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wine
wine-winehq
Commits
3a2743f2
Commit
3a2743f2
authored
Jul 02, 2008
by
Stefan Dösinger
Committed by
Alexandre Julliard
Jul 08, 2008
Browse files
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Plain Diff
wined3d: Remove the state table from the shader backend.
parent
2d7cdc3e
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Showing
7 changed files
with
5 additions
and
17 deletions
+5
-17
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+0
-1
ati_fragment_shader.c
dlls/wined3d/ati_fragment_shader.c
+0
-4
baseshader.c
dlls/wined3d/baseshader.c
+0
-1
directx.c
dlls/wined3d/directx.c
+1
-2
glsl_shader.c
dlls/wined3d/glsl_shader.c
+0
-1
state.c
dlls/wined3d/state.c
+3
-4
wined3d_private.h
dlls/wined3d/wined3d_private.h
+1
-4
No files found.
dlls/wined3d/arb_program_shader.c
View file @
3a2743f2
...
@@ -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
};
};
dlls/wined3d/ati_fragment_shader.c
View file @
3a2743f2
...
@@ -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
};
};
dlls/wined3d/baseshader.c
View file @
3a2743f2
...
@@ -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
};
};
/* *******************************************
/* *******************************************
...
...
dlls/wined3d/directx.c
View file @
3a2743f2
...
@@ -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
...
...
dlls/wined3d/glsl_shader.c
View file @
3a2743f2
...
@@ -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
};
};
dlls/wined3d/state.c
View file @
3a2743f2
...
@@ -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
,
FFP
StateTable
[
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
]
=
tempt
able
[
i
];
StateTable
[
i
]
=
FFPStateT
able
[
i
];
}
}
}
}
dlls/wined3d/wined3d_private.h
View file @
3a2743f2
...
@@ -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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