wined3d: Introduce a separate function for initializing ps uniform locations.
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@ -4719,6 +4719,40 @@ static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *
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vs->pos_fixup_location = GL_EXTCALL(glGetUniformLocationARB(program_id, "posFixup"));
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}
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static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *gl_info,
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GLhandleARB program_id, struct glsl_ps_program *ps)
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{
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unsigned int i;
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char name[32];
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ps->uniform_f_locations = HeapAlloc(GetProcessHeap(), 0,
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sizeof(GLhandleARB) * gl_info->limits.glsl_ps_float_constants);
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for (i = 0; i < gl_info->limits.glsl_ps_float_constants; ++i)
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{
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snprintf(name, sizeof(name), "ps_c[%u]", i);
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ps->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
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}
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for (i = 0; i < MAX_CONST_I; ++i)
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{
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snprintf(name, sizeof(name), "ps_i[%u]", i);
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ps->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
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}
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for (i = 0; i < MAX_TEXTURES; ++i)
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{
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snprintf(name, sizeof(name), "bumpenv_mat%u", i);
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ps->bumpenv_mat_location[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
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snprintf(name, sizeof(name), "bumpenv_lum_scale%u", i);
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ps->bumpenv_lum_scale_location[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
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snprintf(name, sizeof(name), "bumpenv_lum_offset%u", i);
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ps->bumpenv_lum_offset_location[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
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}
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ps->np2_fixup_location = GL_EXTCALL(glGetUniformLocationARB(program_id, "ps_samplerNP2Fixup"));
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ps->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(program_id, "ycorrection"));
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}
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/** Sets the GLSL program ID for the given pixel and vertex shader combination.
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* It sets the programId on the current StateBlock (because it should be called
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* inside of the DrawPrimitive() part of the render loop).
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@ -4742,7 +4776,6 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
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GLhandleARB programId = 0;
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GLhandleARB reorder_shader_id = 0;
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unsigned int i;
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char glsl_name[10];
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struct ps_compile_args ps_compile_args;
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struct vs_compile_args vs_compile_args;
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GLhandleARB vs_id, ps_id;
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@ -4847,44 +4880,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
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shader_glsl_validate_link(gl_info, programId);
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shader_glsl_init_vs_uniform_locations(gl_info, programId, &entry->vs);
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entry->ps.uniform_f_locations = HeapAlloc(GetProcessHeap(), 0,
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sizeof(GLhandleARB) * gl_info->limits.glsl_ps_float_constants);
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for (i = 0; i < gl_info->limits.glsl_ps_float_constants; ++i)
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{
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snprintf(glsl_name, sizeof(glsl_name), "ps_c[%u]", i);
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entry->ps.uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
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}
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for (i = 0; i < MAX_CONST_I; ++i)
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{
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snprintf(glsl_name, sizeof(glsl_name), "ps_i[%u]", i);
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entry->ps.uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
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}
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if (pshader)
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{
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char name[32];
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for (i = 0; i < MAX_TEXTURES; ++i)
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{
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sprintf(name, "bumpenv_mat%u", i);
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entry->ps.bumpenv_mat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
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sprintf(name, "bumpenv_lum_scale%u", i);
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entry->ps.bumpenv_lum_scale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
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sprintf(name, "bumpenv_lum_offset%u", i);
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entry->ps.bumpenv_lum_offset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
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}
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if (ps_compile_args.np2_fixup)
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{
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if (entry->ps.np2_fixup_info)
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entry->ps.np2_fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ps_samplerNP2Fixup"));
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else
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FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
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}
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}
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entry->ps.ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
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shader_glsl_init_ps_uniform_locations(gl_info, programId, &entry->ps);
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checkGLcall("Find glsl program uniform locations");
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if (pshader && pshader->reg_maps.shader_version.major >= 3
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