wined3d: Simplify shader_glsl_load_np2fixup_constants().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -887,7 +887,11 @@ static void reset_program_constant_version(struct wine_rb_entry *entry, void *co
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static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program *ps,
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const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
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{
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GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
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struct
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{
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float sx, sy;
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}
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np2fixup_constants[MAX_FRAGMENT_SAMPLERS];
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UINT fixup = ps->np2_fixup_info->active;
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UINT i;
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@ -895,7 +899,6 @@ static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program *ps
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{
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const struct wined3d_texture *tex = state->textures[i];
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unsigned char idx = ps->np2_fixup_info->idx[i];
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GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
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if (!tex)
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{
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@ -903,19 +906,11 @@ static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program *ps
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continue;
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}
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if (idx % 2)
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{
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tex_dim[2] = tex->pow2_matrix[0];
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tex_dim[3] = tex->pow2_matrix[5];
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}
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else
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{
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tex_dim[0] = tex->pow2_matrix[0];
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tex_dim[1] = tex->pow2_matrix[5];
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}
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np2fixup_constants[idx].sx = tex->pow2_matrix[0];
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np2fixup_constants[idx].sy = tex->pow2_matrix[5];
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}
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GL_EXTCALL(glUniform4fv(ps->np2_fixup_location, ps->np2_fixup_info->num_consts, np2fixup_constants));
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GL_EXTCALL(glUniform4fv(ps->np2_fixup_location, ps->np2_fixup_info->num_consts, &np2fixup_constants[0].sx));
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}
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/* Taken and adapted from Mesa. */
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