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wine
wine-winehq
Commits
0c2fcf2e
Commit
0c2fcf2e
authored
Sep 21, 2005
by
Oliver Stieber
Committed by
Alexandre Julliard
Sep 21, 2005
Browse files
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Plain Diff
Added support for state management of vertex shader constants via
stateblocks.
parent
489c6b38
Hide whitespace changes
Inline
Side-by-side
Showing
3 changed files
with
136 additions
and
65 deletions
+136
-65
device.c
dlls/wined3d/device.c
+93
-57
stateblock.c
dlls/wined3d/stateblock.c
+34
-7
wined3d_private.h
dlls/wined3d/wined3d_private.h
+9
-1
No files found.
dlls/wined3d/device.c
View file @
0c2fcf2e
...
...
@@ -460,7 +460,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
IWineD3DStateBlockImpl
*
object
;
int
i
;
int
i
,
j
;
D3DCREATEOBJECTINSTANCE
(
object
,
StateBlock
)
object
->
blockType
=
Type
;
...
...
@@ -495,11 +495,27 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3
TRACE
(
"PIXELSTATE => Pretend all pixel shates have changed
\n
"
);
memset
(
&
object
->
changed
,
FALSE
,
sizeof
(
This
->
stateBlock
->
changed
));
/* TODO: Pixel Shader Constants */
object
->
changed
.
pixelShader
=
TRUE
;
#if 0 /* TODO: Pixel Shader Constants */
for (i = 0; i < MAX_PSHADER_CONSTANTS; ++i) {
object->changed.pixelShaderConstants[i] = TRUE;
}
#endif
for
(
i
=
0
;
i
<
NUM_SAVEDPIXELSTATES_R
;
i
++
)
{
object
->
changed
.
renderState
[
SavedPixelStates_R
[
i
]]
=
TRUE
;
}
for
(
j
=
0
;
j
<
GL_LIMITS
(
textures
);
j
++
)
{
for
(
i
=
0
;
i
<
NUM_SAVEDPIXELSTATES_T
;
i
++
)
{
object
->
changed
.
textureState
[
j
][
SavedPixelStates_T
[
i
]]
=
TRUE
;
}
}
for
(
j
=
0
;
j
<
16
;
j
++
)
{
for
(
i
=
0
;
i
<
NUM_SAVEDPIXELSTATES_S
;
i
++
)
{
object
->
changed
.
samplerState
[
j
][
SavedPixelStates_S
[
i
]]
=
TRUE
;
}
}
}
else
if
(
Type
==
WINED3DSBT_VERTEXSTATE
)
{
...
...
@@ -507,9 +523,22 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3
memset
(
&
object
->
changed
,
FALSE
,
sizeof
(
This
->
stateBlock
->
changed
));
/* TODO: Vertex Shader Constants */
object
->
changed
.
vertexShader
=
TRUE
;
for
(
i
=
0
;
i
<
MAX_VSHADER_CONSTANTS
;
++
i
)
{
object
->
changed
.
vertexShaderConstants
[
i
]
=
TRUE
;
}
for
(
i
=
0
;
i
<
NUM_SAVEDVERTEXSTATES_R
;
i
++
)
{
object
->
changed
.
renderState
[
SavedVertexStates_R
[
i
]]
=
TRUE
;
}
for
(
j
=
0
;
j
<
GL_LIMITS
(
textures
);
j
++
)
{
for
(
i
=
0
;
i
<
NUM_SAVEDVERTEXSTATES_T
;
i
++
)
{
object
->
changed
.
textureState
[
j
][
SavedVertexStates_T
[
i
]]
=
TRUE
;
}
}
for
(
j
=
0
;
j
<
16
;
j
++
){
for
(
i
=
0
;
i
<
NUM_SAVEDVERTEXSTATES_S
;
i
++
)
{
object
->
changed
.
samplerState
[
j
][
SavedVertexStates_S
[
i
]]
=
TRUE
;
}
}
/* Duplicate light chain */
{
...
...
