[PATCH 3/5] wined3d: Prune invalid states from the state table.

Stefan Dösinger stefandoesinger at gmx.at
Thu Jan 28 17:27:53 CST 2010


On Thursday 28 January 2010 23:40:25 Henri Verbeet wrote:
> +static void prune_invalid_states(struct StateEntry *state_table, const
>  struct wined3d_gl_info *gl_info) +{
> +    unsigned int start, last, i;
> +
> +    start = STATE_TEXTURESTAGE(gl_info->limits.texture_stages, 0);
> +    last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1,
>  WINED3D_HIGHEST_TEXTURE_STATE); +    for (i = start; i <= last; ++i)
> +    {
> +        state_table[i].representative = 0;
> +        state_table[i].apply = state_undefined;
> +    }
Please use the number of texture blend stages reported from the fragment 
pipeline rather than gl_limits.texture_stages. texture_stages only works with 
the nvrc and ffp pipelines, but not arbfp or atifs(it works out ok by chance 
on most GL cards).

There's a deeper issue with how we manage texture limits, because currently 
the extension loading code picks limits.texture_stages, already anticipating 
which pipeline we'll choose later. We should handle this in the way shader 
constants are handled: Rename limits.texture_stages to 
limits.max_nv_general_combiners, make only the nvrc and nvts pipelines read 
this extension specific value, and use the pipeline reported d3d texture blend 
stages in fragment pipeline independent code. We're also (still) mixing up 
blend stages with fixed function vertex coordinates.

Regarding masking out unsupported / invalid states, Ivan once suggested the 
idea to make the pipeline template's needed extension field more powerful, 
e.g. via a callback function. That way the pipeline would have more control 
over which state handlers it registers. I am fine with a pipeline independent 
function, I guess it will work just fine for our needs, just digging out the 
old idea.



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