Jason Green : wined3d: Use GenerateShader in pixel shaders and remove old function.

Alexandre Julliard julliard at wine.codeweavers.com
Wed May 10 05:22:55 CDT 2006


Module: wine
Branch: refs/heads/master
Commit: 68f75555d3dd213a5af8c1909828868b214e176c
URL:    http://source.winehq.org/git/?p=wine.git;a=commit;h=68f75555d3dd213a5af8c1909828868b214e176c

Author: Jason Green <jave27 at gmail.com>
Date:   Tue May  9 22:39:39 2006 -0400

wined3d: Use GenerateShader in pixel shaders and remove old function.

---

 dlls/wined3d/pixelshader.c |  191 --------------------------------------------
 1 files changed, 1 insertions(+), 190 deletions(-)

diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c
index 6e0c126..c63825f 100644
--- a/dlls/wined3d/pixelshader.c
+++ b/dlls/wined3d/pixelshader.c
@@ -1370,195 +1370,6 @@ #if 1 /* if were using the data buffer o
 #endif
 }
 
-/* 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);
-    texUsed = This->baseShader.textures_used;
-    tempsUsed = This->baseShader.temps_used;
-
-    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 */
-
-    /* Pre-declare registers */
-    for(i = 0; i < This->baseShader.limits.texture; i++) {
-        if (texUsed & (1 << 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);
-    }
-
-    /* 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");
-
-    /* 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);
-    }
-
-    /* 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 (pshader_is_version_token(*pToken)) {
-                ++pToken;
-                continue;
-            }
-
-            /* Skip comment tokens */
-            if (pshader_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);
-
-                /* 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? */
-        shader_addline(&buffer, "MOV result.color, R0;\n");
-        shader_addline(&buffer, "END\n");
-    }
-
-    /* finally null terminate the buffer */
-    buffer.buffer[buffer.bsize] = 0;
-    if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
-        /*  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: change to resource.glObjectHandel or something like that */
-        GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));
-
-        TRACE("Creating a hw pixel shader, prg=%d\n", This->baseShader.prgId);
-        GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, This->baseShader.prgId));
-
-        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));
-
-        if (glGetError() == GL_INVALID_OPERATION) {
-            GLint errPos;
-            glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
-            FIXME("HW PixelShader 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
-}
-
 inline static void pshader_program_dump_ins_modifiers(const DWORD output) {
 
     DWORD shift = (output & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT;
@@ -1808,7 +1619,7 @@ 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
     }
 




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