wined3d: Addline cleanup.

This commit is contained in:
Ivan Gyurdiev 2006-05-08 15:44:25 -04:00 committed by Alexandre Julliard
parent da1d724c40
commit 5f10560762
5 changed files with 195 additions and 245 deletions

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@ -9,6 +9,7 @@ EXTRAINCL = @X_CFLAGS@
EXTRALIBS = -luuid @X_LIBS@ @X_PRE_LIBS@ @XLIB@ @X_EXTRA_LIBS@ @OPENGL_LIBS@
C_SRCS = \
baseshader.c \
basetexture.c \
cubetexture.c \
device.c \

57
dlls/wined3d/baseshader.c Normal file
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@ -0,0 +1,57 @@
/*
* shaders implementation
*
* Copyright 2002-2003 Jason Edmeades
* Copyright 2002-2003 Raphael Junqueira
* Copyright 2005 Oliver Stieber
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "config.h"
#include <string.h>
#include <stdio.h>
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
int shader_addline(
SHADER_BUFFER* buffer,
const char *format, ...) {
char* base = buffer->buffer + buffer->bsize;
int rc;
va_list args;
va_start(args, format);
rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
va_end(args);
if (rc < 0 || /* C89 */
rc > SHADER_PGMSIZE - 1 - buffer->bsize) { /* C99 */
ERR("The buffer allocated for the shader program string "
"is too small at %d bytes.\n", SHADER_PGMSIZE);
buffer->bsize = SHADER_PGMSIZE - 1;
return -1;
}
buffer->bsize += rc;
buffer->lineNo++;
TRACE("GL HW (%u, %u) : %s", buffer->lineNo, buffer->bsize, base);
return 0;
}
/* TODO: Move other shared code here */

View File

@ -1,7 +1,9 @@
/*
* shaders implementation
*
* Copyright 2005 Oliver Stieber
* Copyright 2002-2003 Jason Edmeades
* Copyright 2002-2003 Raphael Junqueira
* Copyright 2005 Oliver Stieber
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@ -37,9 +39,6 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
# define TRACE_VSVECTOR(name)
#endif
/* The maximum size of the program */
#define PGMSIZE 65535
#define GLNAME_REQUIRE_GLSL ((const char *)1)
/* *******************************************
IWineD3DPixelShader IUnknown parts follow
@ -827,20 +826,6 @@ inline static void get_input_register_swizzle(const DWORD instr, char *swzstring
}
}
inline static void addline(unsigned int *lineNum, char *pgm, unsigned int *pgmLength, char *line) {
int lineLen = strlen(line);
if(lineLen + *pgmLength > PGMSIZE - 1 /* - 1 to allow a NULL at the end */) {
ERR("The buffer allocated for the vertex program string pgmStr is too small at %d bytes, at least %d bytes in total are required.\n", PGMSIZE, lineLen + *pgmLength);
return;
} else {
memcpy(pgm + *pgmLength, line, lineLen);
}
*pgmLength += lineLen;
++(*lineNum);
TRACE("GL HW (%u, %u) : %s", *lineNum, *pgmLength, line);
}
static const char* shift_tab[] = {
"dummy", /* 0 (none) */
"coefmul.x", /* 1 (x2) */
@ -997,36 +982,34 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
const SHADER_OPCODE *curOpcode = NULL;
const DWORD *pInstr;
DWORD i;
unsigned lineNum = 0; /* The line number of the generated program (for loging)*/
char *pgmStr = NULL; /* A pointer to the program data generated by this function */
char tmpLine[255];
#if 0 /* TODO: loop register (just another address register ) */
BOOL hasLoops = FALSE;
#endif
SHADER_BUFFER buffer;
BOOL saturate; /* clamp to 0.0 -> 1.0*/
int row = 0; /* not sure, something to do with macros? */
DWORD tcw[2];
int version = 0; /* The version of the shader */
/* Keep a running length for pgmStr so that we don't have to caculate strlen every time we concatanate */
unsigned int pgmLength = 0;
/* Keep bitmaps of used temporary and texture registers */
DWORD tempsUsed, texUsed;
#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 < PGMSIZE) {
if (This->device->fixupVertexBufferSize < SHADER_PGMSIZE) {
HeapFree(GetProcessHeap(), 0, This->fixupVertexBuffer);
This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, PGMSIZE);
This->fixupVertexBufferSize = PGMSIZE;
