Commit c8f26a13 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Rename IWineD3DDeviceImpl_MarkStateDirty() to device_invalidate_state().

parent 708d9421
......@@ -147,10 +147,8 @@ static void buffer_create_buffer_object(struct wined3d_buffer *This, const struc
goto fail;
}
if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
{
IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
}
if (This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
device_invalidate_state(This->resource.device, STATE_INDEXBUFFER);
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
error = glGetError();
if (error != GL_NO_ERROR)
......@@ -513,9 +511,7 @@ BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_inf
This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
if (This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
{
IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
}
device_invalidate_state(This->resource.device, STATE_INDEXBUFFER);
ENTER_GL();
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
......@@ -833,7 +829,7 @@ void CDECL wined3d_buffer_preload(struct wined3d_buffer *buffer)
* is not valid any longer. Dirtify the stream source to force a
* reload. This happens only once per changed vertexbuffer and
* should occur rather rarely. */
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
device_invalidate_state(device, STATE_STREAMSRC);
return;
}
......@@ -864,7 +860,7 @@ void CDECL wined3d_buffer_preload(struct wined3d_buffer *buffer)
FIXME("Too many full buffer conversions, stopping converting.\n");
buffer_unload(&buffer->resource);
buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
device_invalidate_state(device, STATE_STREAMSRC);
return;
}
}
......@@ -879,7 +875,7 @@ void CDECL wined3d_buffer_preload(struct wined3d_buffer *buffer)
}
if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER);
device_invalidate_state(device, STATE_INDEXBUFFER);
if (!buffer->conversion_map)
{
......@@ -1044,7 +1040,7 @@ HRESULT CDECL wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UIN
const struct wined3d_gl_info *gl_info;
if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER);
device_invalidate_state(device, STATE_INDEXBUFFER);
context = context_acquire(device, NULL);
gl_info = context->gl_info;
......@@ -1148,9 +1144,7 @@ void CDECL wined3d_buffer_unmap(struct wined3d_buffer *buffer)
struct wined3d_context *context;
if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
{
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER);
}
device_invalidate_state(device, STATE_INDEXBUFFER);
context = context_acquire(device, NULL);
gl_info = context->gl_info;
......
......@@ -154,7 +154,7 @@ static void context_apply_attachment_filter_states(const struct wined3d_context
if (texture->bind_count)
{
WARN("Render targets should not be bound to a sampler\n");
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture->sampler));
device_invalidate_state(device, STATE_SAMPLER(texture->sampler));
}
if (update_minfilter || update_magfilter)
......@@ -1147,7 +1147,7 @@ static void context_enter(struct wined3d_context *context)
* Context_MarkStateDirty
*
* Marks a state in a context dirty. Only one context, opposed to
* IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
* device_invalidate_state(), which marks the state dirty in all
* contexts
*
* Params:
......
......@@ -714,10 +714,10 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
{
glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
}
glStencilMask(~0U);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
glClearStencil(stencil);
checkGLcall("glClearStencil");
clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
......@@ -737,7 +737,7 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
surface_modify_location(depth_stencil, SFLAG_INDRAWABLE, TRUE);
glDepthMask(GL_TRUE);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
glClearDepth(depth);
checkGLcall("glClearDepth");
clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
......@@ -751,10 +751,10 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
}
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
glClearColor(color->r, color->g, color->b, color->a);
checkGLcall("glClearColor");
clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
......@@ -1722,7 +1722,7 @@ HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UI
wined3d_buffer_decref(prev_buffer);
}
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
device_invalidate_state(device, STATE_STREAMSRC);
return WINED3D_OK;
}
......@@ -1786,7 +1786,7 @@ HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *devic
device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
if (stream->frequency != old_freq || stream->flags != old_flags)
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
device_invalidate_state(device, STATE_STREAMSRC);
return WINED3D_OK;
}
......@@ -1844,7 +1844,7 @@ HRESULT CDECL wined3d_device_set_transform(struct wined3d_device *device,
device->view_ident = !memcmp(matrix, identity, 16 * sizeof(float));
if (d3dts < WINED3DTS_WORLDMATRIX(device->adapter->gl_info.limits.blends))
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_TRANSFORM(d3dts));
device_invalidate_state(device, STATE_TRANSFORM(d3dts));
return WINED3D_OK;
......@@ -2036,7 +2036,7 @@ HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device, UINT light
/* Update the live definitions if the light is currently assigned a glIndex. */
if (object->glIndex != -1 && !device->isRecordingState)
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_ACTIVELIGHT(object->glIndex));
device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
return WINED3D_OK;
}
......@@ -2110,7 +2110,7 @@ HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UIN
if (light_info->glIndex != -1)
{
if (!device->isRecordingState)
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_ACTIVELIGHT(light_info->glIndex));
device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
