wined3d: Store pixel shader floating point constants in the wined3d_stateblock_state structure.
Signed-off-by: Zebediah Figura <z.figura12@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2708,17 +2708,21 @@ HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
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|| count > d3d_info->limits.ps_uniform_count - start_idx)
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return WINED3DERR_INVALIDCALL;
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memcpy(&device->update_state->ps_consts_f[start_idx], constants, count * sizeof(*constants));
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memcpy(&device->update_stateblock_state->ps_consts_f[start_idx], constants, count * sizeof(*constants));
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if (device->recording)
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{
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memset(&device->recording->changed.ps_consts_f[start_idx], 1,
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count * sizeof(*device->recording->changed.ps_consts_f));
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return WINED3D_OK;
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}
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memcpy(&device->state.ps_consts_f[start_idx], constants, count * sizeof(*constants));
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if (TRACE_ON(d3d))
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{
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for (i = 0; i < count; ++i)
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TRACE("Set vec4 constant %u to %s.\n", start_idx + i, debug_vec4(&constants[i]));
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}
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if (device->recording)
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memset(&device->recording->changed.ps_consts_f[start_idx], 1,
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count * sizeof(*device->recording->changed.ps_consts_f));
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else
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wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_F, start_idx, count, constants);
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return WINED3D_OK;
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@ -743,9 +743,9 @@ void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
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{
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unsigned int idx = stateblock->contained_ps_consts_f[i];
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TRACE("Setting ps_consts_f[%u] to %s.\n", idx, debug_vec4(&src_state->ps_consts_f[idx]));
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TRACE("Setting ps_consts_f[%u] to %s.\n", idx, debug_vec4(&state->ps_consts_f[idx]));
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stateblock->state.ps_consts_f[idx] = src_state->ps_consts_f[idx];
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stateblock->stateblock_state.ps_consts_f[idx] = state->ps_consts_f[idx];
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}
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/* Pixel shader integer constants. */
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@ -1045,8 +1045,9 @@ void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
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/* Pixel Shader Constants. */
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for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
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{
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state->ps_consts_f[i] = stateblock->stateblock_state.ps_consts_f[i];
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wined3d_device_set_ps_consts_f(device, stateblock->contained_ps_consts_f[i],
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1, &stateblock->state.ps_consts_f[stateblock->contained_ps_consts_f[i]]);
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1, &stateblock->stateblock_state.ps_consts_f[stateblock->contained_ps_consts_f[i]]);
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}
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for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
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{
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@ -2976,6 +2976,7 @@ struct wined3d_stateblock_state
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BOOL vs_consts_b[WINED3D_MAX_CONSTS_B];
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struct wined3d_shader *ps;
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struct wined3d_vec4 ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
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};
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struct wined3d_device
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