Commit 028f41ba by Alexis Hetu Committed by Alexis Hétu

Added some uses of FRAGMENT_UNIFORM_VECTORS and VERTEX_UNIFORM_VECTORS

Replaced a few instances of 224 and 256 that were actually used to represent FRAGMENT_UNIFORM_VECTORS and VERTEX_UNIFORM_VECTORS. This cl should not change any behavior. Change-Id: I4b82341f32223fcee559aaf70df2ee83c9936d11 Reviewed-on: https://swiftshader-review.googlesource.com/4547Tested-by: 's avatarAlexis Hétu <sugoi@google.com> Reviewed-by: 's avatarNicolas Capens <capn@google.com>
parent ba53fbf9
......@@ -145,14 +145,14 @@ namespace D3D9
SetTransform(D3DTS_WORLDMATRIX(i), &identity);
}
for(int i = 0; i < 224; i++)
for(int i = 0; i < FRAGMENT_UNIFORM_VECTORS; i++)
{
float zero[4] = {0, 0, 0, 0};
SetPixelShaderConstantF(i, zero, 1);
}
for(int i = 0; i < 256; i++)
for(int i = 0; i < VERTEX_UNIFORM_VECTORS; i++)
{
float zero[4] = {0, 0, 0, 0};
......@@ -2993,7 +2993,7 @@ namespace D3D9
if(!stateRecorder)
{
for(unsigned int i = 0; i < count && startRegister + i < 224; i++)
for(unsigned int i = 0; i < count && startRegister + i < FRAGMENT_UNIFORM_VECTORS; i++)
{
pixelShaderConstantF[startRegister + i][0] = constantData[i * 4 + 0];
pixelShaderConstantF[startRegister + i][1] = constantData[i * 4 + 1];
......@@ -5269,7 +5269,7 @@ namespace D3D9
if(!stateRecorder)
{
for(unsigned int i = 0; i < count && startRegister + i < 256; i++)
for(unsigned int i = 0; i < count && startRegister + i < VERTEX_UNIFORM_VECTORS; i++)
{
vertexShaderConstantF[startRegister + i][0] = constantData[i * 4 + 0];
vertexShaderConstantF[startRegister + i][1] = constantData[i * 4 + 1];
......
......@@ -264,11 +264,11 @@ namespace D3D9
unsigned int vertexShaderConstantsFDirty;
unsigned int vertexShaderConstantsIDirty;
float pixelShaderConstantF[224][4];
float pixelShaderConstantF[FRAGMENT_UNIFORM_VECTORS][4];
int pixelShaderConstantI[16][4];
int pixelShaderConstantB[16];
float vertexShaderConstantF[256][4];
float vertexShaderConstantF[VERTEX_UNIFORM_VECTORS][4];
int vertexShaderConstantI[16][4];
int vertexShaderConstantB[16];
......
......@@ -248,7 +248,7 @@ namespace D3D9
device->SetViewport(&viewport);
}
for(int i = 0; i < 224; i++)
for(int i = 0; i < FRAGMENT_UNIFORM_VECTORS; i++)
{
if(*(int*)pixelShaderConstantF[i] != 0x80000000)
{
......@@ -272,7 +272,7 @@ namespace D3D9
}
}
for(int i = 0; i < 256; i++)
for(int i = 0; i < VERTEX_UNIFORM_VECTORS; i++)
{
if(*(int*)vertexShaderConstantF[i] != 0x80000000)
{
......@@ -525,7 +525,7 @@ namespace D3D9
device->GetViewport(&viewport);
}
for(int i = 0; i < 224; i++)
for(int i = 0; i < FRAGMENT_UNIFORM_VECTORS; i++)
{
if(*(int*)pixelShaderConstantF[i] != 0x80000000)
{
......@@ -549,7 +549,7 @@ namespace D3D9
}
}
for(int i = 0; i < 256; i++)
for(int i = 0; i < VERTEX_UNIFORM_VECTORS; i++)
{
if(*(int*)vertexShaderConstantF[i] != 0x80000000)
{
......@@ -872,7 +872,7 @@ namespace D3D9
viewportCaptured = false;
for(int i = 0; i < 224; i++)
for(int i = 0; i < FRAGMENT_UNIFORM_VECTORS; i++)
{
(int&)pixelShaderConstantF[i][0] = 0x80000000;
(int&)pixelShaderConstantF[i][1] = 0x80000000;
......@@ -880,7 +880,7 @@ namespace D3D9
(int&)pixelShaderConstantF[i][3] = 0x80000000;
}
for(int i = 0; i < 256; i++)
for(int i = 0; i < VERTEX_UNIFORM_VECTORS; i++)
{
(int&)vertexShaderConstantF[i][0] = 0x80000000;
(int&)vertexShaderConstantF[i][1] = 0x80000000;
......@@ -1213,7 +1213,7 @@ namespace D3D9
vertexShader->Release();
}
device->GetVertexShaderConstantF(0, vertexShaderConstantF[0], 256);
device->GetVertexShaderConstantF(0, vertexShaderConstantF[0], VERTEX_UNIFORM_VECTORS);
device->GetVertexShaderConstantI(0, vertexShaderConstantI[0], 16);
device->GetVertexShaderConstantB(0, vertexShaderConstantB, 16);
}
......
