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Avoid the use of glGet when we know the information locally.
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84cd1925fe
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@ -322,6 +322,8 @@ struct IDirect3DDevice8Impl
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UINT srcBlend;
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UINT dstBlend;
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UINT alphafunc;
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UINT stencilfunc;
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/* State block related */
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BOOL isRecordingState;
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@ -1234,7 +1234,8 @@ HRESULT WINAPI IDirect3DDevice8Impl_Present(LPDIRECT3DDEVICE8 iface, CONST REC
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ENTER_GL();
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glXSwapBuffers(This->display, This->drawable);
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checkGLcall("glXSwapBuffers");
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/* Dont call checkGLcall, as glGetError is not applicable here */
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TRACE("glXSwapBuffers called, Starting new frame");
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LEAVE_GL();
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@ -2922,10 +2923,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
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case D3DRS_ALPHAFUNC :
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{
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int glParm = GL_LESS;
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float ref = 1.0;
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glGetFloatv(GL_ALPHA_TEST_REF, &ref);
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checkGLcall("glGetFloatv(GL_ALPHA_TEST_REF, &ref);");
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float ref = ((float) This->StateBlock->renderstate[D3DRS_ALPHAREF]) / 255.0f;
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switch ((D3DCMPFUNC) Value) {
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case D3DCMP_NEVER: glParm=GL_NEVER; break;
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@ -2941,18 +2939,16 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
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}
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TRACE("glAlphaFunc with Parm=%x, ref=%f\n", glParm, ref);
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glAlphaFunc(glParm, ref);
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This->alphafunc = glParm;
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checkGLcall("glAlphaFunc");
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}
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break;
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case D3DRS_ALPHAREF :
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{
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int glParm = GL_LESS;
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int glParm = This->alphafunc;
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float ref = 1.0f;
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glGetIntegerv(GL_ALPHA_TEST_FUNC, &glParm);
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checkGLcall("glGetFloatv(GL_ALPHA_TEST_FUNC, &glParm);");
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ref = ((float) Value) / 255.0f;
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TRACE("glAlphaFunc with Parm=%x, ref=%f\n", glParm, ref);
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glAlphaFunc(glParm, ref);
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@ -3075,13 +3071,8 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
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case D3DRS_STENCILFUNC :
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{
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int glParm = GL_ALWAYS;
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int ref = 0;
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GLuint mask = 0xFFFFFFFF;
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glGetIntegerv(GL_STENCIL_REF, &ref);
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checkGLcall("glGetFloatv(GL_STENCIL_REF, &ref);");
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glGetIntegerv(GL_STENCIL_VALUE_MASK, &mask);
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checkGLcall("glGetFloatv(GL_STENCIL_VALUE_MASK, &glParm);");
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int ref = This->StateBlock->renderstate[D3DRS_STENCILREF];
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GLuint mask = This->StateBlock->renderstate[D3DRS_STENCILMASK];
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switch ((D3DCMPFUNC) Value) {
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case D3DCMP_NEVER: glParm=GL_NEVER; break;
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@ -3103,14 +3094,9 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
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case D3DRS_STENCILREF :
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{
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int glParm = GL_ALWAYS;
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int glParm = This->stencilfunc;
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int ref = 0;
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GLuint mask = 0xFFFFFFFF;
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glGetIntegerv(GL_STENCIL_FUNC, &glParm);
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checkGLcall("glGetFloatv(GL_STENCIL_FUNC, &glParm);");
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glGetIntegerv(GL_STENCIL_VALUE_MASK, &mask);
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checkGLcall("glGetFloatv(GL_STENCIL_VALUE_MASK, &glParm);");
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GLuint mask = This->StateBlock->renderstate[D3DRS_STENCILMASK];
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ref = Value;
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TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
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@ -3121,15 +3107,10 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
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case D3DRS_STENCILMASK :
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{
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int glParm = GL_ALWAYS;
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int ref = 0.0;
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int glParm = This->stencilfunc;
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int ref = This->StateBlock->renderstate[D3DRS_STENCILREF];
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GLuint mask = Value;
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glGetIntegerv(GL_STENCIL_REF, &ref);
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checkGLcall("glGetFloatv(GL_STENCIL_REF, &ref);");
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glGetIntegerv(GL_STENCIL_FUNC, &glParm);
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checkGLcall("glGetFloatv(GL_STENCIL_FUNC, &glParm);");
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TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
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glStencilFunc(glParm, ref, mask);
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checkGLcall("glStencilFunc");
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@ -106,9 +106,16 @@ HRESULT WINAPI IDirect3DDeviceImpl_InitStartupStateBlock(IDirect3DDevice8Impl* T
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
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/* Setting stencil func also uses values for stencil ref/mask, so manually set defaults
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* so only a single call performed (and ensure defaults initialized before making that call)
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*
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* IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILREF, 0);
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* IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILMASK, 0xFFFFFFFF);
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*/
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This->StateBlock->renderstate[D3DRS_STENCILREF] = 0;
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This->StateBlock->renderstate[D3DRS_STENCILMASK] = 0xFFFFFFFF;
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILREF, 0);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILMASK, 0xFFFFFFFF);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP0, 0);
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