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wine
wine-cw
Commits
a27adc47
Commit
a27adc47
authored
Jun 28, 2011
by
Stefan Dösinger
Committed by
Alexandre Julliard
Jun 28, 2011
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Plain Diff
wined3d: Update the vertex shader when the clipplanes are changed.
parent
67320c44
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1 changed file
with
32 additions
and
17 deletions
+32
-17
state.c
dlls/wined3d/state.c
+32
-17
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dlls/wined3d/state.c
View file @
a27adc47
...
...
@@ -484,13 +484,33 @@ static void state_alpha(DWORD state, struct wined3d_stateblock *stateblock, stru
}
}
static
void
shaderconstant
(
DWORD
state_id
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_state
*
state
=
&
stateblock
->
state
;
struct
wined3d_device
*
device
=
stateblock
->
device
;
/* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
* has an update pending
*/
if
(
isStateDirty
(
context
,
STATE_VDECL
)
||
isStateDirty
(
context
,
STATE_PIXELSHADER
))
{
return
;
}
device
->
shader_backend
->
shader_load_constants
(
context
,
use_ps
(
state
),
use_vs
(
state
));
}
static
void
state_clipping
(
DWORD
state_id
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_state
*
state
=
&
stateblock
->
state
;
DWORD
enable
=
0xFFFFFFFF
;
DWORD
disable
=
0x00000000
;
if
(
!
stateblock
->
device
->
vs_clipping
&&
use_vs
(
state
))
if
(
use_vs
(
state
))
{
const
struct
wined3d_device
*
device
=
stateblock
->
device
;
if
(
!
device
->
vs_clipping
)
{
/* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
* so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
...
...
@@ -508,6 +528,17 @@ static void state_clipping(DWORD state_id, struct wined3d_stateblock *stateblock
return
;
}
/* glEnable(GL_CLIP_PLANEx) doesn't apply to vertex shaders. The enabled / disabled planes are
* hardcoded into the shader. Update the shader to update the enabled clipplanes */
if
(
!
isStateDirty
(
context
,
device
->
StateTable
[
STATE_VSHADER
].
representative
))
{
device
->
shader_backend
->
shader_select
(
context
,
use_ps
(
state
),
TRUE
);
if
(
!
isStateDirty
(
context
,
STATE_VERTEXSHADERCONSTANT
))
{
shaderconstant
(
STATE_VERTEXSHADERCONSTANT
,
stateblock
,
context
);
}
}
}
/* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
* of already set values
*/
...
...
@@ -3460,22 +3491,6 @@ static void tex_coordindex(DWORD state, struct wined3d_stateblock *stateblock, s
}
}
static
void
shaderconstant
(
DWORD
state_id
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_state
*
state
=
&
stateblock
->
state
;
struct
wined3d_device
*
device
=
stateblock
->
device
;
/* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
* has an update pending
*/
if
(
isStateDirty
(
context
,
STATE_VDECL
)
||
isStateDirty
(
context
,
STATE_PIXELSHADER
))
{
return
;
}
device
->
shader_backend
->
shader_load_constants
(
context
,
use_ps
(
state
),
use_vs
(
state
));
}
static
void
tex_bumpenvlscale
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
DWORD
stage
=
(
state
-
STATE_TEXTURESTAGE
(
0
,
0
))
/
(
WINED3D_HIGHEST_TEXTURE_STATE
+
1
);
...
...
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