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wine
wine-winehq
Commits
276609e1
Commit
276609e1
authored
Jul 04, 2006
by
Ivan Gyurdiev
Committed by
Alexandre Julliard
Jul 06, 2006
Browse files
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Plain Diff
wined3d: Move register count pass to SetFunction.
Move semantics pointers out of the reg_maps, make them persistent data in the shader (again, for future software shaders).
parent
bbe7b40a
Hide whitespace changes
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Showing
7 changed files
with
57 additions
and
57 deletions
+57
-57
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+7
-5
baseshader.c
dlls/wined3d/baseshader.c
+4
-2
drawprim.c
dlls/wined3d/drawprim.c
+1
-1
glsl_shader.c
dlls/wined3d/glsl_shader.c
+6
-6
pixelshader.c
dlls/wined3d/pixelshader.c
+15
-17
vertexshader.c
dlls/wined3d/vertexshader.c
+15
-18
wined3d_private.h
dlls/wined3d/wined3d_private.h
+9
-8
No files found.
dlls/wined3d/arb_program_shader.c
View file @
276609e1
...
@@ -317,6 +317,8 @@ static void pshader_get_register_name(const DWORD param, char* regstr, CHAR *con
...
@@ -317,6 +317,8 @@ static void pshader_get_register_name(const DWORD param, char* regstr, CHAR *con
/* TODO: merge with pixel shader */
/* TODO: merge with pixel shader */
static
void
vshader_program_add_param
(
SHADER_OPCODE_ARG
*
arg
,
const
DWORD
param
,
BOOL
is_input
,
char
*
hwLine
)
{
static
void
vshader_program_add_param
(
SHADER_OPCODE_ARG
*
arg
,
const
DWORD
param
,
BOOL
is_input
,
char
*
hwLine
)
{
IWineD3DVertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
arg
->
shader
;
/* oPos, oFog and oPts in D3D */
/* oPos, oFog and oPts in D3D */
static
const
char
*
hwrastout_reg_names
[]
=
{
"result.position"
,
"result.fogcoord"
,
"result.pointsize"
};
static
const
char
*
hwrastout_reg_names
[]
=
{
"result.position"
,
"result.fogcoord"
,
"result.pointsize"
};
...
@@ -338,16 +340,16 @@ static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param,
...
@@ -338,16 +340,16 @@ static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param,
break
;
break
;
case
D3DSPR_INPUT
:
case
D3DSPR_INPUT
:
if
(
arg
->
reg_map
s
->
semantics_in
[
WINED3DSHADERDECLUSAGE_DIFFUSE
]
&&
if
(
Thi
s
->
semantics_in
[
WINED3DSHADERDECLUSAGE_DIFFUSE
]
&&
reg
==
(
arg
->
reg_map
s
->
semantics_in
[
WINED3DSHADERDECLUSAGE_DIFFUSE
]
&
D3DSP_REGNUM_MASK
))
reg
==
(
Thi
s
->
semantics_in
[
WINED3DSHADERDECLUSAGE_DIFFUSE
]
&
D3DSP_REGNUM_MASK
))
is_color
=
TRUE
;
is_color
=
TRUE
;
if
(
arg
->
reg_map
s
->
semantics_in
[
WINED3DSHADERDECLUSAGE_SPECULAR
]
&&
if
(
Thi
s
->
semantics_in
[
WINED3DSHADERDECLUSAGE_SPECULAR
]
&&
reg
==
(
arg
->
reg_map
s
->
semantics_in
[
WINED3DSHADERDECLUSAGE_SPECULAR
]
&
D3DSP_REGNUM_MASK
))
reg
==
(
Thi
s
->
semantics_in
[
WINED3DSHADERDECLUSAGE_SPECULAR
]
&
D3DSP_REGNUM_MASK
))
is_color
=
TRUE
;
is_color
=
TRUE
;
/* FIXME: Shaders in 8.1 appear to not require a dcl statement - use
/* FIXME: Shaders in 8.1 appear to not require a dcl statement - use
* the reg value from the vertex declaration. However,
usage map is
not initialized
* the reg value from the vertex declaration. However,
semantics are
not initialized
* in that case - how can we know if an input contains color data or not? */
* in that case - how can we know if an input contains color data or not? */
sprintf
(
tmpReg
,
"vertex.attrib[%lu]"
,
reg
);
sprintf
(
tmpReg
,
"vertex.attrib[%lu]"
,
reg
);
...
...
dlls/wined3d/baseshader.c
View file @
276609e1
...
@@ -295,6 +295,8 @@ static void shader_parse_decl_usage(
...
@@ -295,6 +295,8 @@ static void shader_parse_decl_usage(
void
shader_get_registers_used
(
void
shader_get_registers_used
(
IWineD3DBaseShader
*
iface
,
IWineD3DBaseShader
*
iface
,
shader_reg_maps
*
reg_maps
,
shader_reg_maps
*
reg_maps
,
DWORD
*
semantics_in
,
DWORD
*
semantics_out
,
CONST
DWORD
*
pToken
)
{
CONST
DWORD
*
pToken
)
{
IWineD3DBaseShaderImpl
*
This
=
(
IWineD3DBaseShaderImpl
*
)
iface
;
IWineD3DBaseShaderImpl
*
This
=
(
IWineD3DBaseShaderImpl
*
)
iface
;
...
@@ -348,12 +350,12 @@ void shader_get_registers_used(
...
@@ -348,12 +350,12 @@ void shader_get_registers_used(
else
else
reg_maps
->
packed_input
[
regnum
]
=
1
;
reg_maps
->
packed_input
[
regnum
]
=
1
;
shader_parse_decl_usage
(
reg_maps
->
semantics_in
,
usage
,
param
);
shader_parse_decl_usage
(
semantics_in
,
usage
,
param
);
/* Vshader: mark 3.0 output registers used, save token */
/* Vshader: mark 3.0 output registers used, save token */
}
else
if
(
D3DSPR_OUTPUT
==
regtype
)
{
}
else
if
(
D3DSPR_OUTPUT
==
regtype
)
{
reg_maps
->
packed_output
[
regnum
]
=
1
;
reg_maps
->
packed_output
[
regnum
]
=
1
;
shader_parse_decl_usage
(
reg_maps
->
semantics_out
,
usage
,
param
);
shader_parse_decl_usage
(
semantics_out
,
usage
,
param
);
/* Save sampler usage token */
/* Save sampler usage token */
}
else
if
(
D3DSPR_SAMPLER
==
regtype
)
}
else
if
(
D3DSPR_SAMPLER
==
regtype
)
...
...
dlls/wined3d/drawprim.c
View file @
276609e1
...
@@ -1951,7 +1951,7 @@ UINT numberOfvertices, UINT numberOfIndicies, GLenum glPrimType, const void *idx
...
@@ -1951,7 +1951,7 @@ UINT numberOfvertices, UINT numberOfIndicies, GLenum glPrimType, const void *idx
/* load the array data using ordinal mapping */
/* load the array data using ordinal mapping */
loadNumberedArrays
(
iface
,
dataLocations
,
loadNumberedArrays
(
iface
,
dataLocations
,
((
IWineD3DVertexShaderImpl
*
)
This
->
stateBlock
->
vertexShader
)
->
arrayUsageMap
);
((
IWineD3DVertexShaderImpl
*
)
This
->
stateBlock
->
vertexShader
)
->
semantics_in
);
useDrawStridedSlow
=
FALSE
;
useDrawStridedSlow
=
FALSE
;
}
else
{
/* If this happens we must drawStridedSlow later on */
}
else
{
/* If this happens we must drawStridedSlow later on */
...
...
dlls/wined3d/glsl_shader.c
View file @
276609e1
...
@@ -501,18 +501,18 @@ static void shader_glsl_get_register_name(
...
