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wine
wine-cw
Commits
e4d8a3f3
Commit
e4d8a3f3
authored
Nov 18, 2009
by
Henri Verbeet
Committed by
Alexandre Julliard
Nov 18, 2009
Browse files
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Plain Diff
wined3d: Move the various backend selection utility functions to utils.c.
parent
434a23d9
Hide whitespace changes
Inline
Side-by-side
Showing
3 changed files
with
68 additions
and
103 deletions
+68
-103
directx.c
dlls/wined3d/directx.c
+0
-103
utils.c
dlls/wined3d/utils.c
+60
-0
wined3d_private.h
dlls/wined3d/wined3d_private.h
+8
-0
No files found.
dlls/wined3d/directx.c
View file @
e4d8a3f3
...
...
@@ -155,10 +155,6 @@ static const struct {
**********************************************************/
static
HRESULT
WINAPI
IWineD3DImpl_CheckDeviceFormat
(
IWineD3D
*
iface
,
UINT
Adapter
,
WINED3DDEVTYPE
DeviceType
,
WINED3DFORMAT
AdapterFormat
,
DWORD
Usage
,
WINED3DRESOURCETYPE
RType
,
WINED3DFORMAT
CheckFormat
,
WINED3DSURFTYPE
SurfaceType
);
static
const
struct
fragment_pipeline
*
select_fragment_implementation
(
struct
wined3d_adapter
*
adapter
,
WINED3DDEVTYPE
DeviceType
);
static
const
shader_backend_t
*
select_shader_backend
(
struct
wined3d_adapter
*
adapter
,
WINED3DDEVTYPE
DeviceType
);
static
const
struct
blit_shader
*
select_blit_implementation
(
struct
wined3d_adapter
*
adapter
,
WINED3DDEVTYPE
DeviceType
);
GLint
wrap_lookup
[
WINED3DTADDRESS_MIRRORONCE
-
WINED3DTADDRESS_WRAP
+
1
];
...
...
@@ -389,39 +385,6 @@ static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
return
ref
;
}
/* Set the shader type for this device, depending on the given capabilities
* and the user preferences in wined3d_settings. */
static
void
select_shader_mode
(
const
struct
wined3d_gl_info
*
gl_info
,
int
*
ps_selected
,
int
*
vs_selected
)
{
if
(
wined3d_settings
.
vs_mode
==
VS_NONE
)
{
*
vs_selected
=
SHADER_NONE
;
}
else
if
(
gl_info
->
supported
[
ARB_VERTEX_SHADER
]
&&
wined3d_settings
.
glslRequested
)
{
/* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
* wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
* shaders only on this card. */
if
(
gl_info
->
supported
[
NV_VERTEX_PROGRAM
]
&&
!
gl_info
->
supported
[
NV_VERTEX_PROGRAM2
])
*
vs_selected
=
SHADER_ARB
;
else
*
vs_selected
=
SHADER_GLSL
;
}
else
if
(
gl_info
->
supported
[
ARB_VERTEX_PROGRAM
])
{
*
vs_selected
=
SHADER_ARB
;
}
else
{
*
vs_selected
=
SHADER_NONE
;
}
if
(
wined3d_settings
.
ps_mode
==
PS_NONE
)
{
*
ps_selected
=
SHADER_NONE
;
}
else
if
(
gl_info
->
supported
[
ARB_FRAGMENT_SHADER
]
&&
wined3d_settings
.
glslRequested
)
{
*
ps_selected
=
SHADER_GLSL
;
}
else
if
(
gl_info
->
supported
[
ARB_FRAGMENT_PROGRAM
])
{
*
ps_selected
=
SHADER_ARB
;
}
else
if
(
gl_info
->
supported
[
ATI_FRAGMENT_SHADER
])
{
*
ps_selected
=
SHADER_ATI
;
}
else
{
*
ps_selected
=
SHADER_NONE
;
}
}
/**********************************************************
* IWineD3D parts follows
**********************************************************/
...
...
