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wine
wine-cw
Commits
440ca846
Commit
440ca846
authored
Jun 22, 2007
by
H. Verbeet
Committed by
Alexandre Julliard
Jun 22, 2007
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Plain Diff
wined3d: Fix various incorrect uses of GL_LIMITS(texture_stages) and GL_LIMITS(sampler_stages).
parent
4a0ad1d0
Hide whitespace changes
Inline
Side-by-side
Showing
3 changed files
with
16 additions
and
16 deletions
+16
-16
device.c
dlls/wined3d/device.c
+4
-4
drawprim.c
dlls/wined3d/drawprim.c
+1
-1
stateblock.c
dlls/wined3d/stateblock.c
+11
-11
No files found.
dlls/wined3d/device.c
View file @
440ca846
...
...
@@ -526,7 +526,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
for
(
i
=
0
;
i
<
NUM_SAVEDPIXELSTATES_R
;
i
++
)
{
object
->
changed
.
renderState
[
SavedPixelStates_R
[
i
]]
=
TRUE
;
}
for
(
j
=
0
;
j
<
GL_LIMITS
(
texture_stages
)
;
j
++
)
{
for
(
j
=
0
;
j
<
MAX_TEXTURES
;
j
++
)
{
for
(
i
=
0
;
i
<
NUM_SAVEDPIXELSTATES_T
;
i
++
)
{
object
->
changed
.
textureState
[
j
][
SavedPixelStates_T
[
i
]]
=
TRUE
;
}
...
...
@@ -556,7 +556,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
for
(
i
=
0
;
i
<
NUM_SAVEDVERTEXSTATES_R
;
i
++
)
{
object
->
changed
.
renderState
[
SavedVertexStates_R
[
i
]]
=
TRUE
;
}
for
(
j
=
0
;
j
<
GL_LIMITS
(
texture_stages
)
;
j
++
)
{
for
(
j
=
0
;
j
<
MAX_TEXTURES
;
j
++
)
{
for
(
i
=
0
;
i
<
NUM_SAVEDVERTEXSTATES_T
;
i
++
)
{
object
->
changed
.
textureState
[
j
][
SavedVertexStates_T
[
i
]]
=
TRUE
;
}
...
...
@@ -1935,7 +1935,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, D3DCB_D
This
->
cursorTexture
=
0
;
}
for
(
sampler
=
0
;
sampler
<
GL_LIMITS
(
sampler_stages
)
;
++
sampler
)
{
for
(
sampler
=
0
;
sampler
<
MAX_SAMPLERS
;
++
sampler
)
{
IWineD3DDevice_SetTexture
(
iface
,
sampler
,
NULL
);
}
...
...
@@ -6245,7 +6245,7 @@ static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IW
case
WINED3DRTYPE_TEXTURE
:
case
WINED3DRTYPE_CUBETEXTURE
:
case
WINED3DRTYPE_VOLUMETEXTURE
:
for
(
counter
=
0
;
counter
<
GL_LIMITS
(
sampler_stages
)
;
counter
++
)
{
for
(
counter
=
0
;
counter
<
MAX_SAMPLERS
;
counter
++
)
{
if
(
This
->
stateBlock
!=
NULL
&&
This
->
stateBlock
->
textures
[
counter
]
==
(
IWineD3DBaseTexture
*
)
resource
)
{
WARN
(
"Texture being released is still by a stateblock, Stage = %u Texture = %p
\n
"
,
counter
,
resource
);
This
->
stateBlock
->
textures
[
counter
]
=
NULL
;
...
...
dlls/wined3d/drawprim.c
View file @
440ca846
...
...
@@ -1124,7 +1124,7 @@ if(stridedlcl.u.s.type.VBO) { \
{
IWineD3DSurface
*
pSur
;
int
textureNo
;
for
(
textureNo
=
0
;
textureNo
<
GL_LIMITS
(
textures
)
;
++
textureNo
)
{
for
(
textureNo
=
0
;
textureNo
<
MAX_SAMPLERS
;
++
textureNo
)
{
if
(
This
->
stateBlock
->
textures
[
textureNo
]
!=
NULL
)
{
sprintf
(
buffer
,
"/tmp/texture_%p_%d_%d.tga"
,
This
->
stateBlock
->
textures
[
textureNo
],
primCounter
,
textureNo
);
TRACE
(
"Saving texture %s
\n
"
,
buffer
);
...
