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st/nine: Add dummy ff shader state
Some states only affect the ff shader, not its constants. Currently we don't check anything and always recompute the ff shader key. However we do check for NINE_STATE_FF_OTHER and if set we reupload some constants. Thus for those states which had NINE_STATE_FF_OTHER set but didn't need it, replace by a dummy ff shader state (which is easier to understand for an external reader than just setting 0 and more future proof). Signed-off-by: Axel Davy <davyaxel0@gmail.com>
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2 changed files with 12 additions and 8 deletions
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@ -3529,14 +3529,14 @@ const uint32_t nine_render_state_group[NINED3DRS_LAST + 1] =
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[D3DRS_ALPHAFUNC] = NINE_STATE_DSA,
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[D3DRS_DITHERENABLE] = NINE_STATE_BLEND,
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[D3DRS_ALPHABLENDENABLE] = NINE_STATE_BLEND,
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[D3DRS_FOGENABLE] = NINE_STATE_FF_OTHER | NINE_STATE_VS_PARAMS_MISC | NINE_STATE_PS_PARAMS_MISC | NINE_STATE_PS_CONST,
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[D3DRS_FOGENABLE] = NINE_STATE_FF_SHADER | NINE_STATE_VS_PARAMS_MISC | NINE_STATE_PS_PARAMS_MISC | NINE_STATE_PS_CONST,
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[D3DRS_SPECULARENABLE] = NINE_STATE_FF_LIGHTING,
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[D3DRS_FOGCOLOR] = NINE_STATE_FF_OTHER | NINE_STATE_PS_CONST,
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[D3DRS_FOGTABLEMODE] = NINE_STATE_FF_OTHER | NINE_STATE_PS_PARAMS_MISC | NINE_STATE_PS_CONST,
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[D3DRS_FOGTABLEMODE] = NINE_STATE_FF_SHADER | NINE_STATE_PS_PARAMS_MISC | NINE_STATE_PS_CONST,
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[D3DRS_FOGSTART] = NINE_STATE_FF_OTHER | NINE_STATE_PS_CONST,
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[D3DRS_FOGEND] = NINE_STATE_FF_OTHER | NINE_STATE_PS_CONST,
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[D3DRS_FOGDENSITY] = NINE_STATE_FF_OTHER | NINE_STATE_PS_CONST,
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[D3DRS_RANGEFOGENABLE] = NINE_STATE_FF_OTHER,
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[D3DRS_RANGEFOGENABLE] = NINE_STATE_FF_SHADER,
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[D3DRS_STENCILENABLE] = NINE_STATE_DSA | NINE_STATE_MULTISAMPLE,
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[D3DRS_STENCILFAIL] = NINE_STATE_DSA,
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[D3DRS_STENCILZFAIL] = NINE_STATE_DSA,
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@ -3557,20 +3557,20 @@ const uint32_t nine_render_state_group[NINED3DRS_LAST + 1] =
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[D3DRS_CLIPPING] = 0, /* software vertex processing only */
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[D3DRS_LIGHTING] = NINE_STATE_FF_LIGHTING,
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[D3DRS_AMBIENT] = NINE_STATE_FF_LIGHTING | NINE_STATE_FF_MATERIAL,
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[D3DRS_FOGVERTEXMODE] = NINE_STATE_FF_OTHER,
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[D3DRS_FOGVERTEXMODE] = NINE_STATE_FF_SHADER,
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[D3DRS_COLORVERTEX] = NINE_STATE_FF_LIGHTING,
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[D3DRS_LOCALVIEWER] = NINE_STATE_FF_LIGHTING,
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[D3DRS_NORMALIZENORMALS] = NINE_STATE_FF_OTHER,
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[D3DRS_NORMALIZENORMALS] = NINE_STATE_FF_SHADER,
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[D3DRS_DIFFUSEMATERIALSOURCE] = NINE_STATE_FF_LIGHTING,
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[D3DRS_SPECULARMATERIALSOURCE] = NINE_STATE_FF_LIGHTING,
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[D3DRS_AMBIENTMATERIALSOURCE] = NINE_STATE_FF_LIGHTING,
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[D3DRS_EMISSIVEMATERIALSOURCE] = NINE_STATE_FF_LIGHTING,
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[D3DRS_VERTEXBLEND] = NINE_STATE_FF_OTHER,
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[D3DRS_VERTEXBLEND] = NINE_STATE_FF_SHADER,
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[D3DRS_CLIPPLANEENABLE] = NINE_STATE_RASTERIZER,
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[D3DRS_POINTSIZE] = NINE_STATE_RASTERIZER | NINE_STATE_FF_OTHER,
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[D3DRS_POINTSIZE_MIN] = NINE_STATE_RASTERIZER | NINE_STATE_FF_OTHER | NINE_STATE_VS_PARAMS_MISC,
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[D3DRS_POINTSPRITEENABLE] = NINE_STATE_RASTERIZER,
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[D3DRS_POINTSCALEENABLE] = NINE_STATE_FF_OTHER,
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[D3DRS_POINTSCALEENABLE] = NINE_STATE_FF_SHADER,
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[D3DRS_POINTSCALE_A] = NINE_STATE_FF_OTHER,
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[D3DRS_POINTSCALE_B] = NINE_STATE_FF_OTHER,
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[D3DRS_POINTSCALE_C] = NINE_STATE_FF_OTHER,
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@ -3579,7 +3579,7 @@ const uint32_t nine_render_state_group[NINED3DRS_LAST + 1] =
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[D3DRS_PATCHEDGESTYLE] = NINE_STATE_UNHANDLED,
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[D3DRS_DEBUGMONITORTOKEN] = NINE_STATE_UNHANDLED,
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[D3DRS_POINTSIZE_MAX] = NINE_STATE_RASTERIZER | NINE_STATE_FF_OTHER | NINE_STATE_VS_PARAMS_MISC,
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[D3DRS_INDEXEDVERTEXBLENDENABLE] = NINE_STATE_FF_OTHER,
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[D3DRS_INDEXEDVERTEXBLENDENABLE] = NINE_STATE_FF_SHADER,
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[D3DRS_COLORWRITEENABLE] = NINE_STATE_BLEND,
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[D3DRS_TWEENFACTOR] = NINE_STATE_FF_OTHER,
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[D3DRS_BLENDOP] = NINE_STATE_BLEND,
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@ -90,6 +90,10 @@
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#define NINE_STATE_ALL 0x1fffffff
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#define NINE_STATE_UNHANDLED (1 << 29)
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/* These states affect the ff shader key,
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* which we recompute everytime. */
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#define NINE_STATE_FF_SHADER 0
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#define NINE_STATE_COMMIT_DSA (1 << 0)
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#define NINE_STATE_COMMIT_RASTERIZER (1 << 1)
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#define NINE_STATE_COMMIT_BLEND (1 << 2)
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