wined3d: merge vertex & pixel GenerateProgramArbHW functions into
baseshader.c
Jason Green
jave27 at gmail.com
Fri May 5 00:03:30 CDT 2006
This patch "completes" the merge between vertex and pixel shaders for
generating the shader string for ARB_vertex_program and
fragment_program. I ran numerous apps which use shaders and compared
their debug output for the d3d_shader channel. Every shader's trace
was identical except for the function names. Now, the ARB shader
traces have identical formats between pixel & vertex shaders as well.
Plus, this will simplify the upcoming implementation of GLSL shaders.
Once again, this patch should be a no-op.
This applies against Mike's latest (and probably last) git tree.
-------------- next part --------------
diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c
index 6aed71b..50c1542 100644
--- a/dlls/wined3d/baseshader.c
+++ b/dlls/wined3d/baseshader.c
@@ -27,6 +27,8 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
+#define GLNAME_REQUIRE_GLSL ((const char *)1)
+
int shader_addline(
SHADER_BUFFER* buffer,
const char *format, ...) {
@@ -84,12 +86,13 @@ const SHADER_OPCODE* shader_get_opcode(
*
* Also note that this does not count the loop register
* as an address register. */
-
void shader_get_registers_used(
IWineD3DBaseShader *iface,
- CONST DWORD* pToken,
- DWORD* tempsUsed,
- DWORD* texUsed) {
+ CONST DWORD* pToken) {
+
+ IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
+ DWORD* tempsUsed = &This->baseShader.temps_used;
+ DWORD* texUsed = &This->baseShader.textures_used;
if (pToken == NULL)
return;
@@ -225,4 +228,150 @@ void shader_program_dump_decl_usage(
}
}
+/** Shared code in order to generate the bulk of the shader string.
+ Use the shader_header_fct & shader_footer_fct to add strings
+ that are specific to pixel or vertex functions
+ NOTE: A description of how to parse tokens can be found at http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */
+void generate_base_shader(
+ IWineD3DBaseShader *iface,
+ SHADER_BUFFER* buffer,
+ SHADER_SPECIFIC_FCT shader_header_fct,
+ SHADER_SPECIFIC_FCT shader_footer_fct,
+ CONST DWORD* pFunction) {
+
+ IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
+ const DWORD *pToken = pFunction;
+ const SHADER_OPCODE *curOpcode = NULL;
+ DWORD i;
+
+ /* Initialize current parsing state */
+ This->baseShader.parse_state.current_row = 0;
+
+#if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups
+ will be skipped for software shaders
+ it also requires entering a critical section but cuts down the runtime footprint of
+ wined3d and any memory fragmentation that may occur... */
+ if (This->device->fixupVertexBufferSize < SHADER_PGMSIZE) {
+ HeapFree(GetProcessHeap(), 0, This->fixupVertexBuffer);
+ This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, SHADER_PGMSIZE);
+ This->fixupVertexBufferSize = SHADER_PGMSIZE;
+ This->fixupVertexBuffer[0] = 0;
+ }
+ buffer.buffer = This->device->fixupVertexBuffer;
+#else
+ buffer->buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
+#endif
+ buffer->bsize = 0;
+ buffer->lineNo = 0;
+
+ /* First pass: figure out which temporary and texture registers are used */
+ shader_get_registers_used((IWineD3DBaseShader*)This, pToken);
+ TRACE("Texture/Address registers used: %#lx, Temp registers used %#lx\n",
+ This->baseShader.textures_used, This->baseShader.temps_used);
+
+ /* TODO: check register usage against GL/Directx limits, and fail if they're exceeded
+ nUseAddressRegister < = GL_MAX_PROGRAM_ADDRESS_REGISTERS_AR
+ nUseTempRegister <= GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB
+ */
+
+ /* Add pixel/vertexshader specific header to the string */
+ shader_header_fct((IWineD3DBaseShader*)This, buffer);
+
+ /* Second pass, process opcodes */
+ if (NULL != pToken) {
+ while (D3DPS_END() != *pToken) {
+
+#if 0
+/* For pixel and vertex shader versions 2_0 and later, bits 24 through 27 specify the size in WORDs of the instruction */ if (version >= 2) {
+ instructionSize = pToken & SIZEBITS >> 27;
+ }
+#endif
+
+ /* Skip version token */
+ if (shader_is_version_token(*pToken)) {
+ ++pToken;
+ continue;
+ }
+
+ /* Skip comment tokens */
+ if (shader_is_comment_token(*pToken)) {
+ DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
+ ++pToken;
+ TRACE("#%s\n", (char*)pToken);
+ pToken += comment_len;
+ continue;
+ }
+
+ /* Read opcode */
+ curOpcode = shader_get_opcode((IWineD3DBaseShader*) This, *pToken);
+ ++pToken;
+
+ /* Unknown opcode and its parameters */
+ if (NULL == curOpcode) {
+ while (*pToken & 0x80000000) { /* TODO: Think of a sensible name for 0x80000000 */
+ FIXME("unrecognized opcode: %08lx\n", *pToken);
+ ++pToken;
+ }
+
+ /* Unhandled opcode */
+ } else if (GLNAME_REQUIRE_GLSL == curOpcode->glname) {
+
+ FIXME("Token %s requires greater functionality than "
+ "Vertex or Fragment_Program_ARB supports\n", curOpcode->name);
+ pToken += curOpcode->num_params;
+
+ /* If a generator function is set, use it */
+ } else if (curOpcode->hw_fct != NULL) {
+
+ SHADER_OPCODE_ARG hw_arg;
+
+ hw_arg.shader = (IWineD3DBaseShader*) This;
+ hw_arg.opcode = curOpcode;
+ hw_arg.buffer = buffer;
+ if (curOpcode->num_params > 0) {
+ hw_arg.dst = *pToken;
+
+ /* FIXME: this does not account for relative address tokens */
+ for (i = 1; i < curOpcode->num_params; i++)
+ hw_arg.src[i-1] = *(pToken + i);
+ }
+
+ curOpcode->hw_fct(&hw_arg);
+ pToken += curOpcode->num_params;
+
+ } else {
+
+ TRACE("Found opcode D3D:%s GL:%s, PARAMS:%d, \n",
+ curOpcode->name, curOpcode->glname, curOpcode->num_params);
+
+ /* Build opcode for GL vertex_program */
+ switch (curOpcode->opcode) {
+ case D3DSIO_NOP:
+ break;
+
+ default:
+ FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
+ pToken += curOpcode->num_params;
+ }
+ }
+ }
+ /* TODO: What about result.depth? */
+
+ /* Add pixel/vertexshader specific footer to the string */
+ shader_footer_fct((IWineD3DBaseShader*)This, buffer);
+
+ shader_addline(buffer, "END\n");
+ }
+
+ /* finally null terminate the buffer */
+ buffer->buffer[buffer->bsize] = 0;
+ /* Create the hw shader */
+
+ /* The program string sometimes gets too long for a normal TRACE */
+ TRACE("Generated program:\n");
+ if (TRACE_ON(d3d_shader)) {
+ fprintf(stderr, "%s\n", buffer->buffer);
+ }
+}
+
/* TODO: Move other shared code here */
diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c
index e6e5131..d0fd5a4 100644
--- a/dlls/wined3d/pixelshader.c
+++ b/dlls/wined3d/pixelshader.c
@@ -1290,170 +1290,71 @@ void pshader_hw_texm3x3spec(SHADER_OPCOD
current_state.current_row = 0;
}
-
-/* NOTE: A description of how to parse tokens can be found at http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */
-inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelShader *iface, CONST DWORD *pFunction) {
- IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
- const DWORD *pToken = pFunction;
- const SHADER_OPCODE *curOpcode = NULL;
- DWORD i;
- SHADER_BUFFER buffer;
-
- /* Keep bitmaps of used temporary and texture registers */
- DWORD tempsUsed, texUsed;
-
- /* Initialize current parsing state */
- This->baseShader.parse_state.current_row = 0;
-
-#if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders
- it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */
- if (This->device->fixupVertexBufferSize < SHADER_PGMSIZE) {
- HeapFree(GetProcessHeap(), 0, This->fixupVertexBuffer);
- This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, SHADER_PGMSIZE);
- This->fixupVertexBufferSize = SHADER_PGMSIZE;
- This->fixupVertexBuffer[0] = 0;
- }
- buffer.buffer = This->device->fixupVertexBuffer;
-#else
- buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
-#endif
- buffer.bsize = 0;
- buffer.lineNo = 0;
-
- /* FIXME: if jumps are used, use GLSL, else use ARB_fragment_program */
- shader_addline(&buffer, "!!ARBfp1.0\n");
-
- /* TODO: Think about using a first pass to work out what's required for the second pass. */
- for(i = 0; i < WINED3D_PSHADER_MAX_CONSTANTS; i++)
- This->constants[i] = 0;
-
- /* First pass: figure out which temporary and texture registers are used */
- shader_get_registers_used((IWineD3DBaseShader*) This, pToken, &tempsUsed, &texUsed);
- TRACE("Texture registers used: %#lx, Temp registers used %#lx\n", texUsed, tempsUsed);
-
- /* TODO: check register usage against GL/Directx limits, and fail if they're exceeded */
+/** Pixel Shader specific things that need to go into the header of the
+ ARB_FRAGMENT_PROGRAM string */
+void pixel_shader_header_arb(IWineD3DBaseShader* iface, SHADER_BUFFER* buffer) {
+
+ IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) iface;
+ DWORD tempsUsed = This->baseShader.temps_used;
+ DWORD texUsed = This->baseShader.textures_used;
+ int i;
+ shader_addline(buffer, "!!ARBfp1.0\n");
/* Pre-declare registers */
for(i = 0; i < This->baseShader.limits.texture; i++) {
if (texUsed & (1 << i))
- shader_addline(&buffer,"TEMP T%lu;\n", i);
+ shader_addline(buffer,"TEMP T%lu;\n", i);
}
for(i = 0; i < This->baseShader.limits.temporary; i++) {
if (tempsUsed & (1 << i))
- shader_addline(&buffer, "TEMP R%lu;\n", i);
+ shader_addline(buffer, "TEMP R%lu;\n", i);
}
/* Necessary for internal operations */
- shader_addline(&buffer, "TEMP TMP;\n");
- shader_addline(&buffer, "TEMP TMP2;\n");
- shader_addline(&buffer, "TEMP TA;\n");
- shader_addline(&buffer, "TEMP TB;\n");
- shader_addline(&buffer, "TEMP TC;\n");
- shader_addline(&buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
- shader_addline(&buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
- shader_addline(&buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
+ shader_addline(buffer, "TEMP TMP;\n");
+ shader_addline(buffer, "TEMP TMP2;\n");
+ shader_addline(buffer, "TEMP TA;\n");
+ shader_addline(buffer, "TEMP TB;\n");
+ shader_addline(buffer, "TEMP TC;\n");
+ shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
+ shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
+ shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
/* Texture coordinate registers must be pre-loaded */
for (i = 0; i < This->baseShader.limits.texture; i++) {
if (texUsed & (1 << i))
- shader_addline(&buffer, "MOV T%lu, fragment.texcoord[%lu];\n", i, i);
+ shader_addline(buffer, "MOV T%lu, fragment.texcoord[%lu];\n", i, i);
}
+}
- /* Second pass, process opcodes */
- if (NULL != pToken) {
- while (D3DPS_END() != *pToken) {
-#if 0 /* For pixel and vertex shader versions 2_0 and later, bits 24 through 27 specify the size in DWORDs of the instruction */
- if (version >= 2) {
- instructionSize = pToken & SIZEBITS >> 27;
- }
-#endif
-
- /* Skip version token */
- if (shader_is_version_token(*pToken)) {
- ++pToken;
- continue;
- }
-
- /* Skip comment tokens */
- if (shader_is_comment_token(*pToken)) {
- DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
- ++pToken;
- TRACE("#%s\n", (char*)pToken);
- pToken += comment_len;
- continue;
- }
-
- /* Read opcode */
- curOpcode = shader_get_opcode((IWineD3DBaseShader*) This, *pToken);
- ++pToken;
-
- /* Unknown opcode and its parameters */
- if (NULL == curOpcode) {
- while (*pToken & 0x80000000) { /* TODO: Think of a sensible name for 0x80000000 */
