[WINED3D 9/9] Keep pshader and vshader constants in GLSL separate.
Ivan Gyurdiev
ivg231 at gmail.com
Mon Jun 12 02:00:03 CDT 2006
GLSL uniforms have as scope the entire program.
To prevent conflicts, name pshader and vshader constants differently.
Based on a patch by Jason Green.
-------------- next part --------------
---
dlls/wined3d/baseshader.c | 5 ++++-
dlls/wined3d/drawprim.c | 14 +++++++++-----
dlls/wined3d/glsl_shader.c | 20 ++++++++++++++------
3 files changed, 27 insertions(+), 12 deletions(-)
940ae3461535dedfe8d80f8cd93e8e0ddd8e9400
diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c
index 7771b79..36cb604 100644
--- a/dlls/wined3d/baseshader.c
+++ b/dlls/wined3d/baseshader.c
@@ -725,7 +725,10 @@ void shader_generate_glsl_declarations(
char pshader = shader_is_pshader_version(This->baseShader.hex_version);
/* Declare the constants (aka uniforms) */
- shader_addline(buffer, "uniform vec4 C[%u];\n", This->baseShader.limits.constant_float);
+ if (pshader)
+ shader_addline(buffer, "uniform vec4 PC[%u];\n", This->baseShader.limits.constant_float);
+ else
+ shader_addline(buffer, "uniform vec4 VC[%u];\n", This->baseShader.limits.constant_float);
/* Declare texture samplers */
for (i = 0; i < This->baseShader.limits.sampler; i++) {
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index a4715e7..08afebe 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -1723,7 +1723,8 @@ void drawPrimLoadPSamplersGLSL(
void drawPrimLoadConstantsGLSL_F(IWineD3DDevice* iface,
unsigned max_constants,
float* constants,
- BOOL* constants_set) {
+ BOOL* constants_set,
+ char is_pshader) {
IWineD3DDeviceImpl* This = (IWineD3DDeviceImpl *)iface;
GLhandleARB programId = This->stateBlock->shaderPrgId;
@@ -1738,12 +1739,15 @@ void drawPrimLoadConstantsGLSL_F(IWineD3
for (i=0; i<max_constants; ++i) {
if (NULL == constants_set || constants_set[i]) {
+
+ const char* prefix = is_pshader? "PC":"VC";
+
TRACE_(d3d_shader)("Loading constants %i: %f, %f, %f, %f\n",
i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
/* TODO: Benchmark and see if it would be beneficial to store the
* locations of the constants to avoid looking up each time */
- snprintf(tmp_name, sizeof(tmp_name), "C[%i]", i);
+ snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
if (tmp_loc != -1) {
/* We found this uniform name in the program - go ahead and send the data */
@@ -1798,13 +1802,13 @@ void drawPrimLoadConstants(IWineD3DDevic
if (NULL != vertexDeclaration && NULL != vertexDeclaration->constants) {
/* Load DirectX 8 float constants/uniforms for vertex shader */
drawPrimLoadConstantsGLSL_F(iface, WINED3D_VSHADER_MAX_CONSTANTS,
- vertexDeclaration->constants, NULL);
+ vertexDeclaration->constants, NULL, 0);
}
/* Load DirectX 9 float constants/uniforms for vertex shader */
drawPrimLoadConstantsGLSL_F(iface, WINED3D_VSHADER_MAX_CONSTANTS,
This->stateBlock->vertexShaderConstantF,
- This->stateBlock->set.vertexShaderConstantsF);
+ This->stateBlock->set.vertexShaderConstantsF, 0);
/* TODO: Load boolean & integer constants for vertex shader */
}
@@ -1816,7 +1820,7 @@ void drawPrimLoadConstants(IWineD3DDevic
/* Load DirectX 9 float constants/uniforms for pixel shader */
drawPrimLoadConstantsGLSL_F(iface, WINED3D_PSHADER_MAX_CONSTANTS,
This->stateBlock->pixelShaderConstantF,
- This->stateBlock->set.pixelShaderConstantsF);
+ This->stateBlock->set.pixelShaderConstantsF, 1);
/* TODO: Load boolean & integer constants for pixel shader */
}
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 32b7f9c..3661d06 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -205,6 +205,9 @@ static void shader_glsl_get_register_nam
}
break;
case D3DSPR_CONST:
+ {
+ const char* prefix = pshader? "PC":"VC";
+
if (arg->reg_maps->constantsF[reg]) {
/* Use a local constant declared by "dcl" */
@@ -214,7 +217,7 @@ static void shader_glsl_get_register_nam
* local constant. */
FIXME("Relative addressing not yet supported on named constants\n");
} else {
- sprintf(tmpStr, "C%lu", reg);
+ sprintf(tmpStr, "%s%lu", prefix, reg);
}
} else {
/* Use a global constant declared in Set____ShaderConstantF() */
@@ -224,16 +227,17 @@ static void shader_glsl_get_register_nam
if (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2) {
char relStr[100], relReg[50], relMask[6];
shader_glsl_add_param(arg, addr_token, 0, TRUE, relReg, relMask, relStr);
- sprintf(tmpStr, "C[%s + %lu]", relStr, reg);
+ sprintf(tmpStr, "%s[%s + %lu]", prefix, relStr, reg);
} else {
- sprintf(tmpStr, "C[A0.x + %lu]", reg);
+ sprintf(tmpStr, "%s[A0.x + %lu]", prefix, reg);
}
} else {
/* Just a normal global constant - no relative addressing */
- sprintf(tmpStr, "C[%lu]", reg);
+ sprintf(tmpStr, "%s[%lu]", prefix, reg);
}
}
- break;
+ break;
+ }
case D3DSPR_TEXTURE: /* case D3DSPR_ADDR: */
if (pshader) {
sprintf(tmpStr, "T%lu", reg);
@@ -710,8 +714,12 @@ void shader_glsl_def(SHADER_OPCODE_ARG*
DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
+ IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
+ char pshader = shader_is_pshader_version(This->baseShader.hex_version);
+ const char* prefix = pshader? "PC":"VC";
+
shader_addline(arg->buffer,
- "const vec4 C%lu = { %f, %f, %f, %f };\n", reg,
+ "const vec4 %s%lu = { %f, %f, %f, %f };\n", prefix, reg,
*((const float *)(arg->src + 0)),
*((const float *)(arg->src + 1)),
*((const float *)(arg->src + 2)),
--
1.3.3
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