@@ -3662,9 +3691,8 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3
return
D3D_OK
;
}
/* FIXME: Vertex shaders don't work properly with stateblocks */
#define GET_SHADER_CONSTANT(_vertexshaderconstant, _count, _sizecount) \
int
count = min(_count, MAX_VSHADER_CONSTANTS - (StartRegister + 1)); \
count = min(_count, MAX_VSHADER_CONSTANTS - (StartRegister + 1)); \
if (NULL == pConstantData || count < 0
/* || _count != count */
) \
return D3DERR_INVALIDCALL; \
memcpy(pConstantData, This->updateStateBlock->_vertexshaderconstant + (StartRegister * _sizecount), count * (sizeof(*pConstantData) * _sizecount));
...
...
@@ -3679,103 +3707,111 @@ This->updateStateBlock->set.vertexShader = TRUE;
HRESULT
WINAPI
IWineD3DDeviceImpl_SetVertexShaderConstantB
(
IWineD3DDevice
*
iface
,
UINT
StartRegister
,
CONST
BOOL
*
pConstantData
,
UINT
BoolCount
){
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
static
BOOL
showFixmes
=
TRUE
;
int
i
;
SET_SHADER_CONSTANT
(
vertexShaderConstantB
,
BoolCount
,
1
);
#if 0 /* TODO: a bitmasp to say which constant type we should load */
memset(This->updateStateBlock->vsibfBitmap + StartRegister, WINESHADER_CONSTANTB, BoolCount);
#endif
/* clean out the other constants? */
if
(
showFixmes
||
TRUE
)
{
FIXME
(
"(%p) : stub
\n
"
,
This
)
;
showFixmes
=
FALSE
;
/* populate the bitmap that says which constant type we should load */
for
(
i
=
StartRegister
;
i
<
BoolCount
+
StartRegister
;
++
i
)
{
This
->
updateStateBlock
->
changed
.
vertexShaderConstants
[
i
]
=
TRUE
;
This
->
updateStateBlock
->
set
.
vertexShaderConstants
[
i
]
=
TRUE
;
This
->
updateStateBlock
->
vertexShaderConstantT
[
i
]
=
WINESHADERCNST_BOOL
;
TRACE
(
"(%p) : Setting vsb %d to %d
\n
"
,
This
->
updateStateBlock
,
i
,
pConstantData
[
i
-
StartRegister
])
;
}
return
D3D_OK
;
}
HRESULT
WINAPI
IWineD3DDeviceImpl_GetVertexShaderConstantB
(
IWineD3DDevice
*
iface
,
UINT
StartRegister
,
BOOL
*
pConstantData
,
UINT
BoolCount
){
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
static
BOOL
showFixmes
=
TRUE
;
#if 0 /* TODO: a bitmasp to say which constant type we should load */
for (i = 0; i < BoolCount; i++ ) {
if (This->updateStateBlock->vsibfBitmap[StartRegister + i] != WINESHADER_CONSTANTB) {
int
i
,
count
;
/* verify that the requested shader constant was populated with a boolean */
for
(
i
=
StartRegister
;
i
<
BoolCount
;
++
i
)
{
if
(
This
->
updateStateBlock
->
vertexShaderConstantT
[
i
]
!=
WINESHADERCNST_BOOL
)
{
/* the constant for this register isn't a boolean */
WARN
(
"(%p) : Caller requested a boolean where stateblock (%p) entry is a %s. Returning D3DERR_INVALIDCALL
\n
"
,
This
,
This
->
updateStateBlock
,
This
->
updateStateBlock
->
vertexShaderConstantT
[
i
]
==
WINESHADERCNST_INTEGER
?
