wined3d: Optimize render states in the stateblock.
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28084c5f80
commit
93155ea087
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@ -466,6 +466,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
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light->enabledChanged = TRUE;
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light->enabledChanged = TRUE;
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}
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}
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}
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}
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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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} else if (Type == WINED3DSBT_PIXELSTATE) {
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} else if (Type == WINED3DSBT_PIXELSTATE) {
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TRACE("PIXELSTATE => Pretend all pixel shates have changed\n");
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TRACE("PIXELSTATE => Pretend all pixel shates have changed\n");
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@ -480,10 +485,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
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object->changed.pixelShaderConstantsB[i] = TRUE;
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object->changed.pixelShaderConstantsB[i] = TRUE;
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for (i = 0; i < MAX_CONST_I; ++i)
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for (i = 0; i < MAX_CONST_I; ++i)
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object->changed.pixelShaderConstantsI[i] = TRUE;
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object->changed.pixelShaderConstantsI[i] = TRUE;
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for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
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for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
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object->changed.renderState[SavedPixelStates_R[i]] = TRUE;
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object->changed.renderState[SavedPixelStates_R[i]] = TRUE;
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object->contained_render_states[i] = SavedPixelStates_R[i];
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}
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}
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object->num_contained_render_states = NUM_SAVEDPIXELSTATES_R;
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for (j = 0; j < MAX_TEXTURES; j++) {
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for (j = 0; j < MAX_TEXTURES; j++) {
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for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
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for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
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object->changed.textureState[j][SavedPixelStates_T[i]] = TRUE;
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object->changed.textureState[j][SavedPixelStates_T[i]] = TRUE;
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@ -510,10 +517,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
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object->changed.vertexShaderConstantsB[i] = TRUE;
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object->changed.vertexShaderConstantsB[i] = TRUE;
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for (i = 0; i < MAX_CONST_I; ++i)
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for (i = 0; i < MAX_CONST_I; ++i)
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object->changed.vertexShaderConstantsI[i] = TRUE;
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object->changed.vertexShaderConstantsI[i] = TRUE;
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for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
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for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
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object->changed.renderState[SavedVertexStates_R[i]] = TRUE;
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object->changed.renderState[SavedVertexStates_R[i]] = TRUE;
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object->contained_render_states[i] = SavedVertexStates_R[i];
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}
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}
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object->num_contained_render_states = NUM_SAVEDVERTEXSTATES_R;
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for (j = 0; j < MAX_TEXTURES; j++) {
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for (j = 0; j < MAX_TEXTURES; j++) {
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for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
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for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
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object->changed.textureState[j][SavedVertexStates_T[i]] = TRUE;
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object->changed.textureState[j][SavedVertexStates_T[i]] = TRUE;
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@ -4301,6 +4310,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface)
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static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IWineD3DStateBlock** ppStateBlock) {
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static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IWineD3DStateBlock** ppStateBlock) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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unsigned int i;
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IWineD3DStateBlockImpl *object = This->updateStateBlock;
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if (!This->isRecordingState) {
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if (!This->isRecordingState) {
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FIXME("(%p) not recording! returning error\n", This);
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FIXME("(%p) not recording! returning error\n", This);
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@ -4308,7 +4319,14 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IW
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return WINED3DERR_INVALIDCALL;
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return WINED3DERR_INVALIDCALL;
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}
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}
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*ppStateBlock = (IWineD3DStateBlock*)This->updateStateBlock;
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for(i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
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if(object->changed.renderState[i]) {
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object->contained_render_states[object->num_contained_render_states] = i;
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object->num_contained_render_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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This->isRecordingState = FALSE;
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This->updateStateBlock = This->stateBlock;
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This->updateStateBlock = This->stateBlock;
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IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
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IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
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@ -566,12 +566,10 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
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}
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}
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/* Render */
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/* Render */
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for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
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for (i = 0; i <= This->num_contained_render_states; i++) {
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TRACE("Updating renderState %d to %d\n",
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if (This->changed.renderState[i] && (This->renderState[i] != targetStateBlock->renderState[i])) {
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This->contained_render_states[i], targetStateBlock->renderState[This->contained_render_states[i]]);
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TRACE("Updating renderState %d to %d\n", i, targetStateBlock->renderState[i]);
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This->renderState[This->contained_render_states[i]] = targetStateBlock->renderState[This->contained_render_states[i]];
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This->renderState[i] = targetStateBlock->renderState[i];
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}
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}
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}
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/* Texture states */
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/* Texture states */
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@ -737,12 +735,6 @@ should really perform a delta so that only the changes get updated*/
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}
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}
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}
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}
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/* Render */
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for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
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if (This->changed.renderState[i])
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IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
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}
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/* Texture states */
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/* Texture states */
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for (j = 0; j < MAX_TEXTURES; j++) { /* Set The texture first, just in case it resets the states? */
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for (j = 0; j < MAX_TEXTURES; j++) { /* Set The texture first, just in case it resets the states? */
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/* TODO: move over to memcpy */
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/* TODO: move over to memcpy */
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@ -778,12 +770,6 @@ should really perform a delta so that only the changes get updated*/
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} else if (This->blockType == WINED3DSBT_PIXELSTATE) {
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} else if (This->blockType == WINED3DSBT_PIXELSTATE) {
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for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
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if (This->changed.renderState[SavedPixelStates_R[i]])
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IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
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}
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for (j = 0; j < MAX_TEXTURES; j++) {
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for (j = 0; j < MAX_TEXTURES; j++) {
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for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
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for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
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((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedPixelStates_T[i]] = This->textureState[j][SavedPixelStates_T[i]];
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((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedPixelStates_T[i]] = This->textureState[j][SavedPixelStates_T[i]];
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@ -799,11 +785,6 @@ should really perform a delta so that only the changes get updated*/
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} else if (This->blockType == WINED3DSBT_VERTEXSTATE) {
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} else if (This->blockType == WINED3DSBT_VERTEXSTATE) {
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for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
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if (This->changed.renderState[SavedVertexStates_R[i]])
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IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
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}
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for (j = 0; j < MAX_TEXTURES; j++) {
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for (j = 0; j < MAX_TEXTURES; j++) {
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for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
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for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
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((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedVertexStates_T[i]] = This->textureState[j][SavedVertexStates_T[i]];
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((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedVertexStates_T[i]] = This->textureState[j][SavedVertexStates_T[i]];
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@ -821,6 +802,13 @@ should really perform a delta so that only the changes get updated*/
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} else {
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} else {
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FIXME("Unrecognized state block type %d\n", This->blockType);
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FIXME("Unrecognized state block type %d\n", This->blockType);
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}
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}
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/* Render */
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for (i = 0; i <= This->num_contained_render_states; i++) {
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IWineD3DDevice_SetRenderState(pDevice, This->contained_render_states[i],
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This->renderState[This->contained_render_states[i]]);
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}
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stateblock_savedstates_copy(iface, &((IWineD3DDeviceImpl*)pDevice)->stateBlock->changed, &This->changed);
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stateblock_savedstates_copy(iface, &((IWineD3DDeviceImpl*)pDevice)->stateBlock->changed, &This->changed);
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((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
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((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
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for(j = 0; j < MAX_TEXTURES - 1; j++) {
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for(j = 0; j < MAX_TEXTURES - 1; j++) {
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@ -1356,6 +1356,10 @@ struct IWineD3DStateBlockImpl
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/* Scissor test rectangle */
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/* Scissor test rectangle */
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RECT scissorRect;
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RECT scissorRect;
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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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};
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};
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extern void stateblock_savedstates_set(
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extern void stateblock_savedstates_set(
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