Commit 96d225d4 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Get rid of the IWineD3DStateBlockImpl typedef.

parent b98cd5d9
......@@ -621,7 +621,7 @@ static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *g
static void shader_arb_load_constants(const struct wined3d_context *context, char usePixelShader, char useVertexShader)
{
IWineD3DDeviceImpl *device = context->swapchain->device;
IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
struct wined3d_stateblock *stateBlock = device->stateBlock;
const struct wined3d_gl_info *gl_info = context->gl_info;
struct shader_arb_priv *priv = device->shader_priv;
......@@ -5579,7 +5579,8 @@ static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragmen
caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
}
static void state_texfactor_arbfp(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_texfactor_arbfp(DWORD state_id,
struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_state *state = &stateblock->state;
......@@ -5604,7 +5605,7 @@ static void state_texfactor_arbfp(DWORD state_id, IWineD3DStateBlockImpl *stateb
}
static void state_arb_specularenable(DWORD state_id,
IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_state *state = &stateblock->state;
......@@ -5635,7 +5636,7 @@ static void state_arb_specularenable(DWORD state_id,
checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
}
static void set_bumpmat_arbfp(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void set_bumpmat_arbfp(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
const struct wined3d_gl_info *gl_info = context->gl_info;
......@@ -5673,7 +5674,8 @@ static void set_bumpmat_arbfp(DWORD state_id, IWineD3DStateBlockImpl *stateblock
checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
}
static void tex_bumpenvlum_arbfp(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void tex_bumpenvlum_arbfp(DWORD state_id,
struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
const struct wined3d_gl_info *gl_info = context->gl_info;
......@@ -5925,7 +5927,7 @@ static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int sta
}
}
static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, struct wined3d_stateblock *stateblock)
{
const struct wined3d_gl_info *gl_info = &stateblock->device->adapter->gl_info;
unsigned int stage;
......@@ -6202,7 +6204,7 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWi
return ret;
}
static void fragment_prog_arbfp(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void fragment_prog_arbfp(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_state *state = &stateblock->state;
......@@ -6300,7 +6302,7 @@ static void fragment_prog_arbfp(DWORD state_id, IWineD3DStateBlockImpl *stateblo
* is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
* fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
*/
static void state_arbfp_fog(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_arbfp_fog(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
const struct wined3d_state *state = &stateblock->state;
enum fogsource new_source;
......@@ -6335,11 +6337,10 @@ static void state_arbfp_fog(DWORD state_id, IWineD3DStateBlockImpl *stateblock,
}
}
static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void textransform(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if(!isStateDirty(context, STATE_PIXELSHADER)) {
if (!isStateDirty(context, STATE_PIXELSHADER))
fragment_prog_arbfp(state, stateblock, context);
}
}
static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
......
......@@ -796,7 +796,7 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], con
return ret;
}
static void set_tex_op_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void set_tex_op_atifs(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
IWineD3DDeviceImpl *This = stateblock->device;
......@@ -845,7 +845,7 @@ static void set_tex_op_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, st
GL_EXTCALL(glBindFragmentShaderATI(desc->shader));
}
static void state_texfactor_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_texfactor_atifs(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
float col[4];
......@@ -855,7 +855,7 @@ static void state_texfactor_atifs(DWORD state, IWineD3DStateBlockImpl *statebloc
checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)");
}
static void set_bumpmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void set_bumpmat(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
const struct wined3d_gl_info *gl_info = context->gl_info;
......@@ -880,14 +880,14 @@ static void set_bumpmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)");
}
static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void textransform(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if(!isStateDirty(context, STATE_PIXELSHADER)) {
if (!isStateDirty(context, STATE_PIXELSHADER))
set_tex_op_atifs(state, stateblock, context);
}
}
static void atifs_apply_pixelshader(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void atifs_apply_pixelshader(DWORD state_id,
struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
const struct wined3d_state *state = &stateblock->state;
IWineD3DDeviceImpl *device = stateblock->device;
......@@ -913,7 +913,7 @@ static void atifs_apply_pixelshader(DWORD state_id, IWineD3DStateBlockImpl *stat
}
}
static void atifs_srgbwriteenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void atifs_srgbwriteenable(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_SRGBWRITEENABLE])
WARN("sRGB writes are not supported by this fragment pipe.\n");
......
