[dx8 patch 13]: vshader + nvidia compil fixes
Raphaël Junqueira
fenix at club-internet.fr
Tue Jan 28 18:08:56 CST 2003
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Hi,
Changelog
- defer of IDirect3DVertexShader_SetConstant, waiting for DrawPrimitive
call. It's the beginning of fixes for vertex shader samples at
http://www.shaderx.com/direct3d.net/tutorials/shader/shader2.html who calls
SetConstants before SetVertexShader ;(
- Beginning of VertexShader constants support into stateblock (only stored,
not captured yet)
- fix compiation with nivdia GL/gl.h and mesa Gl/glext headers as reported
by Andrew John Hughes
- one glActiveTexture/glActiveTextureARB missing
Raphael
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-------------- next part --------------
? dx8-13.patch
Index: d3d8_private.h
===================================================================
RCS file: /home/wine/wine/dlls/d3d8/d3d8_private.h,v
retrieving revision 1.14
diff -u -r1.14 d3d8_private.h
--- d3d8_private.h 28 Jan 2003 01:12:23 -0000 1.14
+++ d3d8_private.h 28 Jan 2003 23:45:01 -0000
@@ -876,6 +876,7 @@
BOOL transform[HIGHEST_TRANSFORMSTATE];
BOOL viewport;
BOOL vertexShader;
+ BOOL vertexShaderConstant;
BOOL vertexShaderDecl;
BOOL pixelShader;
BOOL renderstate[HIGHEST_RENDER_STATE];
@@ -946,7 +947,6 @@
/* Vertex Shader */
DWORD VertexShader;
- /* TODO: Vertex Shader Constant */
/* Vertex Shader Declaration */
IDirect3DVertexShaderDeclarationImpl* vertexShaderDecl;
@@ -958,6 +958,9 @@
/* Indexed Vertex Blending */
D3DVERTEXBLENDFLAGS vertex_blend;
FLOAT tween_factor;
+
+ /* Vertex Shader Constant */
+ D3DSHADERVECTOR vertexShaderConstant[D3D8_VSHADER_MAX_CONSTANTS];
};
/* exported Interfaces */
Index: device.c
===================================================================
RCS file: /home/wine/wine/dlls/d3d8/device.c,v
retrieving revision 1.35
diff -u -r1.35 device.c
--- device.c 28 Jan 2003 01:12:23 -0000 1.35
+++ device.c 28 Jan 2003 23:45:13 -0000
@@ -31,7 +31,7 @@
#include "wine/debug.h"
/** define GL_GLEXT_PROTOTYPES for having extensions prototypes defined */
-#define GL_GLEXT_PROTOTYPES
+/*#define GL_GLEXT_PROTOTYPES*/
#include "d3d8_private.h"
/** currently desactiving 1_4 support as mesa doesn't implement all 1_4 support while defining it */
@@ -119,6 +119,13 @@
fvf = (D3DFORMAT) This->UpdateStateBlock->vertexShaderDecl->fvf;
TRACE("vertex shader declared FVF: %lx\n", This->UpdateStateBlock->vertexShaderDecl->fvf);
memset(&vertex_shader->input, 0, sizeof(VSHADERINPUTDATA8));
+
+ /** init Constants */
+ if (TRUE == This->UpdateStateBlock->Changed.vertexShaderConstant) {
+ TRACE("vertex shader init Constant\n");
+ IDirect3DVertexShaderImpl_SetConstantF(vertex_shader, 0, (CONST FLOAT*) &This->UpdateStateBlock->vertexShaderConstant[0], 96);
+ }
+
}
{
@@ -451,7 +458,7 @@
memset(&vertex_shader->output, 0, sizeof(VSHADEROUTPUTDATA8));
IDirect3DVertexShaderImpl_ExecuteSW(vertex_shader, &vertex_shader->input, &vertex_shader->output);
-
+ /*
TRACE_VECTOR(vertex_shader->output.oPos);
TRACE_VECTOR(vertex_shader->output.oD[0]);
TRACE_VECTOR(vertex_shader->output.oD[1]);
@@ -462,7 +469,11 @@
TRACE_VECTOR(vertex_shader->data->C[1]);
TRACE_VECTOR(vertex_shader->data->C[2]);
TRACE_VECTOR(vertex_shader->data->C[3]);
- /**/
+ TRACE_VECTOR(vertex_shader->data->C[4]);
+ TRACE_VECTOR(vertex_shader->data->C[5]);
+ TRACE_VECTOR(vertex_shader->data->C[6]);
+ TRACE_VECTOR(vertex_shader->data->C[7]);
+ */
x = vertex_shader->output.oPos.x;
y = vertex_shader->output.oPos.y;
z = vertex_shader->output.oPos.z;
@@ -3141,8 +3152,14 @@
