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wine
wine-winehq
Commits
ce2e980d
Commit
ce2e980d
authored
Oct 12, 2006
by
Ivan Gyurdiev
Committed by
Alexandre Julliard
Oct 13, 2006
Browse files
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Plain Diff
wined3d: Add shader version/end masks to the WINED3D namespace.
parent
98466024
Expand all
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Side-by-side
Showing
7 changed files
with
67 additions
and
58 deletions
+67
-58
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+3
-3
baseshader.c
dlls/wined3d/baseshader.c
+12
-12
directx.c
dlls/wined3d/directx.c
+13
-13
glsl_shader.c
dlls/wined3d/glsl_shader.c
+7
-7
pixelshader.c
dlls/wined3d/pixelshader.c
+0
-0
vertexshader.c
dlls/wined3d/vertexshader.c
+23
-23
wined3d_private_types.h
dlls/wined3d/wined3d_private_types.h
+9
-0
No files found.
dlls/wined3d/arb_program_shader.c
View file @
ce2e980d
...
...
@@ -638,14 +638,14 @@ void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
/* 1.0-1.3: Use destination register as coordinate source.
1.4+: Use provided coordinate source register. */
if
(
hex_version
<
D3DPS_VERSION
(
1
,
4
))
if
(
hex_version
<
WINE
D3DPS_VERSION
(
1
,
4
))
strcpy
(
reg_coord
,
reg_dest
);
else
pshader_gen_input_modifier_line
(
buffer
,
src
[
0
],
0
,
reg_coord
);
/* 1.0-1.4: Use destination register number as texture code.
2.0+: Use provided sampler number as texure code. */
if
(
hex_version
<
D3DPS_VERSION
(
2
,
0
))
if
(
hex_version
<
WINE
D3DPS_VERSION
(
2
,
0
))
reg_sampler_code
=
reg_dest_code
;
else
reg_sampler_code
=
src
[
1
]
&
WINED3DSP_REGNUM_MASK
;
...
...
@@ -692,7 +692,7 @@ void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
char
tmp
[
20
];
pshader_get_write_mask
(
dst
,
tmp
);
if
(
hex_version
!=
D3DPS_VERSION
(
1
,
4
))
{
if
(
hex_version
!=
WINE
D3DPS_VERSION
(
1
,
4
))
{
DWORD
reg
=
dst
&
WINED3DSP_REGNUM_MASK
;
shader_addline
(
buffer
,
"MOV_SAT T%u%s, fragment.texcoord[%u];
\n
"
,
reg
,
tmp
,
reg
);
}
else
{
...
...
dlls/wined3d/baseshader.c
View file @
ce2e980d
...
...
@@ -101,7 +101,7 @@ int shader_get_param(
* The version check below should work in general */
IWineD3DBaseShaderImpl
*
This
=
(
IWineD3DBaseShaderImpl
*
)
iface
;
char
rel_token
=
D3DSHADER_VERSION_MAJOR
(
This
->
baseShader
.
hex_version
)
>=
2
&&
char
rel_token
=
WINE
D3DSHADER_VERSION_MAJOR
(
This
->
baseShader
.
hex_version
)
>=
2
&&
((
*
pToken
&
WINED3DSHADER_ADDRESSMODE_MASK
)
==
WINED3DSHADER_ADDRMODE_RELATIVE
);
*
param
=
*
pToken
;
...
...
@@ -118,7 +118,7 @@ static inline int shader_skip_opcode(
/* Shaders >= 2.0 may contain address tokens, but fortunately they
* have a useful legnth mask - use it here. Shaders 1.0 contain no such tokens */
return
(
D3DSHADER_VERSION_MAJOR
(
This
->
baseShader
.
hex_version
)
>=
2
)
?
return
(
WINE
D3DSHADER_VERSION_MAJOR
(
This
->
baseShader
.
hex_version
)
>=
2
)
?
((
opcode_token
&
WINED3DSI_INSTLENGTH_MASK
)
>>
WINED3DSI_INSTLENGTH_SHIFT
)
:
curOpcode
->
num_params
;
}
...
...
@@ -191,7 +191,7 @@ HRESULT shader_get_registers_used(
if
(
pToken
==
NULL
)
return
WINED3D_OK
;
while
(
D3DVS_END
()
!=
*
pToken
)
{
while
(
WINE
D3DVS_END
()
!=
*
pToken
)
{
CONST
SHADER_OPCODE
*
curOpcode
;
DWORD
opcode_token
;
...
