Commit 2eaf05bf authored by Jason Edmeades's avatar Jason Edmeades Committed by Alexandre Julliard

Avoid the use of glGet when we know the information locally.

parent 84cd1925
......@@ -322,6 +322,8 @@ struct IDirect3DDevice8Impl
UINT srcBlend;
UINT dstBlend;
UINT alphafunc;
UINT stencilfunc;
/* State block related */
BOOL isRecordingState;
......
......@@ -1234,7 +1234,8 @@ HRESULT WINAPI IDirect3DDevice8Impl_Present(LPDIRECT3DDEVICE8 iface, CONST REC
ENTER_GL();
glXSwapBuffers(This->display, This->drawable);
checkGLcall("glXSwapBuffers");
/* Dont call checkGLcall, as glGetError is not applicable here */
TRACE("glXSwapBuffers called, Starting new frame");
LEAVE_GL();
......@@ -2922,10 +2923,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
case D3DRS_ALPHAFUNC :
{
int glParm = GL_LESS;
float ref = 1.0;
glGetFloatv(GL_ALPHA_TEST_REF, &ref);
checkGLcall("glGetFloatv(GL_ALPHA_TEST_REF, &ref);");
float ref = ((float) This->StateBlock->renderstate[D3DRS_ALPHAREF]) / 255.0f;
switch ((D3DCMPFUNC) Value) {
case D3DCMP_NEVER: glParm=GL_NEVER; break;
......@@ -2941,18 +2939,16 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
}
TRACE("glAlphaFunc with Parm=%x, ref=%f\n", glParm, ref);
glAlphaFunc(glParm, ref);
This->alphafunc = glParm;
checkGLcall("glAlphaFunc");
}
break;
case D3DRS_ALPHAREF :
{
int glParm = GL_LESS;
int glParm = This->alphafunc;
float ref = 1.0f;
glGetIntegerv(GL_ALPHA_TEST_FUNC, &glParm);
checkGLcall("glGetFloatv(GL_ALPHA_TEST_FUNC, &glParm);");
ref = ((float) Value) / 255.0f;
TRACE("glAlphaFunc with Parm=%x, ref=%f\n", glParm, ref);
glAlphaFunc(glParm, ref);
......@@ -3075,13 +3071,8 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
case D3DRS_STENCILFUNC :
{
int glParm = GL_ALWAYS;
int ref = 0;
GLuint mask = 0xFFFFFFFF;
glGetIntegerv(GL_STENCIL_REF, &ref);
checkGLcall("glGetFloatv(GL_STENCIL_REF, &ref);");
glGetIntegerv(GL_STENCIL_VALUE_MASK, &mask);
checkGLcall("glGetFloatv(GL_STENCIL_VALUE_MASK, &glParm);");
int ref = This->StateBlock->renderstate[D3DRS_STENCILREF];
GLuint mask = This->StateBlock->renderstate[D3DRS_STENCILMASK];
switch ((D3DCMPFUNC) Value) {
case D3DCMP_NEVER: glParm=GL_NEVER; break;
......@@ -3103,14 +3094,9 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
case D3DRS_STENCILREF :
{
int glParm = GL_ALWAYS;
int glParm = This->stencilfunc;
int ref = 0;
GLuint mask = 0xFFFFFFFF;
glGetIntegerv(GL_STENCIL_FUNC, &glParm);
checkGLcall("glGetFloatv(GL_STENCIL_FUNC, &glParm);");
glGetIntegerv(GL_STENCIL_VALUE_MASK, &mask);
checkGLcall("glGetFloatv(GL_STENCIL_VALUE_MASK, &glParm);");
GLuint mask = This->StateBlock->renderstate[D3DRS_STENCILMASK];
ref = Value;
TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
......@@ -3121,15 +3107,10 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
case D3DRS_STENCILMASK :
{
int glParm = GL_ALWAYS;
int ref = 0.0;
int glParm = This->stencilfunc;
int ref = This->StateBlock->renderstate[D3DRS_STENCILREF];
GLuint mask = Value;
glGetIntegerv(GL_STENCIL_REF, &ref);
checkGLcall("glGetFloatv(GL_STENCIL_REF, &ref);");
glGetIntegerv(GL_STENCIL_FUNC, &glParm);
checkGLcall("glGetFloatv(GL_STENCIL_FUNC, &glParm);");
TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
glStencilFunc(glParm, ref, mask);
checkGLcall("glStencilFunc");
......
......@@ -106,9 +106,16 @@ HRESULT WINAPI IDirect3DDeviceImpl_InitStartupStateBlock(IDirect3DDevice8Impl* T
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
/* Setting stencil func also uses values for stencil ref/mask, so manually set defaults
* so only a single call performed (and ensure defaults initialized before making that call)
*
* IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILREF, 0);
* IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILMASK, 0xFFFFFFFF);
*/
This->StateBlock->renderstate[D3DRS_STENCILREF] = 0;
This->StateBlock->renderstate[D3DRS_STENCILMASK] = 0xFFFFFFFF;
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILREF, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILMASK, 0xFFFFFFFF);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP0, 0);
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment