wined3d: Implement vertex blending in glsl_vertex_pipe.

This commit is contained in:
Józef Kucia 2015-07-03 01:04:13 +02:00 committed by Alexandre Julliard
parent 1fc4a17175
commit 1f680c52fe
6 changed files with 107 additions and 48 deletions

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@ -858,7 +858,7 @@ static void wined3d_cs_exec_set_transform(struct wined3d_cs *cs, const void *dat
const struct wined3d_cs_set_transform *op = data;
cs->state.transforms[op->state] = *op->matrix;
if (op->state < WINED3D_TS_WORLD_MATRIX(cs->device->adapter->gl_info.limits.blends))
if (op->state < WINED3D_TS_WORLD_MATRIX(cs->device->adapter->d3d_info.limits.ffp_vertex_blend_matrices))
device_invalidate_state(cs->device, STATE_TRANSFORM(op->state));
}

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@ -3564,7 +3564,7 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
adapter->fragment_pipe = select_fragment_implementation(gl_info, adapter->shader_backend);
adapter->blitter = select_blit_implementation(gl_info, adapter->shader_backend);
adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
adapter->d3d_info.vs_clipping = shader_caps.wined3d_caps & WINED3D_SHADER_CAP_VS_CLIPPING;
adapter->d3d_info.limits.vs_version = shader_caps.vs_version;
adapter->d3d_info.limits.gs_version = shader_caps.gs_version;
@ -3575,6 +3575,7 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
adapter->vertex_pipe->vp_get_caps(gl_info, &vertex_caps);
adapter->d3d_info.xyzrhw = vertex_caps.xyzrhw;
adapter->d3d_info.ffp_generic_attributes = vertex_caps.ffp_generic_attributes;
adapter->d3d_info.limits.ffp_vertex_blend_matrices = vertex_caps.max_vertex_blend_matrices;
adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
adapter->d3d_info.limits.ffp_blend_stages = fragment_caps.MaxTextureBlendStages;

