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Jason Green : wined3d: Add GenerateShader function to pixel shaders.
by Alexandre Julliard
10 May '06
10 May '06
Module: wine Branch: refs/heads/master Commit: 087c67c4594dc2d73339a2e48e8ea6301a9305bf URL:
http://source.winehq.org/git/?p=wine.git;a=commit;h=087c67c4594dc2d73339a2e…
Author: Jason Green <jave27(a)gmail.com> Date: Tue May 9 22:39:02 2006 -0400 wined3d: Add GenerateShader function to pixel shaders. --- dlls/wined3d/pixelshader.c | 72 +++++++++++++++++++++++++++++++++++++++++++- 1 files changed, 71 insertions(+), 1 deletions(-) diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c index 22691b0..6e0c126 100644 --- a/dlls/wined3d/pixelshader.c +++ b/dlls/wined3d/pixelshader.c @@ -1299,7 +1299,77 @@ void pshader_hw_texm3x3spec(SHADER_OPCOD current_state.current_row = 0; } - +/** Generate a pixel shader string using either GL_FRAGMENT_PROGRAM_ARB + or GLSL and send it to the card */ +inline static VOID IWineD3DPixelShaderImpl_GenerateShader( + IWineD3DPixelShader *iface, + CONST DWORD *pFunction) { + + IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; + SHADER_BUFFER buffer; + +#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 = 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; + + /* TODO: Optionally, generate the GLSL shader instead */ + if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) { + /* Create the hw ARB shader */ + shader_addline(&buffer, "!!ARBfp1.0\n"); + + shader_addline(&buffer, "TEMP TMP;\n"); /* Used in matrix ops */ + shader_addline(&buffer, "TEMP TMP2;\n"); /* Used in matrix ops */ + shader_addline(&buffer, "TEMP TA;\n"); /* Used for modifiers */ + shader_addline(&buffer, "TEMP TB;\n"); /* Used for modifiers */ + shader_addline(&buffer, "TEMP TC;\n"); /* Used for modifiers */ + 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"); + + /** Call the base shader generation routine to generate most + of the pixel shader string for us */ + generate_base_shader( (IWineD3DBaseShader*) This, &buffer, pFunction); + + /*FIXME: This next line isn't valid for certain pixel shader versions */ + shader_addline(&buffer, "MOV result.color, R0;\n"); + shader_addline(&buffer, "END\n\0"); + + /* TODO: change to resource.glObjectHandle 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 +} + /* NOTE: A description of how to parse tokens can be found at
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/h…
*/ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelShader *iface, CONST DWORD *pFunction) { IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
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Jason Green : wined3d: Use new GenerateShader function for vertex shaders.
by Alexandre Julliard
10 May '06
10 May '06
Module: wine Branch: refs/heads/master Commit: 604579ed62ac86a33deb0ca59b39481eb6f714e9 URL:
http://source.winehq.org/git/?p=wine.git;a=commit;h=604579ed62ac86a33deb0ca…
Author: Jason Green <jave27(a)gmail.com> Date: Tue May 9 22:38:33 2006 -0400 wined3d: Use new GenerateShader function for vertex shaders. --- dlls/wined3d/vertexshader.c | 168 ------------------------------------------- 1 files changed, 1 insertions(+), 167 deletions(-) diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c index 2e3d4a8..583b186 100644 --- a/dlls/wined3d/vertexshader.c +++ b/dlls/wined3d/vertexshader.c @@ -1195,172 +1195,6 @@ #if 1 /* if were using the data buffer o #endif } -/** - * Function parser ... - */ - -inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexShader *iface, CONST DWORD* pFunction) { - IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface; - const DWORD* pToken = pFunction; - const SHADER_OPCODE* curOpcode = NULL; - DWORD i; - SHADER_BUFFER buffer; - DWORD addressUsed, tempsUsed; - -#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 = PGMSIZE; - This->fixupVertexBuffer[0] = 0; - } - buffer.buffer = This->device->fixupVertexBuffer; -#endif - buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE); - buffer.bsize = 0; - buffer.lineNo = 0; - - /* First pass: figure out which temporary and texture registers are used */ - shader_get_registers_used((IWineD3DBaseShader*) This, pToken); - addressUsed = This->baseShader.textures_used; - tempsUsed = This->baseShader.temps_used; - - TRACE("Address registers used: %#lx, Temp registers used %#lx\n", addressUsed, tempsUsed); - - /* TODO: check register usage against GL/Directx limits, and fail if they're exceeded - nUseAddressRegister < = GL_MAX_PROGRAM_ADDRESS_REGISTERS_AR - nUseTempRegister <= GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB - */ - - /* Mesa supports only 95 constants */ - if (GL_VEND(MESA) || GL_VEND(WINE)) - This->baseShader.limits.constant_float = - min(95, This->baseShader.limits.constant_float); - - /* FIXME: if jumps are used, use GLSL, else use ARB_vertex_program */ - shader_addline(&buffer, "!!ARBvp1.0\n"); - - /* Pre-declare registers */ - for (i = 0; i < This->baseShader.limits.temporary; i++) { - if (tempsUsed & (1 << i)) - shader_addline(&buffer, "TEMP R%lu;\n", i); - } - - for (i = 0; i < This->baseShader.limits.address; i++) { - if (addressUsed & (1 << i)) - shader_addline(&buffer, "ADDRESS A%ld;\n", i); - } - - /* Why do we need to alias those? */ - shader_addline(&buffer, "PARAM C[%d] = { program.env[0..%d] };\n", - This->baseShader.limits.constant_float, - This->baseShader.limits.constant_float - 1); - - /** second pass, now generate */ - pToken = pFunction; - - if (NULL != pToken) { - while (1) { - - if (D3DVS_END() == *pToken) - break; - - /* Skip version */ - if (vshader_is_version_token(*pToken)) { - ++pToken; - continue; - } - - /* Skip comments */ - if (vshader_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) { - FIXME("unrecognized opcode: %08lx\n", *pToken); - ++pToken; - } - - /* Unhandled opcode */ - } else if (GLNAME_REQUIRE_GLSL == curOpcode->glname) { - - FIXME("Token %s requires greater functionality than " - "Vertex_Program_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; - - /* Unrecognized or No-Op code */ - } else { - - switch (curOpcode->opcode) { - case D3DSIO_NOP: - break; - default: - FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name); - pToken += curOpcode->num_params; - } - } - } - shader_addline(&buffer, "END\n"); - } - - /* finally null terminate the buffer */ - buffer.buffer[buffer.bsize] = 0; - - /* Check that Vertex Shaders are supported */ - if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) { - /* Create the hw shader */ - /* TODO: change to resource.glObjectHandel or something like that */ - GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId)); - TRACE("Creating a hw vertex shader, prg=%d\n", This->baseShader.prgId); - GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, This->baseShader.prgId)); - - /* Create the program and check for errors */ - GL_EXTCALL(glProgramStringARB(GL_VERTEX_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 VertexShader 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 -} - BOOL IWineD3DVertexShaderImpl_ExecuteHAL(IWineD3DVertexShader* iface, WINEVSHADERINPUTDATA* input, WINEVSHADEROUTPUTDATA* output) { /** * TODO: use the NV_vertex_program (or 1_1) extension @@ -1864,7 +1698,7 @@ #endif /* Generate HW shader in needed */ if (NULL != pFunction && wined3d_settings.vs_mode == VS_HW) { #if 1 - IWineD3DVertexShaderImpl_GenerateProgramArbHW(iface, pFunction); + IWineD3DVertexShaderImpl_GenerateShader(iface, pFunction); #endif }
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Jason Green : wined3d: Added new GenerateShader function for Vertex Shaders & declare generate_base_shader ().
