wined3d: Const correctness fixes for glsl_shader.c.

This commit is contained in:
Henri Verbeet 2008-11-25 14:36:09 +01:00 committed by Alexandre Julliard
parent d8f6e63541
commit fecfddfb3a
2 changed files with 77 additions and 86 deletions

View File

@ -56,7 +56,7 @@ typedef struct {
/* GLSL shader private data */
struct shader_glsl_priv {
struct hash_table_t *glsl_program_lookup;
struct glsl_shader_prog_link *glsl_program;
const struct glsl_shader_prog_link *glsl_program;
GLhandleARB depth_blt_program[tex_type_count];
};
@ -88,7 +88,8 @@ typedef struct {
/** Prints the GLSL info log which will contain error messages if they exist */
static void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) {
static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
{
int infologLength = 0;
char *infoLog;
int i;
@ -140,11 +141,8 @@ static void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) {
/**
* Loads (pixel shader) samplers
*/
static void shader_glsl_load_psamplers(
WineD3D_GL_Info *gl_info,
IWineD3DStateBlock* iface,
GLhandleARB programId) {
static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, IWineD3DStateBlock *iface, GLhandleARB programId)
{
IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
GLhandleARB name_loc;
int i;
@ -166,7 +164,8 @@ static void shader_glsl_load_psamplers(
}
}
static void shader_glsl_load_vsamplers(WineD3D_GL_Info *gl_info, IWineD3DStateBlock* iface, GLhandleARB programId) {
static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, IWineD3DStateBlock *iface, GLhandleARB programId)
{
IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
GLhandleARB name_loc;
char sampler_name[20];
@ -192,14 +191,15 @@ static void shader_glsl_load_vsamplers(WineD3D_GL_Info *gl_info, IWineD3DStateBl
* Loads floating point constants (aka uniforms) into the currently set GLSL program.
* When constant_list == NULL, it will load all the constants.
*/
static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info,
unsigned int max_constants, float* constants, GLhandleARB *constant_locations,
struct list *constant_list) {
constants_entry *constant;
local_constant* lconst;
static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
unsigned int max_constants, const float *constants, const GLhandleARB *constant_locations,
const struct list *constant_list)
{
const constants_entry *constant;
const local_constant *lconst;
GLhandleARB tmp_loc;
DWORD i, j, k;
DWORD *idx;
const DWORD *idx;
if (TRACE_ON(d3d_shader)) {
LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
@ -274,7 +274,7 @@ static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
tmp_loc = constant_locations[lconst->idx];
if (tmp_loc != -1) {
GLfloat* values = (GLfloat*)lconst->value;
const GLfloat *values = (const GLfloat *)lconst->value;
TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
values[0], values[1], values[2], values[3]);
}
@ -285,7 +285,7 @@ static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL
tmp_loc = constant_locations[lconst->idx];
if (tmp_loc != -1) {
/* We found this uniform name in the program - go ahead and send the data */
GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, (GLfloat*)lconst->value));
GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, (const GLfloat *)lconst->value));
}
}
checkGLcall("glUniform4fvARB()");
@ -295,15 +295,10 @@ static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL
* Loads integer constants (aka uniforms) into the currently set GLSL program.
* When @constants_set == NULL, it will load all the constants.
*/
static void shader_glsl_load_constantsI(
IWineD3DBaseShaderImpl* This,
WineD3D_GL_Info *gl_info,
GLhandleARB programId,
GLhandleARB locations[MAX_CONST_I],
unsigned max_constants,
int* constants,
BOOL* constants_set) {
static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
GLhandleARB programId, const GLhandleARB locations[MAX_CONST_I], unsigned int max_constants,
const int *constants, const BOOL *constants_set)
{
int i;
struct list* ptr;
@ -322,9 +317,9 @@ static void shader_glsl_load_constantsI(
/* Load immediate constants */
ptr = list_head(&This->baseShader.constantsI);
while (ptr) {
local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
unsigned int idx = lconst->idx;
GLint* values = (GLint*) lconst->value;
const GLint *values = (const GLint *)lconst->value;
TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
values[0], values[1], values[2], values[3]);
@ -340,14 +335,9 @@ static void shader_glsl_load_constantsI(
* Loads boolean constants (aka uniforms) into the currently set GLSL program.
* When @constants_set == NULL, it will load all the constants.
*/
static void shader_glsl_load_constantsB(
IWineD3DBaseShaderImpl* This,
WineD3D_GL_Info *gl_info,
GLhandleARB programId,
unsigned max_constants,
BOOL* constants,
BOOL* constants_set) {
static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
