wined3d: Don't use the builtin FFP uniforms for texture transformation matrices.
This commit is contained in:
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84ca0203bf
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6984ca7f46
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@ -121,6 +121,7 @@ struct glsl_vs_program
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GLint modelview_matrix_location;
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GLint projection_matrix_location;
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GLint normal_matrix_location;
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GLint texture_matrix_location[MAX_TEXTURES];
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};
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struct glsl_gs_program
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@ -1054,6 +1055,22 @@ static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_con
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checkGLcall("glUniformMatrix3fv");
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}
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static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context *context,
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const struct wined3d_state *state, unsigned int tex, struct glsl_shader_prog_link *prog)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct wined3d_matrix mat;
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if (tex >= MAX_TEXTURES)
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return;
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if (prog->vs.texture_matrix_location[tex] == -1)
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return;
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get_texture_matrix(context, state, tex, &mat);
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GL_EXTCALL(glUniformMatrix4fv(prog->vs.texture_matrix_location[tex], 1, FALSE, &mat._11));
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checkGLcall("glUniformMatrix4fv");
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}
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/* Context activation is done by the caller (state handler). */
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static void shader_glsl_load_color_key_constant(const struct glsl_ps_program *ps,
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const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
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@ -1128,6 +1145,12 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
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checkGLcall("glUniformMatrix4fv");
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}
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if (update_mask & WINED3D_SHADER_CONST_FFP_TEXMATRIX)
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{
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for (i = 0; i < MAX_TEXTURES; ++i)
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shader_glsl_ffp_vertex_texmatrix_uniform(context, state, i, prog);
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}
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if (update_mask & WINED3D_SHADER_CONST_PS_F)
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shader_glsl_load_constantsF(pshader, gl_info, state->ps_consts_f,
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prog->ps.uniform_f_locations, &priv->pconst_heap, priv->stack, constant_version);
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@ -5357,6 +5380,7 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffe
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shader_addline(buffer, "uniform mat4 ffp_modelview_matrix;\n");
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shader_addline(buffer, "uniform mat4 ffp_projection_matrix;\n");
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shader_addline(buffer, "uniform mat3 ffp_normal_matrix;\n");
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shader_addline(buffer, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES);
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shader_addline(buffer, "\nvoid main()\n{\n");
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shader_addline(buffer, "float m;\n");
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@ -5392,27 +5416,27 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffe
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{
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case WINED3DTSS_TCI_PASSTHRU:
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if (settings->texcoords & (1 << i))
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shader_addline(buffer, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * gl_MultiTexCoord%d;\n",
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shader_addline(buffer, "gl_TexCoord[%u] = ffp_texture_matrix[%u] * gl_MultiTexCoord%d;\n",
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i, i, i);
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break;
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case WINED3DTSS_TCI_CAMERASPACENORMAL:
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shader_addline(buffer, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * vec4(normal, 1.0);\n", i, i);
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shader_addline(buffer, "gl_TexCoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i, i);
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break;
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case WINED3DTSS_TCI_CAMERASPACEPOSITION:
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shader_addline(buffer, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * ec_pos;\n", i, i);
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shader_addline(buffer, "gl_TexCoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i, i);
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break;
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case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
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shader_addline(buffer, "gl_TexCoord[%u] = gl_TextureMatrix[%u]"
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shader_addline(buffer, "gl_TexCoord[%u] = ffp_texture_matrix[%u]"
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" * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i, i);
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break;
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case WINED3DTSS_TCI_SPHEREMAP:
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shader_addline(buffer, "r = reflect(normalize(ec_pos.xyz), normal);\n");
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shader_addline(buffer, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
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shader_addline(buffer, "gl_TexCoord[%u] = gl_TextureMatrix[%u]"
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shader_addline(buffer, "gl_TexCoord[%u] = ffp_texture_matrix[%u]"
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" * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i, i);
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break;
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@ -6147,6 +6171,11 @@ static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *
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vs->modelview_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_modelview_matrix"));
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vs->projection_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_projection_matrix"));
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vs->normal_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_normal_matrix"));
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for (i = 0; i < MAX_TEXTURES; ++i)
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{
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string_buffer_sprintf(name, "ffp_texture_matrix[%u]", i);
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vs->texture_matrix_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
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}
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string_buffer_release(&priv->string_buffers, name);
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}
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@ -6459,6 +6488,15 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
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{
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entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW
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| WINED3D_SHADER_CONST_FFP_PROJ;
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for (i = 0; i < MAX_TEXTURES; ++i)
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{
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if (entry->vs.texture_matrix_location[i] != -1)
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{
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entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
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break;
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}
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}
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}
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if (gshader)
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@ -7383,11 +7421,7 @@ static void glsl_vertex_pipe_vdecl(struct wined3d_context *context,
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if (transformed != wasrhw)
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context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PROJ;
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for (i = 0; i < MAX_TEXTURES; ++i)
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{
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if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + i)))
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transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
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}
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context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
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if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING)))
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state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING));
