diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c index f37e452568e..0df179ae1ed 100644 --- a/dlls/wined3d/stateblock.c +++ b/dlls/wined3d/stateblock.c @@ -1447,6 +1447,7 @@ HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl * TRACE("ALL => Pretend everything has changed.\n"); stateblock_savedstates_set(&stateblock->changed, gl_info); + stateblock_init_contained_states(stateblock); /* Lights are not part of the changed / set structure. */ for (i = 0; i < LIGHTMAP_SIZE; ++i) @@ -1460,75 +1461,6 @@ HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl * } } - for (i = 1; i <= WINEHIGHEST_RENDER_STATE; ++i) - { - stateblock->contained_render_states[i - 1] = i; - } - stateblock->num_contained_render_states = WINEHIGHEST_RENDER_STATE; - - /* TODO: Filter unused transforms between TEXTURE8 and WORLD0? */ - for (i = 1; i <= HIGHEST_TRANSFORMSTATE; ++i) - { - stateblock->contained_transform_states[i - 1] = i; - } - stateblock->num_contained_transform_states = HIGHEST_TRANSFORMSTATE; - - for (i = 0; i < gl_info->max_vshader_constantsF; ++i) - { - stateblock->contained_vs_consts_f[i] = i; - } - stateblock->num_contained_vs_consts_f = gl_info->max_vshader_constantsF; - - for (i = 0; i < MAX_CONST_I; ++i) - { - stateblock->contained_vs_consts_i[i] = i; - } - stateblock->num_contained_vs_consts_i = MAX_CONST_I; - - for (i = 0; i < MAX_CONST_B; ++i) - { - stateblock->contained_vs_consts_b[i] = i; - } - stateblock->num_contained_vs_consts_b = MAX_CONST_B; - - for (i = 0; i < gl_info->max_pshader_constantsF; ++i) - { - stateblock->contained_ps_consts_f[i] = i; - } - stateblock->num_contained_ps_consts_f = gl_info->max_pshader_constantsF; - - for (i = 0; i < MAX_CONST_I; ++i) - { - stateblock->contained_ps_consts_i[i] = i; - } - stateblock->num_contained_ps_consts_i = MAX_CONST_I; - - for (i = 0; i < MAX_CONST_B; ++i) - { - stateblock->contained_ps_consts_b[i] = i; - } - stateblock->num_contained_ps_consts_b = MAX_CONST_B; - - for (i = 0; i < MAX_TEXTURES; ++i) - { - for (j = 0; j <= WINED3D_HIGHEST_TEXTURE_STATE; ++j) - { - stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i; - stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j; - ++stateblock->num_contained_tss_states; - } - } - - for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) - { - for (j = 1; j <= WINED3D_HIGHEST_SAMPLER_STATE; ++j) - { - stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i; - stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j; - ++stateblock->num_contained_sampler_states; - } - } - for (i = 0; i < MAX_STREAMS; ++i) { if (stateblock->streamSource[i]) IWineD3DBuffer_AddRef(stateblock->streamSource[i]);