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wine
wine-winehq
Commits
77086e8e
Commit
77086e8e
authored
Sep 25, 2009
by
Henri Verbeet
Committed by
Alexandre Julliard
Sep 25, 2009
Browse files
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Browse Files
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Plain Diff
wined3d: Remove SetFunction() from the public shader interface.
parent
d76c7a85
Hide whitespace changes
Inline
Side-by-side
Showing
3 changed files
with
80 additions
and
79 deletions
+80
-79
pixelshader.c
dlls/wined3d/pixelshader.c
+34
-33
vertexshader.c
dlls/wined3d/vertexshader.c
+46
-42
wined3d.idl
include/wine/wined3d.idl
+0
-4
No files found.
dlls/wined3d/pixelshader.c
View file @
77086e8e
...
...
@@ -7,6 +7,7 @@
* Copyright 2005 Oliver Stieber
* Copyright 2006 Ivan Gyurdiev
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
* Copyright 2009 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
...
...
@@ -209,50 +210,51 @@ static void pshader_set_limits(IWineD3DPixelShaderImpl *This)
}
}
static
HRESULT
WINAPI
IWineD3DPixelShaderImpl_SetFunction
(
IWineD3DPixelShader
*
iface
,
const
DWORD
*
pFunction
,
const
struct
wined3d_shader_signature
*
output_signature
)
static
HRESULT
pixelshader_set_function
(
IWineD3DPixelShaderImpl
*
shader
,
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
)
{
IWineD3DPixelShaderImpl
*
This
=
(
IWineD3DPixelShaderImpl
*
)
iface
;
IWineD3DDeviceImpl
*
device
=
(
IWineD3DDeviceImpl
*
)
shader
->
baseShader
.
device
;
const
struct
wined3d_gl_info
*
gl_info
=
&
device
->
adapter
->
gl_info
;
unsigned
int
i
,
highest_reg_used
=
0
,
num_regs_used
=
0
;
shader_reg_maps
*
reg_maps
=
&
This
->
baseShader
.
reg_maps
;
shader_reg_maps
*
reg_maps
=
&
shader
->
baseShader
.
reg_maps
;
const
struct
wined3d_shader_frontend
*
fe
;
HRESULT
hr
;
TRACE
(
"
(%p) : pFunction %p
\n
"
,
iface
,
pFunction
);
TRACE
(
"
shader %p, byte_code %p, output_signature %p.
\n
"
,
shader
,
byte_code
,
output_signature
);
fe
=
shader_select_frontend
(
*
pFunction
);
fe
=
shader_select_frontend
(
*
byte_code
);
if
(
!
fe
)
{
FIXME
(
"Unable to find frontend for shader.
\n
"
);
return
WINED3DERR_INVALIDCALL
;
}
This
->
baseShader
.
frontend
=
fe
;
This
->
baseShader
.
frontend_data
=
fe
->
shader_init
(
pFunction
,
output_signature
);
if
(
!
This
->
baseShader
.
frontend_data
)
shader
->
baseShader
.
frontend
=
fe
;
shader
->
baseShader
.
frontend_data
=
fe
->
shader_init
(
byte_code
,
output_signature
);
if
(
!
shader
->
baseShader
.
frontend_data
)
{
FIXME
(
"Failed to initialize frontend.
\n
"
);
return
WINED3DERR_INVALIDCALL
;
}
/* First pass: trace shader */
if
(
TRACE_ON
(
d3d_shader
))
shader_trace_init
(
fe
,
This
->
baseShader
.
frontend_data
,
pFunction
);
if
(
TRACE_ON
(
d3d_shader
))
shader_trace_init
(
fe
,
shader
->
baseShader
.
frontend_data
,
byte_code
);
/* Initialize immediate constant lists */
list_init
(
&
This
->
baseShader
.
constantsF
);
list_init
(
&
This
->
baseShader
.
constantsB
);
list_init
(
&
This
->
baseShader
.
constantsI
);
list_init
(
&
shader
->
baseShader
.
constantsF
);
list_init
(
&
shader
->
baseShader
.
constantsB
);
list_init
(
&
shader
->
baseShader
.
constantsI
);
/* Second pass: figure out which registers are used, what the semantics are, etc.. */
hr
=
shader_get_registers_used
((
IWineD3DBaseShader
*
)
This
,
fe
,
reg_maps
,
NULL
,
This
->
input_signature
,
NULL
,
pFunction
,
GL_LIMITS
(
pshader_constantsF
)
);
hr
=
shader_get_registers_used
((
IWineD3DBaseShader
*
)
shader
,
fe
,
reg_maps
,
NULL
,
shader
->
input_signature
,
NULL
,
byte_code
,
gl_info
->
max_pshader_constantsF
);
if
(
FAILED
(
hr
))
return
hr
;
pshader_set_limits
(
This
);
pshader_set_limits
(
shader
);
for
(
i
=
0
;
i
<
MAX_REG_INPUT
;
++
i
)
{
if
(
This
->
input_reg_used
[
i
])
if
(
shader
->
input_reg_used
[
i
])
{
++
num_regs_used
;
highest_reg_used
=
i
;
...
