wined3d: Reverse semantics maps for shaders.

This commit is contained in:
Ivan Gyurdiev 2006-07-07 00:27:38 -06:00 committed by Alexandre Julliard
parent c611012df5
commit 5b3c500efe
6 changed files with 172 additions and 315 deletions

View File

@ -340,18 +340,9 @@ static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param,
break;
case D3DSPR_INPUT:
if (This->semantics_in[WINED3DSHADERDECLUSAGE_DIFFUSE] &&
reg == (This->semantics_in[WINED3DSHADERDECLUSAGE_DIFFUSE] & D3DSP_REGNUM_MASK))
if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
is_color = TRUE;
if (This->semantics_in[WINED3DSHADERDECLUSAGE_SPECULAR] &&
reg == (This->semantics_in[WINED3DSHADERDECLUSAGE_SPECULAR] & D3DSP_REGNUM_MASK))
is_color = TRUE;
/* FIXME: Shaders in 8.1 appear to not require a dcl statement - use
* the reg value from the vertex declaration. However, semantics are not initialized
* in that case - how can we know if an input contains color data or not? */
sprintf(tmpReg, "vertex.attrib[%lu]", reg);
strcat(hwLine, tmpReg);
break;

View File

@ -171,132 +171,14 @@ unsigned int shader_get_float_offset(const DWORD reg) {
}
}
static void shader_parse_decl_usage(
DWORD *semantics_map,
DWORD usage_token, DWORD param) {
unsigned int usage = (usage_token & D3DSP_DCL_USAGE_MASK) >> D3DSP_DCL_USAGE_SHIFT;
unsigned int usage_idx = (usage_token & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT;
unsigned int regnum = param & D3DSP_REGNUM_MASK;
switch(usage) {
case D3DDECLUSAGE_POSITION:
if (usage_idx == 0) { /* tween data */
TRACE("Setting position to %d\n", regnum);
semantics_map[WINED3DSHADERDECLUSAGE_POSITION] = param;
} else {
/* TODO: position indexes go from 0-8!!*/
TRACE("Setting position 2 to %d because usage_idx = %d\n", regnum, usage_idx);
/* robots uses positions up to 8, the position arrays are just packed.*/
if (usage_idx > 1) {
TRACE("Loaded for position %d (greater than 2)\n", usage_idx);
}
semantics_map[WINED3DSHADERDECLUSAGE_POSITION2 + usage_idx-1] = param;
}
break;
case D3DDECLUSAGE_BLENDINDICES:
TRACE("Setting BLENDINDICES to %d\n", regnum);
semantics_map[WINED3DSHADERDECLUSAGE_BLENDINDICES] = param;
if (usage_idx != 0) FIXME("Extended BLENDINDICES\n");
break;
case D3DDECLUSAGE_BLENDWEIGHT:
TRACE("Setting BLENDWEIGHT to %d\n", regnum);
semantics_map[WINED3DSHADERDECLUSAGE_BLENDWEIGHT] = param;
if (usage_idx != 0) FIXME("Extended blend weights\n");
break;
case D3DDECLUSAGE_NORMAL:
if (usage_idx == 0) { /* tween data */
TRACE("Setting normal to %d\n", regnum);
semantics_map[WINED3DSHADERDECLUSAGE_NORMAL] = param;
} else {
TRACE("Setting normal 2 to %d because usage = %d\n", regnum, usage_idx);
semantics_map[WINED3DSHADERDECLUSAGE_NORMAL2] = param;
}
break;
case D3DDECLUSAGE_PSIZE:
TRACE("Setting PSIZE to %d\n", regnum);
semantics_map[WINED3DSHADERDECLUSAGE_PSIZE] = param;
if (usage_idx != 0) FIXME("Extended PSIZE\n");
break;
case D3DDECLUSAGE_COLOR:
if (usage_idx == 0) {
