wined3d: Always select the correct shader pair in the vertexdeclaration() state handler.

This commit is contained in:
H. Verbeet 2007-02-13 19:53:11 +01:00 committed by Alexandre Julliard
parent fdf8c1a402
commit 1636bc1aec
1 changed files with 11 additions and 14 deletions

View File

@ -2663,6 +2663,8 @@ static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVer
static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
&& ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
BOOL transformed;
/* Some stuff is in the device until we have per context tracking */
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
@ -2758,24 +2760,19 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, W
IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
}
if(useVertexShaderFunction || context->last_was_vshader) {
BOOL usePixelShaderFunction = device->ps_selected_mode != SHADER_NONE &&
stateblock->pixelShader &&
((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
/* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
* application
*/
if (!isStateDirty(context, STATE_PIXELSHADER)) {
device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
/* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
* application
*/
if(!isStateDirty(context, STATE_PIXELSHADER)) {
device->shader_backend->shader_select((IWineD3DDevice *) device, usePixelShaderFunction, useVertexShaderFunction);
if(!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
}
if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
}
context->last_was_vshader = useVertexShaderFunction;
}
context->last_was_vshader = useVertexShaderFunction;
if(updateFog) {
state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
}