wined3d: Pass IWineD3DStateBlockImpl pointers to stateblock_copy().
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@ -167,80 +167,77 @@ static void stateblock_savedstates_set(IWineD3DStateBlock *iface, SAVEDSTATES *s
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memset(states->vertexShaderConstantsF, value, bsize * GL_LIMITS(vshader_constantsF));
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}
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static void stateblock_copy(IWineD3DStateBlock *destination, IWineD3DStateBlock *source)
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static void stateblock_copy(IWineD3DStateBlockImpl *dst, IWineD3DStateBlockImpl *src)
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{
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int l;
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const struct wined3d_gl_info *gl_info = &src->wineD3DDevice->adapter->gl_info;
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unsigned int l;
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IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)source;
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IWineD3DStateBlockImpl *Dest = (IWineD3DStateBlockImpl *)destination;
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/* IUnknown fields */
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Dest->lpVtbl = This->lpVtbl;
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Dest->ref = This->ref;
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/* IWineD3DStateBlock information */
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Dest->parent = This->parent;
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Dest->wineD3DDevice = This->wineD3DDevice;
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Dest->blockType = This->blockType;
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dst->lpVtbl = src->lpVtbl;
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dst->ref = src->ref;
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dst->parent = src->parent;
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dst->wineD3DDevice = src->wineD3DDevice;
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dst->blockType = src->blockType;
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/* Saved states */
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stateblock_savedstates_copy(source, &Dest->changed, &This->changed);
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stateblock_savedstates_copy((IWineD3DStateBlock *)src, &dst->changed, &src->changed);
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/* Single items */
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Dest->gl_primitive_type = This->gl_primitive_type;
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Dest->vertexDecl = This->vertexDecl;
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Dest->vertexShader = This->vertexShader;
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Dest->streamIsUP = This->streamIsUP;
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Dest->pIndexData = This->pIndexData;
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Dest->IndexFmt = This->IndexFmt;
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Dest->baseVertexIndex = This->baseVertexIndex;
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/* Dest->lights = This->lights; */
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Dest->clip_status = This->clip_status;
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Dest->viewport = This->viewport;
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Dest->material = This->material;
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Dest->pixelShader = This->pixelShader;
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Dest->scissorRect = This->scissorRect;
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dst->gl_primitive_type = src->gl_primitive_type;
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dst->vertexDecl = src->vertexDecl;
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dst->vertexShader = src->vertexShader;
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dst->streamIsUP = src->streamIsUP;
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dst->pIndexData = src->pIndexData;
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dst->IndexFmt = src->IndexFmt;
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dst->baseVertexIndex = src->baseVertexIndex;
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dst->clip_status = src->clip_status;
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dst->viewport = src->viewport;
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dst->material = src->material;
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dst->pixelShader = src->pixelShader;
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dst->scissorRect = src->scissorRect;
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/* Lights */
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memset(Dest->activeLights, 0, sizeof(Dest->activeLights));
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for(l = 0; l < LIGHTMAP_SIZE; l++) {
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memset(dst->activeLights, 0, sizeof(dst->activeLights));
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for (l = 0; l < LIGHTMAP_SIZE; ++l)
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{
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struct list *e1, *e2;
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LIST_FOR_EACH_SAFE(e1, e2, &Dest->lightMap[l]) {
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LIST_FOR_EACH_SAFE(e1, e2, &dst->lightMap[l])
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{
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PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
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list_remove(&light->entry);
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HeapFree(GetProcessHeap(), 0, light);
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}
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LIST_FOR_EACH(e1, &This->lightMap[l]) {
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LIST_FOR_EACH(e1, &src->lightMap[l])
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{
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PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry), *light2;
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light2 = HeapAlloc(GetProcessHeap(), 0, sizeof(*light));
