wined3d: Use a separate STATE_VIEWPORT state handler in the GLSL pipeline.
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@ -7100,6 +7100,17 @@ static void glsl_vertex_pipe_projection(struct wined3d_context *context,
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transform_projection(context, state, state_id);
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transform_projection(context, state, state_id);
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}
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}
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static void glsl_vertex_pipe_viewport(struct wined3d_context *context,
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const struct wined3d_state *state, DWORD state_id)
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{
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if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
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glsl_vertex_pipe_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
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if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
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&& state->render_states[WINED3D_RS_POINTSCALEENABLE])
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state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
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context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POS_FIXUP;
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}
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static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
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static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
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{
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{
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{STATE_VDECL, {STATE_VDECL, glsl_vertex_pipe_vdecl }, WINED3D_GL_EXT_NONE },
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{STATE_VDECL, {STATE_VDECL, glsl_vertex_pipe_vdecl }, WINED3D_GL_EXT_NONE },
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@ -7150,7 +7161,7 @@ static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
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{STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
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{STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
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{STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
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{STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
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/* Viewport */
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/* Viewport */
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{STATE_VIEWPORT, {STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
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{STATE_VIEWPORT, {STATE_VIEWPORT, glsl_vertex_pipe_viewport}, WINED3D_GL_EXT_NONE },
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/* Transform states */
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/* Transform states */
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{STATE_TRANSFORM(WINED3D_TS_VIEW), {STATE_TRANSFORM(WINED3D_TS_VIEW), glsl_vertex_pipe_view }, WINED3D_GL_EXT_NONE },
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{STATE_TRANSFORM(WINED3D_TS_VIEW), {STATE_TRANSFORM(WINED3D_TS_VIEW), glsl_vertex_pipe_view }, WINED3D_GL_EXT_NONE },
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{STATE_TRANSFORM(WINED3D_TS_PROJECTION), {STATE_TRANSFORM(WINED3D_TS_PROJECTION), glsl_vertex_pipe_projection}, WINED3D_GL_EXT_NONE },
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{STATE_TRANSFORM(WINED3D_TS_PROJECTION), {STATE_TRANSFORM(WINED3D_TS_PROJECTION), glsl_vertex_pipe_projection}, WINED3D_GL_EXT_NONE },
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@ -4790,7 +4790,7 @@ static void viewport_miscpart(struct wined3d_context *context, const struct wine
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checkGLcall("glViewport");
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checkGLcall("glViewport");
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}
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}
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void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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static void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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{
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{
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if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
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if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
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transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
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transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
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@ -2814,8 +2814,6 @@ void transform_texture(struct wined3d_context *context,
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const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
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const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
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void state_ambient(struct wined3d_context *context,
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void state_ambient(struct wined3d_context *context,
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const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
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const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
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void viewport_vertexpart(struct wined3d_context *context,
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const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
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void state_clipping(struct wined3d_context *context,
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void state_clipping(struct wined3d_context *context,
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const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
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const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
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void light(struct wined3d_context *context,
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void light(struct wined3d_context *context,
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