Commit 0c2fcf2e authored by Oliver Stieber's avatar Oliver Stieber Committed by Alexandre Julliard

Added support for state management of vertex shader constants via

stateblocks.
parent 489c6b38
......@@ -157,7 +157,22 @@ HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
TRACE("Updating vertex shader to %p\n", targetStateBlock->vertexShader);
}
/* TODO: Vertex Shader Constants */
/* Vertex Shader Constants */
for (i = 0; i < MAX_VSHADER_CONSTANTS; ++i) {
if (This->set.vertexShaderConstants[i]) {
TRACE("Setting %p from %p %d to %f\n", This, targetStateBlock, i, targetStateBlock->vertexShaderConstantF[i * 4 + 1]);
This->vertexShaderConstantB[i] = targetStateBlock->vertexShaderConstantB[i];
This->vertexShaderConstantF[i * 4] = targetStateBlock->vertexShaderConstantF[i * 4];
This->vertexShaderConstantF[i * 4 + 1] = targetStateBlock->vertexShaderConstantF[i * 4 + 1];
This->vertexShaderConstantF[i * 4 + 2] = targetStateBlock->vertexShaderConstantF[i * 4 + 2];
This->vertexShaderConstantF[i * 4 + 3] = targetStateBlock->vertexShaderConstantF[i * 4 + 3];
This->vertexShaderConstantI[i * 4] = targetStateBlock->vertexShaderConstantI[i * 4];
This->vertexShaderConstantI[i * 4 + 1] = targetStateBlock->vertexShaderConstantI[i * 4 + 1];
This->vertexShaderConstantI[i * 4 + 2] = targetStateBlock->vertexShaderConstantI[i * 4 + 2];
This->vertexShaderConstantI[i * 4 + 3] = targetStateBlock->vertexShaderConstantI[i * 4 + 3];
This->vertexShaderConstantT[i] = targetStateBlock->vertexShaderConstantT[i];
}
}
/* Lights... For a recorded state block, we just had a chain of actions to perform,
so we need to walk that chain and update any actions which differ */
......@@ -346,14 +361,26 @@ should really perform a delta so that only the changes get updated*/
toDo = toDo->next;
}
/* Vertex Shader */
if (This->set.vertexShader && This->changed.vertexShader) {
IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
/* TODO: Vertex Shader Constants */
#if 0 /* FIXME: This isn't the correct place to set vs constants (The Fur demo fails) */
IWineD3DDevice_SetVertexShaderConstantB(pDevice, 0 , This->vertexShaderConstantB , MAX_VSHADER_CONSTANTS);
IWineD3DDevice_SetVertexShaderConstantI(pDevice, 0 , This->vertexShaderConstantI , MAX_VSHADER_CONSTANTS);
IWineD3DDevice_SetVertexShaderConstantF(pDevice, 0 , This->vertexShaderConstantF , MAX_VSHADER_CONSTANTS);
#endif
}
/* Vertex Shader Constants */
for (i = 0; i < MAX_VSHADER_CONSTANTS; ++i) {
if (This->set.vertexShaderConstants[i] && This->changed.vertexShaderConstants[i]) {
switch (This->vertexShaderConstantT[i]) {
case WINESHADERCNST_FLOAT:
IWineD3DDevice_SetVertexShaderConstantF(pDevice, i, This->vertexShaderConstantF + i * 4, 1);
break;
case WINESHADERCNST_BOOL:
IWineD3DDevice_SetVertexShaderConstantB(pDevice, i, This->vertexShaderConstantB + i, 1);
break;
case WINESHADERCNST_INTEGER:
IWineD3DDevice_SetVertexShaderConstantI(pDevice, i, This->vertexShaderConstantI + i * 4, 1);
break;
}
}
}
}
......
......@@ -866,8 +866,15 @@ typedef struct SAVEDSTATES {
BOOL vertexDecl;
BOOL pixelShader;
BOOL vertexShader;
BOOL vertexShaderConstants[MAX_VSHADER_CONSTANTS];
} SAVEDSTATES;
typedef enum {
WINESHADERCNST_FLOAT = 0,
WINESHADERCNST_INTEGER = 1,
WINESHADERCNST_BOOL = 2
} WINESHADERCNST;
struct IWineD3DStateBlockImpl
{
/* IUnknown fields */
......@@ -894,8 +901,9 @@ struct IWineD3DStateBlockImpl
BOOL vertexShaderConstantB[MAX_VSHADER_CONSTANTS];
INT vertexShaderConstantI[MAX_VSHADER_CONSTANTS * 4];
float vertexShaderConstantF[MAX_VSHADER_CONSTANTS * 4];
WINESHADERCNST vertexShaderConstantT[MAX_VSHADER_CONSTANTS]; /* TODO: Think about changing this to a char to possibly save a little memory */
BOOL softwareVertexProcessing;
BOOL softwareVertexProcessing;
/* Stream Source */
BOOL streamIsUP;
......
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