wined3d: Move pixel shader constants to wined3d_state.
This commit is contained in:
parent
33dfb9539c
commit
b37ce45d6c
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@ -584,9 +584,9 @@ static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
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if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
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if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
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{
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{
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float val[4];
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float val[4];
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val[0] = (float) stateBlock->pixelShaderConstantI[4 * i];
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val[0] = (float)stateBlock->state.ps_consts_i[4 * i];
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val[1] = (float) stateBlock->pixelShaderConstantI[4 * i + 1];
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val[1] = (float)stateBlock->state.ps_consts_i[4 * i + 1];
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val[2] = (float) stateBlock->pixelShaderConstantI[4 * i + 2];
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val[2] = (float)stateBlock->state.ps_consts_i[4 * i + 2];
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val[3] = -1.0f;
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val[3] = -1.0f;
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GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
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GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
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@ -656,7 +656,7 @@ static void shader_arb_load_constants(const struct wined3d_context *context, cha
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/* Load DirectX 9 float constants for pixel shader */
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/* Load DirectX 9 float constants for pixel shader */
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device->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
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device->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
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device->highest_dirty_ps_const, stateBlock->pixelShaderConstantF, context->pshader_const_dirty);
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device->highest_dirty_ps_const, stateBlock->state.ps_consts_f, context->pshader_const_dirty);
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shader_arb_ps_local_constants(device);
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shader_arb_ps_local_constants(device);
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}
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}
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}
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}
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@ -4403,7 +4403,8 @@ static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWi
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for(i = 0; i < MAX_CONST_B; i++)
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for(i = 0; i < MAX_CONST_B; i++)
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{
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{
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if(stateblock->pixelShaderConstantB[i]) args->bools |= ( 1 << i);
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if (stateblock->state.ps_consts_b[i])
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args->bools |= ( 1 << i);
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}
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}
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/* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
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/* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
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@ -4435,9 +4436,9 @@ static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWi
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}
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}
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else
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else
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{
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{
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args->loop_ctrl[i][0] = stateblock->pixelShaderConstantI[i * 4];
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args->loop_ctrl[i][0] = stateblock->state.ps_consts_i[i * 4];
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args->loop_ctrl[i][1] = stateblock->pixelShaderConstantI[i * 4 + 1];
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args->loop_ctrl[i][1] = stateblock->state.ps_consts_i[i * 4 + 1];
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args->loop_ctrl[i][2] = stateblock->pixelShaderConstantI[i * 4 + 2];
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args->loop_ctrl[i][2] = stateblock->state.ps_consts_i[i * 4 + 2];
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}
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}
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}
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}
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}
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}
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@ -3653,7 +3653,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
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if (!srcData || start >= MAX_CONST_B) return WINED3DERR_INVALIDCALL;
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if (!srcData || start >= MAX_CONST_B) return WINED3DERR_INVALIDCALL;
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memcpy(&This->updateStateBlock->pixelShaderConstantB[start], srcData, cnt * sizeof(BOOL));
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memcpy(&This->updateStateBlock->state.ps_consts_b[start], srcData, cnt * sizeof(BOOL));
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for (i = 0; i < cnt; i++)
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for (i = 0; i < cnt; i++)
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TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
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TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
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@ -3681,7 +3681,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(
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if (!dstData || cnt < 0)
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if (!dstData || cnt < 0)
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return WINED3DERR_INVALIDCALL;
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return WINED3DERR_INVALIDCALL;
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memcpy(dstData, &This->stateBlock->pixelShaderConstantB[start], cnt * sizeof(BOOL));
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memcpy(dstData, &This->stateBlock->state.ps_consts_b[start], cnt * sizeof(BOOL));
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return WINED3D_OK;
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return WINED3D_OK;
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}
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}
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@ -3699,7 +3699,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
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if (!srcData || start >= MAX_CONST_I) return WINED3DERR_INVALIDCALL;
