wined3d: Move the viewport to the vertex and misc pipeline states.

This commit is contained in:
Stefan Dösinger 2008-07-02 13:16:23 -05:00 committed by Alexandre Julliard
parent 4b831a5d3e
commit b4bee02556
1 changed files with 8 additions and 2 deletions

View File

@ -3627,7 +3627,7 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, W
}
}
static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
UINT width, height;
IWineD3DSurfaceImpl *target;
@ -3649,7 +3649,9 @@ static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCon
}
checkGLcall("glViewport");
}
static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
stateblock->wineD3DDevice->posFixup[3] = -stateblock->wineD3DDevice->posFixup[1] / stateblock->viewport.Height;
if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
@ -4839,7 +4841,7 @@ const struct StateEntry FFPStateTable[] =
{ /* , STATE_INDEXBUFFER */ STATE_INDEXBUFFER, indexbuffer },
{ /* , STATE_VDECL */ STATE_VDECL, NULL },
{ /* , STATE_VSHADER */ STATE_VDECL, NULL },
{ /* , STATE_VIEWPORT */ STATE_VIEWPORT, viewport },
{ /* , STATE_VIEWPORT */ STATE_VIEWPORT, NULL },
{ /* , STATE_VERTEXSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, NULL },
{ /* , STATE_PIXELSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, NULL },
/* Lights */
@ -4911,6 +4913,8 @@ const struct StateEntryTemplate misc_state_template[] = {
*/
{ STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }},
{ STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }},
/* Viewport */
{ STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }},
{0 /* Terminate */, { 0, 0 }},
};
@ -4961,6 +4965,8 @@ const struct StateEntryTemplate ffp_vertexstate_template[] = {
{ STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }},
{ STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }},
{ STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }},
/* Viewport */
{ STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }},
{0 /* Terminate */, { 0, 0 }},
};