wined3d: Move sampler states to wined3d_state.
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5b3c1a2082
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8fdfc736bf
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@ -459,7 +459,7 @@ static void device_preload_texture(IWineD3DStateBlockImpl *stateblock, unsigned
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enum WINED3DSRGB srgb;
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if (!(texture = (IWineD3DBaseTextureImpl *)stateblock->textures[idx])) return;
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srgb = stateblock->samplerState[idx][WINED3DSAMP_SRGBTEXTURE] ? SRGB_SRGB : SRGB_RGB;
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srgb = stateblock->state.sampler_states[idx][WINED3DSAMP_SRGBTEXTURE] ? SRGB_SRGB : SRGB_RGB;
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texture->baseTexture.internal_preload((IWineD3DBaseTexture *)texture, srgb);
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}
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@ -3086,27 +3086,14 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface,
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Sampler -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
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}
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if (Sampler >= sizeof(This->stateBlock->samplerState)/sizeof(This->stateBlock->samplerState[0])) {
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if (Sampler >= sizeof(This->stateBlock->state.sampler_states) / sizeof(*This->stateBlock->state.sampler_states))
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{
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ERR("Current Sampler overflows sampleState0 array (sampler %d)\n", Sampler);
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return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
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}
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/**
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* SetSampler is designed to allow for more than the standard up to 8 textures
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* and Geforce has stopped supporting more than 6 standard textures in openGL.
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* So I have to use ARB for Gforce. (maybe if the sampler > 4 then use ARB?)
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*
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* http://developer.nvidia.com/object/General_FAQ.html#t6
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*
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* There are two new settings for GForce
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* the sampler one:
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* GL_MAX_TEXTURE_IMAGE_UNITS_ARB
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* and the texture one:
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* GL_MAX_TEXTURE_COORDS_ARB.
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* Ok GForce say it's ok to use glTexParameter/glGetTexParameter(...).
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******************/
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oldValue = This->stateBlock->samplerState[Sampler][Type];
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This->updateStateBlock->samplerState[Sampler][Type] = Value;
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oldValue = This->stateBlock->state.sampler_states[Sampler][Type];
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This->updateStateBlock->state.sampler_states[Sampler][Type] = Value;
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This->updateStateBlock->changed.samplerState[Sampler] |= 1 << Type;
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/* Handle recording of state blocks */
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@ -3135,11 +3122,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface,
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Sampler -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
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}
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if (Sampler >= sizeof(This->stateBlock->samplerState)/sizeof(This->stateBlock->samplerState[0])) {
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if (Sampler >= sizeof(This->stateBlock->state.sampler_states) / sizeof(*This->stateBlock->state.sampler_states))
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{
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ERR("Current Sampler overflows sampleState0 array (sampler %d)\n", Sampler);
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return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
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}
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*Value = This->stateBlock->samplerState[Sampler][Type];
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*Value = This->stateBlock->state.sampler_states[Sampler][Type];
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TRACE("(%p) : Returning %#x\n", This, *Value);
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return WINED3D_OK;
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@ -5069,12 +5057,15 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface,
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TRACE("(%p) : %p\n", This, pNumPasses);
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for(i = 0; i < MAX_COMBINED_SAMPLERS; i++) {
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if(This->stateBlock->samplerState[i][WINED3DSAMP_MINFILTER] == WINED3DTEXF_NONE) {
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for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
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{
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if (This->stateBlock->state.sampler_states[i][WINED3DSAMP_MINFILTER] == WINED3DTEXF_NONE)
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{
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WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
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return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
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}
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if(This->stateBlock->samplerState[i][WINED3DSAMP_MAGFILTER] == WINED3DTEXF_NONE) {
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if (This->stateBlock->state.sampler_states[i][WINED3DSAMP_MAGFILTER] == WINED3DTEXF_NONE)
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{
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WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
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return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
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}
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@ -5082,16 +5073,19 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface,
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texture = (IWineD3DBaseTextureImpl *) This->stateBlock->textures[i];
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if (!texture || texture->resource.format->Flags & WINED3DFMT_FLAG_FILTERING) continue;
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if(This->stateBlock->samplerState[i][WINED3DSAMP_MAGFILTER] != WINED3DTEXF_POINT) {
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if (This->stateBlock->state.sampler_states[i][WINED3DSAMP_MAGFILTER] != WINED3DTEXF_POINT)
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{
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WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
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return E_FAIL;
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}
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if(This->stateBlock->samplerState[i][WINED3DSAMP_MINFILTER] != WINED3DTEXF_POINT) {
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if (This->stateBlock->state.sampler_states[i][WINED3DSAMP_MINFILTER] != WINED3DTEXF_POINT)
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{
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WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
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return E_FAIL;
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}
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if(This->stateBlock->samplerState[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_NONE &&
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This->stateBlock->samplerState[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_POINT /* sic! */) {
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if (This->stateBlock->state.sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_NONE
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&& This->stateBlock->state.sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_POINT)
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{
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WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
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return E_FAIL;
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}
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@ -3596,16 +3596,18 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wine
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
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checkGLcall("glActiveTextureARB");
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if(stateblock->textures[sampler]) {
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BOOL srgb = stateblock->samplerState[sampler][WINED3DSAMP_SRGBTEXTURE];
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if (stateblock->textures[sampler])
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{
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BOOL srgb = stateblock->state.sampler_states[sampler][WINED3DSAMP_SRGBTEXTURE];
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IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler];
