static void wined3d_cs_exec_set_texture(struct wined3d_cs *cs, const void *data) { const struct wined3d_d3d_info *d3d_info = &cs->device->adapter->d3d_info; const struct wined3d_cs_set_texture *op = data; struct wined3d_texture *prev; prev = cs->state.textures[op->stage]; cs->state.textures[op->stage] = op->texture; if (op->texture) { if (InterlockedIncrement(&op->texture->resource.bind_count) == 1) op->texture->sampler = op->stage; if (!prev || op->texture->target != prev->target) device_invalidate_state(cs->device, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)); if (!prev && op->stage < d3d_info->limits.ffp_blend_stages) { /* The source arguments for color and alpha ops have different * meanings when a NULL texture is bound, so the COLOR_OP and * ALPHA_OP have to be dirtified. */ device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_COLOR_OP)); device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_ALPHA_OP)); } } if (prev) { if (InterlockedDecrement(&prev->resource.bind_count) && prev->sampler == op->stage) { unsigned int i; /* Search for other stages the texture is bound to. Shouldn't * happen if applications bind textures to a single stage only. */ TRACE("Searching for other stages the texture is bound to.\n"); for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) { if (cs->state.textures[i] == prev) { TRACE("Texture is also bound to stage %u.\n", i); prev->sampler = i; break; } } } if (!op->texture && op->stage < d3d_info->limits.ffp_blend_stages) { device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_COLOR_OP)); device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_ALPHA_OP)); } } device_invalidate_state(cs->device, STATE_SAMPLER(op->stage)); }
static void wined3d_cs_exec_set_texture_state(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_texture_state *op = data; cs->state.texture_states[op->stage][op->state] = op->value; device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, op->state)); }
static void wined3d_cs_exec_set_texture(struct wined3d_cs *cs, const void *data) { const struct wined3d_d3d_info *d3d_info = &cs->device->adapter->d3d_info; const struct wined3d_cs_set_texture *op = data; struct wined3d_texture *prev; BOOL old_use_color_key = FALSE, new_use_color_key = FALSE; prev = cs->state.textures[op->stage]; cs->state.textures[op->stage] = op->texture; if (op->texture) { const struct wined3d_format *new_format = op->texture->resource.format; const struct wined3d_format *old_format = prev ? prev->resource.format : NULL; unsigned int old_fmt_flags = prev ? prev->resource.format_flags : 0; unsigned int new_fmt_flags = op->texture->resource.format_flags; if (InterlockedIncrement(&op->texture->resource.bind_count) == 1) op->texture->sampler = op->stage; if (!prev || op->texture->target != prev->target || !is_same_fixup(new_format->color_fixup, old_format->color_fixup) || (new_fmt_flags & WINED3DFMT_FLAG_SHADOW) != (old_fmt_flags & WINED3DFMT_FLAG_SHADOW)) device_invalidate_state(cs->device, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)); if (!prev && op->stage < d3d_info->limits.ffp_blend_stages) { /* The source arguments for color and alpha ops have different * meanings when a NULL texture is bound, so the COLOR_OP and * ALPHA_OP have to be dirtified. */ device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_COLOR_OP)); device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_ALPHA_OP)); } if (!op->stage && op->texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT) new_use_color_key = TRUE; } if (prev) { if (InterlockedDecrement(&prev->resource.bind_count) && prev->sampler == op->stage) { unsigned int i; /* Search for other stages the texture is bound to. Shouldn't * happen if applications bind textures to a single stage only. */ TRACE("Searching for other stages the texture is bound to.\n"); for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) { if (cs->state.textures[i] == prev) { TRACE("Texture is also bound to stage %u.\n", i); prev->sampler = i; break; } } } if (!op->texture && op->stage < d3d_info->limits.ffp_blend_stages) { device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_COLOR_OP)); device_invalidate_state(cs->device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_ALPHA_OP)); } if (!op->stage && prev->async.color_key_flags & WINED3D_CKEY_SRC_BLT) old_use_color_key = TRUE; } device_invalidate_state(cs->device, STATE_SAMPLER(op->stage)); if (new_use_color_key != old_use_color_key) device_invalidate_state(cs->device, STATE_RENDER(WINED3D_RS_COLORKEYENABLE)); if (new_use_color_key) device_invalidate_state(cs->device, STATE_COLOR_KEY); }