
oldstable
Henri Verbeet 2018-10-30 13:18:44 +03:30 committed by Alexandre Julliard
parent 5f9740762a
commit 961a94ac04
13 changed files with 213 additions and 210 deletions

View File

@ -7542,7 +7542,7 @@ static GLuint arbfp_gen_plain_shader(const struct wined3d_gl_info *gl_info, cons
/* Context activation is done by the caller. */
static HRESULT arbfp_blit_set(struct wined3d_arbfp_blitter *blitter, struct wined3d_context *context,
const struct wined3d_texture *texture, unsigned int sub_resource_idx,
const struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx,
const struct wined3d_color_key *color_key)
{
enum complex_fixup fixup;
@ -7555,18 +7555,18 @@ static HRESULT arbfp_blit_set(struct wined3d_arbfp_blitter *blitter, struct wine
unsigned int level;
GLuint shader;
level = sub_resource_idx % texture->level_count;
size.x = wined3d_texture_get_level_pow2_width(texture, level);
size.y = wined3d_texture_get_level_pow2_height(texture, level);
level = sub_resource_idx % texture_gl->t.level_count;
size.x = wined3d_texture_get_level_pow2_width(&texture_gl->t, level);
size.y = wined3d_texture_get_level_pow2_height(&texture_gl->t, level);
size.z = 1.0f;
size.w = 1.0f;
if (is_complex_fixup(texture->resource.format->color_fixup))
fixup = get_complex_fixup(texture->resource.format->color_fixup);
if (is_complex_fixup(texture_gl->t.resource.format->color_fixup))
fixup = get_complex_fixup(texture_gl->t.resource.format->color_fixup);
else
fixup = COMPLEX_FIXUP_NONE;
switch (texture->target)
switch (texture_gl->target)
{
case GL_TEXTURE_1D:
type.res_type = WINED3D_GL_RES_TYPE_TEX_1D;
@ -7589,7 +7589,7 @@ static HRESULT arbfp_blit_set(struct wined3d_arbfp_blitter *blitter, struct wine
break;
default:
ERR("Unexpected GL texture type %#x.\n", texture->target);
ERR("Unexpected GL texture type %#x.\n", texture_gl->target);
type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
}
type.fixup = fixup;
@ -7606,7 +7606,7 @@ static HRESULT arbfp_blit_set(struct wined3d_arbfp_blitter *blitter, struct wine
switch (fixup)
{
case COMPLEX_FIXUP_NONE:
if (!is_identity_fixup(texture->resource.format->color_fixup))
if (!is_identity_fixup(texture_gl->t.resource.format->color_fixup))
FIXME("Implement support for sign or swizzle fixups.\n");
shader = arbfp_gen_plain_shader(gl_info, &type);
break;
@ -7648,7 +7648,7 @@ err_out:
}
if (fixup == COMPLEX_FIXUP_P8)
upload_palette(blitter, texture, context);
upload_palette(blitter, &texture_gl->t, context);
gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
@ -7658,7 +7658,7 @@ err_out:
checkGLcall("glProgramLocalParameter4fvARB");
if (type.use_color_key)
{
wined3d_format_get_float_color_key(texture->resource.format, color_key, float_color_key);
wined3d_format_get_float_color_key(texture_gl->t.resource.format, color_key, float_color_key);
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
ARBFP_BLIT_PARAM_COLOR_KEY_LOW, &float_color_key[0].r));
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
@ -7775,6 +7775,7 @@ static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bl
unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter)
{
struct wined3d_texture_gl *src_texture_gl = wined3d_texture_gl(src_texture);
struct wined3d_device *device = dst_texture->resource.device;
struct wined3d_texture *staging_texture = NULL;
struct wined3d_arbfp_blitter *arbfp_blitter;
@ -7850,7 +7851,7 @@ static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bl
* flip in the blitter, we don't actually need that flip anyway. So we
* use the surface's texture as scratch texture, and flip the source
* rectangle instead. */
texture2d_load_fb_texture(src_texture, src_sub_resource_idx, FALSE, context);
texture2d_load_fb_texture(src_texture_gl, src_sub_resource_idx, FALSE, context);
s = *src_rect;
src_level = src_sub_resource_idx % src_texture->level_count;
@ -7901,10 +7902,10 @@ static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bl
color_key = &alpha_test_key;
}
arbfp_blit_set(arbfp_blitter, context, src_texture, src_sub_resource_idx, color_key);
arbfp_blit_set(arbfp_blitter, context, src_texture_gl, src_sub_resource_idx, color_key);
/* Draw a textured quad */
context_draw_textured_quad(context, wined3d_texture_gl(src_texture),
context_draw_textured_quad(context, src_texture_gl,
src_sub_resource_idx, src_rect, dst_rect, filter);
/* Leave the opengl state valid for blitting */

View File

@ -462,7 +462,7 @@ static inline void context_set_fbo_key_for_render_target(const struct wined3d_co
return;
}
key->objects[idx].target = wined3d_texture_get_sub_resource_target(&texture_gl->t, sub_resource_idx);
key->objects[idx].target = wined3d_texture_gl_get_sub_resource_target(texture_gl, sub_resource_idx);
key->objects[idx].level = sub_resource_idx % texture_gl->t.level_count;
key->objects[idx].layer = sub_resource_idx / texture_gl->t.level_count;
@ -5596,7 +5596,7 @@ void context_draw_shaded_quad(struct wined3d_context *context, struct wined3d_te
}
quad[4];
texture2d_get_blt_info(&texture_gl->t, sub_resource_idx, src_rect, &info);
texture2d_get_blt_info(texture_gl, sub_resource_idx, src_rect, &info);
level = sub_resource_idx % texture_gl->t.level_count;
context_bind_texture(context, info.bind_target, texture_gl->texture_rgb.name);
@ -5674,7 +5674,7 @@ void context_draw_textured_quad(struct wined3d_context *context, struct wined3d_
struct wined3d_blt_info info;
unsigned int level;
texture2d_get_blt_info(&texture_gl->t, sub_resource_idx, src_rect, &info);
texture2d_get_blt_info(texture_gl, sub_resource_idx, src_rect, &info);
gl_info->gl_ops.gl.p_glEnable(info.bind_target);
checkGLcall("glEnable(bind_target)");

