[PATCH 1/5] wined3d: Move the OpenGL textures from struct wined3d_texture to struct wined3d_texture_gl.

Henri Verbeet hverbeet at codeweavers.com
Tue Oct 30 04:48:43 CDT 2018


Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
 dlls/wined3d/arb_program_shader.c |   3 +-
 dlls/wined3d/context.c            |  48 ++++++++---------
 dlls/wined3d/cs.c                 |   4 +-
 dlls/wined3d/glsl_shader.c        |   3 +-
 dlls/wined3d/sampler.c            |  22 ++++----
 dlls/wined3d/state.c              |  10 ++--
 dlls/wined3d/surface.c            |  93 +++++++++++++++++----------------
 dlls/wined3d/swapchain.c          |   6 +--
 dlls/wined3d/texture.c            | 106 +++++++++++++++++++-------------------
 dlls/wined3d/view.c               |  80 ++++++++++++++--------------
 dlls/wined3d/wined3d_private.h    |  67 ++++++++++++------------
 11 files changed, 227 insertions(+), 215 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 67fd193a7bb..24f7e045fc5 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -7904,7 +7904,8 @@ static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bl
     arbfp_blit_set(arbfp_blitter, context, src_texture, src_sub_resource_idx, color_key);
 
     /* Draw a textured quad */
-    context_draw_textured_quad(context, src_texture, src_sub_resource_idx, src_rect, dst_rect, filter);
+    context_draw_textured_quad(context, wined3d_texture_gl(src_texture),
+            src_sub_resource_idx, src_rect, dst_rect, filter);
 
     /* Leave the opengl state valid for blitting */
     arbfp_blit_unset(context->gl_info);
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 9027e94ed09..fbe3d941de8 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -472,11 +472,11 @@ static inline void context_set_fbo_key_for_render_target(const struct wined3d_co
     switch (location)
     {
         case WINED3D_LOCATION_TEXTURE_RGB:
-            key->objects[idx].object = wined3d_texture_get_texture_name(&texture_gl->t, context, FALSE);
+            key->objects[idx].object = wined3d_texture_gl_get_texture_name(texture_gl, context, FALSE);
             break;
 
         case WINED3D_LOCATION_TEXTURE_SRGB:
-            key->objects[idx].object = wined3d_texture_get_texture_name(&texture_gl->t, context, TRUE);
+            key->objects[idx].object = wined3d_texture_gl_get_texture_name(texture_gl, context, TRUE);
             break;
 
         case WINED3D_LOCATION_RB_MULTISAMPLE:
@@ -1089,7 +1089,7 @@ void context_gl_resource_released(struct wined3d_device *device,
     context_enum_fbo_entries(device, name, rb_namespace, context_queue_fbo_entry_destruction);
 }
 
-void context_texture_update(struct wined3d_context *context, const struct wined3d_texture *texture)
+void context_texture_update(struct wined3d_context *context, const struct wined3d_texture_gl *texture_gl)
 {
     const struct wined3d_gl_info *gl_info = context->gl_info;
     struct fbo_entry *entry = context->current_fbo;
@@ -1099,10 +1099,10 @@ void context_texture_update(struct wined3d_context *context, const struct wined3
 
     for (i = 0; i < gl_info->limits.buffers + 1; ++i)
     {
-        if (texture->texture_rgb.name == entry->key.objects[i].object
-                || texture->texture_srgb.name == entry->key.objects[i].object)
+        if (texture_gl->texture_rgb.name == entry->key.objects[i].object
+                || texture_gl->texture_srgb.name == entry->key.objects[i].object)
         {
-            TRACE("Updated texture %p is bound as attachment %u to the current FBO.\n", texture, i);
+            TRACE("Updated texture %p is bound as attachment %u to the current FBO.\n", texture_gl, i);
             context->rebind_fbo = TRUE;
             return;
         }
@@ -3896,8 +3896,8 @@ static void context_bind_unordered_access_views(struct wined3d_context *context,
         }
         else if (view->resource->type != WINED3D_RTYPE_BUFFER)
         {
-            struct wined3d_texture *texture = texture_from_resource(view->resource);
-            texture_name = wined3d_texture_get_texture_name(texture, context, FALSE);
+            struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture_from_resource(view->resource));
+            texture_name = wined3d_texture_gl_get_texture_name(texture_gl, context, FALSE);
             level = view->desc.u.texture.level_idx;
         }
         else
@@ -4195,14 +4195,14 @@ static void context_setup_target(struct wined3d_context *context,
                 && old_render_offscreen && (context->current_rt.texture != texture
                 || context->current_rt.sub_resource_idx != sub_resource_idx))
         {
+            struct wined3d_texture_gl *prev_texture = wined3d_texture_gl(context->current_rt.texture);
             unsigned int prev_sub_resource_idx = context->current_rt.sub_resource_idx;
-            struct wined3d_texture *prev_texture = context->current_rt.texture;
 
             /* Read the back buffer of the old drawable into the destination texture. */
             if (prev_texture->texture_srgb.name)
-                wined3d_texture_load(prev_texture, context, TRUE);
-            wined3d_texture_load(prev_texture, context, FALSE);
-            wined3d_texture_invalidate_location(prev_texture, prev_sub_resource_idx, WINED3D_LOCATION_DRAWABLE);
+                wined3d_texture_load(&prev_texture->t, context, TRUE);
+            wined3d_texture_load(&prev_texture->t, context, FALSE);
+            wined3d_texture_invalidate_location(&prev_texture->t, prev_sub_resource_idx, WINED3D_LOCATION_DRAWABLE);
         }
     }
 
@@ -5581,7 +5581,7 @@ static void apply_texture_blit_state(const struct wined3d_gl_info *gl_info, stru
 }
 
 /* Context activation is done by the caller. */
-void context_draw_shaded_quad(struct wined3d_context *context, struct wined3d_texture *texture,
+void context_draw_shaded_quad(struct wined3d_context *context, struct wined3d_texture_gl *texture_gl,
         unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
         enum wined3d_texture_filter_type filter)
 {
@@ -5596,11 +5596,11 @@ void context_draw_shaded_quad(struct wined3d_context *context, struct wined3d_te
     }
     quad[4];
 
-    texture2d_get_blt_info(texture, sub_resource_idx, src_rect, &info);
+    texture2d_get_blt_info(&texture_gl->t, sub_resource_idx, src_rect, &info);
 
-    level = sub_resource_idx % texture->level_count;
-    context_bind_texture(context, info.bind_target, texture->texture_rgb.name);
-    apply_texture_blit_state(gl_info, &texture->texture_rgb, info.bind_target, level, filter);
+    level = sub_resource_idx % texture_gl->t.level_count;
+    context_bind_texture(context, info.bind_target, texture_gl->texture_rgb.name);
+    apply_texture_blit_state(gl_info, &texture_gl->texture_rgb, info.bind_target, level, filter);
     gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level);
 
     context_get_rt_size(context, &dst_size);
@@ -5661,12 +5661,12 @@ void context_draw_shaded_quad(struct wined3d_context *context, struct wined3d_te
     }
     checkGLcall("draw");
 
-    gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
+    gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1);
     context_bind_texture(context, info.bind_target, 0);
 }
 
 /* Context activation is done by the caller. */
-void context_draw_textured_quad(struct wined3d_context *context, struct wined3d_texture *texture,
+void context_draw_textured_quad(struct wined3d_context *context, struct wined3d_texture_gl *texture_gl,
         unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
         enum wined3d_texture_filter_type filter)
 {
@@ -5674,14 +5674,14 @@ void context_draw_textured_quad(struct wined3d_context *context, struct wined3d_
     struct wined3d_blt_info info;
     unsigned int level;
 
-    texture2d_get_blt_info(texture, sub_resource_idx, src_rect, &info);
+    texture2d_get_blt_info(&texture_gl->t, sub_resource_idx, src_rect, &info);
 
     gl_info->gl_ops.gl.p_glEnable(info.bind_target);
     checkGLcall("glEnable(bind_target)");
 
