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wine
wine-winehq
Commits
768e8c09
Commit
768e8c09
authored
Apr 25, 2013
by
Stefan Dösinger
Committed by
Alexandre Julliard
Apr 25, 2013
Browse files
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Plain Diff
wined3d: Move shader limits to wined3d_d3d_info.
parent
f7580726
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Side-by-side
Showing
6 changed files
with
66 additions
and
48 deletions
+66
-48
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+10
-8
device.c
dlls/wined3d/device.c
+10
-13
directx.c
dlls/wined3d/directx.c
+5
-0
shader.c
dlls/wined3d/shader.c
+13
-9
stateblock.c
dlls/wined3d/stateblock.c
+20
-16
wined3d_private.h
dlls/wined3d/wined3d_private.h
+8
-2
No files found.
dlls/wined3d/arb_program_shader.c
View file @
768e8c09
...
...
@@ -657,6 +657,7 @@ static void shader_arb_load_constants_internal(const struct wined3d_context *con
const
struct
wined3d_stateblock
*
stateblock
=
device
->
stateBlock
;
const
struct
wined3d_state
*
state
=
&
stateblock
->
state
;
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
const
struct
wined3d_d3d_info
*
d3d_info
=
context
->
d3d_info
;
struct
shader_arb_priv
*
priv
=
device
->
shader_priv
;
if
(
!
from_shader_select
)
...
...
@@ -689,12 +690,12 @@ static void shader_arb_load_constants_internal(const struct wined3d_context *con
if
(
context
!=
priv
->
last_context
)
{
memset
(
priv
->
vshader_const_dirty
,
1
,
sizeof
(
*
priv
->
vshader_const_dirty
)
*
d
evice
->
d3d_vshader_constantF
);
priv
->
highest_dirty_vs_const
=
d
evice
->
d3d_vshader_constantF
;
sizeof
(
*
priv
->
vshader_const_dirty
)
*
d
3d_info
->
limits
.
vs_uniform_count
);
priv
->
highest_dirty_vs_const
=
d
3d_info
->
limits
.
vs_uniform_count
;
memset
(
priv
->
pshader_const_dirty
,
1
,
sizeof
(
*
priv
->
pshader_const_dirty
)
*
d
evice
->
d3d_pshader_constantF
);
priv
->
highest_dirty_ps_const
=
d
evice
->
d3d_pshader_constantF
;
sizeof
(
*
priv
->
pshader_const_dirty
)
*
d
3d_info
->
limits
.
ps_uniform_count
);
priv
->
highest_dirty_ps_const
=
d
3d_info
->
limits
.
ps_uniform_count
;
priv
->
last_context
=
context
;
}
...
...
@@ -4850,6 +4851,7 @@ static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wine
struct
shader_arb_priv
*
priv
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
priv
));
struct
fragment_caps
fragment_caps
;
void
*
vertex_priv
,
*
fragment_priv
;
const
struct
wined3d_d3d_info
*
d3d_info
=
&
device
->
adapter
->
d3d_info
;
if
(
!
(
vertex_priv
=
vertex_pipe
->
vp_alloc
(
&
arb_program_shader_backend
,
priv
)))
{
...
...
@@ -4867,18 +4869,18 @@ static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wine
}
priv
->
vshader_const_dirty
=
HeapAlloc
(
GetProcessHeap
(),
0
,
sizeof
(
*
priv
->
vshader_const_dirty
)
*
d
evice
->
d3d_vshader_constantF
);
sizeof
(
*
priv
->
vshader_const_dirty
)
*
d
3d_info
->
limits
.
vs_uniform_count
);
if
(
!
priv
->
vshader_const_dirty
)
goto
fail
;
memset
(
priv
->
vshader_const_dirty
,
1
,
sizeof
(
*
priv
->
vshader_const_dirty
)
*
d
evice
->
d3d_vshader_constantF
);
sizeof
(
*
priv
->
vshader_const_dirty
)
*
d
3d_info
->
limits
.
vs_uniform_count
);
priv
->
pshader_const_dirty
=
HeapAlloc
(
GetProcessHeap
(),
0
,
sizeof
(
*
priv
->
pshader_const_dirty
)
*
d
evice
->
d3d_pshader_constantF
);
sizeof
(
*
priv
->
pshader_const_dirty
)
*
d
3d_info
->
limits
.
ps_uniform_count
);
if
(
!
priv
->
pshader_const_dirty
)
goto
fail
;
memset
(
priv
->
pshader_const_dirty
,
1
,
sizeof
(
*
priv
->
pshader_const_dirty
)
*
d
evice
->
d3d_pshader_constantF
);
sizeof
(
*
priv
->
pshader_const_dirty
)
*
d
3d_info
->
limits
.
ps_uniform_count
);
if
(
wine_rb_init
(
&
priv
->
signature_tree
,
&
sig_tree_functions
)
==
-
1
)
{
...
