wined3d: Avoid wasting a uniform.

This commit is contained in:
Stefan Dösinger 2006-09-23 19:09:06 +02:00 committed by Alexandre Julliard
parent 674af50174
commit 96bce8d6d4
5 changed files with 39 additions and 34 deletions

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@ -127,6 +127,9 @@ void shader_arb_load_constants(
GL_LIMITS(vshader_constantsF), GL_LIMITS(vshader_constantsF),
stateBlock->vertexShaderConstantF, stateBlock->vertexShaderConstantF,
&stateBlock->set_vconstantsF); &stateBlock->set_vconstantsF);
/* Upload the position fixup */
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, vshader_impl->wineD3DDevice->posFixup));
} }
if (usePixelShader) { if (usePixelShader) {

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@ -311,22 +311,9 @@ static void primitiveInitState(
/* Vertex Shader output is already transformed, so set up identity matrices */ /* Vertex Shader output is already transformed, so set up identity matrices */
if (useVS) { if (useVS) {
glMatrixMode(GL_MODELVIEW); This->posFixup[1] = This->renderUpsideDown ? -1.0 : 1.0;
checkGLcall("glMatrixMode"); This->posFixup[2] = 0.9 / This->stateBlock->viewport.Width;
glLoadIdentity(); This->posFixup[3] = -0.9 / This->stateBlock->viewport.Height;
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode");
glLoadIdentity();
/* Window Coord 0 is the middle of the first pixel, so translate by half
a pixel (See comment above glTranslate above) */
glTranslatef(0.9 / This->stateBlock->viewport.Width, -0.9 / This->stateBlock->viewport.Height, 0);
checkGLcall("glTranslatef (0.9 / width, -0.9 / height, 0)");
if (This->renderUpsideDown) {
glMultMatrixf(invymat);
checkGLcall("glMultMatrixf(invymat)");
}
This->modelview_valid = FALSE;
This->proj_valid = FALSE;
} }
This->last_was_rhw = FALSE; This->last_was_rhw = FALSE;

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@ -288,6 +288,7 @@ void shader_glsl_load_constants(
if (useVertexShader) { if (useVertexShader) {
IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader; IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
IWineD3DVertexShaderImpl* vshader_impl = (IWineD3DVertexShaderImpl*) vshader; IWineD3DVertexShaderImpl* vshader_impl = (IWineD3DVertexShaderImpl*) vshader;
GLint pos;
IWineD3DVertexDeclarationImpl* vertexDeclaration = IWineD3DVertexDeclarationImpl* vertexDeclaration =
(IWineD3DVertexDeclarationImpl*) vshader_impl->vertexDeclaration; (IWineD3DVertexDeclarationImpl*) vshader_impl->vertexDeclaration;
@ -314,6 +315,12 @@ void shader_glsl_load_constants(
shader_glsl_load_constantsB(vshader, gl_info, programId, MAX_CONST_B, shader_glsl_load_constantsB(vshader, gl_info, programId, MAX_CONST_B,
stateBlock->vertexShaderConstantB, stateBlock->vertexShaderConstantB,
stateBlock->set.vertexShaderConstantsB); stateBlock->set.vertexShaderConstantsB);
/* Upload the position fixup params */
pos = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
checkGLcall("glGetUniformLocationARB");
glUniform4fvARB(pos, 1, &vshader_impl->wineD3DDevice->posFixup[0]);
checkGLcall("glUniform4fvARB");
} }
if (usePixelShader) { if (usePixelShader) {
@ -375,6 +382,9 @@ void shader_generate_glsl_declarations(
if (This->baseShader.limits.constant_bool > 0) if (This->baseShader.limits.constant_bool > 0)
shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool); shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
if(!pshader)
shader_addline(buffer, "uniform vec4 posFixup;\n");
/* Declare texture samplers */ /* Declare texture samplers */
for (i = 0; i < This->baseShader.limits.sampler; i++) { for (i = 0; i < This->baseShader.limits.sampler; i++) {
if (reg_maps->samplers[i]) { if (reg_maps->samplers[i]) {