@@ -501,18 +501,18 @@ static void shader_glsl_get_register_name(
strcpy
(
tmpStr
,
"gl_SecondaryColor"
);
strcpy
(
tmpStr
,
"gl_SecondaryColor"
);
}
}
}
else
{
}
else
{
IWineD3DVertexShaderImpl
*
vshader
=
(
IWineD3DVertexShaderImpl
*
)
arg
->
shader
;
IWineD3DVertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
arg
->
shader
;
if
(
vshader
->
arrayUsageMap
[
WINED3DSHADERDECLUSAGE_DIFFUSE
]
&&
if
(
This
->
semantics_in
[
WINED3DSHADERDECLUSAGE_DIFFUSE
]
&&
reg
==
(
vshader
->
arrayUsageMap
[
WINED3DSHADERDECLUSAGE_DIFFUSE
]
&
D3DSP_REGNUM_MASK
))
reg
==
(
This
->
semantics_in
[
WINED3DSHADERDECLUSAGE_DIFFUSE
]
&
D3DSP_REGNUM_MASK
))
*
is_color
=
TRUE
;
*
is_color
=
TRUE
;
if
(
vshader
->
arrayUsageMap
[
WINED3DSHADERDECLUSAGE_SPECULAR
]
&&
if
(
This
->
semantics_in
[
WINED3DSHADERDECLUSAGE_SPECULAR
]
&&
reg
==
(
vshader
->
arrayUsageMap
[
WINED3DSHADERDECLUSAGE_SPECULAR
]
&
D3DSP_REGNUM_MASK
))
reg
==
(
This
->
semantics_in
[
WINED3DSHADERDECLUSAGE_SPECULAR
]
&
D3DSP_REGNUM_MASK
))
*
is_color
=
TRUE
;
*
is_color
=
TRUE
;
/* FIXME: Shaders in 8.1 appear to not require a dcl statement - use
/* FIXME: Shaders in 8.1 appear to not require a dcl statement - use
* the reg value from the vertex declaration. However,
arrayUsageMap is
not initialized
* the reg value from the vertex declaration. However,
semantics are
not initialized
* in that case - how can we know if an input contains color data or not? */
* in that case - how can we know if an input contains color data or not? */
sprintf
(
tmpStr
,
"attrib%lu"
,
reg
);
sprintf
(
tmpStr
,
"attrib%lu"
,
reg
);
...
...
dlls/wined3d/pixelshader.c
View file @
276609e1
...
@@ -798,22 +798,12 @@ static void pshader_set_limits(
...
@@ -798,22 +798,12 @@ static void pshader_set_limits(
or GLSL and send it to the card */
or GLSL and send it to the card */
inline
static
VOID
IWineD3DPixelShaderImpl_GenerateShader
(
inline
static
VOID
IWineD3DPixelShaderImpl_GenerateShader
(
IWineD3DPixelShader
*
iface
,
IWineD3DPixelShader
*
iface
,
shader_reg_maps
*
reg_maps
,
CONST
DWORD
*
pFunction
)
{
CONST
DWORD
*
pFunction
)
{
IWineD3DPixelShaderImpl
*
This
=
(
IWineD3DPixelShaderImpl
*
)
iface
;
IWineD3DPixelShaderImpl
*
This
=
(
IWineD3DPixelShaderImpl
*
)
iface
;
SHADER_BUFFER
buffer
;
SHADER_BUFFER
buffer
;
/* First pass: figure out which registers are used, what the semantics are, etc.. */
shader_reg_maps
reg_maps
;
DWORD
semantics_in
[
WINED3DSHADERDECLUSAGE_MAX_USAGE
];
memset
(
&
reg_maps
,
0
,
sizeof
(
shader_reg_maps
));
memset
(
semantics_in
,
0
,
WINED3DSHADERDECLUSAGE_MAX_USAGE
*
sizeof
(
DWORD
));
reg_maps
.
semantics_in
=
semantics_in
;
reg_maps
.
semantics_out
=
NULL
;
shader_get_registers_used
((
IWineD3DBaseShader
*
)
This
,
&
reg_maps
,
pFunction
);
/* FIXME: validate against OpenGL */
#if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders
#if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders
it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */
it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */
if (This->device->fixupVertexBufferSize < SHADER_PGMSIZE) {
if (This->device->fixupVertexBufferSize < SHADER_PGMSIZE) {
...
@@ -835,14 +825,14 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateShader(
...
@@ -835,14 +825,14 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateShader(
GLhandleARB
shader_obj
=
GL_EXTCALL
(
glCreateShaderObjectARB
(
GL_FRAGMENT_SHADER_ARB
));
GLhandleARB
shader_obj
=
GL_EXTCALL
(
glCreateShaderObjectARB
(
GL_FRAGMENT_SHADER_ARB
));
/* Base Declarations */
/* Base Declarations */
shader_generate_glsl_declarations
(
(
IWineD3DBaseShader
*
)
This
,
&
reg_maps
,
&
buffer
);
shader_generate_glsl_declarations
(
(
IWineD3DBaseShader
*
)
This
,
reg_maps
,
&
buffer
);
/* Pack 3.0 inputs */
/* Pack 3.0 inputs */
if
(
This
->
baseShader
.
hex_version
>=
D3DPS_VERSION
(
3
,
0
))
if
(
This
->
baseShader
.
hex_version
>=
D3DPS_VERSION
(
3
,
0
))
pshader_glsl_input_pack
(
&
buffer
,
semantics_in
);
pshader_glsl_input_pack
(
&
buffer
,
This
->
semantics_in
);
/* Base Shader Body */
/* Base Shader Body */
shader_generate_main
(
(
IWineD3DBaseShader
*
)
This
,
&
buffer
,
&
reg_maps
,
pFunction
);
shader_generate_main
(
(
IWineD3DBaseShader
*
)
This
,
&
buffer
,
reg_maps
,
pFunction
);
/* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
/* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
if
(
This
->
baseShader
.
hex_version
<
D3DPS_VERSION
(
2
,
0
))
if
(
This
->
baseShader
.
hex_version
<
D3DPS_VERSION
(
2
,
0
))
...
@@ -871,10 +861,10 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateShader(
...
@@ -871,10 +861,10 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateShader(
shader_addline
(
&
buffer
,
"PARAM one = { 1.0, 1.0, 1.0, 1.0 };
\n
"
);
shader_addline
(
&
buffer
,
"PARAM one = { 1.0, 1.0, 1.0, 1.0 };
\n
"
);
/* Base Declarations */
/* Base Declarations */
shader_generate_arb_declarations
(
(
IWineD3DBaseShader
*
)
This
,
&
reg_maps
,
&
buffer
);
shader_generate_arb_declarations
(
(
IWineD3DBaseShader
*
)
This
,
reg_maps
,
&
buffer
);
/* Base Shader Body */
/* Base Shader Body */
shader_generate_main
(
(
IWineD3DBaseShader
*
)
This
,
&
buffer
,
&
reg_maps
,
pFunction
);
shader_generate_main
(
(
IWineD3DBaseShader
*
)
This
,
&
buffer
,
reg_maps
,
pFunction
);
if
(
This
->
baseShader
.
hex_version
<
D3DPS_VERSION
(
2
,
0
))
if
(
This
->
baseShader
.
hex_version
<
D3DPS_VERSION
(
2
,
0
))
shader_addline
(
&
buffer
,
"MOV result.color, R0;
\n
"
);
shader_addline
(
&
buffer
,
"MOV result.color, R0;
\n
"
);
...
@@ -908,15 +898,23 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateShader(
...
@@ -908,15 +898,23 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateShader(
static
HRESULT
WINAPI
IWineD3DPixelShaderImpl_SetFunction
(
IWineD3DPixelShader
*
iface
,
CONST
DWORD
*
pFunction
)
{
static
HRESULT
WINAPI
IWineD3DPixelShaderImpl_SetFunction
(
IWineD3DPixelShader
*
iface
,
CONST
DWORD
*
pFunction
)
{
IWineD3DPixelShaderImpl
*
This
=
(
IWineD3DPixelShaderImpl
*
)
iface
;
IWineD3DPixelShaderImpl
*
This
=
(
IWineD3DPixelShaderImpl
*
)
iface
;
shader_reg_maps
reg_maps
;
/* First pass: trace shader */
shader_trace_init
((
IWineD3DBaseShader
*
)
This
,
pFunction
);
shader_trace_init
((
IWineD3DBaseShader
*
)
This
,
pFunction
);
pshader_set_limits
(
This
);
pshader_set_limits
(
This
);
/* Second pass: figure out which registers are used, what the semantics are, etc.. */
memset
(
&
reg_maps
,
0
,
sizeof
(
shader_reg_maps
));
shader_get_registers_used
((
IWineD3DBaseShader
*
)
This
,
&
reg_maps
,
This
->
semantics_in
,
NULL
,
pFunction
);
/* FIXME: validate reg_maps against OpenGL */
/* Generate HW shader in needed */
/* Generate HW shader in needed */
This
->
baseShader
.
