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wine
wine-winehq
Commits
8763f6ea
Commit
8763f6ea
authored
May 26, 2009
by
Stefan Dösinger
Committed by
Alexandre Julliard
May 28, 2009
Browse files
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Plain Diff
wined3d: Make find_gl_vshader backend specific.
parent
732a9a15
Hide whitespace changes
Inline
Side-by-side
Showing
5 changed files
with
123 additions
and
92 deletions
+123
-92
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+62
-8
baseshader.c
dlls/wined3d/baseshader.c
+0
-7
glsl_shader.c
dlls/wined3d/glsl_shader.c
+61
-9
vertexshader.c
dlls/wined3d/vertexshader.c
+0
-65
wined3d_private.h
dlls/wined3d/wined3d_private.h
+0
-3
No files found.
dlls/wined3d/arb_program_shader.c
View file @
8763f6ea
...
...
@@ -1943,10 +1943,10 @@ static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcol
shader_addline
(
buffer
,
"CMP result.color.xyz, %s, %s, %s;
\n
"
,
tmp3
,
tmp2
,
tmp1
);
}
static
GLuint
shader_arb_generate_pshader
(
IWineD3DPixelShader
*
iface
,
/* GL locking is done by the caller */
static
GLuint
shader_arb_generate_pshader
(
IWineD3DPixelShaderImpl
*
This
,
SHADER_BUFFER
*
buffer
,
const
struct
ps_compile_args
*
args
)
{
IWineD3DPixelShaderImpl
*
This
=
(
IWineD3DPixelShaderImpl
*
)
iface
;
const
shader_reg_maps
*
reg_maps
=
&
This
->
baseShader
.
reg_maps
;
CONST
DWORD
*
function
=
This
->
baseShader
.
function
;
const
WineD3D_GL_Info
*
gl_info
=
&
((
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
)
->
adapter
->
gl_info
;
...
...
@@ -2057,10 +2057,9 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface,
}
/* GL locking is done by the caller */
static
GLuint
shader_arb_generate_vshader
(
IWineD3DVertexShader
*
iface
,
static
GLuint
shader_arb_generate_vshader
(
IWineD3DVertexShader
Impl
*
This
,
SHADER_BUFFER
*
buffer
,
const
struct
vs_compile_args
*
args
)
{
IWineD3DVertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
iface
;
const
shader_reg_maps
*
reg_maps
=
&
This
->
baseShader
.
reg_maps
;
CONST
DWORD
*
function
=
This
->
baseShader
.
function
;
IWineD3DDeviceImpl
*
device
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
...
...
@@ -2086,7 +2085,7 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShader *iface,
if
(
need_helper_const
(
gl_info
))
{
shader_addline
(
buffer
,
"PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };
\n
"
,
This
->
rel_offset
);
}
if
(
need_mova_const
((
IWineD3DBaseShader
*
)
iface
,
gl_info
))
{
if
(
need_mova_const
((
IWineD3DBaseShader
*
)
This
,
gl_info
))
{
shader_addline
(
buffer
,
"PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };
\n
"
);
shader_addline
(
buffer
,
"TEMP A0_SHADOW;
\n
"
);
}
...
...
@@ -2245,12 +2244,68 @@ static GLuint find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_
shader_buffer_init
(
&
buffer
);
shader
->
gl_shaders
[
shader
->
num_gl_shaders
].
prgId
=
shader_arb_generate_pshader
(
(
IWineD3DPixelShader
*
)
shader
,
&
buffer
,
args
);
shader_arb_generate_pshader
(
shader
,
&
buffer
,
args
);
shader_buffer_free
(
&
buffer
);
return
shader
->
gl_shaders
[
shader
->
num_gl_shaders
++
].
prgId
;
}
static
inline
BOOL
vs_args_equal
(
const
struct
vs_compile_args
*
stored
,
const
struct
vs_compile_args
*
new
,
const
DWORD
use_map
)
{
if
((
stored
->
swizzle_map
&
use_map
)
!=
new
->
swizzle_map
)
return
FALSE
;
return
stored
->
fog_src
==
new
->
fog_src
;
}
static
GLuint
find_arb_vshader
(
IWineD3DVertexShaderImpl
*
shader
,
const
struct
vs_compile_args
*
args
)
{
UINT
i
;
DWORD
new_size
=
shader
->
shader_array_size
;
struct
vs_compiled_shader
*
new_array
;
DWORD
use_map
=
((
IWineD3DDeviceImpl
*
)
shader
->
baseShader
.
