*/
static void
nine_state_copy_common(struct nine_state *dst,
- const struct nine_state *src,
+ struct nine_state *src,
struct nine_state *mask, /* aliases either src or dst */
const boolean apply,
struct nine_range_pool *pool)
/* Render states.
* TODO: Maybe build a list ?
*/
- for (i = 0; i < Elements(dst->changed.rs); ++i) {
+ for (i = 0; i < ARRAY_SIZE(dst->changed.rs); ++i) {
uint32_t m = mask->changed.rs[i];
if (apply)
dst->changed.rs[i] |= m;
const int r = ffs(m) - 1;
m &= ~(1 << r);
dst->rs[i * 32 + r] = src->rs[i * 32 + r];
+ dst->rs_advertised[i * 32 + r] = src->rs_advertised[i * 32 + r];
}
}
nine_bind(&dst->stream[i], src->stream[i]);
if (src->stream[i]) {
dst->vtxbuf[i].buffer_offset = src->vtxbuf[i].buffer_offset;
- dst->vtxbuf[i].buffer = src->vtxbuf[i].buffer;
+ pipe_resource_reference(&dst->vtxbuf[i].buffer, src->vtxbuf[i].buffer);
dst->vtxbuf[i].stride = src->vtxbuf[i].stride;
}
}
}
}
if (mask->changed.group & NINE_STATE_FF_LIGHTING) {
- if (dst->ff.num_lights < mask->ff.num_lights) {
+ unsigned num_lights = MAX2(dst->ff.num_lights, src->ff.num_lights);
+ /* Can happen in Capture() if device state has created new lights after
+ * the stateblock was created.
+ * Can happen in Apply() if the stateblock had recorded the creation of
+ * new lights. */
+ if (dst->ff.num_lights < num_lights) {
dst->ff.light = REALLOC(dst->ff.light,
dst->ff.num_lights * sizeof(D3DLIGHT9),
- mask->ff.num_lights * sizeof(D3DLIGHT9));
- for (i = dst->ff.num_lights; i < mask->ff.num_lights; ++i) {
- memset(&dst->ff.light[i], 0, sizeof(D3DLIGHT9));
- dst->ff.light[i].Type = (D3DLIGHTTYPE)NINED3DLIGHT_INVALID;
+ num_lights * sizeof(D3DLIGHT9));
+ memset(&dst->ff.light[dst->ff.num_lights], 0, (num_lights - dst->ff.num_lights) * sizeof(D3DLIGHT9));
+ /* if mask == dst, a Type of 0 will trigger
+ * "dst->ff.light[i] = src->ff.light[i];" later,
+ * which is what we want in that case. */
+ if (mask != dst) {
+ for (i = src->ff.num_lights; i < num_lights; ++i)
+ src->ff.light[i].Type = (D3DLIGHTTYPE)NINED3DLIGHT_INVALID;
}
- dst->ff.num_lights = mask->ff.num_lights;
+ dst->ff.num_lights = num_lights;
}
- for (i = 0; i < mask->ff.num_lights; ++i)
+ /* Can happen in Capture() if the stateblock had recorded the creation of
+ * new lights.
+ * Can happen in Apply() if device state has created new lights after
+ * the stateblock was created. */
+ if (src->ff.num_lights < num_lights) {
+ src->ff.light = REALLOC(src->ff.light,
+ src->ff.num_lights * sizeof(D3DLIGHT9),
+ num_lights * sizeof(D3DLIGHT9));
+ memset(&src->ff.light[src->ff.num_lights], 0, (num_lights - src->ff.num_lights) * sizeof(D3DLIGHT9));
+ for (i = src->ff.num_lights; i < num_lights; ++i)
+ src->ff.light[i].Type = (D3DLIGHTTYPE)NINED3DLIGHT_INVALID;
+ src->ff.num_lights = num_lights;
+ }
+ /* Note: mask is either src or dst, so at this point src, dst and mask
+ * have num_lights lights. */
+ for (i = 0; i < num_lights; ++i)
if (mask->ff.light[i].Type != NINED3DLIGHT_INVALID)
dst->ff.light[i] = src->ff.light[i];
dst->ff.num_lights_active = src->ff.num_lights_active;
}
if (mask->changed.group & NINE_STATE_FF_VSTRANSF) {
- for (i = 0; i < Elements(mask->ff.changed.transform); ++i) {
+ for (i = 0; i < ARRAY_SIZE(mask->ff.changed.transform); ++i) {
if (!mask->ff.changed.transform[i])
continue;
for (s = i * 32; s < (i * 32 + 32); ++s) {
/* Render states. */
memcpy(dst->rs, src->rs, sizeof(dst->rs));
+ memcpy(dst->rs_advertised, src->rs_advertised, sizeof(dst->rs_advertised));
if (apply)
memcpy(dst->changed.rs, src->changed.rs, sizeof(dst->changed.rs));
/* Vertex streams. */
if (1) {
- for (i = 0; i < Elements(dst->stream); ++i) {
+ for (i = 0; i < ARRAY_SIZE(dst->stream); ++i) {
nine_bind(&dst->stream[i], src->stream[i]);
if (src->stream[i]) {
dst->vtxbuf[i].buffer_offset = src->vtxbuf[i].buffer_offset;
- dst->vtxbuf[i].buffer = src->vtxbuf[i].buffer;
+ pipe_resource_reference(&dst->vtxbuf[i].buffer, src->vtxbuf[i].buffer);
dst->vtxbuf[i].stride = src->vtxbuf[i].stride;
}
dst->stream_freq[i] = src->stream_freq[i];
/* Capture those bits of current device state that have been changed between
* BeginStateBlock and EndStateBlock.
*/
-HRESULT WINAPI
+HRESULT NINE_WINAPI
NineStateBlock9_Capture( struct NineStateBlock9 *This )
{
struct nine_state *dst = &This->state;
}
/* Set state managed by this StateBlock as current device state. */
-HRESULT WINAPI
+HRESULT NINE_WINAPI
NineStateBlock9_Apply( struct NineStateBlock9 *This )
{
struct nine_state *dst = &This->base.device->state;