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IWineD3DBaseTexture_BindTexture(stateblock->textures[sampler], srgb);
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basetexture_apply_state_changes(stateblock->textures[sampler],
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stateblock->state.texture_states[sampler], stateblock->samplerState[sampler], gl_info);
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stateblock->state.texture_states[sampler],
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stateblock->state.sampler_states[sampler], gl_info);
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if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
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{
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tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
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tmpvalue.d = stateblock->state.sampler_states[sampler][WINED3DSAMP_MIPMAPLODBIAS];
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glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
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GL_TEXTURE_LOD_BIAS_EXT,
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tmpvalue.f);
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@ -852,10 +852,11 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
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DWORD stage = This->contained_sampler_states[i].stage;
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DWORD state = This->contained_sampler_states[i].state;
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TRACE("Updating sampler state %u, %u to %u (was %u).\n", stage, state,
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targetStateBlock->samplerState[stage][state], This->samplerState[stage][state]);
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TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, state,
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targetStateBlock->state.sampler_states[stage][state],
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This->state.sampler_states[stage][state]);
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This->samplerState[stage][state] = targetStateBlock->samplerState[stage][state];
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This->state.sampler_states[stage][state] = targetStateBlock->state.sampler_states[stage][state];
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}
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if (This->changed.pixelShader && This->pixelShader != targetStateBlock->pixelShader)
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@ -960,7 +961,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
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{
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DWORD stage = This->contained_sampler_states[i].stage;
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DWORD state = This->contained_sampler_states[i].state;
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DWORD value = This->samplerState[stage][state];
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DWORD value = This->state.sampler_states[stage][state];
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if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
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IWineD3DDevice_SetSamplerState(device, stage, state, value);
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@ -1255,21 +1256,24 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
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This->state.lowest_disabled_stage = 1;
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/* Sampler states*/
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for (i = 0 ; i < MAX_COMBINED_SAMPLERS; i++) {
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TRACE("Setting up default samplers states for sampler %d\n", i);
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This->samplerState[i][WINED3DSAMP_ADDRESSU ] = WINED3DTADDRESS_WRAP;
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This->samplerState[i][WINED3DSAMP_ADDRESSV ] = WINED3DTADDRESS_WRAP;
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This->samplerState[i][WINED3DSAMP_ADDRESSW ] = WINED3DTADDRESS_WRAP;
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This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00;
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This->samplerState[i][WINED3DSAMP_MAGFILTER ] = WINED3DTEXF_POINT;
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This->samplerState[i][WINED3DSAMP_MINFILTER ] = WINED3DTEXF_POINT;
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This->samplerState[i][WINED3DSAMP_MIPFILTER ] = WINED3DTEXF_NONE;
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This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
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This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
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This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
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This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0;
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This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */
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This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 0; /* TODO: Vertex offset in the presampled displacement map */
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for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i)
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{
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TRACE("Setting up default samplers states for sampler %u.\n", i);
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This->state.sampler_states[i][WINED3DSAMP_ADDRESSU] = WINED3DTADDRESS_WRAP;
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This->state.sampler_states[i][WINED3DSAMP_ADDRESSV] = WINED3DTADDRESS_WRAP;
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This->state.sampler_states[i][WINED3DSAMP_ADDRESSW] = WINED3DTADDRESS_WRAP;
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This->state.sampler_states[i][WINED3DSAMP_BORDERCOLOR] = 0;
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This->state.sampler_states[i][WINED3DSAMP_MAGFILTER] = WINED3DTEXF_POINT;
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This->state.sampler_states[i][WINED3DSAMP_MINFILTER] = WINED3DTEXF_POINT;
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This->state.sampler_states[i][WINED3DSAMP_MIPFILTER] = WINED3DTEXF_NONE;
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This->state.sampler_states[i][WINED3DSAMP_MIPMAPLODBIAS] = 0;
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This->state.sampler_states[i][WINED3DSAMP_MAXMIPLEVEL] = 0;
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This->state.sampler_states[i][WINED3DSAMP_MAXANISOTROPY] = 1;
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This->state.sampler_states[i][WINED3DSAMP_SRGBTEXTURE] = 0;
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/* TODO: Indicates which element of a multielement texture to use. */
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This->state.sampler_states[i][WINED3DSAMP_ELEMENTINDEX] = 0;
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/* TODO: Vertex offset in the presampled displacement map. */
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This->state.sampler_states[i][WINED3DSAMP_DMAPOFFSET] = 0;
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}
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for (i = 0; i < gl_info->limits.textures; ++i)
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@ -43,7 +43,7 @@ static void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINE
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if (!device->isInDraw) context = context_acquire(device, NULL);
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else if (gl_info->supported[EXT_TEXTURE_SRGB] && This->baseTexture.bindCount > 0)
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{
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srgb_mode = device->stateBlock->samplerState[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
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srgb_mode = device->stateBlock->state.sampler_states[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
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srgb_was_toggled = This->baseTexture.is_srgb != srgb_mode;
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This->baseTexture.is_srgb = srgb_mode;
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}
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@ -2349,6 +2349,8 @@ struct wined3d_stream_state
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struct wined3d_state
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{
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/* Sampler States */
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DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
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DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
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DWORD lowest_disabled_stage;
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@ -2418,9 +2420,6 @@ struct IWineD3DStateBlockImpl
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/* Texture */
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IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
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/* Sampler States */
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DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
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/* Contained state management */
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DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
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unsigned int num_contained_render_states;
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