[PATCH 1/5] wined3d: Get rid of stateblock_copy_values().
Henri Verbeet
hverbeet at codeweavers.com
Wed Oct 14 03:55:15 CDT 2009
Use IWineD3DStateBlockImpl_Capture() for the initial stateblock capture
instead.
---
dlls/wined3d/stateblock.c | 195 +++++++++------------------------------------
1 files changed, 37 insertions(+), 158 deletions(-)
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index 6e6dac7..64ae8bb 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -322,70 +322,6 @@ static void stateblock_savedstates_set_vertex(SAVEDSTATES *states, const struct
memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * gl_info->max_vshader_constantsF);
}
-static void stateblock_copy_values(IWineD3DStateBlockImpl *dst, const IWineD3DStateBlockImpl *src,
- const struct wined3d_gl_info *gl_info)
-{
- unsigned int l;
-
- /* Single items */
- dst->gl_primitive_type = src->gl_primitive_type;
- dst->vertexDecl = src->vertexDecl;
- dst->vertexShader = src->vertexShader;
- dst->streamIsUP = src->streamIsUP;
- dst->pIndexData = src->pIndexData;
- dst->IndexFmt = src->IndexFmt;
- dst->baseVertexIndex = src->baseVertexIndex;
- dst->clip_status = src->clip_status;
- dst->viewport = src->viewport;
- dst->material = src->material;
- dst->pixelShader = src->pixelShader;
- dst->scissorRect = src->scissorRect;
-
- /* Lights */
- memset(dst->activeLights, 0, sizeof(dst->activeLights));
- for (l = 0; l < LIGHTMAP_SIZE; ++l)
- {
- struct list *e1, *e2;
- LIST_FOR_EACH_SAFE(e1, e2, &dst->lightMap[l])
- {
- PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
- list_remove(&light->entry);
- HeapFree(GetProcessHeap(), 0, light);
- }
-
- LIST_FOR_EACH(e1, &src->lightMap[l])
- {
- PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry), *light2;
- light2 = HeapAlloc(GetProcessHeap(), 0, sizeof(*light));
- *light2 = *light;
- list_add_tail(&dst->lightMap[l], &light2->entry);
- if (light2->glIndex != -1) dst->activeLights[light2->glIndex] = light2;
- }
- }
-
- /* Fixed size arrays */
- memcpy(dst->vertexShaderConstantB, src->vertexShaderConstantB, sizeof(dst->vertexShaderConstantB));
- memcpy(dst->vertexShaderConstantI, src->vertexShaderConstantI, sizeof(dst->vertexShaderConstantI));
- memcpy(dst->pixelShaderConstantB, src->pixelShaderConstantB, sizeof(dst->pixelShaderConstantB));
- memcpy(dst->pixelShaderConstantI, src->pixelShaderConstantI, sizeof(dst->pixelShaderConstantI));
-
- memcpy(dst->streamStride, src->streamStride, sizeof(dst->streamStride));
- memcpy(dst->streamOffset, src->streamOffset, sizeof(dst->streamOffset));
- memcpy(dst->streamSource, src->streamSource, sizeof(dst->streamSource));
- memcpy(dst->streamFreq, src->streamFreq, sizeof(dst->streamFreq));
- memcpy(dst->streamFlags, src->streamFlags, sizeof(dst->streamFlags));
- memcpy(dst->transforms, src->transforms, sizeof(dst->transforms));
- memcpy(dst->clipplane, src->clipplane, sizeof(dst->clipplane));
- memcpy(dst->renderState, src->renderState, sizeof(dst->renderState));
- memcpy(dst->textures, src->textures, sizeof(dst->textures));
- memcpy(dst->textureState, src->textureState, sizeof(dst->textureState));
- memcpy(dst->samplerState, src->samplerState, sizeof(dst->samplerState));
-
- /* Dynamically sized arrays */
- memcpy(dst->vertexShaderConstantF, src->vertexShaderConstantF, sizeof(float) * gl_info->max_vshader_constantsF * 4);
- memcpy(dst->pixelShaderConstantF, src->pixelShaderConstantF, sizeof(float) * gl_info->max_pshader_constantsF * 4);
-}
-
void stateblock_init_contained_states(IWineD3DStateBlockImpl *stateblock)
{
const struct wined3d_gl_info *gl_info = &stateblock->wineD3DDevice->adapter->gl_info;
@@ -498,6 +434,26 @@ void stateblock_init_contained_states(IWineD3DStateBlockImpl *stateblock)
}
}
+static void stateblock_init_lights(IWineD3DStateBlockImpl *stateblock, struct list *light_map)
+{
+ unsigned int i;
+
+ for (i = 0; i < LIGHTMAP_SIZE; ++i)
+ {
+ const PLIGHTINFOEL *src_light;
+
+ LIST_FOR_EACH_ENTRY(src_light, &light_map[i], PLIGHTINFOEL, entry)
+ {
+ PLIGHTINFOEL *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light));
+
+ *dst_light = *src_light;
+ dst_light->changed = TRUE;
+ dst_light->enabledChanged = TRUE;
