From: Zebediah Figura zfigura@codeweavers.com
Rename to *_apply_draw_state() per Henri's suggestion. --- dlls/wined3d/arb_program_shader.c | 14 +++++++------- dlls/wined3d/ati_fragment_shader.c | 6 +++--- dlls/wined3d/ffp_gl.c | 12 ++++++------ dlls/wined3d/glsl_shader.c | 13 +++++++------ dlls/wined3d/nvidia_texture_shader.c | 14 +++++++------- dlls/wined3d/shader.c | 4 ++-- dlls/wined3d/shader_spirv.c | 13 +++++++------ dlls/wined3d/wined3d_private.h | 4 ++-- 8 files changed, 41 insertions(+), 39 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index ec2a578802a..8a31d67662d 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -4630,7 +4630,7 @@ static void shader_arb_update_graphics_shaders(struct shader_arb_priv *priv, GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, compiled->prgId)); checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, compiled->prgId);");
- priv->fragment_pipe->fp_enable(context, FALSE); + priv->fragment_pipe->fp_apply_draw_state(context, state);
/* Enable OpenGL fragment programs. Note that we may have already * disabled them when disabling the fragment pipeline. */ @@ -4677,7 +4677,7 @@ static void shader_arb_update_graphics_shaders(struct shader_arb_priv *priv, gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB); checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)"); } - priv->fragment_pipe->fp_enable(context, TRUE); + priv->fragment_pipe->fp_apply_draw_state(context, state); }
if (use_vs(state)) @@ -4706,7 +4706,7 @@ static void shader_arb_update_graphics_shaders(struct shader_arb_priv *priv, GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, compiled->prgId)); checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, compiled->prgId);");
- priv->vertex_pipe->vp_enable(context, FALSE); + priv->vertex_pipe->vp_apply_draw_state(context, state);
/* Enable OpenGL vertex programs */ gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB); @@ -4736,7 +4736,7 @@ static void shader_arb_update_graphics_shaders(struct shader_arb_priv *priv, gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB); checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)"); } - priv->vertex_pipe->vp_enable(context, TRUE); + priv->vertex_pipe->vp_apply_draw_state(context, state); } }
@@ -5740,11 +5740,11 @@ struct arbfp_ffp_desc };
/* Context activation is done by the caller. */ -static void arbfp_enable(const struct wined3d_context *context, BOOL enable) +static void arbfp_apply_draw_state(const struct wined3d_context *context, const struct wined3d_state *state) { const struct wined3d_gl_info *gl_info = wined3d_context_gl_const(context)->gl_info;
- if (enable) + if (!use_ps(state)) { gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB); checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)"); @@ -6902,7 +6902,7 @@ static void arbfp_free_context_data(struct wined3d_context *context)
const struct wined3d_fragment_pipe_ops arbfp_fragment_pipeline = { - .fp_enable = arbfp_enable, + .fp_apply_draw_state = arbfp_apply_draw_state, .fp_disable = arbfp_disable, .get_caps = arbfp_get_caps, .get_emul_mask = arbfp_get_emul_mask, diff --git a/dlls/wined3d/ati_fragment_shader.c b/dlls/wined3d/ati_fragment_shader.c index 058fd1680a9..45e6c081ba0 100644 --- a/dlls/wined3d/ati_fragment_shader.c +++ b/dlls/wined3d/ati_fragment_shader.c @@ -1251,11 +1251,11 @@ static const struct wined3d_state_entry_template atifs_fragmentstate_template[] };
/* Context activation is done by the caller. */ -static void atifs_enable(const struct wined3d_context *context, BOOL enable) +static void atifs_apply_draw_state(const struct wined3d_context *context, const struct wined3d_state *state) { const struct wined3d_gl_info *gl_info = wined3d_context_gl_const(context)->gl_info;
