Stefan Dösinger : wined3d: Catch NOP vertex declaration changes.
Alexandre Julliard
julliard at wine.codeweavers.com
Thu Jan 4 04:45:08 CST 2007
Module: wine
Branch: master
Commit: cd9a3517f3ee5309979c7ea3cb734576f37d0560
URL: http://source.winehq.org/git/wine.git/?a=commit;h=cd9a3517f3ee5309979c7ea3cb734576f37d0560
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Thu Jan 4 00:07:00 2007 +0100
wined3d: Catch NOP vertex declaration changes.
---
dlls/wined3d/device.c | 18 +++++++++++++++---
1 files changed, 15 insertions(+), 3 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index a1aab0d..6a51771 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -2151,10 +2151,15 @@ static HRESULT WINAPI IWineD3DDeviceImpl
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
/* Update the current state block */
- This->updateStateBlock->fvf = fvf;
This->updateStateBlock->changed.fvf = TRUE;
This->updateStateBlock->set.fvf = TRUE;
+ if(This->updateStateBlock->fvf == fvf) {
+ TRACE("Application is setting the old fvf over, nothing to do\n");
+ return WINED3D_OK;
+ }
+
+ This->updateStateBlock->fvf = fvf;
TRACE("(%p) : FVF Shader FVF set to %x\n", This, fvf);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
return WINED3D_OK;
@@ -3218,6 +3223,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
+ return WINED3D_OK;
+ } else if(pDecl == oldDecl) {
+ /* Checked after the assignment to allow proper stateblock recording */
+ TRACE("Application is setting the old declaration over, nothing to do\n");
+ return WINED3D_OK;
}
if (NULL != pDecl) {
@@ -5822,13 +5832,15 @@ static void device_reapply_stateblock(IW
/* Temporaryily mark all render states dirty to force reapplication
* until the context management for is integrated with the state management
- * The same for the pixel shader, sampler states and texture stage states are marked
- * dirty my StateBlock::Apply already
+ * The same for the pixel shader, vertex declaration
+ * Sampler states and texture stage states are marked
+ * dirty my StateBlock::Apply already.
*/
for(i = 1; i < WINEHIGHEST_RENDER_STATE; i++) {
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(i));
}
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
+ IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
/* Restore recording */
This->isRecordingState = oldRecording;
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