wined3d: Simplify context_apply_attachment_filter_states() flow a bit.

This commit is contained in:
Henri Verbeet 2010-03-16 19:02:17 +01:00 committed by Alexandre Julliard
parent ec10c1ed8d
commit 2b86950c3b

View File

@ -116,15 +116,16 @@ static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
/* GL locking is done by the caller */
static void context_apply_attachment_filter_states(IWineD3DSurface *surface)
{
const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
IWineD3DDeviceImpl *device = surface_impl->resource.device;
IWineD3DBaseTextureImpl *texture_impl;
BOOL update_minfilter = FALSE;
BOOL update_magfilter = FALSE;
/* Update base texture states array */
if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
{
IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
IWineD3DDeviceImpl *device = surface_impl->resource.device;
BOOL update_minfilter = FALSE;
BOOL update_magfilter = FALSE;
if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
|| texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
{
@ -146,33 +147,37 @@ static void context_apply_attachment_filter_states(IWineD3DSurface *surface)
}
IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
}
if (update_minfilter || update_magfilter)
{
GLenum target, bind_target;
GLint old_binding;
target = surface_impl->texture_target;
if (target == GL_TEXTURE_2D)
if (update_minfilter || update_magfilter)
{
bind_target = GL_TEXTURE_2D;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
} else if (target == GL_TEXTURE_RECTANGLE_ARB) {
bind_target = GL_TEXTURE_RECTANGLE_ARB;
glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
} else {
bind_target = GL_TEXTURE_CUBE_MAP_ARB;
glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
GLenum target, bind_target;
GLint old_binding;
target = surface_impl->texture_target;
if (target == GL_TEXTURE_2D)
{
bind_target = GL_TEXTURE_2D;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
}
else if (target == GL_TEXTURE_RECTANGLE_ARB)
{
bind_target = GL_TEXTURE_RECTANGLE_ARB;
glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
}
else
{
bind_target = GL_TEXTURE_CUBE_MAP_ARB;
glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
}
glBindTexture(bind_target, surface_impl->texture_name);
if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(bind_target, old_binding);
}
glBindTexture(bind_target, surface_impl->texture_name);
if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(bind_target, old_binding);
checkGLcall("apply_attachment_filter_states()");
}
checkGLcall("apply_attachment_filter_states()");
}
/* GL locking is done by the caller */