From 8a148cc7c5bc625cef91d61d2d99b69ca8605719 Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Mon, 20 Sep 2010 12:04:28 +0200 Subject: [PATCH] wined3d: Move vertex shader constants to wined3d_state. --- dlls/wined3d/arb_program_shader.c | 17 ++++++----- dlls/wined3d/device.c | 12 ++++---- dlls/wined3d/glsl_shader.c | 6 ++-- dlls/wined3d/stateblock.c | 50 +++++++++++++++---------------- dlls/wined3d/wined3d_private.h | 8 ++--- 5 files changed, 46 insertions(+), 47 deletions(-) diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index 22840676014..8c0dea40c2b 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -616,9 +616,9 @@ static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl) if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED) { float val[4]; - val[0] = (float) stateBlock->vertexShaderConstantI[4 * i]; - val[1] = (float) stateBlock->vertexShaderConstantI[4 * i + 1]; - val[2] = (float) stateBlock->vertexShaderConstantI[4 * i + 2]; + val[0] = (float)stateBlock->state.vs_consts_i[4 * i]; + val[1] = (float)stateBlock->state.vs_consts_i[4 * i + 1]; + val[2] = (float)stateBlock->state.vs_consts_i[4 * i + 2]; val[3] = -1.0f; GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val)); @@ -646,7 +646,7 @@ static void shader_arb_load_constants(const struct wined3d_context *context, cha /* Load DirectX 9 float constants for vertex shader */ device->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB, - device->highest_dirty_vs_const, stateBlock->vertexShaderConstantF, context->vshader_const_dirty); + device->highest_dirty_vs_const, stateBlock->state.vs_consts_f, context->vshader_const_dirty); shader_arb_vs_local_constants(device); } @@ -4481,7 +4481,8 @@ static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IW /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */ for(i = 0; i < MAX_CONST_B; i++) { - if(stateblock->vertexShaderConstantB[i]) args->clip.boolclip.bools |= ( 1 << i); + if (stateblock->state.vs_consts_b[i]) + args->clip.boolclip.bools |= ( 1 << i); } args->vertex.samplers[0] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0]; @@ -4508,9 +4509,9 @@ static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IW } else { - args->loop_ctrl[i][0] = stateblock->vertexShaderConstantI[i * 4]; - args->loop_ctrl[i][1] = stateblock->vertexShaderConstantI[i * 4 + 1]; - args->loop_ctrl[i][2] = stateblock->vertexShaderConstantI[i * 4 + 2]; + args->loop_ctrl[i][0] = stateblock->state.vs_consts_i[i * 4]; + args->loop_ctrl[i][1] = stateblock->state.vs_consts_i[i * 4 + 1]; + args->loop_ctrl[i][2] = stateblock->state.vs_consts_i[i * 4 + 2]; } } } diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 151c60cc4e4..8918aad0760 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -3253,7 +3253,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB( if (!srcData || start >= MAX_CONST_B) return WINED3DERR_INVALIDCALL; - memcpy(&This->updateStateBlock->vertexShaderConstantB[start], srcData, cnt * sizeof(BOOL)); + memcpy(&This->updateStateBlock->state.vs_consts_b[start], srcData, cnt * sizeof(BOOL)); for (i = 0; i < cnt; i++) TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false"); @@ -3281,7 +3281,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB( if (!dstData || cnt < 0) return WINED3DERR_INVALIDCALL; - memcpy(dstData, &This->stateBlock->vertexShaderConstantB[start], cnt * sizeof(BOOL)); + memcpy(dstData, &This->stateBlock->state.vs_consts_b[start], cnt * sizeof(BOOL)); return WINED3D_OK; } @@ -3299,7 +3299,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI( if (!srcData || start >= MAX_CONST_I) return WINED3DERR_INVALIDCALL; - memcpy(&This->updateStateBlock->vertexShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4); + memcpy(&This->updateStateBlock->state.vs_consts_i[start * 4], srcData, cnt * sizeof(int) * 4); for (i = 0; i < cnt; i++) TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i, srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]); @@ -3328,7 +3328,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI( if (!dstData || ((signed int)MAX_CONST_I - (signed int)start) <= 0) return WINED3DERR_INVALIDCALL; - memcpy(dstData, &This->stateBlock->vertexShaderConstantI[start * 4], cnt * sizeof(int) * 4); + memcpy(dstData, &This->stateBlock->state.vs_consts_i[start * 4], cnt * sizeof(int) * 4); return WINED3D_OK; } @@ -3348,7 +3348,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF( if (!srcData || start + count > This->d3d_vshader_constantF || start > This->d3d_vshader_constantF) return WINED3DERR_INVALIDCALL; - memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, count * sizeof(float) * 4); + memcpy(&This->updateStateBlock->state.vs_consts_f[start * 4], srcData, count * sizeof(float) * 4); if(TRACE_ON(d3d)) { for (i = 0; i < count; i++) TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i, @@ -3382,7 +3382,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF( if (!dstData || cnt < 0) return WINED3DERR_INVALIDCALL; - memcpy(dstData, &This->stateBlock->vertexShaderConstantF[start * 4], cnt * sizeof(float) * 4); + memcpy(dstData, &This->stateBlock->state.vs_consts_f[start * 4], cnt * sizeof(float) * 4); return WINED3D_OK; } diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index aae3b1154fc..34d83181517 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -757,15 +757,15 @@ static void shader_glsl_load_constants(const struct wined3d_context *context, IWineD3DBaseShaderImpl *vshader = (IWineD3DBaseShaderImpl *)stateBlock->state.vertex_shader; /* Load DirectX 9 float constants/uniforms for vertex shader */ - shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF, + shader_glsl_load_constantsF(vshader, gl_info, stateBlock->state.vs_consts_f, prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version); /* Load DirectX 9 integer constants/uniforms for vertex shader */ - shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->vertexShaderConstantI, + shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->state.vs_consts_i, stateBlock->changed.vertexShaderConstantsI & vshader->baseShader.reg_maps.integer_constants); /* Load DirectX 9 boolean constants/uniforms for vertex shader */ - shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->vertexShaderConstantB, + shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->state.vs_consts_b, stateBlock->changed.vertexShaderConstantsB & vshader->baseShader.reg_maps.boolean_constants); /* Upload the position fixup params */ diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c index a8d8090c815..c5ff989a9c1 100644 --- a/dlls/wined3d/stateblock.c +++ b/dlls/wined3d/stateblock.c @@ -204,9 +204,9 @@ static HRESULT stateblock_allocate_shader_constants(IWineD3DStateBlockImpl *obje sizeof(BOOL) * device->d3d_pshader_constantF); if (!object->changed.pixelShaderConstantsF) goto fail; - object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, + object->state.vs_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * device->d3d_vshader_constantF * 4); - if (!object->vertexShaderConstantF) goto fail; + if (!object->state.vs_consts_f) goto fail; object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * device->d3d_vshader_constantF); @@ -226,7 +226,7 @@ fail: ERR("Failed to allocate memory\n"); HeapFree(GetProcessHeap(), 0, object->pixelShaderConstantF); HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF); - HeapFree(GetProcessHeap(), 0, object->vertexShaderConstantF); + HeapFree(GetProcessHeap(), 0, object->state.vs_consts_f); HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF); HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f); HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f); @@ -526,7 +526,7 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) { } } - HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF); + HeapFree(GetProcessHeap(), 0, This->state.vs_consts_f); HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF); HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF); HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF); @@ -622,15 +622,15 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface) TRACE("Setting %p from %p %u to {%.8e, %.8e, %.8e, %.8e}.