[PATCH v2] wined3d: Correct indices for contained states in wined3d_stateblock_apply().

Zebediah Figura z.figura12 at gmail.com
Tue Feb 12 20:44:20 CST 2019


Signed-off-by: Zebediah Figura <z.figura12 at gmail.com>
---
 dlls/wined3d/stateblock.c | 49 ++++++++++++++++++++++-----------------
 1 file changed, 28 insertions(+), 21 deletions(-)

diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index 1ae0f35bff..fed32f2b9f 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -1030,21 +1030,24 @@ void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
     /* Vertex Shader Constants. */
     for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
     {
-        state->vs_consts_f[i] = stateblock->stateblock_state.vs_consts_f[i];
-        wined3d_device_set_vs_consts_f(device, stateblock->contained_vs_consts_f[i],
-                1, &stateblock->stateblock_state.vs_consts_f[stateblock->contained_vs_consts_f[i]]);
+        unsigned int idx = stateblock->contained_vs_consts_f[i];
+
+        state->vs_consts_f[idx] = stateblock->stateblock_state.vs_consts_f[idx];
+        wined3d_device_set_vs_consts_f(device, idx, 1, &stateblock->stateblock_state.vs_consts_f[idx]);
     }
     for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
     {
-        state->vs_consts_i[i] = stateblock->stateblock_state.vs_consts_i[i];
-        wined3d_device_set_vs_consts_i(device, stateblock->contained_vs_consts_i[i],
-                1, &stateblock->stateblock_state.vs_consts_i[stateblock->contained_vs_consts_i[i]]);
+        unsigned int idx = stateblock->contained_vs_consts_i[i];
+
+        state->vs_consts_i[idx] = stateblock->stateblock_state.vs_consts_i[idx];
+        wined3d_device_set_vs_consts_i(device, idx, 1, &stateblock->stateblock_state.vs_consts_i[idx]);
     }
     for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
     {
-        state->vs_consts_b[i] = stateblock->stateblock_state.vs_consts_b[i];
-        wined3d_device_set_vs_consts_b(device, stateblock->contained_vs_consts_b[i],
-                1, &stateblock->stateblock_state.vs_consts_b[stateblock->contained_vs_consts_b[i]]);
+        unsigned int idx = stateblock->contained_vs_consts_b[i];
+
+        state->vs_consts_b[idx] = stateblock->stateblock_state.vs_consts_b[idx];
+        wined3d_device_set_vs_consts_b(device, idx, 1, &stateblock->stateblock_state.vs_consts_b[idx]);
     }
 
     apply_lights(device, &stateblock->state);
@@ -1062,29 +1065,33 @@ void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
     /* Pixel Shader Constants. */
     for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
     {
-        state->ps_consts_f[i] = stateblock->stateblock_state.ps_consts_f[i];
-        wined3d_device_set_ps_consts_f(device, stateblock->contained_ps_consts_f[i],
-                1, &stateblock->stateblock_state.ps_consts_f[stateblock->contained_ps_consts_f[i]]);
+        unsigned int idx = stateblock->contained_ps_consts_f[i];
+
+        state->ps_consts_f[idx] = stateblock->stateblock_state.ps_consts_f[idx];
+        wined3d_device_set_ps_consts_f(device, idx, 1, &stateblock->stateblock_state.ps_consts_f[idx]);
     }
     for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
     {
-        state->ps_consts_i[i] = stateblock->stateblock_state.ps_consts_i[i];
-        wined3d_device_set_ps_consts_i(device, stateblock->contained_ps_consts_i[i],
-                1, &stateblock->stateblock_state.ps_consts_i[stateblock->contained_ps_consts_i[i]]);
+        unsigned int idx = stateblock->contained_ps_consts_i[i];
+
+        state->ps_consts_i[idx] = stateblock->stateblock_state.ps_consts_i[idx];
+        wined3d_device_set_ps_consts_i(device, idx, 1, &stateblock->stateblock_state.ps_consts_i[idx]);
     }
     for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
     {
-        state->ps_consts_b[i] = stateblock->stateblock_state.ps_consts_b[i];
-        wined3d_device_set_ps_consts_b(device, stateblock->contained_ps_consts_b[i],
-                1, &stateblock->stateblock_state.ps_consts_b[stateblock->contained_ps_consts_b[i]]);
+        unsigned int idx = stateblock->contained_ps_consts_b[i];
+
+        state->ps_consts_b[idx] = stateblock->stateblock_state.ps_consts_b[idx];
+        wined3d_device_set_ps_consts_b(device, idx, 1, &stateblock->stateblock_state.ps_consts_b[idx]);
     }
 
     /* Render states. */
     for (i = 0; i < stateblock->num_contained_render_states; ++i)
     {
-        state->rs[i] = stateblock->stateblock_state.rs[i];
-        wined3d_device_set_render_state(device, stateblock->contained_render_states[i],
-                stateblock->stateblock_state.rs[stateblock->contained_render_states[i]]);
+        enum wined3d_render_state rs = stateblock->contained_render_states[i];
+
+        state->rs[rs] = stateblock->stateblock_state.rs[rs];
+        wined3d_device_set_render_state(device, rs, stateblock->stateblock_state.rs[rs]);
     }
 
     /* Texture states. */
-- 
2.20.1




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