Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- dlls/wined3d/arb_program_shader.c | 7 +++-- dlls/wined3d/ati_fragment_shader.c | 11 +++---- dlls/wined3d/context.c | 58 ++++++++++++++++++------------------ dlls/wined3d/nvidia_texture_shader.c | 13 +++++--- dlls/wined3d/state.c | 23 +++++++------- dlls/wined3d/texture.c | 4 +-- dlls/wined3d/utils.c | 4 +-- dlls/wined3d/view.c | 4 +-- dlls/wined3d/wined3d_private.h | 6 ++-- 9 files changed, 69 insertions(+), 61 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index 8409a5438dd..b1837041293 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -4476,6 +4476,7 @@ static void find_arb_vs_compile_args(const struct wined3d_state *state, const struct wined3d_context *context, const struct wined3d_shader *shader, struct arb_vs_compile_args *args) { + const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context); const struct wined3d_device *device = shader->device; const struct wined3d_adapter *adapter = device->adapter; const struct wined3d_gl_info *gl_info = context->gl_info; @@ -4518,9 +4519,9 @@ static void find_arb_vs_compile_args(const struct wined3d_state *state, args->clip.boolclip.bools |= (1u << i); }
- args->vertex.samplers[0] = context->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 0]; - args->vertex.samplers[1] = context->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 1]; - args->vertex.samplers[2] = context->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 2]; + args->vertex.samplers[0] = context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 0]; + args->vertex.samplers[1] = context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 1]; + args->vertex.samplers[2] = context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 2]; args->vertex.samplers[3] = 0;
/* Skip if unused or local */ diff --git a/dlls/wined3d/ati_fragment_shader.c b/dlls/wined3d/ati_fragment_shader.c index 959f4f80e1d..0a7b832c7f9 100644 --- a/dlls/wined3d/ati_fragment_shader.c +++ b/dlls/wined3d/ati_fragment_shader.c @@ -1010,13 +1010,14 @@ static void atifs_stage_constant(struct wined3d_context *context, const struct w
static void set_tex_op_atifs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { - const struct wined3d_device *device = context->device; - const struct wined3d_gl_info *gl_info = context->gl_info; - const struct wined3d_d3d_info *d3d_info = context->d3d_info; struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data; const struct atifs_ffp_desc *desc, *last_shader = ctx_priv->last_shader; - struct ffp_frag_settings settings; + struct wined3d_context_gl *context_gl = wined3d_context_gl(context); + const struct wined3d_d3d_info *d3d_info = context->d3d_info; + const struct wined3d_gl_info *gl_info = context->gl_info; + const struct wined3d_device *device = context->device; struct atifs_private_data *priv = device->fragment_priv; + struct ffp_frag_settings settings; DWORD mapped_stage; unsigned int i;
@@ -1051,7 +1052,7 @@ static void set_tex_op_atifs(struct wined3d_context *context, const struct wined */ for (i = 0; i < desc->num_textures_used; ++i) { - mapped_stage = context->tex_unit_map[i]; + mapped_stage = context_gl->tex_unit_map[i]; if (mapped_stage != WINED3D_UNMAPPED_STAGE) { context_active_texture(context, gl_info, mapped_stage); diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index 13deb540aa5..c291c4cdbc7 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -1994,37 +1994,37 @@ HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl, struct wi gl_info = context->gl_info; d3d_info = context->d3d_info;
- for (i = 0; i < ARRAY_SIZE(context->tex_unit_map); ++i) - context->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE; - for (i = 0; i < ARRAY_SIZE(context->rev_tex_unit_map); ++i) - context->rev_tex_unit_map[i] = WINED3D_UNMAPPED_STAGE; + for (i = 0; i < ARRAY_SIZE(context_gl->tex_unit_map); ++i) + context_gl->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE; + for (i = 0; i < ARRAY_SIZE(context_gl->rev_tex_unit_map); ++i) + context_gl->rev_tex_unit_map[i] = WINED3D_UNMAPPED_STAGE; if (gl_info->limits.graphics_samplers >= WINED3D_MAX_COMBINED_SAMPLERS) { /* Initialize the texture unit mapping to a 1:1 mapping. */ unsigned int base, count;
wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_PIXEL, &base, &count); - if (base + WINED3D_MAX_FRAGMENT_SAMPLERS > ARRAY_SIZE(context->rev_tex_unit_map)) + if (base + WINED3D_MAX_FRAGMENT_SAMPLERS > ARRAY_SIZE(context_gl->rev_tex_unit_map)) { ERR("Unexpected texture unit base index %u.\n", base); return E_FAIL; } for (i = 0; i < min(count, WINED3D_MAX_FRAGMENT_SAMPLERS); ++i) { - context->tex_unit_map[i] = base + i; - context->rev_tex_unit_map[base + i] = i; + context_gl->tex_unit_map[i] = base + i; + context_gl->rev_tex_unit_map[base + i] = i; }
wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_VERTEX, &base, &count); - if (base + WINED3D_MAX_VERTEX_SAMPLERS > ARRAY_SIZE(context->rev_tex_unit_map)) + if (base + WINED3D_MAX_VERTEX_SAMPLERS > ARRAY_SIZE(context_gl->rev_tex_unit_map)) { ERR("Unexpected texture unit base index %u.\n", base); return E_FAIL; } for (i = 0; i < min(count, WINED3D_MAX_VERTEX_SAMPLERS); ++i) { - context->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + i] = base + i; - context->rev_tex_unit_map[base + i] = WINED3D_MAX_FRAGMENT_SAMPLERS + i; + context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + i] = base + i; + context_gl->rev_tex_unit_map[base + i] = WINED3D_MAX_FRAGMENT_SAMPLERS + i; } }
@@ -2378,7 +2378,7 @@ const unsigned int *wined3d_context_gl_get_tex_unit_mapping(const struct wined3d { *base = 0; *count = WINED3D_MAX_TEXTURES; - return context_gl->c.tex_unit_map; + return context_gl->tex_unit_map; }
if (shader_version->major >= 4) @@ -2403,7 +2403,7 @@ const unsigned int *wined3d_context_gl_get_tex_unit_mapping(const struct wined3d *count = 0; }
- return context_gl->c.tex_unit_map; + return context_gl->tex_unit_map; }
static void context_get_rt_size(const struct wined3d_context *context, SIZE *size) @@ -2826,7 +2826,7 @@ void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl, GL_EXTCALL(glBindSampler(0, 0)); context_active_texture(context, gl_info, 0);
- sampler = context->rev_tex_unit_map[0]; + sampler = context_gl->rev_tex_unit_map[0]; if (sampler != WINED3D_UNMAPPED_STAGE) { if (sampler < WINED3D_MAX_TEXTURES) @@ -2950,7 +2950,7 @@ void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl *context_
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
- sampler = context->rev_tex_unit_map[i]; + sampler = context_gl->rev_tex_unit_map[i]; if (sampler != WINED3D_UNMAPPED_STAGE) { if (sampler < WINED3D_MAX_TEXTURES) @@ -3226,17 +3226,17 @@ void context_state_fb(struct wined3d_context *context, const struct wined3d_stat
static void wined3d_context_gl_map_stage(struct wined3d_context_gl *context_gl, unsigned int stage, unsigned int unit) { - unsigned int i = context_gl->c.rev_tex_unit_map[unit]; - unsigned int j = context_gl->c.tex_unit_map[stage]; + unsigned int i = context_gl->rev_tex_unit_map[unit]; + unsigned int j = context_gl->tex_unit_map[stage];
TRACE("Mapping stage %u to unit %u.\n", stage, unit); - context_gl->c.tex_unit_map[stage] = unit; + context_gl->tex_unit_map[stage] = unit; if (i != WINED3D_UNMAPPED_STAGE && i != stage) - context_gl->c.tex_unit_map[i] = WINED3D_UNMAPPED_STAGE; + context_gl->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
- context_gl->c.rev_tex_unit_map[unit] = stage; + context_gl->rev_tex_unit_map[unit] = stage; if (j != WINED3D_UNMAPPED_STAGE && j != unit) - context_gl->c.rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE; + context_gl->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE; }
static void context_invalidate_texture_stage(struct wined3d_context *context, DWORD stage) @@ -3318,7 +3318,7 @@ static void wined3d_context_gl_map_fixed_function_samplers(struct wined3d_contex if (!(ffu_map & 1)) continue;