...
dlls/wined3d/device.c
View file @
768e8c09
...
...
@@ -2602,6 +2602,7 @@ HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
UINT
start_register
,
const
float
*
constants
,
UINT
vector4f_count
)
{
UINT
i
;
const
struct
wined3d_d3d_info
*
d3d_info
=
&
device
->
adapter
->
d3d_info
;
TRACE
(
"device %p, start_register %u, constants %p, vector4f_count %u.
\n
"
,
device
,
start_register
,
constants
,
vector4f_count
);
...
...
@@ -2609,8 +2610,8 @@ HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
/* Specifically test start_register > limit to catch MAX_UINT overflows
* when adding start_register + vector4f_count. */
if
(
!
constants
||
start_register
+
vector4f_count
>
d
evice
->
d3d_vshader_constantF
||
start_register
>
d
evice
->
d3d_vshader_constantF
)
||
start_register
+
vector4f_count
>
d
3d_info
->
limits
.
vs_uniform_count
||
start_register
>
d
3d_info
->
limits
.
vs_uniform_count
)
return
WINED3DERR_INVALIDCALL
;
memcpy
(
&
device
->
updateStateBlock
->
state
.
vs_consts_f
[
start_register
*
4
],
...
...
@@ -2638,7 +2639,8 @@ HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
HRESULT
CDECL
wined3d_device_get_vs_consts_f
(
const
struct
wined3d_device
*
device
,
UINT
start_register
,
float
*
constants
,
UINT
vector4f_count
)
{
int
count
=
min
(
vector4f_count
,
device
->
d3d_vshader_constantF
-
start_register
);
const
struct
wined3d_d3d_info
*
d3d_info
=
&
device
->
adapter
->
d3d_info
;
int
count
=
min
(
vector4f_count
,
d3d_info
->
limits
.
vs_uniform_count
-
start_register
);
TRACE
(
"device %p, start_register %u, constants %p, vector4f_count %u.
\n
"
,
device
,
start_register
,
constants
,
vector4f_count
);
...
...
@@ -3071,6 +3073,7 @@ HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
UINT
start_register
,
const
float
*
constants
,
UINT
vector4f_count
)
{
UINT
i
;
const
struct
wined3d_d3d_info
*
d3d_info
=
&
device
->
adapter
->
d3d_info
;
TRACE
(
"device %p, start_register %u, constants %p, vector4f_count %u.
\n
"
,
device
,
start_register
,
constants
,
vector4f_count
);
...
...
@@ -3078,8 +3081,8 @@ HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
/* Specifically test start_register > limit to catch MAX_UINT overflows
* when adding start_register + vector4f_count. */
if
(
!
constants
||
start_register
+
vector4f_count
>
d
evice
->
d3d_pshader_constantF
||
start_register
>
d
evice
->
d3d_pshader_constantF
)
||
start_register
+
vector4f_count
>
d
3d_info
->
limits
.
ps_uniform_count
||
start_register
>
d
3d_info
->
limits
.
ps_uniform_count
)
return
WINED3DERR_INVALIDCALL
;
memcpy
(
&
device
->
updateStateBlock
->
state
.
ps_consts_f
[
start_register
*
4
],
...
...
@@ -3107,7 +3110,8 @@ HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
HRESULT
CDECL
wined3d_device_get_ps_consts_f
(
const
struct
wined3d_device
*
device
,
UINT
start_register
,
float
*
constants
,
UINT
vector4f_count
)
{
int
count
=
min
(
vector4f_count
,
device
->
d3d_pshader_constantF
-
start_register
);
const
struct
wined3d_d3d_info
*
d3d_info
=
&
device
->
adapter
->
d3d_info
;
int
count
=
min
(
vector4f_count
,
d3d_info
->
limits
.
ps_uniform_count
-
start_register
);
TRACE
(
"device %p, start_register %u, constants %p, vector4f_count %u.
