[PATCH v2 1/5] wined3d: Introduce wined3d_device_apply_stateblock().
Zebediah Figura
z.figura12 at gmail.com
Tue Dec 10 21:43:50 CST 2019
Signed-off-by: Zebediah Figura <z.figura12 at gmail.com>
---
v2: Push all shader constants in one call, and make use of stateblock
changed-state tracking for all other states, as per Matteo's suggestion.
dlls/wined3d/device.c | 116 ++++++++++++++++++++++++++++++++++++++
dlls/wined3d/wined3d.spec | 1 +
include/wine/wined3d.h | 1 +
3 files changed, 118 insertions(+)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 8913420724..acc915eb55 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3829,6 +3829,122 @@ struct wined3d_texture * CDECL wined3d_device_get_texture(const struct wined3d_d
return device->state.textures[stage];
}
+void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
+ struct wined3d_stateblock *stateblock)
+{
+ const struct wined3d_d3d_info *d3d_info = &stateblock->device->adapter->d3d_info;
+ const struct wined3d_stateblock_state *state = &stateblock->stateblock_state;
+ unsigned int i, j;
+
+ TRACE("device %p, stateblock %p.\n", device, stateblock);
+
+ if (stateblock->changed.vertexShader)
+ wined3d_device_set_vertex_shader(device, state->vs);
+ if (stateblock->changed.pixelShader)
+ wined3d_device_set_pixel_shader(device, state->ps);
+
+ wined3d_device_set_vs_consts_f(device, 0, d3d_info->limits.vs_uniform_count, state->vs_consts_f);
+ wined3d_device_set_vs_consts_b(device, 0, WINED3D_MAX_CONSTS_B, state->vs_consts_b);
+ wined3d_device_set_vs_consts_i(device, 0, WINED3D_MAX_CONSTS_I, state->vs_consts_i);
+ wined3d_device_set_ps_consts_f(device, 0, d3d_info->limits.ps_uniform_count, state->ps_consts_f);
+ wined3d_device_set_ps_consts_b(device, 0, WINED3D_MAX_CONSTS_B, state->ps_consts_b);
+ wined3d_device_set_ps_consts_i(device, 0, WINED3D_MAX_CONSTS_I, state->ps_consts_i);
+
+ for (i = 0; i < ARRAY_SIZE(state->light_state->light_map); ++i)
+ {
+ const struct wined3d_light_info *light;
+
+ LIST_FOR_EACH_ENTRY(light, &state->light_state->light_map[i], struct wined3d_light_info, entry)
+ {
+ wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
+ wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
+ }
+ }
+
+ for (i = 0; i < ARRAY_SIZE(state->rs); ++i)
+ {
+ if (stateblock->changed.renderState[i >> 5] & (1u << (i & 0x1f)))
+ {
+ if (i == WINED3D_RS_BLENDFACTOR)
+ {
+ struct wined3d_color color;
+ wined3d_color_from_d3dcolor(&color, state->rs[i]);
+ wined3d_device_set_blend_state(device, NULL, &color);
+ }
+ else
+ wined3d_device_set_render_state(device, i, state->rs[i]);
+ }
+ }
+
+ for (i = 0; i < ARRAY_SIZE(state->texture_states); ++i)
+ {
+ for (j = 0; j < ARRAY_SIZE(state->texture_states[i]); ++j)
+ {
+ if (stateblock->changed.textureState[i] & (1u << j))
+ wined3d_device_set_texture_stage_state(device, i, j, state->texture_states[i][j]);
+ }
+ }
+
+ for (i = 0; i < ARRAY_SIZE(state->sampler_states); ++i)
+ {
+ DWORD stage = i;
+ if (stage >= WINED3D_MAX_FRAGMENT_SAMPLERS)
+ stage += WINED3DVERTEXTEXTURESAMPLER0 - WINED3D_MAX_FRAGMENT_SAMPLERS;
+ for (j = 0; j < ARRAY_SIZE(state->sampler_states[j]); ++j)
+ {
+ if (stateblock->changed.samplerState[i] & (1 << j))
+ wined3d_device_set_sampler_state(device, stage, j, state->sampler_states[i][j]);
+ }
+ }
+
