wined3d: Move texture states to wined3d_state.

This commit is contained in:
Henri Verbeet 2010-09-16 11:19:57 +02:00 committed by Alexandre Julliard
parent 597da9907a
commit 5b3c1a2082
10 changed files with 179 additions and 156 deletions

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@ -177,7 +177,7 @@ static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum ar
static inline BOOL ffp_clip_emul(IWineD3DStateBlockImpl *stateblock)
{
return stateblock->lowest_disabled_stage < 7;
return stateblock->state.lowest_disabled_stage < 7;
}
/* ARB_program_shader private data */
@ -542,8 +542,9 @@ static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
int texunit = gl_shader->bumpenvmatconst[i].texunit;
/* The state manager takes care that this function is always called if the bump env matrix changes */
const float *data = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVMAT00];
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->bumpenvmatconst[i].const_num, data));
const float *data = (const float *)&stateBlock->state.texture_states[texunit][WINED3DTSS_BUMPENVMAT00];
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
gl_shader->bumpenvmatconst[i].const_num, data));
if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
{
@ -552,8 +553,9 @@ static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
* don't care about them. The pointers are valid for sure because the stateblock is bigger.
* (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
*/
const float *scale = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVLSCALE];
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->luminanceconst[i].const_num, scale));
const float *scale = (const float *)&stateBlock->state.texture_states[texunit][WINED3DTSS_BUMPENVLSCALE];
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
gl_shader->luminanceconst[i].const_num, scale));
}
}
checkGLcall("Load bumpmap consts");
@ -1920,12 +1922,10 @@ static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
if (shader_version < WINED3D_SHADER_VERSION(1,4))
{
DWORD flags = 0;
if(reg_sampler_code < MAX_TEXTURES) {
flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
}
if (flags & WINED3DTTFF_PROJECTED) {
if (reg_sampler_code < MAX_TEXTURES)
flags = deviceImpl->stateBlock->state.texture_states[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
if (flags & WINED3DTTFF_PROJECTED)
myflags |= TEX_PROJ;
}
}
else if (shader_version < WINED3D_SHADER_VERSION(2,0))
{
@ -1987,7 +1987,7 @@ static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
/* Move .x first in case src_str is "TA" */
shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->state.texture_states[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
}
@ -2054,7 +2054,8 @@ static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
/* with projective textures, texbem only divides the static texture coord, not the displacement,
* so we can't let the GL handle this.
*/
if (device->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED)
if (device->stateBlock->state.texture_states[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
& WINED3DTTFF_PROJECTED)
{
shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
@ -2109,7 +2110,7 @@ static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->state.texture_states[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
}
@ -2154,7 +2155,7 @@ static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
/* Sample the texture using the calculated coordinates */
shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->state.texture_states[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
current_state->current_row = 0;
}
@ -2196,7 +2197,7 @@ static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins
/* Sample the texture using the calculated coordinates */
shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->state.texture_states[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
current_state->current_row = 0;
}
@ -2238,7 +2239,7 @@ static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
/* Sample the texture using the calculated coordinates */
shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->state.texture_states[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
current_state->current_row = 0;
}
@ -5601,10 +5602,10 @@ static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, s
device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
}
mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
mat[0][0] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT00]);
mat[0][1] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT01]);
mat[1][0] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT10]);
mat[1][1] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT11]);
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
@ -5638,8 +5639,8 @@ static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock
device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
}
param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
param[0] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVLSCALE]);
param[1] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVLOFFSET]);
param[2] = 0.0f;
param[3] = 0.0f;

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@ -861,10 +861,10 @@ static void set_bumpmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
const struct wined3d_gl_info *gl_info = context->gl_info;
float mat[2][2];
mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
mat[0][0] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT00]);
mat[1][0] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT01]);
mat[0][1] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT10]);
mat[1][1] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT11]);
/* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat
* constants can be in any range. While they should stay between [-1.0 and 1.0] because
* Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally,

