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wine
wine-winehq
Commits
604579ed
Commit
604579ed
authored
May 09, 2006
by
Jason Green
Committed by
Alexandre Julliard
May 10, 2006
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Plain Diff
wined3d: Use new GenerateShader function for vertex shaders.
parent
36b0b9cc
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1 changed file
with
1 addition
and
167 deletions
+1
-167
vertexshader.c
dlls/wined3d/vertexshader.c
+1
-167
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dlls/wined3d/vertexshader.c
View file @
604579ed
...
...
@@ -1195,172 +1195,6 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateShader(
#endif
}
/**
* Function parser ...
*/
inline
static
VOID
IWineD3DVertexShaderImpl_GenerateProgramArbHW
(
IWineD3DVertexShader
*
iface
,
CONST
DWORD
*
pFunction
)
{
IWineD3DVertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
iface
;
const
DWORD
*
pToken
=
pFunction
;
const
SHADER_OPCODE
*
curOpcode
=
NULL
;
DWORD
i
;
SHADER_BUFFER
buffer
;
DWORD
addressUsed
,
tempsUsed
;
#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 < SHADER_PGMSIZE) {
HeapFree(GetProcessHeap(), 0, This->fixupVertexBuffer);
This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, SHADER_PGMSIZE);
This->fixupVertexBufferSize = PGMSIZE;
This->fixupVertexBuffer[0] = 0;
}
buffer.buffer = This->device->fixupVertexBuffer;
#endif
buffer
.
buffer
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
SHADER_PGMSIZE
);
buffer
.
bsize
=
0
;
buffer
.
lineNo
=
0
;
/* First pass: figure out which temporary and texture registers are used */
shader_get_registers_used
((
IWineD3DBaseShader
*
)
This
,
pToken
);
addressUsed
=
This
->
baseShader
.
textures_used
;
tempsUsed
=
This
->
baseShader
.
temps_used
;
TRACE
(
"Address registers used: %#lx, Temp registers used %#lx
\n
"
,
addressUsed
,
tempsUsed
);
/* TODO: check register usage against GL/Directx limits, and fail if they're exceeded
nUseAddressRegister < = GL_MAX_PROGRAM_ADDRESS_REGISTERS_AR
nUseTempRegister <= GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB
*/
/* Mesa supports only 95 constants */
if
(
GL_VEND
(
MESA
)
||
GL_VEND
(
WINE
))
This
->
baseShader
.
limits
.
constant_float
=
min
(
95
,
This
->
baseShader
.
limits
.
constant_float
);
/* FIXME: if jumps are used, use GLSL, else use ARB_vertex_program */
shader_addline
(
&
buffer
,
"!!ARBvp1.0
\n
"
);
/* Pre-declare registers */
for
(
i
=
0
;
i
<
This
->
baseShader
.
limits
.
temporary
;
i
++
)
{
if
(
tempsUsed
&
(
1
<<
i
))
shader_addline
(
&
buffer
,
"TEMP R%lu;
\n
"
,
i
);
}
for
(
i
=
0
;
i
<
This
->
baseShader
.
limits
.
address
;
i
++
)
{
if
(
addressUsed
&
(
1
<<
i
))
shader_addline
(
&
buffer
,
"ADDRESS A%ld;
\n
"
,
i
);
}
/* Why do we need to alias those? */
shader_addline
(
&
buffer
,
"PARAM C[%d] = { program.env[0..%d] };
\n
"
,
This
->
baseShader
.
limits
.
constant_float
,
This
->
baseShader
.
limits
.
