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wined3d: Store texture sub-resources as structures containing resource pointers.
The idea being that the resource pointer will eventually go away. Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -113,7 +113,7 @@ static void wined3d_texture_cleanup(struct wined3d_texture *texture)
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for (i = 0; i < sub_count; ++i)
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{
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struct wined3d_resource *sub_resource = texture->sub_resources[i];
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struct wined3d_resource *sub_resource = texture->sub_resources[i].resource;
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if (sub_resource)
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texture->texture_ops->texture_sub_resource_cleanup(sub_resource);
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@ -457,7 +457,7 @@ void wined3d_texture_load(struct wined3d_texture *texture,
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TRACE("Reloading because of color key value change.\n");
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for (i = 0; i < sub_count; i++)
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texture->texture_ops->texture_sub_resource_add_dirty_region(texture->sub_resources[i], NULL);
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texture->texture_ops->texture_sub_resource_add_dirty_region(texture->sub_resources[i].resource, NULL);
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wined3d_texture_set_dirty(texture);
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texture->async.gl_color_key = texture->async.src_blt_color_key;
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@ -472,7 +472,7 @@ void wined3d_texture_load(struct wined3d_texture *texture,
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/* Reload the surfaces if the texture is marked dirty. */
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for (i = 0; i < sub_count; ++i)
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{
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texture->texture_ops->texture_sub_resource_load(texture->sub_resources[i], context, srgb);
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texture->texture_ops->texture_sub_resource_load(texture->sub_resources[i].resource, context, srgb);
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}
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texture->flags |= flag;
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}
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@ -639,7 +639,7 @@ HRESULT CDECL wined3d_texture_update_desc(struct wined3d_texture *texture, UINT
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return WINED3DERR_INVALIDCALL;
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}
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surface = surface_from_resource(texture->sub_resources[0]);
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surface = surface_from_resource(texture->sub_resources[0].resource);
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if (surface->resource.map_count || (surface->flags & SFLAG_DCINUSE))
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{
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WARN("Surface is mapped or the DC is in use.\n");
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@ -698,7 +698,7 @@ void wined3d_texture_force_reload(struct wined3d_texture *texture)
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texture->async.flags &= ~WINED3D_TEXTURE_ASYNC_COLOR_KEY;
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for (i = 0; i < sub_count; ++i)
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{
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texture->texture_ops->texture_sub_resource_invalidate_location(texture->sub_resources[i],
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texture->texture_ops->texture_sub_resource_invalidate_location(texture->sub_resources[i].resource,
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WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
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}
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}
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@ -722,7 +722,7 @@ struct wined3d_resource * CDECL wined3d_texture_get_sub_resource(const struct wi
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return NULL;
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}
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return texture->sub_resources[sub_resource_idx];
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return texture->sub_resources[sub_resource_idx].resource;
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}
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HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
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@ -766,7 +766,7 @@ static HRESULT wined3d_texture_upload_data(struct wined3d_texture *texture,
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for (i = 0; i < sub_count; ++i)
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{
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struct wined3d_resource *sub_resource = texture->sub_resources[i];
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struct wined3d_resource *sub_resource = texture->sub_resources[i].resource;
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texture->texture_ops->texture_sub_resource_upload_data(sub_resource, context, &data[i]);
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texture->texture_ops->texture_sub_resource_validate_location(sub_resource, WINED3D_LOCATION_TEXTURE_RGB);
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@ -878,7 +878,7 @@ static void texture2d_prepare_texture(struct wined3d_texture *texture, struct wi
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for (i = 0; i < sub_count; ++i)
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{
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struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]);
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struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i].resource);
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GLsizei height = surface->pow2Height;
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GLsizei width = surface->pow2Width;
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@ -928,7 +928,7 @@ static void wined3d_texture_unload(struct wined3d_resource *resource)
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for (i = 0; i < sub_count; ++i)
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{
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struct wined3d_resource *sub_resource = texture->sub_resources[i];
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struct wined3d_resource *sub_resource = texture->sub_resources[i].resource;
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sub_resource->resource_ops->resource_unload(sub_resource);
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}
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@ -1108,7 +1108,7 @@ static HRESULT texture_init(struct wined3d_texture *texture, const struct wined3
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return hr;
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}
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texture->sub_resources[idx] = &surface->resource;
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texture->sub_resources[idx].resource = &surface->resource;
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TRACE("Created surface level %u @ %p.\n", i, surface);
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}
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/* Calculate the next mipmap level. */
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@ -1180,7 +1180,7 @@ static void texture3d_prepare_texture(struct wined3d_texture *texture, struct wi
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for (i = 0; i < sub_count; ++i)
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{
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struct wined3d_volume *volume = volume_from_resource(texture->sub_resources[i]);
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struct wined3d_volume *volume = volume_from_resource(texture->sub_resources[i].resource);
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GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, volume->texture_level,
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srgb ? format->glGammaInternal : format->glInternal,
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@ -1324,7 +1324,7 @@ static HRESULT volumetexture_init(struct wined3d_texture *texture, const struct
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return hr;
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}
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texture->sub_resources[i] = &volume->resource;
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texture->sub_resources[i].resource = &volume->resource;
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/* Calculate the next mipmap level. */
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volume_desc.width = max(1, volume_desc.width >> 1);
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@ -2382,7 +2382,10 @@ struct wined3d_texture
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DWORD color_key_flags;
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} async;
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struct wined3d_resource *sub_resources[1];
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struct
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{
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struct wined3d_resource *resource;
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} sub_resources[1];
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};
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static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
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