+ list_add_tail(&stateblock->lightMap[i], &dst_light->entry);
+ }
+ }
+}
+
/**********************************************************
* IWineD3DStateBlockImpl IUnknown parts follows
**********************************************************/
@@ -1658,108 +1614,31 @@ HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *
* state block. */
if (type == WINED3DSBT_INIT || type == WINED3DSBT_RECORDED) return WINED3D_OK;
- stateblock_copy_values(stateblock, device->stateBlock, gl_info);
-
TRACE("Updating changed flags appropriate for type %#x.\n", type);
- if (type == WINED3DSBT_ALL)
+ switch (type)
{
- TRACE("ALL => Pretend everything has changed.\n");
-
- stateblock_savedstates_set_all(&stateblock->changed, gl_info);
- stateblock_init_contained_states(stateblock);
-
- /* Lights are not part of the changed / set structure. */
- for (i = 0; i < LIGHTMAP_SIZE; ++i)
- {
- struct list *e;
- LIST_FOR_EACH(e, &stateblock->lightMap[i])
- {
- PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
- light->changed = TRUE;
- light->enabledChanged = TRUE;
- }
- }
-
- for (i = 0; i < MAX_STREAMS; ++i)
- {
- if (stateblock->streamSource[i]) IWineD3DBuffer_AddRef(stateblock->streamSource[i]);
- }
-
- for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
- {
- if (stateblock->textures[i]) IWineD3DBaseTexture_AddRef(stateblock->textures[i]);
- }
-
- if (stateblock->vertexDecl) IWineD3DVertexDeclaration_AddRef(stateblock->vertexDecl);
- if (stateblock->pIndexData) IWineD3DBuffer_AddRef(stateblock->pIndexData);
- if (stateblock->vertexShader) IWineD3DVertexShader_AddRef(stateblock->vertexShader);
- if (stateblock->pixelShader) IWineD3DPixelShader_AddRef(stateblock->pixelShader);
- }
- else if (type == WINED3DSBT_PIXELSTATE)
- {
- TRACE("PIXELSTATE => Pretend all pixel states have changed.\n");
-
- stateblock_savedstates_set_pixel(&stateblock->changed, gl_info);
- stateblock_init_contained_states(stateblock);
-
- if (stateblock->pixelShader) IWineD3DPixelShader_AddRef(stateblock->pixelShader);
+ case WINED3DSBT_ALL:
+ stateblock_init_lights(stateblock, device->stateBlock->lightMap);
+ stateblock_savedstates_set_all(&stateblock->changed, gl_info);
+ break;
- /* Pixel state blocks do not contain vertex buffers. Set them to NULL
- * to avoid wrong refcounting on them. This makes releasing the buffer
- * easier. */
- for (i = 0; i < MAX_STREAMS; ++i)
- {
- stateblock->streamSource[i] = NULL;
- }
+ case WINED3DSBT_PIXELSTATE:
+ stateblock_savedstates_set_pixel(&stateblock->changed, gl_info);
+ break;
- for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
- {
- stateblock->textures[i] = NULL;
- }
+ case WINED3DSBT_VERTEXSTATE:
+ stateblock_init_lights(stateblock, device->stateBlock->lightMap);
+ stateblock_savedstates_set_vertex(&stateblock->changed, gl_info);
+ break;
- stateblock->vertexDecl = NULL;
- stateblock->pIndexData = NULL;
- stateblock->vertexShader = NULL;
+ default:
+ FIXME("Unrecognized state block type %#x.\n", type);
+ break;
}
- else if (type == WINED3DSBT_VERTEXSTATE)
- {
- TRACE("VERTEXSTATE => Pretend all vertex shates have changed.\n");
- stateblock_savedstates_set_vertex(&stateblock->changed, gl_info);
- stateblock_init_contained_states(stateblock);
-
- for (i = 0; i < LIGHTMAP_SIZE; ++i)
- {
- struct list *e;
- LIST_FOR_EACH(e, &stateblock->lightMap[i])
- {
- PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
- light->changed = TRUE;
- light->enabledChanged = TRUE;
- }
- }
-
- for (i = 0; i < MAX_STREAMS; ++i)
- {
- if (stateblock->streamSource[i]) IWineD3DBuffer_AddRef(stateblock->streamSource[i]);
- }
-
- for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
- {
- stateblock->textures[i] = NULL;
- }
-
- if (stateblock->vertexShader) IWineD3DVertexShader_AddRef(stateblock->vertexShader);
-
- if (stateblock->vertexDecl) IWineD3DVertexDeclaration_AddRef(stateblock->vertexDecl);
- stateblock->pIndexData = NULL;
- stateblock->pixelShader = NULL;
- }
- else
- {
- FIXME("Unrecognized state block type %#x.\n", type);
- }
+ stateblock_init_contained_states(stateblock);
+ IWineD3DStateBlockImpl_Capture((IWineD3DStateBlock *)stateblock);
return WINED3D_OK;
}
--
1.6.4.4
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