Stefan Dösinger : wined3d: Update the bump constants after a shader change.
Alexandre Julliard
julliard at winehq.org
Mon May 18 08:13:17 CDT 2009
Module: wine
Branch: master
Commit: 45563979bd5f6bb1a91205ba3b10564291cca9e6
URL: http://source.winehq.org/git/wine.git/?a=commit;h=45563979bd5f6bb1a91205ba3b10564291cca9e6
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Fri May 15 13:34:12 2009 +0200
wined3d: Update the bump constants after a shader change.
Since we're using local constants now, we have to update the constants after a
shader change.
---
dlls/wined3d/arb_program_shader.c | 50 +++++++++++++++++++++---------------
1 files changed, 29 insertions(+), 21 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 1ff7fd4..4e35983 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -186,6 +186,32 @@ static void shader_arb_load_np2fixup_constants(
/* not implemented */
}
+static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
+{
+ IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
+ IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
+ IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
+ const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
+ unsigned char i;
+
+ for(i = 0; i < psi->numbumpenvmatconsts; i++)
+ {
+ /* The state manager takes care that this function is always called if the bump env matrix changes */
+ const float *data = (const float *)&stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
+ GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data));
+
+ if (psi->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
+ {
+ /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
+ * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
+ * don't care about them. The pointers are valid for sure because the stateblock is bigger.
+ * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
+ */
+ const float *scale = (const float *)&stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE];
+ GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale));
+ }
+ }
+}
/**
* Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
*
@@ -201,7 +227,6 @@ static void shader_arb_load_constants(
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
- unsigned char i;
if (useVertexShader) {
IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
@@ -218,9 +243,7 @@ static void shader_arb_load_constants(
}
if (usePixelShader) {
-
IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
- IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
/* Load DirectX 9 float constants for pixel shader */
deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
@@ -228,24 +251,7 @@ static void shader_arb_load_constants(
deviceImpl->highest_dirty_ps_const,
stateBlock->pixelShaderConstantF,
deviceImpl->activeContext->pshader_const_dirty);
-
- for(i = 0; i < psi->numbumpenvmatconsts; i++) {
- /* The state manager takes care that this function is always called if the bump env matrix changes
- */
- const float *data = (const float *)&stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
- GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data));
-
- if (psi->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
- {
- /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
- * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
- * don't care about them. The pointers are valid for sure because the stateblock is bigger.
- * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
- */
- const float *scale = (const float *)&stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE];
- GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale));
- }
- }
+ shader_arb_ps_local_constants(deviceImpl);
}
}
@@ -1687,6 +1693,8 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
}
TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
+
+ shader_arb_ps_local_constants(This);
} else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
/* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
* keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
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