-
01550dc2
by Elizabeth Figura at 2024-08-27T20:48:18+02:00
wined3d: Invalidate STATE_SHADER instead of STATE_POINT_ENABLE.
-
9313c14c
by Elizabeth Figura at 2024-08-27T20:48:19+02:00
wined3d: Invalidate the PS from wined3d_device_apply_stateblock() when texture states change.
The eventual goal for the HLSL FFP pipeline is to set the shader to an
internally constructed wined3d_shader object early, so that all the existing
backend logic that works with real shaders can be reused.
Specifically, we want to construct this shader before e.g.
context_gl_load_shader_resources() and context_update_stream_info(), both
functions which currently execute before applying state tables but which operate
on the currently bound shaders. In fact, because the HLSL FFP pipeline is
intended to be backend-agnostic, the goal is to construct the replacement
shaders from within wined3d_cs_exec_draw().
This means that the "invalidate the FFP shader" flag—for which we simply reuse
STATE_SHADER—needs to be set earlier, specifically before the draw call is
submitted to the CS. Hence we do it from wined3d_device_apply_stateblock().
-
4bf3c1ae
by Elizabeth Figura at 2024-08-27T20:48:21+02:00
wined3d: Invalidate the PS from wined3d_device_apply_stateblock() when WINED3D_RS_COLORKEYENABLE changes.
-
7e2de597
by Elizabeth Figura at 2024-08-27T20:48:21+02:00
wined3d: Invalidate the PS from wined3d_device_apply_stateblock() when the texture changes.
If the texture changes in a meaningful way, that is.
-
fd2fd541
by Elizabeth Figura at 2024-08-27T20:48:23+02:00
wined3d: Invalidate the VS from wined3d_device_apply_stateblock() when WINED3D_RS_NORMALIZENORMALS changes.