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wine
wine-winehq
Commits
dddd1f02
Commit
dddd1f02
authored
May 04, 2009
by
Henri Verbeet
Committed by
Alexandre Julliard
May 04, 2009
Browse files
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Plain Diff
wined3d: Select the frontend based on the version token.
parent
5f96c008
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Side-by-side
Showing
4 changed files
with
56 additions
and
9 deletions
+56
-9
baseshader.c
dlls/wined3d/baseshader.c
+17
-0
pixelshader.c
dlls/wined3d/pixelshader.c
+19
-5
vertexshader.c
dlls/wined3d/vertexshader.c
+19
-4
wined3d_private.h
dlls/wined3d/wined3d_private.h
+1
-0
No files found.
dlls/wined3d/baseshader.c
View file @
dddd1f02
...
@@ -119,6 +119,23 @@ static const char *shader_opcode_names[] =
...
@@ -119,6 +119,23 @@ static const char *shader_opcode_names[] =
/* WINED3DSIH_TEXREG2RGB */
"texreg2rgb"
,
/* WINED3DSIH_TEXREG2RGB */
"texreg2rgb"
,
};
};
#define WINED3D_SM1_VS 0xfffe
#define WINED3D_SM1_PS 0xffff
const
struct
wined3d_shader_frontend
*
shader_select_frontend
(
DWORD
version_token
)
{
switch
(
version_token
>>
16
)
{
case
WINED3D_SM1_VS
:
case
WINED3D_SM1_PS
:
return
&
sm1_shader_frontend
;
default:
FIXME
(
"Unrecognised version token %#x
\n
"
,
version_token
);
return
NULL
;
}
}
static
inline
BOOL
shader_is_version_token
(
DWORD
token
)
{
static
inline
BOOL
shader_is_version_token
(
DWORD
token
)
{
return
shader_is_pshader_version
(
token
)
||
return
shader_is_pshader_version
(
token
)
||
shader_is_vshader_version
(
token
);
shader_is_vshader_version
(
token
);
...
...
dlls/wined3d/pixelshader.c
View file @
dddd1f02
...
@@ -301,12 +301,20 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *i
...
@@ -301,12 +301,20 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *i
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
unsigned
int
i
,
highest_reg_used
=
0
,
num_regs_used
=
0
;
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
=
&
This
->
baseShader
.
reg_maps
;
const
struct
wined3d_shader_frontend
*
fe
;
HRESULT
hr
;
HRESULT
hr
;
TRACE
(
"(%p) : pFunction %p
\n
"
,
iface
,
pFunction
);
TRACE
(
"(%p) : pFunction %p
\n
"
,
iface
,
pFunction
);
fe
=
shader_select_frontend
(
*
pFunction
);
if
(
!
fe
)
{
FIXME
(
"Unable to find frontend for shader.
\n
"
);
return
WINED3DERR_INVALIDCALL
;
}
/* First pass: trace shader */
/* First pass: trace shader */
if
(
TRACE_ON
(
d3d_shader
))
shader_trace_init
(
&
sm1_shader_frontend
,
pFunction
,
This
->
baseShader
.
shader_ins
);
if
(
TRACE_ON
(
d3d_shader
))
shader_trace_init
(
fe
,
pFunction
,
This
->
baseShader
.
shader_ins
);
/* Initialize immediate constant lists */
/* Initialize immediate constant lists */
list_init
(
&
This
->
baseShader
.
constantsF
);
list_init
(
&
This
->
baseShader
.
constantsF
);
...
@@ -314,8 +322,7 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *i
...
@@ -314,8 +322,7 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *i
list_init
(
&
This
->
baseShader
.
constantsI
);
list_init
(
&
This
->
baseShader
.
constantsI
);
/* Second pass: figure out which registers are used, what the semantics are, etc.. */
/* Second pass: figure out which registers are used, what the semantics are, etc.. */
hr
=
shader_get_registers_used
((
IWineD3DBaseShader
*
)
This
,
&
sm1_shader_frontend
,
hr
=
shader_get_registers_used
((
IWineD3DBaseShader
*
)
This
,
fe
,
reg_maps
,
This
->
semantics_in
,
NULL
,
pFunction
);
reg_maps
,
This
->
semantics_in
,
NULL
,
pFunction
);
if
(
FAILED
(
hr
))
return
hr
;
if
(
FAILED
(
hr
))
return
hr
;
pshader_set_limits
(
This
);
pshader_set_limits
(
This
);
...