- if (context_gl->c.tex_unit_map[i] != i) + if (context_gl->tex_unit_map[i] != i) { wined3d_context_gl_map_stage(context_gl, i, i); context_invalidate_state(&context_gl->c, STATE_SAMPLER(i)); @@ -3335,7 +3335,7 @@ static void wined3d_context_gl_map_fixed_function_samplers(struct wined3d_contex if (!(ffu_map & 1)) continue;
- if (context_gl->c.tex_unit_map[i] != tex) + if (context_gl->tex_unit_map[i] != tex) { wined3d_context_gl_map_stage(context_gl, i, tex); context_invalidate_state(&context_gl->c, STATE_SAMPLER(i)); @@ -3355,7 +3355,7 @@ static void wined3d_context_gl_map_psamplers(struct wined3d_context_gl *context_
for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i) { - if (resource_info[i].type && context_gl->c.tex_unit_map[i] != i) + if (resource_info[i].type && context_gl->tex_unit_map[i] != i) { wined3d_context_gl_map_stage(context_gl, i, i); context_invalidate_state(&context_gl->c, STATE_SAMPLER(i)); @@ -3368,7 +3368,7 @@ static void wined3d_context_gl_map_psamplers(struct wined3d_context_gl *context_ static BOOL wined3d_context_gl_unit_free_for_vs(const struct wined3d_context_gl *context_gl, const struct wined3d_shader_resource_info *ps_resource_info, unsigned int unit) { - unsigned int current_mapping = context_gl->c.rev_tex_unit_map[unit]; + unsigned int current_mapping = context_gl->rev_tex_unit_map[unit];
/* Not currently used */ if (current_mapping == WINED3D_UNMAPPED_STAGE) @@ -3417,7 +3417,7 @@ static void wined3d_context_gl_map_vsamplers(struct wined3d_context_gl *context_ { if (wined3d_context_gl_unit_free_for_vs(context_gl, ps_resource_info, start)) { - if (context_gl->c.tex_unit_map[vsampler_idx] != start) + if (context_gl->tex_unit_map[vsampler_idx] != start) { wined3d_context_gl_map_stage(context_gl, vsampler_idx, start); context_invalidate_state(&context_gl->c, STATE_SAMPLER(vsampler_idx)); @@ -3429,7 +3429,7 @@ static void wined3d_context_gl_map_vsamplers(struct wined3d_context_gl *context_
--start; } - if (context_gl->c.tex_unit_map[vsampler_idx] == WINED3D_UNMAPPED_STAGE) + if (context_gl->tex_unit_map[vsampler_idx] == WINED3D_UNMAPPED_STAGE) WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i); } } @@ -4636,7 +4636,7 @@ static void draw_primitive_immediate_mode(struct wined3d_context_gl *context_gl, if (!ps && !state->textures[texture_idx]) continue;
- texture_unit = context_gl->c.tex_unit_map[texture_idx]; + texture_unit = context_gl->tex_unit_map[texture_idx]; if (texture_unit == WINED3D_UNMAPPED_STAGE) continue;
@@ -4714,7 +4714,7 @@ static void draw_primitive_immediate_mode(struct wined3d_context_gl *context_gl, coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX]; ptr = tex_coords[coord_idx] + (stride_idx * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride); ops->texcoord[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->emit_idx]( - GL_TEXTURE0_ARB + context_gl->c.tex_unit_map[texture_idx], ptr); + GL_TEXTURE0_ARB + context_gl->tex_unit_map[texture_idx], ptr); }
if (position) @@ -5060,7 +5060,7 @@ void wined3d_context_gl_load_tex_coords(const struct wined3d_context_gl *context { unsigned int coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
- if ((mapped_stage = context_gl->c.tex_unit_map[texture_idx]) == WINED3D_UNMAPPED_STAGE) + if ((mapped_stage = context_gl->tex_unit_map[texture_idx]) == WINED3D_UNMAPPED_STAGE) continue;
if (mapped_stage >= gl_info->limits.texture_coords) diff --git a/dlls/wined3d/nvidia_texture_shader.c b/dlls/wined3d/nvidia_texture_shader.c index fd8022433cc..c95a6cb3539 100644 --- a/dlls/wined3d/nvidia_texture_shader.c +++ b/dlls/wined3d/nvidia_texture_shader.c @@ -482,8 +482,9 @@ void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d static void nvrc_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); + struct wined3d_context_gl *context_gl = wined3d_context_gl(context); BOOL tex_used = context->fixed_function_usage_map & (1u << stage); - DWORD mapped_stage = context->tex_unit_map[stage]; + unsigned int mapped_stage = context_gl->tex_unit_map[stage]; const struct wined3d_gl_info *gl_info = context->gl_info;
