wined3d: Explicitly pass parameters to shader_arb_ps_local_constants().
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@ -522,21 +522,18 @@ static void shader_arb_load_np2fixup_constants(void *shader_priv,
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/* GL locking is done by the caller. */
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/* GL locking is done by the caller. */
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static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
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static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
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const struct wined3d_context *context, const struct wined3d_state *state, float rt_height)
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{
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{
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const struct wined3d_context *context = context_get_current();
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IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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unsigned char i;
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unsigned char i;
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struct shader_arb_priv *priv = deviceImpl->shader_priv;
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const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
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for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
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for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
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{
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{
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int texunit = gl_shader->bumpenvmatconst[i].texunit;
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int texunit = gl_shader->bumpenvmatconst[i].texunit;
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/* The state manager takes care that this function is always called if the bump env matrix changes */
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/* The state manager takes care that this function is always called if the bump env matrix changes */
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const float *data = (const float *)&stateBlock->state.texture_states[texunit][WINED3DTSS_BUMPENVMAT00];
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const float *data = (const float *)&state->texture_states[texunit][WINED3DTSS_BUMPENVMAT00];
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GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
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GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
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gl_shader->bumpenvmatconst[i].const_num, data));
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gl_shader->bumpenvmatconst[i].const_num, data));
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@ -547,7 +544,7 @@ static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
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* don't care about them. The pointers are valid for sure because the stateblock is bigger.
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* don't care about them. The pointers are valid for sure because the stateblock is bigger.
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* (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
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* (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
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*/
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*/
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const float *scale = (const float *)&stateBlock->state.texture_states[texunit][WINED3DTSS_BUMPENVLSCALE];
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const float *scale = (const float *)&state->texture_states[texunit][WINED3DTSS_BUMPENVLSCALE];
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GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
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GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
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gl_shader->luminanceconst[i].const_num, scale));
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gl_shader->luminanceconst[i].const_num, scale));
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}
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}
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@ -562,8 +559,7 @@ static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
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* ycorrection.w: 0.0
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* ycorrection.w: 0.0
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*/
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*/
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float val[4];
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float val[4];
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val[0] = context->render_offscreen ? 0.0f
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val[0] = context->render_offscreen ? 0.0f : rt_height;
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: deviceImpl->render_targets[0]->currentDesc.Height;
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val[1] = context->render_offscreen ? 1.0f : -1.0f;
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val[1] = context->render_offscreen ? 1.0f : -1.0f;
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val[2] = 1.0f;
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val[2] = 1.0f;
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val[3] = 0.0f;
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val[3] = 0.0f;
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@ -578,9 +574,9 @@ static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
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if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
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if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
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{
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{
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float val[4];
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float val[4];
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val[0] = (float)stateBlock->state.ps_consts_i[4 * i];
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val[0] = (float)state->ps_consts_i[4 * i];
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val[1] = (float)stateBlock->state.ps_consts_i[4 * i + 1];
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val[1] = (float)state->ps_consts_i[4 * i + 1];
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val[2] = (float)stateBlock->state.ps_consts_i[4 * i + 2];
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val[2] = (float)state->ps_consts_i[4 * i + 2];
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val[3] = -1.0f;
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val[3] = -1.0f;
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GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
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GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
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@ -647,11 +643,13 @@ static void shader_arb_load_constants(const struct wined3d_context *context, cha
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if (usePixelShader)
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if (usePixelShader)
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{
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{
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IWineD3DBaseShaderImpl *pshader = (IWineD3DBaseShaderImpl *)stateBlock->state.pixel_shader;
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IWineD3DBaseShaderImpl *pshader = (IWineD3DBaseShaderImpl *)stateBlock->state.pixel_shader;
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const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
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float rt_height = device->render_targets[0]->currentDesc.Height;
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/* Load DirectX 9 float constants for pixel shader */
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/* Load DirectX 9 float constants for pixel shader */
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device->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
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device->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
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device->highest_dirty_ps_const, stateBlock->state.ps_consts_f, context->pshader_const_dirty);
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device->highest_dirty_ps_const, stateBlock->state.ps_consts_f, context->pshader_const_dirty);
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shader_arb_ps_local_constants(device);
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shader_arb_ps_local_constants(gl_shader, context, &stateBlock->state, rt_height);
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}
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}
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}
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}
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@ -4563,7 +4561,8 @@ static void shader_arb_select(const struct wined3d_context *context, BOOL usePS,
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}
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}
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else
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else
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{
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{
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shader_arb_ps_local_constants(This);
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float rt_height = This->render_targets[0]->currentDesc.Height;
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shader_arb_ps_local_constants(compiled, context, state, rt_height);
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}
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}
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/* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
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/* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
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