wined3d: Explicitly pass the texUnitMap to shader_glsl_load_vsamplers() and shader_glsl_load_psamplers().

The general idea here is to reduce dependencies on the entire stateblock, and
pass the real dependencies explicitly. This should make it clearer what
context a shader really needs.
This commit is contained in:
Henri Verbeet 2009-03-12 09:53:14 +01:00 committed by Alexandre Julliard
parent c1b411e321
commit 2219749ae9
1 changed files with 6 additions and 8 deletions

View File

@ -178,9 +178,8 @@ static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
/**
* Loads (pixel shader) samplers
*/
static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, IWineD3DStateBlock *iface, GLhandleARB programId)
static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, DWORD *tex_unit_map, GLhandleARB programId)
{
IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
GLhandleARB name_loc;
int i;
char sampler_name[20];
@ -189,7 +188,7 @@ static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, IWineD3DS
snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
if (name_loc != -1) {
DWORD mapped_unit = stateBlock->wineD3DDevice->texUnitMap[i];
DWORD mapped_unit = tex_unit_map[i];
if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(fragment_samplers))
{
TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
@ -202,9 +201,8 @@ static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, IWineD3DS
}
}
static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, IWineD3DStateBlock *iface, GLhandleARB programId)
static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, DWORD *tex_unit_map, GLhandleARB programId)
{
IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
GLhandleARB name_loc;
char sampler_name[20];
int i;
@ -213,7 +211,7 @@ static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, IWineD3DS
snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
if (name_loc != -1) {
DWORD mapped_unit = stateBlock->wineD3DDevice->texUnitMap[MAX_FRAGMENT_SAMPLERS + i];
DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(combined_samplers))
{
TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
@ -3508,11 +3506,11 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
*/
if(vshader_id) {
/* Load vertex shader samplers */
shader_glsl_load_vsamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
shader_glsl_load_vsamplers(gl_info, This->texUnitMap, programId);
}
if(pshader_id) {
/* Load pixel shader samplers */
shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
shader_glsl_load_psamplers(gl_info, This->texUnitMap, programId);
}
/* If the local constants do not have to be loaded with the environment constants,