/* Make appropriate texture active */
TRACE("Activating appropriate texture state %ld\n", Stage);
if (This->isMultiTexture) {
+#if defined(GL_VERSION_1_3)
+ glActiveTexture(GL_TEXTURE0 + Stage);
+ checkGLcall("glActiveTexture");
+#else
glActiveTextureARB(GL_TEXTURE0_ARB + Stage);
checkGLcall("glActiveTextureARB");
+#endif
+
} else if (Stage>0) {
FIXME("Program using multiple concurrent textures which this opengl implementation doesnt support\n");
}
@@ -3700,43 +3717,41 @@
HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register, CONST void* pConstantData, DWORD ConstantCount) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
- IDirect3DVertexShaderImpl* object;
- DWORD Handle = This->UpdateStateBlock->VertexShader;
if (Register + ConstantCount > D3D8_VSHADER_MAX_CONSTANTS) {
+ /*ERR("(%p) : SetVertexShaderConstant C[%lu] invalid\n", This, Register);*/
return D3DERR_INVALIDCALL;
}
- object = VERTEX_SHADER(Handle);
- if (NULL == object || NULL == pConstantData) {
+ if (NULL == pConstantData) {
return D3DERR_INVALIDCALL;
}
if (ConstantCount > 1) {
FLOAT* f = (FLOAT*)pConstantData;
UINT i;
- FIXME("(%p) : SetVertexShaderConstant %p, C[%lu..%lu]=\n", This, object, Register, Register + ConstantCount - 1);
+ FIXME("(%p) : SetVertexShaderConstant C[%lu..%lu]=\n", This, Register, Register + ConstantCount - 1);
for (i = 0; i < ConstantCount; ++i) {
DPRINTF("{%f, %f, %f, %f}\n", f[0], f[1], f[2], f[3]);
f += 4;
}
} else {
FLOAT* f = (FLOAT*)pConstantData;
- FIXME("(%p) : SetVertexShaderConstant %p, C[%lu]={%f, %f, %f, %f}\n", This, object, Register, f[0], f[1], f[2], f[3]);
+ FIXME("(%p) : SetVertexShaderConstant, C[%lu]={%f, %f, %f, %f}\n", This, Register, f[0], f[1], f[2], f[3]);
}
- return IDirect3DVertexShaderImpl_SetConstantF(object, Register, pConstantData, ConstantCount);
+ This->UpdateStateBlock->Changed.vertexShaderConstant = TRUE;
+ memcpy(&This->UpdateStateBlock->vertexShaderConstant[Register], pConstantData, ConstantCount * 4 * sizeof(FLOAT));
+ return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register, void* pConstantData, DWORD ConstantCount) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
- IDirect3DVertexShaderImpl* object;
- DWORD Handle = This->UpdateStateBlock->VertexShader;
if (Register + ConstantCount > D3D8_VSHADER_MAX_CONSTANTS) {
return D3DERR_INVALIDCALL;
}
- object = VERTEX_SHADER(Handle);
- if (NULL == object || NULL == pConstantData) {
+ if (NULL == pConstantData) {
return D3DERR_INVALIDCALL;
}
- return IDirect3DVertexShaderImpl_GetConstantF(object, Register, pConstantData, ConstantCount);
+ memcpy(pConstantData, &This->UpdateStateBlock->vertexShaderConstant[Register], ConstantCount * 4 * sizeof(FLOAT));
+ return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderDeclaration(LPDIRECT3DDEVICE8 iface, DWORD Handle, void* pData, DWORD* pSizeOfData) {
/*ICOM_THIS(IDirect3DDevice8Impl,iface);*/
Index: directx.c
===================================================================
RCS file: /home/wine/wine/dlls/d3d8/directx.c,v
retrieving revision 1.16
diff -u -r1.16 directx.c
--- directx.c 28 Jan 2003 01:12:23 -0000 1.16
+++ directx.c 28 Jan 2003 23:45:15 -0000
@@ -574,7 +574,7 @@
glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
object->maxLights = min(MAX_ACTIVE_LIGHTS, gl_max);
- TRACE("Lights support - max lights =%d\n", gl_max);
+ TRACE("Lights support - max lights=%d\n", gl_max);
/* Parse the gl supported features, in theory enabling parts of our code appropriately */
GL_Extensions = glGetString(GL_EXTENSIONS);
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