wined3d: Convert some BOOLs to bitfields in struct IWineD3DDeviceImpl.
Also fills a 3 byte hole.
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@ -3638,6 +3638,7 @@ static void device_map_stage(IWineD3DDeviceImpl *This, int stage, int unit) {
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static void device_update_fixed_function_usage_map(IWineD3DDeviceImpl *This) {
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int i;
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This->fixed_function_usage_map = 0;
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for (i = 0; i < MAX_TEXTURES; ++i) {
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WINED3DTEXTUREOP color_op = This->stateBlock->textureState[i][WINED3DTSS_COLOROP];
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WINED3DTEXTUREOP alpha_op = This->stateBlock->textureState[i][WINED3DTSS_ALPHAOP];
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@ -3650,10 +3651,6 @@ static void device_update_fixed_function_usage_map(IWineD3DDeviceImpl *This) {
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if (color_op == WINED3DTOP_DISABLE) {
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/* Not used, and disable higher stages */
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while (i < MAX_TEXTURES) {
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This->fixed_function_usage_map[i] = FALSE;
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++i;
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}
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break;
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}
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@ -3663,13 +3660,11 @@ static void device_update_fixed_function_usage_map(IWineD3DDeviceImpl *This) {
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|| ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG2)
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|| ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG1)
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|| ((alpha_arg3 == WINED3DTA_TEXTURE) && (alpha_op == WINED3DTOP_MULTIPLYADD || alpha_op == WINED3DTOP_LERP))) {
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This->fixed_function_usage_map[i] = TRUE;
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} else {
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This->fixed_function_usage_map[i] = FALSE;
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This->fixed_function_usage_map |= (1 << i);
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}
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if ((color_op == WINED3DTOP_BUMPENVMAP || color_op == WINED3DTOP_BUMPENVMAPLUMINANCE) && i < MAX_TEXTURES - 1) {
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This->fixed_function_usage_map[i+1] = TRUE;
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This->fixed_function_usage_map |= (1 << (i + 1));
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}
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}
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}
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@ -3682,7 +3677,7 @@ static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) {
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if (This->max_ffp_textures == This->max_ffp_texture_stages ||
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This->stateBlock->lowest_disabled_stage <= This->max_ffp_textures) {
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for (i = 0; i < This->stateBlock->lowest_disabled_stage; ++i) {
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if (!This->fixed_function_usage_map[i]) continue;
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if (!(This->fixed_function_usage_map & (1 << i))) continue;
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if (This->texUnitMap[i] != i) {
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device_map_stage(This, i, i);
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@ -3696,7 +3691,7 @@ static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) {
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/* Now work out the mapping */
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tex = 0;
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for (i = 0; i < This->stateBlock->lowest_disabled_stage; ++i) {
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if (!This->fixed_function_usage_map[i]) continue;
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if (!(This->fixed_function_usage_map & (1 << i))) continue;
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if (This->texUnitMap[i] != tex) {
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device_map_stage(This, i, tex);
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@ -3739,7 +3734,7 @@ static BOOL device_unit_free_for_vs(IWineD3DDeviceImpl *This, const DWORD *pshad
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if (!pshader_sampler_tokens) {
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/* No pixel shader, check fixed function */
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return current_mapping >= MAX_TEXTURES || !This->fixed_function_usage_map[current_mapping];
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return current_mapping >= MAX_TEXTURES || !(This->fixed_function_usage_map & (1 << current_mapping));
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}
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/* Pixel shader, check the shader's sampler map */
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@ -453,7 +453,7 @@ void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEX
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static void nvrc_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
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DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
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BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
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BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
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TRACE("Setting color op for stage %d\n", stage);
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@ -2883,7 +2883,7 @@ static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTE
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static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
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DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
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BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
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BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
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TRACE("Setting color op for stage %d\n", stage);
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@ -2939,7 +2939,7 @@ static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
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void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
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DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
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BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
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BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
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DWORD op, arg1, arg2, arg0;
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TRACE("Setting alpha op for stage %d\n", stage);
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@ -1065,19 +1065,30 @@ struct IWineD3DDeviceImpl
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unsigned int max_ffp_textures, max_ffp_texture_stages;
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/* To store */
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BOOL view_ident; /* true iff view matrix is identity */
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BOOL untransformed;
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BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
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WORD view_ident : 1; /* true iff view matrix is identity */
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WORD untransformed : 1;
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WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
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WORD isRecordingState : 1;
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WORD isInDraw : 1;
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WORD render_offscreen : 1;
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WORD bCursorVisible : 1;
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WORD haveHardwareCursor : 1;
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WORD d3d_initialized : 1;
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WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
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WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
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WORD useDrawStridedSlow : 1;
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WORD instancedDraw : 1;
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WORD padding : 3;
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BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
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#define DDRAW_PITCH_ALIGNMENT 8
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#define D3D8_PITCH_ALIGNMENT 4
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unsigned char surface_alignment; /* Line Alignment of surfaces */
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/* State block related */
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BOOL isRecordingState;
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IWineD3DStateBlockImpl *stateBlock;
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IWineD3DStateBlockImpl *updateStateBlock;
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BOOL isInDraw;
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/* Internal use fields */
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WINED3DDEVICE_CREATION_PARAMETERS createParms;
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@ -1107,7 +1118,6 @@ struct IWineD3DDeviceImpl
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UINT paletteConversionShader;
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/* For rendering to a texture using glCopyTexImage */
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BOOL render_offscreen;
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GLenum *draw_buffers;
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GLuint depth_blt_texture;
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GLuint depth_blt_rb;
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@ -1115,14 +1125,12 @@ struct IWineD3DDeviceImpl
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UINT depth_blt_rb_h;
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/* Cursor management */
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BOOL bCursorVisible;
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UINT xHotSpot;
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UINT yHotSpot;
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UINT xScreenSpace;
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UINT yScreenSpace;
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UINT cursorWidth, cursorHeight;
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GLuint cursorTexture;
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BOOL haveHardwareCursor;
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HCURSOR hardwareCursor;
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/* The Wine logo surface */
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@ -1133,13 +1141,6 @@ struct IWineD3DDeviceImpl
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/* Device state management */
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HRESULT state;
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BOOL d3d_initialized;
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/* A flag to check for proper BeginScene / EndScene call pairs */
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BOOL inScene;
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/* process vertex shaders using software or hardware */
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BOOL softwareVertexProcessing;
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/* DirectDraw stuff */
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DWORD ddraw_width, ddraw_height;
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@ -1151,13 +1152,10 @@ struct IWineD3DDeviceImpl
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/* With register combiners we can skip junk texture stages */
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DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
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DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
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BOOL fixed_function_usage_map[MAX_TEXTURES];
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/* Stream source management */
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WineDirect3DVertexStridedData strided_streams;
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const WineDirect3DVertexStridedData *up_strided;
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BOOL useDrawStridedSlow;
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BOOL instancedDraw;
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/* Context management */
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WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
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