wined3d: Explicitly pass the state to shader_load_constants.
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@ -719,13 +719,13 @@ static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
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}
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}
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static void shader_arb_load_constants(const struct wined3d_context *context, BOOL ps, BOOL vs)
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static void shader_arb_load_constants(void *shader_priv, const struct wined3d_context *context,
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const struct wined3d_state *state)
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{
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struct wined3d_device *device = context->swapchain->device;
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const struct wined3d_stateblock *stateblock = device->stateBlock;
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const struct wined3d_state *state = &stateblock->state;
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BOOL vs = use_vs(state);
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BOOL ps = use_ps(state);
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shader_arb_load_constants_internal(device->shader_priv, context, state, ps, vs, FALSE);
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shader_arb_load_constants_internal(shader_priv, context, state, ps, vs, FALSE);
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}
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static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
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@ -2411,7 +2411,8 @@ BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_de
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if (context->load_constants)
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{
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device->shader_backend->shader_load_constants(context, use_ps(state), use_vs(state));
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device->shader_backend->shader_load_constants(device->shader_priv,
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context, state);
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context->load_constants = 0;
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}
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@ -725,14 +725,11 @@ static void shader_glsl_load_np2fixup_constants(void *shader_priv,
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}
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/* Context activation is done by the caller (state handler). */
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static void shader_glsl_load_constants(const struct wined3d_context *context,
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BOOL usePixelShader, BOOL useVertexShader)
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static void shader_glsl_load_constants(void *shader_priv, const struct wined3d_context *context,
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const struct wined3d_state *state)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct wined3d_device *device = context->swapchain->device;
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struct wined3d_stateblock *stateBlock = device->stateBlock;
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const struct wined3d_state *state = &stateBlock->state;
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struct shader_glsl_priv *priv = device->shader_priv;
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struct shader_glsl_priv *priv = shader_priv;
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float position_fixup[4];
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GLhandleARB programId;
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@ -747,7 +744,7 @@ static void shader_glsl_load_constants(const struct wined3d_context *context,
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programId = prog->programId;
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constant_version = prog->constant_version;
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if (useVertexShader)
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if (use_vs(state))
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{
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const struct wined3d_shader *vshader = state->vertex_shader;
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@ -757,11 +754,11 @@ static void shader_glsl_load_constants(const struct wined3d_context *context,
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/* Load DirectX 9 integer constants/uniforms for vertex shader */
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shader_glsl_load_constantsI(vshader, gl_info, prog->vs.uniform_i_locations, state->vs_consts_i,
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stateBlock->changed.vertexShaderConstantsI & vshader->reg_maps.integer_constants);
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vshader->reg_maps.integer_constants);
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/* Load DirectX 9 boolean constants/uniforms for vertex shader */
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shader_glsl_load_constantsB(vshader, gl_info, programId, state->vs_consts_b,
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stateBlock->changed.vertexShaderConstantsB & vshader->reg_maps.boolean_constants);
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vshader->reg_maps.boolean_constants);
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/* Upload the position fixup params */
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shader_get_position_fixup(context, state, position_fixup);
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@ -769,7 +766,7 @@ static void shader_glsl_load_constants(const struct wined3d_context *context,
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checkGLcall("glUniform4fvARB");
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}
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if (usePixelShader)
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if (use_ps(state))
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{
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const struct wined3d_shader *pshader = state->pixel_shader;
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@ -779,11 +776,11 @@ static void shader_glsl_load_constants(const struct wined3d_context *context,
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/* Load DirectX 9 integer constants/uniforms for pixel shader */
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shader_glsl_load_constantsI(pshader, gl_info, prog->ps.uniform_i_locations, state->ps_consts_i,
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stateBlock->changed.pixelShaderConstantsI & pshader->reg_maps.integer_constants);
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pshader->reg_maps.integer_constants);
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/* Load DirectX 9 boolean constants/uniforms for pixel shader */
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shader_glsl_load_constantsB(pshader, gl_info, programId, state->ps_consts_b,
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stateBlock->changed.pixelShaderConstantsB & pshader->reg_maps.boolean_constants);
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pshader->reg_maps.boolean_constants);
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/* Upload the environment bump map matrix if needed. The needsbumpmat
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* member specifies the texture stage to load the matrix from. It
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@ -1509,7 +1509,8 @@ static void shader_none_select_depth_blt(void *shader_priv, const struct wined3d
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static void shader_none_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) {}
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static void shader_none_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) {}
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static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {}
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static void shader_none_load_constants(const struct wined3d_context *context, BOOL usePS, BOOL useVS) {}
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static void shader_none_load_constants(void *shader_priv, const struct wined3d_context *context,
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const struct wined3d_state *state) {}
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static void shader_none_load_np2fixup_constants(void *shader_priv,
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const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) {}
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static void shader_none_destroy(struct wined3d_shader *shader) {}
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@ -5,6 +5,7 @@
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* Copyright 2002-2003 Raphael Junqueira
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* Copyright 2002-2003, 2004 Jason Edmeades
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* Copyright 2005 Oliver Stieber
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* Copyright 2006-2011, 2013 Stefan Dösinger for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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@ -806,7 +807,8 @@ struct wined3d_shader_backend_ops
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void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
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void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
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void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
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void (*shader_load_constants)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
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void (*shader_load_constants)(void *shader_priv, const struct wined3d_context *context,
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const struct wined3d_state *state);
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void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info,
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const struct wined3d_state *state);
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void (*shader_destroy)(struct wined3d_shader *shader);
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