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wine
wine-winehq
Commits
e020eced
Commit
e020eced
authored
Oct 07, 2006
by
Ivan Gyurdiev
Committed by
Alexandre Julliard
Oct 09, 2006
Browse files
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Browse Files
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Plain Diff
wined3d: Make the shader mode selections per device.
parent
3ce4350e
Hide whitespace changes
Inline
Side-by-side
Showing
7 changed files
with
50 additions
and
43 deletions
+50
-43
device.c
dlls/wined3d/device.c
+4
-4
directx.c
dlls/wined3d/directx.c
+26
-19
drawprim.c
dlls/wined3d/drawprim.c
+12
-13
pixelshader.c
dlls/wined3d/pixelshader.c
+3
-2
vertexshader.c
dlls/wined3d/vertexshader.c
+1
-1
wined3d_main.c
dlls/wined3d/wined3d_main.c
+0
-2
wined3d_private.h
dlls/wined3d/wined3d_private.h
+4
-2
No files found.
dlls/wined3d/device.c
View file @
e020eced
...
...
@@ -317,7 +317,7 @@ void set_glsl_shader_program(IWineD3DDevice *iface) {
This
->
stateBlock
->
glsl_program
=
newLink
;
/* Attach GLSL vshader */
if
(
NULL
!=
vshader
&&
wined3d_settings
.
vs_selected_mode
==
SHADER_GLSL
)
{
if
(
NULL
!=
vshader
&&
This
->
vs_selected_mode
==
SHADER_GLSL
)
{
int
i
;
int
max_attribs
=
16
;
/* TODO: Will this always be the case? It is at the moment... */
char
tmp_name
[
10
];
...
...
@@ -343,7 +343,7 @@ void set_glsl_shader_program(IWineD3DDevice *iface) {
}
/* Attach GLSL pshader */
if
(
NULL
!=
pshader
&&
wined3d_settings
.
ps_selected_mode
==
SHADER_GLSL
)
{
if
(
NULL
!=
pshader
&&
This
->
ps_selected_mode
==
SHADER_GLSL
)
{
TRACE
(
"Attaching pixel shader to GLSL program
\n
"
);
attach_glsl_shader
(
iface
,
(
IWineD3DBaseShader
*
)
pshader
);
newLink
->
pixelShader
=
pshader
;
...
...
@@ -574,8 +574,8 @@ static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
** ***************************/
/* Delete any GLSL shader programs that may exist */
if
(
wined3d_settings
.
vs_selected_mode
==
SHADER_GLSL
||
wined3d_settings
.
ps_selected_mode
==
SHADER_GLSL
)
if
(
This
->
vs_selected_mode
==
SHADER_GLSL
||
This
->
ps_selected_mode
==
SHADER_GLSL
)
delete_glsl_shader_list
(
iface
);
/* Release the update stateblock */
...
...
dlls/wined3d/directx.c
View file @
e020eced
...
...
@@ -238,9 +238,12 @@ static void select_shader_mode(
}
/** Select the number of report maximum shader constants based on the selected shader modes */
void
select_shader_max_constants
(
WineD3D_GL_Info
*
gl_info
)
{
void
select_shader_max_constants
(
int
ps_selected_mode
,
int
vs_selected_mode
,
WineD3D_GL_Info
*
gl_info
)
{
switch
(
wined3d_settings
.
vs_selected_mode
)
{
switch
(
vs_selected_mode
)
{
case
SHADER_GLSL
:
/* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
gl_info
->
max_vshader_constantsF
=
gl_info
->
vs_glsl_constantsF
-
MAX_CONST_B
-
MAX_CONST_I
-
1
;
...
...
@@ -259,7 +262,7 @@ void select_shader_max_constants(WineD3D_GL_Info *gl_info) {
break
;
}
switch
(
wined3d_settings
.
ps_selected_mode
)
{
switch
(
ps_selected_mode
)
{
case
SHADER_GLSL
:
/* Subtract the other potential uniforms from the max available (bools & ints) */
gl_info
->
max_pshader_constantsF
=
gl_info
->
ps_glsl_constantsF
-
MAX_CONST_B
-
MAX_CONST_I
;
...
