From: Zebediah Figura Subject: [PATCH v2] wined3d: Correct indices for contained states in wined3d_stateblock_apply(). Message-Id: <20190213024420.25252-1-z.figura12@gmail.com> Date: Tue, 12 Feb 2019 20:44:20 -0600 Signed-off-by: Zebediah Figura --- dlls/wined3d/stateblock.c | 49 ++++++++++++++++++++++----------------- 1 file changed, 28 insertions(+), 21 deletions(-) diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c index 1ae0f35bff..fed32f2b9f 100644 --- a/dlls/wined3d/stateblock.c +++ b/dlls/wined3d/stateblock.c @@ -1030,21 +1030,24 @@ void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock) /* Vertex Shader Constants. */ for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i) { - state->vs_consts_f[i] = stateblock->stateblock_state.vs_consts_f[i]; - wined3d_device_set_vs_consts_f(device, stateblock->contained_vs_consts_f[i], - 1, &stateblock->stateblock_state.vs_consts_f[stateblock->contained_vs_consts_f[i]]); + unsigned int idx = stateblock->contained_vs_consts_f[i]; + + state->vs_consts_f[idx] = stateblock->stateblock_state.vs_consts_f[idx]; + wined3d_device_set_vs_consts_f(device, idx, 1, &stateblock->stateblock_state.vs_consts_f[idx]); } for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i) { - state->vs_consts_i[i] = stateblock->stateblock_state.vs_consts_i[i]; - wined3d_device_set_vs_consts_i(device, stateblock->contained_vs_consts_i[i], - 1, &stateblock->stateblock_state.vs_consts_i[stateblock->contained_vs_consts_i[i]]); + unsigned int idx = stateblock->contained_vs_consts_i[i]; + + state->vs_consts_i[idx] = stateblock->stateblock_state.vs_consts_i[idx]; + wined3d_device_set_vs_consts_i(device, idx, 1, &stateblock->stateblock_state.vs_consts_i[idx]); } for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i) { - state->vs_consts_b[i] = stateblock->stateblock_state.vs_consts_b[i]; - wined3d_device_set_vs_consts_b(device, stateblock->contained_vs_consts_b[i], - 1, &stateblock->stateblock_state.vs_consts_b[stateblock->contained_vs_consts_b[i]]); + unsigned int idx = stateblock->contained_vs_consts_b[i]; + + state->vs_consts_b[idx] = stateblock->stateblock_state.vs_consts_b[idx]; + wined3d_device_set_vs_consts_b(device, idx, 1, &stateblock->stateblock_state.vs_consts_b[idx]); } apply_lights(device, &stateblock->state); @@ -1062,29 +1065,33 @@ void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock) /* Pixel Shader Constants. */ for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i) { - state->ps_consts_f[i] = stateblock->stateblock_state.ps_consts_f[i]; - wined3d_device_set_ps_consts_f(device, stateblock->contained_ps_consts_f[i], - 1, &stateblock->stateblock_state.ps_consts_f[stateblock->contained_ps_consts_f[i]]); + unsigned int idx = stateblock->contained_ps_consts_f[i]; + + state->ps_consts_f[idx] = stateblock->stateblock_state.ps_consts_f[idx]; + wined3d_device_set_ps_consts_f(device, idx, 1, &stateblock->stateblock_state.ps_consts_f[idx]); } for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i) { - state->ps_consts_i[i] = stateblock->stateblock_state.ps_consts_i[i]; - wined3d_device_set_ps_consts_i(device, stateblock->contained_ps_consts_i[i], - 1, &stateblock->stateblock_state.ps_consts_i[stateblock->contained_ps_consts_i[i]]); + unsigned int idx = stateblock->contained_ps_consts_i[i]; + + state->ps_consts_i[idx] = stateblock->stateblock_state.ps_consts_i[idx]; + wined3d_device_set_ps_consts_i(device, idx, 1, &stateblock->stateblock_state.ps_consts_i[idx]); } for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i) { - state->ps_consts_b[i] = stateblock->stateblock_state.ps_consts_b[i]; - wined3d_device_set_ps_consts_b(device, stateblock->contained_ps_consts_b[i], - 1, &stateblock->stateblock_state.ps_consts_b[stateblock->contained_ps_consts_b[i]]); + unsigned int idx = stateblock->contained_ps_consts_b[i]; + + state->ps_consts_b[idx] = stateblock->stateblock_state.ps_consts_b[idx]; + wined3d_device_set_ps_consts_b(device, idx, 1, &stateblock->stateblock_state.ps_consts_b[idx]); } /* Render states. */ for (i = 0; i < stateblock->num_contained_render_states; ++i) { - state->rs[i] = stateblock->stateblock_state.rs[i]; - wined3d_device_set_render_state(device, stateblock->contained_render_states[i], - stateblock->stateblock_state.rs[stateblock->contained_render_states[i]]); + enum wined3d_render_state rs = stateblock->contained_render_states[i]; + + state->rs[rs] = stateblock->stateblock_state.rs[rs]; + wined3d_device_set_render_state(device, rs, stateblock->stateblock_state.rs[rs]); } /* Texture states. */ -- 2.20.1