-    level = sub_resource_idx % texture->level_count;
-    context_bind_texture(context, info.bind_target, texture->texture_rgb.name);
-    apply_texture_blit_state(gl_info, &texture->texture_rgb, info.bind_target, level, filter);
+    level = sub_resource_idx % texture_gl->t.level_count;
+    context_bind_texture(context, info.bind_target, texture_gl->texture_rgb.name);
+    apply_texture_blit_state(gl_info, &texture_gl->texture_rgb, info.bind_target, level, filter);
     gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level);
     gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
     checkGLcall("glTexEnvi");
@@ -5701,6 +5701,6 @@ void context_draw_textured_quad(struct wined3d_context *context, struct wined3d_
     gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->bottom);
     gl_info->gl_ops.gl.p_glEnd();
 
-    gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
+    gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1);
     context_bind_texture(context, info.bind_target, 0);
 }
diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c
index fc3e47e3298..9114f0344ab 100644
--- a/dlls/wined3d/cs.c
+++ b/dlls/wined3d/cs.c
@@ -2227,7 +2227,7 @@ static void wined3d_cs_exec_blt_sub_resource(struct wined3d_cs *cs, const void *
         wined3d_texture_get_pitch(src_texture, op->src_sub_resource_idx % src_texture->level_count,
                 &row_pitch, &slice_pitch);
 
-        wined3d_texture_bind_and_dirtify(dst_texture, context, FALSE);
+        wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(dst_texture), context, FALSE);
         wined3d_texture_upload_data(dst_texture, op->dst_sub_resource_idx, context,
                 dst_texture->resource.format, &op->src_box, wined3d_const_bo_address(&addr),
                 row_pitch, slice_pitch, op->dst_box.left, op->dst_box.top, op->dst_box.front, FALSE);
@@ -2325,7 +2325,7 @@ static void wined3d_cs_exec_update_sub_resource(struct wined3d_cs *cs, const voi
         wined3d_texture_prepare_texture(texture, context, FALSE);
     else
         wined3d_texture_load_location(texture, op->sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);
-    wined3d_texture_bind_and_dirtify(texture, context, FALSE);
+    wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, FALSE);
 
     wined3d_box_set(&src_box, 0, 0, box->right - box->left, box->bottom - box->top, 0, box->back - box->front);
     wined3d_texture_upload_data(texture, op->sub_resource_idx, context, texture->resource.format, &src_box,
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 32f82d6c3d0..fc9730f64b9 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -13310,7 +13310,8 @@ static DWORD glsl_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bli
         default:
             break;
     }
-    context_draw_shaded_quad(context, src_texture, src_sub_resource_idx, src_rect, dst_rect, filter);
+    context_draw_shaded_quad(context, wined3d_texture_gl(src_texture),
+            src_sub_resource_idx, src_rect, dst_rect, filter);
     GL_EXTCALL(glUseProgram(0));
 
     if (dst_texture->swapchain && (dst_texture->swapchain->front_buffer == dst_texture))
diff --git a/dlls/wined3d/sampler.c b/dlls/wined3d/sampler.c
index 82fbe2c3be7..458a330774f 100644
--- a/dlls/wined3d/sampler.c
+++ b/dlls/wined3d/sampler.c
@@ -155,34 +155,34 @@ HRESULT CDECL wined3d_sampler_create(struct wined3d_device *device, const struct
     return WINED3D_OK;
 }
 
-static void texture_apply_base_level(struct wined3d_texture *texture,
+static void texture_gl_apply_base_level(struct wined3d_texture_gl *texture_gl,
         const struct wined3d_sampler_desc *desc, const struct wined3d_gl_info *gl_info)
 {
     struct gl_texture *gl_tex;
     unsigned int base_level;
 
-    if (texture->flags & WINED3D_TEXTURE_COND_NP2)
+    if (texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2)
         base_level = 0;
     else if (desc->mip_filter == WINED3D_TEXF_NONE)
-        base_level = texture->lod;
+        base_level = texture_gl->t.lod;
     else
-        base_level = min(max(desc->mip_base_level, texture->lod), texture->level_count - 1);
+        base_level = min(max(desc->mip_base_level, texture_gl->t.lod), texture_gl->t.level_count - 1);
 
-    gl_tex = wined3d_texture_get_gl_texture(texture, texture->flags & WINED3D_TEXTURE_IS_SRGB);
+    gl_tex = wined3d_texture_gl_get_gl_texture(texture_gl, texture_gl->t.flags & WINED3D_TEXTURE_IS_SRGB);
     if (base_level != gl_tex->base_level)
     {
         /* Note that WINED3D_SAMP_MAX_MIP_LEVEL specifies the largest mipmap
          * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
          * mipmap used (default 1000). So WINED3D_SAMP_MAX_MIP_LEVEL
          * corresponds to GL_TEXTURE_BASE_LEVEL. */
-        gl_info->gl_ops.gl.p_glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, base_level);
+        gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->t.target, GL_TEXTURE_BASE_LEVEL, base_level);
         gl_tex->base_level = base_level;
     }
 }
 
 /* This function relies on the correct texture being bound and loaded. */
 void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit,
-        struct wined3d_texture *texture, const struct wined3d_context *context)
+        struct wined3d_texture_gl *texture_gl, const struct wined3d_context *context)
 {
     const struct wined3d_gl_info *gl_info = context->gl_info;
 
@@ -191,15 +191,15 @@ void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit,
         GL_EXTCALL(glBindSampler(unit, sampler->name));
         checkGLcall("bind sampler");
     }
-    else if (texture)
+    else if (texture_gl)
     {
-        wined3d_texture_apply_sampler_desc(texture, &sampler->desc, context);
+        wined3d_texture_gl_apply_sampler_desc(texture_gl, &sampler->desc, context);
     }
     else
     {
         ERR("Could not apply sampler state.\n");
     }
 
-    if (texture)
-        texture_apply_base_level(texture, &sampler->desc, gl_info);
+    if (texture_gl)
+        texture_gl_apply_base_level(texture_gl, &sampler->desc, gl_info);
 }
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index ab67c578901..7f3961b7465 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -3612,17 +3612,17 @@ static void sampler(struct wined3d_context *context, const struct wined3d_state
 
     if (state->textures[sampler_idx])
     {
+        struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(state->textures[sampler_idx]);
         BOOL srgb = state->sampler_states[sampler_idx][WINED3D_SAMP_SRGB_TEXTURE];
         const DWORD *sampler_states = state->sampler_states[sampler_idx];
-        struct wined3d_texture *texture = state->textures[sampler_idx];
         struct wined3d_device *device = context->device;
         struct wined3d_sampler_desc desc;
         struct wined3d_sampler *sampler;
         struct wine_rb_entry *entry;
 
-        wined3d_sampler_desc_from_sampler_states(&desc, context, sampler_states, texture);
+        wined3d_sampler_desc_from_sampler_states(&desc, context, sampler_states, &texture_gl->t);
 
-        wined3d_texture_bind(texture, context, srgb);
+        wined3d_texture_gl_bind(texture_gl, context, srgb);
 
         if ((entry = wine_rb_get(&device->samplers, &desc)))
         {
@@ -3643,10 +3643,10 @@ static void sampler(struct wined3d_context *context, const struct wined3d_state
             }
         }
 
-        wined3d_sampler_bind(sampler, mapped_stage, texture, context);
+        wined3d_sampler_bind(sampler, mapped_stage, texture_gl, context);
 
         /* Trigger shader constant reloading (for NP2 texcoord fixup) */
-        if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
+        if (!(texture_gl->t.flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
             context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
     }
     else
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 746599e58f5..02cd2c376c1 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -687,7 +687,7 @@ static struct wined3d_texture *surface_convert_format(struct wined3d_texture *sr
         TRACE("Using upload conversion.\n");
 
         wined3d_texture_prepare_texture(dst_texture, context, FALSE);
-        wined3d_texture_bind_and_dirtify(dst_texture, context, FALSE);
+        wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(dst_texture), context, FALSE);
         wined3d_texture_upload_data(dst_texture, 0, context, src_format, &src_box,
                 wined3d_const_bo_address(&src_data), src_row_pitch, src_slice_pitch, 0, 0, 0, FALSE);
 
