wined3d: Move shader constants to the misc states.
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@ -4840,8 +4840,8 @@ const struct StateEntry FFPStateTable[] =
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{ /* , STATE_VDECL */ STATE_VDECL, NULL },
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{ /* , STATE_VDECL */ STATE_VDECL, NULL },
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{ /* , STATE_VSHADER */ STATE_VDECL, NULL },
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{ /* , STATE_VSHADER */ STATE_VDECL, NULL },
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{ /* , STATE_VIEWPORT */ STATE_VIEWPORT, viewport },
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{ /* , STATE_VIEWPORT */ STATE_VIEWPORT, viewport },
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{ /* , STATE_VERTEXSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
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{ /* , STATE_VERTEXSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, NULL },
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{ /* , STATE_PIXELSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
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{ /* , STATE_PIXELSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, NULL },
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/* Lights */
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/* Lights */
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{ /* , STATE_ACTIVELIGHT(0) */ STATE_ACTIVELIGHT(0), NULL },
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{ /* , STATE_ACTIVELIGHT(0) */ STATE_ACTIVELIGHT(0), NULL },
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{ /* , STATE_ACTIVELIGHT(1) */ STATE_ACTIVELIGHT(1), NULL },
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{ /* , STATE_ACTIVELIGHT(1) */ STATE_ACTIVELIGHT(1), NULL },
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@ -4906,6 +4906,11 @@ const struct StateEntryTemplate misc_state_template[] = {
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{ STATE_VDECL, { STATE_VDECL, streamsrc }},
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{ STATE_VDECL, { STATE_VDECL, streamsrc }},
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{ STATE_FRONTFACE, { STATE_FRONTFACE, frontface }},
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{ STATE_FRONTFACE, { STATE_FRONTFACE, frontface }},
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{ STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }},
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{ STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }},
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/* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
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* vshader loadings are untied from each other
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*/
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{ STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }},
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{ STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }},
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{0 /* Terminate */, { 0, 0 }},
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{0 /* Terminate */, { 0, 0 }},
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};
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};
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