wined3d: Use a bitmask to store which bool and int constants are set.

Note that constants_set was never actually NULL for
shader_glsl_load_constantsB() and shader_glsl_load_constantsI().
This commit is contained in:
Henri Verbeet 2008-12-02 18:41:33 +01:00 committed by Alexandre Julliard
parent 0ae60765de
commit 70968e69ac
4 changed files with 63 additions and 69 deletions

View File

@ -457,12 +457,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
object->num_contained_ps_consts_f = GL_LIMITS(pshader_constantsF);
for (i = 0; i < MAX_CONST_B; ++i) {
object->contained_ps_consts_b[i] = i;
object->changed.pixelShaderConstantsB[i] = TRUE;
object->changed.pixelShaderConstantsB |= (1 << i);
}
object->num_contained_ps_consts_b = MAX_CONST_B;
for (i = 0; i < MAX_CONST_I; ++i) {
object->contained_ps_consts_i[i] = i;
object->changed.pixelShaderConstantsI[i] = TRUE;
object->changed.pixelShaderConstantsI |= (1 << i);
}
object->num_contained_ps_consts_i = MAX_CONST_I;
@ -514,13 +514,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
}
object->num_contained_vs_consts_f = GL_LIMITS(vshader_constantsF);
for (i = 0; i < MAX_CONST_B; ++i) {
object->changed.vertexShaderConstantsB[i] = TRUE;
object->contained_vs_consts_b[i] = i;
object->changed.vertexShaderConstantsB |= (1 << i);
}
object->num_contained_vs_consts_b = MAX_CONST_B;
for (i = 0; i < MAX_CONST_I; ++i) {
object->changed.vertexShaderConstantsI[i] = TRUE;
object->contained_vs_consts_i[i] = i;
object->changed.vertexShaderConstantsI |= (1 << i);
}
object->num_contained_vs_consts_i = MAX_CONST_I;
for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
@ -3538,7 +3538,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(
TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
for (i = start; i < cnt + start; ++i) {
This->updateStateBlock->changed.vertexShaderConstantsB[i] = TRUE;
This->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
}
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
@ -3586,7 +3586,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(
srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
for (i = start; i < cnt + start; ++i) {
This->updateStateBlock->changed.vertexShaderConstantsI[i] = TRUE;
This->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
}
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
@ -3971,7 +3971,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
for (i = start; i < cnt + start; ++i) {
This->updateStateBlock->changed.pixelShaderConstantsB[i] = TRUE;
This->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
}
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
@ -4019,7 +4019,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
for (i = start; i < cnt + start; ++i) {
This->updateStateBlock->changed.pixelShaderConstantsI[i] = TRUE;
This->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
}
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
@ -4903,25 +4903,29 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IW
}
}
for(i = 0; i < MAX_CONST_I; i++) {
if(object->changed.vertexShaderConstantsI[i]) {
if (object->changed.vertexShaderConstantsI & (1 << i))
{
object->contained_vs_consts_i[object->num_contained_vs_consts_i] = i;
object->num_contained_vs_consts_i++;
}
}
for(i = 0; i < MAX_CONST_B; i++) {
if(object->changed.vertexShaderConstantsB[i]) {
if (object->changed.vertexShaderConstantsB & (1 << i))
{
object->contained_vs_consts_b[object->num_contained_vs_consts_b] = i;
object->num_contained_vs_consts_b++;
}
}
for(i = 0; i < MAX_CONST_I; i++) {
if(object->changed.pixelShaderConstantsI[i]) {
if (object->changed.pixelShaderConstantsI & (1 << i))
{
object->contained_ps_consts_i[object->num_contained_ps_consts_i] = i;
object->num_contained_ps_consts_i++;
}
}
for(i = 0; i < MAX_CONST_B; i++) {
if(object->changed.pixelShaderConstantsB[i]) {
if (object->changed.pixelShaderConstantsB & (1 << i))
{
object->contained_ps_consts_b[object->num_contained_ps_consts_b] = i;
object->num_contained_ps_consts_b++;
}