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if (!srcData || start >= MAX_CONST_I) return WINED3DERR_INVALIDCALL;
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memcpy(&This->updateStateBlock->pixelShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
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memcpy(&This->updateStateBlock->state.ps_consts_i[start * 4], srcData, cnt * sizeof(int) * 4);
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for (i = 0; i < cnt; i++)
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for (i = 0; i < cnt; i++)
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TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
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TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
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srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
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srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
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@ -3728,7 +3728,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(
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if (!dstData || cnt < 0)
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if (!dstData || cnt < 0)
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return WINED3DERR_INVALIDCALL;
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return WINED3DERR_INVALIDCALL;
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memcpy(dstData, &This->stateBlock->pixelShaderConstantI[start * 4], cnt * sizeof(int) * 4);
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memcpy(dstData, &This->stateBlock->state.ps_consts_i[start * 4], cnt * sizeof(int) * 4);
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return WINED3D_OK;
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return WINED3D_OK;
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}
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}
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@ -3748,7 +3748,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
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if (!srcData || start + count > This->d3d_pshader_constantF || start > This->d3d_pshader_constantF)
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if (!srcData || start + count > This->d3d_pshader_constantF || start > This->d3d_pshader_constantF)
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return WINED3DERR_INVALIDCALL;
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return WINED3DERR_INVALIDCALL;
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memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
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memcpy(&This->updateStateBlock->state.ps_consts_f[start * 4], srcData, count * sizeof(float) * 4);
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if(TRACE_ON(d3d)) {
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if(TRACE_ON(d3d)) {
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for (i = 0; i < count; i++)
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for (i = 0; i < count; i++)
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TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
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TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
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@ -3782,7 +3782,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
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if (!dstData || cnt < 0)
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if (!dstData || cnt < 0)
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return WINED3DERR_INVALIDCALL;
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return WINED3DERR_INVALIDCALL;
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memcpy(dstData, &This->stateBlock->pixelShaderConstantF[start * 4], cnt * sizeof(float) * 4);
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memcpy(dstData, &This->stateBlock->state.ps_consts_f[start * 4], cnt * sizeof(float) * 4);
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return WINED3D_OK;
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return WINED3D_OK;
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}
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}
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@ -778,15 +778,15 @@ static void shader_glsl_load_constants(const struct wined3d_context *context,
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IWineD3DBaseShaderImpl *pshader = (IWineD3DBaseShaderImpl *)stateBlock->state.pixel_shader;
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IWineD3DBaseShaderImpl *pshader = (IWineD3DBaseShaderImpl *)stateBlock->state.pixel_shader;
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/* Load DirectX 9 float constants/uniforms for pixel shader */
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/* Load DirectX 9 float constants/uniforms for pixel shader */
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shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
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shader_glsl_load_constantsF(pshader, gl_info, stateBlock->state.ps_consts_f,
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prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
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prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
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/* Load DirectX 9 integer constants/uniforms for pixel shader */
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/* Load DirectX 9 integer constants/uniforms for pixel shader */
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shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->pixelShaderConstantI,
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shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->state.ps_consts_i,
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stateBlock->changed.pixelShaderConstantsI & pshader->baseShader.reg_maps.integer_constants);
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stateBlock->changed.pixelShaderConstantsI & pshader->baseShader.reg_maps.integer_constants);
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/* Load DirectX 9 boolean constants/uniforms for pixel shader */
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/* Load DirectX 9 boolean constants/uniforms for pixel shader */
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shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->pixelShaderConstantB,
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shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->state.ps_consts_b,
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stateBlock->changed.pixelShaderConstantsB & pshader->baseShader.reg_maps.boolean_constants);
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stateBlock->changed.pixelShaderConstantsB & pshader->baseShader.reg_maps.boolean_constants);
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/* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
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/* 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
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IWineD3DDeviceImpl *device = object->device;
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IWineD3DDeviceImpl *device = object->device;
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/* Allocate space for floating point constants */
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/* Allocate space for floating point constants */
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object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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object->state.ps_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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sizeof(float) * device->d3d_pshader_constantF * 4);
