wined3d: Use GenerateShader in pixel shaders and remove old function.

This commit is contained in:
Jason Green 2006-05-09 22:39:39 -04:00 committed by Alexandre Julliard
parent 087c67c459
commit 68f75555d3
1 changed files with 1 additions and 190 deletions

View File

@ -1370,195 +1370,6 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateShader(
#endif
}
/* NOTE: A description of how to parse tokens can be found at http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */
inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelShader *iface, CONST DWORD *pFunction) {
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
const DWORD *pToken = pFunction;
const SHADER_OPCODE *curOpcode = NULL;
DWORD i;
SHADER_BUFFER buffer;
/* Keep bitmaps of used temporary and texture registers */
DWORD tempsUsed, texUsed;
/* Initialize current parsing state */
This->baseShader.parse_state.current_row = 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 < SHADER_PGMSIZE) {
HeapFree(GetProcessHeap(), 0, This->fixupVertexBuffer);
This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, SHADER_PGMSIZE);
This->fixupVertexBufferSize = SHADER_PGMSIZE;
This->fixupVertexBuffer[0] = 0;
}
buffer.buffer = This->device->fixupVertexBuffer;
#else
buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
#endif
buffer.bsize = 0;
buffer.lineNo = 0;
/* FIXME: if jumps are used, use GLSL, else use ARB_fragment_program */
shader_addline(&buffer, "!!ARBfp1.0\n");
/* 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++)
This->constants[i] = 0;
/* First pass: figure out which temporary and texture registers are used */
shader_get_registers_used((IWineD3DBaseShader*) This, pToken);
texUsed = This->baseShader.textures_used;
tempsUsed = This->baseShader.temps_used;
TRACE("Texture registers used: %#lx, Temp registers used %#lx\n", texUsed, tempsUsed);
/* TODO: check register usage against GL/Directx limits, and fail if they're exceeded */
/* Pre-declare registers */
for(i = 0; i < This->baseShader.limits.texture; i++) {
if (texUsed & (1 << i))
shader_addline(&buffer,"TEMP T%lu;\n", i);
}
for(i = 0; i < This->baseShader.limits.temporary; i++) {
if (tempsUsed & (1 << i))
shader_addline(&buffer, "TEMP R%lu;\n", i);
}
/* Necessary for internal operations */
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");
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");
/* Texture coordinate registers must be pre-loaded */
for (i = 0; i < This->baseShader.limits.texture; i++) {
if (texUsed & (1 << i))
shader_addline(&buffer, "MOV T%lu, fragment.texcoord[%lu];\n", i, i);
}
/* Second pass, process opcodes */
if (NULL != pToken) {
while (D3DPS_END() != *pToken) {
#if 0 /* For pixel and vertex shader versions 2_0 and later, bits 24 through 27 specify the size in DWORDs of the instruction */
if (version >= 2) {
instructionSize = pToken & SIZEBITS >> 27;
}
#endif
/* Skip version token */
if (pshader_is_version_token(*pToken)) {
++pToken;
continue;
}
/* Skip comment tokens */
if (pshader_is_comment_token(*pToken)) {
DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
++pToken;
TRACE("#%s\n", (char*)pToken);
pToken += comment_len;
continue;
}
/* Read opcode */
curOpcode = shader_get_opcode((IWineD3DBaseShader*) This, *pToken);
++pToken;
/* Unknown opcode and its parameters */
if (NULL == curOpcode) {
while (*pToken & 0x80000000) { /* TODO: Think of a sensible name for 0x80000000 */
FIXME("unrecognized opcode: %08lx\n", *pToken);
++pToken;
}
/* Unhandled opcode */
} else if (GLNAME_REQUIRE_GLSL == curOpcode->glname) {
FIXME("Token %s requires greater functionality than "
"Fragment_Progarm_ARB supports\n", curOpcode->name);
pToken += curOpcode->num_params;
/* If a generator function is set, use it */
} else if (curOpcode->hw_fct != NULL) {
SHADER_OPCODE_ARG hw_arg;
hw_arg.shader = (IWineD3DBaseShader*) This;
hw_arg.opcode = curOpcode;
hw_arg.buffer = &buffer;
if (curOpcode->num_params > 0) {
hw_arg.dst = *pToken;
/* FIXME: this does not account for relative address tokens */
for (i = 1; i < curOpcode->num_params; i++)
hw_arg.src[i-1] = *(pToken + i);
}
curOpcode->hw_fct(&hw_arg);
pToken += curOpcode->num_params;
} else {
TRACE("Found opcode D3D:%s GL:%s, PARAMS:%d, \n",
curOpcode->name, curOpcode->glname, curOpcode->num_params);
/* Build opcode for GL vertex_program */
switch (curOpcode->opcode) {
case D3DSIO_NOP:
break;
default:
FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
pToken += curOpcode->num_params;
}
}
}
/* TODO: What about result.depth? */
shader_addline(&buffer, "MOV result.color, R0;\n");
shader_addline(&buffer, "END\n");
}
/* finally null terminate the buffer */
buffer.buffer[buffer.bsize] = 0;
if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
/* Create the hw shader */
/* The program string sometimes gets too long for a normal TRACE */
TRACE("Generated program:\n");
if (TRACE_ON(d3d_shader)) {
fprintf(stderr, "%s\n", buffer.buffer);
}
/* TODO: change to resource.glObjectHandel or something like that */
GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));
TRACE("Creating a hw pixel shader, prg=%d\n", This->baseShader.prgId);
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, This->baseShader.prgId));
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,
buffer.bsize, buffer.buffer));
if (glGetError() == GL_INVALID_OPERATION) {
GLint errPos;
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
FIXME("HW PixelShader Error at position %d: %s\n",
errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
This->baseShader.prgId = -1;
}
}
#if 1 /* if were using the data buffer of device then we don't need to free it */
HeapFree(GetProcessHeap(), 0, buffer.buffer);
#endif
}
inline static void pshader_program_dump_ins_modifiers(const DWORD output) {
DWORD shift = (output & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT;
@ -1808,7 +1619,7 @@ HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, C
if (NULL != pFunction && wined3d_settings.vs_mode == VS_HW) {
TRACE("(%p) : Generating hardware program\n", This);
#if 1
IWineD3DPixelShaderImpl_GenerateProgramArbHW(iface, pFunction);
IWineD3DPixelShaderImpl_GenerateShader(iface, pFunction);
#endif
}