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@ -119,7 +119,7 @@ struct glsl_vs_program
GLint uniform_b_locations[MAX_CONST_B];
GLint pos_fixup_location;
GLint modelview_matrix_location;
GLint modelview_matrix_location[MAX_VERTEX_BLENDS];
GLint projection_matrix_location;
GLint normal_matrix_location;
GLint texture_matrix_location[MAX_TEXTURES];
@ -1072,7 +1072,7 @@ static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_con
struct wined3d_matrix mv;
unsigned int i, j;
get_modelview_matrix(context, state, &mv);
get_modelview_matrix(context, state, 0, &mv);
if (context->swapchain->device->wined3d->flags & WINED3D_LEGACY_FFP_LIGHTING)
invert_matrix_3d(&mv, &mv);
else
@ -1318,13 +1318,28 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
{
struct wined3d_matrix mat;
get_modelview_matrix(context, state, &mat);
GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location, 1, FALSE, &mat._11));
get_modelview_matrix(context, state, 0, &mat);
GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location[0], 1, FALSE, &mat._11));
checkGLcall("glUniformMatrix4fv");
shader_glsl_ffp_vertex_normalmatrix_uniform(context, state, prog);
}
if (update_mask & WINED3D_SHADER_CONST_FFP_VERTEXBLEND)
{
struct wined3d_matrix mat;
for (i = 1; i < MAX_VERTEX_BLENDS; ++i)
{
if (prog->vs.modelview_matrix_location[i] == -1)
break;
get_modelview_matrix(context, state, i, &mat);
GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location[i], 1, FALSE, &mat._11));
checkGLcall("glUniformMatrix4fv");
}
}
if (update_mask & WINED3D_SHADER_CONST_FFP_PROJ)
{
struct wined3d_matrix projection;
@ -5567,13 +5582,13 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffe
static const struct attrib_info
{
const char type[6];
const char name[20];
const char name[24];
}
attrib_info[] =
{
{"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
/* TODO: Vertex blending */
{"vec4", ""}, /* WINED3D_FFP_BLENDWEIGHT */
{"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
/* TODO: Indexed vertex blending */
{"float", ""}, /* WINED3D_FFP_BLENDINDICES */
{"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
{"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
@ -5596,7 +5611,7 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffe
}
shader_addline(buffer, "\n");
shader_addline(buffer, "uniform mat4 ffp_modelview_matrix;\n");
shader_addline(buffer, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS);
shader_addline(buffer, "uniform mat4 ffp_projection_matrix;\n");
shader_addline(buffer, "uniform mat3 ffp_normal_matrix;\n");
shader_addline(buffer, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES);
@ -5664,7 +5679,14 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffe
}
else
{
shader_addline(buffer, "vec4 ec_pos = ffp_modelview_matrix * ffp_attrib_position;\n");
shader_addline(buffer, "ffp_attrib_blendweight[%u] = 1.0;\n", settings->vertexblends);
for (i = 0; i < settings->vertexblends; ++i)
shader_addline(buffer, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings->vertexblends, i);
shader_addline(buffer, "vec4 ec_pos = vec4(0.0);\n");
for (i = 0; i < settings->vertexblends + 1; ++i)
shader_addline(buffer, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i, i);
shader_addline(buffer, "gl_Position = ffp_projection_matrix * ec_pos;\n");
if (settings->clipping)
shader_addline(buffer, "gl_ClipVertex = ec_pos;\n");
@ -6449,7 +6471,11 @@ static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *
vs->pos_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "posFixup"));
vs->modelview_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_modelview_matrix"));
for (i = 0; i < MAX_VERTEX_BLENDS; ++i)
{
string_buffer_sprintf(name, "ffp_modelview_matrix[%u]", i);
vs->modelview_matrix_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
}
vs->projection_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_projection_matrix"));
vs->normal_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_normal_matrix"));
for (i = 0; i < MAX_TEXTURES; ++i)
@ -6822,6 +6848,15 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW
| WINED3D_SHADER_CONST_FFP_PROJ;
for (i = 1; i < MAX_VERTEX_BLENDS; ++i)
{
if (entry->vs.modelview_matrix_location[i] != -1)
{
entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_VERTEXBLEND;
break;
}
}
for (i = 0; i < MAX_TEXTURES; ++i)
{
if (entry->vs.texture_matrix_location[i] != -1)
@ -7687,7 +7722,7 @@ static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info *gl_info,
caps->xyzrhw = TRUE;
caps->ffp_generic_attributes = TRUE;
caps->max_active_lights = MAX_ACTIVE_LIGHTS;
caps->max_vertex_blend_matrices = 1;
caps->max_vertex_blend_matrices = MAX_VERTEX_BLENDS;
caps->max_vertex_blend_matrix_index = 0;
caps->vertex_processing_caps = WINED3DVTXPCAPS_TEXGEN
| WINED3DVTXPCAPS_MATERIALSOURCE7
@ -7821,27 +7856,26 @@ static void glsl_vertex_pipe_world(struct wined3d_context *context,
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW;
}
static void glsl_vertex_pipe_vertexblend(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_VERTEXBLEND;
}
static void glsl_vertex_pipe_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
unsigned int k;
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW
| WINED3D_SHADER_CONST_FFP_LIGHTS;
| WINED3D_SHADER_CONST_FFP_LIGHTS
| WINED3D_SHADER_CONST_FFP_VERTEXBLEND;
for (k = 0; k < gl_info->limits.clipplanes; ++k)
{
if (!isStateDirty(context, STATE_CLIPPLANE(k)))
clipplane(context, state, STATE_CLIPPLANE(k));
}
if (context->swapchain->device->vertexBlendUsed)
{
static int warned;
if (!warned++)
FIXME("Vertex blending emulation.\n");
}
}
static void glsl_vertex_pipe_projection(struct wined3d_context *context,
@ -7984,6 +8018,9 @@ static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
{STATE_TRANSFORM(WINED3D_TS_TEXTURE6), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TRANSFORM(WINED3D_TS_TEXTURE7), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world }, WINED3D_GL_EXT_NONE },
{STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE },
{STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE },
{STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
@ -8070,7 +8107,7 @@ static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
* instead of using the immediate mode fallback.
* - Similarly, we don't need the fallback for certain combinations of
* material sources anymore.
* - Implement vertex blending and vertex tweening.
* - Implement vertex tweening.
* - Handle WINED3D_TSS_TEXCOORD_INDEX in the shader, instead of duplicating
* attribute arrays in load_tex_coords().
* - Per-vertex point sizes. */

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@ -3686,7 +3686,7 @@ static void transform_world(struct wined3d_context *context, const struct wined3
gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode");
get_modelview_matrix(context, state, &mat);
get_modelview_matrix(context, state, 0, &mat);
gl_info->gl_ops.gl.p_glLoadMatrixf((GLfloat *)&mat);
checkGLcall("glLoadMatrixf");
@ -5757,7 +5757,7 @@ static void prune_invalid_states(struct StateEntry *state_table, const struct wi
state_table[i].apply = state_undefined;
}
start = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(gl_info->limits.blends));
start = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(d3d_info->limits.ffp_vertex_blend_matrices));
last = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
for (i = start; i <= last; ++i)
{

