wined3d: Get rid of stateblock_copy_values().

Use IWineD3DStateBlockImpl_Capture() for the initial stateblock capture
instead.
This commit is contained in:
Henri Verbeet 2009-10-14 10:55:15 +02:00 committed by Alexandre Julliard
parent 2cc98ef94a
commit 580cd8c5bb
1 changed files with 37 additions and 158 deletions

View File

@ -322,70 +322,6 @@ static void stateblock_savedstates_set_vertex(SAVEDSTATES *states, const struct
memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * gl_info->max_vshader_constantsF);
}
static void stateblock_copy_values(IWineD3DStateBlockImpl *dst, const IWineD3DStateBlockImpl *src,
const struct wined3d_gl_info *gl_info)
{
unsigned int l;
/* Single items */
dst->gl_primitive_type = src->gl_primitive_type;
dst->vertexDecl = src->vertexDecl;
dst->vertexShader = src->vertexShader;
dst->streamIsUP = src->streamIsUP;
dst->pIndexData = src->pIndexData;
dst->IndexFmt = src->IndexFmt;
dst->baseVertexIndex = src->baseVertexIndex;
dst->clip_status = src->clip_status;
dst->viewport = src->viewport;
dst->material = src->material;
dst->pixelShader = src->pixelShader;
dst->scissorRect = src->scissorRect;
/* Lights */
memset(dst->activeLights, 0, sizeof(dst->activeLights));
for (l = 0; l < LIGHTMAP_SIZE; ++l)
{
struct list *e1, *e2;
LIST_FOR_EACH_SAFE(e1, e2, &dst->lightMap[l])
{
PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
list_remove(&light->entry);
HeapFree(GetProcessHeap(), 0, light);
}
LIST_FOR_EACH(e1, &src->lightMap[l])
{
PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry), *light2;
light2 = HeapAlloc(GetProcessHeap(), 0, sizeof(*light));
*light2 = *light;
list_add_tail(&dst->lightMap[l], &light2->entry);
if (light2->glIndex != -1) dst->activeLights[light2->glIndex] = light2;
}
}
/* Fixed size arrays */
memcpy(dst->vertexShaderConstantB, src->vertexShaderConstantB, sizeof(dst->vertexShaderConstantB));
memcpy(dst->vertexShaderConstantI, src->vertexShaderConstantI, sizeof(dst->vertexShaderConstantI));
memcpy(dst->pixelShaderConstantB, src->pixelShaderConstantB, sizeof(dst->pixelShaderConstantB));
memcpy(dst->pixelShaderConstantI, src->pixelShaderConstantI, sizeof(dst->pixelShaderConstantI));
memcpy(dst->streamStride, src->streamStride, sizeof(dst->streamStride));
memcpy(dst->streamOffset, src->streamOffset, sizeof(dst->streamOffset));
memcpy(dst->streamSource, src->streamSource, sizeof(dst->streamSource));
memcpy(dst->streamFreq, src->streamFreq, sizeof(dst->streamFreq));
memcpy(dst->streamFlags, src->streamFlags, sizeof(dst->streamFlags));
memcpy(dst->transforms, src->transforms, sizeof(dst->transforms));
memcpy(dst->clipplane, src->clipplane, sizeof(dst->clipplane));
memcpy(dst->renderState, src->renderState, sizeof(dst->renderState));
memcpy(dst->textures, src->textures, sizeof(dst->textures));
memcpy(dst->textureState, src->textureState, sizeof(dst->textureState));
memcpy(dst->samplerState, src->samplerState, sizeof(dst->samplerState));
/* Dynamically sized arrays */
memcpy(dst->vertexShaderConstantF, src->vertexShaderConstantF, sizeof(float) * gl_info->max_vshader_constantsF * 4);
memcpy(dst->pixelShaderConstantF, src->pixelShaderConstantF, sizeof(float) * gl_info->max_pshader_constantsF * 4);
}
void stateblock_init_contained_states(IWineD3DStateBlockImpl *stateblock)
{
const struct wined3d_gl_info *gl_info = &stateblock->wineD3DDevice->adapter->gl_info;
@ -498,6 +434,26 @@ void stateblock_init_contained_states(IWineD3DStateBlockImpl *stateblock)
}
}
static void stateblock_init_lights(IWineD3DStateBlockImpl *stateblock, struct list *light_map)
{
unsigned int i;
for (i = 0; i < LIGHTMAP_SIZE; ++i)
{
const PLIGHTINFOEL *src_light;
LIST_FOR_EACH_ENTRY(src_light, &light_map[i], PLIGHTINFOEL, entry)
{
PLIGHTINFOEL *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light));
*dst_light = *src_light;
dst_light->changed = TRUE;
dst_light->enabledChanged = TRUE;
