wined3d: Handle NP2 fixup updates in shader_load_constants().

This commit is contained in:
Henri Verbeet 2013-08-21 08:29:28 +02:00 committed by Alexandre Julliard
parent 62859daf0b
commit 69e1100c0c
5 changed files with 70 additions and 91 deletions

View File

@ -505,52 +505,49 @@ static unsigned int shader_arb_load_constantsF(const struct wined3d_shader *shad
} }
} }
/** /* Loads the texture dimensions for NP2 fixup into the currently set
* Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs. * ARB_[vertex/fragment]_programs. */
*/ static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info *fixup,
static void shader_arb_load_np2fixup_constants(void *shader_priv,
const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
{ {
const struct shader_arb_priv * priv = shader_priv; GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
WORD active = fixup->super.active;
UINT i;
/* NP2 texcoord fixup is (currently) only done for pixelshaders. */ if (!active)
if (!use_ps(state)) return; return;
if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) { for (i = 0; active; active >>= 1, ++i)
const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info; {
UINT i; const struct wined3d_texture *tex = state->textures[i];
WORD active = fixup->super.active; unsigned char idx = fixup->super.idx[i];
GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS]; GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
for (i = 0; active; active >>= 1, ++i) if (!(active & 1))
continue;
if (!tex)
{ {
const struct wined3d_texture *tex = state->textures[i]; ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
const unsigned char idx = fixup->super.idx[i]; continue;
GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
if (!(active & 1)) continue;
if (!tex) {
FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
continue;
}
if (idx % 2)
{
tex_dim[2] = tex->pow2_matrix[0];
tex_dim[3] = tex->pow2_matrix[5];
}
else
{
tex_dim[0] = tex->pow2_matrix[0];
tex_dim[1] = tex->pow2_matrix[5];
}
} }
for (i = 0; i < fixup->super.num_consts; ++i) { if (idx % 2)
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, {
fixup->offset + i, &np2fixup_constants[i * 4])); tex_dim[2] = tex->pow2_matrix[0];
tex_dim[3] = tex->pow2_matrix[5];
} }
else
{
tex_dim[0] = tex->pow2_matrix[0];
tex_dim[1] = tex->pow2_matrix[5];
}
}
for (i = 0; i < fixup->super.num_consts; ++i)
{
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
fixup->offset + i, &np2fixup_constants[i * 4]));
} }
} }
@ -720,6 +717,9 @@ static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
priv->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB, priv->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty); priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
shader_arb_ps_local_constants(gl_shader, context, state, rt_height); shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
if (context->constant_update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
shader_arb_load_np2fixup_constants(&gl_shader->np2fixup_info, gl_info, state);
} }
} }
@ -4696,7 +4696,7 @@ static void shader_arb_select(void *shader_priv, struct wined3d_context *context
/* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */ /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
if (compiled->np2fixup_info.super.active) if (compiled->np2fixup_info.super.active)
shader_arb_load_np2fixup_constants(priv, gl_info, state); context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
if (ps->load_local_constsF) if (ps->load_local_constsF)
context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F; context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
@ -5709,7 +5709,6 @@ const struct wined3d_shader_backend_ops arb_program_shader_backend =
shader_arb_update_float_vertex_constants, shader_arb_update_float_vertex_constants,
shader_arb_update_float_pixel_constants, shader_arb_update_float_pixel_constants,
shader_arb_load_constants, shader_arb_load_constants,
shader_arb_load_np2fixup_constants,
shader_arb_destroy, shader_arb_destroy,
shader_arb_alloc, shader_arb_alloc,
shader_arb_free, shader_arb_free,

