wined3d: Make the "luminanceparams" shader_reg_maps member a bitmap.
This commit is contained in:
parent
95bb4c0486
commit
f7918b978f
|
@ -3384,7 +3384,7 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This, struct
|
|||
i, compiled->bumpenvmatconst[cur].const_num);
|
||||
compiled->numbumpenvmatconsts = cur + 1;
|
||||
|
||||
if(!reg_maps->luminanceparams[i]) continue;
|
||||
if (!(reg_maps->luminanceparams & (1 << i))) continue;
|
||||
|
||||
compiled->luminanceconst[cur].const_num = next_local++;
|
||||
shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
|
||||
|
@ -5262,8 +5262,9 @@ static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock
|
|||
|
||||
if (use_ps(stateblock))
|
||||
{
|
||||
if(stage != 0 &&
|
||||
((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
|
||||
if (stage != 0
|
||||
&& (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.luminanceparams & (1 << stage)))
|
||||
{
|
||||
/* The pixel shader has to know the luminance offset. Do a constants update if it
|
||||
* isn't scheduled anyway
|
||||
*/
|
||||
|
|
|
@ -689,7 +689,7 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3
|
|||
reg_maps->bumpmat |= 1 << dst_param.reg.idx;
|
||||
if (ins.handler_idx == WINED3DSIH_TEXBEML)
|
||||
{
|
||||
reg_maps->luminanceparams[sampler_code] = TRUE;
|
||||
reg_maps->luminanceparams |= 1 << dst_param.reg.idx;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -905,7 +905,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
|
|||
|
||||
shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
|
||||
|
||||
if (reg_maps->luminanceparams[i])
|
||||
if (reg_maps->luminanceparams & (1 << i))
|
||||
{
|
||||
shader_addline(buffer, "uniform float luminancescale%d;\n", i);
|
||||
shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
|
||||
|
|
|
@ -3368,8 +3368,9 @@ static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, s
|
|||
{
|
||||
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
|
||||
|
||||
if(stateblock->pixelShader && stage != 0 &&
|
||||
((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
|
||||
if (stateblock->pixelShader && stage != 0
|
||||
&& (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.luminanceparams & (1 << stage)))
|
||||
{
|
||||
/* The pixel shader has to know the luminance scale. Do a constants update if it
|
||||
* isn't scheduled anyway
|
||||
*/
|
||||
|
|
|
@ -643,7 +643,7 @@ typedef struct shader_reg_maps
|
|||
|
||||
WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
|
||||
BYTE bumpmat; /* MAX_TEXTURES, 8 */
|
||||
BOOL luminanceparams[MAX_TEXTURES];
|
||||
BYTE luminanceparams; /* MAX_TEXTURES, 8 */
|
||||
|
||||
WORD usesnrm : 1;
|
||||
WORD vpos : 1;
|
||||
|
|
Loading…
Reference in New Issue