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wine
wine-winehq
Commits
8b3f8687
Commit
8b3f8687
authored
Oct 02, 2009
by
Henri Verbeet
Committed by
Alexandre Julliard
Oct 02, 2009
Browse files
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Plain Diff
wined3d: Move the pixel/vertex states arrays to stateblock.c.
parent
a84974e2
Hide whitespace changes
Inline
Side-by-side
Showing
3 changed files
with
156 additions
and
166 deletions
+156
-166
device.c
dlls/wined3d/device.c
+0
-118
stateblock.c
dlls/wined3d/stateblock.c
+156
-33
wined3d_private.h
dlls/wined3d/wined3d_private.h
+0
-15
No files found.
dlls/wined3d/device.c
View file @
8b3f8687
...
...
@@ -7170,124 +7170,6 @@ const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
IWineD3DDeviceImpl_EnumResources
};
const
DWORD
SavedPixelStates_R
[
NUM_SAVEDPIXELSTATES_R
]
=
{
WINED3DRS_ALPHABLENDENABLE
,
WINED3DRS_ALPHAFUNC
,
WINED3DRS_ALPHAREF
,
WINED3DRS_ALPHATESTENABLE
,
WINED3DRS_BLENDOP
,
WINED3DRS_COLORWRITEENABLE
,
WINED3DRS_DESTBLEND
,
WINED3DRS_DITHERENABLE
,
WINED3DRS_FILLMODE
,
WINED3DRS_FOGDENSITY
,
WINED3DRS_FOGEND
,
WINED3DRS_FOGSTART
,
WINED3DRS_LASTPIXEL
,
WINED3DRS_SHADEMODE
,
WINED3DRS_SRCBLEND
,
WINED3DRS_STENCILENABLE
,
WINED3DRS_STENCILFAIL
,
WINED3DRS_STENCILFUNC
,
WINED3DRS_STENCILMASK
,
WINED3DRS_STENCILPASS
,
WINED3DRS_STENCILREF
,
WINED3DRS_STENCILWRITEMASK
,
WINED3DRS_STENCILZFAIL
,
WINED3DRS_TEXTUREFACTOR
,
WINED3DRS_WRAP0
,
WINED3DRS_WRAP1
,
WINED3DRS_WRAP2
,
WINED3DRS_WRAP3
,
WINED3DRS_WRAP4
,
WINED3DRS_WRAP5
,
WINED3DRS_WRAP6
,
WINED3DRS_WRAP7
,
WINED3DRS_ZENABLE
,
WINED3DRS_ZFUNC
,
WINED3DRS_ZWRITEENABLE
};
const
DWORD
SavedPixelStates_T
[
NUM_SAVEDPIXELSTATES_T
]
=
{
WINED3DTSS_ALPHAARG0
,
WINED3DTSS_ALPHAARG1
,
WINED3DTSS_ALPHAARG2
,
WINED3DTSS_ALPHAOP
,
WINED3DTSS_BUMPENVLOFFSET
,
WINED3DTSS_BUMPENVLSCALE
,
WINED3DTSS_BUMPENVMAT00
,
WINED3DTSS_BUMPENVMAT01
,
WINED3DTSS_BUMPENVMAT10
,
WINED3DTSS_BUMPENVMAT11
