From: Elizabeth Figura <zfigura(a)codeweavers.com>
---
dlls/wined3d/adapter_vk.c | 21 ---------------------
dlls/wined3d/context_gl.c | 6 ------
dlls/wined3d/cs.c | 11 -----------
dlls/wined3d/directx.c | 21 ---------------------
dlls/wined3d/ffp_gl.c | 25 -------------------------
dlls/wined3d/texture.c | 15 ---------------
dlls/wined3d/utils.c | 2 --
dlls/wined3d/view.c | 6 ------
dlls/wined3d/wined3d_private.h | 6 +-----
9 files changed, 1 insertion(+), 112 deletions(-)
diff --git a/dlls/wined3d/adapter_vk.c b/dlls/wined3d/adapter_vk.c
index 10c62c3b7ca..9cdd731bcf5 100644
--- a/dlls/wined3d/adapter_vk.c
+++ b/dlls/wined3d/adapter_vk.c
@@ -100,27 +100,6 @@ static const struct wined3d_state_entry_template
misc_state_template_vk[] =
{STATE_RENDER(WINED3D_RS_LINEPATTERN),
{STATE_RENDER(WINED3D_RS_LINEPATTERN), state_nop}},
{STATE_RENDER(WINED3D_RS_DITHERENABLE),
{STATE_RENDER(WINED3D_RS_DITHERENABLE), state_nop}},
{STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS),
{STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_nop}},
- /* Samplers */
- {STATE_SAMPLER(0), {STATE_SAMPLER(0),
state_nop}},
- {STATE_SAMPLER(1), {STATE_SAMPLER(1),
state_nop}},
- {STATE_SAMPLER(2), {STATE_SAMPLER(2),
state_nop}},
- {STATE_SAMPLER(3), {STATE_SAMPLER(3),
state_nop}},
- {STATE_SAMPLER(4), {STATE_SAMPLER(4),
state_nop}},
- {STATE_SAMPLER(5), {STATE_SAMPLER(5),
state_nop}},
- {STATE_SAMPLER(6), {STATE_SAMPLER(6),
state_nop}},
- {STATE_SAMPLER(7), {STATE_SAMPLER(7),
state_nop}},
- {STATE_SAMPLER(8), {STATE_SAMPLER(8),
state_nop}},
- {STATE_SAMPLER(9), {STATE_SAMPLER(9),
state_nop}},
- {STATE_SAMPLER(10), {STATE_SAMPLER(10),
state_nop}},
- {STATE_SAMPLER(11), {STATE_SAMPLER(11),
state_nop}},
- {STATE_SAMPLER(12), {STATE_SAMPLER(12),
state_nop}},
- {STATE_SAMPLER(13), {STATE_SAMPLER(13),
state_nop}},
- {STATE_SAMPLER(14), {STATE_SAMPLER(14),
state_nop}},
- {STATE_SAMPLER(15), {STATE_SAMPLER(15),
state_nop}},
- {STATE_SAMPLER(16), /* Vertex sampler 0 */ {STATE_SAMPLER(16),
state_nop}},
- {STATE_SAMPLER(17), /* Vertex sampler 1 */ {STATE_SAMPLER(17),
state_nop}},
- {STATE_SAMPLER(18), /* Vertex sampler 2 */ {STATE_SAMPLER(18),
state_nop}},
- {STATE_SAMPLER(19), /* Vertex sampler 3 */ {STATE_SAMPLER(19),
state_nop}},
{STATE_BASEVERTEXINDEX, {STATE_STREAMSRC}},
{STATE_FRAMEBUFFER, {STATE_FRAMEBUFFER,
state_nop}},
{STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),
{STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), state_nop}},
diff --git a/dlls/wined3d/context_gl.c b/dlls/wined3d/context_gl.c
index a894bc588c9..d1181c3cb1f 100644
--- a/dlls/wined3d/context_gl.c
+++ b/dlls/wined3d/context_gl.c
@@ -3206,7 +3206,6 @@ void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl
*context_gl,
context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 +
sampler));
context_invalidate_state(context, STATE_TEXTURESTAGE(sampler,
WINED3D_TSS_COLOR_OP));
}
- context_invalidate_state(context, STATE_SAMPLER(sampler));
}
context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
@@ -3319,7 +3318,6 @@ void wined3d_context_gl_apply_ffp_blit_state(struct
wined3d_context_gl *context_
{
if (sampler < WINED3D_MAX_FFP_TEXTURES)
context_invalidate_state(context, STATE_TEXTURESTAGE(sampler,
WINED3D_TSS_COLOR_OP));
- context_invalidate_state(context, STATE_SAMPLER(sampler));
}
}
@@ -3708,7 +3706,6 @@ static void wined3d_context_gl_map_fixed_function_samplers(struct
wined3d_contex
if (context_gl->tex_unit_map[i] != i)
{
wined3d_context_gl_map_stage(context_gl, i, i);
- context_invalidate_state(&context_gl->c, STATE_SAMPLER(i));
context_invalidate_state(&context_gl->c,
STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
context_invalidate_texture_stage(&context_gl->c, i);
}
@@ -3724,7 +3721,6 @@ static void wined3d_context_gl_map_fixed_function_samplers(struct