@@ -855,7 +855,7 @@ void texture2d_load_fb_texture(struct wined3d_texture *texture,
     device_invalidate_state(device, STATE_FRAMEBUFFER);
 
     wined3d_texture_prepare_texture(texture, context, srgb);
-    wined3d_texture_bind_and_dirtify(texture, context, srgb);
+    wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, srgb);
 
     TRACE("Reading back offscreen render target %p, %u.\n", texture, sub_resource_idx);
 
@@ -878,11 +878,11 @@ void texture2d_load_fb_texture(struct wined3d_texture *texture,
 
 /* Does a direct frame buffer -> texture copy. Stretching is done with single
  * pixel copy calls. */
-static void fb_copy_to_texture_direct(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
-        const RECT *dst_rect_in, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
+static void fb_copy_to_texture_direct(struct wined3d_texture_gl *dst_texture, unsigned int dst_sub_resource_idx,
+        const RECT *dst_rect_in, struct wined3d_texture_gl *src_texture, unsigned int src_sub_resource_idx,
         const RECT *src_rect, enum wined3d_texture_filter_type filter)
 {
-    struct wined3d_device *device = dst_texture->resource.device;
+    struct wined3d_device *device = dst_texture->t.resource.device;
     unsigned int src_height, src_level, dst_level;
     const struct wined3d_gl_info *gl_info;
     float xrel, yrel;
@@ -901,14 +901,14 @@ static void fb_copy_to_texture_direct(struct wined3d_texture *dst_texture, unsig
         upsidedown = TRUE;
     }
 
-    context = context_acquire(device, src_texture, src_sub_resource_idx);
+    context = context_acquire(device, &src_texture->t, src_sub_resource_idx);
     gl_info = context->gl_info;
     context_apply_blit_state(context, device);
-    wined3d_texture_load(dst_texture, context, FALSE);
+    wined3d_texture_load(&dst_texture->t, context, FALSE);
 
     /* Bind the target texture */
-    context_bind_texture(context, dst_texture->target, dst_texture->texture_rgb.name);
-    if (wined3d_resource_is_offscreen(&src_texture->resource))
+    context_bind_texture(context, dst_texture->t.target, dst_texture->texture_rgb.name);
+    if (wined3d_resource_is_offscreen(&src_texture->t.resource))
     {
         TRACE("Reading from an offscreen target\n");
         upsidedown = !upsidedown;
@@ -916,7 +916,7 @@ static void fb_copy_to_texture_direct(struct wined3d_texture *dst_texture, unsig
     }
     else
     {
-        gl_info->gl_ops.gl.p_glReadBuffer(wined3d_texture_get_gl_buffer(src_texture));
+        gl_info->gl_ops.gl.p_glReadBuffer(wined3d_texture_get_gl_buffer(&src_texture->t));
     }
     checkGLcall("glReadBuffer");
 
@@ -936,11 +936,11 @@ static void fb_copy_to_texture_direct(struct wined3d_texture *dst_texture, unsig
         ERR("Texture filtering not supported in direct blit\n");
     }
 
-    src_level = src_sub_resource_idx % src_texture->level_count;
-    dst_level = dst_sub_resource_idx % dst_texture->level_count;
+    src_level = src_sub_resource_idx % src_texture->t.level_count;
+    dst_level = dst_sub_resource_idx % dst_texture->t.level_count;
 
-    src_height = wined3d_texture_get_level_height(src_texture, src_level);
-    dst_target = wined3d_texture_get_sub_resource_target(dst_texture, dst_sub_resource_idx);
+    src_height = wined3d_texture_get_level_height(&src_texture->t, src_level);
+    dst_target = wined3d_texture_get_sub_resource_target(&dst_texture->t, dst_sub_resource_idx);
     if (upsidedown
             && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
             && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
@@ -990,17 +990,17 @@ static void fb_copy_to_texture_direct(struct wined3d_texture *dst_texture, unsig
 
     /* The texture is now most up to date - If the surface is a render target
      * and has a drawable, this path is never entered. */
-    wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
-    wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
+    wined3d_texture_validate_location(&dst_texture->t, dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
+    wined3d_texture_invalidate_location(&dst_texture->t, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
 }
 
 /* Uses the hardware to stretch and flip the image */
-static void fb_copy_to_texture_hwstretch(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
-        const RECT *dst_rect_in, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
+static void fb_copy_to_texture_hwstretch(struct wined3d_texture_gl *dst_texture, unsigned int dst_sub_resource_idx,
+        const RECT *dst_rect_in, struct wined3d_texture_gl *src_texture, unsigned int src_sub_resource_idx,
         const RECT *src_rect, enum wined3d_texture_filter_type filter)
 {
     unsigned int src_width, src_height, src_pow2_width, src_pow2_height, src_level;
-    struct wined3d_device *device = dst_texture->resource.device;
+    struct wined3d_device *device = dst_texture->t.resource.device;
     GLenum src_target, dst_target, texture_target;
     GLuint src, backup = 0;
     float left, right, top, bottom; /* Texture coordinates */
@@ -1015,28 +1015,28 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_texture *dst_texture, un
 
     TRACE("Using hwstretch blit\n");
 
-    src_target = wined3d_texture_get_sub_resource_target(src_texture, src_sub_resource_idx);
-    dst_target = wined3d_texture_get_sub_resource_target(dst_texture, dst_sub_resource_idx);
+    src_target = wined3d_texture_get_sub_resource_target(&src_texture->t, src_sub_resource_idx);
+    dst_target = wined3d_texture_get_sub_resource_target(&dst_texture->t, dst_sub_resource_idx);
 
     /* Activate the Proper context for reading from the source surface, set it up for blitting */
-    context = context_acquire(device, src_texture, src_sub_resource_idx);
+    context = context_acquire(device, &src_texture->t, src_sub_resource_idx);
     gl_info = context->gl_info;
     context_apply_ffp_blit_state(context, device);
-    wined3d_texture_load(dst_texture, context, FALSE);
+    wined3d_texture_load(&dst_texture->t, context, FALSE);
 
     offscreen_buffer = context_get_offscreen_gl_buffer(context);
-    src_level = src_sub_resource_idx % src_texture->level_count;
-    src_width = wined3d_texture_get_level_width(src_texture, src_level);
-    src_height = wined3d_texture_get_level_height(src_texture, src_level);
-    src_pow2_width = wined3d_texture_get_level_pow2_width(src_texture, src_level);
-    src_pow2_height = wined3d_texture_get_level_pow2_height(src_texture, src_level);
+    src_level = src_sub_resource_idx % src_texture->t.level_count;
+    src_width = wined3d_texture_get_level_width(&src_texture->t, src_level);
+    src_height = wined3d_texture_get_level_height(&src_texture->t, src_level);
+    src_pow2_width = wined3d_texture_get_level_pow2_width(&src_texture->t, src_level);
+    src_pow2_height = wined3d_texture_get_level_pow2_height(&src_texture->t, src_level);
 
-    src_offscreen = wined3d_resource_is_offscreen(&src_texture->resource);
+    src_offscreen = wined3d_resource_is_offscreen(&src_texture->t.resource);
     noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
     if (!noBackBufferBackup && !src_texture->texture_rgb.name)
     {
         /* Get it a description */
-        wined3d_texture_load(src_texture, context, FALSE);
+        wined3d_texture_load(&src_texture->t, context, FALSE);
     }
 
     /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
@@ -1071,7 +1071,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_texture *dst_texture, un
         checkGLcall("glEnable(texture_target)");
 
