Henri Verbeet : wined3d: Make the "luminanceparams" shader_reg_maps member a bitmap.
Alexandre Julliard
julliard at winehq.org
Wed Aug 12 11:09:17 CDT 2009
Module: wine
Branch: master
Commit: f7918b978faaae516e14b0acbe41fb16cc5400bb
URL: http://source.winehq.org/git/wine.git/?a=commit;h=f7918b978faaae516e14b0acbe41fb16cc5400bb
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Wed Aug 12 09:44:26 2009 +0200
wined3d: Make the "luminanceparams" shader_reg_maps member a bitmap.
---
dlls/wined3d/arb_program_shader.c | 7 ++++---
dlls/wined3d/baseshader.c | 2 +-
dlls/wined3d/glsl_shader.c | 2 +-
dlls/wined3d/state.c | 5 +++--
dlls/wined3d/wined3d_private.h | 2 +-
5 files changed, 10 insertions(+), 8 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index ec86d41..0d1ac9a 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -3384,7 +3384,7 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This, struct
i, compiled->bumpenvmatconst[cur].const_num);
compiled->numbumpenvmatconsts = cur + 1;
- if(!reg_maps->luminanceparams[i]) continue;
+ if (!(reg_maps->luminanceparams & (1 << i))) continue;
compiled->luminanceconst[cur].const_num = next_local++;
shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
@@ -5262,8 +5262,9 @@ static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock
if (use_ps(stateblock))
{
- if(stage != 0 &&
- ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
+ if (stage != 0
+ && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.luminanceparams & (1 << stage)))
+ {
/* The pixel shader has to know the luminance offset. Do a constants update if it
* isn't scheduled anyway
*/
diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c
index 252197c..60d2c53 100644
--- a/dlls/wined3d/baseshader.c
+++ b/dlls/wined3d/baseshader.c
@@ -689,7 +689,7 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3
reg_maps->bumpmat |= 1 << dst_param.reg.idx;
if (ins.handler_idx == WINED3DSIH_TEXBEML)
{
- reg_maps->luminanceparams[sampler_code] = TRUE;
+ reg_maps->luminanceparams |= 1 << dst_param.reg.idx;
}
}
}
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 16b772e..d0c8713 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -905,7 +905,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
- if (reg_maps->luminanceparams[i])
+ if (reg_maps->luminanceparams & (1 << i))
{
shader_addline(buffer, "uniform float luminancescale%d;\n", i);
shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index cb87d73..1448b24 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -3368,8 +3368,9 @@ static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, s
{
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
- if(stateblock->pixelShader && stage != 0 &&
- ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
+ if (stateblock->pixelShader && stage != 0
+ && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.luminanceparams & (1 << stage)))
+ {
/* The pixel shader has to know the luminance scale. Do a constants update if it
* isn't scheduled anyway
*/
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 32402ab..8df99f6 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -643,7 +643,7 @@ typedef struct shader_reg_maps
WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
BYTE bumpmat; /* MAX_TEXTURES, 8 */
- BOOL luminanceparams[MAX_TEXTURES];
+ BYTE luminanceparams; /* MAX_TEXTURES, 8 */
WORD usesnrm : 1;
WORD vpos : 1;
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