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:
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0ae60765de
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70968e69ac
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@ -457,12 +457,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
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object->num_contained_ps_consts_f = GL_LIMITS(pshader_constantsF);
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for (i = 0; i < MAX_CONST_B; ++i) {
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object->contained_ps_consts_b[i] = i;
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object->changed.pixelShaderConstantsB[i] = TRUE;
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object->changed.pixelShaderConstantsB |= (1 << i);
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}
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object->num_contained_ps_consts_b = MAX_CONST_B;
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for (i = 0; i < MAX_CONST_I; ++i) {
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object->contained_ps_consts_i[i] = i;
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object->changed.pixelShaderConstantsI[i] = TRUE;
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object->changed.pixelShaderConstantsI |= (1 << i);
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}
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object->num_contained_ps_consts_i = MAX_CONST_I;
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@ -514,13 +514,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
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}
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object->num_contained_vs_consts_f = GL_LIMITS(vshader_constantsF);
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for (i = 0; i < MAX_CONST_B; ++i) {
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object->changed.vertexShaderConstantsB[i] = TRUE;
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object->contained_vs_consts_b[i] = i;
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object->changed.vertexShaderConstantsB |= (1 << i);
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}
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object->num_contained_vs_consts_b = MAX_CONST_B;
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for (i = 0; i < MAX_CONST_I; ++i) {
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object->changed.vertexShaderConstantsI[i] = TRUE;
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object->contained_vs_consts_i[i] = i;
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object->changed.vertexShaderConstantsI |= (1 << i);
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}
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object->num_contained_vs_consts_i = MAX_CONST_I;
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for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
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@ -3538,7 +3538,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(
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TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
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for (i = start; i < cnt + start; ++i) {
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This->updateStateBlock->changed.vertexShaderConstantsB[i] = TRUE;
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This->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
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}
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
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@ -3586,7 +3586,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(
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srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
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for (i = start; i < cnt + start; ++i) {
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This->updateStateBlock->changed.vertexShaderConstantsI[i] = TRUE;
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This->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
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}
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
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@ -3971,7 +3971,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
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TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
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for (i = start; i < cnt + start; ++i) {
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This->updateStateBlock->changed.pixelShaderConstantsB[i] = TRUE;
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This->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
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}
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
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@ -4019,7 +4019,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
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srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
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for (i = start; i < cnt + start; ++i) {
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This->updateStateBlock->changed.pixelShaderConstantsI[i] = TRUE;
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This->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
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}
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
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@ -4903,25 +4903,29 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IW
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}
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}
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for(i = 0; i < MAX_CONST_I; i++) {
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if(object->changed.vertexShaderConstantsI[i]) {
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if (object->changed.vertexShaderConstantsI & (1 << i))
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{
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object->contained_vs_consts_i[object->num_contained_vs_consts_i] = i;
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object->num_contained_vs_consts_i++;
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}
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}
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for(i = 0; i < MAX_CONST_B; i++) {
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if(object->changed.vertexShaderConstantsB[i]) {
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if (object->changed.vertexShaderConstantsB & (1 << i))
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{
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object->contained_vs_consts_b[object->num_contained_vs_consts_b] = i;
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object->num_contained_vs_consts_b++;
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}
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}
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for(i = 0; i < MAX_CONST_I; i++) {
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if(object->changed.pixelShaderConstantsI[i]) {
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if (object->changed.pixelShaderConstantsI & (1 << i))
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{
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object->contained_ps_consts_i[object->num_contained_ps_consts_i] = i;
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object->num_contained_ps_consts_i++;
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}
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}
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for(i = 0; i < MAX_CONST_B; i++) {
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if(object->changed.pixelShaderConstantsB[i]) {
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if (object->changed.pixelShaderConstantsB & (1 << i))
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{
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object->contained_ps_consts_b[object->num_contained_ps_consts_b] = i;
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object->num_contained_ps_consts_b++;
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}
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@ -291,27 +291,23 @@ static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const Wine
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checkGLcall("glUniform4fvARB()");
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}
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/**
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* Loads integer constants (aka uniforms) into the currently set GLSL program.
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* When @constants_set == NULL, it will load all the constants.
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*/
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/* Loads integer constants (aka uniforms) into the currently set GLSL program. */
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static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
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GLhandleARB programId, const GLhandleARB locations[MAX_CONST_I], unsigned int max_constants,
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const int *constants, const BOOL *constants_set)
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const GLhandleARB locations[MAX_CONST_I], const int *constants, WORD constants_set)
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{
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unsigned int i;
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struct list* ptr;
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for (i=0; i<max_constants; ++i) {
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if (NULL == constants_set || constants_set[i]) {
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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 %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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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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/* 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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@ -331,12 +327,9 @@ static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const Wine
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}
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}
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/**
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* Loads boolean constants (aka uniforms) into the currently set GLSL program.
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* When @constants_set == NULL, it will load all the constants.
