wined3d: Store the special uniforms' locations in the linked program.
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cd1812b473
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@ -353,19 +353,18 @@ void shader_glsl_load_constants(
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GLhandleARB *constant_locations;
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struct list *constant_list;
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GLhandleARB programId;
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GLint pos;
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struct glsl_shader_prog_link *prog = stateBlock->glsl_program;
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if (!stateBlock->glsl_program) {
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if (!prog) {
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/* No GLSL program set - nothing to do. */
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return;
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}
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programId = stateBlock->glsl_program->programId;
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programId = prog->programId;
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if (useVertexShader) {
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IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
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GLint pos;
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constant_locations = stateBlock->glsl_program->vuniformF_locations;
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constant_locations = prog->vuniformF_locations;
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constant_list = &stateBlock->set_vconstantsF;
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/* Load vertex shader samplers */
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@ -386,9 +385,7 @@ void shader_glsl_load_constants(
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stateBlock->changed.vertexShaderConstantsB);
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/* Upload the position fixup params */
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pos = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
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checkGLcall("glGetUniformLocationARB");
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GL_EXTCALL(glUniform4fvARB(pos, 1, &deviceImpl->posFixup[0]));
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GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
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checkGLcall("glUniform4fvARB");
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}
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@ -421,9 +418,7 @@ void shader_glsl_load_constants(
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*/
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if(((IWineD3DPixelShaderImpl *) pshader)->needsbumpmat != -1) {
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float *data = (float *) &stateBlock->textureState[(int) ((IWineD3DPixelShaderImpl *) pshader)->needsbumpmat][WINED3DTSS_BUMPENVMAT00];
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pos = GL_EXTCALL(glGetUniformLocationARB(programId, "bumpenvmat"));
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checkGLcall("glGetUniformLocationARB");
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GL_EXTCALL(glUniformMatrix2fvARB(pos, 1, 0, data));
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GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location, 1, 0, data));
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checkGLcall("glUniformMatrix2fvARB");
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/* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
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@ -434,13 +429,9 @@ void shader_glsl_load_constants(
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GLfloat *scale = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
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GLfloat *offset = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
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pos = GL_EXTCALL(glGetUniformLocationARB(programId, "luminancescale"));
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checkGLcall("glGetUniformLocationARB");
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GL_EXTCALL(glUniform1fvARB(pos, 1, scale));
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GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location, 1, scale));
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checkGLcall("glUniform1fvARB");
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pos = GL_EXTCALL(glGetUniformLocationARB(programId, "luminanceoffset"));
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checkGLcall("glGetUniformLocationARB");
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GL_EXTCALL(glUniform1fvARB(pos, 1, offset));
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GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location, 1, offset));
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checkGLcall("glUniform1fvARB");
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}
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} else if(((IWineD3DPixelShaderImpl *) pshader)->srgb_enabled &&
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@ -462,17 +453,11 @@ void shader_glsl_load_constants(
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mul_low[2] = 1.0; mul_low[3] = 1.0;
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}
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pos = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_comparison"));
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checkGLcall("glGetUniformLocationARB");
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GL_EXTCALL(glUniform4fvARB(pos, 1, comparison));
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pos = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_mul_low"));
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checkGLcall("glGetUniformLocationARB");
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GL_EXTCALL(glUniform4fvARB(pos, 1, mul_low));
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GL_EXTCALL(glUniform4fvARB(prog->srgb_comparison_location, 1, comparison));
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GL_EXTCALL(glUniform4fvARB(prog->srgb_mul_low_location, 1, mul_low));
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}
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if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
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float correction_params[4];
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pos = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
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checkGLcall("glGetUniformLocationARB");
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if(deviceImpl->render_offscreen) {
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correction_params[0] = 0.0;
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correction_params[1] = 1.0;
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@ -481,7 +466,7 @@ void shader_glsl_load_constants(
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correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
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correction_params[1] = -1.0;
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}
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GL_EXTCALL(glUniform4fvARB(pos, 1, correction_params));
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GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
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}
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}
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}
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@ -3056,6 +3041,14 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
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snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
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entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
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}
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entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
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entry->bumpenvmat_location = GL_EXTCALL(glGetUniformLocationARB(programId, "bumpenvmat"));
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entry->luminancescale_location = GL_EXTCALL(glGetUniformLocationARB(programId, "luminancescale"));
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entry->luminanceoffset_location = GL_EXTCALL(glGetUniformLocationARB(programId, "luminanceoffset"));
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entry->srgb_comparison_location = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_comparison"));
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entry->srgb_mul_low_location = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_mul_low"));
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entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
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}
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static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info) {
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@ -1611,6 +1611,13 @@ struct glsl_shader_prog_link {
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GLhandleARB programId;
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GLhandleARB *vuniformF_locations;
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GLhandleARB *puniformF_locations;
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GLhandleARB posFixup_location;
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GLhandleARB bumpenvmat_location;
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GLhandleARB luminancescale_location;
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GLhandleARB luminanceoffset_location;
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GLhandleARB srgb_comparison_location;
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GLhandleARB srgb_mul_low_location;
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GLhandleARB ycorrection_location;
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GLhandleARB vshader;
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GLhandleARB pshader;
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};
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