......@@ -12,6 +12,7 @@
#ifndef D3D9_Direct3DStateBlock9_hpp
#define D3D9_Direct3DStateBlock9_hpp
#include "Config.hpp"
#include "Unknown.hpp"
#include <vector>
......@@ -171,11 +172,11 @@ namespace D3D9
bool viewportCaptured;
D3DVIEWPORT9 viewport;
float pixelShaderConstantF[224][4];
float pixelShaderConstantF[FRAGMENT_UNIFORM_VECTORS][4];
int pixelShaderConstantI[16][4];
int pixelShaderConstantB[16];
float vertexShaderConstantF[256][4];
float vertexShaderConstantF[VERTEX_UNIFORM_VECTORS][4];
int vertexShaderConstantI[16][4];
int vertexShaderConstantB[16];
......
......@@ -311,12 +311,12 @@ enum
{
MAX_VERTEX_ATTRIBS = 9,
MAX_UNIFORM_VECTORS = 256, // Device limit
MAX_VERTEX_UNIFORM_VECTORS = 256 - 3, // Reserve space for gl_DepthRange
MAX_VERTEX_UNIFORM_VECTORS = VERTEX_UNIFORM_VECTORS - 3, // Reserve space for gl_DepthRange
MAX_VARYING_VECTORS = 10,
MAX_TEXTURE_IMAGE_UNITS = 2,
MAX_VERTEX_TEXTURE_IMAGE_UNITS = 1,
MAX_COMBINED_TEXTURE_IMAGE_UNITS = MAX_TEXTURE_IMAGE_UNITS + MAX_VERTEX_TEXTURE_IMAGE_UNITS,
MAX_FRAGMENT_UNIFORM_VECTORS = 224 - 3, // Reserve space for gl_DepthRange
MAX_FRAGMENT_UNIFORM_VECTORS = FRAGMENT_UNIFORM_VECTORS - 3, // Reserve space for gl_DepthRange
MAX_DRAW_BUFFERS = 1,
IMPLEMENTATION_COLOR_READ_FORMAT = GL_RGB,
......
......@@ -127,14 +127,14 @@ namespace gl
vertexShaderDirty = true;
vertexShaderConstantsFDirty = 0;
for(int i = 0; i < 224; i++)
for(int i = 0; i < FRAGMENT_UNIFORM_VECTORS; i++)
{
float zero[4] = {0, 0, 0, 0};
setPixelShaderConstantF(i, zero, 1);
}
for(int i = 0; i < 256; i++)
for(int i = 0; i < VERTEX_UNIFORM_VECTORS; i++)
{
float zero[4] = {0, 0, 0, 0};
......
......@@ -120,7 +120,7 @@ namespace sw
struct VS
{
float4 c[256 + 1]; // One extra for indices out of range, c[256] = {0, 0, 0, 0}
float4 c[VERTEX_UNIFORM_VECTORS + 1]; // One extra for indices out of range, c[VERTEX_UNIFORM_VECTORS] = {0, 0, 0, 0}
int4 i[16];
bool b[16];
};
......
......@@ -126,7 +126,7 @@ namespace sw
void VertexProcessor::setFloatConstant(unsigned int index, const float value[4])
{
if(index < 256)
if(index < VERTEX_UNIFORM_VECTORS)
{
c[index][0] = value[0];
c[index][1] = value[1];
......
......@@ -266,7 +266,7 @@ namespace sw
void setRoutineCacheSize(int cacheSize);
// Shader constants
float4 c[256 + 1]; // One extra for indices out of range, c[256] = {0, 0, 0, 0}
float4 c[VERTEX_UNIFORM_VECTORS + 1]; // One extra for indices out of range, c[VERTEX_UNIFORM_VECTORS] = {0, 0, 0, 0}
int4 i[16];
bool b[16];
......
......@@ -837,7 +837,7 @@ namespace sw
Int4 index = Int4(i) + As<Int4>(a) * Int4(src.rel.scale);
index = Min(As<UInt4>(index), UInt4(256)); // Clamp to constant register range, c[256] = {0, 0, 0, 0}
index = Min(As<UInt4>(index), UInt4(VERTEX_UNIFORM_VECTORS)); // Clamp to constant register range, c[VERTEX_UNIFORM_VECTORS] = {0, 0, 0, 0}
Int index0 = Extract(index, 0);
Int index1 = Extract(index, 1);
......
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