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@ -3427,15 +3427,17 @@ static void device_update_fixed_function_usage_map(IWineD3DDeviceImpl *This) {
int i;
This->fixed_function_usage_map = 0;
for (i = 0; i < MAX_TEXTURES; ++i) {
WINED3DTEXTUREOP color_op = This->stateBlock->textureState[i][WINED3DTSS_COLOROP];
WINED3DTEXTUREOP alpha_op = This->stateBlock->textureState[i][WINED3DTSS_ALPHAOP];
DWORD color_arg1 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG1] & WINED3DTA_SELECTMASK;
DWORD color_arg2 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG2] & WINED3DTA_SELECTMASK;
DWORD color_arg3 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG0] & WINED3DTA_SELECTMASK;
DWORD alpha_arg1 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG1] & WINED3DTA_SELECTMASK;
DWORD alpha_arg2 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG2] & WINED3DTA_SELECTMASK;
DWORD alpha_arg3 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG0] & WINED3DTA_SELECTMASK;
for (i = 0; i < MAX_TEXTURES; ++i)
{
const struct wined3d_state *state = &This->stateBlock->state;
WINED3DTEXTUREOP color_op = state->texture_states[i][WINED3DTSS_COLOROP];
WINED3DTEXTUREOP alpha_op = state->texture_states[i][WINED3DTSS_ALPHAOP];
DWORD color_arg1 = state->texture_states[i][WINED3DTSS_COLORARG1] & WINED3DTA_SELECTMASK;
DWORD color_arg2 = state->texture_states[i][WINED3DTSS_COLORARG2] & WINED3DTA_SELECTMASK;
DWORD color_arg3 = state->texture_states[i][WINED3DTSS_COLORARG0] & WINED3DTA_SELECTMASK;
DWORD alpha_arg1 = state->texture_states[i][WINED3DTSS_ALPHAARG1] & WINED3DTA_SELECTMASK;
DWORD alpha_arg2 = state->texture_states[i][WINED3DTSS_ALPHAARG2] & WINED3DTA_SELECTMASK;
DWORD alpha_arg3 = state->texture_states[i][WINED3DTSS_ALPHAARG0] & WINED3DTA_SELECTMASK;
if (color_op == WINED3DTOP_DISABLE) {
/* Not used, and disable higher stages */
@ -3466,7 +3468,7 @@ static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This, const s
ffu_map = This->fixed_function_usage_map;
if (This->max_ffp_textures == gl_info->limits.texture_stages
|| This->stateBlock->lowest_disabled_stage <= This->max_ffp_textures)
|| This->stateBlock->state.lowest_disabled_stage <= This->max_ffp_textures)
{
for (i = 0; ffu_map; ffu_map >>= 1, ++i)
{
@ -4228,9 +4230,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *if
return WINED3D_OK;
}
oldValue = This->updateStateBlock->textureState[Stage][Type];
oldValue = This->updateStateBlock->state.texture_states[Stage][Type];
This->updateStateBlock->changed.textureState[Stage] |= 1 << Type;
This->updateStateBlock->textureState[Stage][Type] = Value;
This->updateStateBlock->state.texture_states[Stage][Type] = Value;
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
@ -4243,8 +4245,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *if
return WINED3D_OK;
}
if(Stage > This->stateBlock->lowest_disabled_stage &&
This->StateTable[STATE_TEXTURESTAGE(0, Type)].representative == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP)) {
if (Stage > This->stateBlock->state.lowest_disabled_stage
&& This->StateTable[STATE_TEXTURESTAGE(0, Type)].representative
== STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP))
{
/* Colorop change above lowest disabled stage? That won't change anything in the gl setup
* Changes in other states are important on disabled stages too
*/
@ -4260,11 +4264,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *if
*
* The current stage is dirtified below.
*/
for(i = Stage + 1; i < This->stateBlock->lowest_disabled_stage; i++) {
for (i = Stage + 1; i < This->stateBlock->state.lowest_disabled_stage; ++i)
{
TRACE("Additionally dirtifying stage %u\n", i);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
}
This->stateBlock->lowest_disabled_stage = Stage;
This->stateBlock->state.lowest_disabled_stage = Stage;
TRACE("New lowest disabled: %u\n", Stage);
} else if(Value != WINED3DTOP_DISABLE && oldValue == WINED3DTOP_DISABLE) {
/* Previously disabled stage enabled. Stages above it may need enabling
@ -4276,13 +4281,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *if
for (i = Stage + 1; i < This->adapter->gl_info.limits.texture_stages; ++i)
{
if(This->updateStateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
if (This->updateStateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
break;
}
TRACE("Additionally dirtifying stage %u due to enable\n", i);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
}
This->stateBlock->lowest_disabled_stage = i;
This->stateBlock->state.lowest_disabled_stage = i;
TRACE("New lowest disabled: %u\n", i);
}
}
@ -4296,15 +4300,18 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *if
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("iface %p, stage %u, state %s, value %p.\n",
iface, Stage, debug_d3dtexturestate(Type), pValue);
if (Type > WINED3D_HIGHEST_TEXTURE_STATE)
{
WARN("Invalid Type %d passed.\n", Type);
return WINED3D_OK;
}
TRACE("(%p) : requesting Stage %d, Type %d getting %d\n", This, Stage, Type, This->updateStateBlock->textureState[Stage][Type]);
*pValue = This->updateStateBlock->state.texture_states[Stage][Type];
TRACE("Returning %#x.\n", *pValue);
*pValue = This->updateStateBlock->textureState[Stage][Type];
return WINED3D_OK;
}