light_info->glIndex = -1;
......@@ -2156,7 +2156,7 @@ HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UIN
/* i == light_info->glIndex */
if (!device->isRecordingState)
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_ACTIVELIGHT(i));
device_invalidate_state(device, STATE_ACTIVELIGHT(i));
}
}
......@@ -2223,7 +2223,7 @@ HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device, UINT
return WINED3D_OK;
}
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_CLIPPLANE(plane_idx));
device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
return WINED3D_OK;
}
......@@ -2287,7 +2287,7 @@ HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const W
return WINED3D_OK;
}
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_MATERIAL);
device_invalidate_state(device, STATE_MATERIAL);
return WINED3D_OK;
}
......@@ -2342,7 +2342,7 @@ HRESULT CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
if (prev_buffer != buffer)
{
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER);
device_invalidate_state(device, STATE_INDEXBUFFER);
if (buffer)
{
InterlockedIncrement(&buffer->bind_count);
......@@ -2392,7 +2392,7 @@ HRESULT CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device
}
/* The base vertex index affects the stream sources */
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
device_invalidate_state(device, STATE_STREAMSRC);
return WINED3D_OK;
}
......@@ -2420,7 +2420,7 @@ HRESULT CDECL wined3d_device_set_viewport(struct wined3d_device *device, const W
return WINED3D_OK;
}
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_VIEWPORT);
device_invalidate_state(device, STATE_VIEWPORT);
return WINED3D_OK;
}
......@@ -2455,7 +2455,7 @@ HRESULT CDECL wined3d_device_set_render_state(struct wined3d_device *device,
if (value == old_value)
TRACE("Application is setting the old value over, nothing to do.\n");
else
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(state));
device_invalidate_state(device, STATE_RENDER(state));
return WINED3D_OK;
}
......@@ -2505,7 +2505,7 @@ HRESULT CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
return WINED3D_OK;
}
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(sampler_idx));
device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
return WINED3D_OK;
}
......@@ -2550,7 +2550,7 @@ HRESULT CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, con
return WINED3D_OK;
}
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SCISSORRECT);
device_invalidate_state(device, STATE_SCISSORRECT);
return WINED3D_OK;
}
......@@ -2592,7 +2592,7 @@ HRESULT CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *devic
return WINED3D_OK;
}
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_VDECL);
device_invalidate_state(device, STATE_VDECL);
return WINED3D_OK;
}
......@@ -2638,7 +2638,7 @@ HRESULT CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, st
if (prev)
wined3d_shader_decref(prev);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_VSHADER);
device_invalidate_state(device, STATE_VSHADER);
return WINED3D_OK;
}
......@@ -2677,7 +2677,7 @@ HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
if (!device->isRecordingState)
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_VERTEXSHADERCONSTANT);
device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
return WINED3D_OK;
}
......@@ -2720,7 +2720,7 @@ HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
if (!device->isRecordingState)
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_VERTEXSHADERCONSTANT);
device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
return WINED3D_OK;
}
......@@ -2768,7 +2768,7 @@ HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
if (!device->isRecordingState)
{
device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_VERTEXSHADERCONSTANT);
device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
}
memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
......@@ -2799,7 +2799,7 @@ static inline void markTextureStagesDirty(struct wined3d_device *device, DWORD s
for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
{
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_TEXTURESTAGE(stage, i));
device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i));
}
}
......@@ -2872,7 +2872,7 @@ static void device_map_fixed_function_samplers(struct wined3d_device *device, co
if (device->texUnitMap[i] != i)
{
device_map_stage(device, i, i);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(i));
device_invalidate_state(device, STATE_SAMPLER(i));
markTextureStagesDirty(device, i);
}
}
......@@ -2888,7 +2888,7 @@ static void device_map_fixed_function_samplers(struct wined3d_device *device, co
if (device->texUnitMap[i] != tex)
{
device_map_stage(device, i, tex);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(i));
device_invalidate_state(device, STATE_SAMPLER(i));
markTextureStagesDirty(device, i);
}
......@@ -2907,7 +2907,7 @@ static void device_map_psamplers(struct wined3d_device *device, const struct win
if (sampler_type[i] && device->texUnitMap[i] != i)
{
device_map_stage(device, i, i);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(i));
device_invalidate_state(device, STATE_SAMPLER(i));
if (i < gl_info->limits.texture_stages)
{
markTextureStagesDirty(device, i);
......@@ -2971,7 +2971,7 @@ static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const s
if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
{
device_map_stage(device, vsampler_idx, start);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(vsampler_idx));
device_invalidate_state(device, STATE_SAMPLER(vsampler_idx));
--start;
break;
......@@ -3035,7 +3035,7 @@ HRESULT CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, str
if (prev)
wined3d_shader_decref(prev);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_PIXELSHADER);
device_invalidate_state(device, STATE_PIXELSHADER);
return WINED3D_OK;
}
