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

This commit is contained in:
Zebediah Figura 2023-11-12 14:01:58 -06:00 committed by Alexandre Julliard
parent 6c1c917750
commit 8faac9b94a

View file

@ -5837,33 +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_texfactor_arbfp(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
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_TFACTOR] = 1;
priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
}
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, &color.r)");
}
static void state_tss_constant_arbfp(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
@ -5903,11 +5876,13 @@ 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_color color;
float col[4];
if (context_gl->c.device->shader_backend == &arb_program_shader_backend)
{
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);
}
@ -5922,6 +5897,10 @@ static void arbfp_update_ps_constants(struct wined3d_context_gl *context_gl,
}
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
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)");
}
static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
@ -6649,7 +6628,6 @@ static void arbfp_update_shader(struct wined3d_context *context, const struct wi
set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
}
state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PS;
color_key_arbfp(context, state, STATE_COLOR_KEY);
}
@ -6712,7 +6690,6 @@ static void textransform(struct wined3d_context *context, const struct wined3d_s
static const struct wined3d_state_entry_template arbfp_fragmentstate_template[] =
{
{STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
@ -6865,6 +6842,7 @@ static const struct wined3d_state_entry_template arbfp_fragmentstate_template[]
{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_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
{0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
};