wined3d: Optimize scanning changed render states in wined3d_device_apply_stateblock().
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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@ -3929,24 +3929,27 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
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wined3d_device_set_blend_state(device, blend_state, &colour);
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}
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for (i = 0; i < ARRAY_SIZE(state->rs); ++i)
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for (i = 0; i < ARRAY_SIZE(changed->renderState); ++i)
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{
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if (!wined3d_bitmap_is_set(changed->renderState, i))
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continue;
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if (i != WINED3D_RS_BLENDFACTOR)
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map = changed->renderState[i];
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while (map)
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{
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wined3d_device_set_render_state(device, i, state->rs[i]);
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j = wined3d_bit_scan(&map);
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idx = i * word_bit_count + j;
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if (idx != WINED3D_RS_BLENDFACTOR)
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{
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wined3d_device_set_render_state(device, idx, state->rs[idx]);
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continue;
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}
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if (!set_blend_state)
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{
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blend_state = wined3d_device_get_blend_state(device, &colour);
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wined3d_color_from_d3dcolor(&colour, state->rs[i]);
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wined3d_color_from_d3dcolor(&colour, state->rs[idx]);
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wined3d_device_set_blend_state(device, blend_state, &colour);
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}
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}
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}
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for (i = 0; i < ARRAY_SIZE(state->texture_states); ++i)
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{
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