"integer"
:
"float"
);
return
D3DERR_INVALIDCALL
;
}
}
#endif
GET_SHADER_CONSTANT
(
vertexShaderConstantB
,
BoolCount
,
1
);
if
(
showFixmes
||
TRUE
)
{
FIXME
(
"(%p) : stub
\n
"
,
This
);
showFixmes
=
FALSE
;
}
return
D3D_OK
;
}
HRESULT
WINAPI
IWineD3DDeviceImpl_SetVertexShaderConstantI
(
IWineD3DDevice
*
iface
,
UINT
StartRegister
,
CONST
int
*
pConstantData
,
UINT
Vector4iCount
){
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
static
BOOL
showFixmes
=
TRUE
;
#if 0 /* TODO: a bitmasp to say which constant type we should load */
memset(This->updateStateBlock->vsibfBitmap + StartRegister, WINESHADER_CONSTANTI, Vector4iCount);
#endif
int
i
;
SET_SHADER_CONSTANT
(
vertexShaderConstantI
,
Vector4iCount
,
4
);
/* clean out the other constants? */
if
(
showFixmes
||
TRUE
)
{
FIXME
(
"(%p) : stub
\n
"
,
This
);
showFixmes
=
FALSE
;
/* populate the bitmap that says which constant type we should load */
for
(
i
=
StartRegister
;
i
<
StartRegister
+
Vector4iCount
;
++
i
)
{
This
->
updateStateBlock
->
changed
.
vertexShaderConstants
[
i
]
=
TRUE
;
This
->
updateStateBlock
->
set
.
vertexShaderConstants
[
i
]
=
TRUE
;
This
->
updateStateBlock
->
vertexShaderConstantT
[
i
]
=
WINESHADERCNST_INTEGER
;
TRACE
(
"(%p) : Setting vsi %d to %d
\n
"
,
This
->
updateStateBlock
,
i
,
pConstantData
[
i
-
StartRegister
]);
}
return
D3D_OK
;
}
HRESULT
WINAPI
IWineD3DDeviceImpl_GetVertexShaderConstantI
(
IWineD3DDevice
*
iface
,
UINT
StartRegister
,
int
*
pConstantData
,
UINT
Vector4iCount
){
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
static
BOOL
showFixmes
=
TRUE
;
#if 0 /* TODO: a bitmap to say which constant type we should load */
for (i = 0; i < Vector4iCount; i++ ) {
if (This->updateStateBlock->vsibfBitmap[StartRegister + i] != WINESHADER_CONSTANTI) {
/* the constant for this register isn't a boolean */
int
i
,
count
;
/* verify that the requested shader constant was populated with a integer */
for
(
i
=
StartRegister
;
i
<
Vector4iCount
;
++
i
)
{
if
(
This
->
updateStateBlock
->
vertexShaderConstantT
[
i
]
!=
WINESHADERCNST_INTEGER
)
{
/* the constant for this register isn't a integer */
WARN
(
"(%p) : Caller requested a integer where stateblock (%p) entry is a %s. Returning D3DERR_INVALIDCALL
\n
"
,
This
,
This
->
updateStateBlock
,
This
->
updateStateBlock
->
vertexShaderConstantT
[
i
]
==
WINESHADERCNST_BOOL
?
"boolean"
:
"float"
);
return
D3DERR_INVALIDCALL
;
}
}
#endif
GET_SHADER_CONSTANT
(
vertexShaderConstantI
,
Vector4iCount
,
4
);
if
(
showFixmes
||
TRUE
)
{
FIXME
(
"(%p) : stub
\n
"
,
This
);
showFixmes
=
FALSE
;
}
return
D3D_OK
;
}
HRESULT
WINAPI
IWineD3DDeviceImpl_SetVertexShaderConstantF
(
IWineD3DDevice
*
iface
,
UINT
StartRegister
,
CONST
float
*
pConstantData
,
UINT
Vector4fCount
){
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
static
BOOL
showFixmes
=
TRUE
;
#if 0 /* TODO: a bitmasp to say which constant type we should load */
memset(This->updateStateBlock->vsibfBitmap + StartRegister, WINESHADER_CONSTANTF, Vector4fCount);
#endif
int
i
;
SET_SHADER_CONSTANT
(
vertexShaderConstantF
,
Vector4fCount
,
4
);
/* clean out the other constants? */
if
(
showFixmes
)
{
TRACE
(
"(%p) : ConstantF isn't intergrated properly with the other constants.