...
@@ -1808,6 +1811,8 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface,
static
HRESULT
WINAPI
IWineD3DImpl_GetDeviceCaps
(
IWineD3D
*
iface
,
UINT
Adapter
,
WINED3DDEVTYPE
DeviceType
,
WINED3DCAPS
*
pCaps
)
{
IWineD3DImpl
*
This
=
(
IWineD3DImpl
*
)
iface
;
int
vs_selected_mode
;
int
ps_selected_mode
;
TRACE_
(
d3d_caps
)(
"(%p)->(Adptr:%d, DevType: %x, pCaps: %p)
\n
"
,
This
,
Adapter
,
DeviceType
,
pCaps
);
...
...
@@ -1815,7 +1820,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
return
WINED3DERR_INVALIDCALL
;
}
/* FIXME:
both the gl_info and the shader_mode should be mad
e per adapter */
/* FIXME:
GL info should b
e per adapter */
/* If we don't know the device settings, go query them now */
if
(
!
This
->
isGLInfoValid
)
{
...
...
@@ -1825,9 +1830,11 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
/* We are running off a real context, save the values */
if
(
rc
)
This
->
isGLInfoValid
=
TRUE
;
}
select_shader_mode
(
&
This
->
gl_info
,
DeviceType
,
&
wined3d_settings
.
ps_selected_mode
,
&
wined3d_settings
.
vs_selected_mode
);
select_shader_max_constants
(
&
This
->
gl_info
);
select_shader_mode
(
&
This
->
gl_info
,
DeviceType
,
&
ps_selected_mode
,
&
vs_selected_mode
);
/* This function should *not* be modifying GL caps
* TODO: move the functionality where it belongs */
select_shader_max_constants
(
ps_selected_mode
,
vs_selected_mode
,
&
This
->
gl_info
);
/* ------------------------------------------------
The following fields apply to both d3d8 and d3d9
...
...
@@ -2192,8 +2199,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
*
pCaps
->
MaxStreams
=
MAX_STREAMS
;
*
pCaps
->
MaxStreamStride
=
1024
;
/* FIXME: the shader mode should be per adapter */
if
(
wined3d_settings
.
vs_selected_mode
==
SHADER_GLSL
)
{
if
(
vs_selected_mode
==
SHADER_GLSL
)
{
/* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
vs_nv_version which is based on NV_vertex_program. For Ati cards there's no easy way, so for
...
...
@@ -2203,10 +2209,10 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
else
*
pCaps
->
VertexShaderVersion
=
D3DVS_VERSION
(
3
,
0
);
TRACE_
(
d3d_caps
)(
"Hardware vertex shader version 3.0 enabled (GLSL)
\n
"
);
}
else
if
(
wined3d_settings
.
vs_selected_mode
==
SHADER_ARB
)
{
}
else
if
(
vs_selected_mode
==
SHADER_ARB
)
{
*
pCaps
->
VertexShaderVersion
=
D3DVS_VERSION
(
1
,
1
);
TRACE_
(
d3d_caps
)(
"Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)
\n
"
);
}
else
if
(
wined3d_settings
.
vs_selected_mode
==
SHADER_SW
)
{
}
else
if
(
vs_selected_mode
==
SHADER_SW
)
{
*
pCaps
->
VertexShaderVersion
=
D3DVS_VERSION
(
3
,
0
);
TRACE_
(
d3d_caps
)(
"Software vertex shader version 3.0 enabled
\n
"
);
}
else
{
...
...
@@ -2216,8 +2222,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
*
pCaps
->
MaxVertexShaderConst
=
GL_LIMITS
(
vshader_constantsF
);
/* FIXME: the shader mode should be per adapter */
if
(
wined3d_settings
.
ps_selected_mode
==
SHADER_GLSL
)
{
if
(
ps_selected_mode
==
SHADER_GLSL
)
{
/* 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
)
...
...
@@ -2227,12 +2232,12 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
/* 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
(
wined3d_settings
.
ps_selected_mode
==
SHADER_ARB
)
{
}
else
if
(
ps_selected_mode
==
SHADER_ARB
)
{
*
pCaps
->
PixelShaderVersion
=
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 (
wined3d_settings.
ps_selected_mode = SHADER_SW) {
} else if (ps_selected_mode = SHADER_SW) {
*pCaps->PixelShaderVersion = D3DPS_VERSION(3,0);
*pCaps->PixelShader1xMaxValue = 1.0;
TRACE_(d3d_caps)("Software pixel shader version 3.0 enabled\n"); */
...
...
@@ -2413,12 +2418,14 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
/* Setup some defaults for creating the implicit swapchain */
ENTER_GL
();
/* FIXME:
both of those should be mad
e per adapter */
/* FIXME:
GL info should b
e per adapter */
IWineD3DImpl_FillGLCaps
(
iface
,
IWineD3DImpl_GetAdapterDisplay
(
iface
,
Adapter
));
LEAVE_GL
();
select_shader_mode
(
&
This
->
gl_info
,
DeviceType
,
&
wined3d_settings
.
ps_selected_mode
,
&
wined3d_settings
.
vs_selected_mode
);
select_shader_max_constants
(
&
This
->
gl_info
);
select_shader_mode
(
&
This
->
gl_info
,
DeviceType
,
&
object
->
ps_selected_mode
,
&
object
->
vs_selected_mode
);
/* This function should *not* be modifying GL caps
* TODO: move the functionality where it belongs */
select_shader_max_constants
(
object
->
ps_selected_mode
,
object
->
vs_selected_mode
,
&
This
->
gl_info
);
temp_result
=
allocate_shader_constants
(
object
->
updateStateBlock
);
if
(
WINED3D_OK
!=
temp_result
)
...
...
dlls/wined3d/drawprim.c
View file @
e020eced
...
...
@@ -1797,15 +1797,14 @@ inline static void drawPrimitiveDrawStrided(
}
/* If GLSL is used for either pixel or vertex shaders, make a GLSL program
* Otherwise set NULL, to restore fixed function */
if
((
wined3d_settings
.
vs_selected_mode
==
SHADER_GLSL
&&
useVertexShaderFunction
)
||
(
wined3d_settings
.
ps_selected_mode
==
SHADER_GLSL
&&
usePixelShaderFunction
))
if
((
This
->
vs_selected_mode
==
SHADER_GLSL
&&
useVertexShaderFunction
)
||
(
This
->
ps_selected_mode
==
SHADER_GLSL
&&
usePixelShaderFunction
))
set_glsl_shader_program
(
iface
);
else
This
->
stateBlock
->
glsl_program
=
NULL
;
/* If GLSL is used now, or might have been used before, (re)set the program */
if
(
wined3d_settings
.
vs_selected_mode
==
SHADER_GLSL
||
wined3d_settings
.
ps_selected_mode
==
SHADER_GLSL
)
{
if
(
This
->
vs_selected_mode
==
SHADER_GLSL
||
This
->
ps_selected_mode
==
SHADER_GLSL
)
{
GLhandleARB
progId
=
This
->
stateBlock
->
glsl_program
?
This
->
stateBlock
->
glsl_program
->
programId
:
0
;
if
(
progId
)
...
...
@@ -1818,7 +1817,7 @@ inline static void drawPrimitiveDrawStrided(
TRACE
(
"Using vertex shader
\n
"
);
if
(
wined3d_settings
.
vs_selected_mode
==
SHADER_ARB
)
{
if
(
This
->
vs_selected_mode
==
SHADER_ARB
)
{
/* Bind the vertex program */
GL_EXTCALL
(
glBindProgramARB
(
GL_VERTEX_PROGRAM_ARB
,
((
IWineD3DVertexShaderImpl
*
)
This
->
stateBlock
->
vertexShader
)
->
baseShader
.
prgId
));
...
