wined3d: Only invalidate the current ffp vertex shader if the light type changed.

As opposed to any time a light parameter changed.
This commit is contained in:
Henri Verbeet 2013-05-29 09:45:38 +02:00 committed by Alexandre Julliard
parent bdd97858bf
commit 74c5a22daa
5 changed files with 30 additions and 20 deletions

View File

@ -1783,6 +1783,14 @@ HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
light->range, light->falloff, light->theta, light->phi);
/* Update the live definitions if the light is currently assigned a glIndex. */
if (object->glIndex != -1 && !device->isRecordingState)
{
if (object->OriginalParms.type != light->type)
device_invalidate_state(device, STATE_LIGHT_TYPE);
device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
}
/* Save away the information. */
object->OriginalParms = *light;
@ -1855,10 +1863,6 @@ HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
FIXME("Unrecognized light type %#x.\n", light->type);
}
/* Update the live definitions if the light is currently assigned a glIndex. */
if (object->glIndex != -1 && !device->isRecordingState)
device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
return WINED3D_OK;
}
@ -1932,7 +1936,10 @@ HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UIN
if (light_info->glIndex != -1)
{
if (!device->isRecordingState)
{
device_invalidate_state(device, STATE_LIGHT_TYPE);
device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
}
device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
light_info->glIndex = -1;
@ -1978,9 +1985,12 @@ HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UIN
/* i == light_info->glIndex */
if (!device->isRecordingState)
{
device_invalidate_state(device, STATE_LIGHT_TYPE);
device_invalidate_state(device, STATE_ACTIVELIGHT(i));
}
}
}
return WINED3D_OK;
}

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@ -6729,13 +6729,6 @@ static void glsl_vertex_pipe_shader(struct wined3d_context *context,
context->select_shader = 1;
}
static void glsl_vertex_pipe_light(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
light(context, state, state_id);
context->select_shader = 1;
}
static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
{
{STATE_VDECL, {STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
@ -6776,14 +6769,15 @@ static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
{STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
{STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
/* Lights */
{STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
{STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
{STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
{STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
{STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
{STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
{STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
{STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
{STATE_LIGHT_TYPE, {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
{STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
{STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
{STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
{STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
{STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
{STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
{STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
/* Viewport */
{STATE_VIEWPORT, {STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
/* Transform states */

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@ -5167,6 +5167,7 @@ const struct StateEntryTemplate vp_ffp_states[] =
{ STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
{ STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
/* Lights */
{ STATE_LIGHT_TYPE, { STATE_LIGHT_TYPE, state_nop }, WINED3D_GL_EXT_NONE },
{ STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
{ STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
{ STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
@ -5862,6 +5863,7 @@ static void validate_state_table(struct StateEntry *state_table)
STATE_GEOMETRY_SHADER,
STATE_PIXELSHADER,
STATE_VIEWPORT,
STATE_LIGHT_TYPE,
STATE_SCISSORRECT,
STATE_FRONTFACE,
STATE_POINTSPRITECOORDORIGIN,

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@ -2572,6 +2572,8 @@ const char *debug_d3dstate(DWORD state)
return "STATE_VERTEXSHADERCONSTANT";
if (STATE_IS_PIXELSHADERCONSTANT(state))
return "STATE_PIXELSHADERCONSTANT";
if (STATE_IS_LIGHT_TYPE(state))
return "STATE_LIGHT_TYPE";
if (STATE_IS_ACTIVELIGHT(state))
return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
if (STATE_IS_SCISSORRECT(state))

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@ -983,7 +983,9 @@ extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC
#define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
#define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
#define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
#define STATE_LIGHT_TYPE (STATE_PIXELSHADERCONSTANT + 1)
#define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
#define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
#define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
#define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)