wined3d: Store bool uniforms location in the GLSL shader structures.
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6eb242a275
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33627f02aa
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@ -41,7 +41,6 @@
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
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WINE_DECLARE_DEBUG_CHANNEL(d3d);
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WINE_DECLARE_DEBUG_CHANNEL(winediag);
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@ -114,6 +113,7 @@ struct glsl_vs_program
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GLenum vertex_color_clamp;
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GLint *uniform_f_locations;
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GLint uniform_i_locations[MAX_CONST_I];
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GLint uniform_b_locations[MAX_CONST_B];
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GLint pos_fixup_location;
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};
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@ -129,6 +129,7 @@ struct glsl_ps_program
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GLhandleARB id;
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GLint *uniform_f_locations;
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GLint uniform_i_locations[MAX_CONST_I];
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GLint uniform_b_locations[MAX_CONST_B];
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GLint bumpenv_mat_location[MAX_TEXTURES];
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GLint bumpenv_lum_scale_location[MAX_TEXTURES];
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GLint bumpenv_lum_offset_location[MAX_TEXTURES];
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@ -648,12 +649,8 @@ static void shader_glsl_load_constantsI(const struct wined3d_shader *shader, con
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{
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if (!(constants_set & 1)) continue;
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TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
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i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
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/* We found this uniform name in the program - go ahead and send the data */
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GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
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checkGLcall("glUniform4ivARB");
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}
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/* Load immediate constants */
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@ -664,41 +661,25 @@ static void shader_glsl_load_constantsI(const struct wined3d_shader *shader, con
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unsigned int idx = lconst->idx;
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const GLint *values = (const GLint *)lconst->value;
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TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
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values[0], values[1], values[2], values[3]);
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/* We found this uniform name in the program - go ahead and send the data */
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GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
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checkGLcall("glUniform4ivARB");
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ptr = list_next(&shader->constantsI, ptr);
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}
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checkGLcall("glUniform4ivARB()");
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}
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/* Context activation is done by the caller. */
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static void shader_glsl_load_constantsB(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
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GLhandleARB programId, const BOOL *constants, WORD constants_set)
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const GLint locations[MAX_CONST_B], const BOOL *constants, WORD constants_set)
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{
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GLint tmp_loc;
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unsigned int i;
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char tmp_name[10];
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const char *prefix;
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struct list* ptr;
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prefix = shader_glsl_get_prefix(shader->reg_maps.shader_version.type);
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/* TODO: Benchmark and see if it would be beneficial to store the
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* locations of the constants to avoid looking up each time */
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for (i = 0; constants_set; constants_set >>= 1, ++i)
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{
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if (!(constants_set & 1)) continue;
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TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
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/* TODO: Benchmark and see if it would be beneficial to store the
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* locations of the constants to avoid looking up each time */
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snprintf(tmp_name, sizeof(tmp_name), "%s_b[%i]", prefix, i);
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tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
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GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
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GL_EXTCALL(glUniform1ivARB(locations[i], 1, &constants[i]));
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}
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/* Load immediate constants */
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@ -709,15 +690,10 @@ static void shader_glsl_load_constantsB(const struct wined3d_shader *shader, con
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unsigned int idx = lconst->idx;
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const GLint *values = (const GLint *)lconst->value;
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TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
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snprintf(tmp_name, sizeof(tmp_name), "%s_b[%i]", prefix, idx);
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tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
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GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
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GL_EXTCALL(glUniform1ivARB(locations[idx], 1, values));
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ptr = list_next(&shader->constantsB, ptr);
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}
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checkGLcall("shader_glsl_load_constantsB()");
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checkGLcall("glUniform1ivARB()");
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}
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static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
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@ -772,7 +748,6 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
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float position_fixup[4];
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DWORD update_mask = 0;
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GLhandleARB programId;
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struct glsl_shader_prog_link *prog = ctx_data->glsl_program;
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UINT constant_version;
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int i;
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@ -781,7 +756,6 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
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/* No GLSL program set - nothing to do. */
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return;
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}
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programId = prog->programId;
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constant_version = prog->constant_version;
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update_mask = context->constant_update_mask & prog->constant_update_mask;
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@ -794,7 +768,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
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vshader->reg_maps.integer_constants);
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if (update_mask & WINED3D_SHADER_CONST_VS_B)
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shader_glsl_load_constantsB(vshader, gl_info, programId, state->vs_consts_b,
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shader_glsl_load_constantsB(vshader, gl_info, prog->vs.uniform_b_locations, state->vs_consts_b,
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vshader->reg_maps.boolean_constants);
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if (update_mask & WINED3D_SHADER_CONST_VS_POS_FIXUP)
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@ -813,7 +787,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
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pshader->reg_maps.integer_constants);
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if (update_mask & WINED3D_SHADER_CONST_PS_B)
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shader_glsl_load_constantsB(pshader, gl_info, programId, state->ps_consts_b,
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shader_glsl_load_constantsB(pshader, gl_info, prog->ps.uniform_b_locations, state->ps_consts_b,
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pshader->reg_maps.boolean_constants);
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if (update_mask & WINED3D_SHADER_CONST_PS_BUMP_ENV)
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@ -5719,6 +5693,12 @@ static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *
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vs->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
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}
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for (i = 0; i < MAX_CONST_B; ++i)
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{
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snprintf(name, sizeof(name), "vs_b[%u]", i);
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vs->uniform_b_locations[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
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}
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vs->pos_fixup_location = GL_EXTCALL(glGetUniformLocationARB(program_id, "posFixup"));
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}
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@ -5744,6 +5724,12 @@ static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *
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ps->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
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}
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for (i = 0; i < MAX_CONST_B; ++i)
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{
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snprintf(name, sizeof(name), "ps_b[%u]", i);
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ps->uniform_b_locations[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
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}
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for (i = 0; i < MAX_TEXTURES; ++i)
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{
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snprintf(name, sizeof(name), "bumpenv_mat%u", i);
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