...
@@ -292,7 +292,7 @@ HRESULT shader_get_registers_used(
int
i
,
limit
;
/* Declare 1.X samplers implicitly, based on the destination reg. number */
if
(
D3DSHADER_VERSION_MAJOR
(
This
->
baseShader
.
hex_version
)
==
1
&&
if
(
WINE
D3DSHADER_VERSION_MAJOR
(
This
->
baseShader
.
hex_version
)
==
1
&&
(
WINED3DSIO_TEX
==
curOpcode
->
opcode
||
WINED3DSIO_TEXBEM
==
curOpcode
->
opcode
||
WINED3DSIO_TEXM3x2TEX
==
curOpcode
->
opcode
||
...
...
@@ -329,7 +329,7 @@ HRESULT shader_get_registers_used(
}
}
}
else
if
(
D3DSHADER_VERSION_MAJOR
(
This
->
baseShader
.
hex_version
)
==
1
&&
}
else
if
(
WINE
D3DSHADER_VERSION_MAJOR
(
This
->
baseShader
.
hex_version
)
==
1
&&
(
WINED3DSIO_TEXM3x3SPEC
==
curOpcode
->
opcode
||
WINED3DSIO_TEXM3x3VSPEC
==
curOpcode
->
opcode
))
{
...
...
@@ -339,7 +339,7 @@ HRESULT shader_get_registers_used(
* For now, use Cube textures because they are more common. */
DWORD
sampler_code
=
*
pToken
&
WINED3DSP_REGNUM_MASK
;
reg_maps
->
samplers
[
sampler_code
]
=
(
0x1
<<
31
)
|
WINED3DSTT_CUBE
;
}
else
if
(
D3DSHADER_VERSION_MAJOR
(
This
->
baseShader
.
hex_version
)
==
1
&&
}
else
if
(
WINE
D3DSHADER_VERSION_MAJOR
(
This
->
baseShader
.
hex_version
)
==
1
&&
(
WINED3DSIO_TEXDP3TEX
==
curOpcode
->
opcode
))
{
/* 1D Sampler usage */
...
...
@@ -414,7 +414,7 @@ static void shader_dump_decl_usage(
/* Pixel shaders 3.0 don't have usage semantics */
char
pshader
=
shader_is_pshader_version
(
This
->
baseShader
.
hex_version
);
if
(
pshader
&&
This
->
baseShader
.
hex_version
<
D3DPS_VERSION
(
3
,
0
))
if
(
pshader
&&
This
->
baseShader
.
hex_version
<
WINE
D3DPS_VERSION
(
3
,
0
))
return
;
else
TRACE
(
"_"
);
...
...
@@ -571,7 +571,7 @@ void shader_dump_param(
/* Vertex shaders >= 3.0 use general purpose output registers
* (WINED3DSPR_OUTPUT), which can include an address token */
if
(
D3DSHADER_VERSION_MAJOR
(
This
->
baseShader
.
hex_version
)
>=
3
)
{
if
(
WINE
D3DSHADER_VERSION_MAJOR
(
This
->
baseShader
.
hex_version
)
>=
3
)
{
TRACE
(
"o"
);
shader_dump_arr_entry
(
iface
,
param
,
addr_token
,
reg
,
input
);
}
...
...
@@ -689,7 +689,7 @@ void shader_generate_main(
/* Second pass, process opcodes */
if
(
NULL
!=
pToken
)
{
while
(
D3DPS_END
()
!=
*
pToken
)
{
while
(
WINE
D3DPS_END
()
!=
*
pToken
)
{
/* Skip version token */
if
(
shader_is_version_token
(
*
pToken
))
{
...
...
@@ -821,12 +821,12 @@ void shader_trace_init(
TRACE
(
"(%p) : Parsing programme
\n
"
,
This
);
if
(
NULL
!=
pToken
)
{
while
(
D3DVS_END
()
!=
*
pToken
)
{
while
(
WINE
D3DVS_END
()
!=
*
pToken
)
{
if
(
shader_is_version_token
(
*
pToken
))
{
/** version */
This
->
baseShader
.
hex_version
=
*
pToken
;
TRACE
(
"%s_%u_%u
\n
"
,
shader_is_pshader_version
(
This
->
baseShader
.
hex_version
)
?
