Module: wine Branch: master Commit: 13efdc6a37d3c42d562edbecfb3c2e4d924b7dd7 URL: http://source.winehq.org/git/wine.git/?a=commit;h=13efdc6a37d3c42d562edbecfb...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Sun Nov 13 19:52:26 2011 +0100
wined3d: Introduce a "state" variable in shader_glsl_load_constants().
---
dlls/wined3d/glsl_shader.c | 25 +++++++++++++------------ 1 files changed, 13 insertions(+), 12 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index fc642c9..ff17fcf 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -714,6 +714,7 @@ static void shader_glsl_load_constants(const struct wined3d_context *context, const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_device *device = context->swapchain->device; struct wined3d_stateblock *stateBlock = device->stateBlock; + const struct wined3d_state *state = &stateBlock->state; struct shader_glsl_priv *priv = device->shader_priv; float position_fixup[4];
@@ -731,40 +732,40 @@ static void shader_glsl_load_constants(const struct wined3d_context *context,
if (useVertexShader) { - const struct wined3d_shader *vshader = stateBlock->state.vertex_shader; + const struct wined3d_shader *vshader = state->vertex_shader;
/* Load DirectX 9 float constants/uniforms for vertex shader */ - shader_glsl_load_constantsF(vshader, gl_info, stateBlock->state.vs_consts_f, + shader_glsl_load_constantsF(vshader, gl_info, state->vs_consts_f, prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
/* Load DirectX 9 integer constants/uniforms for vertex shader */ - shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->state.vs_consts_i, + shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, state->vs_consts_i, stateBlock->changed.vertexShaderConstantsI & vshader->reg_maps.integer_constants);
/* Load DirectX 9 boolean constants/uniforms for vertex shader */ - shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->state.vs_consts_b, + shader_glsl_load_constantsB(vshader, gl_info, programId, state->vs_consts_b, stateBlock->changed.vertexShaderConstantsB & vshader->reg_maps.boolean_constants);
/* Upload the position fixup params */ - shader_get_position_fixup(context, &stateBlock->state, position_fixup); + shader_get_position_fixup(context, state, position_fixup); GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, position_fixup)); checkGLcall("glUniform4fvARB"); }
if (usePixelShader) { - const struct wined3d_shader *pshader = stateBlock->state.pixel_shader; + const struct wined3d_shader *pshader = state->pixel_shader;
/* Load DirectX 9 float constants/uniforms for pixel shader */ - shader_glsl_load_constantsF(pshader, gl_info, stateBlock->state.ps_consts_f, + shader_glsl_load_constantsF(pshader, gl_info, state->ps_consts_f, prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
/* Load DirectX 9 integer constants/uniforms for pixel shader */ - shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->state.ps_consts_i, + shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, state->ps_consts_i, stateBlock->changed.pixelShaderConstantsI & pshader->reg_maps.integer_constants);
/* Load DirectX 9 boolean constants/uniforms for pixel shader */ - shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->state.ps_consts_b, + shader_glsl_load_constantsB(pshader, gl_info, programId, state->ps_consts_b, stateBlock->changed.pixelShaderConstantsB & pshader->reg_maps.boolean_constants);
/* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from. @@ -775,7 +776,7 @@ static void shader_glsl_load_constants(const struct wined3d_context *context,
if(prog->bumpenvmat_location[i] == -1) continue;
- data = (const float *)&stateBlock->state.texture_states[i][WINED3DTSS_BUMPENVMAT00]; + data = (const float *)&state->texture_states[i][WINED3DTSS_BUMPENVMAT00]; GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data)); checkGLcall("glUniformMatrix2fvARB");
@@ -784,8 +785,8 @@ static void shader_glsl_load_constants(const struct wined3d_context *context, * needsbumpmat check. */ if (prog->luminancescale_location[i] != -1) { - const GLfloat *scale = (const GLfloat *)&stateBlock->state.texture_states[i][WINED3DTSS_BUMPENVLSCALE]; - const GLfloat *offset = (const GLfloat *)&stateBlock->state.texture_states[i][WINED3DTSS_BUMPENVLOFFSET]; + const GLfloat *scale = (const GLfloat *)&state->texture_states[i][WINED3DTSS_BUMPENVLSCALE]; + const GLfloat *offset = (const GLfloat *)&state->texture_states[i][WINED3DTSS_BUMPENVLOFFSET];
GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale)); checkGLcall("glUniform1fvARB");