- if (enable) + if (!use_ps(state)) { gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_SHADER_ATI); checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)"); @@ -1390,7 +1390,7 @@ static void atifs_free_context_data(struct wined3d_context *context)
const struct wined3d_fragment_pipe_ops atifs_fragment_pipeline = { - .fp_enable = atifs_enable, + .fp_apply_draw_state = atifs_apply_draw_state, .fp_disable = atifs_disable, .get_caps = atifs_get_caps, .get_emul_mask = atifs_get_emul_mask, diff --git a/dlls/wined3d/ffp_gl.c b/dlls/wined3d/ffp_gl.c index a9c6bd9fbb2..0b5f1fab653 100644 --- a/dlls/wined3d/ffp_gl.c +++ b/dlls/wined3d/ffp_gl.c @@ -4840,7 +4840,7 @@ static const struct wined3d_state_entry_template ffp_fragmentstate_template[] = };
/* Context activation is done by the caller. */ -static void ffp_pipe_enable(const struct wined3d_context *context, BOOL enable) {} +static void ffp_pipe_apply_draw_state(const struct wined3d_context *context, const struct wined3d_state *state) {}
static void ffp_pipe_disable(const struct wined3d_context *context) {}
@@ -4881,7 +4881,7 @@ static unsigned int vp_ffp_get_emul_mask(const struct wined3d_adapter *adapter)
const struct wined3d_vertex_pipe_ops ffp_vertex_pipe = { - .vp_enable = ffp_pipe_enable, + .vp_apply_draw_state = ffp_pipe_apply_draw_state, .vp_disable = ffp_pipe_disable, .vp_get_caps = vp_ffp_get_caps, .vp_get_emul_mask = vp_ffp_get_emul_mask, @@ -4955,7 +4955,7 @@ static void ffp_none_context_free(struct wined3d_context *context)
const struct wined3d_fragment_pipe_ops ffp_fragment_pipeline = { - .fp_enable = ffp_pipe_enable, + .fp_apply_draw_state = ffp_pipe_apply_draw_state, .fp_disable = ffp_pipe_disable, .get_caps = ffp_fragment_get_caps, .get_emul_mask = ffp_fragment_get_emul_mask, @@ -4967,7 +4967,7 @@ const struct wined3d_fragment_pipe_ops ffp_fragment_pipeline = .states = ffp_fragmentstate_template, };
-static void none_pipe_enable(const struct wined3d_context *context, BOOL enable) {} +static void none_pipe_apply_draw_state(const struct wined3d_context *context, const struct wined3d_state *state) {}
static void none_pipe_disable(const struct wined3d_context *context) {}
@@ -4990,7 +4990,7 @@ static unsigned int vp_none_get_emul_mask(const struct wined3d_adapter *adapter)
const struct wined3d_vertex_pipe_ops none_vertex_pipe = { - .vp_enable = none_pipe_enable, + .vp_apply_draw_state = none_pipe_apply_draw_state, .vp_disable = none_pipe_disable, .vp_get_caps = vp_none_get_caps, .vp_get_emul_mask = vp_none_get_emul_mask, @@ -5015,7 +5015,7 @@ static BOOL fp_none_color_fixup_supported(struct color_fixup_desc fixup)
const struct wined3d_fragment_pipe_ops none_fragment_pipe = { - .fp_enable = none_pipe_enable, + .fp_apply_draw_state = none_pipe_apply_draw_state, .fp_disable = none_pipe_disable, .get_caps = fp_none_get_caps, .get_emul_mask = fp_none_get_emul_mask, diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index afea97e1c5f..4cff60b1775 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -10704,8 +10704,8 @@ static void shader_glsl_update_graphics_program(struct shader_glsl_priv *priv, GLenum current_vertex_color_clamp; GLuint program_id, prev_id;
- priv->vertex_pipe->vp_enable(&context_gl->c, !use_vs(state)); - priv->fragment_pipe->fp_enable(&context_gl->c, !use_ps(state)); + priv->vertex_pipe->vp_apply_draw_state(&context_gl->c, state); + priv->fragment_pipe->fp_apply_draw_state(&context_gl->c, state);
prev_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0; set_glsl_shader_program(context_gl, state, priv, ctx_data); @@ -11563,7 +11563,7 @@ const struct wined3d_shader_backend_ops glsl_shader_backend = shader_glsl_shader_compile, };
-static void glsl_vertex_pipe_vp_enable(const struct wined3d_context *context, BOOL enable) {} +static void glsl_vertex_pipe_vp_apply_draw_state(const struct wined3d_context *context, const struct wined3d_state *state) {}