......@@ -560,7 +560,7 @@ void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *c
void device_get_draw_rect(IWineD3DDeviceImpl *device, RECT *rect)
{
IWineD3DStateBlockImpl *stateblock = device->stateBlock;
struct wined3d_stateblock *stateblock = device->stateBlock;
WINED3DVIEWPORT *vp = &stateblock->state.viewport;
SetRect(rect, vp->X, vp->Y, vp->X + vp->Width, vp->Y + vp->Height);
......@@ -1010,7 +1010,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice *iface,
WINED3DSTATEBLOCKTYPE type, struct wined3d_stateblock **stateblock)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DStateBlockImpl *object;
struct wined3d_stateblock *object;
HRESULT hr;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
......@@ -4651,7 +4651,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface)
if (FAILED(hr)) return hr;
wined3d_stateblock_decref(This->updateStateBlock);
This->updateStateBlock = (IWineD3DStateBlockImpl *)stateblock;
This->updateStateBlock = stateblock;
This->isRecordingState = TRUE;
TRACE("(%p) recording stateblock %p\n", This, stateblock);
......@@ -4663,7 +4663,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface,
struct wined3d_stateblock **stateblock)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DStateBlockImpl *object = This->updateStateBlock;
struct wined3d_stateblock *object = This->updateStateBlock;
TRACE("iface %p, stateblock %p.\n", iface, stateblock);
......
......@@ -731,7 +731,7 @@ static void shader_glsl_load_constants(const struct wined3d_context *context,
{
const struct wined3d_gl_info *gl_info = context->gl_info;
IWineD3DDeviceImpl *device = context->swapchain->device;
IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
struct wined3d_stateblock *stateBlock = device->stateBlock;
struct shader_glsl_priv *priv = device->shader_priv;
float position_fixup[4];
......
......@@ -456,7 +456,7 @@ void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d
}
static void nvrc_colorop(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void nvrc_colorop(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
......@@ -566,7 +566,7 @@ static void nvrc_colorop(DWORD state_id, IWineD3DStateBlockImpl *stateblock, str
}
}
static void nvts_texdim(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void nvts_texdim(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
DWORD sampler = state_id - STATE_SAMPLER(0);
DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
......@@ -583,7 +583,7 @@ static void nvts_texdim(DWORD state_id, IWineD3DStateBlockImpl *stateblock, stru
nvts_activate_dimensions(state, sampler, context);
}
static void nvts_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void nvts_bumpenvmat(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
DWORD mapped_stage = stateblock->device->texUnitMap[stage + 1];
......@@ -612,7 +612,7 @@ static void nvts_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, str
}
}
static void nvrc_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void nvrc_texfactor(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
float col[4];
......
......@@ -37,19 +37,19 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
/* GL locking for state handlers is done by the caller. */
static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
static void state_blendop(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context);
static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_undefined(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
ERR("Undefined state.\n");
}
static void state_nop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_nop(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state));
}
static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_fillmode(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
WINED3DFILLMODE Value = stateblock->state.render_states[WINED3DRS_FILLMODE];
......@@ -71,7 +71,7 @@ static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, stru
}
}
static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_lighting(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
/* Lighting is not enabled if transformed vertices are drawn
* but lighting does not affect the stream sources, so it is not grouped for performance reasons.
......@@ -94,7 +94,7 @@ static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, stru
}
}
static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_zenable(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
/* No z test without depth stencil buffers */
if (!stateblock->device->depth_stencil)
......@@ -126,7 +126,7 @@ static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struc
}
}
static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_cullmode(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
/* glFrontFace() is set in context.c at context init and on an
* offscreen / onscreen rendering switch. */
......@@ -154,7 +154,7 @@ static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, stru
}
}
static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_shademode(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
switch (stateblock->state.render_states[WINED3DRS_SHADEMODE])
{
......@@ -175,7 +175,7 @@ static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, str
}
}
static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_ditherenable(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_DITHERENABLE])
{
......@@ -189,7 +189,7 @@ static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock,
}
}
static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_zwritenable(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
/* TODO: Test if in d3d z writing is enabled even if ZENABLE is off.
