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wine
wine-winehq
Commits
96d225d4
Commit
96d225d4
authored
Jan 28, 2011
by
Henri Verbeet
Committed by
Alexandre Julliard
Jan 31, 2011
Browse files
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Plain Diff
wined3d: Get rid of the IWineD3DStateBlockImpl typedef.
parent
b98cd5d9
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Showing
10 changed files
with
56 additions
and
62 deletions
+56
-62
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+12
-11
ati_fragment_shader.c
dlls/wined3d/ati_fragment_shader.c
+8
-8
device.c
dlls/wined3d/device.c
+4
-4
glsl_shader.c
dlls/wined3d/glsl_shader.c
+1
-1
nvidia_texture_shader.c
dlls/wined3d/nvidia_texture_shader.c
+4
-4
state.c
dlls/wined3d/state.c
+0
-0
stateblock.c
dlls/wined3d/stateblock.c
+5
-5
swapchain_base.c
dlls/wined3d/swapchain_base.c
+4
-4
utils.c
dlls/wined3d/utils.c
+3
-2
wined3d_private.h
dlls/wined3d/wined3d_private.h
+15
-23
No files found.
dlls/wined3d/arb_program_shader.c
View file @
96d225d4
...
...
@@ -621,7 +621,7 @@ static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *g
static
void
shader_arb_load_constants
(
const
struct
wined3d_context
*
context
,
char
usePixelShader
,
char
useVertexShader
)
{
IWineD3DDeviceImpl
*
device
=
context
->
swapchain
->
device
;
IWineD3DStateBlockImpl
*
stateBlock
=
device
->
stateBlock
;
struct
wined3d_stateblock
*
stateBlock
=
device
->
stateBlock
;
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
struct
shader_arb_priv
*
priv
=
device
->
shader_priv
;
...
...
@@ -5579,7 +5579,8 @@ static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragmen
caps
->
MaxSimultaneousTextures
=
min
(
gl_info
->
limits
.
fragment_samplers
,
8
);
}
static
void
state_texfactor_arbfp
(
DWORD
state_id
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_texfactor_arbfp
(
DWORD
state_id
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
const
struct
wined3d_state
*
state
=
&
stateblock
->
state
;
...
...
@@ -5604,7 +5605,7 @@ static void state_texfactor_arbfp(DWORD state_id, IWineD3DStateBlockImpl *stateb
}
static
void
state_arb_specularenable
(
DWORD
state_id
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
const
struct
wined3d_state
*
state
=
&
stateblock
->
state
;
...
...
@@ -5635,7 +5636,7 @@ static void state_arb_specularenable(DWORD state_id,
checkGLcall
(
"glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)"
);
}
static
void
set_bumpmat_arbfp
(
DWORD
state_id
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
set_bumpmat_arbfp
(
DWORD
state_id
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
DWORD
stage
=
(
state_id
-
STATE_TEXTURESTAGE
(
0
,
0
))
/
(
WINED3D_HIGHEST_TEXTURE_STATE
+
1
);
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
...
...
@@ -5673,7 +5674,8 @@ static void set_bumpmat_arbfp(DWORD state_id, IWineD3DStateBlockImpl *stateblock
checkGLcall
(
"glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])"
);
}
static
void
tex_bumpenvlum_arbfp
(
DWORD
state_id
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
tex_bumpenvlum_arbfp
(
DWORD
state_id
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
DWORD
stage
=
(
state_id
-
STATE_TEXTURESTAGE
(
0
,
0
))
/
(
WINED3D_HIGHEST_TEXTURE_STATE
+
1
);
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
...
...
@@ -5925,7 +5927,7 @@ static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int sta
}
}
static
GLuint
gen_arbfp_ffp_shader
(
const
struct
ffp_frag_settings
*
settings
,
IWineD3DStateBlockImpl
*
stateblock
)
static
GLuint
gen_arbfp_ffp_shader
(
const
struct
ffp_frag_settings
*
settings
,
struct
wined3d_stateblock
*
stateblock
)
{
const
struct
wined3d_gl_info
*
gl_info
=
&
stateblock
->
device
->
adapter
->
gl_info
;
unsigned
int
stage
;
...
...
@@ -6202,7 +6204,7 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWi
return
ret
;
}
static
void
fragment_prog_arbfp
(
DWORD
state_id
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
fragment_prog_arbfp
(
DWORD
state_id
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
const
struct
wined3d_state
*
state
=
&
stateblock
->
state
;
...
