wined3d: Add a separate function for initializing the "contained_*" fields from the "changed" field.
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 60bd37d..fc67dec 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -4406,7 +4406,6 @@
static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IWineD3DStateBlock** ppStateBlock) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- unsigned int i, j;
IWineD3DStateBlockImpl *object = This->updateStateBlock;
if (!This->isRecordingState) {
@@ -4415,93 +4414,7 @@
return WINED3DERR_INVALIDCALL;
}
- for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
- {
- DWORD map = object->changed.renderState[i];
- for (j = 0; map; map >>= 1, ++j)
- {
- if (!(map & 1)) continue;
-
- object->contained_render_states[object->num_contained_render_states++] = (i << 5) | j;
- }
- }
-
- for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i)
- {
- DWORD map = object->changed.transform[i];
- for (j = 0; map; map >>= 1, ++j)
- {
- if (!(map & 1)) continue;
-
- object->contained_transform_states[object->num_contained_transform_states++] = (i << 5) | j;
- }
- }
- for(i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
- if(object->changed.vertexShaderConstantsF[i]) {
- object->contained_vs_consts_f[object->num_contained_vs_consts_f] = i;
- object->num_contained_vs_consts_f++;
- }
- }
- for(i = 0; i < MAX_CONST_I; i++) {
- if (object->changed.vertexShaderConstantsI & (1 << i))
- {
- object->contained_vs_consts_i[object->num_contained_vs_consts_i] = i;
- object->num_contained_vs_consts_i++;
- }
- }
- for(i = 0; i < MAX_CONST_B; i++) {
- if (object->changed.vertexShaderConstantsB & (1 << i))
- {
- object->contained_vs_consts_b[object->num_contained_vs_consts_b] = i;
- object->num_contained_vs_consts_b++;
- }
- }
- for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i)
- {
- if (object->changed.pixelShaderConstantsF[i])
- {
- object->contained_ps_consts_f[object->num_contained_ps_consts_f] = i;
- ++object->num_contained_ps_consts_f;
- }
- }
- for(i = 0; i < MAX_CONST_I; i++) {
- if (object->changed.pixelShaderConstantsI & (1 << i))
- {
- object->contained_ps_consts_i[object->num_contained_ps_consts_i] = i;
- object->num_contained_ps_consts_i++;
- }
- }
- for(i = 0; i < MAX_CONST_B; i++) {
- if (object->changed.pixelShaderConstantsB & (1 << i))
- {
- object->contained_ps_consts_b[object->num_contained_ps_consts_b] = i;
- object->num_contained_ps_consts_b++;
- }
- }
- for(i = 0; i < MAX_TEXTURES; i++) {
- DWORD map = object->changed.textureState[i];
-
- for(j = 0; map; map >>= 1, ++j)
- {
- if (!(map & 1)) continue;
-
- 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;
- }
- }
- for(i = 0; i < MAX_COMBINED_SAMPLERS; i++){
- DWORD map = object->changed.samplerState[i];
-
- for (j = 0; map; map >>= 1, ++j)
- {
- if (!(map & 1)) continue;
-
- object->contained_sampler_states[object->num_contained_sampler_states].stage = i;
- object->contained_sampler_states[object->num_contained_sampler_states].state = j;
- ++object->num_contained_sampler_states;
- }
- }
+ stateblock_init_contained_states(object);
*ppStateBlock = (IWineD3DStateBlock*) object;
This->isRecordingState = FALSE;
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index eb2780a..4034f1a 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -228,6 +228,118 @@
memcpy(dst->pixelShaderConstantF, src->pixelShaderConstantF, sizeof(float) * gl_info->max_pshader_constantsF * 4);
}
+void stateblock_init_contained_states(IWineD3DStateBlockImpl *stateblock)
+{
+ const struct wined3d_gl_info *gl_info = &stateblock->wineD3DDevice->adapter->gl_info;
+ unsigned int i, j;
+
+ for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
+ {
+ DWORD map = stateblock->changed.renderState[i];
+ for (j = 0; map; map >>= 1, ++j)
+ {
+ if (!(map & 1)) continue;
+
+ stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j;
+ ++stateblock->num_contained_render_states;
+ }
+ }
+
+ for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i)
+ {
+ DWORD map = stateblock->changed.transform[i];
+ for (j = 0; map; map >>= 1, ++j)
+ {
+ if (!(map & 1)) continue;
+
+ stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j;
+ ++stateblock->num_contained_transform_states;
+ }
+ }
+
+ for (i = 0; i < gl_info->max_vshader_constantsF; ++i)
+ {
+ if (stateblock->changed.vertexShaderConstantsF[i])
+ {
+ stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i;
+ ++stateblock->num_contained_vs_consts_f;
+ }
+ }
+
+ for (i = 0; i < MAX_CONST_I; ++i)
+ {
+ if (stateblock->changed.vertexShaderConstantsI & (1 << i))
+ {
+ stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i;
+ ++stateblock->num_contained_vs_consts_i;
+ }
+ }
+
+ for (i = 0; i < MAX_CONST_B; ++i)
+ {
+ if (stateblock->changed.vertexShaderConstantsB & (1 << i))
+ {
+ stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i;
+ ++stateblock->num_contained_vs_consts_b;
+ }
+ }
+
+ for (i = 0; i < gl_info->max_pshader_constantsF; ++i)
+ {
+ if (stateblock->changed.pixelShaderConstantsF[i])
+ {
+ stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i;
+ ++stateblock->num_contained_ps_consts_f;
+ }
+ }
+
+ for (i = 0; i < MAX_CONST_I; ++i)
+ {
+ if (stateblock->changed.pixelShaderConstantsI & (1 << i))
+ {
+ stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i;
+ ++stateblock->num_contained_ps_consts_i;
+ }
+ }
+
+ for (i = 0; i < MAX_CONST_B; ++i)
+ {
+ if (stateblock->changed.pixelShaderConstantsB & (1 << i))
+ {
+ stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i;
+ ++stateblock->num_contained_ps_consts_b;
+ }
+ }
+
+ for (i = 0; i < MAX_TEXTURES; ++i)
+ {
+ DWORD map = stateblock->changed.textureState[i];
+
+ for(j = 0; map; map >>= 1, ++j)
+ {
+ if (!(map & 1)) continue;
+
+ stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
+ stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j;
+ ++stateblock->num_contained_tss_states;
+ }
+ }
+
+ for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
+ {
+ DWORD map = stateblock->changed.samplerState[i];
+
+ for (j = 0; map; map >>= 1, ++j)
+ {
+ if (!(map & 1)) continue;
+
+ stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
+ stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j;
+ ++stateblock->num_contained_sampler_states;
+ }
+ }
+}
+
/**********************************************************
* IWineD3DStateBlockImpl IUnknown parts follows
**********************************************************/
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 044bae9..f48d791 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2354,6 +2354,7 @@
HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *device,
WINED3DSTATEBLOCKTYPE type, IUnknown *parent) DECLSPEC_HIDDEN;
+void stateblock_init_contained_states(IWineD3DStateBlockImpl *object) DECLSPEC_HIDDEN;
/* Direct3D terminology with little modifications. We do not have an issued state
* because only the driver knows about it, but we have a created state because d3d