wined3d: Move applying shader constants to the state table.
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f2dfbe76c2
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8e37fcd266
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@ -3328,6 +3328,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(
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This->updateStateBlock->set.vertexShaderConstantsB[i] = TRUE;
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}
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
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return WINED3D_OK;
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}
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@ -3375,6 +3377,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(
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This->updateStateBlock->set.vertexShaderConstantsI[i] = TRUE;
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}
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
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return WINED3D_OK;
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}
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@ -3427,6 +3431,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
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This->updateStateBlock->changed.vertexShaderConstantsF[i] = TRUE;
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}
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
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return WINED3D_OK;
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}
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@ -3606,6 +3612,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
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This->updateStateBlock->set.pixelShaderConstantsB[i] = TRUE;
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}
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
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return WINED3D_OK;
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}
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@ -3653,6 +3661,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
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This->updateStateBlock->set.pixelShaderConstantsI[i] = TRUE;
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}
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
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return WINED3D_OK;
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}
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@ -3705,6 +3715,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
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This->updateStateBlock->changed.pixelShaderConstantsF[i] = TRUE;
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}
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
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return WINED3D_OK;
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}
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@ -1106,10 +1106,7 @@ inline static void drawPrimitiveDrawStrided(
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int minIndex,
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long StartIdx) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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/* Load any global constants/uniforms that may have been set by the application */
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This->shader_backend->shader_load_constants(iface, usePixelShaderFunction, useVertexShaderFunction);
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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/* Draw vertex-by-vertex */
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if (This->useDrawStridedSlow)
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@ -1272,7 +1269,6 @@ void drawPrimitive(IWineD3DDevice *iface,
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}
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This->numDirtyEntries = 0; /* This makes the whole list clean */
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if (TRACE_ON(d3d_draw) && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
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check_fbo_status(iface);
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}
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@ -1810,6 +1810,22 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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}
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}
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static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
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/* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
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* has an update pending
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*/
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if(isStateDirty(device, STATE_VDECL) ||
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isStateDirty(device, STATE_PIXELSHADER)) {
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return;
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}
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device->shader_backend->shader_load_constants((IWineD3DDevice *) device,
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stateblock->pixelShader && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function,
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stateblock->vertexShader && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function);
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}
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static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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int i;
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@ -1838,6 +1854,10 @@ static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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(IWineD3DDevice *) stateblock->wineD3DDevice,
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TRUE,
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!stateblock->vertexShader ? FALSE : ((IWineD3DVertexShaderImpl *) stateblock->vertexShader)->baseShader.function != NULL);
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if(!isStateDirty(stateblock->wineD3DDevice, STATE_VERTEXSHADERCONSTANT)) {
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shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock);
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}
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}
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stateblock->wineD3DDevice->last_was_pshader = TRUE;
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} else {
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@ -1856,6 +1876,10 @@ static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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(IWineD3DDevice *) stateblock->wineD3DDevice,
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FALSE,
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!stateblock->vertexShader ? FALSE : ((IWineD3DVertexShaderImpl *) stateblock->vertexShader)->baseShader.function != NULL);
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if(!isStateDirty(stateblock->wineD3DDevice, STATE_VERTEXSHADERCONSTANT)) {
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shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock);
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}
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}
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}
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}
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@ -2649,16 +2673,20 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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* in order to determine if we need to do any swizzling for D3DCOLOR
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* registers. If the shader is already compiled this call will do nothing. */
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IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
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}
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/* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
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* application
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*/
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if(!isStateDirty(device, STATE_PIXELSHADER)) {
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BOOL usePixelShaderFunction = device->ps_selected_mode != SHADER_NONE &&
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stateblock->pixelShader &&
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((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
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/* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
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* application
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*/
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if(!isStateDirty(device, STATE_PIXELSHADER)) {
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BOOL usePixelShaderFunction = device->ps_selected_mode != SHADER_NONE &&
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stateblock->pixelShader &&
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((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
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device->shader_backend->shader_select((IWineD3DDevice *) device, usePixelShaderFunction, useVertexShaderFunction);
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device->shader_backend->shader_select((IWineD3DDevice *) device, usePixelShaderFunction, useVertexShaderFunction);
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if(!isStateDirty(stateblock->wineD3DDevice, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
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shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock);
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}
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}
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@ -3704,5 +3732,6 @@ const struct StateEntry StateTable[] =
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{ /* , STATE_VDECL */ STATE_VDECL, vertexdeclaration },
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{ /* , STATE_VSHADER */ STATE_VDECL, vertexdeclaration },
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{ /* , STATE_VIEWPORT */ STATE_VIEWPORT, viewport },
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{ /* , STATE_VERTEXSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
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{ /* , STATE_PIXELSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
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};
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@ -436,7 +436,12 @@ typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock);
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#define STATE_VIEWPORT (STATE_VSHADER + 1)
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#define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
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#define STATE_HIGHEST (STATE_VIEWPORT)
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#define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
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#define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
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#define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
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#define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
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#define STATE_HIGHEST (STATE_PIXELSHADERCONSTANT)
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struct StateEntry
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{
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