wined3d: Force ARB shader programs reselection on bool/int constant changes.

The ARB shader backend hardcodes some constant-dependent state in the shader
itself (e.g. branch taken/not taken). So, we have to make sure to update the
selected ARB shader when the application modifies non-float constants.
This commit is contained in:
Matteo Bruni 2012-08-20 22:34:58 +02:00 committed by Alexandre Julliard
parent f89f30e0c0
commit 7cc4f47afe
1 changed files with 35 additions and 3 deletions

View File

@ -625,6 +625,8 @@ static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *g
checkGLcall("Load vs int consts"); checkGLcall("Load vs int consts");
} }
static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
/** /**
* Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs. * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
* *
@ -632,13 +634,38 @@ static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *g
* worry about the Integers or Booleans * worry about the Integers or Booleans
*/ */
/* GL locking is done by the caller (state handler) */ /* GL locking is done by the caller (state handler) */
static void shader_arb_load_constants(const struct wined3d_context *context, char usePixelShader, char useVertexShader) static void shader_arb_load_constants_internal(const struct wined3d_context *context,
char usePixelShader, char useVertexShader, BOOL from_shader_select)
{ {
struct wined3d_device *device = context->swapchain->device; struct wined3d_device *device = context->swapchain->device;
const struct wined3d_state *state = &device->stateBlock->state; const struct wined3d_stateblock *stateblock = device->stateBlock;
const struct wined3d_state *state = &stateblock->state;
const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_gl_info *gl_info = context->gl_info;
struct shader_arb_priv *priv = device->shader_priv; struct shader_arb_priv *priv = device->shader_priv;
if (!from_shader_select)
{
const struct wined3d_shader *vshader = state->vertex_shader, *pshader = state->pixel_shader;
if (vshader
&& (stateblock->changed.vertexShaderConstantsB & vshader->reg_maps.boolean_constants
|| (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
&& (stateblock->changed.vertexShaderConstantsI
& vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
{
TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
shader_arb_select(context, usePixelShader, useVertexShader);
}
else if (pshader
&& (stateblock->changed.pixelShaderConstantsB & pshader->reg_maps.boolean_constants
|| (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
&& (stateblock->changed.pixelShaderConstantsI
& pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
{
TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
shader_arb_select(context, usePixelShader, useVertexShader);
}
}
if (context != priv->last_context) if (context != priv->last_context)
{ {
memset(priv->vshader_const_dirty, 1, memset(priv->vshader_const_dirty, 1,
@ -676,6 +703,11 @@ static void shader_arb_load_constants(const struct wined3d_context *context, cha
} }
} }
static void shader_arb_load_constants(const struct wined3d_context *context, char ps, char vs)
{
shader_arb_load_constants_internal(context, ps, vs, FALSE);
}
static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
{ {
struct wined3d_context *context = context_get_current(); struct wined3d_context *context = context_get_current();
@ -4662,7 +4694,7 @@ static void shader_arb_select(const struct wined3d_context *context, BOOL usePS,
priv->pshader_const_dirty[i] = 1; priv->pshader_const_dirty[i] = 1;
} }
/* Also takes care of loading local constants */ /* Also takes care of loading local constants */
shader_arb_load_constants(context, TRUE, FALSE); shader_arb_load_constants_internal(context, TRUE, FALSE, TRUE);
} }
else else
{ {