Commit e8b0de1e authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Use more consistent names for the various bumpenv uniforms.

parent 9b118257
......@@ -116,9 +116,9 @@ struct glsl_ps_program
GLhandleARB id;
GLint *uniform_f_locations;
GLint uniform_i_locations[MAX_CONST_I];
GLint bumpenvmat_location[MAX_TEXTURES];
GLint luminancescale_location[MAX_TEXTURES];
GLint luminanceoffset_location[MAX_TEXTURES];
GLint bumpenv_mat_location[MAX_TEXTURES];
GLint bumpenv_lum_scale_location[MAX_TEXTURES];
GLint bumpenv_lum_offset_location[MAX_TEXTURES];
GLint ycorrection_location;
GLint np2_fixup_location;
const struct ps_np2fixup_info *np2_fixup_info;
......@@ -788,24 +788,24 @@ static void shader_glsl_load_constants(const struct wined3d_context *context,
{
const float *data;
if (prog->ps.bumpenvmat_location[i] == -1)
if (prog->ps.bumpenv_mat_location[i] == -1)
continue;
data = (const float *)&state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00];
GL_EXTCALL(glUniformMatrix2fvARB(prog->ps.bumpenvmat_location[i], 1, 0, data));
GL_EXTCALL(glUniformMatrix2fvARB(prog->ps.bumpenv_mat_location[i], 1, 0, data));
checkGLcall("glUniformMatrix2fvARB");
/* texbeml needs the luminance scale and offset too. If texbeml
* is used, needsbumpmat is set too, so we can check that in the
* needsbumpmat check. */
if (prog->ps.luminancescale_location[i] != -1)
if (prog->ps.bumpenv_lum_scale_location[i] != -1)
{
const GLfloat *scale = (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE];
const GLfloat *offset = (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET];
GL_EXTCALL(glUniform1fvARB(prog->ps.luminancescale_location[i], 1, scale));
GL_EXTCALL(glUniform1fvARB(prog->ps.bumpenv_lum_scale_location[i], 1, scale));
checkGLcall("glUniform1fvARB");
GL_EXTCALL(glUniform1fvARB(prog->ps.luminanceoffset_location[i], 1, offset));
GL_EXTCALL(glUniform1fvARB(prog->ps.bumpenv_lum_offset_location[i], 1, offset));
checkGLcall("glUniform1fvARB");
}
}
......@@ -1148,12 +1148,12 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
if (!(map & 1))
continue;
shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
shader_addline(buffer, "uniform mat2 bumpenv_mat%u;\n", i);
if (reg_maps->luminanceparams & (1 << i))
{
shader_addline(buffer, "uniform float luminancescale%d;\n", i);
shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
shader_addline(buffer, "uniform float bumpenv_lum_scale%u;\n", i);
shader_addline(buffer, "uniform float bumpenv_lum_offset%u;\n", i);
extra_constants_needed++;
}
......@@ -3933,7 +3933,7 @@ static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
"T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
"T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
coord_param.param_str, coord_mask);
if (ins->handler_idx == WINED3DSIH_TEXBEML)
......@@ -3944,7 +3944,7 @@ static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
shader_addline(ins->ctx->buffer, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
dst_param.reg_name, dst_param.mask_str,
luminance_param.param_str, sampler_idx, sampler_idx);
}
......@@ -3959,7 +3959,7 @@ static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
shader_glsl_append_dst(ins->ctx->buffer, ins);
shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
shader_addline(ins->ctx->buffer, "%s + bumpenv_mat%u * %s);\n",
src0_param.param_str, sampler_idx, src1_param.param_str);
}
......@@ -4854,12 +4854,12 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
for (i = 0; i < MAX_TEXTURES; ++i)
{
sprintf(name, "bumpenvmat%u", i);
entry->ps.bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
sprintf(name, "luminancescale%u", i);
entry->ps.luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
sprintf(name, "luminanceoffset%u", i);
entry->ps.luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
sprintf(name, "bumpenv_mat%u", i);
entry->ps.bumpenv_mat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
sprintf(name, "bumpenv_lum_scale%u", i);
entry->ps.bumpenv_lum_scale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
sprintf(name, "bumpenv_lum_offset%u", i);
entry->ps.bumpenv_lum_offset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
}
if (ps_compile_args.np2_fixup)
......
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