wined3d: Set load_local_constsF in shader_init().

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2016-07-13 10:52:04 +02:00 committed by Alexandre Julliard
parent a44cdbfdd2
commit 42a378362a
2 changed files with 10 additions and 40 deletions

View file

@ -744,7 +744,7 @@ static void shader_glsl_load_constants_f(const struct wined3d_shader *shader, co
if (!shader->load_local_constsF)
{
TRACE("No need to load local float constants for this shader\n");
TRACE("No need to load local float constants for this shader.\n");
return;
}

View file

@ -2704,8 +2704,7 @@ static HRESULT shader_set_function(struct wined3d_shader *shader, const DWORD *b
return WINED3DERR_INVALIDCALL;
}
shader->function = HeapAlloc(GetProcessHeap(), 0, shader->functionLength);
if (!shader->function)
if (!(shader->function = HeapAlloc(GetProcessHeap(), 0, shader->functionLength)))
return E_OUTOFMEMORY;
memcpy(shader->function, byte_code, shader->functionLength);
@ -2969,6 +2968,8 @@ static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device
shader_cleanup(shader);
}
shader->load_local_constsF = shader->lconst_inf_or_nan;
return hr;
}
@ -2995,8 +2996,8 @@ static HRESULT vertex_shader_init(struct wined3d_shader *shader, struct wined3d_
shader->u.vs.attributes[input->register_idx].usage_idx = input->semantic_idx;
}
shader->load_local_constsF = (reg_maps->usesrelconstF && !list_empty(&shader->constantsF)) ||
shader->lconst_inf_or_nan;
if (reg_maps->usesrelconstF && !list_empty(&shader->constantsF))
shader->load_local_constsF = TRUE;
return WINED3D_OK;
}
@ -3004,41 +3005,19 @@ static HRESULT vertex_shader_init(struct wined3d_shader *shader, struct wined3d_
static HRESULT domain_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
{
HRESULT hr;
if (FAILED(hr = shader_init(shader, device, desc, 0, WINED3D_SHADER_TYPE_DOMAIN, parent, parent_ops)))
return hr;
shader->load_local_constsF = shader->lconst_inf_or_nan;
return WINED3D_OK;
return shader_init(shader, device, desc, 0, WINED3D_SHADER_TYPE_DOMAIN, parent, parent_ops);
}
static HRESULT hull_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
{
HRESULT hr;
if (FAILED(hr = shader_init(shader, device, desc, 0, WINED3D_SHADER_TYPE_HULL, parent, parent_ops)))
return hr;
shader->load_local_constsF = shader->lconst_inf_or_nan;
return WINED3D_OK;
return shader_init(shader, device, desc, 0, WINED3D_SHADER_TYPE_HULL, parent, parent_ops);
}
static HRESULT geometry_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
{
HRESULT hr;
if (FAILED(hr = shader_init(shader, device, desc, 0,
WINED3D_SHADER_TYPE_GEOMETRY, parent, parent_ops)))
return hr;
shader->load_local_constsF = shader->lconst_inf_or_nan;
return WINED3D_OK;
return shader_init(shader, device, desc, 0, WINED3D_SHADER_TYPE_GEOMETRY, parent, parent_ops);
}
void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
@ -3324,8 +3303,6 @@ static HRESULT pixel_shader_init(struct wined3d_shader *shader, struct wined3d_d
}
}
shader->load_local_constsF = shader->lconst_inf_or_nan;
return WINED3D_OK;
}
@ -3363,14 +3340,7 @@ void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_t
static HRESULT compute_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
{
HRESULT hr;
if (FAILED(hr = shader_init(shader, device, desc, 0, WINED3D_SHADER_TYPE_COMPUTE, parent, parent_ops)))
return hr;
shader->load_local_constsF = shader->lconst_inf_or_nan;
return WINED3D_OK;
return shader_init(shader, device, desc, 0, WINED3D_SHADER_TYPE_COMPUTE, parent, parent_ops);
}
HRESULT CDECL wined3d_shader_create_cs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,