TRACE("Setting color op for stage %u.\n", stage); @@ -603,8 +604,11 @@ static void nvrc_resultarg(struct wined3d_context *context, const struct wined3d
static void nvts_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { - DWORD sampler = state_id - STATE_SAMPLER(0); - DWORD mapped_stage = context->tex_unit_map[sampler]; + struct wined3d_context_gl *context_gl = wined3d_context_gl(context); + unsigned int sampler, mapped_stage; + + sampler = state_id - STATE_SAMPLER(0); + mapped_stage = context_gl->tex_unit_map[sampler];
/* No need to enable / disable anything here for unused samplers. The tex_colorop * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop @@ -622,7 +626,8 @@ static void nvts_texdim(struct wined3d_context *context, const struct wined3d_st static void nvts_bumpenvmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); - DWORD mapped_stage = context->tex_unit_map[stage + 1]; + struct wined3d_context_gl *context_gl = wined3d_context_gl(context); + unsigned int mapped_stage = context_gl->tex_unit_map[stage + 1]; const struct wined3d_gl_info *gl_info = context->gl_info; float mat[2][2];
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index 0c3e8457462..729100adb21 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -3127,9 +3127,9 @@ static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined
static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { - DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); + unsigned int stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); + unsigned int mapped_stage = wined3d_context_gl(context)->tex_unit_map[stage]; BOOL tex_used = context->fixed_function_usage_map & (1u << stage); - DWORD mapped_stage = context->tex_unit_map[stage]; const struct wined3d_gl_info *gl_info = context->gl_info;
TRACE("Setting color op for stage %d\n", stage); @@ -3188,9 +3188,9 @@ static void tex_colorop(struct wined3d_context *context, const struct wined3d_st
void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { - DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); + unsigned int stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); + unsigned int mapped_stage = wined3d_context_gl(context)->tex_unit_map[stage]; BOOL tex_used = context->fixed_function_usage_map & (1u << stage); - DWORD mapped_stage = context->tex_unit_map[stage]; const struct wined3d_gl_info *gl_info = context->gl_info; DWORD op, arg1, arg2, arg0;
@@ -3287,9 +3287,9 @@ void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *st
static void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { - const struct wined3d_gl_info *gl_info = context->gl_info; unsigned int tex = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); - unsigned int mapped_stage = context->tex_unit_map[tex]; + unsigned int mapped_stage = wined3d_context_gl(context)->tex_unit_map[tex]; + const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_matrix mat;
/* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */ @@ -3314,14 +3314,15 @@ static void transform_texture(struct wined3d_context *context, const struct wine
static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { - DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); + unsigned int stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); struct wined3d_context_gl *context_gl = wined3d_context_gl(context); + unsigned int mapped_stage = context_gl->tex_unit_map[stage]; + const struct wined3d_gl_info *gl_info = context->gl_info; + static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f }; static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f }; static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f }; static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f }; - const struct wined3d_gl_info *gl_info = context->gl_info; - DWORD mapped_stage = context->tex_unit_map[stage];
if (mapped_stage == WINED3D_UNMAPPED_STAGE) { @@ -3598,8 +3599,8 @@ static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc 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]; + unsigned int sampler_idx = state_id - STATE_SAMPLER(0); + unsigned int mapped_stage = context_gl->tex_unit_map[sampler_idx]; const struct wined3d_gl_info *gl_info = context->gl_info;
TRACE("Sampler %u.\n", sampler_idx); diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c index 8097bb23f74..235b9f57bd1 100644 --- a/dlls/wined3d/texture.c +++ b/dlls/wined3d/texture.c @@ -1061,9 +1061,9 @@ void wined3d_texture_gl_bind_and_dirtify(struct wined3d_texture_gl *texture_gl, * called from sampler() in state.c. This means we can't touch anything * other than whatever happens to be the currently active texture, or we * would risk marking already applied sampler states dirty again. */ - if (context_gl->c.active_texture < ARRAY_SIZE(context_gl->c.rev_tex_unit_map)) + if (context_gl->c.active_texture < ARRAY_SIZE(context_gl->rev_tex_unit_map)) { - DWORD active_sampler = context_gl->c.rev_tex_unit_map[context_gl->c.active_texture]; + unsigned int active_sampler = context_gl->rev_tex_unit_map[context_gl->c.active_texture]; if (active_sampler != WINED3D_UNMAPPED_STAGE) context_invalidate_state(&context_gl->c, STATE_SAMPLER(active_sampler)); } diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c index 2ec3546125b..669c8cbbbd2 100644 --- a/dlls/wined3d/utils.c +++ b/dlls/wined3d/utils.c @@ -6354,8 +6354,8 @@ void texture_activate_dimensions(struct wined3d_texture *texture, const struct w /* Context activation is done by the caller (state handler). */ void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { - DWORD sampler = state_id - STATE_SAMPLER(0); - DWORD mapped_stage = context->tex_unit_map[sampler]; + unsigned int sampler = state_id - STATE_SAMPLER(0); + unsigned int mapped_stage = wined3d_context_gl(context)->tex_unit_map[sampler];
/* No need to enable / disable anything here for unused samplers. The * tex_colorop handler takes care. Also no action is needed with pixel diff --git a/dlls/wined3d/view.c b/dlls/wined3d/view.c index 3b004a8882b..f3de77022b6 100644 --- a/dlls/wined3d/view.c +++ b/dlls/wined3d/view.c @@ -860,9 +860,9 @@ static void shader_resource_view_gl_bind_and_dirtify(struct wined3d_shader_resou { struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
- if (context->active_texture < ARRAY_SIZE(context->rev_tex_unit_map)) + if (context->active_texture < ARRAY_SIZE(context_gl->rev_tex_unit_map)) { - DWORD active_sampler = context->rev_tex_unit_map[context->active_texture]; + unsigned int active_sampler = context_gl->rev_tex_unit_map[context->active_texture]; if (active_sampler != WINED3D_UNMAPPED_STAGE) context_invalidate_state(context, STATE_SAMPLER(active_sampler)); } diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 26b0894b2e1..48b97d796a8 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -2015,9 +2015,6 @@ struct wined3d_context
GLuint blit_vbo;
- DWORD tex_unit_map[WINED3D_MAX_COMBINED_SAMPLERS]; - DWORD rev_tex_unit_map[MAX_GL_FRAGMENT_SAMPLERS + WINED3D_MAX_VERTEX_SAMPLERS]; - unsigned int viewport_count; unsigned int scissor_rect_count; }; @@ -2036,6 +2033,9 @@ struct wined3d_context_gl
GLenum *texture_type;
+ unsigned int tex_unit_map[WINED3D_MAX_COMBINED_SAMPLERS]; + unsigned int rev_tex_unit_map[MAX_GL_FRAGMENT_SAMPLERS + WINED3D_MAX_VERTEX_SAMPLERS]; + /* Extension emulation. */ GLint gl_fog_source; GLfloat fog_coord_value;
Hi,
While running your changed tests, I think I found new failures. Being a bot and all I'm not very good at pattern recognition, so I might be wrong, but could you please double-check?
Full results can be found at: https://testbot.winehq.org/JobDetails.pl?Key=52087
Your paranoid android.
=== debian9 (build log) ===
error: patch failed: dlls/wined3d/context.c:3435 error: patch failed: dlls/wined3d/context.c:2378 error: patch failed: dlls/wined3d/texture.c:1061 Task: Patch failed to apply
=== debian9 (build log) ===
error: patch failed: dlls/wined3d/context.c:3435 error: patch failed: dlls/wined3d/context.c:2378 error: patch failed: dlls/wined3d/texture.c:1061 Task: Patch failed to apply