         /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
-        src_texture->sub_resources[src_sub_resource_idx].locations &= ~WINED3D_LOCATION_TEXTURE_RGB;
+        src_texture->t.sub_resources[src_sub_resource_idx].locations &= ~WINED3D_LOCATION_TEXTURE_RGB;
     }
 
     /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
@@ -1092,7 +1092,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_texture *dst_texture, un
     }
     else
     {
-        gl_info->gl_ops.gl.p_glReadBuffer(wined3d_texture_get_gl_buffer(src_texture));
+        gl_info->gl_ops.gl.p_glReadBuffer(wined3d_texture_get_gl_buffer(&src_texture->t));
     }
 
     /* TODO: Only back up the part that will be overwritten */
@@ -1107,7 +1107,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_texture *dst_texture, un
             wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE));
     checkGLcall("glTexParameteri");
 
-    if (!src_texture->swapchain || src_texture == src_texture->swapchain->back_buffers[0])
+    if (!src_texture->t.swapchain || &src_texture->t == src_texture->t.swapchain->back_buffers[0])
     {
         src = backup ? backup : src_texture->texture_rgb.name;
     }
@@ -1159,7 +1159,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_texture *dst_texture, un
         bottom = src_height - src_rect->top;
     }
 
-    if (src_texture->flags & WINED3D_TEXTURE_NORMALIZED_COORDS)
+    if (src_texture->t.flags & WINED3D_TEXTURE_NORMALIZED_COORDS)
     {
         left /= src_pow2_width;
         right /= src_pow2_width;
@@ -1271,8 +1271,8 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_texture *dst_texture, un
 
     /* The texture is now most up to date - If the surface is a render target
      * and has a drawable, this path is never entered. */
-    wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
-    wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
+    wined3d_texture_validate_location(&dst_texture->t, dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
+    wined3d_texture_invalidate_location(&dst_texture->t, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
 }
 
 static HRESULT wined3d_texture_blt_special(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
@@ -1395,14 +1395,14 @@ static HRESULT wined3d_texture_blt_special(struct wined3d_texture *dst_texture,
                 || dst_rect->bottom - dst_rect->top > src_height)
         {
             TRACE("No stretching in x direction, using direct framebuffer -> texture copy.\n");
-            fb_copy_to_texture_direct(dst_texture, dst_sub_resource_idx, dst_rect,
-                    src_texture, src_sub_resource_idx, src_rect, filter);
+            fb_copy_to_texture_direct(wined3d_texture_gl(dst_texture), dst_sub_resource_idx, dst_rect,
+                    wined3d_texture_gl(src_texture), src_sub_resource_idx, src_rect, filter);
         }
         else
         {
             TRACE("Using hardware stretching to flip / stretch the texture.\n");
-            fb_copy_to_texture_hwstretch(dst_texture, dst_sub_resource_idx, dst_rect,
-                    src_texture, src_sub_resource_idx, src_rect, filter);
+            fb_copy_to_texture_hwstretch(wined3d_texture_gl(dst_texture), dst_sub_resource_idx, dst_rect,
+                    wined3d_texture_gl(src_texture), src_sub_resource_idx, src_rect, filter);
         }
 
         return WINED3D_OK;
@@ -1438,7 +1438,7 @@ BOOL texture2d_load_sysmem(struct wined3d_texture *texture, unsigned int sub_res
     if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
     {
         struct wined3d_bo_address data;
-        wined3d_texture_bind_and_dirtify(texture, context,
+        wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context,
                 !(sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB));
         wined3d_texture_get_memory(texture, sub_resource_idx, &data, dst_location);
         wined3d_texture_download_data(texture, sub_resource_idx, context, &data);
@@ -1605,7 +1605,7 @@ BOOL texture2d_load_texture(struct wined3d_texture *texture, unsigned int sub_re
     }
 
     wined3d_texture_prepare_texture(texture, context, srgb);
-    wined3d_texture_bind_and_dirtify(texture, context, srgb);
+    wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, srgb);
     wined3d_texture_get_pitch(texture, level, &src_row_pitch, &src_slice_pitch);
 
     format = texture->resource.format;
@@ -1879,7 +1879,8 @@ static DWORD raw_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit
                 ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
     if (!wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, location))
         ERR("Failed to load the source sub-resource into %s.\n", wined3d_debug_location(location));
-    src_name = wined3d_texture_get_texture_name(src_texture, context, location == WINED3D_LOCATION_TEXTURE_SRGB);
+    src_name = wined3d_texture_gl_get_texture_name(wined3d_texture_gl(src_texture),
+            context, location == WINED3D_LOCATION_TEXTURE_SRGB);
 
     location = dst_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
     if (!location)
@@ -1895,7 +1896,8 @@ static DWORD raw_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit
         if (!wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, location))
             ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(location));
     }
-    dst_name = wined3d_texture_get_texture_name(dst_texture, context, location == WINED3D_LOCATION_TEXTURE_SRGB);
+    dst_name = wined3d_texture_gl_get_texture_name(wined3d_texture_gl(dst_texture),
+            context, location == WINED3D_LOCATION_TEXTURE_SRGB);
 
     GL_EXTCALL(glCopyImageSubData(src_name, src_texture->target, src_level,
             src_rect->left, src_rect->top, src_layer, dst_name, dst_texture->target, dst_level,
@@ -2218,7 +2220,8 @@ static DWORD ffp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit
         checkGLcall("glAlphaFunc");
     }
 
-    context_draw_textured_quad(context, src_texture, src_sub_resource_idx, src_rect, dst_rect, filter);
+    context_draw_textured_quad(context, wined3d_texture_gl(src_texture),
+            src_sub_resource_idx, src_rect, dst_rect, filter);
 
     if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST || color_key)
     {
diff --git a/dlls/wined3d/swapchain.c b/dlls/wined3d/swapchain.c
index 1f0fd108362..8de88714d10 100644
--- a/dlls/wined3d/swapchain.c
+++ b/dlls/wined3d/swapchain.c
@@ -356,7 +356,7 @@ static void wined3d_swapchain_gl_rotate(struct wined3d_swapchain *swapchain, str
     texture_prev = wined3d_texture_gl(swapchain->back_buffers[0]);
 
     /* Back buffer 0 is already in the draw binding. */
-    tex0 = texture_prev->t.texture_rgb;
+    tex0 = texture_prev->texture_rgb;
     rb0 = texture_prev->rb_multisample;
     locations0 = texture_prev->t.sub_resources[0].locations;
 
@@ -368,7 +368,7 @@ static void wined3d_swapchain_gl_rotate(struct wined3d_swapchain *swapchain, str
         if (!(sub_resource->locations & supported_locations))
             wined3d_texture_load_location(&texture->t, 0, context, texture->t.resource.draw_binding);
 
-        texture_prev->t.texture_rgb = texture->t.texture_rgb;
+        texture_prev->texture_rgb = texture->texture_rgb;
         texture_prev->rb_multisample = texture->rb_multisample;
 
         wined3d_texture_validate_location(&texture_prev->t, 0, sub_resource->locations & supported_locations);
@@ -377,7 +377,7 @@ static void wined3d_swapchain_gl_rotate(struct wined3d_swapchain *swapchain, str
         texture_prev = texture;
     }
 
-    texture_prev->t.texture_rgb = tex0;
+    texture_prev->texture_rgb = tex0;
     texture_prev->rb_multisample = rb0;
 
     wined3d_texture_validate_location(&texture_prev->t, 0, locations0 & supported_locations);
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 42bae136a53..f1a2498f777 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -670,18 +670,18 @@ static void wined3d_texture_gl_unload_texture(struct wined3d_texture_gl *texture
     const struct wined3d_gl_info *gl_info = NULL;
     struct wined3d_context *context = NULL;
 
-    if (texture_gl->t.texture_rgb.name || texture_gl->t.texture_srgb.name
+    if (texture_gl->texture_rgb.name || texture_gl->texture_srgb.name
             || texture_gl->rb_multisample || texture_gl->rb_resolved)
     {
         context = context_acquire(device, NULL, 0);
         gl_info = context->gl_info;
     }
 
