Henri Verbeet : wined3d: Support some more depth blt texture types for arb programs.
Alexandre Julliard
julliard at winehq.org
Wed Oct 29 09:39:14 CDT 2008
Module: wine
Branch: master
Commit: 17ab7f6b83519c8f1dad5ee5df703f43a36b8839
URL: http://source.winehq.org/git/wine.git/?a=commit;h=17ab7f6b83519c8f1dad5ee5df703f43a36b8839
Author: Henri Verbeet <hverbeet at gmail.com>
Date: Tue Oct 28 21:25:05 2008 +0100
wined3d: Support some more depth blt texture types for arb programs.
---
dlls/wined3d/arb_program_shader.c | 48 ++++++++++++++++++++++++++++++-------
1 files changed, 39 insertions(+), 9 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index d1c6f91..ccb86b5 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -50,7 +50,7 @@ struct shader_arb_priv {
GLuint current_vprogram_id;
GLuint current_fprogram_id;
GLuint depth_blt_vprogram_id;
- GLuint depth_blt_fprogram_id;
+ GLuint depth_blt_fprogram_id[tex_type_count];
BOOL use_arbfp_fixed_func;
struct hash_table_t *fragment_shaders;
};
@@ -1805,18 +1805,44 @@ static GLuint create_arb_blt_vertex_program(WineD3D_GL_Info *gl_info) {
return program_id;
}
-static GLuint create_arb_blt_fragment_program(WineD3D_GL_Info *gl_info) {
+static GLuint create_arb_blt_fragment_program(WineD3D_GL_Info *gl_info, enum tex_types tex_type)
+{
GLuint program_id = 0;
- const char *blt_fprogram =
+ const char *blt_fprograms[tex_type_count] =
+ {
+ /* tex_1d */
+ NULL,
+ /* tex_2d */
"!!ARBfp1.0\n"
"TEMP R0;\n"
"TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
"MOV result.depth.z, R0.x;\n"
- "END\n";
+ "END\n",
+ /* tex_3d */
+ NULL,
+ /* tex_cube */
+ "!!ARBfp1.0\n"
+ "TEMP R0;\n"
+ "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
+ "MOV result.depth.z, R0.x;\n"
+ "END\n",
+ /* tex_rect */
+ "!!ARBfp1.0\n"
+ "TEMP R0;\n"
+ "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
+ "MOV result.depth.z, R0.x;\n"
+ "END\n",
+ };
+
+ if (!blt_fprograms[tex_type])
+ {
+ FIXME("tex_type %#x not supported\n", tex_type);
+ tex_type = tex_2d;
+ }
GL_EXTCALL(glGenProgramsARB(1, &program_id));
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
- GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprogram), blt_fprogram));
+ GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
if (glGetError() == GL_INVALID_OPERATION) {
GLint pos;
@@ -1882,6 +1908,7 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
+ GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
if (tex_type != tex_2d) FIXME("Unsupported tex_type %#x\n", tex_type);
@@ -1890,8 +1917,8 @@ static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types te
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
glEnable(GL_VERTEX_PROGRAM_ARB);
- if (!priv->depth_blt_fprogram_id) priv->depth_blt_fprogram_id = create_arb_blt_fragment_program(gl_info);
- GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->depth_blt_fprogram_id));
+ if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
+ GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
glEnable(GL_FRAGMENT_PROGRAM_ARB);
}
@@ -1956,12 +1983,15 @@ static void shader_arb_free(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
+ int i;
if(priv->depth_blt_vprogram_id) {
GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
}
- if(priv->depth_blt_fprogram_id) {
- GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id));
+ for (i = 0; i < tex_type_count; ++i) {
+ if (priv->depth_blt_fprogram_id[i]) {
+ GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
+ }
}
HeapFree(GetProcessHeap(), 0, This->shader_priv);
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