,
WINED3DTSS_COLORARG0
,
WINED3DTSS_COLORARG1
,
WINED3DTSS_COLORARG2
,
WINED3DTSS_COLOROP
,
WINED3DTSS_RESULTARG
,
WINED3DTSS_TEXCOORDINDEX
,
WINED3DTSS_TEXTURETRANSFORMFLAGS
};
const
DWORD
SavedPixelStates_S
[
NUM_SAVEDPIXELSTATES_S
]
=
{
WINED3DSAMP_ADDRESSU
,
WINED3DSAMP_ADDRESSV
,
WINED3DSAMP_ADDRESSW
,
WINED3DSAMP_BORDERCOLOR
,
WINED3DSAMP_MAGFILTER
,
WINED3DSAMP_MINFILTER
,
WINED3DSAMP_MIPFILTER
,
WINED3DSAMP_MIPMAPLODBIAS
,
WINED3DSAMP_MAXMIPLEVEL
,
WINED3DSAMP_MAXANISOTROPY
,
WINED3DSAMP_SRGBTEXTURE
,
WINED3DSAMP_ELEMENTINDEX
};
const
DWORD
SavedVertexStates_R
[
NUM_SAVEDVERTEXSTATES_R
]
=
{
WINED3DRS_AMBIENT
,
WINED3DRS_AMBIENTMATERIALSOURCE
,
WINED3DRS_CLIPPING
,
WINED3DRS_CLIPPLANEENABLE
,
WINED3DRS_COLORVERTEX
,
WINED3DRS_DIFFUSEMATERIALSOURCE
,
WINED3DRS_EMISSIVEMATERIALSOURCE
,
WINED3DRS_FOGDENSITY
,
WINED3DRS_FOGEND
,
WINED3DRS_FOGSTART
,
WINED3DRS_FOGTABLEMODE
,
WINED3DRS_FOGVERTEXMODE
,
WINED3DRS_INDEXEDVERTEXBLENDENABLE
,
WINED3DRS_LIGHTING
,
WINED3DRS_LOCALVIEWER
,
WINED3DRS_MULTISAMPLEANTIALIAS
,
WINED3DRS_MULTISAMPLEMASK
,
WINED3DRS_NORMALIZENORMALS
,
WINED3DRS_PATCHEDGESTYLE
,
WINED3DRS_POINTSCALE_A
,
WINED3DRS_POINTSCALE_B
,
WINED3DRS_POINTSCALE_C
,
WINED3DRS_POINTSCALEENABLE
,
WINED3DRS_POINTSIZE
,
WINED3DRS_POINTSIZE_MAX
,
WINED3DRS_POINTSIZE_MIN
,
WINED3DRS_POINTSPRITEENABLE
,
WINED3DRS_RANGEFOGENABLE
,
WINED3DRS_SPECULARMATERIALSOURCE
,
WINED3DRS_TWEENFACTOR
,
WINED3DRS_VERTEXBLEND
,
WINED3DRS_CULLMODE
,
WINED3DRS_FOGCOLOR
};
const
DWORD
SavedVertexStates_T
[
NUM_SAVEDVERTEXSTATES_T
]
=
{
WINED3DTSS_TEXCOORDINDEX
,
WINED3DTSS_TEXTURETRANSFORMFLAGS
};
const
DWORD
SavedVertexStates_S
[
NUM_SAVEDVERTEXSTATES_S
]
=
{
WINED3DSAMP_DMAPOFFSET
};
void
IWineD3DDeviceImpl_MarkStateDirty
(
IWineD3DDeviceImpl
*
This
,
DWORD
state
)
{
DWORD
rep
=
This
->
StateTable
[
state
].
representative
;
struct
wined3d_context
*
context
;
...
...
dlls/wined3d/stateblock.c
View file @
8b3f8687
...
...
