wined3d: Move pixel shader constants to wined3d_state.

This commit is contained in:
Henri Verbeet 2010-09-20 12:04:30 +02:00 committed by Alexandre Julliard
parent 33dfb9539c
commit b37ce45d6c
5 changed files with 46 additions and 47 deletions

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@ -584,9 +584,9 @@ static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
{
float val[4];
val[0] = (float) stateBlock->pixelShaderConstantI[4 * i];
val[1] = (float) stateBlock->pixelShaderConstantI[4 * i + 1];
val[2] = (float) stateBlock->pixelShaderConstantI[4 * i + 2];
val[0] = (float)stateBlock->state.ps_consts_i[4 * i];
val[1] = (float)stateBlock->state.ps_consts_i[4 * i + 1];
val[2] = (float)stateBlock->state.ps_consts_i[4 * i + 2];
val[3] = -1.0f;
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
@ -656,7 +656,7 @@ static void shader_arb_load_constants(const struct wined3d_context *context, cha
/* Load DirectX 9 float constants for pixel shader */
device->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
device->highest_dirty_ps_const, stateBlock->pixelShaderConstantF, context->pshader_const_dirty);
device->highest_dirty_ps_const, stateBlock->state.ps_consts_f, context->pshader_const_dirty);
shader_arb_ps_local_constants(device);
}
}
@ -4403,7 +4403,8 @@ static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWi
for(i = 0; i < MAX_CONST_B; i++)
{
if(stateblock->pixelShaderConstantB[i]) args->bools |= ( 1 << i);
if (stateblock->state.ps_consts_b[i])
args->bools |= ( 1 << i);
}
/* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
@ -4435,9 +4436,9 @@ static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWi
}
else
{
args->loop_ctrl[i][0] = stateblock->pixelShaderConstantI[i * 4];
args->loop_ctrl[i][1] = stateblock->pixelShaderConstantI[i * 4 + 1];
args->loop_ctrl[i][2] = stateblock->pixelShaderConstantI[i * 4 + 2];
args->loop_ctrl[i][0] = stateblock->state.ps_consts_i[i * 4];
args->loop_ctrl[i][1] = stateblock->state.ps_consts_i[i * 4 + 1];
args->loop_ctrl[i][2] = stateblock->state.ps_consts_i[i * 4 + 2];
}
}
}

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@ -3653,7 +3653,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
if (!srcData || start >= MAX_CONST_B) return WINED3DERR_INVALIDCALL;
memcpy(&This->updateStateBlock->pixelShaderConstantB[start], srcData, cnt * sizeof(BOOL));
memcpy(&This->updateStateBlock->state.ps_consts_b[start], srcData, cnt * sizeof(BOOL));
for (i = 0; i < cnt; i++)
TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
@ -3681,7 +3681,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(
if (!dstData || cnt < 0)
return WINED3DERR_INVALIDCALL;
memcpy(dstData, &This->stateBlock->pixelShaderConstantB[start], cnt * sizeof(BOOL));
memcpy(dstData, &This->stateBlock->state.ps_consts_b[start], cnt * sizeof(BOOL));
return WINED3D_OK;
}
@ -3699,7 +3699,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
if (!srcData || start >= MAX_CONST_I) return WINED3DERR_INVALIDCALL;
memcpy(&This->updateStateBlock->pixelShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
memcpy(&This->updateStateBlock->state.ps_consts_i[start * 4], srcData, cnt * sizeof(int) * 4);
for (i = 0; i < cnt; i++)
TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
@ -3728,7 +3728,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(
if (!dstData || cnt < 0)
return WINED3DERR_INVALIDCALL;
memcpy(dstData, &This->stateBlock->pixelShaderConstantI[start * 4], cnt * sizeof(int) * 4);
memcpy(dstData, &This->stateBlock->state.ps_consts_i[start * 4], cnt * sizeof(int) * 4);
return WINED3D_OK;
}
@ -3748,7 +3748,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
if (!srcData || start + count > This->d3d_pshader_constantF || start > This->d3d_pshader_constantF)
return WINED3DERR_INVALIDCALL;
memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
memcpy(&This->updateStateBlock->state.ps_consts_f[start * 4], srcData, count * sizeof(float) * 4);
if(TRACE_ON(d3d)) {
for (i = 0; i < count; i++)
TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
@ -3782,7 +3782,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
if (!dstData || cnt < 0)
return WINED3DERR_INVALIDCALL;
memcpy(dstData, &This->stateBlock->pixelShaderConstantF[start * 4], cnt * sizeof(float) * 4);
memcpy(dstData, &This->stateBlock->state.ps_consts_f[start * 4], cnt * sizeof(float) * 4);
return WINED3D_OK;
}

