Commit fabf45a9 authored by Zebediah Figura's avatar Zebediah Figura Committed by Alexandre Julliard

wined3d/arb: Move fragment program compilation from fragment_prog_arbfp() to…

wined3d/arb: Move fragment program compilation from fragment_prog_arbfp() to arbfp_apply_draw_state().
parent 17b9c453
......@@ -4665,6 +4665,8 @@ static void shader_arb_update_graphics_shaders(struct shader_arb_priv *priv,
if (ps->load_local_constsF)
context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
context->last_was_pshader = TRUE;
}
else
{
......@@ -5739,23 +5741,6 @@ struct arbfp_ffp_desc
GLuint shader;
};
/* Context activation is done by the caller. */
static void arbfp_apply_draw_state(struct wined3d_context *context, const struct wined3d_state *state)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl_const(context)->gl_info;
if (!use_ps(state))
{
gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
}
else
{
gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
}
}
static void arbfp_disable(const struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl_const(context)->gl_info;
......@@ -6616,66 +6601,64 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
if (use_ps(state) && !context->last_was_pshader && context->device->shader_backend == &arb_program_shader_backend)
{
/* Reload pixel shader constants since they collide with the
* fixed function constants. */
context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
}
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
}
static void arbfp_update_shader(struct wined3d_context *context, const struct wined3d_state *state)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
const struct wined3d_device *device = context->device;
struct shader_arb_priv *priv = device->fragment_priv;
BOOL use_pshader = use_ps(state);
struct ffp_frag_settings settings;
const struct arbfp_ffp_desc *desc;
unsigned int i;
TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
if (!use_pshader)
/* Find or create a shader implementing the fixed function pipeline
* settings, then activate it. */
wined3d_ffp_get_fs_settings(context, state, &settings, FALSE);
desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
if (!desc)
{
/* Find or create a shader implementing the fixed function pipeline
* settings, then activate it. */
wined3d_ffp_get_fs_settings(context, state, &settings, FALSE);
desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
if (!desc)
{
struct arbfp_ffp_desc *new_desc;
if (!(new_desc = heap_alloc(sizeof(*new_desc))))
{
ERR("Out of memory\n");
return;
}
struct arbfp_ffp_desc *new_desc;
new_desc->parent.settings = settings;
new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
desc = new_desc;
if (!(new_desc = heap_alloc(sizeof(*new_desc))))
{
ERR("Out of memory\n");
return;
}
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
new_desc->parent.settings = settings;
new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
desc = new_desc;
}
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
{
/* Reload fixed function constants since they collide with the
* pixel shader constants. */
for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i)
{
/* Reload fixed function constants since they collide with the
* pixel shader constants. */
for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i)
{
set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
}
state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
color_key_arbfp(context, state, STATE_COLOR_KEY);
set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
}
context->last_was_pshader = FALSE;
state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
color_key_arbfp(context, state, STATE_COLOR_KEY);
}
else if (!context->last_was_pshader)
{
if (device->shader_backend == &arb_program_shader_backend)
context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
context->last_was_pshader = TRUE;
}
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
context->last_was_pshader = FALSE;
}
/* We can't link the fog states to the fragment state directly since the
......@@ -6900,6 +6883,24 @@ static void arbfp_free_context_data(struct wined3d_context *context)
{
}
static void arbfp_apply_draw_state(struct wined3d_context *context, const struct wined3d_state *state)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl_const(context)->gl_info;
if (use_ps(state))
{
gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
return;
}
gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
if (context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_PIXEL))
arbfp_update_shader(context, state);
}
const struct wined3d_fragment_pipe_ops arbfp_fragment_pipeline =
{
.fp_apply_draw_state = arbfp_apply_draw_state,
......
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