Commit 7532c759 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Add the state dirtification infrastructure.

parent 6c04a187
......@@ -7084,3 +7084,16 @@ const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S] = {
WINED3DSAMP_DMAPOFFSET
};
void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
DWORD rep = StateTable[state].representative;
DWORD idx;
BYTE shift;
if(!rep || isStateDirty(This, rep)) return;
This->dirtyArray[This->numDirtyEntries++] = rep;
idx = rep >> 5;
shift = rep & 0x1f;
This->isStateDirty[idx] |= (1 << shift);
}
......@@ -2129,6 +2129,8 @@ void drawPrimitive(IWineD3DDevice *iface,
IWineD3DSwapChainImpl *swapchain;
int i;
BOOL fixup = FALSE;
DWORD dirtyState, idx;
BYTE shift;
BOOL lighting_changed, lighting_original = FALSE;
......@@ -2163,6 +2165,16 @@ void drawPrimitive(IWineD3DDevice *iface,
/* Ok, we will be updating the screen from here onwards so grab the lock */
ENTER_GL();
/* Apply dirty states */
for(i=0; i < This->numDirtyEntries; i++) {
dirtyState = This->dirtyArray[i];
idx = dirtyState >> 5;
shift = dirtyState & 0x1f;
This->isStateDirty[idx] &= ~(1 << shift);
StateTable[dirtyState].apply(dirtyState, This->stateBlock);
}
This->numDirtyEntries = 0; /* This makes the whole list clean */
if(DrawPrimStrideData) {
/* Note: this is a ddraw fixed-function code path */
......
......@@ -413,6 +413,8 @@ typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock);
#define STATE_RENDER(a) (a)
#define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
#define STATE_HIGHEST (STATE_RENDER(WINEHIGHEST_RENDER_STATE))
struct StateEntry
{
DWORD representative;
......@@ -627,10 +629,28 @@ typedef struct IWineD3DDeviceImpl
/* Final position fixup constant */
float posFixup[4];
/* State dirtification
* dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
* 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
* but with the help of both it is easy to find out if a state is dirty(just check the array index), and for applying dirty states
* only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
*/
DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
DWORD numDirtyEntries;
DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
} IWineD3DDeviceImpl;
extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
static inline BOOL isStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
DWORD idx = state >> 5;
BYTE shift = state & 0x1f;
return This->isStateDirty[idx] & (1 << shift);
}
/* Support for IWineD3DResource ::Set/Get/FreePrivateData. I don't think
* anybody uses it for much so a good implementation is optional. */
typedef struct PrivateData
......
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