[PATCH 2/3] wined3d: Don't use state_colormat() with the GLSL vertex pipe.
Henri Verbeet
hverbeet at codeweavers.com
Fri Jun 14 02:07:11 CDT 2013
None of the code in there should be needed for the GLSL vertex pipe, and the
"untracked materials" counter in particular will trigger an unnecessary
fallback to drawStridedSlow().
---
dlls/wined3d/glsl_shader.c | 2 +-
dlls/wined3d/state.c | 2 +-
2 files changed, 2 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index ffe4d25..412c601 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -6895,7 +6895,7 @@ static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
{STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), {STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_LIGHTING), {STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_AMBIENT), {STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
- {STATE_RENDER(WINED3D_RS_COLORVERTEX), {STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_RENDER(WINED3D_RS_COLORVERTEX), {STATE_RENDER(WINED3D_RS_COLORVERTEX), glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_LOCALVIEWER), {STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), {STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), {STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 491ee91..74261ec 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -4574,7 +4574,7 @@ void vertexdeclaration(struct wined3d_context *context, const struct wined3d_sta
&& !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_COLORVERTEX)))
- state_colormat(context, state, STATE_RENDER(WINED3D_RS_COLORVERTEX));
+ context_apply_state(context, state, STATE_RENDER(WINED3D_RS_COLORVERTEX));
if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING)))
state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING));
--
1.8.1.5
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