Stefan Dösinger : wined3d: Move stream source and vshader to misc and vertex pipeline tables.

Alexandre Julliard julliard at winehq.org
Tue Jul 8 06:10:50 CDT 2008


Module: wine
Branch: master
Commit: 141f31f05dff3405f26f3b7a29c943ecab866c68
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=141f31f05dff3405f26f3b7a29c943ecab866c68

Author: Stefan Dösinger <stefan at codeweavers.com>
Date:   Wed Jul  2 10:02:19 2008 -0500

wined3d: Move stream source and vshader to misc and vertex pipeline tables.

---

 dlls/wined3d/directx.c         |    2 +-
 dlls/wined3d/state.c           |   18 ++++++++++++------
 dlls/wined3d/wined3d_private.h |    1 +
 3 files changed, 14 insertions(+), 7 deletions(-)

diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 7f77604..c1f68f8 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -3447,7 +3447,7 @@ static HRESULT  WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
     object->shader_backend = select_shader_backend(Adapter, DeviceType);
 
     compile_state_table(object->StateTable, object->multistate_funcs,
-                        NULL, NULL, misc_state_template,
+                        ffp_vertexstate_template, NULL, misc_state_template,
                         object->shader_backend->StateTable_remove);
 
     /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index c8bbc14..47fb87f 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -3381,7 +3381,7 @@ static inline void drawPrimitiveTraceDataLocations(
     return;
 }
 
-static void handleStreams(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
     BOOL fixup = FALSE;
     WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
@@ -3478,8 +3478,6 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, W
     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
     BOOL wasrhw = context->last_was_rhw;
 
-    handleStreams(state, stateblock, context);
-
     /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
      * here simply check whether a shader was set, or the user disabled shaders
      */
@@ -4837,10 +4835,10 @@ const struct StateEntry FFPStateTable[] =
     { /*510, WINED3DTS_WORLDMATRIX(254)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)),        transform_worldex   },
     { /*511, WINED3DTS_WORLDMATRIX(255)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)),        transform_worldex   },
       /* Various Vertex states follow */
-    { /*   , STATE_STREAMSRC                        */      STATE_VDECL,                                        vertexdeclaration   },
+    { /*   , STATE_STREAMSRC                        */      STATE_VDECL,                                        NULL                },
     { /*   , STATE_INDEXBUFFER                      */      STATE_INDEXBUFFER,                                  indexbuffer         },
-    { /*   , STATE_VDECL                            */      STATE_VDECL,                                        vertexdeclaration   },
-    { /*   , STATE_VSHADER                          */      STATE_VDECL,                                        vertexdeclaration   },
+    { /*   , STATE_VDECL                            */      STATE_VDECL,                                        NULL                },
+    { /*   , STATE_VSHADER                          */      STATE_VDECL,                                        NULL                },
     { /*   , STATE_VIEWPORT                         */      STATE_VIEWPORT,                                     viewport            },
     { /*   , STATE_VERTEXSHADERCONSTANT             */      STATE_VERTEXSHADERCONSTANT,                         shaderconstant      },
     { /*   , STATE_PIXELSHADERCONSTANT              */      STATE_VERTEXSHADERCONSTANT,                         shaderconstant      },
@@ -4904,6 +4902,14 @@ const struct StateEntryTemplate misc_state_template[] = {
     { STATE_RENDER(WINED3DRS_DESTBLENDALPHA),             { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }},
     { STATE_RENDER(WINED3DRS_DESTBLENDALPHA),             { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }},
     { STATE_RENDER(WINED3DRS_BLENDOPALPHA),               { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }},
+    { STATE_STREAMSRC,                                    { STATE_VDECL,                                        streamsrc           }},
+    { STATE_VDECL,                                        { STATE_VDECL,                                        streamsrc           }},
+    {0 /* Terminate */,                                   { 0,                                                  0                   }},
+};
+
+const struct StateEntryTemplate ffp_vertexstate_template[] = {
+    { STATE_VDECL,                                        { STATE_VDECL,                                        vertexdeclaration   }},
+    { STATE_VSHADER,                                      { STATE_VDECL,                                        vertexdeclaration   }},
     {0 /* Terminate */,                                   { 0,                                                  0                   }},
 };
 
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 90f89fe..35b096b 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -593,6 +593,7 @@ struct StateEntryTemplate
 };
 
 extern const struct StateEntryTemplate misc_state_template[];
+extern const struct StateEntryTemplate ffp_vertexstate_template[];
 
 /* "Base" state table */
 extern const struct StateEntry FFPStateTable[];




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