...
dlls/wined3d/stateblock.c
View file @
440ca846
...
...
@@ -257,7 +257,7 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
FIXME
(
"Releasing primary stateblock
\n
"
);
/* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
for
(
counter
=
0
;
counter
<
GL_LIMITS
(
sampler_stages
)
;
counter
++
)
{
for
(
counter
=
0
;
counter
<
MAX_SAMPLERS
;
counter
++
)
{
if
(
This
->
textures
[
counter
])
{
/* release our 'internal' hold on the texture */
if
(
0
!=
IWineD3DBaseTexture_Release
(
This
->
textures
[
counter
]))
{
...
...
@@ -584,7 +584,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
}
/* Texture states */
for
(
j
=
0
;
j
<
GL_LIMITS
(
texture_stages
)
;
j
++
)
{
for
(
j
=
0
;
j
<
MAX_TEXTURES
;
j
++
)
{
/* TODO: move over to using memcpy */
for
(
i
=
1
;
i
<=
WINED3D_HIGHEST_TEXTURE_STATE
;
i
++
)
{
if
(
This
->
set
.
textureState
[
j
][
i
])
{
...
...
@@ -597,7 +597,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
/* Samplers */
/* TODO: move over to using memcpy */
for
(
j
=
0
;
j
<
GL_LIMITS
(
sampler_stages
)
;
j
++
)
{
for
(
j
=
0
;
j
<
MAX_SAMPLERS
;
j
++
)
{
if
(
This
->
set
.
textures
[
j
])
{
TRACE
(
"Updating texture %d to %p (was %p)
\n
"
,
j
,
targetStateBlock
->
textures
[
j
],
This
->
textures
[
j
]);
This
->
textures
[
j
]
=
targetStateBlock
->
textures
[
j
];
...
...
@@ -753,7 +753,7 @@ should really perform a delta so that only the changes get updated*/
}
/* Texture states */
for
(
j
=
0
;
j
<
GL_LIMITS
(
texture_stages
)
;
j
++
)
{
/* Set The texture first, just in case it resets the states? */
for
(
j
=
0
;
j
<
MAX_TEXTURES
;
j
++
)
{
/* Set The texture first, just in case it resets the states? */
/* TODO: move over to memcpy */
for
(
i
=
1
;
i
<=
WINED3D_HIGHEST_TEXTURE_STATE
;
i
++
)
{
if
(
This
->
set
.
textureState
[
j
][
i
]
&&
This
->
changed
.
textureState
[
j
][
i
])
{
/* tb_dx9_10 failes without this test */
...
...
@@ -768,7 +768,7 @@ should really perform a delta so that only the changes get updated*/
/* Samplers */
/* TODO: move over to memcpy */
for
(
j
=
0
;
j
<
GL_LIMITS
(
sampler_stages
)
;
j
++
){
for
(
j
=
0
;
j
<
MAX_SAMPLERS
;
j
++
){
if
(
This
->
set
.
textures
[
j
]
&&
This
->
changed
.
textures
[
j
])
{
IWineD3DDevice_SetTexture
(
pDevice
,
j
,
This
->
textures
[
j
]);
}
...
...