TRACE("Setting DIFFUSE to %d\n", regnum);
semantics_map[WINED3DSHADERDECLUSAGE_DIFFUSE] = param;
} else {
TRACE("Setting SPECULAR to %d\n", regnum);
semantics_map[WINED3DSHADERDECLUSAGE_SPECULAR] = param;
}
break;
case D3DDECLUSAGE_TEXCOORD:
if (usage_idx > 7) {
FIXME("Program uses texture coordinate %d but only 0-7 have been "
"implemented\n", usage_idx);
} else {
TRACE("Setting TEXCOORD %d to %d\n", usage_idx, regnum);
semantics_map[WINED3DSHADERDECLUSAGE_TEXCOORD0 + usage_idx] = param;
}
break;
case D3DDECLUSAGE_TANGENT:
TRACE("Setting TANGENT to %d\n", regnum);
semantics_map[WINED3DSHADERDECLUSAGE_TANGENT] = param;
break;
case D3DDECLUSAGE_BINORMAL:
TRACE("Setting BINORMAL to %d\n", regnum);
semantics_map[WINED3DSHADERDECLUSAGE_BINORMAL] = param;
break;
case D3DDECLUSAGE_TESSFACTOR:
TRACE("Setting TESSFACTOR to %d\n", regnum);
semantics_map[WINED3DSHADERDECLUSAGE_TESSFACTOR] = param;
break;
case D3DDECLUSAGE_POSITIONT:
if (usage_idx == 0) { /* tween data */
FIXME("Setting positiont to %d\n", regnum);
semantics_map[WINED3DSHADERDECLUSAGE_POSITIONT] = param;
} else {
FIXME("Setting positiont 2 to %d because usage = %d\n", regnum, usage_idx);
semantics_map[WINED3DSHADERDECLUSAGE_POSITIONT2] = param;
if (usage_idx != 0) FIXME("Extended positiont\n");
}
break;
case D3DDECLUSAGE_FOG:
TRACE("Setting FOG to %d\n", regnum);
semantics_map[WINED3DSHADERDECLUSAGE_FOG] = param;
break;
case D3DDECLUSAGE_DEPTH:
TRACE("Setting DEPTH to %d\n", regnum);
semantics_map[WINED3DSHADERDECLUSAGE_DEPTH] = param;
break;
case D3DDECLUSAGE_SAMPLE:
TRACE("Setting SAMPLE to %d\n", regnum);
semantics_map[WINED3DSHADERDECLUSAGE_SAMPLE] = param;
break;
default:
FIXME("Unrecognised dcl %#x", usage);
}
}
/* Note that this does not count the loop register
* as an address register. */
void shader_get_registers_used(
IWineD3DBaseShader *iface,
shader_reg_maps* reg_maps,
DWORD* semantics_in,
DWORD* semantics_out,
semantic* semantics_in,
semantic* semantics_out,
CONST DWORD* pToken) {
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
@ -350,12 +232,14 @@ void shader_get_registers_used(
else
reg_maps->packed_input[regnum] = 1;
shader_parse_decl_usage(semantics_in, usage, param);
semantics_in[regnum].usage = usage;
semantics_in[regnum].reg = param;
/* Vshader: mark 3.0 output registers used, save token */
} else if (D3DSPR_OUTPUT == regtype) {
reg_maps->packed_output[regnum] = 1;
shader_parse_decl_usage(semantics_out, usage, param);
semantics_out[regnum].usage = usage;
semantics_out[regnum].reg = param;
/* Save sampler usage token */
} else if (D3DSPR_SAMPLER == regtype)

View File

@ -464,7 +464,12 @@ void primitiveDeclarationConvertToStridedData(
checkGLcall("glEnableVertexAttribArrayARB");
}
stride_used = fixed_get_input(element->Usage, element->UsageIndex, &idx);
if (useVertexShaderFunction)
stride_used = vshader_get_input(This->stateBlock->vertexShader,
element->Usage, element->UsageIndex, &idx);
else
