Ivan Gyurdiev : wined3d: Read GL info and load constants into the same device.

Alexandre Julliard julliard at wine.codeweavers.com
Wed Sep 27 13:58:41 CDT 2006


Module: wine
Branch: master
Commit: 42a9262acf4600c4eb5e5dd6831b80dd9aa9395d
URL:    http://source.winehq.org/git/?p=wine.git;a=commit;h=42a9262acf4600c4eb5e5dd6831b80dd9aa9395d

Author: Ivan Gyurdiev <ivg231 at gmail.com>
Date:   Wed Sep 27 07:15:58 2006 -0400

wined3d: Read GL info and load constants into the same device.

---

 dlls/wined3d/arb_program_shader.c |   10 +++++-----
 dlls/wined3d/drawprim.c           |    4 ++--
 dlls/wined3d/glsl_shader.c        |   13 +++++++------
 dlls/wined3d/wined3d_private.h    |    5 +++--
 4 files changed, 17 insertions(+), 15 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 7e6231c..128f900 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -102,19 +102,19 @@ static void shader_arb_load_constantsF(I
  * worry about the Integers or Booleans
  */
 void shader_arb_load_constants(
-    IWineD3DStateBlock* iface,
+    IWineD3DDevice* device,
     char usePixelShader,
     char useVertexShader) {
-    
-    IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
-    WineD3D_GL_Info *gl_info = &((IWineD3DImpl*)stateBlock->wineD3DDevice->wineD3D)->gl_info;
+   
+    IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device; 
+    IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
+    WineD3D_GL_Info *gl_info = &((IWineD3DImpl*)deviceImpl->wineD3D)->gl_info;
 
     if (useVertexShader) {
         IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
         IWineD3DVertexShaderImpl* vshader_impl = (IWineD3DVertexShaderImpl*) stateBlock->vertexShader;
         IWineD3DVertexDeclarationImpl* vertexDeclaration = 
             (IWineD3DVertexDeclarationImpl*) vshader_impl->vertexDeclaration;
-        IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) vshader->baseShader.device;
 
         if (NULL != vertexDeclaration && NULL != vertexDeclaration->constants) {
             /* Load DirectX 8 float constants for vertex shader */
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index c9b14a0..1160037 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -1852,9 +1852,9 @@ #undef BUFFER_OR_DATA
        
     /* Load any global constants/uniforms that may have been set by the application */
     if (wined3d_settings.vs_selected_mode == SHADER_GLSL || wined3d_settings.ps_selected_mode == SHADER_GLSL)
-        shader_glsl_load_constants((IWineD3DStateBlock*)This->stateBlock, usePixelShaderFunction, useVertexShaderFunction);
+        shader_glsl_load_constants(iface, usePixelShaderFunction, useVertexShaderFunction);
     else if (wined3d_settings.vs_selected_mode== SHADER_ARB || wined3d_settings.ps_selected_mode == SHADER_ARB)
-        shader_arb_load_constants((IWineD3DStateBlock*)This->stateBlock, usePixelShaderFunction, useVertexShaderFunction); 
+        shader_arb_load_constants(iface, usePixelShaderFunction, useVertexShaderFunction); 
         
     /* Draw vertex-by-vertex */
     if (useDrawStridedSlow)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 63d8bfd..b92cecb 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -269,12 +269,14 @@ void shader_glsl_load_constantsB(
  * Loads the app-supplied constants into the currently set GLSL program.
  */
 void shader_glsl_load_constants(
-    IWineD3DStateBlock* iface,
+    IWineD3DDevice* device,
     char usePixelShader,
     char useVertexShader) {
-    
-    IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
-    WineD3D_GL_Info *gl_info = &((IWineD3DImpl*)stateBlock->wineD3DDevice->wineD3D)->gl_info;
+   
+    IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
+    IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
+    WineD3D_GL_Info *gl_info = &((IWineD3DImpl*) deviceImpl->wineD3D)->gl_info;
+
     GLhandleARB *constant_locations;
     struct list *constant_list;
     GLhandleARB programId;
@@ -288,7 +290,6 @@ void shader_glsl_load_constants(
     if (useVertexShader) {
         IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
         IWineD3DVertexShaderImpl* vshader_impl = (IWineD3DVertexShaderImpl*) vshader;
-        IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) vshader->baseShader.device;
         GLint pos;
 
         IWineD3DVertexDeclarationImpl* vertexDeclaration =
@@ -332,7 +333,7 @@ void shader_glsl_load_constants(
         constant_list = &stateBlock->set_pconstantsF;
 
         /* Load pixel shader samplers */
-        shader_glsl_load_psamplers(gl_info, iface);
+        shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*) stateBlock);
 
         /* Load DirectX 9 float constants/uniforms for pixel shader */
         shader_glsl_load_constantsF(pshader, gl_info, GL_LIMITS(pshader_constantsF),
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 588f099..d2ee681 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1412,6 +1412,7 @@ typedef struct SHADER_OPCODE {
 } SHADER_OPCODE;
 
 typedef struct SHADER_OPCODE_ARG {
+    IWineD3DStateBlock* stateBlock;
     IWineD3DBaseShader* shader;
     shader_reg_maps* reg_maps;
     CONST SHADER_OPCODE* opcode;
@@ -1472,7 +1473,7 @@ extern HRESULT allocate_shader_constants
 
 /* ARB_[vertex/fragment]_program helper functions */
 extern void shader_arb_load_constants(
-    IWineD3DStateBlock* iface,
+    IWineD3DDevice* device,
     char usePixelShader,
     char useVertexShader);
 
@@ -1503,7 +1504,7 @@ extern void vshader_hw_mnxn(SHADER_OPCOD
 extern void set_glsl_shader_program(IWineD3DDevice *iface);
 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
 extern void shader_glsl_load_constants(
-    IWineD3DStateBlock* iface,
+    IWineD3DDevice* device,
     char usePixelShader,
     char useVertexShader);
 




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