wined3d: Get rid of the "update_state" field from struct wined3d_device.

Signed-off-by: Zebediah Figura <z.figura12@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Zebediah Figura 2019-02-15 00:38:12 -06:00 committed by Alexandre Julliard
parent 9381da9f1c
commit 477e01af71
2 changed files with 6 additions and 11 deletions

View file

@ -2055,13 +2055,13 @@ void CDECL wined3d_device_set_rasterizer_state(struct wined3d_device *device,
TRACE("device %p, rasterizer_state %p.\n", device, rasterizer_state);
prev = device->update_state->rasterizer_state;
prev = device->state.rasterizer_state;
if (prev == rasterizer_state)
return;
if (rasterizer_state)
wined3d_rasterizer_state_incref(rasterizer_state);
device->update_state->rasterizer_state = rasterizer_state;
device->state.rasterizer_state = rasterizer_state;
wined3d_cs_emit_set_rasterizer_state(device->cs, rasterizer_state);
if (prev)
wined3d_rasterizer_state_decref(prev);
@ -2802,12 +2802,12 @@ void CDECL wined3d_device_set_hull_shader(struct wined3d_device *device, struct
TRACE("device %p, shader %p.\n", device, shader);
prev = device->update_state->shader[WINED3D_SHADER_TYPE_HULL];
prev = device->state.shader[WINED3D_SHADER_TYPE_HULL];
if (shader == prev)
return;
if (shader)
wined3d_shader_incref(shader);
device->update_state->shader[WINED3D_SHADER_TYPE_HULL] = shader;
device->state.shader[WINED3D_SHADER_TYPE_HULL] = shader;
wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_HULL, shader);
if (prev)
wined3d_shader_decref(prev);
@ -2857,12 +2857,12 @@ void CDECL wined3d_device_set_domain_shader(struct wined3d_device *device, struc
TRACE("device %p, shader %p.\n", device, shader);
prev = device->update_state->shader[WINED3D_SHADER_TYPE_DOMAIN];
prev = device->state.shader[WINED3D_SHADER_TYPE_DOMAIN];
if (shader == prev)
return;
if (shader)
wined3d_shader_incref(shader);
device->update_state->shader[WINED3D_SHADER_TYPE_DOMAIN] = shader;
device->state.shader[WINED3D_SHADER_TYPE_DOMAIN] = shader;
wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_DOMAIN, shader);
if (prev)
wined3d_shader_decref(prev);
@ -3636,7 +3636,6 @@ HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
return hr;
device->recording = stateblock;
device->update_state = &stateblock->state;
device->update_stateblock_state = &stateblock->stateblock_state;
TRACE("Recording stateblock %p.\n", stateblock);
@ -3662,7 +3661,6 @@ HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
*stateblock = object;
device->recording = NULL;
device->update_state = &device->state;
device->update_stateblock_state = &device->stateblock_state;
TRACE("Returning stateblock %p.\n", *stateblock);
@ -5094,7 +5092,6 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
memset(&device->state, 0, sizeof(device->state));
state_init(&device->state, &device->fb, &device->adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT);
device->update_state = &device->state;
memset(&device->stateblock_state, 0, sizeof(device->stateblock_state));
wined3d_stateblock_state_init(&device->stateblock_state, device, WINED3D_STATE_INIT_DEFAULT);
device->update_stateblock_state = &device->stateblock_state;
@ -5371,7 +5368,6 @@ HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
}
state_init(&device->state, &device->fb, &adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT);
device->update_state = &device->state;
wined3d_stateblock_state_init(&device->stateblock_state, device, WINED3D_STATE_INIT_DEFAULT);
device->update_stateblock_state = &device->stateblock_state;

View file

@ -3047,7 +3047,6 @@ struct wined3d_device
enum wined3d_feature_level feature_level;
struct wined3d_state state;
struct wined3d_state *update_state;
struct wined3d_stateblock *recording;
struct wined3d_stateblock_state stateblock_state;
struct wined3d_stateblock_state *update_stateblock_state;