...
@@ -6300,7 +6302,7 @@ static void fragment_prog_arbfp(DWORD state_id, IWineD3DStateBlockImpl *stateblo
* is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
* fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
*/
static
void
state_arbfp_fog
(
DWORD
state_id
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_arbfp_fog
(
DWORD
state_id
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_state
*
state
=
&
stateblock
->
state
;
enum
fogsource
new_source
;
...
...
@@ -6335,11 +6337,10 @@ static void state_arbfp_fog(DWORD state_id, IWineD3DStateBlockImpl *stateblock,
}
}
static
void
textransform
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
textransform
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
!
isStateDirty
(
context
,
STATE_PIXELSHADER
))
{
if
(
!
isStateDirty
(
context
,
STATE_PIXELSHADER
))
fragment_prog_arbfp
(
state
,
stateblock
,
context
);
}
}
static
const
struct
StateEntryTemplate
arbfp_fragmentstate_template
[]
=
{
...
...
dlls/wined3d/ati_fragment_shader.c
View file @
96d225d4
...
...
@@ -796,7 +796,7 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], con
return
ret
;
}
static
void
set_tex_op_atifs
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
set_tex_op_atifs
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
IWineD3DDeviceImpl
*
This
=
stateblock
->
device
;
...
...
@@ -845,7 +845,7 @@ static void set_tex_op_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, st
GL_EXTCALL
(
glBindFragmentShaderATI
(
desc
->
shader
));
}
static
void
state_texfactor_atifs
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_texfactor_atifs
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
float
col
[
4
];
...
...
@@ -855,7 +855,7 @@ static void state_texfactor_atifs(DWORD state, IWineD3DStateBlockImpl *statebloc
checkGLcall
(
"glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)"
);
}
static
void
set_bumpmat
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
set_bumpmat
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
DWORD
stage
=
(
state
-
STATE_TEXTURESTAGE
(
0
,
0
))
/
(
WINED3D_HIGHEST_TEXTURE_STATE
+
1
);
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
...
...
@@ -880,14 +880,14 @@ static void set_bumpmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
checkGLcall
(
"glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)"
);
}
static
void
textransform
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
textransform
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
!
isStateDirty
(
context
,
STATE_PIXELSHADER
))
{
if
(
!
isStateDirty
(
context
,
STATE_PIXELSHADER
))
set_tex_op_atifs
(
state
,
stateblock
,
context
);
}
}
static
void
atifs_apply_pixelshader
(
DWORD
state_id
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
atifs_apply_pixelshader
(
DWORD
state_id
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_state
*
state
=
&
stateblock
->
state
;
IWineD3DDeviceImpl
*
device
=
stateblock
->
device
;
...
...
@@ -913,7 +913,7 @@ static void atifs_apply_pixelshader(DWORD state_id, IWineD3DStateBlockImpl *stat
}
}
static
void
atifs_srgbwriteenable
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
atifs_srgbwriteenable
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_SRGBWRITEENABLE
])
WARN
(
"sRGB writes are not supported by this fragment pipe.
\n
"
);
...
...
dlls/wined3d/device.c
View file @
96d225d4
...
...
@@ -560,7 +560,7 @@ void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *c
void
device_get_draw_rect
(
IWineD3DDeviceImpl
*
device
,
RECT
*
rect
)
{
IWineD3DStateBlockImpl
*
stateblock
=
device
->
stateBlock
;
struct
wined3d_stateblock
*
stateblock
=
device
->
stateBlock
;
WINED3DVIEWPORT
*
vp
=
&
stateblock
->
state
.
viewport
;
SetRect
(
rect
,
vp
->
X
,
vp
->
Y
,
vp
->
X
+
vp
->
Width
,
vp
->
Y
+
vp
->
Height
);
...
...
@@ -1010,7 +1010,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice *iface,
WINED3DSTATEBLOCKTYPE
type
,
struct
wined3d_stateblock
**
stateblock
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
IWineD3DStateBlockImpl
*
object
;
struct
wined3d_stateblock
*
object
;
HRESULT
hr
;
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
...
...
@@ -4651,7 +4651,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface)
if
(
FAILED
(
hr
))
return
hr
;
wined3d_stateblock_decref
(
This
->
updateStateBlock
);
This
->
updateStateBlock
=
(
IWineD3DStateBlockImpl
*
)
stateblock
;
This
->
updateStateBlock
=
stateblock
;
This
->
isRecordingState
=
TRUE
;
TRACE
(
"(%p) recording stateblock %p
\n
"
,
This
,
stateblock
);
...
