wined3d: Find the clip texcoord before compiling.
The best is to put this together with the rest of the shader_arb_priv initialization.
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@ -3592,6 +3592,42 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
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return ret;
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}
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static void find_clip_texcoord(IWineD3DPixelShaderImpl *ps)
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{
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struct arb_pshader_private *shader_priv = ps->backend_priv;
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int i;
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const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)ps->baseShader.device)->adapter->gl_info;
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/* See if we can use fragment.texcoord[7] for clipplane emulation
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*
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* Don't do this if it is not supported, or fragment.texcoord[7] is used
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*/
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if(ps->baseShader.reg_maps.shader_version.major < 3)
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{
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for(i = GL_LIMITS(texture_stages); i > 0; i--)
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{
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if(!ps->baseShader.reg_maps.texcoord[i - 1])
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{
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shader_priv->clipplane_emulation = i;
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return;
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}
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}
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WARN("Did not find a free clip reg(2.0)\n");
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}
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else
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{
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for(i = GL_LIMITS(texture_stages); i > 0; i--)
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{
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if(!(ps->baseShader.reg_maps.input_registers & (1 << (i - 1))))
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{
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shader_priv->clipplane_emulation = i;
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return;
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}
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}
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WARN("Did not find a free clip reg(3.0)\n");
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}
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}
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/* GL locking is done by the caller */
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static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
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{
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@ -3603,9 +3639,20 @@ static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *
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GLuint ret;
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if(!shader->backend_priv) {
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IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
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struct shader_arb_priv *priv = device->shader_priv;
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shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
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shader_data = shader->backend_priv;
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shader_data->clamp_consts = shader->baseShader.reg_maps.shader_version.major == 1;
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if(shader->baseShader.reg_maps.shader_version.major < 3) shader_data->input_signature_idx = ~0;
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else shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
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shader_data->has_signature_idx = TRUE;
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TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
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if(!device->vs_clipping) find_clip_texcoord(shader);
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}
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shader_data = shader->backend_priv;
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@ -3845,39 +3892,6 @@ static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IW
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}
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}
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static void find_clip_texcoord(IWineD3DPixelShaderImpl *ps, const WineD3D_GL_Info *gl_info)
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{
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struct arb_pshader_private *shader_priv = ps->backend_priv;
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int i;
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/* See if we can use fragment.texcoord[7] for clipplane emulation
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*
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* Don't do this if it is not supported, or fragment.texcoord[7] is used
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*/
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if(ps->baseShader.reg_maps.shader_version.major < 3)
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{
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for(i = GL_LIMITS(texture_stages); i > 0; i--)
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{
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if(!ps->baseShader.reg_maps.texcoord[i - 1])
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{
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shader_priv->clipplane_emulation = i;
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break;
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}
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}
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}
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else
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{
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for(i = GL_LIMITS(texture_stages); i > 0; i--)
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{
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if(!(ps->baseShader.reg_maps.input_registers & (1 << (i - 1))))
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{
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shader_priv->clipplane_emulation = i;
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break;
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}
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}
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}
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}
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/* GL locking is done by the caller */
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static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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@ -3889,7 +3903,6 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
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if (usePS) {
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struct arb_ps_compile_args compile_args;
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struct arb_ps_compiled_shader *compiled;
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struct arb_pshader_private *shader_priv;
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IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader;
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TRACE("Using pixel shader %p\n", This->stateBlock->pixelShader);
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@ -3898,18 +3911,6 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
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priv->current_fprogram_id = compiled->prgId;
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priv->compiled_fprog = compiled;
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shader_priv = ps->backend_priv;
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if(!shader_priv->has_signature_idx)
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{
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if(ps->baseShader.reg_maps.shader_version.major < 3) shader_priv->input_signature_idx = ~0;
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else shader_priv->input_signature_idx = find_input_signature(priv, ps->input_signature);
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shader_priv->has_signature_idx = TRUE;
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TRACE("Shader got assigned input signature index %u\n", shader_priv->input_signature_idx);
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if(!This->vs_clipping) find_clip_texcoord(ps, gl_info);
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}
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/* Bind the fragment program */
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GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
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checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
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