* If yes, this has to be merged with ZENABLE and ZFUNC. */
......@@ -205,7 +205,7 @@ static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, s
}
}
static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_zfunc(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
GLenum depth_func = CompareFunc(stateblock->state.render_states[WINED3DRS_ZFUNC]);
......@@ -230,7 +230,7 @@ static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
checkGLcall("glDepthFunc");
}
static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_ambient(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
float col[4];
D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_AMBIENT], col);
......@@ -240,7 +240,7 @@ static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, struc
checkGLcall("glLightModel for MODEL_AMBIENT");
}
static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_blend(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
IWineD3DSurfaceImpl *target = stateblock->device->render_targets[0];
const struct wined3d_gl_info *gl_info = context->gl_info;
......@@ -466,12 +466,12 @@ static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
stateblock_apply_state(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
}
static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_blendfactor_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
}
static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_blendfactor(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
float col[4];
......@@ -482,7 +482,7 @@ static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, s
checkGLcall("glBlendColor");
}
static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_alpha(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
int glParm = 0;
float ref;
......@@ -547,7 +547,7 @@ static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
}
}
static void state_clipping(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_clipping(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_state *state = &stateblock->state;
......@@ -629,12 +629,12 @@ static void state_clipping(DWORD state_id, IWineD3DStateBlockImpl *stateblock, s
}
}
static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_blendop_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
}
static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_blendop(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
int blendEquation = GL_FUNC_ADD;
......@@ -684,7 +684,7 @@ static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struc
}
}
static void state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_specularenable(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
/* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
......@@ -801,7 +801,7 @@ static void state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock
checkGLcall("glMaterialfv(GL_EMISSION)");
}
static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_texfactor(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
unsigned int i;
......@@ -841,7 +841,7 @@ static void renderstate_stencil_twosided(struct wined3d_context *context, GLint
checkGLcall("glStencilOp(...)");
}
static void state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_stencil(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
DWORD onesided_enable = FALSE;
......@@ -939,7 +939,7 @@ static void state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, struc
}
}
static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_stencilwrite2s(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
DWORD mask = stateblock->device->depth_stencil ? stateblock->state.render_states[WINED3DRS_STENCILWRITEMASK] : 0;
const struct wined3d_gl_info *gl_info = context->gl_info;
......@@ -953,7 +953,7 @@ static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock
glStencilMask(mask);
}
static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_stencilwrite(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
DWORD mask = stateblock->device->depth_stencil ? stateblock->state.render_states[WINED3DRS_STENCILWRITEMASK] : 0;
......@@ -961,7 +961,7 @@ static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock,
checkGLcall("glStencilMask");
}
static void state_fog_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_fog_vertexpart(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
......@@ -1001,7 +1001,7 @@ static void state_fog_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock
}
}
void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
void state_fogstartend(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
float fogstart, fogend;
union {
......@@ -1050,7 +1050,7 @@ void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct w
TRACE("Fog End == %f\n", fogend);
}
void state_fog_fragpart(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
void state_fog_fragpart(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
const struct wined3d_state *state = &stateblock->state;
enum fogsource new_source;
......@@ -1202,13 +1202,13 @@ void state_fog_fragpart(DWORD state_id, IWineD3DStateBlockImpl *stateblock, stru
}
}
static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_rangefog_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_RANGEFOGENABLE])
WARN("Range fog enabled, but not supported by this opengl implementation\n");
}
static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_rangefog(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_RANGEFOGENABLE])
{
......@@ -1220,7 +1220,7 @@ static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, stru
}
}
void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
void state_fogcolor(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
float col[4];
D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_FOGCOLOR], col);
......@@ -1228,7 +1228,7 @@ void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wine
checkGLcall("glFog GL_FOG_COLOR");
}
void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
void state_fogdensity(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
union {
DWORD d;
......@@ -1239,7 +1239,7 @@ void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wi
checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
}
static void state_colormat(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_colormat(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
const struct wined3d_state *state = &stateblock->state;
