Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
W
wine-winehq
Project
Project
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Registry
Registry
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
wine
wine-winehq
Commits
d9829548
Commit
d9829548
authored
May 09, 2006
by
Jason Green
Committed by
Alexandre Julliard
May 10, 2006
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
wined3d: Created generate_base_shader which will be shared by pixel & vertex shaders.
parent
c15447d4
Hide whitespace changes
Inline
Side-by-side
Showing
1 changed file
with
126 additions
and
0 deletions
+126
-0
baseshader.c
dlls/wined3d/baseshader.c
+126
-0
No files found.
dlls/wined3d/baseshader.c
View file @
d9829548
...
...
@@ -27,6 +27,8 @@
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d_shader
);
#define GLNAME_REQUIRE_GLSL ((const char *)1)
inline
static
BOOL
shader_is_version_token
(
DWORD
token
)
{
return
0xFFFF0000
==
(
token
&
0xFFFF0000
)
||
0xFFFE0000
==
(
token
&
0xFFFF0000
);
...
...
@@ -236,4 +238,128 @@ void shader_program_dump_decl_usage(
}
}
/** Shared code in order to generate the bulk of the shader string.
Use the shader_header_fct & shader_footer_fct to add strings
that are specific to pixel or vertex functions
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 */
void
generate_base_shader
(
IWineD3DBaseShader
*
iface
,
SHADER_BUFFER
*
buffer
,
CONST
DWORD
*
pFunction
)
{
IWineD3DBaseShaderImpl
*
This
=
(
IWineD3DBaseShaderImpl
*
)
iface
;
const
DWORD
*
pToken
=
pFunction
;
const
SHADER_OPCODE
*
curOpcode
=
NULL
;
DWORD
i
;
/* Initialize current parsing state */
This
->
baseShader
.
parse_state
.
current_row
=
0
;
/* First pass: figure out which temporary and texture registers are used */
shader_get_registers_used
(
iface
,
pToken
);
TRACE
(
"Texture/Address registers used: %#lx, Temp registers used %#lx
\n
"
,
This
->
baseShader
.
textures_used
,
This
->
baseShader
.
temps_used
);
/* 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
*/
/* Pre-declare registers */
for
(
i
=
0
;
i
<
This
->
baseShader
.
limits
.
temporary
;
i
++
)
{
if
(
This
->
baseShader
.
temps_used
&
(
1
<<
i
))
shader_addline
(
buffer
,
"TEMP R%lu;
\n
"
,
i
);
}
for
(
i
=
0
;
i
<
This
->
baseShader
.
limits
.
address
;
i
++
)
{
if
(
This
->
baseShader
.
textures_used
&
(
1
<<
i
))
shader_addline
(
buffer
,
"ADDRESS A%ld;
\n
"
,
i
);
}
for
(
i
=
0
;
i
<
This
->
baseShader
.
limits
.
texture
;
i
++
)
{
if
(
This
->
baseShader
.
textures_used
&
(
1
<<
i
))
shader_addline
(
buffer
,
"TEMP T%lu;
\n
"
,
i
);
}
/* Texture coordinate registers must be pre-loaded */
for
(
i
=
0
;
i
<
This
->
baseShader
.
limits
.
texture
;
i
++
)
{
if
(
This
->
baseShader
.
textures_used
&
(
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
)
{
/* Skip version token */
if
(
shader_is_version_token
(
*
pToken
))
{
++
pToken
;
continue
;
}
/* Skip comment tokens */
if
(
shader_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
(
iface
,
*
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 "
"Vertex or Fragment_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
=
iface
;
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
);
/* Unless we encounter a no-op command, this opcode is unrecognized */
if
(
curOpcode
->
opcode
!=
D3DSIO_NOP
)
{
FIXME
(
"Can't handle opcode %s in hwShader
\n
"
,
curOpcode
->
name
);
pToken
+=
curOpcode
->
num_params
;
}
}
}
/* TODO: What about result.depth? */
}
}
/* TODO: Move other shared code here */
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment