wined3d: Get rid of the vertex sampler offset.
Do the offsetting in d3d9 instead. Notice that this also fixes vertex sampler handling in wined3d_stateblock_apply(), since it was using the adjusted "stage" to index the sampler_states[] array. (Coverity) Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2514,8 +2514,8 @@ static HRESULT WINAPI d3d9_device_GetTexture(IDirect3DDevice9Ex *iface, DWORD st
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if (!texture)
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return D3DERR_INVALIDCALL;
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if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
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stage -= (WINED3DVERTEXTEXTURESAMPLER0 - WINED3D_MAX_FRAGMENT_SAMPLERS);
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if (stage >= D3DVERTEXTEXTURESAMPLER0 && stage <= D3DVERTEXTEXTURESAMPLER3)
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stage -= D3DVERTEXTEXTURESAMPLER0 - WINED3D_VERTEX_SAMPLER_OFFSET;
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if (stage >= ARRAY_SIZE(state->textures))
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{
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@ -2550,20 +2550,20 @@ static HRESULT WINAPI d3d9_device_SetTexture(IDirect3DDevice9Ex *iface, DWORD st
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texture_impl = unsafe_impl_from_IDirect3DBaseTexture9(texture);
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if (stage >= D3DVERTEXTEXTURESAMPLER0 && stage <= D3DVERTEXTEXTURESAMPLER3)
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stage -= D3DVERTEXTEXTURESAMPLER0 - WINED3D_VERTEX_SAMPLER_OFFSET;
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wined3d_mutex_lock();
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wined3d_stateblock_set_texture(device->update_state, stage,
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texture_impl ? texture_impl->wined3d_texture : NULL);
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if (!device->recording)
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{
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unsigned int i = stage < 16 || (stage >= D3DVERTEXTEXTURESAMPLER0 && stage <= D3DVERTEXTEXTURESAMPLER3)
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? stage < 16 ? stage : stage - D3DVERTEXTEXTURESAMPLER0 + 16 : ~0u;
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if (i < D3D9_MAX_TEXTURE_UNITS)
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if (stage < D3D9_MAX_TEXTURE_UNITS)
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{
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if (texture_impl && texture_impl->usage & D3DUSAGE_AUTOGENMIPMAP)
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device->auto_mipmaps |= 1u << i;
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device->auto_mipmaps |= 1u << stage;
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else
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device->auto_mipmaps &= ~(1u << i);
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device->auto_mipmaps &= ~(1u << stage);
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}
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}
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wined3d_mutex_unlock();
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@ -2656,8 +2656,8 @@ static HRESULT WINAPI d3d9_device_GetSamplerState(IDirect3DDevice9Ex *iface,
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TRACE("iface %p, sampler_idx %u, state %#x, value %p.\n", iface, sampler_idx, state, value);
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if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
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sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - WINED3D_MAX_FRAGMENT_SAMPLERS);
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if (sampler_idx >= D3DVERTEXTEXTURESAMPLER0 && sampler_idx <= D3DVERTEXTEXTURESAMPLER3)
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sampler_idx -= D3DVERTEXTEXTURESAMPLER0 - WINED3D_VERTEX_SAMPLER_OFFSET;
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if (sampler_idx >= ARRAY_SIZE(device_state->sampler_states))
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{
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@ -2681,6 +2681,9 @@ static HRESULT WINAPI DECLSPEC_HOTPATCH d3d9_device_SetSamplerState(IDirect3DDev
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TRACE("iface %p, sampler %u, state %#x, value %#x.\n", iface, sampler, state, value);
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if (sampler >= D3DVERTEXTEXTURESAMPLER0 && sampler <= D3DVERTEXTEXTURESAMPLER3)
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sampler -= D3DVERTEXTEXTURESAMPLER0 - WINED3D_VERTEX_SAMPLER_OFFSET;
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wined3d_mutex_lock();
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wined3d_stateblock_set_sampler_state(device->update_state, sampler, state, value);
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wined3d_mutex_unlock();
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@ -1758,9 +1758,6 @@ static void wined3d_device_set_sampler_state(struct wined3d_device *device,
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TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
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device, sampler_idx, debug_d3dsamplerstate(state), value);
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if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
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sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - WINED3D_MAX_FRAGMENT_SAMPLERS);
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if (value == device->state.sampler_states[sampler_idx][state])
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{
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TRACE("Application is setting the old value over, nothing to do.\n");
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@ -3452,9 +3449,6 @@ static void wined3d_device_set_texture(struct wined3d_device *device,
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TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
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if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
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stage -= (WINED3DVERTEXTEXTURESAMPLER0 - WINED3D_MAX_FRAGMENT_SAMPLERS);
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/* Windows accepts overflowing this array... we do not. */
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if (stage >= ARRAY_SIZE(device->state.textures))
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{
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@ -3492,7 +3486,7 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
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BOOL set_blend_state = FALSE, set_rasterizer_state = FALSE;
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unsigned int i, j, start, idx;
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struct wined3d_range range;
