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wine
wine-winehq
Commits
68f75555
Commit
68f75555
authored
May 09, 2006
by
Jason Green
Committed by
Alexandre Julliard
May 10, 2006
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Plain Diff
wined3d: Use GenerateShader in pixel shaders and remove old function.
parent
087c67c4
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1 changed file
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1 addition
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190 deletions
+1
-190
pixelshader.c
dlls/wined3d/pixelshader.c
+1
-190
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dlls/wined3d/pixelshader.c
View file @
68f75555
...
@@ -1370,195 +1370,6 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateShader(
...
@@ -1370,195 +1370,6 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateShader(
#endif
#endif
}
}
/* NOTE: A description of how to parse tokens can be found at http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */
inline
static
VOID
IWineD3DPixelShaderImpl_GenerateProgramArbHW
(
IWineD3DPixelShader
*
iface
,
CONST
DWORD
*
pFunction
)
{
IWineD3DPixelShaderImpl
*
This
=
(
IWineD3DPixelShaderImpl
*
)
iface
;
const
DWORD
*
pToken
=
pFunction
;
const
SHADER_OPCODE
*
curOpcode
=
NULL
;
DWORD
i
;
SHADER_BUFFER
buffer
;
/* Keep bitmaps of used temporary and texture registers */
DWORD
tempsUsed
,
texUsed
;
/* Initialize current parsing state */
This
->
baseShader
.
parse_state
.
current_row
=
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 < SHADER_PGMSIZE) {
HeapFree(GetProcessHeap(), 0, This->fixupVertexBuffer);
This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, SHADER_PGMSIZE);
This->fixupVertexBufferSize = SHADER_PGMSIZE;
This->fixupVertexBuffer[0] = 0;
}
buffer.buffer = This->device->fixupVertexBuffer;
#else
buffer
.
buffer
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
SHADER_PGMSIZE
);
#endif
buffer
.
bsize
=
0
;
buffer
.
lineNo
=
0
;
/* FIXME: if jumps are used, use GLSL, else use ARB_fragment_program */
shader_addline
(
&
buffer
,
"!!ARBfp1.0
\n
"
);
/* TODO: Think about using a first pass to work out what's required for the second pass. */
for
(
i
=
0
;
i
<
WINED3D_PSHADER_MAX_CONSTANTS
;
i
++
)
This
->
constants
[
i
]
=
0
;
/* First pass: figure out which temporary and texture registers are used */
shader_get_registers_used
((
IWineD3DBaseShader
*
)
This
,
pToken
);
texUsed
=
This
->
baseShader
.
textures_used
;
tempsUsed
=
This
->
baseShader
.
temps_used
;
TRACE
(
"Texture registers used: %#lx, Temp registers used %#lx
\n
"
,
texUsed
,
tempsUsed
);
/* TODO: check register usage against GL/Directx limits, and fail if they're exceeded */
/* Pre-declare registers */
for
(
i
=
0
;
i
<
This
->
baseShader
.
limits
.
texture
;
i
++
)
{
if
(
texUsed
&
(
1
<<
i
))
shader_addline
(
&
buffer
,
"TEMP T%lu;
\n
"
,
i
);
}
for
(
i
=
0
;
i
<
This
->
baseShader
.
limits
.
temporary
;
i
++
)
{
if
(
tempsUsed
&
(
1
<<
i
))
shader_addline
(
&
buffer
,
"TEMP R%lu;
\n
"
,
i
);
}
/* Necessary for internal operations */
shader_addline
(
&
buffer
,
"TEMP TMP;
\n
"
);
shader_addline
(
&
buffer
,
"TEMP TMP2;
\n
"
);
shader_addline
(
&
buffer
,
"TEMP TA;
\n
"
);
shader_addline
(
&
buffer
,
"TEMP TB;
\n
"
);
shader_addline
(
&
buffer
,
"TEMP TC;
\n
"
);
shader_addline
(
&
buffer
,
"PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };
\n
"
);
shader_addline
(
&
buffer
,
"PARAM coefmul = { 2, 4, 8, 16 };
\n
"
);
shader_addline
(
&
buffer
,
"PARAM one = { 1.0, 1.0, 1.0, 1.0 };
\n
"
);
/* Texture coordinate registers must be pre-loaded */
for
(
i
=
0
;
i
<
This
->
baseShader
.
limits
.
