wined3d: Make the "bumpmat" shader_reg_maps member a bitmap.
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index 22835b1..ec86d41 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c
@@ -3360,8 +3360,9 @@ next_local = shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map, NULL, &priv_ctx); - for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) { - if(!reg_maps->bumpmat[i]) continue; + for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i) + { + if (!(map & 1)) continue; cur = compiled->numbumpenvmatconsts; compiled->bumpenvmatconst[cur].const_num = WINED3D_CONST_NUM_UNUSED; @@ -5224,8 +5225,9 @@ if (use_ps(stateblock)) { - if(stage != 0 && - ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) { + if (stage != 0 + && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.bumpmat & (1 << stage))) + { /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled * anyway */
diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c index 3530eab..252197c 100644 --- a/dlls/wined3d/baseshader.c +++ b/dlls/wined3d/baseshader.c
@@ -686,7 +686,7 @@ if (ins.handler_idx == WINED3DSIH_TEXBEM || ins.handler_idx == WINED3DSIH_TEXBEML) { - reg_maps->bumpmat[sampler_code] = TRUE; + reg_maps->bumpmat |= 1 << dst_param.reg.idx; if (ins.handler_idx == WINED3DSIH_TEXBEML) { reg_maps->luminanceparams[sampler_code] = TRUE; @@ -695,7 +695,7 @@ } else if (ins.handler_idx == WINED3DSIH_BEM) { - reg_maps->bumpmat[dst_param.reg.idx] = TRUE; + reg_maps->bumpmat |= 1 << dst_param.reg.idx; } }
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 8488c29..16b772e 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c
@@ -899,10 +899,9 @@ shader_addline(buffer, "void order_ps_input();\n"); } } else { - for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) { - if(!reg_maps->bumpmat[i]) { - continue; - } + for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i) + { + if (!(map & 1)) continue; shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index 3fc555c..cb87d73 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c
@@ -3529,8 +3529,9 @@ static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) { DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); - if(stateblock->pixelShader && stage != 0 && - ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) { + if (stateblock->pixelShader && stage != 0 + && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.bumpmat & (1 << stage))) + { /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled * anyway */
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index bac13cd..32402ab 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h
@@ -642,7 +642,8 @@ WORD local_bool_consts; /* MAX_CONST_B, 16 */ WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)]; - BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES]; + BYTE bumpmat; /* MAX_TEXTURES, 8 */ + BOOL luminanceparams[MAX_TEXTURES]; WORD usesnrm : 1; WORD vpos : 1;