wined3d: Store vertex 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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@ -2493,18 +2493,22 @@ HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
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|| count > d3d_info->limits.vs_uniform_count - start_idx)
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return WINED3DERR_INVALIDCALL;
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memcpy(&device->update_state->vs_consts_f[start_idx], constants, count * sizeof(*constants));
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memcpy(&device->update_stateblock_state->vs_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.vs_consts_f[start_idx], 1,
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count * sizeof(*device->recording->changed.vs_consts_f));
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return WINED3D_OK;
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}
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memcpy(&device->state.vs_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.vs_consts_f[start_idx], 1,
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count * sizeof(*device->recording->changed.vs_consts_f));
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else
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wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_F, start_idx, count, constants);
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wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_F, start_idx, count, constants);
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return WINED3D_OK;
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}
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@ -706,9 +706,9 @@ void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
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{
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unsigned int idx = stateblock->contained_vs_consts_f[i];
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TRACE("Setting vs_consts_f[%u] to %s.\n", idx, debug_vec4(&src_state->vs_consts_f[idx]));
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TRACE("Setting vs_consts_f[%u] to %s.\n", idx, debug_vec4(&state->vs_consts_f[idx]));
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stateblock->state.vs_consts_f[idx] = src_state->vs_consts_f[idx];
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stateblock->stateblock_state.vs_consts_f[idx] = state->vs_consts_f[idx];
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}
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/* Vertex shader integer constants. */
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@ -1008,8 +1008,9 @@ void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
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/* Vertex Shader Constants. */
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for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
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{
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state->vs_consts_f[i] = stateblock->stateblock_state.vs_consts_f[i];
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wined3d_device_set_vs_consts_f(device, stateblock->contained_vs_consts_f[i],
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1, &stateblock->state.vs_consts_f[stateblock->contained_vs_consts_f[i]]);
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1, &stateblock->stateblock_state.vs_consts_f[stateblock->contained_vs_consts_f[i]]);
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}
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for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
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{
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@ -2971,6 +2971,7 @@ struct wined3d_dummy_textures
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struct wined3d_stateblock_state
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{
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struct wined3d_shader *vs;
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struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
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};
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struct wined3d_device
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