...
@@ -4663,7 +4663,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface,
struct
wined3d_stateblock
**
stateblock
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
IWineD3DStateBlockImpl
*
object
=
This
->
updateStateBlock
;
struct
wined3d_stateblock
*
object
=
This
->
updateStateBlock
;
TRACE
(
"iface %p, stateblock %p.
\n
"
,
iface
,
stateblock
);
...
...
dlls/wined3d/glsl_shader.c
View file @
96d225d4
...
...
@@ -731,7 +731,7 @@ static void shader_glsl_load_constants(const struct wined3d_context *context,
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
IWineD3DDeviceImpl
*
device
=
context
->
swapchain
->
device
;
IWineD3DStateBlockImpl
*
stateBlock
=
device
->
stateBlock
;
struct
wined3d_stateblock
*
stateBlock
=
device
->
stateBlock
;
struct
shader_glsl_priv
*
priv
=
device
->
shader_priv
;
float
position_fixup
[
4
];
...
...
dlls/wined3d/nvidia_texture_shader.c
View file @
96d225d4
...
...
@@ -456,7 +456,7 @@ void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d
}
static
void
nvrc_colorop
(
DWORD
state_id
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
nvrc_colorop
(
DWORD
state_id
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
DWORD
stage
=
(
state_id
-
STATE_TEXTURESTAGE
(
0
,
0
))
/
(
WINED3D_HIGHEST_TEXTURE_STATE
+
1
);
BOOL
tex_used
=
stateblock
->
device
->
fixed_function_usage_map
&
(
1
<<
stage
);
...
...
@@ -566,7 +566,7 @@ static void nvrc_colorop(DWORD state_id, IWineD3DStateBlockImpl *stateblock, str
}
}
static
void
nvts_texdim
(
DWORD
state_id
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
nvts_texdim
(
DWORD
state_id
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
DWORD
sampler
=
state_id
-
STATE_SAMPLER
(
0
);
DWORD
mapped_stage
=
stateblock
->
device
->
texUnitMap
[
sampler
];
...
...
@@ -583,7 +583,7 @@ static void nvts_texdim(DWORD state_id, IWineD3DStateBlockImpl *stateblock, stru
nvts_activate_dimensions
(
state
,
sampler
,
context
);
}
static
void
nvts_bumpenvmat
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
nvts_bumpenvmat
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
DWORD
stage
=
(
state
-
STATE_TEXTURESTAGE
(
0
,
0
))
/
(
WINED3D_HIGHEST_TEXTURE_STATE
+
1
);
DWORD
mapped_stage
=
stateblock
->
device
->
texUnitMap
[
stage
+
1
];
...
...
@@ -612,7 +612,7 @@ static void nvts_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, str
}
}
static
void
nvrc_texfactor
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
nvrc_texfactor
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
float
col
[
4
];
...
...
dlls/wined3d/state.c
View file @
96d225d4
This diff is collapsed.
Click to expand it.
dlls/wined3d/stateblock.c
View file @
96d225d4
...
...
@@ -191,7 +191,7 @@ static const DWORD vertex_states_sampler[] =
/* Allocates the correct amount of space for pixel and vertex shader constants,
* along with their set/changed flags on the given stateblock object
*/
static
HRESULT
stateblock_allocate_shader_constants
(
IWineD3DStateBlockImpl
*
object
)
static
HRESULT
stateblock_allocate_shader_constants
(
struct
wined3d_stateblock
*
object
)
{
IWineD3DDeviceImpl
*
device
=
object
->
device
;
...
...
@@ -327,7 +327,7 @@ static void stateblock_savedstates_set_vertex(SAVEDSTATES *states, const DWORD n
memset
(
states
->
vertexShaderConstantsF
,
TRUE
,
sizeof
(
BOOL
)
*
num_constants
);
}
void
stateblock_init_contained_states
(
IWineD3DStateBlockImpl
*
stateblock
)
void
stateblock_init_contained_states
(
struct
wined3d_stateblock
*
stateblock
)
{
IWineD3DDeviceImpl
*
device
=
stateblock
->
device
;
unsigned
int
i
,
j
;
...
...
@@ -439,7 +439,7 @@ void stateblock_init_contained_states(IWineD3DStateBlockImpl *stateblock)
}
}
static
void
stateblock_init_lights
(
IWineD3DStateBlockImpl
*
stateblock
,
struct
list
*
light_map
)
static
void
stateblock_init_lights
(
struct
wined3d_stateblock
*
stateblock
,
struct
list
*
light_map
)
{
unsigned
int
i
;
...