...
@@ -261,10 +263,10 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *i
/* Don't do any register mapping magic if it is not needed, or if we can't
* achieve anything anyway */
if
(
highest_reg_used
<
(
GL_LIMITS
(
glsl_varyings
)
/
4
)
||
num_regs_used
>
(
GL_LIMITS
(
glsl_varyings
)
/
4
))
if
(
highest_reg_used
<
(
gl_info
->
max_glsl_varyings
/
4
)
||
num_regs_used
>
(
gl_info
->
max_glsl_varyings
/
4
))
{
if
(
num_regs_used
>
(
GL_LIMITS
(
glsl_varyings
)
/
4
))
if
(
num_regs_used
>
(
gl_info
->
max_glsl_varyings
/
4
))
{
/* This happens with relative addressing. The input mapper function
* warns about this if the higher registers are declared too, so
...
...
@@ -274,28 +276,28 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *i
for
(
i
=
0
;
i
<
MAX_REG_INPUT
;
++
i
)
{
This
->
input_reg_map
[
i
]
=
i
;
shader
->
input_reg_map
[
i
]
=
i
;
}
This
->
declared_in_count
=
highest_reg_used
+
1
;
shader
->
declared_in_count
=
highest_reg_used
+
1
;
}
else
{
This
->
declared_in_count
=
0
;
shader
->
declared_in_count
=
0
;
for
(
i
=
0
;
i
<
MAX_REG_INPUT
;
++
i
)
{
if
(
This
->
input_reg_used
[
i
])
This
->
input_reg_map
[
i
]
=
This
->
declared_in_count
++
;
else
This
->
input_reg_map
[
i
]
=
~
0U
;
if
(
shader
->
input_reg_used
[
i
])
shader
->
input_reg_map
[
i
]
=
shader
->
declared_in_count
++
;
else
shader
->
input_reg_map
[
i
]
=
~
0U
;
}
}
This
->
baseShader
.
load_local_constsF
=
FALSE
;
shader
->
baseShader
.
load_local_constsF
=
FALSE
;
TRACE
(
"(%p) : Copying
the function
\n
"
,
This
);
TRACE
(
"(%p) : Copying
byte code.
\n
"
,
shader
);
This
->
baseShader
.
function
=
HeapAlloc
(
GetProcessHeap
(),
0
,
This
->
baseShader
.
functionLength
);
if
(
!
This
->
baseShader
.
function
)
return
E_OUTOFMEMORY
;
memcpy
(
This
->
baseShader
.
function
,
pFunction
,
This
->
baseShader
.
functionLength
);
shader
->
baseShader
.
function
=
HeapAlloc
(
GetProcessHeap
(),
0
,
shader
->
baseShader
.
functionLength
);
if
(
!
shader
->
baseShader
.
function
)
return
E_OUTOFMEMORY
;
memcpy
(
shader
->
baseShader
.
function
,
byte_code
,
shader
->
baseShader
.
functionLength
);
return
WINED3D_OK
;
}
...
...
@@ -353,7 +355,6 @@ static const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
/*** IWineD3DBase methods ***/
IWineD3DPixelShaderImpl_GetParent
,
/*** IWineD3DBaseShader methods ***/
IWineD3DPixelShaderImpl_SetFunction
,
IWineD3DPixelShaderImpl_GetDevice
,
IWineD3DPixelShaderImpl_GetFunction
/*** IWineD3DPixelShader methods ***/
...
...
@@ -437,7 +438,7 @@ HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *de
shader_init
(
&
shader
->
baseShader
,
(
IWineD3DDevice
*
)
device
);
list_add_head
(
&
device
->
shaders
,
&
shader
->
baseShader
.
shader_list_entry
);
hr
=
IWineD3DPixelShader_SetFunction
((
IWineD3DPixelShader
*
)
shader
,
byte_code
,
output_signature
);
hr
=
pixelshader_set_function
(
shader
,
byte_code
,
output_signature
);
if
(
FAILED
(
hr
))
{
WARN
(
"Failed to set function, hr %#x.
\n
"
,
hr
);
...
...
dlls/wined3d/vertexshader.c
View file @
77086e8e
...
...
@@ -7,6 +7,7 @@
* Copyright 2005 Oliver Stieber
* Copyright 2006 Ivan Gyurdiev
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
* Copyright 2009 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
...
...
