[PATCH 2/4] wined3d: Implement texture stage constants in ARB program shader backend.

Józef Kucia jkucia at codeweavers.com
Thu May 19 04:11:43 CDT 2016


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/wined3d/arb_program_shader.c | 131 ++++++++++++++++++++++++++------------
 1 file changed, 90 insertions(+), 41 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 89dece7..8d17788 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -5951,13 +5951,14 @@ static void state_texfactor_arbfp(struct wined3d_context *context,
     const struct wined3d_gl_info *gl_info = context->gl_info;
     struct wined3d_color color;
 
-    /* Don't load the parameter if we're using an arbfp pixel shader,
-     * otherwise we'll overwrite application provided constants. */
     if (device->shader_backend == &arb_program_shader_backend)
     {
         struct shader_arb_priv *priv;
 
-        if (use_ps(state)) return;
+        /* Don't load the parameter if we're using an arbfp pixel shader,
+         * otherwise we'll overwrite application provided constants. */
+        if (use_ps(state))
+            return;
 
         priv = device->shader_priv;
         priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
@@ -5969,6 +5970,34 @@ static void state_texfactor_arbfp(struct wined3d_context *context,
     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r)");
 }
 
+static void state_tss_constant_arbfp(struct wined3d_context *context,
+        const struct wined3d_state *state, DWORD state_id)
+{
+    DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
+    struct wined3d_device *device = context->swapchain->device;
+    const struct wined3d_gl_info *gl_info = context->gl_info;
+    struct wined3d_color color;
+
+    if (device->shader_backend == &arb_program_shader_backend)
+    {
+        struct shader_arb_priv *priv;
+
+        /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
+         * application provided constants.
+         */
+        if (use_ps(state))
+            return;
+
+        priv = device->shader_priv;
+        priv->pshader_const_dirty[ARB_FFP_CONST_CONSTANT(stage)] = 1;
+        priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_CONSTANT(stage) + 1);
+    }
+
+    wined3d_color_from_d3dcolor(&color, state->texture_states[stage][WINED3D_TSS_CONSTANT]);
+    GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r));
+    checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r)");
+}
+
 static void state_arb_specularenable(struct wined3d_context *context,
         const struct wined3d_state *state, DWORD state_id)
 {
@@ -5976,14 +6005,15 @@ static void state_arb_specularenable(struct wined3d_context *context,
     const struct wined3d_gl_info *gl_info = context->gl_info;
     float col[4];
 
-    /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
-     * application provided constants
-     */
     if (device->shader_backend == &arb_program_shader_backend)
     {
         struct shader_arb_priv *priv;
 
-        if (use_ps(state)) return;
+        /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
+         * application provided constants.
+         */
+        if (use_ps(state))
+            return;
 
         priv = device->shader_priv;
         priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
@@ -6047,7 +6077,7 @@ static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
     {
         struct shader_arb_priv *priv = device->shader_priv;
 
-        /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
+        /* Exit now, don't set the luminance below, otherwise we may overwrite pixel shader constants. */
         if (use_ps(state))
             return;
 
@@ -6104,12 +6134,12 @@ static void color_key_arbfp(struct wined3d_context *context, const struct wined3
     if (!texture)
         return;
 
-    /* Don't load the parameter if we're using an arbfp pixel shader,
-     * otherwise we'll overwrite application provided constants. */
     if (device->shader_backend == &arb_program_shader_backend)
     {
         struct shader_arb_priv *priv;
 
+        /* Don't load the parameter if we're using an arbfp pixel shader,
+         * otherwise we'll overwrite application provided constants. */
         if (use_ps(state))
             return;
 
@@ -6165,7 +6195,6 @@ static const char *get_argreg(struct wined3d_string_buffer *buffer, DWORD argnum
             ret = "tempreg"; break;
 
         case WINED3DTA_CONSTANT:
-            FIXME("Implement perstage constants\n");
             switch(stage) {
                 case 0: ret = "const0"; break;
                 case 1: ret = "const1"; break;
@@ -6354,6 +6383,7 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
     BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
     BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
     BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
+    BOOL constant_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
     UINT lowest_disabled_stage;
     const char *textype;
     const char *instr;
@@ -6388,9 +6418,9 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
         arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
         arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
         arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
-        if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
-        if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
-        if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
+        if (arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
+        if (arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
+        if (arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
 
         if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
             tex_read[stage] = TRUE;
@@ -6412,30 +6442,29 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
             tfactor_used = TRUE;
         }
 
