[PATCH 5/5] wined3d: Merge shader_glsl_load_vsamplers() and shader_glsl_load_psamplers().
Henri Verbeet
hverbeet at codeweavers.com
Thu Jan 15 10:19:07 CST 2015
---
dlls/wined3d/glsl_shader.c | 77 ++++++++++++++++++++------------------------
1 file changed, 35 insertions(+), 42 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 24a8b46..a829651 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -413,55 +413,50 @@ static void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLh
}
/* Context activation is done by the caller. */
-static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
- const DWORD *tex_unit_map, GLhandleARB programId)
+static void shader_glsl_load_samplers(const struct wined3d_gl_info *gl_info,
+ const DWORD *tex_unit_map, GLhandleARB program_id)
{
- GLint name_loc;
+ unsigned int mapped_unit;
char sampler_name[20];
- unsigned int i;
+ const char *prefix;
+ unsigned int i, j;
+ GLint name_loc;
- for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
+ static const struct
{
- snprintf(sampler_name, sizeof(sampler_name), "ps_sampler%u", i);
- name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
- if (name_loc != -1) {
- DWORD mapped_unit = tex_unit_map[i];
- if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.fragment_samplers)
- {
- TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
- GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
- checkGLcall("glUniform1iARB");
- } else {
- ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
- }
- }
+ enum wined3d_shader_type type;
+ unsigned int base_idx;
+ unsigned int count;
}
-}
-
-/* Context activation is done by the caller. */
-static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
- const DWORD *tex_unit_map, GLhandleARB programId)
-{
- GLint name_loc;
- char sampler_name[20];
- unsigned int i;
+ sampler_info[] =
+ {
+ {WINED3D_SHADER_TYPE_PIXEL, 0, MAX_FRAGMENT_SAMPLERS},
+ {WINED3D_SHADER_TYPE_VERTEX, MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS},
+ };
- for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
+ for (i = 0; i < ARRAY_SIZE(sampler_info); ++i)
{
- snprintf(sampler_name, sizeof(sampler_name), "vs_sampler%u", i);
- name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
- if (name_loc != -1) {
- DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
- if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.combined_samplers)
+ prefix = shader_glsl_get_prefix(sampler_info[i].type);
+
+ for (j = 0; j < sampler_info[i].count; ++j)
+ {
+ snprintf(sampler_name, sizeof(sampler_name), "%s_sampler%u", prefix, j);
+ name_loc = GL_EXTCALL(glGetUniformLocationARB(program_id, sampler_name));
+ if (name_loc == -1)
+ continue;
+
+ mapped_unit = tex_unit_map[sampler_info[i].base_idx + j];
+ if (mapped_unit == WINED3D_UNMAPPED_STAGE || mapped_unit >= gl_info->limits.combined_samplers)
{
- TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
- GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
- checkGLcall("glUniform1iARB");
- } else {
- ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
+ ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name, mapped_unit);
+ continue;
}
+
+ TRACE("Loading sampler %s on unit %u.\n", sampler_name, mapped_unit);
+ GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
}
}
+ checkGLcall("glUniform1iARB");
}
/* Context activation is done by the caller. */
@@ -5996,10 +5991,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
* vertex shader with fixed function pixel processing is used we make sure that the card
* supports enough samplers to allow the max number of vertex samplers with all possible
* fixed function fragment processing setups. So once the program is linked these samplers
- * won't change.
- */
- shader_glsl_load_vsamplers(gl_info, context->tex_unit_map, programId);
- shader_glsl_load_psamplers(gl_info, context->tex_unit_map, programId);
+ * won't change. */
+ shader_glsl_load_samplers(gl_info, context->tex_unit_map, programId);
entry->constant_update_mask = 0;
if (vshader)
--
1.7.10.4
More information about the wine-patches
mailing list