wined3d: Add a separate function to initialize the saved states for WINED3DSBT_VERTEXSTATE.
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7b3213fd65
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@ -136,6 +136,30 @@ static void stateblock_savedstates_set_pixel(SAVEDSTATES *states, const struct w
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memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * gl_info->max_pshader_constantsF);
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}
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static void stateblock_savedstates_set_vertex(SAVEDSTATES *states, const struct wined3d_gl_info *gl_info)
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{
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DWORD texture_mask = 0;
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WORD sampler_mask = 0;
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unsigned int i;
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states->vertexShader = 1;
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for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; ++i)
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{
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DWORD rs = SavedVertexStates_R[i];
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states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
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}
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for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; ++i) texture_mask |= 1 << SavedVertexStates_T[i];
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for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
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for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; ++i) sampler_mask |= 1 << SavedVertexStates_S[i];
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for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
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states->vertexShaderConstantsB = 0xffff;
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states->vertexShaderConstantsI = 0xffff;
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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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const struct wined3d_gl_info *gl_info)
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{
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@ -1517,10 +1541,11 @@ HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *
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{
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TRACE("VERTEXSTATE => Pretend all vertex shates have changed.\n");
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stateblock_savedstates_set_vertex(&stateblock->changed, 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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{
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stateblock->changed.vertexShaderConstantsF[i] = TRUE;
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stateblock->contained_vs_consts_f[i] = i;
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}
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stateblock->num_contained_vs_consts_f = gl_info->max_vshader_constantsF;
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@ -1528,22 +1553,18 @@ HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *
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for (i = 0; i < MAX_CONST_B; ++i)
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{
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stateblock->contained_vs_consts_b[i] = i;
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stateblock->changed.vertexShaderConstantsB |= (1 << i);
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}
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stateblock->num_contained_vs_consts_b = MAX_CONST_B;
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for (i = 0; i < MAX_CONST_I; ++i)
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{
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stateblock->contained_vs_consts_i[i] = i;
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stateblock->changed.vertexShaderConstantsI |= (1 << i);
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}
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stateblock->num_contained_vs_consts_i = MAX_CONST_I;
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for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++)
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{
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DWORD rs = SavedVertexStates_R[i];
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stateblock->changed.renderState[rs >> 5] |= 1 << (rs & 0x1f);
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stateblock->contained_render_states[i] = rs;
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stateblock->contained_render_states[i] = SavedVertexStates_R[i];
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}
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stateblock->num_contained_render_states = NUM_SAVEDVERTEXSTATES_R;
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@ -1551,10 +1572,8 @@ HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *
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{
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for (j = 0; j < NUM_SAVEDVERTEXSTATES_T; ++j)
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{
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DWORD state = SavedVertexStates_T[j];
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stateblock->changed.textureState[i] |= 1 << state;
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stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
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stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = state;
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stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = SavedVertexStates_T[j];
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++stateblock->num_contained_tss_states;
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}
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}
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@ -1563,10 +1582,8 @@ HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *
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{
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for (j = 0; j < NUM_SAVEDVERTEXSTATES_S; ++j)
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{
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DWORD state = SavedVertexStates_S[j];
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stateblock->changed.samplerState[i] |= 1 << state;
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stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
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stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = state;
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stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = SavedVertexStates_S[j];
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++stateblock->num_contained_sampler_states;
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}
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}
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@ -1587,7 +1604,6 @@ HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *
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if (stateblock->streamSource[i]) IWineD3DBuffer_AddRef(stateblock->streamSource[i]);
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}
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stateblock->changed.vertexShader = TRUE;
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if (stateblock->vertexShader) IWineD3DVertexShader_AddRef(stateblock->vertexShader);
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stateblock->pIndexData = NULL;
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