by Alexandre Julliard
10 May '06
10 May '06
Module: wine Branch: refs/heads/master Commit: 36b0b9cc1c850063d4571dca58fb8c298b5c0311 URL:
http://source.winehq.org/git/?p=wine.git;a=commit;h=36b0b9cc1c850063d4571dc…
Author: Jason Green <jave27(a)gmail.com> Date: Tue May 9 22:33:24 2006 -0400 wined3d: Added new GenerateShader function for Vertex Shaders & declare generate_base_shader(). --- dlls/wined3d/vertexshader.c | 69 ++++++++++++++++++++++++++++++++++++++++ dlls/wined3d/wined3d_private.h | 5 +++ 2 files changed, 74 insertions(+), 0 deletions(-) diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c index 1b92652..2e3d4a8 100644 --- a/dlls/wined3d/vertexshader.c +++ b/dlls/wined3d/vertexshader.c @@ -1126,6 +1126,75 @@ void vshader_hw_mnxn(SHADER_OPCODE_ARG* } } +/** Generate a vertex shader string using either GL_VERTEX_PROGRAM_ARB + or GLSL and send it to the card */ +inline static VOID IWineD3DVertexShaderImpl_GenerateShader( + IWineD3DVertexShader *iface, + CONST DWORD *pFunction) { + + IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface; + SHADER_BUFFER buffer; + +#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 = 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; + + /* TODO: Optionally, generate the GLSL shader instead */ + if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) { + /* Create the hw ARB shader */ + shader_addline(&buffer, "!!ARBvp1.0\n"); + + /* Mesa supports only 95 constants */ + if (GL_VEND(MESA) || GL_VEND(WINE)) + This->baseShader.limits.constant_float = + min(95, This->baseShader.limits.constant_float); + + shader_addline(&buffer, "PARAM C[%d] = { program.env[0..%d] };\n", + This->baseShader.limits.constant_float, + This->baseShader.limits.constant_float - 1); + + /** Call the base shader generation routine to generate most + of the vertex shader string for us */ + generate_base_shader( (IWineD3DBaseShader*) This, &buffer, pFunction); + + shader_addline(&buffer, "END\n\0"); + + /* TODO: change to resource.glObjectHandle or something like that */ + GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId)); + + TRACE("Creating a hw vertex shader, prg=%d\n", This->baseShader.prgId); + GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, This->baseShader.prgId)); + + TRACE("Created hw vertex shader, prg=%d\n", This->baseShader.prgId); + /* Create the program and check for errors */ + GL_EXTCALL(glProgramStringARB(GL_VERTEX_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 VertexShader 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 +} + /** * Function parser ... */ diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index ab36d82..073c6bd 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -1287,6 +1287,11 @@ extern void shader_program_dump_decl_usa DWORD dcl, DWORD param); +extern void generate_base_shader( + IWineD3DBaseShader *iface, + SHADER_BUFFER* buffer, + CONST DWORD* pFunction); + inline static int shader_get_regtype(const DWORD param) { return (((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT) | ((param & D3DSP_REGTYPE_MASK2) >> D3DSP_REGTYPE_SHIFT2));
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Jason Green : wined3d: Created generate_base_shader which will be shared by pixel & vertex shaders .
by Alexandre Julliard
10 May '06
10 May '06
Module: wine Branch: refs/heads/master Commit: d982954808a7297adfcd3a4ac3d71a50aac331ec URL:
http://source.winehq.org/git/?p=wine.git;a=commit;h=d982954808a7297adfcd3a4…
Author: Jason Green <jave27(a)gmail.com> Date: Tue May 9 22:32:34 2006 -0400 wined3d: Created generate_base_shader which will be shared by pixel & vertex shaders. --- dlls/wined3d/baseshader.c | 126 +++++++++++++++++++++++++++++++++++++++++++++ 1 files changed, 126 insertions(+), 0 deletions(-) diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c index 2b28cdb..f1929d6 100644 --- a/dlls/wined3d/baseshader.c +++ b/dlls/wined3d/baseshader.c @@ -27,6 +27,8 @@ #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); +#define GLNAME_REQUIRE_GLSL ((const char *)1) + inline static BOOL shader_is_version_token(DWORD token) { return 0xFFFF0000 == (token & 0xFFFF0000) || 0xFFFE0000 == (token & 0xFFFF0000); @@ -236,4 +238,128 @@ void shader_program_dump_decl_usage( } } +/** Shared code in order to generate the bulk of the shader string. + Use the shader_header_fct & shader_footer_fct to add strings + that are specific to pixel or vertex functions + NOTE: A description of how to parse tokens can be found at: +
