[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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