wined3d: Optimize transform state in stateblocks.
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@ -469,7 +469,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
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for(j = 1; j <= WINEHIGHEST_RENDER_STATE; j++) {
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object->contained_render_states[j - 1] = j;
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}
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object->num_contained_render_states = WINEHIGHEST_RENDER_STATE;
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/* TODO: Filter unused transforms between TEXTURE8 and WORLD0? */
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for(j = 1; j <= HIGHEST_TRANSFORMSTATE; j++) {
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object->contained_transform_states[j - 1] = j;
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}
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object->num_contained_transform_states = HIGHEST_TRANSFORMSTATE;
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} else if (Type == WINED3DSBT_PIXELSTATE) {
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@ -4324,6 +4328,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IW
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object->num_contained_render_states++;
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}
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}
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for(i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
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if(object->changed.transform[i]) {
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object->contained_transform_states[object->num_contained_transform_states] = i;
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object->num_contained_transform_states++;
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}
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}
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*ppStateBlock = (IWineD3DStateBlock*) object;
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This->isRecordingState = FALSE;
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@ -485,13 +485,11 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
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}
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/* Others + Render & Texture */
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for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
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if (This->changed.transform[i] && memcmp(&targetStateBlock->transforms[i],
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&This->transforms[i],
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sizeof(WINED3DMATRIX)) != 0) {
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TRACE("Updating transform %d\n", i);
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memcpy(&This->transforms[i], &targetStateBlock->transforms[i], sizeof(WINED3DMATRIX));
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}
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for (i = 0; i < This->num_contained_transform_states; i++) {
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TRACE("Updating transform %d\n", i);
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memcpy(&This->transforms[This->contained_transform_states[i]],
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&targetStateBlock->transforms[This->contained_transform_states[i]],
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sizeof(WINED3DMATRIX));
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}
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if (This->changed.indices && ((This->pIndexData != targetStateBlock->pIndexData)
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@ -695,9 +693,9 @@ should really perform a delta so that only the changes get updated*/
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/* Others + Render & Texture */
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if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == WINED3DSBT_ALL || This->blockType == WINED3DSBT_INIT) {
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for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
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if (This->changed.transform[i])
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IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
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for (i = 0; i < This->num_contained_transform_states; i++) {
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IWineD3DDevice_SetTransform(pDevice, This->contained_transform_states[i],
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&This->transforms[This->contained_transform_states[i]]);
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}
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if (This->changed.indices) {
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@ -1369,6 +1369,8 @@ struct IWineD3DStateBlockImpl
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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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DWORD contained_transform_states[WINEHIGHEST_RENDER_STATE + 1];
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unsigned int num_contained_transform_states;
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};
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extern void stateblock_savedstates_set(
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