wined3d: Move constant loading out of DrawPrimDrawStrided() and enable

loading float constants for GLSL.

- DrawPrim is just too big of a function.  This separates the passing
  of constants to the shader into new functions.
- Fixes an off-by-one error when loading vertex declaration constants
  (should be <, not <=)
- Adds a function for GLSL loading of constants (aka Uniforms)
- Adds a GLSL program variable to the stateblock and sets it to 0 (a
  future patch will actually create this program)
This commit is contained in:
Jason Green 2006-06-08 04:00:23 -04:00 committed by Alexandre Julliard
parent 217dae68c5
commit 1f1057fc9b
3 changed files with 174 additions and 77 deletions

View File

@ -28,9 +28,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw);
WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
#ifdef SHOW_FRAME_MAKEUP
#include <stdio.h>
#endif
#if 0 /* TODO */
extern IWineD3DVertexShaderImpl* VertexShaders[64];
@ -1694,6 +1692,137 @@ void drawStridedSoftwareVS(IWineD3DDevice *iface, WineDirect3DVertexStridedData
#endif
/**
* Loads floating point constants (aka uniforms) into the currently set GLSL program.
* When @constants_set == NULL, it will load all the constants.
*/
void drawPrimLoadConstantsGLSL_F(IWineD3DDevice* iface,
unsigned max_constants,
float* constants,
BOOL* constants_set) {
IWineD3DDeviceImpl* This = (IWineD3DDeviceImpl *)iface;
GLhandleARB programId = This->stateBlock->shaderPrgId;
GLhandleARB tmp_loc;
int i;
char tmp_name[7];
if (programId == 0) {
/* No GLSL program set - nothing to do. */
return;
}
for (i=0; i<max_constants; ++i) {
if (NULL == constants_set || constants_set[i]) {
TRACE_(d3d_shader)("Loading constants %i: %f, %f, %f, %f\n",
i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
/* TODO: Benchmark and see if it would be beneficial to store the
* locations of the constants to avoid looking up each time */
snprintf(tmp_name, sizeof(tmp_name), "C[%i]", i);
tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
if (tmp_loc != -1) {
/* We found this uniform name in the program - go ahead and send the data */
GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, &constants[i*4]));
checkGLcall("glUniform4fvARB");
}
}
}
}
/**
* Loads floating point constants into the currently set ARB_vertex/fragment_program.
* When @constants_set == NULL, it will load all the constants.
*
* @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
* or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
*/
void drawPrimLoadConstantsARB_F(IWineD3DDevice* iface,
GLuint target_type,
unsigned max_constants,
float* constants,
BOOL* constants_set) {
IWineD3DDeviceImpl* This = (IWineD3DDeviceImpl *)iface;
int i;
for (i=0; i<max_constants; ++i) {
if (NULL == constants_set || constants_set[i]) {
TRACE_(d3d_shader)("Loading constants %i: %f, %f, %f, %f\n",
i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, &constants[i*4]));
checkGLcall("glProgramEnvParameter4fvARB");
}
}
}
/* Load the constants/uniforms which were passed by the application into either GLSL or ARB shader programs. */
void drawPrimLoadConstants(IWineD3DDevice *iface,
BOOL useVertexShader,
BOOL usePixelShader) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DVertexShaderImpl *vshader = (IWineD3DVertexShaderImpl*) This->stateBlock->vertexShader;
if (wined3d_settings.shader_mode == SHADER_GLSL) {
if (useVertexShader) {
IWineD3DVertexDeclarationImpl* vertexDeclaration =
(IWineD3DVertexDeclarationImpl*) vshader->vertexDeclaration;
if (NULL != vertexDeclaration && NULL != vertexDeclaration->constants) {
/* Load DirectX 8 float constants/uniforms for vertex shader */
drawPrimLoadConstantsGLSL_F(iface, WINED3D_VSHADER_MAX_CONSTANTS,
vertexDeclaration->constants, NULL);
}
/* Load DirectX 9 float constants/uniforms for vertex shader */
drawPrimLoadConstantsGLSL_F(iface, WINED3D_VSHADER_MAX_CONSTANTS,
This->stateBlock->vertexShaderConstantF,
This->stateBlock->set.vertexShaderConstantsF);
/* TODO: Load boolean & integer constants for vertex shader */
}
if (usePixelShader) {
/* Load DirectX 9 float constants/uniforms for pixel shader */
drawPrimLoadConstantsGLSL_F(iface, WINED3D_PSHADER_MAX_CONSTANTS,
