Matteo Bruni : wined3d: Use a separate STATE_VIEWPORT state handler in the GLSL pipeline.
Alexandre Julliard
julliard at wine.codeweavers.com
Mon Mar 23 10:03:19 CDT 2015
Module: wine
Branch: master
Commit: 65c8c40b18fc1445939809655d18c4fd0be64338
URL: http://source.winehq.org/git/wine.git/?a=commit;h=65c8c40b18fc1445939809655d18c4fd0be64338
Author: Matteo Bruni <mbruni at codeweavers.com>
Date: Fri Mar 20 13:50:52 2015 +0100
wined3d: Use a separate STATE_VIEWPORT state handler in the GLSL pipeline.
---
dlls/wined3d/glsl_shader.c | 13 ++++++++++++-
dlls/wined3d/state.c | 2 +-
dlls/wined3d/wined3d_private.h | 2 --
3 files changed, 13 insertions(+), 4 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 4240b08..0b307d3 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -7100,6 +7100,17 @@ static void glsl_vertex_pipe_projection(struct wined3d_context *context,
transform_projection(context, state, state_id);
}
+static void glsl_vertex_pipe_viewport(struct wined3d_context *context,
+ const struct wined3d_state *state, DWORD state_id)
+{
+ if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
+ glsl_vertex_pipe_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
+ if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
+ && state->render_states[WINED3D_RS_POINTSCALEENABLE])
+ state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
+ context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POS_FIXUP;
+}
+
static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
{
{STATE_VDECL, {STATE_VDECL, glsl_vertex_pipe_vdecl }, WINED3D_GL_EXT_NONE },
@@ -7150,7 +7161,7 @@ static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
{STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
{STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
/* Viewport */
- {STATE_VIEWPORT, {STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
+ {STATE_VIEWPORT, {STATE_VIEWPORT, glsl_vertex_pipe_viewport}, WINED3D_GL_EXT_NONE },
/* Transform states */
{STATE_TRANSFORM(WINED3D_TS_VIEW), {STATE_TRANSFORM(WINED3D_TS_VIEW), glsl_vertex_pipe_view }, WINED3D_GL_EXT_NONE },
{STATE_TRANSFORM(WINED3D_TS_PROJECTION), {STATE_TRANSFORM(WINED3D_TS_PROJECTION), glsl_vertex_pipe_projection}, WINED3D_GL_EXT_NONE },
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 1c5edb3..774e6dd 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -4790,7 +4790,7 @@ static void viewport_miscpart(struct wined3d_context *context, const struct wine
checkGLcall("glViewport");
}
-void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
+static void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 70f07a1..98df60c 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2814,8 +2814,6 @@ void transform_texture(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_ambient(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
-void viewport_vertexpart(struct wined3d_context *context,
- const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_clipping(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void light(struct wined3d_context *context,
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