wined3d: Store the bumpmap ARB constants in ARB structures.

This commit is contained in:
Stefan Dösinger 2009-06-09 14:14:12 -07:00 committed by Alexandre Julliard
parent e83fa982ca
commit 298bd3c50d
3 changed files with 98 additions and 92 deletions

View File

@ -74,9 +74,11 @@ static unsigned int reserved_vs_const(IWineD3DBaseShader *shader, const WineD3D_
#define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
/* ARB_program_shader private data */ /* ARB_program_shader private data */
struct shader_arb_priv { struct shader_arb_priv
{
GLuint current_vprogram_id; GLuint current_vprogram_id;
GLuint current_fprogram_id; GLuint current_fprogram_id;
const struct arb_ps_compiled_shader *compiled_fprog;
GLuint depth_blt_vprogram_id; GLuint depth_blt_vprogram_id;
GLuint depth_blt_fprogram_id[tex_type_count]; GLuint depth_blt_fprogram_id[tex_type_count];
BOOL use_arbfp_fixed_func; BOOL use_arbfp_fixed_func;
@ -89,6 +91,27 @@ struct if_frame {
BOOL muting; BOOL muting;
}; };
struct arb_ps_compile_args
{
struct ps_compile_args super;
DWORD bools; /* WORD is enough, use DWORD for alignment */
};
struct stb_const_desc
{
unsigned char texunit;
UINT const_num;
};
struct arb_ps_compiled_shader
{
struct arb_ps_compile_args args;
GLuint prgId;
struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
unsigned char numbumpenvmatconsts;
struct stb_const_desc luminanceconst[MAX_TEXTURES];
};
struct shader_arb_ctx_priv { struct shader_arb_ctx_priv {
char addr_reg[20]; char addr_reg[20];
enum { enum {
@ -102,20 +125,11 @@ struct shader_arb_ctx_priv {
const struct arb_vs_compile_args *cur_vs_args; const struct arb_vs_compile_args *cur_vs_args;
const struct arb_ps_compile_args *cur_ps_args; const struct arb_ps_compile_args *cur_ps_args;
const struct arb_ps_compiled_shader *compiled_fprog;
struct list if_frames; struct list if_frames;
BOOL muted; BOOL muted;
}; };
struct arb_ps_compile_args {
struct ps_compile_args super;
DWORD bools; /* WORD is enough, use DWORD for alignment */
};
struct arb_ps_compiled_shader {
struct arb_ps_compile_args args;
GLuint prgId;
};
struct arb_pshader_private { struct arb_pshader_private {
struct arb_ps_compiled_shader *gl_shaders; struct arb_ps_compiled_shader *gl_shaders;
UINT num_gl_shaders, shader_array_size; UINT num_gl_shaders, shader_array_size;
@ -256,26 +270,28 @@ static void shader_arb_load_np2fixup_constants(
static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl) static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
{ {
IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock; IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info; const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
unsigned char i; unsigned char i;
struct shader_arb_priv *priv = deviceImpl->shader_priv;
const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
for(i = 0; i < psi->numbumpenvmatconsts; i++) for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
{ {
/* The state manager takes care that this function is always called if the bump env matrix changes */ int texunit = gl_shader->bumpenvmatconst[i].texunit;
const float *data = (const float *)&stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data));
if (psi->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED) /* The state manager takes care that this function is always called if the bump env matrix changes */
const float *data = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVMAT00];
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->bumpenvmatconst[i].const_num, data));
if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
{ {
/* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other. /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
* point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
* don't care about them. The pointers are valid for sure because the stateblock is bigger. * don't care about them. The pointers are valid for sure because the stateblock is bigger.
* (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
*/ */
const float *scale = (const float *)&stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE]; const float *scale = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVLSCALE];
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale)); GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->luminanceconst[i].const_num, scale));
} }
} }
} }
@ -365,11 +381,11 @@ static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
} }
/* Generate the variable & register declarations for the ARB_vertex_program output target */ /* Generate the variable & register declarations for the ARB_vertex_program output target */
static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps, static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, DWORD *lconst_map) SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, DWORD *lconst_map)
{ {
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
DWORD i, cur, next_local = 0; DWORD i, next_local = 0;
char pshader = shader_is_pshader_version(reg_maps->shader_version.type); char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
unsigned max_constantsF; unsigned max_constantsF;
const local_constant *lconst; const local_constant *lconst;
@ -444,37 +460,7 @@ static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const sh
} }
} }
for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) { return next_local;
IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
if(!reg_maps->bumpmat[i]) continue;
cur = ps->numbumpenvmatconsts;
ps->bumpenvmatconst[cur].const_num = -1;
ps->bumpenvmatconst[cur].texunit = i;
ps->luminanceconst[cur].const_num = -1;
ps->luminanceconst[cur].texunit = i;
/* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
* in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
* 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
* textures due to conditional NP2 restrictions)
*
* Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
* shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
* their location is shader dependent anyway and they cannot be loaded globally.
*/
ps->bumpenvmatconst[cur].const_num = next_local++;
shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
i, ps->bumpenvmatconst[cur].const_num);
ps->numbumpenvmatconsts = cur + 1;
if(!reg_maps->luminanceparams[i]) continue;
((IWineD3DPixelShaderImpl *)This)->luminanceconst[cur].const_num = next_local++;
shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
