wined3d: Do not activate vertex shaders needlessly.

This commit is contained in:
Stefan Dösinger 2007-01-06 18:21:35 +01:00 committed by Alexandre Julliard
parent 09ab812e79
commit fdb62cbaeb
2 changed files with 13 additions and 9 deletions

View File

@ -2675,20 +2675,23 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock) {
IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
}
/* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
* application
*/
if(!isStateDirty(device, STATE_PIXELSHADER)) {
if(useVertexShaderFunction || device->last_was_vshader) {
BOOL usePixelShaderFunction = device->ps_selected_mode != SHADER_NONE &&
stateblock->pixelShader &&
((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
/* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
* application
*/
if(!isStateDirty(device, STATE_PIXELSHADER)) {
device->shader_backend->shader_select((IWineD3DDevice *) device, usePixelShaderFunction, useVertexShaderFunction);
if(!isStateDirty(stateblock->wineD3DDevice, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock);
}
}
device->last_was_vshader = useVertexShaderFunction;
}
if(updateFog) {
state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock);

View File

@ -583,6 +583,7 @@ typedef struct IWineD3DDeviceImpl
BOOL last_was_notclipped;
BOOL untransformed;
BOOL last_was_pshader;
BOOL last_was_vshader;
BOOL last_was_foggy_shader;
BOOL namedArraysLoaded, numberedArraysLoaded;