[PATCH 3/5] wined3d: Pass a wined3d_context_gl structure to shader_arb_load_constants_internal().
Henri Verbeet
hverbeet at codeweavers.com
Thu Jun 20 17:20:00 CDT 2019
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/arb_program_shader.c | 32 ++++++++++++++------------------
1 file changed, 14 insertions(+), 18 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 50f49fd033e..82ef11943d3 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -642,13 +642,11 @@ static void shader_arb_select(void *shader_priv, struct wined3d_context *context
* worry about the Integers or Booleans
*/
/* Context activation is done by the caller (state handler). */
-static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
- struct wined3d_context *context, const struct wined3d_state *state,
- BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
+static void shader_arb_load_constants_internal(struct shader_arb_priv *priv, struct wined3d_context_gl *context_gl,
+ const struct wined3d_state *state, BOOL use_ps, BOOL use_vs, BOOL from_shader_select)
{
- struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
- const struct wined3d_d3d_info *d3d_info = context->d3d_info;
- const struct wined3d_gl_info *gl_info = context->gl_info;
+ const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
+ const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
if (!from_shader_select)
{
@@ -661,7 +659,7 @@ static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
&& (vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
{
TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
- shader_arb_select(priv, context, state);
+ shader_arb_select(priv, &context_gl->c, state);
}
else if (pshader
&& (pshader->reg_maps.boolean_constants
@@ -669,11 +667,11 @@ static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
&& (pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
{
TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
- shader_arb_select(priv, context, state);
+ shader_arb_select(priv, &context_gl->c, state);
}
}
- if (context != priv->last_context)
+ if (&context_gl->c != priv->last_context)
{
memset(priv->vshader_const_dirty, 1,
sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
@@ -683,10 +681,10 @@ static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
priv->highest_dirty_ps_const = d3d_info->limits.ps_uniform_count;
- priv->last_context = context;
+ priv->last_context = &context_gl->c;
}
- if (useVertexShader)
+ if (use_vs)
{
const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
@@ -697,7 +695,7 @@ static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
shader_arb_vs_local_constants(gl_shader, context_gl, state);
}
- if (usePixelShader)
+ if (use_ps)
{
const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
@@ -708,7 +706,7 @@ static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
shader_arb_ps_local_constants(gl_shader, context_gl, state, rt_height);
- if (context->constant_update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
+ if (context_gl->c.constant_update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
shader_arb_load_np2fixup_constants(&gl_shader->np2fixup_info, gl_info, state);
}
}
@@ -716,10 +714,8 @@ static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
static void shader_arb_load_constants(void *shader_priv, struct wined3d_context *context,
const struct wined3d_state *state)
{
- BOOL vs = use_vs(state);
- BOOL ps = use_ps(state);
-
- shader_arb_load_constants_internal(shader_priv, context, state, ps, vs, FALSE);
+ shader_arb_load_constants_internal(shader_priv, wined3d_context_gl(context),
+ state, use_ps(state), use_vs(state), FALSE);
}
static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
@@ -4598,7 +4594,7 @@ static void shader_arb_select(void *shader_priv, struct wined3d_context *context
priv->pshader_const_dirty[i] = 1;
}
/* Also takes care of loading local constants */
- shader_arb_load_constants_internal(shader_priv, context, state, TRUE, FALSE, TRUE);
+ shader_arb_load_constants_internal(shader_priv, context_gl, state, TRUE, FALSE, TRUE);
}
else
{
--
2.11.0
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