i, ps->luminanceconst[cur].const_num);
}
} }
static const char * const shift_tab[] = { static const char * const shift_tab[] = {
@ -2093,7 +2079,7 @@ static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcol
/* GL locking is done by the caller */ /* GL locking is done by the caller */
static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This, static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
SHADER_BUFFER *buffer, const struct arb_ps_compile_args *args) SHADER_BUFFER *buffer, const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
{ {
const shader_reg_maps* reg_maps = &This->baseShader.reg_maps; const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
CONST DWORD *function = This->baseShader.function; CONST DWORD *function = This->baseShader.function;
@ -2101,7 +2087,7 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
const local_constant *lconst; const local_constant *lconst;
GLuint retval; GLuint retval;
char fragcolor[16]; char fragcolor[16];
DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This); DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This), next_local, cur;
struct shader_arb_ctx_priv priv_ctx; struct shader_arb_ctx_priv priv_ctx;
BOOL dcl_tmp = args->super.srgb_correction, dcl_td = FALSE; BOOL dcl_tmp = args->super.srgb_correction, dcl_td = FALSE;
BOOL want_nv_prog = FALSE; BOOL want_nv_prog = FALSE;
@ -2148,6 +2134,7 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
/* Create the hw ARB shader */ /* Create the hw ARB shader */
memset(&priv_ctx, 0, sizeof(priv_ctx)); memset(&priv_ctx, 0, sizeof(priv_ctx));
priv_ctx.cur_ps_args = args; priv_ctx.cur_ps_args = args;
priv_ctx.compiled_fprog = compiled;
list_init(&priv_ctx.if_frames); list_init(&priv_ctx.if_frames);
/* Avoid enabling NV_fragment_program* if we do not need it. /* Avoid enabling NV_fragment_program* if we do not need it.
@ -2238,7 +2225,37 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
} }
/* Base Declarations */ /* Base Declarations */
shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map); next_local = shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
if(!reg_maps->bumpmat[i]) continue;
cur = compiled->numbumpenvmatconsts;
compiled->bumpenvmatconst[cur].const_num = -1;
compiled->bumpenvmatconst[cur].texunit = i;
compiled->luminanceconst[cur].const_num = -1;
compiled->luminanceconst[cur].texunit = i;
/* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
* in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
* 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
* textures due to conditional NP2 restrictions)
*
* Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
* shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
* their location is shader dependent anyway and they cannot be loaded globally.
*/
compiled->bumpenvmatconst[cur].const_num = next_local++;
shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
i, compiled->bumpenvmatconst[cur].const_num);
compiled->numbumpenvmatconsts = cur + 1;
if(!reg_maps->luminanceparams[i]) continue;
compiled->luminanceconst[cur].const_num = next_local++;
shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
i, compiled->luminanceconst[cur].const_num);
}
/* Base Shader Body */ /* Base Shader Body */
shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx); shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
@ -2436,7 +2453,7 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
} }
/* GL locking is done by the caller */ /* GL locking is done by the caller */
static GLuint find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args) static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
{ {
UINT i; UINT i;
DWORD new_size; DWORD new_size;
@ -2456,7 +2473,7 @@ static GLuint find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb
*/ */
for(i = 0; i < shader_data->num_gl_shaders; i++) { for(i = 0; i < shader_data->num_gl_shaders; i++) {
if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) { if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
return shader_data->gl_shaders[i].prgId; return &shader_data->gl_shaders[i];
} }
} }
@ -2465,10 +2482,10 @@ static GLuint find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb
if (shader_data->num_gl_shaders) if (shader_data->num_gl_shaders)
{ {
new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2); new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders, new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
new_size * sizeof(*shader_data->gl_shaders)); new_size * sizeof(*shader_data->gl_shaders));
} else { } else {
new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders)); new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
new_size = 1; new_size = 1;
} }
@ -2486,11 +2503,12 @@ static GLuint find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb
((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures); ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
shader_buffer_init(&buffer); shader_buffer_init(&buffer);
ret = shader_arb_generate_pshader(shader, &buffer, args); ret = shader_arb_generate_pshader(shader, &buffer, args,
&shader_data->gl_shaders[shader_data->num_gl_shaders]);
shader_buffer_free(&buffer); shader_buffer_free(&buffer);
shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret; shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
return ret; return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
} }
static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new, static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
@ -2618,10 +2636,13 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
if (usePS) { if (usePS) {
struct arb_ps_compile_args compile_args; struct arb_ps_compile_args compile_args;
struct arb_ps_compiled_shader *compiled;
TRACE("Using pixel shader\n"); TRACE("Using pixel shader\n");
find_arb_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args); find_arb_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args);
priv->current_fprogram_id = find_arb_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, compiled = find_arb_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader,
&compile_args); &compile_args);
priv->current_fprogram_id = compiled->prgId;
priv->compiled_fprog = compiled;
/* Bind the fragment program */ /* Bind the fragment program */
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id)); GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));

