wined3d: Track shader constants in the shader backend.
This commit is contained in:
parent
a14dab4937
commit
d099dde7a9
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@ -226,6 +226,28 @@ static void shader_arb_load_constants(
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}
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}
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static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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/* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
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* context. On a context switch the old context will be fully dirtified */
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memset(This->activeContext->vshader_const_dirty + start, 1,
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sizeof(*This->activeContext->vshader_const_dirty) * count);
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This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count + 1);
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}
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static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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/* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
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* context. On a context switch the old context will be fully dirtified */
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memset(This->activeContext->pshader_const_dirty + start, 1,
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sizeof(*This->activeContext->pshader_const_dirty) * count);
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This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count + 1);
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}
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/* Generate the variable & register declarations for the ARB_vertex_program output target */
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static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
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SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info)
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@ -2175,6 +2197,8 @@ const shader_backend_t arb_program_shader_backend = {
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shader_arb_select,
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shader_arb_select_depth_blt,
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shader_arb_deselect_depth_blt,
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shader_arb_update_float_vertex_constants,
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shader_arb_update_float_pixel_constants,
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shader_arb_load_constants,
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shader_arb_color_correction,
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shader_arb_destroy,
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@ -1122,6 +1122,8 @@ static const SHADER_HANDLER shader_none_instruction_handler_table[WINED3DSIH_TAB
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static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
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static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {}
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static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
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static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
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static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
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static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
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static void shader_none_color_correction(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup) {}
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static void shader_none_destroy(IWineD3DBaseShader *iface) {}
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@ -1169,6 +1171,8 @@ const shader_backend_t none_shader_backend = {
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shader_none_select,
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shader_none_select_depth_blt,
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shader_none_deselect_depth_blt,
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shader_none_update_float_vertex_constants,
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shader_none_update_float_pixel_constants,
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shader_none_load_constants,
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shader_none_color_correction,
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shader_none_destroy,
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@ -3593,61 +3593,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
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if (!This->isRecordingState)
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{
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for (i = start; i < count + start; ++i)
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{
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if (!This->stateBlock->changed.vertexShaderConstantsF[i])
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{
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constants_entry *ptr = LIST_ENTRY(list_head(&This->stateBlock->set_vconstantsF),
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constants_entry, entry);
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if (!ptr || ptr->count >= sizeof(ptr->idx) / sizeof(*ptr->idx))
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{
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ptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(constants_entry));
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list_add_head(&This->stateBlock->set_vconstantsF, &ptr->entry);
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}
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ptr->idx[ptr->count++] = i;
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}
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}
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
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}
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memset(This->updateStateBlock->changed.vertexShaderConstantsF + start, 1,
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sizeof(*This->updateStateBlock->changed.vertexShaderConstantsF) * count);
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF_DirtyConst(
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IWineD3DDevice *iface,
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UINT start,
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CONST float *srcData,
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UINT count) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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UINT i;
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TRACE("(iface %p, srcData %p, start %d, count %d)\n",
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iface, srcData, start, count);
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/* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
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if (srcData == NULL || start + count > GL_LIMITS(vshader_constantsF) || start > GL_LIMITS(vshader_constantsF))
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return WINED3DERR_INVALIDCALL;
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memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
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if(TRACE_ON(d3d)) {
