wined3d: Pass the ps_compile_args structures to the shader generation code.
This commit is contained in:
parent
936bec69cf
commit
61e581abb4
|
@ -1879,7 +1879,7 @@ static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcol
|
|||
/* [0.0;1.0] clamping. Not needed, this is done implicitly */
|
||||
}
|
||||
|
||||
static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
|
||||
static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
|
||||
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
|
||||
const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
|
||||
CONST DWORD *function = This->baseShader.function;
|
||||
|
|
|
@ -1130,7 +1130,7 @@ static void shader_none_destroy(IWineD3DBaseShader *iface) {}
|
|||
static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
|
||||
static void shader_none_free(IWineD3DDevice *iface) {}
|
||||
static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
|
||||
static GLuint shader_none_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
|
||||
static GLuint shader_none_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
|
||||
FIXME("NONE shader backend asked to generate a pixel shader\n");
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -3610,7 +3610,7 @@ static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
|
|||
return FALSE;
|
||||
}
|
||||
|
||||
static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
|
||||
static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
|
||||
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
|
||||
const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
|
||||
CONST DWORD *function = This->baseShader.function;
|
||||
|
|
|
@ -423,6 +423,7 @@ static GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps
|
|||
CONST DWORD *function = This->baseShader.function;
|
||||
GLuint retval;
|
||||
SHADER_BUFFER buffer;
|
||||
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
|
||||
|
||||
TRACE("(%p) : function %p\n", This, function);
|
||||
|
||||
|
@ -435,7 +436,7 @@ static GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps
|
|||
/* Generate the HW shader */
|
||||
TRACE("(%p) : Generating hardware program\n", This);
|
||||
shader_buffer_init(&buffer);
|
||||
retval = ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_generate_pshader((IWineD3DPixelShader *)This, &buffer);
|
||||
retval = device->shader_backend->shader_generate_pshader((IWineD3DPixelShader *)This, &buffer, args);
|
||||
shader_buffer_free(&buffer);
|
||||
|
||||
This->baseShader.is_compiled = TRUE;
|
||||
|
|
|
@ -427,6 +427,28 @@ enum tex_types
|
|||
tex_type_count = 5,
|
||||
};
|
||||
|
||||
enum vertexprocessing_mode {
|
||||
fixedfunction,
|
||||
vertexshader,
|
||||
pretransformed
|
||||
};
|
||||
|
||||
struct stb_const_desc {
|
||||
char texunit;
|
||||
UINT const_num;
|
||||
};
|
||||
|
||||
/* Stateblock dependent parameters which have to be hardcoded
|
||||
* into the shader code
|
||||
*/
|
||||
struct ps_compile_args {
|
||||
struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
|
||||
BOOL srgb_correction;
|
||||
enum vertexprocessing_mode vp_mode;
|
||||
/* Projected textures(ps 1.0-1.3) */
|
||||
/* Texture types(2D, Cube, 3D) in ps 1.x */
|
||||
};
|
||||
|
||||
typedef struct {
|
||||
const SHADER_HANDLER *shader_instruction_handler_table;
|
||||
void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
|
||||
|
@ -440,7 +462,7 @@ typedef struct {
|
|||
HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
|
||||
void (*shader_free_private)(IWineD3DDevice *iface);
|
||||
BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
|
||||
GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
|
||||
GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args);
|
||||
void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
|
||||
void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
|
||||
BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
|
||||
|
@ -2347,29 +2369,6 @@ HRESULT IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader *iface);
|
|||
/*****************************************************************************
|
||||
* IDirect3DPixelShader implementation structure
|
||||
*/
|
||||
|
||||
enum vertexprocessing_mode {
|
||||
fixedfunction,
|
||||
vertexshader,
|
||||
pretransformed
|
||||
};
|
||||
|
||||
struct stb_const_desc {
|
||||
char texunit;
|
||||
UINT const_num;
|
||||
};
|
||||
|
||||
/* Stateblock dependent parameters which have to be hardcoded
|
||||
* into the shader code
|
||||
*/
|
||||
struct ps_compile_args {
|
||||
struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
|
||||
BOOL srgb_correction;
|
||||
enum vertexprocessing_mode vp_mode;
|
||||
/* Projected textures(ps 1.0-1.3) */
|
||||
/* Texture types(2D, Cube, 3D) in ps 1.x */
|
||||
};
|
||||
|
||||
struct ps_compiled_shader {
|
||||
struct ps_compile_args args;
|
||||
GLuint prgId;
|
||||
|
|
Loading…
Reference in New Issue