wined3d: Rename state entry structures.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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32c54006d2
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@ -6673,7 +6673,7 @@ static void textransform(struct wined3d_context *context, const struct wined3d_s
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fragment_prog_arbfp(context, state, state_id);
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}
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static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
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static const struct wined3d_state_entry_template arbfp_fragmentstate_template[] =
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{
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{STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
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@ -1099,7 +1099,8 @@ static void atifs_srgbwriteenable(struct wined3d_context *context, const struct
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WARN("sRGB writes are not supported by this fragment pipe.\n");
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}
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static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
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static const struct wined3d_state_entry_template atifs_fragmentstate_template[] =
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{
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{STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), atifs_tfactor }, WINED3D_GL_EXT_NONE },
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{STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
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@ -3945,7 +3945,7 @@ static void context_load_stream_output_buffers(struct wined3d_context *context,
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static BOOL context_apply_draw_state(struct wined3d_context *context,
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const struct wined3d_device *device, const struct wined3d_state *state)
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{
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const struct StateEntry *state_table = context->state_table;
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const struct wined3d_state_entry *state_table = context->state_table;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_fb_state *fb = state->fb;
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unsigned int i;
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@ -4059,7 +4059,7 @@ static BOOL context_apply_draw_state(struct wined3d_context *context,
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static void context_apply_compute_state(struct wined3d_context *context,
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const struct wined3d_device *device, const struct wined3d_state *state)
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{
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const struct StateEntry *state_table = context->state_table;
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const struct wined3d_state_entry *state_table = context->state_table;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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unsigned int state_id, i;
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@ -12001,7 +12001,7 @@ static void glsl_vertex_pipe_clip_plane(struct wined3d_context *context,
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context->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES;
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}
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static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
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static const struct wined3d_state_entry_template glsl_vertex_pipe_vp_states[] =
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{
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{STATE_VDECL, {STATE_VDECL, glsl_vertex_pipe_vdecl }, WINED3D_GL_EXT_NONE },
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{STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), glsl_vertex_pipe_vs }, WINED3D_GL_EXT_NONE },
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@ -12370,7 +12370,7 @@ static void glsl_fragment_pipe_shademode(struct wined3d_context *context,
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context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
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}
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static const struct StateEntryTemplate glsl_fragment_pipe_state_template[] =
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static const struct wined3d_state_entry_template glsl_fragment_pipe_state_template[] =
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{
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{STATE_VDECL, {STATE_VDECL, glsl_fragment_pipe_vdecl }, WINED3D_GL_EXT_NONE },
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{STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), glsl_fragment_pipe_vs }, WINED3D_GL_EXT_NONE },
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@ -768,7 +768,7 @@ static BOOL nvts_color_fixup_supported(struct color_fixup_desc fixup)
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return is_identity_fixup(fixup);
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}
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static const struct StateEntryTemplate nvrc_fragmentstate_template[] =
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static const struct wined3d_state_entry_template nvrc_fragmentstate_template[] =
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{
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{ STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
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{ STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
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@ -4488,7 +4488,7 @@ static void state_so_warn(struct wined3d_context *context, const struct wined3d_
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WARN("Transform feedback not supported.\n");
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}
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const struct StateEntryTemplate misc_state_template[] =
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const struct wined3d_state_entry_template misc_state_template[] =
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{
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{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
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{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb_warn, }, WINED3D_GL_EXT_NONE },
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@ -4707,7 +4707,7 @@ const struct StateEntryTemplate misc_state_template[] =
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{0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
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};
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static const struct StateEntryTemplate vp_ffp_states[] =
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static const struct wined3d_state_entry_template vp_ffp_states[] =
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{
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{ STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
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{ STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
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@ -5082,7 +5082,7 @@ static const struct StateEntryTemplate vp_ffp_states[] =
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{0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
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};
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static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
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static const struct wined3d_state_entry_template ffp_fragmentstate_template[] = {
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{ STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
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{ STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
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{ STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
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@ -5386,7 +5386,7 @@ static void multistate_apply_3(struct wined3d_context *context, const struct win
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context->device->multistate_funcs[state_id][2](context, state, state_id);
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}
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static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_d3d_info *d3d_info)
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static void prune_invalid_states(struct wined3d_state_entry *state_table, const struct wined3d_d3d_info *d3d_info)
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{
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unsigned int start, last, i;
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@ -5415,7 +5415,7 @@ static void prune_invalid_states(struct StateEntry *state_table, const struct wi
