wined3d: Convert textureState to a bitmap in struct SAVEDSTATES.

Henri Verbeet hverbeet at codeweavers.com
Tue Jan 6 04:43:45 CST 2009


---
 dlls/wined3d/device.c          |   26 +++++++++++++++-----------
 dlls/wined3d/stateblock.c      |    7 ++++---
 dlls/wined3d/wined3d_private.h |    6 +++---
 3 files changed, 22 insertions(+), 17 deletions(-)

diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 09ecce7..dd6eff7 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -478,9 +478,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
         object->num_contained_render_states = NUM_SAVEDPIXELSTATES_R;
         for (j = 0; j < MAX_TEXTURES; j++) {
             for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
-                object->changed.textureState[j][SavedPixelStates_T[i]] = TRUE;
+                DWORD state = SavedPixelStates_T[i];
+                object->changed.textureState[j] |= 1 << state;
                 object->contained_tss_states[object->num_contained_tss_states].stage = j;
-                object->contained_tss_states[object->num_contained_tss_states].state = SavedPixelStates_T[i];
+                object->contained_tss_states[object->num_contained_tss_states].state = state;
                 object->num_contained_tss_states++;
             }
         }
@@ -537,9 +538,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
         object->num_contained_render_states = NUM_SAVEDVERTEXSTATES_R;
         for (j = 0; j < MAX_TEXTURES; j++) {
             for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
-                object->changed.textureState[j][SavedVertexStates_T[i]] = TRUE;
+                DWORD state = SavedVertexStates_T[i];
+                object->changed.textureState[j] |= 1 << state;
                 object->contained_tss_states[object->num_contained_tss_states].stage = j;
-                object->contained_tss_states[object->num_contained_tss_states].state = SavedVertexStates_T[i];
+                object->contained_tss_states[object->num_contained_tss_states].state = state;
                 object->num_contained_tss_states++;
             }
         }
@@ -4448,7 +4450,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *if
         return WINED3D_OK;
     }
 
-    This->updateStateBlock->changed.textureState[Stage][Type] = TRUE;
+    This->updateStateBlock->changed.textureState[Stage] |= 1 << Type;
     This->updateStateBlock->textureState[Stage][Type]         = Value;
 
     if (This->isRecordingState) {
@@ -4816,13 +4818,15 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IW
         }
     }
     for(i = 0; i < MAX_TEXTURES; i++) {
-        for (j = 0; j <= WINED3D_HIGHEST_TEXTURE_STATE; ++j)
+        DWORD map = object->changed.textureState[i];
+
+        for(j = 0; map; map >>= 1, ++j)
         {
-            if(object->changed.textureState[i][j]) {
-                object->contained_tss_states[object->num_contained_tss_states].stage = i;
-                object->contained_tss_states[object->num_contained_tss_states].state = j;
-                object->num_contained_tss_states++;
-            }
+            if (!(map & 1)) continue;
+
+            object->contained_tss_states[object->num_contained_tss_states].stage = i;
+            object->contained_tss_states[object->num_contained_tss_states].state = j;
+            ++object->num_contained_tss_states;
         }
     }
     for(i = 0; i < MAX_COMBINED_SAMPLERS; i++){
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index af77df3..4203073 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -91,7 +91,7 @@ static void stateblock_savedstates_copy(IWineD3DStateBlock* iface, SAVEDSTATES *
     dest->textures = source->textures;
     memcpy(dest->transform, source->transform, sizeof(source->transform));
     memcpy(dest->renderState, source->renderState, sizeof(source->renderState));
-    memcpy(dest->textureState, source->textureState, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
+    memcpy(dest->textureState, source->textureState, sizeof(source->textureState));
     memcpy(dest->samplerState, source->samplerState, sizeof(source->samplerState));
     dest->clipplane = source->clipplane;
     dest->pixelShaderConstantsB = source->pixelShaderConstantsB;
@@ -138,6 +138,7 @@ void stateblock_savedstates_set(
         states->textures = 0xfffff;
         stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
         stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
+        for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
         for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3fff;
         states->clipplane = 0xffffffff;
         states->pixelShaderConstantsB = 0xffff;
@@ -152,6 +153,7 @@ void stateblock_savedstates_set(
         states->textures = 0;
         memset(states->transform, 0, sizeof(states->transform));
         memset(states->renderState, 0, sizeof(states->renderState));
+        memset(states->textureState, 0, sizeof(states->textureState));
         memset(states->samplerState, 0, sizeof(states->samplerState));
         states->clipplane = 0;
         states->pixelShaderConstantsB = 0;
@@ -159,7 +161,6 @@ void stateblock_savedstates_set(
         states->vertexShaderConstantsB = 0;
         states->vertexShaderConstantsI = 0;
     }
-    memset(states->textureState, value, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
 
     /* Dynamically sized arrays */
     memset(states->pixelShaderConstantsF, value, bsize * GL_LIMITS(pshader_constantsF));
@@ -808,7 +809,7 @@ should really perform a delta so that only the changes get updated*/
             DWORD stage = This->contained_tss_states[i].stage;
             DWORD state = This->contained_tss_states[i].state;
             ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[stage][state]         = This->textureState[stage][state];
-            ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[stage][state] = TRUE;
+            ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[stage] |= 1 << state;
             /* TODO: Record a display list to apply all gl states. For now apply by brute force */
             IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_TEXTURESTAGE(stage, state));
         }
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 43111f4..1a78e90 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1761,10 +1761,10 @@ typedef struct SAVEDSTATES {
     DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
     WORD streamSource;                          /* MAX_STREAMS, 16 */
     WORD streamFreq;                            /* MAX_STREAMS, 16 */
-    DWORD textures;                             /* MAX_COMBINED_SAMPLERS, 20 */
     DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
-    BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
-    WORD samplerState[MAX_COMBINED_SAMPLERS];   /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14*/
+    DWORD textureState[MAX_TEXTURES];           /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
+    WORD samplerState[MAX_COMBINED_SAMPLERS];   /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
+    DWORD textures;                             /* MAX_COMBINED_SAMPLERS, 20 */
     DWORD clipplane;                            /* WINED3DMAXUSERCLIPPLANES, 32 */
     WORD pixelShaderConstantsB;                 /* MAX_CONST_B, 16 */
     WORD pixelShaderConstantsI;                 /* MAX_CONST_I, 16 */
-- 
1.6.0.6



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