wined3d: Find the clip texcoord before compiling.

The best is to put this together with the rest of the shader_arb_priv initialization.
This commit is contained in:
Stefan Dösinger 2009-06-22 22:24:19 +02:00 committed by Alexandre Julliard
parent e64d48371f
commit 7ffd10da28
1 changed files with 47 additions and 46 deletions

View File

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