wined3d: Directly call basetexture_apply_state_changes().

All the implementations of IWineD3DBaseTexture::ApplyStateChanges() forward to
basetexture_apply_state_changes().
This commit is contained in:
Henri Verbeet 2009-05-12 16:19:55 +02:00 committed by Alexandre Julliard
parent 4bd4812b80
commit 91c3a5eac1
6 changed files with 6 additions and 34 deletions

View file

@ -322,13 +322,15 @@ void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
BOOL cond_np2 = IWineD3DBaseTexture_IsCondNP2(iface);
TRACE("iface %p, textureStates %p, samplerStates %p\n", iface, textureStates, samplerStates);
if(This->baseTexture.is_srgb) {
states = This->baseTexture.srgbstates;
} else {
states = This->baseTexture.states;
}
/* ApplyStateChanges relies on the correct texture being bound and loaded. */
/* This function relies on the correct texture being bound and loaded. */
if(samplerStates[WINED3DSAMP_ADDRESSU] != states[WINED3DTEXSTA_ADDRESSU]) {
state = samplerStates[WINED3DSAMP_ADDRESSU];

View file

@ -257,14 +257,6 @@ static BOOL WINAPI IWineD3DCubeTextureImpl_IsCondNP2(IWineD3DCubeTexture *iface)
return FALSE;
}
static void WINAPI IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture *iface,
const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
TRACE("(%p) : relay to BaseTexture\n", iface);
basetexture_apply_state_changes((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
}
/* *******************************************
IWineD3DCubeTexture IWineD3DCubeTexture parts follow
******************************************* */
@ -399,7 +391,6 @@ const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
IWineD3DCubeTextureImpl_BindTexture,
IWineD3DCubeTextureImpl_GetTextureDimensions,
IWineD3DCubeTextureImpl_IsCondNP2,
IWineD3DCubeTextureImpl_ApplyStateChanges,
/* IWineD3DCubeTexture */
IWineD3DCubeTextureImpl_Destroy,
IWineD3DCubeTextureImpl_GetLevelDesc,

View file

@ -3308,7 +3308,7 @@ static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, W
if(!texture) return;
/* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
* IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
* basetexture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
* scaling is reapplied or removed, the texture matrix has to be reapplied
*
* The mapped stage is already active because the sampler() function below, which is part of the
@ -3356,7 +3356,8 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCont
IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler];
tex_impl->baseTexture.internal_preload(stateblock->textures[sampler], srgb ? SRGB_SRGB : SRGB_RGB);
IWineD3DBaseTexture_BindTexture(stateblock->textures[sampler], srgb);
IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
basetexture_apply_state_changes(stateblock->textures[sampler],
stateblock->textureState[sampler], stateblock->samplerState[sampler]);
if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];

View file

@ -271,13 +271,6 @@ static BOOL WINAPI IWineD3DTextureImpl_IsCondNP2(IWineD3DTexture *iface) {
return This->cond_np2;
}
static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
TRACE("(%p) : relay to BaseTexture\n", iface);
basetexture_apply_state_changes((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
}
/* *******************************************
IWineD3DTexture IWineD3DTexture parts follow
******************************************* */
@ -401,7 +394,6 @@ const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
IWineD3DTextureImpl_BindTexture,
IWineD3DTextureImpl_GetTextureDimensions,
IWineD3DTextureImpl_IsCondNP2,
IWineD3DTextureImpl_ApplyStateChanges,
/* IWineD3DTexture */
IWineD3DTextureImpl_Destroy,
IWineD3DTextureImpl_GetLevelDesc,

View file

@ -211,15 +211,6 @@ static BOOL WINAPI IWineD3DVolumeTextureImpl_IsCondNP2(IWineD3DVolumeTexture *if
return FALSE;
}
static void WINAPI IWineD3DVolumeTextureImpl_ApplyStateChanges(IWineD3DVolumeTexture *iface,
const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
TRACE("(%p) : nothing to do, passing to base texture\n", This);
basetexture_apply_state_changes((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
}
/* *******************************************
IWineD3DVolumeTexture IWineD3DVolumeTexture parts follow
******************************************* */
@ -330,7 +321,6 @@ const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl =
IWineD3DVolumeTextureImpl_BindTexture,
IWineD3DVolumeTextureImpl_GetTextureDimensions,
IWineD3DVolumeTextureImpl_IsCondNP2,
IWineD3DVolumeTextureImpl_ApplyStateChanges,
/* volume texture */
IWineD3DVolumeTextureImpl_Destroy,
IWineD3DVolumeTextureImpl_GetLevelDesc,

View file

@ -2616,10 +2616,6 @@ interface IWineD3DBaseTexture : IWineD3DResource
);
BOOL IsCondNP2(
);
void ApplyStateChanges(
const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]
);
}
[