static void glsl_vertex_pipe_vp_disable(const struct wined3d_context *context) {}
@@ -12051,7 +12051,7 @@ static const struct wined3d_state_entry_template glsl_vertex_pipe_vp_states[] = * - Implement vertex tweening. */ const struct wined3d_vertex_pipe_ops glsl_vertex_pipe = { - .vp_enable = glsl_vertex_pipe_vp_enable, + .vp_apply_draw_state = glsl_vertex_pipe_vp_apply_draw_state, .vp_disable = glsl_vertex_pipe_vp_disable, .vp_get_caps = glsl_vertex_pipe_vp_get_caps, .vp_get_emul_mask = glsl_vertex_pipe_vp_get_emul_mask, @@ -12060,7 +12060,8 @@ const struct wined3d_vertex_pipe_ops glsl_vertex_pipe = .vp_states = glsl_vertex_pipe_vp_states, };
-static void glsl_fragment_pipe_enable(const struct wined3d_context *context, BOOL enable) +static void glsl_fragment_pipe_apply_draw_state( + const struct wined3d_context *context, const struct wined3d_state *state) { /* Nothing to do. */ } @@ -12428,7 +12429,7 @@ static void glsl_fragment_pipe_free_context_data(struct wined3d_context *context
const struct wined3d_fragment_pipe_ops glsl_fragment_pipe = { - .fp_enable = glsl_fragment_pipe_enable, + .fp_apply_draw_state = glsl_fragment_pipe_apply_draw_state, .fp_disable = glsl_fragment_pipe_disable, .get_caps = glsl_fragment_pipe_get_caps, .get_emul_mask = glsl_fragment_pipe_get_emul_mask, diff --git a/dlls/wined3d/nvidia_texture_shader.c b/dlls/wined3d/nvidia_texture_shader.c index 14510b25f0e..c68dc42b690 100644 --- a/dlls/wined3d/nvidia_texture_shader.c +++ b/dlls/wined3d/nvidia_texture_shader.c @@ -660,11 +660,11 @@ static void nvrc_texfactor(struct wined3d_context *context, const struct wined3d }
/* Context activation is done by the caller. */ -static void nvrc_enable(const struct wined3d_context *context, BOOL enable) +static void nvrc_apply_draw_state(const struct wined3d_context *context, const struct wined3d_state *state) { const struct wined3d_gl_info *gl_info = wined3d_context_gl_const(context)->gl_info;
- if (enable) + if (!use_ps(state)) { gl_info->gl_ops.gl.p_glEnable(GL_REGISTER_COMBINERS_NV); checkGLcall("glEnable(GL_REGISTER_COMBINERS_NV)"); @@ -685,12 +685,12 @@ static void nvrc_disable(const struct wined3d_context *context) }
/* Context activation is done by the caller. */ -static void nvts_enable(const struct wined3d_context *context, BOOL enable) +static void nvts_apply_draw_state(const struct wined3d_context *context, const struct wined3d_state *state) { const struct wined3d_gl_info *gl_info = wined3d_context_gl_const(context)->gl_info;
- nvrc_enable(context, enable); - if (enable) + nvrc_apply_draw_state(context, state); + if (!use_ps(state)) { gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_SHADER_NV); checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)"); @@ -948,7 +948,7 @@ static void nvrc_context_free(struct wined3d_context *context)
const struct wined3d_fragment_pipe_ops nvts_fragment_pipeline = { - .fp_enable = nvts_enable, + .fp_apply_draw_state = nvts_apply_draw_state, .fp_disable = nvts_disable, .get_caps = nvrc_fragment_get_caps, .get_emul_mask = nvrc_fragment_get_emul_mask, @@ -962,7 +962,7 @@ const struct wined3d_fragment_pipe_ops nvts_fragment_pipeline =
const struct wined3d_fragment_pipe_ops nvrc_fragment_pipeline = { - .fp_enable = nvrc_enable, + .fp_apply_draw_state = nvrc_apply_draw_state, .fp_disable = nvrc_disable, .get_caps = nvrc_fragment_get_caps, .get_emul_mask = nvrc_fragment_get_emul_mask, diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c index 72c1158f5ba..6b41bf5ebc5 100644 --- a/dlls/wined3d/shader.c +++ b/dlls/wined3d/shader.c @@ -1943,8 +1943,8 @@ static void shader_none_apply_draw_state(void *shader_priv, struct wined3d_conte { struct shader_none_priv *priv = shader_priv;
