[WINED3D 2/5] Replaced USING_GLSL define with a new
wined3d_settings option based on the registry
Jason Green
jave27 at gmail.com
Thu May 18 23:47:42 CDT 2006
- Change the d3d_caps function to honor this setting
- Change the baseshader to honor this setting
There will be many more of these to come. Everywhere that currently
checks for GL_SUPPORT(ARB_VERTEX_PROGRAM) should use this instead.
---
dlls/wined3d/baseshader.c | 4 ++--
dlls/wined3d/directx.c | 24 ++++++++++++++++++------
dlls/wined3d/wined3d_private.h | 15 ++++++++-------
3 files changed, 28 insertions(+), 15 deletions(-)
f1f34a9f71f7ef32bd72c83d158bd0b164864a0f
diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c
index 38968e3..7609334 100644
--- a/dlls/wined3d/baseshader.c
+++ b/dlls/wined3d/baseshader.c
@@ -574,7 +574,7 @@ void generate_base_shader(
*/
/* Pre-declare registers */
- if (USING_GLSL) {
+ if (wined3d_settings.shader_mode == SHADER_GLSL) {
generate_glsl_declarations(iface, buffer);
shader_addline(buffer, "void main() {\n");
} else {
@@ -603,7 +603,7 @@ void generate_base_shader(
/* Read opcode */
opcode_token = *pToken++;
curOpcode = shader_get_opcode(iface, opcode_token);
- hw_fct = USING_GLSL ? curOpcode->hw_glsl_fct : curOpcode->hw_fct;
+ hw_fct = (wined3d_settings.shader_mode == SHADER_GLSL) ?
curOpcode->hw_glsl_fct : curOpcode->hw_fct;
/* Unknown opcode and its parameters */
if (NULL == curOpcode) {
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index c870942..c4d711e 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -1677,11 +1677,12 @@ #endif
*pCaps->MaxStreams = MAX_STREAMS;
*pCaps->MaxStreamStride = 1024;
- if (wined3d_settings.vs_mode == VS_HW &&
GL_SUPPORT(ARB_SHADING_LANGUAGE_100) &&
- wined3d_settings.glslRequested && DeviceType != WINED3DDEVTYPE_REF) {
+ if (wined3d_settings.vs_mode == VS_HW &&
wined3d_settings.shader_mode == SHADER_GLSL
+ && DeviceType != WINED3DDEVTYPE_REF) {
*pCaps->VertexShaderVersion = D3DVS_VERSION(3,0);
TRACE_(d3d_caps)("Hardware Vertex Shaders versions 2.0+ enabled\n");
- } else if (wined3d_settings.vs_mode == VS_HW &&
GL_SUPPORT(ARB_VERTEX_PROGRAM) && DeviceType != WINED3DDEVTYPE_REF) {
+ } else if (wined3d_settings.vs_mode == VS_HW &&
wined3d_settings.shader_mode == SHADER_ARB
+ && DeviceType != WINED3DDEVTYPE_REF) {
*pCaps->VertexShaderVersion = D3DVS_VERSION(1,1);
TRACE_(d3d_caps)("Hardware Vertex Shader version 1.1 enabled\n");
} else if (wined3d_settings.vs_mode == VS_SW || DeviceType ==
WINED3DDEVTYPE_REF) {
@@ -1699,13 +1700,14 @@ #endif
*pCaps->MaxVertexShaderConst = WINED3D_VSHADER_MAX_CONSTANTS;
}
- if (wined3d_settings.ps_mode == PS_HW &&
GL_SUPPORT(ARB_SHADING_LANGUAGE_100) &&
- wined3d_settings.glslRequested && DeviceType != WINED3DDEVTYPE_REF) {
+ if (wined3d_settings.ps_mode == PS_HW &&
wined3d_settings.shader_mode == SHADER_GLSL
+ && DeviceType != WINED3DDEVTYPE_REF) {
*pCaps->PixelShaderVersion = D3DPS_VERSION(3,0);
/* FIXME: The following line is card dependant. -1.0 to 1.0
is a safe default clamp range for now */
*pCaps->PixelShader1xMaxValue = 1.0;
TRACE_(d3d_caps)("Hardware Pixel Shaders versions 2.0+ enabled\n");
- } else if (wined3d_settings.ps_mode == PS_HW &&
GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && DeviceType != WINED3DDEVTYPE_REF)
{
+ } else if (wined3d_settings.ps_mode == PS_HW &&
wined3d_settings.shader_mode == SHADER_ARB
+ && DeviceType != WINED3DDEVTYPE_REF) {
*pCaps->PixelShaderVersion = D3DPS_VERSION(1,4);
*pCaps->PixelShader1xMaxValue = 1.0;
TRACE_(d3d_caps)("Hardware Pixel Shaders version 1.4 enabled\n");
@@ -1828,6 +1830,16 @@ HRESULT WINAPI IWineD3DImpl_CreateDevi
IWineD3DImpl_FillGLCaps(&This->gl_info,
IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
LEAVE_GL();
+ /* Determine shader model based on GL caps */
+ if (GL_SUPPORT(ARB_SHADING_LANGUAGE_100) &&
wined3d_settings.glslRequested == TRUE
+ && (wined3d_settings.vs_mode == VS_HW ||
wined3d_settings.ps_mode == PS_HW))
+ wined3d_settings.shader_mode = SHADER_GLSL;
+ else if ((GL_SUPPORT(ARB_VERTEX_PROGRAM) &&
wined3d_settings.vs_mode == VS_HW) ||
+ (GL_SUPPORT(ARB_FRAGMENT_PROGRAM) &&
wined3d_settings.ps_mode == PS_HW))
+ wined3d_settings.shader_mode = SHADER_ARB;
+ else
+ wined3d_settings.shader_mode = SHADER_SW;
+
/* set the state of the device to valid */
object->state = WINED3D_OK;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index af5db01..1ac0f76 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -132,12 +132,20 @@ #define VBO_HW 1
#define NP2_NONE 0
#define NP2_REPACK 1
+#define SHADER_SW 0
+#define SHADER_ARB 1
+#define SHADER_GLSL 2
+
typedef struct wined3d_settings_s {
/* vertex and pixel shader modes */
int vs_mode;
int ps_mode;
int vbo_mode;
+ /* Ideally, we don't want the user to have to request GLSL. If the
hardware supports GLSL,
+ we should use it. However, until it's fully implemented, we'll
leave it as a registry
+ setting for developers. */
BOOL glslRequested;
+ int shader_mode;
/* nonpower 2 function */
int nonpower2_mode;
} wined3d_settings_t;
@@ -1266,13 +1274,6 @@ struct SHADER_OPCODE_ARG;
typedef void (*shader_fct_t)();
typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
-
-/* This must be 0 in the main branch until GLSL is at least mostly implemented.
- Also, think about making it a winecfg option to use GLSL (if the
card supports it)
- or ARB_vertex_program. Ideally, we want to use GLSL if it's
available, but until
- everything is implemented, we'll probably have better luck with
the ARB generation */
-#define USING_GLSL 0
-
#define SHADER_PGMSIZE 65535
typedef struct SHADER_BUFFER {
char* buffer;
--
1.3.3
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