From 1ae12240d4f1110f948b045bdbfe273e5cd7aa29 Mon Sep 17 00:00:00 2001 From: Zebediah Figura Date: Tue, 12 Feb 2019 20:00:08 -0600 Subject: [PATCH] wined3d: Correct indices for contained states in wined3d_stateblock_apply(). Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=46602 Signed-off-by: Zebediah Figura Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/wined3d/stateblock.c | 49 ++++++++++++++++++++++----------------- 1 file changed, 28 insertions(+), 21 deletions(-) diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c index 65f953f5a6e..cd57e6cc9a5 100644 --- a/dlls/wined3d/stateblock.c +++ b/dlls/wined3d/stateblock.c @@ -1040,21 +1040,24 @@ void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock) /* Vertex Shader Constants. */ for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i) { - state->vs_consts_f[i] = stateblock->stateblock_state.vs_consts_f[i]; - wined3d_device_set_vs_consts_f(device, stateblock->contained_vs_consts_f[i], - 1, &stateblock->stateblock_state.vs_consts_f[stateblock->contained_vs_consts_f[i]]); + unsigned int idx = stateblock->contained_vs_consts_f[i]; + + state->vs_consts_f[idx] = stateblock->stateblock_state.vs_consts_f[idx]; + wined3d_device_set_vs_consts_f(device, idx, 1, &stateblock->stateblock_state.vs_consts_f[idx]); } for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i) { - state->vs_consts_i[i] = stateblock->stateblock_state.vs_consts_i[i]; - wined3d_device_set_vs_consts_i(device, stateblock->contained_vs_consts_i[i], - 1, &stateblock->stateblock_state.vs_consts_i[stateblock->contained_vs_consts_i[i]]); + unsigned int idx = stateblock->contained_vs_consts_i[i]; + + state->vs_consts_i[idx] = stateblock->stateblock_state.vs_consts_i[idx]; + wined3d_device_set_vs_consts_i(device, idx, 1, &stateblock->stateblock_state.vs_consts_i[idx]); } for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i) { - state->vs_consts_b[i] = stateblock->stateblock_state.vs_consts_b[i]; - wined3d_device_set_vs_consts_b(device, stateblock->contained_vs_consts_b[i], - 1, &stateblock->stateblock_state.vs_consts_b[stateblock->contained_vs_consts_b[i]]); + unsigned int idx = stateblock->contained_vs_consts_b[i]; + + state->vs_consts_b[idx] = stateblock->stateblock_state.vs_consts_b[idx]; + wined3d_device_set_vs_consts_b(device, idx, 1, &stateblock->stateblock_state.vs_consts_b[idx]); } for (i = 0; i < ARRAY_SIZE(stateblock->stateblock_state.light_state.light_map); ++i) @@ -1087,29 +1090,33 @@ void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock) /* Pixel Shader Constants. */ for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i) { - state->ps_consts_f[i] = stateblock->stateblock_state.ps_consts_f[i]; - wined3d_device_set_ps_consts_f(device, stateblock->contained_ps_consts_f[i], - 1, &stateblock->stateblock_state.ps_consts_f[stateblock->contained_ps_consts_f[i]]); + unsigned int idx = stateblock->contained_ps_consts_f[i]; + + state->ps_consts_f[idx] = stateblock->stateblock_state.ps_consts_f[idx]; + wined3d_device_set_ps_consts_f(device, idx, 1, &stateblock->stateblock_state.ps_consts_f[idx]); } for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i) { - state->ps_consts_i[i] = stateblock->stateblock_state.ps_consts_i[i]; - wined3d_device_set_ps_consts_i(device, stateblock->contained_ps_consts_i[i], - 1, &stateblock->stateblock_state.ps_consts_i[stateblock->contained_ps_consts_i[i]]); + unsigned int idx = stateblock->contained_ps_consts_i[i]; + + state->ps_consts_i[idx] = stateblock->stateblock_state.ps_consts_i[idx]; + wined3d_device_set_ps_consts_i(device, idx, 1, &stateblock->stateblock_state.ps_consts_i[idx]); } for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i) { - state->ps_consts_b[i] = stateblock->stateblock_state.ps_consts_b[i]; - wined3d_device_set_ps_consts_b(device, stateblock->contained_ps_consts_b[i], - 1, &stateblock->stateblock_state.ps_consts_b[stateblock->contained_ps_consts_b[i]]); + unsigned int idx = stateblock->contained_ps_consts_b[i]; + + state->ps_consts_b[idx] = stateblock->stateblock_state.ps_consts_b[idx]; + wined3d_device_set_ps_consts_b(device, idx, 1, &stateblock->stateblock_state.ps_consts_b[idx]); } /* Render states. */ for (i = 0; i < stateblock->num_contained_render_states; ++i) { - state->rs[i] = stateblock->stateblock_state.rs[i]; - wined3d_device_set_render_state(device, stateblock->contained_render_states[i], - stateblock->stateblock_state.rs[stateblock->contained_render_states[i]]); + enum wined3d_render_state rs = stateblock->contained_render_states[i]; + + state->rs[rs] = stateblock->stateblock_state.rs[rs]; + wined3d_device_set_render_state(device, rs, stateblock->stateblock_state.rs[rs]); } /* Texture states. */