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@ -1351,7 +1351,7 @@ static void wined3d_cs_exec_set_texture(struct wined3d_cs *cs, const void *data)
if (InterlockedIncrement(&op->texture->resource.bind_count) == 1)
op->texture->sampler = op->stage;
if (!prev || op->texture->target != prev->target
if (!prev || wined3d_texture_gl(op->texture)->target != wined3d_texture_gl(prev)->target
|| (!is_same_fixup(new_format->color_fixup, old_format->color_fixup)
&& !(can_use_texture_swizzle(gl_info, new_format) && can_use_texture_swizzle(gl_info, old_format)))
|| (new_fmt_flags & WINED3DFMT_FLAG_SHADOW) != (old_fmt_flags & WINED3DFMT_FLAG_SHADOW))

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@ -13063,7 +13063,7 @@ static void glsl_blitter_upload_palette(struct wined3d_glsl_blitter *blitter,
/* Context activation is done by the caller. */
static struct glsl_blitter_program *glsl_blitter_get_program(struct wined3d_glsl_blitter *blitter,
struct wined3d_context *context, const struct wined3d_texture *texture)
struct wined3d_context *context, const struct wined3d_texture_gl *texture_gl)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
struct glsl_blitter_program *program;
@ -13071,8 +13071,8 @@ static struct glsl_blitter_program *glsl_blitter_get_program(struct wined3d_glsl
struct wine_rb_entry *entry;
memset(&args, 0, sizeof(args));
args.texture_type = texture->target;
args.fixup = texture->resource.format->color_fixup;
args.texture_type = texture_gl->target;
args.fixup = texture_gl->t.resource.format->color_fixup;
if ((entry = wine_rb_get(&blitter->programs, &args)))
return WINE_RB_ENTRY_VALUE(entry, struct glsl_blitter_program, entry);
@ -13103,11 +13103,11 @@ static struct glsl_blitter_program *glsl_blitter_get_program(struct wined3d_glsl
}
static BOOL glsl_blitter_supported(enum wined3d_blit_op blit_op, const struct wined3d_context *context,
const struct wined3d_texture *src_texture, DWORD src_location,
const struct wined3d_texture *dst_texture, DWORD dst_location)
const struct wined3d_texture_gl *src_texture, DWORD src_location,
const struct wined3d_texture_gl *dst_texture, DWORD dst_location)
{
const struct wined3d_resource *src_resource = &src_texture->resource;
const struct wined3d_resource *dst_resource = &dst_texture->resource;
const struct wined3d_resource *src_resource = &src_texture->t.resource;
const struct wined3d_resource *dst_resource = &dst_texture->t.resource;
const struct wined3d_format *src_format = src_resource->format;
const struct wined3d_format *dst_format = dst_resource->format;
BOOL decompress;
@ -13166,6 +13166,8 @@ static DWORD glsl_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bli
unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
const struct wined3d_color_key *colour_key, enum wined3d_texture_filter_type filter)
{
struct wined3d_texture_gl *src_texture_gl = wined3d_texture_gl(src_texture);
struct wined3d_texture_gl *dst_texture_gl = wined3d_texture_gl(dst_texture);
struct wined3d_device *device = dst_texture->resource.device;
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_texture *staging_texture = NULL;
@ -13182,7 +13184,7 @@ static DWORD glsl_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bli
wine_dbgstr_rect(src_rect), dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location),
wine_dbgstr_rect(dst_rect), colour_key, debug_d3dtexturefiltertype(filter));
if (!glsl_blitter_supported(op, context, src_texture, src_location, dst_texture, dst_location))
if (!glsl_blitter_supported(op, context, src_texture_gl, src_location, dst_texture_gl, dst_location))
{
if (!(next = blitter->next))
{
@ -13242,7 +13244,7 @@ static DWORD glsl_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bli
* flip in the blitter, we don't actually need that flip anyway. So we
* use the surface's texture as scratch texture, and flip the source
* rectangle instead. */
texture2d_load_fb_texture(src_texture, src_sub_resource_idx, FALSE, context);
texture2d_load_fb_texture(src_texture_gl, src_sub_resource_idx, FALSE, context);
s = *src_rect;
src_level = src_sub_resource_idx % src_texture->level_count;
@ -13285,7 +13287,7 @@ static DWORD glsl_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bli
context_invalidate_state(context, STATE_FRAMEBUFFER);
}
if (!(program = glsl_blitter_get_program(glsl_blitter, context, src_texture)))
if (!(program = glsl_blitter_get_program(glsl_blitter, context, src_texture_gl)))
{
ERR("Failed to get blitter program.\n");
return dst_location;
@ -13310,8 +13312,7 @@ static DWORD glsl_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bli
default:
break;
}
context_draw_shaded_quad(context, wined3d_texture_gl(src_texture),
src_sub_resource_idx, src_rect, dst_rect, filter);
context_draw_shaded_quad(context, src_texture_gl, src_sub_resource_idx, src_rect, dst_rect, filter);
GL_EXTCALL(glUseProgram(0));
if (dst_texture->swapchain && (dst_texture->swapchain->front_buffer == dst_texture))

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@ -33,6 +33,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d);
static void nvts_activate_dimensions(const struct wined3d_state *state, DWORD stage, struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_texture *texture;
BOOL bumpmap = FALSE;
if (stage > 0
@ -47,9 +48,9 @@ static void nvts_activate_dimensions(const struct wined3d_state *state, DWORD st
context->texShaderBumpMap &= ~(1u << stage);
}
if (state->textures[stage])
if ((texture = state->textures[stage]))
{
switch (state->textures[stage]->target)
switch (wined3d_texture_gl(texture)->target)
{
case GL_TEXTURE_2D:
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV,
@ -70,7 +71,7 @@ static void nvts_activate_dimensions(const struct wined3d_state *state, DWORD st
checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
break;
default:
FIXME("Unhandled target %#x.\n", state->textures[stage]->target);
FIXME("Unhandled target %#x.\n", wined3d_texture_gl(texture)->target);
break;
}
}

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@ -175,7 +175,7 @@ static void texture_gl_apply_base_level(struct wined3d_texture_gl *texture_gl,
* (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_gl->t.target, GL_TEXTURE_BASE_LEVEL, base_level);
gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->target, GL_TEXTURE_BASE_LEVEL, base_level);
gl_tex->base_level = base_level;
}
}

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@ -3847,7 +3847,7 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
{
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_texture *texture;
struct wined3d_texture *texture;
unsigned int i;
memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
@ -3922,18 +3922,16 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
{
for (i = 0; i < shader->limits->sampler; ++i)
{
const struct wined3d_texture *texture = state->textures[i];
if (!shader->reg_maps.resource_info[i].type)
continue;
/* Treat unbound textures as 2D. The dummy texture will provide
* the proper sample value. The tex_types bitmap defaults to
* 2D because of the memset. */
if (!texture)
if (!(texture = state->textures[i]))
continue;
switch (texture->target)
switch (wined3d_texture_gl(texture)->target)
{
/* RECT textures are distinguished from 2D textures via np2_fixup */
default:

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@ -3213,12 +3213,13 @@ void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *st
if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !stage && state->textures[0])
{
struct wined3d_texture *texture = state->textures[0];
GLenum texture_dimensions = texture->target;
struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(state->textures[0]);
GLenum texture_dimensions = texture_gl->target;
if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
{
if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
if (texture_gl->t.async.color_key_flags & WINED3D_CKEY_SRC_BLT
&& !texture_gl->t.resource.format->alpha_size)
{
/* Color keying needs to pass alpha values from the texture through to have the alpha test work
* properly. On the other hand applications can still use texture combiners apparently. This code
@ -3516,7 +3517,7 @@ static void sampler_texmatrix(struct wined3d_context *context, const struct wine
}
}
static enum wined3d_texture_address wined3d_texture_address_mode(const struct wined3d_texture *texture,
static enum wined3d_texture_address wined3d_texture_gl_address_mode(const struct wined3d_texture_gl *texture_gl,
enum wined3d_texture_address t)
{
if (t < WINED3D_TADDRESS_WRAP || t > WINED3D_TADDRESS_MIRROR_ONCE)
@ -3526,7 +3527,7 @@ static enum wined3d_texture_address wined3d_texture_address_mode(const struct wi
}
/* Cubemaps are always set to clamp, regardless of the sampler state. */
if (texture->target == GL_TEXTURE_CUBE_MAP_ARB || ((texture->flags & WINED3D_TEXTURE_COND_NP2)
if (texture_gl->target == GL_TEXTURE_CUBE_MAP_ARB || ((texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2)
&& t == WINED3D_TADDRESS_WRAP))
return WINED3D_TADDRESS_CLAMP;
@ -3534,7 +3535,8 @@ static enum wined3d_texture_address wined3d_texture_address_mode(const struct wi
}
static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc *desc,
const struct wined3d_context *context, const DWORD *sampler_states, const struct wined3d_texture *texture)
const struct wined3d_context *context, const DWORD *sampler_states,
const struct wined3d_texture_gl *texture_gl)
{
union
{
@ -3542,9 +3544,9 @@ static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc
DWORD d;
} lod_bias;
desc->address_u = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_U]);
desc->address_v = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_V]);
desc->address_w = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_W]);
desc->address_u = wined3d_texture_gl_address_mode(texture_gl, sampler_states[WINED3D_SAMP_ADDRESS_U]);
desc->address_v = wined3d_texture_gl_address_mode(texture_gl, sampler_states[WINED3D_SAMP_ADDRESS_V]);
desc->address_w = wined3d_texture_gl_address_mode(texture_gl, sampler_states[WINED3D_SAMP_ADDRESS_W]);
wined3d_color_from_d3dcolor((struct wined3d_color *)desc->border_color,
sampler_states[WINED3D_SAMP_BORDER_COLOR]);
if (sampler_states[WINED3D_SAMP_MAG_FILTER] > WINED3D_TEXF_ANISOTROPIC)
@ -3568,20 +3570,20 @@ static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc
if ((sampler_states[WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_ANISOTROPIC
&& sampler_states[WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_ANISOTROPIC
&& sampler_states[WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_ANISOTROPIC)
|| (texture->flags & WINED3D_TEXTURE_COND_NP2))
|| (texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2))
desc->max_anisotropy = 1;
desc->compare = texture->resource.format_flags & WINED3DFMT_FLAG_SHADOW;
desc->compare = texture_gl->t.resource.format_flags & WINED3DFMT_FLAG_SHADOW;
desc->comparison_func = WINED3D_CMP_LESSEQUAL;
desc->srgb_decode = sampler_states[WINED3D_SAMP_SRGB_TEXTURE];
if (!(texture->resource.format_flags & WINED3DFMT_FLAG_FILTERING))
if (!(texture_gl->t.resource.format_flags & WINED3DFMT_FLAG_FILTERING))
{
desc->mag_filter = WINED3D_TEXF_POINT;
desc->min_filter = WINED3D_TEXF_POINT;
desc->mip_filter = WINED3D_TEXF_NONE;
}
if (texture->flags & WINED3D_TEXTURE_COND_NP2)
if (texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2)
{
desc->mip_filter = WINED3D_TEXF_NONE;
if (context->gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
@ -3620,7 +3622,7 @@ static void sampler(struct wined3d_context *context, const struct wined3d_state
struct wined3d_sampler *sampler;
struct wine_rb_entry *entry;
wined3d_sampler_desc_from_sampler_states(&desc, context, sampler_states, &texture_gl->t);
wined3d_sampler_desc_from_sampler_states(&desc, context, sampler_states, texture_gl);
wined3d_texture_gl_bind(texture_gl, context, srgb);

