diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index 7c6c67a395d..fbdbcb4cb6f 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -5837,35 +5837,6 @@ static unsigned int arbfp_get_emul_mask(const struct wined3d_adapter *adapter) return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD; } -static void state_tss_constant_arbfp(struct wined3d_context *context, - const struct wined3d_state *state, DWORD state_id) -{ - DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); - struct wined3d_context_gl *context_gl = wined3d_context_gl(context); - const struct wined3d_gl_info *gl_info = context_gl->gl_info; - struct wined3d_device *device = context->device; - struct wined3d_color color; - - if (device->shader_backend == &arb_program_shader_backend) - { - struct shader_arb_priv *priv; - - /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite - * application provided constants. - */ - if (use_ps(state)) - return; - - priv = device->shader_priv; - priv->pshader_const_dirty[ARB_FFP_CONST_CONSTANT(stage)] = 1; - priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_CONSTANT(stage) + 1); - } - - wined3d_color_from_d3dcolor(&color, state->texture_states[stage][WINED3D_TSS_CONSTANT]); - GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r)); - checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r)"); -} - static void state_arb_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { @@ -5883,7 +5854,9 @@ static void arbfp_update_ps_constants(struct wined3d_context_gl *context_gl, { priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1; priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1; - priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1); + for (unsigned int i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i) + priv->pshader_const_dirty[ARB_FFP_CONST_CONSTANT(i)] = 1; + priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_CONSTANT(WINED3D_MAX_FFP_TEXTURES)); } if (state->render_states[WINED3D_RS_SPECULARENABLE]) @@ -5901,6 +5874,13 @@ static void arbfp_update_ps_constants(struct wined3d_context_gl *context_gl, wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]); GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r)); checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR)"); + + for (unsigned int i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i) + { + wined3d_color_from_d3dcolor(&color, state->texture_states[i][WINED3D_TSS_CONSTANT]); + GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(i), &color.r)); + checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT)"); + } } static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) @@ -6620,10 +6600,7 @@ static void arbfp_update_shader(struct wined3d_context *context, const struct wi /* Reload fixed function constants since they collide with the * pixel shader constants. */ for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i) - { set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00)); - state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT)); - } context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PS | WINED3D_SHADER_CONST_FFP_COLOR_KEY; } context->last_was_pshader = FALSE; @@ -6828,16 +6805,16 @@ static const struct wined3d_state_entry_template arbfp_fragmentstate_template[] {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE }, - {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE }, - {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE }, - {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE }, - {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE }, - {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE }, - {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE }, - {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE }, - {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE }, {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE }, };