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wine
wine-winehq
Commits
062b6ffc
Commit
062b6ffc
authored
Dec 15, 2006
by
Stefan Dösinger
Committed by
Alexandre Julliard
Dec 19, 2006
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Plain Diff
wined3d: Catch nop render state changes.
parent
c83562af
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Showing
2 changed files
with
33 additions
and
30 deletions
+33
-30
device.c
dlls/wined3d/device.c
+31
-16
drawprim.c
dlls/wined3d/drawprim.c
+2
-14
No files found.
dlls/wined3d/device.c
View file @
062b6ffc
...
...
@@ -2068,6 +2068,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DW
static
HRESULT
WINAPI
IWineD3DDeviceImpl_Init3D
(
IWineD3DDevice
*
iface
,
WINED3DPRESENT_PARAMETERS
*
pPresentationParameters
,
D3DCB_CREATEADDITIONALSWAPCHAIN
D3DCB_CreateAdditionalSwapChain
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
IWineD3DSwapChainImpl
*
swapchain
;
DWORD
state
;
TRACE
(
"(%p)->(%p,%p)
\n
"
,
This
,
pPresentationParameters
,
D3DCB_CreateAdditionalSwapChain
);
if
(
This
->
d3d_initialized
)
return
WINED3DERR_INVALIDCALL
;
...
...
@@ -2148,6 +2149,15 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
/* Clear the screen */
IWineD3DDevice_Clear
((
IWineD3DDevice
*
)
This
,
0
,
NULL
,
WINED3DCLEAR_STENCIL
|
WINED3DCLEAR_ZBUFFER
|
WINED3DCLEAR_TARGET
,
0x00
,
1
.
0
,
0
);
/* Mark all states dirty. The Setters will not mark a state dirty when the new value is equal to the old value
* This might create a problem in 2 situations:
* ->The D3D default value is 0, but the opengl default value is something else
* ->D3D7 unintialized D3D and reinitializes it. This way the context is destroyed, be the stateblock unchanged
*/
for
(
state
=
0
;
state
<=
STATE_HIGHEST
;
state
++
)
{
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
state
);
}
This
->
d3d_initialized
=
TRUE
;
return
WINED3D_OK
;
}
...
...
@@ -3316,8 +3326,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINE
static
HRESULT
WINAPI
IWineD3DDeviceImpl_SetRenderState
(
IWineD3DDevice
*
iface
,
WINED3DRENDERSTATETYPE
State
,
DWORD
Value
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
DWORD
oldValue
=
This
->
stateBlock
->
renderState
[
State
];
TRACE
(
"(%p)->state = %s(%d), value = %d
\n
"
,
This
,
debug_d3drenderstate
(
State
),
State
,
Value
);
This
->
updateStateBlock
->
changed
.
renderState
[
State
]
=
TRUE
;
This
->
updateStateBlock
->
set
.
renderState
[
State
]
=
TRUE
;
This
->
updateStateBlock
->
renderState
[
State
]
=
Value
;
...
...
@@ -3328,7 +3340,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W
return
WINED3D_OK
;
}
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_RENDER
(
State
));
/* Compared here and not before the assignment to allow proper stateblock recording */
if
(
Value
==
oldValue
)
{
TRACE
(
"Application is setting the old value over, nothing to do
\n
"
);
}
else
{
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_RENDER
(
State
));
}
return
WINED3D_OK
;
}
...
...
@@ -4546,19 +4563,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD
IWineD3DBaseTexture_Release
(
oldTexture
);
}
/* Reset color keying */
/* Color keying is affected by the texture. Temporarily mark the color key state (=alpha test)
* dirty until textures are integrated with the state management
*/
if
(
Stage
==
0
&&
This
->
stateBlock
->
renderState
[
WINED3DRS_COLORKEYENABLE
])
{
BOOL
enable_ckey
=
FALSE
;
if
(
pTexture
)
{
IWineD3DSurfaceImpl
*
surf
=
(
IWineD3DSurfaceImpl
*
)
((
IWineD3DTextureImpl
*
)
pTexture
)
->
surfaces
[
0
];
if
(
surf
->
CKeyFlags
&
DDSD_CKSRCBLT
)
enable_ckey
=
TRUE
;
}
if
(
enable_ckey
)
{
glAlphaFunc
(
GL_NOTEQUAL
,
0
.
0
);
checkGLcall
(
"glAlphaFunc"
);
}
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_RENDER
(
WINED3DRS_COLORKEYENABLE
));
}
return
WINED3D_OK
;
...
...
@@ -6007,6 +6016,7 @@ static void device_reapply_stateblock(IWineD3DDeviceImpl* This) {
BOOL
oldRecording
;
IWineD3DStateBlockImpl
*
oldUpdateStateBlock
;
DWORD
i
;
/* Disable recording */
oldUpdateStateBlock
=
This
->
updateStateBlock
;
...
...
@@ -6017,6 +6027,13 @@ static void device_reapply_stateblock(IWineD3DDeviceImpl* This) {
/* Reapply the state block */
IWineD3DStateBlock_Apply
((
IWineD3DStateBlock
*
)
This
->
stateBlock
);
/* Temporaryily mark all render states dirty to force reapplication
* until the context management for is integrated with the state management
*/
for
(
i
=
1
;
i
<
WINEHIGHEST_RENDER_STATE
;
i
++
)
{
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_RENDER
(
i
));
}
/* Restore recording */
This
->
isRecordingState
=
oldRecording
;
This
->
updateStateBlock
=
oldUpdateStateBlock
;
...
...
@@ -6030,7 +6047,6 @@ static void device_reapply_stateblock(IWineD3DDeviceImpl* This) {
* make this unnecessary */
static
void
device_render_to_texture
(
IWineD3DDeviceImpl
*
This
,
BOOL
isTexture
)
{
DWORD
cullMode
;
BOOL
oldRecording
;
IWineD3DStateBlockImpl
*
oldUpdateStateBlock
;
...
...
@@ -6049,8 +6065,7 @@ static void device_render_to_texture(IWineD3DDeviceImpl* This, BOOL isTexture) {
}
This
->
last_was_rhw
=
FALSE
;
This
->
proj_valid
=
FALSE
;
IWineD3DDevice_GetRenderState
((
IWineD3DDevice
*
)
This
,
WINED3DRS_CULLMODE
,
&
cullMode
);
IWineD3DDevice_SetRenderState
((
IWineD3DDevice
*
)
This
,
WINED3DRS_CULLMODE
,
cullMode
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
WINED3DRS_CULLMODE
);
/* Restore recording */
This
->
isRecordingState
=
oldRecording
;
...
...
dlls/wined3d/drawprim.c
View file @
062b6ffc
...
...
@@ -332,20 +332,8 @@ static void primitiveInitState(
}
else
if
(
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGENABLE
]
&&
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGVERTEXMODE
]
!=
WINED3DFOG_NONE
)
{
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
glFogi
(
GL_FOG_COORDINATE_SOURCE_EXT
,
GL_FRAGMENT_DEPTH_EXT
);
checkGLcall
(
"glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)
\n
"
);
/* Reapply the fog range */
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGSTART
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGSTART
]);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGEND
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGEND
]);
/* Restore the fog mode */
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGTABLEMODE
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGTABLEMODE
]);
}
else
{
/* Enable GL_FOG again because we disabled it above */
glEnable
(
GL_FOG
);
checkGLcall
(
"glEnable(GL_FOG)"
);
}
/* Reapply the fog */
StateTable
[
STATE_RENDER
(
WINED3DRS_FOGENABLE
)].
apply
(
STATE_RENDER
(
WINED3DRS_FOGSTART
),
This
->
stateBlock
);
}
}
}
...
...
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