@@ -28,9 +28,136 @@
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d
);
#define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
/***************************************
* Stateblock helper functions follow
**************************************/
#define NUM_SAVEDPIXELSTATES_R 35
#define NUM_SAVEDPIXELSTATES_T 17
#define NUM_SAVEDPIXELSTATES_S 12
#define NUM_SAVEDVERTEXSTATES_R 33
#define NUM_SAVEDVERTEXSTATES_T 2
#define NUM_SAVEDVERTEXSTATES_S 1
static
const
DWORD
pixel_states_render
[
NUM_SAVEDPIXELSTATES_R
]
=
{
WINED3DRS_ALPHABLENDENABLE
,
WINED3DRS_ALPHAFUNC
,
WINED3DRS_ALPHAREF
,
WINED3DRS_ALPHATESTENABLE
,
WINED3DRS_BLENDOP
,
WINED3DRS_COLORWRITEENABLE
,
WINED3DRS_DESTBLEND
,
WINED3DRS_DITHERENABLE
,
WINED3DRS_FILLMODE
,
WINED3DRS_FOGDENSITY
,
WINED3DRS_FOGEND
,
WINED3DRS_FOGSTART
,
WINED3DRS_LASTPIXEL
,
WINED3DRS_SHADEMODE
,
WINED3DRS_SRCBLEND
,
WINED3DRS_STENCILENABLE
,
WINED3DRS_STENCILFAIL
,
WINED3DRS_STENCILFUNC
,
WINED3DRS_STENCILMASK
,
WINED3DRS_STENCILPASS
,
WINED3DRS_STENCILREF
,
WINED3DRS_STENCILWRITEMASK
,
WINED3DRS_STENCILZFAIL
,
WINED3DRS_TEXTUREFACTOR
,
WINED3DRS_WRAP0
,
WINED3DRS_WRAP1
,
WINED3DRS_WRAP2
,
WINED3DRS_WRAP3
,
WINED3DRS_WRAP4
,
WINED3DRS_WRAP5
,
WINED3DRS_WRAP6
,
WINED3DRS_WRAP7
,
WINED3DRS_ZENABLE
,
WINED3DRS_ZFUNC
,
WINED3DRS_ZWRITEENABLE
,
};
static
const
DWORD
pixel_states_texture
[
NUM_SAVEDPIXELSTATES_T
]
=
{
WINED3DTSS_ALPHAARG0
,
WINED3DTSS_ALPHAARG1
,
WINED3DTSS_ALPHAARG2
,
WINED3DTSS_ALPHAOP
,
WINED3DTSS_BUMPENVLOFFSET
,
WINED3DTSS_BUMPENVLSCALE
,
WINED3DTSS_BUMPENVMAT00
,
WINED3DTSS_BUMPENVMAT01
,
WINED3DTSS_BUMPENVMAT10
,
WINED3DTSS_BUMPENVMAT11
,
WINED3DTSS_COLORARG0
,
WINED3DTSS_COLORARG1
,
WINED3DTSS_COLORARG2
,
WINED3DTSS_COLOROP
,
WINED3DTSS_RESULTARG
,
WINED3DTSS_TEXCOORDINDEX
,
WINED3DTSS_TEXTURETRANSFORMFLAGS
,
};
static
const
DWORD
pixel_states_sampler
[
NUM_SAVEDPIXELSTATES_S
]
=
{
WINED3DSAMP_ADDRESSU
,
WINED3DSAMP_ADDRESSV
,
WINED3DSAMP_ADDRESSW
,
WINED3DSAMP_BORDERCOLOR
,
WINED3DSAMP_MAGFILTER
,
WINED3DSAMP_MINFILTER
,
WINED3DSAMP_MIPFILTER
,
WINED3DSAMP_MIPMAPLODBIAS
,
WINED3DSAMP_MAXMIPLEVEL
,
WINED3DSAMP_MAXANISOTROPY
,
WINED3DSAMP_SRGBTEXTURE
,
WINED3DSAMP_ELEMENTINDEX
,
};
static
const
DWORD
vertex_states_render
[
NUM_SAVEDVERTEXSTATES_R
]
=
{
WINED3DRS_AMBIENT
,
WINED3DRS_AMBIENTMATERIALSOURCE
,
WINED3DRS_CLIPPING
,
WINED3DRS_CLIPPLANEENABLE
,
WINED3DRS_COLORVERTEX
,
WINED3DRS_DIFFUSEMATERIALSOURCE
,
WINED3DRS_EMISSIVEMATERIALSOURCE
,
WINED3DRS_FOGDENSITY
,
WINED3DRS_FOGEND
,
WINED3DRS_FOGSTART
,
WINED3DRS_FOGTABLEMODE
,
WINED3DRS_FOGVERTEXMODE
,
WINED3DRS_INDEXEDVERTEXBLENDENABLE
,
WINED3DRS_LIGHTING
,
WINED3DRS_LOCALVIEWER
,
WINED3DRS_MULTISAMPLEANTIALIAS
,
WINED3DRS_MULTISAMPLEMASK
,
WINED3DRS_NORMALIZENORMALS
,
WINED3DRS_PATCHEDGESTYLE
,
WINED3DRS_POINTSCALE_A
,
WINED3DRS_POINTSCALE_B
,
WINED3DRS_POINTSCALE_C
,
WINED3DRS_POINTSCALEENABLE
,
WINED3DRS_POINTSIZE
,
WINED3DRS_POINTSIZE_MAX
,
WINED3DRS_POINTSIZE_MIN
,
WINED3DRS_POINTSPRITEENABLE
,
WINED3DRS_RANGEFOGENABLE
,
WINED3DRS_SPECULARMATERIALSOURCE
,
WINED3DRS_TWEENFACTOR
,
WINED3DRS_VERTEXBLEND
,
WINED3DRS_CULLMODE
,
WINED3DRS_FOGCOLOR
,
};
static
const
DWORD
vertex_states_texture
[
NUM_SAVEDVERTEXSTATES_T
]
=
{
WINED3DTSS_TEXCOORDINDEX
,
WINED3DTSS_TEXTURETRANSFORMFLAGS
,
};
static
const
DWORD
vertex_states_sampler
[
NUM_SAVEDVERTEXSTATES_S
]
=
{
WINED3DSAMP_DMAPOFFSET
,
};
/* Allocates the correct amount of space for pixel and vertex shader constants,
* along with their set/changed flags on the given stateblock object
...
...
@@ -122,13 +249,13 @@ static void stateblock_savedstates_set_pixel(SAVEDSTATES *states, const struct w
for
(
i
=
0
;
i
<
NUM_SAVEDPIXELSTATES_R
;
++
i
)
{
DWORD
rs
=
SavedPixelStates_R
[
i
];
DWORD
rs
=
pixel_states_render
[
i
];
states
->
renderState
[
rs
>>
5
]
|=
1
<<
(
rs
&
0x1f
);
}
for
(
i
=
0
;
i
<
NUM_SAVEDPIXELSTATES_T
;
++
i
)
texture_mask
|=
1
<<
SavedPixelStates_T
[
i
];
for
(
i
=
0
;
i
<
NUM_SAVEDPIXELSTATES_T
;
++
i
)
texture_mask
|=
1
<<
pixel_states_texture
[
i
];
for
(
i
=
0
;
i
<
MAX_TEXTURES
;
++
i
)
states
->
textureState
[
i
]
=
texture_mask
;
for
(
i
=
0
;
i
<
NUM_SAVEDPIXELSTATES_S
;
++
i
)
sampler_mask
|=
1
<<
SavedPixelStates_S
[
i
];
for
(
i
=
0
;
i
<
NUM_SAVEDPIXELSTATES_S
;
++
i
)
sampler_mask
|=
1
<<
pixel_states_sampler
[
i
];
for
(
i
=
0
;
i
<
MAX_COMBINED_SAMPLERS
;
++
i
)
states
->
samplerState
[
i
]
=
sampler_mask
;
states
->
pixelShaderConstantsB
=
0xffff
;
states
->
pixelShaderConstantsI
=
0xffff
;
...
...
@@ -146,13 +273,13 @@ static void stateblock_savedstates_set_vertex(SAVEDSTATES *states, const struct
for
(
i
=
0
;
i
<
NUM_SAVEDVERTEXSTATES_R
;
++
i
)
{
DWORD
rs
=
SavedVertexStates_R
[
i
];
DWORD
rs
=
vertex_states_render
[
i
];
states
->
renderState
[
rs
>>
5
]
|=
1
<<
(
rs
&
0x1f
);
}
for
(
i
=
0
;
i
<
NUM_SAVEDVERTEXSTATES_T
;
++
i
)
texture_mask
|=
1
<<
SavedVertexStates_T
[
i
];
for
(
i
=
0
;
i
<
NUM_SAVEDVERTEXSTATES_T
;
++
i
)
texture_mask
|=
1
<<
vertex_states_texture
[
i
];
for
(
i
=
0
;
i
<
MAX_TEXTURES
;
++
i
)
states
->
textureState
[
i
]
=
texture_mask
;
for
(
i
=
0
;
i
<
NUM_SAVEDVERTEXSTATES_S
;
++
i
)
sampler_mask
|=
1
<<
SavedVertexStates_S
[
i
];
for
(
i
=
0
;
i
<
NUM_SAVEDVERTEXSTATES_S
;
++
i
)
sampler_mask
|=
1
<<
vertex_states_sampler
[
i
];
for
(
i
=
0
;
i
<
MAX_COMBINED_SAMPLERS
;
++
i
)
states
->
samplerState
[
i
]
=
sampler_mask
;
states
->
vertexShaderConstantsB
=
0xffff
;
states
->
vertexShaderConstantsI
=
0xffff
;
...
