wined3d: Optimize render states in the stateblock.
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index fcb1670..59bc35f 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -466,6 +466,11 @@
light->enabledChanged = TRUE;
}
}
+ for(j = 1; j <= WINEHIGHEST_RENDER_STATE; j++) {
+ object->contained_render_states[j - 1] = j;
+ }
+ object->num_contained_render_states = WINEHIGHEST_RENDER_STATE;
+
} else if (Type == WINED3DSBT_PIXELSTATE) {
TRACE("PIXELSTATE => Pretend all pixel shates have changed\n");
@@ -480,10 +485,12 @@
object->changed.pixelShaderConstantsB[i] = TRUE;
for (i = 0; i < MAX_CONST_I; ++i)
object->changed.pixelShaderConstantsI[i] = TRUE;
-
+
for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
object->changed.renderState[SavedPixelStates_R[i]] = TRUE;
+ object->contained_render_states[i] = SavedPixelStates_R[i];
}
+ object->num_contained_render_states = NUM_SAVEDPIXELSTATES_R;
for (j = 0; j < MAX_TEXTURES; j++) {
for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
object->changed.textureState[j][SavedPixelStates_T[i]] = TRUE;
@@ -510,10 +517,12 @@
object->changed.vertexShaderConstantsB[i] = TRUE;
for (i = 0; i < MAX_CONST_I; ++i)
object->changed.vertexShaderConstantsI[i] = TRUE;
-
+
for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
object->changed.renderState[SavedVertexStates_R[i]] = TRUE;
+ object->contained_render_states[i] = SavedVertexStates_R[i];
}
+ object->num_contained_render_states = NUM_SAVEDVERTEXSTATES_R;
for (j = 0; j < MAX_TEXTURES; j++) {
for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
object->changed.textureState[j][SavedVertexStates_T[i]] = TRUE;
@@ -4301,6 +4310,8 @@
static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IWineD3DStateBlock** ppStateBlock) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+ unsigned int i;
+ IWineD3DStateBlockImpl *object = This->updateStateBlock;
if (!This->isRecordingState) {
FIXME("(%p) not recording! returning error\n", This);
@@ -4308,7 +4319,14 @@
return WINED3DERR_INVALIDCALL;
}
- *ppStateBlock = (IWineD3DStateBlock*)This->updateStateBlock;
+ for(i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
+ if(object->changed.renderState[i]) {
+ object->contained_render_states[object->num_contained_render_states] = i;
+ object->num_contained_render_states++;
+ }
+ }
+
+ *ppStateBlock = (IWineD3DStateBlock*) object;
This->isRecordingState = FALSE;
This->updateStateBlock = This->stateBlock;
IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index 3fefc2f..79bfe56 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -566,12 +566,10 @@
}
/* Render */
- for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
-
- if (This->changed.renderState[i] && (This->renderState[i] != targetStateBlock->renderState[i])) {
- TRACE("Updating renderState %d to %d\n", i, targetStateBlock->renderState[i]);
- This->renderState[i] = targetStateBlock->renderState[i];
- }
+ for (i = 0; i <= This->num_contained_render_states; i++) {
+ TRACE("Updating renderState %d to %d\n",
+ This->contained_render_states[i], targetStateBlock->renderState[This->contained_render_states[i]]);
+ This->renderState[This->contained_render_states[i]] = targetStateBlock->renderState[This->contained_render_states[i]];
}
/* Texture states */
@@ -737,12 +735,6 @@
}
}
- /* Render */
- for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
- if (This->changed.renderState[i])
- IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
- }
-
/* Texture states */
for (j = 0; j < MAX_TEXTURES; j++) { /* Set The texture first, just in case it resets the states? */
/* TODO: move over to memcpy */
@@ -778,12 +770,6 @@
} else if (This->blockType == WINED3DSBT_PIXELSTATE) {
- for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
- if (This->changed.renderState[SavedPixelStates_R[i]])
- IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
-
- }
-
for (j = 0; j < MAX_TEXTURES; j++) {
for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedPixelStates_T[i]] = This->textureState[j][SavedPixelStates_T[i]];
@@ -799,11 +785,6 @@
} else if (This->blockType == WINED3DSBT_VERTEXSTATE) {
- for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
- if (This->changed.renderState[SavedVertexStates_R[i]])
- IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
- }
-
for (j = 0; j < MAX_TEXTURES; j++) {
for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedVertexStates_T[i]] = This->textureState[j][SavedVertexStates_T[i]];
@@ -821,6 +802,13 @@
} else {
FIXME("Unrecognized state block type %d\n", This->blockType);
}
+
+ /* Render */
+ for (i = 0; i <= This->num_contained_render_states; i++) {
+ IWineD3DDevice_SetRenderState(pDevice, This->contained_render_states[i],
+ This->renderState[This->contained_render_states[i]]);
+ }
+
stateblock_savedstates_copy(iface, &((IWineD3DDeviceImpl*)pDevice)->stateBlock->changed, &This->changed);
((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
for(j = 0; j < MAX_TEXTURES - 1; j++) {
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 55eabf8..b2fe145 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1356,6 +1356,10 @@
/* Scissor test rectangle */
RECT scissorRect;
+
+ /* Contained state management */
+ DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
+ unsigned int num_contained_render_states;
};
extern void stateblock_savedstates_set(