View File

@ -291,27 +291,23 @@ static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const Wine
checkGLcall("glUniform4fvARB()");
}
/**
* Loads integer constants (aka uniforms) into the currently set GLSL program.
* When @constants_set == NULL, it will load all the constants.
*/
/* Loads integer constants (aka uniforms) into the currently set GLSL program. */
static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
GLhandleARB programId, const GLhandleARB locations[MAX_CONST_I], unsigned int max_constants,
const int *constants, const BOOL *constants_set)
const GLhandleARB locations[MAX_CONST_I], const int *constants, WORD constants_set)
{
unsigned int i;
struct list* ptr;
for (i=0; i<max_constants; ++i) {
if (NULL == constants_set || constants_set[i]) {
for (i = 0; constants_set; constants_set >>= 1, ++i)
{
if (!(constants_set & 1)) continue;
TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
/* We found this uniform name in the program - go ahead and send the data */
GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
checkGLcall("glUniform4ivARB");
}
/* We found this uniform name in the program - go ahead and send the data */
GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
checkGLcall("glUniform4ivARB");
}
/* Load immediate constants */
@ -331,12 +327,9 @@ static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const Wine
}
}
/**
* Loads boolean constants (aka uniforms) into the currently set GLSL program.
* When @constants_set == NULL, it will load all the constants.
*/
/* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
GLhandleARB programId, unsigned int max_constants, const BOOL *constants, const BOOL *constants_set)
GLhandleARB programId, const BOOL *constants, WORD constants_set)
{
GLhandleARB tmp_loc;
unsigned int i;
@ -345,20 +338,23 @@ static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const Wine
const char* prefix = is_pshader? "PB":"VB";
struct list* ptr;
for (i=0; i<max_constants; ++i) {
if (NULL == constants_set || constants_set[i]) {
/* TODO: Benchmark and see if it would be beneficial to store the
* locations of the constants to avoid looking up each time */
for (i = 0; constants_set; constants_set >>= 1, ++i)
{
if (!(constants_set & 1)) continue;
TRACE_(d3d_constants)("Loading constants %u: %i;\n", i, constants[i]);
TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
/* TODO: Benchmark and see if it would be beneficial to store the
* locations of the constants to avoid looking up each time */
snprintf(tmp_name, sizeof(tmp_name), "%s[%u]", prefix, i);
tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
if (tmp_loc != -1) {
/* We found this uniform name in the program - go ahead and send the data */
GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
checkGLcall("glUniform1ivARB");
}
/* TODO: Benchmark and see if it would be beneficial to store the
* locations of the constants to avoid looking up each time */
snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
if (tmp_loc != -1)
{
/* We found this uniform name in the program - go ahead and send the data */
GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
checkGLcall("glUniform1ivARB");
}
}
@ -420,15 +416,12 @@ static void shader_glsl_load_constants(
stateBlock->vertexShaderConstantF, constant_locations, constant_list);
/* Load DirectX 9 integer constants/uniforms for vertex shader */
shader_glsl_load_constantsI(vshader, gl_info, programId,
prog->vuniformI_locations, MAX_CONST_I,
stateBlock->vertexShaderConstantI,
stateBlock->changed.vertexShaderConstantsI);
shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations,
stateBlock->vertexShaderConstantI, stateBlock->changed.vertexShaderConstantsI);
/* Load DirectX 9 boolean constants/uniforms for vertex shader */
shader_glsl_load_constantsB(vshader, gl_info, programId, MAX_CONST_B,
stateBlock->vertexShaderConstantB,
stateBlock->changed.vertexShaderConstantsB);
shader_glsl_load_constantsB(vshader, gl_info, programId,
stateBlock->vertexShaderConstantB, stateBlock->changed.vertexShaderConstantsB);
/* Upload the position fixup params */
GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
@ -447,15 +440,12 @@ static void shader_glsl_load_constants(
stateBlock->pixelShaderConstantF, constant_locations, constant_list);
/* Load DirectX 9 integer constants/uniforms for pixel shader */
shader_glsl_load_constantsI(pshader, gl_info, programId,
prog->puniformI_locations, MAX_CONST_I,
stateBlock->pixelShaderConstantI,
stateBlock->changed.pixelShaderConstantsI);
shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations,
stateBlock->pixelShaderConstantI, stateBlock->changed.pixelShaderConstantsI);
/* Load DirectX 9 boolean constants/uniforms for pixel shader */
shader_glsl_load_constantsB(pshader, gl_info, programId, MAX_CONST_B,
stateBlock->pixelShaderConstantB,
stateBlock->changed.pixelShaderConstantsB);
shader_glsl_load_constantsB(pshader, gl_info, programId,
stateBlock->pixelShaderConstantB, stateBlock->changed.pixelShaderConstantsB);
/* 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.

