wined3d: Pass a wined3d_context_gl structure to shader_arb_load_constants_internal().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2019-06-21 02:50:00 +04:30 committed by Alexandre Julliard
parent f1918742cf
commit 28d61adf5e
1 changed files with 14 additions and 18 deletions

View File

@ -642,13 +642,11 @@ static void shader_arb_select(void *shader_priv, struct wined3d_context *context
* worry about the Integers or Booleans
*/
/* Context activation is done by the caller (state handler). */
static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
struct wined3d_context *context, const struct wined3d_state *state,
BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
static void shader_arb_load_constants_internal(struct shader_arb_priv *priv, struct wined3d_context_gl *context_gl,
const struct wined3d_state *state, BOOL use_ps, BOOL use_vs, BOOL from_shader_select)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
if (!from_shader_select)
{
@ -661,7 +659,7 @@ static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
&& (vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
{
TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
shader_arb_select(priv, context, state);
shader_arb_select(priv, &context_gl->c, state);
}
else if (pshader
&& (pshader->reg_maps.boolean_constants
@ -669,11 +667,11 @@ static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
&& (pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
{
TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
shader_arb_select(priv, context, state);
shader_arb_select(priv, &context_gl->c, state);
}
}
if (context != priv->last_context)
if (&context_gl->c != priv->last_context)
{
memset(priv->vshader_const_dirty, 1,
sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
@ -683,10 +681,10 @@ static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
priv->highest_dirty_ps_const = d3d_info->limits.ps_uniform_count;
priv->last_context = context;
priv->last_context = &context_gl->c;
}
if (useVertexShader)
if (use_vs)
{
const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
@ -697,7 +695,7 @@ static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
shader_arb_vs_local_constants(gl_shader, context_gl, state);
}
if (usePixelShader)
if (use_ps)
{
const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
@ -708,7 +706,7 @@ static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
shader_arb_ps_local_constants(gl_shader, context_gl, state, rt_height);
if (context->constant_update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
if (context_gl->c.constant_update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
shader_arb_load_np2fixup_constants(&gl_shader->np2fixup_info, gl_info, state);
}
}
@ -716,10 +714,8 @@ static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
static void shader_arb_load_constants(void *shader_priv, struct wined3d_context *context,
const struct wined3d_state *state)
{
BOOL vs = use_vs(state);
BOOL ps = use_ps(state);
shader_arb_load_constants_internal(shader_priv, context, state, ps, vs, FALSE);
shader_arb_load_constants_internal(shader_priv, wined3d_context_gl(context),
state, use_ps(state), use_vs(state), FALSE);
}
static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
@ -4598,7 +4594,7 @@ static void shader_arb_select(void *shader_priv, struct wined3d_context *context
priv->pshader_const_dirty[i] = 1;
}
/* Also takes care of loading local constants */
shader_arb_load_constants_internal(shader_priv, context, state, TRUE, FALSE, TRUE);
shader_arb_load_constants_internal(shader_priv, context_gl, state, TRUE, FALSE, TRUE);
}
else
{