shader_mode
=
wined3d_settings
.
ps_selected_mode
;
This
->
baseShader
.
shader_mode
=
wined3d_settings
.
ps_selected_mode
;
if
(
NULL
!=
pFunction
&&
This
->
baseShader
.
shader_mode
!=
SHADER_SW
)
{
if
(
NULL
!=
pFunction
&&
This
->
baseShader
.
shader_mode
!=
SHADER_SW
)
{
TRACE
(
"(%p) : Generating hardware program
\n
"
,
This
);
TRACE
(
"(%p) : Generating hardware program
\n
"
,
This
);
IWineD3DPixelShaderImpl_GenerateShader
(
iface
,
pFunction
);
IWineD3DPixelShaderImpl_GenerateShader
(
iface
,
&
reg_maps
,
pFunction
);
}
}
TRACE
(
"(%p) : Copying the function
\n
"
,
This
);
TRACE
(
"(%p) : Copying the function
\n
"
,
This
);
...
...
dlls/wined3d/vertexshader.c
View file @
276609e1
...
@@ -611,24 +611,14 @@ static void vshader_set_limits(
...
@@ -611,24 +611,14 @@ static void vshader_set_limits(
/** Generate a vertex shader string using either GL_VERTEX_PROGRAM_ARB
/** Generate a vertex shader string using either GL_VERTEX_PROGRAM_ARB
or GLSL and send it to the card */
or GLSL and send it to the card */
inline
static
VOID
IWineD3DVertexShaderImpl_GenerateShader
(
static
VOID
IWineD3DVertexShaderImpl_GenerateShader
(
IWineD3DVertexShader
*
iface
,
IWineD3DVertexShader
*
iface
,
shader_reg_maps
*
reg_maps
,
CONST
DWORD
*
pFunction
)
{
CONST
DWORD
*
pFunction
)
{
IWineD3DVertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
iface
;
IWineD3DVertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
iface
;
SHADER_BUFFER
buffer
;
SHADER_BUFFER
buffer
;
/* First pass: figure out which registers are used, what the semantics are, etc.. */
shader_reg_maps
reg_maps
;
DWORD
semantics_out
[
WINED3DSHADERDECLUSAGE_MAX_USAGE
];
memset
(
&
reg_maps
,
0
,
sizeof
(
shader_reg_maps
));
memset
(
semantics_out
,
0
,
WINED3DSHADERDECLUSAGE_MAX_USAGE
*
sizeof
(
DWORD
));
reg_maps
.
semantics_in
=
This
->
arrayUsageMap
;
reg_maps
.
semantics_out
=
semantics_out
;
shader_get_registers_used
((
IWineD3DBaseShader
*
)
This
,
&
reg_maps
,
pFunction
);
/* FIXME: validate against OpenGL */
#if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders
#if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders
it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */
it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */
if (This->device->fixupVertexBufferSize < SHADER_PGMSIZE) {
if (This->device->fixupVertexBufferSize < SHADER_PGMSIZE) {
...
@@ -650,14 +640,14 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateShader(
...
