[PATCH 6/6] wined3d: Pass a wined3d_context_gl structure to context_bind_texture().

Henri Verbeet hverbeet at codeweavers.com
Tue May 7 05:30:11 CDT 2019


Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
 dlls/wined3d/context.c         | 28 ++++++++++++++--------------
 dlls/wined3d/state.c           |  3 ++-
 dlls/wined3d/surface.c         | 18 +++++++++++-------
 dlls/wined3d/texture.c         |  5 +++--
 dlls/wined3d/view.c            | 16 +++++++++++-----
 dlls/wined3d/wined3d_private.h |  3 ++-
 6 files changed, 43 insertions(+), 30 deletions(-)

diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 5cc0c57a514..9aa78f591a7 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -2528,22 +2528,20 @@ void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint nam
     GL_EXTCALL(glBindBuffer(binding, name));
 }
 
-void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name)
+void wined3d_context_gl_bind_texture(struct wined3d_context_gl *context_gl, GLenum target, GLuint name)
 {
-    const struct wined3d_dummy_textures *textures = &wined3d_device_gl(context->device)->dummy_textures;
-    const struct wined3d_gl_info *gl_info = context->gl_info;
-    DWORD unit = context->active_texture;
-    DWORD old_texture_type = context->texture_type[unit];
+    const struct wined3d_dummy_textures *textures = &wined3d_device_gl(context_gl->c.device)->dummy_textures;
+    const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
+    GLenum old_texture_type;
+    unsigned int unit;
 
     if (name)
-    {
         gl_info->gl_ops.gl.p_glBindTexture(target, name);
-    }
     else
-    {
         target = GL_NONE;
-    }
 
+    unit = context_gl->c.active_texture;
+    old_texture_type = context_gl->c.texture_type[unit];
     if (old_texture_type != target)
     {
         switch (old_texture_type)
@@ -2588,7 +2586,7 @@ void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint
                 ERR("Unexpected texture target %#x.\n", old_texture_type);
         }
 
-        context->texture_type[unit] = target;
+        context_gl->c.texture_type[unit] = target;
     }
 
     checkGLcall("bind texture");
@@ -5558,6 +5556,7 @@ void context_draw_shaded_quad(struct wined3d_context *context, struct wined3d_te
         unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
         enum wined3d_texture_filter_type filter)
 {
+    struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
     const struct wined3d_gl_info *gl_info = context->gl_info;
     struct wined3d_blt_info info;
     unsigned int level, w, h, i;
@@ -5572,7 +5571,7 @@ void context_draw_shaded_quad(struct wined3d_context *context, struct wined3d_te
     texture2d_get_blt_info(texture_gl, sub_resource_idx, src_rect, &info);
 
     level = sub_resource_idx % texture_gl->t.level_count;
-    context_bind_texture(context, info.bind_target, texture_gl->texture_rgb.name);
+    wined3d_context_gl_bind_texture(context_gl, 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);
 
@@ -5635,7 +5634,7 @@ 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_gl->t.level_count - 1);
-    context_bind_texture(context, info.bind_target, 0);
+    wined3d_context_gl_bind_texture(context_gl, info.bind_target, 0);
 }
 
 /* Context activation is done by the caller. */
@@ -5643,6 +5642,7 @@ void context_draw_textured_quad(struct wined3d_context *context, struct wined3d_
         unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
         enum wined3d_texture_filter_type filter)
 {
+    struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
     const struct wined3d_gl_info *gl_info = context->gl_info;
     struct wined3d_blt_info info;
     unsigned int level;
@@ -5653,7 +5653,7 @@ void context_draw_textured_quad(struct wined3d_context *context, struct wined3d_
     checkGLcall("glEnable(bind_target)");
 
     level = sub_resource_idx % texture_gl->t.level_count;
-    context_bind_texture(context, info.bind_target, texture_gl->texture_rgb.name);
+    wined3d_context_gl_bind_texture(context_gl, 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);
@@ -5675,5 +5675,5 @@ void context_draw_textured_quad(struct wined3d_context *context, struct wined3d_
     gl_info->gl_ops.gl.p_glEnd();
 
