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wine
wine-cw
Commits
c228ffba
Commit
c228ffba
authored
Oct 09, 2013
by
Henri Verbeet
Committed by
Alexandre Julliard
Oct 10, 2013
Browse files
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Plain Diff
wined3d: Unify shader binding points.
parent
b4e4831d
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Side-by-side
Showing
9 changed files
with
84 additions
and
133 deletions
+84
-133
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+9
-7
context.c
dlls/wined3d/context.c
+9
-12
cs.c
dlls/wined3d/cs.c
+9
-49
device.c
dlls/wined3d/device.c
+15
-15
glsl_shader.c
dlls/wined3d/glsl_shader.c
+8
-8
shader.c
dlls/wined3d/shader.c
+1
-1
state.c
dlls/wined3d/state.c
+3
-3
stateblock.c
dlls/wined3d/stateblock.c
+24
-30
wined3d_private.h
dlls/wined3d/wined3d_private.h
+6
-8
No files found.
dlls/wined3d/arb_program_shader.c
View file @
c228ffba
...
...
@@ -657,7 +657,9 @@ static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
if
(
!
from_shader_select
)
{
const
struct
wined3d_shader
*
vshader
=
state
->
vertex_shader
,
*
pshader
=
state
->
pixel_shader
;
const
struct
wined3d_shader
*
vshader
=
state
->
shader
[
WINED3D_SHADER_TYPE_VERTEX
];
const
struct
wined3d_shader
*
pshader
=
state
->
shader
[
WINED3D_SHADER_TYPE_PIXEL
];
if
(
vshader
&&
(
vshader
->
reg_maps
.
boolean_constants
||
(
!
gl_info
->
supported
[
NV_VERTEX_PROGRAM2_OPTION
]
...
...
@@ -691,7 +693,7 @@ static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
if
(
useVertexShader
)
{
struct
wined3d_shader
*
vshader
=
state
->
vertex_shader
;
const
struct
wined3d_shader
*
vshader
=
state
->
shader
[
WINED3D_SHADER_TYPE_VERTEX
]
;
const
struct
arb_vs_compiled_shader
*
gl_shader
=
priv
->
compiled_vprog
;
/* Load DirectX 9 float constants for vertex shader */
...
...
@@ -702,7 +704,7 @@ static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
if
(
usePixelShader
)
{
struct
wined3d_shader
*
pshader
=
state
->
pixel_shader
;
const
struct
wined3d_shader
*
pshader
=
state
->
shader
[
WINED3D_SHADER_TYPE_PIXEL
]
;
const
struct
arb_ps_compiled_shader
*
gl_shader
=
priv
->
compiled_fprog
;
UINT
rt_height
=
state
->
fb
->
render_targets
[
0
]
->
resource
.
height
;
...
...
@@ -4586,7 +4588,7 @@ static void find_arb_vs_compile_args(const struct wined3d_state *state,
args
->
clip
.
boolclip_compare
=
0
;
if
(
use_ps
(
state
))
{
const
struct
wined3d_shader
*
ps
=
state
->
pixel_shader
;
const
struct
wined3d_shader
*
ps
=
state
->
shader
[
WINED3D_SHADER_TYPE_PIXEL
]
;
const
struct
arb_pshader_private
*
shader_priv
=
ps
->
backend_data
;
args
->
ps_signature
=
shader_priv
->
input_signature_idx
;
...
...
@@ -4658,7 +4660,7 @@ static void shader_arb_select(void *shader_priv, struct wined3d_context *context
/* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
if
(
use_ps
(
state
))
{
struct
wined3d_shader
*
ps
=
state
->
pixel_shader
;
struct
wined3d_shader
*
ps
=
state
->
shader
[
WINED3D_SHADER_TYPE_PIXEL
]
;
struct
arb_ps_compile_args
compile_args
;
struct
arb_ps_compiled_shader
*
compiled
;
...
...
@@ -4725,7 +4727,7 @@ static void shader_arb_select(void *shader_priv, struct wined3d_context *context
if
(
use_vs
(
state
))
{
struct
wined3d_shader
*
vs
=
state
->
vertex_shader
;
struct
wined3d_shader
*
vs
=
state
->
shader
[
WINED3D_SHADER_TYPE_VERTEX
]
;
struct
arb_vs_compile_args
compile_args
;
struct
arb_vs_compiled_shader
*
compiled
;
const
struct
wined3d_shader_signature_element
*
ps_input_sig
;
...
...
@@ -4739,7 +4741,7 @@ static void shader_arb_select(void *shader_priv, struct wined3d_context *context
if
(
compile_args
.
ps_signature
==
~
0U
)
ps_input_sig
=
NULL
;
else
ps_input_sig
=
state
->
pixel_shader
->
input_signature
;
ps_input_sig
=
state
->
shader
[
WINED3D_SHADER_TYPE_PIXEL
]
->
input_signature
;
compiled
=
find_arb_vshader
(
vs
,
context
->
gl_info
,
context
->
stream_info
.
use_map
,
&
compile_args
,
ps_input_sig
);
...