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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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srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
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}
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if (!This->isRecordingState)
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{
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/* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
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* context. On a context switch the old context will be fully dirtified */
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memset(This->activeContext->vshader_const_dirty + start, 1,
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sizeof(*This->activeContext->vshader_const_dirty) * count);
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This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start+count+1);
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This->shader_backend->shader_update_float_vertex_constants(iface, start, count);
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
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}
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@ -4040,61 +3986,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
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if (!This->isRecordingState)
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{
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for (i = start; i < count + start; ++i)
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{
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if (!This->stateBlock->changed.pixelShaderConstantsF[i])
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{
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constants_entry *ptr = LIST_ENTRY(list_head(&This->stateBlock->set_pconstantsF),
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constants_entry, entry);
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if (!ptr || ptr->count >= sizeof(ptr->idx) / sizeof(*ptr->idx))
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{
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ptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(constants_entry));
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list_add_head(&This->stateBlock->set_pconstantsF, &ptr->entry);
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}
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ptr->idx[ptr->count++] = i;
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}
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}
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
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}
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memset(This->updateStateBlock->changed.pixelShaderConstantsF + start, 1,
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sizeof(*This->updateStateBlock->changed.pixelShaderConstantsF) * count);
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF_DirtyConst(
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IWineD3DDevice *iface,
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UINT start,
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CONST float *srcData,
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UINT count) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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UINT i;
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TRACE("(iface %p, srcData %p, start %d, count %d)\n",
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iface, srcData, start, count);
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/* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
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if (srcData == NULL || start + count > GL_LIMITS(pshader_constantsF) || start > GL_LIMITS(pshader_constantsF))
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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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if(TRACE_ON(d3d)) {
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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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srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
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}
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if (!This->isRecordingState)
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{
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/* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
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* context. On a context switch the old context will be fully dirtified */
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memset(This->activeContext->pshader_const_dirty + start, 1,
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sizeof(*This->activeContext->pshader_const_dirty) * count);
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This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start+count+1);
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This->shader_backend->shader_update_float_pixel_constants(iface, start, count);
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
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}
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@ -7635,149 +7527,6 @@ const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
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IWineD3DDeviceImpl_EnumResources
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};
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const IWineD3DDeviceVtbl IWineD3DDevice_DirtyConst_Vtbl =
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{
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/*** IUnknown methods ***/
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IWineD3DDeviceImpl_QueryInterface,
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IWineD3DDeviceImpl_AddRef,
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IWineD3DDeviceImpl_Release,
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/*** IWineD3DDevice methods ***/
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IWineD3DDeviceImpl_GetParent,
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/*** Creation methods**/
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IWineD3DDeviceImpl_CreateVertexBuffer,
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IWineD3DDeviceImpl_CreateIndexBuffer,
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IWineD3DDeviceImpl_CreateStateBlock,
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IWineD3DDeviceImpl_CreateSurface,
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IWineD3DDeviceImpl_CreateTexture,
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IWineD3DDeviceImpl_CreateVolumeTexture,
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IWineD3DDeviceImpl_CreateVolume,
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IWineD3DDeviceImpl_CreateCubeTexture,
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IWineD3DDeviceImpl_CreateQuery,
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IWineD3DDeviceImpl_CreateSwapChain,
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IWineD3DDeviceImpl_CreateVertexDeclaration,
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IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF,
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IWineD3DDeviceImpl_CreateVertexShader,
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IWineD3DDeviceImpl_CreatePixelShader,
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IWineD3DDeviceImpl_CreatePalette,
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/*** Odd functions **/
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IWineD3DDeviceImpl_Init3D,