\n
"
,
device
,
start_register
,
constants
,
vector4f_count
);
...
...
@@ -5408,7 +5412,6 @@ HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
struct
wined3d_adapter
*
adapter
=
&
wined3d
->
adapters
[
adapter_idx
];
const
struct
fragment_pipeline
*
fragment_pipeline
;
const
struct
wined3d_vertex_pipe_ops
*
vertex_pipeline
;
struct
shader_caps
shader_caps
;
struct
fragment_caps
ffp_caps
;
unsigned
int
i
;
HRESULT
hr
;
...
...
@@ -5429,12 +5432,6 @@ HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
device
->
create_parms
.
flags
=
flags
;
device
->
shader_backend
=
adapter
->
shader_backend
;
device
->
shader_backend
->
shader_get_caps
(
&
adapter
->
gl_info
,
&
shader_caps
);
device
->
vs_version
=
shader_caps
.
vs_version
;
device
->
gs_version
=
shader_caps
.
gs_version
;
device
->
ps_version
=
shader_caps
.
ps_version
;
device
->
d3d_vshader_constantF
=
shader_caps
.
vs_uniform_count
;
device
->
d3d_pshader_constantF
=
shader_caps
.
ps_uniform_count
;
vertex_pipeline
=
adapter
->
vertex_pipe
;
...
...
dlls/wined3d/directx.c
View file @
768e8c09
...
...
@@ -2846,6 +2846,11 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
adapter
->
shader_backend
->
shader_get_caps
(
&
adapter
->
gl_info
,
&
shader_caps
);
adapter
->
d3d_info
.
vs_clipping
=
shader_caps
.
wined3d_caps
&
WINED3D_SHADER_CAP_VS_CLIPPING
;
adapter
->
d3d_info
.
limits
.
vs_version
=
shader_caps
.
vs_version
;
adapter
->
d3d_info
.
limits
.
gs_version
=
shader_caps
.
gs_version
;
adapter
->
d3d_info
.
limits
.
ps_version
=
shader_caps
.
ps_version
;
adapter
->
d3d_info
.
limits
.
vs_uniform_count
=
shader_caps
.
vs_uniform_count
;
adapter
->
d3d_info
.
limits
.
ps_uniform_count
=
shader_caps
.
ps_uniform_count
;
adapter
->
fragment_pipe
->
get_caps
(
gl_info
,
&
fragment_caps
);
gl_info
->
limits
.
texture_stages
=
fragment_caps
.
MaxTextureBlendStages
;
...
...
dlls/wined3d/shader.c
View file @
768e8c09
...
...
@@ -1625,6 +1625,7 @@ static HRESULT shader_set_function(struct wined3d_shader *shader, const DWORD *b
const
struct
wined3d_shader_frontend
*
fe
;
HRESULT
hr
;
unsigned
int
backend_version
;
const
struct
wined3d_d3d_info
*
d3d_info
=
&
shader
->
device
->
adapter
->
d3d_info
;
TRACE
(
"shader %p, byte_code %p, output_signature %p, float_const_count %u.
\n
"
,
shader
,
byte_code
,
output_signature
,
float_const_count
);
...
...
@@ -1672,13 +1673,13 @@ static HRESULT shader_set_function(struct wined3d_shader *shader, const DWORD *b
switch
(
type
)
{
case
WINED3D_SHADER_TYPE_VERTEX
:
backend_version
=
shader
->
device
->
vs_version
;
backend_version
=
d3d_info
->
limits
.
vs_version
;
break
;
case
WINED3D_SHADER_TYPE_GEOMETRY
:
backend_version
=
shader
->
device
->
gs_version
;
backend_version
=
d3d_info
->
limits
.
gs_version
;
break
;
case
WINED3D_SHADER_TYPE_PIXEL
:
backend_version
=
shader
->
device
->
ps_version
;
backend_version
=
d3d_info
->
limits
.
ps_version
;
break
;
default:
FIXME
(
"No backend version-checking for this shader type
\n
"
);
...
...