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@ -169,7 +169,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_context
for (textureNo = 0; textureNo < texture_stages; ++textureNo)
{
int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
int coordIdx = This->stateBlock->state.texture_states[textureNo][WINED3DTSS_TEXCOORDINDEX];
DWORD texture_idx = This->texUnitMap[textureNo];
if (!gl_info->supported[ARB_MULTITEXTURE] && textureNo > 0)
@ -239,7 +239,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_context
if (!(tmp_tex_mask & 1)) continue;
coord_idx = This->stateBlock->textureState[texture][WINED3DTSS_TEXCOORDINDEX];
coord_idx = This->stateBlock->state.texture_states[texture][WINED3DTSS_TEXCOORDINDEX];
ptr = texCoords[coord_idx] + (SkipnStrides * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
texture_idx = This->texUnitMap[texture];

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@ -796,16 +796,17 @@ static void shader_glsl_load_constants(const struct wined3d_context *context,
if(prog->bumpenvmat_location[i] == -1) continue;
data = (const float *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVMAT00];
data = (const float *)&stateBlock->state.texture_states[i][WINED3DTSS_BUMPENVMAT00];
GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
checkGLcall("glUniformMatrix2fvARB");
/* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
* is set too, so we can check that in the needsbumpmat check
*/
if(prog->luminancescale_location[i] != -1) {
const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLSCALE];
const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLOFFSET];
/* texbeml needs the luminance scale and offset too. If texbeml
* is used, needsbumpmat is set too, so we can check that in the
* needsbumpmat check. */
if (prog->luminancescale_location[i] != -1)
{
const GLfloat *scale = (const GLfloat *)&stateBlock->state.texture_states[i][WINED3DTSS_BUMPENVLSCALE];
const GLfloat *offset = (const GLfloat *)&stateBlock->state.texture_states[i][WINED3DTSS_BUMPENVLOFFSET];
GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
checkGLcall("glUniform1fvARB");
@ -3027,7 +3028,7 @@ static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
if (shader_version < WINED3D_SHADER_VERSION(1,4))
{
DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
DWORD flags = deviceImpl->stateBlock->state.texture_states[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
/* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
@ -3474,7 +3475,7 @@ static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
char coord_mask[6];
sampler_idx = ins->dst[0].reg.idx;
flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
flags = deviceImpl->stateBlock->state.texture_states[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
/* Dependent read, not valid with conditional NP2 */
shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);