device
)
->
strided_streams
.
use_map
;
SHADER_BUFFER
buffer
;
GLuint
ret
;
/* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
* so a linear search is more performant than a hashmap or a binary search
* (cache coherency etc)
*/
for
(
i
=
0
;
i
<
shader
->
num_gl_shaders
;
i
++
)
{
if
(
vs_args_equal
(
&
shader
->
gl_shaders
[
i
].
args
,
args
,
use_map
))
{
return
shader
->
gl_shaders
[
i
].
prgId
;
}
}
TRACE
(
"No matching GL shader found, compiling a new shader
\n
"
);
if
(
shader
->
shader_array_size
==
shader
->
num_gl_shaders
)
{
if
(
shader
->
num_gl_shaders
)
{
new_size
=
shader
->
shader_array_size
+
max
(
1
,
shader
->
shader_array_size
/
2
);
new_array
=
HeapReAlloc
(
GetProcessHeap
(),
0
,
shader
->
gl_shaders
,
new_size
*
sizeof
(
*
shader
->
gl_shaders
));
}
else
{
new_array
=
HeapAlloc
(
GetProcessHeap
(),
0
,
sizeof
(
*
shader
->
gl_shaders
));
new_size
=
1
;
}
if
(
!
new_array
)
{
ERR
(
"Out of memory
\n
"
);
return
0
;
}
shader
->
gl_shaders
=
new_array
;
shader
->
shader_array_size
=
new_size
;
}
shader
->
gl_shaders
[
shader
->
num_gl_shaders
].
args
=
*
args
;
shader_buffer_init
(
&
buffer
);
ret
=
shader_arb_generate_vshader
(
shader
,
&
buffer
,
args
);
shader_buffer_free
(
&
buffer
);
shader
->
gl_shaders
[
shader
->
num_gl_shaders
++
].
prgId
=
ret
;
return
ret
;
}
/* GL locking is done by the caller */
static
void
shader_arb_select
(
IWineD3DDevice
*
iface
,
BOOL
usePS
,
BOOL
useVS
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
...
...
@@ -2262,7 +2317,7 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
TRACE
(
"Using vertex shader
\n
"
);
find_vs_compile_args
((
IWineD3DVertexShaderImpl
*
)
This
->
stateBlock
->
vertexShader
,
This
->
stateBlock
,
&
compile_args
);
priv
->
current_vprogram_id
=
find_
gl
_vshader
((
IWineD3DVertexShaderImpl
*
)
This
->
stateBlock
->
vertexShader
,
&
compile_args
);
priv
->
current_vprogram_id
=
find_
arb
_vshader
((
IWineD3DVertexShaderImpl
*
)
This
->
stateBlock
->
vertexShader
,
&
compile_args
);
/* Bind the vertex program */
GL_EXTCALL
(
glBindProgramARB
(
GL_VERTEX_PROGRAM_ARB
,
priv
->
current_vprogram_id
));
...
...
@@ -2589,7 +2644,6 @@ const shader_backend_t arb_program_shader_backend = {
shader_arb_alloc
,
shader_arb_free
,
shader_arb_dirty_const
,
shader_arb_generate_vshader
,
shader_arb_get_caps
,
shader_arb_color_fixup_supported
,
shader_arb_add_instruction_modifiers
,
...
...
dlls/wined3d/baseshader.c
View file @
8763f6ea
...
...
@@ -1283,12 +1283,6 @@ static void shader_none_destroy(IWineD3DBaseShader *iface) {}
static
HRESULT
shader_none_alloc
(
IWineD3DDevice
*
iface
)
{
return
WINED3D_OK
;}
static
void
shader_none_free
(
IWineD3DDevice
*
iface
)
{}
static
BOOL
shader_none_dirty_const
(
IWineD3DDevice
*
iface
)
{
return
FALSE
;}
static
GLuint
shader_none_generate_vshader
(
IWineD3DVertexShader
*
iface
,
SHADER_BUFFER
*
buffer
,
const
struct
vs_compile_args
*
args
)
{
FIXME
(
"NONE shader backend asked to generate a vertex shader
\n
"
);
return
0
;
}
static
void
shader_none_add_instruction_modifiers
(
const
struct
wined3d_shader_instruction
*
ins
)
{}
#define GLINFO_LOCATION (*gl_info)
...