@@ -422,10 +429,18 @@ static GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps
...
@@ -422,10 +429,18 @@ static GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps
CONST
DWORD
*
function
=
This
->
baseShader
.
function
;
CONST
DWORD
*
function
=
This
->
baseShader
.
function
;
GLuint
retval
;
GLuint
retval
;
SHADER_BUFFER
buffer
;
SHADER_BUFFER
buffer
;
const
struct
wined3d_shader_frontend
*
fe
;
IWineD3DDeviceImpl
*
device
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
IWineD3DDeviceImpl
*
device
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
TRACE
(
"(%p) : function %p
\n
"
,
This
,
function
);
TRACE
(
"(%p) : function %p
\n
"
,
This
,
function
);
fe
=
shader_select_frontend
(
This
->
baseShader
.
reg_maps
.
shader_version
);
if
(
!
fe
)
{
FIXME
(
"Unable to find frontend for shader.
\n
"
);
return
WINED3DERR_INVALIDCALL
;
}
pixelshader_update_samplers
(
&
This
->
baseShader
.
reg_maps
,
pixelshader_update_samplers
(
&
This
->
baseShader
.
reg_maps
,
((
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
)
->
stateBlock
->
textures
);
((
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
)
->
stateBlock
->
textures
);
...
@@ -433,8 +448,7 @@ static GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps
...
@@ -433,8 +448,7 @@ static GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps
TRACE
(
"(%p) : Generating hardware program
\n
"
,
This
);
TRACE
(
"(%p) : Generating hardware program
\n
"
,
This
);
This
->
cur_args
=
args
;
This
->
cur_args
=
args
;
shader_buffer_init
(
&
buffer
);
shader_buffer_init
(
&
buffer
);
retval
=
device
->
shader_backend
->
shader_generate_pshader
((
IWineD3DPixelShader
*
)
This
,
retval
=
device
->
shader_backend
->
shader_generate_pshader
((
IWineD3DPixelShader
*
)
This
,
fe
,
&
buffer
,
args
);
&
sm1_shader_frontend
,
&
buffer
,
args
);
shader_buffer_free
(
&
buffer
);
shader_buffer_free
(
&
buffer
);
This
->
cur_args
=
NULL
;
This
->
cur_args
=
NULL
;
...
...
dlls/wined3d/vertexshader.c
View file @
dddd1f02
...
@@ -313,13 +313,21 @@ static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader
...
@@ -313,13 +313,21 @@ static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader
IWineD3DVertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
iface
;
IWineD3DVertexShaderImpl
*
This
=
(
IWineD3DVertexShaderImpl
*
)
iface
;
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
const
struct
wined3d_shader_frontend
*
fe
;
HRESULT
hr
;
HRESULT
hr
;
shader_reg_maps
*
reg_maps
=
&
This
->
baseShader
.
reg_maps
;
shader_reg_maps
*
reg_maps
=
&
This
->
baseShader
.
reg_maps
;
TRACE
(
"(%p) : pFunction %p
\n
"
,
iface
,
pFunction
);
TRACE
(
"(%p) : pFunction %p
\n
"
,
iface
,
pFunction
);
fe
=
shader_select_frontend
(
*
pFunction
);
if
(
!
fe
)
{
FIXME
(
"Unable to find frontend for shader.
\n
"
);
return
WINED3DERR_INVALIDCALL
;
}
/* First pass: trace shader */
/* First pass: trace shader */
if
(
TRACE_ON
(
d3d_shader
))
shader_trace_init
(
&
sm1_shader_frontend
,
pFunction
,
This
->
baseShader
.
shader_ins
);
if
(
TRACE_ON
(
d3d_shader
))
shader_trace_init
(
fe
,
pFunction
,
This
->
baseShader
.
shader_ins
);
/* Initialize immediate constant lists */
/* Initialize immediate constant lists */
list_init
(
&
This
->
baseShader
.
constantsF
);
list_init
(
&
This
->
baseShader
.
constantsF
);
...
