wined3d: Avoid the builtin GLSL vertex attributes.

This commit is contained in:
Matteo Bruni 2015-06-11 23:13:42 +02:00 committed by Alexandre Julliard
parent 92a2cef7a8
commit 4189d29776
6 changed files with 100 additions and 43 deletions

View File

@ -3562,6 +3562,7 @@ 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->fragment_pipe->get_caps(gl_info, &fragment_caps);
adapter->d3d_info.limits.ffp_blend_stages = fragment_caps.MaxTextureBlendStages;

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@ -761,8 +761,12 @@ void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_co
}
else
{
drawStridedSlow(device, context, stream_info, index_count,
if (context->d3d_info->ffp_generic_attributes)
drawStridedSlowVs(context, state, stream_info, index_count,
state->gl_primitive_type, idx_data, idx_size, start_idx);
else
drawStridedSlow(device, context, stream_info, index_count,
state->gl_primitive_type, idx_data, idx_size, start_idx);
}
}
else if (!gl_info->supported[ARB_INSTANCED_ARRAYS] && instance_count)

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@ -5505,9 +5505,9 @@ static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs, c
case WINED3D_MCS_MATERIAL:
return material;
case WINED3D_MCS_COLOR1:
return "gl_Color";
return "ffp_attrib_diffuse";
case WINED3D_MCS_COLOR2:
return "gl_SecondaryColor";
return "ffp_attrib_specular";
default:
ERR("Invalid material color source %#x.\n", mcs);
return "<invalid>";
@ -5524,8 +5524,8 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
if (!settings->lighting)
{
shader_addline(buffer, "gl_FrontColor = gl_Color;\n");
shader_addline(buffer, "gl_FrontSecondaryColor = gl_SecondaryColor;\n");
shader_addline(buffer, "gl_FrontColor = ffp_attrib_diffuse;\n");
shader_addline(buffer, "gl_FrontSecondaryColor = ffp_attrib_specular;\n");
return;
}
@ -5678,6 +5678,22 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffe
const struct wined3d_ffp_vs_settings *settings, const struct wined3d_gl_info *gl_info,
BOOL legacy_lighting)
{
static const struct attrib_info
{
const char type[6];
const char name[20];
}
attrib_info[] =
{
{"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
/* TODO: Vertex blending */
{"vec4", ""}, /* WINED3D_FFP_BLENDWEIGHT */
{"float", ""}, /* WINED3D_FFP_BLENDINDICES */
{"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
{"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
{"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
{"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
};
GLuint shader_obj;
unsigned int i;
@ -5686,6 +5702,14 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffe
shader_addline(buffer, "#version 120\n");
shader_addline(buffer, "\n");
for (i = 0; i < WINED3D_FFP_ATTRIBS_COUNT; ++i)
{
const char *type = i < ARRAY_SIZE(attrib_info) ? attrib_info[i].type : "vec4";
shader_addline(buffer, "attribute %s vs_in%u;\n", type, i);
}
shader_addline(buffer, "\n");
shader_addline(buffer, "uniform mat4 ffp_modelview_matrix;\n");
shader_addline(buffer, "uniform mat4 ffp_projection_matrix;\n");
shader_addline(buffer, "uniform mat3 ffp_normal_matrix;\n");
@ -5731,15 +5755,30 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffe
shader_addline(buffer, "float m;\n");
shader_addline(buffer, "vec3 r;\n");
for (i = 0; i < ARRAY_SIZE(attrib_info); ++i)
{
if (attrib_info[i].name[0])
shader_addline(buffer, "%s %s = vs_in%u;\n",
attrib_info[i].type, attrib_info[i].name, i);
}
for (i = 0; i < MAX_TEXTURES; ++i)
{
unsigned int coord_idx = settings->texgen[i] & 0x0000ffff;
if ((settings->texgen[i] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU)
{
shader_addline(buffer, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i, coord_idx + WINED3D_FFP_TEXCOORD0);
}
}
if (settings->transformed)
{
shader_addline(buffer, "vec4 ec_pos = vec4(gl_Vertex.xyz, 1.0);\n");
shader_addline(buffer, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
shader_addline(buffer, "gl_Position = ffp_projection_matrix * ec_pos;\n");
shader_addline(buffer, "if (gl_Vertex.w != 0.0) gl_Position /= gl_Vertex.w;\n");
shader_addline(buffer, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
}
else
{
shader_addline(buffer, "vec4 ec_pos = ffp_modelview_matrix * gl_Vertex;\n");
shader_addline(buffer, "vec4 ec_pos = ffp_modelview_matrix * ffp_attrib_position;\n");
shader_addline(buffer, "gl_Position = ffp_projection_matrix * ec_pos;\n");
if (settings->clipping)
shader_addline(buffer, "gl_ClipVertex = ec_pos;\n");
@ -5749,19 +5788,19 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffe
if (!settings->normal)
shader_addline(buffer, "vec3 normal = vec3(0.0);\n");
else if (settings->normalize)
shader_addline(buffer, "vec3 normal = normalize(ffp_normal_matrix * gl_Normal);\n");
shader_addline(buffer, "vec3 normal = normalize(ffp_normal_matrix * ffp_attrib_normal);\n");
else
shader_addline(buffer, "vec3 normal = ffp_normal_matrix * gl_Normal;\n");
shader_addline(buffer, "vec3 normal = ffp_normal_matrix * ffp_attrib_normal;\n");
shader_glsl_ffp_vertex_lighting(buffer, settings, gl_info, legacy_lighting);
for (i = 0; i < MAX_TEXTURES; ++i)
{
switch (settings->texgen[i] << WINED3D_FFP_TCI_SHIFT)
switch (settings->texgen[i] & 0xffff0000)
{
case WINED3DTSS_TCI_PASSTHRU:
if (settings->texcoords & (1 << i))
shader_addline(buffer, "gl_TexCoord[%u] = ffp_texture_matrix[%u] * gl_MultiTexCoord%d;\n",
shader_addline(buffer, "gl_TexCoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
i, i, i);
break;
@ -5797,7 +5836,7 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffe
break;
case WINED3D_FFP_VS_FOG_FOGCOORD:
shader_addline(buffer, "gl_FogFragCoord = gl_SecondaryColor.w * 255.0;\n");
shader_addline(buffer, "gl_FogFragCoord = ffp_attrib_specular.w * 255.0;\n");
break;
case WINED3D_FFP_VS_FOG_RANGE:
@ -6668,6 +6707,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
GLuint gs_id = 0;
GLuint ps_id = 0;
struct list *ps_list, *vs_list;
WORD attribs_map;
struct wined3d_string_buffer *tmp_name;
if (!(context->shader_update_mask & (1 << WINED3D_SHADER_TYPE_VERTEX)))
{
@ -6773,9 +6814,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
if (vshader)
{
WORD map = vshader->reg_maps.input_registers;
struct wined3d_string_buffer *tmp_name = string_buffer_get(&priv->string_buffers);
attribs_map = vshader->reg_maps.input_registers;
reorder_shader_id = generate_param_reorder_function(priv, vshader, pshader,
state->gl_primitive_type == GL_POINTS && vshader->reg_maps.point_size, gl_info);
TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id, program_id);
@ -6785,26 +6824,32 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
* is destroyed
*/
GL_EXTCALL(glDeleteShader(reorder_shader_id));
/* Bind vertex attributes to a corresponding index number to match
* the same index numbers as ARB_vertex_programs (makes loading
* vertex attributes simpler). With this method, we can use the
* exact same code to load the attributes later for both ARB and
* GLSL shaders.
*
* We have to do this here because we need to know the Program ID
* in order to make the bindings work, and it has to be done prior
* to linking the GLSL program. */
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
string_buffer_sprintf(tmp_name, "vs_in%u", i);
GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
}
checkGLcall("glBindAttribLocation");
string_buffer_release(&priv->string_buffers, tmp_name);
}
else
{
attribs_map = (1 << WINED3D_FFP_ATTRIBS_COUNT) - 1;
}
/* Bind vertex attributes to a corresponding index number to match
* the same index numbers as ARB_vertex_programs (makes loading
* vertex attributes simpler). With this method, we can use the
* exact same code to load the attributes later for both ARB and
* GLSL shaders.
*
* We have to do this here because we need to know the Program ID
* in order to make the bindings work, and it has to be done prior
* to linking the GLSL program. */
tmp_name = string_buffer_get(&priv->string_buffers);
for (i = 0; attribs_map; attribs_map >>= 1, ++i)
{
if (!(attribs_map & 1))
continue;
string_buffer_sprintf(tmp_name, "vs_in%u", i);
GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
}
checkGLcall("glBindAttribLocation");
string_buffer_release(&priv->string_buffers, tmp_name);
if (gshader)
{
@ -7753,6 +7798,7 @@ static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info *gl_info, BO
static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
{
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_matrix_index = 0;

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@ -3963,7 +3963,9 @@ static void load_numbered_arrays(struct wined3d_context *context,
{
if (context->numbered_array_mask & (1 << i))
unload_numbered_array(context, i);
if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.input_registers & (1 << i))
if (!use_vs(state) && i == WINED3D_FFP_DIFFUSE)
GL_EXTCALL(glVertexAttrib4f(i, 1.0f, 1.0f, 1.0f, 1.0f));
else
GL_EXTCALL(glVertexAttrib4f(i, 0.0f, 0.0f, 0.0f, 0.0f));
continue;
}
@ -4370,8 +4372,10 @@ static void load_vertex_data(struct wined3d_context *context,
static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
BOOL load_numbered = use_vs(state) && !context->use_immediate_mode_draw;
BOOL load_named = !use_vs(state) && !context->use_immediate_mode_draw;
BOOL load_numbered = context->d3d_info->ffp_generic_attributes
|| (use_vs(state) && !context->use_immediate_mode_draw);
BOOL load_named = !context->d3d_info->ffp_generic_attributes
&& !use_vs(state) && !context->use_immediate_mode_draw;
if (isStateDirty(context, STATE_VDECL)) return;
if (context->numberedArraysLoaded && !load_numbered)
@ -5572,6 +5576,7 @@ static void ffp_free(struct wined3d_device *device) {}
static void vp_ffp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
{
caps->xyzrhw = FALSE;
caps->ffp_generic_attributes = FALSE;
caps->max_active_lights = gl_info->limits.lights;
caps->max_vertex_blend_matrices = gl_info->limits.blends;
caps->max_vertex_blend_matrix_index = 0;

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@ -4526,8 +4526,7 @@ void wined3d_ffp_get_vs_settings(const struct wined3d_state *state, const struct
coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
if (coord_idx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
settings->texcoords |= 1 << i;
settings->texgen[i] = (state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
& WINED3D_FFP_TCI_MASK;
settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
}
return;
}
@ -4562,8 +4561,7 @@ void wined3d_ffp_get_vs_settings(const struct wined3d_state *state, const struct
coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
if (coord_idx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
settings->texcoords |= 1 << i;
settings->texgen[i] = (state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
& WINED3D_FFP_TCI_MASK;
settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
}
settings->light_type = 0;

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@ -948,6 +948,7 @@ enum wined3d_ffp_idx
WINED3D_FFP_TEXCOORD5 = 12,
WINED3D_FFP_TEXCOORD6 = 13,
WINED3D_FFP_TEXCOORD7 = 14,
WINED3D_FFP_ATTRIBS_COUNT = 15,
};
enum wined3d_ffp_emit_idx
@ -1301,6 +1302,7 @@ struct fragment_pipeline
struct wined3d_vertex_caps
{
BOOL xyzrhw;
BOOL ffp_generic_attributes;
DWORD max_active_lights;
DWORD max_vertex_blend_matrices;
DWORD max_vertex_blend_matrix_index;
@ -1761,6 +1763,7 @@ struct wined3d_d3d_info
struct wined3d_d3d_limits limits;
struct wined3d_ffp_attrib_ops ffp_attrib_ops;
BOOL xyzrhw;
BOOL ffp_generic_attributes;
BOOL vs_clipping;
BOOL shader_color_key;
DWORD valid_rt_mask;
@ -1896,7 +1899,7 @@ struct wined3d_ffp_vs_settings
DWORD ortho_fog : 1;
DWORD padding : 14;
BYTE texgen[MAX_TEXTURES];
DWORD texgen[MAX_TEXTURES];
};
struct wined3d_ffp_vs_desc