[WINED3D 7/8] Removed GenerateProgramArbHW from pixel shaders and
replaced its call with GenerateShader()
Jason Green
jave27 at gmail.com
Fri May 5 10:33:00 CDT 2006
-------------- next part --------------
Subject: [PATCH 7/8] Removed GenerateProgramArbHW from pixel shaders and replaced its call with GenerateShader().
The generated program is still identical except for the order of declarations at the top which doesn't matter.
---
dlls/wined3d/pixelshader.c | 191 --------------------------------------------
1 files changed, 1 insertions(+), 190 deletions(-)
ec6c93a38815d3bdcf3e73488a131279ac3c58f9
diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c
index d17a740..64887a7 100644
--- a/dlls/wined3d/pixelshader.c
+++ b/dlls/wined3d/pixelshader.c
@@ -1370,195 +1370,6 @@ inline static VOID IWineD3DPixelShaderIm
#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_ps_param(const DWORD param, int input) {
static const char* rastout_reg_names[] = { "oC0", "oC1", "oC2", "oC3", "oDepth" };
static const char swizzle_reg_chars[] = "rgba";
@@ -1783,7 +1594,7 @@ 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
}
--
1.1.3
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