@@ -223,50 +224,46 @@ static HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader*
return
WINED3D_OK
;
}
/* Note that for vertex shaders CompileShader isn't called until the
* shader is first used. The reason for this is that we need the vertex
* declaration the shader will be used with in order to determine if
* the data in a register is of type D3DCOLOR, and needs swizzling. */
static
HRESULT
WINAPI
IWineD3DVertexShaderImpl_SetFunction
(
IWineD3DVertexShader
*
iface
,
const
DWORD
*
pFunction
,
const
struct
wined3d_shader_signature
*
output_signature
)
static
HRESULT
vertexshader_set_function
(
IWineD3DVertexShaderImpl
*
shader
,
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
)
{
IWineD3D
VertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
ifa
ce
;
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
IWineD3D
DeviceImpl
*
device
=
(
IWineD3DDeviceImpl
*
)
shader
->
baseShader
.
devi
ce
;
const
struct
wined3d_gl_info
*
gl_info
=
&
device
->
adapter
->
gl_info
;
const
struct
wined3d_shader_frontend
*
fe
;
unsigned
int
i
;
HRESULT
hr
;
shader_reg_maps
*
reg_maps
=
&
This
->
baseShader
.
reg_maps
;
shader_reg_maps
*
reg_maps
=
&
shader
->
baseShader
.
reg_maps
;
TRACE
(
"
(%p) : pFunction %p
\n
"
,
iface
,
pFunction
);
TRACE
(
"
shader %p, byte_code %p, output_signature %p.
\n
"
,
shader
,
byte_code
,
output_signature
);
fe
=
shader_select_frontend
(
*
pFunction
);
fe
=
shader_select_frontend
(
*
byte_code
);
if
(
!
fe
)
{
FIXME
(
"Unable to find frontend for shader.
\n
"
);
return
WINED3DERR_INVALIDCALL
;
}
This
->
baseShader
.
frontend
=
fe
;
This
->
baseShader
.
frontend_data
=
fe
->
shader_init
(
pFunction
,
output_signature
);
if
(
!
This
->
baseShader
.
frontend_data
)
shader
->
baseShader
.
frontend
=
fe
;
shader
->
baseShader
.
frontend_data
=
fe
->
shader_init
(
byte_code
,
output_signature
);
if
(
!
shader
->
baseShader
.
frontend_data
)
{
FIXME
(
"Failed to initialize frontend.
\n
"
);
return
WINED3DERR_INVALIDCALL
;
}
/* First pass: trace shader */
if
(
TRACE_ON
(
d3d_shader
))
shader_trace_init
(
fe
,
This
->
baseShader
.
frontend_data
,
pFunction
);
if
(
TRACE_ON
(
d3d_shader
))
shader_trace_init
(
fe
,
shader
->
baseShader
.
frontend_data
,
byte_code
);
/* Initialize immediate constant lists */
list_init
(
&
This
->
baseShader
.
constantsF
);
list_init
(
&
This
->
baseShader
.
constantsB
);
list_init
(
&
This
->
baseShader
.
constantsI
);
list_init
(
&
shader
->
baseShader
.
constantsF
);
list_init
(
&
shader
->
baseShader
.
constantsB
);
list_init
(
&
shader
->
baseShader
.
constantsI
);
/* Second pass: figure out registers used, semantics, etc.. */
This
->
min_rel_offset
=
GL_LIMITS
(
vshader_constantsF
)
;
This
->
max_rel_offset
=
0
;
hr
=
shader_get_registers_used
((
IWineD3DBaseShader
*
)
This
,
fe
,
reg_maps
,
This
->
attributes
,
NULL
,
This
->
output_signature
,
pFunction
,
GL_LIMITS
(
vshader_constantsF
)
);
shader
->
min_rel_offset
=
gl_info
->
max_vshader_constantsF
;
shader
->
max_rel_offset
=
0
;
hr
=
shader_get_registers_used
((
IWineD3DBaseShader
*
)
shader
,
fe
,
reg_maps
,
shader
->
attributes
,
NULL
,
shader
->
output_signature
,
byte_code
,
gl_info
->
max_vshader_constantsF
);
if
(
hr
!=
WINED3D_OK
)
return
hr
;
if
(
output_signature
)
...
...
