Move dirty DX constant tracking from Context to the Renderers.
TRAC #22308
Signed-off-by: Geoff Lang
Signed-off-by: Daniel Koch
Author: Nicolas Capens
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1713 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/Renderer9.cpp b/src/libGLESv2/renderer/Renderer9.cpp
index 7fbc3f4..f60c992 100644
--- a/src/libGLESv2/renderer/Renderer9.cpp
+++ b/src/libGLESv2/renderer/Renderer9.cpp
@@ -1027,7 +1027,7 @@
}
bool Renderer9::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
- bool ignoreViewport, gl::ProgramBinary *currentProgram, bool forceSetUniforms)
+ bool ignoreViewport, gl::ProgramBinary *currentProgram)
{
gl::Rectangle actualViewport = viewport;
float actualZNear = gl::clamp01(zNear);
@@ -1055,8 +1055,8 @@
return false; // Nothing to render
}
- bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
- actualZNear != mCurNear || actualZFar != mCurFar;
+ bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
+ actualZNear != mCurNear || actualZFar != mCurFar;
if (viewportChanged)
{
mDevice->SetViewport(&dxViewport);
@@ -1066,20 +1066,42 @@
mCurFar = actualZFar;
}
- if (currentProgram && (viewportChanged || forceSetUniforms))
+ if (currentProgram)
{
- currentProgram->applyDxHalfPixelSize(1.0f / dxViewport.Width, -1.0f / dxViewport.Height);
+ dx_VertexConstants vc = {0};
+ dx_PixelConstants pc = {0};
- // These values are used for computing gl_FragCoord in Program::linkVaryings().
- currentProgram->applyDxCoord(actualViewport.width * 0.5f,
- actualViewport.height * 0.5f,
- actualViewport.x + (actualViewport.width * 0.5f),
- actualViewport.y + (actualViewport.height * 0.5f));
+ vc.halfPixelSize[0] = 1.0f / dxViewport.Width;
+ vc.halfPixelSize[1] = -1.0f / dxViewport.Height;
- GLfloat ccw = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);
- currentProgram->applyDxDepthFront((actualZFar - actualZNear) * 0.5f, (actualZNear + actualZFar) * 0.5f, ccw);
+ pc.coord[0] = actualViewport.width * 0.5f;
+ pc.coord[1] = actualViewport.height * 0.5f;
+ pc.coord[2] = actualViewport.x + (actualViewport.width * 0.5f);
+ pc.coord[3] = actualViewport.y + (actualViewport.height * 0.5f);
- currentProgram->applyDxDepthRange(actualZNear, actualZFar, actualZFar - actualZNear);
+ pc.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
+ pc.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
+ pc.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
+
+ vc.depthRange[0] = actualZNear;
+ vc.depthRange[1] = actualZFar;
+ vc.depthRange[2] = actualZFar - actualZNear;
+
+ pc.depthRange[0] = actualZNear;
+ pc.depthRange[1] = actualZFar;
+ pc.depthRange[2] = actualZFar - actualZNear;
+
+ if (memcmp(&vc, &mVertexConstants, sizeof(dx_VertexConstants)) != 0)
+ {
+ mVertexConstants = vc;
+ mDxUniformsDirty = true;
+ }
+
+ if (memcmp(&pc, &mPixelConstants, sizeof(dx_PixelConstants)) != 0)
+ {
+ mPixelConstants = pc;
+ mDxUniformsDirty = true;
+ }
}
mForceSetViewport = false;
@@ -1579,12 +1601,13 @@
mDevice->SetPixelShader(pixelShader);
mDevice->SetVertexShader(vertexShader);
programBinary->dirtyAllUniforms();
+ mDxUniformsDirty = true;
mAppliedProgramBinarySerial = programBinarySerial;
}
}
-void Renderer9::applyUniforms(const gl::UniformArray *uniformArray, const dx_VertexConstants &vertexConstants, const dx_PixelConstants &pixelConstants)
+void Renderer9::applyUniforms(const gl::UniformArray *uniformArray)
{
for (std::vector<gl::Uniform*>::const_iterator ub = uniformArray->begin(), ue = uniformArray->end(); ub != ue; ++ub)
{
@@ -1626,8 +1649,12 @@
}
// Driver uniforms
- mDevice->SetVertexShaderConstantF(0, (float*)&vertexConstants, sizeof(dx_VertexConstants) / sizeof(float[4]));
- mDevice->SetPixelShaderConstantF(0, (float*)&pixelConstants, sizeof(dx_PixelConstants) / sizeof(float[4]));
+ if (mDxUniformsDirty)
+ {
+ mDevice->SetVertexShaderConstantF(0, (float*)&mVertexConstants, sizeof(dx_VertexConstants) / sizeof(float[4]));
+ mDevice->SetPixelShaderConstantF(0, (float*)&mPixelConstants, sizeof(dx_PixelConstants) / sizeof(float[4]));
+ mDxUniformsDirty = false;
+ }
}
void Renderer9::applyUniformnbv(gl::Uniform *targetUniform, GLsizei count, int width, const GLboolean *v)
@@ -1938,6 +1965,7 @@
mAppliedIBSerial = 0;
mAppliedProgramBinarySerial = 0;
+ mDxUniformsDirty = true;
mVertexDeclarationCache.markStateDirty();
}