...
@@ -1332,7 +1326,6 @@ const shader_backend_t none_shader_backend = {
shader_none_alloc
,
shader_none_free
,
shader_none_dirty_const
,
shader_none_generate_vshader
,
shader_none_get_caps
,
shader_none_color_fixup_supported
,
shader_none_add_instruction_modifiers
,
...
...
dlls/wined3d/glsl_shader.c
View file @
8763f6ea
...
...
@@ -3609,10 +3609,9 @@ static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD
}
/* GL locking is done by the caller */
static
GLuint
shader_glsl_generate_pshader
(
IWineD3DPixelShader
*
iface
,
static
GLuint
shader_glsl_generate_pshader
(
IWineD3DPixelShader
Impl
*
This
,
SHADER_BUFFER
*
buffer
,
const
struct
ps_compile_args
*
args
)
{
IWineD3DPixelShaderImpl
*
This
=
(
IWineD3DPixelShaderImpl
*
)
iface
;
const
struct
shader_reg_maps
*
reg_maps
=
&
This
->
baseShader
.
reg_maps
;
CONST
DWORD
*
function
=
This
->
baseShader
.
function
;
const
char
*
fragcolor
;
...
...
@@ -3646,7 +3645,7 @@ static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface,
/* Pack 3.0 inputs */
if
(
reg_maps
->
shader_version
.
major
>=
3
&&
args
->
vp_mode
!=
vertexshader
)
{
pshader_glsl_input_pack
(
iface
,
buffer
,
This
->
input_signature
,
reg_maps
,
args
->
vp_mode
);
pshader_glsl_input_pack
(
(
IWineD3DPixelShader
*
)
This
,
buffer
,
This
->
input_signature
,
reg_maps
,
args
->
vp_mode
);
}
/* Base Shader Body */
...
...
@@ -3720,11 +3719,9 @@ static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface,
}
/* GL locking is done by the caller */
/* GL locking is done by the caller */
static
GLuint
shader_glsl_generate_vshader
(
IWineD3DVertexShader
*
iface
,
static
GLuint
shader_glsl_generate_vshader
(
IWineD3DVertexShaderImpl
*
This
,
SHADER_BUFFER
*
buffer
,
const
struct
vs_compile_args
*
args
)
{
IWineD3DVertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
iface
;
const
struct
shader_reg_maps
*
reg_maps
=
&
This
->
baseShader
.
reg_maps
;
CONST
DWORD
*
function
=
This
->
baseShader
.
function
;
const
WineD3D_GL_Info
*
gl_info
=
&
((
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
)
->
adapter
->
gl_info
;
...
...
@@ -3831,12 +3828,68 @@ static GLhandleARB find_glsl_pshader(IWineD3DPixelShaderImpl *shader, const stru
((
IWineD3DDeviceImpl
*
)
shader
->
baseShader
.
device
)
->
stateBlock
->
textures
);
shader_buffer_init
(
&
buffer
);
shader
->
gl_shaders
[
shader
->
num_gl_shaders
].
prgId
=
shader_glsl_generate_pshader
(
(
IWineD3DPixelShader
*
)
shader
,
&
buffer
,
args
);
shader_glsl_generate_pshader
(
shader
,
&
buffer
,
args
);
shader_buffer_free
(
&
buffer
);
return
shader
->
gl_shaders
[
shader
->
num_gl_shaders
++
].
prgId
;
}
static
inline
BOOL
vs_args_equal
(
const
struct
vs_compile_args
*
stored
,
const
struct
vs_compile_args
*
new
,
const
DWORD
use_map
)
{
if
((
stored
->
swizzle_map
&
use_map
)
!=
new
->
swizzle_map
)
return
FALSE
;
return
stored
->
fog_src
==
new
->
fog_src
;
}
static
GLhandleARB
find_glsl_vshader
(
IWineD3DVertexShaderImpl
*
shader
,
const
struct
vs_compile_args
*
args
)
{
UINT
i
;
DWORD
new_size
=
shader
->
shader_array_size
;
struct
vs_compiled_shader
*
new_array
;
DWORD
use_map
=
((
IWineD3DDeviceImpl
*
)
shader
->
baseShader
.
