[PATCH] WineD3D: Clean up the texbeml parameter forward=0A=

Stefan Doesinger stefan at codeweavers.com
Wed Aug 20 11:31:05 CDT 2008


=0A=
There's no point in separating scale and luminance since they're=0A=
uploaded at the same time. We still want to separate the stages=0A=
though=0A=
---=0A=
 dlls/wined3d/state.c |   49 =
++++++++-----------------------------------------=0A=
 1 files changed, 8 insertions(+), 41 deletions(-)=0A=
=0A=
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c=0A=
index 5b92420..31c76ae 100644=0A=
--- a/dlls/wined3d/state.c=0A=
+++ b/dlls/wined3d/state.c=0A=
@@ -3407,10 +3407,6 @@ static void shaderconstant(DWORD state, =
IWineD3DStateBlockImpl *stateblock, Wine=0A=
 =0A=
 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl =
*stateblock, WineD3DContext *context) {=0A=
     DWORD stage =3D (state - STATE_TEXTURESTAGE(0, 0)) / =
WINED3D_HIGHEST_TEXTURE_STATE;=0A=
-    union {=0A=
-        DWORD d;=0A=
-        float f;=0A=
-    } tmpvalue;=0A=
 =0A=
     if(stateblock->pixelShader && stage !=3D 0 &&=0A=
        ((IWineD3DPixelShaderImpl *) =
stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {=0A=
@@ -3422,35 +3418,6 @@ static void tex_bumpenvlscale(DWORD state, =
IWineD3DStateBlockImpl *stateblock, W=0A=
             shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, =
context);=0A=
         }=0A=
     }=0A=
-=0A=
-    tmpvalue.d =3D =
stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];=0A=
-    if(tmpvalue.f !=3D 0.0) {=0A=
-        FIXME("WINED3DTSS_BUMPENVLSCALE not supported yet\n");=0A=
-    }=0A=
-}=0A=
-=0A=
-static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl =
*stateblock, WineD3DContext *context) {=0A=
-    DWORD stage =3D (state - STATE_TEXTURESTAGE(0, 0)) / =
WINED3D_HIGHEST_TEXTURE_STATE;=0A=
-    union {=0A=
-        DWORD d;=0A=
-        float f;=0A=
-    } tmpvalue;=0A=
-=0A=
-    if(stateblock->pixelShader && stage !=3D 0 &&=0A=
-       ((IWineD3DPixelShaderImpl *) =
stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {=0A=
-        /* The pixel shader has to know the luminance offset. Do a =
constants update if it=0A=
-         * isn't scheduled anyway=0A=
-         */=0A=
-        if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&=0A=
-           !isStateDirty(context, STATE_PIXELSHADER)) {=0A=
-            shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, =
context);=0A=
-        }=0A=
-    }=0A=
-=0A=
-    tmpvalue.d =3D =
stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];=0A=
-    if(tmpvalue.f !=3D 0.0) {=0A=
-        FIXME("WINED3DTSS_BUMPENVLOFFSET not supported yet\n");=0A=
-    }=0A=
 }=0A=
 =0A=
 static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl =
*stateblock, WineD3DContext *context) {=0A=
@@ -4906,21 +4873,21 @@ const struct StateEntryTemplate =
misc_state_template[] =3D {=0A=
     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),     { =
STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}, 0                               },=0A=
     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),     { =
STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}, 0                               },=0A=
     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    { =
STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
}, 0                               },=0A=
-    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),   { =
STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  =
}, 0                               },=0A=
+    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),   { =
STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
}, 0                               },=0A=
     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    { =
STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
}, 0                               },=0A=
-    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),   { =
STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  =
}, 0                               },=0A=
+    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),   { =
STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
}, 0                               },=0A=
     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    { =
STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
}, 0                               },=0A=
-    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),   { =
STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  =
}, 0                               },=0A=
+    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),   { =
STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
}, 0                               },=0A=
     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    { =
STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
}, 0                               },=0A=
-    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),   { =
STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  =
}, 0                               },=0A=
+    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),   { =
STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
}, 0                               },=0A=
     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    { =
STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
}, 0                               },=0A=
-    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),   { =
STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  =
}, 0                               },=0A=
+    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),   { =
STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
}, 0                               },=0A=
     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    { =
STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
}, 0                               },=0A=
-    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),   { =
STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  =
}, 0                               },=0A=
+    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),   { =
STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
}, 0                               },=0A=
     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    { =
STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
}, 0                               },=0A=
-    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),   { =
STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  =
}, 0                               },=0A=
+    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),   { =
STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
}, 0                               },=0A=
     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    { =
STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
}, 0                               },=0A=
-    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),   { =
STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  =
}, 0                               },=0A=
+    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),   { =
STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
}, 0                               },=0A=
 =0A=
     { STATE_VIEWPORT,                                     { =
STATE_VIEWPORT,                                     viewport_miscpart   =
}, 0                               },=0A=
     { STATE_INDEXBUFFER,                                  { =
STATE_INDEXBUFFER,                                  indexbuffer         =
}, ARB_VERTEX_BUFFER_OBJECT        },=0A=
-- =0A=
1.5.6.4=0A=
=0A=

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