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wined3d: Send transformation matrix updates through the command stream.
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@ -44,6 +44,7 @@ enum wined3d_cs_op
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WINED3D_CS_OP_SET_RENDER_STATE,
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WINED3D_CS_OP_SET_TEXTURE_STATE,
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WINED3D_CS_OP_SET_SAMPLER_STATE,
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WINED3D_CS_OP_SET_TRANSFORM,
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};
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struct wined3d_cs_present
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@ -169,6 +170,13 @@ struct wined3d_cs_set_sampler_state
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DWORD value;
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};
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struct wined3d_cs_set_transform
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{
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enum wined3d_cs_op opcode;
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enum wined3d_transform_state state;
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const struct wined3d_matrix *matrix;
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};
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static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data)
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{
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const struct wined3d_cs_present *op = data;
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@ -661,6 +669,28 @@ void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
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cs->ops->submit(cs);
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}
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static void wined3d_cs_exec_set_transform(struct wined3d_cs *cs, const void *data)
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{
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const struct wined3d_cs_set_transform *op = data;
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cs->state.transforms[op->state] = *op->matrix;
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if (op->state < WINED3D_TS_WORLD_MATRIX(cs->device->adapter->gl_info.limits.blends))
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device_invalidate_state(cs->device, STATE_TRANSFORM(op->state));
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}
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void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
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const struct wined3d_matrix *matrix)
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{
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struct wined3d_cs_set_transform *op;
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op = cs->ops->require_space(cs, sizeof(*op));
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op->opcode = WINED3D_CS_OP_SET_TRANSFORM;
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op->state = state;
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op->matrix = matrix;
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cs->ops->submit(cs);
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}
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static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void *data) =
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{
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/* WINED3D_CS_OP_PRESENT */ wined3d_cs_exec_present,
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@ -681,6 +711,7 @@ static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void
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/* WINED3D_CS_OP_SET_RENDER_STATE */ wined3d_cs_exec_set_render_state,
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/* WINED3D_CS_OP_SET_TEXTURE_STATE */ wined3d_cs_exec_set_texture_state,
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/* WINED3D_CS_OP_SET_SAMPLER_STATE */ wined3d_cs_exec_set_sampler_state,
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/* WINED3D_CS_OP_SET_TRANSFORM */ wined3d_cs_exec_set_transform,
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};
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static void *wined3d_cs_st_require_space(struct wined3d_cs *cs, size_t size)
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@ -1360,9 +1360,7 @@ void CDECL wined3d_device_set_transform(struct wined3d_device *device,
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}
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device->state.transforms[d3dts] = *matrix;
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if (d3dts < WINED3D_TS_WORLD_MATRIX(device->adapter->gl_info.limits.blends))
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device_invalidate_state(device, STATE_TRANSFORM(d3dts));
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wined3d_cs_emit_set_transform(device->cs, d3dts, matrix);
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}
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void CDECL wined3d_device_get_transform(const struct wined3d_device *device,
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@ -2505,6 +2505,8 @@ void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_i
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void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
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enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
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const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
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struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_set_vertex_shader(struct wined3d_cs *cs, struct wined3d_shader *shader) DECLSPEC_HIDDEN;
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