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@ -7494,6 +7528,12 @@ static void glsl_vertex_pipe_viewport(struct wined3d_context *context,
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context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POS_FIXUP;
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}
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static void glsl_vertex_pipe_texmatrix(struct wined3d_context *context,
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const struct wined3d_state *state, DWORD state_id)
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{
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context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
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}
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static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
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{
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{STATE_VDECL, {STATE_VDECL, glsl_vertex_pipe_vdecl }, WINED3D_GL_EXT_NONE },
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@ -7557,14 +7597,14 @@ static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
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{STATE_TRANSFORM(WINED3D_TS_TEXTURE6), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TRANSFORM(WINED3D_TS_TEXTURE7), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
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@ -7605,35 +7645,34 @@ static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
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{STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_RENDER(WINED3D_RS_TWEENFACTOR), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
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/* Samplers for NP2 texture matrix adjustions. They are not needed if
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* GL_ARB_texture_non_power_of_two is supported, so register a NULL state
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* handler in that case to get the vertex part of sampler() skipped (VTF
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* is handled in the misc states). Otherwise, register
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* sampler_texmatrix(), which takes care of updating the texture matrix. */
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/* NP2 texture matrix fixups. They are not needed if
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* GL_ARB_texture_non_power_of_two is supported. Otherwise, register
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* glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
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* matrix. */
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{STATE_SAMPLER(0), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
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{STATE_SAMPLER(0), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
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{STATE_SAMPLER(0), {STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
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{STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
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{STATE_SAMPLER(1), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
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{STATE_SAMPLER(1), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
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{STATE_SAMPLER(1), {STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
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{STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
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{STATE_SAMPLER(2), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
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{STATE_SAMPLER(2), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
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{STATE_SAMPLER(2), {STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
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{STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
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{STATE_SAMPLER(3), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
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{STATE_SAMPLER(3), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
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{STATE_SAMPLER(3), {STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
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{STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
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{STATE_SAMPLER(4), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
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{STATE_SAMPLER(4), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
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{STATE_SAMPLER(4), {STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
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{STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
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{STATE_SAMPLER(5), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
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{STATE_SAMPLER(5), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
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{STATE_SAMPLER(5), {STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
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{STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
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{STATE_SAMPLER(6), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
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{STATE_SAMPLER(6), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
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{STATE_SAMPLER(6), {STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
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{STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
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{STATE_SAMPLER(7), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
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{STATE_SAMPLER(7), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
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{STATE_SAMPLER(7), {STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
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{STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
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{STATE_POINT_SIZE_ENABLE, {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
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{0 /* Terminate */, {0, NULL }, WINED3D_GL_EXT_NONE },
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};
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@ -3277,7 +3277,7 @@ void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *st
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}
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}
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void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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static void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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unsigned int tex = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
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@ -3549,7 +3549,7 @@ static void tex_coordindex(struct wined3d_context *context, const struct wined3d
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}
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}
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void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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{
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const DWORD sampler = state_id - STATE_SAMPLER(0);
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const struct wined3d_texture *texture = state->textures[sampler];
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@ -308,8 +308,9 @@ enum wined3d_shader_resource_type
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#define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00000200
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#define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00000400
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#define WINED3D_SHADER_CONST_FFP_PROJ 0x00000800
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#define WINED3D_SHADER_CONST_FFP_PS 0x00001000
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#define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00002000
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#define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00001000
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#define WINED3D_SHADER_CONST_FFP_PS 0x00002000
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#define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00004000
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enum wined3d_shader_register_type
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{
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@ -2828,12 +2829,8 @@ void state_nop(struct wined3d_context *context,
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void state_srgbwrite(struct wined3d_context *context,
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const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
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void sampler_texmatrix(struct wined3d_context *context,
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const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
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void state_specularenable(struct wined3d_context *context,
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const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
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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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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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void state_clipping(struct wined3d_context *context,
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