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@ -737,17 +737,16 @@ static VOID IWineD3DVertexShaderImpl_GenerateShader(
/* Write the final position. /* Write the final position.
* *
* OpenGL coordinates specify the center of the pixel while d3d coords specify * OpenGL coordinates specify the center of the pixel while d3d coords specify
* the corner. For that reason a translation is done with the projection matrix, * the corner. The offsets are stored in z and w in the 2nd row of the projection
* which sets the offsets to move in the w coords of the matrix(see glTranslate manpage) * matrix to avoid wasting a free shader constant. Add them to the w and z coord
* Add the w coordinates to x and y, this avoids the need for a full matrix * of the 2nd row
* multiplication. The matrix is set up in drawprim.c, primitiveInitState.
*/ */
shader_addline(&buffer, "gl_Position.x = gl_Position.x + gl_ProjectionMatrix[3][0];\n"); shader_addline(&buffer, "gl_Position.x = gl_Position.x + posFixup[2];\n");
shader_addline(&buffer, "gl_Position.y = gl_Position.y + gl_ProjectionMatrix[3][1];\n"); shader_addline(&buffer, "gl_Position.y = gl_Position.y + posFixup[3];\n");
/* Account for any inverted textures (render to texture case) by reversing the y coordinate /* Account for any inverted textures (render to texture case) by reversing the y coordinate
* (this is handled in drawPrim() when it sets the MODELVIEW and PROJECTION matrices) * (this is handled in drawPrim() when it sets the MODELVIEW and PROJECTION matrices)
*/ */
shader_addline(&buffer, "gl_Position.y = gl_Position.y * gl_ProjectionMatrix[1][1];\n"); shader_addline(&buffer, "gl_Position.y = gl_Position.y * posFixup[1];\n");
shader_addline(&buffer, "}\n\0"); shader_addline(&buffer, "}\n\0");
@ -772,9 +771,8 @@ static VOID IWineD3DVertexShaderImpl_GenerateShader(
/* Base Declarations */ /* Base Declarations */
shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, &buffer, &GLINFO_LOCATION); shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, &buffer, &GLINFO_LOCATION);
/* We need the projection matrix to correctly render upside-down objects (render to texture) */ /* We need a constant to fixup the final position */
shader_addline(&buffer, "PARAM PROJECTIONX = state.matrix.projection.row[0];\n"); shader_addline(&buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
shader_addline(&buffer, "PARAM PROJECTIONY = state.matrix.projection.row[1];\n");
if (reg_maps->fog) { if (reg_maps->fog) {
This->usesFog = 1; This->usesFog = 1;
@ -792,17 +790,15 @@ static VOID IWineD3DVertexShaderImpl_GenerateShader(
/* Write the final position. /* Write the final position.
* *
* OpenGL coordinates specify the center of the pixel while d3d coords specify * OpenGL coordinates specify the center of the pixel while d3d coords specify
* the corner. For that reason a translation is done with the projection matrix, * the corner. The offsets are stored in the 2nd row of the projection matrix,
* which sets the offsets to move in the w coords of the matrix(see glTranslate manpage) * the x offset in z and the y offset in w. Add them to the resulting position
* Add the w coordinates to x and y, this avoids the need for a full matrix
* multiplication. The matrix is set up in drawprim.c, primitiveInitState.
*/ */
shader_addline(&buffer, "ADD result.position.x, TMP_OUT.x, PROJECTIONX.w;\n"); shader_addline(&buffer, "ADD result.position.x, TMP_OUT.x, posFixup.z;\n");
shader_addline(&buffer, "ADD result.position.y, TMP_OUT.y, PROJECTIONY.w;\n"); shader_addline(&buffer, "ADD result.position.y, TMP_OUT.y, posFixup.w;\n");
/* Account for any inverted textures (render to texture case) by reversing the y coordinate /* Account for any inverted textures (render to texture case) by reversing the y coordinate
* (this is handled in drawPrim() when it sets the MODELVIEW and PROJECTION matrices) * (this is handled in drawPrim() when it sets the MODELVIEW and PROJECTION matrices)
*/ */
shader_addline(&buffer, "MUL result.position.y, TMP_OUT.y, PROJECTIONY.y;\n"); shader_addline(&buffer, "MUL result.position.y, TMP_OUT.y, posFixup.y;\n");
shader_addline(&buffer, "END\n\0"); shader_addline(&buffer, "END\n\0");

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@ -581,6 +581,9 @@ typedef struct IWineD3DDeviceImpl
/* List of GLSL shader programs and their associated vertex & pixel shaders */ /* List of GLSL shader programs and their associated vertex & pixel shaders */
struct list glsl_shader_progs; struct list glsl_shader_progs;
/* Final position fixup constant */
float posFixup[4];
} IWineD3DDeviceImpl; } IWineD3DDeviceImpl;
extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl; extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
@ -1667,6 +1670,12 @@ inline static BOOL shader_is_comment(DWORD token) {
return D3DSIO_COMMENT == (token & D3DSI_OPCODE_MASK); return D3DSIO_COMMENT == (token & D3DSI_OPCODE_MASK);
} }
/* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
* so upload them above that
*/
#define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
#define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
/***************************************************************************** /*****************************************************************************
* IDirect3DVertexShader implementation structure * IDirect3DVertexShader implementation structure
*/ */