...
@@ -791,16 +918,16 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
memcpy
(
This
->
vertexShaderConstantF
,
targetStateBlock
->
vertexShaderConstantF
,
sizeof
(
float
)
*
GL_LIMITS
(
vshader_constantsF
)
*
4
);
record_lights
(
This
,
targetStateBlock
);
for
(
i
=
0
;
i
<
NUM_SAVEDVERTEXSTATES_R
;
i
++
)
{
This
->
renderState
[
SavedVertexStates_R
[
i
]]
=
targetStateBlock
->
renderState
[
SavedVertexStates_R
[
i
]];
This
->
renderState
[
vertex_states_render
[
i
]]
=
targetStateBlock
->
renderState
[
vertex_states_render
[
i
]];
}
for
(
j
=
0
;
j
<
MAX_COMBINED_SAMPLERS
;
j
++
)
{
for
(
i
=
0
;
i
<
NUM_SAVEDVERTEXSTATES_S
;
i
++
)
{
This
->
samplerState
[
j
][
SavedVertexStates_S
[
i
]]
=
targetStateBlock
->
samplerState
[
j
][
SavedVertexStates_S
[
i
]];
This
->
samplerState
[
j
][
vertex_states_sampler
[
i
]]
=
targetStateBlock
->
samplerState
[
j
][
vertex_states_sampler
[
i
]];
}
}
for
(
j
=
0
;
j
<
MAX_TEXTURES
;
j
++
)
{
for
(
i
=
0
;
i
<
NUM_SAVEDVERTEXSTATES_R
;
i
++
)
{
This
->
textureState
[
j
][
SavedVertexStates_R
[
i
]]
=
targetStateBlock
->
textureState
[
j
][
SavedVertexStates_R
[
i
]];
This
->
textureState
[
j
][
vertex_states_render
[
i
]]
=
targetStateBlock
->
textureState
[
j
][
vertex_states_render
[
i
]];
}
}
for
(
i
=
0
;
i
<
MAX_STREAMS
;
i
++
)
{
...
...
@@ -820,16 +947,16 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
memcpy
(
This
->
pixelShaderConstantI
,
targetStateBlock
->
pixelShaderConstantI
,
sizeof
(
This
->
pixelShaderConstantF
));
memcpy
(
This
->
pixelShaderConstantF
,
targetStateBlock
->
pixelShaderConstantF
,
sizeof
(
float
)
*
GL_LIMITS
(
pshader_constantsF
)
*
4
);
for
(
i
=
0
;
i
<
NUM_SAVEDPIXELSTATES_R
;
i
++
)
{
This
->
renderState
[
SavedPixelStates_R
[
i
]]
=
targetStateBlock
->
renderState
[
SavedPixelStates_R
[
i
]];
This
->
renderState
[
pixel_states_render
[
i
]]
=
targetStateBlock
->
renderState
[
pixel_states_render
[
i
]];
}
for
(
j
=
0
;
j
<
MAX_COMBINED_SAMPLERS
;
j
++
)
{
for
(
i
=
0
;
i
<
NUM_SAVEDPIXELSTATES_S
;
i
++
)
{
This
->
samplerState
[
j
][
SavedPixelStates_S
[
i
]]
=
targetStateBlock
->
samplerState
[
j
][
SavedPixelStates_S
[
i
]];
This
->
samplerState
[
j
][
pixel_states_sampler
[
i
]]
=
targetStateBlock
->
samplerState
[
j
][
pixel_states_sampler
[
i
]];
}
}
for
(
j
=
0
;
j
<
MAX_TEXTURES
;
j
++
)
{
for
(
i
=
0
;
i
<
NUM_SAVEDPIXELSTATES_R
;
i
++
)
{
This
->
textureState
[
j
][
SavedPixelStates_R
[
i
]]
=
targetStateBlock
->
textureState
[
j
][
SavedPixelStates_R
[
i
]];
This
->
textureState
[
j
][
pixel_states_render
[
i
]]
=
targetStateBlock
->
textureState
[
j
][
pixel_states_render
[
i
]];
}
}
if
(
This
->
pixelShader
!=
targetStateBlock
->
pixelShader
)
{
...
