From 84ce0020f44d31af2e2387cd330b78ee99ee1b59 Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Sun, 5 Jun 2011 22:48:52 +0200 Subject: [PATCH] wined3d: Rename Context_MarkStateDirty() to context_invalidate_state(). --- dlls/wined3d/context.c | 107 ++++++++++++++++++----------------------- 1 file changed, 46 insertions(+), 61 deletions(-) diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index 20c38b7ac93..8ada3d15a0e 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -1143,22 +1143,10 @@ static void context_enter(struct wined3d_context *context) } } -/***************************************************************************** - * Context_MarkStateDirty - * - * Marks a state in a context dirty. Only one context, opposed to - * device_invalidate_state(), which marks the state dirty in all - * contexts - * - * Params: - * context: Context to mark the state dirty in - * state: State to mark dirty - * StateTable: Pointer to the state table in use(for state grouping) - * - *****************************************************************************/ -static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state, const struct StateEntry *StateTable) +static void context_invalidate_state(struct wined3d_context *context, + DWORD state, const struct StateEntry *state_table) { - DWORD rep = StateTable[state].representative; + DWORD rep = state_table[state].representative; DWORD idx; BYTE shift; @@ -1461,7 +1449,7 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, for (state = 0; state <= STATE_HIGHEST; ++state) { if (device->StateTable[state].representative) - Context_MarkStateDirty(ret, state, device->StateTable); + context_invalidate_state(ret, state, device->StateTable); } ret->swapchain = swapchain; @@ -1757,11 +1745,11 @@ static void SetupForBlit(struct wined3d_device *device, struct wined3d_context * device->shader_backend->shader_select(context, FALSE, FALSE); LEAVE_GL(); - Context_MarkStateDirty(context, STATE_VSHADER, StateTable); - Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable); + context_invalidate_state(context, STATE_VSHADER, StateTable); + context_invalidate_state(context, STATE_PIXELSHADER, StateTable); /* Call ENTER_GL() once for all gl calls below. In theory we should not call - * helper functions in between gl calls. This function is full of Context_MarkStateDirty + * helper functions in between gl calls. This function is full of context_invalidate_state * which can safely be called from here, we only lock once instead locking/unlocking * after each GL call. */ @@ -1799,10 +1787,9 @@ static void SetupForBlit(struct wined3d_device *device, struct wined3d_context * if (sampler != WINED3D_UNMAPPED_STAGE) { - if (sampler < MAX_TEXTURES) { - Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable); - } - Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable); + if (sampler < MAX_TEXTURES) + context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable); + context_invalidate_state(context, STATE_SAMPLER(sampler), StateTable); } } GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB)); @@ -1842,54 +1829,55 @@ static void SetupForBlit(struct wined3d_device *device, struct wined3d_context * if (sampler != WINED3D_UNMAPPED_STAGE) { - if (sampler < MAX_TEXTURES) { - Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable); - Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable); + if (sampler < MAX_TEXTURES) + { + context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable); + context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable); } - Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable); + context_invalidate_state(context, STATE_SAMPLER(sampler), StateTable); } /* Other misc states */ glDisable(GL_ALPHA_TEST); checkGLcall("glDisable(GL_ALPHA_TEST)"); - Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable); + context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable); glDisable(GL_LIGHTING); checkGLcall("glDisable GL_LIGHTING"); - Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable); + context_invalidate_state(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable); glDisable(GL_DEPTH_TEST); checkGLcall("glDisable GL_DEPTH_TEST"); - Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable); + context_invalidate_state(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable); glDisableWINE(GL_FOG); checkGLcall("glDisable GL_FOG"); - Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable); + context_invalidate_state(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable); glDisable(GL_BLEND); checkGLcall("glDisable GL_BLEND"); - Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable); + context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable); glDisable(GL_CULL_FACE); checkGLcall("glDisable GL_CULL_FACE"); - Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable); + context_invalidate_state(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable); glDisable(GL_STENCIL_TEST); checkGLcall("glDisable GL_STENCIL_TEST"); - Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable); + context_invalidate_state(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable); glDisable(GL_SCISSOR_TEST); checkGLcall("glDisable GL_SCISSOR_TEST"); - Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable); + context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable); if (gl_info->supported[ARB_POINT_SPRITE]) { glDisable(GL_POINT_SPRITE_ARB); checkGLcall("glDisable GL_POINT_SPRITE_ARB"); - Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable); + context_invalidate_state(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable); } glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE); checkGLcall("glColorMask"); - Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable); - Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), StateTable); - Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), StateTable); - Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), StateTable); + context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable); + context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), StateTable); + context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), StateTable); + context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), StateTable); if (gl_info->supported[EXT_SECONDARY_COLOR]) { glDisable(GL_COLOR_SUM_EXT); - Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable); + context_invalidate_state(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable); checkGLcall("glDisable(GL_COLOR_SUM_EXT)"); } @@ -1898,10 +1886,10 @@ static void SetupForBlit(struct wined3d_device *device, struct wined3d_context * checkGLcall("glMatrixMode(GL_MODELVIEW)"); glLoadIdentity(); checkGLcall("glLoadIdentity()"); - Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable); + context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable); context->last_was_rhw = TRUE; - Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */ + context_invalidate_state(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */ glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); @@ -1909,7 +1897,7 @@ static void SetupForBlit(struct wined3d_device *device, struct wined3d_context * glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); - Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable); + context_invalidate_state(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable); set_blit_dimension(width, height); device->frag_pipe->enable_extension(FALSE); @@ -1917,8 +1905,8 @@ static void SetupForBlit(struct wined3d_device *device, struct wined3d_context * LEAVE_GL(); context->blit_w = width; context->blit_h = height; - Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable); - Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable); + context_invalidate_state(context, STATE_VIEWPORT, StateTable); + context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable); } /* Do not call while under the GL lock. */ @@ -2037,11 +2025,11 @@ static inline void context_set_render_offscreen(struct wined3d_context *context, { if (context->render_offscreen == offscreen) return; - Context_MarkStateDirty(context, STATE_POINTSPRITECOORDORIGIN, StateTable); - Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable); - Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable); - Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable); - Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable); + context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN, StateTable); + context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable); + context_invalidate_state(context, STATE_VIEWPORT, StateTable); + context_invalidate_state(context, STATE_SCISSORRECT, StateTable); + context_invalidate_state(context, STATE_FRONTFACE, StateTable); context->render_offscreen = offscreen; } @@ -2213,9 +2201,9 @@ BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_d LEAVE_GL(); context->last_was_blit = FALSE; - Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_table); - Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_table); - Context_MarkStateDirty(context, STATE_SCISSORRECT, state_table); + context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_table); + context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_table); + context_invalidate_state(context, STATE_SCISSORRECT, state_table); return TRUE; } @@ -2309,7 +2297,7 @@ static void context_setup_target(struct wined3d_device *device, * the alpha blend state changes with different render target formats. */ if (!context->current_rt) { - Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable); + context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable); } else { @@ -2321,14 +2309,11 @@ static void context_setup_target(struct wined3d_device *device, /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */ if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask) || !(new->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) - { - Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable); - } + context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable); + /* Update sRGB writing when switching between formats that do/do not support sRGB writing */ if ((old->flags & WINED3DFMT_FLAG_SRGB_WRITE) != (new->flags & WINED3DFMT_FLAG_SRGB_WRITE)) - { - Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), StateTable); - } + context_invalidate_state(context, STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), StateTable); } /* When switching away from an offscreen render target, and we're not