......@@ -3074,7 +3074,7 @@ HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
if (!device->isRecordingState)
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_PIXELSHADERCONSTANT);
device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
return WINED3D_OK;
}
......@@ -3117,7 +3117,7 @@ HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
if (!device->isRecordingState)
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_PIXELSHADERCONSTANT);
device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
return WINED3D_OK;
}
......@@ -3166,7 +3166,7 @@ HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
if (!device->isRecordingState)
{
device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_PIXELSHADERCONSTANT);
device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
}
memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
......@@ -3660,7 +3660,7 @@ HRESULT CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *devi
for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
{
TRACE("Additionally dirtifying stage %u.\n", i);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
}
device->stateBlock->state.lowest_disabled_stage = stage;
TRACE("New lowest disabled: %u.\n", stage);
......@@ -3680,14 +3680,14 @@ HRESULT CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *devi
if (device->updateStateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
break;
TRACE("Additionally dirtifying stage %u due to enable.\n", i);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
}
device->stateBlock->state.lowest_disabled_stage = i;
TRACE("New lowest disabled: %u.\n", i);
}
}
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_TEXTURESTAGE(stage, state));
device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
return WINED3D_OK;
}
......@@ -3766,15 +3766,15 @@ HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
wined3d_texture_incref(texture);
if (!prev || texture->target != prev->target)
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_PIXELSHADER);
device_invalidate_state(device, STATE_PIXELSHADER);
if (!prev && stage < gl_info->limits.texture_stages)
{
/* The source arguments for color and alpha ops have different
* meanings when a NULL texture is bound, so the COLOROP and
* ALPHAOP have to be dirtified. */
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
}
if (bind_count == 1)
......@@ -3789,8 +3789,8 @@ HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
if (!texture && stage < gl_info->limits.texture_stages)
{
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
}
if (bind_count && prev->sampler == stage)
......@@ -3812,7 +3812,7 @@ HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
}
}
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(stage));
device_invalidate_state(device, STATE_SAMPLER(stage));
return WINED3D_OK;
}
......@@ -4084,14 +4084,14 @@ HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT
/* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
if (device->stateBlock->state.user_stream)
{
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER);
device_invalidate_state(device, STATE_INDEXBUFFER);
device->stateBlock->state.user_stream = FALSE;
}
if (device->stateBlock->state.load_base_vertex_index)
{
device->stateBlock->state.load_base_vertex_index = 0;
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
device_invalidate_state(device, STATE_STREAMSRC);
}
/* Account for the loading offset due to index buffers. Instead of
......@@ -4127,7 +4127,7 @@ HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *devic
if (device->stateBlock->state.user_stream)
{
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER);
device_invalidate_state(device, STATE_INDEXBUFFER);
device->stateBlock->state.user_stream = FALSE;
}
vbo = index_buffer->buffer_object;
......@@ -4140,7 +4140,7 @@ HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *devic
if (device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
{
device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
device_invalidate_state(device, STATE_STREAMSRC);
}
drawPrimitive(device, index_count, start_idx, index_size,
......@@ -4176,7 +4176,7 @@ HRESULT CDECL wined3d_device_draw_primitive_up(struct wined3d_device *device, UI
device->stateBlock->state.load_base_vertex_index = 0;
/* TODO: Only mark dirty if drawing from a different UP address */
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
device_invalidate_state(device, STATE_STREAMSRC);
drawPrimitive(device, vertex_count, 0, 0, NULL);
......@@ -4225,8 +4225,8 @@ HRESULT CDECL wined3d_device_draw_indexed_primitive_up(struct wined3d_device *de
device->stateBlock->state.base_vertex_index = 0;
device->stateBlock->state.load_base_vertex_index = 0;
/* Mark the state dirty until we have nicer tracking of the stream source pointers */
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_VDECL);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER);
device_invalidate_state(device, STATE_VDECL);
device_invalidate_state(device, STATE_INDEXBUFFER);
drawPrimitive(device, index_count, 0, index_size, index_data);
......@@ -4252,8 +4252,8 @@ HRESULT CDECL wined3d_device_draw_primitive_strided(struct wined3d_device *devic
/* Mark the state dirty until we have nicer tracking. It's fine to change
* baseVertexIndex because that call is only called by ddraw which does
* not need that value. */
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_VDECL);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER);
device_invalidate_state(device, STATE_VDECL);
device_invalidate_state(device, STATE_INDEXBUFFER);
device->stateBlock->state.base_vertex_index = 0;
device->up_strided = strided_data;
drawPrimitive(device, vertex_count, 0, 0, NULL);
......@@ -4271,8 +4271,8 @@ HRESULT CDECL wined3d_device_draw_indexed_primitive_strided(struct wined3d_devic
* its fine to change baseVertexIndex because that call is only called by ddraw which does not need
* that value.
