wined3d: Make use_vs() and use_ps() work on a stateblock instead of a device.

Most callers work on a stateblock rather than a device, and the main fields
we check (vertexShader and pixelShader) are part of the stateblock as well.
This commit is contained in:
Henri Verbeet 2008-12-30 14:56:49 +01:00 committed by Alexandre Julliard
parent 6db201080f
commit 2b926db50d
10 changed files with 57 additions and 45 deletions

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@ -2379,7 +2379,7 @@ static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *statebloc
* application provided constants
*/
if(device->shader_backend == &arb_program_shader_backend) {
if(use_ps(device)) return;
if (use_ps(stateblock)) return;
device = stateblock->wineD3DDevice;
device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
@ -2400,7 +2400,7 @@ static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateb
* application provided constants
*/
if(device->shader_backend == &arb_program_shader_backend) {
if(use_ps(device)) return;
if (use_ps(stateblock)) return;
device = stateblock->wineD3DDevice;
device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
@ -2424,7 +2424,8 @@ static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, W
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
float mat[2][2];
if(use_ps(device)) {
if (use_ps(stateblock))
{
if(stage != 0 &&
((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
/* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
@ -2458,7 +2459,8 @@ static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
float param[4];
if(use_ps(device)) {
if (use_ps(stateblock))
{
if(stage != 0 &&
((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
/* The pixel shader has to know the luminance offset. Do a constants update if it
@ -2961,8 +2963,8 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWi
static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
struct shader_arb_priv *priv = (struct shader_arb_priv *) device->fragment_priv;
BOOL use_pshader = use_ps(device);
BOOL use_vshader = use_vs(device);
BOOL use_pshader = use_ps(stateblock);
BOOL use_vshader = use_vs(stateblock);
struct ffp_frag_settings settings;
const struct arbfp_ffp_desc *desc;
unsigned int i;

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@ -883,7 +883,7 @@ static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3
static void atifs_apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
BOOL use_vshader = use_vs(device);
BOOL use_vshader = use_vs(stateblock);
/* The ATIFS code does not support pixel shaders currently, but we have to provide a state handler
* to call shader_select to select a vertex shader if one is applied because the vertex shader state

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@ -3789,8 +3789,8 @@ static void device_map_vsamplers(IWineD3DDeviceImpl *This, BOOL ps) {
}
void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) {
BOOL vs = use_vs(This);
BOOL ps = use_ps(This);
BOOL vs = use_vs(This->stateBlock);
BOOL ps = use_ps(This->stateBlock);
/*
* Rules are:
* -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but

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@ -296,7 +296,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, const WineDirect3DVertexStrid
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
const UINT *streamOffset = This->stateBlock->streamOffset;
long SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
BOOL pixelShader = use_ps(This);
BOOL pixelShader = use_ps(This->stateBlock);
BOOL specular_fog = FALSE;
UINT texture_stages = GL_LIMITS(texture_stages);
const BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
@ -863,7 +863,8 @@ void drawPrimitive(IWineD3DDevice *iface,
if (numberOfVertices == 0 )
numberOfVertices = calculatedNumberOfindices;
if(!use_vs(This)) {
if (!use_vs(This->stateBlock))
{
if(!This->strided_streams.u.s.position_transformed && This->activeContext->num_untracked_materials &&
This->stateBlock->renderState[WINED3DRS_LIGHTING]) {
static BOOL warned;
@ -898,7 +899,8 @@ void drawPrimitive(IWineD3DDevice *iface,
if (This->useDrawStridedSlow || emulation) {
/* Immediate mode drawing */
if(use_vs(This)) {
if (use_vs(This->stateBlock))
{
static BOOL warned;
if (!warned) {
FIXME("Using immediate mode with vertex shaders for half float emulation\n");

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@ -797,7 +797,8 @@ static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const s
*/
if (pshader && shader_version >= WINED3DPS_VERSION(3, 0))
{
if(use_vs(device)) {
if (use_vs(device->stateBlock))
{
shader_addline(buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
} else {
/* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.

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@ -458,7 +458,7 @@ static void nvrc_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3
TRACE("Setting color op for stage %d\n", stage);
/* Using a pixel shader? Don't care for anything here, the shader applying does it */
if (use_ps(stateblock->wineD3DDevice)) return;
if (use_ps(stateblock)) return;
if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);

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@ -479,7 +479,9 @@ void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImp
{
if(((IWineD3DDeviceImpl *) shader->baseShader.device)->strided_streams.u.s.position_transformed) {
args->vp_mode = pretransformed;
} else if(use_vs((IWineD3DDeviceImpl *) shader->baseShader.device)) {
}
else if (use_vs(stateblock))
{
args->vp_mode = vertexshader;
} else {
args->vp_mode = fixedfunction;
@ -490,8 +492,9 @@ void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImp
if(stateblock->renderState[WINED3DRS_FOGENABLE]) {
switch(stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
case WINED3DFOG_NONE:
if(((IWineD3DDeviceImpl *) shader->baseShader.device)->strided_streams.u.s.position_transformed ||
use_vs((IWineD3DDeviceImpl *) shader->baseShader.device)) {
if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.u.s.position_transformed
|| use_vs(stateblock))
{
args->fog = FOG_LINEAR;
break;
}

