wined3d: GLSL Patch feedback requested

Nick Burns adger44 at hotmail.com
Thu Jun 8 13:29:53 CDT 2006


That looks very impressive (good progress).
I would have to look at the actual GLSL produced by this.

The actual translation points look good.

>From: "Jason Green" <jave27 at gmail.com>
>Date: Thu, 8 Jun 2006 11:54:04 -0400
>
>By the way, here's a comparison screenshot of Civ4 from before my hard
>drive failed, and this is without having texturing on pixel shaders
>entirely working.  Using GLSL (working completely for vertex shaders
>2.0, at least the instructions that Civilization 4 used):
>
>http://cmhousing.net/wine/civ4_glsl.png
>
>compared to:
>
>http://cmhousing.net/wine/civ4_ingame2.png
>and
>http://cmhousing.net/wine/civ4_3.png
>
>with current git and using regular ARB shaders.
>
>So, we at least know that this is going to help.  :-)
>
>
>On 6/8/06, Jason Green <jave27 at gmail.com> wrote:
>>The current cumulative patch is located here:
>>
>>http://cmhousing.net/wine/glsl_cumul.diff
>>
>>(This includes the recently submitted "Split constant loading out of
>>drawPrim()" patch, which hasn't been applied to git yet)
>>
>>Before submitting, I plan to fix the following things:
>>
>>- Fix relative addressing (it was working correctly, then I lost some
>>stuff when my hard drive got corrupted, and now it's using R0 instead
>>of A0 as the address register for some reason)
>>- Switch the shader_reg_maps.constantsF[] to a CHAR array instead of a
>>BOOL array (maybe even a bitmap(?))
>>
>>
>>This whole patchset should be a no-op for normal users, unless they
>>have the UseGLSL registry key enabled.  Here's a list of the
>>changelogs that this cumulative patch entails, somewhat in the order
>>that I'll be sending them:
>>
>>
>>[already sent] Move constant loading out of DrawPrimDrawStrided()
>>- DrawPrim is just too big of a function.  This separates the passing
>>of constants to the shader into new functions.
>>- Fixes an off-by-one error when loading vertex declaration constants
>>(should be <, not <=)
>>- Adds a function for GLSL loading of constants (aka Uniforms)
>>- Adds a GLSL program variable to the stateblock and sets it to 0 (a
>>future patch will actually create this program)
>>
>>Add GLSL helper functions to device.c
>>- Adds functions to attach & detach shader objects, create and delete
>>programs, and maintain the list of programs.
>>- Adds a list of GLSL shader programs to the device which is
>>initialized on Init3D(), and deleted on Release()
>>
>>Add the bulk of the GLSL string generation functions
>>- Add a new file glsl_shader.c which contains almost every GLSL
>>specific function we'll need
>>- Move print_glsl_info() into glsl_shader.c
>>- Move the shader_reg_maps struct info into the private header, and
>>make it part of SHADER_OPCODE_ARG.
>>- Create a new shared ps/vs register map for float constants (future
>>patch will make ARB programs use this, too)
>>- This is a big patch, but none of the new functions in glsl_shader.c
>>are being called yet.  This just sets them up.
>>
>>Unified float constant register mapping between ARB pixel and vertex 
>>shaders.
>>- Got rid of the separate constant maps.
>>  - Side effect of this is that the map is a bit larger for pixel
>>shaders than it needs to be.
>>  - Will make this dynamic in a future patch.
>>
>>Added more declarations to GLSL in generate_glsl_declarations()
>>- Declare more variable names for GLSL programs.
>>- Correct output name for pixel shaders (gl_FragColor instead of 
>>glFragColor)
>>
>>Map pixel shader instructions to GLSL generating functions.
>>- Also, delete the GLSL program when the refcount hits 0
>>
>>Map vertex shader instructions to GLSL generating functions.
>>- Also, delete the GLSL program when the refcount hits 0
>>
>>Allow drawPrim to create and use the GLSL program
>>- Now that we can fully create a GLSL program, this patch lets us
>>actually use it.
>>
>>
>>I would have submitted these all separate for review, but I have some
>>janitorial git cleanup to do first to get all of this in the right
>>order.

- Nick





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