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@ -767,51 +767,38 @@ static void reset_program_constant_version(struct wine_rb_entry *entry, void *co
} }
/* Context activation is done by the caller (state handler). */ /* Context activation is done by the caller (state handler). */
static void shader_glsl_load_np2fixup_constants(void *shader_priv, static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program *ps,
const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
{ {
struct shader_glsl_priv *glsl_priv = shader_priv; GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
const struct glsl_shader_prog_link *prog = glsl_priv->glsl_program; UINT fixup = ps->np2_fixup_info->active;
UINT i;
/* No GLSL program set - nothing to do. */ for (i = 0; fixup; fixup >>= 1, ++i)
if (!prog) return;
/* NP2 texcoord fixup is (currently) only done for pixelshaders. */
if (!use_ps(state)) return;
if (prog->ps.np2_fixup_info && prog->ps.np2_fixup_location != -1)
{ {
UINT i; const struct wined3d_texture *tex = state->textures[i];
UINT fixup = prog->ps.np2_fixup_info->active; unsigned char idx = ps->np2_fixup_info->idx[i];
GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS]; GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
for (i = 0; fixup; fixup >>= 1, ++i) if (!tex)
{ {
const struct wined3d_texture *tex = state->textures[i]; ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
const unsigned char idx = prog->ps.np2_fixup_info->idx[i]; continue;
GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
if (!tex)
{
ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
continue;
}
if (idx % 2)
{
tex_dim[2] = tex->pow2_matrix[0];
tex_dim[3] = tex->pow2_matrix[5];
}
else
{
tex_dim[0] = tex->pow2_matrix[0];
tex_dim[1] = tex->pow2_matrix[5];
}
} }
GL_EXTCALL(glUniform4fvARB(prog->ps.np2_fixup_location, if (idx % 2)
prog->ps.np2_fixup_info->num_consts, np2fixup_constants)); {
tex_dim[2] = tex->pow2_matrix[0];
tex_dim[3] = tex->pow2_matrix[5];
}
else
{
tex_dim[0] = tex->pow2_matrix[0];
tex_dim[1] = tex->pow2_matrix[5];
}
} }
GL_EXTCALL(glUniform4fvARB(ps->np2_fixup_location, ps->np2_fixup_info->num_consts, np2fixup_constants));
} }
/* Context activation is done by the caller (state handler). */ /* Context activation is done by the caller (state handler). */
@ -907,6 +894,9 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
GL_EXTCALL(glUniform4fvARB(prog->ps.ycorrection_location, 1, correction_params)); GL_EXTCALL(glUniform4fvARB(prog->ps.ycorrection_location, 1, correction_params));
} }
if (update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
shader_glsl_load_np2fixup_constants(&prog->ps, gl_info, state);
if (update_mask & WINED3D_SHADER_CONST_FFP_PS) if (update_mask & WINED3D_SHADER_CONST_FFP_PS)
{ {
float col[4]; float col[4];
@ -6086,6 +6076,9 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
break; break;
} }
} }
if (entry->ps.np2_fixup_location != -1)
entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
} }
} }
@ -6258,14 +6251,6 @@ static void shader_glsl_select(void *shader_priv, struct wined3d_context *contex
if (program_id) if (program_id)
context->constant_update_mask |= priv->glsl_program->constant_update_mask; context->constant_update_mask |= priv->glsl_program->constant_update_mask;
} }
/* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
* constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
* called between selecting the shader and using it, which results in wrong fixup for some frames. */
if (priv->glsl_program && priv->glsl_program->ps.np2_fixup_info)
{
shader_glsl_load_np2fixup_constants(priv, gl_info, state);
}
} }
/* Context activation is done by the caller. */ /* Context activation is done by the caller. */
@ -6822,7 +6807,6 @@ const struct wined3d_shader_backend_ops glsl_shader_backend =
shader_glsl_update_float_vertex_constants, shader_glsl_update_float_vertex_constants,
shader_glsl_update_float_pixel_constants, shader_glsl_update_float_pixel_constants,
shader_glsl_load_constants, shader_glsl_load_constants,
shader_glsl_load_np2fixup_constants,
shader_glsl_destroy, shader_glsl_destroy,
shader_glsl_alloc, shader_glsl_alloc,
shader_glsl_free, shader_glsl_free,

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@ -1511,8 +1511,6 @@ static void shader_none_update_float_vertex_constants(struct wined3d_device *dev
static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {} static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {}
static void shader_none_load_constants(void *shader_priv, struct wined3d_context *context, static void shader_none_load_constants(void *shader_priv, struct wined3d_context *context,
const struct wined3d_state *state) {} const struct wined3d_state *state) {}
static void shader_none_load_np2fixup_constants(void *shader_priv,
const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) {}
static void shader_none_destroy(struct wined3d_shader *shader) {} static void shader_none_destroy(struct wined3d_shader *shader) {}
static void shader_none_context_destroyed(void *shader_priv, const struct wined3d_context *context) {} static void shader_none_context_destroyed(void *shader_priv, const struct wined3d_context *context) {}
@ -1619,7 +1617,6 @@ const struct wined3d_shader_backend_ops none_shader_backend =
shader_none_update_float_vertex_constants, shader_none_update_float_vertex_constants,
shader_none_update_float_pixel_constants, shader_none_update_float_pixel_constants,
shader_none_load_constants, shader_none_load_constants,
shader_none_load_np2fixup_constants,
shader_none_destroy, shader_none_destroy,
shader_none_alloc, shader_none_alloc,
shader_none_free, shader_none_free,

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@ -3676,7 +3676,7 @@ static void sampler(struct wined3d_context *context, const struct wined3d_state
/* Trigger shader constant reloading (for NP2 texcoord fixup) */ /* Trigger shader constant reloading (for NP2 texcoord fixup) */
if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT)) if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
device->shader_backend->shader_load_np2fixup_constants(device->shader_priv, gl_info, state); context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
} }
else else
{ {

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@ -292,7 +292,8 @@ enum wined3d_sampler_texture_type
#define WINED3D_SHADER_CONST_PS_B 0x00000040 #define WINED3D_SHADER_CONST_PS_B 0x00000040
#define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000080 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000080
#define WINED3D_SHADER_CONST_PS_Y_CORR 0x00000100 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00000100
#define WINED3D_SHADER_CONST_FFP_PS 0x00000200 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00000200
#define WINED3D_SHADER_CONST_FFP_PS 0x00000400
enum wined3d_shader_register_type enum wined3d_shader_register_type
{ {
@ -817,8 +818,6 @@ struct wined3d_shader_backend_ops
void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count); void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context, void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
const struct wined3d_state *state); const struct wined3d_state *state);
void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info,
const struct wined3d_state *state);
void (*shader_destroy)(struct wined3d_shader *shader); void (*shader_destroy)(struct wined3d_shader *shader);
HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe, HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
const struct fragment_pipeline *fragment_pipe); const struct fragment_pipeline *fragment_pipe);