Module: wine Branch: master Commit: 5a01619d3171008092eb4158a3298a71345d8ca2 URL: http://source.winehq.org/git/wine.git/?a=commit;h=5a01619d3171008092eb4158a3...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Thu Oct 1 11:36:09 2009 +0200
wined3d: Add a separate function to initialize the saved states for WINED3DSBT_PIXELSTATE.
---
dlls/wined3d/stateblock.c | 46 ++++++++++++++++++++++++++++++-------------- 1 files changed, 31 insertions(+), 15 deletions(-)
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c index 0df179a..c1a7184 100644 --- a/dlls/wined3d/stateblock.c +++ b/dlls/wined3d/stateblock.c @@ -79,7 +79,7 @@ static inline void stateblock_set_bits(DWORD *map, UINT map_size) }
/* Set all members of a stateblock savedstate to the given value */ -static void stateblock_savedstates_set(SAVEDSTATES *states, const struct wined3d_gl_info *gl_info) +static void stateblock_savedstates_set_all(SAVEDSTATES *states, const struct wined3d_gl_info *gl_info) { unsigned int i;
@@ -112,6 +112,30 @@ static void stateblock_savedstates_set(SAVEDSTATES *states, const struct wined3d memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * gl_info->max_vshader_constantsF); }
+static void stateblock_savedstates_set_pixel(SAVEDSTATES *states, const struct wined3d_gl_info *gl_info) +{ + DWORD texture_mask = 0; + WORD sampler_mask = 0; + unsigned int i; + + states->pixelShader = 1; + + for (i = 0; i < NUM_SAVEDPIXELSTATES_R; ++i) + { + DWORD rs = SavedPixelStates_R[i]; + states->renderState[rs >> 5] |= 1 << (rs & 0x1f); + } + + for (i = 0; i < NUM_SAVEDPIXELSTATES_T; ++i) texture_mask |= 1 << SavedPixelStates_T[i]; + for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask; + for (i = 0; i < NUM_SAVEDPIXELSTATES_S; ++i) sampler_mask |= 1 << SavedPixelStates_S[i]; + for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask; + states->pixelShaderConstantsB = 0xffff; + states->pixelShaderConstantsI = 0xffff; + + memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * gl_info->max_pshader_constantsF); +} + static void stateblock_copy_values(IWineD3DStateBlockImpl *dst, const IWineD3DStateBlockImpl *src, const struct wined3d_gl_info *gl_info) { @@ -1446,7 +1470,7 @@ HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl * { TRACE("ALL => Pretend everything has changed.\n");
- stateblock_savedstates_set(&stateblock->changed, gl_info); + stateblock_savedstates_set_all(&stateblock->changed, gl_info); stateblock_init_contained_states(stateblock);
/* Lights are not part of the changed / set structure. */ @@ -1474,33 +1498,30 @@ HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl * { TRACE("PIXELSTATE => Pretend all pixel states have changed.\n");
+ stateblock_savedstates_set_pixel(&stateblock->changed, gl_info); + /* Pixel Shader Constants. */ for (i = 0; i < gl_info->max_pshader_constantsF; ++i) { stateblock->contained_ps_consts_f[i] = i; - stateblock->changed.pixelShaderConstantsF[i] = TRUE; } stateblock->num_contained_ps_consts_f = gl_info->max_pshader_constantsF;
for (i = 0; i < MAX_CONST_B; ++i) { stateblock->contained_ps_consts_b[i] = i; - stateblock->changed.pixelShaderConstantsB |= (1 << i); } stateblock->num_contained_ps_consts_b = MAX_CONST_B;
for (i = 0; i < MAX_CONST_I; ++i) { stateblock->contained_ps_consts_i[i] = i; - stateblock->changed.pixelShaderConstantsI |= (1 << i); } stateblock->num_contained_ps_consts_i = MAX_CONST_I;
for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) { - DWORD rs = SavedPixelStates_R[i]; - stateblock->changed.renderState[rs >> 5] |= 1 << (rs & 0x1f); - stateblock->contained_render_states[i] = rs; + stateblock->contained_render_states[i] = SavedPixelStates_R[i]; } stateblock->num_contained_render_states = NUM_SAVEDPIXELSTATES_R;
@@ -1508,10 +1529,8 @@ HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl * { for (j = 0; j < NUM_SAVEDPIXELSTATES_T; ++j) { - DWORD state = SavedPixelStates_T[j]; - stateblock->changed.textureState[i] |= 1 << state; stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i; - stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = state; + stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = SavedPixelStates_T[j]; ++stateblock->num_contained_tss_states; } } @@ -1520,15 +1539,12 @@ HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl * { for (j = 0; j < NUM_SAVEDPIXELSTATES_S; ++j) { - DWORD state = SavedPixelStates_S[j]; - stateblock->changed.samplerState[i] |= 1 << state; stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i; - stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = state; + stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = SavedPixelStates_S[j]; stateblock->num_contained_sampler_states++; } }
- stateblock->changed.pixelShader = TRUE; if (stateblock->pixelShader) IWineD3DPixelShader_AddRef(stateblock->pixelShader);
/* Pixel state blocks do not contain vertex buffers. Set them to NULL