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@ -778,15 +778,15 @@ static void shader_glsl_load_constants(const struct wined3d_context *context,
IWineD3DBaseShaderImpl *pshader = (IWineD3DBaseShaderImpl *)stateBlock->state.pixel_shader;
/* Load DirectX 9 float constants/uniforms for pixel shader */
shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
shader_glsl_load_constantsF(pshader, gl_info, stateBlock->state.ps_consts_f,
prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
/* Load DirectX 9 integer constants/uniforms for pixel shader */
shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->pixelShaderConstantI,
shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->state.ps_consts_i,
stateBlock->changed.pixelShaderConstantsI & pshader->baseShader.reg_maps.integer_constants);
/* Load DirectX 9 boolean constants/uniforms for pixel shader */
shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->pixelShaderConstantB,
shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->state.ps_consts_b,
stateBlock->changed.pixelShaderConstantsB & pshader->baseShader.reg_maps.boolean_constants);
/* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.

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@ -196,9 +196,9 @@ static HRESULT stateblock_allocate_shader_constants(IWineD3DStateBlockImpl *obje
IWineD3DDeviceImpl *device = object->device;
/* Allocate space for floating point constants */
object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
object->state.ps_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(float) * device->d3d_pshader_constantF * 4);
if (!object->pixelShaderConstantF) goto fail;
if (!object->state.ps_consts_f) goto fail;
object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(BOOL) * device->d3d_pshader_constantF);
@ -224,7 +224,7 @@ static HRESULT stateblock_allocate_shader_constants(IWineD3DStateBlockImpl *obje
fail:
ERR("Failed to allocate memory\n");
HeapFree(GetProcessHeap(), 0, object->pixelShaderConstantF);
HeapFree(GetProcessHeap(), 0, object->state.ps_consts_f);
HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
HeapFree(GetProcessHeap(), 0, object->state.vs_consts_f);
HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF);
@ -528,7 +528,7 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
HeapFree(GetProcessHeap(), 0, This->state.vs_consts_f);
HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
HeapFree(GetProcessHeap(), 0, This->state.ps_consts_f);
HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
@ -670,15 +670,15 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
TRACE("Setting %p from %p %u to {%.8e, %.8e, %.8e, %.8e}.\n",
This, targetStateBlock, idx,
targetStateBlock->pixelShaderConstantF[idx * 4 + 0],
targetStateBlock->pixelShaderConstantF[idx * 4 + 1],
targetStateBlock->pixelShaderConstantF[idx * 4 + 2],
targetStateBlock->pixelShaderConstantF[idx * 4 + 3]);
targetStateBlock->state.ps_consts_f[idx * 4 + 0],
targetStateBlock->state.ps_consts_f[idx * 4 + 1],
targetStateBlock->state.ps_consts_f[idx * 4 + 2],
targetStateBlock->state.ps_consts_f[idx * 4 + 3]);
This->pixelShaderConstantF[idx * 4 + 0] = targetStateBlock->pixelShaderConstantF[idx * 4 + 0];
This->pixelShaderConstantF[idx * 4 + 1] = targetStateBlock->pixelShaderConstantF[idx * 4 + 1];
This->pixelShaderConstantF[idx * 4 + 2] = targetStateBlock->pixelShaderConstantF[idx * 4 + 2];
This->pixelShaderConstantF[idx * 4 + 3] = targetStateBlock->pixelShaderConstantF[idx * 4 + 3];
This->state.ps_consts_f[idx * 4 + 0] = targetStateBlock->state.ps_consts_f[idx * 4 + 0];
This->state.ps_consts_f[idx * 4 + 1] = targetStateBlock->state.ps_consts_f[idx * 4 + 1];
This->state.ps_consts_f[idx * 4 + 2] = targetStateBlock->state.ps_consts_f[idx * 4 + 2];
