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wine
wine-winehq
Commits
38e4cb29
Commit
38e4cb29
authored
Mar 17, 2015
by
Matteo Bruni
Committed by
Alexandre Julliard
Mar 18, 2015
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wined3d: Depend on the vertex shader state instead of the vertex declaration…
wined3d: Depend on the vertex shader state instead of the vertex declaration state where appropriate.
parent
d8c5e417
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1 changed file
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19 additions
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19 deletions
+19
-19
glsl_shader.c
dlls/wined3d/glsl_shader.c
+19
-19
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dlls/wined3d/glsl_shader.c
View file @
38e4cb29
...
...
@@ -6964,7 +6964,7 @@ static void glsl_vertex_pipe_projection(struct wined3d_context *context,
static
const
struct
StateEntryTemplate
glsl_vertex_pipe_vp_states
[]
=
{
{
STATE_VDECL
,
{
STATE_VDECL
,
vertexdeclaration
},
WINED3D_GL_EXT_NONE
},
{
STATE_SHADER
(
WINED3D_SHADER_TYPE_VERTEX
),
{
STATE_
VDECL
,
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_SHADER
(
WINED3D_SHADER_TYPE_VERTEX
),
{
STATE_
SHADER
(
WINED3D_SHADER_TYPE_VERTEX
),
vertexdeclaration
},
WINED3D_GL_EXT_NONE
},
{
STATE_MATERIAL
,
{
STATE_RENDER
(
WINED3D_RS_SPECULARENABLE
),
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_SPECULARENABLE
),
{
STATE_RENDER
(
WINED3D_RS_SPECULARENABLE
),
state_specularenable
},
WINED3D_GL_EXT_NONE
},
/* Clip planes */
...
...
@@ -7032,14 +7032,14 @@ static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
{
STATE_TEXTURESTAGE
(
5
,
WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
),
{
STATE_TEXTURESTAGE
(
5
,
WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
),
transform_texture
},
WINED3D_GL_EXT_NONE
},
{
STATE_TEXTURESTAGE
(
6
,
WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
),
{
STATE_TEXTURESTAGE
(
6
,
WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
),
transform_texture
},
WINED3D_GL_EXT_NONE
},
{
STATE_TEXTURESTAGE
(
7
,
WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
),
{
STATE_TEXTURESTAGE
(
7
,
WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
),
transform_texture
},
WINED3D_GL_EXT_NONE
},
{
STATE_TEXTURESTAGE
(
0
,
WINED3D_TSS_TEXCOORD_INDEX
),
{
STATE_
VDECL
,
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_TEXTURESTAGE
(
1
,
WINED3D_TSS_TEXCOORD_INDEX
),
{
STATE_
VDECL
,
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_TEXTURESTAGE
(
2
,
WINED3D_TSS_TEXCOORD_INDEX
),
{
STATE_
VDECL
,
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_TEXTURESTAGE
(
3
,
WINED3D_TSS_TEXCOORD_INDEX
),
{
STATE_
VDECL
,
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_TEXTURESTAGE
(
4
,
WINED3D_TSS_TEXCOORD_INDEX
),
{
STATE_
VDECL
,
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_TEXTURESTAGE
(
5
,
WINED3D_TSS_TEXCOORD_INDEX
),
{
STATE_
VDECL
,
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_TEXTURESTAGE
(
6
,
WINED3D_TSS_TEXCOORD_INDEX
),
{
STATE_
VDECL
,
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_TEXTURESTAGE
(
7
,
WINED3D_TSS_TEXCOORD_INDEX
),
{
STATE_
VDECL
,
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_TEXTURESTAGE
(
0
,
WINED3D_TSS_TEXCOORD_INDEX
),
{
STATE_
SHADER
(
WINED3D_SHADER_TYPE_VERTEX
),
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_TEXTURESTAGE
(
1
,
WINED3D_TSS_TEXCOORD_INDEX
),
{
STATE_
SHADER
(
WINED3D_SHADER_TYPE_VERTEX
),
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_TEXTURESTAGE
(
2
,
WINED3D_TSS_TEXCOORD_INDEX
),
{
STATE_
SHADER
(
WINED3D_SHADER_TYPE_VERTEX
),
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_TEXTURESTAGE
(
3
,
WINED3D_TSS_TEXCOORD_INDEX
),
{
STATE_
SHADER
(
WINED3D_SHADER_TYPE_VERTEX
),
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_TEXTURESTAGE
(
4
,
WINED3D_TSS_TEXCOORD_INDEX
),
{
STATE_
SHADER
(
WINED3D_SHADER_TYPE_VERTEX
),
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_TEXTURESTAGE
(
5
,
WINED3D_TSS_TEXCOORD_INDEX
),
{
STATE_
SHADER
(
WINED3D_SHADER_TYPE_VERTEX
),
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_TEXTURESTAGE
(
6
,
WINED3D_TSS_TEXCOORD_INDEX
),
{
STATE_
SHADER
(
WINED3D_SHADER_TYPE_VERTEX
),
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_TEXTURESTAGE
(
7
,
WINED3D_TSS_TEXCOORD_INDEX
),
{
STATE_
SHADER
(
WINED3D_SHADER_TYPE_VERTEX
),
NULL
},
WINED3D_GL_EXT_NONE
},
/* Fog */
{
STATE_RENDER
(
WINED3D_RS_FOGENABLE
),
{
STATE_RENDER
(
WINED3D_RS_FOGENABLE
),
glsl_vertex_pipe_shader
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_FOGTABLEMODE
),
{
STATE_RENDER
(
WINED3D_RS_FOGENABLE
),
NULL
},
WINED3D_GL_EXT_NONE
},
...
