Commit bc96d2f1 authored by Zebediah Figura's avatar Zebediah Figura Committed by Alexandre Julliard

wined3d: Introduce a separate structure for light state.

parent cf342731
......@@ -1818,7 +1818,7 @@ static void wined3d_cs_exec_set_light(struct wined3d_cs *cs, const void *data)
light_idx = op->light.OriginalIndex;
if (!(light_info = wined3d_state_get_light(&cs->state, light_idx)))
if (!(light_info = wined3d_light_state_get_light(&cs->state.light_state, light_idx)))
{
TRACE("Adding new light.\n");
if (!(light_info = heap_alloc_zero(sizeof(*light_info))))
......@@ -1828,7 +1828,7 @@ static void wined3d_cs_exec_set_light(struct wined3d_cs *cs, const void *data)
}
hash_idx = LIGHTMAP_HASHFUNC(light_idx);
list_add_head(&cs->state.light_map[hash_idx], &light_info->entry);
list_add_head(&cs->state.light_state.light_map[hash_idx], &light_info->entry);
light_info->glIndex = -1;
light_info->OriginalIndex = light_idx;
}
......@@ -1865,14 +1865,14 @@ static void wined3d_cs_exec_set_light_enable(struct wined3d_cs *cs, const void *
struct wined3d_light_info *light_info;
int prev_idx;
if (!(light_info = wined3d_state_get_light(&cs->state, op->idx)))
if (!(light_info = wined3d_light_state_get_light(&cs->state.light_state, op->idx)))
{
ERR("Light doesn't exist.\n");
return;
}
prev_idx = light_info->glIndex;
wined3d_state_enable_light(&cs->state, &device->adapter->d3d_info, light_info, op->enable);
wined3d_light_state_enable_light(&cs->state.light_state, &device->adapter->d3d_info, light_info, op->enable);
if (light_info->glIndex != prev_idx)
{
device_invalidate_state(device, STATE_LIGHT_TYPE);
......
......@@ -1608,13 +1608,13 @@ HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
return WINED3DERR_INVALIDCALL;
}
if (!(object = wined3d_state_get_light(device->update_state, light_idx)))
if (!(object = wined3d_light_state_get_light(&device->update_state->light_state, light_idx)))
{
TRACE("Adding new light\n");
if (!(object = heap_alloc_zero(sizeof(*object))))
return E_OUTOFMEMORY;
list_add_head(&device->update_state->light_map[hash_idx], &object->entry);
list_add_head(&device->update_state->light_state.light_map[hash_idx], &object->entry);
object->glIndex = -1;
object->OriginalIndex = light_idx;
}
......@@ -1721,7 +1721,7 @@ HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
if (!(light_info = wined3d_state_get_light(&device->state, light_idx)))
if (!(light_info = wined3d_light_state_get_light(&device->state.light_state, light_idx)))
{
TRACE("Light information requested but light not defined\n");
return WINED3DERR_INVALIDCALL;
......@@ -1738,19 +1738,19 @@ HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UIN
TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
/* Special case - enabling an undefined light creates one with a strict set of parameters. */
if (!(light_info = wined3d_state_get_light(device->update_state, light_idx)))
if (!(light_info = wined3d_light_state_get_light(&device->update_state->light_state, light_idx)))
{
TRACE("Light enabled requested but light not defined, so defining one!\n");
wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
if (!(light_info = wined3d_state_get_light(device->update_state, light_idx)))
if (!(light_info = wined3d_light_state_get_light(&device->update_state->light_state, light_idx)))
{
FIXME("Adding default lights has failed dismally\n");
return WINED3DERR_INVALIDCALL;
}
}
wined3d_state_enable_light(device->update_state, &device->adapter->d3d_info, light_info, enable);
wined3d_light_state_enable_light(&device->update_state->light_state, &device->adapter->d3d_info, light_info, enable);
if (!device->recording)
wined3d_cs_emit_set_light_enable(device->cs, light_idx, enable);
......@@ -1763,7 +1763,7 @@ HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *devic
TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
if (!(light_info = wined3d_state_get_light(&device->state, light_idx)))
if (!(light_info = wined3d_light_state_get_light(&device->state.light_state, light_idx)))
{
TRACE("Light enabled state requested but light not defined.\n");
return WINED3DERR_INVALIDCALL;
......