View File

@ -137,13 +137,13 @@ static void texture2d_depth_blt_fbo(const struct wined3d_device *device, struct
checkGLcall("glBlitFramebuffer()");
}
static BOOL is_multisample_location(const struct wined3d_texture *texture, DWORD location)
static BOOL is_multisample_location(const struct wined3d_texture_gl *texture_gl, DWORD location)
{
if (location == WINED3D_LOCATION_RB_MULTISAMPLE)
return TRUE;
if (location != WINED3D_LOCATION_TEXTURE_RGB && location != WINED3D_LOCATION_TEXTURE_SRGB)
return FALSE;
return texture->target == GL_TEXTURE_2D_MULTISAMPLE || texture->target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
return texture_gl->target == GL_TEXTURE_2D_MULTISAMPLE || texture_gl->target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
}
/* Blit between surface locations. Onscreen on different swapchains is not supported.
@ -183,7 +183,7 @@ static void texture2d_blt_fbo(const struct wined3d_device *device, struct wined3
}
/* Resolve the source surface first if needed. */
if (is_multisample_location(src_texture, src_location)
if (is_multisample_location(wined3d_texture_gl(src_texture), src_location)
&& (src_texture->resource.format->id != dst_texture->resource.format->id
|| abs(src_rect->bottom - src_rect->top) != abs(dst_rect->bottom - dst_rect->top)
|| abs(src_rect->right - src_rect->left) != abs(dst_rect->right - dst_rect->left)))
@ -835,41 +835,44 @@ error:
*
* Context activation is done by the caller. This function may temporarily
* switch to a different context and restore the original one before return. */
void texture2d_load_fb_texture(struct wined3d_texture *texture,
void texture2d_load_fb_texture(struct wined3d_texture_gl *texture_gl,
unsigned int sub_resource_idx, BOOL srgb, struct wined3d_context *context)
{
struct wined3d_device *device = texture->resource.device;
struct wined3d_texture *restore_texture;
const struct wined3d_gl_info *gl_info;
struct wined3d_resource *resource;
unsigned int restore_idx, level;
struct wined3d_device *device;
GLenum target;
resource = &texture_gl->t.resource;
device = resource->device;
restore_texture = context->current_rt.texture;
restore_idx = context->current_rt.sub_resource_idx;
if (restore_texture != texture || restore_idx != sub_resource_idx)
context = context_acquire(device, texture, sub_resource_idx);
if (restore_texture != &texture_gl->t || restore_idx != sub_resource_idx)
context = context_acquire(device, &texture_gl->t, sub_resource_idx);
else
restore_texture = NULL;
gl_info = context->gl_info;
device_invalidate_state(device, STATE_FRAMEBUFFER);
wined3d_texture_prepare_texture(texture, context, srgb);
wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, srgb);
wined3d_texture_prepare_texture(&texture_gl->t, context, srgb);
wined3d_texture_gl_bind_and_dirtify(texture_gl, context, srgb);
TRACE("Reading back offscreen render target %p, %u.\n", texture, sub_resource_idx);
TRACE("Reading back offscreen render target %p, %u.\n", texture_gl, sub_resource_idx);
if (wined3d_resource_is_offscreen(&texture->resource))
if (wined3d_resource_is_offscreen(resource))
gl_info->gl_ops.gl.p_glReadBuffer(context_get_offscreen_gl_buffer(context));
else
gl_info->gl_ops.gl.p_glReadBuffer(wined3d_texture_get_gl_buffer(texture));
gl_info->gl_ops.gl.p_glReadBuffer(wined3d_texture_get_gl_buffer(&texture_gl->t));
checkGLcall("glReadBuffer");
level = sub_resource_idx % texture->level_count;
target = wined3d_texture_get_sub_resource_target(texture, sub_resource_idx);
level = sub_resource_idx % texture_gl->t.level_count;
target = wined3d_texture_gl_get_sub_resource_target(texture_gl, sub_resource_idx);
gl_info->gl_ops.gl.p_glCopyTexSubImage2D(target, level, 0, 0, 0, 0,
wined3d_texture_get_level_width(texture, level),
wined3d_texture_get_level_height(texture, level));
wined3d_texture_get_level_width(&texture_gl->t, level),
wined3d_texture_get_level_height(&texture_gl->t, level));
checkGLcall("glCopyTexSubImage2D");
if (restore_texture)
@ -907,7 +910,7 @@ static void fb_copy_to_texture_direct(struct wined3d_texture_gl *dst_texture, un
wined3d_texture_load(&dst_texture->t, context, FALSE);
/* Bind the target texture */
context_bind_texture(context, dst_texture->t.target, dst_texture->texture_rgb.name);
context_bind_texture(context, dst_texture->target, dst_texture->texture_rgb.name);
if (wined3d_resource_is_offscreen(&src_texture->t.resource))
{
TRACE("Reading from an offscreen target\n");
@ -940,7 +943,7 @@ static void fb_copy_to_texture_direct(struct wined3d_texture_gl *dst_texture, un
dst_level = dst_sub_resource_idx % dst_texture->t.level_count;
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);
dst_target = wined3d_texture_gl_get_sub_resource_target(dst_texture, dst_sub_resource_idx);