...
dlls/wined3d/context.c
View file @
c228ffba
...
...
@@ -2291,7 +2291,7 @@ static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const
{
const
struct
wined3d_state
*
state
=
&
device
->
state
;
struct
wined3d_surface
**
rts
=
state
->
fb
->
render_targets
;
struct
wined3d_shader
*
ps
=
state
->
pixel_shader
;
struct
wined3d_shader
*
ps
=
state
->
shader
[
WINED3D_SHADER_TYPE_PIXEL
]
;
DWORD
rt_mask
,
rt_mask_bits
;
unsigned
int
i
;
...
...
@@ -2468,7 +2468,7 @@ static void context_map_fixed_function_samplers(struct wined3d_context *context,
static
void
context_map_psamplers
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
)
{
const
enum
wined3d_sampler_texture_type
*
sampler_type
=
state
->
pixel_shader
->
reg_maps
.
sampler_type
;
state
->
shader
[
WINED3D_SHADER_TYPE_PIXEL
]
->
reg_maps
.
sampler_type
;
unsigned
int
i
;
const
struct
wined3d_d3d_info
*
d3d_info
=
context
->
d3d_info
;
...
...
@@ -2515,7 +2515,7 @@ static BOOL context_unit_free_for_vs(const struct wined3d_context *context,
static
void
context_map_vsamplers
(
struct
wined3d_context
*
context
,
BOOL
ps
,
const
struct
wined3d_state
*
state
)
{
const
enum
wined3d_sampler_texture_type
*
vshader_sampler_type
=
state
->
vertex_shader
->
reg_maps
.
sampler_type
;
state
->
shader
[
WINED3D_SHADER_TYPE_VERTEX
]
->
reg_maps
.
sampler_type
;
const
enum
wined3d_sampler_texture_type
*
pshader_sampler_type
=
NULL
;
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
int
start
=
min
(
MAX_COMBINED_SAMPLERS
,
gl_info
->
limits
.
combined_samplers
)
-
1
;
...
...
@@ -2525,7 +2525,7 @@ static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, cons
{
/* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
* Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
pshader_sampler_type
=
state
->
pixel_shader
->
reg_maps
.
sampler_type
;
pshader_sampler_type
=
state
->
shader
[
WINED3D_SHADER_TYPE_PIXEL
]
->
reg_maps
.
sampler_type
;
}
for
(
i
=
0
;
i
<
MAX_VERTEX_SAMPLERS
;
++
i
)
{
...
...
@@ -2627,17 +2627,14 @@ void context_stream_info_from_declaration(struct wined3d_context *context,
{
/* We need to deal with frequency data! */
struct
wined3d_vertex_declaration
*
declaration
=
state
->
vertex_declaration
;
BOOL
use_vshader
;
BOOL
use_vshader
=
use_vs
(
state
)
;
unsigned
int
i
;
WORD
map
;
stream_info
->
use_map
=
0
;
stream_info
->
swizzle_map
=
0
;
stream_info
->
all_vbo
=
1
;
/* Check for transformed vertices, disable vertex shader if present. */
stream_info
->
position_transformed
=
declaration
->
position_transformed
;
use_vshader
=
state
->
vertex_shader
&&
!
declaration
->
position_transformed
;
/* Translate the declaration into strided data. */
for
(
i
=
0
;
i
<
declaration
->
element_count
;
++
i
)
...
...
@@ -2686,7 +2683,7 @@ void context_stream_info_from_declaration(struct wined3d_context *context,
/* TODO: Assuming vertexdeclarations are usually used with the
* same or a similar shader, it might be worth it to store the
* last used output slot and try that one first. */
stride_used
=
vshader_get_input
(
state
->
vertex_shader
,
stride_used
=
vshader_get_input
(
state
->
shader
[
WINED3D_SHADER_TYPE_VERTEX
]
,
element
->
usage
,
element
->
usage_idx
,
&
idx
);
}
else
...
...
@@ -2774,7 +2771,7 @@ static void context_update_stream_info(struct wined3d_context *context, const st
TRACE
(
"============================= Vertex Declaration =============================
\n
"
);
context_stream_info_from_declaration
(
context
,
state
,
stream_info
);
if
(
state
->
vertex_shader
&&
!
stream_info
->
position_transformed
)
if
(
use_vs
(
state
)
)
{
if
(
state
->
vertex_declaration
->
half_float_conv_needed
&&
!
stream_info
->
all_vbo
)
{
...
...
@@ -2826,7 +2823,7 @@ static void context_preload_textures(struct wined3d_context *context, const stru
{
for
(
i
=
0
;
i
<
MAX_VERTEX_SAMPLERS
;
++
i
)
{
if
(
state
->
vertex_shader
->
reg_maps
.
sampler_type
[
i
])
if
(
state
->
shader
[
WINED3D_SHADER_TYPE_VERTEX
]
->
reg_maps
.
sampler_type
[
i
])
context_preload_texture
(
context
,
state
,
MAX_FRAGMENT_SAMPLERS
+
i
);
}
}
...
...