"ps"
:
"vs"
,
D3DSHADER_VERSION_MAJOR
(
This
->
baseShader
.
hex_version
),
D3DSHADER_VERSION_MINOR
(
This
->
baseShader
.
hex_version
));
WINE
D3DSHADER_VERSION_MAJOR
(
This
->
baseShader
.
hex_version
),
WINE
D3DSHADER_VERSION_MINOR
(
This
->
baseShader
.
hex_version
));
++
pToken
;
++
len
;
continue
;
...
...
dlls/wined3d/directx.c
View file @
ce2e980d
...
...
@@ -2206,15 +2206,15 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
vs_nv_version which is based on NV_vertex_program. For Ati cards there's no easy way, so for
now only support 2.0/3.0 detection on Nvidia GeforceFX cards and default to 3.0 for everything else */
if
(
This
->
gl_info
.
vs_nv_version
==
VS_VERSION_20
)
*
pCaps
->
VertexShaderVersion
=
D3DVS_VERSION
(
2
,
0
);
*
pCaps
->
VertexShaderVersion
=
WINE
D3DVS_VERSION
(
2
,
0
);
else
*
pCaps
->
VertexShaderVersion
=
D3DVS_VERSION
(
3
,
0
);
*
pCaps
->
VertexShaderVersion
=
WINE
D3DVS_VERSION
(
3
,
0
);
TRACE_
(
d3d_caps
)(
"Hardware vertex shader version 3.0 enabled (GLSL)
\n
"
);
}
else
if
(
vs_selected_mode
==
SHADER_ARB
)
{
*
pCaps
->
VertexShaderVersion
=
D3DVS_VERSION
(
1
,
1
);
*
pCaps
->
VertexShaderVersion
=
WINE
D3DVS_VERSION
(
1
,
1
);
TRACE_
(
d3d_caps
)(
"Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)
\n
"
);
}
else
if
(
vs_selected_mode
==
SHADER_SW
)
{
*
pCaps
->
VertexShaderVersion
=
D3DVS_VERSION
(
3
,
0
);
*
pCaps
->
VertexShaderVersion
=
WINE
D3DVS_VERSION
(
3
,
0
);
TRACE_
(
d3d_caps
)(
"Software vertex shader version 3.0 enabled
\n
"
);
}
else
{
*
pCaps
->
VertexShaderVersion
=
0
;
...
...
@@ -2227,19 +2227,19 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
/* See the comment about VS2.0/VS3.0 detection as we do the same here but then based on NV_fragment_program
in case of GeforceFX cards. */
if
(
This
->
gl_info
.
ps_nv_version
==
PS_VERSION_20
)
*
pCaps
->
PixelShaderVersion
=
D3DPS_VERSION
(
2
,
0
);
*
pCaps
->
PixelShaderVersion
=
WINE
D3DPS_VERSION
(
2
,
0
);
else
*
pCaps
->
PixelShaderVersion
=
D3DPS_VERSION
(
3
,
0
);
*
pCaps
->
PixelShaderVersion
=
WINE
D3DPS_VERSION
(
3
,
0
);
/* FIXME: The following line is card dependent. -1.0 to 1.0 is a safe default clamp range for now */
*
pCaps
->
PixelShader1xMaxValue
=
1
.
0
;
TRACE_
(
d3d_caps
)(
"Hardware pixel shader version 3.0 enabled (GLSL)
\n
"
);
}
else
if
(
ps_selected_mode
==
SHADER_ARB
)
{
*
pCaps
->
PixelShaderVersion
=
D3DPS_VERSION
(
1
,
4
);
*
pCaps
->
PixelShaderVersion
=
WINE
D3DPS_VERSION
(
1
,
4
);
*
pCaps
->
PixelShader1xMaxValue
=
1
.
0
;
TRACE_
(
d3d_caps
)(
"Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)
\n
"
);
/* FIXME: Uncomment this when there is support for software Pixel Shader 3.0 and PS_SW is defined
} else if (ps_selected_mode = SHADER_SW) {
*pCaps->PixelShaderVersion = D3DPS_VERSION(3,0);
*pCaps->PixelShaderVersion =
WINE
D3DPS_VERSION(3,0);
*pCaps->PixelShader1xMaxValue = 1.0;
TRACE_(d3d_caps)("Software pixel shader version 3.0 enabled\n"); */
}
else
{
...
...
@@ -2260,7 +2260,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
*
pCaps
->
AdapterOrdinalInGroup
=
0
;
*
pCaps
->
NumberOfAdaptersInGroup
=
1
;
if
(
*
pCaps
->
VertexShaderVersion
>=
D3DVS_VERSION
(
2
,
0
))
{
if
(
*
pCaps
->
VertexShaderVersion
>=
WINE
D3DVS_VERSION
(
2
,
0
))
{
/* OpenGL supports all formats below, perhaps not always without conversion but it supports them.
Further GLSL doesn't seem to have an official unsigned type as I'm not sure how we handle it
don't advertise it yet. We might need to add some clamping in the shader engine to support it.
...
...
@@ -2285,7 +2285,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
*
pCaps
->
StretchRectFilterCaps
=
0
;
*
pCaps
->
VertexTextureFilterCaps
=
0
;
if
(
*
pCaps
->
VertexShaderVersion
==
D3DVS_VERSION
(
3
,
0
))
{
if
(
*
pCaps
->
VertexShaderVersion
==
WINE
D3DVS_VERSION
(
3
,
0
))
{
/* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
*
pCaps
->
VS20Caps
.
Caps
=
D3DVS20CAPS_PREDICATION
;
...
...
@@ -2295,7 +2295,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
*
pCaps
->
MaxVShaderInstructionsExecuted
=
65535
;
/* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
*
pCaps
->
MaxVertexShader30InstructionSlots
=
max
(
512
,
This
->
gl_info
.
vs_arb_max_instructions
);
}
else
if
(
*
pCaps
->
VertexShaderVersion
==
D3DVS_VERSION
(
2
,
0
))
{
}
else
if
(
*
pCaps
->
VertexShaderVersion
==
WINE
D3DVS_VERSION
(
2
,
0
))
{
*
pCaps
->
VS20Caps
.
Caps
=
0
;
*
pCaps
->
VS20Caps
.
DynamicFlowControlDepth
=
D3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH
;
*
pCaps
->
VS20Caps
.
NumTemps
=
max
(
12
,
This
->
gl_info
.
vs_arb_max_temps
);
...
...
@@ -2313,7 +2313,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
*
pCaps
->
MaxVertexShader30InstructionSlots
=
0
;
}
if
(
*
pCaps
->
PixelShaderVersion
==
D3DPS_VERSION
(
3
,
0
))
{
if
(
*
pCaps
->
PixelShaderVersion
==
WINE
D3DPS_VERSION
(
3
,
0
))
{
/* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
...
...
@@ -2330,7 +2330,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
*
pCaps
->
MaxPShaderInstructionsExecuted
=
65535
;
*
pCaps
->
MaxPixelShader30InstructionSlots
=
max
(
D3DMIN30SHADERINSTRUCTIONS
,
This
->
gl_info
.
ps_arb_max_instructions
);
}
else
if
(
*
pCaps
->
PixelShaderVersion
==
D3DPS_VERSION
(
2
,
0
))
{
}
else
if
(
*
pCaps
->
PixelShaderVersion
==
WINE
D3DPS_VERSION
(
2
,
0
))
{
/* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
*
pCaps
->
PS20Caps
.
Caps
=
0
;
*
pCaps
->
PS20Caps
.
DynamicFlowControlDepth
=
0
;
/* D3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
...
...
dlls/wined3d/glsl_shader.c
View file @
ce2e980d
...
...
@@ -616,7 +616,7 @@ static void shader_glsl_get_register_name(
case
WINED3DSPR_INPUT
:
if
(
pshader
)
{
/* Pixel shaders >= 3.0 */
if
(
D3DSHADER_VERSION_MAJOR
(
This
->
baseShader
.
hex_version
)
>=
3
)
if
(
WINE
D3DSHADER_VERSION_MAJOR
(
This
->
baseShader
.
hex_version
)
>=
3
)
sprintf
(
tmpStr
,
"IN%u"
,
reg
);
else
{
if
(
reg
==
0
)
...
...
