wined3d: Add a separate function to initialize the saved states for WINED3DSBT_VERTEXSTATE.

This commit is contained in:
Henri Verbeet 2009-10-02 11:16:09 +02:00 committed by Alexandre Julliard
parent 7b3213fd65
commit d500c9b795
1 changed files with 29 additions and 13 deletions

View File

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