stride_used = fixed_get_input(element->Usage, element->UsageIndex, &idx);
if (stride_used) {
TRACE("Loaded %s array %u [usage=%s, usage_idx=%u, "
"stream=%u, offset=%u, stride=%lu, VBO=%u]\n",
@ -476,10 +481,12 @@ void primitiveDeclarationConvertToStridedData(
strided->u.input[idx].dwType = element->Type;
strided->u.input[idx].dwStride = stride;
strided->u.input[idx].VBO = streamVBO;
if (element->Usage == D3DDECLUSAGE_POSITION)
strided->u.s.position_transformed = FALSE;
else if (element->Usage == D3DDECLUSAGE_POSITIONT)
strided->u.s.position_transformed = TRUE;
if (!useVertexShaderFunction) {
if (element->Usage == D3DDECLUSAGE_POSITION)
strided->u.s.position_transformed = FALSE;
else if (element->Usage == D3DDECLUSAGE_POSITIONT)
strided->u.s.position_transformed = TRUE;
}
}
};
}
@ -794,105 +801,35 @@ static void draw_vertex(IWineD3DDevice *iface, /* interf
}
#endif /* TODO: Software shaders */
void loadNumberedArrays(
IWineD3DDevice *iface,
WineDirect3DVertexStridedData *sd,
DWORD arrayUsageMap[WINED3DSHADERDECLUSAGE_MAX_USAGE]) {
static void loadNumberedArrays(
IWineD3DDevice *iface,
IWineD3DVertexShader *shader,
WineDirect3DVertexStridedData *strided) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
GLint curVBO = -1;
int i;
#define LOAD_NUMBERED_ARRAY(_arrayName, _lookupName) \
if ((sd->u.s._arrayName.lpData != NULL || sd->u.s._arrayName.VBO != 0) && arrayUsageMap[WINED3DSHADERDECLUSAGE_##_lookupName]) { \
unsigned int idx = arrayUsageMap[WINED3DSHADERDECLUSAGE_##_lookupName] & D3DSP_REGNUM_MASK; \
TRACE_(d3d_shader)("Loading array %u with data from %s\n", idx, #_arrayName); \
if(curVBO != sd->u.s._arrayName.VBO) { \
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s._arrayName.VBO)); \
checkGLcall("glBindBufferARB"); \
curVBO = sd->u.s._arrayName.VBO; \
} \
GL_EXTCALL(glVertexAttribPointerARB(idx, \
WINED3D_ATR_SIZE(sd->u.s._arrayName.dwType), \
WINED3D_ATR_GLTYPE(sd->u.s._arrayName.dwType), \
WINED3D_ATR_NORMALIZED(sd->u.s._arrayName.dwType), \
sd->u.s._arrayName.dwStride, \
sd->u.s._arrayName.lpData)); \
GL_EXTCALL(glEnableVertexAttribArrayARB(idx)); \
}
for (i = 0; i < MAX_ATTRIBS; i++) {
if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
continue;
#define LOAD_NUMBERED_POSITION_ARRAY(_lookupNumber) \
if ((sd->u.s.position2.lpData != NULL || sd->u.s.position2.VBO != 0)&& arrayUsageMap[WINED3DSHADERDECLUSAGE_POSITION2 + _lookupNumber]) { \
unsigned int idx = arrayUsageMap[WINED3DSHADERDECLUSAGE_POSITION2 + _lookupNumber] & D3DSP_REGNUM_MASK; \
TRACE_(d3d_shader)("Loading array %u with data from %s\n", idx, "position2"); \
if(curVBO != sd->u.s.position2.VBO) { \
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position2.VBO)); \
checkGLcall("glBindBufferARB"); \
curVBO = sd->u.s.position2.VBO; \
} \
GL_EXTCALL(glVertexAttribPointerARB(idx, \
WINED3D_ATR_SIZE(sd->u.s.position2.dwType), \
WINED3D_ATR_GLTYPE(sd->u.s.position2.dwType), \