@@ -2835,7 +2832,7 @@ static void context_preload_textures(struct wined3d_context *context, const stru
{
for
(
i
=
0
;
i
<
MAX_FRAGMENT_SAMPLERS
;
++
i
)
{
if
(
state
->
pixel_shader
->
reg_maps
.
sampler_type
[
i
])
if
(
state
->
shader
[
WINED3D_SHADER_TYPE_PIXEL
]
->
reg_maps
.
sampler_type
[
i
])
context_preload_texture
(
context
,
state
,
i
);
}
}
...
...
dlls/wined3d/cs.c
View file @
c228ffba
...
...
@@ -38,9 +38,7 @@ enum wined3d_cs_op
WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ
,
WINED3D_CS_OP_SET_INDEX_BUFFER
,
WINED3D_CS_OP_SET_TEXTURE
,
WINED3D_CS_OP_SET_VERTEX_SHADER
,
WINED3D_CS_OP_SET_GEOMETRY_SHADER
,
WINED3D_CS_OP_SET_PIXEL_SHADER
,
WINED3D_CS_OP_SET_SHADER
,
WINED3D_CS_OP_SET_RENDER_STATE
,
WINED3D_CS_OP_SET_TEXTURE_STATE
,
WINED3D_CS_OP_SET_SAMPLER_STATE
,
...
...
@@ -146,6 +144,7 @@ struct wined3d_cs_set_texture
struct
wined3d_cs_set_shader
{
enum
wined3d_cs_op
opcode
;
enum
wined3d_shader_type
type
;
struct
wined3d_shader
*
shader
;
};
...
...
@@ -563,58 +562,21 @@ void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined
cs
->
ops
->
submit
(
cs
);
}
static
void
wined3d_cs_exec_set_
vertex_
shader
(
struct
wined3d_cs
*
cs
,
const
void
*
data
)
static
void
wined3d_cs_exec_set_shader
(
struct
wined3d_cs
*
cs
,
const
void
*
data
)
{
const
struct
wined3d_cs_set_shader
*
op
=
data
;
cs
->
state
.
vertex_shader
=
op
->
shader
;
device_invalidate_state
(
cs
->
device
,
STATE_SHADER
(
WINED3D_SHADER_TYPE_VERTEX
));
cs
->
state
.
shader
[
op
->
type
]
=
op
->
shader
;
device_invalidate_state
(
cs
->
device
,
STATE_SHADER
(
op
->
type
));
}
void
wined3d_cs_emit_set_
vertex_shader
(
struct
wined3d_cs
*
cs
,
struct
wined3d_shader
*
shader
)
void
wined3d_cs_emit_set_
shader
(
struct
wined3d_cs
*
cs
,
enum
wined3d_shader_type
type
,
struct
wined3d_shader
*
shader
)
{
struct
wined3d_cs_set_shader
*
op
;
op
=
cs
->
ops
->
require_space
(
cs
,
sizeof
(
*
op
));
op
->
opcode
=
WINED3D_CS_OP_SET_VERTEX_SHADER
;
op
->
shader
=
shader
;
cs
->
ops
->
submit
(
cs
);
}
static
void
wined3d_cs_exec_set_geometry_shader
(
struct
wined3d_cs
*
cs
,
const
void
*
data
)
{
const
struct
wined3d_cs_set_shader
*
op
=
data
;
cs
->
state
.
geometry_shader
=
op
->
shader
;
device_invalidate_state
(
cs
->
device
,
STATE_SHADER
(
WINED3D_SHADER_TYPE_GEOMETRY
));
}
void
wined3d_cs_emit_set_geometry_shader
(
struct
wined3d_cs
*
cs
,
struct
wined3d_shader
*
shader
)
{
struct
wined3d_cs_set_shader
*
op
;
op
=
cs
->
ops
->
require_space
(
cs
,
sizeof
(
*
op
));
op
->
opcode
=
WINED3D_CS_OP_SET_GEOMETRY_SHADER
;
op
->
shader
=
shader
;
cs
->
ops
->
submit
(
cs
);
}
static
void
wined3d_cs_exec_set_pixel_shader
(
struct
wined3d_cs
*
cs
,
const
void
*
data
)
{
const
struct
wined3d_cs_set_shader
*
op
=
data
;
cs
->
state
.
pixel_shader
=
op
->
shader
;
device_invalidate_state
(
cs
->
device
,
STATE_SHADER
(
WINED3D_SHADER_TYPE_PIXEL
));
}
void
wined3d_cs_emit_set_pixel_shader
(
struct
wined3d_cs
*
cs
,
struct
wined3d_shader
*
shader
)
{
struct
wined3d_cs_set_shader
*
op
;
op
=
cs
->
ops
->
require_space
(
cs
,
sizeof
(
*
op
));
op
->
opcode
=
WINED3D_CS_OP_SET_PIXEL_SHADER
;
op
->
opcode
=
WINED3D_CS_OP_SET_SHADER
;
op
->
type
=
type
;
op
->
shader
=
shader
;
cs
->
ops
->
submit
(
cs
);
...
...
