wined3d: Read GL info and load constants into the same device.
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@ -102,19 +102,19 @@ static void shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_
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* worry about the Integers or Booleans
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*/
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void shader_arb_load_constants(
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IWineD3DStateBlock* iface,
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IWineD3DDevice* device,
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char usePixelShader,
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char useVertexShader) {
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IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
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WineD3D_GL_Info *gl_info = &((IWineD3DImpl*)stateBlock->wineD3DDevice->wineD3D)->gl_info;
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IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
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IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
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WineD3D_GL_Info *gl_info = &((IWineD3DImpl*)deviceImpl->wineD3D)->gl_info;
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if (useVertexShader) {
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IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
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IWineD3DVertexShaderImpl* vshader_impl = (IWineD3DVertexShaderImpl*) stateBlock->vertexShader;
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IWineD3DVertexDeclarationImpl* vertexDeclaration =
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(IWineD3DVertexDeclarationImpl*) vshader_impl->vertexDeclaration;
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IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) vshader->baseShader.device;
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if (NULL != vertexDeclaration && NULL != vertexDeclaration->constants) {
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/* Load DirectX 8 float constants for vertex shader */
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@ -1852,9 +1852,9 @@ inline static void drawPrimitiveDrawStrided(
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/* Load any global constants/uniforms that may have been set by the application */
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if (wined3d_settings.vs_selected_mode == SHADER_GLSL || wined3d_settings.ps_selected_mode == SHADER_GLSL)
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shader_glsl_load_constants((IWineD3DStateBlock*)This->stateBlock, usePixelShaderFunction, useVertexShaderFunction);
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shader_glsl_load_constants(iface, usePixelShaderFunction, useVertexShaderFunction);
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else if (wined3d_settings.vs_selected_mode== SHADER_ARB || wined3d_settings.ps_selected_mode == SHADER_ARB)
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shader_arb_load_constants((IWineD3DStateBlock*)This->stateBlock, usePixelShaderFunction, useVertexShaderFunction);
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shader_arb_load_constants(iface, usePixelShaderFunction, useVertexShaderFunction);
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/* Draw vertex-by-vertex */
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if (useDrawStridedSlow)
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@ -269,12 +269,14 @@ void shader_glsl_load_constantsB(
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* Loads the app-supplied constants into the currently set GLSL program.
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*/
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void shader_glsl_load_constants(
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IWineD3DStateBlock* iface,
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IWineD3DDevice* device,
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char usePixelShader,
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char useVertexShader) {
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IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
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WineD3D_GL_Info *gl_info = &((IWineD3DImpl*)stateBlock->wineD3DDevice->wineD3D)->gl_info;
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IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
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IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
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WineD3D_GL_Info *gl_info = &((IWineD3DImpl*) deviceImpl->wineD3D)->gl_info;
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GLhandleARB *constant_locations;
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struct list *constant_list;
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GLhandleARB programId;
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@ -288,7 +290,6 @@ void shader_glsl_load_constants(
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if (useVertexShader) {
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IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
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IWineD3DVertexShaderImpl* vshader_impl = (IWineD3DVertexShaderImpl*) vshader;
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IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) vshader->baseShader.device;
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GLint pos;
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IWineD3DVertexDeclarationImpl* vertexDeclaration =
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@ -332,7 +333,7 @@ void shader_glsl_load_constants(
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constant_list = &stateBlock->set_pconstantsF;
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/* Load pixel shader samplers */
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shader_glsl_load_psamplers(gl_info, iface);
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shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*) stateBlock);
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/* Load DirectX 9 float constants/uniforms for pixel shader */
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shader_glsl_load_constantsF(pshader, gl_info, GL_LIMITS(pshader_constantsF),
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@ -1412,6 +1412,7 @@ typedef struct SHADER_OPCODE {
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} SHADER_OPCODE;
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typedef struct SHADER_OPCODE_ARG {
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IWineD3DStateBlock* stateBlock;
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IWineD3DBaseShader* shader;
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shader_reg_maps* reg_maps;
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CONST SHADER_OPCODE* opcode;
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@ -1472,7 +1473,7 @@ extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
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/* ARB_[vertex/fragment]_program helper functions */
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extern void shader_arb_load_constants(
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IWineD3DStateBlock* iface,
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IWineD3DDevice* device,
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char usePixelShader,
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char useVertexShader);
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@ -1503,7 +1504,7 @@ extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
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extern void set_glsl_shader_program(IWineD3DDevice *iface);
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extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
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extern void shader_glsl_load_constants(
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IWineD3DStateBlock* iface,
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IWineD3DDevice* device,
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char usePixelShader,
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char useVertexShader);
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