diff options
author | Axel Davy <[email protected]> | 2018-10-13 23:21:36 +0200 |
---|---|---|
committer | Axel Davy <[email protected]> | 2018-10-26 22:16:16 +0200 |
commit | 6f373b9b743daba5b31c18ceb7385bc6105105b6 (patch) | |
tree | 2024fb8af98fb9aab2269d2f384a66faac7840bc /src | |
parent | 454201b4529a9f934c5663df3e13af2ca7b9d0e0 (diff) |
st/nine: Fix aliasing states for stateblocks
If NINE_STATE_FF_MATERIAL is set, the stateblock will upload
its recorded materials matrix.
If NINE_STATE_FF_LIGHTING is set, the lighting set is uploaded.
These flags could be set by a NineDevice9_SetTransform call
or by setting some states related to ff, but that shouldn't trigger
these stateblock behaviours.
We don't need to follow the context states dirtied by render states.
NINE_STATE_FF_VSTRANSF is exactly the state controlling stateblock
updates of transformation matrices, NINE_STATE_FF is too broad.
These two changes avoid setting the two mentionned states when we
shouldn't.
Fixes: https://github.com/iXit/Mesa-3D/issues/320
Signed-off-by: Axel Davy <[email protected]>
Diffstat (limited to 'src')
-rw-r--r-- | src/gallium/state_trackers/nine/device9.c | 3 |
1 files changed, 1 insertions, 2 deletions
diff --git a/src/gallium/state_trackers/nine/device9.c b/src/gallium/state_trackers/nine/device9.c index 461b212995b..1a3f2c3285b 100644 --- a/src/gallium/state_trackers/nine/device9.c +++ b/src/gallium/state_trackers/nine/device9.c @@ -2014,7 +2014,7 @@ NineDevice9_SetTransform( struct NineDevice9 *This, *M = *pMatrix; if (unlikely(This->is_recording)) { state->ff.changed.transform[State / 32] |= 1 << (State % 32); - state->changed.group |= NINE_STATE_FF; + state->changed.group |= NINE_STATE_FF_VSTRANSF; } else nine_context_set_transform(This, State, pMatrix); @@ -2261,7 +2261,6 @@ NineDevice9_SetRenderState( struct NineDevice9 *This, state->rs_advertised[State] = Value; /* only need to record changed render states for stateblocks */ state->changed.rs[State / 32] |= 1 << (State % 32); - state->changed.group |= nine_render_state_group[State]; return D3D_OK; } |