@@ -3810,72 +3773,6 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface,
return
WINED3D_OK
;
}
static
const
shader_backend_t
*
select_shader_backend
(
struct
wined3d_adapter
*
adapter
,
WINED3DDEVTYPE
DeviceType
)
{
const
shader_backend_t
*
ret
;
int
vs_selected_mode
;
int
ps_selected_mode
;
select_shader_mode
(
&
adapter
->
gl_info
,
&
ps_selected_mode
,
&
vs_selected_mode
);
if
(
vs_selected_mode
==
SHADER_GLSL
||
ps_selected_mode
==
SHADER_GLSL
)
{
ret
=
&
glsl_shader_backend
;
}
else
if
(
vs_selected_mode
==
SHADER_ARB
||
ps_selected_mode
==
SHADER_ARB
)
{
ret
=
&
arb_program_shader_backend
;
}
else
{
ret
=
&
none_shader_backend
;
}
return
ret
;
}
static
const
struct
fragment_pipeline
*
select_fragment_implementation
(
struct
wined3d_adapter
*
adapter
,
WINED3DDEVTYPE
DeviceType
)
{
const
struct
wined3d_gl_info
*
gl_info
=
&
adapter
->
gl_info
;
int
vs_selected_mode
;
int
ps_selected_mode
;
select_shader_mode
(
&
adapter
->
gl_info
,
&
ps_selected_mode
,
&
vs_selected_mode
);
if
((
ps_selected_mode
==
SHADER_ARB
||
ps_selected_mode
==
SHADER_GLSL
)
&&
gl_info
->
supported
[
ARB_FRAGMENT_PROGRAM
])
{
return
&
arbfp_fragment_pipeline
;
}
else
if
(
ps_selected_mode
==
SHADER_ATI
)
{
return
&
atifs_fragment_pipeline
;
}
else
if
(
gl_info
->
supported
[
NV_REGISTER_COMBINERS
]
&&
gl_info
->
supported
[
NV_TEXTURE_SHADER2
])
{
return
&
nvts_fragment_pipeline
;
}
else
if
(
gl_info
->
supported
[
NV_REGISTER_COMBINERS
])
{
return
&
nvrc_fragment_pipeline
;
}
else
{
return
&
ffp_fragment_pipeline
;
}
}
static
const
struct
blit_shader
*
select_blit_implementation
(
struct
wined3d_adapter
*
adapter
,
WINED3DDEVTYPE
DeviceType
)
{
const
struct
wined3d_gl_info
*
gl_info
=
&
adapter
->
gl_info
;
int
vs_selected_mode
;
int
ps_selected_mode
;
select_shader_mode
(
&
adapter
->
gl_info
,
&
ps_selected_mode
,
&
vs_selected_mode
);
if
((
ps_selected_mode
==
SHADER_ARB
||
ps_selected_mode
==
SHADER_GLSL
)
&&
gl_info
->
supported
[
ARB_FRAGMENT_PROGRAM
])
{
return
&
arbfp_blit
;
}
else
{
return
&
ffp_blit
;
}
}
/* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
subset of a D3DCAPS9 structure. However, it has to come via a void *
as the d3d8 interface cannot import the d3d9 header */
...
...
dlls/wined3d/utils.c
View file @
e4d8a3f3
...
...
@@ -2772,3 +2772,63 @@ UINT wined3d_log2i(UINT32 x)
return
(
i
=
x
>>
16
)
?
(
x
=
i
>>
8
)
?
l
[
x
]
+
24
:
l
[
i
]
+
16
:
(
i
=
x
>>
8
)
?
l
[
i
]
+
8
:
l
[
x
];
}
/* Set the shader type for this device, depending on the given capabilities
* and the user preferences in wined3d_settings. */
void
select_shader_mode
(
const
struct
wined3d_gl_info
*
gl_info
,
int
*
ps_selected
,
int
*
vs_selected
)
{
if
(
wined3d_settings
.
vs_mode
==
VS_NONE
)
*
vs_selected
=
SHADER_NONE
;
else
if
(
gl_info
->
supported
[
ARB_VERTEX_SHADER
]
&&
wined3d_settings
.
glslRequested
)
{
/* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
* wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
* shaders only on this card. */
if
(
gl_info
->
supported
[
NV_VERTEX_PROGRAM
]
&&
!
gl_info
->
supported
[
NV_VERTEX_PROGRAM2
])
*
vs_selected
=
SHADER_ARB
;
else
*
vs_selected
=
SHADER_GLSL
;
}
else
if
(
gl_info
->
supported
[
ARB_VERTEX_PROGRAM
])
*
vs_selected
=
SHADER_ARB
;
else
*
vs_selected
=
SHADER_NONE
;
if
(
wined3d_settings
.
ps_mode
==
PS_NONE
)
*
ps_selected
=
SHADER_NONE
;
else
if
(
gl_info
->
supported
[
ARB_FRAGMENT_SHADER
]
&&
wined3d_settings
.