WINED3D_ATR_NORMALIZED(sd->u.s.position2.dwType), \
sd->u.s.position2.dwStride, \
((char *)sd->u.s.position2.lpData) + \
WINED3D_ATR_SIZE(sd->u.s.position2.dwType) * \
WINED3D_ATR_TYPESIZE(sd->u.s.position2.dwType) * _lookupNumber)); \
GL_EXTCALL(glEnableVertexAttribArrayARB(idx)); \
}
TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
/* Generate some lookup tables */
/* drop the RHW coord, there must be a nicer way of doing this. */
sd->u.s.position.dwType = min(D3DDECLTYPE_FLOAT3, sd->u.s.position.dwType);
sd->u.s.position2.dwType = min(D3DDECLTYPE_FLOAT3, sd->u.s.position2.dwType);
LOAD_NUMBERED_ARRAY(blendWeights,BLENDWEIGHT);
LOAD_NUMBERED_ARRAY(blendMatrixIndices,BLENDINDICES);
LOAD_NUMBERED_ARRAY(position,POSITION);
LOAD_NUMBERED_ARRAY(normal,NORMAL);
LOAD_NUMBERED_ARRAY(pSize,PSIZE);
LOAD_NUMBERED_ARRAY(diffuse,DIFFUSE);
LOAD_NUMBERED_ARRAY(specular,SPECULAR);
LOAD_NUMBERED_ARRAY(texCoords[0],TEXCOORD0);
LOAD_NUMBERED_ARRAY(texCoords[1],TEXCOORD1);
LOAD_NUMBERED_ARRAY(texCoords[2],TEXCOORD2);
LOAD_NUMBERED_ARRAY(texCoords[3],TEXCOORD3);
LOAD_NUMBERED_ARRAY(texCoords[4],TEXCOORD4);
LOAD_NUMBERED_ARRAY(texCoords[5],TEXCOORD5);
LOAD_NUMBERED_ARRAY(texCoords[6],TEXCOORD6);
LOAD_NUMBERED_ARRAY(texCoords[7],TEXCOORD7);
#if 0 /* TODO: Samplers may allow for more texture coords */
LOAD_NUMBERED_ARRAY(texCoords[8],TEXCOORD8);
LOAD_NUMBERED_ARRAY(texCoords[9],TEXCOORD9);
LOAD_NUMBERED_ARRAY(texCoords[10],TEXCOORD10);
LOAD_NUMBERED_ARRAY(texCoords[11],TEXCOORD11);
LOAD_NUMBERED_ARRAY(texCoords[12],TEXCOORD12);
LOAD_NUMBERED_ARRAY(texCoords[13],TEXCOORD13);
LOAD_NUMBERED_ARRAY(texCoords[14],TEXCOORD14);
LOAD_NUMBERED_ARRAY(texCoords[15],TEXCOORD15);
#endif
LOAD_NUMBERED_ARRAY(position,POSITIONT);
/* d3d9 types */
LOAD_NUMBERED_ARRAY(tangent,TANGENT);
LOAD_NUMBERED_ARRAY(binormal,BINORMAL);
LOAD_NUMBERED_ARRAY(tessFactor,TESSFACTOR);
LOAD_NUMBERED_ARRAY(position2,POSITION2);
/* there can be lots of position arrays */
LOAD_NUMBERED_POSITION_ARRAY(0);
LOAD_NUMBERED_POSITION_ARRAY(1);
LOAD_NUMBERED_POSITION_ARRAY(2);
LOAD_NUMBERED_POSITION_ARRAY(3);
LOAD_NUMBERED_POSITION_ARRAY(4);
LOAD_NUMBERED_POSITION_ARRAY(5);
LOAD_NUMBERED_POSITION_ARRAY(6);
LOAD_NUMBERED_POSITION_ARRAY(7);
LOAD_NUMBERED_ARRAY(position2,POSITIONT2);
LOAD_NUMBERED_ARRAY(normal2,NORMAL2);
LOAD_NUMBERED_ARRAY(fog,FOG);
LOAD_NUMBERED_ARRAY(depth,DEPTH);
LOAD_NUMBERED_ARRAY(sample,SAMPLE);
#undef LOAD_NUMBERED_ARRAY
if(curVBO != strided->u.input[i].VBO) {
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
checkGLcall("glBindBufferARB");
curVBO = strided->u.input[i].VBO;
}
GL_EXTCALL(glVertexAttribPointerARB(i,
WINED3D_ATR_SIZE(strided->u.input[i].dwType),
WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
strided->u.input[i].dwStride,
strided->u.input[i].lpData));
GL_EXTCALL(glEnableVertexAttribArrayARB(i));
}
}
static void loadVertexData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd) {
