Commit b8b12d2d authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Mask set bool/int constants with bool/int constants read.

parent 9db67a59
......@@ -558,18 +558,12 @@ static void shader_glsl_load_constants(
prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
/* Load DirectX 9 integer constants/uniforms for vertex shader */
if (vshader->baseShader.reg_maps.integer_constants)
{
shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations,
stateBlock->vertexShaderConstantI, stateBlock->changed.vertexShaderConstantsI);
}
shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->vertexShaderConstantI,
stateBlock->changed.vertexShaderConstantsI & vshader->baseShader.reg_maps.integer_constants);
/* Load DirectX 9 boolean constants/uniforms for vertex shader */
if (vshader->baseShader.reg_maps.boolean_constants)
{
shader_glsl_load_constantsB(vshader, gl_info, programId,
stateBlock->vertexShaderConstantB, stateBlock->changed.vertexShaderConstantsB);
}
shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->vertexShaderConstantB,
stateBlock->changed.vertexShaderConstantsB & vshader->baseShader.reg_maps.boolean_constants);
/* Upload the position fixup params */
GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
......@@ -585,18 +579,12 @@ static void shader_glsl_load_constants(
prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
/* Load DirectX 9 integer constants/uniforms for pixel shader */
if (pshader->baseShader.reg_maps.integer_constants)
{
shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations,
stateBlock->pixelShaderConstantI, stateBlock->changed.pixelShaderConstantsI);
}
shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->pixelShaderConstantI,
stateBlock->changed.pixelShaderConstantsI & pshader->baseShader.reg_maps.integer_constants);
/* Load DirectX 9 boolean constants/uniforms for pixel shader */
if (pshader->baseShader.reg_maps.boolean_constants)
{
shader_glsl_load_constantsB(pshader, gl_info, programId,
stateBlock->pixelShaderConstantB, stateBlock->changed.pixelShaderConstantsB);
}
shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->pixelShaderConstantB,
stateBlock->changed.pixelShaderConstantsB & pshader->baseShader.reg_maps.boolean_constants);
/* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
* It can't be 0 for a valid texbem instruction.
......
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