struct vs_build_ctx bld;
struct nine_ff_vs_key key;
unsigned s, i;
+ boolean has_indexes = false;
+ boolean has_weights = false;
char input_texture_coord[8];
assert(sizeof(key) <= sizeof(key.value32));
key.color0in_one = 0;
else if (usage == NINE_DECLUSAGE_i(COLOR, 1))
key.color1in_zero = 0;
- else if (usage == NINE_DECLUSAGE_PSIZE)
+ else if (usage == NINE_DECLUSAGE_i(BLENDINDICES, 0)) {
+ has_indexes = true;
+ key.passthrough |= 1 << usage;
+ } else if (usage == NINE_DECLUSAGE_i(BLENDWEIGHT, 0)) {
+ has_weights = true;
+ key.passthrough |= 1 << usage;
+ } else if (usage == NINE_DECLUSAGE_PSIZE)
key.vertexpointsize = 1;
else if (usage % NINE_DECLUSAGE_COUNT == NINE_DECLUSAGE_TEXCOORD) {
s = usage / NINE_DECLUSAGE_COUNT;
key.normalizenormals = !!state->rs[D3DRS_NORMALIZENORMALS];
if (state->rs[D3DRS_VERTEXBLEND] != D3DVBF_DISABLE) {
- key.vertexblend_indexed = !!state->rs[D3DRS_INDEXEDVERTEXBLENDENABLE];
+ key.vertexblend_indexed = !!state->rs[D3DRS_INDEXEDVERTEXBLENDENABLE] && has_indexes;
switch (state->rs[D3DRS_VERTEXBLEND]) {
case D3DVBF_0WEIGHTS: key.vertexblend = key.vertexblend_indexed; break;
assert(!"invalid D3DVBF");
break;
}
+ if (!has_weights && state->rs[D3DRS_VERTEXBLEND] != D3DVBF_0WEIGHTS)
+ key.vertexblend = 0; /* TODO: if key.vertexblend_indexed, perhaps it should use 1.0 as weight, or revert to D3DVBF_0WEIGHTS */
}
for (s = 0; s < 8; ++s) {