Henri Verbeet : wined3d: Pass a wined3d_state structure to device_preload_texture().
Alexandre Julliard
julliard at winehq.org
Thu Sep 30 11:23:36 CDT 2010
Module: wine
Branch: master
Commit: 5097623dcfbddcce049be54957bf66bae7547803
URL: http://source.winehq.org/git/wine.git/?a=commit;h=5097623dcfbddcce049be54957bf66bae7547803
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Thu Sep 30 11:44:27 2010 +0200
wined3d: Pass a wined3d_state structure to device_preload_texture().
---
dlls/wined3d/device.c | 15 +++++++--------
1 files changed, 7 insertions(+), 8 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index cf50ce8..ea4f69e 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -453,20 +453,19 @@ void device_update_stream_info(IWineD3DDeviceImpl *device, const struct wined3d_
}
}
-static void device_preload_texture(IWineD3DStateBlockImpl *stateblock, unsigned int idx)
+static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
{
IWineD3DBaseTextureImpl *texture;
enum WINED3DSRGB srgb;
- if (!(texture = stateblock->state.textures[idx])) return;
- srgb = stateblock->state.sampler_states[idx][WINED3DSAMP_SRGBTEXTURE] ? SRGB_SRGB : SRGB_RGB;
+ if (!(texture = state->textures[idx])) return;
+ srgb = state->sampler_states[idx][WINED3DSAMP_SRGBTEXTURE] ? SRGB_SRGB : SRGB_RGB;
texture->baseTexture.internal_preload((IWineD3DBaseTexture *)texture, srgb);
}
void device_preload_textures(IWineD3DDeviceImpl *device)
{
- IWineD3DStateBlockImpl *stateblock = device->stateBlock;
- const struct wined3d_state *state = &stateblock->state;
+ const struct wined3d_state *state = &device->stateBlock->state;
unsigned int i;
if (use_vs(state))
@@ -474,7 +473,7 @@ void device_preload_textures(IWineD3DDeviceImpl *device)
for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
{
if (state->vertex_shader->baseShader.reg_maps.sampler_type[i])
- device_preload_texture(stateblock, MAX_FRAGMENT_SAMPLERS + i);
+ device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
}
}
@@ -483,7 +482,7 @@ void device_preload_textures(IWineD3DDeviceImpl *device)
for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
{
if (state->pixel_shader->baseShader.reg_maps.sampler_type[i])
- device_preload_texture(stateblock, i);
+ device_preload_texture(state, i);
}
}
else
@@ -493,7 +492,7 @@ void device_preload_textures(IWineD3DDeviceImpl *device)
for (i = 0; ffu_map; ffu_map >>= 1, ++i)
{
if (ffu_map & 1)
- device_preload_texture(stateblock, i);
+ device_preload_texture(state, i);
}
}
}
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