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wined3d: Move the vertex shader to wined3d_state.
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493a3172f4
commit
dd4aea36c9
@ -640,8 +640,9 @@ static void shader_arb_load_constants(const struct wined3d_context *context, cha
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IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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if (useVertexShader) {
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IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
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if (useVertexShader)
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{
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IWineD3DBaseShaderImpl *vshader = (IWineD3DBaseShaderImpl *)stateBlock->state.vertex_shader;
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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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@ -4582,9 +4583,9 @@ static void shader_arb_select(const struct wined3d_context *context, BOOL usePS,
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if (useVS) {
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struct arb_vs_compile_args compile_args;
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struct arb_vs_compiled_shader *compiled;
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IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader;
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IWineD3DVertexShaderImpl *vs = This->stateBlock->state.vertex_shader;
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TRACE("Using vertex shader %p\n", This->stateBlock->vertexShader);
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TRACE("Using vertex shader %p\n", vs);
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find_arb_vs_compile_args(vs, This->stateBlock, &compile_args);
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compiled = find_arb_vshader(vs, &compile_args);
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priv->current_vprogram_id = compiled->prgId;
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@ -259,7 +259,7 @@ void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
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/* TODO: Assuming vertexdeclarations are usually used with the
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* same or a similar shader, it might be worth it to store the
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* last used output slot and try that one first. */
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stride_used = vshader_get_input(This->stateBlock->vertexShader,
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stride_used = vshader_get_input(This->stateBlock->state.vertex_shader,
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element->usage, element->usage_idx, &idx);
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}
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else
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@ -408,7 +408,7 @@ void device_update_stream_info(IWineD3DDeviceImpl *device, const struct wined3d_
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{
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struct wined3d_stream_info *stream_info = &device->strided_streams;
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IWineD3DStateBlockImpl *stateblock = device->stateBlock;
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BOOL vs = stateblock->vertexShader && device->vs_selected_mode != SHADER_NONE;
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BOOL vs = stateblock->state.vertex_shader && device->vs_selected_mode != SHADER_NONE;
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BOOL fixup = FALSE;
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if (device->up_strided)
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@ -472,7 +472,7 @@ void device_preload_textures(IWineD3DDeviceImpl *device)
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{
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for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
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{
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if (((IWineD3DBaseShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.sampler_type[i])
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if (stateblock->state.vertex_shader->baseShader.reg_maps.sampler_type[i])
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device_preload_texture(stateblock, MAX_FRAGMENT_SAMPLERS + i);
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}
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}
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@ -3197,11 +3197,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration(IWineD3DDevice* if
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader* pShader) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DVertexShader* oldShader = This->updateStateBlock->vertexShader;
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static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader *pShader)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DVertexShader *oldShader = (IWineD3DVertexShader *)This->updateStateBlock->state.vertex_shader;
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This->updateStateBlock->vertexShader = pShader;
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This->updateStateBlock->state.vertex_shader = (IWineD3DVertexShaderImpl *)pShader;
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This->updateStateBlock->changed.vertexShader = TRUE;
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if (This->isRecordingState) {
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@ -3231,7 +3232,7 @@ static IWineD3DVertexShader * WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3D
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TRACE("iface %p.\n", iface);
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shader = device->stateBlock->vertexShader;
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shader = (IWineD3DVertexShader *)device->stateBlock->state.vertex_shader;
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if (shader) IWineD3DVertexShader_AddRef(shader);
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TRACE("Returning %p.\n", shader);
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@ -3533,7 +3534,7 @@ static BOOL device_unit_free_for_vs(IWineD3DDeviceImpl *This, const WINED3DSAMPL
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static void device_map_vsamplers(IWineD3DDeviceImpl *This, BOOL ps, const struct wined3d_gl_info *gl_info)
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{
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const WINED3DSAMPLER_TEXTURE_TYPE *vshader_sampler_type =
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((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.reg_maps.sampler_type;
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This->stateBlock->state.vertex_shader->baseShader.reg_maps.sampler_type;
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const WINED3DSAMPLER_TEXTURE_TYPE *pshader_sampler_type = NULL;
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int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
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int i;
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@ -752,8 +752,9 @@ static void shader_glsl_load_constants(const struct wined3d_context *context,
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programId = prog->programId;
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constant_version = prog->constant_version;
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if (useVertexShader) {
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IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
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if (useVertexShader)
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{
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IWineD3DBaseShaderImpl *vshader = (IWineD3DBaseShaderImpl *)stateBlock->state.vertex_shader;
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/* Load DirectX 9 float constants/uniforms for vertex shader */
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shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
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@ -4277,7 +4278,7 @@ static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