if (upsidedown
&& !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
&& !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
@ -1015,8 +1018,8 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_texture_gl *dst_texture,
TRACE("Using hwstretch blit\n");
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);
src_target = wined3d_texture_gl_get_sub_resource_target(src_texture, src_sub_resource_idx);
dst_target = wined3d_texture_gl_get_sub_resource_target(dst_texture, 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->t, src_sub_resource_idx);
@ -1423,7 +1426,7 @@ BOOL texture2d_load_sysmem(struct wined3d_texture *texture, unsigned int sub_res
wined3d_texture_prepare_location(texture, sub_resource_idx, context, dst_location);
/* We cannot download data from multisample textures directly. */
if (is_multisample_location(texture, WINED3D_LOCATION_TEXTURE_RGB))
if (is_multisample_location(wined3d_texture_gl(texture), WINED3D_LOCATION_TEXTURE_RGB))
{
wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_RB_RESOLVED);
texture2d_read_from_framebuffer(texture, sub_resource_idx, context,
@ -1528,7 +1531,7 @@ BOOL texture2d_load_texture(struct wined3d_texture *texture, unsigned int sub_re
&& wined3d_resource_is_offscreen(&texture->resource)
&& (sub_resource->locations & WINED3D_LOCATION_DRAWABLE))
{
texture2d_load_fb_texture(texture, sub_resource_idx, srgb, context);
texture2d_load_fb_texture(wined3d_texture_gl(texture), sub_resource_idx, srgb, context);
return TRUE;
}
@ -1840,6 +1843,8 @@ static DWORD raw_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit
unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
const struct wined3d_color_key *colour_key, enum wined3d_texture_filter_type filter)
{
struct wined3d_texture_gl *src_texture_gl = wined3d_texture_gl(src_texture);
struct wined3d_texture_gl *dst_texture_gl = wined3d_texture_gl(dst_texture);
const struct wined3d_gl_info *gl_info = context->gl_info;
unsigned int src_level, src_layer, dst_level, dst_layer;
struct wined3d_blitter *next;
@ -1879,7 +1884,7 @@ 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_gl_get_texture_name(wined3d_texture_gl(src_texture),
src_name = wined3d_texture_gl_get_texture_name(src_texture_gl,
context, location == WINED3D_LOCATION_TEXTURE_SRGB);
location = dst_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
@ -1896,11 +1901,11 @@ 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_gl_get_texture_name(wined3d_texture_gl(dst_texture),
dst_name = wined3d_texture_gl_get_texture_name(dst_texture_gl,
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,
GL_EXTCALL(glCopyImageSubData(src_name, src_texture_gl->target, src_level,
src_rect->left, src_rect->top, src_layer, dst_name, dst_texture_gl->target, dst_level,
dst_rect->left, dst_rect->top, dst_layer, src_rect->right - src_rect->left,
src_rect->bottom - src_rect->top, 1));
checkGLcall("copy image data");
@ -2098,6 +2103,7 @@ static DWORD ffp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit
unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter)
{
struct wined3d_texture_gl *src_texture_gl = wined3d_texture_gl(src_texture);
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_resource *src_resource, *dst_resource;
struct wined3d_texture *staging_texture = NULL;
@ -2198,7 +2204,7 @@ static DWORD ffp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit
context_invalidate_state(context, STATE_FRAMEBUFFER);
}
gl_info->gl_ops.gl.p_glEnable(src_texture->target);
gl_info->gl_ops.gl.p_glEnable(src_texture_gl->target);
checkGLcall("glEnable(target)");
if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST || color_key)
@ -2220,7 +2226,7 @@ static DWORD ffp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit
checkGLcall("glAlphaFunc");
}
context_draw_textured_quad(context, wined3d_texture_gl(src_texture),
context_draw_textured_quad(context, src_texture_gl,
src_sub_resource_idx, src_rect, dst_rect, filter);
if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST || color_key)
@ -3276,7 +3282,7 @@ HRESULT texture2d_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_
TRACE("Not doing download because of format conversion.\n");
else if (src_texture->resource.format->conv_byte_count)
TRACE("Not doing download because the source format needs conversion.\n");
else if (is_multisample_location(src_texture, WINED3D_LOCATION_TEXTURE_RGB))
else if (is_multisample_location(wined3d_texture_gl(src_texture), WINED3D_LOCATION_TEXTURE_RGB))
TRACE("Not doing download because of multisample source.\n");
else if (!texture2d_is_full_rect(src_texture, src_sub_resource_idx % src_texture->level_count, &src_rect))
TRACE("Not doing download because of partial download (src).\n");

