Commit 3a2743f2 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Remove the state table from the shader backend.

parent 2d7cdc3e
...@@ -2109,5 +2109,4 @@ const shader_backend_t arb_program_shader_backend = { ...@@ -2109,5 +2109,4 @@ const shader_backend_t arb_program_shader_backend = {
shader_arb_generate_vshader, shader_arb_generate_vshader,
shader_arb_get_caps, shader_arb_get_caps,
shader_arb_fragment_enable, shader_arb_fragment_enable,
FFPStateTable
}; };
...@@ -853,9 +853,6 @@ static void set_bumpmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D ...@@ -853,9 +853,6 @@ static void set_bumpmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
} }
#undef GLINFO_LOCATION #undef GLINFO_LOCATION
/* our state table. Borrows lots of stuff from the base implementation */
struct StateEntry ATIFSStateTable[STATE_HIGHEST + 1];
const struct StateEntryTemplate atifs_fragmentstate_template[] = { const struct StateEntryTemplate atifs_fragmentstate_template[] = {
{STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_atifs }}, {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_atifs }},
{STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }}, {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }},
...@@ -1126,5 +1123,4 @@ const shader_backend_t atifs_shader_backend = { ...@@ -1126,5 +1123,4 @@ const shader_backend_t atifs_shader_backend = {
shader_atifs_generate_vshader, shader_atifs_generate_vshader,
shader_atifs_get_caps, shader_atifs_get_caps,
shader_atifs_fragment_enable, shader_atifs_fragment_enable,
ATIFSStateTable
}; };
...@@ -1214,7 +1214,6 @@ const shader_backend_t none_shader_backend = { ...@@ -1214,7 +1214,6 @@ const shader_backend_t none_shader_backend = {
shader_none_generate_vshader, shader_none_generate_vshader,
shader_none_get_caps, shader_none_get_caps,
shader_none_fragment_enable, shader_none_fragment_enable,
FFPStateTable
}; };
/* ******************************************* /* *******************************************
......
...@@ -3464,8 +3464,7 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, ...@@ -3464,8 +3464,7 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
frag_pipeline = select_fragment_implementation(Adapter, DeviceType); frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
compile_state_table(object->StateTable, object->multistate_funcs, compile_state_table(object->StateTable, object->multistate_funcs,
ffp_vertexstate_template, frag_pipeline, misc_state_template, ffp_vertexstate_template, frag_pipeline, misc_state_template);
object->shader_backend->StateTable_remove);
/* Prefer the vtable with functions optimized for single dirtifyable objects if the shader /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
* model can deal with that. It is essentially the same, just with adjusted * model can deal with that. It is essentially the same, just with adjusted
......
...@@ -3708,5 +3708,4 @@ const shader_backend_t glsl_shader_backend = { ...@@ -3708,5 +3708,4 @@ const shader_backend_t glsl_shader_backend = {
shader_glsl_generate_vshader, shader_glsl_generate_vshader,
shader_glsl_get_caps, shader_glsl_get_caps,
shader_glsl_fragment_enable, shader_glsl_fragment_enable,
FFPStateTable
}; };
...@@ -2494,7 +2494,7 @@ static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D ...@@ -2494,7 +2494,7 @@ static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
update_fog = TRUE; update_fog = TRUE;
} }
if(!isStateDirty(context, FFPStateTable[STATE_VSHADER].representative)) { if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader); device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) { if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
...@@ -5271,8 +5271,7 @@ void compile_state_table(struct StateEntry *StateTable, ...@@ -5271,8 +5271,7 @@ void compile_state_table(struct StateEntry *StateTable,
APPLYSTATEFUNC **dev_multistate_funcs, APPLYSTATEFUNC **dev_multistate_funcs,
const struct StateEntryTemplate *vertex, const struct StateEntryTemplate *vertex,
const struct StateEntryTemplate *fragment, const struct StateEntryTemplate *fragment,
const struct StateEntryTemplate *misc, const struct StateEntryTemplate *misc) {
const struct StateEntry *temptable /* TODO: Remove this */) {
unsigned int i, type, handlers; unsigned int i, type, handlers;
APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3]; APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
const struct StateEntryTemplate *cur; const struct StateEntryTemplate *cur;
...@@ -5336,6 +5335,6 @@ void compile_state_table(struct StateEntry *StateTable, ...@@ -5336,6 +5335,6 @@ void compile_state_table(struct StateEntry *StateTable,
/* TODO Remove this after the state move is done */ /* TODO Remove this after the state move is done */
for(i = 0; i < STATE_HIGHEST + 1; i++) { for(i = 0; i < STATE_HIGHEST + 1; i++) {
if(set[i]) continue; if(set[i]) continue;
StateTable[i] = temptable[i]; StateTable[i] = FFPStateTable[i];
} }
} }
...@@ -301,7 +301,6 @@ typedef struct { ...@@ -301,7 +301,6 @@ typedef struct {
void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer); void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps); void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
void (*shader_fragment_enable)(IWineD3DDevice *iface, BOOL enable); void (*shader_fragment_enable)(IWineD3DDevice *iface, BOOL enable);
const struct StateEntry *StateTable_remove; /* TODO: This has to go away */
} shader_backend_t; } shader_backend_t;
extern const shader_backend_t atifs_shader_backend; extern const shader_backend_t atifs_shader_backend;
...@@ -598,13 +597,11 @@ extern const struct StateEntryTemplate ffp_fragmentstate_template[]; ...@@ -598,13 +597,11 @@ extern const struct StateEntryTemplate ffp_fragmentstate_template[];
extern const struct StateEntryTemplate atifs_fragmentstate_template[]; extern const struct StateEntryTemplate atifs_fragmentstate_template[];
/* "Base" state table */ /* "Base" state table */
extern const struct StateEntry FFPStateTable[];
void compile_state_table(struct StateEntry *StateTable, void compile_state_table(struct StateEntry *StateTable,
APPLYSTATEFUNC **dev_multistate_funcs, APPLYSTATEFUNC **dev_multistate_funcs,
const struct StateEntryTemplate *vertex, const struct StateEntryTemplate *vertex,
const struct StateEntryTemplate *fragment, const struct StateEntryTemplate *fragment,
const struct StateEntryTemplate *misc, const struct StateEntryTemplate *misc);
const struct StateEntry *temptable /* TODO: Remove this */);
/* The new context manager that should deal with onscreen and offscreen rendering */ /* The new context manager that should deal with onscreen and offscreen rendering */
struct WineD3DContext { struct WineD3DContext {
......
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