[PATCH 5/5] wined3d: Avoid the builtin GLSL vertex attributes.

Matteo Bruni mbruni at codeweavers.com
Thu Jun 11 16:13:42 CDT 2015


---
 dlls/wined3d/directx.c         |   1 +
 dlls/wined3d/drawprim.c        |   6 ++-
 dlls/wined3d/glsl_shader.c     | 110 +++++++++++++++++++++++++++++------------
 dlls/wined3d/state.c           |  11 +++--
 dlls/wined3d/utils.c           |   6 +--
 dlls/wined3d/wined3d_private.h |   5 +-
 6 files changed, 98 insertions(+), 41 deletions(-)

diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index af3251c..f238fc0 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -3562,6 +3562,7 @@ 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->fragment_pipe->get_caps(gl_info, &fragment_caps);
     adapter->d3d_info.limits.ffp_blend_stages = fragment_caps.MaxTextureBlendStages;
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index c0654a6..7a6a6e9 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -761,8 +761,12 @@ void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_co
         }
         else
         {
-            drawStridedSlow(device, context, stream_info, index_count,
+            if (context->d3d_info->ffp_generic_attributes)
+                drawStridedSlowVs(context, state, stream_info, index_count,
                     state->gl_primitive_type, idx_data, idx_size, start_idx);
+            else
+                drawStridedSlow(device, context, stream_info, index_count,
+                        state->gl_primitive_type, idx_data, idx_size, start_idx);
         }
     }
     else if (!gl_info->supported[ARB_INSTANCED_ARRAYS] && instance_count)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 5ba246e..f69a2ce 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -5505,9 +5505,9 @@ static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs, c
         case WINED3D_MCS_MATERIAL:
             return material;
         case WINED3D_MCS_COLOR1:
-            return "gl_Color";
+            return "ffp_attrib_diffuse";
         case WINED3D_MCS_COLOR2:
-            return "gl_SecondaryColor";
+            return "ffp_attrib_specular";
         default:
             ERR("Invalid material color source %#x.\n", mcs);
             return "<invalid>";
@@ -5524,8 +5524,8 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
 
     if (!settings->lighting)
     {
-        shader_addline(buffer, "gl_FrontColor = gl_Color;\n");
-        shader_addline(buffer, "gl_FrontSecondaryColor = gl_SecondaryColor;\n");
+        shader_addline(buffer, "gl_FrontColor = ffp_attrib_diffuse;\n");
+        shader_addline(buffer, "gl_FrontSecondaryColor = ffp_attrib_specular;\n");
         return;
     }
 
@@ -5678,6 +5678,22 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffe
         const struct wined3d_ffp_vs_settings *settings, const struct wined3d_gl_info *gl_info,
         BOOL legacy_lighting)
 {
+    static const struct attrib_info
+    {
+        const char type[6];
+        const char name[20];
+    }
+    attrib_info[] =
+    {
+        {"vec4", "ffp_attrib_position"},        /* WINED3D_FFP_POSITION */
+        /* TODO: Vertex blending */
+        {"vec4", ""},                           /* WINED3D_FFP_BLENDWEIGHT */
+        {"float", ""},                          /* WINED3D_FFP_BLENDINDICES */
+        {"vec3", "ffp_attrib_normal"},          /* WINED3D_FFP_NORMAL */
+        {"float", "ffp_attrib_psize"},          /* WINED3D_FFP_PSIZE */
+        {"vec4", "ffp_attrib_diffuse"},         /* WINED3D_FFP_DIFFUSE */
+        {"vec4", "ffp_attrib_specular"},        /* WINED3D_FFP_SPECULAR */
+    };
     GLuint shader_obj;
     unsigned int i;
 
@@ -5686,6 +5702,14 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffe
     shader_addline(buffer, "#version 120\n");
     shader_addline(buffer, "\n");
 
+    for (i = 0; i < WINED3D_FFP_ATTRIBS_COUNT; ++i)
+    {
+        const char *type = i < ARRAY_SIZE(attrib_info) ? attrib_info[i].type : "vec4";
+
+        shader_addline(buffer, "attribute %s vs_in%u;\n", type, i);
+    }
+    shader_addline(buffer, "\n");
+
     shader_addline(buffer, "uniform mat4 ffp_modelview_matrix;\n");
     shader_addline(buffer, "uniform mat4 ffp_projection_matrix;\n");
     shader_addline(buffer, "uniform mat3 ffp_normal_matrix;\n");
@@ -5731,15 +5755,30 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffe
     shader_addline(buffer, "float m;\n");
     shader_addline(buffer, "vec3 r;\n");
 
+    for (i = 0; i < ARRAY_SIZE(attrib_info); ++i)
+    {
+        if (attrib_info[i].name[0])
+            shader_addline(buffer, "%s %s = vs_in%u;\n",
+                    attrib_info[i].type, attrib_info[i].name, i);
+    }
+    for (i = 0; i < MAX_TEXTURES; ++i)
+    {
+        unsigned int coord_idx = settings->texgen[i] & 0x0000ffff;
+        if ((settings->texgen[i] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU)
+        {
+            shader_addline(buffer, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i, coord_idx + WINED3D_FFP_TEXCOORD0);
+        }
+    }
+
     if (settings->transformed)
     {
-        shader_addline(buffer, "vec4 ec_pos = vec4(gl_Vertex.xyz, 1.0);\n");
+        shader_addline(buffer, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
         shader_addline(buffer, "gl_Position = ffp_projection_matrix * ec_pos;\n");
-        shader_addline(buffer, "if (gl_Vertex.w != 0.0) gl_Position /= gl_Vertex.w;\n");
+        shader_addline(buffer, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
     }
     else
     {
-        shader_addline(buffer, "vec4 ec_pos = ffp_modelview_matrix * gl_Vertex;\n");
+        shader_addline(buffer, "vec4 ec_pos = ffp_modelview_matrix * ffp_attrib_position;\n");
         shader_addline(buffer, "gl_Position = ffp_projection_matrix * ec_pos;\n");
         if (settings->clipping)
             shader_addline(buffer, "gl_ClipVertex = ec_pos;\n");
@@ -5749,19 +5788,19 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffe
     if (!settings->normal)
         shader_addline(buffer, "vec3 normal = vec3(0.0);\n");
     else if (settings->normalize)
-        shader_addline(buffer, "vec3 normal = normalize(ffp_normal_matrix * gl_Normal);\n");
+        shader_addline(buffer, "vec3 normal = normalize(ffp_normal_matrix * ffp_attrib_normal);\n");
     else
-        shader_addline(buffer, "vec3 normal = ffp_normal_matrix * gl_Normal;\n");
+        shader_addline(buffer, "vec3 normal = ffp_normal_matrix * ffp_attrib_normal;\n");
 
     shader_glsl_ffp_vertex_lighting(buffer, settings, gl_info, legacy_lighting);
 
     for (i = 0; i < MAX_TEXTURES; ++i)
     {
-        switch (settings->texgen[i] << WINED3D_FFP_TCI_SHIFT)
+        switch (settings->texgen[i] & 0xffff0000)
         {
             case WINED3DTSS_TCI_PASSTHRU:
                 if (settings->texcoords & (1 << i))
-                    shader_addline(buffer, "gl_TexCoord[%u] = ffp_texture_matrix[%u] * gl_MultiTexCoord%d;\n",
+                    shader_addline(buffer, "gl_TexCoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
                             i, i, i);
                 break;
 
@@ -5797,7 +5836,7 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffe
             break;
 
         case WINED3D_FFP_VS_FOG_FOGCOORD:
-            shader_addline(buffer, "gl_FogFragCoord = gl_SecondaryColor.w * 255.0;\n");
+            shader_addline(buffer, "gl_FogFragCoord = ffp_attrib_specular.w * 255.0;\n");
             break;
 
         case WINED3D_FFP_VS_FOG_RANGE:
@@ -6668,6 +6707,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
     GLuint gs_id = 0;
     GLuint ps_id = 0;
     struct list *ps_list, *vs_list;
+    WORD attribs_map;
+    struct wined3d_string_buffer *tmp_name;
 
     if (!(context->shader_update_mask & (1 << WINED3D_SHADER_TYPE_VERTEX)))
     {
@@ -6773,9 +6814,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
 
     if (vshader)
     {
-        WORD map = vshader->reg_maps.input_registers;
-        struct wined3d_string_buffer *tmp_name = string_buffer_get(&priv->string_buffers);
-
+        attribs_map = vshader->reg_maps.input_registers;
         reorder_shader_id = generate_param_reorder_function(priv, vshader, pshader,
                 state->gl_primitive_type == GL_POINTS && vshader->reg_maps.point_size, gl_info);
         TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id, program_id);
@@ -6785,26 +6824,32 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
          * is destroyed
          */
         GL_EXTCALL(glDeleteShader(reorder_shader_id));
+    }
+    else
+    {
+        attribs_map = (1 << WINED3D_FFP_ATTRIBS_COUNT) - 1;
+    }
 
-        /* Bind vertex attributes to a corresponding index number to match
-         * the same index numbers as ARB_vertex_programs (makes loading
-         * vertex attributes simpler).  With this method, we can use the
-         * exact same code to load the attributes later for both ARB and
-         * GLSL shaders.
-         *
-         * We have to do this here because we need to know the Program ID
-         * in order to make the bindings work, and it has to be done prior
-         * to linking the GLSL program. */
-        for (i = 0; map; map >>= 1, ++i)
-        {
-            if (!(map & 1)) continue;
+    /* Bind vertex attributes to a corresponding index number to match
+     * the same index numbers as ARB_vertex_programs (makes loading
+     * vertex attributes simpler).  With this method, we can use the
+     * exact same code to load the attributes later for both ARB and
+     * GLSL shaders.
+     *
+     * We have to do this here because we need to know the Program ID
+     * in order to make the bindings work, and it has to be done prior
+     * to linking the GLSL program. */
+    tmp_name = string_buffer_get(&priv->string_buffers);
+    for (i = 0; attribs_map; attribs_map >>= 1, ++i)
+    {
+        if (!(attribs_map & 1))
+            continue;
 