\n", This, targetStateBlock, idx, - targetStateBlock->vertexShaderConstantF[idx * 4 + 0], - targetStateBlock->vertexShaderConstantF[idx * 4 + 1], - targetStateBlock->vertexShaderConstantF[idx * 4 + 2], - targetStateBlock->vertexShaderConstantF[idx * 4 + 3]); + targetStateBlock->state.vs_consts_f[idx * 4 + 0], + targetStateBlock->state.vs_consts_f[idx * 4 + 1], + targetStateBlock->state.vs_consts_f[idx * 4 + 2], + targetStateBlock->state.vs_consts_f[idx * 4 + 3]); - This->vertexShaderConstantF[idx * 4 + 0] = targetStateBlock->vertexShaderConstantF[idx * 4 + 0]; - This->vertexShaderConstantF[idx * 4 + 1] = targetStateBlock->vertexShaderConstantF[idx * 4 + 1]; - This->vertexShaderConstantF[idx * 4 + 2] = targetStateBlock->vertexShaderConstantF[idx * 4 + 2]; - This->vertexShaderConstantF[idx * 4 + 3] = targetStateBlock->vertexShaderConstantF[idx * 4 + 3]; + This->state.vs_consts_f[idx * 4 + 0] = targetStateBlock->state.vs_consts_f[idx * 4 + 0]; + This->state.vs_consts_f[idx * 4 + 1] = targetStateBlock->state.vs_consts_f[idx * 4 + 1]; + This->state.vs_consts_f[idx * 4 + 2] = targetStateBlock->state.vs_consts_f[idx * 4 + 2]; + This->state.vs_consts_f[idx * 4 + 3] = targetStateBlock->state.vs_consts_f[idx * 4 + 3]; } /* Vertex Shader Integer Constants */ @@ -640,15 +640,15 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface) TRACE("Setting %p from %p %u to {%d, %d, %d, %d}.\n", This, targetStateBlock, idx, - targetStateBlock->vertexShaderConstantI[idx * 4 + 0], - targetStateBlock->vertexShaderConstantI[idx * 4 + 1], - targetStateBlock->vertexShaderConstantI[idx * 4 + 2], - targetStateBlock->vertexShaderConstantI[idx * 4 + 3]); + targetStateBlock->state.vs_consts_i[idx * 4 + 0], + targetStateBlock->state.vs_consts_i[idx * 4 + 1], + targetStateBlock->state.vs_consts_i[idx * 4 + 2], + targetStateBlock->state.vs_consts_i[idx * 4 + 3]); - This->vertexShaderConstantI[idx * 4 + 0] = targetStateBlock->vertexShaderConstantI[idx * 4 + 0]; - This->vertexShaderConstantI[idx * 4 + 1] = targetStateBlock->vertexShaderConstantI[idx * 4 + 1]; - This->vertexShaderConstantI[idx * 4 + 2] = targetStateBlock->vertexShaderConstantI[idx * 4 + 2]; - This->vertexShaderConstantI[idx * 4 + 3] = targetStateBlock->vertexShaderConstantI[idx * 4 + 3]; + This->state.vs_consts_i[idx * 4 + 0] = targetStateBlock->state.vs_consts_i[idx * 4 + 0]; + This->state.vs_consts_i[idx * 4 + 1] = targetStateBlock->state.vs_consts_i[idx * 4 + 1]; + This->state.vs_consts_i[idx * 4 + 2] = targetStateBlock->state.vs_consts_i[idx * 4 + 2]; + This->state.vs_consts_i[idx * 4 + 3] = targetStateBlock->state.vs_consts_i[idx * 4 + 3]; } /* Vertex Shader Boolean Constants */ @@ -658,9 +658,9 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface) TRACE("Setting %p from %p %u to %s.\n", This, targetStateBlock, idx, - targetStateBlock->vertexShaderConstantB[idx] ? "TRUE" : "FALSE"); + targetStateBlock->state.vs_consts_b[idx] ? "TRUE" : "FALSE"); - This->vertexShaderConstantB[idx] = targetStateBlock->vertexShaderConstantB[idx]; + This->state.vs_consts_b[idx] = targetStateBlock->state.vs_consts_b[idx]; } /* Pixel Shader Float Constants */ @@ -919,17 +919,17 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface) for (i = 0; i < This->num_contained_vs_consts_f; ++i) { IWineD3DDevice_SetVertexShaderConstantF(device, This->contained_vs_consts_f[i], - This->vertexShaderConstantF + This->contained_vs_consts_f[i] * 4, 1); + This->state.vs_consts_f + This->contained_vs_consts_f[i] * 4, 1); } for (i = 0; i < This->num_contained_vs_consts_i; ++i) { IWineD3DDevice_SetVertexShaderConstantI(device, This->contained_vs_consts_i[i], - This->vertexShaderConstantI + This->contained_vs_consts_i[i] * 4, 1); + This->state.vs_consts_i + This->contained_vs_consts_i[i] * 4, 1); } for (i = 0; i < This->num_contained_vs_consts_b; ++i) { IWineD3DDevice_SetVertexShaderConstantB(device, This->contained_vs_consts_b[i], - This->vertexShaderConstantB + This->contained_vs_consts_b[i], 1); + This->state.vs_consts_b + This->contained_vs_consts_b[i], 1); } apply_lights(device, This); diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 8fe3361c281..56653921afc 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -2352,6 +2352,9 @@ struct wined3d_state IWineD3DVertexDeclarationImpl *vertex_declaration; struct IWineD3DVertexShaderImpl *vertex_shader; + BOOL vs_consts_b[MAX_CONST_B]; + INT vs_consts_i[MAX_CONST_I * 4]; + float *vs_consts_f; IWineD3DBaseTextureImpl *textures[MAX_COMBINED_SAMPLERS]; DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1]; @@ -2380,11 +2383,6 @@ struct IWineD3DStateBlockImpl SAVEDSTATES changed; struct wined3d_state state; - /* Vertex Shader Constants */ - BOOL vertexShaderConstantB[MAX_CONST_B]; - INT vertexShaderConstantI[MAX_CONST_I * 4]; - float *vertexShaderConstantF; - /* primitive type */ GLenum gl_primitive_type;