Stefan Dösinger : wined3d: Store the special uniforms' locations in the linked program.
Alexandre Julliard
julliard at winehq.org
Fri Nov 9 07:44:20 CST 2007
Module: wine
Branch: master
Commit: bfec6c352d8b9421c59299ebcb388a99dc000e7f
URL: http://source.winehq.org/git/wine.git/?a=commit;h=bfec6c352d8b9421c59299ebcb388a99dc000e7f
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Tue Nov 6 23:05:38 2007 +0100
wined3d: Store the special uniforms' locations in the linked program.
---
dlls/wined3d/glsl_shader.c | 45 ++++++++++++++++-----------------------
dlls/wined3d/wined3d_private.h | 7 ++++++
2 files changed, 26 insertions(+), 26 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 0dfcccd..22e3dd0 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -353,19 +353,18 @@ void shader_glsl_load_constants(
GLhandleARB *constant_locations;
struct list *constant_list;
GLhandleARB programId;
- GLint pos;
+ struct glsl_shader_prog_link *prog = stateBlock->glsl_program;
- if (!stateBlock->glsl_program) {
+ if (!prog) {
/* No GLSL program set - nothing to do. */
return;
}
- programId = stateBlock->glsl_program->programId;
+ programId = prog->programId;
if (useVertexShader) {
IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
- GLint pos;
- constant_locations = stateBlock->glsl_program->vuniformF_locations;
+ constant_locations = prog->vuniformF_locations;
constant_list = &stateBlock->set_vconstantsF;
/* Load vertex shader samplers */
@@ -386,9 +385,7 @@ void shader_glsl_load_constants(
stateBlock->changed.vertexShaderConstantsB);
/* Upload the position fixup params */
- pos = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
- checkGLcall("glGetUniformLocationARB");
- GL_EXTCALL(glUniform4fvARB(pos, 1, &deviceImpl->posFixup[0]));
+ GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
checkGLcall("glUniform4fvARB");
}
@@ -421,9 +418,7 @@ void shader_glsl_load_constants(
*/
if(((IWineD3DPixelShaderImpl *) pshader)->needsbumpmat != -1) {
float *data = (float *) &stateBlock->textureState[(int) ((IWineD3DPixelShaderImpl *) pshader)->needsbumpmat][WINED3DTSS_BUMPENVMAT00];
- pos = GL_EXTCALL(glGetUniformLocationARB(programId, "bumpenvmat"));
- checkGLcall("glGetUniformLocationARB");
- GL_EXTCALL(glUniformMatrix2fvARB(pos, 1, 0, data));
+ GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location, 1, 0, data));
checkGLcall("glUniformMatrix2fvARB");
/* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
@@ -434,13 +429,9 @@ void shader_glsl_load_constants(
GLfloat *scale = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
GLfloat *offset = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
- pos = GL_EXTCALL(glGetUniformLocationARB(programId, "luminancescale"));
- checkGLcall("glGetUniformLocationARB");
- GL_EXTCALL(glUniform1fvARB(pos, 1, scale));
+ GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location, 1, scale));
checkGLcall("glUniform1fvARB");
- pos = GL_EXTCALL(glGetUniformLocationARB(programId, "luminanceoffset"));
- checkGLcall("glGetUniformLocationARB");
- GL_EXTCALL(glUniform1fvARB(pos, 1, offset));
+ GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location, 1, offset));
checkGLcall("glUniform1fvARB");
}
} else if(((IWineD3DPixelShaderImpl *) pshader)->srgb_enabled &&
@@ -462,17 +453,11 @@ void shader_glsl_load_constants(
mul_low[2] = 1.0; mul_low[3] = 1.0;
}
- pos = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_comparison"));
- checkGLcall("glGetUniformLocationARB");
- GL_EXTCALL(glUniform4fvARB(pos, 1, comparison));
- pos = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_mul_low"));
- checkGLcall("glGetUniformLocationARB");
- GL_EXTCALL(glUniform4fvARB(pos, 1, mul_low));
+ GL_EXTCALL(glUniform4fvARB(prog->srgb_comparison_location, 1, comparison));
+ GL_EXTCALL(glUniform4fvARB(prog->srgb_mul_low_location, 1, mul_low));
}
if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
float correction_params[4];
- pos = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
- checkGLcall("glGetUniformLocationARB");
if(deviceImpl->render_offscreen) {
correction_params[0] = 0.0;
correction_params[1] = 1.0;
@@ -481,7 +466,7 @@ void shader_glsl_load_constants(
correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
correction_params[1] = -1.0;
}
- GL_EXTCALL(glUniform4fvARB(pos, 1, correction_params));
+ GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
}
}
}
@@ -3056,6 +3041,14 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
}
+
+ entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
+ entry->bumpenvmat_location = GL_EXTCALL(glGetUniformLocationARB(programId, "bumpenvmat"));
+ entry->luminancescale_location = GL_EXTCALL(glGetUniformLocationARB(programId, "luminancescale"));
+ entry->luminanceoffset_location = GL_EXTCALL(glGetUniformLocationARB(programId, "luminanceoffset"));
+ entry->srgb_comparison_location = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_comparison"));
+ entry->srgb_mul_low_location = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_mul_low"));
+ entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
}
static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info) {
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index baa9152..8bff54d 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1611,6 +1611,13 @@ struct glsl_shader_prog_link {
GLhandleARB programId;
GLhandleARB *vuniformF_locations;
GLhandleARB *puniformF_locations;
+ GLhandleARB posFixup_location;
+ GLhandleARB bumpenvmat_location;
+ GLhandleARB luminancescale_location;
+ GLhandleARB luminanceoffset_location;
+ GLhandleARB srgb_comparison_location;
+ GLhandleARB srgb_mul_low_location;
+ GLhandleARB ycorrection_location;
GLhandleARB vshader;
GLhandleARB pshader;
};
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