@@ -1843,6 +1844,7 @@ static void vertexshader_set_limits(struct wined3d_shader *shader)
DWORD
shader_version
=
WINED3D_SHADER_VERSION
(
shader
->
reg_maps
.
shader_version
.
major
,
shader
->
reg_maps
.
shader_version
.
minor
);
struct
wined3d_device
*
device
=
shader
->
device
;
const
DWORD
vs_uniform_count
=
device
->
adapter
->
d3d_info
.
limits
.
vs_uniform_count
;
shader
->
limits
.
packed_input
=
0
;
...
...
@@ -1857,7 +1859,7 @@ static void vertexshader_set_limits(struct wined3d_shader *shader)
/* TODO: vs_1_1 has a minimum of 96 constants. What happens when
* a vs_1_1 shader is used on a vs_3_0 capable card that has 256
* constants? */
shader
->
limits
.
constant_float
=
min
(
256
,
device
->
d3d_vshader_constantF
);
shader
->
limits
.
constant_float
=
min
(
256
,
vs_uniform_count
);
break
;
case
WINED3D_SHADER_VERSION
(
2
,
0
):
...
...
@@ -1866,7 +1868,7 @@ static void vertexshader_set_limits(struct wined3d_shader *shader)
shader
->
limits
.
constant_int
=
16
;
shader
->
limits
.
packed_output
=
12
;
shader
->
limits
.
sampler
=
0
;
shader
->
limits
.
constant_float
=
min
(
256
,
device
->
d3d_vshader_constantF
);
shader
->
limits
.
constant_float
=
min
(
256
,
vs_uniform_count
);
break
;
case
WINED3D_SHADER_VERSION
(
3
,
0
):
...
...
@@ -1879,7 +1881,7 @@ static void vertexshader_set_limits(struct wined3d_shader *shader)
* drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
* wined3d-advertised maximum. Clamp the constant limit for <= 3.0
* shaders to 256. */
shader
->
limits
.
constant_float
=
min
(
256
,
device
->
d3d_vshader_constantF
);
shader
->
limits
.
constant_float
=
min
(
256
,
vs_uniform_count
);
break
;
case
WINED3D_SHADER_VERSION
(
4
,
0
):
...
...
@@ -1896,7 +1898,7 @@ static void vertexshader_set_limits(struct wined3d_shader *shader)
shader
->
limits
.
constant_int
=
16
;
shader
->
limits
.
packed_output
=
12
;
shader
->
limits
.
sampler
=
0
;
shader
->
limits
.
constant_float
=
min
(
256
,
device
->
d3d_vshader_constantF
);
shader
->
limits
.
constant_float
=
min
(
256
,
vs_uniform_count
);
FIXME
(
"Unrecognized vertex shader version
\"
%u.%u
\"
.
\n
"
,
shader
->
reg_maps
.
shader_version
.
major
,
shader
->
reg_maps
.
shader_version
.
minor
);
...
...
@@ -1911,11 +1913,12 @@ static HRESULT vertexshader_init(struct wined3d_shader *shader, struct wined3d_d
unsigned
int
i
;
HRESULT
hr
;
WORD
map
;
const
DWORD
vs_uniform_count
=
device
->
adapter
->
d3d_info
.
limits
.
vs_uniform_count
;
if
(
!
byte_code
)
return
WINED3DERR_INVALIDCALL
;
shader_init
(
shader
,
device
,
parent
,
parent_ops
);
hr
=
shader_set_function
(
shader
,
byte_code
,
output_signature
,
device
->
d3d_vshader_constantF
,
hr
=
shader_set_function
(
shader
,
byte_code
,
output_signature
,
vs_uniform_count
,
WINED3D_SHADER_TYPE_VERTEX
,
max_version
);
if
(
FAILED
(
hr
))
{
...
...
@@ -2256,11 +2259,12 @@ static HRESULT pixelshader_init(struct wined3d_shader *shader, struct wined3d_de
const
struct
wined3d_gl_info
*
gl_info
=
&
device
->
adapter
->
gl_info
;
unsigned
int
i
,
highest_reg_used
=
0
,
num_regs_used
=
0
;
HRESULT
hr
;
const
DWORD
ps_uniform_count
=
device
->
adapter
->
d3d_info
.
limits
.
ps_uniform_count
;
if
(
!
byte_code
)
return
WINED3DERR_INVALIDCALL
;
shader_init
(
shader
,
device
,
parent
,
parent_ops
);
hr
=
shader_set_function
(
shader
,
byte_code
,
output_signature
,
device
->
d3d_pshader_constantF
,
hr
=
shader_set_function
(
shader
,
byte_code
,
output_signature
,
ps_uniform_count
,
WINED3D_SHADER_TYPE_PIXEL
,
max_version
);
if
(
FAILED
(
hr
))
{
...