glslRequested
)
*
ps_selected
=
SHADER_GLSL
;
else
if
(
gl_info
->
supported
[
ARB_FRAGMENT_PROGRAM
])
*
ps_selected
=
SHADER_ARB
;
else
if
(
gl_info
->
supported
[
ATI_FRAGMENT_SHADER
])
*
ps_selected
=
SHADER_ATI
;
else
*
ps_selected
=
SHADER_NONE
;
}
const
shader_backend_t
*
select_shader_backend
(
struct
wined3d_adapter
*
adapter
,
WINED3DDEVTYPE
device_type
)
{
int
vs_selected_mode
,
ps_selected_mode
;
select_shader_mode
(
&
adapter
->
gl_info
,
&
ps_selected_mode
,
&
vs_selected_mode
);
if
(
vs_selected_mode
==
SHADER_GLSL
||
ps_selected_mode
==
SHADER_GLSL
)
return
&
glsl_shader_backend
;
if
(
vs_selected_mode
==
SHADER_ARB
||
ps_selected_mode
==
SHADER_ARB
)
return
&
arb_program_shader_backend
;
return
&
none_shader_backend
;
}
const
struct
fragment_pipeline
*
select_fragment_implementation
(
struct
wined3d_adapter
*
adapter
,
WINED3DDEVTYPE
device_type
)
{
const
struct
wined3d_gl_info
*
gl_info
=
&
adapter
->
gl_info
;
int
vs_selected_mode
,
ps_selected_mode
;
select_shader_mode
(
gl_info
,
&
ps_selected_mode
,
&
vs_selected_mode
);
if
((
ps_selected_mode
==
SHADER_ARB
||
ps_selected_mode
==
SHADER_GLSL
)
&&
gl_info
->
supported
[
ARB_FRAGMENT_PROGRAM
])
return
&
arbfp_fragment_pipeline
;
else
if
(
ps_selected_mode
==
SHADER_ATI
)
return
&
atifs_fragment_pipeline
;
else
if
(
gl_info
->
supported
[
NV_REGISTER_COMBINERS
]
&&
gl_info
->
supported
[
NV_TEXTURE_SHADER2
])
return
&
nvts_fragment_pipeline
;
else
if
(
gl_info
->
supported
[
NV_REGISTER_COMBINERS
])
return
&
nvrc_fragment_pipeline
;
else
return
&
ffp_fragment_pipeline
;
}
const
struct
blit_shader
*
select_blit_implementation
(
struct
wined3d_adapter
*
adapter
,
WINED3DDEVTYPE
device_type
)
{
const
struct
wined3d_gl_info
*
gl_info
=
&
adapter
->
gl_info
;
int
vs_selected_mode
,
ps_selected_mode
;
select_shader_mode
(
gl_info
,
&
ps_selected_mode
,
&
vs_selected_mode
);
if
((
ps_selected_mode
==
SHADER_ARB
||
ps_selected_mode
==
SHADER_GLSL
)
&&
gl_info
->
supported
[
ARB_FRAGMENT_PROGRAM
])
return
&
arbfp_blit
;
else
return
&
ffp_blit
;
}
dlls/wined3d/wined3d_private.h
View file @
e4d8a3f3
...
...
@@ -2525,6 +2525,14 @@ void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED
UINT
wined3d_log2i
(
UINT32
x
)
DECLSPEC_HIDDEN
;
unsigned
int
count_bits
(
unsigned
int
mask
)
DECLSPEC_HIDDEN
;
const
struct
blit_shader
*
select_blit_implementation
(
struct
wined3d_adapter
*
adapter
,
WINED3DDEVTYPE
device_type
)
DECLSPEC_HIDDEN
;
const
struct
fragment_pipeline
*
select_fragment_implementation
(
struct
wined3d_adapter
*
adapter
,
WINED3DDEVTYPE
device_type
)
DECLSPEC_HIDDEN
;
const
shader_backend_t
*
select_shader_backend
(
struct
wined3d_adapter
*
adapter
,
WINED3DDEVTYPE
device_type
)
DECLSPEC_HIDDEN
;
void
select_shader_mode
(
const
struct
wined3d_gl_info
*
gl_info
,
int
*
ps_selected
,
int
*
vs_selected
)
DECLSPEC_HIDDEN
;
typedef
struct
local_constant
{
struct
list
entry
;
unsigned
int
idx
;
...
...
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