@@ -329,7 +337,7 @@ static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader
...
@@ -329,7 +337,7 @@ static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader
/* Second pass: figure out registers used, semantics, etc.. */
/* Second pass: figure out registers used, semantics, etc.. */
This
->
min_rel_offset
=
GL_LIMITS
(
vshader_constantsF
);
This
->
min_rel_offset
=
GL_LIMITS
(
vshader_constantsF
);
This
->
max_rel_offset
=
0
;
This
->
max_rel_offset
=
0
;
hr
=
shader_get_registers_used
((
IWineD3DBaseShader
*
)
This
,
&
sm1_shader_frontend
,
hr
=
shader_get_registers_used
((
IWineD3DBaseShader
*
)
This
,
fe
,
reg_maps
,
This
->
semantics_in
,
This
->
semantics_out
,
pFunction
);
reg_maps
,
This
->
semantics_in
,
This
->
semantics_out
,
pFunction
);
if
(
hr
!=
WINED3D_OK
)
return
hr
;
if
(
hr
!=
WINED3D_OK
)
return
hr
;
...
@@ -404,15 +412,22 @@ static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertex
...
@@ -404,15 +412,22 @@ static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertex
static
GLuint
vertexshader_compile
(
IWineD3DVertexShaderImpl
*
This
,
const
struct
vs_compile_args
*
args
)
{
static
GLuint
vertexshader_compile
(
IWineD3DVertexShaderImpl
*
This
,
const
struct
vs_compile_args
*
args
)
{
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
const
struct
wined3d_shader_frontend
*
fe
;
SHADER_BUFFER
buffer
;
SHADER_BUFFER
buffer
;
GLuint
ret
;
GLuint
ret
;
fe
=
shader_select_frontend
(
This
->
baseShader
.
reg_maps
.
shader_version
);
if
(
!
fe
)
{
FIXME
(
"Unable to find frontend for shader.
\n
"
);
return
WINED3DERR_INVALIDCALL
;
}
/* Generate the HW shader */
/* Generate the HW shader */
TRACE
(
"(%p) : Generating hardware program
\n
"
,
This
);
TRACE
(
"(%p) : Generating hardware program
\n
"
,
This
);
shader_buffer_init
(
&
buffer
);
shader_buffer_init
(
&
buffer
);
This
->
cur_args
=
args
;
This
->
cur_args
=
args
;
ret
=
deviceImpl
->
shader_backend
->
shader_generate_vshader
((
IWineD3DVertexShader
*
)
This
,
ret
=
deviceImpl
->
shader_backend
->
shader_generate_vshader
((
IWineD3DVertexShader
*
)
This
,
fe
,
&
buffer
,
args
);
&
sm1_shader_frontend
,
&
buffer
,
args
);
This
->
cur_args
=
NULL
;
This
->
cur_args
=
NULL
;
shader_buffer_free
(
&
buffer
);
shader_buffer_free
(
&
buffer
);
...
...
dlls/wined3d/wined3d_private.h
View file @
dddd1f02
...
@@ -2555,6 +2555,7 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3
...
@@ -2555,6 +2555,7 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3
struct
wined3d_shader_semantic
*
semantics_out
,
const
DWORD
*
byte_code
);
struct
wined3d_shader_semantic
*
semantics_out
,
const
DWORD
*
byte_code
);
void
shader_init
(
struct
IWineD3DBaseShaderClass
*
shader
,
void
shader_init
(
struct
IWineD3DBaseShaderClass
*
shader
,
IWineD3DDevice
*
device
,
const
SHADER_OPCODE
*
instruction_table
);
IWineD3DDevice
*
device
,
const
SHADER_OPCODE
*
instruction_table
);
const
struct
wined3d_shader_frontend
*
shader_select_frontend
(
DWORD
version_token
);
void
shader_trace_init
(
const
struct
wined3d_shader_frontend
*
fe
,
void
shader_trace_init
(
const
struct
wined3d_shader_frontend
*
fe
,
const
DWORD
*
pFunction
,
const
SHADER_OPCODE
*
opcode_table
);
const
DWORD
*
pFunction
,
const
SHADER_OPCODE
*
opcode_table
);
...
...
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