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wined3d: need_rel_addr_const() is only ever called for vertex shaders.
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@ -316,13 +316,10 @@ struct shader_arb_priv
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};
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/* GL locking for state handlers is done by the caller. */
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static BOOL need_rel_addr_const(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info)
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static BOOL need_rel_addr_const(IWineD3DVertexShaderImpl *shader, const struct wined3d_gl_info *gl_info)
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{
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if (shader->baseShader.reg_maps.shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
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{
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const struct arb_vshader_private *shader_data = shader->baseShader.backend_data;
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if (shader_data->rel_offset) return TRUE;
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}
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const struct arb_vshader_private *shader_data = shader->baseShader.backend_data;
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if (shader_data->rel_offset) return TRUE;
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if (!shader->baseShader.reg_maps.usesmova) return FALSE;
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return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
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}
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@ -334,7 +331,7 @@ 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(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info)
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static BOOL need_helper_const(IWineD3DVertexShaderImpl *shader, const struct wined3d_gl_info *gl_info)
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{
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if (need_rel_addr_const(shader, 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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@ -346,7 +343,7 @@ static BOOL need_helper_const(IWineD3DBaseShaderImpl *shader, const struct wined
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return FALSE;
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}
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static unsigned int reserved_vs_const(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info)
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static unsigned int reserved_vs_const(IWineD3DVertexShaderImpl *shader, const struct wined3d_gl_info *gl_info)
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{
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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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@ -735,7 +732,7 @@ static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const s
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if(This->baseShader.reg_maps.usesrelconstF) {
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DWORD highest_constf = 0, clip_limit;
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max_constantsF -= reserved_vs_const(This, gl_info);
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max_constantsF -= reserved_vs_const((IWineD3DVertexShaderImpl *)This, gl_info);
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max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
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for(i = 0; i < This->baseShader.limits.constant_float; i++)
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@ -3171,7 +3168,8 @@ 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((IWineD3DBaseShaderImpl *) This, gl_info)) {
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if (need_helper_const(This, 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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} else {
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@ -4104,10 +4102,11 @@ 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((IWineD3DBaseShaderImpl *) This, gl_info)) {
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if (need_helper_const(This, 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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if (need_rel_addr_const((IWineD3DBaseShaderImpl *) This, gl_info))
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if (need_rel_addr_const(This, gl_info))
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{
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shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
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shader_addline(buffer, "TEMP A0_SHADOW;\n");
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