...
@@ -1066,7 +1066,7 @@ HRESULT CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblo
return
WINED3D_OK
;
}
void
stateblock_init_default_state
(
IWineD3DStateBlockImpl
*
stateblock
)
void
stateblock_init_default_state
(
struct
wined3d_stateblock
*
stateblock
)
{
IWineD3DDeviceImpl
*
device
=
stateblock
->
device
;
const
struct
wined3d_gl_info
*
gl_info
=
&
device
->
adapter
->
gl_info
;
...
...
@@ -1317,7 +1317,7 @@ void stateblock_init_default_state(IWineD3DStateBlockImpl *stateblock)
TRACE
(
"Done.
\n
"
);
}
HRESULT
stateblock_init
(
IWineD3DStateBlockImpl
*
stateblock
,
IWineD3DDeviceImpl
*
device
,
WINED3DSTATEBLOCKTYPE
type
)
HRESULT
stateblock_init
(
struct
wined3d_stateblock
*
stateblock
,
IWineD3DDeviceImpl
*
device
,
WINED3DSTATEBLOCKTYPE
type
)
{
unsigned
int
i
;
HRESULT
hr
;
...
...
dlls/wined3d/swapchain_base.c
View file @
96d225d4
...
...
@@ -100,10 +100,10 @@ HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface,
iface
,
back_buffer_idx
,
type
,
back_buffer
);
/* Return invalid if there is no backbuffer array, otherwise it will
* crash when ddraw is used (there swapchain->back_buffers is always
NULL).
* We need this because this function is called from
*
IWineD3DStateBlockImpl_InitStartupStateBlock() to get the defaul
t
*
scissorrect
dimensions. */
* crash when ddraw is used (there swapchain->back_buffers is always
*
NULL).
We need this because this function is called from
*
stateblock_init_default_state() to get the default scissorrec
t
* dimensions. */
if
(
!
swapchain
->
back_buffers
||
back_buffer_idx
>=
swapchain
->
presentParms
.
BackBufferCount
)
{
WARN
(
"Invalid back buffer index.
\n
"
);
...
...
dlls/wined3d/utils.c
View file @
96d225d4
...
...
@@ -2720,7 +2720,8 @@ DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
return
size
;
}
void
gen_ffp_frag_op
(
IWineD3DStateBlockImpl
*
stateblock
,
struct
ffp_frag_settings
*
settings
,
BOOL
ignore_textype
)
{
void
gen_ffp_frag_op
(
struct
wined3d_stateblock
*
stateblock
,
struct
ffp_frag_settings
*
settings
,
BOOL
ignore_textype
)
{
#define ARG1 0x01
#define ARG2 0x02
#define ARG0 0x04
...
...
@@ -3095,7 +3096,7 @@ void texture_activate_dimensions(IWineD3DBaseTextureImpl *texture, const struct
}
/* GL locking is done by the caller (state handler) */
void
sampler_texdim
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
void
sampler_texdim
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
DWORD
sampler
=
state
-
STATE_SAMPLER
(
0
);
DWORD
mapped_stage
=
stateblock
->
device
->
texUnitMap
[
sampler
];
...
...
dlls/wined3d/wined3d_private.h
View file @
96d225d4
...
...
@@ -52,7 +52,6 @@
#define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
#define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
typedef
struct
wined3d_stateblock
IWineD3DStateBlockImpl
;
typedef
struct
IWineD3DSurfaceImpl
IWineD3DSurfaceImpl
;
typedef
struct
IWineD3DPaletteImpl
IWineD3DPaletteImpl
;
typedef
struct
IWineD3DDeviceImpl
IWineD3DDeviceImpl
;
...
...
@@ -1124,7 +1123,7 @@ struct wined3d_context
GLuint
dummy_arbfp_prog
;
};
typedef
void
(
*
APPLYSTATEFUNC
)(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
ctx
);
typedef
void
(
*
APPLYSTATEFUNC
)(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
ctx
);
struct
StateEntry
{
...
...