constant_float
-
1
);
/** second pass, now generate */
pToken
=
pFunction
;
if
(
NULL
!=
pToken
)
{
while
(
1
)
{
if
(
D3DVS_END
()
==
*
pToken
)
break
;
/* Skip version */
if
(
vshader_is_version_token
(
*
pToken
))
{
++
pToken
;
continue
;
}
/* Skip comments */
if
(
vshader_is_comment_token
(
*
pToken
))
{
DWORD
comment_len
=
(
*
pToken
&
D3DSI_COMMENTSIZE_MASK
)
>>
D3DSI_COMMENTSIZE_SHIFT
;
++
pToken
;
TRACE
(
"#%s
\n
"
,
(
char
*
)
pToken
);
pToken
+=
comment_len
;
continue
;
}
/* Read opcode */
curOpcode
=
shader_get_opcode
((
IWineD3DBaseShader
*
)
This
,
*
pToken
);
++
pToken
;
/* Unknown opcode and its parameters */
if
(
NULL
==
curOpcode
)
{
while
(
*
pToken
&
0x80000000
)
{
FIXME
(
"unrecognized opcode: %08lx
\n
"
,
*
pToken
);
++
pToken
;
}
/* Unhandled opcode */
}
else
if
(
GLNAME_REQUIRE_GLSL
==
curOpcode
->
glname
)
{
FIXME
(
"Token %s requires greater functionality than "
"Vertex_Program_ARB supports
\n
"
,
curOpcode
->
name
);
pToken
+=
curOpcode
->
num_params
;
/* If a generator function is set, use it */
}
else
if
(
curOpcode
->
hw_fct
!=
NULL
)
{
SHADER_OPCODE_ARG
hw_arg
;
hw_arg
.
shader
=
(
IWineD3DBaseShader
*
)
This
;
hw_arg
.
opcode
=
curOpcode
;
hw_arg
.
buffer
=
&
buffer
;
if
(
curOpcode
->
num_params
>
0
)
{
hw_arg
.
dst
=
*
pToken
;
/* FIXME: this does not account for relative address tokens */
for
(
i
=
1
;
i
<
curOpcode
->
num_params
;
i
++
)
hw_arg
.
src
[
i
-
1
]
=
*
(
pToken
+
i
);
}
curOpcode
->
hw_fct
(
&
hw_arg
);
pToken
+=
curOpcode
->
num_params
;
/* Unrecognized or No-Op code */
}
else
{
switch
(
curOpcode
->
opcode
)
{
case
D3DSIO_NOP
:
break
;
default:
FIXME
(
"Can't handle opcode %s in hwShader
\n
"
,
curOpcode
->
name
);
pToken
+=
curOpcode
->
num_params
;
}
}
}
shader_addline
(
&
buffer
,
"END
\n
"
);
}
/* finally null terminate the buffer */
buffer
.
buffer
[
buffer
.
bsize
]
=
0
;
/* Check that Vertex Shaders are supported */
if
(
GL_SUPPORT
(
ARB_VERTEX_PROGRAM
))
{
/* Create the hw shader */
/* TODO: change to resource.glObjectHandel or something like that */
GL_EXTCALL
(
glGenProgramsARB
(
1
,
&
This
->
baseShader
.
prgId
));
TRACE
(
"Creating a hw vertex shader, prg=%d
\n
"
,
This
->
baseShader
.
prgId
);
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
,
buffer
.
bsize
,
buffer
.
buffer
));
if
(
glGetError
()
==
GL_INVALID_OPERATION
)
{
GLint
errPos
;
glGetIntegerv
(
GL_PROGRAM_ERROR_POSITION_ARB
,
&
errPos
);
FIXME
(
"HW VertexShader Error at position %d: %s
\n
"
,
errPos
,
debugstr_a
((
const
char
*
)
glGetString
(
GL_PROGRAM_ERROR_STRING_ARB
)));
This
->
baseShader
.
prgId
=
-
1
;
}
}
#if 1
/* if were using the data buffer of device then we don't need to free it */
HeapFree
(
GetProcessHeap
(),
0
,
buffer
.
buffer
);
#endif
}
BOOL
IWineD3DVertexShaderImpl_ExecuteHAL
(
IWineD3DVertexShader
*
iface
,
WINEVSHADERINPUTDATA
*
input
,
WINEVSHADEROUTPUTDATA
*
output
)
{
/**
* TODO: use the NV_vertex_program (or 1_1) extension
...
...
@@ -1864,7 +1698,7 @@ HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader *iface,
/* Generate HW shader in needed */
if
(
NULL
!=
pFunction
&&
wined3d_settings
.
vs_mode
==
VS_HW
)
{
#if 1
IWineD3DVertexShaderImpl_Generate
ProgramArbHW
(
iface
,
pFunction
);
IWineD3DVertexShaderImpl_Generate
Shader
(
iface
,
pFunction
);
#endif
}
...
...
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