@ -1803,8 +1740,7 @@ inline static void drawPrimitiveDrawStrided(
/* Shader pipeline - load attribute arrays */
} else if(useVertexShaderFunction) {
loadNumberedArrays(iface, dataLocations,
((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->semantics_in);
loadNumberedArrays(iface, This->stateBlock->vertexShader, dataLocations);
useDrawStridedSlow = FALSE;
/* Draw vertex by vertex */
@ -2147,11 +2083,21 @@ void drawPrimitive(IWineD3DDevice *iface,
ENTER_GL();
if(DrawPrimStrideData) {
/* Note: this is a ddraw fixed-function code path */
TRACE("================ Strided Input ===================\n");
dataLocations = DrawPrimStrideData;
drawPrimitiveTraceDataLocations(dataLocations);
fixup = FALSE;
}
else if (This->stateBlock->vertexDecl != NULL || (useVertexShaderFunction && NULL != ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->vertexDeclaration)) {
else if (This->stateBlock->vertexDecl != NULL || useVertexShaderFunction) {
/* Note: This is a fixed function or shader codepath.
* This means it must handle both types of strided data.
* Shaders must go through here to zero the strided data, even if they
* don't set any declaration at all */
TRACE("================ Vertex Declaration ===================\n");
dataLocations = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*dataLocations));
@ -2159,9 +2105,19 @@ void drawPrimitive(IWineD3DDevice *iface,
ERR("Out of memory!\n");
return;
}
primitiveDeclarationConvertToStridedData(iface, useVertexShaderFunction, dataLocations, StartVertexIndex, &fixup);
if (This->stateBlock->vertexDecl != NULL ||
((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->vertexDeclaration != NULL)
primitiveDeclarationConvertToStridedData(iface, useVertexShaderFunction,
dataLocations, StartVertexIndex, &fixup);
} else {
/* Note: This codepath is not reachable from d3d9 (see fvf->decl9 conversion)
* It is reachable through d3d8, but only for fixed-function.
* It will not work properly for shaders. */
TRACE("================ FVF ===================\n");
dataLocations = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*dataLocations));
if(!dataLocations) {
@ -2169,11 +2125,9 @@ void drawPrimitive(IWineD3DDevice *iface,
return;
}
primitiveConvertToStridedData(iface, dataLocations, StartVertexIndex, &fixup);
drawPrimitiveTraceDataLocations(dataLocations);
}
/* write out some debug information*/
drawPrimitiveTraceDataLocations(dataLocations);
/* Setup transform matrices and sort out */
primitiveInitState(iface, dataLocations, useVertexShaderFunction, &lighting_changed, &lighting_original);

View File

@ -501,20 +501,8 @@ static void shader_glsl_get_register_name(
strcpy(tmpStr, "gl_SecondaryColor");
}
} else {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl*) arg->shader;
if (This->semantics_in[WINED3DSHADERDECLUSAGE_DIFFUSE] &&
reg == (This->semantics_in[WINED3DSHADERDECLUSAGE_DIFFUSE] & D3DSP_REGNUM_MASK))
*is_color = TRUE;
if (This->semantics_in[WINED3DSHADERDECLUSAGE_SPECULAR] &&