GLhandleARB programId, unsigned int max_constants, const BOOL *constants, const BOOL *constants_set)
{
GLhandleARB tmp_loc;
int i;
char tmp_name[8];
@ -375,9 +365,9 @@ static void shader_glsl_load_constantsB(
/* Load immediate constants */
ptr = list_head(&This->baseShader.constantsB);
while (ptr) {
local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
unsigned int idx = lconst->idx;
GLint* values = (GLint*) lconst->value;
const GLint *values = (const GLint *)lconst->value;
TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
@ -403,14 +393,14 @@ static void shader_glsl_load_constants(
char useVertexShader) {
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
struct shader_glsl_priv *priv = (struct shader_glsl_priv *)deviceImpl->shader_priv;
const struct shader_glsl_priv *priv = (struct shader_glsl_priv *)deviceImpl->shader_priv;
IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
GLhandleARB *constant_locations;
struct list *constant_list;
const GLhandleARB *constant_locations;
const struct list *constant_list;
GLhandleARB programId;
struct glsl_shader_prog_link *prog = priv->glsl_program;
const struct glsl_shader_prog_link *prog = priv->glsl_program;
unsigned int i;
if (!prog) {
@ -474,7 +464,7 @@ static void shader_glsl_load_constants(
IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pshader;
int stage = ps->luminanceconst[i].texunit;
float *data = (float *) &stateBlock->textureState[(int) ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
const float *data = (const float *)&stateBlock->textureState[(int)ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
checkGLcall("glUniformMatrix2fvARB");
@ -482,8 +472,8 @@ static void shader_glsl_load_constants(
* is set too, so we can check that in the needsbumpmat check
*/
if(ps->baseShader.reg_maps.luminanceparams[stage]) {
GLfloat *scale = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
GLfloat *offset = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
checkGLcall("glUniform1fvARB");
@ -508,17 +498,14 @@ static void shader_glsl_load_constants(
}
/** Generate the variable & register declarations for the GLSL output target */
static void shader_generate_glsl_declarations(
IWineD3DBaseShader *iface,
shader_reg_maps* reg_maps,
SHADER_BUFFER* buffer,
WineD3D_GL_Info* gl_info) {
static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info)
{
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
int i;
unsigned int extra_constants_needed = 0;
local_constant* lconst;
const local_constant *lconst;
/* There are some minor differences between pixel and vertex shaders */
char pshader = shader_is_pshader_version(This->baseShader.hex_version);
@ -825,7 +812,7 @@ static void shader_glsl_get_register_name(const DWORD param, const DWORD addr_to
DWORD regtype = shader_get_regtype(param);
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
char pshader = shader_is_pshader_version(This->baseShader.hex_version);
char tmpStr[150];
@ -1115,8 +1102,8 @@ static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, const SHADER_OPCODE_A
}
/** Process GLSL instruction modifiers */
void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG* arg) {
void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG* arg)
{
DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK;
if (arg->opcode->dst_token && mask != 0) {
@ -1190,7 +1177,7 @@ static void shader_glsl_color_correction(const SHADER_OPCODE_ARG *arg)
{
IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device;
WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
glsl_dst_param_t dst_param;
glsl_dst_param_t dst_param2;
WINED3DFORMAT fmt;
@ -2046,7 +2033,7 @@ static void shader_glsl_loop(const SHADER_OPCODE_ARG *arg)
DWORD regtype = shader_get_regtype(arg->src[1]);
DWORD reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
const DWORD *control_values = NULL;
local_constant *constant;
const local_constant *constant;
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
@ -2803,12 +2790,9 @@ static void pshader_glsl_dp2add(const SHADER_OPCODE_ARG *arg)
}
}
static void pshader_glsl_input_pack(
SHADER_BUFFER* buffer,
semantic* semantics_in,
IWineD3DPixelShader *iface,
enum vertexprocessing_mode vertexprocessing) {
static void pshader_glsl_input_pack(SHADER_BUFFER* buffer, const struct semantic* semantics_in,
IWineD3DPixelShader *iface, enum vertexprocessing_mode vertexprocessing)
{
unsigned int i;
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
@ -2882,7 +2866,9 @@ static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_p
return (struct glsl_shader_prog_link *)hash_table_get(priv->glsl_program_lookup, &key);
}
static void delete_glsl_program_entry(struct shader_glsl_priv *priv, WineD3D_GL_Info *gl_info, struct glsl_shader_prog_link *entry) {
static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const WineD3D_GL_Info *gl_info,
struct glsl_shader_prog_link *entry)
{
glsl_program_key_t *key;
key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