IWineD3DDeviceImpl *device = stateblock->device;
......@@ -1363,7 +1363,7 @@ static void state_colormat(DWORD state_id, IWineD3DStateBlockImpl *stateblock, s
context->tracking_parm = Parm;
}
static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_linepattern(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
union {
DWORD d;
......@@ -1384,7 +1384,7 @@ static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, s
}
}
static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_zbias(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
union {
DWORD d;
......@@ -1414,7 +1414,7 @@ static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
}
static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_normalize(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if(isStateDirty(context, STATE_VDECL)) {
return;
......@@ -1434,7 +1434,7 @@ static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, str
}
}
static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_psizemin_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
union {
DWORD d;
......@@ -1454,7 +1454,7 @@ static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, st
}
static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_psizemin_ext(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
union
......@@ -1477,7 +1477,7 @@ static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock,
checkGLcall("glPointParameterfEXT(...)");
}
static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_psizemin_arb(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
union
......@@ -1500,7 +1500,7 @@ static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock,
checkGLcall("glPointParameterfARB(...)");
}
static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_pscale(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
/* TODO: Group this with the viewport */
......@@ -1579,12 +1579,12 @@ static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
checkGLcall("glPointSize(...);");
}
static void state_debug_monitor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_debug_monitor(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
WARN("token: %#x\n", stateblock->state.render_states[WINED3DRS_DEBUGMONITORTOKEN]);
}
static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_colorwrite(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
DWORD mask0 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE];
DWORD mask1 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE1];
......@@ -1620,27 +1620,27 @@ static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DW
mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
}
static void state_colorwrite0(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_colorwrite0(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
set_color_mask(context->gl_info, 0, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE]);
}
static void state_colorwrite1(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_colorwrite1(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
set_color_mask(context->gl_info, 1, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE1]);
}
static void state_colorwrite2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_colorwrite2(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
set_color_mask(context->gl_info, 2, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE2]);
}
static void state_colorwrite3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_colorwrite3(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
set_color_mask(context->gl_info, 3, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE3]);
}
static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_localviewer(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_LOCALVIEWER])
{
......@@ -1652,7 +1652,7 @@ static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, s
}
}
static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_lastpixel(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_LASTPIXEL])
{
......@@ -1668,7 +1668,7 @@ static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, str
}
}
static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_pointsprite_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
static BOOL warned;
......@@ -1681,7 +1681,7 @@ static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock,
}
}
static void state_pointsprite(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_pointsprite(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_state *state = &stateblock->state;
......@@ -1707,7 +1707,7 @@ static void state_pointsprite(DWORD state_id, IWineD3DStateBlockImpl *stateblock
}
}
static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_wrap(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
/**
http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
......@@ -1738,13 +1738,13 @@ static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, struct w
}
}
static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_msaa_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_MULTISAMPLEANTIALIAS])
WARN("Multisample antialiasing not supported by gl\n");
}
static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_msaa(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_MULTISAMPLEANTIALIAS])
{
......@@ -1756,7 +1756,7 @@ static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, struct w
}
}
static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_scissor(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_SCISSORTESTENABLE])
{
......@@ -1777,7 +1777,7 @@ static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, struc
* which makes a guess of 1e-6f seem reasonable here. Note that
* SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and doesn't
* need to be scaled. */
static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_depthbias(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_SLOPESCALEDEPTHBIAS]
|| stateblock->state.render_states[WINED3DRS_DEPTHBIAS])
......@@ -1802,13 +1802,13 @@ static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, str
}
}
static void state_zvisible(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_zvisible(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_ZVISIBLE])
FIXME("WINED3DRS_ZVISIBLE not implemented.\n");
}
static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_perspective(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_TEXTUREPERSPECTIVE])
{
