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>
This commit is contained in:
Stefan Dösinger 2016-02-16 17:17:26 +01:00 committed by Alexandre Julliard
parent 273e4ae737
commit 4f909e980f
2 changed files with 16 additions and 13 deletions

View File

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

View File

@ -2382,7 +2382,10 @@ struct wined3d_texture
DWORD color_key_flags;
} async;
struct wined3d_resource *sub_resources[1];
struct
{
struct wined3d_resource *resource;
} sub_resources[1];
};
static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)