...
@@ -7047,16 +7047,16 @@ static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
{
STATE_RENDER
(
WINED3D_RS_RANGEFOGENABLE
),
{
STATE_RENDER
(
WINED3D_RS_FOGENABLE
),
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_CLIPPING
),
{
STATE_RENDER
(
WINED3D_RS_CLIPPING
),
state_clipping
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_CLIPPLANEENABLE
),
{
STATE_RENDER
(
WINED3D_RS_CLIPPING
),
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_LIGHTING
),
{
STATE_
VDECL
,
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_LIGHTING
),
{
STATE_
SHADER
(
WINED3D_SHADER_TYPE_VERTEX
),
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_AMBIENT
),
{
STATE_RENDER
(
WINED3D_RS_AMBIENT
),
state_ambient
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_COLORVERTEX
),
{
STATE_RENDER
(
WINED3D_RS_COLORVERTEX
),
glsl_vertex_pipe_shader
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_LOCALVIEWER
),
{
STATE_
VDECL
,
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_NORMALIZENORMALS
),
{
STATE_
VDECL
,
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_DIFFUSEMATERIALSOURCE
),
{
STATE_
VDECL
,
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_SPECULARMATERIALSOURCE
),
{
STATE_
VDECL
,
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_AMBIENTMATERIALSOURCE
),
{
STATE_
VDECL
,
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_EMISSIVEMATERIALSOURCE
),
{
STATE_
VDECL
,
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_VERTEXBLEND
),
{
STATE_
VDECL
,
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_LOCALVIEWER
),
{
STATE_
SHADER
(
WINED3D_SHADER_TYPE_VERTEX
),
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_NORMALIZENORMALS
),
{
STATE_
SHADER
(
WINED3D_SHADER_TYPE_VERTEX
),
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_DIFFUSEMATERIALSOURCE
),
{
STATE_
SHADER
(
WINED3D_SHADER_TYPE_VERTEX
),
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_SPECULARMATERIALSOURCE
),
{
STATE_
SHADER
(
WINED3D_SHADER_TYPE_VERTEX
),
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_AMBIENTMATERIALSOURCE
),
{
STATE_
SHADER
(
WINED3D_SHADER_TYPE_VERTEX
),
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_EMISSIVEMATERIALSOURCE
),
{
STATE_
SHADER
(
WINED3D_SHADER_TYPE_VERTEX
),
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_VERTEXBLEND
),
{
STATE_
SHADER
(
WINED3D_SHADER_TYPE_VERTEX
),
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_POINTSIZE
),
{
STATE_RENDER
(
WINED3D_RS_POINTSCALEENABLE
),
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_POINTSIZE_MIN
),
{
STATE_RENDER
(
WINED3D_RS_POINTSIZE_MIN
),
state_psizemin_arb
},
ARB_POINT_PARAMETERS
},
{
STATE_RENDER
(
WINED3D_RS_POINTSIZE_MIN
),
{
STATE_RENDER
(
WINED3D_RS_POINTSIZE_MIN
),
state_psizemin_ext
},
EXT_POINT_PARAMETERS
},
...
...
@@ -7070,8 +7070,8 @@ static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
{
STATE_RENDER
(
WINED3D_RS_POINTSIZE_MAX
),
{
STATE_RENDER
(
WINED3D_RS_POINTSIZE_MIN
),
NULL
},
ARB_POINT_PARAMETERS
},
{
STATE_RENDER
(
WINED3D_RS_POINTSIZE_MAX
),
{
STATE_RENDER
(
WINED3D_RS_POINTSIZE_MIN
),
NULL
},
EXT_POINT_PARAMETERS
},
{
STATE_RENDER
(
WINED3D_RS_POINTSIZE_MAX
),
{
STATE_RENDER
(
WINED3D_RS_POINTSIZE_MIN
),
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_TWEENFACTOR
),
{
STATE_
VDECL
,
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_INDEXEDVERTEXBLENDENABLE
),
{
STATE_
VDECL
,
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_TWEENFACTOR
),
{
STATE_
SHADER
(
WINED3D_SHADER_TYPE_VERTEX
),
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_INDEXEDVERTEXBLENDENABLE
),
{
STATE_
SHADER
(
WINED3D_SHADER_TYPE_VERTEX
),
NULL
},
WINED3D_GL_EXT_NONE
},
/* Samplers for NP2 texture matrix adjustions. They are not needed if
* GL_ARB_texture_non_power_of_two is supported, so register a NULL state
* handler in that case to get the vertex part of sampler() skipped (VTF
...
...
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