[PATCH 5/5] wined3d: Avoid constant collision in atifs.
Stefan Dösinger
stefan at codeweavers.com
Mon Mar 23 12:59:10 CDT 2015
---
dlls/wined3d/ati_fragment_shader.c | 151 ++++++++++++++++++++++++++++---------
1 file changed, 115 insertions(+), 36 deletions(-)
diff --git a/dlls/wined3d/ati_fragment_shader.c b/dlls/wined3d/ati_fragment_shader.c
index ee3e90b..e3f6de8 100644
--- a/dlls/wined3d/ati_fragment_shader.c
+++ b/dlls/wined3d/ati_fragment_shader.c
@@ -44,12 +44,20 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d);
#define ATI_FFP_CONST_CONSTANT5 GL_CON_5_ATI
#define ATI_FFP_CONST_TFACTOR GL_CON_6_ATI
+enum atifs_constant_value
+{
+ ATIFS_CONSTANT_UNUSED = 0,
+ ATIFS_CONSTANT_BUMP,
+ ATIFS_CONSTANT_TFACTOR
+};
+
/* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */
struct atifs_ffp_desc
{
struct ffp_frag_desc parent;
GLuint shader;
unsigned int num_textures_used;
+ enum atifs_constant_value constants[8];
};
struct atifs_private_data
@@ -57,6 +65,11 @@ struct atifs_private_data
struct wine_rb_tree fragment_shaders; /* A rb-tree to track fragment pipeline replacement shaders */
};
+struct atifs_context_private_data
+{
+ const struct atifs_ffp_desc *last_shader;
+};
+
static const char *debug_dstmod(GLuint mod) {
switch(mod) {
case GL_NONE: return "GL_NONE";
@@ -439,7 +452,20 @@ static void atifs_color_fixup(const struct wined3d_gl_info *gl_info, struct colo
}
}
-static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], const struct wined3d_gl_info *gl_info)
+static BOOL op_reads_tfactor(const struct texture_stage_op *op)
+{
+ return (op->carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR
+ || (op->carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR
+ || (op->carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR
+ || (op->aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR
+ || (op->aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR
+ || (op->aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR
+ || op->cop == WINED3D_TOP_BLEND_FACTOR_ALPHA
+ || op->aop == WINED3D_TOP_BLEND_FACTOR_ALPHA;
+}
+
+static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES],
+ const struct wined3d_gl_info *gl_info, enum atifs_constant_value *constants)
{
GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1));
unsigned int stage;
@@ -449,6 +475,7 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], con
GLuint swizzle;
GLuint tmparg = find_tmpreg(op);
GLuint dstreg;
+ BOOL tfactor_used = FALSE;
if(!ret) {
ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
@@ -470,6 +497,8 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], con
&& op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
continue;
+ constants[stage] = ATIFS_CONSTANT_BUMP;
+
TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
stage, stage);
GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
@@ -615,6 +644,9 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], con
argmodextra = GL_NONE;
extrarg = GL_NONE;
+ if (op_reads_tfactor(&op[stage]))
+ tfactor_used = TRUE;
+
if (op_reads_texture(&op[stage]) && !is_identity_fixup(op[stage].color_fixup))
atifs_color_fixup(gl_info, op[stage].color_fixup, GL_REG_0_ATI + stage);
@@ -889,18 +921,74 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], con
}
}
+ if (tfactor_used && constants[ATI_FFP_CONST_TFACTOR - GL_CON_0_ATI] != ATIFS_CONSTANT_UNUSED)
+ FIXME("Texture factor constant already used.\n");
+ constants[ATI_FFP_CONST_TFACTOR - GL_CON_0_ATI] = ATIFS_CONSTANT_TFACTOR;
+
+ /* Assign unused constants to avoid reloading due to unused <-> bump matrix switches. */
+ for (stage = 0; stage < 8; ++stage)
+ {
+ if (constants[stage] == ATIFS_CONSTANT_UNUSED)
+ constants[stage] = ATIFS_CONSTANT_BUMP;
+ }
+
TRACE("glEndFragmentShaderATI()\n");
GL_EXTCALL(glEndFragmentShaderATI());
checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())");
return ret;
}
+static void atifs_tfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ float col[4];
+ struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data;
+
+ if (!ctx_priv->last_shader
+ || ctx_priv->last_shader->constants[ATI_FFP_CONST_TFACTOR - GL_CON_0_ATI] != ATIFS_CONSTANT_TFACTOR)
+ return;
+
+ D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
+ GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col));
+ checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)");
+}
+
+static void set_bumpmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
+{
+ DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ float mat[2][2];
+ struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data;
+
+ if (!ctx_priv->last_shader
+ || ctx_priv->last_shader->constants[stage] != ATIFS_CONSTANT_BUMP)
+ return;
+
+ mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
+ mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
+ mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
+ mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
+ /* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat
+ * constants can be in any range. While they should stay between [-1.0 and 1.0] because
+ * Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally,
+ * for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the
+ * shader(it is free). This might potentially reduce precision. However, if the hardware does
+ * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway. */
+ mat[0][0] = (mat[0][0] + 1.0f) * 0.5f;
+ mat[1][0] = (mat[1][0] + 1.0f) * 0.5f;
+ mat[0][1] = (mat[0][1] + 1.0f) * 0.5f;
+ mat[1][1] = (mat[1][1] + 1.0f) * 0.5f;
+ GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), (float *) mat));
+ checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)");
+}
+
static void set_tex_op_atifs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_device *device = context->swapchain->device;
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
- const struct atifs_ffp_desc *desc;
+ struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data;
+ const struct atifs_ffp_desc *desc, *last_shader = ctx_priv->last_shader;
struct ffp_frag_settings settings;
struct atifs_private_data *priv = device->fragment_priv;
DWORD mapped_stage;
@@ -909,7 +997,7 @@ static void set_tex_op_atifs(struct wined3d_context *context, const struct wined
gen_ffp_frag_op(context, state, &settings, TRUE);
desc = (const struct atifs_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
if(!desc) {
- struct atifs_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
+ struct atifs_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new_desc));
if (!new_desc)
{
ERR("Out of memory\n");
@@ -924,7 +1012,7 @@ static void set_tex_op_atifs(struct wined3d_context *context, const struct wined
}
new_desc->parent.settings = settings;
- new_desc->shader = gen_ati_shader(settings.op, gl_info);
+ new_desc->shader = gen_ati_shader(settings.op, gl_info, new_desc->constants);
add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
desc = new_desc;
@@ -944,41 +1032,27 @@ static void set_tex_op_atifs(struct wined3d_context *context, const struct wined
}
GL_EXTCALL(glBindFragmentShaderATI(desc->shader));
-}
+ ctx_priv->last_shader = desc;
-static void state_texfactor_atifs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
-{
- const struct wined3d_gl_info *gl_info = context->gl_info;
- float col[4];
+ for (i = 0; i < 8; i++)
+ {
+ if (last_shader && last_shader->constants[i] == desc->constants[i])
+ continue;
- D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
- GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col));
- checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)");
-}
+ switch (desc->constants[i])
+ {
+ case ATIFS_CONSTANT_BUMP:
+ set_bumpmat(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
+ break;
-static void set_bumpmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
-{
- DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
- const struct wined3d_gl_info *gl_info = context->gl_info;
- float mat[2][2];
+ case ATIFS_CONSTANT_TFACTOR:
+ atifs_tfactor(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
+ break;
- mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
- mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
- mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
- mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
- /* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat
- * constants can be in any range. While they should stay between [-1.0 and 1.0] because
- * Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally,
- * for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the
- * shader(it is free). This might potentially reduce precision. However, if the hardware does
- * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway
- */
- mat[0][0] = (mat[0][0] + 1.0f) * 0.5f;
- mat[1][0] = (mat[1][0] + 1.0f) * 0.5f;
- mat[0][1] = (mat[0][1] + 1.0f) * 0.5f;
- mat[1][1] = (mat[1][1] + 1.0f) * 0.5f;
- GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), (float *) mat));
- checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)");
+ default:
+ ERR("Unexpected constant type %u.\n", desc->constants[i]);
+ }
+ }
}
static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
@@ -994,7 +1068,7 @@ static void atifs_srgbwriteenable(struct wined3d_context *context, const struct
}
static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
- {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_atifs }, WINED3D_GL_EXT_NONE },
+ {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), atifs_tfactor }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
@@ -1251,11 +1325,16 @@ static BOOL atifs_color_fixup_supported(struct color_fixup_desc fixup)
static BOOL atifs_alloc_context_data(struct wined3d_context *context)
{
+ struct atifs_context_private_data *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
+ if (!priv)
+ return FALSE;
+ context->fragment_pipe_data = priv;
return TRUE;
}
static void atifs_free_context_data(struct wined3d_context *context)
{
+ HeapFree(GetProcessHeap(), 0, context->fragment_pipe_data);
}
const struct fragment_pipeline atifs_fragment_pipeline = {
--
2.3.3
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