@@ -1606,7 +1605,7 @@ struct ffp_frag_desc
extern
const
struct
wine_rb_functions
wined3d_ffp_frag_program_rb_functions
DECLSPEC_HIDDEN
;
extern
const
struct
wined3d_parent_ops
wined3d_null_parent_ops
DECLSPEC_HIDDEN
;
void
gen_ffp_frag_op
(
IWineD3DStateBlockImpl
*
stateblock
,
struct
ffp_frag_settings
*
settings
,
void
gen_ffp_frag_op
(
struct
wined3d_stateblock
*
stateblock
,
struct
ffp_frag_settings
*
settings
,
BOOL
ignore_textype
)
DECLSPEC_HIDDEN
;
const
struct
ffp_frag_desc
*
find_ffp_frag_shader
(
const
struct
wine_rb_tree
*
fragment_shaders
,
const
struct
ffp_frag_settings
*
settings
)
DECLSPEC_HIDDEN
;
...
...
@@ -1699,8 +1698,8 @@ struct IWineD3DDeviceImpl
unsigned
char
surface_alignment
;
/* Line Alignment of surfaces */
/* State block related */
IWineD3DStateBlockImpl
*
stateBlock
;
IWineD3DStateBlockImpl
*
updateStateBlock
;
struct
wined3d_stateblock
*
stateBlock
;
struct
wined3d_stateblock
*
updateStateBlock
;
/* Internal use fields */
WINED3DDEVICE_CREATION_PARAMETERS
createParms
;
...
...
@@ -2343,10 +2342,6 @@ HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWine
const
WINED3DVERTEXELEMENT
*
elements
,
UINT
element_count
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
)
DECLSPEC_HIDDEN
;
/*****************************************************************************
* IWineD3DStateBlock implementation structure
*/
/* Internal state Block for Begin/End/Capture/Create/Apply info */
/* Note: Very long winded but gl Lists are not flexible enough */
/* to resolve everything we need, so doing it manually for now */
...
...
@@ -2434,10 +2429,7 @@ struct wined3d_state
struct
wined3d_stateblock
{
/* IUnknown fields */
LONG
ref
;
/* Note: Ref counting not required */
/* IWineD3DStateBlock information */
IWineD3DDeviceImpl
*
device
;
WINED3DSTATEBLOCKTYPE
blockType
;
...
...
@@ -2468,12 +2460,12 @@ struct wined3d_stateblock
unsigned
int
num_contained_sampler_states
;
};
HRESULT
stateblock_init
(
IWineD3DStateBlockImpl
*
stateblock
,
HRESULT
stateblock_init
(
struct
wined3d_stateblock
*
stateblock
,
IWineD3DDeviceImpl
*
device
,
WINED3DSTATEBLOCKTYPE
type
)
DECLSPEC_HIDDEN
;
void
stateblock_init_contained_states
(
IWineD3DStateBlockImpl
*
object
)
DECLSPEC_HIDDEN
;
void
stateblock_init_default_state
(
IWineD3DStateBlockImpl
*
stateblock
)
DECLSPEC_HIDDEN
;
void
stateblock_init_contained_states
(
struct
wined3d_stateblock
*
stateblock
)
DECLSPEC_HIDDEN
;
void
stateblock_init_default_state
(
struct
wined3d_stateblock
*
stateblock
)
DECLSPEC_HIDDEN
;
static
inline
void
stateblock_apply_state
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
static
inline
void
stateblock_apply_state
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
StateEntry
*
statetable
=
stateblock
->
device
->
StateTable
;
...
...
@@ -2689,19 +2681,19 @@ void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
BOOL
transformed
,
enum
wined3d_format_id
coordtype
,
BOOL
ffp_can_disable_proj
)
DECLSPEC_HIDDEN
;
void
texture_activate_dimensions
(
IWineD3DBaseTextureImpl
*
texture
,
const
struct
wined3d_gl_info
*
gl_info
)
DECLSPEC_HIDDEN
;
void
sampler_texdim
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
void
sampler_texdim
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
DECLSPEC_HIDDEN
;
void
tex_alphaop
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
void
tex_alphaop
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
DECLSPEC_HIDDEN
;
void
apply_pixelshader
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
void
apply_pixelshader
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
DECLSPEC_HIDDEN
;
void
state_fogcolor
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
void
state_fogcolor
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
DECLSPEC_HIDDEN
;
void
state_fogdensity
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
void
state_fogdensity
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
DECLSPEC_HIDDEN
;
void
state_fogstartend
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
void
state_fogstartend
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
DECLSPEC_HIDDEN
;
void
state_fog_fragpart
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
void
state_fog_fragpart
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
DECLSPEC_HIDDEN
;
BOOL
getColorBits
(
const
struct
wined3d_format
*
format
,
...
...
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