@@ -759,9 +721,7 @@ static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void
/* WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ */
wined3d_cs_exec_set_stream_source_freq
,
/* WINED3D_CS_OP_SET_INDEX_BUFFER */
wined3d_cs_exec_set_index_buffer
,
/* WINED3D_CS_OP_SET_TEXTURE */
wined3d_cs_exec_set_texture
,
/* WINED3D_CS_OP_SET_VERTEX_SHADER */
wined3d_cs_exec_set_vertex_shader
,
/* WINED3D_CS_OP_SET_GEOMETRY_SHADER */
wined3d_cs_exec_set_geometry_shader
,
/* WINED3D_CS_OP_SET_PIXEL_SHADER */
wined3d_cs_exec_set_pixel_shader
,
/* WINED3D_CS_OP_SET_SHADER */
wined3d_cs_exec_set_shader
,
/* WINED3D_CS_OP_SET_RENDER_STATE */
wined3d_cs_exec_set_render_state
,
/* WINED3D_CS_OP_SET_TEXTURE_STATE */
wined3d_cs_exec_set_texture_state
,
/* WINED3D_CS_OP_SET_SAMPLER_STATE */
wined3d_cs_exec_set_sampler_state
,
...
...
dlls/wined3d/device.c
View file @
c228ffba
...
...
@@ -2060,7 +2060,7 @@ struct wined3d_vertex_declaration * CDECL wined3d_device_get_vertex_declaration(
void
CDECL
wined3d_device_set_vertex_shader
(
struct
wined3d_device
*
device
,
struct
wined3d_shader
*
shader
)
{
struct
wined3d_shader
*
prev
=
device
->
update_state
->
vertex_shader
;
struct
wined3d_shader
*
prev
=
device
->
update_state
->
shader
[
WINED3D_SHADER_TYPE_VERTEX
]
;
TRACE
(
"device %p, shader %p.
\n
"
,
device
,
shader
);
...
...
@@ -2072,9 +2072,9 @@ void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struc
if
(
shader
)
wined3d_shader_incref
(
shader
);
device
->
update_state
->
vertex_shader
=
shader
;
device
->
update_state
->
shader
[
WINED3D_SHADER_TYPE_VERTEX
]
=
shader
;
if
(
!
device
->
recording
)
wined3d_cs_emit_set_
vertex_shader
(
device
->
cs
,
shader
);
wined3d_cs_emit_set_
shader
(
device
->
cs
,
WINED3D_SHADER_TYPE_VERTEX
,
shader
);
if
(
prev
)
wined3d_shader_decref
(
prev
);
}
...
...
@@ -2083,7 +2083,7 @@ struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wine
{
TRACE
(
"device %p.
\n
"
,
device
);
return
device
->
state
.
vertex_shader
;
return
device
->
state
.
shader
[
WINED3D_SHADER_TYPE_VERTEX
]
;
}
void
CDECL
wined3d_device_set_vs_cb
(
struct
wined3d_device
*
device
,
UINT
idx
,
struct
wined3d_buffer
*
buffer
)
...
...
@@ -2328,7 +2328,7 @@ HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device
void
CDECL
wined3d_device_set_pixel_shader
(
struct
wined3d_device
*
device
,
struct
wined3d_shader
*
shader
)
{
struct
wined3d_shader
*
prev
=
device
->
update_state
->
pixel_shader
;
struct
wined3d_shader
*
prev
=
device
->
update_state
->
shader
[
WINED3D_SHADER_TYPE_PIXEL
]
;
TRACE
(
"device %p, shader %p.
\n
"
,
device
,
shader
);
...
...
@@ -2340,9 +2340,9 @@ void CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct
if
(
shader
)
wined3d_shader_incref
(
shader
);
device
->
update_state
->
pixel_shader
=
shader
;
device
->
update_state
->
shader
[
WINED3D_SHADER_TYPE_PIXEL
]
=
shader
;
if
(
!
device
->
recording
)
wined3d_cs_emit_set_
pixel_shader
(
device
->
cs
,
shader
);
wined3d_cs_emit_set_
shader
(
device
->
cs
,
WINED3D_SHADER_TYPE_PIXEL
,
shader
);
if
(
prev
)
wined3d_shader_decref
(
prev
);
}
...
...
@@ -2351,7 +2351,7 @@ struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined
{
TRACE
(
"device %p.
\n
"
,
device
);
return
device
->
state
.
pixel_shader
;
return
device
->
state
.
shader
[
WINED3D_SHADER_TYPE_PIXEL
]
;
}
void
CDECL
wined3d_device_set_ps_cb
(
struct
wined3d_device
*
device
,
UINT
idx
,
struct
wined3d_buffer
*
buffer
)
...
...
@@ -2586,7 +2586,7 @@ HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device
void
CDECL
wined3d_device_set_geometry_shader
(
struct
wined3d_device
*
device
,
struct
wined3d_shader
*
shader
)
{
struct
wined3d_shader
*
prev
=
device
->
update_state
->
geometry_shader
;
struct
wined3d_shader
*
prev
=
device
->
update_state
->
shader
[
WINED3D_SHADER_TYPE_GEOMETRY
]
;
TRACE
(
"device %p, shader %p.