This->stateBlock->pixelShaderConstantF,
This->stateBlock->set.pixelShaderConstantsF);
/* TODO: Load boolean & integer constants for pixel shader */
}
} else if (wined3d_settings.shader_mode == SHADER_ARB) {
/* We only support float constants in ARB at the moment, so don't
* worry about the Integers or Booleans */
if (useVertexShader) {
IWineD3DVertexDeclarationImpl* vertexDeclaration =
(IWineD3DVertexDeclarationImpl*) vshader->vertexDeclaration;
if (NULL != vertexDeclaration && NULL != vertexDeclaration->constants) {
/* Load DirectX 8 float constants for vertex shader */
drawPrimLoadConstantsARB_F(iface, GL_VERTEX_PROGRAM_ARB, WINED3D_VSHADER_MAX_CONSTANTS,
vertexDeclaration->constants, NULL);
}
/* Load DirectX 9 float constants for vertex shader */
drawPrimLoadConstantsARB_F(iface, GL_VERTEX_PROGRAM_ARB, WINED3D_VSHADER_MAX_CONSTANTS,
This->stateBlock->vertexShaderConstantF,
This->stateBlock->set.vertexShaderConstantsF);
}
if (usePixelShader) {
/* Load DirectX 9 float constants for pixel shader */
drawPrimLoadConstantsARB_F(iface, GL_FRAGMENT_PROGRAM_ARB, WINED3D_PSHADER_MAX_CONSTANTS,
This->stateBlock->pixelShaderConstantF,
This->stateBlock->set.pixelShaderConstantsF);
}
}
}
void inline drawPrimitiveDrawStrided(IWineD3DDevice *iface, BOOL useVertexShaderFunction, BOOL usePixelShaderFunction, int useHW, WineDirect3DVertexStridedData *dataLocations,
UINT numberOfvertices, UINT numberOfIndicies, GLenum glPrimType, const void *idxData, short idxSize, int minIndex, long StartIdx) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
@ -1791,91 +1920,46 @@ UINT numberOfvertices, UINT numberOfIndicies, GLenum glPrimType, const void *idx
TRACE("Loaded arrays\n");
/* TODO: Bind the correct GLSL shader program here. */
if (useVertexShaderFunction) {
IWineD3DVertexDeclarationImpl *vertexDeclaration;
int i;
TRACE("Using vertex shader\n");
/* Bind the vertex program */
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB,
((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId));
checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
if (wined3d_settings.shader_mode == SHADER_ARB) {
/* Bind the vertex program */
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB,
((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId));
checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
/* Enable OpenGL vertex programs */
glEnable(GL_VERTEX_PROGRAM_ARB);
checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
TRACE_(d3d_shader)("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n",
This, ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId);
/* Vertex Shader 8 constants */
vertexDeclaration = (IWineD3DVertexDeclarationImpl *)
((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->vertexDeclaration;
if (vertexDeclaration != NULL) {
float *constants = vertexDeclaration->constants;
if (constants != NULL) {
for (i = 0; i <= WINED3D_VSHADER_MAX_CONSTANTS; ++i) {
TRACE_(d3d_shader)("Not loading constants %u = %f %f %f %f\n", i,
constants[i * 4], constants[i * 4 + 1], constants[i * 4 + 2], constants[i * 4 + 3]);
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, i, &constants[i * 4]));
}
}
/* Enable OpenGL vertex programs */
glEnable(GL_VERTEX_PROGRAM_ARB);
checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
TRACE_(d3d_shader)("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n",
This, ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId);
}
/* Update the constants */
for (i = 0; i < WINED3D_VSHADER_MAX_CONSTANTS; ++i) {
if (This->stateBlock->set.vertexShaderConstantsF[i]) {
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, i,
&This->stateBlock->vertexShaderConstantF[i * 4]));
TRACE_(d3d_shader)("Loading constants %u = %f %f %f %f\n", i,
This->stateBlock->vertexShaderConstantF[i * 4],
This->stateBlock->vertexShaderConstantF[i * 4 + 1],
This->stateBlock->vertexShaderConstantF[i * 4 + 2],
This->stateBlock->vertexShaderConstantF[i * 4 + 3]);
checkGLcall("glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB");
checkGLcall("glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB");
}
}
}
if (usePixelShaderFunction) {
int i;
TRACE("Using pixel shader\n");
/* Bind the fragment program */