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@ -532,7 +532,8 @@ static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
DWORD enable = 0xFFFFFFFF;
DWORD disable = 0x00000000;
if (use_vs(stateblock->wineD3DDevice)) {
if (use_vs(stateblock))
{
/* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
* so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
* conditions I got sick of tracking down. The shader state handler disables all clip planes because
@ -898,8 +899,7 @@ static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock,
static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *)stateblock->pixelShader;
BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
&& ps_impl->baseShader.reg_maps.shader_version >= WINED3DPS_VERSION(3,0);
BOOL is_ps3 = use_ps(stateblock) && ps_impl->baseShader.reg_maps.shader_version >= WINED3DPS_VERSION(3,0);
float fogstart, fogend;
union {
@ -956,14 +956,14 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
*/
if( is_ps3 ) {
if( !use_vs(stateblock->wineD3DDevice)
&& stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
if (!use_vs(stateblock) && stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
{
FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
}
}
if (use_vs(stateblock->wineD3DDevice)
&& ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog) {
if (use_vs(stateblock) && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog)
{
if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
/* Disable fog */
@ -983,7 +983,8 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
}
context->last_was_foggy_shader = TRUE;
}
else if( use_ps(stateblock->wineD3DDevice) ) {
else if (use_ps(stateblock))
{
/* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
* -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
*/
@ -2887,7 +2888,7 @@ static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
TRACE("Setting color op for stage %d\n", stage);
/* Using a pixel shader? Don't care for anything here, the shader applying does it */
if (use_ps(stateblock->wineD3DDevice)) return;
if (use_ps(stateblock)) return;
if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
@ -3041,8 +3042,8 @@ static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, W
int coordIdx;
/* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
if(use_vs(stateblock->wineD3DDevice) ||
isStateDirty(context, STATE_VDECL)) {
if (use_vs(stateblock) || isStateDirty(context, STATE_VDECL))
{
TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
return;
}
@ -3309,7 +3310,7 @@ static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
return;
}
device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
device->shader_backend->shader_load_constants((IWineD3DDevice *)device, use_ps(stateblock), use_vs(stateblock));
}
static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
@ -3401,7 +3402,8 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCont
checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
}
if(!use_ps(stateblock->wineD3DDevice) && sampler < stateblock->lowest_disabled_stage) {
if (!use_ps(stateblock) && sampler < stateblock->lowest_disabled_stage)
{
if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
/* If color keying is enabled update the alpha test, it depends on the existence
* of a color key in stage 0
@ -3425,9 +3427,8 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCont
}
static void apply_pshader_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
if (use_ps(device)) {
if (use_ps(stateblock))
{
if(!context->last_was_pshader) {
state_fog(state, stateblock, context);
}
@ -3442,8 +3443,8 @@ static void apply_pshader_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, W
void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
BOOL use_pshader = use_ps(device);
BOOL use_vshader = use_vs(device);
BOOL use_pshader = use_ps(stateblock);
BOOL use_vshader = use_vs(stateblock);
int i;
if (use_pshader) {
@ -4383,8 +4384,8 @@ static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
BOOL updateFog = FALSE;
BOOL useVertexShaderFunction = use_vs(stateblock->wineD3DDevice);
BOOL usePixelShaderFunction = use_ps(stateblock->wineD3DDevice);
BOOL useVertexShaderFunction = use_vs(stateblock);
BOOL usePixelShaderFunction = use_ps(stateblock);
BOOL transformed;
/* Some stuff is in the device until we have per context tracking */
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;

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@ -327,7 +327,8 @@ static inline BOOL IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *T
* done, or if the DIFFUSE is replaced with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some conversion types
* depend on the semantic as well, for example a FLOAT4 texcoord needs no conversion while a FLOAT4 positiont needs one
*/
if(use_vs(device)) {
if (use_vs(device->stateBlock))
{
TRACE("vshader\n");
/* If the current vertex declaration is marked for no half float conversion don't bother to
* analyse the strided streams in depth, just set them up for no conversion. Return decl changed

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@ -2462,15 +2462,17 @@ typedef struct {
const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
const WineD3D_GL_Info *gl_info, const struct GlPixelFormatDesc **glDesc);
static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
return (device->vs_selected_mode != SHADER_NONE
&& device->stateBlock->vertexShader
&& !device->strided_streams.u.s.position_transformed);
static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
{
return (stateblock->vertexShader
&& !stateblock->wineD3DDevice->strided_streams.u.s.position_transformed
&& stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
}
static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
return (device->ps_selected_mode != SHADER_NONE
&& device->stateBlock->pixelShader);
static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
{
return (stateblock->pixelShader
&& stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
}
void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,