\n
"
,
device
,
shader
);
...
...
@@ -2594,8 +2594,8 @@ void CDECL wined3d_device_set_geometry_shader(struct wined3d_device *device, str
return
;
if
(
shader
)
wined3d_shader_incref
(
shader
);
device
->
update_state
->
geometry_shader
=
shader
;
wined3d_cs_emit_set_
geometry_shader
(
device
->
cs
,
shader
);
device
->
update_state
->
shader
[
WINED3D_SHADER_TYPE_GEOMETRY
]
=
shader
;
wined3d_cs_emit_set_
shader
(
device
->
cs
,
WINED3D_SHADER_TYPE_GEOMETRY
,
shader
);
if
(
prev
)
wined3d_shader_decref
(
prev
);
}
...
...
@@ -2604,7 +2604,7 @@ struct wined3d_shader * CDECL wined3d_device_get_geometry_shader(const struct wi
{
TRACE
(
"device %p.
\n
"
,
device
);
return
device
->
state
.
geometry_shader
;
return
device
->
state
.
shader
[
WINED3D_SHADER_TYPE_GEOMETRY
]
;
}
void
CDECL
wined3d_device_set_gs_cb
(
struct
wined3d_device
*
device
,
UINT
idx
,
struct
wined3d_buffer
*
buffer
)
...
...
@@ -2984,10 +2984,10 @@ HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
context
=
context_acquire
(
device
,
NULL
);
gl_info
=
context
->
gl_info
;
vs
=
state
->
vertex_shader
;
state
->
vertex_shader
=
NULL
;
vs
=
state
->
shader
[
WINED3D_SHADER_TYPE_VERTEX
]
;
state
->
shader
[
WINED3D_SHADER_TYPE_VERTEX
]
=
NULL
;
context_stream_info_from_declaration
(
context
,
state
,
&
stream_info
);
state
->
vertex_shader
=
vs
;
state
->
shader
[
WINED3D_SHADER_TYPE_VERTEX
]
=
vs
;
/* We can't convert FROM a VBO, and vertex buffers used to source into
* process_vertices() are unlikely to ever be used for drawing. Release
...
...
dlls/wined3d/glsl_shader.c
View file @
c228ffba
...
...
@@ -761,8 +761,8 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
const
struct
wined3d_state
*
state
)
{
const
struct
glsl_context_data
*
ctx_data
=
context
->
shader_backend_data
;
const
struct
wined3d_shader
*
vshader
=
state
->
vertex_shader
;
const
struct
wined3d_shader
*
pshader
=
state
->
pixel_shader
;
const
struct
wined3d_shader
*
vshader
=
state
->
shader
[
WINED3D_SHADER_TYPE_VERTEX
]
;
const
struct
wined3d_shader
*
pshader
=
state
->
shader
[
WINED3D_SHADER_TYPE_PIXEL
]
;
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
struct
shader_glsl_priv
*
priv
=
shader_priv
;
float
position_fixup
[
4
];
...
...
@@ -5791,8 +5791,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
if
(
use_vs
(
state
))
{
vshader
=
state
->
vertex_shader
;
gshader
=
state
->
geometry_shader
;
vshader
=
state
->
shader
[
WINED3D_SHADER_TYPE_VERTEX
]
;
gshader
=
state
->
shader
[
WINED3D_SHADER_TYPE_GEOMETRY
]
;
if
(
!
(
context
->
shader_update_mask
&
(
1
<<
WINED3D_SHADER_TYPE_GEOMETRY
))
&&
ctx_data
->
glsl_program
->
gs
.
id
)
...
...
@@ -5804,13 +5804,13 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
else
if
(
use_vs
(
state
))
{
struct
vs_compile_args
vs_compile_args
;
vshader
=
state
->
vertex_shader
;
vshader
=
state
->
shader
[
WINED3D_SHADER_TYPE_VERTEX
]
;
find_vs_compile_args
(
state
,
vshader
,
context
->
stream_info
.
swizzle_map
,
&
vs_compile_args
);
vs_id
=
find_glsl_vshader
(
context
,
&
priv
->
shader_buffer
,
vshader
,
&
vs_compile_args
);
vs_list
=
&
vshader
->
linked_programs
;
if
((
gshader
=
state
->
geometry_shader
))
if
((
gshader
=
state
->
shader
[
WINED3D_SHADER_TYPE_GEOMETRY
]
))
gs_id
=
find_glsl_geometry_shader
(
context
,
&
priv
->
shader_buffer
,
gshader
);
}
else
if
(
priv
->
vertex_pipe
==
&
glsl_vertex_pipe
)
...
...
