wined3d: Convert textureState to a bitmap in struct SAVEDSTATES.
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@ -478,9 +478,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
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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 (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
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object->changed.textureState[j][SavedPixelStates_T[i]] = TRUE;
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DWORD state = SavedPixelStates_T[i];
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object->changed.textureState[j] |= 1 << state;
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object->contained_tss_states[object->num_contained_tss_states].stage = j;
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object->contained_tss_states[object->num_contained_tss_states].state = SavedPixelStates_T[i];
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object->contained_tss_states[object->num_contained_tss_states].state = state;
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object->num_contained_tss_states++;
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}
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}
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@ -537,9 +538,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
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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 (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
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object->changed.textureState[j][SavedVertexStates_T[i]] = TRUE;
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DWORD state = SavedVertexStates_T[i];
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object->changed.textureState[j] |= 1 << state;
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object->contained_tss_states[object->num_contained_tss_states].stage = j;
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object->contained_tss_states[object->num_contained_tss_states].state = SavedVertexStates_T[i];
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object->contained_tss_states[object->num_contained_tss_states].state = state;
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object->num_contained_tss_states++;
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}
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}
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@ -4448,7 +4450,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *if
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return WINED3D_OK;
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}
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This->updateStateBlock->changed.textureState[Stage][Type] = TRUE;
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This->updateStateBlock->changed.textureState[Stage] |= 1 << Type;
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This->updateStateBlock->textureState[Stage][Type] = Value;
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if (This->isRecordingState) {
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@ -4816,13 +4818,15 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IW
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}
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}
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for(i = 0; i < MAX_TEXTURES; i++) {
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for (j = 0; j <= WINED3D_HIGHEST_TEXTURE_STATE; ++j)
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DWORD map = object->changed.textureState[i];
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for(j = 0; map; map >>= 1, ++j)
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{
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if(object->changed.textureState[i][j]) {
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object->contained_tss_states[object->num_contained_tss_states].stage = i;
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object->contained_tss_states[object->num_contained_tss_states].state = j;
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object->num_contained_tss_states++;
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}
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if (!(map & 1)) continue;
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object->contained_tss_states[object->num_contained_tss_states].stage = i;
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object->contained_tss_states[object->num_contained_tss_states].state = j;
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++object->num_contained_tss_states;
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}
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}
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for(i = 0; i < MAX_COMBINED_SAMPLERS; i++){
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@ -91,7 +91,7 @@ static void stateblock_savedstates_copy(IWineD3DStateBlock* iface, SAVEDSTATES *
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dest->textures = source->textures;
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memcpy(dest->transform, source->transform, sizeof(source->transform));
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memcpy(dest->renderState, source->renderState, sizeof(source->renderState));
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memcpy(dest->textureState, source->textureState, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
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memcpy(dest->textureState, source->textureState, sizeof(source->textureState));
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memcpy(dest->samplerState, source->samplerState, sizeof(source->samplerState));
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dest->clipplane = source->clipplane;
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dest->pixelShaderConstantsB = source->pixelShaderConstantsB;
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@ -138,6 +138,7 @@ void stateblock_savedstates_set(
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states->textures = 0xfffff;
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stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
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stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
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for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
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for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3fff;
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states->clipplane = 0xffffffff;
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states->pixelShaderConstantsB = 0xffff;
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@ -152,6 +153,7 @@ void stateblock_savedstates_set(
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states->textures = 0;
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memset(states->transform, 0, sizeof(states->transform));
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memset(states->renderState, 0, sizeof(states->renderState));
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memset(states->textureState, 0, sizeof(states->textureState));
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memset(states->samplerState, 0, sizeof(states->samplerState));
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states->clipplane = 0;
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states->pixelShaderConstantsB = 0;
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@ -159,7 +161,6 @@ void stateblock_savedstates_set(
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states->vertexShaderConstantsB = 0;
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states->vertexShaderConstantsI = 0;
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}
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memset(states->textureState, value, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
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/* Dynamically sized arrays */
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memset(states->pixelShaderConstantsF, value, bsize * GL_LIMITS(pshader_constantsF));
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@ -808,7 +809,7 @@ should really perform a delta so that only the changes get updated*/
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DWORD stage = This->contained_tss_states[i].stage;
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DWORD state = This->contained_tss_states[i].state;
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((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[stage][state] = This->textureState[stage][state];
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((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[stage][state] = TRUE;
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((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[stage] |= 1 << state;
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/* TODO: Record a display list to apply all gl states. For now apply by brute force */
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IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_TEXTURESTAGE(stage, state));
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}
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@ -1761,10 +1761,10 @@ typedef struct SAVEDSTATES {
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DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
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WORD streamSource; /* MAX_STREAMS, 16 */
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WORD streamFreq; /* MAX_STREAMS, 16 */
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DWORD textures; /* MAX_COMBINED_SAMPLERS, 20 */
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DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
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BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
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WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14*/
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DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
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WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
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DWORD textures; /* MAX_COMBINED_SAMPLERS, 20 */
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DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
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WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
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WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
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