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sizeof(float) * device->d3d_pshader_constantF * 4);
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if (!object->pixelShaderConstantF) goto fail;
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if (!object->state.ps_consts_f) goto fail;
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object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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sizeof(BOOL) * device->d3d_pshader_constantF);
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sizeof(BOOL) * device->d3d_pshader_constantF);
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@ -224,7 +224,7 @@ static HRESULT stateblock_allocate_shader_constants(IWineD3DStateBlockImpl *obje
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fail:
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fail:
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ERR("Failed to allocate memory\n");
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ERR("Failed to allocate memory\n");
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HeapFree(GetProcessHeap(), 0, object->pixelShaderConstantF);
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HeapFree(GetProcessHeap(), 0, object->state.ps_consts_f);
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HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
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HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
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HeapFree(GetProcessHeap(), 0, object->state.vs_consts_f);
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HeapFree(GetProcessHeap(), 0, object->state.vs_consts_f);
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HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF);
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HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF);
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@ -528,7 +528,7 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
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HeapFree(GetProcessHeap(), 0, This->state.vs_consts_f);
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HeapFree(GetProcessHeap(), 0, This->state.vs_consts_f);
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HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
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HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
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HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
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HeapFree(GetProcessHeap(), 0, This->state.ps_consts_f);
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HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
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HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
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HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
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HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
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HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
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HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
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@ -670,15 +670,15 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
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TRACE("Setting %p from %p %u to {%.8e, %.8e, %.8e, %.8e}.\n",
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TRACE("Setting %p from %p %u to {%.8e, %.8e, %.8e, %.8e}.\n",
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This, targetStateBlock, idx,
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This, targetStateBlock, idx,
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targetStateBlock->pixelShaderConstantF[idx * 4 + 0],
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targetStateBlock->state.ps_consts_f[idx * 4 + 0],
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targetStateBlock->pixelShaderConstantF[idx * 4 + 1],
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targetStateBlock->state.ps_consts_f[idx * 4 + 1],
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targetStateBlock->pixelShaderConstantF[idx * 4 + 2],
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targetStateBlock->state.ps_consts_f[idx * 4 + 2],
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targetStateBlock->pixelShaderConstantF[idx * 4 + 3]);
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targetStateBlock->state.ps_consts_f[idx * 4 + 3]);
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This->pixelShaderConstantF[idx * 4 + 0] = targetStateBlock->pixelShaderConstantF[idx * 4 + 0];
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This->state.ps_consts_f[idx * 4 + 0] = targetStateBlock->state.ps_consts_f[idx * 4 + 0];
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This->pixelShaderConstantF[idx * 4 + 1] = targetStateBlock->pixelShaderConstantF[idx * 4 + 1];
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This->state.ps_consts_f[idx * 4 + 1] = targetStateBlock->state.ps_consts_f[idx * 4 + 1];
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This->pixelShaderConstantF[idx * 4 + 2] = targetStateBlock->pixelShaderConstantF[idx * 4 + 2];
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This->state.ps_consts_f[idx * 4 + 2] = targetStateBlock->state.ps_consts_f[idx * 4 + 2];
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This->pixelShaderConstantF[idx * 4 + 3] = targetStateBlock->pixelShaderConstantF[idx * 4 + 3];
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This->state.ps_consts_f[idx * 4 + 3] = targetStateBlock->state.ps_consts_f[idx * 4 + 3];
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}
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}
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/* Pixel Shader Integer Constants */
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/* Pixel Shader Integer Constants */
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@ -687,15 +687,15 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
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unsigned int idx = This->contained_ps_consts_i[i];
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unsigned int idx = This->contained_ps_consts_i[i];
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TRACE("Setting %p from %p %u to {%d, %d, %d, %d}.\n",
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TRACE("Setting %p from %p %u to {%d, %d, %d, %d}.\n",
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This, targetStateBlock, idx,
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This, targetStateBlock, idx,
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targetStateBlock->pixelShaderConstantI[idx * 4 + 0],
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targetStateBlock->state.ps_consts_i[idx * 4 + 0],
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targetStateBlock->pixelShaderConstantI[idx * 4 + 1],
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targetStateBlock->state.ps_consts_i[idx * 4 + 1],
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targetStateBlock->pixelShaderConstantI[idx * 4 + 2],
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targetStateBlock->state.ps_consts_i[idx * 4 + 2],
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targetStateBlock->pixelShaderConstantI[idx * 4 + 3]);
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targetStateBlock->state.ps_consts_i[idx * 4 + 3]);