@@ -791,14 +791,14 @@ should really perform a delta so that only the changes get updated*/
}
for
(
j
=
0
;
j
<
GL_LIMITS
(
texture_stages
)
;
j
++
)
{
for
(
j
=
0
;
j
<
MAX_TEXTURES
;
j
++
)
{
for
(
i
=
0
;
i
<
NUM_SAVEDPIXELSTATES_T
;
i
++
)
{
((
IWineD3DDeviceImpl
*
)
pDevice
)
->
stateBlock
->
textureState
[
j
][
SavedPixelStates_T
[
i
]]
=
This
->
textureState
[
j
][
SavedPixelStates_T
[
i
]];
IWineD3DDeviceImpl_MarkStateDirty
((
IWineD3DDeviceImpl
*
)
pDevice
,
STATE_TEXTURESTAGE
(
j
,
SavedPixelStates_T
[
i
]));
}
}
for
(
j
=
0
;
j
<
GL_LIMITS
(
sampler_stages
)
;
j
++
)
{
for
(
j
=
0
;
j
<
MAX_SAMPLERS
;
j
++
)
{
for
(
i
=
0
;
i
<
NUM_SAVEDPIXELSTATES_S
;
i
++
)
{
((
IWineD3DDeviceImpl
*
)
pDevice
)
->
stateBlock
->
samplerState
[
j
][
SavedPixelStates_S
[
i
]]
=
This
->
samplerState
[
j
][
SavedPixelStates_S
[
i
]];
}
...
...
@@ -811,14 +811,14 @@ should really perform a delta so that only the changes get updated*/
IWineD3DDevice_SetRenderState
(
pDevice
,
SavedVertexStates_R
[
i
],
This
->
renderState
[
SavedVertexStates_R
[
i
]]);
}
for
(
j
=
0
;
j
<
GL_LIMITS
(
texture_stages
)
;
j
++
)
{
for
(
j
=
0
;
j
<
MAX_TEXTURES
;
j
++
)
{
for
(
i
=
0
;
i
<
NUM_SAVEDVERTEXSTATES_T
;
i
++
)
{
((
IWineD3DDeviceImpl
*
)
pDevice
)
->
stateBlock
->
textureState
[
j
][
SavedVertexStates_T
[
i
]]
=
This
->
textureState
[
j
][
SavedVertexStates_T
[
i
]];
IWineD3DDeviceImpl_MarkStateDirty
((
IWineD3DDeviceImpl
*
)
pDevice
,
STATE_TEXTURESTAGE
(
j
,
SavedVertexStates_T
[
i
]));
}
}
for
(
j
=
0
;
j
<
GL_LIMITS
(
sampler_stages
)
;
j
++
)
{
for
(
j
=
0
;
j
<
MAX_SAMPLERS
;
j
++
)
{
for
(
i
=
0
;
i
<
NUM_SAVEDVERTEXSTATES_S
;
i
++
)
{
((
IWineD3DDeviceImpl
*
)
pDevice
)
->
stateBlock
->
samplerState
[
j
][
SavedVertexStates_S
[
i
]]
=
This
->
samplerState
[
j
][
SavedVertexStates_S
[
i
]];
}
...
...
@@ -1015,7 +1015,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
This
->
clip_status
.
ClipIntersection
=
0xFFFFFFFF
;
/* Texture Stage States - Put directly into state block, we will call function below */
for
(
i
=
0
;
i
<
GL_LIMITS
(
texture_stages
)
;
i
++
)
{
for
(
i
=
0
;
i
<
MAX_TEXTURES
;
i
++
)
{
TRACE
(
"Setting up default texture states for texture Stage %d
\n
"
,
i
);
memcpy
(
&
This
->
transforms
[
WINED3DTS_TEXTURE0
+
i
],
&
identity
,
sizeof
(
identity
));
This
->
textureState
[
i
][
WINED3DTSS_COLOROP
]
=
(
i
==
0
)
?
WINED3DTOP_MODULATE
:
WINED3DTOP_DISABLE
;
...
...
@@ -1040,7 +1040,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
This
->
lowest_disabled_stage
=
1
;
/* Sampler states*/
for
(
i
=
0
;
i
<
GL_LIMITS
(
sampler_stages
)
;
i
++
)
{
for
(
i
=
0
;
i
<
MAX_SAMPLERS
;
i
++
)
{
TRACE
(
"Setting up default samplers states for sampler %d
\n
"
,
i
);
This
->
samplerState
[
i
][
WINED3DSAMP_ADDRESSU
]
=
WINED3DTADDRESS_WRAP
;
This
->
samplerState
[
i
][
WINED3DSAMP_ADDRESSV
]
=
WINED3DTADDRESS_WRAP
;
...
...
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