View File

@ -153,7 +153,7 @@ static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct wined
f->b = ((r->bottom * 2.0f) / h) - 1.0f;
}
void texture2d_get_blt_info(const struct wined3d_texture *texture,
void texture2d_get_blt_info(const struct wined3d_texture_gl *texture_gl,
unsigned int sub_resource_idx, const RECT *rect, struct wined3d_blt_info *info)
{
struct wined3d_vec3 *coords = info->texcoords;
@ -162,10 +162,10 @@ void texture2d_get_blt_info(const struct wined3d_texture *texture,
GLenum target;
GLsizei w, h;
level = sub_resource_idx % texture->level_count;
w = wined3d_texture_get_level_pow2_width(texture, level);
h = wined3d_texture_get_level_pow2_height(texture, level);
target = wined3d_texture_get_sub_resource_target(texture, sub_resource_idx);
level = sub_resource_idx % texture_gl->t.level_count;
w = wined3d_texture_get_level_pow2_width(&texture_gl->t, level);
h = wined3d_texture_get_level_pow2_height(&texture_gl->t, level);
target = wined3d_texture_gl_get_sub_resource_target(texture_gl, sub_resource_idx);
switch (target)
{
@ -564,7 +564,7 @@ static unsigned int wined3d_texture_get_gl_sample_count(const struct wined3d_tex
/* Context activation is done by the caller. */
/* The caller is responsible for binding the correct texture. */
static void wined3d_texture_allocate_gl_mutable_storage(struct wined3d_texture *texture,
static void wined3d_texture_gl_allocate_mutable_storage(struct wined3d_texture_gl *texture_gl,
GLenum gl_internal_format, const struct wined3d_format_gl *format,
const struct wined3d_gl_info *gl_info)
{
@ -572,34 +572,34 @@ static void wined3d_texture_allocate_gl_mutable_storage(struct wined3d_texture *
GLsizei width, height, depth;
GLenum target;
level_count = texture->level_count;
if (texture->target == GL_TEXTURE_1D_ARRAY || texture->target == GL_TEXTURE_2D_ARRAY)
level_count = texture_gl->t.level_count;
if (texture_gl->target == GL_TEXTURE_1D_ARRAY || texture_gl->target == GL_TEXTURE_2D_ARRAY)
layer_count = 1;
else
layer_count = texture->layer_count;
layer_count = texture_gl->t.layer_count;
for (layer = 0; layer < layer_count; ++layer)
{
target = wined3d_texture_get_sub_resource_target(texture, layer * level_count);
target = wined3d_texture_gl_get_sub_resource_target(texture_gl, layer * level_count);
for (level = 0; level < level_count; ++level)
{
width = wined3d_texture_get_level_pow2_width(texture, level);
height = wined3d_texture_get_level_pow2_height(texture, level);
if (texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
width = wined3d_texture_get_level_pow2_width(&texture_gl->t, level);
height = wined3d_texture_get_level_pow2_height(&texture_gl->t, level);
if (texture_gl->t.resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
{
height *= format->f.height_scale.numerator;
height /= format->f.height_scale.denominator;
}
TRACE("texture %p, layer %u, level %u, target %#x, width %u, height %u.\n",
texture, layer, level, target, width, height);
TRACE("texture_gl %p, layer %u, level %u, target %#x, width %u, height %u.\n",
texture_gl, layer, level, target, width, height);
if (target == GL_TEXTURE_3D || target == GL_TEXTURE_2D_ARRAY)
{
depth = wined3d_texture_get_level_depth(texture, level);
depth = wined3d_texture_get_level_depth(&texture_gl->t, level);
GL_EXTCALL(glTexImage3D(target, level, gl_internal_format, width, height,
target == GL_TEXTURE_2D_ARRAY ? texture->layer_count : depth, 0,
target == GL_TEXTURE_2D_ARRAY ? texture_gl->t.layer_count : depth, 0,
format->format, format->type, NULL));
checkGLcall("glTexImage3D");
}
@ -611,7 +611,7 @@ static void wined3d_texture_allocate_gl_mutable_storage(struct wined3d_texture *
else
{
gl_info->gl_ops.gl.p_glTexImage2D(target, level, gl_internal_format, width,
target == GL_TEXTURE_1D_ARRAY ? texture->layer_count : height, 0,
target == GL_TEXTURE_1D_ARRAY ? texture_gl->t.layer_count : height, 0,
format->format, format->type, NULL);
checkGLcall("glTexImage2D");
}
@ -621,42 +621,42 @@ static void wined3d_texture_allocate_gl_mutable_storage(struct wined3d_texture *
/* Context activation is done by the caller. */
/* The caller is responsible for binding the correct texture. */
static void wined3d_texture_allocate_gl_immutable_storage(struct wined3d_texture *texture,
static void wined3d_texture_gl_allocate_immutable_storage(struct wined3d_texture_gl *texture_gl,
GLenum gl_internal_format, const struct wined3d_gl_info *gl_info)
{
unsigned int samples = wined3d_texture_get_gl_sample_count(texture);
GLsizei height = wined3d_texture_get_level_pow2_height(texture, 0);
GLsizei width = wined3d_texture_get_level_pow2_width(texture, 0);
GLboolean standard_pattern = texture->resource.multisample_type != WINED3D_MULTISAMPLE_NON_MASKABLE
&& texture->resource.multisample_quality == WINED3D_STANDARD_MULTISAMPLE_PATTERN;
unsigned int samples = wined3d_texture_get_gl_sample_count(&texture_gl->t);
GLsizei height = wined3d_texture_get_level_pow2_height(&texture_gl->t, 0);
GLsizei width = wined3d_texture_get_level_pow2_width(&texture_gl->t, 0);
GLboolean standard_pattern = texture_gl->t.resource.multisample_type != WINED3D_MULTISAMPLE_NON_MASKABLE
&& texture_gl->t.resource.multisample_quality == WINED3D_STANDARD_MULTISAMPLE_PATTERN;
switch (texture->target)
switch (texture_gl->target)
{
case GL_TEXTURE_3D:
GL_EXTCALL(glTexStorage3D(texture->target, texture->level_count,
gl_internal_format, width, height, wined3d_texture_get_level_depth(texture, 0)));
GL_EXTCALL(glTexStorage3D(texture_gl->target, texture_gl->t.level_count,
gl_internal_format, width, height, wined3d_texture_get_level_depth(&texture_gl->t, 0)));
break;
case GL_TEXTURE_2D_ARRAY:
GL_EXTCALL(glTexStorage3D(texture->target, texture->level_count,
gl_internal_format, width, height, texture->layer_count));
GL_EXTCALL(glTexStorage3D(texture_gl->target, texture_gl->t.level_count,
gl_internal_format, width, height, texture_gl->t.layer_count));
break;
case GL_TEXTURE_2D_MULTISAMPLE:
GL_EXTCALL(glTexStorage2DMultisample(texture->target, samples,
GL_EXTCALL(glTexStorage2DMultisample(texture_gl->target, samples,
gl_internal_format, width, height, standard_pattern));
break;
case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
GL_EXTCALL(glTexStorage3DMultisample(texture->target, samples,
gl_internal_format, width, height, texture->layer_count, standard_pattern));
GL_EXTCALL(glTexStorage3DMultisample(texture_gl->target, samples,
gl_internal_format, width, height, texture_gl->t.layer_count, standard_pattern));
break;
case GL_TEXTURE_1D_ARRAY:
GL_EXTCALL(glTexStorage2D(texture->target, texture->level_count,
gl_internal_format, width, texture->layer_count));
GL_EXTCALL(glTexStorage2D(texture_gl->target, texture_gl->t.level_count,
gl_internal_format, width, texture_gl->t.layer_count));
break;
case GL_TEXTURE_1D:
GL_EXTCALL(glTexStorage1D(texture->target, texture->level_count, gl_internal_format, width));
GL_EXTCALL(glTexStorage1D(texture_gl->target, texture_gl->t.level_count, gl_internal_format, width));
break;
default:
GL_EXTCALL(glTexStorage2D(texture->target, texture->level_count,
GL_EXTCALL(glTexStorage2D(texture_gl->target, texture_gl->t.level_count,
gl_internal_format, width, height));
break;
}
@ -978,7 +978,7 @@ void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
texture_gl->t.flags &= ~WINED3D_TEXTURE_IS_SRGB;
gl_tex = wined3d_texture_gl_get_gl_texture(texture_gl, srgb);
target = texture_gl->t.target;
target = texture_gl->target;
if (gl_tex->name)
{
@ -1112,7 +1112,7 @@ 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_gl->t.target;
GLenum target = texture_gl->target;
struct gl_texture *gl_tex;
DWORD state;
@ -1645,9 +1645,9 @@ HRESULT CDECL wined3d_texture_update_desc(struct wined3d_texture *texture, UINT
sub_resource->locations = WINED3D_LOCATION_DISCARDED;
if (multisample_type && gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
texture->target = GL_TEXTURE_2D_MULTISAMPLE;
wined3d_texture_gl(texture)->target = GL_TEXTURE_2D_MULTISAMPLE;
else
texture->target = GL_TEXTURE_2D;
wined3d_texture_gl(texture)->target = GL_TEXTURE_2D;
if (((width & (width - 1)) || (height & (height - 1))) && !d3d_info->texture_npot
&& !d3d_info->texture_npot_conditional)
@ -1794,9 +1794,9 @@ void wined3d_texture_prepare_texture(struct wined3d_texture *texture, struct win
TRACE("internal %#x, format %#x, type %#x.\n", internal, format_gl->format, format_gl->type);
if (wined3d_texture_use_immutable_storage(texture, gl_info))
wined3d_texture_allocate_gl_immutable_storage(texture, internal, gl_info);
wined3d_texture_gl_allocate_immutable_storage(wined3d_texture_gl(texture), internal, gl_info);
else
wined3d_texture_allocate_gl_mutable_storage(texture, internal, format_gl, gl_info);
wined3d_texture_gl_allocate_mutable_storage(wined3d_texture_gl(texture), internal, format_gl, gl_info);
texture->flags |= alloc_flag;
}
@ -1959,7 +1959,7 @@ void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int s
update_h /= format->height_scale.denominator;
}
target = wined3d_texture_get_sub_resource_target(texture, sub_resource_idx);
target = wined3d_texture_gl_get_sub_resource_target(wined3d_texture_gl(texture), sub_resource_idx);
level = sub_resource_idx % texture->level_count;
switch (target)
@ -2183,7 +2183,7 @@ static void texture2d_download_data(struct wined3d_texture *texture, unsigned in
}
sub_resource = &texture->sub_resources[sub_resource_idx];
target = wined3d_texture_get_sub_resource_target(texture, sub_resource_idx);
target = wined3d_texture_gl_get_sub_resource_target(wined3d_texture_gl(texture), sub_resource_idx);
level = sub_resource_idx % texture->level_count;
if (target == GL_TEXTURE_2D_ARRAY)
@ -2398,7 +2398,7 @@ void wined3d_texture_download_data(struct wined3d_texture *texture, unsigned int
GLenum target;
format_gl = wined3d_format_gl(texture->resource.format);
target = wined3d_texture_get_sub_resource_target(texture, sub_resource_idx);
target = wined3d_texture_gl_get_sub_resource_target(wined3d_texture_gl(texture), sub_resource_idx);
level = sub_resource_idx % texture->level_count;
if (texture->resource.type == WINED3D_RTYPE_TEXTURE_2D
@ -3052,53 +3052,12 @@ static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struc
texture->flags |= WINED3D_TEXTURE_GENERATE_MIPMAPS;
}
switch (desc->resource_type)
{
case WINED3D_RTYPE_TEXTURE_1D:
if (layer_count > 1)
texture->target = GL_TEXTURE_1D_ARRAY;
else
texture->target = GL_TEXTURE_1D;
break;
case WINED3D_RTYPE_TEXTURE_2D:
if (desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP)
{
texture->target = GL_TEXTURE_CUBE_MAP_ARB;
}
else if (desc->multisample_type && gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
{
if (layer_count > 1)
texture->target = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
else
texture->target = GL_TEXTURE_2D_MULTISAMPLE;
}
else
{
if (layer_count > 1)
texture->target = GL_TEXTURE_2D_ARRAY;
else
texture->target = GL_TEXTURE_2D;
}
break;
case WINED3D_RTYPE_TEXTURE_3D:
texture->target = GL_TEXTURE_3D;
break;
default:
ERR("Invalid resource type %s.\n", debug_d3dresourcetype(desc->resource_type));
wined3d_texture_cleanup_sync(texture);
return WINED3DERR_INVALIDCALL;
}
/* Precalculated scaling for 'faked' non power of two texture coords. */
if (texture->resource.gl_type == WINED3D_GL_RES_TYPE_TEX_RECT)
{
texture->pow2_matrix[0] = (float)desc->width;
texture->pow2_matrix[5] = (float)desc->height;
texture->flags &= ~(WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS);
texture->target = GL_TEXTURE_RECTANGLE_ARB;
}
else if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
{
@ -3594,7 +3553,9 @@ static HRESULT wined3d_texture_gl_init(struct wined3d_texture_gl *texture_gl, st
const struct wined3d_resource_desc *desc, unsigned int layer_count, unsigned int level_count,
DWORD flags, void *parent, const struct wined3d_parent_ops *parent_ops, void *sub_resources)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
const struct wined3d_texture_ops *texture_ops;
HRESULT hr;
TRACE("texture_gl %p, device %p, desc %p, layer_count %u, level_count %u, "
"flags %#x, parent %p, parent_ops %p, sub_resources %p.\n",
@ -3605,13 +3566,39 @@ static HRESULT wined3d_texture_gl_init(struct wined3d_texture_gl *texture_gl, st
{
case WINED3D_RTYPE_TEXTURE_1D:
texture_ops = &texture1d_ops;
if (layer_count > 1)
texture_gl->target = GL_TEXTURE_1D_ARRAY;
else
texture_gl->target = GL_TEXTURE_1D;
break;
case WINED3D_RTYPE_TEXTURE_2D:
texture_ops = &texture2d_ops;
if (desc->usage & WINED3DUSAGE_LEGACY_CUBEMAP)
{
texture_gl->target = GL_TEXTURE_CUBE_MAP_ARB;
}
else if (desc->multisample_type && gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
{
if (layer_count > 1)
texture_gl->target = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
else
texture_gl->target = GL_TEXTURE_2D_MULTISAMPLE;
}
else
{
if (layer_count > 1)
texture_gl->target = GL_TEXTURE_2D_ARRAY;
else
texture_gl->target = GL_TEXTURE_2D;
}
break;
case WINED3D_RTYPE_TEXTURE_3D:
texture_ops = &texture3d_ops;
texture_gl->target = GL_TEXTURE_3D;
break;
default:
ERR("Invalid resource type %s.\n", debug_d3dresourcetype(desc->resource_type));
return WINED3DERR_INVALIDCALL;
@ -3619,8 +3606,14 @@ static HRESULT wined3d_texture_gl_init(struct wined3d_texture_gl *texture_gl, st
list_init(&texture_gl->renderbuffers);
return wined3d_texture_init(&texture_gl->t, desc, layer_count, level_count,
flags, device, parent, parent_ops, sub_resources, texture_ops);
if (FAILED(hr = wined3d_texture_init(&texture_gl->t, desc, layer_count, level_count,
flags, device, parent, parent_ops, sub_resources, texture_ops)))
return hr;
if (texture_gl->t.resource.gl_type == WINED3D_GL_RES_TYPE_TEX_RECT)
texture_gl->target = GL_TEXTURE_RECTANGLE_ARB;
return WINED3D_OK;
}
HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct wined3d_resource_desc *desc,

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@ -5767,7 +5767,7 @@ void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d
for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
{
const struct wined3d_texture *texture;
struct wined3d_texture *texture;
settings->op[i].padding = 0;
if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
@ -5796,7 +5796,7 @@ void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d
}
else
{
switch (texture->target)
switch (wined3d_texture_gl(texture)->target)
{
case GL_TEXTURE_1D:
settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
@ -5857,7 +5857,7 @@ void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d
GLenum texture_dimensions;
texture = state->textures[0];
texture_dimensions = texture->target;
texture_dimensions = wined3d_texture_gl(texture)->target;
if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
{
@ -6063,11 +6063,11 @@ void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *des
* not care for the colorop or correct gl texture unit (when using nvrc).
* Requires the caller to activate the correct unit. */
/* Context activation is done by the caller (state handler). */
void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
void texture_activate_dimensions(struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
{
if (texture)
{
switch (texture->target)
switch (wined3d_texture_gl(texture)->target)
{
case GL_TEXTURE_2D:
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);

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@ -33,7 +33,7 @@ static BOOL is_stencil_view_format(const struct wined3d_format *format)
}
static GLenum get_texture_view_target(const struct wined3d_gl_info *gl_info,
const struct wined3d_view_desc *desc, const struct wined3d_texture *texture)
const struct wined3d_view_desc *desc, const struct wined3d_texture_gl *texture_gl)
{
static const struct
{
@ -69,7 +69,7 @@ static GLenum get_texture_view_target(const struct wined3d_gl_info *gl_info,
for (i = 0; i < ARRAY_SIZE(view_types); ++i)
{
if (view_types[i].texture_target != texture->target || view_types[i].view_flags != desc->flags)
if (view_types[i].texture_target != texture_gl->target || view_types[i].view_flags != desc->flags)
continue;
if (gl_info->supported[view_types[i].extension])
return view_types[i].view_target;
@ -77,8 +77,8 @@ static GLenum get_texture_view_target(const struct wined3d_gl_info *gl_info,
FIXME("Extension %#x not supported.\n", view_types[i].extension);
}
FIXME("Unhandled view flags %#x for texture target %#x.\n", desc->flags, texture->target);
return texture->target;
FIXME("Unhandled view flags %#x for texture target %#x.\n", desc->flags, texture_gl->target);
return texture_gl->target;
}
static const struct wined3d_format *validate_resource_view(const struct wined3d_view_desc *desc,
@ -564,7 +564,7 @@ static void wined3d_render_target_view_cs_init(void *object)
return;
}
create_texture_view(&view->gl_view, texture_gl->t.target, desc, texture_gl, view->format);
create_texture_view(&view->gl_view, texture_gl->target, desc, texture_gl, view->format);
}
}
}
@ -747,9 +747,9 @@ static void wined3d_shader_resource_view_cs_init(void *object)
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_gl->t);
view_target = get_texture_view_target(gl_info, desc, texture_gl);
if (resource->format->id == view_format->id && texture_gl->t.target == view_target
if (resource->format->id == view_format->id && texture_gl->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))
@ -898,8 +898,8 @@ void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *
else
{
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);
gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->target, GL_TEXTURE_BASE_LEVEL, base_level);
gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->target, GL_TEXTURE_MAX_LEVEL, max_level);
}
if (gl_info->supported[ARB_SAMPLER_OBJECTS])
@ -907,12 +907,12 @@ void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *
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_gl->t.target, GL_TEXTURE_SRGB_DECODE_EXT,
GL_SKIP_DECODE_EXT);
gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->target,
GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
gl_tex->sampler_desc.srgb_decode = FALSE;
}
gl_info->fbo_ops.glGenerateMipmap(texture_gl->t.target);
gl_info->fbo_ops.glGenerateMipmap(texture_gl->target);
checkGLcall("glGenerateMipMap()");
for (i = 0; i < layer_count; ++i)
@ -927,7 +927,7 @@ void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *
if (!view->gl_view.name)
{
gl_tex->base_level = base_level;
gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->t.target,
gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->target,
GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1);
}
@ -1141,7 +1141,7 @@ static void wined3d_unordered_access_view_cs_init(void *object)
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_gl->t),
create_texture_view(&view->gl_view, get_texture_view_target(gl_info, desc, texture_gl),
desc, texture_gl, view->format);
}
}

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@ -3217,7 +3217,6 @@ struct wined3d_texture
UINT lod;
DWORD sampler;
DWORD flags;
GLenum target;
DWORD update_map_binding;
void *user_memory;
@ -3273,23 +3272,6 @@ static inline struct wined3d_texture *texture_from_resource(struct wined3d_resou
return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
}
static inline GLenum wined3d_texture_get_sub_resource_target(const struct wined3d_texture *texture,
unsigned int sub_resource_idx)
{
static const GLenum cube_targets[] =
{
GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
};
return texture->resource.usage & WINED3DUSAGE_LEGACY_CUBEMAP
? cube_targets[sub_resource_idx / texture->level_count] : texture->target;
}
static inline unsigned int wined3d_texture_get_level_width(const struct wined3d_texture *texture,
unsigned int level)
{
@ -3333,11 +3315,11 @@ HRESULT texture2d_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_
const struct wined3d_box *dst_box, struct wined3d_texture *src_texture,
unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, DWORD flags,
const struct wined3d_blt_fx *blt_fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
void texture2d_get_blt_info(const struct wined3d_texture *texture, unsigned int sub_resource_idx,
void texture2d_get_blt_info(const struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx,
const RECT *rect, struct wined3d_blt_info *info) DECLSPEC_HIDDEN;
BOOL texture2d_load_drawable(struct wined3d_texture *texture, unsigned int sub_resource_idx,
struct wined3d_context *context) DECLSPEC_HIDDEN;
void texture2d_load_fb_texture(struct wined3d_texture *texture, unsigned int sub_resource_idx,
void texture2d_load_fb_texture(struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx,
BOOL srgb, struct wined3d_context *context) DECLSPEC_HIDDEN;
BOOL texture2d_load_renderbuffer(struct wined3d_texture *texture, unsigned int sub_resource_idx,
struct wined3d_context *context, DWORD dst_location) DECLSPEC_HIDDEN;
@ -3395,6 +3377,8 @@ struct wined3d_texture_gl
struct gl_texture texture_rgb, texture_srgb;
GLenum target;
GLuint rb_multisample;
GLuint rb_resolved;
@ -3413,6 +3397,23 @@ static inline struct gl_texture *wined3d_texture_gl_get_gl_texture(struct wined3
return srgb ? &texture_gl->texture_srgb : &texture_gl->texture_rgb;
}
static inline GLenum wined3d_texture_gl_get_sub_resource_target(const struct wined3d_texture_gl *texture_gl,
unsigned int sub_resource_idx)
{
static const GLenum cube_targets[] =
{
GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
};
return texture_gl->t.resource.usage & WINED3DUSAGE_LEGACY_CUBEMAP
? cube_targets[sub_resource_idx / texture_gl->t.level_count] : texture_gl->target;
}
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,
@ -3986,7 +3987,7 @@ BOOL is_invalid_op(const struct wined3d_state *state, int stage,
void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
void texture_activate_dimensions(const struct wined3d_texture *texture,
void texture_activate_dimensions(struct wined3d_texture *texture,
const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
void sampler_texdim(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;