+ for (i = 0; i < ARRAY_SIZE(state->transforms); ++i)
+ {
+ if (stateblock->changed.transform[i >> 5] & (1u << (i & 0x1f)))
+ wined3d_device_set_transform(device, i, &state->transforms[i]);
+ }
+
+ if (stateblock->changed.indices)
+ wined3d_device_set_index_buffer(device, state->index_buffer, state->index_format, 0);
+ wined3d_device_set_base_vertex_index(device, state->base_vertex_index);
+ if (stateblock->changed.vertexDecl)
+ wined3d_device_set_vertex_declaration(device, state->vertex_declaration);
+ if (stateblock->changed.material)
+ wined3d_device_set_material(device, &state->material);
+ if (stateblock->changed.viewport)
+ wined3d_device_set_viewports(device, 1, &state->viewport);
+ if (stateblock->changed.scissorRect)
+ wined3d_device_set_scissor_rects(device, 1, &state->scissor_rect);
+
+ for (i = 0; i < ARRAY_SIZE(state->streams); ++i)
+ {
+ if (stateblock->changed.streamSource & (1u << i))
+ wined3d_device_set_stream_source(device, i, state->streams[i].buffer,
+ state->streams[i].offset, state->streams[i].stride);
+ if (stateblock->changed.streamFreq & (1u << i))
+ wined3d_device_set_stream_source_freq(device, i,
+ state->streams[i].frequency | state->streams[i].flags);
+ }
+
+ for (i = 0; i < ARRAY_SIZE(state->textures); ++i)
+ {
+ DWORD stage = i;
+ if (stage >= WINED3D_MAX_FRAGMENT_SAMPLERS)
+ stage += WINED3DVERTEXTEXTURESAMPLER0 - WINED3D_MAX_FRAGMENT_SAMPLERS;
+ if (stateblock->changed.textures & (1u << i))
+ wined3d_device_set_texture(device, stage, state->textures[i]);
+ }
+
+ for (i = 0; i < ARRAY_SIZE(state->clip_planes); ++i)
+ {
+ if (stateblock->changed.clipplane & (1u << i))
+ wined3d_device_set_clip_plane(device, i, &state->clip_planes[i]);
+ }
+
+ memset(&stateblock->changed, 0, sizeof(stateblock->changed));
+
+ TRACE("Applied stateblock %p.\n", stateblock);
+}
+
HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, struct wined3d_caps *caps)
{
TRACE("device %p, caps %p.\n", device, caps);
diff --git a/dlls/wined3d/wined3d.spec b/dlls/wined3d/wined3d.spec
index e03c57055b..c8ef442c72 100644
--- a/dlls/wined3d/wined3d.spec
+++ b/dlls/wined3d/wined3d.spec
@@ -37,6 +37,7 @@
@ cdecl wined3d_buffer_incref(ptr)
@ cdecl wined3d_device_acquire_focus_window(ptr ptr)
+@ cdecl wined3d_device_apply_stateblock(ptr ptr)
@ cdecl wined3d_device_begin_scene(ptr)
@ cdecl wined3d_device_clear(ptr long ptr long ptr float long)
@ cdecl wined3d_device_clear_rendertarget_view(ptr ptr ptr long ptr float long)
diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h
index db88e11032..8951f92d14 100644
--- a/include/wine/wined3d.h
+++ b/include/wine/wined3d.h
@@ -2288,6 +2288,7 @@ struct wined3d_resource * __cdecl wined3d_buffer_get_resource(struct wined3d_buf
ULONG __cdecl wined3d_buffer_incref(struct wined3d_buffer *buffer);
HRESULT __cdecl wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window);
+void __cdecl wined3d_device_apply_stateblock(struct wined3d_device *device, struct wined3d_stateblock *stateblock);
HRESULT __cdecl wined3d_device_begin_scene(struct wined3d_device *device);
HRESULT __cdecl wined3d_device_clear(struct wined3d_device *device, DWORD rect_count, const RECT *rects, DWORD flags,
const struct wined3d_color *color, float z, DWORD stencil);
--
2.24.0
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