wined3d: Cleanup the pixelshader() state handler a little bit.

This commit is contained in:
H. Verbeet 2007-02-13 19:53:20 +01:00 committed by Alexandre Julliard
parent 1636bc1aec
commit 2a309f503d
1 changed files with 10 additions and 22 deletions

View File

@ -1905,9 +1905,11 @@ static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
}
static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
BOOL use_ps = stateblock->pixelShader && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function != NULL;
BOOL use_vs = stateblock->vertexShader && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL;
int i;
if(stateblock->pixelShader && ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.function != NULL) {
if (use_ps) {
if(!context->last_was_pshader) {
/* Former draw without a pixel shader, some samplers
* may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
@ -1926,18 +1928,6 @@ static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
/* Compile and bind the shader */
IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
if(!isStateDirty(context, StateTable[STATE_VSHADER].representative)) {
stateblock->wineD3DDevice->shader_backend->shader_select(
(IWineD3DDevice *) stateblock->wineD3DDevice,
TRUE,
!stateblock->vertexShader ? FALSE : ((IWineD3DVertexShaderImpl *) stateblock->vertexShader)->baseShader.function != NULL);
if(!isStateDirty(context, STATE_VERTEXSHADERCONSTANT)) {
shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
}
}
context->last_was_pshader = TRUE;
} else {
/* Disabled the pixel shader - color ops weren't applied
* while it was enabled, so re-apply them.
@ -1947,19 +1937,17 @@ static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
tex_colorop(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
}
}
context->last_was_pshader = FALSE;
}
if(!isStateDirty(context, StateTable[STATE_VSHADER].representative)) {
stateblock->wineD3DDevice->shader_backend->shader_select(
(IWineD3DDevice *) stateblock->wineD3DDevice,
FALSE,
!stateblock->vertexShader ? FALSE : ((IWineD3DVertexShaderImpl *) stateblock->vertexShader)->baseShader.function != NULL);
if(!isStateDirty(context, StateTable[STATE_VSHADER].representative)) {
stateblock->wineD3DDevice->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_ps, use_vs);
if(!isStateDirty(context, STATE_VERTEXSHADERCONSTANT)) {
shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
}
if(!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vs || use_ps)) {
shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
}
}
context->last_was_pshader = use_ps;
}
static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {