[PATCH 2/5] wined3d: Handle NP2 fixup updates in shader_load_constants().

Henri Verbeet hverbeet at codeweavers.com
Wed Aug 21 01:29:28 CDT 2013


---
 dlls/wined3d/arb_program_shader.c | 77 +++++++++++++++++++--------------------
 dlls/wined3d/glsl_shader.c        | 74 +++++++++++++++----------------------
 dlls/wined3d/shader.c             |  3 --
 dlls/wined3d/state.c              |  2 +-
 dlls/wined3d/wined3d_private.h    |  5 +--
 5 files changed, 70 insertions(+), 91 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 1ba41b0..6ef18d6 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -505,52 +505,49 @@ static unsigned int shader_arb_load_constantsF(const struct wined3d_shader *shad
     }
 }
 
-/**
- * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
- */
-static void shader_arb_load_np2fixup_constants(void *shader_priv,
+/* Loads the texture dimensions for NP2 fixup into the currently set
+ * ARB_[vertex/fragment]_programs. */
+static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info *fixup,
         const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
 {
-    const struct shader_arb_priv * priv = shader_priv;
-
-    /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
-    if (!use_ps(state)) return;
-
-    if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
-        const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
-        UINT i;
-        WORD active = fixup->super.active;
-        GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
+    GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
+    WORD active = fixup->super.active;
+    UINT i;
 
-        for (i = 0; active; active >>= 1, ++i)
-        {
-            const struct wined3d_texture *tex = state->textures[i];
-            const unsigned char idx = fixup->super.idx[i];
-            GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
+    if (!active)
+        return;
 
-            if (!(active & 1)) continue;
+    for (i = 0; active; active >>= 1, ++i)
+    {
+        const struct wined3d_texture *tex = state->textures[i];
+        unsigned char idx = fixup->super.idx[i];
+        GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
 
-            if (!tex) {
-                FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
-                continue;
-            }
+        if (!(active & 1))
+            continue;
 
-            if (idx % 2)
-            {
-                tex_dim[2] = tex->pow2_matrix[0];
-                tex_dim[3] = tex->pow2_matrix[5];
-            }
-            else
-            {
-                tex_dim[0] = tex->pow2_matrix[0];
-                tex_dim[1] = tex->pow2_matrix[5];
-            }
+        if (!tex)
+        {
+            ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
+            continue;
         }
 
-        for (i = 0; i < fixup->super.num_consts; ++i) {
-            GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
-                                                   fixup->offset + i, &np2fixup_constants[i * 4]));
+        if (idx % 2)
+        {
+            tex_dim[2] = tex->pow2_matrix[0];
+            tex_dim[3] = tex->pow2_matrix[5];
         }
+        else
+        {
+            tex_dim[0] = tex->pow2_matrix[0];
+            tex_dim[1] = tex->pow2_matrix[5];
+        }
+    }
+
+    for (i = 0; i < fixup->super.num_consts; ++i)
+    {
+        GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
+                fixup->offset + i, &np2fixup_constants[i * 4]));
     }
 }
 
@@ -720,6 +717,9 @@ static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
         priv->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
                 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
         shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
+
+        if (context->constant_update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
+            shader_arb_load_np2fixup_constants(&gl_shader->np2fixup_info, gl_info, state);
     }
 }
 
@@ -4696,7 +4696,7 @@ static void shader_arb_select(void *shader_priv, struct wined3d_context *context
 
         /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
         if (compiled->np2fixup_info.super.active)
-            shader_arb_load_np2fixup_constants(priv, gl_info, state);
+            context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
 
         if (ps->load_local_constsF)
             context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
@@ -5709,7 +5709,6 @@ const struct wined3d_shader_backend_ops arb_program_shader_backend =
     shader_arb_update_float_vertex_constants,
     shader_arb_update_float_pixel_constants,
     shader_arb_load_constants,
-    shader_arb_load_np2fixup_constants,
     shader_arb_destroy,
     shader_arb_alloc,
     shader_arb_free,
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 4faf859..bd2b140 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -767,51 +767,38 @@ static void reset_program_constant_version(struct wine_rb_entry *entry, void *co
 }
 
 /* Context activation is done by the caller (state handler). */
-static void shader_glsl_load_np2fixup_constants(void *shader_priv,
+static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program *ps,
         const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
 {
-    struct shader_glsl_priv *glsl_priv = shader_priv;
-    const struct glsl_shader_prog_link *prog = glsl_priv->glsl_program;
-
-    /* No GLSL program set - nothing to do. */
-    if (!prog) return;
-
-    /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
-    if (!use_ps(state)) return;
+    GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
+    UINT fixup = ps->np2_fixup_info->active;
+    UINT i;
 
-    if (prog->ps.np2_fixup_info && prog->ps.np2_fixup_location != -1)
+    for (i = 0; fixup; fixup >>= 1, ++i)
     {
-        UINT i;
-        UINT fixup = prog->ps.np2_fixup_info->active;
-        GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
+        const struct wined3d_texture *tex = state->textures[i];
+        unsigned char idx = ps->np2_fixup_info->idx[i];
+        GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
 
-        for (i = 0; fixup; fixup >>= 1, ++i)
+        if (!tex)
         {
-            const struct wined3d_texture *tex = state->textures[i];
-            const unsigned char idx = prog->ps.np2_fixup_info->idx[i];
-            GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
-
-            if (!tex)
-            {
-                ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
-                continue;
-            }
-
-            if (idx % 2)
-            {
-                tex_dim[2] = tex->pow2_matrix[0];
-                tex_dim[3] = tex->pow2_matrix[5];
-            }
-            else
-            {
-                tex_dim[0] = tex->pow2_matrix[0];
-                tex_dim[1] = tex->pow2_matrix[5];
-            }
+            ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
+            continue;
         }
 
-        GL_EXTCALL(glUniform4fvARB(prog->ps.np2_fixup_location,
-                prog->ps.np2_fixup_info->num_consts, np2fixup_constants));
+        if (idx % 2)
+        {
+            tex_dim[2] = tex->pow2_matrix[0];
+            tex_dim[3] = tex->pow2_matrix[5];
+        }
+        else
+        {
+            tex_dim[0] = tex->pow2_matrix[0];
+            tex_dim[1] = tex->pow2_matrix[5];
+        }
     }
+
+    GL_EXTCALL(glUniform4fvARB(ps->np2_fixup_location, ps->np2_fixup_info->num_consts, np2fixup_constants));
 }
 
 /* Context activation is done by the caller (state handler). */
@@ -907,6 +894,9 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
         GL_EXTCALL(glUniform4fvARB(prog->ps.ycorrection_location, 1, correction_params));
     }
 
+    if (update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
+        shader_glsl_load_np2fixup_constants(&prog->ps, gl_info, state);
+
     if (update_mask & WINED3D_SHADER_CONST_FFP_PS)
     {
         float col[4];
@@ -6086,6 +6076,9 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
                 break;
             }
         }
+
+        if (entry->ps.np2_fixup_location != -1)
+            entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
     }
 }
 
@@ -6258,14 +6251,6 @@ static void shader_glsl_select(void *shader_priv, struct wined3d_context *contex
         if (program_id)
             context->constant_update_mask |= priv->glsl_program->constant_update_mask;
     }
-
-    /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
-     * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
-     * called between selecting the shader and using it, which results in wrong fixup for some frames. */
-    if (priv->glsl_program && priv->glsl_program->ps.np2_fixup_info)
-    {
-        shader_glsl_load_np2fixup_constants(priv, gl_info, state);
-    }
 }
 
 /* Context activation is done by the caller. */
@@ -6822,7 +6807,6 @@ const struct wined3d_shader_backend_ops glsl_shader_backend =
     shader_glsl_update_float_vertex_constants,
     shader_glsl_update_float_pixel_constants,
     shader_glsl_load_constants,
-    shader_glsl_load_np2fixup_constants,
     shader_glsl_destroy,
     shader_glsl_alloc,
     shader_glsl_free,
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 25f5660..01dbac6 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -1511,8 +1511,6 @@ static void shader_none_update_float_vertex_constants(struct wined3d_device *dev
 static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {}
 static void shader_none_load_constants(void *shader_priv, struct wined3d_context *context,
         const struct wined3d_state *state) {}
-static void shader_none_load_np2fixup_constants(void *shader_priv,
-        const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) {}
 static void shader_none_destroy(struct wined3d_shader *shader) {}
 static void shader_none_context_destroyed(void *shader_priv, const struct wined3d_context *context) {}
 
@@ -1619,7 +1617,6 @@ const struct wined3d_shader_backend_ops none_shader_backend =
     shader_none_update_float_vertex_constants,
     shader_none_update_float_pixel_constants,
     shader_none_load_constants,
-    shader_none_load_np2fixup_constants,
     shader_none_destroy,
     shader_none_alloc,
     shader_none_free,
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index b43fda8..59debd5 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -3676,7 +3676,7 @@ static void sampler(struct wined3d_context *context, const struct wined3d_state
 
         /* Trigger shader constant reloading (for NP2 texcoord fixup) */
         if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
-            device->shader_backend->shader_load_np2fixup_constants(device->shader_priv, gl_info, state);
+            context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
     }
     else
     {
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 12dd2c6..1772234 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -292,7 +292,8 @@ enum wined3d_sampler_texture_type
 #define WINED3D_SHADER_CONST_PS_B           0x00000040
 #define WINED3D_SHADER_CONST_PS_BUMP_ENV    0x00000080
 #define WINED3D_SHADER_CONST_PS_Y_CORR      0x00000100
-#define WINED3D_SHADER_CONST_FFP_PS         0x00000200
+#define WINED3D_SHADER_CONST_PS_NP2_FIXUP   0x00000200
+#define WINED3D_SHADER_CONST_FFP_PS         0x00000400
 
 enum wined3d_shader_register_type
 {
@@ -817,8 +818,6 @@ struct wined3d_shader_backend_ops
     void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
     void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
             const struct wined3d_state *state);
-    void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info,
-            const struct wined3d_state *state);
     void (*shader_destroy)(struct wined3d_shader *shader);
     HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
             const struct fragment_pipeline *fragment_pipe);
-- 
1.8.1.5




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