......@@ -1894,10 +1894,10 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
{
if (!state->lights[i])
if (!state->light_state.lights[i])
continue;
switch (state->lights[i]->OriginalParms.type)
switch (state->light_state.lights[i]->OriginalParms.type)
{
case WINED3D_LIGHT_POINT:
++point_count;
......@@ -1912,7 +1912,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
++parallel_point_count;
break;
default:
FIXME("Unhandled light type %#x.\n", state->lights[i]->OriginalParms.type);
FIXME("Unhandled light type %#x.\n", state->light_state.lights[i]->OriginalParms.type);
break;
}
}
......@@ -1924,7 +1924,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
shader_glsl_ffp_vertex_lightambient_uniform(context, state, prog);
for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
{
const struct wined3d_light_info *light_info = state->lights[i];
const struct wined3d_light_info *light_info = state->light_state.lights[i];
unsigned int idx;
if (!light_info)
......
......@@ -3811,7 +3811,7 @@ static void transform_view(struct wined3d_context *context, const struct wined3d
/* Reset lights. TODO: Call light apply func */
for (k = 0; k < gl_info->limits.lights; ++k)
{
if (!(light = state->lights[k]))
if (!(light = state->light_state.lights[k]))
continue;
if (light->OriginalParms.type == WINED3D_LIGHT_DIRECTIONAL)
gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->direction.x);
......@@ -4142,7 +4142,7 @@ static void light(struct wined3d_context *context, const struct wined3d_state *s
{
const struct wined3d_gl_info *gl_info = context->gl_info;
UINT Index = state_id - STATE_ACTIVELIGHT(0);
const struct wined3d_light_info *lightInfo = state->lights[Index];
const struct wined3d_light_info *lightInfo = state->light_state.lights[Index];
if (!lightInfo)
{
......
......@@ -395,7 +395,7 @@ void stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
}
}
static void stateblock_init_lights(struct wined3d_stateblock *stateblock, struct list *light_map)
static void stateblock_init_lights(struct list *dst_map, struct list *src_map)
{
unsigned int i;
......@@ -403,12 +403,12 @@ static void stateblock_init_lights(struct wined3d_stateblock *stateblock, struct
{
const struct wined3d_light_info *src_light;
LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry)
LIST_FOR_EACH_ENTRY(src_light, &src_map[i], struct wined3d_light_info, entry)
{
struct wined3d_light_info *dst_light = heap_alloc(sizeof(*dst_light));
*dst_light = *src_light;
list_add_tail(&stateblock->state.light_map[i], &dst_light->entry);
list_add_tail(&dst_map[i], &dst_light->entry);
}
}
}
......@@ -581,13 +581,13 @@ void state_cleanup(struct wined3d_state *state)
for (counter = 0; counter < MAX_ACTIVE_LIGHTS; ++counter)
{
state->lights[counter] = NULL;
state->light_state.lights[counter] = NULL;
}
for (counter = 0; counter < LIGHTMAP_SIZE; ++counter)
{
struct list *e1, *e2;
LIST_FOR_EACH_SAFE(e1, e2, &state->light_map[counter])
LIST_FOR_EACH_SAFE(e1, e2, &state->light_state.light_map[counter])
{
struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
list_remove(&light->entry);
......@@ -612,7 +612,7 @@ ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock)
return refcount;
}
struct wined3d_light_info *wined3d_state_get_light(const struct wined3d_state *state, unsigned int idx)
struct wined3d_light_info *wined3d_light_state_get_light(const struct wined3d_light_state *state, unsigned int idx)
{
struct wined3d_light_info *light_info;
unsigned int hash_idx;
......@@ -627,7 +627,7 @@ struct wined3d_light_info *wined3d_state_get_light(const struct wined3d_state *s
return NULL;
}
void wined3d_state_enable_light(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info,
void wined3d_light_state_enable_light(struct wined3d_light_state *state, const struct wined3d_d3d_info *d3d_info,
struct wined3d_light_info *light_info, BOOL enable)
{
unsigned int light_count, i;
......@@ -672,7 +672,8 @@ void wined3d_state_enable_light(struct wined3d_state *state, const struct wined3
WARN("Too many concurrently active lights.\n");
}
static void wined3d_state_record_lights(struct wined3d_state *dst_state, const struct wined3d_state *src_state)
static void wined3d_state_record_lights(struct wined3d_light_state *dst_state,
const struct wined3d_light_state *src_state)
{
const struct wined3d_light_info *src;
struct wined3d_light_info *dst;
......@@ -685,7 +686,7 @@ static void wined3d_state_record_lights(struct wined3d_state *dst_state, const s
{
LIST_FOR_EACH_ENTRY(dst, &dst_state->light_map[i], struct wined3d_light_info, entry)
{
if ((src = wined3d_state_get_light(src_state, dst->OriginalIndex)))
if ((src = wined3d_light_state_get_light(src_state, dst->OriginalIndex)))
{
