wined3d: Cleanup the pixelshader() state handler a little bit.
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@ -1905,9 +1905,11 @@ static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
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}
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static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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BOOL use_ps = stateblock->pixelShader && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function != NULL;
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BOOL use_vs = stateblock->vertexShader && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL;
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int i;
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if(stateblock->pixelShader && ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.function != NULL) {
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if (use_ps) {
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if(!context->last_was_pshader) {
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/* Former draw without a pixel shader, some samplers
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* may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
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@ -1926,18 +1928,6 @@ static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
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/* Compile and bind the shader */
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IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
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if(!isStateDirty(context, StateTable[STATE_VSHADER].representative)) {
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stateblock->wineD3DDevice->shader_backend->shader_select(
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(IWineD3DDevice *) stateblock->wineD3DDevice,
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TRUE,
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!stateblock->vertexShader ? FALSE : ((IWineD3DVertexShaderImpl *) stateblock->vertexShader)->baseShader.function != NULL);
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if(!isStateDirty(context, STATE_VERTEXSHADERCONSTANT)) {
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shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
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}
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}
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context->last_was_pshader = TRUE;
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} else {
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/* Disabled the pixel shader - color ops weren't applied
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* while it was enabled, so re-apply them.
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@ -1947,19 +1937,17 @@ static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
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tex_colorop(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
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}
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}
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context->last_was_pshader = FALSE;
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}
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if(!isStateDirty(context, StateTable[STATE_VSHADER].representative)) {
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stateblock->wineD3DDevice->shader_backend->shader_select(
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(IWineD3DDevice *) stateblock->wineD3DDevice,
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FALSE,
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!stateblock->vertexShader ? FALSE : ((IWineD3DVertexShaderImpl *) stateblock->vertexShader)->baseShader.function != NULL);
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if(!isStateDirty(context, StateTable[STATE_VSHADER].representative)) {
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stateblock->wineD3DDevice->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_ps, use_vs);
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if(!isStateDirty(context, STATE_VERTEXSHADERCONSTANT)) {
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shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
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}
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if(!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vs || use_ps)) {
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shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
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}
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}
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context->last_was_pshader = use_ps;
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}
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static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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