View File

@ -87,10 +87,10 @@ static void stateblock_savedstates_copy(IWineD3DStateBlock* iface, SAVEDSTATES *
memcpy(dest->textureState, source->textureState, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
memcpy(dest->samplerState, source->samplerState, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
memcpy(dest->clipplane, source->clipplane, bsize * MAX_CLIPPLANES);
memcpy(dest->pixelShaderConstantsB, source->pixelShaderConstantsB, bsize * MAX_CONST_B);
memcpy(dest->pixelShaderConstantsI, source->pixelShaderConstantsI, bsize * MAX_CONST_I);
memcpy(dest->vertexShaderConstantsB, source->vertexShaderConstantsB, bsize * MAX_CONST_B);
memcpy(dest->vertexShaderConstantsI, source->vertexShaderConstantsI, bsize * MAX_CONST_I);
dest->pixelShaderConstantsB = source->pixelShaderConstantsB;
dest->pixelShaderConstantsI = source->pixelShaderConstantsI;
dest->vertexShaderConstantsB = source->vertexShaderConstantsB;
dest->vertexShaderConstantsI = source->vertexShaderConstantsI;
/* Dynamically sized arrays */
memcpy(dest->pixelShaderConstantsF, source->pixelShaderConstantsF, bsize * GL_LIMITS(pshader_constantsF));
@ -125,10 +125,10 @@ void stateblock_savedstates_set(
memset(states->textureState, value, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
memset(states->samplerState, value, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
memset(states->clipplane, value, bsize * MAX_CLIPPLANES);
memset(states->pixelShaderConstantsB, value, bsize * MAX_CONST_B);
memset(states->pixelShaderConstantsI, value, bsize * MAX_CONST_I);
memset(states->vertexShaderConstantsB, value, bsize * MAX_CONST_B);
memset(states->vertexShaderConstantsI, value, bsize * MAX_CONST_I);
states->pixelShaderConstantsB = value ? 0xffff : 0;
states->pixelShaderConstantsI = value ? 0xffff : 0;
states->vertexShaderConstantsB = value ? 0xffff : 0;
states->vertexShaderConstantsI = value ? 0xffff : 0;
/* Dynamically sized arrays */
memset(states->pixelShaderConstantsF, value, bsize * GL_LIMITS(pshader_constantsF));

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@ -1662,12 +1662,12 @@ typedef struct SAVEDSTATES {
BOOL clipplane[MAX_CLIPPLANES];
BOOL vertexDecl;
BOOL pixelShader;
BOOL pixelShaderConstantsB[MAX_CONST_B];
BOOL pixelShaderConstantsI[MAX_CONST_I];
WORD pixelShaderConstantsB;
WORD pixelShaderConstantsI;
BOOL *pixelShaderConstantsF;
BOOL vertexShader;
BOOL vertexShaderConstantsB[MAX_CONST_B];
BOOL vertexShaderConstantsI[MAX_CONST_I];
WORD vertexShaderConstantsB;
WORD vertexShaderConstantsI;
BOOL *vertexShaderConstantsF;
BOOL scissorRect;
} SAVEDSTATES;