- FIXME("unrecognized opcode: %08lx\n", *pToken);
- ++pToken;
- }
-
- /* Unhandled opcode */
- } else if (GLNAME_REQUIRE_GLSL == curOpcode->glname) {
-
- FIXME("Token %s requires greater functionality than "
- "Fragment_Progarm_ARB supports\n", curOpcode->name);
- pToken += curOpcode->num_params;
-
- /* If a generator function is set, use it */
- } else if (curOpcode->hw_fct != NULL) {
-
- SHADER_OPCODE_ARG hw_arg;
-
- hw_arg.shader = (IWineD3DBaseShader*) This;
- hw_arg.opcode = curOpcode;
- hw_arg.buffer = &buffer;
- if (curOpcode->num_params > 0) {
- hw_arg.dst = *pToken;
-
- /* FIXME: this does not account for relative address tokens */
- for (i = 1; i < curOpcode->num_params; i++)
- hw_arg.src[i-1] = *(pToken + i);
- }
-
- curOpcode->hw_fct(&hw_arg);
- pToken += curOpcode->num_params;
-
- } else {
-
- TRACE("Found opcode D3D:%s GL:%s, PARAMS:%d, \n",
- curOpcode->name, curOpcode->glname, curOpcode->num_params);
+/** Pixel Shader specific things that need to go into the footer of the
+ ARB_FRAGMENT_PROGRAM string */
+void pixel_shader_footer_arb(IWineD3DBaseShader* iface, SHADER_BUFFER* buffer) {
+ shader_addline(buffer, "MOV result.color, R0;\n");
+}
- /* Build opcode for GL vertex_program */
- switch (curOpcode->opcode) {
- case D3DSIO_NOP:
- break;
+/** Generate a pixel shader string using either GL_FRAGMENT_PROGRAM_ARB
+ or GLSL and send it to the card */
+inline static VOID IWineD3DPixelShaderImpl_GenerateShader(
+ IWineD3DPixelShader *iface,
+ CONST DWORD *pFunction) {
- default:
- FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
- pToken += curOpcode->num_params;
- }
- }
- }
- /* TODO: What about result.depth? */
- shader_addline(&buffer, "MOV result.color, R0;\n");
- shader_addline(&buffer, "END\n");
- }
+ IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
+ SHADER_BUFFER buffer;
- /* finally null terminate the buffer */
- buffer.buffer[buffer.bsize] = 0;
+ /* TODO: Optionally, generate the GLSL shader instead */
if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
- /* Create the hw shader */
+ /* Create the hw ARB shader */
- /* The program string sometimes gets too long for a normal TRACE */
- TRACE("Generated program:\n");
- if (TRACE_ON(d3d_shader)) {
- fprintf(stderr, "%s\n", buffer.buffer);
- }
+ /** Call the base shader generation routine to generate the pixel shader string for us */
+ generate_base_shader( (IWineD3DBaseShader*) This,
+ &buffer,
+ pixel_shader_header_arb,
+ pixel_shader_footer_arb,
+ pFunction);
- /* TODO: change to resource.glObjectHandel or something like that */
+ /* TODO: change to resource.glObjectHandle or something like that */
GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));
TRACE("Creating a hw pixel shader, prg=%d\n", This->baseShader.prgId);
@@ -1462,7 +1363,7 @@ inline static VOID IWineD3DPixelShaderIm
TRACE("Created hw pixel shader, prg=%d\n", This->baseShader.prgId);
/* Create the program and check for errors */
GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
- buffer.bsize, buffer.buffer));
+ buffer.bsize, buffer.buffer));
if (glGetError() == GL_INVALID_OPERATION) {
GLint errPos;
@@ -1726,7 +1627,7 @@ HRESULT WINAPI IWineD3DPixelShaderImpl_S
if (NULL != pFunction && wined3d_settings.vs_mode == VS_HW) {
TRACE("(%p) : Generating hardware program\n", This);
#if 1
- IWineD3DPixelShaderImpl_GenerateProgramArbHW(iface, pFunction);
+ IWineD3DPixelShaderImpl_GenerateShader(iface, pFunction);
#endif
}
diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c
index 3395803..db9245c 100644
--- a/dlls/wined3d/vertexshader.c
+++ b/dlls/wined3d/vertexshader.c
@@ -1118,164 +1118,84 @@ void vshader_hw_mnxn(SHADER_OPCODE_ARG*
}
}
-/**
- * Function parser ...
