wined3d: Use the actual array sizes to determine the number of the various pixel/vertex states.

oldstable
Henri Verbeet 2009-10-02 11:16:13 +02:00 committed by Alexandre Julliard
parent 8b3f868774
commit 048c9450d9
1 changed files with 44 additions and 33 deletions

View File

@ -28,14 +28,7 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
#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] =
static const DWORD pixel_states_render[] =
{
WINED3DRS_ALPHABLENDENABLE,
WINED3DRS_ALPHAFUNC,
@ -74,7 +67,7 @@ static const DWORD pixel_states_render[NUM_SAVEDPIXELSTATES_R] =
WINED3DRS_ZWRITEENABLE,
};
static const DWORD pixel_states_texture[NUM_SAVEDPIXELSTATES_T] =
static const DWORD pixel_states_texture[] =
{
WINED3DTSS_ALPHAARG0,
WINED3DTSS_ALPHAARG1,
@ -95,7 +88,7 @@ static const DWORD pixel_states_texture[NUM_SAVEDPIXELSTATES_T] =
WINED3DTSS_TEXTURETRANSFORMFLAGS,
};
static const DWORD pixel_states_sampler[NUM_SAVEDPIXELSTATES_S] =
static const DWORD pixel_states_sampler[] =
{
WINED3DSAMP_ADDRESSU,
WINED3DSAMP_ADDRESSV,
@ -111,7 +104,7 @@ static const DWORD pixel_states_sampler[NUM_SAVEDPIXELSTATES_S] =
WINED3DSAMP_ELEMENTINDEX,
};
static const DWORD vertex_states_render[NUM_SAVEDVERTEXSTATES_R] =
static const DWORD vertex_states_render[] =
{
WINED3DRS_AMBIENT,
WINED3DRS_AMBIENTMATERIALSOURCE,
@ -148,13 +141,13 @@ static const DWORD vertex_states_render[NUM_SAVEDVERTEXSTATES_R] =
WINED3DRS_FOGCOLOR,
};
static const DWORD vertex_states_texture[NUM_SAVEDVERTEXSTATES_T] =
static const DWORD vertex_states_texture[] =
{
WINED3DTSS_TEXCOORDINDEX,
WINED3DTSS_TEXTURETRANSFORMFLAGS,
};
static const DWORD vertex_states_sampler[NUM_SAVEDVERTEXSTATES_S] =
static const DWORD vertex_states_sampler[] =
{
WINED3DSAMP_DMAPOFFSET,
};
@ -247,15 +240,17 @@ static void stateblock_savedstates_set_pixel(SAVEDSTATES *states, const struct w
states->pixelShader = 1;
for (i = 0; i < NUM_SAVEDPIXELSTATES_R; ++i)
for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++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 << pixel_states_texture[i];
for (i = 0; i < sizeof(pixel_states_texture) / sizeof(*pixel_states_texture); ++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 << pixel_states_sampler[i];
for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++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;
@ -271,15 +266,17 @@ static void stateblock_savedstates_set_vertex(SAVEDSTATES *states, const struct
states->vertexShader = 1;
for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; ++i)
for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++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 << vertex_states_texture[i];
for (i = 0; i < sizeof(vertex_states_texture) / sizeof(*vertex_states_texture); ++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 << vertex_states_sampler[i];
for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++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;
@ -917,16 +914,19 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
record_lights(This, targetStateBlock);
for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++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++) {
for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++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++) {
for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i)
{
This->textureState[j][vertex_states_render[i]] = targetStateBlock->textureState[j][vertex_states_render[i]];
}
}
@ -946,16 +946,19 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
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++) {
for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++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++) {
for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++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++) {
for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i)
{
This->textureState[j][pixel_states_render[i]] = targetStateBlock->textureState[j][pixel_states_render[i]];
}
}
@ -1151,24 +1154,28 @@ should really perform a delta so that only the changes get updated*/
apply_lights(pDevice, This);
for(i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++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++) {
for (i = 0; i < sizeof(vertex_states_texture) / sizeof(*vertex_states_texture); ++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++) {
for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++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++) {
for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++i)
{
IWineD3DDevice_SetSamplerState(pDevice, WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
vertex_states_sampler[i], This->samplerState[j][vertex_states_sampler[i]]);
}
@ -1188,24 +1195,28 @@ should really perform a delta so that only the changes get updated*/
This->pixelShaderConstantB + i, 1);
}
for(i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++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++) {
for (i = 0; i < sizeof(pixel_states_texture) / sizeof(*pixel_states_texture); ++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++) {
for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++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++) {
for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++i)
{
IWineD3DDevice_SetSamplerState(pDevice, WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
pixel_states_sampler[i], This->samplerState[j][pixel_states_sampler[i]]);
}