This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, SHADER_PGMSIZE);
This->fixupVertexBufferSize = SHADER_PGMSIZE;
This->fixupVertexBuffer[0] = 0;
}
pgmStr = This->device->fixupVertexBuffer;
buffer.buffer = This->device->fixupVertexBuffer;
#else
pgmStr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, PGMSIZE); /* 64kb should be enough */
buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
#endif
buffer.bsize = 0;
buffer.lineNo = 0;
/* TODO: Think about using a first pass to work out what's required for the second pass. */
for(i = 0; i < WINED3D_PSHADER_MAX_CONSTANTS; i++)
@ -1087,46 +1070,31 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
}
/* FIXME: if jumps are used, use GLSL, else use ARB_fragment_program */
strcpy(tmpLine, "!!ARBfp1.0\n");
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
shader_addline(&buffer, "!!ARBfp1.0\n");
for(i = 0; i < numTex; i++) {
if (texUsed & (1 << i)) {
sprintf(tmpLine, "TEMP T%lu;\n", i);
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
}
if (texUsed & (1 << i))
shader_addline(&buffer,"TEMP T%lu;\n", i);
}
for(i = 0; i < numTemps; i++) {
if (tempsUsed & (1 << i)) {
sprintf(tmpLine, "TEMP R%lu;\n", i);
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
}
if (tempsUsed & (1 << i))
shader_addline(&buffer, "TEMP R%lu;\n", i);
}
sprintf(tmpLine, "TEMP TMP;\n");
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
sprintf(tmpLine, "TEMP TMP2;\n");
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
sprintf(tmpLine, "TEMP TA;\n");
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
sprintf(tmpLine, "TEMP TB;\n");
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
sprintf(tmpLine, "TEMP TC;\n");
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
shader_addline(&buffer, "TEMP TMP;\n");
shader_addline(&buffer, "TEMP TMP2;\n");
shader_addline(&buffer, "TEMP TA;\n");
shader_addline(&buffer, "TEMP TB;\n");
shader_addline(&buffer, "TEMP TC;\n");
strcpy(tmpLine, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
strcpy(tmpLine, "PARAM coefmul = { 2, 4, 8, 16 };\n");
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
strcpy(tmpLine, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
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");
for(i = 0; i < numTex; i++) {
if (texUsed & (1 << i)) {
sprintf(tmpLine, "MOV T%lu, fragment.texcoord[%lu];\n", i, i);
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
}
if (texUsed & (1 << i))
shader_addline(&buffer, "MOV T%lu, fragment.texcoord[%lu];\n", i, i);
}
++pToken;
@ -1168,14 +1136,13 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
TRACE("Found opcode D3D:%s GL:%s, PARAMS:%d, \n",
curOpcode->name, curOpcode->glname, curOpcode->num_params);
sprintf(tmpLine, "PARAM C%lu = { %f, %f, %f, %f };\n", reg,
shader_addline(&buffer,
"PARAM C%lu = { %f, %f, %f, %f };\n", reg,
*((const float *)(pToken + 1)),
*((const float *)(pToken + 2)),
*((const float *)(pToken + 3)),
*((const float *)(pToken + 4)) );
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
This->constants[reg] = 1;
pToken += 5;
continue;
@ -1244,7 +1211,7 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
else if (version == 14) {
if (gen_input_modifier_line(*pToken, 0, reg_coord, tmpLine, This->constants))
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
shader_addline(&buffer, tmpLine);
get_input_register_swizzle(*pToken, reg_coord_swz);
pToken++;
}
@ -1268,9 +1235,8 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
pToken++;
}
sprintf(tmpLine, "TEX %s, %s%s, texture[%lu], 2D;\n",
shader_addline(&buffer, "TEX %s, %s%s, texture[%lu], 2D;\n",
reg_dest, reg_coord, reg_coord_swz, reg_sampler_code);
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
continue;
}
break;
@ -1280,14 +1246,12 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
get_write_mask(*pToken, tmp);
if (version != 14) {
