wined3d: Add a separate function to initialize the saved states for WINED3DSBT_PIXELSTATE.
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841afe485e
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5a01619d31
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@ -79,7 +79,7 @@ static inline void stateblock_set_bits(DWORD *map, UINT map_size)
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}
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/* Set all members of a stateblock savedstate to the given value */
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/* Set all members of a stateblock savedstate to the given value */
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static void stateblock_savedstates_set(SAVEDSTATES *states, const struct wined3d_gl_info *gl_info)
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static void stateblock_savedstates_set_all(SAVEDSTATES *states, const struct wined3d_gl_info *gl_info)
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{
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{
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unsigned int i;
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unsigned int i;
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@ -112,6 +112,30 @@ static void stateblock_savedstates_set(SAVEDSTATES *states, const struct wined3d
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memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * gl_info->max_vshader_constantsF);
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memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * gl_info->max_vshader_constantsF);
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}
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}
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static void stateblock_savedstates_set_pixel(SAVEDSTATES *states, const struct wined3d_gl_info *gl_info)
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{
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DWORD texture_mask = 0;
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WORD sampler_mask = 0;
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unsigned int i;
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states->pixelShader = 1;
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for (i = 0; i < NUM_SAVEDPIXELSTATES_R; ++i)
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{
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DWORD rs = SavedPixelStates_R[i];
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states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
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}
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for (i = 0; i < NUM_SAVEDPIXELSTATES_T; ++i) texture_mask |= 1 << SavedPixelStates_T[i];
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for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
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for (i = 0; i < NUM_SAVEDPIXELSTATES_S; ++i) sampler_mask |= 1 << SavedPixelStates_S[i];
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for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
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states->pixelShaderConstantsB = 0xffff;
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states->pixelShaderConstantsI = 0xffff;
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memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * gl_info->max_pshader_constantsF);
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}
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static void stateblock_copy_values(IWineD3DStateBlockImpl *dst, const IWineD3DStateBlockImpl *src,
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static void stateblock_copy_values(IWineD3DStateBlockImpl *dst, const IWineD3DStateBlockImpl *src,
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const struct wined3d_gl_info *gl_info)
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const struct wined3d_gl_info *gl_info)
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{
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{
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@ -1446,7 +1470,7 @@ HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *
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{
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{
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TRACE("ALL => Pretend everything has changed.\n");
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TRACE("ALL => Pretend everything has changed.\n");
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stateblock_savedstates_set(&stateblock->changed, gl_info);
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stateblock_savedstates_set_all(&stateblock->changed, gl_info);
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stateblock_init_contained_states(stateblock);
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stateblock_init_contained_states(stateblock);
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/* Lights are not part of the changed / set structure. */
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/* Lights are not part of the changed / set structure. */
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@ -1474,33 +1498,30 @@ HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *
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{
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{
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TRACE("PIXELSTATE => Pretend all pixel states have changed.\n");
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TRACE("PIXELSTATE => Pretend all pixel states have changed.\n");
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stateblock_savedstates_set_pixel(&stateblock->changed, gl_info);
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/* Pixel Shader Constants. */
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/* Pixel Shader Constants. */
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for (i = 0; i < gl_info->max_pshader_constantsF; ++i)
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for (i = 0; i < gl_info->max_pshader_constantsF; ++i)
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{
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{
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stateblock->contained_ps_consts_f[i] = i;
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stateblock->contained_ps_consts_f[i] = i;
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stateblock->changed.pixelShaderConstantsF[i] = TRUE;
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}
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}
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stateblock->num_contained_ps_consts_f = gl_info->max_pshader_constantsF;
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stateblock->num_contained_ps_consts_f = gl_info->max_pshader_constantsF;
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for (i = 0; i < MAX_CONST_B; ++i)
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for (i = 0; i < MAX_CONST_B; ++i)
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{
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{
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stateblock->contained_ps_consts_b[i] = i;
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stateblock->contained_ps_consts_b[i] = i;
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stateblock->changed.pixelShaderConstantsB |= (1 << i);
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}
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}
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stateblock->num_contained_ps_consts_b = MAX_CONST_B;
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stateblock->num_contained_ps_consts_b = MAX_CONST_B;
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for (i = 0; i < MAX_CONST_I; ++i)
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for (i = 0; i < MAX_CONST_I; ++i)
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{
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{
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stateblock->contained_ps_consts_i[i] = i;
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stateblock->contained_ps_consts_i[i] = i;
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stateblock->changed.pixelShaderConstantsI |= (1 << i);
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}
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}
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stateblock->num_contained_ps_consts_i = MAX_CONST_I;
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stateblock->num_contained_ps_consts_i = MAX_CONST_I;
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for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++)
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for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++)
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{
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{
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DWORD rs = SavedPixelStates_R[i];
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stateblock->contained_render_states[i] = SavedPixelStates_R[i];
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stateblock->changed.renderState[rs >> 5] |= 1 << (rs & 0x1f);
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stateblock->contained_render_states[i] = rs;
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}
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}
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stateblock->num_contained_render_states = NUM_SAVEDPIXELSTATES_R;
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stateblock->num_contained_render_states = NUM_SAVEDPIXELSTATES_R;
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@ -1508,10 +1529,8 @@ HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *
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{
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{
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for (j = 0; j < NUM_SAVEDPIXELSTATES_T; ++j)
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for (j = 0; j < NUM_SAVEDPIXELSTATES_T; ++j)
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{
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{
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DWORD state = SavedPixelStates_T[j];
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stateblock->changed.textureState[i] |= 1 << state;
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stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
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stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
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stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = state;
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stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = SavedPixelStates_T[j];
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++stateblock->num_contained_tss_states;
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++stateblock->num_contained_tss_states;
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}
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}
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}
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}
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@ -1520,15 +1539,12 @@ HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *
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{
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{
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for (j = 0; j < NUM_SAVEDPIXELSTATES_S; ++j)
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for (j = 0; j < NUM_SAVEDPIXELSTATES_S; ++j)
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{
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{
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DWORD state = SavedPixelStates_S[j];
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stateblock->changed.samplerState[i] |= 1 << state;
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stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
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stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
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stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = state;
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stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = SavedPixelStates_S[j];
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stateblock->num_contained_sampler_states++;
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stateblock->num_contained_sampler_states++;
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}
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}
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}
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}
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stateblock->changed.pixelShader = TRUE;
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if (stateblock->pixelShader) IWineD3DPixelShader_AddRef(stateblock->pixelShader);
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if (stateblock->pixelShader) IWineD3DPixelShader_AddRef(stateblock->pixelShader);
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/* Pixel state blocks do not contain vertex buffers. Set them to NULL
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/* Pixel state blocks do not contain vertex buffers. Set them to NULL
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