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wine
wine-winehq
Commits
a14dab49
Commit
a14dab49
authored
Dec 17, 2008
by
Henri Verbeet
Committed by
Alexandre Julliard
Dec 18, 2008
Browse files
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Plain Diff
wined3d: Don't mark shader constants dirty when we're recording a stateblock.
parent
0968cb9b
Hide whitespace changes
Inline
Side-by-side
Showing
1 changed file
with
60 additions
and
36 deletions
+60
-36
device.c
dlls/wined3d/device.c
+60
-36
No files found.
dlls/wined3d/device.c
View file @
a14dab49
...
@@ -3496,7 +3496,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(
...
@@ -3496,7 +3496,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(
This
->
updateStateBlock
->
changed
.
vertexShaderConstantsB
|=
(
1
<<
i
);
This
->
updateStateBlock
->
changed
.
vertexShaderConstantsB
|=
(
1
<<
i
);
}
}
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_VERTEXSHADERCONSTANT
);
if
(
!
This
->
isRecordingState
)
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_VERTEXSHADERCONSTANT
);
return
WINED3D_OK
;
return
WINED3D_OK
;
}
}
...
@@ -3544,7 +3544,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(
...
@@ -3544,7 +3544,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(
This
->
updateStateBlock
->
changed
.
vertexShaderConstantsI
|=
(
1
<<
i
);
This
->
updateStateBlock
->
changed
.
vertexShaderConstantsI
|=
(
1
<<
i
);
}
}
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_VERTEXSHADERCONSTANT
);
if
(
!
This
->
isRecordingState
)
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_VERTEXSHADERCONSTANT
);
return
WINED3D_OK
;
return
WINED3D_OK
;
}
}
...
@@ -3591,19 +3591,28 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
...
@@ -3591,19 +3591,28 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
srcData
[
i
*
4
],
srcData
[
i
*
4
+
1
],
srcData
[
i
*
4
+
2
],
srcData
[
i
*
4
+
3
]);
srcData
[
i
*
4
],
srcData
[
i
*
4
+
1
],
srcData
[
i
*
4
+
2
],
srcData
[
i
*
4
+
3
]);
}
}
for
(
i
=
start
;
i
<
count
+
start
;
++
i
)
{
if
(
!
This
->
isRecordingState
)
if
(
!
This
->
updateStateBlock
->
changed
.
vertexShaderConstantsF
[
i
])
{
{
constants_entry
*
ptr
=
LIST_ENTRY
(
list_head
(
&
This
->
updateStateBlock
->
set_vconstantsF
),
constants_entry
,
entry
);
for
(
i
=
start
;
i
<
count
+
start
;
++
i
)
if
(
!
ptr
||
ptr
->
count
>=
sizeof
(
ptr
->
idx
)
/
sizeof
(
*
ptr
->
idx
))
{
{
ptr
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
constants_entry
));
if
(
!
This
->
stateBlock
->
changed
.
vertexShaderConstantsF
[
i
])
list_add_head
(
&
This
->
updateStateBlock
->
set_vconstantsF
,
&
ptr
->
entry
);
{
constants_entry
*
ptr
=
LIST_ENTRY
(
list_head
(
&
This
->
stateBlock
->
set_vconstantsF
),
constants_entry
,
entry
);
if
(
!
ptr
||
ptr
->
count
>=
sizeof
(
ptr
->
idx
)
/
sizeof
(
*
ptr
->
idx
))
{
ptr
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
constants_entry
));
list_add_head
(
&
This
->
stateBlock
->
set_vconstantsF
,
&
ptr
->
entry
);
}
ptr
->
idx
[
ptr
->
count
++
]
=
i
;
}
}
ptr
->
idx
[
ptr
->
count
++
]
=
i
;
This
->
updateStateBlock
->
changed
.
vertexShaderConstantsF
[
i
]
=
TRUE
;
}
}
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_VERTEXSHADERCONSTANT
);
}
}
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_VERTEXSHADERCONSTANT
);
memset
(
This
->
updateStateBlock
->
changed
.
vertexShaderConstantsF
+
start
,
1
,
sizeof
(
*
This
->
updateStateBlock
->
changed
.
vertexShaderConstantsF
)
*
count
);
return
WINED3D_OK
;
return
WINED3D_OK
;
}
}
...
