wined3d: Introduce a global stateblock flag for transforms.

Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Matteo Bruni 2020-03-02 14:02:46 +01:00 committed by Alexandre Julliard
parent 0d2a1ecced
commit a8c44bd94c
3 changed files with 27 additions and 17 deletions

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@ -3977,14 +3977,17 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
} }
} }
for (i = 0; i < ARRAY_SIZE(changed->transform); ++i) if (changed->transforms)
{ {
map = changed->transform[i]; for (i = 0; i < ARRAY_SIZE(changed->transform); ++i)
while (map)
{ {
j = wined3d_bit_scan(&map); map = changed->transform[i];
idx = i * word_bit_count + j; while (map)
wined3d_device_set_transform(device, idx, &state->transforms[idx]); {
j = wined3d_bit_scan(&map);
idx = i * word_bit_count + j;
wined3d_device_set_transform(device, idx, &state->transforms[idx]);
}
} }
} }

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@ -210,6 +210,7 @@ static void stateblock_savedstates_set_all(struct wined3d_saved_states *states,
states->scissorRect = 1; states->scissorRect = 1;
states->blend_state = 1; states->blend_state = 1;
states->lights = 1; states->lights = 1;
states->transforms = 1;
states->streamSource = 0xffff; states->streamSource = 0xffff;
states->streamFreq = 0xffff; states->streamFreq = 0xffff;
@ -807,14 +808,16 @@ void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock,
stateblock->stateblock_state.ps_consts_b[idx] = state->ps_consts_b[idx]; stateblock->stateblock_state.ps_consts_b[idx] = state->ps_consts_b[idx];
} }
/* Others + Render & Texture */ if (stateblock->changed.transforms)
for (i = 0; i < stateblock->num_contained_transform_states; ++i)
{ {
enum wined3d_transform_state transform = stateblock->contained_transform_states[i]; for (i = 0; i < stateblock->num_contained_transform_states; ++i)
{
enum wined3d_transform_state transform = stateblock->contained_transform_states[i];
TRACE("Updating transform %#x.\n", transform); TRACE("Updating transform %#x.\n", transform);
stateblock->stateblock_state.transforms[transform] = state->transforms[transform]; stateblock->stateblock_state.transforms[transform] = state->transforms[transform];
}
} }
if (stateblock->changed.indices if (stateblock->changed.indices
@ -1177,13 +1180,15 @@ void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock,
wined3d_device_set_sampler_state(device, stage, sampler_state, value); wined3d_device_set_sampler_state(device, stage, sampler_state, value);
} }
/* Transform states. */ if (stateblock->changed.transforms)
for (i = 0; i < stateblock->num_contained_transform_states; ++i)
{ {
enum wined3d_transform_state transform = stateblock->contained_transform_states[i]; for (i = 0; i < stateblock->num_contained_transform_states; ++i)
{
enum wined3d_transform_state transform = stateblock->contained_transform_states[i];
state->transforms[transform] = stateblock->stateblock_state.transforms[transform]; state->transforms[transform] = stateblock->stateblock_state.transforms[transform];
wined3d_device_set_transform(device, transform, &stateblock->stateblock_state.transforms[transform]); wined3d_device_set_transform(device, transform, &stateblock->stateblock_state.transforms[transform]);
}
} }
if (stateblock->changed.indices) if (stateblock->changed.indices)
@ -1579,6 +1584,7 @@ void CDECL wined3d_stateblock_set_transform(struct wined3d_stateblock *statebloc
stateblock->stateblock_state.transforms[d3dts] = *matrix; stateblock->stateblock_state.transforms[d3dts] = *matrix;
stateblock->changed.transform[d3dts >> 5] |= 1u << (d3dts & 0x1f); stateblock->changed.transform[d3dts >> 5] |= 1u << (d3dts & 0x1f);
stateblock->changed.transforms = 1;
} }
void CDECL wined3d_stateblock_multiply_transform(struct wined3d_stateblock *stateblock, void CDECL wined3d_stateblock_multiply_transform(struct wined3d_stateblock *stateblock,

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@ -3938,7 +3938,8 @@ struct wined3d_saved_states
DWORD store_stream_offset : 1; DWORD store_stream_offset : 1;
DWORD blend_state : 1; DWORD blend_state : 1;
DWORD lights : 1; DWORD lights : 1;
DWORD padding : 2; DWORD transforms : 1;
DWORD padding : 1;
}; };
struct StageState { struct StageState {