dst->OriginalParms = src->OriginalParms;
......@@ -985,7 +986,7 @@ void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
stateblock->stateblock_state.ps = state->ps;
}
wined3d_state_record_lights(&stateblock->state, src_state);
wined3d_state_record_lights(&stateblock->state.light_state, &src_state->light_state);
TRACE("Capture done.\n");
}
......@@ -1029,11 +1030,11 @@ void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
1, &stateblock->stateblock_state.vs_consts_b[stateblock->contained_vs_consts_b[i]]);
}
for (i = 0; i < ARRAY_SIZE(stateblock->state.light_map); ++i)
for (i = 0; i < ARRAY_SIZE(stateblock->state.light_state.light_map); ++i)
{
const struct wined3d_light_info *light;
LIST_FOR_EACH_ENTRY(light, &stateblock->state.light_map[i], struct wined3d_light_info, entry)
LIST_FOR_EACH_ENTRY(light, &stateblock->state.light_state.light_map[i], struct wined3d_light_info, entry)
{
wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
......@@ -1454,7 +1455,7 @@ void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
for (i = 0; i < LIGHTMAP_SIZE; i++)
{
list_init(&state->light_map[i]);
list_init(&state->light_state.light_map[i]);
}
if (flags & WINED3D_STATE_INIT_DEFAULT)
......@@ -1520,7 +1521,7 @@ static HRESULT stateblock_init(struct wined3d_stateblock *stateblock,
switch (type)
{
case WINED3D_SBT_ALL:
stateblock_init_lights(stateblock, device->state.light_map);
stateblock_init_lights(stateblock->state.light_state.light_map, device->state.light_state.light_map);
stateblock_savedstates_set_all(&stateblock->changed,
d3d_info->limits.vs_uniform_count, d3d_info->limits.ps_uniform_count);
break;
......@@ -1531,7 +1532,7 @@ static HRESULT stateblock_init(struct wined3d_stateblock *stateblock,
break;
case WINED3D_SBT_VERTEX_STATE:
stateblock_init_lights(stateblock, device->state.light_map);
stateblock_init_lights(stateblock->state.light_state.light_map, device->state.light_state.light_map);
stateblock_savedstates_set_vertex(&stateblock->changed,
d3d_info->limits.vs_uniform_count);
break;
......
......@@ -6281,10 +6281,10 @@ void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
{
if (!state->lights[i])
if (!state->light_state.lights[i])
continue;
switch (state->lights[i]->OriginalParms.type)
switch (state->light_state.lights[i]->OriginalParms.type)
{
case WINED3D_LIGHT_POINT:
++settings->point_light_count;
......@@ -6299,7 +6299,7 @@ void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
++settings->parallel_point_light_count;
break;
default:
FIXME("Unhandled light type %#x.\n", state->lights[i]->OriginalParms.type);
FIXME("Unhandled light type %#x.\n", state->light_state.lights[i]->OriginalParms.type);
break;
}
}
......
......@@ -2891,6 +2891,16 @@ struct wined3d_stream_state
UINT flags;
};
#define LIGHTMAP_SIZE 43
#define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
struct wined3d_light_state
{
/* Light hashmap. Collisions are handled using linked lists. */
struct list light_map[LIGHTMAP_SIZE];
const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
};
#define WINED3D_STATE_NO_REF 0x00000001
#define WINED3D_STATE_INIT_DEFAULT 0x00000002
......@@ -2938,11 +2948,7 @@ struct wined3d_state
RECT scissor_rects[WINED3D_MAX_VIEWPORTS];
unsigned int scissor_rect_count;
/* Light hashmap. Collisions are handled using linked lists. */
#define LIGHTMAP_SIZE 43
#define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
struct list light_map[LIGHTMAP_SIZE];
const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
struct wined3d_light_state light_state;
DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
struct wined3d_blend_state *blend_state;
......@@ -3629,11 +3635,12 @@ void wined3d_stateblock_state_init(struct wined3d_stateblock_state *state,
const struct wined3d_device *device, DWORD flags) DECLSPEC_HIDDEN;
void wined3d_stateblock_state_cleanup(struct wined3d_stateblock_state *state) DECLSPEC_HIDDEN;
void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
void wined3d_state_enable_light(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info,
void wined3d_light_state_enable_light(struct wined3d_light_state *state, const struct wined3d_d3d_info *d3d_info,
struct wined3d_light_info *light_info, BOOL enable) DECLSPEC_HIDDEN;
struct wined3d_light_info *wined3d_state_get_light(const struct wined3d_state *state,
struct wined3d_light_info *wined3d_light_state_get_light(const struct wined3d_light_state *state,
unsigned int idx) DECLSPEC_HIDDEN;
void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
const struct wined3d_d3d_info *d3d_info, DWORD flags) DECLSPEC_HIDDEN;
void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
......
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