DWORD reg = *pToken & D3DSP_REGNUM_MASK;
sprintf(tmpLine, "MOV T%lu%s, fragment.texcoord[%lu];\n", reg, tmp, reg);
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
shader_addline(&buffer, "MOV T%lu%s, fragment.texcoord[%lu];\n", reg, tmp, reg);
++pToken;
} else {
DWORD reg1 = *pToken & D3DSP_REGNUM_MASK;
DWORD reg2 = *++pToken & D3DSP_REGNUM_MASK;
sprintf(tmpLine, "MOV R%lu%s, fragment.texcoord[%lu];\n", reg1, tmp, reg2);
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
shader_addline(&buffer, "MOV R%lu%s, fragment.texcoord[%lu];\n", reg1, tmp, reg2);
++pToken;
}
continue;
@ -1297,11 +1261,9 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
{
DWORD reg = *pToken & D3DSP_REGNUM_MASK;
char buf[50];
if (gen_input_modifier_line(*++pToken, 0, buf, tmpLine, This->constants)) {
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
}
sprintf(tmpLine, "DP3 TMP.x, T%lu, %s;\n", reg, buf);
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
if (gen_input_modifier_line(*++pToken, 0, buf, tmpLine, This->constants))
shader_addline(&buffer, tmpLine);
shader_addline(&buffer, "DP3 TMP.x, T%lu, %s;\n", reg, buf);
++pToken;
continue;
}
@ -1310,13 +1272,10 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
{
DWORD reg = *pToken & D3DSP_REGNUM_MASK;
char buf[50];
if (gen_input_modifier_line(*++pToken, 0, buf, tmpLine, This->constants)) {
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
}
sprintf(tmpLine, "DP3 TMP.y, T%lu, %s;\n", reg, buf);
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
sprintf(tmpLine, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg, reg);
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
if (gen_input_modifier_line(*++pToken, 0, buf, tmpLine, This->constants))
shader_addline(&buffer, tmpLine);
shader_addline(&buffer, "DP3 TMP.y, T%lu, %s;\n", reg, buf);
shader_addline(&buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg, reg);
++pToken;
continue;
}
@ -1325,12 +1284,9 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
{
DWORD reg1 = *pToken & D3DSP_REGNUM_MASK;
DWORD reg2 = *++pToken & D3DSP_REGNUM_MASK;
sprintf(tmpLine, "MOV TMP.r, T%lu.a;\n", reg2);
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
sprintf(tmpLine, "MOV TMP.g, T%lu.r;\n", reg2);
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
sprintf(tmpLine, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1);
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
shader_addline(&buffer, "MOV TMP.r, T%lu.a;\n", reg2);
shader_addline(&buffer, "MOV TMP.g, T%lu.r;\n", reg2);
shader_addline(&buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1);
++pToken;
continue;
}
@ -1339,12 +1295,9 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
{
DWORD reg1 = *pToken & D3DSP_REGNUM_MASK;
DWORD reg2 = *++pToken & D3DSP_REGNUM_MASK;
sprintf(tmpLine, "MOV TMP.r, T%lu.g;\n", reg2);
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
sprintf(tmpLine, "MOV TMP.g, T%lu.b;\n", reg2);
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
sprintf(tmpLine, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1);
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
shader_addline(&buffer, "MOV TMP.r, T%lu.g;\n", reg2);
shader_addline(&buffer, "MOV TMP.g, T%lu.b;\n", reg2);
shader_addline(&buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1);
++pToken;
continue;
}
@ -1355,10 +1308,8 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
DWORD reg2 = *++pToken & D3DSP_REGNUM_MASK;
/* FIXME: Should apply the BUMPMAPENV matrix */
sprintf(tmpLine, "ADD TMP.rg, fragment.texcoord[%lu], T%lu;\n", reg1, reg2);
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
sprintf(tmpLine, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1);
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
shader_addline(&buffer, "ADD TMP.rg, fragment.texcoord[%lu], T%lu;\n", reg1, reg2);
shader_addline(&buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1);
