wined3d/arb: Move SPECULARENABLE constant loading to arbfp_apply_draw_state().

This commit is contained in:
Zebediah Figura 2023-11-12 13:52:05 -06:00 committed by Alexandre Julliard
parent f0584966c2
commit 6c1c917750

View file

@ -5896,22 +5896,17 @@ static void state_tss_constant_arbfp(struct wined3d_context *context,
static void state_arb_specularenable(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PS;
}
static void arbfp_update_ps_constants(struct wined3d_context_gl *context_gl,
const struct wined3d_state *state, struct shader_arb_priv *priv)
{
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
struct wined3d_device *device = context->device;
float col[4];
if (device->shader_backend == &arb_program_shader_backend)
if (context_gl->c.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_SPECULAR_ENABLE] = 1;
priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
}
@ -6655,7 +6650,7 @@ static void arbfp_update_shader(struct wined3d_context *context, const struct wi
state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
}
state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PS;
color_key_arbfp(context, state, STATE_COLOR_KEY);
}
context->last_was_pshader = FALSE;
@ -6885,7 +6880,10 @@ static void arbfp_free_context_data(struct wined3d_context *context)
static void arbfp_apply_draw_state(struct wined3d_context *context, const struct wined3d_state *state)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl_const(context)->gl_info;
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
struct shader_arb_priv *priv = context->device->shader_priv;
uint32_t constant_update_mask;
if (use_ps(state))
{
@ -6899,6 +6897,12 @@ static void arbfp_apply_draw_state(struct wined3d_context *context, const struct
if (context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_PIXEL))
arbfp_update_shader(context, state);
/* Note that arbfp_update_shader() may set the constant update mask. */
constant_update_mask = context->constant_update_mask;
if (constant_update_mask & WINED3D_SHADER_CONST_FFP_PS)
arbfp_update_ps_constants(context_gl, state, priv);
}
const struct wined3d_fragment_pipe_ops arbfp_fragment_pipeline =