wined3d: Simplify stateblock_savedstates_set().
We only need to handle the case where "value" is TRUE, since the stateblock data will be filled with zeroes by default.
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75fe879c76
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@ -79,54 +79,37 @@ static inline void stateblock_set_bits(DWORD *map, UINT map_size)
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}
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/* Set all members of a stateblock savedstate to the given value */
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static void stateblock_savedstates_set(SAVEDSTATES *states, BOOL value, const struct wined3d_gl_info *gl_info)
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static void stateblock_savedstates_set(SAVEDSTATES *states, const struct wined3d_gl_info *gl_info)
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{
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unsigned int i;
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/* Single values */
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states->primitive_type = value;
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states->indices = value;
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states->material = value;
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states->viewport = value;
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states->vertexDecl = value;
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states->pixelShader = value;
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states->vertexShader = value;
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states->scissorRect = value;
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states->primitive_type = 1;
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states->indices = 1;
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states->material = 1;
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states->viewport = 1;
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states->vertexDecl = 1;
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states->pixelShader = 1;
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states->vertexShader = 1;
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states->scissorRect = 1;
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/* Fixed size arrays */
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if (value)
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{
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int i;
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states->streamSource = 0xffff;
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states->streamFreq = 0xffff;
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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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states->pixelShaderConstantsI = 0xffff;
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states->vertexShaderConstantsB = 0xffff;
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states->vertexShaderConstantsI = 0xffff;
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}
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else
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{
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states->streamSource = 0;
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states->streamFreq = 0;
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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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states->pixelShaderConstantsI = 0;
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states->vertexShaderConstantsB = 0;
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states->vertexShaderConstantsI = 0;
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}
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states->streamSource = 0xffff;
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states->streamFreq = 0xffff;
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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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states->pixelShaderConstantsI = 0xffff;
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states->vertexShaderConstantsB = 0xffff;
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states->vertexShaderConstantsI = 0xffff;
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/* Dynamically sized arrays */
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memset(states->pixelShaderConstantsF, value, sizeof(BOOL) * gl_info->max_pshader_constantsF);
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memset(states->vertexShaderConstantsF, value, sizeof(BOOL) * gl_info->max_vshader_constantsF);
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memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * gl_info->max_pshader_constantsF);
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memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * gl_info->max_vshader_constantsF);
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}
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static void stateblock_copy_values(IWineD3DStateBlockImpl *dst, const IWineD3DStateBlockImpl *src,
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@ -1462,7 +1445,8 @@ HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *
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if (type == WINED3DSBT_ALL)
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{
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TRACE("ALL => Pretend everything has changed.\n");
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stateblock_savedstates_set(&stateblock->changed, TRUE, gl_info);
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stateblock_savedstates_set(&stateblock->changed, gl_info);
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/* Lights are not part of the changed / set structure. */
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for (i = 0; i < LIGHTMAP_SIZE; ++i)
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@ -1557,7 +1541,6 @@ HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *
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else if (type == WINED3DSBT_PIXELSTATE)
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{
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TRACE("PIXELSTATE => Pretend all pixel states have changed.\n");
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stateblock_savedstates_set(&stateblock->changed, FALSE, gl_info);
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/* Pixel Shader Constants. */
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for (i = 0; i < gl_info->max_pshader_constantsF; ++i)
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@ -1629,7 +1612,6 @@ HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *
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else if (type == WINED3DSBT_VERTEXSTATE)
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{
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TRACE("VERTEXSTATE => Pretend all vertex shates have changed.\n");
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stateblock_savedstates_set(&stateblock->changed, FALSE, gl_info);
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/* Vertex Shader Constants. */
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for (i = 0; i < gl_info->max_vshader_constantsF; ++i)
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