++pToken;
continue;
}
@ -1367,11 +1318,9 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
{
DWORD reg = *pToken & D3DSP_REGNUM_MASK;
char buf[50];
if (gen_input_modifier_line(*++pToken, 0, buf, tmpLine, This->constants)) {
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
}
sprintf(tmpLine, "DP3 TMP.%c, T%lu, %s;\n", 'x'+row, reg, buf);
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
if (gen_input_modifier_line(*++pToken, 0, buf, tmpLine, This->constants))
shader_addline(&buffer, tmpLine);
shader_addline(&buffer, "DP3 TMP.%c, T%lu, %s;\n", 'x'+row, reg, buf);
tcw[row++] = reg;
++pToken;
continue;
@ -1381,16 +1330,12 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
{
DWORD reg = *pToken & D3DSP_REGNUM_MASK;
char buf[50];
if (gen_input_modifier_line(*++pToken, 0, buf, tmpLine, This->constants)) {
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
}
sprintf(tmpLine, "DP3 TMP.z, T%lu, %s;\n", reg, buf);
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
if (gen_input_modifier_line(*++pToken, 0, buf, tmpLine, This->constants))
shader_addline(&buffer, tmpLine);
shader_addline(&buffer, "DP3 TMP.z, T%lu, %s;\n", reg, buf);
/* Cubemap textures will be more used than 3D ones. */
sprintf(tmpLine, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg);
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
shader_addline(&buffer, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg);
row = 0;
++pToken;
continue;
@ -1399,31 +1344,22 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
{
DWORD reg = *pToken & D3DSP_REGNUM_MASK;
char buf[50];
if (gen_input_modifier_line(*++pToken, 0, buf, tmpLine, This->constants)) {
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
}
sprintf(tmpLine, "DP3 TMP.z, T%lu, %s;\n", reg, buf);
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
if (gen_input_modifier_line(*++pToken, 0, buf, tmpLine, This->constants))
shader_addline(&buffer, tmpLine);
shader_addline(&buffer, "DP3 TMP.z, T%lu, %s;\n", reg, buf);
/* Construct the eye-ray vector from w coordinates */
sprintf(tmpLine, "MOV TMP2.x, fragment.texcoord[%lu].w;\n", tcw[0]);
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
sprintf(tmpLine, "MOV TMP2.y, fragment.texcoord[%lu].w;\n", tcw[1]);
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
sprintf(tmpLine, "MOV TMP2.z, fragment.texcoord[%lu].w;\n", reg);
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
shader_addline(&buffer, "MOV TMP2.x, fragment.texcoord[%lu].w;\n", tcw[0]);
shader_addline(&buffer, "MOV TMP2.y, fragment.texcoord[%lu].w;\n", tcw[1]);
shader_addline(&buffer, "MOV TMP2.z, fragment.texcoord[%lu].w;\n", reg);
/* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */
sprintf(tmpLine, "DP3 TMP.w, TMP, TMP2;\n");
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
sprintf(tmpLine, "MUL TMP, TMP.w, TMP;\n");
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
sprintf(tmpLine, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
shader_addline(&buffer, "DP3 TMP.w, TMP, TMP2;\n");
shader_addline(&buffer, "MUL TMP, TMP.w, TMP;\n");
shader_addline(&buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
/* Cubemap textures will be more used than 3D ones. */
sprintf(tmpLine, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg);
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
shader_addline(&buffer, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg);
row = 0;
++pToken;
continue;
@ -1434,24 +1370,17 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
DWORD reg = *pToken & D3DSP_REGNUM_MASK;
DWORD reg3 = *(pToken + 2) & D3DSP_REGNUM_MASK;
char buf[50];
if (gen_input_modifier_line(*(pToken + 1), 0, buf, tmpLine, This->constants)) {
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
}
sprintf(tmpLine, "DP3 TMP.z, T%lu, %s;\n", reg, buf);
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
if (gen_input_modifier_line(*(pToken + 1), 0, buf, tmpLine, This->constants))
shader_addline(&buffer, tmpLine);
shader_addline(&buffer, "DP3 TMP.z, T%lu, %s;\n", reg, buf);
/* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */
sprintf(tmpLine, "DP3 TMP.w, TMP, C[%lu];\n", reg3);
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
sprintf(tmpLine, "MUL TMP, TMP.w, TMP;\n");
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
sprintf(tmpLine, "MAD TMP, coefmul.x, TMP, -C[%lu];\n", reg3);
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
shader_addline(&buffer, "DP3 TMP.w, TMP, C[%lu];\n", reg3);
shader_addline(&buffer, "MUL TMP, TMP.w, TMP;\n");
shader_addline(&buffer, "MAD TMP, coefmul.x, TMP, -C[%lu];\n", reg3);
/* Cubemap textures will be more used than 3D ones. */
sprintf(tmpLine, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg);
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
shader_addline(&buffer, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg);
row = 0;
pToken += 3;
continue;
@ -1494,7 +1423,7 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
for (i = 1; i < curOpcode->num_params; ++i) {
TRACE("(%p) : Param %ld token %lx\n", This, i, *(pToken + i));
if (gen_input_modifier_line(*(pToken + i), i - 1, regs[i - 1], tmpOp, This->constants)) {
addline(&lineNum, pgmStr, &pgmLength, tmpOp);
shader_addline(&buffer, tmpOp);
}
}
@ -1515,12 +1444,13 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
switch(curOpcode->opcode) {
case D3DSIO_CMP:
sprintf(tmpLine, "CMP%s %s, %s, %s, %s;\n", (saturate ? "_SAT" : ""), operands[0], operands[1], operands[3], operands[2]);
sprintf(tmpLine, "CMP%s %s, %s, %s, %s;\n", (saturate ? "_SAT" : ""),
operands[0], operands[1], operands[3], operands[2]);
break;
case D3DSIO_CND:
sprintf(tmpLine, "ADD TMP, -%s, coefdiv.x;", operands[1]);
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
sprintf(tmpLine, "CMP%s %s, TMP, %s, %s;\n", (saturate ? "_SAT" : ""), operands[0], operands[2], operands[3]);
shader_addline(&buffer, "ADD TMP, -%s, coefdiv.x;\n", operands[1]);
sprintf(tmpLine, "CMP%s %s, TMP, %s, %s;\n", (saturate ? "_SAT" : ""),
operands[0], operands[2], operands[3]);
break;
default:
if (saturate && (shift == 0))
@ -1533,34 +1463,31 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
}
strcat(tmpLine,";\n");
}
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
shader_addline(&buffer, tmpLine);
/* A shift requires another line. */
if (shift != 0) {
gen_output_modifier_line(saturate, output_wmask, shift, output_rname, tmpLine);
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
shader_addline(&buffer, tmpLine);
}
pToken += curOpcode->num_params;
}
}
}
/* TODO: What about result.depth? */
strcpy(tmpLine, "MOV result.color, R0;\n");
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
strcpy(tmpLine, "END\n");
addline(&lineNum, pgmStr, &pgmLength, tmpLine);
shader_addline(&buffer, "MOV result.color, R0;\n");
shader_addline(&buffer, "END\n");
}
/* finally null terminate the pgmStr*/
pgmStr[pgmLength] = 0;
/* finally null terminate the buffer */
buffer.buffer[buffer.bsize] = 0;
if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
/* Create the hw shader */
/* pgmStr sometimes gets too long for a normal TRACE */
/* The program string sometimes gets too long for a normal TRACE */
TRACE("Generated program:\n");
if (TRACE_ON(d3d_shader)) {
fprintf(stderr, "%s\n", pgmStr);
fprintf(stderr, "%s\n", buffer.buffer);
}
/* TODO: change to resource.glObjectHandel or something like that */
@ -1571,7 +1498,9 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
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, strlen(pgmStr), pgmStr));
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);
@ -1581,7 +1510,7 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
}
}
#if 1 /* if were using the data buffer of device then we don't need to free it */
