Commit 0e77a381 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Create clip coords only if they are used.

If GL vertex shader clipping is supported (GLSL or NVvp), we currently always calculate clipping results in the shader. They're gracefully discarded by opengl, but we need 6 constants / uniforms to calculate unused values.
parent e8f05eef
......@@ -648,7 +648,10 @@ static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const s
if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
{
clip_limit = gl_info->limits.clipplanes;
if(ctx->cur_vs_args->super.clip_enabled)
clip_limit = gl_info->limits.clipplanes;
else
clip_limit = 0;
}
else
{
......@@ -2942,9 +2945,12 @@ static void vshader_add_footer(IWineD3DVertexShaderImpl *This, struct wined3d_sh
if(use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
{
for(i = 0; i < priv_ctx->vs_clipplanes; i++)
if(args->super.clip_enabled)
{
shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
for(i = 0; i < priv_ctx->vs_clipplanes; i++)
{
shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
}
}
}
else if(args->boolclip.clip_texcoord)
......@@ -4076,6 +4082,7 @@ static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *
static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
const DWORD use_map, BOOL skip_int) {
if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
if(stored->super.fog_src != new->super.fog_src) return FALSE;
if(stored->boolclip_compare != new->boolclip_compare) return FALSE;
if(stored->ps_signature != new->ps_signature) return FALSE;
......
......@@ -855,9 +855,13 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
* The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
* (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float).
*
* Writing gl_ClipPos requires one uniform for each clipplane as well.
* Writing gl_ClipVertex requires one uniform for each clipplane as well.
*/
max_constantsF = gl_info->limits.glsl_vs_float_constants - 3 - gl_info->limits.clipplanes;
max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
if(ctx_priv->cur_vs_args->clip_enabled)
{
max_constantsF -= gl_info->limits.clipplanes;
}
max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
/* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
* so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
......@@ -3874,7 +3878,9 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
*/
shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
if(args->clip_enabled) {
shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
}
/* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
*
......@@ -3966,6 +3972,7 @@ static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
const DWORD use_map) {
if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
if((stored->clip_enabled) != new->clip_enabled) return FALSE;
return stored->fog_src == new->fog_src;
}
......
......@@ -356,6 +356,7 @@ static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args) {
args->fog_src = stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
args->clip_enabled = stateblock->renderState[WINED3DRS_CLIPPING] && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
}
......
......@@ -695,7 +695,8 @@ enum fog_src_type {
};
struct vs_compile_args {
WORD fog_src;
BYTE fog_src;
BYTE clip_enabled;
WORD swizzle_map; /* MAX_ATTRIBS, 16 */
};
......
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