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static void set_glsl_shader_program(const struct wined3d_context *context,
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IWineD3DDeviceImpl *device, BOOL use_ps, BOOL use_vs)
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{
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IWineD3DVertexShader *vshader = use_vs ? device->stateBlock->vertexShader : NULL;
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IWineD3DVertexShader *vshader = use_vs ? (IWineD3DVertexShader *)device->stateBlock->state.vertex_shader : NULL;
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IWineD3DPixelShader *pshader = use_ps ? device->stateBlock->pixelShader : NULL;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct shader_glsl_priv *priv = device->shader_priv;
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@ -1726,9 +1726,9 @@ static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_id
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return FALSE;
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}
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BOOL vshader_get_input(IWineD3DVertexShader *iface, BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
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BOOL vshader_get_input(struct IWineD3DVertexShaderImpl *shader,
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BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
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{
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IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
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WORD map = shader->baseShader.reg_maps.input_registers;
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unsigned int i;
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@ -513,7 +513,7 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
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}
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}
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if(This->pIndexData) IWineD3DBuffer_Release(This->pIndexData);
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if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
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if (This->state.vertex_shader) IWineD3DVertexShader_Release((IWineD3DVertexShader *)This->state.vertex_shader);
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if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
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for(counter = 0; counter < LIGHTMAP_SIZE; counter++) {
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@ -603,13 +603,16 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
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TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
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if (This->changed.vertexShader && This->vertexShader != targetStateBlock->vertexShader)
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if (This->changed.vertexShader && This->state.vertex_shader != targetStateBlock->state.vertex_shader)
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{
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TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
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TRACE("Updating vertex shader from %p to %p\n",
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This->state.vertex_shader, targetStateBlock->state.vertex_shader);
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if (targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
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if (This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
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This->vertexShader = targetStateBlock->vertexShader;
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if (targetStateBlock->state.vertex_shader)
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IWineD3DVertexShader_AddRef((IWineD3DVertexShader *)targetStateBlock->state.vertex_shader);
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if (This->state.vertex_shader)
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IWineD3DVertexShader_Release((IWineD3DVertexShader *)This->state.vertex_shader);
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This->state.vertex_shader = targetStateBlock->state.vertex_shader;
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}
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/* Vertex Shader Float Constants */
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@ -909,7 +912,8 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
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TRACE("Blocktype: %d\n", This->blockType);
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if (This->changed.vertexShader) IWineD3DDevice_SetVertexShader(device, This->vertexShader);
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if (This->changed.vertexShader)
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IWineD3DDevice_SetVertexShader(device, (IWineD3DVertexShader *)This->state.vertex_shader);
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/* Vertex Shader Constants */
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for (i = 0; i < This->num_contained_vs_consts_f; ++i)
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@ -2351,6 +2351,8 @@ struct wined3d_state
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{
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IWineD3DVertexDeclarationImpl *vertex_declaration;
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struct IWineD3DVertexShaderImpl *vertex_shader;
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IWineD3DBaseTextureImpl *textures[MAX_COMBINED_SAMPLERS];
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DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
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DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
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@ -2378,8 +2380,6 @@ struct IWineD3DStateBlockImpl
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SAVEDSTATES changed;
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struct wined3d_state state;
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IWineD3DVertexShader *vertexShader;
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/* Vertex Shader Constants */
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BOOL vertexShaderConstantB[MAX_CONST_B];
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INT vertexShaderConstantI[MAX_CONST_I * 4];
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@ -2725,7 +2725,7 @@ int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) P
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int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
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/* Vertex shader utility functions */
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extern BOOL vshader_get_input(IWineD3DVertexShader *iface,
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extern BOOL vshader_get_input(struct IWineD3DVertexShaderImpl *shader,
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BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
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/*****************************************************************************
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@ -3034,7 +3034,7 @@ static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
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* IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
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* stateblock->vertexShader implies a vertex declaration instead of ddraw
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* style strided data. */
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return (stateblock->vertexShader
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return (stateblock->state.vertex_shader
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&& !stateblock->state.vertex_declaration->position_transformed
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&& stateblock->device->vs_selected_mode != SHADER_NONE);
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}
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