@@ -3631,14 +3640,17 @@ UINT count) {
...
@@ -3631,14 +3640,17 @@ UINT count) {
srcData
[
i
*
4
],
srcData
[
i
*
4
+
1
],
srcData
[
i
*
4
+
2
],
srcData
[
i
*
4
+
3
]);
srcData
[
i
*
4
],
srcData
[
i
*
4
+
1
],
srcData
[
i
*
4
+
2
],
srcData
[
i
*
4
+
3
]);
}
}
/* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
if
(
!
This
->
isRecordingState
)
* context. On a context switch the old context will be fully dirtified
{
*/
/* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
memset
(
This
->
activeContext
->
vshader_const_dirty
+
start
,
1
,
* context. On a context switch the old context will be fully dirtified */
sizeof
(
*
This
->
activeContext
->
vshader_const_dirty
)
*
count
);
memset
(
This
->
activeContext
->
vshader_const_dirty
+
start
,
1
,
This
->
highest_dirty_vs_const
=
max
(
This
->
highest_dirty_vs_const
,
start
+
count
+
1
);
sizeof
(
*
This
->
activeContext
->
vshader_const_dirty
)
*
count
);
This
->
highest_dirty_vs_const
=
max
(
This
->
highest_dirty_vs_const
,
start
+
count
+
1
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_VERTEXSHADERCONSTANT
);
}
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_VERTEXSHADERCONSTANT
);
memset
(
This
->
updateStateBlock
->
changed
.
vertexShaderConstantsF
+
start
,
1
,
memset
(
This
->
updateStateBlock
->
changed
.
vertexShaderConstantsF
+
start
,
1
,
sizeof
(
*
This
->
updateStateBlock
->
changed
.
vertexShaderConstantsF
)
*
count
);
sizeof
(
*
This
->
updateStateBlock
->
changed
.
vertexShaderConstantsF
)
*
count
);
...
@@ -3931,7 +3943,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
...
@@ -3931,7 +3943,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
This
->
updateStateBlock
->
changed
.
pixelShaderConstantsB
|=
(
1
<<
i
);
This
->
updateStateBlock
->
changed
.
pixelShaderConstantsB
|=
(
1
<<
i
);
}
}
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_PIXELSHADERCONSTANT
);
if
(
!
This
->
isRecordingState
)
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_PIXELSHADERCONSTANT
);
return
WINED3D_OK
;
return
WINED3D_OK
;
}
}
...
@@ -3979,7 +3991,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
...
@@ -3979,7 +3991,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
This
->
updateStateBlock
->
changed
.
pixelShaderConstantsI
|=
(
1
<<
i
);
This
->
updateStateBlock
->
changed
.
pixelShaderConstantsI
|=
(
1
<<
i
);
}
}
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_PIXELSHADERCONSTANT
);
if
(
!
This
->
isRecordingState
)
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_PIXELSHADERCONSTANT
);
return
WINED3D_OK
;
return
WINED3D_OK
;
}
}
...
@@ -4026,19 +4038,28 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
...
@@ -4026,19 +4038,28 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
srcData
[
i
*
4
],
srcData
[
i
*
4
+
1
],
srcData
[
i
*
4
+
2
],
srcData
[
i
*
4
+
3
]);
srcData
[
i
*
4
],
srcData
[
i
*
4
+
1
],
srcData
[
i
*
4
+
2
],
srcData
[
i
*
4
+
3
]);
}
}
for
(
i
=
start
;
i
<
count
+
start
;
++
i
)
{
if
(
!
