[PATCH 1/5] wined3d: Get rid of the posFixup field from the device.
Henri Verbeet
hverbeet at codeweavers.com
Tue Oct 26 02:11:05 CDT 2010
---
dlls/wined3d/arb_program_shader.c | 20 ++++++++++----------
dlls/wined3d/device.c | 1 -
dlls/wined3d/glsl_shader.c | 4 +++-
dlls/wined3d/state.c | 22 ++--------------------
dlls/wined3d/wined3d_private.h | 18 +++++++++++++++---
5 files changed, 30 insertions(+), 35 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index dac1f4a..a76373b 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -590,29 +590,29 @@ static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
}
/* GL locking is done by the caller. */
-static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
+static void shader_arb_vs_local_constants(const struct wined3d_context *context, IWineD3DDeviceImpl *deviceImpl)
{
- IWineD3DStateBlockImpl* stateBlock;
const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
+ const struct wined3d_state *state = &deviceImpl->stateBlock->state;
unsigned char i;
struct shader_arb_priv *priv = deviceImpl->shader_priv;
const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
+ float position_fixup[4];
/* Upload the position fixup */
- GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, deviceImpl->posFixup));
+ shader_get_position_fixup(context, state, position_fixup);
+ GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
if (!gl_shader->num_int_consts) return;
- stateBlock = deviceImpl->stateBlock;
-
for(i = 0; i < MAX_CONST_I; i++)
{
if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
{
float val[4];
- val[0] = (float)stateBlock->state.vs_consts_i[4 * i];
- val[1] = (float)stateBlock->state.vs_consts_i[4 * i + 1];
- val[2] = (float)stateBlock->state.vs_consts_i[4 * i + 2];
+ val[0] = (float)state->vs_consts_i[4 * i];
+ val[1] = (float)state->vs_consts_i[4 * i + 1];
+ val[2] = (float)state->vs_consts_i[4 * i + 2];
val[3] = -1.0f;
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
@@ -641,7 +641,7 @@ static void shader_arb_load_constants(const struct wined3d_context *context, cha
/* Load DirectX 9 float constants for vertex shader */
device->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
device->highest_dirty_vs_const, stateBlock->state.vs_consts_f, context->vshader_const_dirty);
- shader_arb_vs_local_constants(device);
+ shader_arb_vs_local_constants(context, device);
}
if (usePixelShader)
@@ -4601,7 +4601,7 @@ static void shader_arb_select(const struct wined3d_context *context, BOOL usePS,
glEnable(GL_VERTEX_PROGRAM_ARB);
checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
- shader_arb_vs_local_constants(This);
+ shader_arb_vs_local_constants(context, This);
if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
priv->last_vs_color_unclamp = compiled->need_color_unclamp;
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 34d53c0..1416e59 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -6827,7 +6827,6 @@ HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
list_init(&device->shaders);
device->surface_alignment = wined3d->dxVersion == 7 ? DDRAW_PITCH_ALIGNMENT : D3D8_PITCH_ALIGNMENT;
- device->posFixup[0] = 1.0f; /* This is needed to get the x coord unmodified through a MAD. */
/* Get the initial screen setup for ddraw. */
hr = IWineD3D_GetAdapterDisplayMode((IWineD3D *)wined3d, adapter_idx, &mode);
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index f24f309..56920ff 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -733,6 +733,7 @@ static void shader_glsl_load_constants(const struct wined3d_context *context,
IWineD3DDeviceImpl *device = context->swapchain->device;
IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
struct shader_glsl_priv *priv = device->shader_priv;
+ float position_fixup[4];
GLhandleARB programId;
struct glsl_shader_prog_link *prog = priv->glsl_program;
@@ -763,7 +764,8 @@ static void shader_glsl_load_constants(const struct wined3d_context *context,
stateBlock->changed.vertexShaderConstantsB & vshader->baseShader.reg_maps.boolean_constants);
/* Upload the position fixup params */
- GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &device->posFixup[0]));
+ shader_get_position_fixup(context, &stateBlock->state, position_fixup);
+ GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, position_fixup));
checkGLcall("glUniform4fvARB");
}
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 52fc819..44c1081 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -4644,20 +4644,6 @@ static void vertexdeclaration(DWORD state_id, IWineD3DStateBlockImpl *stateblock
context->last_was_rhw = FALSE;
/* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
device->untransformed = TRUE;
-
- /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
- * Not needed as long as only hw shaders are supported
- */
-
- /* This sets the shader output position correction constants.
- * TODO: Move to the viewport state
- */
- if (useVertexShaderFunction)
- {
- GLfloat yoffset = -(63.0f / 64.0f) / stateblock->state.viewport.Height;
- device->posFixup[1] = context->render_offscreen ? -1.0f : 1.0f;
- device->posFixup[3] = device->posFixup[1] * yoffset;
- }
}
/* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
@@ -4803,19 +4789,15 @@ static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, s
checkGLcall("glViewport");
}
-static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+static void viewport_vertexpart(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
{
- GLfloat yoffset = -(63.0f / 64.0f) / stateblock->state.viewport.Height;
-
- stateblock->device->posFixup[2] = (63.0f / 64.0f) / stateblock->state.viewport.Width;
- stateblock->device->posFixup[3] = stateblock->device->posFixup[1] * yoffset;
-
if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
}
if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
}
+ /* Update the position fixup. */
if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
}
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 2d791ce..f1d8c35 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1722,9 +1722,6 @@ struct IWineD3DDeviceImpl
DWORD ddraw_width, ddraw_height;
enum wined3d_format_id ddraw_format;
- /* Final position fixup constant */
- float posFixup[4];
-
/* With register combiners we can skip junk texture stages */
DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
@@ -2841,6 +2838,21 @@ static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
}
}
+static inline void shader_get_position_fixup(const struct wined3d_context *context,
+ const struct wined3d_state *state, float *position_fixup)
+{
+ position_fixup[0] = 1.0f;
+ position_fixup[1] = 1.0f;
+ position_fixup[2] = (63.0f / 64.0f) / state->viewport.Width;
+ position_fixup[3] = -(63.0f / 64.0f) / state->viewport.Height;
+
+ if (context->render_offscreen)
+ {
+ position_fixup[1] *= -1.0f;
+ position_fixup[3] *= -1.0f;
+ }
+}
+
static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
local_constant* lconst;
--
1.7.2.2
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