wined3d/atifs: Move FFP bumpenv constant loading to atifs_apply_draw_state().

This commit is contained in:
Zebediah Figura 2023-11-12 16:02:36 -06:00 committed by Alexandre Julliard
parent 0e0ee3e21b
commit 3d6c33f450

View file

@ -975,34 +975,34 @@ static void atifs_update_ps_constants(struct wined3d_context_gl *context_gl, con
}
}
static void set_bumpmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
static void atifs_update_bumpenv_constants(const struct wined3d_context_gl *context_gl, const struct wined3d_state *state)
{
DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
struct atifs_context_private_data *ctx_priv = context_gl->c.fragment_pipe_data;
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
float mat[2][2];
struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data;
if (!ctx_priv->last_shader
|| ctx_priv->last_shader->constants[stage] != ATIFS_CONSTANT_BUMP)
return;
for (unsigned int i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i)
{
if (ctx_priv->last_shader->constants[i] != ATIFS_CONSTANT_BUMP)
continue;
mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
/* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat
* constants can be in any range. While they should stay between [-1.0 and 1.0] because
* Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally,
* for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the
* shader(it is free). This might potentially reduce precision. However, if the hardware does
* support proper floats it shouldn't, and if it doesn't we can't get anything better anyway. */
mat[0][0] = (mat[0][0] + 1.0f) * 0.5f;
mat[1][0] = (mat[1][0] + 1.0f) * 0.5f;
mat[0][1] = (mat[0][1] + 1.0f) * 0.5f;
mat[1][1] = (mat[1][1] + 1.0f) * 0.5f;
GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_BUMPMAT(stage), (float *) mat));
checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_BUMPMAT(stage), mat)");
mat[0][0] = int_to_float(state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00]);
mat[1][0] = int_to_float(state->texture_states[i][WINED3D_TSS_BUMPENV_MAT01]);
mat[0][1] = int_to_float(state->texture_states[i][WINED3D_TSS_BUMPENV_MAT10]);
mat[1][1] = int_to_float(state->texture_states[i][WINED3D_TSS_BUMPENV_MAT11]);
/* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat
* constants can be in any range. While they should stay between [-1.0 and 1.0] because
* Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally,
* for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the
* shader(it is free). This might potentially reduce precision. However, if the hardware does
* support proper floats it shouldn't, and if it doesn't we can't get anything better anyway. */
mat[0][0] = (mat[0][0] + 1.0f) * 0.5f;
mat[1][0] = (mat[1][0] + 1.0f) * 0.5f;
mat[0][1] = (mat[0][1] + 1.0f) * 0.5f;
mat[1][1] = (mat[1][1] + 1.0f) * 0.5f;
GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_BUMPMAT(i), &mat[0][0]));
checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_BUMPMAT(i), mat)");
}
}
static void atifs_stage_constant(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
@ -1073,7 +1073,7 @@ static void set_tex_op_atifs(struct wined3d_context *context, const struct wined
switch (desc->constants[i])
{
case ATIFS_CONSTANT_BUMP:
set_bumpmat(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
break;
case ATIFS_CONSTANT_TFACTOR:
@ -1125,10 +1125,6 @@ static const struct wined3d_state_entry_template atifs_fragmentstate_template[]
{STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
@ -1139,10 +1135,6 @@ static const struct wined3d_state_entry_template atifs_fragmentstate_template[]
{STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
@ -1153,10 +1145,6 @@ static const struct wined3d_state_entry_template atifs_fragmentstate_template[]
{STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
@ -1167,10 +1155,6 @@ static const struct wined3d_state_entry_template atifs_fragmentstate_template[]
{STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
@ -1181,10 +1165,6 @@ static const struct wined3d_state_entry_template atifs_fragmentstate_template[]
{STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
@ -1195,10 +1175,6 @@ static const struct wined3d_state_entry_template atifs_fragmentstate_template[]
{STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
@ -1209,10 +1185,6 @@ static const struct wined3d_state_entry_template atifs_fragmentstate_template[]
{STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
@ -1223,10 +1195,6 @@ static const struct wined3d_state_entry_template atifs_fragmentstate_template[]
{STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
@ -1269,6 +1237,9 @@ static void atifs_apply_draw_state(struct wined3d_context *context, const struct
if (constant_update_mask & WINED3D_SHADER_CONST_FFP_PS)
atifs_update_ps_constants(context_gl, state);
if (constant_update_mask & WINED3D_SHADER_CONST_PS_BUMP_ENV)
atifs_update_bumpenv_constants(context_gl, state);
}
static void atifs_disable(const struct wined3d_context *context)