Module: wine Branch: refs/heads/master Commit: 604579ed62ac86a33deb0ca59b39481eb6f714e9 URL: http://source.winehq.org/git/?p=wine.git;a=commit;h=604579ed62ac86a33deb0ca5...
Author: Jason Green jave27@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 }