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@ -34,8 +34,9 @@ static void nvts_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateb
{
BOOL bumpmap = FALSE;
if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP)) {
if (stage > 0 && (stateblock->state.texture_states[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE
|| stateblock->state.texture_states[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP))
{
bumpmap = TRUE;
context->texShaderBumpMap |= (1 << stage);
} else {
@ -477,13 +478,17 @@ static void nvrc_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
checkGLcall("glActiveTextureARB");
}
if(stateblock->lowest_disabled_stage > 0) {
if (stateblock->state.lowest_disabled_stage > 0)
{
glEnable(GL_REGISTER_COMBINERS_NV);
GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
} else {
GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->state.lowest_disabled_stage));
}
else
{
glDisable(GL_REGISTER_COMBINERS_NV);
}
if(stage >= stateblock->lowest_disabled_stage) {
if (stage >= stateblock->state.lowest_disabled_stage)
{
TRACE("Stage disabled\n");
if (mapped_stage != WINED3D_UNMAPPED_STAGE)
{
@ -531,22 +536,23 @@ static void nvrc_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
/* Set the texture combiners */
set_tex_op_nvrc((IWineD3DDevice *)stateblock->device, FALSE, stage,
stateblock->textureState[stage][WINED3DTSS_COLOROP],
stateblock->textureState[stage][WINED3DTSS_COLORARG1],
stateblock->textureState[stage][WINED3DTSS_COLORARG2],
stateblock->textureState[stage][WINED3DTSS_COLORARG0],
mapped_stage,
stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
stateblock->state.texture_states[stage][WINED3DTSS_COLOROP],
stateblock->state.texture_states[stage][WINED3DTSS_COLORARG1],
stateblock->state.texture_states[stage][WINED3DTSS_COLORARG2],
stateblock->state.texture_states[stage][WINED3DTSS_COLORARG0],
mapped_stage,
stateblock->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,
* thus the texture shader may have to be updated
*/
if (gl_info->supported[NV_TEXTURE_SHADER2])
{
BOOL usesBump = (stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP) ? TRUE : FALSE;
BOOL usedBump = (context->texShaderBumpMap & 1 << (stage + 1)) ? TRUE : FALSE;
if(usesBump != usedBump) {
BOOL usesBump = (stateblock->state.texture_states[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE
|| stateblock->state.texture_states[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP);
BOOL usedBump = !!(context->texShaderBumpMap & 1 << (stage + 1));
if (usesBump != usedBump)
{
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
checkGLcall("glActiveTextureARB");
nvts_activate_dimensions(stage + 1, stateblock, context);
@ -566,8 +572,8 @@ static void nvts_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
* will take care of this business
*/
if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures) return;
if(sampler >= stateblock->lowest_disabled_stage) return;
if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
if (sampler >= stateblock->state.lowest_disabled_stage) return;
if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
nvts_activate_dimensions(sampler, stateblock, context);
}
@ -590,14 +596,13 @@ static void nvts_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, str
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
/* We can't just pass a pointer to the stateblock to GL due to the different matrix
* format(column major vs row major)
*/
mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float *) mat);
/* We can't just pass a pointer to the stateblock to GL due to the
* different matrix format (column major vs row major). */
mat[0][0] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT00]);
mat[1][0] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT01]);
mat[0][1] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT10]);
mat[1][1] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT11]);
glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float *)mat);
checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
}
}