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*/
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/* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
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static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
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GLhandleARB programId, unsigned int max_constants, const BOOL *constants, const BOOL *constants_set)
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GLhandleARB programId, const BOOL *constants, WORD constants_set)
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{
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GLhandleARB tmp_loc;
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unsigned int i;
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@ -345,20 +338,23 @@ static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const Wine
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const char* prefix = is_pshader? "PB":"VB";
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struct list* ptr;
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for (i=0; i<max_constants; ++i) {
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if (NULL == constants_set || constants_set[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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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 %u: %i;\n", i, constants[i]);
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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[%u]", prefix, i);
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tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
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if (tmp_loc != -1) {
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/* We found this uniform name in the program - go ahead and send the data */
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GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
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checkGLcall("glUniform1ivARB");
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}
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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[%i]", prefix, i);
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tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
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if (tmp_loc != -1)
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{
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/* We found this uniform name in the program - go ahead and send the data */
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GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
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checkGLcall("glUniform1ivARB");
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}
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}
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@ -420,15 +416,12 @@ static void shader_glsl_load_constants(
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stateBlock->vertexShaderConstantF, constant_locations, constant_list);
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/* Load DirectX 9 integer constants/uniforms for vertex shader */
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shader_glsl_load_constantsI(vshader, gl_info, programId,
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prog->vuniformI_locations, MAX_CONST_I,
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stateBlock->vertexShaderConstantI,
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stateBlock->changed.vertexShaderConstantsI);
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shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations,
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stateBlock->vertexShaderConstantI, stateBlock->changed.vertexShaderConstantsI);
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/* Load DirectX 9 boolean constants/uniforms for vertex shader */
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shader_glsl_load_constantsB(vshader, gl_info, programId, MAX_CONST_B,
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stateBlock->vertexShaderConstantB,
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stateBlock->changed.vertexShaderConstantsB);
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shader_glsl_load_constantsB(vshader, gl_info, programId,
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stateBlock->vertexShaderConstantB, stateBlock->changed.vertexShaderConstantsB);
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/* Upload the position fixup params */
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GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
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@ -447,15 +440,12 @@ static void shader_glsl_load_constants(
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stateBlock->pixelShaderConstantF, constant_locations, constant_list);
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/* Load DirectX 9 integer constants/uniforms for pixel shader */
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shader_glsl_load_constantsI(pshader, gl_info, programId,
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prog->puniformI_locations, MAX_CONST_I,
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stateBlock->pixelShaderConstantI,
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stateBlock->changed.pixelShaderConstantsI);
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shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations,
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stateBlock->pixelShaderConstantI, stateBlock->changed.pixelShaderConstantsI);
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/* Load DirectX 9 boolean constants/uniforms for pixel shader */
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shader_glsl_load_constantsB(pshader, gl_info, programId, MAX_CONST_B,
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stateBlock->pixelShaderConstantB,
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stateBlock->changed.pixelShaderConstantsB);
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shader_glsl_load_constantsB(pshader, gl_info, programId,
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stateBlock->pixelShaderConstantB, stateBlock->changed.pixelShaderConstantsB);
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/* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
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* It can't be 0 for a valid texbem instruction.
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@ -87,10 +87,10 @@ static void stateblock_savedstates_copy(IWineD3DStateBlock* iface, SAVEDSTATES *
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memcpy(dest->textureState, source->textureState, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
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memcpy(dest->samplerState, source->samplerState, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
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memcpy(dest->clipplane, source->clipplane, bsize * MAX_CLIPPLANES);
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memcpy(dest->pixelShaderConstantsB, source->pixelShaderConstantsB, bsize * MAX_CONST_B);
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memcpy(dest->pixelShaderConstantsI, source->pixelShaderConstantsI, bsize * MAX_CONST_I);
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memcpy(dest->vertexShaderConstantsB, source->vertexShaderConstantsB, bsize * MAX_CONST_B);
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memcpy(dest->vertexShaderConstantsI, source->vertexShaderConstantsI, bsize * MAX_CONST_I);
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dest->pixelShaderConstantsB = source->pixelShaderConstantsB;
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dest->pixelShaderConstantsI = source->pixelShaderConstantsI;
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dest->vertexShaderConstantsB = source->vertexShaderConstantsB;
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dest->vertexShaderConstantsI = source->vertexShaderConstantsI;
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/* Dynamically sized arrays */
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memcpy(dest->pixelShaderConstantsF, source->pixelShaderConstantsF, bsize * GL_LIMITS(pshader_constantsF));
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@ -125,10 +125,10 @@ void stateblock_savedstates_set(
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memset(states->textureState, value, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
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memset(states->samplerState, value, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
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memset(states->clipplane, value, bsize * MAX_CLIPPLANES);
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memset(states->pixelShaderConstantsB, value, bsize * MAX_CONST_B);
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memset(states->pixelShaderConstantsI, value, bsize * MAX_CONST_I);
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memset(states->vertexShaderConstantsB, value, bsize * MAX_CONST_B);
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memset(states->vertexShaderConstantsI, value, bsize * MAX_CONST_I);
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states->pixelShaderConstantsB = value ? 0xffff : 0;
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states->pixelShaderConstantsI = value ? 0xffff : 0;
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states->vertexShaderConstantsB = value ? 0xffff : 0;
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states->vertexShaderConstantsI = value ? 0xffff : 0;
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/* Dynamically sized arrays */
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memset(states->pixelShaderConstantsF, value, bsize * GL_LIMITS(pshader_constantsF));
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@ -1662,12 +1662,12 @@ typedef struct SAVEDSTATES {
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BOOL clipplane[MAX_CLIPPLANES];
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BOOL vertexDecl;
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BOOL pixelShader;
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BOOL pixelShaderConstantsB[MAX_CONST_B];
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BOOL pixelShaderConstantsI[MAX_CONST_I];
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WORD pixelShaderConstantsB;
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WORD pixelShaderConstantsI;
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BOOL *pixelShaderConstantsF;
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BOOL vertexShader;
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BOOL vertexShaderConstantsB[MAX_CONST_B];
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BOOL vertexShaderConstantsI[MAX_CONST_I];
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WORD vertexShaderConstantsB;
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WORD vertexShaderConstantsI;
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BOOL *vertexShaderConstantsF;
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BOOL scissorRect;
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} SAVEDSTATES;
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