This->state.ps_consts_f[idx * 4 + 3] = targetStateBlock->state.ps_consts_f[idx * 4 + 3];
}
/* Pixel Shader Integer Constants */
@ -687,15 +687,15 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
unsigned int idx = This->contained_ps_consts_i[i];
TRACE("Setting %p from %p %u to {%d, %d, %d, %d}.\n",
This, targetStateBlock, idx,
targetStateBlock->pixelShaderConstantI[idx * 4 + 0],
targetStateBlock->pixelShaderConstantI[idx * 4 + 1],
targetStateBlock->pixelShaderConstantI[idx * 4 + 2],
targetStateBlock->pixelShaderConstantI[idx * 4 + 3]);
targetStateBlock->state.ps_consts_i[idx * 4 + 0],
targetStateBlock->state.ps_consts_i[idx * 4 + 1],
targetStateBlock->state.ps_consts_i[idx * 4 + 2],
targetStateBlock->state.ps_consts_i[idx * 4 + 3]);
This->pixelShaderConstantI[idx * 4 + 0] = targetStateBlock->pixelShaderConstantI[idx * 4 + 0];
This->pixelShaderConstantI[idx * 4 + 1] = targetStateBlock->pixelShaderConstantI[idx * 4 + 1];
This->pixelShaderConstantI[idx * 4 + 2] = targetStateBlock->pixelShaderConstantI[idx * 4 + 2];
This->pixelShaderConstantI[idx * 4 + 3] = targetStateBlock->pixelShaderConstantI[idx * 4 + 3];
This->state.ps_consts_i[idx * 4 + 0] = targetStateBlock->state.ps_consts_i[idx * 4 + 0];
This->state.ps_consts_i[idx * 4 + 1] = targetStateBlock->state.ps_consts_i[idx * 4 + 1];
This->state.ps_consts_i[idx * 4 + 2] = targetStateBlock->state.ps_consts_i[idx * 4 + 2];
This->state.ps_consts_i[idx * 4 + 3] = targetStateBlock->state.ps_consts_i[idx * 4 + 3];
}
/* Pixel Shader Boolean Constants */
@ -703,9 +703,9 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
{
unsigned int idx = This->contained_ps_consts_b[i];
TRACE("Setting %p from %p %u to %s.\n", This, targetStateBlock, idx,
targetStateBlock->pixelShaderConstantB[idx] ? "TRUE" : "FALSE");
targetStateBlock->state.ps_consts_b[idx] ? "TRUE" : "FALSE");
This->pixelShaderConstantB[idx] = targetStateBlock->pixelShaderConstantB[idx];
This->state.ps_consts_b[idx] = targetStateBlock->state.ps_consts_b[idx];
}
/* Others + Render & Texture */
@ -943,17 +943,17 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
for (i = 0; i < This->num_contained_ps_consts_f; ++i)
{
IWineD3DDevice_SetPixelShaderConstantF(device, This->contained_ps_consts_f[i],
This->pixelShaderConstantF + This->contained_ps_consts_f[i] * 4, 1);
This->state.ps_consts_f + This->contained_ps_consts_f[i] * 4, 1);
}
for (i = 0; i < This->num_contained_ps_consts_i; ++i)
{
IWineD3DDevice_SetPixelShaderConstantI(device, This->contained_ps_consts_i[i],
This->pixelShaderConstantI + This->contained_ps_consts_i[i] * 4, 1);
This->state.ps_consts_i + This->contained_ps_consts_i[i] * 4, 1);
}
for (i = 0; i < This->num_contained_ps_consts_b; ++i)
{
IWineD3DDevice_SetPixelShaderConstantB(device, This->contained_ps_consts_b[i],
This->pixelShaderConstantB + This->contained_ps_consts_b[i], 1);
This->state.ps_consts_b + This->contained_ps_consts_b[i], 1);
}
/* Render */

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@ -2357,6 +2357,9 @@ struct wined3d_state
float *vs_consts_f;
struct IWineD3DPixelShaderImpl *pixel_shader;
BOOL ps_consts_b[MAX_CONST_B];
INT ps_consts_i[MAX_CONST_I * 4];
float *ps_consts_f;
IWineD3DBaseTextureImpl *textures[MAX_COMBINED_SAMPLERS];
DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
@ -2408,11 +2411,6 @@ struct IWineD3DStateBlockImpl
double clipplane[MAX_CLIPPLANES][4];
WINED3DCLIPSTATUS clip_status;
/* Pixel Shader Constants */
BOOL pixelShaderConstantB[MAX_CONST_B];
INT pixelShaderConstantI[MAX_CONST_I * 4];
float *pixelShaderConstantF;
/* Contained state management */
DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
unsigned int num_contained_render_states;