Commit 5f105607 authored by Ivan Gyurdiev's avatar Ivan Gyurdiev Committed by Alexandre Julliard

wined3d: Addline cleanup.

parent da1d724c
......@@ -9,6 +9,7 @@ EXTRAINCL = @X_CFLAGS@
EXTRALIBS = -luuid @X_LIBS@ @X_PRE_LIBS@ @XLIB@ @X_EXTRA_LIBS@ @OPENGL_LIBS@
C_SRCS = \
baseshader.c \
basetexture.c \
cubetexture.c \
device.c \
......
/*
* shaders implementation
*
* Copyright 2002-2003 Jason Edmeades
* Copyright 2002-2003 Raphael Junqueira
* Copyright 2005 Oliver Stieber
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "config.h"
#include <string.h>
#include <stdio.h>
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
int shader_addline(
SHADER_BUFFER* buffer,
const char *format, ...) {
char* base = buffer->buffer + buffer->bsize;
int rc;
va_list args;
va_start(args, format);
rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
va_end(args);
if (rc < 0 || /* C89 */
rc > SHADER_PGMSIZE - 1 - buffer->bsize) { /* C99 */
ERR("The buffer allocated for the shader program string "
"is too small at %d bytes.\n", SHADER_PGMSIZE);
buffer->bsize = SHADER_PGMSIZE - 1;
return -1;
}
buffer->bsize += rc;
buffer->lineNo++;
TRACE("GL HW (%u, %u) : %s", buffer->lineNo, buffer->bsize, base);
return 0;
}
/* TODO: Move other shared code here */
......@@ -1047,8 +1047,7 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
const SHADER_OPCODE* curOpcode = NULL;
int nRemInstr = -1;
DWORD i;
unsigned lineNum = 0;
char *pgmStr = NULL;
SHADER_BUFFER buffer;
char tmpLine[255];
DWORD nUseAddressRegister = 0;
DWORD nUseTempRegister = 0;
......@@ -1059,31 +1058,20 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
BOOL hasLoops = FALSE;
#endif
#define PGMSIZE 65535
/* Keep a running length for pgmStr so that we don't have to caculate strlen every time we concatanate */
int pgmLength = 0;
#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... */
if (This->device->fixupVertexBufferSize < PGMSIZE) {
if (This->device->fixupVertexBufferSize < SHADER_PGMSIZE) {
HeapFree(GetProcessHeap(), 0, This->fixupVertexBuffer);
This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, PGMSIZE);
This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, SHADER_PGMSIZE);
This->fixupVertexBufferSize = PGMSIZE;
This->fixupVertexBuffer[0] = 0;
}
pgmStr = This->device->fixupVertexBuffer;
buffer.buffer = This->device->fixupVertexBuffer;
#endif
#define PNSTRCAT(_pgmStr, _tmpLine) { \
int _tmpLineLen = strlen(_tmpLine); \
if(_tmpLineLen + pgmLength > PGMSIZE) { \
ERR("The buffer allocated for the vertex program string pgmStr is too small at %d bytes, at least %d bytes in total are required.\n", PGMSIZE, _tmpLineLen + pgmLength); \
} else { \
memcpy(_pgmStr + pgmLength, _tmpLine, _tmpLineLen); \
} \
pgmLength += _tmpLineLen; \
}
buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
buffer.bsize = 0;
buffer.lineNo = 0;
pgmStr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 65535); /* 64kb should be enough */
/* Initialise the shader */
This->namedArrays = FALSE;
This->declaredArrays = FALSE;
......@@ -1240,43 +1228,31 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
/* FIXME: if jumps are used, use GLSL, else use ARB_vertex_program */
strcpy(tmpLine, "!!ARBvp1.0\n");
TRACE("GL HW (%u) : %s", pgmLength, tmpLine); /* Don't add \n to this line as already in tmpLine */
PNSTRCAT(pgmStr, tmpLine);
++lineNum;
shader_addline(&buffer, "!!ARBvp1.0\n");
/* This should be a bitmap so that only temp registers that are used are declared. */
for (i = 0; i < nUseTempRegister /* we should check numTemps here */ ; i++) {
if (tmpsUsed[i]) { /* only write out the temps if they are actually in use */
sprintf(tmpLine, "TEMP T%ld;\n", i);
++lineNum;
TRACE("GL HW (%u, %u) : %s", lineNum, pgmLength, tmpLine); /* Don't add \n to this line as already in tmpLine */
PNSTRCAT(pgmStr, tmpLine);
}
if (tmpsUsed[i])
shader_addline(&buffer, "TEMP T%ld;\n", i);
}
/* TODO: loop register counts as an address register */
for (i = 0; i < nUseAddressRegister; i++) {
sprintf(tmpLine, "ADDRESS A%ld;\n", i);
++lineNum;
TRACE("GL HW (%u, %u) : %s", lineNum, pgmLength, tmpLine); /* Don't add \n to this line as already in tmpLine */
PNSTRCAT(pgmStr, tmpLine);
shader_addline(&buffer, "ADDRESS A%ld;\n", i);
}
/* Due to the dynamic constants binding mechanism, we need to declare
* all the constants for relative addressing. */
/* Mesa supports only 95 constants for VS1.X although we should have at least 96. */
if (GL_VEND(MESA) || GL_VEND(WINE)) {
numConstants = 95;
}
/* FIXME: We should be counting the number of constants in the first pass and then validating that many are supported
