wined3d: Do not activate vertex shaders needlessly.
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@ -2675,19 +2675,22 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
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}
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/* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
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* application
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*/
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if(!isStateDirty(device, STATE_PIXELSHADER)) {
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if(useVertexShaderFunction || device->last_was_vshader) {
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BOOL usePixelShaderFunction = device->ps_selected_mode != SHADER_NONE &&
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stateblock->pixelShader &&
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((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
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stateblock->pixelShader &&
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((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
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device->shader_backend->shader_select((IWineD3DDevice *) device, usePixelShaderFunction, useVertexShaderFunction);
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/* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
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* application
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*/
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if(!isStateDirty(device, STATE_PIXELSHADER)) {
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device->shader_backend->shader_select((IWineD3DDevice *) device, usePixelShaderFunction, useVertexShaderFunction);
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if(!isStateDirty(stateblock->wineD3DDevice, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
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shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock);
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if(!isStateDirty(stateblock->wineD3DDevice, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
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shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock);
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}
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}
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device->last_was_vshader = useVertexShaderFunction;
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}
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if(updateFog) {
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@ -583,6 +583,7 @@ typedef struct IWineD3DDeviceImpl
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BOOL last_was_notclipped;
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BOOL untransformed;
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BOOL last_was_pshader;
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BOOL last_was_vshader;
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BOOL last_was_foggy_shader;
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BOOL namedArraysLoaded, numberedArraysLoaded;
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