wined3d: Use a separate STATE_VDECL state handler in the GLSL pipeline.
commit99f3e835ac0c3fd873b127e8c227b9e44fa98ae2
authorMatteo Bruni <mbruni@codeweavers.com>
Wed, 18 Mar 2015 20:07:36 +0000 (18 21:07 +0100)
committerAlexandre Julliard <julliard@winehq.org>
Thu, 19 Mar 2015 11:56:50 +0000 (19 20:56 +0900)
tree1f3e9fe4289ae568a729e107109b18192389beb2
parent50861156e25467b84406e01e70513e85d0b7b791
wined3d: Use a separate STATE_VDECL state handler in the GLSL pipeline.

It's mostly a copy of vertexdeclaration() from state.c, with a few
differences due to the new function being private to the GLSL backend
(e.g. d3d_info.vs_clipping is known to be TRUE) and the fragment fog
update part being split out.
dlls/wined3d/glsl_shader.c
dlls/wined3d/state.c
dlls/wined3d/wined3d_private.h