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DWORD map, stage;
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uint32_t map;
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TRACE("device %p, stateblock %p.\n", device, stateblock);
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@ -3732,14 +3726,11 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
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for (i = 0; i < ARRAY_SIZE(changed->samplerState); ++i)
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{
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stage = i;
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if (stage >= WINED3D_MAX_FRAGMENT_SAMPLERS)
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stage += WINED3DVERTEXTEXTURESAMPLER0 - WINED3D_MAX_FRAGMENT_SAMPLERS;
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map = changed->samplerState[i];
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while (map)
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{
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j = wined3d_bit_scan(&map);
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wined3d_device_set_sampler_state(device, stage, j, state->sampler_states[i][j]);
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wined3d_device_set_sampler_state(device, i, j, state->sampler_states[i][j]);
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}
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}
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@ -3788,10 +3779,7 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
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while (map)
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{
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i = wined3d_bit_scan(&map);
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stage = i;
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if (stage >= WINED3D_MAX_FRAGMENT_SAMPLERS)
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stage += WINED3DVERTEXTEXTURESAMPLER0 - WINED3D_MAX_FRAGMENT_SAMPLERS;
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wined3d_device_set_texture(device, stage, state->textures[i]);
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wined3d_device_set_texture(device, i, state->textures[i]);
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}
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map = changed->clipplane;
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@ -1075,7 +1075,6 @@ void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock,
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DWORD stage = stateblock->contained_sampler_states[i].stage;
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DWORD sampler_state = stateblock->contained_sampler_states[i].state;
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if (stage >= WINED3D_MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - WINED3D_MAX_FRAGMENT_SAMPLERS;
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wined3d_stateblock_set_sampler_state(device_state, stage, sampler_state,
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state->sampler_states[stage][sampler_state]);
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}
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@ -1127,13 +1126,8 @@ void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock,
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map = stateblock->changed.textures;
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for (i = 0; map; map >>= 1, ++i)
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{
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DWORD stage = i;
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if (stage >= WINED3D_MAX_FRAGMENT_SAMPLERS)
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stage += WINED3DVERTEXTEXTURESAMPLER0 - WINED3D_MAX_FRAGMENT_SAMPLERS;
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if (map & 1)
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wined3d_stateblock_set_texture(device_state, stage, state->textures[i]);
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wined3d_stateblock_set_texture(device_state, i, state->textures[i]);
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}
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map = stateblock->changed.clipplane;
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@ -1353,9 +1347,6 @@ void CDECL wined3d_stateblock_set_sampler_state(struct wined3d_stateblock *state
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TRACE("stateblock %p, sampler_idx %u, state %s, value %#x.\n",
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stateblock, sampler_idx, debug_d3dsamplerstate(state), value);
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if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
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sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - WINED3D_MAX_FRAGMENT_SAMPLERS);
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if (sampler_idx >= ARRAY_SIZE(stateblock->stateblock_state.sampler_states))
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{
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WARN("Invalid sampler %u.\n", sampler_idx);
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@ -1394,9 +1385,6 @@ void CDECL wined3d_stateblock_set_texture(struct wined3d_stateblock *stateblock,
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{
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TRACE("stateblock %p, stage %u, texture %p.\n", stateblock, stage, texture);
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if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
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stage -= (WINED3DVERTEXTEXTURESAMPLER0 - WINED3D_MAX_FRAGMENT_SAMPLERS);
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if (stage >= ARRAY_SIZE(stateblock->stateblock_state.textures))
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{
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WARN("Ignoring invalid stage %u.\n", stage);
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@ -1035,10 +1035,7 @@ enum wined3d_shader_type
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/* VTF defines */
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#define WINED3DDMAPSAMPLER 0x100
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#define WINED3DVERTEXTEXTURESAMPLER0 (WINED3DDMAPSAMPLER + 1)
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#define WINED3DVERTEXTEXTURESAMPLER1 (WINED3DDMAPSAMPLER + 2)
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#define WINED3DVERTEXTEXTURESAMPLER2 (WINED3DDMAPSAMPLER + 3)
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#define WINED3DVERTEXTEXTURESAMPLER3 (WINED3DDMAPSAMPLER + 4)
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#define WINED3D_VERTEX_SAMPLER_OFFSET WINED3D_MAX_FRAGMENT_SAMPLERS
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#define WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD 0x00000020
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#define WINED3DCAPS3_LINEAR_TO_SRGB_PRESENTATION 0x00000080
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