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}
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}
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static void validate_state_table(struct StateEntry *state_table)
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static void validate_state_table(struct wined3d_state_entry *state_table)
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{
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static const struct
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{
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@ -5519,13 +5519,13 @@ static void validate_state_table(struct StateEntry *state_table)
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}
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}
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HRESULT compile_state_table(struct StateEntry *state_table, APPLYSTATEFUNC **dev_multistate_funcs,
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HRESULT compile_state_table(struct wined3d_state_entry *state_table, APPLYSTATEFUNC **dev_multistate_funcs,
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const struct wined3d_d3d_info *d3d_info, const BOOL *supported_extensions,
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const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
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const struct StateEntryTemplate *misc)
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const struct wined3d_state_entry_template *misc)
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{
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APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
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const struct StateEntryTemplate *cur;
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const struct wined3d_state_entry_template *cur;
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unsigned int i, type, handlers;
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BOOL set[STATE_HIGHEST + 1];
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@ -1873,7 +1873,7 @@ struct wined3d_context
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{
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const struct wined3d_gl_info *gl_info;
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const struct wined3d_d3d_info *d3d_info;
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const struct StateEntry *state_table;
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const struct wined3d_state_entry *state_table;
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/* State dirtification
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* dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
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* 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
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@ -2027,16 +2027,16 @@ struct wined3d_fb_state
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typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
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struct StateEntry
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struct wined3d_state_entry
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{
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DWORD representative;
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unsigned int representative;
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APPLYSTATEFUNC apply;
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};
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struct StateEntryTemplate
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struct wined3d_state_entry_template
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{
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DWORD state;
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struct StateEntry content;
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struct wined3d_state_entry content;
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unsigned int extension;
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};
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@ -2066,7 +2066,7 @@ struct fragment_pipeline
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BOOL (*allocate_context_data)(struct wined3d_context *context);
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void (*free_context_data)(struct wined3d_context *context);
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BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
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const struct StateEntryTemplate *states;
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const struct wined3d_state_entry_template *states;
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};
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struct wined3d_vertex_caps
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@ -2090,10 +2090,10 @@ struct wined3d_vertex_pipe_ops
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DWORD (*vp_get_emul_mask)(const struct wined3d_gl_info *gl_info);
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void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
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void (*vp_free)(struct wined3d_device *device);
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const struct StateEntryTemplate *vp_states;
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const struct wined3d_state_entry_template *vp_states;
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};
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extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
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extern const struct wined3d_state_entry_template misc_state_template[] DECLSPEC_HIDDEN;
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extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
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extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
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extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
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@ -2107,10 +2107,10 @@ extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
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extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
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/* "Base" state table */
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HRESULT compile_state_table(struct StateEntry *state_table, APPLYSTATEFUNC **dev_multistate_funcs,
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HRESULT compile_state_table(struct wined3d_state_entry *state_table, APPLYSTATEFUNC **dev_multistate_funcs,
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const struct wined3d_d3d_info *d3d_info, const BOOL *supported_extensions,
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const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
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const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
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const struct wined3d_state_entry_template *misc) DECLSPEC_HIDDEN;
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enum wined3d_blit_op
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{
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@ -3038,7 +3038,7 @@ struct wined3d_device
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void *shader_priv;
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void *fragment_priv;
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void *vertex_priv;
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struct StateEntry state_table[STATE_HIGHEST + 1];
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struct wined3d_state_entry state_table[STATE_HIGHEST + 1];
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/* Array of functions for states which are handled by more than one pipeline part */
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APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
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struct wined3d_blitter *blitter;
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@ -4597,8 +4597,8 @@ static inline BOOL use_ps(const struct wined3d_state *state)
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static inline void context_apply_state(struct wined3d_context *context,
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const struct wined3d_state *state, DWORD state_id)
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{
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const struct StateEntry *state_table = context->state_table;
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DWORD rep = state_table[state_id].representative;
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const struct wined3d_state_entry *state_table = context->state_table;
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unsigned int rep = state_table[state_id].representative;
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state_table[rep].apply(context, state, rep);
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}
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