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@ -3247,6 +3247,9 @@ const char *debug_d3dtstype(enum wined3d_transform_state tstype)
TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(1));
TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(2));
TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(3));
#undef TSTYPE_TO_STR
default:
if (tstype > 256 && tstype < 512)
@ -3468,12 +3471,13 @@ void get_identity_matrix(struct wined3d_matrix *mat)
*mat = identity;
}
void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state, struct wined3d_matrix *mat)
void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
unsigned int index, struct wined3d_matrix *mat)
{
if (context->last_was_rhw)
get_identity_matrix(mat);
else
multiply_matrix(mat, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(0)]);
multiply_matrix(mat, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(index)]);
}
void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
@ -4532,6 +4536,19 @@ void wined3d_ffp_get_vs_settings(const struct wined3d_state *state, const struct
return;
}
switch (state->render_states[WINED3D_RS_VERTEXBLEND])
{
case WINED3D_VBF_DISABLE:
case WINED3D_VBF_1WEIGHTS:
case WINED3D_VBF_2WEIGHTS:
case WINED3D_VBF_3WEIGHTS:
settings->vertexblends = state->render_states[WINED3D_RS_VERTEXBLEND];
break;
default:
FIXME("Unsupported vertex blending: %d\n", state->render_states[WINED3D_RS_VERTEXBLEND]);
break;
}
settings->transformed = 0;
settings->clipping = state->render_states[WINED3D_RS_CLIPPING]
&& state->render_states[WINED3D_RS_CLIPPLANEENABLE];

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@ -179,6 +179,7 @@ void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
#define MAX_CONSTANT_BUFFERS 15
#define MAX_SAMPLER_OBJECTS 16
#define MAX_SHADER_RESOURCE_VIEWS 128
#define MAX_VERTEX_BLENDS 4
struct min_lookup
{
@ -296,25 +297,26 @@ enum wined3d_shader_resource_type
WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY,
};
#define WINED3D_SHADER_CONST_VS_F 0x00000001
#define WINED3D_SHADER_CONST_VS_I 0x00000002
#define WINED3D_SHADER_CONST_VS_B 0x00000004
#define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000008
#define WINED3D_SHADER_CONST_VS_POS_FIXUP 0x00000010
#define WINED3D_SHADER_CONST_PS_F 0x00000020
#define WINED3D_SHADER_CONST_PS_I 0x00000040
#define WINED3D_SHADER_CONST_PS_B 0x00000080
#define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000100
#define WINED3D_SHADER_CONST_PS_FOG 0x00000200
#define WINED3D_SHADER_CONST_PS_Y_CORR 0x00000400
#define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00000800
#define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00001000
#define WINED3D_SHADER_CONST_FFP_PROJ 0x00002000
#define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00004000
#define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00008000
#define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00010000
#define WINED3D_SHADER_CONST_FFP_PS 0x00020000
#define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00040000
#define WINED3D_SHADER_CONST_VS_F 0x00000001
#define WINED3D_SHADER_CONST_VS_I 0x00000002
#define WINED3D_SHADER_CONST_VS_B 0x00000004
#define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000008
#define WINED3D_SHADER_CONST_VS_POS_FIXUP 0x00000010
#define WINED3D_SHADER_CONST_PS_F 0x00000020
#define WINED3D_SHADER_CONST_PS_I 0x00000040
#define WINED3D_SHADER_CONST_PS_B 0x00000080
#define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000100
#define WINED3D_SHADER_CONST_PS_FOG 0x00000200
#define WINED3D_SHADER_CONST_PS_Y_CORR 0x00000400
#define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00000800
#define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00001000
#define WINED3D_SHADER_CONST_FFP_VERTEXBLEND 0x00002000
#define WINED3D_SHADER_CONST_FFP_PROJ 0x00004000
#define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00008000
#define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00010000
#define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00020000
#define WINED3D_SHADER_CONST_FFP_PS 0x00040000
#define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00080000
enum wined3d_shader_register_type
{
@ -1743,6 +1745,7 @@ struct wined3d_d3d_limits
DWORD ps_uniform_count;
UINT ffp_textures;
UINT ffp_blend_stages;
UINT ffp_vertex_blend_matrices;
};
typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
@ -1888,6 +1891,7 @@ struct wined3d_ffp_vs_settings
DWORD specular_source : 2;
DWORD transformed : 1;
DWORD vertexblends : 2;
DWORD clipping : 1;
DWORD normal : 1;
DWORD normalize : 1;
@ -1898,7 +1902,7 @@ struct wined3d_ffp_vs_settings
DWORD fog_mode : 2;
DWORD texcoords : 8; /* MAX_TEXTURES */
DWORD ortho_fog : 1;
DWORD padding : 13;
DWORD padding : 11;
DWORD texgen[MAX_TEXTURES];
};
@ -3071,7 +3075,7 @@ static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader,
void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
unsigned int index, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,