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB,
((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId));
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
if (wined3d_settings.shader_mode == SHADER_ARB) {
/* Bind the fragment program */
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB,
((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId));
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
/* Enable OpenGL fragment programs */
glEnable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
TRACE_(d3d_shader)("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
This, ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId);
/* Update the constants */
for (i = 0; i < WINED3D_PSHADER_MAX_CONSTANTS; ++i) {
if (This->stateBlock->set.pixelShaderConstantsF[i]) {
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, i,
&This->stateBlock->pixelShaderConstantF[i * 4]));
TRACE_(d3d_shader)("Loading constants %u = %f %f %f %f\n", i,
This->stateBlock->pixelShaderConstantF[i * 4],
This->stateBlock->pixelShaderConstantF[i * 4 + 1],
This->stateBlock->pixelShaderConstantF[i * 4 + 2],
This->stateBlock->pixelShaderConstantF[i * 4 + 3]);
checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB");
}
/* Enable OpenGL fragment programs */
glEnable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
TRACE_(d3d_shader)("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
This, ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId);
}
}
/* Load any global constants/uniforms that may have been set by the application */
drawPrimLoadConstants(iface, useVertexShaderFunction, usePixelShaderFunction);
/* DirectX colours are in a different format to opengl colours
* so if diffuse or specular are used then we need to use drawStridedSlow
@ -1884,7 +1968,7 @@ UINT numberOfvertices, UINT numberOfIndicies, GLenum glPrimType, const void *idx
((dataLocations->u.s.pSize.lpData != NULL)
|| (dataLocations->u.s.diffuse.lpData != NULL)
|| (dataLocations->u.s.specular.lpData != NULL))) {
/* TODO: replace drawStridedSlow with veretx fixups */
/* TODO: replace drawStridedSlow with vertex fixups */
drawStridedSlow(iface, dataLocations, numberOfIndicies, glPrimType,
idxData, idxSize, minIndex, StartIdx);
@ -1897,7 +1981,7 @@ UINT numberOfvertices, UINT numberOfIndicies, GLenum glPrimType, const void *idx
/* Cleanup vertex program */
if (useVertexShaderFunction) {
/* disable any attribs */
/* disable any attribs (this is the same for both GLSL and ARB modes) */
if(((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->declaredArrays) {
GLint maxAttribs;
int i;
@ -1905,20 +1989,27 @@ UINT numberOfvertices, UINT numberOfIndicies, GLenum glPrimType, const void *idx
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
/* MESA does not support it right not */
if (glGetError() != GL_NO_ERROR)
maxAttribs = 16;
maxAttribs = 16;
for (i = 0; i < maxAttribs; ++i) {
GL_EXTCALL(glDisableVertexAttribArrayARB(i));
checkGLcall("glDisableVertexAttribArrayARB(reg);");
}
}
glDisable(GL_VERTEX_PROGRAM_ARB);
if (wined3d_settings.shader_mode == SHADER_ARB)
glDisable(GL_VERTEX_PROGRAM_ARB);
}
/* Cleanup fragment program */
if (usePixelShaderFunction) {
if (usePixelShaderFunction && wined3d_settings.shader_mode == SHADER_ARB) {
glDisable(GL_FRAGMENT_PROGRAM_ARB);
}
/* Cleanup GLSL program */
if (wined3d_settings.shader_mode == SHADER_GLSL
&& (useVertexShaderFunction || usePixelShaderFunction)) {
GL_EXTCALL(glUseProgramObjectARB(0));
}
}
}

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@ -874,6 +874,10 @@ HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock*
}
This->wineD3DDevice->currentPalette = 0;
/* Set default GLSL program ID to 0. We won't actually create one
* until the app sets a vertex or pixel shader */
This->shaderPrgId = 0;
TRACE("-----------------------> Device defaults now set up...\n");
return WINED3D_OK;
}

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@ -1070,6 +1070,8 @@ struct IWineD3DStateBlockImpl
/* Sampler States */
DWORD samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
/* Current GLSL Shader Program */
GLhandleARB shaderPrgId;
};
extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;