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IWineD3DDeviceImpl_InitGDI,
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IWineD3DDeviceImpl_Uninit3D,
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IWineD3DDeviceImpl_UninitGDI,
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IWineD3DDeviceImpl_SetMultithreaded,
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IWineD3DDeviceImpl_EvictManagedResources,
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IWineD3DDeviceImpl_GetAvailableTextureMem,
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IWineD3DDeviceImpl_GetBackBuffer,
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IWineD3DDeviceImpl_GetCreationParameters,
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IWineD3DDeviceImpl_GetDeviceCaps,
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IWineD3DDeviceImpl_GetDirect3D,
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IWineD3DDeviceImpl_GetDisplayMode,
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IWineD3DDeviceImpl_SetDisplayMode,
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IWineD3DDeviceImpl_GetNumberOfSwapChains,
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IWineD3DDeviceImpl_GetRasterStatus,
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IWineD3DDeviceImpl_GetSwapChain,
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IWineD3DDeviceImpl_Reset,
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IWineD3DDeviceImpl_SetDialogBoxMode,
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IWineD3DDeviceImpl_SetCursorProperties,
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IWineD3DDeviceImpl_SetCursorPosition,
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IWineD3DDeviceImpl_ShowCursor,
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IWineD3DDeviceImpl_TestCooperativeLevel,
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/*** Getters and setters **/
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IWineD3DDeviceImpl_SetClipPlane,
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IWineD3DDeviceImpl_GetClipPlane,
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IWineD3DDeviceImpl_SetClipStatus,
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IWineD3DDeviceImpl_GetClipStatus,
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IWineD3DDeviceImpl_SetCurrentTexturePalette,
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IWineD3DDeviceImpl_GetCurrentTexturePalette,
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IWineD3DDeviceImpl_SetDepthStencilSurface,
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IWineD3DDeviceImpl_GetDepthStencilSurface,
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IWineD3DDeviceImpl_SetGammaRamp,
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IWineD3DDeviceImpl_GetGammaRamp,
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IWineD3DDeviceImpl_SetIndices,
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IWineD3DDeviceImpl_GetIndices,
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IWineD3DDeviceImpl_SetBaseVertexIndex,
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IWineD3DDeviceImpl_GetBaseVertexIndex,
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IWineD3DDeviceImpl_SetLight,
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IWineD3DDeviceImpl_GetLight,
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IWineD3DDeviceImpl_SetLightEnable,
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IWineD3DDeviceImpl_GetLightEnable,
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IWineD3DDeviceImpl_SetMaterial,
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IWineD3DDeviceImpl_GetMaterial,
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IWineD3DDeviceImpl_SetNPatchMode,
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IWineD3DDeviceImpl_GetNPatchMode,
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IWineD3DDeviceImpl_SetPaletteEntries,
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IWineD3DDeviceImpl_GetPaletteEntries,
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IWineD3DDeviceImpl_SetPixelShader,
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IWineD3DDeviceImpl_GetPixelShader,
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IWineD3DDeviceImpl_SetPixelShaderConstantB,
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IWineD3DDeviceImpl_GetPixelShaderConstantB,
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IWineD3DDeviceImpl_SetPixelShaderConstantI,
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IWineD3DDeviceImpl_GetPixelShaderConstantI,
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IWineD3DDeviceImpl_SetPixelShaderConstantF_DirtyConst,
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IWineD3DDeviceImpl_GetPixelShaderConstantF,
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IWineD3DDeviceImpl_SetRenderState,
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IWineD3DDeviceImpl_GetRenderState,
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IWineD3DDeviceImpl_SetRenderTarget,
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IWineD3DDeviceImpl_GetRenderTarget,
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IWineD3DDeviceImpl_SetFrontBackBuffers,
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IWineD3DDeviceImpl_SetSamplerState,
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IWineD3DDeviceImpl_GetSamplerState,
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IWineD3DDeviceImpl_SetScissorRect,
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IWineD3DDeviceImpl_GetScissorRect,
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IWineD3DDeviceImpl_SetSoftwareVertexProcessing,
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IWineD3DDeviceImpl_GetSoftwareVertexProcessing,
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IWineD3DDeviceImpl_SetStreamSource,
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IWineD3DDeviceImpl_GetStreamSource,
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IWineD3DDeviceImpl_SetStreamSourceFreq,
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IWineD3DDeviceImpl_GetStreamSourceFreq,
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IWineD3DDeviceImpl_SetTexture,
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IWineD3DDeviceImpl_GetTexture,
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IWineD3DDeviceImpl_SetTextureStageState,
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IWineD3DDeviceImpl_GetTextureStageState,
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IWineD3DDeviceImpl_SetTransform,
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IWineD3DDeviceImpl_GetTransform,
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IWineD3DDeviceImpl_SetVertexDeclaration,
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IWineD3DDeviceImpl_GetVertexDeclaration,
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IWineD3DDeviceImpl_SetVertexShader,
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IWineD3DDeviceImpl_GetVertexShader,
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IWineD3DDeviceImpl_SetVertexShaderConstantB,
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IWineD3DDeviceImpl_GetVertexShaderConstantB,
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IWineD3DDeviceImpl_SetVertexShaderConstantI,
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IWineD3DDeviceImpl_GetVertexShaderConstantI,
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IWineD3DDeviceImpl_SetVertexShaderConstantF_DirtyConst,
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IWineD3DDeviceImpl_GetVertexShaderConstantF,
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IWineD3DDeviceImpl_SetViewport,
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IWineD3DDeviceImpl_GetViewport,
