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wined3d: Explicitly pass shader_data and reg_maps to need_helper_const().
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95a3cd8e30
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@ -331,16 +331,16 @@ static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
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&& !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
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}
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static BOOL need_helper_const(IWineD3DVertexShaderImpl *shader, const struct wined3d_gl_info *gl_info)
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static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
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const struct shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
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{
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if (need_rel_addr_const(shader->baseShader.backend_data,
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&shader->baseShader.reg_maps, gl_info)) return TRUE;
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if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
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if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
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if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
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if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
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if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
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if (shader->baseShader.reg_maps.usesnrm) return TRUE; /* 0.0 */
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if (shader->baseShader.reg_maps.usesrcp) return TRUE; /* EPS */
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if (reg_maps->usesnrm) return TRUE; /* 0.0 */
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if (reg_maps->usesrcp) return TRUE; /* EPS */
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return FALSE;
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}
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@ -349,7 +349,8 @@ static unsigned int reserved_vs_const(IWineD3DVertexShaderImpl *shader, const st
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unsigned int ret = 1;
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/* We use one PARAM for the pos fixup, and in some cases one to load
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* some immediate values into the shader. */
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if (need_helper_const(shader, gl_info)) ++ret;
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if (need_helper_const(shader->baseShader.backend_data,
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&shader->baseShader.reg_maps, gl_info)) ++ret;
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if (need_rel_addr_const(shader->baseShader.backend_data,
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&shader->baseShader.reg_maps, gl_info)) ++ret;
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return ret;
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@ -3096,6 +3097,7 @@ static void shader_hw_label(const struct wined3d_shader_instruction *ins)
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static void vshader_add_footer(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
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const struct arb_vs_compile_args *args, struct shader_arb_ctx_priv *priv_ctx)
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{
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const struct arb_vshader_private *shader_data = This->baseShader.backend_data;
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const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
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IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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@ -3170,7 +3172,7 @@ static void vshader_add_footer(IWineD3DVertexShaderImpl *This, struct wined3d_sh
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/* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
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* and the glsl equivalent
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*/
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if (need_helper_const(This, gl_info))
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if (need_helper_const(shader_data, reg_maps, gl_info))
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{
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const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
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shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
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@ -4104,7 +4106,7 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct
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}
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shader_addline(buffer, "TEMP TMP_OUT;\n");
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if (need_helper_const(This, gl_info))
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if (need_helper_const(shader_data, reg_maps, gl_info))
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{
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shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps);
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}
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