wined3d: Use single function for STATE_CONSTANT_BUFFER.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4832,53 +4832,24 @@ void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state
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gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
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}
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static void state_cb(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
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enum wined3d_shader_type type, unsigned int base, unsigned int count)
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static void state_cb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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{
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enum wined3d_shader_type shader_type = state_id - STATE_CONSTANT_BUFFER(0);
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct wined3d_buffer *buffer;
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unsigned int i;
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unsigned int i, base, count;
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TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
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wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, shader_type, &base, &count);
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for (i = 0; i < count; ++i)
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{
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buffer = state->cb[type][i];
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buffer = state->cb[shader_type][i];
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GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i, buffer ? buffer->buffer_object : 0));
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}
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checkGLcall("glBindBufferBase");
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}
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static void state_cb_vs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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{
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const struct wined3d_gl_limits *limits = &context->gl_info->limits;
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unsigned int base, count;
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TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
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wined3d_gl_limits_get_uniform_block_range(limits, WINED3D_SHADER_TYPE_VERTEX, &base, &count);
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state_cb(context->gl_info, state, WINED3D_SHADER_TYPE_VERTEX, base, count);
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}
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static void state_cb_gs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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{
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const struct wined3d_gl_limits *limits = &context->gl_info->limits;
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unsigned int base, count;
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TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
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wined3d_gl_limits_get_uniform_block_range(limits, WINED3D_SHADER_TYPE_GEOMETRY, &base, &count);
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state_cb(context->gl_info, state, WINED3D_SHADER_TYPE_GEOMETRY, base, count);
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}
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static void state_cb_ps(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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{
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const struct wined3d_gl_limits *limits = &context->gl_info->limits;
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unsigned int base, count;
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TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
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wined3d_gl_limits_get_uniform_block_range(limits, WINED3D_SHADER_TYPE_PIXEL, &base, &count);
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state_cb(context->gl_info, state, WINED3D_SHADER_TYPE_PIXEL, base, count);
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}
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static void state_cb_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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{
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TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
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@ -4896,11 +4867,11 @@ static void state_shader_resource_binding(struct wined3d_context *context,
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const struct StateEntryTemplate misc_state_template[] =
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{
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{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb_vs, }, ARB_UNIFORM_BUFFER_OBJECT },
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{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
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{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb_warn, }, WINED3D_GL_EXT_NONE },
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{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb_gs, }, ARB_UNIFORM_BUFFER_OBJECT },
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{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
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{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb_warn, }, WINED3D_GL_EXT_NONE },
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{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb_ps, }, ARB_UNIFORM_BUFFER_OBJECT },
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{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
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{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb_warn, }, WINED3D_GL_EXT_NONE },
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{ STATE_SHADER_RESOURCE_BINDING, { STATE_SHADER_RESOURCE_BINDING, state_shader_resource_binding}, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3D_RS_SRCBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
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