@@ -275,34 +272,42 @@ static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader
{
struct
wined3d_shader_signature_element
*
e
=
&
output_signature
->
elements
[
i
];
reg_maps
->
output_registers
|=
1
<<
e
->
register_idx
;
This
->
output_signature
[
e
->
register_idx
]
=
*
e
;
shader
->
output_signature
[
e
->
register_idx
]
=
*
e
;
}
}
vshader_set_limits
(
This
);
vshader_set_limits
(
shader
);
if
(
device
Impl
->
vs_selected_mode
==
SHADER_ARB
&&
(
(
GLINFO_LOCATION
).
quirks
&
WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT
)
&&
This
->
min_rel_offset
<=
This
->
max_rel_offset
)
if
(
device
->
vs_selected_mode
==
SHADER_ARB
&&
(
gl_info
->
quirks
&
WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT
)
&&
shader
->
min_rel_offset
<=
shader
->
max_rel_offset
)
{
if
(
This
->
max_rel_offset
-
This
->
min_rel_offset
>
127
)
{
if
(
shader
->
max_rel_offset
-
shader
->
min_rel_offset
>
127
)
{
FIXME
(
"The difference between the minimum and maximum relative offset is > 127
\n
"
);
FIXME
(
"Which this OpenGL implementation does not support. Try using GLSL
\n
"
);
FIXME
(
"Min: %d, Max: %d
\n
"
,
This
->
min_rel_offset
,
This
->
max_rel_offset
);
}
else
if
(
This
->
max_rel_offset
-
This
->
min_rel_offset
>
63
)
{
This
->
rel_offset
=
This
->
min_rel_offset
+
63
;
}
else
if
(
This
->
max_rel_offset
>
63
)
{
This
->
rel_offset
=
This
->
min_rel_offset
;
}
else
{
This
->
rel_offset
=
0
;
FIXME
(
"Min: %d, Max: %d
\n
"
,
shader
->
min_rel_offset
,
shader
->
max_rel_offset
);
}
else
if
(
shader
->
max_rel_offset
-
shader
->
min_rel_offset
>
63
)
{
shader
->
rel_offset
=
shader
->
min_rel_offset
+
63
;
}
else
if
(
shader
->
max_rel_offset
>
63
)
{
shader
->
rel_offset
=
shader
->
min_rel_offset
;
}
else
{
shader
->
rel_offset
=
0
;
}
}
This
->
baseShader
.
load_local_constsF
=
This
->
baseShader
.
reg_maps
.
usesrelconstF
&&
!
list_empty
(
&
This
->
baseShader
.
constantsF
);
shader
->
baseShader
.
load_local_constsF
=
shader
->
baseShader
.
reg_maps
.
usesrelconstF
&&
!
list_empty
(
&
shader
->
baseShader
.
constantsF
);
/* copy the function ... because it will certainly be released by application */
This
->
baseShader
.
function
=
HeapAlloc
(
GetProcessHeap
(),
0
,
This
->
baseShader
.
functionLength
);
if
(
!
This
->
baseShader
.
function
)
return
E_OUTOFMEMORY
;
memcpy
(
This
->
baseShader
.
function
,
pFunction
,
This
->
baseShader
.
functionLength
);
shader
->
baseShader
.
function
=
HeapAlloc
(
GetProcessHeap
(),
0
,
shader
->
baseShader
.
functionLength
);
if
(
!
shader
->
baseShader
.
function
)
return
E_OUTOFMEMORY
;
memcpy
(
shader
->
baseShader
.
function
,
byte_code
,
shader
->
baseShader
.
functionLength
);
return
WINED3D_OK
;
}
...
...
@@ -342,7 +347,6 @@ static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
/*** IWineD3DBase methods ***/
IWineD3DVertexShaderImpl_GetParent
,
/*** IWineD3DBaseShader methods ***/
IWineD3DVertexShaderImpl_SetFunction
,
IWineD3DVertexShaderImpl_GetDevice
,
IWineD3DVertexShaderImpl_GetFunction
,
/*** IWineD3DVertexShader methods ***/
...
...
@@ -368,7 +372,7 @@ HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *
shader_init
(
&
shader
->
baseShader
,
(
IWineD3DDevice
*
)
device
);
list_add_head
(
&
device
->
shaders
,
&
shader
->
baseShader
.
shader_list_entry
);
hr
=
IWineD3DVertexShader_SetFunction
((
IWineD3DVertexShader
*
)
shader
,
byte_code
,
output_signature
);
hr
=
vertexshader_set_function
(
shader
,
byte_code
,
output_signature
);
if
(
FAILED
(
hr
))
{
WARN
(
"Failed to set function, hr %#x.
\n
"
,
hr
);
...
...
include/wine/wined3d.idl
View file @
77086e8e
...
...
@@ -2834,10 +2834,6 @@ interface IWineD3DBuffer : IWineD3DResource
]
interface
IWineD3DBaseShader
:
IWineD3DBase
{
HRESULT
SetFunction
(
[
in
]
const
DWORD
*
function
,
[
in
]
const
struct
wined3d_shader_signature
*
output_signature
)
;
HRESULT
GetDevice
(
[
out
]
IWineD3DDevice
**
device
)
;
...
...
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