texture
;
i
++
)
{
if
(
texUsed
&
(
1
<<
i
))
shader_addline
(
&
buffer
,
"MOV T%lu, fragment.texcoord[%lu];
\n
"
,
i
,
i
);
}
/* Second pass, process opcodes */
if
(
NULL
!=
pToken
)
{
while
(
D3DPS_END
()
!=
*
pToken
)
{
#if 0 /* For pixel and vertex shader versions 2_0 and later, bits 24 through 27 specify the size in DWORDs of the instruction */
if (version >= 2) {
instructionSize = pToken & SIZEBITS >> 27;
}
#endif
/* Skip version token */
if
(
pshader_is_version_token
(
*
pToken
))
{
++
pToken
;
continue
;
}
/* Skip comment tokens */
if
(
pshader_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
)
{
/* TODO: Think of a sensible name for 0x80000000 */
FIXME
(
"unrecognized opcode: %08lx
\n
"
,
*
pToken
);
++
pToken
;
}
/* Unhandled opcode */
}
else
if
(
GLNAME_REQUIRE_GLSL
==
curOpcode
->
glname
)
{
FIXME
(
"Token %s requires greater functionality than "
"Fragment_Progarm_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
;
}
else
{
TRACE
(
"Found opcode D3D:%s GL:%s, PARAMS:%d,
\n
"
,
curOpcode
->
name
,
curOpcode
->
glname
,
curOpcode
->
num_params
);
/* Build opcode for GL vertex_program */
switch
(
curOpcode
->
opcode
)
{
case
D3DSIO_NOP
:
break
;
default:
FIXME
(
"Can't handle opcode %s in hwShader
\n
"
,
curOpcode
->
name
);
pToken
+=
curOpcode
->
num_params
;
}
}
}
/* TODO: What about result.depth? */
shader_addline
(
&
buffer
,
"MOV result.color, R0;
\n
"
);
shader_addline
(
&
buffer
,
"END
\n
"
);
}
/* finally null terminate the buffer */
buffer
.
buffer
[
buffer
.
bsize
]
=
0
;
if
(
GL_SUPPORT
(
ARB_VERTEX_PROGRAM
))
{
/* Create the hw shader */
/* The program string sometimes gets too long for a normal TRACE */
TRACE
(
"Generated program:
\n
"
);
if
(
TRACE_ON
(
d3d_shader
))
{
fprintf
(
stderr
,
"%s
\n
"
,
buffer
.
buffer
);
}
/* TODO: change to resource.glObjectHandel or something like that */
GL_EXTCALL
(
glGenProgramsARB
(
1
,
&
This
->
baseShader
.
prgId
));
TRACE
(
"Creating a hw pixel shader, prg=%d
\n
"
,
This
->
baseShader
.
prgId
);
GL_EXTCALL
(
glBindProgramARB
(
GL_FRAGMENT_PROGRAM_ARB
,
This
->
baseShader
.
prgId
));
TRACE
(
"Created hw pixel shader, prg=%d
\n
"
,
This
->
baseShader
.
prgId
);
/* Create the program and check for errors */
GL_EXTCALL
(
glProgramStringARB
(
GL_FRAGMENT_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 PixelShader 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
}
inline
static
void
pshader_program_dump_ins_modifiers
(
const
DWORD
output
)
{
inline
static
void
pshader_program_dump_ins_modifiers
(
const
DWORD
output
)
{
DWORD
shift
=
(
output
&
D3DSP_DSTSHIFT_MASK
)
>>
D3DSP_DSTSHIFT_SHIFT
;
DWORD
shift
=
(
output
&
D3DSP_DSTSHIFT_MASK
)
>>
D3DSP_DSTSHIFT_SHIFT
;
...
@@ -1808,7 +1619,7 @@ HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, C
...
@@ -1808,7 +1619,7 @@ HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, C
if
(
NULL
!=
pFunction
&&
wined3d_settings
.
vs_mode
==
VS_HW
)
{
if
(
NULL
!=
pFunction
&&
wined3d_settings
.
vs_mode
==
VS_HW
)
{
TRACE
(
"(%p) : Generating hardware program
\n
"
,
This
);
TRACE
(
"(%p) : Generating hardware program
\n
"
,
This
);
#if 1
#if 1
IWineD3DPixelShaderImpl_Generate
ProgramArbHW
(
iface
,
pFunction
);
IWineD3DPixelShaderImpl_Generate
Shader
(
iface
,
pFunction
);
#endif
#endif
}
}
...
...
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