2010/1/6 Christian Costa <[email protected]>:
> The fixmes disapear but I get tons of err:d3d:state_undefined Undefined
> state which is worst. Log attached.
>
How does the attached patch work?
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 2aec7d6..72e1ae3 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -895,6 +895,12 @@ static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state,
DWORD idx;
BYTE shift;
+ if (!rep)
+ {
+ ERR("Tried to make state %#x without rep dirty.\n", state);
+ DebugBreak();
+ }
+
if (isStateDirty(context, rep)) return;
context->dirtyArray[context->numDirtyEntries++] = rep;
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 34495d3..4bc9702 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3095,6 +3095,7 @@ static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) {
static void device_map_psamplers(IWineD3DDeviceImpl *This) {
const WINED3DSAMPLER_TEXTURE_TYPE *sampler_type =
((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.reg_maps.sampler_type;
+ const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
unsigned int i;
for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
@@ -3102,7 +3103,8 @@ static void device_map_psamplers(IWineD3DDeviceImpl *This) {
{
device_map_stage(This, i, i);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
- if (i < MAX_TEXTURES) {
+ if (i < gl_info->limits.texture_stages)
+ {
markTextureStagesDirty(This, i);
}
}
@@ -3806,11 +3808,14 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface,
static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
DWORD oldValue = This->updateStateBlock->textureState[Stage][Type];
+ const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
TRACE("(%p) : Stage=%d, Type=%s(%d), Value=%d\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
- if (Stage >= MAX_TEXTURES) {
- WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring\n", Stage, MAX_TEXTURES - 1);
+ if (Stage >= gl_info->limits.texture_stages)
+ {
+ WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
+ Stage, gl_info->limits.texture_stages - 1);
return WINED3D_OK;
}
@@ -3891,6 +3896,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface,
DWORD stage, IWineD3DBaseTexture *texture)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+ const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
IWineD3DBaseTexture *prev;
TRACE("iface %p, stage %u, texture %p.\n", iface, stage, texture);
@@ -3949,7 +3955,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface,
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
}
- if (!prev && stage < MAX_TEXTURES)
+ if (!prev && stage < gl_info->limits.texture_stages)
{
/* The source arguments for color and alpha ops have different
* meanings when a NULL texture is bound, so the COLOROP and
@@ -3968,7 +3974,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface,
IWineD3DBaseTexture_Release(prev);
- if (!texture && stage < MAX_TEXTURES)
+ if (!texture && stage < gl_info->limits.texture_stages)
{
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
@@ -7019,6 +7025,12 @@ void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
BYTE shift;
UINT i;
+ if (!rep)
+ {
+ ERR("Tried to make state %#x without rep dirty.\n", state);
+ DebugBreak();
+ }
+
for(i = 0; i < This->numContexts; i++) {
context = This->contexts[i];
if(isStateDirty(context, rep)) continue;
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index adb426b..43cb0df 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -3597,9 +3597,9 @@ void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct w
}
} else {
/* Disabled the pixel shader - color ops weren't applied
- * while it was enabled, so re-apply them.
- */
- for(i=0; i < MAX_TEXTURES; i++) {
+ * while it was enabled, so re-apply them. */
+ for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
+ {
if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
device->StateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply
(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
@@ -5733,6 +5733,7 @@ HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_
APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
const struct StateEntryTemplate *cur;
BOOL set[STATE_HIGHEST + 1];
+ unsigned int start, last;
memset(multistate_funcs, 0, sizeof(multistate_funcs));
@@ -5824,6 +5825,14 @@ HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_
}
}
+ start = STATE_TEXTURESTAGE(gl_info->limits.texture_stages, 0);
+ last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
+ for (i = start; i <= last; ++i)
+ {
+ StateTable[i].representative = 0;
+ StateTable[i].apply = state_undefined;
+ }
+
return WINED3D_OK;
out_of_mem: