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wined3d: Pass a wined3d_context_gl structure to context_map_stage().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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parent
9be7995448
commit
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1 changed files with 14 additions and 11 deletions
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@ -3224,19 +3224,19 @@ void context_state_fb(struct wined3d_context *context, const struct wined3d_stat
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context->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
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}
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static void context_map_stage(struct wined3d_context *context, DWORD stage, DWORD unit)
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static void wined3d_context_gl_map_stage(struct wined3d_context_gl *context_gl, unsigned int stage, unsigned int unit)
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{
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DWORD i = context->rev_tex_unit_map[unit];
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DWORD j = context->tex_unit_map[stage];
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unsigned int i = context_gl->c.rev_tex_unit_map[unit];
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unsigned int j = context_gl->c.tex_unit_map[stage];
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TRACE("Mapping stage %u to unit %u.\n", stage, unit);
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context->tex_unit_map[stage] = unit;
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context_gl->c.tex_unit_map[stage] = unit;
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if (i != WINED3D_UNMAPPED_STAGE && i != stage)
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context->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
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context_gl->c.tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
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context->rev_tex_unit_map[unit] = stage;
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context_gl->c.rev_tex_unit_map[unit] = stage;
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if (j != WINED3D_UNMAPPED_STAGE && j != unit)
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context->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
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context_gl->c.rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
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}
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static void context_invalidate_texture_stage(struct wined3d_context *context, DWORD stage)
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@ -3304,6 +3304,7 @@ static void context_update_fixed_function_usage_map(struct wined3d_context *cont
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static void context_map_fixed_function_samplers(struct wined3d_context *context,
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const struct wined3d_state *state)
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{
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struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
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const struct wined3d_d3d_info *d3d_info = context->d3d_info;
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unsigned int i, tex;
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WORD ffu_map;
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@ -3320,7 +3321,7 @@ static void context_map_fixed_function_samplers(struct wined3d_context *context,
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if (context->tex_unit_map[i] != i)
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{
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context_map_stage(context, i, i);
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wined3d_context_gl_map_stage(context_gl, i, i);
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context_invalidate_state(context, STATE_SAMPLER(i));
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context_invalidate_texture_stage(context, i);
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}
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@ -3337,7 +3338,7 @@ static void context_map_fixed_function_samplers(struct wined3d_context *context,
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if (context->tex_unit_map[i] != tex)
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{
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context_map_stage(context, i, tex);
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wined3d_context_gl_map_stage(context_gl, i, tex);
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context_invalidate_state(context, STATE_SAMPLER(i));
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context_invalidate_texture_stage(context, i);
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}
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@ -3348,6 +3349,7 @@ static void context_map_fixed_function_samplers(struct wined3d_context *context,
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static void context_map_psamplers(struct wined3d_context *context, const struct wined3d_state *state)
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{
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struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
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const struct wined3d_d3d_info *d3d_info = context->d3d_info;
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const struct wined3d_shader_resource_info *resource_info =
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state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
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@ -3357,7 +3359,7 @@ static void context_map_psamplers(struct wined3d_context *context, const struct
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{
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if (resource_info[i].type && context->tex_unit_map[i] != i)
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{
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context_map_stage(context, i, i);
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wined3d_context_gl_map_stage(context_gl, i, i);
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context_invalidate_state(context, STATE_SAMPLER(i));
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if (i < d3d_info->limits.ffp_blend_stages)
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context_invalidate_texture_stage(context, i);
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@ -3395,6 +3397,7 @@ static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, cons
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{
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const struct wined3d_shader_resource_info *vs_resource_info =
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state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info;
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struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
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const struct wined3d_shader_resource_info *ps_resource_info = NULL;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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int start = min(WINED3D_MAX_COMBINED_SAMPLERS, gl_info->limits.graphics_samplers) - 1;
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@ -3417,7 +3420,7 @@ static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, cons
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{
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if (context->tex_unit_map[vsampler_idx] != start)
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{
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context_map_stage(context, vsampler_idx, start);
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wined3d_context_gl_map_stage(context_gl, vsampler_idx, start);
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context_invalidate_state(context, STATE_SAMPLER(vsampler_idx));
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}
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