device
)
->
strided_streams
.
use_map
;
SHADER_BUFFER
buffer
;
GLhandleARB
ret
;
/* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
* so a linear search is more performant than a hashmap or a binary search
* (cache coherency etc)
*/
for
(
i
=
0
;
i
<
shader
->
num_gl_shaders
;
i
++
)
{
if
(
vs_args_equal
(
&
shader
->
gl_shaders
[
i
].
args
,
args
,
use_map
))
{
return
shader
->
gl_shaders
[
i
].
prgId
;
}
}
TRACE
(
"No matching GL shader found, compiling a new shader
\n
"
);
if
(
shader
->
shader_array_size
==
shader
->
num_gl_shaders
)
{
if
(
shader
->
num_gl_shaders
)
{
new_size
=
shader
->
shader_array_size
+
max
(
1
,
shader
->
shader_array_size
/
2
);
new_array
=
HeapReAlloc
(
GetProcessHeap
(),
0
,
shader
->
gl_shaders
,
new_size
*
sizeof
(
*
shader
->
gl_shaders
));
}
else
{
new_array
=
HeapAlloc
(
GetProcessHeap
(),
0
,
sizeof
(
*
shader
->
gl_shaders
));
new_size
=
1
;
}
if
(
!
new_array
)
{
ERR
(
"Out of memory
\n
"
);
return
0
;
}
shader
->
gl_shaders
=
new_array
;
shader
->
shader_array_size
=
new_size
;
}
shader
->
gl_shaders
[
shader
->
num_gl_shaders
].
args
=
*
args
;
shader_buffer_init
(
&
buffer
);
ret
=
shader_glsl_generate_vshader
(
shader
,
&
buffer
,
args
);
shader_buffer_free
(
&
buffer
);
shader
->
gl_shaders
[
shader
->
num_gl_shaders
++
].
prgId
=
ret
;
return
ret
;
}
/** Sets the GLSL program ID for the given pixel and vertex shader combination.
* It sets the programId on the current StateBlock (because it should be called
* inside of the DrawPrimitive() part of the render loop).
...
...
@@ -3899,7 +3952,7 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
priv
->
glsl_program
=
entry
;
if
(
use_vs
)
{
vshader_id
=
find_gl_vshader
((
IWineD3DVertexShaderImpl
*
)
vshader
,
&
vs_compile_args
);
vshader_id
=
find_gl
sl
_vshader
((
IWineD3DVertexShaderImpl
*
)
vshader
,
&
vs_compile_args
);
}
else
{
vshader_id
=
0
;
}
...
...
@@ -4562,7 +4615,6 @@ const shader_backend_t glsl_shader_backend = {
shader_glsl_alloc
,
shader_glsl_free
,
shader_glsl_dirty_const
,
shader_glsl_generate_vshader
,
shader_glsl_get_caps
,
shader_glsl_color_fixup_supported
,
shader_glsl_add_instruction_modifiers
,
...
...
dlls/wined3d/vertexshader.c
View file @
8763f6ea
...
...
@@ -332,21 +332,6 @@ static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertex
return
WINED3D_OK
;
}
/* GL locking is done by the caller */
static
GLuint
vertexshader_compile
(
IWineD3DVertexShaderImpl
*
This
,
const
struct
vs_compile_args
*
args
)
{
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
SHADER_BUFFER
buffer
;
GLuint
ret
;
/* Generate the HW shader */
TRACE
(
"(%p) : Generating hardware program
\n
"
,
This
);
shader_buffer_init
(
&
buffer
);
ret
=
deviceImpl
->
shader_backend
->
shader_generate_vshader
((
IWineD3DVertexShader
*
)
This
,
&
buffer
,
args
);
shader_buffer_free
(
&
buffer
);
return
ret
;
}
const
IWineD3DVertexShaderVtbl
IWineD3DVertexShader_Vtbl
=
{
/*** IUnknown methods ***/
...
...
@@ -367,53 +352,3 @@ void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockIm
args
->
fog_src
=
stateblock
->
renderState
[
WINED3DRS_FOGTABLEMODE
]
==
WINED3DFOG_NONE
?