@@ -5830,12 +5830,12 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
ps_list
=
&
ctx_data
->
glsl_program
->
ps
.
shader_entry
;
if
(
use_ps
(
state
))
pshader
=
state
->
pixel_shader
;
pshader
=
state
->
shader
[
WINED3D_SHADER_TYPE_PIXEL
]
;
}
else
if
(
use_ps
(
state
))
{
struct
ps_compile_args
ps_compile_args
;
pshader
=
state
->
pixel_shader
;
pshader
=
state
->
shader
[
WINED3D_SHADER_TYPE_PIXEL
]
;
find_ps_compile_args
(
state
,
pshader
,
context
->
stream_info
.
position_transformed
,
&
ps_compile_args
,
gl_info
);
ps_id
=
find_glsl_pshader
(
context
,
&
priv
->
shader_buffer
,
pshader
,
&
ps_compile_args
,
&
np2fixup_info
);
...
...
dlls/wined3d/shader.c
View file @
c228ffba
...
...
@@ -2057,7 +2057,7 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
{
DWORD
tex_transform
=
flags
&
~
WINED3D_TTFF_PROJECTED
;
if
(
!
state
->
vertex_shader
)
if
(
!
state
->
shader
[
WINED3D_SHADER_TYPE_VERTEX
]
)
{
unsigned
int
j
;
unsigned
int
index
=
state
->
texture_states
[
i
][
WINED3D_TSS_TEXCOORD_INDEX
];
...
...
dlls/wined3d/state.c
View file @
c228ffba
...
...
@@ -4075,7 +4075,7 @@ static void load_numbered_arrays(struct wined3d_context *context,
{
if
(
context
->
numbered_array_mask
&
(
1
<<
i
))
unload_numbered_array
(
context
,
i
);
if
(
state
->
vertex_shader
->
reg_maps
.
input_registers
&
(
1
<<
i
))
if
(
state
->
shader
[
WINED3D_SHADER_TYPE_VERTEX
]
->
reg_maps
.
input_registers
&
(
1
<<
i
))
GL_EXTCALL
(
glVertexAttrib4fARB
(
i
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
));
continue
;
}
...
...
@@ -4632,8 +4632,8 @@ void vertexdeclaration(struct wined3d_context *context, const struct wined3d_sta
transform_texture
(
context
,
state
,
STATE_TEXTURESTAGE
(
i
,
WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
}
if
(
use_ps
(
state
)
&&
state
->
pixel_shader
->
reg_maps
.
shader_version
.
major
==
1
&&
state
->
pixel_shader
->
reg_maps
.
shader_version
.
minor
<=
3
)
if
(
use_ps
(
state
)
&&
state
->
shader
[
WINED3D_SHADER_TYPE_PIXEL
]
->
reg_maps
.
shader_version
.
major
==
1
&&
state
->
shader
[
WINED3D_SHADER_TYPE_PIXEL
]
->
reg_maps
.
shader_version
.
minor
<=
3
)
context
->
shader_update_mask
|=
1
<<
WINED3D_SHADER_TYPE_PIXEL
;
}
...
...
dlls/wined3d/stateblock.c
View file @
c228ffba
...
...
@@ -504,10 +504,13 @@ void state_unbind_resources(struct wined3d_state *state)
wined3d_buffer_decref
(
buffer
);
}
if
((
shader
=
state
->
vertex_shader
)
)
for
(
i
=
0
;
i
<
WINED3D_SHADER_TYPE_COUNT
;
++
i
)
{
state
->
vertex_shader
=
NULL
;
wined3d_shader_decref
(
shader
);
if
((
shader
=
state
->
shader
[
i
]))
{
state
->
shader
[
i
]
=
NULL
;
wined3d_shader_decref
(
shader
);
}
}
for
(
i
=
0
;
i
<
MAX_CONSTANT_BUFFERS
;
++
i
)
...
...
@@ -528,12 +531,6 @@ void state_unbind_resources(struct wined3d_state *state)
}
}
if
((
shader
=
state
->
geometry_shader
))
{
state
->
geometry_shader
=
NULL
;
wined3d_shader_decref
(
shader
);
}
for
(
i
=
0
;
i
<
MAX_CONSTANT_BUFFERS
;
++
i
)
{
if
((
buffer
=
state
->
gs_cb
[
i
]))
...
...
@@ -552,12 +549,6 @@ void state_unbind_resources(struct wined3d_state *state)
}
}
if
((
shader
=
state
->
pixel_shader
))
{
state
->
pixel_shader
=
NULL
;
wined3d_shader_decref
(
shader
);
}
for
(
i
=
0
;
i
<
MAX_SAMPLER_OBJECTS
;
++
i
)
{
if
((
sampler
=
state
->
ps_sampler
[
i
]))
...
...
@@ -686,16 +677,18 @@ void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
TRACE
(
"Capturing state %p.