-    if (texture_gl->t.texture_rgb.name)
-        gltexture_delete(device, context->gl_info, &texture_gl->t.texture_rgb);
+    if (texture_gl->texture_rgb.name)
+        gltexture_delete(device, context->gl_info, &texture_gl->texture_rgb);
 
-    if (texture_gl->t.texture_srgb.name)
-        gltexture_delete(device, context->gl_info, &texture_gl->t.texture_srgb);
+    if (texture_gl->texture_srgb.name)
+        gltexture_delete(device, context->gl_info, &texture_gl->texture_srgb);
 
     if (texture_gl->rb_multisample)
     {
@@ -957,28 +957,28 @@ void wined3d_gl_texture_swizzle_from_color_fixup(GLint swizzle[4], struct color_
 }
 
 /* Context activation is done by the caller. */
-void wined3d_texture_bind(struct wined3d_texture *texture,
+void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
         struct wined3d_context *context, BOOL srgb)
 {
-    const struct wined3d_gl_info *gl_info = context->gl_info;
-    const struct wined3d_format *format = texture->resource.format;
+    const struct wined3d_format *format = texture_gl->t.resource.format;
     const struct color_fixup_desc fixup = format->color_fixup;
+    const struct wined3d_gl_info *gl_info = context->gl_info;
     struct gl_texture *gl_tex;
     GLenum target;
 
-    TRACE("texture %p, context %p, srgb %#x.\n", texture, context, srgb);
+    TRACE("texture_gl %p, context %p, srgb %#x.\n", texture_gl, context, srgb);
 
-    if (!needs_separate_srgb_gl_texture(context, texture))
+    if (!needs_separate_srgb_gl_texture(context, &texture_gl->t))
         srgb = FALSE;
 
     /* sRGB mode cache for preload() calls outside drawprim. */
     if (srgb)
-        texture->flags |= WINED3D_TEXTURE_IS_SRGB;
+        texture_gl->t.flags |= WINED3D_TEXTURE_IS_SRGB;
     else
-        texture->flags &= ~WINED3D_TEXTURE_IS_SRGB;
+        texture_gl->t.flags &= ~WINED3D_TEXTURE_IS_SRGB;
 
-    gl_tex = wined3d_texture_get_gl_texture(texture, srgb);
-    target = texture->target;
+    gl_tex = wined3d_texture_gl_get_gl_texture(texture_gl, srgb);
+    target = texture_gl->t.target;
 
     if (gl_tex->name)
     {
@@ -1016,7 +1016,7 @@ void wined3d_texture_bind(struct wined3d_texture *texture,
     else
         gl_tex->sampler_desc.srgb_decode = srgb;
     gl_tex->base_level = 0;
-    wined3d_texture_set_dirty(texture);
+    wined3d_texture_set_dirty(&texture_gl->t);
 
     context_bind_texture(context, target, gl_tex->name);
 
@@ -1028,8 +1028,8 @@ void wined3d_texture_bind(struct wined3d_texture *texture,
      * GL_TEXTURE_RECTANGLE_ARB.) */
     if (target != GL_TEXTURE_RECTANGLE_ARB)
     {
-        TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->level_count - 1);
-        gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
+        TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture_gl->t.level_count - 1);
+        gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1);
         checkGLcall("glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, texture->level_count)");
     }
 
@@ -1041,7 +1041,7 @@ void wined3d_texture_bind(struct wined3d_texture *texture,
         gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
     }
 
-    if (texture->flags & WINED3D_TEXTURE_COND_NP2)
+    if (texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2)
     {
         /* Conditinal non power of two textures use a different clamping
          * default. If we're using the GL_WINE_normalized_texrect partial
@@ -1080,7 +1080,7 @@ void wined3d_texture_bind(struct wined3d_texture *texture,
 }
 
 /* Context activation is done by the caller. */
-void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
+void wined3d_texture_gl_bind_and_dirtify(struct wined3d_texture_gl *texture_gl,
         struct wined3d_context *context, BOOL srgb)
 {
     /* We don't need a specific texture unit, but after binding the texture
@@ -1103,22 +1103,22 @@ void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
     context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
     context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
 
-    wined3d_texture_bind(texture, context, srgb);
+    wined3d_texture_gl_bind(texture_gl, context, srgb);
 }
 
 /* Context activation is done by the caller (state handler). */
 /* This function relies on the correct texture being bound and loaded. */
-void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
+void wined3d_texture_gl_apply_sampler_desc(struct wined3d_texture_gl *texture_gl,
         const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context)
 {
     const struct wined3d_gl_info *gl_info = context->gl_info;
-    GLenum target = texture->target;
+    GLenum target = texture_gl->t.target;
     struct gl_texture *gl_tex;
     DWORD state;
 
-    TRACE("texture %p, sampler_desc %p, context %p.\n", texture, sampler_desc, context);
+    TRACE("texture_gl %p, sampler_desc %p, context %p.\n", texture_gl, sampler_desc, context);
 
-    gl_tex = wined3d_texture_get_gl_texture(texture, texture->flags & WINED3D_TEXTURE_IS_SRGB);
+    gl_tex = wined3d_texture_gl_get_gl_texture(texture_gl, texture_gl->t.flags & WINED3D_TEXTURE_IS_SRGB);
 
     state = sampler_desc->address_u;
     if (state != gl_tex->sampler_desc.address_u)
@@ -1402,16 +1402,18 @@ void CDECL wined3d_texture_get_pitch(const struct wined3d_texture *texture,
 
 DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
 {
+    struct wined3d_resource *resource;
     DWORD old = texture->lod;
 
     TRACE("texture %p, lod %u.\n", texture, lod);
 
     /* The d3d9:texture test shows that SetLOD is ignored on non-managed
      * textures. The call always returns 0, and GetLOD always returns 0. */
-    if (!wined3d_resource_access_is_managed(texture->resource.access))
+    resource = &texture->resource;
+    if (!wined3d_resource_access_is_managed(resource->access))
     {
         TRACE("Ignoring LOD on texture with resource access %s.\n",
-                wined3d_debug_resource_access(texture->resource.access));
+                wined3d_debug_resource_access(resource->access));
         return 0;
     }
 
@@ -1420,14 +1422,14 @@ DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
 
     if (texture->lod != lod)
     {
-        struct wined3d_device *device = texture->resource.device;
+        struct wined3d_device *device = resource->device;
 
-        wined3d_resource_wait_idle(&texture->resource);
+        wined3d_resource_wait_idle(resource);
         texture->lod = lod;
 
-        texture->texture_rgb.base_level = ~0u;
-        texture->texture_srgb.base_level = ~0u;
-        if (texture->resource.bind_count)
+        wined3d_texture_gl(texture)->texture_rgb.base_level = ~0u;
+        wined3d_texture_gl(texture)->texture_srgb.base_level = ~0u;
+        if (resource->bind_count)
             wined3d_cs_emit_set_sampler_state(device->cs, texture->sampler, WINED3D_SAMP_MAX_MIP_LEVEL,
                     device->state.sampler_states[texture->sampler][WINED3D_SAMP_MAX_MIP_LEVEL]);
     }
@@ -1777,7 +1779,7 @@ void wined3d_texture_prepare_texture(struct wined3d_texture *texture, struct win
     }
     format_gl = wined3d_format_gl(format);
 
