wined3d: Add GenerateShader function to pixel shaders.

This commit is contained in:
Jason Green 2006-05-09 22:39:02 -04:00 committed by Alexandre Julliard
parent 604579ed62
commit 087c67c459
1 changed files with 71 additions and 1 deletions

View File

@ -1299,6 +1299,76 @@ void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
current_state.current_row = 0; 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/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */ /* NOTE: A description of how to parse tokens can be found at http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */
inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelShader *iface, CONST DWORD *pFunction) { inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelShader *iface, CONST DWORD *pFunction) {