\n
"
,
src_state
);
if
(
stateblock
->
changed
.
vertexShader
&&
stateblock
->
state
.
vertex_shader
!=
src_state
->
vertex_shader
)
if
(
stateblock
->
changed
.
vertexShader
&&
stateblock
->
state
.
shader
[
WINED3D_SHADER_TYPE_VERTEX
]
!=
src_state
->
shader
[
WINED3D_SHADER_TYPE_VERTEX
])
{
TRACE
(
"Updating vertex shader from %p to %p
\n
"
,
stateblock
->
state
.
vertex_shader
,
src_state
->
vertex_shader
);
stateblock
->
state
.
shader
[
WINED3D_SHADER_TYPE_VERTEX
],
src_state
->
shader
[
WINED3D_SHADER_TYPE_VERTEX
]);
if
(
src_state
->
vertex_shader
)
wined3d_shader_incref
(
src_state
->
vertex_shader
);
if
(
stateblock
->
state
.
vertex_shader
)
wined3d_shader_decref
(
stateblock
->
state
.
vertex_shader
);
stateblock
->
state
.
vertex_shader
=
src_state
->
vertex_shader
;
if
(
src_state
->
shader
[
WINED3D_SHADER_TYPE_VERTEX
]
)
wined3d_shader_incref
(
src_state
->
shader
[
WINED3D_SHADER_TYPE_VERTEX
]
);
if
(
stateblock
->
state
.
shader
[
WINED3D_SHADER_TYPE_VERTEX
]
)
wined3d_shader_decref
(
stateblock
->
state
.
shader
[
WINED3D_SHADER_TYPE_VERTEX
]
);
stateblock
->
state
.
shader
[
WINED3D_SHADER_TYPE_VERTEX
]
=
src_state
->
shader
[
WINED3D_SHADER_TYPE_VERTEX
]
;
}
/* Vertex shader float constants. */
...
...
@@ -950,13 +943,14 @@ void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
stateblock
->
state
.
sampler_states
[
stage
][
state
]
=
src_state
->
sampler_states
[
stage
][
state
];
}
if
(
stateblock
->
changed
.
pixelShader
&&
stateblock
->
state
.
pixel_shader
!=
src_state
->
pixel_shader
)
if
(
stateblock
->
changed
.
pixelShader
&&
stateblock
->
state
.
shader
[
WINED3D_SHADER_TYPE_PIXEL
]
!=
src_state
->
shader
[
WINED3D_SHADER_TYPE_PIXEL
])
{
if
(
src_state
->
pixel_shader
)
wined3d_shader_incref
(
src_state
->
pixel_shader
);
if
(
stateblock
->
state
.
pixel_shader
)
wined3d_shader_decref
(
stateblock
->
state
.
pixel_shader
);
stateblock
->
state
.
pixel_shader
=
src_state
->
pixel_shader
;
if
(
src_state
->
shader
[
WINED3D_SHADER_TYPE_PIXEL
]
)
wined3d_shader_incref
(
src_state
->
shader
[
WINED3D_SHADER_TYPE_PIXEL
]
);
if
(
stateblock
->
state
.
shader
[
WINED3D_SHADER_TYPE_PIXEL
]
)
wined3d_shader_decref
(
stateblock
->
state
.
shader
[
WINED3D_SHADER_TYPE_PIXEL
]
);
stateblock
->
state
.
shader
[
WINED3D_SHADER_TYPE_PIXEL
]
=
src_state
->
shader
[
WINED3D_SHADER_TYPE_PIXEL
]
;
}
wined3d_state_record_lights
(
&
stateblock
->
state
,
src_state
);
...
...
@@ -991,7 +985,7 @@ void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
TRACE
(
"Applying stateblock %p to device %p.
\n
"
,
stateblock
,
device
);
if
(
stateblock
->
changed
.
vertexShader
)
wined3d_device_set_vertex_shader
(
device
,
stateblock
->
state
.
vertex_shader
);
wined3d_device_set_vertex_shader
(
device
,
stateblock
->
state
.
shader
[
WINED3D_SHADER_TYPE_VERTEX
]
);
/* Vertex Shader Constants. */
for
(
i
=
0
;
i
<
stateblock
->
num_contained_vs_consts_f
;
++
i
)
...
...
@@ -1013,7 +1007,7 @@ void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
apply_lights
(
device
,
&
stateblock
->
state
);
if
(
stateblock
->
changed
.
pixelShader
)
wined3d_device_set_pixel_shader
(
device
,
stateblock
->
state
.
pixel_shader
);
wined3d_device_set_pixel_shader
(
device
,
stateblock
->
state
.
shader
[
WINED3D_SHADER_TYPE_PIXEL
]
);
/* Pixel Shader Constants. */
for
(
i
=
0
;
i
<
stateblock
->
num_contained_ps_consts_f
;
++
i
)
...
...
dlls/wined3d/wined3d_private.h
View file @
c228ffba
...
...
@@ -1817,18 +1817,17 @@ struct wined3d_state
INT
load_base_vertex_index
;
/* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
GLenum
gl_primitive_type
;
struct
wined3d_shader
*
vertex_shader
;
struct
wined3d_shader
*
shader
[
WINED3D_SHADER_TYPE_COUNT
];
struct
wined3d_buffer
*
vs_cb
[
MAX_CONSTANT_BUFFERS
];
struct
wined3d_sampler
*
vs_sampler
[
MAX_SAMPLER_OBJECTS
];
BOOL
vs_consts_b
[
MAX_CONST_B
];
INT
vs_consts_i
[
MAX_CONST_I
*
4
];
float
*
vs_consts_f
;
struct
wined3d_shader
*
geometry_shader
;
struct
wined3d_buffer
*
gs_cb
[
MAX_CONSTANT_BUFFERS
];
struct
wined3d_sampler
*
gs_sampler
[
MAX_SAMPLER_OBJECTS
];
struct
wined3d_shader
*
pixel_shader
;
struct
wined3d_buffer
*
ps_cb
[
MAX_CONSTANT_BUFFERS
];
struct
wined3d_sampler
*
ps_sampler
[
MAX_SAMPLER_OBJECTS
];
BOOL
ps_consts_b
[
MAX_CONST_B
];
...
