[PATCH 2/4] wined3d: Implement vertex blending in glsl_vertex_pipe.
Józef Kucia
joseph.kucia at gmail.com
Thu Jul 2 01:26:46 CDT 2015
---
dlls/wined3d/cs.c | 2 +-
dlls/wined3d/directx.c | 3 +-
dlls/wined3d/glsl_shader.c | 79 +++++++++++++++++++++++++++++++-----------
dlls/wined3d/state.c | 4 +--
dlls/wined3d/utils.c | 20 +++++++++--
dlls/wined3d/wined3d_private.h | 46 +++++++++++++-----------
6 files changed, 106 insertions(+), 48 deletions(-)
diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c
index 874129a..39e78e1 100644
--- a/dlls/wined3d/cs.c
+++ b/dlls/wined3d/cs.c
@@ -858,7 +858,7 @@ static void wined3d_cs_exec_set_transform(struct wined3d_cs *cs, const void *dat
const struct wined3d_cs_set_transform *op = data;
cs->state.transforms[op->state] = *op->matrix;
- if (op->state < WINED3D_TS_WORLD_MATRIX(cs->device->adapter->gl_info.limits.blends))
+ if (op->state < WINED3D_TS_WORLD_MATRIX(cs->device->adapter->d3d_info.limits.ffp_vertex_blend_matrices))
device_invalidate_state(cs->device, STATE_TRANSFORM(op->state));
}
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 243f5ae..146b544 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -3564,7 +3564,7 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
adapter->fragment_pipe = select_fragment_implementation(gl_info, adapter->shader_backend);
adapter->blitter = select_blit_implementation(gl_info, adapter->shader_backend);
- adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
+ adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
adapter->d3d_info.vs_clipping = shader_caps.wined3d_caps & WINED3D_SHADER_CAP_VS_CLIPPING;
adapter->d3d_info.limits.vs_version = shader_caps.vs_version;
adapter->d3d_info.limits.gs_version = shader_caps.gs_version;
@@ -3575,6 +3575,7 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
adapter->vertex_pipe->vp_get_caps(gl_info, &vertex_caps);
adapter->d3d_info.xyzrhw = vertex_caps.xyzrhw;
adapter->d3d_info.ffp_generic_attributes = vertex_caps.ffp_generic_attributes;
+ adapter->d3d_info.limits.ffp_vertex_blend_matrices = vertex_caps.max_vertex_blend_matrices;
adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
adapter->d3d_info.limits.ffp_blend_stages = fragment_caps.MaxTextureBlendStages;
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 1f6ce09..c3ecb77 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -119,7 +119,7 @@ struct glsl_vs_program
GLint uniform_b_locations[MAX_CONST_B];
GLint pos_fixup_location;
- GLint modelview_matrix_location;
+ GLint modelview_matrix_location[MAX_VERTEX_BLENDS];
GLint projection_matrix_location;
GLint normal_matrix_location;
GLint texture_matrix_location[MAX_TEXTURES];
@@ -1072,7 +1072,7 @@ static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_con
struct wined3d_matrix mv;
unsigned int i, j;
- get_modelview_matrix(context, state, &mv);
+ get_modelview_matrix(context, state, 0, &mv);
if (context->swapchain->device->wined3d->flags & WINED3D_LEGACY_FFP_LIGHTING)
invert_matrix_3d(&mv, &mv);
else
@@ -1318,13 +1318,28 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
{
struct wined3d_matrix mat;
- get_modelview_matrix(context, state, &mat);
- GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location, 1, FALSE, &mat._11));
+ get_modelview_matrix(context, state, 0, &mat);
+ GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location[0], 1, FALSE, &mat._11));
checkGLcall("glUniformMatrix4fv");
shader_glsl_ffp_vertex_normalmatrix_uniform(context, state, prog);
}
+ if (update_mask & WINED3D_SHADER_CONST_FFP_VERTEXBLEND)
+ {
+ struct wined3d_matrix mat;
+
+ for (i = 1; i < MAX_VERTEX_BLENDS; ++i)
+ {
+ if (prog->vs.modelview_matrix_location[i] == -1)
+ break;
+
+ get_modelview_matrix(context, state, i, &mat);
+ GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location[i], 1, FALSE, &mat._11));
+ checkGLcall("glUniformMatrix4fv");
+ }
