ddraw: Stop setting the device state when setting sampler states.
Signed-off-by: Zebediah Figura <z.figura12@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2501,14 +2501,6 @@ static HRESULT WINAPI d3d_device2_GetRenderState(IDirect3DDevice2 *iface,
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return IDirect3DDevice3_GetRenderState(&device->IDirect3DDevice3_iface, state, value);
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}
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static void d3d_device_set_sampler_state(struct d3d_device *device,
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UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
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{
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wined3d_stateblock_set_sampler_state(device->update_state, sampler_idx, state, value);
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if (!device->recording)
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wined3d_device_set_sampler_state(device->wined3d_device, sampler_idx, state, value);
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}
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/*****************************************************************************
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* IDirect3DDevice7::SetRenderState
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*
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@ -2569,7 +2561,7 @@ static HRESULT d3d_device7_SetRenderState(IDirect3DDevice7 *iface,
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break;
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}
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d3d_device_set_sampler_state(device, 0, WINED3D_SAMP_MAG_FILTER, tex_mag);
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wined3d_stateblock_set_sampler_state(device->state, 0, WINED3D_SAMP_MAG_FILTER, tex_mag);
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break;
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}
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@ -2612,19 +2604,19 @@ static HRESULT d3d_device7_SetRenderState(IDirect3DDevice7 *iface,
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break;
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}
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d3d_device_set_sampler_state(device, 0, WINED3D_SAMP_MIP_FILTER, tex_mip);
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d3d_device_set_sampler_state(device, 0, WINED3D_SAMP_MIN_FILTER, tex_min);
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wined3d_stateblock_set_sampler_state(device->state, 0, WINED3D_SAMP_MIP_FILTER, tex_mip);
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wined3d_stateblock_set_sampler_state(device->state, 0, WINED3D_SAMP_MIN_FILTER, tex_min);
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break;
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}
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case D3DRENDERSTATE_TEXTUREADDRESS:
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d3d_device_set_sampler_state(device, 0, WINED3D_SAMP_ADDRESS_V, value);
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wined3d_stateblock_set_sampler_state(device->state, 0, WINED3D_SAMP_ADDRESS_V, value);
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/* Drop through */
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case D3DRENDERSTATE_TEXTUREADDRESSU:
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d3d_device_set_sampler_state(device, 0, WINED3D_SAMP_ADDRESS_U, value);
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wined3d_stateblock_set_sampler_state(device->state, 0, WINED3D_SAMP_ADDRESS_U, value);
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break;
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case D3DRENDERSTATE_TEXTUREADDRESSV:
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d3d_device_set_sampler_state(device, 0, WINED3D_SAMP_ADDRESS_V, value);
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wined3d_stateblock_set_sampler_state(device->state, 0, WINED3D_SAMP_ADDRESS_V, value);
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break;
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case D3DRENDERSTATE_BORDERCOLOR:
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@ -2680,13 +2672,6 @@ static HRESULT WINAPI d3d_device7_SetRenderState_FPUPreserve(IDirect3DDevice7 *i
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return hr;
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}
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static void d3d_device_set_texture_stage_state(struct d3d_device *device,
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UINT stage, enum wined3d_texture_stage_state state, DWORD value)
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{
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wined3d_stateblock_set_texture_stage_state(device->state, stage, state, value);
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wined3d_device_set_texture_stage_state(device->wined3d_device, stage, state, value);
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}
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static void fixup_texture_alpha_op(struct d3d_device *device)
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{
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/* This fixup is required by the way D3DTBLEND_MODULATE maps to texture stage states.
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@ -2710,7 +2695,7 @@ static void fixup_texture_alpha_op(struct d3d_device *device)
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}
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/* Args 1 and 2 are already set to WINED3DTA_TEXTURE/WINED3DTA_CURRENT in case of D3DTBLEND_MODULATE */
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d3d_device_set_texture_stage_state(device,
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wined3d_stateblock_set_texture_stage_state(device->state,
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0, WINED3D_TSS_ALPHA_OP, tex_alpha ? WINED3D_TOP_SELECT_ARG1 : WINED3D_TOP_SELECT_ARG2);
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}
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@ -2792,69 +2777,69 @@ static HRESULT WINAPI d3d_device3_SetRenderState(IDirect3DDevice3 *iface,
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{
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fixup_texture_alpha_op(device);
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d3d_device_set_texture_stage_state(device,
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wined3d_stateblock_set_texture_stage_state(device->state,
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0, WINED3D_TSS_ALPHA_ARG1, WINED3DTA_TEXTURE);
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d3d_device_set_texture_stage_state(device,
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wined3d_stateblock_set_texture_stage_state(device->state,
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0, WINED3D_TSS_ALPHA_ARG2, WINED3DTA_CURRENT);
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d3d_device_set_texture_stage_state(device,
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wined3d_stateblock_set_texture_stage_state(device->state,
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0, WINED3D_TSS_COLOR_ARG1, WINED3DTA_TEXTURE);
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d3d_device_set_texture_stage_state(device,
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wined3d_stateblock_set_texture_stage_state(device->state,
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0, WINED3D_TSS_COLOR_ARG2, WINED3DTA_CURRENT);
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d3d_device_set_texture_stage_state(device,
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wined3d_stateblock_set_texture_stage_state(device->state,
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0, WINED3D_TSS_COLOR_OP, WINED3D_TOP_MODULATE);
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break;
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}
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case D3DTBLEND_ADD:
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d3d_device_set_texture_stage_state(device,
