wined3d: Convert clipplane to a bitmap in struct SAVEDSTATES.
This commit is contained in:
parent
52a900d4e8
commit
3b5c75d991
|
@ -3038,7 +3038,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWO
|
||||||
return WINED3DERR_INVALIDCALL;
|
return WINED3DERR_INVALIDCALL;
|
||||||
}
|
}
|
||||||
|
|
||||||
This->updateStateBlock->changed.clipplane[Index] = TRUE;
|
This->updateStateBlock->changed.clipplane |= 1 << Index;
|
||||||
|
|
||||||
if(This->updateStateBlock->clipplane[Index][0] == pPlane[0] &&
|
if(This->updateStateBlock->clipplane[Index][0] == pPlane[0] &&
|
||||||
This->updateStateBlock->clipplane[Index][1] == pPlane[1] &&
|
This->updateStateBlock->clipplane[Index][1] == pPlane[1] &&
|
||||||
|
|
|
@ -93,7 +93,7 @@ static void stateblock_savedstates_copy(IWineD3DStateBlock* iface, SAVEDSTATES *
|
||||||
memcpy(dest->renderState, source->renderState, bsize * (WINEHIGHEST_RENDER_STATE + 1));
|
memcpy(dest->renderState, source->renderState, bsize * (WINEHIGHEST_RENDER_STATE + 1));
|
||||||
memcpy(dest->textureState, source->textureState, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
|
memcpy(dest->textureState, source->textureState, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
|
||||||
memcpy(dest->samplerState, source->samplerState, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
|
memcpy(dest->samplerState, source->samplerState, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
|
||||||
memcpy(dest->clipplane, source->clipplane, bsize * MAX_CLIPPLANES);
|
dest->clipplane = source->clipplane;
|
||||||
dest->pixelShaderConstantsB = source->pixelShaderConstantsB;
|
dest->pixelShaderConstantsB = source->pixelShaderConstantsB;
|
||||||
dest->pixelShaderConstantsI = source->pixelShaderConstantsI;
|
dest->pixelShaderConstantsI = source->pixelShaderConstantsI;
|
||||||
dest->vertexShaderConstantsB = source->vertexShaderConstantsB;
|
dest->vertexShaderConstantsB = source->vertexShaderConstantsB;
|
||||||
|
@ -130,7 +130,7 @@ void stateblock_savedstates_set(
|
||||||
memset(states->renderState, value, bsize * (WINEHIGHEST_RENDER_STATE + 1));
|
memset(states->renderState, value, bsize * (WINEHIGHEST_RENDER_STATE + 1));
|
||||||
memset(states->textureState, value, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
|
memset(states->textureState, value, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
|
||||||
memset(states->samplerState, value, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
|
memset(states->samplerState, value, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
|
||||||
memset(states->clipplane, value, bsize * MAX_CLIPPLANES);
|
states->clipplane = value ? 0xffffffff : 0;
|
||||||
states->pixelShaderConstantsB = value ? 0xffff : 0;
|
states->pixelShaderConstantsB = value ? 0xffff : 0;
|
||||||
states->pixelShaderConstantsI = value ? 0xffff : 0;
|
states->pixelShaderConstantsI = value ? 0xffff : 0;
|
||||||
states->vertexShaderConstantsB = value ? 0xffff : 0;
|
states->vertexShaderConstantsB = value ? 0xffff : 0;
|
||||||
|
@ -372,7 +372,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
|
||||||
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
|
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
|
||||||
IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
|
IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
|
||||||
unsigned int i, j;
|
unsigned int i, j;
|
||||||
WORD map;
|
DWORD map;
|
||||||
|
|
||||||
TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
|
TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
|
||||||
|
|
||||||
|
@ -543,9 +543,12 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
for (i = 0; i < GL_LIMITS(clipplanes); i++) {
|
map = This->changed.clipplane;
|
||||||
if (This->changed.clipplane[i]
|
for (i = 0; map; map >>= 1, ++i)
|
||||||
&& memcmp(targetStateBlock->clipplane[i], This->clipplane[i], sizeof(*This->clipplane)))
|
{
|
||||||
|
if (!(map & 1)) continue;
|
||||||
|
|
||||||
|
if (memcmp(targetStateBlock->clipplane[i], This->clipplane[i], sizeof(*This->clipplane)))
|
||||||
{
|
{
|
||||||
TRACE("Updating clipplane %u\n", i);
|
TRACE("Updating clipplane %u\n", i);
|
||||||
memcpy(This->clipplane[i], targetStateBlock->clipplane[i], sizeof(*This->clipplane));
|
memcpy(This->clipplane[i], targetStateBlock->clipplane[i], sizeof(*This->clipplane));
|
||||||
|
@ -725,7 +728,7 @@ should really perform a delta so that only the changes get updated*/
|
||||||
|
|
||||||
UINT i;
|
UINT i;
|
||||||
UINT j;
|
UINT j;
|
||||||
WORD map;
|
DWORD map;
|
||||||
|
|
||||||
TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
|
TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
|
||||||
|
|
||||||
|
@ -839,18 +842,19 @@ should really perform a delta so that only the changes get updated*/
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
for (i = 0; i < GL_LIMITS(clipplanes); i++) {
|
map = This->changed.clipplane;
|
||||||
if (This->changed.clipplane[i]) {
|
for (i = 0; map; map >>= 1, ++i)
|
||||||
float clip[4];
|
{
|
||||||
|
float clip[4];
|
||||||
|
|
||||||
clip[0] = This->clipplane[i][0];
|
if (!(map & 1)) continue;
|
||||||
clip[1] = This->clipplane[i][1];
|
|
||||||
clip[2] = This->clipplane[i][2];
|
clip[0] = This->clipplane[i][0];
|
||||||
clip[3] = This->clipplane[i][3];
|
clip[1] = This->clipplane[i][1];
|
||||||
IWineD3DDevice_SetClipPlane(pDevice, i, clip);
|
clip[2] = This->clipplane[i][2];
|
||||||
}
|
clip[3] = This->clipplane[i][3];
|
||||||
|
IWineD3DDevice_SetClipPlane(pDevice, i, clip);
|
||||||
}
|
}
|
||||||
|
|
||||||
} else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
|
} else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
|
||||||
IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
|
IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
|
||||||
for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
|
for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
|
||||||
|
|
|
@ -1765,7 +1765,7 @@ typedef struct SAVEDSTATES {
|
||||||
BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
|
BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
|
||||||
BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
|
BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
|
||||||
BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
|
BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
|
||||||
BOOL clipplane[MAX_CLIPPLANES];
|
DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
|
||||||
WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
|
WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
|
||||||
WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
|
WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
|
||||||
BOOL *pixelShaderConstantsF;
|
BOOL *pixelShaderConstantsF;
|
||||||
|
|
Loading…
Reference in New Issue