- priv->vertex_pipe->vp_enable(context, !use_vs(state)); - priv->fragment_pipe->fp_enable(context, !use_ps(state)); + priv->vertex_pipe->vp_apply_draw_state(context, state); + priv->fragment_pipe->fp_apply_draw_state(context, state); }
/* Context activation is done by the caller. */ diff --git a/dlls/wined3d/shader_spirv.c b/dlls/wined3d/shader_spirv.c index 40c1a9f80ae..70affa1558e 100644 --- a/dlls/wined3d/shader_spirv.c +++ b/dlls/wined3d/shader_spirv.c @@ -826,8 +826,8 @@ static void shader_spirv_apply_draw_state(void *shader_priv, struct wined3d_cont enum wined3d_shader_type shader_type; struct wined3d_shader *shader;
- priv->vertex_pipe->vp_enable(context, !use_vs(state)); - priv->fragment_pipe->fp_enable(context, !use_ps(state)); + priv->vertex_pipe->vp_apply_draw_state(context, state); + priv->fragment_pipe->fp_apply_draw_state(context, state);
bindings = &priv->bindings; memcpy(binding_base, bindings->binding_base, sizeof(bindings->binding_base)); @@ -1136,7 +1136,7 @@ const struct wined3d_shader_backend_ops *wined3d_spirv_shader_backend_init_vk(vo return &spirv_shader_backend_vk; }
-static void spirv_vertex_pipe_vk_vp_enable(const struct wined3d_context *context, BOOL enable) +static void spirv_vertex_pipe_vk_vp_apply_draw_state(const struct wined3d_context *context, const struct wined3d_state *state) { /* Nothing to do. */ } @@ -1204,7 +1204,7 @@ static const struct wined3d_state_entry_template spirv_vertex_pipe_vk_vp_states[
static const struct wined3d_vertex_pipe_ops spirv_vertex_pipe_vk = { - .vp_enable = spirv_vertex_pipe_vk_vp_enable, + .vp_apply_draw_state = spirv_vertex_pipe_vk_vp_apply_draw_state, .vp_disable = spirv_vertex_pipe_vk_vp_disable, .vp_get_caps = spirv_vertex_pipe_vk_vp_get_caps, .vp_get_emul_mask = spirv_vertex_pipe_vk_vp_get_emul_mask, @@ -1218,7 +1218,8 @@ const struct wined3d_vertex_pipe_ops *wined3d_spirv_vertex_pipe_init_vk(void) return &spirv_vertex_pipe_vk; }
-static void spirv_fragment_pipe_vk_fp_enable(const struct wined3d_context *context, BOOL enable) +static void spirv_fragment_pipe_vk_fp_apply_draw_state( + const struct wined3d_context *context, const struct wined3d_state *state) { /* Nothing to do. */ } @@ -1289,7 +1290,7 @@ static const struct wined3d_state_entry_template spirv_fragment_pipe_vk_fp_state
static const struct wined3d_fragment_pipe_ops spirv_fragment_pipe_vk = { - .fp_enable = spirv_fragment_pipe_vk_fp_enable, + .fp_apply_draw_state = spirv_fragment_pipe_vk_fp_apply_draw_state, .fp_disable = spirv_fragment_pipe_vk_fp_disable, .get_caps = spirv_fragment_pipe_vk_fp_get_caps, .get_emul_mask = spirv_fragment_pipe_vk_fp_get_emul_mask, diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 04e86004f28..74c0ea52f3a 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -2001,7 +2001,7 @@ struct wined3d_state_entry_template
struct wined3d_fragment_pipe_ops { - void (*fp_enable)(const struct wined3d_context *context, BOOL enable); + void (*fp_apply_draw_state)(const struct wined3d_context *context, const struct wined3d_state *state); void (*fp_disable)(const struct wined3d_context *context); void (*get_caps)(const struct wined3d_adapter *adapter, struct fragment_caps *caps); unsigned int (*get_emul_mask)(const struct wined3d_adapter *adapter); @@ -2029,7 +2029,7 @@ struct wined3d_vertex_caps
struct wined3d_vertex_pipe_ops { - void (*vp_enable)(const struct wined3d_context *context, BOOL enable); + void (*vp_apply_draw_state)(const struct wined3d_context *context, const struct wined3d_state *state); void (*vp_disable)(const struct wined3d_context *context); void (*vp_get_caps)(const struct wined3d_adapter *adapter, struct wined3d_vertex_caps *caps); unsigned int (*vp_get_emul_mask)(const struct wined3d_adapter *adapter);