Stefan Dösinger : wined3d: Add the vertex shader footer in the main function.
Alexandre Julliard
julliard at winehq.org
Mon Jun 29 09:17:41 CDT 2009
Module: wine
Branch: master
Commit: d4312ebb16578d7d8ae193edd3d293d3748c7df4
URL: http://source.winehq.org/git/wine.git/?a=commit;h=d4312ebb16578d7d8ae193edd3d293d3748c7df4
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Thu Jun 25 19:52:17 2009 +0200
wined3d: Add the vertex shader footer in the main function.
---
dlls/wined3d/arb_program_shader.c | 182 ++++++++++++++++++++-----------------
1 files changed, 98 insertions(+), 84 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index a9862ad..e438366 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -201,6 +201,8 @@ struct shader_arb_ctx_priv
int aL;
unsigned int vs_clipplanes;
+ BOOL footer_written;
+ BOOL in_main_func;
/* For 3.0 vertex shaders */
const char *vs_output[MAX_REG_OUTPUT];
@@ -2804,6 +2806,7 @@ static void shader_hw_label(const struct wined3d_shader_instruction *ins)
SHADER_BUFFER *buffer = ins->ctx->buffer;
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+ priv->in_main_func = FALSE;
/* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
* subroutine, don't generate a label that will make GL complain
*/
@@ -2812,13 +2815,105 @@ static void shader_hw_label(const struct wined3d_shader_instruction *ins)
shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx);
}
+static void vshader_add_footer(IWineD3DVertexShaderImpl *This, SHADER_BUFFER *buffer, const struct arb_vs_compile_args *args,
+ struct shader_arb_ctx_priv *priv_ctx)
+{
+ const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
+ IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
+ const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
+ unsigned int i;
+
+ /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
+ * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
+ * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
+ * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
+ */
+ if(args->super.fog_src == VS_FOG_Z) {
+ shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
+ } else if (!reg_maps->fog) {
+ /* posFixup.x is always 1.0, so we can savely use it */
+ shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
+ }
+
+ /* Write the final position.
+ *
+ * OpenGL coordinates specify the center of the pixel while d3d coords specify
+ * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
+ * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
+ * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
+ */
+ shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
+ shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
+ shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
+
+ if(use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
+ {
+ for(i = 0; i < priv_ctx->vs_clipplanes; i++)
+ {
+ shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
+ }
+ }
+ else if(args->boolclip.clip_control[0])
+ {
+ unsigned int cur_clip = 0;
+ char component[4] = {'x', 'y', 'z', 'w'};
+
+ for(i = 0; i < GL_LIMITS(clipplanes); i++)
+ {
+ if(args->boolclip.clip_control[1] & (1 << i))
+ {
+ shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
+ component[cur_clip++], i);
+ }
+ }
+ switch(cur_clip)
+ {
+ case 0:
+ shader_addline(buffer, "MOV TA, -helper_const.w;\n");
+ break;
+ case 1:
+ shader_addline(buffer, "MOV TA.yzw, -helper_const.w;\n");
+ break;
+ case 2:
+ shader_addline(buffer, "MOV TA.zw, -helper_const.w;\n");
+ break;
+ case 3:
+ shader_addline(buffer, "MOV TA.w, -helper_const.w;\n");
+ break;
+ }
+ shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
+ args->boolclip.clip_control[0] - 1);
+ }
+
+ /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
+ * and the glsl equivalent
+ */
+ if(need_helper_const(gl_info)) {
+ shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
+ } else {
+ shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
+ shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
+ }
+
+ shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
+
+ priv_ctx->footer_written = TRUE;
+}
+
static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
{
SHADER_BUFFER *buffer = ins->ctx->buffer;
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+ IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *) ins->ctx->shader;
+ BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
if(priv->target_version == ARB) return;
+ if(vshader)
+ {
+ if(priv->in_main_func) vshader_add_footer((IWineD3DVertexShaderImpl *) shader, buffer, priv->cur_vs_args, priv);
+ }
+
shader_addline(buffer, "RET;\n");
}
@@ -3565,89 +3660,6 @@ static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_nu
}
}
-static void vshader_add_footer(IWineD3DVertexShaderImpl *This, SHADER_BUFFER *buffer, const struct arb_vs_compile_args *args,
- struct shader_arb_ctx_priv *priv_ctx)
-{
- const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
- IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
- const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
- unsigned int i;
-
- /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
- * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
- * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
- * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
- */
- if(args->super.fog_src == VS_FOG_Z) {
- shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
- } else if (!reg_maps->fog) {
- /* posFixup.x is always 1.0, so we can savely use it */
- shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
- }
-
- /* Write the final position.
- *
- * OpenGL coordinates specify the center of the pixel while d3d coords specify
- * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
- * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
- * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
- */
- shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
- shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
- shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
-
- if(use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
- {
- for(i = 0; i < priv_ctx->vs_clipplanes; i++)
- {
- shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
- }
- }
- else if(args->boolclip.clip_control[0])
- {
- unsigned int cur_clip = 0;
- char component[4] = {'x', 'y', 'z', 'w'};
-
- for(i = 0; i < GL_LIMITS(clipplanes); i++)
- {
- if(args->boolclip.clip_control[1] & (1 << i))
- {
- shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
- component[cur_clip++], i);
- }
- }
- switch(cur_clip)
- {
- case 0:
- shader_addline(buffer, "MOV TA, -helper_const.w;\n");
- break;
- case 1:
- shader_addline(buffer, "MOV TA.yzw, -helper_const.w;\n");
- break;
- case 2:
- shader_addline(buffer, "MOV TA.zw, -helper_const.w;\n");
- break;
- case 3:
- shader_addline(buffer, "MOV TA.w, -helper_const.w;\n");
- break;
- }
- shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
- args->boolclip.clip_control[0] - 1);
- }
-
- /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
- * and the glsl equivalent
- */
- if(need_helper_const(gl_info)) {
- shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
- } else {
- shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
- shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
- }
-
- shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
-}
-
/* GL locking is done by the caller */
static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
SHADER_BUFFER *buffer, const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
@@ -3750,10 +3762,12 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
}
}
+ /* The shader starts with the main function */
+ priv_ctx.in_main_func = TRUE;
/* Base Shader Body */
shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
- vshader_add_footer(This, buffer, args, &priv_ctx);
+ if(!priv_ctx.footer_written) vshader_add_footer(This, buffer, args, &priv_ctx);
shader_addline(buffer, "END\n");
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