-    wined3d_texture_bind_and_dirtify(texture, context, srgb);
+    wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, srgb);
 
     if (srgb)
         internal = format_gl->srgb_internal;
@@ -2152,7 +2154,7 @@ void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int s
 
         for (i = 0; i < device->context_count; ++i)
         {
-            context_texture_update(device->contexts[i], texture);
+            context_texture_update(device->contexts[i], wined3d_texture_gl(texture));
         }
     }
 }
@@ -2773,8 +2775,8 @@ static BOOL texture1d_load_location(struct wined3d_texture *texture, unsigned in
                 struct wined3d_box src_box;
 
                 data.addr += sub_resource->offset;
-                wined3d_texture_bind_and_dirtify(texture, context,
-                        location == WINED3D_LOCATION_TEXTURE_SRGB);
+                wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture),
+                        context, location == WINED3D_LOCATION_TEXTURE_SRGB);
                 wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
                 wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box);
                 wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format,
@@ -2785,7 +2787,7 @@ static BOOL texture1d_load_location(struct wined3d_texture *texture, unsigned in
                 struct wined3d_const_bo_address data = {sub_resource->buffer_object, NULL};
                 struct wined3d_box src_box;
 
-                wined3d_texture_bind_and_dirtify(texture, context,
+                wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context,
                         location == WINED3D_LOCATION_TEXTURE_SRGB);
                 wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
                 wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box);
@@ -2806,9 +2808,9 @@ static BOOL texture1d_load_location(struct wined3d_texture *texture, unsigned in
 
                 data.addr += sub_resource->offset;
                 if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
-                    wined3d_texture_bind_and_dirtify(texture, context, FALSE);
+                    wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, FALSE);
                 else
-                    wined3d_texture_bind_and_dirtify(texture, context, TRUE);
+                    wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, TRUE);
 
                 wined3d_texture_download_data(texture, sub_resource_idx, context, &data);
                 ++texture->download_count;
@@ -2827,9 +2829,9 @@ static BOOL texture1d_load_location(struct wined3d_texture *texture, unsigned in
                 struct wined3d_bo_address data = {sub_resource->buffer_object, NULL};
 
                 if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
-                    wined3d_texture_bind_and_dirtify(texture, context, FALSE);
+                    wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, FALSE);
                 else
-                    wined3d_texture_bind_and_dirtify(texture, context, TRUE);
+                    wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, TRUE);
 
                 wined3d_texture_download_data(texture, sub_resource_idx, context, &data);
             }
@@ -3214,9 +3216,9 @@ static void texture3d_srgb_transfer(struct wined3d_texture *texture, unsigned in
 
     wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
     wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box);
-    wined3d_texture_bind_and_dirtify(texture, context, !dest_is_srgb);
+    wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, !dest_is_srgb);
     wined3d_texture_download_data(texture, sub_resource_idx, context, &data);
-    wined3d_texture_bind_and_dirtify(texture, context, dest_is_srgb);
+    wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, dest_is_srgb);
     wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format,
             &src_box, wined3d_const_bo_address(&data), row_pitch, slice_pitch, 0, 0, 0, FALSE);
 
@@ -3243,8 +3245,8 @@ static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned in
                 struct wined3d_box src_box;
 
                 data.addr += sub_resource->offset;
-                wined3d_texture_bind_and_dirtify(texture, context,
-                        location == WINED3D_LOCATION_TEXTURE_SRGB);
+                wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture),
+                        context, location == WINED3D_LOCATION_TEXTURE_SRGB);
                 wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
                 wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box);
                 wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format,
@@ -3255,8 +3257,8 @@ static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned in
                 struct wined3d_const_bo_address data = {sub_resource->buffer_object, NULL};
                 struct wined3d_box src_box;
 
-                wined3d_texture_bind_and_dirtify(texture, context,
-                        location == WINED3D_LOCATION_TEXTURE_SRGB);
+                wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture),
+                        context, location == WINED3D_LOCATION_TEXTURE_SRGB);
                 wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
                 wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box);
                 wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format,
@@ -3284,9 +3286,9 @@ static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned in
 
                 data.addr += sub_resource->offset;
                 if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
-                    wined3d_texture_bind_and_dirtify(texture, context, FALSE);
+                    wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, FALSE);
                 else
-                    wined3d_texture_bind_and_dirtify(texture, context, TRUE);
+                    wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, TRUE);
 
                 wined3d_texture_download_data(texture, sub_resource_idx, context, &data);
                 ++texture->download_count;
@@ -3305,9 +3307,9 @@ static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned in
                 struct wined3d_bo_address data = {sub_resource->buffer_object, NULL};
 
                 if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
-                    wined3d_texture_bind_and_dirtify(texture, context, FALSE);
+                    wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, FALSE);
                 else
-                    wined3d_texture_bind_and_dirtify(texture, context, TRUE);
+                    wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context, TRUE);
 
                 wined3d_texture_download_data(texture, sub_resource_idx, context, &data);
             }
@@ -3843,7 +3845,7 @@ void wined3d_texture_upload_from_texture(struct wined3d_texture *dst_texture, un
         wined3d_texture_prepare_texture(dst_texture, context, FALSE);
     else
         wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);
-    wined3d_texture_bind_and_dirtify(dst_texture, context, FALSE);
+    wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(dst_texture), context, FALSE);
 
     src_level = src_sub_resource_idx % src_texture->level_count;
     wined3d_texture_get_memory(src_texture, src_sub_resource_idx, &data,
@@ -3871,7 +3873,7 @@ void wined3d_texture_download_from_texture(struct wined3d_texture *dst_texture,
 
     wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location);
     wined3d_texture_get_memory(dst_texture, dst_sub_resource_idx, &data, dst_location);
-    wined3d_texture_bind_and_dirtify(src_texture, context,
+    wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(src_texture), context,
             !(src_texture->sub_resources[src_sub_resource_idx].locations & WINED3D_LOCATION_TEXTURE_RGB));
     wined3d_texture_download_data(src_texture, src_sub_resource_idx, context, &data);
 
diff --git a/dlls/wined3d/view.c b/dlls/wined3d/view.c
index 618b7454ed1..3b579a25f0f 100644
--- a/dlls/wined3d/view.c
+++ b/dlls/wined3d/view.c
@@ -166,7 +166,7 @@ static const struct wined3d_format *validate_resource_view(const struct wined3d_
 }
 
 static void create_texture_view(struct wined3d_gl_view *view, GLenum view_target,
-        const struct wined3d_view_desc *desc, struct wined3d_texture *texture,
+        const struct wined3d_view_desc *desc, struct wined3d_texture_gl *texture_gl,
         const struct wined3d_format *view_format)
 {
     const struct wined3d_format_gl *view_format_gl;
@@ -178,7 +178,7 @@ static void create_texture_view(struct wined3d_gl_view *view, GLenum view_target
     view_format_gl = wined3d_format_gl(view_format);
     view->target = view_target;
 
-    context = context_acquire(texture->resource.device, NULL, 0);
+    context = context_acquire(texture_gl->t.resource.device, NULL, 0);
     gl_info = context->gl_info;
 
     if (!gl_info->supported[ARB_TEXTURE_VIEW])
@@ -188,15 +188,15 @@ static void create_texture_view(struct wined3d_gl_view *view, GLenum view_target
         return;
     }
 
-    wined3d_texture_prepare_texture(texture, context, FALSE);
-    texture_name = wined3d_texture_get_texture_name(texture, context, FALSE);
+    wined3d_texture_prepare_texture(&texture_gl->t, context, FALSE);
+    texture_name = wined3d_texture_gl_get_texture_name(texture_gl, context, FALSE);
 
     level_idx = desc->u.texture.level_idx;
     layer_idx = desc->u.texture.layer_idx;
     layer_count = desc->u.texture.layer_count;
     if (view_target == GL_TEXTURE_3D)
     {
-        if (layer_idx || layer_count != wined3d_texture_get_level_depth(texture, level_idx))
+        if (layer_idx || layer_count != wined3d_texture_get_level_depth(&texture_gl->t, level_idx))
             FIXME("Depth slice (%u-%u) not supported.\n", layer_idx, layer_count);
         layer_idx = 0;
         layer_count = 1;
@@ -537,13 +537,13 @@ static void wined3d_render_target_view_cs_init(void *object)
     }
     else
     {
-        struct wined3d_texture *texture = texture_from_resource(resource);
+        struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture_from_resource(resource));
         unsigned int depth_or_layer_count;
 
         if (resource->type == WINED3D_RTYPE_TEXTURE_3D)
-            depth_or_layer_count = wined3d_texture_get_level_depth(texture, desc->u.texture.level_idx);
+            depth_or_layer_count = wined3d_texture_get_level_depth(&texture_gl->t, desc->u.texture.level_idx);
         else
-            depth_or_layer_count = texture->layer_count;
+            depth_or_layer_count = texture_gl->t.layer_count;
 
         if (resource->format->id != view->format->id
                 || (view->layer_count != 1 && view->layer_count != depth_or_layer_count))
@@ -558,13 +558,13 @@ static void wined3d_render_target_view_cs_init(void *object)
                         debug_d3dformat(resource->format->id), debug_d3dformat(view->format->id));
                 return;
             }
-            if (texture->swapchain && texture->swapchain->desc.backbuffer_count > 1)
+            if (texture_gl->t.swapchain && texture_gl->t.swapchain->desc.backbuffer_count > 1)
             {
                 FIXME("Swapchain views not supported.\n");
                 return;
             }
 
