wined3d: Handle NP2 fixup updates in shader_load_constants().
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@ -505,52 +505,49 @@ static unsigned int shader_arb_load_constantsF(const struct wined3d_shader *shad
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}
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}
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/**
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* Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
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*/
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static void shader_arb_load_np2fixup_constants(void *shader_priv,
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/* Loads the texture dimensions for NP2 fixup into the currently set
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* ARB_[vertex/fragment]_programs. */
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static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info *fixup,
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const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
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{
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const struct shader_arb_priv * priv = shader_priv;
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GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
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WORD active = fixup->super.active;
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UINT i;
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/* NP2 texcoord fixup is (currently) only done for pixelshaders. */
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if (!use_ps(state)) return;
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if (!active)
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return;
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if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
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const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
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UINT i;
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WORD active = fixup->super.active;
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GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
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for (i = 0; active; active >>= 1, ++i)
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{
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const struct wined3d_texture *tex = state->textures[i];
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unsigned char idx = fixup->super.idx[i];
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GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
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for (i = 0; active; active >>= 1, ++i)
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if (!(active & 1))
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continue;
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if (!tex)
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{
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const struct wined3d_texture *tex = state->textures[i];
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const unsigned char idx = fixup->super.idx[i];
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GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
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if (!(active & 1)) continue;
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if (!tex) {
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FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
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continue;
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}
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if (idx % 2)
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{
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tex_dim[2] = tex->pow2_matrix[0];
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tex_dim[3] = tex->pow2_matrix[5];
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}
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else
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{
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tex_dim[0] = tex->pow2_matrix[0];
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tex_dim[1] = tex->pow2_matrix[5];
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}
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ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
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continue;
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}
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for (i = 0; i < fixup->super.num_consts; ++i) {
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GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
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fixup->offset + i, &np2fixup_constants[i * 4]));
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if (idx % 2)
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{
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tex_dim[2] = tex->pow2_matrix[0];
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tex_dim[3] = tex->pow2_matrix[5];
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}
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else
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{
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tex_dim[0] = tex->pow2_matrix[0];
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tex_dim[1] = tex->pow2_matrix[5];
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}
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}
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for (i = 0; i < fixup->super.num_consts; ++i)
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{
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GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
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fixup->offset + i, &np2fixup_constants[i * 4]));
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}
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}
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@ -720,6 +717,9 @@ static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
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priv->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
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priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
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shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
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if (context->constant_update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
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shader_arb_load_np2fixup_constants(&gl_shader->np2fixup_info, gl_info, state);
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}
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}
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@ -4696,7 +4696,7 @@ static void shader_arb_select(void *shader_priv, struct wined3d_context *context
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/* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
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if (compiled->np2fixup_info.super.active)
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shader_arb_load_np2fixup_constants(priv, gl_info, state);
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context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
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if (ps->load_local_constsF)
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context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
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@ -5709,7 +5709,6 @@ const struct wined3d_shader_backend_ops arb_program_shader_backend =
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shader_arb_update_float_vertex_constants,
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shader_arb_update_float_pixel_constants,
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shader_arb_load_constants,
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shader_arb_load_np2fixup_constants,
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shader_arb_destroy,
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shader_arb_alloc,
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shader_arb_free,
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@ -767,51 +767,38 @@ static void reset_program_constant_version(struct wine_rb_entry *entry, void *co
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}
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/* Context activation is done by the caller (state handler). */
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static void shader_glsl_load_np2fixup_constants(void *shader_priv,
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static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program *ps,
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const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
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{
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struct shader_glsl_priv *glsl_priv = shader_priv;
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const struct glsl_shader_prog_link *prog = glsl_priv->glsl_program;
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GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
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UINT fixup = ps->np2_fixup_info->active;
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UINT i;
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/* No GLSL program set - nothing to do. */
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if (!prog) return;
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/* NP2 texcoord fixup is (currently) only done for pixelshaders. */
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if (!use_ps(state)) return;
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if (prog->ps.np2_fixup_info && prog->ps.np2_fixup_location != -1)
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for (i = 0; fixup; fixup >>= 1, ++i)
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{
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UINT i;
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UINT fixup = prog->ps.np2_fixup_info->active;
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GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
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const struct wined3d_texture *tex = state->textures[i];
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unsigned char idx = ps->np2_fixup_info->idx[i];
