wined3d: Make the "bumpmat" shader_reg_maps member a bitmap.
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3d718d6414
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@ -3360,8 +3360,9 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This, struct
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next_local = shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION,
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lconst_map, NULL, &priv_ctx);
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for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
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if(!reg_maps->bumpmat[i]) continue;
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for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
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{
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if (!(map & 1)) continue;
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cur = compiled->numbumpenvmatconsts;
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compiled->bumpenvmatconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
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@ -5224,8 +5225,9 @@ static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, s
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if (use_ps(stateblock))
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{
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if(stage != 0 &&
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((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
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if (stage != 0
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&& (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.bumpmat & (1 << stage)))
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{
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/* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
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* anyway
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*/
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@ -686,7 +686,7 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3
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if (ins.handler_idx == WINED3DSIH_TEXBEM
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|| ins.handler_idx == WINED3DSIH_TEXBEML)
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{
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reg_maps->bumpmat[sampler_code] = TRUE;
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reg_maps->bumpmat |= 1 << dst_param.reg.idx;
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if (ins.handler_idx == WINED3DSIH_TEXBEML)
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{
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reg_maps->luminanceparams[sampler_code] = TRUE;
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@ -695,7 +695,7 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3
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}
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else if (ins.handler_idx == WINED3DSIH_BEM)
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{
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reg_maps->bumpmat[dst_param.reg.idx] = TRUE;
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reg_maps->bumpmat |= 1 << dst_param.reg.idx;
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}
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}
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@ -899,10 +899,9 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
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shader_addline(buffer, "void order_ps_input();\n");
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}
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} else {
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for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
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if(!reg_maps->bumpmat[i]) {
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continue;
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}
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for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
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{
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if (!(map & 1)) continue;
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shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
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@ -3529,8 +3529,9 @@ void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct w
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static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
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{
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DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
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if(stateblock->pixelShader && stage != 0 &&
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((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
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if (stateblock->pixelShader && stage != 0
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&& (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.bumpmat & (1 << stage)))
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{
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/* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
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* anyway
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*/
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@ -642,7 +642,8 @@ typedef struct shader_reg_maps
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WORD local_bool_consts; /* MAX_CONST_B, 16 */
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WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
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BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
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BYTE bumpmat; /* MAX_TEXTURES, 8 */
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BOOL luminanceparams[MAX_TEXTURES];
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WORD usesnrm : 1;
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WORD vpos : 1;
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