wined3d: Convert samplerState to a bitmap in struct SAVEDSTATES.
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@ -485,9 +485,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
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}
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for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++) {
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for (i =0; i < NUM_SAVEDPIXELSTATES_S;i++) {
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object->changed.samplerState[j][SavedPixelStates_S[i]] = TRUE;
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DWORD state = SavedPixelStates_S[i];
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object->changed.samplerState[j] |= 1 << state;
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object->contained_sampler_states[object->num_contained_sampler_states].stage = j;
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object->contained_sampler_states[object->num_contained_sampler_states].state = SavedPixelStates_S[i];
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object->contained_sampler_states[object->num_contained_sampler_states].state = state;
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object->num_contained_sampler_states++;
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}
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}
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@ -543,9 +544,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
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}
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for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
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for (i =0; i < NUM_SAVEDVERTEXSTATES_S;i++) {
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object->changed.samplerState[j][SavedVertexStates_S[i]] = TRUE;
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DWORD state = SavedVertexStates_S[i];
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object->changed.samplerState[j] |= 1 << state;
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object->contained_sampler_states[object->num_contained_sampler_states].stage = j;
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object->contained_sampler_states[object->num_contained_sampler_states].state = SavedVertexStates_S[i];
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object->contained_sampler_states[object->num_contained_sampler_states].state = state;
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object->num_contained_sampler_states++;
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}
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}
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@ -3327,7 +3329,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface,
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oldValue = This->stateBlock->samplerState[Sampler][Type];
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This->updateStateBlock->samplerState[Sampler][Type] = Value;
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This->updateStateBlock->changed.samplerState[Sampler][Type] = Value;
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This->updateStateBlock->changed.samplerState[Sampler] |= 1 << Type;
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/* Handle recording of state blocks */
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if (This->isRecordingState) {
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@ -4821,12 +4823,15 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IW
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}
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}
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for(i = 0; i < MAX_COMBINED_SAMPLERS; i++){
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for (j = 1; j < WINED3D_HIGHEST_SAMPLER_STATE; j++) {
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if(object->changed.samplerState[i][j]) {
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object->contained_sampler_states[object->num_contained_sampler_states].stage = i;
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object->contained_sampler_states[object->num_contained_sampler_states].state = j;
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object->num_contained_sampler_states++;
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}
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DWORD map = object->changed.samplerState[i];
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for (j = 0; map; map >>= 1, ++j)
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{
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if (!(map & 1)) continue;
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object->contained_sampler_states[object->num_contained_sampler_states].stage = i;
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object->contained_sampler_states[object->num_contained_sampler_states].state = j;
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++object->num_contained_sampler_states;
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}
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}
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@ -92,7 +92,7 @@ static void stateblock_savedstates_copy(IWineD3DStateBlock* iface, SAVEDSTATES *
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memcpy(dest->transform, source->transform, sizeof(source->transform));
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memcpy(dest->renderState, source->renderState, sizeof(source->renderState));
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memcpy(dest->textureState, source->textureState, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
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memcpy(dest->samplerState, source->samplerState, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
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memcpy(dest->samplerState, source->samplerState, sizeof(source->samplerState));
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dest->clipplane = source->clipplane;
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dest->pixelShaderConstantsB = source->pixelShaderConstantsB;
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dest->pixelShaderConstantsI = source->pixelShaderConstantsI;
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@ -132,11 +132,13 @@ void stateblock_savedstates_set(
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/* Fixed size arrays */
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if (value)
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{
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int i;
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states->streamSource = 0xffff;
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states->streamFreq = 0xffff;
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states->textures = 0xfffff;
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stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
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stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
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for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3fff;
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states->clipplane = 0xffffffff;
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states->pixelShaderConstantsB = 0xffff;
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states->pixelShaderConstantsI = 0xffff;
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@ -150,6 +152,7 @@ void stateblock_savedstates_set(
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states->textures = 0;
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memset(states->transform, 0, sizeof(states->transform));
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memset(states->renderState, 0, sizeof(states->renderState));
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memset(states->samplerState, 0, sizeof(states->samplerState));
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states->clipplane = 0;
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states->pixelShaderConstantsB = 0;
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states->pixelShaderConstantsI = 0;
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@ -157,7 +160,6 @@ void stateblock_savedstates_set(
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states->vertexShaderConstantsI = 0;
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}
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memset(states->textureState, value, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
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memset(states->samplerState, value, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
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/* Dynamically sized arrays */
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memset(states->pixelShaderConstantsF, value, bsize * GL_LIMITS(pshader_constantsF));
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@ -815,7 +817,7 @@ should really perform a delta so that only the changes get updated*/
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DWORD stage = This->contained_sampler_states[i].stage;
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DWORD state = This->contained_sampler_states[i].state;
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((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[stage][state] = This->samplerState[stage][state];
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((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[stage][state] = TRUE;
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((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[stage] |= 1 << state;
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IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_SAMPLER(stage));
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}
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@ -1759,18 +1759,18 @@ extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
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/* to resolve everything we need, so doing it manually for now */
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typedef struct SAVEDSTATES {
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DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
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WORD streamSource; /* MAX_STREAMS, 16 */
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WORD streamFreq; /* MAX_STREAMS, 16 */
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DWORD textures; /* MAX_COMBINED_SAMPLERS, 20 */
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WORD streamSource; /* MAX_STREAMS, 16 */
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WORD streamFreq; /* MAX_STREAMS, 16 */
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DWORD textures; /* MAX_COMBINED_SAMPLERS, 20 */
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DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
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BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
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BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
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DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
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WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
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WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
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WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14*/
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DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
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WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
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WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
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BOOL *pixelShaderConstantsF;
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WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
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WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
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WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
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WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
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BOOL *vertexShaderConstantsF;
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BYTE indices : 1;
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BYTE material : 1;
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