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wine
wine-winehq
Commits
0c2fcf2e
Commit
0c2fcf2e
authored
Sep 21, 2005
by
Oliver Stieber
Committed by
Alexandre Julliard
Sep 21, 2005
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Plain Diff
Added support for state management of vertex shader constants via
stateblocks.
parent
489c6b38
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Showing
3 changed files
with
136 additions
and
65 deletions
+136
-65
device.c
dlls/wined3d/device.c
+93
-57
stateblock.c
dlls/wined3d/stateblock.c
+34
-7
wined3d_private.h
dlls/wined3d/wined3d_private.h
+9
-1
No files found.
dlls/wined3d/device.c
View file @
0c2fcf2e
This diff is collapsed.
Click to expand it.
dlls/wined3d/stateblock.c
View file @
0c2fcf2e
...
@@ -157,7 +157,22 @@ HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
...
@@ -157,7 +157,22 @@ HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
TRACE
(
"Updating vertex shader to %p
\n
"
,
targetStateBlock
->
vertexShader
);
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,
/* 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 */
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*/
...
@@ -346,14 +361,26 @@ should really perform a delta so that only the changes get updated*/
toDo
=
toDo
->
next
;
toDo
=
toDo
->
next
;
}
}
/* Vertex Shader */
if
(
This
->
set
.
vertexShader
&&
This
->
changed
.
vertexShader
)
{
if
(
This
->
set
.
vertexShader
&&
This
->
changed
.
vertexShader
)
{
IWineD3DDevice_SetVertexShader
(
pDevice
,
This
->
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);
/* Vertex Shader Constants */
IWineD3DDevice_SetVertexShaderConstantI(pDevice, 0 , This->vertexShaderConstantI , MAX_VSHADER_CONSTANTS);
for
(
i
=
0
;
i
<
MAX_VSHADER_CONSTANTS
;
++
i
)
{
IWineD3DDevice_SetVertexShaderConstantF(pDevice, 0 , This->vertexShaderConstantF , MAX_VSHADER_CONSTANTS);
if
(
This
->
set
.
vertexShaderConstants
[
i
]
&&
This
->
changed
.
vertexShaderConstants
[
i
])
{
#endif
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
;
}
}
}
}
}
}
...
...
dlls/wined3d/wined3d_private.h
View file @
0c2fcf2e
...
@@ -866,8 +866,15 @@ typedef struct SAVEDSTATES {
...
@@ -866,8 +866,15 @@ typedef struct SAVEDSTATES {
BOOL
vertexDecl
;
BOOL
vertexDecl
;
BOOL
pixelShader
;
BOOL
pixelShader
;
BOOL
vertexShader
;
BOOL
vertexShader
;
BOOL
vertexShaderConstants
[
MAX_VSHADER_CONSTANTS
];
}
SAVEDSTATES
;
}
SAVEDSTATES
;
typedef
enum
{
WINESHADERCNST_FLOAT
=
0
,
WINESHADERCNST_INTEGER
=
1
,
WINESHADERCNST_BOOL
=
2
}
WINESHADERCNST
;
struct
IWineD3DStateBlockImpl
struct
IWineD3DStateBlockImpl
{
{
/* IUnknown fields */
/* IUnknown fields */
...
@@ -894,8 +901,9 @@ struct IWineD3DStateBlockImpl
...
@@ -894,8 +901,9 @@ struct IWineD3DStateBlockImpl
BOOL
vertexShaderConstantB
[
MAX_VSHADER_CONSTANTS
];
BOOL
vertexShaderConstantB
[
MAX_VSHADER_CONSTANTS
];
INT
vertexShaderConstantI
[
MAX_VSHADER_CONSTANTS
*
4
];
INT
vertexShaderConstantI
[
MAX_VSHADER_CONSTANTS
*
4
];
float
vertexShaderConstantF
[
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 */
/* Stream Source */
BOOL
streamIsUP
;
BOOL
streamIsUP
;
...
...
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