Move the softwareVertexProcessing flag from the stateblock to the
device because its state shouldn't be recorded in a stateblock.
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parent
e31f610bdb
commit
1f2a9e2c31
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@ -5008,7 +5008,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *
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showFixmes = FALSE;
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}
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This->updateStateBlock->softwareVertexProcessing = bSoftware;
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This->softwareVertexProcessing = bSoftware;
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return D3D_OK;
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}
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@ -5020,7 +5020,7 @@ BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *
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FIXME("(%p) : stub\n", This);
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showFixmes = FALSE;
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}
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return This->updateStateBlock->softwareVertexProcessing;
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return This->softwareVertexProcessing;
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}
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@ -432,8 +432,6 @@ should really perform a delta so that only the changes get updated*/
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IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
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}
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IWineD3DDevice_SetSoftwareVertexProcessing(pDevice, This->softwareVertexProcessing);
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/* Others + Render & Texture */
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if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == WINED3DSBT_ALL || This->blockType == WINED3DSBT_INIT) {
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for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
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@ -549,6 +549,10 @@ typedef struct IWineD3DDeviceImpl
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/* A flag to check if endscene has been called before changing the render tartet */
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BOOL sceneEnded;
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/* process vertex shaders using software or hardware */
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BOOL softwareVertexProcessing;
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} IWineD3DDeviceImpl;
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extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
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@ -912,8 +916,6 @@ struct IWineD3DStateBlockImpl
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float vertexShaderConstantF[MAX_VSHADER_CONSTANTS * 4];
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WINESHADERCNST vertexShaderConstantT[MAX_VSHADER_CONSTANTS]; /* TODO: Think about changing this to a char to possibly save a little memory */
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BOOL softwareVertexProcessing;
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/* Stream Source */
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BOOL streamIsUP;
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UINT streamStride[MAX_STREAMS];
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