[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=
------=_NextPart_000_0033_01C9484A.0A763AB0--
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