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>
This commit is contained in:
Zebediah Figura 2020-02-26 16:39:28 -06:00 committed by Alexandre Julliard
parent 4eb5312c4e
commit e1926af200
1 changed files with 34 additions and 53 deletions

View File

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