View File

@ -1685,7 +1685,7 @@ static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, s
if (gl_info->limits.point_sprite_units < gl_info->limits.textures && !warned)
{
if (use_ps(stateblock) || stateblock->lowest_disabled_stage > gl_info->limits.point_sprite_units)
if (use_ps(stateblock) || stateblock->state.lowest_disabled_stage > gl_info->limits.point_sprite_units)
{
FIXME("The app uses point sprite texture coordinates on more units than supported by the driver\n");
warned = TRUE;
@ -3017,11 +3017,10 @@ static void set_tex_op(const struct wined3d_context *context, IWineD3DDevice *if
{
DWORD op2;
if (isAlpha) {
op2 = This->stateBlock->textureState[Stage][WINED3DTSS_COLOROP];
} else {
op2 = This->stateBlock->textureState[Stage][WINED3DTSS_ALPHAOP];
}
if (isAlpha)
op2 = This->stateBlock->state.texture_states[Stage][WINED3DTSS_COLOROP];
else
op2 = This->stateBlock->state.texture_states[Stage][WINED3DTSS_ALPHAOP];
/* Note: If COMBINE4 in effect can't go back to combine! */
switch (op2) {
@ -3084,7 +3083,8 @@ static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
checkGLcall("glActiveTextureARB");
}
if(stage >= stateblock->lowest_disabled_stage) {
if (stage >= stateblock->state.lowest_disabled_stage)
{
TRACE("Stage disabled\n");
if (mapped_stage != WINED3D_UNMAPPED_STAGE)
{
@ -3116,10 +3116,10 @@ static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
}
set_tex_op(context, (IWineD3DDevice *)stateblock->device, FALSE, stage,
stateblock->textureState[stage][WINED3DTSS_COLOROP],
stateblock->textureState[stage][WINED3DTSS_COLORARG1],
stateblock->textureState[stage][WINED3DTSS_COLORARG2],
stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
stateblock->state.texture_states[stage][WINED3DTSS_COLOROP],
stateblock->state.texture_states[stage][WINED3DTSS_COLORARG1],
stateblock->state.texture_states[stage][WINED3DTSS_COLORARG2],
stateblock->state.texture_states[stage][WINED3DTSS_COLORARG0]);
}
void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
@ -3143,10 +3143,10 @@ void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d
checkGLcall("glActiveTextureARB");
}
op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
op = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAOP];
arg1 = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAARG1];
arg2 = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAARG2];
arg0 = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAARG0];
if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && !stage && stateblock->textures[0])
{
@ -3215,7 +3215,7 @@ void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d
if (gl_info->supported[NV_REGISTER_COMBINERS])
{
set_tex_op_nvrc((IWineD3DDevice *)stateblock->device, TRUE, stage, op, arg1, arg2, arg0,
mapped_stage, stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
mapped_stage, stateblock->state.texture_states[stage][WINED3DTSS_RESULTARG]);
}
else
{
@ -3243,11 +3243,13 @@ static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, s
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
checkGLcall("glActiveTextureARB");
generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
coordIdx = min(stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000FFFF], MAX_TEXTURES - 1);
generated = (stateblock->state.texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
!= WINED3DTSS_TCI_PASSTHRU;
coordIdx = min(stateblock->state.texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000ffff], MAX_TEXTURES - 1);
set_texture_matrix(&stateblock->state.transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS], generated, context->last_was_rhw,
stateblock->state.texture_states[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
generated, context->last_was_rhw,
stateblock->device->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
? stateblock->device->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format->id
: WINED3DFMT_UNKNOWN,
@ -3287,7 +3289,7 @@ static void loadTexCoords(const struct wined3d_gl_info *gl_info, IWineD3DStateBl
for (textureNo = 0; textureNo < gl_info->limits.texture_stages; ++textureNo)
{
int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
int coordIdx = stateblock->state.texture_states[textureNo][WINED3DTSS_TEXCOORDINDEX];
mapped_stage = stateblock->device->texUnitMap[textureNo];
if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
@ -3363,7 +3365,7 @@ static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, stru
* state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
* to the TEXCOORDINDEX value
*/
switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
switch (stateblock->state.texture_states[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
{
case WINED3DTSS_TCI_PASSTHRU:
/* Use the specified texture coordinates contained within the
@ -3477,8 +3479,8 @@ static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, stru
break;
default:
FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x\n",
stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x.\n",
stateblock->state.texture_states[stage][WINED3DTSS_TEXCOORDINDEX]);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
@ -3599,7 +3601,7 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wine
IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler];
IWineD3DBaseTexture_BindTexture(stateblock->textures[sampler], srgb);
basetexture_apply_state_changes(stateblock->textures[sampler],
stateblock->textureState[sampler], stateblock->samplerState[sampler], gl_info);
stateblock->state.texture_states[sampler], stateblock->samplerState[sampler], gl_info);
if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
{
@ -3610,7 +3612,7 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wine
checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
}
if (!use_ps(stateblock) && sampler < stateblock->lowest_disabled_stage)
if (!use_ps(stateblock) && sampler < stateblock->state.lowest_disabled_stage)
{
if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && !sampler)
{
@ -3631,7 +3633,7 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wine
}
else if (mapped_stage < gl_info->limits.textures)
{
if (sampler < stateblock->lowest_disabled_stage)
if (sampler < stateblock->state.lowest_disabled_stage)
{
/* TODO: What should I do with pixel shaders here ??? */
if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && !sampler)