@ -2899,7 +2885,9 @@ static void delete_glsl_program_entry(struct shader_glsl_priv *priv, WineD3D_GL_
HeapFree(GetProcessHeap(), 0, entry);
}
static void handle_ps3_input(SHADER_BUFFER *buffer, semantic *semantics_in, semantic *semantics_out, WineD3D_GL_Info *gl_info, DWORD *map) {
static void handle_ps3_input(SHADER_BUFFER *buffer, const struct semantic *semantics_in,
const struct semantic *semantics_out, const WineD3D_GL_Info *gl_info, const DWORD *map)
{
unsigned int i, j;
DWORD usage_token, usage_token_out;
DWORD register_token, register_token_out;
@ -3048,8 +3036,8 @@ static void handle_ps3_input(SHADER_BUFFER *buffer, semantic *semantics_in, sema
}
static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
IWineD3DPixelShader *pixelshader,
WineD3D_GL_Info *gl_info) {
IWineD3DPixelShader *pixelshader, const WineD3D_GL_Info *gl_info)
{
GLhandleARB ret = 0;
IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
@ -3062,7 +3050,7 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs
DWORD register_token;
DWORD usage, usage_idx, writemask;
char reg_mask[6];
semantic *semantics_out, *semantics_in;
const struct semantic *semantics_out, *semantics_in;
buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
buffer.bsize = 0;
@ -3203,14 +3191,16 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs
return ret;
}
static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, WineD3D_GL_Info *gl_info, GLhandleARB programId, char prefix) {
local_constant* lconst;
static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD3D_GL_Info *gl_info,
GLhandleARB programId, char prefix)
{
const local_constant *lconst;
GLuint tmp_loc;
float *value;
const float *value;
char glsl_name[8];
LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
value = (float *) lconst->value;
value = (const float *)lconst->value;
snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
@ -3229,7 +3219,7 @@ static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, WineD3D_GL_
static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
struct glsl_shader_prog_link *entry = NULL;
@ -3409,7 +3399,8 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
}
}
static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info, enum tex_types tex_type) {
static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
{
GLhandleARB program_id;
GLhandleARB vshader_id, pshader_id;
const char *blt_vshader[] = {
@ -3483,7 +3474,7 @@ static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info, enum tex_typ
static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
GLhandleARB program_id = 0;
GLenum old_vertex_color_clamp, current_vertex_color_clamp;
@ -3511,7 +3502,7 @@ static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv;
GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
@ -3528,7 +3519,7 @@ static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types t
static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv;
GLhandleARB program_id;
@ -3541,16 +3532,16 @@ static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
static void shader_glsl_cleanup(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
GL_EXTCALL(glUseProgramObjectARB(0));
}
static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
struct list *linked_programs;
const struct list *linked_programs;
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
struct shader_glsl_priv *priv = (struct shader_glsl_priv *)device->shader_priv;
WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
IWineD3DPixelShaderImpl *ps = NULL;
IWineD3DVertexShaderImpl *vs = NULL;
@ -3642,7 +3633,7 @@ static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
static void shader_glsl_free(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
int i;
@ -3667,10 +3658,10 @@ static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
CONST DWORD *function = This->baseShader.function;
const char *fragcolor;
WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
/* Create the hw GLSL shader object and assign it as the shader->prgId */
GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
@ -3751,9 +3742,9 @@ static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BU
static void shader_glsl_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
CONST DWORD *function = This->baseShader.function;
WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
/* Create the hw GLSL shader program and assign it as the shader->prgId */
GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));

View File

@ -2127,7 +2127,7 @@ extern BOOL vshader_input_is_color(
extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
/* GLSL helper functions */
extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
extern void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG *arg);
/*****************************************************************************
* IDirect3DBaseShader implementation structure