Commit 4de2da1d authored by Zebediah Figura's avatar Zebediah Figura Committed by Alexandre Julliard

wined3d: Store vertex shader floating point constants in the wined3d_stateblock_state structure.

parent f2e7906d
......@@ -2493,17 +2493,21 @@ HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
|| count > d3d_info->limits.vs_uniform_count - start_idx)
return WINED3DERR_INVALIDCALL;
memcpy(&device->update_state->vs_consts_f[start_idx], constants, count * sizeof(*constants));
memcpy(&device->update_stateblock_state->vs_consts_f[start_idx], constants, count * sizeof(*constants));
if (device->recording)
{
memset(&device->recording->changed.vs_consts_f[start_idx], 1,
count * sizeof(*device->recording->changed.vs_consts_f));
return WINED3D_OK;
}
memcpy(&device->state.vs_consts_f[start_idx], constants, count * sizeof(*constants));
if (TRACE_ON(d3d))
{
for (i = 0; i < count; ++i)
TRACE("Set vec4 constant %u to %s.\n", start_idx + i, debug_vec4(&constants[i]));
}
if (device->recording)
memset(&device->recording->changed.vs_consts_f[start_idx], 1,
count * sizeof(*device->recording->changed.vs_consts_f));
else
wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_F, start_idx, count, constants);
return WINED3D_OK;
......
......@@ -706,9 +706,9 @@ void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
{
unsigned int idx = stateblock->contained_vs_consts_f[i];
TRACE("Setting vs_consts_f[%u] to %s.\n", idx, debug_vec4(&src_state->vs_consts_f[idx]));
TRACE("Setting vs_consts_f[%u] to %s.\n", idx, debug_vec4(&state->vs_consts_f[idx]));
stateblock->state.vs_consts_f[idx] = src_state->vs_consts_f[idx];
stateblock->stateblock_state.vs_consts_f[idx] = state->vs_consts_f[idx];
}
/* Vertex shader integer constants. */
......@@ -1008,8 +1008,9 @@ void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
/* Vertex Shader Constants. */
for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
{
state->vs_consts_f[i] = stateblock->stateblock_state.vs_consts_f[i];
wined3d_device_set_vs_consts_f(device, stateblock->contained_vs_consts_f[i],
1, &stateblock->state.vs_consts_f[stateblock->contained_vs_consts_f[i]]);
1, &stateblock->stateblock_state.vs_consts_f[stateblock->contained_vs_consts_f[i]]);
}
for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
{
......
......@@ -2971,6 +2971,7 @@ struct wined3d_dummy_textures
struct wined3d_stateblock_state
{
struct wined3d_shader *vs;
struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
};
struct wined3d_device
......
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