Added support for vertex and pixel shader constants that have no type
i.e. they haven't been set yet or are clear.
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@ -3899,10 +3899,22 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(IWineD3DDevice *iface
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantN(IWineD3DDevice *iface, UINT StartRegister, UINT VectorNCount){
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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int i;
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/* populate the bitmap that says which constant type we should load */
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for (i = StartRegister; i < StartRegister + VectorNCount; ++i) {
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This->updateStateBlock->changed.vertexShaderConstants[i] = TRUE;
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This->updateStateBlock->set.vertexShaderConstants[i] = TRUE;
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This->updateStateBlock->vertexShaderConstantT[i] = WINESHADERCNST_NONE;
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TRACE("(%p) : Setting vsf %d\n", This, i);
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}
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return D3D_OK;
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}
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#undef SET_SHADER_CONSTANT
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#undef GET_SHADER_CONSTANT
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HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
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IUnknown *parent;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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@ -4082,6 +4094,21 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(IWineD3DDevice *iface,
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantN(IWineD3DDevice *iface, UINT StartRegister, UINT VectorNCount){
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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int i;
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/* populate the bitmap that says which constant type we should load */
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for (i = StartRegister; i < StartRegister + VectorNCount; ++i) {
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This->updateStateBlock->changed.pixelShaderConstants[i] = TRUE;
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This->updateStateBlock->set.pixelShaderConstants[i] = TRUE;
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This->updateStateBlock->pixelShaderConstantT[i] = WINESHADERCNST_NONE;
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TRACE("(%p) : Setting vsf %d\n", This, i);
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}
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return D3D_OK;
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}
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#undef SET_SHADER_CONSTANT
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#undef GET_SHADER_CONSTANT
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@ -6443,6 +6470,7 @@ const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
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IWineD3DDeviceImpl_GetPixelShaderConstantI,
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IWineD3DDeviceImpl_SetPixelShaderConstantF,
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IWineD3DDeviceImpl_GetPixelShaderConstantF,
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IWineD3DDeviceImpl_SetPixelShaderConstantN,
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IWineD3DDeviceImpl_SetRenderState,
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IWineD3DDeviceImpl_GetRenderState,
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IWineD3DDeviceImpl_SetRenderTarget,
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@ -6473,6 +6501,7 @@ const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
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IWineD3DDeviceImpl_GetVertexShaderConstantI,
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IWineD3DDeviceImpl_SetVertexShaderConstantF,
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IWineD3DDeviceImpl_GetVertexShaderConstantF,
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IWineD3DDeviceImpl_SetVertexShaderConstantN,
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IWineD3DDeviceImpl_SetViewport,
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IWineD3DDeviceImpl_GetViewport,
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IWineD3DDeviceImpl_MultiplyTransform,
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@ -1743,9 +1743,11 @@ UINT numberOfvertices, UINT numberOfIndicies, GLenum glPrimType, const void *idx
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/* Update the constants */
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for (i = 0; i < WINED3D_VSHADER_MAX_CONSTANTS; i++) {
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/* TODO: add support for Integer and Boolean constants */
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GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, i, &This->stateBlock->vertexShaderConstantF[i * 4]));
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TRACE_(d3d_shader)("Loading constants %u = %f %f %f %f\n",i, This->stateBlock->vertexShaderConstantF[i *4 ], This->stateBlock->vertexShaderConstantF[i * 4 + 1], This->stateBlock->vertexShaderConstantF[i *4 + 2], This->stateBlock->vertexShaderConstantF[i * 4 + 3]);
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checkGLcall("glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB");
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if (WINESHADERCNST_FLOAT == This->stateBlock->vertexShaderConstantT[i]) {
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GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, i, &This->stateBlock->vertexShaderConstantF[i * 4]));
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TRACE_(d3d_shader)("Loading constants %u = %f %f %f %f\n",i, This->stateBlock->vertexShaderConstantF[i *4 ], This->stateBlock->vertexShaderConstantF[i * 4 + 1], This->stateBlock->vertexShaderConstantF[i *4 + 2], This->stateBlock->vertexShaderConstantF[i * 4 + 3]);
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checkGLcall("glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB");
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}
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}
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/* TODO: Vertex Shader 8 constants*/
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@ -393,6 +393,9 @@ should really perform a delta so that only the changes get updated*/
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case WINESHADERCNST_INTEGER:
