wined3d: Pass a wined3d_state structure to nvts_activate_dimensions().

This commit is contained in:
Henri Verbeet 2010-10-01 12:25:48 +02:00 committed by Alexandre Julliard
parent 4dcd56f43b
commit 545dc012cf
1 changed files with 24 additions and 23 deletions

View File

@ -30,12 +30,12 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d);
/* GL locking for state handlers is done by the caller. */ /* GL locking for state handlers is done by the caller. */
static void nvts_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) static void nvts_activate_dimensions(const struct wined3d_state *state, DWORD stage, struct wined3d_context *context)
{ {
BOOL bumpmap = FALSE; BOOL bumpmap = FALSE;
if (stage > 0 && (stateblock->state.texture_states[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE if (stage > 0 && (state->texture_states[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE
|| stateblock->state.texture_states[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP)) || state->texture_states[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP))
{ {
bumpmap = TRUE; bumpmap = TRUE;
context->texShaderBumpMap |= (1 << stage); context->texShaderBumpMap |= (1 << stage);
@ -43,9 +43,9 @@ static void nvts_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateb
context->texShaderBumpMap &= ~(1 << stage); context->texShaderBumpMap &= ~(1 << stage);
} }
if (stateblock->state.textures[stage]) if (state->textures[stage])
{ {
switch (stateblock->state.textures[stage]->baseTexture.target) switch (state->textures[stage]->baseTexture.target)
{ {
case GL_TEXTURE_2D: case GL_TEXTURE_2D:
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
@ -482,16 +482,16 @@ static void nvrc_colorop(DWORD state_id, IWineD3DStateBlockImpl *stateblock, str
checkGLcall("glActiveTextureARB"); checkGLcall("glActiveTextureARB");
} }
if (stateblock->state.lowest_disabled_stage > 0) if (state->lowest_disabled_stage > 0)
{ {
glEnable(GL_REGISTER_COMBINERS_NV); glEnable(GL_REGISTER_COMBINERS_NV);
GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->state.lowest_disabled_stage)); GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, state->lowest_disabled_stage));
} }
else else
{ {
glDisable(GL_REGISTER_COMBINERS_NV); glDisable(GL_REGISTER_COMBINERS_NV);
} }
if (stage >= stateblock->state.lowest_disabled_stage) if (stage >= state->lowest_disabled_stage)
{ {
TRACE("Stage disabled\n"); TRACE("Stage disabled\n");
if (mapped_stage != WINED3D_UNMAPPED_STAGE) if (mapped_stage != WINED3D_UNMAPPED_STAGE)
@ -529,57 +529,58 @@ static void nvrc_colorop(DWORD state_id, IWineD3DStateBlockImpl *stateblock, str
{ {
if (gl_info->supported[NV_TEXTURE_SHADER2]) if (gl_info->supported[NV_TEXTURE_SHADER2])
{ {
nvts_activate_dimensions(stage, stateblock, context); nvts_activate_dimensions(state, stage, context);
} }
else else
{ {
texture_activate_dimensions(stateblock->state.textures[stage], gl_info); texture_activate_dimensions(state->textures[stage], gl_info);
} }
} }
} }
/* Set the texture combiners */ /* Set the texture combiners */
set_tex_op_nvrc(gl_info, &stateblock->state, FALSE, stage, set_tex_op_nvrc(gl_info, state, FALSE, stage,
stateblock->state.texture_states[stage][WINED3DTSS_COLOROP], state->texture_states[stage][WINED3DTSS_COLOROP],
stateblock->state.texture_states[stage][WINED3DTSS_COLORARG1], state->texture_states[stage][WINED3DTSS_COLORARG1],
stateblock->state.texture_states[stage][WINED3DTSS_COLORARG2], state->texture_states[stage][WINED3DTSS_COLORARG2],
stateblock->state.texture_states[stage][WINED3DTSS_COLORARG0], state->texture_states[stage][WINED3DTSS_COLORARG0],
mapped_stage, mapped_stage,
stateblock->state.texture_states[stage][WINED3DTSS_RESULTARG]); state->texture_states[stage][WINED3DTSS_RESULTARG]);
/* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set, /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
* thus the texture shader may have to be updated * thus the texture shader may have to be updated
*/ */
if (gl_info->supported[NV_TEXTURE_SHADER2]) if (gl_info->supported[NV_TEXTURE_SHADER2])
{ {
BOOL usesBump = (stateblock->state.texture_states[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE BOOL usesBump = (state->texture_states[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE
|| stateblock->state.texture_states[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP); || state->texture_states[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP);
BOOL usedBump = !!(context->texShaderBumpMap & 1 << (stage + 1)); BOOL usedBump = !!(context->texShaderBumpMap & 1 << (stage + 1));
if (usesBump != usedBump) if (usesBump != usedBump)
{ {
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1)); GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
checkGLcall("glActiveTextureARB"); checkGLcall("glActiveTextureARB");
nvts_activate_dimensions(stage + 1, stateblock, context); nvts_activate_dimensions(state, stage + 1, context);
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage)); GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
checkGLcall("glActiveTextureARB"); checkGLcall("glActiveTextureARB");
} }
} }
} }
static void nvts_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) static void nvts_texdim(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
{ {
DWORD sampler = state - STATE_SAMPLER(0); DWORD sampler = state_id - STATE_SAMPLER(0);
DWORD mapped_stage = stateblock->device->texUnitMap[sampler]; DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
const struct wined3d_state *state = &stateblock->state;
/* No need to enable / disable anything here for unused samplers. The tex_colorop /* No need to enable / disable anything here for unused samplers. The tex_colorop
* handler takes care. Also no action is needed with pixel shaders, or if tex_colorop * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
* will take care of this business * will take care of this business
*/ */
if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures) return; if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures) return;
if (sampler >= stateblock->state.lowest_disabled_stage) return; if (sampler >= state->lowest_disabled_stage) return;
if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return; if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
nvts_activate_dimensions(sampler, stateblock, context); nvts_activate_dimensions(state, sampler, context);
} }
static void nvts_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) static void nvts_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)