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wine
wine-winehq
Commits
15d4eee5
Commit
15d4eee5
authored
Oct 02, 2009
by
Henri Verbeet
Committed by
Alexandre Julliard
Oct 02, 2009
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wined3d: Use stateblock_init_contained_states() for WINED3DSBT_VERTEXSTATE stateblocks.
parent
d500c9b7
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2 additions
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46 deletions
+2
-46
stateblock.c
dlls/wined3d/stateblock.c
+2
-46
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dlls/wined3d/stateblock.c
View file @
15d4eee5
...
...
@@ -1455,7 +1455,7 @@ HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *
WINED3DSTATEBLOCKTYPE
type
,
IUnknown
*
parent
)
{
const
struct
wined3d_gl_info
*
gl_info
=
&
device
->
adapter
->
gl_info
;
unsigned
int
i
,
j
;
unsigned
int
i
;
HRESULT
hr
;
stateblock
->
lpVtbl
=
&
IWineD3DStateBlock_Vtbl
;
...
...
@@ -1542,51 +1542,7 @@ HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *
TRACE
(
"VERTEXSTATE => Pretend all vertex shates have changed.
\n
"
);
stateblock_savedstates_set_vertex
(
&
stateblock
->
changed
,
gl_info
);
/* Vertex Shader Constants. */
for
(
i
=
0
;
i
<
gl_info
->
max_vshader_constantsF
;
++
i
)
{
stateblock
->
contained_vs_consts_f
[
i
]
=
i
;
}
stateblock
->
num_contained_vs_consts_f
=
gl_info
->
max_vshader_constantsF
;
for
(
i
=
0
;
i
<
MAX_CONST_B
;
++
i
)
{
stateblock
->
contained_vs_consts_b
[
i
]
=
i
;
}
stateblock
->
num_contained_vs_consts_b
=
MAX_CONST_B
;
for
(
i
=
0
;
i
<
MAX_CONST_I
;
++
i
)
{
stateblock
->
contained_vs_consts_i
[
i
]
=
i
;
}
stateblock
->
num_contained_vs_consts_i
=
MAX_CONST_I
;
for
(
i
=
0
;
i
<
NUM_SAVEDVERTEXSTATES_R
;
i
++
)
{
stateblock
->
contained_render_states
[
i
]
=
SavedVertexStates_R
[
i
];
}
stateblock
->
num_contained_render_states
=
NUM_SAVEDVERTEXSTATES_R
;
for
(
i
=
0
;
i
<
MAX_TEXTURES
;
++
i
)
{
for
(
j
=
0
;
j
<
NUM_SAVEDVERTEXSTATES_T
;
++
j
)
{
stateblock
->
contained_tss_states
[
stateblock
->
num_contained_tss_states
].
stage
=
i
;
stateblock
->
contained_tss_states
[
stateblock
->
num_contained_tss_states
].
state
=
SavedVertexStates_T
[
j
];
++
stateblock
->
num_contained_tss_states
;
}
}
for
(
i
=
0
;
i
<
MAX_COMBINED_SAMPLERS
;
++
i
)
{
for
(
j
=
0
;
j
<
NUM_SAVEDVERTEXSTATES_S
;
++
j
)
{
stateblock
->
contained_sampler_states
[
stateblock
->
num_contained_sampler_states
].
stage
=
i
;
stateblock
->
contained_sampler_states
[
stateblock
->
num_contained_sampler_states
].
state
=
SavedVertexStates_S
[
j
];
++
stateblock
->
num_contained_sampler_states
;
}
}
stateblock_init_contained_states
(
stateblock
);
for
(
i
=
0
;
i
<
LIGHTMAP_SIZE
;
++
i
)
{
...
...
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