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/h…
*/ +void generate_base_shader( + IWineD3DBaseShader *iface, + SHADER_BUFFER* buffer, + CONST DWORD* pFunction) { + + IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; + const DWORD *pToken = pFunction; + const SHADER_OPCODE *curOpcode = NULL; + DWORD i; + + /* Initialize current parsing state */ + This->baseShader.parse_state.current_row = 0; + + /* First pass: figure out which temporary and texture registers are used */ + shader_get_registers_used(iface, pToken); + TRACE("Texture/Address registers used: %#lx, Temp registers used %#lx\n", + This->baseShader.textures_used, This->baseShader.temps_used); + + /* TODO: check register usage against GL/Directx limits, and fail if they're exceeded + nUseAddressRegister < = GL_MAX_PROGRAM_ADDRESS_REGISTERS_AR + nUseTempRegister <= GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB + */ + + /* Pre-declare registers */ + for(i = 0; i < This->baseShader.limits.temporary; i++) { + if (This->baseShader.temps_used & (1 << i)) + shader_addline(buffer, "TEMP R%lu;\n", i); + } + + for (i = 0; i < This->baseShader.limits.address; i++) { + if (This->baseShader.textures_used & (1 << i)) + shader_addline(buffer, "ADDRESS A%ld;\n", i); + } + + for(i = 0; i < This->baseShader.limits.texture; i++) { + if (This->baseShader.textures_used & (1 << i)) + shader_addline(buffer,"TEMP T%lu;\n", i); + } + + /* Texture coordinate registers must be pre-loaded */ + for (i = 0; i < This->baseShader.limits.texture; i++) { + if (This->baseShader.textures_used & (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) { + + /* Skip version token */ + if (shader_is_version_token(*pToken)) { + ++pToken; + continue; + } + + /* Skip comment tokens */ + if (shader_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(iface, *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 " + "Vertex or Fragment_Program_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 = iface; + 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); + + /* Unless we encounter a no-op command, this opcode is unrecognized */ + if (curOpcode->opcode != D3DSIO_NOP) { + FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name); + pToken += curOpcode->num_params; + } + } + } + /* TODO: What about result.depth? */ + + } +} + + /* TODO: Move other shared code here */
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Jason Green : wined3d: Rename the TEMP variables in vertexshader. c to R from T for consistency.
by Alexandre Julliard
10 May '06
10 May '06
Module: wine Branch: refs/heads/master Commit: c15447d4b070060c65aa3c833aa8b6d06f62d80d URL:
http://source.winehq.org/git/?p=wine.git;a=commit;h=c15447d4b070060c65aa3c8…
Author: Jason Green <jave27(a)gmail.com> Date: Tue May 9 22:31:44 2006 -0400 wined3d: Rename the TEMP variables in vertexshader.c to R from T for consistency. --- dlls/wined3d/vertexshader.c | 4 ++-- 1 files changed, 2 insertions(+), 2 deletions(-) diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c index a055095..1b92652 100644 --- a/dlls/wined3d/vertexshader.c +++ b/dlls/wined3d/vertexshader.c @@ -736,7 +736,7 @@ inline static void vshader_program_add_p switch (regtype) { case D3DSPR_TEMP: - sprintf(tmpReg, "T%lu", reg); + sprintf(tmpReg, "R%lu", reg); strcat(hwLine, tmpReg); break; case D3DSPR_INPUT: @@ -1175,7 +1175,7 @@ #endif /* Pre-declare registers */ for (i = 0; i < This->baseShader.limits.temporary; i++) { if (tempsUsed & (1 << i)) - shader_addline(&buffer, "TEMP T%lu;\n", i); + shader_addline(&buffer, "TEMP R%lu;\n", i); } for (i = 0; i < This->baseShader.limits.address; i++) {
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Jason Green : wined3d: Place # of textures, addresses, & temps used inside the baseShader struct to prepare for GenerateShader merge .
by Alexandre Julliard
10 May '06
10 May '06
Module: wine Branch: refs/heads/master Commit: cc2ea9e08ce968b39731e6fa0d08ffdbe02a775f URL:
http://source.winehq.org/git/?p=wine.git;a=commit;h=cc2ea9e08ce968b39731e6f…
Author: Jason Green <jave27(a)gmail.com> Date: Tue May 9 22:31:09 2006 -0400 wined3d: Place # of textures, addresses, & temps used inside the baseShader struct to prepare for GenerateShader merge. --- dlls/wined3d/baseshader.c | 8 +++++--- dlls/wined3d/pixelshader.c | 5 ++++- dlls/wined3d/vertexshader.c | 5 ++++- dlls/wined3d/wined3d_private.h | 6 +++--- 4 files changed, 16 insertions(+), 8 deletions(-) diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c index b065336..2b28cdb 100644 --- a/dlls/wined3d/baseshader.c +++ b/dlls/wined3d/baseshader.c @@ -96,9 +96,11 @@ const SHADER_OPCODE* shader_get_opcode( void shader_get_registers_used( IWineD3DBaseShader *iface, - CONST DWORD* pToken, - DWORD* tempsUsed, - DWORD* texUsed) { + CONST DWORD* pToken) { + + IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; + DWORD* tempsUsed = &This->baseShader.temps_used; + DWORD* texUsed = &This->baseShader.textures_used; if (pToken == NULL) return; diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c index a93178a..22691b0 100644 --- a/dlls/wined3d/pixelshader.c +++ b/dlls/wined3d/pixelshader.c @@ -1337,7 +1337,10 @@ #endif This->constants[i] = 0; /* First pass: figure out which temporary and texture registers are used */ - shader_get_registers_used((IWineD3DBaseShader*) This, pToken, &tempsUsed, &texUsed); + 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 */ diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c index 8a67a1a..a055095 100644 --- a/dlls/wined3d/vertexshader.c +++ b/dlls/wined3d/vertexshader.c @@ -1153,7 +1153,10 @@ #endif buffer.lineNo = 0; /* First pass: figure out which temporary and texture registers are used */ - shader_get_registers_used((IWineD3DBaseShader*) This, pToken, &tempsUsed, &addressUsed); + shader_get_registers_used((IWineD3DBaseShader*) This, pToken); + addressUsed = This->baseShader.textures_used; + tempsUsed = This->baseShader.temps_used; + TRACE("Address registers used: %#lx, Temp registers used %#lx\n", addressUsed, tempsUsed); /* TODO: check register usage against GL/Directx limits, and fail if they're exceeded diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 31a8b83..ab36d82 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -1260,6 +1260,8 @@ typedef struct IWineD3DBaseShaderClass { DWORD version; DWORD hex_version; + DWORD temps_used; + DWORD textures_used; SHADER_LIMITS limits; SHADER_PARSE_STATE parse_state; CONST SHADER_OPCODE *shader_ins; @@ -1279,9 +1281,7 @@ typedef struct IWineD3DBaseShaderImpl { extern void shader_get_registers_used( IWineD3DBaseShader *iface, - CONST DWORD* pToken, - DWORD* tempsUsed, - DWORD* texUsed); + CONST DWORD* pToken); extern void shader_program_dump_decl_usage( DWORD dcl,
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Jason Green : wined3d: Further split up GenerateProgramArbHW for pixelshaders.
by Alexandre Julliard
10 May '06
10 May '06
Module: wine Branch: refs/heads/master Commit: 653e71d7749976a3913fb3a5b6b6eb60556b16b2 URL:
http://source.winehq.org/git/?p=wine.git;a=commit;h=653e71d7749976a3913fb3a…
Author: Jason Green <jave27(a)gmail.com> Date: Tue May 9 22:30:11 2006 -0400 wined3d: Further split up GenerateProgramArbHW for pixelshaders. --- dlls/wined3d/pixelshader.c | 229 ++++++++++++++++++++++------------------ dlls/wined3d/vertexshader.c | 2 dlls/wined3d/wined3d_private.h | 8 + 3 files changed, 136 insertions(+), 103 deletions(-) Diff:
http://source.winehq.org/git/?p=wine.git;a=commitdiff;h=653e71d7749976a3913…
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Jason Green : wined3d: Move D3DSIO_M#x# vertex shader opcodes to a more standard function.
