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wined3d: Get rid of the posFixup field from the device.
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ccd4479ce9
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1b2f9d29d7
@ -590,29 +590,29 @@ static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
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}
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/* GL locking is done by the caller. */
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static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
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static void shader_arb_vs_local_constants(const struct wined3d_context *context, IWineD3DDeviceImpl *deviceImpl)
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{
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IWineD3DStateBlockImpl* stateBlock;
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const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
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const struct wined3d_state *state = &deviceImpl->stateBlock->state;
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unsigned char i;
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struct shader_arb_priv *priv = deviceImpl->shader_priv;
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const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
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float position_fixup[4];
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/* Upload the position fixup */
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GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, deviceImpl->posFixup));
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shader_get_position_fixup(context, state, position_fixup);
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GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
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if (!gl_shader->num_int_consts) return;
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stateBlock = deviceImpl->stateBlock;
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for(i = 0; i < MAX_CONST_I; i++)
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{
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if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
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{
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float val[4];
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val[0] = (float)stateBlock->state.vs_consts_i[4 * i];
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val[1] = (float)stateBlock->state.vs_consts_i[4 * i + 1];
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val[2] = (float)stateBlock->state.vs_consts_i[4 * i + 2];
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val[0] = (float)state->vs_consts_i[4 * i];
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val[1] = (float)state->vs_consts_i[4 * i + 1];
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val[2] = (float)state->vs_consts_i[4 * i + 2];
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val[3] = -1.0f;
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GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
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@ -641,7 +641,7 @@ static void shader_arb_load_constants(const struct wined3d_context *context, cha
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/* Load DirectX 9 float constants for vertex shader */
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device->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
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device->highest_dirty_vs_const, stateBlock->state.vs_consts_f, context->vshader_const_dirty);
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shader_arb_vs_local_constants(device);
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shader_arb_vs_local_constants(context, device);
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}
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if (usePixelShader)
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@ -4601,7 +4601,7 @@ static void shader_arb_select(const struct wined3d_context *context, BOOL usePS,
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glEnable(GL_VERTEX_PROGRAM_ARB);
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checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
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TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
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shader_arb_vs_local_constants(This);
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shader_arb_vs_local_constants(context, This);
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if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
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priv->last_vs_color_unclamp = compiled->need_color_unclamp;
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@ -6827,7 +6827,6 @@ HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
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list_init(&device->shaders);
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device->surface_alignment = wined3d->dxVersion == 7 ? DDRAW_PITCH_ALIGNMENT : D3D8_PITCH_ALIGNMENT;
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device->posFixup[0] = 1.0f; /* This is needed to get the x coord unmodified through a MAD. */
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/* Get the initial screen setup for ddraw. */
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hr = IWineD3D_GetAdapterDisplayMode((IWineD3D *)wined3d, adapter_idx, &mode);
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@ -733,6 +733,7 @@ static void shader_glsl_load_constants(const struct wined3d_context *context,
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IWineD3DDeviceImpl *device = context->swapchain->device;
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IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
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struct shader_glsl_priv *priv = device->shader_priv;
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float position_fixup[4];
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GLhandleARB programId;
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struct glsl_shader_prog_link *prog = priv->glsl_program;
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@ -763,7 +764,8 @@ static void shader_glsl_load_constants(const struct wined3d_context *context,
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stateBlock->changed.vertexShaderConstantsB & vshader->baseShader.reg_maps.boolean_constants);
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/* Upload the position fixup params */
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GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &device->posFixup[0]));
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shader_get_position_fixup(context, &stateBlock->state, position_fixup);
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GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, position_fixup));
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checkGLcall("glUniform4fvARB");
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}
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@ -4644,20 +4644,6 @@ static void vertexdeclaration(DWORD state_id, IWineD3DStateBlockImpl *stateblock
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context->last_was_rhw = FALSE;
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/* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
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device->untransformed = TRUE;
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/* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
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* Not needed as long as only hw shaders are supported
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*/
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/* This sets the shader output position correction constants.
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* TODO: Move to the viewport state
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*/
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if (useVertexShaderFunction)
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{
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GLfloat yoffset = -(63.0f / 64.0f) / stateblock->state.viewport.Height;
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device->posFixup[1] = context->render_offscreen ? -1.0f : 1.0f;
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device->posFixup[3] = device->posFixup[1] * yoffset;
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}
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}
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/* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
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@ -4803,19 +4789,15 @@ static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, s
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checkGLcall("glViewport");
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}
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static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
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static void viewport_vertexpart(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
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{
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GLfloat yoffset = -(63.0f / 64.0f) / stateblock->state.viewport.Height;
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stateblock->device->posFixup[2] = (63.0f / 64.0f) / stateblock->state.viewport.Width;
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stateblock->device->posFixup[3] = stateblock->device->posFixup[1] * yoffset;
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if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
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transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
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}
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if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
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state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
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}
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/* Update the position fixup. */
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if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
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shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
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}
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@ -1722,9 +1722,6 @@ struct IWineD3DDeviceImpl
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DWORD ddraw_width, ddraw_height;
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enum wined3d_format_id ddraw_format;
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/* Final position fixup constant */
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float posFixup[4];
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/* With register combiners we can skip junk texture stages */
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DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
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DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
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@ -2841,6 +2838,21 @@ static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
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}
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}
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static inline void shader_get_position_fixup(const struct wined3d_context *context,
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const struct wined3d_state *state, float *position_fixup)
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{
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position_fixup[0] = 1.0f;
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position_fixup[1] = 1.0f;
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position_fixup[2] = (63.0f / 64.0f) / state->viewport.Width;
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position_fixup[3] = -(63.0f / 64.0f) / state->viewport.Height;
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if (context->render_offscreen)
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{
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position_fixup[1] *= -1.0f;
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position_fixup[3] *= -1.0f;
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}
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}
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static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
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local_constant* lconst;
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