wined3d: Use OpenGL fragment programs when available.
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@ -1678,7 +1678,7 @@ void drawStridedSoftwareVS(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
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#endif
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void inline drawPrimitiveDrawStrided(IWineD3DDevice *iface, BOOL useVertexShaderFunction, int useHW, Direct3DVertexStridedData *dataLocations,
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void inline drawPrimitiveDrawStrided(IWineD3DDevice *iface, BOOL useVertexShaderFunction, BOOL usePixelShaderFunction, int useHW, Direct3DVertexStridedData *dataLocations,
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UINT numberOfvertices, UINT numberOfIndicies, GLenum glPrimType, const void *idxData, short idxSize, int minIndex, long StartIdx) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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@ -1775,41 +1775,67 @@ UINT numberOfvertices, UINT numberOfIndicies, GLenum glPrimType, const void *idx
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TRACE("Loaded arrays\n");
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if (useVertexShaderFunction) {
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int i;
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GLint errPos;
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IWineD3DVertexDeclarationImpl *vertexDeclaration;
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if (useVertexShaderFunction || usePixelShaderFunction) {
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if (useVertexShaderFunction) {
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IWineD3DVertexDeclarationImpl *vertexDeclaration;
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int i;
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TRACE("Using vertex shader\n");
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TRACE("Using vertex shader\n");
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/* Bind the vertex program */
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GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->prgId));
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checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
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/* Bind the vertex program */
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GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->prgId));
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checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
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/* and enable gl vertex shaders */
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glEnable(GL_VERTEX_PROGRAM_ARB);
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checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
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TRACE_(d3d_shader)("(%p) bound program %u and enabled vertex program ARB\n", This, ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->prgId);
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/* Enable OpenGL vertex programs */
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glEnable(GL_VERTEX_PROGRAM_ARB);
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checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
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TRACE_(d3d_shader)("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->prgId);
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/* Vertex Shader 8 constants */
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vertexDeclaration = (IWineD3DVertexDeclarationImpl *)((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->vertexDeclaration;
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if (vertexDeclaration != NULL) {
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float *constants = vertexDeclaration->constants;
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if (constants != NULL) {
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for (i = 0; i <= WINED3D_VSHADER_MAX_CONSTANTS; i++) {
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TRACE_(d3d_shader)("Not Loading constants %u = %f %f %f %f\n", i, constants[i * 4], constants[i * 4 + 1], constants[i * 4 + 2], constants[i * 4 + 3]);
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GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, i, &constants[i * 4]));
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/* Vertex Shader 8 constants */
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vertexDeclaration = (IWineD3DVertexDeclarationImpl *)((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->vertexDeclaration;
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if (vertexDeclaration != NULL) {
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float *constants = vertexDeclaration->constants;
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if (constants != NULL) {
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for (i = 0; i <= WINED3D_VSHADER_MAX_CONSTANTS; ++i) {
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TRACE_(d3d_shader)("Not loading constants %u = %f %f %f %f\n", i, constants[i * 4], constants[i * 4 + 1], constants[i * 4 + 2], constants[i * 4 + 3]);
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GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, i, &constants[i * 4]));
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}
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}
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}
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/* Update the constants */
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for (i = 0; i < WINED3D_VSHADER_MAX_CONSTANTS; ++i) {
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/* TODO: add support for Integer and Boolean constants */
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if (WINESHADERCNST_FLOAT == This->stateBlock->vertexShaderConstantT[i]) {
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GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, i, &This->stateBlock->vertexShaderConstantF[i * 4]));
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TRACE_(d3d_shader)("Loading constants %u = %f %f %f %f\n",i, This->stateBlock->vertexShaderConstantF[i *4 ], This->stateBlock->vertexShaderConstantF[i * 4 + 1], This->stateBlock->vertexShaderConstantF[i *4 + 2], This->stateBlock->vertexShaderConstantF[i * 4 + 3]);
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checkGLcall("glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB");
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}
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}
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}
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/* Update the constants */
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for (i = 0; i < WINED3D_VSHADER_MAX_CONSTANTS; i++) {
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/* TODO: add support for Integer and Boolean constants */
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if (WINESHADERCNST_FLOAT == This->stateBlock->vertexShaderConstantT[i]) {
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GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, i, &This->stateBlock->vertexShaderConstantF[i * 4]));
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TRACE_(d3d_shader)("Loading constants %u = %f %f %f %f\n",i, This->stateBlock->vertexShaderConstantF[i *4 ], This->stateBlock->vertexShaderConstantF[i * 4 + 1], This->stateBlock->vertexShaderConstantF[i *4 + 2], This->stateBlock->vertexShaderConstantF[i * 4 + 3]);
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checkGLcall("glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB");
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if (usePixelShaderFunction) {
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int i;
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TRACE("Using pixel shader\n");