@@ -650,14 +640,14 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateShader(
GLhandleARB
shader_obj
=
GL_EXTCALL
(
glCreateShaderObjectARB
(
GL_VERTEX_SHADER_ARB
));
GLhandleARB
shader_obj
=
GL_EXTCALL
(
glCreateShaderObjectARB
(
GL_VERTEX_SHADER_ARB
));
/* Base Declarations */
/* Base Declarations */
shader_generate_glsl_declarations
(
(
IWineD3DBaseShader
*
)
This
,
&
reg_maps
,
&
buffer
);
shader_generate_glsl_declarations
(
(
IWineD3DBaseShader
*
)
This
,
reg_maps
,
&
buffer
);
/* Base Shader Body */
/* Base Shader Body */
shader_generate_main
(
(
IWineD3DBaseShader
*
)
This
,
&
buffer
,
&
reg_maps
,
pFunction
);
shader_generate_main
(
(
IWineD3DBaseShader
*
)
This
,
&
buffer
,
reg_maps
,
pFunction
);
/* Unpack 3.0 outputs */
/* Unpack 3.0 outputs */
if
(
This
->
baseShader
.
hex_version
>=
D3DVS_VERSION
(
3
,
0
))
if
(
This
->
baseShader
.
hex_version
>=
D3DVS_VERSION
(
3
,
0
))
vshader_glsl_output_unpack
(
&
buffer
,
semantics_out
);
vshader_glsl_output_unpack
(
&
buffer
,
This
->
semantics_out
);
shader_addline
(
&
buffer
,
"}
\n\0
"
);
shader_addline
(
&
buffer
,
"}
\n\0
"
);
...
@@ -680,10 +670,10 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateShader(
...
@@ -680,10 +670,10 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateShader(
min
(
95
,
This
->
baseShader
.
limits
.
constant_float
);
min
(
95
,
This
->
baseShader
.
limits
.
constant_float
);
/* Base Declarations */
/* Base Declarations */
shader_generate_arb_declarations
(
(
IWineD3DBaseShader
*
)
This
,
&
reg_maps
,
&
buffer
);
shader_generate_arb_declarations
(
(
IWineD3DBaseShader
*
)
This
,
reg_maps
,
&
buffer
);
/* Base Shader Body */
/* Base Shader Body */
shader_generate_main
(
(
IWineD3DBaseShader
*
)
This
,
&
buffer
,
&
reg_maps
,
pFunction
);
shader_generate_main
(
(
IWineD3DBaseShader
*
)
This
,
&
buffer
,
reg_maps
,
pFunction
);
shader_addline
(
&
buffer
,
"END
\n\0
"
);
shader_addline
(
&
buffer
,
"END
\n\0
"
);
...
@@ -1050,14 +1040,21 @@ static HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader*
...
@@ -1050,14 +1040,21 @@ static HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader*
static
HRESULT
WINAPI
IWineD3DVertexShaderImpl_SetFunction
(
IWineD3DVertexShader
*
iface
,
CONST
DWORD
*
pFunction
)
{
static
HRESULT
WINAPI
IWineD3DVertexShaderImpl_SetFunction
(
IWineD3DVertexShader
*
iface
,
CONST
DWORD
*
pFunction
)
{
IWineD3DVertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
iface
;
IWineD3DVertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
iface
;
shader_reg_maps
reg_maps
;
/* First pass: trace shader */
shader_trace_init
((
IWineD3DBaseShader
*
)
This
,
pFunction
);
shader_trace_init
((
IWineD3DBaseShader
*
)
This
,
pFunction
);
vshader_set_limits
(
This
);
vshader_set_limits
(
This
);
/* Second pass: figure out registers used, semantics, etc.. */
memset
(
&
reg_maps
,
0
,
sizeof
(
shader_reg_maps
));
shader_get_registers_used
((
IWineD3DBaseShader
*
)
This
,
&
reg_maps
,
This
->
semantics_in
,
This
->
semantics_out
,
pFunction
);
/* Generate HW shader in needed */
/* Generate HW shader in needed */
This
->
baseShader
.
shader_mode
=
wined3d_settings
.
vs_selected_mode
;
This
->
baseShader
.
shader_mode
=
wined3d_settings
.
vs_selected_mode
;
if
(
NULL
!=
pFunction
&&
This
->
baseShader
.
shader_mode
!=
SHADER_SW
)
if
(
NULL
!=
pFunction
&&
This
->
baseShader
.
shader_mode
!=
SHADER_SW
)
IWineD3DVertexShaderImpl_GenerateShader
(
iface
,
pFunction
);
IWineD3DVertexShaderImpl_GenerateShader
(
iface
,
&
reg_maps
,
pFunction
);
/* copy the function ... because it will certainly be released by application */
/* copy the function ... because it will certainly be released by application */
if
(
NULL
!=
pFunction
)
{
if
(
NULL
!=
pFunction
)
{
...
