From 8faac9b94a5d64fd9ae9dd242e4203da54abb394 Mon Sep 17 00:00:00 2001 From: Zebediah Figura Date: Sun, 12 Nov 2023 14:01:58 -0600 Subject: [PATCH] wined3d/arb: Move TEXTUREFACTOR constant loading to arbfp_apply_draw_state(). --- dlls/wined3d/arb_program_shader.c | 36 ++++++------------------------- 1 file changed, 7 insertions(+), 29 deletions(-) diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index fc96c4d517f..4378180f61f 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -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 }, };