wined3d: Hardcode local constants with glUniform4fvARB.

This commit is contained in:
Stefan Dösinger 2008-06-02 21:44:06 +02:00 committed by Alexandre Julliard
parent e4413f2012
commit cd7825c893

View file

@ -699,12 +699,13 @@ void shader_generate_glsl_declarations(
shader_addline(buffer, "vec4 tmp0;\n");
shader_addline(buffer, "vec4 tmp1;\n");
/* Hardcodable local constants */
/* Local constants use a different name so they can be loaded once at shader link time
* They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
* float -> string conversion can cause precision loss.
*/
if(!This->baseShader.load_local_constsF) {
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
float *value = (float *) lconst->value;
shader_addline(buffer, "const vec4 %cLC%u = vec4(%f, %f, %f, %f);\n", prefix, lconst->idx,
value[0], value[1], value[2], value[3]);
shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
}
}
@ -3076,6 +3077,21 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs
return ret;
}
static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, WineD3D_GL_Info *gl_info, GLhandleARB programId, char prefix) {
local_constant* lconst;
GLuint tmp_loc;
float *value;
char glsl_name[8];
LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
value = (float *) lconst->value;
snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
}
checkGLcall("Hardcoding local constants\n");
}
/** Sets the GLSL program ID for the given pixel and vertex shader combination.
* It sets the programId on the current StateBlock (because it should be called
* inside of the DrawPrimitive() part of the render loop).
@ -3228,6 +3244,17 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
/* Load pixel shader samplers */
shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
}
/* If the local constants do not have to be loaded with the environment constants,
* load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
* later
*/
if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) {
hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
}
if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) {
hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
}
}
static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info) {