- */
-
-inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexShader *iface, CONST DWORD* pFunction) {
- IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
- const DWORD* pToken = pFunction;
- const SHADER_OPCODE* curOpcode = NULL;
- DWORD i;
- SHADER_BUFFER buffer;
- DWORD addressUsed, tempsUsed;
-
-#if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders
- it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */
- if (This->device->fixupVertexBufferSize < SHADER_PGMSIZE) {
- HeapFree(GetProcessHeap(), 0, This->fixupVertexBuffer);
- This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, SHADER_PGMSIZE);
- This->fixupVertexBufferSize = PGMSIZE;
- This->fixupVertexBuffer[0] = 0;
- }
- buffer.buffer = This->device->fixupVertexBuffer;
-#endif
- buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
- buffer.bsize = 0;
- buffer.lineNo = 0;
-
- /* First pass: figure out which temporary and texture registers are used */
- shader_get_registers_used((IWineD3DBaseShader*) This, pToken, &tempsUsed, &addressUsed);
- TRACE("Address registers used: %#lx, Temp registers used %#lx\n", addressUsed, tempsUsed);
-
- /* TODO: check register usage against GL/Directx limits, and fail if they're exceeded
- nUseAddressRegister < = GL_MAX_PROGRAM_ADDRESS_REGISTERS_AR
- nUseTempRegister <= GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB
- */
+/** Vertex Shader specific things that need to go into the header of the
+ ARB_VERTEX_PROGRAM string */
+void vertex_shader_header_arb(IWineD3DBaseShader* iface, SHADER_BUFFER* buffer) {
+
+ IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) iface;
+ DWORD tempsUsed = This->baseShader.temps_used;
+ DWORD addressUsed = This->baseShader.textures_used;
+ int i;
/* Mesa supports only 95 constants */
if (GL_VEND(MESA) || GL_VEND(WINE))
This->baseShader.limits.constant_float =
min(95, This->baseShader.limits.constant_float);
- /* FIXME: if jumps are used, use GLSL, else use ARB_vertex_program */
- shader_addline(&buffer, "!!ARBvp1.0\n");
+ shader_addline(buffer, "!!ARBvp1.0\n");
/* Pre-declare registers */
for (i = 0; i < This->baseShader.limits.temporary; i++) {
if (tempsUsed & (1 << i))
- shader_addline(&buffer, "TEMP T%lu;\n", i);
+ shader_addline(buffer, "TEMP T%lu;\n", i);
}
for (i = 0; i < This->baseShader.limits.address; i++) {
if (addressUsed & (1 << i))
- shader_addline(&buffer, "ADDRESS A%ld;\n", i);
+ shader_addline(buffer, "ADDRESS A%ld;\n", i);
}
/* Why do we need to alias those? */
- shader_addline(&buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
+ shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
This->baseShader.limits.constant_float,
- This->baseShader.limits.constant_float - 1);
-
- /** second pass, now generate */
- pToken = pFunction;
-
- if (NULL != pToken) {
- while (1) {
-
- if (D3DVS_END() == *pToken)
- break;
-
- /* Skip version */
- if (shader_is_version_token(*pToken)) {
- ++pToken;
- continue;
- }
-
- /* Skip comments */
- if (shader_is_comment_token(*pToken)) {
- DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
- ++pToken;
- TRACE("#%s\n", (char*)pToken);
- pToken += comment_len;
- continue;
- }
-
- /* Read opcode */
- curOpcode = shader_get_opcode((IWineD3DBaseShader*) This, *pToken);
- ++pToken;
-
- /* Unknown opcode and its parameters */
- if (NULL == curOpcode) {
- while (*pToken & 0x80000000) {
- FIXME("unrecognized opcode: %08lx\n", *pToken);
- ++pToken;
- }
-
- /* Unhandled opcode */
- } else if (GLNAME_REQUIRE_GLSL == curOpcode->glname) {
-
- FIXME("Token %s requires greater functionality than "
- "Vertex_Program_ARB supports\n", curOpcode->name);
- pToken += curOpcode->num_params;
-
- /* If a generator function is set, use it */
- } else if (curOpcode->hw_fct != NULL) {
-
- SHADER_OPCODE_ARG hw_arg;
+ This->baseShader.limits.constant_float - 1);
+}
- hw_arg.shader = (IWineD3DBaseShader*) This;
- hw_arg.opcode = curOpcode;
- hw_arg.buffer = &buffer;
- if (curOpcode->num_params > 0) {
- hw_arg.dst = *pToken;
-
- /* FIXME: this does not account for relative address tokens */
- for (i = 1; i < curOpcode->num_params; i++)
- hw_arg.src[i-1] = *(pToken + i);
- }
+/** Vertex Shader specific things that need to go into the footer of the
+ ARB_VERTEX_PROGRAM string */
+void vertex_shader_footer_arb(IWineD3DBaseShader* iface, SHADER_BUFFER* buffer) {
+ /* Do nothing */
+}
- curOpcode->hw_fct(&hw_arg);
- pToken += curOpcode->num_params;
+/** Generate a vertex shader string using either GL_VERTEX_PROGRAM_ARB