...
@@ -1836,7 +1835,7 @@ inline static void drawPrimitiveDrawStrided(
TRACE
(
"Using pixel shader
\n
"
);
if
(
wined3d_settings
.
ps_selected_mode
==
SHADER_ARB
)
{
if
(
This
->
ps_selected_mode
==
SHADER_ARB
)
{
/* Bind the fragment program */
GL_EXTCALL
(
glBindProgramARB
(
GL_FRAGMENT_PROGRAM_ARB
,
((
IWineD3DPixelShaderImpl
*
)
This
->
stateBlock
->
pixelShader
)
->
baseShader
.
prgId
));
...
...
@@ -1848,12 +1847,12 @@ inline static void drawPrimitiveDrawStrided(
TRACE_
(
d3d_shader
)(
"(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB
\n
"
,
This
,
((
IWineD3DPixelShaderImpl
*
)
This
->
stateBlock
->
pixelShader
)
->
baseShader
.
prgId
);
}
}
}
/* Load any global constants/uniforms that may have been set by the application */
if
(
wined3d_settings
.
vs_selected_mode
==
SHADER_GLSL
||
wined3d_settings
.
ps_selected_mode
==
SHADER_GLSL
)
if
(
This
->
vs_selected_mode
==
SHADER_GLSL
||
This
->
ps_selected_mode
==
SHADER_GLSL
)
shader_glsl_load_constants
(
iface
,
usePixelShaderFunction
,
useVertexShaderFunction
);
else
if
(
wined3d_settings
.
vs_selected_mode
==
SHADER_ARB
||
wined3d_settings
.
ps_selected_mode
==
SHADER_ARB
)
else
if
(
This
->
vs_selected_mode
==
SHADER_ARB
||
This
->
ps_selected_mode
==
SHADER_ARB
)
shader_arb_load_constants
(
iface
,
usePixelShaderFunction
,
useVertexShaderFunction
);
/* Draw vertex-by-vertex */
...
...
@@ -1866,14 +1865,14 @@ inline static void drawPrimitiveDrawStrided(
if
(
useVertexShaderFunction
)
{
unloadNumberedArrays
(
iface
);
if
(
wined3d_settings
.
vs_selected_mode
==
SHADER_ARB
)
if
(
This
->
vs_selected_mode
==
SHADER_ARB
)
glDisable
(
GL_VERTEX_PROGRAM_ARB
);
}
else
{
unloadVertexData
(
iface
);
}
/* Cleanup fragment program */
if
(
usePixelShaderFunction
&&
wined3d_settings
.
ps_selected_mode
==
SHADER_ARB
)
if
(
usePixelShaderFunction
&&
This
->
ps_selected_mode
==
SHADER_ARB
)
glDisable
(
GL_FRAGMENT_PROGRAM_ARB
);
}
...
...
@@ -2100,11 +2099,11 @@ void drawPrimitive(IWineD3DDevice *iface,
/* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
* here simply check whether a shader was set, or the user disabled shaders */
if
(
wined3d_settings
.
vs_selected_mode
!=
SHADER_NONE
&&
This
->
stateBlock
->
vertexShader
&&
if
(
This
->
vs_selected_mode
!=
SHADER_NONE
&&
This
->
stateBlock
->
vertexShader
&&
((
IWineD3DVertexShaderImpl
*
)
This
->
stateBlock
->
vertexShader
)
->
baseShader
.
function
!=
NULL
)
useVertexShaderFunction
=
TRUE
;
if
(
wined3d_settings
.
ps_selected_mode
!=
SHADER_NONE
&&
This
->
stateBlock
->
pixelShader
&&
if
(
This
->
ps_selected_mode
!=
SHADER_NONE
&&
This
->
stateBlock
->
pixelShader
&&
((
IWineD3DPixelShaderImpl
*
)
This
->
stateBlock
->
pixelShader
)
->
baseShader
.
function
)
usePixelShaderFunction
=
TRUE
;
...
