[PATCH 5/5] wined3d: Get rid of the WINED3DSRGB enum.

Henri Verbeet hverbeet at codeweavers.com
Fri Nov 22 03:45:04 CST 2013


---
 dlls/wined3d/arb_program_shader.c |    2 +-
 dlls/wined3d/context.c            |   10 ++++------
 dlls/wined3d/device.c             |    2 +-
 dlls/wined3d/surface.c            |    8 ++++----
 dlls/wined3d/texture.c            |   26 +++++---------------------
 dlls/wined3d/wined3d_private.h    |    9 +--------
 6 files changed, 16 insertions(+), 41 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 96bd1b6..470d9a0 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -7469,7 +7469,7 @@ HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
         src_rect.bottom = src_surface->resource.height - src_rect.bottom;
     }
     else
-        wined3d_texture_load(src_surface->container, context, SRGB_RGB);
+        wined3d_texture_load(src_surface->container, context, FALSE);
 
     context_apply_blit_state(context, device);
 
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 3e62839..129926a 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -2124,7 +2124,7 @@ void context_apply_blit_state(struct wined3d_context *context, const struct wine
 
         if (context->render_offscreen)
         {
-            wined3d_texture_load(rt->container, context, SRGB_RGB);
+            wined3d_texture_load(rt->container, context, FALSE);
 
             context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, rt, NULL, rt->draw_binding);
             if (rt->resource.format->id != WINED3DFMT_NULL)
@@ -2791,13 +2791,11 @@ static void context_preload_texture(struct wined3d_context *context,
         const struct wined3d_state *state, unsigned int idx)
 {
     struct wined3d_texture *texture;
-    enum WINED3DSRGB srgb;
 
     if (!(texture = state->textures[idx]))
         return;
 
-    srgb = state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE] ? SRGB_SRGB : SRGB_RGB;
-    wined3d_texture_load(texture, context, srgb);
+    wined3d_texture_load(texture, context, state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE]);
 }
 
 /* Context activation is done by the caller. */
@@ -2942,8 +2940,8 @@ static void context_setup_target(struct wined3d_context *context, struct wined3d
 
             /* Read the back buffer of the old drawable into the destination texture. */
             if (texture->texture_srgb.name)
-                wined3d_texture_load(texture, context, SRGB_SRGB);
-            wined3d_texture_load(texture, context, SRGB_RGB);
+                wined3d_texture_load(texture, context, TRUE);
+            wined3d_texture_load(texture, context, FALSE);
             surface_invalidate_location(context->current_rt, SFLAG_INDRAWABLE);
         }
     }
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index ed5e61c..83b97e7 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3402,7 +3402,7 @@ HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
 
     /* Make sure that the destination texture is loaded. */
     context = context_acquire(device, NULL);
-    wined3d_texture_load(dst_texture, context, SRGB_RGB);
+    wined3d_texture_load(dst_texture, context, FALSE);
     context_release(context);
 
     /* Update every surface level of the texture. */
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index df83fc6..6f6b5de 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -4085,7 +4085,7 @@ static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struc
     context = context_acquire(device, src_surface);
     gl_info = context->gl_info;
     context_apply_blit_state(context, device);
-    wined3d_texture_load(dst_surface->container, context, SRGB_RGB);
+    wined3d_texture_load(dst_surface->container, context, FALSE);
 
     /* Bind the target texture */
     context_bind_texture(context, dst_surface->container->target, dst_surface->container->texture_rgb.name);
@@ -4193,14 +4193,14 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
     context = context_acquire(device, src_surface);
     gl_info = context->gl_info;
     context_apply_blit_state(context, device);
-    wined3d_texture_load(dst_surface->container, context, SRGB_RGB);
+    wined3d_texture_load(dst_surface->container, context, FALSE);
 
     src_offscreen = surface_is_offscreen(src_surface);
     noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
     if (!noBackBufferBackup && !src_surface->container->texture_rgb.name)
     {
         /* Get it a description */
-        wined3d_texture_load(src_surface->container, context, SRGB_RGB);
+        wined3d_texture_load(src_surface->container, context, FALSE);
     }
 
