wined3d: Store multiple constant indices per list entry.

This commit is contained in:
H. Verbeet 2007-02-27 20:51:58 +01:00 committed by Alexandre Julliard
parent 2c85e5e8a3
commit 19d223cade
5 changed files with 62 additions and 37 deletions

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@ -50,21 +50,30 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
*/
static void shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info, GLuint target_type,
unsigned int max_constants, float* constants, struct list *constant_list) {
constant_entry *constant;
constants_entry *constant;
local_constant* lconst;
int i;
DWORD i, j;
DWORD *idx;
if (TRACE_ON(d3d_shader)) {
LIST_FOR_EACH_ENTRY(constant, constant_list, constant_entry, entry) {
i = constant->idx;
TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
constants[i * 4 + 0], constants[i * 4 + 1],
constants[i * 4 + 2], constants[i * 4 + 3]);
LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
idx = constant->idx;
j = constant->count;
while (j--) {
i = *idx++;
TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
constants[i * 4 + 0], constants[i * 4 + 1],
constants[i * 4 + 2], constants[i * 4 + 3]);
}
}
}
LIST_FOR_EACH_ENTRY(constant, constant_list, constant_entry, entry) {
i = constant->idx;
GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
idx = constant->idx;
j = constant->count;
while (j--) {
i = *idx++;
GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
}
}
checkGLcall("glProgramEnvParameter4fvARB()");

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@ -2958,9 +2958,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
for (i = start; i < count + start; ++i) {
if (!This->updateStateBlock->set.vertexShaderConstantsF[i]) {
constant_entry *ptr = HeapAlloc(GetProcessHeap(), 0, sizeof(constant_entry));
ptr->idx = i;
list_add_head(&This->updateStateBlock->set_vconstantsF, &ptr->entry);
constants_entry *ptr = LIST_ENTRY(list_head(&This->updateStateBlock->set_vconstantsF), constants_entry, entry);
if (!ptr || ptr->count >= sizeof(ptr->idx) / sizeof(*ptr->idx)) {
ptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(constants_entry));
list_add_head(&This->updateStateBlock->set_vconstantsF, &ptr->entry);
}
ptr->idx[ptr->count++] = i;
This->updateStateBlock->set.vertexShaderConstantsF[i] = TRUE;
}
This->updateStateBlock->changed.vertexShaderConstantsF[i] = TRUE;
@ -3238,9 +3241,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
for (i = start; i < count + start; ++i) {
if (!This->updateStateBlock->set.pixelShaderConstantsF[i]) {
constant_entry *ptr = HeapAlloc(GetProcessHeap(), 0, sizeof(constant_entry));
ptr->idx = i;
list_add_head(&This->updateStateBlock->set_pconstantsF, &ptr->entry);
constants_entry *ptr = LIST_ENTRY(list_head(&This->updateStateBlock->set_pconstantsF), constants_entry, entry);
if (!ptr || ptr->count >= sizeof(ptr->idx) / sizeof(*ptr->idx)) {
ptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(constants_entry));
list_add_head(&This->updateStateBlock->set_pconstantsF, &ptr->entry);
}
ptr->idx[ptr->count++] = i;
This->updateStateBlock->set.pixelShaderConstantsF[i] = TRUE;
}
This->updateStateBlock->changed.pixelShaderConstantsF[i] = TRUE;

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@ -105,28 +105,37 @@ void shader_glsl_load_psamplers(
static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info,
unsigned int max_constants, float* constants, GLhandleARB *constant_locations,
struct list *constant_list) {
constant_entry *constant;
constants_entry *constant;
local_constant* lconst;
GLhandleARB tmp_loc;
int i;
DWORD i, j;
DWORD *idx;
if (TRACE_ON(d3d_shader)) {
LIST_FOR_EACH_ENTRY(constant, constant_list, constant_entry, entry) {
i = constant->idx;
tmp_loc = constant_locations[i];
if (tmp_loc != -1) {
TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
constants[i * 4 + 0], constants[i * 4 + 1],
constants[i * 4 + 2], constants[i * 4 + 3]);
LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
idx = constant->idx;
j = constant->count;
while (j--) {
i = *idx++;
tmp_loc = constant_locations[i];
if (tmp_loc != -1) {
TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
constants[i * 4 + 0], constants[i * 4 + 1],
constants[i * 4 + 2], constants[i * 4 + 3]);
}
}
}
}
LIST_FOR_EACH_ENTRY(constant, constant_list, constant_entry, entry) {
i = constant->idx;
tmp_loc = constant_locations[i];
if (tmp_loc != -1) {
/* We found this uniform name in the program - go ahead and send the data */
GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, constants + (i * 4)));
LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
idx = constant->idx;
j = constant->count;
while (j--) {
i = *idx++;
tmp_loc = constant_locations[i];
if (tmp_loc != -1) {
/* We found this uniform name in the program - go ahead and send the data */
GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, constants + (i * 4)));
}
}
}
checkGLcall("glUniform4fvARB()");

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@ -249,7 +249,7 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
if (!refCount) {
constant_entry *constant, *constant2;
constants_entry *constant, *constant2;
int counter;
/* type 0 represents the primary stateblock, so free all the resources */
@ -284,11 +284,11 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
HeapFree(GetProcessHeap(), 0, This->set.pixelShaderConstantsF);
HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_vconstantsF, constant_entry, entry) {
LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_vconstantsF, constants_entry, entry) {
HeapFree(GetProcessHeap(), 0, constant);
}
LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_pconstantsF, constant_entry, entry) {
LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_pconstantsF, constants_entry, entry) {
HeapFree(GetProcessHeap(), 0, constant);
}

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@ -1194,9 +1194,10 @@ typedef struct SAVEDSTATES {
} SAVEDSTATES;
typedef struct {
struct list entry;
int idx;
} constant_entry;
struct list entry;
DWORD count;
DWORD idx[13];
} constants_entry;
struct IWineD3DStateBlockImpl
{