-            create_texture_view(&view->gl_view, texture->target, desc, texture, view->format);
+            create_texture_view(&view->gl_view, texture_gl->t.target, desc, texture_gl, view->format);
         }
     }
 }
@@ -742,32 +742,32 @@ static void wined3d_shader_resource_view_cs_init(void *object)
     }
     else
     {
-        struct wined3d_texture *texture = texture_from_resource(resource);
+        struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture_from_resource(resource));
         GLenum resource_class, view_class;
 
         resource_class = wined3d_format_gl(resource->format)->view_class;
         view_class = wined3d_format_gl(view_format)->view_class;
-        view_target = get_texture_view_target(gl_info, desc, texture);
+        view_target = get_texture_view_target(gl_info, desc, &texture_gl->t);
 
-        if (resource->format->id == view_format->id && texture->target == view_target
-                && !desc->u.texture.level_idx && desc->u.texture.level_count == texture->level_count
-                && !desc->u.texture.layer_idx && desc->u.texture.layer_count == texture->layer_count
+        if (resource->format->id == view_format->id && texture_gl->t.target == view_target
+                && !desc->u.texture.level_idx && desc->u.texture.level_count == texture_gl->t.level_count
+                && !desc->u.texture.layer_idx && desc->u.texture.layer_count == texture_gl->t.layer_count
                 && !is_stencil_view_format(view_format))
         {
             TRACE("Creating identity shader resource view.\n");
         }
-        else if (texture->swapchain && texture->swapchain->desc.backbuffer_count > 1)
+        else if (texture_gl->t.swapchain && texture_gl->t.swapchain->desc.backbuffer_count > 1)
         {
             FIXME("Swapchain shader resource views not supported.\n");
         }
         else if (resource->format->typeless_id == view_format->typeless_id
                 && resource_class == view_class)
         {
-            create_texture_view(&view->gl_view, view_target, desc, texture, view_format);
+            create_texture_view(&view->gl_view, view_target, desc, texture_gl, view_format);
         }
         else if (wined3d_format_is_depth_view(resource->format->id, view_format->id))
         {
-            create_texture_view(&view->gl_view, view_target, desc, texture, resource->format);
+            create_texture_view(&view->gl_view, view_target, desc, texture_gl, resource->format);
         }
         else
         {
@@ -826,7 +826,7 @@ void wined3d_shader_resource_view_bind(struct wined3d_shader_resource_view *view
         unsigned int unit, struct wined3d_sampler *sampler, struct wined3d_context *context)
 {
     const struct wined3d_gl_info *gl_info = context->gl_info;
-    struct wined3d_texture *texture;
+    struct wined3d_texture_gl *texture_gl;
 
     context_active_texture(context, gl_info, unit);
 
@@ -843,9 +843,9 @@ void wined3d_shader_resource_view_bind(struct wined3d_shader_resource_view *view
         return;
     }
 
-    texture = wined3d_texture_from_resource(view->resource);
-    wined3d_texture_bind(texture, context, FALSE);
-    wined3d_sampler_bind(sampler, unit, texture, context);
+    texture_gl = wined3d_texture_gl(wined3d_texture_from_resource(view->resource));
+    wined3d_texture_gl_bind(texture_gl, context, FALSE);
+    wined3d_sampler_bind(sampler, unit, texture_gl, context);
 }
 
 /* Context activation is done by the caller. */
@@ -868,9 +868,9 @@ static void shader_resource_view_bind_and_dirtify(struct wined3d_shader_resource
 
 void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *view)
 {
-    struct wined3d_texture *texture = texture_from_resource(view->resource);
     unsigned int i, j, layer_count, level_count, base_level, max_level;
     const struct wined3d_gl_info *gl_info;
+    struct wined3d_texture_gl *texture_gl;
     struct wined3d_context *context;
     struct gl_texture *gl_tex;
     DWORD location;
@@ -885,10 +885,11 @@ void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *
     base_level = view->desc.u.texture.level_idx;
     max_level = base_level + level_count - 1;
 
-    srgb = !!(texture->flags & WINED3D_TEXTURE_IS_SRGB);
+    texture_gl = wined3d_texture_gl(texture_from_resource(view->resource));
+    srgb = !!(texture_gl->t.flags & WINED3D_TEXTURE_IS_SRGB);
     location = srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
     for (i = 0; i < layer_count; ++i)
-        wined3d_texture_load_location(texture, i * level_count + base_level, context, location);
+        wined3d_texture_load_location(&texture_gl->t, i * level_count + base_level, context, location);
 
     if (view->gl_view.name)
     {
@@ -896,37 +897,38 @@ void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *
     }
     else
     {
-        wined3d_texture_bind_and_dirtify(texture, context, srgb);
-        gl_info->gl_ops.gl.p_glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, base_level);
-        gl_info->gl_ops.gl.p_glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, max_level);
+        wined3d_texture_gl_bind_and_dirtify(texture_gl, context, srgb);
+        gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->t.target, GL_TEXTURE_BASE_LEVEL, base_level);
+        gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->t.target, GL_TEXTURE_MAX_LEVEL, max_level);
     }
 
     if (gl_info->supported[ARB_SAMPLER_OBJECTS])
         GL_EXTCALL(glBindSampler(context->active_texture, 0));
-    gl_tex = wined3d_texture_get_gl_texture(texture, srgb);
+    gl_tex = wined3d_texture_gl_get_gl_texture(texture_gl, srgb);
     if (context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
     {
-        gl_info->gl_ops.gl.p_glTexParameteri(texture->target, GL_TEXTURE_SRGB_DECODE_EXT,
+        gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->t.target, GL_TEXTURE_SRGB_DECODE_EXT,
                 GL_SKIP_DECODE_EXT);
         gl_tex->sampler_desc.srgb_decode = FALSE;
     }
 
-    gl_info->fbo_ops.glGenerateMipmap(texture->target);
+    gl_info->fbo_ops.glGenerateMipmap(texture_gl->t.target);
     checkGLcall("glGenerateMipMap()");
 
     for (i = 0; i < layer_count; ++i)
     {
         for (j = base_level + 1; j <= max_level; ++j)
         {
-            wined3d_texture_validate_location(texture, i * level_count + j, location);
-            wined3d_texture_invalidate_location(texture, i * level_count + j, ~location);
+            wined3d_texture_validate_location(&texture_gl->t, i * level_count + j, location);
+            wined3d_texture_invalidate_location(&texture_gl->t, i * level_count + j, ~location);
         }
     }
 
     if (!view->gl_view.name)
     {
         gl_tex->base_level = base_level;
-        gl_info->gl_ops.gl.p_glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
+        gl_info->gl_ops.gl.p_glTexParameteri(texture_gl->t.target,
+                GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1);
     }
 
     context_release(context);
@@ -1129,18 +1131,18 @@ static void wined3d_unordered_access_view_cs_init(void *object)
     }
     else
     {
-        struct wined3d_texture *texture = texture_from_resource(resource);
+        struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture_from_resource(resource));
         unsigned int depth_or_layer_count;
 
         if (resource->type == WINED3D_RTYPE_TEXTURE_3D)
-            depth_or_layer_count = wined3d_texture_get_level_depth(texture, desc->u.texture.level_idx);
+            depth_or_layer_count = wined3d_texture_get_level_depth(&texture_gl->t, desc->u.texture.level_idx);
         else
-            depth_or_layer_count = texture->layer_count;
+            depth_or_layer_count = texture_gl->t.layer_count;
 
         if (desc->u.texture.layer_idx || desc->u.texture.layer_count != depth_or_layer_count)
         {
-            create_texture_view(&view->gl_view, get_texture_view_target(gl_info, desc, texture),
-                    desc, texture, view->format);
+            create_texture_view(&view->gl_view, get_texture_view_target(gl_info, desc, &texture_gl->t),
+                    desc, texture_gl, view->format);
         }
     }
 }
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index e4cd7d39984..861c6475420 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -72,6 +72,12 @@
 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING     0x00000100
 #define WINED3D_QUIRK_BROKEN_ARB_FOG            0x00000200
 
