Commit 96d7437a authored by Zebediah Figura's avatar Zebediah Figura Committed by Alexandre Julliard

wined3d: Store vertex shader integer constants in the wined3d_stateblock_state structure.

parent 4de2da1d
......@@ -2445,23 +2445,24 @@ HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
if (count > WINED3D_MAX_CONSTS_I - start_idx)
count = WINED3D_MAX_CONSTS_I - start_idx;
memcpy(&device->update_state->vs_consts_i[start_idx], constants, count * sizeof(*constants));
if (TRACE_ON(d3d))
{
for (i = 0; i < count; ++i)
TRACE("Set ivec4 constant %u to %s.\n", start_idx + i, debug_ivec4(&constants[i]));
}
memcpy(&device->update_stateblock_state->vs_consts_i[start_idx], constants, count * sizeof(*constants));
if (device->recording)
{
for (i = start_idx; i < count + start_idx; ++i)
device->recording->changed.vertexShaderConstantsI |= (1u << i);
return WINED3D_OK;
}
else
memcpy(&device->state.vs_consts_i[start_idx], constants, count * sizeof(*constants));
if (TRACE_ON(d3d))
{
wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_I, start_idx, count, constants);
for (i = 0; i < count; ++i)
TRACE("Set ivec4 constant %u to %s.\n", start_idx + i, debug_ivec4(&constants[i]));
}
wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_I, start_idx, count, constants);
return WINED3D_OK;
}
......
......@@ -716,9 +716,9 @@ void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
{
unsigned int idx = stateblock->contained_vs_consts_i[i];
TRACE("Setting vs_consts[%u] to %s.\n", idx, debug_ivec4(&src_state->vs_consts_i[idx]));
TRACE("Setting vs_consts_i[%u] to %s.\n", idx, debug_ivec4(&state->vs_consts_i[idx]));
stateblock->state.vs_consts_i[idx] = src_state->vs_consts_i[idx];
stateblock->stateblock_state.vs_consts_i[idx] = state->vs_consts_i[idx];
}
/* Vertex shader boolean constants. */
......@@ -1014,8 +1014,9 @@ void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
}
for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
{
state->vs_consts_i[i] = stateblock->stateblock_state.vs_consts_i[i];
wined3d_device_set_vs_consts_i(device, stateblock->contained_vs_consts_i[i],
1, &stateblock->state.vs_consts_i[stateblock->contained_vs_consts_i[i]]);
1, &stateblock->stateblock_state.vs_consts_i[stateblock->contained_vs_consts_i[i]]);
}
for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
{
......
......@@ -2972,6 +2972,7 @@ struct wined3d_stateblock_state
{
struct wined3d_shader *vs;
struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
struct wined3d_ivec4 vs_consts_i[WINED3D_MAX_CONSTS_I];
};
struct wined3d_device
......
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