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IWineD3DDeviceImpl_MultiplyTransform,
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IWineD3DDeviceImpl_ValidateDevice,
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IWineD3DDeviceImpl_ProcessVertices,
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/*** State block ***/
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IWineD3DDeviceImpl_BeginStateBlock,
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IWineD3DDeviceImpl_EndStateBlock,
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/*** Scene management ***/
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IWineD3DDeviceImpl_BeginScene,
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IWineD3DDeviceImpl_EndScene,
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IWineD3DDeviceImpl_Present,
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IWineD3DDeviceImpl_Clear,
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/*** Drawing ***/
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IWineD3DDeviceImpl_DrawPrimitive,
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IWineD3DDeviceImpl_DrawIndexedPrimitive,
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IWineD3DDeviceImpl_DrawPrimitiveUP,
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IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
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IWineD3DDeviceImpl_DrawPrimitiveStrided,
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IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided,
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IWineD3DDeviceImpl_DrawRectPatch,
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IWineD3DDeviceImpl_DrawTriPatch,
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IWineD3DDeviceImpl_DeletePatch,
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IWineD3DDeviceImpl_ColorFill,
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IWineD3DDeviceImpl_UpdateTexture,
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IWineD3DDeviceImpl_UpdateSurface,
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IWineD3DDeviceImpl_GetFrontBufferData,
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/*** object tracking ***/
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IWineD3DDeviceImpl_ResourceReleased,
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IWineD3DDeviceImpl_EnumResources
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};
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const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
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WINED3DRS_ALPHABLENDENABLE ,
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WINED3DRS_ALPHAFUNC ,
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@ -3687,14 +3687,6 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
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object->blitter = select_blit_implementation(Adapter, DeviceType);
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/* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
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* model can deal with that. It is essentially the same, just with adjusted
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* Set*ShaderConstantF implementations
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*/
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if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
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object->lpVtbl = &IWineD3DDevice_DirtyConst_Vtbl;
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}
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/* set the state of the device to valid */
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object->state = WINED3D_OK;
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@ -498,6 +498,50 @@ static void shader_glsl_load_constants(
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}
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}
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static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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UINT i;
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for (i = start; i < count + start; ++i)
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{
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if (!This->stateBlock->changed.vertexShaderConstantsF[i])
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{
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constants_entry *ptr = LIST_ENTRY(list_head(&This->stateBlock->set_vconstantsF),
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constants_entry, entry);
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if (!ptr || ptr->count >= sizeof(ptr->idx) / sizeof(*ptr->idx))
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{
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ptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(constants_entry));
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list_add_head(&This->stateBlock->set_vconstantsF, &ptr->entry);
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}
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ptr->idx[ptr->count++] = i;
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}
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}
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}
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static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
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{
|
||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
UINT i;
|
||||
|
||||
for (i = start; i < count + start; ++i)
|
||||
{
|
||||
if (!This->stateBlock->changed.pixelShaderConstantsF[i])
|
||||
{
|
||||
constants_entry *ptr = LIST_ENTRY(list_head(&This->stateBlock->set_pconstantsF),
|
||||
constants_entry, entry);
|
||||
|
||||
if (!ptr || ptr->count >= sizeof(ptr->idx) / sizeof(*ptr->idx))
|
||||
{
|
||||
ptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(constants_entry));
|
||||
list_add_head(&This->stateBlock->set_pconstantsF, &ptr->entry);
|
||||
}
|
||||
ptr->idx[ptr->count++] = i;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** Generate the variable & register declarations for the GLSL output target */
|
||||
static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
|
||||
SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info)
|
||||
|
@ -3866,6 +3910,8 @@ const shader_backend_t glsl_shader_backend = {
|
|||
shader_glsl_select,
|
||||
shader_glsl_select_depth_blt,
|
||||
shader_glsl_deselect_depth_blt,
|
||||
shader_glsl_update_float_vertex_constants,
|
||||
shader_glsl_update_float_pixel_constants,
|
||||
shader_glsl_load_constants,
|
||||
shader_glsl_color_correction,
|
||||
shader_glsl_destroy,
|
||||
|
|
|
@ -432,6 +432,8 @@ typedef struct {
|
|||
void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
|
||||
void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
|
||||
void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
|
||||
void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
|
||||
void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
|
||||
void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
|
||||
void (*shader_color_correction)(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup);
|
||||
void (*shader_destroy)(IWineD3DBaseShader *iface);
|
||||
|
@ -1146,7 +1148,7 @@ struct IWineD3DDeviceImpl
|
|||
struct WineD3DRectPatch *currentPatch;
|
||||
};
|
||||
|
||||
extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
|
||||
extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
|
||||
|
||||
HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
|
||||
CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
|
||||
|
|
Loading…
Reference in New Issue