@@ -639,7 +639,7 @@ static void shader_glsl_get_register_name(
/* Relative addressing on shaders 2.0+ have a relative address token,
* prior to that, it was hard-coded as "A0.x" because there's only 1 register */
if
(
D3DSHADER_VERSION_MAJOR
(
This
->
baseShader
.
hex_version
)
>=
2
)
{
if
(
WINE
D3DSHADER_VERSION_MAJOR
(
This
->
baseShader
.
hex_version
)
>=
2
)
{
char
relStr
[
100
],
relReg
[
50
],
relMask
[
6
];
shader_glsl_add_param
(
arg
,
addr_token
,
0
,
TRUE
,
relReg
,
relMask
,
relStr
);
sprintf
(
tmpStr
,
"%s[%s + %u]"
,
prefix
,
relStr
,
reg
);
...
...
@@ -708,7 +708,7 @@ static void shader_glsl_get_register_name(
break
;
case
WINED3DSPR_TEXCRDOUT
:
/* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
if
(
D3DSHADER_VERSION_MAJOR
(
This
->
baseShader
.
hex_version
)
>=
3
)
if
(
WINE
D3DSHADER_VERSION_MAJOR
(
This
->
baseShader
.
hex_version
)
>=
3
)
sprintf
(
tmpStr
,
"OUT%u"
,
reg
);
else
sprintf
(
tmpStr
,
"gl_TexCoord[%u]"
,
reg
);
...
...
@@ -1010,7 +1010,7 @@ void shader_glsl_expp(SHADER_OPCODE_ARG* arg) {
shader_glsl_add_param
(
arg
,
arg
->
src
[
0
],
arg
->
src_addr
[
0
],
TRUE
,
src_reg
,
src_mask
,
src_str
);
shader_glsl_add_dst
(
arg
->
dst
,
dst_reg
,
dst_mask
,
tmpLine
);
if
(
hex_version
<
D3DPS_VERSION
(
2
,
0
))
{
if
(
hex_version
<
WINE
D3DPS_VERSION
(
2
,
0
))
{
shader_addline
(
arg
->
buffer
,
"tmp0.x = vec4(exp2(floor(%s))).x;
\n
"
,
src_str
);
shader_addline
(
arg
->
buffer
,
"tmp0.y = vec4(%s - floor(%s)).y;
\n
"
,
src_str
,
src_str
);
shader_addline
(
arg
->
buffer
,
"tmp0.z = vec4(exp2(%s)).x;
\n
"
,
src_str
);
...
...
@@ -1376,14 +1376,14 @@ void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) {
/* 1.0-1.3: Use destination register as coordinate source.
1.4+: Use provided coordinate source register. */
if
(
hex_version
<
D3DPS_VERSION
(
1
,
4
))
if
(
hex_version
<
WINE
D3DPS_VERSION
(
1
,
4
))
strcpy
(
coord_reg
,
dst_reg
);
else
shader_glsl_add_param
(
arg
,
arg
->
src
[
0
],
arg
->
src_addr
[
0
],
TRUE
,
coord_reg
,
coord_mask
,
coord_str
);
/* 1.0-1.4: Use destination register as coordinate source.
* 2.0+: Use provided coordinate source register. */
if
(
hex_version
<
D3DPS_VERSION
(
2
,
0
))
{
if
(
hex_version
<
WINE
D3DPS_VERSION
(
2
,
0
))
{
sprintf
(
sampler_str
,
"Psampler%u"
,
reg_dest_code
);
sampler_code
=
reg_dest_code
;
}
...
...
@@ -1445,7 +1445,7 @@ void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) {
shader_glsl_add_param
(
arg
,
arg
->
dst
,
0
,
FALSE
,
tmpReg
,
tmpMask
,
tmpStr
);
if
(
hex_version
!=
D3DPS_VERSION
(
1
,
4
))
{
if
(
hex_version
!=
WINE
D3DPS_VERSION
(
1
,
4
))
{
DWORD
reg
=
arg
->
dst
&
WINED3DSP_REGNUM_MASK
;
shader_addline
(
buffer
,
"%s = clamp(gl_TexCoord[%u], 0.0, 1.0);
\n
"
,
tmpReg
,
reg
);
}
else
{
...
...
dlls/wined3d/pixelshader.c
View file @
ce2e980d
This diff is collapsed.
Click to expand it.
dlls/wined3d/vertexshader.c
View file @
ce2e980d
...
...