by Alexandre Julliard
10 May '06
10 May '06
Module: wine Branch: refs/heads/master Commit: f015124ae0942987b98311a24543c260fba7704b URL:
http://source.winehq.org/git/?p=wine.git;a=commit;h=f015124ae0942987b98311a…
Author: Jason Green <jave27(a)gmail.com> Date: Tue May 9 22:28:51 2006 -0400 wined3d: Move D3DSIO_M#x# vertex shader opcodes to a more standard function. --- dlls/wined3d/vertexshader.c | 116 ++++++++++++++++++++----------------------- 1 files changed, 53 insertions(+), 63 deletions(-) diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c index 0f6a2be..7b11d28 100644 --- a/dlls/wined3d/vertexshader.c +++ b/dlls/wined3d/vertexshader.c @@ -476,6 +476,7 @@ void vshader_texldl(WINED3DSHADERVECTOR* void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg); void vshader_hw_dcl(SHADER_OPCODE_ARG* arg); void vshader_hw_def(SHADER_OPCODE_ARG* arg); +void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg); /** * log, exp, frc, m*x* seems to be macros ins ... to see @@ -526,11 +527,11 @@ CONST SHADER_OPCODE IWineD3DVertexShader {D3DSIO_SINCOS, "sincos", NULL, 2, vshader_sincos, NULL, 0, 0}, /* Matrix */ - {D3DSIO_M4x4, "m4x4", "undefined", 3, vshader_m4x4, NULL, 0, 0}, - {D3DSIO_M4x3, "m4x3", "undefined", 3, vshader_m4x3, NULL, 0, 0}, - {D3DSIO_M3x4, "m3x4", "undefined", 3, vshader_m3x4, NULL, 0, 0}, - {D3DSIO_M3x3, "m3x3", "undefined", 3, vshader_m3x3, NULL, 0, 0}, - {D3DSIO_M3x2, "m3x2", "undefined", 3, vshader_m3x2, NULL, 0, 0}, + {D3DSIO_M4x4, "m4x4", "undefined", 3, vshader_m4x4, vshader_hw_mnxn, 0, 0}, + {D3DSIO_M4x3, "m4x3", "undefined", 3, vshader_m4x3, vshader_hw_mnxn, 0, 0}, + {D3DSIO_M3x4, "m3x4", "undefined", 3, vshader_m3x4, vshader_hw_mnxn, 0, 0}, + {D3DSIO_M3x3, "m3x3", "undefined", 3, vshader_m3x3, vshader_hw_mnxn, 0, 0}, + {D3DSIO_M3x2, "m3x2", "undefined", 3, vshader_m3x2, vshader_hw_mnxn, 0, 0}, /* Declare registers */ {D3DSIO_DCL, "dcl", NULL, 2, vshader_dcl, vshader_hw_dcl, 0, 0}, @@ -795,46 +796,6 @@ inline static void vshader_program_add_p } } -DWORD MacroExpansion[4*4]; - -int ExpandMxMacro(DWORD macro_opcode, const DWORD* args) { - - int i; - int nComponents = 0; - DWORD opcode =0; - switch(macro_opcode) { - case D3DSIO_M4x4: - nComponents = 4; - opcode = D3DSIO_DP4; - break; - case D3DSIO_M4x3: - nComponents = 3; - opcode = D3DSIO_DP4; - break; - case D3DSIO_M3x4: - nComponents = 4; - opcode = D3DSIO_DP3; - break; - case D3DSIO_M3x3: - nComponents = 3; - opcode = D3DSIO_DP3; - break; - case D3DSIO_M3x2: - nComponents = 2; - opcode = D3DSIO_DP3; - break; - default: - break; - } - for (i = 0; i < nComponents; i++) { - MacroExpansion[i*4+0] = opcode; - MacroExpansion[i*4+1] = ((*args) & ~D3DSP_WRITEMASK_ALL)|(D3DSP_WRITEMASK_0<<i); - MacroExpansion[i*4+2] = *(args+1); - MacroExpansion[i*4+3] = (*(args+2))+i; - } - return nComponents; -} - static void parse_decl_usage(IWineD3DVertexShaderImpl *This, INT usage, INT arrayNo) { switch(usage & 0xFFFF) { @@ -1120,6 +1081,51 @@ void vshader_hw_def(SHADER_OPCODE_ARG* a shader->constantsUsedBitmap[reg & 0xFF] = VS_CONSTANT_CONSTANT; } +/** Handles transforming all D3DSIO_M?x? opcodes for + Vertex shaders to ARB_vertex_program codes */ +void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg) { + + int i; + int nComponents = 0; + SHADER_OPCODE_ARG tmpArg; + + /* Set constants for the temporary argument */ + tmpArg.shader = arg->shader; + tmpArg.buffer = arg->buffer; + tmpArg.src[0] = arg->src[0]; + + switch(arg->opcode->opcode) { + case D3DSIO_M4x4: + nComponents = 4; + tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP4]; + break; + case D3DSIO_M4x3: + nComponents = 3; + tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP4]; + break; + case D3DSIO_M3x4: + nComponents = 4; + tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP3]; + break; + case D3DSIO_M3x3: + nComponents = 3; + tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP3]; + break; + case D3DSIO_M3x2: + nComponents = 2; + tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP3]; + break; + default: + break; + } + + for (i = 0; i < nComponents; i++) { + tmpArg.dst = ((arg->dst) & ~D3DSP_WRITEMASK_ALL)|(D3DSP_WRITEMASK_0<<i); + tmpArg.src[1] = arg->src[1]+i; + vshader_hw_map2gl(&tmpArg); + } +} + /** * Function parser ... */ @@ -1127,9 +1133,7 @@ void vshader_hw_def(SHADER_OPCODE_ARG* a inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexShader *iface, CONST DWORD* pFunction) { IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface; const DWORD* pToken = pFunction; - const DWORD* pSavedToken = NULL; const SHADER_OPCODE* curOpcode = NULL; - int nRemInstr = -1; DWORD i; SHADER_BUFFER buffer; char tmpLine[255]; @@ -1188,9 +1192,7 @@ #endif if (NULL != pToken) { while (1) { tmpLine[0] = 0; - if ((nRemInstr >= 0) && (--nRemInstr == -1)) - /* Macro is finished, continue normal path */ - pToken = pSavedToken; + if (D3DVS_END() == *pToken) break; @@ -1246,24 +1248,12 @@ #endif curOpcode->hw_fct(&hw_arg); pToken += curOpcode->num_params; + /* Unrecognized or No-Op code */ } else { switch (curOpcode->opcode) { case D3DSIO_NOP: break; - case D3DSIO_M4x4: - case D3DSIO_M4x3: - case D3DSIO_M3x4: - case D3DSIO_M3x3: - case D3DSIO_M3x2: - /* Expand the macro and get nusprintf(tmpLine,mber of generated instruction */ - nRemInstr = ExpandMxMacro(curOpcode->opcode, pToken); - /* Save point to next instruction */ - pSavedToken = pToken + 3; - /* Execute expanded macro */ - pToken = MacroExpansion; - break; - default: FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name); pToken += curOpcode->num_params;
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Jason Green : wined3d: Move DCL, DEF operations out of Generate loop and into separate functions.
by Alexandre Julliard
10 May '06
10 May '06
Module: wine Branch: refs/heads/master Commit: eee6fc9277d0f726749fa06f927cbed916e308a5 URL:
http://source.winehq.org/git/?p=wine.git;a=commit;h=eee6fc9277d0f726749fa06…
Author: Jason Green <jave27(a)gmail.com> Date: Tue May 9 22:27:50 2006 -0400 wined3d: Move DCL, DEF operations out of Generate loop and into separate functions. --- dlls/wined3d/pixelshader.c | 40 ++++----- dlls/wined3d/vertexshader.c | 191 +++++++++++++++++++++---------------------- 2 files changed, 113 insertions(+), 118 deletions(-) Diff:
http://source.winehq.org/git/?p=wine.git;a=commitdiff;h=eee6fc9277d0f726749…
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Jason Green : wined3d: Move program_dump_decl_usage into baseshader.
by Alexandre Julliard
10 May '06
10 May '06
Module: wine Branch: refs/heads/master Commit: 5308e026d1090d2caa5d0d665c9e77819fd1aaa7 URL:
http://source.winehq.org/git/?p=wine.git;a=commit;h=5308e026d1090d2caa5d0d6…
Author: Jason Green <jave27(a)gmail.com> Date: Tue May 9 22:26:05 2006 -0400 wined3d: Move program_dump_decl_usage into baseshader. --- dlls/wined3d/baseshader.c | 75 ++++++++++++++++++++++++++++++ dlls/wined3d/pixelshader.c | 99 +++++++--------------------------------- dlls/wined3d/vertexshader.c | 79 +------------------------------- dlls/wined3d/wined3d_private.h | 4 ++ 4 files changed, 100 insertions(+), 157 deletions(-) Diff:
http://source.winehq.org/git/?p=wine.git;a=commitdiff;h=5308e026d1090d2caa5…
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