Commit 403d1185 authored by Oliver Stieber's avatar Oliver Stieber Committed by Alexandre Julliard

Change all references to updateStateBlock to references to stateBlock

in drawprim.
parent 70c80fb4
......@@ -55,10 +55,10 @@ BOOL initializeFVF(IWineD3DDevice *iface,
streams */
#endif
if (This->updateStateBlock->vertexShader == NULL) {
if (This->stateBlock->vertexShader == NULL) {
/* Use this as the FVF */
*FVFbits = This->updateStateBlock->fvf;
*FVFbits = This->stateBlock->fvf;
*useVertexShaderFunction = FALSE;
TRACE("FVF explicitally defined, using fixed function pipeline with FVF=%lx\n", *FVFbits);
......@@ -67,17 +67,17 @@ BOOL initializeFVF(IWineD3DDevice *iface,
#if 0 /* TODO */
/* Use created shader */
IDirect3DVertexShaderImpl* vertex_shader = NULL;
vertex_shader = VERTEX_SHADER(This->updateStateBlock->VertexShader);
vertex_shader = VERTEX_SHADER(This->stateBlock->VertexShader);
if (vertex_shader == NULL) {
/* Hmm - User pulled figure out of the air? Unlikely, probably a bug */
ERR("trying to use unitialised vertex shader: %lu\n", This->updateStateBlock->VertexShader);
ERR("trying to use unitialised vertex shader: %lu\n", This->stateBlock->VertexShader);
return TRUE;
} else {
*FVFbits = This->updateStateBlock->vertexShaderDecl->allFVF;
*FVFbits = This->stateBlock->vertexShaderDecl->allFVF;
if (vertex_shader->function == NULL) {
/* No function, so many streams supplied plus FVF definition pre stream */
......@@ -363,7 +363,7 @@ void primitiveConvertToStridedData(IWineD3DDevice *iface, Direct3DVertexStridedD
For the non-created vertex shaders, the VertexShader var holds the real
FVF and only stream 0 matters
For the created vertex shaders, there is an FVF per stream */
if (!This->stateBlock->streamIsUP && !(This->updateStateBlock->vertexShader == NULL)) {
if (!This->stateBlock->streamIsUP && !(This->stateBlock->vertexShader == NULL)) {
LoopThroughTo = MAX_STREAMS;
} else {
LoopThroughTo = 1;
......@@ -380,7 +380,7 @@ void primitiveConvertToStridedData(IWineD3DDevice *iface, Direct3DVertexStridedD
/* Retrieve appropriate FVF */
if (LoopThroughTo == 1) { /* Use FVF, not vertex shader */
thisFVF = This->updateStateBlock->fvf;
thisFVF = This->stateBlock->fvf;
/* Handle memory passed directly as well as vertex buffers */
if (This->stateBlock->streamIsUP) {
data = (BYTE *)This->stateBlock->streamSource[nStream];
......@@ -416,7 +416,7 @@ void primitiveConvertToStridedData(IWineD3DDevice *iface, Direct3DVertexStridedD
}
/* Blending is numBlends * FLOATs followed by a DWORD for UBYTE4 */
/** do we have to Check This->updateStateBlock->renderState[D3DRS_INDEXEDVERTEXBLENDENABLE] ? */
/** do we have to Check This->stateBlock->renderState[D3DRS_INDEXEDVERTEXBLENDENABLE] ? */
numBlends = ((thisFVF & D3DFVF_POSITION_MASK) >> 1) - 2 +
((FALSE == (thisFVF & D3DFVF_LASTBETA_UBYTE4)) ? 0 : -1); /* WARNING can be < 0 because -2 */
if (numBlends > 0) {
......@@ -556,7 +556,7 @@ void draw_vertex(IWineD3DDevice *iface, /* interfac
/* Query tex coords */
if (This->stateBlock->textures[textureNo] != NULL) {
int coordIdx = This->updateStateBlock->textureState[textureNo][D3DTSS_TEXCOORDINDEX];
int coordIdx = This->stateBlock->textureState[textureNo][D3DTSS_TEXCOORDINDEX];
if (coordIdx > 7) {
VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
continue;
......@@ -816,7 +816,7 @@ void drawStridedFast(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
/* Query tex coords */
if (This->stateBlock->textures[textureNo] != NULL) {
int coordIdx = This->updateStateBlock->textureState[textureNo][D3DTSS_TEXCOORDINDEX];
int coordIdx = This->stateBlock->textureState[textureNo][D3DTSS_TEXCOORDINDEX];
if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
......@@ -1020,7 +1020,7 @@ void drawStridedSlow(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
/* Query tex coords */
if (This->stateBlock->textures[textureNo] != NULL) {
int coordIdx = This->updateStateBlock->textureState[textureNo][D3DTSS_TEXCOORDINDEX];
int coordIdx = This->stateBlock->textureState[textureNo][D3DTSS_TEXCOORDINDEX];
float *ptrToCoords = (float *)(sd->u.s.texCoords[coordIdx].lpData + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride));
float s = 0.0, t = 0.0, r = 0.0, q = 0.0;
......@@ -1044,10 +1044,10 @@ void drawStridedSlow(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
/* Projected is more 'fun' - Move the last coord to the 'q'
parameter (see comments under D3DTSS_TEXTURETRANSFORMFLAGS */
if ((This->updateStateBlock->textureState[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] != D3DTTFF_DISABLE) &&
(This->updateStateBlock->textureState[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED)) {
if ((This->stateBlock->textureState[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] != D3DTTFF_DISABLE) &&
(This->stateBlock->textureState[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED)) {
if (This->updateStateBlock->textureState[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED) {
if (This->stateBlock->textureState[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED) {
switch (coordsToUse) {
case 0: /* Drop Through */
case 1:
......@@ -1067,7 +1067,7 @@ void drawStridedSlow(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
break;
default:
FIXME("Unexpected D3DTSS_TEXTURETRANSFORMFLAGS value of %ld\n",
This->updateStateBlock->textureState[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED);
This->stateBlock->textureState[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED);
}
}
}
......@@ -1290,8 +1290,8 @@ void drawStridedSoftwareVS(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
texcoords[textureNo].y = vertex_shader->output.oT[textureNo].y;
texcoords[textureNo].z = vertex_shader->output.oT[textureNo].z;
texcoords[textureNo].w = vertex_shader->output.oT[textureNo].w;
if (This->updateStateBlock->texture_state[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] != D3DTTFF_DISABLE) {
numcoords[textureNo] = This->updateStateBlock->texture_state[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] & ~D3DTTFF_PROJECTED;
if (This->stateBlock->texture_state[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] != D3DTTFF_DISABLE) {
numcoords[textureNo] = This->stateBlock->texture_state[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] & ~D3DTTFF_PROJECTED;
} else {
switch (IDirect3DBaseTexture8Impl_GetType((LPDIRECT3DBASETEXTURE8) This->stateBlock->textures[textureNo])) {
case D3DRTYPE_TEXTURE: numcoords[textureNo] = 2; break;
......@@ -1436,7 +1436,7 @@ void drawPrimitive(IWineD3DDevice *iface,
/* If we will be using a vertex shader, do some initialization for it */
if (useVertexShaderFunction) {
#if 0 /* TODO: vertex and pixel shaders */
vertex_shader = VERTEX_SHADER(This->updateStateBlock->VertexShader);
vertex_shader = VERTEX_SHADER(This->stateBlock->VertexShader);
memset(&vertex_shader->input, 0, sizeof(VSHADERINPUTDATA8));
useHW = (((vs_mode == VS_HW) && GL_SUPPORT(ARB_VERTEX_PROGRAM)) &&
......@@ -1445,9 +1445,9 @@ void drawPrimitive(IWineD3DDevice *iface,
vertex_shader->usage != D3DUSAGE_SOFTWAREPROCESSING);
/** init Constants */
if (This->updateStateBlock->Changed.vertexShaderConstant) {
if (This->stateBlock->Changed.vertexShaderConstant) {
TRACE_(d3d_shader)("vertex shader initializing constants\n");
IDirect3DVertexShaderImpl_SetConstantF(vertex_shader, 0, (CONST FLOAT*) &This->updateStateBlock->vertexShaderConstant[0], 96);
IDirect3DVertexShaderImpl_SetConstantF(vertex_shader, 0, (CONST FLOAT*) &This->stateBlock->vertexShaderConstant[0], 96);
}
#endif /* TODO: vertex and pixel shaders */
}
......@@ -1457,7 +1457,7 @@ void drawPrimitive(IWineD3DDevice *iface,
#if 0 /* TODO: vertex and pixel shaders */
/* If we will be using a pixel, do some initialization for it */
if ((pixel_shader = PIXEL_SHADER(This->updateStateBlock->PixelShader))) {
if ((pixel_shader = PIXEL_SHADER(This->stateBlock->PixelShader))) {
TRACE("drawing with pixel shader handle %p\n", pixel_shader);
memset(&pixel_shader->input, 0, sizeof(PSHADERINPUTDATA8));
......@@ -1467,9 +1467,9 @@ void drawPrimitive(IWineD3DDevice *iface,
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
/* init Constants */
if (This->updateStateBlock->Changed.pixelShaderConstant) {
if (This->stateBlock->Changed.pixelShaderConstant) {
TRACE_(d3d_shader)("pixel shader initializing constants %p\n",pixel_shader);
IDirect3DPixelShaderImpl_SetConstantF(pixel_shader, 0, (CONST FLOAT*) &This->updateStateBlock->pixelShaderConstant[0], 8);
IDirect3DPixelShaderImpl_SetConstantF(pixel_shader, 0, (CONST FLOAT*) &This->stateBlock->pixelShaderConstant[0], 8);
}
/* Update the constants */
for (i=0; i<D3D8_PSHADER_MAX_CONSTANTS; i++) {
......
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