wined3d: Optimize sampler states in stateblocks.
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6e7a10f550
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@ -497,6 +497,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
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object->num_contained_tss_states++;
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}
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}
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for(i = 0; i < MAX_COMBINED_SAMPLERS; i++) {
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for(j = 1; j <= WINED3D_HIGHEST_SAMPLER_STATE; j++) {
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object->contained_sampler_states[object->num_contained_sampler_states].stage = i;
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object->contained_sampler_states[object->num_contained_sampler_states].state = j;
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object->num_contained_sampler_states++;
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}
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}
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} else if (Type == WINED3DSBT_PIXELSTATE) {
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@ -532,10 +539,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
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object->num_contained_tss_states++;
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}
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}
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for (j = 0 ; j < 16; j++) {
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for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++) {
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for (i =0; i < NUM_SAVEDPIXELSTATES_S;i++) {
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object->changed.samplerState[j][SavedPixelStates_S[i]] = TRUE;
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object->contained_sampler_states[object->num_contained_sampler_states].stage = j;
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object->contained_sampler_states[object->num_contained_sampler_states].state = SavedPixelStates_S[i];
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object->num_contained_sampler_states++;
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}
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}
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@ -572,9 +581,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
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object->num_contained_tss_states++;
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}
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}
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for (j = 0 ; j < 16; j++){
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for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
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for (i =0; i < NUM_SAVEDVERTEXSTATES_S;i++) {
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object->changed.samplerState[j][SavedVertexStates_S[i]] = TRUE;
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object->contained_sampler_states[object->num_contained_sampler_states].stage = j;
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object->contained_sampler_states[object->num_contained_sampler_states].state = SavedVertexStates_S[i];
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object->num_contained_sampler_states++;
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}
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}
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@ -4407,6 +4419,15 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IW
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}
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}
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}
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for(i = 0; i < MAX_COMBINED_SAMPLERS; i++){
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for (j = 1; j < WINED3D_HIGHEST_SAMPLER_STATE; j++) {
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if(object->changed.samplerState[i][j]) {
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object->contained_sampler_states[object->num_contained_sampler_states].stage = i;
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object->contained_sampler_states[object->num_contained_sampler_states].state = j;
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object->num_contained_sampler_states++;
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}
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}
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}
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*ppStateBlock = (IWineD3DStateBlock*) object;
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This->isRecordingState = FALSE;
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@ -583,14 +583,15 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
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TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j], This->textures[j]);
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This->textures[j] = targetStateBlock->textures[j];
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}
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for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE ; i++){ /* States are 1 based */
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if (This->changed.samplerState[j][i]) {
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TRACE("Updating sampler state %d,%d to %d (was %d)\n",
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j, i, targetStateBlock->samplerState[j][i],
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This->samplerState[j][i]);
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This->samplerState[j][i] = targetStateBlock->samplerState[j][i];
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}
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}
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}
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for (j = 0; j < This->num_contained_sampler_states; j++) {
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DWORD stage = This->contained_sampler_states[j].stage;
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DWORD state = This->contained_sampler_states[j].state;
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TRACE("Updating sampler state %d,%d to %d (was %d)\n",
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stage, state, targetStateBlock->samplerState[stage][state],
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This->samplerState[stage][state]);
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This->samplerState[stage][state] = targetStateBlock->samplerState[stage][state];
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}
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}
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@ -738,33 +739,12 @@ should really perform a delta so that only the changes get updated*/
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IWineD3DDevice_SetTexture(pDevice, WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS, This->textures[j]);
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}
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}
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for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE; i++){
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if (This->changed.samplerState[j][i]) {
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((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][i] = This->samplerState[j][i];
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((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[j][i] = TRUE;
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}
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}
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/* SetTexture catches nop changes, so the above call does not assure that the sampler is updated */
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IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_SAMPLER(j));
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}
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} else if (This->blockType == WINED3DSBT_PIXELSTATE) {
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for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
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for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
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((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedPixelStates_S[i]] = This->samplerState[j][SavedPixelStates_S[i]];
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}
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}
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} else if (This->blockType == WINED3DSBT_VERTEXSTATE) {
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for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
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for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
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((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedVertexStates_S[i]] = This->samplerState[j][SavedVertexStates_S[i]];
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}
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}
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} else {
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FIXME("Unrecognized state block type %d\n", This->blockType);
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}
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@ -783,6 +763,14 @@ should really perform a delta so that only the changes get updated*/
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/* TODO: Record a display list to apply all gl states. For now apply by brute force */
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IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_TEXTURESTAGE(stage, state));
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}
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/* Sampler states */
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for (i = 0; i < This->num_contained_sampler_states; i++) {
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DWORD stage = This->contained_sampler_states[i].stage;
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DWORD state = This->contained_sampler_states[i].state;
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((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[stage][state] = This->samplerState[stage][state];
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((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[stage][state] = TRUE;
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IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_SAMPLER(stage));
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}
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((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
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for(j = 0; j < MAX_TEXTURES - 1; j++) {
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@ -1386,6 +1386,8 @@ struct IWineD3DStateBlockImpl
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unsigned int num_contained_ps_consts_b;
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struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
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unsigned int num_contained_tss_states;
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struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
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unsigned int num_contained_sampler_states;
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};
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extern void stateblock_savedstates_set(
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