...
@@ -2482,11 +2481,9 @@ void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *sw
void
wined3d_cs_emit_set_clip_plane
(
struct
wined3d_cs
*
cs
,
UINT
plane_idx
,
const
struct
wined3d_vec4
*
plane
)
DECLSPEC_HIDDEN
;
void
wined3d_cs_emit_set_depth_stencil
(
struct
wined3d_cs
*
cs
,
struct
wined3d_surface
*
depth_stencil
)
DECLSPEC_HIDDEN
;
void
wined3d_cs_emit_set_geometry_shader
(
struct
wined3d_cs
*
cs
,
struct
wined3d_shader
*
shader
)
DECLSPEC_HIDDEN
;
void
wined3d_cs_emit_set_index_buffer
(
struct
wined3d_cs
*
cs
,
struct
wined3d_buffer
*
buffer
,
enum
wined3d_format_id
format_id
)
DECLSPEC_HIDDEN
;
void
wined3d_cs_emit_set_material
(
struct
wined3d_cs
*
cs
,
const
struct
wined3d_material
*
material
)
DECLSPEC_HIDDEN
;
void
wined3d_cs_emit_set_pixel_shader
(
struct
wined3d_cs
*
cs
,
struct
wined3d_shader
*
shader
)
DECLSPEC_HIDDEN
;
void
wined3d_cs_emit_set_render_state
(
struct
wined3d_cs
*
cs
,
enum
wined3d_render_state
state
,
DWORD
value
)
DECLSPEC_HIDDEN
;
void
wined3d_cs_emit_set_render_target
(
struct
wined3d_cs
*
cs
,
UINT
render_target_idx
,
...
...
@@ -2494,6 +2491,8 @@ void wined3d_cs_emit_set_render_target(struct wined3d_cs *cs, UINT render_target
void
wined3d_cs_emit_set_sampler_state
(
struct
wined3d_cs
*
cs
,
UINT
sampler_idx
,
enum
wined3d_sampler_state
state
,
DWORD
value
)
DECLSPEC_HIDDEN
;
void
wined3d_cs_emit_set_scissor_rect
(
struct
wined3d_cs
*
cs
,
const
RECT
*
rect
)
DECLSPEC_HIDDEN
;
void
wined3d_cs_emit_set_shader
(
struct
wined3d_cs
*
cs
,
enum
wined3d_shader_type
type
,
struct
wined3d_shader
*
shader
)
DECLSPEC_HIDDEN
;
void
wined3d_cs_emit_set_stream_source
(
struct
wined3d_cs
*
cs
,
UINT
stream_idx
,
struct
wined3d_buffer
*
buffer
,
UINT
offset
,
UINT
stride
)
DECLSPEC_HIDDEN
;
void
wined3d_cs_emit_set_stream_source_freq
(
struct
wined3d_cs
*
cs
,
UINT
stream_idx
,
...
...
@@ -2505,7 +2504,6 @@ void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform
const
struct
wined3d_matrix
*
matrix
)
DECLSPEC_HIDDEN
;
void
wined3d_cs_emit_set_vertex_declaration
(
struct
wined3d_cs
*
cs
,
struct
wined3d_vertex_declaration
*
declaration
)
DECLSPEC_HIDDEN
;
void
wined3d_cs_emit_set_vertex_shader
(
struct
wined3d_cs
*
cs
,
struct
wined3d_shader
*
shader
)
DECLSPEC_HIDDEN
;
void
wined3d_cs_emit_set_viewport
(
struct
wined3d_cs
*
cs
,
const
struct
wined3d_viewport
*
viewport
)
DECLSPEC_HIDDEN
;
/* Direct3D terminology with little modifications. We do not have an issued state
...
...
@@ -3043,12 +3041,12 @@ static inline BOOL use_vs(const struct wined3d_state *state)
{
/* Check state->vertex_declaration to allow this to be used before the
* stream info is validated, for example in device_update_tex_unit_map(). */
return
state
->
vertex_shader
&&
!
state
->
vertex_declaration
->
position_transformed
;
return
state
->
shader
[
WINED3D_SHADER_TYPE_VERTEX
]
&&
!
state
->
vertex_declaration
->
position_transformed
;
}
static
inline
BOOL
use_ps
(
const
struct
wined3d_state
*
state
)
{
return
!!
state
->
pixel_shader
;
return
!!
state
->
shader
[
WINED3D_SHADER_TYPE_PIXEL
]
;
}
static
inline
void
context_apply_state
(
struct
wined3d_context
*
context
,
...
...
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