VS_FOG_COORD
:
VS_FOG_Z
;
args
->
swizzle_map
=
((
IWineD3DDeviceImpl
*
)
shader
->
baseShader
.
device
)
->
strided_streams
.
swizzle_map
;
}
static
inline
BOOL
vs_args_equal
(
const
struct
vs_compile_args
*
stored
,
const
struct
vs_compile_args
*
new
,
const
DWORD
use_map
)
{
if
((
stored
->
swizzle_map
&
use_map
)
!=
new
->
swizzle_map
)
return
FALSE
;
return
stored
->
fog_src
==
new
->
fog_src
;
}
/* GL locking is done by the caller */
GLuint
find_gl_vshader
(
IWineD3DVertexShaderImpl
*
shader
,
const
struct
vs_compile_args
*
args
)
{
UINT
i
;
DWORD
new_size
=
shader
->
shader_array_size
;
struct
vs_compiled_shader
*
new_array
;
DWORD
use_map
=
((
IWineD3DDeviceImpl
*
)
shader
->
baseShader
.
device
)
->
strided_streams
.
use_map
;
/* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
* so a linear search is more performant than a hashmap or a binary search
* (cache coherency etc)
*/
for
(
i
=
0
;
i
<
shader
->
num_gl_shaders
;
i
++
)
{
if
(
vs_args_equal
(
&
shader
->
gl_shaders
[
i
].
args
,
args
,
use_map
))
{
return
shader
->
gl_shaders
[
i
].
prgId
;
}
}
TRACE
(
"No matching GL shader found, compiling a new shader
\n
"
);
if
(
shader
->
shader_array_size
==
shader
->
num_gl_shaders
)
{
if
(
shader
->
num_gl_shaders
)
{
new_size
=
shader
->
shader_array_size
+
max
(
1
,
shader
->
shader_array_size
/
2
);
new_array
=
HeapReAlloc
(
GetProcessHeap
(),
0
,
shader
->
gl_shaders
,
new_size
*
sizeof
(
*
shader
->
gl_shaders
));
}
else
{
new_array
=
HeapAlloc
(
GetProcessHeap
(),
0
,
sizeof
(
*
shader
->
gl_shaders
));
new_size
=
1
;
}
if
(
!
new_array
)
{
ERR
(
"Out of memory
\n
"
);
return
0
;
}
shader
->
gl_shaders
=
new_array
;
shader
->
shader_array_size
=
new_size
;
}
shader
->
gl_shaders
[
shader
->
num_gl_shaders
].
args
=
*
args
;
shader
->
gl_shaders
[
shader
->
num_gl_shaders
].
prgId
=
vertexshader_compile
(
shader
,
args
);
return
shader
->
gl_shaders
[
shader
->
num_gl_shaders
++
].
prgId
;
}
dlls/wined3d/wined3d_private.h
View file @
8763f6ea
...
...
@@ -809,8 +809,6 @@ typedef struct {
HRESULT
(
*
shader_alloc_private
)(
IWineD3DDevice
*
iface
);
void
(
*
shader_free_private
)(
IWineD3DDevice
*
iface
);
BOOL
(
*
shader_dirtifyable_constants
)(
IWineD3DDevice
*
iface
);
GLuint
(
*
shader_generate_vshader
)(
IWineD3DVertexShader
*
iface
,
SHADER_BUFFER
*
buffer
,
const
struct
vs_compile_args
*
args
);
void
(
*
shader_get_caps
)(
WINED3DDEVTYPE
devtype
,
const
WineD3D_GL_Info
*
gl_info
,
struct
shader_caps
*
caps
);
BOOL
(
*
shader_color_fixup_supported
)(
struct
color_fixup_desc
fixup
);
void
(
*
shader_add_instruction_modifiers
)(
const
struct
wined3d_shader_instruction
*
ins
);
...
...
@@ -2689,7 +2687,6 @@ typedef struct IWineD3DVertexShaderImpl {
extern
const
IWineD3DVertexShaderVtbl
IWineD3DVertexShader_Vtbl
;
void
find_vs_compile_args
(
IWineD3DVertexShaderImpl
*
shader
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
vs_compile_args
*
args
);
GLuint
find_gl_vshader
(
IWineD3DVertexShaderImpl
*
shader
,
const
struct
vs_compile_args
*
args
);
/*****************************************************************************
* IDirect3DPixelShader implementation structure
...
...
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