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wined3d: Initialize the fb state pointer in state_init().
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@ -4708,7 +4708,7 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
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if (device->d3d_initialized)
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delete_opengl_contexts(device, swapchain);
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if (FAILED(hr = state_init(&device->state, &device->adapter->d3d_info)))
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if (FAILED(hr = state_init(&device->state, &device->fb, &device->adapter->d3d_info)))
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ERR("Failed to initialize device state, hr %#x.\n", hr);
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state_init_default(&device->state, device);
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device->update_state = &device->state;
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@ -4972,7 +4972,7 @@ HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
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device->blitter = adapter->blitter;
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if (FAILED(hr = state_init(&device->state, &adapter->d3d_info)))
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if (FAILED(hr = state_init(&device->state, &device->fb, &adapter->d3d_info)))
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{
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ERR("Failed to initialize device state, hr %#x.\n", hr);
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for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
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@ -598,10 +598,13 @@ void state_cleanup(struct wined3d_state *state)
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HeapFree(GetProcessHeap(), 0, state->ps_consts_f);
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}
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HRESULT state_init(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info)
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HRESULT state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
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const struct wined3d_d3d_info *d3d_info)
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{
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unsigned int i;
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state->fb = fb;
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for (i = 0; i < LIGHTMAP_SIZE; i++)
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{
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list_init(&state->light_map[i]);
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@ -1199,8 +1202,6 @@ void state_init_default(struct wined3d_state *state, struct wined3d_device *devi
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state->transforms[WINED3D_TS_WORLD_MATRIX(i)] = identity;
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}
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state->fb = &device->fb;
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TRACE("Render states\n");
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/* Render states: */
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state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_TRUE;
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@ -1386,7 +1387,7 @@ static HRESULT stateblock_init(struct wined3d_stateblock *stateblock,
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stateblock->ref = 1;
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stateblock->device = device;
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if (FAILED(hr = state_init(&stateblock->state, d3d_info)))
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if (FAILED(hr = state_init(&stateblock->state, NULL, d3d_info)))
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return hr;
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if (FAILED(hr = stateblock_allocate_shader_constants(stateblock)))
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@ -2447,7 +2447,8 @@ struct wined3d_stateblock
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void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
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void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
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HRESULT state_init(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN;
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HRESULT state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
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const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN;
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void state_init_default(struct wined3d_state *state, struct wined3d_device *device) DECLSPEC_HIDDEN;
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void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
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