reg == (This->semantics_in[WINED3DSHADERDECLUSAGE_SPECULAR] & D3DSP_REGNUM_MASK))
*is_color = TRUE;
/* FIXME: Shaders in 8.1 appear to not require a dcl statement - use
* the reg value from the vertex declaration. However, semantics are not initialized
* in that case - how can we know if an input contains color data or not? */
if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
*is_color = TRUE;
sprintf(tmpStr, "attrib%lu", reg);
}
break;
@ -1390,53 +1378,50 @@ void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg) {
void pshader_glsl_input_pack(
SHADER_BUFFER* buffer,
DWORD* semantics_in) {
semantic* semantics_in) {
unsigned int i;
for (i = 0; i < WINED3DSHADERDECLUSAGE_MAX_USAGE; i++) {
for (i = 0; i < MAX_REG_INPUT; i++) {
DWORD reg = semantics_in[i];
unsigned int regnum = reg & D3DSP_REGNUM_MASK;
DWORD usage_token = semantics_in[i].usage;
DWORD register_token = semantics_in[i].reg;
DWORD usage, usage_idx;
char reg_mask[6];
/* Uninitialized */
if (!reg) continue;
if (!usage_token) continue;
usage = (usage_token & D3DSP_DCL_USAGE_MASK) >> D3DSP_DCL_USAGE_SHIFT;
usage_idx = (usage_token & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT;
shader_glsl_get_output_register_swizzle(register_token, reg_mask);
shader_glsl_get_output_register_swizzle(reg, reg_mask);
switch(usage) {
switch(i) {
case WINED3DSHADERDECLUSAGE_DIFFUSE:
shader_addline(buffer, "IN%lu%s = vec4(gl_Color)%s;\n",
regnum, reg_mask, reg_mask);
case D3DDECLUSAGE_COLOR:
if (usage_idx == 0)
shader_addline(buffer, "IN%lu%s = vec4(gl_Color)%s;\n",
i, reg_mask, reg_mask);
if (usage_idx == 1)
shader_addline(buffer, "IN%lu%s = vec4(gl_SecondaryColor)%s;\n",
i, reg_mask, reg_mask);
else
shader_addline(buffer, "IN%lu%s = vec4(unsupported_color_input)%s;\n",
i, reg_mask, reg_mask);
break;
case WINED3DSHADERDECLUSAGE_SPECULAR:
shader_addline(buffer, "IN%lu%s = vec4(gl_SecondaryColor)%s;\n",
regnum, reg_mask, reg_mask);
break;
case WINED3DSHADERDECLUSAGE_TEXCOORD0:
case WINED3DSHADERDECLUSAGE_TEXCOORD1:
case WINED3DSHADERDECLUSAGE_TEXCOORD2:
case WINED3DSHADERDECLUSAGE_TEXCOORD3:
case WINED3DSHADERDECLUSAGE_TEXCOORD4:
case WINED3DSHADERDECLUSAGE_TEXCOORD5:
case WINED3DSHADERDECLUSAGE_TEXCOORD6:
case WINED3DSHADERDECLUSAGE_TEXCOORD7:
case D3DDECLUSAGE_TEXCOORD:
shader_addline(buffer, "IN%lu%s = vec4(gl_TexCoord[%lu])%s;\n",
regnum, reg_mask, i - WINED3DSHADERDECLUSAGE_TEXCOORD0, reg_mask );
i, reg_mask, usage_idx, reg_mask );
break;
case WINED3DSHADERDECLUSAGE_FOG:
case D3DDECLUSAGE_FOG:
shader_addline(buffer, "IN%lu%s = vec4(gl_FogFragCoord)%s;\n",
regnum, reg_mask, reg_mask);
i, reg_mask, reg_mask);
break;
default:
shader_addline(buffer, "IN%lu%s = vec4(unsupported_input)%s;\n",
regnum, reg_mask, reg_mask);
i, reg_mask, reg_mask);
}
}
}
@ -1447,57 +1432,54 @@ void pshader_glsl_input_pack(
void vshader_glsl_output_unpack(
SHADER_BUFFER* buffer,
DWORD* semantics_out) {
semantic* semantics_out) {
unsigned int i;
for (i = 0; i < WINED3DSHADERDECLUSAGE_MAX_USAGE; i++) {
for (i = 0; i < MAX_REG_OUTPUT; i++) {
DWORD reg = semantics_out[i];
unsigned int regnum = reg & D3DSP_REGNUM_MASK;
DWORD usage_token = semantics_out[i].usage;
DWORD register_token = semantics_out[i].reg;
DWORD usage, usage_idx;
char reg_mask[6];
/* Uninitialized */
if (!reg) continue;
if (!usage_token) continue;
shader_glsl_get_output_register_swizzle(reg, reg_mask);
usage = (usage_token & D3DSP_DCL_USAGE_MASK) >> D3DSP_DCL_USAGE_SHIFT;
usage_idx = (usage_token & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT;
shader_glsl_get_output_register_swizzle(register_token, reg_mask);
switch(i) {
switch(usage) {
case WINED3DSHADERDECLUSAGE_DIFFUSE:
shader_addline(buffer, "gl_FrontColor%s = OUT%lu%s;\n", reg_mask, regnum, reg_mask);
case D3DDECLUSAGE_COLOR:
if (usage_idx == 0)
shader_addline(buffer, "gl_FrontColor%s = OUT%lu%s;\n", reg_mask, i, reg_mask);
else if (usage_idx == 1)
shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT%lu%s;\n", reg_mask, i, reg_mask);
else
shader_addline(buffer, "unsupported_color_output%s = OUT%lu%s;\n", reg_mask, i, reg_mask);
break;
case WINED3DSHADERDECLUSAGE_SPECULAR:
shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT%lu%s;\n", reg_mask, regnum, reg_mask);
case D3DDECLUSAGE_POSITION:
shader_addline(buffer, "gl_Position%s = OUT%lu%s;\n", reg_mask, i, reg_mask);
break;
case WINED3DSHADERDECLUSAGE_POSITION:
shader_addline(buffer, "gl_Position%s = OUT%lu%s;\n", reg_mask, regnum, reg_mask);
break;
case WINED3DSHADERDECLUSAGE_TEXCOORD0:
case WINED3DSHADERDECLUSAGE_TEXCOORD1:
case WINED3DSHADERDECLUSAGE_TEXCOORD2:
case WINED3DSHADERDECLUSAGE_TEXCOORD3:
case WINED3DSHADERDECLUSAGE_TEXCOORD4:
case WINED3DSHADERDECLUSAGE_TEXCOORD5:
case WINED3DSHADERDECLUSAGE_TEXCOORD6:
case WINED3DSHADERDECLUSAGE_TEXCOORD7:
case D3DDECLUSAGE_TEXCOORD:
shader_addline(buffer, "gl_TexCoord[%lu]%s = OUT%lu%s;\n",
i - WINED3DSHADERDECLUSAGE_TEXCOORD0, reg_mask, regnum, reg_mask);
usage_idx, reg_mask, i, reg_mask);
break;
case WINED3DSHADERDECLUSAGE_PSIZE:
shader_addline(buffer, "gl_PointSize = OUT%lu.x;\n", regnum);
shader_addline(buffer, "gl_PointSize = OUT%lu.x;\n", i);
break;
case WINED3DSHADERDECLUSAGE_FOG:
shader_addline(buffer, "gl_FogFragCoord%s = OUT%lu%s;\n", reg_mask, regnum, reg_mask);
shader_addline(buffer, "gl_FogFragCoord%s = OUT%lu%s;\n", reg_mask, i, reg_mask);
break;
default:
shader_addline(buffer, "unsupported_output%s = OUT%lu%s;\n", reg_mask, regnum, reg_mask);
}
}
shader_addline(buffer, "unsupported_output%s = OUT%lu%s;\n", reg_mask, i, reg_mask);
}
}
}

View File

@ -609,6 +609,37 @@ static void vshader_set_limits(
}
}
BOOL vshader_get_input(
IWineD3DVertexShader* iface,
BYTE usage_req, BYTE usage_idx_req,
unsigned int* regnum) {
IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) iface;
int i;
for (i = 0; i < MAX_ATTRIBS; i++) {