HeapFree(GetProcessHeap(), 0, pgmStr);
HeapFree(GetProcessHeap(), 0, buffer.buffer);
#endif
}

View File

@ -1047,8 +1047,7 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
const SHADER_OPCODE* curOpcode = NULL;
int nRemInstr = -1;
DWORD i;
unsigned lineNum = 0;
char *pgmStr = NULL;
SHADER_BUFFER buffer;
char tmpLine[255];
DWORD nUseAddressRegister = 0;
DWORD nUseTempRegister = 0;
@ -1059,31 +1058,20 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
BOOL hasLoops = FALSE;
#endif
#define PGMSIZE 65535
/* Keep a running length for pgmStr so that we don't have to caculate strlen every time we concatanate */
int pgmLength = 0;
#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 < PGMSIZE) {
if (This->device->fixupVertexBufferSize < SHADER_PGMSIZE) {
HeapFree(GetProcessHeap(), 0, This->fixupVertexBuffer);
This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, PGMSIZE);
This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, SHADER_PGMSIZE);
This->fixupVertexBufferSize = PGMSIZE;
This->fixupVertexBuffer[0] = 0;
}
pgmStr = This->device->fixupVertexBuffer;
buffer.buffer = This->device->fixupVertexBuffer;
#endif
#define PNSTRCAT(_pgmStr, _tmpLine) { \
int _tmpLineLen = strlen(_tmpLine); \
if(_tmpLineLen + pgmLength > PGMSIZE) { \
ERR("The buffer allocated for the vertex program string pgmStr is too small at %d bytes, at least %d bytes in total are required.\n", PGMSIZE, _tmpLineLen + pgmLength); \
} else { \
memcpy(_pgmStr + pgmLength, _tmpLine, _tmpLineLen); \
} \
pgmLength += _tmpLineLen; \
}
buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
buffer.bsize = 0;
buffer.lineNo = 0;
pgmStr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 65535); /* 64kb should be enough */
/* Initialise the shader */
This->namedArrays = FALSE;
This->declaredArrays = FALSE;
@ -1240,43 +1228,31 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
/* FIXME: if jumps are used, use GLSL, else use ARB_vertex_program */
strcpy(tmpLine, "!!ARBvp1.0\n");
TRACE("GL HW (%u) : %s", pgmLength, tmpLine); /* Don't add \n to this line as already in tmpLine */
PNSTRCAT(pgmStr, tmpLine);
++lineNum;
shader_addline(&buffer, "!!ARBvp1.0\n");
/* This should be a bitmap so that only temp registers that are used are declared. */
for (i = 0; i < nUseTempRegister /* we should check numTemps here */ ; i++) {
if (tmpsUsed[i]) { /* only write out the temps if they are actually in use */
sprintf(tmpLine, "TEMP T%ld;\n", i);
++lineNum;
TRACE("GL HW (%u, %u) : %s", lineNum, pgmLength, tmpLine); /* Don't add \n to this line as already in tmpLine */
PNSTRCAT(pgmStr, tmpLine);
}
if (tmpsUsed[i])
shader_addline(&buffer, "TEMP T%ld;\n", i);
}
/* TODO: loop register counts as an address register */
for (i = 0; i < nUseAddressRegister; i++) {
sprintf(tmpLine, "ADDRESS A%ld;\n", i);
++lineNum;
TRACE("GL HW (%u, %u) : %s", lineNum, pgmLength, tmpLine); /* Don't add \n to this line as already in tmpLine */
PNSTRCAT(pgmStr, tmpLine);
shader_addline(&buffer, "ADDRESS A%ld;\n", i);
}
/* Due to the dynamic constants binding mechanism, we need to declare
* all the constants for relative addressing. */
/* Mesa supports only 95 constants for VS1.X although we should have at least 96. */
if (GL_VEND(MESA) || GL_VEND(WINE)) {
numConstants = 95;
}
/* FIXME: We should be counting the number of constants in the first pass and then validating that many are supported
Looking at some of the shaders in use by applications we'd need to create a list of all used env variables
*/
sprintf(tmpLine, "PARAM C[%d] = { program.env[0..%d] };\n", numConstants, numConstants - 1);
TRACE("GL HW (%u,%u) : %s", lineNum, pgmLength, tmpLine); /* Don't add \n to this line as already in tmpLine */
PNSTRCAT(pgmStr, tmpLine);
++lineNum;
/* FIXME: We should be counting the number of constants in the first pass
