wined3d: Add ps_np2fixup_info structure.

This commit is contained in:
Tobias Jakobi 2009-06-17 23:24:25 +02:00 committed by Alexandre Julliard
parent 08453c1f2b
commit 7906774339
2 changed files with 36 additions and 5 deletions

View File

@ -114,6 +114,7 @@ struct glsl_shader_prog_link {
struct vs_compile_args vs_args;
struct ps_compile_args ps_args;
UINT constant_version;
const struct ps_np2fixup_info *np2Fixup_info;
};
typedef struct {
@ -126,11 +127,13 @@ typedef struct {
struct shader_glsl_ctx_priv {
const struct vs_compile_args *cur_vs_args;
const struct ps_compile_args *cur_ps_args;
struct ps_np2fixup_info *cur_np2fixup_info;
};
struct glsl_ps_compiled_shader
{
struct ps_compile_args args;
struct ps_np2fixup_info np2fixup;
GLhandleARB prgId;
};
@ -3627,7 +3630,7 @@ static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD
/* GL locking is done by the caller */
static GLuint shader_glsl_generate_pshader(IWineD3DPixelShaderImpl *This,
SHADER_BUFFER *buffer, const struct ps_compile_args *args)
SHADER_BUFFER *buffer, const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
{
const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
CONST DWORD *function = This->baseShader.function;
@ -3640,6 +3643,7 @@ static GLuint shader_glsl_generate_pshader(IWineD3DPixelShaderImpl *This,
memset(&priv_ctx, 0, sizeof(priv_ctx));
priv_ctx.cur_ps_args = args;
priv_ctx.cur_np2fixup_info = np2fixup_info;
shader_addline(buffer, "#version 120\n");
@ -3792,13 +3796,15 @@ static GLuint shader_glsl_generate_vshader(IWineD3DVertexShaderImpl *This,
return shader_obj;
}
static GLhandleARB find_glsl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args)
static GLhandleARB find_glsl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args,
const struct ps_np2fixup_info **np2fixup_info)
{
UINT i;
DWORD new_size;
struct glsl_ps_compiled_shader *new_array;
struct glsl_pshader_private *shader_data;
struct ps_np2fixup_info *np2fixup = NULL;
SHADER_BUFFER buffer;
struct glsl_pshader_private *shader_data;
GLhandleARB ret;
if(!shader->backend_priv) {
@ -3812,6 +3818,7 @@ static GLhandleARB find_glsl_pshader(IWineD3DPixelShaderImpl *shader, const stru
*/
for(i = 0; i < shader_data->num_gl_shaders; i++) {
if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
if(args->np2_fixup) *np2fixup_info = &shader_data->gl_shaders[i].np2fixup;
return shader_data->gl_shaders[i].prgId;
}
}
@ -3838,13 +3845,17 @@ static GLhandleARB find_glsl_pshader(IWineD3DPixelShaderImpl *shader, const stru
shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
memset(&shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup, 0, sizeof(struct ps_np2fixup_info));
if (args->np2_fixup) np2fixup = &shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup;
pixelshader_update_samplers(&shader->baseShader.reg_maps,
((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
shader_buffer_init(&buffer);
ret = shader_glsl_generate_pshader(shader, &buffer, args);
ret = shader_glsl_generate_pshader(shader, &buffer, args, np2fixup);
shader_buffer_free(&buffer);
shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
*np2fixup_info = np2fixup;
return ret;
}
@ -3956,6 +3967,7 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
entry->vs_args = vs_compile_args;
entry->ps_args = ps_compile_args;
entry->constant_version = 0;
entry->np2Fixup_info = NULL;
/* Add the hash table entry */
add_glsl_program_entry(priv, entry);
@ -4006,7 +4018,8 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
/* Attach GLSL pshader */
if (pshader)
{
GLhandleARB pshader_id = find_glsl_pshader((IWineD3DPixelShaderImpl *)pshader, &ps_compile_args);
GLhandleARB pshader_id = find_glsl_pshader((IWineD3DPixelShaderImpl *)pshader, &ps_compile_args,
&entry->np2Fixup_info);
TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
checkGLcall("glAttachObjectARB");

View File

@ -2707,6 +2707,24 @@ void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockIm
/*****************************************************************************
* IDirect3DPixelShader implementation structure
*/
/* Using additional shader constants (uniforms in GLSL / program environment
* or local parameters in ARB) is costly:
* ARB only knows float4 parameters and GLSL compiler are not really smart
* when it comes to efficiently pack float2 uniforms, so no space is wasted
* (in fact most compilers map a float2 to a full float4 uniform).
*
* For NP2 texcoord fixup we only need 2 floats (width and height) for each
* 2D texture used in the shader. We therefore pack fixup info for 2 textures
* into a single shader constant (uniform / program parameter).
*
* This structure is shared between the GLSL and the ARB backend.*/
struct ps_np2fixup_info {
unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
WORD active; /* bitfield indicating if we can apply the fixup */
WORD num_consts;
};
typedef struct IWineD3DPixelShaderImpl {
/* IUnknown parts */
const IWineD3DPixelShaderVtbl *lpVtbl;