...
dlls/wined3d/stateblock.c
View file @
768e8c09
...
...
@@ -194,31 +194,31 @@ static const DWORD vertex_states_sampler[] =
*/
static
HRESULT
stateblock_allocate_shader_constants
(
struct
wined3d_stateblock
*
object
)
{
struct
wined3d_device
*
device
=
object
->
device
;
const
struct
wined3d_d3d_info
*
d3d_info
=
&
object
->
device
->
adapter
->
d3d_info
;
/* Allocate space for floating point constants */
object
->
state
.
ps_consts_f
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
float
)
*
d
evice
->
d3d_pshader_constantF
*
4
);
sizeof
(
float
)
*
d
3d_info
->
limits
.
ps_uniform_count
*
4
);
if
(
!
object
->
state
.
ps_consts_f
)
goto
fail
;
object
->
changed
.
pixelShaderConstantsF
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
BOOL
)
*
d
evice
->
d3d_pshader_constantF
);
sizeof
(
BOOL
)
*
d
3d_info
->
limits
.
ps_uniform_count
);
if
(
!
object
->
changed
.
pixelShaderConstantsF
)
goto
fail
;
object
->
state
.
vs_consts_f
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
float
)
*
d
evice
->
d3d_vshader_constantF
*
4
);
sizeof
(
float
)
*
d
3d_info
->
limits
.
vs_uniform_count
*
4
);
if
(
!
object
->
state
.
vs_consts_f
)
goto
fail
;
object
->
changed
.
vertexShaderConstantsF
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
BOOL
)
*
d
evice
->
d3d_vshader_constantF
);
sizeof
(
BOOL
)
*
d
3d_info
->
limits
.
vs_uniform_count
);
if
(
!
object
->
changed
.
vertexShaderConstantsF
)
goto
fail
;
object
->
contained_vs_consts_f
=
HeapAlloc
(
GetProcessHeap
(),
0
,
sizeof
(
DWORD
)
*
d
evice
->
d3d_vshader_constantF
);
sizeof
(
DWORD
)
*
d
3d_info
->
limits
.
vs_uniform_count
);
if
(
!
object
->
contained_vs_consts_f
)
goto
fail
;
object
->
contained_ps_consts_f
=
HeapAlloc
(
GetProcessHeap
(),
0
,
sizeof
(
DWORD
)
*
d
evice
->
d3d_pshader_constantF
);
sizeof
(
DWORD
)
*
d
3d_info
->
limits
.
ps_uniform_count
);
if
(
!
object
->
contained_ps_consts_f
)
goto
fail
;
return
WINED3D_OK
;
...
...
@@ -330,7 +330,7 @@ static void stateblock_savedstates_set_vertex(struct wined3d_saved_states *state
void
stateblock_init_contained_states
(
struct
wined3d_stateblock
*
stateblock
)
{
struct
wined3d_device
*
device
=
stateblock
->
device
;
const
struct
wined3d_d3d_info
*
d3d_info
=
&
stateblock
->
device
->
adapter
->
d3d_info
;
unsigned
int
i
,
j
;
for
(
i
=
0
;
i
<=
WINEHIGHEST_RENDER_STATE
>>
5
;
++
i
)
...
...
@@ -357,7 +357,7 @@ void stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
}
}
for
(
i
=
0
;
i
<
d
evice
->
d3d_vshader_constantF
;
++
i
)
for
(
i
=
0
;
i
<
d
3d_info
->
limits
.
vs_uniform_count
;
++
i
)
{
if
(
stateblock
->
changed
.
vertexShaderConstantsF
[
i
])
{
...
...
@@ -384,7 +384,7 @@ void stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
}
}
for
(
i
=
0
;
i
<
d
evice
->
d3d_pshader_constantF
;
++
i
)
for
(
i
=
0
;
i
<
d
3d_info
->
limits
.
ps_uniform_count
;
++
i
)
{
if
(
stateblock
->
changed
.
pixelShaderConstantsF
[
i
])
{
...