* and then validating that many are supported. Looking at some of the shaders in use
* by applications we'd need to create a list of all used env variables
*/
shader_addline(&buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
numConstants, numConstants - 1);
++pToken;
continue;
@ -1308,21 +1284,12 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
/* Handle definitions here, they don't fit well with the
* other instructions below [for now ] */
char tmpChar[80];
sprintf(tmpLine, "PARAM const%lu = {", *pToken & 0xFF);
sprintf(tmpChar,"%f ,", *(float *) (pToken + 1));
strcat(tmpLine, tmpChar);
sprintf(tmpChar,"%f ,", *(float *) (pToken + 2));
strcat(tmpLine, tmpChar);
sprintf(tmpChar,"%f ,", *(float *) (pToken + 3));
strcat(tmpLine, tmpChar);
sprintf(tmpChar,"%f}", *(float *) (pToken + 4));
strcat(tmpLine, tmpChar);
strcat(tmpLine,";\n");
++lineNum;
TRACE("GL HW (%u, %u) : %s", lineNum, pgmLength, tmpLine); /* Don't add \n to this line as already in tmpLine */
PNSTRCAT(pgmStr, tmpLine);
shader_addline(&buffer,
"PARAM const%lu = { %f, %f, %f, %f };\n", *pToken & 0xFF,
*(float *) (pToken + 1),
*(float *) (pToken + 2),
*(float *) (pToken + 3),
*(float *) (pToken + 4));
pToken += 5;
continue;
@ -1392,22 +1359,11 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
FIXME("Unrecognised dcl %08lx", *pToken & 0xFFFF);
}
{
char tmpChar[80];
++pToken;
sprintf(tmpLine, "ATTRIB ");
vshader_program_add_param(This, *pToken, FALSE, tmpLine);
sprintf(tmpChar," = %s", attribName);
strcat(tmpLine, tmpChar);
strcat(tmpLine,";\n");
++lineNum;
if (This->namedArrays) {
TRACE("GL HW (%u, %u) : %s", lineNum, pgmLength, tmpLine);
PNSTRCAT(pgmStr, tmpLine);
} else {
TRACE("GL HW (%u, %u) : %s", lineNum, pgmLength, tmpLine);
}
if (This->namedArrays)
shader_addline(&buffer, "%s = %s;\n", tmpLine, attribName);
}
} else {
/* eat the token so it doesn't generate a warning */
@ -1489,21 +1445,14 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
++pToken;
}
}
strcat(tmpLine,";\n");
++lineNum;
TRACE("GL HW (%u, %u) : %s", lineNum, pgmLength, tmpLine); /* Don't add \n to this line as already in tmpLine */
PNSTRCAT(pgmStr, tmpLine);
shader_addline(&buffer, "%s;\n", tmpLine);
}
}
strcpy(tmpLine, "END\n");
++lineNum;
TRACE("GL HW (%u, %u) : %s", lineNum, pgmLength, tmpLine); /* Don't add \n to this line as already in tmpLine */
PNSTRCAT(pgmStr, tmpLine);
shader_addline(&buffer, "END\n");
}
/* finally null terminate the pgmStr*/
pgmStr[pgmLength] = 0;
/* finally null terminate the buffer */
buffer.buffer[buffer.bsize] = 0;
/* Check that Vertex Shaders are supported */
if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
@ -1514,7 +1463,9 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, This->baseShader.prgId));
/* Create the program and check for errors */
GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(pgmStr)/*pgmLength*/, pgmStr));
GL_EXTCALL(glProgramStringARB(GL_VERTEX_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);
@ -1524,9 +1475,8 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
}
}
#if 1 /* if were using the data buffer of device then we don't need to free it */
HeapFree(GetProcessHeap(), 0, pgmStr);
HeapFree(GetProcessHeap(), 0, buffer.buffer);
#endif
#undef PNSTRCAT
}
BOOL IWineD3DVertexShaderImpl_ExecuteHAL(IWineD3DVertexShader* iface, WINEVSHADERINPUTDATA* input, WINEVSHADEROUTPUTDATA* output) {

View File

@ -1198,6 +1198,19 @@ typedef struct SHADER_OPCODE {
DWORD max_version;
} SHADER_OPCODE;
#define SHADER_PGMSIZE 65535
typedef struct SHADER_BUFFER {
char* buffer;
size_t bsize;
unsigned int lineNo;
} SHADER_BUFFER;
/* Base Shader utility functions.
* (may move callers into the same file in the future) */
extern int shader_addline(
SHADER_BUFFER* buffer,
const char* fmt, ...);
/*****************************************************************************
* IDirect3DBaseShader implementation structure
*/