Stefan Dösinger : wined3d: Reverse the position fixup if the pshader is reading vpos.
Alexandre Julliard
julliard at winehq.org
Wed Oct 3 06:08:16 CDT 2007
Module: wine
Branch: master
Commit: 9c6cdda1472b45deb4ed1d90ddb802e4f56f6fc2
URL: http://source.winehq.org/git/wine.git/?a=commit;h=9c6cdda1472b45deb4ed1d90ddb802e4f56f6fc2
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Fri Sep 14 13:11:00 2007 +0200
wined3d: Reverse the position fixup if the pshader is reading vpos.
---
dlls/wined3d/baseshader.c | 3 +++
dlls/wined3d/glsl_shader.c | 36 +++++++++++++++++++++++++++++++++++-
dlls/wined3d/pixelshader.c | 7 +++++++
dlls/wined3d/wined3d_private.h | 5 ++++-
4 files changed, 49 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c
index 6533810..67888b2 100644
--- a/dlls/wined3d/baseshader.c
+++ b/dlls/wined3d/baseshader.c
@@ -418,6 +418,9 @@ HRESULT shader_get_registers_used(
else if (WINED3DSPR_RASTOUT == regtype && reg == 1)
reg_maps->fog = 1;
+
+ else if (WINED3DSPR_MISCTYPE == regtype && reg == 0 && pshader)
+ reg_maps->vpos = 1;
}
}
}
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index b0ca134..47859fe 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -469,6 +469,20 @@ void shader_glsl_load_constants(
checkGLcall("glGetUniformLocationARB");
GL_EXTCALL(glUniform4fvARB(pos, 1, mul_low));
}
+ if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
+ float correction_params[4];
+ pos = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
+ checkGLcall("glGetUniformLocationARB");
+ if(deviceImpl->render_offscreen) {
+ correction_params[0] = 0.0;
+ correction_params[1] = 1.0;
+ } else {
+ /* position is window relative, not viewport relative */
+ correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
+ correction_params[1] = -1.0;
+ }
+ GL_EXTCALL(glUniform4fvARB(pos, 1, correction_params));
+ }
}
}
@@ -528,6 +542,7 @@ void shader_generate_glsl_declarations(
shader_addline(buffer, "uniform vec4 srgb_mul_low;\n");
shader_addline(buffer, "uniform vec4 srgb_comparison;\n");
ps_impl->srgb_mode_hardcoded = 0;
+ extra_constants_needed++;
} else {
ps_impl->srgb_mode_hardcoded = 1;
shader_addline(buffer, "const vec4 srgb_mul_low = {%f, %f, %f, %f};\n",
@@ -544,6 +559,22 @@ void shader_generate_glsl_declarations(
ps_impl->srgb_enabled = 0;
ps_impl->srgb_mode_hardcoded = 1;
}
+ if(reg_maps->vpos) {
+ if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
+ shader_addline(buffer, "uniform vec4 ycorrection;\n");
+ ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
+ extra_constants_needed++;
+ } else {
+ /* This happens because we do not have proper tracking of the constant registers that are
+ * actually used, only the max limit of the shader version
+ */
+ FIXME("Cannot find a free uniform for vpos correction params\n");
+ shader_addline(buffer, "const vec4 ycorrection = {%f, %f, 0.0, 0.0};\n",
+ device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
+ device->render_offscreen ? 1.0 : -1.0);
+ }
+ shader_addline(buffer, "vec4 vpos;\n");
+ }
}
/* Declare texture samplers */
@@ -621,6 +652,9 @@ void shader_generate_glsl_declarations(
/* Start the main program */
shader_addline(buffer, "void main() {\n");
+ if(pshader && reg_maps->vpos) {
+ shader_addline(buffer, "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1) - 0.5;\n");
+ }
}
/*****************************************************************************
@@ -836,7 +870,7 @@ static void shader_glsl_get_register_name(
case WINED3DSPR_MISCTYPE:
if (reg == 0) {
/* vPos */
- sprintf(tmpStr, "gl_FragCoord");
+ sprintf(tmpStr, "vpos");
} else {
/* gl_FrontFacing could be used for vFace, but note that
* gl_FrontFacing is a bool, while vFace is a float for
diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c
index 7b9a2c4..245c6b0 100644
--- a/dlls/wined3d/pixelshader.c
+++ b/dlls/wined3d/pixelshader.c
@@ -592,6 +592,13 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_CompileShader(IWineD3DPixelShader
WARN("Recompiling shader because srgb correction is different and hardcoded\n");
goto recompile;
}
+ if(This->baseShader.reg_maps.vpos && !This->vpos_uniform) {
+ if(This->render_offscreen != deviceImpl->render_offscreen ||
+ This->height != ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height) {
+ WARN("Recompiling shader because vpos is used, hard compiled and changed\n");
+ goto recompile;
+ }
+ }
return WINED3D_OK;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 9457615..1cfd622 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1652,7 +1652,7 @@ typedef struct shader_reg_maps {
* Use 0 as default (bit 31 is always 1 on a valid token) */
DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
char bumpmat, luminanceparams;
- char usesnrm;
+ char usesnrm, vpos;
/* Whether or not a loop is used in this shader */
char loop;
@@ -2083,6 +2083,9 @@ typedef struct IWineD3DPixelShaderImpl {
char srgb_mode_hardcoded;
UINT srgb_low_const;
UINT srgb_cmp_const;
+ char vpos_uniform;
+ BOOL render_offscreen;
+ UINT height;
#if 0 /* needs reworking */
PSHADERINPUTDATA input;
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