@@ -515,8 +515,8 @@ CONST SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[] = {
*/
{
WINED3DSIO_NRM
,
"nrm"
,
NULL
,
1
,
2
,
vshader_nrm
,
NULL
,
shader_glsl_map2gl
,
0
,
0
},
{
WINED3DSIO_SINCOS
,
"sincos"
,
NULL
,
1
,
4
,
vshader_sincos2
,
NULL
,
shader_glsl_sincos
,
D3DVS_VERSION
(
2
,
0
),
D3DVS_VERSION
(
2
,
0
)},
{
WINED3DSIO_SINCOS
,
"sincos"
,
NULL
,
1
,
2
,
vshader_sincos3
,
NULL
,
shader_glsl_sincos
,
D3DVS_VERSION
(
3
,
0
),
-
1
},
{
WINED3DSIO_SINCOS
,
"sincos"
,
NULL
,
1
,
4
,
vshader_sincos2
,
NULL
,
shader_glsl_sincos
,
WINED3DVS_VERSION
(
2
,
0
),
WINE
D3DVS_VERSION
(
2
,
0
)},
{
WINED3DSIO_SINCOS
,
"sincos"
,
NULL
,
1
,
2
,
vshader_sincos3
,
NULL
,
shader_glsl_sincos
,
WINE
D3DVS_VERSION
(
3
,
0
),
-
1
},
/* Matrix */
{
WINED3DSIO_M4x4
,
"m4x4"
,
"undefined"
,
1
,
3
,
vshader_m4x4
,
vshader_hw_mnxn
,
shader_glsl_mnxn
,
0
,
0
},
...
...
@@ -534,21 +534,21 @@ CONST SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[] = {
{
WINED3DSIO_DEFI
,
"defi"
,
GLNAME_REQUIRE_GLSL
,
1
,
5
,
vshader_defi
,
NULL
,
NULL
,
0
,
0
},
/* Flow control - requires GLSL or software shaders */
{
WINED3DSIO_REP
,
"rep"
,
NULL
,
0
,
1
,
vshader_rep
,
NULL
,
shader_glsl_rep
,
D3DVS_VERSION
(
2
,
0
),
-
1
},
{
WINED3DSIO_ENDREP
,
"endrep"
,
NULL
,
0
,
0
,
vshader_endrep
,
NULL
,
shader_glsl_end
,
D3DVS_VERSION
(
2
,
0
),
-
1
},
{
WINED3DSIO_IF
,
"if"
,
NULL
,
0
,
1
,
vshader_if
,
NULL
,
shader_glsl_if
,
D3DVS_VERSION
(
2
,
0
),
-
1
},
{
WINED3DSIO_IFC
,
"ifc"
,
NULL
,
0
,
2
,
vshader_ifc
,
NULL
,
shader_glsl_ifc
,
D3DVS_VERSION
(
2
,
1
),
-
1
},
{
WINED3DSIO_ELSE
,
"else"
,
NULL
,
0
,
0
,
vshader_else
,
NULL
,
shader_glsl_else
,
D3DVS_VERSION
(
2
,
0
),
-
1
},
{
WINED3DSIO_ENDIF
,
"endif"
,
NULL
,
0
,
0
,
vshader_endif
,
NULL
,
shader_glsl_end
,
D3DVS_VERSION
(
2
,
0
),
-
1
},
{
WINED3DSIO_BREAK
,
"break"
,
NULL
,
0
,
0
,
vshader_break
,
NULL
,
shader_glsl_break
,
D3DVS_VERSION
(
2
,
1
),
-
1
},
{
WINED3DSIO_BREAKC
,
"breakc"
,
NULL
,
0
,
2
,
vshader_breakc
,
NULL
,
shader_glsl_breakc
,
D3DVS_VERSION
(
2
,
1
),
-
1
},
{
WINED3DSIO_REP
,
"rep"
,
NULL
,
0
,
1
,
vshader_rep
,
NULL
,
shader_glsl_rep
,
WINE
D3DVS_VERSION
(
2
,
0
),
-
1
},
{
WINED3DSIO_ENDREP
,
"endrep"
,
NULL
,
0
,
0
,
vshader_endrep
,
NULL
,
shader_glsl_end
,
WINE
D3DVS_VERSION
(
2
,
0
),
-
1
},
{
WINED3DSIO_IF
,
"if"
,
NULL
,
0
,
1
,
vshader_if
,
NULL
,
shader_glsl_if
,
WINE
D3DVS_VERSION