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wined3d_stateblock_set_texture_stage_state(device->state,
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0, WINED3D_TSS_COLOR_OP, WINED3D_TOP_ADD);
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d3d_device_set_texture_stage_state(device,
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wined3d_stateblock_set_texture_stage_state(device->state,
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0, WINED3D_TSS_COLOR_ARG1, WINED3DTA_TEXTURE);
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d3d_device_set_texture_stage_state(device,
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wined3d_stateblock_set_texture_stage_state(device->state,
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0, WINED3D_TSS_COLOR_ARG2, WINED3DTA_CURRENT);
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d3d_device_set_texture_stage_state(device,
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wined3d_stateblock_set_texture_stage_state(device->state,
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0, WINED3D_TSS_ALPHA_OP, WINED3D_TOP_SELECT_ARG2);
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d3d_device_set_texture_stage_state(device,
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wined3d_stateblock_set_texture_stage_state(device->state,
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0, WINED3D_TSS_ALPHA_ARG2, WINED3DTA_CURRENT);
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break;
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case D3DTBLEND_MODULATEALPHA:
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d3d_device_set_texture_stage_state(device,
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wined3d_stateblock_set_texture_stage_state(device->state,
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0, WINED3D_TSS_COLOR_ARG1, WINED3DTA_TEXTURE);
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d3d_device_set_texture_stage_state(device,
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wined3d_stateblock_set_texture_stage_state(device->state,
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0, WINED3D_TSS_ALPHA_ARG1, WINED3DTA_TEXTURE);
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d3d_device_set_texture_stage_state(device,
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wined3d_stateblock_set_texture_stage_state(device->state,
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0, WINED3D_TSS_COLOR_ARG2, WINED3DTA_CURRENT);
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d3d_device_set_texture_stage_state(device,
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wined3d_stateblock_set_texture_stage_state(device->state,
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0, WINED3D_TSS_ALPHA_ARG2, WINED3DTA_CURRENT);
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d3d_device_set_texture_stage_state(device,
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wined3d_stateblock_set_texture_stage_state(device->state,
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0, WINED3D_TSS_COLOR_OP, WINED3D_TOP_MODULATE);
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d3d_device_set_texture_stage_state(device,
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wined3d_stateblock_set_texture_stage_state(device->state,
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0, WINED3D_TSS_ALPHA_OP, WINED3D_TOP_MODULATE);
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break;
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case D3DTBLEND_COPY:
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case D3DTBLEND_DECAL:
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d3d_device_set_texture_stage_state(device,
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wined3d_stateblock_set_texture_stage_state(device->state,
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0, WINED3D_TSS_COLOR_ARG1, WINED3DTA_TEXTURE);
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d3d_device_set_texture_stage_state(device,
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wined3d_stateblock_set_texture_stage_state(device->state,
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0, WINED3D_TSS_ALPHA_ARG1, WINED3DTA_TEXTURE);
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d3d_device_set_texture_stage_state(device,
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wined3d_stateblock_set_texture_stage_state(device->state,
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0, WINED3D_TSS_COLOR_OP, WINED3D_TOP_SELECT_ARG1);
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d3d_device_set_texture_stage_state(device,
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wined3d_stateblock_set_texture_stage_state(device->state,
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0, WINED3D_TSS_ALPHA_OP, WINED3D_TOP_SELECT_ARG1);
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break;
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case D3DTBLEND_DECALALPHA:
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d3d_device_set_texture_stage_state(device,
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wined3d_stateblock_set_texture_stage_state(device->state,
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0, WINED3D_TSS_COLOR_OP, WINED3D_TOP_BLEND_TEXTURE_ALPHA);
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d3d_device_set_texture_stage_state(device,
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wined3d_stateblock_set_texture_stage_state(device->state,
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0, WINED3D_TSS_COLOR_ARG1, WINED3DTA_TEXTURE);
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d3d_device_set_texture_stage_state(device,
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wined3d_stateblock_set_texture_stage_state(device->state,
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0, WINED3D_TSS_COLOR_ARG2, WINED3DTA_CURRENT);
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d3d_device_set_texture_stage_state(device,
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wined3d_stateblock_set_texture_stage_state(device->state,
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0, WINED3D_TSS_ALPHA_OP, WINED3D_TOP_SELECT_ARG2);
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d3d_device_set_texture_stage_state(device,
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wined3d_stateblock_set_texture_stage_state(device->state,
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0, WINED3D_TSS_ALPHA_ARG2, WINED3DTA_CURRENT);
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break;
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@ -5170,21 +5155,17 @@ static HRESULT d3d_device7_SetTextureStageState(IDirect3DDevice7 *iface,
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}
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case D3DTSS_ADDRESS:
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d3d_device_set_sampler_state(device, stage, WINED3D_SAMP_ADDRESS_V, value);
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wined3d_stateblock_set_sampler_state(device->state, stage, WINED3D_SAMP_ADDRESS_V, value);
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break;
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default:
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break;
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}
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d3d_device_set_sampler_state(device, stage, l->u.sampler_state, value);
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wined3d_stateblock_set_sampler_state(device->state, stage, l->u.sampler_state, value);
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}
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else
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{
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wined3d_stateblock_set_texture_stage_state(device->update_state, stage, l->u.texture_state, value);
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if (!device->recording)
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wined3d_device_set_texture_stage_state(device->wined3d_device, stage, l->u.texture_state, value);
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}
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wined3d_mutex_unlock();
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