This
->
isRecordingState
)
if
(
!
This
->
updateStateBlock
->
changed
.
pixelShaderConstantsF
[
i
])
{
{
constants_entry
*
ptr
=
LIST_ENTRY
(
list_head
(
&
This
->
updateStateBlock
->
set_pconstantsF
),
constants_entry
,
entry
);
for
(
i
=
start
;
i
<
count
+
start
;
++
i
)
if
(
!
ptr
||
ptr
->
count
>=
sizeof
(
ptr
->
idx
)
/
sizeof
(
*
ptr
->
idx
))
{
{
ptr
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
constants_entry
));
if
(
!
This
->
stateBlock
->
changed
.
pixelShaderConstantsF
[
i
])
list_add_head
(
&
This
->
updateStateBlock
->
set_pconstantsF
,
&
ptr
->
entry
);
{
constants_entry
*
ptr
=
LIST_ENTRY
(
list_head
(
&
This
->
stateBlock
->
set_pconstantsF
),
constants_entry
,
entry
);
if
(
!
ptr
||
ptr
->
count
>=
sizeof
(
ptr
->
idx
)
/
sizeof
(
*
ptr
->
idx
))
{
ptr
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
constants_entry
));
list_add_head
(
&
This
->
stateBlock
->
set_pconstantsF
,
&
ptr
->
entry
);
}
ptr
->
idx
[
ptr
->
count
++
]
=
i
;
}
}
ptr
->
idx
[
ptr
->
count
++
]
=
i
;
This
->
updateStateBlock
->
changed
.
pixelShaderConstantsF
[
i
]
=
TRUE
;
}
}
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_PIXELSHADERCONSTANT
);
}
}
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_PIXELSHADERCONSTANT
);
memset
(
This
->
updateStateBlock
->
changed
.
pixelShaderConstantsF
+
start
,
1
,
sizeof
(
*
This
->
updateStateBlock
->
changed
.
pixelShaderConstantsF
)
*
count
);
return
WINED3D_OK
;
return
WINED3D_OK
;
}
}
...
@@ -4066,14 +4087,17 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF_DirtyConst(
...
@@ -4066,14 +4087,17 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF_DirtyConst(
srcData
[
i
*
4
],
srcData
[
i
*
4
+
1
],
srcData
[
i
*
4
+
2
],
srcData
[
i
*
4
+
3
]);
srcData
[
i
*
4
],
srcData
[
i
*
4
+
1
],
srcData
[
i
*
4
+
2
],
srcData
[
i
*
4
+
3
]);
}
}
/* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
if
(
!
This
->
isRecordingState
)
* context. On a context switch the old context will be fully dirtified
{
*/
/* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
memset
(
This
->
activeContext
->
pshader_const_dirty
+
start
,
1
,
* context. On a context switch the old context will be fully dirtified */
sizeof
(
*
This
->
activeContext
->
pshader_const_dirty
)
*
count
);
memset
(
This
->
activeContext
->
pshader_const_dirty
+
start
,
1
,
This
->
highest_dirty_ps_const
=
max
(
This
->
highest_dirty_ps_const
,
start
+
count
+
1
);
sizeof
(
*
This
->
activeContext
->
pshader_const_dirty
)
*
count
);
This
->
highest_dirty_ps_const
=
max
(
This
->
highest_dirty_ps_const
,
start
+
count
+
1
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_PIXELSHADERCONSTANT
);
}
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_PIXELSHADERCONSTANT
);
memset
(
This
->
updateStateBlock
->
changed
.
pixelShaderConstantsF
+
start
,
1
,
memset
(
This
->
updateStateBlock
->
changed
.
pixelShaderConstantsF
+
start
,
1
,
sizeof
(
*
This
->
updateStateBlock
->
changed
.
pixelShaderConstantsF
)
*
count
);
sizeof
(
*
This
->
updateStateBlock
->
changed
.
pixelShaderConstantsF
)
*
count
);
...
...
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