wined3d_contex
if (context_gl->tex_unit_map[i] != tex)
{
wined3d_context_gl_map_stage(context_gl, i, tex);
- context_invalidate_state(&context_gl->c, STATE_SAMPLER(i));
context_invalidate_state(&context_gl->c,
STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
context_invalidate_texture_stage(&context_gl->c, i);
}
@@ -3745,7 +3741,6 @@ static void wined3d_context_gl_map_psamplers(struct
wined3d_context_gl *context_
if (resource_info[i].type && context_gl->tex_unit_map[i] != i)
{
wined3d_context_gl_map_stage(context_gl, i, i);
- context_invalidate_state(&context_gl->c, STATE_SAMPLER(i));
context_invalidate_state(&context_gl->c,
STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
if (i < d3d_info->ffp_fragment_caps.max_blend_stages)
context_invalidate_texture_stage(&context_gl->c, i);
@@ -3808,7 +3803,6 @@ static void wined3d_context_gl_map_vsamplers(struct
wined3d_context_gl *context_
if (context_gl->tex_unit_map[vsampler_idx] != start)
{
wined3d_context_gl_map_stage(context_gl, vsampler_idx, start);
- context_invalidate_state(&context_gl->c,
STATE_SAMPLER(vsampler_idx));
context_invalidate_state(&context_gl->c,
STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
}
diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c
index 5ee4c8d1538..ebccc53951e 100644
--- a/dlls/wined3d/cs.c
+++ b/dlls/wined3d/cs.c
@@ -1575,10 +1575,6 @@ static void wined3d_cs_exec_set_texture(struct wined3d_cs *cs,
const void *data)
}
}
- if (op->shader_type == WINED3D_SHADER_TYPE_VERTEX)
- device_invalidate_state(cs->c.device,
STATE_SAMPLER(WINED3D_VERTEX_SAMPLER_OFFSET + op->bind_index));
- else
- device_invalidate_state(cs->c.device, STATE_SAMPLER(op->bind_index));
device_invalidate_state(cs->c.device, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
if (new_use_color_key != old_use_color_key)
@@ -1696,15 +1692,8 @@ static void wined3d_cs_exec_set_samplers(struct wined3d_cs *cs,
const void *data
unsigned int i;
for (i = 0; i < op->count; ++i)
- {
cs->state.sampler[op->type][op->start_idx + i] = op->samplers[i];
- if (op->type == WINED3D_SHADER_TYPE_PIXEL && i <
WINED3D_MAX_FRAGMENT_SAMPLERS)
- device_invalidate_state(cs->c.device, STATE_SAMPLER(i));
- else if (op->type == WINED3D_SHADER_TYPE_VERTEX && i <
WINED3D_MAX_VERTEX_SAMPLERS)
- device_invalidate_state(cs->c.device,
STATE_SAMPLER(WINED3D_VERTEX_SAMPLER_OFFSET + i));
- }
-
if (op->type != WINED3D_SHADER_TYPE_COMPUTE)
device_invalidate_state(cs->c.device,
STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
else
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index b11d284c10b..67fd4b9d680 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -2823,27 +2823,6 @@ static const struct wined3d_state_entry_template
misc_state_template_no3d[] =
{STATE_RENDER(WINED3D_RS_ZFUNC), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_DITHERENABLE), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), {STATE_VDECL}},
- /* Samplers */
- {STATE_SAMPLER(0), {STATE_VDECL}},
- {STATE_SAMPLER(1), {STATE_VDECL}},
- {STATE_SAMPLER(2), {STATE_VDECL}},
- {STATE_SAMPLER(3), {STATE_VDECL}},
- {STATE_SAMPLER(4), {STATE_VDECL}},
- {STATE_SAMPLER(5), {STATE_VDECL}},
- {STATE_SAMPLER(6), {STATE_VDECL}},
- {STATE_SAMPLER(7), {STATE_VDECL}},
- {STATE_SAMPLER(8), {STATE_VDECL}},
- {STATE_SAMPLER(9), {STATE_VDECL}},
- {STATE_SAMPLER(10), {STATE_VDECL}},
- {STATE_SAMPLER(11), {STATE_VDECL}},
- {STATE_SAMPLER(12), {STATE_VDECL}},
- {STATE_SAMPLER(13), {STATE_VDECL}},
- {STATE_SAMPLER(14), {STATE_VDECL}},
- {STATE_SAMPLER(15), {STATE_VDECL}},
- {STATE_SAMPLER(16), /* Vertex sampler 0 */ {STATE_VDECL}},
- {STATE_SAMPLER(17), /* Vertex sampler 1 */ {STATE_VDECL}},
- {STATE_SAMPLER(18), /* Vertex sampler 2 */ {STATE_VDECL}},
- {STATE_SAMPLER(19), /* Vertex sampler 3 */ {STATE_VDECL}},
