[PATCH 3/4] wined3d: Pass a wined3d_state structure to nvts_activate_dimensions().
Henri Verbeet
hverbeet at codeweavers.com
Fri Oct 1 05:25:48 CDT 2010
---
dlls/wined3d/nvidia_texture_shader.c | 47 +++++++++++++++++----------------
1 files changed, 24 insertions(+), 23 deletions(-)
diff --git a/dlls/wined3d/nvidia_texture_shader.c b/dlls/wined3d/nvidia_texture_shader.c
index 5fd8fea..00a51f8 100644
--- a/dlls/wined3d/nvidia_texture_shader.c
+++ b/dlls/wined3d/nvidia_texture_shader.c
@@ -30,12 +30,12 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d);
/* GL locking for state handlers is done by the caller. */
-static void nvts_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+static void nvts_activate_dimensions(const struct wined3d_state *state, DWORD stage, struct wined3d_context *context)
{
BOOL bumpmap = FALSE;
- if (stage > 0 && (stateblock->state.texture_states[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE
- || stateblock->state.texture_states[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP))
+ if (stage > 0 && (state->texture_states[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE
+ || state->texture_states[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP))
{
bumpmap = TRUE;
context->texShaderBumpMap |= (1 << stage);
@@ -43,9 +43,9 @@ static void nvts_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateb
context->texShaderBumpMap &= ~(1 << stage);
}
- if (stateblock->state.textures[stage])
+ if (state->textures[stage])
{
- switch (stateblock->state.textures[stage]->baseTexture.target)
+ switch (state->textures[stage]->baseTexture.target)
{
case GL_TEXTURE_2D:
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
@@ -482,16 +482,16 @@ static void nvrc_colorop(DWORD state_id, IWineD3DStateBlockImpl *stateblock, str
checkGLcall("glActiveTextureARB");
}
- if (stateblock->state.lowest_disabled_stage > 0)
+ if (state->lowest_disabled_stage > 0)
{
glEnable(GL_REGISTER_COMBINERS_NV);
- GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->state.lowest_disabled_stage));
+ GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, state->lowest_disabled_stage));
}
else
{
glDisable(GL_REGISTER_COMBINERS_NV);
}
- if (stage >= stateblock->state.lowest_disabled_stage)
+ if (stage >= state->lowest_disabled_stage)
{
TRACE("Stage disabled\n");
if (mapped_stage != WINED3D_UNMAPPED_STAGE)
@@ -529,57 +529,58 @@ static void nvrc_colorop(DWORD state_id, IWineD3DStateBlockImpl *stateblock, str
{
if (gl_info->supported[NV_TEXTURE_SHADER2])
{
- nvts_activate_dimensions(stage, stateblock, context);
+ nvts_activate_dimensions(state, stage, context);
}
else
{
- texture_activate_dimensions(stateblock->state.textures[stage], gl_info);
+ texture_activate_dimensions(state->textures[stage], gl_info);
}
}
}
/* Set the texture combiners */
- set_tex_op_nvrc(gl_info, &stateblock->state, FALSE, stage,
- stateblock->state.texture_states[stage][WINED3DTSS_COLOROP],
- stateblock->state.texture_states[stage][WINED3DTSS_COLORARG1],
- stateblock->state.texture_states[stage][WINED3DTSS_COLORARG2],
- stateblock->state.texture_states[stage][WINED3DTSS_COLORARG0],
+ set_tex_op_nvrc(gl_info, state, FALSE, stage,
+ state->texture_states[stage][WINED3DTSS_COLOROP],
+ state->texture_states[stage][WINED3DTSS_COLORARG1],
+ state->texture_states[stage][WINED3DTSS_COLORARG2],
+ state->texture_states[stage][WINED3DTSS_COLORARG0],
mapped_stage,
- stateblock->state.texture_states[stage][WINED3DTSS_RESULTARG]);
+ state->texture_states[stage][WINED3DTSS_RESULTARG]);
/* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
* thus the texture shader may have to be updated
*/
if (gl_info->supported[NV_TEXTURE_SHADER2])
{
- BOOL usesBump = (stateblock->state.texture_states[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE
- || stateblock->state.texture_states[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP);
+ BOOL usesBump = (state->texture_states[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE
+ || state->texture_states[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP);
BOOL usedBump = !!(context->texShaderBumpMap & 1 << (stage + 1));
if (usesBump != usedBump)
{
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
checkGLcall("glActiveTextureARB");
- nvts_activate_dimensions(stage + 1, stateblock, context);
+ nvts_activate_dimensions(state, stage + 1, context);
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
checkGLcall("glActiveTextureARB");
}
}
}
-static void nvts_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+static void nvts_texdim(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
{
- DWORD sampler = state - STATE_SAMPLER(0);
+ DWORD sampler = state_id - STATE_SAMPLER(0);
DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
+ const struct wined3d_state *state = &stateblock->state;
/* No need to enable / disable anything here for unused samplers. The tex_colorop
* handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
* will take care of this business
*/
if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures) return;
- if (sampler >= stateblock->state.lowest_disabled_stage) return;
+ if (sampler >= state->lowest_disabled_stage) return;
if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
- nvts_activate_dimensions(sampler, stateblock, context);
+ nvts_activate_dimensions(state, sampler, context);
}
static void nvts_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
--
1.7.2.2
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