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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