     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);
+    wined3d_context_gl_bind_texture(context_gl, info.bind_target, 0);
 }
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index d995fe89b0a..f2ae39e565b 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -3596,6 +3596,7 @@ static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc
  * texture states. */
 static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
 {
+    struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
     DWORD sampler_idx = state_id - STATE_SAMPLER(0);
     DWORD mapped_stage = context->tex_unit_map[sampler_idx];
     const struct wined3d_gl_info *gl_info = context->gl_info;
@@ -3653,7 +3654,7 @@ static void sampler(struct wined3d_context *context, const struct wined3d_state
     }
     else
     {
-        context_bind_texture(context, GL_NONE, 0);
+        wined3d_context_gl_bind_texture(context_gl, GL_NONE, 0);
         if (gl_info->supported[ARB_SAMPLER_OBJECTS])
         {
             GL_EXTCALL(glBindSampler(mapped_stage, 0));
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 48ca35bb3b3..2c5ea75ebbb 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -888,6 +888,7 @@ static void fb_copy_to_texture_direct(struct wined3d_texture_gl *dst_texture, un
     struct wined3d_device *device = dst_texture->t.resource.device;
     unsigned int src_height, src_level, dst_level;
     const struct wined3d_gl_info *gl_info;
+    struct wined3d_context_gl *context_gl;
     float xrel, yrel;
     struct wined3d_context *context;
     BOOL upsidedown = FALSE;
@@ -905,12 +906,13 @@ static void fb_copy_to_texture_direct(struct wined3d_texture_gl *dst_texture, un
     }
 
     context = context_acquire(device, &src_texture->t, src_sub_resource_idx);
+    context_gl = wined3d_context_gl(context);
     gl_info = context->gl_info;
     context_apply_blit_state(context, device);
     wined3d_texture_load(&dst_texture->t, context, FALSE);
 
     /* Bind the target texture */
-    context_bind_texture(context, dst_texture->target, dst_texture->texture_rgb.name);
+    wined3d_context_gl_bind_texture(context_gl, dst_texture->target, dst_texture->texture_rgb.name);
     if (wined3d_resource_is_offscreen(&src_texture->t.resource))
     {
         TRACE("Reading from an offscreen target\n");
@@ -1008,6 +1010,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_texture_gl *dst_texture,
     GLuint src, backup = 0;
     float left, right, top, bottom; /* Texture coordinates */
     const struct wined3d_gl_info *gl_info;
+    struct wined3d_context_gl *context_gl;
     struct wined3d_context *context;
     GLenum drawBuffer = GL_BACK;
     GLenum offscreen_buffer;
@@ -1023,6 +1026,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_texture_gl *dst_texture,
 
     /* Activate the Proper context for reading from the source surface, set it up for blitting */
     context = context_acquire(device, &src_texture->t, src_sub_resource_idx);
+    context_gl = wined3d_context_gl(context);
     gl_info = context->gl_info;
     context_apply_ffp_blit_state(context, device);
     wined3d_texture_load(&dst_texture->t, context, FALSE);
@@ -1060,7 +1064,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_texture_gl *dst_texture,
     {
         gl_info->gl_ops.gl.p_glGenTextures(1, &backup);
         checkGLcall("glGenTextures");
-        context_bind_texture(context, GL_TEXTURE_2D, backup);
+        wined3d_context_gl_bind_texture(context_gl, GL_TEXTURE_2D, backup);
         texture_target = GL_TEXTURE_2D;
     }
     else
@@ -1069,7 +1073,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_texture_gl *dst_texture,
          * we are reading from the back buffer, the backup can be used as source texture
          */
         texture_target = src_target;
-        context_bind_texture(context, texture_target, src_texture->texture_rgb.name);
+        wined3d_context_gl_bind_texture(context_gl, texture_target, src_texture->texture_rgb.name);
         gl_info->gl_ops.gl.p_glEnable(texture_target);
         checkGLcall("glEnable(texture_target)");
 
@@ -1121,7 +1125,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_texture_gl *dst_texture,
 
         gl_info->gl_ops.gl.p_glGenTextures(1, &src);
         checkGLcall("glGenTextures(1, &src)");
-        context_bind_texture(context, GL_TEXTURE_2D, src);
+        wined3d_context_gl_bind_texture(context_gl, GL_TEXTURE_2D, src);
 