     /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
@@ -4489,7 +4489,7 @@ static void surface_blt_to_drawable(const struct wined3d_device *device,
     /* Make sure the surface is up-to-date. This should probably use
      * surface_load_location() and worry about the destination surface too,
      * unless we're overwriting it completely. */
-    wined3d_texture_load(src_surface->container, context, SRGB_RGB);
+    wined3d_texture_load(src_surface->container, context, FALSE);
 
     /* Activate the destination context, set it up for blitting */
     context_apply_blit_state(context, device);
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 755335f..6256b91 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -510,35 +510,19 @@ DWORD CDECL wined3d_texture_get_priority(const struct wined3d_texture *texture)
 
 /* Context activation is done by the caller */
 void wined3d_texture_load(struct wined3d_texture *texture,
-        struct wined3d_context *context, enum WINED3DSRGB srgb)
+        struct wined3d_context *context, BOOL srgb)
 {
     UINT sub_count = texture->level_count * texture->layer_count;
     const struct wined3d_gl_info *gl_info = context->gl_info;
-    BOOL srgb_mode;
     DWORD flag;
     UINT i;
 
     TRACE("texture %p, srgb %#x.\n", texture, srgb);
 
     if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
-        srgb = SRGB_RGB;
-
-    switch (srgb)
-    {
-        case SRGB_RGB:
-            srgb_mode = FALSE;
-            break;
-
-        case SRGB_SRGB:
-            srgb_mode = TRUE;
-            break;
-
-        default:
-            srgb_mode = texture->flags & WINED3D_TEXTURE_IS_SRGB;
-            break;
-    }
+        srgb = FALSE;
 
-    if (srgb_mode)
+    if (srgb)
         flag = WINED3D_TEXTURE_SRGB_VALID;
     else
         flag = WINED3D_TEXTURE_RGB_VALID;
@@ -552,7 +536,7 @@ void wined3d_texture_load(struct wined3d_texture *texture,
     /* Reload the surfaces if the texture is marked dirty. */
     for (i = 0; i < sub_count; ++i)
     {
-        texture->texture_ops->texture_sub_resource_load(texture->sub_resources[i], context, srgb_mode);
+        texture->texture_ops->texture_sub_resource_load(texture->sub_resources[i], context, srgb);
     }
     texture->flags |= flag;
 }
@@ -561,7 +545,7 @@ void CDECL wined3d_texture_preload(struct wined3d_texture *texture)
 {
     struct wined3d_context *context;
     context = context_acquire(texture->resource.device, NULL);
-    wined3d_texture_load(texture, context, SRGB_ANY);
+    wined3d_texture_load(texture, context, texture->flags & WINED3D_TEXTURE_IS_SRGB);
     context_release(context);
 }
 
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 93e4a90..d7e1c5f 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2043,13 +2043,6 @@ enum wined3d_texture_state
     MAX_WINETEXTURESTATES        = 11,
 };
 
-enum WINED3DSRGB
-{
-    SRGB_ANY                                = 0,    /* Uses the cached value(e.g. external calls) */
-    SRGB_RGB                                = 1,    /* Loads the rgb texture */
-    SRGB_SRGB                               = 2,    /* Loads the srgb texture */
-};
-
 struct gl_texture
 {
     DWORD                   states[MAX_WINETEXTURESTATES];
@@ -2108,7 +2101,7 @@ void wined3d_texture_bind(struct wined3d_texture *texture,
 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
         struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
 void wined3d_texture_load(struct wined3d_texture *texture,
-        struct wined3d_context *context, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
+        struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
 void wined3d_texture_set_dirty(struct wined3d_texture *texture) DECLSPEC_HIDDEN;
 
 #define WINED3D_VFLAG_ALLOCATED         0x00000001
-- 
1.7.10.4




More information about the wine-patches mailing list