wined3d: Catch nop render state changes.
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c83562af69
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062b6ffc5c
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@ -2068,6 +2068,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DW
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static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, D3DCB_CREATEADDITIONALSWAPCHAIN D3DCB_CreateAdditionalSwapChain) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
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IWineD3DSwapChainImpl *swapchain;
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DWORD state;
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TRACE("(%p)->(%p,%p)\n", This, pPresentationParameters, D3DCB_CreateAdditionalSwapChain);
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if(This->d3d_initialized) return WINED3DERR_INVALIDCALL;
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@ -2148,6 +2149,15 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
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/* Clear the screen */
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IWineD3DDevice_Clear((IWineD3DDevice *) This, 0, NULL, WINED3DCLEAR_STENCIL|WINED3DCLEAR_ZBUFFER|WINED3DCLEAR_TARGET, 0x00, 1.0, 0);
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/* Mark all states dirty. The Setters will not mark a state dirty when the new value is equal to the old value
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* This might create a problem in 2 situations:
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* ->The D3D default value is 0, but the opengl default value is something else
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* ->D3D7 unintialized D3D and reinitializes it. This way the context is destroyed, be the stateblock unchanged
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*/
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for(state = 0; state <= STATE_HIGHEST; state++) {
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IWineD3DDeviceImpl_MarkStateDirty(This, state);
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}
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This->d3d_initialized = TRUE;
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return WINED3D_OK;
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}
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@ -3316,8 +3326,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINE
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static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD Value) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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DWORD oldValue = This->stateBlock->renderState[State];
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TRACE("(%p)->state = %s(%d), value = %d\n", This, debug_d3drenderstate(State), State, Value);
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This->updateStateBlock->changed.renderState[State] = TRUE;
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This->updateStateBlock->set.renderState[State] = TRUE;
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This->updateStateBlock->renderState[State] = Value;
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@ -3328,7 +3340,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W
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return WINED3D_OK;
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}
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(State));
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/* Compared here and not before the assignment to allow proper stateblock recording */
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if(Value == oldValue) {
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TRACE("Application is setting the old value over, nothing to do\n");
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} else {
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(State));
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}
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return WINED3D_OK;
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}
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@ -4546,19 +4563,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD
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IWineD3DBaseTexture_Release(oldTexture);
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}
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/* Reset color keying */
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/* Color keying is affected by the texture. Temporarily mark the color key state (=alpha test)
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* dirty until textures are integrated with the state management
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*/
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if(Stage == 0 && This->stateBlock->renderState[WINED3DRS_COLORKEYENABLE]) {
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BOOL enable_ckey = FALSE;
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if(pTexture) {
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IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)pTexture)->surfaces[0];
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if(surf->CKeyFlags & DDSD_CKSRCBLT) enable_ckey = TRUE;
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}
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if(enable_ckey) {
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glAlphaFunc(GL_NOTEQUAL, 0.0);
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checkGLcall("glAlphaFunc");
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}
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORKEYENABLE));
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}
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return WINED3D_OK;
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@ -6007,6 +6016,7 @@ static void device_reapply_stateblock(IWineD3DDeviceImpl* This) {
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BOOL oldRecording;
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IWineD3DStateBlockImpl *oldUpdateStateBlock;
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DWORD i;
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/* Disable recording */
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oldUpdateStateBlock = This->updateStateBlock;
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@ -6017,6 +6027,13 @@ static void device_reapply_stateblock(IWineD3DDeviceImpl* This) {
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/* Reapply the state block */
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IWineD3DStateBlock_Apply((IWineD3DStateBlock *)This->stateBlock);
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/* Temporaryily mark all render states dirty to force reapplication
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* until the context management for is integrated with the state management
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*/
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for(i = 1; i < WINEHIGHEST_RENDER_STATE; i++) {
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(i));
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}
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/* Restore recording */
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This->isRecordingState = oldRecording;
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This->updateStateBlock = oldUpdateStateBlock;
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@ -6030,7 +6047,6 @@ static void device_reapply_stateblock(IWineD3DDeviceImpl* This) {
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* make this unnecessary */
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static void device_render_to_texture(IWineD3DDeviceImpl* This, BOOL isTexture) {
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DWORD cullMode;
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BOOL oldRecording;
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IWineD3DStateBlockImpl *oldUpdateStateBlock;
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@ -6049,8 +6065,7 @@ static void device_render_to_texture(IWineD3DDeviceImpl* This, BOOL isTexture) {
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}
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This->last_was_rhw = FALSE;
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This->proj_valid = FALSE;
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IWineD3DDevice_GetRenderState((IWineD3DDevice*) This, WINED3DRS_CULLMODE, &cullMode);
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IWineD3DDevice_SetRenderState((IWineD3DDevice*) This, WINED3DRS_CULLMODE, cullMode);
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IWineD3DDeviceImpl_MarkStateDirty(This, WINED3DRS_CULLMODE);
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/* Restore recording */
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This->isRecordingState = oldRecording;
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@ -332,20 +332,8 @@ static void primitiveInitState(
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} else if(This->stateBlock->renderState[WINED3DRS_FOGENABLE]
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&& This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] != WINED3DFOG_NONE) {
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if(GL_SUPPORT(EXT_FOG_COORD)) {
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glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
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checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)\n");
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/* Reapply the fog range */
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IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
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IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
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/* Restore the fog mode */
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IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGTABLEMODE, This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE]);
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} else {
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/* Enable GL_FOG again because we disabled it above */
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glEnable(GL_FOG);
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checkGLcall("glEnable(GL_FOG)");
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}
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/* Reapply the fog */
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StateTable[STATE_RENDER(WINED3DRS_FOGENABLE)].apply(STATE_RENDER(WINED3DRS_FOGSTART), This->stateBlock);
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}
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}
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}
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