...
@@ -1025,27 +1152,25 @@ should really perform a delta so that only the changes get updated*/
apply_lights
(
pDevice
,
This
);
for
(
i
=
0
;
i
<
NUM_SAVEDVERTEXSTATES_R
;
i
++
)
{
IWineD3DDevice_SetRenderState
(
pDevice
,
SavedVertexStates_R
[
i
],
This
->
renderState
[
SavedVertexStates_R
[
i
]]);
IWineD3DDevice_SetRenderState
(
pDevice
,
vertex_states_render
[
i
],
This
->
renderState
[
vertex_states_render
[
i
]]);
}
for
(
j
=
0
;
j
<
MAX_TEXTURES
;
j
++
)
{
for
(
i
=
0
;
i
<
NUM_SAVEDVERTEXSTATES_T
;
i
++
)
{
IWineD3DDevice_SetTextureStageState
(
pDevice
,
j
,
SavedVertexStates_T
[
i
],
This
->
textureState
[
j
][
SavedVertexStates_T
[
i
]]);
IWineD3DDevice_SetTextureStageState
(
pDevice
,
j
,
vertex_states_texture
[
i
],
This
->
textureState
[
j
][
vertex_states_texture
[
i
]]);
}
}
for
(
j
=
0
;
j
<
MAX_FRAGMENT_SAMPLERS
;
j
++
)
{
for
(
i
=
0
;
i
<
NUM_SAVEDVERTEXSTATES_S
;
i
++
)
{
IWineD3DDevice_SetSamplerState
(
pDevice
,
j
,
SavedVertexStates_S
[
i
],
This
->
samplerState
[
j
][
SavedVertexStates_S
[
i
]]);
IWineD3DDevice_SetSamplerState
(
pDevice
,
j
,
vertex_states_sampler
[
i
],
This
->
samplerState
[
j
][
vertex_states_sampler
[
i
]]);
}
}
for
(
j
=
MAX_FRAGMENT_SAMPLERS
;
j
<
MAX_COMBINED_SAMPLERS
;
j
++
)
{
for
(
i
=
0
;
i
<
NUM_SAVEDVERTEXSTATES_S
;
i
++
)
{
IWineD3DDevice_SetSamplerState
(
pDevice
,
WINED3DVERTEXTEXTURESAMPLER0
+
j
-
MAX_FRAGMENT_SAMPLERS
,
SavedVertexStates_S
[
i
],
This
->
samplerState
[
j
][
SavedVertexStates_S
[
i
]]);
IWineD3DDevice_SetSamplerState
(
pDevice
,
WINED3DVERTEXTEXTURESAMPLER0
+
j
-
MAX_FRAGMENT_SAMPLERS
,
vertex_states_sampler
[
i
],
This
->
samplerState
[
j
][
vertex_states_sampler
[
i
]]);
}
}
}
else
if
(
This
->
blockType
==
WINED3DSBT_PIXELSTATE
)
{
...
...