+struct fragment_pipeline;
+struct wined3d_context;
+struct wined3d_state;
+struct wined3d_texture_gl;
+struct wined3d_vertex_pipe_ops;
+
 enum wined3d_ffp_idx
 {
     WINED3D_FFP_POSITION = 0,
@@ -1392,11 +1398,6 @@ struct gs_compile_args
     DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE];
 };
 
-struct wined3d_context;
-struct wined3d_state;
-struct fragment_pipeline;
-struct wined3d_vertex_pipe_ops;
-
 struct wined3d_shader_backend_ops
 {
     void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
@@ -2166,10 +2167,10 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, stru
         const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN;
 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
-void context_draw_shaded_quad(struct wined3d_context *context, struct wined3d_texture *texture,
+void context_draw_shaded_quad(struct wined3d_context *context, struct wined3d_texture_gl *texture_gl,
         unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
         enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
-void context_draw_textured_quad(struct wined3d_context *context, struct wined3d_texture *texture,
+void context_draw_textured_quad(struct wined3d_context *context, struct wined3d_texture_gl *texture_gl,
         unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
         enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
 void context_enable_clip_distances(struct wined3d_context *context, unsigned int mask) DECLSPEC_HIDDEN;
@@ -2202,7 +2203,8 @@ void context_state_drawbuf(struct wined3d_context *context,
         const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
 void context_state_fb(struct wined3d_context *context,
         const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
-void context_texture_update(struct wined3d_context *context, const struct wined3d_texture *texture) DECLSPEC_HIDDEN;
+void context_texture_update(struct wined3d_context *context,
+        const struct wined3d_texture_gl *texture_gl) DECLSPEC_HIDDEN;
 void context_unload_tex_coords(const struct wined3d_context *context) DECLSPEC_HIDDEN;
 void context_unmap_bo_address(struct wined3d_context *context,
         const struct wined3d_bo_address *data, GLenum binding) DECLSPEC_HIDDEN;
@@ -3169,13 +3171,6 @@ void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DEC
 #define RESOURCE_ALIGNMENT 16
 #define WINED3D_CONSTANT_BUFFER_ALIGNMENT 16
 
-struct gl_texture
-{
-    struct wined3d_sampler_desc sampler_desc;
-    unsigned int base_level;
-    GLuint name;
-};
-
 struct wined3d_blt_info
 {
     GLenum bind_target;
@@ -3211,7 +3206,6 @@ struct wined3d_texture
 {
     struct wined3d_resource resource;
     const struct wined3d_texture_ops *texture_ops;
-    struct gl_texture texture_rgb, texture_srgb;
     struct wined3d_swapchain *swapchain;
     unsigned int pow2_width;
     unsigned int pow2_height;
@@ -3296,12 +3290,6 @@ static inline GLenum wined3d_texture_get_sub_resource_target(const struct wined3
             ? cube_targets[sub_resource_idx / texture->level_count] : texture->target;
 }
 
-static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
-        BOOL srgb)
-{
-    return srgb ? &texture->texture_srgb : &texture->texture_rgb;
-}
-
 static inline unsigned int wined3d_texture_get_level_width(const struct wined3d_texture *texture,
         unsigned int level)
 {
@@ -3358,12 +3346,6 @@ BOOL texture2d_load_sysmem(struct wined3d_texture *texture, unsigned int sub_res
 BOOL texture2d_load_texture(struct wined3d_texture *texture, unsigned int sub_resource_idx,
         struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
 
-void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
-        const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context) DECLSPEC_HIDDEN;
-void wined3d_texture_bind(struct wined3d_texture *texture,
-        struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
-void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
-        struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
 HRESULT wined3d_texture_check_box_dimensions(const struct wined3d_texture *texture,
         unsigned int level, const struct wined3d_box *box) DECLSPEC_HIDDEN;
 void wined3d_texture_download_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
@@ -3400,10 +3382,19 @@ void wined3d_texture_validate_location(struct wined3d_texture *texture,
 
 void wined3d_gl_texture_swizzle_from_color_fixup(GLint swizzle[4], struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
 
+struct gl_texture
+{
+    struct wined3d_sampler_desc sampler_desc;
+    unsigned int base_level;
+    GLuint name;
+};
+
 struct wined3d_texture_gl
 {
     struct wined3d_texture t;
 
+    struct gl_texture texture_rgb, texture_srgb;
+
     GLuint rb_multisample;
     GLuint rb_resolved;
 
@@ -3416,6 +3407,18 @@ static inline struct wined3d_texture_gl *wined3d_texture_gl(struct wined3d_textu
     return CONTAINING_RECORD(texture, struct wined3d_texture_gl, t);
 }
 
+static inline struct gl_texture *wined3d_texture_gl_get_gl_texture(struct wined3d_texture_gl *texture_gl,
+        BOOL srgb)
+{
+    return srgb ? &texture_gl->texture_srgb : &texture_gl->texture_rgb;
+}
+
+void wined3d_texture_gl_apply_sampler_desc(struct wined3d_texture_gl *texture_gl,
+        const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context) DECLSPEC_HIDDEN;
+void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
+        struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
+void wined3d_texture_gl_bind_and_dirtify(struct wined3d_texture_gl *texture_gl,
+        struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
 void wined3d_texture_gl_set_compatible_renderbuffer(struct wined3d_texture_gl *texture_gl,
         struct wined3d_context *context, unsigned int level,
         const struct wined3d_rendertarget_info *rt) DECLSPEC_HIDDEN;
@@ -3476,7 +3479,7 @@ struct wined3d_sampler
 };
 
 void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit,
-        struct wined3d_texture *texture, const struct wined3d_context *context) DECLSPEC_HIDDEN;
+        struct wined3d_texture_gl *texture_gl, const struct wined3d_context *context) DECLSPEC_HIDDEN;
 
 struct wined3d_vertex_declaration_element
 {
@@ -4506,11 +4509,11 @@ static inline BOOL needs_srgb_write(const struct wined3d_context *context,
             && fb->render_targets[0] && fb->render_targets[0]->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
 }
 
-static inline GLuint wined3d_texture_get_texture_name(const struct wined3d_texture *texture,
+static inline GLuint wined3d_texture_gl_get_texture_name(const struct wined3d_texture_gl *texture_gl,
         const struct wined3d_context *context, BOOL srgb)
 {
-    return srgb && needs_separate_srgb_gl_texture(context, texture)
-            ? texture->texture_srgb.name : texture->texture_rgb.name;
+    return srgb && needs_separate_srgb_gl_texture(context, &texture_gl->t)
+            ? texture_gl->texture_srgb.name : texture_gl->texture_rgb.name;
 }
 
 static inline BOOL can_use_texture_swizzle(const struct wined3d_gl_info *gl_info, const struct wined3d_format *format)
-- 
2.11.0




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