[PATCH] WineD3D: Move clipplanes into the misc pipeline=0A=

Stefan Doesinger stefan at codeweavers.com
Wed Sep 17 14:30:03 CDT 2008


=0A=
Arguably the vertex pipeline is also a place where they could be,=0A=
but vertex shaders don't override the clipplanes because they=0A=
either explicitly or implicitly read the fixed function state. So=0A=
move it into the misc pipeline for now, to avoid duplicating the=0A=
lines in each vertex pipeline implementation=0A=
---=0A=
 dlls/wined3d/state.c |   16 ++++++++--------=0A=
 1 files changed, 8 insertions(+), 8 deletions(-)=0A=
=0A=
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c=0A=
index 733b2c0..baf0087 100644=0A=
--- a/dlls/wined3d/state.c=0A=
+++ b/dlls/wined3d/state.c=0A=
@@ -4952,14 +4952,6 @@ const struct StateEntryTemplate =
misc_state_template[] =3D {=0A=
     { STATE_SAMPLER(17), /* Vertex sampler 1 */           { =
STATE_SAMPLER(17),                                  sampler             =
}, 0                               },=0A=
     { STATE_SAMPLER(18), /* Vertex sampler 2 */           { =
STATE_SAMPLER(18),                                  sampler             =
}, 0                               },=0A=
     { STATE_SAMPLER(19), /* Vertex sampler 3 */           { =
STATE_SAMPLER(19),                                  sampler             =
}, 0                               },=0A=
-    {0 /* Terminate */,                                   { 0,          =
                                        0                   }, 0         =
                      },=0A=
-};=0A=
-=0A=
-const struct StateEntryTemplate ffp_vertexstate_template[] =3D {=0A=
-    { STATE_VDECL,                                        { =
STATE_VDECL,                                        vertexdeclaration   =
}, 0                               },=0A=
-    { STATE_VSHADER,                                      { =
STATE_VDECL,                                        vertexdeclaration   =
}, 0                               },=0A=
-    { STATE_MATERIAL,                                     { =
STATE_RENDER(WINED3DRS_SPECULARENABLE),             =
state_specularenable}, 0                               },=0A=
-    { STATE_RENDER(WINED3DRS_SPECULARENABLE),             { =
STATE_RENDER(WINED3DRS_SPECULARENABLE),             =
state_specularenable}, 0                               },=0A=
       /* Clip planes */=0A=
     { STATE_CLIPPLANE(0),                                 { =
STATE_CLIPPLANE(0),                                 clipplane           =
}, 0                               },=0A=
     { STATE_CLIPPLANE(1),                                 { =
STATE_CLIPPLANE(1),                                 clipplane           =
}, 0                               },=0A=
@@ -4993,6 +4985,14 @@ const struct StateEntryTemplate =
ffp_vertexstate_template[] =3D {=0A=
     { STATE_CLIPPLANE(29),                                { =
STATE_CLIPPLANE(29),                                clipplane           =
}, 0                               },=0A=
     { STATE_CLIPPLANE(30),                                { =
STATE_CLIPPLANE(30),                                clipplane           =
}, 0                               },=0A=
     { STATE_CLIPPLANE(31),                                { =
STATE_CLIPPLANE(31),                                clipplane           =
}, 0                               },=0A=
+    {0 /* Terminate */,                                   { 0,          =
                                        0                   }, 0         =
                      },=0A=
+};=0A=
+=0A=
+const struct StateEntryTemplate ffp_vertexstate_template[] =3D {=0A=
+    { STATE_VDECL,                                        { =
STATE_VDECL,                                        vertexdeclaration   =
}, 0                               },=0A=
+    { STATE_VSHADER,                                      { =
STATE_VDECL,                                        vertexdeclaration   =
}, 0                               },=0A=
+    { STATE_MATERIAL,                                     { =
STATE_RENDER(WINED3DRS_SPECULARENABLE),             =
state_specularenable}, 0                               },=0A=
+    { STATE_RENDER(WINED3DRS_SPECULARENABLE),             { =
STATE_RENDER(WINED3DRS_SPECULARENABLE),             =
state_specularenable}, 0                               },=0A=
       /* Lights */=0A=
     { STATE_ACTIVELIGHT(0),                               { =
STATE_ACTIVELIGHT(0),                               light               =
}, 0                               },=0A=
     { STATE_ACTIVELIGHT(1),                               { =
STATE_ACTIVELIGHT(1),                               light               =
}, 0                               },=0A=
-- =0A=
1.5.6.4=0A=
=0A=

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