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IWineD3DDevice_SetVertexShaderConstantI(pDevice, i, This->vertexShaderConstantI + i * 4, 1);
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break;
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case WINESHADERCNST_NONE:
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IWineD3DDevice_SetVertexShaderConstantN(pDevice, i, 1);
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break;
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}
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}
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}
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@ -419,6 +422,9 @@ should really perform a delta so that only the changes get updated*/
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case WINESHADERCNST_INTEGER:
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IWineD3DDevice_SetPixelShaderConstantI(pDevice, i, This->pixelShaderConstantI + i * 4, 1);
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break;
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case WINESHADERCNST_NONE:
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IWineD3DDevice_SetPixelShaderConstantN(pDevice, i, 1);
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break;
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}
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}
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}
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@ -888,9 +888,10 @@ typedef struct SAVEDSTATES {
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} SAVEDSTATES;
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typedef enum {
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WINESHADERCNST_FLOAT = 0,
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WINESHADERCNST_INTEGER = 1,
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WINESHADERCNST_BOOL = 2
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WINESHADERCNST_NONE = 0,
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WINESHADERCNST_FLOAT = 1,
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WINESHADERCNST_INTEGER = 2,
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WINESHADERCNST_BOOL = 3
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} WINESHADERCNST;
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struct IWineD3DStateBlockImpl
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@ -332,6 +332,7 @@ DECLARE_INTERFACE_(IWineD3DDevice,IUnknown)
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STDMETHOD(GetPixelShaderConstantI)(THIS_ UINT StartRegister, int* pConstantData, UINT Vector4iCount) PURE;
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STDMETHOD(SetPixelShaderConstantF)(THIS_ UINT StartRegister, CONST float* pConstantData, UINT Vector4fCount) PURE;
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STDMETHOD(GetPixelShaderConstantF)(THIS_ UINT StartRegister, float* pConstantData, UINT Vector4fCount) PURE;
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STDMETHOD(SetPixelShaderConstantN)(THIS_ UINT StartRegister, UINT VectorNCount) PURE;
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STDMETHOD(SetRenderState)(THIS_ D3DRENDERSTATETYPE State,DWORD Value) PURE;
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STDMETHOD(GetRenderState)(THIS_ D3DRENDERSTATETYPE State,DWORD * pValue) PURE;
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STDMETHOD(SetRenderTarget)(THIS_ DWORD RenderTargetIndex, struct IWineD3DSurface* pRenderTarget) PURE;
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@ -362,6 +363,7 @@ DECLARE_INTERFACE_(IWineD3DDevice,IUnknown)
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STDMETHOD(GetVertexShaderConstantI)(THIS_ UINT StartRegister, int* pConstantData, UINT Vector4iCount) PURE;
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STDMETHOD(SetVertexShaderConstantF)(THIS_ UINT StartRegister, CONST float* pConstantData, UINT Vector4fCount) PURE;
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STDMETHOD(GetVertexShaderConstantF)(THIS_ UINT StartRegister, float* pConstantData, UINT Vector4fCount) PURE;
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STDMETHOD(SetVertexShaderConstantN)(THIS_ UINT StartRegister, UINT VectorNCount) PURE;
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STDMETHOD(SetViewport)(THIS_ CONST WINED3DVIEWPORT * pViewport) PURE;
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STDMETHOD(GetViewport)(THIS_ WINED3DVIEWPORT * pViewport) PURE;
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STDMETHOD(MultiplyTransform)(THIS_ D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX * pMatrix) PURE;
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@ -460,6 +462,7 @@ DECLARE_INTERFACE_(IWineD3DDevice,IUnknown)
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#define IWineD3DDevice_GetPixelShaderConstantI(p,a,b,c) (p)->lpVtbl->GetPixelShaderConstantI(p,a,b,c)
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#define IWineD3DDevice_SetPixelShaderConstantF(p,a,b,c) (p)->lpVtbl->SetPixelShaderConstantF(p,a,b,c)
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#define IWineD3DDevice_GetPixelShaderConstantF(p,a,b,c) (p)->lpVtbl->GetPixelShaderConstantF(p,a,b,c)
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#define IWineD3DDevice_SetPixelShaderConstantN(p,a,b) (p)->lpVtbl->SetPixelShaderConstantN(p,a,b)
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#define IWineD3DDevice_GetRasterStatus(p,a,b) (p)->lpVtbl->GetRasterStatus(p,a,b)
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#define IWineD3DDevice_SetRenderState(p,a,b) (p)->lpVtbl->SetRenderState(p,a,b)
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#define IWineD3DDevice_GetRenderState(p,a,b) (p)->lpVtbl->GetRenderState(p,a,b)
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@ -492,6 +495,7 @@ DECLARE_INTERFACE_(IWineD3DDevice,IUnknown)
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#define IWineD3DDevice_GetVertexShaderConstantI(p,a,b,c) (p)->lpVtbl->GetVertexShaderConstantI(p,a,b,c)
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#define IWineD3DDevice_SetVertexShaderConstantF(p,a,b,c) (p)->lpVtbl->SetVertexShaderConstantF(p,a,b,c)
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#define IWineD3DDevice_GetVertexShaderConstantF(p,a,b,c) (p)->lpVtbl->GetVertexShaderConstantF(p,a,b,c)
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#define IWineD3DDevice_SetVertexShaderConstantN(p,a,b) (p)->lpVtbl->SetVertexShaderConstantN(p,a,b)
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#define IWineD3DDevice_SetViewport(p,a) (p)->lpVtbl->SetViewport(p,a)
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#define IWineD3DDevice_GetViewport(p,a) (p)->lpVtbl->GetViewport(p,a)
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#define IWineD3DDevice_MultiplyTransform(p,a,b) (p)->lpVtbl->MultiplyTransform(p,a,b)
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