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/* Bind the fragment program */
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GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->prgId));
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checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
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/* Enable OpenGL fragment programs */
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
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TRACE_(d3d_shader)("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->prgId);
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/* Update the constants */
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for (i = 0; i < WINED3D_PSHADER_MAX_CONSTANTS; ++i) {
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/* TODO: add support for Integer and Boolean constants */
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if (WINESHADERCNST_FLOAT == This->stateBlock->pixelShaderConstantT[i]) {
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GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, i, &This->stateBlock->pixelShaderConstantF[i * 4]));
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TRACE_(d3d_shader)("Loading constants %u = %f %f %f %f\n",i, This->stateBlock->pixelShaderConstantF[i *4 ], This->stateBlock->pixelShaderConstantF[i * 4 + 1], This->stateBlock->pixelShaderConstantF[i *4 + 2], This->stateBlock->pixelShaderConstantF[i * 4 + 3]);
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checkGLcall("glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB");
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}
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}
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}
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@ -1817,23 +1843,30 @@ UINT numberOfvertices, UINT numberOfIndicies, GLenum glPrimType, const void *idx
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drawStridedFast(iface, numberOfIndicies, glPrimType,
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idxData, idxSize, minIndex, StartIdx);
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/* disable any attribs */
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if(((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->declaredArrays) {
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GLint maxAttribs;
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int i;
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/* Leave all the attribs disabled */
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glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
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/* MESA does not support it right not */
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if (glGetError() != GL_NO_ERROR)
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maxAttribs = 16;
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for (i = 0; i < maxAttribs; i++) {
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GL_EXTCALL(glDisableVertexAttribArrayARB(i));
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checkGLcall("glDisableVertexAttribArrayARB(reg);");
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/* Cleanup vertex program */
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if (useVertexShaderFunction) {
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/* disable any attribs */
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if(((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->declaredArrays) {
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GLint maxAttribs;
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int i;
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/* Leave all the attribs disabled */
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glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
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/* MESA does not support it right not */
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if (glGetError() != GL_NO_ERROR)
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maxAttribs = 16;
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for (i = 0; i < maxAttribs; ++i) {
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GL_EXTCALL(glDisableVertexAttribArrayARB(i));
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checkGLcall("glDisableVertexAttribArrayARB(reg);");
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}
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}
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glDisable(GL_VERTEX_PROGRAM_ARB);
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}
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/* Done */
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glDisable(GL_VERTEX_PROGRAM_ARB);
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/* Cleanup fragment program */
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if (usePixelShaderFunction) {
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glDisable(GL_FRAGMENT_PROGRAM_ARB);
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}
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} else {
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/* DirectX colours are in a different format to opengl colours
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@ -2009,6 +2042,7 @@ void drawPrimitive(IWineD3DDevice *iface,
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DWORD fvf = 0;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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BOOL useVertexShaderFunction = FALSE;
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BOOL usePixelShaderFunction = FALSE;
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BOOL isLightingOn = FALSE;
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Direct3DVertexStridedData dataLocations;
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int useHW = FALSE;
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@ -2021,6 +2055,12 @@ void drawPrimitive(IWineD3DDevice *iface,
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useVertexShaderFunction = FALSE;
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}
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if (wined3d_settings.ps_mode != PS_NONE && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)
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&& This->stateBlock->pixelShader
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&& ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->function) {
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usePixelShaderFunction = TRUE;
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}
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if (This->stateBlock->vertexDecl == NULL) {
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/* Work out what the FVF should look like */
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rc = initializeFVF(iface, &fvf);
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@ -2107,7 +2147,7 @@ void drawPrimitive(IWineD3DDevice *iface,
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#endif
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if (numberOfVertices == 0 )
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numberOfVertices = calculatedNumberOfindices;
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drawPrimitiveDrawStrided(iface, useVertexShaderFunction, useHW, &dataLocations, numberOfVertices, calculatedNumberOfindices, glPrimType, idxData, idxSize, minIndex, StartIdx);
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drawPrimitiveDrawStrided(iface, useVertexShaderFunction, usePixelShaderFunction, useHW, &dataLocations, numberOfVertices, calculatedNumberOfindices, glPrimType, idxData, idxSize, minIndex, StartIdx);
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}
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/* If vertex shaders or no normals, restore previous lighting state */
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