DWORD usage_token = This->semantics_in[i].usage;
DWORD usage = (usage_token & D3DSP_DCL_USAGE_MASK) >> D3DSP_DCL_USAGE_SHIFT;
DWORD usage_idx = (usage_token & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT;
if (usage_token && (usage == usage_req && usage_idx == usage_idx_req)) {
*regnum = i;
return TRUE;
}
}
return FALSE;
}
BOOL vshader_input_is_color(
IWineD3DVertexShader* iface,
unsigned int regnum) {
IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) iface;
DWORD usage_token = This->semantics_in[regnum].usage;
DWORD usage = (usage_token & D3DSP_DCL_USAGE_MASK) >> D3DSP_DCL_USAGE_SHIFT;
return usage == D3DDECLUSAGE_COLOR;
}
/** Generate a vertex shader string using either GL_VERTEX_PROGRAM_ARB
or GLSL and send it to the card */
static VOID IWineD3DVertexShaderImpl_GenerateShader(

View File

@ -1283,6 +1283,11 @@ struct glsl_shader_prog_link {
#define MAX_CONST_I 16
#define MAX_CONST_B 16
typedef struct semantic {
DWORD usage;
DWORD reg;
} semantic;
typedef struct shader_reg_maps {
char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
@ -1367,6 +1372,16 @@ extern const SHADER_OPCODE* shader_get_opcode(
IWineD3DBaseShader *iface,
const DWORD code);
/* Vertex shader utility functions */
extern BOOL vshader_get_input(
IWineD3DVertexShader* iface,
BYTE usage_req, BYTE usage_idx_req,
unsigned int* regnum);
extern BOOL vshader_input_is_color(
IWineD3DVertexShader* iface,
unsigned int regnum);
/* ARB_[vertex/fragment]_program helper functions */
extern void shader_arb_load_constants(
IWineD3DStateBlock* iface,
@ -1437,12 +1452,12 @@ extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
extern void pshader_glsl_input_pack(
SHADER_BUFFER* buffer,
DWORD* semantics_out);
semantic* semantics_out);
/** GLSL Vertex Shader Prototypes */
extern void vshader_glsl_output_unpack(
SHADER_BUFFER* buffer,
DWORD* semantics_out);
semantic* semantics_out);
/*****************************************************************************
* IDirect3DBaseShader implementation structure
@ -1474,8 +1489,8 @@ typedef struct IWineD3DBaseShaderImpl {
extern void shader_get_registers_used(
IWineD3DBaseShader *iface,
shader_reg_maps* reg_maps,
DWORD* semantics_in,
DWORD* semantics_out,
semantic* semantics_in,
semantic* semantics_out,
CONST DWORD* pToken);
extern void shader_generate_glsl_declarations(
@ -1558,8 +1573,8 @@ typedef struct IWineD3DVertexShaderImpl {
DWORD usage;
/* Vertex shader input and output semantics */
DWORD semantics_in [WINED3DSHADERDECLUSAGE_MAX_USAGE];
DWORD semantics_out [WINED3DSHADERDECLUSAGE_MAX_USAGE];
semantic semantics_in [MAX_ATTRIBS];
semantic semantics_out [MAX_REG_OUTPUT];
/* run time datas... */
VSHADERDATA *data;
@ -1589,7 +1604,7 @@ typedef struct IWineD3DPixelShaderImpl {
IWineD3DDeviceImpl *wineD3DDevice;
/* Pixel shader input semantics */
DWORD semantics_in [WINED3DSHADERDECLUSAGE_MAX_USAGE];
semantic semantics_in [MAX_REG_INPUT];
/* run time data */
PSHADERDATA *data;