...
dlls/wined3d/pixelshader.c
View file @
e020eced
...
...
@@ -870,7 +870,7 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateShader(
/* Store the shader object */
This
->
baseShader
.
prgId
=
shader_obj
;
}
else
if
(
wined3d_settings
.
ps_selected
_mode
==
SHADER_ARB
)
{
}
else
if
(
This
->
baseShader
.
shader
_mode
==
SHADER_ARB
)
{
/* Create the hw ARB shader */
shader_addline
(
&
buffer
,
"!!ARBfp1.0
\n
"
);
...
...
@@ -921,6 +921,7 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateShader(
static
HRESULT
WINAPI
IWineD3DPixelShaderImpl_SetFunction
(
IWineD3DPixelShader
*
iface
,
CONST
DWORD
*
pFunction
)
{
IWineD3DPixelShaderImpl
*
This
=
(
IWineD3DPixelShaderImpl
*
)
iface
;
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
TRACE
(
"(%p) : pFunction %p
\n
"
,
iface
,
pFunction
);
...
...
@@ -933,7 +934,7 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *i
list_init
(
&
This
->
baseShader
.
constantsB
);
list_init
(
&
This
->
baseShader
.
constantsI
);
This
->
baseShader
.
shader_mode
=
wined3d_settings
.
ps_selected_mode
;
This
->
baseShader
.
shader_mode
=
deviceImpl
->
ps_selected_mode
;
TRACE
(
"(%p) : Copying the function
\n
"
,
This
);
if
(
NULL
!=
pFunction
)
{
...
...
dlls/wined3d/vertexshader.c
View file @
e020eced
...
...
@@ -1207,7 +1207,7 @@ static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader
This
->
semantics_in
,
This
->
semantics_out
,
pFunction
,
deviceImpl
->
stateBlock
);
if
(
hr
!=
WINED3D_OK
)
return
hr
;
This
->
baseShader
.
shader_mode
=
wined3d_settings
.
vs_selected_mode
;
This
->
baseShader
.
shader_mode
=
deviceImpl
->
vs_selected_mode
;
/* copy the function ... because it will certainly be released by application */
if
(
NULL
!=
pFunction
)
{
...
...
dlls/wined3d/wined3d_main.c
View file @
e020eced
...
...
@@ -40,8 +40,6 @@ wined3d_settings_t wined3d_settings =
PS_HW
,
/* Hardware by default */
VBO_HW
,
/* Hardware by default */
FALSE
,
/* Use of GLSL disabled by default */
SHADER_ARB
,
/* Use ARB vertex programs, when available */
SHADER_ARB
,
/* Use ARB fragment programs, when available */
NP2_NATIVE
,
/* Use native NPOT textures, when available */
RTL_AUTO
,
/* Automatically determine best locking method */
64
*
1024
*
1024
/* 64MB texture memory by default */
...
...
dlls/wined3d/wined3d_private.h
View file @
e020eced
...
...
@@ -157,8 +157,6 @@ typedef struct wined3d_settings_s {
we should use it. However, until it's fully implemented, we'll leave it as a registry
setting for developers. */
BOOL
glslRequested
;
int
vs_selected_mode
;
int
ps_selected_mode
;
/* nonpower 2 function */
int
nonpower2_mode
;
int
rendertargetlock_mode
;
...
...
@@ -499,6 +497,10 @@ typedef struct IWineD3DDeviceImpl
/* X and GL Information */
GLint
maxConcurrentLights
;
/* Selected capabilities */
int
vs_selected_mode
;
int
ps_selected_mode
;
/* Optimization */
BOOL
modelview_valid
;
BOOL
proj_valid
;
...
...
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