         /* TODO: Only copy the part that will be read. Use src_rect->left,
          * src_rect->bottom as origin, but with the width watch out for power
@@ -1204,7 +1208,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_texture_gl *dst_texture,
     }
 
     /* Now read the stretched and upside down image into the destination texture */
-    context_bind_texture(context, texture_target, dst_texture->texture_rgb.name);
+    wined3d_context_gl_bind_texture(context_gl, texture_target, dst_texture->texture_rgb.name);
     gl_info->gl_ops.gl.p_glCopyTexSubImage2D(texture_target,
                         0,
                         dst_rect.left, dst_rect.top, /* xoffset, yoffset */
@@ -1223,7 +1227,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_texture_gl *dst_texture,
                 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
                 texture_target = GL_TEXTURE_2D;
             }
-            context_bind_texture(context, GL_TEXTURE_2D, backup);
+            wined3d_context_gl_bind_texture(context_gl, GL_TEXTURE_2D, backup);
         }
         else
         {
@@ -1233,7 +1237,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_texture_gl *dst_texture,
                 gl_info->gl_ops.gl.p_glEnable(src_target);
                 texture_target = src_target;
             }
-            context_bind_texture(context, src_target, src_texture->texture_rgb.name);
+            wined3d_context_gl_bind_texture(context_gl, src_target, src_texture->texture_rgb.name);
         }
 
         gl_info->gl_ops.gl.p_glBegin(GL_QUADS);
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 949492063d2..b72b8415388 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -928,6 +928,7 @@ void wined3d_gl_texture_swizzle_from_color_fixup(GLint swizzle[4], struct color_
 void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
         struct wined3d_context *context, BOOL srgb)
 {
+    struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
     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;
@@ -950,7 +951,7 @@ void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
 
     if (gl_tex->name)
     {
-        context_bind_texture(context, target, gl_tex->name);
+        wined3d_context_gl_bind_texture(context_gl, target, gl_tex->name);
         return;
     }
 
@@ -986,7 +987,7 @@ void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
     gl_tex->base_level = 0;
     wined3d_texture_set_dirty(&texture_gl->t);
 
-    context_bind_texture(context, target, gl_tex->name);
+    wined3d_context_gl_bind_texture(context_gl, target, gl_tex->name);
 
     /* For a new texture we have to set the texture levels after binding the
      * texture. Beware that texture rectangles do not support mipmapping, but
diff --git a/dlls/wined3d/view.c b/dlls/wined3d/view.c
index 0cfadf7329b..7815e3963a1 100644
--- a/dlls/wined3d/view.c
+++ b/dlls/wined3d/view.c
@@ -172,6 +172,7 @@ static void create_texture_view(struct wined3d_gl_view *view, GLenum view_target
     const struct wined3d_format_gl *view_format_gl;
     unsigned int level_idx, layer_idx, layer_count;
     const struct wined3d_gl_info *gl_info;
+    struct wined3d_context_gl *context_gl;
     struct wined3d_context *context;
     GLuint texture_name;
 
@@ -179,6 +180,7 @@ static void create_texture_view(struct wined3d_gl_view *view, GLenum view_target
     view->target = view_target;
 
     context = context_acquire(texture_gl->t.resource.device, NULL, 0);
+    context_gl = wined3d_context_gl(context);
     gl_info = context->gl_info;
 
     if (!gl_info->supported[ARB_TEXTURE_VIEW])
@@ -218,7 +220,7 @@ static void create_texture_view(struct wined3d_gl_view *view, GLenum view_target
             return;
         }
 
-        context_bind_texture(context, view->target, view->name);
+        wined3d_context_gl_bind_texture(context_gl, view->target, view->name);
         gl_info->gl_ops.gl.p_glTexParameteriv(view->target, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
         gl_info->gl_ops.gl.p_glTexParameteri(view->target, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_STENCIL_INDEX);
         checkGLcall("initialize stencil view");
@@ -230,7 +232,7 @@ static void create_texture_view(struct wined3d_gl_view *view, GLenum view_target
     {
         GLint swizzle[4];
 
-        context_bind_texture(context, view->target, view->name);
+        wined3d_context_gl_bind_texture(context_gl, view->target, view->name);
         wined3d_gl_texture_swizzle_from_color_fixup(swizzle, view_format->color_fixup);
         gl_info->gl_ops.gl.p_glTexParameteriv(view->target, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
         checkGLcall("set format swizzle");
@@ -246,6 +248,7 @@ static void create_buffer_texture(struct wined3d_gl_view *view, struct wined3d_c
         struct wined3d_buffer *buffer, const struct wined3d_format *view_format,
         unsigned int offset, unsigned int size)
 {
+    struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
     const struct wined3d_gl_info *gl_info = context->gl_info;
     const struct wined3d_format_gl *view_format_gl;
 
@@ -268,7 +271,7 @@ static void create_buffer_texture(struct wined3d_gl_view *view, struct wined3d_c
     view->target = GL_TEXTURE_BUFFER;
     gl_info->gl_ops.gl.p_glGenTextures(1, &view->name);
 
-    context_bind_texture(context, GL_TEXTURE_BUFFER, view->name);
+    wined3d_context_gl_bind_texture(context_gl, GL_TEXTURE_BUFFER, view->name);
     if (gl_info->supported[ARB_TEXTURE_BUFFER_RANGE])
     {
         GL_EXTCALL(glTexBufferRange(GL_TEXTURE_BUFFER, view_format_gl->internal,
@@ -827,6 +830,7 @@ HRESULT CDECL wined3d_shader_resource_view_create(const struct wined3d_view_desc
 void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl *view_gl,
         unsigned int unit, struct wined3d_sampler *sampler, struct wined3d_context *context)
 {
+    struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
     const struct wined3d_gl_info *gl_info = context->gl_info;
     struct wined3d_texture_gl *texture_gl;
 
@@ -834,7 +838,7 @@ void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl
 
     if (view_gl->gl_view.name)
     {
-        context_bind_texture(context, view_gl->gl_view.target, view_gl->gl_view.name);
+        wined3d_context_gl_bind_texture(context_gl, view_gl->gl_view.target, view_gl->gl_view.name);
         wined3d_sampler_bind(sampler, unit, NULL, context);
         return;
     }
@@ -854,6 +858,8 @@ void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl
 static void shader_resource_view_gl_bind_and_dirtify(struct wined3d_shader_resource_view_gl *view_gl,
         struct wined3d_context *context)
 {
+    struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
+
     if (context->active_texture < ARRAY_SIZE(context->rev_tex_unit_map))
     {
         DWORD active_sampler = context->rev_tex_unit_map[context->active_texture];
@@ -865,7 +871,7 @@ static void shader_resource_view_gl_bind_and_dirtify(struct wined3d_shader_resou
     context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
     context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
 
-    context_bind_texture(context, view_gl->gl_view.target, view_gl->gl_view.name);
+    wined3d_context_gl_bind_texture(context_gl, view_gl->gl_view.target, view_gl->gl_view.name);
 }
 
 void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *view)
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 3934fba4acd..5151a684706 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2044,6 +2044,8 @@ static inline struct wined3d_context_gl *wined3d_context_gl(struct wined3d_conte
     return CONTAINING_RECORD(context, struct wined3d_context_gl, c);
 }
 
+void wined3d_context_gl_bind_texture(struct wined3d_context_gl *context_gl,
+        GLenum target, GLuint name) DECLSPEC_HIDDEN;
 void wined3d_context_gl_cleanup(struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
 HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl,
         struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
@@ -2203,7 +2205,6 @@ void context_active_texture(struct wined3d_context *context, const struct wined3
         unsigned int unit) DECLSPEC_HIDDEN;
 void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name) DECLSPEC_HIDDEN;
 void context_bind_dummy_textures(const struct wined3d_context *context) DECLSPEC_HIDDEN;
-void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
 void context_copy_bo_address(struct wined3d_context *context,
         const struct wined3d_bo_address *dst, GLenum dst_binding,
-- 
2.11.0




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