*/
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_VDECL);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER);
device_invalidate_state(device, STATE_VDECL);
device_invalidate_state(device, STATE_INDEXBUFFER);
device->stateBlock->state.user_stream = TRUE;
device->stateBlock->state.base_vertex_index = 0;
device->up_strided = strided_data;
......@@ -4509,9 +4509,7 @@ static void dirtify_p8_texture_samplers(struct wined3d_device *device)
struct wined3d_texture *texture = device->stateBlock->state.textures[i];
if (texture && (texture->resource.format->id == WINED3DFMT_P8_UINT
|| texture->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM))
{
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(i));
}
device_invalidate_state(device, STATE_SAMPLER(i));
}
}
......@@ -4854,9 +4852,7 @@ HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
sampler = device->rev_tex_unit_map[0];
if (sampler != WINED3D_UNMAPPED_STAGE)
{
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(sampler));
}
device_invalidate_state(device, STATE_SAMPLER(sampler));
return WINED3D_OK;
}
......@@ -5122,13 +5118,13 @@ HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device,
device->stateBlock->state.viewport.Y = 0;
device->stateBlock->state.viewport.MaxZ = 1.0f;
device->stateBlock->state.viewport.MinZ = 0.0f;
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_VIEWPORT);
device_invalidate_state(device, STATE_VIEWPORT);
device->stateBlock->state.scissor_rect.top = 0;
device->stateBlock->state.scissor_rect.left = 0;
device->stateBlock->state.scissor_rect.right = device->stateBlock->state.viewport.Width;
device->stateBlock->state.scissor_rect.bottom = device->stateBlock->state.viewport.Height;
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SCISSORRECT);
device_invalidate_state(device, STATE_SCISSORRECT);
}
return WINED3D_OK;
......@@ -5171,14 +5167,14 @@ HRESULT CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, st
if (!prev != !depth_stencil)
{
/* Swapping NULL / non NULL depth stencil affects the depth and tests */
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_ZENABLE));
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_STENCILENABLE));
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_ZENABLE));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILENABLE));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
}
else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
{
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
}
return WINED3D_OK;
......@@ -5270,9 +5266,7 @@ HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device
checkGLcall("glActiveTextureARB");
sampler = device->rev_tex_unit_map[0];
if (sampler != WINED3D_UNMAPPED_STAGE)
{
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(sampler));
}
device_invalidate_state(device, STATE_SAMPLER(sampler));
/* Create a new cursor texture */
glGenTextures(1, &device->cursorTexture);
checkGLcall("glGenTextures");
......@@ -5414,7 +5408,7 @@ HRESULT CDECL wined3d_device_evict_managed_resources(struct wined3d_device *devi
wined3d_device_enum_resources(device, evict_managed_resource, NULL);
/* Invalidate stream sources, the buffer(s) may have been evicted. */
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
device_invalidate_state(device, STATE_STREAMSRC);
return WINED3D_OK;
}
......@@ -6177,7 +6171,7 @@ HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
}
void IWineD3DDeviceImpl_MarkStateDirty(struct wined3d_device *device, DWORD state)
void device_invalidate_state(struct wined3d_device *device, DWORD state)
{
DWORD rep = device->StateTable[state].representative;
struct wined3d_context *context;
......