+ }
+
if (update_mask & WINED3D_SHADER_CONST_FFP_PROJ)
{
struct wined3d_matrix projection;
@@ -5554,13 +5569,13 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffe
static const struct attrib_info
{
const char type[6];
- const char name[20];
+ const char name[24];
}
attrib_info[] =
{
{"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
- /* TODO: Vertex blending */
- {"vec4", ""}, /* WINED3D_FFP_BLENDWEIGHT */
+ {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
+ /* TODO: Indexed vertex blending */
{"float", ""}, /* WINED3D_FFP_BLENDINDICES */
{"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
{"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
@@ -5583,7 +5598,7 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffe
}
shader_addline(buffer, "\n");
- shader_addline(buffer, "uniform mat4 ffp_modelview_matrix;\n");
+ shader_addline(buffer, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS);
shader_addline(buffer, "uniform mat4 ffp_projection_matrix;\n");
shader_addline(buffer, "uniform mat3 ffp_normal_matrix;\n");
shader_addline(buffer, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES);
@@ -5651,7 +5666,14 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffe
}
else
{
- shader_addline(buffer, "vec4 ec_pos = ffp_modelview_matrix * ffp_attrib_position;\n");
+ shader_addline(buffer, "ffp_attrib_blendweight[%u] = 1.0;\n", settings->vertexblends);
+ for (i = 0; i < settings->vertexblends; ++i)
+ shader_addline(buffer, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings->vertexblends, i);
+
+ shader_addline(buffer, "vec4 ec_pos = vec4(0.0);\n");
+ for (i = 0; i < settings->vertexblends + 1; ++i)
+ shader_addline(buffer, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i, i);
+
shader_addline(buffer, "gl_Position = ffp_projection_matrix * ec_pos;\n");
if (settings->clipping)
shader_addline(buffer, "gl_ClipVertex = ec_pos;\n");
@@ -6436,7 +6458,11 @@ static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *
vs->pos_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "posFixup"));
- vs->modelview_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_modelview_matrix"));
+ for (i = 0; i < MAX_VERTEX_BLENDS; ++i)
+ {
+ string_buffer_sprintf(name, "ffp_modelview_matrix[%u]", i);
+ vs->modelview_matrix_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
+ }
vs->projection_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_projection_matrix"));
vs->normal_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_normal_matrix"));
for (i = 0; i < MAX_TEXTURES; ++i)
@@ -6809,6 +6835,15 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW
| WINED3D_SHADER_CONST_FFP_PROJ;
+ for (i = 1; i < MAX_VERTEX_BLENDS; ++i)
+ {
+ if (entry->vs.modelview_matrix_location[i] != -1)
+ {
+ entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_VERTEXBLEND;
+ break;
+ }
+ }
+
for (i = 0; i < MAX_TEXTURES; ++i)
{
if (entry->vs.texture_matrix_location[i] != -1)
@@ -7674,7 +7709,7 @@ static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info *gl_info,
caps->xyzrhw = TRUE;
caps->ffp_generic_attributes = TRUE;
caps->max_active_lights = MAX_ACTIVE_LIGHTS;
- caps->max_vertex_blend_matrices = 1;
+ caps->max_vertex_blend_matrices = MAX_VERTEX_BLENDS;
caps->max_vertex_blend_matrix_index = 0;
caps->vertex_processing_caps = WINED3DVTXPCAPS_TEXGEN
| WINED3DVTXPCAPS_MATERIALSOURCE7
@@ -7808,27 +7843,26 @@ static void glsl_vertex_pipe_world(struct wined3d_context *context,
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW;
}
+static void glsl_vertex_pipe_vertexblend(struct wined3d_context *context,
+ const struct wined3d_state *state, DWORD state_id)
+{
+ context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_VERTEXBLEND;
+}
+
static void glsl_vertex_pipe_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
unsigned int k;
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW
- | WINED3D_SHADER_CONST_FFP_LIGHTS;
+ | WINED3D_SHADER_CONST_FFP_LIGHTS
+ | WINED3D_SHADER_CONST_FFP_VERTEXBLEND;
for (k = 0; k < gl_info->limits.clipplanes; ++k)
{
if (!isStateDirty(context, STATE_CLIPPLANE(k)))
clipplane(context, state, STATE_CLIPPLANE(k));
}
-
- if (context->swapchain->device->vertexBlendUsed)
- {
- static int warned;
-
- if (!warned++)
- FIXME("Vertex blending emulation.\n");
- }
}
static void glsl_vertex_pipe_projection(struct wined3d_context *context,
@@ -7946,6 +7980,9 @@ static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
{STATE_TRANSFORM(WINED3D_TS_TEXTURE6), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TRANSFORM(WINED3D_TS_TEXTURE7), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world }, WINED3D_GL_EXT_NONE },
+ {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE },
+ {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE },
+ {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
@@ -8032,7 +8069,7 @@ static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
* instead of using the immediate mode fallback.
* - Similarly, we don't need the fallback for certain combinations of
* material sources anymore.
- * - Implement vertex blending and vertex tweening.
+ * - Implement vertex tweening.
* - Handle WINED3D_TSS_TEXCOORD_INDEX in the shader, instead of duplicating
* attribute arrays in load_tex_coords().
* - Per-vertex point sizes. */
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 1a95161..4751b37 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -3686,7 +3686,7 @@ static void transform_world(struct wined3d_context *context, const struct wined3
gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode");
- get_modelview_matrix(context, state, &mat);
+ get_modelview_matrix(context, state, 0, &mat);
gl_info->gl_ops.gl.p_glLoadMatrixf((GLfloat *)&mat);
checkGLcall("glLoadMatrixf");
@@ -5757,7 +5757,7 @@ static void prune_invalid_states(struct StateEntry *state_table, const struct wi
state_table[i].apply = state_undefined;
}
- start = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(gl_info->limits.blends));
+ start = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(d3d_info->limits.ffp_vertex_blend_matrices));
last = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
for (i = start; i <= last; ++i)
{
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index a9231a8..b035fd8 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -3247,6 +3247,9 @@ const char *debug_d3dtstype(enum wined3d_transform_state tstype)
TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
+ TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(1));
+ TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(2));
+ TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(3));
#undef TSTYPE_TO_STR
default:
if (tstype > 256 && tstype < 512)
@@ -3468,12 +3471,12 @@ void get_identity_matrix(struct wined3d_matrix *mat)
*mat = identity;
}
-void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state, struct wined3d_matrix *mat)
+void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state, int i, struct wined3d_matrix *mat)
{
if (context->last_was_rhw)
get_identity_matrix(mat);
else
- multiply_matrix(mat, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(0)]);
+ multiply_matrix(mat, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(i)]);
}
void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
@@ -4532,6 +4535,19 @@ void wined3d_ffp_get_vs_settings(const struct wined3d_state *state, const struct
return;
}
+ switch (state->render_states[WINED3D_RS_VERTEXBLEND])
+ {
+ case WINED3D_VBF_DISABLE:
+ case WINED3D_VBF_1WEIGHTS:
+ case WINED3D_VBF_2WEIGHTS:
+ case WINED3D_VBF_3WEIGHTS:
+ settings->vertexblends = state->render_states[WINED3D_RS_VERTEXBLEND];
+ break;
+ default:
+ FIXME("Unsupported vertex blending: %d\n", state->render_states[WINED3D_RS_VERTEXBLEND]);
