Commit e7cbb340 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Remove stateblock::set.*.

parent f41ab3be
......@@ -343,12 +343,12 @@ void shader_glsl_load_constants(
/* Load DirectX 9 integer constants/uniforms for vertex shader */
shader_glsl_load_constantsI(vshader, gl_info, programId, MAX_CONST_I,
stateBlock->vertexShaderConstantI,
stateBlock->set.vertexShaderConstantsI);
stateBlock->changed.vertexShaderConstantsI);
/* Load DirectX 9 boolean constants/uniforms for vertex shader */
shader_glsl_load_constantsB(vshader, gl_info, programId, MAX_CONST_B,
stateBlock->vertexShaderConstantB,
stateBlock->set.vertexShaderConstantsB);
stateBlock->changed.vertexShaderConstantsB);
/* Upload the position fixup params */
pos = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
......@@ -374,12 +374,12 @@ void shader_glsl_load_constants(
/* Load DirectX 9 integer constants/uniforms for pixel shader */
shader_glsl_load_constantsI(pshader, gl_info, programId, MAX_CONST_I,
stateBlock->pixelShaderConstantI,
stateBlock->set.pixelShaderConstantsI);
stateBlock->changed.pixelShaderConstantsI);
/* Load DirectX 9 boolean constants/uniforms for pixel shader */
shader_glsl_load_constantsB(pshader, gl_info, programId, MAX_CONST_B,
stateBlock->pixelShaderConstantB,
stateBlock->set.pixelShaderConstantsB);
stateBlock->changed.pixelShaderConstantsB);
/* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
* It can't be 0 for a valid texbem instruction.
......
......@@ -652,32 +652,20 @@ state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *c
return;
}
if( stateblock->set.renderState[WINED3DRS_STENCILENABLE] )
onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
if( stateblock->set.renderState[WINED3DRS_TWOSIDEDSTENCILMODE] )
twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
if( stateblock->set.renderState[WINED3DRS_STENCILFUNC] )
if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
func = GL_ALWAYS;
if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFUNC] )
if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
func = GL_ALWAYS;
if( stateblock->set.renderState[WINED3DRS_STENCILREF] )
ref = stateblock->renderState[WINED3DRS_STENCILREF];
if( stateblock->set.renderState[WINED3DRS_STENCILMASK] )
mask = stateblock->renderState[WINED3DRS_STENCILMASK];
if( stateblock->set.renderState[WINED3DRS_STENCILFAIL] )
stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
if( stateblock->set.renderState[WINED3DRS_STENCILZFAIL] )
depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
if( stateblock->set.renderState[WINED3DRS_STENCILPASS] )
stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFAIL] )
stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
if( stateblock->set.renderState[WINED3DRS_CCW_STENCILZFAIL] )
depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
if( stateblock->set.renderState[WINED3DRS_CCW_STENCILPASS] )
stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
func = GL_ALWAYS;
if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
func = GL_ALWAYS;
ref = stateblock->renderState[WINED3DRS_STENCILREF];
mask = stateblock->renderState[WINED3DRS_STENCILMASK];
stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
"GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
......
......@@ -1283,7 +1283,6 @@ struct IWineD3DStateBlockImpl
/* Array indicating whether things have been set or changed */
SAVEDSTATES changed;
SAVEDSTATES set;
struct list set_vconstantsF;
struct list set_pconstantsF;
......
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