......@@ -1820,33 +1820,33 @@ static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, s
}
}
static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_stippledalpha(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_STIPPLEDALPHA])
FIXME(" Stippled Alpha not supported yet.\n");
}
static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_antialias(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_ANTIALIAS])
FIXME("Antialias not supported yet.\n");
}
static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_multisampmask(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_MULTISAMPLEMASK] != 0xffffffff)
FIXME("WINED3DRS_MULTISAMPLEMASK %#x not yet implemented.\n",
stateblock->state.render_states[WINED3DRS_MULTISAMPLEMASK]);
}
static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_patchedgestyle(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
FIXME("WINED3DRS_PATCHEDGESTYLE %#x not yet implemented.\n",
stateblock->state.render_states[WINED3DRS_PATCHEDGESTYLE]);
}
static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_patchsegments(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
union {
DWORD d;
......@@ -1866,28 +1866,28 @@ static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock,
}
}
static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_positiondegree(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
FIXME("WINED3DRS_POSITIONDEGREE %#x not yet implemented.\n",
stateblock->state.render_states[WINED3DRS_POSITIONDEGREE]);
}
static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_normaldegree(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
FIXME("WINED3DRS_NORMALDEGREE %#x not yet implemented.\n",
stateblock->state.render_states[WINED3DRS_NORMALDEGREE]);
}
static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_tessellation(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION])
FIXME("WINED3DRS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
stateblock->state.render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
}
static void state_nvdb(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_nvdb(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
union {
DWORD d;
......@@ -1923,91 +1923,91 @@ static void state_nvdb(DWORD state, IWineD3DStateBlockImpl *stateblock, struct w
state_tessellation(state, stateblock, context);
}
static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_wrapu(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_WRAPU])
FIXME("Render state WINED3DRS_WRAPU not implemented yet.\n");
}
static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_wrapv(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_WRAPV])
FIXME("Render state WINED3DRS_WRAPV not implemented yet.\n");
}
static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_monoenable(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_MONOENABLE])
FIXME("Render state WINED3DRS_MONOENABLE not implemented yet.\n");
}
static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_rop2(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_ROP2])
FIXME("Render state WINED3DRS_ROP2 not implemented yet.\n");
}
static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_planemask(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_PLANEMASK])
FIXME("Render state WINED3DRS_PLANEMASK not implemented yet.\n");
}
static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_subpixel(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_SUBPIXEL])
FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet.\n");
}
static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_subpixelx(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_SUBPIXELX])
FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet.\n");
}
static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_stippleenable(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_STIPPLEENABLE])
FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet.\n");
}
static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_mipmaplodbias(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_MIPMAPLODBIAS])
FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet.\n");
}
static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_anisotropy(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_ANISOTROPY])
FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet.\n");
}
static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_flushbatch(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_FLUSHBATCH])
FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet.\n");
}
static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_translucentsi(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_TRANSLUCENTSORTINDEPENDENT])
FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
}
static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_extents(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_EXTENTS])
FIXME("Render state WINED3DRS_EXTENTS not implemented yet.\n");
}
static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_ckeyblend(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_COLORKEYBLENDENABLE])
FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet.\n");
}
static void state_swvp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_swvp(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (stateblock->state.render_states[WINED3DRS_SOFTWAREVERTEXPROCESSING])
FIXME("Software vertex processing not implemented.\n");
......@@ -3100,7 +3100,7 @@ static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined
}
static void tex_colorop(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void tex_colorop(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
......@@ -3163,7 +3163,7 @@ static void tex_colorop(DWORD state_id, IWineD3DStateBlockImpl *stateblock, stru
state->texture_states[stage][WINED3DTSS_COLORARG0]);
}
void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
void tex_alphaop(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
......@@ -3264,7 +3264,7 @@ void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d
}
}
static void transform_texture(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void transform_texture(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
DWORD texUnit = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
DWORD mapped_stage = stateblock->device->texUnitMap[texUnit];
......@@ -3323,7 +3323,7 @@ static void unloadTexCoords(const struct wined3d_gl_info *gl_info)
}
}
static void loadTexCoords(const struct wined3d_gl_info *gl_info, IWineD3DStateBlockImpl *stateblock,
static void loadTexCoords(const struct wined3d_gl_info *gl_info, struct wined3d_stateblock *stateblock,
const struct wined3d_stream_info *si, GLuint *curVBO)
{
unsigned int mapped_stage = 0;
......@@ -3374,7 +3374,7 @@ static void loadTexCoords(const struct wined3d_gl_info *gl_info, IWineD3DStateBl
checkGLcall("loadTexCoords");
}
static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void tex_coordindex(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
DWORD mapped_stage = stateblock->device->texUnitMap[stage];
......@@ -3550,7 +3550,7 @@ static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, stru
}
}
static void shaderconstant(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void shaderconstant(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
const struct wined3d_state *state = &stateblock->state;
IWineD3DDeviceImpl *device = stateblock->device;
......@@ -3566,7 +3566,7 @@ static void shaderconstant(DWORD state_id, IWineD3DStateBlockImpl *stateblock, s
device->shader_backend->shader_load_constants(context, use_ps(state), use_vs(state));
}
static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void tex_bumpenvlscale(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
IWineD3DPixelShaderImpl *ps = stateblock->state.pixel_shader;
......@@ -3583,7 +3583,7 @@ static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, s
}
}
static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void sampler_texmatrix(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
const DWORD sampler = state - STATE_SAMPLER(0);
IWineD3DBaseTextureImpl *texture = stateblock->state.textures[sampler];
......@@ -3611,7 +3611,7 @@ static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, s
}
}
static void sampler(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void sampler(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
DWORD sampler = state_id - STATE_SAMPLER(0);
IWineD3DDeviceImpl *device = stateblock->device;
......@@ -3694,7 +3694,7 @@ static void sampler(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct w
}
}
void apply_pixelshader(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
void apply_pixelshader(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
const struct wined3d_state *state = &stateblock->state;
IWineD3DDeviceImpl *device = stateblock->device;
......@@ -3739,7 +3739,7 @@ void apply_pixelshader(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struc
}
}
static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void shader_bumpenvmat(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
IWineD3DPixelShaderImpl *ps = stateblock->state.pixel_shader;
......@@ -3756,7 +3756,7 @@ static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, s
}
}
static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void transform_world(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
/* This function is called by transform_view below if the view matrix was changed too
*
......@@ -3788,7 +3788,7 @@ static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, str
}
}
static void clipplane(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void clipplane(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
const struct wined3d_state *state = &stateblock->state;
UINT index = state_id - STATE_CLIPPLANE(0);
......@@ -3828,7 +3828,7 @@ static void clipplane(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct
glPopMatrix();
}
static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void transform_worldex(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
GLenum glMat;
......@@ -3872,7 +3872,7 @@ static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, s
}
}
static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_vertexblend_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
WINED3DVERTEXBLENDFLAGS f = stateblock->state.render_states[WINED3DRS_VERTEXBLEND];
static unsigned int once;
......@@ -3883,7 +3883,7 @@ static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock,
else WARN("Vertex blend flags %#x not supported.\n", f);
}
static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void state_vertexblend(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
WINED3DVERTEXBLENDFLAGS val = stateblock->state.render_states[WINED3DRS_VERTEXBLEND];
const struct wined3d_gl_info *gl_info = context->gl_info;
......@@ -3927,7 +3927,7 @@ static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, s
}
}
static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void transform_view(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_light_info *light = NULL;
......@@ -3989,7 +3989,7 @@ static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, stru
}
}
static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void transform_projection(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode(GL_PROJECTION)");
......@@ -4135,7 +4135,7 @@ static inline void unloadNumberedArrays(struct wined3d_context *context)
}
}
static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
static void loadNumberedArrays(struct wined3d_stateblock *stateblock,
const struct wined3d_stream_info *stream_info, struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
......@@ -4318,7 +4318,7 @@ static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
}
/* Used from 2 different functions, and too big to justify making it inlined */
static void loadVertexData(const struct wined3d_context *context, IWineD3DStateBlockImpl *stateblock,
static void loadVertexData(const struct wined3d_context *context, struct wined3d_stateblock *stateblock,
const struct wined3d_stream_info *si)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
......@@ -4581,7 +4581,7 @@ static void loadVertexData(const struct wined3d_context *context, IWineD3DStateB
loadTexCoords(gl_info, stateblock, si, &curVBO);
}
static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void streamsrc(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
IWineD3DDeviceImpl *device = stateblock->device;
BOOL load_numbered = use_vs(&stateblock->state) && !device->useDrawStridedSlow;
......@@ -4613,7 +4613,7 @@ static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wi
}
}
static void vertexdeclaration(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void vertexdeclaration(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_state *state = &stateblock->state;