Looking at some of the shaders in use by applications we'd need to create a list of all used env variables
*/
sprintf(tmpLine, "PARAM C[%d] = { program.env[0..%d] };\n", numConstants, numConstants - 1);
TRACE("GL HW (%u,%u) : %s", lineNum, pgmLength, tmpLine); /* Don't add \n to this line as already in tmpLine */
PNSTRCAT(pgmStr, tmpLine);
++lineNum;
/* FIXME: We should be counting the number of constants in the first pass
* and then validating that many are supported. Looking at some of the shaders in use
* by applications we'd need to create a list of all used env variables
*/
shader_addline(&buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
numConstants, numConstants - 1);
++pToken;
continue;
......@@ -1308,21 +1284,12 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
/* Handle definitions here, they don't fit well with the
* other instructions below [for now ] */
char tmpChar[80];
sprintf(tmpLine, "PARAM const%lu = {", *pToken & 0xFF);
sprintf(tmpChar,"%f ,", *(float *) (pToken + 1));
strcat(tmpLine, tmpChar);
sprintf(tmpChar,"%f ,", *(float *) (pToken + 2));
strcat(tmpLine, tmpChar);
sprintf(tmpChar,"%f ,", *(float *) (pToken + 3));
strcat(tmpLine, tmpChar);
sprintf(tmpChar,"%f}", *(float *) (pToken + 4));
strcat(tmpLine, tmpChar);
strcat(tmpLine,";\n");
++lineNum;
TRACE("GL HW (%u, %u) : %s", lineNum, pgmLength, tmpLine); /* Don't add \n to this line as already in tmpLine */
PNSTRCAT(pgmStr, tmpLine);
shader_addline(&buffer,
"PARAM const%lu = { %f, %f, %f, %f };\n", *pToken & 0xFF,
*(float *) (pToken + 1),
*(float *) (pToken + 2),
*(float *) (pToken + 3),
*(float *) (pToken + 4));
pToken += 5;
continue;
......@@ -1392,22 +1359,11 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
FIXME("Unrecognised dcl %08lx", *pToken & 0xFFFF);
}
{
char tmpChar[80];
++pToken;
sprintf(tmpLine, "ATTRIB ");
vshader_program_add_param(This, *pToken, FALSE, tmpLine);
sprintf(tmpChar," = %s", attribName);
strcat(tmpLine, tmpChar);
strcat(tmpLine,";\n");
++lineNum;
if (This->namedArrays) {
TRACE("GL HW (%u, %u) : %s", lineNum, pgmLength, tmpLine);
PNSTRCAT(pgmStr, tmpLine);
} else {
TRACE("GL HW (%u, %u) : %s", lineNum, pgmLength, tmpLine);
}
if (This->namedArrays)
shader_addline(&buffer, "%s = %s;\n", tmpLine, attribName);
}
} else {
/* eat the token so it doesn't generate a warning */
......@@ -1489,21 +1445,14 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
++pToken;
}
}
strcat(tmpLine,";\n");
++lineNum;
TRACE("GL HW (%u, %u) : %s", lineNum, pgmLength, tmpLine); /* Don't add \n to this line as already in tmpLine */
PNSTRCAT(pgmStr, tmpLine);
shader_addline(&buffer, "%s;\n", tmpLine);
}
}
strcpy(tmpLine, "END\n");
++lineNum;
TRACE("GL HW (%u, %u) : %s", lineNum, pgmLength, tmpLine); /* Don't add \n to this line as already in tmpLine */
PNSTRCAT(pgmStr, tmpLine);
shader_addline(&buffer, "END\n");
}
/* finally null terminate the pgmStr*/
pgmStr[pgmLength] = 0;
/* finally null terminate the buffer */
buffer.buffer[buffer.bsize] = 0;
/* Check that Vertex Shaders are supported */
if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
......@@ -1514,7 +1463,9 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, This->baseShader.prgId));
/* Create the program and check for errors */
GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(pgmStr)/*pgmLength*/, pgmStr));
GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
buffer.bsize, buffer.buffer));
if (glGetError() == GL_INVALID_OPERATION) {
GLint errPos;
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
......@@ -1524,9 +1475,8 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
}
}
#if 1 /* if were using the data buffer of device then we don't need to free it */
HeapFree(GetProcessHeap(), 0, pgmStr);
HeapFree(GetProcessHeap(), 0, buffer.buffer);
#endif
#undef PNSTRCAT
}
BOOL IWineD3DVertexShaderImpl_ExecuteHAL(IWineD3DVertexShader* iface, WINEVSHADERINPUTDATA* input, WINEVSHADEROUTPUTDATA* output) {
......
......@@ -1198,6 +1198,19 @@ typedef struct SHADER_OPCODE {
DWORD max_version;
} SHADER_OPCODE;
#define SHADER_PGMSIZE 65535
typedef struct SHADER_BUFFER {
char* buffer;
size_t bsize;
unsigned int lineNo;
} SHADER_BUFFER;
/* Base Shader utility functions.
* (may move callers into the same file in the future) */
extern int shader_addline(
SHADER_BUFFER* buffer,
const char* fmt, ...);
/*****************************************************************************
* IDirect3DBaseShader implementation structure
*/
......
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