wined3d: Prune invalid states from the state table.

This commit is contained in:
Henri Verbeet 2010-01-28 23:40:25 +01:00 committed by Alexandre Julliard
parent 19516bf69f
commit d66f5345e6
1 changed files with 22 additions and 0 deletions

View File

@ -5685,6 +5685,27 @@ static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock,
stateblock->device->multistate_funcs[state][2](state, stateblock, context);
}
static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info)
{
unsigned int start, last, i;
start = STATE_TEXTURESTAGE(gl_info->limits.texture_stages, 0);
last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
for (i = start; i <= last; ++i)
{
state_table[i].representative = 0;
state_table[i].apply = state_undefined;
}
start = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + gl_info->limits.texture_stages);
last = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + MAX_TEXTURES - 1);
for (i = start; i <= last; ++i)
{
state_table[i].representative = 0;
state_table[i].apply = state_undefined;
}
}
static void validate_state_table(struct StateEntry *state_table)
{
unsigned int i;
@ -5800,6 +5821,7 @@ HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_
}
}
prune_invalid_states(StateTable, gl_info);
validate_state_table(StateTable);
return WINED3D_OK;