(
2
,
0
),
-
1
},
{
WINED3DSIO_IFC
,
"ifc"
,
NULL
,
0
,
2
,
vshader_ifc
,
NULL
,
shader_glsl_ifc
,
WINE
D3DVS_VERSION
(
2
,
1
),
-
1
},
{
WINED3DSIO_ELSE
,
"else"
,
NULL
,
0
,
0
,
vshader_else
,
NULL
,
shader_glsl_else
,
WINE
D3DVS_VERSION
(
2
,
0
),
-
1
},
{
WINED3DSIO_ENDIF
,
"endif"
,
NULL
,
0
,
0
,
vshader_endif
,
NULL
,
shader_glsl_end
,
WINE
D3DVS_VERSION
(
2
,
0
),
-
1
},
{
WINED3DSIO_BREAK
,
"break"
,
NULL
,
0
,
0
,
vshader_break
,
NULL
,
shader_glsl_break
,
WINE
D3DVS_VERSION
(
2
,
1
),
-
1
},
{
WINED3DSIO_BREAKC
,
"breakc"
,
NULL
,
0
,
2
,
vshader_breakc
,
NULL
,
shader_glsl_breakc
,
WINE
D3DVS_VERSION
(
2
,
1
),
-
1
},
{
WINED3DSIO_BREAKP
,
"breakp"
,
GLNAME_REQUIRE_GLSL
,
0
,
1
,
vshader_breakp
,
NULL
,
NULL
,
0
,
0
},
{
WINED3DSIO_CALL
,
"call"
,
NULL
,
0
,
1
,
vshader_call
,
NULL
,
shader_glsl_call
,
D3DVS_VERSION
(
2
,
0
),
-
1
},
{
WINED3DSIO_CALLNZ
,
"callnz"
,
NULL
,
0
,
2
,
vshader_callnz
,
NULL
,
shader_glsl_callnz
,
D3DVS_VERSION
(
2
,
0
),
-
1
},
{
WINED3DSIO_LOOP
,
"loop"
,
NULL
,
0
,
2
,
vshader_loop
,
NULL
,
shader_glsl_loop
,
D3DVS_VERSION
(
2
,
0
),
-
1
},
{
WINED3DSIO_RET
,
"ret"
,
NULL
,
0
,
0
,
vshader_ret
,
NULL
,
NULL
,
D3DVS_VERSION
(
2
,
0
),
-
1
},
{
WINED3DSIO_ENDLOOP
,
"endloop"
,
NULL
,
0
,
0
,
vshader_endloop
,
NULL
,
shader_glsl_end
,
D3DVS_VERSION
(
2
,
0
),
-
1
},
{
WINED3DSIO_LABEL
,
"label"
,
NULL
,
0
,
1
,
vshader_label
,
NULL
,
shader_glsl_label
,
D3DVS_VERSION
(
2
,
0
),
-
1
},
{
WINED3DSIO_CALL
,
"call"
,
NULL
,
0
,
1
,
vshader_call
,
NULL
,
shader_glsl_call
,
WINE
D3DVS_VERSION
(
2
,
0
),
-
1
},
{
WINED3DSIO_CALLNZ
,
"callnz"
,
NULL
,
0
,
2
,
vshader_callnz
,
NULL
,
shader_glsl_callnz
,
WINE
D3DVS_VERSION
(
2
,
0
),
-
1
},
{
WINED3DSIO_LOOP
,
"loop"
,
NULL
,
0
,
2
,
vshader_loop
,
NULL
,
shader_glsl_loop
,
WINE
D3DVS_VERSION
(
2
,
0
),
-
1
},
{
WINED3DSIO_RET
,
"ret"
,
NULL
,
0
,
0
,
vshader_ret
,
NULL
,
NULL
,
WINE
D3DVS_VERSION
(
2
,
0
),
-
1
},
{
WINED3DSIO_ENDLOOP
,
"endloop"
,
NULL
,
0
,
0
,
vshader_endloop
,
NULL
,
shader_glsl_end
,
WINE
D3DVS_VERSION
(
2
,
0
),
-
1
},
{
WINED3DSIO_LABEL
,
"label"
,
NULL
,
0
,
1
,
vshader_label
,
NULL
,
shader_glsl_label
,
WINE
D3DVS_VERSION
(
2
,
0
),
-
1
},
{
WINED3DSIO_MOVA
,
"mova"
,
GLNAME_REQUIRE_GLSL
,
1
,
2
,
vshader_mova
,
NULL
,
shader_glsl_mov
,
0
,
0
},
{
WINED3DSIO_SETP
,
"setp"
,
GLNAME_REQUIRE_GLSL
,
1
,
3
,
vshader_setp
,
NULL
,
NULL
,
0
,
0
},
...