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@ -657,20 +657,21 @@ static void shader_glsl_load_constants(
/* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from. /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
* It can't be 0 for a valid texbem instruction. * It can't be 0 for a valid texbem instruction.
*/ */
for(i = 0; i < ((IWineD3DPixelShaderImpl *) pshader)->numbumpenvmatconsts; i++) { for(i = 0; i < MAX_TEXTURES; i++) {
IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pshader; const float *data;
int stage = ps->luminanceconst[i].texunit;
const float *data = (const float *)&stateBlock->textureState[(int)ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00]; if(prog->bumpenvmat_location[i] == -1) continue;
data = (const float *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVMAT00];
GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data)); GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
checkGLcall("glUniformMatrix2fvARB"); checkGLcall("glUniformMatrix2fvARB");
/* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
* is set too, so we can check that in the needsbumpmat check * is set too, so we can check that in the needsbumpmat check
*/ */
if(ps->baseShader.reg_maps.luminanceparams[stage]) { if(prog->luminancescale_location[i] != -1) {
const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]; const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLSCALE];
const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]; const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLOFFSET];
GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale)); GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
checkGLcall("glUniform1fvARB"); checkGLcall("glUniform1fvARB");
@ -864,28 +865,20 @@ static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const s
shader_addline(buffer, "void order_ps_input();\n"); shader_addline(buffer, "void order_ps_input();\n");
} }
} else { } else {
IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
ps_impl->numbumpenvmatconsts = 0;
for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) { for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
if(!reg_maps->bumpmat[i]) { if(!reg_maps->bumpmat[i]) {
continue; continue;
} }
ps_impl->bumpenvmatconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i); shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
if(reg_maps->luminanceparams) { if(reg_maps->luminanceparams) {
ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
shader_addline(buffer, "uniform float luminancescale%d;\n", i); shader_addline(buffer, "uniform float luminancescale%d;\n", i);
shader_addline(buffer, "uniform float luminanceoffset%d;\n", i); shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
extra_constants_needed++; extra_constants_needed++;
} else {
ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = -1;
} }
extra_constants_needed++; extra_constants_needed++;
ps_impl->numbumpenvmatconsts++;
} }
if(ps_args->srgb_correction) { if(ps_args->srgb_correction) {
@ -4062,12 +4055,12 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
char name[32]; char name[32];
WORD map; WORD map;
for(i = 0; i < ((IWineD3DPixelShaderImpl*)pshader)->numbumpenvmatconsts; i++) { for(i = 0; i < MAX_TEXTURES; i++) {
sprintf(name, "bumpenvmat%d", ((IWineD3DPixelShaderImpl*)pshader)->bumpenvmatconst[i].texunit); sprintf(name, "bumpenvmat%u", i);
entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name)); entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
sprintf(name, "luminancescale%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit); sprintf(name, "luminancescale%u", i);
entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name)); entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
sprintf(name, "luminanceoffset%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit); sprintf(name, "luminanceoffset%u", i);
entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name)); entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
} }

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@ -733,11 +733,6 @@ enum vertexprocessing_mode {
#define WINED3D_CONST_NUM_UNUSED ~0U #define WINED3D_CONST_NUM_UNUSED ~0U
struct stb_const_desc {
unsigned char texunit;
UINT const_num;
};
enum fogmode { enum fogmode {
FOG_OFF, FOG_OFF,
FOG_LINEAR, FOG_LINEAR,
@ -2690,9 +2685,6 @@ typedef struct IWineD3DPixelShaderImpl {
void *backend_priv; void *backend_priv;
/* Some information about the shader behavior */ /* Some information about the shader behavior */
struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
unsigned char numbumpenvmatconsts;
struct stb_const_desc luminanceconst[MAX_TEXTURES];
char vpos_uniform; char vpos_uniform;
BOOL color0_mov; BOOL color0_mov;