+ break;
+ }
+
settings->transformed = 0;
settings->clipping = state->render_states[WINED3D_RS_CLIPPING]
&& state->render_states[WINED3D_RS_CLIPPLANEENABLE];
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index c184b72..2772a85 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -179,6 +179,7 @@ void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
#define MAX_CONSTANT_BUFFERS 15
#define MAX_SAMPLER_OBJECTS 16
#define MAX_SHADER_RESOURCE_VIEWS 128
+#define MAX_VERTEX_BLENDS 4
struct min_lookup
{
@@ -296,25 +297,26 @@ enum wined3d_shader_resource_type
WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY,
};
-#define WINED3D_SHADER_CONST_VS_F 0x00000001
-#define WINED3D_SHADER_CONST_VS_I 0x00000002
-#define WINED3D_SHADER_CONST_VS_B 0x00000004
-#define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000008
-#define WINED3D_SHADER_CONST_VS_POS_FIXUP 0x00000010
-#define WINED3D_SHADER_CONST_PS_F 0x00000020
-#define WINED3D_SHADER_CONST_PS_I 0x00000040
-#define WINED3D_SHADER_CONST_PS_B 0x00000080
-#define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000100
-#define WINED3D_SHADER_CONST_PS_FOG 0x00000200
-#define WINED3D_SHADER_CONST_PS_Y_CORR 0x00000400
-#define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00000800
-#define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00001000
-#define WINED3D_SHADER_CONST_FFP_PROJ 0x00002000
-#define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00004000
-#define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00008000
-#define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00010000
-#define WINED3D_SHADER_CONST_FFP_PS 0x00020000
-#define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00040000
+#define WINED3D_SHADER_CONST_VS_F 0x00000001
+#define WINED3D_SHADER_CONST_VS_I 0x00000002
+#define WINED3D_SHADER_CONST_VS_B 0x00000004
+#define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000008
+#define WINED3D_SHADER_CONST_VS_POS_FIXUP 0x00000010
+#define WINED3D_SHADER_CONST_PS_F 0x00000020
+#define WINED3D_SHADER_CONST_PS_I 0x00000040
+#define WINED3D_SHADER_CONST_PS_B 0x00000080
+#define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000100
+#define WINED3D_SHADER_CONST_PS_FOG 0x00000200
+#define WINED3D_SHADER_CONST_PS_Y_CORR 0x00000400
+#define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00000800
+#define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00001000
+#define WINED3D_SHADER_CONST_FFP_VERTEXBLEND 0x00002000
+#define WINED3D_SHADER_CONST_FFP_PROJ 0x00004000
+#define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00008000
+#define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00010000
+#define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00020000
+#define WINED3D_SHADER_CONST_FFP_PS 0x00040000
+#define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00080000
enum wined3d_shader_register_type
{
@@ -1743,6 +1745,7 @@ struct wined3d_d3d_limits
DWORD ps_uniform_count;
UINT ffp_textures;
UINT ffp_blend_stages;
+ UINT ffp_vertex_blend_matrices;
};
typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
@@ -1888,6 +1891,7 @@ struct wined3d_ffp_vs_settings
DWORD specular_source : 2;
DWORD transformed : 1;
+ DWORD vertexblends : 2;
DWORD clipping : 1;
DWORD normal : 1;
DWORD normalize : 1;
@@ -1898,7 +1902,7 @@ struct wined3d_ffp_vs_settings
DWORD fog_mode : 2;
DWORD texcoords : 8; /* MAX_TEXTURES */
DWORD ortho_fog : 1;
- DWORD padding : 13;
+ DWORD padding : 11;
DWORD texgen[MAX_TEXTURES];
};
@@ -3071,7 +3075,7 @@ static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader,
void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
- struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
+ int i, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
--
2.3.6
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