-            string_buffer_sprintf(tmp_name, "vs_in%u", i);
-            GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
-        }
-        checkGLcall("glBindAttribLocation");
-        string_buffer_release(&priv->string_buffers, tmp_name);
+        string_buffer_sprintf(tmp_name, "vs_in%u", i);
+        GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
     }
+    checkGLcall("glBindAttribLocation");
+    string_buffer_release(&priv->string_buffers, tmp_name);
 
     if (gshader)
     {
@@ -7753,6 +7798,7 @@ static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info *gl_info, BO
 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
 {
     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_matrix_index = 0;
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index b7d7f92..67558fd 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -3963,7 +3963,9 @@ static void load_numbered_arrays(struct wined3d_context *context,
         {
             if (context->numbered_array_mask & (1 << i))
                 unload_numbered_array(context, i);
-            if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.input_registers & (1 << i))
+            if (!use_vs(state) && i == WINED3D_FFP_DIFFUSE)
+                GL_EXTCALL(glVertexAttrib4f(i, 1.0f, 1.0f, 1.0f, 1.0f));
+            else
                 GL_EXTCALL(glVertexAttrib4f(i, 0.0f, 0.0f, 0.0f, 0.0f));
             continue;
         }
@@ -4370,8 +4372,10 @@ static void load_vertex_data(struct wined3d_context *context,
 
 static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
 {
-    BOOL load_numbered = use_vs(state) && !context->use_immediate_mode_draw;
-    BOOL load_named = !use_vs(state) && !context->use_immediate_mode_draw;
+    BOOL load_numbered = context->d3d_info->ffp_generic_attributes
+            || (use_vs(state) && !context->use_immediate_mode_draw);
+    BOOL load_named = !context->d3d_info->ffp_generic_attributes
+            && !use_vs(state) && !context->use_immediate_mode_draw;
 
     if (isStateDirty(context, STATE_VDECL)) return;
     if (context->numberedArraysLoaded && !load_numbered)
@@ -5572,6 +5576,7 @@ static void ffp_free(struct wined3d_device *device) {}
 static void vp_ffp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
 {
     caps->xyzrhw = FALSE;
+    caps->ffp_generic_attributes = FALSE;
     caps->max_active_lights = gl_info->limits.lights;
     caps->max_vertex_blend_matrices = gl_info->limits.blends;
     caps->max_vertex_blend_matrix_index = 0;
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 44ba7ad..42df5e6 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -4526,8 +4526,7 @@ void wined3d_ffp_get_vs_settings(const struct wined3d_state *state, const struct
             coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
             if (coord_idx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
                 settings->texcoords |= 1 << i;
-            settings->texgen[i] = (state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
-                    & WINED3D_FFP_TCI_MASK;
+            settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
         }
         return;
     }
@@ -4562,8 +4561,7 @@ void wined3d_ffp_get_vs_settings(const struct wined3d_state *state, const struct
         coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
         if (coord_idx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
             settings->texcoords |= 1 << i;
-        settings->texgen[i] = (state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
-                & WINED3D_FFP_TCI_MASK;
+        settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
     }
 
     settings->light_type = 0;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 9bdd9da..9dd9443 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -948,6 +948,7 @@ enum wined3d_ffp_idx
     WINED3D_FFP_TEXCOORD5 = 12,
     WINED3D_FFP_TEXCOORD6 = 13,
     WINED3D_FFP_TEXCOORD7 = 14,
+    WINED3D_FFP_ATTRIBS_COUNT = 15,
 };
 
 enum wined3d_ffp_emit_idx
@@ -1301,6 +1302,7 @@ struct fragment_pipeline
 struct wined3d_vertex_caps
 {
     BOOL xyzrhw;
+    BOOL ffp_generic_attributes;
     DWORD max_active_lights;
     DWORD max_vertex_blend_matrices;
     DWORD max_vertex_blend_matrix_index;
@@ -1761,6 +1763,7 @@ struct wined3d_d3d_info
     struct wined3d_d3d_limits limits;
     struct wined3d_ffp_attrib_ops ffp_attrib_ops;
     BOOL xyzrhw;
+    BOOL ffp_generic_attributes;
     BOOL vs_clipping;
     BOOL shader_color_key;
     DWORD valid_rt_mask;
@@ -1896,7 +1899,7 @@ struct wined3d_ffp_vs_settings
     DWORD ortho_fog       : 1;
     DWORD padding         : 14;
 
-    BYTE texgen[MAX_TEXTURES];
+    DWORD texgen[MAX_TEXTURES];
 };
 
 struct wined3d_ffp_vs_desc
-- 
2.3.6




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