Commit 43c31e68 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Store vertex shader integer constants as wined3d_ivec4 structures.

parent 4f1acfeb
...@@ -625,9 +625,9 @@ static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *g ...@@ -625,9 +625,9 @@ static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *g
if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED) if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
{ {
float val[4]; float val[4];
val[0] = (float)state->vs_consts_i[4 * i]; val[0] = (float)state->vs_consts_i[i].x;
val[1] = (float)state->vs_consts_i[4 * i + 1]; val[1] = (float)state->vs_consts_i[i].y;
val[2] = (float)state->vs_consts_i[4 * i + 2]; val[2] = (float)state->vs_consts_i[i].z;
val[3] = -1.0f; val[3] = -1.0f;
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val)); GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
...@@ -4675,9 +4675,9 @@ static void find_arb_vs_compile_args(const struct wined3d_state *state, ...@@ -4675,9 +4675,9 @@ static void find_arb_vs_compile_args(const struct wined3d_state *state,
} }
else else
{ {
args->loop_ctrl[i][0] = state->vs_consts_i[i * 4]; args->loop_ctrl[i][0] = state->vs_consts_i[i].x;
args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1]; args->loop_ctrl[i][1] = state->vs_consts_i[i].y;
args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2]; args->loop_ctrl[i][2] = state->vs_consts_i[i].z;
} }
} }
} }
......
...@@ -2430,7 +2430,7 @@ HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device, ...@@ -2430,7 +2430,7 @@ HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
if (!constants || start_register >= WINED3D_MAX_CONSTS_I) if (!constants || start_register >= WINED3D_MAX_CONSTS_I)
return WINED3DERR_INVALIDCALL; return WINED3DERR_INVALIDCALL;
memcpy(&device->update_state->vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4); memcpy(&device->update_state->vs_consts_i[start_register], constants, count * sizeof(int) * 4);
for (i = 0; i < count; ++i) for (i = 0; i < count; ++i)
TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i, TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
constants[i * 4], constants[i * 4 + 1], constants[i * 4], constants[i * 4 + 1],
...@@ -2460,7 +2460,7 @@ HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device ...@@ -2460,7 +2460,7 @@ HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device
if (!constants || start_register >= WINED3D_MAX_CONSTS_I) if (!constants || start_register >= WINED3D_MAX_CONSTS_I)
return WINED3DERR_INVALIDCALL; return WINED3DERR_INVALIDCALL;
memcpy(constants, &device->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4); memcpy(constants, &device->state.vs_consts_i[start_register], count * sizeof(int) * 4);
return WINED3D_OK; return WINED3D_OK;
} }
......
...@@ -728,8 +728,8 @@ static void shader_glsl_load_constants_f(const struct wined3d_shader *shader, co ...@@ -728,8 +728,8 @@ static void shader_glsl_load_constants_f(const struct wined3d_shader *shader, co
} }
/* Context activation is done by the caller. */ /* Context activation is done by the caller. */
static void shader_glsl_load_constantsI(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info, static void shader_glsl_load_constants_i(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
const GLint locations[WINED3D_MAX_CONSTS_I], const int *constants, WORD constants_set) const struct wined3d_ivec4 *constants, const GLint locations[WINED3D_MAX_CONSTS_I], WORD constants_set)
{ {
unsigned int i; unsigned int i;
struct list* ptr; struct list* ptr;
...@@ -739,7 +739,7 @@ static void shader_glsl_load_constantsI(const struct wined3d_shader *shader, con ...@@ -739,7 +739,7 @@ static void shader_glsl_load_constantsI(const struct wined3d_shader *shader, con
if (!(constants_set & 1)) continue; if (!(constants_set & 1)) continue;
/* We found this uniform name in the program - go ahead and send the data */ /* We found this uniform name in the program - go ahead and send the data */
GL_EXTCALL(glUniform4iv(locations[i], 1, &constants[i * 4])); GL_EXTCALL(glUniform4iv(locations[i], 1, &constants[i].x));
} }
/* Load immediate constants */ /* Load immediate constants */
...@@ -1335,8 +1335,8 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context ...@@ -1335,8 +1335,8 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
prog->vs.uniform_f_locations, &priv->vconst_heap, priv->stack, constant_version); prog->vs.uniform_f_locations, &priv->vconst_heap, priv->stack, constant_version);
if (update_mask & WINED3D_SHADER_CONST_VS_I) if (update_mask & WINED3D_SHADER_CONST_VS_I)
shader_glsl_load_constantsI(vshader, gl_info, prog->vs.uniform_i_locations, state->vs_consts_i, shader_glsl_load_constants_i(vshader, gl_info, state->vs_consts_i,
vshader->reg_maps.integer_constants); prog->vs.uniform_i_locations, vshader->reg_maps.integer_constants);
if (update_mask & WINED3D_SHADER_CONST_VS_B) if (update_mask & WINED3D_SHADER_CONST_VS_B)
shader_glsl_load_constantsB(vshader, gl_info, prog->vs.uniform_b_locations, state->vs_consts_b, shader_glsl_load_constantsB(vshader, gl_info, prog->vs.uniform_b_locations, state->vs_consts_b,
...@@ -1408,8 +1408,8 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context ...@@ -1408,8 +1408,8 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
prog->ps.uniform_f_locations, &priv->pconst_heap, priv->stack, constant_version); prog->ps.uniform_f_locations, &priv->pconst_heap, priv->stack, constant_version);
if (update_mask & WINED3D_SHADER_CONST_PS_I) if (update_mask & WINED3D_SHADER_CONST_PS_I)
shader_glsl_load_constantsI(pshader, gl_info, prog->ps.uniform_i_locations, state->ps_consts_i, shader_glsl_load_constants_i(pshader, gl_info, (const struct wined3d_ivec4 *)state->ps_consts_i,
pshader->reg_maps.integer_constants); prog->ps.uniform_i_locations, pshader->reg_maps.integer_constants);
if (update_mask & WINED3D_SHADER_CONST_PS_B) if (update_mask & WINED3D_SHADER_CONST_PS_B)
shader_glsl_load_constantsB(pshader, gl_info, prog->ps.uniform_b_locations, state->ps_consts_b, shader_glsl_load_constantsB(pshader, gl_info, prog->ps.uniform_b_locations, state->ps_consts_b,
......