......@@ -4759,7 +4759,7 @@ static void vertexdeclaration(DWORD state_id, IWineD3DStateBlockImpl *stateblock
}
}
static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void viewport_miscpart(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
IWineD3DSurfaceImpl *target = stateblock->device->render_targets[0];
UINT width, height;
......@@ -4786,7 +4786,7 @@ static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, s
checkGLcall("glViewport");
}
static void viewport_vertexpart(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void viewport_vertexpart(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
......@@ -4799,7 +4799,7 @@ static void viewport_vertexpart(DWORD state_id, IWineD3DStateBlockImpl *stateblo
shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
}
static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void light(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
UINT Index = state - STATE_ACTIVELIGHT(0);
const struct wined3d_light_info *lightInfo = stateblock->state.lights[Index];
......@@ -4913,7 +4913,7 @@ static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3
}
}
static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void scissorrect(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
IWineD3DSurfaceImpl *target = stateblock->device->render_targets[0];
RECT *pRect = &stateblock->state.scissor_rect;
......@@ -4936,7 +4936,7 @@ static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
checkGLcall("glScissor");
}
static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void indexbuffer(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
......@@ -4951,7 +4951,7 @@ static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
}
}
static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void frontface(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
if (context->render_offscreen)
{
......@@ -4963,7 +4963,7 @@ static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wi
}
}
static void psorigin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void psorigin_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
static BOOL warned;
......@@ -4974,7 +4974,7 @@ static void psorigin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct w
}
}
static void psorigin(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void psorigin(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
......@@ -5765,13 +5765,13 @@ static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
return i;
}
static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void multistate_apply_2(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
stateblock->device->multistate_funcs[state][0](state, stateblock, context);
stateblock->device->multistate_funcs[state][1](state, stateblock, context);
}
static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
static void multistate_apply_3(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
stateblock->device->multistate_funcs[state][0](state, stateblock, context);
stateblock->device->multistate_funcs[state][1](state, stateblock, context);
......
......@@ -191,7 +191,7 @@ static const DWORD vertex_states_sampler[] =
/* Allocates the correct amount of space for pixel and vertex shader constants,
* along with their set/changed flags on the given stateblock object
*/
static HRESULT stateblock_allocate_shader_constants(IWineD3DStateBlockImpl *object)
static HRESULT stateblock_allocate_shader_constants(struct wined3d_stateblock *object)
{
IWineD3DDeviceImpl *device = object->device;
......@@ -327,7 +327,7 @@ static void stateblock_savedstates_set_vertex(SAVEDSTATES *states, const DWORD n
memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
}
void stateblock_init_contained_states(IWineD3DStateBlockImpl *stateblock)
void stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
{
IWineD3DDeviceImpl *device = stateblock->device;
unsigned int i, j;
......@@ -439,7 +439,7 @@ void stateblock_init_contained_states(IWineD3DStateBlockImpl *stateblock)
}
}
static void stateblock_init_lights(IWineD3DStateBlockImpl *stateblock, struct list *light_map)
static void stateblock_init_lights(struct wined3d_stateblock *stateblock, struct list *light_map)
{
unsigned int i;
......@@ -1066,7 +1066,7 @@ HRESULT CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblo
return WINED3D_OK;
}
void stateblock_init_default_state(IWineD3DStateBlockImpl *stateblock)
void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
{
IWineD3DDeviceImpl *device = stateblock->device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
......@@ -1317,7 +1317,7 @@ void stateblock_init_default_state(IWineD3DStateBlockImpl *stateblock)
TRACE("Done.\n");
}
HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type)
HRESULT stateblock_init(struct wined3d_stateblock *stateblock, IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type)
{
unsigned int i;
HRESULT hr;
......
......@@ -100,10 +100,10 @@ HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface,
iface, back_buffer_idx, type, back_buffer);
/* Return invalid if there is no backbuffer array, otherwise it will
* crash when ddraw is used (there swapchain->back_buffers is always NULL).
* We need this because this function is called from
* IWineD3DStateBlockImpl_InitStartupStateBlock() to get the default
* scissorrect dimensions. */
* crash when ddraw is used (there swapchain->back_buffers is always
* NULL). We need this because this function is called from
* stateblock_init_default_state() to get the default scissorrect
* dimensions. */
if (!swapchain->back_buffers || back_buffer_idx >= swapchain->presentParms.BackBufferCount)
{
WARN("Invalid back buffer index.\n");
......
......@@ -2720,7 +2720,8 @@ DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
return size;
}
void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype) {
void gen_ffp_frag_op(struct wined3d_stateblock *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype)
{
#define ARG1 0x01
#define ARG2 0x02
#define ARG0 0x04
......@@ -3095,7 +3096,7 @@ void texture_activate_dimensions(IWineD3DBaseTextureImpl *texture, const struct
}
/* GL locking is done by the caller (state handler) */
void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
void sampler_texdim(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
DWORD sampler = state - STATE_SAMPLER(0);
DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
......
