[PATCH 1/5] wined3d: Introduce a stateblock flag for lights.
Matteo Bruni
mbruni at codeweavers.com
Mon Mar 2 07:02:45 CST 2020
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
So that applications not using the fixed-function pipeline get to skip
the lights checks entirely.
dlls/wined3d/device.c | 15 +++++++++------
dlls/wined3d/stateblock.c | 31 ++++++++++++++++++++-----------
dlls/wined3d/wined3d_private.h | 3 ++-
3 files changed, 31 insertions(+), 18 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 660ba777efc..639e94a624b 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3904,14 +3904,17 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
wined3d_device_set_ps_consts_b(device, range.offset, range.size, &state->ps_consts_b[range.offset]);
}
- for (i = 0; i < ARRAY_SIZE(state->light_state->light_map); ++i)
+ if (changed->lights)
{
- const struct wined3d_light_info *light;
-
- LIST_FOR_EACH_ENTRY(light, &state->light_state->light_map[i], struct wined3d_light_info, entry)
+ for (i = 0; i < ARRAY_SIZE(state->light_state->light_map); ++i)
{
- wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
- wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
+ 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);
+ }
}
}
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index 69210e1fba2..c47a7323b14 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -209,6 +209,7 @@ static void stateblock_savedstates_set_all(struct wined3d_saved_states *states,
states->vertexShader = 1;
states->scissorRect = 1;
states->blend_state = 1;
+ states->lights = 1;
states->streamSource = 0xffff;
states->streamFreq = 0xffff;
@@ -262,6 +263,7 @@ static void stateblock_savedstates_set_vertex(struct wined3d_saved_states *state
states->vertexDecl = 1;
states->vertexShader = 1;
states->blend_state = 1;
+ states->lights = 1;
for (i = 0; i < ARRAY_SIZE(vertex_states_render); ++i)
{
@@ -982,7 +984,8 @@ void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock,
stateblock->stateblock_state.ps = state->ps;
}
- wined3d_state_record_lights(stateblock->stateblock_state.light_state, state->light_state);
+ if (stateblock->changed.lights)
+ wined3d_state_record_lights(stateblock->stateblock_state.light_state, state->light_state);
if (stateblock->changed.blend_state && stateblock->stateblock_state.blend_state != state->blend_state)
{
@@ -1050,20 +1053,23 @@ void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock,
wined3d_device_set_vs_consts_b(device, idx, 1, &stateblock->stateblock_state.vs_consts_b[idx]);
}
- for (i = 0; i < ARRAY_SIZE(stateblock->stateblock_state.light_state->light_map); ++i)
+ if (stateblock->changed.lights)
{
- const struct wined3d_light_info *light;
- struct wined3d_light_info *new_light;
-
- LIST_FOR_EACH_ENTRY(light, &stateblock->stateblock_state.light_state->light_map[i], struct wined3d_light_info, entry)
+ for (i = 0; i < ARRAY_SIZE(stateblock->stateblock_state.light_state->light_map); ++i)
{
- if (SUCCEEDED(wined3d_light_state_set_light(state->light_state, light->OriginalIndex,
- &light->OriginalParms, &new_light)))
+ const struct wined3d_light_info *light;
+ struct wined3d_light_info *new_light;
+
+ LIST_FOR_EACH_ENTRY(light, &stateblock->stateblock_state.light_state->light_map[i], struct wined3d_light_info, entry)
{
- wined3d_light_state_enable_light(state->light_state, &device->adapter->d3d_info, new_light, light->glIndex != -1);
+ if (SUCCEEDED(wined3d_light_state_set_light(state->light_state, light->OriginalIndex,
+ &light->OriginalParms, &new_light)))
+ {
+ wined3d_light_state_enable_light(state->light_state, &device->adapter->d3d_info, new_light, light->glIndex != -1);
+ }
+ wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
+ wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
}
- wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
- wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
}
}
@@ -1708,6 +1714,7 @@ HRESULT CDECL wined3d_stateblock_set_stream_source_freq(struct wined3d_statebloc
stateblock->changed.streamFreq |= 1u << stream_idx;
return WINED3D_OK;
}
+
HRESULT CDECL wined3d_stateblock_set_light(struct wined3d_stateblock *stateblock,
UINT light_idx, const struct wined3d_light *light)
{
@@ -1744,6 +1751,7 @@ HRESULT CDECL wined3d_stateblock_set_light(struct wined3d_stateblock *stateblock
return WINED3DERR_INVALIDCALL;
}
+ stateblock->changed.lights = 1;
return wined3d_light_state_set_light(stateblock->stateblock_state.light_state, light_idx, light, &object);
}
@@ -1761,6 +1769,7 @@ HRESULT CDECL wined3d_stateblock_set_light_enable(struct wined3d_stateblock *sta
return hr;
}
wined3d_light_state_enable_light(light_state, &stateblock->device->adapter->d3d_info, light_info, enable);
+ stateblock->changed.lights = 1;
return S_OK;
}
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 744e647008e..c658f5104c7 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -3937,7 +3937,8 @@ struct wined3d_saved_states
DWORD scissorRect : 1;
DWORD store_stream_offset : 1;
DWORD blend_state : 1;
- DWORD padding : 3;
+ DWORD lights : 1;
+ DWORD padding : 2;
};
struct StageState {
--
2.24.1
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