View File

@ -827,10 +827,11 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
DWORD stage = This->contained_tss_states[i].stage;
DWORD state = This->contained_tss_states[i].state;
TRACE("Updating texturestage state %u, %u to %u (was %u).\n", stage, state,
targetStateBlock->textureState[stage][state], This->textureState[stage][state]);
TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, state,
targetStateBlock->state.texture_states[stage][state],
This->state.texture_states[stage][state]);
This->textureState[stage][state] = targetStateBlock->textureState[stage][state];
This->state.texture_states[stage][state] = targetStateBlock->state.texture_states[stage][state];
}
/* Samplers */
@ -951,7 +952,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
DWORD stage = This->contained_tss_states[i].stage;
DWORD state = This->contained_tss_states[i].state;
IWineD3DDevice_SetTextureStageState(device, stage, state, This->textureState[stage][state]);
IWineD3DDevice_SetTextureStageState(device, stage, state, This->state.texture_states[stage][state]);
}
/* Sampler states */
@ -1044,12 +1045,12 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
IWineD3DDevice_SetClipPlane(device, i, clip);
}
This->device->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
This->device->stateBlock->state.lowest_disabled_stage = MAX_TEXTURES - 1;
for (i = 0; i < MAX_TEXTURES - 1; ++i)
{
if (This->device->stateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
if (This->device->stateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
{
This->device->stateBlock->lowest_disabled_stage = i;
This->device->stateBlock->state.lowest_disabled_stage = i;
break;
}
}
@ -1231,27 +1232,27 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
/* Texture Stage States - Put directly into state block, we will call function below */
for (i = 0; i < MAX_TEXTURES; ++i)
{
TRACE("Setting up default texture states for texture Stage %d\n", i);
TRACE("Setting up default texture states for texture Stage %u.\n", i);
memcpy(&This->state.transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity));
This->textureState[i][WINED3DTSS_COLOROP ] = i ? WINED3DTOP_DISABLE : WINED3DTOP_MODULATE;
This->textureState[i][WINED3DTSS_COLORARG1 ] = WINED3DTA_TEXTURE;
This->textureState[i][WINED3DTSS_COLORARG2 ] = WINED3DTA_CURRENT;
This->textureState[i][WINED3DTSS_ALPHAOP ] = i ? WINED3DTOP_DISABLE : WINED3DTOP_SELECTARG1;
This->textureState[i][WINED3DTSS_ALPHAARG1 ] = WINED3DTA_TEXTURE;
This->textureState[i][WINED3DTSS_ALPHAARG2 ] = WINED3DTA_CURRENT;
This->textureState[i][WINED3DTSS_BUMPENVMAT00 ] = 0;
This->textureState[i][WINED3DTSS_BUMPENVMAT01 ] = 0;
This->textureState[i][WINED3DTSS_BUMPENVMAT10 ] = 0;
This->textureState[i][WINED3DTSS_BUMPENVMAT11 ] = 0;
This->textureState[i][WINED3DTSS_TEXCOORDINDEX ] = i;
This->textureState[i][WINED3DTSS_BUMPENVLSCALE ] = 0;
This->textureState[i][WINED3DTSS_BUMPENVLOFFSET ] = 0;
This->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS ] = WINED3DTTFF_DISABLE;
This->textureState[i][WINED3DTSS_COLORARG0 ] = WINED3DTA_CURRENT;
This->textureState[i][WINED3DTSS_ALPHAARG0 ] = WINED3DTA_CURRENT;
This->textureState[i][WINED3DTSS_RESULTARG ] = WINED3DTA_CURRENT;
This->state.texture_states[i][WINED3DTSS_COLOROP] = i ? WINED3DTOP_DISABLE : WINED3DTOP_MODULATE;
This->state.texture_states[i][WINED3DTSS_COLORARG1] = WINED3DTA_TEXTURE;
This->state.texture_states[i][WINED3DTSS_COLORARG2] = WINED3DTA_CURRENT;
This->state.texture_states[i][WINED3DTSS_ALPHAOP] = i ? WINED3DTOP_DISABLE : WINED3DTOP_SELECTARG1;
This->state.texture_states[i][WINED3DTSS_ALPHAARG1] = WINED3DTA_TEXTURE;
This->state.texture_states[i][WINED3DTSS_ALPHAARG2] = WINED3DTA_CURRENT;
This->state.texture_states[i][WINED3DTSS_BUMPENVMAT00] = 0;
This->state.texture_states[i][WINED3DTSS_BUMPENVMAT01] = 0;
This->state.texture_states[i][WINED3DTSS_BUMPENVMAT10] = 0;
This->state.texture_states[i][WINED3DTSS_BUMPENVMAT11] = 0;
This->state.texture_states[i][WINED3DTSS_TEXCOORDINDEX] = i;
This->state.texture_states[i][WINED3DTSS_BUMPENVLSCALE] = 0;
This->state.texture_states[i][WINED3DTSS_BUMPENVLOFFSET] = 0;
This->state.texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS] = WINED3DTTFF_DISABLE;
This->state.texture_states[i][WINED3DTSS_COLORARG0] = WINED3DTA_CURRENT;
This->state.texture_states[i][WINED3DTSS_ALPHAARG0] = WINED3DTA_CURRENT;
This->state.texture_states[i][WINED3DTSS_RESULTARG] = WINED3DTA_CURRENT;
}
This->lowest_disabled_stage = 1;
This->state.lowest_disabled_stage = 1;
/* Sampler states*/
for (i = 0 ; i < MAX_COMBINED_SAMPLERS; i++) {