{STATE_BASEVERTEXINDEX, {STATE_VDECL}},
{STATE_FRAMEBUFFER, {STATE_VDECL}},
{STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), {STATE_VDECL}},
diff --git a/dlls/wined3d/ffp_gl.c b/dlls/wined3d/ffp_gl.c
index c708197bf8e..ab0e5afab24 100644
--- a/dlls/wined3d/ffp_gl.c
+++ b/dlls/wined3d/ffp_gl.c
@@ -1032,10 +1032,6 @@ static void state_sample_mask_w(struct wined3d_context *context,
const struct wi
WARN("Unsupported in local OpenGL implementation: glSampleMaski.\n");
}
-static void sampler(struct wined3d_context *context, const struct wined3d_state *state,
DWORD state_id)
-{
-}
-
static void state_compute_shader(struct wined3d_context *context, const struct
wined3d_state *state, DWORD state_id)
{
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_COMPUTE;
@@ -1575,27 +1571,6 @@ const struct wined3d_state_entry_template misc_state_template_gl[]
=
{ STATE_RENDER(WINED3D_RS_DITHERENABLE), {
STATE_RENDER(WINED3D_RS_DITHERENABLE), state_ditherenable },
WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), {
STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE
},
{ STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), {
STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa_w },
WINED3D_GL_EXT_NONE },
- /* Samplers */
- { STATE_SAMPLER(0), { STATE_SAMPLER(0),
sampler }, WINED3D_GL_EXT_NONE },
- { STATE_SAMPLER(1), { STATE_SAMPLER(1),
sampler }, WINED3D_GL_EXT_NONE },
- { STATE_SAMPLER(2), { STATE_SAMPLER(2),
sampler }, WINED3D_GL_EXT_NONE },
- { STATE_SAMPLER(3), { STATE_SAMPLER(3),
sampler }, WINED3D_GL_EXT_NONE },
- { STATE_SAMPLER(4), { STATE_SAMPLER(4),
sampler }, WINED3D_GL_EXT_NONE },
- { STATE_SAMPLER(5), { STATE_SAMPLER(5),
sampler }, WINED3D_GL_EXT_NONE },
- { STATE_SAMPLER(6), { STATE_SAMPLER(6),
sampler }, WINED3D_GL_EXT_NONE },
- { STATE_SAMPLER(7), { STATE_SAMPLER(7),
sampler }, WINED3D_GL_EXT_NONE },
- { STATE_SAMPLER(8), { STATE_SAMPLER(8),
sampler }, WINED3D_GL_EXT_NONE },
- { STATE_SAMPLER(9), { STATE_SAMPLER(9),
sampler }, WINED3D_GL_EXT_NONE },
- { STATE_SAMPLER(10), { STATE_SAMPLER(10),
sampler }, WINED3D_GL_EXT_NONE },
- { STATE_SAMPLER(11), { STATE_SAMPLER(11),
sampler }, WINED3D_GL_EXT_NONE },
- { STATE_SAMPLER(12), { STATE_SAMPLER(12),
sampler }, WINED3D_GL_EXT_NONE },
- { STATE_SAMPLER(13), { STATE_SAMPLER(13),
sampler }, WINED3D_GL_EXT_NONE },
- { STATE_SAMPLER(14), { STATE_SAMPLER(14),
sampler }, WINED3D_GL_EXT_NONE },
- { STATE_SAMPLER(15), { STATE_SAMPLER(15),
sampler }, WINED3D_GL_EXT_NONE },
- { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16),
sampler }, WINED3D_GL_EXT_NONE },
- { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17),
sampler }, WINED3D_GL_EXT_NONE },
- { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18),
sampler }, WINED3D_GL_EXT_NONE },
- { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19),
sampler }, WINED3D_GL_EXT_NONE },
{ STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX,
state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
{ STATE_BASEVERTEXINDEX, { STATE_STREAMSRC,
NULL, }, WINED3D_GL_EXT_NONE },
{ STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER,
context_state_fb }, WINED3D_GL_EXT_NONE },
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index b2f076264c6..49832f9fabf 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -1403,21 +1403,6 @@ GLuint wined3d_texture_gl_prepare_gl_texture(struct
wined3d_texture_gl *texture_
void wined3d_texture_gl_bind_and_dirtify(struct wined3d_texture_gl *texture_gl,
struct wined3d_context_gl *context_gl, BOOL srgb)
{
- /* We don't need a specific texture unit, but after binding the texture
- * the current unit is dirty. Read the unit back instead of switching to
- * 0, this avoids messing around with the state manager's GL states. The
- * current texture unit should always be a valid one.