list_add_tail(&stateblock->lightMap[i], &dst_light->entry);
}
}
}
/**********************************************************
* IWineD3DStateBlockImpl IUnknown parts follows
**********************************************************/
@ -1658,108 +1614,31 @@ HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *
* state block. */
if (type == WINED3DSBT_INIT || type == WINED3DSBT_RECORDED) return WINED3D_OK;
stateblock_copy_values(stateblock, device->stateBlock, gl_info);
TRACE("Updating changed flags appropriate for type %#x.\n", type);
if (type == WINED3DSBT_ALL)
switch (type)
{
TRACE("ALL => Pretend everything has changed.\n");
case WINED3DSBT_ALL:
stateblock_init_lights(stateblock, device->stateBlock->lightMap);
stateblock_savedstates_set_all(&stateblock->changed, gl_info);
break;
stateblock_savedstates_set_all(&stateblock->changed, gl_info);
stateblock_init_contained_states(stateblock);
case WINED3DSBT_PIXELSTATE:
stateblock_savedstates_set_pixel(&stateblock->changed, gl_info);
break;
/* Lights are not part of the changed / set structure. */
for (i = 0; i < LIGHTMAP_SIZE; ++i)
{
struct list *e;
LIST_FOR_EACH(e, &stateblock->lightMap[i])
{
PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
light->changed = TRUE;
light->enabledChanged = TRUE;
}
}
case WINED3DSBT_VERTEXSTATE:
stateblock_init_lights(stateblock, device->stateBlock->lightMap);
stateblock_savedstates_set_vertex(&stateblock->changed, gl_info);
break;
for (i = 0; i < MAX_STREAMS; ++i)
{
if (stateblock->streamSource[i]) IWineD3DBuffer_AddRef(stateblock->streamSource[i]);
}
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
{
if (stateblock->textures[i]) IWineD3DBaseTexture_AddRef(stateblock->textures[i]);
}
if (stateblock->vertexDecl) IWineD3DVertexDeclaration_AddRef(stateblock->vertexDecl);
if (stateblock->pIndexData) IWineD3DBuffer_AddRef(stateblock->pIndexData);
if (stateblock->vertexShader) IWineD3DVertexShader_AddRef(stateblock->vertexShader);
if (stateblock->pixelShader) IWineD3DPixelShader_AddRef(stateblock->pixelShader);
default:
FIXME("Unrecognized state block type %#x.\n", type);
break;
}
else if (type == WINED3DSBT_PIXELSTATE)
{
TRACE("PIXELSTATE => Pretend all pixel states have changed.\n");
stateblock_savedstates_set_pixel(&stateblock->changed, gl_info);
stateblock_init_contained_states(stateblock);
if (stateblock->pixelShader) IWineD3DPixelShader_AddRef(stateblock->pixelShader);
/* Pixel state blocks do not contain vertex buffers. Set them to NULL
* to avoid wrong refcounting on them. This makes releasing the buffer
* easier. */
for (i = 0; i < MAX_STREAMS; ++i)
{
stateblock->streamSource[i] = NULL;
}
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
{
stateblock->textures[i] = NULL;
}
stateblock->vertexDecl = NULL;
stateblock->pIndexData = NULL;
stateblock->vertexShader = NULL;
}
else if (type == WINED3DSBT_VERTEXSTATE)
{
TRACE("VERTEXSTATE => Pretend all vertex shates have changed.\n");
stateblock_savedstates_set_vertex(&stateblock->changed, gl_info);
stateblock_init_contained_states(stateblock);
for (i = 0; i < LIGHTMAP_SIZE; ++i)
{
struct list *e;
LIST_FOR_EACH(e, &stateblock->lightMap[i])
{
PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
light->changed = TRUE;
light->enabledChanged = TRUE;
}
}
for (i = 0; i < MAX_STREAMS; ++i)
{
if (stateblock->streamSource[i]) IWineD3DBuffer_AddRef(stateblock->streamSource[i]);
}
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
{
stateblock->textures[i] = NULL;
}
if (stateblock->vertexShader) IWineD3DVertexShader_AddRef(stateblock->vertexShader);
if (stateblock->vertexDecl) IWineD3DVertexDeclaration_AddRef(stateblock->vertexDecl);
stateblock->pIndexData = NULL;
stateblock->pixelShader = NULL;
}
else
{
FIXME("Unrecognized state block type %#x.\n", type);
}
stateblock_init_contained_states(stateblock);
IWineD3DStateBlockImpl_Capture((IWineD3DStateBlock *)stateblock);
return WINED3D_OK;
}