Commit c8f26a13 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Rename IWineD3DDeviceImpl_MarkStateDirty() to device_invalidate_state().

parent 708d9421
......@@ -147,10 +147,8 @@ static void buffer_create_buffer_object(struct wined3d_buffer *This, const struc
goto fail;
}
if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
{
IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
}
if (This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
device_invalidate_state(This->resource.device, STATE_INDEXBUFFER);
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
error = glGetError();
if (error != GL_NO_ERROR)
......@@ -513,9 +511,7 @@ BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_inf
This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
if (This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
{
IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
}
device_invalidate_state(This->resource.device, STATE_INDEXBUFFER);
ENTER_GL();
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
......@@ -833,7 +829,7 @@ void CDECL wined3d_buffer_preload(struct wined3d_buffer *buffer)
* is not valid any longer. Dirtify the stream source to force a
* reload. This happens only once per changed vertexbuffer and
* should occur rather rarely. */
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
device_invalidate_state(device, STATE_STREAMSRC);
return;
}
......@@ -864,7 +860,7 @@ void CDECL wined3d_buffer_preload(struct wined3d_buffer *buffer)
FIXME("Too many full buffer conversions, stopping converting.\n");
buffer_unload(&buffer->resource);
buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
device_invalidate_state(device, STATE_STREAMSRC);
return;
}
}
......@@ -879,7 +875,7 @@ void CDECL wined3d_buffer_preload(struct wined3d_buffer *buffer)
}
if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER);
device_invalidate_state(device, STATE_INDEXBUFFER);
if (!buffer->conversion_map)
{
......@@ -1044,7 +1040,7 @@ HRESULT CDECL wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UIN
const struct wined3d_gl_info *gl_info;
if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER);
device_invalidate_state(device, STATE_INDEXBUFFER);
context = context_acquire(device, NULL);
gl_info = context->gl_info;
......@@ -1148,9 +1144,7 @@ void CDECL wined3d_buffer_unmap(struct wined3d_buffer *buffer)
struct wined3d_context *context;
if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
{
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER);
}
device_invalidate_state(device, STATE_INDEXBUFFER);
context = context_acquire(device, NULL);
gl_info = context->gl_info;
......
......@@ -154,7 +154,7 @@ static void context_apply_attachment_filter_states(const struct wined3d_context
if (texture->bind_count)
{
WARN("Render targets should not be bound to a sampler\n");
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture->sampler));
device_invalidate_state(device, STATE_SAMPLER(texture->sampler));
}
if (update_minfilter || update_magfilter)
......@@ -1147,7 +1147,7 @@ static void context_enter(struct wined3d_context *context)
* Context_MarkStateDirty
*
* Marks a state in a context dirty. Only one context, opposed to
* IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
* device_invalidate_state(), which marks the state dirty in all
* contexts
*
* Params:
......