- *
- * To be more specific, this is tricky because we can implicitly be
- * called from sampler() in state.c. This means we can't touch anything
- * other than whatever happens to be the currently active texture, or we
- * would risk marking already applied sampler states dirty again. */
- if (context_gl->active_texture < ARRAY_SIZE(context_gl->rev_tex_unit_map))
- {
- unsigned int active_sampler =
context_gl->rev_tex_unit_map[context_gl->active_texture];
- if (active_sampler != WINED3D_UNMAPPED_STAGE)
- context_invalidate_state(&context_gl->c,
STATE_SAMPLER(active_sampler));
- }
/* FIXME: Ideally we'd only do this when touching a binding that's used by
* a shader. */
context_invalidate_compute_state(&context_gl->c,
STATE_COMPUTE_SHADER_RESOURCE_BINDING);
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 5e33066c8b8..2d576b77c66 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -5347,8 +5347,6 @@ const char *debug_d3dstate(uint32_t state)
return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
texture_stage, debug_d3dtexturestate(texture_state));
}
- if (STATE_IS_SAMPLER(state))
- return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state -
STATE_SAMPLER(0));
if (STATE_IS_COMPUTE_SHADER(state))
return wine_dbg_sprintf("STATE_SHADER(%s)",
debug_shader_type(WINED3D_SHADER_TYPE_COMPUTE));
if (STATE_IS_GRAPHICS_SHADER(state))
diff --git a/dlls/wined3d/view.c b/dlls/wined3d/view.c
index 0f597be397a..ca97f6258eb 100644
--- a/dlls/wined3d/view.c
+++ b/dlls/wined3d/view.c
@@ -1310,12 +1310,6 @@ void wined3d_shader_resource_view_gl_bind(struct
wined3d_shader_resource_view_gl
static void shader_resource_view_gl_bind_and_dirtify(struct
wined3d_shader_resource_view_gl *view_gl,
struct wined3d_context_gl *context_gl)
{
- if (context_gl->active_texture < ARRAY_SIZE(context_gl->rev_tex_unit_map))
- {
- unsigned int active_sampler =
context_gl->rev_tex_unit_map[context_gl->active_texture];
- if (active_sampler != WINED3D_UNMAPPED_STAGE)
- context_invalidate_state(&context_gl->c,
STATE_SAMPLER(active_sampler));
- }
/* FIXME: Ideally we'd only do this when touching a binding that's used by
* a shader. */
context_invalidate_compute_state(&context_gl->c,
STATE_COMPUTE_SHADER_RESOURCE_BINDING);
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 757c6638645..35002309a42 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1729,11 +1729,7 @@ void dispatch_compute(struct wined3d_device *device, const struct
wined3d_state
#define STATE_IS_TEXTURESTAGE(a) \
((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <=
STATE_TEXTURESTAGE(WINED3D_MAX_FFP_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
-/* + 1 because samplers start with 0 */
-#define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(WINED3D_MAX_FFP_TEXTURES - 1,
WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
-#define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <=
STATE_SAMPLER(WINED3D_MAX_COMBINED_SAMPLERS - 1))
-
-#define STATE_GRAPHICS_SHADER(a) (STATE_SAMPLER(WINED3D_MAX_COMBINED_SAMPLERS) + (a))
+#define STATE_GRAPHICS_SHADER(a) (STATE_TEXTURESTAGE(WINED3D_MAX_FFP_TEXTURES - 1,
WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (a))
#define STATE_IS_GRAPHICS_SHADER(a) \
((a) >= STATE_GRAPHICS_SHADER(0) && (a) <
STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
--
GitLab
https://gitlab.winehq.org/wine/wine/-/merge_requests/5663