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*light2 = *light;
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list_add_tail(&Dest->lightMap[l], &light2->entry);
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if(light2->glIndex != -1) Dest->activeLights[light2->glIndex] = light2;
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list_add_tail(&dst->lightMap[l], &light2->entry);
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if (light2->glIndex != -1) dst->activeLights[light2->glIndex] = light2;
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}
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}
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/* Fixed size arrays */
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memcpy(Dest->vertexShaderConstantB, This->vertexShaderConstantB, sizeof(Dest->vertexShaderConstantB));
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memcpy(Dest->vertexShaderConstantI, This->vertexShaderConstantI, sizeof(Dest->vertexShaderConstantI));
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memcpy(Dest->pixelShaderConstantB, This->pixelShaderConstantB, sizeof(Dest->pixelShaderConstantB));
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memcpy(Dest->pixelShaderConstantI, This->pixelShaderConstantI, sizeof(Dest->pixelShaderConstantI));
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memcpy(dst->vertexShaderConstantB, src->vertexShaderConstantB, sizeof(dst->vertexShaderConstantB));
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memcpy(dst->vertexShaderConstantI, src->vertexShaderConstantI, sizeof(dst->vertexShaderConstantI));
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memcpy(dst->pixelShaderConstantB, src->pixelShaderConstantB, sizeof(dst->pixelShaderConstantB));
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memcpy(dst->pixelShaderConstantI, src->pixelShaderConstantI, sizeof(dst->pixelShaderConstantI));
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memcpy(Dest->streamStride, This->streamStride, sizeof(Dest->streamStride));
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memcpy(Dest->streamOffset, This->streamOffset, sizeof(Dest->streamOffset));
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memcpy(Dest->streamSource, This->streamSource, sizeof(Dest->streamSource));
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memcpy(Dest->streamFreq, This->streamFreq, sizeof(Dest->streamFreq));
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memcpy(Dest->streamFlags, This->streamFlags, sizeof(Dest->streamFlags));
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memcpy(Dest->transforms, This->transforms, sizeof(Dest->transforms));
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memcpy(Dest->clipplane, This->clipplane, sizeof(Dest->clipplane));
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memcpy(Dest->renderState, This->renderState, sizeof(Dest->renderState));
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memcpy(Dest->textures, This->textures, sizeof(Dest->textures));
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memcpy(Dest->textureState, This->textureState, sizeof(Dest->textureState));
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memcpy(Dest->samplerState, This->samplerState, sizeof(Dest->samplerState));
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memcpy(dst->streamStride, src->streamStride, sizeof(dst->streamStride));
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memcpy(dst->streamOffset, src->streamOffset, sizeof(dst->streamOffset));
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memcpy(dst->streamSource, src->streamSource, sizeof(dst->streamSource));
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memcpy(dst->streamFreq, src->streamFreq, sizeof(dst->streamFreq));
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memcpy(dst->streamFlags, src->streamFlags, sizeof(dst->streamFlags));
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memcpy(dst->transforms, src->transforms, sizeof(dst->transforms));
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memcpy(dst->clipplane, src->clipplane, sizeof(dst->clipplane));
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memcpy(dst->renderState, src->renderState, sizeof(dst->renderState));
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memcpy(dst->textures, src->textures, sizeof(dst->textures));
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memcpy(dst->textureState, src->textureState, sizeof(dst->textureState));
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memcpy(dst->samplerState, src->samplerState, sizeof(dst->samplerState));
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/* Dynamically sized arrays */
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memcpy(Dest->vertexShaderConstantF, This->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
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memcpy(Dest->pixelShaderConstantF, This->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
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memcpy(dst->vertexShaderConstantF, src->vertexShaderConstantF, sizeof(float) * gl_info->max_vshader_constantsF * 4);
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memcpy(dst->pixelShaderConstantF, src->pixelShaderConstantF, sizeof(float) * gl_info->max_pshader_constantsF * 4);
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}
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/**********************************************************
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@ -1383,7 +1380,7 @@ HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *
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if (type == WINED3DSBT_INIT || type == WINED3DSBT_RECORDED) return WINED3D_OK;
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/* Otherwise, might as well set the whole state block to the appropriate values */
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if (device->stateBlock) stateblock_copy((IWineD3DStateBlock *)stateblock, (IWineD3DStateBlock *)device->stateBlock);
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if (device->stateBlock) stateblock_copy(stateblock, device->stateBlock);
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else memset(stateblock->streamFreq, 1, sizeof(stateblock->streamFreq));
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/* Reset the ref and type after kludging it. */
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