Stefan Dösinger : wined3d: Catch nop render state changes.
Alexandre Julliard
julliard at wine.codeweavers.com
Tue Dec 19 10:05:01 CST 2006
Module: wine
Branch: master
Commit: 062b6ffc5c30141968472e88280e9334ccb536a2
URL: http://source.winehq.org/git/wine.git/?a=commit;h=062b6ffc5c30141968472e88280e9334ccb536a2
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Fri Dec 15 19:16:36 2006 +0100
wined3d: Catch nop render state changes.
---
dlls/wined3d/device.c | 47 +++++++++++++++++++++++++++++++----------------
dlls/wined3d/drawprim.c | 16 ++--------------
2 files changed, 33 insertions(+), 30 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 5a4a270..32fc71b 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -2068,6 +2068,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl
static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, D3DCB_CREATEADDITIONALSWAPCHAIN D3DCB_CreateAdditionalSwapChain) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
IWineD3DSwapChainImpl *swapchain;
+ DWORD state;
TRACE("(%p)->(%p,%p)\n", This, pPresentationParameters, D3DCB_CreateAdditionalSwapChain);
if(This->d3d_initialized) return WINED3DERR_INVALIDCALL;
@@ -2148,6 +2149,15 @@ static HRESULT WINAPI IWineD3DDeviceImpl
/* Clear the screen */
IWineD3DDevice_Clear((IWineD3DDevice *) This, 0, NULL, WINED3DCLEAR_STENCIL|WINED3DCLEAR_ZBUFFER|WINED3DCLEAR_TARGET, 0x00, 1.0, 0);
+ /* Mark all states dirty. The Setters will not mark a state dirty when the new value is equal to the old value
+ * This might create a problem in 2 situations:
+ * ->The D3D default value is 0, but the opengl default value is something else
+ * ->D3D7 unintialized D3D and reinitializes it. This way the context is destroyed, be the stateblock unchanged
+ */
+ for(state = 0; state <= STATE_HIGHEST; state++) {
+ IWineD3DDeviceImpl_MarkStateDirty(This, state);
+ }
+
This->d3d_initialized = TRUE;
return WINED3D_OK;
}
@@ -3316,8 +3326,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl
static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD Value) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+ DWORD oldValue = This->stateBlock->renderState[State];
TRACE("(%p)->state = %s(%d), value = %d\n", This, debug_d3drenderstate(State), State, Value);
+
This->updateStateBlock->changed.renderState[State] = TRUE;
This->updateStateBlock->set.renderState[State] = TRUE;
This->updateStateBlock->renderState[State] = Value;
@@ -3328,7 +3340,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl
return WINED3D_OK;
}
- IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(State));
+ /* Compared here and not before the assignment to allow proper stateblock recording */
+ if(Value == oldValue) {
+ TRACE("Application is setting the old value over, nothing to do\n");
+ } else {
+ IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(State));
+ }
return WINED3D_OK;
}
@@ -4546,19 +4563,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl
IWineD3DBaseTexture_Release(oldTexture);
}
- /* Reset color keying */
+ /* Color keying is affected by the texture. Temporarily mark the color key state (=alpha test)
+ * dirty until textures are integrated with the state management
+ */
if(Stage == 0 && This->stateBlock->renderState[WINED3DRS_COLORKEYENABLE]) {
- BOOL enable_ckey = FALSE;
-
- if(pTexture) {
- IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)pTexture)->surfaces[0];
- if(surf->CKeyFlags & DDSD_CKSRCBLT) enable_ckey = TRUE;
- }
-
- if(enable_ckey) {
- glAlphaFunc(GL_NOTEQUAL, 0.0);
- checkGLcall("glAlphaFunc");
- }
+ IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORKEYENABLE));
}
return WINED3D_OK;
@@ -6007,6 +6016,7 @@ static void device_reapply_stateblock(IW
BOOL oldRecording;
IWineD3DStateBlockImpl *oldUpdateStateBlock;
+ DWORD i;
/* Disable recording */
oldUpdateStateBlock = This->updateStateBlock;
@@ -6017,6 +6027,13 @@ static void device_reapply_stateblock(IW
/* Reapply the state block */
IWineD3DStateBlock_Apply((IWineD3DStateBlock *)This->stateBlock);
+ /* Temporaryily mark all render states dirty to force reapplication
+ * until the context management for is integrated with the state management
+ */
+ for(i = 1; i < WINEHIGHEST_RENDER_STATE; i++) {
+ IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(i));
+ }
+
/* Restore recording */
This->isRecordingState = oldRecording;
This->updateStateBlock = oldUpdateStateBlock;
@@ -6030,7 +6047,6 @@ static void device_reapply_stateblock(IW
* make this unnecessary */
static void device_render_to_texture(IWineD3DDeviceImpl* This, BOOL isTexture) {
- DWORD cullMode;
BOOL oldRecording;
IWineD3DStateBlockImpl *oldUpdateStateBlock;
@@ -6049,8 +6065,7 @@ static void device_render_to_texture(IWi
}
This->last_was_rhw = FALSE;
This->proj_valid = FALSE;
- IWineD3DDevice_GetRenderState((IWineD3DDevice*) This, WINED3DRS_CULLMODE, &cullMode);
- IWineD3DDevice_SetRenderState((IWineD3DDevice*) This, WINED3DRS_CULLMODE, cullMode);
+ IWineD3DDeviceImpl_MarkStateDirty(This, WINED3DRS_CULLMODE);
/* Restore recording */
This->isRecordingState = oldRecording;
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index 06a86ae..6ac7462 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -332,20 +332,8 @@ static void primitiveInitState(
} else if(This->stateBlock->renderState[WINED3DRS_FOGENABLE]
&& This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] != WINED3DFOG_NONE) {
-
- if(GL_SUPPORT(EXT_FOG_COORD)) {
- glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
- checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)\n");
- /* Reapply the fog range */
- IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
- IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
- /* Restore the fog mode */
- IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGTABLEMODE, This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE]);
- } else {
- /* Enable GL_FOG again because we disabled it above */
- glEnable(GL_FOG);
- checkGLcall("glEnable(GL_FOG)");
- }
+ /* Reapply the fog */
+ StateTable[STATE_RENDER(WINED3DRS_FOGENABLE)].apply(STATE_RENDER(WINED3DRS_FOGSTART), This->stateBlock);
}
}
}
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