-        if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
-            tfactor_used = TRUE;
-        }
-
-        if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
-        if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
+        if (settings->op[stage].dst == tempreg) tempreg_used = TRUE;
+        if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
             tempreg_used = TRUE;
-        }
+        if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
+            tfactor_used = TRUE;
+        if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
+            constant_used[stage] = TRUE;
 
         if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
             continue;
         arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
         arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
         arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
-        if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
-        if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
-        if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
+        if (arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
+        if (arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
+        if (arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
 
-        if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
+        if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
             tempreg_used = TRUE;
-        }
-        if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
+        if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
             tfactor_used = TRUE;
-        }
+        if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
+            constant_used[stage] = TRUE;
     }
     lowest_disabled_stage = stage;
 
@@ -6459,16 +6488,26 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
     shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
     shader_addline(&buffer, "TEMP TMP;\n");
     shader_addline(&buffer, "TEMP ret;\n");
-    if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
+    if (tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
     shader_addline(&buffer, "TEMP arg0;\n");
     shader_addline(&buffer, "TEMP arg1;\n");
     shader_addline(&buffer, "TEMP arg2;\n");
-    for(stage = 0; stage < MAX_TEXTURES; stage++) {
-        if(!tex_read[stage]) continue;
+    for (stage = 0; stage < MAX_TEXTURES; ++stage)
+    {
+        if (constant_used[stage])
+            shader_addline(&buffer, "PARAM const%u = program.env[%u];\n", stage, ARB_FFP_CONST_CONSTANT(stage));
+
+        if (!tex_read[stage])
+            continue;
+
         shader_addline(&buffer, "TEMP tex%u;\n", stage);
-        if(!bump_used[stage]) continue;
+
+        if (!bump_used[stage])
+            continue;
         shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
-        if(!luminance_used[stage]) continue;
+
+        if (!luminance_used[stage])
+            continue;
         shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
     }
     if(tfactor_used) {
@@ -6665,6 +6704,7 @@ static void fragment_prog_arbfp(struct wined3d_context *context, const struct wi
             for (i = 0; i < MAX_TEXTURES; ++i)
             {
                 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
+                state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
             }
             state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
             state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
@@ -6714,6 +6754,7 @@ static void fragment_prog_arbfp(struct wined3d_context *context, const struct wi
             for (i = 0; i < MAX_TEXTURES; ++i)
             {
                 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
+                state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
             }
             state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
             state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
@@ -6922,14 +6963,22 @@ static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
     {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE),            { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
     {STATE_RENDER(WINED3D_RS_FOGCOLOR),                   { STATE_RENDER(WINED3D_RS_FOGCOLOR),                  state_fogcolor          }, WINED3D_GL_EXT_NONE             },
     {STATE_RENDER(WINED3D_RS_FOGDENSITY),                 { STATE_RENDER(WINED3D_RS_FOGDENSITY),                state_fogdensity        }, WINED3D_GL_EXT_NONE             },
-    {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
-    {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
-    {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
-    {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
-    {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
-    {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
-    {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
-    {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT),         { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT),        state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT),         { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT),        state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT),         { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT),        state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT),         { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT),        state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT),         { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT),        state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT),         { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT),        state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT),         { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT),        state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT),         { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT),        state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE             },
     {STATE_RENDER(WINED3D_RS_SPECULARENABLE),             { STATE_RENDER(WINED3D_RS_SPECULARENABLE),            state_arb_specularenable}, WINED3D_GL_EXT_NONE             },
     {STATE_RENDER(WINED3D_RS_SHADEMODE),                  { STATE_RENDER(WINED3D_RS_SHADEMODE),                 state_shademode         }, WINED3D_GL_EXT_NONE             },
     {0 /* Terminate */,                                   { 0,                                                  0                       }, WINED3D_GL_EXT_NONE             },
-- 
2.7.3




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