Henri Verbeet : wined3d: Add a separate function to initialize the saved states for WINED3DSBT_PIXELSTATE .
Alexandre Julliard
julliard at winehq.org
Thu Oct 1 09:48:18 CDT 2009
Module: wine
Branch: master
Commit: 5a01619d3171008092eb4158a3298a71345d8ca2
URL: http://source.winehq.org/git/wine.git/?a=commit;h=5a01619d3171008092eb4158a3298a71345d8ca2
Author: Henri Verbeet <hverbeet at 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
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