wined3d: Store pixel shader integer constants as wined3d_ivec4 structures.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2016-05-17 14:01:49 +02:00 committed by Alexandre Julliard
parent 43c31e68be
commit e71a360fcd
5 changed files with 14 additions and 20 deletions

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@ -595,9 +595,9 @@ static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *g
if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
{
float val[4];
val[0] = (float)state->ps_consts_i[4 * i];
val[1] = (float)state->ps_consts_i[4 * i + 1];
val[2] = (float)state->ps_consts_i[4 * i + 2];
val[0] = (float)state->ps_consts_i[i].x;
val[1] = (float)state->ps_consts_i[i].y;
val[2] = (float)state->ps_consts_i[i].z;
val[3] = -1.0f;
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
@ -4598,9 +4598,9 @@ static void find_arb_ps_compile_args(const struct wined3d_state *state,
}
else
{
args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
args->loop_ctrl[i][0] = state->ps_consts_i[i].x;
args->loop_ctrl[i][1] = state->ps_consts_i[i].y;
args->loop_ctrl[i][2] = state->ps_consts_i[i].z;
}
}
}

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@ -2657,7 +2657,7 @@ HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
if (!constants || start_register >= WINED3D_MAX_CONSTS_I)
return WINED3DERR_INVALIDCALL;
memcpy(&device->update_state->ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
memcpy(&device->update_state->ps_consts_i[start_register], constants, count * sizeof(int) * 4);
for (i = 0; i < count; ++i)
TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
constants[i * 4], constants[i * 4 + 1],
@ -2687,7 +2687,7 @@ HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device
if (!constants || start_register >= WINED3D_MAX_CONSTS_I)
return WINED3DERR_INVALIDCALL;
memcpy(constants, &device->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
memcpy(constants, &device->state.ps_consts_i[start_register], count * sizeof(int) * 4);
return WINED3D_OK;
}

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@ -1408,7 +1408,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
prog->ps.uniform_f_locations, &priv->pconst_heap, priv->stack, constant_version);
if (update_mask & WINED3D_SHADER_CONST_PS_I)
shader_glsl_load_constants_i(pshader, gl_info, (const struct wined3d_ivec4 *)state->ps_consts_i,
shader_glsl_load_constants_i(pshader, gl_info, state->ps_consts_i,
prog->ps.uniform_i_locations, pshader->reg_maps.integer_constants);
if (update_mask & WINED3D_SHADER_CONST_PS_B)

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@ -673,16 +673,10 @@ void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
{
unsigned int idx = stateblock->contained_ps_consts_i[i];
TRACE("Setting ps_consts_i[%u] to {%d, %d, %d, %d}.\n", idx,
src_state->ps_consts_i[idx * 4 + 0],
src_state->ps_consts_i[idx * 4 + 1],
src_state->ps_consts_i[idx * 4 + 2],
src_state->ps_consts_i[idx * 4 + 3]);
stateblock->state.ps_consts_i[idx * 4 + 0] = src_state->ps_consts_i[idx * 4 + 0];
stateblock->state.ps_consts_i[idx * 4 + 1] = src_state->ps_consts_i[idx * 4 + 1];
stateblock->state.ps_consts_i[idx * 4 + 2] = src_state->ps_consts_i[idx * 4 + 2];
stateblock->state.ps_consts_i[idx * 4 + 3] = src_state->ps_consts_i[idx * 4 + 3];
TRACE("Setting ps_consts_i[%u] to %s.\n", idx, debug_ivec4(&src_state->ps_consts_i[idx]));
stateblock->state.ps_consts_i[idx] = src_state->ps_consts_i[idx];
}
/* Pixel shader boolean constants. */
@ -934,7 +928,7 @@ void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
{
wined3d_device_set_ps_consts_i(device, stateblock->contained_ps_consts_i[i],
stateblock->state.ps_consts_i + stateblock->contained_ps_consts_i[i] * 4, 1);
&stateblock->state.ps_consts_i[stateblock->contained_ps_consts_i[i]].x, 1);
}
for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
{

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@ -2217,7 +2217,7 @@ struct wined3d_state
struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
BOOL ps_consts_b[MAX_CONST_B];
INT ps_consts_i[WINED3D_MAX_CONSTS_I * 4];
struct wined3d_ivec4 ps_consts_i[WINED3D_MAX_CONSTS_I];
struct wined3d_vec4 ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];