......@@ -853,8 +853,9 @@ HRESULT tesselate_rectpatch(struct wined3d_device *This, struct WineD3DRectPatch
*/
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
if(patch->has_normals) {
device_invalidate_state(This, STATE_RENDER(WINED3DRS_FILLMODE));
if (patch->has_normals)
{
static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
static const GLfloat red[] = {1.0f, 0.0f, 0.0f, 0.0f};
static const GLfloat green[] = {0.0f, 1.0f, 0.0f, 0.0f};
......@@ -864,30 +865,30 @@ HRESULT tesselate_rectpatch(struct wined3d_device *This, struct WineD3DRectPatch
checkGLcall("glEnable(GL_LIGHTING)");
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
checkGLcall("glLightModel for MODEL_AMBIENT");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT));
device_invalidate_state(This, STATE_RENDER(WINED3DRS_AMBIENT));
for (i = 3; i < context->gl_info->limits.lights; ++i)
{
glDisable(GL_LIGHT0 + i);
checkGLcall("glDisable(GL_LIGHT0 + i)");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
device_invalidate_state(This, STATE_ACTIVELIGHT(i));
}
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(0));
device_invalidate_state(This, STATE_ACTIVELIGHT(0));
glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
glLightfv(GL_LIGHT0, GL_SPECULAR, black);
glLightfv(GL_LIGHT0, GL_AMBIENT, black);
glLightfv(GL_LIGHT0, GL_POSITION, red);
glEnable(GL_LIGHT0);
checkGLcall("Setting up light 1");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1));
device_invalidate_state(This, STATE_ACTIVELIGHT(1));
glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
glLightfv(GL_LIGHT1, GL_SPECULAR, black);
glLightfv(GL_LIGHT1, GL_AMBIENT, black);
glLightfv(GL_LIGHT1, GL_POSITION, green);
glEnable(GL_LIGHT1);
checkGLcall("Setting up light 2");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2));
device_invalidate_state(This, STATE_ACTIVELIGHT(2));
glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
glLightfv(GL_LIGHT2, GL_SPECULAR, black);
glLightfv(GL_LIGHT2, GL_AMBIENT, black);
......@@ -895,8 +896,8 @@ HRESULT tesselate_rectpatch(struct wined3d_device *This, struct WineD3DRectPatch
glEnable(GL_LIGHT2);
checkGLcall("Setting up light 3");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
device_invalidate_state(This, STATE_MATERIAL);
device_invalidate_state(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
glDisable(GL_COLOR_MATERIAL);
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
......
......@@ -608,9 +608,7 @@ static void surface_bind_and_dirtify(struct wined3d_surface *surface,
active_sampler = device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
if (active_sampler != WINED3D_UNMAPPED_STAGE)
{
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(active_sampler));
}
device_invalidate_state(device, STATE_SAMPLER(active_sampler));
surface_bind(surface, gl_info, srgb);
}
......@@ -1147,21 +1145,21 @@ static void wined3d_surface_depth_blt_fbo(struct wined3d_device *device, struct
if (gl_mask & GL_DEPTH_BUFFER_BIT)
{
glDepthMask(GL_TRUE);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
}
if (gl_mask & GL_STENCIL_BUFFER_BIT)
{
if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
{
glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
}
glStencilMask(~0U);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
}
glDisable(GL_SCISSOR_TEST);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, gl_mask, GL_NEAREST);
......@@ -5100,13 +5098,13 @@ static void surface_blt_fbo(struct wined3d_device *device, const WINED3DTEXTUREF
context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
glDisable(GL_SCISSOR_TEST);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
gl_info->fbo_ops.glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, gl_filter);
......
......@@ -311,13 +311,13 @@ static void swapchain_blit(struct wined3d_swapchain *swapchain,
context_set_draw_buffer(context, GL_BACK);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
glDisable(GL_SCISSOR_TEST);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
/* Note that the texture is upside down */
gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
......
......@@ -521,7 +521,7 @@ DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
texture->texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
texture->texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
if (texture->bind_count)
IWineD3DDeviceImpl_MarkStateDirty(texture->resource.device, STATE_SAMPLER(texture->sampler));
device_invalidate_state(texture->resource.device, STATE_SAMPLER(texture->sampler));
}
return old;
......
......@@ -53,9 +53,7 @@ static void volume_bind_and_dirtify(struct wined3d_volume *volume, const struct
}
if (active_sampler != WINED3D_UNMAPPED_STAGE)
{
IWineD3DDeviceImpl_MarkStateDirty(volume->resource.device, STATE_SAMPLER(active_sampler));
}
device_invalidate_state(volume->resource.device, STATE_SAMPLER(active_sampler));
container->texture_ops->texture_bind(container, gl_info, FALSE);
}
......
......@@ -1793,7 +1793,7 @@ void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_con
struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
void device_update_tex_unit_map(struct wined3d_device *device) DECLSPEC_HIDDEN;
void IWineD3DDeviceImpl_MarkStateDirty(struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
void device_invalidate_state(struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
{
......
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