Stefan Dösinger : wined3d: Find the clip texcoord before compiling.
Alexandre Julliard
julliard at winehq.org
Tue Jun 23 10:02:48 CDT 2009
Module: wine
Branch: master
Commit: 7ffd10da2850eada5634949ed2331cf2556ff33c
URL: http://source.winehq.org/git/wine.git/?a=commit;h=7ffd10da2850eada5634949ed2331cf2556ff33c
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Mon Jun 22 22:24:19 2009 +0200
wined3d: Find the clip texcoord before compiling.
The best is to put this together with the rest of the shader_arb_priv initialization.
---
dlls/wined3d/arb_program_shader.c | 93 +++++++++++++++++++------------------
1 files changed, 47 insertions(+), 46 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index f0bedd9..bb53455 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -3592,6 +3592,42 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
return ret;
}
+static void find_clip_texcoord(IWineD3DPixelShaderImpl *ps)
+{
+ struct arb_pshader_private *shader_priv = ps->backend_priv;
+ int i;
+ const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)ps->baseShader.device)->adapter->gl_info;
+
+ /* See if we can use fragment.texcoord[7] for clipplane emulation
+ *
+ * Don't do this if it is not supported, or fragment.texcoord[7] is used
+ */
+ if(ps->baseShader.reg_maps.shader_version.major < 3)
+ {
+ for(i = GL_LIMITS(texture_stages); i > 0; i--)
+ {
+ if(!ps->baseShader.reg_maps.texcoord[i - 1])
+ {
+ shader_priv->clipplane_emulation = i;
+ return;
+ }
+ }
+ WARN("Did not find a free clip reg(2.0)\n");
+ }
+ else
+ {
+ for(i = GL_LIMITS(texture_stages); i > 0; i--)
+ {
+ if(!(ps->baseShader.reg_maps.input_registers & (1 << (i - 1))))
+ {
+ shader_priv->clipplane_emulation = i;
+ return;
+ }
+ }
+ WARN("Did not find a free clip reg(3.0)\n");
+ }
+}
+
/* GL locking is done by the caller */
static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
{
@@ -3603,9 +3639,20 @@ static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *
GLuint ret;
if(!shader->backend_priv) {
+ IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
+ struct shader_arb_priv *priv = device->shader_priv;
+
shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
shader_data = shader->backend_priv;
shader_data->clamp_consts = shader->baseShader.reg_maps.shader_version.major == 1;
+
+ if(shader->baseShader.reg_maps.shader_version.major < 3) shader_data->input_signature_idx = ~0;
+ else shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
+
+ shader_data->has_signature_idx = TRUE;
+ TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
+
+ if(!device->vs_clipping) find_clip_texcoord(shader);
}
shader_data = shader->backend_priv;
@@ -3845,39 +3892,6 @@ static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IW
}
}
-static void find_clip_texcoord(IWineD3DPixelShaderImpl *ps, const WineD3D_GL_Info *gl_info)
-{
- struct arb_pshader_private *shader_priv = ps->backend_priv;
- int i;
-
- /* See if we can use fragment.texcoord[7] for clipplane emulation
- *
- * Don't do this if it is not supported, or fragment.texcoord[7] is used
- */
- if(ps->baseShader.reg_maps.shader_version.major < 3)
- {
- for(i = GL_LIMITS(texture_stages); i > 0; i--)
- {
- if(!ps->baseShader.reg_maps.texcoord[i - 1])
- {
- shader_priv->clipplane_emulation = i;
- break;
- }
- }
- }
- else
- {
- for(i = GL_LIMITS(texture_stages); i > 0; i--)
- {
- if(!(ps->baseShader.reg_maps.input_registers & (1 << (i - 1))))
- {
- shader_priv->clipplane_emulation = i;
- break;
- }
- }
- }
-}
-
/* GL locking is done by the caller */
static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
@@ -3889,7 +3903,6 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
if (usePS) {
struct arb_ps_compile_args compile_args;
struct arb_ps_compiled_shader *compiled;
- struct arb_pshader_private *shader_priv;
IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader;
TRACE("Using pixel shader %p\n", This->stateBlock->pixelShader);
@@ -3898,18 +3911,6 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
priv->current_fprogram_id = compiled->prgId;
priv->compiled_fprog = compiled;
- shader_priv = ps->backend_priv;
- if(!shader_priv->has_signature_idx)
- {
- if(ps->baseShader.reg_maps.shader_version.major < 3) shader_priv->input_signature_idx = ~0;
- else shader_priv->input_signature_idx = find_input_signature(priv, ps->input_signature);
-
- shader_priv->has_signature_idx = TRUE;
- TRACE("Shader got assigned input signature index %u\n", shader_priv->input_signature_idx);
-
- if(!This->vs_clipping) find_clip_texcoord(ps, gl_info);
- }
-
/* Bind the fragment program */
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
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