Module: wine Branch: master Commit: 440ca84680b5fae2c3eae431881c8b7ad1b27640 URL: http://source.winehq.org/git/wine.git/?a=commit;h=440ca84680b5fae2c3eae43188...
Author: H. Verbeet hverbeet@gmail.com Date: Fri Jun 22 00:02:12 2007 +0200
wined3d: Fix various incorrect uses of GL_LIMITS(texture_stages) and GL_LIMITS(sampler_stages).
---
dlls/wined3d/device.c | 8 ++++---- dlls/wined3d/drawprim.c | 2 +- dlls/wined3d/stateblock.c | 22 +++++++++++----------- 3 files changed, 16 insertions(+), 16 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index a8eade2..2fd70bc 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -526,7 +526,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) { object->changed.renderState[SavedPixelStates_R[i]] = TRUE; } - for (j = 0; j < GL_LIMITS(texture_stages); j++) { + for (j = 0; j < MAX_TEXTURES; j++) { for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) { object->changed.textureState[j][SavedPixelStates_T[i]] = TRUE; } @@ -556,7 +556,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) { object->changed.renderState[SavedVertexStates_R[i]] = TRUE; } - for (j = 0; j < GL_LIMITS(texture_stages); j++) { + for (j = 0; j < MAX_TEXTURES; j++) { for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) { object->changed.textureState[j][SavedVertexStates_T[i]] = TRUE; } @@ -1935,7 +1935,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, D3DCB_D This->cursorTexture = 0; }
- for(sampler = 0; sampler < GL_LIMITS(sampler_stages); ++sampler) { + for (sampler = 0; sampler < MAX_SAMPLERS; ++sampler) { IWineD3DDevice_SetTexture(iface, sampler, NULL); }
@@ -6245,7 +6245,7 @@ static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IW case WINED3DRTYPE_TEXTURE: case WINED3DRTYPE_CUBETEXTURE: case WINED3DRTYPE_VOLUMETEXTURE: - for (counter = 0; counter < GL_LIMITS(sampler_stages); counter++) { + for (counter = 0; counter < MAX_SAMPLERS; counter++) { if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) { WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource); This->stateBlock->textures[counter] = NULL; diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c index b996ae2..4a23d13 100644 --- a/dlls/wined3d/drawprim.c +++ b/dlls/wined3d/drawprim.c @@ -1124,7 +1124,7 @@ if(stridedlcl.u.s.type.VBO) { \ { IWineD3DSurface *pSur; int textureNo; - for (textureNo = 0; textureNo < GL_LIMITS(textures); ++textureNo) { + for (textureNo = 0; textureNo < MAX_SAMPLERS; ++textureNo) { if (This->stateBlock->textures[textureNo] != NULL) { sprintf(buffer, "/tmp/texture_%p_%d_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo); TRACE("Saving texture %s\n", buffer); diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c index d186e80..8ff49db 100644 --- a/dlls/wined3d/stateblock.c +++ b/dlls/wined3d/stateblock.c @@ -257,7 +257,7 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) { FIXME("Releasing primary stateblock\n");
/* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */ - for (counter = 0; counter < GL_LIMITS(sampler_stages); counter++) { + for (counter = 0; counter < MAX_SAMPLERS; counter++) { if (This->textures[counter]) { /* release our 'internal' hold on the texture */ if(0 != IWineD3DBaseTexture_Release(This->textures[counter])) { @@ -584,7 +584,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface) }
/* Texture states */ - for (j = 0; j < GL_LIMITS(texture_stages); j++) { + for (j = 0; j < MAX_TEXTURES; j++) { /* TODO: move over to using memcpy */ for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE ; i++) { if (This->set.textureState[j][i]) { @@ -597,7 +597,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
/* Samplers */ /* TODO: move over to using memcpy */ - for (j = 0; j < GL_LIMITS(sampler_stages); j++) { + for (j = 0; j < MAX_SAMPLERS; j++) { if (This->set.textures[j]) { TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j], This->textures[j]); This->textures[j] = targetStateBlock->textures[j]; @@ -753,7 +753,7 @@ should really perform a delta so that only the changes get updated*/ }
/* Texture states */ - for (j = 0; j < GL_LIMITS(texture_stages); j++) { /* Set The texture first, just in case it resets the states? */ + for (j = 0; j < MAX_TEXTURES; j++) { /* Set The texture first, just in case it resets the states? */ /* TODO: move over to memcpy */ for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE; i++) { if (This->set.textureState[j][i] && This->changed.textureState[j][i]) { /* tb_dx9_10 failes without this test */ @@ -768,7 +768,7 @@ should really perform a delta so that only the changes get updated*/
/* Samplers */ /* TODO: move over to memcpy */ - for (j = 0 ; j < GL_LIMITS(sampler_stages); j++){ + for (j = 0 ; j < MAX_SAMPLERS; j++){ if (This->set.textures[j] && This->changed.textures[j]) { IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]); } @@ -791,14 +791,14 @@ should really perform a delta so that only the changes get updated*/
}
- for (j = 0; j < GL_LIMITS(texture_stages); j++) { + for (j = 0; j < MAX_TEXTURES; j++) { for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) { ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedPixelStates_T[i]] = This->textureState[j][SavedPixelStates_T[i]]; IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_TEXTURESTAGE(j, SavedPixelStates_T[i])); } }
- for (j = 0; j < GL_LIMITS(sampler_stages); j++) { + for (j = 0; j < MAX_SAMPLERS; j++) { for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) { ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedPixelStates_S[i]] = This->samplerState[j][SavedPixelStates_S[i]]; } @@ -811,14 +811,14 @@ should really perform a delta so that only the changes get updated*/ IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]); }
- for (j = 0; j < GL_LIMITS(texture_stages); j++) { + for (j = 0; j < MAX_TEXTURES; j++) { for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) { ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedVertexStates_T[i]] = This->textureState[j][SavedVertexStates_T[i]]; IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_TEXTURESTAGE(j, SavedVertexStates_T[i])); } }
- for (j = 0; j < GL_LIMITS(sampler_stages); j++) { + for (j = 0; j < MAX_SAMPLERS; j++) { for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) { ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedVertexStates_S[i]] = This->samplerState[j][SavedVertexStates_S[i]]; } @@ -1015,7 +1015,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat This->clip_status.ClipIntersection = 0xFFFFFFFF;
/* Texture Stage States - Put directly into state block, we will call function below */ - for (i = 0; i < GL_LIMITS(texture_stages); i++) { + for (i = 0; i < MAX_TEXTURES; i++) { TRACE("Setting up default texture states for texture Stage %d\n", i); memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], &identity, sizeof(identity)); This->textureState[i][WINED3DTSS_COLOROP ] = (i==0)? WINED3DTOP_MODULATE : WINED3DTOP_DISABLE; @@ -1040,7 +1040,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat This->lowest_disabled_stage = 1;
/* Sampler states*/ - for (i = 0 ; i < GL_LIMITS(sampler_stages); i++) { + for (i = 0 ; i < MAX_SAMPLERS; i++) { TRACE("Setting up default samplers states for sampler %d\n", i); This->samplerState[i][WINED3DSAMP_ADDRESSU ] = WINED3DTADDRESS_WRAP; This->samplerState[i][WINED3DSAMP_ADDRESSV ] = WINED3DTADDRESS_WRAP;