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 * worry about the Integers or Booleans
*/ */
/* Context activation is done by the caller (state handler). */ /* Context activation is done by the caller (state handler). */
static void shader_arb_load_constants_internal(struct shader_arb_priv *priv, static void shader_arb_load_constants_internal(struct shader_arb_priv *priv, struct wined3d_context_gl *context_gl,
struct wined3d_context *context, const struct wined3d_state *state, const struct wined3d_state *state, BOOL use_ps, BOOL use_vs, BOOL from_shader_select)
BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
{ {
struct wined3d_context_gl *context_gl = wined3d_context_gl(context); const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
const struct wined3d_d3d_info *d3d_info = context->d3d_info; const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
const struct wined3d_gl_info *gl_info = context->gl_info;
if (!from_shader_select) 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)))) && (vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
{ {
TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n"); 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 else if (pshader
&& (pshader->reg_maps.boolean_constants && (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)))) && (pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
{ {
TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n"); 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, memset(priv->vshader_const_dirty, 1,
sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count); 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); sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
priv->highest_dirty_ps_const = 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 wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog; 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); 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 wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog; 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); 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); 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); 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, static void shader_arb_load_constants(void *shader_priv, struct wined3d_context *context,
const struct wined3d_state *state) const struct wined3d_state *state)
{ {
BOOL vs = use_vs(state); shader_arb_load_constants_internal(shader_priv, wined3d_context_gl(context),
BOOL ps = use_ps(state); state, use_ps(state), use_vs(state), FALSE);
shader_arb_load_constants_internal(shader_priv, context, state, ps, vs, FALSE);
} }
static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) 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; priv->pshader_const_dirty[i] = 1;
} }
/* Also takes care of loading local constants */ /* 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 else
{ {