View File

@ -2728,7 +2728,8 @@ void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_setting
{
IWineD3DBaseTextureImpl *texture;
settings->op[i].padding = 0;
if(stateblock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
if (stateblock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
{
settings->op[i].cop = WINED3DTOP_DISABLE;
settings->op[i].aop = WINED3DTOP_DISABLE;
settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
@ -2772,12 +2773,12 @@ void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_setting
settings->op[i].tex_type = tex_1d;
}
cop = stateblock->textureState[i][WINED3DTSS_COLOROP];
aop = stateblock->textureState[i][WINED3DTSS_ALPHAOP];
cop = stateblock->state.texture_states[i][WINED3DTSS_COLOROP];
aop = stateblock->state.texture_states[i][WINED3DTSS_ALPHAOP];
carg1 = (args[cop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_COLORARG1] : ARG_UNUSED;
carg2 = (args[cop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_COLORARG2] : ARG_UNUSED;
carg0 = (args[cop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_COLORARG0] : ARG_UNUSED;
carg1 = (args[cop] & ARG1) ? stateblock->state.texture_states[i][WINED3DTSS_COLORARG1] : ARG_UNUSED;
carg2 = (args[cop] & ARG2) ? stateblock->state.texture_states[i][WINED3DTSS_COLORARG2] : ARG_UNUSED;
carg0 = (args[cop] & ARG0) ? stateblock->state.texture_states[i][WINED3DTSS_COLORARG0] : ARG_UNUSED;
if(is_invalid_op(device, i, cop, carg1, carg2, carg0)) {
carg0 = ARG_UNUSED;
@ -2794,10 +2795,12 @@ void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_setting
aarg1 = carg1;
aarg2 = carg2;
aarg0 = carg0;
} else {
aarg1 = (args[aop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG1] : ARG_UNUSED;
aarg2 = (args[aop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG2] : ARG_UNUSED;
aarg0 = (args[aop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG0] : ARG_UNUSED;
}
else
{
aarg1 = (args[aop] & ARG1) ? stateblock->state.texture_states[i][WINED3DTSS_ALPHAARG1] : ARG_UNUSED;
aarg2 = (args[aop] & ARG2) ? stateblock->state.texture_states[i][WINED3DTSS_ALPHAARG2] : ARG_UNUSED;
aarg0 = (args[aop] & ARG0) ? stateblock->state.texture_states[i][WINED3DTSS_ALPHAARG0] : ARG_UNUSED;
}
if (!i && stateblock->textures[0] && stateblock->state.render_states[WINED3DRS_COLORKEYENABLE])
@ -2845,10 +2848,12 @@ void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_setting
aop = WINED3DTOP_SELECTARG1;
}
if(carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE ||
aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE) {
ttff = stateblock->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT3)) {
if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
|| aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
{
ttff = stateblock->state.texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
if (ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT3))
{
settings->op[i].projected = proj_count3;
} else if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT4)) {
settings->op[i].projected = proj_count4;
@ -2868,7 +2873,8 @@ void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_setting
settings->op[i].aarg1 = aarg1;
settings->op[i].aarg2 = aarg2;
if(stateblock->textureState[i][WINED3DTSS_RESULTARG] == WINED3DTA_TEMP) {
if (stateblock->state.texture_states[i][WINED3DTSS_RESULTARG] == WINED3DTA_TEMP)
{
settings->op[i].dst = tempreg;
} else {
settings->op[i].dst = resultreg;
@ -3060,8 +3066,8 @@ void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wine
* will take care of this business
*/
if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures) return;
if(sampler >= stateblock->lowest_disabled_stage) return;
if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
if (sampler >= stateblock->state.lowest_disabled_stage) return;
if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
texture_activate_dimensions(sampler, stateblock, context);
}

View File

@ -2349,6 +2349,9 @@ struct wined3d_stream_state
struct wined3d_state
{
DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
DWORD lowest_disabled_stage;
WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
WINED3DMATERIAL material;
WINED3DVIEWPORT viewport;
@ -2415,9 +2418,6 @@ struct IWineD3DStateBlockImpl
/* Texture */
IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
/* Texture State Stage */
DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
DWORD lowest_disabled_stage;
/* Sampler States */
DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];