...
@@ -567,8 +567,8 @@ static void vshader_set_limits(
This
->
baseShader
.
limits
.
constant_float
=
GL_LIMITS
(
vshader_constantsF
);
switch
(
This
->
baseShader
.
hex_version
)
{
case
D3DVS_VERSION
(
1
,
0
):
case
D3DVS_VERSION
(
1
,
1
):
case
WINE
D3DVS_VERSION
(
1
,
0
):
case
WINE
D3DVS_VERSION
(
1
,
1
):
This
->
baseShader
.
limits
.
temporary
=
12
;
This
->
baseShader
.
limits
.
constant_bool
=
0
;
This
->
baseShader
.
limits
.
constant_int
=
0
;
...
...
@@ -578,8 +578,8 @@ static void vshader_set_limits(
This
->
baseShader
.
limits
.
label
=
0
;
break
;
case
D3DVS_VERSION
(
2
,
0
):
case
D3DVS_VERSION
(
2
,
1
):
case
WINE
D3DVS_VERSION
(
2
,
0
):
case
WINE
D3DVS_VERSION
(
2
,
1
):
This
->
baseShader
.
limits
.
temporary
=
12
;
This
->
baseShader
.
limits
.
constant_bool
=
16
;
This
->
baseShader
.
limits
.
constant_int
=
16
;
...
...
@@ -589,7 +589,7 @@ static void vshader_set_limits(
This
->
baseShader
.
limits
.
label
=
16
;
break
;
case
D3DVS_VERSION
(
3
,
0
):
case
WINE
D3DVS_VERSION
(
3
,
0
):
This
->
baseShader
.
limits
.
temporary
=
32
;
This
->
baseShader
.
limits
.
constant_bool
=
32
;
This
->
baseShader
.
limits
.
constant_int
=
32
;
...
...
@@ -727,7 +727,7 @@ static VOID IWineD3DVertexShaderImpl_GenerateShader(
shader_generate_main
(
(
IWineD3DBaseShader
*
)
This
,
&
buffer
,
reg_maps
,
pFunction
);
/* Unpack 3.0 outputs */
if
(
This
->
baseShader
.
hex_version
>=
D3DVS_VERSION
(
3
,
0
))
if
(
This
->
baseShader
.
hex_version
>=
WINE
D3DVS_VERSION
(
3
,
0
))
vshader_glsl_output_unpack
(
&
buffer
,
This
->
semantics_out
);
/* Clamp the fog from 0 to 1 if it's used */
...
...
@@ -893,7 +893,7 @@ HRESULT WINAPI IWineD3DVertexShaderImpl_ExecuteSW(IWineD3DVertexShader* iface, W
if
(
shader_is_vshader_version
(
*
pToken
))
{
/** version */
++
pToken
;
}
while
(
D3DVS_END
()
!=
*
pToken
)
{
while
(
WINE
D3DVS_END
()
!=
*
pToken
)
{
if
(
shader_is_comment
(
*
pToken
))
{
/** comment */
DWORD
comment_len
=
(
*
pToken
&
WINED3DSI_COMMENTSIZE_MASK
)
>>
WINED3DSI_COMMENTSIZE_SHIFT
;
++
pToken
;
...
...
dlls/wined3d/wined3d_private_types.h
View file @
ce2e980d
...
...
@@ -275,4 +275,13 @@ typedef enum _WINED3DSHADER_INSTRUCTION_OPCODE_TYPE {
#define WINED3DSHADER_INSTRUCTION_PREDICATED (1 << 28)
/** Shader version tokens, and shader end tokens **/
#define WINED3DPS_VERSION(major, minor) (0xFFFF0000 | ((major) << 8) | (minor))
#define WINED3DVS_VERSION(major, minor) (0xFFFE0000 | ((major) << 8) | (minor))
#define WINED3DSHADER_VERSION_MAJOR(version) (((version) >> 8) & 0xFF)
#define WINED3DSHADER_VERSION_MINOR(version) (((version) >> 0) & 0xFF)
#define WINED3DPS_END() 0x0000FFFF
#define WINED3DVS_END() 0x0000FFFF
#endif
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