......@@ -52,7 +52,6 @@
#define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
#define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
typedef struct wined3d_stateblock IWineD3DStateBlockImpl;
typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
......@@ -1124,7 +1123,7 @@ struct wined3d_context
GLuint dummy_arbfp_prog;
};
typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
typedef void (*APPLYSTATEFUNC)(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *ctx);
struct StateEntry
{
......@@ -1606,7 +1605,7 @@ struct ffp_frag_desc
extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings,
void gen_ffp_frag_op(struct wined3d_stateblock *stateblock, struct ffp_frag_settings *settings,
BOOL ignore_textype) DECLSPEC_HIDDEN;
const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
......@@ -1699,8 +1698,8 @@ struct IWineD3DDeviceImpl
unsigned char surface_alignment; /* Line Alignment of surfaces */
/* State block related */
IWineD3DStateBlockImpl *stateBlock;
IWineD3DStateBlockImpl *updateStateBlock;
struct wined3d_stateblock *stateBlock;
struct wined3d_stateblock *updateStateBlock;
/* Internal use fields */
WINED3DDEVICE_CREATION_PARAMETERS createParms;
......@@ -2343,10 +2342,6 @@ HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWine
const WINED3DVERTEXELEMENT *elements, UINT element_count,
void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
/*****************************************************************************
* IWineD3DStateBlock implementation structure
*/
/* Internal state Block for Begin/End/Capture/Create/Apply info */
/* Note: Very long winded but gl Lists are not flexible enough */
/* to resolve everything we need, so doing it manually for now */
......@@ -2434,10 +2429,7 @@ struct wined3d_state
struct wined3d_stateblock
{
/* IUnknown fields */
LONG ref; /* Note: Ref counting not required */
/* IWineD3DStateBlock information */
IWineD3DDeviceImpl *device;
WINED3DSTATEBLOCKTYPE blockType;
......@@ -2468,12 +2460,12 @@ struct wined3d_stateblock
unsigned int num_contained_sampler_states;
};
HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock,
HRESULT stateblock_init(struct wined3d_stateblock *stateblock,
IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type) DECLSPEC_HIDDEN;
void stateblock_init_contained_states(IWineD3DStateBlockImpl *object) DECLSPEC_HIDDEN;
void stateblock_init_default_state(IWineD3DStateBlockImpl *stateblock) DECLSPEC_HIDDEN;
void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
void stateblock_init_default_state(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
static inline void stateblock_apply_state(DWORD state, IWineD3DStateBlockImpl *stateblock,
static inline void stateblock_apply_state(DWORD state, struct wined3d_stateblock *stateblock,
struct wined3d_context *context)
{
const struct StateEntry *statetable = stateblock->device->StateTable;
......@@ -2689,19 +2681,19 @@ void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
BOOL transformed, enum wined3d_format_id coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
void texture_activate_dimensions(IWineD3DBaseTextureImpl *texture,
const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock,
void sampler_texdim(DWORD state, struct wined3d_stateblock *stateblock,
struct wined3d_context *context) DECLSPEC_HIDDEN;
void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock,
void tex_alphaop(DWORD state, struct wined3d_stateblock *stateblock,
struct wined3d_context *context) DECLSPEC_HIDDEN;
void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock,
void apply_pixelshader(DWORD state, struct wined3d_stateblock *stateblock,
struct wined3d_context *context) DECLSPEC_HIDDEN;
void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock,
void state_fogcolor(DWORD state, struct wined3d_stateblock *stateblock,
struct wined3d_context *context) DECLSPEC_HIDDEN;
void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock,
void state_fogdensity(DWORD state, struct wined3d_stateblock *stateblock,
struct wined3d_context *context) DECLSPEC_HIDDEN;
void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock,
void state_fogstartend(DWORD state, struct wined3d_stateblock *stateblock,
struct wined3d_context *context) DECLSPEC_HIDDEN;
void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
void state_fog_fragpart(DWORD state, struct wined3d_stateblock *stateblock,
struct wined3d_context *context) DECLSPEC_HIDDEN;
BOOL getColorBits(const struct wined3d_format *format,
......
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