\n
"
,
This
);
showFixmes
=
FALSE
;
/* populate the bitmap that says which constant type we should load */
for
(
i
=
StartRegister
;
i
<
StartRegister
+
Vector4fCount
;
++
i
)
{
This
->
updateStateBlock
->
changed
.
vertexShaderConstants
[
i
]
=
TRUE
;
This
->
updateStateBlock
->
set
.
vertexShaderConstants
[
i
]
=
TRUE
;
This
->
updateStateBlock
->
vertexShaderConstantT
[
i
]
=
WINESHADERCNST_FLOAT
;
TRACE
(
"(%p) : Setting vsf %d to %f
\n
"
,
This
->
updateStateBlock
,
i
,
pConstantData
[
i
-
StartRegister
]);
}
return
D3D_OK
;
}
HRESULT
WINAPI
IWineD3DDeviceImpl_GetVertexShaderConstantF
(
IWineD3DDevice
*
iface
,
UINT
StartRegister
,
float
*
pConstantData
,
UINT
Vector4fCount
){
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
static
BOOL
showFixmes
=
TRUE
;
#if 0 /* TODO: a bitmap to say which constant type we should load */
for (i = 0; i < Vector4fCount; i++ ) {
if (This->updateStateBlock->vsibfBitmap[StartRegister + i] != WINESHADER_CONSTANTF) {
/* the constant for this register isn't a boolean */
int
i
,
count
;
/* verify that the requested shader constant was populated with a float */
for
(
i
=
StartRegister
;
i
<
Vector4fCount
;
++
i
)
{
if
(
This
->
updateStateBlock
->
vertexShaderConstantT
[
i
]
!=
WINESHADERCNST_FLOAT
)
{
/* the constant for this register isn't a float */
WARN
(
"(%p) : Caller requested a float where stateblock (%p) entry is a %s. Returning D3DERR_INVALIDCALL
\n
"
,
This
,
This
->
updateStateBlock
,
This
->
updateStateBlock
->
vertexShaderConstantT
[
i
]
==
WINESHADERCNST_BOOL
?
"boolean"
:
"integer"
);
return
D3DERR_INVALIDCALL
;
}
}
#endif
GET_SHADER_CONSTANT
(
vertexShaderConstantF
,
Vector4fCount
,
4
);
if
(
showFixmes
)
{
TRACE
(
"(%p) : ConstantF isn't intergrated properly with the other constants.
\n
"
,
This
);
showFixmes
=
FALSE
;
}
return
D3D_OK
;
}
...
...
dlls/wined3d/stateblock.c
View file @
0c2fcf2e
...
...
@@ -157,7 +157,22 @@ HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
TRACE
(
"Updating vertex shader to %p
\n
"
,
targetStateBlock
->
vertexShader
);
}
/* TODO: Vertex Shader Constants */
/* Vertex Shader Constants */
for
(
i
=
0
;
i
<
MAX_VSHADER_CONSTANTS
;
++
i
)
{
if
(
This
->
set
.
vertexShaderConstants
[
i
])
{
TRACE
(
"Setting %p from %p %d to %f
\n
"
,
This
,
targetStateBlock
,
i
,
targetStateBlock
->
vertexShaderConstantF
[
i
*
4
+
1
]);
This
->
vertexShaderConstantB
[
i
]
=
targetStateBlock
->
vertexShaderConstantB
[
i
];
This
->
vertexShaderConstantF
[
i
*
4
]
=
targetStateBlock
->
vertexShaderConstantF
[
i
*
4
];
This
->
vertexShaderConstantF
[
i
*
4
+
1
]
=
targetStateBlock
->
vertexShaderConstantF
[
i
*
4
+
1
];
This
->
vertexShaderConstantF
[
i
*
4
+
2
]
=
targetStateBlock
->
vertexShaderConstantF
[
i
*
4
+
2
];
This
->
vertexShaderConstantF
[
i
*
4
+
3
]
=
targetStateBlock
->
vertexShaderConstantF
[
i
*
4
+
3
];
This
->
vertexShaderConstantI
[
i
*
4
]
=
targetStateBlock
->
vertexShaderConstantI
[
i
*
4
];
This
->
vertexShaderConstantI
[
i
*
4
+
1
]
=
targetStateBlock
->
vertexShaderConstantI
[
i
*
4
+
1
];
This
->
vertexShaderConstantI
[
i
*
4
+
2
]
=
targetStateBlock
->
vertexShaderConstantI
[
i
*
4
+
2
];
This
->
vertexShaderConstantI
[
i
*
4
+
3
]
=
targetStateBlock
->
vertexShaderConstantI
[
i
*
4
+
3
];
This
->
vertexShaderConstantT
[
i
]
=
targetStateBlock
->
vertexShaderConstantT
[
i
];
}
}
/* Lights... For a recorded state block, we just had a chain of actions to perform,
so we need to walk that chain and update any actions which differ */
...
...
@@ -346,14 +361,26 @@ should really perform a delta so that only the changes get updated*/
toDo
=
toDo
->
next
;
}
/* Vertex Shader */
if
(
This
->
set
.
vertexShader
&&
This
->
changed
.
vertexShader
)
{
IWineD3DDevice_SetVertexShader
(
pDevice
,
This
->
vertexShader
);
/* TODO: Vertex Shader Constants */
#if 0 /* FIXME: This isn't the correct place to set vs constants (The Fur demo fails) */
IWineD3DDevice_SetVertexShaderConstantB(pDevice, 0 , This->vertexShaderConstantB , MAX_VSHADER_CONSTANTS);
IWineD3DDevice_SetVertexShaderConstantI(pDevice, 0 , This->vertexShaderConstantI , MAX_VSHADER_CONSTANTS);
IWineD3DDevice_SetVertexShaderConstantF(pDevice, 0 , This->vertexShaderConstantF , MAX_VSHADER_CONSTANTS);
#endif
}
/* Vertex Shader Constants */
for
(
i
=
0
;
i
<
MAX_VSHADER_CONSTANTS
;
++
i
)
{
if
(
This
->
set
.
vertexShaderConstants
[
i
]
&&
This
->
changed
.
vertexShaderConstants
[
i
])
{
switch
(
This
->
vertexShaderConstantT
[
i
])
{
case
WINESHADERCNST_FLOAT
:
IWineD3DDevice_SetVertexShaderConstantF
(
pDevice
,
i
,
This
->
vertexShaderConstantF
+
i
*
4
,
1
);
break
;
case
WINESHADERCNST_BOOL
:
IWineD3DDevice_SetVertexShaderConstantB
(
pDevice
,
i
,
This
->
vertexShaderConstantB
+
i
,
1
);
break
;
case
WINESHADERCNST_INTEGER
:
IWineD3DDevice_SetVertexShaderConstantI
(
pDevice
,
i
,
This
->
vertexShaderConstantI
+
i
*
4
,
1
);
break
;
}
}
}
}
...
...
dlls/wined3d/wined3d_private.h
View file @
0c2fcf2e
...
...
@@ -866,8 +866,15 @@ typedef struct SAVEDSTATES {
BOOL
vertexDecl
;
BOOL
pixelShader
;
BOOL
vertexShader
;
BOOL
vertexShaderConstants
[
MAX_VSHADER_CONSTANTS
];
}
SAVEDSTATES
;
typedef
enum
{
WINESHADERCNST_FLOAT
=
0
,
WINESHADERCNST_INTEGER
=
1
,
WINESHADERCNST_BOOL
=
2
}
WINESHADERCNST
;
struct
IWineD3DStateBlockImpl
{
/* IUnknown fields */
...
...
@@ -894,8 +901,9 @@ struct IWineD3DStateBlockImpl
BOOL
vertexShaderConstantB
[
MAX_VSHADER_CONSTANTS
];
INT
vertexShaderConstantI
[
MAX_VSHADER_CONSTANTS
*
4
];
float
vertexShaderConstantF
[
MAX_VSHADER_CONSTANTS
*
4
];
WINESHADERCNST
vertexShaderConstantT
[
MAX_VSHADER_CONSTANTS
];
/* TODO: Think about changing this to a char to possibly save a little memory */
BOOL
softwareVertexProcessing
;
BOOL
softwareVertexProcessing
;
/* Stream Source */
BOOL
streamIsUP
;
...
...
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