[PATCH 5/5] wined3d: Don't use the builtin FFP uniform for the modelview matrix. (v2)
Matteo Bruni
mbruni at codeweavers.com
Wed Mar 18 15:07:38 CDT 2015
v2: Split up.
---
dlls/wined3d/glsl_shader.c | 38 ++++++++++++++++++++++++++++++--------
dlls/wined3d/state.c | 2 +-
dlls/wined3d/wined3d_private.h | 5 ++---
3 files changed, 33 insertions(+), 12 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 6a4f233..3d48da1 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -116,6 +116,8 @@ struct glsl_vs_program
GLint uniform_i_locations[MAX_CONST_I];
GLint uniform_b_locations[MAX_CONST_B];
GLint pos_fixup_location;
+
+ GLint modelview_matrix_location;
};
struct glsl_gs_program
@@ -775,6 +777,15 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
checkGLcall("glUniform4fv");
}
+ if (update_mask & WINED3D_SHADER_CONST_FFP_MODELVIEW)
+ {
+ struct wined3d_matrix mat;
+
+ get_modelview_matrix(context, state, &mat);
+ GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location, 1, FALSE, (GLfloat *)&mat));
+ checkGLcall("glUniformMatrix4fv");
+ }
+
if (update_mask & WINED3D_SHADER_CONST_PS_F)
shader_glsl_load_constantsF(pshader, gl_info, state->ps_consts_f,
prog->ps.uniform_f_locations, &priv->pconst_heap, priv->stack, constant_version);
@@ -4976,7 +4987,10 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_shader_buffe
shader_addline(buffer, "#version 120\n");
shader_addline(buffer, "\n");
- shader_addline(buffer, "void main()\n{\n");
+
+ shader_addline(buffer, "uniform mat4 ffp_modelview_matrix;\n");
+
+ shader_addline(buffer, "\nvoid main()\n{\n");
shader_addline(buffer, "float m;\n");
shader_addline(buffer, "vec3 r;\n");
@@ -4988,7 +5002,7 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_shader_buffe
}
else
{
- shader_addline(buffer, "vec4 ec_pos = gl_ModelViewMatrix * gl_Vertex;\n");
+ shader_addline(buffer, "vec4 ec_pos = ffp_modelview_matrix * gl_Vertex;\n");
shader_addline(buffer, "gl_Position = gl_ProjectionMatrix * ec_pos;\n");
if (settings->clipping)
shader_addline(buffer, "gl_ClipVertex = ec_pos;\n");
@@ -5755,6 +5769,8 @@ static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *
}
vs->pos_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "posFixup"));
+
+ vs->modelview_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_modelview_matrix"));
}
static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *gl_info,
@@ -6055,6 +6071,10 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
shader_glsl_init_uniform_block_bindings(gl_info, program_id, &vshader->reg_maps,
0, gl_info->limits.vertex_uniform_blocks);
}
+ else
+ {
+ entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW;
+ }
if (gshader)
shader_glsl_init_uniform_block_bindings(gl_info, program_id, &gshader->reg_maps,
@@ -6971,9 +6991,6 @@ static void glsl_vertex_pipe_vdecl(struct wined3d_context *context,
if (transformed != wasrhw)
{
- if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
- && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
- transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION))
&& !isStateDirty(context, STATE_VIEWPORT))
transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
@@ -7026,14 +7043,19 @@ static void glsl_vertex_pipe_vs(struct wined3d_context *context,
context_apply_state(context, state, STATE_VDECL);
}
+static void glsl_vertex_pipe_world(struct wined3d_context *context,
+ const struct wined3d_state *state, DWORD state_id)
+{
+ context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW;
+}
+
void glsl_vertex_pipe_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_light_info *light = NULL;
unsigned int k;
- if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
- transform_world(context, state, state_id);
+ context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW;
for (k = 0; k < gl_info->limits.lights; ++k)
{
@@ -7132,7 +7154,7 @@ static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
{STATE_TRANSFORM(WINED3D_TS_TEXTURE5), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TRANSFORM(WINED3D_TS_TEXTURE6), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TRANSFORM(WINED3D_TS_TEXTURE7), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
- {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), transform_world }, WINED3D_GL_EXT_NONE },
+ {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 8bbe59d..65f43a2 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -3841,7 +3841,7 @@ static void shader_bumpenv(struct wined3d_context *context, const struct wined3d
context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
}
-void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
+static void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_matrix mat;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index a6c141c..f05e72f 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -306,7 +306,8 @@ enum wined3d_shader_resource_type
#define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000080
#define WINED3D_SHADER_CONST_PS_Y_CORR 0x00000100
#define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00000200
-#define WINED3D_SHADER_CONST_FFP_PS 0x00000400
+#define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00000400
+#define WINED3D_SHADER_CONST_FFP_PS 0x00000800
enum wined3d_shader_register_type
{
@@ -2807,8 +2808,6 @@ void sampler_texmatrix(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_specularenable(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
-void transform_world(struct wined3d_context *context,
- const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void transform_projection(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void transform_texture(struct wined3d_context *context,
--
2.0.5
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