......@@ -853,8 +853,9 @@ HRESULT tesselate_rectpatch(struct wined3d_device *This, struct WineD3DRectPatch
*/
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
if(patch->has_normals) {
device_invalidate_state(This, STATE_RENDER(WINED3DRS_FILLMODE));
if (patch->has_normals)
{
static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
static const GLfloat red[] = {1.0f, 0.0f, 0.0f, 0.0f};
static const GLfloat green[] = {0.0f, 1.0f, 0.0f, 0.0f};
......@@ -864,30 +865,30 @@ HRESULT tesselate_rectpatch(struct wined3d_device *This, struct WineD3DRectPatch
checkGLcall("glEnable(GL_LIGHTING)");
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
checkGLcall("glLightModel for MODEL_AMBIENT");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT));
device_invalidate_state(This, STATE_RENDER(WINED3DRS_AMBIENT));
for (i = 3; i < context->gl_info->limits.lights; ++i)
{
glDisable(GL_LIGHT0 + i);
checkGLcall("glDisable(GL_LIGHT0 + i)");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
device_invalidate_state(This, STATE_ACTIVELIGHT(i));
}
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(0));
device_invalidate_state(This, STATE_ACTIVELIGHT(0));
glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
glLightfv(GL_LIGHT0, GL_SPECULAR, black);
glLightfv(GL_LIGHT0, GL_AMBIENT, black);
glLightfv(GL_LIGHT0, GL_POSITION, red);
glEnable(GL_LIGHT0);
checkGLcall("Setting up light 1");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1));
device_invalidate_state(This, STATE_ACTIVELIGHT(1));
glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
glLightfv(GL_LIGHT1, GL_SPECULAR, black);
glLightfv(GL_LIGHT1, GL_AMBIENT, black);
glLightfv(GL_LIGHT1, GL_POSITION, green);
glEnable(GL_LIGHT1);
checkGLcall("Setting up light 2");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2));
device_invalidate_state(This, STATE_ACTIVELIGHT(2));
glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
glLightfv(GL_LIGHT2, GL_SPECULAR, black);
glLightfv(GL_LIGHT2, GL_AMBIENT, black);
......@@ -895,8 +896,8 @@ HRESULT tesselate_rectpatch(struct wined3d_device *This, struct WineD3DRectPatch
glEnable(GL_LIGHT2);
checkGLcall("Setting up light 3");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
device_invalidate_state(This, STATE_MATERIAL);
device_invalidate_state(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
glDisable(GL_COLOR_MATERIAL);
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
......
......@@ -608,9 +608,7 @@ static void surface_bind_and_dirtify(struct wined3d_surface *surface,
active_sampler = device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
if (active_sampler != WINED3D_UNMAPPED_STAGE)
{
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(active_sampler));
}
device_invalidate_state(device, STATE_SAMPLER(active_sampler));
surface_bind(surface, gl_info, srgb);
}
......@@ -1147,21 +1145,21 @@ static void wined3d_surface_depth_blt_fbo(struct wined3d_device *device, struct
if (gl_mask & GL_DEPTH_BUFFER_BIT)
{
glDepthMask(GL_TRUE);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
}
if (gl_mask & GL_STENCIL_BUFFER_BIT)
{
if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
{
glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
}
glStencilMask(~0U);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
}
glDisable(GL_SCISSOR_TEST);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, gl_mask, GL_NEAREST);
......@@ -5100,13 +5098,13 @@ static void surface_blt_fbo(struct wined3d_device *device, const WINED3DTEXTUREF
context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
glDisable(GL_SCISSOR_TEST);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
gl_info->fbo_ops.glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, gl_filter);
......
......@@ -311,13 +311,13 @@ static void swapchain_blit(struct wined3d_swapchain *swapchain,
context_set_draw_buffer(context, GL_BACK);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
glDisable(GL_SCISSOR_TEST);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
/* Note that the texture is upside down */
gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
......
......@@ -521,7 +521,7 @@ DWORD CDECL wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod)
texture->texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
texture->texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
if (texture->bind_count)
IWineD3DDeviceImpl_MarkStateDirty(texture->resource.device, STATE_SAMPLER(texture->sampler));
device_invalidate_state(texture->resource.device, STATE_SAMPLER(texture->sampler));
}
return old;
......
......@@ -53,9 +53,7 @@ static void volume_bind_and_dirtify(struct wined3d_volume *volume, const struct
}
if (active_sampler != WINED3D_UNMAPPED_STAGE)
{
IWineD3DDeviceImpl_MarkStateDirty(volume->resource.device, STATE_SAMPLER(active_sampler));
}
device_invalidate_state(volume->resource.device, STATE_SAMPLER(active_sampler));
container->texture_ops->texture_bind(container, gl_info, FALSE);
}
......
......@@ -1793,7 +1793,7 @@ void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_con
struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
void device_update_tex_unit_map(struct wined3d_device *device) DECLSPEC_HIDDEN;
void IWineD3DDeviceImpl_MarkStateDirty(struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
void device_invalidate_state(struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
{
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment