Commit 062b6ffc authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Catch nop render state changes.

parent c83562af
...@@ -2068,6 +2068,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DW ...@@ -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) { static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, D3DCB_CREATEADDITIONALSWAPCHAIN D3DCB_CreateAdditionalSwapChain) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface; IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
IWineD3DSwapChainImpl *swapchain; IWineD3DSwapChainImpl *swapchain;
DWORD state;
TRACE("(%p)->(%p,%p)\n", This, pPresentationParameters, D3DCB_CreateAdditionalSwapChain); TRACE("(%p)->(%p,%p)\n", This, pPresentationParameters, D3DCB_CreateAdditionalSwapChain);
if(This->d3d_initialized) return WINED3DERR_INVALIDCALL; if(This->d3d_initialized) return WINED3DERR_INVALIDCALL;
...@@ -2148,6 +2149,15 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR ...@@ -2148,6 +2149,15 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
/* Clear the screen */ /* Clear the screen */
IWineD3DDevice_Clear((IWineD3DDevice *) This, 0, NULL, WINED3DCLEAR_STENCIL|WINED3DCLEAR_ZBUFFER|WINED3DCLEAR_TARGET, 0x00, 1.0, 0); 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; This->d3d_initialized = TRUE;
return WINED3D_OK; return WINED3D_OK;
} }
...@@ -3316,8 +3326,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINE ...@@ -3316,8 +3326,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINE
static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD Value) { static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD Value) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
DWORD oldValue = This->stateBlock->renderState[State];
TRACE("(%p)->state = %s(%d), value = %d\n", This, debug_d3drenderstate(State), State, Value); TRACE("(%p)->state = %s(%d), value = %d\n", This, debug_d3drenderstate(State), State, Value);
This->updateStateBlock->changed.renderState[State] = TRUE; This->updateStateBlock->changed.renderState[State] = TRUE;
This->updateStateBlock->set.renderState[State] = TRUE; This->updateStateBlock->set.renderState[State] = TRUE;
This->updateStateBlock->renderState[State] = Value; This->updateStateBlock->renderState[State] = Value;
...@@ -3328,7 +3340,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W ...@@ -3328,7 +3340,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W
return WINED3D_OK; 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; return WINED3D_OK;
} }
...@@ -4546,19 +4563,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD ...@@ -4546,19 +4563,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD
IWineD3DBaseTexture_Release(oldTexture); 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]) { if(Stage == 0 && This->stateBlock->renderState[WINED3DRS_COLORKEYENABLE]) {
BOOL enable_ckey = FALSE; IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORKEYENABLE));
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");
}
} }
return WINED3D_OK; return WINED3D_OK;
...@@ -6007,6 +6016,7 @@ static void device_reapply_stateblock(IWineD3DDeviceImpl* This) { ...@@ -6007,6 +6016,7 @@ static void device_reapply_stateblock(IWineD3DDeviceImpl* This) {
BOOL oldRecording; BOOL oldRecording;
IWineD3DStateBlockImpl *oldUpdateStateBlock; IWineD3DStateBlockImpl *oldUpdateStateBlock;
DWORD i;
/* Disable recording */ /* Disable recording */
oldUpdateStateBlock = This->updateStateBlock; oldUpdateStateBlock = This->updateStateBlock;
...@@ -6017,6 +6027,13 @@ static void device_reapply_stateblock(IWineD3DDeviceImpl* This) { ...@@ -6017,6 +6027,13 @@ static void device_reapply_stateblock(IWineD3DDeviceImpl* This) {
/* Reapply the state block */ /* Reapply the state block */
IWineD3DStateBlock_Apply((IWineD3DStateBlock *)This->stateBlock); 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 */ /* Restore recording */
This->isRecordingState = oldRecording; This->isRecordingState = oldRecording;
This->updateStateBlock = oldUpdateStateBlock; This->updateStateBlock = oldUpdateStateBlock;
...@@ -6030,7 +6047,6 @@ static void device_reapply_stateblock(IWineD3DDeviceImpl* This) { ...@@ -6030,7 +6047,6 @@ static void device_reapply_stateblock(IWineD3DDeviceImpl* This) {
* make this unnecessary */ * make this unnecessary */
static void device_render_to_texture(IWineD3DDeviceImpl* This, BOOL isTexture) { static void device_render_to_texture(IWineD3DDeviceImpl* This, BOOL isTexture) {
DWORD cullMode;
BOOL oldRecording; BOOL oldRecording;
IWineD3DStateBlockImpl *oldUpdateStateBlock; IWineD3DStateBlockImpl *oldUpdateStateBlock;
...@@ -6049,8 +6065,7 @@ static void device_render_to_texture(IWineD3DDeviceImpl* This, BOOL isTexture) { ...@@ -6049,8 +6065,7 @@ static void device_render_to_texture(IWineD3DDeviceImpl* This, BOOL isTexture) {
} }
This->last_was_rhw = FALSE; This->last_was_rhw = FALSE;
This->proj_valid = FALSE; This->proj_valid = FALSE;
IWineD3DDevice_GetRenderState((IWineD3DDevice*) This, WINED3DRS_CULLMODE, &cullMode); IWineD3DDeviceImpl_MarkStateDirty(This, WINED3DRS_CULLMODE);
IWineD3DDevice_SetRenderState((IWineD3DDevice*) This, WINED3DRS_CULLMODE, cullMode);
/* Restore recording */ /* Restore recording */
This->isRecordingState = oldRecording; This->isRecordingState = oldRecording;
......
...@@ -332,20 +332,8 @@ static void primitiveInitState( ...@@ -332,20 +332,8 @@ static void primitiveInitState(
} else if(This->stateBlock->renderState[WINED3DRS_FOGENABLE] } else if(This->stateBlock->renderState[WINED3DRS_FOGENABLE]
&& This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] != WINED3DFOG_NONE) { && This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] != WINED3DFOG_NONE) {
/* Reapply the fog */
if(GL_SUPPORT(EXT_FOG_COORD)) { StateTable[STATE_RENDER(WINED3DRS_FOGENABLE)].apply(STATE_RENDER(WINED3DRS_FOGSTART), This->stateBlock);
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)");
}
} }
} }
} }
......
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