[PATCH 4/5] wined3d: Introduce a separate function for initializing vs uniform locations.
Henri Verbeet
hverbeet at codeweavers.com
Wed Nov 7 14:41:15 CST 2012
---
dlls/wined3d/glsl_shader.c | 38 +++++++++++++++++++++++++-------------
1 files changed, 25 insertions(+), 13 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 781105b..7e5383b 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -4696,6 +4696,29 @@ static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
return ret;
}
+static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *gl_info,
+ GLhandleARB program_id, struct glsl_vs_program *vs)
+{
+ unsigned int i;
+ char name[32];
+
+ vs->uniform_f_locations = HeapAlloc(GetProcessHeap(), 0,
+ sizeof(GLhandleARB) * gl_info->limits.glsl_vs_float_constants);
+ for (i = 0; i < gl_info->limits.glsl_vs_float_constants; ++i)
+ {
+ snprintf(name, sizeof(name), "vs_c[%u]", i);
+ vs->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
+ }
+
+ for (i = 0; i < MAX_CONST_I; ++i)
+ {
+ snprintf(name, sizeof(name), "vs_i[%u]", i);
+ vs->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
+ }
+
+ vs->pos_fixup_location = GL_EXTCALL(glGetUniformLocationARB(program_id, "posFixup"));
+}
+
/** Sets the GLSL program ID for the given pixel and vertex shader combination.
* It sets the programId on the current StateBlock (because it should be called
* inside of the DrawPrimitive() part of the render loop).
@@ -4823,18 +4846,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
GL_EXTCALL(glLinkProgramARB(programId));
shader_glsl_validate_link(gl_info, programId);
- entry->vs.uniform_f_locations = HeapAlloc(GetProcessHeap(), 0,
- sizeof(GLhandleARB) * gl_info->limits.glsl_vs_float_constants);
- for (i = 0; i < gl_info->limits.glsl_vs_float_constants; ++i)
- {
- snprintf(glsl_name, sizeof(glsl_name), "vs_c[%u]", i);
- entry->vs.uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
- }
- for (i = 0; i < MAX_CONST_I; ++i)
- {
- snprintf(glsl_name, sizeof(glsl_name), "vs_i[%u]", i);
- entry->vs.uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
- }
+ shader_glsl_init_vs_uniform_locations(gl_info, programId, &entry->vs);
+
entry->ps.uniform_f_locations = HeapAlloc(GetProcessHeap(), 0,
sizeof(GLhandleARB) * gl_info->limits.glsl_ps_float_constants);
for (i = 0; i < gl_info->limits.glsl_ps_float_constants; ++i)
@@ -4871,7 +4884,6 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
}
}
- entry->vs.pos_fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
entry->ps.ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
checkGLcall("Find glsl program uniform locations");
--
1.7.8.6
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