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GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
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for (i = 0; fixup; fixup >>= 1, ++i)
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if (!tex)
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{
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const struct wined3d_texture *tex = state->textures[i];
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const unsigned char idx = prog->ps.np2_fixup_info->idx[i];
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GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
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if (!tex)
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{
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ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
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continue;
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}
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if (idx % 2)
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{
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tex_dim[2] = tex->pow2_matrix[0];
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tex_dim[3] = tex->pow2_matrix[5];
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}
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else
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{
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tex_dim[0] = tex->pow2_matrix[0];
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tex_dim[1] = tex->pow2_matrix[5];
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}
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ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
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continue;
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}
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GL_EXTCALL(glUniform4fvARB(prog->ps.np2_fixup_location,
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prog->ps.np2_fixup_info->num_consts, np2fixup_constants));
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if (idx % 2)
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{
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tex_dim[2] = tex->pow2_matrix[0];
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tex_dim[3] = tex->pow2_matrix[5];
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}
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else
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{
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tex_dim[0] = tex->pow2_matrix[0];
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tex_dim[1] = tex->pow2_matrix[5];
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}
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}
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GL_EXTCALL(glUniform4fvARB(ps->np2_fixup_location, ps->np2_fixup_info->num_consts, np2fixup_constants));
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}
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/* Context activation is done by the caller (state handler). */
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@ -907,6 +894,9 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
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GL_EXTCALL(glUniform4fvARB(prog->ps.ycorrection_location, 1, correction_params));
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}
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if (update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
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shader_glsl_load_np2fixup_constants(&prog->ps, gl_info, state);
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if (update_mask & WINED3D_SHADER_CONST_FFP_PS)
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{
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float col[4];
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@ -6086,6 +6076,9 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
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break;
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}
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}
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if (entry->ps.np2_fixup_location != -1)
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entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
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}
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}
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@ -6258,14 +6251,6 @@ static void shader_glsl_select(void *shader_priv, struct wined3d_context *contex
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if (program_id)
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context->constant_update_mask |= priv->glsl_program->constant_update_mask;
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}
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/* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
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* constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
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* called between selecting the shader and using it, which results in wrong fixup for some frames. */
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if (priv->glsl_program && priv->glsl_program->ps.np2_fixup_info)
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{
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shader_glsl_load_np2fixup_constants(priv, gl_info, state);
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}
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}
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/* Context activation is done by the caller. */
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@ -6822,7 +6807,6 @@ const struct wined3d_shader_backend_ops glsl_shader_backend =
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shader_glsl_update_float_vertex_constants,
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shader_glsl_update_float_pixel_constants,
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shader_glsl_load_constants,
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shader_glsl_load_np2fixup_constants,
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shader_glsl_destroy,
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shader_glsl_alloc,
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shader_glsl_free,
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@ -1511,8 +1511,6 @@ static void shader_none_update_float_vertex_constants(struct wined3d_device *dev
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static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {}
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static void shader_none_load_constants(void *shader_priv, struct wined3d_context *context,
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const struct wined3d_state *state) {}
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static void shader_none_load_np2fixup_constants(void *shader_priv,
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const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) {}
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static void shader_none_destroy(struct wined3d_shader *shader) {}
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static void shader_none_context_destroyed(void *shader_priv, const struct wined3d_context *context) {}
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@ -1619,7 +1617,6 @@ const struct wined3d_shader_backend_ops none_shader_backend =
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shader_none_update_float_vertex_constants,
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shader_none_update_float_pixel_constants,
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shader_none_load_constants,
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shader_none_load_np2fixup_constants,
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shader_none_destroy,
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shader_none_alloc,
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shader_none_free,
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@ -3676,7 +3676,7 @@ static void sampler(struct wined3d_context *context, const struct wined3d_state
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/* Trigger shader constant reloading (for NP2 texcoord fixup) */
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if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
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device->shader_backend->shader_load_np2fixup_constants(device->shader_priv, gl_info, state);
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context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
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}
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else
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{
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@ -292,7 +292,8 @@ enum wined3d_sampler_texture_type
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#define WINED3D_SHADER_CONST_PS_B 0x00000040
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#define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000080
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#define WINED3D_SHADER_CONST_PS_Y_CORR 0x00000100
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#define WINED3D_SHADER_CONST_FFP_PS 0x00000200
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#define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00000200
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#define WINED3D_SHADER_CONST_FFP_PS 0x00000400
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enum wined3d_shader_register_type
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{
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@ -817,8 +818,6 @@ struct wined3d_shader_backend_ops
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void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
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void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
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const struct wined3d_state *state);
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void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info,
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const struct wined3d_state *state);
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void (*shader_destroy)(struct wined3d_shader *shader);
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HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
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const struct fragment_pipeline *fragment_pipe);
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