...
@@ -1148,6 +1148,7 @@ void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
{
struct
wined3d_device
*
device
=
stateblock
->
device
;
const
struct
wined3d_gl_info
*
gl_info
=
&
device
->
adapter
->
gl_info
;
const
struct
wined3d_d3d_info
*
d3d_info
=
&
device
->
adapter
->
d3d_info
;
struct
wined3d_state
*
state
=
&
stateblock
->
state
;
union
{
...
...
@@ -1171,8 +1172,8 @@ void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
TRACE
(
"stateblock %p.
\n
"
,
stateblock
);
memset
(
stateblock
->
changed
.
pixelShaderConstantsF
,
0
,
d
evice
->
d3d_pshader_constantF
*
sizeof
(
BOOL
));
memset
(
stateblock
->
changed
.
vertexShaderConstantsF
,
0
,
d
evice
->
d3d_vshader_constantF
*
sizeof
(
BOOL
));
memset
(
stateblock
->
changed
.
pixelShaderConstantsF
,
0
,
d
3d_info
->
limits
.
ps_uniform_count
*
sizeof
(
BOOL
));
memset
(
stateblock
->
changed
.
vertexShaderConstantsF
,
0
,
d
3d_info
->
limits
.
vs_uniform_count
*
sizeof
(
BOOL
));
/* Set some of the defaults for lights, transforms etc */
state
->
transforms
[
WINED3D_TS_PROJECTION
]
=
identity
;
...
...
@@ -1400,6 +1401,7 @@ static HRESULT stateblock_init(struct wined3d_stateblock *stateblock,
{
unsigned
int
i
;
HRESULT
hr
;
const
struct
wined3d_d3d_info
*
d3d_info
=
&
device
->
adapter
->
d3d_info
;
stateblock
->
ref
=
1
;
stateblock
->
device
=
device
;
...
...
@@ -1423,17 +1425,19 @@ static HRESULT stateblock_init(struct wined3d_stateblock *stateblock,
{
case
WINED3D_SBT_ALL
:
stateblock_init_lights
(
stateblock
,
device
->
stateBlock
->
state
.
light_map
);
stateblock_savedstates_set_all
(
&
stateblock
->
changed
,
device
->
d3d_vshader_constantF
,
device
->
d3d_pshader_constantF
);
stateblock_savedstates_set_all
(
&
stateblock
->
changed
,
d3d_info
->
limits
.
vs_uniform_count
,
d3d_info
->
limits
.
ps_uniform_count
);
break
;
case
WINED3D_SBT_PIXEL_STATE
:
stateblock_savedstates_set_pixel
(
&
stateblock
->
changed
,
device
->
d3d_pshader_constantF
);
stateblock_savedstates_set_pixel
(
&
stateblock
->
changed
,
d3d_info
->
limits
.
ps_uniform_count
);
break
;
case
WINED3D_SBT_VERTEX_STATE
:
stateblock_init_lights
(
stateblock
,
device
->
stateBlock
->
state
.
light_map
);
stateblock_savedstates_set_vertex
(
&
stateblock
->
changed
,
device
->
d3d_vshader_constantF
);
stateblock_savedstates_set_vertex
(
&
stateblock
->
changed
,
d3d_info
->
limits
.
vs_uniform_count
);
break
;
default:
...
...
dlls/wined3d/wined3d_private.h
View file @
768e8c09
...
...
@@ -1587,8 +1587,16 @@ struct wined3d_driver_info
DWORD
version_low
;
};
struct
wined3d_d3d_limits
{
UINT
vs_version
,
gs_version
,
ps_version
;
DWORD
vs_uniform_count
;
DWORD
ps_uniform_count
;
};
struct
wined3d_d3d_info
{
struct
wined3d_d3d_limits
limits
;
BOOL
vs_clipping
;
};
...
...
@@ -1729,8 +1737,6 @@ struct wined3d_device
const
struct
blit_shader
*
blitter
;
unsigned
int
max_ffp_textures
;
UINT
vs_version
,
gs_version
,
ps_version
;
DWORD
d3d_vshader_constantF
,
d3d_pshader_constantF
;
/* Advertised d3d caps, not GL ones */
UINT
instance_count
;
WORD
vertexBlendUsed
:
1
;
/* To avoid needless setting of the blend matrices */
...
...
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