+ or GLSL and send it to the card */
+inline static VOID IWineD3DVertexShaderImpl_GenerateShader(
+ IWineD3DVertexShader *iface,
+ CONST DWORD *pFunction) {
- /* Unrecognized or No-Op code */
- } else {
+ IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
+ SHADER_BUFFER buffer;
- switch (curOpcode->opcode) {
- case D3DSIO_NOP:
- break;
- default:
- FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
- pToken += curOpcode->num_params;
+ /* TODO: Optionally, generate the GLSL shader instead */
+ if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
+ /* Create the hw ARB shader */
+
+ /** Call the base shader generation routine to generate the vertex shader string for us */
+ generate_base_shader( (IWineD3DBaseShader*) This,
+ &buffer,
+ vertex_shader_header_arb,
+ vertex_shader_footer_arb,
+ pFunction);
+
+ /* TODO: change to resource.glObjectHandle or something like that */
+ GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));
+
+ TRACE("Creating a hw vertex shader, prg=%d\n", This->baseShader.prgId);
+ GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, This->baseShader.prgId));
+
+ TRACE("Created hw vertex shader, prg=%d\n", This->baseShader.prgId);
+ /* Create the program and check for errors */
+ GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
+ buffer.bsize, buffer.buffer));
+
+ if (glGetError() == GL_INVALID_OPERATION) {
+ GLint errPos;
+ glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
+ FIXME("HW VertexShader Error at position %d: %s\n",
+ errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
+ This->baseShader.prgId = -1;
}
- }
}
- shader_addline(&buffer, "END\n");
- }
-
- /* finally null terminate the buffer */
- buffer.buffer[buffer.bsize] = 0;
-
- /* Check that Vertex Shaders are supported */
- if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
- /* Create the hw shader */
- /* TODO: change to resource.glObjectHandel or something like that */
- GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));
- TRACE("Creating a hw vertex shader, prg=%d\n", This->baseShader.prgId);
- GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, This->baseShader.prgId));
-
- /* Create the program and check for errors */
- GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
- buffer.bsize, buffer.buffer));
-
- if (glGetError() == GL_INVALID_OPERATION) {
- GLint errPos;
- glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
- FIXME("HW VertexShader Error at position %d: %s\n",
- errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
- This->baseShader.prgId = -1;
- }
- }
#if 1 /* if were using the data buffer of device then we don't need to free it */
HeapFree(GetProcessHeap(), 0, buffer.buffer);
#endif
@@ -1783,7 +1703,7 @@ HRESULT WINAPI IWineD3DVertexShaderImpl_
/* Generate HW shader in needed */
if (NULL != pFunction && wined3d_settings.vs_mode == VS_HW) {
#if 1
- IWineD3DVertexShaderImpl_GenerateProgramArbHW(iface, pFunction);
+ IWineD3DVertexShaderImpl_GenerateShader(iface, pFunction);
#endif
}
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index af915b3..e68300f 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1179,8 +1179,11 @@ enum vsConstantsEnum {
};
struct SHADER_OPCODE_ARG;
+struct SHADER_BUFFER;
+
typedef void (*shader_fct_t)();
typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
+typedef void (*SHADER_SPECIFIC_FCT) (IWineD3DBaseShader*, struct SHADER_BUFFER*);
#define SHADER_PGMSIZE 65535
typedef struct SHADER_BUFFER {
@@ -1236,14 +1239,19 @@ extern const SHADER_OPCODE* shader_get_o
extern void shader_get_registers_used(
IWineD3DBaseShader *iface,
- CONST DWORD* pToken,
- DWORD* tempsUsed,
- DWORD* texUsed);
+ CONST DWORD* pToken);
extern void shader_program_dump_decl_usage(
DWORD dcl,
DWORD param);
+extern void generate_base_shader(
+ IWineD3DBaseShader *iface,
+ SHADER_BUFFER* buffer,
+ SHADER_SPECIFIC_FCT shader_header_fct,
+ SHADER_SPECIFIC_FCT shader_footer_fct,
+ CONST DWORD* pFunction);
+
inline static BOOL shader_is_version_token(DWORD token) {
return 0xFFFF0000 == (token & 0xFFFF0000) ||
0xFFFE0000 == (token & 0xFFFF0000);
@@ -1270,6 +1278,8 @@ typedef struct IWineD3DBaseShaderClass
CONST SHADER_OPCODE *shader_ins;
CONST DWORD *function;
UINT functionLength;
+ DWORD textures_used; /* Bitmap of either addresses or textures used */
+ DWORD temps_used; /* Bitmap of temporary registers used */
GLuint prgId;
} IWineD3DBaseShaderClass;
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