...
dlls/wined3d/wined3d_private.h
View file @
276609e1
...
@@ -1297,11 +1297,6 @@ typedef struct shader_reg_maps {
...
@@ -1297,11 +1297,6 @@ typedef struct shader_reg_maps {
char
constantsI
[
MAX_CONST_I
];
/* pixel & vertex >= 2.0 */
char
constantsI
[
MAX_CONST_I
];
/* pixel & vertex >= 2.0 */
char
constantsB
[
MAX_CONST_B
];
/* pixel & vertex >= 2.0 */
char
constantsB
[
MAX_CONST_B
];
/* pixel & vertex >= 2.0 */
/* Semantics maps (semantic -> reg_token)
* Use 0 as default (bit 31 is always 1 on a valid token) */
DWORD
*
semantics_in
;
/* vertex, pixel */
DWORD
*
semantics_out
;
/* vertex */
/* Sampler usage tokens
/* Sampler usage tokens
* Use 0 as default (bit 31 is always 1 on a valid token) */
* Use 0 as default (bit 31 is always 1 on a valid token) */
DWORD
samplers
[
MAX_SAMPLERS
];
DWORD
samplers
[
MAX_SAMPLERS
];
...
@@ -1480,6 +1475,8 @@ typedef struct IWineD3DBaseShaderImpl {
...
@@ -1480,6 +1475,8 @@ typedef struct IWineD3DBaseShaderImpl {
extern
void
shader_get_registers_used
(
extern
void
shader_get_registers_used
(
IWineD3DBaseShader
*
iface
,
IWineD3DBaseShader
*
iface
,
shader_reg_maps
*
reg_maps
,
shader_reg_maps
*
reg_maps
,
DWORD
*
semantics_in
,
DWORD
*
semantics_out
,
CONST
DWORD
*
pToken
);
CONST
DWORD
*
pToken
);
extern
void
shader_generate_glsl_declarations
(
extern
void
shader_generate_glsl_declarations
(
...
@@ -1561,9 +1558,10 @@ typedef struct IWineD3DVertexShaderImpl {
...
@@ -1561,9 +1558,10 @@ typedef struct IWineD3DVertexShaderImpl {
DWORD
usage
;
DWORD
usage
;
/* vertex declaration array mapping */
/* Vertex shader input and output semantics */
DWORD
arrayUsageMap
[
WINED3DSHADERDECLUSAGE_MAX_USAGE
];
DWORD
semantics_in
[
WINED3DSHADERDECLUSAGE_MAX_USAGE
];
DWORD
semantics_out
[
WINED3DSHADERDECLUSAGE_MAX_USAGE
];
/* run time datas... */
/* run time datas... */
VSHADERDATA
*
data
;
VSHADERDATA
*
data
;
IWineD3DVertexDeclaration
*
vertexDeclaration
;
IWineD3DVertexDeclaration
*
vertexDeclaration
;
...
@@ -1591,6 +1589,9 @@ typedef struct IWineD3DPixelShaderImpl {
...
@@ -1591,6 +1589,9 @@ typedef struct IWineD3DPixelShaderImpl {
IUnknown
*
parent
;
IUnknown
*
parent
;
IWineD3DDeviceImpl
*
wineD3DDevice
;
IWineD3DDeviceImpl
*
wineD3DDevice
;
/* Pixel shader input semantics */
DWORD
semantics_in
[
WINED3DSHADERDECLUSAGE_MAX_USAGE
];
/* run time data */
/* run time data */
PSHADERDATA
*
data
;
PSHADERDATA
*
data
;
...
...
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