wined3d: Renumber WINED3DTEXTURESTAGESTATETYPE enum elements.
Saves some space by not having unused entries is the arrays tracking these
states.
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 3a5493d..efb3cb8 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -2421,7 +2421,7 @@
}
static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
- DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
+ DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
float mat[2][2];
@@ -2456,7 +2456,7 @@
}
static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
- DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
+ DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
float param[4];
diff --git a/dlls/wined3d/ati_fragment_shader.c b/dlls/wined3d/ati_fragment_shader.c
index aaecaff..8b20f9b 100644
--- a/dlls/wined3d/ati_fragment_shader.c
+++ b/dlls/wined3d/ati_fragment_shader.c
@@ -853,7 +853,7 @@
}
static void set_bumpmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
- DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
+ DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
float mat[2][2];
mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index b5f2b3e..09ecce7 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -416,7 +416,8 @@
}
object->num_contained_ps_consts_b = MAX_CONST_B;
for(i = 0; i < MAX_TEXTURES; i++) {
- for(j = 1; j <= WINED3D_HIGHEST_TEXTURE_STATE; j++) {
+ for (j = 0; j <= WINED3D_HIGHEST_TEXTURE_STATE; ++j)
+ {
object->contained_tss_states[object->num_contained_tss_states].stage = i;
object->contained_tss_states[object->num_contained_tss_states].state = j;
object->num_contained_tss_states++;
@@ -3619,7 +3620,8 @@
static inline void markTextureStagesDirty(IWineD3DDeviceImpl *This, DWORD stage) {
DWORD i;
- for(i = 0; i < WINED3D_HIGHEST_TEXTURE_STATE; i++) {
+ for(i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
+ {
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, i));
}
}
@@ -4814,7 +4816,8 @@
}
}
for(i = 0; i < MAX_TEXTURES; i++) {
- for(j = 1; j <= WINED3D_HIGHEST_TEXTURE_STATE; j++) {
+ for (j = 0; j <= WINED3D_HIGHEST_TEXTURE_STATE; ++j)
+ {
if(object->changed.textureState[i][j]) {
object->contained_tss_states[object->num_contained_tss_states].stage = i;
object->contained_tss_states[object->num_contained_tss_states].state = j;
diff --git a/dlls/wined3d/nvidia_texture_shader.c b/dlls/wined3d/nvidia_texture_shader.c
index a4677dc..1da6a0c 100644
--- a/dlls/wined3d/nvidia_texture_shader.c
+++ b/dlls/wined3d/nvidia_texture_shader.c
@@ -451,7 +451,7 @@
static void nvrc_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
- DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
+ DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
@@ -556,7 +556,7 @@
}
static void nvts_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
- DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
+ DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage + 1];
float mat[2][2];
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 928a4bb..de4e332 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -2881,7 +2881,7 @@
static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
- DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
+ DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
@@ -2937,7 +2937,7 @@
}
void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
- DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
+ DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
DWORD op, arg1, arg2, arg0;
@@ -3036,7 +3036,7 @@
}
static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
- DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
+ DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
BOOL generated;
int coordIdx;
@@ -3134,7 +3134,7 @@
}
static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
- DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
+ DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
static const GLfloat s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
static const GLfloat t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
@@ -3315,7 +3315,7 @@
}
static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
- DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
+ DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
if(stateblock->pixelShader && stage != 0 &&
((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
@@ -3488,7 +3488,7 @@
}
static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
- DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
+ DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
if(stateblock->pixelShader && stage != 0 &&
((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
/* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index 81614b4..af77df3 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -998,7 +998,8 @@
IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
}
for(j = 0; j < MAX_TEXTURES; j++) {
- for(i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE; i++) {
+ for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
+ {
IWineD3DDevice_SetTextureStageState(pDevice, j, i, This->textureState[j][i]);
}
}
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 4bfa453..67ab32b 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -1025,9 +1025,6 @@
D3DSTATE_TO_STR(WINED3DTSS_RESULTARG );
D3DSTATE_TO_STR(WINED3DTSS_CONSTANT );
#undef D3DSTATE_TO_STR
- case 12:
- /* Note WINED3DTSS are not consecutive, so skip these */
- return "unused";
default:
FIXME("Unrecognized %u texture state!\n", state);
return "unrecognized";
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index a9abe07..43111f4 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -680,7 +680,7 @@
#define STATE_RENDER(a) (a)
#define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
-#define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
+#define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
#define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
/* + 1 because samplers start with 0 */
@@ -1883,7 +1883,7 @@
unsigned int num_contained_ps_consts_b;
DWORD *contained_ps_consts_f;
unsigned int num_contained_ps_consts_f;
- struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
+ struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
unsigned int num_contained_tss_states;
struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
unsigned int num_contained_sampler_states;