From 403d1185552dbb005549029656c79840b4907ca5 Mon Sep 17 00:00:00 2001 From: Oliver Stieber Date: Wed, 6 Jul 2005 19:02:38 +0000 Subject: [PATCH] Change all references to updateStateBlock to references to stateBlock in drawprim. --- dlls/wined3d/drawprim.c | 46 ++++++++++++++++++++--------------------- 1 file changed, 23 insertions(+), 23 deletions(-) diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c index 47876bde4d6..fa21b341471 100644 --- a/dlls/wined3d/drawprim.c +++ b/dlls/wined3d/drawprim.c @@ -55,10 +55,10 @@ BOOL initializeFVF(IWineD3DDevice *iface, streams */ #endif - if (This->updateStateBlock->vertexShader == NULL) { + if (This->stateBlock->vertexShader == NULL) { /* Use this as the FVF */ - *FVFbits = This->updateStateBlock->fvf; + *FVFbits = This->stateBlock->fvf; *useVertexShaderFunction = FALSE; TRACE("FVF explicitally defined, using fixed function pipeline with FVF=%lx\n", *FVFbits); @@ -67,17 +67,17 @@ BOOL initializeFVF(IWineD3DDevice *iface, #if 0 /* TODO */ /* Use created shader */ IDirect3DVertexShaderImpl* vertex_shader = NULL; - vertex_shader = VERTEX_SHADER(This->updateStateBlock->VertexShader); + vertex_shader = VERTEX_SHADER(This->stateBlock->VertexShader); if (vertex_shader == NULL) { /* Hmm - User pulled figure out of the air? Unlikely, probably a bug */ - ERR("trying to use unitialised vertex shader: %lu\n", This->updateStateBlock->VertexShader); + ERR("trying to use unitialised vertex shader: %lu\n", This->stateBlock->VertexShader); return TRUE; } else { - *FVFbits = This->updateStateBlock->vertexShaderDecl->allFVF; + *FVFbits = This->stateBlock->vertexShaderDecl->allFVF; if (vertex_shader->function == NULL) { /* No function, so many streams supplied plus FVF definition pre stream */ @@ -363,7 +363,7 @@ void primitiveConvertToStridedData(IWineD3DDevice *iface, Direct3DVertexStridedD For the non-created vertex shaders, the VertexShader var holds the real FVF and only stream 0 matters For the created vertex shaders, there is an FVF per stream */ - if (!This->stateBlock->streamIsUP && !(This->updateStateBlock->vertexShader == NULL)) { + if (!This->stateBlock->streamIsUP && !(This->stateBlock->vertexShader == NULL)) { LoopThroughTo = MAX_STREAMS; } else { LoopThroughTo = 1; @@ -380,7 +380,7 @@ void primitiveConvertToStridedData(IWineD3DDevice *iface, Direct3DVertexStridedD /* Retrieve appropriate FVF */ if (LoopThroughTo == 1) { /* Use FVF, not vertex shader */ - thisFVF = This->updateStateBlock->fvf; + thisFVF = This->stateBlock->fvf; /* Handle memory passed directly as well as vertex buffers */ if (This->stateBlock->streamIsUP) { data = (BYTE *)This->stateBlock->streamSource[nStream]; @@ -416,7 +416,7 @@ void primitiveConvertToStridedData(IWineD3DDevice *iface, Direct3DVertexStridedD } /* Blending is numBlends * FLOATs followed by a DWORD for UBYTE4 */ - /** do we have to Check This->updateStateBlock->renderState[D3DRS_INDEXEDVERTEXBLENDENABLE] ? */ + /** do we have to Check This->stateBlock->renderState[D3DRS_INDEXEDVERTEXBLENDENABLE] ? */ numBlends = ((thisFVF & D3DFVF_POSITION_MASK) >> 1) - 2 + ((FALSE == (thisFVF & D3DFVF_LASTBETA_UBYTE4)) ? 0 : -1); /* WARNING can be < 0 because -2 */ if (numBlends > 0) { @@ -556,7 +556,7 @@ void draw_vertex(IWineD3DDevice *iface, /* interfac /* Query tex coords */ if (This->stateBlock->textures[textureNo] != NULL) { - int coordIdx = This->updateStateBlock->textureState[textureNo][D3DTSS_TEXCOORDINDEX]; + int coordIdx = This->stateBlock->textureState[textureNo][D3DTSS_TEXCOORDINDEX]; if (coordIdx > 7) { VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo)); continue; @@ -816,7 +816,7 @@ void drawStridedFast(IWineD3DDevice *iface, Direct3DVertexStridedData *sd, /* Query tex coords */ if (This->stateBlock->textures[textureNo] != NULL) { - int coordIdx = This->updateStateBlock->textureState[textureNo][D3DTSS_TEXCOORDINDEX]; + int coordIdx = This->stateBlock->textureState[textureNo][D3DTSS_TEXCOORDINDEX]; if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) { FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n"); @@ -1020,7 +1020,7 @@ void drawStridedSlow(IWineD3DDevice *iface, Direct3DVertexStridedData *sd, /* Query tex coords */ if (This->stateBlock->textures[textureNo] != NULL) { - int coordIdx = This->updateStateBlock->textureState[textureNo][D3DTSS_TEXCOORDINDEX]; + int coordIdx = This->stateBlock->textureState[textureNo][D3DTSS_TEXCOORDINDEX]; float *ptrToCoords = (float *)(sd->u.s.texCoords[coordIdx].lpData + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride)); float s = 0.0, t = 0.0, r = 0.0, q = 0.0; @@ -1044,10 +1044,10 @@ void drawStridedSlow(IWineD3DDevice *iface, Direct3DVertexStridedData *sd, /* Projected is more 'fun' - Move the last coord to the 'q' parameter (see comments under D3DTSS_TEXTURETRANSFORMFLAGS */ - if ((This->updateStateBlock->textureState[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] != D3DTTFF_DISABLE) && - (This->updateStateBlock->textureState[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED)) { + if ((This->stateBlock->textureState[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] != D3DTTFF_DISABLE) && + (This->stateBlock->textureState[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED)) { - if (This->updateStateBlock->textureState[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED) { + if (This->stateBlock->textureState[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED) { switch (coordsToUse) { case 0: /* Drop Through */ case 1: @@ -1067,7 +1067,7 @@ void drawStridedSlow(IWineD3DDevice *iface, Direct3DVertexStridedData *sd, break; default: FIXME("Unexpected D3DTSS_TEXTURETRANSFORMFLAGS value of %ld\n", - This->updateStateBlock->textureState[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED); + This->stateBlock->textureState[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED); } } } @@ -1290,8 +1290,8 @@ void drawStridedSoftwareVS(IWineD3DDevice *iface, Direct3DVertexStridedData *sd, texcoords[textureNo].y = vertex_shader->output.oT[textureNo].y; texcoords[textureNo].z = vertex_shader->output.oT[textureNo].z; texcoords[textureNo].w = vertex_shader->output.oT[textureNo].w; - if (This->updateStateBlock->texture_state[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] != D3DTTFF_DISABLE) { - numcoords[textureNo] = This->updateStateBlock->texture_state[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] & ~D3DTTFF_PROJECTED; + if (This->stateBlock->texture_state[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] != D3DTTFF_DISABLE) { + numcoords[textureNo] = This->stateBlock->texture_state[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] & ~D3DTTFF_PROJECTED; } else { switch (IDirect3DBaseTexture8Impl_GetType((LPDIRECT3DBASETEXTURE8) This->stateBlock->textures[textureNo])) { case D3DRTYPE_TEXTURE: numcoords[textureNo] = 2; break; @@ -1436,7 +1436,7 @@ void drawPrimitive(IWineD3DDevice *iface, /* If we will be using a vertex shader, do some initialization for it */ if (useVertexShaderFunction) { #if 0 /* TODO: vertex and pixel shaders */ - vertex_shader = VERTEX_SHADER(This->updateStateBlock->VertexShader); + vertex_shader = VERTEX_SHADER(This->stateBlock->VertexShader); memset(&vertex_shader->input, 0, sizeof(VSHADERINPUTDATA8)); useHW = (((vs_mode == VS_HW) && GL_SUPPORT(ARB_VERTEX_PROGRAM)) && @@ -1445,9 +1445,9 @@ void drawPrimitive(IWineD3DDevice *iface, vertex_shader->usage != D3DUSAGE_SOFTWAREPROCESSING); /** init Constants */ - if (This->updateStateBlock->Changed.vertexShaderConstant) { + if (This->stateBlock->Changed.vertexShaderConstant) { TRACE_(d3d_shader)("vertex shader initializing constants\n"); - IDirect3DVertexShaderImpl_SetConstantF(vertex_shader, 0, (CONST FLOAT*) &This->updateStateBlock->vertexShaderConstant[0], 96); + IDirect3DVertexShaderImpl_SetConstantF(vertex_shader, 0, (CONST FLOAT*) &This->stateBlock->vertexShaderConstant[0], 96); } #endif /* TODO: vertex and pixel shaders */ } @@ -1457,7 +1457,7 @@ void drawPrimitive(IWineD3DDevice *iface, #if 0 /* TODO: vertex and pixel shaders */ /* If we will be using a pixel, do some initialization for it */ - if ((pixel_shader = PIXEL_SHADER(This->updateStateBlock->PixelShader))) { + if ((pixel_shader = PIXEL_SHADER(This->stateBlock->PixelShader))) { TRACE("drawing with pixel shader handle %p\n", pixel_shader); memset(&pixel_shader->input, 0, sizeof(PSHADERINPUTDATA8)); @@ -1467,9 +1467,9 @@ void drawPrimitive(IWineD3DDevice *iface, checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);"); /* init Constants */ - if (This->updateStateBlock->Changed.pixelShaderConstant) { + if (This->stateBlock->Changed.pixelShaderConstant) { TRACE_(d3d_shader)("pixel shader initializing constants %p\n",pixel_shader); - IDirect3DPixelShaderImpl_SetConstantF(pixel_shader, 0, (CONST FLOAT*) &This->updateStateBlock->pixelShaderConstant[0], 8); + IDirect3DPixelShaderImpl_SetConstantF(pixel_shader, 0, (CONST FLOAT*) &This->stateBlock->pixelShaderConstant[0], 8); } /* Update the constants */ for (i=0; i