@@ -1064,27 +1189,25 @@ should really perform a delta so that only the changes get updated*/
}
for
(
i
=
0
;
i
<
NUM_SAVEDPIXELSTATES_R
;
i
++
)
{
IWineD3DDevice_SetRenderState
(
pDevice
,
SavedPixelStates_R
[
i
],
This
->
renderState
[
SavedPixelStates_R
[
i
]]);
IWineD3DDevice_SetRenderState
(
pDevice
,
pixel_states_render
[
i
],
This
->
renderState
[
pixel_states_render
[
i
]]);
}
for
(
j
=
0
;
j
<
MAX_TEXTURES
;
j
++
)
{
for
(
i
=
0
;
i
<
NUM_SAVEDPIXELSTATES_T
;
i
++
)
{
IWineD3DDevice_SetTextureStageState
(
pDevice
,
j
,
SavedPixelStates_T
[
i
],
This
->
textureState
[
j
][
SavedPixelStates_T
[
i
]]);
IWineD3DDevice_SetTextureStageState
(
pDevice
,
j
,
pixel_states_texture
[
i
],
This
->
textureState
[
j
][
pixel_states_texture
[
i
]]);
}
}
for
(
j
=
0
;
j
<
MAX_FRAGMENT_SAMPLERS
;
j
++
)
{
for
(
i
=
0
;
i
<
NUM_SAVEDPIXELSTATES_S
;
i
++
)
{
IWineD3DDevice_SetSamplerState
(
pDevice
,
j
,
SavedPixelStates_S
[
i
],
This
->
samplerState
[
j
][
SavedPixelStates_S
[
i
]]);
IWineD3DDevice_SetSamplerState
(
pDevice
,
j
,
pixel_states_sampler
[
i
],
This
->
samplerState
[
j
][
pixel_states_sampler
[
i
]]);
}
}
for
(
j
=
MAX_FRAGMENT_SAMPLERS
;
j
<
MAX_COMBINED_SAMPLERS
;
j
++
)
{
for
(
i
=
0
;
i
<
NUM_SAVEDPIXELSTATES_S
;
i
++
)
{
IWineD3DDevice_SetSamplerState
(
pDevice
,
WINED3DVERTEXTEXTURESAMPLER0
+
j
-
MAX_FRAGMENT_SAMPLERS
,
SavedPixelStates_S
[
i
],
This
->
samplerState
[
j
][
SavedPixelStates_S
[
i
]]);
IWineD3DDevice_SetSamplerState
(
pDevice
,
WINED3DVERTEXTEXTURESAMPLER0
+
j
-
MAX_FRAGMENT_SAMPLERS
,
pixel_states_sampler
[
i
],
This
->
samplerState
[
j
][
pixel_states_sampler
[
i
]]);
}
}
}
else
if
(
This
->
blockType
==
WINED3DSBT_ALL
)
{
...
...
dlls/wined3d/wined3d_private.h
View file @
8b3f8687
...
...
@@ -148,21 +148,6 @@ void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
#define MAX_ACTIVE_LIGHTS 8
#define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
/* Used for CreateStateBlock */
#define NUM_SAVEDPIXELSTATES_R 35
#define NUM_SAVEDPIXELSTATES_T 17
#define NUM_SAVEDPIXELSTATES_S 12
#define NUM_SAVEDVERTEXSTATES_R 33
#define NUM_SAVEDVERTEXSTATES_T 2
#define NUM_SAVEDVERTEXSTATES_S 1
extern
const
DWORD
SavedPixelStates_R
[
NUM_SAVEDPIXELSTATES_R
]
DECLSPEC_HIDDEN
;
extern
const
DWORD
SavedPixelStates_T
[
NUM_SAVEDPIXELSTATES_T
]
DECLSPEC_HIDDEN
;
extern
const
DWORD
SavedPixelStates_S
[
NUM_SAVEDPIXELSTATES_S
]
DECLSPEC_HIDDEN
;
extern
const
DWORD
SavedVertexStates_R
[
NUM_SAVEDVERTEXSTATES_R
]
DECLSPEC_HIDDEN
;
extern
const
DWORD
SavedVertexStates_T
[
NUM_SAVEDVERTEXSTATES_T
]
DECLSPEC_HIDDEN
;
extern
const
DWORD
SavedVertexStates_S
[
NUM_SAVEDVERTEXSTATES_S
]
DECLSPEC_HIDDEN
;
typedef
enum
_WINELOOKUP
{
WINELOOKUP_WARPPARAM
=
0
,
MAX_LOOKUPS
=
1
...
...
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