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This->pixelShaderConstantI[idx * 4 + 0] = targetStateBlock->pixelShaderConstantI[idx * 4 + 0];
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This->state.ps_consts_i[idx * 4 + 0] = targetStateBlock->state.ps_consts_i[idx * 4 + 0];
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This->pixelShaderConstantI[idx * 4 + 1] = targetStateBlock->pixelShaderConstantI[idx * 4 + 1];
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This->state.ps_consts_i[idx * 4 + 1] = targetStateBlock->state.ps_consts_i[idx * 4 + 1];
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This->pixelShaderConstantI[idx * 4 + 2] = targetStateBlock->pixelShaderConstantI[idx * 4 + 2];
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This->state.ps_consts_i[idx * 4 + 2] = targetStateBlock->state.ps_consts_i[idx * 4 + 2];
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This->pixelShaderConstantI[idx * 4 + 3] = targetStateBlock->pixelShaderConstantI[idx * 4 + 3];
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This->state.ps_consts_i[idx * 4 + 3] = targetStateBlock->state.ps_consts_i[idx * 4 + 3];
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}
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}
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/* Pixel Shader Boolean Constants */
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/* Pixel Shader Boolean Constants */
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@ -703,9 +703,9 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
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{
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{
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unsigned int idx = This->contained_ps_consts_b[i];
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unsigned int idx = This->contained_ps_consts_b[i];
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TRACE("Setting %p from %p %u to %s.\n", This, targetStateBlock, idx,
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TRACE("Setting %p from %p %u to %s.\n", This, targetStateBlock, idx,
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targetStateBlock->pixelShaderConstantB[idx] ? "TRUE" : "FALSE");
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targetStateBlock->state.ps_consts_b[idx] ? "TRUE" : "FALSE");
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This->pixelShaderConstantB[idx] = targetStateBlock->pixelShaderConstantB[idx];
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This->state.ps_consts_b[idx] = targetStateBlock->state.ps_consts_b[idx];
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}
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}
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/* Others + Render & Texture */
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/* Others + Render & Texture */
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@ -943,17 +943,17 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
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for (i = 0; i < This->num_contained_ps_consts_f; ++i)
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for (i = 0; i < This->num_contained_ps_consts_f; ++i)
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{
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{
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IWineD3DDevice_SetPixelShaderConstantF(device, This->contained_ps_consts_f[i],
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IWineD3DDevice_SetPixelShaderConstantF(device, This->contained_ps_consts_f[i],
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This->pixelShaderConstantF + This->contained_ps_consts_f[i] * 4, 1);
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This->state.ps_consts_f + This->contained_ps_consts_f[i] * 4, 1);
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}
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}
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for (i = 0; i < This->num_contained_ps_consts_i; ++i)
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for (i = 0; i < This->num_contained_ps_consts_i; ++i)
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{
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{
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IWineD3DDevice_SetPixelShaderConstantI(device, This->contained_ps_consts_i[i],
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IWineD3DDevice_SetPixelShaderConstantI(device, This->contained_ps_consts_i[i],
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This->pixelShaderConstantI + This->contained_ps_consts_i[i] * 4, 1);
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This->state.ps_consts_i + This->contained_ps_consts_i[i] * 4, 1);
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}
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}
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for (i = 0; i < This->num_contained_ps_consts_b; ++i)
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for (i = 0; i < This->num_contained_ps_consts_b; ++i)
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{
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{
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IWineD3DDevice_SetPixelShaderConstantB(device, This->contained_ps_consts_b[i],
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IWineD3DDevice_SetPixelShaderConstantB(device, This->contained_ps_consts_b[i],
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This->pixelShaderConstantB + This->contained_ps_consts_b[i], 1);
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This->state.ps_consts_b + This->contained_ps_consts_b[i], 1);
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}
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}
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/* Render */
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/* Render */
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@ -2357,6 +2357,9 @@ struct wined3d_state
|
||||||
float *vs_consts_f;
|
float *vs_consts_f;
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||||||
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||||||
struct IWineD3DPixelShaderImpl *pixel_shader;
|
struct IWineD3DPixelShaderImpl *pixel_shader;
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||||||
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BOOL ps_consts_b[MAX_CONST_B];
|
||||||
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INT ps_consts_i[MAX_CONST_I * 4];
|
||||||
|
float *ps_consts_f;
|
||||||
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|
||||||
IWineD3DBaseTextureImpl *textures[MAX_COMBINED_SAMPLERS];
|
IWineD3DBaseTextureImpl *textures[MAX_COMBINED_SAMPLERS];
|
||||||
DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
|
DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
|
||||||
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@ -2408,11 +2411,6 @@ struct IWineD3DStateBlockImpl
|
||||||
double clipplane[MAX_CLIPPLANES][4];
|
double clipplane[MAX_CLIPPLANES][4];
|
||||||
WINED3DCLIPSTATUS clip_status;
|
WINED3DCLIPSTATUS clip_status;
|
||||||
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|
||||||
/* Pixel Shader Constants */
|
|
||||||
BOOL pixelShaderConstantB[MAX_CONST_B];
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|
||||||
INT pixelShaderConstantI[MAX_CONST_I * 4];
|
|
||||||
float *pixelShaderConstantF;
|
|
||||||
|
|
||||||
/* Contained state management */
|
/* Contained state management */
|
||||||
DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
|
DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
|
||||||
unsigned int num_contained_render_states;
|
unsigned int num_contained_render_states;
|
||||||
|
|
Loading…
Reference in New Issue