Stefan Dösinger : wined3d: Implement clipplanes in the ARB backend.
Alexandre Julliard
julliard at winehq.org
Tue Jun 2 08:44:34 CDT 2009
Module: wine
Branch: master
Commit: 2afcb794f2c6cb72fce8167aef385030df63e534
URL: http://source.winehq.org/git/wine.git/?a=commit;h=2afcb794f2c6cb72fce8167aef385030df63e534
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Tue May 26 22:09:36 2009 +0200
wined3d: Implement clipplanes in the ARB backend.
Using GL_NV_vertex_program2_option so far. If we're really desparate we can
handle some cases without the extension by using a custom varying and texkill
in the fragment program.
---
dlls/wined3d/arb_program_shader.c | 12 +++++++++++-
1 files changed, 11 insertions(+), 1 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index b27d4bf..f977583 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -389,6 +389,7 @@ static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const sh
} else {
if(This->baseShader.reg_maps.usesrelconstF) {
max_constantsF = GL_LIMITS(vshader_constantsF) - reserved_vs_const(iface, gl_info);
+ if(GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) max_constantsF -= GL_LIMITS(clipplanes);
} else {
max_constantsF = GL_LIMITS(vshader_constantsF) - 1;
}
@@ -2294,6 +2295,7 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
GLuint ret;
DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
struct shader_arb_ctx_priv priv_ctx;
+ unsigned int i;
memset(&priv_ctx, 0, sizeof(priv_ctx));
priv_ctx.cur_vs_args = args;
@@ -2380,6 +2382,14 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
+ if(priv_ctx.target_version >= NV2)
+ {
+ for(i = 0; i < GL_LIMITS(clipplanes); i++)
+ {
+ shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
+ }
+ }
+
/* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
* and the glsl equivalent
*/
@@ -2776,7 +2786,7 @@ static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *g
pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
}
- pCaps->VSClipping = FALSE; /* TODO: GL_NV_vertex_program2_option provides this */
+ pCaps->VSClipping = GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
}
static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
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