...@@ -643,16 +643,9 @@ void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock) ...@@ -643,16 +643,9 @@ void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
{ {
unsigned int idx = stateblock->contained_vs_consts_i[i]; unsigned int idx = stateblock->contained_vs_consts_i[i];
TRACE("Setting vs_consts[%u] to {%d, %d, %d, %d}.\n", idx, TRACE("Setting vs_consts[%u] to %s.\n", idx, debug_ivec4(&src_state->vs_consts_i[idx]));
src_state->vs_consts_i[idx * 4 + 0],
src_state->vs_consts_i[idx * 4 + 1],
src_state->vs_consts_i[idx * 4 + 2],
src_state->vs_consts_i[idx * 4 + 3]);
stateblock->state.vs_consts_i[idx * 4 + 0] = src_state->vs_consts_i[idx * 4 + 0]; stateblock->state.vs_consts_i[idx] = src_state->vs_consts_i[idx];
stateblock->state.vs_consts_i[idx * 4 + 1] = src_state->vs_consts_i[idx * 4 + 1];
stateblock->state.vs_consts_i[idx * 4 + 2] = src_state->vs_consts_i[idx * 4 + 2];
stateblock->state.vs_consts_i[idx * 4 + 3] = src_state->vs_consts_i[idx * 4 + 3];
} }
/* Vertex shader boolean constants. */ /* Vertex shader boolean constants. */
...@@ -919,7 +912,7 @@ void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock) ...@@ -919,7 +912,7 @@ void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i) for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
{ {
wined3d_device_set_vs_consts_i(device, stateblock->contained_vs_consts_i[i], wined3d_device_set_vs_consts_i(device, stateblock->contained_vs_consts_i[i],
stateblock->state.vs_consts_i + stateblock->contained_vs_consts_i[i] * 4, 1); &stateblock->state.vs_consts_i[stateblock->contained_vs_consts_i[i]].x, 1);
} }
for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i) for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
{ {
......
...@@ -3365,6 +3365,14 @@ const char *debug_color(const struct wined3d_color *color) ...@@ -3365,6 +3365,14 @@ const char *debug_color(const struct wined3d_color *color)
color->r, color->g, color->b, color->a); color->r, color->g, color->b, color->a);
} }
const char *debug_ivec4(const struct wined3d_ivec4 *v)
{
if (!v)
return "(null)";
return wine_dbg_sprintf("{%d, %d, %d, %d}",
v->x, v->y, v->z, v->w);
}
const char *debug_vec4(const struct wined3d_vec4 *v) const char *debug_vec4(const struct wined3d_vec4 *v)
{ {
if (!v) if (!v)
......
...@@ -2213,7 +2213,7 @@ struct wined3d_state ...@@ -2213,7 +2213,7 @@ struct wined3d_state
struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS]; struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS];
BOOL vs_consts_b[MAX_CONST_B]; BOOL vs_consts_b[MAX_CONST_B];
INT vs_consts_i[WINED3D_MAX_CONSTS_I * 4]; struct wined3d_ivec4 vs_consts_i[WINED3D_MAX_CONSTS_I];
struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F]; struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
BOOL ps_consts_b[MAX_CONST_B]; BOOL ps_consts_b[MAX_CONST_B];
...@@ -3103,6 +3103,7 @@ const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN; ...@@ -3103,6 +3103,7 @@ const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
const char *debug_fboattachment(GLenum attachment) DECLSPEC_HIDDEN; const char *debug_fboattachment(GLenum attachment) DECLSPEC_HIDDEN;
const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN; const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN; const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
const char *debug_ivec4(const struct wined3d_ivec4 *v) DECLSPEC_HIDDEN;
const char *debug_shader_type(enum wined3d_shader_type shader_type) DECLSPEC_HIDDEN; const char *debug_shader_type(enum wined3d_shader_type shader_type) DECLSPEC_HIDDEN;
const char *debug_vec4(const struct wined3d_vec4 *v) DECLSPEC_HIDDEN; const char *debug_vec4(const struct wined3d_vec4 *v) DECLSPEC_HIDDEN;
void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN; void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
......
...@@ -1505,6 +1505,14 @@ struct wined3d_vec4 ...@@ -1505,6 +1505,14 @@ struct wined3d_vec4
float w; float w;
}; };
struct wined3d_ivec4
{
int x;
int y;
int z;
int w;
};
struct wined3d_matrix struct wined3d_matrix
{ {
float _11, _12, _13, _14; float _11, _12, _13, _14;
......
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