Matteo Bruni : wined3d: Rename dummyTextureName variable.
Alexandre Julliard
julliard at winehq.org
Mon Aug 29 11:28:31 CDT 2011
Module: wine
Branch: master
Commit: afeecfd974b643a2161bff90dbffcf5d5255a1c4
URL: http://source.winehq.org/git/wine.git/?a=commit;h=afeecfd974b643a2161bff90dbffcf5d5255a1c4
Author: Matteo Bruni <mbruni at codeweavers.com>
Date: Fri Aug 26 01:12:29 2011 +0200
wined3d: Rename dummyTextureName variable.
---
dlls/wined3d/context.c | 6 +++---
dlls/wined3d/device.c | 12 ++++++------
dlls/wined3d/wined3d_private.h | 2 +-
3 files changed, 10 insertions(+), 10 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index c50e670..de0933c 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -1263,7 +1263,7 @@ static void bind_dummy_textures(const struct wined3d_device *device, struct wine
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
checkGLcall("glActiveTextureARB");
- glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[i]);
+ glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
checkGLcall("glBindTexture");
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
@@ -1601,7 +1601,7 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
/* If this happens to be the first context for the device, dummy textures
* are not created yet. In that case, they will be created (and bound) by
* create_dummy_textures right after this context is initialized. */
- if (device->dummyTextureName[0])
+ if (device->dummy_texture_2d[0])
bind_dummy_textures(device, ret);
LEAVE_GL();
@@ -1974,7 +1974,7 @@ void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint
/* nothing to do */
break;
case GL_TEXTURE_2D:
- glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[unit]);
+ glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[unit]);
checkGLcall("glBindTexture");
break;
case GL_TEXTURE_RECTANGLE_ARB:
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 8727ec0..91d8dd9 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -992,11 +992,11 @@ static void create_dummy_textures(struct wined3d_device *device, struct wined3d_
/* Make appropriate texture active */
context_active_texture(context, gl_info, i);
- glGenTextures(1, &device->dummyTextureName[i]);
+ glGenTextures(1, &device->dummy_texture_2d[i]);
checkGLcall("glGenTextures");
- TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummyTextureName[i]);
+ TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummy_texture_2d[i]);
- glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[i]);
+ glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
checkGLcall("glBindTexture");
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
@@ -1079,14 +1079,14 @@ static void destroy_dummy_textures(struct wined3d_device *device, const struct w
checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
}
- glDeleteTextures(count, device->dummyTextureName);
- checkGLcall("glDeleteTextures(count, device->dummyTextureName)");
+ glDeleteTextures(count, device->dummy_texture_2d);
+ checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
LEAVE_GL();
memset(device->dummy_texture_cube, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_cube));
memset(device->dummy_texture_3d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_3d));
memset(device->dummy_texture_rect, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_rect));
- memset(device->dummyTextureName, 0, gl_info->limits.textures * sizeof(*device->dummyTextureName));
+ memset(device->dummy_texture_2d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_2d));
}
static LONG fullscreen_style(LONG style)
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 56c939a..47eee79 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1722,7 +1722,7 @@ struct wined3d_device
struct wined3d_surface *logo_surface;
/* Textures for when no other textures are mapped */
- UINT dummyTextureName[MAX_COMBINED_SAMPLERS];
+ UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS];
UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
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